You are on page 1of 20

johnny okane (order #7165245

)

Introduction to the Hurlbat Publishing Edition
Welcome to the Hurlbat Publishing edition of ‘Micro Warfare Series: Micro Ancients’
This series of games was original published by Tabletop Games in the 1970s with this title being published in 1976. Each game in
the series aims to recreate the feel of tabletop wargaming with large numbers of miniatures but using printed counters and
terrain so that games can be played in a small space and are very cost-effective.
In these new editions we have kept the rules and most of the illustrations unchanged but have modernised the layout and
counter designs to refresh the game.
These basic rules can be further enhanced through the use of the expansion sets below, which each add new sets of army
counters and rules to the core game:
Product
Expansion I
Expansion II
Expansion III
Expansion IV
Expansion V

Subject
Chariot Era & Far East
Classical Era
Enemies of Rome
Fall of Rome
The Dark Ages

Additional Armies
Assyrian; Chinese; Egyptian
Indian; Macedonian; Persian; Selucid
Britons; Gallic; Goth
Byzantine; Hun; Late Roman; Sassanid
Norman; Saxon; Viking

Happy gaming!
Kris & Dave
Hurlbat
July 2012

© Copyright 2012 Hurlbat Publishing
Edited by Kris Whitmore

Contents
Introduction to the Hurlbat Publishing Edition ................................................................................................................................... 2
Move Procedures ................................................................................................................................................................................ 4
Terrain ................................................................................................................................................................................................. 4
Missile Combat ................................................................................................................................................................................... 6
Melee Combat .................................................................................................................................................................................... 8
Appendix One – Creating Terrain ...................................................................................................................................................... 12
Appendix Two - Deciding the Winner ............................................................................................................................................... 13
Appendix Three – Counters and Definitions ..................................................................................................................................... 14
Appendix Four – Combat Charts ....................................................................................................................................................... 16
Appendix Five – Rules clarifications .................................................................................................................................................. 19

Tip - For best results when printing counters, please set your Page Scaling option to “None”.
© Copyright 2012 Hurlbat Publishing
johnny okane (order #7165245)

http://www.hurlbat.co.uk

2

Now the Carthaginian army can once again cross the Alps into Italy. with counters representing some 30. Using the simple but comprehensive rules. and once again be forced back into the African continent. up to six players are able to recreate a complete battle on any flat surface. The Roman army counters represent a force of two legions.hurlbat.000 men. with auxiliary and other friendly foreign troops.uk 3 . totalling approximately 22. winning great victories such as at Cannae.Micro Ancient Warfare This game recreates a battle during the Punic Wars. © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) http://www. fight their way into the heart of the Roman countryside. You are the general commanding one of these armies.000 men.co. thus giving an extremely variable playing area. The Carthaginian army is typical of a mercenary type army. The battlefield can be varied to suit any type of terrain. between Carthaginian and Roman Republican armies. to be defeated at Zama.

The sequence of each move is as follows: 1. © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) http://www.Move Procedures The game is played on an alternate move basis. The moving player then moves his other units as required Non-moving player specifies any evading of counter-charging units and determines their move Non-moving player determines the result of any missile fire. 5. retreating or evading may move in their enemy’s move turn. 2. 3. 4. Vision Restrictions Troops in woods will be able to see other troops only if they are within 30mm of each other. in broken ground or behind a wall or hedge. routing. Troops in the woods will not be seen by troops outside the wood if the latter is not on the edge of the wood.co. other than those which are counter-charging. Move all routing and retreating units Moving player declares any charges. on the edge of dead ground.uk 4 . measures the distance to contact and determines at which point in the move contact was made. resolving any missile morale tests resulting from this missile fire as they occur Resolve all melees. taking a morale test as the result of each individual melee as it is completed Terrain See Appendix One for details on how to make and set up your battle terrain.hurlbat. Cover A unit will be considered to be in cover when in a wood. No unit. each side throwing one die at the beginning of the game and the higher score moving first on all odd numbered moves.

