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Ancient Battlelines Clash v3.3
Light Archers (LA): Light infantry armed with
1 Introduction bows and not designed for melee.
Fast play rules for massed ancient battles. ABC is Skirmish Infantry (SK): Archers, javelineers or
a solo-friendly game in under 30 minutes on a slingers in open (skirmish) order. They disorder the
60cmx60cm board. The latest version may always enemy through missiles and run from combat.
be found online at http://shaun-wargaming- Cavalry
minis.blogspot.com.au/p/blog-page.html Cataphracts (CAT): Well armoured close order
The rules also include the option to use a cavalry pre-10th century.
programmed opponent for everything from Knights (KN): Well armoured close order cavalry
deployment to actions during a game. All, part or post-10th century.
none of the programmable opponent can be used Heavy Cavalry (HC): Loose order cavalry that
by one or both sides. generally charge when engaging in close combat.
Occasionally armed with a bow but primarily
1.1 Scale, measurements and bases trained in melee.
Scale Light Cavalry (LC): Cavalry designed to skirmish
One turn is approximately 60 minutes. One unit is with the enemy but can close in to close combat
one base and represents 400-3000 soldiers. with suitable enemies. They are usually armed with
Measurements spears or javelins but may also be bows (horse
All measurements are in base widths (g); this is archers).
40mm for 15mm miniatures. All die rolls are a Camel (CM): Medium cavalry. In tactical use
singular six-sided die; high rolls are always good camels are more effective against horses since
for the roller. camels tended to scare non camel-aware horses.
Bases Chariots
Recommended unit base sizes are: Heavy Chariot (HCH): 4 horse chariots that are
Base Width Depth designed to both fire at the enemy but also can
Infantry 40mm 20mm potentially break opposing infantry through
Cavalry 40mm 30mm charging. Generally armed with bows.
Elephants, Chariots, Camps 40mm 40mm Light Chariot (LCH): mainly bow armed chariots
Depth is not that important, but widths should all that wear down the enemy with bow fire but can
be the same. For easy identification, heavy units take advantage of opportunities to charge less
should be 4 figures to a base, medium units 3, light formidable infantry.
cavalry and skirmishers 2. The rules are designed Scythed Chariot (SCH): Chariots with scythes on
with 15mm figures with basing like many other wheels that charge at heavy infantry to try to
rules. If playing with different figure sizes or base disorder, or even better rout, them.
widths, scale measurements appropriately. Elephants
Battlefield Elephant (ELE): Elephants with a fighting crew
The game is played on a 60cmx60cm table. either riding or mounted on a riding platform.
Camp
2 Troops Camp (CP): The place where baggage is stored,
2.1 Unit Descriptions along with army followers, stragglers and booty.
Infantry 2.2 Abilities
Heavy Infantry (HI): Infantry in a formed mass Leader The Leader of the army. Mandatory
whose primary function is to engage and destroy for one unit per army.
the enemy in melee e.g. Roman legionaries. Bow Armed with long range missile
Phalanx (PH). Heavy Infantry with the Phalanx weapons such as bows or slings
ability such as Hoplites and phalangites. Javelin Armed with short range missile
Heavy Archers (HA): Heavy Infantry also armed weapons. Light and Skirmishers only
with bows e.g. Persian Sparabara. Phalanx (Heavy Infantry only) +1 in melee to
Medium Infantry (MI): Infantry in a formed mass front if ordered in clear terrain,
but less effective than Heavy infantry. e.g. negates shock. Complex move to
Samnites, Thracians. wheel. +3 modifier, not +2 for
Warband (WB): Medium Infantry with the flankers if a Pike Phalanx.
Warband ability e.g. Gallic and Germans infantry.
Warband (Medium Infantry only) receives
Mixed Missile (MM): Infantry armed with javelins
Shock Vs Heavy/Medium Infantry.
and/or spears or bows that skirmish with the enemy
Impetuous By default all non-missile armed
but also can melee some troop types e.g. peltasts.
Mounted with a CV3 or more, and
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Warband units. Subject to impetuous LA, LC, SK, Camp 1
charges. Modifiers to the base:
Optional abilities Leader +1
Long Non-phalanx Infantry with long Elite unit +1
spears spears that reduces shock modifier Poor unit -1
from mounted to +1.
Lock (aka shieldwall). If ordered, treat 2.6 Disorder or destroyed
shields unit as if defending terrain. A unit is either Ordered, Disordered or Destroyed.
Untrained Harder to move. Ordered All units start the game ordered. A
Disciplined Not subject to impetuous charge. rallied disordered unit becomes
Drilled Heavy Infantry that may wheel and ordered.
move and not count it as complex. Disordered A unit may become disordered.
Crossbow Armed with crossbows. Disorder modifies some unit tests.
Longbow Armed with longbows. Agile are never disordered – such
Bow, Javelins, Crossbow and Longbows are units receiving a disordered result
collectively called Missiles. are treated as destroyed.
Destroyed A unit that is destroyed routs and
2.3 Characteristics then is removed from the board.
Units are defined by these characteristics:
2.7 Unit front arc
Elite (+1 to most tests)
Status Average (default) A unit’s front arc is used to determine valid missile
Poor (-1 to most tests0 targets, charge targets and react moves
possibilities. A unit’s front arc is directly to the
Average (default)
Missile front of the unit – a one base width corridor from
Medium (+1 to fired-on test)
Protection each front corner edge:
High (+2 to fired-on test)
Note that status is a combination of fortitude,
Front Arc /
morale, experience, armour protection, skill and
Arc of Fire
élan.
Cavalry, chariot and elephant types are collectively
called Mounted.
MM, LA, SK, LC, LC, SCH are collectively called Unit
Agile. MM, LI and SK are Agile Infantry.
Phalanx and Heavy Archers are still classed as
Heavy Infantry (HI). 2.8 Army control ability (ACA)
Warbands are still classed as Medium Infantry The ACA is -1, 0 (default), 1 or 2. Each point of
(MI). ACA modifies:
A Camp has no Status. The number of controlled groups deployed at
2.4 Default Abilities and setup (add ACA to deployment group limit)
Characteristics The army’s breakpoint (add ACA to calculated
breakpoint).
The following are the default abilities and The leader’s command distance (increase 1g
characteristics of certain units. per ACA, ACA of -1 is 0g).
Heavy Archers Bow
Mixed Missile Javelin 2.9 Army breakpoint limit
Light Archers Bow An army’s breakpoint limit is the total of its unit
Skirmish Infantry Bow or Javelin break values (BVs) divided by two and rounded
Cataphracts High Missile Protection up, plus the army ACA.
Knights Medium Missile Protection HI, HA, CAT, KN, HC, HCH, ELE,MI 2
Heavy Chariots Bow MM, LA, LC, LCH, CM 1
Light Chariots Bow SK, SCH, Camps 0
2.5 Combat Value (CV) 2.10 Army terrain location
The base combat value of a unit is as follows If using the random terrain generator each army
HI, CAT, KN 4 has one of four terrain locations: open, mixed,
HA, MI, HCH, SCH, ELE 3 woods or hilly.
