Scaling Down the Game
Small-scale battles are handled by using platoon scale. At platoon scale, each foot unit represents 30 infantry (one-fourth of a company-sized unit) arrayed 5 men wide and 6 men deep. Likewise, each mounted unit represents 15 cavalry (one-fourth of a company-sized unit) arrayed 3-4 horses wide and 4 horses deep. Each platoon-scale hex is 30’ across. Platoon-scale combat rounds are the same length as standard company-scale combat rounds (10 seconds). Use this scale for battles with 120 to 600 troops on each side. A comparison of platoon and company scale is shown on the table below.
Unit Scale |
Army Size |
Troops/Unit |
Ground Scale |
Time Scale |
Movement |
Ranges |
Platoon |
120 – 600 |
30 infantry or 15 cavalry |
1 Hex = 30’ |
1 Combat Round = 10 seconds |
x2 |
x2 |
Company |
601 – 3,000 |
120 infantry or 60 cavalry |
1 Hex = 60’ |
1 Combat Round = 10 seconds |
x1 |
x1 |
Units at Platoon Scale
Apart from requiring fewer troops per unit, units at platoon scale are virtually identical to units at company scale, with two exceptions:
Unit Movement Rate: Multiply the platoon-scale unit’s movement rate by two.
EXAMPLE: A company-sized unit of light infantry has a movement rate of 2/4/6. A platoon-sized unit of light infantry therefore has a movement rate of 4/8/12.
Unit Missile Attack Ranges: If a platoon-scale unit has any missile attacks, multiply the maximum range of these attacks by two.
EXAMPLE: A company-sized unit of light infantry armed with javelins can make a missile attack with a range of two hexes. A platoon-sized unit of light infantry therefore can make a missile attack with a range of four hexes.
Battlemaps and Deployment at Platoon Scale
At platoon scale, each hex represents 30’ (10 yards). Since each round is the same length as at company scale, platoon-scale units are able to move and shoot twice as far. Therefore, when fighting battles at platoon scale, you must use multiple battlemaps and adjust the deployment zones. This will ensure that the armies have sufficient frontage to maneuver.
If space is an issue at your gaming table, you might want to play platoon-scale battles using 1” hexes. You can represent each unit with one 15mm or 25mm figure, or print the unit counters at 50% size. |
Set up four battlemaps in a two by two pattern to create a battlefield that is 8’ x 6’ (48 hexes wide and 36 hexes deep). Since the Deployment Zone tables assume a 24-hex wide by 18-hex deep battlemap, you should double the width and depth of each deployment zone.
Combat at Platoon Scale
Combat at platoon scale is identical to combat at standard (company) scale, except as noted below.
Withdrawal: A platoon-sized Loose Foot, Loose Mounted, or Flyer unit may reduce damage dealt by withdrawing two or more hexes, up to a maximum of its marching movement. Every two hexes withdrawn reduces damage by one point.
EXAMPLE: If a company-sized unit of light infantry is dealt three points of damage, it can withdraw three hexes to reduce the damage by three points to zero. If a platoon-sized unit of light infantry is dealt three points of damage, it can withdraw six hexes to reduce the damage by three points to zero.
Retreating: When a platoon-sized unit retreats one hex due to a recoil or waver, it retreats two hexes rather than one hex.
Officers and Heroes at Platoon Scale
When playing a platoon-scale battle, you may play either using the basic rules for officers in Chapter 1, or using the advanced rules for heroes in Chapter 4. When using the hero rules, you will find that their power will be magnified by the smaller size of the units.
Qualifying as a Platoon Scale Officer or Hero
Platoon-sized units require less experienced offers. Low- and mid-level characters can serve as important commanders and lieutenants in battles of this scale. The table below compares the unit scale, troops per unit, commander qualifications, and lieutenant qualifications at platoon and standard (company) scale.
Army Size |
Unit Scale |
Troops/Unit |
Commander Qualification |
Lieutenant Qualification |
120 – 600 |
Platoon |
30 infantry or 15 cavalry |
NPC: 5th level; Monster: HD +2* |
NPC: 3rd level: Monster: HD +1* |
601 – 3,000 |
Company |
120 infantry or 60 cavalry |
NPC: 7th level; Monster: HD +4 |
NPC: 5th level; Monster: HD +2 |
*A beastman sub-chieftain can always serve as a commander or lieutenant for platoon-sized units of its race, regardless of its HD. |
Unit Characteristics for Heroes at Platoon Scale
Like units at platoon scale, heroes at platoon scale have their unit movement rates and missile attack ranges are doubled. In addition, heroes at platoon scale are more effective when attacking enemy units. When determining a hero’s unit number of attacks, multiply the total by four. (Technically the platoon-scale formula is (No. of Attacks + Cleave Factor) x (Average Damage) / 11. See Using ACKS Characters with Domains at War in Chapter 8, Conversions, for more information on calculating a hero’s unit characteristics.)
Attacks on Heroes by Units
Platoon-scale units are less of a threat to heroes. For each uhp of damage dealt to a hero, he takes only 5d6 hp of damage.
Hero Size |
Platoon Scale Visibility Dist. |
Man Sized |
8 hexes |
Large Sized |
12 hexes |
Huge Sized |
18 hexes |
Gigantic Sized |
30 hexes |
Colossal Sized |
60 hexes |
Withdrawal: Whenever a hero takes damage from a unit, he may reduce uhp of damage dealt by one or more points by withdrawing two or more hexes (two hexes per point), up to a maximum of his marching movement. Heroes withdraw according to the same rules as Loose units, except that the hero may end his withdrawal in the same hex as another friendly hero or unit if desired.
Hero visibility at Platoon Scale
Since each hex represents a smaller area of ground, hero visibility is increased in platoon scale battles. See the adjoining table for visibility distance at each scale.