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 Joined: 12 Apr 2006
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				|  Posted: Mon Jul 17, 2000 8:08 pm    Post subject: WRG players'' notes |  |  
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				| Hi, Jon,
 
 WRG.txt - the players' notes for WRG 7th - is an attachment to this message.
 Let me know if it comes thru OK.
 
 Yours, John
 
 
 WRG 7th  -  An Introduction
 
 
 The War Games Rules - 3000 BC to 1485 AD,
 are copyright Phil Barker, 1987, 1992
 
 
 
 Phil Barker has been called a poet manque.  Every word, it seems,
 in DBA and WRG 7th, is important, and these rulebooks repay 'close
 textual analysis' such as the English professors do.  (Personal note;
 I've been wargaming since 1965, and have seen the best (worst?) of AH,
 SPI & GDW's rule writing.  I'm pleasantly surprised at the quality of Mr.
 Barker's work)
 
 The WRG Ancients Rules cover almost everything done in 4,500 years
 of warfare, in 46 pages.  It's all there, well organized, and playable
 between strangers for major stakes, but the amount of material (and in
 small type, too) is daunting to those just starting out with it.  This is
 an attempt to get the essentials down so we beginners can get on with a
 battle, and should not be considered a substitute for the complete rules.
 
 I've left out, inter alia, Weather, Fortifications, Super-Heavy-
 Knights, Night Surprise Attacks, Unreliable Generals, etc, (along with
 most stuf relevant purely to post-1000 warfare).  If something seems
 missing, assume the logical and hstorical answer, then check The Book.
 
 The number of scouting points per element was doubled for this
 outline, to save beginners the hassle of fractional-ratio arithmetic.
 Double-check them if they're close or off of expectations.
 
 Some of the material from the NASAMW Interpretations Book has been
 worked into this outline.  Most, however, has not - I haven't had the
 time to finish that job.
 
 Send any criticisms, comments, corrections, suggestions, etc. to
 John Desmond, 922 South 49th St, Phila, Pa. 19143-3404.
 
 
 
 Casualties to the figures are not marked - it's assumed
 replacements will come up from the back ranks.  What will eliminate units
 is accumulated 'fatigue points'.
 
 Troops are based as in DBA.  1500 WRG army-list points equals about
 50-80 elements (5 - 7 DBA armies).  You do not have to tell your opponent
 what your units are, unless the figures do not fully depict the troops
 represented. (but good sportspeople will).
 
 The distances listed, etc, assume 15mm armies.
 
 
 
 
 
 Contents
 
 Sequence of Play                    Charges
 Troop Type & Basing                 Terrain
 Scouting                            Weapons
 Setting Up a Battle                 Shields
 Command & Control                   Missle Shooting
 Tactical Orders                     Hand-To-Hand Combat
 Morale                              Combat Results
 Cohesion                            Rallying
 Fatigue                             Scoring
 Movement & Formations               Reference Sheets
 
 
 
 1"       =  40 paces = 100 ft,      1 bound = 15 minutes,
 
 1 figure =  40-80  actual persons
 
 H2H      =  Hand-To-Hand combat;
 
 ICWE     =  In Contact With an Enemy unit
 (the edge (not just the corner) of an element's base touching
 the edge of an enemy element)
 
 4' x 6' table standard for 1600-point armies,
 4' x 4' or 3' x 5' for 1200-point armies.
 
 Central Sector = 30" wide.  Rear zones = 6" deep
 
 2  different D5 (6 sided, 233445) and 1 D6 are used,
 
 
 
 
 Visibility = 18", 30" to/from high ground, 9" in rain, 6" dawn/dusk,
 4" in dust, 3" into orchard or to LI in cover, 1" into woods
 Standards can be seen above or across all troops
 
 "Within" in these rules includes 'exactly at the distance specified'
 
 Units must be able to see in order to charge or shoot
 
 'Known enemy' = partially visible to that friendly unit,
 previously visible near the same place,
 has previously fired at that friendly unit,
 has disordered that friendly unit
 
 
 
 Sequence of Play
 For 1 'bound'  =  15 minutes
 ------------------------------
 
 Change Orders
 Dice for;  General's Interpretation of Orders
 Arrival of Outflanking Marches
 Weather. etc
 Order of Approach Moves  -  low roller must move first
 Approach moves
 Units rallying-forward can turn
 Steady units complete rally
 Counter-moves and retirements
 March segments  -  5th simultaneously, then 4th, 3rd, 2nd, and 1st
 Preparatory shooting
 Charge declarations
 Charge response moves
 Charge moves
 
 Combat - For each combat, in order:
 Support shooting
 Hand-To-Hand (H2H) combat
 Recoils, follow-ups, breakthrus, breakoffs / routs / pursuits,
 waver tests
 
 Rally-back moves, staff moves
 Unsteady units complete rally
 
 
 
 Troop Type & Basing
 
 Command    = Collection of Bodys.
 1-6 Commands per side
 General ( = 'Staff Element') leads Command
 
 Body       = Unit, Detachment, Staff Element, or Expendable Element
 
 Unit       = 2-12 elements.  All elements (excluding staff elements or
 expendable elements) must combine into Units.  A Unit
 moves as one, at the speed of the slowest element.
 Cannot combine Regulars and Irregulars (except Elephants)
 in same Unit.
 
 Detachment = Light Cavalry, Light Infantry, etc.  Part of Unit.
 Can go no further than 1 Tactical Move from parent Unit
 
 Element    = 1-4 figures glued to the same base
 
 
 Maximum of 12 Elements to a Unit
 
 Transport elements are included in the 12-element maximum
 
 
 
 
 
 
 Command Points - Cost to form Elements into Unit,
 or to add Detachment to Unit
 10 per Unit for Regulars, 25 per Unit for Irregulars
 
 General, ally-generals, or sub-generals  =  either;
 Single element  =  'staff element'
 2-element unit
 Part of larger unit  (cannot use staff moves)
 
 Staff Element ( = General)
 Can belong to a unit (which unit then pays no command points);
 Or be independent.  It can temporarily join a body,
 and must do so to declare charges.
 
 Only a staff element can join another body
 A Staff Element cannot declare a charge unless joined to a body
 A Staff Element can join a body
 even if that would mix regulars & irregulars
 A Staff Element can join a detachment
 Two Staff Elements cannot join into a body
 Only one general can be joined to a body at a time
 Generals intercept - not 'join' - units to rally them.
 They may rally a unit regardless of the size of their bodyguard
 
 An army can have as many sub-generals as it wants
 (Disregard limits in the WRG Army Lists)
 Armies with no sub-generals (only ally-generals) - can have up to 6
 
 
 
 
 Expendable Elements = scythed chariots, stampeding cattle,
 incendiary pigs, etc.
 Each element = a body  -  No command points needed
 All expendables have RUSH orders
 All expendables (except unignited incendiaries) must be placed
 IN FRONT of the rest of the army
 If any units force march, expendables must force march
 
 
 
 Troop types     -  Regular & Irregular
 Troop spacing   -  Close, Loose, & Open
 Troop quality   -  A, B, C, D, E
 
 
 Super-Heavy-Cavalry ( SHC )
 Heavy Infantry      ( HI )    -   are in Close Spacing
 Medium Infantry     ( MI )    -   (4 figures/element ),
 as are
 Elephants ( EL ) (always considered Irregulars)
 Artillery ( AR ) (count crew figures as equal to fire factors);
 
 Foot using Pikes must be in Close Spacing
 
 
 
 Heavy Knights        ( HK )         Light-Heavy Infantry   ( LHI )
 Extra-Heavy-Cavalry  ( EHC )        Light-Medium Infantry  ( LMI )
 Heavy Cavalry        ( HC )
 Medium Cavalry       ( MC )         Heavy Chariots         ( HCh )
 are in Loose Spacing  -
 (4 figures / element if regular foot, else 3 F/E )
 
 
 
 Light Cavalry ( LC ), Light Chariots, and Light Infantry ( LI ),
 are in Open Spacing  (2 F/E)
 
 Light Cavalry ( LC ) and Light Infantry ( LI ) are called Light Troops.
 
