Friday, July 29, 2011

Heraclea replay with 5mm ancient wargame rules

Background
I am searching for ancient rules that will give a decent game in under 1 hour on a 2'x2' table.  And replaying Heraclea with different rules to see how they pan out.  For this replay, I am using Heroics and Ros 5mm Ancient Rules.  For my review associated with this game, see this post.  I do get into a fair bit of detail on the rule mechanisms and die rolls, mainly as the report is aimed at those that want to see how the rules work.

Using the rules with 15mm figures
I will be using 15mm figures based on a 40mm frontage - WRG style.  The 5mm ancient rules require 15mm frontage with measurement in inches.  Hmmm.  Units are a number of bases: 4-12 for infantry, 2-10 for cavalry, 1-6 for elephants.  You do not remove bases as casualties, but the number of figures per base is important for determining missile fire and melee.  And number of figure per unit (not base) is important for morale checks.  So large units do have advantages.  Ranks of bases is important for heavy infantry only as there is a push effect for up to 4 ranks, and heavy infantry can fire up to 4 ranks.  So long as everything is relative, it should be fine.
 
I thought about each 15mm base represents three 5mm bases side by side, that is 30mm and close to 40mm.  But then if I went with three 5mm bases per 15mm base, this is 45mm and is quite close.  I don't have to change the ground scale, I will use inches. The 5mm base depths as given are about 50% that of the 15mm bases, but will have to live with that - going to each 15mm base represents four or six 5mm bases is perhaps going to far.  And leaving it as 3 per base allows for heavy infantry to be up to 4 ranks.  It does mean that infantry units will all be 2 15mm bases deep to meet the minimum unit size at least 4 'old units' and so the equivalent of 6 5mm bases.  I will not do this with skirmishers infantry - it will make them too deep.

Troops
Each base is equal to three 5mm bases.


Romans
Battlegroup 1 (with General)
Leves unit - 4 bases: Light Infantry, Morale C, javelin
2 Hastati/Principes units - each 4 bases: Heavy Infantry , B, trained, armour, pilum, shield
Triarii unit - 4 bases: Heavy Infantry, A, trained, spear, armour, shield

Battlegroup 2
1 Peltast unit - 1 base: Peltast (see below under rule changes) Infantry, C, javelin, shield
1 Light Cavalry unit - 1 base: Light Cavalry, C, javelin, shield

Battlegroup 3
1 Heavy Cavalry unit - 2 bases: Heavy Cavalry, B, javelins, shield
   
Epirot
Battlegroup 1
1 Hypaspist unit - 2 bases: Heavy infantry, A, trained, armour, pike, shield
1 Pikemen unit  - 4 bases: Heavy infantry, B, trained, armour, pike, shield
1 Pike and Hoplite unit - 4 bases:
        Pike - 2 bases: Heavy infantry, B, trained, armour, pike, shield
        Hoplite - 2 bases: Heavy infantry, B, trained, armour, spear, shield
1 Skirmisher unit - 2 bases: Light Infantry, Morale C, one with javelin; other with bow, shield
  
Battlegroup 2
1 Peltast unit - 1 base: Peltast (see below under rule changes) Infantry, C, javelin, shield
1 Light Cavalry unit - 1 base: Light Cavalry, C, javelin, shield
  
Battlegroup 3 (with General)
1 Agema unit - 1 base:  Heavy Cavalry, A, armour, kontos, shield
1 Elephant unit - 1 base: Elephant, B

Rules Changes - Peltasts
So, besides making a 5mm game fit with 15mm figures, there is one rule change I am going to make.  In the rules, peltast type units can be either skirmisher or heavy infantry units.  By being stationary for a turn, they may change formation from heavy to skirmisher or vice versa.  I don't really agree with changing in the middle of the battle.  One possibility I considered way just to make them skirmisher or heavy at the start, but not keen on them either.  I think that a light 'non-skirmisher' unit is required. So a peltast infantry unit has 3 figures (skirmishers have 2, heavies have 4), moves and melees like a light unit, but all melee/reaction/charge tests are taken like a heavy.

