Classical Hack

Revue des Règles du Jeu de Guerre

Classical Hack by Philip Viverito, Richard Kohlbacher, et Edward Backer

The work on Classical Hack began en 1990 as an ongoing group effort of the Jogglers, a Western New York wargame group including Philip Viverito, Richard Kohlbacher, et Ed Backer. The purpose was to create an historical, fast play, user friendly set of wargames rules dealing avec the ancient period. Since 1990 Classical Hack has been played at all major east coast conventions. Initially, the rules were designed as individual volumes, including Classical Hack I, Classical Hack II, et Classical Hack III. This was done in order to preserve the historical authenticity of each period. The Jogglers had grown tired of pitting Superman against Mighty Mouse, i.e. Romans of Caesar’s time contre les Perses et Mèdes de Darius. While realizing that every wargamer has different needs et desires, especially in tournament play, the Jogglers decided to take a different direction, that being period specific play.

The rules have been set down avec the core rules for things like movement et shooting. To adjust for the differences in the four different periods there are four "Period Play" sections. Each section is adjusted to reflect the abilities of the armies within their own time. To facilitate this, there are also sections on "Special Tactics", "People on the Fringe", "Beast, Véhicules, et Machines", et "Army Formations", in addition to the period specifif charts for melee, shooting, et other considerations. The rules are not designed ou intended for out of period play.


  • Titre: Classical Hack
  • Période: Antiquité
    • Period 1: 600 av.Chr. - 380 av.Chr. Persian & Pelepponesian Wars
    • Period 2: 380 av.Chr. - 100 av.Chr. Roman Republic & Enemies
    • Period 3: 100 av.Chr. - 250 A.D. Early Roman Empire & Enemies
    • Period 4: 250 A.D. – 600 A.D. Late Roman & Byzantine Empires
  • Type: Tactical et Grand-Tactical Miniature Wargame
  • Échelle du Temp: 1 tour = 15 à 30 minutes
  • Échelle du Terrain: 1/1200 (1 inch = 100 feet)
  • Échelle de Troupes: 1 figurine = 5 to 120 men
  • Basing: same as dba (60 ou 40 mm frontages)
  • Auteur: Philip J. Viverito, Richard Kohlbacher, Edward Backer
  • Format: brochure de 44 pages
  • Langage: Anglais
  • Maison d’Édition: L. M. W. Works, Amherst, NY
  • Publié: 1997


  1. Introduction, 1 page
  2. Basic Needs, 1 page
  3. General Ideas & Scales, 1 page
  4. Building an Army: Characteristics, 1 page
  5. Building an Army: Units, 1 pages
  6. Mixed Mounted Units, 1 page
  7. Commanders & Things, 1 page
  8. Command Stands, 1 page
  9. Optional Play, 1 page
  10. Arranging Terrain, 2 pages
  11. Movement, 4 pages
  12. Shooting, 1 page
  13. Shooting & Morale, 1 page
  14. Morale, 1 page
  15. Melee, 2 pages
  16. Melee, Victory & Special Tactics, 1 page
  17. Special Tactics, 2 pages
  18. People on the Fringe, 1 page
  19. Beast, Véhicules & Machines, 2 pages
  20. Army Formations, 2 pages

Quick Reference Charts et Markers

  • General Period Play Sheet, 1 page
  • Period 1 Play Sheet: 600 av.Chr. - 380 av.Chr., 2 pages
  • Period 2 Play Sheet: 380 av.Chr. - 100 av.Chr., 2 pages
  • Period 3 Play Sheet: 100 av.Chr. - 250 A.D., 2 pages
  • Period 4 Play Sheet: 250 av.Chr. - 600 A.D., 2 pages
  • Chart de Pertes par Melee
  • Sample Game Markers: Disorder, Rout, Charge, Counter-Charge, Break off, Evade, Rally, Ambush, Pursuit, Testudo
  • Sample Unit Labels pour socles de figurines de 15 mm et 25 mm

Unit Labels et Status Markers

Classical Hack requires no book keeping, because all relevant unit information is written on a small label attached to the figurine stand. Activity et Morale Status Markers are used to indicate charging, counter-charging, evading, pursuing, ambushing, breaking-off, et rallying units. Rout et disorder markers show the current unit morale status. Sample markers are included in the rules et may be photocopied onto cardboard. Most players will want to use sculpted status markers, however, to achieve a more pleasing look on the table-top.

Hidden Units

Deployment is done sequentially, first one player lays out his army et then the other. Units hidden inside woods ou gullies, behing hills ou dunes, are considered to be in an ambush position et need not be set up on the table. The owning player marks the positions of hidden units on his map, et reveals them when an ambush is sprung.

Mixed Units

When mixed units are used, the higher morale class et heavier type unit deploys in the front rank. When more than 50 percent of the front rank troops have become pertes, the unit drops to the lower morale class et unit type. The rules also cover mounted mixed units like equitata light cavalry avec attached infantry of Period 3, circa 50 av.Chr. Equitata units are deployed avec the mounted elements in the front rank. The entire unit moves at mounted speed. When in ambush position, the mounted et dismounted elements of an equitata fight separately.

Commanders et Command Control

Commanders are based individually, avec an escort, ou attached to a unit stand. Army commanders et their subordinates may be rated from cowardly, ou incompetent to brave ou beloved by their men. Commanders attached to a unit may not leave it at any time, avec certain exceptions listed in the Risk to Commander table which regulates pertes du commandement from shooting ou melee. Unattached commanders ou subordinate commanders avec an escort may join routing units in an attempt to stop the rout. If a commander is killed, his entire command may retire. The Risk to Commander table provides ten unique et realistic results de pertes de commandement, ranging from a light wound which angers the commander et provides a +1 bonus for the next melee round, to a kill result which compels the commander’s guard to fight to the last man.

Just like an ancient commander cannot cruise around the battlefield, rallying troops here et supporting melees there, his command control options are limited. Non-Roman close order foot, fanatic, scythed chariots, elephants, et elite/personal follower units may not voluntarily break off from melee, except under the death of commander rule. Other involuntary actions include pursuit, retirement et rout moves. Target priorities dictate that shooters will fire at charging opponents, enemy units which caused pertes this turn ou last, ou enemy in range, in that order.

Special Tactics et Army Formations

The special tactics section covers Theban Sacred Band units, Imperial Alexandrian kontos-armed shock cavalry, Imperial Alexandrian et Roman pass through tactics against elephant et chariot attacks, Roman testudos, Byzantine shock cavalry, shieldwalls, fanatics, horse archers, tirailleurs à cheval, et equitata mounted mixed units. The People on the Fringe section covers special tactics of tribal armies, clans et warbands.

The Army Formations section explains the typical deployment of Spartan et Persian armies ca. 480 av.Chr., the Imperial Macedonien Army ca. 325 av.Chr., Roman Legion ca. 214 av.Chr., Roman et Celtic armies ca. 50 av.Chr., Late Roman Army ca. 357 A.D., et Byzantine Army ca. 530 A.D.

Beast, Véhicules & Machines

This section deals avec Celtic chariots, scythed chariots, elephants, bolt et stone throwing balista artillery, et boats. Celtic chariots cannot charge close order foot frontally, unless the enemy is disordered, but chariot riders may dismount et continue their charge on foot.

Classical Hack is easy to learn et fun to play. Special tactics et the limitations of command control create the unique in-period look et feel of these rules. Classical Hack is compatible avec foot et mounted figurines based for dba ou dbm. Boardgames et campaign rules from other publishers may be used to run Classical Hack campaigns.

Questions Fréquents

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Règles du Jeu de Guerre