Micro Ancients (7165245)

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  • johnny okane (order #7165245)

  • Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 2

    Introduction to the Hurlbat Publishing Edition

    Welcome to the Hurlbat Publishing edition of Micro Warfare Series: Micro Ancients

    This series of games was original published by Tabletop Games in the 1970s with this title being published in 1976. Each game in

    the series aims to recreate the feel of tabletop wargaming with large numbers of miniatures but using printed counters and

    terrain so that games can be played in a small space and are very cost-effective.

    In these new editions we have kept the rules and most of the illustrations unchanged but have modernised the layout and

    counter designs to refresh the game.

    These basic rules can be further enhanced through the use of the expansion sets below, which each add new sets of army

    counters and rules to the core game:

    Product Subject Additional Armies

    Expansion I Chariot Era & Far East Assyrian; Chinese; Egyptian

    Expansion II Classical Era Indian; Macedonian; Persian; Selucid

    Expansion III Enemies of Rome Britons; Gallic; Goth

    Expansion IV Fall of Rome Byzantine; Hun; Late Roman; Sassanid

    Expansion V The Dark Ages Norman; Saxon; Viking

    Happy gaming!

    Kris & Dave

    Hurlbat

    July 2012

    Copyright 2012 Hurlbat Publishing

    Edited by Kris Whitmore

    Contents Introduction to the Hurlbat Publishing Edition ................................................................................................................................... 2

    Move Procedures ................................................................................................................................................................................ 4

    Terrain ................................................................................................................................................................................................. 4

    Missile Combat ................................................................................................................................................................................... 6

    Melee Combat .................................................................................................................................................................................... 8

    Appendix One Creating Terrain ...................................................................................................................................................... 12

    Appendix Two - Deciding the Winner ............................................................................................................................................... 13

    Appendix Three Counters and Definitions ..................................................................................................................................... 14

    Appendix Four Combat Charts ....................................................................................................................................................... 16

    Appendix Five Rules clarifications .................................................................................................................................................. 19

    Tip - For best results when printing counters, please set your Page Scaling option to None.

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    Micro Ancient Warfare

    This game recreates a battle during the Punic Wars, between Carthaginian and Roman Republican armies.

    The Roman army counters represent a force of two legions, with auxiliary and other friendly foreign troops, totalling

    approximately 22,000 men. The Carthaginian army is typical of a mercenary type army, with counters representing some 30,000

    men.

    Using the simple but comprehensive rules, up to six players are able to recreate a complete battle on any flat surface. The

    battlefield can be varied to suit any type of terrain, thus giving an extremely variable playing area.

    Now the Carthaginian army can once again cross the Alps into Italy, fight their way into the heart of the Roman countryside,

    winning great victories such as at Cannae, and once again be forced back into the African continent, to be defeated at Zama.

    You are the general commanding one of these armies.

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    Move Procedures

    The game is played on an alternate move basis, each side throwing one die at the beginning of the game and the higher score

    moving first on all odd numbered moves. No unit, other than those which are counter-charging, routing, retreating or evading

    may move in their enemys move turn.

    The sequence of each move is as follows:

    1. Move all routing and retreating units

    2. Moving player declares any charges, measures the distance to contact and determines at which point in the move

    contact was made. The moving player then moves his other units as required

    3. Non-moving player specifies any evading of counter-charging units and determines their move

    4. Non-moving player determines the result of any missile fire, resolving any missile morale tests resulting from this

    missile fire as they occur

    5. Resolve all melees, taking a morale test as the result of each individual melee as it is completed

    Terrain

    See Appendix One for details on how to make and set up your battle terrain.

    Cover

    A unit will be considered to be in cover when in a wood, on the edge of dead ground, in broken ground or behind a wall or

    hedge.

    Vision Restrictions

    Troops in woods will be able to see other troops only if they are within 30mm of each other. Troops in the woods will not be

    seen by troops outside the wood if the latter is not on the edge of the wood.

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    Interpenetration

    This occurs when one unit passes through another. One unit must be stationary whilst the other moves through it. Open order

    units may pass through other units without unforming either, all other troops will unform both their own unit and the ones they

    pass through.

    Close order units may not interpenetrate other close order units, with the exception of the Roman Cohort change rule. Units

    interpenetrated may not mount a counter-charge in the same move.

