Hex Command Ancients
Hex Command Ancients
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 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.
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.
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.
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.
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.
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.