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Transcript of Micro Ancients (7165245)
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johnny okane (order #7165245)
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 2
Introduction to the Hurlbat Publishing Edition
Welcome to the Hurlbat Publishing edition of Micro Warfare Series: Micro Ancients
This series of games was original published by Tabletop Games in the 1970s with this title being published in 1976. Each game in
the series aims to recreate the feel of tabletop wargaming with large numbers of miniatures but using printed counters and
terrain so that games can be played in a small space and are very cost-effective.
In these new editions we have kept the rules and most of the illustrations unchanged but have modernised the layout and
counter designs to refresh the game.
These basic rules can be further enhanced through the use of the expansion sets below, which each add new sets of army
counters and rules to the core game:
Product Subject Additional Armies
Expansion I Chariot Era & Far East Assyrian; Chinese; Egyptian
Expansion II Classical Era Indian; Macedonian; Persian; Selucid
Expansion III Enemies of Rome Britons; Gallic; Goth
Expansion IV Fall of Rome Byzantine; Hun; Late Roman; Sassanid
Expansion V The Dark Ages Norman; Saxon; Viking
Happy gaming!
Kris & Dave
Hurlbat
July 2012
Copyright 2012 Hurlbat Publishing
Edited by Kris Whitmore
Contents Introduction to the Hurlbat Publishing Edition ................................................................................................................................... 2
Move Procedures ................................................................................................................................................................................ 4
Terrain ................................................................................................................................................................................................. 4
Missile Combat ................................................................................................................................................................................... 6
Melee Combat .................................................................................................................................................................................... 8
Appendix One Creating Terrain ...................................................................................................................................................... 12
Appendix Two - Deciding the Winner ............................................................................................................................................... 13
Appendix Three Counters and Definitions ..................................................................................................................................... 14
Appendix Four Combat Charts ....................................................................................................................................................... 16
Appendix Five Rules clarifications .................................................................................................................................................. 19
Tip - For best results when printing counters, please set your Page Scaling option to None.
johnny okane (order #7165245)
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 3
Micro Ancient Warfare
This game recreates a battle during the Punic Wars, between Carthaginian and Roman Republican armies.
The Roman army counters represent a force of two legions, with auxiliary and other friendly foreign troops, totalling
approximately 22,000 men. The Carthaginian army is typical of a mercenary type army, with counters representing some 30,000
men.
Using the simple but comprehensive rules, up to six players are able to recreate a complete battle on any flat surface. The
battlefield can be varied to suit any type of terrain, thus giving an extremely variable playing area.
Now the Carthaginian army can once again cross the Alps into Italy, fight their way into the heart of the Roman countryside,
winning great victories such as at Cannae, and once again be forced back into the African continent, to be defeated at Zama.
You are the general commanding one of these armies.
johnny okane (order #7165245)
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 4
Move Procedures
The game is played on an alternate move basis, each side throwing one die at the beginning of the game and the higher score
moving first on all odd numbered moves. No unit, other than those which are counter-charging, routing, retreating or evading
may move in their enemys move turn.
The sequence of each move is as follows:
1. Move all routing and retreating units
2. Moving player declares any charges, measures the distance to contact and determines at which point in the move
contact was made. The moving player then moves his other units as required
3. Non-moving player specifies any evading of counter-charging units and determines their move
4. Non-moving player determines the result of any missile fire, resolving any missile morale tests resulting from this
missile fire as they occur
5. Resolve all melees, taking a morale test as the result of each individual melee as it is completed
Terrain
See Appendix One for details on how to make and set up your battle terrain.
Cover
A unit will be considered to be in cover when in a wood, on the edge of dead ground, in broken ground or behind a wall or
hedge.
Vision Restrictions
Troops in woods will be able to see other troops only if they are within 30mm of each other. Troops in the woods will not be
seen by troops outside the wood if the latter is not on the edge of the wood.
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 5
Interpenetration
This occurs when one unit passes through another. One unit must be stationary whilst the other moves through it. Open order
units may pass through other units without unforming either, all other troops will unform both their own unit and the ones they
pass through.
Close order units may not interpenetrate other close order units, with the exception of the Roman Cohort change rule. Units
interpenetrated may not mount a counter-charge in the same move.
