Phalanx PDF
Phalanx PDF
3000 BC - 1500 AD
For use with 6mm, 10mm, 15mm, 20mm, HO/OO and 25mm scales
Phalanx 3000BC - 1500AD DEMO VERSION 2
Welcome to another set of ancient wargame rules from Alienstar
Publishing. The other sets we do is Historicon, a fast play set with
lots of dice, System 4 (release late 2001) an in-depth Historical
set and FLD the fantasy version of System 4. Each was written
with a particular aim in mind. Where this set differs is that we have
concentrated on speed of play while maintaining a good level of
accuracy. We hope this is achieved by using efficient game mechanics
that take a pure mathematical approach. The fact that we programme
has a bearing on this. I hope you’ll find the logic submerged beneath
game terminology and classification so as to be invisible. This game
contains many radical systems, terminology and mechanics of which
combat resolution by one die is at the forefront. A lot of effort and
thinking went into this game, our hope is that you enjoy gaming with
Phalanx. To say that your gaming will never be the same again may
be an overstatement, perhaps at least, somewhat true.
Of course the term ‘war’ is synonymous with the hobby, I prefer the
term ‘gaming with model soldiers’ as I abhor violence. When we
talk of realism, we mean being realistic within the framework of
gaming with model soldiers, which of course is far removed from
the real thing and, therefore, totally unrealistic (there’s a paradox
here, somewhere, there). Therefore, war and wargaming cannot
be possibly confused. Wargaming is a misnomer, a bit of hobby
nomenclature. Please treat it as such. We are not warmongers.
EQUIPMENT.
To play this game you will need a number of model soldiers, hopefully
proudly painted, a table on which the game is played and some
model terrain. We’ll run through troops types, scales, setting up the
battle (terrain rules etc) and finally the battle rules.
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TROOP TYPES.
Your nicely painted figures should perform on the tabletop in a similar
fashion to how their real life counterparts acted on the battlefield. To
facilitate this effect we categorise troops according to a class. These
classes and their hierarchy are as follows.
HIB: Heavy Infantry Bows. Close or Loose foot troops whose main
weapon of engagement is at a distance using bow, longbow, crossbow
or firearms in volleys of fire at command. Advantage: Particularly
effective against mounted troops. Disadvantage: Sensitive to difficult
terrain. Weak in melee, especially against mounted troops if they
manage to get into contact.
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LIN: Light Infantry. Loose formation foot armed with shield and
mainly javelins with the aim to skirmish a close formation battle line at
distance, evading if charged. Advantage: Immune to difficult terrain,
may slow or even halt the advance of close formation foot. Able to
drive off VLI. Disadvantage: Vulnerable in open terrain especially
against mounted troops.
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ARMY CLASSES
There are two army classes. Regular Army (RA) and InFormal (IF).
INTEGRITY CLASSES
Integrity encompasses such qualities as morale, determination, elan,
ferocity, discipline, steadfastness, loyalty, armour and the reaction to
the stress of combat. There are five integrity classes, these are:
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The lowest tactical unit is what we call the Vignette. Your army is
comprised of 12 Vignettes. Vignettes are subdivided into tactical
units such as Mora, Cohortes or warbands. The below table gives
a number of options for the base size of each of your armies
vignettes.
Scale Option1 Option2 Option3
Scale Option 1 Option 2 Option 3
25mm 6cm 12cm 18cm
15-20mm 4cm 8cm 12cm
6mm 2cm 4cm 6cm
Table 1
You can choose any option depending on the number of figures you
have in your collection. You will find that the frontages of the vignettes
are multiples of the most commonly used frontages used in other
games, so re-basing is not required. Vignette depth is not critical, but
foot troops should be based two ranks deep. Mounted troops should
be based in one or two ranks as aesthetically pleasing ideally on a
base as deep as it is wide. Close formation troops should be mounted
on the base shoulder to shoulder, loose formation troops should have
about a one figure gap between them, open formation troops should
have a two or three figure gap between them. This is to reflect the
density of their formation and to make visible identification easier. RA
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THE TABLE
The table that the game is played upon is a standard wargames
table that is usually 4’x4’, 6’x4’, 8’x4’ or 8’x5’ depending on scale
and room. The surface of the table is divided into 20’’, 16’’ or 12’’
squares as required. See “What table size shall I use” found at the
end of the rules. Carpet tiles are ideal for this or terrain blocks. Then,
for each square throw an eight sided dice on the below table, the
result is the terrain piece/type that occupies each square.
