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Rules Clarifications Part 1: AW vrs.

MW - The Differences

I've been asked to list the differences between the rules sets. Here are the obvious ones. I feel that this list
covers any and all vital differences you might run into in your games. I'm sure astute rules readers will spot
others, but this should do the trick.
Scale: The figure scale in AW is 1-figure equals 60-120 men or animals. In MW, this is 40-80.
Troop Types: In AW, there is one less cavalry category than in MW (MW has the Full Plate troop type
not found in AW).
AW, however, does have three types of chariots, not found in MW. Light Chariots, which
move and react as SC, Medium chariots, counting as a strength of three stand, and
Heavy chariots, counting as a strength of four stand. These are important troop types,
but are limited to AW.
Weaponry: Pike in AW fight 4 ranks deep and Long Spear fights three ranks deep. In MW, pike is 3
ranks and LSp is 2 1/2 ranks. MW also has Halberds and Handguns as well as
Gunpowder Artillery, not found in AW.
Pilum are found in AW but not in MW.
Generals: Generals in AW have five different leadership ratings with a better order giving ability
than in MW, which has only four ratings, at a slightly worse ability.
Ancient Warfare also has an explanatory section on Attaching or Detaching Generals,
not found in MW.
Priests: These are an integral part of AW, while they are an option in MW.
Special Formations: These are very different in each rules set. In MW, you have Shieldwall and Schiltron.
Schiltron is the same as Squares in AW. Shieldwall, while similar to AW's Locked Shields,
is different in that Locked shields drift 1" to the right each turn they move. Schiltron may
not charge or countercharge while units in Shieldwall or Locked Shields may, though not
in a frenzied state and at only 1/2 speed!
Testudo is limited to AW and is available to Roman infantry only.
Swiss Square is limited to Swiss close order foot in MW only.
Conrois and Crusader Order are used in MW only.
Echeloned Line, Chariot Circles, Chariot Transports/Charges and Escort Infantry are only
used in AW.
Wedge is more effective in MW than in AW, giving you two ranks in MW able to fight vrs.
1 1/2 ranks fighting in AW.
Morale Tests: In MW, morale tests must be taken for being charged by a heavier armor class, as well
as Breakthrough chargers. These are not tested for in AW (there is no Breakthrough
Charge in AW and armor class did not have the psychological ramifications as it did in
the Medieval period). In AW, however, there is a test for being charged by scythed
chariots, not in MW.
In addition, the morale tables have a couple of different items, having to do with special
formations or weaponry, from AW to MW.
Missile Fire: Weaponry varies from rules set to rules set. Gunpowder weapons in MW are not found in
AW, so special allowance and rules are made for them in MW only.
Supply units, Missile Support Fire and Double Defend orders are an integral part of AW
while only an optional rule in MW.
Arrow Barrages for archers are used in MW but not in AW.
When firing, mounted bows have a lesser range in AW than in MW (non-composite
bows).

Ranges vary some in both rules sets for missile fire.
There is no Heavy or Light artillery in AW as there is in MW.
Longbow is more effective in MW than in AW, with a firing modifier vrs. non-SC not found
in AW.
The shooting modifiers vary because of different armor or special formations.
Close Combat: Armor classes are different, with MW having one better armor class, Full Plate, than AW
(the highest armor class is Cataphract, equivalent to Armored Cavalry in MW).
Chariots are not in MW, but make up armor types in AW.
Weaponry is different, with different factors and ranks allowed to fight.
Axes count as a +3 factor in MW and 1 1/2 ranks can fight. In AW, they only have a factor
of 2 and fight with front rank only.
Pike and Long Spear ranks have already been addressed.
Frenzied mounted are a +3 in MW, but are +2 in AW due to stirrups and better saddles..
Scythed Heavy Chariot has a +2 factor in AW, but is not found in MW.
Elephant and Scythed Chariot routs differ in AW, as they are much more random and
unpredictable.
Optional Rules: These vary with MW having Uncontrolled Mounted Charge and the Mounted Break
though move not found in AW.

Part 2: Aligning Stands in AW/MW
When two units end up in contact with each other, their respective stands must be aligned in order for the close
combat to be adjudicated. Normally, the player who moved first that turn has the option of how to align stands in
dubious circumstances, but sometimes, even these need clarification. The following will illustrate how to do this.

Contact to the Front
Unit A and B are moving into contact with Unit C. The player controlling Unit C moved first this turn, so gets to
align the stands that are in questionable contact. The one who moves first gets to decide the alignment!

A B

C

Unit C has to fight both units. However, Units A & B only have three stands that can be in contact with Unit C,
as Unit C is only three stands wide and there are no flanks involved. Unit C could opt to have two stands of Unit
B in contact and only one of the cavalry unit A. It is his choice, not the attackers. Unit C has the option of
deciding the situation as his side moved first.

