Showing posts with label ancients. Show all posts
Showing posts with label ancients. Show all posts

Tuesday, January 12, 2021

NT Rules: Ancient Army Lists IV - Imperial Rome

 The fourth period that Neil Thomas covers for his Ancient Warfare rules in Wargaming: An Introduction is focused on the Imperial Roman period, or as it is titled in the book, "Imperium Romanum: 25 BC to AD 130".  This covers the Roman army, following the Marian reforms (which took place during the Republic Period), and beginning in 25 BC with the rise of Augustus as the first Caesar of the Imperium.

This period is focused on the wars between the Romans and their more northern Barbarians, the Germans and the Gauls.  The period starts, as stated, with Augustus, so after Julius Caesar\"s famous campaign in Gaul, however the army list looks very much like it could be used to represent Julius\" famous exploits.

The book presents two army lists for this period, one representing the Romans, and one representing a norther Gallo-German Barbarian army.  

The author presents the fact that at the scale of the rules, the differences between the two armies (Gauls, and Germans) are negligible.  Other rule sets, such as the classic WRG army lists, present differences in troop types, morale, training, weapons, and even fighting density (the Germans generally being in denser formations for most of the represented tribes).  Those rules (the WRG rules), however, have a much more tactical focus, than these, in terms of classifying the troops.  Here, Thomas has taken the approach similar to Phil Sabin in his works (such as Lost Battles) whereby ancient infantry is simply divided up into heavy infantry and light infantry (based on the fact that heavy infantry is expected to stand in the battle line).  One further distinction made, at least here, is with Warband, which are somewhat lesser heavy infantry, but also with the ability to fight well in rough terrain.

 The Roman army here is represented by the following units:

  • Legionaries (heavy infantry, heavy armor, Elite) 3-6 units
  • Auxiliary Infantry (warband, medium armor) 1-3 units 
  • Auxiliary Archers (light infantry, bow, light armor) 0-1 unit
  • Artillery 0-1 unit 
  • Auxiliary Cavalry (heavy cavalry, medium armor, Elite) 1-2 units


The Roman player is then presented with fielding a battle line of Legion units, with a few support choices.  The Elite cavalry is nice, possibly representing mercenary or foederati tribal cavalry, but with better equipment (hence the medium armor).  But, it is not present in sufficient numbers to deliver a winning battle, only a supporting role.  This leaves the Roman player in the enviable position of playing an archetypical Roman battle plan - a steady onslaught of well equipped, well trained infantry. 




The Barbarian army is composed of the following units and availability:

  • Warriors (warband, light armor ) 3-6 units

  • Skirmishes (light infantry, javelin, light armor, levy) 1-2 units

  • Archers (light infantry, bow, light armor, levy) 0-1 unit

  • Chief’s Bodyguard (warband, light armor, Elite) 0-1 unit

  • Cavalry (heavy cavalry, light armor, Elite) 1-3 units

The Barbarian player is faced with the fact that his army is outclassed, as in real life. He must rely on a ruse de guerre or clever use of rough terrain, in order to balance the odds.


Several options exist for a more balanced game. First, the Barbarian player may be given either a few additional units, or additional rough terrain.  Second, the Barbarian warband units can be made larger (6 stands), this is what the Tactica rules do.  Third, battles could be fought as part of a campaign, or series of games, with the Romans having a more difficult time of recovering losses between battles.  I had an article in Yaah! magazine featuring such a campaign for Commands and Colors, it would work with these rules, as well.


There are many other possible army lists available for this time period, some of which are in Thomas’ longer book on Ancient and Medieval Wargaming, but here these are the only two.  Satisfying games could be fought with Roman v. Roman, as a civil war or rebellious province scenario. Equally, a war between two Barbarian tribes might be fun.


For fun, and to recreate a British Barbarian army, replace the Cavalry and Chief’s Bodyguard units with Light Chariots (make one of them Elite). That should give a satisfying Boudicca’s revolt feel.



Saturday, May 16, 2020

Battle of Strasbourg - a committee game

In order to make up some gaming time, while the whole world is shut down in a semi-quarantine state due to the Novel Corona Virus pandemic, I hosted and refereed a committee game based on the battle of Strasbourg, 357AD, where Caesar Julian (and a council of advisors) decided what to do in response to King Chnodomar, head of a Germanic horde (Franci, Burgundi, and Alamanni), crossing the Rhine river (at Argentoratum - modern day Strasbourg) into Gaul.

Below are the briefings, maps, etc, that I provided the players.

From the Battle of Strasbourg Wikipedia page

Julian - You are Caesar Julian responsible for the defence of Gaul.  You are new to military command and it is very important that you make a name for yourself with the troops and increase your reputation.  The Emperor Constantius has been successfully campaigning in the East.  He is jealous of you and has been undermining everything you have tried to do.  He has said that you are not capable of dealing with such a military problem as this and consequently has dispatched troops under one of his generals (Richomer) to deal with the barbarian incursion.  You have to decide whether you will wait for Constantius (and his main army), thereby risking losing credibility in the eyes of your soldiers, or attack now and secure fame for yourself.

You were raised in a Greek speaking household, and spent your youth at schools in Athens.  You were raised as a Christian, but your study of the ancient philosophers has convinced you that it would be better for the empire if it returned to it's Pagan Roman roots.  This position is not always popular with the men.

Your inclination is to attack now before Constantius' troops come and take all the glory.  But being a prudent man, you have called a council of your senior officers to ask their advice.  After you have listened all you want (at least three game turns), you will make your decision.  Remember, the only thing worse than losing glory to Constantius, would be to fight on your own, and lose.

What you know about your council:
Sebastian - Your best officer, although a German by birth.  One of the best officers in the Roman army.  An excellent tactician and very popular with the troops.  He has recently replace Trajan as Master of Infantry.

Victor - A Sarmatian by birth.  He is known for his cautious approach.  He is the Master of Cavalry.  He is responsible for scouting reports.

Richomer - Master of Offices.  German born.  He commands the Household Guard of Emperor Constantius, who have arrived to assist you.  He has come with a message telling you in part to share the danger and to not rashly commit yourself to the risks of decisive action, single handedly.

Trajan - Former Master of Infantry.  Born in Rome, proud of being a true Latin.  You had him replaced by Sebastian because Trajan is lazy, incompetent, and he was very critical of you in front of the men.  He is dangerous and probably has his own eye on the throne.  Be careful.  However, he has friends in the court of Constantius.

Equitius - A kinsman of yours, and Marshal of the Court (the Court of Constantinople, the capitol of the Empire).  He has a high sense of honour and you respect him.  Just like you he is very respectful of the old ways, and has high regard for the Senate.  He is the highest ranking Civillian Official present in all of Gaul, second only to you in most matters.  But he is a civillian without a military appreciation for things.

Potentius - A very highly regarded junior officer.  The young soldiers like him, the old soldiers respect him.  He is going to achieve great things.  He is the son of the former Caesar of the West, but you were not responsible for assasinating your predecessor.  You don't think Potentius has any ill will towards you.



Sebastian - You were born a German, but have been a loyal Roman soldier your whole life.  You are Master of Infantry of Julian's army (the field army of the Western Provinces).  The only infantry you do not command, are the garrison troops of the fortresses.  You are a capable, seasoned officer and very popular with the troops.  You are without a doubt the best commander on Julian's staff and what you say carries a lot of weight.  Many of the junior officers will support you, whatever you say.  Trajan is your enemy, as he was the previous Master of Infantry, but was removed from office by Julian and replaced by you.  He has connections with Constantius, however, so Julian retains him as a senior officer.