Reforming will take one stationary move. A Roman Cohort may change position with another cohort which is supporting is and which is within 10mm of its immediate rear.co. In this case only. Roman Cohort Change Rule This rule is included to simulate the interchanging of lines in the Roman Cohort when in melee. 7. © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) During the Roman move. Unforming A unit will become unformed when one of the following occurs: 1. neither will become unformed. all other troops will unform both their own unit and the ones they pass through.uk Cohort 2 Cohort 1 Enemy unit advances to contact Cohort 2 in the same move. neither becoming unformed http://www. 2. with the exception of the Roman Cohort change rule. 6. if required. 3. Missile armed troops may fire at half effect whilst reforming. Enemy unit Enemy unit Cohort 1 Cohort 2 Enemy unit Cohort 2 Cohort 1 During the Enemy Unit’s move. over broken ground and soft sand If M3 class troops are contacted by an enemy whilst wheeling If a unit is hit in the flank or rear and no troops are facing that way After disengaging from a melee against any troops other than open order infantry Immediately a unit begins to rout After completing a pursuit. Units interpenetrated may not mount a counter-charge in the same move. 5 . both units choose to melee. Cohort 1 chooses to fall back through Cohort 2. 4. Close Order and order troops and armoured cavalry will become unformed when moving through woods. 8.Interpenetration This occurs when one unit passes through another. 5. but not whilst pursuing Cavalry within 75mm of elephants By interpenetration Reforming A unit in melee will not be able to reform until it disengages. it will mean the Roman unit giving ground because the front unit must withdraw through the supporting unit. the object being to bring a fresh unit into contact. Close order units may not interpenetrate other close order units. One unit must be stationary whilst the other moves through it. This must be done during their own move turn.hurlbat. When this movement is used. Enemy units may follow up in the same move and will be classed as advancing if they do so. It will not count following up or charging but will count as advancing. Open order units may pass through other units without unforming either. All troops may counter-charge if charged but will count as unformed in the melee.

e. and cross-reference the relevant number of fighting factors firing with the number of fighting factors in the particular target formation. Add or subtract this result to the basic factor from 2 above Missile Random Factor This is determined by throwing one red die. 3. counting the score as positive. Measure the range from the centre of the firing unit to the nearest point on the target counter and determine if it is within close or long range Turn to the missile table on the combat charts. counting the score as negative. No unit may fire whilst charging. and one black die. Ignore any negative results. Had the random factor been -2 then the above result would be 31 – 10 = 21 fighting factors lost. © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) http://www.uk 6 . If any of the target counters are within the arc then they may be engaged. place the firing arc segment alongside the firing unit counter and lay a tape measure along the appropriate line. giving a final result of 31 + 10 = 41 fighting factors lost. This is taken into account in the melee calculation.co. the result of such fire is calculated as follows: 1.hurlbat. Arcs of Fire To determine if a unit can fire at a target. This gives the basic factor loss by the target. 2. 2 x 5). Example: 450 bowmen are firing at 1000 close order infantry at 120mm range. Missile fire calculation When two opposing units come within the relevant missile range. and one is capable of firing. Result Any positive result gives the number of fighting factors lost by the target unit. and the random factor result is plus two.Missile Combat Weapon Ranges Weapon Bows Slings Javelins War Engines Close Range Up to 75mm Up to 75mm Up to 15mm N/A Long Range 75mm to 150mm N/A N/A Up to 400mm Note: Hand-hurled weapons are not thrown during the move that a unit charges into contact. Throw a random factor and multiply the result by five. Open order bow armed cavalry may also fire 60° either side of their centre to the rear. Firing into Melee No unit may be engaged with missile fire while it is engaged in melee. This figure is subtracted from the unit’s present fighting factor total on the casualty record sheets. From the table the basic factor is thirty one and the random factor is plus ten (i. The result achieved cannot be outside the limits stated in the table below: Troop Class M1 M2 M3 Maximum +3 +5 +5 Minimum -1 -3 -5 Note: If an M1 unit achieves a random factor result of +4 it is counted as only +3.

