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ANCIENTS RULES OF PLAY

ANCIENTS
TACTICAL BATTLES IN THE AGE BEFORE GUNPOWDER
TABLE OF CONTENTS 1.2 Maps

1.0 Standard Battles . . . . . . . . . . . . . . . . . . . . 1 Each scenario requires the use of one of the included
2.0 Standard Battle Turn Sequence . . . . . . . . 2 map sheets. These show terrain features superimposed
2.1 Removal of Leaders . . . . . . . . . . . . . . . . . . 3 with a grid of hexagons (hexes) to regulate movement
2.2 Panic Check . . . . . . . . . . . . . . . . . . . . . . . 3 and combat. Since each map is usable in several
2.3 Reinforcements . . . . . . . . . . . . . . . . . . . . . 3 different scenarios, the map scale varies from
2.4 Movement . . . . . . . . . . . . . . . . . . . . . . . . . 3 approximately 100-200 yards per hex. Despite the fact
2.5 Replacement of Leaders . . . . . . . . . . . . . . 4 that the maps are reusable, terrain shown is accurate
2.6 Fire Combat . . . . . . . . . . . . . . . . . . . . . . . 4 for each battle. Errors (such as the river behind French
2.7 Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 lines at Agincourt or the village at Hastings) are always
2.8 Rally . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 in unimportant locations and will seldom encroach on
3.0 Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 the area of play.
4.0 Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
5.0 Optional Rules . . . . . . . . . . . . . . . . . . . . . 6 1.3 Pieces
6.0 Naval Battles . . . . . . . . . . . . . . . . . . . . . . . 8
7.0 Naval Battle Turn Sequence . . . . . . . . . . . 8 The game pieces represent the troop-types involved in
7.1 Ship Movement . . . . . . . . . . . . . . . . . . . . . 9 each battle. On the front of each piece is printed its full
7.2 Ramming . . . . . . . . . . . . . . . . . . . . . . . . . 9 strength, while on the back is its reduced value when
7.3 Marine Movement . . . . . . . . . . . . . . . . . . 10 'disordered' (see Rules Section 2.7) due to combat or
7.4 Marine Attacks . . . . . . . . . . . . . . . . . . . . 10 terrain. In games such as this, it is traditional to refer to
7.5 Ballista Attacks . . . . . . . . . . . . . . . . . . . . 10 such pieces as 'units'. Players should be aware of this
7.6 Repair . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 definition, even though it is a misnomer in this
8.0 Further Suggestions . . . . . . . . . . . . . . . . 11 particular game. To provide units corresponding to the
9.0 Designer's Notes . . . . . . . . . . . . . . . . . . . 12 unit size of every army in every period of time would be
impractical. Instead, generic pieces representing like
1.0 STANDARD BATTLES types of troops are used.

Ancients is a game of tactical combat in the age before 1.4 Unit Types
gunpowder. The game contains over five-dozen historical
scenarios, and many more are being added. Following are descriptions of the various types of units
available in Ancients. Listed with each type are their
The best way to learn a new game such as this is to Combat Factor, Movement Allowance, and Special
scan the rules briefly, then try one of the smaller Ability (if any) for their ordered and disordered sides.
scenarios. Walk through the turn sequence a step at a
time until you feel ready to review the rules in detail.

1.1 Components Special Ability


- None
All the components you’ll need to play the scenarios are * Doubled vs. Cavalry
available on the Ancients web-site, with the exception of A Missile fire rating
at least one six-sided die (which can be borrowed from B Missile fire rating
another game or purchased at a neighborhood hobby
shop).

The set of rules you’re reading should be downloaded 1.4.1 Infantry


and printed for easy reference, as should the scenario
listings. Ideally, the maps and pieces should be printed Light Infantry (LI, 2-3, 2-3)
using a color printer for best effect. The latter should be
mounted on cardboard and carefully cut out. Mobs of poorly armed, often untrained men.

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ANCIENTS RULES OF PLAY

Typically they have a shield, one weapon, and Chariots (CH, 4B4, 1B4)
no body armor. They would be peasant levies
or barbarians. Light, two-wheeled wagons carrying two or
three warriors.
Heavy Infantry ( HI, 4-2, 3-2)
1.4.3 Other
Heavily armed, well trained professional
infantry. Examples include Roman Legions or Elephants (EL, 6*3, 3*3)
Huskarls.
Either African or Asian type with a fighting
Phalanx (PX, 6*1, 2*1) platform (howdah) and several warriors.

Heavily armed infantry, massed shoulder-to- Camp (CP, 2A0, 1A0)


shoulder with pikes (long spears). The wall of
shield and tangle of spears gives them extra This is the baggage of the army in the field. It
defense against missiles. may be fortified by a dirt moat or palisade or
just by pulling the wagons into a circle. It
contains the war-chest, supplies, loot, and
Light Archers (LA, 1A3, 0A3) sometimes even families of the troops. Needless
to say, it is very important to the morale and
Archers or possibly slingers. They have little or physical needs of the men.
no body armor. Their purpose is to disrupt the
enemy, not fight hand-to-hand. Leader (LDR, x2, n/a)

Heavy Archers (HA, 3A2, 1B2) These are not meant to be actual persons, but
rather ‘command points.’ This is to reflect the
Archers with armor (such as Assyrian archers ability of especially able generals or a good
or medieval crossbowmen). They can defend military system, or just to balance a scenario.
themselves in melee, but they sacrifice mobility. They are critical to the battle. Use them wisely.

