I've been looking for a set of Ancients rules for solo use and so far have been very happy with modifying the illustrious One Hour Wargames (OHW) rules for this very purpose. My objectives have been pretty clear throughout:
- Put together a fun set of *gridded* rules to game battles from about 60 BC to the 1st Century AD
- Games should weave together a good narrative and include plenty of decision making to influence the battle.
- Games should lead to plausible outcomes - that is - reasonable outcomes from my understanding of history.
I am introducing some concepts to the OHW model, and borrowing some of my favorite out there as well. Readers familiar with OHW will recognize most of what is presented today. (Before I start, I will give lots of credit to Peter over at "Grid Based Wargaming" whose OHW variant for the Punic War were a huge inspiration for this project, as well as to Martin Rapier for his excellent set of Ancients OHW rules. Folks familiar with those blogs and rules will find lots of familiar material here.
While the rules below have a scale identified in them, they are probably scale-agnostic and unit representations can easily be tweaked to represent entire Legions or lowly Centuries and all formations in-between.
The rules below are a bit wordy and scattered, and I'm working on making them into a QRS for download, but I'm still working some things out. These are very much a work-in-progress and subject to change. They have delivered some tense and fun games so far though.
3D6 OHW Gridded Ancients Rules
Grids & Undecided Questions...
The "Grid" in question is still undecided. I've played the game both with squares and hexes and both present their own unique advantages and problems re zones of control and "where" the combat is occurring. Squares definitely simplify the problem but aren't as flexible. Hexes bring a nice flexibility but are a little finicky regarding ZOCs and actions on contact. The jury is still out. If you are going to try the rules, units must always face a square edge, or a hex vertex. You could also play with rulers as well. Substitute 4" for 1 movement segment.
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A mini-Pharsalus - Caesar's veteran legionaries go up against Pompey's Auxilia |
Units
All units are eliminated when they receive 9 hits.
- Legionaries (Heavy Infantry) Roughly a cohort (480 troops... per Google). Legionaries may move 1 space or pivot, and may conduct a "push move" on a successful roll of 4+.
- Legionaries attack with 4D6 and are armored (attackers lose 1D6 when combating them).
- Warband (Medium Infantry) 500-1000 Heavily armed, but lightly armored bands of barbarian foot soldiers, loosely formed but with a "ferocious" charge. Warbands may pivot and move 1 space. Barbarians may "push move" on a successful roll of 3+ Barbarians may "push move" for free if ending move in close combat.
- Barbarians' initial attack in melee is always 4D6, and 3D6 on subsequent turns. Barbarians never lose 1D6 for attacking armored troops.
- Impetuous - Barbarian units which roll any "1s" when attacking will take 1 SP loss (regardless of how many 1s they roll).
- Equites (Cavalry) Roughly 300-600 mounted men. Roman battle cavalry with lighter armament and light personal armor. Cavalry moves 3 spaces or pivots (total, combined) and may conduct a "push move" on a successful roll of 4+.
- Cavalry attack with 3D6. Cavalry may disengage from combat if they start their turn in melee against a unit that has less movement than they do.
- Auxilia (Medium, lightly armored infantry) Local, drilled levies of just under 500 men who lack the heavy armor of the Legionaries but who are slightly more mobile. Auxilia may move 1 space or pivot, and may conduct a "push move" on a successful roll of 3+.
- Auxilia attack with 3D6.
- Sagitarii (archers etc) about 480 troops armed with missile weapons/bows. Any troops that shoot. Archers are more mobile and may move and pivot 1 space. Archers may "push-move" on a successful roll of 3+. Archers may not shoot on any turn in which they move or pivot.
- Archers attack with 2D6 with a range of 3 hexes or 2 squares (allowing 1 for diagonal). Archers may shoot over friendly troops and into melees.
- Velites (light troops) A detachment of about 500 lightly armed and unarmored troops whose job it is to harass and slow down the enemy. Lights move 2 spaces, pivoting for free before and after their move. Lights may enter woods, rough, etc. Lights may conduct a "push move" on a successful roll of 2+.
- Velites attack with 2D6. Provided they remain stationary, velites can make a ranged attack with a 2 space range (1 diagonal allowed).
- Equites Auxiliares (light cavalry) Local, trained levy cavalry with light armament and armor who may or may not possess a shooting capability. Light cavalry move 3 spaces, pivoting for free and may conduct a "push move" on a successful roll of 3+
- Light Cavalry attack with 2D6. Provided they remain stationary light cavalry can make a ranged attack with a 2 space range (1 diagonal allowed).
- Movement
- Shooting
- Combat
- Check for Unit Morale & Elimination of Units
- Check for Breakpoint
- Legionaries Move 1 space or pivot. Successful "push move" on a 4+.
- Warbands Move 1 space. Free pivot before or after. Successful "push move" on a 3+. Free "push move" if into combat.
- Equites Move 3 spaces. Free pivot before and after. Successful "push move" on a 4+.
- Auxilia Move 1 space or pivot. Successful "push move" on a 3+.
- Sagitarii Move 1 space and pivot. Successful "push move" on a 3+. May not move & shoot. Pivots are movement.
- Velites Move 2 spaces. Free pivot before and after. Successful "push move" on a 2+. May not more & shoot.
- Equites Auxiliares Move 3 spaces. Free pivot before and after. Successful "push move" on a 3+. May not move and shoot.
- 1 pre-charge pivot allowed not to exceed 1 hex vertex, or 1 90 degree square face change.
- Always count the space occupied by the enemy as 1 movement point for charge purposes.
- Limited Engagement - Only 1 attacking unit may contact each face of a defending unit. For hexes this means 1 unit may contact along one of the two frontal hexes, both of the flank hexes (left and right) and 1 unit through one of the two rear hexes. For squares this means 1 unit along each side of the square may contact.
- Woods Only Velites and Warbands may enter. Units attacking a unit in woods receive a -1D6 penalty.
- Settlements No effect on movement or combat (scenario dependent - may allow subject attacker to -1D6 penalty to represent a fortified camp)
- Swamp Entry prohibited for all units
- Rivers Only crossed on bridges or at fords. Assaulting across a bridge or ford receives a -1D6 penalty
- Rough Only infantry may enter. Units assaulting a unit in rough receives a -1D6 penalty
- Hills Assaulting a unit on higher elevation receives a -1D6 penalty
- Roads Allows for a free 1 space movement if beginning and ending on a road.
- Legionaries roll 4D6 in combat. Legionaries are armored.
- Warbands*, Auxilia, Equites roll 3D6 in combat.
- Sagitarii, Velites, Equites Auxiliares roll 2D6 in combat.
- Flank Attacks add 1D6 to an attacking unit's attack dice.
- Rear Attacks add 2D6 to an attacking unit's attack dice.
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Making lots of hexes!! I need at least 81 flocked ones for my Ancient and Napoleonic projects! |
- +1D6 in combat.
- 1 free re-roll of a push-move attempt per turn for the unit he is co-located with.
- Ignore casualty morale checks (a unit with an attached general does not have to test for retreat after taking casualties)
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Pharsalus...again! Ive played this game 8 times so far. |