Rules for Ancient, Dark Age &
Medieval Miniatures Battles
PUPSight of Arg
Rules for Ancient, Dark Age @
Medieval Miniatures Battles
wilh Army Lists
by Bob BryantCredits
Game Design: Bob Bryant miniatures gaming conventions between the years 1990 and
1995 provided invaluable feedback on playability and
‘general acceptability ofthe rules.
Playtesters: David Boshears, Ken Dale, Tom Glennen, Juan
Herrera, Ken Roy, Jessee Scarborough, David Stratton, and
Mark Yambert, Special thanks to Ken Dale, Mike Kennedy, Text, graphics, editing, and layout: Bob Bryant
and Jessee Scarborough for significant contributions to nee
development and design. In addition, more than 300
participants in demonstration games held at historical ‘Cover design: Cheri Jorgenson Design
Cover art:
Published by
Colonnade Publishing,
1200 Foxcrolf Drive
Knoxville, TN 37923 USA
Copyright © 1996 by Bob Bryant.
All rights reserved. Made and printed in the U.S.A.
‘Questions sent tothe publisher will be answered by mail if you enclose a stamped,
self-addressed envelope. Please phrase your questions so that answers can be limited
to yes, no, or a few words, and clarify with diagrams.
Email colonade@s
net
How To Read the Diagrams
Heavy bar denotes the front of a unit
Too|o00|00 Ellipsoids represent castings on a stand Go]o00] 000
(.00[000/000
—
This unit has 3 stands
This unit has 6 stands | ———"
Ce OTTO
5
car cee lo 00]000} 000)
Too 000 NOC) Med tant wt
Light cavalry unit [0.00[000[000]
1000[0000/0000)
2 ofo Po 0 Hostile units in melee are shown (20H o{000010009}
‘Skirmish infantry unit with castings in reversed black and white Heavy infantry unitIntroduction rl
Game Scales And Equipment 2
Ground Scale aa
Figure Scale 2
Time Scale 2
Measurements ea
Game Table, Figures, And Accessories .......2
The Troops ... 3
Troop Types 3
Skirmishers : a)
Dismounted Troops... .- +++» 5
Mounted Infantry 6
Melee Weapons 6
Missile Weapons 5 6
Mixed Missile And Melee Weapons 7
Mixing Figures On the Same Stand 7
Morale Classes 5 By
Command Structure 7
Leaders 7
Standards And Religious Inspiration - 8
Hints On Effective Organization Be
Choosing Troop Types 8
Bases And Points .. °
Mounting Figures On Bases. 9
Points Costs Of Troops +9
‘The Battleground ......... n
Fieldworks .. ... n
Rough Tenain : u
idden Troops... a 2
Visibility oo... 222 2
Concealment 2
Setting Up a Batle ..
SecUp....
Placing Terrain
Order Of Deployment fees
Deployment Sectors 16
Deployment Restrictions... ...sse.ss1 16
‘The Tum Sequence ”
Manever oo... ccc eens 18
Flanks And Rear . ees
Formations ary
Formation Changes ae
Maneuver Movement ....0.2.cceeesssv+ 20
Forward Move 20
The Wheel 20
Oblique Move os 21
Skirmish Move 5 el
Reverse Facing... a
Contents
Fall Back Move......
Double Move
Break Off Move
Units Passing Through Each Other
Moving In Rough Terrain .
Attaching And Detaching Leaders .
‘Charge And Charge Response .
Charge Move
‘Charge Declaration
‘Charge Restrictions
‘Charging the Flank Or Rear
Movement To Contact
Obstructed Flanks
Charge Response
‘Countercharge Move. .....
Receiving a Charge At the Halt
Response To a Flank Charge.
Response To a Rear Charge
‘Troops Eligible To Evade.
Evade Move. 5
Catching Evaders
Skirmish Infantry Evading Through Friends
‘Skirmish Infantry Evading Behind Fieldworks
Leaving the Table In an Evade Move
Elephant Rout Move
Movement In Melee
Morale
‘The Morale Check
Hits And Fatigue Points
Explanation Of Morale Modifiers
Shaken
Surprise...
‘Causes For Checking Morale .
Cheating Morale To Charge OrTo Respond
To a Charge :
‘Checking Morale For Shooting
Checking Morale For Melee ..
See Leader Wounded
See Friendly Rout
Melee Morale Check Precedence
Shooting . .
Shooting Hits
Stands Eligible To Shoot.
Shooting Zone . .
The Adjacent Stand Rule
Shooting Range ..
Line OF Sight
Shooting Modifiers
Indes Shooting
Cover
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44Melee 47 No. 7. Flank And Rear Attacks Against
Melee Hits 147 Mounted Troops... ..2.+-----58
Explanation Of Melee Modifiers 48 No. 8 Rapid Formation Changes .......... 58
Melee In Rough Terrain 49 No. 9. Reduction Of Penalties For Formation
Stands Eligible To Fight In Melee 50 Changes... 58
Example Of Calculating Melee Hits. 50 No. 10. Reduction Of Penal For Flank OF
Example Of Calculating Melee Hits For Rear Charges . 58
Multiple Enemy Units. ae No. 11. 180Degree Turn . . 58
Formed Infantry Attacked On the Flank Or No. 12. Break-Off For Light Infantry 59
Rear... 31 No. 13. Suspension Of Morale Penalty For
Skirmish Infantry Attacked On the Flank Or ‘Unsupported Formed Infantry... $9
Rear v2 No. 14. Shooting Into Melee By Skirmish
Flanks And Rear ‘Of Mounted Troops ‘In Infantry . 59
Melee... ve oi No. 15. Charge Initiative For Light Cavalry... 59
Continuing Mounted Melee 32 No. 16. Swiss Pike Formations 39
Skirmish Infantry In Melee Contacted By No. 17. Assaulting Fortified Areas. . -- 60
Formed Troops . coe 83 No. 18 Standards And Religious Inspiration .. .60
‘Troops Caught While Evading 3 No. 19. Restricted Double Move............ 60
Asillery In Melee : ve SM No. 20. Enhancement Of Fierce vo 60
Scythe Chariots weet eeeee we SE No. 19. Casualties For Campaign Games. 61
Risk To Leader
Ammy Lists... see @
Victory 35 Introduction... a
Of the Armies ce 3
Optional RUS... eee ee eeeeeeeeeee 56 ‘Armor And Weapons . ea
No. 1. Extension OF Rules Te 1540... -.- 56 How To Read the Lists 3
No. 2. Restricted Command For Leader Examples Of Options And Subgroups 64
In Melee... 00.0.2. 56 Dismounted Cavalry Or Camelry......- 65
No. 3. Approach Check 36 The Armies (Chronological Listing) 166
No. 4. Leader Ability ...... 56 Examples Of Orders OF Battle... a
No. 5. Leader Steadiness 7 Historical Groups vice 6B
No. 6. Restriction Of Break-OfF 38 The Army Lists : °
Figures
1. Visibility of units in concealing terrain .. 13 15, Elephant rout move determination ......-.-. 34
2. Deployment sectors for table top ........ 16 16. Examples of applying melee morale
3. Front, flanks, and rear 18 check precedence seed
4. Examples of formation changes “9 17. Example of shooting resolution... 42
S. Examples of movement in the 18. Shooting zones 43
forward zone coerce 20 19. Measuring shooting range “4
6. Wheel...... . wees 2D 20. Examples of shooting 7 45
7. Examples of skirmish moves . 21 21. Examples of shooting and cover wees 46
8. Moving in tough terrain voce eB 22. Examples of melee in rough terrain 49
9. Examples of contacts inamelee.........25 23 Examples of stands cibleofiht in
10. Examples of frontal charge move 27 melee ..... 50
11, Examples of flank charges ....... 28 24, Example of calculating melee hits.......... 31
12, Examples of obstructed flanks .---------29 25, Melee with overlapping units... 3
13, Examples of charge moves involving 26. Examples of formed infantry stands
evaral units eeneegneentnseee 30 eligible to fight against the flank ........ $2
14. Example of evade move ve BB 27. Examples of continuing mounted melee ..... 53Might of Arms (MOA) isa set of rules for set-piece
battles using miniature figures for armies from the stone age
through the fifteenth century AD. The game focuses on the
battle roles of heavy infantry, heavy cavalry, mounted
skirmishers, and foot skirmishers. The game is about the
decisive events in a large battle rather than about the details
cof weapons, formations, and small unit actions. The overall
objective of the game is to produce a believable outcome for
a large battle.
‘The rules for morale, shooting, and melee are simple and
easy to learn, Rules governing movement and charging into
Contact with the enemy are more detailed, MOA is a fast-
paced, clean game with minimal ambiguity of rules
interpretation, while at the same time providing a depth and
breadth of tactics that will require several games to explore.
‘The game is particularly well-suited for several players on a
side
‘The game is broad in scope. Its suitable for skirmishing
armies, infantry armies, cavatry armies, chariot armies, and
‘medieval armies. The rules necessarily emphasize the
principles of the military art common to battles in different
periods, rather than the details that distinguish different
periods. Each type of troop performs best when used
‘according to its historical tactics. Different types of armies
have a different feel and need to be handled differently
Historical tactics work
The game is simple enough that players who want to add
auditional rules to reflect their ideas about warfare fora
particular period can do so without disrupting the way the
various rules work together. Omitting or adding to the
morale modifiers, the tactical melee modifiers, and the
situations for required morale checks are ways of changing
the rules without changing the mechanics of play. You can
use optional rules to introduce more detail or variations into
the game, The optional rules might suggest to you other
changes to make
‘Above all else, MOA is supposed to be fun. Ifyou find
the length ofthe rules text daunting, then just read enough
about troop types and movement io get started. The game is
‘much easier to play thar co read about, You can wing it
using the reference card, which shows practically all of the
‘mechanics and tables that you need to play the game. As
your experience with the game increases, you can refer to
the rules as necessary to learn the details. The text is
illustrated by a large number of diagrams, The diagrams are
often sufficient to refresh your memory about what to do in
a given situation,
Descriptions of 150 armies in the form of lists of troops
characteristic for each army are included. You can tailor
‘your army, using a points system, to suit your own
preferences by choosing the numbers and types of troops
‘you want from the options available for each army.Game Scales And Equipment
Ground Scale
‘The ground scale is based upon the following
assumptions:
A foot soldier in close order occupies one yard of
frontage
Effective foot bow range is 240 yards
Figure scale 25mm 15mm 6mm
Yards per inch ~» |» [0
Figure Scale
‘An infantry, cavalry, or camelry figure represents
approximately 4 ranks with 12 men in each rank (8 ranks if
pikemen), The figure scale is approximate and can be altered
somewhat as convenient, For example, in games in which
Roman legionaries take part, formed troops are conveniently
represented at a figure scale of | to 60, The frontage
‘occupied by troops is far more important for accurate battle
scale than the exact umber of men represented by figures.
One Figure or Model Represents
30 Formed infantry, other than pikes
100 Pike-armed infantry
100 Skirmish infantry
30 Cavalry, camelry, oF pack animals
26 Elephants
10-30 Heavy chariots (1-2 ranks)
20-40 Light chariots (1-2 ranks)
S10 Artillery (depending upon size)
8216 Wagons (depending upon size)
Time Scale
‘The time scale is variable, depending upon army ard tactics.
A tum is longer when skirmishing and shorter when fighting
hand-to-hand. For scenario or campaign purposes, allow 30
‘minutes per turn,
Measurements
Distances are quoted in inches for 15 mm scale, followed
by a number in brackets for the corresponding distance in 25
‘mm scale. Example: Foot bow range is 8" (12"). For 6 mm.
scale, halve all distances quoted for 15 mam,
Play ofthe game requires knowing distances between
units prior to charge declarations. Consequently, players
may measure distances at any time.
Game Table, Figures, And Accessories
‘The minimum size table needed for a small game using
15 mm figures is 3 by 5 feet. A table 4 by 6 feet will give
‘you more room for maneuver. For a large game in 25 mm.
that involves substantial numbers of cavalry, a 5 or 6 by 12
foot table is recommended.
‘The game plays best with armies having at east 80
cavalry figures for an all-cavalry army or atleast 150 figures
for an all-infantry army.
‘You will need rulers and three to six ordinary six-sided
dice (D8) for each player. You will need an average of about
three markers for hits and three for fatigue points for each
‘unit. Numbered chit, casualty caps, or Sections of colored
pipe cleaners bent into circles make convenient maskers,
Natural-looking markers, such as battlefield debris, flags, or
single figures, are even bette. Markers for shaken units are
recommended bun not essential. If you prefer, you can keep
track of hits and fatigue points for each unit on a paper roster.The Troops
Troop Types
‘Troops are categorized into various troop types on the ‘Mounted troops refers to cavalry, camelry, elephants,
basis of their battle role, mobility, and fighting and chariots. The terms foot and infantry are used
characteristics. Armor isnot a primary consideration, interchangeably and include artillery,
although the more durable troop types in combat are
Sian bards eel 7 paeetate are wseful in drawing up an order of battle
Formed Cavalry
Abbreviation | Troop Type Description
Medieval knights that are filly armored, or equivalent warriors, and their
ee Heavy knight followers, generally beginning around 1330 AD. The armor may consist
cavalry entirely of plate or ofboth plate and chainmail. Shields are usually absent. A
portion of horses may be armored
ven “Medieval knights fully or partially armored in chainmail, or equivalent
MKiCay ae ‘warriors. Shields are usually used. Horses are usually unarmored. The class
z includes Normans and other knights after about 1000 AD.
‘Cavalry with rider fully armored and horse armored all around. Shields are
CatCav Cataphract cavalry | rarely ased, This type of cavalry maneuvers and fights hand-to-hand in a close
formation, Also known as Klibanophorai.
Heavy cavalry (see below) with superior battle stamina, training, and unit
‘cohesiveness. The archetypes are Alexander's companion cavalry and
Byzantine cavalry at its best. Additional types of cavalry might qualify
- i provided one or more ofthe following characteristics apply: Standing army of
Be ite cavalry ‘an urbanized civilization or noted for military success or guards unit of high
‘morale, The use of armor strengthens the case for elite status but isnot in itself
sufficient. Elite cavalry is a troop type in itself, unlike the elite rating for
infantry, which may apply to several types of infantry
‘Cavalry that fight in close combat using javelins, spears, swords, or other
hand-to-hand weapons. Shields are sometimes used. Certain types of heavy
HCay Heavy cavalry cavalry might fight by throwing javelins at close range rather than by fighting
handeto-hand. Bows might also be used. The torso and head of the rider are
generally, but not necessarily, armored. Horses may have frontal armor.
