Index
- Introduction
- Characters
- Unit Abilities
- FR! to FR!Ancients Rules Modifications
- Points Value Games (Basic!!!)
- Historical Example
- Optional Rules
- Set Up and Deployment
- Victory Conditions
- FR!Ancients Multi Command/Multiplayer Amendments
Preface
Amendments to Chipco games Fantasy Rules! 2nd edition to allow games using
strictly non fantasy ancient armies. It has been play tested with battles
using forces of the Macedonian and Punic Wars.
FR!Ancients uses a D8 for Melee, Bowfire, Artillery, and Rally checks.
Quite a few things have changed to allow FR! to become an ancients game
using the FR! games mechanics, some of the changes are big, some are small,
and a number of totally new concepts have been added. Anything found in these
modifications are in no way official Chipco rulings and they can not be used
without the Fantasy Rules! 2nd edition rule book. These changes have come
about from an original idea and design by John Hills, then developed onwards by
myself and John, with help from Randel Clawson, Jimmy Anderson and many
others.
Units: The units to be used in FR!Ancients have all been revamped or
newly created. Some changes are small (Knights devolving to Shock Cavalry)
while some are fairly major (creation of Light Infantry). The units on the
chart are used to base any historical units on, and then historical flavor and
accuracy is added with the various options or new unit abilities.
Modeling: FR!Ancients has no army lists and doesn't define what
certain historical units were, it allows the player to model the units to his
own idea. Whether certain units were elite, unsteady, impetuous etc. is up to
each player and how he would model his ancient army. The example at the end of
the document gives the forces commonly used by me when playing Punic wars
games, certain units/unit characteristics could easily be changed if a
different person thought it was more accurate.
Characters may be added to any unit, they may move to another unit, interact
with units and other characters as standard FR! If they are with a unit
normally affected by the target priority rule, they may force the unit to shoot
at a different target if it passes a rally test.
An army may have a single general. Generals give +2/+2/0 and a free group
move. An army may have 2 sub generals for armies up to 1000 points, more for
bigger armies. A sub-general is a hero in FR! giving a +1/+1/0 and free unit
move.
Characters must be initially positioned in an area of the battlefield with
their troops, both wings and the center for example.
These unit abilities are listed on the chart next to the units which can or
do have them, they are designed to make certain types of unit perform in game
in a more historical manner. Which historical troop have them is up to the
player, and if a historical example goes against who can have what according to
the charts then simply give that unit the ability.
Anti-Elephant Tactics: Some skirmisher units, in particular Roman
Velites of the later part of the Second Punic War onwards were particularly
effective against Elephants. To represent these tactics, a unit with this
ability adds +1 to its missile roll against elephants and +1 to its combat roll
against elephants. In addition if a unit with this ability is providing a
flank or rear attack on an elephant then they increase their bonus to the
combat by 1 (i.e. 2 for flank and 3 for rear).
Elephant Escorts: An Elephant often had a unit of escorting infantry,
designed to counter enemy skirmishers trained to counter Elephants. These
infantry have a mixture of weapons which allows them to shoot as a bow/sling
armed unit, add a +1 when charged bonus to the elephant and add +1 to the
Elephants CF against enemy Skirmishers. They and the Elephant are considered a
single unit, using the Elephants movement values etc.
Exceptional Horsemen: Light Cavalry units made up of men
demonstrating exceptional ability in the saddle. Represents antiquities most
famed Light Cavalry, notably Numidians, Middle Eastern Light Horse and various
Steppe Nomads. Exceptional Horsemen can evade enemy charges from any
direction, providing they are not engaged frontally, and can evade by staying
3" away from enemy chargers, simply outpacing them rather than running away
from them. Exceptional Horsemen can withdraw from melee with mounted units as
well as infantry, following the normal rules. In addition exceptional horsemen
add an extra 1" to their open terrain movement allowance, (7" in 15mm).
Fear: Units that cause fear only do so historically, not as a blanket
ability. Prior to a game decide which units which can cause fear do so, and to
whom. Elephants cause fear to all Cavalry and even cause fear to adjacent
units not only attacking or attacked units, friend or foe alike. If a unit of
Cavalry wishes to charge an Elephant it must pass a Rally check at -2, failure
results in it balking one base away and becoming demoralized. If it passes it
may charge the elephant but must still take a rally check upon impact because
of its fear of the Elephant.