Note: I never got to test out the melee with this Peltast rules.

Deployment
Deployment is as per my standard deployment.  All heavy infantry are 2 stands deep.  Here is a picture:


Deployment

Turn 1
All troops advance except the Roman cavalry.
Missile fire.  OK ,just noticed to shoot you need to subtract 1" from movement.  Didn't do that.  Will have to wait for next turn.
Turn over.
 

End of turn 1

Turn 2
The battle lines advance to just behind the skirmish line.  The Agema and elephant are out of charge range, but close the distance to the heavy cavalry for a charge next turn.  The Triarii 'shuffle' to the left.  The rules allow for frontage expansion and contraction at 2 bases (and my 40mm frontage base represents 3 bases) for 1/2 move.  So I will contract the right and expand the left.  Note the Triarii is counted as separated as it is 2" from other units in the battlegroup.  They should be ok but it does give a -1 to the battlegroup's morale.
 
Missile fire (simultaneous)
Leves first:  average die = 4 -2 light target +3 short range = 5 * 8 (figures firing) = 40.  This is at least 3 times target unit figures (4 figures).  Skirmisher unit is -1 morale (now 6).
Epirot Skirmisher unit: Only a 5 on the average die will be sufficient for a result as the score required is 24 to get a morale reduction on the Leves.  Rolled a 4.  so no effect.
Missile fire does not cause morale checks.  There is no melee so turn over.

Note on figure count used in missile and melee: each 15mm base is representing 3 bases in the rules.  So when I use 8 figures firing, it should really be three times that, or 24.  But then i also need to multiply by 3 the target.  Casualty calculation is all based on ratios, not on the actual casualties.  So, so long as the scaling is consistent, there is no need to multiply figures by 3 all the time. 


End of turn 2

Turn 3
Chargers are declared.  As the Epirot Skirmishers cannot inflict any missile damage, and the pikes cannot charge through them, they will declare a charge on the Leves.  The Leves are also declaring a charge too as otherwise they can see that they may evade behind the Hastati and never get to missile fire on the pikes.  The rules are unclear how to undertake charge tests if both units are charging one another.  I will assume that they both simply roll to charge (normally one rolls a charge test and the charged unit rolls a threat test, which can be used to counter charge, but if charging, it is not a counter charge.)
 
The Agema and elephant declare a charge on the Roman cavalry.  The cavalry could evade (and still may be forced to), but lets see how the combat rules work.  First though, we need to roll charge and threat tests.  The moves actually happen later.

Agema rolls to charge, 2d6 = 10 + 10 (morale) +1 (secure flank) +1 (advancing) = 22.  They need a 12+ so will charge.
Elephant charging, pass as well. Elephants use a special charge test where they have a third of a chance of stampeding rather than charging!
Roman cavalry decide not to evade.  Need to roll to counter charge/stand - roll is a 4 + 8 (morale) +1 (secure flank) -3 (being charged by elephants) = 10.  Needed a 10+ so can counter charge (just).
 
The Agema charges in
 
Epirot Skirmishers roll to charge: 12 + 6 (morale).  Needs a 10.  They will charge.  Leves charge as well.


The skirmishers clash
 
So now I can actually move the units...other than the charges, a bit of an advance of the battlelines.

There is no missile fire - charging units cannot shoot.
 
Skirmisher melee:
Epirot: 1 average die of 3 + 1 (infantry charging) -1 (enemy armour class) = 3 * 4 (figures)  = 12
Leves: average die of 2 +1 (charging) -1 (armour class) =2 *4 =8.
Leves lose and take a morale check which is simply morale factor (6 - would be 7 but Triarii being separated cause a -1 to morale factor) -1 for losing melee.  This is more than 0 so fine.
Epirot Morale factor now 6 (start at 7 -1 missile fire last turn)
Leves Morale now 5.
 