Unforming
A unit will become unformed when one of the following occurs:
1. Close Order and order troops and armoured cavalry will become unformed when moving through woods, over broken
ground and soft sand
2. If M3 class troops are contacted by an enemy whilst wheeling
3. If a unit is hit in the flank or rear and no troops are facing that way
4. After disengaging from a melee against any troops other than open order infantry
5. Immediately a unit begins to rout
6. After completing a pursuit, but not whilst pursuing
7. Cavalry within 75mm of elephants
8. By interpenetration
Reforming
A unit in melee will not be able to reform until it disengages. Reforming will take one stationary move. Missile armed troops
may fire at half effect whilst reforming. All troops may counter-charge if charged but will count as unformed in the melee.
Roman Cohort Change Rule
This rule is included to simulate the interchanging of lines in the Roman Cohort when in melee. A Roman Cohort may change
position with another cohort which is supporting is and which is within 10mm of its immediate rear. This must be done during
their own move turn; the object being to bring a fresh unit into contact. When this movement is used, it will mean the Roman
unit giving ground because the front unit must withdraw through the supporting unit. In this case only, neither will become
unformed. Enemy units may follow up in the same move and will be classed as advancing if they do so.
Enemy unit
Cohort 1
Cohort 2 Cohort 2
Cohort 1
Cohort 2
Cohort 1
Enemy unit
Enemy unit
During the Enemy Units move, both units choose to
melee.
During the Roman move, Cohort 1 chooses to fall back through Cohort 2,
neither becoming unformed
Enemy unit advances to contact Cohort 2 in the
same move, if required. It will not count following up or charging but will count
as advancing.
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 6
Missile Combat
Weapon Ranges
Weapon Close Range Long Range
Bows Up to 75mm 75mm to 150mm
Slings Up to 75mm N/A
Javelins Up to 15mm N/A
War Engines N/A Up to 400mm
Note: Hand-hurled weapons are not thrown during the move that a unit charges into contact. This is taken into account in the
melee calculation. No unit may fire whilst charging.
Arcs of Fire
To determine if a unit can fire at a target, place the firing arc segment alongside the firing unit counter and lay a tape measure
along the appropriate line. If any of the target counters are within the arc then they may be engaged.
Open order bow armed cavalry may also fire 60 either side of their centre to the rear.
Missile fire calculation
When two opposing units come within the relevant missile range, and one is capable of firing, the result of such fire is calculated
as follows:
1. Measure the range from the centre of the firing unit to the nearest point on the target counter and determine if it is
within close or long range
2. Turn to the missile table on the combat charts, and cross-reference the relevant number of fighting factors firing with
the number of fighting factors in the particular target formation. This gives the basic factor loss by the target.
3. Throw a random factor and multiply the result by five. Add or subtract this result to the basic factor from 2 above
Missile Random Factor
This is determined by throwing one red die, counting the score as negative, and one black die, counting the score as positive.
The result achieved cannot be outside the limits stated in the table below:
Troop Class Maximum Minimum
M1 +3 -1
M2 +5 -3
M3 +5 -5
Note: If an M1 unit achieves a random factor result of +4 it is counted as only +3.
Result
Any positive result gives the number of fighting factors lost by the target unit. This figure is subtracted from the units present
fighting factor total on the casualty record sheets. Ignore any negative results.
Example:
450 bowmen are firing at 1000 close order infantry at 120mm range, and the random factor result is plus two. From the table
the basic factor is thirty one and the random factor is plus ten (i.e. 2 x 5), giving a final result of 31 + 10 = 41 fighting factors lost.
Had the random factor been -2 then the above result would be 31 10 = 21 fighting factors lost.
Firing into Melee
No unit may be engaged with missile fire while it is engaged in melee.
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 7
Missile Morale
This morale test is taken by a unit which suffers the loss of 50 or more fighting factors from missile fire in any one move. The
test should be taken immediately the loss occurs. Any compulsory action by the unit will not take place until the beginning of
the next move unless it is a charging unit, when the order will apply from the point where fire was taken.
