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Might of Arms

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100% found this document useful (1 vote)
282 views116 pages

Might of Arms

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Centurion
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Rules for Ancient, Dark Age & Medieval Miniatures Battles PUPS ight of Arg Rules for Ancient, Dark Age @ Medieval Miniatures Battles wilh Army Lists by Bob Bryant Credits 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 unit Introduction 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 21 21 2 2 2 4 25 25 25 25 26 co 8 2.29 30 31 31 31 31 32 32 32 33 33 33 33 34 34 35 35 35 36 37 37 37 31 38 38 39 39 40 2 2 B 4B 48 B 43 4B 44 44 Melee 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 ..... 53 Might 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 reputation Formed 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 crossbow Mixed 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 simply marks 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 wasens Points 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. 10 The 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 | soqnouy ‘uera) Surpesouod 919 unipea ‘j2}ojduo> parwoo} s1 un ‘up Jt u9Ad ‘It Woy [,¢] ,Z HUM e 995 UeD UIE) ZuMferouOD Jo pisino yun w retp st 2jtu stip Jo 2ouanbasuod Wy ,¢] ag St wren} Sunpeoouon yBnosyp Aayqysta Jo year au, sameay jena 10 sdoon uaamyaq opr [,¢] 1889] 18 de e yBnomp yoous 10 905 dey ‘suing aud atp 210J99 [I B UO seam Uopply 10 sisauo azejs9q “WOK ‘soj9q of] 14 & 20 ‘ry soqpoue “ysseUL “spo0m 12A0 104 10g ‘sdoon 9x0 208 ‘our jy wo] @ uo sdoon] “waIR #0129 aBeqtA & 10 ‘ysseur ‘spoom ‘sdoon 2940 996 tro [IM YBIY @ uO sdooxT WH ‘Anuejur ysIuLys 105 ‘uo yuawyfe2ou0> pu 49409 S9PIAOHd, Aquejur ystuurys 298 03 Sundwoue uous 1dooxo Anniqisia 49019 10u s20q usmg 899 29 deur souayuy wowres2u0> apiaoud | “PAPEL UOsEA 104 s90q sojourtiod ye 10109 SapIAO omens woue2ou09 USE, pe s9409 uo son 103 1821 295 ‘[.¢] .Z a8eIIA S{ uyeuay Buypeaou0> yBnosp AaIgIstA poo, ANTIGISIA UO UIE119,L JO 893A vr 8d Suyooys ut 10403 29 -(Pa]e90U09 ttt EN) a1 1p uo suum 0 aqist 29 10u pu ss0Kejd on ays 2]gen oun two aq Aeur un ¥ “IuetNTe30u09 WO} ToUNSIP S| UapptY Butog Aqigyta ou “Buyooys 01 1HeA9fax st J2A0D ‘uoKNTEDUOD wou} ustp st J9A05 ‘sasodind Ayrgsta 20} uowoa.n0> pe sasodind Bunooys 03 «2409 apinoud we urer0 juawyearu0) uueusoy 4899 uuonuod au of 41s Jo ou paronasqoun ue seq sey Hun re (01 a]gisen st aun ai “uyearo1 e9]9 oWuy uresion aun Jo a8po oun ‘puoKaq spusrxe ureaier Su1z9A09 ut Wun 8 Jo uoRUod e Jf “Ee 1ooYS 04 20 1 28s0yD 01 sosodoud yey sun v 01 afqisia 09 yeni yun y 'sdoon J91p0 2840 295 1ouus pure sdoous 1aIRo JoRO 92s 29 JOULE sweyda}g “1484s Jo au] 42019 sdooay,“1uods sit 04 Ajosou tou ‘punoie je s20s nun Wy “sdoom 40 ureaiay Kq poronsisqo 1 Ssozun 91qu1 auttua oun 19A0 spuaIxo 1ysIs Jo Sur] Aaysta um 2s1y 249 1 oud a1geatp uo paXoydap aq asm spoom puryoq ‘ueuioy 2099 ut un v‘ojdurexo 404 “suo win 0 414d af ge) ‘ayy uo paoe(d are 38s Jo au $4>01q wes Buywonsoi ‘sneo0g Cuioue tn Aq 99s 2q out pu uoUEDDUOD aptnoud you sop youn ureaiy mr poveoojaze exp sdoosy, ;pojeoouod se junoo ns Kew Kau. “2Ige amp wo sdoon Aue £q uo9s 99 plno> Kay sayoqas Jo ssajpseay ‘age ayp uo pooeid are Kamp ‘sdoon Kursus dn-2s0;9 Aq ‘pajoaqap