FR!Ancients Rules

Index

  1. Introduction
  2. Characters
  3. Unit Abilities
  4. FR! to FR!Ancients Rules Modifications
  5. Points Value Games (Basic!!!)
  6. Historical Example
  7. Optional Rules
    1. Set Up and Deployment
    2. Victory Conditions
    3. 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.

Introduction

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

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.

Unit Abilities

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.

  1. Forward
  2. Forward/Right
  3. Right
  4. Right/Rear
  5. Rear
  6. Left/Rear
  7. Left
  8. 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.

FR! to FR!Ancients Rules Modifications

  1. Rally: A unit not involved in melee rallies at +1 and units in melee with more than one opponent may not attempt to rally.


  2. 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.

  3. 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.


  4. Fire Arc: Light Mounted have a 360 degree fire arc, Heavy artillery has a standard fire arc.


  5. 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".


  6. Artillery: Artillery may fire indirect at fortifications and heavy artillery may pivot if they did not fire in the missile phase.


  7. 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.


  8. 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.


  9. 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


  10. 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.

  11. 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.


  12. 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.


  13. 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.


  14. 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.


  15. 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).


  16. Pavasiers: Pavaisiers give a -1 missile fire cover bonus, not -2.


  17. 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.


  18. 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.


  19. 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.


  20. 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.

  21. 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.


  22. 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.


  23. 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.


  24. 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.


  25. 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.


  26. 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:

    1. Within 50% of the missile's range and not in combat.
    2. Within 75% range with at least a base depth between it and the intervening unit.
    3. Beyond 75% range and there is line of sight from the 75% range point to the target.

  27. 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.

Points Value Games (Basic!!!)

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.

Historical Example

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 xRoman and Latin VelitesSkirmishers (Javelins)
3 xLatin HastatiHandweapons (Pila,Roman Battle Drill,Shieldwall)
3 xLatin PrincepsHandweapons (Pila,Roman Battle Drill,Shieldwall)
1 xLatin TriariiSpears (Roman Battle Drill,0/+1/0 Veterans,Shieldwall)
3 xRoman HastatiHandweapons (Pila Roman Battle Drill,0/+1/0 Veterans,Shieldwall)
3 xRoman PrincepsHandweapons (Pila,Roman Battle Drill,0/+1/0 Veterans,Shieldwall)
1 xRoman TriariiSpears (Roman Battle Drill, +1/+1/0 Elites,Shieldwall)
8 xItalian Allied InfantryLight Infantry
4 xCeltic InfantryLight Infantry (Tribal)
 
1 xRoman CavalryMedium Cavalry (Javelins)
2 xLatin CavalryMedium Cavalry (Javelins,0/+1/0 Veterans)
1 xLatin ExtraordinariiMedium Cavalry (Javelins,+1/+1/0 Elites)
1 xCeltic CavalryMedium Cavalry (Javelins,0/+1/0 Veterans)
 
Carthaginian Army (1000 Points)
4 xCarthaginian SpearmenSpears (Hoplites)
2 xSpanish ScutariiLight Infantry
7 xCeltic InfantryLight Infantry (Tribal)
1 xCeltic Nobles/RetainersLight Infantry (Tribal,+1/+1/0 Elites)
4 xBalearic SlingersSkirmishers (Slings)
4 xNumidian JavelinmenSkirmishers (Javelins)
1 xAfrican War ElephantsElephants
 
6 xNumidian HorsemenLight Cavalry (Javelins,Exceptional Horsemen)
2 xSpanish CavalryMedium Cavalry (Javelins)
2 xCeltic CavalryMedium Cavalry (Javelins,0/+1/0 Veterans)
2 xCarthaginian CavalryHeavy Cavalry
1 xCarthaginian Noble CavalryHeavy Cavalry (+1/+1/0 Elites)

Optional Rules

Set Up and Deployment

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.


Victory Conditions

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.)

FR!Ancients Multi Command/Multiplayer Amendments

  • 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.