In the ancient world battles were fought in all kinds of circumstances other than straightforward encounters
where both sides drew up in front of each other. The following scenarios give different sorts of games of which
the most straightforward is the Hidden Deployment. Each scenario is intended to be used in conjunction with
army lists, as the scenarios utilise the points values of the troops as the basis for working out the opposing forces.
Either pick a scenario to play or randomly select a scenario by rolling dice.
Scouting Clash
Hidden Deployment
Out Scouted
Meeting Engagement
River Crossing
Attack on the Camp
Flank Attack
They Shall Not Pass
A Skirmish is basically a small action, usually
between lightly equipped troops. The game
represents two scouting patrols meeting
unexpectedly, troops clashing as they forage or
search for water, or perhaps a situation where a
patrol encounters bandits, raiders or renegade
Armies are deployed no closer than 24” to each
other and no closer than 12” to the side edges of
the table. To introduce a random element each
player rolls a dice and the side with the highest
score places one unit, both players roll again and
the highest roll places a unit, and so on until one
player has placed all of his troops. The other player
can then place any remaining units.
Players set up the scenery in one of the ways
shown in the rulebook. In a Skirmish it is often more
satisfying to use additional terrain items, so that
the troops can take full advantage of the cover
they afford. A total of up to 10 pieces of terrain
can therefore be used. One piece, preferably a
meaningful item such as a bridge, well or road
junction, is designated as the Objective. This should
be placed somewhere along the table centreline.
A spot on it should be marked, to be used as a
measuring point at the end of the game.
Armies are chosen from the army lists up to a
maximum value of 250 points of skirmishers and
open order infantry and including up to one unit of
formed cavalry. No Commanders should be used.
The players may elect to play for 9 turns or,
alternatively, until one player concedes or until all of
his units are destroyed or fleeing.
At the end of the game the player with uncontested
control of the objective gains a Major Victory.
Uncontested control means a non-skirmish unit
within 2” of the measuring point on the Objective,
with no enemy units within 6” of it. If a player has
contested control, that is more units within 6” of the
Objective than the enemy, then he gains a Minor
Victory. If neither player can achieve this, then the
player with the most Victory Points gains a Minor
Victory. See “Winning the Game” on page 10 of the
rulebook for the Victory Points scedule.