You, like many of your men, are a Christian.  You have nothing against Romans of other religions, but the one difference you have with Julian, is he wants to return back to the older Roman pagan ways.

Your aim is to get Julian to attack the barbarians now.  If he does, you will probably gain a great deal of credit for victory, as it is well known that you are his best general.  If he waits, Constantius' generals will certainly steal the glory.

What you know about the council:

Victor  - A Sarmatian by birth.  Master of the Cavalry.  Cautious.  He is very beloved by his horsemen, mostly because he kept all of them alive during the recent civil war.  He is very protective of his cavalry, but is still a good commander in battle.

Richomer  - Master of Offices.  German born.  He commands the Household Guard of Emperor Constantius.  A very good officer, with very good troops. 

Trajan  - Former Master of Infantry.  Born in Rome, proud of being a true Latin.  He hates you, you took his job.  He was not very good at his job, but blames Julian and You for losing it.  Be careful.  However, he has friends in the court of Constantius.

Equitius  - Marshal of the Court (the Court of Constantinople, the capitol of the Empire).  He is distantly related to Julian.  Very important, but not to the army.

Potentius - A very highly regarded junior officer.  He is the son of the former Caesar of the West.  You like him, but do not know where his loyalties are.


Victor - You were born a Sarmatian, but you have been a loyal Roman soldier your whole life.  You are Master of Cavalry and equal in rank with Sebastian.  Together you are the senior army commanders, although Trajan is along, out of respect.  You don't like this situation - you have spent the past decade very carefully keeping your cavalry alive and well, in spite of the bloody civil war fighting.  For that reason, many of them are seasoned veterans, and very loyal to you.  This coming fight that Sebastian and Julian are itching for will be very dangerous and could cost many lives.

You, like many of your men, are a Christian.  You have nothing against Romans of other religions, but the one difference you have with Julian, is he wants to return back to the older Roman pagan ways.

You are responsible for the border scouting along the Rhine river, and you think that the barbarians do not pose a pressing threat, and you would be better of waiting for reinforcements to make certain of victory.  Your aim is to convince Julian to wait.  If it is going to be a battle, your aim is to keep your cavalry safe.

What you know about the council:

Sebastian - A German by birth.  Master of the Infantry.  An excellent commander, and not afraid of a fight.  He is very loyal to Julian, and will see this battle as a way to make a name for the young Caesar.

Richomer - Master of Offices.  He commands the Household Guard of Emperor Constantius.  A very good officer, with very good troops.  He was born a German.

Trajan - Former Master of Infantry.  Born in Rome, and somewhat proud of being a true Latin.  He hates Sebastian, who took his job.  It is unsure what his feelings are towards Constantius.  He may not be the best battlefield commander.

Equitius - Marshal of the Court (the Court of Constantinople, the capitol of the Empire).  He is distantly related to Julian.  Very important, but not to the army.

Potentius - A very highly regarded junior officer.  He is the son of the former Caesar of the West.  You like him, but do not know where his loyalties are.


Richomer - You were born a German, but have been a loyal Roman your whole life.  You are Master of Officers, the commander of the Imperial Household Guard, sent by the Emperor Constantius to tell Julian that he should wait for reinforcements.

Personally, you think Constantius is just jealous of Julian as the barbarians don't seem so strong.  For political reasons you must convey Constantius' message and be cautious of contradicting him.  Your aim is to give Julian the best advice you can without damaging your standing with Constantius.  If there is to be a battle, your 2,000 household guards are the best troops in Julian's army.

What you know about the council:

Sebastian - Master of Infantry for Julian.  A very good commander.  Maybe the best in Gaul.  He was born a German.

Victor - Master of Cavalry for Julian.  Cautious, but good.  Has miraculously kept his cavalry alive during the recent, bloody civil wars.  He was born a Sarmatian.

Trajan- A senior officer.  You don't know much about him.  He was born in Rome, a true Latin.

Equitius - Marshal of the Court (the Court of Constantinople, the capitol of the Empire).  Supportive of the government, and that means the Emperor.  But you don't think he cares which Emperor.

Potentius - A very highly regarded junior officer.  You don't know why he is in the council, but he is likable.


Trajan -  You used to be the Commander of Infantry, until Constantius replaced the former Caesar of the West, with this young upstart Julian.  For some reason he doesn't like you, and replaced you with that popinjay Sebastian.  You have heard some ugly things about Sebastian's past, and when you spread rumors and spoke ill of him, you were replaced.  You were born in Rome, and represent one of the true Latins, who should hold all the real positions of power in the Empire. 

Your aim is to discredit Sebastian.  You don't really care who gets credit for the battle, Julian or Constantius.  In battle you will not command the main battle line, but probably the secondary infantry (auxilliaries, archers, etc.)

What you know about the rest of the council:

Sebastian - You don't like him. A German by birth. He has your old job. Not fair.

Victor - A good officer of Cavalry.  A Sarmatian by birth.  But what good has the Cavalry every done?  And he is a Sarmatian! Victor tried to stay out of the fight all during the civil wars, maybe he is a coward?

Richomer - The officer of the Household Guard.  A German by birth.  Here on Constantius' orders.  Maybe if you work well with him, on Constantius orders you may replace Sebastian?

Equitius  - A high ranking civilian.  He is a Greek by birth.  He controls the paychests of the soldiers, and also is very loyal to the capitol (Constantinople).

Potentius - Another cavalry officer.  For some reason the other officers (Sebastian and Victor) like him.


Equitius - You are Curator Palatii, Marshal of the Court.  You are the highest ranking official in Gaul, except for Caesar Julian.  Julian is a distant cousin.  You are Greek born.  You are a civilian with only limited military experience, however you control the paychests, and have been asked by Julian to keep the soldiers up to date on pay.  You are very conscious of your position and feel yourself above all this military riffraff, especially those who rose from the ranks of barbarians, like Sebastian, Richomer and Victor.  From your perspective, it seems more prudent to wait for reinforcements but you will advise whatever seems honourable for you to try and impress Julian.  You are very loyal to the capital at Constantinople, and to whomever is Emperor.  Is it possible that Julian will make a better Emperor than Constantius?  It might be good for the stability of the Empire to have a learned man in charge.

What you know about the rest of the council:

Sebastian: A senior officer, who was born as a German.  He is a good leader, or so the other military men tell you.

Victor:  A senior officer, who was born as a Sarmatian.  Also a good leader, but you understand that he is very cautious.  His men are responsible for scouting, and may be useful to try to get parlay messages out to the German leaders.

Trajan: A senior officer, who was born as a true Latin, in Rome.  He is currently out of favor, and was replaced by Sebastian in his job as leader of the Infantry.

Richomer: You have had dealings with Richomer before.  Although he was born a German, he has a taste for the finer things in life.  But he is also a first rate military man.  He commands Constantius' household guard, and will be sure to keep an eye open for those who are loyal to the Emperor, and those who are loyal rather to Julian.  Be careful of him.

Potentius: A young man.  Like all young men, he is more interested in women than he should be.  Perhaps that is a weakness?  The other military men like him, perhaps he shows promise that you just don't see.


Potentius: You are a junior officer, but from a very noble family which adds weight to your opinion.  Your father was the previous Caesar of the West, however, he was kiled by his own men at the end of the recent Civil War.

You have found a home in the army, and are a very skilled cavalry officer.  You hope to rise in the army, and want your record and achievements to recommend you to higher service in the Empire.  You admire successful senior officers like Sebastian and Victor.

You want to attack now and get the battle over with.  If you wait for reinforcements, the barbarians might do untold damage.

