Help support TMP


"The Die is Cast Rules and Ancient/Medieval Wargaming rules?" Topic


The Die is Cast

11 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Remember that you can Stifle members so that you don't have to read their posts.

For more information, see the TMP FAQ.


Back to The Die is Cast Rules Board

Back to the Ancient and Medieval Wargaming Rules Board


Action Log

30 Dec 2016 5:15 p.m. PST
by Editor in Chief Bill

  • Crossposted to The Die is Cast board

Areas of Interest

Ancients
Medieval

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

To The Strongest!


Rating: gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Profile Article

GameCon '98

The Editor tries out this first-year gaming convention in the San Francisco Bay Area (California).


Featured Book Review


1,579 hits since 2 Jan 2017
©1994-2024 Bill Armintrout
Comments or corrections?

Desert Fox06 May 2009 11:18 a.m. PST

Subject heading says it all.

I am intersted in these two ancient rulesets, The Die is Cast Rules and Ancient and Medieval Wargaming. Yet I cannot find very much about either of them. Maybe a reason for that, I don't know.

Has or does anyone play either of these rulesets? What did you think? I am particular interested in how each handled the following…

basing-individual or element?

army lists--historical and/or points based?

How many units to an army?

How big of a table do I need?

Command and control?

missile fire?

melee combat?

morale?

Any other feedback would be much appreciated!

Thanks to all who respond in advance.

Terrement06 May 2009 11:51 a.m. PST

Not familiar with the first. If by the second you mean two different games, I know Terry Gore developed and wrote while he was at SAGA, the rule sets now being published by Foundry – I helped play test them. There is an active Yahoo group for them here:

link

with many supporting files, QRFs etc.

I found them more realistic than the WRG ancients, and Terry was a historian, and wrote and published books on the subjects.

Hope this helps.

JJ

Terrement06 May 2009 11:53 a.m. PST

Sequence of Play
1. Orders Phase: This is performed simultaneously by both sides.
2. Strategic Phase: Units without orders may advance, retreat or deploy.
3. Initiative Roll Phase: Both roll a d6 to see who has initiative, CiC modifies.
4. Charge Declarations: This is simultaneous.
5. Tactical Movement Phase: Selected player applies orders.
6. Missile Fire Phase: Simultaneous.
7. Close Combat Phase: Fight each one before moving on to the next.
8. Recovery Phase: Simultaneous to restock and recover disorder if ordered.
Orders
Advance: Must move at least 1/2 movement allowance & follow up/pursue.
Charge: Must be within normal move distance to order a charge & move 1/2.
Deploy: Trained troops not charged/disordered or worse may do 2, others 1.
• Change facing* or formation.
• Turn to face an attacker.*
• Trained foot sidestep 1 base width (not pike/long spears).
• Trained foot fall back 2".*
• Wheel up to 45 degrees as a charge response to face.*
• Place caltrops, search for fords, enter buildings.
• Move 1 base depth straight ahead, ignoring terrain delays.
• Halt in place, exchange ranks/expand or contract frontage up to one base/flank.
May follow up or pursue at player's option. *Permitted charge responses.
Defend: Only foot. Archers may Arrow Barrage. May pick missile target with double defend.
No follow up/pursue
Retreat: Diosordered except SI/SC, or Trained moving less than 1/2.
Recover: Those units with orders to recover now do so. No other moves.
Causes of Disorder
1. Most interpenetrations other than SI.
2. Morale test result.
3. Unit is pushed back in close combat.
4. Wedge/conrois fails to breakthrough, rout or destroy the enemy unit.
5. Retreating and trained moving over 1/2, or is not SI/SC.
6. Charging and failing to make contact.
7. Pursuing and failing to contact (may not end up fragmented or worse).
8. Extra movement taken.
9. Contacted to the flank or rear by an enemy unit.
10. Cavalry or Mounted infantry dismount or any but SI disembarking.
11. Non-Indian cavalry within 4" of Elephants, or non-Arabs within 4" of camels.
12. Close order foot or non-skirmisher mounted through delaying terrain/obstacle.
13. Unit pushed back and cannot move due to blocking troops, terrain, etc.

Effects of Disorder
Front rank only may fight in a close combat.
Fires missiles with 1/2 stands.

Effects of Fragmentation (two disorders)
1/2 of the front rank may fight in a close combat or fire missiles.

Desert Fox06 May 2009 11:57 a.m. PST

Terrement,

Thank you for your prompt and detailed response, but I am actually looking for information on…

Ancient and Medieval Wargaming by Neil Thomas

Who knew there were two rulesets with the same name!

Terry's game certainly looks interesting. I may give that one a closer look.

Terrement06 May 2009 12:27 p.m. PST

Terry Gore's rules are two different ones Ancient Warfare and also Medieval Warfare which is why I asked "…If by the second you mean two different games,…"

Hope you find what you are after, but I'd recommend you do give these two a look, especially via the Yahoo group before deciding one way or the other.

This might help as well:

TMP link

3vwargames.co.uk/rules2.htm

Cheers!

JJ

GildasFacit Sponsoring Member of TMP06 May 2009 12:59 p.m. PST

You might find more info on the first choice if you use Latin as I think the title should be 'Alea Iacta Est' – published by VVV (which is also Latin (Veni Vedi Vici).

Don't know either set of rules but this might at least help you find more info on one of them.

Terrement06 May 2009 2:21 p.m. PST

The yahoo group for the die is cast has a pdf of a 2008 version of the rules. Don't know how different the one for sale is, but the free one should give you an idea of how it is comprised.

JJ

quidveritas06 May 2009 4:44 p.m. PST

I have purchased the Die is Cast but am still working on the Great Gaul Project -- have yet to play a game.

They appear to be a good solid set of rules. IIRC the focus is entirely on the Roman period (which is what I wanted -- so no down side there from my standpoint).

mjc

religon06 May 2009 5:06 p.m. PST

I will address some of the questions about Ancient & Medieval Wargaming (Neil Thomas)…

> basing-individual or element?

A&MW: 4 elements form a unit. 8 units form an army.

> army lists--historical and/or points based?

Lists…about 14 or so with the rules. No points.

> How many units to an army?

8 (4X8=32 bases)

> How big of a table do I need?

4 ft by 4 ft if memory serves in 28mm

> Command and control?

None. Some optional rules published by Neil in Slingshot magazine (expensive for US subscriptions) explore this option in a simple manner.

> missile fire?

Yes. Well balanced in play.

> melee combat?

Yes. Well balanced in play.

> morale?

When bases are lost (4 to a unit) morale test triggered. Elephants cause morale test. John's review is good. I think he is one of the more active players of this game worldwide.


Lots of information can be found at the following Yahoo group: AMWGroup.

TMP link

religon07 May 2009 6:42 a.m. PST

Two corrections. Elephants do not trigger morale tests. There are more than 14 armies in the rulebook. More like 40.

Mark Watson21 May 2009 7:16 a.m. PST

Religon said:

"Some optional rules published by Neil in Slingshot magazine (expensive for US subscriptions) explore this option …"

Slingshot is provided as part of membership of the Society of Ancients, which has a flat rate of £20.00 GBP per year worldwide. There's no increment for US postage, and if you're only a member for Slingshot that works out at £3.33 GBP an issue including worldwide postage. 60 pages, ad free.

Sorry - only verified members can post on the forums.