Professional Documents
Culture Documents
ANCIENTS
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 . . . . . . . . . . . .
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1
2
3
3
3
3
4
4
4
5
5
6
6
8
8
9
9
10
10
10
11
11
12
1.3 Pieces
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.
Special Ability
None
*
Doubled vs. Cavalry
A Missile fire rating
B Missile fire rating
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
Page 1
Infantry
Light Infantry (LI, 2-3, 2-3)
Mobs of poorly armed, often untrained men.
Heavily armed infantry, massed shoulder-toshoulder with pikes (long spears). The wall of
shield and tangle of spears gives them extra
defense against missiles.
1.4.2
Other
Cavalry
2.1
2.2
2.3
2.4
2.5
2.6
2.7
2.8
Removal of Leaders
Panic Check
Reinforcement Phase
Movement
Replacement of Leaders
Fire Combat
Melee
Rally
Page 2
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.
Page 3
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:
Page 4
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.
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.
Page 5
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).
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:
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.
Page 6
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.
Defend
Cautious
Defensive
Offensive
-1
+1
Cautious
+1
Defensive
-1
Attack
Offensive
= Automatic 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
Page 7
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.
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
Odds
Results
1-2
AD
1-1
2-1
DD
3-1
DE
7.1
7.2
7.3
7.4
7.5
7.6
Ship Movement
Ramming
Marine Movement
Marine Attacks
Ballista Attacks
Repair
Page 8
movement phase.
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.
Forward, 2 points.
Backward, 3 points.
Pivot one hex-side, 5 points.
Miss. No effect.
Page 9
Page 10
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.
Page 11
NATIONALITY
PERIOD
COMPOSITION
Egypt-Mesopotamia
1300-650 BC
3 CH, 4 LI, 2 MM
Assvria
1100-650 BC
Persia
550-300 BC
Greece
500-300 13C
1 LC, 3 PX, 2 MM
Macedonia
350-150 BC
Carthage
300-200 BC
Celts-Germans
250 BC 100 AD
Parthians
200 BC-600 AD
5 HC, 10 LC
Rome
200 BC-200 AD
Goths-Vandals
300-500 AD
Huns-Magyars
350-450 AD
Byzantium
500-1200 AD
Turks
600-1450 AD
10 LC, 2 HC, 5 LI
Franks
700-900 AD
6HC, 2 LI,1LA
Viking
800-1000 AD
Normans
1000-1100 AD
4 HC, 2 HI, 2 LA
Chivalry
1200-1400 AD
6 KT, 3 HA
Mongols
1200-1250 AD
English
1300-1400 AD
1300-1450 AD
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.
Page 12
CREDITS
Game Design . . . . . . . . . . . . . . .
Web Edition Production . . . . . . .
Original Unit Icon Design . . . . .
Map Design and Unit Adaptation
Image Source . . . . . . . . . . . . . .
Page 13
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William L. Banks
Michael P. Nagel
. . Beth Queman
Michael P. Nagel
. . Corel Gallery
file:///C|/ancients/ancients.txt
.
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For each point (PIP) rolled, it is possible to make a tactical move, i.e.
- move one individual unit, or
- move one Group, or
- voluntarily disorder one individual unit of its own army.
a group may move as a line if it is a group of units in contact that
are facing in same direction, and none is in woods or swamps, and none
begins in contact with enemy units. A line can be several units deep.
a group move cannot include units that were not in contact with the
original group at the beginning of the move, and it cannot leave behind
units that where in it at the beginning.
units in a line can be moved as long as all units remain in the same
direction, in contact with other units of the line, and no unit moves
more that its movement allowance. Possible moves include 'all units
move forward x hexes', 'all units turn left/right', 'partial moves
forward of the leftest units', etc ... and combinations.
a column is an exception to the rule that all units in a line must face
the same direction, so it is a special case of line. It is a one unit
wide group of units that are in contact, and none begins in contact
with enemy units, and each unit (except the first and the last units,
and possibly units in a bend of the column) has an unit in its front,
and another in its rear. They can be in wood or swamp hexes.
A column always follows the path of its head, that is the first unit
file:///C|/ancients/ancients.txt
of the column. This head unit moves at the speed of the slowest unit in
the whole column.
a group may mix column and line moves, as long as the conditions above
are respected (i.e. a line of 3 LC may have all its units pivot to the
left, becoming a column, move forward 4 hexes and then pivot to the
right, becoming a line again, for just 1 PIP).
a unit may not participate in several tactical moves (even if its
movement allowance allows it to move further), i.e. a unit cannot join
a line for 1 PIP, then the whole line be moved as a group for one more
PIP, for example.
however, the movement allowance of a unit or of a all units in a group
may be doubled or tripled, if
- it never starts or moves closer than 4 hexes from the nearest visible
enemy, and
- the player spends 2 PIPs, to double, or 3 PIPs, to triple the movement
allowance, for the unit or for all the units in the whole group.
[this simulates march formations, fast but always done at a safe
distance from the known enemy units]
it is possible to voluntarily disorder one (or several) of its own units,
in its own movement phase. Just flip the non-disordered unit. [this
simulates a feigned withdrawal, done to trigger an impetuous advance
amongst enemy units]
The player may also elect to put a leader on a unit, and not rally it
at the end of its turn if it is disordered.
Special moves
. sparse LA (i.e. "normal" LA) and sparse MM (MM used because there are
not enough LA counters available in the game box to accurately represent
all the sparse LA normally present in a particular army, cf. converting
DBA armies to Ancients) units are allowed to pass or retreat through
other friendly units without disordering them [this simulates the very
sparse nature of foot skirmishers]; they also become disordered
themselves in the process only if retreating. Dense LA (units with
3 missile attacks per turn, i.e. Longbows, and other dense formations
of shooters) and dense MM ("normal" MM) units disorder passed through
units and are disordered, as usual.
. sparse LA, all MM, and barbarian LI (x3 once) units are allowed to enter
a wood or swamp hex without being disordered; their movement allowance
in a wood or swamp is 3. Dense LA are disordered (if not already) and
are stopped when entering a wood or swamp hex, as usual.
. removing from or putting a leader on the map does not cost a PIP.
. a movement limited to a turn (to face an enemy unit in contact, for
example) does not cost a PIP.
. a retreat before combat does not cost a PIP.
Impetuosity
The following units are impetuous, that is difficult to control :
. KN, all LI, SC, and Camelry,
. any unit (except artillery and war wagons) that has the enemy Camp
nearer than any other visible non-disordered enemy unit (i.e. no other
enemy unit is nearer or as near),
. any unit (except artillery and war wagons) that has one slower or as
slow visible disordered enemy unit nearer than any other visible enemy
unit (i.e. no other non-disordered enemy unit is nearer or as near).
. roll a D6 before any movement and consult the following table for
control of the impetuous units
no leader
1 leader
2 leaders
always uncontrolled
1, 2, 3 or 4 : uncontrolled this turn
1 or 2 : uncontrolled this turn
file:///C|/ancients/ancients.txt
3 leaders
always controlled
file:///C|/ancients/ancients.txt
appropriate.
Possible stratagems are :
. false deployment (defender only) : just after the enemy first turn,
the defender may exchange several of its cavalry units and/or several
of its infantry units : infantry units can be exchanged with infantry
units somewhere else on the map, and cavalry units can be exchanged with
cavalry units somewhere else on the map. It is not possible to swap one
cavalry and one infantry unit. Units that are neither infantry nor
cavalry (Camp, Elephants,...) cannot be disguised so cannot be exchanged
with anything.
. night/surprise attack : once deployed, 1/3 (in value) of enemy army
starts disordered. The owner chooses which units are disordered.
. tactical trick : one kind of unit is doubled in defense (not in attack)
against one kind of enemy unit for the first three turns of the battle
(the discarded leader cannot be used during the three other turns).
[this simulates the situation where a general, by careful positioning,
briefing, training, etc ... of some of its troops before the battle,
managed to get a temporary advantage]
. strategic advantage : the player starts with one Victory Point. [this
simulates the situation where a general, using pre-battle maneuvering,
managed to gain an advantage before the battle by cutting the supply
lines of the enemy, or exhausting him, etc ...]
. rear/flank march, or reinforcement/reserve : up to half the army (in
value) may be left out of the battlefield and may enter later from a
chosen edge (costing 1 PIP, as other moves). This edge of arrival must
be written on a piece of paper before the battle :
- If the edge is the player's own, it is a reinforcement left in reserve,
and the units enter when the player wants them to, except during its
first or second turn.