Cavalry that fightin the same style as heavy cavalry but less effectively. The
Mcay Medium cavalry horse and rier are typically unarmored but may include armored cavalry with
8 poor battlefield reputationFormed Camelry
Abbreviation | Troop Type Description
a Cataphract camelry | The types of formed camelry are the same as those of cavalry except that there
Cam Heavy camelry is no knight or elite camelry. A medium camel may have two bow-armed
an Medium camel) Hers but the second archer has no eect in the game.
Formed Chariots And Elephants
‘Abbreviation | __ Troop Type Description
= 5 “Three or more horses and two or more fighting crew plus driver, No distinction
a Bey cu is made among differing numbers of horses or crew.
a “Two horses and ane or two fighting erew plus driver. Light chariots armed
1h t chariots with a javelin, bow, or crossbow are capable of evading hand-to-hand combat
‘Chariots equipped with a seythe asthe only weapon, four horses, and driver
SyChar Scythe chariots Scythe chariots have no fighting crew and have special rules for fighting.
Scythes affixed to light or heavy chariots are ignored.
Elph Elephants ‘War elephant including driver and any numberof fighting crew
Formed Infantry
‘Abbreviation “Troop Type Description
an Heavy knight Dismounted knight in full or partial plate armor, or equivalent warriors, and
infantry their followers. Shields are usually absent.
aps Dismounted knights in chainmail, in three-quarter armor, or in lesser armor
MK ae and renowned for exceptional prowess in batle (such as Norman knights), or
equivalent warriors, Shields are usually carried
Infantry that fights by engaging in hand-to-hand combat in close order.
HI Heavy infantry Heavy infantry may be unarmored or have fabric, lather, or metalic armor
for the torso and head and usualy have shields
‘Same as heavy infantry, except slightly less effective in hand-to-hand
sui Subheavy infantry | combat. Typically, subheavy infantry lack armor and either lack shields or
lack formal dil
Tnfaniry that fights ina loose organization according to tribal or feudal
Mt inten custom, rather than in drilled formations. Typically barbarian, feudal, or dark
Serene s age warriors that usually carry shields, or support missile troops. Most
individuals are unarmored, The prototypes are Gauls,
Infantry capable of fighting in hand-to-hand combat or of skirmishing (that
is, shooting and evading hand-to-hand fighting). Light infantry may fight i
ut Light infantry drilled formations or according to tribal custom. Light infantry are usually
unarmored and carry shields and javelins or other missile Weapons. The
prototypes are Greek peltasts and Spanish scutari
BIH Elite heavy infantry | Infantry with superior batle stamina, raining, and unit cohesiveness, offen
with an articulated battle line in which individual units operate
ENISHI Elite subheavy infantry | independently. The prototype is the Roman legion. Additional types of
EIMI Elite medium infantry | infantry might qualify if they belong to an army of a civilization noted for
consistent military success and are capable of complex battlefield evolutions
ELI Elite light infantry
Any formed foot, other than knights, may have elite status.Artillery
‘Abbreviation Troop Type Deseription
“Arty Engines, 15 crew ‘Bow mechanisms or throwing arms discharging bolts or stones.
“arty ‘Ongan gun, 34 crew ‘Medieval organ gun,
Arty Bombast, 45 crew “Any type of cannon using gunpowder, except organ guns.
Skirmishers
Troop Type
Description
SkI
Skirmish infantry
Infantry whose battle role is to shoot missiles, avoiding hand-to-hand combat
with formed troops, except against scythe chariots or elephants. Skirmish
infantry fight in an open formation and are unarmored. Shields may be carried.
Lav
Light cavalry
Cavalry whose primary batle role is skirmishing. Light eavalry may accept
hand-to-hand combat initiated by enemy troops or charge enemy who are
already engaged or are a severe disadvantage, as defined inthe rules. Light
cavalry is either unarmored or lightly armored and is usually armed with bow
or javelin, or rarely with crossbow. Shields may be cared
LCam
Light camelry
‘Camelry who perform the same battle role as ight cavalry. Light eamelry are
less maneuverable than light cavalry.
Skirmishers
Although several troop type descriptions refer to a
skirmish capability, the term skirmisher refers only to light
cavalry, light camelry, and skirmish infantry. The term
‘formed troops refers to all other troops except artillery. What
distinguishes skinnishers from formed troops is that
skirmishers are restricted in their ability to initiate charges.
Skirmishers as well as cerain other troops may evade
contact when charged by the enemy. Light chariots and light
infantry are not skirmishers, although they are entitled to
shoot and to evade charges.
‘The battle roles of skirmishers are to break up the
advance of the enemy, to wear the enemy down by
prolonged shooting, or in the case of mounted skirmi
to threaten the enemy's flank and rear
ers,
Skimmishers in MOA are always armed with a missile
‘weapon. Ifthe historic prototype did not have a sling or
some type of bow, itis treated as having javelins.
Light cavalry have a carefully defined role in MOA,
based upon the battle tactics of Numidian javelin-armed
cavalry and Scythian horse archers. If you are not following
published army list exactly, feel free to experiment with
the MOA troop type designation for the skirmishing troops
in your army. If you believe that your missile-armed light
cavalry should be capable of more aggressive action, then
use the appropriate optional rules, or rate the light cavalry as
fierce, Alternatively, treat them as medium cavalry.
‘Skirmish infantry have a specialized role of shooting, not
fighting formed troops in melee. Light infantry is equivalent
to skirmish infantry organized in a formation Suitable for
melee. The army lists provided with MOA generally give
‘you the option of using skirmish infantry as light infantry.
‘You must decide how to use them at the outset of the bate.
‘There is no provision for formation changes between
skirmish and light infantry once the battle begins.
Dismounted Troops
A.unit of cavalry or camelry may dismount and fight as
an infantry troop type. Crews of chariots and elephants, light
cavalry, and light camelry are not allowed to dismount. One
stand of the mounted type is exchanged for one stand of the
;ounted type. Dismounting is treated as a formation
change. See Formation Changes in Manewer, page 18,
‘Mounts of dismounted cavalry are not represented on the
table. Cavalry never dismounts as elite infantry.
Units that are identical in troop type, weapons, and
morale may combine into a single unit when dismounting,
provided they are in contact with each other prior to
dismounting. The combined unit takes on numbers of
fatigue points and hits that are the averages of the units that
combine. Round to the nearest whole number (0.50 rounded
up), See Hits And Fatigue Points in Morale, page 35.Dismounted units may remount as a formation change.
‘One dismounted stand is exchanged for one mounted stand.
‘A combined unit breaks up into its original units, carrying
forward to each unit separately the number of fatigue points,
and hits that belonged to the combined dismounted unit. If
these numbers are different from the original fatigue points
and hits, the new fatigue points and hits are retained, even if
the combined dismounted unit did not take on new hits.
Dismounted Fights As
Heavy knight cavalry Hleavy knight infantry
Medium knight cavalry ‘Medium knight infantry
Cataphract or elite cavalry | Heavy infantry
Heavy or medium cavalry __| Subheavy infantry
Mounted Infantry
For purposes of movement and combat, mounted
infantry are treated as medium cavalry or medium camelry.
‘Skirmish infantry may not be mounted. There are penalties
for mounted infantry in combat and when checking morale,
See the table below, Penalties For Mounted Infantry.
One stand of mounted infantry is exchanged for one
infantry stand when the unit dismounts. The same rules
apply o dismounting and remounting infantry as for
dismounting and remounting cavalry or camelry
Missile Weapons
Various missile weapons (see the table below, Missile
Weapons) ate recognized for the purposes of range and
shooting resolution. Javelin 2s a missile weapon includes
‘any thrown spear or dart. Javelin is « missile weapon only
for certain troop types (see the table below, Javelin As
‘Missile And Melee Weapon). Pilum and throwing axe are not
recognized as missile weapons. Certain troop types are
restricted in the types of missile weapons they may have (see
table below, Permitted Missile Weapons). All stands armed
with a missile weapon in a unit are treated as being armed
with the same missile weapon.
Missile Weapons
Bow ;
sling Javelin
eee Staff Sling Handgun
Javelin As Missile And Melee Weapon
‘Skirmish infantey
Light infantry
Light cavalry
Light camelry
Light chariots
Javelin counts as melee
and missile weapon
‘Other formed troops Tavelin counts only as ®
Penalties For Mounted Infantry melee weapon
Counts as medium cavalry (or camelry) while mounted
Cannat shoot
‘Counts the shaken modifier when checking morale and in
een Pens ect te) Permitted Missile Weapons
Tight infantry Any
Cannot count the melee charge modi
Melee Weapons
Overall effectiveness, as represented by morale class and
troop type, is regarded in MOA as more important than the
differing effects of various types of weapons and armor.
Specific types of melee weapons are not recognized, except
for pike-armed troops, who have a benefit in melee. Figures
should be depicted with spears, axes, swords, ete., according
to their historical prototypes for visual appeal, even though
‘weapon type has no effect in the rules. Missile troops have
small axes, swords, or knives to use in melee.
“Any except javelin or
Other formed infantry | S74 Stee
Skirmish infantry “Any
Knight cavalry None
Light cavalry/eamelry _| Bow, crossbow, or javelin
‘Other cavalry/eamelry | Bow or crossbow
Light chariots Bow, crossbow, or javelin
Heavy chariots ‘Bow or crossbow
Scythe chariots ‘None
Elephants ~ [Bow or crossbowMixed Missile And Melee Weapons
‘A mixed unitis one in which one or more stands have
figures with missile weapons and the remaining stands have
‘no missile-armed figures. A missilearmed stand in a mixed
nit fights in melee exactly like a non-missile-armed stand
inthe same unit and the same morale considerations apply to
it
Infantry with missile-armed and non-missile-armed
stands in the same unit are usually deployed with the missile
stands ina single rank. Examples are Arab or Byzantine
infantry with a rear rank of archers, or Chinese infantry with
a front rank of crossbowmen. There is no need to make up a
unit of Byzantine infantry with two or three ranks of
spearmen and a rear rank of archers, A front rank of
spearmen and a rear rank of archers can represent the
prototype formation.
Mixing Figures On the Same Stand
It is OK fora stand to have a mixture of missile and non-
rissile-armed figures. The stand is eredted with having a
missile weapon if any figure on the stand has the missile
‘weapon, Since shooting resolution is based on stands, not
individval figures, a stand shoots at full effect if any figure
on the stand has a missile weapon permitted forthe unit's
troop type.
Cavalry that operated in units composed of both archers
and lancers are most effectively represented by crediting
each standin the unit with a bow. Examples are the Byzan-
tine formation that consisted of two ranks of lancers, two
ranks of archers, anda rear rank of lancers, and Assyrian
cavalry. You can mount archer figures and lancer figures in
alternating positions on each stand, Or, make up units with
at least one stand of archers. The remaining stands can be
lancers with bow purchased for them, as though every stand
is credited with bow.
‘As another example, you could mix an occasional archer
with Saxon warriors. The stands with archers can shoot, but
there is no massed archery, which is a good representation of,
missile power in a Saxon amy.
Morale Classes
“Morale class denotes the relative degree of experience,
training, and willingness to face or elose with the enemy,
particularly when in a tactically inferior position, The most
important application of morale in MOA is passing the
melee morale check. This means that the most important
interpretation of morale isthe ability to stand ground and
accept melee casualt
As troops begin fo get worn down, passing a morale
‘check as a result of being shot at becomes important. It is
possible for a unit rout if itis a target of massed shooting
for several tums.
Once a unit has been worn down by shooting or melee or
has other disadvantages, it has to pass a morale check to
‘engage in melee. This morale check represents the potential
of disrupted command control and coordination as Well as,
the psychological state ofthe troops.
‘All stands in a unit must have the same morale class. An
rease in morale by one clas is roughly equivalent in
‘combat endurance to an increase by one and one-half to twa
Tevels in “heaviness” of troop type.
‘Any troop type may be rated as fierce, except for elite
infantry, skirmish infantry elite cavalry, elephants, scythe
‘chariots, and artillery. For example, early Gauls might be
designated medium infantry, C morale class, to represent
fast movement and average staying power in melee, and
rated fierce to represent ferocity in charging, Fietee does not
necessarily mean undisciplined recklessness. Swiss pikemen
might also be rated fierce.
Morale Classes
‘Guards, troops of the highest calibre
Veteran, well-trained, nobles, feudal chivalry,
household followers
Experienced or trained: average reliable troops
v}o} » f>
Green, poorly-trained, or disaffected
Levy, unreliable: no training, experience, nor
commitment
7
Command Structure
‘An army is commanded by a commander‘in-chief
(C-in-C) oF chief leader. The army is organized into groups
with each group under a group leader. The C-in-C may
‘command a group directly, without a subordinate leader to
‘command the group. Each group consists of one or more
units. There is no restriction on the number of leaders,
‘groups, and units in an army or how they are organized.
‘Army organization must be specified prior tothe first tur,
‘A unit must consist of atleast 2 and not more than 16
stands, except for artillery. Each artillery stand is iteel€a
unit. A stand cannot be split between two ranks. A unit must
bbe made up of complete stands,
Leaders
A leader may be mounted as a single figure. The C-in-C
may be accompanied by one or more non-fighting staff
figures for looks. A stand with half of the frontage of a
standard width stand works well for a leader stand.
A leader stand does not count as a fighting stand and is
ignored by other stands for movement purposes. It simplymarks the leader's position, It may be passed through by
friend or enemy or moved out of the way by fiends as
convenient. Ths is particularly important when a leader
‘ccupies a fullfrontage elephant or chariot model
Effective tactical use of leaders is very important. By
attaching a leader to a unit in meleo at the right moment, you
ccan shore up a cracking line or flank. The effect of an,
attached leader on morale represents the up-close and
personal style of leadership in the ancient period.
Standards And Religious Inspiration
Standards or banners for leaders or armies and religious
groups or relics are not recognized, although you should
depict these items as appropriate for the sake of visual
appeal. An optional rule introduces a morale modifier to
represent the influence of standards or religious groups.
Hints On Effective Organization
Unit sizes of three stands for light troops, six for formed
infantry and three for formed cavalry are recommended.
Using two-stand and four-stand units provides the same
game and saves on the expense of figures and table space. It
is more cost effective to operate mounted troops and
skirmish infantry in units with single ranks than in units with
‘wo ranks,
In general, in a multiplayer game, a player can
comfortably control up to 10 units under 2 group leaders.
For a2-player game, 8 to 15 units and 2to 3 leaders on a
side are recommended for @2- to 4-hour game. Each player
in a multi-player game should be given one leader and his
group to control, as @ minimum.