aie 10 “Yoous “exo Katp 20UC 9{QRI Ay Jo YDOAS uo fypoexo parses oq ysmur uorysod stoxs “uum 115 24 oY Jolug “2ume8 yp W wonoe &q poyeanar are Aotp [nun 2iqe 2m ‘wo paoeyd zou axe sdoon amp yemp sureaur aroy{ pasn se wappry lua} ay, “our aip Jo asinoa ai Huunp payeanar aui009q Aaqp jun 9492 a4t wo paced aq rou paou pakoidap are Kaun ory uy ereay axp Jo asnesoq uoppry aze yeqp sdoouy, sdooi| uappiy, Unit A sees unit W because Ais within 2" [3°] of W Unit X cannot be seen by i D because X has neither roca te ©’ Unit Vis visible to all Units that have a tine of sight to V because V thas shot at unit C (on the fable because it moved, although it itis concealed from all units Units V, W, X, and ¥ were deployed hidden in the woods on tum one Unit C sees V and Z even though Cis facing away. C cannot see W because the line of sight to W asses through more than [3°] of woods wit tno gh boseuso a portion of Z extends out of cover Unit B cannot see unit Z because itis outside the visibility imit of 2° [3°] in concealing terrain 09 = ov = = 8I z a g eaay ze a m z “awaury wat | wom [8m | wom | weno, ayes mM Sz areas mm st | 0 2dKL (soupuy) savaig WIELOL JO AZIg MNUITXE AL + auoumums [9 59509 J0 a]qe ayy 07 BuIps00.¢ sdoonn Kojdap pue siutod iuawojdap aseduoy | swujod wuawnkojdap Jo sauofoie9 oma ayy siunoo apys yoeg | 10 pre Apeaaye 10U J WEAN aoeyd pur woIES | _€ sdnoi@ oy siapea| pue sun ufissy “sumionuis Pueuiwio> dno varia ov syn azque8q | * wewodw are oxy a1oym suodvam pue ‘sso ayexoun ‘addy | doon psos2i pu sdoon pue soquure 25004) sdag da-1g pooeyd uous Arsse09u se parunsuoo pure podeys 2a Seu pur pat 29198 J0 sipped an wos Burns 44, “$40 [,09) oy oF dr suas 4q pomuassudas K>1uaaloo are Sere 213 "UasoyD 20 een var apo 8 “wonppe ul ‘adeys w sno pure papunos 99 Ao ware 9p worstowip hu a [,5] .¢ wen S89] 9q 10 {out ‘98918 © 30 “4 8 spoom se yons“angea}IP9UN-UOU 0 ele Uy JoMouse age Kain jt wana ‘pts [51] af 390 1850 1uno9 sozmeay J8our] “yup 40 wean v ae seantes urea eo] Jo so|duexg “1 | aBed punoutopung ays w wpss0y syBhoy fo sodky ‘yam ann ws past asoun az 219048 UTED vBino1 jo Soda au s951 u aure BunsooyU ue oq eo pu “Kuue sy 20yaiqnuns punosaieq 27290, oF duane ‘o19psyoee swojTe i "ureia Build pur Hutsoots Jo suwaus Tenedy Kpaneias pu yoinb © s| mojaq ouoY9s aL wyeuia, Bupeid ‘31ge1 1p Jo sapis oxy punore s2oaid ‘mag @ ind 30 “ureusa) 1eaj9.2q 0} wou azeT>9p pu S309} Jo} ysnf sean pasaneos maj & pu sq mo] no Ind “urew2) YEO 4o} 2sn ou oAey nok jf "sad4i doon urea0 Sutsn s3jieg soy asex2qu! [eONDEY sppe TELE esnedag pur aftEg somMIETUT e Jo yeodde jensta otp yo ned st ureaioy asteoaq papuouru0931 ‘51 ue113) Buryoo|-poo8 Jo asn ayp ‘ase0 Aue UT ;POqLIDsOp lwisKs axp Sutsn yo peoisuy owioyss jqeidaooe Ajqeranus ‘Aue 0} Surpzoaoe wreuia da yas ‘9ssn00 Jo ‘Kew NOX ‘woneredad oxreu2os ou saunas vey dn-as yo|mb © 40j 20 Busse oureuno} 40j wrioas sp u Sqn ag) 250DSLALIINO "S2]RL ‘20 pe Aue pe “suonipuo> KloiosA“WUausso|dap wea, “uontsodwo> Aum yo speiap ayy Aj!20ds pinoys oxeua>s 24) “uBredure 10 oueuans w uo pasea st au ap J] dp-22s ajyeg e dn Buines Each 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 ‘Comparing Deployment Points oy) wg Suns apie y 919 Jo ssoqpreox aures aun 5) 2uor yenu99 2tp Jo wppIM YL -MOI9q Z unB.J 995 “2216 UI Jenba sx8uD uoWojdap Ons pu auoz ppapao v omar 91qe axp Surplasp *2]qe oxp Jo 421U29 aqp yBnoup ostaip Sua] sun apis [4b] .91 2Uoz V suopas yuauAgdsd oo A 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. 