Monday, April 29, 2024

Fast Hex Ancients Rules

 



Fast Hex Ancients Wargaming Rules

1. Army Size

Each player fields 6 units.

Example army:

  • 3 Infantry

  • 1 Missile (archers / slingers)

  • 1 Cavalry

  • 1 Elite (guards, legionaries, etc.)

Each Cavalry/Infantry unit has 4 Strength Points (SP) or DBA DBMM elements

Chariots,Elephants and Artillery hasStrength 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)



Recommended board:

  • 8 × 10 hexes

Terrain examples:

  • Hill → +1 defense

  • Woods → missile −1

  • River → stop movement


3. Turn Sequence

Players alternate turns.

Each turn:

  1. Move units

  2. Missile fire

  3. Melee combat

  4. Remove destroyed units


4. Movement

Units move a number of hexes.

UnitMove
Infantry2 hexes
Missile2 hexes
Cavalry3 hexes
Skirmishers3 hexes

Rules:

  • Must stop when entering enemy Zone of Control (adjacent hex).

  • Cannot move through enemy units.


5. Missile Combat

Missile units fire up to 2 hexes.

Roll 1d6:

RollResult
1–3miss
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

SituationModifier
Elite unit+1
Cavalry charging+2
Attacking flank/rear+2
Defender on hill+1

Results

Compare totals:

DifferenceResult
0no effect
1loser −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:

  • No facing rules

  • All units attack once

  • Retreat instead of morale checks

This keeps turns under 2 minutes I think! :o)



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