HC, LCH, MM, CM 2
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Difficult Terrain 5.7 Impetuous charge
Skirmish unaffected All units must impetuously charge against an
Infantry enemy un-looted camp if directly to their front and
Steep hill ½ (Agile Infantry full move) in movement range.
Woods ½ (Agile Infantry full move) Otherwise a unit is subject to an impetuous charge
Chariot/elephant depleted on entry if it is impetuous and has a non-Agile unit with a
Rough ½ move.Mounted depleted on entry CV2+ within charge reach. Charge reach is if the
Stream -1g unit does not need to wheel and can move into
Warbands move as Agile Infantry in difficult. contact in a single move. Shortest distance for
multiple targets.
5.4 Wheels
Any Do not need to charge enemy:
A wheel can be up to 90o. A 1o-45o wheel Non-Warband Medium Infantry
consumes 1MV for a unit; a wheel 46o to 90o is
through or into difficult terrain
2MV for a unit, regardless of how much the unit
(except Warbands that will
moved during the wheel. A wheel is done by one
charge out of difficult terrain)
front corner remaining in place and rotating the
If defending terrain or
unit forwards. Wheels are done at the start of
disciplined.
movement.
Mounted Also do not need to charge enemy:
A group may wheel but all units of the group must
have their front edge aligned, must stay aligned Elephants (except if elephant)
and no part of the group may exceed its MV. The front of an ordered phalanx
Group wheels consume MV based the number of They can still voluntarily charge the excepted
units e.g. 2 units moving 45o consume 2MV (1 for units, but it is not mandated.
each unit in the group). Units of the same group behind a charging unit are
pulled along if of equal or lower status. Higher
5.5 Move restrictions status units or disciplined units may choose to be
Unless otherwise stated, a move is either up to full pulled along.
movement distance straight ahead OR a wheel. Slower pulled along units stop when they reach
HI may move ½g directly back as a move. their movement value while the impetuous units
HC, HCH, CAT, KN, ELE may wheel and then keep going.
move. Other units not subject to impetuous change (those
Medium Infantry (except Warbands) may adjacent to the impetuous chargers) in the same
optionally about face (no cost) prior to a wheel and group as impetuous charger may move with the
move. charger or remain stationary.
Agile units (SK, MM, LA, LC, SCH) may move
5.8 Moving groups
and wheel. They may change facing to any
direction at the start of their move at no cost. They A group of units activate and move as one. A
may also move directly back without a facing group of units may only ever move subject to the
change. An agile unit cannot contact an enemy limitations of the most constrained unit. Group
non-agile unit except in the flank or rear and only moves must have front edges aligned and cannot
then if another unit is in contact to the front of the get out of alignment during movement. If a unit of
enemy unit. a group contacts an enemy unit or would leave an
enemy zone of control it entered this turn, then it
5.6 Complex move stops. Other units of the group that moved may
A complex move is when a unit/group that could continue moving but cannot move out of side edge
not do as a move: contact. Perform any reactions caused or melees as
About Faces (turns 180 o) per normal from right to left.
Wheels and move i.e. HI/HA. A Phalanx
cannot wheel and move.
A phalanx wheeling.
OR wants to voluntarily split from a larger group.
A complex move disorders a unit if performed
within 5g of an enemy. A disordered unit cannot
perform a complex move.
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Example
A Gallic poor Warband charges a Roman Heavy
Cavalry unit. The Heavy Cavalry counts its shock
ability, the Warband does not as their shock bonus
is only Vs infantry. The Gallic player rolls a 4 + 2
Gallic combat value (CV 3 base -1 poor), -1 single
unit for a total of 5. Subtract from this 3 ( CV 2 Rear attacks by the white unit:
base, +2 for shock, -1 for single unit), for a net
result of 2. Both sides are disordered.
The next turn the Roman player attacks and rolls a
6 +2 CV -1 single unit -1 disordered; subtract 0
(Gallic CV of 3 -1 poor -1 single unit -1
disordered, is a melee result of 6. Note the Roman
cavalry no longer gets the shock bonus. A melee 7.5 Charging into an existing melee
result of 6 depletes the Gallic Warband and as If a unit charges into contact with an enemy unit
already disordered it routs and is destroyed. The that is already in contact with another friendly unit,
Roman cavalry unit rolls a 6 for the pursuit test perform melee only with the charging unit if the
and they pursue 2½g (the extra ½g as a 6 rolled). enemy unit has already performed melee in this
player turn with the already in contact friendly
7.3 Shock unit. If not, then perform melee with all units. The
Shock confers a modifier on first contact in melee. charged enemy unit in the existing melee is not be
Units eligible for Shock: able to charge - it did not move into contact - and
Unit Enemy is not eligible to claim the shock modifier against
CAT KN HC HCH LCH Vs Any but ELE/CM the charging unit.
WB Vs Non-SK Infantry
EL Vs HI, HA, PH
7.6 Two on one melees
To count for shock, a unit must be: If two units are in melee with one unit, roll a die
Charged or charged into melee and not for each unit’s melee. This can occur with a single
already in melee unit against two contacted enemy units, or when
not in or against a unit in difficult terrain two groups are in contact and one group is wider
or defending a linear obstacle/stream or an and has more units in melee. In the latter case, two
ordered phalanx front. units from the wider group are in melee with a
If both the attacking and defending unit are both single unit. This one unit is classed as a single unit
eligible for the Shock modifier, neither receives it for melee modifiers. The single unit only
(e.g. Heavy cavalry charging Heavy cavalry). implements one result - the worst result; the two
other units each implement a result – the first
7.4 Flank definition melee implements the melee die result, the second
A unit is flanking an enemy if it is attacking in the at worst receives a disorder.
flank or the rear. 7.7 Infantry in mounted support
A flank attack is one where the flanking unit’s
front edge is at 90° or more from the flanked front For all armies up until around 100BC, LA and SK
edge and there is contact with the flanked rear with bows may support mounted units. The
corner. A rear attack is one where the flanker supporting unit is placed directly behind the
contacts the flanked rear edge (not just a corner). supported mounted unit at deployment. Either unit
A unit with an enemy unit on its flank counts as may split away from the other during movement,
flanked for all attacks, not just the melee with the but then the infantry unit is no longer supporting
flanking unit. Skirmishers and Elephants have no the mounted unit and cannot move back into
flanks for melee purposes. support.
When together, they are effectively one unit; if
7.4.1 Diagrams attacked from the rear it counts as a rear attack on
Front attacks by the white unit: a mounted unit supported by an infantry unit. A
supported unit gains a +1 melee modifier to its
front from any enemy unit except HI.
8 Reaction and results Both units are affected, except Skirmish Infantry,
Mixed Missiles, Light Archers and Medium
8.1 Disordered Infantry do not cause adverse interpenetration
An ordered unit receiving a disorder result is results (but are affected by interpenetration).
disordered. A disordered unit receiving a disorder Interpenetration depletes all Skirmish Infantry,
result has no effect on the unit. Mixed Missiles, Light Archers, Medium Infantry
and Mounted, and disorders all other units.
8.2 Depleted Elephants always deplete other units. Camps are
An ordered unit receiving a depleted result is never interpenetrated.
disordered. A disordered unit receiving a depleted A rear warband in echelon never suffers disorder
result is destroyed. from interpenetrating warband to their front.
