Civitates Bellantes 11/11

Transcription

Civitates Bellantes 11/11
CIVITATES BELLANTES
Rules for Ancient Wargames with Miniatures
500 BC to AD 200
by Simon MacDowall & Caoimhín Boru
O
n the fourth day both generals lead out their forces and drew them up for
battle. Scipio adopted the regular Roman formation, placing the maniples of
the hastati in the front line, then behind them the principes and last of all the
triarii. Of his cavalry he stationed the Italians on the right and the Numidians under
Massinissa on the left. For their part Syphax and Hasdrubal placed the Celtiberians in
the centre opposite the Roman maniples, the Numidians on the left and the
Carthaginians on the right.
In the first charge Syphax’s Numidians were driven back by the Italian horse and the
Carthaginians by Massinissa… The Celtiberians, on the other hand, fought splendidly
and held their ground against the Roman centre… (but) when the wings gave way, the
whole of their contingent was quickly encircled by the principes and triarii and cut down
where they stood...
Pol ybi us of Mega lop olis descri bing the B attle of th e G rea t Pl ains in 203 B C.
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Contents
Introduction
5
1. Getting Started
7
What You Need to Play
Organising Troops
Integral Infantry
Armour
Training and Experience
Morale
Basing
Troop and Ground Scale
The Javelin Throw
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8
10
10
10
10
11
12
12
Units
Legions
Special Troops
13
13
14
Organising the Army
Points Values
14
15
2. Sequence of Play
17
3. Command and Control
19
Chain of Command
Command Points (CPs) and Command Radius
Leader Command Stands
19
19
19
Command Point Allocation
Control Tests
Spontaneous Advance
Looting
20
21
21
21
Orders
Risk to Leaders
Visibility
22
22
23
4. Morale
25
Death, Disorder and Desertion Points (DPs)
DP Removal
Causes of DPs
25
25
25
Shaken Units and Casualties
Rallying Shaken Units
26
26
Special Troops and DPs
26
5. Formation, Movement & Manoeuvre
27
Formations
Unformed Troops
Special Troops and Formation
Unit Formations
Changing Formation
Command Formations
Movement
Move Distances
March Moves
Scythed Chariot Impetus
Fatigue and Disorder
Skirmishing Withdrawal
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27
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27
28
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30
30
30
30
30
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Effects of Terrain
Manoeuvre
Wheel
Unit Formation Change
Re-form Unformed Units
About Face
Refuse a Flank
Deepen/Thin Ranks
Side-step/Step-back
Slow Walk
Mount/Dismount
Incline
Interpenetrate Friends
Legion Line Relief
Passing a Gap
Half Moves and Multiple Actions
Leaving The Table
6. Shooting
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37
Ranges and Targets
Shooting Procedure
Cover
Long Range Missile Exchange
Short Range Missile Exchange
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Infantry Shooting
Overhead Shooting
Sharing Long Range Shooting Hits
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38
7. Combat
39
Combat Basics
Charges
Charge Declarations
Restrictions on Charges
Charge Moves
Failure to Contact
Charge Responses
Evading a Charge
Counter-charge
Stand to Receive
Infantry Shooting in Combat
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40
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41
41
Melee
Reinforcing a Melee
Charging into a Melee
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Combat Resolution
Opening up the Ranks
Movement after Combat
Follow-on Combats
Free Hacks
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44
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8. Definitions
45
Hoplite Battle Supplement
49
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Introduction
Civitates Bellantes is a set of wargames rules to simulate warfare in Europe, the near East
and the Mediterranean region from about 500 BC to 200 AD, using miniature figures in all
scales. The scope of the rules includes the wars of Greece and Persia, the Macedonian
conquests and the successor Hellenistic states, and also those of Rome from the republic to
early empire. The rules are the collaborative endeavour of Simon MacDowall and Caoimhín
Boru, based on the mechanisms that Simon developed for Comitatus. This gives players the
opportunity to use familiar systems across a much wider time span, while still retaining the
special characteristics of each period’s warfare.
There is a good argument for dividing Civitates into three: an initial period covering the Greek
and Persian wars; then the Macedonian and Punic wars; and finally and a later one focusing
on the cohort legion and Imperial Rome. However, in the end we found that apart from having
special rules to cover two basic types of legions and a supplement for Hoplite warfare, the
mechanisms worked very well for the whole.
Our intent has been to develop a game which both looks and feels like eyewitness accounts
of ancient battles. The starting point therefore has not been to work out ground and figure
scales or to compare the effects of various weapons against certain types of armour and
formations, but rather to ensure that the game unfolds in the same way as the historical
confrontation it is simulating. Civitates is not designed for wargamers who play competitively
or who like to micro-manage small unit detail. Instead, we have designed Civitates for those
who are fascinated by the grand sweep of battles in the Classical Age and who want to bring
history to life with a game that is fun and relatively easy to play.
Ancient battle was, by modern standards, somewhat stylised. This is reflected in the ritualistic
feel of the game. The game is played using alternate movement with turns broken down into
phases, which mirror the actions taken by troops in actual battles. It is important to keep your
battle lines close together in order to command and control their constituent parts. Cavalry
fights will be fast and fluid but when two heavy infantry battle lines clash, the combat may be
more prolonged.
A great deal of attention has been given to simulating and encouraging the actual tactics used
in the period. Therefore players are able to simulate the actual ways in which Roman legions,
Greek or Macedonian phalanxes, horse archers, Celtic chariots etc operated according to the
ancient authors. We have also gone to some length developing mechanisms that replicate the
the way Roman Legions operated. Unlike almost all other ancients rules, Civitates simply
allows the player to use the legion as a single unit in multiple lines which are able to relieve
each other in combat.
We will continue to develop game scenarios and illustrate how various formations and tactics
may be simulated at Simon’s website http://www.legio-wargames.com
Development
As a system for re-creating ancient battles, Simon’s initial version of Comitatus rules
appeared in the late 1980s. It was the first set of ancients rules to introduce the ‘stand’ as the
basic playing piece instead of individual figures, and the first to classify troops according to
battlefield behaviour rather than by their weapons and armour. These concepts have now
become the standard for wargames set in the ancient period, and Simon's advocacy of
deeper infantry stands has also become popular in recent times.
Simon had always intended to expand the Comitatus principles to a set that covered the
earlier period and had made some initial steps in that direction with a set of rules for 6mm
ancients called Legio VI. These rules pioneered the idea of deploying the Roman legion as a
single mulit-line unit. However, it was only when he started collaborating with Caoimhín, that a
more complex and fully rounded rule set that fully matched Comitatus began to take shape.
Civitates has been under development and play testing for over three years now and has
gone through various stages: from Caoimhín’s speculative conversion of Comitatus concepts
to the Classical period, on through simplification into a game system closer to Legio VI, slowly
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re-adopting more Comitatus like mechanisms as smooth running improved, with this as the
end result.
Acknowledgement
We would like to thank Andy Callan for having first come up with the concept of Disorder
Points, which we have adapted for use in both Comitatus and Civitates.
Simon MacDowall & Caoimhín Boru 2012
Tips and explanations of the rationale behind rule mechanisms appear throughout Civitates.
They are highlighted in the Times font and marked with the compass symbol.
Many key words used in Civitates have game meanings that have a significant bearing on
the rules. Each key word shows in italics with a capital first letter the first time it appears in
context, and is fully defined in the last section of the rules. It is important that all players
have a common understanding of these key words and their definitions.
Important Rules
•
Rules and concepts that are essential
to the game are highlighted like this.
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1. Getting Started
WHAT YOU NEED TO PLAY
•
Stands. These are the game’s basic playing pieces. Stands are pieces of cardboard or
similar material cut out to a standard size, mounting a group of miniature figures (see the
Javelin Throw on p12). Thick card is the most suitable material to use but be careful that
it is thick enough not to warp when painted or textured. The addition of magnetic strips
across the bottom of the card stand are useful for transporting the figures in metal or
metal-lined boxes and can also help to prevent warping. It is possible to play just using
stands as counters marked with symbols to distinguish the troops types (without figures),
and new players might like to do this to experiment with the rules while they raise their
armies of miniatures. There are also special command stands for leaders.
•
Figures. Commercial figures are readily available in many different scales. These range
between 54mm and 2mm, with the ‘mm’ scale supposedly being the height of an average
figure. In practice, the figures from various manufacturers vary considerably in size and
proportions, with most figures being 2-3mm larger than their nominal scale. Figures are
normally supplied unpainted but it is possible to buy painted figures. Although several
individuals and companies offer painting services, raising and painting an army is one of
the great attractions of this hobby and it gives the player a personal connection with the
figures he uses.
•
Measuring Sticks. Measuring sticks or tapes are used to measure distances and ranges.
These can be cut from card or made from wood. They should be marked with gradations
of half and full frontages of a troop stand (10/20mm, 20/40mm or 30/60mm). One troop
stand frontage represents a ‘javelin throw’ and is the basis for all measurements (see the
Javelin Throw on p12) and ranges (see Ranges and Targets on p37).
•
Dice. Several normal 6-sided dice (D6), and average dice (AvD) marked 2-3-3-4-4-5. If
you do not have AvD, you can throw a D6 and count 1 as a 3, and 6 as a 4.
•
Playing Area. A tabletop or other playing surface large enough to accommodate the
number of units in use. A small battle in 15mm scale could be fought out on a 4x2 foot
surface, while a 6x4 foot surface will handle most large battles in that scale. Games in
25mm scale will require at least a 6x4 foot table but 8x5 or larger will be better, especially
if a lot of cavalry are involved. Dining room tables are usually too small for larger games,
so you will most likely have to get hold of boards which can be laid on top to give a larger
playing area. Chipboard or pressboard is the cheapest option, and easily obtainable from
DIY stores.
•
Terrain. You will need 3D terrain features to cover the battlefield. The easiest and most
flexible method is to cover the playing surface with a green or brown cloth, creating hills
by putting something underneath. Buildings and trees can be scratch built or bought from
hobby or model shops. Roads are easily represented with masking tape and strips of blue
cloth can serve as rivers. For those with the talent, more elaborate terrain can be built
and sculpted terrain is also available commercially. Terrain features can include anything
that would be found on an ancient battlefield and for game purposes are classified as one
of the following:
•
Linear Obstacles such as streams, rivers, ditches or fortifications.
•
Hills (which can have gentle, uneven, steep and/or sheer slopes).
•
Broken Ground such as open woods, vineyards or rough going.
•
Difficult Terrain such as dense woods, marshes or towns.
•
Roads, bridges or fords.
Disorder Markers. Small pebbles or pieces of gravel (easily obtainable from pet shops) can
indicate each death, desertion and disorder point (DP) that a unit incurs. Units will accumulate
and lose these points throughout the game. Pieces of gravel make especially good markers
for this purpose since they can be easily handled and blend in well with the battlefield terrain.
At 6mm scale or smaller, players may prefer to place a small D6 beside each unit to indicate
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its DPs. Players may find it useful to use other markers, such as counters or individual figures
to keep track of other troop status or leader actions (see Command Point Allocation on p20).
