Home
Article Index
Sullivan Boyz
Nurgle Army
Wal-Mart Film
Ancients
Links

Ancients 2.0 Differences

 

Movement

  1. Cavalry is close order if it has barding
  2. All other cavalry is open order
  3. Disengagements happen in the Declare charges portion of game.
  4. Adding or subtracting rank =50% movement
  5. Reform:  Must pass leadership test to reform. 
  6. Open Order move at regular movement (i.e no marching) in difficult terrain & ½ in Very difficult.
  7. Must have musician to march
  8. Cavalry and chariots may march with an enemy in 8” of them.
  9. Units in March Column (i.e. no longer than 3 wide and at least as deep as it is wide) may not charge or march with enemy within 8”
  10. Characters triple march
  11. Units below 50% strength take -1 on rally test during fleeing.
  12. Enemy within 8” of fleeing units is -1 on rally test
  13. May declare charge against 2 if you must contact 2.  Each declares charge reaction serparately.
  14. You may not cross charging paths.
  15.  Must actually be to the flank (at least partially to the flank) charge (i.e break the plane of the front)
  16. No wheel to maximize contact for revealed charges
  17. May ignore chargers if you believe they are out of range
  18. Open Order may about face and add or subtract 1-2 ranks for free

Disengaging:

  1. Must be fighting to front
  2. May not disengage until one round of combat has been fought
  3. Take a leadership test (unless cavalry fighting units slower than self)
  4. Unit ends with back to enemy.
  5. Unit sits and does nothing if all enemies disengage.  If they fail to disengage may pursue like a failed combat.

 

 

Shooting:

  1. Shooting at engaged troops:  Split shots between both sides.  Odd ones are randomized.
  2. Massed fire:  bows, darts
  3. On hillside:  All mass fire.
  4. 7’s to hit is -1 str

 

 

 

 

Hand-to-Hand

  1. WS chart is different..  It is double to be 5’s (i.e. 2 v 4 is 5 to hit)
  2. -1 to hit enemies behind obstacles, no charging bonues, no bonuses for rank or close order
  3. Combat Result Bonuses
    1. +1 close order
    2. +1 for ranks up to 2 ranks
    3. +1 momentum  (i.e. you won last round of combat)—cav, camels, chariot don’t gain this in difficult terrain
  4. Losing rank & Close Order:  flank or rear charged by formed enemy, less than 5 models, obstacle, close order fighting in difficult terrain (not open order), elephant in combat
  5. Units fighting to front and rear are automatically destroyed when they break from combat.
  6. Pursuing into fresh enemy:  Enemy will take fear or panic tests.
  7. If you pursue off the table must take leadership test to come back on.  Once failed twice considered destroyed.  May come on anywhere within 12” of where it went off.

 

 

Giving Ground: 

  1. Must outnumber opponent 2:1
  2. Failed break test =give ground instead
  3. May only do so if fighting to front
  4. May not be fighting to front and rearàautomatically destroyed
  5. May do so if less than 5 models to each flank and front
  6. May not be skirmishers (unless fighting other skirmishers or units w/less than 5 models)
  7. May not charge the next round (unless surge with warband)

 

  1. Units giving ground move back 1d6 or 2d6 inches
  2. Retain facing
  3. Units facing them must follow up.
  4. Does not count as charging, but do retain momentum.
  5. formed cavalry can always give ground
  6. Drilled units can also voluntarily give ground/

 

Overrun

  1. Skirmishing enemy that flee from chargers and are caught allow a d6” overrun

 

Redress Ranks

  1. may move leaders to contact after combat
  2. Winner may expand by up to 2 models on either flank.

 

 

 

Panic

  1. Units @ ½ strength will be at -1 for Leadership
  2. New Test:  Take test for an ignored charger who hits.
  3. May only pursue enemies in combat if you have Momentum

 

 

Leaders, Standards, Musician

  1. Remove 1st musician, then standard then leader when all troops are killed
  2. Standards cannot be recaptured
  3. Musician allows drawn combat to gain momentum.  If multiple musicians roll off d6 for each and the highest will have momentum.

