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Ancient Battlelines

Ancient Battlelines Clash


V2.0 by Shaun Travers
sizes or base widths, scale measurements
Clash
appropriately.

Version 2.0q May April 2015


Copyright Shaun Travers 2015

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

Scale, bases and measurements

One turn is approximately 60 minutes. One unit is


400-1500 soldiers. All measurements are in cm.
All die rolls are singular six-sided dice; high rolls
are always good for the roller.
Recommended unit base sizes are:
Base
Width Depth
Infantry
40mm
20mm
Cavalry
40mm
30mm
Elephants, Chariots, Camps 40mm
40mm
Depth is not that important but widths should all be
the same. Battle units should be 4 figures to a base,
auxiliary units 3 and skirmishers 2. The rules are
designed with 15mm figures with basing similar to
many other rules. If playing with different figure

3.1

Classification

Each unit has a role, a type and a fortitude that


defines its combat value (CV) and movement value
(MV). Units may also have abilities.
3.1.1 Role
Battle (CV 4): The main battleline units formed in
mass to engage and destroy the enemy in melee
e.g. heavy infantry, knights and cataphracts.
Auxiliary (CV2): Heavy cavalry, and infantry
(such as peltasts) that can melee, but usually on the
flanks and not able to stand in the centre battleline.
Skirmish (CV1): light archers, javelineers,
slingers etc. Their role is to disrupt the enemy
through missile fire rather than melee.
3.1.2 Type
There are three types of units:
Infantry (MV 8)
Cavalry (MV16)
Chariot (MV 12)
3.1.3 Fortitude
Fortitude represents staying power and is a
combination of morale, experience, armour
protection, skill and lan.
High fortitude, +1 to CV and most tests.
Average fortitude, the default, no modifiers.
Low fortitude, +1 to CV and most tests.
3.1.4 Exceptions, mounted and light units
Battle chariots: Only have CV 3, not 4.
Skirmish mounted: MV20 (Chariots MV16).
Mounted: Refers to cavalry, chariots, scythed
chariots and elephants.
Light: Refers to auxiliary infantry and all
skirmishers.
3.1.5 Special units
Elephant: CV3, MV 12, no flanks in melee.
Aux/Skirmish infantry are +2CV Vs elephant, and
cavalry and chariots are CV0 Vs an elephant.
Scythed chariot: CV3, MV20,auxiliary, destroyed
if disordered or pushed back or retreats. Skirmish
infantry +2CV Vs scythed chariot. Does not count
against group deployment limit; single units only.
Camel: Treat as auxiliary cavalry but no shock
bonus, +1CV Vs cavalry and chariots.
Camp: CV1, MV0, does not count as a single unit
and no flanks in melee. A camp receiving a
destroyed result instead sees one attacker advance
onto the camp and loot for rest of game. Camps are
used only in scenarios.

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

Enemy missile fire or melee results may split a


Skirmishers must have short or long missile,
group.
Skirmish infantry short missile only.
A group move command or mandatory charge
is passed by some of the groups units and not
Default Abilities
others.
The following abilities may be specifically added

If part of a group is in contact with enemy


to units but they are inherent to some units.
units, other non-contacted units may split as
Impetuous Subject to impulsive charging and
the largest group possible. This is not a
pursuing of the enemy. By default,
classed as a group split move.
all non-missile armed mounted with
Groups
may be recombined, but only with the
a CV3 or more. CV3 is the base CV
same
units
as at deployment.
plus high/low fortitude.

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3.6

Destroyed general unit

4 Terrain

Immediately the general unit is destroyed, or its


general ability is lost, reduce the ACA by 1 and
perform an army morale test. All subsequent
moves are performed as though the general is >
20cm.

3.7

Armies

3.7.1 Army control ability (ACA)


The ACA is 0 (default), 1 or 2. The ACA allows
more groups to be deployed
adds to the armys breakpoint
Increases the general command distance
Each ACA may add 1 to one die roll (prior to
rolling) during each player turn; unused ACAs
are lost.
The ACA cannot go below -1. An ACA of -1
incurs a -1 modifier to all move tests.
3.7.2 Army Breakpoint
An armys breakpoint (BP) is the total of its unit
BVs (break values) divided by 2 and rounded up,
plus its ACA.
Battle units, auxiliary mounted and elephants: 2BV
Auxiliary infantry and skirmish mounted: 1BV
Skirmish infantry, camps, scythed chariots: 0BV
3.7.3 Army terrain location
If using the random terrain generator each army
will have one of four terrain locations: open,
mixed, woods or hilly.

3.8

Points

Unit type cost


Battle cavalry, elephants
Battle infantry, auxiliary cavalry, battle
chariots
Camels, auxiliary chariots
Auxiliary infantry, skirmish mounted,
scythed chariots
Skirmish infantry
Camps
Abilities cost
High fortitude
Low fortitude
Warband
Phalanx
Sub-generals (1 per 30 points)
Other abilities (including the general)
Army command ability cost
+2
+1
-1
An army for a decent game on a 60cm square
board is 35 points; 55 points for 90cmx60cm.

5
4
3
2
1
0
+1
-1
-1
+1
+3
+0
+3
+2
-2

A unit is in a terrain piece if any part of the


effected edge is in the terrain piece. Effected edge
is dependent on the reason e.g. melee, fired-on,
charged. For melee, both units are affected by the
worst terrain feature only where the units are
touching. A unit defending terrain must have part
of their front edge in that terrain to count as
defending and in melee to their front in this case
both melee units use their difficult terrain CV.

4.1

Terrain effects

Skirmish infantry movement is never affected by


terrain except streams and rivers. Units disordered
on entering terrain are not disordered again while
moving through the same terrain feature.
Rise
Blocks visibility and missiles for units with a rise
between them; except units downhill do not block
missile fire or visibility to units not on the rise.
Provides a defence bonus to units uphill and
attacked to their front. No other effect.
Hill
Blocks visibility and missiles for units with a hill
between them; except units downhill do not block
missile fire or visibility to units not on the hill.
Provides a defence bonus to units uphill and
attacked to their front. Halves movement for battle
infantry and all mounted.
Wood
Visibility and missile fire range is 4cm. Units in a
wood cannot be seen by units outside the wood
unless touching the edge. Units at a woods edge
can see out and fire missiles at full distance out.
Halves movement for battle infantry and all
mounted, plus disorders all chariots and elephants
when entering.
Rough
Halves movement for infantry and mounted,
additionally disorders all mounted when entering.
Stream
Reduces movement by 4cm for all units.
All streams provide a defence bonus to units on the
bank and attacked to their front and negates shock.
Impassable River
Cannot be crossed except at fords or bridges.
Passable Rivers, Fords, Bridges
Halve all movement. Additionally, a unit must
stop when first entering the terrain, and stop just
before exiting (it take two moves to cross).
A river provides a defence bonus to units on the
bank and attacked to their front and negates shock.
Linear Obstacle (rampart or barricade)
Reduces movement by 4cm for all units. Units
defending a linear obstacle receive a combat
modifier and negate shock.

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5.1.1 Uncontrolled groups
Town
A town is treated as woods, but chariots may enter.
More groups may be deployed at the start of the
There is a combat bonus to defending a town.
game than normally allowed. The additional
groups are uncontrolled and must be identified at
Terrain movement summary
deployment. They cannot voluntarily perform
Aux
Cavalry Chariot
Battle
actions during the game except:
Elephant
infantry infantry
Missile fire at units that come in range.
Hill
4

If subject to mandatory charge for unit coming


Wood
4

4 + dis
within charge range roll a mandatory charge
Rough
4
4
4 + dis
4 + dis
test; impetuous unit must charge.

Perform actions as a result of enemy actions.