Agema melee:
Agema: 5 (die) +3 (charging with lance) -1 (enemy armour class) = 7 *3 figures = 21.
Cavalry: 5 (die) +2 (charging) -2 (enemy armour class) = 5 *3 figures = 15.
Cavalry lose but will be fine as cavalry started on morale factor of 7.

Elephant melee:
Elephant: 4 (die) + 3 (elephants charging) = 7 * 2 (elephant counts double) = 14.  Enemy armour class is 0 against elephants.
Cavalry: 3 (die) + 2 (charging) -3 (enemy armour class) = 2 * 3 figures =6.
Lose with double casualties but morale check is still fine.

Cavalry unit morale is on 7 (started a 7 -1 lost round, +1 with subgeneral).  Cavalry is also disorganised as it was charged by mounted units and lost melee.  This will give the Agema and the Elephant a +2 in subsequent melees.


Note: the rules are unclear exactly how to do multiple unit contact.  An alternative interpretation could be that the Agema and Elephant roll 1 die each, and add/subtract modifiers.  This is compared to a single roll by the heavy cavalry.  But the modifiers that apply for the elephant and Agema are different, as is the modifiers for the Heavy cavalry against two very different units.  So I went with separating the combats.


Turn 4
The two uncontacted Leves move around to flank attack the Epirots.
Only 1 die is thrown per unit, but now the Leves get a +2 for flank attack.
Epirots lose and morale check was close to losing: 6 -1 losing round - 2 3x casualties -1 flank attacked which is a 2.  But the fight continues.

The heavy cavalry lose the battle with the Agema and Elephant but just hang in there. Inflicted less casualties and melee morale check is 7 -2 lost rounds of melee -2  x2 casualties -1 disorganised -1 fighting elephants. Note morale factor goes down by one per lost round of melee, and melee morale check also counts each successive lost melee round.

Turn 5
The Epirots then charge the battleline to contact the flanking Leves bases.  The Leves are  in melee so not sure if they should take a threat test and likely evade (does not make sense).  So I will leave them where they are and not evade.  Now the combat is getting a bit complex.  The rules don't really cover multiple units attacking multiple units as it simply directs that each unit engaged throws one average die and adds and subtracts various modifiers.  I will go with this, noting that the Leves will count as flanked, but also the Epirot skirmishers will count as flanked too   But I will have each pike unit throw a die, the Leves unit throwing only one die, and the skirmishes one die.


The flanking Leves are themselves attacked by the pikes

Leves lose but hang in there.

The heavy cavalry lose the battle with the Agema and Elephant. Inflicted less casualties and melee morale check is 6 -3 lost rounds of melee -1  x2 casualties -1 disorganised -1 fighting elephants. This is 0 so they rout.  Mounted troops must pursue at least one round so that is what the Epirots will be doing next turn.

Turn 6
Leves break and rout.  Routing units cannot interpenetrate friends so I will simply remove them from the field.
Battlegroup test is passed by all (except the Leves).
Epirot skirmishes test to not pursue and will not.  The pikes are trained and choose not to pursue.
The Roman Heavy Cavalry rout off the board (rout movement is large).  The pursuing Agema and Elephant pursue only 5, and test to stop pursuing - oops, it is actually hard for high morale units to stop pursuing.  Mounted must pursue, and unless a really low roll happens on the test, they will pursue.  Pursuing units lose 1" off pursuit move a turn, and stop pursuing when they run out of move.  But that is 4-5 turns away, and the Agema, Pyrrhus and the elephant pursue off the board.  If I was playing again on a small board, I think I would allow them to come back eventually.  But for now, it is a learning experience.
 

Turn 7
Both Hastati units declare a charge on the Skirmishers, Skirmishers successfully evade, new charge declared on pikes, successful.  Pikes successfully countercharge. Pyrrhus battlegroup pursues off the board.


