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Ancients: Tactical Battles in The Age Before Gunpowder
Ancients: Tactical Battles in The Age Before Gunpowder
ANCIENTS
TABLE OF CONTENTS
1.0
2.0
2.1
2.2
2.3
2.4
2.5
2.6
2.7
2.8
3.0
4.0
5.0
6.0
7.0
7.1
7.2
7.3
7.4
7.5
7.6
8.0
9.0
Standard Battles . . . . . . . . . . . .
Standard Battle Turn Sequence
Removal of Leaders . . . . . . . . . .
Panic Check . . . . . . . . . . . . . . .
Reinforcements . . . . . . . . . . . . .
Movement . . . . . . . . . . . . . . . . .
Replacement of Leaders . . . . . .
Fire Combat . . . . . . . . . . . . . . .
Melee . . . . . . . . . . . . . . . . . . . .
Rally . . . . . . . . . . . . . . . . . . . . .
Leaders . . . . . . . . . . . . . . . . . . .
Victory . . . . . . . . . . . . . . . . . . .
Optional Rules . . . . . . . . . . . . .
Naval Battles . . . . . . . . . . . . . . .
Naval Battle Turn Sequence . . .
Ship Movement . . . . . . . . . . . . .
Ramming . . . . . . . . . . . . . . . . .
Marine Movement . . . . . . . . . . .
Marine Attacks . . . . . . . . . . . . .
Ballista Attacks . . . . . . . . . . . . .
Repair . . . . . . . . . . . . . . . . . . . .
Further Suggestions . . . . . . . . .
Designer's Notes . . . . . . . . . . . .
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1
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3
3
3
3
4
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5
5
6
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8
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10
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12
1.3 Pieces
The game pieces represent the troop-types involved in
each battle. On the front of each piece is printed its full
strength, while on the back is its reduced value when
'disordered' (see Rules Section 2.7) due to combat or
terrain. In games such as this, it is traditional to refer to
such pieces as 'units'. Players should be aware of this
definition, even though it is a misnomer in this
particular game. To provide units corresponding to the
unit size of every army in every period of time would be
impractical. Instead, generic pieces representing like
types of troops are used.
Special Ability
None
*
Doubled vs. Cavalry
A Missile fire rating
B Missile fire rating
1.1 Components
All the components youll need to play the scenarios are
available on the Ancients web-site, with the exception of
at least one six-sided die (which can be borrowed from
another game or purchased at a neighborhood hobby
shop).
The set of rules youre reading should be downloaded
and printed for easy reference, as should the scenario
listings. Ideally, the maps and pieces should be printed
using a color printer for best effect. The latter should be
mounted on cardboard and carefully cut out.
1.4.1
Page 1
Infantry
Light Infantry (LI, 2-3, 2-3)
Mobs of poorly armed, often untrained men.
Heavily armed infantry, massed shoulder-toshoulder with pikes (long spears). The wall of
shield and tangle of spears gives them extra
defense against missiles.
1.4.2
Other
Cavalry
2.1
2.2
2.3
2.4
2.5
2.6
2.7
2.8
Removal of Leaders
Panic Check
Reinforcement Phase
Movement
Replacement of Leaders
Fire Combat
Melee
Rally
Page 2
2.3 Reinforcements
Check the scenario to see if reinforcements are due. If
so, they may be moved on this turn, saved until a later
turn, or remain off indefinitely. If the entry hexes are
occupied, the reinforcements may be placed off map on
an 'imaginary' hex. They may attack the blocking units,
but neither retreat nor move until they can enter the
map.
Note that reinforcements enter at full-strength, even if
the rest of the army has panicked.
2.4 Movement
In his movement phase, a player may move some, none,
or all his units, within the following restrictions. Units
are moved one at a time, the movement of each being
completed before the next is moved. A units movement
is completed once the movement of a subsequent unit
is begun, or when the player indicates that the last unit
to be moved has completed its movement.
Units move from hex to hex, paying costs in movement
points to enter each hex, and in some cases to cross
hex-sides (see Terrain Effects Chart). Units may move
up to their movement allowance each turn, but may
never exceed their movement allowance in a single turn.
