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Introduction to the Hurlbat Publishing Edition


Welcome to the Hurlbat Publishing edition of Micro Warfare Series: Micro Ancients
This series of games was original published by Tabletop Games in the 1970s with this title being published in 1976. Each game in
the series aims to recreate the feel of tabletop wargaming with large numbers of miniatures but using printed counters and
terrain so that games can be played in a small space and are very cost-effective.
In these new editions we have kept the rules and most of the illustrations unchanged but have modernised the layout and
counter designs to refresh the game.
These basic rules can be further enhanced through the use of the expansion sets below, which each add new sets of army
counters and rules to the core game:
Product
Expansion I
Expansion II
Expansion III
Expansion IV
Expansion V

Subject
Chariot Era & Far East
Classical Era
Enemies of Rome
Fall of Rome
The Dark Ages

Additional Armies
Assyrian; Chinese; Egyptian
Indian; Macedonian; Persian; Selucid
Britons; Gallic; Goth
Byzantine; Hun; Late Roman; Sassanid
Norman; Saxon; Viking

Happy gaming!
Kris & Dave
Hurlbat
July 2012

Copyright 2012 Hurlbat Publishing


Edited by Kris Whitmore

Contents
Introduction to the Hurlbat Publishing Edition ................................................................................................................................... 2
Move Procedures ................................................................................................................................................................................ 4
Terrain ................................................................................................................................................................................................. 4
Missile Combat ................................................................................................................................................................................... 6
Melee Combat .................................................................................................................................................................................... 8
Appendix One Creating Terrain ...................................................................................................................................................... 12
Appendix Two - Deciding the Winner ............................................................................................................................................... 13
Appendix Three Counters and Definitions ..................................................................................................................................... 14
Appendix Four Combat Charts ....................................................................................................................................................... 16
Appendix Five Rules clarifications .................................................................................................................................................. 19

Tip - For best results when printing counters, please set your Page Scaling option to None.
Copyright 2012 Hurlbat Publishing
johnny okane (order #7165245)

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Micro Ancient Warfare


This game recreates a battle during the Punic Wars, between Carthaginian and Roman Republican armies.
The Roman army counters represent a force of two legions, with auxiliary and other friendly foreign troops, totalling
approximately 22,000 men. The Carthaginian army is typical of a mercenary type army, with counters representing some 30,000
men.
Using the simple but comprehensive rules, up to six players are able to recreate a complete battle on any flat surface. The
battlefield can be varied to suit any type of terrain, thus giving an extremely variable playing area.
Now the Carthaginian army can once again cross the Alps into Italy, fight their way into the heart of the Roman countryside,
winning great victories such as at Cannae, and once again be forced back into the African continent, to be defeated at Zama.
You are the general commanding one of these armies.

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Move Procedures
The game is played on an alternate move basis, each side throwing one die at the beginning of the game and the higher score
moving first on all odd numbered moves. No unit, other than those which are counter-charging, routing, retreating or evading
may move in their enemys move turn.
The sequence of each move is as follows:
1.
2.
3.
4.
5.

Move all routing and retreating units


Moving player declares any charges, measures the distance to contact and determines at which point in the move
contact was made. The moving player then moves his other units as required
Non-moving player specifies any evading of counter-charging units and determines their move
Non-moving player determines the result of any missile fire, resolving any missile morale tests resulting from this
missile fire as they occur
Resolve all melees, taking a morale test as the result of each individual melee as it is completed

Terrain
See Appendix One for details on how to make and set up your battle terrain.
Cover
A unit will be considered to be in cover when in a wood, on the edge of dead ground, in broken ground or behind a wall or
hedge.
Vision Restrictions
Troops in woods will be able to see other troops only if they are within 30mm of each other. Troops in the woods will not be
seen by troops outside the wood if the latter is not on the edge of the wood.

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Interpenetration
This occurs when one unit passes through another. One unit must be stationary whilst the other moves through it. Open order
units may pass through other units without unforming either, all other troops will unform both their own unit and the ones they
pass through.
Close order units may not interpenetrate other close order units, with the exception of the Roman Cohort change rule. Units
interpenetrated may not mount a counter-charge in the same move.
Unforming
A unit will become unformed when one of the following occurs:
1.
2.
3.
4.
5.
6.
7.
8.