ORGANISING TROOPS
Civitates Bellantes classifies all troops according to their behaviour on the battlefield. There
are four major categories of troops:
•
Light Infantry (LI)
•
Heavy Infantry (HI)
•
Cavalry
•
Special Troops
Cavalry, Scythed Chariots and Elephants may be collectively referred to as Mounted Troops.
Light Infantry, Light Cavalry and Horse Archers may be collectively referred to Light Troops.
Hoplite Spearmen and Phalangites are collectively referred to as Phalanx Infantry.
Each category is further broken down into types, which define the characteristics and abilities
of each troop type. These abilities are expressed as Attack (A) and Defence (D) factors, and
Short-Range (S) and Long-Range (L) Missile Capability.
Attack factors represent élan and willingness to close to combat, combined with weaponry
and armour. Defence factors are similar but more represent staying power and unit cohesion.
Whichever is used, this is the troop Combat Value (CV). A missile capability allows troops to
inflict significant damage on an opponent at a distance.
Under-strength (UnS) Heavy Infantry stands may represent about half the usual numbers of
troops over the same frontage as a full strength stand of the same type. They reduce the
Combat Value by one and halve the number of stands able to shoot. They are most useful to
represent Roman triarii or dismounted cavalry stands on a one for one basis, though they can
also be used to represent ‘depleted’ or stretched units.
Light Infantry. These are generally lightly armed men who fight in dispersed groups without
formation, primarily with missile weapons. Some are able to fight closer. They are most useful
for supporting heavier troops, delaying and harassing enemy, or operating in difficult terrain.
Skirmishers. A1/D1/S Light armed men who are trained to harass the enemy with javelins
while avoiding close combat. Stones might sometimes supplement the javelins.
Missile Troops. A0/D1/S/L Lightly armed archers and/or slingers who are trained to skirmish
while keeping a distance from the enemy.
Javelinmen. A2/D2/S Javelin armed infantry that can fight in closer formation and hold their
own in hand-to-hand combat if necessary, such as Samnites, Spanish scutarii, Greek peltasts
or thureophoroi, mountain tribe warriors and some imperial Roman auxiliaries.
Rabble. A2/D0/S Mobs of armed civilians or religious fanatics, rebellious slaves, bandits etc,
fighting in a fluid mass with little or no cohesion and a mixture of weapons. Rabble can shoot,
but only at half effect.
Heavy Infantry. Infantry whose primary function is to fight in hand to hand combat and hold
ground. They will often have large shields and some form of body armour.
Shock Infantry. A3/D2 Infantry whose main job is to act offensively, relying on the prowess
of individual warriors rather than unit cohesion, like Gauls, Celtiberians, Germans or Dacians.
Most would be armed with close combat weapons such as swords and spears, but armour is
rare. The effect of any hand hurled missiles is taken into account in the combat factors.
Phalangites. A1/D1 Macedonian style infantry armed with a long pike (sarissa) held in both
hands. Their defensive armour is typically lighter and their shields smaller than those used by
hoplites. Phalangites fight in a tightly packed phalanx that presents an impenetrable hedge of
spear points, at the cost of some tactical flexibility. Phalangite combat factors are deceptively
low, because they derive most of their effectiveness from their formation.
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Spearmen. A2/D2 Infantry trained to fight cohesively in close combat using spear and shield.
They include many Carthaginian infantry, Roman triarii and early principes, some Italians and
possibly Macedonian hypaspists. Hoplite Spearmen fight in a phalanx, sacrificing flexibility for
greater resilience and aggression.
Bowmen. A1/D2/S/L Primarily bow armed units who form up in a closer formation than Light
Infantry. Their front ranks may wear armour or carry shields and spears, swords or axes, and
are trained to fight in close combat. Persian Sparabara Bowmen in Line formation may count
frontal shooting cover from their pavises (see Cover on p37).
Swordsmen. A3/D3 Troops who fight at close quarters with swords, often supplemented by
a volley of javelins or pila. This includes most Roman legionaries and their imitators, imperial
Roman auxiliaries, or even well trained Spaniards and Gauls like those in Hannibal's army.
Cavalry. Troops that are mounted, mobile and trained to fight from horses or camels. Cavalry
also includes all chariots with armed fighting crews.
Light Cavalry. A2/D0/S Unarmoured cavalry that mostly skirmish with javelins. Light Cavalry
may include those also armed with short range bows, like Bactrians or Arabs.
Horse Archers. A1/D0/S/L Mounted archer specialists such as Scythians and Parthians who
shower their opponents with arrows and leave hand-to-hand combat to heavier troops.
Light Chariots. Light war vehicles with fighting crews pulled by two to four horses. There are
three basic types. The Celtic and Libyan types are rated A4/D2/S while the Indian types are
rated A3/D1/S/L. The crews usually shoot whilst moving, then leap off to fight on foot.
Heavy Chariots. A5/D2/S/L The largest and most grandiose eastern chariot types, as used
by King Porus against Alexander. Despite being big and unwieldy, they have a lot more crew
and are also more intimidating.
Heavy Cavalry. A3/D1/S The majority cavalry type from this period, usually carrying javelins
or spears and also swords. Some carry bows as well, but are not trained to shoot in volleys as
in later periods.
Shock Cavalry. A4/D1 Typically Macedonian style xystophoroi, Iazyges nobles etc. Although
some also have weak bows, such troops are primarily armed with long two-handed lances. A
few types might be spear and shield armed instead. All rely almost entirely on their charge.
Cataphracts. A5/D1 Completely armoured cavalry who charge with long lances at the trot in
a tightly packed mass. Their charge is formidable, but often hampered by the unwieldiness of
their formation and heavy armour. Cataphracts always count as armoured.
Special Troops. Troops and equipment which do not fit into any of the above categories.
Artillery. A-/D-/L3 Light bolt-shooters such as ‘scorpions’ or ballistae, sometimes used by
the Greeks, Macedonians and Romans in the field. The number after the long range shooting
capability is the Artillery stand’s range multiplier of normal bow range. Artillery always ignores
target armour and cover.
Elephants. Elephants come in two basic types. The Indian variety is larger and stronger with
more crewmen, rated A5/D4 while the smaller, weaker north African variety is rated A4/D3
All Elephant stands include some infantry, but these are incorporated into the factors. Larger
'escorts' are fielded as Light Infantry units interspersed amongst the Elephant stands.
Scythed Chariots. A0/D- Heavy four horse chariots with scythes on the wheels and spikes
on the chassis, used by Persian, Seleucid and Pontic armies to break up enemy formations.
Scythed Chariots are only useful when charging. Their Attack factor increases in increments
as they build up impetus, and unless they break through they are destroyed.
Unique Troop Types
There is scope for players to create their own troop types and/or modify the existing ones for
particular scenarios or nations and periods. Make sure that they approximate an existing type,
and do not unbalance the game.
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INTEGRAL INFANTRY
Some Heavy Cavalry (such as early German) may have specially trained light infantry mixed
among them, and thus mounted on the same stands. Integral Infantry give greater staying
power in melee to cavalry classified as having them.
ARMOUR
Most of the above categories take into account varying degrees of protection in defining the
combat factors. There are, however, a few exceptional cases where certain troops might wear
considerably more armour than the norm for their troop type. Such troops count as Armoured
when they are shot at or in combat. Classifying troops as armoured should be considered in a
comparative way to give a benefit to troops who are significantly more heavily armoured than
the majority of their counterparts. The minimum requirements to count as armoured are:
•
Infantry. Troops must have a helmet, a large shield and relatively complete body armour
that provides significantly more protection than the norm in that time period. Many Roman
legionaries meet this requirement, as may Greek hoplites.
•
Cavalry. Both riders and mounts must have armour. Mount armour could be full or partial
metal, horn, fabric or leather, with the riders wearing helmets and extensive body armour.
Cataphracts always count as armoured. Some Successor and Indo-Iranian cavalry might
also meet these requirements.
•
Special Troops. While scythed chariot or elephant models may be depicted with armour,
this makes no difference in play and the stands do not count as ‘armoured’. Elephants will
also ignore all enemy armour in melee.
Note on Shieldless Cavalry
In the early period covered by these rules, cavalry usually did not carry shields. Shields were
th rd
introduced in the 4 -3 centuries BC until they became universal, except for cavalry with long
lances. Since troop classifications are relative, there is no need to distinguish between cavalry
with or without shields since in most cases they will all have them or all will not.
TRAINING AND EXPERIENCE
Troops from the period varied greatly in training, experience and discipline. To represent this,
all units are given one of three following efficiency Grades at the start of the game:
•
A Grade: The best trained, drilled and disciplined regular troops with a high proportion of
veterans. They can execute complex manoeuvres by word of command and be expected
to closely follow orders, such as high quality Macedonian/Successor troops or the best of
early republican, and most late republican/imperial Roman legionaries. Elite auxiliaries or
mercenaries, Persian Immortals and Spartans are also likely to qualify.
•
B Grade: Less well experienced, disciplined or trained regulars, and also all professional
irregulars. The nobles of most barbarian nations such as the Gauls, Thracians, Spanish
and Germans would qualify, as would militia from the more belligerent Greek/Italian cities,
republican Roman legionaries before 100 BC, and most imperial Roman auxiliaries.
•
C Grade: All others with little or no training. This would include inexperienced militias and
Persian or Hellenistic levies, as well as barbarians who are not from the warrior elite.
Shock Infantry cannot be A Grade. Rabble and all camel mounted cavalry must be C Grade.
Special Troop stands have no grade.
Note on Grading Cavalry
When grading cavalry units, ‘grade’ should be just as relevant to the mounts as to their riders.
Therefore, imperial Roman equites cohortales may be B Grade compared to A Grade equites
alares, while early German cavalry on their ungainly native ponies could be differentiated from
Gallic cavalry by being C Grade as opposed to B, but with higher morale.
MORALE
Each unit is also assigned a Morale Value (MV), which reflects its enthusiasm. These are not
tied to efficiency grades so it is quite possible to have B Grade troops with higher morale than
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A Grade troops. Even C Grade troops might have exceptional morale, reflecting inspirational
self-confidence (Spartacus' followers for example). The following Morale Values are possible:
•
Exceptional Morale: Special elite or bodyguard units and others with complete confidence
in their abilities. Also good troops that in a campaign have scored up a string of notable
successes. Morale Value +2
•
High Morale: Above average troops inspired to go beyond the call of duty either due to
semi-elite status (regulars with high élan or barbarian nobles would qualify), or as a result
of campaign victories. Morale Value +1
•
Average Morale: Good, solid troops who usually do what is required of them without acts
of suicidal bravery or abject cowardice. Includes elite units who have lost confidence, and
normally poor quality units whose morale has been boosted by victories. Morale Value 0
•
Poor Morale: Demoralised, disenchanted or otherwise unenthusiastic troops, including all
unpaid mercenaries and conscripts whose hearts are not in the fight. Includes normally
good troops who have suffered a series of defeats. Morale Value -1
Special Troop stands have no Morale Value.