If the player controlling Units A & B had moved first, he could elect to have two stands of cavalry Unit A and one
stand of Unit B in contact as it would then be him who decided how to align the dubious stand(s).

not allowed in AW. Unit C moved first. Contact to Flank Unit A is being charged in the flank by Unit C. he would probably opt to have the stands line up as below. for Warriors. a roll of 4-10 (70%) will do it.  Charges must go at least 1/2 of the allowable charge distance rolled on the Movement Table. This would keep Unit C from having six stands count as in contact next turn as you only count one overlap per flank in subsequent rounds. C A Part 3: Charges and Retreats This short article is to define the Charge and Retreat moves in Medieval Warfare and Ancient Warfare.  Frenzied chargers must move their full charge allowance unless contacting an enemy unit. Automatic Charges . only one will be in contact. 2. so could have the stands aligned as in the second figure. it may attempt to go frenzied by rolling a d10 and trying to equal or surpass it's To Pass morale number. If Unit A had moved first.This requires a Charge order marker to activate during the Charge Phase. once they are aligned to fit base to base. for Poor.  Frenzied units must charge any non-skirmisher unit when within normal movement range except foot will do this only when within 1/2 of their normal movement range if charging mounted enemy. First is the normal 'Charge .  Lance-armed non-SC are considered Frenzied if using the optional Uncontrolled Mounted Charge rule in MW.  Foot units may only initiate a Charge order against mounted if the foot are within 1/2 of their normal movement range of the mounted unit. . Charges 1. Unit C moved first this turn. There are three types of charges in MW/AW. only a 60% chance.  If the unit is Irregular or is Trained with a general with it or is within 1/4 Command Range of a charging friendly general. C A Figure 1 Figure 2 Even though Unit C can hit Unit A with two stands. Some units automatically charge when they are within their normal movement range of an enemy unit.These charges do not require a Charge order to activate and are automatically triggered at the beginning of the Charge Phase. a roll of 3-10 (80%) will succeed. Units will do this if they are:  Fanatic units must charge any enemy within normal movement range except foot will do this only when within 1/2 of their normal movement range if charging mounted enemy. For Veterans.

 SI are required to retreat if charged/advanced into by non-SI units. 3. Retreats Like charges. 1. Note: Fanatics are required to charge ALL enemy units if in normal movement range unless it is impossible to reach them (i. This was part of their normal routine.  The retreating unit determines how far it wishes to retreat before the attacker rolls for his attack movement distance. Automatic Retreats .  Irregular units roll on the Charge/Rout/Retreat table to see how far they can go. They are allowed to counter-charge if they had Advance orders. but will become disordered for moving twice. The unit in question did not already possess a charge marker.  Otherwise. 2. hoping to outrun the enemy chargers. LCh and LCm may automatically retreat if charged or advanced into by enemy units.  The Retreating unit must move at least 1/2 of it's allowable Retreat movement distance. If the unit in question has already moved and is advanced into. HC are not required to charge into Forest or dense terrain as they cannot go in more than one 1" (using Large Bases). turn the unit 180 degrees and make a retreat move.  If a unit with a Retreat order is charged by an enemy. Trained units use their normal movement allowance. Non-fanatic mounted (frenzied. Counter-Charges . This makes for an interesting decision!  If a unit with a Retreat order is advanced into by an enemy. there are three types of Retreat. it normally may still retreat. These moves require a Retreat order marker to activate during the Charge Phase or the Tactical Movement Phase. during the friendly initiative part of the Tactical Movement Phase.e.  Trained units moving less than 1/2 of their allowable retreat move are not disordered by retreating.  Foot may not counter-charge mounted.  Other Irregular units are disordered by retreating.  Skirmishers. but not fanatics) are not required to charge LSp/Pike/Halberds. both SI and SC. Fanatic mounted are required to charge LSp/Pike/Halberd armed foot. do the same as above.  Counter-charges are not allowed to roll for frenzy. Note: The exceptions to this are Fire & Flee units which do not get to retreat further if contacted by the charging units they attempted to get to charge them! . the retreating unit faces 180 degrees (or at an angle if charged by two enemy units from different directions) and does the retreat move.These are in response to an enemy charge. Normal Retreat.Skirmishers. LCh and LCm are not disordered by retreating.

they may automatically opt to countercharge. something a single stand is not very useful for. he requires orders when within Engagement Range of the enemy in order to take any action unless frenzied. Note: All retreating units may drop back stands to avoid running into friends of delaying terrain. you can have the General stand be a part of a unit as well. If they are charged. hedges/streams) Note: Camels are not disordered while moving in Sand Dunes. single stands. allowing them to move without orders when within Engagement Range of the enemy. 3.  As in normal Retreats. This is a very important consideration. of course. If you wish. Morale Retreat Moves . Determine the distance to be retreated before the enemy does his movement. automatic retreating units must move at least 1/2 of their allowance determined before the enemy moves into them. stand with a Defend order (if non-frenzied foot) or Retreat.  Units failing morale and forced to retreat must move their full retreat move. Part 4: Terrain Delay and Disorder Chart Troop type Light Terrain and Obstacles Dense Terrain Delay Disorder Charge Delay Disorder Charge Chariots/Artillery/Wagons Yes Yes OK Not Allowed - Close Order Foot Yes Yes OK Yes Yes OK Loose Order Foot Yes No OK Yes No OK Skirmish Order Foot No No OK Yes No OK Loose/Close Order Cavalry Yes Yes OK Yes Yes - Skirmish Order Mounted Yes No OK Yes Yes - Elephants Yes Yes* OK Yes Yes - (*Elephants are not disordered in scrub. If they General starts the battle this way. Not only do they provide the orders for the units that are within command range of them. Part 5: Attaching. they also give morale advantages for units near them and close combat bonuses for units they are in. . Generals may start each battle as autonomous. Placing the General stand in with other stands allows the General to fight effectively. or attaches his stand to a unit during the battle. Detaching and Close Combat with Generals in AW and MW Generals are very necessary in both AW and MW.These are the result of a failed morale test.  Trained roll for distance moved on the Charge/Rout/Retreat movement table just like Irregulars in morale based retreats.

