Terrain
Compulsory
Optional (2-3)
Terrain Selection, River Crossing & Terrain Type
Terrain must include BAD or ROUGH going or Rv, WW.
Cannot include more than 1 WW, Rv, Oasis, Gully or
BUA, or 2 Roads or 3 of any other type.
Arable
1 BUA or 2 Plough (Pl)
Rv, DH, GH, Wd,extra Pl, E, Rd,
WW, Scrubby (Sb), Boggy (B)
Forest
1-2 Wood (Wd)
Rv, Marsh (M), GH, Wds, BUA
Hilly
1-2 Difficult Hills (DH)
Rv, Wd, BUA, Rd, extra DH
Steppe
1-2 Gentle Hills (GH)
Rv, Rocky, Scrub, Gully (G), BUA
1-2 Rocky or Scrub
Dunes (D), DH, Oasis (O), BUA
Tropical
1-2 Woods (Wd)
Rv, Marsh (M), Gully (G), BUA, E,
Rd, extra Wds
Littoral
1 Waterway (WW)
Either DH or Marsh, either Wd
or Dunes (D), BUA, Rd, Rv
Dry
River: 1-2 Paltry; 3-4 slows crossing and aids defence;
5-6 as previous but only in single columns.
BAD: DH, Wd, M, G or D/O except Camels
ROUGH: Rocky, Scrubby, Boggy flat ground, E, P (if 1)
Subsequent Moves
LH & 2nd or 3rd move - never in 1BW of enemy
Mnt Inf Must be entirely in GG
PIP & Command Range
Only if full possible move by road and column/elements
first move of bound
SCh (Except into contact), El, Hd, WWg, Art, Denizens, camp
followers, garrison
+1 PIP if
Other than Gen if Gen lost or in BUA, Camp, Woods, Oasis,
Marsh, Gully or starts beyond command range
Command
Range
LH 20 BW. Others 8BW, or 4 BW if entirely beyond hill crest,
BUA, camp, or on DH, or in or beyond Wood, Oasis or Dunes
Combat Factors
Troops
Movement (in BW)
vs. Foot vs. Mtd
GG
BG/RG
Artillery (not in City or Fort)
+4
+4
1 (RG only)
Artillery (in City or Fort)
+2
+2
(see Pg 7)
+3
+3
Auxilia - Solid
Auxilia - Fast
2nd move in 1st bound - never in 1 BW of enemy
PS
2nd move if start in GG and end in RG or BG
but never in 1BW of enemy
Any
If in column moving along road
Tactical Factors
OF AN
CIENTS
+1 PIP if
I
SOC ET
0 PIP
PS
Flank Support (CC
vs. Foot)
Spear in
mutual edge
contact with
Spear/Solid
Blades &
+1 both in GG
Solid Bow in
mutual edge
contact with
Solid Blades
& both in GG
+4
Garrison defending a City or Fort
in CC or Shot at.
+2
If Camp Followers or other Foot in
own camp in CC or Shot at.
Denizens defending their own City.
Generals element in CC or Shot at.
+1
-1
+5
+4 if
shot at
+3
+2
+4
Camelry
+3
+3
Camp Followers & Denizens
+2
+0
Cavalry
+3
+3
Elephants
+5
+4
Pikes vs. Kn, El or SCh
+3
+2
Wb vs. Foot (not Ps)
Knights
+3
+4
Light Horse & Light Camelry
+2
+2
Blades - Solid
Blades - Fast
Bows - Solid
Bows - Fast
Hordes - Solid
Hordes - Fast
Mounted Infantry
Pikes - Solid
as weapon type
+3
+4
Psiloi (all Fast)
+2
+2
Scythed Chariots
+3
+4
+4
+5
+4 if
shot at
+3
+4
+3
+4
1 (RG only)
Pikes - Fast
Spears (all Solid)
Command Wagons, CP & Lit
(these always have +1 modifier
for being generals)
War Wagons
Warbands - Solid
Warbands - Fast
+3
+2
In CC, uphill or defending
non-paltry riverbank off-road
Each flank or rear edge overlapped or contacted (Ps & SCh
cant be corner overlapped p10)
Additional enemy elements still assaulting a City, Fort or Camp (2 max)
Each supporting enemy shooter (2 max)
-2
Any except Ax, Wb, Bw or Ps in CC
in BG (not Rough)
Second Rank Rear Support (in CC & both ranks in GG)
+3
+1
Pikes vs. Foot (except Ps)
LH in frontal contact
Double Based Elements (not in a City, Fort or Camp) vs.
