Wargame Mechanics Index

Rules for an Ancient Wargame, Part II: Rules for Special Ancient Armies

National troop types are slotted into the base rules' generic hit classes, with a few targeted exceptions such as elephants that may refuse to charge.

Second part of a square-gridded ancient wargame, adding special troop types (Roman legionaries and velites, Numidians, Carthaginian elephants, Macedonian phalangites, hypaspists, peltasts and companions, Egyptian and Assyrian chariots, archers and subcommanders) with move, melee value, support, cost and firing stats. Special rules cover elephant charge tests, phalanx value by remaining stands, anti-cavalry squares and exemptions from the single-stand retreat rule. Five 200-point army compositions are given.

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Mechanics 10 · 0 distinctive

Forces & Unit Definition

1force
Composition of special ancient armiesArmy lists

Fixed compositions for Carthaginian, Roman, Macedonian, Egyptian and Assyrian armies.

How it works

Each army is a fixed list of commanders, catapults, normal and special units totalling 200 points, e.g. the Macedonian army has 1 commander, 1 heavy and 1 light catapult, 2 light infantry, 2 peltasts, 4 phalangites, 1 hypaspist and 2 companion units.

Macedonian: 1 normal commander, 1 heavy catapult unit, 1 light catapult unit, 2 units normal light infantry, 2 units Peltasts, 4 units Phalangites, 1 unit Hypaspists, 2 units Companion- 200 points
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Stands have point costs and armies are balanced at 200 points.

How it works

The troop table gives a cost in points per stand type (e.g. elephant 10, Assyrian heavy chariot 12), and each listed national army totals 200 points.

Aasyrian:l normal commander, 3 units normal hag~ infantry, 1 hel!-vy catapult unit, 1 unit normal heavy cavalry, 2 unite Heavy Foot Archers, 3 units Heavy Mounted Archers, 1 unit .Light: Chariote, 2 units Heavy Chariots--- 200 poWs
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Special troop rulesSpecial traits & abilities

Type-specific exceptions to the base rules.

How it works

Special troops are exempt from the single-stand retreat rule (as are all troops in Carthaginian or Roman armies), but cavalry, chariots and elephants can run over a single stand of legionaries, velites, hypaspists, phalangites or peltasts. Cavalry cannot charge into a square of 4 stands of legionaries or phalangites; heavy chariots have 2 shots per stand; legionary fire represents pila; peltasts, velites and Numidians may split and reform.

Cavalry cannot charge into a square containing 4 stands of Legionaries or Phalangites.
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Special troop typesTroop type taxonomy

Each special troop type has its own stats and is hit as one of the base game's generic classes.

How it works

A table lists move, melee value, support, number per stand, cost and firing range for each special type. For fire purposes velites and peltasts count as light infantry; legionaries, Numidians, hypaspists, phalangites and heavy foot archers as heavy infantry/light cavalry; companions and heavy mounted archers as heavy cavalry; chariots, elephants and subcommanders as chariots/elephants.

Companions and Hvy. Mtd. Archers are hit as heavy cavalry. Egyptian and Assyrian Chariots, Carthaginian Elephants, and Subcommanders are hit as chariots/elephants.
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Movement & Manoeuvre

2move
Elephant charge rollCharges & assault moves

Elephants must roll to charge and gain value when charging and leading a melee.

How it works

Before any part of its move, an elephant rolls one die: 3-6 it charges, 1-2 it is inactive for the rest of the turn. An elephant is normally worth 2 but 4 if charging and leading a melee (in the contact square); light chariots are worth 2, or 3 when charging and leading.

To see if an Elephant will charge, roll 1 die. If the result is 3, 4, 5, 6, the elephant charges. If 1 or 2, the elephant is inactive for the rest of the turn.
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1move

Units occupy and fight from grid squares with stacking limits.

How it works

Movement, melee contact and protection are resolved by squares; light chariots may combine or split freely provided there are no more than two per square, and melee is led from the contact square.

Light chariots may combine or split in any manner, as long as there are no more than two per square.
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Command & Control

1cmd
SubcommandersLeader effects

Egyptian subcommanders behave as additional commanders.

How it works

Subcommanders join and split from units as normal commanders do and also provide support as commanders do; they are hit as chariots/elephants.

Subcommanders join and split as normal commanders do. They also support as normal commanders do.
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Resolution Engine

1engine

Single d6 rolls resolve special tests.

How it works

Tests such as the elephant charge check are made with one six-sided die.

To see if an Elephant will charge, roll 1 die.
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Ranged Combat

1fire
Protected squareLine of sight & cover

Cover is a property of squares; cane-shielded archers always count as protected.

How it works

Heavy foot archers, carrying cane shields, receive fire at all times as if they were in a protected square.

Since Hvy. Ft. Archers have cane shields, they receive fire at all times as if in a protected square.
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Close Combat

2melee
Phalangite stand valueSupport, flanks & overlaps

Phalangite melee value per stand depends on how many stands remain in the unit.

How it works

With 3 or 4 stands left, each phalangite stand is worth 1.5; with 1 or 2 left, each is worth 1, representing loss of phalanx depth. Subcommanders support as normal commanders do.

If there are 3 or 4 stands left in a unit of Phalangites, each is worth 1½. If there is 1 or 2, each is worth 1.
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