Boardgame Ancients (Rules ancient warfare)

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    ANCIENTS RULES OF PLAY

    TACTICAL BATTLES IN THE AGE BEFORE GUNPOW

    TABLE OF CONTENTS

    1.0 Standard Battles . . . . . . . . . . . . . . . . . . . . 1

    2.0 Standard Battle Turn Sequence . . . . . . . . 2

    2.1 Removal of Leaders . . . . . . . . . . . . . . . . . . 3

    2.2 Panic Check . . . . . . . . . . . . . . . . . . . . . . . 3

    2.3 Reinforcements . . . . . . . . . . . . . . . . . . . . . 32.4 Movement . . . . . . . . . . . . . . . . . . . . . . . . . 3

    2.5 Replacement of Leaders . . . . . . . . . . . . . . 4

    2.6 Fire Combat . . . . . . . . . . . . . . . . . . . . . . . 4

    2.7 Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

    2.8 Rally . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

    3.0 Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

    4.0 Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

    5.0 Optional Rules . . . . . . . . . . . . . . . . . . . . . 6

    6.0 Naval Battles . . . . . . . . . . . . . . . . . . . . . . . 8

    7.0 Naval Battle Turn Sequence . . . . . . . . . . . 8

    7.1 Ship Movement . . . . . . . . . . . . . . . . . . . . . 9

    7.2 Ramming . . . . . . . . . . . . . . . . . . . . . . . . . 9

    7.3 Marine Movement . . . . . . . . . . . . . . . . . . 10

    7.4 Marine Attacks . . . . . . . . . . . . . . . . . . . . 10

    1.2 Maps

    Each scenario requires the use of one of the i

    map sheets. These show terrain features superi

    with a grid of hexagons (hexes) to regulate mo

    and combat. Since each map is usable in

    different scenarios, the map scale varieapproximately 100-200 yards per hex. Despite

    that the maps are reusable, terrain shown is a

    for each battle. Errors (such as the river behind

    lines at Agincourt or the village at Hastings) are

    in unimportant locations and will seldom encr

    the area of play.

    1.3 Pieces

    The game pieces represent the troop-types inv

    each battle. On the front of each piece is printe

    strength, while on the back is its reduced valu

    'disordered' (see Rules Section 2.7) due to co

    terrain. In games such as this, it is traditional to

    A N C I E N T S

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    ANCIENTS RULES OF PLAY

    Typically they have a shield, one weapon, and

    no body armor. They would be peasant levies

    or barbarians.

    Heavy Infantry( HI, 4-2, 3-2)

    Heavily armed, well trained professional

    infantry. Examples include Roman Legions or

    Huskarls.

    Phalanx(PX, 6*1, 2*1)

    Heavily armed infantry, massed shoulder-to-shoulder with pikes (long spears). The wall of

    shield and tangle of spears gives them extra

    defense against missiles.

    Light Archers(LA, 1A3, 0A3)

    Archers or possibly slingers. They have little or

    no body armor. Their purpose is to disrupt theenemy, not fight hand-to-hand.

    Heavy Archers(HA, 3A2, 1B2)

    Archers with armor (such as Assyrian archers

    Chariots(CH, 4B4, 1B4)

    Light, two-wheeled wagons carrying

    three warriors.

    1.4.3 Other

    Elephants(EL, 6*3, 3*3)

    Either African or Asian type with a

    platform (howdah) and several warriors

    Camp(CP, 2A0, 1A0)

    This is the baggage of the army in the

    may be fortified by a dirt moat or pal

    just by pulling the wagons into a ci

    contains the war-chest, supplies, lo

    sometimes even families of the troops. N

    to say, it is very important to the mor

    physical needs of the men.

    Leader(LDR, x2, n/a)

    These are not meant to be actual pers

    rather command points. This is to re

    ability of especially able generals or

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    ANCIENTS RULES OF PLAY

    Victory Points (see Rules Section 4.0) to determine the

    winner.

    The sequence of Play is now outlined in greater detail.

    2.1 Removal of Leaders

    Remove all the phasing player's leader counters, and

    place them aside.

    2.2 Panic Check

    If an army has lost all its leaders, or a certain numberof strength points (designated by the scenario), it

    panics. All units are flipped to disordered status. They

    must move away from enemy units, toward the nearest

    map edge, until either rallied by leaders or exited off the

    map.

    An army will not panic more than once per game.

    2.3 Reinforcements

    Check the scenario to see if reinforcements are due. If

    so, they may be moved on this turn, saved until a later

    turn, or remain off indefinitely. If the entry hexes are

    occupied, the reinforcements may be placed off map on

    the flank hex directly opposite to the top of the

    also referred to in these rules as the "center rea

    2.4.2 Stacking: No more than one unit may

    a single hex at a time. Leaders, Volley Marke

    captured camps are exempt from this restrict

    any number of these may be in a hex (with or

    combat units). A unit may not move over an ene

    (except Leaders alone), but may move over a

    one. In this case, however, both units

    disordered.

    2.4.3 Moving: To move, a unit enters one of ifrontal hexes. It is then adjusted so that its cen

    hex is facing toward the hex it just left. It must

    cost of the terrain (see Terrain Effects Chart).

    does not have sufficient points to enter a given

    may not enter it.

    2.4.4 Change Facing: A unit may turn up

    degrees at a cost of one movement point.

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    ANCIENTS RULES OF PLAY

    2.4.8 Zones of Control: Unlike in many wargames,

    units do not control surrounding hexes in any way (but

    see Optional Rule 5.1).

    2.4.9 Camps: Camps have no movement allowance,

    and therefore cannot move. Units which capture an

    enemy camp must remain in the camp hex for the

    remainder of the game (they are "looting"). Such units

    have no flank hexes, and are not subject to missile fire.

    They may never attack.

    2.5 Replacement of Leaders

    Replace leaders removed in phase 2.1, in any hex

    desired.

    2.6 Fire Combat

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

    may now fire with any units that have missile fire ability

    (A or B).

    2.6.1 Arc of Fire: A unit may fire at any unit within

    a 120 degree arc of its front (exception: see Rule 2.6.7).

    2.6.2 Line of Sight: The firing unit must be able to

    trace a line of sight to its target. Hills, Villages, Woods,

    2.6.8 Terrain Effects: Units in woods and vill

    treated as phalanx, when fired upon by miss

    Terrain Effects Chart).

    In the example above, the arrows indicate Unit A

    fire. Unit A cannot fire at Unit 1 (its line of blocked by the hill). Unit A may fire on Unit 2 (t

    not blocking). Unit A cannot fire on Unit 3 (Uoutside of its arc of fire).

    2.7 Melee

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    ANCIENTS RULES OF PLAY

    Leaders:

    Units stacked with leaders are doubled for

    attack or defense, for each leader present.

    Flank:

    Units attacking from an enemy's flank are

    doubled. Note that Camps have no flank

    hexes, so units are never doubled in

    attacks against them in this manner.

    Terrain:

    See Terrain Effects for additional modifiers.

    Special Abilities

    Units with an asterisk ( *) special ability

    have their combat strength doubled when

    attacking or defending against cavalry

    units.

    Combat Strength of Zero (0)

    Units with a zero for their Combat Strength

    may not attack in melee, but defend as

    though their Combat Strength were a one.

    They are not subject to any beneficial

    modifiers from Leaders or Terrain.

    2.7.6 Compute Combat Odds: Compare the modified

    and Heavy Infantry are free of this obligation. Th

    advance if they wish, but are not required to

    Facing is implemented as in regular movement

    center toward hex just vacated.

    Example: The defending unit is a Phalanx on a a Leader. It is attacked in the flank by a Knight

    leaders.

    Step 1: The Defender has a lower movement all

    and therefore cannot retreat before com

    Step 2: Attacker Defender 8 Unit Strength 6 Unit Strength

    x2 Flank attack x2 Phalanx vs

    x2 Leader x2 Hill x2 Leader x2 Leader

    64 48

    64/48 rounds off to 1-1.

    Step 3: A four is rolled. Both units are fl

    disordered status. A leader loss roll (Rmust be made for each leader involved t

    combat.

    Step 4: No advance may be made, since the he

    occupied.

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    ANCIENTS RULES OF PLAY

    3.4 Death

    If the unit a leader is stacked with becomes disordered,

    or is eliminated through combat, roll a die. A 1 meansthe leader is killed, a 2-6=no effect. No roll is made if a

    leader is on a disordered unit that suffers a 'melee'

    result.

    3.5 Capture

    If enemy units enter a leader's hex either during

    movement or advance after combat, the leader is

    captured (placed to one side of the map).

    4.0 VICTORY

    The performance of the players is evaluated by counting

    victory points. The player with more points is the

    winner. If both have the same number of points, the

    battle is a draw. One victory point is awarded for each

    of the following:

    R Capturing enemy camp (even if recaptured

    later).

    R Causing enemy army to panic.

    5.1 Zones of Control

    A unit's 3 frontal hexes constitute its Zone of

    (ZOC). Units are free to enter an enemy ZOC, b

    is a restriction for leaving one: a unit that le

    enemy ZOC at any point during movement m

    attack in the upcoming combat phase. The pu

    this is to prevent a unit from disengaging, m

    around the enemy's flank, and making an attac

    his opponent has an opportunity to respond. T

    is highly recommended.

    5.2 Free Deployment

    Rather than being forced to set up historically,

    may wish to deploy their armies themselves. By

    or by mutual agreement, one player is chosen t

    first player. Set-up is as follows:

    R He places his camp marker on any he

    map sheet.

    R He places all units (and all reinforc

    within 3 hexes of the camp.

    R He places his opponent's camp an

    desired.

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    ANCIENTS RULES OF PLAY

    5.5 Arrow Supply

    Running out of arrows was rarely critical. Firstly,

    archery itself wasn't decisive until late in the middle

    ages. Secondly, enemy arrows were reusable. Players

    wishing to keep track of this (on scratch paper) for

    purposes of play balance, or in a campaign game may

    do so.

    Each turn a unit fires, it expends one volley. English

    longbowmen firing 2-3 times a turn expend two volleys.

    New volleys may be purchased between battles at 100

    volleys for 1 build point (see 8.2). A unit may carry amaximum of 6 volleys (exception: camps).

    Old volleys may be recovered from target hexes during

    the fire phase, by units occupying those hexes. Units

    collecting arrows may not move, fire, or attack. In other

    words, treat them as if they had fired. One half of all the

    arrows fired into the target hex are recovered. Of course

    ' to implement this rule, it is necessary to keep track of

    the number of volleys fired into each hex.

    5.6 Duels

    Battles in most Hollywood movies and in ancient

    legends (but rarely in real life) were settled by

    Example: A 4-rated leader attacks a 2-rated lea

    attacker chooses the "offensive" tactic, the defe"cautious", producing when cross referenced, a

    of "+1". This is added to the strength of the aproducing a figure of 5 (4+1). From this is dedustrength of the defending leader (2), producing a

    modifier of +3. The attacking player now rolls die, to which the modifier is added. On a die-roll

    2 (modified to 5: 2+3=5), neither leader would b

    casualty.

