Wargame Mechanics Index

Hordes & Heroes: Ancients & Medieval

Hexes remove all measuring, and morale is folded into one class-indexed Combat Result Table that drives recoils, flees, domino displacement and disruption.

A fast-play, hex-based big-battle game for ancient and medieval armies, with units of 2-6 stands. Each bound, generals make a command move and then order every unit within their command range; units outside range cannot move. Hand-to-hand combat adds combat factor, stands fighting, impact bonus and a d6 (2d6 with a general), and the difference is read on a single Combat Result Table by troop class. Shooting rolls a d12 per stand against a shooting factor. Morale is built into the CRT through recoil, flee, disruption and stand loss rather than separate tests, and armies are built with an open, transparent points formula.

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Mechanics 30 · 0 distinctive

Movement & Manoeuvre

1move
Evade, Flee Response and PursuitEvade, retreat & pursuit

Light troops may evade 1-2 hexes or flee when contacted, and victors pursue fleeing units.

How it works

E1/E2 units can evade 1 or 2 hexes still facing the enemy and still shoot, but only once per bound; the attacker can continue with remaining movement. F units may make a voluntary flee move of up to a full move without becoming disrupted. Pursuit after follow-up uses the pursuer's normal move along the fleeing unit's path and stops on contacting another enemy ZOC.

When a unit with these characteristics is contacted by an enemy unit it has the option to evade this contact by moving away 1 or 2 hexes (E1, E2) to avoid hand-to-hand combat.
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1move
Unit Facing within a HexFacing, wheeling & turning

Units face a hex point and leave through either adjacent hex side; larger turns cost a hex.

How it works

A unit can veer front-left or front-right, or shift facing by one point, for free. An about-face or larger turn costs one hex of movement, and road hexes allow facing along the road. Contacted units may turn to face attackers, but units already engaged to the front do not turn to face a rear attack.

Any ‘about face’ or greater direction change than one point costs one additional hex of movement.
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1move

Units move deployed or in column; column is faster but fights with only two stands.

How it works

Column adds +1 hex, and +1 more if the whole move is along a road. Changing formation costs a hex of movement unless using the single-hex move. Column fights and shoots with only the front two stands and halves the impact bonus. Hordes cannot form column, units squeeze into column at bridges and fords, and three pike units can merge into two 6-stand pike blocks (+6 impact, 1 hex move).

Units in column move one additional hex more than their normal movement plus another additional hex if they travel the entire distance along a road
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1move
Hex movementGridded movement

All movement, facing, shooting range and contact are counted in 100mm hexes.

How it works

Units have tactical speeds of 1-5 hexes. Any unit may move one hex in any direction and change facing and formation for free in good going. No tape measures are used, and combat happens between adjacent hexes, so bases never need to touch.

The use of Hexagon marked terrain allows for quick, precise movement of units and removes the need to measure - movement is by hex!
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1move
Zone of Control / Passing Through Friendly TroopsInterpenetration & zones of control

Enemies entering any of the six adjacent hexes must stop and fight, and friends pass through stationary friends freely.

How it works

A unit's ZOC covers its six surrounding hexes and halts enemies, who must engage. Overlapping ZOCs block command range, recoils and flees. Unattached generals exert no ZOC. Units may pass through stationary undisrupted friends, but friends passed through or displaced by fleeing or evading units become disrupted.

Any enemy unit that enters this Zone of Control must stop and engage in hand-to-hand combat.
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1move
Terrain Hex IdentificationTerrain movement effects

Each terrain hex type restricts movement, impact bonuses and mounted combat.

How it works

Woods and built-up areas stop units on entry and limit movement to one hex. Broken ground forbids wheeled units and makes mounted troops fight as if disrupted. Rivers require stopping before entering and make all occupants fight and shoot as if disrupted. Steep escarpment slopes are infantry-only. Impact bonuses are lost in woods, built-up areas, broken ground and rivers, and fighting from up-slope gives +1.

No impact bonuses apply to any unit occupying or attacking a broken ground hex. Mounted troops fight as if disrupted when occupying a broken ground hex.
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Ranged Combat

2fire
Half Hex Rule and terrain protectionLine of sight & cover

Shooters need to see more than half of the target hex, and terrain blocks or adds armour.

How it works

Shooters must see more than half the target hex and cannot shoot through woods, built-up areas or impenetrable terrain. They may shoot only one hex into woods or towns, which give +A2. Steep escarpments give A1/A2 to defenders above. Hard targets (war wagons, walls) are immune to shooting, though shooters behind them can be suppressed at 1:1 or 2:1 stand ratios.