Mixed Missile (MM, 2B3, 1B3) 2.0 STANDARD BATTLE TURN SEQUENCE

Javelin throwers, Slingers, and Archers with Each scenario is divided into a number of game-turns,
limited hand-to-hand ability, such as Greek each game-turn into two player-turns, and each
peltasts. Or, these could include regular player-turn into a number of phases. The player whose
infantry with a high proportion of missile turn it is, is referred to as the phasing player, the other
troops. as the non-phasing player. Each player turn is
summarized as follows:
1.4.2 Cavalry
2.1 Removal of Leaders
Light Cavalry (LC, 2-6, 1-6) 2.2 Panic Check
2.3 Reinforcement Phase
Mounted troops with little or no body armor. 2.4 Movement
They are usually armed with spears or javelins. 2.5 Replacement of Leaders
They are used to scout, screen flanks, or to ride 2.6 Fire Combat
down fleeing foes. 2.7 Melee
2.8 Rally
Heavy Cavalry (HC, 4-5, 2-5)
Once the second player has completed his or her player
Well armored, main shock cavalry. They can turn, the game-turn is over, and the completion of a
execute charges, and can deliver the decisive turn is logged using whatever method is most
blow in battle. convenient (scratch paper, changing the facing of a die,
etc).
Knights (KT, 8-4, 4-4)
In the Standard Battle game, the scenarios are six turns
Extra heavy cavalry in chain or plate armor. long. After the second player’s sixth turn, add up

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ANCIENTS RULES OF PLAY

Victory Points (see Rules Section 4.0) to determine the the flank hex directly opposite to the top of the unit, is
winner. also referred to in these rules as the "center rear" hex.

The sequence of Play is now outlined in greater detail. 2.4.2 Stacking: No more than one unit may occupy
a single hex at a time. Leaders, Volley Markers, and
2.1 Removal of Leaders captured camps are exempt from this restriction and
any number of these may be in a hex (with or without
Remove all the phasing player's leader counters, and combat units). A unit may not move over an enemy unit
place them aside. (except Leaders alone), but may move over a friendly
one. In this case, however, both units become
2.2 Panic Check disordered.

If an army has lost all its leaders, or a certain number 2.4.3 Moving: To move, a unit enters one of its three
of strength points (designated by the scenario), it frontal hexes. It is then adjusted so that its center rear
panics. All units are flipped to disordered status. They hex is facing toward the hex it just left. It must pay the
must move away from enemy units, toward the nearest cost of the terrain (see Terrain Effects Chart). If a unit
map edge, until either rallied by leaders or exited off the does not have sufficient points to enter a given hex, it
map. may not enter it.

An army will not panic more than once per game. 2.4.4 Change Facing: A unit may turn up to 180
degrees at a cost of one movement point.
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 In the example above, the unit pays 1MP to enter the hex
completed before the next is moved. A unit’s movement on its right front; 2MPs to enter the hill hex; 1MP to
is completed once the movement of a subsequent unit change facing; 1MP to enter the hex now on its front
center. It could then spend its remaining point if so
is begun, or when the player indicates that the last unit
desired.
to be moved has completed its movement.
2.4.5 Phalanxes: Phalanxes treat all terrain as if it
Units move from hex to hex, paying costs in movement
has a movement cost of 1.
points to enter each hex, and in some cases to cross
hex-sides (see Terrain Effects Chart). Units may move
2.4.6 Exiting map: To exit the map, move to one of
up to their movement allowance each turn, but may
the hexes on the map's edge. Pay I additional movement
never exceed their movement allowance in a single turn.
point to exit off the map. Units that exit the map may
Nor may they "save" movement points from one turn to
not re-enter play, but do not count as losses for panic
another, nor "loan" points to another unit.
either. (Exception: see special rules in certain
scenarios).
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
2.4.7 Enter map: Reinforcements (see Rule Section
hexes at its 'top' are its front. The other 3 are its flank.
2.3) are brought into play by paying to enter a hex on
Leaders and Camps have a 360 degree front. Note that
the map's edge.
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ANCIENTS RULES OF PLAY

2.4.8 Zones of Control: Unlike in many wargames, 2.6.8 Terrain Effects: Units in woods and villages are
units do not control surrounding hexes in any way (but treated as phalanx, when fired upon by missiles (see
see Optional Rule 5.1). Terrain Effects Chart).

2.4.9 Camps: Camps have no movement allowance,


and therefore cannot move. Units which capture an
enemy camp must remain in the camp hex for the
remainder of the game (they are "looting"). Such units
have no flank hexes, and are not subject to missile fire.
They may never attack.

2.5 Replacement of Leaders

Replace leaders removed in phase 2.1, in any hex


desired.

