FR!Ancients

Sequence of Play
Turn One:

Phase One:

  1. Rally Troops: Friendly troops attempt to rally. Subtract one from their roll for each level of demoralization they have. Be sure to add in bonuses for characters. Rage and panic markers counts as one level of demoralization each.
  2. Resolve Missile Fire:
    1. a. Resolve all artillery, bow, and javelin missile fire.
    2. b. Move any units retreating due to Double Demoralization when all firing is complete.
    3. c. Check and resolve any movement by impetuous units shot at but not demoralised.
  3. Escape Rolls: Captured friendly characters attempt to escape and any who do may also move this phase.
  4. Movement: All charges must end with units in full base to base contact with no overlaps. Artillery, baggage and demoralized units may not charge.
    1. a. Check for impetuous movement if applicable.
    2. b. Move impetuous units.*
    3. c. Move any unit subject to Rage or Panic.*
    4. d. Perform normal movement.*
    5. e. Make fear checks.

      *. Perform counter charges as appropriate.
  5. Challenges: Issue and resolve all challenge combat.
  6. Melee: Conduct melee and remember to decrement the morale clock when a character or baggage unit is destroyed, or a battle standard captured. Perform melee outcome moves after each individual combat.
  7. Determine Phase Winner: Count 1 point per enemy unit demoralized and 2 points for each enemy unit destroyed. Skirmishers, Rabble and Scythed Chariots count as a single demoralized unit when they are destroyed. The side with the highest total wins this phase.
  8. Adjust Morale Clock: The phase loser lowers their morale clock by one.
Phase Two: Repeat steps

Turn Two, Turn Three, Etc.: Repeat the turn one sequence above.

Unit CF RF Mv 15mm Mv 6mm
Support Terrain Charge Missiles Notes Cost
Infantry
Handweapons 3 6 3/2 4/3 Y -1 - Thrown/Pila Shield wall? Tortoise? Roman Battle Drill? 30
Spear 3 6 3/2 4/3 Y -1 - - +1 v Cav & EL. Shield wall? Roman Battle Drill? Hoplite? 30
Deep Pikes 5 6 3/2 4/3 Y -3 +1 - Unmanoeuvreable. +2 v Cav, Cam. & EL. 1x2 Jug’ 50
Skirmishers 1 6 4/3 5/4 N - - Bow/Sling/
Javelin
Free Facing. May attach 20
Archers 2 6 3/2 4/3 Y -1 - Massed Bows May concentrate fire. Shield Wall? 30
Light Infantry 2 6 4/3 5/4 Y - - Thrown/Pila Tribal? 20
Elephants 5 7 3/2 4/3 Y -2 +3 - +2 v Cav. Fear in all Cavalry in contact. Rage & Panic, Heavy Armour? 60
Warband 2 5 4/3 5/4 Y - +1 Thrown? Wild Charge. Impetuous. Cause Fear? 30
Rabble 1 7 4/3 5/4 Y - - Thrown Unsteady 10
Cavalry
Light Cavalry 2 6 6/3 8/4 N - - Bow/Javelin Free Facing 30
Medium Cavalry 3 7 5/2 6/3 N -2 - Javelin Early Heavy Cavalry (Greek or Roman) 30
Heavy Cavalry 4 6 5/2 6/3 N -2 +1 Bow?/Javelin? Wild Charge? 40
Shock Cavalry 5 5 5/2 6/3 N -3 +2 Bow? Wild Charge? Impetuous? Heavy Armour? Cause Fear? 60
Light Chariots 2 6 6/2 8/3 N -2 +2 Bow/Javelin Free Facing 40
Heavy Chariots 3 6 6/2 8/3 N -3 +4 Bow?/Javelin? Wild Charge? Impetuous? Cause Fear? 50
Scythed Chariots 1 7 6/2 8/3 N -3 +6 - Wild Charge. Impetuous. Cause Fear. Panic. 20
Artillery
Light Artillery 1 6 3/2 4/3 N - - Light Artillery May attach. Needs LOS. Cart mounted Ballista 30
Heavy Artillery 1 6 0 0 N - - Heavy Artillery Stationery. Needs LOS . Ballista or Catapult 30
Camelry
Light Camelry 1 6 6/3 8/4 N -1 - Bow Free Facing. Fear in Cavalry. +2 vs. Cavalry 30
Medium Camelry 2 6 5/2 6/3 N -3 - Bow Fear in Cavalry. +2 vs. Cavalry 30
Heavy Camelry 3 6 5/2 6/3 N -3 +1 Bow? Fear in Cavalry. +2 vs. Cavalry. Impetuous? Wild Charge? Heavy Armour? 40
Others
Baggage 1/2 8/7 2 or 0 3 or 0 N -1 - - Mobile/stationary. Mobile baggage is unsteady. -

 

Any unit can be classed as unsteady, elite, veteran or technologically advanced if applicable. Any option given to a unit must be historically accurate.