 Elements on animals or in vehicles, including elephants & chariots,
 are called Mounted Troops.
 
 
 
 
 
 
 Scouting
 
 
 6 scouting points per element for LC,
 2 sp/e for EHC, HC, MC, LCh,  1 sp/e for LI.
 
 If 1 side's total is 3 times other's, they've outscouted the enemy.
 
 
 
 
 
 
 Setting Up a Battle
 
 
 Order of setup for a Fair & Open Battle
 
 Declare nationality and period of competing armies
 List units in order of march
 Select terrain (if using tournament terrain selection rules)
 Resolve scouting
 Find characters of subordinate generals
 Write Deployment orders  -  place units by relation to other units,
 terrain, sector, or flank moves
 List ambushes
 
 Armies scouting equally deploy, or outscouted side places all troops
 If deploying together, each alternately places one unit,
 in their order of march
 Other side places all troops visible from enemy's forward zone
 
 Write Tactical orders -
 ATTACK, PROBE, WAIT, HOLD, or DELAY
 Check for general's interpretations
 Deploy all remaining troops
 
 
 
 Each side gets to try to place 4 terrain pieces
 (when using 1600-point armies - 3 when using 1200-point armies)
 List the terrain features you want,
 in the order that you want to place them on the table
 Placement of water features is resolved first
 
 Armies in their home climate add 1 to each terrain DR
 
 
 
 
 Units not force-marching deploy in their rear zone.
 Force-marching units may deploy in their forward zone,
 but suffer extra fatigue.
 
 Forced-marching troops cannot be within 3" of table centerline,
 unless hidden by terrain
 
 Different commands cannot overlap laterally when deploying
 However, one command can deploy completely behind another
 
 
 
 
 Ambushes - in wood, unfortified built-up area, or gully
 (also rocks, marsh, or brush if LI).
 Location written down at start.
 Placed on table only when first moves, shoots, or is seen by enemy
 
 Ambushes in forward zone only if not out-scouted,
 not visible from table centerline,  &  forced marched into position
 
 
 
 
 Armies with no field defenses in their Army List can have a 60-pt camp
 =  3x4" ditched palisade, 3x6" wagon laager or abatis
 
 Camps must be garrisoned
 Field fortifications can only be placed in your own rear zone
 
 Baggage of armies that do not have camps is off-board, unprotected,
 in their central sector
 
 
 
 
 
 One command or unit may make a Flank March
 D6 for arrival from 2nd bound on  -  6 = entry from enemy rear zone
 5 = entry from enemy forward zone
 Arrival before 3rd bound or after 5th  =  extra fatigue
 
 A general cannot Flank March unless with his entire command
 A detachment cannot Flank March without its parent unit
 
 Two sides marching to same flank  =  weaker force (in points) returns to
 its own rear zone, disordered, on the bound the first entrance is
 announced.  Stronger force enters there next bound
 
 
 
 
 
 
 
 
 
 
 Command & Control
 
 
 
 Maximum of 6 general's commands in army -
 CinC, 2nd in command, & allies or subordinates
 Allied general's command = all of, and only, his own troops
 
 
 Initial Orders  -  for each command, incld CinC's
 units in order of march
 deployment position
 tactical order
 
 
 Roll 1D6 for each general, after scouting:
 1-2 = Cautious, 3-5 = Bold, 6 = Rash,
 
 Roll 1D6 for each Rash or Cautious general at start of first bound,
 and when a new order is received
 If Rash and 4-6 is rolled   -   substitute next higher order
 If Cautious and 1-2 is rolled - substitute next lower order
 
 If order is not obeyed to CinC's satisfaction,
 he can repeat it 2 bounds later
 
 
 
 
 Tactical orders -
 (6) RUSH,  (5) ATTACK, z(4) PROBE,  (3) WAIT,  (2) HOLD,  (1) DELAY,
 or  (0) RETREAT
 
 HOLD orders are assumed if no orders are issued
 Units that cannot be reached with new orders retain the old orders
 
 To change tactical order - communication from CinC to general,
 then from general to units
 
 
 
 
 
 Time cost to give orders:
 
 General has 15 minutes / bound to give ORDERS to messengers,
 or to a body or a general he is in contact with
 reduced by 2D5 if in previous bound he;
 charged,  fought H2H,  or rallied a broken body
 
 
 An ORDER is to 1 DESTINATION if;
 CinC gives new orders to another general
 Any general prompts a unit or body
 
 An order is to as many DESTINATIONS as accessible UNITS if a general is
 changing the orders of his command (ie, a CinC's immediate command)
 
 
 Each ORDER costs 1D5,  PLUS;
 + 1 for each destination in sight
 + 2 for each destination NOT in sight
 + 2 for each 6" to furthest destination by fastest on-table route
 outside of enemy charge & effective-shooting range
 + 3 to change orders of allied general
 + 3 to prompt irregular body
 
 If time exceeded - orders delayed to next bound
 & time deducted from that bound
 
 
 When orders of a sub-general or ally-general are changed,
 that subordinate has a full 15 minutes
 to pass those orders on to his troops
 
 
 
 Prompts - to start a charge, retirement, or march, or to dismount
 
 Retirements do not need to be reprompted on succeeding bounds
 
 Bodies can be prompted only by their command's general
 or if CinC joins that body
 
 Messengers are considered to be the same type of figure as the general
 They move thru terrain as those troops would
 They cannot move thru an enemy's close-range shooting arc
 or within enemy's charge reach
 
 
 
 Disabled or routing general cannot
 issue or pass on new orders
 issue prompts or signals
 His command cannot respond to signals
 
 
 
 
 
 
 Tactical Orders
 
 
 
 RUSH   -  At least 1/2 of command (not counting units in H2H)
 must advance max possible,  until within charge reach
 All must charge straight - impetuous if possible -
 at any legal target.  Must add optional distance
 Cannot swerve to avoid hazards or rough
 Only skirmishers can evade
 No retirements
 
 All expendables have RUSH orders  (except non-ignited incendiaries)
 
 
 
 ATTACK -  At least 1/2 of command must advance or be within 2" of enemy
 Can charge unprompted only when first eligible  -
 Must charge if IRR A
 
 Bodies with Bow or Sling in front rank cannot charge unprompted
 unless front rank also has lances
 This includes elephant & chariot crews
 
 
 
 PROBE  -  At least 1/2 of command must advance or be within 6" of enemy
 No unprompted charges unless IRR A (which must if possible)
 Must deduct optional distance unless impetuous
 Mounted cannot frontally charge
 Steady Close Formation Foot with LTS or Pk
 
 
 
 WAIT   -  Units charge only after 2 Enemy CPFs from prep fire
 Order than changes to ATTACK
 No transmittal of this order change to units is needed
 Preset signal can be part of Wait Order
 
 
 
 HOLD   -  No advance beyond centerline
 Close formation foot cannot charge, may countercharge
 Other charges only if prompted
 Only skirmishers can evade
 LHI & LMI cannot breakoff
 Charges & pursuits deduct optional distance unless impetuous
 
 
 
 DELAY  -  No advance beyond centerline
 Close or loose formation foot can only charge from ambush
 No other unprompted charges
 LI must evade if charged,  unless in mixed body with mtd
 LHI & LMI must breakoff, not recoil
 Charges & pursuits deduct optional distance unless impetuous
 
 
 
 RETREAT - Take quickest route to own table edge
 Mounted or light troops must breakoff
 Troops in enemy charge range can attempt to counter
 Charged units respond as normal if steady  -
 otherwise stand and break on contact
 
 
 
 
 
 Charges,  regardless of Tac Order,  need no prompting if;
 from ambush
 by IRR A troops
 made optional by prep fire result
 on disordered enemy
 starting from partially or completely behind enemy flanks
 converted charges
 
