Wargame Mechanics Index

Skirmish run-in

Skirmishers move into range, shoot and retire with the rest of their move in one action.

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How games do it 3 games

2fire
Belos ChargeHoplomachia

Skirmishers and cavalry run in, throw, and retire with the remainder of their move in one action.

How it works

Hippeis, peltastes and psiloi in OF or NF facing the target move just far enough to be in range (+1" range during a belos charge), fire at +1 Belos number, resolve immediately, then turn for 1" and move the remaining allowance back, ending facing the target. Hippeis ilai wheel 90 degrees to fire and wheel again to return. If chased by ekdromoi they move 1" further and end facing away.

may attack other units with their ranged weapons by running up to them and discharging their missiles and then retreating; this is the Belos Charge.
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2fire

A unit with Raid moves, attacks and then moves again in the same charge, and may bend its path.

How it works

Raid is a unit attribute. Normally a CHARGE is resolved MOVE then ATTACK, but a Raid unit does MOVE-ATTACK-MOVE and need not move in a straight line. Units such as light infantry, longbowmen, horse archers and light cavalry have it (archers have Attack Range 2), giving hit-and-run skirmishing.

Raid: The unit does not have to move in one straight line, but can bend its movement, and where other units that CHARGE do it in the order MOVE-ATTACK, this unit can MOVE-ATTACK-MOVE.
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1fire

After a Horse unit shoots it may pass a Discipline check and retire straight to its rear.

How it works

After shooting, a Horse unit can make a Discipline check. On success it moves up to its Speed value straight to its rear, keeping the same facing. Caracole cannot be used to complement any action while reacting.

After a Horse unit shoots, it can make a Discipline check that, if successful, will allow a movement as far as its Speed value, straight to its rear. The unit will keep the same facing that it had.
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