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100% found this document useful (1 vote)
330 views48 pages

Sword&Spear Retail

Uploaded by

Raeez Basheer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Sword & Spear

second edition

Wargames Rules for Ancient and Medieval Battles


By Mark Lewis
Polkovnik Productions
Sword & Spear
second edition (april 2017)

Wargames Rules for Ancient and Medieval Battles


By Mark Lewis
Polkovnik Productions
http://polkovnik.moonfruit.com/
http://polkovnikproductions.freeforums.org

Published by
Great Escape Games
www.greatescapegames.co.uk

Acknowledgements
Cover artwork by Giuseppe Ravi.
Internal artwork by Kate Evans (characters) and Annie Norman (weapons).
Production by Stuart McCorquodale, Jasmine Symonds and Mark Wheatley.

All figures photographed in this book are from the collections of


Michael Hobbs, Darrell Hindley, Nick Eyre, Wargames Foundry, Stuart McCorquodale
and A&M Painting Service by Ancient & Modern Army Supplies (www.ancient-modern.co.uk).
Many thanks to everyone who has contributed towards the production of these rules by playtesting, proof-reading and
contributing ideas and other feedback. Particular thanks go to Mervyn Douglas.
Thanks also to everyone who has bought and played the game throughout its first year, and especially to those who have
contributed to discussions on the forum, especially Andy Watkins, Ralph Plowman, Mervyn Douglas, David Johnson,
Nick Johnston, Steve Burt and Peter Clarke.

Copyright © Polkovnik Productions and Great Escape Games Publishing 2017. All rights reserved. The moral right of
the author has been asserted. No part of this publication may be reproduced, stored in a retrieval system, or transmitted
in any form or by any means without the prior written permission of the publisher, nor be otherwise circulated in any
form of binding or cover other than that in which it is published and without a similar condition being imposed on the
subsequent purchaser.
CONTENTS

SECTION 1 : INTRODUCTION 4

SECTION 2 : UNITS & COMMANDERS 5

SECTION 3 : PRE-GAME SET-UP 7

SECTION 4 : THE BATTLEFIELD 9

SECTION 5 : THE GAME TURN 10

SECTION 6 : COMMANDERS 13

SECTION 7 : MOVEMENT 15

SECTION 8 : CHARGES 17

SECTION 9 : SHOOTING 20

SECTION 10 : MELEE COMBAT 21

SECTION 11 : COMBAT MECHANISM 23

SECTION 12 : DISCIPLINE TESTS, FRESH STATUS


& ROUTED UNITS 26

SECTION 13 : VICTORY AND DEFEAT 28

SECTION 14 : SPECIAL FEATURES 29

SECTION 15 : UNIT CHARACTERISTICS 31

SECTION 16 : STRATAGEMS 33

SECTION 17 : MULTI-PLAYER GAMES 35

APPENDIX 1 : BASING, MARKING HITS & TABLE SIZE 36

APPENDIX 2 : SCENARIOS 37

APPENDIX 3: ARMY LISTS 39

APPENDIX 4: FAQ 46

INDEX 48

Hyperlinks appear throughout this pdf, especially on this page and the index.
Hyperlinks are highlighted as red text.
SECTION 1
INTRODUCTION
“WAR IS THE FATHER AND KING OF ALL: SOME HE HAS MADE GODS,
AND SOME MEN; SOME SLAVES AND SOME FREE.” - HERACLITUS

Sword & Spear is a set of rules for wargaming large ancient Basic concepts
and medieval battles. They can be used with any scale figures Groups of figures are organised into units. These should be of
(for example 15mm or 28mm), and with any basing method, equal frontage. The depth is not so important, but it is best to
provided the figures are grouped into units of equal frontage. have roughly equal depths for the same types of units.

A typical game has around 8 - 15 units on each side and Commanders such as generals and captains should be
games take around 2 – 3 hours. The rules are designed from mounted on individual bases (or bases with a small retinue
a top-down perspective, focusing on outcomes rather than such as a standard bearer or musician), but the base size is not
detail. particularly important.

There is a clever and innovative system for activating units Each unit has characteristics and capabilities, which determine
that creates interesting and challenging decisions, keeps both how it operates on the field of battle.
players involved at all times and has a lot of depth and subtlety.
Each turn is split into phases, in which players each receive The turn sequence is interactive, rather than one player taking
a number of action dice; these dice are rolled and then used his turn, then the other. Each turn consists of a series of phases.
to activate units. The number shown on each dice determines In each phase each player normally gets to activate some of his
which units it can activate (with better quality units being units. Units are activated by action dice, which are placed next
easier to activate), what the unit can do when activated, and to each unit. The action dice are randomly drawn from a bag
also determine the activation sequence. Certain dice also give each phase. Not all units will be able to activate every turn, but
bonuses to combat, movement distance or shooting range. better quality units are more likely to be activated.

The rules are relatively straightforward, and there are no “to The effects of shooting and close combat are represented by
hit” tables, charts or lists of dice roll modifiers. They can be units suffering hits. Hits must be marked or recorded in some
played using only the one sided quick reference sheet with way, such as placing a small dice or small hit markers next to
very little reference to the rulebook after the first couple of the unit.
games.
Hits represent a combination of casualties, deterioration of
The strengths of the game are that it gives an exciting, morale and loss of cohesion. When a unit has suffered a certain
interesting and challenging experience, plays relatively number of hits it routs and is removed from the game. Hits can
quickly for the size of battle that is being depicted, and the be removed by rallying.
rules are straightforward to learn, whilst having the depth to
retain interest after repeated play. Game mechanisms
All dice used are normal 6 sided dice. When the rules refer to
Online support a particular number that must be rolled, that number or higher
There is extensive online support for these rules through a must be rolled for success.
website and forum. On the website you can download the
quick reference sheet and army lists for a large number of All measurements are in distance units (DU). It is recommended
armies throughout the ancient and medieval period. These that one distance unit is equal to half of the frontage of a unit. It
detail the types of units that were available to each army, and is useful to make measuring sticks, with divisions equal to one
include a points cost for each unit, so that you can play battles distance unit for ease of measurement.
to a set points total if you wish.
What is required to play
You can also download an army builder spreadsheet which As well as an army for each player, and a table with appropriate
allows players to design their own armies, and this includes terrain, the following equipment is required:
the formula to calculate the points cost for each unit.
• Dice. Each player needs one dice per unit (of a particular
There is an active forum where you can get answers to any colour for each player) plus around 8 dice for combat.
question you have about the rules, and discuss strategy, army • Bag to pick action dice from.
composition, historic scenarios and anything else relating to • Markers to record hits on units.
the rules. • Tape measure, ruler or measuring sticks.

4
SECTION 2
UNITS & COMMANDERS
“OUT OF EVERY ONE HUNDRED MEN, TEN SHOULDN’T EVEN BE THERE, EIGHTY ARE JUST TARGETS,
NINE ARE THE REAL FIGHTERS, AND WE ARE LUCKY TO HAVE THEM, FOR THEY MAKE THE BATTLE.
AH, BUT THE ONE, ONE IS A WARRIOR, AND HE WILL BRING THE OTHERS BACK.” - HERACLITUS

Units Type
Except for commanders, all figures are organised into units. Troops can be any of the following types :
A unit consists of a number of figures grouped together in a Heavy foot, medium foot, light foot, cavalry, camels, light
rectangular formation. All units must have the same frontage. horse, elephants, chariots, war wagons, artillery.

Unit size An army may optionally have a baggage camp.


There are two sizes of units: normal and large. Heavy foot, medium foot and light foot are collectively known
as foot.
All units have the same frontage but a large unit should be
deeper to indicate that it is a large unit. Cavalry, light horse, elephants, camels and chariots are
collectively known as mounted.
Large units are for troops which fought in deep formations
such as pike phalanxes and some warbands and spearmen. Light foot and light horse are collectively known as skirmishers.
Artillery, war wagons and baggage camps are collectively
Unit profiles known as train.
Each unit has a profile, with various ratings and characteristics. Any troops with a missile weapon capability are known as
Some typical unit profiles are shown below. missile troops.

28mm Early Mycenaean Spearmen (large unit of heavy foot)


by Wargames Foundry

NAME TYPE DISCIPLINE STRENGTH CHARACTERISTICS


Gallic Warriors Heavy foot (L) 4 4 Impact, Undrilled
Greek Hoplites Heavy foot 4 4 Shieldwall, Spears, Undrilled
Spartan Hoplites Heavy foot 3 4 Armoured (ARM), Spears, Steadfast
Roman Legionaries Heavy foot 3 4 Armoured (ARM), Thrown Weapons
Viking Huscarls Heavy foot 3 4 Armoured (ARM), Two Handed Weapons, Undrilled
Slingers Light foot 4 2 Sling
Horse Archers Light horse 4 2 Bow
Archers Medium foot 4 3 Lacking protection (LP), Bow
Thracian Warriors Medium foot 4 3 Undrilled
Longbowmen Medium foot 4 3 Longbow
Peasants Medium foot 5 3 Lacking protection (LP)
Persian Cavalry Cavalry 3 3
Medieval Knights Cavalry 3 3 Heavily armoured (HA), Impact, Undrilled
Elephants Elephants 4 3 Armoured (ARM), Impact, Undrilled

5
SECTION 2
Discipline The strength rating of a unit depends on the troop type, as
Each unit has a discipline rating, based on its training and follows:
quality, which determines the unit’s ability to retain cohesion
when under pressure, and performing difficult manoeuvres. A TROOP TYPE STRENGTH
lower discipline rating represents a higher quality unit. Heavy foot 4
Medium foot 3
Typical unit discipline ratings are as follows :
Light foot 2
TROOP TYPE DISCIPLINE Cavalry 3
Well trained troops, veterans or Camels 3
3
elite warriors. Elephants 3
Trained regulars, good quality Light horse 2
4
militia, good quality irregulars. Chariots 3
Levy, untrained or poor troops. 5 War wagons 3
Artillery 2
A unit’s discipline value is improved by one (i.e. one lower)
when it has a commander in contact, and it is one worse (i.e.
Protection level
one higher) if it is out of command.
Some units may have particularly good armour for their type,
or may lack protection compared to the average of their type.
The discipline rating is the number required to pass discipline
tests. These are required as a result of shooting or close combat These are indicated (in order, best to worst) as heavily armoured,
and in certain other circumstances. Failure of a discipline test armoured, average protection or lacking protection.
leads to the unit taking a hit, representing casualties, loss of
cohesion, etc. If no level of protection is explicitly stated, then the unit can be
assumed to have average protection. See Section 15 for more
The discipline rating also affects how easy it is to activate the details on protection levels.
unit. Units are activated by action dice; to activate a unit it
must be given an action dice showing a number greater than Weapons
or equal to its discipline rating. Units may have one or more weapon capabilities.
Melee weapon capabilities are: impact, pikes, spears, thrown
weapons, two-handed weapons, melee capable (for missile
armed troops who have good melee capability).
Missile weapon capabilities are bow, longbow, crossbow,
javelins, sling, firearm, artillery. See Section 15 for more details
on unit characteristics.

Commanders
Each army has a number of commanders. These may be
generals or captains. Generals have a higher command distance
15mm Donnington Miniatures painted and photographed by than captains.
A&M Painting Service - Ancient & Modern Army Supplies
For flavour, you may choose to name your commanders and
designate one as the commander-in-chief (although this has no
Strength in game effect).
The strength rating represents the overall fighting strength
of the unit. The base number of dice rolled in combat is the
strength of the unit, and the strength also indicates how many
hits the unit can take before being removed as routed. A large 28mm Anglo-Danish
unit (of heavy or medium foot) can take an extra two hits Warlord by Gripping
before being routed. Beast

Hits represent a combination of casualties and cohesion loss.


As hits are taken they are marked with a small dice or other
casualty indicator, and when this reaches the strength of the
unit it is routed. Hits can be removed by rallying.

The base number of dice rolled in combat does not change as


the unit takes hits – it is always equal to the strength of the
unit.

6
SECTION 3
PRE GAME SET UP
“BE CONVINCED THAT TO BE HAPPY MEANS TO BE FREE AND THAT TO BE FREE MEANS TO BE
BRAVE. THEREFORE DO NOT TAKE LIGHTLY THE PERILS OF WAR.” - THUCYDIDES

Scenario selection For each other piece, the placing player rolls one dice to see
The battle can just be a straightforward pitched battle or a where it will be placed, then places it accordingly. He then
particular scenario. rolls another dice to determine whether its position must be
adjusted.
Battlefield set up
Terrain can be set up on the battlefield as required for a A terrain piece may be placed touching a previously placed
particular scenario, or by any method the players choose. A piece, but not covering or overlapping another piece.
suggested method is given below.
Terrain placement table
Terrain set up for a pitched battle ROLL POSITION
Each player chooses a certain number of terrain features and 1 Left table edge Terrain piece is placed
places them according to a dice roll. where the player chooses,
2 Right table edge
in contact with the
Area terrain features are either normal or large sized: 3 Player’s base edge
specified table edge.
Normal – completely fits within a 5 DU by 7 DU rectangle, and 4 Opponent’s base edge
a 3 DU by 2 DU rectangle must be able to be placed within it. 5 Opponent’s choice Terrain piece may be
6 Player’s choice placed anywhere on the
Large – too large to be normal and completely fits within a 7 table.
DU by 9 DU rectangle.

Linear terrain features are as follows: Terrain adjustment table


River or road from one player’s base edge to the other – large DICE ROLL ADJUSTMENT TO
Other linear feature up to 6 DU in length – normal POSITION
Other linear feature up to 12 DU in length – large 1 No change
2 No change
Each player rolls two dice. The two numbers give the minimum
and maximum number of terrain pieces which each player may 3 Adjustment move 3 DU*
choose. Large pieces count as two towards this total. The choice 4 Adjustment move 5 DU*
of pieces is restricted as follows: 5 Adjustment move 7 DU*
• No more than half of the number chosen (rounded down) Player who did not place
may be used for difficult, impassable or linear terrain it may either move it up to
6
features. 7 DU in any direction or
• At least half of the number chosen (rounded down) must remove it.
be used for rough or difficult terrain pieces.
• No more than half of the number chosen (rounded down) *if the terrain piece was placed touching a table edge on a roll
may be used for hills. of 1-4 the adjustment move is directly away from the table
edge. If it cannot be moved by the required distance because
Players choose the terrain pieces they will place and define another terrain piece is blocking it, the opponent may choose
each one. They then alternate placing terrain pieces, the one to either move the piece up to the required amount in any
with the most pieces to place going first (or dice to see who direction, or remove it.
will place first if both have equal numbers of pieces to place).
If the piece was a river or road, or was placed on a roll of 5 or
Rivers or roads are placed wherever the player likes (from long 6, the player who did not place it may move it up to the given
table edge to long table edge), and an adjustment roll is made. amount in any direction.

Think about what sort of terrain your army would prefer to fight in and also what the opposing army would
prefer. Both medium foot and light foot work well in rough terrain and light foot are least affected by
difficult terrain. If you expect to have more of these troops in your army than your opponent then try to get
as much terrain down as possible. If your army is mainly heavy foot you will probably want some terrain to
protect your flanks, especially if you are facing lots of cavalry. And if you have a mainly cavalry army then
you probably want as open a battlefield as possible.

7
SECTION 3

Deployment Deployment is then carried out in three phases as follows, with


If there are no specific deployment rules for the scenario being the outscouted player deploying first in each phase.
played, then deployment is carried out as follows:
Phase 1 – deploy heavy foot and train.
Each player secretly bids a number of his action dice. Bids are
revealed, and each player then adds the number of light horse Phase 2 – deploy medium foot and non–skirmisher mounted
units he has in his army, although the number added may not troops.
exceed the number of dice bid (i.e. you add the minimum of
the number of light horse units in your army and the amount Phase 3 – deploy skirmishers and commanders.
of scouting dice bid). The player with the highest total has
outscouted the other player. Units and commanders may not be deployed within 4 DU of
the centre line or within 6 DU of a side table edge.
If the totals are equal, both players secretly bid again and add All action dice which were bid for scouting are not used in the
these new bids to their previous total. This continues until the first turn of the game. They are only placed in the action dice
bids are not equal. bag at the end of the first turn.

