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Advanced ANCIENTS result. Leaders are activated in the order


Jacob Peck [4.0] SEQUENCE OF PLAY desired by the phasing player.
paperparachute games [4.1] THE GAME TURN [5.1] LEADER ACTIVATION TABLE
(http://games.suspended-chord.info/) The game is played in turns which See last page.
Version 20110929 consist of two player segments, player [5.1.1] EXPLANATION OF LEADER
A's segment and player B's segment, and ACTIVATION RESULTS
TABLE OF CONTENTS each segment is broken down into a Any bonuses or penalties referenced are
number of sequential steps performed in in addition to an activated leader's
1.0 Introduction order. The player whose segment is standard x2 combat modifier for the unit
2.0 General course of play currently taking place is referred to as it is stacked with.
3.0 Game equipment the phasing player. SA: Successful Activation. The leader is
4.0 Sequence of play [4.2] SEQUENCE OUTLINE successfully activated. No further
5.0 Activation of leaders Player A's segment: bonuses or penalties occur.
6.0 Command control 1. Remove leaders. Player A removes all AR: Adrenaline Rush!. The leader,
7.0 Movement of his available leaders from the overcome by adrenaline, rushes his units
8.0 Missile fire battlefield and sets them aside, as towards battle without thought or regard.
9.0 Combat outlined in section 2.1 of the ANCIENTS The leader is successfully activated, but
10.0 Rally rules. any friendly, non-archer, non-elephant,
11.0 Clarifications and other notes 2. Panic check. Player A checks for non-camp units within 3 hexes of him in
12.0 Designer notes panic, as outlined in section 2.2 of the all directions must move towards the
ANCIENTS rules. nearest enemy unit and engage in
[1.0] INTRODUCTION 3. Reinforcements. Player A receives any combat if possible (as if they had failed
Advanced ANCIENTS is a reworking of reinforcements as per the scenario rules, combat control). All such affected units
the land conflict rules in Bill Banks' as outlined in section 2.3 of the receive a +1 combat strength bonus this
ANCIENTS. In Advanced ANCIENTS, ANCIENTS rules. game turn.
more emphasis is placed on the 4. Replace Leaders. Player A replaces all MB: Morale Booster. The leader,
leadership abilities of leaders, and also of his leaders by placing them with any eloquent and masterful, has mustered the
on the more natural use of missile units. unit as outlined in section 2.5 of the force's spirits. The leader is successfully
ANCIENTS rules. Note that this is out of activated, and all friendly units within 1
[2.0] GENERAL COURSE OF PLAY sequence compared to the original rules. hex of him in all directions receive a +1
Advanced ANCIENTS plays much the 5. Activate Leaders. Player A rolls a die combat strength bonus this game turn.
same as regular ANCIENTS, with a few for each leader to determine whether or FA: Failed Activation. The leader is not
exceptions in turn sequence and scenario not that leader is activated this turn, as successfully activated. No further
length. Advanced ANCIENTS is outlined below. bonuses or penalties occur.
compatible with all scenarios from 6. Command Control. Player A makes BI: Bumbling Idiot!. The leader fouls up
ANCIENTS, as well as any fan-created any Command Control checks, if his words, and as a result his troops lose
scenarios and most optional and house necessary. faith in him. The leader is not
rules for the ANCIENTS system. Unless 7. Move. Player A moves any of his units successfully activated, and in addition all
overridden by the rules presented below that he wishes, in accordance with the friendly units within 1 hex of him in all
(such as turn structure and movement), revised movement rules below. directions suffer a -1 combat strength
all rules of the original ANCIENTS 8. Fire. Player A may have any of his penalty this game turn.
system from sections 1 through 4 are in missile units fire, as outlined below. TL: Too Loud!. The ruckus and
effect, along with the Zone of Control Note that this is a departure from the cacophony of his troops cause this leader
special rule (section 5.1), unless a original rules, where the non-phasing to lose his train of thought, stalling his
scenario states otherwise. Rule 5.7 of player fires on the phasing player's turn. troops temporarily. The leader is not
the original ANCIENTS rulebook 9. Combat. Player A makes any attacks successfully activated, and in addition no
(Barbarians and Knights/Command he wishes according to the revised friendly unit within 3 hexes of him may
Control) is replaced by a revised rule combat rules below. move this game-turn, as well as suffering
below. This revised rule is in effect for 10. Rally. Player A removes any Volley a -1 combat strength penalty. Archers
any scenario which calls for the original markers from his units, and rallies units may still fire as though they had moved,
Command Control rule. as outlined below. and combat takes place as normal.
Player B's segment: [5.1.2] UNITS AFFECTED BY
[3.0] GAME EQUIPMENT Identical to player A's segment, from the MULTIPLE ACTIVATION RESULTS
Advanced ANCIENTS requires the viewpoint of player B. Any unit affected by multiple leader
equipment from the original ANCIENTS, [4.3] GAME TURN TRACKING activation results simply takes the most
