Showing posts with label warrior kings. Show all posts
Showing posts with label warrior kings. Show all posts

Wednesday, 2 June 2010

Callinicum refight with Warrior Kings

Here is a refight of Callinicum using Warrior Kings.  For a bit of information on deployment,house rules and how I graded the troops just go to this blog link.

Persian troops
6 Persian Line cavalry - Mounted Melee, Dual Armed, CV4, AC4, 3 figures
2 Elite Persian Cavalry - Mounted Melee, dual Armed, CV5, AC4, 3 figures
3 Lakhmid Light cavalry - Mounted Skirmish, CV4, AC2, 2 figures
Byzantine troops
3 Skutatoi - Foot Melee, Dual armed, CV4, AC4, 4 figures
4 Line Cavalry - Mounted Melee, Dual Armed, CV4, AC4, 3 figures
2 Elite Line Cavalry - Mounted Melee, Dual Armed, CV5, AC4, 3 figures
1 Isaurian Light Infantry - Foot Melee, Dual armed, CV4, AC2, 3 figures
3 Ghassanid Light Cavalry - Mounted Skirmish, CV3, AC2, 2 figures

Deployment

Deployment from Persian side - 3 year old daughter's arm at the back helping out

The General stands exist just to indicate which stand they are actually with.  They can't move from the stand in Warrior Kings.
For the Byzantines, I've linked the Light Infantry and all the Heavy Cavalry so they can be activated as one body.

Overhead shot of deployment (and an excuse for anther picture of my daughter getting ready to roll the dice for me).

Turn 1

Persians activate first - right to left (as they have to).  Moved the elite heavy cavalry 45 degrees to left and then moved another 1/2 move.  The Lakhmid Light Cavalry moved straight ahead 16.

The Byzantines moved the Ghassanid Light Cavalry to 4 the Persian Light Cavalry - out of missile range.  Moved half of Heavy Cavalry plus the Light Infantry up to align with the Ghassanids.  The rest of Heavy Cavalry their full distance (12) straight ahead and ended up about 5 from Persian Elite Heavy Cavalry.

I was thinking of moving the Ghassanid Light Cavalry directly back as Skirmish in WK can move in any direction.  However, flank attacks are quite deadly in WK and moving the Ghassanids back would have exposed the Light Infantry flank so did not. But later realised that Skirmish can't move into contact with non-Skirmisher units and so this may have been a good tactic.

Note only Melee units trigger enemy threat reaction tests so the Ghassanids moving within 4 of the Lakhmids does not trigger a test.

End of turn 1

I use a little green bush to indicate bodies that are halted/inactive.

Turn 2

This turn is fairly detailed in including dice rolls etc.  I'll tone it down for the rest of the turns but it is here to show how it works as, other than the example in the rules (between 2 bodies for 2 turns), there is nothing else to show how the dynamics or rules for Warrior Kings works.


Persians wheel the Reserve Heavy Cavalry and move 6.

The Elite Heavy Cavalry wheel and attempt to charge the opposing Byzantine elite Heavy Cavalry.
Attempting to charge reaction test: 3,3. pass 2 dice.  Persians move to 1 away.
The Byzantine Cavalry roll for receive charge reaction test: 3,2 - pass 2 dice with the reaction 'stand and fire'. Result of fire: d6 roll of 2 +1 (mounted target) - nothing (need 5 for a hit on AC4).
Persian Cavalry roll for received fire reaction test: 6,6  - still pass 2 dice (CV5 +1 for friendly adjacent, +1 for next to leader = 7) with reaction  'Chargers continue'.  Persians move into melee.
One stand vs one stand (no alignment of stands - similar to Armati in this respect). Byzantine roll 4 (+1 leader, +1 vs mounted) = 6 = one hit.  Persians roll 4 (+1 vs mounted, +1 shock cavalry first melee round) = 6 = one hit.  Leader risk check d6 = 4 (a 6 is bad).
Both sides roll a involved in melee test. Each now at -1 for 1 hit but with a high CV and leaders present a 6 is likely a pass as well.  Roll anyway and check if a 6 occurs.  Persians roll 1,5 = pass 2 dice.  Byzantines roll 5,3 and pass 2 dice as well.  Result is carry on.

Note that as I mentioned in my review of Warrior Kings, the original rules had the result for Mounted for passing the involved in melee test being they retire if did not cause the enemy to rout/retire.  In this case both would retire.  However, the update from Ed from the THW yahoo group re a new WK/WH rule (you will need to be a member of the twohourwargames yahoo list to access message 6245) is that a revised melee reaction test result for mounted should be used for Warrior Kings as well, which is Mounted will only retire if they did not cause enemy FOOT to rout/retire.  Either way would give a good game and there are arguments both ways that either one reflects history (my simplistic arguments - the original version highlights cavalry regrouping and charge, the new one is that at this high level the regrouping does not need to be represented by both stands retiring).

Lakhmids move up to within 3 of the Ghassanids and halt (as they are within missile range).  But they cannot fire as they moved.

End of the Persian turn and the Byzantines now start on the right.

Ghassanids missile fire the Lakhmids.  Each shot will be at +1 (mounted target).  First roll is 2 +1 = 3 is one hit; second roll is 5 +1 = 6 which is one hit (only one hit can be inflicted by missile fire from a stand).  Last roll is a 2 +1 = 3 is one hit.

