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TACTICAL BATTLES IN THE AGE BEFORE GUNPOWDER

TABLE OF CONTENTS
1.0 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 3.0 4.0 5.0 6.0 7.0 7.1 7.2 7.3 7.4 7.5 7.6 8.0 9.0 Standard Battles . . . . . . . . . . . . Standard Battle Turn Sequence Removal of Leaders . . . . . . . . . . Panic Check . . . . . . . . . . . . . . . Reinforcements . . . . . . . . . . . . . Movement . . . . . . . . . . . . . . . . . Replacement of Leaders . . . . . . Fire Combat . . . . . . . . . . . . . . . Melee . . . . . . . . . . . . . . . . . . . . Rally . . . . . . . . . . . . . . . . . . . . . Leaders . . . . . . . . . . . . . . . . . . . Victory . . . . . . . . . . . . . . . . . . . Optional Rules . . . . . . . . . . . . . Naval Battles . . . . . . . . . . . . . . . Naval Battle Turn Sequence . . . Ship Movement . . . . . . . . . . . . . Ramming . . . . . . . . . . . . . . . . . Marine Movement . . . . . . . . . . . Marine Attacks . . . . . . . . . . . . . Ballista Attacks . . . . . . . . . . . . . Repair . . . . . . . . . . . . . . . . . . . . Further Suggestions . . . . . . . . . Designer's Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 3 3 3 3 4 4 4 5 5 6 6 8 8 9 9 10 10 10 11 11 12

ANCIENTS
1.2 Maps 1.3 Pieces

ANCIENTS RULES OF PLAY

Each scenario requires the use of one of the included map sheets. These show terrain features superimposed with a grid of hexagons (hexes) to regulate movement and combat. Since each map is usable in several different scenarios, the map scale varies from approximately 100-200 yards per hex. Despite the fact that the maps are reusable, terrain shown is accurate for each battle. Errors (such as the river behind French lines at Agincourt or the village at Hastings) are always in unimportant locations and will seldom encroach on the area of play.

1.0 STANDARD BATTLES


Ancients is a game of tactical combat in the age before gunpowder. The game contains over five-dozen historical scenarios, and many more are being added. The best way to learn a new game such as this is to scan the rules briefly, then try one of the smaller scenarios. Walk through the turn sequence a step at a time until you feel ready to review the rules in detail.

The game pieces represent the troop-types involved in each battle. On the front of each piece is printed its full strength, while on the back is its reduced value when 'disordered' (see Rules Section 2.7) due to combat or terrain. In games such as this, it is traditional to refer to such pieces as 'units'. Players should be aware of this definition, even though it is a misnomer in this particular game. To provide units corresponding to the unit size of every army in every period of time would be impractical. Instead, generic pieces representing like types of troops are used.

1.4 Unit Types


Following are descriptions of the various types of units available in Ancients. Listed with each type are their Combat Factor, Movement Allowance, and Special Ability (if any) for their ordered and disordered sides.

1.1 Components
All the components youll need to play the scenarios are available on the Ancients web-site, with the exception of at least one six-sided die (which can be borrowed from another game or purchased at a neighborhood hobby shop). The set of rules youre reading should be downloaded and printed for easy reference, as should the scenario listings. Ideally, the maps and pieces should be printed using a color printer for best effect. The latter should be mounted on cardboard and carefully cut out. 1.4.1 Infantry

Special Ability None * Doubled vs. Cavalry A Missile fire rating B Missile fire rating

Light Infantry (LI, 2-3, 2-3) Mobs of poorly armed, often untrained men.

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Typically they have a shield, one weapon, and no body armor. They would be peasant levies or barbarians. Heavy Infantry ( HI, 4-2, 3-2) 1.4.3 Heavily armed, well trained professional infantry. Examples include Roman Legions or Huskarls. Phalanx (PX, 6*1, 2*1) Heavily armed infantry, massed shoulder-toshoulder with pikes (long spears). The wall of shield and tangle of spears gives them extra defense against missiles. Other Elephants (EL, 6*3, 3*3) Either African or Asian type with a fighting platform (howdah) and several warriors. Camp (CP, 2A0, 1A0) This is the baggage of the army in the field. It may be fortified by a dirt moat or palisade or just by pulling the wagons into a circle. It contains the war-chest, supplies, loot, and sometimes even families of the troops. Needless to say, it is very important to the morale and physical needs of the men. Leader (LDR, x2, n/a) These are not meant to be actual persons, but rather command points. This is to reflect the ability of especially able generals or a good military system, or just to balance a scenario. They are critical to the battle. Use them wisely. Chariots (CH, 4B4, 1B4) Light, two-wheeled wagons carrying two or three warriors.