along with these rules, the new tables After both player segments have favorable result (as determined by the
and charts, and a ten-sided die. A set of occurred, one game turn has elapsed. phasing player) and ignores the other(s).
Panic counters (available from the Move the turn marker one space forward, [5.2] ARMIES WITH ZERO
paperparachute games site) are and begin the next turn with player A. REMAINING LEADERS
recommended to ease play, but not After 8 game turns have elapsed (as For purposes of moving and combat, all
necessary. opposed to the original game's 6), Victory units in an army with zero remaining
[3.1] READING THE DIE Points are calculated according to leaders act as if any leader with them
Most ten-sided dice are numbered 1-9 section 4.0, of the original ANCIENTS had failed activation. Additionally, a
and 0. This rulebook follows the rules, with modifications as described in command control check is made by the
convention that any 0 result is read as a section [11.5] of this rulebook. entire army as a whole, with the results
10. of this check applying to the entire army.
[3.2] ORIGINAL ANCIENTS [5.0] ACTIVATION OF LEADERS [5.3] INITIAL LEADER ACTIVATION
RULEBOOK After leaders are placed, the phasing STATUS
When a reference is made to "the original player rolls a 10 sided die for each All leaders are initially considered to be
ANCIENTS rulebook," it is referring to leader, referring to the Leader Activation activated with an SA result when the
the freely available version available at Table for each roll. The table consists of battle begins. This has the net effect of
http://home.comcast.net/~mpnagel/Re 4 columns based upon how many leaders equalizing player B's standing in the first
lative_Range/Ancient_Battles_Deluxe the phasing player's side currently has. round of combat (see [9.4.1] for more
.html. Roll the die, and cross reference the details), and reflects the nature of the
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original ANCIENTS rules more closely phase as indicated in section [8.0] of this may only be attacked once in a given
than ignoring them the first turn would rulebook. combat phase, and any given friendly
do. [7.1] FACING unit that is eligible to attack may only
The frontal three hexes are denoted as participate in one attack per combat
[6.0] COMMAND CONTROL the front of the unit. The hex directly phase.
Impetuous forces are hard to control. behind the unit is denoted as the rear of [9.2] HOW TO PERFORM COMBAT
These forces must roll for command the unit. The remaining two hexes are The phasing player announces which
control after leader activation. denoted as the flanks of the unit. These units (of those eligible) will participate in
[6.1] WHEN TO MAKE A CHECK FOR denotations become important in combat an attack against which enemy unit. The
COMMAND CONTROL resolution, below. See [9.4.1] for more defending player may then elect to
When specified by a scenario, and on any details. retreat before combat, as outlined in
turn after which all friendly leaders have [9.3], or to stand and receive the enemy.
perished or have been otherwise [8.0] MISSILE FIRE [9.3] RETREAT BEFORE COMBAT
removed from the game, command Missile fire is performed exactly as A unit that is nimble enough and has
control must be rolled for. outlined in the ANCIENTS rulebook enough maneuverability may elect to
[6.2] HOW TO ROLL FOR COMMAND section 2.6, except replacing "non- retreat rather than face the enemy.
CONTROL phasing player" with "phasing player". [9.3.1] RETREAT BEFORE COMBAT
In the case that certain units must roll That is, player A's missile units fire in ELIGIBILITY
for command control (ex. "All non- player A's segment, and player B's A unit under attack may elect to retreat
archers on both sides must roll for missile units fire in player B's segment. before combat if its movement allowance
command control" from the Clontarf However, any missile unit that has moved is higher than the highest movement
scenario), each unit rolls for command this turn suffers a penalty. Any "A" type allowance of its attackers, and it has
control separately. In the case where all missile units are degraded to "B" type empty hexes outside of any enemy unit's
friendly leaders have been removed from missile units, and any "B" type missile Zone of Control available to move into.
the battle, one roll is made and the units are unable to fire at all. [9.3.2] RETREAT BEFORE COMBAT
effects are applied to every friendly unit. After working out missile fire as usual, MECHANICS
In either case, panicking units and camps place a Volley counter on any friendly Retreat before combat is resolved exactly
never roll for command control, and are unit that fired. As per section 2.6.6 of as in the original ANCIENTS rulebook,
never affected by it. the original ANCIENTS rulebook, any section 2.7.4.
To roll for command control for an unit with a Volley counter on it may not [9.4] CALCULATE ODDS
individual unit, roll a ten-sided die and attack in the combat phase; the other The combat strength of each attacking
add a +1 bonus for every activated restrictions no longer apply as the unit are calculated individually, then
leader within 3 hexes of the unit in counter is placed after movement and added together to form the overall