Score TERRAIN TYPE
1 to 4 No Terrain or open Area
5 Gentle Hill*
6 Steep Hill**
7 Wood**
8 Built up Area**
9+ Impassable Terrain
Terrain pieces cannot be any larger than the square that they are
in, nor smaller than half a square. Add two to the dice score when
throwing for the terrain type in the squares that border the table edge.
Impassable terrain is such as mountains, highland, swamp, bog, lake,
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DEPLOYMENT
You can deploy your troops in the following zones as the diagram of
the games table is demonstrated with diagonals in Fig. 1 below.
REAR ZONE
CENTRE SECTOR
CENTRE SECTOR
REAR ZONE
Using any one of the table sizes as on P9, the Rear Zone is 8in deep
as measured in from the table edge and the Flank Sector is 60cm if
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All your vignettes have to be initially deployed in the Rear Zone. They
can be either deployed in the Rear Zone of the Centre Sector or
the Rear Zone of the Flank Sectors. Some Vignettes can be placed
immediately behind another to increase combat advantage, in this
case they are treated as a single vignette. Unless permitted by the
army list, all vignettes must be deployed in one line, this is the MAIN
BATTLE LINE (MBL). The exception to this is LIS, LIN, VLI, LSC and
HSC which can be deployed in front of, to the side of, or behind the
MBL. There may not be a gap of greater than the frontage of three
vignettes (depending on what scale and Option you use, this distance
will vary) between any vignette of the MBL. Any section of the MBL
that extends into the Flank sectors at deployment are called Wings
(see Page 12). The narrowest gap that can be passed through is the
frontage of a vignette. LIS, LIN and LSC can pass through a gap of
half this. VLI can move through any troops belonging to their side.
For example, if you are using Option 2 in 15mm, the gap between
vignettes of the MBL cannot be greater than 24cm, the minimum
gap that a vignette can pass through is also 8cm. LIS, LIN, VLI and
LSC would be able to pass through a gap a 4cm. Have terrain pieces
further apart than the frontage of one of your vignettes.
MOVEMENT
The movement rate of Vignettes is as on the below table;
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Linked Vignettes
There are two ways to link vignettes, an In-Line Link and a Support
Link. RA troops cannot be linked to IF troops.
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The army lists will tell you the base number of Activation Points it has
to spend on activating vignettes. Vignettes that are not activated may
act on their own initiative. Throw a d6 on the below table.
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C) Vignettes that are not activated and act on their own initiative
carry out their action here. Vignettes acting on their own
initiative can be moved in any order as required.
D) Shooting: Any activated vignette that can shoot and wishes to,
can do so in this phase. The target my return fire if they can and
wish to. See SHOOTING section on the next page.
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EVADING
LI may evade HI, LSC may evade any vignette, HCC, HSC, CAM
may evade HI. In this case LI refers to all LI classes and HI
refers to all HI classes. The evade move is made by moving the
evading vignette one full move to its rear, it still may face in the
same direction. Evaders may shoot at chargers if of a type able
to do so.
SHOOTING
Only HIB, LIN, VLI, HSC, CAM and LSC can shoot. In real life some
types of HI can shoot, this is generally HIN and HIS which can shoot
with dart, bow or light spear. In this case the shooting is considered
in support of the melee and is integrated in to melee factors. HIB
can shoot to 2*. LIN, VLI, HSC, CAM and LSC can only shoot to 1*.
*Means shooting range as expressed as vignette widths see Page 12
first paragraph. Any vignette that can shoot may shoot at vignettes
that have moved into contact with them before melee is conducted.
VLI and LSC can shoot all round, others can only shoot directly
ahead. Any effects are applied immediately. A vignette that is shot at
may shoot back after the shooters result is applied (if any) and if it's
of a type able to shoot.
METHOD: Nominate the shooter and target. Make sure that the
eligibility for shooting applies. Throw a die, apply any shooting
conditional modifiers and consult the shooting results table.
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H means that the target has to Halt and cannot move during its
sides next turn. R means Repulsed, the target has to be immediately
moved back one full turn. B means the target is Broken if Mounted
otherwise RR. See RESULTS on P19 for definitions.
MELEE
When vignettes come into contact, melee occurs. The radical feature
of this set of rules is that combat is adjudicated using only one die.