Light Archers (LA, 1A3, 0A3) Archers or possibly slingers. They have little or no body armor. Their purpose is to disrupt the enemy, not fight hand-to-hand. Heavy Archers (HA, 3A2, 1B2) Archers with armor (such as Assyrian archers or medieval crossbowmen). They can defend themselves in melee, but they sacrifice mobility. Mixed Missile (MM, 2B3, 1B3) Javelin throwers, Slingers, and Archers with limited hand-to-hand ability, such as Greek peltasts. Or, these could include regular infantry with a high proportion of missile troops. 1.4.2 Cavalry Light Cavalry (LC, 2-6, 1-6) Mounted troops with little or no body armor. They are usually armed with spears or javelins. They are used to scout, screen flanks, or to ride down fleeing foes. Heavy Cavalry (HC, 4-5, 2-5) Well armored, main shock cavalry. They can execute charges, and can deliver the decisive blow in battle. Knights (KT, 8-4, 4-4) Extra heavy cavalry in chain or plate armor. 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8

2.0 STANDARD BATTLE TURN SEQUENCE


Each scenario is divided into a number of game-turns, each game-turn into two player-turns, and each player-turn into a number of phases. The player whose turn it is, is referred to as the phasing player, the other as the non-phasing player. Each player turn is summarized as follows: Removal of Leaders Panic Check Reinforcement Phase Movement Replacement of Leaders Fire Combat Melee Rally

Once the second player has completed his or her player turn, the game-turn is over, and the completion of a turn is logged using whatever method is most convenient (scratch paper, changing the facing of a die, etc). In the Standard Battle game, the scenarios are six turns long. After the second players sixth turn, add up

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Victory Points (see Rules Section 4.0) to determine the winner. The sequence of Play is now outlined in greater detail. the flank hex directly opposite to the top of the unit, is also referred to in these rules as the "center rear" hex. 2.4.2 Stacking: No more than one unit may occupy a single hex at a time. Leaders, Volley Markers, and captured camps are exempt from this restriction and any number of these may be in a hex (with or without combat units). A unit may not move over an enemy unit (except Leaders alone), but may move over a friendly one. In this case, however, both units become disordered. 2.4.3 Moving: To move, a unit enters one of its three frontal hexes. It is then adjusted so that its center rear hex is facing toward the hex it just left. It must pay the cost of the terrain (see Terrain Effects Chart). If a unit does not have sufficient points to enter a given hex, it may not enter it. 2.4.4 Change Facing: A unit may turn up to 180 degrees at a cost of one movement point.

2.1 Removal of Leaders


Remove all the phasing player's leader counters, and place them aside.

2.2 Panic Check


If an army has lost all its leaders, or a certain number of strength points (designated by the scenario), it panics. All units are flipped to disordered status. They must move away from enemy units, toward the nearest map edge, until either rallied by leaders or exited off the map. An army will not panic more than once per game.

2.3 Reinforcements
Check the scenario to see if reinforcements are due. If so, they may be moved on this turn, saved until a later turn, or remain off indefinitely. If the entry hexes are occupied, the reinforcements may be placed off map on an 'imaginary' hex. They may attack the blocking units, but neither retreat nor move until they can enter the map. Note that reinforcements enter at full-strength, even if the rest of the army has panicked.

2.4 Movement
In his movement phase, a player may move some, none, or all his units, within the following restrictions. Units are moved one at a time, the movement of each being completed before the next is moved. A units movement is completed once the movement of a subsequent unit is begun, or when the player indicates that the last unit to be moved has completed its movement. Units move from hex to hex, paying costs in movement points to enter each hex, and in some cases to cross hex-sides (see Terrain Effects Chart). Units may move up to their movement allowance each turn, but may never exceed their movement allowance in a single turn. Nor may they "save" movement points from one turn to another, nor "loan" points to another unit. 2.4.1 Facing: Any unit on the map must be arranged so that it is facing one of the 6 adjacent hexes. The 3 hexes at its 'top' are its front. The other 3 are its flank. Leaders and Camps have a 360 degree front. Note that

In the example above, the unit pays 1MP to enter the hex on its right front; 2MPs to enter the hill hex; 1MP to change facing; 1MP to enter the hex now on its front center. It could then spend its remaining point if so desired. 2.4.5 Phalanxes: Phalanxes treat all terrain as if it has a movement cost of 1. 2.4.6 Exiting map: To exit the map, move to one of the hexes on the map's edge. Pay I additional movement point to exit off the map. Units that exit the map may not re-enter play, but do not count as losses for panic either. (Exception: see special rules in certain scenarios). 2.4.7 Enter map: Reinforcements (see Rule Section 2.3) are brought into play by paying to enter a hex on the map's edge.

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2.4.8 Zones of Control: Unlike in many wargames, units do not control surrounding hexes in any way (but see Optional Rule 5.1). 2.4.9 Camps: Camps have no movement allowance, and therefore cannot move. Units which capture an enemy camp must remain in the camp hex for the remainder of the game (they are "looting"). Such units have no flank hexes, and are not subject to missile fire. They may never attack. 2.6.8 Terrain Effects: Units in woods and villages are treated as phalanx, when fired upon by missiles (see Terrain Effects Chart).

