New Ideas for Armati 2
The March to Battle
An aspect of reality often lacking in our games is some representation of the state of the troops on the eve of battle. How had they fared on the approach to battle. We choose units of pristine troops who have no prior casualties and no extant fatigue, etc.
The forces are also balanced by virtue of the points system used and by the fact that we have used the same points totals.
Therefore, why not add a degree of variance to the points values used and/or establish what state the units purchased reach the battlefield in?
Points Value Variance
To add some variance to the initial points totals being used, each side casts 2D6 in secret and consults the table below (Table 1) to determine how many points they have available in addition to their core troops:
Table 1: Points Availability Table
|
2D6 Score
|
Points Available
(in addition to Core Units)
|
|
2
|
60
|
|
3
|
65
|
|
4
|
65
|
|
5
|
70
|
|
6
|
75
|
|
7
|
75
|
|
8
|
75
|
|
9
|
80
|
|
10
|
85
|
|
11
|
85
|
|
12
|
90
|
|
Break points are calculated in the normal way for each army.

The State of Participating Units
Once the armies have been selected, each commander casts 2D6 for each unit in his army in secret (and before deployment) and consults the table below (Table 2) to determine what state they arrive at the battlefield in:
Table 2: State of Readiness Table
|
2D6 Score
|
Unit Types
|
|
4 BP
|
3 BP
|
2 BP
|
1 BP
|
|
2
|
3 BP
|
Exhausted
|
1 BP
|
Exhausted
|
|
3
|
2 BP
|
2 FP
|
1 BP
|
Exhausted
|
|
4
|
1 BP
|
1 FP
|
OK
|
OK
|
|
5
|
OK
|
1 FP
|
OK
|
OK
|
|
6
|
OK
|
OK
|
OK
|
OK
|
|
7
|
OK
|
OK
|
OK
|
OK
|
|
8
|
OK
|
OK
|
OK
|
OK
|
|
9
|
1 FP
|
OK
|
1 FP
|
OK
|
|
10
|
2 FP
|
1 BP
|
1 FP
|
OK
|
|
11
|
3 FP
|
1 BP
|
1 FP
|
Exhausted
|
|
12
|
Exhausted
|
2 BP
|
Exhausted
|
Exhausted
|
|
The units are deployed once their status has been determined. When armies are declared to the enemy, the status of units remains concealed (appropriate markers being placed upside down adjacent to each). Only once combat is joined or Exhausted/FP/BP markers are removed are the counters touched and revealed to the enemy.
Camps
Each side may deploy a camp ( up to 12" X 12" ) in their side of the table. This counts as 1 BP if captured by the opposing side.
It costs 1 point and is a key unit. It has an intrinsic "garrison" of 1 unit of LI ( 3 {0} 0 ), who cannot be hit by missile fire. They are not in control and cannot leave the camp area.
The camp area counts as woods for movement and visibility. It is not counted as woods for the defenders of the camp in melee eg: they do not use their special FV to fight attackers who are outside the camp.
If other units are added to the camp "garrison", they are separate to the LI. The extra unit(s) do not need to be placed on table but are treated as a unit in ambush. The defenders do not have to physically move around the camp to get to the attackers, they can fight attackers on any edge. Multiple combats are treated as per normal rules except the defenders cannot be flanked or attacked in the rear UNLESS an enemy unit is on each side of the camp and attacking. Then they are treated as being flanked in each melee case.
The intrinsic “garrison“ are always fought separately and last ( after any additional troops have been killed ). This is because they are just individuals fighting for survival who would not fight at all if there was anyone else who could do it for them.
The idea of a camp was originally to add to the visual effect of the battle, but by giving it a BP and making it count as a key unit at very low cost, this may encourage people to use it:-
a) to use an odd leftover point, and
b) to round up an odd number of key units to get a higher army BP.
It also has the added twist in that it can be used as an ambush site.
Generals
Up to 3 (max) generals can be used per side. All usual general rules apply.
Use of Javelins by Cavalry
All cavalry armed with javelins who used them historically may do so. They have a range of 6”. The arc of fire is 45 degrees from centre on both sides and forward, but not to the rear.
Skirmish and Light Infantry Formations
SI and LI may deploy either deep of wide but once deployed at the start of a battle they may not change formation.
This allows the commander to decide what their role is to be and how he wishes to use them. They have a wider arc of fire and better screening ability but are also a bigger target!

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