Try to protect the flanks of your infantry line, either with terrain or with cavalry. If you are planning on
advancing quickly, make sure your deployment allows for group moves.

If you have a smaller better quality army then it is often worth bidding a lot of dice in scouting, so your
opponent deploys first and you can deploy your army against one flank of the opposing army, and refuse
the other flank. Light foot are relatively safe in front of your main battle line, but light horse need to be
given room to evade or retreat.

If you have outscouted the enemy and are deploying second, try to deploy in such a way as to get the
best possible matchups of troop types.

6 DU DEPLOYMENT ZONE 6 DU
4 DU

DEPLOYMENT ZONE

After terrain set-up, and during and after deployment, you should be formulating a plan. How are
you going to win the battle? What are you hoping each part of your army will achieve? Which are
the best match-ups for you and what do you need to do to achieve these match-ups? Do you want
to engage the enemy as quickly as possible or soften them up with shooting first? How is your
opponent likely to counter your actions?

The simpler your plan is, the more likely it is to succeed. Be aware of the strengths and limitations
of your troops. If you have an army of undrilled heavy foot, don’t expect it to do lots of complicated
manoeuvring.
Be prepared to adjust your plan as the battle unfolds – remember that no plan survives contact with
the enemy!

8
SECTION 4
THE BATTLEFIELD
“THE BRAVEST ARE SURELY THOSE WHO HAVE THE CLEAREST VISION OF WHAT IS BEFORE THEM,
GLORY AND DANGER ALIKE, AND YET NOTWITHSTANDING, GO OUT TO MEET IT.” -THUCYDIDES

Terrain Cover
Most battlefields will have some terrain features. Terrain features A unit which is within area terrain which provides cover, or
can be linear (for example roads, rivers, ditches, hedges) or area behind a linear terrain feature which provides cover is classed
(for example rocky ground, marsh, woods, hills). as being in cover. To be classed as within the terrain, or behind
a linear terrain feature, any line drawn directly forward from
There are four classes of terrain:
the shooting unit to the target unit must reach the terrain
• Open ground
feature before reaching the target unit.
• Rough going
• Difficult going
Some types of missile attack ignore cover so this would not
• Impassable
apply. See Section 9.
Additionally, some terrain types provide cover. Before the
game, the players should agree how each type of terrain on the Line of sight
battlefield is classified. For example a wood would be a difficult Line of sight is required to shoot at or charge an enemy unit.
going area feature which provides cover. Any unit completely behind a wood, village or crest of a hill (or
other such terrain which blocks line of sight) cannot be seen,
Hills may be open, rough or difficult, depending on their except that units on a hill can see any other units on the hill if
steepness, and whether they are covered in brush, woods, etc. they are within 2 DU, even if there is a crest intervening.
A narrow stream might be classed as a linear obstacle, but a Units which have any part within 1 DU of the edge of a wood
wide shallow river might be classed as difficult terrain, with or village can be seen, but units which are further into the
each bank a linear obstacle. wood or village cannot be seen from outside. Visibility within
Troops moving through rough or difficult going or over a linear a wood or village is limited to 1 DU.
obstacle have their move rate reduced and may suffer negative
effects. To shoot from inside a wood or village the whole of the front
edge of the unit must be within 1DU of the edge of the terrain
If a unit is detrimentally affected by being in rough or difficult feature.
terrain (i.e. for movement, shooting, combat or effect on
discipline), then it is classed as being in the terrain if any part Uphill
of it is in the terrain. For a unit of medium or heavy foot to get a combat bonus for
being uphill, the part of the front edge that is in contact with
Some examples of terrain types are given below, but this is not the enemy unit must be completely on the hill. Normally it is
an exhaustive list, as it will depend on what you have available obvious if a unit is uphill, but if a ruling is required, then to
and the region and period in which the battle takes place. be classed as uphill, the crest line (for a roughly oval hill) or
centre (for a roughly circular hill) must be directly behind the
TERRAIN CLASS COVER uphill unit.
Rocky ground Rough No Effect of terrain on discipline
Gentle hill Open No Difficult terrain has a detrimental effect on the cohesion of
Rocky hill Rough No some troops. When any troops except light foot are in difficult
terrain, their discipline rating goes up by one (i.e. it is worse)
Steep hill Difficult No
for all purposes.
Woods Difficult Yes
Marsh Difficult No Combat across an obstacle
Village Difficult Yes If a unit has an edge in contact with an obstacle and an enemy
unit charges it and contacts that edge, the enemy unit does
Stream Obstacle No
not gain any impetus dice in combat. In combat in subsequent
Wall Obstacle Yes turns, impetus dice may be gained as usual. See Section 11.

Try to keep your heavy foot and mounted troops in the open where they operate most effectively.
Medium and Light foot are safest in rough or difficult terrain. Light foot can operate relatively safety if
they are close enough to the terrain feature to move back into it.

It can be useful to defend a hill with medium or heavy foot, but make sure the troops on the hill cannot
be outflanked or simply ignored. A hill is often a good safe place for poorer quality foot troops.

9
SECTION 5
THE GAME TURN
“FORTUNE, WHICH HAS A GREAT DEAL OF POWER IN OTHER MATTERS BUT ESPECIALLY IN
WAR, CAN BRING ABOUT GREAT CHANGES IN A SITUATION THROUGH VERY SLIGHT FORCES.”
- JULIUS CAESAR

Overview Draw action dice


Each player has a number of dice of a particular colour (so for One player (it doesn’t matter who, but players can take turns)
example one army has blue dice and the other has red). These draws seven* dice from the action dice bag. These are given to
are placed in a bag. In each phase dice are drawn randomly each player according to their colour. The player with the most
from this bag and allocated to units. Then units are activated dice is known as the active player for the phase, the other player
one at a time in the order of the action dice. is the reactive player.
Each unit carries out its complete action for the turn (including
In the last phase of the turn there will often be less than seven
moving, shooting and close combat) before the next unit is
dice drawn, and each player may have the same number of
activated. Each unit may only be activated once each turn.
action dice, in which case the player who was the reactive player
At the end of each turn is the End phase, where commanders
in the previous phase becomes the active player in this phase.
may move and attempt to rally units.
Turn sequence *The number of action dice drawn each phase is increased for
multi-player games. See Section 17.
1. Prepare action dice bag
2. Action phases Allocate action dice
3. End phase The active player rolls his action dice and allocates them to
units by placing them behind the unit. The reactive player then
Preparing the action dice bag rolls his action dice and allocates them to units. Not all action
At the start of each turn each player totals the number of units dice will be usable, depending on the numbers shown on them.
he has and puts this number of his coloured dice into a bag. A unit can only be given an action dice which is equal to or
This is the action dice bag, and in the action phases these dice higher than the discipline rating of the unit. If any action dice
are drawn randomly from this bag, to determine which side’s are not used they are put aside, to be put back into the bag in
units can activate. the end phase.

Action phases Normally a single action dice is allocated to each unit. However,
The main part of the turn consists of a series of action phases. multiple action dice showing the same number may be allocated
These continue until all action dice have been drawn from the to a unit, and this will give combat or movement bonuses to the
bag. Each phase consists of four parts: unit when it is activated.
1. Draw action dice
2. Allocate action dice A unit cannot be allocated an action dice if it has already been
3. Activate units activated this turn. In this case the unit would already have an
4. Clean-up action dice showing a 1 beside it.

Saxon shieldwall (28mm figures by Gripping Beast)

10
SECTION 5
Activate units
Units which have been assigned an action dice are activated in after the first (all showing the same number) also gives one
order, starting with the lowest numbered action dice. If there is bonus. Each bonus may be used to give an extra 1 DU of
a tie, units of the active player are activated before units of the movement, an extra 1 DU shooting range, an extra shooting
reactive player. dice, or an extra impetus dice in melee combat.
If a player has more than one unit with the same numbered If the army has a Baggage Camp, or has chosen the Resupply
action dice, he may activate them in any order he chooses. stratagem, then there is no limit to the number of bonuses
When activated, each unit carries out its complete action for which may be used by each unit. If the army does not have
the turn (including moving and shooting and close combat) a camp, and does not have the Resupply stratagem, then no
before the next unit is activated. more than one bonus may be used by each unit in each phase.

The exception to the above is that if a player has more than one Deferring
unit with the same numbered action dice, and they are charging A unit may choose to defer when it would normally be
enemy units, he may choose to move them all first, then resolve activated. The unit does nothing but retains its action dice. If
melee combat. it is charged later in the phase, it may evade if able to do so,
The action which may be carried out depends on the action otherwise it gains impetus in the combat. If it is not charged
dice. If the action dice is equal to the discipline rating of the it does not activate this phase, and the action dice is removed
unit, then the unit may do one of the following: at the end of the phase (but not put back into the bag this
turn). The unit may then be allocated another action dice in a
1. Shoot. subsequent phase this turn.
2. Move. This movement may not contact any enemy
unit and, unless skirmishers, must be an advance. Group moves
This is a special action only available to a unit with a
3. Fight in close combat if already engaged. commander attached. The unit may form a group with one or
4. Defer. The unit does nothing but retains its action two units which are either:
dice. • To its sides, so in both side edge and front corner contact
If the action dice is greater than the discipline rating of the unit, with it.
then the unit may do any of the above, or one of the following: • To its front and/or back, so in both front to rear edge
corner contact with it.
1. Charge. This movement must be an advance, ends
in contact with enemy and a round of close combat is The action dice allocated to the central unit must exceed the
immediately fought. discipline rating of all of the units in the group. For each of the
one or two additional units in the group, take an action dice
2. Move. This movement may be a manoeuvre* and may from the bag and place it by the unit, showing a 1 face up. If
not contact any enemy unit. there are not enough action dice left in the bag the group move
3. Move then shoot, or if skirmishers, shoot then move. cannot take place.
The move may be a manoeuvre*, but, if the unit is non-
In a group move, all the units in the group move together. The
skirmisher foot, may not be a backwards move.
move must be an advance.
4. Rally if not in contact with enemy. The action dice
must exceed the discipline by the number of hits the unit A group may not include both mounted troops and non-
has. See Section 12. skirmisher foot.

*A large unit or an undrilled unit requires an action dice two Clean-up


higher than its discipline in order to carry out a manoeuvre. In the clean-up part of the phase, any unused action dice
(allocated to units which chose to defer) are removed and
A unit can carry out any allowable action with a six on its put to one side. The unit may be activated later in the turn by
action dice, even if it should need a higher number than a six. giving it an action dice in a subsequent phase.
For example, a discipline 5 large unit should need a seven to
manoeuvre, and a discipline 5 unit that is out of command Any units which were activated retain their action dice, but the
should need a seven to charge. Both of these can carry out these dice is changed to show a 1 face-up. This indicates that the unit
actions with a six. This also means that a unit not in contact has been activated this turn and cannot be activated again until
with the enemy can always rally a hit with a six, regardless of the following turn.
Below: 15mm Greek hoplites
how many hits it has suffered. (West Wind Miniatures/Mike Hobbs collection)

Bonus from action dice


A unit may be given a movement and/or combat bonus by
allocating it an action dice showing a 6, or multiple action dice
(with the same number).
A six gives one such bonus, but only if this is greater than the
number required to activate the unit normally. Each extra dice

11
SECTION 5
End phase The red player has most dice so is the active player. He rolls first
In the end phase, the following take place: and gets 6, 5, 4, 3, 1. He wants to charge with all three units. The
6 and 5 will allow any of the units to charge, and 4 will allow the
• Commanders may be moved and may attempt to rally cavalry to charge. The 6 will give a bonus dice in melee.
units.
• Any unit with an enemy in contact with its flank or rear, He cannot activate any of these units to charge with the 3
and no enemy in contact with its front, may turn to because the action dice must exceed the discipline rating to
face the enemy. See movement when in contact with an charge. The 1 cannot activate any unit so is discarded.
enemy unit in Section 7 for how this is done.
• All action dice are removed from the table and placed in He allocates the 4 to the cavalry, the 5 to the heavy foot and
the action dice bag. the 6 to the medium foot. The cavalry can charge the enemy
• Check for victory & defeat and army morale test. flank so he wants them to charge first, before the enemy unit
• can move.

Example of action dice draw & placement He thinks the medium foot should get the 6 as they fight with
This example focuses on action in the area shown below. less dice than the heavy foot due to their lower strength.
The foot units on both sides are discipline 4, the cavalry are
discipline 3. There are no generals present. Blue now rolls his dice and gets 5, 5. He could allocate one 5
to each of the two heavy foot units. However, he realises that
the unit on the right will be charged in the flank and will not
t Heavy foot
foo get impetus in the combat, so there is no benefit in allocating
m
diu it a dice.
Me

Ca So he decides to give the double 5 to the unit on the left, which


val
Heavy foot Heavy foot ry will mean it gains a bonus impetus dice in the melee combat.
The result is as follows:

t Heavy foot
m foo
diu
The seven dice are drawn as follows: Me
Red : 5 dice
Blue : 2 dice Ca
val
Heavy foot Heavy foot
ry

How you allocate your action dice is the key to success in this game. The dice represent the influence of the army commanders over the
units in the army, so using them well is vital.
There are often lots of things you would like to do in a phase, and you only have a limited number of dice available to activate units.
Therefore you need to prioritise, deciding which are the most important units to activate, and which can wait.
The decisions depend sometimes on whether you are allocating first or second. If you are allocating first, you normally want as many units
fighting as possible. By allocating a dice to a unit engaged in combat, or that can charge an enemy unit, you are taking the initiative and
forcing the enemy to react.
If they don’t place a dice with their engaged unit, they will not fight with impetus and will have to take a dice from the bag, giving them less
options in subsequent phases.
The player allocating first must also consider whether he has vulnerable units that could be charged, and whether they need a dice
allocated to maximise their chance of survival.

The player allocating second has the benefit of knowing which enemy units may be activated this phase, and in which order. He will often
need to react to the opponent’s dice placement, but may find he has some extra usable dice, enabling him to attack where the opponent does
not have an action dice placed.
Multiples and sixes can give bonuses, which can be very useful, but using a multiple for a bonus means only activating one unit instead of two
or three. Multiple dice showing the same number can be particularly useful as they allow you to charge with multiple units simultaneously.
This is often better than giving them all to one unit for bonuses.
Remember that the numbers on the dice also determine the order of activation. Sometimes it’s best to go first (such as when you are charging
an enemy in the flank) and sometimes it’s best to move after the enemy, so that you can react to their movement.