    Unforming

    A unit will become unformed when one of the following occurs:

    1. Close Order and order troops and armoured cavalry will become unformed when moving through woods, over broken

    ground and soft sand

    2. If M3 class troops are contacted by an enemy whilst wheeling

    3. If a unit is hit in the flank or rear and no troops are facing that way

    4. After disengaging from a melee against any troops other than open order infantry

    5. Immediately a unit begins to rout

    6. After completing a pursuit, but not whilst pursuing

    7. Cavalry within 75mm of elephants

    8. By interpenetration

    Reforming

    A unit in melee will not be able to reform until it disengages. Reforming will take one stationary move. Missile armed troops

    may fire at half effect whilst reforming. All troops may counter-charge if charged but will count as unformed in the melee.

    Roman Cohort Change Rule

    This rule is included to simulate the interchanging of lines in the Roman Cohort when in melee. A Roman Cohort may change

    position with another cohort which is supporting is and which is within 10mm of its immediate rear. This must be done during

    their own move turn; the object being to bring a fresh unit into contact. When this movement is used, it will mean the Roman

    unit giving ground because the front unit must withdraw through the supporting unit. In this case only, neither will become

    unformed. Enemy units may follow up in the same move and will be classed as advancing if they do so.

    Enemy unit

    Cohort 1

    Cohort 2 Cohort 2

    Cohort 1

    Cohort 2

    Cohort 1

    Enemy unit

    Enemy unit

    During the Enemy Units move, both units choose to

    melee.

    During the Roman move, Cohort 1 chooses to fall back through Cohort 2,

    neither becoming unformed

    Enemy unit advances to contact Cohort 2 in the

    same move, if required. It will not count following up or charging but will count

    as advancing.

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    Missile Combat

    Weapon Ranges

    Weapon Close Range Long Range

    Bows Up to 75mm 75mm to 150mm

    Slings Up to 75mm N/A

    Javelins Up to 15mm N/A

    War Engines N/A Up to 400mm

    Note: Hand-hurled weapons are not thrown during the move that a unit charges into contact. This is taken into account in the

    melee calculation. No unit may fire whilst charging.

    Arcs of Fire

    To determine if a unit can fire at a target, place the firing arc segment alongside the firing unit counter and lay a tape measure

    along the appropriate line. If any of the target counters are within the arc then they may be engaged.

    Open order bow armed cavalry may also fire 60 either side of their centre to the rear.

    Missile fire calculation

    When two opposing units come within the relevant missile range, and one is capable of firing, the result of such fire is calculated

    as follows:

    1. Measure the range from the centre of the firing unit to the nearest point on the target counter and determine if it is

    within close or long range

    2. Turn to the missile table on the combat charts, and cross-reference the relevant number of fighting factors firing with

    the number of fighting factors in the particular target formation. This gives the basic factor loss by the target.

    3. Throw a random factor and multiply the result by five. Add or subtract this result to the basic factor from 2 above

    Missile Random Factor

    This is determined by throwing one red die, counting the score as negative, and one black die, counting the score as positive.

    The result achieved cannot be outside the limits stated in the table below:

    Troop Class Maximum Minimum

    M1 +3 -1

    M2 +5 -3

    M3 +5 -5

    Note: If an M1 unit achieves a random factor result of +4 it is counted as only +3.

    Result

    Any positive result gives the number of fighting factors lost by the target unit. This figure is subtracted from the units present

    fighting factor total on the casualty record sheets. Ignore any negative results.

    Example:

    450 bowmen are firing at 1000 close order infantry at 120mm range, and the random factor result is plus two. From the table

    the basic factor is thirty one and the random factor is plus ten (i.e. 2 x 5), giving a final result of 31 + 10 = 41 fighting factors lost.

    Had the random factor been -2 then the above result would be 31 10 = 21 fighting factors lost.

    Firing into Melee

    No unit may be engaged with missile fire while it is engaged in melee.

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    Missile Morale

    This morale test is taken by a unit which suffers the loss of 50 or more fighting factors from missile fire in any one move. The

    test should be taken immediately the loss occurs. Any compulsory action by the unit will not take place until the beginning of

    the next move unless it is a charging unit, when the order will apply from the point where fire was taken.

    To determine a units missile morale, take a basic morale factor of 80 and add or subtract the following:

    1. From Table 3 on the morale combat chart, determine the units random factor by throwing one die and cross

    referencing this score with the units M rating. Add or subtract this result to the basic morale rating factor

    2. Turn to the total loss factor table, Table 2, and compare the units present fighting factor with its initial fighting factor

    and subtract the result, if any, from 1 above

    3. Finally, add or subtract any tactical factors from Table 4

    Result

    The resulting score is now cross-referenced on the Morale Results Table to determine the units course of action next move, or

    this move if it is charging.

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    Melee Combat

    A melee will take place when two or more opposing units come into contact with each other. All melee calculations will be

    made at the end of each move.