Now modify the base combat factor (cf) with any applicable melee
conditional modifiers, deduct your opponents base combat factor,
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Only HIS, HIN and HSC may be supported, and only by LIN and VLI.
Here’s a quick example: Please study the diagram carefully,
SIDE A: HIN SIDE A: HIN SIDE A: HIN
SIDE B: HIS
In the example above, Side A are Class III and Side B are Class IV. It
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RESULTS
Lets recap. Cross reference your vignette’s General Sub-class (Page
2) and its Integrity Class (Page 6) with the opponents General Class,
whether it is FOOT or MOUNTED. The result is the base combat factor
(cf). In this case the ANIMAL General Class is counted as Mounted.
Now modify the base combat factor (cf) with any applicable melee
conditional modifiers (Pages 16 and 17), deduct your opponents base
combat factor against you (he does this in the same manner as you
have just done). Finally, throw a die and cross reference your result
on the Table 8 (Page 18). Your cf can go negative. The table gives
you the results for both sides. Combat Results Table is a three part
table as below:
The difference The difference
between the scores between the scores
is -3, -4, -5 or more is -1 or -2
The Result The Result
The Result The Result
in this in this
in this in this
column is column is
Die column is column is
applied applied
Score applied applied
to your to your
to your to your
Opponents Opponents
Vignette Vignette
Vignette Vignette
6 Repulsed Stand Stand Repulsed
5 Repulsed Stand Stand Repulsed
4 Break Stand Repulsed Stand
3 Break Stand Repulsed Stand
2 Break Stand Break Stand
1 Break Stand Break Stand
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Break: The vignette is broken in route and is removed from play. For
effect, the vignette can be turned about and make a few full
moves for a couple of turns fanning out the figures if this is
possible. LSC, LIS, LIN, LIW and VLI getting this result when
fighting any HI or any elephants convert this in to an RR
(double R) result instead unless the vignettes cf has already
been reduced to half or less (round up) in which case the B
result stands. This is treated as two simultaneous R results
as above.
On the example on Page 17 & 18, the player of Side B (it’s his turn)
throws on the Combat Results table and scores 3. Cross-referencing
3 with the 0 column (the result of the melee was 0), he finds that his
opponent Stands and he has to make an immediate Repulse move.
If he had scored 4 or more, his opponent would have had to make a
Repulse move while his vignette Stands. Simple.
CHARIOTS
Three and four horse chariots (4HC) are counted as HCC or HSC
depending on their real life role. Two horse chariots (2HC) are
counted as HSC or LSC, again, depending on their real life battlefield
use, formation etc. Full details to be given in our army lists.
VICTORY
When at least a third (round up) of the vignettes of the MBL are
broken (B result), or when any one of the army’s key vignettes (see
army list) get a B result, or when the General’s vignette gets a B
result that side has lost. If your army is allowed to deploy in multiple
lines, the side is defeated when any vignette of the last line is broken.
Remember, fortune favours the brave, the same with these rules.
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ARTILLERY
The period employed the use of torsion, counterweight and powder
artillery of various sizes. We classify them as amalgamated or
attached. The former are those weapons (of any type) used
collectively in a ‘battery’ and are treated as HIB. The latter are those
(generally smaller) weapons attached to foot vignettes. An example of
this would be balista attached to Cohortes. If the artillery is attached,
integrate an artillery model into that of the vignette, or place a model
touching the behind or the side edge of the vignette. The vignette
can shoot to 1 if attached and to 4 if amalgamated, both use the
‘Other’ row on the shooting results table that is on Page 16. In melee
a vignette with attached artillery gets a -1 melee conditional modifier.
Amalgamated artillery melee as HIB. This is an optional rule.
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DETACHMENTS.
A Wing, including vignettes of the MBL that extend into the Flank
Sectors can be detached from the MBL and separate themselves
from the MBL by any distance. A detachment may cross into other
Sectors. Increase activation points by 1 when activating a detachment.
Detachments are ideal for flanking manoeuvres but may leave your
own flanks exposed. This is an optional rule.
CONVERSION
You may find the following chart helpful when moving from one set of
rules to another. For now we’ll have to limit the chart to DBA/DBM as
these are the most popular rules used in the UK.
I hope that this will prove useful as a general guide, you’ll be able to
fit in more as you see appropriate.
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CONTACT
We value your comments, playing experience and feedback. If you
would like to email us please do so.
Email: info@[Link]
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info@[Link]
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