Subject
Chariot Era & Far East
Classical Era
Enemies of Rome
Fall of Rome
The Dark Ages
Additional Armies
Assyrian; Chinese; Egyptian
Indian; Macedonian; Persian; Selucid
Britons; Gallic; Goth
Byzantine; Hun; Late Roman; Sassanid
Norman; Saxon; Viking
Happy gaming!
Kris & Dave
Hurlbat
July 2012
Contents
Introduction to the Hurlbat Publishing Edition ................................................................................................................................... 2
Move Procedures ................................................................................................................................................................................ 4
Terrain ................................................................................................................................................................................................. 4
Missile Combat ................................................................................................................................................................................... 6
Melee Combat .................................................................................................................................................................................... 8
Appendix One Creating Terrain ...................................................................................................................................................... 12
Appendix Two - Deciding the Winner ............................................................................................................................................... 13
Appendix Three Counters and Definitions ..................................................................................................................................... 14
Appendix Four Combat Charts ....................................................................................................................................................... 16
Appendix Five Rules clarifications .................................................................................................................................................. 19
Tip - For best results when printing counters, please set your Page Scaling option to None.
Copyright 2012 Hurlbat Publishing
johnny okane (order #7165245)
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Move Procedures
The game is played on an alternate move basis, each side throwing one die at the beginning of the game and the higher score
moving first on all odd numbered moves. No unit, other than those which are counter-charging, routing, retreating or evading
may move in their enemys move turn.
The sequence of each move is as follows:
1.
2.
3.
4.
5.
Terrain
See Appendix One for details on how to make and set up your battle terrain.
Cover
A unit will be considered to be in cover when in a wood, on the edge of dead ground, in broken ground or behind a wall or
hedge.
Vision Restrictions
Troops in woods will be able to see other troops only if they are within 30mm of each other. Troops in the woods will not be
seen by troops outside the wood if the latter is not on the edge of the wood.
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Interpenetration
This occurs when one unit passes through another. One unit must be stationary whilst the other moves through it. Open order
units may pass through other units without unforming either, all other troops will unform both their own unit and the ones they
pass through.
Close order units may not interpenetrate other close order units, with the exception of the Roman Cohort change rule. Units
interpenetrated may not mount a counter-charge in the same move.
Unforming
A unit will become unformed when one of the following occurs:
1.
2.
3.
4.
5.
6.
7.
8.
Close Order and order troops and armoured cavalry will become unformed when moving through woods, over broken
ground and soft sand
If M3 class troops are contacted by an enemy whilst wheeling
If a unit is hit in the flank or rear and no troops are facing that way
After disengaging from a melee against any troops other than open order infantry
Immediately a unit begins to rout
After completing a pursuit, but not whilst pursuing
Cavalry within 75mm of elephants
By interpenetration
Reforming
A unit in melee will not be able to reform until it disengages. Reforming will take one stationary move. Missile armed troops
may fire at half effect whilst reforming. All troops may counter-charge if charged but will count as unformed in the melee.
Roman Cohort Change Rule
This rule is included to simulate the interchanging of lines in the Roman Cohort when in melee. A Roman Cohort may change
position with another cohort which is supporting is and which is within 10mm of its immediate rear. This must be done during
their own move turn; the object being to bring a fresh unit into contact. When this movement is used, it will mean the Roman
unit giving ground because the front unit must withdraw through the supporting unit. In this case only, neither will become
unformed. Enemy units may follow up in the same move and will be classed as advancing if they do so.
Enemy unit
Enemy unit
Cohort 1
Cohort 2
Enemy unit
Cohort 2
Cohort 1
During the Enemy Units
move, both units choose to
melee.
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Cohort 2
Cohort 1
Enemy unit advances to
contact Cohort 2 in the
same move, if required. It
will not count following up
or charging but will count
as advancing.
Missile Combat
Weapon Ranges
Weapon
Bows
Slings
Javelins
War Engines
Close Range
Up to 75mm
Up to 75mm
Up to 15mm
N/A
Long Range
75mm to 150mm
N/A
N/A
Up to 400mm
Note: Hand-hurled weapons are not thrown during the move that a unit charges into contact. This is taken into account in the
melee calculation. No unit may fire whilst charging.
Arcs of Fire
To determine if a unit can fire at a target, place the firing arc segment alongside the firing unit counter and lay a tape measure
along the appropriate line. If any of the target counters are within the arc then they may be engaged.
Open order bow armed cavalry may also fire 60 either side of their centre to the rear.
Missile fire calculation
When two opposing units come within the relevant missile range, and one is capable of firing, the result of such fire is calculated
as follows:
1.