 
 Rush and Retreat orders cannot be given - are reached involuntarily
 
 Artillery & transport disregarded in figuring "1/2 must advance"
 
 
 
 If 2/3 of a command's on-table units are destroyed, broken, or shaken,
 that command is Demoralized  -  Its orders change to Retreat
 
 
 If more than 1/3 of the units of that command recover or return,
 its orders change to Hold
 
 
 
 
 
 
 
 
 Morale
 
 
 =  Eager,  Willing,  Uneasy,  Shaken,  Demoralized
 
 
 EAGER  -   Units are eager  IF  any of;
 An enemy body within 6" is routed or under RETREAT orders
 Front rank is IRR A or IRR B,
 Includes rash general
 Army standard is within 6" of enemy and advancing
 Within 12" of sacred standard
 
 AND IF;          Not including a cautious general
 No or only 1 cause of unease
 Not tired or exhausted,  shaken or demoralized,
 
 
 
 WILLING  -  not eager, uneasy, shaken, demoralized, or exhausted
 
 
 
 UNEASY  -  Not shaken, demoralized, or exhausted,   And
 Not eager,                             Or
 No A class in front rank,
 And
 Unbroken enemy visible within 6" behind  flank              Or
 Unbroken enemy elephant or chariot visible within 6"        Or
 Friendly body within sight under RETREAT orders             Or
 Frontally charging steady SHC, SHCm, SHI, or SHK
 (unless knights, elephants, chariots, or SHI)          Or
 They are unsupported
 
 
 
 Supported
 
 For LI & Elephants  -  steady friendly body within 6" directly to rear
 For Close or Loose formation foot, not in orb  -
 have steady close or loose formation body
 within 2" of side and 12" to front or rear
 For other bodies  -  steady friends within 6"
 
 An unattached detachment could provide support  -
 an attached detachment does not
 
 
 
 
 Units become SHAKEN if Exhausted, Broken, Or they Fail Waver Test
 
 Shaken units are also Disordered
 Shaken units cannot move nearer to known enemy
 
 Recover when;   General remains with body for complete bound,  OR
 HTH opponents recoil, breakoff, or break
 
 
 
 
 If 2/3 of a command's on-table units are destroyed, broken, or shaken,
 that command is Demoralized  -  Its orders change to Retreat
 
 If more than 1/3 of the units of that command recover or return,
 its orders change to Hold
 
 
 
 WAVER TESTS  -  at -1 if uneasy or shaken,
 +1 if opponents broke or were destroyed
 this bound or last
 
 
 One Waver Test made for each of:
 
 
 2 CPF from prep fire
 Charged while shaken
 Disordered from combat while already disordered
 LHI, LMI, or LI, in clear terrain, charged by mtd
 Mtd attempting to counter charge foot
 
 Each friendly body within 3" routed or destroyed,
 unless expendibles or LI
 
 Surprised by enemy emerging or shooting from cover,
 behind flank, within 6"
 Mtd contacted by expendibles
 
 D or E class troops are prompted to charge
 Starting a retirement move within steady enemy's charge reach
 
 Their general, or CinC, disabled or routed within 6"
 Army or sacred standard lost
 
 
 A & B class troops are shaken on DR of 1,  C on 1-2,  D on 1-3
 Lowest morale class in body governs
 
 
 
 
 
 Cohesion  -  Steady,  Disorder,  Broken
 
 BROKEN  -  from Hand-To-Hand combat
 if caught while breaking-off
 failing 2 waver tests in same bound
 failing a waver test while shaken
 
 
 Cessation-Cured Disorder   from:
 
 Mounted or close formation unit in or crossing difficult terrain
 Disembarking
 Mounting or dismounting
 Reabsorbing routing detachment
 Non-Indian horses within 2" of elephants
 Non-Arab horses within 2" of camels
 Receiving 1 CPF from incendiary weapons
 Any animals are within 1" of a fire
 
 
 Starting in or crossing a Difficult Area disorders
 Close Formation or Mounted troops
 Starting in or crossing a Rough Area disorders Close Formation
 or Charging Mounted troops.  Reduces only foot & rout movement
 
 "At end of first bound after they cease"  =  end of next bound
 ergo, troops remain disordered for a full bound
 after the cause of disorder ends
 
 A unit can become steady, after cessation-cured disorder, even if that
 unit is in H2H during the bound following the end of the cause of
 disorder.
 
 
 
 
 Rally-Cured Disorder   from:
 
 Combat
 Charged more than 1" in the previous bound
 Disordering interpenetration
 Shaken
 No longer shaken but not finished rallying
 Failed flank march
 Looted enemy baggage
 Explosion
 
 
 
 
 
 
 Fatigue
 
 
 Fresh,  Tired = 5 Fatigue Pts,  Exhausted  =  15 Fatigue Pts
 
 + 2   To body incld irreg foot,
 for each CPF from H2H & support fire combined
 + 2   Forced march
 + 2   Routed
 + 2   Arrived early or late from flank march
 + 2   Mounted charged, counter-charged, or converted charged
 
 + 1   Knights, heavy chariots, or SHC
 charged, counter-charged, or converted charged
 + 1   Each CPF from H2H & support fire combined
 + 1   Charged impetuously
 + 1   Charged, counter-charged, or pursued in consecutive bounds
 + 1   Tired & moving thru terrain that slows movement
 + 1   Each segment marched at night
 + 1   Each foot move for SHI & EHI
 
 + 1   Each firing  (recorded seperately)
 
 
 Fatigue from charging or countercharging applys
 in that bound's support shooting & H2H combat
 
 
 
 
 
 
 
 Movement  &  Formations
 
 
 
 March  =  6" in clear terrain,  3" in difficult area or across obstacle
 
 Units that cannot make a full march move in each segment in which they are
 entitled to march halt for the rest of that bound
 
 Marches  -  only to 6" distance from known enemy
 
 All marches after first bound must be prompted, unless they continue;
 A,    Last bound's march of at least 1 complete segment with no
 intervening tactical moves
 B,    An off-table flank march
 C     following Retreat orders
 
 Exhausted troops cannot march
 
 Starting in or crossing a Difficult Area disorders
 Close Formation or Mounted troops
 Starting in or crossing a Rough Area disorders Close Formation
 or Charging Mounted troops.  Reduces only foot & rout movement
 
 Difficult areas restrict all marches except by LI,
 and all Tac Moves by Animals & Mtd Troops, to Columns
 
 Night moves - 2" unless along roads or torchlit
 
 Staff moves - 1 or 2 elements,  Have not moved this bound,  Not in H2H
 Can join, or intercept & rally, friendly body
 
 
 Tactical Movement
 
 Light cavalry                  -   5"
 ExH Cav,  HC,  MC              -   4"
 SHC,  LHI,  LMI,  LI,  Eleph   -   3"
 HI,  MI,  'E' class,  wagons   -   2"
 Artillery                      -   1"
 
 Exhausted troops                       -  2"
 LHI, LMI, LI  across delaying terrain  -  2"
 Other troops across delaying terrain   -  1"
 Troops recoiling & following up        -  1"
 
 
 Approaches  -  cannot start more than 12" from enemy or end closer than 1"
 Cannot end further away from enemy than at start
 
 Dice to see who must move first - mtd can move before or after enemy foot
 IE   - all side A's units, then all side B's units
 or - side A's foot, side B's foot, side A's mounted, side B's mtd
 
 
 Counters  -  only by bodies with known enemy within 6",
 or within charge distance or shooting range of enemy
 Counters cannot put any figures closer to enemy
 
 For each unit trying to make a counter move  -  Roll D6  -
 Subtract 1 unless steady regulars.
 2-6 needed for A or B class,  3-6 for C,  4-6 for D
 