What you know about the council:

Sebastian: A senior officer, commander of the Infantry.  Very responsible, and very talented.  Your father and his men spoke of Sebastian as if he were the best general in Gaul.

Victor: Another senior officer, commander of the Cavalry. Also very responsible and beloved by his men.  The junior officers under him tell you that Victor is extremely popular with his men, because he kept them out of the recent Civil War battles, and kept most of them alive, when so many other Roman soldiers were killed on one side or the other.

Trajan: A senior officer, but one you want to be like.  He has a reputation for being lazy and incompetent, but for some reason, he served on your Father's staff, as his master of Infantry.

Equitius: A civilian.  He is very important at court, and is very loyal to the Empire.  You don't think he is a military man.  He seems to know many important women, and who knows?  A politically connected wife might be good for your military career.

Richomer: Another legendary senior officer.  He is the Master of Offices for Emperor Constantius, that means he is the commander of the Emperor's Household Guards.  He has brought 2,000 elite guardsmen here to help Julian.  He also has brought messages from the Emperor.



The idea for the game came from one of the Wargaming in History volumes - Goths, Huns and Romans by Simon McDowell.  As detailed in the book, the ideas for particulars in the scenario are based on Valens' battle of Adrianople, but using the terrain and historical persons from the Julian situation.  It was a lot of fun, and the players had a good time.  I think next time I try this, I will insert some more structure, as it was too easy for the more eager players to overshadow the less eager participants (that could have been a product of being online, though).




Thursday, March 19, 2020

NT Rules: Ancient Army Lists III - Punic Wars

The third period of armies covered for the Ancient Warfare rules in the Wargaming: An Introduction book is the Punic Wars.  This is a great period of history to study, and also a great topic for wargaming, and these armies are interesting.  Neil Thomas handles it well, by presenting two versions of the armies, one for the main part of the campaigning when Hannibal was in Italy.  Then he gives a second set reflecting the battle of Zama where we start to see some brilliance on the Roman side.

Hannibal was able to use his mixed army with great success for what I think are two reasons. First, he has a good mixture of forces at his control, and second he was a military genius.  Years ago, I read Tony Bath's Hannibal's Campaigns, which is perfectly written for a wargamer, taking care to detail the armies and battles very nicely. Another great source is Warfare in the Classical World by John Warry. Warry has an informative chapter on the Punic Wars, but really there are a ton of references and resources out there on this rich period.  Both books, and a library of others, can be found at Amazon.


Thomas gives a good army list for Carthage, showing the variety of troops.  There are enough Infantry units to have a battle line, supported by elephants, and a variety of cavalry and skirmish infantry.

1-3 units African Infantry (heavy infantry, light armor)     
1-3 units Gauls/Spaniards (Warband, light armor)               
1-2 units Skirmishers (light infantry, javelin, light armor, Levy)       
0-2 units Elephants                         
1-3 units Numidian Cavalry (light cavalry, javelin, light armor)    
1-2 units Gallic/Spanish Cavalry (heavy cavalry, light armor, Elite)

The Infantry units are respectable, and the elephants present a choice. They are a tough foe for the Romans, but since they are one stand units, they will crumble fast.  The skirmishers and Numidians are extremely useful, but won't win a battle on their own.  And the same goes for the Gallic horse.  This is a tough army to run since we aren't all Hannibal Barca, but it does present some problems for the Roman player. 

The Roman army, however, makes up for a lack of diversity, by  having some heavier units.

4-7 units Hastati and Principes (heavy infantry, medium armor)
0-1 units Triarii (heavy infantry, heavy armor, Elite)      
1-2 units Velites (light infantry, javelin, light armor)    
0-1 units Roman Cavalry (heavy cavalry, medium armor)         

The Velites will win man-to-man and unit-to-unit vs the Carthaginian skirmishers, if he can close. The Roman Cavalry will probably fare poorly vs the Gallic Cavalry.  That leaves the impressive battle line Infantry. Can they withstand both the elephants and the warband?  The triarii are a luxury item, but taking them leaves little room for support troops.  It comes down to a matchup pairing the discipline of Roman Infantry, vs Carthaginian finesse.


As mentioned, there is a second version of each army(Carthage and Rome) representing the period of fighting where Rome grew much more aggressive, strategically.  This was under the command of Scipio, when he pushed the war out of Italy and back to North Africa.

At this time, the Gauls were beginning to lose some faith in their Carthage allies, so the list represents a situation where the Gallic (or Spanish/Iberian) soldiery was still willing to fight for Carthage (promises of pay or booty), the Gallic/Spanish Cavalry is no longer available. Perhaps the Nobles sensed a futile effort? They were willing to fight in Europe (Italy), but reluctant to go to Africa?

The second big change is that the majority of the Numidian now saw the situation as being allied to Rome, a better deal than Carthage.

Finally, to reflect the hardening of some of the African Infantry, there are now some proper veterans n the army, fighting as an elite cadre.

To reflect these changes, change the two cavalry lines on the Carthaginian army list, to the following three lines:

0-1 units Numidian Cavalry (light Cavalry, javelin, light armor)
0-1 units Carthaginian Citizen Cavalry (Heavy Cavalry, Medium Armor, Elite)
0-1 units Hannibal's veterans (heavy infantry, heavy armor, Elite)

The Romans, after years of fighting Hannibal now have a different mix of troops, which includes their new comrades the Numidian, these changes occur.

Reduce the number of Hastati and Prncipes units, to 3-6 units.
Numidian Cavalry are now available (light cavalry, javelin, light armor) 1-3 units

With these changes, the later battles of the war can be fought.

Friday, March 6, 2020

NT Rules: Ancient Army Lists II - Alexander the Great

The second period of armies for the Ancient Warfare rules in Wargaming: An Introduction, covers the army of Alexander the Great, and his chief foe - Persia under Darius III.

The army list in the book is listed as covering the period from 340-323BC.  Several of the major battles of the period are against the Persians - and indeed, the two army lists presented are for Macedonia (under Alexander), and the Achaemenid Empire (Persia, under Darius III).  There were other battles, other than against the Persians. 

In the beginning of the period, while Alexander is still just prince, under Phillip, he fights one of his most famous battles, Chaeronea (338BC). His foe at this engagement is a Greek style polis army, with Thebans and Athenians present.  In fact, the book suggests that for such an army, the Greek Army list from the previous period be used, with the modification that the hoplites be modified to having Medium Armor, instead of the Heavy Armor.



The other adversaries that Alexander faces, that are not represented here in this article, include the Scythians (light horse archers, from the Black Sea area) at the battle of Jaxartes 329BC.  Also, the Indian army of the Pauravas at the battle of the Hydaspes 326BC.  Both of these armies would be fascinating to see, and they are represented in Neil Thomas' later, more detailed treatment of ancient warfare, in Ancient and Medieval Wargaming.

Other than the battles listed above, the other non-Persian foes that Alexander faced, were always during sieges (and the campaign in the Swat valley region around the Khyber Pass - the battles fought against the locals were very one-sided).  And so armed with army lists for Alexander, and Darius, we can refight the famous battles of Granicus (334BC), Issus (333BC), and Gaugamala (331BC) and finally the battle of the Persian Gate (330BC).

Alexander's refinement of the Macedonian war machine is a great evolution over the earlier Greek Polis Hoplite army.  Several equipment and technique improvements occurred, and rather than just having a static battle line, the army in the hands of the Macedonians (Phillip and Alexander, and Alexander's successors) becomes a very dynamic and aggressive tool.  This comes about with great numbers of cavalry (heavy such as the Companions, and light such as the Thessalians), and more reliance on light infantry.  With these adaptations, the army can use the phalanx (the battle line of pike, or sarissa, wielding heavy infantry) as a strong central anvil, and the cavalry and light infantry can harass the flanks of the enemy until they crumble under the push of the phalanx. 