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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] so00] fa600 000] 00 ‘A shaken unit may not advance. 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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 Figure 7. 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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 Basic distance is for maneuver forward move ‘nou youuea pue aqqen atp 2Av9j 0} pazinbas tou st s2peah y “2(Qe1 9x SOAEO| Jo synod lun v soxzuoym Soypeiap s9pe2| Y :s9se9 SULMOIIOS ‘2p ut yd2oxo uatoxoW seanguBur uLMp KeAe SOAOU Jopeoj auf [fun yum v oy payseare surewias peat y ‘seyd yuowoxou spangueut ayy uy o9faur UT un ¥ (Woy Y>EI9p) axvay Kou — 42opea| V “BurSzeyp se unos you soop spe] yy, “parentur st ‘jausoye oseyd wwoweaow Jonnateus aip Suunp yun & wot ‘Ae s9pea| Y ~2oyo41 pu syoayp [es0w ur s9pe9] payseNe we wo4y 1y9u9g 01 Hun aif JO} Zepi0 ut paysene og isnt pur ‘payjene aq 01 298}u09 ui oq Isr 19pe9 94, “99faLN Ut yu 1uoy ouput Butoq se popzeSou st Jopea| paysene uy aseyd 1Wawxour sonnaueus ayn Ww [uo HEN & 94e9| 40 Of ket Joproy y “un ayp so 20x atp 7 JOEIUOD UW auNly 49pe} aK usod ‘sopeoy ¥ ysene oJ, "MUN aif 10 sopeay axp 0} Ayeaod UOWEAOU KALA UT B aABa| 40 Urol KeuE S19PEIT] suapea] Burpeyeg puy Gunpeny Tijau way Wvonp Gyouwo wT] yun aoqpome i _ ‘Asteavo ani yBnomp Ksyeae? 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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 26 a senou! eGzeyo jejuo4 Jo sajdwex3 “04 eunBiy ‘e61e4o yuey B 40) syweweunbey oy; Joow snus 961249 uBY ¥ “18U100 JUOY 84} UO 10 yuo 94) vo ye6se} yp joBjUOO IsnU YORNE /EWOY y ‘peuaiyord s1 yUBy 841 UO wun rebre) @ Buddy uowenow abveyo Buunp Kem era 10110 @now pue x jsueGe abiseyo & esejDep osye yBu 124) Wenayau 81 ‘uoREIe;—p ebLeYo 64 0 oun oun 18 & Buy Moye x uM 198IU00 Ly ‘nour fowueo y esneoaq x efe49 10UuEO ¥ WU ¥ [Godfooapcog +9 oh PaIRUH St 90M Y Arouogeys suyewes yun ire, Anu ou ‘2929 S14 u “L uoyysod ye uoy sy Bucye oeqUeD Olu) ond 01 ses0049 1y'§ uoqysod Je Jo6,e1 sy 40 s6109 ey) ‘yum ioe.u00 ued “uy yBte4s seBrey> pue sy Stoeym ‘eBsEY0 8 80221099 4 UoWsod y| yun Aijened y x0 Arouonmis suyewes x 1049 Buuunsse epeu 5; wowssosse S141 128IU00 anewoe Poon pue . Sp jooym ued vy asnzo0q 769 =) eyo enous ULL X yun ysuyeBe eBseyo @ sere;>ep Y BUN pemoye 1ou ee senow enya Unit A barely meets the qualifications for a flank attack on unit X. A has one stand width behind Xs front and has a 45° angie with X's flank 2 * (eden — Ye * i) 4 OK + NetOK 0K 5 ‘ Ey A 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 28 ‘syuey payonysqo jo sejduiexy ‘Z} eunBis quay 049 Wo g pus y svewoo yun Aq 6q Ww 38.UED “Aretuay Yun pq 10 sexo aBveyo Kew x yun ‘squey pa:2naSq0 Jouyo obeys how x yuBy 5.Y Of%e42 JOU Ae X sey un seKeu 0s ‘eave YURy S,)UN J04O Bun UL “yuey 5,v 10 [6] 2 UK 51g pue Bare YUE ‘xe g YUN JOU ¥ wun Je4roU Jo StpUM PUES Om, Sv aun ula ere @ yun jo stupun pueis om [so50]O000 Sos0]0009 v ‘Ayeisoy yun s0yye ebe4o pu Jooun Ae x -yusy soyye eBeyo jou few x Yun “Yuey s,48410 04) 10 [,6] .2 UNAM S| YUN YOR "BEIE HUBY 8, 2UBY 8, Uo eBie49 8 arejoep AB x Yur) nan ore 30 stapim puss ow pu Bare Huey ‘Povonuisqo ou s1 yuey IyBy By 08 "wave 4uEy | ‘37 