To determine a units missile morale, take a basic morale factor of 80 and add or subtract the following:
1. From Table 3 on the morale combat chart, determine the units random factor by throwing one die and cross
referencing this score with the units M rating. Add or subtract this result to the basic morale rating factor
2. Turn to the total loss factor table, Table 2, and compare the units present fighting factor with its initial fighting factor
and subtract the result, if any, from 1 above
3. Finally, add or subtract any tactical factors from Table 4
Result
The resulting score is now cross-referenced on the Morale Results Table to determine the units course of action next move, or
this move if it is charging.
johnny okane (order #7165245)
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 8
Melee Combat
A melee will take place when two or more opposing units come into contact with each other. All melee calculations will be
made at the end of each move.
Charging
A unit may charge once in every three moves but may use its charge rate continually when pursuing a unit which it has routed,
or which is attempting to evade it. Open order sling and bow armed troops may not initiate a charge.
Counter-Charging
A unit wishing to counter-charge may elect to do so even in its own firing move. For a unit to mount an effective counter-charge
it will not be able to fire if it is at close range. If at long range it may fire before starting its charge. An infantry unit may only
counter-charge another charging infantry unit.
Pursuit
Pursuit, after a melee, is automatic of the first move, except for artillery crews who never pursue, M1 class infantry and other
units who are with the C-in-C and who may choose their action.
On the second and subsequent rounds of pursuit all units except M3 class may break off the pursuit. M3 class units may
attempt to break off pursuit by throwing one die: 1-4 and they must continue the pursuit; 5-6 and they may break off the
pursuit. Routing units and their pursuers will move and melee each move, ignoring the firing and non-firing move rules.
Evading
Open order sling and bow armed troops and artillery crews must attempt to evade an attacker. Other open order troops may
evade as necessary.
An evade move must be declared immediately the charge is announced and is then a move straight back without allowing for
any turn deduction. The evading unit will finish with its back to the enemy and will be unformed at the end of the move.
Gallic Infantry
Gallic infantry have a special melee rule to simulate the throwing of their javelins as they charge home, and then reverting to the
use of their large flat swords. To represent this, Gallic swordsmen will count as javelin armed troops in the first round of melee.
In the second and subsequent rounds they will count as sword armed troops.
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 9
Flank Attacks
When an attacking unit engages another in flank, or only part of an enemy unit counter, it will count only half its present fighting
factor in the first round of melee. In the second and subsequent rounds of the same melee the unit may count its full fighting
factor, if not engaged by more than one enemy unit.
Note: Infantry may only advance to engage enemy cavalry in a melee if the cavalry are already engaged in a stationary melee. A
ttac
ker
Attacker Attacker
Attacker
Att
acke
r
Defender
Defender
Defender
These units may only use half their present fighting factor in
the first round of melee
This unit will use half its present fighting factor against each
attacking unit in all rounds of the melee
In this instance both attacking units will count their full present fighting factor in
the second and subsequent rounds of melee. The defending unit will count its
full present fighting factor to its front and also one quarter of its present fighting
factor to its attacked flank
Melee Calculation
When two or more unit counters come into contact with each other a melee will result. To determine the result of the melee
proceed as follows:
1. From Table 1 on the Melee Chart, determine the units weapon factor by cross-referencing the units present fighting
factor with the type of enemy it is engaging, in the appropriate weapon section
2. Add or subtract to 1 above any tactical factors that apply
3. Finally, throw one die and cross-reference the score with the units M rating in the Random Factor Table. Add or
subtract the result to 2 above.
Result
Any positive result is the number of fighting factors lost by the opposing unit. If more than one unit is opposing, divide the
result in proportion to the number of units engaged. Ignore any negative results.
4. Repeat steps 1 to 3 above for the opposing unit
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 10
Melee Morale
This is a continuation of the melee and such tests should be taken by the unit losing the most factors in the melee round.
5. After 4 above, determine which unit as lost the melee, i.e. the unit losing the most fighting factors, and its loss factor
from Table 1
6. From the Tactical Factor Table add or subtract any relevant tactical factors to 5 above
7. Turn to the Total Loss Factor Table, Table 2. Compare the units present fighting factor with its initial fighting factor and
subtract the result, if any, from 6 above
8. Throw one die and cross-reference the score with the units M rating on the Random Factor Table. Add or subtract
this result to 7 above
Result
Using the resulting factor consult the Morale Results Table to determine any compulsory action which the unit must carry out
next move.