    Charging

    A unit may charge once in every three moves but may use its charge rate continually when pursuing a unit which it has routed,

    or which is attempting to evade it. Open order sling and bow armed troops may not initiate a charge.

    Counter-Charging

    A unit wishing to counter-charge may elect to do so even in its own firing move. For a unit to mount an effective counter-charge

    it will not be able to fire if it is at close range. If at long range it may fire before starting its charge. An infantry unit may only

    counter-charge another charging infantry unit.

    Pursuit

    Pursuit, after a melee, is automatic of the first move, except for artillery crews who never pursue, M1 class infantry and other

    units who are with the C-in-C and who may choose their action.

    On the second and subsequent rounds of pursuit all units except M3 class may break off the pursuit. M3 class units may

    attempt to break off pursuit by throwing one die: 1-4 and they must continue the pursuit; 5-6 and they may break off the

    pursuit. Routing units and their pursuers will move and melee each move, ignoring the firing and non-firing move rules.

    Evading

    Open order sling and bow armed troops and artillery crews must attempt to evade an attacker. Other open order troops may

    evade as necessary.

    An evade move must be declared immediately the charge is announced and is then a move straight back without allowing for

    any turn deduction. The evading unit will finish with its back to the enemy and will be unformed at the end of the move.

    Gallic Infantry

    Gallic infantry have a special melee rule to simulate the throwing of their javelins as they charge home, and then reverting to the

    use of their large flat swords. To represent this, Gallic swordsmen will count as javelin armed troops in the first round of melee.

    In the second and subsequent rounds they will count as sword armed troops.

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    Flank Attacks

    When an attacking unit engages another in flank, or only part of an enemy unit counter, it will count only half its present fighting

    factor in the first round of melee. In the second and subsequent rounds of the same melee the unit may count its full fighting

    factor, if not engaged by more than one enemy unit.

    Note: Infantry may only advance to engage enemy cavalry in a melee if the cavalry are already engaged in a stationary melee. A

    ttac

    ker

    Attacker Attacker

    Attacker

    Att

    acke

    r

    Defender

    Defender

    Defender

    These units may only use half their present fighting factor in

    the first round of melee

    This unit will use half its present fighting factor against each

    attacking unit in all rounds of the melee

    In this instance both attacking units will count their full present fighting factor in

    the second and subsequent rounds of melee. The defending unit will count its

    full present fighting factor to its front and also one quarter of its present fighting

    factor to its attacked flank

    Melee Calculation

    When two or more unit counters come into contact with each other a melee will result. To determine the result of the melee

    proceed as follows:

    1. From Table 1 on the Melee Chart, determine the units weapon factor by cross-referencing the units present fighting

    factor with the type of enemy it is engaging, in the appropriate weapon section

    2. Add or subtract to 1 above any tactical factors that apply

    3. Finally, throw one die and cross-reference the score with the units M rating in the Random Factor Table. Add or

    subtract the result to 2 above.

    Result

    Any positive result is the number of fighting factors lost by the opposing unit. If more than one unit is opposing, divide the

    result in proportion to the number of units engaged. Ignore any negative results.

    4. Repeat steps 1 to 3 above for the opposing unit

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    Melee Morale

    This is a continuation of the melee and such tests should be taken by the unit losing the most factors in the melee round.

    5. After 4 above, determine which unit as lost the melee, i.e. the unit losing the most fighting factors, and its loss factor

    from Table 1

    6. From the Tactical Factor Table add or subtract any relevant tactical factors to 5 above

    7. Turn to the Total Loss Factor Table, Table 2. Compare the units present fighting factor with its initial fighting factor and

    subtract the result, if any, from 6 above

    8. Throw one die and cross-reference the score with the units M rating on the Random Factor Table. Add or subtract

    this result to 7 above

    Result

    Using the resulting factor consult the Morale Results Table to determine any compulsory action which the unit must carry out

    next move.

    GOOD The unit may carry on the with the melee or take any other optional action

    PUSHED BACK Tthe unit is pushed back 10mm, giving the opposing unit the option to follow up

    RETREAT 1 MOVE The unit must retreat facing the enemy for one move, giving the opposing unit the option to follow up

    ROUT The unit will turn, without penalty, and move at rout speed directly away from the melee. In the following moves, if not rallied, it must attempt to move directly towards its own base line.

    Retreat to Cover

    Applies to missile morale only, and means that the unit must retreat, facing the enemy, to the nearest cover.

    Cover is defined as: to the rear of friendly close order or order troops. Once in cover the unit must remain stationary for one

    move.

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    Note on Routing Units

    A routing unit may move round other friendly units if those units are not touching it, and there is a gap, at least 10mm wide, to

    one flank. If neither of these cases applies the routing unit must break through them.