8.3 Charge 8.8 Pursuit
Unit charges up to full distance at the enemy unit Impetuous units and Heavy Infantry always
that caused the reaction. The charged unit reacts to pursue. Otherwise roll 1d6
being charged. If the enemy unit is routing or 4+ Pursue
retreating, charge the full distance in that direction. <4 Do nothing.
If a stationary enemy is not directly to the front, or Modifiers
directly to front after a normal wheel, do nothing -2 Uphill/Defending terrain/Disciplined
instead. If already in contact, do not move but the +1 Untrained
unit is classed as charging. +1/-1 Leader
8.4 Retreat On natural 6, +½g to the unit’s move distance.
Perform a ½ move to the unit’s rear. Skirmish
Infantry, Mixed Missile and Light Archers add ½g A pursuing unit moves directly forward ½MV
to the move. Do not change facing. Interpenetrate (rounded down) without changing facing. If
friendly units. If meet impassable terrain, then contact the same enemy unit causing pursuit then
stop. A unit is destroyed if it meets enemy units, melee; pursuing unit counts as charging.
except enemy skirmish infantry that are destroyed If the pursuit brings the unit into the zone of
instead. control of, or charging, a different enemy unit then
Check for pursuit. the latter will perform a ZOC test. If end in
contact, melee.
8.5 Rout Note that a unit may continue to do this until its
The routing unit performs a retreat and is then is activation ends.
removed. Check for pursuit. A pursuing unit does not cause a zone of control
reaction on the retreating unit.
8.6 Pushback Units of the same group behind a pursuing unit are
Move directly back 1g. Pushback friendly infantry pulled along if of equal or lower status. Higher
behind them. Otherwise do interpenetration. status/disciplined units may choose to be pulled
If cannot due to terrain, camps or enemy units then along.
move as much as possible and convert any
disordered result to depleted. Exception: Non-
8.9 Echelon
Skirmish Infantry destroy any Skirmish Infantry A unit is in echelon if it is a friendly infantry unit
and Elephants interpenetrate any units. directly behind another, facing the same direction
Units in echelon and behind the pushed backed and neither unit is SK. If the front unit retreats or
unit are pushed back with them. routs, an echeloned unit must move into the same
location as that of the retreating/routing unit, after
8.7 Interpenetrate resolving any interpenetration. Perform melee.
Skirmish infantry are the only units that may Neither unit counts as charging or first contact.
voluntarily interpenetrate and be interpenetrated by Warbands in echelon reduces interpenetration
other friendly units. Involuntary interpenetration effects.
occurs when a unit retreats due to missile, melee or
move reactions.
8.10 Reaction direction
Move the interpenetrating unit up to a maximum of A unit pushbacks, retreats or routs to the opposite
1g to not be placed on top of the interpreted unit; if edge to that of the unit that caused the test.
not possible due to other units or the table edge, 8.11 Advance and fire limitations
the interpenetrating unit is destroyed.
If a unit is to move or charge (not pursue) or fire
but the unit causing the result is not directly to the
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unit’s front, the unit does nothing. A unit 11.3 Terrain effects
defending a camp, fortification, stakes, Rise
river/stream bank or uphill of an enemy does Blocks visibility and missiles for units with a rise
nothing instead of moving or charging (but may between them; except units downhill do not block
pursue) as a reaction. missile fire or visibility to units not on the rise.
9 Rally Provides a defence bonus to units uphill and
attacked to their front. No other effect.
Rally a unit that did not fire or move or fired on or Hill
was in melee this player turn. A successful rally Blocks visibility and missiles for units with a hill
removes disorder. Note a unit will fire rather than between them; except units downhill do not block
rally. See the move command for the test. missile fire or visibility to units not on the hill.
10 Leaders Provides a defence bonus to units uphill and
attacked to their front. Effects movement rates.
10.1 Leader attribute Wood
A leader is always attached to a unit as an attribute. Visibility and missile fire range is 1g. Units in a
Only one leader attribute per unit. If the unit routs wood cannot be seen by units outside the wood
the leader is also lost. unless touching the edge. Units at a wood’s edge
can see out and fire missiles at full distance out.
10.2 Chance of leader death Effects movement rates and disorders all chariots
There is a chance of a leader being killed if fired and elephants when entering.
on or in melee. Rough
This occurs if the leader unit rolls a natural 1 as a Effects movement rates and disorders all mounted
target in a fired-on test or as an attacker in melee, when entering.
or a natural 6 is rolled while a defender in melee. Stream
To check for leader death, roll a die. Reduces movement by 1g for all units.
1 Leader is incapacitated All streams provide a defence bonus to units on the
2-6 No effect bank and attacked to their front and negates shock.
If the leader is incapacitated: Impassable River
the unit loses its leader attribute. Cannot be crossed except at fords or bridges.
all friendly units within 5g are disordered. Passable Rivers, Fords, Bridges
the ACA is reduced by 1 (minimum -1). If the Halve all movement. Additionally, a unit must
ACA is -1 all subsequent move/rally actions stop when first entering the terrain, and stop just
are performed as though the leader is > 5g. before exiting (it takes two moves to cross).
The army gains 2 break points. A river provides a defence bonus to units on the
bank and attacked to their front and negates shock.
11 Terrain Linear Obstacle (rampart or barricade)
Reduces movement by 1g for all units. Units
11.1 When is a unit in terrain? defending a linear obstacle receive a combat
A unit is in a terrain piece if any part of the modifier and negate shock.
effected edge is in the terrain piece. Effected edge Town
is dependent on the reason e.g. melee, fired-on, A town is treated as woods, but chariots may enter.
charged. For melee, both units are affected by the There is a combat bonus to defending a town.
worst terrain feature only where the units are
touching. A unit defending terrain must have part 11.4 Random terrain generation
of their front edge in that terrain to count as Split the board into 9 equal squares. Each army has
defending and in melee to their front – in this case one of four location types. The attacker randomly
both melee units use their difficult terrain CV. chooses and place 9 of the 12 cards associated with
Hills, rough, woods, fords, bridges, passable rivers the defender’s location type in each square.
and towns are referred to as difficult terrain. Other Attacker places the actual terrain piece. Note only
terrain is classed as clear. limited terrain types are randomly generated.
Card Open Mixed Woods Hilly
11.2 General movement effects 1 Rise Rise Rise Rise
Skirmish infantry movement is never affected by 2 Hill Hill Rise Hill
terrain except streams and rivers. Units disordered 3 Clear Woods Wood Hill
on entering terrain are not disordered again while 4 Clear Clear Wood Rough
moving through the same terrain feature. 5 Clear Clear Clear Rough
6-12 Clear Clear Clear Clear
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Grey means that if the card is placed in the centre, pursue a routed artillery unit. Otherwise treat
treat the card as Clear. artillery as light infantry for tests.
Streams: Prior to placing terrain cards, the Missile protection of the target is ignored when
defender may attempt to place a stream. A d6 of 6 fired-on and some artillery has additional modifiers
indicates a stream. Choose one edge and randomly to the fired-on test.
choose one square. The defender places the entry Light Medium Heavy
point on that square edge and the stream exits on (LArt) (MArt) (HArt)
the directly opposite square edge. Range 3g 4g 5g
Terrain pieces should be between 2gx2g and 5gx5g Move 1g 0 0
and at least 2g from other terrain pieces (except Fired-on mod 0 -1 -2
streams). Terrain unable to be placed isn’t. Hills Point cost 3 4 5
and rises cannot be placed on streams.
