Sei sulla pagina 1di 20

Rules Clarifications Part 1: AW vrs.

MW - The Differences

I've been asked to list the differences between the rules sets. Here are the obvious ones. I feel that this list
covers any and all vital differences you might run into in your games. I'm sure astute rules readers will spot
others, but this should do the trick.
Scale: The figure scale in AW is 1-figure equals 60-120 men or animals. In MW, this is 40-80.
Troop Types: In AW, there is one less cavalry category than in MW (MW has the Full Plate troop type
not found in AW).
AW, however, does have three types of chariots, not found in MW. Light Chariots, which
move and react as SC, Medium chariots, counting as a strength of three stand, and
Heavy chariots, counting as a strength of four stand. These are important troop types,
but are limited to AW.
Weaponry: Pike in AW fight 4 ranks deep and Long Spear fights three ranks deep. In MW, pike is 3
ranks and LSp is 2 1/2 ranks. MW also has Halberds and Handguns as well as
Gunpowder Artillery, not found in AW.
Pilum are found in AW but not in MW.
Generals: Generals in AW have five different leadership ratings with a better order giving ability
than in MW, which has only four ratings, at a slightly worse ability.
Ancient Warfare also has an explanatory section on Attaching or Detaching Generals,
not found in MW.
Priests: These are an integral part of AW, while they are an option in MW.
Special Formations: These are very different in each rules set. In MW, you have Shieldwall and Schiltron.
Schiltron is the same as Squares in AW. Shieldwall, while similar to AW's Locked Shields,
is different in that Locked shields drift 1" to the right each turn they move. Schiltron may
not charge or countercharge while units in Shieldwall or Locked Shields may, though not
in a frenzied state and at only 1/2 speed!
Testudo is limited to AW and is available to Roman infantry only.
Swiss Square is limited to Swiss close order foot in MW only.
Conrois and Crusader Order are used in MW only.
Echeloned Line, Chariot Circles, Chariot Transports/Charges and Escort Infantry are only
used in AW.
Wedge is more effective in MW than in AW, giving you two ranks in MW able to fight vrs.
1 1/2 ranks fighting in AW.
Morale Tests: In MW, morale tests must be taken for being charged by a heavier armor class, as well
as Breakthrough chargers. These are not tested for in AW (there is no Breakthrough
Charge in AW and armor class did not have the psychological ramifications as it did in
the Medieval period). In AW, however, there is a test for being charged by scythed
chariots, not in MW.
In addition, the morale tables have a couple of different items, having to do with special
formations or weaponry, from AW to MW.
Missile Fire: Weaponry varies from rules set to rules set. Gunpowder weapons in MW are not found in
AW, so special allowance and rules are made for them in MW only.
Supply units, Missile Support Fire and Double Defend orders are an integral part of AW
while only an optional rule in MW.
Arrow Barrages for archers are used in MW but not in AW.
When firing, mounted bows have a lesser range in AW than in MW (non-composite
bows).
Ranges vary some in both rules sets for missile fire.
There is no Heavy or Light artillery in AW as there is in MW.
Longbow is more effective in MW than in AW, with a firing modifier vrs. non-SC not found
in AW.
The shooting modifiers vary because of different armor or special formations.
Close Combat: Armor classes are different, with MW having one better armor class, Full Plate, than AW
(the highest armor class is Cataphract, equivalent to Armored Cavalry in MW).
Chariots are not in MW, but make up armor types in AW.
Weaponry is different, with different factors and ranks allowed to fight.
Axes count as a +3 factor in MW and 1 1/2 ranks can fight. In AW, they only have a factor
of 2 and fight with front rank only.
Pike and Long Spear ranks have already been addressed.
Frenzied mounted are a +3 in MW, but are +2 in AW due to stirrups and better saddles..
Scythed Heavy Chariot has a +2 factor in AW, but is not found in MW.
Elephant and Scythed Chariot routs differ in AW, as they are much more random and
unpredictable.
Optional Rules: These vary with MW having Uncontrolled Mounted Charge and the Mounted Break
though move not found in AW.

Part 2: Aligning Stands in AW/MW


When two units end up in contact with each other, their respective stands must be aligned in order for the close
combat to be adjudicated. Normally, the player who moved first that turn has the option of how to align stands in
dubious circumstances, but sometimes, even these need clarification. The following will illustrate how to do this.

Contact to the Front


Unit A and B are moving into contact with Unit C. The player controlling Unit C moved first this turn, so gets to
align the stands that are in questionable contact. The one who moves first gets to decide the alignment!

A B

Unit C has to fight both units. However, Units A & B only have three stands that can be in contact with Unit C,
as Unit C is only three stands wide and there are no flanks involved. Unit C could opt to have two stands of Unit
B in contact and only one of the cavalry unit A. It is his choice, not the attackers. Unit C has the option of
deciding the situation as his side moved first.

If the player controlling Units A & B had moved first, he could elect to have two stands of cavalry Unit A and one
stand of Unit B in contact as it would then be him who decided how to align the dubious stand(s).
Contact to Flank
Unit A is being charged in the flank by Unit C. Unit C moved first this turn.
C A

Figure 1 Figure 2

Even though Unit C can hit Unit A with two stands, once they are aligned to fit base to base, only one will be in
contact. Unit C moved first, so could have the stands aligned as in the second figure. If Unit A had moved first,
he would probably opt to have the stands line up as below. This would keep Unit C from having six stands count
as in contact next turn as you only count one overlap per flank in subsequent rounds.