Heavy Armor: Units wearing heavy armor are classed as being in
cover for missile fire purposes, and reduce a when charged bonus received by
enemy units with missiles by 1. Movement allowance both in the open and in
terrain is reduced by 1" in 15mm.
Hoplite: Hoplites use a special form of Shieldwall allowing them to
move slowly (2"/0") forward or to the right of their movement arc and still
retain the Shieldwall formation.
Impetuous: Undemoralised impetuous units are subject to Impetuous
Charge/Move/Reaction (defined below). In Addition, all undemoralised impetuous
units follow up in combat (except against skirmishers) and unless they pass a
rally check will pursue stragglers from a destroyed unit a full move forward,
subject to normal restrictions regarding Zones of control, but the Impetuous
unit may not turn on the flank of any unit it passes while 'pursuing the
stragglers'. Any new unengaged unit struck is counted as being charged next
melee phase and if the impetuous 'pursuer is a scythed chariot, it does not
require a new impact check. For deciding line of sight, ignore friendly and
enemy skirmishers. Any unit impetuously moving into contact with skirmishers
must halt at the point of contact, other units within a group that have no
skirmisher opponent may continue their full move or halt as well.
- Charge: Unless part of a unit to which a General is
attached, an undemoralised Impetuous unit must charge the nearest
enemy unit (not skirmisher) within line of sight and move arc. A
unit to which the general is attached may (not must) refrain from
charging if it passes a rally check to which the Generals modifier is
added.
- Move: Unless part of a group to which a General is attached, an
undemoralised Impetuous unit or a group of such units must pass a
rally check or make an impetuous unit or group move toward the
nearest enemy unit or group (not skirmishers) within its line of
sight and movement arc.
- Reaction: An undemoralised Impetuous unit who has received
missile or artillery fire must pass a rally check or make an out of
sequence move toward the nearest enemy unit. If a General is
attached to any part of the group the unit is part of, he may add his
modifier to the roll.
Panic: An enraged Elephant which suffers a DMZ or a Scythed Chariot
which fails its impact check goes into a Panic. If an Elephant was in combat
when it Panicked then it will immediately turn around and move full allowance
in the opposite direction. A Scythed Chariot, or an Elephant that was not in
combat when it panicked will immediately flee using Primary Move Direction
below. A Scythed Chariot begins its Panicked move 1 base away from the
intended target. If this move contacts another unit which has no frontal
opponent then it will fight it, even if this is an out of phase or second
combat this phase. If this move contacts another unit which has a frontal
opponent, then that unit gains 1 demoralization marker. Any retreat due to
double DMZ is away from the Panicked unit not the other opponent. If the
Panicked unit has no obstacle (unit) in its path it will continue to flee, in
the movement phase, using Secondary Move Direction below, until it leaves the
table or rallies. It will attack any unit it contacts on the way, following
the rules above. The Panicked unit moves in both players phases. A Panicked
unit that suffers a further DMZ is killed and removed from play. Once it
rallies the Elephant or Scythed Chariot may move as normal. A panicked unit
suffers a -1 to its CF and does not follow up in combat.
Primary Move Direction: Roll 1d8 and consult the following chart. Any necessary
facing change is provided at no cost to the moving unit.
- Forward
- Forward/Right
- Right
- Right/Rear
- Rear
- Left/Rear
- Left
- Forward/Left
Rage: Only Elephants suffer from rage. When an Elephant suffers a
DMZ it instead becomes enraged. Unless in combat, it immediately makes a full
move see Primary Move Direction above. If this move contacts another unit
which has no frontal opponent then it will fight it, even if this is an out of
phase or second combat this phase. If it contacts a unit that has a frontal
opponent then that unit gains 1 demoralization marker, any retreat due to
double DMZ is away from the Elephant, not the other opponent. If the Elephant
remains in contact after this melee consider it an enemy unit. The Elephant
remains enraged until it rallies, moving in this and each player's movement
phases attacking any unit it contacts (movement is determined using Secondary
Move Direction below). Once rallied the Elephant can again be used as normal.
When an Elephant becomes double DMZ it goes into a panic. An enraged unit
suffers no penalty to CF and follows up in combat.
Roman Battle Drill: Roman Battle Drill comprise four abilities
available to Roman Legions and some Romanised units. The four abilities,
Interpenetrate, Fall Back, Interchange, and Maneuverability represent the
historical abilitys of the Manipular system under the roman Republic.