Missile Morale This morale test is taken by a unit which suffers the loss of 50 or more fighting factors from missile fire in any one move. take a basic morale factor of 80 and add or subtract the following: 1.co. or this move if it is charging. 2. add or subtract any tactical factors from Table 4 Result The resulting score is now cross-referenced on the Morale Results Table to determine the unit’s course of action next move. © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) http://www. Any compulsory action by the unit will not take place until the beginning of the next move unless it is a charging unit. To determine a unit’s missile morale. if any. from 1 above Finally. From Table 3 on the morale combat chart. The test should be taken immediately the loss occurs. Table 2. when the order will apply from the point where fire was taken.uk 7 . 3. Add or subtract this result to the basic morale rating factor Turn to the total loss factor table.hurlbat. and compare the unit’s present fighting factor with its initial fighting factor and subtract the result. determine the unit’s random factor by throwing one die and cross referencing this score with the unit’s M rating.

Pursuit Pursuit.Melee Combat A melee will take place when two or more opposing units come into contact with each other. M3 class units may attempt to break off pursuit by throwing one die: 1-4 and they must continue the pursuit. The evading unit will finish with its back to the enemy and will be unformed at the end of the move. Routing units and their pursuers will move and melee each move. For a unit to mount an effective counter-charge it will not be able to fire if it is at close range. On the second and subsequent rounds of pursuit all units except M3 class may break off the pursuit. Counter-Charging A unit wishing to counter-charge may elect to do so even in its own firing move. Gallic swordsmen will count as javelin armed troops in the first round of melee. An evade move must be declared immediately the charge is announced and is then a move straight back without allowing for any turn deduction. All melee calculations will be made at the end of each move. © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) http://www. M1 class infantry and other units who are with the C-in-C and who may choose their action. Open order sling and bow armed troops may not initiate a charge. Evading Open order sling and bow armed troops and artillery crews must attempt to evade an attacker. and then reverting to the use of their large flat swords. or which is attempting to evade it.co.hurlbat. 5-6 and they may break off the pursuit. after a melee. ignoring the firing and non-firing move rules. Charging A unit may charge once in every three moves but may use its charge rate continually when pursuing a unit which it has routed. except for artillery crews who never pursue. If at long range it may fire before starting its charge. To represent this. is automatic of the first move. Other open order troops may evade as necessary. In the second and subsequent rounds they will count as sword armed troops.uk 8 . Gallic Infantry Gallic infantry have a special melee rule to simulate the throwing of their javelins as they charge home. An infantry unit may only counter-charge another charging infantry unit.

Repeat steps 1 to 3 above for the opposing unit © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) http://www. To determine the result of the melee proceed as follows: 1. In the second and subsequent rounds of the same melee the unit may count its full fighting factor. 4. Note: Infantry may only advance to engage enemy cavalry in a melee if the cavalry are already engaged in a stationary melee. in the appropriate weapon section Add or subtract to 1 above any tactical factors that apply Finally. 2. throw one die and cross-reference the score with the unit’s M rating in the Random Factor Table. it will count only half its present fighting factor in the first round of melee. The defending unit will count its full present fighting factor to its front and also one quarter of its present fighting factor to its attacked flank Melee Calculation When two or more unit counters come into contact with each other a melee will result. determine the unit’s weapon factor by cross-referencing the unit’s present fighting factor with the type of enemy it is engaging. 3.co.Flank Attacks When an attacking unit engages another in flank. if not engaged by more than one enemy unit. Attacker These units may only use half their present fighting factor in the first round of melee Defender Attacker Attacker Defender This unit will use half its present fighting factor against each attacking unit in all rounds of the melee Attacker Attacker Defender In this instance both attacking units will count their full present fighting factor in the second and subsequent rounds of melee. Result Any positive result is the number of fighting factors lost by the opposing unit.hurlbat. From Table 1 on the Melee Chart. Ignore any negative results.uk 9 . divide the result in proportion to the number of units engaged. If more than one unit is opposing. or only part of an enemy unit counter. Add or subtract the result to 2 above.

