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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

King David
CR: H:2 L:2

BP:6 INIT:5
Number
Type
Key
FV
Missile Prot
Weapon
2
2HLC (Mercenaries)
#
3[1]0
+1
Various/Bow
2
LHI (Mighty Men)
#
4[1]3
+2
Various/Javelin
9
LI (Warriors)
#
4[1]2
+1
Javelin
2
SI (Militia)

3[1]2
+2
Javelin
2
SI (Militia)

2[1]1
+2
Bow
2
SI (Militia)

3[1]2
+2
Sling
Ambush Force





4
LHI (Ish Bhur Retainers)
#
4[1]2
+1
Javelin







Philistines
CR: H: 3 L: 4

BP: 5 INIT: 4
4
2HLch (Yelideh Harapah)
#
3[1]0
+1
Bow
4
LI (Chariot Runners)

3[1]2
+2
Javelin
4
LHI (Yelideh Harapah)
#
4[1]2
+1
Various/Javelin
6
HI (Militia)
#
5[0]0
+1
Spear
3
SI (Pelethite)

3[1]2
+1
Javelin
5
SI (Militia)
2[1]1
+2
Bow
1
SI (Mercenaries)

3[1]2
+2
Sling


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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