2.
3.
Measure the range from the centre of the firing unit to the nearest point on the target counter and determine if it is
within close or long range
Turn to the missile table on the combat charts, and cross-reference the relevant number of fighting factors firing with
the number of fighting factors in the particular target formation. This gives the basic factor loss by the target.
Throw a random factor and multiply the result by five. Add or subtract this result to the basic factor from 2 above
Maximum
+3
+5
+5
Minimum
-1
-3
-5
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Missile Morale
This morale test is taken by a unit which suffers the loss of 50 or more fighting factors from missile fire in any one move. The
test should be taken immediately the loss occurs. Any compulsory action by the unit will not take place until the beginning of
the next move unless it is a charging unit, when the order will apply from the point where fire was taken.
To determine a units missile morale, take a basic morale factor of 80 and add or subtract the following:
1.
2.
3.
From Table 3 on the morale combat chart, determine the units random factor by throwing one die and cross
referencing this score with the units M rating. Add or subtract this result to the basic morale rating factor
Turn to the total loss factor table, Table 2, and compare the units present fighting factor with its initial fighting factor
and subtract the result, if any, from 1 above
Finally, add or subtract any tactical factors from Table 4
Result
The resulting score is now cross-referenced on the Morale Results Table to determine the units course of action next move, or
this move if it is charging.
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Melee Combat
A melee will take place when two or more opposing units come into contact with each other. All melee calculations will be
made at the end of each move.
Charging
A unit may charge once in every three moves but may use its charge rate continually when pursuing a unit which it has routed,
or which is attempting to evade it. Open order sling and bow armed troops may not initiate a charge.
Counter-Charging
A unit wishing to counter-charge may elect to do so even in its own firing move. For a unit to mount an effective counter-charge
it will not be able to fire if it is at close range. If at long range it may fire before starting its charge. An infantry unit may only
counter-charge another charging infantry unit.
Pursuit
Pursuit, after a melee, is automatic of the first move, except for artillery crews who never pursue, M1 class infantry and other
units who are with the C-in-C and who may choose their action.
On the second and subsequent rounds of pursuit all units except M3 class may break off the pursuit. M3 class units may
attempt to break off pursuit by throwing one die: 1-4 and they must continue the pursuit; 5-6 and they may break off the
pursuit. Routing units and their pursuers will move and melee each move, ignoring the firing and non-firing move rules.
Evading
Open order sling and bow armed troops and artillery crews must attempt to evade an attacker. Other open order troops may
evade as necessary.
An evade move must be declared immediately the charge is announced and is then a move straight back without allowing for
any turn deduction. The evading unit will finish with its back to the enemy and will be unformed at the end of the move.
Gallic Infantry
Gallic infantry have a special melee rule to simulate the throwing of their javelins as they charge home, and then reverting to the
use of their large flat swords. To represent this, Gallic swordsmen will count as javelin armed troops in the first round of melee.
In the second and subsequent rounds they will count as sword armed troops.
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Flank Attacks
When an attacking unit engages another in flank, or only part of an enemy unit counter, it will count only half its present fighting
factor in the first round of melee. In the second and subsequent rounds of the same melee the unit may count its full fighting
factor, if not engaged by more than one enemy unit.
Note: Infantry may only advance to engage enemy cavalry in a melee if the cavalry are already engaged in a stationary melee.
Attacker
Defender
Attacker
Attacker
Defender
Attacker
Attacker
Defender
Melee Calculation
When two or more unit counters come into contact with each other a melee will result. To determine the result of the melee
proceed as follows:
1.
2.
3.
From Table 1 on the Melee Chart, determine the units weapon factor by cross-referencing the units present fighting
factor with the type of enemy it is engaging, in the appropriate weapon section
Add or subtract to 1 above any tactical factors that apply
Finally, throw one die and cross-reference the score with the units M rating in the Random Factor Table. Add or
subtract the result to 2 above.
Result
Any positive result is the number of fighting factors lost by the opposing unit. If more than one unit is opposing, divide the
result in proportion to the number of units engaged. Ignore any negative results.
4.
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Melee Morale
This is a continuation of the melee and such tests should be taken by the unit losing the most factors in the melee round.
5.
6.
7.
8.
After 4 above, determine which unit as lost the melee, i.e. the unit losing the most fighting factors, and its loss factor
from Table 1
From the Tactical Factor Table add or subtract any relevant tactical factors to 5 above
Turn to the Total Loss Factor Table, Table 2. Compare the units present fighting factor with its initial fighting factor and
subtract the result, if any, from 6 above
Throw one die and cross-reference the score with the units M rating on the Random Factor Table. Add or subtract
this result to 7 above
Result
Using the resulting factor consult the Morale Results Table to determine any compulsory action which the unit must carry out
next move.