Note: not sure if missile fire should be resoled individually by stand - i.e. each Ghassanid stand fires and a reaction test for the target(s) done, then the next stand fires and reaction tests done.  I think by body makes more sense and the example in the book seem to lean to this idea.

Lakhmids roll for a received fire reaction test - 2,4.  From right to left: first passes two dice (CV 4 +1 next to one friendly, -1 one hit).  Reaction is fire back.  Second passes test and so does the third (reaction tests are rolled per body but applied per stand).

Return fire (all three Ghassanids are targets as there are not completely aligned, and all stands directly in front of a firing stand are targets).  The leftmost Lakhmid rolls 1 (+1 mounted target) =  no hit.  The middle Lakhmid rolls 1 (+1) as well = no hit. Other Lakhmid rolls a 3 (+1) = one hit.

Ghassanids take reaction test for received fire (yes, Skirmishers will tend to keep firing at one another until one side is completely routed or retired). Roll is 4,4.  From right to left.  First stand is CV3 +1 friendly adjacent = 4 =  passes both dice (reaction is return fire).  Middle also passes (CV3 +2 for two friendly adjacent stands) and left one is CV3 +1 friendly adjacent -1 hit and passes 0 dice. Reaction is rout.
Ghassanids return fire (all three Lakhmids are targets as they are not completely aligned, and all stands directly in front are targets). Fire dice are 3 (one hit) and 5 (one hit)..  Middle Lakhmid stands chooses not to take the hit.

Lakhmids take reaction test for returned fire 2,3.  From right to left CV4 +1 friendly -2 hits = 3. Passes both dice.  Reaction is return fire.  All others do not have a worse modified combat value so pass both dice too.
Missile fire rolls (from right to left) are 6,2,2 (each +1 for mounted target) which is one hit to one ghassanid and 2 to another.

Ghassanids take reaction test for received fire. Roll is 3,5.  From right to left.  first is CV3 +1 friendly -2 hits = 2 passes no dice and routs; the other stand passes 1 die (CV3 +1 friendly -1 hit) - reaction retire (take 1 hit and move 7 directly back)
I choose not to implement the rout until all reaction tests are done for the body.  If I had, the -1 for friendly adjacent stand would not apply for the second Ghassanid and it would pass 0 dice and rout too.

Onto the next body....the Light Infantry & 2 Heavy Cavalry splits. The Light Infantry charges the Light Cavalry in the flank.  Flank attacks are defined if a stand contacts an enemy unit not on the front edge.  Flank attacks are very deadly in WK.  Light Infantry rolls for attempting to charge : 4,4, passes 2 dice.  Light Cavalry has to roll for a received charge. If it does not pass both dice, flank attacked units are routed.  If they pass, they are not longer treated as being charged in the flank.  Flank attack effects a receiving charge reaction test, otherwise it does not effect melee. Roll 6,3 - pass 0 dice (CV4 +1 friendly adjacent, -2 hits, -2 charged in flank = 1).  Routed.  Light Infantry rolls to pursue: 4 which is must pursue.  Pursuit distance is 4 but not enough to contact next LC.
The Heavy Cavalry charge into the Persian Elite Heavy Cavalry.  Charge reaction test - 4,3.  Passes both dice.

Note the charge brings the 2 Heavy Cavalry into contact with all 3 Persian elite heavy cavalry.  One of the Persian elite heavy cavalry is also in contact with the Byzantine elite heavy cavalry.  The rules are a little unclear (and I didn't find it in the Q and A either) about whether the overlapping Byzantine elite heavy cavalry will participate in a melee.  In this case I assume all would participate as all Persian cavalry will be in melee.  I assume also that if the byzantine heavy cavalry charge had only hit the two heavy cavalry and did not get to contact the third Persian elite heavy cavalry that the melee would only be between the contacting stands, the melee with the Byzantine elite heavy cavalry would then be a different melee.  This latter assumption is due to the fact that no stand is shared between the melee areas.  BUT in the actual case here, there is a common melee stand and so it is all one melee.  But after all that, it is hypothetical as I have to roll receive charge for the body, which includes all three stands.  If the stands being charged by the Byzantine heavy cavalry fails and retires/routs, then the Byzantine heavy cavalry would not contact it, and then there would be no shared stand...

View from the Persian side prior to the 2 Byzantine cavalry charge

Persian elite heavy cavalry roll for receive charge -3,6.  From the Persian right to left: CV5 +1 friendly adjacent, +1 adjacent to leader, -1 hit = 6.  Pass both dice.   Other two stands also pass both dice. Reaction is return fire.  The 2 Persian cavalry that can return fire do so - one die is 3, one is 4. +1 for target mounted is 4 and 5.  One hit (Byzantine left heavy cavalry).
Byzantine take received fire test - 6,4.  CV4 +1 friendly adjacent = 5. (and -1 for the one with a hit).  Each passes one dice with a reaction of continue charging plus take 1 hit.

The hypothetical melee outlined above now occurs and assume one combat. Persians roll 2,1,3 +3 mounted target, +1 leader  = 10 or 2 hits. Leader risk d6 roll = 4. ok.
Byzantines roll 1,1,3 (!) +3 target mounted, +1 leader, +2 mounted first round = 11 or 2 hits.  Leader risk check roll = 4. ok.
Involved in melee check:
Persians first - 3,2.  As the worst is CV5 -1 hit +1 friendly adjacent +1 leader contact = 6 all pass 2 dice, carry on.
Byzantines - heavy cavalry body first  6,1.  hmm.  CV4 +1 friendly, -1 hit = pass one dice = retire. Move back 4 and take another hit.  The Persians roll to pursue - a one so do not.
The Byzantine elite heavy cavalry  - 6,1 but as it is leader and adjacent to a stand it passes both dice - carry on.

