Wargame Mechanics Index

Thunderbolt's Last Stand (Attack of the Galatians!)

Bolts formation-dependent armour, 45-degree front arcs and phalanx turning penalties onto a loose skirmish system.

A Lion Rampant ancient variant and scenario for the Galatian ambush of Ptolemy Keraunos' Macedonian army in 279 BC. It supplies unit profiles for Successor and Galatian troops and special rules for Drilled close-order units, phalanx manoeuvre limits, pikes, massed cavalry and war elephants. Galatians enter from three zones with a free move, and the game ends when one side has lost over half its points or after six turns.

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Mechanics 11 · 0 distinctive

Command & Control

2cmd
Initial activation failActivation test

A failed first activation allows one more roll for another unit before the turn ends.

How it works

Lion Rampant activation rolls are kept, but if the first unit chosen in a turn fails its roll the player may roll once more for one other unit before the turn passes. On their first turn all Galatian units get +1 to activation rolls, not only those within 12" of the general.

If the first unit chosen in a turn fails its activation roll, the player can then roll once more for one other unit; then his turn is done.
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1cmd
General riding elephantLeader effects

The Macedonian king can be attached to the elephant, with special vulnerability and no challenges.

How it works

Keraunos may be attached to the elephant model; he is vulnerable as usual, and if he is eliminated the elephant takes a wound. Neither general can issue a personal challenge while Keraunos rides the elephant.

Neither general can issue a challenge if Keraunos is riding an elephant.
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Forces & Unit Definition

2force
Drilled / Massed cavalrySpecial traits & abilities

Keyword special rules modify formation, armour and dice.

How it works

Drilled units must form in two or three ranks with models touching and gain +1 Armour against attacks and missiles to the front even after moving, losing it at half strength, when Battered or in rough terrain. Massed cavalry units have ten models and roll twelve attack dice, dropping to six at five or fewer models. Other keywords (Evade, Ferocious, Wild charge, Counter-charge, Fleet-footed) follow Lion Rampant.

When fighting or defending against missiles to the front they gain +1 to their Armour value even if they have moved.
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1force

Each unit type has a profile card with Lion Rampant style statistics.

How it works

Cards give Attack, Attack Value, Move, Defence Value, Shoot, Shoot Value, Courage, Max Movement and Armour plus special rule keywords and models per unit, e.g. Macedonian phalanx: 6+/5+/5+/4+/-/-/4+/5"/3, Phalanx; Pikes; Drilled, 12 models, 4 points.

AT: Attack, AV: Attack Value, M: Move, DV: Defence Value, S: Shoot, SV: Shoot Value, C: Courage, MM: Max Movement, A: Armour.
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Close Combat

2melee
Front facing clarificationSupport, flanks & overlaps

Flank overlap negates the Drilled frontal armour bonus.

How it works

To negate a Drilled unit's frontal armour bonus, the attacker must have at least half its models overlapping the target's flank and/or rear, judged with a straight edge set 45 degrees from the target's front.

the attacker must have at least half its models overlapping the flank and/or rear of the target unit when it attacks or shoots.
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1melee

Cavalry are halved in combat against pikes to the front.

How it works

Cavalry roll only half their combat dice when attacking, or being attacked by, pikes frontally.

Cavalry only roll half their combat dice when attacking or being attacked frontally by pikes.
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Scenario, Campaign & Victory

1scen

The game ends when one side loses over half its points or after six turns.

How it works

Victory is decided by breaking the enemy: the game ends when either side has lost over half its points, or after six turns representing nightfall.

The game ends when one side loses over half its points, or when six turns have passed.
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1scen
Ambush deploymentPre-game sequence

Macedonians start crammed in a box; Galatians enter from three zones with a free move.

How it works

Macedonian infantry and elephant set up in a 6" x 12" box facing entry zone B, with the cavalry touching it; the usual 3" gap between friendly units is reduced to 1". The Galatians then enter with a free move needing no activation, at least one unit from each of zones A, B and C, none held off-table, and take the first turn.

The Galatians enter the table with a free move; no activation is needed. At least one unit must enter from the centre point of each of the three entry zones
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Damage & Attrition

1dmg

The single-model elephant absorbs six wounds and weakens at three.

How it works

The elephant can take six wounds before it is felled; once reduced to three wounds it rolls only six dice in combat. If the general riding it is eliminated, the elephant suffers a wound.

The elephant can take six wounds before it is felled. When reduced to three wounds it only rolls six dice in combat.
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Morale & Cohesion

1morale

Units attacked by elephants take an immediate Courage test, cavalry at a larger penalty.

How it works

A unit attacked by an elephant immediately takes a Courage test at -1. Cavalry test at -2 if attacked by, or wishing to attack, an elephant, and must retreat a half move if they fail.

When attacked by an elephant, the unit must take a Courage test at -1 immediately. Cavalry test at -2 if they are attacked or wish to attack.
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Movement & Manoeuvre

2move

Phalanx units move fully only straight ahead or within 45 degrees; Drilled units see only to their front.

How it works

Phalanx units may move their full distance straight ahead or deviating up to 45 degrees left or right; any other turn or direction limits them to 3". Drilled units can only see to attack within 45 degrees of their front facing.

If they move straight ahead or only deviate to the right or left by 45 degrees, they may move fully. If they turn or move in other directions, they move a maximum of 3".
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