12
SECTION 6
COMMANDERS
“TEN SOLDIERS WISELY LED WILL BEAT A HUNDRED WITHOUT A HEAD.” – EURIPIDES

Generals and captains are known collectively as commanders. Rallying


At the end of the End Phase (after commanders have been
Command distance moved), each commander may attempt to rally the unit it is
Each commander has a command distance. Any unit within the in contact with to remove a hit. To rally a unit, roll one dice. If
command distance of a commander is in command. A unit that this exceeds the discipline rating of the unit by the number of
is not within the command distance of a commander is out of hits the unit currently has then the unit is rallied and one hit is
command. removed. This is the only way a unit in contact with an enemy
unit can rally. See also Section 12.
A commander in contact with a friendly unit is attached to it.
A commander may only be attached to a single friendly unit. Risk to commanders
If a commander is with a unit which is shot at or involved in
A unit’s discipline value is improved by one (i.e. One lower) melee combat, there is a chance that the commander will be
when it has a commander attached, and it is one worse (i.e. One killed. If the unit he is with loses all of the combat dice (not
higher) if it is out of command. including any unopposed dice), or if it was routed in melee
combat, then roll another dice to see whether the commander
When a commander is attached to a unit, command range is is killed. The commander is killed on a 5+ if the unit he was
measured from any part of the unit he is with, rather than the attached to was routed in melee combat by an enemy mounted
commander’s base. unit which pursues, otherwise on a 6.
If a commander is killed, immediately remove the base. If
Command distance the unit the commander was attached to did not rout, it must
Captain 4 DU immediately take a discipline test, and all units that were
within command range of the commander and are now out of
General 8 DU
command must also immediately take a discipline test.
Commander movement If the unit routs and the commander is not killed, the
If a commander is with a unit when it is activated, he must commander must immediately move, up to a full normal move,
move with the unit. either to join a friendly unit, or to get to a position as far away
from the enemy unit which shot at it or contacted it as possible.
Commanders may move separately (whether or not they have
already moved with a unit this turn) in the End Phase at the Contacting or shooting at lone commanders
end of each turn. If a commander is shot at or contacted by a moving enemy unit
a roll is made immediately as above to see if the commander is
Commanders moving on their own use the light horse killed.
movement rates, and can move freely in any direction. Measure
the furthest moving corner of the commanders base. A The commander is killed on a 4+ if testing as a result of contact
commander may freely interpenetrate other friendly units in by an enemy mounted unit, or otherwise on a 5+.
any direction when moving. If the commander is not killed, the commander must
If a commander reaches a friendly unit with any part of its base, immediately move, up to a full normal move, either to join a
it is considered to be attached to the unit. It does not matter friendly unit, or to get to a position as far away from the enemy
where the commander’s base is placed in relation to the unit, unit which shot at it or contacted it as possible.
and it can be freely moved to another position in contact with The contact by a moving enemy does not have to be a charge,
the unit at any time. When a commander leaves a unit, its move and the enemy unit may continue moving after the commander
is measured from any part of the unit it is leaving. is killed or moves away.

Think carefully about where you want your commanders to be for the following turn. It is important
to ensure that units stay in command and you also want your commanders to be with the units that
most need to be activated next turn.
If you have an undrilled unit that could be charged in the flank, you might need the commander there
so that it is more likely to be able to turn to face the threat. Or you might have a unit in a position to
charge an enemy in the flank, and the presence of a commander will allow it to activate on a lower
action dice, hopefully charging before the enemy can react.
Placing a commander with a discipline 3 unit will allow it to use an action dice showing a 2, with is
otherwise unusable. You may also need your commanders to rally units that have suffered hits, but
bear in mind that it can be risky to have a commander with a unit that is close to breaking, and the
more hits a unit has suffered the harder it is to rally.

13
SECTION 7
MOVEMENT
“IN WAR, EVENTS OF IMPORTANCE ARE THE RESULT OF TRIVIAL CAUSES.” - JULIUS CAESAR

There are two types of movement – advances and manoeuvres. Movement on a road
An advance is a simple move which can be carried out easily. A If the middle of the front edge of a unit is on a road for the
manoeuvre is a more difficult move. whole of the movement action, it gains a +1DU movement
bonus
The type of movement which may be carried out depends on
the action dice allocated to the unit. If the unit is allocated Advances
an action dice equal to its discipline, it may only carry out An advance is a move straight forward up to the maximum
an advance, unless it is skirmishers in which case it may do movement distance. An advance may include a shift of up to
a manoeuvre or an advance. If it is allocated an action dice 1 DU directly to the side, taking place anywhere during the
greater than its discipline, it may carry out a manoeuvre or an move. This is only allowed if the unit moves at least 1 DU
advance. forwards, or if necessary to avoid friendly units and / or terrain
features.
Any movement which results in contact with an enemy unit
is a charge. See Section 8 for special rules relating to charge Other than shifting as specified above, no other shifting or
movement. turning is allowed during an advance.

Movement distances Manoeuvres


The following table gives the maximum distance a unit may In a manoeuvre the unit can move in any direction, and end
move in different terrain types. If the unit is in rough or in any position.
difficult terrain or crosses a linear obstacle during any part of
its move, use the lowest movement rate. This may mean the It must be possible to draw straight unobstructed lines from
unit does not have enough movement to enter the difficult both front corners in the original position to the final position
terrain or cross the linear obstacle. A unit may only cross a of the unit. The longest of these two lines (i.e. The furthest
linear obstacle if it either has enough movement to completely moving front corner) is measured, and must not exceed the
clear it, or it starts in contact with it and it is a troop type which allowable move distance.
can cross it.
If the unit moves backwards (defined as ending the move with
both front corners behind a line extending the original front
N/A means the unit may not voluntarily enter that terrain, and
edge of the unit), the maximum movement is reduced by 1
will not pursue into it. The only way the unit will enter this
DU. A large unit may not move backwards.
terrain is when conforming to an enemy unit it has charged.
If this happens the unit cannot then move at all for the rest of If a reduction in movement allowance leads to a movement rate
the game. of less than 1 DU, the unit cannot carry out such a manoeuvre.
Skirmishers may carry out a free 180° turn at the start of a
Movement distances (DU) manoeuvre. Movement distance is measured from the position
TROOP MOVEMENT IN : of the unit after the turn, and the unit does not count as moving
TYPE Open Rough Difficult Obstacle backwards, so its movement allowance is not reduced.
Heavy foot 2 2 1 -1 Any unit may choose to carry out a 180° turn as a manoeuvre.
Medium foot 3 3 2 -1 No measurement is required – the unit turns 180° and this
Light foot 3 3 3 - uses the whole of its movement allowance.
Cavalry 4 2 1 -1 Bonus movement
Camels 4 2 1 -1 If the unit is allocated an action dice showing a 6, and this
Light horse 5 3 2 -1 is greater than the action dice required for the movement, or
is allocated multiple action dice showing the same number, it
Chariots 4 1 n/a n/a
may move further than the normal move distances. A 6 on the
Elephants 3 2 1 -1 action dice gives a 1 DU bonus, and multiple dice showing the
War wagons 1 0 n/a n/a same number give a 1 DU bonus for each dice after the first
Artillery 0 0 n/a n/a dice.

A unit of heavily armoured troops (other than elephants or If two or three units are carrying out a group move, and the
war wagons) has its movement rate reduced by 1 DU, unless it activated unit has bonus movement, the whole group gets
is already 1, in which case it does not change. bonus movement. See Section 5 for limits on bonuses.

A movement rate of zero means the unit may only move if Other than as mentioned above, no other interpenetration
given bonus movement due to its action dice. between units is possible.

14
SECTION 7
Group moves
The action dice you roll and In a group move, all the units in the group move together.
allocate are a limited resource The move must be an advance, and all units move the same
that you must manage carefully.
distance. The maximum distance moved is the move distance
It is easier for troops to go
straight ahead than carry out
of the slowest troop type in the group, including any reduction
a manoeuvre, so try to ensure for terrain. The group may shift as normal. In a group move
that most of your troops only none of the units may start in or enter difficult terrain.
need to go straight ahead. A group move may not contact an enemy unit, and if any of the
the units involved in the group move are charged this phase
If the enemy tries to outflank they do not get any bonus dice for impetus. After the group
you, react to it quickly rather move, turn the action dice to show a 1 face up.
than at the last minute when you
may not get the required action
Group move example
dice. You may be able to avoid
being outflanked by shifting
to that flank as you advance,
saving the need for your units
to carry out manoeuvres.
Medium
Heavy foot Heavy foot foot

Movement example

2 DU
Heavy foot Heavy foot
Medium
foot
Heavy foot Medium
Medium foot
Heavy foot Heavy foot foot
foot m
iu

3D
Med

U
2 DU

All three units are discipline 4 and there is a commander with


3 DU

Heavy foot
the middle unit. The group carries out an advance, moving 2 DU
Heavy foot straight forward and then shifting 1 DU to their right. At the end
of the move, the action dice is changed to show a 1 and two more
dice are taken from the bag and placed by the other two units.

The heavy foot on the left carry out an advance, moving 2 DU


straight forward and shifting 1 DU to their right.
Group moves are the best way
The medium foot carry out a manoeuvre. Their front right corner of advancing a battle line and
moves furthest so the distanced moved by this corner is measured. keeping it together. They can be
particularly effective when used
The heavy foot in the middle has an action dice showing a 6, so it with an action dice showing a six,
gains a bonus 1 DU movement. It carries out an advance, moving as the whole group gets the bonus
3 DU straight forward. movement.

Make sure your commanders are


Interpenetration in the right place for a group move,
Light foot may interpenetrate other friendly units which are especially in the opening turns.
facing in the same or opposite direction by moving through
them. As long as the unit of light foot has enough movement
to contact the friendly unit, it may move through and is placed
on the other side. If there is not enough room on the other side
then the movement cannot take place. A unit of light foot cannot
shoot in the same activation as interpenetrating a friendly unit.

15
SECTION 7

Restriction on manoeuvres in front of enemy troops


If any part of a unit is directly in front of an enemy unit, and
within the enemy unit’s normal movement range, then if it
carries out a manoeuvre it must end the movement with part
of the unit directly in front of the enemy unit. There is no
such restriction if the unit carries out an advance, and non-
skirmishers are not so restricted by enemy skirmishers.

If a unit is so restricted by more than one enemy unit, then if it


carries out a manoeuvre it must end the movement with part of
the unit directly in front of each such enemy unit. A unit does
not exert a restricted zone if it has an enemy unit in contact
with the centre of its front edge.
15mm Donnington Miniatures Sassanid Cataphracts painted and
Restricted movement example photographed by A&M Painting Service - Ancient & Modern Army
Supplies

Medium foot Movement when in contact with an enemy unit


Cavalry If the unit which is activated is already in contact with an
enemy unit then its movement is restricted to turning to face
Medium foot the enemy, sliding to conform to an enemy in contact, or
Lig
ht breaking off.
fo ot
M • If the unit has any enemy unit(s) in contact with its flank
ed
Lig iu
m or rear but no enemy in contact with its front it may turn
3 DU

ht fo
fo ot ot to face the enemy. This is carried out by turning the unit
90° or 180° to face one of the enemy units in contact. Any
Medium foot other enemy units in contact remain facing in the same
direction and are moved if necessary to remain in contact.
If two enemy units are in contact with one side of the
activated unit, the one unit with the centre of its front edge
The red light foot and medium foot units are restricted by the blue in contact should remain this way after the move.
medium foot, as they are in front of the blue unit and within its
normal movement range. The red cavalry unit is not restricted • If the unit has a single enemy unit in contact with its front
and can move in any way it pleases. edge but not in contact with the centre of its front edge it
must slide by up to 1 DU so that the centre of the front
The red light foot carries out an advance, so the move is allowed. edge of the unit is in contact with a base edge of the enemy,
The red medium foot could carry out an advance, but if it carries unless by doing so this would break contact with other
out a manoeuvre it must end up partly in front of the blue unit. enemy units.
So the backwards move is allowed but the move to the side is not.
If the blue unit was light foot, the red medium foot would be able • Break-off from combat. A mounted unit other than
to carry out the manoeuvre to the side as shown above. elephants which is in contact with enemy foot only (i.e.
not in contact with any mounted units) may break off. A
skirmisher unit in contact with any enemy and which has
a higher movement rate than the enemy in the terrain they
are in may break-off. This may only be done if the unit is in
28mm Republican Roman hastati contact with enemy to its front only, and is a manoeuvre.
(Gripping Beast) The unit turns 180° to face directly away from the enemy
and moves up to a full move directly forward. A break-off
move may end facing away from or towards the enemy it
broke off from, at the player’s choice.

In all of the above cases, if the activated unit is in contact with


an enemy unit after any movement, then a round of close
combat is fought.

Leaving the table


Units may not voluntarily leave the playing area. If a unit
reaches the table edge in a pursuit move, it stops at the table
edge, and can move normally on the next turn.

16
SECTION 8
CHARGES
“THE GOD OF WAR HATES THOSE WHO HESITATE.” - EURIPIDES

Any movement which results in contact with an enemy unit is a


charge. A charge must result in an enemy unit being contacted
by the front edge or a front corner of the charging unit. Such a
move may only be made if the unit is allocated an action dice
greater than its discipline.

If the charge contacts a single enemy unit, that unit is the 15mm Thracian medium infantry (Xyston Miniantures)
target unit. If the charge contacts more than one enemy unit,
the enemy unit which will be attacked in close combat as the When rotating and sliding, friendly units which are not in
defending unit is the target unit. contact with enemy units but are blocking the conform move
must be shifted in the direction of the slide to make room.
Charge movement
A charge must be an advance. A unit carrying out a manoeuvre If the conform movement cannot be completely carried out
cannot contact an enemy unit. The charging unit may shift up with the rotation and slide as described above, as much as
to 1 DU, but only if this is necessary to contact an enemy unit possible of the movement should be carried out, in order to get
or to avoid friendly units and / or terrain features. No other the charging unit as close as possible to the required position.
shifting is allowed. In subsequent turns when units on either side are activated
they should be moved as above to conform to the enemy unit
Conforming to the enemy unit if it is now possible.
When a unit charges, it moves into contact with one or more
enemy units. It may then need to rotate and/or slide to conform If a charge move ends with the centre of the front edge of the
to an enemy unit. The aim of conforming is for the charging charging unit exactly lined up with the centre of the front or
unit to end with part of its front edge, including the centre of rear edge of the target unit, it slides by up to 1 DU in either
the front edge, in contact with an edge of an enemy unit. direction (chosen by the charging unit) so that it is not lined
up exactly.
If the charging unit contacts a corner of the enemy unit with its
front edge, or it contacts an edge with a front corner, it rotates If a charging unit contacts more than one enemy unit (on the
so that its front edge is in contact with an edge of the enemy initial contact or after rotating to conform), it will fight against
unit. If it contacts the front corner of the enemy unit, it may whichever one it contacts with the centre of its front edge. If
only rotate to contact the side edge if it started the charge move the centre of its front edge is not in contact with an enemy
with the centre of the front edge behind a line extending the unit, then if possible it will slide sideways to conform with the
front edge of the target unit. enemy unit closest to the centre of its front edge; it will fight
against this unit whether or not it can complete the sideways
After any such rotation, if the centre of the front edge of the movement.
charging unit is not in contact with an edge (not just a corner)
of an enemy unit, it slides sideways by up to 1 DU so that the Note that after a charge move and the subsequent conform
centre of its front edge is in contact with an edge of an enemy move (if required), units will not be lined up full front edge to
unit. front edge.

Two units of 15mm Macedonian phalangites (Old Glory 15’s)

17
SECTION 8
Example of charge and conform movement Charging into contact with missile armed foot
When a unit charges into frontal contact with missile armed
medium foot who have not moved or shot this phase, who have
an action dice allocated, and do not already have an enemy
unit in contact with the centre of their front edge, the unit
being charged carries out shooting at the charging unit before
the combat is resolved. If the charge did not start directly in
t Heavy foot
foo front of the shooting unit, the shooting unit loses one dice. The
m
diu shooting unit may gain bonus shooting dice as usual if it has a
Me
6 or multiple action dice allocated.
Cav
alry
Heavy foot Heavy foot Evading from a charge
If a unit of skirmishers would be contacted by a charging unit, it
may be able to evade the charge. If it has an action dice allocated
to it this phase, and has not been activated this phase it may
carry out an evade move (it does not matter what number is
showing on the dice, although if it is a 6, or the unit has multiple
Continuing the previous example from Section 5, all three red dice assigned, bonus movement applies as normal).
units will charge. The cavalry cannot charge anyone by moving
straight ahead, so they shift to the right first and then move If it does not have an action dice allocated to it, and has not
straight forward, hitting the flank of the heavy foot. The cavalry been activated this turn (which would be indicated by an action
then rotate so that their front edge is in contact with the flank dice showing a 1), then an extra action dice can be taken from
edge of the heavy foot, then slide to the right so that their centre the bag and rolled; if this is greater than or equal to the unit’s
front is in contact. discipline rating it may be used to activate the unit to make the
evade move. If there are no dice (of the player’s colour) left in
The heavy foot charge straight ahead with no conform movement the bag, or the roll is lower than the unit’s discipline, the evade
needed. attempt fails and the unit is not moved.