JUN UNUM aL ¥y UN JO SUIDYK PUES OM, Sy Mun uy ou exe gy yun Jo suapym pu; omy | q 8 S| | 8 / x I2) =| —— = = * v = = Joip eqn ¢ wo oem permog © asoryoe Aeur nun sa509 Fut ‘pronnsgo Se unc You pp ey ty 3 9 ‘are yuey paronnsgo oi urpEss oxe am ATpUDL, ae pa ed ‘9p Jo (Wa JO JOY 91 SSOIDB) SIPPIM PURIS OMG ISB] 1) Suny © 20) Aen prnoss eo ot J wane zon wim WV eyo yuey paronnsgo om weiuod you Aeur tun SurBzeyo y uoy paranssqo an jo wood 0 ye] 2 uM SHEN AIpUOES aL squety papnasqo suoqpuco om Bumoioy an saysmes yun Aypuayy © 3 pazonusgo sume jo ey oq sun fypuouy © seiu09 fu aus ap 840 ayoq Zr aming yun Awoua ue soea09 yum BurBzey am popiAod ae 95 uononsqo Suipinoud st yung paronnsqo ue sew god OU s90p an Kpuatyw Surrnuo)wouaNOU The unit providing obstruction may be shaken, have ‘changed formation, or be in melee, and may face in any direction. A single unit provides obstruction to only one flank of a friendly unit. Terrain impassable to all troops may substitute for a friendly unit in providing obstruction, A. table edge does not provide obstruction, ‘The idea underlying this rule is that formed units in close proximity physically block flank attacks on interior flanks, 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 A PeBaTeso0 009) [od00]0000]0000) 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 Figure 13. Examples of charge moves involving several units 1 ssoyun yey 919 ye 28uey> aup soAiz004 1 uO sit 0} AusOUD vp asuyee afteyozoyuno9 40 9@zey> e paze|z0p you sey yun ap pure zoos s,31un w ysuyede paxefoap w2aq sey a8sey> & pena 0) 21819 1 ss9]un yey up ye seas si tuo afyp ai soarooau 1 ‘Sr 3] “9A0U S8IeUDISIUNOD 10 rego si sayeu nt ooyo afew su sossed 15 3a ayn wo a8imyp & 30} oypout 2qei0Ul yp sHuNOD 3] “LE aed ‘2/Ds0yy uy a8aoyo » 24 puodsey o1 40 282045 of 2peuoyy Bury204.9 29 30ND aTeOU #30} Bultp sion Jwo1o1p Uo poBsey Bu1aq sours ‘BurB.eyaroqun09 J0 FuB2ey> Jo asne> ay oj 2e10u 05 2p smu 821 24189 J! apeAD 10 “aAOUL afeypioqunen 10 a8zeyp sy oxBUE KOU IUOy SH 0} k9UD ‘ ysurefe a8reypsajuno> 10 a8sey v paseloap sey un 2p pu seas sun sureBe paxe|zap us9q sey 982049 © JL aBuey) seay e 0) asuodsay quowoacut Brey Ayyduns 01 pue wonysod yueyy ouodns Aiyeon 203 ‘up axonye 0} a1ge mun 4p puemou 03 st 21x stUA 30 asodand ULL “payfoouve st uonexe|oap aAey>z2}uN09 40 9BreY9 S11 ‘suoyy sy 03 yun Awous ue asurede aBzeyoza}un09 40 aBrey9 parefoop sey aun amp sj “28zeyo yuey e 40} Zayypous 2[esoUr 24 qunoo pue Supers 105 10 yey au ye aBzeYD e ButAtO097 409 2]ex0Ur Yoayp [EM] ‘2PEAd 0} a}qySAo st ssayuN ‘sey aq ve a8zeyp amp antooas asm (Sutun aaxay STPR|SU) ‘yun aap quey s,atun e sured paxejaap st a8,e49 © J] aBaey) yurjy eo} asuodsay ‘e@reqsiaunos jou key | meas Gamay ‘voueyp aypos pue ‘squeydaye ‘Axueyur YStULRS ueIp s9q0 sdoon Aue areyorayunes you Key Aayaegu usps Aayuesay pauuog sdoon ojunour a8.eysiozun09 104 e8q ied Buyoej asioaay WSIS sum stp saxow Buy mojoy ap yo Ku pouuopiod saysruuys £q poBreyp wa19 Aq 29pour ul 2puey 919 wo paBseyD, sdoon pawunow £ paBseyo 1004 uayeys apena oy panibar 40 oqqrSno axe sdoon arp ssazun ‘mojaq sooueysunoza 2p Jo Aue ur ey ayy ve eyo v anfooar nur sdoosy, HEH amp sy aBswqD vB 209 ‘sqoueys 2462s o ‘syueyday> ‘(Anueyur STULIS “AsjoteD 3981 “Asjeavo 1484) sdoon 1oystUMHTyS Ka aikreyp v 324 9xp ye aaroser 0} asooy> Kew AnURJUT YSIULIAS, ‘peas 0} pasinbar Anuyjuy ystuusys 405 xda0x9 yy 