GOOD The unit may carry on the with the melee or take any other optional action
PUSHED BACK Tthe unit is pushed back 10mm, giving the opposing unit the option to follow up
RETREAT 1 MOVE The unit must retreat facing the enemy for one move, giving the opposing unit the option to follow up
ROUT The unit will turn, without penalty, and move at rout speed directly away from the melee. In the following moves, if not rallied, it must attempt to move directly towards its own base line.
Retreat to Cover
Applies to missile morale only, and means that the unit must retreat, facing the enemy, to the nearest cover.
Cover is defined as: to the rear of friendly close order or order troops. Once in cover the unit must remain stationary for one
move.
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 11
Note on Routing Units
A routing unit may move round other friendly units if those units are not touching it, and there is a gap, at least 10mm wide, to
one flank. If neither of these cases applies the routing unit must break through them.
Defender Defender Defender Defender Defender Defender
DefenderDefender
Attacker Attacker
Ro
ut
Ro
ut
Rallying
To rally a routing unit throw one ordinary die and consult the table below:
Unit Strength
M Rating Full to to to Below
C-in-C with unit
M1 2 to 6 3 to 6 4 to 6 5 or 6
M2 3 to 6 4 to 6 5 or 6 6
M3 4 to 6 5 or 6 6 -
C-in-C not with unit
M4 3 to 6 3 to 6 5 or 6 6
M5 4 to 6 5 or 6 6 6
M6 4 to 6 5 or 6 6 -
NOTE: The figures in the table are the dice throw required to rally a unit.
johnny okane (order #7165245)
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 12
Appendix One Creating Terrain
To make up terrain features for this game proceed as follows:
Hills
Cut hill contours from brown or grey card, in varying sizes and shapes, and mark the crest line on each:
1"
to 2
"
6" to 10"
2"
to 4
"
4" to 6"
Place on top, lining up the crest lines at either end.
Dead ground, broken ground and soft sand
Cut irregular shape between 4 and 6 long by 1 to 3 wide from coloured card different to that which is used for the hills.
Mark each piece with the type of ground that it represents. Scrub and wood can also be made in this way using green card.
Road, rivers and bridges
All such terrain features can be indicated on the playing area by using coloured chalks.
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 13
Appendix Two - Deciding the Winner
Set up the terrain and before placing the unit counters in their start positions decide which game type is to be played:
Allocate points, between 50 and 200 to various terrain features
Or, determine some action which the attacker must take to achieve victory i.e. clear the road off the board or take the main hill
in the defenders centre.
To achieve victory the attacker must either take more terrain points than the defender holds at the end of the game, for the first
case, or achieve his objective for the second case.
Type of Game
It is suggested that the type of game played is that of attack/defence, where one side occupies a defensive position and the
other side assaults that position. The defender should occupy positions which cover at least three quarters of the width of the
playing area, and his forces should be set up before the attacker determines the start positions for his units.
Campaigns
For the purpose of campaigns use the following scale:
Battlefield mile = 400mm
One pair of moves = hour
Writing Orders
In the basic game, when each side has set out its unit counters, both commanders write general orders for each section of their
army. These orders will be carried out and may only be changed by the C-in-C counter being moved to the units concerned in
the new orders.
Individual units may be given specific orders if required, and artillery must be given specific targets or target priorities, which
may only be changed by the C-in-C.
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 14
Appendix Three Counters and Definitions
Casualty Record Sheet Definitions
U Unit Identification
IF Initial fighting factor
K Killed
PF Present fighting factor
B Artillery unit identification
D This column should be ignored
Game Counters
I 2
CO 625 M2
Troop type / Legion number Cohort number
Unit formation
Initial fighting factor
Units M rating
NOTE: All Roman and Carthaginian cavalry are armed with javelins and swords. Roman cohorts are armed with legionary
weapons. Other units are armed as indicated on the counter.
Other Counters
RC
Place by the side of a unit ordered to retreat to cover
PB
Place by the side of a unit which is pushed back in melee
R
Place by the side of a unit which is ordered to retreat
NOTE: To indicate a unit which is routing, take any of the above counters and place by the unit with the blank side upper-most.
