Rules for Ancients Wargaming. by Norm Asquith Why write another set of Ancients figurine wargaming Rules? Usually because the rules available are felt to be inadequate in some way. So the question that must arise is " what do I want in a set of Rules?" This is the critical question, for the answer defines the structure of the Rules that we develop. In my case the most important need was - simplicity with realism. This should give a set of Rules that a novice to Ancients can comprehend and enjoy with a minimum of confusion or conflict with the popular history of a period. The "minimum" above however, will inevitably conflict with the need to have scope for tactical ability, understanding troop capabilities, planning beyond the current situation, knowing your enemy, decision making on often inadequate information, - in short, GENERALSHIP. So, the guidelines are to be: Simplicity, Historical flavor, Tactically challenging, Fun. The last category requires that there be a minimum of disruption to the flow of the game, so as little paperwork as possible is a crucial element. The Mechanisms of the Rules Rebasing of figures. Definitely no. The Rules describe troops as elements but also as the equivalent figures to make up an element. Casualties are in single figures, the "element" is only a convenience and it is more satisfying and realistic to see a units deplete as casualties mount. Paperwork. The only times that you may need to lay pencil to paper is to describe troops in ambush or for drawing maps of deployment (optional). Cardboard squares marked on one side with an "A" or * are placed face down and turned over simultaneously to denote either: 1/ advancing on or reacting to your opponent, 2/ attempting a charge or not charging. Casualties. Sections of coloured pipe cleaner in four colours are used to show morale state and casualties (or remove figures). Add a D6, tape measure and you have all the equipment needed to play. What determines who wins ? The results of a battle rests on generalship and the "fortunes of war" or random die roll. The possible variations in dice throw are less than in other rules. Generalship consists of looking ahead, manoeuvre, knowing the troop types and their abilities and understanding that MORALE was the crucial determiner of Ancients battles. Manoeuvre is the art of figurine wargaming. The hairy question when writing Rules is "how do we move two opposing armies fairly?" Simultaneous movement is more realistic but more difficult to do if the relative moving of troops is critical at crunch time. The system adopted starts with hidden marking for advances or reacts of the troops. Then both sides dice and movement starts from the right of the player with the highest die roll. Troops move in sequence from the right (as above) and if two measure equal them dice it! The troops marked for advance are done first, then troops reacting and then marches. Troops can move and formation change depending on type (regular/irregular), formation and circumstance. Open formation skirmishing troops move identically. When reacting to an enemy charge troops may manoeuvre depending on a morale test an the distance to the charging enemy. There are two movement rates: tactical moves and march moves in column. March moves are simply two tactical moves. After various schemes for moving through terrain we settled on moving at half speed through delaying terrain as this gives a flexible and easy to pro-rata system. As usual, simplicity proves to be best. Combat. To "get stuck in" troops must charge. To be realistic this must be governed by morale and control. The Rules support linear formations through morale and control test factors for mutual support. A unit isolated will rarely get off a charge unless their enemy is vulnerable to a flank or rear charge. Weapon Factors. As always, a great area for debate and discussion. The most noticeable change is that mounted spear and lance are separate items. The Rules cover from the earliest times to the pre-knight era. Anyone with Knight armies can count Knights as super heavy cavalry, or introduce their own factors. Summary The Rules have proved to be quick to learn and fast to use. They seem to cover the historical side adequately, but of necessity cater for the broad majority of historical circumstance. To depict more closely a particular period then I urge gamers to add your own conditions or factors, particularly for campaigns! Best of all, the Rules are free. We intend to issue improvements once a year, so if anyone can see an improvement then put it forward. Development and playtesting has been carried out with the assistance of Selwyn Peake, Jonathon Marshallsay and Simon Wheaton and improvements will be reviewed my them and myself.