4.1.1 Difficult Terrain
To enable normal control of a group, a general (or
Hills, rough, woods, fords, bridges, passable rivers
sub-general) unit may start a player turn in contact
and towns are referred to as difficult terrain. While
with the uncontrolled group (except for the first
in difficult terrain, battle infantry and chariots are turn) and stay attached for the entire player turn.
3CV; Cavalry are -2CV; elephants -1CV.
On each subsequent player turn, check for control.
The uncontrolled group is controlled on a die roll
4.2 Random terrain generation
of 4-6, and may immediately act as any other
Split the board into 9 equal squares. Each army
controlled group; the general may also now move.
will have one of four location types. The attacker
randomly chooses and place 9 of the 12 cards
5.2 Player turn
associated with the defenders location type in
The game consists of each player alternately taking
each square. Attacker places the actual terrain
a player turn until one player is the victor.
piece. Note only limited terrain types are randomly
Each player turn consists of activating groups from
generated.
the players right to left and front to back.
Card
Open
Mixed
Woods
Hilly
Example
1
Rise
Rise
Rise
Rise
2
Hill
Hill
Rise
Hill
D
C
A
3
Clear
Woods
Wood
Hill
4
Clear
Clear
Wood
Rough
5
Clear
Clear
Clear
Rough
E
B
B
B
6-12
Clear
Clear
Clear
Clear
The groups are activated in this order A, C, B, D,
Grey means that if the card is placed in the centre,
and E.
treat the card as Clear.
A groups activation may be:
Streams: Prior to placing terrain cards, the
If in contact with the enemy, perform melee
defender may attempt to place a stream. A d6 of 6
and units may need to resolve a Pursuit Test
indicates a stream. Choose one edge and randomly
against retreating or routing units.
choose one square. The defender places the entry
point on that square edge and the stream exits on
Perform missile fire. Target performs a Firedthe directly opposite square edge
on Test
Terrain pieces should be between 10cmx10cm and
Perform any mandatory charges.
20cmx20cm and at least 8cm from other terrain
If the group did not fire, choose a move option,
pieces (except streams). Terrain unable to be
including rally.
placed isnt. Hills and rises cannot be placed on
If a unit moves and halts within 4cm of an
streams.
enemys front, the enemy may need to perform
a Proximity Zone Test.
5 Game sequence
If moved into contact, the charged unit may
need to perform a Charged Test.
5.1 Setup

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.
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If during the turn the general is destroyed, that
6.1.2 Movement restrictions
player must perform an Army Morale Test at that
Battle infantry
point.
Move straight ahead or wheel 3cm.
An army morale test may be required if any sides
Complex move: wheel and move, or wheel
general unit is lost.
between 3cm and 6cm per unit, or about face.
Battle and auxiliary mounted and elephants
5.3 Group actions
Move straight ahead, or wheel 3cm and move, or
If a group, or part of a group, is performing the
wheel up to 6cm with no further movement.
same action - e.g. missile fire, melee - against other
Complex move: Wheel between 3cm and 6cm and
units then roll and resolve each action test
move, or about face
simultaneously. Groups Vs group tests are lined up
Auxiliary infantry and skirmishers
to evenly test where possible to avoid two-on-one
Optionally about face prior to move (does not cost
ganging up and leaving one unit not testing.
any movement distance), then move straight ahead,
or wheel 6cm and move or move directly back full
5.4 Victory
move, no facing change. No complex moves.
The game ends when an army is broken with the
Wheels
other player the victor.
A single unit wheels up to 3cm/6cm. A line of
Keep a running total of destroyed units BVs for
units may wheel up to 3cm/6cm per unit length of
each player. An army is broken is the moment its
the group. Wheel distance counts towards the
breakpoint is reached or is exceeded. Although not
movement limit of the unit(s),
used to calculate the initial army breakpoint, lost
Complex moves
generals and camps (when looted), count as 2BV
A disordered unit cannot perform a complex move,
each. If both armies are broken at the same time
and performing a complex move disorders a unit if
then continue playing until the next destroyed unit
within 20cm of an enemy unit.
to determine the winner. The winner is the side that
Proximity zone
exceeds their army BP by the lessor amount.
A unit cannot voluntarily move any part of its front
edge into and out of a non-skirmisher enemy units
6 Activations
proximity zone in the same move. This is to
6.1 Move
prevent zipping past the front of an enemy. Note
To move, a group must roll a move test:
skirmish infantry do have a proximity zone against
1+
Moving or charging into contact
elephants. Moving and halting in an enemy
3+
Complex move < 20cm from enemy
proximity zone (skirmisher or not) may cause that
enemy to take a proximity zone test.
Group split; return from off board
5+
Rally
6.1.3 Impetuous mandatory charge
Modifiers
An impetuous unit (by default, all non-missile
+1/-1 High fortitude/low fortitude
armed mounted with a CV3+ and warbands) with a
-1
Single unit
valid enemy unit directly to its front and within
-1
per 20cm from general, excluding first
movement range is subject to mandatory charge. It
20cm (ACA1 is first 30cm;2 is 40cm)
will move to contact that unit. Chargers will
A unit in contact with the enemy cannot move.
interpenetrate through friendly skirmish infantry if
A unit that fails a move test cannot fire. A unit that
they are in the way. A valid enemy unit is one that
fires cannot move/rally.
is not: a skirmish infantry, auxiliary infantry.
A unit that contacts an enemy unit is considered to
Additionally, a valid target for mounted units is
be charging and stops moving immediately. Other
not: elephants (except other elephants), the front
units of the group may continue movement but
of an ordered phalanx, or units in difficult going.
may not split the group (see 11.1 Group move after
A unit will mandatory charge unless a pursuit test
contact). Do not align units. The enemy group
is rolled to prevent it from charging.
performs a charge test. If after the test, they are
Units of a group test individually for mandatory
still in contact, perform melee.
charge. If the unit does not mandatory charge it
A unit that ends within an enemy unit proximity
may perform any other move or rally but cannot
zone may cause the enemy to undertake a
enter in contact with an enemy unit.
proximity zone test.
Enemy camps: All units will mandatory charge
against an enemy un-looted camp if directly to
6.1.1 Group moves and splits
their front in movement range.
The move test is applied to an entire group unless
using a group split move to split a group.
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result of an action test even if it moved. Closer
6.1.4 Pursuit Test
groups take priority as targets over further ones.
<3
Do not pursue/charge
Arc of fire is directly to the front of the unit a
3+
Pursue/charge
40mm wide corridor from each front corner edge.
Modifiers
An unengaged enemy unit with any portion of its
+2/-2 General or disciplined unit (choose)
base within the arc of fire is a target.
-2
Uphill/Defending terrain
On a natural 6, add 2cm to the units move
distance. Units of the same group behind a
charging/pursuing unit are pulled along if of equal
or lower fortitude. Higher fortitude units or
disciplined units may choose to be pulled along.
6.1.5 Interpenetration
Skirmish infantry may always voluntarily
interpenetrate and be interpenetrated by other
friendly units.
Involuntary interpretation may occur as a result of
a test result. Both units are affected except
Skirmish Infantry do not cause interpenetration
results but are affected by interpenetration.
Interpenetration depletes all skirmishers, mounted
and auxiliary infantry and disorders all other units.
Elephants always deplete other units. Camps are
never interpenetrated.
Units can only interpenetrate one unit deep. An
interpenetrating unit is destroyed after the first unit
interpenetrated.
Interpenetrating units overlapping on top of other
units move further until no longer overlapping.
6.1.6 Moving off the board
Units that move off the board due to an evade,
retreat or rout cannot return and are destroyed. A
unit that pursued a routed, evading or retreating
enemy unit off board may return. Place the
pursuing unit off board but with its front edge
touching the board edge where it left The
immediate next time it may be activated, it cannot
be (i.e. skip the next turn). In following turns with
potential activation, a move command may be
assigned to each off board unit (no group
commands) that pursued off the board. A -2
modifier applies for being off-board and single unit
modifier applies; ignore the distance from the
general modifier. An additional -2 modifier is
applied for the first attempt after pursuing a
retreating or evading unit. If the move command is
successful, the unit is placed on the board exactly
where it left with its rear edge on the board edge
(no further movement). If the move command is
unsuccessful, the unit remains off board but
attempts may be made in further turns.

6.2

Missile

If a visible enemy unit is in range and arc of fire of


an activated missile-armed unit, that unit must fire
if it does not move. Note a unit can return fire as a

Arc of
Fire

Unit

The target unit takes a fired-on test. If two targets


are being fired-on by one unit, the one with lesser
edge being fired at automatically reacts as a result
of 3+. If one target is being fired on by two units,
roll the fired-on test twice and choose the worst
result.
Example: If a line of 4 archers is firing at a line of
4 enemy units, each enemy unit performs only one
fired-on test. If the archer line is 5 units, 3 enemy
units take one test, and one unit takes two tests
(and choose the worst result); if the archer line is 3
units, 3 enemy units take a test, and one unit
automatically reacts at 3+.

6.3

Rally

Rally a unit that did not fire or move or fired on or


was in melee this player turn. A successful rally
removes disorder. A unit will fire rather than rally.
See the move command for the test.