Shooters must be able to see more than half the target hex in order to shoot (see diagram).
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2fire
Combat Result TableCombat results table

One table, indexed by hits and troop class A-E, resolves both shooting and melee.

How it works

Hits from 1 to 10 are cross-referenced with the target's class to give no effect, recoil, recoil disrupted, flee disrupted and 1-5 stands lost. For example, 3 hits makes A/B recoil, C recoil disrupted and D/E flee disrupted. Units hosting or adjacent to a Hero General ignore the first three lines.

The number of hits scored is then cross referenced with the target troop class on the Combat Result Table, to ascertain the effect of the shooting on the unit.
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1fire
Artillery and Missile EnginesIndirect & artillery fire

Each artillery piece rolls a d12 for 1-3 hits, and high-trajectory engines can shoot over friends.

How it works

Artillery shoots only if it did not move, using range bands from the army lists; each model rolls a d12 for H, 2H or 3H, combined with small arms on the CRT. Ballistae and catapults can shoot over adjacent friends, and elevated shooters can shoot over friends at twice the distance. Artillery never recoils and is lost on a flee result.

Use one D12 per artillery piece to ascertain whether a hit (H), 2 hits (2H) or 3 hits (3H) have been scored.
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1fire
Shooting (Small Arms)Target-number to-hit

Roll a d12 per shooting stand against the unit's shooting factor, raised by the target's armour.

How it works

Shooting factors are 5+, 6+, 7+ or 8+ on d12, with a range of 2 hexes from the front two hex sides. A1/A2 armour adds +1/+2 to the score needed, and woods or built-up areas add A2. Crossbows reduce armour by one step and gunpowder ignores personal armour. Disrupted shooters use half their stands, and hits from several units combine on the CRT.

Units shooting small arms at units with A1 or A2 armour, add 1 or 2 to the score shooters require to score a hit on their target. E.g., archers (7+) require a 9+ to hit a target unit with A2 armour.
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Forces & Unit Definition

2force
Points Value formulaPoints-based force building

Unit cost is calculated with a transparent formula so players can build their own troop types.

How it works

Points Value = Class (A=5 to E=1) + Speed + Hand-to-Hand Combat value (excluding impact) + Shooting value (5+=4 down to 8+=1) + characteristics (A1/A2, E1/E2, F, etc.). Hordes get -1. Generals cost 8, 10 or 12 by command quality, with +5 for a Hero General. Typical armies are 100-150 points.

Unit Class + Speed + H to H Combat value (excluding any impact bonus) + Shooting value + Additional Characteristics = Points Value
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1force
Ancient and Medieval Army ListsArmy lists

Free downloadable lists give stats and points for dozens of armies.

How it works

Ancient lists include Ancient British, Persian, Assyrian, Dacian, Greek, Imperial Roman and Huns. Medieval lists include 100 Years War English and French, Burgundian, Chinese, Hungarian, Korean and Teutonic. Each list gives unit stats, characteristics, combat stand counts and army-specific special rules, and the author presents them only as a guide.

The Hordes & Heroes army lists are provided only as a guide and the unit stats can easily be altered using the clear, standardised point system.
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1force
Troop Class A-ETroop quality grades

Units are graded from A (best) to E (worst), which sets their row on the CRT.

How it works

Class reflects motivation, arms and training: most troops are B-D. On the CRT, A-class units suffer only recoils where lower classes flee. A-class infantry may decline to follow up or pursue and can step back to disengage.

All troop types e.g., infantry, mounted, artillery, hordes etc., are given a classification from A (the best!), to E (the worst!).
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1force

Letter codes give armour, evasion, flee, shield wall, horde, gunpowder and crossbow effects.

How it works

The codes are A1/A2 armour, HT hard target, G gunpowder (ignores armour), C crossbow (reduces armour), H/AH horde or aggressive horde, E1/E2 evade, F flee and S shield wall. Army lists add special rules such as elephants recoiling 1 hex in a random d6 direction, combined arms units, dismounting cavalry and chariots shooting on contact.

E1, E2 - Unit can evade 1 or 2 hexes respectively, when contacted by an enemy unit. (1 or 2 points respectively.)
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Close Combat

2melee
Impact Bonus and Static CombatMulti-round / continuing melee

Impact bonuses apply on contact and keep applying while a unit keeps driving its enemy back, then are lost in Static Combat.