- If the edge is the enemy's own, it is a march on its rear and the
units enters only at the beginning of their own fourth turn.
- If the edge is a flank edge, it is a flank march and the units
enters only at the beginning of their own third turn.
If the two players tried flank marches on the same map edge, a
second battle must immediately be fought on another map between
the flank marching units. There is no camp in this battle. After the
battle, surviving units that did not flee may enter the map from the
written edge, in the half part of it nearest to their own camp.
When the left out group actually enters the map, a number of the
nearest enemy units equal to one half (in value) of the entering
group immediately receive a DD result, except units with one or more
leaders that receive only a M result.
[this simulates the usual panic or at least disturbing effect caused
by such arrivals on the troops]
Several stratagems can be played by the same player in one battle. It is
even possible to start a battle with no leader unit (all being spend on
stratagems).
If desired, the players may decide to forbid some stratagems, i.e. a
barbarian army may be limited to a surprise attack, a strategic
advantage, and maybe a false deployment, while its regular opponent may
use any stratagem except surprise attack, for example.
Hidden units
[The optional rules of the game for hidden movement are too cumbersome to
be useful. The following are a little less realistic, but much easier to
use. Some honesty is required ...]
During the deployment, a player may put some of its units in hexes where
they cannot be seen by enemy units (either in a wood, in a swamp, or
file:///C|/ancients/ancients.txt
behind a hill).
. the position of each unit is written on a piece of paper, and each
unit is kept out of the battlefield
- until the player decides to move it from its initial hidden position
(spending 1 PIP as usual for the move), or
- as soon as an enemy unit is able to see it (use the firing rules to
determine visibility, except that a unit can see in all directions,
and units do not hide other units behind).
. hidden units are subject to impetuosity.
. units revealed start non-disordered (even if in a wood or swamp). The
owner chooses the direction of facing.
. once on the map, units cannot be hidden, or re-hidden.
Note that you do not need to discard one leader to hide units (this is
not a stratagem as defined before).
Simple Two-Players Campaign
The campaign is played in a series of battles, until one player admits
defeat.
Campaign set-up
Each player builds or uses a 200 pts (or more) campaign army. More
points means more battles.
Battle set-up
Up to 100 pts can be fielded in a given battle., using only units from
the campaign army. The army fielded is of course also limited by the
counters available in the game box (i.e. no more than three leaders,
etc...) even if the original campaign army build is not.
Use the free set-up rules for positioning units. The winner of the last
battle is the attacker for the current one (roll for the first battle),
i.e.
- defender :
choose map, setup camps, set-up own army;
- attacker :
relocate own camp if desired, setup own army, move first.
Playing the battle
Play battle in 6 game turns, using normal victory rules. The stratagems
and other additional rules may be used, if desired.
Post-battle results
Any draw is considered a victory for the defender.
The loser of a battle additionally loses 1/4 (in value) of all its
surviving fielded units, including the units that fled out of the
battlefield. [this simulates the pursuit and/or demoralization effects].
The winner recovers all its units that fled out of the battlefield
(if any), and also 1/4 (in value) of the units destroyed in this battle
(if any) for each victory point above its adversary. (optionally,
recovered units cannot include leaders, except if there is no remaining
leader in the whole army.)
Remarks
. no stratagem can be played in the first battle, and the number of
available stratagems should be limited, i.e. a player can use a maximum
of two stratagems during the whole campaign, for example...
. the system can easily be extended...
Luck free battles
. Number of available PIPs in function of the available leaders
no leader
1 PIPs
file:///C|/ancients/ancients.txt
1 leader
2 leaders
3 leaders
2 PIPs
3 PIPs
4 PIPs
effect
AD
M
DD
DE
- a leader that is with a just disordered unit does not roll for
destruction, as usual. However, it then cannot be put on the map
during the owner's following player turn. It is considered unavailable
for this whole turn !
- a leader with a unit that is destroyed is destroyed too. It is
considered unavailable for the rest of the battle.
-----------------------------------------------------------------------ANCIENTS SEQUENCE OF PLAY AND SUMMARY SHEET (with the additional rules)
Remove Leaders
Check for Panic
fail if - all Leaders are lost, or
- 'Panic' number met or exceeded.
If Panicked, disorder all units : they must move away from enemy toward
nearest edge until rallied.
An army may not fail more than once per battle.
Arrival of friendly troops on the map
Put troops on the desired edge hex.
Determine effect on enemy troops.
Movement
Determine number of available PIPs.
file:///C|/ancients/ancients.txt
file:///C|/ancients/ancients.txt
- resolution
- advance after combat (attacker only)
- if enemy is destroyed or has retreated before combat, the attacker
must move to occupy the vacated hex (exception : HI, SP, PK and
Leaders),
- the moving unit does not change facing,
Rally
Disordered units of the phasing army stacked with a leader flip back to
their normal side, if desired.
---------------------------------------------------------------------Converting DBA/DBM(WRG) armies to Ancients (3W)
DBA
Ancients
value
notes
--------------------------------------------------------------------Artillery
AR(2G1/1G1)*new* 8
- max range 7 :
at 2 hexes or less :
1-3 to get a DD against anything
at 3 hexes or more :
1-2 to get a DD against CP, EL
or WW, 1 to get a DD against
anything else
- may not fire if moved in its own
last movement phase
Auxilia
or
MM(2B3)(dense)
LI(2*3/2*3)*new*
or
2 LI(2-3)
Blades
4
4
2/LI
HI(4-2)
or
LA(1A3)(dense)
HA(3A2)
7
5
or
or
LC(2-6)
HC(4-5)
HC(4B5)
Bows
Cavalry
2
8
10
Camelry
LC(2*6/1*6)*new*
Elephants
EL(6*3)
Heavy
Chariots
HH(8B4/3B4)*new* 13
Hordes
1/2 LI(2-3)
Knights
- Bows(3shots/turns) vs non-infantry
- Crossbows, and Bows mixed with
others (Bows(X) in DBM)
- inferior Cavalry (Roman...)
- most Cavalry
- Cavalry with bows
- doubled against all types of cavalry
16
2/LI
KN(8-4)
KN(8B4)
12
14
Light
Chariots
CH(4B4)
Light Horse
LC(2B6)
or
- DBM : 1 LI = 2 Hordes
- usual shock cavalry
- Late Byzantine cataphracts ?
- Light Chariots
file:///C|/ancients/ancients.txt
Psiloi
1/3 MM(2B3)(sparse)
or
1/2 LA(1A3)(sparse)
or
Pikes
2 LI(2-3)
2/LI
1/2 PK(6*2/2*2)*new*16/PK
Scythed
Chariots
Spears
SC(8-4/1-4)*new* 10
1/2 PK(6*1)
or
Warband
or
War Wagons
16/PK
HI(4*1/3*1)*new*
- have no flanks
- may not fire if moved in its
own last movement phase
- armies with at least one WW do
not need a camp
Suggested value for the leaders units : first free, each additional 20
(additional leaders should be limited to regular armies, or armies with
an outstanding general, or both ...)
The camp is of course free.
Notes :
- The DBA usage of considering the global effect of an unit on its
contemporary enemies (and not its strict technical description) is
followed. For example, the Norman cavalry, or Alexander Companions, are
technically HC but, due to moral, training and formation, had
approximately the same shock effect during their period than far
heavier medieval Knights much later, so are considered KN too. This
makes DBA armies list much easier to use and translate ! However, only
historically possible battles should be simulated with these armies.
- When converting an army, follow the relative proportions, i.e. an army
with 4 Kn out of 12 elements in the DBA list should have approximately
33 point in KN, that is 3 KN = 36pts.
- DBA Psiloi (sparse formations of light troops trained to skirmish) must
be represented by LA units (named "sparse LA" here). They include
javelins armed skirmishers (formerly classified as MM in Ancients). They
are allowed to move and retreat without bad effects through other units.
