DE BELLIS ARMATIS
Rules for ancient warfare
Free Rules - Scenary - Wargame
Groundscale. 1 mm = 1 yard
Timescale. A move is ten minute.
Stands. 10 yards of frontage is 45 infantry or about 15 cavalry. Elephant have about a 10-20 yard front. Stand size isn't important so long as infantry and cavalry stands are equal.
Movement sequence. Fire, move, pre-contact morale, melee, unit morale. Moves are simultaneous. In one a stand may fire, or move, and melee.
Orders must be written once at the start of the game by commanders. After that they can only be altered in response to circumstances. Written orders are timed, and are carried at cavalry charge speed.
Rates of movement in yards:
Heavy Infantry normal 60, charge 80, rout 100
Knights/Catafr./Camels & Heavy Cavalry normal 120, charge & rout 250
Light Cavalry normal 150, charge & rout 300
Light Infantry & Psiloi normal 90 charge & rout 120
Elephant & Chariots (4-Horse) normal 90, charge & rout 120.
Chariots (2-Horse & Scythed) normal 150, charge & rout 250.
Modifiers: In column plus half. Trough bogs etc. half speed.
Crossing linear obstacles takes a move.
Formation changes are made at half normal speed. Any columns must be open.
2 ranks of stands may be counted for morale purpose. Second rank may fire, but with a minus one.
Missile Fire
Each firing stand, nominates its target stand and throws a D6. This modified and checked against the chart below.
E means "Eliminated".
H means halt this move. "Halted" stands must throw another D6. If they score 1 they will rout. Every other "Eliminated" stand should be placed in the rear of the army, near the baggage, or the camp, as a straggler.
Ranges in yards:
Foot Bows & Crossbows 0 - 120 | 121 - 240 |
Slings 0 - 90 | 91 - 180 |
Javelins 0 - 45 | 46 - 90 |
6 = E | 7 = E |
4, 5 = H | 5, 6 = H |
Modifiers
Plus one:
Target is cavalry
Longbows firing at 120.
Minus one:
Target is Catafracts.
Target in cover, wood or ground rough.
Firer is "Halted".
Pre-Contact Morale
During a move in wich enemy stands have moved up to contact the defending unit, those stands on the engaged front of the defending unit must test to see if they will stand. Count defending stands on the engaged area as plus, and the attacking stands as minus. The resulting figure is added to, or subtracted from a D6 roll. The engaged area of the defender's unit will rout if the result is less than the following.
Blades, Knights: 1
Cavalry, Camelry, Chariots (4-Horse), Spears, Pikes, Longbows: 2
Bows, Light Horse, Chariots (2-Horse), Auxilia, Warband: 3
Elephants, Scythed Chariots, Psiloi: 4
Melee
Combats are decided on stand versus stand basis. Where two stands are in contact with one, add their scores together. Each side throws a D6. When one score beats the other by 2 pips the loser is pushed back 20 yard. When the difference is 3 pips the loser is eliminated.
Stands pushed back for a third time will rout. If no result at all is reache between stands for three moves, on the third movement the attacker wil fall back to the starting point of the attack.
Modifers:
plus 2
Attacking flank or rear.
Elephants.
Blades.
Knights.
Pikes versus cavalry.
plus 1
Warband charging.
Scythed Chariots.
Defending cover.
Pikes versus infantry.
minus 1
Pushed back last move.
Contacted while "Halted" by fire.
Charged more than two moves, or through a bog.
Psiloi.
Unit Morale
Our definition of a unit here is one or more stands used as a body and obeying the same orders. Unit morale is tested whenever a stand is eliminated, or routs, or other leaves the field of honour. A pair of percentage dice are thrown and a score less than the remaining stength of the unit must be rolled, otherwise, the unit will rout. The dice score is modified by subtracting 30% for armies regulars (Roman units & C.), 20% for armies irregulars (Gallic & C.).
Pursuit
Warband, Elephants & Knights units in contact with, or about to contact a unit wich routs will pursue for 2D6 moves. Stands in contact fight melees with a plus 3. Half "eliminated" stands are prisoners.
Warband, Elephants & Knights
At the end of every move in wich a stationary Warband & Knight unit has a stand "halted" or "eliminated" by fire to wich they cannot reply, that unit must throw a D6. If they score 1 or 2, they must move to contact the nearest enemy.
Rallying
A mounted General may rally stands wich are routing or straggling at the rate of two per move, by contacting them and scoring 4, 5, or 6 on a D6. Ad Hoc units thus formed, will count as "irregular" for morale purpose.
Note. General thus engaged may not issue other orders.
English Translation and adaption by Riccardo Affinati.