7 Action tests
Action tests are normally taken as a result of
enemy activity.

7.1

When

7.1.1 Proximity zone


If a non-skirmish unit moves from outside and
halts within an enemy units proximity zone, then
the enemy unit performs a proximity zone test.
Skirmishers never cause a proximity zone test, but
may be subject to them from non-skirmishers.
Exception: moving skirmish infantry do cause
proximity zone tests with elephants. Note only
missile armed or shock/impetuous units may vary
in their response to the test.
7.1.2 Charged
If a unit is charged perform a charged test. Note
only missile armed or shock/impetuous units may
vary in their response.

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7.1.3 Fired-on
A unit that is fired on by an enemy unit performs a
fired on test.
7.1.4 Army morale
If the general unit is destroyed, or the general
ability is lost, every unit in that army must
immediately perform an army morale test.

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

Stand: Unit does not move and is classed as not


charging.
Charge: Unit charges the enemy unit that caused
the test. No move test is required. The charged unit
will need to take a charged test if moving into
contact. If the enemy unit is routing or retreating,
charge the full distance in that direction. If a
stationary enemy is not directly to the front, or
directly to front after a normal wheel, stand
instead. If already in contact, do not move but is
classed as charging.
Missile fire: Fire missiles at the unit causing the
test. Note that if this is the second time this unit
has been called on to fire in this round of tests,
perform a missile contest instead, see section 7.4
Missile contest.
Move: move as directed.
Pushed back: Move directly back 4cm. If cannot
due to terrain, camps or enemy units - move at
much as possible and convert the disordered result
to depleted. Pushed-back units, except skirmish
infantry, will push-back friendly infantry behind
them. Units in echelon (see 8.2 Echelon) and
behind the pushed backed unit will be pushed back
with them. Otherwise resolve interpenetration.
Retreat: Perform a move to the units rear with
up to a 3cm reverse wheel if required to avoid
other units. Skirmishers and auxiliary infantry add
+2cm to the move. Do not change facing.
Interpenetrate un-avoided friendly units. Destroyed
if cannot avoid enemy units (except enemy
skirmish infantry that are destroyed instead) or
impassable terrain. Check for pursuit.
Rout: A destroyed unit routs. The routing unit
performs a retreat and then is removed. Check for
pursuit.
Pursuit: If a non-firing unit causing an enemy to
retreat or rout can move to its front, then perform a
pursuit test - see 6.1.3 Impetuous mandatory
charge for the pursuit test. Impetuous units do not
test for pursuit and automatically pursue. Do not
change facing during the pursuit, unless the enemy
unit changed direction. A pursuing unit counts as
charging; if it recontacts the retreating unit then
perform another melee, if you contact a new unit,
that unit may require a charged test before a melee
test. A pursuing unit will not cause a proximity test
on the retreating unit.
7.3.1 Action direction
A unit pushbacks, retreats or routs to the opposite
edge to that unit that caused the test. To determine
the edge, use the flank and rear definition as per
melee.

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7.3.2 Advance and fire limitations
8+
Defender destroyed
Modifiers
If a unit is required to advance or fire but the unit
+1
High fortitude OR uphill OR defending
causing the result is not directly to the units front,
terrain (these are not cumulative the +1
the unit will stand. A unit defending a camp,
applies if one or more of these conditions
fortification, stakes, riverbank or uphill of an
is met).
enemy does not advance and stands instead
-1
Low fortitude
7.4 Missile contest
-1
Single unit
When a unit fires on a target and the target test
-1
Disordered Infantry/ Chariots/Battle
returns fire, and then the original firer test dictates
Mounted or
firing again, perform a missile contest instead of
Other Disordered Mounted Vs Mounted
firing again. Each unit rolls a die and performs a
-2
Non-Skirmish On Flank
fired-on test. The lower roll incurs a 1-2 result; if
Skirmishers and Auxiliary Infantry are -1
the difference is 3 or more, treat it is <1. Ties see
+2
Charging Shock Vs Infantry,
the first target the loser.
also Charging Shock Mounted Vs
Example:
Skirmish Mounted.

8.1

Unit A

Unit Z

Unit Y

Enemy heavy infantry unit A armed with long


missiles has within its arc of fire archer units Y
and Z. Unit Y fires on unit A and the fired-on test
is 3 and results in unit A returning fire. Unit Y
performs a fired-on test, gets a 4 and returns fire.
Unit Y and Unit A are in a missile contest. Unit A
rolls a 3, -1 single unit is a 2. Unit Y rolls a 4 -1
single unit is a 3. Unit A loses and a 1-2 result
sees Unit A disordered. Now Unit Z fires on Unit
A. Unit A will roll a fired-on test.

7.5

Losing the general ability

If the general unit rolls a natural 1 when fired on or


rolling for melee, or a natural 6 is rolled against it
in melee, roll another die. The unit loses the
general ability on 1. A 2-6 is no effect.

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

Flank and rear

A flank attack is one where the flanking units


front edge is at 90 or more from the flanked front
edge and there is contact with the flanked rear
corner. A rear attack is one where the flanker
contacts the flanked rear edge (not just a corner).
A unit with an enemy unit on its flank counts as
flanked for all attacks on it, not just the melee with
the flanking unit. Skirmishers and Elephants have
no flanks for melee purposes.

8.2

Echelon

A unit is in echelon if it is a friendly infantry unit


directly behind another, facing the same direction,
and with its entire front edge in contact with the
front units rear edge. Neither unit may be
skirmish infantry. If the front unit retreats or routs,
an echeloned unit must move into the same
location as that of the retreating/routing unit, after
resolving any interpenetration. Perform melee at
this time. The moved echeloned unit will count as
charging and first contact. The other unit will also,
unless in existing contact with an enemy unit and
then cannot charge and counts as in a continuing
melee (i.e. not first contact).

8.3

Charging into an existing melee

If a unit charges into contact with an enemy unit


that is already in contact with another friendly unit,
perform melee only with the charging unit if the
enemy unit has already performed melee in this
player turn with the already in contact friendly
unit. If not, then perform melee with all units.
Note that the charged enemy unit in the existing
melee will not be able to charge, and is not able to
claim the shock modifier against the charging unit.

8.4

Group Melees

Melee opponents are matched up so that every unit


contacted is paired with an opponent. This is

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Ancient Battlelines Clash


V2.0 by Shaun Travers
important when two battlelines clash but do not
Sparabara: Battle infantry, long missile, some MP
line up perfectly if the battlelines are the same
Skirmishers: Skirmish infantry, long missile
length, every unit will participate in a melee. You
Subject Infantry: Aux infantry
cannot gang-up 2 units to 1 unit and leave
9.4 Alexandrian Macedonian
another one not to be in melee.
Companions: Aux cavalry, disciplined, high
Example:
fortitude
Phalangites: Battle infantry, phalanx
A
B
C
Hoplites: Battle infantry, phalanx, some protection,
X
Y
Z
low fortitude
The hoplites in Alexanders service are not very
Unit A, B and C are in melee with enemy units X, Y
enthusiastic, hence the low fortitude.
and Z. A pairs with X, B with Y and C with Z. A
die is rolled and modified for each of the three
9.5 Porus Indians
melees simultaneously. Then apply results from
Elephant: Elephant
right to left.
Chariots: Battle chariots

9 Sample army lists


These examples are to assist with formulating
historical unit types. Army lists are not necessarily
complete; they merely contain some representative
unit types. Skirmishers will almost always never
have high or low fortitude. Germanic-type
warbands are usually high fortitude compared to
Gallic counterparts. Chariots normally do not have
some/high missile protection. High fortitude
auxiliary infantry represent Thorakitai or Roman
Auxilia.

9.1

Cavalry: Aux cavalry, low fortitude


Archers: Battle infantry, long missile

9.6

Cavalry: Skirmish cavalry, short missile, low fort.