co. 5. After 4 above. Add or subtract this result to 7 above Result Using the resulting factor consult the Morale Results Table to determine any compulsory action which the unit must carry out next move.e. Once in cover the unit must remain stationary for one move. and means that the unit must retreat.hurlbat. without penalty. In the following moves. giving the opposing unit the option to follow up The unit must retreat facing the enemy for one move. the unit losing the most fighting factors. GOOD PUSHED BACK RETREAT 1 MOVE ROUT The unit may carry on the with the melee or take any other optional action Tthe unit is pushed back 10mm. and its loss factor from Table 1 From the Tactical Factor Table add or subtract any relevant tactical factors to 5 above Turn to the Total Loss Factor Table. determine which unit as lost the melee. Retreat to Cover Applies to missile morale only. Cover is defined as: to the rear of friendly close order or order troops. from 6 above Throw one die and cross-reference the score with the unit’s ‘M’ rating on the Random Factor Table. Table 2.uk 10 . facing the enemy. giving the opposing unit the option to follow up The unit will turn. 6.Melee Morale This is a continuation of the melee and such tests should be taken by the unit losing the most factors in the melee round. and move at rout speed directly away from the melee. if not rallied. Compare the unit’s present fighting factor with its initial fighting factor and subtract the result. 8. 7. © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) http://www. i. it must attempt to move directly towards its own base line. to the nearest cover. if any.

Attacker Defender Defender Defender Attacker Defender Defender Defender Defender Defender Rout Rout Rallying To rally a routing unit throw one ordinary die and consult the table below: Unit Strength C-in-C with unit C-in-C not with unit M Rating M1 M2 M3 M4 M5 M6 Full to ¾ 2 to 6 3 to 6 4 to 6 3 to 6 4 to 6 4 to 6 ¾ to ½ 3 to 6 4 to 6 5 or 6 3 to 6 5 or 6 5 or 6 ½ to ¼ 4 to 6 5 or 6 6 5 or 6 6 6 Below ¼ 5 or 6 6 6 6 - NOTE: The figures in the table are the dice throw required to rally a unit. to one flank.co. If neither of these cases applies the routing unit must break through them. and there is a gap. © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) http://www.Note on Routing Units A routing unit may move round other friendly units if those units are not touching it.uk 11 .hurlbat. at least 10mm wide.

lining up the crest lines at either end. in varying sizes and shapes.Appendix One – Creating Terrain To make up terrain features for this game proceed as follows: Hills Cut hill contours from brown or grey card.co. broken ground and soft sand Cut irregular shape between 4” and 6” long by 1” to 3” wide from coloured card different to that which is used for the hills. Mark each piece with the type of ground that it represents. and mark the crest line on each: 1" to 2" 2" to 4" 6" to 10" Place on top. Scrub and wood can also be made in this way using green card.hurlbat. Road.uk 12 . rivers and bridges All such terrain features can be indicated on the playing area by using coloured chalks. 4" to 6" Dead ground. © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) http://www.

Appendix Two .uk 13 . and his forces should be set up before the attacker determines the start positions for his units. To achieve victory the attacker must either take more terrain points than the defender holds at the end of the game. both commanders write general orders for each section of their army. These orders will be carried out and may only be changed by the C-in-C counter being moved to the units concerned in the new orders. between 50 and 200 to various terrain features Or.Deciding the Winner Set up the terrain and before placing the unit counters in their start positions decide which game type is to be played: Allocate points.co.e. or achieve his objective for the second case. when each side has set out its unit counters. determine some action which the attacker must take to achieve victory i. where one side occupies a defensive position and the other side assaults that position.hurlbat. which may only be changed by the C-in-C. Campaigns For the purpose of campaigns use the following scale: Battlefield ½ mile = 400mm One pair of moves = ½ hour Writing Orders In the basic game. © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) http://www. and artillery must be given specific targets or target priorities. for the first case. Individual units may be given specific orders if required. clear the road off the board or take the main hill in the defender’s centre. The defender should occupy positions which cover at least three quarters of the width of the playing area. Type of Game It is suggested that the type of game played is that of attack/defence.