Foot in frontal CC and the double element is entirely in GG
Distance Combat
Ranges - Bows & WWg 3BW; Artillery 5BW
Shooting - at 1/2 BW target directly within 1 BW of shooting
edge. Not through a hills crest,city or fort, or a 1/2 BW depth
of difficult hills, woods, oasis, dunes, hamlet or edifice, or
shooting at or from gully
WWg, Bows, Mtd Inf cant shoot if they moved more than 1
BW. They must target enemy in TZ, then any shooting at them;
otherwise may choose.
Artillery can always choose target. May shoot over/through
enemy Ps. Can only shoot during own bound, unless shot at by
Artillery in enemy bound.
I
SOC ET
DBA3 REF SHEET
OF AN
CIENTS
SOCIETY OF ANCIENTS
If its total is EQUAL to that of its opponent:
No effect if attacking or defending a city, fort or camp. If not:
Destroyed by:
Scythed chariots
Everything
Knights or Camelry
Bd, Lb or Cb in CC
Otherwise:
Recoiled in CC by Solid Foot. 4Kn recoiled by 3Kn. Otherwise No effect
Other Mounted
Recoiled by Solid Foot in CC, otherwise NE
Fast Foot
Recoiled by Solid Foot in CC with it or shooting at it, otherwise No effect
Foot if in contact on 2 or more
No effect
edges by enemy front edges
CP, CWg or Lit
If its total is LESS THAN that of its opponent but MORE THAN HALF:
Destroyed if sacking a city or the defenders of a city, fort or camp or denizens or camp followers that have sallied or Mtd Ft in BG.
Recoil if in CC against defenders of a city, fort or camp. No effect if CP, Lit or CWg. Otherwise:
Destroyed by:
Otherwise:
Elephants
Ps, Ax, LH, Art shooting; or if in CC vs a City or Fort Flee from El. Otherwise recoil.
Scythed chariots
Everything in CC or rear edge at least partly shot
at
If shot at from any direction except rear edge, flee
Knights
El, SCh, Cm, LH
Recoil
Camelry
SCh or if in BG themselves
Flee from El. Otherwise recoil.
Cavalry
Flee from SCh, or if BG. Otherwise recoil.
Light Horse
Flee from SCh, from Art shooting, or if in BG.
Otherwise recoil
Spears, Pikes, Blades Kn or SCh if in GG, or by WB
Recoil
Auxilia
Kn in GG
Recoil
Bows
Any Mounted
Recoil
Psiloi
Kn, Cv, CM if in going the enemy counts as good
Recoil
Warband
Kn or SCh if in GG
Recoil
Hordes
Kn, El if in GG, or by Wb
Recoil if shot at. If neither, No effect
War Wagons
Art shooting or El
No effect
Artillery
Everything
If its total is HALF OR LESS than that of its opponent:
Destroyed if defenders of a city, fort or camp. If not:
Cavalry
Flee from Pikes, Spears or Hordes if in GG or Artillery in CC. If not, destroyed
Light Horse
Destroyed if in BG., or by any Mounted, Artillery shooting, Bows or Psiloi. If not, Flee
Psiloi
Destroyed by Kn, Cv, Cm or LH if in going the enemy counts as good, or if in CC vs. Ax, Bw or Ps. Recoil
from El or SCh. If not, Flee
All Others
Destroyed
Outcome Moves
Recoil: Foot: Base depth or 1/2 BW if less
Pursue:
1BW: 3Kn, SCh, El, Hordes and any in column behind
pursuers
Mounted: Choose 1BW or own depth if less than 1BW
1/2 BW: Pk, Bd, Wb vs. any foot except Ps and any in
column behind pursuers