2.6 Fire Combat

The non-phasing player (the one that didn't just move)


may now fire with any units that have missile fire ability
(A or B). In the example above, the arrows indicate Unit A’s arc of
fire. Unit A cannot fire at Unit 1 (its line of sight is
2.6.1 Arc of Fire: A unit may fire at any unit within blocked by the hill). Unit A may fire on Unit 2 (the hill is
a 120 degree arc of its front (exception: see Rule 2.6.7). not blocking). Unit A cannot fire on Unit 3 (Unit 3 is
outside of its arc of fire).
2.6.2 Line of Sight: The firing unit must be able to
trace a line of sight to its target. Hills, Villages, Woods, 2.7 Melee
and other units block this line of sight. When firing
directly between to hexes, both must contain blocking The phasing player may now attack with any units
terrain in order for the line of sight to be blocked. (See eligible to do so. Each attack is announced and resolved
the adjacent example.) before moving on to the next

2.6.3 Multiple Attacks: Each unit fires individually. 2.7.1 Multiple Attacks: Each unit may make only
A unit may fire only once this phase. A target unit may one attack per phase, even if its target retreats. Each
be fired upon any number of times this phase. unit attacks alone, not in combination with other units
An enemy unit may be attacked any number of times.
2.6.4 Fire Mechanics: To determine the effect of a
unit firing, find the correct table for the type of firing 2.7.2 Angle of Attack: A unit may attack only those
unit as determined by the firing unit’s special ability (A enemy units in one of its three frontal hexes.
or B). Cross-index the range with the type of unit being
fired at. This gives the number(s) needed to hit the 2.7.3 Retreat Before Combat Eligibility: A unit
target. Roll one die each time a unit fires, applying the under attack may retreat one hex if it wishes, provided
result of each combat before moving on to the next. its movement allowance is greater than that of the
attacker, it is not disordered, and there is an empty
2.6.5 Results: If a unit is hit by missile fire, it suffers adjacent hex which is not itself adjacent to the attacking
a 'DD' result as explained below (Rule 2.7.7). unit.

2.6.6 Effects of Firing on Movement: After a unit 2.7.4 Retreat Before Combat Mechanics: The
has fired, a Volley Marker is placed on it. A unit with retreating unit enters a vacant, adjacent hex which is
such a marker may not move, change facing, or attack. not itself adjacent to the attacking unit, adjusting facing
It may retreat before combat so that its center rear hex-side is adjacent to the hex
from which it retreated. The retreating unit is then
2.6.7 Camps: When being used for Fire Combat, flipped to its disordered side.
Camps do not have an arc of fire. They may fire at any
unit with range and line of sight, regardless of position. 2.7.5 Compute Combat Strength: Take the combat
Also, Camps are immune to incoming fire attacks. strength of the attacking unit, multiplied by any
modifications. Modifications are as follows:
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ANCIENTS RULES OF PLAY

Leaders: and Heavy Infantry are free of this obligation. They may
Units stacked with leaders are doubled for advance if they wish, but are not required to do so).
attack or defense, for each leader present. Facing is implemented as in regular movement i.e., rear
center toward hex just vacated.
Flank:
Units attacking from an enemy's flank are Example: The defending unit is a Phalanx on a hill with
doubled. Note that Camps have no flank a Leader. It is attacked in the flank by a Knight with two
hexes, so units are never doubled in leaders.
attacks against them in this manner.
Step 1: The Defender has a lower movement allowance,
Terrain: and therefore cannot retreat before combat.
See Terrain Effects for additional modifiers.
Step 2: Attacker Defender
8 Unit Strength 6 Unit Strength
Special Abilities
x2 Flank attack x2 Phalanx vs Cavalry
Units with an asterisk (‘*’) special ability x2 Leader x2 Hill
have their combat strength doubled when x2 Leader x2 Leader
attacking or defending against cavalry 64 48
units.
64/48 rounds off to 1-1.
Combat Strength of Zero (0)
Units with a zero for their Combat Strength Step 3: A four is rolled. Both units are flipped to
may not attack in melee, but defend as disordered status. A leader loss roll (Rule 3.4)
though their Combat Strength were a one. must be made for each leader involved the in the
They are not subject to any beneficial combat.
modifiers from Leaders or Terrain.
Step 4: No advance may be made, since the hex is still
2.7.6 Compute Combat Odds: Compare the modified occupied.
attackers strength to the defender's strength, multiplied
by his modifiers. Reduce this to a ratio, i.e. divide the 2.8 Rally
attacker's strength by the defender's and drop fractions.
Example 20/ 10 = 2-1, 19/ 10 = 1 - 1, etc. This All Volley Markers are removed from units. Any phasing
determines the odds column to be used on the Combat disordered unit stacked with a friendly leader is
Results Table. restored to full strength.