Tribal infantry: Battle infantry, warband
Skirmishers: Skirmish infantry, short missile

9.7

Marian Roman

Cavalry: Aux cavalry


Legionaries: Battle infantry, line relief, high
fortitude, some MP

9.8

Converting units

Gauls

Army command ability note

The common terms of heavy cavalry, heavy


infantry etc. of the Version 1 or other rules are
easily converted as follows:
Infantry
Cavalry
Chariots
Heavy
Knights,
Heavy
Battle
infantry Cataphracts
chariots
Medium
Heavy
Medium
Aux
infantry
cavalry
chariots
Light
Light
Light
Skirmish
infantry
cavalry
chariots

For scenarios the ACA should be obvious. For


other games, generate the armys command ability
by rolling a die:
1-4
Average (+0)
5-6
Skilled (+1); on a 6 roll again:
4-6 - the command is Exceptional (+2)

9.2

10.1 Abilities

New Kingdom Egyptians

Chariots, Aux chariots, long missile


Spearmen, Battle infantry, low fortitude
Archers, Battle infantry, long missile, low fortitude
Skirmishers, Skirmish infantry, long missile
Note: the categorisation of the chariots as
auxiliary chariots depends on the perception on
how chariots were used at this time. An alternative
is to make them skirmish chariots with high
fortitude. The main difference is skirmishers will
evade from combat, are more fragile and not as
good versus infantry.

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

Early Achemenid Persians

Cavalry: Aux Cavalry, long missile, shock


Immortals: Battle infantry, long missile, high
fortitude, some MP
Page 9 of 24

Units particularly poor at manoeuvres


are additional -1 modifier to perform
any complex move e.g. militia units.
Well experienced troops with a long
history of excelling in combat e.g.
Theban Sacred Band, Silver Shields.
One per army and it must be a high
fortitude unit. A veteran unit reduces
by 1 all disorder modifiers in tests.
Recommended for larger games, a
sub-general acts like general ability
but only+1CV and +1 to tests. Move
commands can be traced to the subgeneral unit. A destroyed sub-general
does not reduce ACA, and army
morale test only for units in 20cm.

Ancient Battlelines Clash


V2.0 by Shaun Travers

10.2 Infantry in mounted support

10.6 Gunpowder hand weapons

For all armies up until around 100BC, auxiliary


and skirmish infantry units with no long missile
ability may support mounted units. The supporting
unit is placed immediately behind the supported
mounted unit at deployment. The infantry or
mounted unit may split away from the other during
movement, but then the infantry unit is no longer
supporting the mounted unit, and cannot move
back into support. When together, they effectively
are one unit, so if attacked from the rear, it will
count as a rear attack on a mounted unit supported
by an infantry unit. A supported unit gains a +1
melee modifier to any attack or defence by the
supported mounted unit to its front from any
enemy unit except a battle infantry enemy unit.

Arquebus: Treat as long missile ability.


Handguns: Treat as short missile ability. Some
MP is ignored; high MP is only a +1 modifier.
Muskets: Treat as long missile ability and the
fired-on test is taken with an additional -1
modifier.

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

B may make the following move:


A

10.4 War wagons


War Wagons: Battle chariots, MV8, no flanks
Abilities:
Some MP or high MP (high more common).
They may have long missile or light artillery
They do not have the shock ability.
With the Long Missile ability, they may fire from
any one side per test. When armed with light
artillery, they fire from only one flank side for the
entire game (chosen when first firing). War
wagons are pushed back, retreat and rout but never
charge or pursue. War Wagons may fire over
friendly troops. War Wagons never cause or are
affected by interpenetration.

10.5 Longbows and Crossbows


Longbows are long missiles, firing at any target
cause the target to take a fired-on test ignoring its
high MP or some MP ability.
Crossbows are long missiles, firing at any nonskirmish target and non-auxiliary infantry, cause
the target to take a fired-on test ignoring its high
MP or some MP ability.

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

A, B and C are a group of a battle infantry units. B


is low fortitude, the rest are average. A single die
roll to charge against an enemy group is made. A
4 is rolled, and -1 for B only for low fortitude. A
and C score a 4 which is a success, B scores a 3
also a success and so all 3 units charge
simultaneously into the enemy group. The charged
units will now undertake a charged test against

Page 10 of 24

Ancient Battlelines Clash


V2.0 by Shaun Travers
these units. If the original roll was a 1, B would
11.4 Flanks
have failed and only A and C would charge.
Front attacks by the white unit:
11.2.3 Proximity zone test
A Roman auxiliary cavalry unit moves to within
3cm of the front of a Gallic battle infantry warband
unit (low fortitude). The Gallic unit must perform
a Proximity Zone entered test. It rolls a 5 -1 for
single unit -1 low fortitude = 3 and, as impetuous,
it will charge the Roman heavy cavalry. The latter
will need to perform a charged test. If the
proximity zone test roll result was less than 1, the
Gallic unit would stand and not charge.
11.2.4 Charged Test
The Gallic unit from the previous example charges
into contact with the Roman cavalry unit. The
Roman unit rolls a 4 -1 for single unit = 3 for the
Charged test causing it to charge as it is a shock
unit. It is already in contact so this means the
Roman Cavalry uses the shock bonus in the first
turn of melee. Both units must now perform a
melee. If the Roman cavalry had rolled a 1, -1
single unit = 0, it would stand and not receive the
shock modifier in the melee.
11.2.5 Melee
Carrying on from the charged example, the
Warband has charged the Roman auxiliary cavalry
unit. The Roman Heavy cavalry counts its shock
ability. The Gallic player rolls a 5. The Gallic
combat value is 3, -1 single unit -1 low fortitude
for a total of 1 (shock bonus is only Vs infantry).
The Roman combat value is 2, +2 for Roman
shock, -1 for single unit, for a value of 3. The die
roll of 5 + 1 (Gallic) -3 (Roman) is 3. Both sides
are disordered.
The next turn the Roman player rolls a 6. Gallic
value is 0 (CV3, -1 single unit, -1 low fortitude, -1
disordered). Roman value is 1 (CV2 -1 single unit,
no shock bonus, disordered does not count Vs
infantry). Die roll of 6 +1 -0 = 7, Gallic warband is
depleted and, as already disordered it routs and is
destroyed. The Roman cavalry unit performs a
pursuit test. They roll a 6, so they pursue 8cm (1/2
move +2cm).

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.

Flank attacks by the white unit:

Rear attacks by the white unit:

11.5 Mandatory Charge pursuit test


The pursuit test is used for two purposes
preventing a mandatory charge and pursuits.
An impetuous Norman Knight (Auxiliary Cavalry,
high fortitude) has a Saxon battle infantry unit
10cm directly in front. The knight would normally
charge (it has to due to the mandatory charge rule).
The Norman player does not want the knight to
charge so rolls a charge/pursuit test. A roll of 4
sees the knights forced to charge. A roll of 2 would
have meant the knights do not charge and may
perform a different action. If the knights were
uphill of the Saxons with a roll of 4, the roll would
have been 4 -2 (uphill) =2 and the knights would
not charge.

11.6 Pursuing
Given this situation and it is XYZ activation:
A

B
X

C
Y

Combat between groups is done simultaneously. C


is depleted and retreats. Z rolls a pursuit test and
gets a 4. Z is disciplines and can either add 2 for a
6 and pursue, or subtract 2 and make the roll a 2
and stay in place. Assume Z pursues (and if
contacts C then another combat takes place). Y and
B close combat results in both being disordered but
no retreats. B and Y stay in place. A is depleted
and retreats. X cannot pursue as unit B is in the
way, and so X does not roll a pursuit test.

Page 11 of 24

Ancient Battlelines Clash


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Move
1+
3+
5+

Moving
Complex < 20cm from enemy (disorders)
Group split; return from off board
Rally

+1/-1
-1
-1

High fortitude/low fortitude


Single unit
per 20cm from general, excluding first
20cm (ACA1 is first 30cm;2 is 40cm)
Battle infantry: Move OR wheel 3
Complex (not WB): wheel+move; wheel 6; 180o
Battle and auxiliary mounted and elephants
Wheel 3+ move or wheel 6. Complex: Wheel
6+move or 180o.
Auxiliary infantry and skirmishers
Optional 180o. Wheel 6+move/direct back move.
Hill
Wood
Rough
Diff CV

Bat inf
4
4
4
-3

Aux inf
4
N/A

Cav

4+ dis
-2

CH/Ele

4 + dis
4 + dis
-3/-1

Rally: No move or fired or melee.