Massed Bows- Range 5": 6cm +2 when charged. +1 on Bowfire table.
Bows/Slings- Range 5": 6cm +1 when charged.

Javelins- Range 2.5": 3cm +1 when charged or charging.
Thrown- Range 0": 0cm +1 when charged or charging.
Pila- Range 0" : 0cm +2 when charged. +1 when charging
Light Artillery- Range 10": 13cm +1 when charged. -1 damage roll.
Heavy Artillery- Range 30": 38cm

Elite missile firing units add +1 to their missile fire roll to a maximum of 10.

 

New Unit Abilities.

Veteran or Technologically Advanced Status. A veteran unit, a unit using a weapon which is considerably more effective than its contemporaries or even a unit which has far superior training can be classed as VTA. VTA provides a single +1 in 1 of the unit characteristic (Melee/Rally/Missile), as opposed to Elite Status which provides 2 +1's. Cost = 5 points.

Shield Wall. As the standard FR! shieldwall but with only -1 to enemy bowfire which is only imposed when in shieldwall. Units in Shieldwall may not be interpenetrated by Skirmishers.

Tortoise. As the standard FR! tortoise, limited to Roman legions post Marian reform. Movement is limited to 2"/1". Units in tortoise may not be interpenetrated by Skirmishers

Roman Battle Drill. Roman Battle Drill comprise two abilities available to Roman Legions and some Romanised units. The Two abilities, the Pass through and the maneuverability represent the historical abilities of the Manipular system under the Roman Republic. Pass through is available to Legions in the early and Mid Republic, Maneuverability is available to units in the mid Republic from the entry of Publius Cornelius Scipio into the Punic wars, and all of the late Republic.

  • Pass Through. Provided both units are directly behind/infront of one another and the rear unit is undemoralised, units with the Roman Battle Drill Ability can move through one another allowing the rear unit to replace the front unit. Units may perform this manoeuver even if the front unit is demoralised or in combat. If the unit is retreating from combat then the new unit takes its place but does not receive any charging bonus for Thrown weapons, neither does the defender receive any bonus for being charged. A double demoralised unit forced to retreat is automatically replaced by a rear unit as part of the retreat, preventing any follow up by the enemy.
  • Maneuverability Provided the Unit/Group are entirely in open terrain and are free to move subject to normal restrictions, units with the Roman Battle Drill Ability can make a single facing change or reduce/add ranks by 1 at no movement penalty. Any later facing change or reduction/addition involves the standard movement penalty.

Hoplite. Hoplites use a special form of shield wall allowing them to move slowly (2"/0") forward or to the right of their movement arc and still retain the shieldwall formation.

Unmanoeuvreable. Unit can either wheel at half speed or wheel at full speed and take a rally test, taking a DMZ if they fail. Turning 90 or 180 degrees takes a full turn and the unit takes a rally test as above. If the unit is attacked in its flanks or rear it must take a rally test. All flank and rear bonuses for overlaps in combat with an unmanoeuverable unit are increased by 1 ( i.e. 2 for flank and 3 for rear.) When fighting a single unit to the flank or rear then that opponent receives a +1 or +2 to its CF respectively, the Deep Pikes maintain their position rather than turning to face.

Wild Charge. Unit has a ferocious charge, it gains a +1 charge bonus (already configured into Warband and Scythed Chariot statistics)and inflicts 2 DMZs if it wins on the phase it charges.

