Introduction These rules are designed for short skirmish 15mm Ancient wargames between 2 players. For scales larger than 15mm, such as 25mm, double the measurements or use inches instead of centimetres. These rules revolve around the ability of leaders to give orders to the soldiers. Set-up !uipment" #laying area, at least $% & $%cm. Figures, based and nicely painted. 'uler and tape measure. At least one () *)+sided dice,. -otepad. .nits" A unit consists of 2 figures of the same type or 1 leader or artillery figure *with crew, on an appropriately si/ed base. 0ands" A band is simply 1+1 units of any type. They must stay together, base+to+base in any formation with no gaps. ach unit attacks individually. 2ust move as one and its speed is that of its slowest unit. -ot attacked as one3 each unit is attacked separately. 0ands cannot walk over other bands3 they must change formation or go around. 'ules" 2a4imum of 1 leader per 5 bands of army. 6eaders must be in a single unit band3 by themselves. 1+1% bands per army. 5%cm between armies. 7inner is the player who defeats all of the enemy8s units or leaders. Unit Classification Armour types" 9eavy 9 :overed in armour with shield or helmet. 2edium 2 ;ome armour and shield. 6ight 6 <ery little armour or a shield. 7eapon types" ;word ;w A4e='homphaia Ax ;pear ;p 9ands 9a Tusks=Teeth=:laws Tu >avelin >a ;ling=(art ;l 0ow=;taff sling 0o :rossbow=6ongbow :b Artillery missiles Ar 2ount types" 9orse=:amel 9o lephant l :hariot :h Foot Fo Artillery Ar Tamed beast=hound Ta 4perience" There are three types of e4perience that units can have. ?ne4perienced ?4 #easants, slaves, etc. 4perienced This is the default type. ?t does not gain any attributes nor lose any. 2ost units fall under this category. lite 4 ;pecialists, royal guards, etc. Sequence of play The rounds of a battle are taken in turn. The player which starts the game off is decided by the highest roll of a (). A round consists of each player moving their leaders if necessary, giving orders to their bands via their leaders, and then bands taking initiative. 1. 2oving leaders" A leader might be re!uired to move in order to obtain command range or to flee from a conflict. A leader can move in any direction and their ma4imum movement distance is what their armour, mount and special attribute permits. 6eaders move before giving orders and the se!uence in which each leader moves @ orders is up to the player. 2. Aiving orders" A leader can give two orders in a turn. 20cm is the command range of a leader. ?f any unit of the player8s band is within the command range then the band can take any applicable order. For the second order to be successful, a () roll of 5B must be ac!uired. 2easurements such as firing range of units and movement distances of bands can8t be taken before the order is given to the band. The types of orders" Fire + 7hen a band receives a successful order to fire, the player then chooses the target band. The units of the firing band who have a firing range that can reach the target band can fire. Take into account any firing modifiers mentioned below. The enemy band must be in front of the band3 not to the side or behind. The firing units closest to the target band fire first, the farthest fire last. The firer8s target is the farthest enemy unit of the target band. ?f the target band is completely destroyed then the order is finished. 'oll a (). 1. Add the firer8s attack rating to that result. 2. Apply any modifiers as well. 5. ?f the end result is e!ual or greater than the target8s defence rating then it is a kill. 'emove the casualty from the field. $. 2ove onto the ne4t firer or end the order=turn. Change formation or turn - ?f a band consists of more than one unit then it can change formation. 7hen a band changes formation, each unit must remain ne4t to at least one unit that it stood ne4t to before the change. There must be no gaps between units after a formation change. 