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Sword & Spear Version 2.0

Sword & Spear is a set of wargaming rules designed for ancient and medieval battles, allowing for flexible unit organization and gameplay with a focus on strategic decision-making. The rules emphasize a top-down approach, with an interactive turn sequence and straightforward mechanics that enhance player engagement. Players can utilize various unit types, commanders, and terrain features, supported by extensive online resources for army building and scenario planning.

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0% found this document useful (0 votes)
170 views44 pages

Sword & Spear Version 2.0

Sword & Spear is a set of wargaming rules designed for ancient and medieval battles, allowing for flexible unit organization and gameplay with a focus on strategic decision-making. The rules emphasize a top-down approach, with an interactive turn sequence and straightforward mechanics that enhance player engagement. Players can utilize various unit types, commanders, and terrain features, supported by extensive online resources for army building and scenario planning.

Uploaded by

martin.r.gordon
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

Wargames Rules for Ancient and Medieval Battles

Version 2.0

© Mark Lewis 2014


Table of Contents

Chapter Page

Section 1 : Introduction 3

Section 2 : Units & Commanders 4

Section 3 : Pre-Game Set-up 6

Section 4 : The Battlefield 8

Section 5 : The Game Turn 9

Section 6 : Commanders 12

Section 7 : Movement 13

Section 8 : Charges 16

Section 9 : Shooting 19

Section 10 : Melee Combat 20

Section 11 : Combat Mechanism 22

Section 12 : Discipline Tests, Fresh Status & Routed Units 25

Section 13 : Victory and Defeat 27

Section 14 : Special Features 28

Section 15 : Unit Characteristics 30

Section 16 : Stratagems 32

Section 17 : Multi-player Games 34

Appendix 1 : Basing, Marking Hits & Table Size 35

Appendix 2 : Scenarios 37

Index 40

Frequently Asked Questions 41

2
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

This is a set of rules for wargaming large ancient and Basic concepts
medieval battles. They can be used with any scale Groups of figures are organised into units. These
figures (for example 15mm or 28mm), and with any should be of equal frontage. The depth is not so
basing method, provided the figures are grouped into important, but it is best to have roughly equal depths
units of equal frontage. for the same types of units.
A typical game has around 8 - 15 units on each side Commanders such as generals and captains should be
and games take around 2 – 3 hours. The rules are mounted on individual bases (or bases with a small
designed from a top-down perspective, focusing on retinue such as a standard bearer or musician), but
outcomes rather than detail. the base size is not particularly important.
There is a clever and innovative system for activating Each unit has characteristics and capabilities, which
units that creates interesting and challenging determine how it operates on the field of battle.
decisions, keeps both players involved at all times The turn sequence is interactive, rather than one
and has a lot of depth and subtlety. Each turn is split player taking his turn, then the other. Each turn
into phases, where players each receive a number of consists of a series of phases. In each phase each
action dice; these dice are rolled and then used to player normally gets to activate some of his units.
activate units. The number shown on each dice Units are activated by action dice, which are placed
determines which units it can activate (with better next to each unit. The action dice are randomly
quality units being easier to activate), what the unit drawn from a bag each phase. Not all units will be
can do when activated, and also determine the able to activate every turn, but better quality units
activation sequence. Certain dice also give bonuses to are more likely to be activated.
combat, movement distance or shooting range. The effects of shooting and close combat are
The rules are relatively straightforward, and there represented by units suffering hits. Hits must be
are no “to hit” tables, charts or lists of dice roll marked or recorded in some way, such as placing a
modifiers. They can be played using only the one small dice or small hit markers next to the unit.
sided quick reference sheet with very little reference Hits represent a combination of casualties,
to the rulebook after the first couple of games. deterioration of morale and loss of cohesion. When a
The strengths of the game are that it gives an unit has suffered a certain number of hits it routs and
exciting, interesting and challenging experience, is removed from the game. Hits can be removed by
plays relatively quickly for the size of battle that is rallying.
being depicted, and the rules are straightforward to
learn, whilst having the depth to retain interest after Game mechanisms
repeated play. All dice used are normal 6 sided dice. When the rules
refer to a particular number that must be rolled, that
Online support number or higher must be rolled for success.
There is extensive online support for these rules All measurements are in distance units (DU). It is
through a website and forum. On the website you can recommended that one distance unit is equal to half
download the quick reference sheet and army lists for of the frontage of a unit. It is useful to make
a large number of armies throughout the ancient and measuring sticks, with divisions equal to one distance
medieval period. These detail the types of units that unit for ease of measurement.
were available to each army, and include a points
cost for each unit, so that you can play battles to a What is required to play
set points total if you wish. As well as an army for each player, and a table with
You can also download an army builder spreadsheet appropriate terrain, the following equipment is
which allows players to design their own armies, and required:
this includes the formula to calculate the points cost  Dice. Each player needs one dice per unit (of
for each unit. a particular colour for each player) plus
There is an active forum where you can get answers around 8 dice for combat.
to any question you have about the rules, and discuss  Bag to pick action dice from.
strategy, army composition, historic scenarios and  Markers to record hits on units.
anything else relating to the rules.  Tape measure, ruler or measuring sticks.

3
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 Troops can be any of the following types :
into units. A unit consists of a number of figures Heavy foot, medium foot, light foot, cavalry,
grouped together in a rectangular formation. All camels, light horse, elephants, chariots, war wagons,
units must have the same frontage. artillery.
An army may optionally have a baggage camp.
Unit size
There are two sizes of units: normal and large. Heavy foot, medium foot and light foot are
All units have the same frontage but a large unit collectively known as foot.
should be deeper to indicate that it is a large unit. Cavalry, light horse, elephants, camels and chariots
Large units are for troops which fought in deep are collectively known as mounted.
formations such as pike phalanxes and some Light foot and light horse are collectively known
warbands and spearmen. as skirmishers.
Artillery, war wagons and baggage camps
Unit profiles are collectively known as train.
Each unit has a profile, with various ratings and Any troops with a missile weapon capability
characteristics. Some typical unit profiles are shown are known as missile troops.
below.

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 4 4 Armoured, Spears, Steadfast
Roman Legionaries Heavy foot 3 4 Armoured, Thrown Weapons
Viking Huscarls Heavy foot 3 4 Armoured, Two Handed Weapons, Undrilled
Slingers Light foot 4 2 Sling
Horse Archers Light horse 4 2 Bow
Archers Medium foot 4 3 Lacking protection, Bow
Thracian warriors Medium foot 4 3 Undrilled
Longbowmen Medium foot 4 3 Longbow
Peasants Medium foot 5 3 Lacking protection
Persian Cavalry Cavalry 3 3
Medieval Knights Cavalry 3 3 Heavily armoured, Impact, Undrilled
Elephants Elephants 4 3 Armoured, Impact, Undrilled

4
Discipline The strength rating of a unit depends on the troop
Each unit has a discipline rating, based on its training type, as follows:
and quality, which determines the unit’s ability to
retain cohesion when under pressure and perform Troop type Strength
difficult manoeuvres. A lower discipline rating Heavy foot 4
represents a higher quality unit. Medium foot 3
Light foot 2
Typical unit discipline ratings are as follows : Cavalry 3
Camels 3
Troop type Discipline Elephants 3
Well trained troops. Veterans or elite 3 Light horse 2
warriors. Chariots 3
Trained regulars, good quality militia, 4 War wagons 3
good quality irregulars. Artillery 2
Levy, untrained or poor troops. 5
Protection level
A units discipline value is improved by one (i.e. One Some units may have particularly good armour for
lower) when it has a commander in contact, and it is their type, or may lack protection compared to the
one worse (i.e. One higher) if it is out of command. average of their type. These are indicated (in order,
The discipline rating is the number required to pass best to worst) as heavily armoured, armoured,
discipline tests. These are required as a result of average protection or lacking protection. If no level
shooting or close combat and in certain other of protection is explicitly stated, then the unit can
circumstances. Failure of a discipline test leads to be assumed to have average protection.
the unit taking a hit, representing casualties, loss of See Section 15 for more details on protection levels.
cohesion, etc.
The discipline rating also affects how easy it is to Weapons
activate the unit. Units are activated by action dice; Units may have one or more weapon capabilities.
to activate a unit it must be given an action dice Melee weapon capabilities are: pike, spears, two-
showing a number greater than or equal to its handed weapons.
discipline rating. Missile weapon capabilities are bow, longbow,
crossbow, javelins, sling, firearm, crossbow,
artillery.
Strength
See Section 15 for more details on unit
The strength rating represents the overall fight-
characteristics.
ing strength of the unit.
The base number of dice rolled in combat is the
Commanders
strength of the unit, and the strength also indicates
Each army has a number of commanders. These may
how many hits the unit can take before being
be generals or captains. Generals have a higher
removed as routed. A large unit (of heavy or medium
command distance than captains.
foot) can take an extra two hits before being routed.
One general must be designated as the commander-
Hits represent a combination of casualties and
in-chief (c-in-c).
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.

