Ancient wargame rules. by Nick Salmon Introduction These rules can be used from antiquity up until the late medieval period, they depart from the norm in that they have no rigid turn sequence. Instead players take turns to command their troops until a situation occurs which occupies the commander allowing the initiative to pass to the other player. Combat results are handled by progressively worse morale and no figures are removed from the table. As befitting my age the rules are a bewildering mixture of imperial and metric measurements. Any areas not covered should be resolved with common sense or a die roll. Basing Figures are based the same as the popular DBA/M rules. Bases are 40mm wide and deep enough to accommodate the figures. The following table gives the number of 15mm figures per base. Close order infantry and cavalry - 4 figures Loose order infantry and cavalry - 3 figures Open order infantry and cavalry - 2 figures Elephants, chariots and artillery - 1 model Commanders - 1 figure
Artillery has 2, 3 or 4 figures on the base depending on its size. Scale 1 figure = 200 men or 10 elephants, artillery pieces or chariots. 1" = 100 yards. Armies are organised into units of between 3 to 9 bases, this means an average Roman legion of 5,000 men would be 24 figures, 6 bases, strong. Troop types Units are classified with the following details:
COMMAND LEVEL - A number from 1 to 5. This is a measure of the unit’s enthusiasm, morale and the ability of its leaders. 1 - Rabble 2 - Levy 3 - Average ability, the bulk of most armies 4 - Well-motivated troops 5 - Guard and household units.
TRAINING - Trained troops are well drilled and have a measure of selfcontrol. Untrained are more unpredictable and difficult to control. PROTECTION - Can be Light, medium, heavy or extra heavy. WEAPONS - There are 4 combat weapons types. Pike, spear, various or minimal and two ranged weapons types, bow and missile. Missile weapons include javelins, slings, quoits and handegunnes and all other short range, flat trajectory weapons. ORDER- Can be Close, loose or open.
Units can start with any frontage or number of ranks but once decided they cannot change them during the game other than when they turn 90’ to flank and form a narrower unit. Commanders There are two types of commanders, generals and leaders. An army has one general and one or more subordinate leaders. Friendly commanders may move each time the player moves any other friendly units. A commander within 4" of a friendly unit that loses a level of order rolls a die to see if he has been hurt. A result of 6 means he has been killed, wounded or panicked and the figure is removed. Only one roll is made regardless of the number of causes. Leaders can be replaced, a general cannot. A generals loss causes every friendly unit within sight to be shaken if not already. Command There is no set sequence, instead players take alternate turns trying to order their units to perform actions. A turn can be of any length and while it is a players turn he is referred to as having the initiative. During his initiative a player rolls dice on the action table in an effort to command his troops. When a player gains the initiative he first selects a group of units that he wishes to try to order. A group consists of one or more units. To be
considered a group the units can be of any type but must all be facing the same direction and be within 1" of each other. Secondly he decides which type of action he will roll for on the actions table. Only one action at a time may be chosen for a group. 1. The player chooses whether he will roll one, two or three dice. If he rolls more than one die he may chose the best result from any of them, but if the total of all the dice rolled is equal or greater than the army command level the initiative passes to the other player after the action has been performed. This means the more effort you expend ensuring a unit does something by rolling more dice also increases the chance of your opponent being able to seize the initiative from you. 2. The command die roll is adjusted by any modifiers that apply. 3. This number is compared to the command levels of the units in the group. There are three possible outcomes for each unit. Normal - The result is same as the command level or one number higher or lower. Poor - The result is more than Normal. Good - The result is less than Normal. Examples: If a units command level is 3 a modified die result of 2, 3 or 4 is normal. 5 or more is poor and 1 or less is good. If a units command level is 5 a modified die result of 4, 5 or 6 is normal. 7 or more is poor and 3 or less is good.