    5.7 Barbarians and Knights

    Fierce, impetuous warriors were difficult to

    They charged forward to meet the enemy,

    thought of terrain or tactics. Knights and Bar

    should therefore roll for command control

    indicated.

    At the beginning of each movement phase, t

    available leader counters and multiply by 2. Ro

    If the result is greater than the number cal

    knights and barbarians lose command control

    They must move closer to the enemy and att

    engage. Each hex entered must be closer to, or

    no further away from the enemy, than the h

    currently occupy They must move before an

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    ANCIENTS RULES OF PLAY

    Odds = Results

    1-2 = AD

    1-1 = M

    2-1 = DD

    3-1 = DE

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

    of a player's movement, he may voluntarily remove one

    leader counter for the full turn. He then rolls one die for

    each enemy elephant.

    1 No effect

    2 No effect

    3 No effect

    4 Balks, will not move or attack this turn

    5 Balks, will not move or attack this turn

    6 Panics, phasing player gains control of the unit

    for one full turn.

    5.10 Dismounting

    At the beginning of battle, the owning player may

    substitute infantry units for cavalry units, as outlined

    below.

    1 Light Cavalry 1 Mixed Missile

    2 Heavy Cavalry 1 Heavy Infantry

    1 Knight

    1 Heavy Infantry1 Horse Archer 1 Light Archer

    1 Cataphract 1 Heavy Archer

    2 Cataphract 1 Heavy Infantry

    Knights and barbarians are still subject to 'command

    In missile fire, declare all firing units and their

    Now add together all the die roll ranges. Dividand round up if the remainder is four or more.

    the number of units that successfully hit their

    Example: Two units have die roll ranges of 1-

    and one has 1-4. 3+3+4 = 10. 10/6 = 1

    remainder of four. This rounds up to 2. Tw

    units hit their targets (not one unit twice); ownin

    chooses which unit is hit.

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    ANCIENTS RULES OF PLAY

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

    points should be counted and a victor determined.

    7.1 Ship Movement

    7.1.1 Movement Allowance: At the beginning of each

    turn, a player determines the movement allowance for

    his fleet by rolling a die, and adding the result to the

    crew quality of each of his ships. This is to reflect

    random factors such as wind, currents, and crew

    fatigue.

    7.1.2 Crippled: A crippled ship has a Crew Quality of0. Its movement allowance is therefore only the number

    rolled on the die.

    7.1.3 Sinking: A 'sinking' ship may not move at all.

    movement phase.

    7.1.7 Ship Size: Ships are defined as either L

    Small. Each scenario determines which ship sin play.

    7.2 Ramming

    Moving into a hex with an enemy ship may only

    while executing one of the three types of ram

    covered here. A ship must be moving forward to

    a ram attack.

    7.2.1 Oar Rake: The moving ship enters an

    occupied hex via the enemys bow hex-side.

    moving ship has enough movement points,

    continue through the hex, but must stop on th

    side (otherwise it ends its movement in fron

    enemy ship). Both ships are then turned one h

    clockwise, and both players roll a die and ad

    Crew Quality. Consult the Oar Rake column of

    Rake Table for each attack. The attacks are con

    to be simultaneous.

    7.2.2 Rudder Attack: The moving ship en

    enemy occupied hex via the enemys stern hex

    the moving ship has enough points, it may c

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    ANCIENTS RULES OF PLAY

    7.3 Marine Movement

    7.3.1 Unit Strength: Each strength point of marines

    is a separate unit. They may be broken down orcombined at any time.

    7.3.2 Movement: Each marine may move one hex in

    this phase. A marine unit may move onto a friendly ship

    or onto land. It may not move onto an enemy ship, even

    if that ship has no marines of its own, except via

    Capture (see Rule 7.4.4).

    7.3.3 Stacking: At the end of each turn a small shipcan hold a maximum of 1 point of marines. A large ship

    may have up to 2 points of marines. A land hex may

    have any number of marines. These stacking limitations

    apply only at the end of a turn.

    Example: A 2 point marine is on a large ship. It breaksdown into two 1 point units. One remains aboard. and

    one moves onto a captured small ship that already has a

    1 point marine. The marine originally on the captured

    ship moves off to an adjacent land hex. In this way thecaptured ship is at no point abandoned and stackinglimitations are satisfied at the end of the turn.

    7.3.4 Scuttling: At any point in its turn, a marine

    d l h i ttli th hi h i It t

    7.4.4 Capturing Ships: If a 'B' (boarding suc

    result is obtained against an enemy ship w

    marines, the attacking unit may advance ont

    only way to capture an enemy controlled ship), it to 'crippled' status if not already c

    Alternatively he may scuttle it as described

    movement.

    7.4.5 Ship Control: Control of a ship

    whichever side has a marine on it. If neither sid

    marine on it, control is determined by color

    counter. Therefore, if you do leave a captured s

    a good idea to scuttle it.

    7.4.6 Attack Limitations: A single unit ma

    attack in its turn via Archery or Boarding, but n

    7.4.7 Attack Results: After rolling a die

    appropriate combat results table, one of the fo

    effects results:

    A Archery Hit. Remove one point of

    from the target ship. If there

    marines present, flip the target sh

    crippled side. If the target ship is

    crippled, and no marine units are p

    there is no further effect.

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    ANCIENTS RULES OF PLAY

    7.5.2 Attack: Roll a die and consult the Naval Combat

    Results Table. A result of A indicates the loss of one

    point of enemy marines. If there are no marine units on

    board, flip the enemy ship to its crippled side. If it isalready crippled (and there are no marines aboard)

    there is no further effect.

    7.6 Repair

    Sinking ships may be repaired during the course of

    play. During this segment, the phasing player rolls one

    die for each ship he controls that is 'sinking' and

    consults the Naval Repair Table. If the ship is large ship,add 1 to the roll. If the ship gets a 'sinks' result, it is

    removed from the game, along with any marines on

    board.

    8.0 FURTHER SUGGESTIONS

    Presented here are additional ideas which may enhance

    your overall enjoyment of the Ancientsgame system.

    8.1 Scenario Design

    For a history buff, the most satisfactory method of

    scenario design is to do one's own research. That is the

    recommended method also. The following data are to get

    8.1.5 Camps: All armies have one camp c

    Mounted armies, such as the Mongols and p

    Parthians, Saracens, or Magyars are not requ

    have one.

    8.1.6 Panic: It is suggested that an army pani

    half its total strength points are eliminated;

    may, however, wish to modify this.

    8.1.7 Objectives: This is the most importan

    designing the scenario. Why are the armies f

    What will be the effect of a victory or a defeat? W

    the burden of attack?

    8.1.8 Time Warps: Games using armie

    different time periods are permitted an

    encouraged. It must be pointed out, however, t

    types of one era may not be equal to those of a

    Alexander's cavalry would be no match for

    knights. Barbarian infantry would have much

    morale than peasant levies, etc. In the int

    play-balance or realism, it may be necessary t

    leader, modify troop types or add an extra rule

    8.2 Army Design

    Each player receives a set amount of build poi

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    ANCIENTS RULES OF PLAY

    NATIONALITY PERIOD COMPOSITION

    Egypt-Mesopotamia 1300-650 BC 3 CH, 4 LI, 2 MM

    Assvria 1100-650 BC 2 CH, 2 LC, 3 HI, 2 Ll, 3 HA, 2 LA

    Persia 550-300 BC 10 LC, 5 HI, 10 MM, 2 PX (and lots of

    Greece 500-300 13C 1 LC, 3 PX, 2 MM

    Macedonia 350-150 BC 1 HC, 1 LC, 4 PX, 2 MM, +1 LDR

    Carthage 300-200 BC 2 HC, 4 LC, 2 PX, 6 LI, 2 MM

    Celts-Germans 250 BC 100 AD 5 LC, 30 LI (Britons subst itute CH for

    Parthians 200 BC-600 AD 5 HC, 10 LC

    Rome 200 BC-200 AD 2 LC, 8 HI, 4 MM, +1 LDR

    Goths-Vandals 300-500 AD 10 HC, 5 LC, 2 HI, 8 Ll

    Huns-Magyars 350-450 AD 20 LC (and German 'allies')

    Byzantium 500-1200 AD 10 HC, 5 HI, 2 HA, +1 LDR

    Turks 600-1450 AD 10 LC, 2 HC, 5 LI

    Franks 700-900 AD 6HC, 2 LI,1LA

    Viking 800-1000 AD 5 HI (and as many horses as they cou

    Normans 1000-1100 AD 4 HC, 2 HI, 2 LA

    Chivalry 1200-1400 AD 6 KT, 3 HA

    8.3 Campaign Game

    Players who wish to play a strategic level

    game of this period should obtain a copy ofKing of Kingsor Imperatorif possible (check

    t h e u s e d g a m e v e n d o r s a t

    www.grognard.com) as these games were

    initially designed as campaign systems for

    Ancients.

    Alternatively, players may use other strategic

    games on the pre-gunpowder era with some

    modest adaptation or they might design theirown campaign rules (creating their own

    strategic map and come up with rules for

    movement, navies, and taxes). If an historical

    period is being played, players should decide

    which unit types may be bought and design

    their armies from the cost list above. When

    battles occur, they are resolved by playing a

    regular 6-turn game. The winner of the battle

    recovers one-half of his battle losses, as

    measured in strength points. Both sides

    recover any units moved off the board,

    whether intentionally or through panic.

    For additional spice, if all players agree, each

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    ANCIENTS RULES OF PLAY

    Second, this can become a more serious game. The

    basics are here for the expansion into a deeper

    simulation if desired.

    Third, the simplicity and speed of play mean that this

    can become a subset for a larger game. A game covering

    an entire war can be put together, using this system to

    resolve the battles. Similarly, players can take

    hypothetical kingdoms, with free rein (or reign) to design

    their own armies in a search for the most efficient

    combination.

    This game, then, is whatever you choose to mak

    can take whatever parts appeal to you,

    constantly tripping over features you don't real

    It was designed with that in mind.

    CREDITS

    Game Design . . . . . . . . . . . . . . . . . . William L

    Web Edition Production . . . . . . . . . . Michael

    Original Unit Icon Design . . . . . . . . . . Beth Q

    Map Design and Unit Adaptation . . . Michael

    Image Source . . . . . . . . . . . . . . . . . . . Corel

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    ------------------------------------------------------------------------

    Ancients (3W) Advanced rules (added to or replacing official optional=

    rules)

    Miscellaneous

    . time allowed to a player for all its movements in a turn must be limited

    to 1 or 2 minutes maximum !

    Facing, turning and ZOC

    . an unit faces an hex corner instead of an hex edge. The two front hexes

    of a normal unit are its Zone of Control (ZOC). The four other adjacent

    hexes are considered flank hexes.