C A

Part 3: Charges and Retreats


This short article is to define the Charge and Retreat moves in Medieval Warfare and Ancient Warfare.
There are three types of charges in MW/AW.
Charges
1. First is the normal 'Charge - This requires a Charge order marker to activate during the Charge Phase.

Charges must go at least 1/2 of the allowable charge distance rolled on the Movement Table.

If the unit is Irregular or is Trained with a general with it or is within 1/4 Command Range of a charging
friendly general, it may attempt to go frenzied by rolling a d10 and trying to equal or surpass it's To Pass
morale number. For Veterans, a roll of 3-10 (80%) will succeed, for Warriors, a roll of 4-10 (70%) will do
it, for Poor, only a 60% chance.

Frenzied chargers must move their full charge allowance unless contacting an enemy unit.

Foot units may only initiate a Charge order against mounted if the foot are within 1/2 of their normal
movement range of the mounted unit.

2. Automatic Charges - These charges do not require a Charge order to activate and are automatically
triggered at the beginning of the Charge Phase.

Some units automatically charge when they are within their normal movement range of an enemy unit.
Units will do this if they are:

Fanatic units must charge any enemy within normal movement range except foot will do this only
when within 1/2 of their normal movement range if charging mounted enemy.

Frenzied units must charge any non-skirmisher unit when within normal movement range except foot
will do this only when within 1/2 of their normal movement range if charging mounted enemy.

Lance-armed non-SC are considered Frenzied if using the optional Uncontrolled Mounted Charge rule
in MW, not allowed in AW.
Note: Fanatics are required to charge ALL enemy units if in normal movement range unless it is impossible
to reach them (i.e. HC are not required to charge into Forest or dense terrain as they cannot go in more than
one 1" (using Large Bases).

Fanatic mounted are required to charge LSp/Pike/Halberd armed foot.

Non-fanatic mounted (frenzied, but not fanatics) are not required to charge LSp/Pike/Halberds.

3. Counter-Charges - These are in response to an enemy charge. The unit in question did not already
possess a charge marker. They are allowed to counter-charge if they had Advance orders.

Counter-charges are not allowed to roll for frenzy.

Foot may not counter-charge mounted.

Retreats
Like charges, there are three types of Retreat.

1. Normal Retreat. These moves require a Retreat order marker to activate during the Charge Phase or the
Tactical Movement Phase.

If a unit with a Retreat order is charged by an enemy, the retreating unit faces 180 degrees (or at an
angle if charged by two enemy units from different directions) and does the retreat move, hoping to
outrun the enemy chargers.

Irregular units roll on the Charge/Rout/Retreat table to see how far they can go. Trained units use their
normal movement allowance.

The Retreating unit must move at least 1/2 of it's allowable Retreat movement distance.

The retreating unit determines how far it wishes to retreat before the attacker rolls for his attack
movement distance. This makes for an interesting decision!

If a unit with a Retreat order is advanced into by an enemy, do the same as above.

Otherwise, during the friendly initiative part of the Tactical Movement Phase, turn the unit 180 degrees
and make a retreat move.

Skirmishers, both SI and SC, LCh and LCm are not disordered by retreating. This was part of their
normal routine.

Other Irregular units are disordered by retreating.

Trained units moving less than 1/2 of their allowable retreat move are not disordered by retreating.

2. Automatic Retreats - Skirmishers, LCh and LCm may automatically retreat if charged or advanced into by
enemy units.

SI are required to retreat if charged/advanced into by non-SI units. If the unit in question has already
moved and is advanced into, it normally may still retreat, but will become disordered for moving twice.

Note: The exceptions to this are Fire & Flee units which do not get to retreat further if contacted by the
charging units they attempted to get to charge them!
As in normal Retreats, automatic retreating units must move at least 1/2 of their allowance determined
before the enemy moves into them. Determine the distance to be retreated before the enemy does his
movement.

3. Morale Retreat Moves - These are the result of a failed morale test.

Units failing morale and forced to retreat must move their full retreat move.

Trained roll for distance moved on the Charge/Rout/Retreat movement table just like Irregulars in morale
based retreats.

Note: All retreating units may drop back stands to avoid running into friends of delaying terrain.

Part 4: Terrain Delay and Disorder Chart


Troop type Light Terrain and Obstacles Dense Terrain
Delay Disorder Charge Delay Disorder Charge
Chariots/Artillery/Wagons Yes Yes OK Not Allowed -
Close Order Foot Yes Yes OK Yes Yes OK
Loose Order Foot Yes No OK Yes No OK
Skirmish Order Foot No No OK Yes No OK
Loose/Close Order Cavalry Yes Yes OK Yes Yes -
Skirmish Order Mounted Yes No OK Yes Yes -
Elephants Yes Yes* OK Yes Yes -
(*Elephants are not disordered in scrub, hedges/streams)
Note: Camels are not disordered while moving in Sand Dunes.