919 72 ‘feyo v aatoo0u Kew stun Key ‘pomojpe st pury uw jo UW -2AOUr ON "nsax axp fjdde pu ayerour 105 201p 03 pauinbos 2q yySrur eq aup ve afseyo v aalonas 03 Sundusowe wun y HEH ayy yy aGuey> e Buiniaray 2]qe) 2m ur suonainsax 2tp 0; 399fqns ‘yun Aue a8zeyarojunos eur Axjous By pue Aapeaeo War] wo sy Surrey s1 eyp yun v afieysiayunos Kew rear 219 Uo pakreyp strep AUN Y un oures ap ye yun woud soqnoue ereyoioqunos pue yun Kursus we aBrey> & pamejaap e4p sytun fuo yoeuos eur FuyRreyaiaruNoD wu yo m0}2q PaIsi| axe stulod [euoLUppE ‘uoHeDYLZHI9 Jo ayes 2p Jog “suonaussay aBamyo.0juno-> IYBLA AUN 03 2|9e Ap Mt uuoai8 ‘suonoisay snoizea 0} y2afqns axe seSeyazo1un0) ‘2oueisip pamoyte sit SuAour 240}2q payseiuo> aq ays ‘yun SurBreyozeunod y 'ss2j sf soAayorya yun BURLEY 24} 0} 29uUySIp a4 J1eY-2U0 J0 aoURMOITe IweW9AOM ‘2p Jo JTeY-2u0 st woyE) Tuowonow aun reYp adeox ‘azeyD 1 se ous 019 powwan st a8zeyoiayun0d e ‘Posjnbas ou 10 possed st yooyo o]eu0U atp J] -2[elow aBseYosazuNED 20} 2p ‘0y pasinbou 2q 14tw a8zeysiazuno9 0} Sundussyye yun Vy 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 40} do0xo ‘(aseyd soye] 8) anos syn Aipuatyy Buoas 40j apeUs 'ua9q #aby SyS049 ITE JOYE 2IqeI 2M} Woy poroutos st 49049 ‘yRroU 99[atu & BuNTJej Jo yJNsO1 B se synos YEN NM Y ‘ofpayp 9]0u saoun wo Bunnor sun se ou ours aqp ae 61 9x waxy panowta st] “aseyd ‘ayo afes0Ur29fou amp (um painos se popreo1 you st un puis ¥ "tun painos 2¥f 203 afe0W YAY 10 a9jaw =nyose1 ‘01 poou ou 51 ate, 30/9UH Ur Su oI OUD uN poston ‘24 fou Kwwouo soxpo Aue BunyBy Joy ajqeyyere you ame 22] un paynos ayn 1uB1y SsEUIpIO PInow re SLES ‘yun ysiuUys v BurBieyp 31 ouemoyTe eyo sy Jo 24) 010 pequ09 on sonoW un paqey amp FuxBzegS yum uy. 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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 Routed elephants cannot be rallied. ‘The unit moving dees not become shaken. ‘oBreyo v 01 puodsax so af,eyp on Sundwsone uayp ojeiour 105 Hupp s1288tn yey) UoINpUOD v se 40 aoupaoaid yoayo ajeiour sajaur ut Kjuo ueWoduU st 22% ‘Jo ud20u00 ou, “aed rxau amp Uo ‘oy Sumwesog “2Iqe1 mp (99g "9509 2]e40U ST WENN S52) UoRDs STEIN sHuIOd onsiNey Jo, JoquinU e soyEyRUINe 1 MOY WOM 2g O1 pres st un sajoud nok jt suosreu Sutsn Jo pearsut soys01 yun & uo papuoaer 9q Ae siurod one pue SitH ‘sun otp uo suoysew iy pu sued ‘andiaey amp aoeyd pur siutod aniiey Jo} soBueyoxe yeu usu, “Potejdwoo sy 29[2ur 40 Sunooys jun paroaye suum 4p puyaq paoeyd axe siaxyreur ary st dn popoods aq tm Aeld ‘ay enxe ou ue sda Z 564 Mow 3] I 405 SoBuEYOXO 1 YIU ‘SHY ¢ ‘Jo oor Mat e305 suy z Sanrooeu a warn xu 94 UO “(1 30 Joputewas tim ¢ q popratp +) 29 | pure ywiod anny 1 {pm poxreM st “sp Soafaoou pure um KtuoUa Ue WEA sioys saueyoxs 1 -spuns ¢ sey Ksqeae9 1y84] Jo.uuN Y “Z 1utod anne a\poue 10} yous B99 Jo 04s [sy set MoU yy “sy saatanas pur oajous ut mts OF sanimuoa 1 “wma axou amp uO "su Z Jo JapurEUEaY & ata di spI244 spuvis 9 Aq papraip sity 8) 4980 Y>] SK Z seq pu yurod any v 40j sy 9 saBuEyOxD a SHY 8 Seq ‘mou ‘SY 9o]ou¢ sanIooa4 pune Lamy oteS ax UO aM uous ue soBrey9 3 “yurod anise aye 01 yBNOUD 10% StSTUL “sy BumIOOUS ¢ Jo mIOy ap U SU SII SH $9nt0901 spueis 9 Jo Bunsisuoo Anueyur Kawau Jo wun Y “T suIOg andyey Buyajsooy JO serdarexy La sa 69 | oe soseg a[vsoyy, 280g 01 SIAMIPOW =F a5eG SF 9CIZ WO Sse POND aTe10W “ay yoee oy ga we savjoaes pues Yoe9 08 ‘silun pueys-2uo Jo sstsu09 KAD] ‘pe are Sx0u9 o[es0U o10}oq apeuI S| aBUEYONS STL ‘wun atp wy spusys yo 4aquinu 3qp 03 yenbs s1yeqp sm JO soquinu 2tp saqejmusroe mun v saxauay (4g) Buod any "10 poBueyoxo are pue tun # Uo ayeynunage o1 anumu0D sy ‘peonsu ‘sonqenseo se penowtor ou are sauniy ‘saunlly s9pe9| Tenplarput 01 hyde 10U op swurod ante pue sq] “ayesow aanoays s,qjun ® asvasoap stuiod anBiey asnesaq areinumose syutod andingy se soustumump ssousansayse s.yun y “sarqenseo jeraoe wey ratpes “uorsayoo Jo sso] Pure anyvey uasaadu strod angie wun o1p Jo azis amp 0} UonPfas ut simod andiney Om ousauoo ame Yona ‘sy ut 11nsa1 a9you pue SunooyS syulog anByey puy svH L = (uayes) z ~ (Simod andiney) z - a9pe2y) Z + (s5019_9) 6 51 95eq pansnpe ay, "MOjaq 10 ueAas vsi0131 4 sessed ajeou sajau Surysay payoente sopea|e pu sutod ‘andigey oma lo Tun SSE} 3 UByGSw “a]durex9 103 ‘op a8ed ‘suonpuo ouapa00dd 20H. aIO4OWN 2210) 225 “SUorRIpUOD 29u=p20aId ‘yoaup apes0u! aaj9Uu 01 HuTp10D9e ape sysayo ayes0 ‘290 s0} xdaoxo snoouey|nums se papreay axe aseyd owes 2tp ut apeu sxooyo afea0py “xs20u ssed oud 3 ‘ona Ue 889] Jo (staytpow srarus 30 snyd aseq) aseq ajeiow parsnip ue soy sun BJ] “aaIppe axe ssotstpoU ayes0y4 “9¢ aed uo ‘saayipoy aqoioyy “9}9e 94) WL UNOYS Axe s104]1POU 2TeIOYY ‘fed sip wo ‘sosog 2youopy ‘agen 24p Sse 2[os0UL YDeD 403 uaAi8 st oquinu aseq 2yesow ayy, “aseq paytpom ay 01 Tenbo 30 uerp $89] st 91008 aoxp aun ¥>o49 9fesoU aug sossed ann 94, "9869 ofesous amp 01 so¥grpour stunt 0 syd yum tp 40g 2869 ofesow 2tp 0} wns sain Surzedwo> pure (912) So1p papis-xis omy Buljor Jo sisisUOD yo9q9 2yes0W HL ‘ares [eot¥ojoysXsd sm Se [Jom se Buuren oF Surproose wo}zed jm soon JAIRO" ue jonuos puewios syuasouday y0u9 ayesous ae, Pay) Fesow auL 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. 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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!) 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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 morale check. You don’t reroll the morale check itself souapasaid yoayo eje1oul aejaus BuyAjdde yo sejdwexz -91 esnBly 240} 2 pue a {41019 201 9 W0} S|) Bip) 9 "Tu0} Z 543019 51 un = J {yoe—9 40} ayesow persnipe i= UL ‘A 40) uaNeYs pue ‘x = = Joy ¥0RuE YUE 'Z PUB XH 40} Syuey Aquejuy peuoddnsun ‘Z 201 16929) peyoene 10} Svoypoul ojBi0w exp 6)0N SHE; 69 Joubiy oun Atuo ‘2 very 404Bty You YY09 1 “291 Yq ‘wom ou 3} es1t890q x9840 10U Se0P r 08 (Z) oO parsnipe ewes oun oney z Due 7 xu “futoue Wom Bugaeiuco seysiuuiys WOM B ‘sy98Y9 /V 08 7 WEY) ofei0W persnipe JAMO} ® SEY W Jeno eauapeceid sey} Wom jou Awoue UB Buy ‘wun "$88886 x 3} ven ¥90U9 10U Se0p fos “sejoW -PoRIUOO TUN WOM B BSNEDEG y a10J6q 849849 X ‘SH UI Sty PEAIGDEL BABY JOU jyM [HUN (wom) ‘sessed x 4 Sy0@U9 3 ‘(p Yun) WOM Jou AweUe UE ‘840049 } uaYs ‘SyOeYD wOYI SSW A 10 X J8UI0}} Sugaeuco WOM 91) asneD—q ‘peu SOY X HUN ‘wayeys 5] ESNEDEq ‘sy BFBIOUS SHDBUD A UN] eh rat me" = ~~ Aspens fee ee eno ‘Wom Jou ave Kay e8B08q 90,9 J0U Op X pue p> [lenin ‘syun "30850 4 4 8y0049 9 ‘eoUEpeoId 10mO} 5) yeULINg "A UELA Bresow Paysnipe samal B Sey ¥ JUN) (f21un) Wom jou $1 324) YUN eigsoy B Buy2euCo /pUE WOM 81 y esnBTeq ‘ISiy O/BIOUI SY9BYD A YU) _ é Cay) (caea | “(uayeys) 4 vet "(4UeY Uo peyoeuod) IS4y SyO—yD 2X UN “seydde uogypuco eouepecerd yoee YOY (0 SyUn 40} 400) puse 84 souepedeid