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Hex Command Ancients

This document provides rules for combat in the pre-gunpowder era, including ancient and early medieval periods. It describes different unit types like infantry, cavalry, chariots and elephants. It covers concepts like line of sight, melee combat and modifiers. The document aims to represent the mix of ethnic tribes that would have comprised ancient armies in a realistic way.

Uploaded by

Terry Cabak
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0% found this document useful (0 votes)
144 views12 pages

Hex Command Ancients

This document provides rules for combat in the pre-gunpowder era, including ancient and early medieval periods. It describes different unit types like infantry, cavalry, chariots and elephants. It covers concepts like line of sight, melee combat and modifiers. The document aims to represent the mix of ethnic tribes that would have comprised ancient armies in a realistic way.

Uploaded by

Terry Cabak
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 12

Combat rules up to Pre-Gunpowder Eras

(early medieval gunpowder included)

Version 10/16/2021 5:08:00 AM


Contents
1. INTRODUCTION................................................................................. 3
1.1 ORGANIZATION ......................................................................................................... 3
1.2 RANGE OF SIGHT ....................................................................................................... 3
1.3 TABLES AND MODIFIERS .............................................................................................. 3
1.4 MODIFIERS AND COMBAT ............................................................................................. 3
1.5 THE MIX OF ETHNIC TRIBES: WHAT'S THE REALITY HERE? ................................................... 3
1.6 COMBAT NOTES......................................................................................................... 4
1.6.1 Pre-Melee Missiles (IH hit only) ................................................................ 4
1.6.2 Missile Combat and Dead Zone................................................................. 4
1.6.3 Multiple Unit Melee Contact ...................................................................... 4

2. UNIT TYPES ....................................................................................... 5


2.1 SKIRMISHERS (MISSILE TROOPS) ................................................................................... 5
2.2 INFANTRY ................................................................................................................ 5
2.2.1 Light Infantry .......................................................................................... 5
2.2.2 Heavy Infantry ........................................................................................ 5
2.3 ARCHERS ................................................................................................................. 5
2.4 PHALANX, PHALANX SPEAR UNITS .................................................................................. 6
2.4.1 Push of Pike ............................................................................................ 6
2.5 CAVALRY.................................................................................................................. 6
2.5.1 Light Cavalry ........................................................................................... 6
2.5.2 Heavy Cavalry ......................................................................................... 6
2.5.3 Knights ................................................................................................... 6
2.6 CHARIOTS ................................................................................................................ 7
2.6.1 Heavy Chariots ........................................................................................ 7
2.7 ELEPHANTS .............................................................................................................. 7
2.8 OTHER COMPONENTS.................................................................................................. 8
2.8.1 Camp...................................................................................................... 8
2.8.2 Wagons .................................................................................................. 8
2.8.3 Commander ............................................................................................ 8
2.9 ARTILLERY ............................................................................................................... 8

3. OTHER RULES .................................................................................... 9


3.1 MARKING ORDERS...................................................................................................... 9
3.2 FACING CHANGES AND BACKING UP................................................................................ 9
3.3 FLANKING A UNIT ...................................................................................................... 9
3.4 CAVALRY MELEE UNITS IN FOREST ................................................................................. 9

4. TURN SEQUENCE ............................................................................. 10


5. TABLES ............................................................................................ 12

Page 2 of 12 Hex Command Ancients


1. Introduction
These rules are essentially the simplest of the Hex Command series of rules, because after
all, the missile ranges are short and all the combat is melee. Most all units in HCA move
directly forward; no drifting or diagonal is allowed except where terrain requires, judge, or by
player agreement.
Note the game can be played where units face points of a hex instead of the flats but the
rules where designed for units to face the flats of hexes.

1.1 Organization
Each unit occupies one 2.5" hex and each stand represents whatever the ancient equivalent
a battalion was: “fyrd,” “warband,” “cohort” etc. Each cavalry stand however is closer to a
squadron or troop, that is, about 30-50 troopers, and each artillery unit comprises at least 4
weapons to be called a “battery.” In general there are 4-6 cohorts to a “Legion,” which
would be the equivalent of a Civil War brigade, and there would be 3-5 of those per army.
Each "Brigade" would have 1-2 cavalry squadrons attached not as a combat force but as
raiding and reconnaissance, and possibly one battery of artillery kept with the camp train,
and 4-6 skirmisher units; each unit might comprise 4-6 stands of two figures each that ONLY
engage with missiles at the enemy prior to evaporating between their own lines to wait for
other opportunities.