GOOD
PUSHED BACK
RETREAT 1 MOVE
ROUT
The unit may carry on the with the melee or take any other optional action
Tthe unit is pushed back 10mm, giving the opposing unit the option to follow up
The unit must retreat facing the enemy for one move, giving the opposing unit the option to follow up
The unit will turn, without penalty, and move at rout speed directly away from the melee. In the following moves, if not rallied, it
must attempt to move directly towards its own base line.
Retreat to Cover
Applies to missile morale only, and means that the unit must retreat, facing the enemy, to the nearest cover.
Cover is defined as: to the rear of friendly close order or order troops. Once in cover the unit must remain stationary for one
move.
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10
Defender
Defender
Attacker
Defender
Defender
Defender
Defender
Defender
Rout
Rout
Rallying
To rally a routing unit throw one ordinary die and consult the table below:
Unit Strength
M Rating
M1
M2
M3
M4
M5
M6
Full to
2 to 6
3 to 6
4 to 6
3 to 6
4 to 6
4 to 6
to
3 to 6
4 to 6
5 or 6
3 to 6
5 or 6
5 or 6
to
4 to 6
5 or 6
6
5 or 6
6
6
Below
5 or 6
6
6
6
-
NOTE: The figures in the table are the dice throw required to rally a unit.
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11
1" to 2"
2" to 4"
6" to 10"
4" to 6"
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12
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13
Unit Identification
Initial fighting factor
Killed
Present fighting factor
Artillery unit identification
This column should be ignored
Game Counters
CO
Cohort number
I2
625
M2
Units M rating
PB
NOTE: To indicate a unit which is routing, take any of the above counters and place by the unit with the blank side upper-most.
Weapon Identification Codes
LTS
STS
HTS
2HH
Sw
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14
Open
order
cavalry
Close
order
cavalry
Open
order
cavalry
Spanish or
Gauls
Close
order
cavalry
Spanish or
Auxiliary
Carthaginian Army
Close order infantry
Legion 2
Legion 1
Artillery
Roman Army
Close
order
cavalry
Spanish or
Gauls
Spanish or
Auxiliary
Close
order
cavalry
Open
order
cavalry
Open
order
cavalry
15
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LEGIONARY
WEAPONS
LONG THRUSTING
SPEAR & SHORT
THRUSTING
SPEAR
INFANTRY DART
OR JAVELIN
ALL TYPES OF
HEAVY
THROWING
SPEAR
INFANTRY ARMED
ONLY WITH
SWORD
CAVALRY JAVELIN
AND SWORD
(Note 1)
ELEPHANT
Own
Present
Fighting
Factors
Over 800
601-800
401-600
201-400
Under 201
Over 800
601-800
401-600
201-400
Under 201
Over 800
601-800
401-600
201-400
Under 201
Over 800
601-800
401-600
201-400
Under 201
Over 800
601-800
401-600
201-400
Under 201
Over 600
401-600
201-400
101-200
Under 101
Over 200
101-200
Under 101
Inf.
Ele.
Char.
85
68
52
36
18
90
75
55
38
18
82
63
44
26
16
87
67
48
28
17
48
38
28
20
10
80/55
58/35
38/25
20/15
10/8
30
20
12
106
88
71
54
34
100
80
62
45
25
90
80
70
50
30
113
93
73
53
33
55
45
35
30
18
85/60
70/40
50/30
30/20
25/15
45
30
17
65
50
37
23
8
70
51
33
20
10
80
60
40
20
12
80
60
40
20
12
40
30
22
18
8
60/60
40/40
20/20
10/10
8/8
25
18
10
75
60
48
32
15
80
60
42
30
15
90
70
50
30
15
90
70
50
30
18
44
34
25
19
9
70/50
50/32
30/22
18/12
12/8
45
30
17
PIKE (Note 2)
TWO-HANDED
CUTTING
WEAPON (Note 2)
CHARIOT (Note 2
& 3)
1.
2.
3.
Over 1001
801 1000
601 800
401 600
201 400
Under 201
Over 801
601 800
401 600
201 400
Under 201
Over 301
151 300
Under 151
120
100
80
60
40
20
65
60
50
30
20
66
46
18
125
105
85
65
45
25
90
80
60
55
40
78/32
58/25
32/15
115
95
75
55
35
18
60
50
30
20
15
30
20
12
125
105
85
65
45
25
65
55
35
25
20
78
58
32
1
-10
-15
-15
2
-5
-10
-10
Dice Throw
3
4
0
+5
0
+5
-5
-1
5
+10
+5
0
6
+15
+10
+10
Missile Table
Bows
under
75mm &
handhurled
weapons
& slings
CO & O
Infantry &
CO Cav.