Warriors pass on a modified d10 roll of 4 or more. 2. 1. the 'parent unit'. You could also have the General stand use a Deploy order and move 2" straight back if your General was a foot unit. Unit A closes ranks once more. For each figure casualty. 1. If the parent unit is forced to Retreat. the General is killed and his stand is immediately removed! 6. i. The General stand is then placed in the front rank of the unit joined. making the Warrior unit as psychologically strong as an Elite unit! Fighting a Close Combat If the unit the General is with is involved in a Close Combat. 3. It could also Advance as the Advance order would apply to it as well. determine if any of them were on the General's stand. The General will fight if the unit is involved in a Close Combat. If any casualties are inflicted on the parent unit. Detaching a General If you wish to move your General away from a parent unit. . the General stand will have to Retreat as well. detach from it. 2. The General stand adds a bonus of +2 to the morale modifiers for being with the unit.e. The General stand fights as its own troop type. armor class and with whatever weaponry it is armed with. The General Advances away from Unit A. Unit A The 'new' formation looks like this with the General in the center. The resulting morale tests will often end the battle. Simply give it an Advance order and move with a wheel to get the General clear of the parent unit. If you opt to use a Retreat order to get the General stand out of there. If enough hits are inflicted on the General's stand. 4. A mounted General Stand wheels 45 degrees and moves into contact with foot Unit A. the following apply. roll a d6. 5. simply move the stand into contact with the unit. the hit is taken on the General's stand rather than on the parent unit. you can do so unless the parent unit is routing. As long as the General stand is attached to the parent unit.Attaching the General When you wish to attach your General stand to a unit. but at its own maximum Retreat movement that it rolled. The unit will take Morale tests as per its original morale value. in which case the General is routing as well! You may move the General stand away from the parent unit during the Movement Phase. it must obey all of the morale results that may occur. Disordered. The 'new' unit will move as Unit A. For each '1' that comes up. 3.e. i.

(Note that Unit B could not have been given a Charge order against Unit A as it was not in normal movement range of it at the start of the turn as the wheels cost double movement for each inch moved). as the General would simply use a Retreat move to get clear of the parent unit. has several options to avoid this situation.1. If given a Deploy order. so can attempt to make a flank charge. The parent unit would close up ranks. . no orders or if it was already involved in a close combat. Unit A has a complete stand past the front of unit B. Part 6: How to avoid a 'Messy Melee' while playing Medieval Warfare Bryan thought that a section on dealing with different types of melees would be a good example to avoid pitfalls and questions. though that the parent unit also must Retreat! It must act under the same order the General gets as the unit starts the turn as a single unit. becoming immediately disordered. We will start with the basic premise of a flank charge and move on from there. In the instance above. 3. this would not be too bad. also allowing for a wheel of 45 degrees before the Countercharge move is made. Unit B could wheel 45 degrees to avoid being hit in the flank as below: This avoids the flank charge. They no longer can give any orders if involved in a Close Combat. Unit B could also have been given an Advance order which could be turned into a Countercharge against Unit A. This simulates the trepidation the unit would feel as their General leaves them in retreat! Be careful of using your General as combat units. The Flank Charge The rules state that a unit must have one stand completely past the front edge of an enemy unit in order to count as charging/advancing into the flank of the enemy unit. If Unit B had Defend orders. This appears as the diagram below: Unit A Unit B At the beginning of the Charge Phase. depending on orders. Unit B. 2. it would not be able to respond and would have been hit in the flank. Remember.