 Counters cannot be made by:  Expendables,
 Troops that made an approach move this bound
 (troops that completed rallying in the approach phase may
 make a counter move)
 Troops that have been prompted to retire
 Troops with no visible or known enemy within 6"
 Disordered troops that have started to rally, but not finished
 Troops engaged in H2H combat to their front
 
 
 Retirements  -  must be prompted unless with Retreat orders
 Cannot go closer to known enemy within 6"
 Must end further from enemy than at start
 
 
 
 
 
 
 Changing Direction & Formation
 
 
 In a tac move or march segment, a unit can,  Without Reducing Its Move
 
 Follow track in column
 Wheel up to 45o, measuring along outer arc
 Drop back elements to pass a gap or enter difficult terrain in column
 Go from any formation but orb to a block of the same frontage
 
 Approaches, Counters, & Retirements can include;
 
 A   A 90o turn (From 4 figures deep to 1 element wide), or a 180o turn
 B   Expand or contract block's frontage by up to 2 elements
 C   Form wedge, testudo, skirmishers, etc, or change between orb & block
 D   Mount or dismount
 
 Steady regulars can do 1 of these 4 and still move their full move,
 or do 2 and move 1"
 Irregulars & unsteady regulars can do 1 and move 1"
 
 Regular foot can about-face their rear rank.
 They are stationary until the rank refaces with an approach move
 
 Chargers, counterchargers, & evaders wheel only at the start of the move
 
 Skirmishers can move straight back in a counter, ending facing opponents
 
 
 Exchanging ranks takes a full approach or counter move
 unless body recoils in H2H   (front rank retires thru supports)
 
 While in H2H combat,
 NO direction or formation changes are allowed except;
 Troops In Contact With Enemy only to flank or rear
 can turn-to-face with a Counter move on the next bound
 A follow-up move by loose or open formation troops can include
 expansion by 1 or 2 elements
 
 
 The only possible voluntary interpenetrations;
 Any mtd thru any light troops
 LI thru any troops
 Loose formation infantry thru chariots, elephants, arty or LI
 Any mtd thru loose formation infantry if either is routing
 
 Other involuntary interpenetrations disorder both parties
 
 Troops that interpenetrate moving troops, disordered troops, chariots,
 or in a charge or countercharge are disordered
 Troops interpenetrated, unless by LI, are disordered
 
 Minimum passable gap between 2 bodys is 1 element wide  -
 2 elements wide if one shoulder is an enemy not engaged in H2H,
 unless following up or pursuing
 
 Impetuous troops cannot be replaced in combat
 
 
 
 
 
 
 Formations
 
 
 Skirmishers - HC, HCm, MC, MCm, LC, LCm, LCh, LHI, LMI, LI only
 not if exhausted, or if in same body as troops that cannot skirmish
 alternate front rank elements face backwards
 front edge is shooting range
 must shoot if target is available
 retain formation only when wheeling
 or moving straight back in counter
 become forward-facing block of same frontage if not skirmishing
 evade if charged, ending in block of same frontage facing away
 1/2 of second-rank figures can fire
 
 Once you are in skirmish formation, you must do everything possible
 to be in shooting range at the end of your move.  If you cannot be in
 shooting range after you move, you must leave skirmish formation.
 
 Wedges - 4-3-1 (5 1st rank, 3 2nd rank), 3-2-1 (5, 1), 2-1 (3 1st rank)
 An additional complete element can be added behind,
 but cannot fight or shoot
 Figures on outside of wedge are 1st rank, interior figures are 2nd rank
 
 Rear element of a wedge must be a complete element
 
 Becomes disordered block if  H2H opp'ts do not break off or rout,  and
 it does not break thru
 
 
 Orb  -  1/4 of outside figures can fight, as 1st rank, in each direction
 1/4 of inside figures can fight as 2nd rank
 Figures on outside of orb are 1st rank, interior figures are 2nd rank
 
 Body in orb forced to recoil first forms block facing enemy, then recoils
 
 Detachment rejoining unit or mounted staff joining foot - placed in rear rank
 Mounted staff joining mounted - placed in front
 Morale and cohesion that of joined body - fatigue recorded seperately
 
 General intercepting routing body is placed in contact, but not joined to it
 - is placed between routing body and its destination.
 
 
 
 
 
 
 
 
 
 CHARGES
 
 
 A charge = any move intended to result in H2H combat
 
 Skirmishers, exhausted & shaken cannot charge
 
 Lt Cav & Lt Inf can charge only:
 light troops,  unsteady troops,  arty,  transport,
 or  if starting partially behind target's flank
 
 LI can also charge if in mixed body with mtd troops
 
 Charges must be prompted unless under Rush,
 or the first chance to charge under Attack, orders
 
 
 Chargers, counterchargers, & evaders wheel only at the start of the move
 
 Charges are preempted if;
 Charging unit is charged by enemy that is not charge target
 Non-impetuous foot charged by mtd or impetuous foot
 Elephants or non-impetuous foot charging enemy
 who is also charged by mtd or impetuous foot
 
 
 Converted Charge = followup, breakthru, or pursuit move
 that reaches a 2nd enemy body's position
 Converted charges prevent all:
 shooting at, charges on, waver tests by,
 or movement by either body,
 until combat is resolved in the next bound
 
 
 Irr A must charge impetuously if possible
 Elephants, regular foot, E class, tired & uneasy bodys
 cannot charge impetuously
 
 Mtd regulars can charge impetuously only if CinC or Cmdr charges,
 in front rank, within 6"
 
 Troops remain impetuous until shaken, broken, or rallied
 
 
 Elements in a charging unit that are unable,
 after moving their full tactical movement,
 to get into edge-to-edge contact with the enemy,
 are placed parallel to the enemy's edge and 1/2" away
 They may move forward into H2H combat in the next bound
 
 
 Charge Responses
 Stand - no facing or formation change,  Counter Charge,  Evade
 
 Counter Charge
 cannot be impetuous
 not prompted
 ends in middle or at half of own movement
 Foot cannot countercharge impetuous or mtd
 Shaken or exhausted troops connot countercharge
 
 Evade - unit moves its full tactical movement away from its attackers
 
 Only for light troops or skirmishers,  or troops evading last bound
 Regular chargers & evaders throw D5,
 Irregular chargers & evaders throw D6
 1-2  -  deduct 1" from move,
 5-6  -  mtd impetuous add 2",  mtd non-impetuous can add or deduct 2"
 
 Chargers can wheel to follow
 
 
 Terrain
 
 
 Difficult Terrain  =  all not clear
 Difficult Areas    =  steep slopes, woods, groves, marsh, towns, etc
 Obstacles          =  minor water except at fords, gullies,
 roadside hedges, field defenses
 Rough Areas        =  boggy & rocky areas, brush
 
 
 Ignore terrain effects for movement in column along roads & over bridges
 
 Difficult areas restrict all marches except by LI,
 and all Tac Moves by Animals & Mtd Troops, to Columns
 
 Starting in or crossing a Difficult Area disorders
 Close Formation or Mounted troops
 
 Starting in or crossing a Rough Area disorders Close Formation
 or Charging Mounted troops.  Reduces only foot & rout movement
 
 All difficult terrain except minor water is impassable to wheels
 
 Delay ends when front of unit is clear of difficult terrain,
 disorder ends when rear is clear
 
 Troops reaching difficult areas or obstacles, after moving more than their
 difficult terrain move, stop before entering or crossing
 
 Columns not on predefined path in difficult areas must roll die
 when beginning each move or march segment.
 Die roll of 1 = 45o left, 6 = 45o right
 
 Built-over areas do not count as difficult areas
 to units defending their perimeter
 
 Mtd & wheel units cross fortifications & field defenses only at gaps.
 Foot units cross only in column unless charging defenders
 
 
 
 Obstacles reduce attackers' strength  -  may disorder them
 Hazards - pits, caltrops, etc - increase attackers' casualties
 
 Stakes, tethered animals, chains = obstacles to all but elephants
 
 Prepositioned obstacles & hazards - place in rear zone before game
 
 Positioning portable obstacles or hazards
 takes an approach or counter move and prevents prep fire
 
