With an upcoming holiday later this week, I have not done any modelling or painting. Instead, I decided to get my 1/72 scale plastic Carthaginian and Roman armies on to the tabletop. I usually play variations of the One-Hour Wargames Ancient rules, often fielding 10–12 units per side rather than the six typically suggested in the book’s scenarios.
My units typically consist of two 4" x 3" bases with up to 12 figures per base for heavy infantry, around 9 for light infantry, and 4 to 6 figures for cavalry.
![]() |
| My usual ancient game setup on a 6 by 4 foot tabletop. |
Not wanting a large battle, I decided to play a couple of One-Hour Wargames scenarios with the usual six-unit limit. As I was setting up for the game, I thought I would try doubling the number of bases per unit. This worked very well for the heavy infantry, forming a solid block of some 48 figures that look quite impressive and gave the unit a real sense of depth. However, doubling the bases did not work out so well for the light infantry, not only did the four-base blocks seem to look wrong, but the extra depth made it difficult to position them in front of the heavy infantry. In the end, I opted to keep them as two-base units and treated them as half-units, eliminated after taking half the hits of a standard unit but still retaining their full attack value.
![]() |
| A 4 base unit of Roman heavy infantry and a 2 base unit of light infantry. |
Game Report...
One of the One-Hour Wargames scenarios I played using the larger units was Scenario #25: Infiltration, set up on a 4' x 4' table. In this game, a smaller Carthaginian force is attempting to break through a Roman army blocking their escape route. A portion of the Roman army holds a hill overlooking the road, while additional reserves are expected to arrive along the road from both the north (left) and south (right). The Carthaginians arrive from the north-west corner with the objective of getting at least two units off the northern end of the road to secure their escape.
![]() |
| The battle started with a Roman heavy infantry unit occupying the hill overlooking the road. Their orders were to hold until reinforcements could arrive from the north and south. |
![]() |
| The Carthaginian cavalry vanguard advanced swiftly, pressing ahead while light infantry began skirmishing fire upon the Roman position. Roman reserves were sighted approaching from the north. |
![]() |
| With little room for manoeuvre, the opposing cavalry found themselves committed against formed heavy infantry, both suffering casualties accordingly. |
![]() |
| The Carthaginian cavalry are ultimately routed. Roman reserves were being slow to arrive and move into position. |
![]() |
| The road north remained blocked, but the Roman infantry holding it were weary and attacked by persistent fire from Carthaginian light troops. |
![]() |
| At length, the Roman blocking infantry broke, opening a path of escape, but Roman reinforcements press forward, seeking to restore the situation. |
![]() |
| A unit of Carthaginian heavy infantry and light infantry seized the opportunity to break through and escape up the road. |
![]() |
| Two units succeeded in escaping the Romans, though one was a 2 base unit of light infantry. |
Two units succeeded in passing the Roman line, though one was a 2 base unit of light infantry. As to whether they should count toward the victory conditions I am uncertain. So I will call the game a draw.
The game was most enjoyable. The larger units certainly added to the look of the game, and who does not like pushing large blocks of troops around the tabletop?
Here are the rules used...
This ruleset is a variant on Neil Thomas’ One-Hour Wargames Ancient rules. They include additional unit types, movement activation, and differently sized units.
Units Types
The game is geared towards the 2nd Punic Wars and uses the following units types:
Heavy Infantry (4 bases)
Gaul Warband (4 bases)
Light Infantry (2 bases)
Cavalry (4 or 2 bases)
Elephants (2 bases)
Catapults (2 bases)
Generals can be assigned to either a Heavy Infantry or Cavalry unit for the entire game.
The units need to be consistently based. A full unit is 4 bases and a half unit is 2 bases. Light infantry, elephants, and catapults are always half units. Cavalry can be either a full unit or a half unit..
Sequence of play
Each player takes a turn to move, shoot & melee with their units in the following sequence:
Movement
Shooting
Combat
Eliminating units (& berserk elephants)
After both players have had their turn, check the Army’s Fortune.
The game ends after 15 turns.
Movement
During the movement phase a player can attempt to move their units. The procedure is:
The first unit moved each turn is free.
After that, roll 1D6 each time you wish to move another unit. A 2+ is success, a 1 is a failure and no more units can be moved this turn.
Each unit can only be moved once per turn.
A unit may move up to the distances listed below:
Heavy Infantry - 6”
Light Infantry, Veteran Heavy Infantry, Warbands & Elephants - 9”
Cavalry - 12”
Catapults - cannot move, only pivot.
Turning - Units turn by pivoting on their central point. They may pivot at the start or the end of their move.
Interpenetration - Only light infantry may pass through other friendly units (and vice versa).
Moving and shooting - Units that have moved or turned may not shoot.
Terrain
Terrain has an impact on a unit’s movement and combat.
Woods - Only light infantry & warbands can enter
Towns - No effect on movement & treat as broken ground for combat
Marshland & lakes - Impassable to units
Rivers - Can only be crossed at bridges & fords
Broken Terran (e.g. Rocky, Fields & Streams) - Only infantry may enter. Provide cover to Light Infantry and Warbands in melee, but no cover against shooting.
Roads - Units moving all their move on roads add 3” to their move distance, but cannot charge.
Hills - Units defending hills are treated as being in cover.
Charges
Charges are resolved by moving the attacking unit into contact with its target. They are subject to the following restrictions:
Elephants. Cavalry may not charge elephant units as they become spooked.