with only Deploy or Retreat orders saving Unit B. Movement would be pro-rated and rolled for unless Unit B is Trained. Unit B could attempt to Retreat and try to outrun Unit A. this morale check is taken and acted upon. the charge is cancelled and unit may either change the Charge order into an Advance or simply pick up the order and have the unit sit there this turn. as the enemy foot unit has an overlapping stand that is an eligible target for your charge. the enemy units (red) have tied up one of your units (green) and you wish to help your lone unit out. If there is no overlapping stand that you can hit with Unit C. Because they were hit in the flank.Extreme Flank Attack This illustrates an extreme flank attack. Unit B Unit A Unit B could Deploy and turn 90 to face the charge to avoid the flank attack. If it fails. two units have charged into the existing melee this turn. Multiple Unit Combats Revisited Remember that all of the units fighting in the multiple unit close combat phase fight it out before any morale tests are taken. Both Unit A for the Saxons and Unit 1 for the Normans. Unit B Unit C You want to charge into the melee with your Unit C. both Unit B and Unit 2 are immediately disordered. In the example below. Fitting into a Multiple Unit Melee You must be able to get a stand in contact with an enemy stand to fit into fight. Any other orders would result in it being contacted in the flank by Unit A. it is hit in the flank or rear and disordered. but this does not slow its movement at all and the charge will result in Unit C being in a 3-deep column as it slams into the enemy foot unit. You can do this. Unit B Unit A Unit 1 Unit 2 Unit 3 In this combat. Unit B would have to take an immediate morale test for being charged by mounted in the open (MW). . Unit C will be forced to drop back stands in order to charge past Unit B. Since this happens before the close combat phase begins.

Unarmored Infantry Archers Unit A Skirmish Infantry Archers Skirmish Cavalry The SC declare a charge on the archers. destroying it. but they were not fired upon. easily reaching the enemy archers. An Example of the Importance of Initiative Here is the situation at the beginning of a turn. so must test morale before their turn to shoot. decides to begin the missile fire from the his left flank. Mounted Unit 2 has declared a charge on Unit A. The question is. During the Missile Fire Phase. then the morale tests are taken. dictating the ebb and flow of the battle. They fail miserably having lost two stands and being unsupported. Unit A Unit 1 Unit 2 Unit A and Unit 1 are in the second round of a close combat. so rout. They fail and rout as well. The player who has Unit A has won the Initiative for this turn. They pass. otherwise fire at effective range. Unit A. . I'll use this as the first example. but not before! Again. pass and then make their charge move.The player who won the Initiative die roll now decides from which flank to begin the fighting during the close combat phase. must take an immediate morale test of their own. The SI see this and before they get to fire. so fire at close and destroy two stands of the SC! The SC are now required to take an immediate morale test. Unit A must take a morale check for foot being charged by mounted in the open and fails miserably and routs. The UI begin their fire. the morale tests are taken from the flank chosen by the winner of the Initiative. or the SC/SI right flank as they are facing him. controlling Unit A. so it will have precedence over pursuit. If they had been shot at. they would have been allowed to fire before taking the test as units shooting at each other are considered to fire simultaneously. One problem really wasn't one at all as the players simply had to follow the Initiative procedure to figure it out. Flank Charges and Subsequent Rout Moves Here is another one that came up at the tournament. It will rout at a 45 degree angle from its opponents. so has to split the route it will take to get away from both equally. Once all of the multiple close combats have been fought out. Part 7: More Messy Melees Several interesting situations came up at Fall In that I felt could use a bit of rules clarification. They first must roll their morale To Pass number of higher to fire at close range. wheeling to do so. directing it all onto the SC unit. It will also wheel 45 degrees and most likely catch the slower foot unit. Unit 2 caused the rout. where does it go and which unit will pursue it? It has two enemies. They decide to roll for frenzied. Each combat is fought out in its entirety. the Initiative player. As you can see this can be a very important decision each turn.

Unit D has complete deeper ranks. with Advance orders. Unit A Unit B Unit 1 Unit 2 Unit B has both an overlap and depth on Unit 2. cannot advance into the exposed flank of Unit 1. If Unit B was missing two of its back stands. Unit B. If you have a wider unit. In the example below. Do asterisked units under Deploy orders only relate to Charge/Advance into contact Responses? No. Exposing a Flank This is another typical situation that we often see in our battles. Unit 4 is wider. Unit 5 has complete ranks so counts as deeper than Unit E which is missing one stand. Unit 2. The Question of Wider and Deeper This question continues to come up so let me give some examples and straighten it out once and for all. passing its morale test for being charged by mounted in the open. Unit 4. . Unit A has Defend orders so it holds. Unit A has an overlap on Unit 1. Unit D. as it did not start the turn with a complete stand behind the flank of Unit 1. They are allowable and usable as a charge/advance response or a normal deploy move. During the Tactical Movement Phase. so counts as deeper vrs. Unit A Unit B Unit 1 Unit 1 charges Unit A. Who decides which stand is removed from a unit? The player who controls the unit removes the stand. so counts that overlap vrs. Unit B will receive a +1 modifier for each of these. but cannot move into contact with it this turn. Unit B can move into position to charge into the flank of Unit 1 next turn. this is very simple to see. Even though he overlaps both flanks. he only gets a +1 modifier for being wider. Unit D Unit E Unit 4 Unit 5 Question 1. it would not count deeper as it did not have complete ranks vrs. both wider and deeper for a total of +2. Question 2.Unit 1 will remain in place as it did not cause the rout and could not fit in to get at the routing unit anyway.