    . an unit can move forward in one of its two front hexes. It never changes

    facing, except by turning on place and spending 1 movement point in the

    process, or during retreat before combat.. firing is limited to the 60=F8 area in the front of the unit.

    . a disordered unit has no ZOC.

    . an unit can leave the ZOC of an enemy unit only if

    - it is faster than this enemy, or

    - if this enemy is disordered (hence has no ZOC), or

    - if it is itself disordered.

    . an unit can always turn inside the ZOC of any enemy.

    . as indicated in the official optional rules, a unit that leaves an

    enemy ZOC cannot attack this turn.

    Movements

    Use DBA rules to limit possible moves and reward players that maintain

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    of the column. This head unit moves at the speed of the slowest unit in

    the whole column.

    . a group may mix column and line moves, as long as the conditions above

    are respected (i.e. a line of 3 LC may have all its units pivot to the

    left, becoming a column, move forward 4 hexes and then pivot to the

    right, becoming a line again, for just 1 PIP).

    . a unit may not participate in several tactical moves (even if its

    movement allowance allows it to move further), i.e. a unit cannot join a line for 1 PIP, then the whole line be moved as a group for one more

    PIP, for example.

    . however, the movement allowance of a unit or of a all units in a group

    may be doubled or tripled, if

    - it never starts or moves closer than 4 hexes from the nearest visible

    enemy, and

    - the player spends 2 PIPs, to double, or 3 PIPs, to triple the movement

    allowance, for the unit or for all the units in the whole group.

    [this simulates march formations, fast but always done at a safe distance from the known enemy units]

    . it is possible to voluntarily disorder one (or several) of its own units,

    in its own movement phase. Just flip the non-disordered unit. [this

    simulates a feigned withdrawal, done to trigger an impetuous advance

    amongst enemy units]

    The player may also elect to put a leader on a unit, and not rally it

    at the end of its turn if it is disordered.

    Special moves. sparse LA (i.e. "normal" LA) and sparse MM (MM used because there are

    not enough LA counters available in the game box to accurately represent

    all the sparse LA normally present in a particular army, cf. converting

    DBA armies to Ancients) units are allowed to pass or retreat through

    |

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    3 leaders always controlled

    . an impetuous uncontrolled unit must immediately (before any other moves)

    advance toward the nearest visible enemy (always avoiding woods or

    swamps if cavalry of any kind or elephants or chariots) following the

    movement indications presented in the optional rules in the game. As

    indicated there too, the barbarian charge bonus must be spend this turn

    if it is still available.. no PIP is spend for this spontaneous move, but it forbids any other

    tactical move by this unit. [this simulates the fact that an uncontrolled

    unit will not move if no enemy is visible, and it will only charge the

    nearest enemy unit it can see if one is visible.]

    . the unit is immediately disordered, if not already, if it must turn

    during its spontaneous move.

    . units in spontaneous advance, except LA and MM, must make a close attack

    if possible. If the strength ratio is inferior to 1-2, use the 1-2 ratio

    for combat.

    Combat

    Missiles

    . an unit can attack one enemy only. Firing must be done against the

    nearest possible enemy unit.

    . Dense LA may fire thrice only against a non-infantry enemy unit. If

    there is a choice, a dense LA unit must choose between firing once at

    one enemy infantry unit, or up to thrice at an enemy non-infantry unit. [this is because the original LA(3 shots/turn) seems historically too

    powerful against infantry]

    Close combat

    |

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    appropriate.

    Possible stratagems are :

    . false deployment (defender only) : just after the enemy first turn,

    the defender may exchange several of its cavalry units and/or several

    of its infantry units : infantry units can be exchanged with infantry

    units somewhere else on the map, and cavalry units can be exchanged with

    cavalry units somewhere else on the map. It is not possible to swap one cavalry and one infantry unit. Units that are neither infantry nor

    cavalry (Camp, Elephants,...) cannot be disguised so cannot be exchanged

    with anything.

    . night/surprise attack : once deployed, 1/3 (in value) of enemy army

    starts disordered. The owner chooses which units are disordered.

    . tactical trick : one kind of unit is doubled in defense (not in attack)

    against one kind of enemy unit for the first three turns of the battle

    (the discarded leader cannot be used during the three other turns).

    [this simulates the situation where a general, by careful positioning, briefing, training, etc ... of some of its troops before the battle,

    managed to get a temporary advantage]

    . strategic advantage : the player starts with one Victory Point. [this

    simulates the situation where a general, using pre-battle maneuvering,

    managed to gain an advantage before the battle by cutting the supply

    lines of the enemy, or exhausting him, etc ...]

    . rear/flank march, or reinforcement/reserve : up to half the army (in

    value) may be left out of the battlefield and may enter later from a

    chosen edge (costing 1 PIP, as other moves). This edge of arrival must be written on a piece of paper before the battle :

    - If the edge is the player's own, it is a reinforcement left in reserve,

    and the units enter when the player wants them to, except during its

    first or second turn.

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    behind a hill).

    . the position of each unit is written on a piece of paper, and each

    unit is kept out of the battlefield

    - until the player decides to move it from its initial hidden position

    (spending 1 PIP as usual for the move), or

    - as soon as an enemy unit is able to see it (use the firing rules to

    determine visibility, except that a unit can see in all directions,

    and units do not hide other units behind).. hidden units are subject to impetuosity.

    . units revealed start non-disordered (even if in a wood or swamp). The

    owner chooses the direction of facing.

    . once on the map, units cannot be hidden, or re-hidden.

    Note that you do not need to discard one leader to hide units (this is

    not a stratagem as defined before).

    Simple Two-Players Campaign

    The campaign is played in a series of battles, until one player admits

    defeat.

    Campaign set-up

    Each player builds or uses a 200 pts (or more) campaign army. More

    points means more battles.

    Battle set-up

    Up to 100 pts can be fielded in a given battle., using only units fromthe campaign army. The army fielded is of course also limited by the

    counters available in the game box (i.e. no more than three leaders,

    etc...) even if the original campaign army build is not.

    Use the free set-up rules for positioning units. The winner of the last

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    1 leader 2 PIPs

    2 leaders 3 PIPs

    3 leaders 4 PIPs

    - the number of available leaders includes leaders spend on stratagems.

    [rules for control are modified, and based on DBM rules]

    . an impetuous unit is always uncontrolled, except if explicitly

    controlled by spending 1 or more PIPs.

    . controlling an impetuous unit (or group) costs

    - 1 PIP if no enemy unit can be reached in one move by the impetuous

    unit,

    - 2 PIPs if an enemy unit can be reached in one move.

    . Additional PIPs must be spend if movement is desired.

    Example: a line of barbarian LI (hence impetuous) and of LA (not

    impetuous) is at six hexes of the nearest enemy unit. 1 PIP must be spend to keep control on the LI (so they will not rush toward the

    nearest enemy), and 1 more PIP must be spend to move the line, as

    usual. On the second turn, the LI of the line are now at 3 hexes from

    the nearest enemy units, so they can reach them in one move. 2 PIPs

    must be spend to keep control on the LI (so they will not rush toward

    the nearest enemy), and 1 more PIP must be spend to move the line, as

    usual.

    [note that it is now possible to always control the impetuous units

    in an army. However a careful deployment, a rigid formation and some skill will be needed, especially if only 1 leader is available. Woods

    and swamps must be avoided, for example, because they break groups.

    Note furthermore that this rule may also be used in place of the

    standard control die roll if the 'luck free' rules are not used.]

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    Check command control for

    - KN, all LI, SC, and Camelry units, and

    - all troops (except AR and WW) near enemy Camp and able to see it, and

    - all troops (except AR and WW) near a disordered and not faster enemy

    unit and able to see it.

    Move troops in spontaneous advance toward nearest visible enemy unit.

    Move one group or unit per available PIP

    - units in a line must be kept in contact, and in the same direction, - units in a column must follow the first that moves,

    - a single unit may voluntarily be disordered,

    - units may not participate in more than one tactical move,

    - the movement allowance may be doubled (resp. tripled) if 2 (resp. 3)

    PIPs are spend and the unit does not start or move closer than 4

    hexes from any visible enemy.

    Additional factors

    - may advance only into one frontal hex, not rotating,

    - rotating a unit costs 1 movement point, - a unit may move through a friendly unit (both are disordered, except

    if passing is sparse),

    - units with a movement allowance of 1 treat all terrain as '1',

    - Wood or Swamp : stop movement for turn and become disordered (except

    all MM, and sparse LA, and sparse LI),

    Free moves

    - a move limited to a turn is free.

    Leaders

    Place each available leader on map. A leader may always retreat before combat

    - remove counter,

    - any unit stacked with the removed leader may retreat too (see below)

    if possible. If it cannot retreat, or chooses not to retreat, it

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    - resolution

    - advance after combat (attacker only)

    - if enemy is destroyed or has retreated before combat, the attacker

    must move to occupy the vacated hex (exception : HI, SP, PK and

    Leaders),

    - the moving unit does not change facing,

    Rally

    Disordered units of the phasing army stacked with a leader flip back to their normal side, if desired.

    ----------------------------------------------------------------------

    Converting DBA/DBM(WRG) armies to Ancients (3W)

    DBA Ancients value notes

    ---------------------------------------------------------------------

    Artillery AR(2G1/1G1)*new* 8 - max range 7 :

    at 2 hexes or less : 1-3 to get a DD against anything

    at 3 hexes or more :

    1-2 to get a DD against CP, EL

    or WW, 1 to get a DD against

    anything else

    - may not fire if moved in its own

    last movement phase

    Auxilia MM(2B3)(dense) 4 - not disordered by woods or swamps or LI(2*3/2*3)*new* 4 - no shield nor missile, but with

    a pole weapon (medieval or Japanese

    Ax) (Ax(X) in DBM)

    - doubled against non-infantry

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    Psiloi 1/2 LA(1A3)(sparse) 4 - not disordered by woods or swamps

    - may pass or retreat through any

    unit without any bad effect

    or 1/3 MM(2B3)(sparse) 6 - not disordered by woods or swamps

    - may pass or retreat through any

    unit without any bad effect

    or 2 LI(2-3) 2/LI - DBM Hordes used when not enough MM

    Pikes 1/2 PK(6*2/2*2)*new*16/PK - 16 men deep light phalanx

    - fired upon as HI, not phalanx

    - one PK = two DBA Pikes

    Scythed

    Chariots SC(8-4/1-4)*new* 10 - may never be rallied

    Spears 1/2 PK(6*1) 16/PK - 16 men or more deep heavy phalanx

    - one PK = two DBA Spears or HI(4*1/3*1)*new* 8 - 4 or 8 men deep phalanx

    - fired upon as phalanx

    - doubled against cavalry

    - movement limited to 1 hex

    Warband LI(2-3)(8-2 once, for all)

    4 - heavy warbands (Germans, ...)