5
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
The battle can just be a straightforward pitched dice to see where it will be placed, then places it
battle or a particular scenario. accordingly. He then rolls another dice to determine
whether its position must be adjusted.
Battlefield set up A terrain piece may be placed touching a previously
Terrain can be set up on the battlefield as required placed piece, but not covering or overlapping
for a particular scenario, or by any method the another piece.
players choose. A suggested method is given below.
Terrain placement table
Terrain set up for a pitched battle Dice Position
Each player chooses a certain number of terrain roll
features and places them according to a dice roll. 1 Left table edge Terrain piece is placed
Area terrain features are either normal or large 2 Right table edge where the player
sized: 3 Player’s base edge chooses, in contact
Normal – completely fits within a 5 DU by 7 DU 4 Opponents base with the specified
rectangle, and a 3 DU by 2 DU rectangle must be edge table edge.
able to be placed within it. 5 Opponents choice Terrain piece may be
Large – too large to be normal and completely fits 6 Player’s choice placed anywhere on
within a 7 DU by 9 DU rectangle. the table.
Linear terrain features are as follows:
River or road going from one player’s base edge to Terrain adjustment table
the other – large Dice Adjustment to position
Other linear feature up to 6 DU in length – normal roll
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
3 Adjustment move 3 DU*
minimum and maximum number of terrain pieces
which each player may choose. Large pieces count as 4 Adjustment move 5 DU*
two towards this total. The choice of pieces is 5 Adjustment move 7 DU*
restricted as follows: 6 Player who did not place it may either move
 No more than half of the number chosen it up to 7 DU in any direction or remove it
(rounded down) may be used for difficult,
impassable or linear terrain features. *if the terrain piece was placed touching a table
 At least half of the number chosen (rounded edge on a roll of 1-4, the adjustment move is
down) must be used for rough or difficult directly away from the table edge. If it cannot be
terrain pieces moved by the required distance because another
terrain piece is blocking it, the opponent may choose
 No more than half of the number chosen
to either move the piece up to the required amount
(rounded down) may be used for hills.
in any direction, or remove it. If the piece was a
river or road, or was placed on a roll of 5 or 6, the
Players choose the terrain pieces they will place and
player who did not place it may move it up to the
define each one. They then alternate placing terrain
given amount in any direction.
pieces, the one with the most pieces to place going
first (or dice to see who will place first if both have
equal numbers of pieces to place).
Rivers or roads are placed wherever the player likes
(from long table edge to long table edge), and an
adjustment roll is made.

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

7
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. A unit which is within area terrain which provides
Terrain features can be linear (for example roads, cover, or behind a linear terrain feature which
rivers, ditches, hedges) or area (for example rocky provides cover is classed as being in cover. To be
ground, marsh, woods, hills). 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
 Open ground terrain feature before reaching the target unit.
 Rough going Some types of missile attack ignore cover so this
 Difficult going would not apply. See Section 9.
 Impassable
Line of sight
Additionally, some terrain types provide cover. Line of sight is required to shoot at or charge an
Before the game, the players should agree how each enemy unit. Any unit completely behind a wood,
type of terrain on the battlefield is classified. village or crest of a hill (or other such terrain which
For example a wood would be a difficult going area blocks line of sight) cannot be seen, except that
feature which provides cover. units on a hill can see any other units on the hill if
Hills may be open, rough or difficult, depending on they are within 2 DU, even if there is a crest
their steepness, and whether they are covered in intervening.
brush, woods, etc. Units which have any part within 1 DU of the edge of
A narrow stream might be classed as a linear a wood or village can be seen, but units which are
obstacle, but a wide shallow river might be classed further into the wood or village cannot be seen from
as difficult terrain, with each bank a linear obstacle. outside. Visibility within a wood or village is limited
Troops moving through rough or difficult going or to 1 DU.
over a linear obstacle have their move rate reduced To shoot from inside a wood or village the whole of
and may suffer negative effects. the front edge of the unit must be within 1DU of the
If a unit is detrimentally affected by being in rough edge of the terrain feature.
or difficult terrain (i.e. For movement, shooting,
combat or effect on discipline), then it is classed as Uphill
being in the terrain if any part of it is in the terrain. For a unit of medium or heavy foot to get a combat
Some examples of terrain types are given below, but bonus for being uphill, the part of the front edge
this is not an exhaustive list, as it will depend on that is in contact with the enemy unit must be
what you have available and the region and period in completely on the hill. Normally it is obvious if a unit
which the battle takes place. is uphill, but if a ruling is required, then to be
classed as uphill, the crest line (for a roughly oval
Terrain types Class Cover hill) or centre (for a roughly circular hill) must be
Rocky ground Rough No directly behind the uphill unit.
Gentle hill Open No
Rocky hill Rough No Effect of terrain on discipline
Difficult terrain has a detrimental effect on the
Steep hill Difficult No
cohesion of some troops. When any troops except
Woods Difficult Yes
light foot are in difficult terrain, their discipline
Marsh Difficult No
rating goes up by one (i.e. It is worse) for all
Village Difficult Yes purposes.
Stream Obstacle No
Wall Obstacle Yes Combat across an obstacle
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 not gain any impetus dice in
combat. In combat in subsequent turns, impetus dice
may be gained as usual. See Section 11.

8
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 In the last phase of the turn there will often be less
Each player has a number of dice of a particular than seven dice drawn, and each player may have
colour (so for example one army has blue dice and the same number of action dice, in which case the
the other has red). These are placed in a bag. In player who was the reactive player in the previous
each phase dice are drawn randomly from this bag phase becomes the active player in this phase.
and allocated to units. Then units are activated one
at a time in the order of the action dice. *The number of action dice drawn each phase is
Each unit carries out its complete action for the turn increased for multi-player games. See Section 17.
(including moving, shooting and close combat)
before the next unit is activated. Each unit may only Allocate action dice
be activated once each turn. The active player rolls his action dice and allocates
At the end of each turn is the End phase, where them to units by placing them behind the unit. The
commanders may move and attempt to rally units. reactive player then rolls his action dice and
allocates them to units. Not all action dice will be
Turn sequence usable, depending on the numbers shown on them. A
unit can only be given an action dice which is
1. Prepare action dice bag equal to or higher than the discipline rating of the
2. Action phases unit. Normally a single action dice is allocated
3. End phase to each unit. However, multiple action dice
showing the same number may be allocated to a
Preparing the action dice bag unit, and this will give combat or movement
At the start of each turn each player totals the bonuses to the unit when it is activated.
number of units he has and puts this number of his A unit cannot be allocated an action dice if it has
coloured dice into a bag. This is the action dice bag, already been activated this turn. In this case the unit
and in the action phases these dice are drawn would already have an action dice showing a 1 beside
randomly from this bag, to determine which side’s it.
units can activate.

Action phases
The main part of the turn consists of a series of
action phases. These continue until all action dice
have been drawn from the bag. Each phase consists
of four parts:

1. Draw action dice


2. Allocate action dice
3. Activate units
4. Clean-up

Draw action dice


One player (it doesn’t matter who, but players can
take turns) draws seven* dice from the action dice
bag. These are given to each player according to
their colour. The player with the most dice is known
as the active player for the phase, the other player
is the reactive player.

9
Activate units Bonus from action dice
Units which have been assigned an action dice are A unit may be given a movement and/or combat
activated in order, starting with the lowest bonus by allocating it an action dice showing a 6, or
numbered action dice. If there is a tie, units of the multiple action dice (with the same number). A six
active player are activated before units of the gives one such bonus, but only if this is greater than
reactive player. the number required to activate the unit normally.
If a player has more than one unit with the same Each extra dice after the first (all showing the same
numbered action dice, he may activate them in any number) also gives one bonus. Each bonus may be
order he chooses. used to give an extra 1 DU of movement, an extra 1
When activated, each unit carries out its complete DU shooting range, an extra shooting dice, or an
action for the turn (including moving and shooting extra impetus dice in melee combat.
and close combat) before the next unit is activated. If the army has a Baggage Camp, or has chosen the
The exception to the above is that if a player has Resupply stratagem, then there is no limit to the
more than one unit with the same numbered action number of bonuses which may be used by each unit.
dice, and they are charging enemy units, he may If the army does not have a camp, and does not have
choose to move them all first, then resolve melee the Resupply stratagem, then no more than one
combat. bonus may be used by each unit in each phase.
The action which may be carried out depends on the
action dice. Deferring
If the action dice is equal to the discipline rating of A unit may choose to defer when it would normally
the unit, then the unit may do one of the following: be activated. The unit does nothing but retains its
action dice. If it is charged later in the phase, it may
1. Shoot. evade if able to do so, otherwise it gains impetus in
2. Move. This movement may not contact any the combat. If it is not charged it does not activate
enemy unit and, unless skirmishers, must be this phase, and the action dice is removed at the end
an advance. of the phase (but not put back into the bag this
3. Fight in close combat if already engaged. turn). The unit may then be allocated another action
4. Defer. The unit does nothing but retains its dice in a subsequent phase this turn.
action dice.
Group moves
If the action dice is greater than the discipline rating This is a special action only available to a unit with a
of the unit, then the unit may do any of the above, commander attached. The unit may form a group
or one of the following: with one or two units which are either:
 To its sides, so in both side edge and front
1. Charge. This movement must be an advance, corner contact with it.
ends in contact with enemy and a round of  To its front and/or back, so in both front to
close combat is immediately fought. rear edge corner contact with it.
2. Move. This movement may be a manoeuvre* The action dice allocated to the central unit must
and may not contact any enemy unit. exceed the discipline rating of all of the units in the
3. Move then shoot, or if skirmishers, shoot group. For each of the one or two additional units in
then move. The move may be a manoeuvre*, the group, take an action dice from the bag and
but, if the unit is non-skirmisher foot, may place it by the unit, showing a 1 face up. If there are
not be a backwards move. not enough action dice left in the bag the group
4. Rally if not in contact with enemy. The move cannot take place.
action dice must exceed the discipline by the In a group move, all the units in the group move
number of hits the unit has. See Section 12. together. The move must be an advance.
A group may not include both mounted troops and
*A large unit or an undrilled unit requires an action non-skirmisher foot.
dice two higher than its discipline in order to carry
out a manoeuvre. Clean-up
In the clean-up part of the phase, any unused action
A unit can carry out any allowable action with a six dice (allocated to units which chose to defer) are
on its action dice, even if it should need a higher removed and put to one side. The unit may be
number than a six. For example, a discipline 5 large activated later in the turn by giving it an action dice
unit should need a seven to manoeuvre, and a dis- in a subsequent phase.
cipline 5 unit that is out of command should need a Any units which were activated retain their action
seven to charge. Both of these can carry out these dice, but the dice is changed to show a 1 face-up.
actions with a six. This also means that a unit not in This indicates that the unit has been activated this
contact with the enemy can always rally a hit with turn and cannot be activated again until the
a six, regardless of how many hits it has suffered. following turn.