Because there are few LA counters in the game, armies with lots of
Psiloi (and no Auxilia) may also use "sparse MM", and LI. The sparse
MM units are allowed to move and retreat without bad effects through
file:///C|/ancients/ancients.txt
A N C I E N T S
INTRODUCTION
1481 BC .............................. 2
1288 BC .............................. 2
853 BC ................................ 2
546 BC ................................ 3
490 BC ................................ 3
479 BC ................................ 4
371 BC ................................ 4
362 BC ................................ 4
338 BC ................................ 5
334 BC ................................ 5
333 BC ................................ 5
331 BC ................................ 6
326 BC ................................ 6
280 BC ................................ 7
218 BC ................................ 7
217 BC ................................ 7
217 BC ................................ 8
216 BC ................................ 8
202 BC ................................ 9
197 BC ................................ 9
190 BC ................................ 9
168 BC ............................... 10
58 BC ................................. 10
57 BC ................................. 10
53 BC ................................. 11
48 BC ................................. 11
42 BC ................................. 12
16 AD ................................. 12
60 AD ................................. 13
315 AD ............................... 13
357 AD ............................... 13
378 AD ............................... 14
451 AD ............................... 14
533 AD ............................... 15
554 AD ............................... 15
732 AD ............................... 16
871 AD ............................... 16
955 AD ............................... 16
1014 AD ............................. 17
1066 AD ............................. 17
1071 AD ............................. 17
1081 AD ............................. 18
1097 AD ............................. 18
1176 AD ............................. 19
1187 AD ............................. 19
1191 AD ............................. 19
1214 AD ............................. 20
1223 AD ............................. 20
1241 AD ............................. 21
1298 AD ............................. 21
1221 AD ............................. 22
1314 AD ............................. 22
1346 AD ............................. 22
1356 AD ............................. 23
1386 AD ............................. 23
1415 AD ............................. 24
Situation:
Setup:
Special Rules:
Scale:
The first side listed in each scenario is the side to move first,
and the game length is six turns, unless otherwise stated.
Page 1
1481 BC
MAP F
The defectors that told you the Hittites were retreating are spies!
You are about to learn the true whereabouts of the enemy, when
survivors of the Re corps stream into your camp. If you can hold
out, your chronicler may be able to turn a draw into a victory or
a defeat into a draw.
Panic:
Units At Start:
Direction 2:
Reinforcements:
Turn 4:
Turn 6:
Special Rules:
*
Direction 5:
Special Rules:
*
*
Scale:
*
*
10
Units At Start:
Direction 4:
16
14
King of Kadesh
Panic:
1/500, Chariots
1/2000, Infantry
Historical Note
x2 (K5), 4B4 (K5), 2-3 (J6), 2B3 (I6), 2B3
(F8).
2-3 (E7), 2-3 (E6), 2B3 (D6), 4B4 (C5), x2
(C5), 2AO (G5).
KARKAR - 853 BC
MAP B
1/1000, Chariot
1/2000, Infantry
Historical Note
The rebels reacted well to the Egyptian flanking move,
adjusting their line to meet the threat. However, they were
eventually forced back into their fortified camp. After a
successful siege, the Egyptians took the camp.
KADESH
1288 BC
MAP A
You have spread Assyrian rule to the north and west from
Mesopotamia, and are now ready to complete your conquests all
the way to the Mediterranean. Traveling down the Orontes River
destroying the cities of those foolish enough to oppose you, you
encounter an enemy army of many nations arrayed against you.
Crush this rabble and Syria is yours.
Panic:
Units At Start:
Direction 1:
Any Direction:
18
38
2AO (O9).
x2, x2, 4B4,4B4,4B4,4B4, 2-6, 2-6, 2-6, 2-6,
4-2, 4-2, 4-2, 4-2, 4-2, 2-3, 2-3, 2-3, 2-3, 23, 3A2, 3A2, 3A2, 3A2, 2B3, 2B3, 2B3, 2B3,
2B3.
Page 2
33
Special Rules:
*
Units At Start:
2AO (N1).
(Damascus) x2, x2, 4B4, 2-6, 4-2, 4-2, 2-3,
2-3, 2-3, 2-3, 2-3, 2-3, 2B3, 2B3.
(Hamath) 4B4, 2-6, 4-2, 2-3, 2-3, 2-3, 2B3.
(Israel) 1A3.
(Arabs) 2-6.
Direction 1:
Direction 2:
Direction 6:
Special Rules:
*
Scale:
*
*
*
Scale:
*
*
*
Historical Note
1/1000, Cavalry
1/1000, Chariots
1/2000, Infantry
Historical Note
As with most battles of this period, little information is
available. Therefore, we can safely put together almost any
scenario we like. From various hints we can put together a fairly
good guesstimate of the forces involved. It was probably fought
on a plain so that the chariot forces could be used. Different
sources award victory to each side. It appears to have been an
Assyrian Pyrrhic victory, since they did take control of Syria,
but not for a few years.
THYMBRA
546 BC
MAP D
MARATHON
For trying to aid your brother-in-law, the King of the Medes, you
have incurred the wrath of a mighty conqueror. He has
conquered the Chaldean Empire, and then the Medes. Will the
Lydian empire be next?
MAP B
490 BC
12
Units At Start:
Direction 2:
x2 (L4), x2 (L9), 2A0 (I6), 4-2 (L3), 4-2 (L4), 42 (L5), 4-2 (L8), 4-2 (L9), 4-2 (L10).
35
15
Units At Start:
Direction 5:
Special Rules:
*
*
Panic:
Scale:
28
*
*
Page 3
1/1000, Cavalry
1/2000, Infantry
Cleambrotus (Sparta)
Thebes should have learned its lesson in the last war. Now you
must send Spartans back into Boeotia and remove their base of
power. You have the larger army and they are Spartans.
Panic:
PLATEA
479 BC
MAP B
19
Units At Start:
Direction 2:
Scale:
Panic:
*
*
*
23
Units At Start:
Direction 5:
Direction 6:
2-6 (P1), 2-6 (P2), 6*1 (P3), 6*1 (P4), 6*1 (P5),
2B3 (Q3).
x2 (K9), 2-6 (K9), 2-6 (L9), 2B3 (M8), 2B3
(N8), 2B3 (O7), 2B3 (P7), 2-6 (M9), 2-3 (N9),
2-3 (O8), 2-3 (P8), 2-3 (Q7), 2A0 (N10).
1/500, Cavalry
1/2000, Phalanx
1/2000, Missile
Historical Note
Contrary to prevailing practices, the Thebans placed their main
strength on their left flank. This gave them the advantage of
surprise, which they used to full effect. For a time Thebes
became the dominant power in Greece.
20
Units At Start:
Direction 3:
Scale:
*
*
*
Historical Note
MANTINEA
LEUCTRA
371 BC
MAP D
Epaminodas (Thebes)
The Peloponnesian war put an end to Athenian arrogance. It
replaced it with Spartan arrogance. To prevent your city state
from being stifled, you must defeat the legendary Spartan army.
Panic:
Units At Start:
Direction 5:
14
362 BC
MAP E
19
Page 4
16
Units At Start:
Direction 1:
Direction 6:
GRANICUS 334 BC
Scale:
*
*
CHAERONEA
338 BC
MAP A
18
Units At Start:
Direction 5:
Units At Start:
Direction 2:
Memnon
As a Greek general working for the Persians, you have been
ordered to defend Persian territory and not to withdraw. They
say Alexander is only a boy. But he is a boy with a superb,
veteran army and the support of some Persian cities along the
Aeonian coast.
Panic:
32
2-6 (E1), 2-6 (F2), 2-6 (G2), 4-5 (H3), 4-5 (I3),
4-5 (J4), 4-5 (K4), 4-5 (K5), 4-5 (L5), 4-5 (L6),
4-5 (M5), 4-5 (M6), x2 (M6), 2-6 (N6), 2-6
(O5), 2-6 (O6), 2B3 (L1), 6*1 (M1), 6*1 (N2),
2A0 (O1), 2B3 (O2).
*
*
*
1/1000, Cavalry
1/4000, Phalanx
1/2000, Infantry
Historical Note
The mercenary general Memnon suggested using a scorched
earth strategy to grind the Macedonians down. This idea didn't
sit well with the Persian nobles whose land was to be burned,
so he was ordered to stand and fight. Given his weaker forces,
the idea was to kill Alexander. In the cavalry battle on the
Persian left, they very nearly succeeded. Instead, superior
Macedonian troops cleared the hill and surrounded the enemy's
Greek mercenaries.
ISSUS
Scale:
*
*
*
Scale:
20
Special Rules:
*
28
Units At Start:
Direction 3:
Units At Start:
Direction 5:
Panic:
Alexander of Macedonia
Panic:
Historical Note
MAP A
1/1000, Cavalry
1/2000, Missile
1/6000, Phalanx.
333 BC
MAP F
Historical Note
Philip attacks with his infantry on the right flank. He is either
repulsed, or feigns a retreat. His son, Alexander, finds a gap in
the opposite flank and leads his cavalry through it, to win the
day. This tactic will become his trademark for the rest of his
career. Please note that the woods on the map actually
represent swampy ground. Treat them as woods anyway.