2.7.7 Combat Resolution: Roll a die and cross-index 3.0 LEADERS


with the column found in Step 2. The result will be a
code defined as follows: Leaders are not large formations of troops and therefore
behave differently.
M Melee. Both units are flipped to disordered
status (if not already). Units already 3.1 Movement
disordered are not further affected.
Leaders have no movement allowance. They are simply
AD Attacker Disordered. The attacking unit is placed where desired at the conclusion of the phasing
flipped to disordered status. If the unit is player's movement phase.
already disordered, it is eliminated.
3.2 Retreat
DD Defender Disordered. The defending unit is
flipped to disordered status. If the unit is A leader may always retreat before combat. Remove the
already disordered, it is eliminated. counter from the map until next movement phase. Any
unit that was stacked with the retreating leader must
DE Defender Eliminated. Defending unit is either retreat itself, or if unable or unwilling, it suffers
removed from play. a 'DD' result before the attack begins.

2.7.8 Advance After Combat: If the defender's hex is 3.3 Combat


vacated, whether due to retreat before combat or
elimination in combat, the attacker must move the Leaders double the strength of any unit(s) they are
victorious unit into the empty hex (exception: Phalanx stacked with, in both attack and defense.
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ANCIENTS RULES OF PLAY

3.4 Death 5.1 Zones of Control

If the unit a leader is stacked with becomes disordered, A unit's 3 frontal hexes constitute its Zone of Control
or is eliminated through combat, roll a die. A 1 means (ZOC). Units are free to enter an enemy ZOC, but there
the leader is killed, a 2-6=no effect. No roll is made if a is a restriction for leaving one: a unit that leaves an
leader is on a disordered unit that suffers a 'melee' enemy ZOC at any point during movement may not
result. attack in the upcoming combat phase. The purpose of
this is to prevent a unit from disengaging, marching
3.5 Capture around the enemy's flank, and making an attack before
his opponent has an opportunity to respond. This rule
If enemy units enter a leader's hex either during is highly recommended.
movement or advance after combat, the leader is
captured (placed to one side of the map). 5.2 Free Deployment

4.0 VICTORY Rather than being forced to set up historically, players


may wish to deploy their armies themselves. By die roll,
The performance of the players is evaluated by counting or by mutual agreement, one player is chosen to be the
victory points. The player with more points is the first player. Set-up is as follows:
winner. If both have the same number of points, the
battle is a draw. One victory point is awarded for each R He places his camp marker on any hex of any
of the following: map sheet.

R Capturing enemy camp (even if recaptured R He places all units (and all reinforcements)
later). within 3 hexes of the camp.

R Causing enemy army to panic. R He places his opponent's camp anywhere


desired.
R Having twice as many total strength points on
map as opponent at the end of the scenario. R The second player may adjust the location of
Count full strength value of all units, including his camp by up to three hexes.
those disrupted (flip disrupted units over to
their non-disrupted sides before counting R The second player places all his units within 3
strength points). Camps and panicking units do hexes of his camp.
not count.
R The game begins with the first player moving.

5.3 Extended Play

Turn 6 is considered to be nightfall. If the players agree,


however, the battle begins earlier in the day and
nightfall does not occur until some later turn. Also upon
mutual agreement, play may continue after dark. In
either case, play may not exceed 12 turns (exhaustion).
After nightfall, no units may move unless it is toward a
friendly camp or off the map. No fire may take place at
a range greater than 1 - and then it is resolved as if the
range were 2. Panic does not occur after dark.

5.4 Elevation

Units on a hill may fire over obstacles at units on lower


5.0 OPTIONAL RULES ground, and vice versa, unless the obstacle is on a hill
hex or the obstacle is closer to the unit at the lower
Once players have mastered the basic game, they may elevation. Units on hills may fire at each other over
wish to add some of the following rules. Anything goes, intervening obstacles, unless the obstacle is also on top
as long as it is mutually agreed upon. of a hill.

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ANCIENTS RULES OF PLAY

5.5 Arrow Supply Example: A 4-rated leader attacks a 2-rated leader. The
attacker chooses the "offensive" tactic, the defender the
Running out of arrows was rarely critical. Firstly, "cautious", producing when cross referenced, a reading
archery itself wasn't decisive until late in the middle of "+1". This is added to the strength of the attacker,
ages. Secondly, enemy arrows were reusable. Players producing a figure of 5 (4+1). From this is deducted the
strength of the defending leader (2), producing a die-roll
wishing to keep track of this (on scratch paper) for
modifier of +3. The attacking player now rolls a single
purposes of play balance, or in a campaign game may
die, to which the modifier is added. On a die-roll, say, of
do so. 2 (modified to 5: 2+3=5), neither leader would become a
casualty.
Each turn a unit fires, it expends one volley. English
longbowmen firing 2-3 times a turn expend two volleys. 5.7 Barbarians and Knights
New volleys may be purchased between battles at 100
volleys for 1 build point (see 8.2). A unit may carry a
Fierce, impetuous warriors were difficult to control.
maximum of 6 volleys (exception: camps).
They charged forward to meet the enemy, with no
thought of terrain or tactics. Knights and Barbarians
Old volleys may be recovered from target hexes during
should therefore roll for ‘command control,’ when
the fire phase, by units occupying those hexes. Units
indicated.
collecting arrows may not move, fire, or attack. In other
words, treat them as if they had fired. One half of all the
At the beginning of each movement phase, total all
arrows fired into the target hex are recovered. Of course
available leader counters and multiply by 2. Roll a die.
' to implement this rule, it is necessary to keep track of
If the result is greater than the number calculated,
the number of volleys fired into each hex.
knights and barbarians lose command control.

