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ANCIENTS RULES OF PLAY

ANCIENTS

TACTICAL BATTLES IN THE AGE BEFORE GUNPOWDER


1.2 Maps

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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1.0 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.

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.

1.3 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.

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.

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.

ANCIENTS RULES OF PLAY


Chariots (CH, 4B4, 1B4)

Typically they have a shield, one weapon, and


no body armor. They would be peasant levies
or barbarians.

Light, two-wheeled wagons carrying two or


three warriors.

Heavy Infantry ( HI, 4-2, 3-2)


1.4.3
Heavily armed, well trained professional
infantry. Examples include Roman Legions or
Huskarls.

Elephants (EL, 6*3, 3*3)


Either African or Asian type with a fighting
platform (howdah) and several warriors.

Phalanx (PX, 6*1, 2*1)

Camp (CP, 2A0, 1A0)

Heavily armed infantry, massed shoulder-toshoulder with pikes (long spears). The wall of
shield and tangle of spears gives them extra
defense against missiles.

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.

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.

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.

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.

1.4.2

Other

Mixed Missile (MM, 2B3, 1B3)

2.0 STANDARD BATTLE TURN SEQUENCE

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.

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:

Cavalry
2.1
2.2
2.3
2.4
2.5
2.6
2.7
2.8

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.

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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ANCIENTS RULES OF PLAY


Victory Points (see Rules Section 4.0) to determine the
winner.

the flank hex directly opposite to the top of the unit, is


also referred to in these rules as the "center rear" hex.

The sequence of Play is now outlined in greater detail.

2.2 Panic Check

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.

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.

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.

An army will not panic more than once per game.

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.

2.3 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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ANCIENTS RULES OF PLAY


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).

2.6.8 Terrain Effects: Units in woods and villages are


treated as phalanx, when fired upon by missiles (see
Terrain Effects Chart).

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.

2.5 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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ANCIENTS RULES OF PLAY


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.

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

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

Defender
6 Unit Strength
x2 Phalanx vs Cavalry
x2 Hill
x2 Leader
48

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.

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.

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ANCIENTS RULES OF PLAY


3.4 Death

5.1 Zones of Control

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.

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).

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:

5.2 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.

Capturing enemy camp (even if recaptured


later).

He places all units (and all reinforcements)


within 3 hexes of the camp.

Causing enemy army to panic.

He places his opponent's camp anywhere


desired.

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.

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.

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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ANCIENTS RULES OF PLAY


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.

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

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.

5.8 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'.

Attack
Offensive

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.

= Automatic no effect

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.

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.

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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ANCIENTS RULES OF PLAY


(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.

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

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.

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.

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.

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.

5.13 Luck-Free Combat

7.1
7.2
7.3
7.4
7.5
7.6

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:

Ship Movement
Ramming
Marine Movement
Marine Attacks
Ballista Attacks
Repair

At the conclusion of each game-turn, the completion of


another turn is noted. Each naval scenario is limited to

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ANCIENTS RULES OF PLAY


20 turns. At the conclusion of the 20th turn, victory
points should be counted and a victor determined.

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

movement phase.

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.

7.1.4 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

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:

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.

Miss. No effect.

Cripple. Flip target unit to its crippled


side. If it is already crippled, it is sinking
instead.

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.

Sinking. Place a sinking marker on the


target ship.

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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ANCIENTS RULES OF PLAY


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.

7.4.4 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:

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 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.

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.

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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ANCIENTS RULES OF PLAY


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.

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.

8.1.5 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.

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

Page 11

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)

ANCIENTS RULES OF PLAY


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

PERIOD

COMPOSITION

Egypt-Mesopotamia

1300-650 BC

3 CH, 4 LI, 2 MM

Assvria

1100-650 BC

2 CH, 2 LC, 3 HI, 2 Ll, 3 HA, 2 LA

Persia

550-300 BC

10 LC, 5 HI, 10 MM, 2 PX (and lots of LI)

Greece

500-300 13C

1 LC, 3 PX, 2 MM

Macedonia

350-150 BC

1 HC, 1 LC, 4 PX, 2 MM, +1 LDR

Carthage

300-200 BC

2 HC, 4 LC, 2 PX, 6 LI, 2 MM

Celts-Germans

250 BC 100 AD

5 LC, 30 LI (Britons substitute CH for LC)

Parthians

200 BC-600 AD

5 HC, 10 LC

Rome

200 BC-200 AD

2 LC, 8 HI, 4 MM, +1 LDR

Goths-Vandals

300-500 AD

10 HC, 5 LC, 2 HI, 8 Ll

Huns-Magyars

350-450 AD

20 LC (and German 'allies')

Byzantium

500-1200 AD

10 HC, 5 HI, 2 HA, +1 LDR

Turks

600-1450 AD

10 LC, 2 HC, 5 LI

Franks

700-900 AD

6HC, 2 LI,1LA

Viking

800-1000 AD

5 HI (and as many horses as they could steal)

Normans

1000-1100 AD

4 HC, 2 HI, 2 LA

Chivalry

1200-1400 AD

6 KT, 3 HA

Mongols

1200-1250 AD

5 HC, 5 LC, +1 LDR

English

1300-1400 AD

2 KT, 3 LA (English Longbows )

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.

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'.

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.

Page 12

ANCIENTS RULES OF PLAY


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 . . . . . . . . . . . . . .

Page 13

.
.
.
.
.

.
.
.
.
.

.
.
.
.
.

William L. Banks
Michael P. Nagel
. . Beth Queman
Michael P. Nagel
. . Corel Gallery

file:///C|/ancients/ancients.txt

-----------------------------------------------------------------------Ancients (3W) Advanced rules (added to or replacing official optional=


rules)
Miscellaneous
. time allowed to a player for all its movements in a turn must be limited
to 1 or 2 minutes maximum !
Facing, turning and ZOC
. an unit faces an hex corner instead of an hex edge. The two front hexes
of a normal unit are its Zone of Control (ZOC). The four other adjacent
hexes are considered flank hexes.
. an unit can move forward in one of its two front hexes. It never changes
facing, except by turning on place and spending 1 movement point in the
process, or during retreat before combat.
. firing is limited to the 60=F8 area in the front of the unit.
. a disordered unit has no ZOC.
. an unit can leave the ZOC of an enemy unit only if
- it is faster than this enemy, or
- if this enemy is disordered (hence has no ZOC), or
- if it is itself disordered.
. an unit can always turn inside the ZOC of any enemy.
. as indicated in the official optional rules, a unit that leaves an
enemy ZOC cannot attack this turn.
Movements
Use DBA rules to limit possible moves and reward players that maintain
realistic battle lines :
. number of available Player Initiative Points (PIPs), rolled by player
at the beginning of its turn (treat negative result as 0 PIP this turn)
no leader
1 leader
2 leaders
3 leaders

.
.
.

(D6 -3) PIPs


(D6 -2) PIPs
(D6 -1) PIPs
(D6) PIPs

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

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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

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3 leaders

always controlled

. an impetuous uncontrolled unit must immediately (before any other moves)


advance toward the nearest visible enemy (always avoiding woods or
swamps if cavalry of any kind or elephants or chariots) following the
movement indications presented in the optional rules in the game. As
indicated there too, the barbarian charge bonus must be spend this turn
if it is still available.
. no PIP is spend for this spontaneous move, but it forbids any other
tactical move by this unit. [this simulates the fact that an uncontrolled
unit will not move if no enemy is visible, and it will only charge the
nearest enemy unit it can see if one is visible.]
. the unit is immediately disordered, if not already, if it must turn
during its spontaneous move.
. units in spontaneous advance, except LA and MM, must make a close attack
if possible. If the strength ratio is inferior to 1-2, use the 1-2 ratio
for combat.
Combat
Missiles
. an unit can attack one enemy only. Firing must be done against the
nearest possible enemy unit.
. Dense LA may fire thrice only against a non-infantry enemy unit. If
there is a choice, a dense LA unit must choose between firing once at
one enemy infantry unit, or up to thrice at an enemy non-infantry unit.
[this is because the original LA(3 shots/turn) seems historically too
powerful against infantry]
Close combat
. any cavalry, chariot or Elephant unit attacking an infantry unit in
wood or swamp fights at 1-2.
. optionally, attacking from the two rear hexes may give an advantage
of strength x3 instead of x2.
Results of a combat
. units in contact with a destroyed Chariot or Elephant unit, are
disordered if not already.
Retreat before combat
[retreat rules are slightly modified.]
. A retreating unit must face so that the hex just left is now a rear hex.
. If the retreating unit is not attacked or is not destroyed, the rest of
its movement allowance must be spend fleeing from the nearest visible
enemy unit(s). At the end of the fleeing move, the unit may freely turn
in any direction (usually to again face the enemy units), at no cost.
Stratagems
Before the battle, a player may discard one of its available Leader unit
to try a stratagem.
The Leader unit is not lost, it just cannot be put on the map in this
battle :
. it still counts as an available leader for determining troop control;
. it still counts as an available leader for determining the number of
available PIPs at the beginning of a player turn.
Only the fact that a stratagem is used must be announced to the opponent
(a player may also announce that it will use a stratagem while using none
actually) before deployment. What kind of stratagem (if any) and other
relevant informations must be written on a paper, and announced when

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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

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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

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1 leader
2 leaders
3 leaders

2 PIPs
3 PIPs
4 PIPs

- the number of available leaders includes leaders spend on stratagems.


[rules for control are modified, and based on DBM rules]
. an impetuous unit is always uncontrolled, except if explicitly
controlled by spending 1 or more PIPs.
. controlling an impetuous unit (or group) costs
- 1 PIP if no enemy unit can be reached in one move by the impetuous
unit,
- 2 PIPs if an enemy unit can be reached in one move.
. Additional PIPs must be spend if movement is desired.
Example: a line of barbarian LI (hence impetuous) and of LA (not
impetuous) is at six hexes of the nearest enemy unit. 1 PIP must be
spend to keep control on the LI (so they will not rush toward the
nearest enemy), and 1 more PIP must be spend to move the line, as
usual. On the second turn, the LI of the line are now at 3 hexes from
the nearest enemy units, so they can reach them in one move. 2 PIPs
must be spend to keep control on the LI (so they will not rush toward
the nearest enemy), and 1 more PIP must be spend to move the line, as
usual.
[note that it is now possible to always control the impetuous units
in an army. However a careful deployment, a rigid formation and some
skill will be needed, especially if only 1 leader is available. Woods
and swamps must be avoided, for example, because they break groups.
Note furthermore that this rule may also be used in place of the
standard control die roll if the 'luck free' rules are not used.]
. combat : [using the game optional rules]
ratio
1-2
1-1
2-1
3-1

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.