Part 5: Attaching, Detaching and Close Combat with Generals in AW and MW


Generals are very necessary in both AW and MW. Not only do they provide the orders for the units that are
within command range of them, they also give morale advantages for units near them and close combat
bonuses for units they are in.

Generals may start each battle as autonomous, single stands, allowing them to move without orders when
within Engagement Range of the enemy. If they are charged, they may automatically opt to countercharge,
stand with a Defend order (if non-frenzied foot) or Retreat. This is a very important consideration.

If you wish, you can have the General stand be a part of a unit as well. If they General starts the battle this way,
or attaches his stand to a unit during the battle, he requires orders when within Engagement Range of the
enemy in order to take any action unless frenzied, of course. Placing the General stand in with other stands
allows the General to fight effectively, something a single stand is not very useful for.
Attaching the General
When you wish to attach your General stand to a unit, simply move the stand into contact with the unit. The
General stand is then placed in the front rank of the unit joined.

A mounted General Stand wheels 45 degrees and moves into contact with foot Unit A.

Unit A The 'new' formation looks like this with the General in the center.

1. The 'new' unit will move as Unit A, the 'parent unit'.


2. The unit will take Morale tests as per its original morale value; i.e. Warriors pass on a modified d10 roll of 4
or more.
3. The General stand adds a bonus of +2 to the morale modifiers for being with the unit, making the Warrior
unit as psychologically strong as an Elite unit!

Fighting a Close Combat


If the unit the General is with is involved in a Close Combat, the following apply.
1. The General will fight if the unit is involved in a Close Combat.
2. The General stand fights as its own troop type, armor class and with whatever weaponry it is armed with.
3. As long as the General stand is attached to the parent unit, it must obey all of the morale results that may
occur. If the parent unit is forced to Retreat, Disordered, the General stand will have to Retreat as well, but
at its own maximum Retreat movement that it rolled.
4. If any casualties are inflicted on the parent unit, determine if any of them were on the General's stand. For
each figure casualty, roll a d6. For each '1' that comes up, the hit is taken on the General's stand rather than
on the parent unit.
5. If enough hits are inflicted on the General's stand, the General is killed and his stand is immediately
removed!
6. The resulting morale tests will often end the battle.

Detaching a General
If you wish to move your General away from a parent unit, i.e. detach from it, you can do so unless the parent
unit is routing, in which case the General is routing as well!
You may move the General stand away from the parent unit during the Movement Phase. Simply give it an
Advance order and move with a wheel to get the General clear of the parent unit.
The General Advances away from Unit A. Unit A closes ranks once more. It could also Advance as the
Advance order would apply to it as well.

You could also have the General stand use a Deploy order and move 2" straight back if your General was a foot
unit.
If you opt to use a Retreat order to get the General stand out of there.
1. In the instance above, this would not be too bad, as the General would simply use a Retreat move to get
clear of the parent unit. The parent unit would close up ranks.
2. Remember, though that the parent unit also must Retreat! It must act under the same order the General
gets as the unit starts the turn as a single unit.
3. This simulates the trepidation the unit would feel as their General leaves them in retreat!
Be careful of using your General as combat units. They no longer can give any orders if involved in a Close
Combat.

Part 6: How to avoid a 'Messy Melee' while playing Medieval Warfare

Bryan thought that a section on dealing with different types of melees would be a good example to avoid pitfalls
and questions. We will start with the basic premise of a flank charge and move on from there.

The Flank Charge


The rules state that a unit must have one stand completely past the front edge of an enemy unit in order to
count as charging/advancing into the flank of the enemy unit. This appears as the diagram below:

Unit A

Unit B

At the beginning of the Charge Phase, Unit A has a complete stand past the front of unit B, so can attempt to
make a flank charge.

Unit B, depending on orders, has several options to avoid this situation. If given a Deploy order, Unit B could
wheel 45 degrees to avoid being hit in the flank as below:

This avoids the flank charge.

Unit B could also have been given an Advance order which could be turned into a Countercharge against Unit
A, also allowing for a wheel of 45 degrees before the Countercharge move is made. (Note that Unit B could not
have been given a Charge order against Unit A as it was not in normal movement range of it at the start of the
turn as the wheels cost double movement for each inch moved).

If Unit B had Defend orders, no orders or if it was already involved in a close combat, it would not be able to
respond and would have been hit in the flank, becoming immediately disordered.
Extreme Flank Attack

This illustrates an extreme flank attack, with only Deploy or Retreat orders saving Unit B.

Unit B Unit A

Unit B could Deploy and turn 90 to face the charge to avoid the flank attack.
Unit B could attempt to Retreat and try to outrun Unit A. If it fails, it is hit in the flank or rear and disordered.
Movement would be pro-rated and rolled for unless Unit B is Trained.

Any other orders would result in it being contacted in the flank by Unit A.

Fitting into a Multiple Unit Melee

You must be able to get a stand in contact with an enemy stand to fit into fight. In the example below, the enemy
units (red) have tied up one of your units (green) and you wish to help your lone unit out.