Close Order and order troops and armoured cavalry will become unformed when moving through woods, over broken
ground and soft sand
If M3 class troops are contacted by an enemy whilst wheeling
If a unit is hit in the flank or rear and no troops are facing that way
After disengaging from a melee against any troops other than open order infantry
Immediately a unit begins to rout
After completing a pursuit, but not whilst pursuing
Cavalry within 75mm of elephants
By interpenetration

Reforming
A unit in melee will not be able to reform until it disengages. Reforming will take one stationary move. Missile armed troops
may fire at half effect whilst reforming. All troops may counter-charge if charged but will count as unformed in the melee.
Roman Cohort Change Rule
This rule is included to simulate the interchanging of lines in the Roman Cohort when in melee. A Roman Cohort may change
position with another cohort which is supporting is and which is within 10mm of its immediate rear. This must be done during
their own move turn; the object being to bring a fresh unit into contact. When this movement is used, it will mean the Roman
unit giving ground because the front unit must withdraw through the supporting unit. In this case only, neither will become
unformed. Enemy units may follow up in the same move and will be classed as advancing if they do so.

Enemy unit

Enemy unit

Cohort 1

Cohort 2

Enemy unit
Cohort 2

Cohort 1
During the Enemy Units
move, both units choose to
melee.

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During the Roman move,


Cohort 1 chooses to fall
back through Cohort 2,
neither becoming
unformed

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Cohort 2

Cohort 1
Enemy unit advances to
contact Cohort 2 in the
same move, if required. It
will not count following up
or charging but will count
as advancing.

Missile Combat
Weapon Ranges
Weapon
Bows
Slings
Javelins
War Engines

Close Range
Up to 75mm
Up to 75mm
Up to 15mm
N/A

Long Range
75mm to 150mm
N/A
N/A
Up to 400mm

Note: Hand-hurled weapons are not thrown during the move that a unit charges into contact. This is taken into account in the
melee calculation. No unit may fire whilst charging.
Arcs of Fire
To determine if a unit can fire at a target, place the firing arc segment alongside the firing unit counter and lay a tape measure
along the appropriate line. If any of the target counters are within the arc then they may be engaged.
Open order bow armed cavalry may also fire 60 either side of their centre to the rear.
Missile fire calculation
When two opposing units come within the relevant missile range, and one is capable of firing, the result of such fire is calculated
as follows:
1.
2.
3.

Measure the range from the centre of the firing unit to the nearest point on the target counter and determine if it is
within close or long range
Turn to the missile table on the combat charts, and cross-reference the relevant number of fighting factors firing with
the number of fighting factors in the particular target formation. This gives the basic factor loss by the target.
Throw a random factor and multiply the result by five. Add or subtract this result to the basic factor from 2 above

Missile Random Factor


This is determined by throwing one red die, counting the score as negative, and one black die, counting the score as positive.
The result achieved cannot be outside the limits stated in the table below:
Troop Class
M1
M2
M3

Maximum
+3
+5
+5

Minimum
-1
-3
-5

Note: If an M1 unit achieves a random factor result of +4 it is counted as only +3.


Result
Any positive result gives the number of fighting factors lost by the target unit. This figure is subtracted from the 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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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.
2.
3.

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
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
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.

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Melee Combat
A melee will take place when two or more opposing units come into contact with each other. All melee calculations will be
made at the end of each move.
Charging
A unit may charge once in every three moves but may use its charge rate continually when pursuing a unit which it has routed,
or which is attempting to evade it. Open order sling and bow armed troops may not initiate a charge.
Counter-Charging
A unit wishing to counter-charge may elect to do so even in its own firing move. For a unit to mount an effective counter-charge
it will not be able to fire if it is at close range. If at long range it may fire before starting its charge. An infantry unit may only
counter-charge another charging infantry unit.
Pursuit
Pursuit, after a melee, is automatic of the first move, except for artillery crews who never pursue, M1 class infantry and other
units who are with the C-in-C and who may choose their action.
On the second and subsequent rounds of pursuit all units except M3 class may break off the pursuit. M3 class units may
attempt to break off pursuit by throwing one die: 1-4 and they must continue the pursuit; 5-6 and they may break off the
pursuit. Routing units and their pursuers will move and melee each move, ignoring the firing and non-firing move rules.
Evading
Open order sling and bow armed troops and artillery crews must attempt to evade an attacker. Other open order troops may
evade as necessary.
An evade move must be declared immediately the charge is announced and is then a move straight back without allowing for
any turn deduction. The evading unit will finish with its back to the enemy and will be unformed at the end of the move.
Gallic Infantry
Gallic infantry have a special melee rule to simulate the throwing of their javelins as they charge home, and then reverting to the
use of their large flat swords. To represent this, Gallic swordsmen will count as javelin armed troops in the first round of melee.
In the second and subsequent rounds they will count as sword armed troops.