Phalangites (Heavy Infantry with medium armor)                                3-5 units
Hypaspists (elite Heavy Infantry with medium armor)                         0-1 units
Agrianians (Light infantry with javelin and light armor)                      1-2 units
Cretans (Light infantry with bow and light armor)                                0-1 units
Companions (elite Heavy Cavalry with light armor)                             1-2 units
Thessalians (elite Light Cavalry, with light armor and javelin)             0-1 units

The Hypaspists are the select, elite heavy infantry of the army.  They might be employed on one end of the Phalanx, and used for the "killing blow" against the enemy battle line.

Two options allow the players to represent some non-standard historical theories.  The first allows the Hypaspists to be fielded as Warband rather than Heavy Infantry.   I'm not sure I agree, but it is there.  Second the Thessalians could be reclassed as Heavy Cavalry. 

Against the army of Alexander, the army of Darius would face them multiple times (and many sieges).  This new Persian army differs from the model of Xerxes, 150 years earlier, now being based on a battle line that could be split between heavy archers, and heavy cavalry (which can make up more than half the army).  In an effort to face the Macedonian Phalanx, there are several examples of the Persians hiring Greek Mercenary heavy infantry.  These are good units, but not quite the level of the Phalanx.  In several of the battles under Darius III he would try to adopt a certain stratagem or element of surprise against the army of Alexander.  One of those is present in the army list - the Scythed Chariots.



Persian Cavalry (Heavy Cavalry with light armor)                                         3-5 units
Paphlagonian Cavalry (levy Light Cavalry with javelin and light armor)      1-2 units
Scythed Chariots                                                                                              0-1 unit
Kardakes (levy Heavy Archers with bow and light armor)                             2-4 units
Greek Mercenary Hoplites (Heavy Infantry with medium armor)                  0-2 units

With a minimum of four mounted units, (up to a maximum of six units), this army will lead the player commanding it to trying some interesting maneuvers against the army of Alexander.  Standing in the battle line, even with Mercenary Hoplites making up the core, winged on both sides by Kardakes, would be a risky toss of the dice vs the Macedonian phalanx.



Upon Alexander's death, the empire would of course be divided up into five successor states, and they would wage the wars of the Successor States on each other.  Each successor, or Diadochi, was a general or presumed family heirs of Alexander's.  These included Ptolemy, Cassander, Lysimachus, Seleucus and Epirus.   I would suggest, without resorting to the army lists and rules from Ancient and Medieval Warfare, that a generic Successor Army might look like this:

Phalangites (Heavy Infantry with medium armor)                                3-4 units
Hypaspists (elite Heavy Infantry with medium armor)                         0-1 units
Agrianians (Light infantry with javelin and light armor)                      1-2 units
Cretans (Light infantry with bow and light armor)                                0-1 units
Companions (elite Heavy Cavalry with light armor)                             1-2 units
Thessalians (elite Light Cavalry, with light armor and javelin)             0-1 units
Elephants                                                                                                0-2 units

Thursday, March 5, 2020

NT Rules: Ancient Army Lists I - Persian Invasion

The Neil Thomas Ancient (and Medieval) rules that are found in his book Wargaming: An Introduction, were covered in a previous article on this blog.  This is an overview of the different army lists that are presented to go along with those rules.

First, let me preface another one of Neil's publications, the great book on Ancient and Medieval Wargaming.  That book presents a more in-depth treatment and greater coverage (both in terms of years/periods served, as well as some more nuance in the rules).  It also divides up the whole period, as does the current ruleset in discussion here, into different time periods.  In the later book, however, each time period has more army lists than presented here.  So, when I speak of additional army lists here, or the idea for more troop types to be covered, presented - that is done in the latter version of the rules, to a certain extent.

Supporting the current ruleset there are several tie periods, and two or three armies presented for each one of them, as examples.  Presumably, some clever gamers would take their knowledge of the period, plus the list of troop types in the rules, and could craft additional army lists for additional armies not covered in this introductory set of rules and lists.

This is further reinforced by the fact that there are troop types in the rules, that don't exist in any of the army lists (for instance, as mentioned in the article on the rules themselves, Heavy Chariots don't appear in any of the sample army lists).


Period 1

The first time period covered in the chapter on Ancient Army Lists in this current book, is the period from 490-480BC, the Persian invasions of Greece.  For an excellent overview of the history of this incredible decade, see the article at the Ancient History Enclopedia.  These are the wars detailed by Herodotus in his volume, 'The Histories'.  This period offers up two armies, the Ancient Greek army, and the Persian army of Xerxes.  The only other information given for this time period is a suggestion that the tabletop have no more than 0-3 pieces of terrain, and that should be either woods, hills or rivers.



The Ancient Greek Army here is a representation, for these rules, of what the army would look like on the Greek side at the battles of Marathon (490BC), Thermopylae (480BC), Mycale (479BC) or Plataea (479BC).  Marathon represented (according to Western history) the end of the first invasion by Persia.  The other battles were fought making up the land campaign of the second invasion by Persia.

For those interested in this history of this extremely interesting war, please take a look at the major Naval engagements that made it up as well - the battles of Salamis and Artemisium in 479BC.

The Greek army is of course built around a core battle line of Hoplites, supported by some other units.  Here is the breakdown:

City Hoplites (4-7 units)
Spartan Hoplites (0-2 units)
Javalinmen (1-2 units)
Cavalry (0-1 unit)


The City Hoplites are heavy infantry, with heavy armor, and average morale.  The Spartans are the same, but with elite morale.

The Javelinmen (Peltasts) are light infantry, with light army, and levy morale.  They are of course armed with javelins. 

The Cavalry are light cavalry, with light armor, and javelins.  They are average morale.

Between the javelinmen and the cavalry, these are the only missile troops in the army.  However, this army will win (or die) based on it's strong battle line of heavy infantry.

This list well represents the Athens' heavy army at Marathon (the Spartans did not make it, because they had a religious ceremony to venerate before crossing Greece to the battle site).  It also represents the pan-Hellenic alliance at Platea.  If you wanted to do Thermopylae, I would suggest an army something like this:

7 units of Spartan Hoplites (heavy infantry, heavy armor, elite morale)
1 unit of Allied Hoplites (heavy infantry, heavy armor, average morale)




The Ancient Persian army of Xerxes is also a good representation of the Persian Army, for these rules.  The army list grants the following troops:

Heavy Archers (3-5 units)
Levy Infantry (1-3 units)
Immortals (0-1 unit)
Persian Cavalry (1-2 units)
Scythian Cavalry (0-1 unit)

The Heavy Archers are the Persian core battleline units, however this army has a lot of different options.  The Archers are themselves Heavy Archer units, with bow and light armor and Average morale.

The Levy Infantry are light infantry, with bow, light armor, and Levy morale.

The Immortals are Heavy Archers, with bow and light armor, and Elite morale.

The Persian Cavalry are Heavy Cavalry, armed with bow, light armor, and Average morale.

The Scythian Cavalry are Light Cavalry, with bow, light armor, and Average morale.

This whole army is armed with bows!!  The Greeks will definitely appreciate their Heavy Armor before this period is all over!  As Herodotus informs us, the Persians informed the Spartans, prior to the engagement at Thermopylae, that they have so many archers in their army, that the arrows would darken the skies.  To this, the Spartan reply was, Then we shall fight in the shade!!