Roman cohorts are armed with legionary weapons.co. Weapon Identification Codes LTS STS HTS 2HH Sw Long Thrusting Spear Short Thrusting Spear Heavy Throwing Spear Two-Handed Cutting Weapon Sword Only © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) http://www. Other units are armed as indicated on the counter.uk 14 . Other Counters RC Place by the side of a unit ordered to retreat to cover PB Place by the side of a unit which is pushed back in melee R Place by the side of a unit which is ordered to retreat NOTE: To indicate a unit which is routing.hurlbat. take any of the above counters and place by the unit with the blank side upper-most.Appendix Three – Counters and Definitions Casualty Record Sheet Definitions U IF K PF B D Unit Identification Initial fighting factor Killed Present fighting factor Artillery unit identification This column should be ignored Game Counters Troop type / Legion number Unit formation CO Cohort number I2 625 M2 Unit’s ‘M’ rating Initial fighting factor NOTE: All Roman and Carthaginian cavalry are armed with javelins and swords.

Open order cavalry Close order cavalry Open order cavalry Spanish or Gauls Close order cavalry Spanish or Auxiliary Carthaginian Army Close order infantry Open order infantry Legion 2 Open order infantry Legion 1 Artillery Roman Army Close order cavalry Spanish or Gauls Spanish or Auxiliary Close order cavalry Open order cavalry Open order cavalry johnny okane (order #7165245) 15 http://www.uk © Copyright 2012 Hurlbat Publishing .co.hurlbat.