 Wagon Laggers, Hedges, Plashing, Chains, Stakes - do not disorder
 troops attacking across until they followup recoiling defenders
 
 Minor Water, Ditched Palisade, Gully, Abatis, Tethered Animals -
 disorder troops atacking across
 
 Leaving Major Water = emerging from difficult terrain
 
 Troops on shoreline of major water, lip of gully, and occupying wagons
 are on higher ground
 
 Troops defending behind unoccupied wagons & other obstacles
 are on same level
 
 
 Cover  =  pavise, mantlet, buildings, parapet, palisade, wagons,
 woods, olive groves, orchards
 NOT brush, hedges, stakes
 
 Woods, olive groves & orchards are not cover against JLS or darts
 
 Troops in effective cover always count as shielded
 
 Pavise = Shield & Cover against shooting - neither in H2H
 Not for LI, LMI, LHI
 Mantlet - cover for 2 figures,  takes approach move to setup
 
 
 
 
 
 Weapons
 
 Missle weapons
 
 Art  -  Artillery            SS  -  Staff slings          S  -  Slings
 CB   -  Crossbows            LB  -  Longbows              B  -  Bows
 D    -  Darts                JLS -  Javelins or light spears
 
 
 Hand-To-Hand Combat weapons
 
 JLS  -  Javelins or light spears    HTW  -  Heavy throwing weapons
 LTS  -  Long thrusting spears       SA   -  Side arms
 2HCW -  2-handed cutting weapon     P    -  Pikes
 2HCT -  Cut & thrust pole weapons
 IPW  -  Improvised peasant weapons  -  Equal to SA, but require 2 hands
 
 
 Everyone is assumed to have a Side Arm - sword, club, etc
 
 JLS, if combined with longer range missle weapon
 or used by close formation foot,  are restricted to H2H combat only
 
 JLS H2H combat bonus - only when combined with LTS, HTW, 2HCW, or SA
 
 Long spears used by cavalry  =  Lances
 Count only when charging or counter-charging.
 Count as 'other cav weapons' when not charging or counter-charging.
 
 Bodies with Bow or Sling in front rank cannot charge
 unless front rank also has lances
 
 Elephant crews can use JLS & Pike, and count missle weapons, in H2H, as if SA
 
 Berserker or equivalent - fights as if 2 figures with SA
 Cannot shoot or claim JLS bonus even if one weapon is JLS
 Casts shield away when first contacting enemy in charge or countercharge
 - cannot retrieve it
 
 Slings cannot be used in Close Formation except from fortifications
 
 Darts cannot be used from horseback
 
 Stone-throwers can use incendiary missles only if specified in army list
 - this must be declared & paid for at start
 Other incendiary weapons are optional - substituted for other
 troops after terrain is positioned
 
 
 Shields
 
 
 Figures attacked from rear or right flank,
 or while using weapon requiring 2 hands,
 are shieldless  -  not necessarily for an entire bound
 
 Elephants, chariots, & arty are always shielded
 
 Charging or countercharging cavalry are always shielded
 in H2H combat against foot
 or using lances against opponents without lances
 
 Steady foot with P, LTS, 2HCT, or 2HCW are always shielded,
 in H2H to front, when charging or being charged
 
 Shields have no effect against arty, elephants, chariot horses,
 handguns or incendiary weapons.
 Elephant & chariot crews take account of opponents' shields
 
 
 
 
 
 
 Missle Shooting
 
 
 Prep Fire     -  before charges are declared
 Support Fire  -  at or by bodies charging, being charged,
 or in contact with enemy
 
 JLS cannot support fire
 Arty cannot both prep fire & support fire in the same bound
 
 
 Target priorities
 
 The unit that the firing unit is charging, being charged by,
 or in H2H combat with
 A unit in front of & capable of firing at firing unit
 The body specified by general joining firing unit
 Elephants  (may fire at elephants who are in H2H combat)
 Artillery
 Nearest enemy
 
 
 Shooting arc - An element can shoot at an element directly in front of
 it, or in front of a unit at their side and prolonging their front
 
 Cannot shoot at targets not visible or in an H2H combat (except elephants)
 Long range shooting is at half effect
 Figures shooting at 1/2 effect count as half the number of figures,
 rounded up
 
 Each chariot or elephant crewman with bow or JLS counts as 2 for shooting
 Each arty crewman counts as 2 figures, at arty factors
 
 
 CB, Japanese longbows, bows, LTS, 2HCT, SA, and JLS   (not darts),
 can be used from horseback
 
 Slings cannot be used in Close Formation except from fortifications
 
 
 
 JLS, Sling, Staff Sling - A second rank fires at 1/2 effect
 Mtd bows, foot crossbows - A second rank fires at full effect
 Foot bows - A second rank fires at full effect,
 3rd & 4th ranks fire at 1/2 effect
 
 Disorder does not effect rear rank shooting
 
 Foot longbows fire over a first rank,
 also shooting at same target with longbows, at 1/2 effect
 
 Wedge - All front edge = first rank,  all interior figures = second rank
 
 Skirmishers - 3 ranks of mtd or 2 ranks of foot fire,
 All but first rank at 1/2 effect
 All fire at range of the first rank
 
 Only front ranks can fire in woods, olive groves, orchards -
 except for skirmishers
 Only front rank of E class can fire
 
 LI on same base as elephant  &  LI behind 1 rank of mtd of the same unit
 fire as 2nd rank of entirely LI body
 
 Rear rank of evading mtd troops, & chariot crews,
 can shoot directly to the rear with bows
 
 
 
 Troops charging or countercharging can only fire forward,
 from a rear rank, with bow
 Troops receiving a charge halted,
 prolonging front of a body being charged, or
 projecting behind charger's final flank
 can support shoot at chargers with all weapons except JLS
 
 They can be support-shot at only by charging units
 
 No other shooting is allowed by chargers or charge targets
 except by units in contact with them
 
 Bodies already in H2H combat can shoot only at their opponents,
 only with bow from ranks not eligible for H2H combat
 or with bow from elephant or chariot
 
 
 Troops making approaches or counters can shoot, unless:  artillery,
 interpenetrated by moving friends,
 or exchanged from front rank of figures
 
 
 
 Missle Shooting  -  Procedure
 
 
 Add  Random Factor, Weapons Factor & Tactical Factors
 
 Crossreference total with # of figures firing to find enemy casualties
 
 Casualties inflicted on a unit are divided
 by the number of figures in the first and second ranks
 plus 1/2 the number of figures in the following ranks
 
 The result is the Casualties Per Figure number - CPF
 
 For calculating CPF -
 Elephant, chariot, arty, etc = 5 figures per element
 (plus any LI mounted on same base)
 
 
 Random Factor
 
 Roll 2D5 for each target body, one added to factor & one subtracted
 if 'E' class shooting, count a net plus as a minus
 
 
 
 Weapons Factor
 
 Crossreference weapon & target - modify for unshielded or disordered
 
 If target is 2 or more different troop types -
 Target type is most vulnerable troop type if skirmishers or wedge
 troop type of nearest rank if not skirmishers
 
 Arty that moved in this bound, or cart-mounted arty  =  transport target
 
 
 
 Tactical Factors
 
 -1    if target higher on hill or fortification
 -1    weather hinders vision
 -2    rain this bound for B, LB, Arty,
 or, rain last bound for CB, HG
 -2    target is under cover,
 or, in H2H,  unless across an obstacle
 skirmishers
 in testudo, unless
 Arty, HG, or incendiary weapons are firing
 -2    shooters are disordered or shaken
 -2    shooters are tired or exhausted
 
 
 
 
 
 
 Hand-To-Hand Combat
 
 
 Order of resolving H2H combat is determined by the player whose CinC is
 farthest from his base edge.  If generals are equally advanced,
 roll die
 
 Elements contacting enemy only at corners fight in 2nd H2H round and after
 
 Figures fighting at 1/2 effect = 1/2 that number of figures, rounded up
 
 
 Long spears used by cavalry  =  Lances
 Count only when charging or counter-charging.
 Count as 'other cav weapons' when not charging or counter-charging.
 