Groups can consist of units of different command levels, and / or modifiers. This means that there can be different results within the same group. All the units in a group must wheel, or move, in the same direction, but not necessarily the same distance. If any part of the group is within 8" of a leader all units in it are considered to be in command. But the bonus for being within 4" of the general only applies to units any part of which are within that distance. If a player rolls to order a group to do something they must do it even if the result is not the one he wanted. The player without the initiative does not perform any of the actions rolled for by his opponent.
Until a player loses the initiative he may roll on the action table for the same group as many times as he wishes. This means the same group can repeat the same action whilst it has the initiative.
After applying the results of the die roll the player with initiative may roll again, either for that group or any another, assuming none of the following has occurred. 1. The die roll gave a poor result for any unit in the group. 2. The total of all the dice rolled equaled or exceeded the current army command level. 3. The player no longer wishes to perform any actions and gives up initiative.
If any of these apply then that player loses the initiative and it passes to his opponent who chooses dice to roll for his units. The army command level can be any number between 4 (very poor) and 9 (excellent) and is a measure of the morale and command ability of the army. This initial number can change during the game and a player adds one to it for each enemy unit that routs off table and minuses one for each friendly unit that routs off table. whilst an armies command level is 0 or less all units are disordered.
ACTIONS TABLE POOR More than normal
NORMAL Command level +/-1
GOOD Less than normal
Advance
Advance half move -1 level morale
Advance full move
Advance 1.5 X move Rash are impetuous
Recover order
No order recovery
Recover 1 level of morale
Recover 2 levels of morale
Cease routing
Continue routing
Stop routing
Stop routing
Cease pursuit
Continue pursuit
Stop pursuing
Stop pursuing
Replace lost leader
No new leader
No new leader
Create new leader
Wheel or echelon
Trained only All -1 level morale
All maneuver Untrained -1 level morale
All maneuver
Break off
Break off fails - rout
Break off -1 level morale
Break off
Change facing
Trained only All -1 level morale
All turn Untrained -1 level morale
All turn
Form skirmish
Trained only All -1 level morale
All skirmish Untrained -1 level morale
All skirmish
Combat or firing
Disadvantaged
Normal
Advantaged
Command die roll modifiers Unit within 4" of the general
-1
Unit can see success
-1
Group not within 8" of a leader
+1
Unit can see disaster
+1
More enemy than friends within 12"
+1
Attempting to contact enemy +1 Disordered
+1
Shaken
+2
Routing
+3
Successes are any enemy units of at least equal command level that are routing or an enemy leader killed last initiative. Disasters are friendly units of at least equal command level routing, or a friendly leader killed last initiative Example of advancing
Player 1 who has initiative decides that he will attempt to advance units A, B, C and D as a group into contact with the enemy units opposite them. He decides to roll 2 dice and gets a 2 and a 6. He chooses 2 as the 6 means all the units would likely get poor results. He then applies all modifiers for the different units.
Unit A has a normal result as 3 (2 +1 contacting enemy) equals its command level and it advances into contact. Unit B has a good result as 3 (2 +1 contacting enemy) is less than 4, (the minimum normal result). This allows it a longer move and it would go impetuous if rash. It moves into contact. Unit C has a modified roll of 4 (2, +1 contacting enemy, +1 disordered) which is 1 more than its command level. It too has a normal result and advances to contact, (still disordered). Unit D has a modified roll of 5 (2, +1 contacting enemy, +2 shaken) so suffers a poor result which would normally mean a half advance, but as it also means a loss of 1 level of morale it immediately becomes routed and does not advance but is marked as routing and will do so in subsequent turns until rallied. The initiative now passes to player B as one of players A’s units suffered a poor result. If the total of 8 from the two dice rolled equaled or exceeded player A’s army command level this also would have ended its initiative.
Levels of morale Units that suffer adverse effects during the game gradually lose levels of morale. There are four levels of progressively worse morale: Normal – where the troops are formed up. All units start the game in this condition.
Disordered – this is shown by staggering the still touching bases of the unit.