BASING
Figures and (elephant/chariot etc) models are mounted on bases or Stands, according to their
troop type and the figure scale. Stand size is not critical, so long as all the stand frontages are
the same in both armies. To conform to most current ancient wargames rules, the following
stand sizes are recommended:
Stand Size
Scale of Figures
Frontage
Depth
6mm
20mm
20mm
15mm
40mm
30mm
25mm
60mm
40mm
Players using 20mm figures may use either the 15mm or 25mm scale for basing and ranges,
reducing or increasing the number of figures per stand to fit.
For 6mm scale figures players can use the 20mm square stands, or alternatively use 40mm
stands but increase the number of figures. The same is true for 10mm or 2mm figures.
Troop Types and Number of Figures
The actual number of figures is for visual purposes only. They provide a ready reference as to
troop types but do not have any actual effect on the game. In order to give the right visual
appearance and to conform to other commonly used rule sets, the following arrangements are
recommended (for 15 and 25mm figures, adjusting to fit for other scales):
•
Light Infantry: 4-6 figures spaced out irregularly on the stand. Javelinmen could have 6
figures, to differentiate them from the more dispersed Skirmishers. Rabble might have up
to 7 figures and a deeper stand.
•
Heavy Infantry: Usually 8-9 figures at least 2 ranks deep. Some Bowmen might only have
6 figures. Stand depths can be increased to accommodate extra figures. Shock Infantry
look better on deeper stands.
•
UnS Heavy Infantry or dismounted cavalry: 4-6 figures possibly in a single rank. Stand
depth might optionally be reduced or even halved.
•
Light Cavalry or Horse Archers: 2 figures spaced out irregularly.
•
Cataphracts: 3-4 figures side by side.
•
Other Cavalry: 3 figures side by side, and 1-2 light infantry figures if with integral infantry.
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•
Light/Heavy Chariots: 1 model, and 1-2 foot warriors or runners if it is appropriate. Celtic
Chariots look good if the warrior figure is leaping off the back of the chariot or if the driver
is running up the yoke.
•
Scythed Chariots: 1 model.
•
Elephants: 1 model, and possibly 2-3 light infantry escorts.
•
Artillery: 1 model and 2-3 crewmen.
Depending on the manufacturer, 10mm, 6mm and 2mm figures could have double or more
the number of figures or models indicated above per stand, with Heavy Infantry possibly being
in 3 or even 4 ranks.
The number of figures per base can be adjusted to fit the size and pose of the figures. Stand
depths can also be increased to 40mm for 15mm scale, or 60mm for 25mm scale to allow for
more active poses and more variation in the arrangement of irregular troops on the stands.
Square stands are recommended for Shock Infantry and Rabble both for visual effect and to
differentiate them from other troops at a glance. Square stands also make formation changes
simpler to conduct. Even deeper stands may be necessary for elephants and chariots.
An alternative arrangement for light troops that always fight unformed (see Unformed Troops
on p27) is to mount them individually or in pairs on small round or irregularly shaped bases,
where four (or two, for cavalry) figures are equal to one stand.
Casualties
There is no need to mount remaining figures on separate bases since a ‘casualty’ will result in
a complete stand being eliminated.
TROOP AND GROUND SCALE
Battles in the Classical era were often quite large compared to say the medieval period, which
makes most battles ideally suited to 15mm or 6mm figure scales. However, given the fact that
many armies are infantry based and therefore require less room for manoeuvre on table, it is
still possible to fight most engagements in 25mm scale.
Since Civitates has no fixed scale, a stand could represent any number of troops depending
on the action being fought. But because an entire legion can be represented with a single unit
of 5-12 stands, the normal scale is for each stand to represent several hundred men. Both
armies do not have to tally exactly on a representational scale, but they should be fairly close.
For manipular Roman armies a Legion unit (see p13) could be represented by 2 to 4 stands
for each sub-unit (hastati, principes and triarii). This would give a scale of 300-600 men per
hastati or principes stand and 150-300 per UnS triarii stand. For game purposes it is better to
keep the triarii and other sub-units equal so that they cover the same frontage. The number of
triarii could be increased by adding extra officer, standard bearer and musician figures since
the Legion’s standards were kept in the rear line. A later cohort could also be represented by
one stand, giving a scale of 400-500 men per stand. For particularly large battles where two
Legions are brigaded together, each infantry stand might represent up to 1000 men.
Hellenic, Persian and barbarian infantry units can be represented similarly, so that the army’s
stands are each around 500 or 1000 strong. Some players may wish to represent Skirmishers
and Missile Troops at half that of other infantry stands to reflect their dispersed order, but this
means that such Light Infantry become over-represented and have a disproportionate impact
on the game, and for this reason the idea is discouraged. A Rabble stand on the other hand
might easily represent 5-10 times the number of ‘troops’ as a normal infantry stand.
Cavalry however do benefit from being represented by about half the infantry scale, so 200500 per stand is a good troop scale for cavalry, depending on the size of the battle. Chariot,
elephant and artillery stand representation is more arbitrary and depends on various factors
such as the enemy’s perception of them as a threat, but 50-100 works well for most chariot
stands, and 10-20 elephants, scythed chariots or artillery engines per Special Troop stand.
The Javelin Throw
All measurements in the game, regardless of the figure-man ratio or theoretical ground scale,
are taken in multiples of base frontages (so 20mm for 6mm scale, 40mm for 15mm scale, and
12
60mm for 25mm scale). Missile ranges form the basis for measurement, with a javelin range
being the same as one stand frontage (20, 40 or 60mm), and bow range being five times one
stand’s frontage. For convenience, each of these segments are called Javelin Throws or JTs.
Each movement die pip is however half a javelin throw. Players using alternative base sizes
should measure distances in the multiples of whatever base frontages they use. Players using
6mm figures on 20mm stands may wish to use 15mm scale for all purposes (1 javelin throw
= 40 mm) in order to produce more sweeping moves and faster action.
Since ground scale is related to shooting ranges, players who are uncomfortable with the
concept of flexible scales could consider javelin range to be about 40 metres and effective
bow range about 200 metres, or 1cm on the games table = 10 metres in real life for 15mm
figures. Although 40 metres is a long way to throw a javelin effectively, this distance is assumed to
include a certain amount of running or riding up to a target, throwing, then darting back out of the way.
UNITS
Except for Special Troops, stands must be organised into Units. A unit is the smallest group
capable of moving and acting independently under the rules and it is a tactical rather than
administrative grouping. All stands in a non-Legion unit must be of the same troop type with
the same efficiency grade and morale value. Except for a Legion, which may have up to three
Sub-Units (see below), all stands in a unit must remain together for the duration of the game.
A unit might contain any number of stands - but, apart from Legions (see below), 2-4 is the
optimal number. Units that are too small may make the army brittle, but large units are difficult
to manoeuvre. Players should decide on a theoretical scale for their armies (see suggestions
under Troop and Ground Scale on p12) and try to organise their units along historical lines.
Legions
Roman and allied Legions (see Definitions on p47) are organised differently to other units and
have special characteristics. A Legion is typically represented by a single unit of Heavy
Infantry, 5-12 stands strong, divided into two or three sub-units. Legion stands must all have
the same efficiency grade, but may vary in morale, armour and/or troop type. The cavalry and
light infantry of a manipular Legion are organised into separate units. Legions are organised
into one of two ways, depending on the historical period being represented:
th
nd
•
Manipular Legion (4 to 2 centuries BC). Organised into two or three equal size
sub-units of ‘hastati’, ‘principes’, and maybe also ‘triarii’. The triarii should be understrength Spearmen while hastati and principes are normally Swordsmen, although
principes may be full strength Spearmen up to around 250 BC. Morale and armour
may differ between the sub-units. For example the triarii could have heavier armour
and higher morale to reflect their veteran status.
•
Cohort Legion (1 century BC to 2 century AD?). Organised into two or three subunits, but not necessarily of an equal size. All stands of the Legion are identically
armed and equipped as Swordsmen. Usually morale and armour is also the same,
although a case could be made for some variation within a Legion. In the imperial
era, legionary vexillations become the norm and these are treated like normal units.
st
nd
A Legion of mixed troop types counts the majority type in contact with the enemy in combat
(or the highest if equal). For shooting, apply the armour of the individual stands being shot at.
Sub-units of a Legion must normally stay together but they have a unique formation (Acies –
see p27) in which each sub-unit forms a separate line and these lines are able to relieve each
other (see p33). In order to represent the looser chequerboard formation used in the earlier
period, the frontage of a formed manipular Legion is wider than for other Heavy Infantry (see
Acies formation, p27). This gives the Legion a wider frontage at the expense of fewer stands
in contact with the enemy.
A Legion in Acies may detach a group of unengaged stands to form a new unit. The new unit
acts independently of its parent Legion for the rest of the game, starting off with the same
DPs as the Legion had when they separated. The unit may not later re-join with the Legion. A
Legion reduced to less than 5 stands or a single sub-unit also cannot function as a Legion.
13
Special Troops
Elephants, Scythed Chariots and Artillery are not organised into units. Instead they operate
independently as individual stands.
ORGANISING THE ARMIES
To prepare for a game, players must organise their units into Commands. Each command
should consist of a number of units and maybe Special Troop stands grouped together under
a Leader, usually a subordinate Commander. As long as the command remains intact, these
constituent parts act together, support each other and follow the same orders.
A command must either be an Infantry, a Cavalry or an Elephant command:
•
An infantry command may contain Special Troops and up to one unit of cavalry, as long
as the majority of its units are infantry.
•
A cavalry command must have at least as many cavalry units as there are of infantry, with
a maximum of one Heavy Infantry unit and the remainder of any infantry in the command
being Light Infantry. It may also contain Elephants and/or Scythed Chariots.
•
An elephant command must contain some Elephant stands, but it may also contain up to
double that number of Light Infantry stands.
In a large army, or one containing foreign allies, a number of commands could be combined
into a Contingent under a Contingent Commander. An army containing foreign allies who are
independently organised must place all those allies in an ‘independent allied contingent’. A
contingent may contain a mix of infantry and cavalry commands but it may not be of more
than one nationality. For example: a Spartan army containing an Athenian independent allied
contingent cannot have Spartans in the Athenian contingent or vice versa. Mercenaries and
subject or auxiliary troops are however considered to be of the same nationality as the nation
employing them.
14
POINTS VALUES
It may be useful to have a means of 'valuing' armies to balance a game scenario. Numerical
values or ‘points’ have for this reason been assigned to each stand and unit as follows:
Troop Points
Basic Troop Types
Points
Skirmisher, Missile Troop or Rabble stand
Javelinmen stand
Shock Infantry or Bowmen stand
Phalangite, Spearmen or Swordsmen stand
Light Cavalry or Horse Archer stand
Cataphract or Heavy Chariot stand
Other cavalry stand
Special Troop stand
Reduction for an under-strength HI stand
4
6
6
8
8
15
10
35
! basic cost
Troop Point Extras
Extra for an A Grade stand
Extra for a B Grade stand
Extra for a stand with exceptional morale
Extra for a stand with high morale
Reduction for a stand with poor morale
Extra for a cavalry stand with integral infantry
Extra for an armoured cavalry stand
Extra for an armoured infantry stand
Extra for a sparabara Bowmen stand
Extra for an Indian Elephant stand
+5
+2
+10
+5
-3
+3
+3 (not cataphracts)
+2
+1
+10
Unit Points
Each Legion unit
Each other unit
20
10
Command Points
For the army General
For each Contingent Commander
Extra for an army second-in-command
For each subordinate Commander
Reduction for a leader on foot
+20
100
75
+25 (maximum of one per army)
50
-20
15
16
2. Sequence of Play
All actions in the game are conducted alternately, with both players completing each phase
in sequence of play before moving to the next. Sometimes the scenario will designate the
player who moves first in Turn 1. Thereafter, and in other circumstances, dice to determine
who moves first with each player rolling 1 D6 and adding his General's command points (see
Command Points on p19). Re-roll if the scores are equal. The player with the highest score
decides whether to go first or second. Once this has been resolved, the players keep the
same order for all phases in the turn. The player moving first is termed as 'the player with
initiative', regardless of whether the initiative works to his advantage or not.