Open
Order
Troops
Armoured
Cavalry
CO & O
Infantry &
CO Cav.
Open
Order
Troops
Armoured
Cavalry
Troop Class
M1
M2
M3
FIGHTING FACTORS IN
TARGET
Short
TARGET FORMATION
RANGE
All
artillery
and bows
over
75mm
TARGET FORMATION
Long
FIGHTING FACTORS IN
TARGET
901+
57
45
38
35
28
23
28
22
18
80
65
55
62
50
42
44
35
29
Maximum
+3
+5
+5
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701
To
900
48
40
36
29
24
21
23
19
16
72
60
53
53
44
40
36
30
27
501
To
700
41
35
32
23
20
18
18
16
14
64
55
50
44
38
34
29
25
22
301
To
500
31
27
24
18
16
14
14
12
10
49
42
38
34
29
26
23
20
18
101
To
300
23
19
17
14
12
11
11
9
7
36
30
27
24
20
18
18
15
13
1
To
100
13
10
8
10
8
8
8
6
4
20
17
15
12
10
8
11
9
7
Minimum
-1
-3
-5
16
Movement Tables
The tables below give the maximum distance in MMs that a unit may
move in any one move turn.
Normal
Rate
Charge/Rout
Rate
Wheeling
*
Retreat
Rate
45
60
25
30
75
100
40
40
90
120
50
50
60
110
160
75
80
120
200
220
100
120
45
75
120
20
20
25
40
80
Not Poss.
Not Poss.
Woods
Broken
Soft Sand
Marsh
Rate
Impassable
Normal
Rate
Inf.
CO
O
OO
A
CO
OO
Cav.
Troop
Type
CO
Infantry
O Infantry
OO
Infantry
A Cavalry
CO Cavalry
OO Cavalry
Elephant
Chariot
Turning
Rate
Hills *
Impassable
-30
-40
Normal
* This distance is the maximum distance which a unit, or any part of that
unit, may move in any turn in which it wheels.
Morale Tables
Table 1 Losses
71-80
81-90
R
10
20
30
50
60
75
R
R
10
20
30
50
60
75
R
R
R
15
20
30
50
60
75
R
R
R
R
15
20
30
50
60
75
Over 140
61-70
R
20
30
50
60
75
131-140
51-60
10
30
50
60
75
121-130
41-50
25
50
60
75
111-120
31=4-
40
60
75
101-110
21-30
60
75
75
91-100
11-20
Enemy
Losses
0-10
11-20
21-30
31-40
41-50
51-60
61-70
71-80
81-90
91-100
101-110
111-120
121-130
131-140
Over 140
0-10
Own
Losses
R
R
R
R
R
15
20
30
50
60
70
R
R
R
R
R
R
15
20
30
50
55
70
R
R
R
R
R
R
R
15
20
30
45
55
70
R
R
R
R
R
R
R
R
15
20
25
45
55
70
R
R
R
R
R
R
R
R
R
15
15
25
45
55
70
R = Automatic Rout
Table 2- Total Unit Loss
75-149
150-249
250-375
376-525
526-675
676-825
826-975
Over 975
Up to 74
Present
Fighting
Factor
Initial
Fighting
Factor
200-300
301-500
501-700
701-900
901-1100
1101-1300
Over 1300
-30
-30
-30
-30
-30
-30
-30
-20
-30
-30
-30
-30
-30
-30
-10
-20
-25
-30
-30
-30
-30
-10
-20
-20
-25
-30
-30
-10
-20
-20
-25
-25
-10
-20
-20
-20
-10
-20
-20
-10
-10
-10
+5
-5
-10
+10
0
-5
+20
0
0
+25
+5
0
+30
+10
+5
+30
+15
+10
+10
+10
-10
-10
-12
-5
Unit in melee
Good
Pushed Back
Retreat 1 Move
40-49
Less than 40
Retreat 1 Move
Rout
Good
Good
May not advance
for 1 move
Retreat to cover *
Rout
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17
Infantry
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
U
K
IF
PF
IF
PF
B
Target
IF
PF
B
Target
IF
PF
B
Target
IF
PF
B
Target
IF
PF
U
K
B
Target
IF
PF
B
Target
IF
PF
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IF
PF
U
K
B
Target
IF
PF
B
Target
IF
PF
B
Target
IF
PF
B
Target
IF
PF
IF
PF
18
Response
Unformed
Measure the charge distance of both charging and counter charging units,
they will meet at the halfway point
Yes, if they do not wish to break off the pursuit they remain in contact unless
the routing unit moves faster.