Shaken – the bases of the unit are separated.
Routing – these troops are broken and turned away from the enemy immediately, they can no longer fight, fire or move as the player wishes. They automatically move toward the friendly table edge each time either player rolls dice to advance or wheel. This means that routing units can move in both players initiatives. Routers move at
1.5 times their movement speed. This movement is automatic and compulsory and does not need to be rolled for. Routing units’ flow around friendly units if there is at least a 2" gap. If there is not sufficient room they will break through the unit, if it is the same or lighter order, causing it to lose oner level of order. Routers whose path is blocked by impassible terrain, enemy troops, or friends of a heavier order will disperse and are removed from the table. This causes the army command level to be reduced by one as if they had routed off table. Elephants will not attempt to rout through gaps and rout through friend and foe of any order. Units routed through by elephants become shaken. Each time an elephant unit routs a die is rolled: 1or 2 it veers 30' to the left. 3 or 4 it veers 30' to the right. 5 or 6 it routs directly away from nearest enemy.
Troops can lose morale by causes other than combat. These apply immediately the event occurs. If the unit is already at that morale level or worse then it is ignored. The loss of morale persists even after the cause has ceased. Close order infantry or cavalry moving in rough ground are disordered. Pike armed troops moving or stationary in rough ground are disordered. Any moving or stationary in difficult ground are disordered. Infantry that moved in their previous initiative and contacted by mounted are disordered. Unfamiliar cavalry within 8" of elephants or camels are disordered. Pursuing units are disordered. If army command level is 0 or less all units are disordered A unit that inflicted the loss of a level of morale on an enemy during combat is disordered. Elephants fired on by missiles or bows are disordered. Cavalry contacting pike or spear armed units are disordered. Untrained troops passing through a constricting feature are disordered. Units routed through by elephants or scythed chariots are shaken. Troops contacted in the flank or rear are shaken.
Movement Each time a unit successfully advances it moves the distance below. Untrained units must move their maximum movement rate, trained units can move any distance up to their maximum. Open Rough Difficult Close order infantry
4"
2"
no
Loose order infantry
5"
4"
2"
Open order infantry and elephants
6"
6"
4"
Close order mounted and scythed chariots
8"
3"
no
Loose order mounted and heavy chariots
10"
3"
no
Open order mounted, light chariots and leaders
12"
4"
2"
Open order troops can interpenetrate freely with all others. Other interpenetration causes both parties to lose one level of morale. Elephants can never interpenetrate. Open order troops with the same or greater movement rate will automatically be moved 1" away from enemy troops that advance towards them. This is automatic movement and does not need to be rolled for. Open order troops may not contact an enemy unit unless it is also open order, disordered, shaken or they are contacting it in the flank or rear. Units must keep a straight frontage unless conforming to a terrain feature. Rash troops that become impetuous advance on the nearest enemy each time the owning player rolls dice to advance or wheel. This means that impetuous units must move in that players initiative if the player rolls for movement. Impetuous troops move at 1.5 times their movement speed. This movement is automatic and compulsory and does not need to be rolled for. Impetuous units that lose a combat are no longer considered impetuous, although they may become so again in a later turn. After contacting the enemy a unit cannot move again until it either routs, breaks off or routs the enemy. Artillery cannot move but can pivot, rolingl as if they were wheeling. A unit can pass through a constriction narrower than its frontage such as a gateway or bridge but it does so at quarter speed and an untrained unit is disordered. Trained units can move backward at quarter speed. Units can advance in echelon up to 30’ remaining facing the same direction. Troops who wish to break off from enemy troops in contact can only roll if
they have greater movement than their enemy. A unit that successfully breaks off is placed D6 inches away facing the enemy, but as is seen on the action table there is a possibility of the action turning into a rout. A change of direction involves the unit turning through 90 or 180 degrees. Some loose order troops are able to go into open order and back again. However before they can do this they must successfully roll. The bases are placed with the correct new frontage.
