Académique Documents
Professionnel Documents
Culture Documents
3 Units
3.1
Table of Contents
1 Document structure ....................................... 1
2 Introduction ................................................... 1
3 Units .............................................................. 1
4 Terrain ........................................................... 3
5 Game sequence .............................................. 4
6 Activations..................................................... 5
7 Action tests .................................................... 6
8 Melee ............................................................. 8
9 Sample army lists .......................................... 9
10
Optional rules ............................................ 9
11
Rule examples ......................................... 10
12
Example of Play ...................................... 13
13
Designer Notes ........................................ 15
14
Programmed opponent............................. 17
1 Document structure
Pages 1-12: The rules including examples,
optional rules and a reference sheet on page 12.
Pages 1-12 is all that is needed to print to play.
Pages 13-16: Detailed example and designer notes.
Pages 17-24: Fully programmable opponent for the
rules; none, some or all may be used.
Pages 13-24 are not essential to play, but if you
want to use them, it is best to print off separately.
2 Introduction
Fast play rules for massed ancient battles. ABC is
a solo-friendly game in 30 minutes on a
60cmx60cm board. The latest version may always
be found online at http://shaun-wargamingminis.blogspot.com.au/p/blog-page.html
2.1
Classification
Page 1 of 24
3.6
4 Terrain
3.7
Armies
3.8
Points
5
4
3
2
1
0
+1
-1
-1
+1
+3
+0
+4
+2
-2
4.1
Terrain effects
Page 3 of 24
4 + dis
within charge range roll a mandatory charge
Rough
4
4
4 + dis
4 + dis
test; impetuous unit must charge.
Resolve
outcomes from any tests.
Each player roll a die, re-roll ties. Higher roll is the
Units
newly
in contact with the enemy perform
attacker who places terrain pieces as per defenders
melee and units may need to resolve a Pursuit
terrain type. The defender then chooses their
Test against retreating or routing units.
deployment side.
Continue with the next group to the left of the
Set up screen across the centre of the board and
previous group.
each side deploys 3 + ACA groups within 20cm of
If during the turn a general is destroyed, that player
their edge and at least 6cm from the side edges.
performs an Army Morale Test at that point.
Remove the screen; attacker starts with first turn.
Page 4 of 24
Page 5 of 24
6.2
Missile
Unit
6.3
Rally
7 Action tests
Action tests are normally taken as a result of
enemy activity.
7.1
When
Page 6 of 24
7.2
<1
1-2
3+
Action test
Proximity
Fired-on
Army
Charged
morale
Skirmishers
Depleted and retreat
depleted
Retreat
Rest stand
(no fire or
charge)
Missile fire Disordered
Disordered
+1 fired-on
Skirmishers Skirmishers
disordered
retreat
Retreat
Charged
Mounted
units
pushback
charge; rest
stand
Impetuous units charge.
No effect.
Missile fire if in range; if
not move distance to
within range
Charged shock count as
charging
Skirmishers not fired on also
retreat (not SI Vs ELE/SCH)
7.3
Actions
Stand: Unit does not move, does not fire back and
is classed as not charging.
Charge: Unit charges the enemy unit that caused
the test. No move test is required. The charged unit
will need to take a charged test if moving into
contact. If the enemy unit is routing or retreating,
charge the full distance in that direction. If a
stationary enemy is not directly to the front, or
directly to front after a normal wheel, stand
instead. If already in contact, do not move but is
classed as charging.
Missile fire: Fire missiles at the unit causing the
test. Note that if this is the second time this unit
has been called on to fire in this round of tests,
perform a missile contest instead, see section 7.4
Missile contest.
Move: move as directed.
Pushed back: Move directly back 4cm. If cannot
due to terrain, camps or enemy units - move at
much as possible and convert the disordered result
to depleted. Pushed-back units, except skirmish
infantry and elephants, will push-back friendly
infantry behind them. Units in echelon (see 8.2
Echelon) and behind the pushed backed unit will
be pushed back with them. Otherwise resolve
interpenetration.
Retreat: Perform a move to the units rear with
up to a 3cm reverse wheel if required to avoid
other units. Skirmishers and auxiliary infantry add
+2cm to the move. Do not change facing.
Interpenetrate un-avoided friendly units. Destroyed
if cannot avoid enemy units (except enemy
skirmish infantry that are destroyed instead and
retreating elephants interpenetrate enemies) or
impassable terrain. Check for pursuit.
Rout: A destroyed unit routs. The routing unit
performs a retreat and then is removed. Check for
pursuit.