1.2 Range of Sight


Note the were no glass optics in this range of eras, and sight range may be no further than
12 hexes on a good day. Therefore any items outside that range should be represented by
markers on the game table. Weather and location of the battle may dramatically affect range
of sight or the quantity of unit markers, such that units may be represented by up to 3 fake
markers (stacked with the real one is one way of accomplishing fog of war, then at will
during movement, moving desired markers off the hex so the real unit is never observable to
the opponent).

1.3 Tables and Modifiers


You should not need to use any of the tables included in these rules or most any rules in the
Hex Command series. Tables are mostly for reference. Almost all combat modifiers are
either + or – 1.

1.4 Modifiers and Combat


All combat from melee to missiles is a degree of damage to a target over time. All hits are
Incremental Hits (IH) and only full Red combat hits in certain cases. IH markers are discs on
the table (or our supplied art of square chits), each with a number 1 or 2 written on the
reverse, and on the 3rd IH hit the damage is graduated to a full Red casualty hit. All hits
thereafter are Red casualty hits. On a 3rd Red hit a unit routs. 1 All modifiers are
up/down one point.

1.5 The Mix of Ethnic Tribes: What's the reality here?


The entire reality of ancient history combat is basically that tribal groups formed large towns
that became cities and as technology advanced, the ways of battle became part of everyday
training for self-defense of one's people.
So, throughout the Mediterranean, ethnic peoples each with their own skillsets and fighting
styles comprised those ranging from Western rugged terrain (Spain and Gaul), to Italy and
Rome and Greece, to the eastern steppes and deserts (Turkey, Syria, Persia), and from

1 Consequences in pre-gunpowder era may not be as cut-and-dried as routing or not routing; units that reach their third Red
hit may simply be removed from the game table as destroyed especially if they have any friendly units stacked up behind
them.

Hex Command Ancients Page 3 of 12


northern forested regions (Germanic, Pagan) to African coastal temperate lands (Libya,
Tunisia, Egypt etc.).
And so for example, when one considers the "allied" nature of the Carthaginians, or before
that- the Greek city-states- each of the tribes sending their men to join an army had
characteristics unto themselves. They were good and trained in some things, and not others.
For instance, Spanish units might not do so well fighting in Greece; Germanic units would
likely NEVER set foot further than Hungary because they simply could not withstand the heat.
And so in these rules, specific ethnic commanders should only be able to influence troops
they are affiliated with- a commander in this era is not a "whole army commander." Even for
Romans and Greeks, one commander may have no idea who some troops are, and they
would have no idea who he is or why they should listen to him. e.g. Hungarian troops have a
commander that cannot be used with an Italian force. However, once that particular ethnic
commander is captured or killed, no command influence can be exerted upon his affiliated
troops unless the new commander is of that ethnic background. That ethnic group will either
leave the field or at the minimum defend in place but not for long.