The medium foot charge straight ahead. They contact the front An evade move is a normal move which is made in an attempt
corner of the enemy unit so they rotate to contact the front edge. to get out of the charge path or range of the charging unit. The
Their front centre is not in contact with the enemy unit so they evading unit is moved first, and must end it’s evade move as far
slide to their left (the right in the diagram) so that their front away from the charging unit as possible. Note this will normally
centre is in contact. end with the evading unit facing away from the charging unit.
The rules restricting manoeuvres in front of enemy troops
apply as normal.

Movement of charging unit when charge target evades


If the target of the charge successfully evades, the evading unit
is moved first, then the charging unit moves its full normal
move straight forward in the direction of the charge. It may
After all three charge and conform moves the situation looks shift as normal (including altering any shift it would have made
like this: to contact the unit which evaded) and must contact any other
enemy unit(s) in its path; this is treated as a normal charge.

Medium foot Heavy foot


Cavalry

Heavy foot Heavy foot

Bronze Age Warrior in 28mm (Wargames Foundry)

18
SECTION 8

Example of charge and evade movement The blue cavalry must now carry out their charge. They can
choose to charge straight ahead, in which case they must move
their full movement allowance. Alternatively, they could shift to
the left and charge to contact the red cavalry.
Cavalry

Light foot
Light foot
Cavalry
4 DU

3 DU
Light foot
Cavalry

4 DU
Cavalry
The blue cavalry unit charges. As there is a unit in front it must
charge straight ahead, and will contact the red light foot if they do
not evade. The light foot do not have an action dice allocated this
phase, but the red player wants them to evade, so he takes one of
his dice from the bag and rolls it. It comes up equal to or higher
than the discipline of the light foot so they can evade. They turn
1800 and move straight forward 3 DU, as this gets them as far
from the charging unit as possible. The dice they rolled to evade is
placed beside the unit, showing a 1 to indicate that it has
been activated this turn.

15mm Dacian Cavalry (Donnington MIniatures)

Sword & Spear rewards aggression and taking the


battle to the enemy. If you can charge and the enemy
unit doesn’t have an action dice allocated, you generally
stand a good chance of winning the combat. It is
normally best to maintain a battle line of multiple units
and charge them all in at the same time, or at least in the
same turn. However it can sometimes be best to seize the
opportunity and charge with just one or two units using
action dice bonuses for combat or movement. You can
often catch the enemy by surprise by using a movement
bonus on a charge.

When allocating action dice to units that can charge,


think carefully about the order in which they will activate.
Try to ensure the enemy doesn’t get extra combat dice for
extra units in contact. If one unit is charging first, it is
normally best if it’s charging the end unit of the enemy
battle line.

19
SECTION 9
SHOOTING
“BECAUSE OF THE ARROWS OF THE BARBARIANS IT IS IMPOSSIBLE TO SEE THE SUN” - PLUTARCH

Shooting procedure Combat dice


The shooting procedure is as follows : The shooting unit and the target unit each roll a base number of
combat dice equal to their strength.
1. Establish line of sight and range.
2. Establish the number of dice to roll. The number of shooting dice is reduced in the following
3. Roll dice and work out results as per Section 11. circumstances:
• If the shooting unit is moving as part of the activation, it
Shooting arc, line of sight and target priority
gets two dice.
A unit can only shoot at an enemy unit which is at least partly
• If the shooting unit is in difficult terrain, it gets two dice.
directly in front of the shooting unit, and direct unobstructed
A unit which ends its movement in difficult terrain cannot
lines can be drawn from both front corners of the shooting
then shoot.
unit to any one point on the target unit. If there is more than
• If the unit is allocated an action dice showing a 6 it may
one such enemy unit, the shooting unit shoots at the closest
use this for a shooting bonus, as long as it did not require a
one (measuring as for range).
minimum of a 6 for the activation. If it is allocated multiple
Artillery has an increased shooting arc – the target must be action dice showing the same number, it gains one extra
directly in front of the shooting unit, or within 1 DU to either bonus for each dice after the first dice (but see Section 5 for
side of this. See Section 4 for the effect of terrain on line of limits on bonuses).
sight.
Each of these bonuses can either be used to give an extra 1 DU
Range of range to the shooting attack, or an extra combat dice.
The target must be in range for shooting to take place. The
range is the distance from the front edge of the shooting unit Effect of cover
to the nearest point on the target unit which is directly in front If the target unit is in cover, and is not shot at by artillery, it rolls
of the shooting unit. Ranges of various missile weapons are an extra dice against the shooting.
given in the shooting weapons table.
Shooting range and target priority example
Shooting into combat
Cavalry
Shooting into combat is not allowed; if an enemy unit is in
contact with a friendly unit, then the unit cannot be targeted
by shooting. Medium foot

Shooting weapons table


WEAPON RANGE NOTES
4 DU

TYPE IN DU
Lig
ht

Bow 4
fo

U
2D
ot

Longbow 5 Heavily armoured or armoured target Medium foot


reduced by one level of protection.
Crossbow 5 Ignores all armour. Cannot move and
shoot. No bonus shooting dice may be used. The blue medium foot, armed with bows, can shoot at the red medium
Sling 3 foot, but not the other red units. The red light foot, armed with javelins,
Javelin 2 can shoot at the blue medium foot. If the blue medium foot were armed
with longbows or crossbows, or they have a bonus dice and use this to
Firearm 2 Ignores all armour. Cannot move and
boost range, the red cavalry would be in range. However, they would still
shoot.
have to target the medium foot as they are closer.
Artillery 10 Ignores all armour. Cannot move and shoot.

It is not easy to use skirmishers well, and it takes some practice to learn to be successful with them.
If they are positioned well outside enemy charge range, it is normally best if they can be moved later
in the phase so they can see where the enemy units are before they move. Be careful not to move
skirmishers into the charge range of enemy units that have not yet activated. If all of the enemy units
who could charge the skirmishers have activated, then the skirmisher unit can safely move up and
shoot the enemy. If the skirmisher unit starts the turn within charge range of enemy units then ideally
you want to activate it early in the turn, to shoot them move away, ending well out of charge range.

Pick your targets well. Skirmisher shooting is unlikely to have much effect on armoured heavy foot. In
the early stages of a battle you will often find there are bonus dice available for shooting, and this can
significantly increase the chances of causing a hit or disciple test. A single hit on an enemy cavalry
unit can be devastating if followed up with a charge by a friendly unit before the cavalry can rally.

20
SECTION 10
MELEE
“YOU ARE WELL AWARE THAT IT IS NOT NUMBERS OR STRENGTH THAT BRING THE VICTORIES IN
WAR. NO, IT IS WHEN ONE SIDE GOES AGAINST THE ENEMY WITH THE GODS’ GIFT OF A STRONGER
MORALE THAT THEIR ADVERSARIES CANNOT WITHSTAND THEM.” - XENOPHON

Melee takes place immediately when an activated unit moves If the unit is allocated an action dice showing a 6, and this is
into contact with an enemy unit. It also takes place when a greater than required to activate the unit, it gets an extra bonus
unit which is in contact with an enemy unit is activated. It is dice. If it is allocated multiple action dice showing the same
not optional – if the unit is activated and is in contact with an number, it gains one extra bonus dice for each dice after the first
enemy unit, a round of close combat is fought. If two units are dice. However, if the unit has moved and these action dice have
in contact and neither is activated during a turn, they do not been used to give movement bonuses they cannot also be used
fight that turn. to give bonus combat dice. See Section 5 for limits on bonuses.

Melee procedure No dice due to impetus are gained if the unit:


1. Establish which units are taking part in the combat.
2. Establish the number of dice to roll. • Is fighting enemy in contact with its flank or rear.
3. Roll dice and work out results as per Section 11.
4. Post combat. • Is foot who have moved this phase and is fighting fresh
mounted who have impetus.
Establishing which units fight
In combat the currently activated unit is considered the attacker. • Is mounted and is fighting fresh foot armed with spears or
When a unit is activated it conducts its attack against one enemy pikes who have not moved this phase and have impetus.
unit. This is considered the defender. If the attacking unit has
an enemy unit in contact with the centre of its front edge, this • Is foot other than pikes and is fighting fresh foot armed
must be the defending unit. If there is no enemy in contact with with pikes who have impetus.
the centre of its front edge, then it may choose any other unit it
• Is mounted or heavy foot and is not completely in open
is in contact with to be the defending unit.
terrain.
Combat dice
• Is light horse and is fighting non skirmishers frontally.
The base number of dice rolled by each unit is the strength of
the unit. This may be modified by bonus dice due to impetus. • Is mounted other than elephants and is fighting elephants.
If any part of a unit is in difficult terrain, its base number of
combat dice is reduced to two. • Is elephants and is fighting skirmishers.

Extra combat dice • Is missile troops and has shot this phase.
Extra combat dice are gained in the following ways:
• Is light foot except for javelin armed light foot who are
1. Impetus fighting light foot.
2. Extra units in contact
3. Uphill • Is medium foot armed with missiles, unless melee capable
4. Flank or rear contact and neither unit charged this phase.

Impetus • Is involved in a combat which is the result of a pursuit.


If the unit has been allocated an action dice this phase, it may
gain bonus dice due to impetus, as follows: • Moved as part of group this phase.

Most units gain one bonus dice for the action dice allocated to • Carried out a manoeuvre this phase.
it. However, an extra bonus dice is gained by:
• Charged this phase and is fighting across an obstacle
• A fresh unit of cavalry or elephants. or stakes.
• A fresh large unit.

28mm Mounted Scots Toiseach by Gripping Beast

21
SECTION 10

Extra units in contact Post combat


One extra dice is gained for each friendly unit which is both: After melee combat resolution, if the defending unit does
not have an action dice, the player takes an action dice (of
• In contact with the enemy unit
his own colour) from the bag and places it beside the unit,
• Not in contact with any other enemy unit
showing a 1. The unit cannot be activated for the remainder
Uphill of the turn.
One extra dice is gained if the unit is medium or heavy foot and
is uphill of the enemy unit. Any action dice which were allocated to units involved in the
combat are turned to show a 1. Neither unit gains impetus in
Flank or rear contact any subsequent combat this turn (including any subsequent
One extra dice is gained if the unit is in contact with the flank combat in the same phase).
or rear of the enemy unit.

Massed shieldwalls. Gripping Beast 28mm miniatures.

22
SECTION 11
COMBAT MECHANISM
“IN PEACE SONS BURY FATHERS, BUT WAR VIOLATES THE ORDER OF NATURE,
AND FATHERS BURY SONS.” – HERODITUS

Shooting and melee combat are worked out in exactly the same If a unit is heavily armoured, and it has lost any of the dice
way, with the exception that in shooting, the shooting unit rolls, then it may choose to reduce the value of one opposing
cannot suffer any adverse effects (discipline tests or hits) as a winning dice by up to two. This cannot turn a losing dice into
result of the combat, so any such results are ignored. a winning dice, so if the winning dice is one higher, it can only
be reduced by one.
The process is as follows:
If a unit’s opponent is lacking protection, and the unit wins
Roll combat dice. or draws any of the dice rolls, then it may choose to increase
1. Place top four dice in order. the value of one such dice by one. A dice cannot be increased
2. Compare opposing dice. above a 6.
3. Adjust for armour.
To remember when protection applies, it helps to think of it
4. Establish outcome of each pair of dice. like this:
5. Make discipline tests and record hits.
If you are armoured or heavily armoured,
Both sides roll the appropriate number of dice, and the dice are it helps you when you lose.
placed in descending order. The top four dice are kept and all
others discarded. If your opponent is lacking protection,
it helps you when you win or draw.
The dice are then compared, so that one unit’s first dice is
compared to the other unit’s first dice, the second pair of The protection level (heavily armoured, armoured and lacking
dice is compared, and so on. The effect of any armour is then protection) does not apply at all in the following cases:
considered, and dice may be changed as a result (see below).
• When in melee combat against a unit armed with two-
After adjusting any dice for armour, take each of the pairs of handed weapons.
dice in turn. If a paired dice roll is drawn, nothing happens. • Except for elephants, when in melee combat against
Otherwise the higher dice wins the pairing. If the winning dice a unit of elephants. i.e. elephants with armour count
is at least double the other dice, the side with the lower dice their armour, but no other troops count armour against
suffers a hit. If the winning dice is more than but not double the elephants.
other dice, the side with the lower dice must take a discipline
test. • When shot at by a unit armed with firearms, artillery or
crossbow.
If one side has more dice than the other, then any unmatched
dice (up to four dice) are considered to face an opposing roll of Armour is reduced in effectiveness when shot at by a unit
2, but cannot lose. armed with longbows – armoured does not count, and heavily
armoured is reduced to armoured.
After the dice have been matched and compared, discipline
tests are taken and hits are applied. More than one discipline
test may be required, and it is possible for both sides in the
combat to take discipline tests and / or hits.

Any hits must be marked in some way, so that a record is


maintained of the number of hits each unit has taken.

After hits are applied, if the total number of hits the unit has
suffered equals the strength of the unit then it routs. This is
carried out immediately - see Section 12.
28mm armoured
Effect of protection level hoplite by Victrix
After the dice have been paired together, the effect of the level
of protection is considered.

If a unit is armoured, and it has lost any of the dice rolls, then
it may choose to reduce the value of one opposing winning
dice by one.

23
SECTION 11

Extended melee combat example After combat resolution, the action dice is turned to show a 1, and
We will continue the example previously used for dice allocation a dice is taken from the bag and placed beside the blue unit that
and charging and conforming. The heavy foot on both sides are was involved in the fight, also showing a 1.
spearmen, with the characteristics spears and shieldwall. The red
cavalry are armoured, and the red medium foot are armoured Next the red heavy foot charge, with their action dice showing 5.
and have the impact characteristic. They fight against the blue heavy foot on the right.

The red cavalry charge first, contacting the flank of the blue
heavy foot.

t
foo
m
diu
Me
Heavy foot
t
foo

Cavalry
Heavy foot
m
diu Heavy foot Heavy foot
Me
Heavy foot Heavy foot
Cavalry

Heavy foot Heavy foot

The red heavy foot (strength 4) get a dice for impetus, and an
extra dice for the extra unit in contact with the enemy unit, for a
total of 6 dice.
The red cavalry (strength 3) get 2 dice for impetus as they are
fresh cavalry, and an extra dice for the flank attack for a total
The blue heavy foot (strength 4) get a dice for the extra unit in
of 6 dice.
contact with the enemy unit, for a total of 5 dice.
The blue heavy foot (strength 4) get no extra dice so roll 4 dice.
The dice rolls are:
Note that both their spears and shieldwall characteristics do not
Red heavy foot: 6, 4, 4, 4, (2, 1)
apply as they have a unit in contact with their flank so do not
Blue heavy foot : 5, 5, 4, 3, (2)
count as fresh.

The dice rolls are: Blue loses two of the pairings (6 – 5 and 4 – 3) so will take
Red cavalry : 5, 5, 4, 3, (2, 2) two discipline tests. Red loses the second pairing (5 – 4) but is
Blue heavy foot : 6, 4, 3, 1 armoured so reduces the blue 5 to a 4. Blue has the shieldwall
characteristic but this does not apply as they have taken hits so do
Red loses the first dice pairing 6 - 5, but is armoured so reduces not count as fresh.
the blue 6 to a 5, for a drawn pairing. Blue loses the next two
pairings (5 – 4 and 4 – 3) so will take two discipline tests. Blue is The blue heavy foot fail one discipline test, so now they have
doubled in the last pairing (3 – 1) so takes a hit. The blue heavy accumulated three hits, so they are close to breaking.
foot fail one discipline test, so in total they take two hits.

Two units of 15mm Persian allied foot. Some infantry in the Persian
armies of the Classical period were of dubious quality, but native
Persian troops were of a high standard. (West Wind miniatures/Mike
Hobbs collection)

24
SECTION 11
The blue heavy foot on the left could then choose to activate and
fight against the red heavy foot. However, they choose to defer,
knowing that they are about to be charged by the red medium
foot.