Unit B

Unit C

You want to charge into the melee with your Unit C. You can do this, as the enemy foot unit has an overlapping
stand that is an eligible target for your charge. Unit C will be forced to drop back stands in order to charge past
Unit B, but this does not slow its movement at all and the charge will result in Unit C being in a 3-deep column
as it slams into the enemy foot unit.

If there is no overlapping stand that you can hit with Unit C, the charge is cancelled and unit may either change
the Charge order into an Advance or simply pick up the order and have the unit sit there this turn.

Multiple Unit Combats Revisited

Remember that all of the units fighting in the multiple unit close combat phase fight it out before any morale
tests are taken.

Unit B

Unit A Unit 1

Unit 2 Unit 3

In this combat, two units have charged into the existing melee this turn. Both Unit A for the Saxons and Unit 1
for the Normans.

Unit B would have to take an immediate morale test for being charged by mounted in the open (MW). Since this
happens before the close combat phase begins, this morale check is taken and acted upon.

Because they were hit in the flank, both Unit B and Unit 2 are immediately disordered.
The player who won the Initiative die roll now decides from which flank to begin the fighting during the close
combat phase. Each combat is fought out in its entirety. Once all of the multiple close combats have been
fought out, then the morale tests are taken, but not before!

Again, the morale tests are taken from the flank chosen by the winner of the Initiative. As you can see this can
be a very important decision each turn, dictating the ebb and flow of the battle.

Part 7: More Messy Melees


Several interesting situations came up at Fall In that I felt could use a bit of rules clarification. One problem
really wasn't one at all as the players simply had to follow the Initiative procedure to figure it out. I'll use this as
the first example.

An Example of the Importance of Initiative


Here is the situation at the beginning of a turn. The player who has Unit A has won the Initiative for this turn.

Unarmored Infantry Archers Unit A

Skirmish Infantry Archers

Skirmish Cavalry

The SC declare a charge on the archers, Unit A. They decide to roll for frenzied, pass and then make their
charge move, easily reaching the enemy archers.

During the Missile Fire Phase, the Initiative player, controlling Unit A, decides to begin the missile fire from the
his left flank, or the SC/SI right flank as they are facing him. The UI begin their fire, directing it all onto the SC
unit. They first must roll their morale To Pass number of higher to fire at close range, otherwise fire at effective
range. They pass, so fire at close and destroy two stands of the SC!

The SC are now required to take an immediate morale test. They fail miserably having lost two stands and
being unsupported, so rout. The SI see this and before they get to fire, must take an immediate morale test of
their own. If they had been shot at, they would have been allowed to fire before taking the test as units shooting
at each other are considered to fire simultaneously, but they were not fired upon, so must test morale before
their turn to shoot. They fail and rout as well.

Flank Charges and Subsequent Rout Moves


Here is another one that came up at the tournament.
Unit A

Unit 1 Unit 2

Unit A and Unit 1 are in the second round of a close combat. Mounted Unit 2 has declared a charge on Unit A.
Unit A must take a morale check for foot being charged by mounted in the open and fails miserably and routs.
The question is, where does it go and which unit will pursue it?

It has two enemies, so has to split the route it will take to get away from both equally. It will rout at a 45 degree
angle from its opponents, wheeling to do so. Unit 2 caused the rout, so it will have precedence over pursuit. It
will also wheel 45 degrees and most likely catch the slower foot unit, destroying it.
Unit 1 will remain in place as it did not cause the rout and could not fit in to get at the routing unit anyway.

Exposing a Flank

This is another typical situation that we often see in our battles.

Unit A
Unit B

Unit 1

Unit 1 charges Unit A. Unit A has Defend orders so it holds, passing its morale test for being charged by
mounted in the open.

During the Tactical Movement Phase, Unit B, with Advance orders, cannot advance into the exposed flank of
Unit 1, as it did not start the turn with a complete stand behind the flank of Unit 1. Unit B can move into position
to charge into the flank of Unit 1 next turn, but cannot move into contact with it this turn.

The Question of Wider and Deeper


This question continues to come up so let me give some examples and straighten it out once and for all.

If you have a wider unit, this is very simple to see. Unit A has an overlap on Unit 1. Even though he overlaps
both flanks, he only gets a +1 modifier for being wider.
Unit A Unit B

Unit 1
Unit 2

Unit B has both an overlap and depth on Unit 2. Unit B will receive a +1 modifier for each of these, both wider
and deeper for a total of +2. If Unit B was missing two of its back stands, it would not count deeper as it did not
have complete ranks vrs. Unit 2.

In the example below, Unit D has complete deeper ranks, so counts as deeper vrs. Unit 4. Unit 4 is wider, so
counts that overlap vrs. Unit D. Unit 5 has complete ranks so counts as deeper than Unit E which is missing one
stand.

Unit D Unit E

Unit 4
Unit 5
Question 1. Who decides which stand is removed from a unit?
The player who controls the unit removes the stand.

Question 2. Do asterisked units under Deploy orders only relate to Charge/Advance into contact
Responses?
No. They are allowable and usable as a charge/advance response or a normal deploy move.
Question 3. What are the advantages and disadvantages of wedges or conrois?
The only real advantage is that they fight with either a full two ranks deep in wedge or a rank and a half for
conrois.

Disadvantages: They are an easier missile target and if they do not breakthrough or rout/destroy their
opponents, they are disordered.