‘A group leader is unable to influence units beyond 8"
[12"] away for charge and charge response morale checks,
0 for optimal command, the practical limit to the number of
units ina group is about 4 of 5, not counting skirmishers.
Skirmishers are not dependent upon leaders for good
performance, since they generally evade without checking
‘morale and are required to check morale to initiate a charge
(when eligible) regardless of whether their group leader is
present.
Cavalry whose prototypes formed up eight ranks deep
‘can be represented either as a unit with two ranks or as two
separate units, with one unit positioned behind the other as a
reserve. Or, simply ignore the depth of the prototype unit.
Choosing Troop Types
If you are using published army lists, troop types and
morale have already been specified for your army.
‘A rewarding enterprise for non-tournament play is to do
‘your own research and to design a MOA army on the basis
of your findings. The descriptions of the various troop types
should get you started in matching MOA troop types to the
historical prototypes in your army. Unless you have evi-
dence that your troops are above or below average, let them.
bbe “C” morale class.
‘Once you have some experience with how MOA works,
‘you can fine-tune your troops by upgrading or downgrading
their troop type or morale, if you are not bound to an army
list. For example, Gauls fighting for Hannibal could be rated
as subheavy infantry instead of medium infantry. Perhaps
‘you would use this designation only fora particular bate or
scenario.
‘When designing a scenario, you can use morale class as,
a substitute for differences in armor, if you think the armor
js important. Suppose the heavy infantry in an army is
armored, but doesn’t qualify for elite status, and its
opponents are unarmored heavy infantry. You could let the
armored infantry be one morale class higher than its usual
morale rating. An increase of one grade in morale is a
significant advantage. Alternatively, you could downgrade
the opponent's heavy infantry to subheavy infantry
Design Note: Orders
‘Orders are not used in MOA because they are
unnecessary. Playing the game without orders results in
movement, combat, and an outcome that looks like a
battle as it would be described by an ancient historian,
is a design objective. The focus is on the decisive
events, The reason that orders aren’t needed is that
action is extremely fast in MOA. If both sides deploy
forward, cavalry can be in melee on the first turn and
infantry on the second, Whether you hold your troops
back, push them straight toward the enemy, or swing
wide for an envelopment, you have given an order,
‘even if you didn’t write it down or use a “canned” order
provided by the rules set. You need to deploy your
troops where you want them to start with, because you
aren’t going to have time to withdraw them or shift
them sideways, other than a lateral drift when
advancing. Once movement starts, you are committed,
because if you try to change your mind you will almost
always get into worse trouble. When troops move
within combat range, either melee or shooting, they will
fight according to their designed behavior. The reason a
rales set requires orders is usually to prevent you from
unrealistically changing your mind about what you are
going to do in reaction to a development elsewhere in
the battle, In MOA, there simply isn’t time to change
‘your mind. In addition, MOA is a gamer’s game. The
rules define the behavior of the troops to mimic
historical prototypes and it’s up to you to do what you
think best with them. It was possible for an ancient
‘general to misuse his troops, and you can, too.Mounting Figures On Bases
‘The mounting system recommended for MOA is
consistent with the system used for many other popular
ancients rules sets and for national tournaments.
The terms base and stand are equivalent. Any troops
mounted at an interval of more than 2 figures per 40 mm [60
mm] front are treated as formed troops. The number of
figures on a stand actually is unimportant, because stands,
not figures, are counted in resolving shooting and melee.
The actual size of stands doesn't matter either, as long as
both sides have approximately the same stand widths.
Cataphract cavalry traditionally are mounted four figures per
stand. If you are not concemed about compatibility with
other rules sets, you can use three figures per stand.
Likewise, you might want to mount light infantry with four
figures on a stand for compatibility with other rules sets.
A small number of escort infantrymen may be included
fon chariot and elephant stands for visual appeal, but have no
effect in the game. Pack animals should be mounted on
individual stands with a frontage equal to one cavalry figure.
Points Costs Of Troops
Points costs are listed in the points cost table. The points
cost is for a stand with a morale class of “C.” The cost for a
stand is adjusted for changes in status, such as morale clas,
having missile weapons, pikes, or being rated as elit, fierce,
or mounted infantry. Camelry pays forthe cavalry cost plus
an adjustment for camelry. The cost for a change in morale
class is different for formed and skirmish troops. A stand
pays only forthe highest cost ofthe missile weapon it uses.
For example, if the prototype troop has both javelin and
bow, pay only for the bow, since the javelin would have no
additional effect in the rules.
‘There isa base cost for each unit, in addition to the cost
of the stands in it, except for artillery. Artillery pay no unit
costs, Each leader figure has a cost. There is no difference in
cost between a commander-in-chief and other leaders. Since
javelin counts as an infantry missile weapon only for light
infantry or skirmish infantry, it cannot be bought for other
formed infantry. Light infantry must be purchased with a
‘missile weapon. Javelin for light infantry costs nothing,
Javelin as a missile weapon for mounted troops can be
bought only for light chariots, light cavalry, and light
Width Of Each Stand camelry.
25mm Seale | 18mm Scale | 6mm Scale
60mm 40mm 20 mm
‘Number Of Figures Per Stand
Depth Of Each Stand ‘Subheavy, heavy, & knight infantry 4
‘Scale light infant 3
‘Troop Type Medium & light ry
25mm [15mm | 6mm Knight & elite cavalry 3
‘Subheavy infantry Heavy & medium cavalry/camelry 3
20mm | 15mm | smm_ | Heavy infantry
Knight infanny ‘Cataphract cavalryleamelry 4
‘Medion infantyy Light cavalry/camelry 2
30mm | 20mm 10mm _ | Light infantry ‘Skirmish infantry 2
‘Skirmish infant
= Elephants, chariots, & wagons T model & crew
‘mm | 30mm | 20mm | Caval
a a ay Cavalry & camelry Artillery. 1 model & crew
Elephants & chariots
80mm | 40mm | 30mm | iether wasensPoints Cost
i ; Leader, mounted 75
Unit, except arilery St eae 5
Formed Infantry Formed Mounted Troops
veto ST cer atom ony ri
Subheavy 7
HCav Heavy cavalry 7
LE Light 8 et Z
a ee 3 | ElCav Ble cavalry 1
i CatCav Cataphract cavalry 2
Mtl Medium knight 2
i MKiCay Medium knight cavalry 24
HKU Heavy knight \4
ae HKCav Heavy knight cavalry 2
Javelin ight infantry only +0
LChar Light chariots 18
Sling or handgun il nce wae ace I
Bow, crossbow of sa sting 2 iliecat aucun A
pee Sg Elephants 2
Stand in formed foot unit if more than % of =
the stands have missiles, except javelin :
status for light infantry Javelin (Ligh hits only) A
ite status for heavy or medium infantry ow
‘Armed with pikes +1 ‘
Mounted infantry +1 | Camelry oa
Fierce +1 | Pieree
Skirmish Infantry Light Cavalry And Light Camelry
Javelin Bee a
Sling or handgun 0S | eerie! |
Bow, crossbow, or staff sling ST ese
aac § | Bow or crossbow +3
Fierce +5
Infantry Morale Classes Mounted Morale Classes
Formed ‘Skirmish Formed Skirmish
‘Aclass +4 | Aclass +2 | Aclass +10 | Aclass +6
B class +2) Belass +1 | Belass +5 | Belass +3
Delass ~2 | Delass =1 | Delass -5 | Delass 3
Eclass =3 | Eclass =2 | Bolas =8 | Eclass =5
‘Each stand width of fieldworks effective against both infantry and mounted troops 6
Each stand of caltrops, stakes, or equivalent anticavalry devices 4
Each arillery crew figure, “C" morale class only (no unit cost) 3
Examples Of Unit Costs
A stand of light infantry armed with longbow, “D” class,
costs 8 (LI) +3 (longbow) ~2 (D class) ~2 (more than 2/3
missile) = 7 points. A unit of 6 stands costs 6 X 7 = 42
points for the stands and 15 points for the unit, for a total
of 57 points.
‘A unit of “C” heavy infantry consists of 4 stands of
spear-armed figures and 4 stands of bow-armed figures in
‘a mixed unit. A spear stand costs 8 (HI). A bow stand costs
8 (Hl) +2 (bow) ~ 10. The unit costs
(4X8) + (4X 10) +15 = 87
‘A stand of heavy camelry with bow, “B” class, costs 17
(HCav) +2 (bow) + 2 (camelry) + 5 (B class) = 26 points.
A unit of 3 stands costs 78 + 15 = 93 points.
‘A 6-stand unit of heavy infantry has an elite rating and is
“BP class. A stand costs 8 (HI) + 2 (elite) +2 (B class) =
12 points. Unit cost is 12 X 6 + 15 = 87,
‘A unit of 3 skirmish infantry stands armed with sling, “C”
class, costs 3 X 4+ 15 = 27.
‘A unit of fierce “B” class light cavalry with bow costs
3X (7454345) +15=75.
10The Battleground
Fieldworks
Infantry defending fieldworks have an advantage in
melee. Fieldworks are placed in a permanent position on the
table. Carrying of portable stakes or caltrops is not provided
for in MOA. The various types of fieldworks are not distin-
‘uished and are equivalent to each other. You may use
whatever is appropriate for your army. If you are using an
army list, the list often specifies whether fieldworks are
availabe to your army
Stakes or caltrops or other anticavalry devices count as
fieldworks only in the case of infantry defending against
‘mounted troops. The effect is on melee, not movement.
‘Anticavalry devices count as clear terrain for al troops.
Mounted troops cross them with no movement penalty. All
anticavalry devices are equally effective against all mounted
troops in melee, The fieldworks listed as impassable to
mounted troops in the table tothe right, Types Of Rough
Terrain, does not refer to stakes or caltrops.
Fieldworks can be assaulted and crossed without the use
‘of scaling equipment, other than what could be improvised
‘on the spot. All fieldworks, including caltrops and stakes,
are regarded as being equally effective on all sides.
Anticavalry devices should be deployed in strips. A mounted
unit may not charge troops occupying fieldworks or fortifi-
cations such as walled towns or villages or army camps
surrounded by palisades or ditches, except through open
gateways,
Walls, palsades, wagon laagers, other lines of
fieldworks, ditches, and gullies are treated as linear terrain
features that affect movement of infantry. These types of
fieldworks are not formidable enough to prevent infantry
from crossing them,
Rough Terrain
‘Types of rough terrain and the troops affected are given
in the table on this page, Types Of Rough Terrain, Melee
‘modifiers apply to certain troop types in rough terrain which
are not listed in the table, A low hill does not affect
movement of any troop type and is clear terrain, not rough,
Types Of Rough Terrain
High hill Woods
Broken ground Brush
Affects all Ravine Marsh
troop types Fordable stream Village
Wagon laager Wall
Palisades Ditch
“Affects only mounted |
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ajyeg e dn BuinesEach side takes tus choosing a terrain piece and
placing it anywhere on the table. A side need not select all of
its pieces prior to placing any on the table, Dice to see which
side chooses fist. A total of up to one terrain piece per 3
square feet (15 mm scale) of table area [5 square feet for 25,
‘mim scale), may be chosen by each side, rounding to the
‘nearest whole number (round 0.50 up). For example, for a 6
by 9 foot table, each side could choose 18 pieces for 15 mm
seale or 11 pieces for 25 mm scale (10.8 rounds up to 11).
Order Of Deployment
Deployment is based upon the idea thatthe side withthe
fewer number of relatively immobile troops will be able to
respond more readily to the other side's troap dispositions.
Deploy troops as described in the cases in the table,
beginning with Case 1. If Case 1 does not apply, check Case
2. Go to Case 3 to break ties,
‘After the first group is placed on the table, the other side
places its first group on the table. Then the fist side places
another group. The sides alternate placing groups until all
A side is not required to place the maximum number of
‘terrain pieces allowed, If side passes on its turn, it may not
place any more terrain pieces. If one side has more pieces to
place than the other, then it places all those remaining to it
when the other side runs out of pieces or declines to place
any more.
Once all the pieces have been placed, each piece must be
diced for to determine whether it remains on the table. The
side that placed the terrain piece diees for is retention,
‘except far clear areas, which are always retained. tis
convenient for one side to mark its pieces as they are placed
The side that placed pieces dices for them in whatever order
itchooses. A steep hill requires a 1 or 2on a D6 to be
retained, Any other type of terrain is retained on 1,2, 3, or 4
ona D6
Before dicing for terrain retention begins, the side that
placed a terrain piece first may designate one terrain piece
placed by either side to be retained without dicing. This isan | Mobine | _Be*vY £2valry/camelry
option. I the option is exercise, the other side may choose | Points | lite ea¥alry
to remove any two pieces of terrain placed by either side. light eameiry
‘Then roles are reversed and the second side has the option of light chariots
choosing a piece tobe automatically retained and te first
side may remove two pieces ifthe option is exercised. The
second side gets to choose apiece for retention regardless of,
whether the first side does so.
‘Wagon laagers, palisades or walls for camps or villages,
or other terrain features that have the benefit of fieldworks,
‘must be purchased and count in the side’s army points total.
Stakes to cover the front of archers are treated as a linear
teria ee for hs purpose. The sil cout agaist he om
tl numberof train izes alloed for the Sie We sie encom the bers’ ed
Purchased pie not automatic sla ne ” sige wit
Paes ae one ee larger number is the first side to deploy a
grep onthe ble, Oris, go Case 2
Diferent types often may be combine in single :
piece the tint ispced oneal Forums ove ie cede oes moe pan
Wooded hllmay te placed a one piece. Tenain piece, | NE | then the side with fenermbite oi
‘once placed, may not be altered by either side. It is not deploys 8 group firs
pemissbl, or example, or ene sie to place woods cn & Foster Cae [por Cae 2 dosrines
hill that was chosen and placed 9s an unwooded hill Case 3. | Which side deploys a group frst, then each
- ithe bighe
Terin pieces may be placed adjoining ech other as ep
separate pieces and diced for separately, or two or more loys @ group
pieces of any type may be placed as one piece and diced for
retention as one. The multiple piece still cunts as the
‘number of pieces making it up and counts against the total
allowed. Tums continue to alternate as though the multiple
piece isa single piece of terai
15
‘groups have been deployed
Counting Deployment Points
Fixed
Points
T point for each stand of formed infantry and
anillery
hh point for each stand of the following:
medium cavalry/camelry
2 points for each stand of light cavalry
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ooA tum consists of separate phases. Complete the
activities in each phase in the order listed in the table.