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Check command control for


- KN, all LI, SC, and Camelry units, and
- all troops (except AR and WW) near enemy Camp and able to see it, and
- all troops (except AR and WW) near a disordered and not faster enemy
unit and able to see it.
Move troops in spontaneous advance toward nearest visible enemy unit.
Move one group or unit per available PIP
- units in a line must be kept in contact, and in the same direction,
- units in a column must follow the first that moves,
- a single unit may voluntarily be disordered,
- units may not participate in more than one tactical move,
- the movement allowance may be doubled (resp. tripled) if 2 (resp. 3)
PIPs are spend and the unit does not start or move closer than 4
hexes from any visible enemy.
Additional factors
- may advance only into one frontal hex, not rotating,
- rotating a unit costs 1 movement point,
- a unit may move through a friendly unit (both are disordered, except
if passing is sparse),
- units with a movement allowance of 1 treat all terrain as '1',
- Wood or Swamp : stop movement for turn and become disordered (except
all MM, and sparse LA, and sparse LI),
Free moves
- a move limited to a turn is free.
Leaders
Place each available leader on map.
A leader may always retreat before combat
- remove counter,
- any unit stacked with the removed leader may retreat too (see below)
if possible. If it cannot retreat, or chooses not to retreat, it
still immediately suffers a 'DD' before combat.
Captured if an enemy unit enters hex, either during movement or advance
after combat (see below).
Combat
Shooting (non-phasing player)
- target must be in front arc of shooting unit, and must be the nearest
in this arc,
- shooter must have a clear line-of-sight,
- target defends as Phalanx if in Village or Woods,
- target hit receives a 'DD' hit,
- dense LA(3shots/turn) may fire once against infantry, or up to thrice
against an other kind of troop,
Close Combat (phasing player)
- target must be in a front hex,
- retreat of target unit before combat
- target must be faster than attacker, and must not be disordered,
- move to any empty adjacent hex (a sparse infantry unit may retreat
through one friendly unit)
- face so that hex just left is now a rear hex,
- become disordered,
- if still in a front hex of attacker, resolve the attack,
- if not destroyed, flee rest of movement from nearest visible enemy.
Turn freely at the end.
- compute odds
- x2 to attack and defense for each leader,
- x2 to attack and defense if infantry on a Hill,
- x2 to attack and defense if * against cavalry,
- x2 to attack if against enemy's flank,
- x2 to defense if infantry in Village or attacked across Bridge,
- halved in attack and defense if occupying a stream hex,
- halved in attack across Ford.

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- 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

- not disordered by woods or swamps


- no shield nor missile, but with
a pole weapon (medieval or Japanese
Ax) (Ax(X) in DBM)
- doubled against non-infantry
- disordered by woods or swamps as
usual
- DBM Hordes used when not enough MM

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- DBM : 1 LI = 2 Hordes
- usual shock cavalry
- Late Byzantine cataphracts ?
- Light Chariots

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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*

- not disordered by woods or swamps


- may pass or retreat through any
unit without any bad effect
- not disordered by woods or swamps
- may pass or retreat through any
unit without any bad effect
- DBM Hordes used when not enough MM
- 16 men deep light phalanx
- fired upon as HI, not phalanx
- one PK = two DBA Pikes
- may never be rallied
-

16 men or more deep heavy phalanx


one PK = two DBA Spears
4 or 8 men deep phalanx
fired upon as phalanx
doubled against cavalry
movement limited to 1 hex

LI(2-3)(8-2 once, for all)


4
- heavy warbands (Germans, ...)
- disordered by woods or swamps as
usual
LI(2-3)(6-2 once, for all)
4
- fast warbands (Gauls, all Celts,
Vikings... and war dogs)
- not disordered by woods or swamps
WW(4A1/3A1)*new* 10

- 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

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other units too, but costs 6pts each. LI are normal.


- DBA Auxilia (heavier and more numerous troops, still light enough to
skirmish somewhat but with better close combat capabilities) are
represented by normal MM (named "dense MM" here).
Use additional normal LI (DBM "Hordes") or barbarian LI(x3 once), if not
enough MM counters are available.
- Due to their sparse nature, sparse LA, all MM, and barbarians LI(x3 once)
units are allowed to cross woods and swamps unaffected.
- Some Auxilia (in DBM) had no missile weapons, using instead a pole
weapon and fighting in closer formations (Japanese Ashigaru, Akkadian
or medieval spearmen...). They may be represented by a LI(2*3/2*3) if
properly trained, or by a normal LI (representing more men) if of poor
quality. Both are disordered by woods or swamps.
- DBA Warbands are best represented by "dense" barbarians LI(x4 once),
affected by woods or swamp. Faster warbands (in DBM) like Gauls are
represented by "sparse" barbarians LI(x3 once), unaffected by woods
or swamps.
- DBA Bows are dense formations of archers trained to shot by volleys
and stand fast, hence are all converted here to "dense" LA (with 3
shots/turn), because they all had the same relative effect on the
cavalry of their respective periods. However, they are disordered in
woods or swamps. Note also the advanced optional rule that still limits
them at 1 shot/turn against infantry.
HA are used to represent Crossbows, and also mixed formations of
archers, and sword, spear or pike armed infantry in DBM.
- Spears formations were usually only a few ranks deep, hence are best
simulated by slow HI (4*1/3*1), with 1 HI = 1 DBA Spears. Unusually
deep formations of Spears (Epaminondas' phalanx), with more ranks, are
represented by the normal PK(6*1/2*1), with 1 PK = 2 Spears. The deep
of a Spears phalanx must be decided at the beginning of the battle.
- DBA Pikes represent phalangites that were less heavily armored than
hoplites, hence were faster, but had much longer spears and almost
always fought in deep formations. So 2 DBA Pikes are represented by
one fast PK(6*2/2*2) that is fired upon as HI, not phalanx (while a
deep hoplitic phalanx is PK(6*1/2*1) but is fired upon as phalanx).
- The B-missile of Heavy Chariots comes from accompanying infantry.
- Some new units are based on DBM new types, and useful only if using
DBM army lists.
- When additional LI are needed, they are in fact Hordes (a type that
appears only in DBM).
- Note that a sparse LA is stronger than a DBA Psiloi, while a dense MM
is somewhat weaker than a DBA Auxilia.
- Artillery can be represented by a ship counter.
- There are 2 red camps, so using the two may implies that they are both
WW.
- Build 100 pts armies (some modifications must be done to adapt some DBA
armies to the available counters in the game). Modify them if desired
as follow :
120 pts + 0 leader
- regular or irregular armies led by military
incompetent
100 pts + 1 leader
- irregular armies, or poorly led regular armies
80 pts + 2 leaders - irregular armies with good general, or regular
armies
60 pts + 3 leaders - regular or irregular army led by military
genius

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ANCIENTS STANDARD BATTLE SCENARIOS

A N C I E N T S

TACTICAL BATTLES IN THE AGE BEFORE GUNPOWDER


SCENARIO LISTING
Megiddo ........................
Kadesh ..........................
Karkar ..........................
Thymbra .......................
Marathon ......................
Platea ............................
Leuctra .........................
Mantinea .......................
Chaeronea .....................
Granicus .......................
Issus .............................
Arbella ..........................
Hydaspes .......................
Heraclea ........................
Trebia ...........................
Trasimine ......................
Raphia ..........................
Cannae .........................
Zama ............................
Cynoscephalae ...............
Magnesia .......................
Pydna ............................
Muhlhausen ..................
Sambre .........................
Carrhae .........................
Pharsalus ......................
Philipi ...........................
Idistaviso .......................
Boudiccea ......................
Cibalis ...........................
Argentoratum ................
Adrianople .....................
Chalons .........................
Tricamarum ..................
Caslinum ......................
Tours ............................
Ashdown .......................
Lech ..............................
Clontarf .........................
Hastings ........................
Manzikert ......................
Durazzo .........................
Dorylaeum .....................
Legnano ........................
Hattin ...........................
Arsouf ...........................
Bouvines .......................
Kalka ............................
Liegnitz .........................
Falkirk ..........................
Indus ............................
Bannockburn ................
Crecy ............................
Poitiers ..........................
Sempach .......................
Agincourt ......................

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

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 hexes in which
units begin the game are listed in parentheses after each unit,
e.g.: 2A0 (Al) this would be a camp, set up in the top left-hand
corner of the map. In one corner of the map is a compass rose
which indicates direction. The direction in which units begin
facing is listed in each scenario (For example, Direction 4 is
always toward the long edge of the map at the foot of the map).
Each scenario is a game in itself that can be replayed any
number of times, and each provides the following information:
Scenario Name:

The name of this historical situation being


simulated and the year in which the battle
took place. The map used for the scenario is
listed to the right.

Situation:

A brief description of what each side is trying


to do and why.

Setup:

Tells what units each side has available, and


when and where they enter play. For
example, if a line says Turn 4: 2-6, 2-6, 4-2,
it means that two light cavalry and one
heavy infantry appear as reinforcements on
Turn 4.

Special Rules:

If special rules or victory conditions are in


effect, they will be listed here.

Scale:

This has no bearing on play. It is included


for those who wish to compare armies of
different scenarios.

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

ANCIENTS STANDARD BATTLE SCENARIOS


MEGIDDO

1481 BC

MAP F

Thutmose III, Pharaoh of Egypt


You have extended Egyptian rule up the coast as far as Anatolya
and Mespotamia. Now rebels in your northern provinces
threaten to erode your empire. Dividing your army into 3
columns, you have turned his flank and forced him to give
battle on ground of your choosing.
Panic:
Units At Start:
Direction 1:

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:

x2 (C11), x2 (C11), 4B4 (C8), 2AO (C11), 1A3


(A8), 2-3 (B9), 2-3 (C9), 1A3 (E10), 2-3 (F11),
4B4 (G10), 2-3 (G11), 4B4 (U9), 2-3 (K8), 2-3
(L8), 1A3 (M7).

Reinforcements:
Turn 4:
Turn 6:

You are a proud king and ruler of a sovereign state. The


Egyptian pharaoh calls you vassal and rebel. How can one
lead a rebellion against a foreign state? You have assembled a
coalition of other kings who feel as you do. Win this battle and
you throw off the invader's yoke.

Special Rules:
*

Direction 5:

Special Rules:
*
*

2-3 (I9), 2B3 (J9), 4B4 (K8), 2AO (P9), 2-3


(P8), 2B3 (Q8), 4B4 (Q9), x2 (Q9).

Ptah (any of hexes A9-A11): 4B4, 2-3, 2B3.


Sutekh (any of hexes A9-A11): 4B4, 2-3, 2B3.
Recruits (any of hexes R9-R11): 2-3.

Egyptians start with one victory point for


chroniclers (propagandists).

Scale:
*
*

10

Units At Start:
Direction 4:

16

14

King of Kadesh

Panic:

Ramses II, Pharaoh of Egypt

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).

After the Hittite ambush overran the Re division, Ramses


gathered up his bodyguard and prepared to die valiantly. He
was saved only by the timely arrival of reinforcements.
Nevertheless, the Hittite failure to capitalize on their ambush is
often considered to constitute an Egyptian victory.

ZOC rule should be used.


A draw is a rebel minor victory.

KARKAR - 853 BC

MAP B

Shalmanesar III, Emperor of Assyria


Scale:
*
*

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:

Matawallis, King of the Hittites


Your spies have done their job well. The Egyptians have walked
into your trap. You are now poised to destroyed an entire enemy
corps, cut their army in two, and isolate the Egyptian Pharaoh.
Panic:
Units At Start:
Direction 1:

18

2-3 (I11), 2-3 (J11), 2-3 (J12), 2B3 (K12), 4B4


(K11), 4B4 (K10), 4B4 (L12), 4B4 (L11), x2
(L11), 2B3 (M12), 4B4 (M11), 2AO (M10), 2-3
(N12), 2-3 (N11), 2-3 (O11).

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.

Benhadad, King of Damascus


The Assyrians are known for their mailed infantry, swift horse
soldiers, and great skill in siege. Most importantly, they are
known for their cruelty! Their name alone can demoralize entire
nations. Now, Syria is to be their next victim. Calling together
all your subject states, and strengthened by allies from Asia
Minor to Egypt, you have assembled a huge host.
Panic:

Page 2

33

ANCIENTS STANDARD BATTLE SCENARIOS


Units At Start:
Direction 4:
Any Direction:

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.

For the Assyrians to claim a victory, they


must win by at least 2 points.
The Arab 26 is actually a camel corps. It may
be considered doubled vs cavalry, if players
so agree.
Both sides setup within 4 hexes of their
camp.