Open Order Troops Armoured Cavalry Troop Class M1 M2 M3 © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) FIGHTING FACTORS IN TARGET Short TARGET FORMATION RANGE All artillery and bows over 75mm TARGET FORMATION Long FIGHTING FACTORS IN TARGET NUMBER OF FIGHTING FACTORS FIRING 901+ 300-900 1-300 901+ 300-900 1-300 901+ 300-900 1-300 901+ 300-900 1-300 901+ 300-900 1-300 901+ 300-900 1-300 901+ 57 45 38 35 28 23 28 22 18 80 65 55 62 50 42 44 35 29 Maximum +3 +5 +5 http://www. 85 68 52 36 18 90 75 55 38 18 82 63 44 26 16 87 67 48 28 17 48 38 28 20 10 80/55 58/35 38/25 20/15 10/8 30 20 12 106 88 71 54 34 100 80 62 45 25 90 80 70 50 30 113 93 73 53 33 55 45 35 30 18 85/60 70/40 50/30 30/20 25/15 45 30 17 65 50 37 23 8 70 51 33 20 10 80 60 40 20 12 80 60 40 20 12 40 30 22 18 8 60/60 40/40 20/20 10/10 8/8 25 18 10 75 60 48 32 15 80 60 42 30 15 90 70 50 30 15 90 70 50 30 18 44 34 25 19 9 70/50 50/32 30/22 18/12 12/8 45 30 17 PIKE (Note 2) TWO-HANDED CUTTING WEAPON (Note 2) CHARIOT (Note 2 & 3) 1. Over 1001 801 – 1000 601 – 800 401 – 600 201 – 400 Under 201 Over 801 601 – 800 401 – 600 201 – 400 Under 201 Over 301 151 – 300 Under 151 120 100 80 60 40 20 65 60 50 30 20 66 46 18 125 105 85 65 45 25 90 80 60 55 40 78/32 58/25 32/15 115 95 75 55 35 18 60 50 30 20 15 30 20 12 125 105 85 65 45 25 65 55 35 25 20 78 58 32 Javelin Armed / Sword Armed Please refer to expansions for additional rules Against infantry values are for normal/passing melee Table 2 – Random Factors Class M1 M2 M3 1 -10 -15 -15 2 -5 -10 -10 Dice Throw 3 4 0 +5 0 +5 -5 -1 5 +10 +5 0 6 +15 +10 +10 Table 3 – Tactical Factors +5 +5 +8 +12 -10 -20 -30 -10 -20 Melee Round 1st Subs. Kontos Sword -3 -8 -8 +10 +5 -5 -5 - Missile Table Bows under 75mm & handhurled weapons & slings CO & O Infantry & CO Cav. Open Order Troops Armoured Cavalry CO & O Infantry & CO Cav. Ele.hurlbat. Fresh unit joins melee this move (not if unit charged) Enemy pushed back last move Following up a retreating or routing enemy United charged into contact this move Infantry facing enemy across cover Cavalry or elephant facing enemy across cover Chariots facing enemy across cover Own unit unformed Own unit routing Enemy Weapons Own Weapon Gallic Javelin HTS Pike/LTS Legion. Inf.uk 701 To 900 48 40 36 29 24 21 23 19 16 72 60 53 53 44 40 36 30 27 501 To 700 41 35 32 23 20 18 18 16 14 64 55 50 44 38 34 29 25 22 301 To 500 31 27 24 18 16 14 14 12 10 49 42 38 34 29 26 23 20 18 101 To 300 23 19 17 14 12 11 11 9 7 36 30 27 24 20 18 18 15 13 1 To 100 13 10 8 10 8 8 8 6 4 20 17 15 12 10 8 11 9 7 Minimum -1 -3 -5 16 . 2.Appendix Four – Combat Charts Melee Tables Own Weapon LEGIONARY WEAPONS LONG THRUSTING SPEAR & SHORT THRUSTING SPEAR INFANTRY DART OR JAVELIN ALL TYPES OF HEAVY THROWING SPEAR INFANTRY ARMED ONLY WITH SWORD CAVALRY JAVELIN AND SWORD (Note 1) ELEPHANT Own Present Fighting Factors Over 800 601-800 401-600 201-400 Under 201 Over 800 601-800 401-600 201-400 Under 201 Over 800 601-800 401-600 201-400 Under 201 Over 800 601-800 401-600 201-400 Under 201 Over 800 601-800 401-600 201-400 Under 201 Over 600 401-600 201-400 101-200 Under 101 Over 200 101-200 Under 101 Opposing Troop Type Cav. 3.co. Char.