Visibility A unit’s line of sight is taken from any point of the unit and is blocked by other units, woods or hills. Stationary open order infantry in rough and any troops in difficult terrain can only be seen at a distance of 7". Visibility within woods or similar is 2". Rallying Units can attempt to recover levels of morale at any time even if in contact with enemy troops. Units must be further than 12" from any enemy troops to attempt to rally from routing. Units that rally are assumed to have thrown away some of their shields and weapons and count disadvantaged in all further combats regardless of the result on the action table. If successfully rallied from rout the unit can face any direction but is shaken. Irregular units in contact with an enemy unit that routs that are not in contact with another enemy, manning an obstacle, shaken or a pike unit, must pursue the routers. It must follow the routing unit each time either player rolls dice to advance or wheel. This means that pursuing units can move in both players initiatives. Pursuing troops move at 1.5 times their movement speed. This movement is automatic and compulsory and does not need to be rolled for. A pursuing unit will contact any new enemy that they cannot avoid. Any non-rash unit can attempt to rally from pursuit at any time. Units that rally from pursuit can face in any direction but are disordered. Rash units that pursue are considered impetuous. Routing units that are contacted by pursuers never fight back and are removed from the table if a roll of a D6 is greater than their command level, otherwise they continue to rout. A routing unit removed in this way causes the army command level to be reduced by one as if they had routed off table. A pursuing unit who ends up two moves away from the router will cease pursuit. A pursuing unit that is not rallied will follow a router off table. The unit will not return but the loss does not affect the army command level.
Players can roll on the action table to replace a killed leader by selecting any unit and rolling against its command level. If successful a new leader is immediately placed within 4" of the unit that it was generated from. Players cannot create more leaders than they started with.
Attack Units in contact with an enemy unit are in combat. They are not necessarily fighting continuously but are pinned by attacking the enemy. They can remain in contact indefinately until either player rolls on the action table to resolve it or break off. The rolling of attack dice simulates a determined effort to beat the enemy. Firing Figures that are not in contact and are up to 2" away from the enemy may fire their bow or missile weapons. The arc of fire is 360’ for open order troops and 45’ of the front edge for others. Foot bows and open order cavalry with any weapon can fire with figures in a second rank if they are not disordered or shaken. Others fire the front rank only. Units may not fire at enemy units contacting friends. First roll on the action table to determine the level of advantage and find the appropriate die roll modifier. To resolve firing roll 1 die per 2 figures eligible and any modified rolls of 5 or more cause one hit. Elephants and chariot bases count as 2 figures for firing if they historically possessed bows. The die roll is adjusted by the modifiers below. The target loses 1 level of morale for each multiple of its command level that the hits equal or exceed. Artillery can fire 4" if light or 7" if heavy. Only the player with initiative fires, his opponent must wait for his inititive before he can reply. Die roll modifiers -1 Target is open order -1 Target is heavy or extra heavy infantry -1 Target is extra heavy cavalry -1 Target over 24 figures strong -1 Firing disadvantaged +1 Firing advantaged +1 Firing into rear or flank
Example of firing
Player 1 decides to fire a group consisting of units A and B at the units opposite and decides to roll 1 dice and gets a 4. Unit A compares the 4 to its command level of 5 and as there are no modifiers it fires normally. Ten figures roll 5 dice getting 41562 giving two hits. Some of the figures from Unit B can also fire at C and player 1 rolls another die getting 6, this is modified to 5 as they unit is disordered giving 1 hit. The combined fire gives three hits. Unit C loses a level of morale as this equals its command level taking it from disordered to shaken. If 6 hits had been scored the unit would have taken two hits and been routed. Note that when comparing hits to a enemy units command level the basic level is used, It is not modified in any way. Unit B’s modified action roll is 5 (4 +1 disordered) which gives a poor result meaning it will fire disadvantaged as 5 is greater than a normal result (2, 3 or 4). B rolls the remainder of its figures at unit D and gets 6163. This is modified to 5052 because B is firing disadvantaged giving 2 hits. This is below D’s command level so no morale is lost. Player A loses the initiative because Unit B got a poor result.