2.5 Replacement of Leaders


Replace leaders removed in phase 2.1, in any hex desired.

2.6 Fire Combat


The non-phasing player (the one that didn't just move) may now fire with any units that have missile fire ability (A or B). 2.6.1 Arc of Fire: A unit may fire at any unit within a 120 degree arc of its front (exception: see Rule 2.6.7). 2.6.2 Line of Sight: The firing unit must be able to trace a line of sight to its target. Hills, Villages, Woods, and other units block this line of sight. When firing directly between to hexes, both must contain blocking terrain in order for the line of sight to be blocked. (See the adjacent example.) 2.6.3 Multiple Attacks: Each unit fires individually. A unit may fire only once this phase. A target unit may be fired upon any number of times this phase. 2.6.4 Fire Mechanics: To determine the effect of a unit firing, find the correct table for the type of firing unit as determined by the firing units special ability (A or B). Cross-index the range with the type of unit being fired at. This gives the number(s) needed to hit the target. Roll one die each time a unit fires, applying the result of each combat before moving on to the next. 2.6.5 Results: If a unit is hit by missile fire, it suffers a 'DD' result as explained below (Rule 2.7.7). 2.6.6 Effects of Firing on Movement: After a unit has fired, a Volley Marker is placed on it. A unit with such a marker may not move, change facing, or attack. It may retreat before combat 2.6.7 Camps: When being used for Fire Combat, Camps do not have an arc of fire. They may fire at any unit with range and line of sight, regardless of position. Also, Camps are immune to incoming fire attacks.

In the example above, the arrows indicate Unit As arc of fire. Unit A cannot fire at Unit 1 (its line of sight is blocked by the hill). Unit A may fire on Unit 2 (the hill is not blocking). Unit A cannot fire on Unit 3 (Unit 3 is outside of its arc of fire).

2.7 Melee
The phasing player may now attack with any units eligible to do so. Each attack is announced and resolved before moving on to the next 2.7.1 Multiple Attacks: Each unit may make only one attack per phase, even if its target retreats. Each unit attacks alone, not in combination with other units An enemy unit may be attacked any number of times. 2.7.2 Angle of Attack: A unit may attack only those enemy units in one of its three frontal hexes. 2.7.3 Retreat Before Combat Eligibility: A unit under attack may retreat one hex if it wishes, provided its movement allowance is greater than that of the attacker, it is not disordered, and there is an empty adjacent hex which is not itself adjacent to the attacking unit. 2.7.4 Retreat Before Combat Mechanics: The retreating unit enters a vacant, adjacent hex which is not itself adjacent to the attacking unit, adjusting facing so that its center rear hex-side is adjacent to the hex from which it retreated. The retreating unit is then flipped to its disordered side. 2.7.5 Compute Combat Strength: Take the combat strength of the attacking unit, multiplied by any modifications. Modifications are as follows:

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Leaders: Units stacked with leaders are doubled for attack or defense, for each leader present. Flank: Units attacking from an enemy's flank are doubled. Note that Camps have no flank hexes, so units are never doubled in attacks against them in this manner. Terrain: See Terrain Effects for additional modifiers. Special Abilities Units with an asterisk (*) special ability have their combat strength doubled when attacking or defending against cavalry units. Combat Strength of Zero (0) Units with a zero for their Combat Strength may not attack in melee, but defend as though their Combat Strength were a one. They are not subject to any beneficial modifiers from Leaders or Terrain. 2.7.6 Compute Combat Odds: Compare the modified attackers strength to the defender's strength, multiplied by his modifiers. Reduce this to a ratio, i.e. divide the attacker's strength by the defender's and drop fractions. Example 20/ 10 = 2-1, 19/ 10 = 1 - 1, etc. This determines the odds column to be used on the Combat Results Table. 2.7.7 Combat Resolution: Roll a die and cross-index with the column found in Step 2. The result will be a code defined as follows: M Melee. Both units are flipped to disordered status (if not already). Units already disordered are not further affected. and Heavy Infantry are free of this obligation. They may advance if they wish, but are not required to do so). Facing is implemented as in regular movement i.e., rear center toward hex just vacated. Example: The defending unit is a Phalanx on a hill with a Leader. It is attacked in the flank by a Knight with two leaders. Step 1: The Defender has a lower movement allowance, and therefore cannot retreat before combat. Step 2: Attacker 8 Unit Strength x2 Flank attack x2 Leader x2 Leader 64 64/48 rounds off to 1-1. Step 3: A four is rolled. Both units are flipped to disordered status. A leader loss roll (Rule 3.4) must be made for each leader involved the in the combat. Step 4: No advance may be made, since the hex is still occupied. Defender 6 Unit Strength x2 Phalanx vs Cavalry x2 Hill x2 Leader 48

2.8 Rally
All Volley Markers are removed from units. Any phasing disordered unit stacked with a friendly leader is restored to full strength.

