Micro Ancients (7165245)
April 12, 2017 | Author: John O'Kane | Category: N/A
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Introduction to the Hurlbat Publishing Edition Welcome to the Hurlbat Publishing edition of ‘Micro Warfare Series: Micro Ancients’ This series of games was original published by Tabletop Games in the 1970s with this title being published in 1976. Each game in the series aims to recreate the feel of tabletop wargaming with large numbers of miniatures but using printed counters and terrain so that games can be played in a small space and are very cost-effective. In these new editions we have kept the rules and most of the illustrations unchanged but have modernised the layout and counter designs to refresh the game. These basic rules can be further enhanced through the use of the expansion sets below, which each add new sets of army counters and rules to the core game: Product Expansion I Expansion II Expansion III Expansion IV Expansion V
Subject Chariot Era & Far East Classical Era Enemies of Rome Fall of Rome The Dark Ages
Additional Armies Assyrian; Chinese; Egyptian Indian; Macedonian; Persian; Selucid Britons; Gallic; Goth Byzantine; Hun; Late Roman; Sassanid Norman; Saxon; Viking
Happy gaming! Kris & Dave Hurlbat July 2012
© Copyright 2012 Hurlbat Publishing Edited by Kris Whitmore
Contents Introduction to the Hurlbat Publishing Edition ................................................................................................................................... 2 Move Procedures ................................................................................................................................................................................ 4 Terrain ................................................................................................................................................................................................. 4 Missile Combat ................................................................................................................................................................................... 6 Melee Combat .................................................................................................................................................................................... 8 Appendix One – Creating Terrain ...................................................................................................................................................... 12 Appendix Two - Deciding the Winner ............................................................................................................................................... 13 Appendix Three – Counters and Definitions ..................................................................................................................................... 14 Appendix Four – Combat Charts ....................................................................................................................................................... 16 Appendix Five – Rules clarifications .................................................................................................................................................. 19
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Micro Ancient Warfare This game recreates a battle during the Punic Wars, between Carthaginian and Roman Republican armies. The Roman army counters represent a force of two legions, with auxiliary and other friendly foreign troops, totalling approximately 22,000 men. The Carthaginian army is typical of a mercenary type army, with counters representing some 30,000 men. Using the simple but comprehensive rules, up to six players are able to recreate a complete battle on any flat surface. The battlefield can be varied to suit any type of terrain, thus giving an extremely variable playing area. Now the Carthaginian army can once again cross the Alps into Italy, fight their way into the heart of the Roman countryside, winning great victories such as at Cannae, and once again be forced back into the African continent, to be defeated at Zama. You are the general commanding one of these armies.
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Move Procedures The game is played on an alternate move basis, each side throwing one die at the beginning of the game and the higher score moving first on all odd numbered moves. No unit, other than those which are counter-charging, routing, retreating or evading may move in their enemy’s move turn. The sequence of each move is as follows: 1. 2. 3. 4. 5.
Move all routing and retreating units Moving player declares any charges, measures the distance to contact and determines at which point in the move contact was made. The moving player then moves his other units as required Non-moving player specifies any evading of counter-charging units and determines their move Non-moving player determines the result of any missile fire, resolving any missile morale tests resulting from this missile fire as they occur Resolve all melees, taking a morale test as the result of each individual melee as it is completed
Terrain See Appendix One for details on how to make and set up your battle terrain. Cover A unit will be considered to be in cover when in a wood, on the edge of dead ground, in broken ground or behind a wall or hedge. Vision Restrictions Troops in woods will be able to see other troops only if they are within 30mm of each other. Troops in the woods will not be seen by troops outside the wood if the latter is not on the edge of the wood.
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Interpenetration This occurs when one unit passes through another. One unit must be stationary whilst the other moves through it. Open order units may pass through other units without unforming either, all other troops will unform both their own unit and the ones they pass through. Close order units may not interpenetrate other close order units, with the exception of the Roman Cohort change rule. Units interpenetrated may not mount a counter-charge in the same move. Unforming A unit will become unformed when one of the following occurs: 1. 2. 3. 4. 5. 6. 7. 8.
