Justifed Ancients

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Simple ancients rules.

Text of Justifed Ancients



Justified AncientsContents




6Units: Classification

7Points system

7Set Up


8Sequence of play







12Close Combat


15Example of Play

Justified Ancients


Justified & Ancients came into being after a mighty vision appeared unto me, dressed in a stinking Black T-Shirt and wearing thick NHS glasses. The Vision did say unto me Lo! For a calamity hath come to Wargaming, for all the Ancient rules are CrapThou hath been chosen to right this wrong. Go forth and create a set of rules that rocks bells.

It was the angel of Donald Featherstone and he bore in his left hand a tape measure and in his right he wielded a D6. Charged with this mission and divinely guided by the wargaming deity, I offer you gamers these rules. Obey them.

Here are some quick identifying pictures to enable you to filter crowds for suitable opponents.

The WargamerThe RoleplayerJustified Ancients player


This is a Set of ultra fast play wargame rules that covers the ancient period from bazillion BC up to just before English longbows mucked everything up.

You can use any scale / base sizes for the army or even just cardboard counters or post-it notes with the unit written on it if you are fiscally challenged and would rather spend money on Warhammer/Beer, as long as it is clear what the unit is. For those who like to be told what sizes to use, use the following.



Close Order2cmx1cm4cmx1cm4cmx2cm6cmx3cm

Open order/skirmishers3cmx1cm6cmx2cm6cmx2cm8cmx4cm


The Units in this game are Elements. They consist of an undetermined number of the various troop types. No accounting is taken of individual losses; the important factor is if the Unit is Depleted, Disorganised or Dispersed. DBA bases will work well in these rules. Both sides must use the same basing system. Each sides general is represented by an individual figure / post-it note. This general has free movement of any distance and may move when other units move. If the general has been with the unit from the start of the turn, s/he grants the unit a combat bonus.


2mm and 6mm measure ranges in CM, 15 & 25 mm measure in Inches. In these rules Im going to assume inches.

There. Are you happy nowyouve got your precious base sizes?? Oh right! You want a Time Scale? Ok. Lets say one turn =15 mins. Anyone who disagrees with the scales, just Change Them. I wont sue you.

Apart from that, all youll need is a D6, (Halve it, rounded Down to get D3), the usual tape measure and a few coins/matches/ fag butts for disorder/fatigue counters.

Designed for experienced wargamers, these rules are rules light and its assumed that players know their Cataphracts from their Schiltrons, how to move a unit by wheeling from the outside edge and all that malarkey.

Units: Classification

So many different troop types exist in this period, Im not going to try and say Ooh, Ooh! Libyan spearmen are Medium infantry not Light, cos, to be honest, Ive never seen a Libyan spearman and neither, frankly, have you. Some historical accounts may give a vague clue to some troop types. Its probably written somewhere, And then Constipatius did ride in Close Order into the scattered peltasts and they threw down their leather hats, being the only armour they wore, and Constipatius said Ha, look they have become disordered! Assign traits to units as you see fit. Here are some of my Guidelines, based as they are on watching the film Spartacus when I was 12.

Basic TypesAll units must be one of the following types



ArmourClassify the unit by the armour it wears. If it is light or heavy this makes a difference in game terms, so be sure to note this down.

Light: (Numidian horse, Cretan archers)

Medium: (Macedonian Pike men, Viking bondsman) Heavy: (Roman Principe, Byzantine cataphract)Order

Close Order (CO): Spartan hoplites, Roman Hastati.

Loose order (LO): Briton War band, Scottish err..Ummwarband...Gallic...err...warband

Skirmishers (SK): Thracian Peltasts, Roman velite

TrainingUntrained: Fyerd, Peasant mobs

Trained: Silver Shield Pike men, Companion cavalry

Missile: Pyrrhic horse archers, Trojan bowmen.Special traitsSome lesser rules have stuff like superior or fast. They are wrong.

High Morale:(Rare in practice, available to troops like Praetorians and Spartan Hoplites)Poor: (Peasantry, militia)

Phalanx: Not just Spearmen. Spearmen trained to keep formation and use momentum.