Next body... Byzantine elite heavy cavalry - the other one has not been in melee - wheels 45 degrees and charges a flank.  Attempt to charge - 3,3 passes 2 dice.  Persian heavy cavalry receive charge test: 6,3 fails one die and routs. Byzantine rolls for pursuit - 5 yes.  pursuit distance = 4 which is not enough for another contact.


Note pursuit and retire distance is set by the Armor Class, number of figures and mounted/foot.  Almost always a stand's movement distance divided by 2 and minus 1.  To this is added +1 or -1 depending on the roll of a die (1-3 = -1, 4-6= +1).  Whether a unit pursues is subject to a die roll too and based on original CV - high CV stands will generally pursue if attacking, and less so if defending.  With low CV it is the other way.  Generally.  It is actually simpler than it sounds - roll higher or lower than original CV and compare to 5 types of reaction (attacking, defending etc).  Pursuit roll is required is enemy stand retires or routs.

Next body - Moved Byzantine heavy cavalry up 12 (full distance).
Next body - moved heavy infantry up full distance of 6.

 End of turn 2

Turn 3 

Persian to start - Note that no Persian units are active as all have done a reaction and they have all stopped moving.  They have only 2 activations and I want to move the Light Cavalry and charge the reserve heavy cavalry into the flank of the Byzantine elite heavy cavalry.  So the right most heavy cavalry is not activated.  The reserve heavy cavalry is moved and one heavy cavalry will be charging the Byzantine elite heavy cavalry in the flank - passes attempting to charge.  The Byzantine elite heavy cavalry takes a receive charge test - passes both dice (note: roll 3,1; CV5 -2 flank charge = 3).  Reaction is return fire but cannot (out of arc) so stands.
Persian Cavalry moved into melee.
Persians roll 1 +1 mounted enemy +1 mounted first round = 3. no hits.
Byzantines roll 1 + 1 mounted enemy = 2. no hits.
Byzantine roll for involved in melee reaction, pass one die - retire.
Persian pass both dice for involved in melee reaction.
Persians roll for pursuit - yes - and move 5 which brings them into contact again.  Melee carried over to next turn.
Note: when looking up the rules for something else later in this turn, I noticed that is the pursuer contacts the enemy that retire, the enemy is routed instead.  so the melee should not have carried over.  Also, new melees are not carried over but keep happening until no more contact.  For example, if the pursuing Persian Heavy Cavalry had contacted a new stand, then a new melee would occur rather than carry over.  I realised the error when another Persian stand contacts the Byzantine Heavy Cavalry and so chose to automatically rout it at that point.

Next cavalry body does nothing - not in range for missile fire and not activating.
Light Cavalry could both move and attack the Light Infantry in flank - but would likely die as Skirmishers charging rout if don't pass both dice.  But also if they have to themselves undergo reaction, they will need 3 or less to pass so don't really want to put them in a position where they need to take a reaction test.  Maybe try and follow-up the Ghassanids and keep them constrained.  Certainly need to get away from the Light Infantry.  So the Light Cavalry move up to within 2 of Ghassanid stand.

Byzantine's move and choose to move the Ghassanids away to protect the Heavy Cavalry  flank

Activates the Elite Heavy Cavalry stand with the leader, wheels and attempts to charge Persian Heavy Cavalry flank.  Passes 2 dice.
Persian Elite Heavy Cavalry receive charge reaction - passes both dice (Leader stands are tough - CV5 +2 leader, +1 friendly adjacent, -1 hit, -2 charged in flank: only a roll of 6 is bad) and stands.  Persians are now assumed not to be flank charged.
Melee:
Persians roll 6 +1 leader = 7. one hit
Byzantines roll 5 +1 leader, +1 mounted in first round = 7. one hit.
Both leader pass risk test.
Both pass 2 dice for involved in melee test and so melee will continue next turn. 

Next body - Heavy cavalry attempt to charge enemy Persian heavy cavalry body to its front.  Passes 2 dice.  Persians stands all pass 2 dice for receive charge test and return fire causing 1 hit to each Byzantine stand.  Byzantines pass only one dice for receiving fire, take an additional hit each and charge in.
Melee results in two hits to Byzantines and two hits to the Persians.
Involved in melee test results in Byzantines routing and persians passing 2 dice and pursuing. Pursuit causes possible charge of the Byzantine Elite Heavy Cavalry in front (charging its flank).  See previous error above in that the Byzantine Elite Heavy Cavalry should have routed, and so this is what was done now to resolve that:  The Byzantine Elite Heavy Cavalry is routed.  The Persian Heavy Cavalry stand that pursued it pursues now and does a pursuit move of 7.  The Persian Heavy Cavalry that was doing an attempt to charge is simply moved its pursuit distance.