o1p MOYO LoeaFeeSo]o5g9) [005Te500] 190019099] 300010900] 003 ‘res0U yo0y9 pInom > fue ‘wesbenp 049 Uh 04 UOAG ‘(wiry 49 oB242 ,upIp hyenB2) 20}0U1 JO ura puooes ay) arom sys J) ‘sessed x 1 Atuo 832049 9 49049 10U S90 (08 Wom JOU SI p381y @/B30K S¥De49 sessed 71 uo 540049 os ‘ely B Soy X "win sgn X yun en “teow parsnipe Joo) afireyo y pus p syun AyeneD Jomo} Oy) SBY Y asneIeq ee peer ey « eae ae y8@Y9 JOU SBOP (YUP) "WOM si yr [ae] @sne9eq ayevou sx0e49 XUN oes (Sosoe0ToO0q 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 Knight Knight phract 3 Tint Knight “7 heavy “Tight Artlery Bow, javelin, sing, staffsling 1. 2 1 2 2 3 2 1 3 3 3 2 | Longbow eon efit 3 tO 2 Ne 2 eae sa a Grossbow,handgun,anilleey 2 2 2 2 2 2 2 europea ‘Le aed “you0py ws asudang wi asudang 295 "Fapou ‘Janoo at Kidde 0} uaa uo STFRP 10j of9q12K0.9 295 oq 40 ‘pastadins “ways st Sunooys yun 244, 4294009 uy st 980, somp g/1 aeNaNg soup g/1 3enGNS, ‘sooueyswsMout9 BuULMOIIO} ‘ap 01 Suyproaze pauayqe st Suooys axjosou 01 pasn 1D Jo Joquinu a1p “pesisuy ‘payspaut 10u are s10198} BuooUS, ssayipoyy Bunooys oz caumy | o¢ a ssogss010 ‘mogSuoj 1003} gf ’ un wo8i0 ‘Buys yess ‘woa wo |] $ ‘ungpuey ‘nog panmows Bays |g € amprer | wu gt uodeayy wut sz (cououy saBuey Bunooys, sh Bed ‘92 any ut sojduexa 095 ‘2p Loe] 2 1999] 3851 exp de w yBnoup spuaya ysis 10 aU, Y¥ ooys 784 Kew puss up wax ‘228sed amp so4oTOD 3 210509 ureuay Suyonunsqo 20 yun KIpuany w satfnor 1s Jo 9uy a ‘FI 2402 Buyooys s,spueys aq) uryyye 28a ap Jo UorU0d ‘ure of Buoys 51 ve puAS a} JO JoMDD 1UOLy aX HOA, spuonxo ety out 1ySress Bt 1YBis Jo oun] ay 798 ow UO ays Jo aut paronnsqo He set 1151 1004S 10u Kew puRIS Y qWBIS 30 aur] seuoz Gunooys “gt anbiy ues wo, 04) uy axe Aotp yBnown se JOoYs Spuers YUE LEO Woy su J0 apIs eyo 0} @j5Ue . Sp @ 0) dh puB juoy 51/0} Audeup @u0z Bupooys uno Sy sey PUES YOR ppatied ‘51 aunty ag ‘ues Bu0j pur 250[9 o1ur papiAip rou ae sof uey un 2tp 30 os amp wou pounsvous [fRS 5 Be “BuNOOYS om sues 289151 9810) 2 Jo womuod isexeau amp on pus YL ruoy 8 Jo sEIHRD JOY, HA WON aunseay “BuOOYS PUEIS YEO Jo u04 2up woy painsvow sKewye st Buy “40g pavETOU ‘sv afived oun oun sey Mogssor9 parunoyy ‘saBury Surooys: “aed smp wo ayqet oip w uoni® ove safes Huo0us afuey Hunooys atonnsqo tou st 1yB%s Jo out 5,¥ PIS auoz Bunooys s,¥ UMA st BME ang yun sues owp ur axe spuES Og YY puis 01 1o9efpe stg puns = ‘Atdde Surmoyyoy axp Jo [12 retp paptaosd “y pues {yo 280s 50 ne 6208: ap J! OAD “e SuNOoYS st (g) pues sotyoue sty 39810) ates ayy We ooys ew (Y) PERE Y aINY purrs quarefpy ays ps a8ed “aopyy 1 sapoa7 Of ay 298 7 10YS s1eIp HUN 8-0 poyseUE 4194 3 are s19p29"] “ponte IoU st KwBUD YALA ERED ss un € Ka 10 Kuzoud quae MUO HUN we FuOOKS, ‘Sh a8ed ‘97 eunSiy 205 198m ayqyS4I9 ou0 ueMp 210m s 910un3 10Ws 011981 Youy 2so0yD Aew pues e's9se9 s9lQo uy "e8ze SozeOU aun ve 1OOYS Ist PUES aun OM INO S,pumas ox 01 Atioaup st 198.9 919181 wozeoU OM JL ‘98nd unui puy 242 Sunooys ow un st ‘opis yuey sy Stmpnyour 98se ap Jo uoniod Aue papiaoid ro8ie 8 se ajqiaifa st run Kut UY ‘91 aun 996 “ou07 Bunooys st st YoOYS KeUH puMIS B YOIySA ‘vu ware oy “paraminsqo 20u 5) vis Jo amy sy 3 ‘98EL up i981) ye siowi09 tuo su 30 aps soIpIo 1 aySixe aaiBop st 8 01 dn 40 preauoy 14812818 sIooYS Pues Y au0z Gunooys afin ours 2438 1004s 01 spurs w9!AP UO somdy moto Je auiquioa Kew Kronsy un ounes 219 99 ssn spueis oY, 