- Interpenetrate: Units with Roman Battle Drill, who aren't in a
melee or a Sheildwall formation, may interpenetrate each other.
Units in melee may interchange, but not interpenetrate.
- Fall Back: A unit with Roman Battle Drill may withdraw from melee
against any enemy opponent. This withdraw is a single base depth to
the rear and must be done in the units own movement phase. Any unit
who normally follows-up after a melee victory must follow-up after a
Fall Back. Unless combined with Interchange, a unit falling back
becomes demoralized.
- Interchange: In its own movement phase, provided both units are
directly behind/in front of one another and the rear unit is
undemoralised, units with the Roman Battle Drill Ability can move
through one another allowing the rear unit to replace the front
unit. Units may perform this maneuver even if the front unit is
demoralised or in combat. If the unit is retreating from combat then
the new unit takes its place receiving any charging bonus for missile
weapons, however the defender doesn't receive any bonuses for being
charged. A double demoralised unit forced to retreat is still
destroyed if its retreat is blocked.
Fall Back can be combined with Interchange to model a 3 line legion
in operation. A unit falling back from melee, withdrawing 1 base
depth into rear contact with a friendly Roman Battle Drill unit, who
then interchanges with it taking up the combat with any pursuing
enemy, who has no missile weapons at the ready. The first line is
now directly behind the second, so in its next movement phase it
could retire back and interchange with the Third line as quickly as
possible to allow the Second line room to fight, or alternatively,
the Second line could follow-up any victories to give itself room for
any later retreats. Fall Back and Interchange moves count as 2
group/unit orders, front line ordered to Fall Back, rear line ordered
to Interchange.
- Maneuverability: Provided the Unit/Group are entirely in open
terrain and are free to move subject to normal restrictions, units
with the Roman Battle Drill Ability can make a single facing change
or reduce/add ranks by 1 at no movement penalty. Any later facing
change or reduction/addition involves the standard movement
penalty.
Secondary Move Direction: Roll 1d8 and consult the following chart. Any necessary
facing change is provided at no cost to the moving unit.
| 1: | Left |
| 2-3: | Left of Arc |
| 4-5: | Forward |
| 6-7: | Right of Arc |
| 8: | Right |
Shieldwall: As the standard FR! Shieldwall but with only -1 to
enemy bowfire which is only imposed when in Shieldwall. Units in Shieldwall
may not be interpenetrated by Skirmishers.
Tortoise: As the standard FR! tortoise, limited to Roman legions
post 200BC. Movement is limited to 2"/1". Units in tortoise may not be
interpenetrated by Skirmishers.
Training/Technology: A veteran unit, a unit using a weapon which is
considerably more effective than its contemporaries or a unit which has far
superior training or ability can be classed as V. V provides a single +1 in 1
of the unit characteristic (Melee/Rally/Missile), as opposed to Elite Status
(E) which provides 2 +1's. Cost = 5 points. In certain circumstances it could
be possible to classify a unit as both E and V!
Tribal: Warbands represent the feared crazies of ancient times,
Galatians, Gaestati etc., other barbarian tribal infantry should be represented
by Light Infantry. Tribal units receive a +1 support bonus from a unit
directly to its rear, as well as either side. In combat, the units would be
pushed back or follow-up (see Impetuous) together and if the front unit is
killed the rear one becomes demoralized. They do not attach, as in the FR!
concept, but combine in combat. The rear unit may move away from their support
position leaving the front unit in melee. The units are only combined when in
melee, if the front unit is forced back from missile fire it is destroyed
because it can't move back. Any Impetuous charges made by Tribal units are
towards the nearest enemy or nearest support to a present combat if the nearest
enemy is already frontally engaged.
Unmanoeuvreable: Unit can either wheel at half speed or wheel at full
speed and take a rally test, taking a DMZ if they fail. Turning 180 degrees
takes a full turn and the unit takes a rally test as above. If the unit is
attacked in its flanks or rear, it must pass a rally test or become
demoralized, and will fight as if in terrain (-3 CF). When fighting a single
unit to the flank or rear the unmaneuverable unit maintains its position rather
than turning to face. A doubly demoralized unmaneuverable unit reduces its CF
by 2, rather than the normal reduction of 1. If an unmaneuverable unit is only
engaged frontally, it will retreat a single bb when doubly demoralized, if
engaged on its flank by any unit, then it will maintain its position when
doubly demoralized, if engaged to its rear by any unit, then it will be
destroyed when doubly demoralized, even if the unit engaged to the rear is the
only opponent!