Mandatory Charge/Pursuit
Non-missile mounted with CV3+; with non-Light
directly to front in reach. Not: disciplined; Vs unit
in difficult; Cavalry/chariots Vs elephants/phalanx
<3
Do not pursue/charge
3+
Pursue/charge
+2/-2 General or disciplined unit (choose)
-2
Uphill/Defending terrain
Impetuous always pursue
On natural 6, add 2cm to the units move distance.
Battle: CV4 (CH 3); Aux: CV2; Skirmish: CV1
Infantry: MV8, Cav: MV 16 (Skirmish 20);CH -4
Elephant: CV3, MV 12, no melee flanks. Skirmish
/Aux infantry +2CV Vs elephant, Cav/CH CV0
Scythed chariot: CV3, MV16, destroyed if
disordered/pushed back/retreats. Skirmish infantry
are +2CV Vs scythed chariot.
Camel: Aux cavalry, no shock,+1CV Vs cav/CH
Phalanx: +1CV, ordered, clear terrain, negates
shock. else -1CV
Warband: impetuous, shock, CV3, CV2 in difficult
General: +2 to CV and all tests die rolls.
Shock: all battle/auxiliary mounted. (elephants Vs
battle infantry)
Charging to front in and not: difficult terrain or Vs
linear obstacle/stream
Impetuous: non-missile mounted CV3 or more
Short missile: 4cm

Long Missile: 10cm (4cm SI)

<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

High fortitude/low fortitude


Fired-on: Some MP/in cover/high fort +1
(high MP +2)/missile fire +1
-1
Single unit
-2
Disordered
-1
Fired on only: fired on in flank or rear
Missile Contest (each rolls; Tie, first firer wins)
Lower roll = 1-2; if lost by 3 or more = <0
Melee
<0
0-1
2-5
6-7
8+
+1/-1
+1
-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.

Disorder: No effect if disordered


except Skirmish destroyed+ rout
Deplete: Disorder unit. If already disordered, rout
Retreat: move directly back. Skirmishers +2cm
Rout: Retreat, then destroyed.
Pursuit: move
Pushback: 4cm.Pushback inf., interpenetrate rest
Interpenetrate (SI not cause): Deplete Light and
Mounted; Disorder rest (elephant always deplete).

Page 12 of 24

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V2.0 by Shaun Travers
Legionaries move 8cm and are within 4cm of the
12 Example of Play
Skirmishers. The Skirmishers roll a Proximity
This short example takes place on a portion of the
Zone test both roll a 2: fire (at +1), disordered
battlefield where Pyrrhus is attacking the Romans.
and retreat. Skirmishers are disordered and retreat
A colour version is available on line at:
back though the pikes. Skirmishers are depleted
http://shaun-wargamingwhen interpenetrating so as they are already
minis.blogspot.com.au/p/blog-page.html
disordered, they rout. The Pikemen behind suffer
no interpenetration effects Skirmish Infantry do
not cause any interpenetration results.
Deployment and troops
Legionaries fired-on test
The Legionaries take a fired on test. Legionary A
rolls a 1 +1 some MP/high fortitude +1/missile
fire+1 = 2. Legionary A is disordered.
Legionary B rolls a 3 and charges (fired on within
4cm) the Skirmishers. They are no longer there,
the Legionary must move up to 8cm and so contact
(charges) the Pike units. Legionary C
automatically scores 3+ and charges. Fired on tests
are only rolled for matching pairs with any extra
units fired on automatically getting 3+. The Pike
units must each take a Charged test.

The general units are just out of the picture so all


units start, and remain, within 20cm of general.
Army command ability is 0.
Romans
3 Legionaries: Battle infantry, high fortitude, line
relief, some MP (marked A, B, C from Roman
right to left)
2 Italian infantry: Auxiliary Infantry (Medium
Infantry in the diagram)
Pyrrhic
1 Warband: Battle Infantry, warband.
2 Phalangites: Battle infantry, phalanx (marked W,
X from Pyrrhic right to left).
2 Skirmishers: Skirmish Infantry, long missile
(marked Y, Z from Pyrrhic right to left).
1 Cavalry Auxiliary cavalry, high fortitude,
impetuous, shock.
Roman turn
Activates from right to left.
Italian infantry do not move.
Legionaries move and proximity test
A 1 or more is required to move. High fortitude
units will always be able to move unless really far
from the general and are single units.

Pike charged test


Pike W charged test rolls a 2: Stand.
Pike X charged test rolls a 4: Stand.
Unless a charged unit is missile armed or is a
shock/impetuous unit, a charged test results in
stand and can usually be ignored.
Legionary B melee with Pike X
Melee is aligned for one on one melee where
possible so Legionary B will melee with Pike X
and Legionary C with Pike W.
Legionary B rolls a 4 +5(CV4 +1 high fortitude) 5 (CV5 for phalanx) = 4: Both disordered.
Pike X is disordered. Legionary B is disordered.

Page 13 of 24

Ancient Battlelines Clash


V2.0 by Shaun Travers
Legionary C melee with Pike W
Pyrrhic turn
Legionary C rolls a 6 +5 (CV5) -5 (CV5 phalanx)
Working from right to left.
= 6: Defender depleted and retreats. Pike W is
currently not disordered, so the depleted result
Warband melee with Legionary C
inflicts a disorder. Pike W retreats 4cm. Legionary
Warband rolls a 2 +1 (CV3 -1 disordered, -1 single
C pursuit rolls is a 4, a 3+ is a pursue so pursues;
unit) -3 (CV5 -1 single unit -1 disordered) = 0.
right into the Warband unit.
Warband is depleted and destroyed as it is already
disordered; and routs. Legionary pursuit roll is a 5
so yes and contacts Pike W.
Pike W charged test rolls a 4 and stands.

Warband charged test


Warband takes a charged test and roll a 4 -1 single
unit = 3; with the shock ability, charges. The
warband will count as charging in melee. On a
result of 0 or less, the warband unit would not
have charged, and not got the +2 shock bonus in
melee.
Legionary C melee with warband
Legionary C rolls a 2 +3 (CV5 -1 single unit -1
disordered) -4 (CV3 +2 shock -1 single unit) = 1.
Legionary C is disordered (the depleted result is a
disorder if not disordered) and retreats a move
(4cm).
Warband is impetuous so pursues a move and
recontacts Legionary C (no need to roll the pursuit
die to see if it move an extra 2cm as its move is
enough to contact the Legionary).
Warband melee with Legionary C
Warband rolls a 4 +4 (CV3 +2 shock (pursuit is
charging) -1 single unit) -3 (CV5 -1 disordered -1
single unit; note Legionary C is not in side to side
contact with Legionary B and so is still a single
unit) = 5. Both sides disordered; Legionary C is
already disordered so no effect, but the Warband is
disordered.

Legionary C melee with Pike W


Legionary C rolls a 5 +3 (CV5 -1 disordered, -1
single unit, -1 (CV3 pike when not ordered -1
disordered-1 single unit) = 7. Defender depleted
and retreats. Pike W is currently disordered, so the
depleted result destroys the pike unit and it routs.
Legionary C for pursuit rolls a 3 and pursues for
4cm.
Pike X melee with Legionary B
Pike X rolls a 6 +1 (CV3 non-ordered -1 single
unit 1 disordered) -3 (CV5 -1 disordered -1
single unit) = 4.
Both sides disordered. Both sides are already
disordered so this has no effect.
Cavalry charge
Cavalry does not have to mandatory charge the
Italian infantry as the Italian infantry is an
auxiliary infantry unit. They try to charge anyway,
rolls a 5 +1 high fortitude -1 single unit = 5.
Needs a 1 or more, so charge. Note that they were
never going to fail the roll due to the high
fortitude.

Page 14 of 24

Legion A

Med Inf.

Med. Inf.

