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 being a variant thereof, primarily for play with miniatures by Andrzej Cierpicki with a little help from my friends 
 Introduction This
    variant is not meant as a criticism of Richard Borg’s excellent and
    eminently accessible  game of Ancient warfare, it is just that we are
    inveterate tinkerers who could not resist adding a bit more flavour,
    particularly to allow us to make use of our extensive collections of 15mm
    DBM and 25mm WAB Ancient miniature armies. The
    most significant addition to the 2nd
    Edition rules is the introduction of facing and,
    whilst we have endeavoured not to meddle with the core rules, some changes
    were necessary, particularly with regard to the rules governing retreat. 
    Where any of the original rules have been changed (as opposed to just
    added to), these are shown in italics.  In
    all instances, in the case of ambiguity between these and the core rules,
    these rules prevail. Facing All units must at all times face toward a vertex of the hex they occupy. See the diagram below, where the arrow indicates the facing of the unit in the hatched hex. 
 
 
 All
    units have a zone of control (ZOC)
    extending into the front two hex-sides, marked Z
    in the diagram.  All units must
    stop the instant they enter an enemy ZOC and move no further that turn,
    except as a result of combat.  Units
    may, at the beginning of a turn, voluntarily leave an enemy ZOC but may not
    end that turn adjacent to an enemy unit. Units
    may only instigate close combat with enemy units occupying hexes marked Z
    in the diagram. Each
    unit has flank and rear hex-sides, marked F
    and R respectively in the diagram.  Units
    with missile firing capability have an arc of fire extending through their
    front hexes, Z, outwards into
    (and, in the case of artillery, beyond) the shaded arc shown in the diagram. A
    unit attacking an enemy flank F
    gets an additional bonus die-roll if it commenced its turn below line A
    in the diagram.  A unit attacking
    an enemy in its rear R gets two
    additional bonus die-rolls if it commenced its turn below line B
    in the diagram.   Units
    attacking an enemy flank or rear do not get the above bonuses unless they
    commenced their turn as stated above.  However,
    a unit commencing its turn below line A
    but above line B would still get
    a single bonus die-roll if it attacked an enemy in its rear. 
     For
    the purpose of determining bonuses applicable during momentum advance, a
    unit’s position at the commencement of the advance is applied. 
    Thus, for example, if a unit commences its turn above line A
    and attacks an enemy in the flank, it does not get a bonus roll, however,
    should its attack result in the elimination of that unit, the position of
    the advancing unit at the instant of momentum advance (as opposed to where
    it was at the commencement of its turn) is used to determine whether any
    bonuses apply to any subsequent bonus close combat. A
    unit does not get a flank or rear bonus attacking an enemy unit if, at the
    instant of attack, it is itself in an enemy ZOC, A
    unit battling back against an enemy that has attacked it in the flank or
    rear (irrespective of whether or not the attacking unit gained any bonus
    dice in its attack) forfeits -1 and -2 dice respectively. Retreat and Evade All units must retreat or
    evade away from the enemy attacking unit. 
    This may result in a unit retreating toward the enemy board edge. 
    For the first flag rolled, after
    taking into account bolster morale provided by leaders, adjacent units and
    terrain, the unit falls back one hex
    and remains facing the enemy that attacked it. 
    For the second flag rolled the unit retreats the number of hexes
    indicated on the reference sheet and
    ends facing away from the enemy that attacked it.  For
    each third and subsequent flag rolled, the unit retreats an additional hex,
    still facing away from the enemy. Losses
    are taken per the core rules in situations where units cannot retreat their
    full allowance.  Note that,
    whilst retreating units may retreat through enemy ZOCs and end adjacent to
    the enemy (including enemy ZOCs), evading units may not voluntarily evade
    into or through an enemy ZOC. Momentum Advance and
    Bonus Close Combat A
    unit making a momentum advance must, if possible, make its bonus close
    combat attack against the retreating unit. 
    Only if the defending unit is eliminated or retreats beyond the
    attacking unit’s range, may another target be selected. Army Morale An
    army may break and retire from the field if its army morale falls below a
    certain limit.  A player may at
    any time play a Leadership Card, of which there are six in the pack, to have
    his opponent test for morale.  The
    player playing the card forfeits any other action during the turn the card
    is so played.  The procedure for
    testing morale is as follows. The
    player playing the card throws a number of dice equivalent to the number of
    enemy units (not bases) lost; every flag rolled puts his enemy at risk of
    retiring, i.e. fleeing, the field of battle.  
    The player testing for morale then rolls the number of dice
    equivalent to the number of his units (not bases) remaining on the field and
    must match or exceed the number of flags rolled by his opponent, with helmet
    symbols. The
    number of dice rolled by the player testing for morale is adjusted as
    follows: -2 for loss of CinC; -1 for loss of sub-general; -2 for loss of
    more than 25% of original number of units; -2 for loss of more than 33% of
    original number of units; -2 for loss of more than 50% of original number of
    units. All
    modifiers are cumulative, so, for example, a player with 12 units in the
    field who has lost more than 25% of his original force and has also been
    careless enough to have lost his CinC, would roll 8 dice (12-2-2=8). Missile Fire &
    Artillery Missile
    units are considered to have moved if they have to change facing (rotate) in
    order to fire on an enemy unit. Heavy
    bow units are classed as Auxilia Infantry for movement and roll 2 dice in close combat;
    however, when firing, they have a range of 3 hexes, roll 3 dice on hold and
    1 die if they have moved 1 hex (note that they may not fire if they have
    moved more than 1 hex). Artillery,
    i.e. light and heavy war machines, comprise 2
    bases for each unit.  Artillery
    that rotates forfeits its missile fire for that turn. 