Unsteady: All enemy units of a certain type cause fear to the unit.
Decide which before play begins.
Wild Charge: Unit has a ferocious charge, it gains a +1 charge bonus
(already configured into Warband and Scythed Chariot statistics)and inflicts 2
DMZs if it wins on the phase it charges.
- Rally: A unit not involved in melee rallies at +1 and units in
melee with more than one opponent may not attempt to rally.
- Support: Support works as it does in normal FR! with the
following exceptions:
- Elephants: Elephants may only give and receive support
from Light Infantry units that are in their normal formation
(i.e. not in shieldwall).
- Deep Pikes: The rear BB of Deep Pike units may lend
their support to the front BB of a friendly Deep Pike unit
that is adjacent and lined up with them (that support is
not returned as the lending unit's front rank is a full BB
ahead).
- Terrain: While in difficult terrain, line infantry (HW
SP DP AR WB EL RB) may only give support to and receive
support from Light Infantry. Light Infantry may support
other Light Infantry as usual.
- Withdrawal from Melee: Skirmishers that are not contacted in the
side or rear may withdraw from a combat with another infantry unit,
following the same rules as Light Mounted. Exceptional Horsemen can
also withdraw from combat with mounted, see above. Any unit who
normally follows up a melee victory must follow up after a unit of
Light Mounted (not Skirmishers) that breaks off from
combat.
- Fire Arc: Light Mounted have a 360 degree fire arc, Heavy
artillery has a standard fire arc.
- Target Priority and Missile fire: Any unit except Skirmishers and
Light Mounted that is armed with missile weapons must shoot at its
nearest target within arc. All units with the exception of Archers
must fire individually at their target. If an Archer Units' nearest
target is also the nearest target of another unit they shoot
separately unless they are both Archers (hence armed with Massed
Bows), when they may concentrate their bowfire, use the appropriate
line of the bowfire table for the combined number of firing units and
add +1. A unit in direct frontal combat may not be fired upon, but
units providing flank and rear combat bonuses may. Any retreat from
Missile fire because of Double demoralization occurs after the
completion of all firing in the phase. Artillery must shoot at its
nearest target if that target is Less than 6" away, otherwise it may
target any unit within arc, range and LOS. Artillery may ignore
Skirmishers (both friendly and enemy) for deciding LOS unless they
are a priority target/within 6".
- Artillery: Artillery may fire indirect at fortifications and
heavy artillery may pivot if they did not fire in the missile
phase.
- Baggage: Each army has a baggage train, comprised of a 1x2 unit.
If an enemy manages to loot (destroy) a baggage train the army
automatically loses 1 from its Morale track. Baggage may be
stationery or mobile, stationery baggage has more guards and may be
protected by fortifications.
- Charging skirmishers and Light Mounted: Units charging a
Skirmisher or Light Mounted unit do not add any charge or Wild Charge
bonus but simply use their standard CF. Any bonus because of Missile
Weapons still count. In addition, an undemoralized Light Cavalry
(only) unit may opt to evade any unit charging from within its
frontal arc.
- Evade: Undemoralized Light Cavalry may attempt to evade. A unit
which is evading moves a full move directly away in a straight line
from its chargers. It may interpenetrate as normal, but will become
demoralized at the end of its movement regardless.. If the evading
unit contacts a unit it cannot interpenetrate then it must cease its
move at the point of contact. In the unlikely event that any evading
unit is contacted by its chargers it is automatically routed and
removed from the board. An evading unit ends its move facing away
from its charger, a unit with a natural charge bonus must also move
its full move after the evaders, others may do so if they wish. If
while 'chasing' a charging unit contacts any new enemy unit then that
becomes the combat this phase! Exceptional Horsemen can simply
outpace enemy units rather than 'running away', see Exceptional
Horsemen
- Counter Charging: Any unit with a 'natural' charge bonus (not one
due to missile weapons) may counter charge any enemy unit charging
from within its movement arc, with the following exceptions.
- Deep Pikes may not counter-charge.
- Only individual units (not groups) may counter-charge.
- Infantry may only counter charge other non skirmishing infantry.
- Cavalry must pass a rally check at -2 to counter charge an
elephant, failure results in the cavalry unit remaining in its
initial position, with a fear check being taken prior to
melee. Success results in a counter charge with a fear check
taken upon impact.