1004s Ona st “uREAD, ayo wt ANIEGU, Pounos 1 4 Puryoq pues ayp pur pues yu ON Ye pars ‘wees SuuaA09 Woy URI | ‘aot IV Anueyuy pauuog ‘wena se9jo ur syues z —:AnumyuT pouL0 ‘Bumoyjoy 9 St 004s Kew exp mun v ut spuRIs jo sequin oy 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 unit most be within 2" [3"] of he shooting unit or must have been revealed because the unit shot. 146) 10 ouy 5,1 8x9019 @ pue ouoz Bunooys 5,1 4) J0U 81 @sne96q Joos JoUUB } pus 746}s J0 Uy 8.2 700)9 Jou sep g wun Appueus}'Z 40 6BueL jo no 81 x ubnowg vane ‘ou pueys weoe)pe, ex Aq toous Aew 2 pueig '¢ pues jo oBue! 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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 of the woods. Since the position of A Is reveaied, 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 No stand of unit ¥ is as 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. 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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. 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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 > 50) [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 Peas TerasTecoeg 1S pret pcdlesees sls) (6000) 8) Boodlocssieosalf 3) 12} Y ‘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 52. ZsueBe 1ou ing m 1sureBe seypow ebreyo ‘e9jou aus squno9 pue M seBeyaieyunoo @ 7 pue "Z Yioq yin 32E]UOD OWU! SBAOLU G YUN “uMOYS ‘se ‘g uo #61649 B S018}26p 44 yun pue Z UO ‘eBieyo & sarepep g yun ‘win} Pxsu BYR UO “wiN} 188] eyo yoee peBre49 Z PUe CD syun AyeAeD "> K O&O ge Z (200/o00f0n9) Woden ‘oyna pons 24901 BurpioooewySiy Ao uuma1xou ay to Spay afos0W 29[au sayy ssod Kay J a[es0W 99/2 YooyD KOXP UOK. 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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. 34 -Kddv Kao191a anis}29P B 10u sWeIp © 20) suompuoo ayy saxpiau j! 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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. 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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 penalty 6s uno pines axenbs ssimg uy, “YueY yoy 24 WO 49x} jy ‘aBequoy puers-snoy e wet 2x0u! {aim sty YUE oMUED yuEY ax Uo SuLyoeNE KusoUD ‘daop sued sno st axenbs ssimg vt ‘a[duexo 104 -auenbs ssims, ‘1p Jo undap aun poaaxo tou soop veip aBeruoy w ym Bunysy (01 parousou axe yuey sit sure Bunya sun AwoUD ‘auouy v axom at yBnovp se poyeay st opis Yue v 2ou1S «al 10 5uBy 2tp Uo P2I22}U0D BulOq Jo UORIpUCD ‘souspanoud 04> 9[ei0ul 99jauy atp Salou arenbs Ss1AS ULL Atpewuoy soy Bunysy 103 soyspow aojow [= axp yuN0 eau pure yuey aun uo stuauoddo “2ojou ur suy Sun>qyur 403 20u0 wep a1ow payunon aq Kew purrs ON “yey Yoe? 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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. 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Sx9pva pL sun Jo 1909 an Suipnyour “Aue w}04-990z @ 30j soptAoud sy yoe SaIUy ay) 40 azIs or 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). 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A) | Oh AM HeAUED ve-9| o | a ‘suun Aue jo 8 0} 0g poy ’ ‘AaUejUL WIPE 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. 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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 68

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