‘Actions are sequential, except in the case of hostile units
‘moving on a collision course in the charge and charge
response phases, during melee resolution, and When morale
The Turn Sequence
cchecks are being made in a particular phase. Descriptions of
‘movement and actions are given in the rules text. The turn
sequence provides for equitable maneuver and combat for
both sides rather than representing a step-by-step sequence
of events in scale time.
Action
Deseription
Determine initiative
“The C-in-C for each side rolls 2D6. The side with the lower sum moves first.
First side moves
‘Make maneuver moves forall of the units and leaders on the side that moves
first. Units may be moved in sequential order to avotd traffic jams.
First side shoots
‘When all units of the first side have completed movement, they shoot. The
second side checks morale for shooting in the following order: For seeing a
leader wounded, then for shooting hits, then for seeing friendly routs
Second side moves and shoots
‘AS described above, with sides reversing roles.
Delayed shooting for first side
‘Any unit on the fist side that did not already shoot this tum may shoot. Shoot-
ing may be deliberately delayed. Targets check morale if required.
Declare charges and check morale
Each side simultaneously declares charges, naming all possible specific target
units. If tis helpful, write the charges down or use chits to show which units
have declared a charge. A unit may be required to check morale for charging.
Declare charge responses and check
‘morale
Each target of a charge declares its charge response. A unit responds to a charge
only if unit that declarea a charge against it passes its morale check. A target
of a charge may be required to check morale.
Evade, couutercharge, and charge
moves
Units move inthe following order: evades, countercharges, charges. Units on both
sides move simultaneously while carrying out the same type of move.
Melee
‘Conduct melee simultaneously for ali units in contact.
Check morale for seeing leader hit
in melee
‘Any unit within 8° [12") ofa friendly unit to which a leader is attached must
check morale if it has a line of sight tothe unit, the leader is in line of
command, and the leader is wounded in melee.
Check melee morale
Units check morale according to a precedence to determine which of two
‘opposing units fail morale, Do not remove routing units yet.
‘Check morale for seeing routs from
melee
‘Any unit that is within 8° [12"] of a friendly unit that routed in melee and has @
line of sight to the routed unit checks morale. There are exceptions, The most
‘common exception is to ignore routing friendly skirmishers.
Remove routed units
Remove all units that routed, except elephants performing a rout move.
Break off from melee
‘A unit that is eligible to break off from melee may do so.
Recover from being shaken
Units that are eligible recover completely from being shaken,“p aang 996 "14 pouuoprod
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JIANUeL]Ifthe unit changes fecing and then expands frontage, the Troops who dismount or remount exchange one stand of
‘unit must not move outside of its intial flank lines in the mounted figures for one stand of foot troops in their carcent
facing change. It may extend its position beyond the criginal position. Mounts are removed from the table. Dismounting
flank lines when it expands is frontage ‘or remounting takes place along with any desired facing and
the unit expands its frontage and then changes facing, omtaBe changes.
the flank lines are defined by the unit's position after the ‘No changes in formation or facing during the maneuver
frontage is expanded. phase are permitted to a unit in melee
i Ifthe unit contrac its frontage and then changes facing, ‘You can use optional rules to relax the limitations that
the flank lines are defined by its intial position, result from changing formation if you prefer.
OK
Unit changes both facing and
Unit changes front into frontage, remaining within
‘column one stand wide original flank tines:
Unit increases distance between
Itselt andl an enemy in charge reach
Unit moves away
{rom tine of front
k=] ox
[sco]
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00
‘A shaken unit may not advance.
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new flank lines flank lines the shortest distance between the units
thas not been increased
Figure 4. Examples of tormation changes
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‘Measure move from
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Figure 6. Wheel
Oblique Move
Oblique movement consists of moving forward at an
angle of up to 45 degrees while maintaining the initial
facing. A unit moving at the oblique may move the full
movement allowance. If a unit wheels in addition to oblique
‘movement, the wheeling movement is included in the
allowed movement distance.
Skirmish Move
Light cavalry and skirmish infantry may move in any
direction, regardless of facing, and end the move facing in
any direction, at one-half the maneuver movement rate. No
stand in the unit may move farther than one-half the
maneuver movement allowance. In addition to the skirmish
move, light cavalry and skirmish infantry may move
forward, in the manner of formed troops, atthe full
movement allowance. Any move by light cavalry or
skirmish infantry that involves changing facing by more
than 45 degrees or that involves a wheel of more than 45
degrees is a skirmish move (except for the reverse facing
move—see below). Stands in a unit performing a skirmish
move may move backwards while other stands move
forward. A straight front must be maintained at all times,
unless conforming to a terrain feature. See Figure 7.
Unit moves backwards at an
Light cavalry and skirmish infantry may not change
width of frontage while making a skirmish move, Changing
width of frontage isa formation change.
Light camelry are not eligible forthe skirmish move,
although they are classified as skirmishers.
Reverse Facing
A reverse facing move consists of turing 180 degrees.
The move is permitted only to certain troop types (see the
table, Maneuver Movement And Break Off, page 24). After a
reverse facing, a unit may make a full maneuver forward
‘move or remain stationary. Skirmishers may make a ful
skirmish move. The reverse facing move does not count as a
formation change and there is no deduction from the
movement allowance.
Fall Back Move
‘A fall back move is a move backwards, as though the
unit had tumed 180 degrees and moved normally, withthe
following exceptions: The unit ends movement facing in the
same direction ithad atthe beginning of its movement
phase. The fall back move is limited to one-half ofits
‘maneuver move distance. The move does not count as a
formation change. The move is permitted only to certain
troop types (see the table, Maneuver Movement And Break
Off, page 24)
Double Move
Use of double moves speeds up the game when one side
has deployed far back in an attempt to delay engagement.
The double move also allows troops who have become
isolated to return quickly to the battle.
‘To make a double move, a unit moves up to twice the
basic movement allowance. Ordinary rules of movement
angle greater than 45° sideways, adjusts facing, and ee ems
from ntl facing tums 160° encughto shoot
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“papa29xo st 2ouemorye wewaxow seansuBur ax 3] Ajdde‘woods. The unit has 5" of its move left and moves one-
fourth as fast in woods, so it can move 1.25" in the woods.
A linear rough terrain feature (for example, a fordable
stream) is treated like any other rough terrain. While the
front edge of a stand is within the tereain, the unit moves at
the rough terrain rate. Fieldworks, other than anticavalry
devices, are treated as linear rough terrain for the purpose of |
crossing them,
A linear rough terrain feature with a width of less than 1"
[14"]is treated as though it had a width of 1" [1'4"]. A.
consequence of this is that it costs at least 2" [3"] of
‘movement for penalized infantry to cross a piece of linear
rough terrain, ft costs at least 4" [6"] of movement for
mounted troops.
The front edge of each stand in the unit
has cleared the edge of the woods, so
the unit moves as in clear terrain
Part of the front of a stand in the unit
js in the woods, 50 the unit pays the
rough terrain movernent penalty
Figure 8. Moving in rough terrain
2B
Effects Of Rough Terrain On Movement
‘Skirmish infantry
Light infantry
Medium infantry
Leaders
No effect
‘Subheavy infantry
Heavy infantry
Knight infantry
Use % basic movement distance
Mounted troaps | Use % basic movement distance
“Artillery Use % basic movement distance
Movement Distances (Inches)
23mm 15mm
‘Troop Type
Basic [Charge [asic [Charge
16 8 | Light cavalry 1A) a
‘Medium cavalry
Heavy cavalry
Elite cavalry
Light cameiry a 5
Light chariots
Scythe chariots
Cataphract cavalry
Knight cavalry
‘Medium camelry
Heavy camelry 1 5
Cataphract camelry
Heavy chariots
Elephants
Skirmish infantry
Light infantry s 4
‘Medium infantry
‘Subheavy infantry
Heavy infantry
Knight infantry
6 = | Wagons, transport | 4 =
3 = | Antllery 2 =
12 = | Leader on foot 8 =
24 = | Mounted leader mie
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asuodsay afiey> puy abieyFoot who declare a charge against the front or rear of,
‘mounted troops move into contact ifthe mounted troops did
not charge or countercharge any enemy (unless the mounted
troops successfully evade). Foot also move into contact on
the flank of mounted troops, since the mounted troops must
receive the charge halted, See Response To a Flank Charge,
page 31
Charge Restrictions
Troop Type | Restrictions
May not declare a charge if shaken or
inmelee
May not declare a charge if any of the
following moves were performed this
tum:
Skirmish
Reverse facing,
Fall back
Double
‘Change formation
Passed through by a unit evading
All troops
May not charge routed elephants
“May declare a charge against troops
cccupying fieldworks only if the
fieldworks are susceptible to mounted
attack, such as caltrops or stakes
Mounted
troops
May not declare a charge unless one or
more of the following applies:
(Charging unit is flerce
Target of charge is shaken
Target of charge is in melee
‘Target of charge is li
Light eavalry
Light cametry
May not declare a charge against the
‘same unit that friendly mounted troops
declare a charge or coumtercharge
against
Infantry May not declare a charge against the
front or rear of a mounted unit that
declares a charge or countercharge
against any unit
May not declare a charge against both
2 foot unit and 3 mounted ynit
‘Skirmish
infantry
May declare a charge only against
skirmish infantry, elephants, scythe
chariots, or artillery
Artillery erew | May not charge
If mounted troops charge or countercharge a foot unit of
formed troops, the foot’s charge declaration against any
enemy is automatically changed to receive all charges
against it at the halt. It dices for a morale check, the check
is for receiving a charge atthe halt, even if it initially
declared a charge
Ifa unit declares a charge, and an enemy unit other than
the target of ts charge declares a charge on it, the unit may
choose to cancel its charge declaration and evade instead,
provided it is eligible to evade the unit that declared a charge
on it See Troops Eligible To Evade, page 32
Charging the Flank Or Rear
Specific criteria must be met fora charge to count as
‘charge on the flank. See the table below, Criteria For
Charging the Flank, and Figure 11
Ifa unit is behind its charge target and does not meet the
requirements for a flank attack, then the charge is a rear
attack.
Ifa unit contacts its charge target on the front, ten the
charge is a frontal charge. A contact on the front comer of a
unit by a unit charging from the front counts as a frontal
attack if the requisements for a flank attack cannot be met
A formed unit (any troop type other than light cavalry,
light camelry, skirmish infantry, or artillery) that has a legal
charge onto the flank or rear of an enemy unit does not
check morale, The charge is automatic, regardless of other
circunastances,
Criteria For Charging the Flank
To count as a charge on the flank, all of the conditions
below must be met. Assume that the target unit
remains stationary when checking for these conditions
‘© Atleast one stand ofthe charging unit must be
wholly behind the front of the target atthe time of
the charge declaration
‘The angle formed by the flank of the unit being
charged and the front of the charging unit at the
beginning of the charge move must not be more
than 45 degrees
‘The charging unit must be in a position of overlap
(of atleast 15 mm [20 mm) on the flank of the
target unit ater wheeling (if desired) and moving
straight toward the target
26a
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pemoye 1ou ee senow enyaUnit A barely meets the qualifications for a flank
attack on unit X. A has one stand width behind
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2
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4 OK
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0K 5
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Figure 11. Examples of flank charges
Movement To Contact
‘A charging unit may wheel forward up to 45 degrees at
the beginning of the move, and then must move in a straight
line. This whee is in addition to any wheel made during
maneuver movement. A charging unit may not move atthe
oblique as part of a charge move. The full charge distance
must be taken ifthe charging unit fails to contact the target,
unless the charge is blocked by another unt
A charging unit must, if possible, contact all units
declared as targets of the charge. Ifa unit declared a charge
‘against two or more units, it must contact the unit nearest to
it before contacting additional targets. Ifthe charging unit is,
‘unable to contact all of the targets named in its charge
declaration, then the targets not contacted do not respond 10
the charge.
Infantry who declare a charge against mounted troops
and then are countercharged by the mounted troops have the
option of moving forward, even though the infantry’s attack
is converted to receiving a charge atthe halt for morale
check purposes. The infantry may move half their charge
move or half the distance te the charge target, whichever is
less.
Not OK
0.00{000/000
This charge is not permitted because the overlap
‘on the target unit's flank is less than 15 mm [20 mm]
In the unlikely situation on the loft, unit A has a
flank attack on X, which has a flank attack on B,
Which has a flank attack on Y. How to handle this
‘can be deduced from the logic of the rules. Charge
declarations are simultaneous. There is no charge
‘on A. Since A is free to charge X on the flank, X
must receive A's chetge halted. X's charge is
cancelled. This frees B to charge Y on the flank.
X does not have to accept A's charge, since a
cavalry unit may evade an infantry unit that
‘charges it.
‘The criteria for charging the front, rear, or flank of a unit
apply to the position of the target unit at the time of the
charge declaration, Charge and countercharge movement
may alter the point of contact of the units involved in a
charge. A charge is legal provided the charge declaration is
legal, As indicated in the table on page 26, Criteria For
(Charging the Flank, there is a requirement for a minimum
amount of possible overlap on a flank atthe time of the
charge declaration for the charge to count as flank charge.
A unit that has a charge on a flank, rear, or front as
judged at the time of charge declarations maintains the
flank, rear, or front relationship upon contact.
Units halt immediately upon contact. Often, a unit ap-
proaches an enemy unit at an angle and only the comer of
‘one of the units is in contact. Once contact is achieved, a
charging unit may (but is not required to) continue
‘movement by pivoting about the point of contact to close up
to the enemy along its front or to contact another target of its,
charge declaration. The charging unit may not exceed its
charge move distance, The charging unit's final direction of
facing may not be more than 45 degrees from the direction
of facing before the charge move.
If charging unit contacts a friendly unit in a charge, it
‘must halt immediately and cannot make any further
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95 uononsqo Suipinoud st yung paronnsqo ue sew god OU s90p an Kpuatyw Surrnuo)wouaNOUThe unit providing obstruction may be shaken, have
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direction. A single unit provides obstruction to only one
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substitute for a friendly unit in providing obstruction, A.
table edge does not provide obstruction,
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regardless of the existence of short gaps in the arrangement
of the units on the table
Unit A declares a charge on unit X and unit X
declares a charge on unit B. A has a flank attack
on X, so X's charge is cancelled. X must receive
A's charge at the halt. Since B Is not charged, B
‘makes no charge response
Unit cannot charge both units X and ¥. Although
is within A's charge distance, A has to pivot more
than 45° from its original facing to contact Y
alter contacts X
Charge Response
Ifa unit did not declare a charge, and is the charge target
of an enemy unit that passed its morale check or was not,
required to check, the target declares its charge response.