Combat Units in contact with an enemy may roll on the action table for to initiate combat. Units in combat count the number of figures touching and one base on each side as overlap, plus the number of figures in rear ranks as below. A player cannot count more figures in each rear rank than are in contact. Units contacted to flank or rear turn those bases that are contacted to face the enemy. Once the combat is over and there are no longer enemy units in contact the bases are turned back to face the same way as the rest of the unit. This movement is automatic and can happen in either players initiatve and does not need to be rolled for. Units contacted in flank or rear are shaken. Pikes
Three ranks
Other close order infantry
Two ranks
Others Disordered close order infantry
One rank
Any shaken Troops with minimal weapons
Half rank
When a player decides to attack he first rolls on the action table to determine the level of advantage. Like any other action a player can attack as a group or an individual unit. Combats are worked out by the player with the initiative in any order he wants. The player that is attacked does not roll on the action table he just rolls attack dice with those enemy figures that touch or overlap the attacking units. Both players roll 1 die per 2 figures and adjust the results by the modifiers below. Elephants, heavy and scythed chariots count as 4 figures for combat. Light chariot bases count as 2 figures for combat. A player always gets to roll at least one die. Any modified rolls of 5 or more are a hit. Units that receive more hits than they receive lose a level of morale for each multiple of their command level or part thereof, this means that unlike during firing a unit losing combat will lose at least one level of order. A unit can fight, and be fought by, any number of units, but any unit that receives more hits than it gives has lost and loses the appropriate level of morale. This means that in a multiple combat a unit can win against a unit but still be considered a loser as it took more hits than it inflicted. Note that the units that do not have the initiative and are defending do not roll on the actions table to find their level of advantage, they just roll dice for the figures they have in contact and are being attacked. The player without initiative just defends against units that attack them. A winning unit that suffers the same or less number of hits as it inflicts becomes disordered if not already. It is possible for both sides to count as winning by recieving the same number of hits it recieves, so both just become disordered if not so already. All combat in an attack is simultaneous. Cavalry or close order infantry winning a round of combat against an open order target can choose to break through and be placed on the other side of it.
It may seem odd for two units to apparently sit next to each other just looking at each other maybe for the whole game. But it is assumed that both side are fighting each other in place and periodically pulling back to
rest etc. When the action dice are rolled for an attack it represents a concerted attack to break the enemy after this period of softening up. Example
Player 1 decide to attack with unit A. He is touching both units C and D so must split his attack between the two. All of unit C, and the part of unit D that touches it, defend against unit A. Unit B was not attacking so neither B or D roll any dice against each other, they are assumed to be fighting but at alower intensity.. He first rolls I die on the action table to discover his level of advantage and gets a 3. This gives a normal result with no influencing advantage. Unit A has his front rank and left flanking base fighting and as it is spear armed can count the second rank of figures behind any figures in frontal contact (not overlap). He has a total of 18 dice, 14 on C and 4 on D. He rolls and gets 12142234151526 and 3611. Against this enemy he gets +1 Heavier armour making it 23253345262637 and 4722. This scores 5 hits on unit C and 1 on D. Units C and D has various weapons so can only count the front rank giving 6 dice. Player B