You have defeated the Persian army of the west and now you are
campaigning in Syria. The Persian emperor arrives with his
army and cuts your supply line to the north. His army is bigger,
but you desire a decisive battle anyway.
Panic:
Units At Start:
Direction 4:
Page 5
22
2B3 (F6), 2B3 (G6), 2-6 (I6), x2 (I6), x2 (I6), 45 (J7), 2B3 (K6), 1A3 (L6), 6*1 (M5), 2A0
(M3), 6*1 (N5), 6*1 (O4), x2 (O4), 6*1 (P4),
2B3 (Q4), 4-5 (R4).
Units At Start:
Direction 2:
34
Units At Start:
Direction 1:
Special Rules:
*
Special Rules:
*
*
*
*
*
*
*
*
MAP D
Alexander (Macedonia)
The enemy empire has brought together a host of unheard of
size. Your tiny army is well trained and experienced, but vastly
outnumbered. Add to this the fact that you are deep inside their
empire and it becomes clear that the result will 1~ close at best.
Panic:
Units At Start:
Direction 4:
Direction 5:
Direction 6:
HYDASPES,
The barbarian boy-king has been beating your army for years.
He has refused offers of half your empire and your daughter in
marriage. He seems implacable and unstoppable. You have
combined the might of Asia. You have a fine cavalry force and
a plain on which to use it. Make the best of your advantage, for
this may be your last chance.
326 BC
MAP D
Alexander (Macedonia)
Crossing the Himalayas, you find the world does not end. There
is another kingdom to defeat. You begin to wonder how much
farther you have to go.
Panic:
19
Units At Start:
Direction 5:
25
Darius (Persia)
Panic:
1/15, Elephant
1/200, Chariots
1/2000, Cavalry
1/6000, Phalanx
1/4000, Heavy Infantry
1/5000, Light Infantry
1/2000, Missiles
Historical Note
Historical Notes
ARBELLA (GAUGAMELA)
Scale:
Scale:
*
*
*
Porus (India)
Your neighbor, the Persian Empire, has fallen. The invaders
turn on you next. Earlier, your son was killed in battle. Now is
the time for the showdown.
Panic:
18
Units At Start:
Direction 2:
Scale:
*
*
*
*
*
*
45
Page 6
1/40, Elephants
1/100, Chariots
1/2000, Cavalry
1/6000, Phalanx
1/5000, Light Infantry
1/2000, Missile
HERACLEA
280 BC
MAP D
Units At Start:
Direction 3:
Panic:
Panic:
19
Units At Start:
Direction 1:
Special Rules:
*
Reinforcements:
Turn 1:
MAP B
Greek Phalanx and Roman heavy infantry are well matched and
the issue is in doubt. Pyrrhus launches war elephants against
the Roman right. The Roman cavalry panics and the Roman
right flank is rolled up. Pyrrhus wins here and again at
Asculum, but his losses at both battles are so high, he remarks,
"another such victory and I am lost". This is where we get the
term Pyrrhic victory.' He is later defeated at Beneventum and
comments "what a battlefield I am leaving for Carthage and
Rome". He was right again.
218 BC
Historical Note
TREBIA
Historical Note
TRASIMENE
*
*
*
Scale:
*
*
Scale:
MAP D
Units At Start:
Direction 6:
16
Units At Start:
Direction 4:
19
Panic:
Units At Start:
Direction 2:
Direction 3:
Direction 4:
14
20
Page 7
14
Panic:
Hannibal must win by at least 2 points to
win a victory.
31
Units At Start:
Direction 3:
Scale:
*
*
*
1/2000, Cavalry
1/1000, Missile
1/4000, Infantry
Scale:
Historical Note
Historically, Hannibal won. To reflect history Hannibal should
have a second leader counter and should not have to win by
such a margin. The scenario has been fixed to provide play
balance.
*
*
*
*
1/4000, Infantry
1/7000, Phalanx
1/50, Elephants
1/2000, Cavalry
Historical Note
Both sides win on their respective right flanks. This leaves the
matter to the phalanxes in the center. Here Ptolemy's Egyptians
get the better of their opponents. Antioch is forced to delay his
conquest of Syria.
CANNAE
216 BC
MAP D
Hannibal (Carthage)
Rather than waging a defensive war, you crossed the Alps into
the enemy homeland. Unfortunately, you lost many good men
and all your elephants doing it. Before you is an army at least
twice your size. You have superior cavalry and one thing the
Romans lack imagination.
Panic:
15
Units At Start:
Direction 3:
Varro (Rome)
RAPHIA
217 BC
MAP D
Antiocus III
Your great grandfather was one of Alexander's generals, and so
inherited part of the empire. Your ambition is to reunite it.
Later, you will retake the north, the east and move into the
west. First, you plan to topple the weak Egyptian kingdom to
the south. One victory and this war should be over.
Panic:
30
Scale:
Units At Start:
Direction 6:
Ptolemy lV
As if ruling the empire weren't enough, a foreign army has
invaded and taken your father's gains in Syria and Palestine.
Bother!
*
*
1/3000, Cavalry
1/5000, Infantry
Historical Note
The superior Roman infantry advances in a solid mass and
forces back Hannibal's poorer troops in the center. The lines
bow back, but do not break, thus surrounding the Romans on
three sides. The Carthaginean cavalry easily wins on the wi ngs,
and completes the trap by attacking the rear. Hannibal is
unable or unwilling to march on Rome. Instead, he prefers to
separate Rome from her manpower base in Italy.
Page 8
202 BC
MAP D
Panic:
Panic:
20
Units At Start:
Direction 6:
22
Units At Start:
Direction 2:
Rome has trusted you with an army and with the honor of
invading the enemy home land. So far it has paid off. Many of
Carthage's former allies and subjects are coming over to Rome.
But the famous Hannibal has returned from Italy. You will have
to face him now.
Scale:
Panic:
Historical Note
18
Units At Start:
Direction 3:
Scale:
*
*
*
*
MAGNESIA
*
*
*
*
Scipio held all the cards. Hannibal was deprived of his usual
cavalry superiority. His veteran army had been seriously
reduced by years of campaigning. All he had was a bunch of
lousy elephants that ended up trampling his own front line.
197 BC
MAP B
Units At Start:
Direction 5:
MAP E
Panic:
190 BC
Historical Note
CYNOSCEPHALAE
1/1000, Cavalry
1/4000, Phalanx
1/2000, Infantry
1/20, Elephant
21
4-5 (J5), 2-6 (J6), 2B3 (J7), 2-3 (J8), 2B3 (J9)
2-6 (J10), 4-5 (J11), 6*1 (K6), 6*1 (K7), 2A0
(M6), x2 (M7), 6*1 (M8), 6*1 (N8).
20
Direction 5:
Direction 6:
Page 9
20
Historical Note
ZOC rule should be used.
Scale:
*
*
*
*
MAP D
Historical Note
PYDNA
58 BC
MUHLHAUSEN
MAP F
Perseus (Macedonia)
The Romans have the arrogance to dictate policy in Greece.
They even give you Ultimatums. They have the power to back up
their words. But you have the Macedonian phalanx,
descendants of Alexander's army.
17
Units At Start:
Direction 3:
Direction 4:
28
Units At Start:
Direction 6:
Paulus (Rome)
You have taken command of the army in Greece. You must
defeat the Macedonian king for your family honor, your career,
and possibly your life. Those enemy pikes look very formidable.
Also, the enemy king is an experienced general.
Panic:
25
Units At Start:
Direction 3:
Special Rules:
*
You need living room, so by right you must take it from the
weak. If these Romans wish to interfere, they will be defeated
too. They are powerful warriors, but you have out maneuvered
them and cut their supply. This has forced them to divide their
forces.
Panic:
24
Units At Start:
Direction 1:
direction 6:
2-3 (I5), 2-3 (J6), 4-2 (K6), 4-2 (L7), 4-2 (M 7),
2-6 (N8), 2A0 (L9), x2 (L9), x2 (L9).
2-3 (I7), 2-3 (I8), 2-3 (I9), 2-6 (I10), 2-3 (J8),
2-3 (J9), 2-3 (J10), 2-6 (J11).
Scale:
*
*
*
1/1000, Cavalry
1/1000, Missile
1/2000, Infantry
Historical Note
To reopen his supply line, Caesar took a sizable force and
established a position on the German flank. The Germans
attacked this force, but it held until a larger force arrived to
relieve it. By helping the Gauls against the Germans, Caesar
gained a foothold in northern Gaul. It paved the way for his
conquest of the whole country.