All actions are carried out from right to left except that where unit moves intersect, the lead
unit may move first. Combat is resolved simultaneously.
Turn Sequence:
1. Command Phase.
Allocate the Command Points (CPs) for each leader, move any messengers and detached leaders. Take
all required Control Tests.
2. Approach Phase.
Troops beyond bow range of the enemy may make march moves or manoeuvre, or start to rally. March
movement must stop at bow range from visible enemy who are not broken (but formed troops can ignore
unformed enemy light troops in the open that are not part of a Battle Line with other troops).
3. Long Range Missile Exchange.
Stands with a long-range missile capability may shoot at eligible targets beyond javelin range. Artillery
may shoot out to three times bow range. No short range shooting is allowed in this phase.
4. Tactical Move Phase.
Conduct continuing rout, pursuit and rampage moves. Other troops may move, manoeuvre or continue
to rally, stopping one javelin range from the enemy. Troops beyond bow range as in the Approach Phase
above may move again in this phase.
5. Short Range Missile Exchange.
Stands with a short-range missile capability may engage eligible targets at javelin range. Additionally,
Horse Archers and chariots with a long-range missile capability may engage enemy up to bow range, as
may Bowmen or Missile Troops who remained stationary during the Tactical Move Phase.
6. Combat Phase.
In the following order:
•
•
•
•
•
•
Declare charges, and the number of charge dice being used in each charge.
Make charge and charge response moves.
Resolve all Combat Phase shooting.
Simultaneously resolve all combats in order, and apply any immediate morale DPs.
Conduct all necessary after-combat moves.
Resolve any follow on combats in the same order.
7. Recovery Phase.
Remove disorder points (DPs) from eligible units. Rally all shaken units that meet the criteria for rallying.
Tip: Deciding to move first or second can make a critical difference and it is not always
immediately obvious which is best. In some cases it is advantageous to move first since the
effects of the first player’s shooting will reduce the second player’s ability to shoot back.
Moving first might also restrict the opponent’s movement options and/or force him to fight combats
in an order not of his choosing. On the other hand, moving second allows a player to wait until his
opponent has moved all his troops before moving himself, thereby exploiting any weaknesses and
giving his opponent no opportunity to respond to his moves.
17
18
3. Command and Control
CHAIN OF COMMAND
There are a number of leader figures represented on table. These are in order of seniority:
•
The General who leads the entire army (there is only one per army).
•
Contingent Commanders who are either subordinate to or allied to the General. They
each lead a contingent (see p14). Not all armies have Contingent Commanders. A
'second-in-command' is a Contingent Commander who has no specific contingent.
•
Commanders who are subordinate to the General, or to a Contingent Commander.
Each leads a single command.
Leaders can only influence troops or subordinates who are assigned to them. For example, a
Commander can have no influence over troops from another command. On the other hand, a
Contingent Commander may influence all the troops and commands in his contingent, but not
those in another contingent. The General influences all troops and commands in the army,
except those in a contingent of Independent Allies. A second-in-command can also command
other troops of his nationality if the General is out of reach, and becomes the new General if
the latter is lost. In a large army the chain of command should be clearly established, typically
with a sketch map or by listing who commands what and whom on a piece of paper.
A superior may re-assign troops from one subordinate to another also under his command
during the course of the game. This is done in the same way as changing orders (see p22),
for example if a General orders one of his Commanders to send a unit to another command.
COMMAND POINTS (CPs) AND COMMAND REACH
Each leader is allocated 2-5 Command Points (CPs), that will allow him to carry out certain
actions during the game. Commanders always have 3 CPs, but all others are given 1 CP for
each number rolled on an AvD (+1 to this roll is allowed for historically exceptional Generals,
up to a maximum of 5 CPs), unless their CPs are already given for the scenario. A leader with
only 2 CPs is very limited in his options.
Leaders can only exercise control over troops within their Command Reach, which is normally
one javelin throw (1 JT). A 'control' command action allows command reach to be exercised.
To count as being ‘within command reach’, the distance between the base edge of the
command stand (see below) and the base edge of the nearest stand to be controlled must
equal or be less than the command reach. Troops within 1 JT of any troops under the leader’s
direct command reach are also considered to be ‘within command reach’ and they may in turn
extend the reach on to others until the leader’s control runs out.
Leader Command Stands
A leader’s command stand is smaller and usually circular, oval or irregular, to distinguish it
from the troop stands. Command stands should be easily distinguishable by rank as well. For
example, if a Commander stand mounts just a single officer figure, Contingent Commander
stands could mount two (maybe the man himself with a standard bearer or a musician), while
the General would have all three. Mounted leaders need to be identifiable too, as they will be
able to move around easier. One can also depict a leader on an elephant or chariot model.
Leader stands are normally attached to a unit. An ‘attached’ leader is in base-to-base contact
with or within 1 JT of the unit. The leader will move and fight with the unit, and moves about at
will within it (measuring distance for the leader can be taken from any point in the unit he is
with). He may also attach to an Elephant stand as if it was a unit. A detached leader is not in
base-to-base contact with a friendly unit, and therefore moves independently.
19
The command reach is an important game concept. When troops are within a leader's
reach they will normally do what the player wishes - though there are exceptions to
this. When troops are outside the command reach, a die roll determines their actions.
This will often result in troops doing other than what the player would wish. Essentially this rule
allows a degree of flexibility in the way players manoeuvre the troops in each command while
keeping the command, rather than the unit, as the basic manoeuvre element.
The relatively small individual command reach means that in order to control troops effectively
it will be necessary to keep them together so that they can move and act collectively. B and C
Grade troops are by and large reliant on a leader to accompany them into combat, to reflect the
fact that even in the Classical era leaders were often compelled to lead from the front.
COMMAND POINT ALLOCATION
A leader’s Command Points will determine the number of actions he may make each turn.
Leaders may use up to their total number of CPs each turn to complete any combination of
the following actions.
•
Control Troops (costs 1-3 CPs). This action allows all the troops under the leader’s
command and within his command reach to move and act as the player wishes. If no
leader in the chain of command allocates the CPs to do this, or if troops are beyond
command reach, then those troops must take a Control Test (see p21) to determine
their actions. The normal cost of this action is 1 CP. However, if any of the troops to
be controlled are vulnerable to 'spontaneous advance' (see p21) and are within a bow
range of the enemy then the cost increases to 2 CPs, or 3 if they are being shot at.
•
Move (costs 1-2 CPs). This action allows a detached leader to make an independent
move of up to 5 JTs in the Command Phase. He may take a double move, costing 2
CPs to move up to 10 JTs. A move action may include attaching to or detaching from
a unit. When he attaches to friendly troops, he may move normally with them in the
following phases. Leaders may not however detach from routing units. Attaching or
detaching always requires a move action. Leaders on foot may only move 1 JT.
•
Direct Shooting (costs 1 CP). This allows controlled units or Artillery stands within 1
JT of the leader to engage a target of the player's choice, rather than the nearest (see
Ranges and Targets on p37).
•
Steady Troops (costs 3 CPs). Immediately remove 2 DPs (see Death, Disorder and
Desertion Points on p25) from any unshaken units the leader is within 1 JT of, or rally
a single unit that is shaken (see Rallying Shaken Units on p26). A leader may instead
use the action to influence the Control Tests of pursuing or looting units he is within 1
JT of towards a ‘do as player wishes’ result (see Control Tests on p21).
•
Inspire Troops (costs 2 CPs). The leader may increase the combat factors of the
unit he is attached to in the Combat Phase. This is +1 if he has 2 or 3 CPs, +2 if he
has 4 CPs, and +3 if he has 5 CPs. It also allows him to influence the Control Tests of
units he is within 1 JT of (see p21). Special Troops may not be inspired.
•
Give or Receive Orders (costs 2 CPs). This will normally only be required in multiplayer games involving a degree of role-play with players taking on the characters of
Generals and Contingent Commanders. If however it becomes necessary to change
the orders of an entire command (see p22), then the leader issuing the new orders
must spend 2 CPs to either send a messenger, give a signal, or speak directly to the
subordinate himself, it will also require the receiving leader to spend 2 CPs to listen to
the order. This can result in humorous situations when the subordinate must choose
whether of not to bother to allocate the CPs to hear what his boss has to say!
CPs must be allocated during the Command Phase. Unused CPs may not be carried over to
the next turn. Players should place a marker beside each command stand in the Command
Phase if the leader is inspiring (see under Appendix I, Markers). If a player forgets to allocate
Command Points or does not specify what they are, it is assumed that the leader will control
troops only.
20
The concept of Command Points should be understood as relating far more to a leader's
military prestige, experience and expertise than to how 'brilliant' he is (a highly subjective
term of reference that depends mainly on the player, and luck!). Therefore a 2 CP leader is
typically an untried youth or a former civilian who has been elevated into a high military
office, while 3-5 CPs indicates a relatively experienced leader with a variable level of competence and
personal charisma.
If one were to use the leaders at Cannae to illustrate as an example, Varro on the Roman side could
have 3 or even 2 CPs to reflect his relative lack of experience, whereas his fellow consul Aemilius
Paulus might have 4 CPs for being a seasoned campaigner who enjoys the comparative confidence of
his men. Hannibal of course would have 5 CPs to reflect his extraordinary military skill and leadership,
while his experienced cavalry commander Hasdrubal could have 4 CPs. Other (subordinate) leaders in
the battle should only have the 'average' 3 CPs of competent military officers.
CONTROL TESTS
Troops will be required to take a control test in the Command Phase, in any of the following
circumstances:
•
If their leader, or his superior in the chain of command, did not allocate any CPs to control
them, or if they are outside his command reach.
•
If they are in pursuit or looting and the player wishes them to stop (see Leaving the Table
on p35, and Movement after Combat on p44). In these circumstances they must take a
test whether or not they are being controlled.
Control Test: Roll 1 AvD for Artillery stands and A Grade, or 1 D6 otherwise.
Results
1-2
Modifiers
Check for spontaneous advance.
Looters and pursuers continue.
Others halt.
3-4
Act as the player wishes.
5-6
Check for spontaneous advance.
Others continue the last turn's
action, if possible.
+1
If charging, looting, or in pursuit.
+1
If a leader inspires within 1 JT
(optional).