Rage. Only Elephants suffer from rage. When an Elephant suffers a DMZ it instead becomes enraged. It immediately makes a full move see Enraged Move Direction below. If this move contacts another unit which has no frontal opponent then it will fight it, if it contacts a unit that has a frontal opponent then that unit gains 1 demoralization marker. Any retreat due to double DMZ is away from the Elephant, not the other opponent. If the Elephant remains in contact after this melee consider it an enemy unit. The Elephant remains enraged until it rallies, any further movement is determined using Secondary Move Direction below, the Elephant moves in both players movement phases. Once rallied the Elephant can again be used as normal. When an Elephant becomes double DMZ it goes into a panic.

Panic. An enraged Elephant which suffers a DMZ or a Scythed Chariot which fails its impact check go into a Panic. If an Elephant was in combat when it Panicked then it will immediately turn around and move full allowance in the opposite direction. A Scythed Chariot, or an Elephant that was not in combat when it panicked will flee using Enraged Move Direction below. A Scythed Chariot begins its Panicked move 1 base away from the intended target. If this move contacts another unit which has no frontal opponent then it will fight it, if it contacts a unit that has a frontal opponent then that unit gains 1 demoralization marker. Any retreat due to double DMZ is away from the Panicked unit not the other opponent. If the Panicked unit has no obstacle (unit) in its path it will continue to flee, using Secondary Move Direction below, until it leaves the table or rallies. It will attack any unit it contacts on the way, following the rules above. The Panicked unit moves in both players phases. A Panicked unit that suffers a further DMZ is killed and removed from play. Once it rallies the Elephant or Scythed Chariot may move as normal.

Enraged move direction. Use an 8 pointed `compass', with 1 Forward, 3 Right, 5 Rear and 7 Left. Secondary move direction. Use movement arc with 1-2 Left of arc 3-6 forward, 7-8 Right of arc.

Unsteady. All enemy units cause fear to the unit.

Impetuous. Unit must take a rally roll if within movement distance of enemy (at the beginning of its movement phase) or shot at. Failure results in the unit charging its nearest enemy immediately. It always follows up and must make a rally roll when it destroys an enemy unit in melee or pursue its full move and become DMZ.

Cause Fear. Units that cause fear only do so historically, not as a blanket ability. Prior to a game decide which units which can cause fear do so, and to whom. Elephants cause fear to all Cavalry and even cause fear to adjacent units not only attacking or attacked units, friend or foe alike. If a unit of Cavalry wishes to charge an Elephant it must pass a Rally check at -2, failure results in it balking one base away. If it passes it may charge the elephant but must still take a rally check upon impact because of its fear of the Elephant.

Tribal. Warband represent the feared crazies of ancient times, Galatians, Gaesati etc, other barbarian tribal infantry should be represented by Light Infantry.

Tribal units receive a +1 support bonus from a unit directly to its rear, as well as either side. If the front unit is DMZ or killed, this result is not applied to the rear unit.

All Tribal units are impetuous, any impetuous move is towards the nearest enemy flank/rear or support position if the nearest enemy unit is engaged frontally.

Heavy Armour. Units wearing heavy armour are considered as being in cover for missile fire purposes, and reduces a when charged bonus received by enemy units with missiles by 1. Movement allowance both in the open and in terrain is reduced by 1" in 15mm

New Rules.

