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Ancient Battlelines Clash

V2.2 by Shaun Travers


Ancient Battlelines Clash 3 Units
Version 2.2 FINAL October 2015 3.1 Classification
© Copyright Shaun Travers 2015
Each unit has a type, a role and a fortitude that
defines its and movement value (MV) and combat
Table of Contents
value (CV). Units may also have abilities.
1 Document structure ....................................... 1
2 Introduction ................................................... 1 3.1.1 Type
3 Units .............................................................. 1 There are five types of units:
4 Terrain ........................................................... 3 • Infantry (MV 8)
5 Game sequence .............................................. 4 • Cavalry (MV16)
6 Activations..................................................... 5 • Chariot (MV 12)
7 Action tests .................................................... 6
• Elephants (MV12)
8 Melee ............................................................. 8
• Camps (MV0)
9 Sample army lists .......................................... 9
10 Optional rules ............................................ 9 3.1.2 Role
11 Rule examples ......................................... 10 Battle (CV 4): The main battleline units formed in
12 Example of Play ...................................... 13 mass to engage and destroy the enemy in melee
13 Designer Notes ........................................ 15 e.g. heavy infantry, knights and cataphracts.
14 Programmed opponent............................. 17 Auxiliary (CV2): Heavy cavalry, and infantry
(such as peltasts) that can melee, but usually on the
flanks and not able to stand in the centre battleline.
1 Document structure Skirmish (CV1): light archers, javelineers,
Pages 1-12: The rules including examples, slingers etc. Their role is to disrupt the enemy
optional rules and a reference sheet on page 12. through missile fire rather than melee.
Pages 1-12 is all that is needed to print to play. Note: Elephants and Camps have no role.
Pages 13-16: Detailed example and designer notes.
Pages 17-24: Fully programmable opponent for the 3.1.3 Fortitude
rules; none, some or all may be used. Fortitude represents staying power and is a
Pages 13-24 are not essential to play, but if you combination of morale, experience, armour
want to use them, it is best to print off separately. protection, skill and élan.
• High fortitude, +1 to CV and most tests.
2 Introduction • Average fortitude, the default, no modifiers.
Fast play rules for massed ancient battles. ABC is • Low fortitude, -1 to CV and most tests.
a solo-friendly game in 30 minutes on a
60cmx60cm board. The latest version may always 3.1.4 Exceptions, mounted and light units
be found online at http://shaun-wargaming- Battle chariots: Only have CV 3, not 4.
minis.blogspot.com.au/p/blog-page.html Skirmish mounted: MV20 (Chariots MV16).
Mounted: Cavalry, chariots, scythed chariots and
2.1 Scale, bases and measurements elephants.
One turn is approximately 60 minutes. One unit is Light: All auxiliary infantry and all skirmishers.
400-1500 soldiers. All measurements are in cm.
3.1.5 Special units
All die rolls are a singular six-sided die; high rolls
are always good for the roller. Elephant: CV3, MV 12, no flanks in melee.
Recommended unit base sizes are: Aux/Skirmish infantry are +2CV Vs elephant, and
Base Width Depth cavalry and chariots are CV0 Vs an elephant.
Infantry 40mm 20mm Scythed chariot: CV3, MV20, auxiliary chariot.
Cavalry 40mm 30mm Destroyed if disordered or pushed back or retreats.
Elephants, Chariots, Camps 40mm 40mm Skirmish infantry +2CV Vs scythed chariot. Does
Depth is not that important but widths should all be not count against group deployment limit; single
the same. For easy identification, battle units units only.
should be 4 figures to a base, auxiliary units 3 and Camel: Treat as auxiliary cavalry but no shock
skirmishers 2. The rules are designed with 15mm bonus, +1CV Vs cavalry and chariots.
figures with basing similar to many other rules. If Camp: CV1, MV0, does not count as a single unit
playing with different figure sizes or base widths, and no flanks in melee. A camp receiving a
scale measurements appropriately. destroyed result instead sees one attacker advance
onto the camp and loot for the rest of game. Camps
are used only in scenarios.

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3.2 Abilities Shock +2CV on first contact with infantry
A unit may have zero of more abilities. One unit if charging to their front in non-
only must have the general ability. difficult terrain and not against
Short Fire missiles up to 4cm. Only defending linear obstacle/stream
missile skirmish units, usually javelin and not already in melee, By
armed. default, all battle/auxiliary
Long Fire missiles up to 10cm, 4cm for mounted; all battle/auxiliary
Missile skirmish infantry. Bows, sling etc. mounted also count shock against
Battle and auxiliary infantry -1CV. mounted skirmishers. Exception:
Disciplined A unit normally impetuous that is elephants shock is only against
not due to discipline. battle infantry.
Phalanx Battle infantry with pike or long 3.3 Proximity zone
spears. +1CV to front if ordered in Each unit has a proximity zone that is a 40mm
clear terrain and negates shock; - square zone directly in front on the unit. The
1CV all other conditions. proximity zone is used to restrict movement in
Warband Battle infantry only: impetuous, front on a unit, and may trigger proximity zone
shock, CV3, CV2 in difficult terrain tests (see 7.1.1).
and move in terrain as auxiliary
infantry. No complex moves. 3.4 Status
Some MP Some missile protection, e.g. large A unit is either ordered, disordered or destroyed.
shield. +1 to fired-on test. All units start the game ordered. Disorder,
High MP High missile protection, e.g. full depletion and destroyed occur as a result of test,
armour. +2 to fired-on test. interpenetration or melee results.
General +2 to CV and all tests die rolls. Disorder: An already disordered unit receiving a
Lock Battle infantry presenting a solid disordered result has no effect, except for
shields wall of spears and shield. If ordered Skirmishers; disordered Skirmishers receiving a
and stationary treat as defending disordered result are destroyed.
terrain e.g. medieval shieldwalls. Depletion: An ordered unit that is depleted is
Long spear Non-phalanx infantry with long disordered. A disordered unit that is depleted is
spears reduces mounted shock destroyed.
modifier by 1 e.g. Akkadian heavy Destroyed: A destroyed unit routs and is then
infantry. removed from the board.
Line relief Units with this ability may swap
3.5 Groups and group splits
with a disordered unit of the same
group directly to their front as a A group is one unit or more than one unit where
move command e.g. Roman each unit is facing the same direction and touching
legionaries. at least one other unit in edge to edge contact (not
Drilled Battle infantry that may wheel up to corner to corner or corner to edge). Corners do not
3cm and move as part of a normal have to be in contact with each other.
move e.g. Roman cohorts. A single unit is one not meeting the above criteria.
Dismount Mounted units that may deploy as Groups are defined at deployment and may only be
infantry. Replace with equivalent split under the following circumstances to smaller
infantry units prior to deployment. groups during the game:
Battle cavalry must have some or high MP. • A group split move may be used to split a
Skirmishers must have short or long missile. group during movement.
• Enemy missile fire or melee results may split a
Default Abilities group.
The following abilities may be specifically added • A group move command or mandatory charge
to units but they are inherent to some units. is passed by some of the group’s units and not
Impetuous Subject to impulsive charging and others.
pursuing of the enemy. By default, • If part of a group is in contact with enemy
all non-missile armed mounted with units, other non-contacted units may split as
a CV3 or more. CV3 is the base CV the largest group possible. This is not a
plus high/low fortitude. classed as a group split move.
Groups may be recombined, but only with the
same units as at deployment.

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3.6 Destroyed general unit 4 Terrain
Immediately the general unit is destroyed, or its A unit is in a terrain piece if any part of the
general ability is lost, reduce the ACA by 1 and effected edge is in the terrain piece. Effected edge
perform an army morale test. All subsequent is dependent on the reason e.g. melee, fired-on,
moves are performed as though the general is > charged. For melee, both units are affected by the
20cm. worst terrain feature only where the units are
3.7 Armies touching. A unit defending terrain must have part
of their front edge in that terrain to count as
3.7.1 Army control ability (ACA) defending and in melee to their front – in this case
The ACA is 0 (default), 1 or 2. The ACA allows both melee units use their difficult terrain CV.
• more groups to be deployed 4.1 Terrain effects
• adds to the army’s breakpoint
Skirmish infantry movement is never affected by
• increases the general command distance
terrain except streams and rivers. Units disordered
• each ACA may add 1 to any one player rolled
on entering terrain are not disordered again while
die roll (prior to rolling) during the game;
moving through the same terrain feature.
unused ACAs are lost.
Rise
The ACA cannot go below -1. An ACA of -1
Blocks visibility and missiles for units with a rise
incurs a -1 modifier to all move tests.
between them; except units downhill do not block
3.7.2 Army Breakpoint missile fire or visibility to units not on the rise.
An army’s breakpoint (BP) is the total of its unit Provides a defence bonus to units uphill and
BVs (break values) divided by 2 and rounded up, attacked to their front. No other effect.
plus its ACA. Hill
Battle units, auxiliary mounted and elephants: 2BV Blocks visibility and missiles for units with a hill
Auxiliary infantry and skirmish mounted: 1BV between them; except units downhill do not block
Skirmish infantry, camps, scythed chariots: 0BV missile fire or visibility to units not on the hill.
Provides a defence bonus to units uphill and
3.7.3 Army terrain location attacked to their front. Halves movement for battle
If using the random terrain generator each army infantry and all mounted.
will have one of four terrain locations: open, Wood
mixed, woods or hilly. Visibility and missile fire range is 4cm. Units in a
wood cannot be seen by units outside the wood
3.8 Points
unless touching the edge. Units at a wood’s edge
Unit type cost can see out and fire missiles at full distance out.
Battle cavalry, elephants 5 Halves movement for battle infantry and all
Battle infantry, auxiliary cavalry, battle mounted, plus disorders all chariots and elephants
chariots 4 when entering.
Camels, auxiliary chariots 3 Rough
Auxiliary infantry, skirmish mounted, Halves movement for infantry and mounted,
scythed chariots 2 additionally disorders all mounted when entering.
Skirmish infantry 1 Stream
Camps 0 Reduces movement by 4cm for all units.
Abilities cost All streams provide a defence bonus to units on the
High fortitude +1 bank and attacked to their front and negates shock.
Low fortitude -1 Impassable River
Warband -1 Cannot be crossed except at fords or bridges.
Phalanx +1 Passable Rivers, Fords, Bridges
Sub-generals (1 per 30 points) +3 Halve all movement. Additionally, a unit must
Other abilities (including the general) +0 stop when first entering the terrain, and stop just
Army command ability cost before exiting (it take two moves to cross).
A river provides a defence bonus to units on the
+2 +4
bank and attacked to their front and negates shock.
+1 +2
Linear Obstacle (rampart or barricade)
-1 -2
Reduces movement by 4cm for all units. Units
An army for a decent game on a 60cm square defending a linear obstacle receive a combat
board is 35 points; 55 points for 90cmx60cm. modifier and negate shock.