    - disordered by woods or swamps as

    usual or LI(2-3)(6-2 once, for all)

    4 - fast warbands (Gauls, all Celts,

    Vikings... and war dogs)

    - not disordered by woods or swamps

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    other units too, but costs 6pts each. LI are normal.

    - DBA Auxilia (heavier and more numerous troops, still light enough to

    skirmish somewhat but with better close combat capabilities) are

    represented by normal MM (named "dense MM" here).

    Use additional normal LI (DBM "Hordes") or barbarian LI(x3 once), if not

    enough MM counters are available.

    - Due to their sparse nature, sparse LA, all MM, and barbarians LI(x3 once)

    units are allowed to cross woods and swamps unaffected.- Some Auxilia (in DBM) had no missile weapons, using instead a pole

    weapon and fighting in closer formations (Japanese Ashigaru, Akkadian

    or medieval spearmen...). They may be represented by a LI(2*3/2*3) if

    properly trained, or by a normal LI (representing more men) if of poor

    quality. Both are disordered by woods or swamps.

    - DBA Warbands are best represented by "dense" barbarians LI(x4 once),

    affected by woods or swamp. Faster warbands (in DBM) like Gauls are

    represented by "sparse" barbarians LI(x3 once), unaffected by woods

    or swamps.- DBA Bows are dense formations of archers trained to shot by volleys

    and stand fast, hence are all converted here to "dense" LA (with 3

    shots/turn), because they all had the same relative effect on the

    cavalry of their respective periods. However, they are disordered in

    woods or swamps. Note also the advanced optional rule that still limits

    them at 1 shot/turn against infantry.

    HA are used to represent Crossbows, and also mixed formations of

    archers, and sword, spear or pike armed infantry in DBM.

    - Spears formations were usually only a few ranks deep, hence are best simulated by slow HI (4*1/3*1), with 1 HI = 1 DBA Spears. Unusually

    deep formations of Spears (Epaminondas' phalanx), with more ranks, are

    represented by the normal PK(6*1/2*1), with 1 PK = 2 Spears. The deep

    of a Spears phalanx must be decided at the beginning of the battle.

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    ANCIENTS STANDARD BATTLE SCENARIOS

    TACTICAL BATTLES IN THE AGE BEFORE GUNPOWSCENARIO LISTINGMegiddo ........................ 1481 BC .............................. 2

    Kadesh .......................... 1288 BC .............................. 2

    Karkar .......................... 853 BC ................................ 2

    Thymbra ............ ........... 546 BC ............ .............. ...... 3

    Marathon ...................... 490 BC ................................ 3

    Platea ............................ 479 BC ................................ 4

    Leuctra ......................... 371 BC ................................ 4

    Mantinea ....................... 362 BC ................................ 4

    Chaeronea ..................... 338 BC ................................ 5

    Granicus ....................... 334 BC ................................ 5

    Issus ............................. 333 BC ................................ 5

    Arbella .......................... 331 BC ................................ 6

    Hydaspes ....................... 326 BC ................................ 6

    Heraclea ........................ 280 BC ................................ 7

    Trebia .............. ............. 218 BC ............ .............. ...... 7

    Trasimine ............. ......... 217 BC ............ .............. ...... 7

    Raphia .......................... 217 BC ................................ 8

    Cannae ......................... 216 BC ................................ 8

    Zama ............................ 202 BC ................................ 9Cynoscephalae ............... 197 BC ................................ 9

    Magnesia ....................... 190 BC ................................ 9

    Pydna ............................ 168 BC ............................... 10

    Muhlhausen .................. 58 BC ................................. 10

    Sambre 57 BC 10

    INTRODUCTION

    Each scenario specifies the map to be used. Set up of u

    the following system:

    The map is overlaid with a grid of hexagons (hex or hex

    to regulate movement. Each of these hexes is assign

    coordinate made up of a letter and number. The hexes

    units begin the game are listed in parentheses after ea

    e.g.: 2A0 (Al) this would be a camp, set up in the top l

    corner of the map. In one corner of the map is a comp

    which indicates direction. The direction in which un

    facing is listed in each scenario (For example, Direc

    always toward the long edge of the map at the foot of t

    Each scenario is a game in itself that can be repla

    number of times, and each provides the following info

    Scenario Name: The name of this historical situati

    simulated and the year in which thtook place. The map used for the sc

    listed to the right.

    Situation: A brief description of what each side

    to do and why

    A N C I E N T

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    ANCIENTS STANDARD BATTLE SCENARIOS

    MEGIDDO 1481 BC MAP F

    Thutmose III, Pharaoh of EgyptYou have extended Egyptian rule up the coast as far as Anatolya

    and Mespotamia. Now rebels in your northern provinces

    threaten to erode your empire. Dividing your army into 3

    columns, you have turned his flank and forced him to give

    battle on ground of your choosing.

    Panic: 14

    Units At Start:

    Direction 1: x2 (C11), x2 (C11), 4B4 (C8), 2AO (C11), 1A3

    (A8), 2-3 (B9), 2-3 (C9), 1A3 (E10), 2-3 (F11),

    4B4 (G10), 2-3 (G11), 4B4 (U9), 2-3 (K8), 2-3(L8), 1A3 (M7).

    King of KadeshYou are a proud king and ruler of a sovereign state. The

    Egyptian pharaoh calls you vassal and rebel. How can one

    lead a rebellion against a foreign state? You have assembled a

    coalition of other kings who feel as you do. Win this battle and

    you throw off the invader's yoke.

    Panic: 10

    Units At Start:

    Direction 4: x2 (K5), 4B4 (K5), 2-3 (J6), 2B3 (I6), 2B3

    (F8).

    Direction 5: 2-3 (E7), 2-3 (E6), 2B3 (D6), 4B4 (C5), x2

    Ramses II, Pharaoh of EgyptThe defectors that told you the Hittites were retreating a

    You are about to learn the true whereabouts of the enem

    survivors of the Re corps stream into your camp. If you

    out, your chronicler may be able to turn a draw into a va defeat into a draw.

    Panic: 16

    Units At Start:

    Direction 2: 2-3 (I9), 2B3 (J9), 4B4 (K8), 2AO

    (P8), 2B3 (Q8), 4B4 (Q9), x2 (Q9).

    Reinforcements:

    Turn 4: Ptah (any of hexes A9-A11): 4B4, 2-Turn 6: Sutekh (any of hexes A9-A11): 4B4,

    Recruits (any of hexes R9-R11): 2-3

    Special Rules:

    * Egyptians start with one victory p

    chroniclers (propagandists).

    Scale:

    * 1/500, Chariots

    * 1/2000, Infantry

    Historical NoteAfter the Hittite ambush overran the Re division,

    gathered up his bodyguard and prepared to die valia

    was saved only by the timely arrival of reinforc

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    ANCIENTS STANDARD BATTLE SCENARIOS

    Units At Start:

    Direction 4: 2AO (N1).

    Any Direction: (Damascus) x2, x2, 4B4, 2-6, 4-2, 4-2, 2-3,

    2-3, 2-3, 2-3, 2-3, 2-3, 2B3, 2B3.

    (Hamath) 4B4, 2-6, 4-2, 2-3, 2-3, 2-3, 2B3.(Israel) 1A3.

    (Arabs) 2-6.

    Special Rules:

    * For the Assyrians to claim a victory, they

    must win by at least 2 points.

    * The Arab 26 is actually a camel corps. It may

    be considered doubled vs cavalry, if players

    so agree.

    * Both sides setup within 4 hexes of theircamp.

    Scale:

    * 1/1000, Cavalry

    * 1/1000, Chariots

    * 1/2000, Infantry

    Historical NoteAs with most battles of this period, little information is

    available. Therefore, we can safely put together almost any

    scenario we like. From various hints we can put together a fairly

    good guesstimate of the forces involved. It was probably fought

    on a plain so that the chariot forces could be used. Different

    sources award victory to each side. It appears to have been an

    Assyrian Pyrrhic victory, since they did take control of Syria,

    b f f

    Units At Start:

    Direction 1: 2-6 (C11), x2 (D11), 2-6 (D11), 2-6 (D

    (E10), 2-6 (E11), 3A2 (I9), 3A2 (J9)

    3A2 (K9), 4-5 (O10), 2-6 (O11), 2-6 (P11), 2-6 (P12), 2-6 (Q11), 4-2 (J

    (J12).

    Direction 2: 4-2 (L10), 4-2 (L11), 1A3 (L12).

    Direction 6: 4-2 (H10), 4-2 (H11), 1A3 (H12).

    Special Rules:

    * ZOC rule should not be used.

    Scale:

    * 1/2000, Cavalry and Missile* 1/4000, Heavy Infantry

    * 1/5000, Light Infantry

    Historical NoteBadly outnumbered, Cyrus refused both flanks. As th

    wings attempted to circle in to engage, gaps were cr

    their line. These were exploited by the Persians to

    battle. Ironically, this is the same tactic that would be

    defeat them 200 years later at Arbella.

    MARATHON 490 BC

    Callimachus, war Archon of AthensAlthough the mightiest empire in the world threatens a

    city states, Greeks continue to squabble. Sparta delays

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    ANCIENTS STANDARD BATTLE SCENARIOS

    Historical NoteThe Greeks weakened their center to strengthen both flanks.

    Rushing down out of the hills, they took the Persians by

    surprise and rolled up both flanks. This was the first

    demonstration of superior Greek heavy infantry.

    PLATEA 479 BC MAP B

    Mardonius, general of PersiaAfter the naval disaster at Salamis, supply lines to Greece are

    in jeopardy. The empire and much of the army has returned to

    Persia. You still have a considerable force, however, and a good

    chance of defeating the powerful coalition arrayed against you.

    Panic: 23

    Units At Start:

    Direction 5: 2-6 (P1), 2-6 (P2), 6*1 (P3), 6*1 (P4), 6*1 (P5),

    2B3 (Q3).

    Direction 6: x2 (K9), 2-6 (K9), 2-6 (L9), 2B3 (M8), 2B3

    (N8), 2B3 (O7), 2B3 (P7), 2-6 (M9), 2-3 (N9),

    2-3 (O8), 2-3 (P8), 2-3 (Q7), 2A0 (N10).

    Pausanius, commander of Greek allied ArmiesThe invading army has fled, leaving behind their traitorous

    Greek lackeys. They have a strong position and have made some

    successful raids against your water source and supply convoys.

    But the enemy has his supply problems too. The battle will have

    to begin soon.

    Cleambrotus (Sparta)Thebes should have learned its lesson in the last war.

    must send Spartans back into Boeotia and remove thei

    power. You have the larger army and they are Sparta

    Panic: 19

    Units At Start:

    Direction 2: 2A0 (E7),2B3 (D5), 6*1 (E5), 6*1 (

    (G6), x2 (G6), x2 (G6), 6*1 (H7), 6*1

    (J8), 2-6 (K8), 2-6 (L9).