3.0 LEADERS
Leaders are not large formations of troops and therefore behave differently.

3.1 Movement
Leaders have no movement allowance. They are simply placed where desired at the conclusion of the phasing player's movement phase.

AD Attacker Disordered. The attacking unit is flipped to disordered status. If the unit is already disordered, it is eliminated. DD Defender Disordered. The defending unit is flipped to disordered status. If the unit is already disordered, it is eliminated. DE Defender Eliminated. Defending unit is removed from play. 2.7.8 Advance After Combat: If the defender's hex is vacated, whether due to retreat before combat or elimination in combat, the attacker must move the victorious unit into the empty hex (exception: Phalanx

3.2 Retreat
A leader may always retreat before combat. Remove the counter from the map until next movement phase. Any unit that was stacked with the retreating leader must either retreat itself, or if unable or unwilling, it suffers a 'DD' result before the attack begins.

3.3 Combat
Leaders double the strength of any unit(s) they are stacked with, in both attack and defense.

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3.4 Death
If the unit a leader is stacked with becomes disordered, or is eliminated through combat, roll a die. A 1 means the leader is killed, a 2-6=no effect. No roll is made if a leader is on a disordered unit that suffers a 'melee' result.

5.1 Zones of Control


A unit's 3 frontal hexes constitute its Zone of Control (ZOC). Units are free to enter an enemy ZOC, but there is a restriction for leaving one: a unit that leaves an enemy ZOC at any point during movement may not attack in the upcoming combat phase. The purpose of this is to prevent a unit from disengaging, marching around the enemy's flank, and making an attack before his opponent has an opportunity to respond. This rule is highly recommended.

3.5 Capture
If enemy units enter a leader's hex either during movement or advance after combat, the leader is captured (placed to one side of the map).

5.2 Free Deployment


Rather than being forced to set up historically, players may wish to deploy their armies themselves. By die roll, or by mutual agreement, one player is chosen to be the first player. Set-up is as follows: R He places his camp marker on any hex of any map sheet. He places all units (and all reinforcements) within 3 hexes of the camp. He places his opponent's camp anywhere desired. The second player may adjust the location of his camp by up to three hexes. The second player places all his units within 3 hexes of his camp. The game begins with the first player moving.

4.0 VICTORY
The performance of the players is evaluated by counting victory points. The player with more points is the winner. If both have the same number of points, the battle is a draw. One victory point is awarded for each of the following: R Capturing enemy camp (even if recaptured later). Causing enemy army to panic. Having twice as many total strength points on map as opponent at the end of the scenario. Count full strength value of all units, including those disrupted (flip disrupted units over to their non-disrupted sides before counting strength points). Camps and panicking units do not count.

R R

5.3 Extended Play


Turn 6 is considered to be nightfall. If the players agree, however, the battle begins earlier in the day and nightfall does not occur until some later turn. Also upon mutual agreement, play may continue after dark. In either case, play may not exceed 12 turns (exhaustion). After nightfall, no units may move unless it is toward a friendly camp or off the map. No fire may take place at a range greater than 1 - and then it is resolved as if the range were 2. Panic does not occur after dark.

5.4 Elevation 5.0 OPTIONAL RULES


Once players have mastered the basic game, they may wish to add some of the following rules. Anything goes, as long as it is mutually agreed upon. Units on a hill may fire over obstacles at units on lower ground, and vice versa, unless the obstacle is on a hill hex or the obstacle is closer to the unit at the lower elevation. Units on hills may fire at each other over intervening obstacles, unless the obstacle is also on top of a hill.

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5.5 Arrow Supply
Running out of arrows was rarely critical. Firstly, archery itself wasn't decisive until late in the middle ages. Secondly, enemy arrows were reusable. Players wishing to keep track of this (on scratch paper) for purposes of play balance, or in a campaign game may do so. Each turn a unit fires, it expends one volley. English longbowmen firing 2-3 times a turn expend two volleys. New volleys may be purchased between battles at 100 volleys for 1 build point (see 8.2). A unit may carry a maximum of 6 volleys (exception: camps). Old volleys may be recovered from target hexes during the fire phase, by units occupying those hexes. Units collecting arrows may not move, fire, or attack. In other words, treat them as if they had fired. One half of all the arrows fired into the target hex are recovered. Of course ' to implement this rule, it is necessary to keep track of the number of volleys fired into each hex. Example: A 4-rated leader attacks a 2-rated leader. The attacker chooses the "offensive" tactic, the defender the "cautious", producing when cross referenced, a reading of "+1". This is added to the strength of the attacker, producing a figure of 5 (4+1). From this is deducted the strength of the defending leader (2), producing a die-roll modifier of +3. The attacking player now rolls a single die, to which the modifier is added. On a die-roll, say, of 2 (modified to 5: 2+3=5), neither leader would become a casualty.