1.6 Combat Notes


1.6.1 Pre-Melee Missiles (IH hit only)
Some units have a “pre-melee” missile fire, meaning that prior to melee calculation
these units get a pre-melee calculation whose damage results are applied to targets
immediately. Even though this happens up to one hex away (1 hex beyond the
auto-hit [“zero” or neighboring] hex that is), firers must die roll for effectiveness of
the pre-melee hit: Blue must be rolled to cause an IH hit (modifiers can push this to
automatic, e.g. target has no shields, commander in sphere etc.). Also, pre-melee
missiles also cause a check for leader if in sphere prior to melee calculations starting.
1.6.2 Missile Combat and Dead Zone
All missiles hits beyond the range stated above are IH to targets (that have shields
and/or are armored), red to unarmored targets.
1. All missile units can fire over friendly troops ahead of them if the target is
i. higher than firer
ii. lower, but lower friendly troops are not in the "dead zone" (dead zone
size = distance to friendly unit (x), 1/2 x = hexes from the friendly unit
outward toward target).
iii. Same elevation but one space exists from the friendly troops ahead and
there is one space ahead of the intervening friendly unit to the enemy
target.
1.6.3 Multiple Unit Melee Contact
In the case of multiple units in contact with one unit, the situation can become very
confusing so it's important to be organized. To do this, players proclaim which units
are fighting which:
1. When one unit must roll off against more than one opponent, he must
designate which is the primary, which is the 2nd, 3rd and so on. It is the
designated primary unit that checks first to see if it advances after combat (the
ADVaC rule may be obsoleted or made optional).
2. The melee combat will happen against the Primary, then the 2nd and 3rd etc.
For each unit greater than the first however, the melee value drops by 1 so a
Heavy infantry unit would be 3 against the primary, 2 against the secondary
and 1 against the tertiary enemy
3. In each case however, the commander value can be applied.

Page 4 of 12 Hex Command Ancients


2. Unit Types
2.1 Skirmishers (missile troops)
1. Skirmishers are shown on the game as up to two figures per stand, of either
bow, crossbow ("x-bow"), javelin, or slingers. Animal riders and chariot riders
are technically firing with skirmisher effect.
2. Skirmishers (foot) do not melee. When (non-skirmisher) cavalry get to within
one empty hex of any foot skirmisher unit it is automatically pushed back a full
move directly away, even if already moved in the turn, but if unable to move
are destroyed. When infantry get to this range skirmishers can wait to be
pushed back until the infantry is in the neighboring hex and if unable to move
are destroyed.
3. Skirmishers ignore all TE hits and move in any direction.
4. Skirmishers only ever cause Incremental hits on targets.
5. Skirmishers have a 360o arc and can fire any direction at any time. They must
however, be marked as moved and fired like all other units in the game.
6. Skirmish units can move through and be passed through by other units.
7. Skirmisher units can be mounted.
8. A skirmisher stand is eliminated on it's third Incremental hit.

2.2 Infantry
2.2.1 Light Infantry
(acronym: LI, melee value 2, not always armed with missiles or pre-melee missiles)
Troops with little or no armor, may be armed with non-throwing spears or may have
a missile ability as well as melee ability. Light infantry are not expected to last too
long against anything heavier than themselves so these are best used at the right
time and in the right quantity. Light infantry with leaders and other support can be
beneficial; the reason light infantry exists is to move faster and that financially they
are "cheaper." Their benefit is speed and maneuver, probing, and to fill battlefield
sectors.
1. LI can make up to two face changes per movement.
2. Heavy infantry, Phalanx and elephants and chariots cannot pass through light
infantry; all others can.
3. When mounted they are "Light Cavalry" (with or without missile ability).
4. Almost all “Barbarians” are -1 Light Infantry (e.g. melee value 1) but with an
initial melee contact bonus +2 CB (combat bonus) for the first melee contact
only (in their FRONT arc).
2.2.2 Heavy Infantry
(HI, melee value 4. Not always armed with pre-melee missiles)
Basic trained, armored and shielded troops e.g. Roman Legion, whose purpose is to
melee while having as much protection as possible.
1. No friendly units other than skirmishers can pass through.
2. When mounted become Heavy Cavalry; if armed with lances are +1 (for initial
contact only and ONLY if they initiate contact).

2.3 Archers
1. (LA) Light Infantry but formed, dedicated bodies of missile troops, -1 in
melee.
2. Heavy Archers: (HA) Archers with melee experience or training, (no melee
penalty) and only skirmishers can pass through; move as heavy infantry.