Close Order and order troops and armoured cavalry will become unformed when moving through woods, over broken ground and soft sand If M3 class troops are contacted by an enemy whilst wheeling If a unit is hit in the flank or rear and no troops are facing that way After disengaging from a melee against any troops other than open order infantry Immediately a unit begins to rout After completing a pursuit, but not whilst pursuing Cavalry within 75mm of elephants By interpenetration
Reforming A unit in melee will not be able to reform until it disengages. Reforming will take one stationary move. Missile armed troops may fire at half effect whilst reforming. All troops may counter-charge if charged but will count as unformed in the melee. Roman Cohort Change Rule This rule is included to simulate the interchanging of lines in the Roman Cohort when in melee. A Roman Cohort may change position with another cohort which is supporting is and which is within 10mm of its immediate rear. This must be done during their own move turn; the object being to bring a fresh unit into contact. When this movement is used, it will mean the Roman unit giving ground because the front unit must withdraw through the supporting unit. In this case only, neither will become unformed. Enemy units may follow up in the same move and will be classed as advancing if they do so.
Enemy unit
Enemy unit
Cohort 1
Cohort 2
Enemy unit Cohort 2
Cohort 1 During the Enemy Unit’s move, both units choose to melee.
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During the Roman move, Cohort 1 chooses to fall back through Cohort 2, neither becoming unformed
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Cohort 2
Cohort 1 Enemy unit advances to contact Cohort 2 in the same move, if required. It will not count following up or charging but will count as advancing.
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Missile Combat Weapon Ranges Weapon Bows Slings Javelins War Engines
Close Range Up to 75mm Up to 75mm Up to 15mm N/A
Long Range 75mm to 150mm N/A N/A Up to 400mm
Note: Hand-hurled weapons are not thrown during the move that a unit charges into contact. This is taken into account in the melee calculation. No unit may fire whilst charging. Arcs of Fire To determine if a unit can fire at a target, place the firing arc segment alongside the firing unit counter and lay a tape measure along the appropriate line. If any of the target counters are within the arc then they may be engaged. Open order bow armed cavalry may also fire 60° either side of their centre to the rear. Missile fire calculation When two opposing units come within the relevant missile range, and one is capable of firing, the result of such fire is calculated as follows: 1. 2. 3.
Measure the range from the centre of the firing unit to the nearest point on the target counter and determine if it is within close or long range Turn to the missile table on the combat charts, and cross-reference the relevant number of fighting factors firing with the number of fighting factors in the particular target formation. This gives the basic factor loss by the target. Throw a random factor and multiply the result by five. Add or subtract this result to the basic factor from 2 above
Missile Random Factor This is determined by throwing one red die, counting the score as negative, and one black die, counting the score as positive. The result achieved cannot be outside the limits stated in the table below: Troop Class M1 M2 M3
Maximum +3 +5 +5
Minimum -1 -3 -5
Note: If an M1 unit achieves a random factor result of +4 it is counted as only +3. Result Any positive result gives the number of fighting factors lost by the target unit. This figure is subtracted from the unit’s present fighting factor total on the casualty record sheets. Ignore any negative results. Example: 450 bowmen are firing at 1000 close order infantry at 120mm range, and the random factor result is plus two. From the table the basic factor is thirty one and the random factor is plus ten (i.e. 2 x 5), giving a final result of 31 + 10 = 41 fighting factors lost. Had the random factor been -2 then the above result would be 31 – 10 = 21 fighting factors lost. Firing into Melee No unit may be engaged with missile fire while it is engaged in melee.
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Missile Morale This morale test is taken by a unit which suffers the loss of 50 or more fighting factors from missile fire in any one move. The test should be taken immediately the loss occurs. Any compulsory action by the unit will not take place until the beginning of the next move unless it is a charging unit, when the order will apply from the point where fire was taken. To determine a unit’s missile morale, take a basic morale factor of 80 and add or subtract the following: 1. 2. 3.
From Table 3 on the morale combat chart, determine the unit’s random factor by throwing one die and cross referencing this score with the unit’s M rating. Add or subtract this result to the basic morale rating factor Turn to the total loss factor table, Table 2, and compare the unit’s present fighting factor with its initial fighting factor and subtract the result, if any, from 1 above Finally, add or subtract any tactical factors from Table 4
Result The resulting score is now cross-referenced on the Morale Results Table to determine the unit’s course of action next move, or this move if it is charging.