Question 4. What about simultaneous causes of disorder? What if a wedge/conrois loses a close
combat? Is it then fragmented? What if it was already disordered, does it now rout?
The wedge/conrois unit will be fragmented if they lose, being disordered for both falling out of wedge/conrois
and for being pushed back.

Let's say the wedge/conrois was already disordered because of elephants, or some other reason. In this
instance, it becomes fragmented from the first disorder; i.e. losing the close combat. Once a unit is fragmented
it is no longer if a Special Formation, so the unit automatically falls out of wedge.

Thus it is not routed as it is no longer considered to be in a wedge at the point the push back.

Part 8: Turning Units, Dropping Back Stands and Expanding Out


The act of turning a unit from one facing to another is a fairly simple procedure, yet causes a bit of confusion
from time to time. Here is how it is done, using several sizes and depths of unit.

First of all, it must be understood that when a group of men turn 90 degrees to face to their left or their right, the
existing unit will change both its width and depth, depending upon how deep or wide it is before the turn takes
place.

A rule of thumb I use is that if the infantry unit is one or two stands deep, it will be only one stand wide after it
has turned. If the unit is three or four deep, it will be two stands wide after it has turned. If five or six stands
deep, it will be three stands wide after it has turned. Cavalry are a bit more flexible as can be seen below.

Examples of Infantry Facing

The infantry unit wishes to change its facing. It wishes to turn and face its right. It will end up as below in a
column.

Let's say the unit is larger, a nine stand unit of Scottish foot, three by three as below are in shieldwall. When this
large unit turns, it falls out of shieldwall as it cannot maintain its formation and turn at the same time and will end
up as follows.

Examples of Cavalry Facing

For mounted units, turns are a bit different. The cavalry unit in conrois wishes to turn. As it turns, it will must fall
out of conrois while making a 90 degree turn and end up simply in line in either situation as below.
Cavalry units have a bit of flexibility in that they may end up either in a deep line or a two stand wide line after
turning as below.

Or

Four stand cavalry unit.

Or

Or

Dropping Back Stands

When a unit is about to run into another unit or delaying terrain while in the act of advancing, charging, counter-
charging or retreating, it can drop back stands to avoid this. Basically, the troops will be falling back behind the
rear ranks of the unit, making a deeper formation, but avoiding being disordered or worse by interpenetrating
friends or getting stuck in delaying terrain.

The infantry unit drops back the three stands that would otherwise run
into the impassable pond. This does not delay the unit any, only now it
is in a long column instead of a three deep mass.

In this instance, the infantry unit wishes to move past its


cavalry supports. It simply moves ahead and drops back
Stands in order to do so. There is no penalty for this and the
unit gets to move its full allowance.
Expanding Out

When a unit has pushed back its opponents in a close combat, it may bring stands from its rear ranks forward in
an expansion during the follow up move. One stand per flank may be brought forward. This will not be allowed if
the expanding stands will contact another unit, either friendly or enemy.

The cavalry unit has pushed back the foot unit. Both
move 1" in the direction of the arrows. The victorious
cavalry unit may expand either to the right or to the
left. If they expand to their right, they would be
vulnerable to attack from the other enemy foot unit.
The wiser choice would be to expand to the left.

Note that if the second foot unit had been closer, the cavalry would not have been able to expand to the right in
any event, as they would have contacted the new unit and this is not allowed unless pursuing or breaking
through.

Part 9: Cavalry and Infantry Wedges in Medieval Warfare

Those army lists with units allowed to use wedges have some very strong incentives for doing so. First and
foremost, the wedging units get to fight with a full first and second rank so long as they are not disordered.

This is a significant advantage, allowing lance-armed cavalry to fight as effectively as spear-armed foot, but with
the added benefits of charging and often being frenzied as well. Axe-armed foot, normally relegated to fighting
with a rank and a half, also benefit from the use of the wedge if allowed. By using wedge, they too get to fight
with a full second rank.

How do you use a wedge and how is this best portrayed on the battlefield?
Split Stands
At one time, wedges were presented by having your stands split up into smaller pieces in order to show the
wedge formation visually. Some players still do this and it is perfectly acceptable. When using this method of
wedge replication, the stands are represented as follows:

This cavalry unit is two stands in size. Each stand normally has three figures mounted on it. Take Stand A and
divide it into two pieces, one small piece with one figure mounted on it and the second piece, twice as large as
Stand A with two figures mounted on it. Stand B is left as is with three figures mounted on it as normal.

1 figure on the first stand section (part of stand A)


A
2 figures on the second stand section (part of stand A)

B 3 figures on the third stand (stand B)

Wedge Markers
Alternatively, you can use your stands as they are and simply use 'Wedge' markers to designate the wedge.
The markers must be placed either in front of the front stand or behind the back
stand of the wedging unit to denote it is in wedge and is taking up that much more space.
The Downside.
Yes, there is a downside to using a wedge formation.
The wedging unit counts the same as a Mass for missile fire; it is easier to hit.
If the wedge fails to rout or break through the opponent's unit, the wedge will flatten out and become a
disordered line.
The Wedge in Combat Example of Play
When wedges enter a close combat as a result of a Charge or Countercharge, it will fight with two full ranks
unless disordered or worse.