Hex Command Ancients Page 5 of 12


2.4 Phalanx, Phalanx Spear Units
(Px, PxSP, melee value 4)
Phalanx are heavily armed Pike infantry massed shoulder-to-shoulder whose intent is
to contact and push back enemy units. Phalanx Spear are the same but have spears
instead of pikes and NO push-back ability.
1. Halberd: Units armed with these kinds of pikes cause an additional hit to a
target in each round of melee.
2.4.1 Push of Pike
1. M oving Pike Unit vs. Non-Pike Unit: Push the non-pike unit back one hex
and apply a TE hit to it (if it can move into a vacant hex behind it; if it cannot,
it receives a Red hit). The target unit rolls a CnC to cause a TE damage to the
Pike unit. Units without shields contacting Pike units receive a Red hit each
melee phase.
2. Non-M oving Pike vs. Non-Pike Unit: The non-pike unit does not get
pushed back; apply a TE hit to the non-pike unit. Units without shields
contacting Pike units receive a Red hit each melee phase. Contact with a non-
moving Pike unit: the non-moving Pike unit cannot move forward unless it is
not in contact with an opponent.
3. Pike vs. Pike: Regardless which is moving, determine weaker/stronger
values: the weaker gets pushed back with a TE hit (if it can be pushed back, if
not apply a Red hit). If both units are equal value, the player that rolls CnC
Red pushes back the opponent (if it can be pushed back, if not apply a Red
hit) who then gets a TE hit. If neither rolls Red, no push back occurs and each
unit suffers a TE hit.
4. Once units are in contact with a Pike unit the process continues each turn until
an opponent routs; units cannot withdraw from melee with pike units.

2.5 Cavalry
1. No cavalry is permitted in forests unless by scenario.
2. All cavalry not already engaged has the ability of reacting to a situation to
attack the enemy at any time during a game turn if they are in sight of a
target.
2.5.1 Light Cavalry
1. Mounted light infantry with or without missiles, whose best function is to
engage already disrupted enemy units and/or operate to harass enemy flanks
and rear.
2.5.2 Heavy Cavalry
1. Mounted armored troops that melee from horseback. Cannot oblique move.
2.5.3 Knights
1. Heavy cavalry in chain or plate armor and best in open and clear terrain,
armed with shield, spear or lance. Cannot oblique move.

Page 6 of 12 Hex Command Ancients


2.6 Chariots
1. Two wheeled wagons with missile ability; not permitted in forests or rough
terrain. In most cultures the chariot served as transport for skirmishers who
dismounted to continue on foot.
2. For melee contact, effective only against non-spear and non-pike targets. Their
hope is to charge the enemy causing a Fear Factor check, which they can
either exploit (continue to make contact) for melee or turn into the next hex
and thereby make a turning arc away.
3. However, when targets pass their Fear Factor checks and are not disrupted the
chariots can make their turning up to two hexes away.
4. Chariots cannot back up or oblique.
5. Cannot be used in unclear, broken terrain.
2.6.1 Heavy Chariots
1. As above but cannot make any turning once within 2 hexes of a target.

2.7 Elephants
Large animals with skirmishers riding that fire missiles or are armed with Pikes
(poking with a pike is an automatic TE hit on any enemy unit below).
1. Elephants cause a “Fear Factor” (Light infantry and Skirmishers are exempt
from requiring the check) in targets that (most units) don’t have experience
with already.
2. If passing the check, targets melee the animals (not the riders, but while being
hurt by those riders and the beast itself) until the driver is killed (check for
“general kill” to kill the driver) or the animal causes the unit to rout.
3. If the driver is killed, the animal has no driver, no one can be assigned as
replacement driver, and in the next turn it randomly moves at a random speed
and direction, running into and through any units causing 2 casualty hits each
turn (total damage for the turn). Such animals continue to move until killed or
they exit the game.
4. However, if the driver-less elephant has no friendly or enemy troops within 3
hexes of it’s current hex, it stops moving and just stands there until attacked
then it continues its non-driver rampage.
5. Movement 2 hex per turn, -1 hex uphill, but +1 hex downhill.
6. Enemy cavalry will not melee and cannot enter the “Smell zone” which three
hexes all around an elephant unit. Cavalry that are found to be in the smell
zone are pushed back in current facing, out of the zone one hex (owners
choice of direction as long as not in forward facing direction).
7. If targets pass the FF check and melee with elephants, melee as usual but
each melee phase the Elephant causes targets to receive a TE hit in addition
to any other hits that may be caused.