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Flank Attacks
When an attacking unit engages another in flank, or only part of an enemy unit counter, it will count only half its present fighting
factor in the first round of melee. In the second and subsequent rounds of the same melee the unit may count its full fighting
factor, if not engaged by more than one enemy unit.
Note: Infantry may only advance to engage enemy cavalry in a melee if the cavalry are already engaged in a stationary melee.

Attacker

These units may only use half


their present fighting factor in
the first round of melee

Defender

Attacker

Attacker
Defender

This unit will use half its present


fighting factor against each
attacking unit in all rounds of the
melee

Attacker

Attacker
Defender

In this instance both attacking units will


count their full present fighting factor in
the second and subsequent rounds of
melee. The defending unit will count its
full present fighting factor to its front and
also one quarter of its present fighting
factor to its attacked flank

Melee Calculation
When two or more unit counters come into contact with each other a melee will result. To determine the result of the melee
proceed as follows:
1.
2.
3.

From Table 1 on the Melee Chart, determine the units weapon factor by cross-referencing the units present fighting
factor with the type of enemy it is engaging, in the appropriate weapon section
Add or subtract to 1 above any tactical factors that apply
Finally, throw one die and cross-reference the score with the 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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Melee Morale
This is a continuation of the melee and such tests should be taken by the unit losing the most factors in the melee round.
5.
6.
7.
8.

After 4 above, determine which unit as lost the melee, i.e. the unit losing the most fighting factors, and its loss factor
from Table 1
From the Tactical Factor Table add or subtract any relevant tactical factors to 5 above
Turn to the Total Loss Factor Table, Table 2. Compare the units present fighting factor with its initial fighting factor and
subtract the result, if any, from 6 above
Throw one die and cross-reference the score with the 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
PUSHED BACK
RETREAT 1 MOVE
ROUT

The unit may carry on the with the melee or take any other optional action
Tthe unit is pushed back 10mm, giving the opposing unit the option to follow up
The unit must retreat facing the enemy for one move, giving the opposing unit the option to follow up
The unit will turn, without penalty, and move at rout speed directly away from the melee. In the following moves, if not rallied, it
must attempt to move directly towards its own base line.

Retreat to Cover
Applies to missile morale only, and means that the unit must retreat, facing the enemy, to the nearest cover.
Cover is defined as: to the rear of friendly close order or order troops. Once in cover the unit must remain stationary for one
move.

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10

Note on Routing Units


A routing unit may move round other friendly units if those units are not touching it, and there is a gap, at least 10mm wide, to
one flank. If neither of these cases applies the routing unit must break through them.
Attacker
Defender

Defender

Defender

Attacker
Defender

Defender

Defender

Defender

Defender

Rout

Rout

Rallying
To rally a routing unit throw one ordinary die and consult the table below:
Unit Strength

C-in-C with unit

C-in-C not with unit

M Rating
M1
M2
M3
M4
M5
M6

Full to
2 to 6
3 to 6
4 to 6
3 to 6
4 to 6
4 to 6

to
3 to 6
4 to 6
5 or 6
3 to 6
5 or 6
5 or 6

to
4 to 6
5 or 6
6
5 or 6
6
6

Below
5 or 6
6
6
6
-

NOTE: The figures in the table are the dice throw required to rally a unit.