What the Persian's see after the Byzantine Heavy Cavalry rout

Next melee is between the two Elite Heavy Cavalry with leaders.  Both currently have 2 hits.
Byzantine inflict 1 hit.
Persians inflict no hits.
Both pass Leader risk roll.
Persian involved in melee test results in passing 0 dice.  Routed.
Byzantines involved in melee test results in passing 1 dice.  Retire. Retires into the enemy heavy cavalry and so it routed.
The Persian army must now undertake a leader lost reaction test. All stands do so.  Starting from right to left:
  • The three heavy cavalry body all pass both dice. Carry on
  • The two heavy cavalry body (the reserve) pass both dice.  Carry on
  • The single reserve Heavy cavalry body pass 0 dice - ROUT
  • The 2 elite Heavy cavalry pass both dice.  Carry on
  • The 2 Lakhmid light Cavalry pass one dice.  RETIRE (another hit each - they are not much good except as speed bumps - but then again, the Lone Ghassanid is not in much good shape either).
The Byzantine army must now undertake a leader lost reaction test. All stands do so.  Starting from right to left:
  • The light infantry pass 0 dice and rout
  • The Ghassanid light cavalry pass 1 dice and retire.  
  • The heavy cavalry - the one with 3 hits passes 0 dice, the one with two hits passes 1 dice and retire.
  • The infantry all pass 2 dice.

While things looked grim for the Persians when they lost the leader, after the leader lost result for the Byzantines, it look much worse for the Byzantines - 1 light cavalry speed bump, a heavy cavalry that is likely to rout at the sniff of a reaction test and 3 good infantry that can easily be out-maneuvered by the Persian 6 heavy cavalry in good condition.  I'm calling it for the Persians.

End of turn 3 and the game

 
Verdict
While it may seem like a lot of dice rolling, in practice things moved very fast.  I could not tell you how long the game lasted as it took awhile to write the notes as I was going but I would say there was about 50 minutes of play.  I have played about 10 games on a 2'x2' board and they all lasted from 30 minutes to 1 hour. It was strange that no melee ever had an outnumbered side (figures for each side of a melee are totalled and the one with fewer is outnumbered and gets a -1 to the reaction test.  It applies for missile fire too but I often forget that). The game is very dynamic, very fast and well suited to fast play.  Warrior Kings gets a large tick for a ruleset that plays under one hour on a 2'x2' board.  The only real change I made was to make inches into centimetres.

Tuesday, 25 May 2010

Callinicum Warrior Kings forces

Having given Armati two replays, it is time to focus on my second favourite ancient rules - Warrior Kings.  Let's work through getting a suitable force list and deployment.
 
Deployment
As a first cut, I will start with the same deployment for Armati  which is aligned with the SOA Battle Day 2009 pack for Callinicum.  Persians will move first.  Armies will be 25cm apart (same as the Armati setup).
 
I'll be using centimetres rather than inches due to the small board and one stand = one unit.  I've played 10 games recently and centimetres seem to work just fine.  I recommend this for any 2' deep boards.
 
War Rating
A side's war rating define the number of activations per turn and is determined at the start of a battle. By default Sassanid Persian war rating will be 2 a third of the time, and a 3 two-thirds of a time; Byzantines will be a 3 a third of the time and a 4 two-thirds of a time.  Why?  War ratings is determined by a die roll: a roll of 1 or less is a rating of 2, a roll of 2 to 5 is a rating of 3 and a roll of 6 or more is a rating of 4.  Sassanids get -1 to the roll and Byzantines +1.  A war rating of 3 is fairly standard for a 400 point army on a 4'x3' board.  I'm using a 2'x2' and likely less than 400 points - I think it will be closer to 250-300.  So an average war rating of 2 seems to be about right.  With the units setup the way they are, a War rating of 2 for each side will advantage the Persians as they start with less bodies and so can activate more stands.  This fits with the scenario description of the Byzantine's command and control being less than optimal. An alternative would be to create less units on the Byzantine side (maybe linking all the cavalry and linking the LI and the Ghassanids) and giving the Byzantines a war rating on 1.  I will use the former approach of war rating of 2 each.
 
Persians
6 Persian Line cavalry - Mounted Melee, Dual Armed, CV4, AC4, 3 figures
2 Elite Persian Cavalry - Mounted Melee, dual Armed, CV5, AC4, 3 figures
3 Lakhmid Light cavalry - Mounted Skirmish, CV4, AC2, 2 figures
 
Elite training gives +1 in combat while increasing the Combat Value (CV) increases the chances of passing reaction tests.  Much better to make the elite cavalry more resilient by increasing CV than +1 in combat.  If I increased the armor class of the elite Cavalry (which would reduce the number of hits), this would make them move at a slower rate to the rest of the line cavalry (move rate of 8 for AC6, move rate of  12  for AC4).  AC6 for all the cavalry is probably not justified as AC6 should be reserved for Heavy Cataphracts.
 
Byzantines
3 Skutatoi - Foot Melee, Dual armed, CV4, AC4, 4 figures
4 Line Cavalry - Mounted Melee, Dual Armed, CV4, AC4, 3 figures
2 Elite Line Cavalry - Mounted Melee, Dual Armed, CV5, AC4, 3 figures
1 Isaurian Light Infantry - Foot Melee, Dual armed, CV4, AC2, 3 figures
3 Ghassanid Light Cavalry - Mounted Skirmish, CV3, AC2, 2 figures
 
The discussion about how to best represent the Elite Persian heavy cavalry applies equally to the Byzantine Heavy Cavalry.  There are a number of ways to represent the Skutatoi.  They shouldn't be Missile units as this would make them too brittle.  They could be 2 Melee stand and 1 Missile stand but that does not seem how they operated.  They could be figures = 4 rather than 3 but I think they were not that brittle (they did make a last stand in the actual battle).  Lastly, they could be AC2 rather than 4 but I think infantry for this Byzantine period and with the amount of armour and how they performed gives justification for AC4.  The Isaurian light infantry need to be able to stand up to Melee units so I did not make them Skirmish.  They are Dual Armed to account for the javelins.  The Ghassanid Light Cavalry were the easiest to do - one less CV than the Lakhmids.  Of course, I could have gone the other way and make the Lakhmids CV5 and then the Ghassanids would be CV4.  The choices, the choices.  We shall see how my first cut of the forces goes in the forthcoming battle.
 