 Bodies with Bow or Sling in front rank cannot charge
 unless front rank also has lances
 
 Lance, pike, LTS, or 2HCT  cannot be used in woods
 
 
 Only front rank of E class fights, regardless of weaponry
 
 Unless specifically mentioned here,  only the first rank of a unit
 fights in H2H
 
 
 Pikes - 2nd rank fights at full effect
 If charging, pursuing, following up - 3rd & 4th ranks fight at 1/2 effect
 
 Pikes cannot be used defending fortification or palisade
 (use 'other weapons' factor)
 
 
 HTW - 2nd rank fights at 1/2 effect, even in 2nd & later bounds
 
 HTW weapons factor,
 and negative modifier for attacker against foot with Pike or LTS,
 count only in first bound of an H2H combat
 
 
 LTS - 2nd rank fights at full effect if;  in Close Formation,  AND
 charging or countercharging  (impetuous or not)  at enemy foot
 Otherwise a 2nd rank of LTS fights at 1/2 effect
 
 Experimental Rule
 2 ranks of steady close order foot, armed only with LTS, fight in H2H
 2 ranks of steady close order foot, armed with LTS & JLS,
 fight with LTS in 2nd & later bounds of the same H2H combat
 
 
 JLS, if combined with longer range missle weapon
 or used by close formation foot,  are restricted to H2H combat only
 
 JLS H2H combat bonus - only when combined with LTS, HTW, 2HCW, or SA
 
 JLS in 2nd rank behind foot, cav or chariots - fight at 1/2 effect
 vs. any enemy with a JLS bonus against
 Use "other weapons" plus JLS bonus if JLS is their only eligible weapon
 
 JLS bonus counts on First H2H bound,   and on later rounds only if
 against elephants
 by chariot & elephant crews
 pursuing
 used by foot with no other weapons except SA or D
 
 
 Berserker or equivalent - fights as if 2 figures with SA
 Cannot shoot or claim JLS bonus even if one weapon is JLS
 Casts shield away when first contacting enemy in charge or countercharge
 - cannot retrieve it
 
 
 Chariot horses count as fighting figures only if charging,
 countercharging, following up, or pursuing
 
 Horses of a chariot get the +2 bonus if charging impetuously,
 crew figures do not
 
 Chariot scyths count only if;
 chariot charged or countercharged 2" this bound,
 or against troops it is pursuing or routing thru
 
 Elephant = 5 fighting figures
 
 Elephant crews can use JLS & Pike,
 and count missle weapons, in H2H, as if SA
 
 Up to 2 chariot, elephant, or arty crew can fight to front
 if charging or being charged
 Any chariot, elephant, or arty crew can fight to front, flank, or rear
 if not charging or being charged
 
 Only tactical modifiers affecting Elephant & Chariot Crews are those for:
 Shooting CPFs, Weather, Tired, & Shaken
 
 LI on same base as elephant,  second riders on camels - not counted in H2H
 
 
 
 
 
 
 Hand-To-Hand Combat Procedure
 
 
 To find Weapons Factor:
 Cross-reference weapon & target type,
 add modifier for shieldless target
 Add or subtract Tactical Factors
 Add or subtract Random Factor
 
 
 Crossreference total with # of figures fighting to find enemy casualties
 
 Casualties inflicted on a unit are divided
 by the number of figures in the first and second ranks
 plus 1/2 the number of figures in the following ranks
 
 The result is the Casualties Per Figure number - CPF
 
 For calculating CPF -
 Elephant, chariot, arty, etc = 5 figures per element
 (plus any LI mounted on same base)
 
 
 If there are mixed types in target unit,
 if steady, count type & shields of elements icwe,
 or lead element of wedge
 if not steady, count shields of elements icwe, type of next rank
 
 
 
 
 
 
 Tactical factors
 
 
 + 2    /    Loose or open formation troops charging impetuously
 or    Mounted or their animals fighting artillery
 or    Mounted or their animals fighting disordered foot
 or    Mounted pursuing
 
 +1    Close formation troops charging impetuously
 Steady pike or LTS armed foot receiving an impetuous mtd charge
 Mtd enemy is charging across a hazard
 Advancing down or from a gentle slope
 /      Foot charging or countercharging enemy foot
 or     Mtd troops, or their animals,
 charging or countercharging any enemy except elephants
 or     If attacker if following up or pursuing against that enemy unit
 
 -1    For each CPF received from support shooting
 If fighting 2HCT, elephant with pike-armed crewman,
 or chariot with LTS-armed crewman
 UNLESS steady foot with HTW
 Disordered loose or open formation unit
 Weather hinders vision
 Tired
 
 -2    Fighting non-impetuous steady foot armed with pike or LTS
 UNLESS steady foot with HTW or Pike
 Fighting across a defended obstacle
 Enemy stationary on higher ground and
 did not recoil or follow up last bound
 Disordered close formation troops
 Shaken or exhausted
 
 
 
 Random factors  -  Once per bound for each attacking body,
 Roll D5 for the minus,
 D6 for the plus, for irregular attackers
 D5 for the plus, for regular attackers
 
 Irr A troops add 2 to a net plus
 Reg A and all B add 1 to net minus
 D class subtract 1 from a net plus
 E class switch a net plus to a net minus
 
 If general is in front rank or part of a wedge,
 add 1 to a net minus:
 in each bound, if he's CinC or ally-general fighting with own troops
 only in the first bound of an H2H combat, if a subordinate general
 
 Mounted general joining mtd unit - place staff element in front rank
 
 Mtd general joining foot unit - place staff element behind unit
 General is considered to be in front rank for calculating
 eagerness, random factor, CPF received, & risk to general
 Neither General nor staff counts as fighting figures
 
 
 
 Casualties inflicted on a unit are divided
 by the number of figures in the first and second ranks
 plus 1/2 the number of figures in the following ranks
 
 The result is the Casualties Per Figure number - CPF
 
 Elephant, chariot, arty, etc = 5 figures per element
 (plus LI mounted on same base)
 
 
 
 
 
 Combat Results
 
 
 Transport receiving 4 CPF from arty is destroyed
 Transport receiving 4 CPF from other missle fire
 is permanently immobilized - crew & passengers recoil
 
 
 If a body incld a general receives 2 CPF
 from support shooting & H2H combined
 and H2H DR is -5 +1 or -5 +2
 the general is dead
 remove staff element after CPFs are figured
 Waver test, etc, before rout moves
 
 If a body incld a general receives 3 CPFs from prep fire
 and prep fire DR is -2 +5
 general is wounded
 that body cannot charge or countercharge that bound
 bodyguard escorts general off table ASAP
 Waver tests, etc, before charge declarations
 
 Disabled or routing general cannot
 issue or pass on new orders
 issue prompts or signals
 His command cannot respond to signals
 
 CinC can be replaced by 2inC after 1 complete bound
 
 General's personal standard - lost if he's killed or captured
 leaves table with him if wounded
 Army standard, relic, shrine - lost if unit guarding it is broken in H2H
 rescued if capturing unit is broken in H2H in the next bound
 
 
 If body (except LI) routs over wooden bridge or ice, roll 1D6
 If DR of 1, bridge collapses
 entire body diced for & next body following are eliminated
 
 
 
 
 Prep shooting results
 ---------------------
 
 1 fatigue point for each CPF
 
 3 CPF - Target Disordered - this takes effect before H2H
 
 2 CPF  -  Target must do one of the following if under WAIT orders
 Target may do one of the following if under other orders
 if it cannot or does not, must make waver test
 
 If skirmishers or light troops -
 Evade if charged, rally back otherwise
 If elephants or close or loose formation foot,
 counting shielded to all the shooters,
 Halt until end of next bound
 Mtd troops or Irr A foot -
 Charge unprompted
 
 
 
 
 
 
 
 
 
 Hand-To-Hand Combat Results
 
 
 A body that receives more H2H casualties than it inflicts,  and
 1 CPF or more;
 Recoils disordered if foot fighting mtd (unless mtd break off or rout)
 Breaks off if light troops
 Breaks off or recoils if mtd or loose formation
 Becomes disordered if pikes
 Recoils if disordered pikes
 Destroyed if arty or if exhausted
 Other troops recoil
 
 
 A body becomes disordered if it:
 1.    Receives 2 times as many H2H casualties as it inflicts,
 and 1 CPF or more
 2.    Receives 3 CPF
 3.    Cannot recoil fully
 
 
 A body that receives 2 times as many H2H casualties as it inflicts,  and
 3 CPFs,
 breaks and routs.
 