SAMBRE 57 BC
MAP D
Scale:
*
*
*
*
1/1000, Cavalry
1/1000, Missile
1/3000, Phalanx
1/2000, Infantry
Page 10
30
Units At Start:
Direction 3:
Direction 4:
CARRHAE 53 BC
2-3 (G5), 2-3 (H5), 2-3 (H6), 2-3 (I2), 2-3 (I3),
2-3 (I4), 2-3 (I5), 2-3 (J3), 2-3 (J4), 2-3 (J5),
2A0 (J6), 2-3 (F12), 2-3 (G11), 2-3 (G12), 2-3
(H9), 2-3 (H10), 2-3 (H11), 2-3 (H12), 2-3 (I9),
2-3 (I10), 2-3 (I11).
2-3 (M1), 2-3 (M2), 2-3 (N2), 2-3 (N3), 2-3
(O2), 2-3 (O3), x2 (O3), 2-3 (P2), 2-3 (P3), 2-3
(Ql), 2-3 (Q2).
11
Reinforcements:
Turn 1:
Julius Caesar
x2, x2, 4-5, 2-6, 2-6, 2-6, 2-6, 2-6, 2-6, 2-6,
2-6, 2-6.
Having subdued most of Gaul, you are on your way to defeat the
Belgae. These are the last and fiercest of the Gauls. While
setting up camp, the barbarians ambush your scouts, cross the
river and charge uphill towards the unprepared legionaries.
Defeat could mean a major setback to your political career. You
must rally, and win this battle.
Panic:
Panic:
42
Units At Start:
Direction 6:
Reinforcements:
Turn 6:
Special Rules:
*
*
*
You and your legions are proven veterans. It was you who
defeated Spartacus. But these Parthians will not stand and
fight. They lead you further and further into the wilderness.
Meanwhile they harry your columns on the march. You must
force a battle to win.
18
Units At Start:
Direction (any):
Special Rules:
*
*
*
*
*
1/1000, Cavalry
1/2000, Infantry
1/2500, Barbarians
x2, 2-6, 2-6, 2-6, 2-6, 4-2, 4-2, 4-2, 4-2, 4-2,
4-2, 2B3, 2B3, 2A0.
Scale:
*
*
*
1/1000, Cavalry
1/2000, Missile
1/4000, Infantry
Historical Note
The Romans were faced with the same problems the Crusaders
would have hundreds of years later. Like the Crusaders, they
marched in squares to give protection from attacks which came
from any direction. Also like later Crusader armies, they were
defeated while spread out pursuing the elusive light horsemen.
PHARSALUS
Scale:
MAP D
48 BC
MAP B
Julius Caesar
Pompey's treachery and ambition have made it necessary for
you to march on Rome. It is not for personal glory, the gods
know. Fate is forcing you to become sole ruler of Rome.
Historical Note
Caesar is surprised by the barbarian attack, as his men prepare
to make camp. His right flank nearly collapses. Fortunately for
him, the training and experience of the men save the day. Once
his entire army is assembled, he goes over to the attack and
takes the enemy camp.
Panic:
Units At Start:
Direction 5:
Direction 4:
Page 11
13
26
Units At Start:
Direction 1:
Special Rules:
*
Units At Start:
Direction 4:
Triumvirs
You must not only avenge Caesar's death, you must also stop
the powerful and ambitious men who will surely threaten you
next. Once they are dealt with, it will be time to tend to your
current ally.
Panic:
20
Units At Start:
Direction 1:
Caesar crossed into Italy with a battle
hardened veteran army. Pompey has only
hastily assembled legions. To reflect this, all
Pompey's forces begin disordered.
4-2 (F9), 4-2 (G8), 4-2 (H8), 4-2 (I7), 2-3 (J7),
2-3 (J8), 4-2 (K6), 4-2 (L6), 4-2 (M5), 4-2
(N5), 2-6 (O4), 2-6 (P5), 2A0 (M9), x2 (M9), x2
(M9).
Scale:
Scale:
*
*
*
*
*
Historical Note
Historical Note
By mixing infantry with his cavalry, Caesar routed Pompey's
larger cavalry force. In the center, Pompey hoped to tire Caesar's
infantry by standing on the defensive rather than meeting them
half way across the field. This tactic failed, as Caesar's troops
simply stopped at the half way point to rest and reform their
lines. Pompey's recruits could not stand up to the charges in
front by veteran infantry and on the flank by the victorious
cavalry and light infantry.
IDISTAVISO
16 AD
MAP D
23
PHILIPI
42 BC
MAP E
Republicans
Killing Caesar was necessary to prevent him from becoming
king. The idea of a king in Rome has been unthinkable for
hundreds of years. Now you must deal with his nephew and his
strongest supporter, who are here to avenge his death.
Panic:
Panic:
Units At Start:
Direction 5:
20
Page 12
13
CIBALIS
1/2000, Cavalry
1/4000, Infantry
MAP C
Boudiccea (Iceni)
28
Units At Start:
Direction 5:
Direction 6:
The Romans have laid crushing taxes on your people and have
raped your sister. Following the lead of your tribe, the Iceni, all
Britain has risen as one. There is only one more Roman army
on the island.
Panic:
Reinforcements:
Turn 5:
18
Units At Start:
Direction 4:
MAP B
Historical Note
BOUDICCEA
315 AD
1A3 (B2), 2-3 (C2), 2-3 (D3), 2-3 (E3) 2-3 (F4),
2-3 (G4), 2-3 (H5).
1A3 (G7), 1A3 (H7), 2-6 (K2), 4-5 (K3), 4-5
(K4), 4-5 (K5), x2 (K5), 4-5 (K6), 2-6 (K7), 1A3
(M2), 4-2 (M3), 4-2 (M4), 4-2 (M5), 4-2 (M6),
4-2 (M7), 4-2 (M8), 1A3 (M9), 2A0 (N7).
You have fought your way to the throne by force of arms. Now
your coruler in the east tries to stir up trouble in the west. You
lead your armies east to confront him.
Panic:
20
Paulinus (Rome)
While campaigning in Wales, you hear stories of British rebels
burning towns and slaughtering Roman citizens. You rush back
to deal with this rabble.
Units At Start:
Direction 3:
Panic:
Reinforcements:
Turn 1:
10
Units At Start:
Direction 1:
Scale:
*
*
Special Rules:
*
*
Historical Note
Constantine was ambushed in a pass, but managed to fight his
way out into the clear. Then Lucinius rallied his troops and
momentum was back in his favor. Finally Constantine won the
day with a well timed cavalry charge. It took several more
battles to defeat Lucinius once and for all.
Scale:
*
*
*
*
1/300, Chariots
1/2000, Heavy Infantry
1/3000, Light Infantry
1/1000, Mixed Missile.
ARGENTORATUM
357 AD
MAP E
Historical Note
The barbarians charge in confidently. They heavily outnumber
the Romans. The latter, however, have chosen their position
well. The flanks are protected by woods, and Boudiccea's larger
force cannot surround their foe. The Romans cut their way
through the disorganized and lightly armored Britons.
Panic:
Units At Start:
Direction 4:
Page 13
16
2-3 (D1), 2-3 (E1), 2-3 (F1), 2-3 (F2), 2-3 (G1),
2-3 (G2), 2-3 (H2), 2-3 (H3), 2A0 (11), 2-3
(I2), 2-3 (I3), 2-3 (J3), 2-3 (J4), x2 (J4), x2
(J4), 4-5 (K2), 4-5 (L3).
Special Rules:
*
13
Units At Start:
Direction 1:
Reinforcements:
Turn ?:
Direction 2:
Special Rules:
*
*
*
1/1000, Cavalry
1/2000, Heavy Infantry
1/3000, Light Infantry
The barbarians defeat the cavalry on the Roman right flank, but
the legions break through the center and rout the enemy.
378 AD
1/2000, Cavalry
1/3000, Infantry
Historical Note
Historical Note
ADRIANOPLE
Scale:
Scale:
*
*
*
The Romans attack the barbarian camp, and are near to taking
it when the Gothic cavalry returns from foraging. In true wildwest tradition, the cavalry arrives in the nick of time to save the
circled wagons. This battle marks the domination of cavalry over
infantry for the next 1000 years.