Copyright 2012 Hurlbat Publishing


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11

Appendix One Creating Terrain


To make up terrain features for this game proceed as follows:
Hills
Cut hill contours from brown or grey card, in varying sizes and shapes, and mark the crest line on each:

1" to 2"

2" to 4"

6" to 10"

Place on top, lining up the


crest lines at either end.

4" to 6"

Dead ground, broken ground and soft sand


Cut irregular shape between 4 and 6 long by 1 to 3 wide from coloured card different to that which is used for the hills.
Mark each piece with the type of ground that it represents. Scrub and wood can also be made in this way using green card.
Road, rivers and bridges
All such terrain features can be indicated on the playing area by using coloured chalks.

Copyright 2012 Hurlbat Publishing


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12

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.

Copyright 2012 Hurlbat Publishing


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13

Appendix Three Counters and Definitions


Casualty Record Sheet Definitions
U
IF
K
PF
B
D

Unit Identification
Initial fighting factor
Killed
Present fighting factor
Artillery unit identification
This column should be ignored

Game Counters

Troop type / Legion


number
Unit formation

CO

Cohort number
I2
625

M2

Units M rating

Initial fighting factor


NOTE: All Roman and Carthaginian cavalry are armed with javelins and swords. Roman cohorts are armed with legionary
weapons. Other units are armed as indicated on the counter.
Other Counters
RC

Place by the side of a unit ordered to retreat to cover

PB

Place by the side of a unit which is pushed back in melee

Place by the side of a unit which is ordered to retreat

NOTE: To indicate a unit which is routing, take any of the above counters and place by the unit with the blank side upper-most.
Weapon Identification Codes
LTS
STS
HTS
2HH
Sw

Long Thrusting Spear


Short Thrusting Spear
Heavy Throwing Spear
Two-Handed Cutting Weapon
Sword Only

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14

Open
order
cavalry

Close
order
cavalry

Open
order
cavalry

Spanish or
Gauls

Close
order
cavalry
Spanish or
Auxiliary

Carthaginian Army
Close order infantry

Open order infantry

Legion 2

Open order infantry

Legion 1
Artillery

Roman Army

Close
order
cavalry

Spanish or
Gauls

Spanish or
Auxiliary

Close
order
cavalry

Open
order
cavalry

Open
order
cavalry

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15

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Copyright 2012 Hurlbat Publishing

Appendix Four Combat Charts


Melee Tables
Own
Weapon

LEGIONARY
WEAPONS

LONG THRUSTING
SPEAR & SHORT
THRUSTING
SPEAR

INFANTRY DART
OR JAVELIN

ALL TYPES OF
HEAVY
THROWING
SPEAR
INFANTRY ARMED
ONLY WITH
SWORD

CAVALRY JAVELIN
AND SWORD
(Note 1)

ELEPHANT

Own
Present
Fighting
Factors
Over 800
601-800
401-600
201-400
Under 201
Over 800
601-800
401-600
201-400
Under 201
Over 800
601-800
401-600
201-400
Under 201
Over 800
601-800
401-600
201-400
Under 201
Over 800
601-800
401-600
201-400
Under 201
Over 600
401-600
201-400
101-200
Under 101
Over 200
101-200
Under 101

Opposing Troop Type


Cav.

Inf.

Ele.

Char.

85
68
52
36
18
90
75
55
38
18
82
63
44
26
16
87
67
48
28
17
48
38
28
20
10
80/55
58/35
38/25
20/15
10/8
30
20
12

106
88
71
54
34
100
80
62
45
25
90
80
70
50
30
113
93
73
53
33
55
45
35
30
18
85/60
70/40
50/30
30/20
25/15
45
30
17

65
50
37
23
8
70
51
33
20
10
80
60
40
20
12
80
60
40
20
12
40
30
22
18
8
60/60
40/40
20/20
10/10
8/8
25
18
10

75
60
48
32
15
80
60
42
30
15
90
70
50
30
15
90
70
50
30
18
44
34
25
19
9
70/50
50/32
30/22
18/12
12/8
45
30
17

PIKE (Note 2)

TWO-HANDED
CUTTING
WEAPON (Note 2)
CHARIOT (Note 2
& 3)
1.
2.
3.