Direction 1:

Direction 2:
Direction 6:

2-6 (C11), x2 (D11), 2-6 (D11), 2-6 (D12), 4-5


(E10), 2-6 (E11), 3A2 (I9), 3A2 (J9), x2 (J9),
3A2 (K9), 4-5 (O10), 2-6 (O11), 2-6 (P11), x2
(P11), 2-6 (P12), 2-6 (Q11), 4-2 (J11), 2AO
(J12).
4-2 (L10), 4-2 (L11), 1A3 (L12).
4-2 (H10), 4-2 (H11), 1A3 (H12).

Special Rules:
*

ZOC rule should not be used.

Scale:
*
*
*

1/2000, Cavalry and Missile


1/4000, Heavy Infantry
1/5000, Light Infantry

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

Badly outnumbered, Cyrus refused both flanks. As the Lydian


wings attempted to circle in to engage, gaps were created in
their line. These were exploited by the Persians to win the
battle. Ironically, this is the same tactic that would be used to
defeat them 200 years later at Arbella.

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

Callimachus, war Archon of Athens


Although the mightiest empire in the world threatens all Greek
city states, Greeks continue to squabble. Sparta delays religious
ceremonies, they say. It is up to you to crush the Persian
beachhead before it can be reinforced.
Panic:

Croesus, King of Lydia

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).

Datis, general of Persia


Panic:
Units At Start:
Direction 4:

35

2-6 (A3), 2-6 (B3), 2-6 (B4), 2-6 (C3), 2-6


(C4),2-3 (E4),4-2 (E5), 2-3 (F5), 4-2 (F6),2-3
(G4), 4-2 (G5), 2-3 (H5), 2B3 (H6), 2-3 (I4),
2B3 (IS), 2A0 (J3), 2-3 (J5), 2B3 (J6), x2 (J6),
x2 (J6), 2-3 (K4), 2B3 (K5), 2-3 (L5), 2B3 (L6),
2-3 (M4), 4-2 (M5), 2-3 (N5), 4-2 (N6), 2-6
(P4), 2-6 (P5), 2-6 (Q3), 2-6 (Q4), 2-6 (R4).

You command the spearhead of the campaign to take Athens


and then the rest of Greece. After his disaster in Scythia, the
Emperor will be in no mood for further failure. The Athenian
infantry is gathering in the hills, but they have no archers or
cavalry. They would be fools to attack now.
Panic:

15

Units At Start:
Direction 5:

Cyrus, King of Persia


You have raised Persia from a vassal state of the Chaldeans to
an empire matching even that of the late Assyrians. You not
only conquer, but under your tolerant rule you are even
welcomed as liberator. You will become known as the first great
captain of history, and as the founder of the Persian empire.

Special Rules:
*
*

Panic:

Scale:

28

*
*

Page 3

x2 (R4), x2 (R4), 2A0 (R4), 2-6 (02), 2B3 (03),


2B3 (04), 2B3 (05), 2B3 (06), 2B3 (07), 2-6
(08), 2-6 (P2), 2-3 (P3), 2-3 (P4), 2-3 (P5), 2-3
(P6), 2-3 (P7), 2-6 (P8), 2-6 (Q4).

ZOC rule should be used.


A draw is considered a Persian victory.

1/1000, Cavalry
1/2000, Infantry

ANCIENTS STANDARD BATTLE SCENARIOS


Historical Note

Cleambrotus (Sparta)

The Greeks weakened their center to strengthen both flanks.


Rushing down out of the hills, they took the Persians by
surprise and rolled up both flanks. This was the first
demonstration of superior Greek heavy infantry.

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

Mardonius, general of Persia

Units At Start:
Direction 2:

After the naval disaster at Salamis, supply lines to Greece are


in jeopardy. The empire and much of the army has returned to
Persia. You still have a considerable force, however, and a good
chance of defeating the powerful coalition arrayed against you.

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).

2A0 (E7),2B3 (D5), 6*1 (E5), 6*1 (176),6*1


(G6), x2 (G6), x2 (G6), 6*1 (H7), 6*1 (I7), 2B3
(J8), 2-6 (K8), 2-6 (L9).

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.

Pausanius, commander of Greek allied Armies


The invading army has fled, leaving behind their traitorous
Greek lackeys. They have a strong position and have made some
successful raids against your water source and supply convoys.
But the enemy has his supply problems too. The battle will have
to begin soon.
Panic:

20

Units At Start:
Direction 3:

x2 (H4), x2 (H4),2A0 (H4), 2B3 (G5), 2B3 (I4),


2B3 (I6), 2B3 (J6), 6*1 (K5), 6*1 (L5), 6*1
(L3), 6*1 (L2), 2B3 (M1), 6*1 (N3).

Scale:
*
*
*

1/2000, Cavalry and Missiles


1/5000, Light Infantry
1/6000, Phalanx

Historical Note

MANTINEA

Persian attacks threaten the Athenians on the Greek left.


Meanwhile, Mardonius leads his cavalry to tie down the
Spartans on the other flank. Eventually, however, victory goes
to the Greeks, who have a greater number of hoplites (phalanx
type infantry).

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

Epaminodes, King of Thebes


You have defeated the famous Spartans before. Now another
war has broken out with them. This time they have the support
of Athens. Your generalship and the Theban 'sacred band' must
now prove their worth again.
Panic:
Units At Start:
Direction 3:

19

x2 (N7), 6*1 (N7), 2-6 (N6), 2B3 (O5), x2 (M7),


6*1 (M7), 6*1 (M6), 6*1 (L7), 6*1 (K7),2-6
(J8), 2A0 (J6), 2B3 (I8).

Agesiaus, King of Sparta

2B3 (H5), 2B3 (I5), 6*1 (J6), 2A0 (K4), 6*1


(K5), 6*1 (K6), x2 (K6), x2 (K6), 2-6 (L7), 2-6
(M7), 2-6 (N8).

First the enemy general threatens Mantinea, then Sparta, now


Mantinea again. He has kept you running across half of Greece.
Now he attempts to out maneuver your position here. What will
he do next?

Page 4

ANCIENTS STANDARD BATTLE SCENARIOS


Panic:

16

Units At Start:
Direction 1:
Direction 6:

GRANICUS 334 BC

2B3 (J10), 2-6 (K10).


6*1 (L10), 6*1 (M9), 6*1 (N9), 2A0 (N10), 6*1
(O8), x2 (O8), x2 (O8),2-6 (P8), 2B3 (P7).

Scale:
*
*

1/1500, Cavalry and Missile


1/5000, Phalanx

Epaninodes attacks by surprise in an oblique formation (left


flank attacks with right trailing). This is very similar to his
famous victory at Leuctra and again he wins. However, he dies
in the battle.

CHAERONEA

338 BC

MAP A

Philip, King of Macedonia


You have built the finest army in the world, but to the Greeks
to the south you are a barbarian. You will show these arrogant
Greeks who is master, and then turn a united Greece against
the decaying Persian empire.
Panic:

18

Units At Start:
Direction 5:

Units At Start:
Direction 2:

2A0 (E1), 2B3 (E2), 6* (E3), 6*1 (E4), 2B3


(E5), 6*1 (E6), 2B3 (E7), 6*1 (E8), 6*1 (E9), 26 (E10), 2-6 (E11), 2-6 (E8), 2-6 (E6).

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.

ZOC rule should not be used.

ISSUS

Scale:
*
*
*

4-5 (B3), 2-6 (B4), 2B3 (C4), 6*1 (D5), 6*1


(E5), 6*1 (F6), 2A0 (F7), 6*1 (G6), 6*1 (H7),
6*1 (I7), 2-6 (J8), 4-5 (J9), 4-5 (K8), x2 (K8),
x2 (K8), x2 (K8), IA3 (L9), 1A3 (M9).

Scale:

20

Special Rules:
*

28

2B3 (G2), 2B3 (G3), 6*1 (G4), x2 (G4),6*1


(G5), 6*1 (G6), 6*1 (H7), 4-5 (I8), x2 (I8), x2
(I8), 2-6 (I9), 2B3 (I10), 2A0 (J7).

An upstart king from the northern fringes of civilization


threatens the Greek city states. Thebes, Athens and several
smaller cities have combined an army to teach these
Macedonians about Greek military tradition.

Units At Start:
Direction 3:

Your father, Philip, conquered Greece. Will you live in his


shadow, or can you conquer the mightiest empire on earth? You
have landed in Asia Minor and disbanded your fleet. You now
face the first Persian army.

Units At Start:
Direction 5:

Theagenes, King of Thebes

Panic:

Alexander of Macedonia

Panic:

Historical Note

MAP A

1/1000, Cavalry
1/2000, Missile
1/6000, Phalanx.

333 BC

MAP F

Alexander, King of Macedonia

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).

ANCIENTS STANDARD BATTLE SCENARIOS


Darius, Emperor of Persia
A mere boy has invaded your empire and routes your armies.
The Greeks are fine warriors, but you have the might of Asia at
your disposal. Victory should be yours, but be cautious.
Panic:

Units At Start:
Direction 2:

34

Units At Start:
Direction 1:

Special Rules:
*

2B3 (E7), 2B3 (F8), 4-5 (I8), 2-6 (J9), 2B3


(K8), 2B3 (L5), 6*1 (M7), 6*1 (N7), 6*1 (O6),
4-5 (O7), x2 (O7), 6*1 (P6), 2B3 (Q6), 4-5
(R6), 2-6 (R7), 2-3 (M10), 2-3 (M11), 2-3
(N10), 2-3 (N11), 2-3 (O9), 2-3 (O10), 2A0
(O11), 2-3 (P9), 2-3 (P10), 2-3 (Q8), 2-3 (Q9).

Special Rules:
*

*
*
*
*
*
*
*

ZOC rule should not be used.

1/2000, Cavalry and Missile


1/5000, Light Infantry
1/6000, Phalanx

Alexander's light troops clear the hill threatening their right


flank. His cavalry and missile troops hold against a Persian
cavalry attack on the left. Alexander sends his cavalry around
the Persian left and pushes his phalanx forward. Darius flees.
His army is caught in a vice and his family is captured.
331 BC

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:

Alexander attacked on his right flank, while refusing his left. In


attempting to conform to this movement, the Persians opened
gaps in their ranks, which Alexander exploited with cavalry
thrusts, causing Darius to flee in panic from the field.

HYDASPES,

4-5 (N9), 2-6 (O9).


2B3 (M4), 6*1 (M5), 6*1 (M6), 6*1 (M7), 2B3
(M8), 2B3 (O4), 6*1 (O5), 6*1 (O6), 2B3 (07),
2A0 (P6).
x2 (M3), x2 (M3), x2 (M3), 4-5 (M3), IA3 (N3),
2-6 (O2).

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)

ZOC optional rule should not be used.

Scale:

Scale:
*
*
*

2A0 (F3), 2-3 (G2), 2-3 (G3), 2-3 (G4), 2-3


(G5), 2-3 (G6), 2-3 (G7), 2-3 (G8), 2-3 (G9), 23 (G10), 2-3 (G11), 2-6 (H1), 4-5 (H5), 4-5
(H6), 4-2 (H 7), x2 (H 7), 4-5 (H8), 4-5 (H9), 26 (I1), 2-6 (I2), 2-6 (I3), 4-5 (I4), 4-5 (I5), 2B3
(I6), 4-5 (I7), 4-5 (I8), 2-6 (I9), 4-S (I10), 2-6
(I11), 2-6 (I12), 4B4 (J6), 6*3 (J7), 2-6 J10),
2-6 (J11).