If the wedge does not Charge or Countercharge, but only moves in contact with an enemy because of an
Advance order, or is moved into by they enemy, it does not count as being in wedge for the close combat.
Remove the wedge marker. The unit is now considered to be in a Line.

When charging into an enemy archer/crossbow unit, the enemy unit counts the charging wedge as an
easier missile target. It is harder to miss, being concentrated!

If your wedge suffers the loss of a stand from missile fire, and takes the required morale test (using the If
Charging table) and fails, it may find itself stuck an inch away from the enemy target, unable to move further
that turn. Worse, it may fail so badly, it is forced to retreat disordered!

Note: The wedging unit will NOT suffer two disorders from this failing of missile fire morale. It may only
suffer the disorder from falling out of wedge if it is fighting a close combat and fails to break through or
rout the enemy unit.

Okay, here we have two wedges of Norman knights, HC Veterans with Lance & Shield. There are two stands in
each unit. They have both successfully rolled for their charge movement range as well as for going frenzied.
The enemy units are both spear-armed HI Saxon Warriors with Defend orders in Shieldwall. They are each six
stands in size, three wide by two deep.

Spear Unit A Spear Unit B

Norman HC X Norman HC Y

1. The HI units both have to take a morale test for being charged by mounted non-SC in the open.
2. Unit A rolls a '4' and passes. Unit B rolls a '10' and goes Frenzied! It loses it's Defend order and it's
Shieldwall marker. Frenzied units may not have Defend orders or be in Shieldwall! It does not charge as the
Normans start the turn over 1/2 of the Saxon movement distance away and foot are allowed to charge only
if they start their charge within 1/2 of their normal movement distance away.
3. The Norman player won the Initiative die roll and elects to start the close combats from the left to the right
he does not want to fight the frenzied foot first!
4. The Norman HC unit X and Spear unit A both roll a d6 for their Random Factor. The Normans roll a '6' and
the spearmen roll a '1'. God roll time! The disgruntled Saxon player rolls his eyes skyward and tosses the
die. Another '1'! The gods favor the Normans.
5. The Norman player gleefully tallies up his points:
+5 for the Random (deducting the spearmen die roll from his own).
+1 for being Veterans.
0 for enemy armor (HI is the default number).
+3 for Lance in the 1st round of close combat.
Roll for the Charge Bonus modifier, mounted non-SC getting a full d6. Rolls a '6', so +6.
+3 for frenzied mounted in the 1st round.
-1 for enemy in Shieldwall.
-1 for enemy with Defend orders.
The total points for the Norman HC unit X is +5, +1, +3, +4, +3, -1, -1 for a final tally of +16.
6. The Norman wedge counts both stands as fighting. Two stands times 16 equals 32. This translates to three
figures lost and a 20% to remove a fourthand a complete stand!
7. The Saxon spearmen unit loses three figures automatically and the Norman rolls a d10 to try for a fourth.
He needs to roll a 1 or a 2 (20% chance for the hit). He rolls a '2'! The Saxon player has lost a complete
stand of four figures.
8. The Saxon spear unit has
0 for enemy armor (HC is the default number as above).
+2 modifier for Spear in 1st round.
+1 for More Strength Points per Stand (4 figures/stand vrs. 3 for the cavalry).
+1 for being Wider (three stand wide vrs. just one for the Norman).
Their total fighting factor is therefore +4.
9. The Saxons count the stand in contact in the initial round of close combat and, being spear-armed, count
the second rank stand as well. Two stands times 4 equals 8. The Saxons have an 80% chance of inflicting a
casualty on the Norman HC. He rolls a 3 and gets one hit.
10. The Saxon spear unit has lost the close combat falling back 1", disordered and the Norman player follows
up, keeping in contact.
11. The Saxon player must now take a morale test for losing a stand. He rolls a '6' on a d10. He is disordered
for a -1, lost a stand for another -1 and is now unsupported for a third -1. Six minus three equals three. He
is Warriors, so normally needs a 4 to pass morale. He fails by one. The result is Halt, Disordered. The
Saxon spear unit picks up another disorder so is now fragmented.
12. The Norman player has a decision to make. If there was another Saxon unit within 6" or less to the rear of
the Saxon unit, the Norman may decide to use a Breakthrough Move as he killed a stand and caused twice
as many figure casualties as received. But there is no unit within that range. He could still break through,
but would then be considered disordered for failing to contact any fresh enemy. His opponent is already
fragmented. If he can push it back one more time it will rout.
13. The Norman player elects to simply follow up. His wedge flattens out into a line. The back stand can be left
where it is or brought up to fight alongside the front rank. The Norman unit is now disordered as it falls out
of the wedge while in close combat.
Now for the second close combat.
1. Both units roll for their Random. This time the Saxons roll a '5' and the Norman player rolls a '2'. Looking
around the table, the Norman player decides to sit on that die roll as he may need his God Roll someplace
else later.
2. We will count up the Saxon units combat points first this time.
He starts out with a +3 for the Random.
+2 for Spear versus Mounted in the first round.
+2 for Frenzied Foot in the first round.
+1 for Wider formation.
+1 for more Strength Points.
The Saxon player has a total of 9 points times two stands that count as fighting, equals 18. This is one
automatic hit on the Norman HC and an 80% chance for a second. The Saxon player rolls a 6. Two hits
inflicted.
3. The Norman player now counts up his points.
0 for the Random (the spearmen won this time).
+1 for being Veterans.
0 for enemy armor (HI is the default number).
+3 for Lance in the 1st round of close combat.
Roll for the Charge Bonus modifier, mounted non-SC getting a full d6. Rolls a '2', so +2.
+3 for frenzied mounted in the 1st round.
The total points for the Norman HC unit X is +1, +3, +2, +3 for a final tally of +9. Two stand times 9 is 18.
4. The Norman player inflicts one automatic hit and has a 80% for a second (1-8 on a d10). He rolls an 9! Now
it's time for the god Roll. A '6'! The Norman HC gets the second hit.
5. Neither side lost the close combat. Both inflicted two hits, so the close combat is a 'Lock'. The Norman HC
unit is, however, disordered for falling out of wedge (it did not break through or rout the Saxon foot unit.)
Neither player may expand out as neither pushed back the other. They both remain in their current
formations, though the Norman is no longer in wedge. Remove the wedge marker.
6. Both units also lose their Frenzied markers. Neither won, so the frenzied is now gone.
7. Next turn the Norman HC can be given a Retreat order, but this will cause them to be disordered again and
be fragmented. Still, this is preferable to facing the overlaps of the Saxon spearmen!
Wedges can be a very powerful formation, but they are also fragile. Using them may prove hugely successful,
but they can be beaten.
Part 9: Chariot Transports in Ancient Warfare
With the Historicon tournament coming up, I thought I'd clarify the use of chariot transport and chariot transport
charges in AW. Let's start with chariot transports.

