Fast Hex Ancients Wargaming Rules
1. Army Size
Each player fields 6 units.
Example army:
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3 Infantry
-
1 Missile (archers / slingers)
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1 Cavalry
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1 Elite (guards, legionaries, etc.)
Each Cavalry/Infantry unit has 4 Strength Points (SP) or DBA DBMM elements
Chariots,Elephants and Artillery has 2 Strength Points (SP) or DBA DBMM elements
2. Hex Map
Use 2,3,4, or 5 inch hexes. (I use 5 inch hexes for my 15mm Miniatures)
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8 × 10 hexes
Terrain examples:
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Hill → +1 defense
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Woods → missile −1
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River → stop movement
3. Turn Sequence
Players alternate turns.
Each turn:
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Move units
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Missile fire
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Melee combat
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Remove destroyed units
4. Movement
Units move a number of hexes.
| Unit | Move |
|---|---|
| Infantry | 2 hexes |
| Missile | 2 hexes |
| Cavalry | 3 hexes |
| Skirmishers | 3 hexes |
Rules:
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Must stop when entering enemy Zone of Control (adjacent hex).
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Cannot move through enemy units.
5. Missile Combat
Missile units fire up to 2 hexes.
Roll 1d6:
| Roll | Result |
|---|---|
| 1–3 | miss |
| 4–5 | −1 SP |
| 6 | −2 SP |
Target must be in line of sight.
6. Melee Combat
When units are adjacent.
Both players roll 1d6 and add modifiers.
Modifiers
| Situation | Modifier |
|---|---|
| Elite unit | +1 |
| Cavalry charging | +2 |
| Attacking flank/rear | +2 |
| Defender on hill | +1 |
Results
Compare totals:
| Difference | Result |
|---|---|
| 0 | no effect |
| 1 | loser −1 SP |
| 2+ | loser −2 SP and retreat 1 hex |
7. Unit Destruction
At 0 SP, remove the unit.
8. Victory
Win by destroying 3 enemy units or forcing the enemy army to retreat.
Optional Speed Rules (Recommended)
To make the game even faster:
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No facing rules
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All units attack once
-
Retreat instead of morale checks
This keeps turns under 2 minutes I think! :o)

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