5.6 Duels They must move closer to the enemy and attempt to
engage. Each hex entered must be closer to, or at least
Battles in most Hollywood movies and in ancient no further away from the enemy, than the hex they
legends (but rarely in real life) were settled by currently occupy. They must move before any other
champions of either side fighting it out, with the armies pieces do. If they move over a friendly unit, both are
in the background as expensive stage props. If you wish disrupted (as explained under movement). Stacking is
to add this, assign each leader a value from 1-5 (1 being still prohibited.
Darius, 5 being Richard the Lionheart). When two
enemy leaders are in adjacent hexes, the phasing player Any attacks made by these units are resolved at odds of
may challenge his opponent to a duel during combat. If at least 1-2. If the 'barbarian charge' rule (5.8) is used,
the defender refuses, he must perform a retreat before it must be used in the turn on which command control
combat. If he accepts, each player secretly chooses a is lost, unless it has already been used.
tactic. Players simultaneously reveal the tactic they
have chosen, and cross-index them on the table below. 5.8 Barbarian Charges

People such as the Celts, Germans, Vikings, etc. relied


Attack
on the ferocity of their initial charge to smash the enemy
Offensive Cautious Defensive quickly, before they burnt themselves out. They valued
size to overwhelm an opponent, and ferocity to 'psyche
Offensive 0 -1 +1 him out'. This was their 'military doctrine'.
Defend

Cautious +1 0 –
To reflect this, and to give barbarian LI units a chance
Defensive -1 – – against bigger units, the barbarian player may triple the
strength of all his LI units for any one turn. He may
‘ – ‘ = Automatic no effect
choose to save this bonus and use it when he sees fit,
unless the ‘command control’ rule (5.7) is being used.
The resulting number is added to the attacking leader's
value, and the defending leader's value is then deducted
5.9 Elephants
from this. The resulting number becomes a die-roll
modifier. The attacker rolls a die (to which the modifier
Elephants were very temperamental beasts in battle.
is applied). A result of 1 or less causes the attacking
Any number of ingenious techniques were used to cause
leader to die, a 6 or more kills the defender. Any other
them to panic (often into their own troops). To reflect
result produces no effect.
this, a player may use one of his ‘command points’

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ANCIENTS RULES OF PLAY

(leaders) to affect the enemy elephants. At the beginning


of a player's movement, he may voluntarily remove one Odds = Results
leader counter for the full turn. He then rolls one die for
each enemy elephant. 1-2 = AD

1-1 = M
1 No effect
2 No effect 2-1 = DD
3 No effect
4 Balks, will not move or attack this turn 3-1 = DE
5 Balks, will not move or attack this turn
6 Panics, phasing player gains control of the unit
for one full turn. In missile fire, declare all firing units and their targets.
Now add together all the die roll ranges. Divide by six
5.10 Dismounting and round up if the remainder is four or more. This is
the number of units that successfully hit their targets.
At the beginning of battle, the owning player may
substitute infantry units for cavalry units, as outlined Example: Two units have die roll ranges of 1-3 to hit
below. and one has 1-4. 3+3+4 = 10. 10/6 = 1, and a
remainder of four. This rounds up to 2. Two of the
1 Light Cavalry ¼ 1 Mixed Missile units hit their targets (not one unit twice); owning player
2 Heavy Cavalry ¼ 1 Heavy Infantry chooses which unit is hit.
1 Knight ¼ 1 Heavy Infantry
1 Horse Archer ¼ 1 Light Archer
1 Cataphract ¼ 1 Heavy Archer
2 Cataphract ¼ 1 Heavy Infantry

Knights and barbarians are still subject to 'command


control' (5.7), even if dismounted. Note: ‘cataphract’
refers to the armored cavalry, used notably by the
Byzantine Empire.

5.11 Leader Survival


6.0 NAVAL BATTLES
When one player has more leaders in a combat than the
other, he is entitled to an additional +1 bonus to the
In addition to the Standard Battle rules, Ancients also
melee die roll. This is in addition to the doubling effects.
provides a set of quick-playing tactical naval combat
The result is that the leaders will not die as often.
rules. Each of the naval scenarios depicts a single naval
battle, where each combat unit may represent one or
5.12 Missile Units more ships.

If players agree, ignore the volley markers. After firing, 7.0 NAVAL BATTLE TURN SEQUENCE
a unit is free to move or attack. This more closely
reflects the actual way such units were used. It does,
A player performs the following actions in the sequence
however, make missile units far more valuable. This will
given here. Once he has completed his turn, his
skew some scenarios, but the damage is minimal in
opponent does likewise. In each scenario, the first
most.
player listed will move first.