4-5 (F4), 2-6 (F5), 4-5 (G4), x2 (H4), x2 (H4),


x2 (H4), 1A3 (H5), 2B3 (I5), 6*1 (J6), 6*1 (K6),
2A0 (L6), 6*1 (L6), 6*1, (M7), 2B3 (N8).

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:

2-6 (B7), 4B4 (C6), 1A3 (C7), 2-3 (D8), 1A3


(E8), 2-3 (F9), 2A0 (F10), 6*3 (G8), IA3 (G9),
2-3 (H10), x2 (I9), x2 (I9), 6*3 (I9), 1A3 (I10),
2-3 (J11), 1A3 (K11), 2-6 (L12), 4B4 (M11).

Scale:
*
*
*
*
*
*

45

Page 6

1/40, Elephants
1/100, Chariots
1/2000, Cavalry
1/6000, Phalanx
1/5000, Light Infantry
1/2000, Missile

ANCIENTS STANDARD BATTLE SCENARIOS


Historical Note
Alexander attacks (again!) on the right flank. Poras reinforces
with cavalry, but is unable to stem the Greek tide. Alexander
proceeds to roll up the Indian flank, and win the battle.

HERACLEA

280 BC

MAP D

Units At Start:
Direction 3:

2-6 (D9), 4-2 (F7), 2B3 (F8), 2A0 (G5), 4-2


(G6), 4-2 (G7), 4-2 (H6), 4-2 (H7), x2 (H7), 4-2
(I5), 4-2 (I6), 4-2 (J6), 2B3 (K5), 2-6 (L4).

Hannibal, General of Carthage

Greek colonies in Italy are threatened by Rome, a newly


emerging power. They appeal to you for help and you have sent
it.

The Roman infantry is far superior to your barbarian


mercenaries, and even your reliable Carthaginians. In addition,
Roman fleets can keep Carthage's navy from sailing. You have
crossed the Alps and brought war to Rome, but at a heavy cost
to your army and with the loss of all your elephants.

Panic:

Panic:

Pyrrhus, King of Epirus

19

Units At Start:
Direction 1:

6*3 (B11), 2-6 (C9), 6*1 (D9), 6*1 (E8), x2


(E8), 6*1 (F8), x2 (F8), 6*1 (G7), 1A3 (117),
2A0 (G10), 4-5 (J9).

P. Laverius Laevinus, Consul of Rome


Greeks are interfering with Rome's affairs in Italy. You have
crossed the Siris river and will face a Greek army for the first
time.
Panic:

Special Rules:
*

Reinforcements:
Turn 1:

2-6 (B7), 2B3 (D7), 2A0 (E3), 4-2 (E5), 4-2


(E6), x2 (E6), 4-2 (F5), 4-2 (F6), 4-2 (G4), 4-2
(G5), x2 (GS), 2B3 (H5), 2-6 (J4).

ZOC rule should be used.

1/2000, Cavalry and Missile


1/4000, Heavy Infantry
1/6000, Phalanx

Roman cavalry was perhaps the worst in history. They were


easily defeated by Hannibal. In addition, a hidden detachment
of cavalry hit the Roman right rear. The result was that another
army seemed to disappear the Roman army. It was many days
before the survivors straggled home with their long, sad story.
217 BC

MAP B

After one victory on Italian soil, Rome's subject peoples are


beginning to look to you as a savior. Another such victory and
the Italian peoples should begin coming to your side.

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

1/2000, Cavalry and Missile


1/4000, Infantry

Hannibal, General of Carthage

Historical Note

TREBIA

Enter on any map edge: 2-6.

Historical Note

TRASIMENE
*
*
*

4-5 (I11), x2 (I11), 2B3 (J10), 2-6 (J12), 4-2


(K9), 4-2 (L9), 4-2 (M8), 4-2 (N8), 2-3 (N10),
2B3 (O7), 2-3 (O9), 2A0 (O10), 4-5 (Q6), 2-6
(R6), x2 (R6).

Scale:
*
*

Scale:

MAP D

Sepronius, Consul of Rome


Hannibal begins the war by making his army in Spain
disappear. Now it has reappeared in Italy. You don't care how he
did it; it is your duty and your career to defeat this oriental
wizard.
Panic:

Units At Start:
Direction 6:

16

Units At Start:
Direction 4:

19

Panic:
Units At Start:
Direction 2:
Direction 3:
Direction 4:

14

4-5 (O5), 2-6 (O6), 2-6 (O7), 2-3 (O8), 4-5


(O9), 2-3 (P10), 2A0 (M2).
4-2 (O2), x2 (O2), 4-2 (P2).
2B3 (Q1), 2B3 (R1).

Flaminius, Consul of Rome


Where Sepronius failed, you have the opportunity to win glory.
You have a full consular army. Roman strength is more than a
match for Phoenecian trickery.
Panic:
Units At Start:
Direction 1:

20

Page 7

14

2-6, (Q3), x2 (Q3), 2-6 (Q4), 2B3 (Q5), 2B3


(Q6), 4-2 (Q7), 4-2 (Q8), 4-2 (R9), 4-2 (R10),
4-2 (R11), 2A0 (R12).

ANCIENTS STANDARD BATTLE SCENARIOS


Special Rules:
*

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

2-6 (B9), x2 (C7), x2 (C7), 2-3 (C8), 4-2 (D8),


4-2 (E7), 2B3 (E8), 6*1 (F7), 2AO (G5), 6*1
(G6), 6*1 (H6), 6*1 (I5), 6*1 (J5), 6*1 (K4), 2-3
(L4), 4-2 (M3), 6*3 (M4), 2-3 (N3), 2B3 (N4).

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:

4-5 (H2), x2 (H2), 4-5 (H3), 4-2 (H4), x2 (H4),


2B3 (H5), 2-3 (H6), 2-3 (H7), 2-3 (G6), 2-3
(G7), 2B3 (F8), 4-2 (E8), x2 (E8), 2-6 (D9), 2-6
(C9), 2A0 (E5).

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:

This Hannibal was supposed to be in Spain. He appears in Italy.


He defeats a Roman army. Another army is sent against him
and disappears. Well, now you have temporary control of two
Roman armies. Let's see the wizard make both armies
disappear.
Units At Start:
Direction 6:

2-6 (G12), 4-2 (I10), 4-2 (J9), 4-2 (J10), 2B3


(J11), 4-2 (K10), 4-2 (K9), 4-2 (K8), x2 (K8),
4-2 (K7), 4-2 (L6), 4-2 (L7), 4-2 (L8), 4-2 (L9),
2-6 (M3), 2B3 (M6), 4-2 (M7), 2A0 (N10).

30
Scale:

Units At Start:
Direction 6:

2-6 (E11), 1A3 (F10), 2B3 (F11), 6*3 (G9), 2-3


(G10), 2-3 (H10), 4-2 (I9), 4-2 (J9), 6*1 (K8),
6*1 (L8), 2A0 (L9), 6*1 (M7), 2-3 (N7), 6*3
(O5),4-2 (O6), 2B3 (P5), 2-6 (P6), 2-6 (Q5), x2
(Q6), x2 (Q6).

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

ANCIENTS STANDARD BATTLE SCENARIOS


ZAMA

202 BC

MAP D

Flaminius, Consul of Rome

Several disappointing years campaigning in Italy has failed to


unravel Rome's hold on various Italian peoples. Some have
joined you, some haven't. Foreign powers come to your aid, but
to no avail. No matter how many armies your defeat, Rome
simply builds another!

You command an army of two Roman legions, several thousand


Greek allies, and even a few elephants. You have been sent to
liberate the local city states from Macedonian oppression, and
to spread Roman influence (not necessarily in that order). Rome
will win the war eventually, but will you be the general to do it?
This morning, you find the enemy camped virtually on top of
you. You will have to win this battle unprepared.

Panic:

Panic:

Hannibal, General of Carthage

20

Units At Start:
Direction 6:

2-6 (I9), 2B3 (J9), 6*3 (K8), 6*3 (L8), x2 (L8),


6*3 (M7), 4-2 (M9), 2B3 (N7), 4-2 (N9), 4-5
(O6), 4-2 (O8), 2A0 (P10).

Scipio Africanus, Consul of Rome

22

Units At Start:
Direction 2:

2A0 (C8), 4-2 (C10), 4-2 (C11), x2 (D8), x2


(D8), 6*3 (D10), 6*1 (D11), 2-3 (D12), 4-2
(E7), 4-2 (E8), 2-6 (F6), 2-3 (F7), 2-3 (F8),
2B3 (F9), 2-3 (F10), 2-3 (F11), 2-6 (F12).

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:

2-6 (C7), 2-6 (D7), 2A0 (E4), 4-2 (E6), 4-2


(F6), 4-2 (G5), 2B3 (G6), x2 (G6), 4-2 (H5), 42 (I4), 2B3 (I5), x2 (L5), 4-2 (J4), 4-5 (K3).

Scale:

*
*
*
*

Both sides rush to throw their troops into a battle neither


expected. The first Macedonian phalanx pushes the Romans
back. The second one is defeated before it can fully form up. The
Romans then attack the first phalanx in the rear, resulting in
an Roman victory.

MAGNESIA
*
*
*
*

1/2000, Cavalry and Missile


1/4000, Infantry
1/25, Elephants
1/5000, Light Infantry

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

Since defeating Carthage, Rome has been interfering more and


more in the eastern Mediterranean. They have even obtained
Greek allies, and have sent an army against you. This morning,
the fog rises and you find their army is right on your very door
step. You have no choice but to fight.

Units At Start:
Direction 5:

MAP E

Despite several reversals, you have spent your reign reuniting


the Seleucid empire that was left you. Now Rome presumes to
dictate policy in Asia. They defeated you in Greece when you
tried to bring it under your sway. Now the battle is in Asia
Minor.
Panic:
Units At Start:
Direction 2:
Direction 4:

Philip V, King of Macedonia

Panic:

190 BC

Antiochus III, King of Syria

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

2-6 (A10),2-6 (A11), 2-6 (A12), 2-6 (B10), 4-5


(B11), x2 (B11), 2-6 (B12).
2A0 (E1), 2B3 (D6), 2B3 (E5), 6*1 (F5), 6*1
(G4), 2-3 (G3), 2-3 (H3), 6*1 (H4), 2-3 (I2),
6*1 (I3), 2-3 (J2), 6*1 (J3), 6*1 (K2),6*3 (L2).

Caeus Domitius, Consul of Rome


Rome still has far to go to remove all its enemies. The Ptolemeac
dynasty controls the wealth of Egypt. The warlike Greeks have
been fighting each other for hundreds of years. But, for now,
Rome is relying on you to stop the huge Seleucid empire.
Panic:
Units At Start:
Direction 1:

Direction 5:
Direction 6:

Page 9

20

2-6 (E7), 2-6 (F7), 2-6 (G6), 4-2 (H6), 4-2


(H7), 2AO (H9), 4-2 (I5), 4-2 (I6), 4-2 (J5), 4-2
(J6), 2B3 (K4), x2 (K4), 2B3 (L4), x2 (L4).
2-6 (E10), 2-6 (E9).
1A3 (03).

ANCIENTS STANDARD BATTLE SCENARIOS


Special Rules:
*

Historical Note
ZOC rule should be used.

The Macedonian phalanx forces the Romans back. However, as


it advances into rougher ground, gaps begin to appear. The
more flexible legionaries infiltrate these gaps, and cause the
phalanx to fall apart.

