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Classical Hack

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TITLE: Classical Hack: Ancient Warfare 600 BC to 600 AD Second Edition (2002)Classical Hack

AUTHOR: Philip J.Viverito

PUBLISHER: LMW Works

PUBLICATION DATE: 2002

WEB SITE/SUPPORT FORUM:

PRICE (with date): $24.00 (in 2007)

REVIEWED BY: LMW works the US publisher of this rules set.

PERIOD COVERED:

Western European warfare in the Classical Period

THE BOOK:

The book is 8.5”x11”with a color cover. Large print.

SCOPE:

For tactical level games. Ideal for campaigns and scenarios for either 15mm or 25/28mm figures.

ARMY SIZE:

Most armies will require about 200 figures in 15mm and 110 figures in 25mm per side however this is determined by figure representation.

Units can be either single stands or multiple stands. Average unit size is recommended as 2 to 36 foot figures but not more than 48. Cavalry 2 figures to 24 figures. Elephants and ballista 1 to 2 models. Chariots (Celtic)up to 6 models and eastern scythed chariots 2.

BASE UNIT: Unspecified.

GAME SCALES:

  • Ground scale (1” = 100 feet)
  • Time scale (1 turn = 20 minutes)
  • Figure/Base Ratio (1 figure = 5 to 200 men)
  • Recommended Figure size (both 15mm or 25mm)
  • Table Size: Battles with 12 to 20 units 4x 6 feet larger armies 5x8 feet.
  • Game Length: Inexperienced players with a GM 3 to 4 hours.

BASING SIZES:

All frontages 60mm (see below)

Standard Tournament basing.

Li ,Lmi, Hi, Lc, Hc 60 mm frontages (http://classicalhack.com/article/figures/0007/2)

TURN SEQUENCE:

  • Charge and charge response Declarations marked
  • Shooting.
  • Morale for shooting casualties
  • Move Charges and charge responses
  • Normal Movement: stop routs and attach or detach leaders
  • Melees fought
  • Morale from melee
  • Rally

GAME MECHANICS:

Dice Used:   one D-10 and one D-6 for each player.

Combat: Figure to figure (in the units) using a matrix. Each figure type by morale class has a basic melee value. Add applicable melee modifiers to the unit’s melee value. Cross reference the final melee factor to the number of figures (http://classicalhack.com/article/aids/0080/1/). To inflict a casualty(s) roll low on a single D-10 die. Up to three figures can be inflicted in normal melee. 

ARMY LISTS/SCENARIOS:

How armies/forces are put together: Use the army 29 lists as supplied. These range from Tribal armies to specific Civilized armies providing percentages of the different types of units in a specific army. Suggested deployments and orders of battle are given.

Game set up is simple and relies on up to eight pieces of terrain per side. Selection table is used. No screens are necessary, using a die roll one side sets down terrain and then the next. After this armies are set up-first one side then the other by die roll.

Is there a points system? Values are used instead of points. A unit generator is given with the simple formula for creating units is provided. The greater the morale level the more the value of the unit. Classes include: A, B, C, L (levy) and T (tribal).

Numerous scenario books are available at http://classicalhack.com/article/products/.  Orders of battle included list them.

  • Army Lists Included:
    • Roman  Kings to the Empire
    • Hoplites to Successors
    • Persians
    • Tribal armies of Celts and Germans

Scenarios Included: One scenario is included: Combat simple a hoplite battle.

REVIEWER’S COMMENTS:

No writing or records keeping required. Whole casualties are removed in figures.Not a lot of dice used.

Special Items:

  • table of contents
  • index
  • lots of diagrams of play examples
  • army lists
  • Special add on tactics supplied-recommended after becoming familiar with the rules
  • mechanisms easy to understand when a difficult problem arises it is suggested that you roll a d-6 die to resolve until later. It is better to play through.
  • Author replies to questions within 48 hours on line
  • Support at the Classical Hack Yahoo Group

PLAYER’S COMMENTS:

  • Demonstration games at national conventions has players playing without assistance in 3 turns
  • Markers are supplied in the rules
  • Turns should run anywhere from 10 to 15 minutes
  • Winning does not take a rules lawyer. As in all games things are determined ultimately by a D-10 roll
  • The rules are as complicated as you want them to be.
  • The rules capture the flavor of the period as the rules encourage players to use many of the tactical things like exchanging lines for Romans. The Celtic chariots are unique in that they can fight mounted (although it is best to skirmish mounted) or by dismounting. Elephant units are easy but fun to use.
  • Winning will depend on use of tactics, terrain and leadership.

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