These armies will tend to show the warfare as (we think) it must have been during these engagements.  The Greek tendency to adopt the heavy infantry and heavy armor, from the many battles among the different Polis factions. Against this, the Persian reliance on archery is the nature of the contest.  It is a tough one.

To play the Spartans against the army of Xerxes, the attitude of the Spartans is certainly helpful to adopt.  It is best summed up in the monument to the Spartan dead at Thermopylae:

Go tell the Spartans, thou who passest by,
That here, obedient to their laws, we lie.

Wednesday, February 26, 2020

NT Rules: Ancient Wargames

The first set of rules in the book Wargaming: An Introduction is called Ancient wargaming, but in fact it covers Armies and sub-periods ranging from the fifth century BC up through the Middle Ages.  As with the other rulesets in this book, this one is presented over three different chaptersThe first chapter introduces the period, and discusses some of the peculiarities of warfare in this period. This discussion includes mention of the troop types, and also any peculiar formations or weapons.  The second chapter will present the rules for the period.  And the third chapter will present army lists.

For the Ancient Wargaming set, the various troop types are these:
  • Heavy Infantry - examples include Greek hoplites and Roman legionnaires
  • Heavy Archers - examples include Persian Immortals, and English longbowmen
  • Warband- examples given include Gallic warriors, and Roman Auxiliaries
  • Light Infantry - no specific examples given, except to say that many armies rely on light, skirmishing missile troops
  • Heavy Cavalry - examples given are Macedonian Companions and Crusader Knights
  • Light Cavalry - examples include Numidian Cavalry Andrew Mongol horse archers
  • Heavy Chariots - examples here include Assyrian four-horse Chariots, and Hittite two-horse and three-horse Chariots
  • Light Chariots - examples include Egyptian and British two-horse Chariots
  • Scythed Chariots - the example given is the Persian use
  • Elephants - here the examples are the Indian and Carthaginian armies
  • Artillery - the example given of battlefield (i.e. Not in a siege) use is the Romans
Each of these units are portrayed with four stands per unit, except for the last three types. Scythed Chariots, Elephants, and Artillery each have only one stand in a unit.

Hannibal crossing the Rhone - Henri Paul Motte
Some interesting things are already apparent. Although the first sub period covers warfare in the early part of the fifth century BC (490-480 BC) with the wars between the Greeks and Persians, and moving forward - there are no chariot armies.  This is already beyond the period of Assyria and the Hittites, and even the period of chariot use in Egypt, yet they are mentioned in the textile on unit types. Also, a quick look over the army lists provided shows no army in the book with heavy Chariots. Although not stated, what the author has done here is to present a ruleset with broad applicability beyond the Armies and sub periods he discusses.

Another thing of note is that it states in the second chapter, on rules, that units take four hits per stand, regardless of the troop type. With some units having only one stand, that make sure those units are very fragile and vulnerable. Since we are talking about Scythed Chariots, Elephants, and Artillery, this makes sense.

One thing mentioned near the end of chapter one, and unfortunately not mentioned again clearly in chapter two (but stated in the introduction to chapter three on army lists for these rules), is that the standard game is played between armies of eight units each.

An additional thing mentioned in chapter one, is the concept of armor, which applies to infantry and cavalry. Armor types are Extra Heavy, Heavy, Medium and Light.  These confer saving throws to avoid casualties in both shooting and hand-to-hand combat.  Crossbows reduce the effect of armor, and artillery hits ignore it entirely.
 

 
The second chapter contains the rules, in a well organized outline format. 

Set up rules are not given, but victory conditions are. If an army is reduced to two units (25%) then it has lost.  In addition, if any of your units exits the map/board on the enemy's baseline, other than Light Infantry, the enemy player must remove two of his own units.  Presumably this represents panic due to having the baggage looted, or a withdrawal route cut off.

The rules start off with giving the turn sequence.  This is a typical, old school version of I go/You go. The sequence given is:
  1. Charge Sequence
  2. Movement
  3. Shooting
  4. Hand-to-hand combat
  5. Morale tests
Once one player completes all five phases, then it is the other player's turn, until the game ends.  Nothing exotic here, and it gives a fairly good flow.

Charging is done in three steps.  First, prior to measuring, the player whose turn it is announces charges. Then they are measured. If the enemy is reached, move the unit. If the unit cannot reach it stays put with no other penalty. If the target unit is equipped with javelins, it may then fire at the charging unit, as long as the charging unit moved at least 8cm.  The third step mentions that combat will occur, but not until the hand-to-hand phase.


All other (non-charging) movement is next.  Artillery is immobile, all other units have a movement rate from 8cm for heavy infantry, up to 24cm for light cavalry.

Wheeling and turning are not defined, but if any unit other than Light Cavalry or Light Infantry wish to move in any direction other than a straight line ahead, they only move at half speed.  Presumably this also includes Light Chariots, as they are not listed with the other group.

About movement: when I use the rules to run games on a club night, or at a convention, it is the movement rules that causes the most difficulties for veteran players.  There are no rules for different formations, and no rules for various maneuvers found in many rulesets.  So, if you want to oblique, move at the wheel, turn a unit about, etc. then you are able to, as long as no part of the unit moves more than the allowed amount (full movement value for Light Cavalry or Light Infantry; half movement value for everyone else).  As there are no rules that (for instance) allow a unit to about face in place (rather than wheeling through 180 degrees; or spinning the unit with a forward wheel on one flank, and a rearward wheel on the opposite flank), it presumably cannot be done - except by following the general "half move for any movement other than straight ahead".  Note, in the army lists, there are some exceptions, for instance some heavy horse archers are allowed to make free about face maneuvers..  However we have found, as with most things, that reasonable house rules (or referee interpretations) can allow for certain things not expressly forbidden

The rules give instances for three classes of terrain.  Rivers take a unit a complete turn to cross (they start on one bank, and just move to the other bank is the implication).  Hills block line of sight, but otherwise don't affect movement.  Woods are immobile to some units (Cavalry, Chariots, Elephants), slow down other units to half speed (Heavy Infantry, and Heavy Archers),  but don't slow down light Infantry or Warbands.

Rules are given that allow Light troops (Infantry, Cavalry, Chariots) to fire on the move. Other units cannot do so.

Shooting rules are next. Weapons are defined by their maximum range, from 8cm for javelins, up to 48cm for artillery.  

Rolls to hit are based on rolling one dice per stand in the firing unit, and the target number is based on the weapon.  There are no modifiers to the hit number. Bows and Javelins need 4,5,6.  Crossbows need 5,6.  Units in the woods suffer only half the hits rolled. The rules don't state, but we round this up for the shooter's favor. (House Rule)

Next, the target unit gets to make saving rolls for each hit scored.  As mentioned, this chance is reduced versus crossbows.

Artillery fire is somewhat different. Rather than rolling one dice to hit for the artillery, the firing player first roll said one dice, to see how many to-hit dice he gets.  Then roll to hit, again halve hits vs targets in the woods.  There are no saving rolls vs artillery, every hit results in a kill.

Recall it takes four kills to eliminate a stand from a unit. Kills have to be marked, as they are persistent, until a stand is removed. We use plastic upholstery rings, hung on the miniature that is killed. But any method works.  I have seen online battle reports, where players use a dice behind the unit, indicating how many hits have been scored. When 4 are reached, a stand is removed.


When an elephant receives four hits, since its only a one stand unit, it would normally be eliminated. Instead it rolls to go berserk.  It moves a full move in a direction based on a random chart, and if it strikes a unit, it immediately fights a round of combat.  Then the poor beast dies.