12.4 War wagons
12 Optional rules War Wagons (WW): As per heavy chariots, MV
These are to be used at the discretion of the 1g, no flank in melee.
players; most are designed for specific scenarios. Abilities:
12.1 Abilities Medium MP or high MP (high more common).
They may have bows or light artillery.
Undrilled A unit poor at manoeuvres that They do not have the shock ability.
cannot perform complex moves e.g.
With the bow ability, they may fire from any one
militia units.
side per test. When armed with light artillery, they
Veterans Only one per army and it must be an fire from only one flank side for the entire game
elite unit. A veteran unit does not (chosen when first firing). War wagons are pushed
receive the -1 modifier for being a back, retreat and rout but never charge or pursue.
single unit or being disordered in War Wagons may fire over friendly troops. War
melee. Well experienced troops with Wagons never cause or are affected by
a long history of excelling in combat interpenetration.
e.g. Theban Sacred Band, Silver
Shields. 12.5 Longbows and crossbows
Sub- Acts as a leader. A destroyed sub- Longbows are bows, firing causes the target to take
leader leader does not reduce ACA. a fired-on test ignoring its medium or high missile
Sub-leaders are +3 points and 1 sub- protection.
leader per 30 points. Longbows charged while in echelon with heavy
Recommended for larger games. infantry will retreat after performing their reaction.
Line Mostly for Roman legionaries. Crossbows are bows, firing at any non-
relief When disordered, ignore the -1 skirmish/MM/LA/MI target causes the target to
disorder result only for the next take a fired-on test ignoring its medium or high
melee diced for, are not disordered Missile protection.
by interpenetration with other units
with the line relief attribute and 12.6 Gunpowder hand weapons
reduces modifier for flanked attacks Arquebus: Treat as bows.
to +1, not +2. Handguns: Treat as javelins. Medium MP is
ignored; high MP is only a +1 modifier.
12.2 Leaders attaching and detaching Muskets: Treat as bows and the fired-on test is
A leader may attach and detach from units. taken with an additional -1 modifier.
Effectively the leader attribute is moved from one
unit to another. Only one leader attribute per unit.
At the start of a unit activation a leader may move
up to 5g to another unit but the receiving unit
cannot be in melee. A leader moving away
(detaching) from a unit depletes that unit.
12.3 Artillery
Artillery does not move when forced to retreat or
rout but does suffer disorder and depletion.
Artillery never cause interpenetration effects but
may be affected by interpenetration. Artillery
never pursues or charges. An enemy does not
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For some scenarios rather than increase the ACA,
13 Sample army lists it may sometimes be better to increase the number
These examples are to assist with formulating of leaders.
historical unit types. Army lists are not necessarily
complete; they merely contain some representative 14 Example of play
unit types. This short example takes place on a portion of the
Skirmishers are almost never elite or poor. battlefield where Pyrrhus is attacking the Romans.
Germanic-type warbands are usually heavy
infantry compared to Pictish medium infantry Deployment and troops
warbands. Chariots normally do not have medium
or high missile protection. Heavy Cavalry
normally has medium or high missile protection.
Cavalry
LI
LI
13.1 New Kingdom Egyptians
Chariots: LCH, CV2
Pike X
SI Z
Archers: HA, CV3
Skirmishers: SK, javelins, CV1.
Pike W
13.2 Early Achaemenid Persians
SI Y
Cavalry: HC, bow, CV2
Immortals: HA, medium MP, CV3
Warband
Sparabara: HA medium MP, poor, CV2
Skirmishers: SK, bow, CV1
Subject Infantry: HI, poor, CV2
13.3 Alexandrian Macedonian The leader units are just out of the picture so all
Companions: HC, elite, disciplined, CV3 units start, and remain, within 5g of leader. Both
Phalangites: HI, phalanx, CV4 (5 with bonus) Army Command Abilities are 0.
Hoplites: HI, phalanx, medium MP, poor, CV3 (4
with bonus) Romans
The hoplites in Alexander’s service are not 3 Legionaries: HI, line relief, medium MP (marked
enthusiastic, hence the low fortitude. A, B, C from Roman right to left), CV4.
Army Control Ability should be +1 or +2 2 Italian light infantry: LI, CV2
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Legionaries fired-on test Pyrrhic turn
The Legionaries take a fired on test from the Working from right to left.
skirmisher missile fire. Legionary A rolls a 1 +1 Warband charges Legionary C. Legionary C does
medium MP = 2. Legionary A is disordered. not react as they are in melee.
Legionary B rolls a 3 and charge (as they are
within 1g) forwards. The skirmishers are no Warband melee with Legionary C
longer there so Legionary B must move up to 2g Warband rolls a 2 +5 (CV3 +2 shock) -4 (CV4, -1
and so contacts (charges) the Pike units W and X. disordered is ignored due to line relief ability) = 3.
Simultaneously (group tests are taken at the same Both disordered. Legionary C is already
time) Legionary C automatically reacts to the SK disordered so the result has no effect.
Y fire and charges, contacting Pike W. The Pike
unit’s reaction is do nothing (no die roll required
for this). Note that Legion C does not cause a ZOC
Cavalry
reaction for the Warband as Legion C is in melee.
LI
LI
Disordered
Legion A
Disordered Disordered
Cavalry
Pike X
MI
MI
Disordered Disordered
Legion C Legion B
Disordered
Pike W
Legion A
Pike X
Warband
Legion C Legion B
Pike W
Warband
LI
Disordered Disordered
MI
MI
Legion C Legion B
Disordered
Legion A
Disordered Disordered Warband
Pike X
Warband
Disordered Disordered
Legion C Legion B
Pike W
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Legionary B in a 2 on 1 melee. The Italian infantry is depleted and rout. The
cavalry automatically pursues as they are
Pike X Pursuit impetuous.
Pike X pursues 1g (1/2 a move). HI with no
missiles always pursue. End of example.
Pike X is within the ZOC of Legionary A but
Legionary A does nothing.
Cavalry
LI
LI
Disordered
Legion A
Disordered
Pike X
Legion C
Warband
Cavalry charge
The impetuous cavalry does not have to charge the
Italian infantry as they are LI. They charge
anyway.
Cavalry
LI
LI
Disordered
Legion A
Disordered
Pike X
Legion C
Warband
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There were about 7 modifiers to combat,
15 Designer notes and two of these were convoluted. I
Some notes on the thinking that went into these wanted less. Shock better defined and
rules. down to 4 simple modifiers.