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Melee Combat A melee will take place when two or more opposing units come into contact with each other. All melee calculations will be made at the end of each move. Charging A unit may charge once in every three moves but may use its charge rate continually when pursuing a unit which it has routed, or which is attempting to evade it. Open order sling and bow armed troops may not initiate a charge. Counter-Charging A unit wishing to counter-charge may elect to do so even in its own firing move. For a unit to mount an effective counter-charge it will not be able to fire if it is at close range. If at long range it may fire before starting its charge. An infantry unit may only counter-charge another charging infantry unit. Pursuit Pursuit, after a melee, is automatic of the first move, except for artillery crews who never pursue, M1 class infantry and other units who are with the C-in-C and who may choose their action. On the second and subsequent rounds of pursuit all units except M3 class may break off the pursuit. M3 class units may attempt to break off pursuit by throwing one die: 1-4 and they must continue the pursuit; 5-6 and they may break off the pursuit. Routing units and their pursuers will move and melee each move, ignoring the firing and non-firing move rules. Evading Open order sling and bow armed troops and artillery crews must attempt to evade an attacker. Other open order troops may evade as necessary. An evade move must be declared immediately the charge is announced and is then a move straight back without allowing for any turn deduction. The evading unit will finish with its back to the enemy and will be unformed at the end of the move. Gallic Infantry Gallic infantry have a special melee rule to simulate the throwing of their javelins as they charge home, and then reverting to the use of their large flat swords. To represent this, Gallic swordsmen will count as javelin armed troops in the first round of melee. In the second and subsequent rounds they will count as sword armed troops.
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Flank Attacks When an attacking unit engages another in flank, or only part of an enemy unit counter, it will count only half its present fighting factor in the first round of melee. In the second and subsequent rounds of the same melee the unit may count its full fighting factor, if not engaged by more than one enemy unit. Note: Infantry may only advance to engage enemy cavalry in a melee if the cavalry are already engaged in a stationary melee.
Attacker
These units may only use half their present fighting factor in the first round of melee
Defender
Attacker
Attacker Defender
This unit will use half its present fighting factor against each attacking unit in all rounds of the melee
Attacker
Attacker Defender
In this instance both attacking units will count their full present fighting factor in the second and subsequent rounds of melee. The defending unit will count its full present fighting factor to its front and also one quarter of its present fighting factor to its attacked flank
Melee Calculation When two or more unit counters come into contact with each other a melee will result. To determine the result of the melee proceed as follows: 1. 2. 3.
From Table 1 on the Melee Chart, determine the unit’s weapon factor by cross-referencing the unit’s present fighting factor with the type of enemy it is engaging, in the appropriate weapon section Add or subtract to 1 above any tactical factors that apply Finally, throw one die and cross-reference the score with the unit’s M rating in the Random Factor Table. Add or subtract the result to 2 above.
Result Any positive result is the number of fighting factors lost by the opposing unit. If more than one unit is opposing, divide the result in proportion to the number of units engaged. Ignore any negative results. 4.
Repeat steps 1 to 3 above for the opposing unit
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Melee Morale This is a continuation of the melee and such tests should be taken by the unit losing the most factors in the melee round. 5. 6. 7. 8.
After 4 above, determine which unit as lost the melee, i.e. the unit losing the most fighting factors, and its loss factor from Table 1 From the Tactical Factor Table add or subtract any relevant tactical factors to 5 above Turn to the Total Loss Factor Table, Table 2. Compare the unit’s present fighting factor with its initial fighting factor and subtract the result, if any, from 6 above Throw one die and cross-reference the score with the unit’s ‘M’ rating on the Random Factor Table. Add or subtract this result to 7 above
Result Using the resulting factor consult the Morale Results Table to determine any compulsory action which the unit must carry out next move. GOOD PUSHED BACK RETREAT 1 MOVE ROUT
The unit may carry on the with the melee or take any other optional action Tthe unit is pushed back 10mm, giving the opposing unit the option to follow up The unit must retreat facing the enemy for one move, giving the opposing unit the option to follow up The unit will turn, without penalty, and move at rout speed directly away from the melee. In the following moves, if not rallied, it must attempt to move directly towards its own base line.
Retreat to Cover Applies to missile morale only, and means that the unit must retreat, facing the enemy, to the nearest cover. Cover is defined as: to the rear of friendly close order or order troops. Once in cover the unit must remain stationary for one move.
