Beruflich Dokumente
Kultur Dokumente
3 Units
Table of Contents
1 Document structure ....................................... 1
2 Introduction ................................................... 1
3 Units .............................................................. 1
4 Terrain ........................................................... 3
5 Game sequence .............................................. 4
6 Activations..................................................... 5
7 Action tests .................................................... 6
8 Melee ............................................................. 8
9 Sample army lists .......................................... 9
10
Optional rules ............................................ 9
11
Rule examples ......................................... 10
12
Example of Play ...................................... 13
13
Designer Notes ........................................ 15
14
Programmed opponent............................. 17
1 Document structure
Pages 1-12: The rules including examples,
optional rules and a reference sheet on page 12.
Pages 1-12 is all that is needed to print to play.
Pages 13-16: Detailed example and designer notes.
Pages 17-24: Fully programmable opponent for the
rules; none, some or all may be used.
Pages 13-24 are not essential to play, but if you
want to use them, it is best to print off separately.
2 Introduction
Version 2 of fast play rules for massed ancient
battles. ABC is a solo-friendly game in 30 minutes
on a 60cmx60cm board. Very similar to V1 but
movement rates simplified, troop types redefined
and rules re-written (with very minor changes) as
V1 was becoming bloated. The latest version may
always be found online at http://shaun-wargamingminis.blogspot.com.au/p/blog-page.html
2.1
3.1
Classification
Page 1 of 24
Page 2 of 24
3.6
4 Terrain
3.7
Armies
3.8
Points
5
4
3
2
1
0
+1
-1
-1
+1
+3
+0
+3
+2
-2
4.1
Terrain effects
Page 3 of 24
4 + dis
within charge range roll a mandatory charge
Rough
4
4
4 + dis
4 + dis
test; impetuous unit must charge.
Resolve
outcomes from any tests.
Each player roll a die, re-roll ties. Higher roll is the
Units
newly
in contact with the enemy perform
attacker who places terrain pieces as per defenders
melee and units may need to resolve a Pursuit
terrain type. The defender then chooses their
Test against retreating or routing units.
deployment side.
Continue with the next group to the left of the
Set up screen across the centre of the board and
previous group.
each side deploys 3 + ACA groups within 20cm of
their edge and at least 6cm from the side edges.
Remove the screen; attacker starts with first turn.
Page 4 of 24
6.2
Missile
Arc of
Fire
Unit
6.3
Rally
7 Action tests
Action tests are normally taken as a result of
enemy activity.
7.1
When
Page 6 of 24
7.2
<1
1-2
3+
Action test
Proximity
Fired-on
Army
Charged
morale
Skirmishers
Depleted and retreat
depleted
Retreat
Rest stand
(no fire or
charge)
Missile fire Disordered
Disordered
+1 fired-on
Skirmishers Skirmishers
disordered
retreat
Retreat
Charged
Mounted
units
pushback
charge; rest
stand
Shock units charge; unless
No effect.
with missile ability >= 4cm
then fire
Impetuous units charge.
Missile fire if in range; if
not move distance to
within range.
Skirmishers not fired on also
retreat (not SI Vs ELE/SCH)
Other units
stand.
If within
4cm charge;
else move 4
(unless
defending
terrain)
Modifiers
+1/-1 High fortitude/low fortitude
-1
Single unit
-2
Disordered
Fired-on additional modifiers
+1
Replace high fortitude modifier: Some
MP/in cover/high fortitude (high MP
+2)/missile fire +1 (missile fire +1 is a
potential firer result from proximity /
charged test). These are not cumulative
the+1 modifier applies if one or more of
these conditions is met.
-1
Fired on in flank or rear
7.3
Actions
Page 7 of 24
8.1
Unit A
Unit Z
Unit Y
7.5
8 Melee
Units in contact perform melee. The attacker is the
group that charged/pursued first; else it is the
activated group. The attacker rolls one die per
attacking unit. Melee between groups is rolled for
simultaneously but resolved from the active
players right to left.
If two units are in melee with one unit, roll a die
for each units melee. The single unit only
implements the one result - the worst result; the
two other units each implement their result.
< 0 Attacker destroyed
0-1 Attacker depleted and retreats
2-5 Both units disordered
6-7 Defender depleted and retreats
8.2
Echelon
8.3
8.4
Group Melees
Page 8 of 24
9.1
9.6
9.7
Marian Roman
9.8
Converting units
Gauls
9.2
10.1 Abilities
9.3
10 Optional rules
These are to be used at the discretion of the
players; most are designed for specific scenarios.
Undrilled
Veterans
Subgeneral
11 Rule examples
11.1 Group move after contact
Before charge:
B
A
10.3 Artillery
Artillery does not move when forced to retreat or
rout, but does suffer disorder and depletion.
Artillery never cause interpenetration effects but
may be affected by interpenetration. Artillery
never pursues or charges. An enemy will not
pursue a routed artillery unit. Otherwise treat
artillery as auxiliary infantry for tests.
Missile protection of the target is ignored for the
fired on test and some artillery has additional
modifiers to the fired-on test.
Light
Medium
Heavy
range
10cm
15cm
20cm
Move
4cm
0cm
0cm
Fired-on
0
-1
-2
modifier
After A contacts:
B
A
11.2 Tests
11.2.1 Move
A Gallic general orders a single low fortitude battle
infantry warband to move. It is 30cm away.
Rolling a 3 on the die, -1 low fortitude, -1 range
>20cm, -1 single unit results in 0. Score needed is
1+ so the chariot remains stationary.