Still not happy with the way phalanxes
Principles were represented – they seemed too brittle
When I wrote these rules, these are the design compared to actual battle performance.
principles I had in mind. They have remained Phalanxes no longer an additional -1 when
unchanged since I wrote the first draft version of disordered.
these rules in 2012. The proximity zone/charged reaction test
Solo friendly - increase uncertainty and was only for a subset of unit types and
remove as much decision making as viable. then it usually was a pass unless the unit
Only one marker required in the game – was disordered. So it was a little
disordered - that is difficult to or cannot be confusing, and often pointless. Proximity
removed. Most units would have two “hit zone and charged reactions changed to be
points”. Combat would be similar to Bill a lot clearer on the limited unit types that
Banks Ancients (BBA) where another are affected and require a die roll.
disordered result is no effect, and need a high The fired-on test was similar, and had
die roll to get a kill. some different modifiers to the other tests
Not IGOUGO - a unit would take its entire – either have them all the same or split the
turn (move, missile, and melee) before moving tests out. Skirmishers were affected by a
onto another unit. fail but not too many other units did fail,
Units would not have much freedom of and only when disordered as well. So it
movement. seemed pointless to roll most of the time
Some command and control possibly by a for the 1 in 6 chance for a test failure.
support unit bonus modifier, forcing individual Fired-on test simplified.
bases to be formed into units. I liked the wheel constraints of 3cm (= to
All distances are in centimetres and in 45 degrees) but did not align to the “all
multiples of 4cm to match the base width of moves in multiples of 4cm”. Changed to
15mm armies. movement is done in base widths – besides
The game allows for push-backs and retreats. wheels they were all in 4cm increments
The game does not require bases to align for anyway. Wheels are now up to 90o rather
combat. than being up to 3cm.
Infantry skirmishers are removed from the A combined mandatory charge/pursuit test
board quite quickly and only have one hit – while it made sense in my head it just did
point. not gel, and I was not happy with every
Only one die for all rolls and a high roll is unit having to test. Charging is now
always good. mandatory for certain units; pursuit is
Variable actions in reaction to enemy events. more deterministic with only a few
Javelins have a range for skirmishers. Other compulsory unit types.
heavier units do not and are incorporated into I took the step in version 2 from moving
unit melee factors. from the nomenclature of Heavy Infantry,
There is some sort of mandatory charge for Medium Infantry, Light Infantry, Heavy
warband and non-bow armed heavy cavalry. Cavalry etc. and changed it to mode
Reaction tests to determine actions to enemy (battle, auxiliary, skirmish) and type
events. (infantry, cavalry, chariot). I just could not
warm to the mode names. I changed to
Why a third version? mode names of Battle, Auxiliary, Skirmish
All the design principles were followed with to Heavy, Medium, Skirmish and it seems
version 2. After around 100 games, I was slightly to fit better in my mind. And in Version
unhappy with a few parts of the rules but could not 3.3 I aligned to the Bill Banks names.
see any easy way to fix them without going back to Retreats (1/2 a normal move) happen very
questioning some fundamentals of the game. I often and large retreats did not seem to
have listed in italics how Version 3 addresses the occur in battle sources. I have reduced the
issues. number of retreats – infantry do not really
retreat and only faster cavalry/chariots do
so (representing more of a break off than a
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retreat). I also cut down missile results to Units can get disordered by missile fire but only
pushbacks (2cm). This has resulted in a rarely rout unless disordered low fortitude units or
slight complication to the melee results fired on in the flank. Again, re-reading sources it
test. was rare for battleline units to break from missiles
Generals with a +2 modifier for everything – normally it seemed they were disrupted so that
seemed to be invincible steamrollers. fresh troops could melee at an advantage.
Generals, now called Leaders, only have
+1 modifier. Loss of Leader easier to resolve
Not entirely happy with warband A loss of the leader used to cause an army morale
differentiation representation that Germans check for all units. There was a rare chance a unit
needed to be elite. would be depleted (1 in 6 if a single unit or of low
I have created Medium Infantry type for fortitude) so I simplified ii so all units in 5g are
warbands, and Samnites. Picts are Poor disordered.
Warbands,, Quality Germans are WB,
elite; Gauls are regular. ABC Version 2 notes (2012)
Light units stick around too long
Light units were supposed to be brittle but Reaction Tests
did not work that way in the game. Light While there are Rally Round the King (RRtK)
units now cannot be disordered and so will reaction-type tests in these rules, they are based for
rout sooner. I also created a Medium a different outcome than RRtK, more closely
Infantry type to represent elite LI rather aligning with Justified Ancients (JA) events. The
than have special rules around elite LI. charged test in RRtK a preliminary to combat -
poor units retreat or rout. In these rules, the
For over a year I did nothing with the V2 rules and charged test is more to see whether a unit stands or
played only a few games with them as I did not retreats (as per JA or Battle Standard or many
know how to go about resolving the issues. I then other rules where a unit can choose an action when
wrote some rules to use on a grid based on Bill charged). The results of the charge are determined
bank’s Ancients with some ABC concepts thrown in melee, rather than some being resolved on the
in and then developed these into a full scale set for charged test like in RRtK. The fired-on test is
use on a non-gridded 2’x2’ table (called When actually the firing result test (it produces similar
Warriors Collide). But I soon realised I had results to the JA firing table). There is no fired
strayed too far from my design principles. When result, and then a roll for reaction – it is all in one
Warriors Collide was written from a different test. The melee test is the same – it is a melee
viewpoint and I realised that many of the above table with results (reactions) aligned to JA and
issues were addressed in those rules. I combined BBA. So the tests in these may on the surface may
the concepts of When Warriors Collide with the seem to equate to RRtK, but the reason for their
fundamentals of Ancients Battlelines Clash to inclusion and the results are quite different.
produce version 3. All the dissatisfactions listed
above were resolved. I would have never been Missile weapons
able to see my way out of the issues without Javelins and other short range melee weapons that
stepping back and writing When Warriors Collide. are used by other than skirmishers are incorporated
Note I did go too far and used some interim rules into the unit statistics. It is assumed that many
for a few games. These interim rules had the non-phalanx heavy and Medium Infantry carry
When Warriors Collide activation rules (basically short range weapons, and used them at short range.
3 divisions a side – I group activated per division) Those that do not have them generally have a low
and deterministic reactions (ZOC, charge and fired fortitude. Melee is considered a combination of
on reactions were very deterministic). I found the short range missile firing (if used) and contact.
chaos factor did not provide as fun a solo game. Incorporating a distinct short range missile
A few other changes besides the above issue capability for all units that did so is beyond the
resolution were made from V2 to V3: scale of the game.
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It is my belief that at the level these rules are Comparison of ABC version 2 to ABC version 1
pitched at, there is no real difference between a Version one used traditional labels for units –
hoplite (long spear) phalanx and a phalangite Heavy infantry, light infantry etc. - and different
(pike) phalanx. movement rates for each. Units now classified by
role and type (infantry, cavalry and chariot), with
When to charge some exceptions. I have liked this method ever
In Armati, a unit must charge. In my (unpublished) since reading and playing the Irregular Miniature
version of BBA, it is more like DBM where a unit Ancient rules years ago and finally bit the bullet as
must roll (or allocate PIPs) not to charge if in it was making more sense in my rules.
range. In RRTK, a unit in charge reach of an Movement rates are now simplified - all infantry
enemy can do nothing but charge or stand and move 8cm, all mounted move 16; version 1 had
there is a roll to charge. In Justified Ancients a different movement rates for the different unit
unit must roll to charge too. These rules are classifications. For this game, the different
derived from my BBA, JA, Armati and lastly movement rates were really irrelevant. I was very
RRtK. In these rules a non-bow armed mounted or clever with the old movement rates and retreat.
warband must roll for a charge if an enemy heavy
(HI, HC etc.) unit is in reach. If it fails it can
attempt a non-charge move.