Disordered

Legion B

Disordered

Legion C

Pike X

Disordered

Disordered

Heav
Cava y
lry

Ancient Battlelines Clash


V2.0 by Shaun Travers
Principles
When I wrote these rules here are the design
principles I had in mind:
Solo friendly - increase uncertainty and
remove as much decision making as viable.
Only one marker required in the game
disordered - that is difficult or cannot be
removed. Most units would have two hit
points. Combat would be similar to Bill
Banks Ancients (BBA) where another
disordered result is no effect, and need a high
die roll to get a kill.
Not IGOUGO - a unit would take its entire
turn (move, missile, and melee) before moving
onto another unit.
Italian infantry charged test rolls a 3: Stand.
Units would not have much freedom of
movement.
Some command and control possibly by a
Cavalry melee with first Italian infantry
support unit bonus modifier, forcing individual
Cavalry rolls a 4 +4 (CV3 +2 shock bonus -1
bases to be formed into units.
single unit) -2 (CV2) = 6.
All distances are in centimetres and in
The front Italian infantry is depleted, which means
multiples of 4cm to match the base width of
it is disordered, and retreats. The front Italian
my 15mm armies.
infantry unit retreats through the rear Italian
The game allows for push-backs and retreats.
infantry. Resolving interpenetration, the rear
The game does not require bases to align for
Italian infantry unit is depleted (it is disordered)
combat.
and the front retreating Italian infantry is also
Infantry skirmishers are removed from the
depleted. The retreating Italian infantry is already
board quite quickly and only have one hit
disordered so the retreating Italian infantry is
point.
destroyed and routs. This is how it normally goes
Only one die for all rolls and a high roll is
for mounted or auxiliary infantry units in echelon.
always good.
The rear Italian infantry unit moves up into the

Variable actions in reaction to enemy events.


place occupied by the front Italian infantry. Melee
Javelins have a range for skirmishers. Other
will occur next turn, which is now:
heavier units do not, and will be incorporated
into unit melee factors.
Roman turn (just the Italian infantry)
There is some sort of mandatory charge for
warband and non-bow armed heavy cavalry.
Italian infantry melee with Heavy Cavalry
Reaction tests to determine actions to enemy
Italian infantry rolls a 2 +0 (CV2 -1 disordered -1
events.
single unit) -2 (CV3 -1 single unit) = 0.The
Cavalry do not get the shock bonus as they are not
Reaction Tests
charging.
While there are Rally Round the King (RRtK)
The Italian infantry is depleted that means
reaction-type tests in these rules, they are based for
destroyed as it is already disordered, and routs.
a different outcome than RRtK, more closely
Cavalry is impetuous (a base CV3) and
aligning with Justified Ancients (JA) events. The
automatically pursues. It rolls for pursuit a natural
charged test in RRtK a preliminary to combat 6 that means +2cm is added to the move for a
poor units will retreat or rout. In these rules, the
total of 8cm pursuit. Note the only reason to roll
charged test is more to see whether a unit will
for pursuit for the impetuous unit was for the
stand or retreat (as per JA or Battle Standard or
possible extra distance.
many other rules where a unit can choose an action
when charged). The results of the charge are
End of example.
determined in melee, rather than some being
13 Designer Notes
resolved on the charged test like in RRtK. The
fired-on test is actually the firing result test (it
Some notes on the thinking that went into these
produces similar results to the JA firing table).
rules.
There is no fired result, and then a roll for reaction
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it is all in one test. The melee test is the same
choice - the defender chooses a side, chooses
it is a melee table with results (reactions) aligned
terrain but sets up first, completely in view of the
to JA and BBA. So the tests in these may on the
attacker. There is a plus and a minus there. I went
surface may seem to equate to RRtK, but the
for a conservative approach and wanted to stay
reason for their inclusion and the results are quite
away from randomising the side you attack from.
different.
I also wanted to stay away from one side choosing
terrain and the other moving some of it around, or
adding/removing some. I am hoping the terrain
Missile weapons
Javelins and other short range melee weapons that
setup strike a balance random terrain, attacker
are used by other than skirmishers are incorporated
gets exact choice, defender chooses side to defend,
into the unit statistics. It is assumed that many
both setup hidden.
non-phalanx heavy and Medium Infantry carry
short range weapons, and used them at short range.
One command roll per group
Those that do not have them generally have a low
The rules originally had the player choose for each
fortitude. Melee is considered a combination of
group whether to roll once for the group or once
short range missile firing (if used) and contact.
for the each unit. In the end, I went for one roll per
Incorporating a distinct short range missile
group as this reflects how I have read groups
capability for all units that did so is beyond the
tended to act in ancient battles.
scale of the game.
Comparison to ABC version 1
Version one used traditional labels for units
Phalanx
It is my belief that at the level these rules are
Heavy infantry, light infantry etc. - and different
pitched at, there is no real difference between a
movement rates for each. Units now classified by
hoplite (long spear) phalanx and a phalangite
role and type (infantry, cavalry and chariot), with
(pike) phalanx.
some exceptions. I have liked this method ever
since reading and playing the Irregular Miniature
Ancient rules years ago and finally bit the bullet as
When to charge
In Armati, a unit must charge. In my (unpublished)
it was making more sense in my rules.
version of BBA, it is more like DBM where a unit
Movement rates are now simplified - all infantry
must roll (or allocate PIPs) not to charge if in
move 8cm, all mounted move 12; version 1 had
range. In RRTK, a unit in charge reach of an
different movement rates for the different unit
enemy can do nothing but charge or stand and
classifications. For this game, the different
there is a roll to charge. In Justified Ancients a
movement rates were really irrelevant. I was very
unit must roll to charge too. These rules are
clever with the old movement rates and retreat
derived from my BBA, JA, Armati and lastly
distances but I realised it works out the same with
RRtK. In these rules a non-bow armed mounted or
two standard movement rates. Skirmish cavalry
warband must roll for a charge if an enemy heavy
(LC) did need to move 16cm to make horse archer
(HI, HC etc.) unit is in reach. If it fails it can
armies work properly. All skirmishers add 2cm to
attempt a non-charge move.
retreat distances to ensure they do not get caught.
Bow range was different for mounted and infantry
but this had no effect in the rules so now has the
same range. Most of the sections were bloated with
Terrain setup
There are lots of options to go with when
words (why use one when you can use three?) and
considering terrain and deployment setup. The
were reworded to cut the rules section down by
reason it went to the defender to choose which side
nearly half.
to deploy is, while the terrain type is the defenders,
the attacker gets to place the terrain (albeit limited
by the grid square it is assigned to but the attacker
gets to choose the size of the terrain and where in
the grid it goes). So the defender then gets to
choose sides based on what terrain the attacker
setup. Streams are setup by the defender and it
assumes that if a stream exists, the defender would
choose deployment based on where the stream is.
Terrain setup is tied to an extent on how the rules
work. For example, I understand why DBA goes
the way it does. Basic Impetus has an interesting
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14.2 Process

14 Programmed opponent
14.1 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

Each army will fix into one of six


board categories based on the
composition of troop types. Army
types are used to generate an army
tactic.
The overall tactic that an army
operates under. The army tactic
determines how the units are
deployed into zones and the zone
orders that the units operate under.
The activity a unit will perform,
based on the zone orders.
The three sectors adjacent to a
deployment edge:

14.3 Army type


The army type is used to as a basis to generate the
army tactic used for the battle. It is also used to
assist in deployment options. The army type is
based on the army before extra bases are randomly
rolled for. This may mean that the full army may
qualify for a different army type but still use the
original army type. Generals get what they are
given. Alternatively, a +1 or +2 General may use
the army type of the army after the extra bases are
rolled for.

Deployment
edge

Sector

Zone

A sector is one of the 9 grid squares,


each 20cm by 20cm on the
recommended board.
A zone is one of left flank, centre or
right flank and is three sectors e.g.
The grey area is the left flank zone:

Deployment
edge

Zone
orders

At the start of the game:


Determine the army type, based on the armys
units.
Use the army type and roll a die on the
appropriate table to determine the army tactics.
For the defender, determine the armys
deployment edge by rolling a die for each
edge, add some modifiers and selecting the
edge with the high modified roll.
Use the army tactics and deployment
guidelines to determine where to place the
units within the deployment zone.
Each Game Turn:
Optional: Roll a die for possible changed zone
orders.
For each unit, use the unit tactics for the zone
order to determine the action/command the
unit undertakes.
Use the normal actions/reactions as required.

14.3.1 Determining Army Type


Work down the table until a match is found based
on the units in the army. The last row is used if no
earlier match is found.
Army composition
Army Type
or more bases are nonMounted
skirmish mounted
or more bases are impetuous Warband
or more non-skirmish bases Missile
have the missile ability or
or more bases have the missile
ability
or more bases are battle
Infantry
infantry
or more bases are skirmish
Skirmish
mounted
Any not above
Other

14.4 Army Tactic selection

Determine the actions that units in a


particular zone are limited to
performing.

To determine the army tactic, roll a die on the


appropriate army type table. The army tactics are
based on those found at the Tactics Tutorial
http://www.theartofbattle.com/tactics-tutorial.

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14.4.1 Army tactic tables


Mounted
Roll Tactic
1-2
Flank
3-4
Envelop flanks
5-6
Oblique

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Centre: Attack
Flanks: Probe
Reserve (if present): Wait
For armies with less than 11 units, may optionally
not fill a flank with units (die roll of 1-2) and put
all on the major flank (non-terrain side if there is
one).