 Evade - unit moves its full tactical movement away from its attackers
 
 All broken troops Rout  -  same as Evade
 
 Break-off = Rout by unbroken troops
 If pursuers maintain contact, breaking-off troops are Broken -
 counts as if they have just made their initial rout move
 
 Pursuit  -  same as a charge - at evading or routing troops
 
 Recoil in H2H = 1" backward
 Light troops to rear recoil & rally-back
 Other troops in their rear halt & disorder recoiling troops
 Follow-up = 1" forward move
 
 Body in orb forced to recoil first forms block facing enemy, then recoils
 
 Breakthru  -  as pursuit, but opponents have not routed -
 are penetrated and left in position, disordered
 
 
 Impetuous & mtd bodies must follow up if all oppts recoil,
 or some recoil & some break off
 Must pursue if all break off
 
 Troops halted to receive a mtd charge cannot followup
 
 Other troops have options to followup
 
 
 Non-impetuous regular close formation troops and
 Reg foot who received charge halted & have not followed up
 need not pursue
 
 Other regulars must pursue for 1 bound
 Irregulars must pursue for 2 bounds
 Impetuous troops must pursue
 until they're outdistanced or routers are destroyed
 
 
 Pursuers attack in H2H, without reply,
 until contact is broken when they're outdistanced
 or non-impetuous pursuers choose to halt
 
 If pursued swerve around or passthru other enemy units,
 pursuit becomes a Converted Charge if impetuous
 
 If non-impetuous, pursuit can become a Converted Charge
 or halt 1" from enemy
 
 If a converted charge is made against a body ICWE that has not yet
 resolved its H2H combat on that bound:
 The charge target resolves its H2H combat this bound
 It cannot make followup or pursuit moves this bound
 It cannot turn-to-face the converted-charging unit in a counter
 in its next bound
 If it recoils, it becomes disordered instead
 If it breaks, it is turned away from the enemy,
 and will make a rout move in the next bound
 
 Pursuers charged while in contact keep pursuing if impetuous -
 stand, evade, or countercharge if non-impetuous
 
 Arty follows up or pursues by shooting
 
 
 If a body inflicts 3 times as many H2H casualties as it receives,
 without its oppts breaking, it may break thru them
 
 If chariots are fighting loose or open formation troops
 or unsteady troops
 and neither side is broken, breaks off, or recoils
 chariots may break thru
 
 Troops broken thru are disordered
 Troops that break thru are NOT disordered
 
 Expendable elements
 that do not pursue, rout, break thru, or destroy opponents
 are eliminated
 
 If neither side receives 1 CPF, bodies that charged may break off
 
 
 Broken troops rout until rallied or dispersed
 1st bound of rout - move directly away from enemy
 Following bounds - move towards
 Parent unit if detachment
 Own table edge by quickest (not necessarily shortest) route
 Terrain (if they can reach it that bound)
 in which pursuer's move is less than theirs
 If none of these possible, head for nearest edge
 
 
 Breaking-off units are broken if pursuers stay in contact
 
 Routers - except elephants or scythed chariots -
 who run into friendly troops, will:
 interpenetrate if possible
 swerve to a 3" gap within 6" of furthest routing element
 (a 2-element gap between every 4 elements)
 if not possible - burst thru friends
 if friends are shaken or irregulars, they immediately break & rout
 otherwise, are disordered
 
 Routing detachment meeting parent is reabsorbed -
 entire unit is disordered, but not shaken
 
 
 Routers blocked by enemy will swerve around if possible
 if not, will attempt to break thru next bound
 Treat routers as both impetuous & shaken
 Opponents cannot recoil or break
 Routers continue routing if they break thru - are destroyed if not
 Routers cannot fight otherwise & can never shoot
 
 Routing exhausted troops, and troops that become exhausted while routing,
 are destroyed
 
 
 
 
 
 
 
 
 
 
 Rallying
 
 Steady troops rally after approach move
 others at end of bound
 
 Troops rally if they:
 do not move                    suffer no new disorder
 are not in H2H combat          do not countercharge or evade
 
 Rally Forward  -  in present position
 Rally Back     -  an evade move to the rear, passing thru gaps
 or interpenetrating friends
 
 
 Must rally forward if:                   Must rally back if:
 ----------------------                   -------------------
 destroy all H2H opponents          replaced in H2H combat
 evade                              recoiling without being
 break-off                            followed-up
 breakthru
 are broken thru
 cease looting
 cease rout
 
 
 May rally forward to recover from disorder
 
 Can rally forward or back if:
 charge without making contact
 cease pursuit except by converting it into a charge
 
 Troops end 'rally back' facing the direction they came from
 Troops rallying forward can turn 180o in next approach phase
 Can rally into a block or a wedge
 
 
 Routers rally if:
 no known enemy within 6",  and
 were intercepted by general  or
 passed within 2" of friendly steady close or loose formation foot
 
 Routers remain shaken when rallied
 except Irr A, not shaken before breaking, become disordered
 
 Elephants & scythed chariots cannot rally
 
 
 
 Looting  -  enemy baggage captured & no unbroken enemy within 6"
 Continues until general joins looters or successful DR to Counter
 Looting mtd troops are disordered
 Troops that charge or pursue off-table in the specified sector,
 and remain off 2 bounds, loot off-table baggage
 
 
 Troops can leave the table from
 evade                                     charge
 breakoff                                  recoil
 rout                                      pursuit
 difficult area or night deviation
 
 When 1 element leaves table, the entire body leaves
 Cannot return if broken, shaken, ehhausted, or retreating
 otherwise 1/3 chance to return each bound,
 within 6" of spot where they left
 Must rally forward if they return the bound after they left
 
 Scoring
 
 Original rules
 
 Point value of smaller army
 -  Point value of unshaken enemy bodies on table at end of game
 -  Point value of enemy defenses and fortifications not penetrated
 (or totally recaptured)
 -  1/2 Point value of other unbroken enemy on or off table
 -  1/2 Point value of own broken or destroyed troops
 +  50  points if all enemy baggage was looted
 -  100 points if all own baggage was looted
 
 Concession - add 1 point per minute early, but count all troops off-table
 
 You win if your total is greater than 110 % of
 the point value of smaller army
 
 
 NAMASW rules   -   TO BE REVISED
 
 Each player counts up his or her losses
 
 Count full points value for troops broken, routing, & destroyed,
 and killed generals
 Count half points of troops shaken, exhausted, & off-table,
 and wounded generals
 Add 150 points if your baggage camp was looted
 
 Score  =  Opponent's losses minus 1/2 of your losses
 If this is a negative number, your score is 0
 
 
 ....................................................................
 
 
 
 
 
 .....................................................................
 
 
 
 The draft of an article I'm writing on...
 
 
 A modest proposal for modestly sized WRG games,  or...
 
 Micro - WRG   Setup Rules
 
 These are guidelines for setting up small WRG games.  Regard them
 as strictly experimental, try them out, and forward comments to me or to
 Spearpoint.
 
