johnny okane (order #7165245) Introduction to the Hurlbat Publishing Edition Weloe to the Hurlat Pulishig editio of Miro Warfare “eries: Miro 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 Subject Additional Armies Expansion I Chariot Era & Far East Assyrian; Chinese; Egyptian Expansion II Classical Era Indian; Macedonian; Persian; Selucid Expansion III Enemies of Rome Britons; Gallic; Goth Expansion IV Fall of Rome Byzantine; Hun; Late Roman; Sassanid Expansion V The Dark Ages 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 pritig outers, please set our Page “alig optio to Noe. © Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 2 johnny okane (order #7165245) 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. © Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 3 johnny okane (order #7165245) 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 a oe i their ees oe tur. The sequence of each move is as follows: 1. Move all routing and retreating units 2. 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 3. Non-moving player specifies any evading of counter-charging units and determines their move 4. Non-moving player determines the result of any missile fire, resolving any missile morale tests resulting from this missile fire as they occur 5. 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. © Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 4 johnny okane (order #7165245) 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. Close Order and order troops and armoured cavalry will become unformed when moving through woods, over broken ground and soft sand 2. If M3 class troops are contacted by an enemy whilst wheeling 3. If a unit is hit in the flank or rear and no troops are facing that way 4. After disengaging from a melee against any troops other than open order infantry 5. Immediately a unit begins to rout 6. After completing a pursuit, but not whilst pursuing 7. Cavalry within 75mm of elephants 8. 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 Enemy unit Cohort 2 Cohort 2 Cohort 2 Cohort 1 Cohort 1 Durig the Ee Uits During the Roman move, Enemy unit advances to move, both units choose to Cohort 1 chooses to fall contact Cohort 2 in the melee. back through Cohort 2, same move, if required. It neither becoming will not count following up unformed or charging but will count as advancing. © Copyright 2012 Hurlbat Publishing http://www.hurlbat.co.uk 5 johnny okane (order #7165245) Missile Combat Weapon Ranges Weapon Close Range Long Range Bows Up to 75mm 75mm to 150mm Slings Up to 75mm N/A Javelins Up to 15mm N/A War Engines 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. 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 2. 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. 3. 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
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