About Hex Command Ancients
Hex Command Ancients are rules based on Hex Command Gunpowder which contains all the basic premises
and concepts of the Hex Command system. A combination of Hex
Command Gunpowder and Hex Command Ancients comprises the Pike and Shotte
module of HCG for playing the Pike and Shotte era.
Almost all the combat of the ancient era involves frontal melee
action of two units that have contacted; imagine if you will that units
suffer more from fatigue than actual battle injury, which ironically, as
they grow tired causes them to become more susceptible to physical
wounds.
Once units become tired enough, they are pushed away from contact;
more likely they "melt" away, something you might think of as
a "repulse" that we seem to read so much about.
We also read that "units came back" to try again.
This ebb and flow of battle has been recorded throughout history, though
this is the one aspect that has not been actually explored in film; even
Gladiator had major issues and it was as good as any film if not the
best, in showing how things might have actually occurred.
Note: We recently made it an option
that players can play the game by NOT routing a unit back when it routs;
instead, remove the unit from the game. The rationale behind this is
that once a unit has reached the point of exhaustion and injury, it
simply cannot take any more and as more men fall or stream away from the
enemy the entire unit breaks.
The concept that it can recover and be used in
the battle later pushes the fact of human nature and is likely not
accurate. It is up to players if they wish to have the concept of units
"rallying" to be able to be used again. Routing from
missile file is a different story; routing from melee however we think,
pretty much destroys the health of a unit for the rest of the battle and
while we show it running away, in fact it is not likely to recover
regardless of any commander trying to stop them. Herein lies the
value of reserve lines of troops.
If you do not have a reserve force, without
using the rally rule, you will experience greater difficulty in reaching
an acceptable conclusion to the battle.
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Shown:
Carthaginian Spear "Phalanx" Heavy
Infantry.
This type of "phalanx" is not that same as a Macedonian serisa-armed Phalanx; these Heavy Infantry are
somewhat more maneuverable (expressed as being able to face
change like normal Heavy infantry but NOT having the same push-of-pike
rules that apply to serisa-armed Phalanx and those units found in the
Pike and Shotte era.)
<<<< This is where leaders come in: their presence and risk during combat
increases a units value, but they can be killed at the same time.
Remember, a "leader" is not a person here; his presence
represents leadership activity and his death represents loss of that
ability for this region or the units he may have been attached to.
Routed units that reach proximity of a leader immediately rally;
there is no separate die roll in these rules for morale because all such
things are factored into the basic combat system already.
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"..Our design intention is to give
new players and experienced
military gamers, a miniatures game
with board game speed so it can be started and finished
within an hour..."

Above: Numidian light cavalry.
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Below: Example of a card
produced for the game.. Each side of players draws from a set of large
4x6 graphic cards (art courtesy HaT Industrie) to see at random who
commands what units on their side. Handing these out to players provides
a great sense of time and place, plus the cards describe exactly what
they can do and other game hints.. 
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To set up for a HCA game, just like in the
rest of the series, Optional Rules need to be answered by
players:
- Proximity Effect for Commanders:
a. Commander Symbol characters must touch a unit (be placed on
it) or
b. they can be placed within a hex of the unit (Proximity
Effect) to affect it (heal and rally).
- Self-Rally. Mark some units as being
"trained" or "elite" status: they can self-rally
on their own, whenever they need to, from their own wounds and
routs. "Trained" cavalry is also able to ignore the
effects of Elephants. Also, some self-rally units may cause
other units within one hex range that are NOT self-rally to heal-up
by one level or rally from routed.
- Artillery. Artillery examples are
large bolt throwers, and these are moved by wagons. Generally,
unless in a siege situation, ancient artillery will not be seen on
the battlefield.
- Hidden Movement and Placement Options:
Generally, the best method for fog-of-war is to use markers on the
table for all units at the beginning, and having some of those
markers labeled Fake. Fake markers are revealed at maximum
missile firing range. The percentage of Real to Fake markers
is to be determined and generally favors less experienced players.
- Quantity of Commanders. As another benefit
to less experienced players, determine the number of Commander
symbol figures per side. Generally this is one per side which
will create a hort game, and NO commanders will create a VERY short
game because only those units able to self-rally will do
so.
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