Scale:
*
*
*
*

1/2000, Cavalry and Missile


1/6000, Phalanx
1/5000, Light Infantry
1/4000, Heavy Infantry

Antiochus personally leads his cavalry against the Roman right,


and nearly takes the Roman camp. On his other flank, however,
his elephants are panicked and driven back to disorder his
phalanx. Despite his losses against Rome and at Raphia, he
succeeds in reuniting most of his fragmented empire. He
becomes known as Antioch the Great.
168 BC

MAP D

Gaeus Julius Caesar, Consul of Rome

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.

After saving Southern Gaul from invasion bythe Helvetii, you


must now save eastern Gaul from the Germanic tribes under
Ariovistus. These Germans claim they have never lost a battle,
and your legions are close to panic. Still, the Germans must
now prove their boasts.
Panic:

17

Units At Start:
Direction 3:

Direction 4:

2A0 (D6), 4-2 (ES), 4-2 (E6), 4-2 (E7), 2-6


(E8), x2 (E8), 2B3 (FS), x2 (FS), 4-2 (F6), 4-2
(F7), 4-2 (F8).
2B3 (I2),4-2 (J3), 4-2 (K3), 4-2 (L4), x2 (L4),
4-2 (M4), 2-6 (N5).

Ariovistus, Chief of the Sequani


Panic:

28

Units At Start:
Direction 6:

2-6 (G12), 4-5 (H12), 2B3 (I11), 2B3 (J11),


6*1 (K10), 6*1 (L10), x2 (L10), x2 (L11), 6*1
(M9), 6*1 (M10), 2B3 (N9), 6*1 (N10), 2A0
(N11), 2B3 (O8), 4-5 (P8), 2-6 (Q7).

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:

2-6 (D11), x2 (D11), 2-6 (E10), 4-2 (F9), 2A0


(G6), 2B3 (G10), 4-2 (H10), 2B3 (I9), 4-2
(J9),2B3 (K8),4-2 (L8),2B3 (M7),4-2 (N7), 2B3
(O6), 2-6 (O4), 2-6 (P4), x2 (P4), 4-2 (H8), 4-2
(J7), 4-2 (L6).

Terrain Modifications: The stream actually


represents 'broken ground'. It costs 1 MP to
enter and units become disrupted. Ignore
'stream' effects.
ZOC optional rule should not be used.

*
*
*

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

Bodougnatus, Chief of the Nervii

Scale:
*
*
*
*

1/1000, Cavalry
1/1000, Missile
1/3000, Phalanx
1/2000, Infantry

A huge army of hundreds of thousands was promised to Galba,


King of the Belgae. But it has melted away. Only the
Viromandui, the Atrebates, and your Nervii are in position to
attack the Romans. You have heard how these Romans have
conquered and humiliated neighboring tribes. It is now time to
defendyour tribe, your family, and your way of life.

Page 10

ANCIENTS STANDARD BATTLE SCENARIOS


Panic:

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).

Sillaces, Commander of the Parthian Host


A Roman general sees your country as an easy road to power at
home. He is a stranger from a far off land and knows naught of
the bravery of the Parthian warrior.
Panic:

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.

Crassius, Triumvir of Rome

Panic:

Panic:

42

Units At Start:
Direction 6:

Reinforcements:
Turn 6:

Special Rules:
*
*
*

2-6 (L4), 2B3 (L5), 2B3 (L6), 3-2 (R5), 3-2


(Q5), 2B3 (Q6), 3-2 (P6), 2A0 (P8), 2B3 (P9),
x2 (Q8), x2 (Q8), x2 (Q8), 3-2 (O6), 3-2 (O7),
3-2 (O8), 3-2 (O9), 2B3 (O10), 3-2 (N10), 3-2
(N11), 2B3 (N12), 3-2 (M10), 3-2 (M11), 3-2
(M12).

Enter at any of hexes R6-R9. 4-2, 4-2, 4-2,


4-2, 2B3, 2B3, 2-6.

Barbarian infantry does not become


disordered upon entering woods.
During any one attack phase, the barbarians
may triple the attack strength of all units.
Note that all Roman Heavy Infantry begins
disordered. The Turn 6 reinforcements,
however, enter the game at full strength.
A tie is considered a barbarian marginal
victory for this scenario.

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.

Romans setup anywhere Units At Start D.


Parthians enter from any map edge on turn
one. Parthian units may be withheld until
later turns.

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

2B3 (M2), x2 (M2).


2-6 (L3), 2B3 (M3), 4-2 (N3), 4-2 (O3), 2A0
(P1), 4-2 (P3), x2 (P3), 4-2 (Q3), 4-2 (R3).

ANCIENTS STANDARD BATTLE SCENARIOS


Pompey
Caesar has declared himself enemy of Rome. While you were in
the east raising an army to defend her, Caesar has captured
Gaul, Spain, and Italy. In Greece, however, you have stopped
him. You are now ready for the final confrontation.
Panic:

26

Units At Start:
Direction 1:

Special Rules:
*

1-6 (K6), 1-6 (K7), 1-6 (L7), 1-6 (L8), x2 (L8),


1B3 (M 7), 1B3 (M8), 3-2 (N8), 3-2 (N9), 3-2
(O8), 3-2 (O9), 3-2 (P8), 3-2 (P9), x2 (P9), 2A0
(P10), 3-2 (Q8), 3-2 (Q9), 3-2 (R8), 3-2 (R9).

Units At Start:
Direction 4:

2A0 (E3), x2 (E3), x2 (E3), 4-2 (E6), 4-2 (F6),


4-2 (G5), 4-2 (H5), 2-3 (I4), 2-3 (I3), 4-2 (J4),
4-2 (K3), 4-2 (L3), 4-2 (M2), 2-6 (N2), 2-6
(O1).

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:
*
*
*

*
*

1/4000, Heavy Infantry


1/1000, Missile
1/2000, Cavalry

1/2000, Cavalry and Missile


1/8000, Infantry

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.

Both sides win on their right flank. Brutus (Republicans) defeats


Octavian (Triumivir) while Anthony (Triumvir) beats Cassius
(Republicans). The following day the victorious armies meet, and
the Triumvirs win.

IDISTAVISO

16 AD

MAP D

Germanicus, General of Rome


Attacks by Germanic barbarians across the Rhine have been a
problem since the time of Caesar. You must prove again that
barbarian hordes are no match for Roman training and
discipline.
Panic:
Units At Start:
Direction 2:

23

4-5 (I8), 2-6 (I9), 2A0 (I11), 4-5 (J9), 4-2


(J10), 2-3 (K9), 4-2 (K10), 2-3 (L10), 4-2
(L11), 2B3 (M10), 4-2 (M11), 2B3 (N11), 4-2
(N12), 2-3 (O11), 4-2 (O12), 2-3 (P12), x2
(L11), x2 (M 11).

Arminius, chief of the Germans


Your people don't wish to destroy Rome. You admire much
about it, and most would willingly join it. The problem is that
the Romans don't want you, and you probably wouldn't be
treated fairly anyway. But pressure from other tribes and
population growth forces you to seek land to the west.

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

2-3 (L8), 2-6 (M8), 2-3 (N8), 2-3 (N9), 2-3


(O8), 2-3 (O9), 2A0 (P8), 2-3 (P9), 2B3 (P10),
x2 (Q10), 2B3 (Q10), x2 (R11), 2B3 (R11), 2-3
(I6), 2-3 (J7), 2-3 (K7).

ANCIENTS STANDARD BATTLE SCENARIOS


Scale:
*
*

CIBALIS

1/2000, Cavalry
1/4000, Infantry

The Germans had moderate success in the center, but the


Romans rolled up both their flanks very efficiently. This
scenario illustrates the way in which the Roman army whipped
hapless barbarians time after time. By the second century the
focus of the raids was across the Danube rather than the Rhine.
60 AD

MAP C

Boudiccea (Iceni)

Technically you are junior partner to the emperor in Rome. But


this should not be. You fought hard for your position and you
should rule Rome instead of the usurper, Constantine. Now he
walks into your ambush.
Panic:

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

Lucinius, Augustus of Byzantium

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).

x2, x2 (Place where you wish)

Constantine, Caesar of Rome


2-3 (C2), 2-3 (D2), 2-3 (D3), 2-3 (D4), 2-3
(E1), 2-3 (F2), 2-3 (E3), 2A0 (F1), 2-3 (F2),
2-3 (F3), x2 (F4), 4B4 (F4), 2-3 (Gl), 2-3 (G2),
2-3 (G3), 2-3 (H2), 2-3 (H3), 2-3 (H4), 2-3 (I2).

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:

4-2 (D9), 4-2 (E9), 2B3 (F9), x2 (F9), x2 (F9),


4-2 (G9), 4-2 (H9), 2-6 (F11), 2A0 (F11).

2A0 (A3), x2 (A3), 4-2 (B4), 4-2 (C4), 4-2 (D5),


4-2 (E5), 4-S (F6), x2 (F6).

x2, 4-5, 2-6, 2-6, 4-2, 4-2, 1A3, 1A3, 1A3,


1A3 enter at map edge within two hexes of
the Roman camp.

Scale:
*
*

Special Rules:
*
*

Iceni must use command control rule.


Light Infantry (2-3) may triple strength on
any one turn. They choose which turn, but if
not already used, this tripling ability must be
used during the turn command control is
lost.

1/1000, Cavalry and Missile


1/2000, Infantry

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

Chnodomar, Chief of the Allemani


The Roman empire is weakening. You may now have a chance
to grab some valuable land before some other group does.

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).

ANCIENTS STANDARD BATTLE SCENARIOS


Julian the Apostate, Emperor of Rome
It is no secret that Roman vitality has been drained. You will
dedicate your reign to restoring traditional Roman values. You
can begin to restore Rome's greatness by defeating an invading
barbarian horde.
Panic:

Special Rules:
*

13

Units At Start:
Direction 1:

Reinforcements:
Turn ?:

Direction 2:

4-2 (E5), 4-2 (F6), 4-2 (G6), x2 (G6), 4-2 (H7),


4-5 (I7), 2-6 (J8), 2A0 (E5).
x2 (D4), 4-2 (D4).

Special Rules:
*

ZOC rule should be used.

*
*
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

All barbarian infantry is doubled on defense


if within 2 hexes of their camp.
At the beginning of each Visigoth movement
phase, a die is rolled. On a 1 or 2, his
reinforcements arrive. Note: Historically this
was on Turn 1.

Scale:

Scale:
*
*
*

4-5, 4-5, 4-5, 4-5, 4-5, 4-5, 4-5, 4-5, 4-5,


4-5, 4-5, 4-5, 4-5, 4-5, 4-5, 2-6, 2-6, 2-6, 26, 2-6 enter at any of hexes Al, A2, A9, A11,
B1-H1.

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

Valens, Emperor of Rome


You have a distinguished military record defending Rome's
eastern borders. Now you face rebellious barbarians in Thrace.
You need to defeat them quickly before your co-emperor,
Gratian, arrives with the cavalry to steal your thunder.
Panic:
Units At Start:
Direction 6:

29

1A3 (H4), 2B3 (H5), 2B3 (H6), 2B3 (H7), x2


(H7), x2 (H7), 2B3 (H8), 2B3 (H9), 1A3 (H10),
2-6 (H11), 2-6 (I3), 1A3 (I4), 4-2 (I5),4-2 (I6),
4-2 (I7),4-2 (I8),4-2 (I9), 1A3 (I10), 4-2 (J6), 42 (J7), 4-2 (J8), 4-2 (J9),4-2 (J10), 2A0 (K6).

Fritigern, King of the Visigoths


The Romans promised you their protection and so you sent
them the children of your noble families to act as hostages and
to be educated. The truth is that you have been cheated on
grain purchases, and the hostages have been sold into slavery.
This situation is intolerable. You must now fight. But your
cavalry is out foraging.
Panic:

47

Units At Start:
Direction 1:
Direction 2:
Direction 3:
Direction 4:
Direction 5:
Direction 6:

2-3 (C3), 2-3 (D4).