Next we get to hand to hand combat.  The rules give a set of priority considerations, to determine who strikes first..  Units then roll a number of d6 per stand in the unit, based on an striker/target matrix.  Hits are on a 4,5,6. Saving throws are allowed, and kills marked.  Both sides get to fight, but if a stand is lost to a foe who fights first in priority, it does not get to roll.

Saving rolls are not allowed against Elephants or Scythed Chariots.

Special striker/target considerations apply to combat in the woods, making Warband twice as effective there.

Artillery units contacted for Hand-to-hand combat don't fight, they are immediately destroyed.

Finally, the morale phase occurs. If the unit lost any bases in the turn, it makes a d6 test for each lost base. The scores required are based on morale grade of the unit. If a dice test is failed, the unit loses an additional stand for each failure.
 

 
Those are the rules as presented. In the next few articles, I will discuss the Armies and sub periods.  Links to the successive article for each period of army lists are below.

Tuesday, March 12, 2019

Miniatures gaming update

I recently got to play in a few miniatures games, which I had been absent from for some months with the busy time at the end of fall semester, over the holidays, and heading into spring semester.

At the Williamsburg Muster in February, I got to play in a Frostgrave game, very fun.  I forgot my own wizard and his stats at home, so I used a "loaner" wizard (actually my friend John D.'s wizard), and I did well enough.  I retrieved a single treasure, but did get to kill (using the spell "Bone Dart") my friend Jon K.'s wizard (Jon set up and hosted the game, and I repaid him with Bone Dart).


Also I got to try out Impetus again, using Late Romans vs. Sassanid Persians.  Fun game.  I played against Stephen P.  We had a good time, and have enjoyed these rules pretty well.  Looking forward to trying some more armies.  The Romans did well and were performing very nicely in terms of points, at the time the game was called, but the Persians had just broken through with an encircling move on one flank, and it wouldn't be long before Roman Collapse.  Still, a very fun game.


Over the holidays, I got to play in a large 1809 game using the Shako II rules (with the D10 modification).  Very fun.


I've gotten to play a few Saga battles here and there, very fun.



Coming up - projects I am working on, to run soon, are:

An 1965 scenario between Pakistan and India, using Cold War commander.  To get ready for this, I am doing some 1:300 scale Asian terrain.  The battle I am doing featured some flooded rice fields, so I am doing rice paddocks (and I am trying to straddle the line for pieces that could be used for 1:300 or 10mm or 15mm).  Also, some villages.

Using Piquet: Field of Battle to play a Russo-Japanese scenario.  There are things I like about Basic Piquet, and some things I don't like.  I believe that FoB preserves the good, and patches over the bad, so I want to give it a try.

Mexican-American War - looking for a new ruleset.  I may try Field of Battle if the above game goes well.

Japanese Medieval - Will be basing my Japanese on 80mm wide bases.  I'm pretty sure I will be doing two Samurai armies.  Will also look into doing the Koreans.  Looking to play "To the Strongest" with these armies.

Friday, April 7, 2017

Taking Stock - 15mm Collections pt. 1 - Ancients

I have several articles and themes in progress these days here at Gaming with Chuck - more reviews of older rule sets, more on dark age wargaming, finishing up Lord of the Manor, converting LotM to Lion Rampant, etc. However, I have decided that starting this summer, I want to start (or, return to) hosting war games.  I have been out of the practice of doing that since moving away from ODMS back in 2012.  However,  that is about to change. There has been talk of a revised ODMS, even if it means games at members' houses, and maybe not on a weekly schedule.  So, as I always like putting on a war game for my friends, I thought I would take stock of what armies I have these days, and what shape they are in.

 
Starting with my 15mm ancients collections.

Ancients
Macedonian/Successor
Size: Plenty of figures and options for at least two large armies (Might of Arms sized, for example).
Condition: All painted, all playable. I'd like to standardize the basing (MDF, balsa, matte board, etc)
Notes: Covers all armies from Phillip II to the end of the successor states.

Persian
Size: Plenty of figures for a large army.
Condition: All painted. Needs basing and reorganization.
Notes: Designed to fight the Macedonians, could be used for later Eastern foes of Romans, etc, maybe with some extra units.

Romans - Republic through Middle Imperial
Size: This is really at least two different periods/armies but each has at least enough for two armies. Lots of Romans.
Condition: All painted, mostly playable. Some rebasing might help in some instances, especially to standardize bases.
Notes: These have seen lots of action over the years, still good, especially with occasional reinforcements added in.

Barbarians - Galatians, Gauls, Britons, Germans, etc
Size: Easily enough for two large armies. Could do a double army matchup against Romans or Macedonians.
Condition: Germans need more painting.  Some basing and organization, and touch up of some shield designs on older shields wouldn't hurt.
Notes: With some additional units could expand to Illyrians and others. Some of my oldest figures. Split between dense infantry (4 figure bases) and loose density (3 figure bases) as well as equipment difference is chief split of Germans.  Need more specific German units to be painted.

Carthaginians - Early and Late
Size: Enough for a large army, either way.  Some allied figures, i.e. Spanish, could be the basis for their own army.
Condition: Painted.  Need organization and basing.
Notes: Could be a really nice multiplayer matchup v. Romans, as intended.

New Kingdom Egyptians
Size: Older WRG 1200 point army. A moderate sized Men At Arms army.
Condition: Unpainted. Asgard figures from Viking Forge.
Notes: I always wanted to do Biblical period, but never got this project off the ground.

Assorted
Size: Mostly smaller DBA sized dabbling a in a variety of armies not covered above.
Condition: Most painted and playable. Some unpainted. Everything in between.
Notes: bits and bobs collected over the years, plus the leftovers from equipping multiple DBA tournaments.

Thursday, January 19, 2017

War Cry - a review

This is another review in the Once and Future Rules series, of wargame rules that are out of print, but that got a lot of play at one time (at least, in the clubs and groups I played in since the early 1980s).

This review will be of War Cry, from Judgest Guild.  But first, a short description of why I am reviewing this ruleset, and why it means so much to me.

The rules, in shrinkwrap - old copies are still around

Why War Cry? - A reminiscence
My first exposure to miniature wargaming was through the purchase in the spring of 1980 of the Hinchliffe Guide to Wargaming (of which there is a complete scan available on the most excellent  Vintage Wargaming blog).  I had the version produced by Heritage in the US, with the color cover showing a wonderfully painted vignette of British redcoats fighting hand-to-hand with some inspired looking Zulu warriors.  The booklet had an overview of the miniature wargaming hobby (which I instantly fell in love with), and offered tips on building terrain, painting miniatures, setting up a table, and offered two sets of rules.  One was a set of rules for Napoleonic battles, and the other was a one page set of Medieval skirmish rules by John Sharples (also available at Vintage Wargaming).  I immediately began collecting Airfix figures from their Battle of Waterloo set, and wanted to try the Napoleonic rules.


But, alas, I had no opponent.  My brothers, and some friends, however, were keen to try medieval skirmish, so off we went.  The idea of bigger armies and bigger battles, however, appealed to me.  I found a few packs of 15mm Minifigs models from their Rome and the Barbarians line.  I purchased some and painted them, but they sat with my other early collection of random wargaming figures.


Fast forward a few years, to when I started hanging out in the Campaign Headquarters hobby shop in my first year of college (it was 1984).  I joined in with a group of guys who were going to play a large game of 15mm ancients.  The armies were fantastic - mostly they were the Minifigs figures I loved but never played with.  I still have extremely fond memories and feeling for those lines of figures, and that style of army building.  Almost every figure in a unit was identical.  Occasionally, there might be extra command figures (like for the Romans pictured above).  Regular units were all painted identically, but irregular units (barbarians, skirmishers, etc) had different color cloaks and shields, etc. It was all glorious and beautiful.  We set up a very dense pair of battle lines on a 12' long table, and began playing.