±1
If a leader steadies within 1 JT of
pursuing or looting units
(optional).
Units that are halted may shoot and/or adjust their facing or formation to face a threat, but
they may not make other moves, nor may they initiate a charge. Troops that are looting or in
pursuit will typically only cease doing those things if they get an ‘act as player wishes’ result.
If troops count as controlled in the Command Phase, they will remain technically under control
throughout the entire turn, even if they move beyond their leader’s reach in later turn phases.
Spontaneous Advance
Scythed Chariots and as yet unshaken Shock Infantry, B/C Grade Shock Cavalry, or Rabble
that are not already pursuing or looting, must advance at full speed on and if possible charge
the nearest visible enemy. If no such opportunity exists, treat as a normal Control Test result
of the same type. See also the higher CP cost on p20 for keeping such troops under control.
Looting
In scenarios where there is enemy baggage or an unfortified camp, pursuers able to see and
reach it become Looters unless they get an 'act as player wishes' result. Looters advance on
the target at top speed, not stopping until they reach it or are prevented from doing so. Once
the looters have made contact the target is ‘captured’ (ie. it changes sides), and they remain
with it until control is re-established. Special Troops cannot become looters.
Baggage or a camp is passive and will be 'controlled' by the player who last contacted it, so it
might potentially change hands two or more times in a game.
21
Tip: The Control Test will not bother most troops who are halted or intending to remain so,
since with the exception of impetuous troops and looters, all possible results will keep the unit
halted. Players should however make sure that if they wish a B or C Grade unit to make a new
move that they do not force it to take a Control Test, since they only have a 2 in 6 chance of
getting the desired result.
ORDERS
In most simple two-player games it will not be necessary to have written orders. However,
multi-player games may require it. An independent ally Contingent Commander counts as the
'General' for his own contingent. In such cases each subordinate Contingent Commander
receives an initial set of orders from his General that are applicable to all the troops under his
command. These orders are best indicated on a sketch map and should be:
1. Advance towards and attack the enemy in front.
2. Move to and defend a specific position.
3. Defend the current position.
Orders may only be changed by the leader who issued them. To do this, both superior and
subordinate must allocate 2 CPs to change or to listen to orders. If the subordinate elects not
to ‘listen’, he may still do so at a later time. This could represent for example a signal being
made and a staff officer noting it, but being unable to get the leader’s attention until greater
priorities have been dealt with. Orders can be changed by the superior:
•
Being in base-to-base contact with the subordinate. In this case, the subordinate must
listen if he has the CPs to do so.
•
By sending a messenger who will relay the message once in base-to-base contact with
the subordinate.
•
By a pre-arranged signal, as long as the leaders are within 10 JTs of and can see each
other. The General can have a maximum of 1 pre-arranged signal per CP he has.
The most commonly required order change would be to a contingent with orders to defend a
position (Orders 2 or 3) to change to Order 1 and attack. It is worthwhile, therefore, having this
as a pre-arranged signal.
There is flexibility as to how orders are executed. For example the leader of a contingent with Order 1
may choose when and how to attack, and with which units. Likewise when defending a position, the
subordinate may re-deploy his units to meet the local tactical situation and counter-attack any enemy
who are threatening or who have taken the position.
Commanders and the units in a command do not require individual orders. All units within the
command reach of a leader who has received the new order may move and act as the player
wishes, within the spirit of their orders, as long as the troops are under control.
Units beyond command reach or whose leader(s) did not control their troops must take a
Control Test in the Command Phase. The result of the test must be followed even if the result
contradicts their new orders.
Messengers sent by a mounted General may move up to 10 JTs per turn, conducted during
the Command Phase as if the messenger was a detached leader. Messengers sent by a foot
General are similar but only move 6 JTs per turn. Each messenger figure should be depicted
as an unarmed horseman if he is mounted, or an unarmed runner if he is on foot.
RISK TO LEADERS
A leader is at risk of death or injury each time he is attached to a unit that suffers any DPs
from shooting or combat, and for each casualty it takes in any circumstances. A leader is also
at risk if he steadies a unit that is within 1 JT of the enemy. If and when any of these causes
apply, roll a single die to determine the outcome.
The rolls are made directly when the circumstance above occurs in the game. A result of 1 on
any of these dice rolls indicates a 'Hit' on the leader.
22
Messengers that are within 1 JT of a friendly unit that takes a DP from shooting or combat, or
a casualty in any circumstances, must also test to see if they take a Hit.
To test if a leader is hit:
Risk to Leaders
Roll 1D6: 1 = a Hit. If 'Hit', roll again:
1 = Killed.
2-3 = Lose 2 CPs.
4-6 = Lose 1 CP.
-1 to the second roll if from a combat result,
and the leader was inspiring.
It is possible to purchase dice that
have skulls and crossbones in place
of a '1'. These make useful 'dice of death' to
throw when testing for risk to leaders.
The loss of CPs represents bodyguards and
staff officers becoming casualties, or actual
wounds to the leader. The loss of his staff
steadily reduces the leader's ability to exert
influence over his troops, while the depleted
bodyguard makes him more vulnerable to
being killed.
Any leader who falls to 0 CPs is killed. Messengers that take a Hit are automatically killed and
do not need to roll the second die.
Detached leaders and mounted messengers beyond javelin range of friends may be shot at. If
a Hit is scored, a leader must roll again as above. Cavalry who move into contact with a
detached leader or messenger automatically capture him, unless he is within 1 JT of a friendly
unit, which he will join. If otherwise advanced upon by an enemy that would make contact with
him he withdraws before the enemy, retaining a 1 JT distance in front of them.
If the unit to which the leader is attached is destroyed by enemy in contact or by an obstacle,
roll a D6:
1-3 = The leader is killed.
4 = The leader is captured.
5-6 = The leader escapes and joins the nearest friendly A or B Grade unit that is not
shaken or routing. If he cannot find one, he is lost and flees the battlefield.
Captured or lost leaders are treated as if they had been killed.
VISIBILITY
Leaders and troops can only react to, or shoot at, what they can see. Visibility is restricted to
line of sight and is normally unlimited by distance. Hill crest lines, towns, marshes and formed
or 2+ rank deep unformed units block line of sight except that:
•
Inside or into dense woods and towns, visibility is limited to 1 JT. Troops inside marshes,
sand dunes or light cover such as vineyards or open woods are subject to similar visibility
restrictions, except that they can be seen whenever they move, regardless.
•
Troops on the boundary of dense woods, sand dunes, towns, marshes or light cover can
see out but can only be seen from 1 JT away unless they move or shoot. If they move or
shoot then they can be seen.
•
Troops on a higher elevation (hill, fortress etc) can see over intervening troops who are at
least 1 JT away. They cannot see into or over woods or towns, or enemy that are less
than a bow range from the crest on the further side of lower hills. Troops on a lower or
equal elevation can see over any obstructions on the lower level in between.
Special Troop stands, leaders and messengers do not block line of sight and they also have
the same ability to see things as normal troops.
Unformed units (see Unformed Troops on p27) in a single rank only partially block the line of
sight. Anything up to 1 JT behind them that are otherwise visible can be seen.
23
24
4. Morale
DEATH, DISORDER AND DESERTION POINTS (DPs)
During the course of the game units accumulate Death, Disorder and Desertion Points (called
DPs). These are represented by placing a marker beside the unit for each DP incurred. The
recommended marker is a piece of gravel as it can easily be picked up and does not look out
of place on the battlefield. DPs can result from manoeuvre, shooting, combat and morale.
A unit may accumulate up to 4 DPs. When a further DP is incurred, the unit becomes Shaken.
An exceptional morale unit however can accumulate 5 DPs and only becomes shaken on the
6th DP, but a poor morale unit accumulates up to 3 DPs, becoming shaken on the 4th. Count
the highest morale sub-unit in a Legion for determining when it becomes shaken.
DP Removal
If a unit is unshaken, not in combat and was stationary for the entire turn, it may remove DPs
in the Recovery Phase as it tries to re-order itself. The ability to do this is determined by the
unit’s efficiency grade:
A Grade:
B Grade:
C Grade:
1 per turn, +1 extra if not shot at and beyond 1 JT of the enemy.
1 per turn.
1 per turn, but only if not shot at and beyond 1 JT of the enemy.
Additional DPs can be removed in the Command Phase by leaders steadying units that are
unshaken (see Command Point Allocation on p20). This can be done regardless of what the
unit is doing at the time. A Legion in Acies formation may also remove a DP in the Tactical
Move Phase if it can perform a line relief (see Legion Line Relief on p34).
Causes of DPs
If a unit Breaks it becomes shaken, regardless of number of DPs on the unit. A unit’s good
order and morale is further affected and DPs incurred by the following events:
•
1 DP – Each friendly light troop or lower grade unit destroyed in combat or broken within
bow range. This applies if the friendly unit breaks or makes a rout move that passes by
within bow range.
•
1 DP – Each friendly non-light troop unit of equal or higher grade that retires within bow
range. Ignore this DP if the following event also applies.
•
2 DPs – Each friendly non-light troop unit of equal or higher grade destroyed in combat or
broken within bow range.
•
1 DP – For cavalry that come within 1 JT of Elephants, unless there are Elephants in the
cavalry unit’s army. Also applicable to horse mounted cavalry confronted by camels in the
same circumstances. The DP applies each new occasion a unit comes within 1 JT of the
elephants or camels, but not for continuous proximity.
•
1 DP – Surprised by seeing a previously hidden enemy that appears within bow range (or
fresh enemy arriving from off table).
•
1 DP – If a leader in the chain of command is killed, lost or routs within bow range. 2 DPs
if he is the General.
•
1 DP – If the only attached leader detaches from a unit in combat.
•
1-3 DPs – For shooting Hits or combat results.
•
1-2 DPs – For fatigue and disorder when moving, manoeuvring, or crossing some terrain
types within bow range of the enemy. Not applicable if the unit already has 3+ DPs.
•
Up to 4 DPs – For crossing an obstacle.
•
1 DP – For each evade move.
•
2 DPs – If burst through by a stand of rampaging Elephants or Scythed Chariots. 1 DP
only if the unit is a Legion able to 'open lanes' (see Opening the Ranks on p44).
25
•
2 DPs – If a unit in line contacted by an enemy charge that originated from behind the
unit’s Flank/Rear, without it being able to turn to face the charge in time. 1 DP if charged
by unformed troops only.
SHAKEN UNITS AND CASUALTIES
Once a unit becomes shaken it should be marked with a shaken marker. A shaken marker
could be a casualty figure or small counter. Shaken Legions cannot detach stands/sub-units.
One Casualty will be removed for each further DP incurred by a shaken unit due to combat,
morale, or from crossing an obstacle. Shaken units incur no further DPs or casualties for
other movement, or shooting. A casualty results in the elimination of one complete stand.
Rallying Shaken Units
A shaken unit must Rally in order to lose its shaken status. This requires the unit to remain
halted for one complete turn, beyond bow range of any non-broken enemy. While rallying, the
unit may adopt any normally allowed formation, facing in whichever direction the player
chooses. In the Recovery Phase after these conditions have been fulfilled, the shaken marker
is removed and replaced with 3 DPs. From the start of the next turn the unit may act normally.