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Town 5.1.1 Uncontrolled groups
A town is treated as woods, but chariots may enter. More groups may be deployed at the start of the
There is a combat bonus to defending a town. game than normally allowed. The additional
groups are uncontrolled and must be identified at
Terrain movement summary deployment. They cannot voluntarily perform
Battle Aux Cavalry Chariot actions during the game except:
infantry infantry Elephant • Missile fire at units that come in range.
Hill 4 - ½ ½ • If subject to mandatory charge for unit coming
Wood 4 - ½ 4 + dis within charge range roll a mandatory charge
Rough 4 4 4 + dis 4 + dis test; impetuous unit must charge.
4.1.1 Difficult Terrain • Perform actions as a result of enemy actions.
To enable normal control of a group, a general (or
Hills, rough, woods, fords, bridges, passable rivers
sub-general) unit may start a player turn in contact
and towns are referred to as difficult terrain. While
with the uncontrolled group (except for the first
in difficult terrain, battle infantry and chariots are -
turn) and stay attached for the entire player turn.
3CV; Cavalry are -2CV; elephants -1CV.
On each subsequent player turn, check for control.
4.2 Random terrain generation The uncontrolled group is controlled on a die roll
Split the board into 9 equal squares. Each army of 4-6, and may immediately act as any other
will have one of four location types. The attacker controlled group; the general may also now move.
randomly chooses and place 9 of the 12 cards 5.2 Player turn
associated with the defender’s location type in
The game consists of each player alternately taking
each square. Attacker places the actual terrain
a player turn until one player is the victor.
piece. Note only limited terrain types are randomly
Each player turn consists of activating groups from
generated.
the player’s right to left and front to back.
Card Open Mixed Woods Hilly
Example
1 Rise Rise Rise Rise
2 Hill Hill Rise Hill D C A
3 Clear Woods Wood Hill
4 Clear Clear Wood Rough
5 Clear Clear Clear Rough E B B B
6-12 Clear Clear Clear Clear
Grey means that if the card is placed in the centre, The groups are activated in this order – A, C, B, D,
treat the card as Clear. and E.
Streams: Prior to placing terrain cards, the A group’s activation may be:
defender may attempt to place a stream. A d6 of 6 • If in contact with the enemy, perform melee
indicates a stream. Choose one edge and randomly and units may need to resolve a Pursuit Test
choose one square. The defender places the entry against retreating or routing units.
point on that square edge and the stream exits on • Perform missile fire. Target performs a Fired-
the directly opposite square edge on Test
Terrain pieces should be between 10cmx10cm and • Perform any mandatory charges.
20cmx20cm and at least 8cm from other terrain • If the group did not fire, choose a move option,
pieces (except streams). Terrain unable to be including rally.
placed isn’t. Hills and rises cannot be placed on • If a unit moves and halts within 4cm of an
streams. enemy’s front, the enemy may need to perform
a Proximity Zone Test.
5 Game sequence • If moved into contact, the charged unit may
5.1 Setup need to perform a Charged Test.
Each player roll a die, re-roll ties. Higher roll is the • Resolve outcomes from any tests.
attacker who places terrain pieces as per defender’s • Units newly in contact with the enemy perform
terrain type. The defender then chooses their melee and units may need to resolve a Pursuit
deployment side. Test against retreating or routing units.
Set up screen across the centre of the board and Continue with the next group to the left of the
each side deploys 3 + ACA groups within 20cm of previous group.
their edge and at least 6cm from the side edges. If during the turn a general is destroyed, that player
Remove the screen; attacker starts with first turn. performs an Army Morale Test at that point.

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5.3 Group actions 6.1.2 Movement restrictions
If a group, or part of a group, is performing the Battle infantry
same action - e.g. missile fire, melee - against other Move straight ahead or wheel 3cm.
units then roll and resolve each action test Complex move: wheel and move, or wheel
simultaneously. Groups Vs group tests are lined up between 3cm and 6cm per unit, or about face.
to evenly test where possible to avoid two-on-one Battle and auxiliary mounted and elephants
ganging up and leaving one unit not testing. Move straight ahead, or wheel 3cm and move, or
wheel up to 6cm with no further movement.
5.4 Victory Complex move: Wheel between 3cm and 6cm and
The game ends when an army is broken with the move, or about face.
other player the victor. Auxiliary infantry and skirmishers
Keep a running total of destroyed units BVs for Optionally about face prior to move (does not cost
each player. An army is broken is the moment its any movement distance), then move straight ahead,
breakpoint is reached or is exceeded. Although not OR wheel 6cm and move OR move directly back
used to calculate the initial army breakpoint, lost full move, no facing change. No complex moves.
generals and camps (when looted), count as 2BV Wheels
each. If both armies are broken at the same time A single unit wheels up to 3cm/6cm. A group of
then continue playing until the next destroyed unit units may wheel up to 3cm/6cm per unit length of
to determine the winner. The winner is the side that the group. Wheel distance counts towards the
exceeds their army BP by the lessor amount. movement limit of the unit(s),
Complex moves
6 Activations A disordered unit cannot perform a complex move,
6.1 Move and performing a complex move disorders a unit if
within 20cm of an enemy unit.
To move, a group must roll a move test:
Proximity zone
1+ Moving or charging into contact
A unit cannot voluntarily move any part of its front
3+ Complex move < 20cm from enemy
edge into and out of a non-skirmisher enemy units’
Group split; return from off board
proximity zone in the same move. This is to
5+ Rally
prevent zipping past the front of an enemy. Note
Modifiers skirmish infantry do have a proximity zone against
+1/-1 High fortitude/low fortitude elephants. Moving and halting in an enemy
-1 Single unit proximity zone (skirmisher or not) may cause that
-1 per 20cm from general, excluding first enemy to take a proximity zone test.
20cm (ACA1 is first 30cm;2 is 40cm)
A unit in contact with the enemy cannot move. 6.1.3 Impetuous mandatory charge
A unit that fails a move test cannot fire. A unit that An impetuous unit (by default, all non-missile
fires cannot voluntarily move/rally. armed mounted with a CV3+ and warbands) with a
A unit that contacts an enemy unit is considered to valid enemy unit directly to its front and within
be charging and stops moving immediately. Other movement range is subject to mandatory charge. It
units of the group may continue movement but will move to contact that unit. Chargers will
may not split the group (see 11.1 Group move after interpenetrate through friendly skirmish infantry if
contact). Do not align units. The enemy group they are in the way. A valid enemy unit is one that
performs a charge test. If after the test, they are is not: a skirmish infantry, auxiliary infantry.
still in contact, perform melee. Additionally, a valid target for mounted units is
A unit that ends within an enemy unit proximity not: elephants (except other elephants), the front
zone may cause the enemy to undertake a of an ordered phalanx, or units in difficult going.
proximity zone test. A unit will mandatory charge unless a pursuit test
is rolled to prevent it from charging.
6.1.1 Group moves and splits
Units of a group test individually for mandatory
The move test is applied to an entire group unless charge. If the unit does not mandatory charge it
using a split move to split a group – roll for just the may perform any other move or rally but cannot
group splitting and then the remaining group rolls enter in contact with an enemy unit.
based on its choice of action. If the rolls fails, the Enemy camps: All units will mandatory charge
entire group may still do a move (not a complex against an enemy un-looted camp if directly to
move) if it passes the roll required for a move. their front in movement range.