15mm Greek psiloi (West Wind/Mike Hobbs collection)

Medium foot Heavy foot Shooting combat example

Heavy foot Heavy foot Cavalry

Medium foot

Medium foot

4 DU

L ig
ht
Finally the red medium foot charge. They fight against the blue

fo
U
2D

ot
heavy foot on the left. The red unit (strength 3) get 2 dice for Medium foot
impetus (as the 6 gives them an extra impetus dice), for a total
of 5 dice.

The blue heavy foot (strength 4) also get two dice for impetus (as
the double 5 gives them an extra impetus dice), for a total of 6
dice.
The red javelinmen (light foot, strength 2) shoot at the blue
archers (medium foot, strength 3, lacking protection). The
The dice rolls are:
javelinmen roll 2 dice and the target unit rolls 3 dice.
Red medium foot: 6, 6, 3, 2, (1)
Blue heavy foot : 5, 4, 4, 3, (2, 2)
The dice rolls are:
Red javelinmen : 4, 3
Blue lose the first two pairings (6 – 5 and 6 – 4) but their shieldwall
Blue archers : 4, 1, 1
characteristic works here as they are fresh, so they reduce the red
6 to 5. They take a hit rather than a discipline test as the red unit
The first pairing is drawn, but the blue archers are lacking
has the impact characteristic.
protection so red puts its four up to a five. Blue has to take one
discipline test (for the 5 - 4) and take one hit (for the 3 - 1).
Red loses the other two pairings (4 – 3 and 3 – 2) but is armoured
so can reduce either of the winning blue dice by one, so they take
The blue archers (medium foot, strength 3) shoot at the red
a discipline test.
medium foot (strength 3, armoured). The archers did not move
and get a bonus shooting dice from the 6 on their action dice, so
the archers roll 4 dice and the target unit roll 3 dice.

The dice rolls are:


28mm Successor general Blue archers : 6, 4, 3, 3
(Wargames Foundry) Red medium foot : 5, 4, 1, (2)

The (2) for the red medium foot is because they rolled less than
four dice, and less than their opponent, so the extra blue dice is
considered to be matched against a 2.

Red are armoured so they can reduce one winning dice by one.
The 3 - 1 means they take a hit, and armour would not change
this. They have lost two other matched rolls: 6 - 5 and 3 - 2, so
they can reduce either of these winning dice by one. So the net
result is one hit and one discipline test.

25
SECTION 12
DISCIPLINE TESTS, FRESH STATUS
& ROUTED UNITS
“HERE IS COURAGE, MANKIND’S FINEST POSSESSION, HERE IS THE NOBLEST PRIZE THAT A YOUNG
MAN CAN ENDEAVOR TO WIN.”- SPARTAN POET TYRTAEUS

Discipline tests Fresh


A discipline test is required when the unit loses a combat A unit is considered to be fresh if it:
dice roll in shooting or close combat, and in certain other
circumstances. To pass a discipline test, the player must • Currently has no hits.
roll equal to or higher than the discipline rating of the unit • Is in the open if mounted or heavy foot.
(adjusted for any attached commander or if the unit is out of • Is not in difficult terrain.
command). If the dice roll is not equal to or higher than the • Has no enemy unit(s) in contact with its flank or rear.
adjusted discipline, then the discipline test has been failed.

Failure of a discipline test leads to the unit taking a hit. Hits


must be marked or recorded in some way, so it can be easily
and quickly seen how many hits each unit has suffered.

Rallying Routed units


A unit may attempt to recover hits by rallying. There are two When a unit takes hits equal to its strength rating it is routed.
ways a unit can rally: In the case of a large unit, it can take two more hits than its
strength rating before being routed.
1. When a unit which is not in contact with any enemy
units is activated with an action dice which exceeds its If a unit is routed, any friendly unit within a rectangle extending
discipline rating by the number of hits the unit has, the 1 DU to either side and a full normal move (in the terrain the
unit can rally automatically. If it chooses to rally it may do unit is in), measured rearwards from the front edge of the unit,
no other action this turn. must immediately take a discipline test. The routed unit is then
2. A commander may attempt to rally a unit in the removed from the table.
commander phase at the end of the turn. A dice is rolled,
and if it exceeds its discipline rating by the number of hits Exceptions:
the unit has, the unit can rally. This is the only way a unit • When a unit of train routs and is removed, it does not
that is in contact with an enemy unit can be rallied. cause discipline tests on friendly units.
• When a unit of skirmishers routs and is removed, it does
If the unit is successfully rallied, remove one hit. not cause discipline tests on friendly non-skirmisher units.
• When a unit of elephants routs, friendly mounted troops
Rallying example take two discipline tests instead of the normal one.
A unit with Discipline 3 has suffered 2 hits. In order to rally, the
dice (either the action dice assigned or the dice roll in the end If the routed unit had an action dice, place this dice to one side,
phase) must exceed the unit’s discipline by 2, so it will rally on a showing the army value of the unit lost. If the unit did not have
5+, or on a 4+ if there is a general with the unit. an action dice, take one from the action dice bag instead.

Romans fight Celts somewhere in Gaul in the 1st century CE (Warlord Games & Gripping Beast)

26
SECTION 12
Pursuit The routed unit is removed from the table, and the red cavalry
When an enemy unit is routed in melee combat, and removed carries out a pursuit move. This is straight forward, but the
from the table, the unit which defeated it may pursue. The unit cavalry shifts to avoid the red heavy foot. The pursuit move
will not pursue if it remains in contact with any other enemy ends in contact with the flank of the other heavy foot, as shown
unit, or if the unit it was fighting was in contact with its flank below.
or rear.
If the winning unit is mounted or foot with the impact ability
then it will pursue. If the winning unit is other non-missile
armed foot, it will pursue unless the player does not want it Medium foot Heavy foot
to, in which case it must roll its discipline or greater to avoid

Cavalry
pursuing. Missile armed foot never pursue. Heavy foot

Cavalry
A pursuit move is carried out immediately after resolving the
combat, before activating any further units. It is a full move
directly forward, or as much of a full move as can be carried
out before meeting any obstruction. The pursuing unit can and
must shift up to one DU if necessary to avoid friendly units or The red cavalry immediately carries out close combat against
terrain which would slow it down. If the pursuing unit contacts the blue heavy foot. No dice are gained for impetus on either
an enemy unit it is considered a charge and the combat is carried side as the combat is as a result of pursuit. The red cavalry gets
out immediately. Exception – pursuing light horse will not 6 dice in the combat (strength 3, flank contact and two extra
contact the front of any enemy troops other than skirmishers, units in contact) against the 4 dice of the blue heavy foot.
so will halt their pursuit 1 DU short of any such troops.

In any combat as a result of a pursuit move, neither unit


involved in the combat gains any bonus dice due to impetus.
28mm Carthaginian General
Example of rout and pursuit
(A&A Miniatures)

Medium foot Heavy foot


Cavalry

Heavy
Heavy foot foot Heavy
Heavy foot foot
2DU

The red cavalry unit is activated and in the melee combat the blue
heavy foot takes its fourth hit, thus routing it. Any blue unit partly
in the rectangle marked (just the other unit of heavy foot in this
case) must take an immediate discipline test.

In the end phase you can use your commanders to rally units that
have suffered hits. Be aware that the lower quality a unit is (i.e. higher
discipline rating) and the more hits the unit has suffered the harder it is
to rally.

It is normally best to attempt to rally the units that are most likely to
succeed. The best units to rally are often those that have suffered one hit
but would benefit from being fresh, such as cavalry, large units, or troops
with the impact or shieldwall characteristic.

It can be risky to have a commander with a unit that is close to breaking


if it is in combat or could be charged or shot at, so it is sometimes best
to not attempt to rally such units and move your commander away.
Remember that you can rally units that are not in combat with an action
dice showing a high enough number, so you may find it is better to use
your commanders elsewhere rather than rallying such units.

27
SECTION 13
VICTORY AND DEFEAT
“ONLY THE DEAD HAVE SEEN THE END OF THE WAR.” – PLATO

Game end During the game, whenever a unit is routed, an action dice is
The game ends when one army is demoralised. The other army lost. This dice is put aside, showing the army value of the lost
is the winner. unit.

Army demoralisation When the total army value of the routed units reaches one third
At the start of the game, calculate the total army value for each of the total army value for the army, an army morale test is
army. This is the total of the army value of each unit. The army required. This is carried out at the end of the turn, in the End
value of a unit is its strength, modified as follows: Phase. Every unit in the army takes a discipline test. This can
be done in any order the player chooses. If this results in any
Mounted +1 units routing, then subsequent discipline tests on nearby units
are taken immediately.
Large unit +2
When the total army value of the routed units reaches half of
Calculate one third of this number and half of this number, the total army value for the army, the army is demoralised and
both rounded up. These are the number of casualties required withdraws from the battle. This is carried out at the end of the
for army morale test and army demoralisation respectively. turn, in the End Phase. Unless both armies reach this point
in the same turn, the game is over and the other player is the
victor.

Above: Henry V and Codrington lead the English against the French! Facing page: French camp life.
Donington Miniatures painted and photographed by A&M Painting Service - Ancient & Modern Army Supplies

28
SECTION 14
SPECIAL FEATURES
“PEOPLE OUGHT TO FIGHT TO KEEP THEIR LAW AS TO DEFEND THE CITY’S WALLS.” - HERACLITUS

Train Baggage camps


Artillery, war wagons and baggage camps are collectively Each player may have a baggage camp. This is treated as a unit,
known as train. with the following characteristics:
The following special rules apply to a unit of train: 1. It cannot move.
1. It cannot charge an enemy unit. 2. It is classed as train.
2. When a unit of train routs, it does not cause discipline tests 3. It cannot be deployed in difficult terrain.
on nearby friendly units. 4. It is strength 3.
3. Train never benefit from impetus in combat. 5. Any friendly unit within 4 DU of a camp is treated as
4. Mounted except elephants get no impetus against train. being in command.
5. Train never count as being contacted in the flank or rear. 6. In combat it cannot inflict hits or cause discipline tests
on an opposing unit, so any paired dice rolls lost by the
War wagons attacking unit are ignored.
War wagons are based on different sized bases to other units. 7. It does not take discipline tests. Any paired combat dice
The frontage of a war wagons unit should be approximately half that are lost cause a hit rather than a discipline test.
the frontage on a normal unit, and the depth of a war wagons 8. It is not affected by shooting.
unit should be equal to the frontage on a normal unit.
In deployment, a baggage camp must be the first unit placed. It
The following special rules apply to war wagons: should be on a square or rectangular base, with each side equal
1. They are train. to or greater than the normal unit frontage.
2. They are always undrilled, heavily armoured.
3. They have a missile weapon capability. If a player has a baggage camp, which has not been routed,
4. They are strength 3. there is no limit on the number of bonuses that may be given
5. They shoot out of either side edge, but only one side at a to his units. See Section 5.
time. A camp operates as a normal unit in all respects, so it is
6. When carrying out a manoeuvre, measure the furthest counted towards the total number of units for action dice and
moving corner (instead of the furthest moving front army demoralisation.
corner).
If a camp is routed, every unit in the army immediately takes
a discipline test.

29
SECTION 14
Elephants Large units
Elephants are classed as mounted. They may be discipline A large unit should have more depth than normal units to make
4 (trained elephants) or 5 (untrained). They are normally it clear it is large. The following special rules applying to a large
classed as armoured (representing their thick hide) but if they unit:
are actually protected by armour they are classed as heavily
armoured. However, if heavily armoured their movement is 1. It requires an action dice two higher than its discipline
not reduced. They always have the impact ability. rating to carry out a manoeuvre.
2. It cannot move backwards, although it can carry out a 1800
Special rules applying to elephants: turn as a manoeuvre.
1. In combat, the armour of the enemy unit does not count. 3. It gains a bonus impetus dice when fresh.
2. Mounted other than elephants never gain bonus dice due 4. It takes two extra hits to rout.
to impetus when fighting elephants.
3. Elephants never gain bonus dice due to impetus when
fighting skirmishers. 28mm Germanic infantry (Foundry).
4. Any enemy unit other than elephants or light foot which
contacts elephants, and which will fight in close combat
against the elephants, must immediately make a discipline
test. This is carried out before combat resolution, and
applies whether the elephants moved to contact the enemy
unit, or the enemy unit moved to contact the elephants.
5. The discipline of a unit of elephants is not improved by
the presence of a commander.
6. When a unit of elephants routs, all nearby friendly
mounted troops take two discipline tests instead of the
normal one. See Section 12.

Scythed chariots
Scythed chariots are a special class of chariots. The following
special rules apply to scythed chariots:

1. They are always undrilled, impact.


2. They do not contribute an action dice, but no action dice is
lost when they rout.
3. They do not contribute to army value, and when they rout
they are not counted towards losses.
4. Friendly troops do not take a discipline test for scythed
chariots routing nearby.
5. Any troops contacted by scythed chariots take an
immediate discipline test, before the combat is resolved.
6. Mounted never gain impetus against scythed chariots.
7. They are removed at the end of a turn in which they have
contacted an enemy unit.
15mm Seleucid armoured elephant (Old Glory 15’s).

Camels
Camels are classed as mounted. Any enemy mounted unit
other than camels which contacts camels, and which will fight
in close combat against the camels, must immediately make
a discipline test. This is carried out before combat resolution,
and applies whether the camels moved to contact the enemy
unit, or the enemy unit moved to contact the camels. 28mm Seleucid Scythed Chariot (SHQ Miniatures)

30
SECTION 15
UNIT CHARACTERISTICS
“IT IS NECESSARY TO UNDERSTAND THAT WAR IS COMMON, STRIFE IS CUSTOMARY,
AND ALL THINGS HAPPEN BECAUSE OF STRIFE AND NECESSITY.” - HERACLITUS

Protection level Melee characteristics


Each unit has a protection level. The normal levels of protection, A unit may have one of the following characteristics:
starting from the least protection, are: lacking protection,
average protection, armoured, heavily armoured. Typical Impact
equipment to give an average level of protection for different A unit with this ability may charge with an action dice equal to
troop types is shown below. or higher than its discipline rating.

In combat it gains an advantage if all of the following apply:


TROOP TYPE EQUIPMENT FOR AVERAGE • It has impetus
PROTECTION • It is fresh
Heavy foot Large shield or body armour • It has moved this phase
Medium foot Shield or body armour • If it is a foot unit, it is not fighting enemy mounted
Light foot Nothing or small shield
If all of the above apply then all of the dice which are higher
Cavalry Shield or body armour than the opposing dice in the combat resolution automatically
Light horse Nothing or small shield cause a hit, rather than the usual discipline test.

Troops should be classed as lacking protection if they are below Crusader knights (Perry Miniatures)
these levels, and armoured or heavily armoured if they have
better protection.

There are two special protection levels that vary according to


the situation:

Pavises
A unit of medium foot armed with bow or crossbow may have
pavises (large shields). The unit is treated as armoured if it is
either in melee and is fresh, or is shot at by a unit which is in
front of it (i.e. Part of the shooting unit is directly in front of the
unit with pavises). Otherwise it is treated as lacking protection.
The movement rate of the unit is reduced by 1 DU. Pikes
This is only available to large units of heavy foot. If the unit
If a unit with pavises is shot at by a unit with crossbows or armed with pikes has impetus, is fresh and fighting foot other
longbows, it still counts as armoured. Only artillery ignores the than pike, the enemy unit gains no dice for impetus against it.
armour effect of pavises. If the unit has impetus, is fresh and has not moved this phase,
and is fighting mounted, the enemy unit gains no dice for
Shieldwall impetus.
This is only available to units of heavy foot. The unit is treated
as armoured if it is fresh and either in melee, or shot at by a unit Spears
which is in front of it (i.e. Part of the shooting unit is directly in This is only available to units of heavy foot or medium foot. If
front of the unit). the unit has impetus, is fresh and has not moved this phase,
and is fighting mounted, the enemy mounted unit gains no
dice for impetus.