Weapon Identification Codes
LTS Long Thrusting Spear
STS Short Thrusting Spear
HTS Heavy Throwing Spear
2HH Two-Handed Cutting Weapon
Sw Sword Only
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 15
Carth
aginian
Arm
y
Clo
se ord
er infan
trySp
anish
or
Gau
lsSp
anish
or
Gau
ls
Op
en o
rder in
fantry
Op
en
ord
er cavalry
Op
en
ord
er cavalry
Clo
se o
rder
cavalry
Clo
se o
rder
cavalry
Op
en o
rder in
fantry
Legion
2Sp
anish
or
Au
xiliaryLegio
n 1
Span
ish o
r A
uxiliary
Op
en
ord
er cavalry
Clo
se o
rder
cavalry
Op
en
ord
er cavalry
Clo
se o
rder
cavalry
Artillery
Ro
man
Arm
y
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 16
Appendix Four Combat Charts
Melee Tables
Own Weapon
Own Present Fighting Factors
Opposing Troop Type
Cav. Inf. Ele. Char.
LEGIONARY WEAPONS
Over 800 85 106 65 75
601-800 68 88 50 60
401-600 52 71 37 48
201-400 36 54 23 32
Under 201 18 34 8 15
LONG THRUSTING SPEAR & SHORT
THRUSTING SPEAR
Over 800 90 100 70 80
601-800 75 80 51 60
401-600 55 62 33 42
201-400 38 45 20 30
Under 201 18 25 10 15
INFANTRY DART OR JAVELIN
Over 800 82 90 80 90
601-800 63 80 60 70
401-600 44 70 40 50
201-400 26 50 20 30
Under 201 16 30 12 15
ALL TYPES OF HEAVY
THROWING SPEAR
Over 800 87 113 80 90
601-800 67 93 60 70
401-600 48 73 40 50
201-400 28 53 20 30
Under 201 17 33 12 18
INFANTRY ARMED ONLY WITH
SWORD
Over 800 48 55 40 44
601-800 38 45 30 34
401-600 28 35 22 25
201-400 20 30 18 19
Under 201 10 18 8 9
CAVALRY JAVELIN AND SWORD
(Note 1)
Over 600 80/55 85/60 60/60 70/50
401-600 58/35 70/40 40/40 50/32
201-400 38/25 50/30 20/20 30/22
101-200 20/15 30/20 10/10 18/12
Under 101 10/8 25/15 8/8 12/8
ELEPHANT
Over 200 30 45 25 45
101-200 20 30 18 30
Under 101 12 17 10 17
PIKE (Note 2)
Over 1001 120 125 115 125
801 1000 100 105 95 105
601 800 80 85 75 85 401 600 60 65 55 65 201 400 40 45 35 45 Under 201 20 25 18 25
TWO-HANDED CUTTING
WEAPON (Note 2)
Over 801 65 90 60 65
601 800 60 80 50 55 401 600 50 60 30 35 201 400 30 55 20 25 Under 201 20 40 15 20
CHARIOT (Note 2 & 3)
Over 301 66 78/32 30 78
151 300 46 58/25 20 58 Under 151 18 32/15 12 32
1. Javelin Armed / Sword Armed 2. Please refer to expansions for additional rules 3. Against infantry values are for normal/passing melee
Table 2 Random Factors
Class Dice Throw
1 2 3 4 5 6
M1 -10 -5 0 +5 +10 +15
M2 -15 -10 0 +5 +5 +10
M3 -15 -10 -5 -1 0 +10
Table 3 Tactical Factors
+5 +5 +8
+12 -10 -20 -30 -10 -20
Fresh unit joins melee this move (not if unit charged) Enemy pushed back last move Following up a retreating or routing enemy United charged into contact this move Infantry facing enemy across cover Cavalry or elephant facing enemy across cover Chariots facing enemy across cover Own unit unformed Own unit routing
Melee Round
Enemy Weapons Own Weapon
Javelin HTS Pike/LTS Legion. Kontos Gallic Sword
1st -3 -8 - -8 +10 +5
Subs. - - -5 -5 - -
Missile Table
NUMBER OF FIGHTING FACTORS FIRING 901+ 701 To 900
501 To 700
301 To 500
101 To 300
1 To 100
RAN
GE
Long All artillery and bows over 75mm
TAR
GET F
OR
MATIO
N CO & O
Infantry & CO Cav.