10
End phase The red player has most dice so is the active player.
In the end phase, the following take place: He rolls first and gets 6, 5, 4, 3, 1. He wants to
 Commanders may be moved and may charge with all three units. The 6 and 5 will allow
attempt to rally units. any of the units to charge, and 4 will allow the
 Any unit with an enemy in contact with its cavalry to charge. The 6 will give a bonus dice in
flank or rear, and no enemy in contact with melee.
its front, may turn to face the enemy. See He cannot activate any of these units to charge with
movement when in contact with an enemy the 3 because the action dice must exceed the
unit in Section 7 for how this is done. discipline rating to charge. The 1 cannot activate
 All action dice are removed from the table any unit so is discarded.
and placed in the action dice bag. He allocates the 4 to the cavalry, the 5 to the heavy
 Check for victory & defeat and army morale foot and the 6 to the medium foot. The cavalry can
test. charge the enemy flank so he wants them to charge
first, before the enemy unit can move. He thinks the
medium foot should get the 6 as they fight with less
dice than the heavy foot due to their lower
strength.
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 get impetus in
the combat, so there is no benefit in allocating it a
dice.
So he decides to give the double 5 to the unit on the
left, which will mean it gains a bonus impetus dice
in the melee combat.
The result is as follows:
Example of action dice draw & placement
This example focuses on action in the area shown
below. The foot units on both sides are discipline 4,
the cavalry are discipline 3. There are no generals
present.

The seven dice are drawn as follows:


Red : 5 dice
Blue : 2 dice

11
Section 6: Commanders

“Ten soldiers wisely led will beat a hundred without a head.” – Euripides

Generals and captains are known collectively as Rallying


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

12
Section 7: Movement

“In war, events of importance are the result of trivial causes.” - Julius Caesar

There are two types of movement – advances and A unit of heavily armoured troops (other than
manoeuvres. An advance is a simple move which can elephants or war wagons) has its movement rate
be carried out easily. A manoeuvre is a more difficult reduced by 1 DU, unless it is already 1, in which case
move. it does not change.
The type of movement which may be carried out A movement rate of zero means the unit may only
depends on the action dice allocated to the unit. If move if given bonus movement due to its action
the unit is allocated an action dice equal to its dice.
discipline, it may only carry out an advance, unless it
is skirmishers in which case it may do a manoeuvre Movement on a road
or an advance. If it is allocated an action dice If the middle of the front edge of a unit is on a road
greater than its discipline, it may carry out a for the whole of the movement action, it gains a
manoeuvre or an advance. +1DU movement bonus
Any movement which results in contact with an
enemy unit is a charge. See Section 8 for special Advances
rules relating to charge movement. An advance is a move straight forward up to the
maximum movement distance. An advance may
Movement distances include a shift of up to 1 DU directly to the side,
The following table gives the maximum distance a taking place anywhere during the move. This is only
unit may move in different terrain types. If the unit allowed if the unit moves at least 1 DU forwards, or
is in rough or difficult terrain or crosses a linear if necessary to avoid friendly units and / or terrain
obstacle during any part of its move, use the lowest features.
movement rate. This may mean the unit does not Other than shifting as specified above, no other
have enough movement to enter the difficult terrain shifting or turning is allowed during an advance.
or cross the linear obstacle. A unit may only cross a
linear obstacle if it either has enough movement to Manoeuvres
completely clear it, or it starts in contact with it and In a manoeuvre the unit can move in any direction,
it is a troop type which can cross it. and end in any position.
It must be possible to draw straight unobstructed
Movement distances (DU) lines from both front corners in the original position
Troop to the final position of the unit. The longest of these
Movement in :
type two lines (i.e. The furthest moving front corner) is
Crossing measured, and must not exceed the allowable move
Open Rough Difficult linear distance.
obstacle
If the unit moves backwards (defined as ending the
Heavy foot 2 2 1 -1 move with both front corners behind a line extending
Medium the original front edge of the unit), the maximum
3 3 2 -1
foot movement is reduced by 1 DU. A large unit may not
Light foot 3 3 3 - move backwards.
If a reduction in movement allowance leads to a
Cavalry 4 2 1 -1 movement rate of less than 1 DU, the unit cannot
Camels 4 2 1 -1 carry out such a manoeuvre.
Skirmishers may carry out a free 1800 turn at the
Light horse 5 3 2 -1 start of a manoeuvre. Movement distance is
Chariots 4 1 N/A N/A measured from the position of the unit after the
turn, and the unit does not count as moving
Elephants 3 2 1 -1 backwards, so its movement allowance is not
War reduced.
1 0 N/A N/A
wagons Any unit may choose to carry out a 1800 turn as a
Artillery 0 0 N/A N/A manoeuvre. No measurement is required – the unit
turns 1800 and this uses the whole of its movement
N/A means the unit may not voluntarily enter that allowance.
terrain, and will not pursue into it. The only way the
unit will enter this 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 the game.
13
Bonus movement Group moves
If the unit is allocated an action dice showing a 6, In a group move, all the units in the group move
and this is greater than the action dice required for together. The move must be an advance, and all
the movement, or is allocated multiple action dice units move the same distance. The maximum
showing the same number, it may move further than distance moved is the move distance of the slowest
the normal move distances. A 6 on the action dice troop type in the group, including any reduction for
gives a 1 DU bonus, and multiple dice showing the terrain. The group may shift as normal. In a group
same number give a 1 DU bonus for each dice after move none of the units may start in or enter difficult
the first dice. terrain.
If two or three units are carrying out a group move, A group move may not contact an enemy unit, and if
and the activated unit has bonus movement, the any of the the units involved in the group move are
whole group gets bonus movement. charged this phase they do not get any bonus dice
See Section 5 for limits on bonuses. for impetus. After the group move, turn the action
dice to show a 1 face up.
Movement example
Group move example

The heavy foot on the left carry out an advance,


moving 2 DU straight forward and shifting 1 DU to All three units are discipline 4 and there is a
their right. commander with the middle unit. The group carries
The medium foot carry out a manoeuvre. Their front out an advance, moving 2 DU straight forward and
right corner moves furthest so the distanced moved then shifting 1 DU to their right. At the end of the
by this corner is measured. move, the action dice is changed to show a 1 and
The heavy foot in the middle has an action dice two more dice are taken from the bag and placed by
showing a 6, so it gains a bonus 1 DU movement. It the other two units.
carries out an advance, moving 3 DU straight
forward.

Interpenetration
Light foot may interpenetrate other friendly units
which are 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.
Other than as mentioned above, no other
interpenetration between units is possible.

14
Restriction on manoeuvres in front of enemy Movement when in contact with an enemy unit
troops If the unit which is activated is already in contact
If any part of a unit is directly in front of an enemy with an enemy unit then its movement is restricted
unit, and within the enemy unit’s normal movement to turning to face the enemy, sliding to conform to
range, then if it carries out a manoeuvre it must end an enemy in contact, or breaking off.
the movement with part of the unit directly in front
of the enemy unit. There is no such restriction if the  If the unit has any enemy unit(s) in contact
unit carries out an advance, and non-skirmishers are with its flank or rear but no enemy in
not so restricted by enemy skirmishers. contact with its front it may turn to face the
If a unit is so restricted by more than one enemy enemy. This is carried out by turning the unit
unit, then if it carries out a manoeuvre it must end 900 or 1800 to face one of the enemy units in
the movement with part of the unit directly in front contact. Any other enemy units in contact
of each such enemy unit. remain facing in the same direction and are
moved if necessary to remain in contact. If
Restricted movement example two enemy units are in contact with one side
of the activated unit, the one unit with the
centre of its front edge in contact should
remain this way after the move.
 If the unit has a single enemy unit in contact
with its front 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
edge of the unit is in contact with a base
edge of the enemy, unless by doing so this
would break contact with other enemy units.
 Break-off from combat. A mounted unit
other than 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
The red light foot and medium foot units are
may break-off. This may only be done if
restricted by the blue medium foot, as they are in
the unit is in contact with enemy to its
front of the blue unit and within its normal
front only, and is a manoeuvre. The unit
movement range. The red cavalry unit is not
turns 1800 to face directly away from the
restricted and can move in any way it pleases. The
enemy and moves up to a full move directly
red light foot carries out an advance, so the move is
forward. A break-off move may end facing
allowed. The red medium foot could carry out an
away from or towards the enemy it broke off
advance, but if it carries out a manoeuvre it must
from, at the player’s choice.
end up partly in front of the blue unit. So the
backwards move is allowed but the move to the side
In all of the above cases, if the activated unit is in
is not. If the blue unit was light foot, the red
contact with an enemy unit after any movement,
medium foot would be able to carry out the
then a round of close combat is fought.
manoeuvre to the side as shown above.
Leaving the table
A unit does not exert a restricted zone if it has an enemy
Units may not voluntarily leave the playing area. If a
unit in contact with the centre of its front edge.
unit reaches the table edge in a pursuit move, it
stops at the table edge, and can move normally on
the next turn.

