An Old Midlish Rhyme
The wind from the North sings of heroes of Olde
The wind from the East makes our blood run Cold
The wind from the South smells of Spices and Gold
But the wind from the West tells of warriors Bold.

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