    Scale:

    * 1/500, Cavalry

    * 1/2000, Phalanx* 1/2000, Missile

    Historical NoteContrary to prevailing practices, the Thebans placed th

    strength on their left flank. This gave them the adva

    surprise, which they used to full effect. For a time

    became the dominant power in Greece.

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    ANCIENTS STANDARD BATTLE SCENARIOS

    Panic: 16

    Units At Start:

    Direction 1: 2B3 (J10), 2-6 (K10).

    Direction 6: 6*1 (L10), 6*1 (M9), 6*1 (N9), 2A0 (N10), 6*1(O8), x2 (O8), x2 (O8),2-6 (P8), 2B3 (P7).

    Scale:

    * 1/1500, Cavalry and Missile

    * 1/5000, Phalanx

    Historical NoteEpaninodes attacks by surprise in an oblique formation (left

    flank attacks with right trailing). This is very similar to his

    famous victory at Leuctra and again he wins. However, he diesin the battle.

    CHAERONEA 338 BC MAP A

    Philip, King of MacedoniaYou have built the finest army in the world, but to the Greeks

    to the south you are a barbarian. You will show these arrogant

    Greeks who is master, and then turn a united Greece against

    the decaying Persian empire.

    Panic: 18

    Units At Start:

    Direction 5: 2B3 (G2), 2B3 (G3), 6*1 (G4), x2 (G4),6*1

    (G5), 6*1 (G6), 6*1 (H7), 4-5 (I8), x2 (I8), x2

    GRANICUS334 BC

    Alexander of MacedoniaYour father, Philip, conquered Greece. Will you liv

    shadow, or can you conquer the mightiest empire on ea

    have landed in Asia Minor and disbanded your fleet.

    face the first Persian army.

    Panic: 28

    Units At Start:

    Direction 2: 4-5 (B3), 2-6 (B4), 2B3 (C4), 6*1 (

    (E5), 6*1 (F6), 2A0 (F7), 6*1 (G6), 6

    6*1 (I7), 2-6 (J8), 4-5 (J9), 4-5 (K8),

    x2 (K8), x2 (K8), IA3 (L9), 1A3 (M9).

    MemnonAs a Greek general working for the Persians, you ha

    ordered to defend Persian territory and not to withdra

    say Alexander is only a boy. But he is a boy with a

    veteran army and the support of some Persian cities a

    Aeonian coast.

    Panic: 32

    Units At Start:

    Direction 5: 2-6 (E1), 2-6 (F2), 2-6 (G2), 4-5 (H3)

    4-5 (J4), 4-5 (K4), 4-5 (K5), 4-5 (L5),

    4-5 (M5), 4-5 (M6), x2 (M6), 2-6 (

    (O5), 2-6 (O6), 2B3 (L1), 6*1 (M1),

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    ANCIENTS STANDARD BATTLE SCENARIOS

    Darius, Emperor of PersiaA mere boy has invaded your empire and routes your armies.

    The Greeks are fine warriors, but you have the might of Asia at

    your disposal. Victory should be yours, but be cautious.

    Panic: 34

    Units At Start:

    Direction 1: 2B3 (E7), 2B3 (F8), 4-5 (I8), 2-6 (J9), 2B3

    (K8), 2B3 (L5), 6*1 (M7), 6*1 (N7), 6*1 (O6),

    4-5 (O7), x2 (O7), 6*1 (P6), 2B3 (Q6), 4-5

    (R6), 2-6 (R7), 2-3 (M10), 2-3 (M11), 2-3

    (N10), 2-3 (N11), 2-3 (O9), 2-3 (O10), 2A0

    (O11), 2-3 (P9), 2-3 (P10), 2-3 (Q8), 2-3 (Q9).

    Special Rules:

    * ZOC rule should not be used.

    Scale:

    * 1/2000, Cavalry and Missile

    * 1/5000, Light Infantry

    * 1/6000, Phalanx

    Historical Notes

    Alexander's light troops clear the hill threatening their right

    flank. His cavalry and missile troops hold against a Persian

    cavalry attack on the left. Alexander sends his cavalry around

    the Persian left and pushes his phalanx forward. Darius flees.

    His army is caught in a vice and his family is captured.

    Units At Start:

    Direction 2: 2A0 (F3), 2-3 (G2), 2-3 (G3), 2-3

    (G5), 2-3 (G6), 2-3 (G7), 2-3 (G8), 2-3

    3 (G10), 2-3 (G11), 2-6 (H1), 4-5 (

    (H6), 4-2 (H 7), x2 (H 7), 4-5 (H8), 4-56 (I1), 2-6 (I2), 2-6 (I3), 4-5 (I4), 4-5

    (I6), 4-5 (I7), 4-5 (I8), 2-6 (I9), 4-S (

    (I11), 2-6 (I12), 4B4 (J6), 6*3 (J7), 2

    2-6 (J11).

    Special Rules:

    * ZOC optional rule should not be us

    Scale:

    * 1/15, Elephant* 1/200, Chariots

    * 1/2000, Cavalry

    * 1/6000, Phalanx

    * 1/4000, Heavy Infantry

    * 1/5000, Light Infantry

    * 1/2000, Missiles

    Historical NoteAlexander attacked on his right flank, while refusing h

    attempting to conform to this movement, the Persian

    gaps in their ranks, which Alexander exploited with

    thrusts, causing Darius to flee in panic from the field

    HYDASPES, 326 BC

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    ANCIENTS STANDARD BATTLE SCENARIOS

    Historical NoteAlexander attacks (again!) on the right flank. Poras reinforces

    with cavalry, but is unable to stem the Greek tide. Alexander

    proceeds to roll up the Indian flank, and win the battle.

    HERACLEA 280 BC MAP D

    Pyrrhus, King of EpirusGreek colonies in Italy are threatened by Rome, a newly

    emerging power. They appeal to you for help and you have sent

    it.

    Panic: 19

    Units At Start:Direction 1: 6*3 (B11), 2-6 (C9), 6*1 (D9), 6*1 (E8), x2

    (E8), 6*1 (F8), x2 (F8), 6*1 (G7), 1A3 (117),

    2A0 (G10), 4-5 (J9).

    P. Laverius Laevinus, Consul of RomeGreeks are interfering with Rome's affairs in Italy. You have

    crossed the Siris river and will face a Greek army for the first

    time.

    Panic: 16

    Units At Start:

    Direction 4: 2-6 (B7), 2B3 (D7), 2A0 (E3), 4-2 (E5), 4-2

    (E6), x2 (E6), 4-2 (F5), 4-2 (F6), 4-2 (G4), 4-2

    (G5), x2 (GS), 2B3 (H5), 2-6 (J4).

    Units At Start:

    Direction 3: 2-6 (D9), 4-2 (F7), 2B3 (F8), 2A0

    (G6), 4-2 (G7), 4-2 (H6), 4-2 (H7), x2

    (I5), 4-2 (I6), 4-2 (J6), 2B3 (K5), 2-6

    Hannibal, General of CarthageThe Roman infantry is far superior to your b

    mercenaries, and even your reliable Carthaginians. In

    Roman fleets can keep Carthage's navy from sailing. Y

    crossed the Alps and brought war to Rome, but at a he

    to your army and with the loss of all your elephants.

    Panic: 19

    Units At Start:Direction 6: 4-5 (I11), x2 (I11), 2B3 (J10), 2-6 (J

    (K9), 4-2 (L9), 4-2 (M8), 4-2 (N8), 2

    2B3 (O7), 2-3 (O9), 2A0 (O10), 4-5

    (R6), x2 (R6).

    Reinforcements:

    Turn 1: Enter on any map edge: 2-6.

    Scale:

    * 1/2000, Cavalry and Missile

    * 1/4000, Infantry

    Historical NoteRoman cavalry was perhaps the worst in history. Th

    easily defeated by Hannibal. In addition, a hidden det

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    ANCIENTS STANDARD BATTLE SCENARIOS

    Special Rules:

    * Hannibal must win by at least 2 points to

    win a victory.

    Scale:* 1/2000, Cavalry

    * 1/1000, Missile

    * 1/4000, Infantry

    Historical NoteHistorically, Hannibal won. To reflect history Hannibal should

    have a second leader counter and should not have to win by

    such a margin. The scenario has been fixed to provide play

    balance.

    Panic: 31

    Units At Start:

    Direction 3: 2-6 (B9), x2 (C7), x2 (C7), 2-3 (C8),

    4-2 (E7), 2B3 (E8), 6*1 (F7), 2AO ((G6), 6*1 (H6), 6*1 (I5), 6*1 (J5), 6*1

    (L4), 4-2 (M3), 6*3 (M4), 2-3 (N3), 2

    Scale:

    * 1/4000, Infantry

    * 1/7000, Phalanx

    * 1/50, Elephants

    * 1/2000, Cavalry

    Historical NoteBoth sides win on their respective right flanks. This lematter to the phalanxes in the center. Here Ptolemy's E

    get the better of their opponents. Antioch is forced to

    conquest of Syria.

    CANNAE 216 BC

    Hannibal (Carthage)Rather than waging a defensive war, you crossed the A

    the enemy homeland. Unfortunately, you lost many g

    and all your elephants doing it. Before you is an army

    twice your size. You have superior cavalry and one t

    Romans lack imagination.

    Panic: 15

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    ANCIENTS STANDARD BATTLE SCENARIOS

    ZAMA 202 BC MAP D

    Hannibal, General of CarthageSeveral disappointing years campaigning in Italy has failed to

    unravel Rome's hold on various Italian peoples. Some havejoined you, some haven't. Foreign powers come to your aid, but

    to no avail. No matter how many armies your defeat, Rome

    simply builds another!

    Panic: 20

    Units At Start:

    Direction 6: 2-6 (I9), 2B3 (J9), 6*3 (K8), 6*3 (L8), x2 (L8),

    6*3 (M7), 4-2 (M9), 2B3 (N7), 4-2 (N9), 4-5

    (O6), 4-2 (O8), 2A0 (P10).

    Scipio Africanus, Consul of RomeRome has trusted you with an army and with the honor of

    invading the enemy home land. So far it has paid off. Many of

    Carthage's former allies and subjects are coming over to Rome.

    But the famous Hannibal has returned from Italy. You will have

    to face him now.

    Panic: 18

    Units At Start:

    Direction 3: 2-6 (C7), 2-6 (D7), 2A0 (E4), 4-2 (E6), 4-2

    (F6), 4-2 (G5), 2B3 (G6), x2 (G6), 4-2 (H5), 4-

    2 (I4), 2B3 (I5), x2 (L5), 4-2 (J4), 4-5 (K3).

    Flaminius, Consul of RomeYou command an army of two Roman legions, several t

    Greek allies, and even a few elephants. You have been

    liberate the local city states from Macedonian oppress

    to spread Roman influence (not necessarily in that ordewill win the war eventually, but will you be the general

    This morning, you find the enemy camped virtually o

    you. You will have to win this battle unprepared.