FIG
HTIN
G F
ACTO
RS I
N
TAR
GET
901+ 57 48 41 31 23 13
300-900 45 40 35 27 19 10
1-300 38 36 32 24 17 8
Open Order Troops
901+ 35 29 23 18 14 10
300-900 28 24 20 16 12 8
1-300 23 21 18 14 11 8
Armoured Cavalry
901+ 28 23 18 14 11 8
300-900 22 19 16 12 9 6
1-300 18 16 14 10 7 4
Short Bows under 75mm & hand-hurled weapons & slings T
AR
GET F
OR
MATIO
N CO & O
Infantry & CO Cav.
FIG
HTIN
G F
ACTO
RS I
N
TAR
GET
901+ 80 72 64 49 36 20
300-900 65 60 55 42 30 17
1-300 55 53 50 38 27 15
Open Order Troops
901+ 62 53 44 34 24 12
300-900 50 44 38 29 20 10
1-300 42 40 34 26 18 8
Armoured Cavalry
901+ 44 36 29 23 18 11
300-900 35 30 25 20 15 9
1-300 29 27 22 18 13 7
Troop Class Maximum Minimum
M1 +3 -1
M2 +5 -3
M3 +5 -5
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 17
Movement Tables The tables below give the maximum distance in MMs that a unit may move in any one move turn.
Troop Type
Normal Rate
Charge/Rout Rate
Wheeling *
Retreat Rate
CO Infantry
45 60 25 30
O Infantry 75 100 40 40
OO Infantry
90 120 50 50
A Cavalry 60 120 45 25
CO Cavalry 110 200 75 40
OO Cavalry 160 220 120 80
Elephant 75 100 20 Not Poss.
Chariot 80 120 20 Not Poss.
* This distance is the maximum distance which a unit, or any part of that unit, may move in any turn in which it wheels.
Turning To turn a unit up to 180 requires one full move.
Terrain Woods Broken
Soft Sand Marsh Hills *
Inf. CO Rate Impassable
-30 O
OO Normal Rate
Cav.
A Rate
Impassable -40 CO
OO Normal
* Penalty applies to either up or down. CO Close Order; O Order; OO Open Order; A Armoured
Morale Tables Table 1 Losses
Own Losses
0-1
0
11-2
0
21-3
0
31=
4-
41-5
0
51-6
0
61-7
0
71-8
0
81-9
0
91-1
00
101-1
10
111-1
20
121-1
30
131-1
40
Over
140
Enemy Losses
0-10 75 60 40 25 10 R R R R R R R R R R 11-20 75 60 50 30 20 10 R R R R R R R R 21-30 75 60 50 30 20 10 R R R R R R R 31-40 75 60 50 30 20 15 R R R R R R 41-50 75 60 50 30 20 15 R R R R R 51-60 75 60 50 30 20 15 R R R R 61-70 75 60 50 30 20 15 R R R 71-80 75 60 50 30 20 15 R R 81-90 75 60 50 30 20 15 R
91-100 75 60 50 30 20 15
101-110 70 55 45 25 15
111-120 70 55 45 25
121-130 70 55 45
131-140 70 55
Over 140 70
R = Automatic Rout Table 2- Total Unit Loss
Present Fighting
Factor
Up t
o 7
4
75-1
49
150-2
49
250-3
75
376-5
25
526-6
75
676-8
25
826-9
75
Over
975
Initial Fighting Factor
200-300 -30 -20 -10
301-500 -30 -30 -20 -10
501-700 -30 -30 -25 -20 -10
701-900 -30 -30 -30 -20 -20 -10
901-1100 -30 -30 -30 -25 -20 -20 -10
1101-1300 -30 -30 -30 -30 -25 -20 -20 -10
Over 1300 -30 -30 -30 -30 -25 -20 -20 -10 -10
Table 3 Random Factors
Dice Throw 1 2 3 4 5 6
M Rating M1 +5 +10 +20 +25 +30 +30
M2 -5 0 0 +5 +10 +15
M3 -10 -5 0 0 +5 +10
Table 4 Tactical Factors
+10 C-in-C with unit +10 Unit advanced for any part of move -10 Unit unformed -10 Unit unsupported when in the open
and no other unit within 150mm -12 If under missile fire -5 Pre friendly unit routing within
200mm and in sight (up to a maximum of -15 factors)