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Note on Routing Units A routing unit may move round other friendly units if those units are not touching it, and there is a gap, at least 10mm wide, to one flank. If neither of these cases applies the routing unit must break through them. Attacker Defender
Defender
Defender
Attacker Defender
Defender
Defender
Defender
Defender
Rout
Rout
Rallying To rally a routing unit throw one ordinary die and consult the table below: Unit Strength
C-in-C with unit
C-in-C not with unit
M Rating M1 M2 M3 M4 M5 M6
Full to ¾ 2 to 6 3 to 6 4 to 6 3 to 6 4 to 6 4 to 6
¾ to ½ 3 to 6 4 to 6 5 or 6 3 to 6 5 or 6 5 or 6
½ to ¼ 4 to 6 5 or 6 6 5 or 6 6 6
Below ¼ 5 or 6 6 6 6 -
NOTE: The figures in the table are the dice throw required to rally a unit.
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Appendix One – Creating Terrain To make up terrain features for this game proceed as follows: Hills Cut hill contours from brown or grey card, in varying sizes and shapes, and mark the crest line on each:
1" to 2"
2" to 4"
6" to 10"
Place on top, lining up the crest lines at either end.
4" to 6"
Dead ground, broken ground and soft sand Cut irregular shape between 4” and 6” long by 1” to 3” wide from coloured card different to that which is used for the hills. Mark each piece with the type of ground that it represents. Scrub and wood can also be made in this way using green card. Road, rivers and bridges All such terrain features can be indicated on the playing area by using coloured chalks.
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Appendix Two - Deciding the Winner Set up the terrain and before placing the unit counters in their start positions decide which game type is to be played: Allocate points, between 50 and 200 to various terrain features Or, determine some action which the attacker must take to achieve victory i.e. clear the road off the board or take the main hill in the defender’s centre. To achieve victory the attacker must either take more terrain points than the defender holds at the end of the game, for the first case, or achieve his objective for the second case. Type of Game It is suggested that the type of game played is that of attack/defence, where one side occupies a defensive position and the other side assaults that position. The defender should occupy positions which cover at least three quarters of the width of the playing area, and his forces should be set up before the attacker determines the start positions for his units. Campaigns For the purpose of campaigns use the following scale: Battlefield ½ mile = 400mm One pair of moves = ½ hour Writing Orders In the basic game, when each side has set out its unit counters, both commanders write general orders for each section of their army. These orders will be carried out and may only be changed by the C-in-C counter being moved to the units concerned in the new orders. Individual units may be given specific orders if required, and artillery must be given specific targets or target priorities, which may only be changed by the C-in-C.
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Appendix Three – Counters and Definitions Casualty Record Sheet Definitions U IF K PF B D
Unit Identification Initial fighting factor Killed Present fighting factor Artillery unit identification This column should be ignored
Game Counters
Troop type / Legion number Unit formation
CO
Cohort number I2 625
M2
Unit’s ‘M’ rating
Initial fighting factor NOTE: All Roman and Carthaginian cavalry are armed with javelins and swords. Roman cohorts are armed with legionary weapons. Other units are armed as indicated on the counter. Other Counters RC
Place by the side of a unit ordered to retreat to cover
PB
Place by the side of a unit which is pushed back in melee
R
Place by the side of a unit which is ordered to retreat
NOTE: To indicate a unit which is routing, take any of the above counters and place by the unit with the blank side upper-most. Weapon Identification Codes LTS STS HTS 2HH Sw
Long Thrusting Spear Short Thrusting Spear Heavy Throwing Spear Two-Handed Cutting Weapon Sword Only
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Open order cavalry
Close order cavalry
Open order cavalry
Spanish or Gauls
Close order cavalry Spanish or Auxiliary
Carthaginian Army Close order infantry
Open order infantry
Legion 2
Open order infantry
Legion 1 Artillery
Roman Army
Close order cavalry
Spanish or Gauls
Spanish or Auxiliary
Close order cavalry
Open order cavalry
Open order cavalry
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Appendix Four – Combat Charts Melee Tables Own Weapon
LEGIONARY WEAPONS
LONG THRUSTING SPEAR & SHORT THRUSTING SPEAR
INFANTRY DART OR JAVELIN
ALL TYPES OF HEAVY THROWING SPEAR INFANTRY ARMED ONLY WITH SWORD
CAVALRY JAVELIN AND SWORD (Note 1)
ELEPHANT
Own Present Fighting Factors Over 800 601-800 401-600 201-400 Under 201 Over 800 601-800 401-600 201-400 Under 201 Over 800 601-800 401-600 201-400 Under 201 Over 800 601-800 401-600 201-400 Under 201 Over 800 601-800 401-600 201-400 Under 201 Over 600 401-600 201-400 101-200 Under 101 Over 200 101-200 Under 101
Opposing Troop Type Cav.