Rule changes
Besides using centimetres rather than inches, I am also ignoring the "desperate struggle' rule (if you roll a 6 in melee, your enemy gets -1 to the following reaction test).  Why?  It is finicky and the game has a fair amount of luck already.
One other rule I've used in our other games and will use here is that the rules state that a body rolls once for reaction test and all stands check against that roll.  One bad roll and the whole body has gone.  On a 2'x2' board, there are not that many bodies to go around.  So, for my house rule, a body rolls for the reaction test.  If you like the roll, that check each unit against it; if you do not like the roll, check the first unit (right to left, as per turn sequence) against the roll and then roll reaction dice and test for EACH other stand in the body, one at a time, right to left. At least that way one bad roll will not wipe out a body, you have a chance a few stands might survive as you roll for each stand.

Wednesday, 19 May 2010

Warrior Kings Review

This review ended up being very very long.  Mostly because some core rule mechanisms are different to other ancient rules. But I found absolutely nothing on the internet and the one or two I found were reviews only based on reading the rules and not playing.  If anyone does know of another review, I am happy to include a link to it.  
 
I will soon be posting a replay using the rules which should highlight how they play.  The review below more a detailed discussion of the rules mechanisms.  Hopefully it is comprehensive enough to get a feel of if these rules are right for you or not.  As it is the first review I've ever written, if anyone has any helpful comments on the review that would be great.
 
Also, as this blog is about fast play rules, I will be posting (hopefully) post more reviews on those rulesets that don't have one and also be able to post some actual comparisons of how different rulesets handle various situations.

Brief background
Warrior Kings is a mass ancient combat system was released in 1998 by Ed Teixeira of Two Hour Wargames (THW).  It is long out of print but the pdf is available from the files section of the Warrior Kings yahoo group.  Warrior Kings led to a fantasy version - Warrior Heroes, also out of print. As THW have a few Warrior xxx titles, it should be clarified that other THW titles - Mayhem: Warrior Kings, Mayhem: Warrior Heroes and Warrior Heroes: Armies and Adventures are not mass combat games. Warrior Kings  core mechanism is the reaction test - familiar to anyone that has played any THW rules.

Presentation
The pdf version is spread over a number of files and is formatted in two column print.  There are no diagrams or pictures.  This is definitely and 'old school' rules layout.  There are some callout boxes to explain why things are the way they are. There is also an FAQ which explain the reasoning behind the mechanisms in the game.

The first 12 pages are the rules. The remainder is taken up by solo rules (1 page), 28 army lists (6 pages), a campaign system including an example and a map (6 pages), FAQ (3 pages), an example of play (2 pages) and a reprint of all the charts in the rules (4 pages).


The game is designed to be played with 40mm wide bases with 15mm figures but will work just as well so long as both sides have the same base widths and distances are adjusted to match.  The suggestion in the rules are that if using 60mm width bases double distances.  The game is designed to be played on a 4 feet wide and 3 feet depth board.  The basic unit in the game can be made up of 1-4 stands, depending on players preference (and number of figures). However, and it is mentioned in the FAQ, that 1 base per unit seems to be what the rules were designed for. A player's army will have from around 11-20 units, depending on the army list, with the majority of army lists being in the 12-15 unit range.

Turn sequence overview
The game is played in a simple sequence after setup - one player activates their bodies of units one by one from their right to their left, then the other player does the same. This continues until the game ends. The games ends when either a player admits defeat or all units on one side are routed - there are no breakpoints or percentage of losses to work out.

A body is a number of units that are touching.  There is a limit to how many activations you are allowed.  An activated  body moves, possibly into contact. Any move into combat is a charge. Once moving, a body must continue to move unless halted (voluntary halts reduces the number of activations available that turn). The excitement in the game is that troops will react to enemy moves, and your troops may react to their reaction and so on. This reaction requires a reaction test to be performed and dictates the type of reaction. Firing is mandatory for non-moving troops in range of the enemy and firing may also be a reaction as a result of a reaction test.  The reaction test is the core of the game and drives the tactics used to win.  I'll expand on this first as everything else links to reaction tests.

Reaction Test
Bodies (note that bodies take reaction tests - not individual stands) take a reaction test for five events that may occur:
  • Receiving fire
  • Receiving a charge
  • Attempting to charge
  • Post melee
  • If a enemy unit started more than 4" away and ends within 4" but not in contact.
As you can see, the reaction test is required for nearly every activity occurring in the game - the main exceptions being initiating missile firing (which is mandatory if in range) and moving (so long as not moving within 4" of an enemy or charging). A reaction test is performed by taking the original combat value (between 3 and 6 with 4 being average) of a stand, adding and subtracting some modifiers and then rolling two d6.  The pips on each die is compared against the modified combat value. There are three possible outcomes:
  1. Passed both dice: If both dice are lower or equal to the modified combat value the stand has passed both dice.  Don't add the dice pips, compare each die to the modified combat value.
  2. Passed one dice: Only one die is lower or or equal to the modified combat value.
  3. Failed: Each die rolled is higher than the modified combat value.
For each of the 5 tests, there is a different result depending on whether a unit passes 2, 1 or 0 dice.  The type of unit (see later) will also affect the type of result. Passing 2 dice will give a good result, passing one die will give a not so good result and passing 0 dice will be a bad result.