Pursuit: If a non-firing unit causing an enemy to
retreat or rout can move to its front, then perform a
pursuit test see 6.1.4 Pursuit Test. Impetuous
units do not test for pursuit and automatically
pursue. Do not change facing during the pursuit,
unless the enemy unit changed direction. A
pursuing unit counts as charging; if it recontacts
the retreating unit then perform another melee, if
you contact a new unit, that unit may require a
charged test before a melee test. A pursuing unit
will not cause a proximity test on the retreating
unit.
7.3.1 Action direction
A unit pushbacks, retreats or routs to the opposite
edge to that unit that caused the test. To determine
the edge, use the flank and rear definition as per
melee.
Page 7 of 24
8.1
7.5
8 Melee
Units in contact perform melee. The attacker is the
group that charged/pursued first; else it is the
activated group. The attacker rolls one die per
attacking unit. Melee between groups is rolled for
simultaneously but resolved from the active
players right to left.
If two units are in melee with one unit, roll a die
for each units melee. The one unit is classed as a
single unit for melee modifiers. The single unit
only implements the one result - the worst result;
the two other units each implement their result.
< 0 Attacker destroyed
0-1 Attacker depleted and retreats
2-5 Both units disordered
8.2
8.3
Echelon
Page 8 of 24
8.4
Group Melees
B
X
C
Y
Converting units
9.2
9.4
Alexandrian Macedonian
9.5
9.1
Porus Indians
Elephant: Elephant
Chariots: Battle chariots
Cavalry: Aux cavalry, low fortitude
Archers: Battle infantry, long missile
9.6
Gauls
9.7
Marian Roman
9.8
10 Optional rules
These are to be used at the discretion of the
players; most are designed for specific scenarios.
10.1 Abilities
Undrilled
Veterans
Subgeneral
Page 9 of 24
11 Rule examples
11.1 Group move after contact
Before charge:
B
A
10.3 Artillery
Artillery does not move when forced to retreat or
rout, but does suffer disorder and depletion.
Artillery never cause interpenetration effects but
may be affected by interpenetration. Artillery
never pursues or charges. An enemy will not
pursue a routed artillery unit. Otherwise treat
artillery as auxiliary infantry for tests.
Missile protection of the target is ignored for the
fired on test and some artillery has additional
modifiers to the fired-on test.
Light
Medium Heavy
Range
10cm
15cm
20cm
Move
4cm
0cm
0cm
Fired-on mod
0
-1
-2
Point cost
3
4
5
After A contacts:
B
A
11.2 Tests
11.2.1 Move
A Gallic general orders a single low fortitude battle
infantry warband to move. It is 30cm away.
Rolling a 3 on the die, -1 low fortitude, -1 range
>20cm, -1 single unit results in 0. Score needed is
1+ so the warband remains stationary.
11.2.2 Group move
A
Page 10 of 24
11.3 Interpenetration
Example: An auxiliary infantry peltast unit is in
melee. A second peltast is directly behind this
unit. The first unit loses the combat and is
disordered and retreats. It interpenetrates the
second unit. The second unit is depleted resulting
in it being disordered. The first unit is also
depleted by the interpenetration and is destroyed as
it is already disordered. The first unit also routs as
a result of the interpenetration.
11.6 Pursuing
Given this situation and it is XYZ activation:
A
B
X
C
Y
Page 11 of 24
Moving
Complex < 20cm from enemy (disorders)
Group split; return from off board
Rally
+1/-1
-1
-1
Bat inf
4
4
4
-3
Aux inf
4
N/A
Cav
4+ dis
-2
CH/Ele
4 + dis
4 + dis
-3/-1
Proximity
Charged
Fired-on
Army
Morale
missile/shock/impet.
<1
1-2
3+
Skirmishers
deplete+retreat
Depleted and retreat
Rest stand.
Missile fire+1
Disordered
Skirmishers
Skirmishers
disorder+retreat retreat
Disorder
Charged charge Mounted
Rest stand
pushback
Missile fire if in range; if not,
move distance to in range.
Skirmishers not fired on will also
retreat (not SI Vs ELE/SCH)
Shock missile count as charging
No effect
+1/-1
Attacker destroyed
Attacker depleted and retreats
Both units disordered
Defender depleted and retreats
Defender destroyed
+1
+1
-1
-1
Page 12 of 24
Page 13 of 24
Page 14 of 24
Legion A
Med Inf.
Med. Inf.
Disordered
Legion B
Disordered
Legion C
Pike X
Disordered
Disordered
Heav
Cava y
lry
14.2 Process
14 Programmed opponent
14.1 Introduction
This programmed opponent provides an engine to
automate many of the actions undertaken by an
army. These include
preferred choice of table side
deployment options
initial battle tactics for an army
tactics to use during play.