15
Section 8: Charges

"The God of War hates those who hesitate." - Euripides

Any movement which results in contact with an After any such rotation, if the centre of the front
enemy unit is a charge. A charge must result in an edge of the unit is not in contact with a base edge
enemy unit being contacted by the front edge or a (not corner) of the enemy unit which was charged, it
front corner of the charging unit. Such a move may slides by up to half of the frontage of the unit so
only be made if the unit is allocated an action dice that the centre of the front edge of the unit is in
greater than its discipline unless the unit has the contact with a base edge of the enemy unit which
Impact characteristic. was charged.
If the charge contacts a single enemy unit, that unit When rotating and sliding, friendly units which are
is the target unit. If the charge contacts more than not in contact with enemy units but are blocking the
one enemy unit, the enemy unit which will be conform move must be shifted in the direction of the
attacked in close combat as the defending unit is the slide to make room.
target unit. If the conform move cannot be completely carried
out with the rotation and slide as described above,
Charge movement the charging unit should be moved as close as
A charge must be an advance. A unit carrying out a possible to the required position. As soon as it
manoeuvre cannot contact an enemy unit. The becomes possible, the conform move should be
charging unit may shift up to 1 DU, but only if completed.
this is necessary to contact an enemy unit or to If a charge move ends with the centre of the front
avoid friendly units and / or terrain features. No edge of the charging unit exactly lined up with the
other shifting is allowed. centre of the front or rear edge of the target unit, it
slides by up to 1 DU in either direction (chosen by
Conforming to the enemy unit the charging unit) so that it is not lined up exactly.
When a unit charges, it moves into contact with the After a charge move, units will not be lined up full
enemy unit. It may then need to rotate and/or slide front edge to front edge.
to conform to the enemy unit. The aim of
conforming is to have the front edge of the charging
unit in contact with an edge of the target unit, with
the centre of the front edge of the charging unit in
contact.

If it contacts a corner of the enemy unit with its


front edge, or it contacts an edge with a front
corner, it rotates so that its front edge is in contact
with an edge of the enemy unit. If it contacts the
front corner of the enemy unit, it may only
rotate to contact the side edge if it started the
charge move with the centre of the front edge
behind a line extending the front edge of the target
unit.

16
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 front of the shooting unit, the shooting
unit loses one dice. The shooting unit may gain bonus
shooting dice as usual if it has a 6 or multiple action
dice allocated.

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
Continuing the previous example from Section 5, all evade move (it does not matter what number is
three red units will charge. The cavalry cannot showing on the dice, although if it is a 6, or the unit
charge anyone by moving straight ahead, so they has multiple dice assigned, bonus movement applies
shift to the right first and then move straight as normal).
forward, hitting the flank of the heavy foot. The If it does not have an action dice allocated to it, and
cavalry then rotate so that their front edge is in has not been activated this turn (which would be
contact with the flank edge of the heavy foot, then indicated by an action dice showing a 1), then an
slide to the right so that their centre front is in extra action dice can be taken from the bag and
contact. rolled; if this is greater than or equal to the unit’s
The heavy foot charge straight ahead with no discipline rating it may be used to activate the unit
conform movement needed. to make the evade move. If there are no dice (of the
The medium foot charge straight ahead. They player’s colour) left in the bag, or the roll is lower
contact the front corner of the enemy unit so they than the unit’s discipline, the evade attempt fails
rotate to contact the front edge. Their front centre and the unit is not moved.
is not in contact with the enemy unit so they slide An evade move is a normal move which is made in an
to their left (the right in the diagram) so that their attempt to get out of the charge path or range of the
front centre is in contact. charging unit. The evading unit is moved first, and
must end it’s evade move as far away from the
After all three charge and conform moves the charging unit as possible. Note this will normally end
situation looks like this: 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 shift as normal
(including altering any shift it would have made to
contact the unit which evaded) and must contact any
other enemy unit(s) in its path; this is treated as a
normal charge.

17
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.

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.

18
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
1. Establish line of sight and range. number of combat dice equal to their strength.
2. Establish the number of dice to roll. The number of shooting dice is reduced in the
3. Roll dice and work out results as per following circumstances:
Section 11. If the shooting unit is moving as part of the
activation, it gets two dice.
Shooting arc, line of sight and target priority If the shooting unit is in difficult terrain, it gets two
A unit can only shoot at an enemy unit which is at dice. A unit which ends its movement in difficult
least partly directly in front of the shooting unit, and terrain cannot then shoot.
direct unobstructed lines can be drawn from both If the unit is allocated an action dice showing a 6 it
front corners of the shooting unit to any one point on may use this for a shooting bonus, as long as it did
the target unit. If there is more than one such enemy not require a minimum of a 6 for the activation. If it
unit, the shooting unit shoots at the closest one is allocated multiple action dice showing the same
(measuring as for range). number, it gains one extra bonus for each dice after
Artillery has an increased shooting arc – the target the first dice (but see Section 5 for limits on
must be directly in front of the shooting unit, or bonuses).
within 1 DU to either side of this. Each of these bonuses can either be used to give an
See Section 4 for the effect of terrain on line of extra 1 DU of range to the shooting attack, or an
sight. extra combat dice.

Range Effect of cover


The target must be in range for shooting to take If the target unit is in cover, and is not shot at by
place. The range is the distance from the front edge artillery, it rolls an extra dice against the shooting.
of the shooting unit to the nearest point on the
target unit which is directly in front of the shooting Shooting range and target priority example
unit. Ranges of various missile weapons are given in
the shooting weapons table.

Shooting into combat


Shooting into combat is not allowed, i.e. If an enemy
unit is in contact with a friendly unit, then the unit
cannot be targeted by shooting.

Shooting weapons table


Weapon Range Notes
type in DU
Bow 4
Longbow 5 Heavily armoured or
armoured target reduced by
one level of protection.
Crossbow 5 Ignores all armour. Cannot
move and shoot. No bonus The blue medium foot, armed with bows, can shoot
shooting dice may be used. at the red medium foot, but not the other red units.
Sling 3 The red light foot, armed with javelins, can shoot at
Javelins 2 the blue medium foot. If the blue medium foot were
Firearm 2 Ignores all armour. Cannot armed with longbows or crossbows, or they have a
move and shoot. bonus dice and use this to boost range, the red
Artillery 10 Ignores all armour. Cannot cavalry would be in range. However, they would still
move and shoot. have to target the medium foot as they are closer.

19
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 Impetus


unit moves into contact with an enemy unit. It also If the unit has been allocated an action dice this
takes place when a unit which is in contact with an phase, it may gain bonus dice due to impetus, as
enemy unit is activated. It is not optional – if the follows:
unit is activated and is in contact with an enemy Most units gain one bonus dice for the action dice
unit, a round of close combat is fought. If two units allocated to it. However, an extra bonus dice is
are in contact and neither is activated during a turn, gained by:
they do not fight that turn.  A fresh unit of cavalry or elephants.
 A fresh large unit.
Melee procedure If the unit is allocated an action dice showing a 6,
1. Establish which units are taking part in the and this is greater than required to activate the unit,
combat. it gets an extra bonus dice. If it is allocated multiple
2. Establish the number of dice to roll. action dice showing the same number, it gains one
3. Roll dice and work out results as per extra bonus dice for each dice after the first dice.
Section 11. However, if the unit has moved and these action dice
4. Post combat. have been used to give movement bonuses they
cannot also be used to give bonus combat dice. See
Establishing which units fight Section 5 for limits on bonuses.
In combat the currently activated unit is considered
the attacker. When a unit is activated it conducts its No dice due to impetus are gained if the unit:
attack against one enemy unit. This is considered the  Is fighting enemy in contact with its flank or
defender. If the attacking unit has an enemy unit in rear.
contact with the centre of its front edge, this must  Is foot who have moved this phase and is
be the defending unit. If there is no enemy in fighting fresh mounted who have impetus.
contact with the centre of its front edge, then it may  Is mounted and is fighting fresh foot armed
choose any other unit it is in contact with to be the with spears or pikes who have not moved this
defending unit. phase and have impetus.
 Is foot other than pikes and is fighting fresh
Combat dice foot armed with pikes who have impetus.
The base number of dice rolled by each unit is the  Is mounted or heavy foot and is not
strength of the unit. This may be modified by bonus completely in open terrain.
dice due to impetus.
 Is light horse and is fighting non skirmishers
If any part of a unit is in difficult terrain, its base
frontally.
number of combat dice is reduced to two.
 Is mounted other than elephants and is
fighting elephants.
Extra combat dice
 Is elephants and is fighting skirmishers.
Extra combat dice are gained in the following ways:
1. Impetus  Is missile troops and has shot this phase.
2. Extra units in contact  Is medium foot armed with missiles,
3. Uphill unless melee capable and neither unit
4. Flank or rear contact charged this phase.
 Is light foot except for javelin armed
light foot who are fighting light foot.
 Is involved in a combat which is the result of
a pursuit.
 Moved as part of group this phase.
 Carried out a manoeuvre this phase.
 Charged this phase and is fighting across
an obstacle or stakes.

20
Extra units in contact Post combat
One extra dice is gained for each friendly unit which After melee combat resolution, if the defending unit
is both: does not have an action dice, the player takes an
 In contact with the enemy unit action dice (of his own colour) from the bag and
 Not in contact with any other enemy unit places it beside the unit, showing a 1. The unit
cannot be activated for the remainder of the turn.
Uphill Any action dice which were allocated to units
One extra dice is gained if the unit is medium or involved in the combat are turned to show a 1.
heavy foot and is uphill of the enemy unit. Neither unit gains impetus in any subsequent combat
this turn (including any subsequent combat in the
Flank or rear contact same phase).
One extra dice is gained if the unit is in contact with
the flank or rear of the enemy unit.