‘The choices are countercharge, evade, or receive the charge
halted. Ifa charge morale check fails, the declared target
ignores the charge declaration,
x
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Cavalry unit X declares a charge on infantry
unit A. Infantry unit B simultaneously deciares
‘a charge on X. X chooses to countercharge B.
B's charge Is canceled, since it is being charged
by a mounted unit. Both A and B receive X's
charge/countercharge at the hatt. B could choose
to advance even though itis treated as halted
Unit A wheels atthe beginning of ts charge move
to insure that it can contact both X and Y.A then
charges ito ¥ and plvos into contact with X,
provided the charge stance Is not exceeded
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SAW aBHieyr1a}un0)is eligible to evade, and checks morale accordingly, the
same asf it were charged on the flank
‘A unit that is charging and is being charged on the rear
‘might outdistance the enemy 10 its rear. The unit charging,
the rear may wheel beyond 45 degrees at any point in its
‘movement path if necessary to contact the rear of is target.
It sill may not exceed its charge movement allowance.
Troops Eligible To Evade
‘The evade move is an attempt to escape contact when
charged by the enemy. The evade move is available only to
the types of troops shown in the table on this page, Troops
Eligible To Evade. For the sake of clarification, additional
points are listed below:
© Aunit that is in melee cannot evade.
© Artillery crew cannot evade.
12 Skirmishers that performed a skirmish move ar eligible
toevade
‘At least one-half ofthe stands in a unit of formed troops
must be credited with a missile weapon, in order for the unit
to be eligible to evade, except for the cases of mounted
troops listed in the table that are charged by infantry or
elephants
‘Skirmish infantry must evade when charged by any
‘troops other than elephants, scythe chariots, or other
skirmishers (light cavalry, light eamelry, and skirmish
infantry), except when already in melee. A unit attempting
to evade might be required to check morale.
Evade Move
The evade move consists of facing about and moving
‘away from the chargers, with no movement penalty for
facing about. A full charge move distance is taken in a
direction up to 45 degrees away from the front of any ofthe
chargers or up to 45 degrees away from the facing of the
evading unit, or at any direction between these angles. Ifthe
‘move is not directly tothe rear of the evaders’ facing, the
unit is moved at the oblique, moving each stand in the unit
the same distance, where possible. Movement ends with the
unit having a straight front, but not necessarily exactly inthe
direction of movement. Evaders may choose a path of
movement that avoids impassable terrain or troops, within
the movement resttictions discussed above. Troops that
evade must end movement facing away from the chargers.
‘Chargers must foliow the path of evaders. Chargers may
exceed the 45 degree restriction on wheeling if necessary.
‘Chargers need not follow in the exact path of evaders as
long as, at the end of movement, at least one stand would
‘contact evaders across the stand’s entire width if movement
continued straight ahead. Each unit that declared a charge
against an evading unit must atvempt to contact the unit in a
Troops Eligible To Evade
Circumstance Eligible Troop Types
Skirmish infantry
Light infantry
Light cavalry
Light camelry
Light chariots
‘The following if armed with
Charged by any troops | 50. 5 crseesous
Medium cavalry
Heavy cavalry
Elite cavalry
Medium cameiry
Heavy camelry
‘Medium cavalry
Heavy cavalry
Elite cavalry
‘Medium camelry
Heavy camelry
Charged by infantry or
by elephants
charge move. In many cases a full charge move carmot be
‘made because charging units get in each other's way. See
Figure 14,
‘A.unit attempting to evade might be required to check
morale. If it routs as a result of failing the morale check, it
makes its evade move. A unit charging the routing evaders
makes its charge move. The units are iteated as though the
routing evaders were caught by the chargers (see Catching
Evaders below).
‘A unit that evades a charge may not charge or
countercharge at the same time, Consequenty, an evading
‘unit must halt at 4" [1°] {fan entemy unit is i its path
Catching Evaders
Evaders might get caught by chargers if obstacles block
their path or if the movement allowance of the evaders is
less than that of the chargers. Ifthe chargers end movement
in contact withthe evaders, the evaders are caught.
Evaders might also get cought ifthe chargers end
movement close to the evaders. If chargers end their
‘movement within LX" [2°] of the evaders, the chargers rll
D6. Ifthe chargers are infantry, or ifthe evaders are
‘mounted, the evaders are caught on a die rol of 1. any
unit eligible to catch the evaders is mounted and the evaders
are infantry, the evaders are caught on a die roll of 1-5.
Make only one die roll for each evading unit, regardless of
how many units charge it. If chargers and evaders are
separated by 1°" [2"] or less before movernent and the
charge move is greater than or equal to the evade move, i is
convenient to dice forthe evaders getting caught befote they
move,-sueydaja
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uv Asjtaea sy ‘Aaj 148) saoysuasys Bueno 3Elephant Rout Move Direction:
206 Result
For 10 | Unit routs forward straight ahead for2
tums
Sora | Unitrouts tothe let (90 degrees relative to
@F8 [its facing) for 1 tum
Gor9 | Unit routs to the right (90 degrees relative
to its facing) for 1 turn
284 1 ) nin routs directly backward for tums
23,401, of 12
Elephant Rout Move
When an elephant unit routs, it remains on the table and.
routs in one of fous directians for one or two turns, as given
1 the elephant unit routs, roll 206, It will move in
the direction of one of the arrows. For example, it
in the table above, Elephant Rout Move Directions, and will contact unit ¥ on a 7, unit A on @ 8, both units
Figure 15. Roll 206 to find out what happens to the unit. Zand B ona 9, and unit C on an 11
Check for direction of rout only for the first tum of rout.
Mark the direction for the second turn of rout Figure 15. Elephant rout move determination
The rout move distance isthe same as the charge
distance. The rout move is taken atthe beginning of the
‘hase in which units check morale for seeing friendly units
||
‘ik rout. Ifthe elephant unit runs into impassable terrain, it
|) tnoveaoundine erin ward is wbieedge.nwe - MOvement In Melee
|), direction. Each stand inthe unit moves the full movement following eases:
|) Stowane in eight ine Stands mentite same
orientation as in an evade move. © Mounted units and skirmish infantry units contacted on
| the rear and not on the front or flank are permitted to
If any portion of a routing elephant unit passes into any turn 180 degrees to face their attackers after the frst tum
portion of a unit of other troops, fiend or foe, the elephants of melee
pass straight through to the other side, aking extra
movement if necessary. Ifthe rout move is 90 degrees to
either side, the elephants are removed atthe end of the rout
move, since they rout only one turn. They do not contact
(| Wheeling and facing. Simply move the unit in the required Movement of a unit in melee is prohibited, except in the
)
Ifa front comer of @ unit is contacting an enemy unit,
‘one or both units may choose to wheel into contact along,
their fronts, if they have not already done so
additional units asa result of taking extra movement when Either of the moves described above may be taken atthe
moving to the side. Ifthe elephants rout forward or to the beginning ofthe melee phase on any subsequent tum after
reat and require extra movement, all units contacted are the turn of contact, but only if the movement satisfies the
penalized. A unit broken through ot cantacted by routing _following conditions:
‘elephants automatically becomes shaken and receives one
fatigue point for each elephant unit that routs through it. If
the unit was already shaken, it routs, I the unit was not
shaken and more than one elephant unit routs through it, it
just becomes shaken and does not rout. A unit may not © The moving unit may not contact fresh enemy unit
‘evade if broken through by routing elephants, even if
ordinarily eligible. An elephant unit may itself be broken
through by routing elephants.
& The movement does not require that an enemy unit in
contact with the moving unit also move to maintain
contact
® The moving unit may not decrease its distance from an
‘enemy unit ifthe moving unit is within the enemy's
charge reach
‘A unit that sees a friendly routing elephant unit within 8”
[12°] at any point along its path must check morale for
seeing a friendly wnt rout.
© The front of the moving unit must be maintained in a
straight line unless conforming to terrain
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ayesoy]Explanation Of Morale Modifiers
Leader attached to unit
A leader in line of command must be physically touching,
the unit checking morale. Only one leader can be counted.
Foot defending fieldworks and not charging
‘This modifier applies to formed foat who are located
behind linear fieldworks and who have received a charge at
the halt. It also applies on the tu that foot receive a charge
by mounted troops who make a charge move across caltrops
or other anti-cavalry devices, but not on subsequent turns
while the foot is in melee with the mounted troops.
Each 2¥P when checking charge or charge
response
When required to dice for charging, countercharging,
receiving a charge at the halt, or evading, count ~1 for each
two fatigue points. Round fatigue points down (3 FP count
as—1)- Ignore extra hit.
Each FP when checking for other causes
Count ~1 for each fatigue point when checking morale
for shooting, melee, seeing a leader get wounded, or seeing
a friendly unit reat
Formed foot, for each unsupported flank,
checking for melee only
The flank ofa unit of formed infantry may be supported
only by a friendly formed foot unit, elephant unit artillery,
cor impassable terrain. The supporting unit may be shaken,
‘The facing ofthe supporting unit is irelevant. If impassable
‘errin is claimed for flank support, it must be impassable to
all troop types. A table edge does not provide flank support
‘The modifier applies only when checking morale for melee.
‘A flank qualifies as supported if both of the following
conditions are met:
© The supporting unit or terrain must be within 2" [3"] of a
‘comer or flank edge of the supported unit (the unit
checking morale) and
2 Am imaginary line connecting any point on the flank of
the supported unit to the closest portion of the supporting
unit or terrain must not cross any portion of any other
unit, other than friendly skirmish infantry, elephants, or
arillery
Formed foot units, elephant units, artillery, and
impassable terrain may provide suppart, with the following.
restriction: A unit or terrain may not be counted as
supporting more than one flank of the same unit, but may
Becoming Worn
‘A unit with a particular morale class is worn when it has
accumilated the number of fatigue points below.
An E class unit isnot worn unless it has received at least
Thit.
As4 B:3 aes ol E0
Morale Modifiers
+2 Leader attached to unit
+1 Foot defending fieldworks and not charging
—1 Exch? FP, checking for chargelcharge response
=1 Each FP when checking for other causes
= 1. Formed foot, foreach unsupported flank,
checking for melee only
=1 Formed foot, more than two-thirds missile (not
javelin) checking for melee only
2. Shaken and/or surprised
3 Charged or contacted on the flank or rear
support the flanks of two different units. For example, two
units aranged one behind the other would each have only
‘one supported flank, unless there is a third unit that could
provide support
‘The melee morale modifier for formed infantry flank
support isa separate consideration and separate condition
from protecting a unit from flank attack because of
obsinicted flanks. See Obstructed Flanks in Charge And
Charge Response, page 29.
Formed foot, more than two-thirds missile, (not
javelin), checking for melee only
‘This modifier applies to a formed infantry unit in which
more than two-thirds of its stands are credited with missile
‘weapons, except that it does not apply to light infantry
armed with javelins.
Shaken and/or surprised
‘The modifier counts only once if a unit is both shaken
and surprised, See Surprised, page 37, for determining
‘whether a unit is surprised,
Charged or contacted on the flank or rear
‘A unit that is being charged on the flank or rear or is
already contacted on the flank or rear counts the flank/rear
morale modifier, except for mounted troops in a continuing
mounted melee. See Continuing Mounted Melee in Melee,
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uayeysThere is no effect on a unit that fails to pass a morale
check fora declared charge, other than the unit does not
‘charge and cannot countercharge, with one exception: If
charged by a fierce unit, a unit that fails morale becomes,
shaken, as shown in the table Causes For Checking Morale,
on this page
A formed unit that fails a morale check for evading still,
performs its evade move.
Checking Morale For Shooting
‘A.unit checks morale once for shooting afterall shooting
is completed if any of the following circumstances occurs:
® The first occasion a unit receives a hit. Ifthe unit already
has ait from shooting or melee, the unit does not check
© The unit seceives a fatigue point or hits are exchanged
Tor a fatigue point
© The unit receives a shooting hit while surprised
‘The result of failing a shooting morale check isto be
ineligible to charge or countercharge on the turn of the
‘morale failure. In addition, the unit may become shaken or
rout if itis already shaken, These results are applied in the
‘current phase. Ifthe unit routs, itis removed atthe end of
the current maneuver phase, as described in Rout in Charge
And Charge Response, page 33. Friendly units within 8"
[12°] that See the rout might be required to check morale, as
described in See Friendly Rout, page 39.
Checking Morale For Melee
A onitin melee is required to check morale if it receives
a hitand is required to check according a precedence,
depending upon the conditions or disadvantages that apply
See Morale Check Precedence, page 40.
‘Morale modifiers apply throughout the entire morale
‘check phase. This means that if formed infantry unit bas
flank suppor for melee morale at the end of melee, it retains
the support until the melee morale check phase has ended,
even if'a supporting unit routs,
‘All mounted troops, artillery, and skirmish infantry rout
when they fail a melee morale check. Formed infantry rout
only if certain conditions apply, as given in the table, Causes
Far Checking Morale, on this page. if none of the three
conditions apply, then a formed infantry unit becomes
shaken
Generally a formed infantry unit contacted only on its
fort becomes shaken on one turm and then routs on a later
tum of melee Ifthe unit fails melee morale on the tum itis
charged by mounted or fierce troops, or is attacked on its
flank or rear, it skips the shaken stage and routs
immediately. These results represent the breaking through
‘Causes For Checking Morale
[Cause Result Of Failure To Pass
‘Can't charge. If charged by fierce
Charge troops, become shaken
aoe ‘Can't countercharge, Ir charged by
eee fierce troops, become shaken
Receive charge | Become shaken
halted Rout ifalready shaken
, Become shaken
ae Rout if already shaken
'No charge or countercharge
unit has more than 1 fatigue
Shooting point, become shaken
For any sumber of fitigue points,
rout if already shaken
Rout ifony apply this tur
Already shaken
ers rmedfoor | ® Chatged by moxnted a feree
& Contacted on flank or rear
Otherwise, become shaken
Melee
Other troops not
See leader
ie Become shaken
Become shaken
See friendly rout | out if already shaken
Charge And Charge Response Checks
Dicing is not required (disregard other ciscumstances) if
‘any of the following apply:
Fierce troops to charge or countercharge (unless
charged on the flank)
© Formed troops to charge flank or reat
© Foot defending fieldworks and not charging
Dicing is required if any of the following circumstances
apply:
& ‘No leader in line of command within 8" (12"]
© Charged on the flank or rear
1 Shaken (no advance) or surprised
‘8 Cavalry or camelty, except knight cavalry or fierce
‘oops, to contact fully supported formed foot
(Supported refers to the melee morale modifie!)