Nor may they "save" movement points from one turn to
another, nor "loan" points to another unit.
2.4.1 Facing: Any unit on the map must be arranged
so that it is facing one of the 6 adjacent hexes. The 3
hexes at its 'top' are its front. The other 3 are its flank.
Leaders and Camps have a 360 degree front. Note that
In the example above, the unit pays 1MP to enter the hex
on its right front; 2MPs to enter the hill hex; 1MP to
change facing; 1MP to enter the hex now on its front
center. It could then spend its remaining point if so
desired.
2.4.5 Phalanxes: Phalanxes treat all terrain as if it
has a movement cost of 1.
2.4.6 Exiting map: To exit the map, move to one of
the hexes on the map's edge. Pay I additional movement
point to exit off the map. Units that exit the map may
not re-enter play, but do not count as losses for panic
either. (Exception: see special rules in certain
scenarios).
2.4.7 Enter map: Reinforcements (see Rule Section
2.3) are brought into play by paying to enter a hex on
the map's edge.
Page 3
2.7 Melee
The phasing player may now attack with any units
eligible to do so. Each attack is announced and resolved
before moving on to the next
2.7.1 Multiple Attacks: Each unit may make only
one attack per phase, even if its target retreats. Each
unit attacks alone, not in combination with other units
An enemy unit may be attacked any number of times.
2.7.2 Angle of Attack: A unit may attack only those
enemy units in one of its three frontal hexes.
2.7.3 Retreat Before Combat Eligibility: A unit
under attack may retreat one hex if it wishes, provided
its movement allowance is greater than that of the
attacker, it is not disordered, and there is an empty
adjacent hex which is not itself adjacent to the attacking
unit.
2.7.4 Retreat Before Combat Mechanics: The
retreating unit enters a vacant, adjacent hex which is
not itself adjacent to the attacking unit, adjusting facing
so that its center rear hex-side is adjacent to the hex
from which it retreated. The retreating unit is then
flipped to its disordered side.
2.7.5 Compute Combat Strength: Take the combat
strength of the attacking unit, multiplied by any
modifications. Modifications are as follows:
Page 4
Defender
6 Unit Strength
x2 Phalanx vs Cavalry
x2 Hill
x2 Leader
48
2.8 Rally
All Volley Markers are removed from units. Any phasing
disordered unit stacked with a friendly leader is
restored to full strength.
3.0 LEADERS
Leaders are not large formations of troops and therefore
behave differently.
3.1 Movement
Leaders have no movement allowance. They are simply
placed where desired at the conclusion of the phasing
player's movement phase.
3.2 Retreat
A leader may always retreat before combat. Remove the
counter from the map until next movement phase. Any
unit that was stacked with the retreating leader must
either retreat itself, or if unable or unwilling, it suffers
a 'DD' result before the attack begins.
3.3 Combat
Leaders double the strength of any unit(s) they are
stacked with, in both attack and defense.
Page 5
3.5 Capture
If enemy units enter a leader's hex either during
movement or advance after combat, the leader is
captured (placed to one side of the map).
4.0 VICTORY
The performance of the players is evaluated by counting
victory points. The player with more points is the
winner. If both have the same number of points, the
battle is a draw. One victory point is awarded for each
of the following:
5.4 Elevation
5.0 OPTIONAL RULES
Once players have mastered the basic game, they may
wish to add some of the following rules. Anything goes,
as long as it is mutually agreed upon.
Page 6
5.6 Duels
Battles in most Hollywood movies and in ancient
legends (but rarely in real life) were settled by
champions of either side fighting it out, with the armies
in the background as expensive stage props. If you wish
to add this, assign each leader a value from 1-5 (1 being
Darius, 5 being Richard the Lionheart). When two
enemy leaders are in adjacent hexes, the phasing player
may challenge his opponent to a duel during combat. If
the defender refuses, he must perform a retreat before
combat. If he accepts, each player secretly chooses a
tactic. Players simultaneously reveal the tactic they
have chosen, and cross-index them on the table below.
Defend
Cautious
Defensive
Offensive
-1
+1
Cautious
+1
Defensive
-1
Attack
Offensive
= Automatic no effect
5.9 Elephants
Elephants were very temperamental beasts in battle.