Thrown weapons
The unit is armed with missile weapons which are thrown
just before contact. If it is fresh and has not moved this phase,
has an action dice allocated, and was charged and contacted
frontally, it causes an automatic discipline test on the enemy
unit before the combat is resolved.
The unit may still use the action dice to gain impetus as normal.
If it is fresh and has made an advance this phase, it may choose
15mm Persian sparabara to get the same effect, but it must give up one impetus dice to
(West Wind miniatures/Mike Hobbs collection). do so.

31
SECTION 15
Two handed weapons If foot they get impetus in melee combat (unlike normal
A unit armed with two handed weapons ignores any enemy medium foot missile troops). If they are foot which have not
armour. moved this phase, are charged and have an action dice allocated,
they carry out shooting at the chargers before combat and get
impetus in the combat.

Other characteristics

Steadfast
The unit does not take discipline tests as a result of:

• Friendly units routing, except if the friendly unit is


15mm Bastarnae falxmen (Essex Miniatures). elephants.
• Commanders being killed.
• Army morale test.
Melee Capable
A unit of missile armed medium foot which is classed as melee Additionally the unit does not suffer the normal discipline
capable may get impetus in melee combat (unlike normal penalty for being out of command.
medium foot missile troops). They do not get impetus if either
unit involved in the combat charged this phase, but otherwise Undrilled
may get impetus (subject to the normal restrictions on impetus). An undrilled unit requires an action dice two higher than its
discipline rating to carry out a manoeuvre.
Missile weapons
A unit may have one of these characteristics, indicating that it
is armed with missile weapons. The missile weapons are: bow,
crossbow, longbow, javelins, sling, firearm, artillery.

Reduced capability (bow or crossbow)


Some units of heavy foot, medium foot, cavalry or chariots
shoot with a reduced capability compared to normal medium
foot or cavalry missile troops.

These may be depicted by only having missile armed troops


in the rear rank, or by some missile armed figures mixed with
melee weapon armed figures. They are classed as bow (R) or
crossbow (R). They shoot with 2 dice. 28mm Skythian infantry (Old Glory Miniatures).

Use your troops wisely! Be aware of the


strengths and weaknesses of your troops.
Some troops operate best when they are in
the open, so try to avoid rough and difficult
terrain with these troops.

Study the list of the situations where you


do not get impetus, and try to avoid these
match-ups. Try to position your troops to get
match-ups where your opponent does not
get impetus or will have less combat dice.

32
SECTION 16
STRATAGEMS
“WHO ASKS WHETHER THE ENEMY WAS DEFEATED BY STRATEGY OR VALOUR?” - VIRGIL

Each army may choose a number of stratagems. If armies Flank march


have been worked out to a points limit, there is a points cost The player sends some of his troops on a flank march, to arrive
for each stratagem. If playing a scenario or historical battle, on one flank at a predetermined time. Before deployment, the
then stratagems should be chosen that are appropriate to the player secretly notes which of his units will be sent on a flank
scenario. Any stratagems should be declared immediately after march, which flank they are marching on and the turn they are
completion of normal deployment. due to arrive. A commander other than the c-in-c must be with
them.
Ambush
One skirmisher unit may be kept back and not deployed in the These troops are not deployed at the normal time, and one
normal deployment phase. At the end of all deployment, this activation dice per unit is kept out of the action dice bag. Any
unit may either be placed anywhere on the table, as long as it units except for train may be sent on a flank march.
is out of sight of all enemy troops, or deployed in the normal
deployment area. If both players have chosen this stratagem, In the end phase of the turn before they are due to arrive, the
the outscouted player deploys his ambushers first. player rolls the activation dice for the units and places the
dice on the flank that he has noted. After all activation dice
Scouting have been used on the following turn, an extra phase takes
All scouting dice that are bid count as double their number for place where flank marching units may be activated using the
the purpose of determining which army has outscouted the activation dice rolled previously. If any units move onto the
other. table (see rules below for initial movement of flank marching
units), the commander must come on with one of them.

If any of the activation dice are not used, the player rolls them
again and leaves them on that flank. If any units have entered
the table, the dice are placed in the place the unit with the
commander attached came on. Again, there is an extra phase
after normal activation at the end of the following turn where
these dice can be used to bring units on. If some units have come
on, any flank marching units that have not come on are out of
command whilst off table, and must enter within command
range of the point the commander entered. This continues each
turn until all flank marching units are on the table.

Any flank marching units that are off table count half of their
28mm Numidian cavalry (Gripping Beast) described by army value (rounding up) towards losses. If an army morale
Roman historian Livy as “by far the best horsemen in Africa.” test is required whilst any troops are off table, they must take
the required discipline test immediately that they move onto
the table.

Skirmishers forward If both players have chosen this stratagem, both flank marches
The player may deploy up to four of his skirmisher units up to are cancelled and the flank marching forces are immediately
the halfway line. If both players have chosen this stratagem, deployed normally, with the outscouted player deploying his
only the player deploying his skirmishers first (i.e. the first.
outscouted player) may use it.
Flank marching units come onto the table with an advance or a
manoeuvre, measuring the movement distance from the table
edge. They may shoot or charge on the turn they come on. If
any enemy units are within 2 DU of the table edge, and block
the movement onto the table of the flank marching units, they
are shifted directly away from the table edge, so that there is a 2
DU gap between the unit and the table edge. If a flank marching
unit charges on the turn it comes on, the target of the charge
cannot have an action dice allocated (as it is in the extra flank
Eastern javelinmen by Old Glory 15’s. march phase) so will not gain impetus in the combat.

33
SECTION 16

Redeployment Stakes
At the end of both players’ normal deployment, the player All medium foot longbow units in the army carry sharpened
may redeploy any one unit by moving it to a different position stakes, which they may deploy by placing them in the ground
(within the normal deployment area). If both players have in front of them, creating an obstacle to attacking enemy. These
chosen this stratagem, the outscouted player redeploys first. should be modeled on a shallow base the same width as a unit
frontage. Units can start the game with stakes deployed, or they
Resupply may be carrying the stakes, ready to deploy them later. The
The number of bonuses due to multiple action dice or action stakes base should be placed behind the unit to indicate that it
dice showing a 6 that may be received by each unit in each is carrying stakes. Whilst a unit is carrying stakes, its movement
phase is not limited. See Section 5. rate is reduced by 1 DU.

To deploy stakes requires a manoeuvre. The unit is moved


Fortified camp backwards by the depth of the base of stakes, and the stakes
A baggage camp may be fortified with a ditch and bank, placed in front of the unit, so that the front edge of the stakes is
palisades, stakes, etc. A fortified camp counts as a normal in the same position as the front edge of the unit was previously.
baggage camp in all respects, except that: If a unit has stakes deployed and no combat has taken place
across the stakes, the unit may pick up the stakes, also requiring
• It is armoured. a manoeuvre. The unit is moved forwards so that its front edge
• The camp only suffers a hit when doubled in a paired dice is where the front edge of the stakes was, and the stakes base is
roll, rather than just beaten. placed behind the unit.
• The camp can inflict discipline tests and hits on the
opposing unit in the normal manner.

photo courtesy of Darrell Hindley

When a unit has stakes deployed, shooting range is measured to


and from the front edge of the stakes base.

No enemy unit gains any impetus dice when it charges the front
of the unit across deployed stakes. In combat in subsequent
turns, impetus dice may be gained as usual.

French infantry attack the English camp c. 1415. Stakes are removed when the unit defending them is routed,
Donington Miniatures painted and photographed by A&M Painting if the unit moves after combat has been fought across them
Service - Ancient & Modern Army Supplies. or chooses to move without picking them up. The player may
also choose to remove undeployed stakes any time the unit
is activated for movement (in order to utilise the unit’s full
Below: Two units of Roman Republican Hastati (Gripping Beast) movement allowance).

34
SECTION 17
MULTI-PLAYER GAMES
“THOSE WHO KNOW HOW TO WIN ARE MUCH MORE NUMEROUS THAN THOSE WHO KNOW HOW TO
MAKE PROPER USE OF THEIR VICTORIES.” - POLYBIUS

Games can be played with more than one player on each side. Variant for large multi-player games
Each player should have his own command of troops, with For large multi-player games with three or more players on
his own commanders. Commanders of one command cannot each side, where each player has a relatively small number of
influence units in another command. units under his command, the following variant can be used.
There is no action dice bag, and only one action phase per turn.
Each player has his own coloured action dice. These can only At the start of each turn, each player rolls all of their action
activate units in his own command. When action dice are dice (one per unit).
drawn at the start of each phase, more dice are drawn in a
multi-player game, as follows: The side with the highest number of 6s rolled is the active side
for this turn, so the players on this side place their action dice
NUMBER NUMBER OF ACTION DICE first, and go first on tied action dice. If both sides rolled the
OF PLAYERS DRAWN EACH PHASE same number of 6s, then the number of 5s rolled determines
which side is active (then the number of 4s, etc.).
1 vs. 1 7
1 vs. 2 11 Play then proceeds normally, except that whenever the rules
2 vs. 2 13 refer to taking a dice out of the bag, this cannot happen. This
2 vs. 3 15 means there are no group moves, and skirmishers can only
evade if allocated an action dice. Instead of turning action
3 vs. 3 17 dice to show a 1 when a unit has been activated, they can be
removed. The only time a dice should be left with the unit is if
If there are a different number of players on each side, it is it defers, or if it carries out an advance (to show that it may get
possible to play with one command each (for example as 1 vs. impetus in combat if subsequently charged this turn).
2, using 11 action dice each phase), or for the single player to
play two commands, as if it were 2 vs. 2. The latter is likely to For victory and defeat, the army is considered as a single entity,
give a more balanced game. rather than individual commands, and the normal rules in
Section 13 are used.
In each phase, the side with the highest amount of action dice
is the active side, placing its action dice first and breaking ties.
More players will lead to wilder swings in initiative, as
sometimes a player will find himself having less dice to allocate
to his command than the command opposite, but having to
place them first.

Army morale and demoralisation levels


The army value for each player’s command and for the army as
a whole should be worked out as per Section 13. Hellenistic thorakitai (Old Glory 15’s)

When the losses taken by a command reach its morale test level
(i.e. one third of the army value), every unit in the command For this variant it is recommended that players have around
takes a discipline test. 3 – 5 units each (with the lower number if the units are
better quality or tougher in combat). Each player should
When the losses taken by the whole army reach its demoralisation have a captain, and there should also be a general, who is the
point (i.e. half of the army value for the whole army), the army commander-in-chief. The players on each side can decide
is defeated and withdraws from the battle. Unless both armies who controls the general (for example it could be the most
reach this point in the same turn, the game is over and the other experienced player or the player in the centre), but if a player’s
army is victorious. captain is killed then the general should go to help that player.

35
APPENDIX 1: BASING, RECORDING
HITS AND TABLE SIZE
These rules can accommodate a wide variety of basing Using these means that the number of hits a unit has suffered can
conventions. The most important thing is that unit frontages be quickly and easily seen by both players. The disadvantages
are equal, so even if the way your figures are based is not are that they can sometimes be moved or knocked, and some
mentioned here, as long as you can group them into equal players do not like the extra clutter these create on the table.
frontage units, and can tell the difference between different
troop types then it will work. Recording hits on a listing of all of the units in the army (an
army roster) can make for a more aesthetically pleasing
15mm and smaller scale figures solution. The disadvantages here are that it may not be so easy
Typically figures for these scales are based as elements, the most to see how many hits each unit has taken, and there needs to
common being 40mm frontage, often known as WRG or DBX be a way of distinguishing between different units of the same
standard. With figures based in this way, you can either use one type, so that the players can tell which unit has suffered the hits.
40mm base as a unit, which will allow you to play Sword and
Below: An example of the equipment needed to play. Measuring
Spear on a small table without a large number of figures, or use
sticks, two sets of action dice, two sets of combat dice, and markers
80mm frontage units.
to signify hits.
If using 80mm frontage units, most troop types will look best
using four 40mm bases to represent a unit in a 2 by 2 block.
Troops that fought in shallower formations such as elephants,
artillery, chariots and medieval knights can be resented by two
bases side by side. Large units can either be represented by six
or eight bases.

28mm scale figures


There is a lot more variety in basing for larger scale figures.
If the figures are based as elements (for example with 60mm
frontages, matching the WRG/DBX convention for larger
scales) then these can be used in the same way as 15mm
element based units. The unit frontage would either be 60mm
(for one element representing a unit) or 120mm (for four
elements representing most units).
Table Size
If the figures are based individually then the best approach is The table size required to play Sword and Spear will depend on
to use movement trays to accommodate the figures. Having a the size of the game being played, and the unit frontage.
unit frontage of 100 - 120mm gives a good look, and movement
trays are widely available in these frontages. For a two player game with around 12 units each side, the
table width should be around 30 - 40 DU. For a game with less
For example if your infantry are based on 20mm square bases units, a smaller table can be used, and for a game with more
and cavalry on 25mm by 50mm bases, you could choose to units on each side a larger table is required. Some suggested
have 100mm unit frontages. A cavalry unit would consist of table sizes are shown below. You can play on a larger table than
four figures lined up side-by-side, and a heavy foot unit would the suggested sizes, but you may then want to increase the
consist of ten figures lined up five wide and two deep. Medium size or number of terrain pieces, and also increase the 6 DU
and light foot could be represented by having less infantry deployment distance from the side table edges.
figures on the same sized movement tray. You can even get
movement trays made to accommodate figures based on round SUGGESTED TABLE SIZES
bases, which are common for use in skirmish games. Approx. number Unit frontage Suggested
of units per side minimum table size
Recording Hits
Hits must be recorded so that both players can see how many 8 40mm 2’ by 2’
hits each unit has suffered. There are two ways of recording 12 40mm 3’ by 2’
hits: 8 80mm 4’ by 3’
• On-table markers. 12 80mm 5’ by 3’
• Recording on army roster.
15 80mm 6’ by 4’
There are a variety of forms that on-table markers can take, 8 120mm 5’ by 4’
such as small dice that are turned to show the number of hits
face up, counters with numbers on, or detailed bases with 12 120mm 6’ by 4’
casualty figures on. 15 120mm 8’ by 4’

36
APPENDIX 2: SCENARIOS
The three most common ways of playing big battle ancient and For example, if there were 16,000 heavy foot on one side of
medieval wargames are: a battle and you want this to be represented by 8 units, you
would get the following ratios.
• Equal points pitched battle.
• Historical scenario.
• Other scenario. Troop Type Relative Number of men one
strength unit represents
Equal points pitched battle
Heavy Foot 4 2000
In this type of game each player chooses an army to a pre-
determined points total. The make-up of each army can be Medium Foot 3 1500
based on the player’s knowledge and research about the actual Cavalry 3 1500
army, or the Sword and Spear Army Lists, available as free Light Foot 2 1000
downloads on the website, can be used. These give typical troop
Heavy foot (L) 6 3000
types that were available to each army, along with the points
cost for each unit.
These should be treated as guidelines, and you should be
Terrain set-up and victory conditions are as set out in Section
prepared to be flexible. For example, you might read that
3 and Section 13. Any of the stratagems in Section 16 may be
there were a large number of light foot present, but you might
used. The players might decide that both armies will have a
decide that this gives you too many units compared to the
baggage camp, or leave it up to each player to decide whether
impact they should have on the battle, so you would reduce the
to include one.
number of units. For units that are not just made up of men,
This type of game works best when the two opposing armies or men on horses, such as elephants, chariots and artillery,
are historical opponents, or at least from the same period and more judgment is required to choose a ratio that gives what
geographical location, so they could potentially have fought. you feel is the right number of units. Along with the numbers
Terrain choices should be made bearing in mind the actual in the table above, you might add something like:
terrain in the regions where the battle might take place. This
type of game should then give a good approximation of what a Troop Type Relative Number one unit
battle between those two armies would actually have been like. strength represents
Chariots 3 500
Historical scenarios
An actual historical battle can be recreated. The terrain should Elephants 3 100
be set up according to the terrain the actual battle took place
over, and make-up of the two armies can be determined using
This then allows you to work out how many units of each
historic orders of battle (OOBs). However, as written evidence
troop type should be present. Once you have worked out
is often lacking, there is normally some educated guesswork
the composition of both armies it can be useful to use the
involved in both working out armies and setting up the terrain.
points system as a check on how balanced a game it is likely
As a general rule, most ancient battlefields will not have a
to give. Bear in mind that whilst a historic scenario does not
large number of significant terrain features, but even if a map
need to be balanced, it might not make for a good game if it
shows an open plain, there should probably be one or two small
is very unbalanced, and also most interesting historic battles
areas of rough terrain or gentle hills. Medieval battlefields will
were reasonably balanced, with both sides having a chance of
normally have more terrain.
winning.
When working out the troop types making up each army, the
Sword and Spear Army Lists can be used for guidance as to how Other scenarios
the historic troops should be treated within the game. It is possible to come up with a variety of other scenarios. These
are often inspired by actual historic battles, sometimes even
To translate actual numbers of combatants into units, you from different periods (for example you could use Waterloo as
need an approximate unit : man ratio. This will vary by troop the basis for an ancients battle scenario). For this type of game
type. Generally the number of men a unit represents should be it is often best for one player to come up with the scenario and
roughly proportional to the strength of the unit (adjusted for work out the forces involved and the victory conditions. As
large units). these type of games may not necessarily be balanced, it can
be a useful exercise to play the same scenario twice, swapping
sides, to see who can achieve the best overall outcome.