Any troops except elephants to contact elephants
1 Formed foot to contact chariots
‘© Formed foot, more than two-thirds missile (not
javelin), charged by mounted troops
@ Skirmishers unless evading (ignore leader to evade)
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checks for seeing friendly routs not yet checked for. If unit
is already shaken when it makes the morale check, then a
single failure causes it. rout
Melee Morale Check Precedence
Precedence provides another dimension to melee
resolution by establishing combat advantages and
disadvantages among certain troop types that do not derive
from troop type melee factors or from melee and morale
‘modifiers. In addition, the precedence procedure prevents
‘wo opposing units in melee from both failing melee morale.
‘See the table, Melee Morale Check Precedence Conditions,
con this page, and Figure 16, Complicated precedence
situations ean be avoided by matching opposing units one
to one when possible and by both sides using units with
the same frontage.
A unit is required to check melee morale only once.
Once it has checked, any additional conditions that apply to
itare ignored, Whenever a unit checks morale and fails, the
unit is marked as shaken or routed,
‘The precedence procedure is carvied out by fallowing the
instructions in the table, Melee Morale Check Precedence
‘Conditions. Look at each condition in the precedenee lis, in
order from the top, beginning with units contacted on the
flank or rear. When those checks are completed, look for
Units that are shaken, then for foot with one or more fatigue
points who were charged this rum by mounted troops, and
soon. Continue checking in arder of precedence until all
Units that are required t0 check have either diced or have
‘been excused from checking. Ifa unit that has not yet
checked morale is in contact with enemy who have al failed
their morale checks (whether shaken or routed), then it does
not check morale, even if i is wor of a precedence
condition lower in the list applies to it
‘The most commen morale check situations are the case
ofa worn unit in contact with an enemy who is not worn and
‘the case of opposing units that are both worn.
In practice, itis usually quicker for each unit in an
‘uncomplicated melee to roll the dice and find whether it has
‘dic roll higher than the adjusted morale base. Then apply
the precedence if two opposing units in contact with each
other both roll higher than their adjusted morale basts. The
result ofa morale failure (rolling high dice) applies only if
‘the unit is actually required to check according to prece-
dence.
‘in any melee involving mendatory rout by skirmishers
(88 opposed to failing # morale check), the formed troops
‘opposing them do not check for melee morale unless they
‘would be required to check because of receiving hits from
other enemy.
The term melee as used in this section refers to 3
collection of units, each of which is in contact with an
‘enemy unit,
Melee Morale Check
Precedence Conditions
Avunit checks morale for melee only if.
@ A condition below (1-9) applies to it and
® It received at least one hit in melee
Find the conditions in the order given below and check
morale foreach unit to which a condition applies. If
hostile units are required to check for the same condition,
break the te by proceeding with the remaining
conditions.
‘A unit does not check morale if all enemy units in contact
with it were required to check morale and failed their
smorale checks.
1. Contacted on the flank or rear
Shaken
‘The first tum of contact with fierce troops
Foot with one or more fatigue points who were
charged by mounted troops this warm
‘Worm unit in contact with any enemy unit not worn
6, Wom skirmisher (light cavalry, light camelry,
skirmish infantry) in contact with wom enemy formed
troops. Skirmishers and artillery are equivalent for
this purpose
7. Wom formed foot contacting wom elephants
8. Worn cavalry or eamelry contacting wom formed
infantry
At this point, a unit is either not required to check melee
morale, has already checked, or is a worn unit in contact
with worn enemy and has not yet checked
9. Ifany worn units have not yet checked morale, these
tunits check in the order of lowest adjusted morale. If
‘opposing wom units are exactly tied in adjusted base
morale, then check morale simultaneously. If all units
in contact in the same melee fail their morale checks,
then only the one unit with the highest dice actually
falls. Roll 2D6 again to break ties on the dice—one
‘unit must stil fail. This revolt is 1 break the te an the
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Jog0.010209)Shooting
Shooting Hits
‘Shooting is conducted during the maneuver phase for
cach side. A unit, except artillery, may move during the
maneuver movement phase, shoot at the end of the
maneuver phase, and then charge or respond to a charge
during the charge phase. Artillery that is eligible to move
(1-3 crew anytime or 4-5 crew prior to the first shot) may
not both move and shoot om the same turn
To conduct shooting, roll D6 dice as follows:
All troops except artillery: 1 die per stand that shoots
Aaillery
‘The shooting factors table below, D6 Shooting Factors,
shows D6 die rolls needed for a particular missite weapon to
hit the various troop types listed in the columns. A hit is
scored ifthe de roll is equal to or less than the number
shown in the table, Play will be speeded up ifthe dice for all
stands shooting at a given tanget ere rolled together. See
Figure 17
1 die per crew figure
y
Skirmsy
Bere
A eo
B
tp"
ad
Four stands of unt A shoot at X. Te actor for
shooting at heavy infantry is 3. Roll 4 dice and look
fort's 2, and 9 Tio Sands ofA shoo at Y and
the 9 tans nb oat at. Tho feo fr both
bow and javelin against skirmish infantry is 2, Roll
5 de and core son and 2 fs OK too
seperately for ante And 8 shooting at ¥.
Figure 17. Example of shooting resolution
Light infantry with bow
D6 Shooting Factors
Cavalry & Camelry Tafaniry
Cari
Missile Weapon Temy Medium Cele pie yguy Médiitteghants Any yyy _Sob> Medium Simi
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yooys oO aiqiby3 spuers‘When shooting is modified by altering the number of
stands shooting, round off to the nearest whole number.
‘Stands from different units shooting at the same target unit,
may be added together before applying the modifier, or
shoot separately, whichever is to their advantage. Examples
of rounding are given below.
I stand ~ 1/3 of the stands
2 stands ~ 1/3 of the stands = I stand
3 stands ~ 1/3 of the stands = 2 stands
4 stands — 1/3 of the stands = 3 stands
1 stand ~ 2/3 of the stands = 0 stands
2 stands ~ 2/3 of the stands = | stand
3 stands — 2/3 of the stands = 1 stand
4 sands ~ 2/3 of the stands = | stand
stand
Indirect Shooting
Indirect shooting, or shooting overhead (over intervening
terrain features or troops), is permitted only ifall of the
following apply
Shooters are elevated on a terrain feature over the
intervening obstacle or troops. Elephants do not provide
elevation
‘The intervening obstacle is closer to the shooters than to
the target. Measure between the nearest portions of units,
obstacles, and shooting stands
‘The intervening obstacle is at least3" [4] from the
target
Low hills, high hills, palisades, and walls provide
elevation for indirect shooting. Palisades and walls are
assumed to have elevated walkways or parapets. even ifthe
palisade or wall model does not depict them.
Cover
‘Troops receive the benefit of being in cover when shot at
if they occupy woods, a marsh, a village, fieldworks that
provide cover, or other terrain or structures that might be
defined by a scenario. See Figure 21, page 46.
A stand occupies covering terrain for the purpose of
shooting (either the stand’s shooting or as a shooting target)
if'at least half of the front edge of a stand is in cover.
Ifa stand in cover is shot at, then the modifier for cover
applies to the shots, Ifa stand in the clear is shot at, then the
cover modifier does not apply. Itis possible for a unit as a
whole to count as being in cover for some shots and not for
‘others, depending upon the location of stands in the unit.
If the line of sight from stands shooting at a stand passes
through cover, the unit counts as being in cover. If the line
of sight passes through clear terrain, it counts as being in
Vn
a leaiedled
to. 38
‘Measure range from front center of stand shooting
to the nearest part ofthe target. The arrows show
the shooting ranges for stands in unit A. Unit X is
barely within shooting range of stands 1 and 2.
Stand 9 may shoot at X by the “adjacent stand” rue.
Unit ¥ is out ofrange
Figure 19. Measuring shooting range
clear terrain, and the cover modifier does not apply to the
stands shooting entirely through clear terrain, Itis legitimate
to concentrate shooting on a single stand in the clear and
avoid the cover modifier, even though most ofthe target unit
is located in cover.
A stand may shoot through up to 2" [3°] of cover, which
is the same distance as the limit of visibility in terrain that
provides concealment. See Concealment in The
Battleground, page 12. In other words, if a unit can be seen
in terrain that provides concealment, it can be shot at. The 2”
["] shooting distance limitation applies to each stand in a
unit, not to a unit as a whole. A stand may not shoot beyond
2" [3"] in cover using the “adjacent stand rule.”
A unit may shoot out of covering terrain into clear
terrain, as defined above in Stands Eligible to Shoot and
‘Shooting Range, if it shoots through no more than 2" (3"] of
cover. Measure from the front center of the stand.
Troops shooting out of terrain that provides cover may
shoot with only one rank, That is, ia stand is in cover, a
stand behind it cannot shoot. This rule applies to any terrain
that provides cover. For example, troops shooting from
behind a wall or wagon laager count as being in cover, so
can shoot with only ene rank
‘A stand outside of covering terrain may shoot ata unit
completely within the terrain only if the unit is visible, or
has become visible, to the shooting unit. Tobe visible, the
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| pueis ‘uodeom ops e uum peu s1 yunUnit A is partially in cover. The left flank
‘stand cannot shoot because its line of sight
to V extends through more than 2* [3"]in
the woods. The front center stand can shoot.
The rear center stand cannot shoot because
‘only one rank can shoot through cover. The
right front stand of A is out of the
woods so both itand the
stand behind it can shoot
| This arrow shows a scale distance of 2* [3°]
Unit V can see the right front stand of A out
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V.can see the center stand of A in the woods. All
of Vs stands have a ling of sight on the stand of
Ain the clear, 50 all of V's stands can shoot at
without applying the cover modifer
All stands of unit W can see
unit A, so all stands can shoot
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close as 2" [3'] to B, so
¥ cannot shoot through
the woods at B
Only one stand in unit Z is
within 2* [3°] of B, so only
Unit Bis closer than 2* [3] 10 the edge rd ‘one stand can shoot at B.
ofthe woods, o X can shoot at B, Gal ‘No stand can shoot through
provided B has already been revealed x ‘more than 2" [3"] of cover
Figure 21. Examples of shooting and cover
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iers
Explanation Of Melee Modi
Melee modifiers are cumulative. The modifiers apply to
the unit making the die roll, except where the opponent is,
specified.
Melee Modifiers
+3 Mounted charging in clear terrain (not vs pikes)
+2. Any vs pikes or mounted troops in rough terrain
+1 Foot charging foot in clear terain, not defending
fieldworks
1 Any vs pikes frontally in clear terrain
=1 Foot vs elite foot
=1 Any vs foot defending higher ground and/or
feldworks
2 Any vs medium, light, or skirmish fot in rough
terrain
2__ Shaken and/or surprised
Charge modifiers
‘The charge modifier does not depend upon the charge or
countercharge distance moved. The charge modifier can be
counted only ifthe entire charge move is in clear terrain and
the charge target counts as being in clear terrain. The charge
‘modifier cannot be counted against troops defending
fieldworks. See Fieldworks in The Battleground, page 11
Mounted charging in clear terrain (not vs
pikes)
Mounted troops cannot count the charge modifier against
pikes charged on the front either in clear or rough terrain.
‘Against other troops, the modifier does not apply if any part
of movement in the charge phase is through rough terain, In
addition, if any part of the charge move passes through
anticavalry devices, the modifier is not counted against
enemy foot. See Fieldworks in The Battleground, page 11
Any vs pikes or mounted troops in rough
terrain.
Units armed with pikes and mounted troops are
penalized if they count as fighting in a melee in rough
terrain. See Melee In Rough Terrain, page 49. This modifier
does not apply to mounted troops who charge across
anticavalry devices or who are located in anticavalry devices
in melee.
Foot charging foot in clear tert
defending fieldworks
, not
‘The charge modifier applies only to infantry who are
charging infantry in clear terrain. The modifier does not
apply to infantry who are charging troops defending
fieldworks, Defenders of the fieldworks cannot count a
charge modifier.
Any vs pikes frontally in clear terrain
Any unit fighting the front of a pike unit in clear terrain
‘counts the modifier. The modifier does not apply when
inflicting hits on the flank or rear.
Foot vs elite foot
This modifier represents the advantages of subunit
‘organization, discipline, and weapons and maneuver drill of
elite infantry. It does not apply to mounted troops who
charge elite infantry. Note that elite isa rating that may
apply to light, medium, subheavy, or heavy infantry,
Whereas elite cavalry isa troop type in itself.
Any vs foot defending higher ground and/or
fieldworks
Infanry count as defending higher ground or fieldworks
only if they are attacked frontally. At least one-half ofa unit
‘must be upslope from its opponent for ito count as
‘occupying higher ground. The unit might count as higher
than one opponent but not higher chan another opponent.ov
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SUH 22/2 Buyejnrje> 40 ajdusexgthe number of stands in two ranks. A unit that is eligible to
fight to the flank and rear chooses whether to do so and how
to allocate stands to the melee.
Elite infantry who are contacted both on the front and on
the Slank or rear are not obligated to fight tothe flank or
rear. Elite infantry may choose to use all of ts stands to fight
to the front, See Figure 26.
‘Stands of a formed infantry unit that fight to the flank or
rear are left in place, maintaining the same facing as the unit
asa whole.
Skirmish Infantry Attacked On the
Flank Or Rear
‘The rules below apply to skirmish infantry that are not
required to rout automatically when contacted by an enemy
unit.
‘On the first tur that a skirmish infantry unit comes into
contact with an enemy unit, it inflicts hits only on an enemy
contacting its front. If it was charged on the flank or rear and
not on its front, it may not inflict hits at all on the frst tum
of melee.
Cn its second and subsequent tums of melee, skirmish
infantry who are charged on the flank or rear must allocate
at least one stand to fight each enemy in contact with it. All
of the stands in one rank, but only one rank, count as fight-
ing. All of the stands in the one rank may fight to the flank
‘or rear. This rule is different from the rule for formed.
infantry stands eligible to fight to the flank or rear.
Ifa skirmish infantry unit not in melee is charged on the
rear, the unit may choose to tur and face its attackers on the
next tum, if not required to evade or rout, provided the unit
is notin contact on the flank or front on the next rum. It
rust face about in order to fight the enemy to its rea. If
attacked on the flank, the skirmish infantry unit does not
>
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[oo00}oe09 [0000]
‘Stands not marked with an °X" may infect hits.
‘Only two stands in A may inflict hits on Z. If
Alls elite, t may infict hits on Z on the tum that
Z charges it. fA Is not ete, #t may not inflict hits
Until the second and subsequent tums of melee.