     Terrain Units
    defending fordable rivers, i.e. being attacked by enemy units within a
    fordable river hex, get to attack first against the attackers, exactly as a
    First Strike card.   This
    allows units to defend a fordable river bank. A
    unit commencing and spending its entire turn on a road gains an additional
    movement allowance of 1 hex. Purchasing Units The
    cost of each unit is generally equivalent to its CC dice as shown on the
    reference sheet.  Thus a light
    bow unit costs 2 points, whereas a heavy infantry unit costs 5 points. 
    However, due to their shorter missile
    range, light infantry cost only 1½ points. Camels
    cost 3 points if light and 4 points if medium cavalry.  Light
    chariots and heavy bow cost 3 points each.  Warrior, ballistae and
    heavy chariot units each cost 4 points; heavy cavalry
    and catapults cost 5
    points; elephants cost 6 points; a CinC costs 20 points and a sub-general,
    15 points. Horse
    cavalry retreat 1 additional hex per flag when battling camelry.  Camels
    ignore 1 hit and 1 flag when attacked by horse cavalry /chariots. Heavy cavalry units
    comprise 4 bases, rather than the usual 3 bases for cavalry units. Card Distribution Each
    player gets a base of 1 card for the entire game plus 2 cards for the CinC
    and 1 card for each sub-general, to a maximum of 6 cards. 
    As generals are lost in combat, so the number of cards is reduced by
    an equivalent amount.  Cards from
    a player’s hand are not returned if a leader is lost, but new cards are
    not drawn until the number of cards in a player’s hand has dropped to the
    new total adjusted for leader loss.  Even
    if a player has lost all of his generals, he will still be entitled to draw
    and play one card per turn. Setting Up The
    players mutually agree on the terrain then roll seven dice each; the player
    with the most crossed swords chooses the side of the table and will set up
    first.  In cases of ties, re-roll
    the dice. The
    players then take turns to deploy their troops, one section at a time of
    their choice.  The player setting
    up last, plays a card first. 
 Optional Rule 
 Once
    ancient regular infantry closed in combat with enemy infantry it did not
    readily disengage, fighting until one side or the other was defeated or
    retreated in disarray.  To
    simulate this, medium and heavy infantry once engaged with enemy medium or
    heavy infantry (i.e. in their ZOC) cannot voluntarily disengage and may thus
    only move if pushed back or retreated. 
    Light foot and all mounted units its may disengage at will. 
    Remember, however, that units voluntarily leaving an enemy ZOC at the
    beginning of their turn may not end that turn adjacent to an enemy unit. 
 Play with 25mm Miniatures As
    WAB armies are individually based, I provide the following optional
    amendments, specifically to suit my Early Imperial Roman and Celtic armies. Fanatic
    warbands comprise 5 bases and throw 5 dice until they loose a base,
    thereafter they roll 4 dice.  Unlike
    regular warbands, they ignore the first flag rolled against them
    irrespective of the number of base losses taken. 
    Fanatics cost 5 points to purchase. Heavy
    infantry units comprise 6 bases and cost 7 points to purchase. Roman
    Praetorian Guard heavy infantry units roll 6 dice, ignore 1 flag when
    attacked and cost 9 points to purchase; the Roman can deploy a maximum of 1
    Praetorian unit for every 4 regular heavy infantry in play. One
    Roman heavy infantry unit must include the legion’s aquilifer carrying the
    eagle.  Every time this unit
    loses a figure, the attacker rolls 2 dice and captures the eagle on a
    double-roll of crossed swords.  If
    the unit carrying the eagle is eliminated, the attacker captures the eagle
    on a single die-roll of crossed swords, otherwise the eagle transfers to
    another unit within three hexes in a similar manner to an evading leader
    under the core rules.  If the
    eagle is captured, it is carried by the attacking unit and cannot be
    transferred to another friendly unit.  The
    Roman player can of course attempt to recapture the eagle in the same manner
    as above.   The
    Barbarian player may voluntarily exit his own board edge with the unit
    carrying the legion’s eagle, thereby denying the Roman player the
    opportunity of recapturing it.  The
    exiting Barbarian unit may not return, but does not count towards the
    Barbarian’s losses.  This is
    the only circumstance when a unit may leave the game board, other than
    through elimination. A
    Roman unit carrying the legion’s eagle, battles back with an additional
    die and ignores the 1st flag rolled against it.   When
    rolling saving dice for army morale, if the legion’s eagle is in the hands
    of the enemy, the Roman player subtracts an additional 4 dice from its usual
    modified dice-roll. The
    Barbarian player may deploy a Druid shaman unit, comprising 4 figures, at a
    cost of 8 points.  The Druid unit
    cannot voluntarily attack and battles back with only one die.  Any
    Barbarian units adjacent to the Druid may roll an extra die in close combat
    and ignore the 1st flag result against them. If
    the Druid unit is eliminated, the Barbarian player subtracts an additional 2
    dice from its usual modified dice-roll when rolling saving dice for army
    morale. Acknowledgements Particular thanks to Jeff Herbert for the basic morale mechanism and to Eric Hall, Glenn Haley, Rob Edgar and Frankie Li for their host of ideas and encouragement. 
 Printer Friendly Copy of the Rules 
 A pdf version of the above rules can be downloaded here. 
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