Three such scenarios are presented here. In each of these


scenarios one side is the attacker, and one side is the defender.
There is no pre-game scouting in these scenarios, so all action
dice are used in the first turn.
Donington Miniatures Triarii painted and photographed by
A&M Painting Service - Ancient & Modern Army Supplies

37
Victory conditions and game duration Normally neither side will have a baggage camp, but as a variant
For the three scenarios presented here, the conditions for army the defender may have mobile baggage. This works in the same
demoralization and victory from Section 13 apply. There is way as a normal baggage camp, except that it moves as war
an additional victory condition based on the duration of the wagons.
game. Use a dice to record the turn number, moving it on in
each end phase (so on the end phase of the second turn the Any of the defenders units that move off the table by the side
dice is turned to show 2). After six turns, the dice returns edge that the defenders originally faced are removed from the
to show a 1 on the seventh turn, and then carries on being game, along with their action dice, but do not count as losses.
moved up one each turn. From the seventh turn onwards, in If the defender exits at least half (rounded up) of his original
each end phase roll a dice to see whether the game ends. If this number of units from the table in this way, he wins the game
dice is less than or equal to the number showing on the turn immediately.
record dice (i.e. 1 or less on turn 7, 2 or less on turn 8, etc.), the
game ends immediately (due to the end of the day, defender Scenario 3: River Crossing
reinforcements arriving, poor weather, etc.), and is a victory A river is placed roughly along the centre line of the table.
for the defender. The river should be around 1 DU wide, and counts as difficult
going. There should be a ford in the middle of the table, 2 DU
Some scenarios also have special victory conditions; the wide, which counts as rough going.
game ends immediately when these are met, with the side that
has met the victory conditions declared the winner. Terrain is then set up as per section 3, except that if a 6 is rolled
on the terrain placement dice, the terrain piece is discarded.
Scenario 1: Attack on prepared positions The defender deploys all of his troops first, and may deploy
Terrain is set up as per section 3, with the following changes: anywhere on his side of the river, except for within 6 DU of the
The defender gets two extra normal sized (or one large) pieces side edges.
of terrain that he places before normal terrain placement. The attacker then deploys. He must deploy at least 6 DU from
These may be placed anywhere the defender chooses, with no the river and at least 6 DU from the side edges.
adjustment rolls. The defending player then rolls normally as
per Section 3 and places all of his terrain. The attacker then The following stratagems may be used:
rolls 1 dice and subtracts 3 to give the maximum number Attacker – resupply, fortified camp.
of terrain pieces he may place. He rolls for and places these Defender - ambush, redeployment, resupply, fortified camp.
normally. In any end phase, if the attacker has at least half (rounded up)
The defender deploys all of his troops first, and may deploy of his original number of units across the river and fresh, then
anywhere within his half of the table, except for within 6 DU he wins immediately (having forced the crossing and prepared
of the side edges. the way for the rest of the army).

The attacker then deploys. He must deploy at least 8 DU from Game Balance
the table centre line and at least 6 DU from the side edges. With roughly balanced forces, these scenarios will not
The following stratagems may be used: necessarily be balanced, and it is worth experimenting with
Attacker – flank march, resupply. different sized attacking and defending forces. In all three the
Defender - ambush, redeployment, resupply, fortified camp. attacker gets the advantage of deploying second, but is forced
to attack or lose. In the first and third the defender gets the
Scenario 2: Ambush advantage of position, whilst in the second the defender is at
Terrain is set up as per section 3, with the following changes: a significant disadvantage (and particularly so if the defending
The attacking player rolls normally as per Section 3 and places army has lots of undrilled troops).
all of his terrain. The defender then rolls 1 dice and subtracts If armies are worked out for these scenarios using the points
3 to give the maximum number of terrain pieces he may place. system, then for the first and third scenarios the attacker
He rolls for and places these normally. should be given a 10 – 20% higher point total. In the second the
No terrain piece may initially be placed (before any adjustment defender should be given a 10 – 20% higher point total.
move) within 4 DU of the table centre line.
Historical examples
The defender deploys all of his troops first, and must deploy Historical examples of the three scenarios presented here are:
within 4 DU of the table centre line (on either or both sides of
the centre line), and more than 6 DU from the side edges. All Attack on prepared positions:
of his units must be deployed facing one of the side table edges. • Battle of Hastings, 1066 AD.
The attacker then deploys. He must deploy at least 8 DU from • Battle of Agincourt, 1415 AD.
the table centre line and at least 6 DU from the side edges. He Ambush:
can deploy his troops on either or both sides of the table. • Battle of Lake Trasimene, 217 BC.
• Battle of Hattin,(Horns of Hattin), 1187 AD.
The following stratagems may be used:
River Crossing:
Attacker – resupply.
• Battle of the Hydaspes River, 326 BC.
Defender - resupply.
• Battle of Mohi, 1241 AD.

38
APPENDIX 3: ARMY LISTS
Army lists can be used to create typical armies for use in pick- Camps are included as core troops, but there can obviously
up type games, and to assist in developing orders of battle for only be one camp present.
refights of historic battles. They should be treated as guidelines,
and you should also use your own knowledge and research to Some troop types have different options. There may be different
guide you as to what troops should be available for each army discipline levels, indicating differing qualities of troops. Or
in a given place and time. there may be different characteristics, which might represent
different types of troop coming under the same general
For example, if you are building an army to represent Hannibal’s heading, or it might represent alternative opinions as to how
campaign in Italy, there will be different troop types available the troop type was equipped or operated.
compared to Carthaginian armies in Spain or Africa. There are
over 100 army lists available to download online (in both pdf The following general rules apply when there are options for a
and excel spreadsheet formats) and a selection is included here. troop type:
The online army lists also have points allocated to each unit, so
armies can be built to a predetermined points total if desired. • Where the discipline rating differs, a combination of
different types may be used in the army.
Using the army lists • For medium and heavy foot, if anything varies other than
At the top of each army list is the name of the army and the discipline rating, only one type may be used in the
approximate dates (in centuries) for which the army existed (or army.
for which the particular list applies, if there are more than list • For all other troop types, a combination of different types
for an army over different time periods). may be used in the army.
The main part of the army list specifies the troop types that are
The restriction on medium and heavy foot is because variations
available to the army. These are split into two sections: Core
here are normally due to alternative opinions as to how the
Troops and Support Troops.
troop type was equipped or operated, so one interpretation
Core troops are the main troops making up the army. At least should be chosen.
half of the units in the army (rounding up) must come from the
core troops section. At the bottom of the army list are any notes relating to extra
restrictions on particular troop types (for example exceptions
Support troops are the less common troops that were not to the general rule above, or restrictions by date). The following
always present. No more than two of each type of unit from this army lists are included over the next few pages. This is a sample
section may be present in the army. of the army lists that are available on the Sword & Spear website.
Some particular troops were always present and others were Macedonian Skythian or Saka
less common. Thus some troops are designated as compulsory
or restricted (indicated by “Compulsory” or “Yes” for restricted Early Achaemenid Persian Early Imperial Roman
on the line for this troop type). If a troop type is compulsory,
then at least two units must be included in the army. If a Core Later Sarmatian Dacian
troop type is restricted, then no more than two of this type Feudal English Feudal Scots
of unit may be present in the army. If a Support troop type is
restricted, then no more than one of this type of unit may be Medieval Welsh
present in the army.

39
MACEDONIAN From: 4th c. BCE To: 4th c. BCE
Name Type Discipline Strength Protection Missile Melee Other Points Army Value Restricted
Core Troops
Companion Cavalry Cavalry 3 3 AV - Impact - 45 4 Yes
Cavalry 3 3 AV - - Undrilled 30 4
Allied Cavalry Cavalry 3 3 AV - - - 35 4 Yes
Cavalry 4 3 AV - - - 28 4
Phalanx Heavy Foot (L) 4 4 SW - Pikes - 56 6
Heavy Foot (L) 3 4 SW - Pikes - 70 6
Heavy Foot 3 4 SW - Spears - 45 4
Hypaspists Yes
Medium Foot 3 3 AV - Spears - 30 3
Medium Foot 3 3 AV - - - 25 3
Heavy Foot 4 4 SW - Spears Undrilled 32 4
Hoplites
Heavy Foot 4 4 SW - Spears - 36 4
Light Horse Light Horse 4 2 AV Javelins - - 24 3 Yes
Javelinmen Light Foot 4 2 AV Javelins - - 12 2 Yes

40
Camp Camp 4 3 AV - - - 0 3
Support Troops
Medium Foot 4 3 AV - Undrilled 16 3
Thracian or other Medium Foot 4 3 AV - Spears Undrilled 20 3
allied foot Two Handed
Medium Foot 4 3 AV - Undrilled 20 3
Weapon
Lighter armed foot
Medium Foot 4 3 AV - - - 20 3
companions
Mercenary
Medium Foot 4 3 AV - Spears - 24 3
Iphikratean Hoplites
Elephants Elephants 4 3 ARM - Impact Undrilled 40 4 Yes
Cretan Archers Light Foot 3 2 AV Bow - 20 2 Yes
Archers Light Foot 4 2 AV Bow - - 16 2 Yes
Slingers Light Foot 4 2 AV Sling - - 12 2 Yes
Prodromoi Light Horse 4 2 AV - Impact - 24 3 Yes
Horse Archers Light Horse 4 2 AV Bow - - 28 3 Yes
early achaemenid persian From: 6th c. BCE To: 5th c. BCE
Name Type Discipline Strength Protection Missile Melee Other Points Army Value Restricted
Core Troops
Cavalry 3 3 AV Bow - Undrilled 40 4
Cavalry Yes
Cavalry 4 3 AV Bow - - 36 4
Sparabara Foot Medium Foot 4 3 PAV Bow - - 24 3 Compulsory
Medium Foot 3 3 ARM Bow Melee Capable - 40 3
Immortals Yes
Medium Foot 3 3 AV Bow Melee Capable - 30 3
Hoplites Heavy Foot 4 4 SW - Spears Undrilled 16 2
Archers Light Foot 4 2 AV Bow - - 0 3 Yes
Camp Camp 4 3 AV - - -
Support Troops
Guard Cavalry Cavalry 3 3 ARM Bow - 55 4 Yes
Heavy Chariots Chariots 3 3 HA Bow Impact Undrilled 55 4 Yes
Medium Foot 5 3 AV - Spears - 15 3
Allied Foot

41
Medium Foot 4 3 AV - - 16 3
Mercenary Heavy Foot 4 4 ARM - Spears 40 4
Hoplites Heavy Foot 4 4 SW - Spears - 36 4
Javelinmen Light Foot 4 2 AV Javelins - - 12 2 Yes
Arab Camelry Camels 5 3 LP Bow 24 4 Yes
Light Cavalry Light Horse 4 2 AV Javelins - - 28 3 Yes
Horse Archers Light Horse 4 2 AV Bow - - 24 3

SKYTHIAN OR SAKA From: 6th c. BCE To: 1st c. CE
Name Type Discipline Strength Protection Missile Melee Other Points Army Value Restricted
Core Troops
Cataphracts Cavalry 3 3 HA - Impact Undrilled 50 4 Yes
Armoured Cavalry Cavalry 3 3 ARM Bow Impact Undrilled 60 4 Yes
Cavalry Cavalry 4 3 LP Bow - - 32 4
Horse Archers Light Cavalry 4 2 AV Bow - - 28 3 Compulsory
Light Foot 4 3 AV Bow - - 16 2
Foot Archers Medium Foot 4 3 LP Bow Undrilled 16 3
Medium Foot 5 3 LP Bow 15 3
Medium Foot 4 3 LP Bow (R) 16 3
Mixed Foot
Medium Foot 5 3 LP Bow (R) 15 3
Medium Foot 4 3 AV Undrilled 16 3
Spearmen
Medium Foot 5 3 AV 15 3
Camp Camp 4 3 AV - - - 0 3
Support Troops
Slingers Light Foot 4 2 AV Sling - 12 2 Yes

* Only Saka from 3rd century BCE

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DACIAN From: 1st c. BCE To: 4th c. CE
Name Type Discipline Strength Protection Missile Melee Other Points Army Value Restricted
Core Troops
Medium Foot 4 3 AV - Impact Undrilled 18 3
Warriors Compulsory
Medium Foot 4 3 AV - - Undrilled 12 3
Two Handed
Falx armed Warriors Medium Foot 4 3 LP - Undrilled 12 3
Weapons
Archers Medium Foot 4 3 LP Bow - - 15 3 Yes
Light Archers Light Foot 4 2 AV Bow - - 12 2
Camp Camp 4 3 AV - - - 0 3
Support Troops
Cavalry Light Horse 4 2 AV Javelins - - 15 3 Yes
Sarmatian Cavalry Cavalry 3 3 ARM - Impact Undrilled 40 4 Yes
Bastarnae Cavalry Cavalry 3 3 AV - - Undrilled 24 4 Yes
Javelinmen Light Foot 4 2 AV Javelins - - 9 2
Elite Warriors Medium Foot 3 3 AV - Impact Undrilled 24 3


EARLY IMPERIAL ROMAN From: 1st c. BCE To: 2nd c. CE
Name Type Discipline Strength Protection Missile Melee Other Points Army Value Restricted
Core Troops
Thrown
Veteran Legionaries Heavy Foot 3 4 ARM - Steadfast 44 4 Yes
Weapon
Thrown
Legionaries Heavy Foot 3 4 ARM - - 40 4 Compulsory
Weapon
Thrown
Raw Legionaries Heavy Foot 4 4 ARM - - 30 4
Weapon
Medium Foot 4 3 ARM - - - 21 3
Auxilia Compulsory
Heavy Foot 4 4 ARM - - - 27 4
Cavalry 3 3 ARM - - - 36 4
Cavalry Yes
Cavalry 4 3 ARM - - - 27 4
Camp Camp 4 3 AV - - - 0 3
Support Troops
Auxiliary Archers Medium Foot 4 3 AV Bow - - 18 3
Allied Archers Light Foot 4 2 AV Bow Impact - 12 2

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Slingers Light Foot 4 2 AV Sling - - 9 2 Yes
Light Cavalry Light Horse 4 2 AV Javelins - - 15 3
Allied Horse Archers Light Horse 4 2 AV Bow - - 18 3 Yes
Lancer Cavalry
Cavalry 3 3 ARM - Impact - 44 4 Yes
(Contarii)*
Bolt Shooters Artillery 4 2 AV Artillery - - 15 2
*Only in 2nd century CE armies.