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6.1.4 Pursuit Test result of an action test even if it moved. Closer
<3 Do not pursue/charge groups take priority as targets over further ones.
3+ Pursue/charge Arc of fire is directly to the front of the unit – a
Modifiers 40mm wide corridor from each front corner edge.
+2/-2 General or disciplined unit (choose) An unengaged enemy unit with any portion of its
base within the arc of fire is a target.
-2 Uphill/Defending terrain
On a natural 6, add 2cm to the unit’s move
distance. Units of the same group behind a
charging/pursuing unit are pulled along if of equal Arc of
or lower fortitude. Higher fortitude units or Fire
disciplined units may choose to be pulled along.
6.1.5 Interpenetration
Skirmish infantry may always voluntarily
Unit
interpenetrate and be interpenetrated by other
friendly units.
Involuntary interpretation may occur as a result of
a test result. Both units are affected except The target unit takes a fired-on test. If two targets
Skirmish Infantry do not cause interpenetration are being fired-on by one unit, the one with lesser
results but are affected by interpenetration. edge being fired at automatically reacts as a result
Interpenetration depletes all skirmishers, mounted of 3+. If one target is being fired on by two units,
and auxiliary infantry and disorders all other units. roll the fired-on test twice and choose the worst
Elephants always deplete other units. Camps are result.
never interpenetrated. Example: If a line of 4 archers is firing at a line of
Units can only interpenetrate one unit deep. An 4 enemy units, each enemy unit performs only one
interpenetrating unit is destroyed after the first unit fired-on test. If the archer line is 5 units, 3 enemy
interpenetrated. units take one test, and one unit takes two tests
Interpenetrating units overlapping on top of other (and choose the worst result); if the archer line is 3
units move further until no longer overlapping. units, 3 enemy units take a test, and one unit
automatically reacts at 3+.
6.1.6 Moving off the board
Units that move off the board due to an evade, 6.3 Rally
retreat or rout cannot return and are destroyed. A Rally a unit that did not fire or move or fired on or
unit that pursued a routed, evading or retreating was in melee this player turn. A successful rally
enemy unit off board may return. Place the removes disorder. A unit will fire rather than rally.
pursuing unit off board but with its front edge See the move command for the test.
touching the board edge where it left The
immediate next time it may be activated, it cannot
7 Action tests
be (i.e. skip the next activation). In following turns Action tests are normally taken as a result of
with potential activation, a move command may be enemy activity.
assigned to each off board unit (no group 7.1 When
commands) that pursued off the board. A -2
modifier applies for being off-board and single unit 7.1.1 Proximity zone
modifier applies; ignore the distance from the If a non-skirmish unit moves from outside and
general modifier. An additional -2 modifier is halts within an enemy unit’s proximity zone, then
applied for the first attempt after pursuing a the enemy unit performs a proximity zone test.
retreating or evading unit. If the move command is Skirmishers never cause a proximity zone test, but
successful, the unit is placed on the board exactly may be subject to them from non-skirmishers.
where it left with its rear edge on the board edge Exception: moving skirmish infantry do cause
(no further movement). If the move command is proximity zone tests with elephants. Note only
unsuccessful, the unit remains off board but missile armed or shock/impetuous units may vary
attempts may be made in further turns. in their response to the test.
6.2 Missile 7.1.2 Charged
If a visible enemy unit is in range and arc of fire of If a unit is charged perform a charged test. Note
an activated missile-armed unit, that unit must fire only missile armed or shock/impetuous units may
if it does not move. Note a unit can return fire as a vary in their response.

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7.1.3 Fired-on 7.3 Actions
A unit that is fired on by an enemy unit performs a Stand: Unit does not move, does not fire back and
fired on test. is classed as not charging.
7.1.4 Army morale Charge: Unit charges the enemy unit that caused
the test. No move test is required. The charged unit
If the general unit is destroyed, or the general will need to take a charged test if moving into
ability is lost, every unit in that army must contact. If the enemy unit is routing or retreating,
immediately perform an army morale test. charge the full distance in that direction. If a
7.2 Action test stationary enemy is not directly to the front, or
directly to front after a normal wheel, stand
Proximity Fired-on Army
instead. If already in contact, do not move but is
Charged morale
classed as charging.
<1 Skirmishers Depleted and retreat
Missile fire: Fire missiles at the unit causing the
depleted
test. Note that if this is the second time this unit
Retreat
has been called on to fire in this round of tests,
Rest stand perform a missile contest instead, see section 7.4
(no fire or Missile contest.
charge) Move: move as directed.
1-2 Missile fire Disordered Disordered Pushed back: Move directly back 4cm. If cannot
+1 fired-on due to terrain, camps or enemy units - move at
Skirmishers Skirmishers much as possible and convert the disordered result
disordered retreat to depleted. Pushed-back units, except skirmish
Retreat infantry and elephants, will push-back friendly
Charged Mounted infantry behind them. Units in echelon (see 8.2
units pushback Echelon) and behind the pushed backed unit will
charge; rest be pushed back with them. Otherwise resolve
stand interpenetration.
3+ Impetuous units charge. No effect. Retreat: Perform a ½ move to the unit’s rear with
Missile fire if in range; if up to a 3cm reverse wheel if required to avoid
not move ½ distance to other units. Skirmishers and auxiliary infantry add
within range +2cm to the move. Do not change facing.
Charged shock count as Interpenetrate un-avoided friendly units. Destroyed
charging if cannot avoid enemy units (except enemy
Skirmishers not fired on also skirmish infantry that are destroyed instead and
retreat (not SI Vs ELE/SCH) retreating elephants interpenetrate enemies) or
Shock units charge impassable terrain. Check for pursuit.
Other units If within 4cm Rout: A destroyed unit routs. The routing unit
stand. charge; else performs a retreat and then is removed. Check for
move 4 pursuit.
(unless Pursuit: If a non-firing unit causing an enemy to
defending retreat or rout can move to its front, then perform a
terrain) pursuit test – see 6.1.4 Pursuit Test. Impetuous
Modifiers units do not test for pursuit and automatically
+1/-1 High fortitude/low fortitude pursue. Do not change facing during the pursuit,
-1 Single unit unless the enemy unit changed direction. A
-2 Disordered pursuing unit counts as charging; if it recontacts
Fired-on additional modifiers the retreating unit then perform another melee, if
+1 Replace high fortitude modifier: Some you contact a new unit, that unit may require a
MP/in cover/high fortitude (high MP charged test before a melee test. A pursuing unit
+2)/missile fire +1 (missile fire +1 is a will not cause a proximity test on the retreating
potential firer result from proximity / unit.
charged test). These are not cumulative –
the+1 modifier applies if one or more of 7.3.1 Action direction
these conditions are met. A unit pushbacks, retreats or routs to the opposite
-1 Fired on in flank or rear edge to that unit that caused the test. To determine
the edge, use the flank and rear definition as per
melee.

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7.3.2 Advance and fire limitations 6-7 Defender depleted and retreats
If a unit is required to advance or fire but the unit 8+ Defender destroyed
causing the result is not directly to the unit’s front, Modifiers
the unit will stand. A unit defending a camp, +1 High fortitude OR uphill OR defending
fortification, stakes, river/stream bank or uphill of terrain (these are not cumulative – the +1
an enemy does not advance and stands instead. applies if one or more of these conditions
is met).
7.4 Missile contest -1 Low fortitude
When a unit fires on a target and the target test -1 Single unit
returns fire, and then the original firer test dictates -1 Disordered Infantry/ Chariots/Battle
firing again, perform a missile contest instead of Mounted or
firing again. Each unit rolls a die and performs a Other Disordered Mounted Vs Mounted
fired-on test. The lower roll incurs a ‘1-2’ result; if -2 Non-Skirmish On Flank
the difference is 3 or more, treat it is ‘<1’. Ties see Skirmishers and Auxiliary Infantry are -1
the first target the loser. +2 Charging Shock Vs Infantry,
Example: also Charging Shock Mounted Vs
Skirmish Mounted.
Unit A Optional but recommended: If an attacker will roll
the die with a final overall +1 modifier, a natural 1
is treated as a result of 1. This ensures a small
combat difference does not eliminate the chance of
attacker depletion.
Unit Z Unit Y
8.1 Flank and rear
Enemy heavy infantry unit A armed with long A flank attack is one where the flanking unit’s
missiles has within its arc of fire archer units Y front edge is at 90° or more from the flanked front
and Z. Unit Y fires on unit A and the fired-on test edge and there is contact with the flanked rear
is 3 and results in unit A returning fire. Unit Y corner. A rear attack is one where the flanker
performs a fired-on test, gets a 4 and returns fire. contacts the flanked rear edge (not just a corner).
Unit Y and Unit A are in a missile contest. Unit A A unit with an enemy unit on its flank counts as
rolls a 3, -1 single unit is a 2. Unit Y rolls a 4 -1 flanked for all attacks, not just the melee with the
single unit is a 3. Unit A loses and a “1-2” result flanking unit. Skirmishers and Elephants have no
sees Unit A disordered. Now Unit Z fires on Unit flanks for melee purposes. See 11Rule examples.
A. Unit A will roll a fired-on test. 8.2 Echelon
7.5 Losing the general ability A unit is in echelon if it is a friendly infantry unit
If the general unit rolls a natural 1 when fired on or directly behind another, facing the same direction,
rolling for melee - or a natural 6 is rolled against it and with its entire front edge in contact with the
in melee - roll a die. The unit loses the general front unit’s rear edge. Neither unit may be
ability on a 1 and triggers an army morale test. skirmish infantry. If the front unit retreats or routs,
an echeloned unit must move into the same
8 Melee location as that of the retreating/routing unit, after
Units in contact perform melee. The attacker is the resolving any interpenetration. Perform melee at
group that charged/pursued first; else it is the this time. The moved echeloned unit will count as
activated group. The attacker rolls one die per charging and first contact. The other unit will also,
attacking unit. Melee between groups is rolled for unless in existing contact with another enemy unit
simultaneously but resolved from the active and then cannot charge and counts as in a
player’s right to left. continuing melee (i.e. not first contact).
If two units are in melee with one unit, roll a die 8.3 Charging into an existing melee
for each unit’s melee. The one unit is classed as a
If a unit charges into contact with an enemy unit
single unit for melee modifiers. The single unit
that is already in contact with another friendly unit,
only implements the one result - the worst result;
perform melee only with the charging unit if the
the two other units each implement their result.
enemy unit has already performed melee in this
< 0 Attacker destroyed player turn with the already in contact friendly
0-1 Attacker depleted and retreats unit. If not, then perform melee with all units.
2-5 Both units disordered Note that the charged enemy unit in the existing