5.13 Luck-Free Combat 7.1 Ship Movement


7.2 Ramming
For those who wish a more “Chess-Like” game, or just 7.3 Marine Movement
want to test new strategies quickly, an alternative 7.4 Marine Attacks
combat resolution is offered. 7.5 Ballista Attacks
7.6 Repair
In melee combat, calculate the odds as before. Apply
the following results with no die roll: At the conclusion of each game-turn, the completion of
another turn is noted. Each naval scenario is limited to

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ANCIENTS RULES OF PLAY

20 turns. At the conclusion of the 20th turn, victory movement phase.


points should be counted and a victor determined.
7.1.7 Ship Size: Ships are defined as either ‘Large’ or
7.1 Ship Movement ‘Small.’ Each scenario determines which ship sizes are
in play.
7.1.1 Movement Allowance: At the beginning of each
turn, a player determines the movement allowance for 7.2 Ramming
his fleet by rolling a die, and adding the result to the
crew quality of each of his ships. This is to reflect Moving into a hex with an enemy ship may only be done
random factors such as wind, currents, and crew while executing one of the three types of ram attacks
fatigue. covered here. A ship must be moving forward to execute
a ram attack.
7.1.2 Crippled: A crippled ship has a Crew Quality of
0. Its movement allowance is therefore only the number 7.2.1 Oar Rake: The moving ship enters an enemy
rolled on the die. occupied hex via the enemy’s bow hex-side. If the
moving ship has enough movement points, it may
7.1.3 Sinking: A 'sinking' ship may not move at all. 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 enemy’s 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.

7.2.3 Broadside Ram: The moving ship enters an


enemy occupied hex via one of its four broadside hexes.
7.1.4 Ship Movement: A ship can be moved either The ramming ship must end its move in the hex before
ahead into the hex directly in front of it, backwards into actually moving onto the enemy ship. It may not move
the hex directly behind, or it may change its facing through. The moving player rolls a die and adds his
(pivot) in the hex it currently occupies. The cost in Crew Quality. Consult the Broadside Ram column of the
movement points for each action are as follows: Ramming Table for this attack.

R Forward, 2 points. 7.2.4 Ram Resolution: After rolling a die on the


R Backward, 3 points. appropriate Ram Table, one of the following results will
R Pivot one hex-side, 5 points. occur:

Example: A fleet with a crew quality of 4 rolls a 3 (7 - Miss. No effect.


movement point total). Each of his ships may move ahead
3 hexes or backward 2 or may change facing I hex-side C Cripple. Flip target unit to its ‘crippled’
and move one. Each crippled ship could move forward 1 side. If it is already crippled, it is ‘sinking’
or backward 1. instead.

7.1.5 Movement Restrictions: Ships entering land S Sinking. Place a ‘sinking’ marker on the
hexes, as well as any ships exiting the map are counted target ship.
as lost for the purposes of victory conditions.
7.2.5 Continuing Movement: After resolving a ram,
7.1.6 Stacking: A player may freely move through go on to the next ship you wish to move. Any or all ships
hexes occupied by friendly ships, as long as he does not may move each turn, and ramming is considered a part
end the turn in the same hex as another ship. There of movement.
may only be one ship per hex at the end of the
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ANCIENTS RULES OF PLAY

7.3 Marine Movement 7.4.4 Capturing Ships: If a 'B' (boarding successful)


result is obtained against an enemy ship with no
7.3.1 Unit Strength: Each strength point of marines marines, the attacking unit may advance onto it (the
is a separate unit. They may be broken down or only way to capture an enemy controlled ship), and flip
combined at any time. it to 'crippled' status if not already crippled.
Alternatively he may scuttle it as described under
7.3.2 Movement: Each marine may move one hex in movement.
this phase. A marine unit may move onto a friendly ship
or onto land. It may not move onto an enemy ship, even 7.4.5 Ship Control: Control of a ship goes to
if that ship has no marines of its own, except via whichever side has a marine on it. If neither side has a
Capture (see Rule 7.4.4). marine on it, control is determined by color of the
counter. Therefore, if you do leave a captured ship, it is
7.3.3 Stacking: At the end of each turn a small ship a good idea to scuttle it.
can hold a maximum of 1 point of marines. A large ship
may have up to 2 points of marines. A land hex may 7.4.6 Attack Limitations: A single unit may either
have any number of marines. These stacking limitations attack in its turn via Archery or Boarding, but not both.
apply only at the end of a turn.
7.4.7 Attack Results: After rolling a die on the
Example: A 2 point marine is on a large ship. It breaks appropriate combat results table, one of the following
down into two 1 point units. One remains aboard. and effects results:
one moves onto a captured small ship that already has a
1 point marine. The marine originally on the captured A Archery Hit. Remove one point of marines
ship moves off to an adjacent land hex. In this way the from the target ship. If there are no
captured ship is at no point abandoned and stacking marines present, flip the target ship to its
limitations are satisfied at the end of the turn. crippled side. If the target ship is already
crippled, and no marine units are present,
7.3.4 Scuttling: At any point in its turn, a marine there is no further effect.
may declare he is scuttling the ship he is on. It costs no
movement points to do this. Simply place a ‘sinking' B Boarding Successful. Remove one point of
marker on the ship. It is, of course, a good idea to do marines from the target ship. If no marines
this before you move. remain on the target ship after (or prior) to
this removal, the attacker may advance a
7.4 Marine Attacks marine unit to capture the ship, or may
scuttle it.
Each point of marines attacks separately in this phase.
The attacks may be carried out in any order desired by Example: There is a crippled enemy ship with 1 marine
the phasing player, but all attacks against a single unit aboard. The moving player attacks it with 1 boarding
must be declared and resolved before going on to the attack and 2 archery attacks. The first attack is the
next target. For each attack, roll a die and consult the boarding attack, and a 'B result is rolled, eliminating the
Naval Combat Results Table. marine. The second attack is an archery attack, which
causes a 'C' result. More rowers are hit, reducing the
7.4.1 Archery Attacks: Marines two hexes away may already crippled ship to 'sinking' status (note: if the
attack via Archery. Marines may only attack ships via boarding attempt had been second, the unprotected ship
Archery if the Marine unit is on land. could have been captured instead). The final archery
attack is now wasted because it could not cause more
7.4.2 Line of Sight: Units using Archery must have damage.
a ‘line of sight’ to their target. Draw an imaginary line
from the center of the firing unit to the center of the 7.5 Ballista Attacks
target hex. If it passes through any ship or land hex, the
line of sight is blocked. If the line passes along only the Some ships may be assigned by the scenario to have
hex-side of such a hex, it is not blocked unless both 'ballistae'. These are giant crossbows that fire spears or
adjacent hexes contain blocking features. flaming missiles. Crippled ships are assumed to have
lost their Ballista.
7.4.3 Boarding Attacks: Marines may attack ships in
adjacent hexes via Boarding. Ships fitted with 'Corvus' 7.5.1 Range: The range of a Ballista is three hexes.
(determined by scenario) add 1 to boarding attacks. The target must be in line of sight (see Rule 7.4.2).