Turning. A charging unit may turn once, at the start of its move. This evolution may not exceed 45 degrees.
Limited Engagement. Only one attacking unit may contact each face of the target (these being Front, Left Flank, Right Flank, and Rear).
Fighting. Combat is resolved during the Combat phase.
Shooting
Only light infantry and catapults can shoot. The procedure for shooting is as follows:
Units may only shoot at a target within their frontal facing.
Light infantry have a range of 12” & assess the number of hits by rolling a D3. Half the number of hits (rounding up fractions) when the target unit is: in cover, heavy infantry, or elephants.
Catapults have a range of 24” & assess the number of hits by rolling a D3. (There are no modifiers.)
Combat
Units only inflict hits during their own player turn. To assess the number of hits:
Heavy Infantry - D6
Warband (Gauls) - D6+D3
Light Infantry - D3
Cavalry - D6
Catapults - cannot attack in combat situations
Elephants - D6
Modification to the number of hits:
All units, except elephants, halve hits when attacking heavy infantry
Halve hits when attacking units in woods or defending a river.
Roll 2 D6 and select the highest score if a general is assigned to the units.
Double the hits for flank or rear attacks.
Catapults - Are automatically eliminated in combat.
Turning Within Combat - Units may turn to face an attack upon their flank or rear if they are not simultaneously being frontally engaged.
Eliminating Units
Full units are eliminated once they have taken 17 or more hits, and half units after 9 or more hits.
When an elephant unit is eliminated, check to see if it goes berserk. Roll a D3 and:
On a score of 1 the elephant immediately charges the nearest friendly unit with 12” & inflicts D6 hits. After which the elephant unit is removed from play.
On a score of 2 the elephant immediately charges the nearest enemy unit with 12” & inflicts D6 hits. After which the elephant unit is removed from play.
On a score of 3 nothing happens & the elephant unit is removed from play as any other unit would be.












Great looking game Peter and thanks for the inclusion of your rules
ReplyDeleteIt was fun to get quite a few miniatures out onto the tabletop for a quick game.
DeleteI needed to get the rule changes written up, else I will forget!
DeleteGreat looking battlefield, and massed units, Peter 👍🏼
ReplyDeleteThanks. It is something I will be trying again.
DeleteThe “bigger” unit’s certainly give more of an impression of a massed battle ⚔️⚔️ A draw sounds about right for your game - it could hardly be classified as a Carthaginian victory (unless as defined by Pyrrhus 😉).
ReplyDeleteA bit of a daft question, I know, but how do you regard the 1/2 units in terms of army composition? So, in a 6 unit army, would you have say 5 units plus two “half units” or do you just regard the 1/2 units as simply being a smaller, weaker unit?
Cheers,
Geoff
A good question, as I forgot to mention that in the post. I count the half units as half. So if you had 6 units in an army and 2 were light infantry, then you would have 4 half units of light infantry and the remaining 4 units would be full units.
DeleteGood looking game Peter, I like the mat a lot and the miniatures are really very nice. I like the look of the big blocks of infantry, they look super and an enjoyable battle report and an interesting read on the rule variants too.
ReplyDeleteThanks. The mat is made from a painters drop sheet, and coloured using a sponging approach. Post here - https://gridbasedwargaming.blogspot.com/2021/03/ancients-project-game-mat.html
DeleteHandsome table, as always. The bigger units certainly impart a sense of mass, don’t they?
ReplyDeleteI do like the look of the larger unit, but I am also thinking that I would need to paint up some more Gauls if I want to continue along this approach. And do I have enough spares?
DeleteLove the double rank of soldiers
ReplyDeleteI always think it looks better than a single rank and 20mm was my first real wargaming scale
All plastic?
Perkin
Yes, all plastic. Mainly HAT figures. My Gauls, not used in this game, are ESCI.
DeleteGreat looking figures and battlefield Peter.
ReplyDeleteAs the others have said, the larger units certainly have a visual impact. Is it harder to maneuver them around?
The 4 base units were a bit more limited, but the light infantry were still agile. I will be trying some more games using these 4 base units once I return from a holiday.
DeleteA great visual impact with the larger units. Enjoyed the report.
ReplyDeleteA bit more painting will be required if I continue down this path.
DeleteAn excellent game there Peter - I really must get my own Ancients back into action again sometime soon .....
ReplyDeleteIt so easy to forget about a collection.
DeleteLooks fab - like the way the two base/four base system is quite flexible so you can have small battles with big units and big battles with small units. That probably makes no sense but I’m on medication and it does to me!
ReplyDeleteThere is that flexibility to suit the type of game you want.
DeleteGreat battle report. A most enjoyable reading.
ReplyDeleteThe backdrop is very effectfull.
Thank you. The backdrop is for my 6mm WW2 armies which is why it’s a little bit low.
DeleteLarge units always look great, and for Ancients always remind of game photos in Charles Grant's Ancient Wargaming books.
ReplyDeleteI was a little confused when the Carthaginians arrived from the south-west rather than north-west, obviously it was a clever deception plan that fooled me but not the Romans.
Too much haste. It is meant to be south west.
DeleteGreat looking table and armies, those big heavy infantry units have a definite 'presence'. Thanks for showing rules too, interesting stuff.
ReplyDeleteI will see if I stick with the larger units when it comes time to paint some more.
DeleteA very nice looking game there Peter and the larger units look great too:).
ReplyDeleteThanks. It all worked out well on the 4x4 tabletop.
Delete