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Terrain Movement Distances: Topography Compulsory Optional Arable Distance (MU) Element Types 8 6 5

This document provides rules for a wargame, including terrain types and their movement costs, rules for terrain modification during setup, and factors for long-range shooting and close combat resolution. Terrain pieces include options like arable land, forest, hills and waterways. Movement distances depend on the terrain and unit type. The rules also cover deployment zones, shooting ranges, and combat modifiers for situations like being uphill or benefiting from a general's presence.

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chalimac
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0% found this document useful (0 votes)
60 views

Terrain Movement Distances: Topography Compulsory Optional Arable Distance (MU) Element Types 8 6 5

This document provides rules for a wargame, including terrain types and their movement costs, rules for terrain modification during setup, and factors for long-range shooting and close combat resolution. Terrain pieces include options like arable land, forest, hills and waterways. Movement distances depend on the terrain and unit type. The rules also cover deployment zones, shooting ranges, and combat modifiers for situations like being uphill or benefiting from a general's presence.

Uploaded by

chalimac
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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QRS

 for  v2.2+  (Final  Rev.  2)     002  

Terrain   Movement  Distances   Terrain  Modification  


Topography   Compulsory   Optional   Distance  (MU)   Element  Types   • If  no  bad  going  within  8  MU  of  
Arable   Road   River,  Steep   8   Light  Horse   center  and  roll  1  or  2;  add  or  
Hills,  Gentle   move  bad  going  to  center  
6   Cavalry  
Hills,  Woods,   • Roll  for  each  area  terrain  piece;  
Scythed  Chariots  
Waterway,   on  1  or  2,  shift  4  MU  or  rotate  45  
5   Auxilia  
Rough   degrees  
Camelry      
Dry   Rough   Dunes,  Steep   Knights   Deployment  Zone  
Hills,  Oasis   Psiloi   • Within   10   MU   of   base   edge   or  
Forest   Woods   River,  Marsh,   4   Cataphracts   waterway  
Gentle  Hills   Elephants   • At  least  4  MU  from  side  edge  
 
Hilly   Steep  Hills   River,  Woods,   Light  Spear   +1  PIP  
Road   Raiders   • Includes   Elephants,   Hordes,   War  
Littoral   Waterway   Either  Steep   3   Artillery   Wagons,  or  Artillery  
Hills  or  Marsh,   Blades   • More   than   16   MU   from   general   OR    
either  Woods  or   Bows     more   than   8   MU   and   beyond   crest,  
Dunes,  River   Hordes   camp,   wood,   oasis,   or   dunes   OR    
Spears   general  lost  
Steppe   Gentle  Hills   River,  Rough  
• General   in   camp,   woods,   oasis   or  
Tropical   Woods   River,  Marsh,   Pavises  
marsh  
Rough,  Road   Pikes    
A  legal  game  board  must  contain  3  to  5  terrain  pieces,  of   War  Wagons   Distant  Shooting  
which  1  to  3  must  be  the  compulsory  type  and  0  to  3  must   Warband   • Elements   may   shoot   into   or   from  
be  an  optional  type.   Road  movement:  8  MU  for  LH;  6  MU  for  others  
overlap  
River  movement  distance:  2  MU  for  all   • Bows,   Pavises,   and   War   Wagons  
Mounted  in  Bad  Going:  3  MU  for  all   shoot  3  MU,  Artillery  shoots  8  MU  

Basic  Combat  Factors   Distant  Shooting  Factors   Close  Combat  Factors  


Element  Type   vs.   vs.   Element  Type   Situation   Factor   Element  Type   Situation   Factor  
Foot   Mtd   Blades   Shot  at  by  any   -­‐1   Foot   Occupying  its  own   +2  
Artillery  (CC)   +2   +2   Elephants   camp  
Artillery  (DS)   +4   +4   Raiders   Any   General’s  element   +1  
Auxilia   +3   +2   Foot   Occupying  its  own   +2   Any   Uphill  or  defending   +1  
camp  and  being   the  bank  of  a  river  
Blades   +5   +3  
shot  at   Any   For  each  enemy   -­‐1  
Bows   +2   +4   Any   General’s  element   +1   element  
Camelry   +3   +2   and  being  shot  at   overlapping  or  in  
Camp  Followers   +1   +1   Any   For  each  enemy   -­‐1   flank  or  rear  
Cataphracts   +4   +4   element  aiding   contact  
Cavalry   +3   +3   the  shooter   Mounted   In  bad  going   -­‐2  
Elephants   +5   +4     OR  In  close  combat  
Hordes   with  an  enemy  
+3   +2  
Knights   +3   +4  
Rear  Support  Factors   element  that  is  in  
Element   Supported   Factor   bad  going  
Light  Horse   +2   +2   Artillery   In  bad  going   -­‐2  
Type   By  
Light  Spear   +3   +3   Blades  
Pikes   same   +3  vs.  All  Foot  
Pavises  (CC)   +3   +4   Hordes  
except  Ps  and  Bw  
Pavises  (DS)   +2   +4   Pavises  
+2  vs.  Kn,  Cat,  El  
Pikes   Pikes  
+3   +4   Light  Spears   same   +1  vs.  All  Foot  
Spears  
Psiloi   +2   +2   Spears   except  Ps  and  Bw  
War  Wagons  
Raiders   +4   +2   Warband   +  1  vs.  Kn,  Cat,  El  
Raiders   In  bad  going   -­‐1  
Scythed  Chariots   Auxilia   Psiloi   +1  vs.  Mounted,  
+4   +4  
Blades   Wb  or  Camp  
Spears   +4   +4   Light  Spears    
War  Wagons   +3   +4   Raiders  
Warband   +3   +2   Spears  
QRS  for  v2.2+  (Final  Rev.  2)    
Combat  Results  Table  
EQUAL:    If  the  element’s  combat  score  is  equal  to  its  opponent’s  combat  score:  
Element  Type   Situation   Result  
Scythed  Chariots     vs.  All   Destroyed  
All  others     vs.  All   No  Effect  