The battlelines make contact

As I mentioned a couple of times previously, the rules don't seem to be clear on multiple unit combat. And I have been inconsistent in resolving it.  Both Roman units are in each in contact with two units, and two of the Pike units are in each in contact with two Roman units.  You only get to roll 1 die per unit, and the enemy status counts as modifiers. Hmmm.  I will roll 1 die per unit, work out modifiers the best I can and then as the figure multiplier, only those figures for a particular opposing unit.  And then use total casualties inflicted Vs total casualties received to determine who wins melee.  Messy, but seems fair.  And re-reading the rules over and over seems to lean towards this method to resolve multiple melees.

Pikes have an advantage as they can count the second rank figures in casualty calculation.  Romans get a +2 modifier to the die for the pilum, first turn only. Pikes count as unshielded in melee and so their armour class is 2; the Romans is 3.  Otherwise, the modifiers are the same for both sides.

The battleline with marked units to follow combat
 
Unit 1: Hoplite and Pike1: rolls a 4 +1 charging +1 push -3 enemy armour = 3
Unit 2: Pike2 and 3: rolls a 3 +1 charging +1 push -3 enemy armour = 2
Unit 3: Hyp: rolls a 4 +1 charging +1 push -3 enemy armour = 3
Unit 4: Legio 1 and 2: rolls a 4 +1 charging +1 push +2 pilum -2 enemy armour = 6
Unit 5: Legio 3 and 4: rolls a 5 +1 charging +1 push +2 pilum -2 enemy armour = 7

Casualty calculation:
Hoplite: not in contact
Pike 1: 3 * 8 figures (pikes get to cont 2 ranks for melee) = 24 on Unit 4
Pike 2: 2 * 8 figs = 16 on Unit 4
Pike 3: 3 * 8 figs = 24  on Unit 5
Hyp: 3 * 8 figs = 24  on Unit 5
Legio 1: 6 * 4 figures = 24 on Unit 1
Legio 2: 6 * 4 figures = 24 on Unit 2
Legio 3: 7 * 4 figures = 28 on Unit 2
Legio 4: 7 * 4 figures = 28 on Unit 3

Unit 1 inflicted 24, received 24
Unit 2 inflicted 40, received 52
Unit 3 inflicted 24, received 28
Unit 4 inflicted 48, received 40
Unit 5 inflicted 56, received 48

Only unit 2 and 3 received less than inflicted so undertake a morale test which they pass, their morale levels both being high (at the moment).

Note: this was as tedious to play as it was to write.  It would have been worse if I was playing at 6mm, as each unit above would be 3 times the size, and so all numbers would be 3 times larger!  I have a feeling I may not ever go back and play WRG 6th.

Turn 6
Triarii move up nearly into contact.
Main combat continues.  Note that neither side will get the +1 for charging and the Romans do not get the +2 for pilum.  Lastly, if you lost the last round of melee, you get a -1, which will effect the Pikes units that lost the last round of melee.
 

Again Unit 2 (morale at 6) and Unit 3 (morale at 8) undertake a morale check at -2 (rounds lost) +1 push; Unit 3 is -2 for 3x casualties received. Both pass.

Note that morale is one lower than expected as all battlegroups morale is lowered by one each time a battlegroup is lost - Pyrrhus battlegroup is lost, so all morale is one lower.

Turn 7 onwards
Triarii turn up into the melee, they will get the charge and pilum bonus.
After a few turns, all the pike units routed.  The calculations were very very tedious.  I ended up using a spreadsheet to keep track of morale factors, and work out the maths each turn.
Unit 2 (middle pikes) broke first.  And then Unit 1 (hoplites and pikes), mainly due to the fact a Triarii base flanked the hoplites, thus negating push factor, rear ranks etc and also giving the Triarii a +2 bonus.  The Hypaspists lasted a turn longer, partly due to bad rolls during melees.

The Epirot could roll for rally, but their morale is so bad, they will just either stand and rout again, or morale will be low enough they will just retire from the field anyway.