21
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 Effect of protection level
exactly the same way, with the exception that in After the dice have been paired together, the effect
shooting, the shooting unit cannot suffer any adverse of the level of protection is considered.
effects (discipline tests or hits) as a result of the If a unit is armoured, and it has lost any of the dice
combat, so any such results are ignored. rolls, then it may choose to reduce the value of one
opposing winning dice by one.
The process is as follows: If a unit is heavily armoured, and it has lost any of
1. Roll combat dice. the dice rolls, then it may choose to reduce the
2. Place top four dice in order. value of one opposing winning dice by up to two.
3. Compare opposing dice. This cannot turn a losing dice into a winning dice,
4. Adjust for armour. so if the winning dice is one higher, it can only be
5. Establish outcome of each pair of dice. reduced by one.
6. Make discipline tests and record hits. If a unit’s opponent is lacking protection, and the
unit wins or draws any of the dice rolls, then it may
Both sides roll the appropriate number of dice, and choose to increase the value of one such dice by one.
the dice are placed in descending order. The top A dice cannot be increased above a 6.
four dice are kept and all others discarded.
The dice are then compared, so that one unit’s first To remember when protection applies, it helps to
dice is compared to the other unit’s first dice, the think of it like this:
second pair of dice is compared, and so on. The If you are armoured or heavily armoured, it helps
effect of any armour is then considered, and dice you when you lose.
may be changed as a result (see below). If your opponent is lacking protection, it helps
After adjusting any dice for armour, take each of the you when you win or draw.
pairs of dice in turn. If a paired dice roll is drawn,
nothing happens. Otherwise the higher dice wins the The protection level (heavily armoured, armoured
pairing. If the winning dice is at least double the and lacking protection) does not apply at all in the
other dice, the side with the lower dice suffers a hit. following cases:
If the winning dice is more than but not double the  When in melee combat against a unit armed
other dice, the side with the lower dice must take a with two-handed weapons.
discipline test.  Except for elephants, when in melee combat
If one side has more dice than the other, then any against a unit of elephants. I.e. Elephants
unmatched dice (up to four dice) are considered to with armour count their armour, but no
face an opposing roll of 2, but cannot lose. other troops count armour against elephants.
After the dice have been matched and compared,  When shot at by a unit armed with firearms,
discipline tests are taken and hits are applied. More artillery or crossbow.
than one discipline test may be required, and it is
possible for both sides in the combat to take Armour is reduced in effectiveness when shot at by a
discipline tests and / or hits. unit armed with longbows – armoured does not
Any hits must be marked in some way, so that a count, and heavily armoured is reduced to armoured.
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.

22
Extended melee combat example After combat resolution, the action dice is turned to
We will continue the example previously used for show a 1, and a dice is taken from the bag and
dice allocation and charging and conforming. The placed beside the blue unit that was involved in the
heavy foot on both sides are spearmen, with the fight, also showing a 1.
characteristics spears and shieldwall. The red Next the red heavy foot charge, with their action
cavalry are armoured, and the red medium foot are dice showing 5. They fight against the blue heavy
armoured and have the impact characteristic. foot on the right.
The red cavalry charge first, contacting the flank of
the blue heavy foot.

The red heavy foot (strength 4) get a dice for


impetus, and an extra dice for the extra unit in
The red cavalry (strength 3) get 2 dice for impetus contact with the enemy unit, for a total of 6 dice.
as they are fresh cavalry, and an extra dice for the The blue heavy foot (strength 4) get a dice for the
flank attack for a total of 6 dice. The blue heavy extra unit in contact with the enemy unit, for a
foot (strength 4) get no extra dice so roll 4 dice. total of 5 dice.
Note that both their spears and shieldwall The dice rolls are:
characteristics do not apply as they have a unit in Red heavy foot: 6, 4, 4, 4, (2, 1)
contact with their flank so do not count as fresh. Blue heavy foot : 5, 5, 4, 3, (2)
The dice rolls are: Blue loses two of the pairings (6 – 5 and 4 – 3) so will
Red cavalry : 5, 5, 4, 3, (2, 2) take two discipline tests. Red loses the second
Blue heavy foot : 6, 4, 3, 1 pairing (5 – 4) but is armoured so reduces the blue 5
Red loses the first dice pairing 6 - 5, but is armoured to a 4. Blue has the shieldwall characteristic but
so reduces the blue 6 to a 5, for a drawn pairing. this does not apply as they have taken hits so do not
Blue loses the next two pairings (5 – 4 and 4 – 3) so count as fresh.
will take two discipline tests. Blue is doubled in the The blue heavy foot fail one discipline test, so now
last pairing (3 – 1) so takes a hit. The blue heavy they have accumulated three hits, so they are close
foot fail one discipline test, so in total they take to breaking.
two hits.

23
The blue heavy foot on the left could then choose to Shooting combat example
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.

The red javelinmen (light foot, strength 2) shoot at


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

24
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 generally required when the A unit is considered to be fresh if it:
unit loses a paired combat dice roll in shooting or  Currently has no hits
close combat, and in certain other circumstances.  Is in the open if mounted or heavy foot.
To pass a discipline test, the player must roll  Is not in difficult terrain.
equal to or higher than the discipline rating of the  Has no enemy unit(s) in contact with its flank
unit (adjusted for any attached commander or if the or rear.
unit is out of command). If the dice roll is not equal
to or higher than the adjusted discipline, then the Routed units
discipline.test.has.been.failed. When a unit takes hits equal to its strength rating it
Failure of a discipline test leads to the unit taking a is routed. In the case of a large unit, it can take two
hit. more hits than its strength rating before being
Hits must be marked or recorded in some way, so it routed.
can be easily and quickly seen how many hits each If a unit is routed, any friendly unit within a
unit has suffered. rectangle extending 1 DU to either side and a full
normal move (in the terrain the unit is in), measured
Rallying rearwards from the front edge of the unit, must
A unit may attempt to recover hits by rallying. There immediately take a discipline test. The routed unit is
are two ways a unit can rally: then removed from the table.
 When a unit which is not in contact with any Exceptions:
enemy units is activated with an action dice
which exceeds its discipline rating by the  When a unit of train routs and is removed, it
number of hits the unit has, the unit can does not cause discipline tests on friendly
rally automatically. If it chooses to rally it units.
may do no other action this turn.  When a unit of skirmishers routs and is
 A commander may attempt to rally a unit in removed, it does not cause discipline tests
the commander phase at the end of the on friendly non-skirmisher units.
turn. A dice is rolled, and if it exceeds its  When a unit of elephants routs, friendly
discipline rating by the number of hits the mounted troops take two discipline tests
unit has, the unit can rally. This is the only instead of the normal one.
way a unit that is in contact with an enemy If the routed unit had an action dice, place this dice
unit can be rallied. to one side, showing the army value of the unit lost.
If the unit did not have an action dice, take one from
If the unit is successfully rallied, remove one hit. the action dice bag instead.

Rallying example
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 phase) must exceed the
unit’s discipline by 2, so it will rally on a 5+, or on a
4+ if there is a general with the unit.

25
Pursuit The routed unit is removed from the table, and the
When an enemy unit is routed in melee combat, and red cavalry carries out a pursuit move. This is
removed from the table, the unit which defeated it straight forward, but the cavalry shifts to avoid the
may pursue. The unit will not pursue if it remains in red heavy foot. The pursuit move ends in contact
contact with any other enemy unit, or if the unit it with the flank of the other heavy foot, as shown
was fighting was in contact with its flank or rear. below.
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 to, in which case it must
roll its discipline or greater to avoid pursuing. Missile
armed foot never pursue.

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
terrain which would slow it down. If the pursuing
unit contacts an enemy unit it is considered a charge
and the combat is carried out immediately.
Exception – pursuing light horse will not contact the
front of any enemy troops other than skirmishers, so The red cavalry immediately carries out close
will halt their pursuit 1 DU short of any such troops. combat against the blue heavy foot. No dice are
gained for impetus on either side as the combat is
In any combat as a result of a pursuit move, neither as a result of pursuit. The red cavalry gets 6 dice in
unit involved in the combat gains any bonus dice due the combat (strength 3, flank contact and two extra
to impetus. units in contact) against the 4 dice of the blue
heavy foot.
Example of rout and pursuit

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.

26
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


The game ends when one army is demoralised. The action dice is lost. This dice is put aside, showing the
other army is the winner. army value of the lost unit.

Army demoralisation When the total army value of the routed units
At the start of the game, calculate the total army reaches one third of the total army value for the
value for each army. This is the total of the army army, an army morale test is required. This is carried
value of each unit. The army value of a unit is its out at the end of the turn, in the End Phase. Every
strength, modified as follows: unit in the army takes a discipline test. This can be
done in any order the player chooses. If this results
Mounted +1 in any units routing, then subsequent discipline tests
Large unit +2 on nearby units are taken immediately.

Calculate one third of this number and half of this When the total army value of the routed units
number, both rounded up. These are the number of reaches half of the total army value for the army,
casualties required for army morale test and army the army is demoralised and withdraws from the
demoralisation respectively. battle. This is carried out at the end of the 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.

27
Section 14: Special Features

“People ought to fight to keep their law as to defend the citys walls.” - Heraclitus

Train Baggage camps


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

28
Elephants Large units
Elephants are classed as mounted. They may be A large unit should have more depth than normal
discipline 4 (trained elephants) or 5 (untrained). units to make it clear it is large. The following
They are normally classed as armoured (representing special rules applying to a large unit:
their thick hide) but if they are actually protected by  It requires an action dice two higher than its
armour they are classed as heavily armoured. discipline rating to carry out a manoeuvre.
However, if heavily armoured their movement is not  It cannot move backwards, although it can
reduced. carry out a 1800 turn as a manoeuvre.
They always have the impact ability.  It gains a bonus impetus dice when fresh.
Special rules applying to elephants:  It takes two extra hits to rout.
 In combat, the armour of the enemy unit
Scythed chariots
does not count.
Scythed chariots are a special class of chariots. The
 Mounted other than elephants never gain following special rules apply to scythed chariots:
bonus dice due to impetus when fighting
elephants.  They are always undrilled, impact.
 Elephants never gain bonus dice due to  They do not contribute an action dice, but
impetus when fighting skirmishers. no action dice is lost when they rout.
 Any enemy unit other than elephants or light  They do not contribute to army value, and
foot which contacts elephants, and which when they rout they are not counted towards
will fight in close combat against the losses.
elephants, must immediately make a  Friendly troops do not take a discipline test
discipline test. This is carried out before for scythed chariots routing nearby.
combat resolution, and applies whether the  Any troops contacted by scythed chariots
elephants moved to contact the enemy unit, take an immediate discipline test, before the
or the enemy unit moved to contact the combat is resolved.
elephants.  Mounted never gain impetus against scythed
 The discipline of a unit of elephants is not chariots.
improved by the presence of a commander.  They are removed at the end of a turn in
 When a unit of elephants routs, all nearby which they have contacted an enemy unit.
friendly mounted troops take two discipline
tests instead of the normal one. See Section
12.
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.