- Scythed Chariots must pass an impact check to counter charge,
failure results in PANIC. A unit charging a Scythed Chariot
may not attempt to 'open ranks'
- No unit may counter charge a Scythed Chariot or other fear
causing unit unless it passes a rally check, failure results
in the unit remaining in its initial position, with a fear
check being taken prior to melee. Success results in a
counter charge with a fear check taken upon impact. A unit
counter charging a Scythed Chariot may not attempt to 'open
ranks'.
- Slower attached units are left behind in a counter charge,
attached units with the same or faster move allowance will
counter charge as well.
- When counter charging, advance the counter charging unit a
base depth toward the charging unit, space permitting.
- Scythed Chariots: When a Scythed Chariot unit charges, use the
following rules. The Chariot moves 1 base away from its intended
target (space permitting), its intended target makes a fear check.
The Scythed Chariot then makes an impact check, which is its RF
adjusted by 2 for each level of demoralization the target has, if it
fails this check, the driver has lost control of the horses who have
panicked (see Panic), if the check is passed the Chariot charges the
target. The charged unit can then stand and receive the charge or
attempt to open its ranks and let the chariot pass through. If it
elects to stand, the charged unit fights a normal combat. If the
charged unit elects to open its ranks it must first pass a Rally
check, failure results in a DMZ, and the unit must fight the combat.
Any fall back due to double DMZ happens prior to combat. If the unit
passes its rally check then it opens its ranks and the chariot passes
through and is removed from play as its driver is
killed.
- Morale Track: Skirmishers count as a single demoralized unit when
they are destroyed, nothing when demoralized. Rabble and Scythed
Chariots do not count towards determining phase winner at all.
Demoralizations due to unmaneuverability, evading, orr withdrawal
from combat do not count towards the phase tally, though
demoralizations because of fear or panic do. When fighting larger
games, where large skirmish battles and multiple smaller battles may
develop across the battlefield, it is recommended that the morale
track is decremented at the end of every turn as opposed to every
phase, to allow the battle to fully develop before the inability to
issue sufficient orders comes into play. Alternatively use the
multiple commanders rule given below.
- Wrap around: Only Light Mounted Units are allowed to wrap around
to the rear of a unit as well as its flank. Other units are
restricted to flank wrap arounds. Normal restrictions regarding
zones of control apply.
- DD Retreat: Retreat due to double DMZ and any movement as a
result of Rage or Panic caused by missile fire in the missile fire
phase occurs only after the completion of all firing. Retreat due to
double DMZ in the melee phase is blocked if the unit is flanked by a
second opponent, the unit retains its position however, rather than
being destroyed.
- Skirmishers: Javelin and shield armed skirmishers are
particularly effective against other skirmishers, to represent this
when a Javelin and shield armed skirmisher is in combat with another
skirmisher then it gets a +1 to its CF. Skirmishers attached to
skirmishers give a double skirmish unit. They get 2 shots, double
charging and when charged bonus' and add 1 to their CF against other
Skirmishers. Skirmishers may attach to units other than other
skirmishers of the same type (if Historically Accurate).
- Pavasiers: Pavaisiers give a -1 missile fire cover bonus, not -2.
- Scouting: Use the standard FR! Scouting table, with each Mounted
unit worth 1 scouting point, each Skirmisher worth 2 scouting points,
and each light mounted unit worth 4 points.
- Post Melee Follow-Up: Any unit with a natural charge bonus, not
one from missile weapons, must follow up any melee opponent (except
skirmishers), even if they didn't benefit from the charge bonus in
the combat, units with out a natural charge bonus have the option of
following up. A unit that follows up after destroying an enemy unit
may turn to face any adjacent enemy units, with the exception of
impetuous units who have failed their rally check, who continue
forward a full move and may not turn at the end of it. Any unit
contacted by secondary opponents to flank or rear can not follow up,
but will turn to face an opponent in the next melee phase.
- Groups Versus Single Units: Any group of units on-line (not in
Column) which contacts a single unit or a number of single units not
forming a group, force that single unit to conform to the group,
pivoting or shifting as required to line up with the appropriate unit
within the group.
- Army Standards, Banners or Devices:
- An army may have a Battle Standard of some description , IHA, at
no additional cost. This can be the Legion Standard, Tribal Totem
or Army battle flag. The Standard must be given to a specified
unit in the army, and must remain with that unit unless it is
destroyed (See below). The unit with the Battle Standard receives
+1 CF and +2 Rally, all adjacent units receive a +1 Rally.