Inf.
Ele.
Char.
85 68 52 36 18 90 75 55 38 18 82 63 44 26 16 87 67 48 28 17 48 38 28 20 10 80/55 58/35 38/25 20/15 10/8 30 20 12
106 88 71 54 34 100 80 62 45 25 90 80 70 50 30 113 93 73 53 33 55 45 35 30 18 85/60 70/40 50/30 30/20 25/15 45 30 17
65 50 37 23 8 70 51 33 20 10 80 60 40 20 12 80 60 40 20 12 40 30 22 18 8 60/60 40/40 20/20 10/10 8/8 25 18 10
75 60 48 32 15 80 60 42 30 15 90 70 50 30 15 90 70 50 30 18 44 34 25 19 9 70/50 50/32 30/22 18/12 12/8 45 30 17
PIKE (Note 2)
TWO-HANDED CUTTING WEAPON (Note 2) CHARIOT (Note 2 & 3) 1. 2. 3.
Over 1001 801 – 1000 601 – 800 401 – 600 201 – 400 Under 201 Over 801 601 – 800 401 – 600 201 – 400 Under 201 Over 301 151 – 300 Under 151
120 100 80 60 40 20 65 60 50 30 20 66 46 18
125 105 85 65 45 25 90 80 60 55 40 78/32 58/25 32/15
115 95 75 55 35 18 60 50 30 20 15 30 20 12
125 105 85 65 45 25 65 55 35 25 20 78 58 32
Javelin Armed / Sword Armed Please refer to expansions for additional rules Against infantry values are for normal/passing melee
Table 2 – Random Factors Class M1 M2 M3
1 -10 -15 -15
2 -5 -10 -10
Dice Throw 3 4 0 +5 0 +5 -5 -1
5 +10 +5 0
6 +15 +10 +10
Table 3 – Tactical Factors +5 +5 +8 +12 -10 -20 -30 -10 -20 Melee Round 1st Subs.
Fresh unit joins melee this move (not if unit charged) Enemy pushed back last move Following up a retreating or routing enemy United charged into contact this move Infantry facing enemy across cover Cavalry or elephant facing enemy across cover Chariots facing enemy across cover Own unit unformed Own unit routing Enemy Weapons Own Weapon Gallic Javelin HTS Pike/LTS Legion. Kontos Sword -3 -8 -8 +10 +5 -5 -5 -
Missile Table
Bows under 75mm & handhurled weapons & slings
CO & O Infantry & CO Cav. Open Order Troops Armoured Cavalry CO & O Infantry & CO Cav. Open Order Troops Armoured Cavalry Troop Class M1 M2 M3
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FIGHTING FACTORS IN TARGET
Short TARGET FORMATION
RANGE
All artillery and bows over 75mm
TARGET FORMATION
Long
FIGHTING FACTORS IN TARGET
NUMBER OF FIGHTING FACTORS FIRING 901+ 300-900 1-300 901+ 300-900 1-300 901+ 300-900 1-300 901+ 300-900 1-300 901+ 300-900 1-300 901+ 300-900 1-300
901+ 57 45 38 35 28 23 28 22 18 80 65 55 62 50 42 44 35 29
Maximum +3 +5 +5
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701 To 900 48 40 36 29 24 21 23 19 16 72 60 53 53 44 40 36 30 27
501 To 700 41 35 32 23 20 18 18 16 14 64 55 50 44 38 34 29 25 22
301 To 500 31 27 24 18 16 14 14 12 10 49 42 38 34 29 26 23 20 18
101 To 300 23 19 17 14 12 11 11 9 7 36 30 27 24 20 18 18 15 13
1 To 100 13 10 8 10 8 8 8 6 4 20 17 15 12 10 8 11 9 7
Minimum -1 -3 -5
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Movement Tables The tables below give the maximum distance in MMs that a unit may move in any one move turn. Normal Rate
Charge/Rout Rate
Wheeling *
Retreat Rate
45
60
25
30
75
100
40
40
90
120
50
50
60 110 160 75 80
120 200 220 100 120
45 75 120 20 20
25 40 80 Not Poss. Not Poss.