question. Then determine the unit type removed at the end of the turn. attacker score. The defending unit's
and cross-reference it on the Command [8.1] OPTIONAL REVISED MISSILE score is calculated as well. Then a
Control Results Chart. FIRE TABLE simple ratio of attacker's score to
To roll for command control for an entire Players wishing to replace the last reason defender's score, rounded in favor of the
army, roll a ten-sided die and look up the for having a six-sided die roll in the game defender, is determined.
results on the ARMY column of the may instead use the revised Missile Fire The combat strength of any given unit is
Command Control Results Chart. Table, which is based on a ten-sided die’s the value printed on the counter's top
[6.3] COMMAND CONTROL RESULTS distribution. This table somewhat face, along with any modifiers that apply
CHART increases the effectiveness of missile below. Modifiers stack, except in the
See last page. units, but not to a terrible extent. See case where a unit is affected by more
[6.3.1] EXPLANATION OF THE the last page of this document. than one leader's activation, in which
COMMAND CONTROL RESULTS case only one applies, chosen by the
Fail: The unit/army has lost control of its [9.0] COMBAT affected player. The order of applying
movements, and must move towards the Combat in Advanced ANCIENTS has these modifiers is multiplications first,
nearest enemy unit and attempt to been modified to bring it more in line then additions, then subtractions. Any
engage it. The movement rate of the with how other popular simulations of unit with a combat strength resulting in 0
unit(s) is determined normally as in the era work. The main differences are after modifiers are applied is treated as a
section [7.0] of this rulebook. broken down in the section that follows. combat strength of 1.
Success: The unit/army has retained [9.1] ELIGIBILITY FOR COMBAT [9.4.1] COMBAT STRENGTH
control of its movements, and may move Any friendly that meets the following MODIFIER CHART
and attack freely, as stipulated in section criteria may attack: See last page.
[7.0] of this rulebook. - The unit hasn't fired this turn (i.e. is [9.5] ROLL ON THE CRT AND APPLY
not stacked with a Volley counter.) RESULTS
[7.0] MOVEMENT - The unit isn't panicking After odds have been determined, roll a
Each unit that would like to move every - The unit isn't a camp (camps may only ten-sided die and cross reference the
turn must have its movement allowance defend) result on the new Combat Results Table.
determined. If a unit is within 3 hexes of - The unit has a printed combat strength [9.6] COMBAT RESULTS TABLE
a friendly activated leader before that greater than 0 (units with a printed See last page.
unit moves, that unit may move its full combat strength of 0 may only defend) [9.6.1] EXPLANATION OF COMBAT
movement value printed on its counter. - The unit was within 3 hexes of an RESULTS
Multiple activated leaders within range activated friendly leader at the beginning AE: Attacker Eliminated. See section
of a unit do not confer any additional of the its movement phase –OR– the unit 2.7.7 in the original ANCIENTS rules for
bonuses. was in combat the previous player-turn details.
If there is no friendly activated leader with the enemy unit that it wishes to AD: Attacker Disordered. See section
within 3 hexes of the unit, that unit may engage this turn. 2.7.7 in the original ANCIENTS rules for
only move half of its printed movement - The unit has an enemy unit within its 3 details.
value, rounded down. No unit's frontal hexes M: Melee. See section 2.7.7 in the
movement value may be reduced below 1 If multiple units that meet this criteria original ANCIENTS rules for details.
due to this effect. are adjacent to a single enemy unit, they NE: No Effect. This combat is a true
Any missile units that choose to move in all may attack in a combined force as stalemate, and neither side made any
this turn are affected in the missile fire outlined below. Any given enemy unit
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ground. Nothing happens as a result of point from leader capture, regardless of Any of the optional rules in the original
this combat. how many leaders they actually capture. ANCIENTS rulebook (that are not
DD: Defender Disordered. See section Leaders are captured exactly as outlined incorporated or modified above) are
2.7.7 in the original ANCIENTS rules for in section 3.5 of the original ANCIENTS applicable to Advanced ANCIENTS, with
details. rules. some modifications. These modifications
DE: Defender Eliminated. See section [11.3] CAPTURING THE ENEMY will be left to the player to determine.
2.7.7 in the original ANCIENTS rules for CAMP
details. The enemy camp is captured if it would [12.0] DESIGNER NOTES
[9.7] ADVANCE AFTER COMBAT be removed due to the results of combat. These are a simple working-out of ideas.
Should a hex be vacated due to the result If it is captured, an Advance After Given the imprecise nature of the
of a combat, one surviving victorious unit Combat is performed as usual, and that information we have on these battles,
with the highest movement allowance unit must stay on the camp for the and the limited abilities of a manual
must move into the hex vacated. While remainder of the game, or until it is simulation to completely replicate a