rolls 6 dice and gets 52611 he has no modifiers and scores 2 hits. Unit C and D took more hits than they gave so have lost. Unit C has 5 hits and as this is one full and one partial multiple of its command level of 3 it loses 2 levels of morale and is shaken. D has taken 1 hit and as this is a partial multiple of its 3 becomes disordered. Unit A becomes disordered through having inflicted a loss or morale to an enemy in combat. It had been disordered already then no further morale would have been lost. Player 1 did not get a poor result or exceed his army command level with his one die roll so he keeps the initiative and may attack again with this group or any other or perform another action, even coming back to this attack if he retains the initiative again. Assault modifiers +1 Heavier armour +1 Better level of morale +1 Fighting from higher ground or behind obstacle +1 Elephants, impetuous, scythed chariots or lance armed cavalry attacking +1 Won most recent combat this initiative
+1 Advantaged -1 Disadvantaged
Example army lists. Republican Roman - army level 8 Title
Protection, Training, Command level, Order
Combat
Hastati Principes
Heavy or medium, trained (4), close order infantry
Various
Triarii
Heavy, trained (4), close order infantry
Spear
Velites
Light, trained (3), open order infantry
Various
Allied legions
Medium, trained (3), close order infantry
Various
Allied legions
Medium, trained (3), loose order infantry
Various
Mercenary peltasts
Medium, trained (3), loose order infantry
Spear
Can skirmish
Spanish shieldsmen
Medium, untrained (3), loose order infantry
Various
Can skirmish
Spanish javelinmen Numidian javelinmen
Light, untrained (2), open order infantry
Various
Missiles
Cretan archers
Light, trained (3), open order infantry
Minimal
Bow
Mercenary slingers
Light, untrained (2), open order infantry
Minimal
Missiles
Elephants
Heavy, Untrained (3), Loose order elephants
Various
Missiles
Numidian cavalry
Light, untrained (3), open order cavalry
Various
Missiles
Allied cavalry
Light, trained (3), open order cavalry
Various
Missiles
Allied cavalry
Medium, trained (3), loose order cavalry
Various
Missiles
Allied cavalry
Heavy, trained (3), loose order cavalry
Various
Missiles
Roman cavalry
Heavy, trained (4), loose order cavalry
Various
Missiles
Seleucid - army level 6
Firing
Notes
Missiles
Missiles
Can skirmish
Title
Protection, Training, Command level, Order
Melee
Firing
Notes
Companions Agema
Heavy or extra heavy, trained (5), close or loose order cavalry
Various (Lance)
Line cavalry
Heavy or extra heavy, trained (4), close or loose order cavalry
Various (Lance)
Tarentine cavalry
Light, trained (3), open order cavalry
Various
Missiles
Seleucid cavalry
Light, trained (2), open order cavalry
Various
Missiles
Seleucid cavalry
Light, untrained (3), open order cavalry
Various
Missiles
Galation cavalry
Medium, untrained (3), loose order cavalry
Various
Missiles
Skythian cavalry
Light, untrained (3), open order cavalry
Minimal
Bow
Arab camelry
Light, untrained (1), open order camelry
Minimal
Bow
Scythed chariots
Light, untrained (3), scythed chariot
Various
Elephants
Heavy, trained (3), loose order elephants
Various
Persian archers
Light, untrained (2), open order infantry
Minimal
Bow
Cretan archers
Light, trained (3), open order infantry
Minimal
Bow
Asiatic archers
Light, untrained (1), open order infantry
Minimal
Bow
Asiatic slingers
Light, untrained (1), open order infantry
Various
Missiles
Agrianian slingers
Light, trained or untrained (2), open order infantry
Various
Missiles
Asiatic javelinmen
Light, untrained (2) or (1), open order infantry
Various
Missiles
Galatian swordsmen
Medium or heavy, untrained (3), loose order infantry
Various
Rash Can skirmish
Thracian peltasts
Medium, untrained (3), loose order infantry
Various
Can skirmish
Mercenary peltasts
Medium, trained (3), loose order infantry
Spear
Can skirmish
Light artillery (2 figs.)
Light, trained (2), open order artillery
Minimal
Pikemen
Heavy, trained (4), close order infantry
Pike
Pikemen
Heavy, trained (3), close order infantry
Pike
Pikemen
Medium, Trained (3), close order infantry
Pike
Rash
Artillery