Introduction
Time for the yearly (or feels that way) change of direction
for my own ancient rules – Ancient Battlelines Clash. A post to document where I am at. Latest version included at the end of the post.
Background
So last year I was streamlining my rules - again as they are
now version 6 :-)
I started by using my own rules Ancients BattlelinesClash (ABC) back in 2012 to replay chronologically the Peter Sides ancient and medieval historical scenarios. After
about 50 of those battles and another hundred or so non-historical games I changed
them. Then changed them again. Went to grids, came back from grids. Still 1d6, mostly using the same broad
mechanisms, still fast play on a 60cmx60cm board (or a bit less these days). I seem to change them every few
games. Never quite happy. I am sure this latest iteration will be the same.
Back in December 2024 I was happy playing out the
odd Ancient Battlelines Clash battle with the latest version. ABC was not that remarkable
different to previous, just a bit more streamlined. Then Steve Parker released Dominion of the Spear (DoTS). This is played of a 3x2 grid, no movement, no markers, 4-6 units a side. Not a lot of tactical decisions post setup
but such a great ruleset for very fast games that really capture the essence of
mass ancient battles (there are more rulesets for later periods). Such a great set of rules. I played all the ancient historical games, did a few house rules, even tried it on a 6x6grid. This latter led me to a
revelation on how to reasonably convert my ABC over to a grid (this game was the outcome). Still much the same as
before, except for the movement rules, but
now on a 10x10 grid rather than a 40x40cm table.
Around April 2025 a friend was looking for a fast game (for when we did not have time to play Armati 2).
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Armati 2 Intro, using 15mm figures on a 3'x2' board |
I went back to where it all began - ABC was originally based on Bill Banks Ancients (BBA). I started with BBA and then judiciously added some of the ABC mods from over the years: converted the CRT to 1d6, tweaked some of the combat values, shooting using same table as melee, grid based movement, more detailed pursuit and mandatory charging for impetuous units. No reaction moves, no rolling for activation. I played these ABC rules a few times as recently as June 2025 and quite liked it.
Then came July 2025. This is when I decided to try and combine ABC with DotS. Or rather, could I make ABC work with just three sectors like DotS? The big difference between the two is ABC is a 1d6 for combat and has 2 hits per unit (well, disorder and destroyed status), DoTS combat is 2d6 with each side rolling a hit die and single kill. The no markers is something I have tried before with ABC without success and also without success tried Phalanx and the original DBSA (precursor to DBA) as both are markerless. I do come back to DBSA every year or two, as recently as 6 months ago so I am assuming I will go back to DBSA again sometime! I have also tried a 3x3 version with ABC a few years ago without success either. I managed to get something I was happy with, and setup next to my computer with some 6mm figures. I found I wanted some movement. I created a small 6”x6” green grid for next to my computer and played a lot more with it on that 6x6 grid, basing it on the 6x6 rules I used for DotS.
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6x6, using 6mm figures on on a 6"x6" board |
I was thinking of expanding the 6x6 grid rules for WW2 and skirmish but then instead went to a to 6x9 grid. This allowed me to directly use the historical scenarios I have for ABC that work on a 10x10 grid. Why 6x9? I think at the time I was trying to keep the proportions of a 4’x6’ table so could recreate various ww2 scenarios, if I ever got that far with the rules.
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6x9 |
I even played twice on a 3’x2’ table that I setup for some Armati games. My friend could not make it over so I played the game but using these latest rules. Worked fine. But then, hey if I am playing 6x9 grid when not ust go back to playing the historical scenarios on a 10x10 grid? The whole idea of playing the Peter Sides scenarios was to test out my rules. I can setup the forces closer so it starts off as 10x6 but there is more depth if needed. So now I am playing the next scenario in my ABC list with these rules on a 10x6 grid.
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Sneak peak of Battle of Cibalae, 316 AD, 15mm figures on a 10x10 grid, 40cmx40cm board |
Verdict
So gridded rules, no markers, no pursuits or retreats, not many reactions to opposing moves. But fast, which was the whole idea. And a great (even if quick!) narrative. But I still see the essence of ABC in there. I am also fairly certain there will be sequel with a return of the disorder state for units (so one marker) and pursuit/retreat rather than both units being destroyed. But that is for the next iteration :-)
DoTS is still a much better game with more nuances for the 3 sector game. But I feel I have got an ABC version that would work on a 2'x2' table if (when?) I get back to that table size with my next iteration of ABC.
Playtest scenario
For interest, here is the scenario I played a dozen or so games for playtesting. Bronze age game with chariots and lots of missiles so only a small portion of units types units. But will continue to play with other battles.
Battle of SURMARRITI, 1089BC
The Battle of Surmarriti, 1089BC is listed in WRG Armies of the Ancient Near East 3000BC to 539BC. Tiglath-Pileser I, King of Assyria, marched for the second year against Marduk-nadin-ahhe, King of Babylonia and met them at Surmarriti.
I can’t find any other information on the internet but all I
was looking for was an excuse to use some Assyrian and opposing forces (The
Babylonians at this time were under Isin Dynasty and so could have different
forces – I used Aramean lists as a basis).