    Defender Defender Defender Defender Defender Defender

    DefenderDefender

    Attacker Attacker

    Ro

    ut

    Ro

    ut

    Rallying

    To rally a routing unit throw one ordinary die and consult the table below:

    Unit Strength

    M Rating Full to to to Below

    C-in-C with unit

    M1 2 to 6 3 to 6 4 to 6 5 or 6

    M2 3 to 6 4 to 6 5 or 6 6

    M3 4 to 6 5 or 6 6 -

    C-in-C not with unit

    M4 3 to 6 3 to 6 5 or 6 6

    M5 4 to 6 5 or 6 6 6

    M6 4 to 6 5 or 6 6 -

    NOTE: The figures in the table are the dice throw required to rally a unit.

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    Appendix One Creating Terrain

    To make up terrain features for this game proceed as follows:

    Hills

    Cut hill contours from brown or grey card, in varying sizes and shapes, and mark the crest line on each:

    1"

    to 2

    "

    6" to 10"

    2"

    to 4

    "

    4" to 6"

    Place on top, lining up the crest lines at either end.

    Dead ground, broken ground and soft sand

    Cut irregular shape between 4 and 6 long by 1 to 3 wide from coloured card different to that which is used for the hills.

    Mark each piece with the type of ground that it represents. Scrub and wood can also be made in this way using green card.

    Road, rivers and bridges

    All such terrain features can be indicated on the playing area by using coloured chalks.

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    Appendix Two - Deciding the Winner

    Set up the terrain and before placing the unit counters in their start positions decide which game type is to be played:

    Allocate points, between 50 and 200 to various terrain features

    Or, determine some action which the attacker must take to achieve victory i.e. clear the road off the board or take the main hill

    in the defenders centre.

    To achieve victory the attacker must either take more terrain points than the defender holds at the end of the game, for the first

    case, or achieve his objective for the second case.

    Type of Game

    It is suggested that the type of game played is that of attack/defence, where one side occupies a defensive position and the

    other side assaults that position. The defender should occupy positions which cover at least three quarters of the width of the

    playing area, and his forces should be set up before the attacker determines the start positions for his units.

    Campaigns

    For the purpose of campaigns use the following scale:

    Battlefield mile = 400mm

    One pair of moves = hour

    Writing Orders

    In the basic game, when each side has set out its unit counters, both commanders write general orders for each section of their

    army. These orders will be carried out and may only be changed by the C-in-C counter being moved to the units concerned in

    the new orders.

    Individual units may be given specific orders if required, and artillery must be given specific targets or target priorities, which

    may only be changed by the C-in-C.

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    Appendix Three Counters and Definitions

    Casualty Record Sheet Definitions

    U Unit Identification

    IF Initial fighting factor

    K Killed

    PF Present fighting factor

    B Artillery unit identification

    D This column should be ignored

    Game Counters

    I 2

    CO 625 M2

    Troop type / Legion number Cohort number

    Unit formation

    Initial fighting factor

    Units M rating

    NOTE: All Roman and Carthaginian cavalry are armed with javelins and swords. Roman cohorts are armed with legionary

    weapons. Other units are armed as indicated on the counter.

    Other Counters

    RC

    Place by the side of a unit ordered to retreat to cover

    PB

    Place by the side of a unit which is pushed back in melee

    R

    Place by the side of a unit which is ordered to retreat

    NOTE: To indicate a unit which is routing, take any of the above counters and place by the unit with the blank side upper-most.

    Weapon Identification Codes

    LTS Long Thrusting Spear

    STS Short Thrusting Spear

    HTS Heavy Throwing Spear

    2HH Two-Handed Cutting Weapon

    Sw Sword Only

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    Carth

    aginian

    Arm

    y

    Clo

    se ord

    er infan

    trySp

    anish

    or

    Gau

    lsSp

    anish

    or

    Gau

    ls

    Op

    en o

    rder in

    fantry

    Op

    en

    ord

    er cavalry

    Op

    en

    ord

    er cavalry

    Clo

    se o

    rder

    cavalry

    Clo

    se o

    rder

    cavalry

    Op

    en o

    rder in

    fantry

    Legion

    2Sp

    anish

    or

    Au

    xiliaryLegio

    n 1

    Span

    ish o

    r A

    uxiliary

    Op

    en

    ord

    er cavalry

    Clo

    se o

    rder

    cavalry

    Op

    en

    ord

    er cavalry

    Clo

    se o

    rder

    cavalry

    Artillery

    Ro

    man

    Arm

    y

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    Appendix Four Combat Charts

    Melee Tables

    Own Weapon

    Own Present Fighting Factors

    Opposing Troop Type

    Cav. Inf. Ele. Char.