An example:
A stand is attempting to charge.  It needs to undergo a reaction test.  Its modified combat value is a 4 and on rolling 2d6, the pips are 3 and 1.  The stand passes 2 dice.  The result of the reaction test is "charge continues".  if the pips were 5 and 2, the stand passes 1 dice.  The result is "charge continues but the charging stand receives one hit".  If the pips were 5 and 5, the stand passes 0 dice and the result is "do not to charge and retire to the rear".

You may have noticed I said bodies take reaction tests but my examples are for stands.  A single pair of dice is rolled for the reaction test for a body, but each stand undergoes the reaction test and each stand of the body may react differently depending on their modified combat value and the type of the stand.

The type of reaction varies on the test undertaken and the stand type but the main types of reaction are counter-charge, missile fire the enemy, rout, retreat, missile fire and retreat, do nothing or continue with the action (normally charging).  Units that retire or retreat also suffer a hit.

There are only a few modifiers for the reaction test.  The significant positive ones that are not based on the unit itself is +2 for an attached leader, +1 for being adjacent to the leader and +1 for each adjacent stand (up to 3).  Adjacent = touching. This makes the leader stands, and adjacent stands in that body, quite resilient.  It also encourages stands to clump into bodies and move together etc.  A good mechanism to not have each stand being independent.  Fantasy Rules! uses a similar mechanism, Armati has stands assigned to divisions at the start of the game, DBA has a command roll that limits the number of moves, but a single move can include a number of stands.  All different ways of tackling the issue. 

The main negative modifier to the reaction test is hits.  There is no limit to the number of hits a stand can accumulate but each hit is -1 to a reaction test.  A unit accumulates hits through melee, missile fire and some reaction test results.  You tend not to do much with stands with many hits as if they have to undertake a reaction test, they will probably fail both dice and rout.  This leads to goading enemy units with lots of hits into undertaking a reaction test so they will rout.

To show how this works, an example from a real game.  A missile stand starts it turn 5" away from a warband stand.  5" is within missile range but outside the 4" 'enemy threat' reaction test.
  • The missile unit fires at the warband and inflicts one hit.
  • The warband stand has to take a "received fire" reaction test.  It passes both dice and the reaction result is to charge.
  • So now it has to undergo a "attempting to charge" reaction test.  It passes only one dice.  The result is continue to charge and take another hit.  So the warband continues to charge. 
  • Before contacting the missile stand, the missile stand must take a "receiving a charge" reaction test.  It passes both dice and the reaction result is to stand in place and fire.  So it fires again at the warband and the warband takes another hit. 
  • The warband now has to take another received fire reaction test, which it passes with both dice so continues the charge.
  • Contact is now made. Melee occurs immediately and the Missile unit receives 2 hits and the Warband none.
  • Both stands must undergo a "post melee" reaction test.  The Warband passes one die and so must give ground (retreat 1" and take a hit).  The Missile stand passes one die and routs (Missile units are more brittle and so passing one die usually is worse than for heavy units).  The remaining Warband now has three hits and is in poor shape.
All this started from one missile fire from one stand!.   Although it may seem like a lot of steps there was a lot of action performed - two missile fires, one charge move, combat, post combat movement and the routing of one of the stands entirely.  This is what make Warrior Kings fast play - reaction test are quick to resolve and lots of things happen one after the other - very interactive too.

[Note: there is a sixth event reaction test taken when the leader is removed from play due to combat or missile fire but it doesn't happen often and only happens at most once a game.]


Unit Classification
Units are firstly split into three types based on battlefield purpose - Melee, Missile or Skirmish.
Missile and Skirmish unit have poorer reaction results than Melee units - where a Melee unit might retire on passing only one die, a missile/skirmish one die pass is likely to be a rout.  Missile/Skirmish units receive -1 for melee resolution and also -1 to any reaction test if in melee.  Missile units will use 2d6 when firing and all other units only use a 1d6.  Skirmish units can move in any direction while other units have movement restrictions.

Units are either mounted or foot.
Mounted units use different movement rates than foot units.  Also, for reaction tests, mounted and foot units are often treated differently.  For example, a foot unit that only passes one die for a 'post melee' reaction test routs if facing a mounted unit, a mounted unit in the same situation will retreat.  Any melee against mounted units always receive +1 (makes foot slightly better in combat versus mounted and makes mounted versus mounted faster).  Mounted melee units receive a +1 for the first turn in melee.  Elephants are counted as foot.  This is important for movement and also in reaction tests where elephants take a foot result rather than a mounted result.

Units have a combat value (based on historical morale and motivation) ranging from 3 (poor) to 6 (excellent) with 4 being average.
The base reaction test is tested against the combat value.

Units have an armor class of 2, 4 or 6.
The armor class is used to determine the number of hits a unit will take in melee.  The higher the armor class, the less hits a unit will receive.