0ands cannot change formation and turn. Turning is only necessary if a turn of more than $5C in any direction is re!uired3 otherwise the band can be turned before moving under a 2ove order. Move - 7hen a band receives a successful order to move, the player can move the band across the field. The band can only move to the distance that its slowest unit can move to. The band can only move forwards, not sidewards or backwards without turning first. 0ands move in a straight line. Take into account any necessary movement modifiers. 0ands can8t walk over other bands, they must change formation first or /ig+/ag around. Fight - A band can receive an order to fight another band when any of its units are within 1cm of an enemy band. 7hen a band receives a successful order to fight, the player chooses the target band if it is within fighting range of the fighting band. ach unit of the fighting band must fight, the closest unit to the enemy band fights first, the farthest last. ach fighterDs target is the closest enemy of the target band. 1. 'oll a (). 2. Add the fighter8s attack rating to that result. Apply any modifiers as well. 5. ?f the end result is e!ual or greater than the target8s defence rating then it is a kill. 'emove the casualty from the field. $. 2ove onto the ne4t fighter or end the order=turn. 5. Taking initiative" Taking initiative pertains to a band carrying out an action without costing an order. Enly bands that are not within command range or did not act in the playerDs last to turns can take initiative. All bands that can take initiative must take initiative. A band takes initiative when" ?t is within fighting range of an enemy band3 must fight according to the method detailed above. There is an enemy band within any of its units firing range3 each unit that has enough range can fire according to the firing rules detailed above. ?t comes into fighting range of a band where none of its units can defeat any of the enemy band8s unit regardless of a (), due to attack+to+defence ratings and applicable modifiers. The band must move straight back, if possible, to its ma4imum move distance. ?t has lost units from fire or fighting in the opposing player8s turn and has gaps in its formation3 the band must change formation to fill the gaps. ?t is a leader and it is in fighting range of an enemy and the player wishes it to flee, in this e4ception the leader can turn around and move its allowable distance after a () result of 2B. Etherwise it must fight according to the fighting method detailed above. Conclusion nFoy the game and send me any feedback if you want about these 8!uick n dirty8 rules. t.gGsafe+mail.net 2%%) Unit attri!utes Attributes" "ange#cm$ Movement#cm$ %ttac& 'efence %rmours 9 . 1 ) 2 . 1% 5 6 . 12 $ ++++++++++++++++++++++++++++++++++++++++++++++++++ (eapons ;w . . $ . A4 . . $ . ;p . . 5 . Tu . . 2 . 9a . . % . >a 1 . 2 . ;l 1% . 1 . 0o 12 . 2 . :b 1$ . 2 . Ar 11 . $ . ++++++++++++++++++++++++++++++++++++++++++++++++++ Mounts 9o + 2 B $ . + 1 l . + 2 + 1 B 2 :h . B $ + 1 . Fo . . . . Ar . + $ . + 1 ++++++++++++++++++++++++++++++++++++++++++++++++++ Special 6eader . B 2 . B 1 ?4 *peasant, slave..., + 2 . + 1 . 4 *specialist, royal soldierH, B 2 . B 1 . )*amples 9 I ;w I Fo *9 ;wordsman, . 1 $ ) 2 I ;p I 9o *2 ;pear cavalry, . 1$ 5 $ 6 I 0o I :h *6 :hariot archer, 12 1) 1 $ 2 I :b I Fo *2 :rossbowman, 1$ 1% 2 5 6 I ;l I Fo I l *(avid, 12 12 2 $ ++++++++++++++++++++++++++++++++++++++++++++++++++ 2odifiers for units" "ange#cm$ %ttac& Firing Firing down hill B 2 B 1 Firing into or over woods + 2 + 1 Firing at single unit band . + 1 #reviously moved 5 times in a row + 1 ++++++++++++++++++++++++++++++++++++++++++++++++++ Fighting Sp fighting mounted unit . B 1 Sw fighting elephant or chariot . + 1 Ha fighting tamed beast . B 1 Ax fighting Ex . B 1 'anged fighting non+ranged . + 1 6eader*s, fell in last round . + 1 #reviously moved 5 times in a row . + 1 2ovement 2odifiers for bands" Movement#cm$ Moving En road B 2 ?n rough terrain *woods, swamps, hills, shallows, etc., + 2 #reviously moved 5 times in a row + 2 Unit record sheet %rmour + (eapon + Mount + )*p, - title "ange Movement %ttac& 'efence .and no, g. 2 I >a I l *2 lephant Faveliner, 1 1% 1 J K5