    Panic: 22

    Units At Start:

    Direction 2: 2A0 (C8), 4-2 (C10), 4-2 (C11), x2

    (D8), 6*3 (D10), 6*1 (D11), 2-3 (D

    (E7), 4-2 (E8), 2-6 (F6), 2-3 (F7),

    2B3 (F9), 2-3 (F10), 2-3 (F11), 2-6 (F

    Scale:

    * 1/1000, Cavalry

    * 1/4000, Phalanx

    * 1/2000, Infantry

    * 1/20, Elephant

    Historical NoteBoth sides rush to throw their troops into a battle

    expected. The first Macedonian phalanx pushes the back. The second one is defeated before it can fully form

    Romans then attack the first phalanx in the rear, res

    an Roman victory.

    MAGNESIA

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    ANCIENTS STANDARD BATTLE SCENARIOS

    Special Rules:

    * ZOC rule should be used.

    Scale:

    * 1/2000, Cavalry and Missile* 1/6000, Phalanx

    * 1/5000, Light Infantry

    * 1/4000, Heavy Infantry

    Historical NoteAntiochus personally leads his cavalry against the Roman right,

    and nearly takes the Roman camp. On his other flank, however,

    his elephants are panicked and driven back to disorder his

    phalanx. Despite his losses against Rome and at Raphia, he

    succeeds in reuniting most of his fragmented empire. He

    becomes known as Antioch the Great.

    PYDNA 168 BC MAP F

    Perseus (Macedonia)The Romans have the arrogance to dictate policy in Greece.

    They even give you Ultimatums. They have the power to back up

    their words. But you have the Macedonian phalanx,

    descendants of Alexander's army.

    Panic: 28

    Units At Start:

    Direction 6: 2-6 (G12), 4-5 (H12), 2B3 (I11), 2B3 (J11),

    6*1 (K10), 6*1 (L10), x2 (L10), x2 (L11), 6*1

    Historical NoteThe Macedonian phalanx forces the Romans back. How

    it advances into rougher ground, gaps begin to app

    more flexible legionaries infiltrate these gaps, and ca

    phalanx to fall apart.

    MUHLHAUSEN 58 BC

    Gaeus Julius Caesar, Consul of RomeAfter saving Southern Gaul from invasion bythe Helv

    must now save eastern Gaul from the Germanic tribe

    Ariovistus. These Germans claim they have never lost

    and your legions are close to panic. Still, the Germa

    now prove their boasts.

    Panic: 17

    Units At Start:

    Direction 3: 2A0 (D6), 4-2 (ES), 4-2 (E6), 4-2

    (E8), x2 (E8), 2B3 (FS), x2 (FS), 4-2

    (F7), 4-2 (F8).

    Direction 4: 2B3 (I2),4-2 (J3), 4-2 (K3), 4-2 (L4)

    4-2 (M4), 2-6 (N5).

    Ariovistus, Chief of the SequaniYou need living room, so by right you must take it f

    weak. If these Romans wish to interfere, they will be

    too. They are powerful warriors, but you have out man

    them and cut their supply. This has forced them to div

    forces.

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    ANCIENTS STANDARD BATTLE SCENARIOS

    Panic: 30

    Units At Start:

    Direction 3: 2-3 (G5), 2-3 (H5), 2-3 (H6), 2-3 (I2), 2-3 (I3),

    2-3 (I4), 2-3 (I5), 2-3 (J3), 2-3 (J4), 2-3 (J5),2A0 (J6), 2-3 (F12), 2-3 (G11), 2-3 (G12), 2-3

    (H9), 2-3 (H10), 2-3 (H11), 2-3 (H12), 2-3 (I9),

    2-3 (I10), 2-3 (I11).

    Direction 4: 2-3 (M1), 2-3 (M2), 2-3 (N2), 2-3 (N3), 2-3

    (O2), 2-3 (O3), x2 (O3), 2-3 (P2), 2-3 (P3), 2-3

    (Ql), 2-3 (Q2).

    Julius CaesarHaving subdued most of Gaul, you are on your way to defeat the

    Belgae. These are the last and fiercest of the Gauls. While

    setting up camp, the barbarians ambush your scouts, cross the

    river and charge uphill towards the unprepared legionaries.

    Defeat could mean a major setback to your political career. You

    must rally, and win this battle.

    Panic: 42

    Units At Start:

    Direction 6: 2-6 (L4), 2B3 (L5), 2B3 (L6), 3-2 (R5), 3-2

    (Q5), 2B3 (Q6), 3-2 (P6), 2A0 (P8), 2B3 (P9),

    x2 (Q8), x2 (Q8), x2 (Q8), 3-2 (O6), 3-2 (O7),3-2 (O8), 3-2 (O9), 2B3 (O10), 3-2 (N10), 3-2

    (N11), 2B3 (N12), 3-2 (M10), 3-2 (M11), 3-2

    (M12).

    f

    CARRHAE53 BC

    Sillaces, Commander of the Parthian HostA Roman general sees your country as an easy road to

    home. He is a stranger from a far off land and knows nthe bravery of the Parthian warrior.

    Panic: 11

    Reinforcements:

    Turn 1: x2, x2, 4-5, 2-6, 2-6, 2-6, 2-6, 2-6,

    2-6, 2-6.

    Crassius, Triumvir of Rome

    You and your legions are proven veterans. It was ydefeated Spartacus. But these Parthians will not st

    fight. They lead you further and further into the wil

    Meanwhile they harry your columns on the march. Y

    force a battle to win.

    Panic: 18

    Units At Start:

    Direction (any): x2, 2-6, 2-6, 2-6, 2-6, 4-2, 4-2, 4-2,

    4-2, 2B3, 2B3, 2A0.

    Special Rules:

    * Romans setup anywhere Units At S

    * Parthians enter from any map edge

    one. Parthian units may be withh

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    ANCIENTS STANDARD BATTLE SCENARIOS

    PompeyCaesar has declared himself enemy of Rome. While you were in

    the east raising an army to defend her, Caesar has captured

    Gaul, Spain, and Italy. In Greece, however, you have stopped

    him. You are now ready for the final confrontation.

    Panic: 26

    Units At Start:

    Direction 1: 1-6 (K6), 1-6 (K7), 1-6 (L7), 1-6 (L8), x2 (L8),

    1B3 (M 7), 1B3 (M8), 3-2 (N8), 3-2 (N9), 3-2

    (O8), 3-2 (O9), 3-2 (P8), 3-2 (P9), x2 (P9), 2A0

    (P10), 3-2 (Q8), 3-2 (Q9), 3-2 (R8), 3-2 (R9).

    Special Rules:

    * Caesar crossed into Italy with a battle

    hardened veteran army. Pompey has only

    hastily assembled legions. To reflect this, all

    Pompey's forces begin disordered.

    Scale:

    * 1/4000, Heavy Infantry

    * 1/1000, Missile

    * 1/2000, Cavalry

    Historical NoteBy mixing infantry with his cavalry, Caesar routed Pompey's

    larger cavalry force. In the center, Pompey hoped to tire Caesar's

    infantry by standing on the defensive rather than meeting them

    half way across the field. This tactic failed, as Caesar's troops

    Units At Start:

    Direction 4: 2A0 (E3), x2 (E3), x2 (E3), 4-2 (E6),

    4-2 (G5), 4-2 (H5), 2-3 (I4), 2-3 (I3),

    4-2 (K3), 4-2 (L3), 4-2 (M2), 2-6 (

    (O1).TriumvirsYou must not only avenge Caesar's death, you must a

    the powerful and ambitious men who will surely thre

    next. Once they are dealt with, it will be time to tend

    current ally.

    Panic: 20

    Units At Start:

    Direction 1: 4-2 (F9), 4-2 (G8), 4-2 (H8), 4-2 (I7),

    2-3 (J8), 4-2 (K6), 4-2 (L6), 4-2 (

    (N5), 2-6 (O4), 2-6 (P5), 2A0 (M9), x2

    (M9).

    Scale:

    * 1/2000, Cavalry and Missile

    * 1/8000, Infantry

    Historical NoteBoth sides win on their right flank. Brutus (Republicans

    Octavian (Triumivir) while Anthony (Triumvir) beats (Republicans). The following day the victorious armies m

    the Triumvirs win.

    IDISTAVISO 16 AD

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    ANCIENTS STANDARD BATTLE SCENARIOS

    Scale:

    * 1/2000, Cavalry

    * 1/4000, Infantry

    Historical NoteThe Germans had moderate success in the center, but the

    Romans rolled up both their flanks very efficiently. This

    scenario illustrates the way in which the Roman army whipped

    hapless barbarians time after time. By the second century the

    focus of the raids was across the Danube rather than the Rhine.

    BOUDICCEA 60 AD MAP C

    Boudiccea (Iceni)

    The Romans have laid crushing taxes on your people and haveraped your sister. Following the lead of your tribe, the Iceni, all

    Britain has risen as one. There is only one more Roman army

    on the island.

    Panic: 18

    Units At Start:

    Direction 4: 2-3 (C2), 2-3 (D2), 2-3 (D3), 2-3 (D4), 2-3

    (E1), 2-3 (F2), 2-3 (E3), 2A0 (F1), 2-3 (F2),

    2-3 (F3), x2 (F4), 4B4 (F4), 2-3 (Gl), 2-3 (G2),

    2-3 (G3), 2-3 (H2), 2-3 (H3), 2-3 (H4), 2-3 (I2).

    Paulinus (Rome)While campaigning in Wales, you hear stories of British rebels

    burning towns and slaughtering Roman citizens. You rush back

    CIBALIS 315 AD

    Lucinius, Augustus of ByzantiumTechnically you are junior partner to the emperor in R

    this should not be. You fought hard for your positionshould rule Rome instead of the usurper, Constantine

    walks into your ambush.

    Panic: 28

    Units At Start:

    Direction 5: 1A3 (B2), 2-3 (C2), 2-3 (D3), 2-3 (E3)

    2-3 (G4), 2-3 (H5).

    Direction 6: 1A3 (G7), 1A3 (H7), 2-6 (K2), 4-5

    (K4), 4-5 (K5), x2 (K5), 4-5 (K6), 2-6 ((M2), 4-2 (M3), 4-2 (M4), 4-2 (M5), 4

    4-2 (M7), 4-2 (M8), 1A3 (M9), 2A0 (N

    Reinforcements:

    Turn 5: x2, x2 (Place where you wish)

    Constantine, Caesar of RomeYou have fought your way to the throne by force of ar

    your coruler in the east tries to stir up trouble in the w

    lead your armies east to confront him.

    Panic: 20

    Units At Start:

    Direction 3: 2A0 (A3), x2 (A3), 4-2 (B4), 4-2 (C4),

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    Julian the Apostate, Emperor of RomeIt is no secret that Roman vitality has been drained. You will

    dedicate your reign to restoring traditional Roman values. You

    can begin to restore Rome's greatness by defeating an invading

    barbarian horde.