 

 

Skirmishers

  1. Skirmishers must be no more than 2” apart.
  2. Skirmishers may not double move and shoot.
  3. Skirmishers move through difficult terrain w/no penalty. 
  4. Skirmishers move @ basic rate through very difficult terrain
  5. Skirmishing cavalry suffer penalties for all sorts of terrain.
  6. Skirmishers with ld 7 or lower fear formed units.
  7. Characters in skirmish units are only at -1 to shoot
  8. Skirmishers block line of sight.
  9. May charge through them if they also declare a charge
  10. May only charge a unit that is in line of sight of majority of unit.
  11. may not use battle standard

 

Characters

  1. Characters may not declare charges on their own
  2. Mounted characters that join foot units dismount
  3. Characters cannot leave units the same turn they join them
  4. May not declare a separate charge.
  5. Characters who have hatred spread it to the whole unit (otherwise unit psychology rules).
  6. Characters cannot be picked out for shooting.
  7. Army Battle Standard is captured if the unit flees from combat (if he is killed it is not captured)

 

 

Weapons

    1. Slings that rapid fire shoot at str 2

 

 

Special Rules

1.      Stubborn:  If lose a combat and fail break test they give ground (even if not larger) once per game.  If they outnumber 2:1 this does not count as the stubborn. 

2.      Drilled:  May turn left or right for 25%.  Open order can do it twice for free. 

                                                              i.      May about face or add or deduct 1-2 ranks for free at beginning of movement.

                                                            ii.       May march and maneuver

                                                          iii.      May change formation at start of charge move.

                                                          iv.      May reform w/out taking leadership test.

                                                            v.      May disengage w/out leadership test

                                                          vi.      May give ground voluntarily when passing break test.

3.      Levies:  fear enemies they don’t outnumber 2:1.  May not maneuver other than wheel (& that at ½ move), no +1 for being close order, May not use Generals leadership, non-levy units re-roll panic tests.

4.      Light Troops:  must pick open or skirmish order at beginning of game.

5.      Phalanx:  Must have 12 models and 2 ranks to maintain phalanx

                                                              i.      May only reform or wheel (may not change formation or about face)

                                                            ii.      -1 to leadership to reform

                                                          iii.      Wheeling cuts movement in ½

                                                          iv.      Cavalry are at -2 to hit phalanx’s from the front & get not bonuses (i.e. ferocious charge)

                                                            v.      Trained phalanx may about face.

                                                          vi.      Macedonian may about face or change formation.

                                                        vii.      Medieval phalanx must have 3 ranks & may about face and change formation-no -1 for shooting at it.

                                                      viii.      Drilled Phalanx:  May deploy in non-phalanx formation.  May make maneuvers not allowed to phalanx.

6.      Veteran:  May reroll all to hit dice once per game.

7.      Warband:  On a 1 must move forward at full basic movement

                                                              i.      Warbands in close order that maneuver lose ½ movement (not on charge)

                                                            ii.      May only  combine leadership with characters who also have warband.

 

 

Chariots

1.      Cause Fear in infantry

2.      Heavy chariots move in formation w/bases touching like cavalry.

3.      Light may be in dispersed group (2” apart) or regular formation.  It takes one turn to change formations.

4.      Chariots may not move into difficult terrain (deliberately see p. 116)

5.      Chariots may march and fast march.

6.      crewmen with bows, short bows, light xbw, javelins or darts shoots twice.  Other weapons shoot once.

7.      Chariot gives a +2 to save.

8.      Chariots flee 2d6 in first round of fleeing.

 

Elephants

1.      No armor save

 

 

 

 

Home ]

 

 

Send mail to ca@wfbarmory.com with questions or comments about this web site.
Copyright © 2009 Joshua Glantz
Last modified: 11/05/11