The forces I used were from various army lists as I have no idea of the
actual participating forces.
Links
Some starter links on the Middle Assyrian Empire and the
leaders involved.
https://en.wikipedia.org/wiki/Middle_Assyrian_Empire
Middle Assyrian Empire
1 leader, Tiglath-Pileser I (in one of the chariots)
2 Chariots, bow
2 Ashsharittu, Heavy Archers, spears and bows
1 Light Archers, bows
The above is for 3x2 and 6x6 grids, for 6x9 add 1 Light Archer
Babylonian (4th Dynasty)
1 leader, Marduk-nadin-ahhe (in the Chariot)
1 Chariots, bow
1 Spearmen, Heavy foot
2 Militia, medium infantry, javelins
1 Light Archers, bows
1 Light Infantry, javelins/slings
The above is for 3x2 and 6x6 grids, for 6x9 add 1 Militia
I played this scenario about 12 times on 3x2, 6x6 and 6x9. All were fun. I did not take pictures of the battles. A lot of non-work time is currently spent renovating and gardening so gaming time is short and recording of actual battles has been a casualty of that.
Rules
These rules are not in the greatest format. I use Google
Keep and store them as a Note. Makes
them trivial to update no matter where I am.
I want to play a few more games before I actually copy them into Word
and baseline them. So consider them a work in progress and the three people that may be interested in them can see where I am currently :-)
3 sector version 9 July 2025, 6x6 1 August 2025, 9x6/10x6 21
August 2025
3 SECTOR
DEPLOY
One unit deployed to each sector as primary.
Other units can be deployed as a reserve into a
sector. Maximum 1 reserve unit per sector. Remaining units (if any)
go into a reserve area behind the sectors.
TURN SEQUENCE
Attacker activates a sector.
Defender activates a sector.
Determine victory, if no victor then do another turn.
Cannot activate a sector if previous side activation
contained a destroyed EL or SCH.
VICTORY
If a side has 0 or 1 unit and the other side has more units
then the other side wins.
ACTIVATION
The primary unit attacks. This is the primary unit in
the facing sector, or if no unit in that sector then the adjacent sector, if
none then the unit in the remaining sector. An attack not into the facing
sector is a flank attack unless no friendly unit in that sector.
If a unit is routed, the reserve unit becomes the primary in
that sector. If no reserve unit in that sector, move a unit from the
reserve area. If no unit in the reserve area, then move a reserve unit
from an adjacent sector. If no reserve unit in an adjacent sector then
the sector remains empty of friendly units.
If flank attack with shoot and both units in other sector in
melee then need to use melee value, not shoot. If melee flanking and friendly
other is shooter then could swap to indicate melee is on front as other flank
unit has turned.
ATTACK
If missile armed, shoot. If target is missile armed, roll on
combat as if in melee for result.
If target not missile armed, then roll on combat table but
ignore adverse results (AE or 2-both, but 5-both is DE). AE/2-both mean target
can now try a melee. n/a = target cannot melee back.
If not missile armed then charge target. If target not
missile armed, then melee with charger as attacker. If target missile
armed, the missile unit will shoot first as attacker.
If trying to melee against shooter and failed, then treat
this as failed to contact this activation.
A flank attack and the target enemy unit has an opposing
unit in the same sector then the target unit cannot charge nor shoot back and
the attacker will not receive any adverse results.
UNITS
LC (Light Cavalry), CM (Camelry), LCH (Light Chariots), CH
(Chariots), MC (Medium Cavalry), HC (Heavy Cavalry), EL (Elephants), CAT
(Cataphracts), LA (Light Archers), LI (Light Infantry), CAMP (Camp), MI (Medium
Infantry), WB (Warbands), HA (Heavy Archers), HI (Heavy Infantry), PX
(Phalanx), BD (Swordsmen, Axemen etc), SCH (Scythed Chariots), SK (Skirmishers)
Combat Value (CV):
Mounted: LC*/CM*/LCH* 0, CH* 1, MC 1, HC 2, EL 2, CAT 3
Infantry: LA* 1, LI* 0, CAMP 1, MI/WB 2, HA* 2, HI 3, PX 4
* = missile unit
Shooting is always with combat value 0, except LI/LC/LCH vs
infantry is CV2
Points: CV, +1 if missile-armed, +1 mounted, + if
EL/LEADER/LI/WB +1
Optional units:
BD = HI with +1 Vs infantry to front in melee; -1 Vs mounted
in melee
Leader = 1 point, attached to a unit for the game,+1 cv in
melee or mutual shooting
SCH =cv2, 1 point, if do not destroy enemy then they are
destroyed.
SK = cv1, 1 point, any both result is SK routed only unless
facing another SK (note I don't play with Skirmisher units but here in case I
ever want to do so)
COMBAT
To attack, add attack CV + mods and subtract target CV +
mods.