All of 2's stands inflict hits on A
change facing and is left as it is. There is no penalty for
facing about.
Flanks And Rear Of Mounted Troops
In Melee
‘On the first tur that a mounted unit comes into contact
with an enemy unit, it inflicts hits only on an enemy
contacting its front. If it was charged on the Slank or rear and
not on its front, it tay not inflict hits at all on the first tum
‘of melee. On a mounted unit’s second and subsequent turns
‘of melee, special rules for continuing mounted melee apply.
Continuing Mounted Melee
After a mounted unit has been in melee with enemy
mounted troops for one tum, it isin a continuing mounted
melee. In MOA, a melee involving mounted troops is
regarded as a swirling mass of subunits or groups of
mounted men, possibly making repeated local charges,
rather than blocks of units fighting each other in stationary
positions,
A mounted unit in a continuing mounted melee may be
‘contacted on the flank or rear by a fresh enemy unit, but the.
contact does not count as a flank or rear attack. A mounted.
unit in a continuing mounted melee cannot have obstructed
flanks. See Obstructed Flanks in Charge And Charge
Response, page 29.
‘A unit that charges an enemy unit in a continuing
mounted melee does not count the melee charge modifier
against the unit in the continuing mounted selee. It may
charge or countercharge an enemy that is not in a continuing
mounted melee at the same time. It does count the melee
charge modifier against the enemty that was not already in a
continuing mounted melee. See Figure 27.
1S)
B S| w
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‘Stands marked with an *X" in unit B fight against
¥. IfB is not alte, the unmarked stands must
also fight against Y. IB is elte, B may choose
whether to inflct hits against ¥ or W with the two
unmarked stands. All of the stands in Y and W
infict hits on B.
Figure 26. Examples of formed infantry stands eligible to fight against the flank
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‘Suynutuoo out ws pease st exp paSey> Buroq yen yArtillery In Melee
If arillery is charged by enemy skirmishers (skirmish
infantry, light cavalry, or light camelry), each artillery stand
fights asa separate unit of skirmish infantry, Each hit
received by an artillery unit isa fatigue point, since an
artillery unit consists of one stand. The artillery troops
cannot countercharge. If an artillery unit is attacked by
enemy formed troops, the crew and intrinsic guards run
away and are permanently dispersed. The artillery counts as
routed
Scythe Chariots
Scythe chariots count as light chariots both when
fighting in melee and for the purpose of movement. Scythe
chariots must be deployed as C morale class and cannot be
fierce. A melee involving scythe chariots is treated the same
as any other melee, with the additional rules below.
A unit of scythe chariots imposes a melee morale
‘modifier of -1 on its opponents on the turn it charges into
‘contact, The requirement to check melee morale appears in
the melee morale check precedence list as follows:
Contacted by fierce troops first tur, then
(Charged by scythe chariots, then
Foot with one or more FP charged by mounted troops,
Ete.
The melee morale penalty and the additional melee
‘morale check precedence condition are not shown on the
reference card because scythe chariots are rarely used.
During the melee morale check phase, ifall enemy units
in contact with a unit of scythe chariots fail their morale, the
scythe chariots do not check morale. The scythe chariots
will continue melee the next tur.
Ifan enemy unit in contact with the scythe chariots
passes morale, or is not required to check, then the scythe
chariots automatically disperse (rout) without checking
‘morale. It is possible that one opponent might rout or
become shaken when charged by a unit of scythe chariots
and another opponent, also contacted by the chariots in the
same charge, passes its melee morale check. In this case, the
scythe chariots disperse, since all enemies did not fil their
morale checks.
Ifthe scythe chariot unit survives the melee and all
‘opponents have routed or broken off, the scythe chariot unit,
immediately disperses. It cannot fight more than one melee
ina game.
Risk To Leader
Ifa leader is attached to a unit, and the unit exchanges
hits for a fatigue point in shooting or in melee, check for
‘wounding the leader. If not enough hits are inflicted to make
an exchange for a fatigue point, the leader cannot be
‘wounded. Roll a six-sided dic. The leader is wounded if the
die rol isa one. Only one die roll is made per phase per
leader regardless of how many units are attacking or how
‘many fatigue points are inflicted. A wounded leader is,
removed from the game.
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001 Stps0] 5, apis suo wr nsax 4]289]9 jm our & Aifens)Optional Rules
Optional rules are offered for players who want a
different play balance or who would like to vary the
properties of leaders and some ofthe troop types. You may,
of course, introduce whatever changes you like to make the
‘game more to your liking. The term basic rules, used in
several instances below, refers tothe entre set of rules other
than optional rules. The optional rules may be used in any
combination. Optional rules are not used in a tournament
unless tournament organizers specify Which rules are used.
No. 1 Extension Of Rules To 1540
Gunpowder weapons became increasingly important as,
the sixteenth century progressed. MOA can be used for the
carlier part of the century with the introduction of the
arquebus. The arquesbus is treated exactly as any other
missile weapon. Its shooting factor is 2 against skirmish
infantry and 3 against aif other troops. The arquebus has a
range of 5" [8°]
‘Any army in the army lists that accompany MOA that
extends to 1500 AD can be extended into the sixteenth
century with a few changes, as follows. Any missile weapon
ccan be replaced with arquebus. The cost of arquebus is 2
points, the same as bow or crossbow. In addition,
approximately three-fourths of heavy or subheavy infantry
should be equipped with pike. The resulting armies are not
accurate historically in detail, but they are serviceable.
Restricted Command For
Leader In Melee
No. 2
A leader that is attached to a unit in melee has no
command distance. A unit in the leader's group, other than
the unit to which the leader is attached, may not count the
leader as being within 8" [12") when determining whether to
dice for a charge declaration or charge response declaration,
No. 3 Appraach Check
The approach check reflects the impulsive nature of
fierce troops, high-bom “irregular” troops, and troops who
fight according to tribal custom, all of whom might advance
to contact at the earliest opportunity.
‘A mounted knight unit of A or B morale class, a medium
infantry unit that is not armed witha missile weapon and has
a morale class of A, B, or C, or any fierce unit, checks for a
compulsory advance on the first occasion that it is within
12" [18"] ofa visible enemy unit, The check consists of
rolling two six-sided dice. The unit passes iit rolls the base
given below. No morale modifiers count. The base is,
adjusted by the rash or cautious leader modifier if using,
Optional Rule No. 5.
Any fierce unit
‘Medium infantry
Knight cavalry, B class
Knight cavairy, A class
ass on 5 or less
Pass on 8 or less
ass on 7 or fess
Pass on 8 or less
If the unit passes the check, it moves normally. If fails
the check, it must make a compulsory advance, as follows
The unit must advance toward an enemy it can each this
tum without making a formation change, and charge, Ifthe
unit eannot achieve contact onthe first tum of compulsory
advance, it mus¢ continue on subsequent tums until contact
has been achieved with the enemy that it can reach the
soonest following the usual movement rules. On each tun, it
will move toward the enemy that can be reached that tun, if
any, changing direction as necessary, It may choose its
target if there is more than one.
No. 4 Leader Ability
‘These rules provide for varying leader ability. Rules 4
and 5 can be used separately of together. A scenario or cam-
paign may specify leader ability instead of dicing for it or
using purchase points. Leader ability is determined after
assigning leaders to groups.
Leader ability forthe basic game is able. Minimum
melee die roll refers to the minimum die roll a unit in melee
‘makes ifthe leader i attached. If more than one leader is,
attached to a unit, the leader with the best morale modifier is
the one that counts,
teacer | Lesder | Minimum | Command
aptity | Morale | Melee Die | Distance
Modifier | Rol! _{ (Inches)
Tnept +0 2 4 6
Reliable #1 2 °
Able +2 3 8 i
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charge or countercharge morale checks.
If Optional Rule No. 3 is being used, the units making an
approach check receive a +1 modifier.
A unit that stands to receive a charge at the halt receives
+1 melee morale modifier each turn for the duration of the
‘melee, until one of more units in the group rout. The routing
unit need not be visible to the remaining units in the group.
(Once a unit in the group routs, this benefit does not apply
for the remainder of the game.
Ifthe C-in-C is cautious, the rules above apply only to
cone group in the army, of the C-in-C’s choice, except that
the following restrictions must be observed: The group must
contain a number of stands greater than or equal to the total
number of stands in the army divided by the total number of
leaders. If possible, the group must have a steady leader. If
all leaders are rash or cautious, then a group commanded by
a subordinate rash leader must act as though the leader is
steady. Ifall leaders are cavtious, ignore the cautious
character of the C-in-C.
Effect Of Leader On Determining Initiative For
Movement
Ifthe two opposing C-in-Cs are not of the same
steadiness, then the C-in-Cs add or subtract their leader
‘morale modifier to or from the initiative die roll, as follows:
‘Arash leader must subtract his morale modifier.
‘A cautious leader must add his morale modifier.
If Optional Rule No. 4is being used, the morale modifier
corresponds to leader ability as given in the table in
Optional Rule No. 4 (0, 1, 2, oF 3). Otherwise, the modifier
is-+2 (rash) or -2 (cautious),
No. 6 Restriction Of Break-Off
Only skirmishers (skirmish infantry, light cavalry, light
camnelry), light chariots, medium cavalry, heavy cavalry, and
lite cavalry may break off from melee.
No. 7
Flank And Rear Attacks
Against Mounted Troops
Flank and rear atacks against a mounted unit in a
continuing mounted melee are allowed, The reason for
doing ths is to reward the side that is able to achieve a flank
or rear position in the context of a large battle. The
capabilities of mounted troops are altered drastically by this
rule. Cavalry battles are much less fluid, resulting in a
different kind of game, because you have to pay much more
attention to protecting the flanks of mounted troops
The definition of a flank or rear attack defined in the
basic rules applies, using current positions of units at the
time of the charge declaration. Chargers count charge and
flank/rear melee modifiers and do not check morale for
charging. The target ofthe flank/rear attack counts the
flank/rear morale modifier. The morale modifier applies
every tur, until the unit routs or contact is otherwise broken
with the atacker on the flank/tear. Except for recognition of
flank and rear, all the usual rules for mounted troops in @
continuing mounted melee apply aftr the first turn of melee.
No. 8 Rapid Formation Changes
‘This rule provides more maneuverability for formed
infantry, which leads to-4 more flexible and free-wheeling
‘game for infantry
‘A.unit may both move and change formation in the same
tum. If unit changes formation, movement is limited to
‘one-half the maneuver movement allowance. The unit may
move first or change formation frst. The unit may not move,
change formation, and move again.
No.9 Reduction Of Penal
Formation Changes
If you feel thatthe penalties for a unit's changing
formation are too severe, try using this rule.
A unit does not become shaken automatically as a
consequence of being charged on the turn it changed
formation. The unit may become shaken as a result of failing,
the morale check for a charge response.
Elite infantry, elite cavalry, and skirmishers who change
formation may countercharge troops they are eligible 0
countercharge ifthey hadn't changed formation in he basic
rules, but may not declare a charge
Other troop types that change formation are limited to
receiving a charge at the halt as in the basic rules. The usual
rules governing eligibility of troops to charge other troop
types or to charge in various situations continue to apply.
No. 10 Reduction Of Penalty For
Flank Or Rear Charges
Ifyou feel that flank or rear charges are too devastating,
then change the morale modifier for being charged or
contacted on the flank or rear from ~3 to =1
No. 11 —180-Degree Turn
All troops may make a turn of 180 degrees (about face)
prior to movement with no movement penalty6s
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uBledwiey 104 sanjense) |Z ‘oNArmy Lists
Introduction
‘An army list isa lsting ofthe various troops available
fora particular army. An army list allows You to choose
‘among a variety of troops, so that you can tailor the make-up
‘of a gaming army to suit your preferences or a scenario.
Army list are used in tournament gaming to insure that
contestants use historically ereditable armies.
Armies are grouped into six broad time periods for the
convenience of gamers who want to restrict the historical
scope of their gaming (page 68). You may, of course, define
your own groups. Some examples of orders of battle are
shown on poge 6710 illustrate the selection of oops and
computation of points
‘The army lists are a compromise of what troops were
available over a period of time to a particular army. The lists
in MOA concentrate on the national cores of the armies.
Many possible alles that were available to a particular army
for only a limited time often ae not inchuded. The army lists
do not necessarily indicate the actual troops fielded in 2
given batle nor the exact historical proportions of the
‘various troop types. The lists have been constructed to
provide effective armies within the rules constraints of
MOA, The army lists are intended as « convenience for the
toumament gamer and for other gamers who lke to play
from stardardized lists. They are not definitive statements of
history.
Acknowledgement
‘Many of the army lists that accompany MOA use
information from the following publications:
Wargames Research Group (WRG) army lists
‘Wargames Research Group publications dealing with
various periods of warfare
Osprey books describing various armies
Slingshot, the journal of the Society of Ancients
Spearpoint, the journal of the North American Society
of Ancient and Medieval Wargamers (NASAMW)
NASAMW amy lists
am especially grateful to Phil Barker for his pioneering
work on army lists, Thanks also to the many contributors
of army lists and other information to the WRG
publications and to Slingshot and Spearpoint. Information,
from these publications and from contemporary ard other
modem sources has been adapted for games using MOA.
Any mistakes are my own and should not be attributed to
the sources named above.
—Bob Bryant
‘There are many published army lists available, Any of
them can be used with MOA. All you need to do is translate
the troop types given in the lists to the MOA troop types,
‘using the descriptions in MOA as 2 guide, and use the MOA
purchase points. Many of these lists provide detailed,
‘colorful information ox various troops.
Certainly you are free to make up your own amy lists,
based on your own research, Doing so can be very atislying
and might be necessary to produce an army composition that
is accurate fora particular battle oF campaign9
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SaIUy ay) 40 azIsor a weapon ora substitution of a different troop type.
Options appear in italics and usually begin withthe word
‘Convert, or Add. Convert is abbreviated in some cases to Co!
to save space. The options are generally stated in a way to
indicate whether there are restrictions in how the option is
applied. Unless a restriction is made clear either inthe text
for the option oF inthe notes at the bottom ofa list any
taumber of options ean be applied simultaneously to any
number of stands forthe entry under consideration,
Common sense applies. Obviously, a unit is not going to
have two different morale classes simultaneously.
AA few armies include different time periods or
subgroups, The period or subgroup is named in bold along
with a troop type. If troop type entry is not labelled with a
period or subgroup, then the entry is common to all
subgroups in the army. Different periods or subgroups are
‘mutually exclusive and cannot be used in the same army.