If enemy move to within bow range of the shaken unit while it is attempting to rally, the
shaken unit will have to withdraw the following turn beyond bow range and try again. Shaken
units may additionally be rallied by the personal intervention of a leader who has expended 2
CPs to rally them (see Command Point Allocation on p20).
Tips: Once a unit becomes shaken it will be ineffective. One must either steady it with a
leader or take it out of reach of the enemy and rally it before it starts to suffer casualties. If
allowed to remain in melee or where it can be charged, a shaken unit will just disintegrate.
DPs are temporary, and even a shaken unit can be brought back up to full effectiveness. Casualties
however are permanent and will reduce the unit’s effectiveness for the duration of the game.
It is quite important to reduce the number of DPs on a unit as it gets closer to enemy. Carrying
several DPs before entering combat can end in disaster. It is often best to pause for a turn outside
bow range to get rid of any accumulated DPs before approaching closer. Of course, the enemy may
force the issue before you are ready.
SPECIAL TROOPS AND DPs
Special Troops do not accumulate DPs. But when
a Special Troop stand takes a Hit from a shooting,
combat, obstacle crossing or burst through result
that would normally cause a DP, roll a D6 for each
DP or Hit. A result of a 1 in combat, or of 1-2 from
other causes indicates a Critical Hit:
1-2
Stand destroyed.
3
Artillery or Scythed Chariot stand
destroyed, Elephant rampages.
4-6
Artillery stand destroyed, Scythed
Chariot or Elephant rampages.
1
2-3
4
1-2
3-4
5-6
5-6
An Elephant’s rampage
direction against all but
enemy Special Troops.
All other
rampage
directions.
A rampaging stand is first turned towards the cause of the result, indicated by the blue arrow
in the diagram above and then makes an immediate move at full speed in a straight line in the
direction determined by a D6 roll, indicated above by the red arrows. The stand continues to
move in the same direction in each following Tactical Move Phase, diverting by the minimum
required for any impassable terrain or obstacles. Before each succeeding rampage move
however, the player throws 1 D6 per stand and if he rolls a 4-6 the stand is destroyed (ie. they
disperse, chariots break up, elephants are killed by their mahouts/other troops etc).
Rampaging stands will burst through any troops, friendly or enemy, in their path. This results
in the Special Troop stand moving through the intervening troops, who take 1-3 DPs.
26
5. Formation, Movement and Manoeuvre
FORMATIONS
Unformed Troops
Units that move without trying to maintain formation are termed Unformed. Some troops are
always unformed; others become so through an event or actions. Stands of unformed units
should be spaced apart up to 1 JT and/or unaligned to indicate their state. As unformed units
do not attempt to maintain any order, stands can be moved individually with no penalties for
manoeuvre, as long as they end movement within 1 JT of each other. Except for their charge
direction, these are considered to be facing all round and therefore have no flanks or rear.
Circumstances in which units are unformed
•
Chariot units are always unformed.
•
Light troops are normally unformed as well, although Javelinmen may be either
formed or unformed.
•
Heavy Cavalry may also be formed or unformed.
•
All evading, retiring, routing, pursuing or looting units are unformed for as long
as they are in that state.
Other units or units in other circumstances must always try to maintain unit formation and
may not voluntarily become unformed. Unformed shaken units are however not able to
form up until after they have rallied.
Special Troops and Formation
Although Special Troops operate as single stands and have no formation, they do not classify
as unformed.
Unit Formations
Formed units must adopt one of the following formations:
•
Line: This is the main combat formation. The unit is in one to three ranks deep, except for
Legions at least as many stands wide as it is deep, with all stands side by side in base-tobase contact. Normally they must face in the same direction, though a stationary unit may
turn its back rank to face the rear, or bend its frontage to refuse a flank (see p32). Divide
ranks as evenly as possible, with less in the rear rank in case of an odd number. Units in
Line may bend their formation to conform to irregular terrain features.
•
Wedge (Attack Column or Cuneus): An attack formation designed to deliver an offensive
punch on a narrow frontage. The unit must be 2-6 stands strong, two or three ranks deep
and one or two stands wide. Divide the ranks equally, with any odd stand in the centre of
the front rank. Wedge may only be formed by Shock Cavalry, Cataphracts, Celtiberian/
German/Dacian Shock Infantry, and imperial Roman Swordsmen after 50 AD.
•
Column: This is a marching formation designed for quick movement but not combat. The
unit is in a single file with all stands one behind the other and facing in the same direction.
Legions may however form a Column of multiple files to match the number of lines they
have in Acies (see below). A Column should be able to turn 90° into Line, so if unit stand
frontage is wider than the unit stand depth, then space the stands out accordingly.
•
Acies: This formation may be used only by Legions (see p13) of 5-12 stands. The Legion
is formed into two (duplex acies) or three (triplex acies) single ranked ‘lines’, with a ! JT
gap between each line. The whole Legion then moves and fights as a single entity, but its
stands/sub-units may detach to form new units. A stationary Legion in Acies may turn its
back rank to face the rear, or bend its frontage to refuse a flank (see p32).
In order to represent the ‘chequerboard’ or Quincunx version of Acies used by Legions before
100BC (see p13), a manipular Legion in Acies must also deploy with a ! JT gap between
each stand in each line. This means that the frontage of the line should be 50% wider than
27
normal. Therefore a line of 3 stands of hastati in 15mm would cover a frontage of 180mm
rather than 120mm (3 stands each 40mm wide plus 3 gaps of 20mm). For aesthetics, the
gaps in each line might be staggered to give the chequerboard effect.
Legions in Quincunx:
An example of two Roman Legions in quincunx. These are 6mm figures on 20mm square stands, set on
magnetic trays for ease of movement. The actual trays, without legionary stands, are shown below.
When formed up independently, units of only a single stand must be specified as to whether
they are in Line, Column, or unformed. Otherwise they are always assumed to be in the same
formation as the other troops with whom they are operating.
Changing Formation
Units can change formation from Acies or single Line into Column by turning all stands 90°,
so that one stand at the end of the Line becomes the head of the Column. Alternatively, any
unit in Line could change its formation to Column from anywhere in the unit, leading off with
one stand which becomes the column head, with the other stands following on.
Conversely, a unit in Column may turn all its stands 90° into Acies (if appropriate) or a single
Line, or alternatively deploy into any form of Line by fanning out from the Column's head.
All other formation changes are conducted on the spot from the unit's centre.
Command Formations
Troops of the same command that are within 1 JT of each other may adopt a command
formation (the only exception is Orbis, which may incorporate more than one command). In
this case movement and actions can be undertaken collectively by the group, or any defined
part of the group, so long as leaders who command them spent enough CPs to control them
during the Command Phase, and they are not moving through difficult terrain.
Command formations take one of the following forms:
•
Battle Line: A continuous body of several units in Line, Wedge or Acies and facing in the
same or the direct opposite direction. It may also include unformed units and/or Special
Troops. The formation may be up to four ranks deep, but it must be at least as wide as it
is deep.
•
March Column: A continuous file of several units, all of which are in Column and facing
the same direction. It may however include unformed units and/or Special Troops.
28
•
Orbis: A single or double ranked Heavy Infantry formation of units in Line facing out in all
directions to form a closed, hollow polygon or circle. Other troops may be deployed inside
the hollow. Elephant stands may be part of the perimeter, if each stand is separate from
the next. All stands face in the same direction when moving, but automatically turn to face
outwards at the start of the Combat Phase and in the latter case the Orbis has no flanks
or rear. An Orbis formation may be composed of multiple commands.
To move independent units into or out of a command formation, they will individually move the
required distance. To change between command formations:
•
March Column to Battle Line or Orbis: Formed units in a March Column may change their
formation into Battle Line or Orbis either one after another or all together, facing to the
right or left and/or adjusting formation as required for the new command formation.
•
Battle Line or Orbis to March Column: Change one unit’s formation to Column and move
the lead stands in their facing direction as the head of the command formation with others
following on, ensuring there are no gaps wider than 1 JT. Others troops may then change
formation and link up as required to form the March Column.
•
Battle Line to/from Orbis: The troops must adjust their current command formation to the
new command formation in any way required that is also within their capabilities. In some
cases it may take more than one turn to complete the change.
MOVEMENT
Normally, move distance is randomised by rolling dice. The number of dice used are declared
prior to rolling them. Units must move the full amount indicated by the dice rolled except:
•
Troops intending to occupy a specific piece of terrain or a linear obstacle, or if intending
to line up with troops of the same command, can halt their movement when they reach
that place. Such an intention must be declared in advance.
•
All troops must halt their movement 1 JT from the enemy. Units must initiate a charge to
move in to contact with the enemy (see Charges on p39).
•
Troops in Column or March Column do not roll dice. They instead move any amount up to
the maximum allowed.
•
Troops that move ‘double’ (see below) must halt once they are 5 JTs from the enemy.
•
Troops can halt short of the objective if the full move forces them to interpenetrate friendly
troops or move into, out of or across, a terrain feature. In these cases they may halt up to
1 JT before reaching such a position, unless in spontaneous advance (see Spontaneous
Advance on p21). Impassable terrain always stops movement short.
Troops that are part of a command formation and moving in the same direction may use the
same die roll in all but difficult terrain; others roll individually. If the command formation has
mixed troop types, use the dice of the highest grade troops in the moving body and the move
rate of the slowest.
29
Move Distance Table: Move ! JT distance for each pip rolled on the movement dice.
Normal Unit Move: 1 AvD for A-B Grade, D6 for others, plus one optional extra die (an AvD for A
Grade, D6 otherwise) except for units in Orbis.
Cavalry: Except for Cataphracts, cavalry may elect to roll an additional extra D6.
Light Troops, Light Chariots, Shock Infantry: May add ! JT to each die, if they are unarmoured.
Elephants: Move as infantry, or as cavalry when rampaging.
Scythed Chariots: Move as cavalry. Also see Scythed Chariot Impetus below.
Artillery: Move 1 JT, no dice required.
Non-Combatant Mobile Baggage (wagons, herds etc): 1 AvD.
Rout, Pursuit or Rampage: Use the maximum dice possible above, and always add any additions.
Column/March Move: No dice are required. Infantry, Cataphracts and Special Troops may move up
to 4 JTs, and other cavalry up to 6 JTs.
Minimum Diced Move: 1 JT (a single D6 roll of '1' rounds up ! JT to 1 JT).
Troops to the right move first except where two moves intersect, when the troops in front may
move first. Only unformed light troops can move across the direct front of formed enemy in
Line or Acies once within bow range. Other troops may only move directly towards or away
from the enemy in these circumstances. A gap must be wider than 1 JT in order for troops to
pass through it or between enemy troops.
March Moves
Troops over a bow range from the enemy may conduct a march move without rolling dice,
using the distances given for column on the Move Distance Table above. Troops making a
march move must however halt at bow range from visible enemy that are not routing.
March moves are not permitted to troops that are out of player control.