They follow up automatically as it is assumed to be at the same time.
Only when in contact with a routing unit.
Charge rate.
The unit will have full factor to the front and to the flank.
No, this is classed as in dead ground.
No, they are considered to be simultaneous.
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19
CO
CO
CO
I8
625
I7
625
I6
625
I5
625
I4
625
I3
625
I2
625
M2
M2
M2
M2
M2
M2
M2
M2
CO
CO
I9
625
CO
CO
CO
CO
CO
II 10
625
II 9
625
II 8
625
II 7
625
II 6
625
II 5
625
II 4
625
II 3
625
II 2
625
I 10
625
M2
M2
M2
M2
M2
M2
M2
M2
M2
M2
CO
CO
Javelin 1
500
I2
1100
I1
1100
M2
M2
M2
M2
CO
Javelin 3
500
M2
M2
CO
Javelin 4
500
Javelin 2
500
CO
Roman 1
CO
Roman 2
CO
Roman 3
CO
Roman 4
CO
Roman 5
CO
358
M1
M1
M1
358
358
M1
M1
358
358
203
Roman 6
CO
Irregular 1
OO
203
M1
M3
Irregular 2
OO
203
358
M3
Irregular 3
OO
235
M3
Bow 2
350
Sling 1
230
Auxiliary 1
OO
235
Bow 1
350
OO
OO
M3
Auxiliary 2
OO
235
RC
RC
RC
CO
CO
CO
M3
M3
M3
M3
M3
RC
RC
CO
Spanish 1
HTS
980
Spanish 2
HTS
980
Spanish 3
HTS
980
Spanish 4
HTS
980
Auxiliary 1
LTS
980
Auxiliary 2
LTS
980
RC
RC
Sling 2
230
Auxiliary 3
OO
235
RC
RC
OO
Auxiliary 4
OO
235
CO
RC
RC
M3
Auxiliary 5
OO
235
OO
CO
CO
Auxiliary 6
OO
RC
RC
C in C
CO
CO
CO
CO
CO
CO
CO
CO
R
R
M3
M3
M3
M2
M2
M2
M2
M2
M2
150
140
130
120
110
100
90
80
70
60
CO
CO
CO
CO
CO
CO
CO
CO
CO
CO
40
CO
CO
CO
30
CO
50
20
10
PB
M1
M1
M2
M2
M2
M2
M2
M2
M2
M2
M2
M2
M2
M2
PB
OO
OO
OO
OO
OO
OO
OO
PB
Gallic 6
Sw
970
Gallic 5
Sw
970
Gallic 4
Sw
970
Gallic 3
Sw
970
Gallic 2
Sw
970
Gallic 1
Sw
970
M3
M3
M3
M3
M3
M3
Noble
CO
Libyan 1
CO
Libyan 2
CO
Libyan 3
CO
Spanish 1
CO
613
M2
M1
579
M2
M2
M2
533
M2
450
M3
M3
M3
450
M3
490
450
M3
M3
450
M3
M3
M3
533
579
579
450
450
490
490
Spanish 2
CO
Gallic 1
CO
OO
Irregular 1
OO
Irregular 1
OO
Irregular 1
OO
Irregular 1
OO
Irregular 1
OO
Irregular 1
CO
Gallic 3
CO
M2
PB
M3
PB
PB
PB
PB
PB
C in C
300
Elephant 2
M2
M2
M2
M2
Gallic 2
M2
M2
African 1
Javelin
350
African 2
Javelin
350
African 3
Javelin
350
Spanish 1
Javelin
350
Spanish 2
Javelin
350
Balearic 1
Javelin
350
Balearic 2
Javelin
350
PB
PB
M3
Elephant 1
300
PB
Open
Order
Close Order
& artillery
Citizen 1
LTS
1156
Citizen 2
LTS
1156
Libyan 1
LTS
1067
Libyan 2
LTS
1067
Libyan 3
LTS
1067
Libyan 4
LTS
1067
Libyan 5
LTS
1067
Libyan 6
LTS
1067
Libyan 7
LTS
1067
Libyan 8
LTS
1067
Spanish 1
HTS
1067
Spanish 2
HTS
1067
Spanish 3
HTS
1067
Spanish 4
HTS
1067
PB
FIRING ARCS
PB
150
140
130
120
110
100
90
80
70
60
50
40
30
20
10
20
http://www.hurlbat.co.uk
Artillery 2
OO 200 M2
Artillery 1
OO 200 M2