Game end

Verdict
I was quite enjoying the game until I hit the battleline melee.  Then it descended into tedious maths. While the melee rules are simpler than the WRG rules, I am not sure the casualty calculation is faster, although WRG does use a table to work out casualties, and you need to track this each turn.  I though they did play historically, are a good ruleset with depth to the rules and the tactics required - it is  just the maths go to much for me.

Tuesday, July 26, 2011

5mm Ancient Wargames Rules (NavWar/Heroics 'n Ros) overview

Introduction
I remember seeing these rules advertised since the late 90's in Wargames Illustrated Heroics and Ros advertisements.  But I never got them.  In 2010 I acquired the 2nd edition via ebay.  These are the rules I'll be reviewing.  The 2nd edition also comes with siege and naval engagement rues, but I will only be doing an overview of the land battle rules, as they are the only rules I have played.
 
They are available at the Heroics and Ros website.  There is a boardgamegeek entry with not much information.

What you get (2nd edition)
An 60 page A5 booklet.  Land rules are 29 pages, Naval Engagements are 21 pages and Siege rules are 9 pages. All rules are copyright 1984 - Land rules by A Gittins, Naval rules by J Brown and I Dickie, and Siege rules by I Dickie and J Brown.

Rules are designed for 500bc to 500ad but could be extended with some modifications to the rules.  Dice used are both d6 and average dice, high rolls are good.  Melee and missile resolution use 1 average die, but most other rolls are either 2d6 or 2 average dice.  Distances are all inches.
 
Key mechanism
I will mention it here as it is core to the game.  It is the morale of battlegroups.  A battlegroup is a collection of units and a unit is a collection of bases.  Battlegroup morale lowers during the game based on the situation (such as unit loss) and morale checks are taken throughout the game to determine such things as:
  • what movement is permissible
  • whether the battlegroup retires
  • whether battlegroup units can charge or evade
  • post-melee a losing unit failing a morale check routs
Troop Definitions
Troops are either Mounted or Infantry.  This is further broken down into Light and Heavy.  There are a only a few more sub-types such as Heavy mounted is broken down into Shock Cavalry and Elephants, Light Cavalry is Skirmishers or chariots.     There is no "medium category".  Peltasts and equivalent are either light or heavy infantry and can change between the two during the game.  Pack Animals and Artillery are special cases of Light infantry.
 
Bases sizes are 15mm wide with varying depth (mounted is 15mm to 30mm, infantry is 6mm to 8mm).  A number of figures are based per unit - elephants and chariots 1, skirmishers are 2, shock cavalry 3 and heavy infantry 4.  The number of figures is important as it is used in adjudicating missile and melee results.
Bases are organised into units of the same morale and all heavy or all light.  Infantry are 4-12 bases and Cavalry 2-10, others 1-6.
 
Units are organised into one or more battlegroups (no limit on size).  Units must stay within 2" of another unit in the battlegroup or it is counted as separated for morale checks. Each battlegroup is commanded by a sub-general, although the C-in-C may choose to command a battlegroup personally. Sub-generals cost a lot of points (about 5 times a legionary or heavy cavalry base) which limit the number of battlegroups you may want to deploy.
 
Each base has a one or more weapons (pike, bow, spear, javelin, pila, lance, sling)  and an armour class (0-3 based on armour quantity and shields, except chariots and elephants that classed as Armour 3.  Lastly, heavy infantry may be trained (better at formation changes).
 
There is a point system for the troops.  There are no army lists but there are quite a few example troops (2 pages) given for a number of civilisations.
 
Setup
There is a simple terrain generation system which is players alternatively roll 2d6 per foot square of table, look up a table and place the terrain listed (2-6 is no terrain, 7 is player choice).  That's it.

Defending and outscouted armies are placed first, else simultaneous setup.