The armies were something-something-Late-Roman vs. something-something-Gothic.  It was sort of a blur, because the guys setting up the game all brought their figures, and we made up (sort of) armies for the occasion.  The rules used were War Cry.  This was the second edition of the rules, published in 1981 (I own both versions, although my 2nd edition copy is in much better shape).  This version of the rules had all the charts of the game printed on two "Giant Wall Charts" (as described on the cover of the rules).  They were 22"x34" posters, with all the charts of the game reproduced in large print.  We had several sets of them proudly tacked to the walls of the wargaming room, where everyone could see them during the game.  I was hooked, and thus began a lifelong love for 15mm ancients wargaming.  For that reason, I felt that my series on out-of-print miniature rules would not be complete without a review of War Cry.

War Cry - the rules
War Cry is a set of rules for fighting tabletop battles for armies of the ancient period, up through the medieval period.  Just about anything from the earliest armies of the ancient near east, up through just before the Renaissance is covered.  These were written by Dave Petrowsky (with credit also given to Jim Allen), and published by Judges Guild.  Like most Judges Guild products, which 90% of were roleplaying adventures and supplements, these were printed on inexpensive paper, just a grade or two above newsprint.  The first edition (published 1978, and called "War Cry and Battle Lust") was printed in mostly black and white, with some red ink embellishments.  The second edition had a color cover and a few color pictures in the interior.

Picture from Boardgame Geek
As mentioned, the charts were printed on poster sized paper, and are double sided.  The rules come with two such posters, so you can mount them on the wall during a game.  The rules themselves are pretty much complete, covering turn sequence, moving, shooting, fighting, morale, and some optional rules including topics such as ships, bombardment of fortifications, and so on.

Table of Contents
  1. Game Scale 
  2. Sequence of Play 
  3. Orders 
  4. Movement 
  5. Terrain 
  6. Reaction Moves 
  7. Evading Troops 
  8. Missile Fire 
  9. Arcs of Fire 
  10. Artillery 
  11. Melee Combat 
  12. Chariots 
  13. Cavalry Melee Rules and Chariot Melee Rules 
  14. Elephant Rules 
  15. Point Values 
  16. Regular and Irregular Troops 
  17. Fortifications 
  18. Melee Weapons 
  19. Disarray 
  20. Overlapping 
  21. Morale 
  22. Morale Charts 
  23. Percentage Loss Table 
  24. Organizing Your Army 
  25. Army Morale Chart 
  26. Battering with Artillery 
  27. Assault on Fortifications 
  28. Optional Rules 
  29. Questions and Answers
The game is suitable for 15mm and 25mm figures, and gives basing for both (it uses standard WRG basing sizes).  The standard troop types from WRG are also mentioned, and mostly relied on in the rules.  In fact, it has been remarked that War Cry is a cleaned and simplified version of pre-5th edition WRG (maybe an amalgam of 3rd or 4th, but with some different systems in the rules).

Turn Sequence and Orders
The sequence of play is as follows:
Phase I: Order writing (more on this later)
Phase II: Movement - two subphases, first are charge declarations (which might trigger certain orders or reactions), and then all movement (both sides, simultaneous, based on orders).  Reaction moves also happen here.
Phase III: Missile fire - some occurs during phase II, but most happens now
Phase IV: Melee (anyone in base-to-base contact with the enemy will fight)
Phase V: Morale Check phase

Order Writing - readers of this series of reviews will know that I am not a fan of rulesets that require the players to write orders.  However . . . here it seemed to work.  The game is pretty straight forward, so orders are mostly of the "unit X will move 8" oblique to the left" or "unit Y will charge the enemy archers".  I recall playing these rules using simple order markers (like the sort used in Johnny Reb), showing basic move orders (straight, left, right, re-order), or charge.  A simple unit roster with room for each turn could be used, such as the one pictured in the old Hinchliffe guide...

Hinchliffe idea for an Order Chart, from Vintage Wargaming
Moves, Reactions, Evades
Movement distances are given on the chart, based on troop type and given in inches for each troop type, for Normal moves, Charge moves, and March Column moves.  These range from 8" for most formed infantry (Armored Infantry move 6"), up to as much as 16" for Light Cavalry.  There is also a chart for how terrain affects movement.  Terrain types listed include:
  • Ford
  • River
  • Woods
  • Gentle Slope
  • Steep Slope
  • Abrupt Slope
Each of these will list a multiplier for that terrain type, vs a unit type.  For instance, Heavy and Armored Infantry are 4x in the woods (meaning that each inch crossed in the woods, takes 4" off the movement for that unit, for that turn).  The costs for doing formation changes, or turns of 45 degrees, are also given.  The game supports basically a line formation, and a column formation.  Change formation is done with the unit standing in place, and rotating about the center.  Wheeling is done by measuring the outer edge of the wheeling unit.  When a unit is performing a charge, it is at a higher movement value - and the difference between regular move (example: Heavy Infantry 8") and a charge move (Heavy Infantry 12") is the amount of the charge move that must be in a straight line (so the last 4" of a charge move by Heavy Infantry must be in a straight line, although the unit may have turned or wheeled before that point).

Reaction moves are a possibility, so that a unit that finds itself being charged, might alter it's ordered movement for the turn, in order to respond to the charging enemy.  The unit must follow it's movement orders for part of the turn (1/4 of the move for regular units, and 1/2 of the move for irregular units) before it can react (such as stand, or turn in place, etc).

Light Infantry and Light Cavalry can attempt to evade charging units.  Deep units may not evade at all, and others must pay the penalty for a Front-to-Rear evolution, then move away from the charger.  Pretty straight forward, especially when you check the chart and find that Light Infantry pay no cost to do a front-to-rear change, and Light Cavalry only pay a 3" penalty (from a regular 16" move).  So lights can move pretty far away from a charger.  Evaders can also dice (there is a basic chance based on training, and weapon) to see if they can fire before evading.  Firing by an evading unit is at a penalty.

Missile Fire
Shooting by units is pretty generous.  Stationary units can fire two ranks deep.  Most moving units can fire one rank deep, but some can fire 1 and a half ranks (the whole first rank, and half the figures from the second rank).  If missile troops are charged, and the chargers move over half their move to reach them, then they missile troops can fire, and also engage in melee.  Orders are not required to fire.  Mounted troops can split move and fire (move, shoot, and move again).  Very nice for mounted archer types like mongols...

There is a simple fire priority.  If more than one unit is in your firing arc, and range, you must fire (first choice) at a unit that can reach you for melee next turn.  Next choice would be an enemy missile unit (some restrictions here).  If there is a choice, or no priority targets, the shooter can choose whichever target they like.   Rules for how many missile hits a chariot can take are given.