Terrain setup
There are lots of options to go with when
considering terrain and deployment setup. The
reason it went to the defender to choose which side
to deploy is, while the terrain type is the defenders,
the attacker gets to place the terrain (albeit limited
by the grid square it is assigned to but the attacker
gets to choose the size of the terrain and where in
the grid it goes). 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 choice -
the defender chooses a side, chooses terrain but
sets up first, completely in view of the attacker.
There is a plus and a minus there. I went for a
conservative approach and wanted to stay away
from randomising the side you attack from. I also
wanted to stay away from one side choosing terrain
and the other moving some of it around, or
adding/removing some. I am hoping the terrain
setup strike a balance – random terrain, attacker
gets exact choice, defender chooses side to defend,
both setup hidden. The random terrain generator is
loosely based on Moments in History’s Tank
Commander card game house rules for a quick
board setup.
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16.5.1 Army tactic tables Centre advances at high speed. Flanks advance
Mounted and only engage to protect the centre.
Roll Tactic Zone Left Centre Right
1-2 Flank Deployment 20% 60%* 20%
3-4 Envelop flanks Tactics Probe Attack Probe
5-6 Oblique *Centre includes over two-thirds of non-light units
and a skirmish screen (if available).
Warband
Roll Tactic Less than 11 units: optionally not fill a flank with
1 All out units (die roll of 1-2) and put all on the major flank
2-3 Centre (non-terrain side if there is one).
4-5 Oblique 16.6.3 Flank
6 Defensive Attack with one flank, advance at high speed,
hoping the break the opposing flank. Advance with
Missile the centre to protect the attacking flank and hold
Roll Tactic back the other weaker flank.
1 Flank Zone Strong Centre Weak
2-3 Envelop flanks Deployment* 40% 40% 20%
4-5 Defensive Tactics Attack Probe Wait
6 Staged retreat *Strong flank at least 30% of the total non-light
units; any skirmish infantry are deployed on the
Infantry centre and/or strong flank.
Roll Tactic
1-3 Centre Less than 11 units: optionally not fill the weaker
4-5 Oblique flank (die roll of 1-3) and have 50-60% centre and
6 Defensive 40-50% on the strong flank.
16.6.4 Envelop flanks
Skirmish
Roll Tactic Attack with both flanks at high speed while
holding the centre.
1-2 Envelop flanks
3 Defensive Zone Left Centre Right
Deployment 30% 40% 30%
4-6 Staged retreat
Tactics Attack Probe* Attack
Other *optionally Wait on a die roll of 5-6
Roll Tactic
The army’s faster units, e.g. mounted, should be
1 All out
deployed on the flanks.
2 Centre
3 Flank Less than 11 units: optionally decrease the centre
4 Envelop flanks to 20-30% and fill flanks equally (die roll of 1-4).
5 Oblique
6 Defensive 16.6.5 Oblique
Attack with the centre and a strong flank while
16.6 Army tactic description holding back the weak flank. Advance at high
16.6.1 All out speed in mutual support the centre and strong
Attack all along the line. Centre and flanks must flank.
advance at high speed, subject to being able to Zone Strong Centre Weak
support one another and not leave major gaps. Deployment# 30% 50% 20%
Zone Left Centre Right Tactics Attack Attack Probe*
Deployment 25% 50% 25% *optionally Wait on a die roll of 5-6
Tactics Attack Attack Attack Any skirmish infantry are deployed in the centre
and/or the strong flank.
16.6.2 Centre
Attack with the centre units with the aim to break Less than 11 units: optionally not fill the weak
the enemy’s centre. Flank units are held back to flank (on a die roll 1-4) and increase centre and the
protect the forward flanks of the centre units. other flank.
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16.6.6 Staged retreat
Dispersed units wear down the enemy, usually by Less than 11 units: optionally not fill a flank with
missile fire, and hope to draw the enemy out. units and put all on the major flank (non-terrain
Heavier troops then attack. Similar to Defensive side if there is one).
but with offensive use of skirmishers. 16.6.8 Strong/weak flank
Zone Left Centre Right Reserve If a specific flank is not mentioned, then the
Tactics Probe Probe Probe Wait weaker flank is that with a terrain item in it. If
there is no terrain feature, then roll a die for the
Deployment stronger flank: 1-3 left, 4-6 right.
Roll to see if the focus is on one flank or both:
D6 Centre/ Flanks 16.6.9 Reserves
Reserve Only staged retreat and defensive army tactics
1-2 40% 30% on each flank specifically mention a reserve. Other army tactics
3-4 40% 20% on left/terrain flank may optionally have a reserve.
40% on the other flank If you do want to randomise for a reserve in the
5-6 40% 20% on right/terrain flank centre, roll a 1-3 on a die for the existence of a
40% on the other flank reserve.
Over two-thirds the non-light units in centre, some A reserve is formed from units in the centre and,
or all in reserve. unless specified otherwise, cannot be larger than
the other centre group. Normally a +0 ACA army
16.6.7 Defensive has only three controlled divisions to deploy. To
Advance steadily, defending along the line, with include a reserve, the three divisions may be
archers and skirmishers to the front. If two achieved by joining a flank division to the centre
deployment squares have difficult terrain, then an division.
advance is not required. The centre is the line of A reserve always has the initial zone tactic of Wait.
attack and advances with flanks either performing
a supporting advance or remain stationary. When 16.7 Defender edge selection
the enemy is worn down or a gap appears, the 16.7.1 Deployment
reserve body of heavier units move in for the kill
The defender chooses their deployment edge first
or plugs holes in the line, either via a flank or
and the attacker takes the opposite. For a
through the gap. defending programmed opponent, this edge needs
Zone Left Centre Right Reserve to be chosen. This may also be used to randomly
Tactics Hold Hold Hold Wait select a player’s defending deployment edge.
16.7.2 Area available for deployment
Deployment The area available for an army’s deployment is up
Roll to see army balance across the zones to 5g from the deployment edge and no closer than
D6 Centre/ Flanks 1g from any edge.
Reserve The centre area is the central 5g of the deployment
1 60% 20% on each flank area. Each flank is 5g from the edge in the
2 70% 15% on each flank deployment area; note the 1g from the side edge of
3 60% 15% on right/terrain flank this flank deployment area cannot have units
25% on the other flank deployed. This is only a guide - if you cannot fit
4 70% 10% on right/terrain flank the units into the defined deployment zone, it is
20% on the other flank acceptable to have a unit or two that is supposed to
5 60% 15% on left/terrain flank be on the flank being in the centre, but should be
25% on the other flank close to the flank.
6 70% 10% on left/terrain flank If a specific flank is not mentioned, then the
20% on the other flank weaker flank is that with a terrain item in it. If no
Centre must have 5%-25% of total units in reserve terrain feature, then roll a die for the stronger
behind the main battleline. flank: 1-3 left, 4-6 right.