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ANCIENTS RULES OF PLAY

7.5.2 Attack: Roll a die and consult the Naval Combat 8.1.5 Camps: All armies have one camp counter.
Results Table. A result of ‘A’ indicates the loss of one Mounted armies, such as the Mongols and perhaps
point of enemy marines. If there are no marine units on Parthians, Saracens, or Magyars are not required to
board, flip the enemy ship to its crippled side. If it is have one.
already crippled (and there are no marines aboard)
there is no further effect. 8.1.6 Panic: It is suggested that an army panics when
half its total strength points are eliminated; players
7.6 Repair may, however, wish to modify this.

Sinking ships may be repaired during the course of 8.1.7 Objectives: This is the most important part of
play. During this segment, the phasing player rolls one designing the scenario. Why are the armies fighting?
die for each ship he controls that is 'sinking' and What will be the effect of a victory or a defeat? Who has
consults the Naval Repair Table. If the ship is large ship, the burden of attack?
add 1 to the roll. If the ship gets a 'sinks' result, it is
removed from the game, along with any marines on 8.1.8 Time Warps: Games using armies from
board. different time periods are permitted and even
encouraged. It must be pointed out, however, that unit
8.0 FURTHER SUGGESTIONS types of one era may not be equal to those of another.
Alexander's cavalry would be no match for Norman
Presented here are additional ideas which may enhance knights. Barbarian infantry would have much higher
your overall enjoyment of the Ancients game system. morale than peasant levies, etc. In the interest of
play-balance or realism, it may be necessary to add a
8.1 Scenario Design leader, modify troop types or add an extra rule.

For a history buff, the most satisfactory method of 8.2 Army Design
scenario design is to do one's own research. That is the
recommended method also. The following data are to get Each player receives a set amount of build points with
the player started and to provide guidelines for tying which to create an army. This creates a perfectly
into the game system. balanced game, serves as a basis for campaign games,
and also provides many hours of 'game' time, simply
8.1.1 Nationality: This is the country (or countries) trying to work out the optimum army. Such scenarios
using the military system in question. The list is by no should be set up using 'Free Deployment' (see Optional
means complete and several nations have been grouped Rule 5.2).
together. For example, Egypt-Mesopotamia also includes
the Hittites, Israel, Syria, etc. 8.2.1 Build Points: Build points have been assigned
to each unit type. Each player should take, say, 100
8.1.2 Period: The system has used between the dates points and create his own army.
given (and a little beyond). Keep in mind that the system
is constantly evolving and the nation's fortunes are KT: 10 PX: 12 MM: 2 EL: 15
waxing and waning. CH: 6 HI: 7 LA: 4 HC: 6
LI: 3 HA: 5 LC: 5
8.1.3 Composition: This is the make-up of a 'classic'
case of the army at the height of its use. In practice, it 8.2.2 Leaders and Camps: The armies receive an
seldom appeared exactly as shown. Detachments would equal number of leader counters and one camp each.
be away at the time of battle; allies and mercenaries
would be added. Any number of factors Could vary what 8.2.3 Army Panic: Panic is at loss of 50% of an
was available. Also keep in mind that the size was army's strength.
highly variable. Armies could easily be twice what is
listed here. A generic army composition table is Standard Scale
provided on the next page.
Cavalry 1/2,000 men and horses
8.1.4 Leaders: All armies receive at least one leader Infantry 1/4,000 men
counter. Especially well-trained and disciplined armies Missile 1/2,000 men
receive an additional leader, as noted below. If there is Phalanx 1/6,000 men
an exceptional general present, an additional leader is Chariots 1/500 machines (1,000 men and horses)
added. Elephants 1/25 beasts (plus 5,000 light infantry)