Berserker: (cannot be trained) Viking Berserkers, Islamic Shaheed

Testudo: Trained only. Can un/form during orders. If contacted in testudo, they become disordered.

Javelin: All skirmishers are Javelin (or similar equipped). Other non skirmishers might carry em. Like Roman legionarys. Javelins can fire and receive, but not fire otherwise.

So technically you could have Light/ CO/Untrained/ Elephantry /Missile capable. But probably you wouldnt. I want a unit of Bears. Bears with Laser beams for eyes! Man that would be so Frikking AWESOME!

Points systemNo Space here for a points system! Just use what youve got in your army box or do historical line-ups.

Set UpPut the models on the table. Roll a dice to see who sets up first. If you want to put a bit of effort into this you can, like if its the battle of Cannae, then you can argue to get a +1 for Hannibals mob, cos historically it was a ambush. Or you can just say that the Romans in that case set up first. To be utterly honest, I dont give a damn. Just get the ruddy models on the table already.

SceneryScenery is an important part of a battle. Here are the rules for setting it up:

Each player rolls a dice and if they are wearing a Snorkel parker adds +1. If any player stinks of BO due to poor hygiene add +2 and if, in their last game they argued over a charge angle because it was 1mm out, add +3. Total the scores. Now regardless of the total, each player throws bits of scenery all over the table until its got a good covering on it. Unless its supposed to be a desert. In which case throw less, (and dont throw rivers).

Which one of you gits stuck the Ice creams on me head?Sequence of playOK. By now you have a couple of armies set up and rearing at the leash. Youve cracked open a few beers and youre wondering how to get this show on the road.

Wonder no further. The game is split into segments of activities, which I shall call Turns. In a Turn each player gets to Do Stuff. This stuff is done in the following order. Repeat turns for the first Player then the second then the first etc, until someone squeals for mercy or your Girlfriend/Wife/Husband phones you and tells you to get some shopping before the supermarket closes.

Decide upon who shall be first player...

1. Orders & Movement. Chargers move, fire and receive results applied, then other actions are carried out in any order.

2. Combat . Roll dice & total results, Apply results making any push backs, adding counters, pursuing with winners. Remove fatigue counters then apply fatigue to chargers.

3. Repeat and alternate players.OrdersGenerals are rated for their command ability. (Command).

This is a rating of the Generals real-life tactical ability and respect/ leadership skills.

The argument that a wargame is supposed to portray a gamers skill not some virtual representation of a long dead commander is a valid one. Im not getting into a debate about it, so feel free to just assume both generals have average command ratings.POOR GENERAL

-1 (Example: Darius. (not the pop idol))



+1 (Hardrada)

EXCEPTIONAL GENERAL+2 (Scipio, Hannibal)

The Acting Player may choose to issue orders to any of his units.

To issue an order to a unit, Roll D6, Add the modifiers below & Compare to score needed for the action. (Note: Most units, assuming no modifiers its a 1+ to move, so a game isnt bogged down with rolling for each unit, just the crappy onesFor example, a poor Briton General tries to order some Trained chariotry to reform. They are 10 away. Rolls a D6, scores 4. -1 poor general/-1 range >6/ trained +1 Equals 3. Score needed is 4+ so the chariotry remain where they areMODIFIER ACTION


Ordering Poor troops-1Charge2+

Range from general >6 (& per extra 6)-1Reface3+

Generals command ratingXMove1+

Trained+1Form/unform Testudo. 5+

Wheel >45degree3+

ActionsCharges are announced and rolled for. Charging units are moved first in the order chosen by the acting player. Other movement and reforms /facings are rolled for and carried out in any order.

Below is a description of each action and how it is preformed. Once in combat no Actions can be taken. i.e., no refacing etc, the combat rules will dictate further movement until contact is broken.

Charge. This action allows the unit to move up to their maximum move distance into base to base contact with an opponents unit. You can make a charge without a valid target if you want to move your troops faster, but bear in mind that they are gonna get fatigued. A Charge order unit that fails the command roll remains stationary and cannot move at all this turn. Only c