2-3 (E4), 2-3 (E5).
2A0 (C5), 2-3 (D7), 2-3 (E6), x2 (C5).
2-3 (B7), 2-3 (C7).
2-3 (A5), 2-3 (A6).
2-3 (A4), 2-3 (B4).

CHALONS (CATALAUNIAN PLAIN) 451 AD

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

4-2 (F9), 4-2 (G8), x2 (G8), 4-2 (H8), 2-3 (H9),


2-3 (G9), 2-3 (K8), 2-3 (L8), 2-3 (M7), 4-2
(M8), x2 (M8), 4-2 (L9), 2A0 (L10), 4-5 (O6),
4-5 (P6), 4-5 (P7), 4-5 (Q5), 4-5 (Q6).

ANCIENTS STANDARD BATTLE SCENARIOS


Attila (Huns)

Turn 5:

The sister of the Roman empire has offered herself to you in


marriage. This is a highly attractive offer. Aside from an
imperial dowry, this may even put you in line for the throne.
The chance is too good to let slip through your fingers. After th
is battle, the Emperor may be more cooperative.
Panic:
Units At Start:
Direction 3:

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).

1/5000, all units

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:

Vandal replacements may not be with held.


They must enter on time.

Byzantine Heavy Cavalry has a fire rating of


'B' when not disordered.
ZOC rule should be used.

*
*

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.

ZOC optional rule should be used.

On Attila's right the Romans capture and manage to hold the


high ground. In the center, his attack can make no headway.
On his left, Aetius' Visigoths rout the Ostrogoths. The battle is
considered a draw, since neither side is able to launch an
offensive the next day. After this battle the Huns raid into Italy,
but can no longer undertake a full scale invasion.

Panic:

Reinforcements:
*

25

Historical Note

TRICAMARUM

4-5, 4-5, 4-5, 2-6, 2-6, 2-6, 2-3, 2-3, 2-3, on


either edge within one hex of A1 or B1.

CASLINUM

554 AD

MAP D

Buccelin, Chief of the Franks


Many powers contest for control of Italy. Ostrogoths, Vandals,
Lombards, and even the Byzantine empire to the cast. Why
shouldn't it belong to the Franks? These orientals are far to
arrogant.
Panic:

27

Units At Start:
Direction 3:

4-5 (I8), 2A0 (J5), 4-2 (K6),4-2 (K7),2-3 (K8),


4-2 (L5), 4-2 (L6), 4-2 (L7), 2-3 (L8), 4-5 (M2),
4-2 (M4), 4-2 (M5), 4-2 (M6), 2-3 (M7), 2-3
(N4), 2-3 (N5), 2-3 (N6), 2-3 (N7), x2 (N7), x2
(N7).

Narses, General of Byzantium

17

4-5 (K1), 3A2 (K3), 4-5 (L2), 4-2 (L4), 2A0


(M3), 4-2 (M4), 4-2 (N5), 3A2 (O5), 4-5 (Q5),
4-5 (R6), x2 (M4), x2 (N5).

The emperor sent Belisarius to recover the western provinces of


the empire. He is dead now, but you are more than capable of
carrying on his tradition. Your army is small, but very efficient
and experienced. These barbarians know nothing of tactics.
Panic:

20

Gelimer, King of the Vandals


Facing an invasion from Constantinople, you raised three
armies, hoping to surround and trap the enemy. But the
maneuver has proven too complex for your undisciplined forces.
You now risk being destroyed piecemeal.
Panic:
Units At Start:
Direction 2:
Direction 3:
Reinforcements:
Turn 2:

Units At Start:
Direction 6:

4-5 (L11), 4-5 (M10), 4-5 (M11), x2 (M11),


3A2 (N10), 4-5 (N11), 3A2 (O9), 4-2 (P9), 4-5
(Q3), 4-5 (Q4), 3A2 (Q5), 3A2 (Q6), 4-2 (Q7),
4-2 (Q8), 4-5 (R4), x2 (R4), 4-5 (R5), 2A0 (R9).

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).

Byzantine HC has firing rating of 'B' when


not disordered.
All Frankish units must use the 'command
control' rule.

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

*
*

1/1000, Cavalry and Missile


1/2000, Infantry

ANCIENTS STANDARD BATTLE SCENARIOS


Historical Note
Narses deployed in a concave formation. The Franks formed a
wedge and charged right into the center. Needless to say, they
were caught in a cross fire and surrounded at the same time.
For historical accuracy, the Franks should have only 1 Leader,
but that would give them no hope of winning.
732 AD

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:

2-6 (I2), 2-6 (J3), 4-5 (K1), 2-6 (K3),4-5 (L2),


x2 (L2), 2-6 (L4), 4-5 (M2), 2-6 (M4), 2-6 (N5),
x2 (N5), 2-6 (O5), 2A0 (P1), 4-5 (P4), 2-6 (P6),
4-5 (Q4), 2-6 (Q6), 2-6 (R7).

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:
*

The initial Saxon attack fails to dislodge the Viking defenders.


The Viking counterattack is on the verge of routing the Saxons,
when Alfred appears with reinforcements to save the day.

LECH (LECHFELD)

Panic:

1/2000, Cavalry and Missile


1/4000, Infantry

Otto, Holy Roman Emperor

ASHDOWN 871 AD

MAP F

12

Units At Start:
Direction 6:

Panic:

The forces here are reasonably accurate, but there is little


information on the battlefield. The terrain given here has some
good diversity. The Franks probably did take advantage of such
terrain features, otherwise the Arabs, with their superior
cavalry forces, could easily have won.
MAP D

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

3A2 (J6), 4-2 (K6), 4-2 (L7), 4-2 (M7), x2


(M7), 2-3 (N8), 4-5 (N10), 2A0 (L9), 2-3 (O8),
4-5 (P9), 4-5 (Q9), x2 (Q9), 3A2 (I5).

Historical Note

Panic:

1/250, Infantry

Historical Note

Scale:
*
*

2-3 (O7), 2-3 (O8), 2-3 (O9), 4-2 (P6), x2 (P6),


4-2 (P7),4-2 (Q5), 1A3 (Q7), 4-2 (R5), 2A0
(R9).

Bulcsu, King of the Hungarians

20

Units At Start:
Direction 1:

x2, 2-3, 2-3, 2-3 on edge within four hexes of


Saxon camp.

11

1A3 (M4), 4-2 (M5), 4-2 (M6), x2 (M6), 4-2


(M7), 2-3 (M8), 2A0 (K4).

4-5 (G10), 4-5 (G11), x2 (G11) 4-5 (H9), x2


(H9), 2-6 (H11), 2-6 (H12), 4-5 (I8), 2-6 (I9),
2-6 (J9), 2A0 (L8).

16

Units At Start
Direction 3:

Special Rules:
*
*

2A0 (B11), 4-5 (D9), 4-5 (D10), 4-5 (D11), x2


(D11), 4-5 (D12), 4-5 (E7), 4-5 (F7), 4-5 (F8),
4-5 (G7), x2 (G7).

ZOC rule should be used.


Hungarian LC has afire rating 'B' when not
disordered.

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

ANCIENTS STANDARD BATTLE SCENARIOS


CLONTARF

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:

Harold, King of Wessex

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).

2-3 (B2), 2-3 (C2), 4-2 (D3), 2A0 (E2), 4-2


(E3), x2 (E3), 4-2 (F4), 2-3 (G4), 2-3 (H5).

Special Rules:
William starts at one victory point for being
in hostile country.

Brian Boru (Irish)

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

William, Duke of Normandy


The death of Edward the Confessor leaves you the rightful King
of England. Well not really, but as long as you have a good
army and the Saxons are in disarray, you have a good chance.
Harold's power is growing, though. You must defeat him before
he consolidates his position.
Panic:
Units At Start:
Direction 1:

Multiple Norman attacks are unable to push the Anglo-Saxons


off their hill. Finally, the Normans hear a rumor that William
has been killed. As they begin to panic, the levy infantry on both
Anglo-Saxon flanks pursues onto the open plain. William rallies
his cavalry and rides down the exposed pursuers. The hill is
finally taken when a lucky arrow kills Harold.

MANZIKERT

1071 AD

MAP D

Turkish barbarians have invaded eastern Anatolia, and taken


important towns and forts. The empire has faced threats such
as this before. Now you gather your army and follow in a long
line of emperors who have had to defend the empire.
Panic:

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

8-4 (J10), 8-4 (K9), 3A2 (K10), 8-4 (L9), x2


(L9), 3A2 (L10), 8-4 (M8), x2 (M8), 4-2 (M9),
8-4 (N8), 4-2 (N9), 2A0 (N10), 8-4 (O7), 3A2
(O8), 3A2 (P8).

Alp Arslan (Turks)


To spread Islam (and Turkish holdings) you invade the Christian
empire to the west. You have met with success so far, but be
careful. This empire is no paper tiger, and an army is on its way
to oppose you.
Panic:
Units At Start:
Direction 3:

1A3 (A4), 4-5 (A5), 2-3 (C5), 4-5 (C6), x2 (C6),


2-3 (D6), 4-S (D7), 2A0 (C8), 1A3 (F7), 4-5
(F8).

Page 17

33

2-6 (B6), 2-6 (B7), 4-5 (C5), 2-6 (C6), x2 (C6),


4-5 (D5), 4-5 (D6), 2A0 (E3), 4-5 (E4), 4-5
(E5), 4-5 (F4), 4-5 (F5), 4-5 (G3), 4-5 (G4),
4-S (H3), 4-5 (H4), 4-5 (I2), 4-5 (I3), 2-6 (J2),
4-5 (J3), 2-6 (K1), 2-6 (K2), x2 (K2).

ANCIENTS STANDARD BATTLE SCENARIOS


Special Rules:
*
*

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

Soliman, Sultan of the Saracens

1/5000, all units

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

The Normans are near to defeat when Alexius' Varangian guard


makes an ill-timed charge which leaves them exposed.
Ironically, the Varangian guard was made up largely of AngloSaxons, who lost to the Normans at Hastings the same way.
Although he wins the battle, Robert Guiscard dies of the plague
a few years later.

MAP D

Robert Guiscard of Normandy

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?

1A3 (A5), 1A3 (B5), 1A3 (C4), 4-5 (C6), 1A3


(D4), 4-5 (D6), 1A3 (E3), 4-5 (E5), 2-6 (E7),
4-5 (F5), 2-6, (F7), 2-6 (F8), 4-5 (G4), 2-6
(G6), x2 (G6), 2-6 (G7), 2-6 (H6), 2-6 (H7), x2
(H7), 2-6 (I5), 2-6 (I6), 2-6 (J6).

Bohemund
Panic:

27

Units At Start:
Direction 6:

8-4 (K5), 8-4 (K6), x2 (K6), 1A3 (K7),4-2 (K8),


1A3 (K9), x2 (K10), 8-4 (K10), 8-4 (K11), 8-4
(L6), 8-4 (L11), 2A0 (M9).

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.

Alexius Comnenus, Emperor of Byzantium

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:

2A0 (B5), 4-5 (D5), 4-5 (D6), x2 (D6), 4-5 (F3),


3A2 (F4), 2-3 (F5), 2-3 (F6), 2-3 (F7), 3A2
(F8), 4-5 (F9), 4-5 (G3), 3A2 (G4), 2-3 (G5),
2-3 (G6), 2-3 (G7), 3A2 (G8), 4-5 (G9).

ZOC rule should be used.