29
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 A unit may have one of these characteristics:
protection, starting from the least protection, are:
lacking protection, average protection, armoured, Impact
heavily armoured. Typical equipment to give an A unit with this ability may charge with an action
average level of protection for different troop types dice equal to or higher than its discipline rating.
is shown below. 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
Light foot Nothing or small shield mounted
Cavalry Shield or body armour If all of the above apply then all of the dice which
Light horse Nothing or small shield are higher than the opposing dice in the combat
resolution automatically cause a hit, rather than the
Troops should be classed as lacking protection if they usual discipline test.
are below these levels, and armoured or heavily
armoured if they have better protection. Pikes
This is only available to large units of heavy foot. If
There are two special protection levels that vary the unit armed with pikes has impetus, is fresh and
according to the situation: fighting foot other than pike, the enemy unit gains
no dice for impetus against it. If the unit has
Pavises impetus, is fresh and has not moved this phase, and
A unit of medium foot armed with bow or crossbow is fighting mounted, the enemy unit gains no dice for
may have pavises (large shields). The unit is treated impetus.
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.
If a unit with pavises is shot at by a unit with crossbows
or longbows, it still counts as armoured. Only artillery
ignores the armour effect of pavises.
The movement rate of a unit with pavises is reduced
by 1 DU.

Shieldwall
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 which is in front of it (i.e.
Part of the shooting unit is directly in front of the
unit).

30
Spears Missile weapons
This is only available to units of heavy foot or
medium foot. If the unit has impetus, is fresh and A unit may have one of these characteristics,
has not moved this phase, and is fighting mounted, indicating that it is armed with missile weapons. The
the enemy mounted unit gains no dice for impetus. missile weapons are: bow, crossbow, longbow,
javelins, sling, firearm, artillery.
Thrown weapons
The unit is armed with missile weapons which are Melee Capable
thrown just before contact. If it is fresh and has not A unit of missile armed medium foot which is classed
moved this phase, has an action dice allocated, and as melee capable may get impetus in melee com-
was charged and contacted frontally, it causes an bat (unlike normal medium foot missile troops).
automatic discipline test on the enemy unit before They do not get impetus if either unit involved in
the combat is resolved. The unit may still use the the combat charged this phase, but otherwise may
action dice to gain impetus as normal. If it is fresh get impetus (subject to the normal restrictions on
and has made an advance this phase, it may choose impetus).
to get the same effect, but it must give up one
impetus dice to do so. Reduced capability (bow or crossbow)
Some units of heavy foot, medium foot, cavalry or
Two handed weapons chariots shoot with a reduced capability compared to
A unit armed with two handed weapons ignores normal medium foot or cavalry missile troops.
any enemy armour. 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. If foot they get impetus in
melee combat (unlike normal medium foot missile
troops). If they are foot which have not 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 elephants.
 Commanders being killed.
 Army morale test.
Additionally the unit does not suffer the normal
discipline penalty for being out of command.

Undrilled
An undrilled unit requires an action dice two higher
than its discipline rating to carry out a manoeuvre.

31
Section 16: Stratagems

“Who asks whether the enemy was defeated by strategy or valour?” - Virgil

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


armies have been worked out to a points limit, there The player sends some of his troops on a flank
is a points cost for each stratagem. If playing a march, to arrive on one flank at a predetermined
scenario or historical battle, then stratagems should time. Before deployment, the player secretly notes
be chosen that are appropriate to the scenario. Any which of his units will be sent on a flank march,
stratagems should be declared immediately after which flank they are marching on and the turn they
completion of normal deployment. are due to arrive. A commander other than the c-in-c
must be with them. These troops are not deployed at
Ambush the normal time, and one activation dice per unit is
One skirmisher unit may be kept back and not kept out of the action dice bag. Any units except for
deployed in the normal deployment phase. At the train may be sent on a flank march.
end of all deployment, this unit may either be placed In the end phase of the turn before they are due to
anywhere on the table, as long as it is out of sight of arrive, the player rolls the activation dice for the
all enemy troops, or deployed in the normal units and places the dice on the flank that he has
deployment area. If both players have chosen this noted. After all activation dice have been used on
stratagem, the outscouted player deploys his the following turn, an extra phase takes place where
ambushers first. flank marching units may be activated using the
activation dice rolled previously. If any units move
Scouting
onto the table (see rules below for initial movement
All scouting dice that are bid count as double their
of flank marching units), the commander must come
number for the purpose of determining which army
on with one of them.
has outscouted the other.
If any of the activation dice are not used, the player
rolls them again and leaves them on that flank. If
Skirmishers forward
any units have entered the table, the dice are placed
The player may deploy up to four of his skirmisher
in the place the unit with the commander attached
units up to the halfway line. If both players have
came on. Again, there is an extra phase after normal
chosen this stratagem, only the player deploying his
activation at the end of the following turn where
skirmishers first (i.e. the outscouted player) may use
these dice can be used to bring units on. If some
it.
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 army value (rounding up) towards losses.
If an army morale test is required whilst any troops
are off table, they must take the required discipline
test immediately that they move onto the table.
If both players have chosen this stratagem, both
flank marches are cancelled and the flank marching
forces are immediately deployed normally, with the
outscouted player deploying his first.
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 march phase) so will not gain impetus in
the combat.

32
Redeployment Stakes
At the end of both players’ normal deployment, the All medium foot longbow units in the army
player may redeploy any one unit by moving it to a carry sharpened stakes, which they may deploy
different position (within the normal deployment by placing them in the ground in front of them,
area). If both players have chosen this stratagem, creating an obstacle to attacking enemy.
the outscouted player redeploys first. These should be modeled on a shallow base
the same width as a unit frontage.
Resupply Units can start the game with stakes deployed, or
The number of bonuses due to multiple action dice they may be carrying the stakes, ready to deploy
or action dice showing a 6 that may be received by them later. The stakes base should be placed behind
each unit in each phase is not limited. See Section 5. the unit to indicate that it is carrying stakes. Whilst
a unit is carrying stakes, its movement rate is
Fortified camp reduced by 1 DU.
A baggage camp may be fortified with a ditch and To deploy stakes requires a manoeuvre. The unit is
bank, palisades, stakes, etc. A fortified camp counts moved backwards by the depth of the base of stakes,
as a normal baggage camp in all respects, except and the stakes placed in front of the unit, so that the
that: front edge of the stakes is in the same position as
 It is armoured. the front edge of the unit was previously.
 The camp only suffers a hit when doubled in If a unit has stakes deployed and no combat has
a paired dice roll, rather than just beaten. taken place across the stakes, the unit may pick up
 The camp can inflict discipline tests and hits the stakes, also requiring a manoeuvre. The unit is
on the opposing unit in the normal manner. moved forwards so that its front edge is where the
front edge of the stakes was, and the stakes base is
placed behind the unit.
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.
Stakes are removed when the unit defending them is
routed, if the unit moves after combat has been
fought across them 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 movement allowance).

33
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 Game end
each side. Each player should have his own command The loss of one command does not necessarily mean
of troops, with his own commanders. Commanders of the end of the game. The remaining command(s)
one command cannot influence units in another may carry on, but will often find themselves
command. outnumbered, so unless they are about to defeat an
Each player has his own coloured action dice. These opposing command it is often wise to concede defeat
can only activate units in his own command. When at this point.
action dice are drawn at the start of each phase,
more dice are drawn in a multi-player game, as Variant for large multi-player games
follows: For large multi-player games with three or more
players on each side, where each player has a
Number Number of action dice relatively small number of units under his command,
of Players drawn each phase the following variant can be used.
1 vs. 1 7 There is no action dice bag, and only one action
1 vs. 2 11 phase per turn. At the start of each turn, each
2 vs. 2 13 player rolls all of their action dice (one per unit).
2 vs. 3 15 The side with the highest number of 6s rolled is the
3 vs. 3 17 active side for this turn, so the players on this side
place their action dice first, and go first on tied
If there are a different number of players on each action dice. If both sides rolled the same number of
side, it is possible to play with one command each 6s, then the number of 5s rolled determines which
(for example as 1 vs. 2, using 11 action dice each side is active (then the number of 4s, etc.).
phase), or for the single player to play two Play then proceeds normally, except that whenever
commands, as if it were 2 vs. 2. The latter is likely the rules refer to taking a dice out of the bag, this
to give a more balanced game. cannot happen. This means there are no group
moves, and skirmishers can only evade if allocated
In each phase, the side with the highest amount of an action dice. Instead of turning action dice to show
action dice is the active side, placing its action dice a 1 when a unit has been activated, they can be
first and breaking ties. removed. The only time a dice should be left with
More players will lead to wilder swings in initiative, the unit is if it defers, or if it carries out an advance
as sometimes a player will find himself having less (to show that it may get impetus in combat if
dice to allocate to his command than the command subsequently charged this turn).
opposite, but having to place them first. For victory and defeat, the army is considered as a
single entity, rather than individual commands, and
Command morale and demoralisation the normal rules in Section 13 are used.
The army value for each player’s command and for For this variant it is recommended that players have
the army as a whole should be worked out as per around 3 – 5 units each (with the lower number if the
Section 13. When the losses taken by a command units are better quality or tougher in combat). Each
reach its morale test level (i.e. one third of the player should have a captain, and there should also
army value), every unit in the command takes a be a general, who is the commander-in-chief. The
discipline test. When the losses taken by the whole players on each side can decide who controls the
army reach its demoralisation point (i.e. half of general (for example it could be the most
the army value for the whole army), the army is experienced player or the player in the centre), but
defeated and withdraws from the battle. Unless if a player’s captain is killed then the general should
both armies reach this point in the same turn, the go to help that player.
game is over and the other army is victorious.

