As listed
on the HPS Simulations site, Ancient
Warfare is a series that includes the following titles:
All of
the titles of this series share common traits with one another. The
following is an extract from the user documentation. This series is
designed by Paul Bruffell, and plays differently from the John Tiller
designed series'. At the present I don' have any of these titles, so
I don't have any practical experience aside from what I've read. (ST)
-Game
Scale-
Each hex represents
a distance of 20 metres.
Each turn represents 15 minutes of real time.
Units:
Typically, each unit is a regiment of Infantry, a regiment of Cavalry,
or a battery of Artillery. Each Infantry and Cavalry unit has a strength
value in increments of single men, while each Artillery unit has a strength
value in number of guns. In addition there are specialized units such
as Leaders and Supply Wagons. Infantry, Cavalry, and Artillery units
are capable of firing on enemy units and each has a range value indicating
the number of hexes that unit may fire.
-Style
of Play-
A game
turn is composed of 3 phases – Each player assigns commands to
his units; movement, changing formation etc. The computer then determines
the net effect of these orders as the move is played out. This last
phase is known as the ‘Events Phase’. Shooting and combat
is automatic. At this point the players can do nothing but watch the
outcome. The game then moves on to the next turn.
Assigning
movement for your units, changing formation and direction can be done
in any combination and is only limited by the number of action points
available to each unit. At the start of a player’s turn each of
his units has a set number of action points. Assigning movement, changes
in formation or direction expends some or all of these action points.
Once the unit has allocated all its action points or does not have sufficient
left to undertake another task then that unit has finished for that
particular player turn. A unit’s action points are shown on the
unit’s information box that is accessed as described under ‘Selecting
Units’. A player does not have to use all the action points available
to a unit.
A command
is assigned by left mouse clicking the unit then the unit information
box that appears and finally left clicking one of the command options
that appears in the pop-up box. Hot Keys may be used as an alternative
to the pop-up command box . If the command is ‘Move’, ‘Skirmish’,
‘Charge’ or ‘Forced March’ then the player has
to right click the destination target on the battlefield. Given the
unit has sufficient action points a line is drawn to the target hex
using the least number of action points. Units may be given multiple
commands or all units in the same organisation given the same command.
Combat:
There are
two types of combat in the game. ‘Ranged Fire’ and ‘Hand
to Hand’ combat. A unit that suffers combat losses has its manpower
reduced. This is shown on the unit’s information box and is represented
by its strength.
Ranged Fire is simply one infantry, cavalry or artillery unit shooting
at an enemy unit at a range of two hexes or more. ‘Ranged Fire’
occurs automatically once an eligible target enemy unit is in range
and the friendly unit has sufficient action points to shoot. If the
target is in range of your unit’s weapon and in the ‘Line
of Sight’ of the same unit the target will be hit. ‘Hand
to Hand’ combat will from now on be referred to as a ‘Melee’.
A melee occurs when a friendly unit is adjacent to a hex occupied by
enemy unit(s). There are no supply issues as most historical conflicts
describe use of salvaged enemy missiles as sufficient for the day of
battle.
Note - Given one hex is equivalent to 20m, the range of Legionary units
throwing their pilum is one hex, hence only units adjacent to Legionary
units can be so hit. Any unit adjacent to an enemy unit is considered
to be in Melee therefore the initial combat factor for Legionary units
is increased to take in to effect the throwing of their pilum. There
is no separate ranged fire for this weapon.
Terrain can affect movement, formation changes, line of sight and combat.
A player therefore needs to know what his units are capable of in all
types of terrain. This can be found by playing the game and referring
to the ‘Battle Charts’ at the back of this manual or under
Help on the menu bar.
Up to three friendly units are permitted on a hex at any one time irrespective
of their type or condition. Stacking of units is also limited by the
total number of men/horses/chariots etc.
-Scenario
Editor-
Ancient
Warfare series games come with a scenario editor in order to create
new or modify pre-existing scenarios.
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