The fire procedure is simple - calculate the number of figures that can fire (this is the number of "factors" on the firing chart).  Add or subtract situational modifiers to the number of figures (these are called "factor modifiers").  The modifiers to the number of figures is somewhat small (it is usually only -1 or -2 figures, from the total allowed to fire).  Here is a list:
Mounted Unit -1
Long Range -2
Foot Firing Unit Moved -2
Short Range +2

Now, against this, a single dice is rolled, and it has a number of dice modifiers.  Compare the two on the firing chart, and the number of enemy figures killed is given.  Dice modifiers are cumulative, and range from a +2 to a -4 depending on the modifier.  Here is a list:
Cataphracts or Plate Armor  -4
Other Metal Armor  -2
Other Armor  -1
Oversized Shield  -1
Unshielded  +1
Formation 3 or more Ranks Deep  +2
Non-Barded Cavalry or Camelry  +1
Defender in Light Cover  -2
Defender in Dense Cover  -4 
Fire at Moving Target   -1

So, the resulting dice roll can be modified by these factors, quite a bit.  Usually, there is a modifier for armor, less frequently there are cover modifiers, or a moving target modifier.   Cross matrix the number of figures ("factors") vs. the modified dice roll, and you get a number of dead enemy figures.

Ranges vary by weapon, from a maximum range of 4" for a heavy pilum, out to 26" for longbows, 30" for heavy crossbows,  and even 48" for ballistae.

Missile fire rules are completed with a section describing how various ancient and medieval artillery works in the rules.  Ballista type weapons, and catapult type weapons are covered.  The former are a simple point and shoot weapon, much like missile fire from a unit.  The latter are handled by the firer announcing a firing range, then dicing for over/under and shot drift.

Melee Combat
The rules for melee combat are, at their heart, very similar to missile combat.  You count up the eligible number of figures that can fight ("factors"), and then roll 1d6.  To that you add or subtract a number of modifiers, and then matrix the modified dice result with the factors number, to derive a number of enemy figures that are killed.

The basic dice modifiers come from a chart that cross-indexes all the troop types of the game, and the result is the first modifier for the dice roll (so for instance, Heavy Infantry fighting against a Medium Chariot is a -1).  The situational modifiers include the following:
SituationModifier
Med, Hvy, A Inf Charging +1
Med Cav Charging +2
Hvy Cav Charging +3
E Hvy, S Hvy Cav Charging +4
Elephant Charging +5
Berserkers Charging (1st round) +2
SituationModifier
Upslope from Opponent +1
Opponent has light cover -2
Opponent has Dense cover -4
Opponent in March Column +2
Against Opponent's Flank +5
Against Opponent's Rear +7
Opponent Shieldless +1
SituationModifier
2H Chopping Weapon v. M H and A infantry +3
2H Chopping Weapon v. Cav, Camels, Chariots, Elephants +3
2H Chopping Weapon v. all others +2
Heavy Javelin or Pilum used in 1st Round +1
Lance, used in 1st round +1

Rules exist for Chariots (they can swerve or crash, when you attempt to charge home with them), Elephants (the can go berserk, and only die after taking a number of "casualties").  There are descriptions of how many ranks of troops can fight, based on weapons: for instance, pikes have the whole first rank, and half each of ranks 2 and 3.  Finally, there are rules determining things like Unit Disarray, Overlapping an enemy unit, and break-off moves.

Morale
The Morale system of War Cry is interesting, and I admit to liking it.  Each unit of troops has a starting morale value that is an indicator of it's training, physical courage, determination to fight, etc.  This ranges between 5 (extremely poor quality troops) and  13 (fanatic berserkers).  That number, or less, is rolled against with 2d6 for a morale check.  There are a few modifiers (not many) but one that is always in effect, is that you always get -1 to your morale value for every 10% of casualties that you take.  Considering you don't start taking tests until you are 30% down, you will start your first number as 3 less than your starting value.  So a good quality Roman Praetorian Guard unit is a MV of 11.  When it takes 30% casualties, and has to test morale, it is trying to roll 8 or less.

If you roll less than your modified MV, then you pass your morale test.  But if you roll more, then you use your unmodified dice roll to consult a chart and see what the effects are.  The effects chart is structured so that if you roll high, the results aren't too bad, but if you roll low, then they are terrible.  This works well with the overall morale test mechanism, since you only blow your test with a low number, if you have a modified (down) MV.

Calculating the 10% of casualties on a unit with 18, 24, or 36 figures can be a pain on the fly, so the rules suggest that you make an army roster, listing each unit, their base MV, along with how many figures they will be once they lost 30%, 50% and maybe 60 or 70%.  With that number, list their modified MV for the new level, so that it is a simple matter of looking up how many figures are remaining in a unit, then you get access to their current MV.

Example Morale Roster
Unit (Original Size/MV)30%50%60%
SizeMV SizeMV SizeMV
Greek Heavy Infantry 50/8 355 253 202
Creten Archers 20/7 144 102 81
Thracian Light Cav 10/6 73 51 40

So, looking at the above chart, we see a unit of Creten Archers, that starts the game with 20 figures.  When it gets down to 14 figures, it has taken 30% casualties and it's morale value drops to a 4-.  So if it has to take a morale test (ignoring, for now, any other modifiers), it has to roll 2d6, and score a 4 or less.  If it does not, then it looks at the morale results table to see what happens.

Setting up the chart takes some time, before the game, but it makes the game roll very nicely.

Extras
The rules include a points system, which also covers a Weapons Category system (a figure gets a hand weapon for free, and a weapon from one other category, all others are paid for).  There are guidelines for which historical armies were regular, irregular, or either. There are some short rules for including ships and boats, and how they behave (although, to me, the page with the boat rules looks like it came from another Judges Guild set of rules - "Sea Steeds and Wave Riders").  Finally, there is a section of optional rules.  These include pursuits of fleeing units; cohort relief (to emulate the Roman manipular system); Chivalry Honor for knights; caltrops; Normal Cavalry (those Norman horses bite, you know); Poison weapons; the effect of Camels and Elephants on cavalry (smell); Levy troops; the Elephant Graveyard (they respect other dead elephants); and finally Shield Wall and Testudo formations.

Thoughts on War Cry
War Cry is a nice adaptation of the basic WRG factors and table type system, but without using 20 casualties per figure - all casualty results are given in whole figures, which is nice and runs smoothly.

I have some problems with playing it.  As I remember, these where some complaints back in the day, but we ignored them in order to have a simple set of rules that gave good results.

Complaint 1: order writing. This could be remedied by having a variant turn sequence.
Complaint 2: combat and morale modifiers don't seem to be very well thought out. Just a thought.
Complaint 3: there is little reflection of morale grade differences in actual combat, only in the results of combat.  That is pedantic, but it does have an effect.

Otherwise it is a nice set of rules.  I have great memories of playing, with some of my best friends from college and my early wargaming years.  Sadly some of them have passed away since then (and my attendant melancholy which might add to my fondness of those games, I admit).  But it is a good adaption of the WRG system, and plays quickly.  It gives pretty good results, and some of the "chrome" rules (chariots, elephants) make it a lot of fun to play.

The rules in the game are clearly meant for 25mm figures, and the ground scale is given absent a figure scale (1 inch equals 10 yeards).  But the basing chart gives base sizes for 15mm and 25mm.  As I mentioned, way back in the 80s, we played these (out of the box, so to speak) with 15mm figures, with no modification to the ranges.  I think that still works, but a 15mm cavalry unit moving over 20 inches in a turn is a bit much for a small table.  Good thing my is 6'x10'.

We used it for some basic fantasy type wargaming as well (I recall a game of the Battle of the Pelennor Fields, where the Oliphants made it up siege ramps to the top of the outer walls of Minas Tirith, then 1 of the beasts went berserk and ran down the whole length of the wall).  Since it was sold by Judges Guild, a company known for their support of fantasy roleplaying games, I am sure that many other groups did the same thing.

These days, I don't know how I would rank these rules against some of my other older favorites for the period (such as Might of Arms, Chainmail, Universal Soldier or others).  I think I might try a game of it soon, with a modified turn sequence that would support Solitaire play.