O/THW ANCIENTS
Sequence of Play
Move own fleeing units and resolve own pursuits.
The active player can activate a unit or group (individual units may only take part in a move as a group once per phase) to move or activate units to combat.
Roll 1 d6 before an action is taken. On a roll of a 1 that ends the phase after the action has been taken. However unused general’s activations can be used up before the following player’s phase.
Movement Activation
Units within orthogonal spaces can conduct a single group move per phase. All units in the group must move in the same direction and same speed.
Units may move or turn orthogonally up to their listed movement rating each costing 1 move. Thus a heavy infantry unit of 1 move can either turn or move forwards.
Some units can turn for free so only count the move into orthogonal squares towards their limit.
Interpenetration, only skirmishers can move through other units and other units may only pass through skirmishers.
Units that have not moved yet in a phase may conduct a charge move that is followed by combat. Activate as normal and if the move would reach into the enemy occupied square follow the combat activation sequence.
Units that have moved may conduct a further move but may not combat. Activate as normal and if a leadership test is passed the unit may move again if it fails the phase ends for that player.
In terrain such as a river ford or wooded areas, all units must move as individuals and count as having a movement of 1 per activation. Skirmishers and units with “Loose Order” trait ignore this restriction.
Combat Activation
Combat activations are always done on an individual unit basis. If the unit starts adjacent to the enemy this phase it may combat.
Combat is conducted orthogonally by both units, a unit may only attack in the direction it is facing.
Consult the unit roster to determine the attack roll.
If a unit is attacking from the rear that unit hits on 3+.
All units fighting into and out of forest terrain fight at Attack =1. Troops with “Loose Order” trait fight as Attack =2.
If fighting a unit crossing a ford or downhill +1 Attack dice.
Retreat; if a combat is lost (taking the most hits in a round of combat) a leadership test is conducted upto 3 times unless it passes. First failure the unit falls back 1 square, second failure face away from enemy, third failure move forward 1 square, that is away from the enemy. Some troops may have to test less (see unit stats).
If the unit is pushed back off the board it is eliminated.
A victorious unit can follow up and occupy the square by passing a leadership test. Impetuous unit traits MUST follow up.
Elephants that lose a round of combat may rampage. “Rampage” rolling 1 die on a roll of 1 they move and/or attack left, 2 right, 3 rear. On a 4+ they do not rampage.
Rampaging elephants can be attacked by allied troops and they can be “attacked by themselves” Mahouts putting down elephants, the rampage continues until the unit is eliminated while rampaging roll 1 dice 1=left 2=right 3=rear 4+=forwards
If a combat would result in both units fleeing whoever won that combat remains with 1 Strength point remaining. If a draw then both remain reduced to 1 Strength point.
Flight and Pursuit
When a unit reaches 0 Strength points it breaks and flees. It turns towards its base edge and moves its full allowance. If it breaks in its own phase, move straight away otherwise wait for the beginning of its own next phase.
The victorious unit will now be in pursuit and chase that unit during their own phase until it successfully passes a Leadership Test removing the pursuit status at that point it can halt and be activated normally on its next phase. If the pursuers' target flees the edge of the table, the pursuers wait on the table edge until pursuit status is removed.
If a unit's line of retreat is blocked by an enemy and the fleeing unit can not continue to flee, or it’s caught by an enemy unit the unit is slaughtered and a following point is removed from army morale.
Generals
NAME/ATTACK/RALLY/ARMY MORALE
Hannibal/0/2/2 “Battlefield Manager” +1 to “Fate Roll”
Alexander/2/1/2 “Fortune Favours the Bold” ignore 1st failure of “Risk to General” on attacking
The unit the general is with is exempt from making the phase end test, including if it is part of a group move.
A general can reroll failed Leadership checks but also must test “Risk to General”.
Add attack dice according to abilities during a combat activation, they must also test “Risk to General”.
Rally units, a general can remove hits inflicted during a combat activation depending on the general's abilities. On a roll of 5 or 6, cancel a hit. Test “Risk to General” on a single die.
Risk to General, on a roll of a 1 a following roll is made to determine the fate of the general, the “Fate Roll”. 1-2 removed from battle 3-4 miss their next turn, 5-6 near miss no effect.
If a general is lost minus 1 point from army morale. A general can be lost via fate roll or if their unit flees.
Unit Types
Units can be classified by the following;
NAME/MOVES/ATTACKS/DEFENCE/STRENGTH/LEADERSHIP/SPECIALS
Movement rate is given in squares or turns a unit can move orthogonally.
Attack dice show how many d6s can be rolled in a combat.
Defence shows the dice score that will inflict a hit while being attacked.
Strength shows how many hits a unit receives before being shattered.
Leadership shows the modifier to morale/discipline rolls.
Specials are for rules that allow for different troop interactions that the normal stats don’t cover.
Victory
An army morale is a quarter of non skirmish troops rounded up +4, e.g. 16 non skirmishers 4+4 = Army Morale of 8.
When a non-skirmish unit is reduced to flees due to combat Army Morale drops by 1.
When a fleeing unit is intercepted and destroyed, Army Morale drops by 1.
When a general is killed or swept away by a fleeing unit, Army Morale drops by 1.
When Army Morale drops to 6 and below consult unit roster when Leadership rating matches the Army Morale reduce their strength by 1. Henceforth everytime the morale drops further another strength point is removed. Thus a unit with exceptional leadership of 3 won’t lose Strength points via Army Morale until Army Morale drops to 3.
Table of Generic Troop Type Examples
Traits
Infantry units:
“Archers” A=3 vs Skirmishers & Light Cavalry, reroll 1 failed attack roll
“Hoplites” when fighting other units with Hoplite trait A=3 D=5
“Throwing Spears” while at full strength add 1 attack die
“Phalanx” while at full strength 1 hit can be negated by passing a leadership test. Attacks on flanks hit on a 5+
“Loose Order” Ignore terrain penalties for combat and movement
“Elephant Drill” Elephants that attack this unit require 6 to hit
Elephants:
“African” or “Indian” Indians hit Africans on 5s
Republican Roman Unit Examples
Carthaginian Unit Examples
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