Units have a number of figures from 1 to 4.
A heavy infantry unit will have 4 figures, heavy cavalry 3, Light infantry is 3, Skirmishers 2 and Elephants and chariots 1.  There are variations - Warbands will likely have 3 figures, Cataphracts will have 4 figures.  Number of figures is important as the side that is outnumbered in melee or being fired at will receive a -1 on the reaction test. 

Units may have some special characteristics.  One of the key potential special characteristics is dual-armed.  Dual-armed units are melee units that also have missile capability.  Dual-armed units will react differently to normal melee troops.  For example, in reaction to a charge, melee mounted will counter charge; dual-armed mounted will stand and fire.  Other examples of special characteristics are elite-trained to give +1 for melee and firing; barbarian frenzy that gives +1 for first round of melee; Pikes are +2 in melee and Combination-Weapons (for such things like roman pila) give +1 on the first round of melee.

Some unit examples:
New Kingdom Egyptian Chariots:  Mounted Missile, Elite,  CV 6, AC 2, figs 1
Republican Rome Hastati: Foot Melee, Elite, Combination Weapons, CV 4, AC 4, figs 4
Middle Imperial Rome Legionnaire: Foot Melee, Combination Weapons, Dual-armed, CV 5, AC 2, figs 4
Alexandrian Phalangite: Foot Melee, Pike, CV 4, AC 2 , figs  4
Successor Phalangite: Foot Melee, Pike, CV 4, AC 4 , figs  4
Peltasts: Foot Melee, Dual armed, CV 4, AC 2, figs 3
Companions:  Mounted Melee, CV 6, AC 4, figs 3
Sassanid Persian Clibinarii: Mounted Melee, Dual-armed CV 5, AC 4, figs 3

Sassanid Persian Cataphracts: Mounted Melee, CV 4, AC 6, figs 4 

Melee/Missile/Skirmish, mounted/foot and dual-armed are the classifications used to differentiate reactions for the reaction test. 

For example, for the reaction test taken if an enemy unit moves within 3 and a stand passes on both dice, these are the potential reactions for a melee unit:
  • Mounted that are not dual-armed will charge the enemy.
  • All dual armed stands will fire.
  • Stands with barbarian frenzy  will charge the enemy
  • all other stands will halt

The reaction for missile and skirmish units is:
  • All fire.

Command and Control
At the start of the game, each side will get a war rating of 2-4 with 3 being the average.  To this is added +1 for every sub-commander.  Subcommanders can only be acquired for each 20 stands, and only after 20 stands are acquired (in other words, an army needs to be at least 21 stands before acquiring a sub-commander).
The War rating determines how many activations can occur each turn.  A body is a one or more stands that are touching.  Each activation allows you to start moving or halt a body.  A body that moved last turn must continue moving at least 50% of its rate unless a activation 'point' is used to halt it.  So moving units do not require expenditure of a activation point.  Contact, pursuit, retreating, halting etc as part of a result of a reaction test also halts a unit and requires an activation point to start it off again. A very simple mechanism for command an control - a limited number of activation points and bodies that are moving do not require activation points to continue moving.

Movement
Movement rates are based on mounted/foot, armour class and number of figures.

Examples:
Light cavalry (Mounted, AC2, 2 figs): 16
Heavy cavalry (Mounted, AC2 or 4, 3 figs): 12
Heavy Infantry (Foot, AC2 or 4, 4 figs): 6
Light Infantry (Foot, AC2, 3 figs): 8

There are some restrictions on movement such as:
  • bodies can only wheel 45 degrees maximum and foot can wheel or move. 
  • Foot units can about face for 50% of movement, Mounted take all their movement to about face.
Skirmishers can move in any direction.

Melee
When two bodies are in contact, melee takes place.  No conforming - a point of contact is all that is required.  Bodies are stands that touch - they do not have to be corner to corner either.  One d6 is rolled for each stand in contact with the enemy and modifiers added (see unit classification for example modifiers).  The d6 results are added together and then compared to the enemies armor class.

An AC2 stand will receive one hit for each 3 dice pips.
An AC4 stand will receive one hit for each 5 dice pips.
An AC6 stand will receive one hit for each 7 dice pips.

Hits are spread evenly where possible and there are rules for if a body has stands with different armor classes (simplifying - pick on the lowest AC first).

So, if the dice rolls for an attack added up to 12, a body with 2 AC4 units would receive one hit each (for each '5') and the remaining 2 pips are wasted.  As the average roll of a die is 3.5, and there are few negative modifiers, AC2 units accumulate hits very quickly!  Hits are negative modifiers to a reaction test.  There is a reaction test taken after melee with fairly brutal results if you don't pass both dice.  It is not often than melee carries over multiple turns unless you have high AC and high combat value troops.

Missile
Missile armed troops have a range of 6, all others (skirmish and dual-armed) 3.  Missile armed stands roll 2d6, other roll 1d6.  Damage is applied to the receiving unit as per melee.  Missile firing can only target a unit directly in front, there are no arcs of fire.  Skirmish Cavalry and chariots can also fire directly to the rear.  A unit receiving missile fire (whether hit or not) will undergo a reaction test - see the previous example of where this can go!

There are rules for Artillery for those so inclined.

Setup
The default army composition is 400 points for a 4'x3' board.  There are 200 defined points of stands, and then you randomly roll for the remaining stands, so no two armies will ever be the same.  There is a randomiser across an armies unit types and each army has a number of rolls (around 5) that, on average, will give you an extra 200 points worth of stands.  No stand can set up within 12" of each edge.  This does mean deployment is limited to 24" in the centre with wide flanks.  There is a fairly detailed system for terrain generation and deployment.