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Ancient Battlelines Clash
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melee will not be able to charge, and cannot claim 9.3 Early Achemenid Persians
the shock modifier against the charging unit. Cavalry: Aux Cavalry, long missile, shock
8.4 Group Melees Immortals: Battle inf, long miss,high fort,some MP
Sparabara: Battle infantry, long missile, some MP
Melee opponents are matched up so that every unit
Skirmishers: Skirmish infantry, long missile
contacted is paired with an opponent. This is
Subject Infantry: Aux infantry
important when two battlelines clash but do not
line up perfectly – if the battlelines are the same 9.4 Alexandrian Macedonian
length, every unit will participate in a melee. You Companions: Aux cavalry, disciplined, high fort
cannot ‘gang-up’ 2 units to 1 unit and leave Phalangites: Battle infantry, phalanx
another one not to be in melee. Hoplites: Battle inf, phalanx, some MP, low fort
Example: The hoplites in Alexander’s service are not very
enthusiastic, hence the low fortitude.
A B C
9.5 Porus Indians
X Y Z
Elephant: Elephant
Unit A, B and C are in melee with enemy units X, Y Chariots: Battle chariots
and Z. A pairs with X, B with Y and C with Z. A Cavalry: Aux cavalry, low fortitude
die is rolled and modified for each of the three Archers: Battle infantry, long missile
melees simultaneously. Then apply results from 9.6 Gauls
right to left.
Cavalry: Skirmish cavalry, short missile, low fort.
9 Sample army lists Tribal infantry: Battle infantry, warband
These examples are to assist with formulating Skirmishers: Skirmish infantry, short missile
historical unit types. Army lists are not necessarily 9.7 Marian Roman
complete; they merely contain some representative
Cavalry: Aux cavalry
unit types. Skirmishers will almost always never
Legionaries: Bat inf, line relief, high fort,some MP
have high or low fortitude. Germanic-type
warbands are usually high fortitude compared to 9.8 Army command ability note
Gallic counterparts. Chariots normally do not have For scenarios the ACA should be obvious. For
some/high missile protection. High fortitude other games, generate the ACA by rolling a die:
auxiliary infantry represent Thorakitai or Roman 1-4 Average (+0)
Auxilia. 5-6 Skilled (+1); on a 6 roll again:
9.1 Converting units 4-6 - the command is Exceptional (+2)
The common terms of heavy cavalry, heavy 10 Optional rules
infantry etc. of other rules are easily converted as
follows: These are to be used at the discretion of the
players; most are designed for specific scenarios.
Infantry Cavalry Chariots
Battle Heavy Knights, Heavy 10.1 Abilities
infantry Cataphracts chariots Undrilled Units poor at manoeuvres are
Aux Medium Heavy Medium additional -1 modifier to perform any
infantry cavalry chariots complex move e.g. militia units.
Skirmish Light Light Light Veterans Well experienced troops with a long
infantry cavalry chariots history of excelling in combat e.g.
9.2 New Kingdom Egyptians Theban Sacred Band, Silver Shields.
One per army and it must be a high
Chariots: Aux chariots, long missile
fortitude unit. A veteran unit reduces
Spearmen: Battle infantry, low fortitude
by 1 all disorder modifiers in tests.
Archers: Battle infantry, long missile, low fortitude
Sub- Recommended for larger games, acts
Skirmishers: Skirmish infantry, long missile
general like general ability but +1CV and +1
Note: Chariots as auxiliary chariots depends on
to tests. Move commands can be
the perception on how chariots were used. An
traced to the sub-general unit. A
alternative is skirmish chariots with high fortitude.
destroyed sub-general does not
The main difference is skirmishers will evade from
reduce ACA, and their loss army
combat, more fragile and less effective versus
morale test is only for units in 20cm.
infantry.

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10.2 Infantry in mounted support 10.6 Gunpowder hand weapons
For all armies up until around 100BC, auxiliary Arquebus: Treat as long missile ability.
and skirmish infantry units with no long missile Handguns: Treat as short missile ability. Some
ability may support mounted units. The supporting MP is ignored; high MP is only a +1 modifier.
unit is placed immediately behind the supported Muskets: Treat as long missile ability and the
mounted unit at deployment. The infantry or fired-on test is taken with an additional -1
mounted unit may split away from the other during modifier.
movement, but then the infantry unit is no longer
supporting the mounted unit, and cannot move 11 Rule examples
back into support. When together, they effectively 11.1 Group move after contact
are one unit, so if attacked from the rear, it will
Before charge:
count as a rear attack on a mounted unit supported
by an infantry unit. A supported unit gains a +1
melee modifier to any attack or defence by the B
supported mounted unit to its front from any A
enemy unit except a battle infantry enemy unit.
10.3 Artillery
Artillery does not move when forced to retreat or
Y Z
rout, but does suffer disorder and depletion.
Artillery never cause interpenetration effects but
may be affected by interpenetration. Artillery After A contacts:
never pursues or charges. An enemy will not
pursue a routed artillery unit. Otherwise treat
B
artillery as auxiliary infantry for tests.
Missile protection of the target is ignored for the A
fired on test and some artillery has additional
modifiers to the fired-on test.
Y Z
Light Medium Heavy
Range 10cm 15cm 20cm
Move 4cm 0cm 0cm B may make the following move:
Fired-on mod 0 -1 -2
Point cost 3 4 5 A B

10.4 War wagons


War Wagons: Battle chariots, MV8, no flanks Y Z
Abilities:
• Some MP or high MP (high more common). 11.2 Tests
• They may have long missile or light artillery 11.2.1 Move
• They do not have the shock ability. A Gallic general orders a single low fortitude battle
With the Long Missile ability, they may fire from infantry warband to move. It is 30cm away.
any one side per test. When armed with light Rolling a 3 on the die, -1 low fortitude, -1 range
artillery, they fire from only one flank side for the >20cm, -1 single unit results in 0. Score needed is
entire game (chosen when first firing). War 1+ so the warband remains stationary.
wagons are pushed back, retreat and rout but never
charge or pursue. War Wagons may fire over 11.2.2 Group move
friendly troops. War Wagons never cause or are
affected by interpenetration. A B C
10.5 Longbows and Crossbows A, B and C are a group of a battle infantry units. B
Longbows are long missiles, firing at any target is low fortitude, the rest are average. A single die
cause the target to take a fired-on test ignoring its roll to charge against an enemy group is made. A
high MP or some MP ability. 4 is rolled, and -1 for B only for low fortitude. A
Crossbows are long missiles, firing at any non- and C score a 4 which is a success, B scores a 3
skirmish target and non-auxiliary infantry, cause also a success and so all 3 units charge
the target to take a fired-on test ignoring its high simultaneously into the enemy group. The charged
MP or some MP ability. units will now undertake a charged test against
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Ancient Battlelines Clash
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these units. If the original roll was a 1, B would 11.4 Flanks
have failed and only A and C would charge. Front attacks by the white unit:
11.2.3 Proximity zone test
A Roman auxiliary cavalry unit moves to within
3cm of the front of a Gallic battle infantry warband
unit (low fortitude). The Gallic unit must perform
a Proximity Zone entered test. It rolls a 5 -1 for
single unit -1 low fortitude = 3 and, as impetuous, Flank attacks by the white unit:
it will charge the Roman heavy cavalry. The latter
will need to perform a charged test. If the
proximity zone test roll result was less than 1, the
Gallic unit would stand and not charge.
11.2.4 Charged Test
The Gallic unit from the previous example charges Rear attacks by the white unit:
into contact with the Roman cavalry unit. The
Roman unit rolls a 4 -1 for single unit = 3 for the
Charged test causing it to charge as it is a shock
unit. It is already in contact so this means the
Roman Cavalry uses the shock bonus in the first
turn of melee. Both units must now perform a
melee. If the Roman cavalry had rolled a 1, -1
single unit = 0, it would stand and not receive the
11.5 Mandatory Charge pursuit test
shock modifier in the melee. The pursuit test is used for two purposes –
preventing a mandatory charge and pursuits.
11.2.5 Melee An impetuous Norman Knight (Auxiliary Cavalry,
Carrying on from the charged example, the high fortitude) has a Saxon battle infantry unit
Warband has charged the Roman auxiliary cavalry 10cm directly in front. The knight would normally
unit. The Roman Heavy cavalry counts its shock charge (it has to due to the mandatory charge rule).
ability. The Gallic player rolls a 5. The Gallic The Norman player does not want the knight to
combat value is 3, -1 single unit -1 low fortitude charge so rolls a charge/pursuit test. A roll of 4
for a total of 1 (shock bonus is only Vs infantry). sees the knights forced to charge. A roll of 2 would
The Roman combat value is 2, +2 for Roman have meant the knights do not charge and may
shock, -1 for single unit, for a value of 3. The die perform a different action. If the knights were
roll of 5 + 1 (Gallic) -3 (Roman) is 3. Both sides uphill of the Saxons with a roll of 4, the roll would
are disordered. have been 4 -2 (uphill) =2 and the knights would
The next turn the Roman player rolls a 6. Gallic not charge.
value is 0 (CV3, -1 single unit, -1 low fortitude, -1
disordered). Roman value is 1 (CV2 -1 single unit, 11.6 Pursuing
no shock bonus, disordered does not count Vs Given this situation and it is XYZ activation:
infantry). Die roll of 6 +1 -0 = 7, Gallic warband is
depleted and, as already disordered it routs and is A B C
destroyed. The Roman cavalry unit performs a X Y Z
pursuit test. They roll a 6, so they pursue 8cm (1/2
move +2cm). Combat between groups is done simultaneously. C
11.3 Interpenetration is depleted and retreats. Z rolls a pursuit test and
gets a 4. Z is disciplines and can either add 2 for a
Example: An auxiliary infantry peltast unit is in 6 and pursue, or subtract 2 and make the roll a 2
melee. A second peltast is directly behind this and stay in place. Assume Z pursues (and if
unit. The first unit loses the combat and is contacts C then another combat takes place). Y and
disordered and retreats. It interpenetrates the B close combat results in both being disordered but
second unit. The second unit is depleted resulting no retreats. B and Y stay in place. A is depleted
in it being disordered. The first unit is also and retreats. X cannot pursue as unit B is in the
depleted by the interpenetration and is destroyed as way, and so X does not roll a pursuit test.
it is already disordered. The first unit also routs as
a result of the interpenetration.