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

Initial zone orders


Centre: Probe
Attacking flank: Attack
Weaker flank: Wait
Reserve (if present): Wait

Infantry
Roll Tactic
1-3
Centre
4-5
Oblique
6
Defensive

Any skirmish infantry are deployed on the centre


and/or attacking flank.

Skirmish
Roll Tactic
1-2
Envelop flanks
3
Defensive
4-6
Staged retreat
Other
Roll
1
2
3
4
5
6

For armies with less than 11 units, may optionally


not fill the weaker flank (die roll of 1-3) and have
50-60% centre and 40-50% on the attacking flank.
14.4.4 Envelop flanks
Attack with both flanks at high speed while
holding the centre.

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

Initial zone orders


Centre: Probe (optionally Wait on a die roll of 5-6)
Flanks: Attack
Reserve (if present): Wait
For armies with less than 11 units, may optionally
decrease the centre to 20-30% and fill flanks
equally (die roll of 1-4).
The armys faster units, e.g. mounted, should be
deployed on the flanks.
14.4.5 Oblique
Attack with the centre and a strong flank while
holding back the weak flank. Advance at high

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If both sides have the defensive tactic, the attacker
speed in mutual support the centre and strong
changes to centre tactic, after deployment.
flank.
Deployment guidelines
50% in the centre
30% on the strong flank
20% on the weak flank.
Initial zone orders
Centre: Attack
Strong flank: Attack
Weak flank: Probe (optionally Wait on a die roll of
5-6)
Reserve (if present): Wait
Any skirmish infantry are deployed on the centre
and/or the strong flank.
If army is < 11 units, may optionally not fill the
weak flank (on a die roll 1-4) and increase centre
and other flank.
14.4.6 Staged retreat
Dispersed units wear down the enemy, usually by
missile fire, and hope to draw the enemy out.
Heavier troops then attack. Similar to reserves
attack, except the focus is on skirmish troops
breaking the line of the enemy.
Deployment guidelines
40% in centre with over 2/3 of the non-light units
in centre, some or all in reserve.
Roll again to see if the focus is on one flank or
both:
1-2
30% on each flank
3-4
20% on right flank or terrain flank
40% on other flank
5-6
20% on left flank or terrain flank
40% on other flank

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

Initial zone orders


Centre: Probe
Flanks: Probe
Reserve: Wait

Initial zone orders


Centre: Attack
Flanks: Attack
Reserve (if present): Wait

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.

14.4.9 Weak/Strong Flank


If a specific flank is not mentioned, then the
weaker flank is that with a terrain item in it. If
there is no terrain feature, then roll a die for the
stronger flank: 1-3 left, 4-6 right.

14.5 Defender Edge Selection


14.5.1 Deployment
The defender chooses their deployment edge first
and the attacker takes the opposite. For a
defending programmed opponent, this edge needs
to be chosen. Optionally, this could be used to

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randomly select a players defending deployment
tactics may optionally have a reserve. If you
edge.
do want to randomise for a reserve in the
centre, roll a 1-3 on a die for the existence of a
14.5.2 Area available for deployment
reserve. Normally an average command
The area available for an armys deployment is up
ability army will have only three groups
to 20 cm from the deployment edge and no closer
available to deploy. Three groups may be
than 6cm from any edge.
achieved by joining a flank group to the centre
The centre area is the central 20cm of the
group.
deployment area. Each flank is the 20cm from the
Faster units: The units with the largest move
edge in the deployment area (note the 6cm from
distance are placed at the outer edges of the
the side edge of this flank deployment area cannot
zone they are in. The exception is Mounted if
have units deployed; see Error! Reference source
they will be deployed in difficult terrain or
not found. Error! Reference source not found.)
facing a zone with difficult terrain. Faster
This is only a guide, and if you cannot fit the units
Mounted have priority over slower mounted.
into the defined deployment zone, it is ok to have a
Difficult terrain: Try and place units less
unit or two that is supposed to be on the flank
affected by difficult terrain in a zone with
being in the centre (but should be close to the
difficult terrain in it, or directly in front of it.
flank).
Centre: The group(s) in the centre should be
If a specific flank is not mentioned, then the
should be centred around the middle of the
weaker flank is that with a terrain item in it. If no
table, except if there is difficult terrain that
terrain feature, then roll a die for the stronger
unsuitable to the units in the zone directly
flank: 1-3 left, 4-6 right.
facing. Generally Massed infantry units and
Light Infantry will be in the centre with other
14.5.3 Process
units in the flanks.
An edge that has a town has a score of 0. For each
Flank units: Flank units should be positioned
other edge, roll a die and add the following
to try and ensure that they cannot be easily
modifiers. Choose the edge with the highest score.
flanked due to the 6cm deployment limit from
Equal scores randomly choose an edge from the
the edge but also ensure there is not too large a
highest scores. The deployment area is the 3
gap (if any) with the centre zone units.
sectors along an edge.
Single lines: Units of a single group should be
generally placed in a single line, except
+3
Deployment area is clear of difficult
skirmish infantry that should be in front of
terrain.
other units. However, armies with large
+2
The opposite deployment area has a
amounts of auxiliary infantry (e.g. > 12 units)
centre sector of difficult terrain.
should have the two lines of aux infantry in the
-2
You are Mounted or Skirmish and any
group.
middle sector has difficult terrain.

General: the general unit should be with the


+2
Deployment area has rises.
highest CV unit in an attacking zone,
+2
Deployment area has at least one sector
otherwise anywhere in the centre.
of difficult terrain, except Steep Hills,
Distance from the edge: Zones with Rush
AND the army has 50% or more units
Attack and Probe orders should be deployed
that are auxiliary or skirmish infantry.
around 15cm-20cm forward in the deployment
-3
Deployment area has at least one of the
zone as any terrain allows; 15cm is
three central sectors is difficult terrain,
recommended as usually other zones in the
unless the army has 50% or more units
army have Wait, Hold or Delay orders. Zones
that are auxiliary or skirmish infantry.
with Wait, Hold or Delay orders should be
14.6 Deployment guidelines
deployed in terrain if favourable to the unit, or
else as far forward from the edge to allow
The army tactics provide a broad brush approach to
room for at least one retreat; 10cm is
how to deploy but does not specify exactly how the
recommended as a default distance from the
units are deployed. There are a number of
edge.
different methods e.g. create a few deployments
and randomly select one or just set them up fairly
14.7 Zone orders
logically. This section provides some further
Initially, the zone orders are set by the army tactic
guidelines to assist with unit deployment.
but may (optionally) change each turn depending
Reserves: Only staged retreat and defensive
on circumstances. The actual zone forces are the
tactics specifically mentions a reserve. Other
three main forces at deployment. The three zone
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forces used should align with a logical split into
the three forces, rather than purely using the actual
If the change is to move to a higher order that does
zones of 20cm width each.
not exist (e.g. already on RUSH) or a lower order
The zone turn orders determine what the units in
(e.g. already on DELAY), then ignore the change.
that force may do that turn.
Note the terminology for this section borrows from
General types
WRG 7th but the actions are not the same.
Optionally roll at the start of the game for the type
of general in each zone:
Zone
Description
1
Cautious
order
Rush
All units charge or advance as quickly as
2-5
Bold
possible.
6
Rash
Attack Impetuous units will charge or advance,
archers and skirmishers advance into
A cautious general: -2 to the zone order second die
firing range and other units will advance
roll.
and charge within reason.
A rash general: +1 to the zone order second die
roll.
Probe
Impetuous units will charge or advance
but may roll to not charge, archers and
skirmishers advance into firing range
Unreliable Generals
Optionally, and possibly useful for scenarios, a roll
and other units will advance and charge
of 2 on the General Types is an unreliable general.
within reason.
On a roll of a 1 for possible zone order changes
Wait
As per HOLD, but after the first charge
and then a 1 for possible change zone orders,
by a unit, the zone order changes to
change orders to WAIT and do not roll for further
ATACK.
zone order changes until after the routing of a
Hold
Do not advance over the centre line
friendly or enemy unit. If a friendly unit is the first
except when forced to charge.
unit to be subsequently routed, and unit has not
Delay Similar to HOLD but will avoid
performed a melee action test, then change sides
advancing into positions that may result
and become cautious general with ATTACK
in combat.
orders; if the unit has fought hand to hand, then
14.7.1 Changing orders
perform a retreat action and then rout. If an enemy
Each zone force (left flank force, centre and right
unit is the first subsequently routed, then change
flank) rolls a die at the start of the turn for that
orders to ATTACK.
zones turn orders. Roll as the turn progresses. So
roll for right flank force first. Then once those
14.7.2 Unit Tactics
units actions are complete, roll for centre turn
orders etc. A roll of 6 indicates a possible change
Order Unit tactic
of orders.
Rush
Applies to all units.
Charge or move into melee if not in
1
Possible change of zone order.
melee already; other advance as
2-3
No change to zone orders.
quickly as reasonable to get into
4
If on different orders that at start and got
melee.
no change to zone orders last turn, then