5.7 Barbarians and Knights


Fierce, impetuous warriors were difficult to control. They charged forward to meet the enemy, with no thought of terrain or tactics. Knights and Barbarians should therefore roll for command control, when indicated. At the beginning of each movement phase, total all available leader counters and multiply by 2. Roll a die. If the result is greater than the number calculated, knights and barbarians lose command control. They must move closer to the enemy and attempt to engage. Each hex entered must be closer to, or at least no further away from the enemy, than the hex they currently occupy. They must move before any other pieces do. If they move over a friendly unit, both are disrupted (as explained under movement). Stacking is still prohibited. Any attacks made by these units are resolved at odds of at least 1-2. If the 'barbarian charge' rule (5.8) is used, it must be used in the turn on which command control is lost, unless it has already been used.

5.6 Duels
Battles in most Hollywood movies and in ancient legends (but rarely in real life) were settled by champions of either side fighting it out, with the armies in the background as expensive stage props. If you wish to add this, assign each leader a value from 1-5 (1 being Darius, 5 being Richard the Lionheart). When two enemy leaders are in adjacent hexes, the phasing player may challenge his opponent to a duel during combat. If the defender refuses, he must perform a retreat before combat. If he accepts, each player secretly chooses a tactic. Players simultaneously reveal the tactic they have chosen, and cross-index them on the table below.

5.8 Barbarian Charges


People such as the Celts, Germans, Vikings, etc. relied on the ferocity of their initial charge to smash the enemy quickly, before they burnt themselves out. They valued size to overwhelm an opponent, and ferocity to 'psyche him out'. This was their 'military doctrine'. To reflect this, and to give barbarian LI units a chance against bigger units, the barbarian player may triple the strength of all his LI units for any one turn. He may choose to save this bonus and use it when he sees fit, unless the command control rule (5.7) is being used.

Attack Offensive Defend Offensive Cautious Defensive = Automatic no effect 0 +1 -1 Cautious -1 0 Defensive +1

The resulting number is added to the attacking leader's value, and the defending leader's value is then deducted from this. The resulting number becomes a die-roll modifier. The attacker rolls a die (to which the modifier is applied). A result of 1 or less causes the attacking leader to die, a 6 or more kills the defender. Any other result produces no effect.

5.9 Elephants
Elephants were very temperamental beasts in battle. Any number of ingenious techniques were used to cause them to panic (often into their own troops). To reflect this, a player may use one of his command points

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(leaders) to affect the enemy elephants. At the beginning of a player's movement, he may voluntarily remove one leader counter for the full turn. He then rolls one die for each enemy elephant. 1 2 3 4 5 6 No effect No effect No effect Balks, will not move or attack this turn Balks, will not move or attack this turn Panics, phasing player gains control of the unit for one full turn.

Odds 1-2 1-1 2-1 3-1

= = = = =

Results AD M DD DE

5.10 Dismounting
At the beginning of battle, the owning player may substitute infantry units for cavalry units, as outlined below. 1 2 1 1 1 2 Light Cavalry Heavy Cavalry Knight Horse Archer Cataphract Cataphract 1 1 1 1 1 1 Mixed Missile Heavy Infantry Heavy Infantry Light Archer Heavy Archer Heavy Infantry

In missile fire, declare all firing units and their targets. Now add together all the die roll ranges. Divide by six and round up if the remainder is four or more. This is the number of units that successfully hit their targets. Example: Two units have die roll ranges of 1-3 to hit and one has 1-4. 3+3+4 = 10. 10/6 = 1, and a remainder of four. This rounds up to 2. Two of the units hit their targets (not one unit twice); owning player chooses which unit is hit.

Knights and barbarians are still subject to 'command control' (5.7), even if dismounted. Note: cataphract refers to the armored cavalry, used notably by the Byzantine Empire.

5.11 Leader Survival


When one player has more leaders in a combat than the other, he is entitled to an additional +1 bonus to the melee die roll. This is in addition to the doubling effects. The result is that the leaders will not die as often.

6.0 NAVAL BATTLES


In addition to the Standard Battle rules, Ancients also provides a set of quick-playing tactical naval combat rules. Each of the naval scenarios depicts a single naval battle, where each combat unit may represent one or more ships.

5.12 Missile Units


If players agree, ignore the volley markers. After firing, a unit is free to move or attack. This more closely reflects the actual way such units were used. It does, however, make missile units far more valuable. This will skew some scenarios, but the damage is minimal in most.

7.0 NAVAL BATTLE TURN SEQUENCE


A player performs the following actions in the sequence given here. Once he has completed his turn, his opponent does likewise. In each scenario, the first player listed will move first. 7.1 7.2 7.3 7.4 7.5 7.6 Ship Movement Ramming Marine Movement Marine Attacks Ballista Attacks Repair

5.13 Luck-Free Combat


For those who wish a more Chess-Like game, or just want to test new strategies quickly, an alternative combat resolution is offered. In melee combat, calculate the odds as before. Apply the following results with no die roll:

At the conclusion of each game-turn, the completion of another turn is noted. Each naval scenario is limited to

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20 turns. At the conclusion of the 20th turn, victory points should be counted and a victor determined. movement phase. 7.1.7 Ship Size: Ships are defined as either Large or Small. Each scenario determines which ship sizes are in play.