 1:    These are for armies of 500-600 points.
 
 2:    Maximum unit size is 6 elements;  minimum unit size is 1 element
 
 3:    Regular command factor   =  5 points  (also for reg. detachments)
 Irregular command factor = 10 pts  (also for irreg. detachments)
 
 4:    Each side gets one C-in-C and one Sub-General.  They are free if
 they are part of a unit of 2 elements or larger.  If they are mounted as
 a single figure or as part of a 1-element unit, the C-in-C costs 40 pts
 and the Sub-General 20 pts.  There are no restrictions on what type of
 figure a General or Sub-General may be or which troops a Sub-General may
 command.
 
 5:    Minimum requirement for any type of soldiers:  You are required to
 have a maximum of 40 points worth of figures for any troop type required
 on your army's list, rounded UP to the next complete element.  If the
 minimum required number of figures costs less than 40 points, then you're
 required to have (and pay for) only the list's minimum.
 
 
 For an example, let's take WRG list #36, Alexandrian Macedonian
 Required troops are:
 
 Companions 'Regular A' HC   @ 10 pts  -  6 figures are required, at a
 cost of 60 points (4 figures x 10 pts = 40 pts, plus 2 figures to
 round out the partial element).  If a general is part of this unit,
 only 5 figures need be purchased, for 50 pts.
 
 Prodromoi 'Regular B' LC   @ 7 pts  -  6 figures x 7 pts = 42 pts
 
 Thessalians 'Regular B' MC or LC   @ 7 pts  -  6 figures x 7 pts = 42 pts
 
 Hypaspists 'Regular B' LMI  @ 5 pts  -  8 figures x 5 pts = 40 pts
 
 Phalangites 'Regular C' MI   @ 4 pts  -  10 figs, round up to 12 = 48 pts
 
 Agrianian...'Irregular C' LI   @ 3 pts  -  List requires 12 figs = 36 pts
 
 Cretan archers 'Regular C' LI   @ 3 pts  -  List requires 6 figs = 18 pts
 
 
 And, putting together a 500-point army;
 
 C-in-C, 5 Companion HC                          50 pts
 4  Prodromoi                                    33 pts (incld cmd factor)
 4  Prodromoi                                    33 pts
 6  Thessalians, upgraded to HC                  59
 8  Hypaspists                                   45
 15 Phalangites, with Sub-General                60
 12 Agrianian LI                                 46
 8  Cretan archers                               29
 ----
 Pts for more-or-less mandatory troops       =  355,  so we'll add
 
 16 Phalangites                                  69
 12 Thracian LMI with 2HCW                       58
 4 Greek peltasts                               21
 ----
 11 units, 20 horse (incld generals), 76 foot = 503 points
 
 If you (like me) spend your sleepless nights reading the Army Lists
 and putting together possible expeditionary forces, consider this a new
 challenge.
 
 
 
 
 .........................................................................
 
 
 ANSWERS FROM THE UMPIRE
 
 
 Re the article on the '93 interp book in the Jan Spearpoint
 ------------------------------------------------------------
 
 Paragraph '12.  Marches.'  The sentence "In order for a unit that has
 marched to declare a charge, it must have completed EVERY march segment."
 Do you mean to restrict charges, by units that have marched, to
 light cavalry that has marched in each of the 5 segments ?  Please
 clarify.
 
 NO - A unit can charge only if it marches IN EVERY SEGMENT THAT THAT UNIT
 IS ENTITLED TO MARCH IN.  The unit must move the maximum distance it is
 entitled to in every march segment.
 
 
 Paragraph '14.  Converted Charges.'  This sentence seems to have a word
 or two missing - I simply can't understand it.  Please clarify.
 
 See paragraph on 'pursuing' on p 39 of rules.
 If you are following up and hit a new body WITHOUT MAKING AN EXPANSION
 MOVE, you convert charge into that new body.
 
 
 Paragraph '18.  Interpenetration.'  There seems to be an 'or' missing in
 there.
 
 D cannot charge B unless both A & C are already in HTH
 
 
 
 
 On the '92 interpretation book
 ---------------------------------
 
 'Shaken' paragraph at top of p.9  -  No waver test is required, also,
 if all H2H opponents are Destroyed in that combat  -  YES
 
 
 Re Diagram # 7 - is unit A-5 "behind the enemy flank" ?  NO
 
 
 Diagram #11  -  is this 4-rank-deep wedge legal  -  YES, in certain cases,
 if lists permit mixing of troop types
 
 
 
 On the Mini-Open procedure
 --------------------------
 
 Is the playing area 4' x 4'  -  YES
 
 
 Each player may attempt to place 3 pieces of terrain, right ?  YES
 
 
 Is the division of the playing area into rear/forward and flank/center
 zones according to the same distances as the 4' x 6' table  YES
 
 
 
 Re this outline
 ---------------
 
 Should this line on p5 of this outline
 WAIT   -  Units charge only after 2 Enemy CPFs from prep fire
 read instead
 WAIT  -   Units charge only after THEY RECEIVE 2 CPFs from enemy prep
 fire  ???   YES
 
 
 
 On the Cold Wars '93 tournament points system
 ---------------------------------------------
 
 Are points given for
 Enemy units broken but not routing  -  FULL POINTS
 Exhausted enemy units  -  HALF POINTS
 Wounded or dead enemy generals  -  FULL FOR DEAD, HALF FOR WOUNDED
 
 
 
 On the WRG rules -----------------
 
 Fatigue Points -
 A unit gets:
 2 Fatigue Points if a unit including mtd troops
 charges, counter-charges, or converted-charges
 1 FP if it charged impetuously
 1 FP if Knights, Super-Heavy Cavalry, Heavy Chariots charged
 1 FP if a unit charged or counter-charged in consecutive bounds
 (no effect here for converted charges)
 
 All these fatigue-point costs ARE cumulative.
 
 
 What is the procedure for "replacing troops in combat" ?  At first I
 thought that the troops being replaced would make a 'break-off move'
 either around or thru the troops waiting to replace them, but in the
 second paragraph under "Rallying" on p 26, it separates troops making
 break-off moves (which must rally forward), and troops 'replaced in hand-
 to-hand combat' (which must rally back).
 
 Move troops thru those they are replacing - then perform a rally-back
 move with the displaced body at the appropriate time
 
 
 
 Evade moves are allowed 'to light troops, skirmishers, or troops evading
 last bound'.  Is the 'troops evading last bound' clause just to
 accomodate troops forced to leave skirmish formation when evading -
 CORRECT.
 
 
 Exhausted units are removed from the board...
 1     immediately upon getting a 16th Fatigue point    NO
 2     immediately upon getting a 15th Fatigue point    NO
 3     when attacked    NO
 4     if they are routed, or if they are currently routing    YES
 5     under any other circumstances  NO
 
 
 
 P. 21 - Bodies with Bow or Sling in front rank cannot charge
 unless front rank also has lances  -
 Does this apply at all times or only under Attack orders ?   -
 ONLY under Attack orders
 Does this apply to troops like the Achamenaed Persian & Median infantry from
 List 28 -  MI or HI with JLS, B, Sh  -  YES
 
 Can bow-armed units charge:
 Disordered enemy units  -  YES
 The flank or rear of enemy units  -  YES
 Enemy light troops  -  NO
 
 
 
 P 37 - casualties from prep fire - Can irregular loose formation foot
 that takes 2 CPF from prep fire do anything besides make a waver test - NO
 
 
 Units charged in flank or rear DO NOT have a chance to strike back in
 H2H combat
 
 
 
 What are the rules for combining elements, of different types, into the
 same unit ?
 
 IF THE TROOP TYPES HAVE THE SAME NAME (ie all Aztec 'warriors') - MAYBE;
 Knights & sergeants - yes;
 Otherwise, only if fine print allows.
 
 
 Are the required troops in army list just for a 1500-1600 pt army and
 prorated for bigger or smaller armies,  or the same
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