Fast Play 6mm wargames for the civil wars of the late Roman Republic. Abridged version for the Society of Ancients Games Day
Figures are mounted on 20mm square bases, each base representing a 'cohort' of approximately 3-400 heavy infantry, 120-150 light infantry, 80-100 heavy cavalry, 50-60 light cavalry. A unit must be classified according to one of the following types and grades.
| Troop Type | Combat Value | Missile Range | Quality Grades |
|---|---|---|---|
| Archers + Slingers | 0 | 100 paces | A Grade: Elite, battle hardened troops |
| Light Javelinmen | 1 | 40 | B Grade: Good veteran troops with high morale |
| Light Cavalry | 1 | 40 paces | C Grade: Good average troops |
| Heavy Cavalry | 2 | None | D Grade: Raw or unenthusiastic troops |
| Auxiliaries | 2 | 40 paces | |
| Legionaries | 3 | 40 paces |
All troops in a unit must be of the same type and grade except Germanic cavalry may include attached light infantry (combined on the same base), increasing their Combat Value to 3. Under-strength heavy infantry may be represented by at least ¼ less figures on each base, reducing the Combat Value by 1.
A Legion may be deployed in one, two or three lines with a gap of up to 20 paces between each line. These lines may relieve each other providing fresh troops in combat and helping to reduce fatigue and disorder. The entire Legion moves and fights as a single entity regardless of the number of lines (eg: if one line moves, they all do, at the same speed).
The state of a unit's 'health' is noted by the accumulation of DPs due to fatigue and disorder from fatigue, missile fire, combat and psychological factors. DPs are indicated by markers (small pebbles) placed beside the unit. When a unit has accumulated 5 DPs it becomes shaken and any further DPs due to combat or morale (but not manoeuvre or missile fire) will cause an entire cohort to be removed as a casualty. DPs can be removed by resting or by the intervention of a commander. DPs are assigned for the following as soon as they occur:
Troops become Shaken on 5th DP (+1 for each additional line of a Legion, eg: a three-line Legion becomes shaken with 7 DPs) or if broken. Once shaken further DPs for combat or morale cause a casualty, DPs for movement or shooting have no further effect.
Light troops; shaken units; units in rout, pursuit, evading or retiring; are unformed. Unformed units move bases independently with no manoeuvre penalties. They are considered to be facing all round. They make no attempt to manoeuvre as a cohesive body.
Unattached leaders who are contacted by any enemy are automatically captured. Leaders, attached to a unit which suffers a DP due to missile fire or combat, must roll a die. If a '1' is rolled, roll again:
1 = Killed; 2-4 = Wounded. May no longer help remove DPs. A previously wounded leader, wounded for a second time is killed. 5-6 = Near miss. No effect
The game is played sequentially in several phases with both sides completing each phase before moving to the next. At the start of each turn players dice for initiative with high roll deciding whether to take the initiative and move first. Historically excellent commanders such as Caesar add one to their die roll when dicing for initiative in a historical scenario. All actions are conducted from right to left. The player with initiative takes the first actions in all phases.
Units move 20 paces (20mm) for each number rolled on dice and must move the full distance except that they must halt 40 paces from visible from non-light enemy to their front, and will not be forced to interpenetrate friends or cross an obsatcle. Units to the right move first except where two units moves intersect, the front unit may move first. Light troops must fall back in face of moves by enemy heavy troops, maintaining a 40 pace distance (this is done during the opponent's move and does not limit further moves by that unit). Units of the same command, in base to base contact with each, other may roll one set of dice and move as a single body, other units dice and move individually. Multi-line Legions also move as a single entity with one set of dice. Light infantry supporting cavalry and in base to base contact with them may move on the cavalry dice as long as the cavalry do not move fast. All cohorts of a unit must remain together. Unformed units space cohorts apart by up to 20 paces, lines of a Legion may also be spaced apart by up to 20 paces, but other formed units must keep all cohorts in base to base contact with each other.
Basic Movement Rates: Infantry : 1 AvD. Cavalry: 1 AvD + 1 optional AvD (compulsory if fast move)
Fatigue Formed units in line incur 1 DP each time a 6 is thrown, no penalty for unformed. Unformed units move cohorts freely and independently. Normal moves by formed units must be directly to the front with no more than 22½° variation of the centre axis. Manoeuvre within bow range of enemy causes DPs where noted.
Legionaries shoot during the Combat phase. Others shoot during this phase, either before or after making their move. The nearest target must be engaged and there must be a clear line of sight from the shooter to the target. Enemy engaged in combat are not eligible targets. A gap must be at least 20mm wide to shoot through. Unformed units may shoot all round, others up to 22½° off centre.
Roll 1 D6 for each cohort shooting, less 1 die for each DP on the shooting unit; 1/2 number of dice (round down) if target is light troops, or in cover. If the result is 6, a Hit has been scored. A Hit causes 1 DP on the target until it becomes shaken. Further Hits from shooting on shaken units have no effect.
Any unit may choose to rest instead of moving (they may still shoot). Resting troops may remove DPs at the following rate: A Grade: 2/turn, B-C Grade: 1/turn, D Grade: 1/turn if not shot at Commanders may remove one additional DP if attached to a resting unit. This may include D Grade units who were shot at. Resting units may shoot. Generals may remove 2 DPs.