‘The morale class is given in a separate column. The
letter fis attached as a suffix to the morale class to indicate
fierce status.
The cost in points fora single stand of the troop type
entry is listed inthe points column. If there are options, then
‘he poins to be added or subtracted tothe cost appears in
italics. Generally (but not always) the cost of each option is
an addition or subtraction tothe base cost, not to other
options
The final column lists the minimum and maximum
‘numbers of stands that can be used for a particular entry
‘Most entries have no minimums, indicated by a zero. The
‘minimum numbers of stands indicated must be fielded
regardless ofthe size of the army. Minimums for periods or
subgroups not used do not apply. The minimum required
points forthe armies varies from approximately 200 to 300,
points for the cost of stands alone.
‘Additional information and restrictions are given as
notes atthe bottom of each army list. The constraints on
ratios of mounted and foot stands are particularly important.
‘An artillery stand counts as infantry for this purpose. Leader
stands are ignored. For example, suppose the Troop ratio
note states that infantry stands must outnumber mounted
stands by a ratio of atleast 2 to I. Ifthe army contains 15
cavalry and 3 elephant stands, then the number of infantry
stands in the army must total atleast 36. Ifthe troop ra
states that infantry stands must outnumber mounted stands,
then an army containing 36 mounted stands would have to
contain at least 37 infantry stands, for example.
Leaders are not included in the army lists. You may use
any number of leaders you iike, or none weal. Leaders cost
75 points each if mounted and 60 points if on foct.
tis possible that the points costs for afew entries in the
army lists are in error. The points listed in the the table,
Points Cost, on page 10 always take precedence,
Examples Of Options And Subgroups
1. This example is fom the Early Libyan ist:
[Troop Type Tarrvaie| Poin
pone
[Stemi inanty, avern o lew
Convert any to light intaritry +5
At least 6 stands ofthis entry must be fielded. A
maximum of 18 can be used The stands may be used in any
‘combination of skirmish infantry and light infantry. Troop
types cannot be mixed in the same uni, ofcourse. For
example, you could field 3 stands of skirmish infantry in 1
unit and 8 stands of light infantry in another unt. A skimish
infantry stand costs 3 points and a light infantry stands costs
8 points
2. This example is from the New Kingdom Egyptian list
Heavy infanvy 8
Convert up to 6 C class to B c | +2 | ees
Convert up to 6 C class toA 4
‘Any combination of A, B, and C class stands may be
used (in separate units), provided the number of A class
stands does not exceed 6 and the number of B class stands
does not exceed 6. An A class stand costs 12 points and aB
class stand costs 10 points. You may field only the minimum
number of 6 as A or B class.
3. This example is from the Shang Chinese list:
Medium infantry a
Convert any to heavy infantry +2 | 12-24
Gxt up to halt used to C class #
‘Any combination of medium and heavy infantry stands
can be used, and any of them can be D class of C class,
provided not more than half of tye units actually fielded are
C class. You must always have a least as many D class as C
class stands. One possibility is to have four unit of six
stands each as follows: MI, D class; Ml, C class; Hl, D class;
HI, C class
4, This example is from the Late Assyrian list:
Heavy infantry, % spear ce] 2
Ye bow 10
ea]
Half of the heavy infantry used must use bow (cost of 8)
and half are without bow (cost of 10). A note at the Bottom
‘of the army list explains thatthe bow and spear stands must
be in the same unit. ice the minimum requirement is 6,
‘You must use atleast 3 spear and atleast 3 bow stands.spurs
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21] prusuioeypy a7 ay woy st a1durexa StL,The Armies
1. Early Libyan 1600 BC—1250 BC 56, Early ish, Early Scots, Pits $0 AD—850 AD
2. Hite 1600 BC—1100 BC 57. Dacian 80 AD—106 AD
3. New Kingdom Egyptian 1600 BC—950BC_ 58. Middle Imperial Roman 200 AD—300 AD
4. Barly Arab 1600 BC—700 BC___59, Early Vandal or Early Visigothic 200 AD—429 AD
3. Homeric Greek 1600 BC—700 BC 60. Ostrogethie 200 AD—S54 AD
6. Early Assyrian 1400 BC—745 BC 61. Middle Chinese 220 AD—@20 AD
7. Sea Peoples 1250 BC—1100 BC 62. Sassanid Persian 220 AD—637 AD
8. Shang Chinese 1250BC—1025 BC 63. Early Frankish 250 AD—100 AD
9. Early Hebrew 1250 BC1VOOBE 44. Saxon 250 AD—885 AD
10. Philistine 1200BC—1000 BC 65. Palmyran 260 AD—272. AD
AV Ratly Sytian ANVRC—GWHBE 66. Late lmperial Roman. 300 AD~425 AD
12. Babylonian 1140 BC—S40 BC 67. Korean 300 AD-~1232 AD
13, Zhou Chinese (20 BC—220 BC 68. Hun 375 AD—465 AD
14, Late Hebrew 1000 BC—580 BC 69, Spanish Visigothic 419 AD~711 AD
15. Libyan Egyptian 950 BC—750 BC 70. Dark Age British 425 AD—945 AD
16, Early Indian 800 BC—320 BC 71. Patrician Roman 425 ADA75 AD
V7. Rushite Egyptian 750 BC—660 BC 72. African Vandal 429 AD—535 AD
18. Lydian 750 BC—S4S BC 73, Early Byzantine 475 AD—650 AD
19. Late Assyrian 745 BC—610 BC 74. Slav 500 AD—1018 AD
20. Seythian 700 BC—50 BC 75, Medieval Indian 500 AD—1500 AD
21. Hoplite Greek 700 BC—275 BC 76, Avar or Early Bulgar $50 AD—1014 AD
22. Thracian 790 BC—45 AD 77. Lombard 560 AD—I018 AD
23. Early Achaemenid Persian 670 BC—420 BC 78. Ghuzz 600 AD—1050 AD
24, Illyrian 450 BC—10 AD 79. Khazar 600 AD—1050 AD
25, Barly Carthaginian 80. Welsh 600 AD—1420 AD
26, Syracusan 81. Tang Chinese 615 AD—980 AD
27, Late Achaemenid Persian 420 BC—330 BCD. Tibetan 620 AD—860 AD
28, Galle 400 BC—S0 BC 83, Imperial Arab 620 AD—969 AD
29, Qin Chinese 360 BC—205BC 84. Burmese 620 AD—1287 AD
30, Alexandrian Macedonian 355BC—330BC 85. Tagmatic Byzantine 650 AD—963 AD
31, Imperial Macedonian 330BC—320 BC_——_86, Thematic Byzantine 650 AD—963 AD
32, Barly Seleucid 320BC—190BC 87. Early Feudal Spanish 711 AD—1000 AD
33. Macedonian Successor 320BC—148 BC 88. Late Frankish of Norman 700 AD—1100 AD
34, Polemaic 320 BC—40 BC 89, Andalusian 710 AD—1110 AD
35, Classical Indian 320BC—S00 AD 90. Viking 790 AD—1070 AD
36, Camillan Roman 300 BC—100 BC 91. Magyar 800 AD—1000 AD
37. Pyrthic 300BC—275BC 92. Russ. 800 AD—1050 AD
38, Spanish 300 BC—25 BC 93. Pecheneg or Cuman 800 AD—1400 AD
39, Armenian 300 BC—386 AD 94. Early Medieval Scots 850 AD—1130 AD
40, Late Carthaginian 2ISBC-A4S BC 95. Medieval Irish 850 AD—1300 AD
41, Hellenistic Greek 275BC—145 BC 96, Anglo-Danish 885 AD—1075 AD
42, Bactran Greek 250 BC—30 BC 97. Khitan Liao 900 AD—1125 AD
43, Sarmatian 200 BC—375 AD 98. Ghammavid 960 AD—1040 AD
444, Han Chinese 200BC—220AD 99, Song Chinese 960 AD—1280 AD
45, Parthian 250 BC—-225 AD _100. Nikephorian Byzantine 963 AD—1071 AD
46, Late Seleucid 190BC—83 BC 101. Fatimid Egyptian 969 AD—1i71 AD
47. Early German 115BC—250AD 102. Late Feudal Spanish 1000 AD—1330 AD
48. Pontic 10BC—S0BC 103. Early Medieval Hungarian ‘1000 AD—1450 AD
49, Numidian 10 BC—45 BC 104 Early German or Imperial 1000 AD—1330 AD
50, Marian Roman 100BC—25 BC 105. Communal Italian 1900 AD—1330 AD.
51. Briton 1008C—75 AD ——_—106. Berber 1000 AD—1530 AD
52 Central Asian Nomad 25BC—1200 AD _107, Medieval Japanese 1000 AD—1545 AD
53. Early Westem Imperial Roman 258C—200AD 108, Feudal Polish 1018 AD—1330 AD
‘54, Early Eastern Imperial Roman 25 BC—200AD _109, Seljug Turk 1030 AD—1280 AD
55. Moorish 25AD—800 AD 110. Barly Russian 1050 AD—1246 AD
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were yedea Atzeg “111Group 1. Chariot 1600 BC—700 BC
1. Early Libyan 5. Homerie Greek 9. Barly netrew 13, Zhou Chinese 17. Kushite Egyptian
2. Hittite 6. Early Assyrian 10: Philistine 14 ate Hebrew 18 Lydian
3. New Kingdom Egypt 7. Sea Peoples 1H. Early Syrian 15. Libyan Egyptian 19. Late Assyrian
‘4 Early Arab 8 Shang Chinese 12 Babylonian 16. Early Indian
Group 2. Classical 700 BC—25 BC
1, Barly Syrian 20, Seythian| 28, Gallie 36. Camillan Roman 44, Han Chinese
12, Babylonian 24, Hoplite Greek 29. Qin Chinese 37. Pyne 45, Parthian
13. Zhou Chinese 22. Thracian 30. Alexandrian Macedon 38, Spanish 46. Late Seleucid
14. Late Hebrew 23, Early Achaem Persian 31. Imperial Macedonian 39, Armenian 47. Early German,
16. Early Indian 24. Iiyrian 32. Barly Seleucid 80. Late Carthaginian 48, Pontic
17 Kushite Egyptian 25, Farly Carthaginian 33. Macedon Successor 41. Hellenistic Greek 49. Numidian
18. Lydian 26, Syracusan 34 Proleraic 42. Bactian Greek 50. Marian Roman
19. Late Assyrian 27. Late Achaem Persian 35. Classical Indian __43, Sarmatian 51. Briton
Group 3. Imperial 25 BC—475 AD
22. Thracian 95, ertian 155, Moorish 1, Middle Chinese 67. Korean
23. yrian 47, Early German 56. Barly Irsh/ScotsPicts 62, Sassanid Persian 68. Hun
35. Classical Indian 51, Briton 537. Dacian 63, Early Frankish (69. Spanish Visigothic
39, Armenian 152, Central Asian Nomad 58. Mid. Imperial Roman 64. Saxon 70. Dark Age British
43, Sarmatian ‘33, Early W. Imp. Roman 59. Early Vandal/Visigot 65. Palmyran 71, Patrician Roman
44. Han Chinese 54, Early E. Imp. Roman 60. Osttogothic (66. Late Imperial Roman 72, African Vaadal
Group 4. Dark Age 475 AD—1000 AD
52, Central Asian Nomad 69, Spanish Visigothie 78, Ghuzz 86, Thematic Byzantine 94, Early Medieval Seat
55. Moorish 70, Dark Age British 79. Khazar 87, Early Feudal Spanish 95. Medieval Irish
56, Early lih/Scot¢Picts 72. African Vandsi 80, Welsh 88. Late Frank/Norman 96. Anglo-Danish,
60, Ostrogothic 73. Early Byzantine 81. Tang Chinese 89. Andalusian 97 Khitan Liao
61, Middle Chinese 74. Slav 82. Tibetan 90, Viking 98. Ghaznavid
(62 Sassanid Persian __7$, Medieval Indian 83. Imperial Arab 91. Magyar 99, Song Chinese
63. Early Frankish 76. Avar or Early Bulgar 84, Burmese 92. Russ 100. Nikepinos Byzantine
64. Saxon 77. Lombard 85, Tagmatic Byzantine 93. Pecheneg or Cuman 101. Fatimid Egyptian
67. Korean,
Group 5. Early Medieval 1000 AD—1330 AD
52. Central Asian Nomad 90. Viking 102, Late Feudal Spanish 113, Comnenan Byzant 124, Prussian/Lithvanian
74. Slav 92. Russ 103. Barly Med Hungar 114, Frankish Sicilian 125, Early Teuton Order
75. Medieval Indian 93. Pecheneg or Cuman 104. arly Germ/Imperial 13.$arly Crusader 126, Late Byzantine
76, Avar or Early Bulgar 94. Early Medieval Scot 10S. Communal Italian 116, Medieval Syrian 127. Mongol
77. Lombard 95. Medieval Ish 106. Berber 117, Feudal Freneh 128, Granadioe.
78. Ghuzz 96, Anglo-Danish 107. Medieval Japanese 118. Late Crusader 129. Medieval Russian
79. Khazar 97. Khitan Liao 108. Feudal Polish 119, Late Medieval Scots 130. Mamluk Egyptian
80, Welsh 98. Ghaznavid| 109. Seljug Turk 120, Serbian 11. Barly Ottoman Turk
84. Burmese 9. Song Chinese 110. Early Russian 121. Ayyubid Egyptian 132, Knights OFSt. John
88. Late Frank’ Norman 100, Nikephor Byzantine 111. Early Papal allan 122. Late Bulgar 133, Swiss
89, Andalusian 101,Famid Egyptian 112. Anglo-Norman _123. Feudal English __134. Low Countries
Group 6. Late Medieval 1330 AD—1500 AD
75, Medieval Indian 120. Serbian 131. Early Ottoman Turk 138, Late Germ/lmperial 145. Islamic Persian |
80, Welsh 124. PrussianLithuanian 132. Knights Of St.John 139. Medieval Polish 146. French Ordonnance
93. Pecheneg or Cuman 126, Late Byzantine 133. Swiss 140. Late Teutonic Order 147. Reeaissance Italian
103. Barly Med Hungar 127. Mongol 134. Low Countries. 141, Medieval Spanish 148, Late Med Hungarian
406. Berber 128. Granadine 135. Medieval French 142, Early Burgundian 149, War Of Roses Eng
107. Medieval Japanese 129. Medieval Russian 136. Medieval English 143, Ming Chinese 150, Burgundian Ordon
119, Late Medieval Scots 130. Mamiuk Egyptian 137. Med Italian States 144, Late Ottoman Turk
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