moving into this hex, facing is arranged destroyed. To recapture a camp, the conflict, there will of course be
by aligning the rear of the unit towards player who originally possessed it must inaccuracies. However, just as
the hex the advancing unit just vacated. defeat the unit residing on it. A unit ANCIENTS was designed with a "game
Advance after combat is mandatory, recapturing the friendly camp does not first" philosophy, these rules attempt to
except if the entire surviving force is have to advance after combat, and may maintain a high level of playability, while
composed of Phalanx and/or Heavy leave the camp's hex should they move providing a bit more flavor to Bill Banks'
Infantry units, in which case it is onto it, as may any friendly unit. Even if amazing game. It is my hope that these
optional. The unit with the largest a camp is recaptured, the capturer rules provide a unique level of
movement allowance must be the unit to retains their victory point. A captured entertainment while not losing the
advance, and in the case of a tie, it is the camp counts as eliminated for the beauty of the original ANCIENTS system,
controlling player's choice which of the purposes of panic levels, though and also inspire future wargame
tied units to move. recapturing it returns the points to the designers to use some interesting
[9.8] MOVE ON TO NEXT COMBAT panic level pool. A camp may never be techniques. If anything in these rules
Continue the above steps for every captured due to missile fire, as the rules doesn't work for you or your opponent, or
combat the phasing player wishes to of ANCIENTS prevent it from being fired seems historically incorrect or just in bad
engage in. Combats are enacted and at. taste, feel free to change these rules all
resolved in the order the phasing player [11.4] WHEN TO COUNT AGAINST you wish. Games are meant to be fun,
wishes, and are completely voluntary in PANIC LEVELS and to be tinkered with. There is no such
every case except failing command Whenever a unit is eliminated from play, thing as an authoritative game rulebook,
control. count its full (ordered) combat strength and anyone who tells you otherwise has
against the owning player's panic level yet to be enlightened by the joy of
[10.0] RALLY pool. tinkering and designing.
All Volley markers on friendly units are [11.5] VICTORY The formatting of these rules is an
removed. All units within 1 hex of a Victory points are determined exactly as attempt to emulate the style of my
friendly activated leader are restored to laid out in section 4.0 of the original favorite wargaming rules layout, those of
full strength if they weren't already. Any ANCIENTS rules, with the exception of SPI (and Jim Dunnigan in particular).
panicking units restored in this way are the Leader Capture bonus described The SPI format allows for a point by point
no longer panicking, and may move, fire, above in section [11.2] of this rulebook. explanation that also provides cross-
and fight as normal in future turns. [11.6] TERRAIN CLARIFICATIONS referencing abilities and eases flow of
In the reference tables of the original ideas and absorption. While Avalon Hill
ANCIENTS rules, it is stated that moving may have led the renaissance of
[11.0] CLARIFICATIONS AND OTHER into a hex which contains a stream costs wargames design in the 70s, SPI
NOTES 2 movement points, and that moving certainly set the standard for well
What follows is an attempt at clarifying across a bridge costs 1 movement point. formatted rules, and for that, I pay my
some issues that may occur during the Also, these two terrain features have homage in this booklet.
course of play, as well as notes that differing combat effects. On standard If you have any questions, comments,
didn't seem to fit in other sections. map A, there is a hex (K6) which contains suggestions for improvements, or even
[11.1] LEADER SURVIVAL CHECKS a bridge over a stream. In this situation, any works deriving from this work,
Leader survival checks occur exactly the bridge overrides the stream terrain in please send me an email at
when and how they do in the base game the hex. Treat this hex as a hex which suschord@suspended-chord.info. I love
of ANCIENTS. See section 2.4 of the contains a bridge for purposes of hearing from people who play my games,
original ANCIENTS rules for more movement (1 movement point total to and particularly from those who don't
details. enter) and combat. enjoy them, as they allow me to tweak
[11.2] LEADER CAPTURE [11.7] LEADER ACTIVATION and refine until I have a fun, playable
Capturing an enemy leader entitles the BONUSES FOR COMBAT product that I may be proud of. And I
capturing player to one extra victory To clarify, leader activation bonuses that never hesitate to list people in
point. The leader is removed just as if it apply to combat (results AR, MB, TL, and acknowledgments in my games :)
had died, but due to the increased BI) only affect those units that began Thanks for reading, thanks for playing,
reliance on leaders in the Advanced their movement phase within 3 hexes of and I hope you enjoy it!
ANCIENTS rules, they are extra valuable. an activated leader. -->suspended-chord
A player may only ever gain one victory [11.8] OPTIONAL RULES
4