7.1 Ship Movement


7.1.1 Movement Allowance: At the beginning of each turn, a player determines the movement allowance for his fleet by rolling a die, and adding the result to the crew quality of each of his ships. This is to reflect random factors such as wind, currents, and crew fatigue. 7.1.2 Crippled: A crippled ship has a Crew Quality of 0. Its movement allowance is therefore only the number rolled on the die. 7.1.3 Sinking: A 'sinking' ship may not move at all.

7.2 Ramming
Moving into a hex with an enemy ship may only be done while executing one of the three types of ram attacks covered here. A ship must be moving forward to execute a ram attack. 7.2.1 Oar Rake: The moving ship enters an enemy occupied hex via the enemys bow hex-side. If the moving ship has enough movement points, it may continue through the hex, but must stop on the other side (otherwise it ends its movement in front of the enemy ship). Both ships are then turned one hex-side clockwise, and both players roll a die and add their Crew Quality. Consult the Oar Rake column of the Oar Rake Table for each attack. The attacks are considered to be simultaneous. 7.2.2 Rudder Attack: The moving ship enters an enemy occupied hex via the enemys stern hex-side. If the moving ship has enough points, it may continue through the hex, but must stop on the other side. The moving player rolls a die and adds his Crew Quality. Consult the Rudder Attack Table for this attack. 7.2.3 Broadside Ram: The moving ship enters an enemy occupied hex via one of its four broadside hexes. The ramming ship must end its move in the hex before actually moving onto the enemy ship. It may not move through. The moving player rolls a die and adds his Crew Quality. Consult the Broadside Ram column of the Ramming Table for this attack. 7.2.4 Ram Resolution: After rolling a die on the appropriate Ram Table, one of the following results will occur: C Miss. No effect. Cripple. Flip target unit to its crippled side. If it is already crippled, it is sinking instead. Sinking. Place a sinking marker on the target ship.

7.1.4 Ship Movement: A ship can be moved either ahead into the hex directly in front of it, backwards into the hex directly behind, or it may change its facing (pivot) in the hex it currently occupies. The cost in movement points for each action are as follows: R R R Forward, 2 points. Backward, 3 points. Pivot one hex-side, 5 points.

Example: A fleet with a crew quality of 4 rolls a 3 (7 movement point total). Each of his ships may move ahead 3 hexes or backward 2 or may change facing I hex-side and move one. Each crippled ship could move forward 1 or backward 1. 7.1.5 Movement Restrictions: Ships entering land hexes, as well as any ships exiting the map are counted as lost for the purposes of victory conditions. 7.1.6 Stacking: A player may freely move through hexes occupied by friendly ships, as long as he does not end the turn in the same hex as another ship. There may only be one ship per hex at the end of the

7.2.5 Continuing Movement: After resolving a ram, go on to the next ship you wish to move. Any or all ships may move each turn, and ramming is considered a part of movement.

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7.3 Marine Movement
7.3.1 Unit Strength: Each strength point of marines is a separate unit. They may be broken down or combined at any time. 7.3.2 Movement: Each marine may move one hex in this phase. A marine unit may move onto a friendly ship or onto land. It may not move onto an enemy ship, even if that ship has no marines of its own, except via Capture (see Rule 7.4.4). 7.3.3 Stacking: At the end of each turn a small ship can hold a maximum of 1 point of marines. A large ship may have up to 2 points of marines. A land hex may have any number of marines. These stacking limitations apply only at the end of a turn. Example: A 2 point marine is on a large ship. It breaks down into two 1 point units. One remains aboard. and one moves onto a captured small ship that already has a 1 point marine. The marine originally on the captured ship moves off to an adjacent land hex. In this way the captured ship is at no point abandoned and stacking limitations are satisfied at the end of the turn. 7.3.4 Scuttling: At any point in its turn, a marine may declare he is scuttling the ship he is on. It costs no movement points to do this. Simply place a sinking' marker on the ship. It is, of course, a good idea to do this before you move. 7.4.4 Capturing Ships: If a 'B' (boarding successful) result is obtained against an enemy ship with no marines, the attacking unit may advance onto it (the only way to capture an enemy controlled ship), and flip it to 'crippled' status if not already crippled. Alternatively he may scuttle it as described under movement. 7.4.5 Ship Control: Control of a ship goes to whichever side has a marine on it. If neither side has a marine on it, control is determined by color of the counter. Therefore, if you do leave a captured ship, it is a good idea to scuttle it. 7.4.6 Attack Limitations: A single unit may either attack in its turn via Archery or Boarding, but not both. 7.4.7 Attack Results: After rolling a die on the appropriate combat results table, one of the following effects results: A Archery Hit. Remove one point of marines from the target ship. If there are no marines present, flip the target ship to its crippled side. If the target ship is already crippled, and no marine units are present, there is no further effect. Boarding Successful. Remove one point of marines from the target ship. If no marines remain on the target ship after (or prior) to this removal, the attacker may advance a marine unit to capture the ship, or may scuttle it.