There are no guidelines on table size or what number of points is required for a reasonable game.  I cannot help out here as the game I played was a refight of a historical battle and used some modifications to bases and units for 15mm, not 5mm, on a 2'x2' table.  Movement rates are similar to those for other games (2" for heavy infantry, 4" for Heavy cavalry) so anything from 2'x2' upwards seems as though it would work.
 
Movement orders are given to battlegroups but units can decide to charge, evade etc.  C-in-C can change orders by moving to the battlegroup.  3 signals can be pre-arranged, to be understood by any or all battlegroups.

Movement Sequence
Games are played in turns, each player participates in each phase of the turn, mostly simultaneously, including movement.
  • Declare and test charges
  • move
  • shoot missiles
  • melee
  • test for routs and then rallying, retirement and pursuits.
Morale
As mentioned earlier morale of a battlegroup is key to the game.  There are four morale grades with a corresponding morale factor - Elite (10), Levy (5), other heavy troops (8), other light troops (7). The morale factor is added to all morale tests in the game, and is lowered during the game by such factors as:
  • routed
  • each lost melee round
  • contacted while evading
  • each other battlegroup with a broken morale
  • number of own battlegroup's units retiring, separated or routing

When morale factor is 0, the battlegroup cannot advance, if below zero, it will break off if in melee and retire.  If all of a battlegroup's units are evading, retiring or routing, the battlegroup is broken and basically routs or retires it's way off the field.

Morale tests are taken to charge, being charged, lost melee, to stop pursuing and at the end of a game turn for a few other situations (e.g. loss of a general).  I'll cover these in the appropriate section.

Disorganised
A unit can become disorganised by various means such as losing a melee after being charged by mounted, crossing difficult terrain or horses being near elephants or camels.  Disorganisation is not good in melee but otherwise has no other effect.  Disorganisation is removed when the thing that caused it is no longer in effect.
 
Movement
Movement is simultaneous.  There are movement distances for normal, charge and rout moves.  Examples are Heavy infantry is 2" normal, 3" charge, 4" rout; heavy cavalry 4" normal, 5" charge, 6" rout.  Charging is in a straight line.  Units can turn in place (changing formation) for a movement penalty, peltasts can changes from light to heavy infantry by doing nothing for a turn, and unit can also change frontage at a certain number of bases per turn.  Light infantry and cavalry can interpenetrate non-meleeing units.


Evading is interesting - units roll a 1d6 and consult a table that indicates the proportion of movement lost evading.  Evading includes an about face and is at charge speed but with variable loss of move (up to 3/4 for a bad roll), makes it interesting.  Being attacked in the rear is bad.

A unit wishing to charge into contact must pass a charge test which is 2d6 + morale factor and selecting form a list of 9 modifiers.  The score required to pass if different depending on the type of unit is charging (light troops, heavy infantry or heavy mounted) and the type of unit receiving the charge (light, heavy infantry or heavy mounted).  E.g. light troops charging heavy infantry require an 18, while heavy infantry charging heavy infantry require a 10.

If a unit passed the charge test, the receiver needs to take a threat test. This is the same as the charge test, with same modifiers and troop types, except the scores to pass are different. e.g. light troops receiving a charge from heavy infantry will pass on a 16, and heavy infantry receiving a charge from heavy infantry require a 10.  If a unit fails the threat test it must evade.

Missile
Light cavalry, elephants and chariots shoot all round, other 45 degrees. If a unit wants to fire missiles, it must subtract 1" from its move.  Chargers cannot shoot but a unit receiving a charge can fire at long range with anything but javelins.  Javelin range is 1", Foot Bows 6", mounted bows 4".  Short range is 1".  Heavy infantry can shoot with a 2nd, 3rd and 4th rank (if not disorganised).

Process is easy: 1 average die, -2 for light target, minus target protection, +3 at short range; multiply by figures firing.  If result is 3 times the target's units number of figures, reduce morale factor by 1.  Slow and steady and nothing dramatic from missile fire.