Any Roman Legion in a multi-line formation which makes no other move, may replace the front line with one of the rear ones as long as there is a gap of at least 20 paces between lines. A Legion in combat may also do this. Each line of the Legion may only be relieved once in the game, thus a two-line legion may conduct one line relief, a three line legion may conduct two line reliefs. Line relief removes 1 DP from the Legion. The new troops may deliver a pilum volley and count as charging if relieving a line engaged in combat.
Shaken units can no longer simply remove DPs by resting. To recover they need to rally by resting beyond bow range of any visible unbroken enemy, regaining order with 3 DPs.
Players state which units will initiate a charge, player with initiative declaring first. This is an irrevocable decision A charge is the only way for units to close to hand-to-hand combat. Shaken units may not initiate a charge, nor may slingers or archers. Other unformed units may only charge unformed or an exposed flank or rear.
Charging units must dice using the maximum dice for a fast move, regardless of the distance to be covered. DPs for fatigue must be taken into account immediately. Units which are being charged and who did not themselves declare a charge, respond according to type:
An evade is a fast, unformed, move directly away from the enemy, automatically incurring 1 DP. Evading units may choose to halt once separated from their pursuers by friendly good order troops or a terrain obstacle. Otherwise the full fast move distance must be taken. Evading units caught by chargers will automatically take a casualty and break. Evaders may shoot at chargers, deducting 20 paces from each move die.
If chargers fail to contact, because their opponent broke or evaded, they must continue their charge move up to the full distance. They will automatically charge into any new opponents who are uncovered by the evading or breaking unit. A new target must react according to the normal charge responses if it is charged in these circumstances. Light troops and A Grade troops may choose to halt at 40 paces from the new target.
Legionaries who have not yet shot may do so before contact. In this instance engaged enemy troops are eligible as targets. A Legionary line which replaced another in combat may also shoot even though in base to base contact with opponents. DPs only take effect after both sides have shot. Each Legionary Line has only one missile volley during the game. Once the unit or line has engaged in combat or has pursued, retired or routed, it is considered to have discarded missile weapons to draw swords and may no longer shoot. The pilum volley is conducted like other shooting except that a Hit is scored on a 5-6 if the target is heavy infantry.
Legionaries Roll 1 AvD, others 1 D6. Add the following and compare results. For multiple unit combats, roll a die for each unit, total all factors for all units and divide by the number of units (to determine quality grade in multi-unit combats, use the majority or where exactly equal use the highest). Round up to the nearest whole number. All units involved in the combat must share the outcome.
| +? | Combat Value |
| +2 | Each Quality Grade higher |
| +1 | Advantage of Ground (uphill, charging downhill etc.) |
| +1 | Legionary/Auxiliary charge, pursuit or follow-up |
| +2 | Cavalry charge, pursuit or follow-up |
| +1 | Light Infantry follow-up or pursuit (but not charge) |
| +1 | Leader attached to unit |
| +1 | Heavy troops supported by a second line within 20 paces to rear (same or other unit) |
| +1 | Cavalry charging unformed infantry, or infantry who moved fast |
| -1 | Each DP/ Casualty (maximum -4) |
| -5 | Shaken |
| -2 | Unformed |
| -1 | Outnumbered |
| -2 | Outnumbered at least 2:1 |
| -3 | Outnumbered 4:1+ |
Numbers: Count all bases in base to base contact plus up to one over-lapping on each flank for formed units. Count ½ bases (round down) of a second rank, including second line of a Legion. Heavy infantry count double. Units, which have been hit in the flank or rear, only count bases directly in base to base contact with enemy and not any overlapping or second rank bases.
Results:
Defeated units move first, player with initiative moving last when inconclusive. All lines of a multi-line Legion must share the result of the engaged troops:
Deploy in depth. Several successive charges by new units will always be more effective than massing lots of troops to hit at once. Therefore, deploy troops in depth and use fresh units to relieve tired or shaken units.
Rest before engaging. An accumulation of DPs for whatever reason will rapidly reduce a unit's capacity to fight effectively. Units with more than 1 DP should almost always rest a turn to remove DPs before charging or moving too close to dangerous enemy. Be wary of the fact that it is compulsory to roll dice for a charge move with the potential for adding another DP, a pilum volley on top of that could reduce a unit with 3 DPs to shaken before combat is worked out.
Skirmish Effectively.Use missile fire to support heavy troops particularly as they go into combat. Light troops can also useful to screen heavy troops absorbing the DPs that would otherwise disrupt their combat effectiveness. However, shooting will not win the battle, the worst that can happen to a unit as a result of missile fire is to become shaken.
Use Cavalry on the Flanks. Cavalry rarely win frontally against good order heavy infantry. Even if they get the best of a combat, they will be forced to retire and take DPs while the infantry, standing firm, will be unscathed. Cavalry are more effective chasing off enemy cavalry and skirmishers and then moving in on the flanks or rear of enemy heavy infantry. Another tactic would be to wear down heavy infantry with missile fire than charge them when they are shaken.