Over 1001
801 1000
601 800
401 600
201 400
Under 201
Over 801
601 800
401 600
201 400
Under 201
Over 301
151 300
Under 151

120
100
80
60
40
20
65
60
50
30
20
66
46
18

125
105
85
65
45
25
90
80
60
55
40
78/32
58/25
32/15

115
95
75
55
35
18
60
50
30
20
15
30
20
12

125
105
85
65
45
25
65
55
35
25
20
78
58
32

Javelin Armed / Sword Armed


Please refer to expansions for additional rules
Against infantry values are for normal/passing melee

Table 2 Random Factors


Class
M1
M2
M3

1
-10
-15
-15

2
-5
-10
-10

Dice Throw
3
4
0
+5
0
+5
-5
-1

5
+10
+5
0

6
+15
+10
+10

Table 3 Tactical Factors


+5
+5
+8
+12
-10
-20
-30
-10
-20
Melee
Round
1st
Subs.

Fresh unit joins melee this move (not if unit charged)


Enemy pushed back last move
Following up a retreating or routing enemy
United charged into contact this move
Infantry facing enemy across cover
Cavalry or elephant facing enemy across cover
Chariots facing enemy across cover
Own unit unformed
Own unit routing
Enemy Weapons
Own Weapon
Gallic
Javelin HTS Pike/LTS Legion. Kontos
Sword
-3
-8
-8
+10
+5
-5
-5
-

Missile Table

Bows
under
75mm &
handhurled
weapons
& slings

CO & O
Infantry &
CO Cav.
Open
Order
Troops
Armoured
Cavalry
CO & O
Infantry &
CO Cav.
Open
Order
Troops
Armoured
Cavalry
Troop Class
M1
M2
M3

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FIGHTING FACTORS IN
TARGET

Short
TARGET FORMATION

RANGE

All
artillery
and bows
over
75mm

TARGET FORMATION

Long

FIGHTING FACTORS IN
TARGET

NUMBER OF FIGHTING FACTORS FIRING


901+
300-900
1-300
901+
300-900
1-300
901+
300-900
1-300
901+
300-900
1-300
901+
300-900
1-300
901+
300-900
1-300

901+
57
45
38
35
28
23
28
22
18
80
65
55
62
50
42
44
35
29

Maximum
+3
+5
+5

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701
To
900
48
40
36
29
24
21
23
19
16
72
60
53
53
44
40
36
30
27

501
To
700
41
35
32
23
20
18
18
16
14
64
55
50
44
38
34
29
25
22

301
To
500
31
27
24
18
16
14
14
12
10
49
42
38
34
29
26
23
20
18

101
To
300
23
19
17
14
12
11
11
9
7
36
30
27
24
20
18
18
15
13

1
To
100
13
10
8
10
8
8
8
6
4
20
17
15
12
10
8
11
9
7

Minimum
-1
-3
-5

16

Movement Tables
The tables below give the maximum distance in MMs that a unit may
move in any one move turn.
Normal
Rate

Charge/Rout
Rate

Wheeling
*

Retreat
Rate

45

60

25

30

75

100

40

40

90

120

50

50

60
110
160
75
80

120
200
220
100
120

45
75
120
20
20

25
40
80
Not Poss.
Not Poss.

To turn a unit up to 180 requires one full move.


Terrain

Woods
Broken
Soft Sand

Marsh

Rate

Impassable

Normal

Rate

Inf.

CO
O
OO
A
CO
OO

Cav.

Troop
Type
CO
Infantry
O Infantry
OO
Infantry
A Cavalry
CO Cavalry
OO Cavalry
Elephant
Chariot

Turning

Rate

Hills *

Impassable

-30

-40

Normal

* Penalty applies to either up or down.

* This distance is the maximum distance which a unit, or any part of that
unit, may move in any turn in which it wheels.