Chariot Transports - any veteran LCh stand may carry one stand of close or loose order warband Wb(F) foot.
The normal configurations for this would be a four or six stand unit of LCh carrying four or six stands of Wb(F)
foot as below:

]-1-[ ]-1-[ ]-1-[ or ]-1-[ ]-1-[


]-1-[ ]-1-[ ]-1-[ ]-1-[ ]-1-[
xxxx xxxx xxxx xxxx xxxx
xxxx xxxx xxxx xxxx xxxx
or
]-1-[ ]-1-[ ]-1-[ ]-1-[
xxxx xxxx xxxx xxxx

]-1-[ represents a LCh stand and xxxx represents a stand of close order Wb(F).

1. If starting the turn already loaded up on chariots, the warband foot use the LCh movement rate (for large
bases, 12" tactical or 18" strategic) while being transported.
2. Foot cannot move during the turn in which they are loading up or jumping off the chariots, they are simply
placed either in front or behind the transporting LCh unit.
3. LCh starting a turn already in physical contact with the warband foot may load them up and still move up to
1/2 of their allowed normal movement rate (6" for tactical or 9" for strategic using large stands).
4. LCh already transporting foot may move 6" or charge and unload (see next section for Charging Transports).
5. Warband foot may not load up, move and jump off in the same turn.
Chariot Transport Charges - LCh may also declare charges against eligible enemy targets and use the
warband foot to do the actual fighting. This is a very powerful tactic to use with Celtic LCh and warband armies.
1. Any LCh transporting unit may charge any enemy within normal charge range.
2. Transported warband foot must jump of and do the fighting, not the LCh transports.
3. LCh charges may only move up to 1/2 the allowed charge distances, no further,
when the warband jumps off to fight.
4. If failing to make contact with any enemy units, the LCh transports but not the
warband foot are disordered for charging and failing to contact.
5. If contact is made, place the jumping off warband foot in actual contact with the
enemy unit and place the LCh transports directly behind them with bases touching.
a. Warband foot will get the charge combat 1/2 d6 die roll as charging.
b. LCh to their rear and in contact will also count as a second or a third rank for
Close Combat depth modifier.
If losing a close combat, warband foot load up and retreat. The retreat move is 1/2 the normal LCH retreat
move, not full.
The warband foot will be disordered from losing the close combat, but not from retreating (they are aboard the
LCh, which to not pick up a disorder for retreating.)
Enemy must pursue if required to do so.
If winning the close combat, follow up normally. If the enemy unit routs, the warband must pursue on foot.
The LCh have a choice of remaining with the foot after the initial round of close combat, continuing to provide
support and the close combat depth modifier, or receive new orders to Retreat or Deploy and go off on their
own.

This is all in the rules, but I thought I'd remind everyone of how it works.

Part 10: Pursuits - Rules Change


A pursuing unit that contacts a fresh enemy unit immediately fights the close combat instead of waiting until next
turn. This is consistent with the Breakthrough Move contact being fought our immediately and adds a new
dynamic to the game.

The pursuing unit does not get any charge die roll, but does get the Pursuit combat modifier.

If the pursuing unit manages to break and rout a second enemy unit and then manages to pursue into a third
enemy unit, that combat will be fought out next turn. Only one Pursuit Close Combat is allowed per unit per turn.
Just to clarify,
1. Pursuers may not wheel to contact a fresh enemy but must continue straight forward in pursuit of the
fleeing enemy unit.