Table 5 Morale Result Table
Morale Factor Total
Unit in melee Unit under fire
70+ Good Good
60-69 Pushed Back Good
50-59 Retreat 1 Move May not advance for 1 move
40-49 Retreat 1 Move Retreat to cover *
Less than 40 Rout Rout
* Cover may be defined as to the immediate rear of a friendly close order or order unit
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 18
Casualty & Fighting Factor Record Infantry
U IF U IF U IF U IF U IF U IF U IF
K D PF K D PF K D PF K D PF K D PF K D PF K D PF
U IF U IF U IF U IF U IF U IF U IF
K D PF K D PF K D PF K D PF K D PF K D PF K D PF
U IF U IF U IF U IF U IF U IF U IF
K D PF K D PF K D PF K D PF K D PF K D PF K D PF
Casualty & Fighting Factor Record Cavalry & Artillery
U IF U IF U IF U IF U IF U IF U IF
K D PF K D PF K D PF K D PF K D PF K D PF K D PF
U IF U IF U IF U IF B IF B IF B IF
K D PF K D PF K D PF K D PF Target PF Target PF Target PF
B IF B IF B IF B IF B IF B IF B IF
Target PF Target PF Target PF Target PF Target PF Target PF Target PF
johnny okane (order #7165245)
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 19
Appendix Five Rules clarifications Question Response
If a routing unit breaks through another friendly unit what status does this unit become? Unformed
If charging units move in phase 2 of the movement sequence, how can counter charging units move if they will become adjacent at the end of the move?
Measure the charge distance of both charging and counter charging units, they will meet at the halfway point
If a pursuit after a melee is automatic for the first move, may pursuing units move in phase 1 of the enemys next move turn?
Yes, if they do not wish to break off the pursuit they remain in contact unless the routing unit moves faster.
When units are pushed back as the result of a morale check do the opposing units following up, move in phase 1 of the next move? They follow up automatically as it is assumed to be at the same time.
May pursuing units move in their enemys move turn? Only when in contact with a routing unit.
At what rate does an evading unit move? Charge rate.
In the second and subsequent rounds of melee, what factor does a flanked unit have to its front and flank? The unit will have full factor to the front and to the flank.
Is it possible to fire on an enemy which is behind another unit (friendly or enemy)? No, this is classed as in dead ground.
Are losses of melee calculation step 1 taken into account by the opposing unit in melee calculation step 4? No, they are considered to be simultaneous.
johnny okane (order #7165245)
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Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 20
10
20
30
40
50
60
70
80
90
100
110
120
130
140
150
C in
C
Bow
1
OO
350 M
3
I 2
CO
625 M
2R
om
an 1
CO
358 M
1
I 1
CO
1100 M
2
R
I 3
CO
625 M
2
I 4
CO
625 M
2
I 5
CO
625 M
2
I 6
CO
625 M
2
I 7
CO
625 M
2
I 8
CO
625 M
2
I 9
CO
625 M
2
I 10
CO
625 M
2
II 2
CO
625 M
2
II 3
CO
625 M
2
II 4