Byzantine Light Infantry must use command
control.

Special Rules:
*
*

2A0 (N10), x2 (N10), 3A2 (N11), 3A2 (O9), 8-4


(O10).

x2, 8-4, 8-4, 8-4, 8-4, on any edge within five


hexes of A1 or B1.

ZOC optional rule should be used.


The Saracens must win by two points to
claim victory.

Scale:
*

1/10000 (more likely 1/2000), all units

Historical Note
Scale:
*
*

1/2000, Calvary and Missiles


1/5000, Infantry

After the disaster at Manzikert, calls for help went out to


western Europe. This battle saw the first real army to face the
Saracens. It began with the first of the two crusader columns
being ambushed. Their camp was captured, but Bohemund led
a skillful defense until the main force under Raymond of
Toulouse arrived to save the day.

Page 18

ANCIENTS STANDARD BATTLE SCENARIOS


LEGNANO

1176 AD

MAP D

Fredrich Barbarosa, Holy Roman Emperor


Who does Alexander III think he is? You are the Holy Roman
Emperor and therefore lord of northern Italy. His kingdom is the
kingdom of men's souls, not of earthly possessions. This is your
fifth expedition into Italy. Make it your last.
Panic:

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:

8-4 (I8), 8-4 (J9), 8-4 (J11), 8-4 (I10), 8-4


(G9), 8-4 (H10), 2A0 (H11).

Reinforcements:
Turn 1:

Special Rules:
*
*

x2 (Place where you wish).

Alexander III, Pope (in exile)


Who does Fredrich think he is? You are the father of the church
and God's representative on earth. Fredrich is just an earthly
king. With the army of the Lombard League at your back you
can make Fredrich's fifth invasion of Italy his last.
Panic:
Units At Start:
Direction 2:

8-4 (M6), 3A2 (M3), 4-2 (N4), 4-2 (O4), 2A0


(P3), x2 (P3), 3A2 (P5).

8-4, 8-4, enter at map edge within two hexes


of the camp.
x2, 8-4, 8-4, 8-4, enter at map edge within
two hexes of the camp.

Turn 3:

4-5, 4-5, 4-5, 4-5, 4-5, 4-5 enter from any


map edge.

Knights must use command control rule.


Turkish 4-5's may be withheld to enter on a
later turn.

Scale:
*
*

1/2000, Cavalry and Missile


l/4000, Infantry

Historical Note

31

Reinforcements:
Turn 2:

2-6 (N6), 2-6 (O6), 2-6 (P7), 2-6 (Q7), x2 (Q7),


x2 (Q7).

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).

The infidel has captured Acre and slaughtered helpless


prisoners. His army is marching down the Mediterranean coast,
dividing your empire in half. You must make a stand somewhere
before more cities fall.

Page 19

ANCIENTS STANDARD BATTLE SCENARIOS


Panic:

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).

Richard the Lionheart

42

Units At Start:
Direction 5:

8-4 (F3), 8-4 (G2), x2 (G2), 8-4 (G3), 3A2 (I4),


4-2 (J5), 3A2 (K3), 4-2 (K5), 2-3 (L4), 4-2 (L6),
2-3 (M3), 2-3 (M4), 4-2 (M6), 2-3 (N4), 2-3
(N5), 3A2 (N7), 2-3 (O4), 2-3 (O5), 2A0 (P3),
2-3 (P5), 3A2 (P6), 8-4 (P8), x2 (P8), 8-4 (Q8).

Scale:
*
*

1/1000, Cavalry
1/4000, Infantry

Four years ago the pagan, Saladin, destroyed a Christian army


at Hattin and captured Jerusalem. You have come on crusade
to recapture the city. Currently, you are marching south,
consolidating the coastal cities and being harassed by enemy
archers. Near the woods before Arsouf you are attacked.

Historical Note

Panic:

KALKA 1223

28

Units At Start:
Direction 1:
Direction 2:
Direction 6:
Special Rules:
*
*

2A0 (E11), x2 (E11), x2 (E11), 3A2 (D9).


8-4 (C11), 8-4 (D11), 8-4 (E10), 3A2 (F10),
3A2 (E9), 8-4 (F 11), 3A2 (G10), 3A2 (H11).
3A2 (B11), 3A2 (B10), 3A2 (C9).

The optional ZOC rule may not be used in


this scenario.
The river actually represents the coast line.
Ignore the bridge and ford hexes.

Saladin harasses and finally attacks the Crusader army on its


march. Richard manages to hold his knights in check and
control their attack. If he could not have done this, his cavalry
would have been drawn off and defeated, as happened at
Manzikert.
1214 AD

MAP D

Phillip 11, King of France


Thinking you'd be too busy with the English, Otto of Germany
has invaded France. Moving your army against him, you are
forced to battle near the village of Bouvines.
Panic:
Units At Start:
Direction 2:

While Ghengis Khan is out busy conquering Empires such as


China or Khwarazim, you are free to take your men and conquer
smaller kingdoms such as Korea or, now, Russia.
15

Units At Start:
Direction 6:

2-6 (M11), 2-6 (N11), 4-5 (N12), x2 (O10), 2-6


(O10), 4-5 (O11), 2-6 (P10), x2 (P11), 4-5
(P11), 2-6 (Q9), 4-5 (Q10), 4-5 (R10).

Mstislav, Prince of Kiev

1/1000, all units

Historical Note

BOUVINES

MAP F

Subadai of the Mongols

Panic:

Scale:
*

The French knights win on both flanks, owingto superior


training and practice. The German infantry is then left in an
untenable position. This is the way medieval battles were
supposed to be decided.

Eastern barbarians have invaded your country, but you have


put together a huge army from a coalition of kingdoms. Your
infantry takes up a strong position on a hill and covers the
cavalry as it crosses a river in your advance on the enemy.
Panic:
24
Units At Start:
Direction 2:
Direction 3:

Direction 4:
Direction 5:
Direction 6:
Special Rules:
*
*

35

8-4 (C4), x2 (C5), 8-4 (CS), 8-4 (D5), 3A2 (F6),


4-2 (G6), 4-2 (H 7), 2A0 (G8), 4-2 (I7), 4-2
(J8), 3A2 (K8), 8-4 (M9), 8-4 (M10), x2 (M10),
8-4 (N10).

4-2 (E4), 3A2 (E5), 4-2 (F6), 4-2 (G6).


4-2 (G7), 2-3 (J7), 2-3 (K6), 2-6 (K8), 2-3 (L6),
4-5 (L8), 2-3 (M5), 4-5 (M7), x2 (M7), 4-5
(N7), 2-6 (O6).
2A0 (F7), 4-2 (F8).
3A2 (D6), 3A2 (E6), 3A2 (E7).
3A2 (D5).

ZOC rules should not be used.


A draw is considered a minor Russian
victory.

Scale:

Otto IV, Emperor of the Holy Roman Empire


You command an army of Germans, Flemish, and a few English.
It is time to lower lances, and with God's grace victory will be
yours.

Page 20

*
*
*

1/2000, Cavalry and Missiles


1/4000, Heavy Infantry
1/5000, Light Infantry

ANCIENTS STANDARD BATTLE SCENARIOS


Historical Note
The Mongols feign a retreat to draw the Russian cavalry
forward. They then counterattack and cut it to pieces while it is
spread in pursuit. The infantry on the hill, however, holds out
for three days. That position must be taken by trickery.

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:

The English interfere in Scottish affairs and break their treaties.


After their conquest of Wales, it is clear that Scotland is their
next target.

58

Units At Start:
Direction 5:

8-4 (N2), 8-4 (N3), 3A2 (N4), 4-2 (N5), 4-2


(N6), 4-2 (N7), 3A2 (N8), 8-4 (N9), 8-4 (N10),
x2 (N10), 8-4 (N11), 8-4 (O1), 8-4 (O2), 3A2
(O3), 4-2 (O4), 4-2 (O5), 4-2 (O6), 3A2 (07),
8-4 (O8), 8-4 (O9), 8-4 (O10), 2A0 (Q5).

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:

8-4 (M11), 6*1 (N11), 6*1 (O10), x2 (O10), 6*1


(P10), 6*1 (Q9), 2AO (Q11), 8-4 (R9).

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

4-5 (G2),4-5 (G3),4-5 (G4),4-5 (GS), 4-5 (G6),


4-5 (G7), 4-5 (G8), 4-5 (G9), 4-5 (G10), 4-5
(G11), 2-6 (I2), 2-6 (I3), 2-6 (I4), 2-6 (I5), 2-6
(I6), x2 (I6),2-6 (I7), x2 (I7),2-6 (I8),2-6 (I9), 26 (I10), 2-6 (I11).

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.

Mongol light cavalry has missile rating B.


Mongol units may leave the map and reenter
the same map edge on the following turn, an
adjacent edge in two turns, or the opposite
edge in three turns.

Scale:
*
*

ZOC rule should be used.

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

ANCIENTS STANDARD BATTLE SCENARIOS


INDUS

1221 AD

MAP E

Units At Start:
Direction 1:

Shahjabil Ad-Din (Kwarazim)


Barbarian infidels have been raiding the empire you built. Their
lightning raids across the desert have been whittling down your
army. But now you have brought them to battle and can defeat
them once and for all.
Panic:

20

Units At Start:
Direction 4:

Ghengis Khan (Mongols)


You rule the united tribes of northern Asia and half of China.
But the Kingdom of Kwarazim refuses to respect you. They have
even killed your envoys who were trying to establish peaceful
relations.
Panic:

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:
*

6*1 (L6), 6*1 (M6), 8-4 (NS), 6*1 (N6), 6*1


(O6), 2A0 (P4), 6*1 (P6).

Reinforcements:
Turn 4:

x2, 2-3, see below.

Special Rules:
*

English archers get three shots per turn.

Scottish reinforcements arrive in the camp


hex. It costs them one movement point to
leave. If they cannot leave the camp, they
must be brought in later.

*
*
*
*
*

1/1000, English Cavalry


1/2000, English Infantry
1/500, Scottish Cavalry
1/1000, Scottish Infantry
1/2000, Scottish Phalanx

2-6 (E3), 2-6 (E4), 4-5 (F4), 4-5 (F5), x2 (F5),


2-6 (G4), 2-6 (I5), 2-6 (I6), 4-5 (J6), 4-5 (J7),
x2 (J7),4-5 (J9),4-5 (I8),4-5 (H8),4-5 (K9), 2-6
(K6), 2-6 (K7), 2-6 (M7), 2-6 (M8), 4-5 (N8),
4-5 (N9), x2 (N9), 2-6 (O8), 2A0 (O10).

Scale:

The infantry is actually dismounted cavalry.


Players may substitute 10 LC for the infantry
if desired.
Mongol 2-6 (LC) has missile rating B when
not disordered.

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

An English flanking attack is foreseen and repulsed. The main


attack has some limited success despite the terrain and the
sturdy Scottish pike units. At a critical point civilians from the
Scottish camp make a spontaneous attack. The English are
driven back into the woods and marsh where they are
destroyed. The famous English longbows were present, but seem
to have played no part in the battle.

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:

Robert the Bruce

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).

8-4 (K11), 8-4 (L11), 8-4 (M11), 8-4 (o8), 8-4


(O9), 1A3 (O10), 1A3 (O11), 8-4 (P9), x2 (P9),
8-4 (P10), 1A3 (P11), IA3 (P12), 8-4 (Q9),8-4
(Q10), 1A3 (Q11), 8-4 (R10), 2A0 (R11).