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Move Proximity Fired-on Army
1+ Moving Charged Morale
3+ Complex < 20cm from enemy (disorders) missile/shock/impet.
Group split; return from off board <1 Skirmishers
5+ Rally deplete+retreat Depleted and retreat
Rest stand.
+1/-1 High fortitude/low fortitude 1-2 Missile fire+1 Disordered
-1 Single unit Skirmishers Skirmishers
-1 per 20cm from general, excluding first disorder+retreat retreat Disorder
20cm;ACA1 is 30cm;2 is 40cm;-1 is 0cm Charged charge Mounted
Battle infantry: Move OR wheel 3 Rest stand pushback
Complex (not WB): wheel+move; wheel 6; 180o 3+ Missile fire if in range; if not,
Battle and auxiliary mounted and elephants move ½ distance to in range.
Wheel 3+ move or wheel 6. Complex: Wheel Skirmishers not fired on will also
6+move or 180o. retreat (not SI Vs ELE/SCH)
Auxiliary infantry and skirmishers Shock missile count as charging
Optional 180o. Wheel 6+move/direct back move. Impetuous units charge. No effect
Shock charge; unless with
Bat inf Aux inf Cav CH/Ele missiles >= 4cm – then fire
Hill 4 - ½ ½ Other units If in 4 charge;
Wood 4 - ½ 4 + dis stand else mv 4 (not
Rough 4 4 4+ dis 4 + dis defend terrain)
Diff CV -3 N/A -2 -3/-1
+1/-1 High fortitude/low fortitude
Rally: No move or fired or melee. Fired-on: Some MP/in cover/high fort +1
/missile fire +1 (high MP +2)
Mandatory Charge/Pursuit -1 Single unit
WB/Non-missile mounted with CV3+; with non- -2 Disordered
Light directly to front in reach. Not: disciplined; -1 Fired on only: fired on in flank or rear
Vs unit in difficult; Cavalry/CH Vs ELE/phalanx
Missile Contest (each rolls; Tie, first firer wins)
<3 Do not pursue/charge
Lower roll = “1-2”; if lost by 3 or more = “<0”
3+ Pursue/charge
Melee
+2/-2 General or disciplined unit (choose) <0 Attacker destroyed
-2 Uphill/Defending terrain 0-1 Attacker depleted and retreats
Impetuous always pursue 2-5 Both units disordered
On natural 6, add 2cm to the unit’s move distance. 6-7 Defender depleted and retreats
8+ Defender destroyed
Battle: CV4 (CH 3); Aux: CV2; Skirmish: CV1
Infantry: MV8, Cav: MV 16 (Skirmish 20);CH -4 +1 High fortitude or Uphill/defending terrain
Elephant: CV3, MV 12, no melee flanks. Skirmish +1 Low fortitude
/Aux infantry +2CV Vs elephant, Cav/CH CV0 -1 Single unit,or the one unit in 2 on 1 melee
Scythed chariot: CV3, MV16, destroyed if -1 Disordered Inf/ Chariots/Battle Mounted
disordered/pushed back/retreats. Skirmish infantry Other Disordered Mounted Vs Mounted
are +2CV Vs scythed chariot. -2 Non-Skirmish On Flank; AuxInf, SK -1
Camel: Aux cavalry, no shock,+1CV Vs cav/CH
+2 Charging Shock Vs Infantry, also Shock
Phalanx: +1CV, ordered, clear terrain, negates Mounted Vs Skirmish Mounted.
shock. else -1CV Optional: an overall mod +1: a natural 1 = 1
Warband: impetuous, shock, CV3, CV2 in difficult
Disorder: No effect if disordered exc. Skirm. rout
General: +2 to CV and all tests die rolls.
Deplete: Disorder unit. If already disordered, rout
Shock: all battle/auxiliary mounted. (elephants Vs
Retreat: ½ move directly back. SK/AuxInf +2cm
battle infantry)
Rout: Retreat, then destroyed.
Charging to front in and not: difficult terrain or Vs
Pursuit: ½ move
linear obstacle/stream or already in melee
Pushback: 4cm.Pushback inf., interpenetrate rest
Impetuous: non-missile mounted CV3 or more
Interpenetrate (SI not cause): Deplete AuxInf,SK
Short missile: 4cm Long Missile: 10cm (4cm SI) & Mounted; Disorder rest (ELE always deplete).

Page 12 of 24
Ancient Battlelines Clash
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Legionaries move 8cm and are within 4cm of the
12 Example of Play Skirmishers. The Skirmishers roll a Proximity
This short example takes place on a portion of the Zone test – both roll a 2: fire (at +1), disordered
battlefield where Pyrrhus is attacking the Romans. and retreat. Skirmishers are disordered and retreat
A colour version is available on line at: back though the pikes. Skirmishers are depleted
http://shaun-wargaming- when interpenetrating so as they are already
minis.blogspot.com.au/p/blog-page.html disordered, they rout. The Pikemen behind suffer
no interpenetration effects – Skirmish Infantry do
Deployment and troops not cause any interpenetration results.

Legionaries fired-on test


The Legionaries take a fired on test. Legionary A
rolls a 1 +1 some MP/high fortitude +1/missile
fire+1 = 2. Legionary A is disordered.
Legionary B rolls a 3 and charges (fired on within
4cm) the Skirmishers. They are no longer there,
the Legionary must move up to 8cm and so contact
(charges) the Pike units. Legionary C
automatically scores 3+ and charges. Fired on tests
are only rolled for matching pairs with any extra
units fired on automatically getting 3+. The Pike
units must each take a Charged test.

The general units are just out of the picture so all


units start, and remain, within 20cm of general.
Army command ability is 0.

Romans
3 Legionaries: Battle infantry, high fortitude, line
relief, some MP (marked A, B, C from Roman
right to left)
2 Italian infantry: Auxiliary Infantry (Medium
Infantry in the diagram)

Pyrrhic
1 Warband: Battle Infantry, warband.
2 Phalangites: Battle infantry, phalanx (marked W,
Pike charged test
X from Pyrrhic right to left).
Pike W charged test rolls a 2: Stand.
2 Skirmishers: Skirmish Infantry, long missile
Pike X charged test rolls a 4: Stand.
(marked Y, Z from Pyrrhic right to left).
Unless a charged unit is missile armed or is a
1 Cavalry – Auxiliary cavalry, high fortitude,
shock/impetuous unit, a charged test results in
impetuous, shock.
“stand” and can usually be ignored.
Roman turn
Legionary B melee with Pike X
Activates from right to left.
Melee is aligned for one on one melee where
possible so Legionary B will melee with Pike X
Italian infantry do not move.
and Legionary C with Pike W.
Legionary B rolls a 4 +5(CV4 +1 high fortitude) -
Legionaries move and proximity test
5 (CV5 for phalanx) = 4: Both disordered.
A 1 or more is required to move. High fortitude
Pike X is disordered. Legionary B is disordered.
units will always be able to move unless really far
from the general and are single units.

Page 13 of 24
Ancient Battlelines Clash
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Legionary C melee with Pike W Pyrrhic turn
Legionary C rolls a 6 +5 (CV5) -5 (CV5 phalanx) Working from right to left.
= 6: Defender depleted and retreats. Pike W is
currently not disordered, so the depleted result Warband melee with Legionary C
inflicts a disorder. Pike W retreats 4cm. Legionary Warband rolls a 2 +1 (CV3 -1 disordered, -1 single
C pursuit rolls is a 4, a 3+ is a pursue so pursues; unit) -3 (CV5 -1 single unit -1 disordered) = 0.
right into the Warband unit. Warband is depleted and destroyed as it is already
disordered; and routs. Legionary pursuit roll is a 5
so yes and contacts Pike W.
Pike W charged test rolls a 4 and stands.

Warband charged test


Warband takes a charged test and roll a 4 -1 single
unit = 3; with the shock ability, charges. The
warband will count as charging in melee. On a
result of 0 or less, the warband unit would not Legionary C melee with Pike W
have charged, and not got the +2 shock bonus in
Legionary C rolls a 5 +3 (CV5 -1 disordered, -1
melee.
single unit, -1 (CV3 pike when not ordered -1
disordered-1 single unit) = 7. Defender depleted
Legionary C melee with warband
and retreats. Pike W is currently disordered, so the
Legionary C rolls a 2 +3 (CV5 -1 single unit -1 depleted result destroys the pike unit and it routs.
disordered) -4 (CV3 +2 shock -1 single unit) = 1.
Legionary C for pursuit rolls a 3 and pursues for
Legionary C is disordered (the depleted result is a
4cm.
disorder if not disordered) and retreats ½ a move
(4cm).
Pike X melee with Legionary B
Warband is impetuous so pursues ½ a move and
Pike X rolls a 6 +1 (CV3 non-ordered -1 single
recontacts Legionary C (no need to roll the pursuit unit – 1 disordered) -3 (CV5 -1 disordered -1
die to see if it move an extra 2cm as its ½ move is single unit) = 4.
enough to contact the Legionary).
Both sides disordered. Both sides are already
disordered so this has no effect.
Warband melee with Legionary C
Warband rolls a 4 +4 (CV3 +2 shock (pursuit is
Cavalry charge
charging) -1 single unit) -3 (CV5 -1 disordered -1
Cavalry does not have to mandatory charge the
single unit; note Legionary C is not in side to side
Italian infantry as the Italian infantry is an
contact with Legionary B and so is still a single
auxiliary infantry unit. They try to charge anyway,
unit) = 5. Both sides disordered; Legionary C is
rolls a 5 +1 high fortitude -1 single unit = 5.
already disordered so no effect, but the Warband is
Needs a 1 or more, so charge. Note that they were
disordered.
never going to fail the roll due to the high
fortitude.

Page 14 of 24
Ancient Battlelines Clash
V2.2 by Shaun Travers
Principles

Med. Inf.