16.7.3 Process
If there is a steep hill or rise on a flank, optionally An edge that has a town has a score of 0. For each
(die roll of 1-3) a division deployed may be other edge, roll a die and add the following
uncontrolled allowing a +0 ACA army to deploy 4 modifiers. Choose the edge with the highest score.
divisions.
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Equal scores randomly choose an edge from the around 4g-5g forward in the deployment zone as
highest scores. any terrain allows; 5g is recommended as usually
+3 Deployment area is clear of difficult other zones in the army have Wait, Hold or Delay
terrain. orders. Zones with Wait, Hold or Delay orders
+2 The opposite deployment area has a centre should be deployed in terrain if favourable to the
square of difficult terrain. unit, or else as far forward from the edge to allow
-2 Army is Mounted or Skirmish and any room for at least one retreat; 3g is recommended as
middle square has difficult terrain. a default distance from the edge.
+2 Deployment area has rises. 16.9 Zone tactics
+2 Deployment area has at least one square
of difficult terrain except Steep Hills, The zone tactics are set by the army tactic (see
AND the army has 50% or more units that optional rules later for possible changes depending
are MI, MM, LA or SK. on circumstances). The actual zone forces are the
-3 Deployment area has at least one of the three divisions at deployment. The three zone
forces used should align with a logical split into
three central squares is difficult terrain,
unless the army has 50% or more units the three divisions, rather than purely using zones
that are MI, MM, LA or SK. of 5g width each. The zone turn orders determine
the actions the divisional units do that turn.
+2 Middle has at least one square of difficult
Note the terminology for this section borrows from
terrain, except Steep Hills,
WRG 7th Ancient Rules but the actions are not the
AND the army has 50% or more units that
same.
are MI, MM, LA or SK.
Tactic Description
16.8 Deployment guidelines Rush All units charge or advance as quickly as
The army tactics provide a broad brush but does possible.
not specify exactly how the units are deployed. Attack Impetuous units charge or advance,
There are a number of different methods e.g. create archers and skirmishers advance into
a few deployments and randomly select one or just firing range and other units advance and
set them up fairly logically. Here are some further charge within reason.
guidelines to assist with deployment: Probe Impetuous units charge or advance but
Faster units: The units with the largest move may roll to not charge, archers and lights
distance are placed at the outer edges of the zone advance into firing range and other units
they are in. The exception is Mounted if they advance and charge within reason.
would be deployed in difficult terrain or facing a Wait Do not advance over the centre line
zone with difficult terrain. Faster Mounted have except when forced to charge.
priority over slower mounted. After the first charge by either a friendly
Difficult terrain: Try and place units less affected or enemy unit in the zone, the zone
by difficult terrain in a zone with difficult terrain in tactic changes to ATTACK.
it, or directly in front of it. Hold Do not advance over the centre line
Centre: The group(s) in the centre should be except when forced to charge.
centred on the middle of the table, except if there is Delay Similar to HOLD but avoid advancing
difficult terrain that unsuitable to the units in the into positions that may result in combat.
zone directly facing. Generally heavier infantry
units are in the centre with other units closer to the 16.10 Optional: changing zone tactics
flanks. and leader types
Flank units: Flank units should be positioned to An optional rule allows for changing zone tactics.
ensure that they cannot be easily flanked due to the Additionally, leader types and/or unreliable leaders
1g deployment limit from the edge. Also ensure may be optionally used for additional flavour to the
there is not too large a gap (if any) with the centre changing zone tactic optional rule.
zone units. 16.10.1 Changing zone tactics
Single lines: Units of a single division should be
generally placed in a single line, except skirmish Roll a die at the start of a turn for possible
infantry that should be in front of other units. changed zone tactics.
Leader: the leader unit should be the highest CV Each zone (left flank, centre and right flank) rolls a
unit in an attacking zone, otherwise anywhere in die at the start of the turn for possible changes to
the centre. that zone’s tactics. Roll as the turn progresses. So
Distance from the deployment edge: Zones with roll for right flank force first. Then once those
Rush, Attack and Probe orders should be deployed
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units’ actions are complete, roll for centre turn 16.11 Unit tactics
orders etc.
16.11.1 Unit types
die Result
1 Possible change of zone tactics, roll on For the purposes of dictating what actions can be
table below for possible change taken, units are split into these types:
2-4 No change to zone tactics. Type Description
5-6 If on different zone tactics to that at start, All Any unit
change back to the at start zone tactics. Impetuous Units with the impetuous ability
Modifiers: facing an enemy they must charge.
+1 Army leader is in the zone. Shockers Units that would receive the shock
Wait tactics: If a zone started on WAIT tactics but melee modifier against the facing
had changed to ATTACK during the game, it is enemy unit.
now considered to have ATTACK as the original Non- Units that do not have any missile
zone tactic. missile ability
Missile Units that do have the missile ability
On a possible change zone tactics result, roll again: armed
1 Change the zone tactic to the next lower 16.11.2 Rush
tactic in the table able e.g. Probe to Wait.
Applies to all units:
2-4 No change
Charge or move into melee if not in melee
5-6 Change the zone tactic to the next higher
already; other advance as quickly as
tactic e.g. Attack to Rush.
reasonable to get into melee.
The exception is Agile who only act as though
If the change is to move to a higher tactic that does under Attack zone tactics, but charge other
not exist (e.g. already on RUSH) or a lower tactic skirmishers.
(e.g. already on DELAY), then ignore the change.
16.11.3 Attack
16.10.2 Leader types
Applies to all units except optional for a reserve:
Roll at the start of the game for the type of general
Impetuous and non-bow shockers troops must
in each zone:
charge, otherwise advance towards the enemy.
1 Cautious
Non-missile units must charge up to 1g into a
-2 to the zone tactic second die roll.
favourable melee. Otherwise advance to within
2 Bold. If using the optional unreliable
1g of the enemy with favourable melee or full
leader rules then treat result as Unreliable.
distance if end 1g or further. Otherwise to 1g
2-5 Bold. away if cannot get within 1g or unfavourable
6 Rash melee may occur.
+1 to the zone tactic second die roll. Missile units and Agile attempt to advance to
16.10.3 Unreliable leader within range of enemy or fire if in range.
An unreliable leader is a possible useful rule for Missile units charge if within 1g (2g shockers
scenarios. On a roll of a 1 for possible zone tactic with missiles) into favourable melees.
changes and then a further 1 for changing zone 16.11.4 Probe
tactics, change zone tactics to WAIT and do not
Impetuous troops charge, otherwise advance at
roll for further zone tactic changes until after the
least ½MV towards the enemy.
routing of a friendly or enemy unit:
Non-bow shockers act as non-missile units
If a friendly unit is the first unit to be subsequently
with Attack zone tactics.
routed, and no zone unit has performed a melee,
then change sides and become cautious leader with Other Non-missile armed units advance to
ATTACK zone tactics; if the unit has fought hand within 1g of the enemy if within 2g else
to hand, then perform a retreat action and then advance up to 2g from enemy.
rout. Missile units and Agile fire if in range or
If an enemy unit is the first subsequently routed, advance to within range of enemy. Exception:
then change zone tactics to ATTACK. HI infantry charge into favourable melees
within 1g.