11.2.2 Group move
A
Page 10 of 24
11.3 Interpenetration
Example: An auxiliary infantry peltast unit is in
melee. A second peltast is directly behind this
unit. The first unit loses the combat and is
disordered and retreats. It interpenetrates the
second unit. The second unit is depleted resulting
in it being disordered. The first unit is also
depleted by the interpenetration and is destroyed as
it is already disordered. The first unit also routs as
a result of the interpenetration.
11.6 Pursuing
Given this situation and it is XYZ activation:
A
B
X
C
Y
Page 11 of 24
Moving
Complex < 20cm from enemy (disorders)
Group split; return from off board
Rally
+1/-1
-1
-1
Bat inf
4
4
4
-3
Aux inf
4
N/A
Cav
4+ dis
-2
CH/Ele
4 + dis
4 + dis
-3/-1
<1
1-2
3+
Proximity
Fired-on
Army
Charged
Morale
Skirmishers
Depleted and retreat
deplete+retreat
Rest stand;no
fire/charge
Missile fire+1
Disordered
Disorder
Skirmishers
Skirmishers
disorder+retreat retreat
Charged charge Mounted
; rest stand
pushback
Shock charge; unless with
No effect
missiles >= 4cm then fire
Impetuous units charge.
Missile fire if in range; if not,
move distance to in range.
Skirmishers not fired on will also
retreat (not SI Vs ELE/SCH)
Other units
stand
If in 4 charge;
else mv 4 (not
defend terrain)
+1/-1
-2
+2
Attacker destroyed
Attacker depleted and retreats
Both units disordered
Defender depleted and retreats
Defender destroyed
High fortitude or Uphill/defending terrain
Low fortitude
Single unit
Disordered Infantry/ Chariots/Battle
Mounted or
Other Disordered Mounted Vs Mounted
Non-Skirmish On Flank; Light are -1
Charging Shock Vs Infantry, also Shock
Mounted Vs Skirmish Mounted.
Page 12 of 24
Page 13 of 24
Page 14 of 24
Legion A
Med Inf.
Med. Inf.
Disordered
Legion B
Disordered
Legion C
Pike X
Disordered
Disordered
Heav
Cava y
lry
14.2 Process
14 Programmed opponent
14.1 Introduction
This programmed opponent is designed to extend
the deployment tactics found in the rules. It
provides an engine to automate many of the actions
undertaken by an army. These include
preferred choice of table side
deployment options
initial battle tactics for an army
tactics to use during play.
It can be used by one army to facilitate solo play
(to determine the enemy actions), or use on both
sides to watch a battle unfold. Parts of the
programmed opponent could be used by the actual
players army, such as using the army type to
determine deployment of units.
The following terms are useful in understanding
the workings of the programmed opponent.
Army
type
Army
tactic
Unit
tactic
Deploy
ment
area
Deployment
edge
Sector
Zone
Deployment
edge
Zone
orders
Page 17 of 24
Warband
Roll Tactic
1
All out
2-3
Centre
4-5
Oblique
6
Defensive
Missile
Roll
1
2-3
4-5
6
14.4.3 Flank
Attack with one flank, advance at high speed,
hoping the break the opposing flank. Advance with
the centre to protect the attacking flank and hold
back the other weaker flank.
Deployment guidelines
40% in the centre
40% on the attacking flank with at least 30% of the
total non-light units.
20% on the weaker flank.
Tactic
Flank
Envelop flanks
Defensive
Staged retreat
Infantry
Roll Tactic
1-3
Centre
4-5
Oblique
6
Defensive
Skirmish
Roll Tactic
1-2
Envelop flanks
3
Defensive
4-6
Staged retreat
Other
Roll
1
2
3
4
5
6
Tactic
All out
Centre
Flank
Envelop flanks
Oblique
Defensive
Deployment guidelines
40% in the centre
30% on each flank
14.4.2 Centre
Attack with the centre units with the aim to break
the enemys centre. Flank units are held back to
protect the flanks of the centre units. Centre must
advance at high speed. Flanks will advance and
only engage to protect the centre.
Deployment guidelines
60% in centre with over two-thirds the non-light
units and a skirmish screen (if available)
20% on each flank
Initial zone orders
Page 18 of 24
Deployment guidelines
Roll to see army balance:
1
60% centre, 20% on each flank
2
70% centre; 15% on each flank
3
60% centre; 15% on right/terrain flank
25% on other flank
4
70% centre; 10% on right/terrain flank
20% on other flank
5
60% centre; 15% on left/terrain flank
25% on other flank
6
70% centre; 10% on left/terrain flank
20% on other flank
Centre must have 5%-25% of total units in reserve
behind the main battleline.
If there is a steep hill or rise on a flank, optionally
(d1-3) a group deployed may be uncontrolled,
allowing a +0 general to deploy 4 groups.
Initial zone orders
Centre: Hold
Flanks: Hold
Reserve: Wait
For armies with less than 11 units, may optionally
not fill a flank with units and put all on the major
flank (non-terrain side if there is one).
14.4.8 All out
Attack all along the line. Centre and flanks must
advance at high speed, subject to being able to
support one another and not leave major gaps.
Deployment guidelines
50% of units in the centre
25% of units on each flank
14.4.7 Defensive
Advance steadily, defending along the line, with
archers and skirmishers to the front. If two sectors
on the defenders edge have difficult terrain, then
an advance is not required. The centre is the line
of attack and will advance with flanks either
performing a supporting advance or stationary.
When enemy is worn down or a gap appears the
reserve body of heavier units moves in for the kill
or plug the holes, either via a flank or through the
gap.
Page 19 of 24
Attack
Probe
Wait
Page 22 of 24
Page 23 of 24
Rush
Charge or
move into
melee if not
in melee
already;
otherwise
advance as
quickly as
reasonable
to get into
melee.
5-6
Page 24 of 24