Movement Tables The tables below give the maximum distance in MMs that a unit may move in any one move turn.co. or any part of that unit. A – Armoured Morale Tables Table 1 – Losses 71-80 81-90 R 10 20 30 50 60 75 R R 10 20 30 50 60 75 R R R 15 20 30 50 60 75 R R R R 15 20 30 50 60 75 Over 140 61-70 R 20 30 50 60 75 131-140 51-60 10 30 50 60 75 121-130 41-50 25 50 60 75 111-120 31=4- 40 60 75 101-110 21-30 60 75 75 91-100 11-20 Enemy Losses 0-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100 101-110 111-120 121-130 131-140 Over 140 0-10 Own Losses R R R R R 15 20 30 50 60 70 R R R R R R 15 20 30 50 55 70 R R R R R R R 15 20 30 45 55 70 R R R R R R R R 15 20 25 45 55 70 R R R R R R R R R 15 15 25 45 55 70 R = Automatic Rout Table 2. * This distance is the maximum distance which a unit. Normal Rate Charge/Rout Rate Wheeling * Retreat Rate 45 60 25 30 75 100 40 40 90 120 50 50 60 110 160 75 80 120 200 220 100 120 45 75 120 20 20 25 40 80 Not Poss. To turn a unit up to 180° requires one full move. OO – Open Order. may move in any turn in which it wheels. Not Poss. Terrain Woods Broken Soft Sand Marsh ½ Rate Impassable Normal ½ Rate Inf. O – Order. CO – Close Order.hurlbat. Troop Type CO Infantry O Infantry OO Infantry A Cavalry CO Cavalry OO Cavalry Elephant Chariot Turning ½ Rate Hills * Impassable -30 -40 Normal * Penalty applies to either up or down.uk 17 . CO O OO A CO OO Cav.Total Unit Loss 75-149 150-249 250-375 376-525 526-675 676-825 826-975 Over 975 Table 4 – Tactical Factors Up to 74 Present Fighting Factor Initial Fighting Factor 200-300 301-500 501-700 701-900 901-1100 1101-1300 Over 1300 -30 -30 -30 -30 -30 -30 -30 -20 -30 -30 -30 -30 -30 -30 -10 -20 -25 -30 -30 -30 -30 -10 -20 -20 -25 -30 -30 -10 -20 -20 -25 -25 -10 -20 -20 -20 -10 -20 -20 -10 -10 -10 Table 3 – Random Factors Dice Throw ‘M’ Rating M1 M2 M3 1 2 3 4 5 6 +5 -5 -10 +10 0 -5 +20 0 0 +25 +5 0 +30 +10 +5 +30 +15 +10 © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) +10 +10 -10 -10 -12 -5 C-in-C with unit Unit advanced for any part of move Unit unformed Unit unsupported when in the open and no other unit within 150mm If under missile fire Pre friendly unit routing within 200mm and in sight (up to a maximum of -15 factors) Table 5 – Morale Result Table Morale Factor Total 70+ 60-69 50-59 Unit in melee Unit under fire Good Pushed Back Retreat 1 Move 40-49 Less than 40 Retreat 1 Move Rout Good Good May not advance for 1 move Retreat to cover * Rout * Cover may be defined as to the immediate rear of a friendly close order or order unit http://www.

co.uk D IF PF U K B Target IF PF B Target IF PF B Target IF PF B Target IF PF D D IF PF 18 .Casualty & Fighting Factor Record Infantry U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K D IF PF Casualty & Fighting Factor Record Cavalry & Artillery U K D IF PF U K D IF PF U K D IF PF U K D IF PF U K U K D IF PF U K D IF PF U K D IF PF U K D IF PF IF PF B Target IF PF B Target IF PF B Target IF PF B Target © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) IF PF U K B Target IF PF B Target IF PF http://www.hurlbat.

if they do not wish to break off the pursuit they remain in contact unless the routing unit moves faster. They follow up automatically as it is assumed to be at the same time.Appendix Five – Rules clarifications Question If a routing unit breaks through another friendly unit what status does this unit become? If charging units move in phase 2 of the movement sequence.hurlbat.uk 19 . Only when in contact with a routing unit. No. what factor does a flanked unit have to its front and flank? Is it possible to fire on an enemy which is behind another unit (friendly or enemy)? Are losses of melee calculation step 1 taken into account by the opposing unit in melee calculation step 4? © Copyright 2012 Hurlbat Publishing johnny okane (order #7165245) Response Unformed Measure the charge distance of both charging and counter charging units. No. The unit will have full factor to the front and ¼ to the flank. move in phase 1 of the next move? May pursuing units move in their enemy’s move turn? At what rate does an evading unit move? In the second and subsequent rounds of melee. they will meet at the halfway point Yes. how can counter charging units move if they will become adjacent at the end of the move? If a pursuit after a melee is automatic for the first move.co. may pursuing units move in phase 1 of the enemy’s next move turn? When units are pushed back as the result of a morale check do the opposing units following up. http://www. this is classed as in dead ground. they are considered to be simultaneous. Charge rate.