To turn a unit up to 180° requires one full move. Terrain
Woods Broken Soft Sand
Marsh
½ Rate
Impassable
Normal
½ Rate
Inf.
CO O OO A CO OO
Cav.
Troop Type CO Infantry O Infantry OO Infantry A Cavalry CO Cavalry OO Cavalry Elephant Chariot
Turning
½ Rate
Hills *
Impassable
-30
-40
Normal
* Penalty applies to either up or down.
* This distance is the maximum distance which a unit, or any part of that unit, may move in any turn in which it wheels.
CO – Close Order; O – Order; OO – Open Order; A – Armoured
Morale Tables Table 1 – Losses
71-80
81-90
R 10 20 30 50 60 75
R R 10 20 30 50 60 75
R R R 15 20 30 50 60 75
R R R R 15 20 30 50 60 75
Over 140
61-70
R 20 30 50 60 75
131-140
51-60
10 30 50 60 75
121-130
41-50
25 50 60 75
111-120
31=4-
40 60 75
101-110
21-30
60 75
75
91-100
11-20
Enemy Losses 0-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100 101-110 111-120 121-130 131-140 Over 140
0-10
Own Losses
R R R R R 15 20 30 50 60 70
R R R R R R 15 20 30 50 55 70
R R R R R R R 15 20 30 45 55 70
R R R R R R R R 15 20 25 45 55 70
R R R R R R R R R 15 15 25 45 55 70
R = Automatic Rout Table 2- Total Unit Loss
75-149
150-249
250-375
376-525
526-675
676-825
826-975
Over 975
Table 4 – Tactical Factors
Up to 74
Present Fighting Factor Initial Fighting Factor 200-300 301-500 501-700 701-900 901-1100 1101-1300 Over 1300
-30 -30 -30 -30 -30 -30 -30
-20 -30 -30 -30 -30 -30 -30
-10 -20 -25 -30 -30 -30 -30
-10 -20 -20 -25 -30 -30
-10 -20 -20 -25 -25
-10 -20 -20 -20
-10 -20 -20
-10 -10
-10
Table 3 – Random Factors Dice Throw ‘M’ Rating M1 M2 M3
1
2
3
4
5
6
+5 -5 -10
+10 0 -5
+20 0 0
+25 +5 0
+30 +10 +5
+30 +15 +10
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+10 +10 -10 -10 -12 -5
C-in-C with unit Unit advanced for any part of move Unit unformed Unit unsupported when in the open and no other unit within 150mm If under missile fire Pre friendly unit routing within 200mm and in sight (up to a maximum of -15 factors)
Table 5 – Morale Result Table Morale Factor Total 70+ 60-69 50-59
Unit in melee
Unit under fire
Good Pushed Back Retreat 1 Move
40-49 Less than 40
Retreat 1 Move Rout
Good Good May not advance for 1 move Retreat to cover * Rout
* Cover may be defined as to the immediate rear of a friendly close order or order unit
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Casualty & Fighting Factor Record
Infantry
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
Casualty & Fighting Factor Record
Cavalry & Artillery
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
IF PF
B Target
IF PF
B Target
IF PF
B Target
IF PF
B Target
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IF PF
U K
B Target
IF PF
B Target
IF PF
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D
IF PF
U K
B Target
IF PF
B Target
IF PF
B Target
IF PF
B Target
IF PF
D
D
IF PF
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Appendix Five – Rules clarifications Question If a routing unit breaks through another friendly unit what status does this unit become? If charging units move in phase 2 of the movement sequence, how can counter charging units move if they will become adjacent at the end of the move? If a pursuit after a melee is automatic for the first move, may pursuing units move in phase 1 of the enemy’s next move turn? When units are pushed back as the result of a morale check do the opposing units following up, move in phase 1 of the next move? May pursuing units move in their enemy’s move turn? At what rate does an evading unit move? In the second and subsequent rounds of melee, what factor does a flanked unit have to its front and flank? Is it possible to fire on an enemy which is behind another unit (friendly or enemy)? Are losses of melee calculation step 1 taken into account by the opposing unit in melee calculation step 4?
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Response Unformed Measure the charge distance of both charging and counter charging units, they will meet at the halfway point Yes, if they do not wish to break off the pursuit they remain in contact unless the routing unit moves faster. They follow up automatically as it is assumed to be at the same time. Only when in contact with a routing unit. Charge rate. The unit will have full factor to the front and ¼ to the flank. No, this is classed as in dead ground. No, they are considered to be simultaneous.