Med Inf.
When I wrote these rules here are the design

Cava y
Heav
principles I had in mind:

lry
• Solo friendly - increase uncertainty and
remove as much decision making as viable.

Disordered
Legion A
Disordered

• Only one marker required in the game –


Pike X

disordered - that is difficult or cannot be


removed. Most units would have two “hit
Disordered
Legion B

points”. Combat would be similar to Bill


Banks Ancients (BBA) where another
disordered result is no effect, and need a high
Disordered
Legion C

die roll to get a kill.


• Not IGOUGO - a unit would take its entire
turn (move, missile, and melee) before moving
onto another unit.
Italian infantry charged test rolls a 3: Stand. • Units would not have much freedom of
movement.
• Some command and control possibly by a
Cavalry melee with first Italian infantry support unit bonus modifier, forcing individual
Cavalry rolls a 4 +4 (CV3 +2 shock bonus -1 bases to be formed into units.
single unit) -2 (CV2) = 6. • All distances are in centimetres and in
The front Italian infantry is depleted, which means multiples of 4cm to match the base width of
it is disordered, and retreats. The front Italian my 15mm armies.
infantry unit retreats through the rear Italian • The game allows for push-backs and retreats.
infantry. Resolving interpenetration, the rear
• The game does not require bases to align for
Italian infantry unit is depleted (it is disordered)
combat.
and the front retreating Italian infantry is also
• Infantry skirmishers are removed from the
depleted. The retreating Italian infantry is already
board quite quickly and only have one hit
disordered so the retreating Italian infantry is
point.
destroyed and routs. This is how it normally goes
for mounted or auxiliary infantry units in echelon. • Only one die for all rolls and a high roll is
The rear Italian infantry unit moves up into the always good.
place occupied by the front Italian infantry. Melee • Variable actions in reaction to enemy events.
will occur next turn, which is now: • Javelins have a range for skirmishers. Other
heavier units do not, and will be incorporated
Roman turn (just the Italian infantry) into unit melee factors.
• There is some sort of mandatory charge for
Italian infantry melee with Heavy Cavalry warband and non-bow armed heavy cavalry.
Italian infantry rolls a 2 +0 (CV2 -1 disordered -1 • Reaction tests to determine actions to enemy
single unit) -2 (CV3 -1 single unit) = 0.The events.
Cavalry do not get the shock bonus as they are not
charging. Reaction Tests
The Italian infantry is depleted that means While there are Rally Round the King (RRtK)
destroyed as it is already disordered, and routs. reaction-type tests in these rules, they are based for
Cavalry is impetuous (a base CV3) and a different outcome than RRtK, more closely
automatically pursues. It rolls for pursuit a natural aligning with Justified Ancients (JA) events. The
6 that means +2cm is added to the ½ move for a charged test in RRtK a preliminary to combat -
total of 8cm pursuit. Note the only reason to roll poor units will retreat or rout. In these rules, the
for pursuit for the impetuous unit was for the charged test is more to see whether a unit will
possible extra distance. stand or retreat (as per JA or Battle Standard or
many other rules where a unit can choose an action
End of example. when charged). The results of the charge are
determined in melee, rather than some being
13 Designer Notes resolved on the charged test like in RRtK. The
Some notes on the thinking that went into these fired-on test is actually the firing result test (it
rules. produces similar results to the JA firing table).
There is no fired result, and then a roll for reaction

Page 15 of 24
Ancient Battlelines Clash
V2.2 by Shaun Travers
– it is all in one test. The melee test is the same – choice - the defender chooses a side, chooses
it is a melee table with results (reactions) aligned terrain but sets up first, completely in view of the
to JA and BBA. So the tests in these may on the attacker. There is a plus and a minus there. I went
surface may seem to equate to RRtK, but the for a conservative approach and wanted to stay
reason for their inclusion and the results are quite away from randomising the side you attack from.
different. I also wanted to stay away from one side choosing
terrain and the other moving some of it around, or
Missile weapons adding/removing some. I am hoping the terrain
Javelins and other short range melee weapons that setup strike a balance – random terrain, attacker
are used by other than skirmishers are incorporated gets exact choice, defender chooses side to defend,
into the unit statistics. It is assumed that many both setup hidden. The random terrain generator is
non-phalanx heavy and Medium Infantry carry loosely based on Moments in History’s Tank
short range weapons, and used them at short range. Commander card game house rules for a quick
Those that do not have them generally have a low board setup.
fortitude. Melee is considered a combination of
short range missile firing (if used) and contact. One command roll per group
Incorporating a distinct short range missile The rules originally had the player choose for each
capability for all units that did so is beyond the group whether to roll once for the group or once
scale of the game. for the each unit. In the end, I went for one roll per
group as this reflects how I have read groups
Phalanx tended to act in ancient battles.
It is my belief that at the level these rules are
pitched at, there is no real difference between a Comparison to ABC version 1
hoplite (long spear) phalanx and a phalangite Version one used traditional labels for units –
(pike) phalanx. Heavy infantry, light infantry etc. - and different
movement rates for each. Units now classified by
When to charge role and type (infantry, cavalry and chariot), with
In Armati, a unit must charge. In my (unpublished) some exceptions. I have liked this method ever
version of BBA, it is more like DBM where a unit since reading and playing the Irregular Miniature
must roll (or allocate PIPs) not to charge if in Ancient rules years ago and finally bit the bullet as
range. In RRTK, a unit in charge reach of an it was making more sense in my rules.
enemy can do nothing but charge or stand and Movement rates are now simplified - all infantry
there is a roll to charge. In Justified Ancients a move 8cm, all mounted move 16; version 1 had
unit must roll to charge too. These rules are different movement rates for the different unit
derived from my BBA, JA, Armati and lastly classifications. For this game, the different
RRtK. In these rules a non-bow armed mounted or movement rates were really irrelevant. I was very
warband must roll for a charge if an enemy heavy clever with the old movement rates and retreat
(HI, HC etc.) unit is in reach. If it fails it can distances but I realised it works out the same with
attempt a non-charge move. two standard movement rates. Skirmish cavalry
(LC) did need to move 16cm to make horse archer
armies work properly. All skirmishers add 2cm to
Terrain setup retreat distances to ensure they do not get caught.
There are lots of options to go with when Bow range was different for mounted and infantry
considering terrain and deployment setup. The but this had no effect in the rules so now has the
reason it went to the defender to choose which side same range. Most of the sections were bloated with
to deploy is, while the terrain type is the defenders, words (why use one when you can use three?) and
the attacker gets to place the terrain (albeit limited were reworded to cut the rules section down by
by the grid square it is assigned to but the attacker nearly half.
gets to choose the size of the terrain and where in
the grid it goes). So the defender then gets to
choose sides based on what terrain the attacker
setup. Streams are setup by the defender and it
assumes that if a stream exists, the defender would
choose deployment based on where the stream is.
Terrain setup is tied to an extent on how the rules
work. For example, I understand why DBA goes
the way it does. Basic Impetus has an interesting

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14.2 Process
14 Programmed opponent
14.2.1 At the start of the game
14.1 Introduction
Army tactic:
This programmed opponent provides an engine to • Determine the army type, based on the army’s
automate many of the actions undertaken by an units.
army. These include • Using the army type roll a die on the
• preferred choice of table side appropriate table to determine the army tactics.
• deployment options Defender deployment edge:
• initial battle tactics for an army • For the defender, determine the army’s
• tactics to use during play. deployment edge by rolling a die for each
It can be used by one army to facilitate solo play edge, add some modifiers and select the edge
(to determine the enemy actions), or use on both with the highest modified roll.
sides to watch a battle unfold. Parts of the Unit deployment:
programmed opponent could be used by the actual • Use the army tactics and deployment
player’s army, such as using the army type to guidelines to determine where to place the
determine deployment of units. units within the deployment zone.
The following terms are useful in understanding
the workings of the programmed opponent. 14.2.2 Each game turn
Optional: Roll a die for possible changed zone
Army Each army fits into one of six broad orders.
type categories based on the composition For each unit, use the unit tactics for the zone order
of troop types. Army types are used to determine the action/command the unit
to generate an army tactic. undertakes.
Army The overall tactic that an army Do this for approximately 3 turns, earlier if the
tactic operates under. The army tactic majority of units have or are in melee. After this
determines how the units are use your own judgement for unit orders.
deployed into zones and the zone Use the normal game actions/reactions as required.
orders that the units operate under.
14.3 Army type
Unit The activity a unit performs, based
tactic on the zone orders. The army type is used to generate the army tactic
Deploy- The three sectors adjacent to a used for the battle and deployment options. The
ment deployment edge: army type is based on the army before extra bases
area are randomly rolled for (if using the recommended
starting forces). This may mean that the full army
may qualify for a different army type but still use
the original army type. Generals get what they are
given. Alternatively, a +1 or +2 General may use
Deployment
Edge the army type of the army after the extra bases are
Sector A sector is one of the 9 grid squares, rolled for.
each 20cm by 20cm on the 14.3.1 Determining Army Type
recommended board. Work down the table until a match is found based
Zone A zone is one of left flank, centre or on the units in the army. The last row is used if no
right flank and is three sectors e.g. earlier match is found.
The grey area is the left flank zone: Army composition Army
Type
⅓ or more bases are non-skirmish Mounted
mounted
Deployment ½ or more bases are impetuous Warband
edge
⅓ or more non-skirmish bases have Missile
Zone Determine the actions that units in a the missile ability or ½ or more
orders particular zone are limited to bases have the missile ability
performing.
½ or more bases are battle infantry Infantry
½ or more bases are skirmish Skirmish
mounted
Any not above Other