Melee & mutual shooting / shooting
1 and
natural 1 AE / target may advance and may melee
2 both /
target may advance and may melee
3 n/a
4 n/a
5 both / DE
6 and
natural 6 DE
+1 melee to front or flank attack: mounted (not LC/CM/LCH)
vs any but CM/EL
+1 melee/shooting flank attack (applies to all attacks on
flanked unit if target in melee) +2 if target is PX
+2 WB to front in melee vs infantry
+1 leader with unit in melee or mutual shooting
+1 Infantry uphill of all attackers/defending terrain in
melee
+1 LI/LA/MI/WB attacking in/into/out diff
+2 LI/SK vs EL
LC/LCH/LI can retreat after any melee or shooting survival
and swap with reserve.
Results:
xE = routed.
both = both are routed
n/a = no effect other than a melee unit cannot perform a
melee if shot at.
AE and both do not affect an attacker in a flank attack
AE and 2 (both) do not affect an attacking shooter (do if
mutual shooting)
TERRAIN
If on a hill: infantry +1 to CV in melee
To ponder:
Shock units with missile (e.g. Persian HC). Maybe
shoot once then charge? or just add * to unit. What about HC with full
armour - HC 2 (3 Vs shooting)?
Elite/Poor +1/-1 to CV in melee or mutual shooting. +1/-1 to
points, min. 1 point
*6x6 CHANGES*
Set up one or two in from edge. All infantry move 1,
all mounted moved 2.
When a side is activated, may activate one square or a
group. A group is 2 units adjacent and facing same direction and are
defined at the start of the battle. If the group's units are ever split (not
adjacent and having same direction), that may no longer be activated as a group
and each unit must be activated separately.
Each square move is either change face and move 1 square or
move 1 square and change face. No diagonal moves. If in the front square of an
enemy cannot change face or move.
When activated may move and/or attack. If move and square in
front is occupied by an enemy unit must attack. If enemy unit has no
attacking unit in front square then may turn to face attacker.
Flank attack is when attacking an enemy not on its front
facing square and not itself flank attacked.
If a unit is routed, an adjacent unit facing in the same
direction as routed unit may move into the vacant square if it is not in an
attack. If attacked square is not filled, and routed unit was not LI/LA/EL/SCH,
then an attacking non-bow HC, EL, SCH or WB must advance into the square.
LA/HA range 2 directly ahead. May move and shoot. May
be mutual shooting if target is LA/HA 2 away and able to fire back.
If not mutual shooting and do not receive a n/a: all targets
will advance one square if shot to front and immediately attack (melee if not
missile armed, mutual shooting if missile-armed).
Non-bow HC, CAT that have an enemy 3 squares away directly
in front will move 2 squares and immediately attack (not Vs LC/LI/LA); WB and
EL will do same against infantry (not LI/LA) 2 squares away.
Possible group change: Instead of a group being 2 units
predefined at start: 3 groups are predefined at start. Largest group is 3
units.
*> 6x6 e.g. 10x6, 20x6/20x8 *
10x6 fits in really well with other current ABC army sizes. For 10x6 a group is up to 3 units and must define 3 at start (optional: 2 for poor commanded army and 4 for great command structure). At 20 wide getting in Armati Intro size units and define 5-6 groups, max 6 units per group but can be any size really. Go by Armati limits. Also, at this size may twice split any group and the two smaller groups still count as groups.
Gosh, that is almost a Ancients wargaming stream of consciousness! I think I've got handle on the various permutations. I think we both go through a similar circular cycle with our homegrown rules efforts. I get something I'm happy with for a while, but then the inevitable compromises and abstractions start to get to me.... Funny how DotS and it's brethren seem to have thrown everything up into the air! Well done Steven Parker for stimulating our creative juices.
ReplyDeleteExactly (on rules writing) and it makes me feel better knowing it is not just me! I am consistently cycling with my ancient rules but not so much with WW2, or other periods. I am also happy to try out other ancient rulesets but when it comes to WW2 it seems i then just play my own (possibly the setup time for WW2 puts me off playing with a set I may not enjoy).
DeleteI have and will continue to praise Steve on the Dominion series of rules, as do you. Fascinating how this appeared and have caused such a ripple. Reminds me a bit of Neil Thomas's One hour Wargames impact.
You’ve clearly had a lot to consider there Shaun.
ReplyDeleteTBH I don’t mind markers, but I’ve no problem with roster sheets either. I can see grids have a huge advantage for “remote” games as it does away with the potential for disagreements about distances & angles.
Battlefield size? Square is ok - but my preference is to have a 3:2 ratio.
I look forward to reading how you get on with your further testing/experimentation.
Cheers,
Geoff
Thanks Geoff.
ReplyDeleteMy ancient rules do border a little on obsession :-) I do think on them a lot. A lot more than actually playing with them anyway! I am going to try and play and post a but more on the testing I do with these rules.
I don't mind markers either but a preference is to not have them if at all possible (i.e. still get a good historical narrative and also be fun). I think I went to the 9x6 grid to get the classic 3:2 ratio favoured by many rules.
Great read, Shaun. Really interesting to follow the development of ABC and what has influenced you.
ReplyDeleteCheers,
Aaron
Thanks Aaron. It has been a 12 year journey so far, I am sure they will change again when I find some shiny new mechanism somewhere that I like!
Delete