34
Appendix 1: Basing, Recording Hits and Table Size

These rules can accommodate a wide variety of 28mm scale figures


basing conventions. The most important thing is that There is a lot more variety in basing for larger scale
unit frontages are equal, so even if the way your figures. If the figures are based as elements (for
figures are based is not mentioned here, as long as example with 60mm frontages, matching the
you can group them into equal frontage units, and WRG/DBX convention for larger scales) then these
can tell the difference between different troop types can be used in the same way as 15mm element based
then it will work. units. The unit frontage would either be 60mm (for
one element representing a unit) or 120mm (for four
15mm and smaller scale figures
elements representing most units).
Typically figures for these scales are based as
If the figures are based individually then the best
elements, the most common being 40mm frontage,
approach is to use movement trays to accommodate
often known as WRG or DBX standard. With figures
the figures. Having a unit frontage of 100 - 120mm
based in this way, you can either use one 40mm base
gives a good look, and movement trays are widely
as a unit, which will allow you to play Sword and
available in these frontages.
Spear on a small table without a large number of
For example if your infantry are based on 20mm
figures, or use 80mm frontage units. If using 80mm
square bases and cavalry on 25mm by 50mm bases,
frontage units, most troop types will look best using
you could choose to have 100mm unit frontages. A
four 40mm bases to represent a unit in a 2 by 2
cavalry unit would consist of four figures lined up
block. Troops that fought in shallower formations
side-by-side, and a heavy foot unit would consist of
such as elephants, artillery, chariots and medieval
ten figures lined up five wide and two deep. Medium
knights can be resented by two bases side by side.
and light foot could be represented by having less
Large units can either be represented by six or eight
infantry figures on the same sized movement tray.
bases.
You can even get movement trays made to
accommodate figures based on round bases, which
are common for use in skirmish games.

35
Recording Hits
Hits must be recorded so that both players can see
how many hits each unit has suffered. There are two
ways of recording hits:
 On-table markers.
 Recording on army roster.

There are a variety of forms that on-table markers


can take, such as small dice that are turned to show
the number of hits face up, counters with numbers
on, or detailed bases with casualty figures on.
Using these means that the number of hits a unit has
suffered can be quickly and easily seen by both
players. The disadvantages are that they can
sometimes be moved or knocked, and some players Table Size
do not like the extra clutter these create on the The table size required to play Sword and Spear will
table. depend on the size of the game being played, and
Recording hits on a listing of all of the units in the the unit frontage.
army (an army roster) can make for a more For a two player game with around 12 units each
aesthetically pleasing solution. The disadvantages side, the table width should be around 30 - 40 DU.
here are that it may not be so easy to see how many For a game with less units, a smaller table can be
hits each unit has taken, and there needs to be a used, and for a game with more units on each side a
way of distinguishing between different units of the larger table is required. Some suggested table sizes
same type, so that the players can tell which unit are shown below. You can play on a larger table than
the suggested sizes, but you may then want to
has suffered the hits.
increase the size or number of terrain pieces, and
also increase the 6 DU deployment distance from the
side table edges.

Suggested table sizes


Approx. number Unit Suggested minimum
of units per side frontage table size
8 40mm 2’ by 2’
12 40mm 3’ by 2’
8 80mm 4’ by 3’
12 80mm 5’ by 3’
15 80mm 6’ by 4’
8 120mm 5’ by 4’
12 120mm 6’ by 4’
15 120mm 8’ by 4’

36
Appendix 2: Scenarios

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

37
Other scenarios The defender deploys all of his troops first, and may
It is possible to come up with a variety of other deploy anywhere within his half of the table, except
scenarios. These are often inspired by actual historic for within 6 DU of the side edges.
battles, sometimes even from different periods (for The attacker then deploys. He must deploy at least 8
example you could use Waterloo as the basis for an DU from the table centre line and at least 6 DU from
ancients battle scenario). For this type of game it is the side edges.
often best for one player to come up with the The following stratagems may be used:
scenario and work out the forces involved and the Attacker – flank march, resupply.
victory conditions. As these type of games may not Defender - ambush, redeployment, resupply,
necessarily be balanced, it can be a useful exercise fortified camp.
to play the same scenario twice, swapping sides, to
see who can achieve the best overall outcome. Scenario 2: Ambush
Terrain is set up as per section 3, with the following
Three such scenarios are presented here. In each of changes:
these scenarios one side is the attacker, and one side The attacking player rolls normally as per Section 3
is the defender. There is no pre-game scouting in and places all of his terrain. The defender then rolls
these scenarios, so all action dice are used in the 1 dice and subtracts 3 to give the maximum number
first turn. of terrain pieces he may place. He rolls for and
places these normally.
Victory conditions and game duration No terrain piece may initially be placed (before any
For the three scenarios presented here, the adjustment move) within 4 DU of the table centre
conditions for army demoralization and victory from line.
Section 13 apply. There is an additional victory The defender deploys all of his troops first, and must
condition based on the duration of the game. Use a deploy within 4 DU of the table centre line (on either
dice to record the turn number, moving it on in each or both sides of the centre line), and more than 6 DU
end phase (so on the end phase of the second turn from the side edges. All of his units must be
the dice is turned to show 2). After six turns, the deployed facing one of the side table edges.
dice returns to show a 1 on the seventh turn, and The attacker then deploys. He must deploy at least 8
then carries on being moved up one each turn. From DU from the table centre line and at least 6 DU from
the seventh turn onwards, in each end phase roll a the side edges. He can deploy his troops on either or
dice to see whether the game ends. If this dice is both sides of the table.
less than or equal to the number showing on the turn The following stratagems may be used:
record dice (i.e. 1 or less on turn 7, 2 or less on turn Attacker – resupply.
8, etc.), the game ends immediately (due to the end Defender - resupply.
of the day, defender reinforcements arriving, poor Normally neither side will have a baggage camp, but
weather, etc.), and is a victory for the defender. as a variant the defender may have mobile baggage.
Some scenarios also have special victory conditions; This works in the same way as a normal baggage
the game ends immediately when these are met, camp, except that it moves as war wagons.
with the side that has met the victory conditions Any of the defenders units that move off the table by
declared the winner. the side edge that the defenders originally faced are
removed from the game, along with their action
Scenario 1: Attack on prepared positions dice, but do not count as losses. If the defender exits
Terrain is set up as per section 3, with the following at least half (rounded up) of his original number of
changes: units from the table in this way, he wins the game
The defender gets two extra normal sized (or one immediately.
large) pieces of terrain that he places before normal
terrain placement. These may be placed anywhere
the defender chooses, with no adjustment rolls. The
defending player then rolls normally as per Section 3
and places all of his terrain. The attacker then rolls 1
dice and subtracts 3 to give the maximum number of
terrain pieces he may place. He rolls for and places
these normally.

38
Scenario 3: River Crossing Game Balance
A river is placed roughly along the centre line of the With roughly balanced forces, these scenarios will
table. The river should be around 1 DU wide, and not necessarily be balanced, and it is worth
counts as difficult going. There should be a ford in experimenting with different sized attacking and
the middle of the table, 2 DU wide, which counts as defending forces. In all three the attacker gets the
rough going. advantage of deploying second, but is forced to
Terrain is then set up as per section 3, except that if attack or lose. In the first and third the defender
a 6 is rolled on the terrain placement dice, the gets the advantage of position, whilst in the second
terrain piece is discarded. the defender is at a significant disadvantage (and
The defender deploys all of his troops first, and may particularly so if the defending army has lots of
deploy anywhere on his side of the river, except for undrilled troops).
within 6 DU of the side edges. If armies are worked out for these scenarios using
The attacker then deploys. He must deploy at least 6 the points system, then for the first and third
DU from the river and at least 6 DU from the side scenarios the attacker should be given a 10 – 20%
edges. higher point total. In the second the defender should
The following stratagems may be used: be given a 10 – 20% higher point total.
Attacker – resupply, fortified camp.
Defender - ambush, redeployment, resupply, Historical examples
fortified camp. Historical examples of the three scenarios presented
In any end phase, if the attacker has at least half here are:
(rounded up) of his original number of units across Attack on prepared positions:
the river and fresh, then he wins immediately  Battle of Hastings, 1066 AD.
(having forced the crossing and prepared the way for  Battle of Agincourt, 1415 AD.
the rest of the army). Ambush:
 Battle of Lake Trasimene, 217 BC.
 Battle of Hattin,(Horns of Hattin), 1187 AD.
River Crossing:
 Battle of the Hydaspes River, 326 BC.
 Battle of Mohi, 1241 AD.