The exception is skirmishers who


change orders to that at start, otherwise no
only act as though under Attack zone
change to zone orders.
orders, but will only charge other
5-6
If on different orders than at start, change
skirmishers.
back to the at start orders
+1
Army General is in the zone.
If a possible change orders result, roll again:
1
2-4
5-6

Change the zone order to the next lower


order e.g. Probe to Wait.
No change
Change the zone order to the next higher
order e.g. Attack to Rush.
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Attack

Probe

Wait

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Applies to all units except does not need
Hold
Do not advance over the centre line, but
to apply to a reserve that is not under
other than this limitation the following
distinct turn orders.
applies:
Impetuous and non-bow shock troops
Impetuous troops must charge but
must charge, otherwise advance
must roll for mandatory charge,
towards the enemy. Units with
choose negative modifiers where
general or disciplined may roll
available. This may take them over
mandatory charge.
the centre line; otherwise advance 0 speed.
Non-missile armed units must charge
Non-missile armed units may stand in
if within 4cm into a favourable melee;
otherwise advance to within 4cm of
favourable terrain or may advance to
the enemy if against a favourable
> 8cm from enemy units.
combat possibility; or full distance if
Missile units and skirmishers do not
end 4cm or further; or to 4cm if
advance unless with other units in the
cannot get within 4cm or
same group.
unfavourable combat.
A -1 modifier applies to all mandatory
Missile units and skirmishers attempt
charge/pursuit action tests.
to advance to within range of enemy
Delay Do not advance over the centre line, but
or fire if in range. Missile units will
other than this limitation the following
charge if within 4cm (8cm shock
applies:
missile) into favourable melees.
Impetuous troops must charge but
Impetuous troops must charge but
must roll for mandatory charge,
must roll for mandatory charge,
choose negative modifiers where
otherwise advance at least towards
available. This may take them over
the enemy the enemy.
the centre line, otherwise do not
Non-bow shock act as non-missile
advance.
units with Attack zone orders.
Non-missile armed units may stand in
Other Non-missile armed units
favourable terrain or may advance up
to speed to > 8cm from enemy
otherwise advance to within 4cm of
the enemy if within 8cm else advance
units.
to > 8cm from enemy if >8cm from
Missile units and skirmishers do not
enemy..
advance unless with other units in the
Missile units and skirmishers advance
same group.
to within range of enemy or fire if in
A -1 modifier applies to all mandatory
range.
charge/pursuit action tests.
As per HOLD, but once a charge occurs,
zone orders change to ATTACK for
Notes:
subsequent units and turns.
The differences to HOLD:
Favourable melees: where the chargers modified
No -1 modifier to mandatory
combat value is greater than or equal to the targets
charge/pursuit action tests.
modified combat value. Note that favourable
combat is determined for each unit if one unit of
If within 4cm of an enemy will charge
a group charges, it may make the unit formerly
into favourable melees.
adjacent to the unit be able to charge into a
Non-missile and shock missile will
favourable combat. Favourable combats should be
move to within 4cm into a favourable
worked on for a group to ensure the entire group
melee if within 8cm of an enemy unit.
charges rather than one unit at a time.
Mandatory charge: only roll for mandatory
charge if the chargers modified combat value for a
resulting combat is less than the targets modified
combat value.

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Advancing (not charging) units (not RUSH)
If forced out of the main battle line or falling
behind attempt to re-join the line.
Advancing units may also choose to advance
in a line if it would otherwise mean advancing
as a single unit. This is especially relevant to
groups containing units with different
movement rates.
May limit advance to not overshoot main line
of attack advance.
Units not entering into melee may advance
defensively e.g. protect from flank attack,
rather than advance full distance.
Groups with a more favourable unit behind the
front line may reorganise e.g. a skirmisher has
done as much as possible to an enemy in
defensive terrain will retire to allow a rear unit
charge (ATTACK and PROBE only).
Reserves: Reserves are a special case and either
have a specific deployment order or use the
deployment zone orders. Reserves are generally
used where appropriate to fill gaps or attack the
enemy.
Occupying terrain: Auxiliary and skirmish
infantry occupy Woods and Rough where possible.
Other units generally advance to occupy
favourable terrain e.g. advance to the top of a rise.
Missile unit and skirmishers advances: These
are generally to the closest enemy able to be fired
at.
14.7.3 Charging guidelines
Charging units charge enemy units in the following
order (subject to the limitations of the zone turn
order):
Very favourable closest combat result never
results in a disorder for the charger and is
closest target by movement time.
Favourable closest combat result has a
greater change of inflicting a depleted on the
target than the charger and its the closest
target by movement time
Very favourable and favourable and second
closest enemy by movement time.
Barely favourable - combat result has an equal
change of inflicting a depleted on the target
and the charger.
Desperate - combat result has a greater change
of inflicting a depleted on the charger than the
target.
Desperate charges only occur with RUSH and
impetuous charges.

Page 23 of 24

Ancient Battlelines Clash


V2.0 by Shaun Travers
Delay
Attack
Probe
Wait * Hold
Groups with a more favourable unit
No advance over the centre line.
behind the front line may reorganise.
No need to apply to a reserve not under distinct turn orders.
Advancing (not charging) units:

If out of main battleline/falling behind may attempt to re-join line.

May advance in line rather than otherwise as a single unit.

May advance defensively e.g. protect from flank attack.

May limit advance to not overshoot main line of attack advance.

MI/LI occupy Woods/Rough where possible. Others generally


advance to occupy favourable terrain e.g. to the top of a rise.
Charge, otherwise
If can charge, roll mandatory charge; choose
Impetuous
advance towards the
negative modifiers where available. May take units
enemy. Only units
over the centre line.
with general or
Advance
Advance 0- speed Do not advance.
disciplined may roll
+ towards towards enemy.
mandatory charge.
the enemy.
-1 mandatory charge/pursuit
Non-archer
Shock
as
Non-archer
No
special
Shock orders
Shock
per Impetuous.
Shock as
per Attack
non-missile
If in 4cm charge into favourable melee.
No default charging
Non-Missile
1. Advance to within
If > 8cm
May stand if in favourable terrain, else
4cm if favourable
then
may advance to >8cm of enemy but
combat possible
advance to normally defensive move or stand.
2. Full distance if end
8cm from
DELAY: speed only.
4cm or further away
enemy.
3. To 4cm if cannot
If within 8cm:
No voluntary advances if
get within 4cm or
Advance to within
within 8cm.
unfavourable
combat.
4cm
if
favourable
-1 to pursuit roll.
Skirmishers
combat
possible,
else
only:
Stand or defensive
Charge
moves.
other
Charge
into
favourable
Shock missile only
No voluntarily charge
Missileskirmishers;
combats
within
4cm
as
per
non-missile.
If
-1 to pursuit roll.
armed
else as per
(within 8cm for shock stand will fire.
Skirmisher ATTACK
archers)
Advance to within range of closest
No advance unless advancing with
available enemy or fire if in range.
other units in the same group.
* WAIT: change to ATTACK after 1st charge.
All

Rush
Charge or
move into
melee if not
in melee
already;
otherwise
advance as
quickly as
reasonable
to get into
melee.

Roll for change orders per zone per turn


1
Possible change of zone order. Roll
on next table.
2-3
4

5-6

No change to zone orders.


If on different orders that at start
and got no change to zone orders
last turn, then change orders to that
at start, otherwise no change to zone
orders.
If on different orders than at start,
change back to the at start orders

Possible change order roll


1
Change the zone order
to the next lower order
e.g. Probe to Wait.
2-4 No change
5-6 Change the zone order
to the next higher
order e.g. Attack to
Rush.

Page 24 of 24

Zone General type


1
Cautious
-2 to possible
order roll
2-5 Bold
6
Rash
+1 to possible
order roll

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