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14.4 Army Tactic selection centre group. Normally a +0 command ability
To determine the army tactic, roll a die on the army has only three groups available to deploy. To
appropriate army type table. The army tactics are include a reserve, the three groups may be
based on those found at the Tactics Tutorial achieved by joining a flank group to the centre
http://www.theartofbattle.com/tactics-tutorial. group.
A reserve always has the initial zone order of Wait.
14.4.1 Army tactic tables
14.4.3 Centre
Mounted
Attack with the centre units with the aim to break
Roll Tactic
the enemy’s centre. Flank units are held back to
1-2 Flank
protect the forward flanks of the centre units.
3-4 Envelop flanks
Centre will advance at high speed. Flanks advance
5-6 Oblique and only engage to protect the centre.
Warband Deployment guidelines
Roll Tactic 60% in centre including over two-thirds of non-
1 All out light units and a skirmish screen (if available)
2-3 Centre 20% on each flank
4-5 Oblique
6 Defensive Initial zone orders
Centre: Attack
Missile Flanks: Probe
Roll Tactic
1 Flank For armies with less than 11 units, may optionally
2-3 Envelop flanks not fill a flank with units (die roll of 1-2) and put
4-5 Defensive all on the major flank (non-terrain side if there is
6 Staged retreat one).
14.4.4 Flank
Infantry
Roll Tactic Attack with one flank, advance at high speed,
hoping the break the opposing flank. Advance with
1-3 Centre
the centre to protect the attacking flank and hold
4-5 Oblique
back the other weaker flank.
6 Defensive
Deployment guidelines
Skirmish 40% in the centre
Roll Tactic 40% on the attacking flank with at least 30% of the
1-2 Envelop flanks total non-light units.
3 Defensive 20% on the weaker flank.
4-6 Staged retreat
Initial zone orders
Other Centre: Probe
Roll Tactic Attacking flank: Attack
1 All out Weaker flank: Wait
2 Centre
3 Flank Any skirmish infantry are deployed on the centre
4 Envelop flanks and/or attacking flank.
5 Oblique
6 Defensive For armies with less than 11 units, may optionally
not fill the weaker flank (die roll of 1-3) and have
14.4.2 Note on reserves 50-60% centre and 40-50% on the attacking flank.
Only staged retreat and defensive army tactics
specifically mentions a reserve. Other tactics may 14.4.5 Envelop flanks
optionally have a reserve. If you do want to Attack with both flanks at high speed while
randomise for a reserve in the centre, roll a 1-3 on holding the centre.
a die for the existence of a reserve. A reserve is
formed from units in the centre and, unless
specified otherwise, cannot be larger than the other
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Deployment guidelines
40% in the centre Initial zone orders
30% on each flank Centre: Probe
Flanks: Probe
Initial zone orders Reserve: Wait
Centre: Probe (optionally Wait on a die roll of 5-6)
14.4.8 Defensive
Flanks: Attack
Advance steadily, defending along the line, with
For armies with less than 11 units, may optionally archers and skirmishers to the front. If two sectors
decrease the centre to 20-30% and fill flanks on the defenders edge have difficult terrain, then
equally (die roll of 1-4). an advance is not required. The centre is the line
of attack and will advance with flanks either
The army’s faster units, e.g. mounted, should be performing a supporting advance or stationary.
deployed on the flanks. When enemy is worn down, or a gap appears, the
reserve body of heavier units moves in for the kill
14.4.6 Oblique or plugs holes in the line, either via a flank or
Attack with the centre and a strong flank while through the gap.
holding back the weak flank. Advance at high
speed in mutual support the centre and strong If both sides have the defensive tactic, the attacker
flank. changes to centre tactic, after deployment.

Deployment guidelines Deployment guidelines


50% in the centre Roll to see army balance:
30% on the strong flank 1 60% centre, 20% on each flank
20% on the weak flank. 2 70% centre; 15% on each flank
3 60% centre; 15% on right/terrain flank
Initial zone orders 25% on other flank
Centre: Attack 4 70% centre; 10% on right/terrain flank
Strong flank: Attack 20% on other flank
Weak flank: Probe (optionally Wait on a die roll of 5 60% centre; 15% on left/terrain flank
5-6) 25% on other flank
6 70% centre; 10% on left/terrain flank
Any skirmish infantry are deployed on the centre 20% on other flank
and/or the strong flank.
Centre must have 5%-25% of total units in reserve
If army is < 11 units, may optionally not fill the behind the main battleline.
weak flank (on a die roll 1-4) and increase centre If there is a steep hill or rise on a flank, optionally
and other flank. (d1-3) a group deployed may be uncontrolled, thus
14.4.7 Staged retreat allowing a +0 general to deploy 4 groups.
Dispersed units wear down the enemy, usually by
missile fire, and hope to draw the enemy out. Initial zone orders
Centre: Hold
Heavier troops then attack. Similar to Defensive
Flanks: Hold
but with offensive use of skirmishers.
Reserve: Wait
Deployment guidelines
For armies with less than 11 units, may optionally
40% in centre with over 2/3 of the non-light units
not fill a flank with units and put all on the major
in centre, some or all in reserve.
flank (non-terrain side if there is one).
Roll again to see if the focus is on one flank or
both: 14.4.9 All out
1-2 30% on each flank Attack all along the line. Centre and flanks must
3-4 20% on right flank or terrain flank advance at high speed, subject to being able to
40% on other flank support one another and not leave major gaps.
5-6 20% on left flank or terrain flank
40% on other flank Deployment guidelines
50% of units in the centre
25% of units on each flank

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+2 Deployment area has at least one sector
Initial zone orders of difficult terrain, except Steep Hills,
Centre: Attack AND the army has 50% or more units
Flanks: Attack that are auxiliary, skirmish or warband
infantry.
14.4.10 Weak/Strong Flank
-3 Deployment area has at least one of the
If a specific flank is not mentioned, then the three central sectors is difficult terrain,
weaker flank is that with a terrain item in it. If unless the army has 50% or more units
there is no terrain feature, then roll a die for the that are auxiliary, skirmish or warband
stronger flank: 1-3 left, 4-6 right. infantry.
14.5 Defender Edge Selection +2 Middle has at least one sector of
difficult terrain, except Steep Hills,
14.5.1 Deployment AND the army has 50% or more units
The defender chooses their deployment edge first that are auxiliary, skirmish or warband
and the attacker takes the opposite. For a infantry.
defending programmed opponent, this edge needs
to be chosen. Optionally, this could be used to 14.6 Deployment guidelines
randomly select a player’s defending deployment The army tactics provide a broad brush approach to
edge. how to deploy but does not specify exactly how the
units are deployed. There are a number of
14.5.2 Area available for deployment
different methods e.g. create a few deployments
The area available for an army’s deployment is up and randomly select one or just set them up fairly
to 20 cm from the deployment edge and no closer logically. This section provides some further
than 6cm from any edge. guidelines to assist with unit deployment.
The centre area is the central 20cm of the • Faster units: The units with the largest move
deployment area. Each flank is the 20cm from the distance are placed at the outer edges of the
edge in the deployment area (note the 6cm from zone they are in. The exception is Mounted if
the side edge of this flank deployment area cannot they will be deployed in difficult terrain or
have units deployed; see 5.1 Setup. This is only a facing a zone with difficult terrain. Faster
guide - if you cannot fit the units into the defined Mounted have priority over slower mounted.
deployment zone, it is acceptable to have a unit or • Difficult terrain: Try and place units less
two that is supposed to be on the flank being in the affected by difficult terrain in a zone with
centre (but should be close to the flank). difficult terrain in it, or directly in front of it.
If a specific flank is not mentioned, then the
• Centre: The group(s) in the centre should be
weaker flank is that with a terrain item in it. If no
should be centred on the middle of the table,
terrain feature, then roll a die for the stronger
except if there is difficult terrain that
flank: 1-3 left, 4-6 right.
unsuitable to the units in the zone directly
14.5.3 Process facing. Generally heavier infantry units will
An edge that has a town has a score of 0. For each be in the centre with other units closer to the
other edge, roll a die and add the following flanks.
modifiers. Choose the edge with the highest score. • Flank units: Flank units should be positioned
Equal scores randomly choose an edge from the to ensure that they cannot be easily flanked
highest scores. The deployment area is the 3 due to the 6cm deployment limit from the edge
sectors along an edge. but also ensure there is not too large a gap (if
any) with the centre zone units.
+3 Deployment area is clear of difficult • Single lines: Units of a single group should be
terrain. generally placed in a single line, except
+2 The opposite deployment area has a skirmish infantry that should be in front of
centre sector of difficult terrain. other units. However, armies with large
-2 You are Mounted or Skirmish and any amounts of auxiliary infantry (e.g. > 12 units)
middle sector has difficult terrain. should have the two lines of aux infantry in the
+2 Deployment area has rises. group.
• General: the general unit should be with the
highest CV unit in an attacking zone,
otherwise anywhere in the centre.