CO
625 M
2
II 5
CO
625 M
2
II 6
CO
625 M
2
II 7
CO
625 M
2
II 8
CO
625 M
2
II 9
CO
625 M
2
II 10
CO
625 M
2
Irregular 1
OO
203 M
3
Irregular 2
OO
203 M
3
Irregular 3
OO
203 M
3
I 2
CO
1100 M
2
Javelin
1
CO
500 M
2
Javelin
2
CO
500 M
2
Javelin
3
CO
500 M
2
Javelin
4
CO
500 M
2
Bow
2
OO
350 M
3
Slin
g 1
OO
230 M
3
Slin
g 2
OO
230 M
3
Artillery 1
OO 200 M2
Artillery 2
OO 200 M2A
uxiliary
1
OO
235 M
2
Auxiliary
2
OO
235 M
2
Auxiliary
3
OO
235 M
2
Auxiliary
4
OO
235 M
2
Auxiliary
5
OO
235 M
2
Auxiliary
6
OO
235 M
2
R
RR
RR
R
R
R
R
RR
RR
C
RC
RC
RC
RC
RC
RC
RC
RC
RC
RC
RC
RC
Rom
an 2
CO
358 M
1
Rom
an 3
CO
358 M
1
Rom
an 4
CO
358 M
1
Rom
an 5
CO
358 M
1
Rom
an 6
CO
358 M
1
Span
ish 1
HT
S
CO
980 M
3
Span
ish 2
HT
S
CO
980 M
3
Span
ish 4
HT
S
CO
980 M
3
Span
ish 3
HT
S
CO
980 M
3
Auxiliary
1
LT
S
CO
980 M
3
Auxiliary
2
LT
S
CO
980 M
3
Citizen
1
LT
S
CO
11
56
M1
C in
C
Gallic 1
Sw
O 9
70
M3
Elep
han
t 1
30
0 M
3
No
ble
CO
61
3 M
1
Gallic 1
CO
49
0 M
3
Irregu
lar 1
OO
45
0 M
3
PB
10
20
30
40
50
60
70
80
90
10
0
11
0
12
0
13
0
14
0
15
0
FIRIN
G A
RC
S C
lose O
rder
& artillery
O
pen
Ord
er
PB
PB
PB
PB
PB
PB
PB
PB
PB
PB
PB
PB
PB
Citizen
2
LT
S
CO
11
56
M1
Lib
yan
1
LT
S
CO
10
67
M2
Lib
yan
2
LT
S
CO
10
67
M2
Lib
yan
3
LT
S
CO
10
67
M2
Lib
yan
4
LT
S
CO
10
67
M2
Lib
yan
5
LT
S
CO
10
67
M2
Lib
yan
6
LT
S
CO
10
67
M2
Lib
yan
7
LT
S
CO
10
67
M2
Lib
yan
8
LT
S
CO
10
67
M2
Sp
anish
1
HT
S
CO
10
67
M2
Sp
anish
2
HT
S
CO
10
67
M2
Sp
anish
3
HT
S
CO
10
67
M2
Sp
anish
4
HT
S
CO
10
67
M2
Gallic 2
Sw
O 9
70
M3
Gallic 3
Sw
O 9
70
M3
Gallic 4
Sw
O 9
70
M3
Gallic 5
Sw
O 9
70
M3
Gallic 6
Sw
O 9
70
M3
African
1
Javelin
OO
35
0 M
2
African
2
Javelin
OO
35
0 M
2
African
3
Javelin
OO
35
0 M
2
Sp
anish
1
Javelin
OO
35
0 M
2
Sp
anish
2
Javelin
OO
35
0 M
2
Balearic 1
Javelin
OO
35
0 M
2
Balearic 2
Javelin
OO
35
0 M
2
Elep
han
t 2
30
0 M
3
Lib
yan
1
CO
57
9 M
2
Lib
yan
2
CO
57
9 M
2
Lib
yan
3
CO
57
9 M
2
Sp
anish
1
CO
53
3 M
2
Sp
anish
2
CO
53
3 M
2
Gallic 2
CO
49
0 M
3
Gallic 3
CO
49
0 M
3
Irregu
lar 1
OO
45
0 M
3
Irregu
lar 1
OO
45
0 M
3
Irregu
lar 1
OO
45
0 M
3
Irregu
lar 1
OO
45
0 M
3
Irregu
lar 1
OO
45
0 M
3
johnny okane (order #7165245)
Introduction to the Hurlbat Publishing EditionMove ProceduresTerrainCoverVision RestrictionsInterpenetrationUnformingReformingRoman Cohort Change RuleMissile Combat Weapon RangesArcs of FireMissile fire calculationMissile Random FactorResultFiring into MeleeMissile MoraleResult
Melee CombatChargingCounter-ChargingPursuitEvadingGallic InfantryFlank AttacksMelee CalculationResultMelee MoraleResultRetreat to CoverNote on Routing UnitsRallying
Appendix One Creating TerrainHillsDead ground, broken ground and soft sandRoad, rivers and bridges
Appendix Two - Deciding the WinnerType of GameCampaignsWriting Orders
Appendix Three Counters and DefinitionsCasualty Record Sheet DefinitionsGame CountersOther CountersWeapon Identification Codes
Appendix Four Combat ChartsAppendix Five Rules clarifications