It can be used by one army to facilitate solo play
(to determine the enemy actions), or use on both
sides to watch a battle unfold. Parts of the
programmed opponent could be used by the actual
players army, such as using the army type to
determine deployment of units.
The following terms are useful in understanding
the workings of the programmed opponent.
Army
type
Army
tactic
Unit
tactic
Deployment
area
Deployment
Edge
Sector
Zone
Deployment
edge
Zone
orders
Page 17 of 24
Deployment guidelines
60% in centre including over two-thirds of nonlight units and a skirmish screen (if available)
20% on each flank
Initial zone orders
Centre: Attack
Flanks: Probe
Tactic
Flank
Envelop flanks
Defensive
Staged retreat
Infantry
Roll Tactic
1-3
Centre
4-5
Oblique
6
Defensive
Deployment guidelines
40% in the centre
40% on the attacking flank with at least 30% of the
total non-light units.
20% on the weaker flank.
Skirmish
Roll Tactic
1-2
Envelop flanks
3
Defensive
4-6
Staged retreat
Other
Roll
1
2
3
4
5
6
Tactic
All out
Centre
Flank
Envelop flanks
Oblique
Defensive
Page 18 of 24
Deployment guidelines
50% in the centre
30% on the strong flank
20% on the weak flank.
Initial zone orders
Centre: Attack
Strong flank: Attack
Weak flank: Probe (optionally Wait on a die roll of
5-6)
Any skirmish infantry are deployed on the centre
and/or the strong flank.
If army is < 11 units, may optionally not fill the
weak flank (on a die roll 1-4) and increase centre
and other flank.
14.4.7 Staged retreat
Dispersed units wear down the enemy, usually by
missile fire, and hope to draw the enemy out.
Heavier troops then attack. Similar to Defensive
but with offensive use of skirmishers.
Deployment guidelines
40% in centre with over 2/3 of the non-light units
in centre, some or all in reserve.
Roll again to see if the focus is on one flank or
both:
1-2
30% on each flank
3-4
20% on right flank or terrain flank
40% on other flank
5-6
20% on left flank or terrain flank
40% on other flank
Deployment guidelines
Roll to see army balance:
1
60% centre, 20% on each flank
2
70% centre; 15% on each flank
3
60% centre; 15% on right/terrain flank
25% on other flank
4
70% centre; 10% on right/terrain flank
20% on other flank
5
60% centre; 15% on left/terrain flank
25% on other flank
6
70% centre; 10% on left/terrain flank
20% on other flank
Centre must have 5%-25% of total units in reserve
behind the main battleline.
If there is a steep hill or rise on a flank, optionally
(d1-3) a group deployed may be uncontrolled, thus
allowing a +0 general to deploy 4 groups.
Initial zone orders
Centre: Hold
Flanks: Hold
Reserve: Wait
For armies with less than 11 units, may optionally
not fill a flank with units and put all on the major
flank (non-terrain side if there is one).
14.4.9 All out
Attack all along the line. Centre and flanks must
advance at high speed, subject to being able to
support one another and not leave major gaps.
Deployment guidelines
50% of units in the centre
25% of units on each flank
Page 19 of 24
Page 20 of 24
Probe
Wait
Hold
Delay
2-4
5-6
Description
All units charge or advance as quickly as
possible.
Impetuous units charge or advance,
archers and skirmishers advance into
firing range and other units advance and
charge within reason.
Impetuous units charge or advance but
may roll to not charge, archers and
skirmishers advance into firing range
and other units advance and charge
within reason.
As per HOLD, but after the first charge
by a unit, the zone order changes to
ATACK.
Do not advance over the centre line
except when forced to charge.
Similar to HOLD but avoid advancing
into positions that may result in combat.
1
2
2-5
6
Unit tactic
Rush
Attack
Probe
Wait
All
Impetuous
Shock
Non-Missile
Delay
Wait * Hold
No advance over the centre line
(HOLD can after adjacent zone does)
Occupying defensive terrain do not
need to move other than mandatory
charge or other reaction moves.
No need to apply to a reserve not under distinct turn orders.
Advancing (not charging) units:
Skirmishers
only:
Charge
other
skirmishers;
Advance to within range of closest
else as per
available enemy or fire if in range.
ATTACK
No advance unless
No voluntary
with other units in
advance unless
the same group, or
with other units
up to speed to in in same group
missile range.
Charge into
Shock missile as per non-missile.
-1 to pursuit
favourable combats Bat infantry
roll.
within 4cm (within charge into
8cm for shock
favourable
archers)
melee in 4cm
* WAIT: change to ATTACK after 1st charge. WAIT order is ignored when changing orders.
Missilearmed
&
Skirmisher