    Panic: 13

    Units At Start:

    Direction 1: 4-2 (E5), 4-2 (F6), 4-2 (G6), x2 (G6), 4-2 (H7),

    4-5 (I7), 2-6 (J8), 2A0 (E5).

    Direction 2: x2 (D4), 4-2 (D4).

    Special Rules:

    * ZOC rule should be used.

    Scale:

    * 1/1000, Cavalry

    * 1/2000, Heavy Infantry

    * 1/3000, Light Infantry

    Historical NoteThe barbarians defeat the cavalry on the Roman right flank, but

    the legions break through the center and rout the enemy.

    ADRIANOPLE 378 AD MAP D

    Valens, Emperor of RomeYou have a distinguished military record defending Rome's

    eastern borders. Now you face rebellious barbarians in Thrace.

    Reinforcements:

    Turn ?: 4-5, 4-5, 4-5, 4-5, 4-5, 4-5, 4-5,

    4-5, 4-5, 4-5, 4-5, 4-5, 4-5, 2-6, 2-6

    6, 2-6 enter at any of hexes Al, A2,

    B1-H1.

    Special Rules:

    * All barbarian infantry is doubled on

    if within 2 hexes of their camp.

    * At the beginning of each Visigoth m

    phase, a die is rolled. On a 1 o

    reinforcements arrive. Note: Histori

    was on Turn 1.

    Scale:

    * 1/2000, Cavalry

    * 1/3000, Infantry

    Historical NoteThe Romans attack the barbarian camp, and are near

    it when the Gothic cavalry returns from foraging. In tr

    west tradition, the cavalry arrives in the nick of time to

    circled wagons. This battle marks the domination of cav

    infantry for the next 1000 years.

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    ANCIENTS STANDARD BATTLE SCENARIOS

    Attila (Huns)The sister of the Roman empire has offered herself to you in

    marriage. This is a highly attractive offer. Aside from an

    imperial dowry, this may even put you in line for the throne.

    The chance is too good to let slip through your fingers. After this battle, the Emperor may be more cooperative.

    Panic: 25

    Units At Start:

    Direction 3: 2-3 (D7), 2-3 (E6), 2-3 (E7), 2-3 (F6), 2-3 (F7),

    2-3 (G6), 2A0 (113), 2-6 (H5), 2-6 (14), 4-5

    (I5), 2-6 (J4), 4-5 (J5), x2 (J5), 2-6 (K3), 4-5

    (K4), x2 (K4), 4-5 (L4), 2-3 (M2), 2-3 (N2), 4-5

    (N3), 2-3 (O1), 4-5 (O2), 4-5 (P2).

    Special Rules:

    * ZOC optional rule should be used.

    Scale:

    * 1/5000, all units

    Historical NoteOn Attila's right the Romans capture and manage to hold the

    high ground. In the center, his attack can make no headway.

    On his left, Aetius' Visigoths rout the Ostrogoths. The battle is

    considered a draw, since neither side is able to launch anoffensive the next day. After this battle the Huns raid into Italy,

    but can no longer undertake a full scale invasion.

    TRICAMARUM 533 AD MAP D

    Turn 5: 4-5, 4-5, 4-5, 2-6, 2-6, 2-6, 2-3, 2-3

    either edge within one hex of A1 or

    Reinforcements:

    * Vandal replacements may not be wiThey must enter on time.

    * Byzantine Heavy Cavalry has a fire

    'B' when not disordered.

    * ZOC rule should be used.

    Scale:

    * 1/2000, Infantry

    * 1/1000, Cavalry

    Historical NoteAfter defeating the first prong of the attack, Belisarius s

    his cavalry from his infantry and used it to destroy ea

    other two prongs in turn. He came in for a good deal of

    for dividing his own forces, but as he pointed out it w

    CASLINUM 554 AD

    Buccelin, Chief of the FranksMany powers contest for control of Italy. Ostrogoths,

    Lombards, and even the Byzantine empire to the cashouldn't it belong to the Franks? These orientals a

    arrogant.

    Panic: 27

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    ANCIENTS STANDARD BATTLE SCENARIOS

    Historical NoteNarses deployed in a concave formation. The Franks formed a

    wedge and charged right into the center. Needless to say, they

    were caught in a cross fire and surrounded at the same time.

    For historical accuracy, the Franks should have only 1 Leader,but that would give them no hope of winning.

    TOURS 732 AD MAP D

    Abd Al RahmanThe true faith has swept in a crescent from Syria to Spain. Now

    you can bring the word of Allah to the land of the Franks. God

    is with you.

    Panic: 15

    Units At Start:

    Direction 4: 2-6 (I2), 2-6 (J3), 4-5 (K1), 2-6 (K3),4-5 (L2),

    x2 (L2), 2-6 (L4), 4-5 (M2), 2-6 (M4), 2-6 (N5),

    x2 (N5), 2-6 (O5), 2A0 (P1), 4-5 (P4), 2-6 (P6),

    4-5 (Q4), 2-6 (Q6), 2-6 (R7).

    Charles MartelThe true faith is under siege by infidel Saracens. They threaten

    to cross the Pyrennes and overrun your kingdom next. You are

    the bulwark of the Lord. God is with you.

    Panic: 20

    Units At Start:

    Reinforcements:

    Turn 1: x2, 2-3, 2-3, 2-3 on edge within four

    Saxon camp.

    VikingsThe Danelaw has been spreading. As you grow more su

    more Danes come to England, and you require more

    settle and more tribute to divide. The largest remainin

    Kingdom is Wessex...

    Panic: 11

    Units At Start:

    Direction 6: 2-3 (O7), 2-3 (O8), 2-3 (O9), 4-2 (P6)

    4-2 (P7),4-2 (Q5), 1A3 (Q7), 4-2 (R

    (R9).

    Scale:

    * 1/250, Infantry

    Historical NoteThe initial Saxon attack fails to dislodge the Viking d

    The Viking counterattack is on the verge of routing the

    when Alfred appears with reinforcements to save the d

    LECH (LECHFELD) 955 AD

    Bulcsu, King of the Hungarians

    Panic: 12

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    ANCIENTS STANDARD BATTLE SCENARIOS

    CLONTARF 1014 AD MAP D

    VikingsForces from Orkney and the Isle of Man have gathered at the

    Viking base of Dublin. They are joined by Irish troops fromLeinster. With this host you can sweep aside the forces

    preventing your settlement of Ireland. You also have the

    opportunity to settle personal scores against Irish nobles in the

    enemy artily.

    Panic: 19

    Units At Start:

    Direction 4: 4-2 (I2), 4-5 (I3), 4-2 (J3), 1A3 (J4), 4-2 (L4),

    2-3 (L5), 4-2 (M4), 2-3 (M5), 2A0 (N2), 4-2

    (O5), 1A3 (O6), 4-2 (P6), 4-5 (P7), 2A0 (N2),

    x2 (L4), x2 (M4).

    Brian Boru (Irish)For years your rule has brought peace and stability to Ireland.

    Now, your old enemies, the Danes (Norsemen actually) and

    Leinster, threaten the kingdom. What is even more frustrating,

    you are too old to lead your army. Your son must lead.

    Panic: 17

    Units At Start:

    Direction 1: 4-5 (I7), 2-3 (I8), 1A3 (J8), 2-3 (J9), 4-2 (L9),

    4-2 (L10), 2A0 (L12), 4-2 (M9), 4-2 (M10), 1A3

    (O10), 2-3 (O11), 4-5 (P11), 2-3 (P12), x2

    Harold, King of WessexYour succession to the throne has not been uneventful:

    internal enemies, but a Viking invasion in the nort

    Norman one in the south. The first was dealt with at S

    Bridge. Now, for the second. Another forced march andthe Normans. A second victory will give you the sup

    need.

    Panic: 10

    Units At Start:

    Direction 4: 2-3 (B2), 2-3 (C2), 4-2 (D3), 2A0

    (E3), x2 (E3), 4-2 (F4), 2-3 (G4), 2-3

    Special Rules:

    William starts at one victory point f

    in hostile country.

    Scale:

    * 1/500, Cavalry

    * 1/1000, Infantry

    Historical NoteMultiple Norman attacks are unable to push the Anglo

    off their hill. Finally, the Normans hear a rumor that

    has been killed. As they begin to panic, the levy infantryAnglo-Saxon flanks pursues onto the open plain. Willia

    his cavalry and rides down the exposed pursuers. Th

    finally taken when a lucky arrow kills Harold.

    MANZIKERT

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    ANCIENTS STANDARD BATTLE SCENARIOS

    Special Rules:

    * Byzantine KT have missile rating of B when

    not disrupted.

    * Byzantine KT must use the command

    control rule. This simulates the tacticalerror made by Romans at the beginning of

    the battle. It is not a reflection on the

    cataphracts of the period. It is also necessary

    to balance the scenario.

    Scale:

    * 1/5000, all units

    Historical NoteThe Roman cavalry attacked prematurely, and out ran its

    infantry. The Turks were thus able to surround the cavalry and

    defeat it in detail. Although the Byzantine empire lasted for

    another 400 years, it was never again a major military power.

    DURAZZO1081 AD MAP D

    Robert Guiscard of NormandyThe Pope granted you southern Italy and Sicily if you could take

    them from the nonbelievers. This you did and now you continue

    your war against Byzantium into northern Greece. Who knows

    where success here could lead?

    Panic: 27

    Units At Start:

    Historical NoteThe Normans are near to defeat when Alexius' Varangi

    makes an ill-timed charge which leaves them

    Ironically, the Varangian guard was made up largely o

    Saxons, who lost to the Normans at Hastings the saAlthough he wins the battle, Robert Guiscard dies of th

    a few years later.

    DORYLAEUM 1097 AD

    Soliman, Sultan of the SaracensThe true faith has spread steadily, even crushing the

    the Byzantine empire. But fresh Christian armies appe

    was the rabble that was easily defeated. Now a train

    comes. They walk into your ambush, but this is a new

    unknown ways of fighting.

    Panic: 23

    Units At Start:

    Directions 3: 1A3 (A5), 1A3 (B5), 1A3 (C4), 4-5 (

    (D4), 4-5 (D6), 1A3 (E3), 4-5 (E5),

    4-5 (F5), 2-6, (F7), 2-6 (F8), 4-5 (

    (G6), x2 (G6), 2-6 (G7), 2-6 (H6), 2-6

    (H7), 2-6 (I5), 2-6 (I6), 2-6 (J6).

    BohemundSince it doesn't look like you can claim your inheritanc

    Norman lands, you decide to join the Crusades. This

    you a chance to carve out a kingdom for yourself

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    LEGNANO 1176 AD MAP D

    Fredrich Barbarosa, Holy Roman EmperorWho does Alexander III think he is? You are the Holy Roman

    Emperor and therefore lord of northern Italy. His kingdom is thekingdom of men's souls, not of earthly possessions. This is your

    fifth expedition into Italy. Make it your last.

