MH02 Trojan War
MH02 Trojan War
MH02 Trojan War
Trojan
War
1.0 Introduction
2.0 Map
3.0 Counters
4.0 Preparation for Play
5.0 Sequence of Play
6.0 Movement
7.0 Combat Procedure
8.0 Combat Results
9.0 Rallying
10.0 Replacement Units
11.0 Rendering Aid
12.0 Walls
13.0 Intervention of the Gods
14.0 Victory Points
15.0 Scenarios
16.0 Campaign Game
Aide de Camp Gameset by:
Richard Canavan
[email protected]
Version 1.0
February 2001
Can you stand with the heroes of Troy? The bloody struggle of Greeks and Trojans before the
walls of Troy inspired an age. Homers Iliad immortalized Hector, Achilles, Ajax and Helen -whose love launched war. Now you re-fight the siege of Troy. You stand with those legendary
heroes. You relive the drama thats inspired courage for three millennia.
TROJAN WAR is true to its source, the Iliad. The map represents the area described by Homer.
The play counters represent 56 Greek and 51 Trojan named heroes of three classes, plus chariots
and status markers. Rules cover combat with bow -and spear, chariots,, rendering aid, rallying and
intervention of the gods. There are eleven scenarios covering different stages of siege plus a campaign game of the entire eleven years.
TROJAN WAR is a two player historical simulation game of the Greek siege of Troy. It recreates combat from 1200 B. C., when Greek history emerged from the mists of legend. Western
civilization is molded by the ideals of that age. The warrior myths of Greece stand with the Bushido
spirit of Japan and the Nordic traditions of Valhalla. We bring you this slice of history in the spirit
in which it was lived.
LEVEL: Average complexity for two players age 12 and up.
PLAYABILITY: Scenarios play in 1/2 to 4 hours of rapid action.
COMPONENTS: 240 play counters, 17 x 22 map and rules booklet.
1.0 INTRODUCTION
3.2 Chariots
Non-bowman
Defense
Factor
Attack
Factor
Movement
Allowance
Class
Attack Factor
Name of result
Defense Factor Adjustment
a God Fights
3.1 Heroes.
Bowman
Movement Allowance
Deflect Weapon
Defense
Factor
Class
Stop Weapon
Movement
Allowance
Rescue a Hero
Bow Attack Factor
Rescue a Slain hero
An R at the right side of a Hero counter
indicates that the Hero is a replacement (see
10.0). An indicates that the Hero is used
only in a limited number of scenarios.
HEAL a friend
3.5 Markers.
Game Turn
6.0 MOVEMENT
6.1 General. During each Movement phase, the
player whose turn it is may move some, none, or all of
his Heroes and Chariots. Each unit may be moved in
any direction or combination of directions. A unit may
be moved a number of hexes equal to its Movenient
Allowance. EXAMPLE: Achilles, who has a Movement
Allowance of nine, may move nine hexes each turn. A
unit may move less than its Movement Allowance and
does not have to move at all. Unused movement may
not be saved for next turn.
6.2 Friendly Units. A unit may freely move through
a hex occupied by other units of its side. Any number
of friendly units may end their movement in the same
hex, but this might hurt their combat ability (see 7.5
and 7.6).
6.3 Enemy Units. A unit may never move into or
through a hex occupied by a non-killed enemy Hero. In
addition, an enemy Heros Zones of Control slows down
movement in the nearby hexes (see below). Enemy
Chariots by themselves do not affect movement (see
6.6.4).
6.3.1
Extent of Zones of Control:
11.
No Trojan SZOC
(blocked by wall)
Trojan PZOC
Wall (in Trojan Zones of Control)
Panic
Wound
Killed
Retreats:
(see 7.2.5)
Optional
Mandatory
Mandatory
---
Attack/
Counterattack:
Prohibited
Prohibited
Prohibited
Prohibited
Defense Factor
Adjustment:
Reduced by one
Reduced by two
Halved (round
fractions down)
---
Movement
Normal
Cant enter
enemy PZOCs
Cant enter
enemy PZOCs
None
Exerts PZOC9
Yes
Yes
No
No
Exerts SZOC?
No
No
No
No
off the Panicked or Wounded Hero at any point during its movement. The Panicked or Wounded Hero may
not move by itself that turn. A single Normal Hero may
only escort one Panicked or Wounded Hero in a turn.
11.2 Killed Heroes can be transported by friendly
or enemy Chariots, or friendly or enemy Heroes. The
transporting Hero may not bear any combat results.
Movement is at the normal rate.
11.3 Evacuation of Killed and Wounded Heroes.
If a killed or wounded Hero reaches the last hexrow on
its side of the map, behind its own wall, the owning
player may remove it from the board to prevent further
harm.
Also, killed Heroes may be evacuated (captured)
by the enemy player (see 14.2). Wounded Heroes may
not return to the board unless healed by God Intervention (see 13.3.9).
12.0 WALLS
The wall around Troy is always friendly to the Trojans. The Greek Sea Wall is always friendly to the
Greeks.
