|
FR!Ancients Sequence
of Play Phase One:
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. 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.
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.
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: 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 Carthaginian Army. 1000 Points 4
x Carthaginian Spearmen. Spears. Hoplites.
These modifications
have been hammered out by John Hills and Paul
Crozier through multiple emails. Comments are also welcome on the
Chipco Mailing List.
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