CO CO CO I8 625 I7 625 I6 625 I5 625 I4 625 I3 625 I2 625 M2 M2 M2 M2 M2 M2 M2 M2 CO CO I9 625 CO CO CO CO CO II 10 625 II 9 625 II 8 625 II 7 625 II 6 625 II 5 625 II 4 625 II 3 625 II 2 625 I 10 625 M2 M2 M2 M2 M2 M2 M2 M2 M2 M2 CO CO Javelin 1 500 I2 1100 I1 1100 M2 M2 M2 M2 CO Javelin 3 500 M2 M2 CO Javelin 4 500 Javelin 2 500 CO Roman 1 CO Roman 2 CO Roman 3 CO Roman 4 CO Roman 5 CO 358 M1 M1 M1 358 358 M1 M1 358 358 203 Roman 6 CO Irregular 1 OO 203 M1 M3 Irregular 2 OO 203 358 M3 Irregular 3 OO 235 M3 Bow 2 350 Sling 1 230 Auxiliary 1 OO 235 Bow 1 350 OO OO M3 Auxiliary 2 OO 235 RC RC RC CO CO CO M3 M3 M3 M3 M3 RC RC CO Spanish 1 HTS 980 Spanish 2 HTS 980 Spanish 3 HTS 980 Spanish 4 HTS 980 Auxiliary 1 LTS 980 Auxiliary 2 LTS 980 RC RC Sling 2 230 Auxiliary 3 OO 235 RC RC OO Auxiliary 4 OO 235 CO RC RC M3 Auxiliary 5 OO 235 OO CO CO Auxiliary 6 OO RC RC C in C R R R R R CO CO CO CO CO CO CO CO R R R R R R R R M3 M3 M3 M2 M2 M2 M2 M2 M2 150 140 130 120 110 100 90 80 70 60 CO CO CO CO CO CO CO CO CO CO 40 CO CO CO 30 CO 50 20 10 PB M1 M1 M2 M2 M2 M2 M2 M2 M2 M2 M2 M2 M2 M2 PB O O O O O O OO OO OO OO OO OO OO PB Gallic 6 Sw 970 Gallic 5 Sw 970 Gallic 4 Sw 970 Gallic 3 Sw 970 Gallic 2 Sw 970 Gallic 1 Sw 970 M3 M3 M3 M3 M3 M3 Noble CO Libyan 1 CO Libyan 2 CO Libyan 3 CO Spanish 1 CO 613 M2 M1 579 M2 M2 M2 533 M2 450 M3 M3 M3 450 M3 490 450 M3 M3 450 M3 M3 M3 533 579 579 450 450 490 490 Spanish 2 CO Gallic 1 CO OO Irregular 1 OO Irregular 1 OO Irregular 1 OO Irregular 1 OO Irregular 1 OO Irregular 1 CO Gallic 3 CO M2 PB M3 PB PB PB PB PB C in C 300 Elephant 2 M2 M2 M2 M2 Gallic 2 M2 M2 African 1 Javelin 350 African 2 Javelin 350 African 3 Javelin 350 Spanish 1 Javelin 350 Spanish 2 Javelin 350 Balearic 1 Javelin 350 Balearic 2 Javelin 350 PB PB M3 Elephant 1 300 PB ßOpen Order ßClose Order à & artillery Citizen 1 LTS 1156 Citizen 2 LTS 1156 Libyan 1 LTS 1067 Libyan 2 LTS 1067 Libyan 3 LTS 1067 Libyan 4 LTS 1067 Libyan 5 LTS 1067 Libyan 6 LTS 1067 Libyan 7 LTS 1067 Libyan 8 LTS 1067 Spanish 1 HTS 1067 Spanish 2 HTS 1067 Spanish 3 HTS 1067 Spanish 4 HTS 1067 PB FIRING ARCS PB 150 140 130 120 110 100 90 80 70 60 50 40 30 20 10 johnny okane (order #7165245) 20 http://www.uk © Copyright 2012 Hurlbat Publishing Artillery 2 OO 200 M2 Artillery 1 OO 200 M2 .co.hurlbat.