MAP D
29
47
Units At Start:
Direction 1:
Direction 2:
Direction 3:
Direction 4:
Direction 5:
Direction 6:
MAP F
Aetius (Rome)
A pagan king has demanded your sister for his wife. After your
refusal, he invades the empire. You gather up Rome's client
tribes in Spain and Gaul to face him. But your opponent too has
German allies. Also, these Huns are unlike any other people the
empire has ever seen.
Panic:
Units At Start:
Direction 6:
Page 14
25
Turn 5:
Special Rules:
*
Scale:
*
2-3 (D7), 2-3 (E6), 2-3 (E7), 2-3 (F6), 2-3 (F7),
2-3 (G6), 2A0 (113), 2-6 (H5), 2-6 (14), 4-5
(I5), 2-6 (J4), 4-5 (J5), x2 (J5), 2-6 (K3), 4-5
(K4), x2 (K4), 4-5 (L4), 2-3 (M2), 2-3 (N2), 4-5
(N3), 2-3 (O1), 4-5 (O2), 4-5 (P2).
533 AD
MAP D
Belisarius
The Emperor, Justinian, has sent you to recover the western
half of the empire. Your first task is to conquer the Vandal
kingdom of North Africa. Landing near Carthage with only
15,000 men, you face a large barbarian army. Only your skill
and your fine 'cataphract' cavalry give you the edge.
Units At Start:
Direction 5:
*
*
1/2000, Infantry
1/1000, Cavalry
Scale:
Historical Note
After defeating the first prong of the attack, Belisarius separated
his cavalry from his infantry and used it to destroy each of the
other two prongs in turn. He came in for a good deal of criticism
for dividing his own forces, but as he pointed out it worked.
Panic:
Reinforcements:
*
25
Historical Note
TRICAMARUM
CASLINUM
554 AD
MAP D
27
Units At Start:
Direction 3:
17
20
Units At Start:
Direction 6:
36
Special Rules:
*
4-5 (G4), 4-5 (H5),4-5 (I5), 2-3 (J6), 2-3 (K6),
2-3 (L7), 2-6 (M7), 2-6 (N8), 2-6 (08).
2A0 (Al).
Scale:
4-5, 4-5, 4-5, 2-6, 2-6, 2-6, 2-3, 2-3, 2-3, x2,
on either edge within two hexes of your
camp.
Page 15
*
*
TOURS
MAP D
Abd Al Rahman
The true faith has swept in a crescent from Syria to Spain. Now
you can bring the word of Allah to the land of the Franks. God
is with you.
Panic:
Reinforcements:
Turn 1:
Vikings
The Danelaw has been spreading. As you grow more successful,
more Danes come to England, and you require more land to
settle and more tribute to divide. The largest remaining Saxon
Kingdom is Wessex...
Panic:
11
Units At Start:
Direction 6:
15
Units At Start:
Direction 4:
Charles Martel
The true faith is under siege by infidel Saracens. They threaten
to cross the Pyrennes and overrun your kingdom next. You are
the bulwark of the Lord. God is with you.
Panic:
Scale:
*
LECH (LECHFELD)
Panic:
ASHDOWN 871 AD
MAP F
12
Units At Start:
Direction 6:
Panic:
Aetheired of Wessex
For nearly 80 years the Danes have been threatening Saxon
lands, first as raiders, then as conquerors. Now, they move
against your kingdom. Youwill join the battle when you aredone
with prayer. Until then, your brother Alfred must deal with
them.
Units At Start:
Direction 3:
955 AD
Historical Note
Panic:
1/250, Infantry
Historical Note
Scale:
*
*
20
Units At Start:
Direction 1:
11
16
Units At Start
Direction 3:
Special Rules:
*
*
Scale:
*
1/1000, Cavalry
Historical Note
While the east was being hit by Moslems and the North by
Vikings, central Europe was being hit by Magyars (Hungarians).
Armies of this period were plentiful, but only a few thousand
strong at best. Also, they used little in the way of combined
arms and tactics. Here you see a German army arriving to lift
a siege. The Hungarians attacked this force in two groups. Both
were repulsed.
Page 16
1014 AD
MAP D
Vikings
Forces from Orkney and the Isle of Man have gathered at the
Viking base of Dublin. They are joined by Irish troops from
Leinster. With this host you can sweep aside the forces
preventing your settlement of Ireland. You also have the
opportunity to settle personal scores against Irish nobles in the
enemy artily.
Panic:
Your succession to the throne has not been uneventful: not only
internal enemies, but a Viking invasion in the north and a
Norman one in the south. The first was dealt with at Stamford
Bridge. Now, for the second. Another forced march and you face
the Normans. A second victory will give you the support you
need.
Panic:
10
Units At Start:
Direction 4:
19
Units At Start:
Direction 4:
4-2 (I2), 4-5 (I3), 4-2 (J3), 1A3 (J4), 4-2 (L4),
2-3 (L5), 4-2 (M4), 2-3 (M5), 2A0 (N2), 4-2
(O5), 1A3 (O6), 4-2 (P6), 4-5 (P7), 2A0 (N2),
x2 (L4), x2 (M4).
Special Rules:
William starts at one victory point for being
in hostile country.
Scale:
For years your rule has brought peace and stability to Ireland.
Now, your old enemies, the Danes (Norsemen actually) and
Leinster, threaten the kingdom. What is even more frustrating,
you are too old to lead your army. Your son must lead.
Historical Note
Panic:
17
Units At Start:
Direction 1:
Special Rules:
*
4-5 (I7), 2-3 (I8), 1A3 (J8), 2-3 (J9), 4-2 (L9),
4-2 (L10), 2A0 (L12), 4-2 (M9), 4-2 (M10), 1A3
(O10), 2-3 (O11), 4-5 (P11), 2-3 (P12), x2
(L10), x2 (M10).
1/1000, Infantry
1/500, Cavalry
The Vikings were defeated and chased back to Dublin, with the
loss of 7000 men. Unfortunately for the Irish, their legendary
king, Brian Boru, was found alone and killed by some fleeing
Vikings after the battle.
1066 AD
MAP B
MANZIKERT
1071 AD
MAP D
Historical Note
HASTINGS
1/500, Cavalry
1/1000, Infantry
Romanus IV (Byzantium)
All non-archers on both sides must roll for
command control.
Scale:
*
*
*
*
11
Units At Start:
Direction 6:
34
Page 17
33
Historical Note
Byzantine KT have missile rating of B when
not disrupted.
Byzantine KT must use the command
control rule. This simulates the tactical
error made by Romans at the beginning of
the battle. It is not a reflection on the
cataphracts of the period. It is also necessary
to balance the scenario.
Scale:
*
DORYLAEUM
1097 AD
MAP D
Historical Note
The Roman cavalry attacked prematurely, and out ran its
infantry. The Turks were thus able to surround the cavalry and
defeat it in detail. Although the Byzantine empire lasted for
another 400 years, it was never again a major military power.
DURAZZO 1081 AD
MAP D
The true faith has spread steadily, even crushing the might of
the Byzantine empire. But fresh Christian armies appear. First
was the rabble that was easily defeated. Now a trained army
comes. They walk into your ambush, but this is a new foe with
unknown ways of fighting.
Panic:
23
Units At Start:
Directions 3:
The Pope granted you southern Italy and Sicily if you could take
them from the nonbelievers. This you did and now you continue
your war against Byzantium into northern Greece. Who knows
where success here could lead?
Bohemund
Panic:
27
Units At Start:
Direction 6:
Since it doesn't look like you can claim your inheritance in your
Norman lands, you decide to join the Crusades. This will give
you a chance to carve out a kingdom for yourself with the
blessing of the Church and the Byzantine emperor. You find
yourself at the head of the lead Crusader column in the holy
land.
Panic:
It was well and good for a Norman adventurer to take Sicily from
the heathen Arabs, but he goes so far as to take Imperial lands
in southern Italy. He has landed near Corfu and must be
defeated soon.
Units At Start:
Direction 6:
Panic:
24
Units At Start:
Direction 3:
Special Rules
*
*
23
Reinforcements:
Turn 2:
Special Rules:
*
*
Scale:
*
Historical Note
Scale:
*
*
Page 18
1176 AD
MAP D
Saladin
It is time to expel the infidel from the holy land. They have
broken their truces, so now you will retake Jerusalem.
Panic:
16
Units At Start:
Direction 5.
