They are based on Neil Thomas's rules in Ancient & Medieval Wargaming, but you will need that book for specific points not covered here, eg the number of dice rolled in melees, and in general for how the rules operate on the tabletop.
Some of the modifications are a result of my studying the period, and of how I like a wargame to work, and some are adapted from Bob Cordery's Portable Wargame books.
Who Moves First?
Dice at the start of each turn, higher score moving first. Great general: +1; poor general: -1.
Generals
One elite unit is designated as the general's, receiving a +1 modifier when testing morale. If the unit is destroyed, all friends in line-of-sight immediately test their morale, and all other friendly units test their morale at the start of the next turn.
Movement
Open-order cavalry, light chariots: 24cm
Close-order cavalry, heavy chariots, camelry: 20cm
Open-order infantry, auxiliary infantry: 12cm
Close-order infantry: 8cm
Turning more than 30° from straight-ahead costs half the movement allowance, except for open-order troops, camelry and light chariots, who are not penalised.
Variation: when a unit tries to use at least 75% of its movement allowance, roll a die, a 6 meaning 25% is added to the distance covered, a 1 meaning 25% is deducted.
Missile Ranges
Foot bows and slings: 24cm
Mounted bows: 20cm
Javelins: 8cm
Archers as well as javelinmen can shoot at attackers who make contact after having started more than 8cm away (assuming the defending unit has not already fired during the turn).
Hits
5+ on a die scores a hit. If it is not saved, use the following table:
Elite Average Levy
Lose base 1-2 1-3 1-4
Fall back 3cm 3+ 4+ 5+
A unit that cannot fall back, either straight or within 30° of straight back, eg it is blocked by impassable terrain, by enemy troops or by friendly troops not in open-order, loses a base. A unit that would leave the battlefield if it fell back, instead loses a base.
A unit in a melee whose opponent falls back may follow up and immediately force another round of hand-to-hand fighting, provided the player's unit suffered fewer hits than its falling-back opponent.
Morale
The general's unit receives a +1 modifier when testing morale.
If the unit is destroyed, every friendly unit in line-of-sight tests its morale immediately; every other friendly unit tests its morale at the start of the army's next turn.
Victory
An army losing more than half its units is defeated.
Turn Mechanics
Turn Mechanics
Each unit moves, shoots, tests morale, etc, before the next unit does likewise.
Battle Length
Maximum 15 turns before nightfall usually ends fighting.
Difficult Terrain
Maximum 15 turns before nightfall usually ends fighting.
Difficult Terrain
Use the same combat table as for fighting in woods.
Cover
Troops behind cover get an extra die per base in the first round of hand-to-hand fighting.
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