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Here is that chance to use the Jewish Davidian army that has been
gathering dust on the shelf.
Valley of Rephaim circa 1020 BCE
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King
David
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CR: H:2 L:2
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BP:6 |
INIT:5 |
Number
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Type
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Key
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FV
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Missile Prot
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Weapon
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2
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2HLC (Mercenaries)
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#
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3[1]0
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+1
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Various/Bow
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2
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LHI (Mighty Men)
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#
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4[1]3
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+2
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Various/Javelin
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9
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LI (Warriors)
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#
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4[1]2
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+1
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Javelin
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2
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SI (Militia)
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3[1]2
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+2
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Javelin
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2
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SI (Militia)
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|
2[1]1
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+2
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Bow
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2
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SI (Militia)
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3[1]2
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+2
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Sling
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Ambush Force
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|
|
|
|
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4
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LHI (Ish Bhur Retainers)
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#
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4[1]2
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+1
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Javelin
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|
|
|
|
|
|
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Philistines
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CR: H: 3 L: 4
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BP: 5 |
INIT: 4 |
4
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2HLch (Yelideh Harapah)
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#
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3[1]0
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+1
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Bow
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4
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LI (Chariot Runners)
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3[1]2
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+2
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Javelin
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4
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LHI (Yelideh Harapah)
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#
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4[1]2
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+1
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Various/Javelin
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6
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HI (Militia)
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#
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5[0]0
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+1
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Spear
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3
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SI (Pelethite)
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3[1]2
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+1
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Javelin
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5
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SI (Militia) |
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2[1]1
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+2
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Bow
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1
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SI (Mercenaries)
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3[1]2
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+2
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Sling
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The field:
For 15mm: 48" across 24" deep. Troops start 20" apart.
On the Hebrew's left flank running from the Philistine baseline towards
the Hebrew's, 33" is the edge of a steep hill. It can be slightly
irregular but both armies should be able to anchor their flank on it if
wished. From 33" to 45" is Bechiam Woods, 45" to end starts a steep
hill edge again.
On the right flank, running from the Philistine baseline towards the
Hebrew's 24" is a series of
connected gentle rises, from 24" on to the Hebrew baseline a steep hill
in a slightly irregular
pattern.
The main battlefield in the middle of the valley was reasonably flat.
No missile firing blocking terrain.
Victory: Army that reaches BP
routs. No sudden death in this scenario, the melees are all completed
for the turn rout occurs. If the army is broken during missile fire,
all movement is suspended, and all existing melees completed. If the
victorious side does not get broken after melee, it wins the battle. If
both armies reach BP in the same turn, it is a draw. (Though it could
be argued it would be a strategic Hebrew victory.)
Special Rules for Armati.
(As Arty Conliffee says this what I like to do most: tinker with rules)
A. The terrain is rocky and cut up with erosion ditches. Not good
chariot terrain.
Chariots. Every time a chariot unit moves over full speed 9+ inches, it
checks to disorder. If moves 8" speed or less, no check is needed. To
check for disorder the unit must roll a D-6. A 5-6, means that the
chariot unit undresses. If the undressed unit continues to move over
full speed to full and undresses again it receives a BP. If the chariot
unit halts to redress, it may also attempt to rally, per Armati rules.
Chariots may melee ONLY HI flanks and rear. They get impetus against
all infantry. Each unit receives one bow shot per turn. They have a
BP-2.
Runners. Runners are assigned to the chariots, and are be deployed in
enchelon as part of the chariot's Lt division. If chariots increase
over 9" the division takes a voluntary split with the resulting -2 to
initiative per Armati rules. Runners add a +1 PROT and a plus 1 to
melee to the chariot unit as long as they remain attached. Spearmen.
The HI were militia that were not very well drilled. If a HI unit
initiates contact for melee, they too check for disorder if they roll a
6 they become undressed. LI may not initiate contact for melee
frontally against HI, but they may fight against any HI that contacts
them. (You see how this will work? Hebrew LI may not start anything
against HI but they may defend if attacked.) LI may melee the flanks of
HI at any time. HI will disperse skirmishers, per Armati rules.
B. Maneuver.
The HI militia were able to march in a straight line. That was all.
They are allowed to wheel per Armati rules but are not allowed any
complex maneuvers.
C. Missile ranges. The Philistines got the worst of it in the missile
exchanges. That was because the sling out ranged the selfbow. This
won't happen in Armati. So archery range for this scenario drops to 15
inches and sling goes up to 24" Sling and javelin ranges remain the
same. (Personally I like javelin ranges at 6". If we dropped lights
movement to 7"...Nah!)
D. The Ambushers.
A big part of the battle was the ambush from the woods by David's
personal retainers. However since the Philistines are wise to this,
(hindsight) we have to resort to some trickery. We assume for this
battle the Philistine, CO is wary of an ambush since he heard rumors
floating about the battlefield. At the start of the game, during the
deployment the Philistine player may set up like he is about to be
ambushed. He is not forced to. Then on the start of the turn just after
the main battlelines make contact, the Hebrew player rolls one die:
1-2 Ambushers appear one move (Charge Range) from the Philistine's left
flank. (Historically where they came from.) 3 Ambushers appear one move
(Charge Range) from the Philistine's right flank. 4 Ambushers appear
one move (Charge Range) from the Philistine's rear. All that dust
masked their position.
5-6 No Ambushers appear. Get a messenger to them and try again next
turn. If next turn a 5 or 6 is rolled no ambushers will be coming.
David might rethink his position.
Steve Phenow
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Direct inquiries about this domain to the CampIdiot.