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ANCIENTS RULES OF PLAY

8.3 Campaign Game NATIONALITY PERIOD COMPOSITION

Players who wish to play a strategic level Egypt-Mesopotamia 1300-650 BC 3 CH, 4 LI, 2 MM

game of this period should obtain a copy of Assvria 1100-650 BC 2 CH, 2 LC, 3 HI, 2 Ll, 3 HA, 2 LA
King of Kings or Imperator if possible (check
Persia 550-300 BC 10 LC, 5 HI, 10 MM, 2 PX (and lots of LI)
the used game vendors at
www.grognard.com) as these games were Greece 500-300 13C 1 LC, 3 PX, 2 MM
initially designed as campaign systems for
Macedonia 350-150 BC 1 HC, 1 LC, 4 PX, 2 MM, +1 LDR
Ancients.
Carthage 300-200 BC 2 HC, 4 LC, 2 PX, 6 LI, 2 MM
Alternatively, players may use other strategic
Celts-Germans 250 BC 100 AD 5 LC, 30 LI (Britons substitute CH for LC)
games on the pre-gunpowder era with some
modest adaptation or they might design their Parthians 200 BC-600 AD 5 HC, 10 LC
own campaign rules (creating their own
Rome 200 BC-200 AD 2 LC, 8 HI, 4 MM, +1 LDR
strategic map and come up with rules for
movement, navies, and taxes). If an historical Goths-Vandals 300-500 AD 10 HC, 5 LC, 2 HI, 8 Ll
period is being played, players should decide
Huns-Magyars 350-450 AD 20 LC (and German 'allies')
which unit types may be bought and design
their armies from the cost list above. When Byzantium 500-1200 AD 10 HC, 5 HI, 2 HA, +1 LDR
battles occur, they are resolved by playing a
Turks 600-1450 AD 10 LC, 2 HC, 5 LI
regular 6-turn game. The winner of the battle
recovers one-half of his battle losses, as Franks 700-900 AD 6HC, 2 LI,1LA
measured in strength points. Both sides
Viking 800-1000 AD 5 HI (and as many horses as they could steal)
recover any units moved off the board,
whether intentionally or through panic. Normans 1000-1100 AD 4 HC, 2 HI, 2 LA

Chivalry 1200-1400 AD 6 KT, 3 HA


For additional spice, if all players agree, each
should roll a die to determine a national Mongols 1200-1250 AD 5 HC, 5 LC, +1 LDR
characteristic:
English 1300-1400 AD 2 KT, 3 LA (English Longbows )

1 Elephants: This nationality may Swiss 1300-1450 AD 3 PX, +1 LDR


buy elephants at half the normal
rate. Any other nation wishing to buy them 5 Longbows: Light Archers cost this power
must buy them from this power's stock and twice the normal cost. However, they get 3
at the price he sets. Note: Whenever a volleys per turn.
nation has elephants in its army, it is
assumed that its cavalry horses will have 6 Training: Add an additional leader to every
become accustomed to them and have lost battle.
their fear of elephants; therefore, enemy
elephants are not doubled when attacking 9.0 DESIGNER'S NOTES
its cavalry.
Anyone who has ever done any historical research
2 Navy: If a campaign is being played, this knows that different sources will seldom agree
power may buy fleets for half price. In completely on any one point, and that in some areas the
single battles, this player is considered to records are vague at best. These facts have no bearing
be raiding foreign soil. Add one victory on this game! My object was to design a playable game;
point. historical simulation was a secondary concern. The
philosophy behind this is as follows.
3 Barbarians: Light Infantry is not disordered
due to terrain. Also, they may triple their First, games that can be played in short amounts of
attack strength during any one combat time, that can be mastered (or re-mastered after long
phase. periods of disuse), and that do not tax the gamer with
complex mechanics, are the ones played most. These
4 Horse Archers: All light cavalry have games become the "light course" between bouts of
missile rating 'B'. heavier fare. In short, they provide more game time and
hence more enjoyment, per gaming dollar.

Page 12
ANCIENTS RULES OF PLAY

Second, this can become a more serious game. The This game, then, is whatever you choose to make it. You
basics are here for the expansion into a deeper can take whatever parts appeal to you, without
simulation if desired. constantly tripping over features you don't really want.
It was designed with that in mind.
Third, the simplicity and speed of play mean that this
can become a subset for a larger game. A game covering CREDITS
an entire war can be put together, using this system to
resolve the battles. Similarly, players can take Game Design . . . . . . . . . . . . . . . . . . William L. Banks
hypothetical kingdoms, with free rein (or reign) to design Web Edition Production . . . . . . . . . . Michael P. Nagel
their own armies in a search for the most efficient Original Unit Icon Design . . . . . . . . . . Beth Queman
combination. Map Design and Unit Adaptation . . . Michael P. Nagel
Image Source . . . . . . . . . . . . . . . . . . . Corel Gallery

Page 13

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