    Panic: 24

    Units At Start:

    Direction 2: 8-4 (I8), 8-4 (J9), 8-4 (J11), 8-4 (I10), 8-4

    (G9), 8-4 (H10), 2A0 (H11).

    Reinforcements:

    Turn 2: x2 (Place where you wish).

    Alexander III, Pope (in exile)Who does Fredrich think he is? You are the father of the church

    and God's representative on earth. Fredrich is just an earthly

    king. With the army of the Lombard League at your back you

    can make Fredrich's fifth invasion of Italy his last.

    Panic: 31

    Units At Start:

    Direction 2: 8-4 (M6), 3A2 (M3), 4-2 (N4), 4-2 (O4), 2A0(P3), x2 (P3), 3A2 (P5).

    Reinforcements:

    SaladinIt is time to expel the infidel from the holy land. Th

    broken their truces, so now you will retake Jerusalem

    Panic: 16

    Units At Start:

    Direction 5. 2-6 (N6), 2-6 (O6), 2-6 (P7), 2-6 (Q7)

    x2 (Q7).

    Reinforcements:

    Turn 1: 4-5, 4-5, 4-5, 4-5, 4-5, 4-5 enter f

    map edge.

    Special Rules:

    * Knights must use command contro

    * Turkish 4-5's may be withheld to en

    later turn.

    Scale:

    * 1/2000, Cavalry and Missile

    * l/4000, Infantry

    Historical NoteThe Turks were often frustrated that Crusader armor

    difficult to penetrate. The Crusaders were frustrated enemy light cavalry would snipe from a distance, but

    stand and fight. In this battle the Turks succeed in se

    the enemy cavalry from the infantry, so that each

    defeated in detail. If they could prevent this, the Cr

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    Panic: 35

    Units At Start:

    Direction 5: 2-3 (E6), 2-3 (E7), 2-3 (F7), 2-3 (F8), 2-3 (G7),

    2-3 (G8), 2-3 (H8), 2-3 (H9), 2-3 (I8), 2-3 (I9),2-3 (J9), 2-3 (J10), 2-3 (K9).

    Direction 4: 2-6 (A5), 2-3 (A7), 2-3 (A8), 2A0 (B3), 2-6

    (B5), 2-3 (B7), 2-3 (B8), 2-6 (C4), 2-3 (C6),

    2-3 (C7), 4-5 (D4), 2-3 (D6), 2-3 (D7), 4-S

    (E4), 4-5 (F5), x2 (F5), x2 (F5), 4-5 (G5), 4-5

    (H6), 2-6 (I6), 2-6 (J7).

    Richard the LionheartFour years ago the pagan, Saladin, destroyed a Christian army

    at Hattin and captured Jerusalem. You have come on crusade

    to recapture the city. Currently, you are marching south,

    consolidating the coastal cities and being harassed by enemy

    archers. Near the woods before Arsouf you are attacked.

    Panic: 28

    Units At Start:

    Direction 1: 2A0 (E11), x2 (E11), x2 (E11), 3A2 (D9).

    Direction 2: 8-4 (C11), 8-4 (D11), 8-4 (E10), 3A2 (F10),

    3A2 (E9), 8-4 (F 11), 3A2 (G10), 3A2 (H11).

    Direction 6: 3A2 (B11), 3A2 (B10), 3A2 (C9).

    Special Rules:

    * The optional ZOC rule may not be used in

    this scenario.

    h ll h l

    Panic: 42

    Units At Start:

    Direction 5: 8-4 (F3), 8-4 (G2), x2 (G2), 8-4 (G3),

    4-2 (J5), 3A2 (K3), 4-2 (K5), 2-3 (L4),2-3 (M3), 2-3 (M4), 4-2 (M6), 2-3

    (N5), 3A2 (N7), 2-3 (O4), 2-3 (O5), 2

    2-3 (P5), 3A2 (P6), 8-4 (P8), x2 (P8),

    Scale:

    * 1/1000, Cavalry

    * 1/4000, Infantry

    Historical NoteThe French knights win on both flanks, owingto

    training and practice. The German infantry is then l

    untenable position. This is the way medieval batt

    supposed to be decided.

    KALKA1223

    Subadai of the MongolsWhile Ghengis Khan is out busy conquering Empires

    China or Khwarazim, you are free to take your men and

    smaller kingdoms such as Korea or, now, Russia.

    Panic: 15

    Units At Start:

    Direction 6: 2-6 (M11), 2-6 (N11), 4-5 (N12), x2 (O

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    Historical NoteThe Mongols feign a retreat to draw the Russian cavalry

    forward. They then counterattack and cut it to pieces while it is

    spread in pursuit. The infantry on the hill, however, holds out

    for three days. That position must be taken by trickery.

    LIEGNITZ 1241 AD MAP D

    Henry of SilesiaA new heathen menace threatens Europe. Towns from the Baltic

    to the Carpathians are suddenly attacked. An army with such

    a front must indeed be huge. Your force of 30,000 is on its way

    to join with King Wenceslas and his 50,000 when you spot the

    enemy cavalry. Show this pagan horde what Christian Chivalry

    can do.

    Panic: 58

    Units At Start:

    Direction 5: 8-4 (N2), 8-4 (N3), 3A2 (N4), 4-2 (N5), 4-2

    (N6), 4-2 (N7), 3A2 (N8), 8-4 (N9), 8-4 (N10),

    x2 (N10), 8-4 (N11), 8-4 (O1), 8-4 (O2), 3A2

    (O3), 4-2 (O4), 4-2 (O5), 4-2 (O6), 3A2 (07),

    8-4 (O8), 8-4 (O9), 8-4 (O10), 2A0 (Q5).

    KaiduThe Mongols have overrun country after country and empire

    after empire in only two generations. Now it is time for these

    strange westerners and their cumbersome, heavy cavalry.

    Taking 20,000 men for the campaign, you sweep into Europe in

    FALKIRK 1298 AD

    Edward I of EnglandScotland makes treaties with your enemy France. Plus

    always the threat of border raids. Leaving an unScotland on your northern border is far too dangerous

    Panic: 25

    Units At Start:

    Direction 3: 1A3 (H8), 8-4 (H9), 2A0 (I5), 4-2 (I6)

    4-2 (J6), 1A3 (J7), 8-4 (K7), x2 (K

    (M5), 8-4 (M6), 8-4 (N6).

    Wallace of ScotlandThe English interfere in Scottish affairs and break their

    After their conquest of Wales, it is clear that Scotland

    next target.

    Panic: 20

    Units At Start:

    Direction 6: 8-4 (M11), 6*1 (N11), 6*1 (O10), x2 (O

    (P10), 6*1 (Q9), 2AO (Q11), 8-4 (R9)

    Special Rules:

    * ZOC rule should be used.

    Scale:

    ANCIENTS STANDARD BATTLE SCENARIOS

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    INDUS 1221 AD MAP E

    Shahjabil Ad-Din (Kwarazim)Barbarian infidels have been raiding the empire you built. Their

    lightning raids across the desert have been whittling down yourarmy. But now you have brought them to battle and can defeat

    them once and for all.

    Panic: 20

    Units At Start:

    Direction 4: 2-6 (E1), 2-6 (F1), 2-6 (F2), 2-6 (G1), 2-6 (G2),

    2-3 (I2), 4-5 (I3), 2A0 (J1), 2-3 (J3), 4-5 (J4),

    2-3 (K3), 4-S (K4), 4-S (L2), 4-5 (M2), 1A3

    (M5), 1A3 (N5), 1A3 (N6), 1A3 (O5), x2 (G1),

    x2 (K3).

    Ghengis Khan (Mongols)You rule the united tribes of northern Asia and half of China.

    But the Kingdom of Kwarazim refuses to respect you. They have

    even killed your envoys who were trying to establish peaceful

    relations.

    Panic: 30

    Units At Start:

    Direction 1: 2-6 (E3), 2-6 (E4), 4-5 (F4), 4-5 (F5), x2 (F5),

    2-6 (G4), 2-6 (I5), 2-6 (I6), 4-5 (J6), 4-5 (J7),

    x2 (J7),4-5 (J9),4-5 (I8),4-5 (H8),4-5 (K9), 2-6

    Units At Start:

    Direction 1: 8-4 (K11), 8-4 (L11), 8-4 (M11), 8-4

    (O9), 1A3 (O10), 1A3 (O11), 8-4 (P9)

    8-4 (P10), 1A3 (P11), IA3 (P12), 8-4

    (Q10), 1A3 (Q11), 8-4 (R10), 2A0 (R

    Robert the BruceScotland has too long been under the English yoke. Y

    been hunted as a fugitive for years, but now you have

    This is your chance for independence.

    Panic: 20

    Units At Start:

    Direction 4: 6*1 (L6), 6*1 (M6), 8-4 (NS), 6*1

    (O6), 2A0 (P4), 6*1 (P6).

    Reinforcements:

    Turn 4: x2, 2-3, see below.

    Special Rules:

    * English archers get three shots per

    * Scottish reinforcements arrive in t

    hex. It costs them one movement leave. If they cannot leave the cam

    must be brought in later.

    Scale:

    / l h l

    ANCIENTS STANDARD BATTLE SCENARIOS

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    Edward III of EnglandYou agree that France should be united under one king you!

    You already control most of the kingdom and have won a naval

    battle at Sluys. If you can win a land battle, this war can end

    soon.

    Panic: 8

    Units At Start:

    Direction 3: 1A3 (N5).

    Direction 4: 1A3 (K5), 4-2 (L4), x2 (U), 1A3 (M5), 4-2 (M3),

    2A0 (M2), 4-2 (O4), 1A3 (P4).

    Special Rules:

    * Ignore the stream on the map; it doesn'texist.

    * ZOC rule should be used.

    * French knights must use command control.

    * English archers may fire three times per

    turn.

    Scale:

    * 1/2000, Cavalry

    * 1/1000, Infantry

    Historical NoteThe French round a bend in the road only to find the English

    army arrayed for battle in front of them. They get over their

    shock quickly and react by riding down their own archers to get

    Black Prince

    Panic: 12

    Units At Start:Direction 3 2A0 (J7), 4-2 (K4), x2 (K4), 8-4 (

    (K6), 1A3 (L5), 4-2 (L6), 4-2 (M4), 1A

    Special Rules:

    * French knights must use 'command

    * English archers may shoot three t

    turn.

    Scale:

    * 1/2000, Cavalry

    * 1/1000, Infantry

    Historical NoteThis was essentially a replay of Crecy. English longbo

    again superior to crossbows, and could break a cavalry

    SEMPACH 1386 AD

    Austrians

    Panic: 32

    Units At Start:

    Direction 3: 2A0 (C5), 4-2 (C6), 4-2 (D6), x2 (D6),

    ANCIENTS STANDARD BATTLE SCENARIOS

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    ANCIENTS STANDARD BATTLE SCENARIOS

    AGINCOUR