12.1 Effect on Movement. Friendly Heroes move
normally. Enemy Heroes must end their movement
when moving onto the wall from the ground. They may
not enter PZOCs when moving onto the wall unless the
Heroes exerting the PZOCs are on the ground. Enemy
Chariots may not move onto a wall. All units move
normally from wall hex to wall hex or from wall hex to
ground hex.
I or 2 is rolled.
13.3.2 Strength & Courage: The chit is placed
on top of a friendly Hero. One is added to both the Attack Factor and the Defense Factor of that Hero.
A die is rolled for each S&C chit on the map each
friendly Rally phase. The chit is removed if a 1 is rolled.
The chit is also removed if the Hero ever becomes Panicked or Wounded.
13.3.3 Render an Enemy Helpless: A Panic
marker is placed on an enemy Hero at the end of the
friendly Combat phase. The Hero can be Rallied. A
Hero who is already Panicked becomes Wounded.
13.3.4 Deflect Weapon: One combat result
which has just been applied to a friendly Hero can be
reduced.
Chariot Hit is ignored.
Stun is removed.
Panic becomes Stun.
Wound becomes Panic.
Killed becomes Wound.
13.3.5 Stop Weapon: The chit is placed on a
friendly Hero. The Hero may not be attacked during
the enemy Combat phase of the current turn. He MAY
be counterattacked. The chit is automatically removed
from the Hero at the end of the enemy Combat phase.
13.3.6 Mist: The chit is placed on top of a friendly
Hero. That Hero may not attack or be attacked. Also,
the Hero does not exert a Zone of Control. Other Heroes in the hex are not affected.
The Mist is removed whenever the affected Hero
leaves the hex, or whenever the owning player wishes.
13.3.7 Rescue a Hero: A non-killed friendly
Hero is removed from the map. Chariots remain behind. On the next Replacement phase, he can reenter
the map as if he were a replacement (see 10.2).
13.3.8 Rescue a Slain Hero: A killed friendly
Hero is removed from the map to prevent capture. The
Hero may have been transported by an enemy, but it
may not have been already removed from the map by
the enemy.
13.3.9 Heal: During the friendly Rally phase, a
Stun, Panic, or Wound is removed from a
friendly Hero.
13.4 Time Limit. A player may not use more than
one God Intervention chit per GameTurn. This does
NOT include God Intervention chits and other events
provided for in the Special Rules for a scenario. The
player places his Gods Intervention This Turn marker
on the Game Turn track as a memory aid.
14.0 VICTORY POINTS
14.1 Awarding Victory Points. In most scenarios,
victory is determined by Victory Points. Victory Points
are awarded as follows:
Killing a Hero: Class Number times Attack
Strength.
Wounding a Hero: 1/2 Class Number times Attack
Strength.
Killing a Wounded Hero: 1/2 Class Number times
Attack Strength.
Capturing a Killed Hero: Class Number times Attack Strength. (see below)
Lack of Aggressiveness: -4 Victory Points (see below).
Destroying Greek Ships; (Trojans only): Depends
on scenario.
EXAMPLE: If the Trojans kill Odysseus, a Class III
Hero with an Attack Strength of 6, they receive 18 Victory Points. The Trojans would receive 9 points (1/2 X
18) for wounding Odysseus.
14.2 Capture of Killed Heroes. An enemy Hero
is considered captured when he is evacuated from the
map. Victory Points are awarded to the capturing player,
in addition to those already awarded for killing that
Hero. Replacement Heroes cannot be captured, since
they are not left on the map when killed (see 10.3).
14.3 Aggressiveness. If a player has fewer than
ten non-killed Heroes outside his own wall at the end
of his own Movement phase, the other player receives
four Victory Points, each turn that this happens. This
rule is ignored if the Greek Sea Wall is torn down (see
12.5).
14.4 Destruction of Greek Ships. In some scenarios, victory depends on the destruction of Ship hexes.
If a Normal Trojan Hero (see 8.5) begins the Trojan
Movement phase on a Ship hex, that ship is permanently
destroyed.
14.5 Keeping Track. Each player has a 1x,
10x, and 100x Victory Points counter. When a
player receives Victory Points, he moves his counters
on the GameTurn Record track on the map.
15.0 SCENARIOS
Note: Scenario 15.2 is the easiest to play, since it does
not involve Gods Intervention Chits. Scenarios 15.1,
15.4, 15.5, 15.6, and 15.10 are also good for beginning players.
15.1 The Deeds of Diomedes, from THE ILIAD,
Book V. Shortly after Agamemnons famous quarrel
with Achilles, both armies make ready to fight. The
Greek hero Diomedes is especially favored by the goddess Athena that day.
Trojan Army: All non-*, non-replacement
Heroes, plus Pandarus; 15 Chariots
Greek Army: All non-*, non-replacement
Heroes; 15 Chariots
Gods Intervention Chits: Trojans--6;Greeks-5
Set-up: Trojans on or behind line of hexes between T
and T
Greeks on or behind line of hexes between
G and G
First Move: Greeks
Game Length: Eight Game-Turns
Victory: The player with the most Victory Points wins
Special Rule: Diomedes (Greek) receives two free
Strength & Courage chits during the game. They
may not both be in effect at the same time. They are
lost in the usual ways (see 13.3.2).