LATER SARMATIAN From: 1st c. CE To: 4th c. CE
Name Type Discipline Strength Protection Missile Melee Other Points Army Value Restricted
Core Troops
Cavalry Cavalry 3 3 ARM - Impact Undrilled 40 4 Compulsory
Camp Camp 4 3 AV - - - 0 3
Support Troops
Foot Archers Light Foot 4 2 AV Bow - - 12 2
Light Cavalry Light Horse 4 2 AV Bow - - 18 3 Yes
Levy Foot Medium Foot 5 3 LP - - - 8 3


FEUDAL SCOTS From: 11th c. CE To: 13th c. CE
Name Type Discipline Strength Protection Missile Melee Other Points Army Value Restricted
Core Troops
Cavalry 3 3 ARM - - Undrilled 40 4
Knights Yes
Cavalry 4 3 ARM - - Undrilled 32 4
Heavy Foot 4 3 SW - Spears Undrilled 32 4
Spearmen Compulsory*
Heavy Foot 4 3 LP - Spears Undrilled 24 4
Camp Camp 4 3 AV - - - 0 3
Support Troops
Light Foot 4 2 AV Bow - - 16 2
Archers Medium Foot 4 3 LP Bow - Undrilled 16 3
Medium Foot 5 3 LP Bow 15 3
Highlanders Medium Foot 4 3 AV Bow (R) Impact Undrilled 28 3
Ribaulds Medium Foot 5 3 LP - 12 3 Yes

*A combination of both types of spearmen may be used.

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MEDIEVAL WELSH From: 12th c. CE To: 14th c. CE
Name Type Discipline Strength Protection Missile Melee Other Points Army Value Restricted
Core Troops
Cavalry 3 3 ARM - - Undrilled 40 4
Cavalry Yes
Cavalry 4 3 AV - - 28 4
Spearmen Heavy Foot 4 3 LP - Spears Undrilled 16 3 Compulsory*
Longbowmen Medium Foot 4 3 LP Long Bow - Undrilled 20 3 Compulsory*
Camp Camp 4 3 AV - - - 0 3
Support Troops
Light Cavalry Light Cavalry 4 2 AV Javelins - - 24 3
Archers Light Foot 4 2 AV Long Bow - - 20 2
Javelinmen Light Foot 4 2 AV Javelins - - 12 2

*Spearmen are compulsory in Northern Welsh armies and longbowmen are compulsory in Southern Welsh armies.
FEUDAL ENGLISH From: 12th c. CE To: 14th c. CE
Name Type Discipline Strength Protection Missile Melee Other Points Army Value Restricted
Core Troops
Knights Cavalry 3 3 ARM - Impact Undrilled 50 4 Compulsory
Knights Cavalry 4 3 ARM - Impact - 44 4
Spearmen Heavy Foot 4 4 SW - Spears Undrilled 32 4 Compulsory*
Mercenary Spearmen Heavy Foot 4 4 ARM - Spears - 40 4 Yes
Militia Spearmen Heavy Foot 5 4 SW - Spears - 27 4 Compulsory*
Longbowmen Medium Foot 4 3 LP Long Bow - Undrilled 20 3 Compulsory*
Camp Camp 4 3 AV - - - 0 3
Support Troops
Medium Foot 4 3 AV Crossbow - Undrilled 20 3
Crossbowmen
Medium Foot 4 3 AV Crossbow - - 24 3
Mounted Sergeants Cavalry 4 3 ARM - Impact - 44 4 Yes
Welsh Cavalry Cavalry 4 3 AV - - - 28 4 Yes
Mounted

45
Cavalry 4 3 AV Crossbow - - 36 4 Yes
Crossbowmen
Light Foot 4 2 AV Bow - - 16 2
Archers
Light Foot 4 2 AV Long Bow - - 20 2 Yes
Medium Foot 4 3 LP - - Undrilled 12 3
Two Handed
Irish Foot Medium Foot 4 3 LP - Undrilled 16 3
Weapons
LightFoot 4 2 AV Javelins - 12 2 Yes
Welsh Foot Medium Foot 4 3 LP - Spears Undrilled 16 3
*Spearmen (either type) are compulsory in early armies and longbowmen are compulsory in later armies.
APPENDIX 4: FAQ

General
Q Is pre-measuring allowed ? Q When a unit is activated should its action dice immediately be
A Yes, you can measure distances at any time. turned to show a 1 ?
A Although the rules say to do this at the end of the phase, in practice
Q If a commander is attached to a unit is its discipline improved by you can do this immediately after you have activated the unit, except
one for all purposes ? in cases where the unit may get impetus later in the phase if charged by
A Yes, it is improved (i.e. reduced in value by one) for all purposes – an enemy unit. So if the unit has carried out an advance, and there is
rallying, activation, discipline tests. However, this does not apply if an enemy unit nearby which could contact it this phase, leave the dice
the unit is elephants. as it is. Otherwise you can turn it to show a 1 immediately.
Q What are the effects of a unit being in difficult terrain ? Bonuses from Action Dice
A Unless the unit is light foot, its movement rate is reduced, its Q How can a unit get multiple bonuses ?
discipline is one worse (higher value) and its base combat dice and A Assuming you have a camp or resupply, you get multiple bonuses by
shooting dice are reduced to two. No unit can move and shoot it if allocating multiple action dice showing the same number. A double 6
ends its move in difficult terrain. or triple of any other number (that is higher than required to activate
the unit) would give two bonuses. If you do not have a camp or
Turn Sequence
resupply, each unit is limited to one bonus each turn.
Q How many action phases are there ?
A There are multiple action phases, continuing until all action dice QCan multiple bonuses be used in different ways ?
have been drawn from the bag. AYes. For example, if a unit has a double 6 allocated, it could use one
bonus for movement and one for combat or shooting. Or it could use
Q How does deferring work? If a unit defers what happens to its
both in the same way.
action dice ?
A If a unit defers it activates automatically if charged later in the QCan a unit use a bonus combat dice if it doesn’t have impetus ?
same phase by an enemy unit or an enemy unit in contact activates. A No, bonuses in combat are part of impetus.
Otherwise it does not activate this phase, its action dice is put to one
side (to be put back into the bag at the end of the turn), and it can be Q If a unit is allocated a 6 and it carries out at advance but does not use
allocated an action dice and then activated in a subsequent phase of the bonus for movement, can it use the bonus in combat if it is charged
the turn. later in the same phase ?
A Yes, as long as it has impetus.
Q Can a unit defer if it has an enemy unit in contact ?
A Yes.If the enemy unit is activated later in the phase the unit will Movement
activate and fight with impetus (as long as it is not excluded from Q Can a unit shift in charge if the forward move is less than 1 DU ?
getting impetus by the reasons in the list on page 20). A Yes.

Q What happens to action dice that cannot be used? Q Can a unit contact an enemy unit by shifting sideways without any
A These are put to one side and are put back into the bag at the end forward movement ?
of the turn. A No. A charge must include forward movement and the contact with
the enemy must be made as a result of forward movement.
Q Is the eligibility of a unit to utilise an action dice evaluated when
the dice are placed, or when the unit is activated? Q There is a unit directly in front of my unit, but I don’t want to charge
A When the unit is activated. This rarely makes any difference, but it it. Can I shift to charge a different unit ?
means, for example, if a unit is in command when dice are placed, but A No. You can only shift in a charge if it is necessary to contact an
events mean that the unit goes out of command before it is activated, enemy unit.
it might not now be possible to activate it (depending on the dice
allocated to it). Q Can my skirmishers charge non-skirmishers ?
A Yes. It might not be wise, but you can do it.
Q Can an action dice showing a 1 ever be used? What about a 2?
A A 1 can never be used. A 2 can only be used by a D3 unit with a Q My skirmisher unit evades from a charge. Is it free to choose how far
commander attached. and in what direction it moves ?
A It has to end as far from the charging unit as possible, before the
Q If a unit has been activated and is then charged later in the phase charging unit moves. Normally this will involve turning and moving
by an enemy unit, can it get impetus in the combat? directly away from the charging unit. If its evade is a manoeuvre,
A Only if the unit has carried out an advance, in which case it may it must abide by the normal restrictions on manoeuvres in front of
get impetus (as long as it is not excluded from getting impetus by the enemy troops (so if it started in front of the charging unit and within
reasons in the list on page 20). If it has carried out any other action it normal charge range it must also end its movement directly in front of
will not get impetus. the charging unit).

46
Q Does a flank charge have to start from a certain position relative Q Can a unit get impetus when it has an enemy in contact with its
to the target unit? flank or rear ?
A If the charging unit contacts the side edge of the target it doesn’t A Yes, if resolving combat against a unit to its front it may get impetus
matter where it starts from. It is only if the charging unit contacts the against them, even if it has a unit in contact with its flank. However, if
front corner of the target unit at an angle that its starting position the opponent activated the flanking unit first, it would not get impetus
matters, as this determines whether it conforms to the front or side. against either.

Q My unit is in front of an enemy unit, in its restricted zone. If it Q When can light foot get impetus ?
moves backwards, does it have to stay in front of the enemy unit ? A Light foot armed with any missiles except javelins never get impetus.
What if it carries out an advance ? Can it charge a different enemy Light foot armed with javelins may get impetus against other light foot.
unit ?
A If it moves backwards it is carrying out a manoeuvre so it does have Q Can a unit carry out multiple pursuits and combats ?
to end in front of the enemy unit. If it carries out an advance it does A Yes, there is no limit to the number of pursuits and subsequent
not have to end in front of the enemy unit. A charge is an advance so combats a unit may carry out. Remember that neither unit gets
it can freely charge any unit. impetus in a combat as a result of pursuit.

Shooting Q Unmatched dice are deemed to face a dice roll of 2. Are any such
Q How does moving and shooting work ? 2s reordered or do they go at the end of the line of ordered dice ?
A Skirmishers can either move then shoot or shoot then move. Non- A They go at the end, facing the lowest of the opposing top four dice.
skirmishers can only move then shoot. You can only do this with an See the example on page 24.
action dice that exceeds the units discipline. Rallying
Q Can a unit rally more than one hit in a turn ?
A Yes, it can rally one hit when activated (if not in combat) and one in
the End Phase at the end of the turn.

Q Can a unit rally a hit it has suffered this turn ?


A Yes.
Combat
Q Can two commanders move to join a unit in the end phase to rally
Q Can a unit get impetus in combat if it has previously fought this
it ?
turn ?
A No. A unit can only have one commander attached.
A No. If it has already fought this turn it would have an action dice
beside it showing a 1. This is to indicate that it cannot be activated D5 unit of heavy foot has suffered 3 hits. How can I rally it ?
again this turn and does not get impetus in any subsequent combat. A The only way you can rally it is as an action when it is not in contact
with an enemy unit. It requires a six on the action dice, as any action
Q If a supporting unit contributes a dice to a combat can it then be
can always be carried out with a six.
activated later in the turn ?
A Yes. Contributing a dice for support does not count as activating Q Is there any point in allocating an action dice to a unit if you know it
the unit. is going to fight and will not get impetus due to its situation ?
A Yes, there can be, to avoid having to take another dice from the bag.
Q How does a unit in corner-to-corner contact (often known as an
“overlap” in some rules) contribute to combat ? Victory and Defeat
A There is no corner-to-corner contact in these rules. Units do not Q My losses have reached one third of the total army value. Do I take
line up when they charge (and if they are lined up they must be shifted an army morale test every turn, or just one test immediately.
so that they aren’t lined up). A You take a single army morale test in the End Phase of the turn in
which your casualties reached one third of the total army value.
Q Do units lose combat effectiveness when they suffer hits ?
A Generally no. They still have the same base number of combat Q Does a camp count its strength towards army value ?
dice. However some units (cavalry, large units, spears, pikes) suffer A Yes, a camp is treated as a normal unit for all purposes.
negative consequences when they are not fresh.
Q Both armies reach their demoralisation level in the same turn. What
Q My unit carries out an advance but does not contact an enemy unit. happens ?
Later in the same phase it is charged by an enemy unit. Does it get A It is a draw. Both armies withdraw, having suffered too many
impetus ? casualties to continue.
A Yes, unless it is a foot unit that was then charged by a mounted unit.
This is why you don’t turn the action dice to show a 1 until the end Army Lists and Points
of the phase (in practice though, if the unit does anything except an Q What is the maximum amount of each unit type I can have ?
advance or defer, you can turn the action dice to a 1 immediately, as it A Make sure you download the Army Lists Guide, from the Army
would not then be able to get impetus). Lists page of the website.

Q Why is a heavily armoured unit the same points cost as an armoured


Q My light foot charge an enemy unit of medium foot in the flank.
unit ?
The medium foot are already fighting one of my units to their front.
A Because a heavily armoured unit has a 1 DU movement reduction.
How many dice does each side get ?
A The light foot get four dice (strength 2, +1 for flank contact, +1 for Q Why are chariots less points than cavalry, and camels the same
extra unit in contact). They do not get impetus, so even if they had points as cavalry (when they get the advantage of causing a discipline
bonuses from action dice they could not get extra combat dice. The check on cavalry).
medium foot get 3 dice (strength 3). A Chariots and camels do not get the bonus combat dice for being
fresh that cavalry get.
Q Can a unit suffer damage when it charges an enemy unit in the
flank or rear ? Q Is a general compulsory ?
A Yes. Combat is resolved normally. A No. You can just have captains if you want.

47
INDEX
Action dice 10-11 Leaving the table 16
Action dice bag 10 Line of sight 9
Action phases 10 Manoeuvre 14
Activating units 11 Melee 21
Advance 14 Melee characteristics 31
Allocating action dice 10 Missile troops 5
Ambush 33 Missile weapons 20, 32
Armour 6, 23 31 Mounted 5
Army demoralisation 28 Movement 14, 15
Army morale test 12, 28 Movement distances 14
Backwards movement 14 Movement on a road 14
Baggage camp 11, 29 Movement when in contact with an enemy unit 16
Basic concepts 4 Multi-player games 35
Battlefield set up 7 Obstacle 9
Bonus dice in melee 21 Online support 4
Bonus dice in shooting 20 Open ground 9
Bonus movement 14 Pavises 31
Bonuses 11 Pikes 31
Bow (R) 32 Post combat 22
Charge movement 17 Protection 6, 23, 31
Charges 17 Pursuit 27
Charging into contact with missile armed foot 18 Rallying 12, 26
Clean-up 11 Range 20
Combat across an obstacle 9 Rear contact in melee 22
Combat dice 21 Redeployment 34
Combat dice for shooting 20 Reduced capability (bow or crossbow) 32
Combat dice in melee 21 Restriction on manoeuvres in front of enemy troops 16
Combat mechanism 23 Resupply 11, 34
Command distance 13 Risk to commanders 13
Commander movement 13 Rough going 9
Commanders 6, 13 Routed units 27
Conforming to the enemy unit 17 Scouting 8, 33
Cover 9, 20 Scythed chariots 30
Crossbow (R) 32 Set up 7
Deferring 11 Shieldwall 31
Deployment 8 Shifting 14
Difficult going 9 Shifting during a charge, 17
Difficult terrain in melee 21 Shooting 20
Discipline 6 Shooting arc 20
Discipline test 23, 26 Skirmishers 5
Distance unit (DU) 4 Skirmishers forward 33
Effect of cover on shooting 20 Spears 31
Effect of terrain on discipline 9 Special features 29
Elephants 30 Stakes 34
End phase 12 Steadfast 32
Evading from a charge 18 Stratagems 33
Extra units in contact in melee 22 Strength 6
Flank contact in melee 22 Target priority 20
Flank march 33 Terrain 9
Foot 5 Thrown weapons 31
Fortified camp 34 Train 5, 29
Fresh 26 Turn sequence 10
Game end 28 Undrilled 11, 32
Game mechanisms 4 Unit 5
Group moves 11,15 Unit characteristics 31
Hits 6, 23, 26 Uphill 9
Impact 31 Uphill, effect on melee 22
Impassable terrain 9 Victory and defeat 12, 28
Impetus 21 War wagons 29
Interpenetration 15 Weapon capabilities 6
Large unit 5, 11, 30

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