Hex Command Ancients Page 7 of 12


2.8 Other Components
2.8.1 Camp
1. Baggage train, siege weapons and field treasury of the army; more permanent
camps may be fortified. Once placed are not moved.
2. If not defended, each entering unit makes off with up to 2 points of supply;
any wagons present can be taken and loaded with up to 4 points of supply.
(which may also be loaded with up to 3 supply points).
2.8.2 Wagons
1. Cannot move into forests unless escorted by any kind of infantry.
2.8.3 Commander
1. Commanders serve to rally disrupted, fatigued and routed forces of their ethnic
background or that are known to the troops. At least one model figure
represents the actual Overall commander himself. Once an ethnic commander
is captured or killed only ther overall battle commander can influence any
special ethnic group.

2.9 Artillery
1. Each Artillery unit is limited to moving where wagons can move.
2. Once placed, only small ballista/scorpion and similar bolt throwers can move
again by being loaded onto wagons OR be pushed one hex forward per turn.
3. Unlimbering/limbering artillery takes 2 turns for non-heavy artillery and 4 turns
for heavy artillery.
4. Generally almost all artillery in ancient times was not seen in field battles,
regardless what is shown in games like Medieval II or Rome Total War.
5. All artillery must have a direct unobscured line of sight to a target as there is
no legitimate indirect fire.
6. Crews do not melee and if forced to are removed. Captured weapons can be
used by the capturing unit if the weapon can be turned.

Page 8 of 12 Hex Command Ancients


3. Other Rules
3.1 Marking Orders
1. All units in the game except for skirmishers must be given an Order Marker
and when revealed intentions are announced. This is important because even
experienced war gamers make mistakes.. even authors!
2. Units not given a marker are said to be on Hold and can only withdraw or
defend if attacked (including return fire). In certain cases, the judge may
allow items mistakenly skipped of being marked to higher than commander
tactical for said unit to be ordered at that moment, but only in rare cases and
NOT more than one unit.

3.2 Facing Changes and Backing Up


1. Face Changing must occur either before a unit moves or after, unless being
mounted where they can change facing up to their limit at any time during
their move.
2. All units in the game can change facing at least once per turn, light units up to
twice per turn.
3. All units must about face to move backwards except where already noted;
units pushed back typically retain their front facing.

3.3 Flanking a Unit


1. Moving attackers cannot change facing in a hex if that
is a melee contact when they move into it.
2. Units taken in flank do not combat; Hex 68 shows a
unit flanking hex 87.
3. The image at right shows how a unit cannot flank a
unit by simply moving to the hex behind it, because
once the moving unit enters the zone of control being
the front forward hexes 67 86 and 105, it has to stop
it’s movement IF the opponent has no Red hits.
HOWEVER units cannot make a facing change in the
hex they move into to then conduct melee unless by
other agreement or agreed nuance (e.g. light cavalry
only).

3.4 Cavalry Melee Units in Forest


1. Infantry located in a forest hex that are able to melee cavalry next to the
forest hex do not get a cover bonus for being in the forest.