24
Units At Start:
Direction 2:
Reinforcements:
Turn 2:
Reinforcements:
Turn 1:
Special Rules:
*
*
Turn 3:
Scale:
*
*
Historical Note
31
Reinforcements:
Turn 2:
The Turks were often frustrated that Crusader armor was too
difficult to penetrate. The Crusaders were frustrated that the
enemy light cavalry would snipe from a distance, but wouldn't
stand and fight. In this battle the Turks succeed in separating
the enemy cavalry from the infantry, so that each can be
defeated in detail. If they could prevent this, the Crusaders
would win.
Scale:
*
*
1/500, Cavalry
1/1000, Infantry
Historical Note
Fredrich's cavalry defeated the lead Italian cavalry, but was
stopped dead by the Italian pikemen. The rest of the Italian
cavalry then appeared, and tipped the balance in the Pope's
favor. This battle later became recognized as a foreshadowing of
the rise of infantry. In this scenario, however, you will find the
Italian infantry hanging on by its fingernails until the cavalry
can ride to its rescue. Much more dramatic.
HATTIN
1187 AD
MAP D
Guy of Lusignan
The infidels have attacked the crusader states and threatened
the holy land. You have assembled all available crusaders to
defeat these invaders.
Panic:
Units At Start:
Direction 3:
21
ARSOUF
1191 AD
MAP A
Saladin
3A2 (E6) 4-2 (F7), 4-2 (G7), 2A0 (H8), 8-4 (I8),
8-4 (J9), 8-4 (K9), 8-4 (L10), x2 (L10).
Page 19
35
Units At Start:
Direction 5:
Direction 4:
Panic:
2-3 (E6), 2-3 (E7), 2-3 (F7), 2-3 (F8), 2-3 (G7),
2-3 (G8), 2-3 (H8), 2-3 (H9), 2-3 (I8), 2-3 (I9),
2-3 (J9), 2-3 (J10), 2-3 (K9).
2-6 (A5), 2-3 (A7), 2-3 (A8), 2A0 (B3), 2-6
(B5), 2-3 (B7), 2-3 (B8), 2-6 (C4), 2-3 (C6),
2-3 (C7), 4-5 (D4), 2-3 (D6), 2-3 (D7), 4-S
(E4), 4-5 (F5), x2 (F5), x2 (F5), 4-5 (G5), 4-5
(H6), 2-6 (I6), 2-6 (J7).
42
Units At Start:
Direction 5:
Scale:
*
*
1/1000, Cavalry
1/4000, Infantry
Historical Note
Panic:
KALKA 1223
28
Units At Start:
Direction 1:
Direction 2:
Direction 6:
Special Rules:
*
*
MAP D
Units At Start:
Direction 6:
Historical Note
BOUVINES
MAP F
Panic:
Scale:
*
Direction 4:
Direction 5:
Direction 6:
Special Rules:
*
*
35
Scale:
Page 20
*
*
*
LIEGNITZ
1241 AD
FALKIRK
1298 AD
MAP D
Edward I of England
Scotland makes treaties with your enemy France. Plus there is
always the threat of border raids. Leaving an unsubdued
Scotland on your northern border is far too dangerous.
MAP D
Panic:
25
Henry of Silesia
A new heathen menace threatens Europe. Towns from the Baltic
to the Carpathians are suddenly attacked. An army with such
a front must indeed be huge. Your force of 30,000 is on its way
to join with King Wenceslas and his 50,000 when you spot the
enemy cavalry. Show this pagan horde what Christian Chivalry
can do.
Units At Start:
Direction 3:
Panic:
58
Units At Start:
Direction 5:
1A3 (H8), 8-4 (H9), 2A0 (I5), 4-2 (I6), 8-4 (I8),
4-2 (J6), 1A3 (J7), 8-4 (K7), x2 (K7), 1A3
(M5), 8-4 (M6), 8-4 (N6).
Wallace of Scotland
Panic:
20
Units At Start:
Direction 6:
Kaidu
The Mongols have overrun country after country and empire
after empire in only two generations. Now it is time for these
strange westerners and their cumbersome, heavy cavalry.
Taking 20,000 men for the campaign, you sweep into Europe in
a two pronged attack and prepare to defeat your slower
adversaries one at a time in traditional Mongol manner.
Panic:
30
Units At Start:
Direction 2:
Special Rules:
*
*
Special Rules:
*
Scale:
*
*
*
1/2000, Cavalry
1/1000, Missile
1/6000, Infantry
Historical Note
The English cavalry easily routs the Scottish cavalry, but can
make no headway against the Scottish shiltron (circles of
pikemen). The English bring up their new weapon, the longbow,
which disrupts the shiltrons, which can then be defeated by the
cavalry. There is a lot of disagreement over the size of armies
involved. If you disagree, adjust the scale accordingly.
Scale:
*
*
1/1000, Cavalry
1/2000, Infantry
Historical Note
The knights charged and put the Mongols to flight. Thinking the
battle was over, part of the ,victorious' force was spread out in
pursuit and part was on its way home. The Mongols could pick
off the stragglers at their leisure.
Page 21
1221 AD
MAP E
Units At Start:
Direction 1:
20
Units At Start:
Direction 4:
Scotland has too long been under the English yoke. You have
been hunted as a fugitive for years, but now you have an army.
This is your chance for independence.
Special Rules:
*
Reinforcements:
Turn 4:
Special Rules:
*
*
*
*
*
*
Scale:
Historical Note
Scale:
*
*
*
20
Units At Start:
Direction 4:
30
Units At Start:
Direction 1:
1/2500, Cavalry
1/5000, Light Infantry
1/2500, Archers
The Shah secretly weakened his left flank and sent it around to
strength his main attack on the opposite flank. Today, this is
called the "Hail Mary" play, and it was successful in the Gulf
War. However, the Mongol reserves, including Genghis Khan's
own Imperial Guard, reinforced and held the threatened flank.
BANNOCKBURN
CRECY 1346 AD
Historical Note
1314 AD
MAP A
Edward of England
The Scots are in rebellion. You have an army of 20,000 with
which to put them down. The enemy rabble is no match for
English chivalry and sturdy yeoman archers. Don't let the poor
terrain discourage you.
Panic:
Panic:
2-6 (E1), 2-6 (F1), 2-6 (F2), 2-6 (G1), 2-6 (G2),
2-3 (I2), 4-5 (I3), 2A0 (J1), 2-3 (J3), 4-5 (J4),
2-3 (K3), 4-S (K4), 4-S (L2), 4-5 (M2), 1A3
(M5), 1A3 (N5), 1A3 (N6), 1A3 (O5), x2 (G1),
x2 (K3).
MAP C
Phillip VI of France
The English king holds half of France as your vassal. Butyou
have no power over him because he is also the king of his own
country. This state of affairs cannot be tolerated. You must act
to restore your kingdom.
Panic:
Units At Start:
Direction 1:
43
Page 22
44
Black Prince
You agree that France should be united under one king you!
You already control most of the kingdom and have won a naval
battle at Sluys. If you can win a land battle, this war can end
soon.
Panic:
Panic:
12
Units At Start:
Direction 3
Units At Start:
Direction 3:
Direction 4:
1A3 (N5).
1A3 (K5), 4-2 (L4), x2 (U), 1A3 (M5), 4-2 (M3),
2A0 (M2), 4-2 (O4), 1A3 (P4).
Special Rules:
*
*
*
1/2000, Cavalry
1/1000, Infantry
1/2000, Cavalry
1/1000, Infantry
Historical Note
This was essentially a replay of Crecy. English longbows were
again superior to crossbows, and could break a cavalry charge.
SEMPACH
Scale:
*
*
Scale:
Ignore the stream on the map; it doesn't
exist.
ZOC rule should be used.
French knights must use command control.
English archers may fire three times per
turn.
*
*
*
Special Rules:
*
*
1386 AD
MAP B
Austrians
Historical Note
The French round a bend in the road only to find the English
army arrayed for battle in front of them. They get over their
shock quickly and react by riding down their own archers to get
at the enemy. The fire power of the English longbow breaks
their charge and wins the battle. The 100 years war is now well
under way.
Panic:
32
Units At Start:
Direction 3:
Reinforcements:
Turn 2:
Swiss
Panic:
16
Units At Start:
Direction 1:
Direction 6:
Special Rules:
*
*
4-2 (H7).
6*1 (E11), x2 (F11), 6*1 (F11), 4-2 (G7), 6*1
(G10), 2A0 (H8), 6*1 (H10).
Scale:
*
*
POITIERS
1356 AD
MAP C
John II of France
Panic:
Units At Start:
Direction 6:
35
1/500, Cavalry
1/1000, Infantry
Historical Note
The initial Austrian advance has some success until it runs into
the main body of Swiss pikemen. Even with the arrival of
reinforcements they are pushed back and eventually broken.