How it works

Spearmen, cavalry and chariots have impact bonuses of +1 to +4 (+6 for pike blocks), capped by stands remaining and reduced by 2 in column. A unit that forces a recoil or flee follows up and keeps its impact bonus next round. Once neither side moves, an SC marker is placed and no impact bonuses apply until contact breaks. Fresh units joining a Static Combat use their impact bonus.

Only a unit following -up a recoiling or fleeing unit can continue to use its Impact Bonus in the next round of hand-to-hand combat, and each subsequent round until the advance is stopped
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2melee
Recoil, Flee and Follow-upRecoil, push-back & breakthrough

Losers recoil one hex or flee a full move plus one, displacing friends, and winners must follow up.

How it works

A recoiling unit pushes back any friendly units in its way, and each displaced unit becomes disrupted, which can chain. A unit that cannot recoil or flee (blocked by enemy ZOC, impassable terrain or disrupted friends) is eliminated. Winners automatically occupy the vacated hex, and most must pursue fleeing enemies along the same path. A-class infantry, units behind obstacles and shield walls may decline to follow up.

It will automatically push back or displace any friendly units in order to make the recoil movement. The displaced friendly units, which could be many through the domino effect, each unit in turn becomes disrupted.
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2melee
Multiple Attacks and Shield WallSupport, flanks & overlaps

Multiple attackers pool their stands, and shield-wall units in a line support each other against recoil.

How it works

Up to six units can attack one unit; the attackers use the highest combat factor and highest impact bonus plus all their undisrupted stands, and all share the result. Units with the S trait in a straight line of adjacent hexes, with both open ends secured by friends or impassable terrain, do not recoil from shooting or melee and need not follow up. Only A-C class troops can form a shield wall, and hordes only between non-horde units.

Units in a shield wall do not have to follow-up after hand-to-hand combat but they have the option of doing so. They do not recoil from shooting or hand-to-hand combat and have no option to do so.
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1melee
Hand-to-Hand Combat formulaOpposed melee roll

Each side totals combat factor, stands fighting, impact bonus and a d6, and the difference is hits.

How it works

Combat Result = Combat Factor + stands eligible to fight + Impact Bonus (if applicable) + d6, or 2d6 if hosting a general. The loser takes hits equal to the difference, applied on the Combat Result Table. Disrupted units count only their Combat Factor, with no stands or impact.

The difference between the opposing scores gives the number of ‘Hit’ points against the losing unit(s) using the Combat Results table.
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Command & Control

2cmd
Command Move and Command RangeCommand radius / control range

Generals move first, then only units within their command range in hexes may move.

How it works

Generals have a command move and range of 2, 3 or 4 hexes by army (costing 8, 10 or 12 points). The range must trace a clear line not passing through enemy Zones of Control, and units in contact with commanded units are also commanded, chaining without limit except through disrupted units. Terrain limits the range (one hex into woods, not across lakes). A disrupted host unit cancels its general's command.

Only units, which are deemed to be under command of a general can make a tactical move.
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2cmd
Hordes and Aggressive unitsCommand friction & delay

Hordes need direct links to a general, and aggressive units charge uncontrolled when out of command.

How it works

Hordes are commanded only if they host a general, touch one, or trace an unbroken line of undisrupted friends to one. Aggressive units not under command automatically attack any enemy within their normal move at the start of their movement phase. Aggressive hordes break out of a shield wall when out of command.

Aggressive units will automatically attack any enemy units that come within their normal move range if they are not currently under the Command and Control of a General.
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2cmd
Generals and Hero GeneralsLeader effects

Generals roll 2d6 in combat, Hero Generals make adjacent units ignore the first three CRT lines, and generals can fight single combat.

How it works

A general with a host unit rolls 2d6 instead of 1d6 and dies if the unit is eliminated. Independent generals cannot be shot but can be attacked in melee. A Hero General (+5 points) makes any unit hosting or adjacent to him ignore the first three hits. A general can enter an enemy general's hex for single combat on 2d6, where the loser is killed or captured.

any unit hosting or in direct hex-to-hex contact with a hex containing a hero general ignores the first three hits, or the first three lines on the Combat Result Table.
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Morale & Cohesion

2morale

Disrupted units lose cohesion: they fight with combat factor only, shoot with half their stands and cannot move.

How it works

Disruption comes from CRT results or from being displaced or passed through by fleeing friends. A disrupted unit stays stationary, cannot be passed through, and rallies automatically at the end of its side's movement if not adjacent to an enemy. Some terrain makes units fight as if disrupted without a marker. There are no separate morale tests; morale is built into the CRT and unit position.