- If the unit carrying the standard is destroyed in Melee, the
standard may be captured, use the standards result table below.
If it is captured it remains with that unit unless it is destroyed
when it may change hands again.
- If the unit carrying the standard is destroyed by other means
(missile fire or blocked retreat) then the standard must make a
result check, treating any captured result as an escape.
- If a Battle Standard is captured or lost the morale track is
decremented by 1, but if captured all units fighting the captors
fight at +1 CF until it is recaptured. A captured Battle Standard
is worth -100 points at the end of the battle, a lost standard
-50.
| Standard Results Table |
| 1-2: | Standard is lost. |
| 3-4: | Standard escapes to an adjacent unit or captured/left if none. |
| 5-9: | Standard is captured. |
| 0: | Standard is left behind. |
Lost standards are removed, they have disappeared under the carnage and
mud of the battle field.
Escaping standards are carried by a brave warrior to an adjacent
unit, if there are no adjacent units the standard is Captured if the
unit was destroyed in melee, left behind under other circumstances.
Captured standards are placed with the victorious enemy unit. That
unit now become the object of ferocious enemy attacks in an attempt
to retrieve the standard. If the standard bearing unit was not
destroyed by melee the standard escapes.
Left behind. The Standard has been left visible on the field as the
unit is destroyed. Mark its position on the battlefield, the first
unit to move over that position captures the Standard.
- Commanders(Characters) Detaching: A Commander/Character may
detach from an undemoralized unit in the movement phase without
penalty. However if the unit is demoralized, a commander detaching
will require that unit to take a Rally check or become double
demoralized or broken. If in combat, a detaching commander
automatically causes the unit to become demoralized or to brake if
already double demoralized.
- Missile Fire Against Mounted: All units firing missiles add +1 if
firing against a Mounted unit. The total of the roll is limited to
normal maximums, so only Archers may reach 11, other are still
restricted to 10.
- Demoralized Missile Fire: All units with a ranged missile weapon
suffer a -1 missile fire penalty if demoralized. Demoralized
artillery suffer a -1 to their roll.
- Terrain: Terrain or rough ground, bad going etc. is grouped
together as a single category. Any units in Terrain suffer the
penalty to CF as stated in their unit specifications and as stated
under support can not offer or receive support except to/from light
infantry. In addition, no unit may receive a charge bonus in terrain
and the +2" move for a marching column is negated in terrain. In
Woods, Marshes, Towns and Scrub all missile fire has a range of 1
base depth, with all targets in terrain in cover. A unit may fire
out of this terrain at units in the open with no penalty if they are
no more than 1 inch into it. Missile fire in broken or rocky ground,
sand dunes or from or across water incurs no penalty, but movement
and combat still receive the normal penalties. Roads count as open
ground at all times, but do not increase the movement of units on
them beyond that. Sand Dunes are good going for Camelry.
- Interpenertration: Skirmishers may move through or be moved
through by any unit. Light Cavalry and Light Camelry may move
through and be moved through by other mounted units. Skirmishers may
also retreat through any unit not in tortoise/Shieldwall when double
demoralised. Any unit forced to retreat who can not because there is
insufficient space behind it will be destroyed, unless its retreat is
blocked by a skirmisher, in which case the skirmisher is pushed back
with the retreating unit and becomes demoralised. No unit may
interpenetrate a unit involved in melee, either frontally or in a
secondary flank or rear attacking role. A unit attempting to
interpenetrate whose move would leave it ending its move inside
another unit will move to the edge of that unit, a small movement
bonus, which helps with the game play.
- Elevated Missile Fire: A unit on a hill / city wall etc. may
fire over an intervening unit on a lower elevation provided it is
within 50% of the missiles range and the target is either:
- Within 50% of the missile's range and not in combat.
- Within 75% range with at least a base depth between it and
the intervening unit.
- Beyond 75% range and there is line of sight from the 75%
range point to the target.
A unit may always fire at a target on a higher elevation, provided
there is a base depth of clear space between it and any intervening
unit. Siege engines may likewise fire indirectly at fortifications
provided there is a base depth of clear space between it and its
target.