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16.11.5 Wait/Hold May limit an advance to not overshoot the
Do not advance over the centre line until an main line of attack advance.
adjacent zone has advanced over the centre line. If occupying advantageous terrain, then those
Other than this limitation the following applies: on Wait or less zone tactics do not need to
All units may stand in favourable terrain rather move as per zone tactics, but still react as per
than advance or charge. the rules.
All units may advance up to 2g from enemy Units not entering into melee may advance
units. defensively e.g. protect other units from a
If within 1g of an enemy charge into flank attack rather than advance full distance.
favourable melees, even if over the centre line. Missile unit and skirmishers advances are
Impetuous troops must charge (this may take generally to the closest enemy able to be fired
them over the centre line) otherwise advance at.
0-½MV up to 2g from enemy units. Groups with a more favourable unit behind the
Non-missile and shockers with missile within front line may reorganise e.g. a SK has done as
2g of an enemy unit with move to within 1g if much as possible to an enemy in defensive
a favourable melee possible unless exposing terrain retires to allow a rear unit charge
the flank of another zone. (ATTACK and PROBE only).
Missile units and Agile do not advance unless 16.11.9 Charging guidelines
with other units in the same group, or up to Charging units charge enemy units in the following
½MV to within range. order (subject to the limitations of the zone turn
Wait: As per above but once a charge by friendly tactics):
or enemy occurs, zone tactics change to Attack for
Favourable closest – combat result has a
subsequent turns.
greater change of inflicting a depleted on the
16.11.6 Delay target than the charger and it’s the closest
Do not advance over the centre line. Other than target by movement time
this limitation the following applies: Favourable and second closest enemy by
All units may stand in favourable terrain rather movement time.
than advance or charge. Barely favourable - combat result has an equal
All units may advance 0-½MV to up to 2g change of inflicting a disordered on the target
from enemy units. and the charger.
Impetuous troops must charge (this may take Desperate (only RUSH and impetuous
them over the centre line). Otherwise do not charges) - closest.
advance. 16.11.10 Occupying terrain
Missile units and skirmishers do not advance MI, LI, SK and Warband occupy Woods and
unless with other units in the same group. Rough where possible. Other units generally
Delay is not generated by the system and only advance to occupy favourable terrain for them e.g.
applies in scenarios. advance to the top of a rise.
16.11.7 Favourable melees 16.11.11 Reserves
A favourable melee is where the charger’s Reserves are a special case and either have a
modified combat value is greater than or equal to specific deployment zone tactic or use the
the target’s modified combat value. Favourable deployment zone tactic. Reserves are generally
combats should be worked on for a group to ensure used where appropriate to fill gaps or attack the
the entire group charges rather than one unit at a enemy.
time.
16.11.8 Advancing units possibilities
If not charging or under Rush zone tactics then all
units are subject to these advance restrictions
If forced out of the main battle line or falling
behind a unit may attempt to re-join the line.
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.
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Activate MV Melee
Move 1+ Infantry 2 <0 Attacker Destroyed
Complex 3+ LC 5 0-1 Attacker Depleted and
Rally 5+ HC LCH 4 Retreat unless slower than enemy or
Elephant or HI Vs Infantry
Elite/Poor +1/-1 CAT EL HCH 3
2-3 Both Disordered unless both Agile or
Single unit -1 Camp 0
Agile/Mounted then Attacker Disordered
Leader +1 Diff: Not Agile/SK ½
4-5 Both Disordered unless both Agile or
>5g ldr /10g -1/-2 Rough:Mtd dep (all ½)
Agile/Mounted then Defender Disordered
Untrained -1 Wds: CH/ELE deplete
6-7 Defender Depleted and
Wheel is up 90 o. Cost up to 45o 1MV, else 2g MV Retreat unless slower than enemy or
Move: Wheel or straight move or Infantry ½g back Elephant or HI Vs Infantry
Mounted/MI: can wheel and move 8+ Defender Destroyed.
LA/MM: optional free about face prior to moving Modifiers (if total mods +1/-1 then natural 1/6 is 1/6)
Agile: move wheel in any combo + directly back +2 Shock
Complex: (5g of enemy disorder) if normally cant: +2 Flanking (+3 if flanking pike PH)
Wheel+ move, about face, Infantry wheel in place +1 Uphill or defending terrain
-1 Single unit or disordered
Impetuous: non-missile Mounted CV3+, Warband +1 Leader ability
Vs non-Light unit with a CV2+ in reach ahead. Special units
NOT: Non-WB MI, thru/into difficult; defending +1 Phalanx to front if ordered in clear terrain
MOUNTED NOT: ELE (unless ELE)/front of plx +1 Camel Vs Mounted
Reaction being charged or move into ZOC CV0 Mounted Vs Elephant
SK/LI/MM/ 3+ Fire + retreat (no retreat for +2 SK, MM, LA, MI (not WB) Vs ELE/SCH
LC Agile I V ELE/SCH/Agile Elephants and camps never count as flanked.
I,Agile V Agile (unless SK) HI, CAT, KN 4 Difficult
1-2 Fire with +1 and SK Rout HA MI HCH SCH ELE 3 PH, CAT -4
<1 Rout HC, LCH, MM, CM 2 HI HA CH -3
Other 3+ Fire LA, LC, SK, Camp 1 HC, LC -2
missile- 1-2 Fire with +1 Poor -1 ELE -1
armed <1 Do nothing Leader, Elite +1 Rest 0
Modifiers +1/-1 Elite/Poor
+1 Leader Shock (changing/charged not in melee)
-1 Single unit or disordered Not in difficult/Vs defending/Vs front of phalanx
Impetuous Charge if must else NA CAT HC MC HCH MCH Any but ELE/CM
Shockers i.e. would get shock bonus – charge WB Vs Non-SK Infantry EL VS HI
Others Do nothing Disorder: Disorder; Agile rout.
Deplete: Disorder unit. If disordered/Agile, rout
Missile
SK, LC, javelins: 1g; Bows: 3g Retreat: ½ move directly back. Agile + ½g
Contest: both roll, Winner 4-difference on loser Rout: Retreat, then destroyed.
On a tie the target is affected as 1-2. Pushback: 1g; Pushback inf., interpenetrate rest
3+ Impetuous Charge Interpenetrate (SK/LA/MM/MI not cause):
Missile- Not in range: move max ½MV Deplete SK/LA/MM/MI/Mounted; Disorder rest.
armed to attempt to get in range EL deplete.
Shockers Charge Leader: Natural 1 in fired on/attack, 6 defend,
Other Charge if in 1g; else move 1g d6:1 = kill. If lost all units in 4g disordered.
unless defending terrain Pursuit – ½MV; d6 & 4+ pursue
1-2 Disordered; Moving mounted pushback Impetuous, HI always pursue.
<1 Depleted; All in contact pushback -2 Uphill/Defending terrain
+1 Untrained
+1 Elite/Medium MP/in cover (High MP +2) +1/-1 leader
-1 Poor/fired on in flank or rear On natural 6, +½g to the unit’s move distance.
-1 Single unit or disordered If contact a unit, perform a melee, both charging.
+1 Leader Echelon: post-interp., move rear infantry unit up.
+1 Missile contest and initial firer Melee, no charging. WB no adverse interp effect.
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