Observations on New Ancient Rules

Started by Forst22, November 08, 2023, 06:47:51 AM

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martin goddard

#15
Let us know how the battle goes Graham

I can change that army book thing. Thanks for the "spot".

Yes you are correct Elite can add again to morale and fight. Those extras  help are often very useful in games.


martin :)

Forst22

Can I just check on a couple of things please.

P29 says Generals are carried by units moving including Cavalry, so presumably up to 2 zones. but comment on page 100 mentions 1 zone only? I assumed comment is wrong?

Secondly Valiant characteristic. If I read this right on a 4,5,6 it basically cancels any dice for side movement and leaving terrain, as well as any deductions for late arrivals?

 On p71 it also says Valiant can cancel the one zone cost of assault, so does this mean foot can assault targets 2 zones away, and cavalry assault units 3?I

Presumably this is either/or, i.e. Can't move cavalry out of terrain without dicing, and then assault something 2 zones away! As Valiant activated when target adjacent?


martin goddard

This can sound complicated but it will get easier Graham.

1. "Valiant" must not be mentioned or even spoken unless the general is in face contact with a zone he wants to assault.
2. If the general is in contact with a zone he wants to assault he can then say" i  wish to use my valiant gift". He then rolls a D6. 4,5,6 = the assault goes in and ignores. lates, sideways, scenery etc....
3. If a 1,2,3 is scored then all the usual rolls for sideways, lates etc are imposed.



When a zone assaults it uses up/burns off a zone of movement.

This means that a foot unit needs to start the turn in face contact in order to assault. A valiant general would allow it to move a zone and then try valiant in order to get into an assault. It will still only move 1 zone but will be able to assault too.


martin :)


Forst22

Makes sense I think!

So in extreme a zone full of Cavalry and a general could move 2 zones ending in a Village etc, and then the general with Valiant could roll 4,5 or 6 and attack a zone adjacent to the village! Free from exit rolls/lates etc.I

Had some cracking games so far! Enjoy the rules, certainly make you think. Thracian test drive went well, phalanx disintergrated, but companions swept the Thracian cavalry out of the way, and got behind the Thracian main line, but ran out of time! 

martin goddard

Your first point Graham. Yes, that could happen. A valiant commander.
Of course if the cavalry do not get out of the village they are an excellent target next turn for the opponent.

The main point is that you are having good games. That is  great

martin :)


Leman (Andy)

See what I mean about that review; far too much fun for serious wargamers.

Forst22

#21
Thracian vs Successor  game went well at the club, new player introduced to the rules and thought they played well. (Both of us have played square bashing many times so general principles well known)! Marginal win for Thrace despite failing most of their Tactics rolls. Successor cavalry cut through lines and caused mayhem, until attacked by a rabble of reinforcement units it had forced off table earlier. Both Successor generals died in combat!

Almost missed Pikes being treated like Cavalry in terrain, i.e. 1d6, and noticed this isn't flagged at all on summary sheet, 

One question from the battle, how to treat elephants vs terrain they can't enter? The rules imply they contribute dice as normal, but can't followup? Seems a bit odd that their impact is not inhibited like Cavalry to 1d6, and shock bonus is still counted?

Forst22

One hopefully last observation/question!

In p100 the second player question about generals movement suggests that generals are restricted to a single zones movement even when being carried by cavalry and chariots. This doesn't appear in the main text.

Is it correct that they can only move one zone, or Can they move two if with Cavalry/Chariots?