There is no need to scan lists of factors to ascertain the current morale or roll a di - morale effects are deliberately already built into the system to avoid any need for this.
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1morale
Winning the BattleArmy breakpoint

An army breaks when more than 50% of its combat stands are lost or all its generals are killed.

How it works

The threshold can be raised by agreement (60-100%). If time runs out, the side that has lost fewer points of units wins. Optionally, the death of the Commander-in-Chief loses the battle.

More than 50% of its combat stands are lost causing the army to break.
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Turn Structure & Sequence

1turn
Sequence of Play (bound)Structured phase sequence

Each side's bound is Command Move, Tactical Movement, Shooting (both sides), then Hand-to-Hand (both sides).

How it works

Sides alternate bounds. In a bound, the phasing side's generals move first and command range is fixed. Then commanded units move and disrupted units out of combat rally. Shooting is semi-simultaneous with the phasing side first, and all adjacent units fight hand-to-hand. The phasing player chooses the order in which melees resolve, which can cascade (e.g. breaking a shield wall before later fights).

Players take alternate bounds of movement, but shooting and fight hand-to-hand is first undertaken by the player who’s bound it is.
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1turn
Hold Fire OrderReactions & interrupts

Artillery can hold its fire to shoot during the enemy's bound instead.

How it works

A stationary artillery unit places an HF marker instead of shooting, letting it shoot in the opposing side's Shooting Phase. Removing the marker costs its own phase's shot. Shooters may also fire at units charging into contact with them.

An artillery or ballistae unit can Hold Fire instead of shooting, by placing a ‘HF’ marker in the artillery hex. This enables the artillery to fire during the Shooting Phase of the opposing sides bound.
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Damage & Attrition

1dmg
Removal of StandsFigure / stand removal

Stands are removed from 4 hits upward, and depleted units can merge.

How it works

Every class starts losing stands at 4 hits. A 4-stand unit reduced to one stand is removed, and 6-stand hordes can take up to 9 hits. Reduced units of the same type and class in adjacent hexes can combine during movement to rebuild full units. Stand loss also lowers the impact bonus and shooting dice.

All units start to lose stands regardless of their troop class ( A-E) when 4 or more ‘hits’ are scored against them.
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Resolution Engine

1engine
d6 for melee, d12 for shootingPolyhedral / quality dice

Melee uses d6 (2d6 with a general), and shooting uses one d12 per stand or artillery piece.

How it works

The game needs a few d6 and about 8 d12. Melee adds a single random d6 (2d6 for generals) to fixed factors, and shooting rolls d12s against target numbers.

A small number of six sided dice, ‘D6’, for hand-to- hand combat and about 8 x twelve sided dice (8D12), for shooting.
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Battlefield & Environment

1env
Stakes, Pavisses and Hard TargetsFortifications & siege

Field defences block impact bonuses, add armour or make units immune to shooting.

How it works

Planted stakes cover 2 hex sides, deny impact bonuses, stop recoil in melee, and eliminate units forced back through them. Pavisses add A2 against bows (A1 against guns) on the front two sides but limit movement to 1 hex and must be dropped to charge. Hard targets such as war wagons and stone walls are unaffected by shooting. A Siege & Assault supplement is referenced.

Wooden stakes prevent the use of Impact Bonuses in hand- to-hand combat for both attacking and defending troops.
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Scenario, Campaign & Victory

1scen
Deployment and InitiativePre-game sequence

The army with more fast cavalry chooses whether to deploy first, within three hexes of its edge.

How it works

The side with more units of speed 4-5 chooses to deploy first or second, with a roll if tied. The side deploying first also picks the table edge but moves second. Most players instead roll for edge, deployment and first move. Terrain may be laid out by a neutral third party.

The army with the most units with a movement speed of 4 or 5 hexes (light or scouting cavalry), has the option to deploy first or second.
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Special Systems

1special
Elephant UnitsMonsters & creatures

Elephants that are forced to recoil or flee rampage one hex in a random direction, displacing and disrupting any unit in the way.

How it works

When an elephant unit is forced to recoil or flee, it moves only 1 hex, in a direction chosen by a d6 (one of the 6 hex sides). Any enemy or friendly unit in that hex is automatically displaced and becomes disrupted. The elephant repeats this in each of its side's movement phases until it is eliminated or is no longer disrupted. The army lists add that elephants can shoot in any direction on first contact.

When elephants are forced to recoil or flee they move only 1-hex in any one of 6 directions dictated by a D6. Any enemy or friendly unit is automatically displaced and becomes disrupted.
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