Hex Command Ancients Page 9 of 12


4. Turn Sequence
Optional: "Magnetic" Turn Start: Melee Auto-contact between foot units (sk and
archers exempt): Melee-legal units that have one hex of open space between their fronts at
the start of a turn are identified by players: Each player rolls CnC in each case to see who
moves to make contact with the other, commander sphere bonuses apply if any.
Regardless of who has won initiative these melees happen before the initiative
winner begins his phase. The moving unit gets +1 in melee.
1. Initiative, Percent of Force and Movement Speed: If not using the CVS
and associated card denoting commander values, players roll 1d10 for
initiative; highest roller wins. The player who wins initiative receives the icon
denoting he has initiative for the turn. Next turn, the next winner takes the
icon. Winner becomes Phasing player.
2. Phasing player rolls a CnC die for percent of force that can be ordered to
move: Blue: 75%, Red: 50%, CnC: 25%
3. Phasing player rolls CnC to see how fast the force can move: Blue: normal
Red: ½ speed, CnC: 1 hex only.
4. Routed Units, Remove Commanders: Phasing player moves all routed
units and removes commanders (if desired) from their present location (if
using the commander placement procedure).
5. Phasing Player Moves: Phasing player begins moving units: when done
moving, placed commander(s). As units are moving, bear in mind the
presence of enemy skirmisher units:
6. Each time a skirmisher unit is contacted by a non-skirmisher non-cavalry
enemy unit, the skirmisher unit is pushed back up to 2 hexes so the enemy
moving unit can continue moving until its maximum distance is reached.
7. Skirmisher units can be pushed as many times as necessary to keep them out
of contact with non-skirmisher non-cavalry units as long as there is any empty
space (not forward) for them to move into. If a non-skirmisher cavalry unit
contacts skirmishers, the skirmishers are removed as “dispersed.”
8. As units are moving, bear in mind skirmishers and/or artillery may engage at
any time, whereupon the unit stops for the moment, and firing calculation is
made before the unit continues moving (if it can).
9. Post Phasing-Player Movement Firing: All firing and effects in most cases
re considered simultaneous. The non-phasing player now declares missile
targets and one after the other, rolls a CnC die for each one, then placing the
die on the table with the result showing. This result is then modified per
combat Modifiers and the determination made if the target suffers any hits;
usually Incremental hits from all missiles.
10. Phasing Player Missiles: Once the non-phasing player is finished the
phasing player fires all missile units with the same procedure.
11. Melee Contact: All units involved in melee, in succession, roll a CnC die which
is placed behind the unit for calculation to continue, and the opposing player
does the same. Damage markers are placed, routed units moved, fatigued
units pushed back.
12. The turn ends after the non-phasing player becomes the phasing player and
performs the steps as above.

Page 10 of 12 Hex Command Ancients


Hex Command Ancients Page 11 of 12
5. Tables
NOTE: all movement assumes 2.5 inch hexes and may be altered for smaller game tables; e.g. the
slowest items moving one hex per turn, then the next heaviest two hex per turn etc.

Move and Melee Constructions Other Notes


Move Melee Item Turns Item Cost
value
Sk 5 - Pontoon Bridge 3 un/limber -1 hex
Light Inf. 4 2 Redoubt, digging 6 On road +1/2
/ mining rounded
up
Heavy Inf. 3 3 Quick works 4 Artillery Hits
Pike 2 4 Bolt Thrower 2 IH
Light Cav. 5 3 FF Combat Modifiers Heavy BT 1 RH
Heavy Cav. 4 4 FF Fanatic +1 Mangonel (Onager) 1RH+1 IH
Chariot/ heavy ch. 4/3 4/5 Lance +1 Catapult (A) 2RH
FF
Elephant 2 6 FF Spear +1
Artillery 1 (push) - Xbow +1
Wagons 2 -
FF – fear factor

Missiles (2.5 inch hex) MELEE +1 IH on weaker unit for each point the
stronger is over weaker unit.
CnC Die roll Range Arty* Red (or 4-6) Causes +1 Red hit marker
Band
Blue (or 1-3) Causes +1 Incremental Hit marker
(automatic hit) 0 0-2 Example: +1 combat bonus pushes Blue roll to Red
therefore becomes a Red casualty hit. -1 combat penalty
Color 1 3-4
pulls roll of Red to Blue.
Code 2 5-6 Crews do not melee.
Contacted in Rear: Units contacted in rear are immediately
CnC 3 7-8 routed. Units melee’d in flank cannot change facing until
Extended CnC 4 9-10 contact is discontinued and do not roll any dice in melee
Superior Bow etc. unless behind works (where it is debatable if they even have a
flank).
Catapult, Scorpion 0-6 (blue to hit)
Fired on flank +1 hit
(non-Siege class)
Removing Fatigued hits: each turn a unit makes NO
*Trebuchet (not closer than..) 8-12
movement it recovers one TE. If forced to move or melee, the
(Random wall/town location )
unit loses the TE recovery attempt for that turn.
All missiles are IH unless otherwise noted.
Crossbow are Red hits however.
Cavalry cannot engage Pike frontally.
Each combat hit (red) causes -1 CP.
* certain artillery may have minimum range
limits.

Page 12 of 12 Hex Command Ancients

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