using several sizes and depths of unit. It wishes to turn and face its right.Question 3. it will be only one stand wide after it has turned. The cavalry unit in conrois wishes to turn. A rule of thumb I use is that if the infantry unit is one or two stands deep. Examples of Infantry Facing The infantry unit wishes to change its facing. First of all. losing the close combat. three by three as below are in shieldwall. or some other reason. Here is how it is done. turns are a bit different. Part 8: Turning Units. Cavalry are a bit more flexible as can be seen below. they are disordered. does it now rout? The wedge/conrois unit will be fragmented if they lose. it will be three stands wide after it has turned. Let's say the unit is larger. Thus it is not routed as it is no longer considered to be in a wedge at the point the push back. depending upon how deep or wide it is before the turn takes place. it will be two stands wide after it has turned. What are the advantages and disadvantages of wedges or conrois? The only real advantage is that they fight with either a full two ranks deep in wedge or a rank and a half for conrois. What about simultaneous causes of disorder? What if a wedge/conrois loses a close combat? Is it then fragmented? What if it was already disordered. If the unit is three or four deep. . When this large unit turns. it becomes fragmented from the first disorder. being disordered for both falling out of wedge/conrois and for being pushed back. it must be understood that when a group of men turn 90 degrees to face to their left or their right. In this instance.e. yet causes a bit of confusion from time to time. Once a unit is fragmented it is no longer if a Special Formation. As it turns. the existing unit will change both its width and depth. Question 4. i. If five or six stands deep. it falls out of shieldwall as it cannot maintain its formation and turn at the same time and will end up as follows. Let's say the wedge/conrois was already disordered because of elephants. Dropping Back Stands and Expanding Out The act of turning a unit from one facing to another is a fairly simple procedure. Examples of Cavalry Facing For mounted units. so the unit automatically falls out of wedge. it will must fall out of conrois while making a 90 degree turn and end up simply in line in either situation as below. a nine stand unit of Scottish foot. Disadvantages: They are an easier missile target and if they do not breakthrough or rout/destroy their opponents. It will end up as below in a column.

but avoiding being disordered or worse by interpenetrating friends or getting stuck in delaying terrain. Or Four stand cavalry unit. Or Or Dropping Back Stands When a unit is about to run into another unit or delaying terrain while in the act of advancing. Basically. the troops will be falling back behind the rear ranks of the unit. the infantry unit wishes to move past its cavalry supports. In this instance. It simply moves ahead and drops back Stands in order to do so. counter- charging or retreating.Cavalry units have a bit of flexibility in that they may end up either in a deep line or a two stand wide line after turning as below. making a deeper formation. only now it is in a long column instead of a three deep mass. . This does not delay the unit any. There is no penalty for this and the unit gets to move its full allowance. it can drop back stands to avoid this. The infantry unit drops back the three stands that would otherwise run into the impassable pond. charging.

If they expand to their right. the cavalry would not have been able to expand to the right in any event. 1 figure on the first stand section (part of stand A) A 2 figures on the second stand section (part of stand A) B 3 figures on the third stand (stand B) Wedge Markers Alternatively. the wedging units get to fight with a full first and second rank so long as they are not disordered. the stands are represented as follows: This cavalry unit is two stands in size. By using wedge. Both move 1" in the direction of the arrows. either friendly or enemy. they too get to fight with a full second rank.Expanding Out When a unit has pushed back its opponents in a close combat. Note that if the second foot unit had been closer. First and foremost. Part 9: Cavalry and Infantry Wedges in Medieval Warfare Those army lists with units allowed to use wedges have some very strong incentives for doing so. This will not be allowed if the expanding stands will contact another unit. Axe-armed foot. Take Stand A and divide it into two pieces. but with the added benefits of charging and often being frenzied as well. allowing lance-armed cavalry to fight as effectively as spear-armed foot. they would be vulnerable to attack from the other enemy foot unit. How do you use a wedge and how is this best portrayed on the battlefield? Split Stands At one time. one small piece with one figure mounted on it and the second piece. The victorious cavalry unit may expand either to the right or to the left. twice as large as Stand A with two figures mounted on it. you can use your stands as they are and simply use 'Wedge' markers to designate the wedge. it may bring stands from its rear ranks forward in an expansion during the follow up move. This is a significant advantage. The markers must be placed either in front of the front stand or behind the back stand of the wedging unit to denote it is in wedge and is taking up that much more space. as they would have contacted the new unit and this is not allowed unless pursuing or breaking through. Stand B is left as is with three figures mounted on it as normal. Each stand normally has three figures mounted on it. . normally relegated to fighting with a rank and a half. When using this method of wedge replication. The wiser choice would be to expand to the left. also benefit from the use of the wedge if allowed. wedges were presented by having your stands split up into smaller pieces in order to show the wedge formation visually. The cavalry unit has pushed back the foot unit. Some players still do this and it is perfectly acceptable. One stand per flank may be brought forward.