BEATEN:    If  the  element’s  combat  score  is  less  than,  but  more  than  half  of,  its  opponent’s  combat  score:  
Element  Type   Situation   Result  
Artillery     In  close  combat   Destroyed  
    Otherwise   No  Effect  
Auxilia     In  good  going  AND  vs.  Knights   Destroyed  
    Otherwise   Recoil  
Blades   Pikes     In  good  going  and  vs.  Knights  or  Scythed  Chariots  
Destroyed  
Light  Spear   Raiders     vs.  Warband  not  in  a  camp  
Pavises   Spears     Otherwise   Recoil  
Bows     vs.  Mounted   Destroyed  
    Otherwise   Recoil  
Camelry     vs.  Knights,  Cataphracts,  Cavalry,  or  Light  Horse   No  Effect  
    vs.  Scythed  Chariots  
Flee  
    In  bad  going  
    Otherwise   Recoil  
Camp  Followers     vs.  All   Destroyed  
Cavalry     vs.  Camelry  or  Scythed  Chariots  
Flee  
    In  bad  going  
    Otherwise   Recoil  
Elephants     vs.  Psiloi,  Auxilia,  or  Light  Horse  
Destroyed  
    vs.  Artillery  shooting  
    Otherwise   Recoil  
Hordes     In  good  going  AND  vs.  Knights,  Elephants,  or  Scythed  Chariots  
    vs.  Warband  not  in  a  camp   Destroyed  
    In  a  camp  
    vs.  Bows,  Pavises,  War  Wagons,  or  Artillery  AND  being  shot  at   Recoil  
    Otherwise   No  Effect  
Knights     vs.  Elephants,  Camelry,  Light  Horse,  or  Scythed  Chariots  
Destroyed  
Cataphracts     In  bad  going  
    Otherwise   Recoil  
Light  Horse     vs.  Scythed  Chariots  
    vs.  Artillery  shooting   Flee  
    In  bad  going  
    Otherwise   Recoil  
Psiloi     In  good  going  AND  vs.  Knights  or  Cavalry  
Destroyed  
    In  good  going,  dunes,  or  oasis  AND  vs.  Camelry  
    Otherwise   Recoil  
Scythed  Chariots     vs.  All   Destroyed  
War  Wagons     vs.  Elephants  
    vs.  Artillery  shooting   Destroyed  
    Occupying  a  camp  
    Otherwise   No  Effect  
Warband     In  good  going  and  vs.  Knights  or  Scythed  Chariots   Destroyed  
    Otherwise   Recoil  

DOUBLED:    If  the  element’s  combat  score  is  half,  or  less  than  half,  of  its  opponent’s  combat  score:  
Element  Type   Situation   Result  
Cavalry     In  good  going  AND  vs.  Pikes,  Spears,  or  Hordes  
Flee  
    vs.  Artillery  in  close  combat  
    Otherwise   Destroyed  
Light  Horse     vs.  Mounted,  Bows,  Pavises,  or  Psiloi    
    vs.  Artillery  shooting   Destroyed  
    In  bad  going    
    Otherwise   Flee  
Psiloi     In  good  going  AND  vs.  Knights,  Cataphracts,  Cavalry,  Camelry,  or  Light  Horse  
Destroyed  
    vs.  Bows,  Pavises,  Auxilia,  or  Psiloi  
    Otherwise   Flee  
Scythed  Chariots     vs.  All   Destroyed  
All  Others     vs.  Artillery  in  close  combat   Recoil  
    Otherwise   Destroyed  

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