7.4 Marine Attacks


Each point of marines attacks separately in this phase. The attacks may be carried out in any order desired by the phasing player, but all attacks against a single unit must be declared and resolved before going on to the next target. For each attack, roll a die and consult the Naval Combat Results Table. 7.4.1 Archery Attacks: Marines two hexes away may attack via Archery. Marines may only attack ships via Archery if the Marine unit is on land. 7.4.2 Line of Sight: Units using Archery must have a line of sight to their target. Draw an imaginary line from the center of the firing unit to the center of the target hex. If it passes through any ship or land hex, the line of sight is blocked. If the line passes along only the hex-side of such a hex, it is not blocked unless both adjacent hexes contain blocking features. 7.4.3 Boarding Attacks: Marines may attack ships in adjacent hexes via Boarding. Ships fitted with 'Corvus' (determined by scenario) add 1 to boarding attacks.

Example: There is a crippled enemy ship with 1 marine aboard. The moving player attacks it with 1 boarding attack and 2 archery attacks. The first attack is the boarding attack, and a 'B result is rolled, eliminating the marine. The second attack is an archery attack, which causes a 'C' result. More rowers are hit, reducing the already crippled ship to 'sinking' status (note: if the boarding attempt had been second, the unprotected ship could have been captured instead). The final archery attack is now wasted because it could not cause more damage.

7.5 Ballista Attacks


Some ships may be assigned by the scenario to have 'ballistae'. These are giant crossbows that fire spears or flaming missiles. Crippled ships are assumed to have lost their Ballista. 7.5.1 Range: The range of a Ballista is three hexes. The target must be in line of sight (see Rule 7.4.2).

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7.5.2 Attack: Roll a die and consult the Naval Combat Results Table. A result of A indicates the loss of one point of enemy marines. If there are no marine units on board, flip the enemy ship to its crippled side. If it is already crippled (and there are no marines aboard) there is no further effect. 8.1.5 Camps: All armies have one camp counter. Mounted armies, such as the Mongols and perhaps Parthians, Saracens, or Magyars are not required to have one. 8.1.6 Panic: It is suggested that an army panics when half its total strength points are eliminated; players may, however, wish to modify this. 8.1.7 Objectives: This is the most important part of designing the scenario. Why are the armies fighting? What will be the effect of a victory or a defeat? Who has the burden of attack? 8.1.8 Time Warps: Games using armies from different time periods are permitted and even encouraged. It must be pointed out, however, that unit types of one era may not be equal to those of another. Alexander's cavalry would be no match for Norman knights. Barbarian infantry would have much higher morale than peasant levies, etc. In the interest of play-balance or realism, it may be necessary to add a leader, modify troop types or add an extra rule.

7.6 Repair
Sinking ships may be repaired during the course of play. During this segment, the phasing player rolls one die for each ship he controls that is 'sinking' and consults the Naval Repair Table. If the ship is large ship, add 1 to the roll. If the ship gets a 'sinks' result, it is removed from the game, along with any marines on board.

8.0 FURTHER SUGGESTIONS


Presented here are additional ideas which may enhance your overall enjoyment of the Ancients game system.

8.1 Scenario Design


For a history buff, the most satisfactory method of scenario design is to do one's own research. That is the recommended method also. The following data are to get the player started and to provide guidelines for tying into the game system. 8.1.1 Nationality: This is the country (or countries) using the military system in question. The list is by no means complete and several nations have been grouped together. For example, Egypt-Mesopotamia also includes the Hittites, Israel, Syria, etc. 8.1.2 Period: The system has used between the dates given (and a little beyond). Keep in mind that the system is constantly evolving and the nation's fortunes are waxing and waning. 8.1.3 Composition: This is the make-up of a 'classic' case of the army at the height of its use. In practice, it seldom appeared exactly as shown. Detachments would be away at the time of battle; allies and mercenaries would be added. Any number of factors Could vary what was available. Also keep in mind that the size was highly variable. Armies could easily be twice what is listed here. A generic army composition table is provided on the next page. 8.1.4 Leaders: All armies receive at least one leader counter. Especially well-trained and disciplined armies receive an additional leader, as noted below. If there is an exceptional general present, an additional leader is added.