Campaign system
There is a campaign system that comes with the games that I have no played but does seem a very interesting and quick system for generating games.

Likes and dislikes
This is where I can throw in some personal opinions and observations. To put my bias into context, Armati is my number one favourite ancient ruleset to play and Warrior Kings is number 2.

The game is fast - all games I have played with 400 points have lasted less than one hour.

It is excellent for solo play due to the unpredictability of reactions.

It can be frustrating in a two player game due to the unpredictability of reactions. But that to me is the best part (compare to Armati or DBA where you can have high level goals and create tactical plans in advance, only have high level goals in Warrior Kings!)

It is very player interactive; because units react to one another, players are always rolling dice and doing things, regardless of whose actual turn it is.

I like the fact that units do not have to conform or align - this simplifies a lot of the rules.  I do realise that many people will also find this a dislike!

The components of the rules mesh together to form the whole.  Armati and DBA are immediate examples that come to mind where the classification, movement, melee, command and control rules are all related and interact to form a complete set.  They do not feel like you can replace one component without destroying the ruleset itself.  They overlap and depend on one another.  You could not drop in a melee system from another ruleset, it would not work.

While the rules are not long, there are tactical nuances that are not immediately apparent (this also touches on the meshing of the components).  An examples is the number of figures  while used for movement, you could just produce a chart with movement rates. But being outnumbered in melee (which is calculated using number of figures) is a -1 modifier to the subsequent reaction test.  -1 is a significant negative modifier.  So while a stock standard light infantry stand (figs = 3) versus a stock standard heavy infantry stand (figs = 4) may have the same chance of inflicting hits in melee (both would just roll a d6), the light infantry stand checks reaction at -1 and so is more likely to rout or at east retire and take another hit.

The missile and melee follow the same process - roll dice, apply some modifiers, check damage against armor class.  Many rules do this but, as an example, Justified ancients doesn't - there is a separate table to determine missile fire that is different to the melee results table (though it could be argued that there is a different reaction test result depending on whehe it is "received fire" or "involved in melee").

While I can play Armati after a few games without ever referring to the rulebook and back in the 90s I could even do this with DBM (bit more than a few games though and I could never memorise the nuances of Kn(X)), the one thing that is a bit harder to remember in Warrior Kings in the reaction tests results.  Everything else is fairly simple and some of reaction test results stick in the mind, but after 10 games I still need to have the reaction test tables next to me to refer to at times.    

When you play, there are situations that are not covered in the rules, there is a Warrior Heroes clarifications and answers that is directly applicable to Warrior Kings and fixes this gap.

One of my pet peeves about any game is consistency in die rolling - if rolling high on the die is a good thing in the game, then it should always be a good thing (e.g. if roll to hit has to be greater than a certain number in a game that means rolling high is good; if you have to roll to save your own unit from death in that game, then it should be rolling higher than a certain die roll rather than less; rolling for leader death would be a 1 rather than a 6 as low is bad in this game).  In Warrior King, rolling high is good for melee and missile fire - the higher the roll, the more potential damage you can do. However, for reaction tests, you want to roll less than a certain number.  This is because melee/missile modifiers are applied to the die roll; reaction test modifiers are applied to the combat value, and then you try and roll under the modified combat value.  The first time I played against a friend he spotted this immediately and found it most frustrating - aim to roll high for melee,and then immediately afterwards aim to roll row for the reaction test. I get that it is good the say higher characteristics are good - higher armor class is good and higher combat value is good.  But when playing, we have changed combat values so a old CV of 6 is now a CV 1, and old CV 5 is no CV2.  Reaction test modifiers are now applied to the dice and higher rolls pass.  But as I said at the start, it is only a pet peeve.

AC2 hits are applied for every 3 pips, AC4 for every 5 pips, AC6 for every 7 pips.  Why not call it armor class 3, 5, and 7 rather than 2,4 and 6?  Only a minor quibble as this is the only use of armor class (besides unit point calculation) but I would think AC3,5,7 would be easier to use.

There are only 28 army lists.  These can be found as the file MoreLists.pdf in the Warrior Heroes section of the THW Archive yahoo group.  There is also a spreadsheet in the Warrior Kings yahoo group files with some extra army lists (from memory about 10).  While this is sufficient for me to work with as I would just create ones I needed by looking over other rules, some people I know like lots and lots of army lists.

Last word
I would recommend obtaining the Warrior Heroes Questions and Answers from the THW Archive yahoo group as this has a lot of clarifications, including diagrams (Note: I have a file I downloaded in September 09 called Warrior Heroes Questions and Answers Jan 08.pdf that is 15 pages long and has a few diagrams while the file in the THW Archive is called Warrior Heroes Questions and Answers.pdf and has only 11 pages with no diagrams.  when I get time  will follow up this difference on the yahoo group).
Also, there is one rule change from Warrior Heroes that should be applied to Warrior Kings (and Ed confirmed on the THW Mailing list) is that for the 'Involved in Melee' reaction test, for Melee units that pass 2 dice, the first result should be "MOUNTED that did not cause enemy FOOT to Rout or Retire will themselves retire".  In Warrior Kings it was originally missing the "FOOT" so mounted units would retire from each other.  You could argue it was fine as it was.  Up to you.