Boardgame Ancients (Rules ancient warfare)

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    ANCIENTS RULES OF PLAY

    TACTICAL BATTLES IN THE AGE BEFORE GUNPOW

    TABLE OF CONTENTS

    1.0 Standard Battles . . . . . . . . . . . . . . . . . . . . 1

    2.0 Standard Battle Turn Sequence . . . . . . . . 2

    2.1 Removal of Leaders . . . . . . . . . . . . . . . . . . 3

    2.2 Panic Check . . . . . . . . . . . . . . . . . . . . . . . 3

    2.3 Reinforcements . . . . . . . . . . . . . . . . . . . . . 32.4 Movement . . . . . . . . . . . . . . . . . . . . . . . . . 3

    2.5 Replacement of Leaders . . . . . . . . . . . . . . 4

    2.6 Fire Combat . . . . . . . . . . . . . . . . . . . . . . . 4

    2.7 Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

    2.8 Rally . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

    3.0 Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

    4.0 Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

    5.0 Optional Rules . . . . . . . . . . . . . . . . . . . . . 6

    6.0 Naval Battles . . . . . . . . . . . . . . . . . . . . . . . 8

    7.0 Naval Battle Turn Sequence . . . . . . . . . . . 8

    7.1 Ship Movement . . . . . . . . . . . . . . . . . . . . . 9

    7.2 Ramming . . . . . . . . . . . . . . . . . . . . . . . . . 9

    7.3 Marine Movement . . . . . . . . . . . . . . . . . . 10

    7.4 Marine Attacks . . . . . . . . . . . . . . . . . . . . 10

    1.2 Maps

    Each scenario requires the use of one of the i

    map sheets. These show terrain features superi

    with a grid of hexagons (hexes) to regulate mo

    and combat. Since each map is usable in

    different scenarios, the map scale varieapproximately 100-200 yards per hex. Despite

    that the maps are reusable, terrain shown is a

    for each battle. Errors (such as the river behind

    lines at Agincourt or the village at Hastings) are

    in unimportant locations and will seldom encr

    the area of play.

    1.3 Pieces

    The game pieces represent the troop-types inv

    each battle. On the front of each piece is printe

    strength, while on the back is its reduced valu

    'disordered' (see Rules Section 2.7) due to co

    terrain. In games such as this, it is traditional to

    A N C I E N T S

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    ANCIENTS RULES OF PLAY

    Typically they have a shield, one weapon, and

    no body armor. They would be peasant levies

    or barbarians.

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

    Heavily armed, well trained professional

    infantry. Examples include Roman Legions or

    Huskarls.

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

    Heavily armed infantry, massed shoulder-to-shoulder with pikes (long spears). The wall of

    shield and tangle of spears gives them extra

    defense against missiles.

    Light Archers(LA, 1A3, 0A3)

    Archers or possibly slingers. They have little or

    no body armor. Their purpose is to disrupt theenemy, not fight hand-to-hand.

    Heavy Archers(HA, 3A2, 1B2)

    Archers with armor (such as Assyrian archers

    Chariots(CH, 4B4, 1B4)

    Light, two-wheeled wagons carrying

    three warriors.

    1.4.3 Other

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

    Either African or Asian type with a

    platform (howdah) and several warriors

    Camp(CP, 2A0, 1A0)

    This is the baggage of the army in the

    may be fortified by a dirt moat or pal

    just by pulling the wagons into a ci

    contains the war-chest, supplies, lo

    sometimes even families of the troops. N

    to say, it is very important to the mor

    physical needs of the men.

    Leader(LDR, x2, n/a)

    These are not meant to be actual pers

    rather command points. This is to re

    ability of especially able generals or

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    ANCIENTS RULES OF PLAY

    Victory Points (see Rules Section 4.0) to determine the

    winner.

    The sequence of Play is now outlined in greater detail.

    2.1 Removal of Leaders

    Remove all the phasing player's leader counters, and

    place them aside.

    2.2 Panic Check

    If an army has lost all its leaders, or a certain numberof strength points (designated by the scenario), it

    panics. All units are flipped to disordered status. They

    must move away from enemy units, toward the nearest

    map edge, until either rallied by leaders or exited off the

    map.

    An army will not panic more than once per game.

    2.3 Reinforcements

    Check the scenario to see if reinforcements are due. If

    so, they may be moved on this turn, saved until a later

    turn, or remain off indefinitely. If the entry hexes are

    occupied, the reinforcements may be placed off map on

    the flank hex directly opposite to the top of the

    also referred to in these rules as the "center rea

    2.4.2 Stacking: No more than one unit may

    a single hex at a time. Leaders, Volley Marke

    captured camps are exempt from this restrict

    any number of these may be in a hex (with or

    combat units). A unit may not move over an ene

    (except Leaders alone), but may move over a

    one. In this case, however, both units

    disordered.

    2.4.3 Moving: To move, a unit enters one of ifrontal hexes. It is then adjusted so that its cen

    hex is facing toward the hex it just left. It must

    cost of the terrain (see Terrain Effects Chart).

    does not have sufficient points to enter a given

    may not enter it.

    2.4.4 Change Facing: A unit may turn up

    degrees at a cost of one movement point.

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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).

    2.4.9 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,

    2.6.8 Terrain Effects: Units in woods and vill

    treated as phalanx, when fired upon by miss

    Terrain Effects Chart).

    In the example above, the arrows indicate Unit A

    fire. Unit A cannot fire at Unit 1 (its line of blocked by the hill). Unit A may fire on Unit 2 (t

    not blocking). Unit A cannot fire on Unit 3 (Uoutside of its arc of fire).

    2.7 Melee

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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

    and Heavy Infantry are free of this obligation. Th

    advance if they wish, but are not required to

    Facing is implemented as in regular movement

    center toward hex just vacated.

    Example: The defending unit is a Phalanx on a a Leader. It is attacked in the flank by a Knight

    leaders.

    Step 1: The Defender has a lower movement all

    and therefore cannot retreat before com

    Step 2: Attacker Defender 8 Unit Strength 6 Unit Strength

    x2 Flank attack x2 Phalanx vs

    x2 Leader x2 Hill x2 Leader x2 Leader

    64 48

    64/48 rounds off to 1-1.

    Step 3: A four is rolled. Both units are fl

    disordered status. A leader loss roll (Rmust be made for each leader involved t

    combat.

    Step 4: No advance may be made, since the he

    occupied.

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    ANCIENTS RULES OF PLAY

    3.4 Death

    If the unit a leader is stacked with becomes disordered,

    or is eliminated through combat, roll a die. A 1 meansthe 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.

    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:

    R Capturing enemy camp (even if recaptured