[5.1] LEADER ACTIVATION TABLE [8.1] OPTIONAL REVISED MISSILE FIRE TABLE

DR REMAINING LEADERS MISSILE TYPE A B


d10 1 2 3 4+ RANGE 1 2 3 1 2
1 TL TL TL TL Phalanx 1-4 1-2 - 1-2 -
2 BI TL TL TL Infantry and Others 1-5 1-4 1-2 1-4 1-2
3 FA BI TL TL Cavalry 1-7 1-4 1-2 1-5 1-2
4 SA FA BI TL Note: The numbers represent the die roll needed on a ten-sided die to
5 SA SA BI BI cause a ‘DD’ result.
6 SA SA SA BI
7 MB SA SA SA
8 MB MB SA SA
9 AR MB MB SA
10 AR AR MB MB

[6.3] COMMAND CONTROL RESULTS CHART

UNIT TYPE DR
Infantry 1-6: Fail 7+: Success
Cavalry 1-7: Fail 8+: Success
Other 1-3: Fail 4+: Success
ARMY 1-5: Fail 6+: Success

[9.4.1] COMBAT STRENGTH MODIFIER CHART


REASON MODIFIER
Stacked with an activated leader x2
AR (See[5.1.1]) +1
MB (See [5.1.1]) +1
BI (See [5.1.1]) -1
TL (See [5.1.1]) -1
Terrain effects Varies, see terrain chart in original ANCEINTS rules
x2 against cavalry in attack, or if defending against a force
Phalanx (special ability *)
containing a cavalry unit
Attacking on the flank x2
Attacking on the rear x3

[9.6] COMBAT RESULTS TABLE

DR ODDS
d10 1-4 1-3 1-2 1-1 2-1 3-1 4-1
1 AE AE AD AD M M M
2 AE AE AD M M M DD
3 AE AE AD M M M DD
4 AE AE AD NE M DD DE
5 AE AD AD NE DD DD DE
6 AE AD AD NE DD DD DE
7 AE AD M NE DD DE DE
8 AD M M M DD DE DE
9 AD M M M DD DE DE
10 M M M DD DD DE DE
Note: Attacks at odds greater than 4-1 are resolved as 4-1. Attacks at odds
worse than 1-4 are prohibited.

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