CO Close Order; O Order; OO Open Order; A Armoured

Morale Tables
Table 1 Losses

71-80

81-90

R
10
20
30
50
60
75

R
R
10
20
30
50
60
75

R
R
R
15
20
30
50
60
75

R
R
R
R
15
20
30
50
60
75

Over 140

61-70

R
20
30
50
60
75

131-140

51-60

10
30
50
60
75

121-130

41-50

25
50
60
75

111-120

31=4-

40
60
75

101-110

21-30

60
75

75

91-100

11-20

Enemy
Losses
0-10
11-20
21-30
31-40
41-50
51-60
61-70
71-80
81-90
91-100
101-110
111-120
121-130
131-140
Over 140

0-10

Own
Losses

R
R
R
R
R
15
20
30
50
60
70

R
R
R
R
R
R
15
20
30
50
55
70

R
R
R
R
R
R
R
15
20
30
45
55
70

R
R
R
R
R
R
R
R
15
20
25
45
55
70

R
R
R
R
R
R
R
R
R
15
15
25
45
55
70

R = Automatic Rout
Table 2- Total Unit Loss

75-149

150-249

250-375

376-525

526-675

676-825

826-975

Over 975

Table 4 Tactical Factors

Up to 74

Present
Fighting
Factor
Initial
Fighting
Factor
200-300
301-500
501-700
701-900
901-1100
1101-1300
Over 1300

-30
-30
-30
-30
-30
-30
-30

-20
-30
-30
-30
-30
-30
-30

-10
-20
-25
-30
-30
-30
-30

-10
-20
-20
-25
-30
-30

-10
-20
-20
-25
-25

-10
-20
-20
-20

-10
-20
-20

-10
-10

-10

Table 3 Random Factors


Dice
Throw
M Rating
M1
M2
M3

+5
-5
-10

+10
0
-5

+20
0
0

+25
+5
0

+30
+10
+5

+30
+15
+10

Copyright 2012 Hurlbat Publishing


johnny okane (order #7165245)

+10
+10
-10
-10
-12
-5

C-in-C with unit


Unit advanced for any part of move
Unit unformed
Unit unsupported when in the open
and no other unit within 150mm
If under missile fire
Pre friendly unit routing within
200mm and in sight (up to a
maximum of -15 factors)

Table 5 Morale Result Table


Morale Factor
Total
70+
60-69
50-59

Unit in melee

Unit under fire

Good
Pushed Back
Retreat 1 Move

40-49
Less than 40

Retreat 1 Move
Rout

Good
Good
May not advance
for 1 move
Retreat to cover *
Rout

* Cover may be defined as to the immediate rear of a friendly close


order or order unit

http://www.hurlbat.co.uk

17

Casualty & Fighting Factor Record

Infantry

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

Casualty & Fighting Factor Record

Cavalry & Artillery

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

IF
PF

B
Target

IF
PF

B
Target

IF
PF

B
Target

IF
PF

B
Target

Copyright 2012 Hurlbat Publishing


johnny okane (order #7165245)

IF
PF

U
K

B
Target

IF
PF

B
Target

IF
PF

http://www.hurlbat.co.uk

IF
PF

U
K

B
Target

IF
PF

B
Target

IF
PF

B
Target

IF
PF

B
Target

IF
PF

IF
PF

18

Appendix Five Rules clarifications


Question
If a routing unit breaks through another friendly unit what status does this unit
become?
If charging units move in phase 2 of the movement sequence, how can
counter charging units move if they will become adjacent at the end of the
move?
If a pursuit after a melee is automatic for the first move, may pursuing units
move in phase 1 of the enemys next move turn?
When units are pushed back as the result of a morale check do the opposing
units following up, move in phase 1 of the next move?
May pursuing units move in their enemys move turn?
At what rate does an evading unit move?
In the second and subsequent rounds of melee, what factor does a flanked
unit have to its front and flank?
Is it possible to fire on an enemy which is behind another unit (friendly or
enemy)?
Are losses of melee calculation step 1 taken into account by the opposing unit
in melee calculation step 4?

Copyright 2012 Hurlbat Publishing


johnny okane (order #7165245)

Response
Unformed
Measure the charge distance of both charging and counter charging units,
they will meet at the halfway point
Yes, if they do not wish to break off the pursuit they remain in contact unless
the routing unit moves faster.
They follow up automatically as it is assumed to be at the same time.
Only when in contact with a routing unit.
Charge rate.
The unit will have full factor to the front and to the flank.
No, this is classed as in dead ground.
No, they are considered to be simultaneous.

