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Classical Hack Ancient Warfare


That Darn Turn Sequence! - page 2 of 3

The Guts

Turn Sequence Chart

(click a section for a more detailed explanation)
a. Charge Phase
  1. charge declarations
  2. missile fire
  3. morale tests for missile fire/charge/counters/evade moves & pass-through
  4. NOW move chargers and responses
b. Movement Phase - initiative roll-option to high roller
  1. evolutions/normal moves/evolutions/ambush
  2. morale tests to cease rout/pursuit/ambush
c. Melee Phase
  1. determine melee casualties
  2. morale tests for losing melee/seeing friendly rout/breakthrough
  3. rout/break off moves
  4. pursuit/rally move

Detailed Turn Sequence Chart

  1. Charge Phase

    1. charge declarations

      This is what it means and nothing more. Simply declare charges. It is done by both sides simultaneously. Response and the charges and counter charges are identified with markers provided in the rules-made to be copied.

    2. missile fire

      Do the shooting. It, too, is simultaneous.

    3. morale tests for missile fire/charge/counters/evade moves & pass through

      This is how a charge can be stopped before it occurs-that's why they are declared and not moved until after the shooting is done. Test any units that require a morale test for charging or being charged.

    4. NOW move chargers and responders

      In 2nd edition we are going to add this as number 4. Oh yeah, this is the only way units can make contact.

  2. Movement Phase

    initiative roll - option to high roller

    1. evolutions/normal moves/evolutions/ambush

      The two commanders of the opposing forces roll a d-6 and the high roller has the option of moving all his units first or he permits the opposition to move all his units first. This can be important! I like to let my enemy move first in the hopes of building on his mistakes. Movement sort of swirls around the units that have just made contact-having moved into contact to melee. Do your moves remembering that it is important to have your units facing in the direction they are going to want to go next turn. Units charge only in the direction they are facing or 22 degrees left or right of that facing. Charges are at declared and made at the top of the next turn. It is always good to face in the direction you will want to go or charge. Ambushes can be made now or in the charge phase so do them now if you wish or wait.

    2. morale tests to cease rout/pursuit/ambush

      Now is the time to stop routs from last turn. Why? Because now you can move commanders to them in the movement phase. If you don't do this now you move routers and pursuits in the post melee phase, number 4. This is also when you attempt to stop pursuits which are not automatic unless they completely destroy those they are pursuing. If you don't stop pursuers, don't touch them 'til the melee phase number 4. Got ambushes? Do them now if you wish. See how things move and ambushes happen when you least expect them.

  3. Melee Phase

    1. determine melee casualties

      Fight them out now. How? Simple the player that won initiative gets to pick which are found first and in what order. This permits him to take the easy melees first in order to cause tests by the enemy but sometimes you lose. Heck this is for fun too. You fight three rounds of melee or until some resolution that makes one side or the other rout or break off. Melees that are drawn go into the next turn.

    2. morale tests for losing melee/seeing friendly rout/breakthrough

      As each melee usually has a result there may be causes to take a morale test for losing melee. Winners who charged or counter charged must pursue. Place markers on these. Only C Class standing to receive a charge are required to take a morale test not to pursue providing they won melee. Levy and tribal always pursue even if standing to receive and winning.

      Break throughs melees by elephants or mounted occur next turn melee phase if they hit a new enemy unit. Break throughs by scythed chariots happen this same turn as a new melee.

      Seeing a friendly rout causes a unit to test morale.

    3. rout/break off moves

      Use the supplied Morale sate markers on applicable units. Units that rout roll to see how far they go. Any unit that did not rout in melee and did not pursue can break off. Sometimes a break off occurs as the result of a morale test.

    4. pursuit/rally move

      Pursuers roll their pursuit which is a d-6 plus normal movement. Any unit that evaded or broke off now stands to rally. Any unit that is rallying can now turn and face in any direction and formation it wishes. These too are marked.

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