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• Distance from the edge: Zones with Rush table below for possible change
Attack and Probe orders should be deployed 2-4 No change to zone orders.
around 15cm-20cm forward in the deployment 5-6 If on different orders than at start, change
zone as any terrain allows; 18cm is back to the at start orders.
recommended as usually other zones in the Modifiers:
army have Wait, Hold or Delay orders. Zones +1 Army General is in the zone.
with Wait, Hold or Delay orders should be Note: If a zone started on WAIT orders but had
deployed in terrain if favourable to the unit, or changed to ATTACK, it is considered to have
else as far forward from the edge to allow ATTACK as the original order.
room for at least one retreat; 12cm is
recommended as a default distance from the
edge.
14.7 Zone orders If a possible change orders result, roll again:
Initially, the zone orders are set by the army tactic 1 Change the zone order to the next lower
but may (optionally) change each turn depending order in the table able e.g. Probe to Wait.
on circumstances. The actual zone forces are the
2-4 No change
three main forces at deployment. The three zone
5-6 Change the zone order to the next higher
forces used should align with a logical split into
order e.g. Attack to Rush.
the three forces, rather than purely using the actual
zones of 20cm width each.
If the change is to move to a higher order that does
The zone turn orders determine what the units in
not exist (e.g. already on RUSH) or a lower order
that force may do that turn.
(e.g. already on DELAY), then ignore the change.
Note the terminology for this section borrows from
Ignore the WAIT order when changing orders.
WRG 7th but the actions are not the same.
14.7.2 General types (optional)
Zone Description Optionally roll at the start of the game for the type
order of general in each zone:
Rush All units charge or advance as quickly as
possible. 1 Cautious: -2 to the zone order second die
Attack Impetuous units charge or advance, roll.
archers and skirmishers advance into 2 Optional: Unreliable, treat as Bold
firing range and other units advance and otherwise.
charge within reason. 2-5 Bold
Probe Impetuous units charge or advance but 6 Rash: +1 to the zone order second die roll.
may roll to not charge, archers and
skirmishers advance into firing range
and other units advance and charge 14.7.3 Unreliable Generals (optional)
within reason. Possibly useful for scenarios. On a roll of a 1 for
Wait As per HOLD, but after the first charge possible zone order changes and then a 1 for
by a unit, the zone order changes to possible change zone orders, change orders to
ATACK. WAIT and do not roll for further zone order
Hold Do not advance over the centre line changes until after the routing of a friendly or
except when forced to charge. enemy unit. If a friendly unit is the first unit to be
Delay Similar to HOLD but avoid advancing subsequently routed, and no zone unit has
into positions that may result in combat. performed a melee action test, then change sides
and become cautious general with ATTACK
14.7.1 Changing orders (optional) orders; if the unit has fought hand to hand, then
Each zone force (left flank force, centre and right perform a retreat action and then rout. If an enemy
flank) rolls a die at the start of the turn for that unit is the first subsequently routed, then change
zone’s turn orders. Roll as the turn progresses. So orders to ATTACK.
roll for right flank force first. Then once those
units’ actions are complete, roll for centre turn 14.7.4 Unit tactics for zone orders
orders etc. A roll of 6 indicates a possible change
of orders. Order Unit tactic

1 Possible change of zone orders, roll on

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Rush Applies to all units. Hold Do not advance over the centre line until
• Charge or move into melee if not in an adjacent zone has advanced over the
melee already; other advance as centre line. Other than this limitation the
quickly as reasonable to get into following applies:
melee. • Impetuous troops must charge but
• The exception is skirmishers who must roll for mandatory charge,
only act as though under Attack zone choose negative modifiers where
orders, but will only charge other available. This may take them over
skirmishers. the centre line; otherwise advance 0-
Attack Applies to all units except does not need ½ speed.
to apply to a reserve that is not under • All units may advance to >= 8cm
distinct turn orders. from enemy units.
• Impetuous and non-bow shock troops • If within 4cm of an enemy will charge
must charge, otherwise advance into favourable melees, even if over
towards the enemy. Units with the centre line.
general or disciplined may roll • Non-missile and shock missile will
mandatory charge. move to within 4cm into a favourable
• Non-missile armed units must charge melee if within 8cm of an enemy unit,
if within 4cm into a favourable melee; unless exposing the flank of another
otherwise advance to within 4cm of zone,
the enemy if against a favourable • All units may stand in favourable
combat possibility; or full distance if terrain rather than advance or charge.
end 4cm or further; or to 4cm if • Missile units and skirmishers do not
cannot get within 4cm or advance unless with other units in the
unfavourable combat. same group, or at up to ½ speed to
• Missile units and skirmishers attempt within missile range.
to advance to within range of enemy • A -1 modifier applies to all mandatory
or fire if in range. Missile units will charge/pursuit action tests.
charge if within 4cm (8cm shock Delay Do not advance over the centre line, but
missile) into favourable melees. other than this limitation the following
Probe • Impetuous troops must charge but applies:
must roll for mandatory charge, • Impetuous troops must charge but
otherwise advance at least ½ towards must roll for mandatory charge,
the enemy the enemy. choose negative modifiers where
• Non-bow shock act as non-missile available. This may take them over
units with Attack zone orders. the centre line, otherwise do not
• Other Non-missile armed units advance.
otherwise advance to within 4cm of • Non-missile armed units may stand in
the enemy if within 8cm else advance favourable terrain or may advance up
to > 8cm from enemy if >8cm from to ½ speed to > 8cm from enemy
enemy.. units.
• Missile units and skirmishers advance • Missile units and skirmishers do not
to within range of enemy or fire if in advance unless with other units in the
range; battle infantry charge into same group.
favourable melees within 4cm. • A -1 modifier applies to all mandatory
Wait As per HOLD, but once a charge occurs, charge/pursuit action tests.
zone orders change to ATTACK for
subsequent units and turns. Notes:
The difference to HOLD is the lack of a -
1 modifier to mandatory charge/pursuit Favourable melees: where the charger’s modified
action tests. combat value is greater than or equal to the target’s
modified combat value. Note that favourable
combat is determined for each unit – if one unit of
a group charges, it may make the unit formerly
adjacent to the unit be able to charge into a
favourable combat. Favourable combats should be

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worked on for a group to ensure the entire group • Barely favourable - combat result has an equal
charges rather than one unit at a time. change of inflicting a depleted on the target
Mandatory charge: only roll for mandatory and the charger.
charge if the charger’s modified combat value for a • Desperate - combat result has a greater change
resulting combat is less than the target’s modified of inflicting a depleted on the charger than the
combat value. target.

Advancing (not charging) units (not RUSH) Desperate charges only occur with RUSH and
• If forced out of the main battle line or falling impetuous charges.
behind attempt to re-join the line.
• Advancing units may also choose to advance
in a line if it would otherwise mean advancing
as a single unit. This is especially relevant to
groups containing units with different
movement rates.
• May limit advance to not overshoot main line
of attack advance.
• If occupying advantageous terrain, then those
on WAIT or less orders do not need to move as
per zone orders, but will still perform reaction
moves as per the rules.
• Units not entering into melee may advance
defensively e.g. protect from flank attack,
rather than advance full distance.
• Groups with a more favourable unit behind the
front line may reorganise e.g. a skirmisher has
done as much as possible to an enemy in
defensive terrain will retire to allow a rear unit
charge (ATTACK and PROBE only).

Reserves: Reserves are a special case and either


have a specific deployment order or use the
deployment zone orders. Reserves are generally
used where appropriate to fill gaps or attack the
enemy.
Occupying terrain: Auxiliary and skirmish
infantry occupy Woods and Rough where possible.
Other units generally advance to occupy
favourable terrain e.g. advance to the top of a rise.
Missile unit and skirmishers advances: These
are generally to the closest enemy able to be fired
at.
14.7.5 Charging guidelines
Charging units charge enemy units in the following
order (subject to the limitations of the zone turn
order):
• Very favourable closest – combat result never
results in a disorder for the charger and is
closest target by movement time.
• Favourable closest – combat result has a
greater change of inflicting a depleted on the
target than the charger and it’s the closest
target by movement time
• Very favourable and favourable and second
closest enemy by movement time.

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Rush Attack Probe Wait * Hold Delay


All Charge or Groups with a more favourable unit No advance over the centre line
move into behind the front line may reorganise. (HOLD can after adjacent zone does)
melee if not Occupying defensive terrain – do not
in melee need to move other than mandatory
already; charge or other reaction moves.
otherwise No need to apply to a reserve not under distinct turn orders.
advance as Advancing (not charging) units:
quickly as • If out of main battleline/falling behind may attempt to re-join line.
reasonable • May advance in line rather than otherwise as a single unit.
to get into • May advance defensively e.g. protect from flank attack.
melee. • May limit advance to not overshoot main line of attack advance.
• Aux/Skirm Inf/Warbands occupy Woods/Rough where possible.
Others generally advance to occupy favourable terrain e.g. a rise crest.
Impetuous Charge, otherwise If can charge, roll mandatory charge; choose negative
advance towards modifiers where available. May take units over the
the enemy. Only centre line.
units with general Advance ½+ Advance 0-½ speed Do not advance.
or disciplined may towards the towards enemy.
roll mandatory enemy. -1 mandatory charge/pursuit
charge.
Shock Non-missile Shock Non-missile as No special Shock orders
as per Impetuous. per Attack
non-missile
Non-Missile If in 4cm charge into favourable melee. No charging
1. Advance to in If > 8cm then May stand if in favourable terrain, else
4cm if favourable advance to may advance to >=8cm of enemy but
combat possible 8cm from normally defensive move or stand.
2. Full move if end enemy. DELAY: ½ speed only.
4cm or more away If within 8cm advance to within 4cm No voluntary
Skirmishers 3. To 4cm if cannot if favourable combat possible and not advances if
only: get within 4cm or exposing adjacent zone flank, else within 8cm.
Charge unfavourable melee stand or defensive moves. .
other -1 to pursuit roll
skirmishers;
Missile- else as per Advance to within range of closest No advance unless No voluntary
armed ATTACK available enemy or fire if in range. with other units in advance unless
& the same group, or with other units
Skirmisher up to ½ speed to in in same group
missile range.
Charge into Shock missile as per non-missile. -1 to pursuit
favourable combats Bat infantry roll.
within 4cm (within charge into
8cm for shock favourable
archers) melee in 4cm
* WAIT: change to ATTACK after 1st charge. WAIT order is ignored when changing orders.
Change orders? (per zone per turn) Possible change order roll Zone General type
1 Possible change of zone 1 Change order to the next 1 Cautious
order. Roll on next table. lower order e.g. Probe to -2 to possible
Hold. order roll
2-4 No change to zone orders. 2-4 No change 2-5 Bold
5-6 If on different orders than at 5-6 Change order to the next 6 Rash
start, change back to the at higher order e.g. Attack to +1 to possible
start orders Rush. order roll

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