http://www.hurlbat.co.uk

19

CO

CO

CO

I8
625

I7
625

I6
625

I5
625

I4
625

I3
625

I2
625

M2

M2

M2

M2

M2

M2

M2

M2

CO

CO
I9
625

CO

CO

CO

CO

CO

II 10
625

II 9
625

II 8
625

II 7
625

II 6
625

II 5
625

II 4
625

II 3
625

II 2
625

I 10
625

M2

M2

M2

M2

M2

M2

M2

M2

M2

M2

CO

CO

Javelin 1
500

I2
1100

I1
1100

M2

M2

M2

M2

CO

Javelin 3
500
M2

M2

CO
Javelin 4
500

Javelin 2
500

CO

Roman 1
CO

Roman 2
CO

Roman 3
CO

Roman 4
CO

Roman 5
CO

358

M1

M1

M1

358

358

M1

M1

358

358

203

Roman 6
CO

Irregular 1
OO

203

M1

M3
Irregular 2
OO

203

358

M3
Irregular 3
OO

235

M3

Bow 2
350
Sling 1
230

Auxiliary 1
OO

235

Bow 1
350

OO
OO
M3

Auxiliary 2
OO

235

RC

RC

RC

CO

CO

CO

M3

M3

M3

M3

M3

RC

RC

CO

Spanish 1
HTS
980
Spanish 2
HTS
980
Spanish 3
HTS
980
Spanish 4
HTS
980
Auxiliary 1
LTS
980
Auxiliary 2
LTS
980

RC

RC

Sling 2
230

Auxiliary 3
OO

235

RC

RC

OO

Auxiliary 4
OO

235

CO

RC

RC

M3

Auxiliary 5
OO

235

OO

CO

CO

Auxiliary 6
OO

RC

RC

C in C

CO

CO

CO

CO

CO

CO

CO

CO

R
R

M3

M3

M3

M2

M2

M2

M2

M2

M2

150
140
130
120
110
100
90
80
70
60

CO

CO

CO

CO

CO

CO

CO

CO

CO

CO

40

CO

CO

CO

30

CO

50

20
10

PB

M1

M1

M2

M2

M2

M2

M2

M2

M2

M2

M2

M2

M2

M2

PB

OO

OO

OO

OO

OO

OO

OO

PB

Gallic 6
Sw
970

Gallic 5
Sw
970

Gallic 4
Sw
970

Gallic 3
Sw
970

Gallic 2
Sw
970

Gallic 1
Sw
970

M3

M3

M3

M3

M3

M3

Noble

CO

Libyan 1

CO

Libyan 2

CO

Libyan 3

CO

Spanish 1

CO

613

M2

M1

579

M2

M2

M2

533

M2

450

M3

M3

M3

450

M3

490

450

M3

M3

450

M3

M3

M3

533

579

579

450

450

490

490

Spanish 2

CO

Gallic 1

CO

OO

Irregular 1

OO

Irregular 1

OO

Irregular 1

OO

Irregular 1

OO

Irregular 1

OO

Irregular 1

CO

Gallic 3

CO

M2

PB

M3

PB

PB

PB

PB

PB

C in C

300

Elephant 2

M2

M2

M2

M2

Gallic 2

M2

M2

African 1
Javelin
350
African 2
Javelin
350
African 3
Javelin
350
Spanish 1
Javelin
350
Spanish 2
Javelin
350
Balearic 1
Javelin
350
Balearic 2
Javelin
350

PB

PB

M3

Elephant 1
300

PB

Open
Order

Close Order
& artillery

Citizen 1
LTS
1156
Citizen 2
LTS
1156
Libyan 1
LTS
1067
Libyan 2
LTS
1067
Libyan 3
LTS
1067
Libyan 4
LTS
1067
Libyan 5
LTS
1067
Libyan 6
LTS
1067
Libyan 7
LTS
1067
Libyan 8
LTS
1067
Spanish 1
HTS
1067
Spanish 2
HTS
1067
Spanish 3
HTS
1067
Spanish 4
HTS
1067

PB

FIRING ARCS

PB

150

140

130

120

110

100

90

80

70

60

50

40

30

20

10

johnny okane (order #7165245)

20

http://www.hurlbat.co.uk

Copyright 2012 Hurlbat Publishing

Artillery 2
OO 200 M2
Artillery 1
OO 200 M2