With this battle the pike begins to replace cavalry as the
dominant arm. Gunpowder is already available at this time and
will begin to be used more and more frequently. Thus enters the
period of 'Musket and Pike', and the end of Ancient warfare.
Page 23
1415 AD
MAP E
Reinforcements:
*
*
7
Scale:
Historical Note
For centuries the English have laid claim to half your kingdom.
Now, you have them at bay. You have 20,000 knights. The
English king has only 1,000, plus a few peasant archers. Twenty
to one odds assures you of victory. But be cautious. English
chivalry defeated Frenchmen years ago at Crecy, by fighting
dismounted.
Units At Start:
Direction 1:
*
*
Panic:
65
CREDITS
Scenario Design ...................................... William L. Banks
Editing and Layout .................................. Michael P. Nagel
Image Source ................................................ Corel Gallery
Page 24
A N C I E N T S
DIEKPLUS
Introductory ........................
480 BC ................................
406 BC ................................
260 BC ................................
31 BC ..................................
672 AD ................................
1000 AD ..............................
1340 AD ..............................
1
1
2
2
2
3
3
3
MAP D
Player 1
INTRODUCTION
Each scenario specifies the map to be used. Set up of units uses
the following system:
The map is overlaid with a grid of hexagons (hex or hexes) used
to regulate movement. Each of these hexes is assigned a grid
coordinate made up of a letter and number. The initial direction
and hexes in which units begin the game are listed in each
scenario, e.g.: Direction 1: Al would be a ship facing the top
of the map, set up in its top left-hand corner.
Each scenario is a game in itself that can be replayed any
number of times, and each provides the following information:
Scenario Name:
Introductory
Units at Start
Ships:
Direction 1:
Crew Quality:
Player 2
Units at Start
Ships:
Direction 4:
Crew Quality:
Special Rules:
*
*
Historical Note
Combatants:
Setup:
Special Rules:
Scale:
The first side listed in each scenario is the side to move first,
and the game length is twenty turns, unless otherwise stated.
Given the nature of ram tactics, the side that could make the
longer line had the advantage of coming in on the enemy flanks
with broadside ram attacks. Deploying in a single line was a
tactic called the periplus. To counter it the diekplus was
developed. The smaller fleets would charge in a single column.
They would then try to pass through the enemy line and turn
around for another pass. The counter to this counter was to
deploy in two lines; this would prevent a breakthrough, but it
meant shortening the battle line against a possible periplus.
Players are encouraged to try different combinations of tactics.
SALAMIS
480 BC
Greeks
Units at Start
Ships:
Direction 1:
Direction 2:
Direction 5:
Direction 6:
Crew Quality:
Page 1
MAP H
Scale:
Historical Note
20 Triremes, 1 marine each.
E3, E4, F3, and F4.
A6, B6, B7, C5, C6, D6, D8, E7, E8, F7, F8,
G6, G7, H6, H7, and I6.
1.
MYLAE
260 BC
Units at Start
Ships:
Direction 3:
Crew Quality:
Direction 6:
Crew Quality:
Special Rules:
*
*
MAP G
Scale:
10 Triremes, 1 marine each.
C7, D7, E6, F6, G5, H5, I4, J4, K3, and L3.
3.
Athenians
Units at Start
Ships:
Direction 6:
Crew Quality:
Special Rules:
*
*
Scale:
Rome
Spartans
Units at Start
Ships:
Direction 3:
Crew Quality:
MAP D
Carthage
Units at Start
Ships:
Historical Note
ARGINUSAE
The Athenians won the battle, but suffered heavy losses because
they failed to rescue the crews of their lost ships The
Peloponnesian war dragged on for years. The Spartan army was
supreme on the land, but the Athenians were safe behind their
city walls and could use their mastery of the sea to make
amphibious invasion at will. Finally, a Spartan naval victory at
Aegospotami broke this stalemate. Locked in on land and sea,
the Athenians were starved into submission.
Historical Note:
This battle introduced a Roman invention called the corvus.
This was a large boarding plank with a spike on the end. When
an enemy ship got close, the corvus was dropped onto its deck.
This grappled the deck, and at the same time helped the Roman
marines rush the enemy ship. When the Carthaginians tried a
diekplus with their lead squadron, they quickly found
themselves boarded and captured. The rest of the fleet engaged,
but was repulsed with the loss of several more ships.
ACTIUM
31 BC
MAP G
Page 2
Crew Quality:
Special Rules:
*
*
Scale:
Historical Note
SVALDE
First turn movement roll for each fleet is
automatically a 2.
Anthony wins by exiting four ships off the
west map (Al to R1) edge. Octavian wins by
preventing this.
1/20.
Historical Note
Anthony and Cleopatra were trapped in Greece by a large army
and a larger navy. The enemy navy, although twice as
numerous, was made up of smaller ships, so a naval action was
the best bet for escape. This scenario assumes that it was not
Anthony's intention to destroy Octavian's fleet, but to cover
Cleopatra's retreat. That's the way it worked out, but the lovers
then found themselves in Egypt with neither an army nor a
navy.
CYZICUS
MAP D
Direction 6:
Crew Quality:
1000 AD
Units at Start
Ships:
Direction 1:
Direction 2
Direction 3
Direction 4:
Direction 5:
Direction 6:
Crew Quality:
Units at Start
Ships:
Direction 6:
Crew Quality:
*
10 Pamphylos, with 1 marine each and
Greek Fire tubes).
I12, J12, K11, L11, M10, N10, O9, P9, Q8,
R8.
4.
*
*
Crew Quality:
Special Rules:
*
*
Danes:
Arabs
Units at Start
Ships:
Direction 3:
MAP D
Norwegians
Special Rules:
*
Byzantines
Units at Start
Ships:
This battle saw the first use of Greek fire, a liquid that ignited
on contact with an enemy ship. Byzantine equipment and
training was the best in the known world at the time. It had to
be: the empire was being held together with limited resources.
Although they will certainly win the battle, they must win with
a minimum of casualties.
Historical Note
20 Pamphylos, with 1 marine each.
B9, C8, D8, E7, F7, G6, H6, I5, J5, K4, D10,
E9, F9, G8, H8, I7, J7, K6, L6, M5.
1.
Vikings fought each other too. Sveyn Forkbeard was king of the
Danes. In this battle he and his Swedish allies defeated the
Norwegian Vikings. As with most battles of the dark ages, there
is no information on strengths or dispositions. Here, the
Norwegians are lashed together to form an artificial island. This
was a common Viking tactic.
SLUYS
1340 AD
MAP G
English
Units at Start
Ships:
Direction 1:
Crew Quality:
Page 3
Units at Start
Ships:
Direction 4:
Crew Quality:
*
Scale:
Historical Note
Special Rules:
*
Page 4
Move
Combat
Missile Fire
Clear
Village
ANCIENTS
Woods
1*
Hill
Stream
Ford
+1
Bridge
River
Prohibited
Note:
* Units must stop for the turn upon entry and become Disordered.
The darker the brown, the higher the elevation (see maps).
Die-Roll
Boarding
Archery
Ballista
3.
Marine Movement
4.
Marine Attacks
5.
Ballista Attacks
6.
Repair
6+
(Range 1)
(Range 2)
(Range 3)
1.
2.
Range
Phalanx
1-2
1-3
1-2
1-2
Cavalry
1-4
1-2
1-3
Note:
1-2
1-1
2-1
3-1
AD
AD
AD
AD
DD
DD
AD
DD
DE
6
Notes:
Results:
M
DD
M
DD
DD
DE
DE
DE
Attacks at odds of less than 1-2 are not allowed. Odds at greater than 3-1 are
treated as 3-1.
M
Melee
AD
Attacker Disordered
DD
Defender Disordered
DE
Defender Eliminated
Result
Note: Ships with corvus have a +1 in Boardings.
Ship Sinks
Ship Sinks
Ship Sinks
Ship Sinks
6+
A: Archery Hit:
DD
DR
Crippled
Slave
Poor
Average
Excellent
RAMMING TABLE
Die-Roll
Oar Rakes
Rudder Attacks
Broadside Rams
Note:
Dont forget to rotate ships in Oar Rakes.
Procedure: Roll a die and add Crew Quality
C: Cripple: The Target is flipped to Crippled status. If it is already
Crippled, it is Sinking.
S: Sinking: Place a Sinking marker on the target ship.