  1. Support. Support rules in terrain operate differently, Line infantry (HW SP PK AR WB EL RB) can only give and receive support from Light Infantry, Light Infantry may support other Light Infantry as usual.
  2. Withdrawal from Melee. Skirmishers or Light Infantry that are not contacted in the rear may withdraw from a combat with a slower infantry unit, following the same rules as Light Cavalry.
  3. Fire Arc. Light Cavalry have a 360 degree fire arc, Heavy artillery has a standard fire arc.
  4. Target Priority and Missile fire. Any unit except Skirmishers, Light Cavalry, Light Chariots and Light Camelry that is armed with missile weapons must shoot at its nearest target within arc. All units with the exception of Archers must fire individually at their target. If an Archer Units' nearest target is also the nearest target of another unit they shoot separately unless they are both Archers (hence armed with Massed Bows), when they may concentrate their bowfire, use the appropriate line of the bowfire table for the combined number of firing units and add +1. Any retreat from Missile fire because of Double demoralization occurs after the completion of all firing in the phase.
    Artillery must shoot at its nearest target if that target is Less than 6" away, otherwise it may target any unit within arc, range and LOS. Artillery may ignore Skirmishers for deciding LOS unless they are a priority target (within 6").
  5. Artillery. Light Artillery is restricted to maneuverable units such as Roman cart mounted Ballista, Heavy Artillery is in reality any other kind. Ballista or field artillery can pivot if they did not fire in the missile phase, Catapult or siege artillery may not even pivot once deployed. Catapults and other siege artillery may fire indirect at fortifications and get +1 on their damage roll against them.
  6. Baggage. Each army has a baggage train, comprised of a 1x2 unit. If an enemy manages to loot (destroy) a baggage train the army automatically loses 1 from its Morale clock. Baggage may be stationery or mobile, stationery baggage has more guards and may be protected by fortifications.
  7. Charging. Units charging a skirmisher, Light Cavalry, Chariot or Camelry unit do not add any charge or Wild Charge bonus but simply use their standard CF. Any bonus because of Missile Weapons still count.
  8. Counter Charging. Any unit with a 'natural' charge bonus (not one due to missile weapons) may counter charge any enemy unit charging from within its movement arc, with the following exceptions.
    • Infantry may only counter charge other infantry except.
      • Elephants, who may counter charge any unit.
      • Deep Pikes May only counter charge units directly to their front.
    • Cavalry must pass a rally check at -2 to counter charge an elephant, failure results in the cavalry unit remaining in its initial position, with a fear check being taken prior to melee. Success results in a counter charge with a fear check taken upon impact.
    • Scythed Chariots must pass an impact check to counter charge, failure results in PANIC
    • No unit may counter charge a Scythed Chariot or other fear causing unit unless it passes a rally check, failure results in the unit remaining in its initial position, with a fear check being taken prior to melee. Success results in a counter charge with a fear check taken upon impact.
    • Attached units are left behind in a counter charge.
  9. Scythed Chariots. When a Scythed Chariot unit charges, use the following rules. The Chariot must make a rally check prior to impact, if it fails the driver has lost control of the horses who have panicked (see Panic), if the check is passed the Chariot strikes the target. The charged unit must make a fear check. It can then stand and receive the charge or attempt to open its ranks and let the chariot pass through. If it elects to stand, the charged unit fights a normal combat. If the charged unit elects to open its ranks it must first pass a Rally check, failure results in a DMZ, and the unit must fight the combat. Any fall back due to double DMZ happens prior to combat. If the unit passes its rally check then it opens its ranks and the chariot passes through and is removed from play as its driver is killed.
  10. Morale Clock. Skirmishers, Rabble and Scythed Chariots only add to the phase casualty tally if destroyed not when they are demoralised. When they are destroyed they only count as a single demoralization. When fighting larger games, where large skirmish battles and multiple smaller battles may develop across the battlefield, it is recommended that the morale clock is decremented at the end of evey turn as opposed to every phase, to allow the battle to fully develop before the inability to issue sufficient orders comes into play. :)
  11. Wrap around. Only Light Cavalry, Light Chariots and Light Camelry Units are allowed to wrap around to the rear of a unit aswell as its flank. Other units are restricted to flank wrap arounds. Normal restrictions regarding zones of control apply.
  12. DD retreat. Retreat due to double DMZ in the missile fire phase occurs only after the completion of all firing.
  13. Attachment.
    • Skirmishers attached to skirmishers give a double skirmish unit. They get 2 shots, double charging and when charged bonus' and add 1 to their CF against other Skirmishers
    • Skirmishers may attach to Heavy Cavalry If Historically Accurate
  14. Pavasiers. Pavaisiers give a -1 missile fire cover bonus, not -2.
  15. Army Standards, Banners or Devices.

    All armies must have a Battle Standard of some description. This can be the Legion Standard, Tribal Totem or Army battle flag. The Standard must be given to a specified unit in the army, and must remain with that unit unless it is destroyed. (See below) The unit with the Battle Standard receives a +2 Rally , all adjacent units receive a +1 Rally.

    If the unit carrying the standard is destroyed in Melee, the standard may be captured, use the standards result table below. If it is captured it remains with that unit unless it is destroyed when it may change hands again.

    If the unit carrying the standard is destroyed by other means (missile fire or blocked retreat) then the standard must make a result check, treating any captured result as an escape.

    If a Battle Standard is captured or lost the morale clock is decremented by 1, but if captured all units fighting the captors fight at +1 CF until it is recaptured. A captured Battle Standard is worth 200 points at the end of the battle, a lost standard 100.

    Standard results table.