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CO
CO
CO
I8 625
I7 625
I6 625
I5 625
I4 625
I3 625
I2 625
M2
M2
M2
M2
M2
M2
M2
M2
CO
CO I9 625
CO
CO
CO
CO
CO
II 10 625
II 9 625
II 8 625
II 7 625
II 6 625
II 5 625
II 4 625
II 3 625
II 2 625
I 10 625
M2
M2
M2
M2
M2
M2
M2
M2
M2
M2
CO
CO
Javelin 1 500
I2 1100
I1 1100
M2
M2
M2
M2
CO
Javelin 3 500 M2
M2
CO Javelin 4 500
Javelin 2 500
CO
Roman 1 CO
Roman 2 CO
Roman 3 CO
Roman 4 CO
Roman 5 CO
358
M1
M1
M1
358
358
M1
M1
358
358
203
Roman 6 CO
Irregular 1 OO
203
M1
M3 Irregular 2 OO
203
358
M3 Irregular 3 OO
235
M3
Bow 2 350 Sling 1 230
Auxiliary 1 OO
235
Bow 1 350
OO OO M3
Auxiliary 2 OO
235
RC
RC
RC
CO
CO
CO
M3
M3
M3
M3
M3
RC
RC
CO
Spanish 1 HTS 980 Spanish 2 HTS 980 Spanish 3 HTS 980 Spanish 4 HTS 980 Auxiliary 1 LTS 980 Auxiliary 2 LTS 980
RC
RC
Sling 2 230
Auxiliary 3 OO
235
RC
RC
OO
Auxiliary 4 OO
235
CO
RC
RC
M3
Auxiliary 5 OO
235
OO
CO
CO
Auxiliary 6 OO
RC
RC
C in C
R
R
R
R
R
CO
CO
CO
CO
CO
CO
CO
CO
R
R
R
R
R R
R
R
M3
M3
M3
M2
M2
M2
M2
M2
M2
150 140 130 120 110 100 90 80 70 60
CO
CO
CO
CO
CO
CO
CO
CO
CO
CO
40
CO
CO
CO
30
CO
50
20 10
PB
M1
M1
M2
M2
M2
M2
M2
M2
M2
M2
M2
M2
M2
M2
PB
O
O
O
O
O
O
OO
OO
OO
OO
OO
OO
OO
PB
Gallic 6 Sw 970
Gallic 5 Sw 970
Gallic 4 Sw 970
Gallic 3 Sw 970
Gallic 2 Sw 970
Gallic 1 Sw 970
M3
M3
M3
M3
M3
M3
Noble
CO
Libyan 1
CO
Libyan 2
CO
Libyan 3
CO
Spanish 1
CO
613
M2
M1
579
M2
M2
M2
533
M2
450
M3
M3
M3
450
M3
490
450
M3
M3
450
M3
M3
M3
533
579
579
450
450
490
490
Spanish 2
CO
Gallic 1
CO
OO
Irregular 1
OO
Irregular 1
OO
Irregular 1
OO
Irregular 1
OO
Irregular 1
OO
Irregular 1
CO
Gallic 3
CO
M2
PB
M3
PB
PB
PB
PB
PB
C in C
300
Elephant 2
M2
M2
M2
M2
Gallic 2
M2
M2
African 1 Javelin 350 African 2 Javelin 350 African 3 Javelin 350 Spanish 1 Javelin 350 Spanish 2 Javelin 350 Balearic 1 Javelin 350 Balearic 2 Javelin 350
PB
PB
M3
Elephant 1 300
PB
ßOpen Order
ßClose Order à & artillery
Citizen 1 LTS 1156 Citizen 2 LTS 1156 Libyan 1 LTS 1067 Libyan 2 LTS 1067 Libyan 3 LTS 1067 Libyan 4 LTS 1067 Libyan 5 LTS 1067 Libyan 6 LTS 1067 Libyan 7 LTS 1067 Libyan 8 LTS 1067 Spanish 1 HTS 1067 Spanish 2 HTS 1067 Spanish 3 HTS 1067 Spanish 4 HTS 1067
PB
FIRING ARCS
PB
150
140
130
120
110
100
90
80
70
60
50
40
30
20
10
johnny okane (order #7165245)
20
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Artillery 2 OO 200 M2 Artillery 1 OO 200 M2
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