8.2 Army Design


Each player receives a set amount of build points with which to create an army. This creates a perfectly balanced game, serves as a basis for campaign games, and also provides many hours of 'game' time, simply trying to work out the optimum army. Such scenarios should be set up using 'Free Deployment' (see Optional Rule 5.2). 8.2.1 Build Points: Build points have been assigned to each unit type. Each player should take, say, 100 points and create his own army. KT: 10 PX: 12 MM: 2 EL: 15 CH: 6 HI: 7 LA: 4 HC: 6 LI: 3 HA: 5 LC: 5 8.2.2 Leaders and Camps: The armies receive an equal number of leader counters and one camp each. 8.2.3 Army Panic: Panic is at loss of 50% of an army's strength. Standard Scale Cavalry Infantry Missile Phalanx Chariots Elephants 1/2,000 men and horses 1/4,000 men 1/2,000 men 1/6,000 men 1/500 machines (1,000 men and horses) 1/25 beasts (plus 5,000 light infantry)

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8.3 Campaign Game
Players who wish to play a strategic level game of this period should obtain a copy of King of Kings or Imperator if possible (check the used game vendors at www.grognard.com) as these games were initially designed as campaign systems for Ancients. Alternatively, players may use other strategic games on the pre-gunpowder era with some modest adaptation or they might design their own campaign rules (creating their own strategic map and come up with rules for movement, navies, and taxes). If an historical period is being played, players should decide which unit types may be bought and design their armies from the cost list above. When battles occur, they are resolved by playing a regular 6-turn game. The winner of the battle recovers one-half of his battle losses, as measured in strength points. Both sides recover any units moved off the board, whether intentionally or through panic. For additional spice, if all players agree, each should roll a die to determine a national characteristic: 1
NATIONALITY
Egypt-Mesopotamia Assvria Persia Greece Macedonia Carthage Celts-Germans Parthians Rome Goths-Vandals Huns-Magyars Byzantium Turks Franks Viking Normans Chivalry Mongols English

PERIOD
1300-650 BC 1100-650 BC 550-300 BC 500-300 13C 350-150 BC 300-200 BC 250 BC 100 AD 200 BC-600 AD 200 BC-200 AD 300-500 AD 350-450 AD 500-1200 AD 600-1450 AD 700-900 AD 800-1000 AD 1000-1100 AD 1200-1400 AD 1200-1250 AD 1300-1400 AD 1300-1450 AD

COMPOSITION
3 CH, 4 LI, 2 MM 2 CH, 2 LC, 3 HI, 2 Ll, 3 HA, 2 LA 10 LC, 5 HI, 10 MM, 2 PX (and lots of LI) 1 LC, 3 PX, 2 MM 1 HC, 1 LC, 4 PX, 2 MM, +1 LDR 2 HC, 4 LC, 2 PX, 6 LI, 2 MM 5 LC, 30 LI (Britons substitute CH for LC) 5 HC, 10 LC 2 LC, 8 HI, 4 MM, +1 LDR 10 HC, 5 LC, 2 HI, 8 Ll 20 LC (and German 'allies') 10 HC, 5 HI, 2 HA, +1 LDR 10 LC, 2 HC, 5 LI 6HC, 2 LI,1LA 5 HI (and as many horses as they could steal) 4 HC, 2 HI, 2 LA 6 KT, 3 HA 5 HC, 5 LC, +1 LDR 2 KT, 3 LA (English Longbows ) 3 PX, +1 LDR

Swiss Elephants: This nationality may buy elephants at half the normal rate. Any other nation wishing to buy them must buy them from this power's stock and at the price he sets. Note: Whenever a nation has elephants in its army, it is assumed that its cavalry horses will have become accustomed to them and have lost their fear of elephants; therefore, enemy elephants are not doubled when attacking its cavalry.

Longbows: Light Archers cost this power twice the normal cost. However, they get 3 volleys per turn. Training: Add an additional leader to every battle.

9.0 DESIGNER'S NOTES


Anyone who has ever done any historical research knows that different sources will seldom agree completely on any one point, and that in some areas the records are vague at best. These facts have no bearing on this game! My object was to design a playable game; historical simulation was a secondary concern. The philosophy behind this is as follows. First, games that can be played in short amounts of time, that can be mastered (or re-mastered after long periods of disuse), and that do not tax the gamer with complex mechanics, are the ones played most. These games become the "light course" between bouts of heavier fare. In short, they provide more game time and hence more enjoyment, per gaming dollar.

Navy: If a campaign is being played, this power may buy fleets for half price. In single battles, this player is considered to be raiding foreign soil. Add one victory point. Barbarians: Light Infantry is not disordered due to terrain. Also, they may triple their attack strength during any one combat phase. Horse Archers: All light cavalry have missile rating 'B'.

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Second, this can become a more serious game. The basics are here for the expansion into a deeper simulation if desired. Third, the simplicity and speed of play mean that this can become a subset for a larger game. A game covering an entire war can be put together, using this system to resolve the battles. Similarly, players can take hypothetical kingdoms, with free rein (or reign) to design their own armies in a search for the most efficient combination. This game, then, is whatever you choose to make it. You can take whatever parts appeal to you, without constantly tripping over features you don't really want. It was designed with that in mind.

CREDITS
Game Design . . . . . . . . . . . . . . . Web Edition Production . . . . . . . Original Unit Icon Design . . . . . Map Design and Unit Adaptation Image Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . William L. Banks Michael P. Nagel . . Beth Queman Michael P. Nagel . . Corel Gallery

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