Wall
Greeks on or behind Greek Sea Wall
First Move: Trojans
Game Length: ten Game-Turns
Victory: The player with the most Victory
points wins.
Special Rules:
A. Aid for Penthesileia: Penthesileia (Trojan) receives two free Strength & Courage chits during the game. See 15.1 Special Rule.
B. Lateness of Ajax and Achilles: The Greek
player rolls a die at the beginning of each
Game-Turn. If a six is rolled, Ajax and Achilles may enter the map (see 10.2) that turn.
15.6 The Death of Achilles, from Quintus et al.
Memnon, the prince of Ethiopia, appears to succor beleaguered Troy. He is no match for Achilles, but Achilles time is run short too . Angrily, the god Apollo assists the Trojan Paris in slaying the mighty hero.
Trojan Army: All non-*, non-replacement Heroes
except Hector, Sarpedon, and Asteropaeus; plus
Memnon and three Replacements; 15 Chariots
Greek Army: All non-*, non-replacement Heroes
except Podarces; plus Achilles and one
Replacement; IS Chariots
Gods Intervention Chits: six for each player
Set-up: Trojans on or behind Trojan Wall Greeks on
or behind Greek Sea Wall
First Move: Trojans
Game Length: eight Game-Turns
Victory: The player with the most Victory Points
wins.
Special Rules:
A. Achilles aggressiveness: The Trojans receive
ten Victory Points each turn (beginning with
turn 2) that Achilles is Normal but does not
make an attack.
B. Apollos aid to Paris: On or after Game-Turn
5, Paris may make one special bow attack on
Achilles using the +7 column of the Combat
Results Table.
C. Gods fate: No God Intervention chits except
Rescue Slain may be used to assist Achilles.
15.7 Hercules Grandson, from Quintus
Smyrnaeus, Book VI. Eurypylus of Mysia,
a grandson of Hercules, comes to Troy with
reinforcements. Meanwhile, Odysseus and
Diomedes have left Troy in order to fetch
Achilles son, Neoptolemus. The Greeks defend
in a demoralized state, since they have lost
not only Achilles, but Ajax too --- by suicide.
Trojan Army: All non-*, non-replacement Heroes except Hector, Sarpedon, Asteropaeus, and Glaucus;
plus Eurypylus and four Replacements; 15 Chariots Greek Army: All non-*, non-replacement
Heroes except Ajax, Antilochus, Podarces, Odysseus, and Diomedes; plus six Replacements; 15
Chariots
Greek Army: All non-*, non-replacement Heroes except Ajax, Antilochus, Podarces, Nireus, and
Penelos; plus Neoptolemus and six Replacements;
15 Chariots
Gods Intervention Chits: six for each player
Set-up: Trojans on or behind line of hexes from
T to T
Greeks on or behind Greek Sea Wall
First Move: Greeks
Game Length: ten Game-Turns (see Special
Rule)
Victory: Each side receives ten Victory Points
for each Normal Hero that passes behind the
enemy walls at any part of the GameTurn, or
that begins and ends the turn behind the
enemy walls. (Victory Points are also received
in the normal ways.) The player with the most
Victory Points wins.
Special Rule: Zeus Intervention: At the end of
each Game-Turn in which a normal Greek Hero
is on or behind the Trojan Wall, the Trojan
player may roll a die. On a five or six, the
scenario ends.
15.10 The Bow of Philoctetes, from Quintus
Smyrnaeus, Book X. The Greeks receive a prophecy
that Troy will not fall until the Greek bowman
Philoctetes joins the wax. He is forthwith recruited and
wreaks grave damage on the Trojan army. Meanwhile,
the Trojan prince Deiphobus has become a seasoned
warrior, defending his city with great skill.
Trojan Army: All non-*, non-replacement Heroes except Hector, Sarpedon, Asteropaeus, and Glaucus;
plus four Replacements; 15 Chariots
Greek Army: All non-*, non-replacement Heroes except Ajax, Antilochus, Podarces, Nireus, and
Pericles; plus Neoptolemus, Philoctetes, and six
Replacement Heroes; 15 Chariots
Gods Intervention Chits: nine for each player
Set-up: Trojans on or behind Trojan Wall
Greeks on or behind Greek Sea Wall
First Move: Greeks
Game Length: eight Game-Turns
Victory: The Trojan player wins if he earns more Victory Points than the Greek player. The Greek player
wins if he earns 11/2 times as many Victory Points as
the Trojan player. Otherwise, the game is a draw.
Special Rule: Maturity of Deiphobus: Deiphobus (Trojan) is considered a Class III Hero.
15.11 The Topless Towers, from Quintus
Smyrnaeus, Book XI. After Odysseus has stolen Troys
magical safeguard, the Palladium, the Greeks make a
determined attempt to take the city by storm.
Trojan A rmy: All non-*, non-replacement Heroes except Hector, Sarpedon, Asteropacus, Glaucus, Paris,
Acamas, and Helenus; plus seven Replacements;
15 Chariots
Greek Army: All non-*, non-replacement Heroes except Ajax, Antilochus, Podarces, Nireus, and