There are 7 cavalry, 4 camelry, 3 chariot, 1 elephant, 1 artillery, and
7 infantry troop types. There is an additional special elite rating for
certain infantry (chiefly Roman) which provides advantages regarding movement
and the flanks. Three of the troop types are designated as "skirmisher,"
which have particular restrictions on charging.
There are no command control rules or orders, other than the following
simple system: Units operate in groups under a group leader, who affects
morale of the units he commands and, if attached to a unit, the unit's
melee. Once you have deployed, it is difficult to change your battle plan
by making lateral or rearward movements with your troops. The game moves
very fast. When you commit your center and flanking units, you in effect
have issued orders and it is difficult to change your intentions other
than taking advantage of local victories to attack fresh enemy. A formal
order system does not improve the accuracy of the game or the outcome and
was discarded in the early days of development.
The size of bases or stands and the number of figures you place on them
is compatible with almost all other ancients and medieval rules sets. Base
size doesn't really matter as long as the width of bases is consistent.
There is a system for setting up terrain, but you can ignore it (we usually
do in our games at home). Terrain can affect movement, visibility, shooting,
and melee capabilities of various troop types.
Design your army from a list of 150 armies covering the period 1600 B.C.
to 1500 A.D. An army list consists of a variety of troop types typical
of the prototype army. You choose which types and how many of each type
you want, within indicated limits. Many of the lists give you options on
morale or other troop characteristics. There are restrictions on the ratio
of cavalry to infantry in most of the armies.
Each side alternates in deploying one group of units at a time. You may,
of course, specify deployment according to a scenario. The first half of
a turn consists of movement and shooting by one side, followed by movement
and shooting by the other side. The rest of the turn is simultaneous and
consists of charge declarations, melee, morale checks for various causes,
break-off moves, and recovering from being shaken.