It is recommend to only play in period with historical adversaries, using
the points cost given on the unit table. Any historical options should be
simply given to a unit and not charged for, with the exception of Veteran etc.
for 5pts, elite for 10pts and unsteady for -10 points.
If a points system is a must, use the following guidelines:
To price up an army using a points value look at the army you are playing and
determine the troop types to determine the basic cost. If that troop type has
any missiles without ? then these are included in the basic cost. Any
missiles that have ? must be paid for and the cost is 5pts per type. If that
troop type has any abilities/characteristics without ? then these are included
in the basic cost. Any abilities/characteristics that have ? must be paid for
and the cost is 5pts per type Any units that are to classed as elite also cost
an extra 10pts, veteran status costs 5 points. Any unit classed as unsteady
have their cost reduced by 10pts, impetuous units have their cost reduced by
5pts.
2nd Punic War, Hannibal's Invasion of Northern Italy, using Basic points
values only. Demonstrates use of Elite and Veteran bonuses to build a units in
game abilities, rather than simply model its battle experience. Similarly the
unit abilities are 'given' to those units who should have them and have no
points cost.
| Republican Roman Consular Legion (1000 Points) |
| 6 x | Roman and Latin Velites | Skirmishers (Javelins) |
| 3 x | Latin Hastati | Handweapons (Pila,Roman Battle Drill,Shieldwall) |
| 3 x | Latin Princeps | Handweapons (Pila,Roman Battle Drill,Shieldwall) |
| 1 x | Latin Triarii | Spears (Roman Battle Drill,0/+1/0 Veterans,Shieldwall) |
| 3 x | Roman Hastati | Handweapons (Pila Roman Battle Drill,0/+1/0 Veterans,Shieldwall) |
| 3 x | Roman Princeps | Handweapons (Pila,Roman Battle Drill,0/+1/0 Veterans,Shieldwall) |
| 1 x | Roman Triarii | Spears (Roman Battle Drill, +1/+1/0 Elites,Shieldwall) |
| 8 x | Italian Allied Infantry | Light Infantry |
| 4 x | Celtic Infantry | Light Infantry (Tribal) |
| |
| 1 x | Roman Cavalry | Medium Cavalry (Javelins) |
| 2 x | Latin Cavalry | Medium Cavalry (Javelins,0/+1/0 Veterans) |
| 1 x | Latin Extraordinarii | Medium Cavalry (Javelins,+1/+1/0 Elites) |
| 1 x | Celtic Cavalry | Medium Cavalry (Javelins,0/+1/0 Veterans) |
| |
| Carthaginian Army (1000 Points) |
| 4 x | Carthaginian Spearmen | Spears (Hoplites) |
| 2 x | Spanish Scutarii | Light Infantry |
| 7 x | Celtic Infantry | Light Infantry (Tribal) |
| 1 x | Celtic Nobles/Retainers | Light Infantry (Tribal,+1/+1/0 Elites) |
| 4 x | Balearic Slingers | Skirmishers (Slings) |
| 4 x | Numidian Javelinmen | Skirmishers (Javelins) |
| 1 x | African War Elephants | Elephants |
| |
| 6 x | Numidian Horsemen | Light Cavalry (Javelins,Exceptional Horsemen) |
| 2 x | Spanish Cavalry | Medium Cavalry (Javelins) |
| 2 x | Celtic Cavalry | Medium Cavalry (Javelins,0/+1/0 Veterans) |
| 2 x | Carthaginian Cavalry | Heavy Cavalry |
| 1 x | Carthaginian Noble Cavalry | Heavy Cavalry (+1/+1/0 Elites) |
To give a different slant on deployment than standard FR! and to fit in
with the multi command structure and victory condition outlined above, a new
set of Set Up and Deployment rules are given below. They are intended to make
the attacker attack, by placing the Major Terrain objective in the hands of the
Defenders at the beginning of the game!
- Determine the Attacker and Defender in the usual manner
- The Attacker places the Major Terrain Objective, its center must be 6"
from the Defenders deployment line, 12" from the table center. The
Terrain objective should usually be a Town or Hill.
- The Defender then rolls D4 +2, this is the number of terrain features he
must use. He positions them anywhere he desires, but must divide them
equally between both sides of the table. With an odd number of pieces,
the last one may be positioned on either side.
- The Attacker then nominates two of the Defender placed terrain pieces to
be Minor Terrain Objectives.
- Both side then quickly sketch where their commands will appear in relation
to each other.