2. If they manage to contact a fresh enemy, the enemy unit may not move or fire unless skirmishers who
may run away.

3. The fresh target does have to test for being surprised as well. (Though technically the fresh unit was not
being Charged per se, they do not know this...it looks like a charge to them!)

4. The pursuers do not count as charging, but do get the plus for pursuing/following up.
5. The new close action will be fought immediately.
6. If the pursuers win and manage to contact another enemy unit, this third close action will be fought out
next turn...only one pursuit close action is fought.

Part 11: Mantlets - Rules Change


Mantlets are used in sieges. In respect to open field battles, they are treated the same as pavises, providing
cover from missiles and counting shielded from fire, but conveying no protection in a close combat and not
counting as obstacles.

Part 12: Skirmish Targets and Frenzied Skirmish Infantry


Skirmishers are NOT considered a required target for frenzied units, but they are a required target for
Fanatics or Wb(F) that have not yet fought an initial round of a close combat yet.

If you have a Wb(F) or Fanatic army, it is wise to screen your units with SI or SC of your own to deal with
the enemy skirmishers or you will find yourself wasting all your orders on Recovers to keep your troops
from fruitlessly charging skirmishers they can never catch!

Remember, if you charge and fail to contact, you are disordered. Three charges with Fanatics and you are
exhausted (translates to routed). The rules state that Fragmented units may not be ISSUED orders, but
Fanatics charge automatically, thus not needing orders, so you keep attacking until you hit something, or
are exhausted (rout).

Frenzied skirmish infantry will move up to their closest firing range of the nearest enemy.

They are not required to charge closer ordered foot or any cavalry (as they are destroyed if contacted by
these units).

If the frenzied SI are charged or moved into, they will lose their frenzied marker immediately and retreat.

Part 13: Turn Initiative


Winning the turn initiative is a very big plus. Not only do you decide whether your opponent moves
before or after you, you also decide from which flank to begin charges, movement, shooting and close
combats from. The one advantage the person moving first has, is that he aligns stands involved in
ambiguous close combat situations.

Part 14: Weapons Use - Rules Change


Normally, all weapons may be used in any terrain. the exceptions are:

Long Spear, Lance, Pike and Halberds (in MW) may only be used by a front rank while moving in any
type of woods.
If the unit is halted in the woods and not moving that turn, or if they move completely out of the woods
during their charge/movement, they count normal ranks as fighting.

This allows some flexibility while still addressing my concerns re: moving in woods with pole weapons. If you
elect to charge or advance out, you take your chances with trying to clear the terrain. If you make it, fine, if not,
too bad! This also gives us a bit more edginess to ambushes. If they work, they can be devastating. If your unit
fails to make it completely out of the woods, not so good.

Part 15: Roman Order Version 5.0 - Rules Change for AW


Roman Order is a formation allowed to Roman HI. The HI may replace in combat any other Roman HI unit
without becoming disordered by the interpenetration.

This allows Roman players to simulate Manipular tactics and the exchange of ranks during a close combat.

Here is how it works.


1. Any Roman Heavy Infantry unit in good order is assumed to be able to use Roman Order (this includes
Italian HI allies).
2. Any Roman unit in Roman Order with an Advance order may move through and replace another Roman HI
unit that is involved in a close combat without becoming disordered by the ensuing interpenetration, if it
has sufficient movement to contact the involved enemy unit. This is assumed to take place during a lull
in the actual fighting.
3. The unit being replaced will be turned around 180 degrees and will end up 1" behind the Roman Order unit
that advanced through it, facing the rear.
4. The replaced unit must take a morale test immediately after this movement is finished to determine whether
or not it is disordered by doing this. A simple unmodified morale roll, the same as rolling for frenzy,
determines the result. Any failure to pass results in the replaced unit becoming disordered. There is no
penalty to the Roman unit advancing through it into contact.
5. The fresh Roman HI will not count as charging but will count weapon factors as the initial round of a close
combat, which it is to them.
6. The enemy unit that is contacted by the fresh, advancing Roman unit will count weaponry as an initial close
combat into a fresh enemy, but otherwise receive no other combat bonus for follow-up, etc. If frenzied, it will
still receive the bonus for being frenzied in the initial round of close combat.
7. The replaced unit may be turned 180 degrees to face at the beginning of the next turn with no penalty as
per normal.

This Formation rule addresses several concerns.

Having to give the Roman Order unit an Advance order puts a strain on the orders capability of the Roman
command.

By not having this count as a charge, but simply as an advance into combat, the Roman unit gets the benefit of
fighting fresh with full ranks of pilum-armed HI in an initial round of close combat, but does not get a charge
combat bonus. This simulates the gradual replacement of ranks, assumed to occur during lulls in the hand to
hand fighting.

The enemy unit will also be considered to be involved in an initial round of a close combat, but due to the
gradual process of exchanging of ranks, will receive no follow-up move or bonus. Here is the real advantage to
the Roman player, being able to bring fresh troops in to save a bad situation.

There is also the chance that the replaced unit will pick up another disorder and possibly be in bad enough
shape to rout (if it already was fragmented before the exchange of ranks. You take your chances with this, as
with most other things in AW/MW.

Potrebbero piacerti anche