    LEGIONARY WEAPONS

    Over 800 85 106 65 75

    601-800 68 88 50 60

    401-600 52 71 37 48

    201-400 36 54 23 32

    Under 201 18 34 8 15

    LONG THRUSTING SPEAR & SHORT

    THRUSTING SPEAR

    Over 800 90 100 70 80

    601-800 75 80 51 60

    401-600 55 62 33 42

    201-400 38 45 20 30

    Under 201 18 25 10 15

    INFANTRY DART OR JAVELIN

    Over 800 82 90 80 90

    601-800 63 80 60 70

    401-600 44 70 40 50

    201-400 26 50 20 30

    Under 201 16 30 12 15

    ALL TYPES OF HEAVY

    THROWING SPEAR

    Over 800 87 113 80 90

    601-800 67 93 60 70

    401-600 48 73 40 50

    201-400 28 53 20 30

    Under 201 17 33 12 18

    INFANTRY ARMED ONLY WITH

    SWORD

    Over 800 48 55 40 44

    601-800 38 45 30 34

    401-600 28 35 22 25

    201-400 20 30 18 19

    Under 201 10 18 8 9

    CAVALRY JAVELIN AND SWORD

    (Note 1)

    Over 600 80/55 85/60 60/60 70/50

    401-600 58/35 70/40 40/40 50/32

    201-400 38/25 50/30 20/20 30/22

    101-200 20/15 30/20 10/10 18/12

    Under 101 10/8 25/15 8/8 12/8

    ELEPHANT

    Over 200 30 45 25 45

    101-200 20 30 18 30

    Under 101 12 17 10 17

    PIKE (Note 2)

    Over 1001 120 125 115 125

    801 1000 100 105 95 105

    601 800 80 85 75 85 401 600 60 65 55 65 201 400 40 45 35 45 Under 201 20 25 18 25

    TWO-HANDED CUTTING

    WEAPON (Note 2)

    Over 801 65 90 60 65

    601 800 60 80 50 55 401 600 50 60 30 35 201 400 30 55 20 25 Under 201 20 40 15 20

    CHARIOT (Note 2 & 3)

    Over 301 66 78/32 30 78

    151 300 46 58/25 20 58 Under 151 18 32/15 12 32

    1. Javelin Armed / Sword Armed 2. Please refer to expansions for additional rules 3. Against infantry values are for normal/passing melee

    Table 2 Random Factors

    Class Dice Throw

    1 2 3 4 5 6

    M1 -10 -5 0 +5 +10 +15

    M2 -15 -10 0 +5 +5 +10

    M3 -15 -10 -5 -1 0 +10

    Table 3 Tactical Factors

    +5 +5 +8

    +12 -10 -20 -30 -10 -20

    Fresh unit joins melee this move (not if unit charged) Enemy pushed back last move Following up a retreating or routing enemy United charged into contact this move Infantry facing enemy across cover Cavalry or elephant facing enemy across cover Chariots facing enemy across cover Own unit unformed Own unit routing

    Melee Round

    Enemy Weapons Own Weapon

    Javelin HTS Pike/LTS Legion. Kontos Gallic Sword

    1st -3 -8 - -8 +10 +5

    Subs. - - -5 -5 - -

    Missile Table

    NUMBER OF FIGHTING FACTORS FIRING 901+ 701 To 900

    501 To 700

    301 To 500

    101 To 300

    1 To 100

    RAN

    GE

    Long All artillery and bows over 75mm

    TAR

    GET F

    OR

    MATIO

    N CO & O

    Infantry & CO Cav.

    FIG

    HTIN

    G F

    ACTO

    RS I

    N

    TAR

    GET

    901+ 57 48 41 31 23 13

    300-900 45 40 35 27 19 10

    1-300 38 36 32 24 17 8

    Open Order Troops

    901+ 35 29 23 18 14 10

    300-900 28 24 20 16 12 8

    1-300 23 21 18 14 11 8

    Armoured Cavalry

    901+ 28 23 18 14 11 8

    300-900 22 19 16 12 9 6

    1-300 18 16 14 10 7 4

    Short Bows under 75mm & hand-hurled weapons & slings T

    AR

    GET F

    OR

    MATIO

    N CO & O

    Infantry & CO Cav.

