Warrior Warrior Ancient and Medieval Rules
A Four Horsemen Enterprises Rules Set
 
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WRG players' notes

 
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Recruit
Recruit


Joined: 12 Apr 2006
Posts: 88

PostPosted: Mon Jul 17, 2000 8:08 pm    Post subject: WRG players'' notes


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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