| 07 Apr 2009 |
MODELING THE PHALANXIn the first expansion for Command & Colors: Ancients, we are introduced to a small variety of new unit types: Bowequipped Light Horse Cavalry; a form of Camelry; and Light Balistas. It was with some irony, I thought, that the one formation that we associate with Classical Greek warfare, and of Alexander the Great and his successors in particular, does not appear as a unit type per se—the Phalanx. THE PHALANX (MAIN RULES)An Unofficial Unit Variant for Commands & Colors Ancients: Expansion 1 by Brady SevernsType: Heavy Foot Unit Class: Represented by Greek, Macedonian, and Successor Heavy Infantry Foot units. Both sides must agree to their use before the start of a scenario. To help remind you of their differing effects from other Heavy Infantry units, note them with a Special Unit marker. Move: One hex. Range Fire: No Fire Dice: N/A Close Combat: May engage in Close Combat. Close Combat Dice: A Phalanx rolls 5 dice in Close Combat and scores/receives hits as Heavy Infantry. May Ignore: One Flag result from all Light units. A Phalanx also ignores one Flag result if supported by two or more adjacent, friendly units. And it may also ignore a Flag result if a Leader is attached to the unit. Close Combat Special: A defending Phalanx unit which is also supported modifies Close Combat in the following manner: First, the attacking unit and defending Phalanx roll their alloted dice for Close Combat (after adjustments for card bonuses, terrain penalties, etc.) simultaneously and set aside all hits and Flag results. Remove any Flag results that can be ignored by the opposing units (for Lights vs. Phalanx, Leaders, support, full-strength Warrior) as well as Sword hits that can be ignored by attacking Elephants. Second, the remaining hits and Flags from each side cancel each other out, one-for-for one, with Flag results cancelled last. (Hits and Flags may cancel each other so long as the sequence is followed.) Finally, apply any remaining hits and/or Flags against the opposing unit. (Note: unless all results cancel each other out, only one side will have any remaining hits and/or Flag results to apply after Close Combat.) Evade Close Combat: No Momentum: Advance (and Battle again with Leader) Hexes Retreated for Each Flag: 0 (None.) Special Rules: A Phalanx never retreats, whether supported or not. Instead, Flag results which the Phalanx cannot ignore (in excess of: support and Leaders; 1 Flag from Light units; cancellation from a simultaneous throw) count as hits against a Phalanx. Also, a Phalanx which enters any terrain hex other than Clear cannot receive support while it remains on the hex. It may still offer support, however. COMBAT EXAMPLES:Ranged Combat Examples:
Close Combat Examples:
FAQsHow does a Phalanx move? How does Terrain effect it? The Phalanx moves just like any other Heavy Infantry Foot unit. It may enter and fight in the same terrain as Heavy Infantry and suffer Terrain Effects the same way. But it may not receive support in any Terrain hex it occupies except Clear. However, it may still offer support to other adjacent, friendly units, even if it isn't in Clear Terrain. Unlike other Heavy Infantry, the Phalanx will never retreat. How is Close Combat resolved against a defending, unsupported Phalanx? Close Combat is resolved against the Phalanx as if the attacker were attacking a Heavy Infantry Foot unit. Except Flags that the Phalanx can't ignore are treated as hits. If a defending Phalanx is NOT supported; doesn't retreat; and it isn't eliminated, will it Battle Back? Yes. It will Battle Back like any other Heavy Infantry unit. How is Close Combat resolved against a defending, supported Phalanx? First, roll the Battle Back dice for the Phalanx simultaneously with the dice thrown by the attacking unit. Can a Phalanx receive the Leader Bonus? Yes, if the friendly Leader is attached or adjacent to the Phalanx, it will receive the Leader's bonus in Close Combat. What does a Phalanx ignore, again? One Flag result from all Light units. (Important to remember in Ranged and Close Combat.) Additional Flags may be ignored for attached Leaders and support from two or more adjacent, friendly units. And what can hit a Phalanx? Red faces, Swords, Helmets (if a Leader is attached or adjacent to the attacking unit) and any Flag result the Phalanx can't ignore. How does a Phalanx retreat? A Phalanx never retreats. It takes hits for Flag (retreat) results it can't ignore instead. 1 hit for each Flag. May an attacking Phalanx take a Momentum Advance? And conduct a Bonus Battle with an attached Leader? Yes to both. How are attacks by a Phalanx against a defending Phalanx handled? If the defending Phalanx is supported, it will make a simultaneous Battle Back throw against the attacking Phalanx. How are Leader casualties handled with a Leader attached to a Phalanx? If the Leader is attached to a defending Phalanx that is also supported, the Phalanx will benefit from the Leader's bonus during the simultaneous throw. If the Phalanx receives any hits after the simultaneous throw, the attacker rolls to see if the Leader was a casualty as normal. How is the First Strike card handled against an attacking Phalanx? If the Phalanx is supported, the attacking Phalanx will benefit from a simultaneous Close Combat throw with the First Striking defender. If the attacking Phalanx is not supported, the defending unit will strike first with its Battle Back dice with no simultaneous throw from the attacking Phalanx. How do Elephants fight against a Phalanx? Elephants will attack a Phalanx with 5 dice and Battle Back, if eligible, against a Phalanx with 5 dice. They will score hits on Red, Swords, and Flags and re-roll Sword hits for additional hits. If the Phalanx forces the Elephant to retreat, the Phalanx is subject to receiving Rampage attacks.
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| Last Updated on Tuesday, 07 April 2009 10:21 |
The Phalanx