- The Defender then deploys his largest command, then the Attacker deploys
his largest. Defender then deploys another command etc. until all
commands are placed.
- The Attacker gets the first phase.
Instead of standard FR! victory conditions, when playing ancients,
particularly with the multi command rules, use of an alternative set of victory
conditions is recommended for games that don't reach total victory, which is
when one side flees the battle. Below is a set which I use, although they are
easily tailored to the specific needs of individuals and particular scenarios.
At the end of play count up the victory points using the following chart:
Victory Points
| 100: | Captured enemy CinC. |
| 50: | Captured enemy Sub-General. |
| 50: | Captured enemy battle standard. |
| 50: | Killed enemy CinC. |
| 25: | Killed enemy Sub-General. |
| 25: | Enemy battle standard lost during battle. |
| 50: | Defender Holding major terrain objective. |
| 100: | Attacker Holding major terrain objective. |
| 25: | Holding minor terrain objective.(each). |
| 25: | Enemy command shaky (MT 4 or less). |
| 50: | Enemy command broken (MT 0). |
| 25: | Enemy baggage looted.(each). |
Finally reduce the score by 1 for every skirmishers unit in your army killed
or removed from play, and by 2 for every other unit in your army killed or
removed from play. (NB do not count Rabble or Scythed Chariots at all.)
- The Army is Commanded by a CinC, with a subordinate sub-general. For
larger games above 1000 points an additional sub-general is
allowed/recommended. The sub-general acts as a FR! hero with regard to
unit modifiers, but as a FR! general with regard to movement. Each
command uses its own Morale Track which allows it to issue upto 5 orders
at the beginning of the game.
- Each unit is part of a specified command or division of the army, under
the command of a specified General or Sub-general. Each of these
commands has its own Baggage unit, although they may be grouped together
under a single commander if so desired.
- Each commander can issue orders to his units within 24" depending upon
the position of its morale track. An order issued to a unit out of
sight or beyond 24" counts as 2 orders. Commanders may issue orders to
units in other commands if that unit is within sight and within 12", a
single order to a unit in another commands counts as 2 orders for a
sub-general, but only 1 for the CinC.
- When attached to a unit of a different command all commanders may fight
with that unit normally, the CinC may control the movement of a group
from another command, but a sub-general may only control the movement of
a unit from another command.
- Morale track adjustment is made on a command by command basis by a
comparison of casualties done to any enemy command against casualties
taken. If the command has taken more casualties than it has inflicted
then its morale track is reduced. Demoralization due to fear are
counted for casualties taken, but not casualties inflicted.
- The death or capture of a commander is devastating to units under his
command, morale track reduction is doubled for his own command and
applied normally to other commands. That command may no longer issue
orders to other commands. If a captured commander later escapes, the
morale track of his command is increased by his normal value and he can
again issue order to units in other commands. Any subsequent death or
recapture are handled as above.
- Units from different commands may support each other and provide flank
or rear bonuses, but they may not attach to each other.
- Set up is done by commands, with the largest defending command setting
up first, then the largest attacking command, then the next largest
defending command etc.
- When a commands morale reaches 4 it is shaky, all units must make a
morale check or become demoralised, if any double demoralised units fail
this check they break and are removed from play.
- When a commands morale reaches 0 it breaks, each unit must make a rally
check or break and immediately be removed from play, those units that
pass are demoralised and may not attempt to rally unless in a group with
their commander attached. All units not in such a group will rout
towards their own table edge at full move, avoiding enemy and friends
they cannot interpenetrate. If contacted in melee they will fight as
normal until destroyed or they can flee again.
- The game ends when one sides commands are either shaky or broken.
In an objective based battle, use points to determine the winner,
in a 'straight-up battle' the shaky/broken side has lost.
- For games of 2,000+ points per side:
- A morale margin of 1 demoralization for defeat should be used.
If casualties taken only exceed casualties caused by a single
demoralization, then the morale clock remains stationary that
phase (the margin of defeat has no impact on the overall
morale).
- A morale margin of 9 demoralizations for victory should be used.
If casualties caused exceed casualties taken by 10+
demoralizations (a huge victory), then that command's morale
track is actually increased by 1 (maximum of 10).
- A command that captures or kills an enemy commander increases their morale
track by 1 (maximum of 10). If the command was able to take this increase
and the commander later escapes, then undo that increase of their morale
track. Any subsequent re-capture will be handled the same way.
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