Worse. They are each six stands in size. Okay. The Norman HC unit X and Spear unit A both roll a d6 for their Random Factor. Spear Unit A Spear Unit B Norman HC X Norman HC Y 1. It may only suffer the disorder from falling out of wedge if it is fighting a close combat and fails to break through or rout the enemy unit. Frenzied units may not have Defend orders or be in Shieldwall! It does not charge as the Normans start the turn over 1/2 of the Saxon movement distance away and foot are allowed to charge only if they start their charge within 1/2 of their normal movement distance away. They have both successfully rolled for their charge movement range as well as for going frenzied. and takes the required morale test (using the If Charging table) and fails. There are two stands in each unit. unable to move further that turn. it will fight with two full ranks unless disordered or worse. Remove the wedge marker. 2. 3.  If the wedge does not Charge or Countercharge. The Normans roll a '6' and the spearmen roll a '1'. there is a downside to using a wedge formation. but only moves in contact with an enemy because of an Advance order.  When charging into an enemy archer/crossbow unit. . The Norman player won the Initiative die roll and elects to start the close combats from the left to the right… he does not want to fight the frenzied foot first! 4.  The wedging unit counts the same as a Mass for missile fire.  If the wedge fails to rout or break through the opponent's unit. it may fail so badly. three wide by two deep. HC Veterans with Lance & Shield. or is moved into by they enemy. Unit B rolls a '10' and goes Frenzied! It loses it's Defend order and it's Shieldwall marker. It is harder to miss. The enemy units are both spear-armed HI Saxon Warriors with Defend orders in Shieldwall. it is forced to retreat disordered! Note: The wedging unit will NOT suffer two disorders from this failing of missile fire morale.The Downside…. Yes. it does not count as being in wedge for the close combat. here we have two wedges of Norman knights. it may find itself stuck an inch away from the enemy target. The unit is now considered to be in a Line. The HI units both have to take a morale test for being charged by mounted non-SC in the open. the enemy unit counts the charging wedge as an easier missile target. the wedge will flatten out and become a disordered line. it is easier to hit. God roll time! The disgruntled Saxon player rolls his eyes skyward and tosses the die. The Wedge in Combat Example of Play  When wedges enter a close combat as a result of a Charge or Countercharge. Unit A rolls a '4' and passes. Another '1'! The gods favor the Normans. being concentrated!  If your wedge suffers the loss of a stand from missile fire.

The Norman player elects to simply follow up. If there was another Saxon unit within 6" or less to the rear of the Saxon unit. the Norman player decides to sit on that die roll as he may need his God Roll someplace else later. The Saxon spear unit picks up another disorder so is now fragmented.  0 for enemy armor (HI is the default number).  +1 for being Wider (three stand wide vrs. so normally needs a 4 to pass morale. 12. The result is Halt. He is disordered for a -1. just one for the Norman). This time the Saxons roll a '5' and the Norman player rolls a '2'. 13. He could still break through. This translates to three figures lost and a 20% to remove a fourth…and a complete stand! 7. His opponent is already fragmented.  -1 for enemy with Defend orders. The Saxon player must now take a morale test for losing a stand. The Norman wedge counts both stands as fighting. keeping in contact. He rolls a 3 and gets one hit. Both units roll for their Random. Looking around the table. 9. He rolls a '2'! The Saxon player has lost a complete stand of four figures.  Roll for the Charge Bonus modifier. +3. +3.  +3 for frenzied mounted in the 1st round. The Saxons have an 80% chance of inflicting a casualty on the Norman HC. -1. We will count up the Saxon units combat points first this time.  +2 modifier for Spear in 1st round. 3 for the cavalry). The Saxon spearmen unit loses three figures automatically and the Norman rolls a d10 to try for a fourth.  -1 for enemy in Shieldwall. The Saxons count the stand in contact in the initial round of close combat and. His wedge flattens out into a line. count the second rank stand as well. Rolls a '6'. The Saxon spear unit has lost the close combat falling back 1". 1. But there is no unit within that range. -1 for a final tally of +16. He needs to roll a 1 or a 2 (20% chance for the hit). He is Warriors. The Norman unit is now disordered as it falls out of the wedge while in close combat. mounted non-SC getting a full d6. The Saxon spear unit has  0 for enemy armor (HC is the default number as above). 11. so +6. +1. The Norman player gleefully tallies up his points:  +5 for the Random (deducting the spearmen die roll from his own).  +3 for Lance in the 1st round of close combat. disordered and the Norman player follows up. Their total fighting factor is therefore +4. but would then be considered disordered for failing to contact any fresh enemy. Disordered. the Norman may decide to use a Breakthrough Move as he killed a stand and caused twice as many figure casualties as received. He rolls a '6' on a d10.5. The total points for the Norman HC unit X is +5. being spear-armed. He fails by one. If he can push it back one more time it will rout. Two stands times 4 equals 8. . Now for the second close combat.  +1 for More Strength Points per Stand (4 figures/stand vrs. 10. 8. The back stand can be left where it is or brought up to fight alongside the front rank. Two stands times 16 equals 32.  +1 for being Veterans. Six minus three equals three. 6. +4. lost a stand for another -1 and is now unsupported for a third -1. The Norman player has a decision to make. 2.

