I use some house rules, and deliberately don't use some of the optional Armati rules as follows :-

When my friends and I tried Fatigue we found it pointless. It added quite considerably to the otherwise very easy task of keeping track of break points, and didn't really add anything at all to the game. Most units having successfully completed one fight by destroying their opponents, do not get into many more fights before the game is over. The whole bizarre concept that lightly equipped skirmishers become fatigued after one turns fighting, but dismounted knights in plate armour take four turns to become fatigued seemed stupid to me. As such we no longer use Fatigue.

NB The experts on the egroups list have pointed out two important points to me :-
1) Fatigue really represents battle cohesion, not fatigue, which explains why lighter troops become "Fatigued" faster than heavier more disciplined troops. I have to admit this does seem just about reasonable.
2) The way we were fighting, fatigue is a bit pointless, BUT if you use fatigue to your advantage by for example deliberately hitting elite pike Phalanx blocks with LHI that can't win, but don't count towards your armies break point when you lose them, you fatigue the phalanx and soften them up for the next wave. This is a reasonable ploy, when used "Historically" but I am concerned it would be used for some very strange encounters that are not very "Historical" (WE DO NOT USE FATIGUE AT ALL)

We do use this rule, but have found it of limited value. You generally do it if your opponent has more cavalry than you. If this is the case he may be able to get around the side of your cavalry with a light cavalry unit. He then runs down the back of your cavalry units eliminating all of your Skirmishers in one turn and angling so that he can hit the rear of the last cavalry unit!! (It's a real killer)

The rules allow for wheels, and in the advanced rules drastic wheels, these all have to be converted into 15mm scale and become a bit messy, so we have converted them to degrees (and been a bit generous)

1 element wide
60 deg
2 elements wide
30 deg
1 or 2 element drastic turn
90 deg
3 element drastic turn
60 deg
4 element drastic turn
45 deg

Rules state that all involuntary and voluntary splits in commands lowers your initiative. Following a suggestion on the Armati e-group we do not lower the initiative for involuntary splits in SI groups. (This is normally caused by missile casualties) (WE USE THIS RULE)

Official rules say they can't fire, but like most people we have started allowing them to fire up to 4". Can't say it has really made any significant difference yet. (WE USE THIS RULE)

I am not happy with the way my warbands in my Carthaginian army perform against Romans. Nor am I happy with the way the battle looks. The Warbands are forced to deploy "Wide" whilst the Romans may deploy deep if they wish! This "Feels" totally wrong. I also feel that Roman infantry are too cheap for their effectiveness. As such I have proposed two amendments, try either or both :-

1) The Warbands may deploy deep, this makes them look more like a dense warband formation, and it certainly makes them more effective. On the whole I like this rule. (WE USE THIS RULE)
2) DO NOT allow Romans (except Triarii) to deploy deep. Romans historically fought in three lines each of only 4 ranks. The game allows for this flexibility by giving them such high flank and special combat values. It then allows them to deploy about 16 ranks deep like a pike phalanx!! (I HAVE ABANDONED THIS RULE)

Skirmishers are not allowed to engage heavy infantry in combat in good going, even to the side or rear. Fair enough. Peltasts and the like are also not allowed to contact such heavy infantry. I feel this is a little unfair (These are Aux in DBM) so allow LI to contact heavy infantry in flank or rear so long as they are engaged to the front. If their opponent destroys all of it's frontal opponents, then any light infantry to the flank is dispersed. (WE USE THIS RULE)

Everyone agrees that Chariots not being able to fire in Armati is wrong. Everyone disagrees about what should be done about it! My own feeling is that in their own historical period Chariots were very effective and should be made slightly more effective for their points. As such I have made the following controversial chariot types available :-


2 Horse Spear
(Hittite + Mycenaean)

4 Horse Bow
(4 Horse Assyrian)
Various + Bow
2 Horse Bow (light cav)
(Egypt & Syria & Assyria)
Various + Bow

The light chariots are treated as light cavalry not heavy cavalry. Exactly the same as normal Armati light cavalry except for 2 things. Heavy chariots do not get impetus over light chariots, and to avoid messing up the command points in the army, Light chariots are part of heavy commands. An alternative to this would be to allow anyone with light chariots to change upto 2 of their heavy command points to light command points, and count light cavalry at true light units. (Heavy chariots still don't get impetus against them though).

The official Armati line is that Chariots were too dispersed to inflict enough casualties to warrant bothering counting them as shooting. This is clearly nonsense. Chariot crews would all be elite, with the best bows, arrows, training and the ability to carry about 4 times as much ammo as either infantry or cavalry archers. I believe one of the main changes (for me) in Armati II will be a more realistic handling of Bronze age chariots.


Macedonian style phalangites get a bit of a hard deal under Armati. They cost the same as Greek Hoplites but are actually slightly inferior! Daniele Varelli has come up with the simple but quite realistic house rules of allowing phalangites to neutralise mounted troops Impetus, if the pike remained stationery (same as renaissance troops). Perhaps more importantly allowing the Phalangites to count +1 on their FV on their first turns combat. I feel these are historically plausible compensations for the poor protection value of the phalngites. I will these try these out over the next few months. (SORRY DANIELE WE ABANDONED THIS RULE)

Steve ? came up with an alternative I prefer even to Daniele's. (28th Jan 2001). "One possible way would be to reduce the frontal FV of all pike units by 1, hence reducing their cost by 1, and then allow a new +1 melee modifier for pikes deployed in deep formation in good terrain. In the particular case of Successors v Romans this would both encourage pikes to fight in their traditional deep (16 rank) formations and encourage the now more expensive Romans to use their extra flexibility rather than just forming up deep and slugging it out from the front." (WE NOW EXCLUSIVELY USE THIS RULE)


I use British 1p and 2P coins as Fatigue and Break point markers. (When I use Fatigue rules!). I paint them green for 1 break point, Yellow for 2 break points and Red for 3 break points. This is the other way around than the rules suggest but Americans don't have amber traffic lights so don't realise the correct sequence is Green / Yellow / Red. Daniele Varelli again came up with an inspired yet very simple addition to this counter system, paint the other side of the coin the next colour up. So for example my greens and yellows are now all painted yellow on one side and green pn the reverse, Flipping the coin over is easier than swapping coins. The red coins are still effectively single sided.

These have now been replaced by a very cheap set of childrens "Roulette counters" from an adult games shop (I don't mean adult in the XXX meaning of the word), I got a great pot of ideally sized plastic counters in red, yello, green and blue. I use the blue counters for "other odd things"


When playing an opponent whose original Control Rating (CR), combining Heavy Divisions, Light Divisions, Army Break Point, and Initiative ratings, is higher; a player may add one bonus point for every point of difference in Control Rating. Ted Wade came up with this rule, which I think is excellent. Having an extra heavy command being worth 1 point is crazy, no wonder those Mongols are so good! (WE SOMETIMES USE THIS RULE)

MISSILE LONG RANGE DROP OFF - We do use this rule, however believe drop off missile weapons are underrated so increase the range of Arquebusiers to 12" (15mm scale) and all the others to 16". Thus they can now fire to a reasonable range, but are not great armour killers at longer range.


I moved in late 2001 and since then have had difficulty finding opponents for Armati. As such have not played any games in 2002. (moved on to WWII russian front)


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