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

2A0 (J10), 8-4 (L9), 8-4 (L10), 1A3 (M7), 8-4


(M8), 8-4 (M9), 1A3 (N7), 8-4 (N8), x2 (N8), 84 (N9), 1A3 (O6), 8-4 (O7), 8-4 (O8), 8-4 (P7),
8-4 (P8).

ANCIENTS STANDARD BATTLE SCENARIOS


Edward III of England

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:
*
*

French knights must use 'command control'.


English archers may shoot three times per
turn.

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:
*
*

2A0 (J7), 4-2 (K4), x2 (K4), 8-4 (KS), 1A3


(K6), 1A3 (L5), 4-2 (L6), 4-2 (M4), 1A3 (N4).

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:

2A0 (C5), 4-2 (C6), 4-2 (D6), x2 (D6), 4-2 (F5).

Reinforcements:
Turn 2:

8-4, 8-4, 8-4, 8-4, 8-4, 8-4, enter on either


map edge within four hexes of camp.

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).

ZOC rule should be used.


Beginning with Turn 3, Austrian knights
must use command control.

Scale:
*
*

POITIERS

1356 AD

MAP C

John II of France
Panic:
Units At Start:
Direction 6:

35

3A2 (N6), 3A2 (N7), 8-4 (N8), 8-4 (O5), 8-4


(P7), x2 (P8), 8-4 (P8), 8-4 (P9), 8-4 (Q7), 8-4
(Q8), x2 (Q8), 8-4 (Q9), 2A0 (R9).

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

ANCIENTS STANDARD BATTLE SCENARIOS


AGINCOURT

1415 AD

MAP E

Henry V, King of England

Reinforcements:
*
*

Your army is ill-fed, ill-clothed and ill. It is losing morale


rapidly. Your only hope of avoiding complete disintegration is to
vanquish the larger French army that has been chasing you.
Panic:
Units At Start:
Direction 4:

7
Scale:

1/500, English Heavy Infantry


l/1000, Others

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:

*
*

1A3 (C2), 1A3 (D2), 4-2 (E1), 1A3 (F1), 4-2


(G1), x2 (G1), 1A3 (H2), 1A3 (12), 2A0 (J1).

Charles VI, King of France

Panic:

English archers fire three volleys per turn.


Either use command control for French
knights, or restrict play to the area between
the woods.
The French heavy infantry are dismounted
knights and must behave as such for
purposes of command control.

65

4-2 (D6), 3A2 (D7), 4-2 (D8), 4-2 (E5), 3A2


(E6), 4-2 (E7), 4-2 (F6), 3A2 (F7), 4-2 (F8), 42 (G5), 3A2 (G6), 4-2 (G7),4-2 (H6), 3A2 (H7),
4-2 (H8), 8-4 (C10), 8-4 (C11), 8-4 (E10), 8-4
(E11), 8-4 (F10), x2 (F10), 8-4 (F11), 2A0
(F12), 8-4 (G10), 8-4 (G11), 8-4 (I10), 8-4
(I11).

The French knew about the longbow and respected it as a


powerful weapon. They still did not recognize it as the decisive
cause of their earlier defeats. They thought the English were
winning by fighting dismounted. So they dismounted some of
their own knights in response. They also insisted on squeezing
into the narrow field between the woods. While the main body
was being shot to pieces, a small force of Frenchmen managed
to capture the English camp briefly, simply by coming in from
another direction.

CREDITS
Scenario Design ...................................... William L. Banks
Editing and Layout .................................. Michael P. Nagel
Image Source ................................................ Corel Gallery

Page 24

ANCIENTS NAVAL BATTLE SCENARIOS

A N C I E N T S

TACTICAL BATTLES IN THE AGE BEFORE GUNPOWDER


SCENARIO LISTING
Diekplus .........................
Salamis .........................
Arginusae ......................
Mylae ............................
Actium ..........................
Cyzicus .........................
Svalde ...........................
Sluys ............................

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

This is an introductory naval scenario to aid layers in learning


the game, and also i p to demonstrate actual tactics used. Even
with superior crew quality it will be tricky to win this scenario
as Player 1. It is advised you crash through on Turn 1, spend
Turns 2 and 3 running to gain distance, and circle back on Turn
4. If anything goes wrong in your initial attack (it usually will)
turn your column 90 degrees against either one of the enemy
flanks.

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

The name of this historical situation being


simulated and the year in which the battle
took place. The map used for the scenario is
listed to the right.

Units at Start
Ships:
Direction 1:
Crew Quality:

3 Triremes, 1 marine each.


I10, I11, I12.
4.

Player 2
Units at Start
Ships:
Direction 4:
Crew Quality:
Special Rules:
*
*

5 Triremes, 1 marine each.


E8, G8,I8, K8, M8.
3.

First turn movement roll for each side is


automatically a 3.
To win, you must sink, cripple or capture all
enemy ships and destroy all enemy marines.

Historical Note

Combatants:

Which side each player represents.

Setup:

Tells what units each side has available, and


when and where they enter play.

Special Rules:

If special rules or victory conditions are in


effect, they will be listed here.

Scale:

This has no bearing on play. It is included


for those who wish to compare armies of
different scenarios.

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

10 Triremes, 1 marine each.


H12, I12 and M 12.
G11.
H3 and I2.
L10, L11, K11, and J12.
4.

MAP H

ANCIENTS NAVAL BATTLE SCENARIOS


Persians
Units at Start
Ships:
Direction 2:
Direction 3:
Crew Quality:
Special Rules:
*
*

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.

The first turn movement roll for each side is


automatically 4.
Note: The terrible crew quality given the
Persians here is to reflect the fact that the
Greeks were in familiar waters, The currents,
winds and shoals were all on the Greek side.
The Persian ships were actually manned by
competent seamen.
Persians must exit two ships off the north
map edge to win; if they fail to do so, the
Greeks win. (The northern map edge runs
from hex A12 to hex R12).
1/30.

Outnumbered three to one, the Greeks retreated to a narrow


channel. In addition, they used a ruse to draw off the Egyptian
contingent of the Persian fleet. These moves evened up the odds
considerably. The ensuing Greek victory meant that they could
now cut the Persian supply lines across the Dardenelles. As a
result, Xerxes withdrew to Asia and left his Greek allies to fend
for themselves.
406 BC

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:

12 Triremes, 1 marine each.


I8, J8, K7, L7, M6, N6, K9, L9, M8, N8, O7,
and P7.
4.

First turn movement roll for each side is '2'.


For victory, Athenians must destroy or
capture all enemy ships and have at least 6
ships not sunk or sinking; any other result
is a Spartan victory.
1/12.

10 Quinquiremes, with ballista and 2


marines each.
A4, B4, C3, D3, E2, F2, G1, H1, J8, and K8.
3.

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.

10 Quinquiremes, with corvus, ballista and


2 marines each.
I12, J12, K11, L11, M10, N10, O9, P9, Q8,
R8.
2.

First turn movement roll is '5'.


For victory Romans must destroy or capture
all enemy ships and still have six ships not
sunk of sinking; any other result is a
Carthaginian victory.
1/14.

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

Anthony and Cleopatra:


Units at Start
Ships:
Direction 1:
Crew Quality:

Page 2

l0 Quinquiremes, with 'corvus', 'ballista', and


2 marines each.
D10, E10, F10, F12, G10, G12, H10, H12,
I10, and J10.
3.

ANCIENTS NAVAL BATTLE SCENARIOS


Octavian and Aggripa:
Units at Start
Ships:
Direction 4:

Crew Quality:
Special Rules:
*
*

Scale:

Historical Note

20 Liburnians, with 1 marine each.


Setup in hexes C3, C5, D3, D5, E3, E5, F3,
F5, G3, G5, H3, H5, I3, I5, J3, J5, K3, K5,
L3, L5.
3.

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

(GREEK FIRE) 672 AD

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:
*
*

7 Longships, with 2 marines each.


L8.
M8.
L9 and M9.
L10.
K9.
K8.
4.

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.

7 Longships, with 2 marines each.


L12, M11, N11, O10, P10, Q9, and R9.
4.

Norwegian ships are lashed together. They


may not move.
Rowers double as marines. In this way two
marines may stack on these small ships. But
ships may not move without at least one
marine aboard. Also, marines may move onto
enemy ships that have no marines aboard.
These ships are not fitted with rams.
Neither side may ram.
The last marine unit alive wins.

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.

First turn movement roll is a 1.


Greek fire was fired from tubes on the bows
of Byzantine ships. In their ballista phase,
any uncrippled Byzantine ships may attack
an enemy in the hex directly in front of its
bow. Roll on the broadside ram table and
add +2 to the die.
For victory Byzantines must destroy or
capture all enemy ships and have at least
five ships not sunk or sinking; any other
result is an Arab victory.

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

10 Galleys, with fighting tops and 2 marines


each.
D10, D11, F10, Fll, G10, Gll, H10, Hll, JIO,
and J1 I.
2.

ANCIENTS NAVAL BATTLE SCENARIOS


French

Units at Start
Ships:
Direction 4:
Crew Quality:

15 Galleys, with fighting tops and 2 marines


each.
E4, E5, E6, F4, F5, F6, G4, G5, G6, H4, H5,
H6, I4, I5, I6.
2.

*
Scale:

These ships had high castles on the bows


and sterns. They also had platforms on the
tops of the masts (fighting tops). This gave
an advantage in combat. They get the +1
bonus in boarding attacks.
The last marine alive wins.
1/20.

Historical Note
Special Rules:
*

The French ships were either surprised at


anchor or were lashed together. In either
case, no French ships may move on the first
turn.
The English have longbows. They may make
archery attacks at a range of three hexes,
and add +1 to all their archery attacks.
These ships are not fitted with rams; neither
side may ram.

This naval victory early on in the Hundred Years war ensured


that English ports were free from French raids, and that English
armies could be transported across the Channel.
CREDITS
Scenario Design ...................................... William L. Banks
Editing and Layout .................................. Michael P. Nagel
Image Source ................................................ Corel Gallery

Page 4

Move

Combat

Missile Fire

Clear

Village

Infantry doubled on defense only

Treat target as Phalanx

ANCIENTS

Woods

1*

Treat target as Phalanx

TACTICAL BATTLES IN THE AGE BEFORE GUNPOWDER

Hill

Infantry doubled on attack and defense

Stream

All units halved on attack and defense

Ford

+1

All units halved when attacking across

Bridge

Infantry doubled on defense only

River

Prohibited

TERRAIN EFFECTS CHART


Terrain

NAVAL COMBAT RESULTS TABLE

NAVAL TURN SEQUENCE

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

Move & Ram

3.

Marine Movement

4.

Marine Attacks

5.

Ballista Attacks

6.

Repair

6+

(Range 1)

(Range 2)

(Range 3)

1.

Roll for Movement Bonus

2.

MISSILE FILE TABLE


Missile Type

NAVAL REPAIR TABLE

Range

Phalanx

1-2

Infantry and Others

1-3

1-2

1-2

Cavalry

1-4

1-2

1-3

Note:

The numbers indicate the die roll needed to cause a DD result.

COMBAT RESULTS TABLE


DR

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

Ship is still sinking. Leave Sinking marker on it.

6+

Ship Repaired. Flip it to Crippled status (if not


already) and remove Sinking marker.

A: Archery Hit:

Note: +1 to ships classified as large.

NAVAL CREW QUALITY

DD

DR

Crippled

Slave

Poor

Average

Excellent

Copyright 2000, by Michael P. Nagel


www.net-gate.com/~mpnagel/ancients/ancients.htm

Target ship must remove one point of Marines


or suffer a C result.
B: Boarding Successful: Target ship must lose one point of Marines. If it
has no Marines, the attacker may either advance
the attacking unit on to capture the ship or may
scuttle it.

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.

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