A '6'! The Norman HC gets the second hit.  +1 for more Strength Points. Next turn the Norman HC can be given a Retreat order. The Saxon player has a total of 9 points times two stands that count as fighting. but they are also fragile. mounted non-SC getting a full d6. The Norman player inflicts one automatic hit and has a 80% for a second (1-8 on a d10).  He starts out with a +3 for the Random. 6. Rolls a '2'. 5. Two hits inflicted. He rolls an 9! Now it's time for the god Roll. 3.  +1 for Wider formation. though the Norman is no longer in wedge. Both units also lose their Frenzied markers.  +2 for Frenzied Foot in the first round. but this will cause them to be disordered again and be fragmented. . The Saxon player rolls a 6.  +2 for Spear versus Mounted in the first round. however. Using them may prove hugely successful. Two stand times 9 is 18. Neither won. Both inflicted two hits.  0 for the Random (the spearmen won this time). Neither side lost the close combat. The Norman HC unit is.  +3 for frenzied mounted in the 1st round. 4. so +2. +3 for a final tally of +9. this is preferable to facing the overlaps of the Saxon spearmen! Wedges can be a very powerful formation.) Neither player may expand out as neither pushed back the other. so the close combat is a 'Lock'. The total points for the Norman HC unit X is +1.  Roll for the Charge Bonus modifier. +2. so the frenzied is now gone. This is one automatic hit on the Norman HC and an 80% chance for a second.  +1 for being Veterans. The Norman player now counts up his points. disordered for falling out of wedge (it did not break through or rout the Saxon foot unit.  0 for enemy armor (HI is the default number). Still. equals 18. 7. They both remain in their current formations. +3. Remove the wedge marker. but they can be beaten.  +3 for Lance in the 1st round of close combat.

Chariot Transports . when the warband jumps off to fight. not the LCh transports. Foot cannot move during the turn in which they are loading up or jumping off the chariots. 5. 2. I thought I'd clarify the use of chariot transport and chariot transport charges in AW. If failing to make contact with any enemy units. Warband foot will get the charge combat 1/2 d6 die roll as charging. 2. The retreat move is 1/2 the normal LCH retreat move. 3. place the jumping off warband foot in actual contact with the enemy unit and place the LCh transports directly behind them with bases touching. If starting the turn already loaded up on chariots. 4. Let's start with chariot transports. the LCh transports but not the warband foot are disordered for charging and failing to contact. Any LCh transporting unit may charge any enemy within normal charge range. . The warband foot will be disordered from losing the close combat. 3. If contact is made.any veteran LCh stand may carry one stand of close or loose order warband Wb(F) foot. If losing a close combat. move and jump off in the same turn. This is a very powerful tactic to use with Celtic LCh and warband armies. 5. Warband foot may not load up.) Enemy must pursue if required to do so. LCh to their rear and in contact will also count as a second or a third rank for Close Combat depth modifier. b. no further. 1. 1. Chariot Transport Charges .LCh may also declare charges against eligible enemy targets and use the warband foot to do the actual fighting. LCh already transporting foot may move 6" or charge and unload (see next section for Charging Transports). The normal configurations for this would be a four or six stand unit of LCh carrying four or six stands of Wb(F) foot as below: ]-1-[ ]-1-[ ]-1-[ or ]-1-[ ]-1-[ ]-1-[ ]-1-[ ]-1-[ ]-1-[ ]-1-[ xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx or ]-1-[ ]-1-[ ]-1-[ ]-1-[ xxxx xxxx xxxx xxxx ]-1-[ represents a LCh stand and xxxx represents a stand of close order Wb(F). which to not pick up a disorder for retreating. warband foot load up and retreat. LCh starting a turn already in physical contact with the warband foot may load them up and still move up to 1/2 of their allowed normal movement rate (6" for tactical or 9" for strategic using large stands). Part 9: Chariot Transports in Ancient Warfare With the Historicon tournament coming up. but not from retreating (they are aboard the LCh. not full. LCh charges may only move up to 1/2 the allowed charge distances. 12" tactical or 18" strategic) while being transported. Transported warband foot must jump of and do the fighting. the warband foot use the LCh movement rate (for large bases. they are simply placed either in front or behind the transporting LCh unit. a. 4.