Any number of ingenious techniques were used to cause
them to panic (often into their own troops). To reflect
this, a player may use one of his command points
Page 7
No effect
No effect
No effect
Balks, will not move or attack this turn
Balks, will not move or attack this turn
Panics, phasing player gains control of the unit
for one full turn.
5.10 Dismounting
At the beginning of battle, the owning player may
substitute infantry units for cavalry units, as outlined
below.
1
2
1
1
1
2
Light Cavalry
Heavy Cavalry
Knight
Horse Archer
Cataphract
Cataphract
1
1
1
1
1
1
Mixed Missile
Heavy Infantry
Heavy Infantry
Light Archer
Heavy Archer
Heavy Infantry
Odds
Results
1-2
AD
1-1
2-1
DD
3-1
DE
7.1
7.2
7.3
7.4
7.5
7.6
Ship Movement
Ramming
Marine Movement
Marine Attacks
Ballista Attacks
Repair
Page 8
movement phase.
7.2 Ramming
Moving into a hex with an enemy ship may only be done
while executing one of the three types of ram attacks
covered here. A ship must be moving forward to execute
a ram attack.
7.2.1 Oar Rake: The moving ship enters an enemy
occupied hex via the enemys bow hex-side. If the
moving ship has enough movement points, it may
continue through the hex, but must stop on the other
side (otherwise it ends its movement in front of the
enemy ship). Both ships are then turned one hex-side
clockwise, and both players roll a die and add their
Crew Quality. Consult the Oar Rake column of the Oar
Rake Table for each attack. The attacks are considered
to be simultaneous.
7.2.2 Rudder Attack: The moving ship enters an
enemy occupied hex via the enemys stern hex-side. If
the moving ship has enough points, it may continue
through the hex, but must stop on the other side. The
moving player rolls a die and adds his Crew Quality.
Consult the Rudder Attack Table for this attack.
Forward, 2 points.
Backward, 3 points.
Pivot one hex-side, 5 points.
Miss. No effect.
Page 9
Page 10
7.6 Repair
Sinking ships may be repaired during the course of
play. During this segment, the phasing player rolls one
die for each ship he controls that is 'sinking' and
consults the Naval Repair Table. If the ship is large ship,
add 1 to the roll. If the ship gets a 'sinks' result, it is
removed from the game, along with any marines on
board.
Page 11
NATIONALITY
PERIOD
COMPOSITION
Egypt-Mesopotamia
1300-650 BC
3 CH, 4 LI, 2 MM
Assvria
1100-650 BC
Persia
550-300 BC
Greece
500-300 13C
1 LC, 3 PX, 2 MM
Macedonia
350-150 BC
Carthage
300-200 BC
Celts-Germans
250 BC 100 AD
Parthians
200 BC-600 AD
5 HC, 10 LC
Rome
200 BC-200 AD
Goths-Vandals
300-500 AD
Huns-Magyars
350-450 AD
Byzantium
500-1200 AD
Turks
600-1450 AD
10 LC, 2 HC, 5 LI
Franks
700-900 AD
6HC, 2 LI,1LA
Viking
800-1000 AD
Normans
1000-1100 AD
4 HC, 2 HI, 2 LA
Chivalry
1200-1400 AD
6 KT, 3 HA
Mongols
1200-1250 AD
English
1300-1400 AD
1300-1450 AD
3 PX, +1 LDR
Swiss
Elephants: This nationality may
buy elephants at half the normal
rate. Any other nation wishing to buy them
must buy them from this power's stock and
at the price he sets. Note: Whenever a
nation has elephants in its army, it is
assumed that its cavalry horses will have
become accustomed to them and have lost
their fear of elephants; therefore, enemy
elephants are not doubled when attacking
its cavalry.
Page 12
CREDITS
Game Design . . . . . . . . . . . . . . .
Web Edition Production . . . . . . .
Original Unit Icon Design . . . . .
Map Design and Unit Adaptation
Image Source . . . . . . . . . . . . . .
Page 13
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William L. Banks
Michael P. Nagel
. . Beth Queman
Michael P. Nagel
. . Corel Gallery