Scythed Chariot Impetus
It takes time for Scythed Chariots to build up to their full impact against the enemy. Therefore,
they increase speed by one die per continuous diced move that they make (including charge
and break through moves). The incremental increase of speed is termed the stand's Impetus
– increasing its Attack factor by +2 per movement die it uses (up to three). At impetus 3 the
stand can only move forward. If a stand reduces its move, its impetus reduces to the number
of move dice rolled and if it halts or misses its normal move, then the stand falls to impetus 0.
Scythed Chariot march moves are always made at a speed of impetus 1.
Fatigue and Disorder
Units in Line or Acies within 5 JTs of the enemy will incur 1 DP each time the move die result
is a 5 or 6, except for Wedges and Legions in quincunx that incur a DP only on a 6. The DP
reflects fatigue from moving and disorder in the ranks from trying to maintain dressing while
moving fast. Other units and Special Troop stands do not incur fatigue DPs. Additional fatigue
DPs may be incurred when units move through different terrain (see p31). Once a unit has
incurred 3 DPs for whatever reason then it incurs no further movement DPs, except
those for crossing linear obstacles.
Skirmishing Withdrawal
Unless they are Rabble, are in difficult terrain or defending an obstacle, unformed light troops
must withdraw and maintain a 1 JT skirmishing distance in the face of an approach by formed
enemy. This is performed during the relevant enemy movement phases and has no impact on
previous or subsequent movement by the light troops.
Light Chariots and unformed Heavy Cavalry may elect to withdraw in the same circumstances
as is described for light troops above.
30
Effects of Terrain
Most of the wargames table usually represents 'open' terrain without any major features. The
bumps, depressions, crops, trees and bushes that cover open terrain are taken into account
in the fatigue rolls above. Open terrain does not restrict movement or inhibit troops in any
other way. 'Obstructive' terrain that could be represented on the table is classed as either:
•
Difficult Terrain is terrain that seriously hinders movement. It can include dense woods,
heavy scrub, towns, soft sand, marsh, steep hill slopes or rocky outcrops. Difficult terrain
is impassable to Orbis formations, Special Troops, baggage and chariot or formed cavalry
units. Halve mounted movement inside. A move in difficult terrain results in 1 DP on units
in Line, Wedge or Acies. Soft sand counts as broken ground to cavalry on camels.
•
Broken Ground such as open woods, light scrub, groves, flooded pasture, rough going or
uneven slopes is impassable to all vehicles except for Celtic Light Chariots and increases
the chance of formed units incurring fatigue (see below). It includes all light cover.
•
Minor Linear Obstacles such as small rivers, banked streams and ditches are impassable
to Orbis formations and Artillery. Crossing a minor obstacle also inflicts 2 DPs on chariots
other than Celtic Light Chariots, and 1 DP on other troops that cross it. Casualty-inflicting
defensive obstacles such as caltrops, stakes or concealed pits result in an additional DP
to mounted troops that cross them on any move die result of 4+.
•
Major Linear Obstacles include rampart and ditch fortifications and deep or strong flowing
rivers. They are similar to minor obstacles except that they are impassable to all Artillery,
chariots and baggage. Fortifications are also impassable to mounted, except through an
open gate. Major obstacles inflict 2 DPs on all troops that cross them and reduce moves
by half regardless of the size of the obstacle.
•
Extreme Terrain includes sheer cliff faces, major waterways etc. Impassable to all except
for unarmoured, unformed Javelinmen or Skirmishers. The latter can cross by expending
a scenario specified number of turns to cross, incurring 1 DP per turn for the effort.
Formed Heavy Infantry and cavalry get a fatigue DP for a 4+ rolled on their move dice in any
of the above features within 5 JTs of the enemy (see Fatigue and Disorder on p32), except for
infantry Wedges and Legions in quincunx, that will incur a fatigue DP on a 5+.
Gentle hill slopes have no effect on movement.
Roads negate the effects of all surrounding terrain to troops on the road in Column. Infantry in
Column on a road also move up to 5 JTs. Mounted troops do not get an increased move on a
road. Troops in Column in a town are always assumed to be on a road.
DPs for terrain and obstacles are inflicted from the moment the moving troops contact them.
This means for example that a unit charging the defenders of a wood edge would take the DP
for entering difficult terrain before the combat takes place.
Some terrain may be marked on the table that has none of movement effects above. Smooth
slopes with only a minimal rise and dried up or unusually shallow rivers might qualify, though
these could still have an impact on shooting or combat.
Units in Line may modify their formation to the irregular border of a terrain feature or obstacle
that they are either attacking or defending, without having to change the formation. They must
restore the original alignment of the unit Line once they cease to do so, however.
Elephants incur no penalty if they cross a temporary man-made obstacle such as a barricade.
If an Elephant stand crosses such an obstacle, it opens up a path 1 JT wide.
MANOEUVRE
Normal moves by formed units must be in the direction of the unit’s facing with no more than
22 !° deviation off-centre. To do otherwise requires formed units to Manoeuvre.
Unformed units and Special Troops move each single stand freely and independently (except
Scythed Chariot impetus 3, see p30), without having to maintain alignment or order. Stands of
the same unformed unit may not however be more than 1 JT from each other. Unformed units
and Special Troops do not incur penalties for manoeuvre, except for mounting/dismounting.
31
Manoeuvre by formed units usually reduces the move and may cause the unit to accumulate
DPs. Most manoeuvres can only be performed in one of the movement phases.
An unshaken Legion in Acies may detach stands/sub-units free of cost (see Legions on p13).
New units that detach from a Legion automatically form a Line or Column without having to
make a formation change as described below.
Wheel
This is the usual method of changing the direction
of a unit’s facing. It is conducted as a normal move,
first rolling dice to determine the move distance.
The unit then pivots forward on one end of the line
and the distance moved by the outside base is
measured. If any distance is left over, the unit may
move forwards normally up to the full allowance. It
costs 1 DP in Wedge/Line/Acies within bow range
of the enemy. A Battle Line in Line/Acies wheels as
one body, but individual units wheel individually, as
do units in Wedge. A unit in Column may wheel its
front stand without restriction, with the succeeding
stands following on. An Orbis cannot wheel.
Unit Formation Change
Re-arrange the unit’s stands on the spot into the
appropriate formation (Column into Line, Line into
Column, Wedge/Acies into/out of Line or Column).
All formation changes take ! a move and cause 1
DP to C Grade or phalanx infantry within bow range
of the enemy.
Wheels
Distance to be
measured.
Four units in Line under the same leader
wheeling as one long Battle Line.
Units in Column
wheel following the
front stand with no
penalty.
Re-form Unformed Units
To re-form unformed troops into Line, Wedge, Acies or Column, the unit must first be free of
whatever caused it to become unformed in the first place. This means that a shaken unit must
rally and other units must have ceased evading or pursuing. If these conditions are met, the
unit’s stands may be re-arranged on the spot into a valid formation, taking one complete
move. Alternatively, the unit may withdraw unformed from the enemy first, then re-form in a
safer location. 1 DP is incurred for forming up only 1 JT from the enemy. A Legion re-forming
into Acies cannot charge in the same turn that it forms up.
About Face
Units in Line, Acies or Column (but not Wedge) may turn around to face the rear, taking ! a
move. A stationary unit in Line or Acies may turn its rear rank(s) in the opposite direction but
keep its front facing. C Grade infantry and B/C Grade cavalry incur 1 DP if within bow range
of the enemy. Turns to the flank are not possible from Line although a unit in Column could
form Line by facing off to either flank, or vice versa, conducting such a move as a formation
change (see above). It could use the rest of its move to change back into its original formation
along a new facing. Such a double formation change takes a complete move and incurs the
same 1 DP.
Refuse a Flank
Only allowed to A/B Grade infantry in Acies or in a single rank Line. It involves bending up to
half the unit stands (round down) backwards up to 90°, taking a whole movement phase. No
dice are required. A unit with a refused flank cannot move normally. The refused flank can
however be modified as the player desires, so there is no extra manoeuvre required for this.
Deepen/Thin Ranks
This is only allowed to units in Line. They may change the width or depth of the formation by
increasing or decreasing the number or ranks by one. It takes ! a move per rank increase or
decrease, and causes 1 DP for C Grade or phalanx infantry units in bow range of the enemy.
32
This manoeuvre may include a unit of UnS stands halving its size into full strength, or vice
versa. The changes must conform to the depth limitations required by a Line formation.
Side-step/Step-back
This is only allowed to A Grade infantry in Line or Acies. It is conducted instead of a normal
move, by moving up to 1 JT back or sideways. No dice are required.
Slow Walk
A Grade formed infantry in Line or Acies may move up to 1 JT forward without having to dice
for movement. A Battle Line with a majority of A Grade infantry may choose to impose a slow
walk on other troops that are part of the same Battle Line.
Mount/Dismount
Only Heavy Cavalry may dismount in the game, usually as Spearmen, but some dismount as
Swordsmen or Bowmen instead if this is more compatible with their weaponry. Replace the
mounted troops by figures on foot (or vice versa). This takes ! a move and 1 DP for all troops
involved (including unformed). Two mounted stands become one stand when dismounted, or
two UnS stands (but units with integral infantry dismount 1:1). Place a horse and horse-holder
marker close to dismounted troops to indicate their status and location of their mounts.
Mounted troops should rarely be dismounted, as cavalry combat is assumed to incorporate
some dismounted fighting.
Incline
This is only allowed to A and B Grade infantry in Line or Acies. It is conducted as a normal
move with the unit moving up to ! its allowance to the side and an equal amount forwards. It
is possible to combine an incline with normal forward movement.
Interpenetrate Friends
No penalty for two bodies moving through each other if they are parallel to each other, one is
stationary, and one unformed (but not routing) and not more than one stand deep. No penalty
either for sub-units from the same Legion. Otherwise, inflict 1 DP on each formed unit within
bow range of the enemy (or 2 DPs on phalanx infantry). 2 DPs on all that interpenetrate with
moving Scythed Chariots at the same range. For rampage 'burst throughs', see p26.
If a unit or stand runs out of movement before it can complete its interpenetration, it is placed
on the far side of the troops it was interpenetrating with.
Apart from in a Legion line relief (see below), units in combat are unable to interpenetrate.
It is important to note that these rules are less tolerant of ‘skirmish screens’ close to formed
units that are dear to many other ancient wargame rules. Light troops in general did not
have a role in a set-piece ancient battle except for covering deployment and/or for taking
part in a post-battle pursuit. They might support formed troops, maybe operate in difficult terrain or
assist the army's wings, but only close-screened formed troops where it was essential, say to counter
elephants or scythed chariots. A 'screen' before a moving Battle Line is always a disorder risk.
Legion Line Relief
In the Tactical Move Phase, a Legion in duplex or triplex Acies may relieve the front line subunit with one of its rear line sub-units, even in combat. This results in 1 DP being removed. A
Swordsmen sub-unit also gets a +1 in combat (see p42) when relieving a front line. A Legion
sub-unit of Spearmen can however only replace the front line in combat after it falls back.
Each sub-unit of a Legion that has not yet been in contact with the enemy (ie. it is ‘fresh’), can
conduct a line relief once in the game. This is done by simply replacing the front sub-unit with
the next fresh sub-unit behind it or noting that line relief has taken place in order to avoid the
fiddle of moving the actual figures. No DPs can be incurred by this manoeuvre.