. that combat will be fought out next turn. The new close action will be fought immediately. or receive new orders to Retreat or Deploy and go off on their own. they do not know this. If the enemy unit routs. but they are a required target for Fanatics or Wb(F) that have not yet fought an initial round of a close combat yet. the warband must pursue on foot. If they manage to contact a fresh enemy. but conveying no protection in a close combat and not counting as obstacles. but do get the plus for pursuing/following up.only one pursuit close action is fought. continuing to provide support and the close combat depth modifier. Pursuers may not wheel to contact a fresh enemy but must continue straight forward in pursuit of the fleeing enemy unit. this third close action will be fought out next turn. Just to clarify. but does get the Pursuit combat modifier. This is all in the rules. but I thought I'd remind everyone of how it works. Part 12: Skirmish Targets and Frenzied Skirmish Infantry Skirmishers are NOT considered a required target for frenzied units.. The pursuers do not count as charging. they are treated the same as pavises.If winning the close combat. Only one Pursuit Close Combat is allowed per unit per turn. (Though technically the fresh unit was not being Charged per se.Rules Change A pursuing unit that contacts a fresh enemy unit immediately fights the close combat instead of waiting until next turn. Three charges with Fanatics and you are exhausted (translates to routed).it looks like a charge to them!) 4. Part 11: Mantlets . providing cover from missiles and counting shielded from fire. 2. 1. follow up normally. if you charge and fail to contact. you are disordered. it is wise to screen your units with SI or SC of your own to deal with the enemy skirmishers or you will find yourself wasting all your orders on Recovers to keep your troops from fruitlessly charging skirmishers they can never catch!  Remember. The pursuing unit does not get any charge die roll. 5.  If you have a Wb(F) or Fanatic army. If the pursuers win and manage to contact another enemy unit. The LCh have a choice of remaining with the foot after the initial round of close combat. Part 10: Pursuits . In respect to open field battles. 3. The fresh target does have to test for being surprised as well. the enemy unit may not move or fire unless skirmishers who may run away. but . The rules state that Fragmented units may not be ISSUED orders.Rules Change Mantlets are used in sieges.. 6. This is consistent with the Breakthrough Move contact being fought our immediately and adds a new dynamic to the game. If the pursuing unit manages to break and rout a second enemy unit and then manages to pursue into a third enemy unit..

 If the unit is halted in the woods and not moving that turn. This allows some flexibility while still addressing my concerns re: moving in woods with pole weapons. The HI may replace in combat any other Roman HI unit without becoming disordered by the interpenetration. Pike and Halberds (in MW) may only be used by a front rank while moving in any type of woods. they can be devastating. is that he aligns stands involved in ambiguous close combat situations. If you elect to charge or advance out. This allows Roman players to simulate Manipular tactics and the exchange of ranks during a close combat. the same as rolling for frenzy. Part 15: Roman Order Version 5. not so good. Any failure to pass results in the replaced unit becoming disordered. Fanatics charge automatically. 3. Frenzied skirmish infantry will move up to their closest firing range of the nearest enemy. Here is how it works. The one advantage the person moving first has. 4.Rules Change Normally.  If the frenzied SI are charged or moved into. Any Roman Heavy Infantry unit in good order is assumed to be able to use Roman Order (this includes Italian HI allies). This is assumed to take place during a lull in the actual fighting.  They are not required to charge closer ordered foot or any cavalry (as they are destroyed if contacted by these units). you take your chances with trying to clear the terrain. 1. facing the rear. too bad! This also gives us a bit more edginess to ambushes. thus not needing orders. or if they move completely out of the woods during their charge/movement. Part 13: Turn Initiative Winning the turn initiative is a very big plus. If they work. movement. Lance. 2. all weapons may be used in any terrain. If your unit fails to make it completely out of the woods. shooting and close combats from. fine. if not. so you keep attacking until you hit something. The unit being replaced will be turned around 180 degrees and will end up 1" behind the Roman Order unit that advanced through it. they will lose their frenzied marker immediately and retreat. .0 . if it has sufficient movement to contact the involved enemy unit. determines the result. The replaced unit must take a morale test immediately after this movement is finished to determine whether or not it is disordered by doing this. they count normal ranks as fighting. Not only do you decide whether your opponent moves before or after you. There is no penalty to the Roman unit advancing through it into contact. or are exhausted (rout). the exceptions are:  Long Spear. A simple unmodified morale roll. Part 14: Weapons Use . If you make it. Any Roman unit in Roman Order with an Advance order may move through and replace another Roman HI unit that is involved in a close combat without becoming disordered by the ensuing interpenetration.Rules Change for AW Roman Order is a formation allowed to Roman HI. you also decide from which flank to begin charges.

The enemy unit that is contacted by the fresh. being able to bring fresh troops in to save a bad situation. The fresh Roman HI will not count as charging but will count weapon factors as the initial round of a close combat. but due to the gradual process of exchanging of ranks. 6. If frenzied. Having to give the Roman Order unit an Advance order puts a strain on the orders capability of the Roman command. as with most other things in AW/MW. the Roman unit gets the benefit of fighting fresh with full ranks of pilum-armed HI in an initial round of close combat. By not having this count as a charge. but simply as an advance into combat.5. advancing Roman unit will count weaponry as an initial close combat into a fresh enemy. . The enemy unit will also be considered to be involved in an initial round of a close combat. it will still receive the bonus for being frenzied in the initial round of close combat. assumed to occur during lulls in the hand to hand fighting. but otherwise receive no other combat bonus for follow-up. but does not get a charge combat bonus. 7. This Formation rule addresses several concerns. The replaced unit may be turned 180 degrees to face at the beginning of the next turn with no penalty as per normal. You take your chances with this. This simulates the gradual replacement of ranks. etc. Here is the real advantage to the Roman player. will receive no follow-up move or bonus. There is also the chance that the replaced unit will pick up another disorder and possibly be in bad enough shape to rout (if it already was fragmented before the exchange of ranks. which it is to them.