    FIG

    HTIN

    G F

    ACTO

    RS I

    N

    TAR

    GET

    901+ 80 72 64 49 36 20

    300-900 65 60 55 42 30 17

    1-300 55 53 50 38 27 15

    Open Order Troops

    901+ 62 53 44 34 24 12

    300-900 50 44 38 29 20 10

    1-300 42 40 34 26 18 8

    Armoured Cavalry

    901+ 44 36 29 23 18 11

    300-900 35 30 25 20 15 9

    1-300 29 27 22 18 13 7

    Troop Class Maximum Minimum

    M1 +3 -1

    M2 +5 -3

    M3 +5 -5

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    Movement Tables The tables below give the maximum distance in MMs that a unit may move in any one move turn.

    Troop Type

    Normal Rate

    Charge/Rout Rate

    Wheeling *

    Retreat Rate

    CO Infantry

    45 60 25 30

    O Infantry 75 100 40 40

    OO Infantry

    90 120 50 50

    A Cavalry 60 120 45 25

    CO Cavalry 110 200 75 40

    OO Cavalry 160 220 120 80

    Elephant 75 100 20 Not Poss.

    Chariot 80 120 20 Not Poss.

    * This distance is the maximum distance which a unit, or any part of that unit, may move in any turn in which it wheels.

    Turning To turn a unit up to 180 requires one full move.

    Terrain Woods Broken

    Soft Sand Marsh Hills *

    Inf. CO Rate Impassable

    -30 O

    OO Normal Rate

    Cav.

    A Rate

    Impassable -40 CO

    OO Normal

    * Penalty applies to either up or down. CO Close Order; O Order; OO Open Order; A Armoured

    Morale Tables Table 1 Losses

    Own Losses

    0-1

    0

    11-2

    0

    21-3

    0

    31=

    4-

    41-5

    0

    51-6

    0

    61-7

    0

    71-8

    0

    81-9

    0

    91-1

    00

    101-1

    10

    111-1

    20

    121-1

    30

    131-1

    40

    Over

    140

    Enemy Losses

    0-10 75 60 40 25 10 R R R R R R R R R R 11-20 75 60 50 30 20 10 R R R R R R R R 21-30 75 60 50 30 20 10 R R R R R R R 31-40 75 60 50 30 20 15 R R R R R R 41-50 75 60 50 30 20 15 R R R R R 51-60 75 60 50 30 20 15 R R R R 61-70 75 60 50 30 20 15 R R R 71-80 75 60 50 30 20 15 R R 81-90 75 60 50 30 20 15 R

    91-100 75 60 50 30 20 15

    101-110 70 55 45 25 15

    111-120 70 55 45 25

    121-130 70 55 45

    131-140 70 55

    Over 140 70

    R = Automatic Rout Table 2- Total Unit Loss

    Present Fighting

    Factor

    Up t

    o 7

    4

    75-1

    49

    150-2

    49

    250-3

    75

    376-5

    25

    526-6

    75

    676-8

    25

    826-9

    75

    Over

    975

    Initial Fighting Factor

    200-300 -30 -20 -10

    301-500 -30 -30 -20 -10

    501-700 -30 -30 -25 -20 -10

    701-900 -30 -30 -30 -20 -20 -10

    901-1100 -30 -30 -30 -25 -20 -20 -10

    1101-1300 -30 -30 -30 -30 -25 -20 -20 -10

    Over 1300 -30 -30 -30 -30 -25 -20 -20 -10 -10

    Table 3 Random Factors

    Dice Throw 1 2 3 4 5 6

    M Rating M1 +5 +10 +20 +25 +30 +30

    M2 -5 0 0 +5 +10 +15

    M3 -10 -5 0 0 +5 +10

    Table 4 Tactical Factors

    +10 C-in-C with unit +10 Unit advanced for any part of move -10 Unit unformed -10 Unit unsupported when in the open

    and no other unit within 150mm -12 If under missile fire -5 Pre friendly unit routing within

    200mm and in sight (up to a maximum of -15 factors)

    Table 5 Morale Result Table

    Morale Factor Total

    Unit in melee Unit under fire

    70+ Good Good

    60-69 Pushed Back Good

    50-59 Retreat 1 Move May not advance for 1 move

    40-49 Retreat 1 Move Retreat to cover *

    Less than 40 Rout Rout

    * Cover may be defined as to the immediate rear of a friendly close order or order unit

    johnny okane (order #7165245)

  • Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 18

    Casualty & Fighting Factor Record Infantry

    U IF U IF U IF U IF U IF U IF U IF

    K D PF K D PF K D PF K D PF K D PF K D PF K D PF

    U IF U IF U IF U IF U IF U IF U IF

    K D PF K D PF K D PF K D PF K D PF K D PF K D PF

    U IF U IF U IF U IF U IF U IF U IF

    K D PF K D PF K D PF K D PF K D PF K D PF K D PF

    Casualty & Fighting Factor Record Cavalry & Artillery

    U IF U IF U IF U IF U IF U IF U IF

    K D PF K D PF K D PF K D PF K D PF K D PF K D PF

    U IF U IF U IF U IF B IF B IF B IF

    K D PF K D PF K D PF K D PF Target PF Target PF Target PF

    B IF B IF B IF B IF B IF B IF B IF

    Target PF Target PF Target PF Target PF Target PF Target PF Target PF

    johnny okane (order #7165245)

  • Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 19

    Appendix Five Rules clarifications Question Response

    If a routing unit breaks through another friendly unit what status does this unit become? Unformed

    If charging units move in phase 2 of the movement sequence, how can counter charging units move if they will become adjacent at the end of the move?

    Measure the charge distance of both charging and counter charging units, they will meet at the halfway point

    If a pursuit after a melee is automatic for the first move, may pursuing units move in phase 1 of the enemys next move turn?

    Yes, if they do not wish to break off the pursuit they remain in contact unless the routing unit moves faster.

    When units are pushed back as the result of a morale check do the opposing units following up, move in phase 1 of the next move? They follow up automatically as it is assumed to be at the same time.

    May pursuing units move in their enemys move turn? Only when in contact with a routing unit.

    At what rate does an evading unit move? Charge rate.

    In the second and subsequent rounds of melee, what factor does a flanked unit have to its front and flank? The unit will have full factor to the front and to the flank.

    Is it possible to fire on an enemy which is behind another unit (friendly or enemy)? No, this is classed as in dead ground.

    Are losses of melee calculation step 1 taken into account by the opposing unit in melee calculation step 4? No, they are considered to be simultaneous.

    johnny okane (order #7165245)

  • Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 20

    10

    20

    30

    40

    50

    60

    70

    80

    90

    100

    110

    120

    130

    140

    150

    C in

    C

    Bow

    1

    OO

    350 M

    3

    I 2

    CO

    625 M

    2R

    om

    an 1

    CO

    358 M

    1

    I 1

    CO

    1100 M

    2

    R

    I 3

    CO

    625 M

    2

    I 4

    CO

    625 M

    2

    I 5

    CO

    625 M

    2

    I 6

    CO

    625 M

    2

    I 7

    CO

    625 M

    2

    I 8

    CO

    625 M

    2

    I 9

    CO

    625 M

    2

    I 10

    CO

    625 M

    2

    II 2

    CO

    625 M

    2

    II 3

    CO

    625 M

    2

    II 4

    CO

    625 M

    2

    II 5

    CO

    625 M

    2

    II 6

    CO

    625 M

    2

    II 7

    CO

    625 M

    2

    II 8

    CO

    625 M

    2

    II 9

    CO

    625 M

    2

    II 10

    CO

    625 M

    2

    Irregular 1

    OO

    203 M

    3

    Irregular 2

    OO

    203 M

    3

    Irregular 3

    OO

    203 M

    3

    I 2

    CO

    1100 M

    2

    Javelin

    1

    CO

    500 M

    2

    Javelin

    2

    CO

    500 M

    2

    Javelin

    3

    CO

    500 M

    2

    Javelin

    4

    CO

    500 M

    2

    Bow

    2

    OO

    350 M

    3

    Slin

    g 1

    OO

    230 M

    3

    Slin

    g 2

    OO

    230 M

    3

    Artillery 1

    OO 200 M2

    Artillery 2

    OO 200 M2A

    uxiliary

    1

    OO

    235 M

    2

    Auxiliary

    2

    OO

    235 M

    2

    Auxiliary

    3

    OO

    235 M

    2

    Auxiliary

    4

    OO

    235 M

    2

    Auxiliary

    5

    OO

    235 M

    2

    Auxiliary

    6

    OO

    235 M

    2

    R

    RR

    RR

    R

    R

    R

    R

    RR

    RR

    C

    RC

    RC

    RC

    RC

    RC

    RC

    RC

    RC

    RC

    RC

    RC

    RC

    Rom

    an 2

    CO

    358 M

    1

    Rom

    an 3

    CO

    358 M

    1

    Rom

    an 4

    CO

    358 M

    1

    Rom

    an 5

    CO

    358 M

    1

    Rom

    an 6

    CO

    358 M

    1

    Span

    ish 1

    HT

    S

    CO

    980 M

    3

    Span

    ish 2

    HT

    S

    CO

    980 M

    3

    Span

    ish 4

    HT

    S

    CO

    980 M

    3

    Span

    ish 3

    HT

    S

    CO

    980 M

    3

    Auxiliary

    1

    LT

    S

    CO

    980 M

    3

    Auxiliary

    2

    LT

    S

    CO

    980 M

    3

    Citizen

    1

    LT

    S

    CO

    11

    56

    M1

    C in

    C

    Gallic 1

    Sw

    O 9

    70

    M3

    Elep

    han

    t 1

    30

    0 M

    3

    No

    ble

    CO

    61

    3 M

    1

    Gallic 1

    CO

    49

    0 M

    3

    Irregu

    lar 1

    OO

    45

    0 M

    3

    PB

    10

    20

    30

    40

    50

    60

    70

    80

    90

    10

    0

    11

    0

    12

    0

    13

    0

    14

    0

    15

    0

    FIRIN

    G A

    RC

    S C

    lose O

    rder

    & artillery

    O

    pen

    Ord

    er

    PB

    PB

    PB

    PB

    PB

    PB

    PB

    PB

    PB

    PB

    PB

    PB

    PB

    Citizen

    2

    LT

    S

    CO

    11

    56

    M1

    Lib

    yan

    1

    LT

    S

    CO

    10

    67

    M2

    Lib

    yan

    2

    LT

    S

    CO

    10

    67

    M2

    Lib

    yan

    3

    LT

    S

    CO

    10

    67

    M2

    Lib

    yan

    4

    LT

    S

    CO

    10

    67

    M2

    Lib

    yan

    5

    LT

    S

    CO

    10

    67

    M2

    Lib

    yan

    6

    LT

    S

    CO

    10

    67

    M2

    Lib

    yan

    7

    LT

    S

    CO

    10

    67

    M2

    Lib

    yan

    8

    LT

    S

    CO

    10

    67

    M2

    Sp

    anish

    1

    HT

    S

    CO

    10

    67

    M2

    Sp

    anish

    2

    HT

    S

    CO

    10

    67

    M2

    Sp

    anish

    3

    HT

    S

    CO

    10

    67

    M2

    Sp

    anish

    4

    HT

    S

    CO

    10

    67

    M2

    Gallic 2

    Sw

    O 9

    70

    M3

    Gallic 3

    Sw

    O 9

    70

    M3

    Gallic 4

    Sw

    O 9

    70

    M3

    Gallic 5

    Sw

    O 9

    70

    M3

    Gallic 6

    Sw

    O 9

    70

    M3

    African

    1

    Javelin

    OO

    35

    0 M

    2

    African

    2

    Javelin

    OO

    35

    0 M

    2

    African

    3

    Javelin

    OO

    35

    0 M

    2

    Sp

    anish

    1

    Javelin

    OO

    35

    0 M

    2

    Sp

    anish

    2

    Javelin

    OO

    35

    0 M

    2

    Balearic 1

    Javelin

    OO

    35

    0 M

    2

    Balearic 2

    Javelin

    OO

    35

    0 M

    2

    Elep

    han

    t 2

    30

    0 M

    3

    Lib

    yan

    1

    CO

    57

    9 M

    2

    Lib

    yan

    2

    CO

    57

    9 M

    2

    Lib

    yan

    3

    CO

    57

    9 M

    2

    Sp

    anish

    1

    CO

    53

    3 M

    2

    Sp

    anish

    2

    CO

    53

    3 M

    2

    Gallic 2

    CO

    49

    0 M

    3

    Gallic 3

    CO

    49

    0 M

    3

    Irregu

    lar 1

    OO

    45

    0 M

    3

    Irregu

    lar 1

    OO

    45

    0 M

    3

    Irregu

    lar 1

    OO

    45

    0 M

    3

    Irregu

    lar 1

    OO

    45

    0 M

    3

    Irregu

    lar 1

    OO

    45

    0 M

    3

    johnny okane (order #7165245)

    Introduction to the Hurlbat Publishing EditionMove ProceduresTerrainCoverVision RestrictionsInterpenetrationUnformingReformingRoman Cohort Change RuleMissile Combat Weapon RangesArcs of FireMissile fire calculationMissile Random FactorResultFiring into MeleeMissile MoraleResult

    Melee CombatChargingCounter-ChargingPursuitEvadingGallic InfantryFlank AttacksMelee CalculationResultMelee MoraleResultRetreat to CoverNote on Routing UnitsRallying

    Appendix One Creating TerrainHillsDead ground, broken ground and soft sandRoad, rivers and bridges

    Appendix Two - Deciding the WinnerType of GameCampaignsWriting Orders

    Appendix Three Counters and DefinitionsCasualty Record Sheet DefinitionsGame CountersOther CountersWeapon Identification Codes

    Appendix Four Combat ChartsAppendix Five Rules clarifications