39
Index
Action dice, 9, 10 Leaving the table, 15
Action dice bag, 9 Line of sight, 8
Action phases, 9 Manoeuvre, 13
Activating units, 10 Melee, 20
Advance, 13 Melee characteristics, 30
Allocating action dice, 9 Missile troops, 4
Ambush, 32 Missile weapons, 19, 31
Armour,5, 22, 30 Mounted, 4
Army demoralisation, 27 Movement, 13, 14
Army morale test, 11, 27 Movement distances, 13
Backwards movement, 13 Movement on a road, 13
Baggage camp, 10, 28 Movement when in contact with an enemy unit, 15
Basic concepts, 3 Multi-player games, 34
Battlefield set up, 6 Obstacle, 8
Bonus dice in melee, 20 Online support, 3
Bonus dice in shooting, 19 Open ground, 8
Bonus movement, 14 Pavises, 30
Bonuses, 10 Pikes, 30
Bow (R), 31 Post combat, 21
Charge movement, 16 Protection, 5, 22, 30
Charges, 16 Pursuit, 26
Charging into contact with missile armed foot, 17 Rallying, 11, 25
Clean-up, 10 Range, 19
Combat across an obstacle, 8 Rear contact in melee, 21
Combat dice, 22 Redeployment, 33
Combat dice for shooting, 19 Reduced capability (bow or crossbow), 31
Combat dice in melee, 20 Restriction on manoeuvres in front of enemy troops, 15
Combat mechanism, 22 Resupply, 10, 33
Command distance, 12 Risk to commanders, 12
Commander movement, 12 Rough going, 8
Commanders, 5, 12 Routed units, 26
Conforming to the enemy unit, 16 Scouting, 7, 32
Cover, 8, 19 Scythed chariots, 29
Crossbow (R), 31 Set up, 6
Deferring, 10 Shieldwall, 30
Deployment, 7 Shifting, 13
Difficult going, 8 Shifting during a charge, 16
Difficult terrain in melee, 20 Shooting, 19
Discipline, 5 Shooting arc, 19
Discipline test, 22, 25 Skirmishers, 4
Distance unit (DU), 3 Skirmishers forward, 32
Effect of cover on shooting, 19 Spears, 31
Effect of terrain on discipline, 8 Special features, 28
Elephants, 29 Stakes, 33
End phase, 11 Steadfast, 31
Evading from a charge, 17 Stratagems, 32
Extra units in contact in melee, 21 Strength, 5
Flank contact in melee, 21 Target priority, 19
Flank march, 32 Terrain, 6
Foot, 4 Thrown weapons, 31
Fortified camp, 33 Train, 4, 28
Fresh, 25 Turn sequence, 9
Game end, 27 Undrilled, 10, 31
Game mechanisms, 3 Unit, 4
Group moves, 10, 14 Unit characteristics, 30
Hits, 22, 25 Uphill, 8
Impact, 30 Uphill, effect on melee, 21
Impassable terrain, 8 Victory and defeat, 11, 27
Impetus, 20 War wagons, 28
Interpenetration, 14 Weapon capabilities, 5
Large unit, 4, 10, 29

40
Frequently Asked Questions
General

Q Is pre-measuring allowed ?
A Yes, you can measure distances at any time.

Q If a commander is attached to a unit is its discipline improved by one for all purposes ?
A Yes, it is improved (i.e. reduced in value by one) for all purposes – rallying, activation, discipline tests. However,
this does not apply if the unit is elephants.

Q What are the effects of a unit being in difficult terrain ?


A Unless the unit is light foot, its movement rate is reduced, its discipline is one worse (higher value) and its base
combat dice and shooting dice are reduced to two. No unit can move and shoot it if ends its move in difficult
terrain.

Turn Sequence

Q How many action phases are there ?


A There are multiple action phases, continuing until all action dice have been drawn from the bag.

Q How does deferring work? If a unit defers what happens to its action dice ?
A If a unit defers it activates automatically if charged later in the same phase by an enemy unit or an enemy unit in
contact activates. 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 allocated an action dice and then activated in a subsequent phase of
the turn.

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 activate and fight with impetus (as long as it is
not excluded from getting impetus by the reasons in the list on page 20).

Q What happens to action dice that cannot be used ?


A These are put to one side and are put back into the bag at the end of the turn.

Q Is the eligibility of a unit to utilise an action dice evaluated when the dice are placed, or when the unit is
activated ?
A When the unit is activated. This rarely makes any difference, but it means, for example, if a unit is in command
when dice are placed, but events mean that the unit goes out of command before it is activated, it might not now
be possible to activate it (depending on the dice allocated to 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 commander attached.

Q If a unit has been activated and is then charged later in the phase by an enemy unit, can it get impetus in the
combat?
A Only if the unit has carried out an advance, in which case it may get impetus (as long as it is not excluded from
getting impetus by the reasons in the list on page 20). If it has carried out any other action it will not get impetus.

Q When a unit is activated should its action dice immediately be turned to show a 1 ?
A Although the rules say to do this at the end of the phase, in practice you can do this immediately after you have
activated the unit, except in cases where the unit may get impetus later in the phase if charged by an enemy unit.
So if the unit has carried out an advance, and there is an enemy unit nearby which could contact it this phase, leave
the dice as it is. Otherwise you can turn it to show a 1 immediately.

41
Bonuses from Action Dice

Q How can a unit get multiple bonuses ?


A Assuming you have a camp or resupply, you get multiple bonuses by allocating multiple action dice showing the
same number. A double 6 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 resupply, each unit is limited to one bonus each turn.

Q Can multiple bonuses be used in different ways ?


A Yes. 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 both in the same way.

Q Can a unit use a bonus combat dice if it doesn’t have impetus ?


A No, bonuses in combat are part of impetus.

Q If a unit is allocated a 6 and it carries out at advance but does not use the bonus for movement, can it use the
bonus in combat if it is charged later in the same phase ?
A Yes, as long as it has impetus.

Movement

Q Can a unit shift in charge if the forward move is less than 1 DU ?


A Yes.

Q Can a unit contact an enemy unit by shifting sideways without any forward movement ?
A No. A charge must include forward movement and the contact with the enemy must be made as a result of
forward movement.

Q There is a unit directly in front of my unit, but I don’t want to charge it. Can I shift to charge a different unit ?
A No. You can only shift in a charge if it is necessary to contact an enemy unit.

Q Can my skirmishers charge non-skirmishers ?


A Yes. It might not be wise, but you can do it.

Q My skirmisher unit evades from a charge. Is it free to choose how far and in what direction it moves ?
A It has to end as far from the charging unit as possible, before the charging unit moves. Normally this will involve
turning and moving directly away from the charging unit. If its evade is a manoeuvre, it must abide by the normal
restrictions on manoeuvres in front of enemy troops (so if it started in front of the charging unit and within normal
charge range it must also end its movement directly in front of the charging unit).

Q Does a flank charge have to start from a certain position relative to the target unit ?
A If the charging unit contacts the side edge of the target it doesn’t matter where it starts from. It is only if the
charging unit contacts the front corner of the target unit at an angle that its starting position matters, as this
determines whether it conforms to the front or side.

Q My unit is in front of an enemy unit, in its restricted zone. If it moves backwards, does it have to stay in front of
the enemy unit ? What if it carries out an advance ? Can it charge a different enemy unit ?
A If it moves backwards it is carrying out a manoeuvre so it does have to end in front of the enemy unit. If it carries
out an advance it does not have to end in front of the enemy unit. A charge is an advance so it can freely charge any
unit.

Shooting

Q How does moving and shooting work ?


A Skirmishers can either move then shoot or shoot then move. Non-skirmishers can only move then shoot. You can
only do this with an action dice that exceeds the units discipline.

42
Combat

Q Can a unit get impetus in combat if it has previously fought this turn ?
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 again this turn and does not get impetus in any subsequent combat.

Q If a supporting unit contributes a dice to a combat can it then be activated later in the turn ?
A Yes. Contributing a dice for support does not count as activating the unit.

Q How does a unit in corner-to-corner contact (often known as an “overlap” in some rules) contribute to combat ?
A There is no corner-to-corner contact in these rules. Units do not line up when they charge (and if they are lined
up they must be shifted so that they aren’t lined up).

Q Do units lose combat effectiveness when they suffer hits ?


A Generally no. They still have the same base number of combat dice. However some units (cavalry, large units,
spears, pikes) suffer negative consequences when they are not fresh.

Q My unit carries out an advance but does not contact an enemy unit. Later in the same phase it is charged by an
enemy unit. Does it get impetus ?
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 of the phase (in practice though, if the unit does anything except an advance or defer, you
can turn the action dice to a 1 immediately, as it would not then be able to get impetus).

Q My light foot charge an enemy unit of medium foot in the flank. The medium foot are already fighting one of my
units to their front. How many dice does each side get ?
A The light foot get four dice (strength 2, +1 for flank contact, +1 for extra unit in contact). They do not get
impetus, so even if they had bonuses from action dice they could not get extra combat dice. The medium foot get 3
dice (strength 3).

Q Can a unit suffer damage when it charges an enemy unit in the flank or rear ?
A Yes. Combat is resolved normally.

Q Can a unit get impetus when it has an enemy in contact with its flank or rear ?
A Yes, if resolving combat against a unit to its front it may get impetus against them, even if it has a unit in contact
with its flank. However, if the opponent activated the flanking unit first, it would not get impetus against either.

Q When can light foot get impetus ?


A Light foot armed with any missiles except javelins never get impetus. Light foot armed with javelins may get
impetus against other light foot.

Q Can a unit carry out multiple pursuits and combats ?


A Yes, there is no limit to the number of pursuits and subsequent combats a unit may carry out. Remember that
neither unit gets impetus in a combat as a result of pursuit.

Q Unmatched dice are deemed to face a dice roll of 2. Are any such 2s reordered or do they go at the end of
the line of ordered dice ?
A They go at the end, facing the lowest of the opposing top four dice. See the example on page 24.

43
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.

Q Can two commanders move to join a unit in the end phase to rally it ?
A No. A unit can only have one commander attached.

Q My D5 unit of heavy foot has suffered 3 hits. How can I rally it ?


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 can always be carried out with a six.

Q Is there any point in allocating an action dice to a unit if you know it 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.

Victory and Defeat

Q My losses have reached one third of the total army value. Do I take an army morale test every turn, or just one
test immediately.
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 Does a camp count its strength towards army value ?


A Yes, a camp is treated as a normal unit for all purposes.

Q Both armies reach their demoralisation level in the same turn. What happens ?
A It is a draw. Both armies withdraw, having suffered too many casualties to continue.

Army Lists and Points

Q What is the maximum amount of each unit type I can have ?


A Make sure you download the Army Lists Guide, from the Army Lists page of the website.

Q Why is a heavily armoured unit the same points cost as an armoured unit ?
A Because a heavily armoured unit has a 1 DU movement reduction.

Q Why are chariots less points than cavalry, and camels the same points as cavalry (when they get the advantage of
causing a discipline check on cavalry).
A Chariots and camels do not get the bonus combat dice for being fresh that cavalry get.

Q Is a general compulsory ?
A No. You can just have captains if you want.

Q How do camps work?


A Camps are placed first in deployment along with Heavy Infantry. They never take discipline tests and cannot rally
hits. They ignore shooting. Mounted except elephants do not get impetus against camps. Fortified camps need to
be doubled in melee to receive a hit.

44

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