Melee
This section required a few readings to get the hang of it, but it all fell together eventually.
Troops fight to their front with engaged enemy. Bases are lined up with opposing bases.  It is unclear if a unit with only an enemy on the flank can roll in melee but the flanking unit gets a lot of bonuses so I assume the flanked unit can fight with one base.  Pikes can count a second base as fighting as well.  Overlapping bases don't fight but can wheel into contact next turn.  First determine who wins melee, and then the loser takes a morale check.

Process for melee: 1 average die per unit (not per base) + some factors (e.g. +2 mounted charging, +2 attacking in flank, -1 disorganised).  Multiply result by number of figures fighting (elephants multiply by 2).  The unit receiving more casualties than inflicted loses the melee, and must take a melee morale check.

Melee morale check (no dice): Add morale factor, minus a few factors (e.g. disorganised, attacked in flank, double or trebled casualty loss) and plus the push effect. Push effect is +1 for each of up to four ranks of heavy infantry behind the fighting unit.  So ranks of units is important. If the morale check is zero or less, the unit breaks.   However, unbroken mounted units may fall back from melee with infantry rather than break.
 
Pursuit: If enemy breaks, mounted will pursue, untrained may pursue or test not to, trained infantry can choose to pursue or not.

With initial morale factors for average units being 8, once in melee with equivalent troops they will only lose a point of melee a turn, or maybe two if unlucky.  But as soon as you start to lose more than win (either triple casualties, lose more rounds than opponent), it snowballs and you quickly break. So melee starts slow, and then quickly rushes to a conclusion.  It still often takes more than a couple of turns.   A mounted units that loses the first round is disorganised, and suffers both in melee casualty calculation (likely to lose melee) and also suffers in the melee morale check, so mounted Vs mounted combat goes quicker than infantry Vs infantry.
 
Rally and Pursuit and post-melee battlegroup morale
Any battlegroup that has lost its commander, or has a unit routed, takes a morale test for each of its units: 2 average dice plus morale factor, plus/minus a few factors.  For infantry, 10 or more is carry on, 4-9 is halt, below 4 is retire.  Results are slightly different for mounted.

A unit that is routing can take a similar morale test and will rally on a 10 or more.
 
A unit pursuing that wishes to stop rolls 1d6, adds morale factor and a few factors.  8 or more and will stop.

Example troops
Persian Immortals: Armour class 3, Heavy infantry, A trained, armour, shield, spear bow, 9 points
Greek Hoplite: AC3, HI, B/A trained, armour, shield, spear, 7 points.
Phalangite: AC3, HI, A/B trained, armour, pike, shield, 9 points
Companions: Heavy Cavalry, A, armour, kontos
Roman Legionary: AC3, HI, A trained, armour, pilum, shield, 9 points
Celt Warrior: AC2, HI,B, shield, spear, 5 points
Parthian Cataphract: AC3, A, full armour, barding, kontos, bow

Verdict
Only played in once (write-up coming or elsewhere) and with 15mm figures and fudging bases and units.  So I haven't got a true appreciation of the game mechanics.  I thought the average die Vs normal would be off-putting but it wasn't.  Each of the morale tests - five - are different and had different modifiers so had look them up each time but did start to get easier as I went along.  Having to track morale factor per unit I found was a painful, and the morale factor is used for nearly every roll involving the unit in the game. Melee seemed to bog down as it is rolling a die, add some factors, work out casualties and compare, then do a morale check based on morale factor, current status and casualty comparison.  There is maths involved, not just simple additional and subtraction - you are always multiplying by figure count and comparing for ratios with numbers usually larger than 20. I did used to play WRG 6th long ago but this somehow seemed different, or maybe I'm too old for it, or maybe it is just with more familiarity it would feel fine.  It feels historical but the game is not quite as fast as I would like and has more tracking and maths per unit than I am used to.  It  was OK to play, but not really for me.  It is not the fast game on a 2'x2' game I am looking for.