Monday, June 18, 2012

Postcard Version of new Gathering of Hosts (corrected)(and updated)


A SUMMARY OF THE NEW GATHERING OF HOSTS
(
corrected and then modified as played 19 Jun)

Troops: Skirmishers, Peltasts, Archers, Infantry, Phalanx, Light Cavalry, Cavalry, Elephants. Infantry in substantial armour and armoured cavalry on armoured horses count as armoured. 

All stands take 6 hits. 

Sequence of play: Throw each turn for choice to go 1st or 2nd. Ties repeat.

Control Check. A player must throw 2 or better to move a unit or battleline (aka group). A general can reroll once per turn. 

Moves: Infantry, Phalanx: 8"  Skirm, Peltasts, Armoured Heavy Cavalry 12 " Cavalry 16", Light Cavalry: 20"
Only skirmishers and light infantry in woods etc. Skirmishers, light infantry, and light cavalry can shoot then move or move then shoot. Others may do 1 or the other. Skirmishers and cavalry can go any direction unless charging. Others move 1/2 if not going straight forward. (abstraction)

Shooting: Skirmishers and Cavalry/Chariots get 1 die, Archers, Medium Cavalry and Elephants get 2 dice. 4,5,6 hits. -1 vs cover, -1 vs phalanx or armoured or elephant.
Range Archers, Elephants and Cavalry with Bows 12"  All others 4"   

Melee: (Includes close range shooting) Dice per stand: Skirmishers & horse archers get 1 die, peltasts and other light cavalry get 2, cavalry and phalanx 3, lancers and Infantry 4 All other cavalry, elephants  and infantry 3 dice. +1 die if lancers or swordsmen or elephants or scythed chariots etc charging or pursuing. 
-1 vs cover or obstacle
-1 vs elephant, phalanx or armoured.
+1 Elite, -1 Levy

Adjacent units in the same battle line add 1 die if not engaged themselves. Phalanx can form 2 units deep, casualties go on the rear unit and it adds 1 die to the combat .
Units contacted in flank or rear fight with 1 die.

If one side loses more than they inflict the main unit retreats 1d6" x 1/2 if infantry or phalanx  a base depth. The winner may pursue if their side is active or if impetuous. If in contact fight again. In case of tie, both stay in contact. A unit that starts in contact can retreat or stay and fight. If 2 units would destroy each other, if one is defeated then it is destroyed and the other remains with 5 hits. If it is a draw, both stand with 5 hits. A unit hit in flank or rear which loses is destroyed.

A side losing more than 1/2 of its units must withdraw.



3 comments:

  1. These rules look a bit long winded and complex for me - but I'll give them a try!

    ReplyDelete
  2. Well, this was the back of a napkin version, I could post the simplified back of a business card for you? Fixed them up to match what has been actually played.Now back to the full version.

    ReplyDelete
  3. I look forward to the back of a postage stamp version...

    ReplyDelete