    1-2 lost.
    3-4 Escapes to an adjacent unit, or if non, Captured or left behind.
    5-9 Captured.
    0 Left behind.

    Lost standards are removed, they have disappeared under the Carnage and mud of the battle filed.

    Escaping standards are carried by a brave warrior to an adjacent unit, if there are no adjacent units the standard is Captured if the unit was destroyed in melee, left behind under other circumstances.

    Captured standards are placed with the victorious enemy unit. That unit now become the object of ferocious enemy attacks in an attempt to retrieve the standard. If the standard bearing unit was not destroyed by melee the standard escapes.

    Left behind. The Standard has been left visible on the filed as the unit is destroyed. Mark its position on the battlefield, the first unit to move over that position captures the Standard.

Characters.

Characters may be added to any unit, they may move to another unit, interact with units and other characters as standard FR! If they are with a unit normally affected by the target priority rule, they may force the unit to shoot at a different target if it passes a rally test.

1 General. An army may have a single general. Generals give +2/+2/0 and a free group move.

2+ Sub Generals. An army may have 2 sub general for armies upto 1000 points, more for bigger armies. A subgeneral is a hero in FR! giving a +1/+1/0 and free unit move.

Characters must be initially positioned in an area of the battlefield with their troops, both wings and the centre for example.


 

Points Value Games. (Basic!!!)

It is recommend to only play in period with historical adversaries, using the points cost given on the unit table. Any historical options should be simply given to a unit and not charged for, with the exception of Veteran/Technologically advanced weapon for 5pts, elite for 10pts and unsteady for -10 points.

If a points system is a must, use the following guidelines:

To price up an army using a points value look at the army you are playing and determine the troop types to determine the basic cost. If that troop type has any missiles without ? then these are included in the basic cost. Any missiles that have ? must be paid for and the cost is 5pts per type. If that troop type has any abilities/characteristics without ? then these are included in the basic cost. Any abilities/characteristics that have ? must be paid for and the cost is 5pts per type Any units that are to classed as elite also cost an extra 10pts, veteran status/technological advantage cost 5 points. Any unit classed as unsteady have their cost reduced by 10pts, impetuous units have their cost reduced by 5pts.


Historical Example.

2nd Punic War, Hannibals Invasion of Northern Italy, using Basic points values only.

Republican Roman Consular Legion . 1000 Points.

6 x Roman and Latin Velites. Skirmishers. Javelins
3 x Latin Hastati. Handweapons. Pila. Roman Battle Drill.
3 x Latin Princeps. Handweapons. Pila. Roman Battle Drill.
1 x Latin Triarii. Spears. Roman Battle Drill. 0/+1/0 Veterans
3 x Roman Hastati. Handweapons. Pila Roman Battle Drill. 0/+1/0 Veterans
3 x Roman Princeps. Handweapons. Pila. Roman Battle Drill. 0/+1/0 Veterans
1 x Roman Triarii. Spears. Roman Battle Drill. +1/+1/0 Elites

1 x Roman Cavalry. Medium Cavalry.
2 x Latin Cavalry. Medium Cavalry. 0/+1/0 Veterans
1 x Latin Extraordinarii. Medium Cavalry. +1/+1/0 Elites
1 x Celtic Cavalry. Heavy Cavalry.

8 x Italian Allied Infantry. Light Infantry.
3 x Celtic Infantry. Tribal Light Infantry.

Carthaginian Army. 1000 Points

4 x Carthaginian Spearmen. Spears. Hoplites.
6 x Spanish/Celtiberian Infantry. Light Infantry.
5 x Celtic Infantry. Tribal Light Infantry.
1 x Celtic Nobles and retainers. Tribal Light Infantry. +1/+1/0 Elites
3 x Balearic Slingers. Skirmishers. Slings
3 x Numidian Javlinmen. Skirmishers. Javelins

2 x African War Elephants. Elephants.

4 x Numidian Horsemen. Light Cavalry. Javelins
2 x Spanish Cavalry. Medium Cavalry
2 x Celtic Cavalry. Heavy Cavalry
2 x Carthaginian Cavalry. Heavy Cavalry
1 x Carthaginian Noble Cavalry. Heavy Cavalry. +1/+1/0 Elites

 

These modifications have been hammered out by John Hills and Paul Crozier through multiple emails. Comments are also welcome on the Chipco Mailing List.