33
Passing a Gap
A formed unit wishing to pass through a gap in terrain that is narrower than its frontage, or a
gap at least 1 JT wide between friendly units in a like circumstance, must either:
•
Reduce its frontage by up to half,
pass through, and then expand
immediately back into the original
formation. This incurs 1 DP in bow
range of the enemy and reduces
most movement by !. Cavalry can
however maintain full speed.
•
Change the formation into Column
and then pass through.
Example of a four stand unit reducing its
frontage by half to pass a gap:
Formed units may also perform the ‘pass a gap’ manoeuvre in the Combat Phase, as part of
a charge or a post-combat move. They may not use the manoeuvre to pass a gap in between
enemy troops, however (for this, see p30). The gap must be in the terrain.
HALF MOVES AND MULTIPLE ACTIONS
When a ! move is specified, the unit must roll the dice then divide the total allowance by two
and round up.
DPs are incurred only once for each action. For example, a unit that wheels or starts crossing
a major obstacle via a narrow bridge or a gate in Turn 1 and then continues the manoeuvre in
Turn 2 only gets 1 DP for that one manoeuvre.
LEAVING THE TABLE
For most games, troops may not voluntarily leave the table. But if they charge, retire, evade
or pursue off table they may dice to return from the following turn’s Command Phase once
they come back under control (see Control Tests on p21). A leader with a group that left the
table together is assumed to gather any units that pass the Control Test to within 1 JT of him
so that they remain that way. Troops that were shaken when they left the table, and those that
were followed off by a pursuing enemy may never return. Nor may Special Troops.
When the player wants to re-enter his troops, roll a D6 for each ‘off table’ unit or group. Once
the die roll is made, all the units rolled for return if the roll succeeds, or all are lost if the roll is
failed. Units from a group still out of control when the roll is made are always lost. Returning
units re-enter within a bow range of their departure point, with the same DPs as when they left
on a D6 roll of 4+. Add +1 to the roll if they have a leader with them who has 4+ CPs.
34
Summary of Fatigue, Terrain & Manoeuvre Penalties/Bonuses
Action
Max. of 3 DP penalty, unless crossing an obstacle.
4 rolled on a move die
1 DP for mtd. over a casualty-inflicting obstacle and formed cavalry or
non-quincunx/Wedge HI, 5 JTs from enemy in problem terrain.
5 rolled on a move die
1 DP as above, and Line or cohort Legions in Acies. Also for Wedges
and Legions in quincunx Acies 5 JTs from enemy in problem terrain.
6 rolled on a move die
1 DP as above, for all units in Line, Wedge or Acies.
Each move in extreme terrain
1 DP for unarmoured Javelinmen/Skirmishers. Otherwise impassable.
Each move in difficult terrain
1 DP for units in Line, Wedge or Acies. Impassable to Special Troops,
Orbis, chariot units and formed cavalry.
Each move in broken ground
Impassable to all chariots, except for Celtic.
Each move across a major obstacle
2 DPs to all crossing troops. Impassable to Orbis, chariots and Artillery
(fortifications too for cavalry). ! all moves.
Each move across a minor obstacle
2 DPs to non-Celtic chariots, 1 DP to all other crossing troops.
Impassable to Orbis, Artillery. ! all moves.
Each move on a road
Must be in a single file Column. +1 JT for infantry moves. Ignore terrain
or obstacles traversed.
Legion in Acies detaching a new unit
No cost. Not if shaken.
Wheel
1 DP for units in Line/Wedge/Acies 5 JTs from enemy, Not for Orbis.
Unit Formation Change
1 DP for C Grade/phalanx infantry if 5 JTs from enemy. ! move.
Form up Unformed Troops
1 DP if 1 JT from enemy. 1 move (may withdraw from enemy first).
Legions re-forming into Acies cannot charge in this turn.
About Face
1 DP for B/C Grade cavalry and C Grade infantry if 5 JTs from enemy.
Not applicable for Wedge. ! move.
Refuse a Flank
A/B Grade infantry in Line/Acies only. 1 full move.
Deepen/Thin Ranks
Line only. 1 DP for C Grade/phalanx if 5 JTs from enemy. ! move.
Mount/Dismount
! move for all cavalry. 1 DP for all.
Interpenetrate Friends
1 DP for formed units (2 DPs for phalanx infantry) if 5 JTs from enemy,
unless one participant is stationary and one is unformed, 1 rank deep and
not routing. Also 2 DPs for all interpenetrating with moving Scythed
Chariots, if 5 JTs from enemy.
Legion Line Relief
Remove 1 DP if the Legion is in Acies and has at least 1 fresh sub-unit.
Not if shaken.
Pass a Gap
1 DP for formed units 5 JTs from enemy. ! move for infantry.
35
36
6. Shooting
ELIGIBILITY
Troops with a missile capability (see p8) may shoot at targets within range and line of sight in
a shooting exchange when they are permitted to shoot (see below), except that:
•
Shaken units may not shoot.
•
Artillery cannot shoot if they moved in this turn.
RANGES AND TARGETS
Short (or javelin) range is 1 javelin throw (see The Javelin Throw on p12). Units with a shortrange missile capability (S) may shoot at targets within 1 JT range.
Long or bow range is five times javelin range, or 5 JTs. Troops with a long-range missile
capability (L) may shoot at targets beyond javelin range. Reduce long range by half (rounding
up) if shooting from a lower elevation at a target on a higher one. Artillery range is three times
bow range (3L), or 15 JTs.
Unformed troops may shoot all round, in any direction. In other cases targets must be to the
shooter’s front, within 45° of centre and in direct line of sight. Where several possible targets
are available shooters must shoot at the nearest, but troops whose shooting is directed by a
leader (see p20) may select a target of choice if no enemy are as yet within javelin range.
Enemy stands actually engaged in combat with friends are not eligible targets, but all others
are. Any stands in an unformed unit may shoot as long as they have a clear line of sight.
Otherwise gaps must be at least 1 JT wide to shoot through, and only front rank stands may
shoot unless allowed to shoot overhead (see Overhead Shooting on p38).
Shooting Procedure
Roll 1 D6 for each stand shooting. Halve the number of dice for all Rabble and UnS stands (round
down). Halve again if not Artillery, and shooting at a target in cover. If the result is 6+, a Hit has
been scored. Apply any modifiers which apply from the below:
• +1 Artillery shooting (+2 if the target is formed).
• +1 Others shooting at javelin range against unarmoured targets.
Reduce the total number of dice by one for each DP on the shooting troops.
One Hit = 1 DP up to a maximum of 2 per shooting phase on armoured units or on Legions in Acies,
and a maximum of 3 on others. Once a unit is shaken, shooting has no further effect on it. Special
Troops test for each Hit (see p26).
Cover
Troops that are in light cover, woods, scrub, behind fortifications etc count as being in cover
for shooting, as do any unformed infantry in towns or rocky outcrops. Stationary sparabara
Bowmen in Line also count as being in cover from their unit’s front.
Long Range Missile Exchange
This is an exchange of missiles at long range. In this phase, all eligible targets beyond javelin
range may be engaged.
Short Range Missile Exchange
In this phase, stands may engage targets at javelin range, but not normally beyond. However,
Horse Archers and chariot units with a long-range missile capability may engage targets at up
to bow range, as may Bowmen or Missile Troops that remained stationary in the Tactical
Move Phase.
37
Shooting Arcs and Ranges:
Unformed troops may shoot all round, such
as these Javelinmen stands (in red) who shoot
only at short range (1 JT, in light red).
3x long range
Long range
Short range
Formed units shoot within
a frontal arc of 45°. This
unit of Bowmen in blue
can shoot at long (5 JTs)
and short (1 JT) range.
Examples of Shooting
Eligibility:
The Artillery stand in green shoots out
to triple bow range (15 JTs) within an
arc of 45°. The facing of the model
defines the stand’s arc. Artillery has
the same effect at all ranges.
This stand is eligible as a target, as it
is part of a rear rank and unengaged.
This stand is not eligible as a
target as it overlaps (is engaged
with) friends who are in baseto-base contact with the enemy.
Both stands of the left hand
unit may shoot. The 2nd rank
stand of the right hand unit
may shoot too, from overhead.
As the gap between the units
is less than 1 JT however,
none of the stands from the
rear unit may shoot.
All stands in this unformed unit may shoot
as long as they are in
range, since they have a
clear 1 JT wide line of
sight to the target.
INFANTRY SHOOTING
Infantry who stand to receive can shoot in the Combat Phase if they did not shoot in the Short
Range Missile Exchange (see p41).
OVERHEAD SHOOTING
Normally only stands in the front rank of a unit may shoot. However, overhead shooting is
allowed in the following circumstances:
•
Troops on a higher elevation may shoot and be shot at over the heads of others on lower
ground. Higher hill levels and fortification parapets are considered to be higher elevation
in this case. Troops shooting up from a lower elevation have their shooting penalised.
•
A 2 rank of formed Bowmen can shoot over the heads of a front rank of formed infantry
from the same command in base-to-base contact with them.
•
At javelin range, unformed cavalry in a 2 rank can shoot over the heads of a front rank
of unformed cavalry from the same command that are up to 1 JT in front of them. This
represents circulating relays of fast moving shooters at close range, even though they
may be stationary.
nd
nd
Measure all overhead shooting ranges as if from the front rank.
SHARING LONG RANGE SHOOTING HITS
A unit in base-to-base contact with the rear of a single ranked unit which took more than 1
Hit from long range shooting, will take a share of its DPs. The total DPs are divided evenly
between the target and the unit to its rear, with the extra going to the front unit in the case of
an odd number. Disregard modifiers that would normally apply if the rear ranks were being
directly shot at. Such a DP share applies to supporting enemies and friends in melee alike.
38
7. Combat
COMBAT BASICS
Combat is divided into Charge and Melee. A charge is an aggressive movement intended to
end in hand-to-hand fighting. Because a charge is as much governed by psychological factors
as actual physical impact, the charge result may simulate one side or the other running out of
nerve, giving ground or breaking up completely maybe even before their opponents make full
contact. Once troops enter into melee however, they become locked into a sprawling mass of
hand-to-hand combats with both sides pushing into each other. Unit cohesion is essential for
winning a charge combat, whereas in melee this is less important.
CHARGES
A charge is the only way that troops can cross the distance separation barrier of a javelin
throw into contact with an opponent. Any or all of the troops in a Battle Line that are controlled
by the same leader may be combined into a single body (or bodies) to charge. Otherwise they
must charge individually. Charges always progress through the sequence of stages below.
Charge Declarations
Each player must declare which of his units, Special Troop stands and Battle Lines will initiate
a charge. This is done in turn from right to left by the first player, and then by the second. It is
a good idea to signify each charge declaration with some sort of marker. Spontaneously
advancing troops must charge the nearest enemy within charge reach that they are able to
charge. After both players have made their declarations, determine charge responses and roll
the dice for charge movement. Players may not voluntarily cancel any previously declared
charges, nor may they add new ones based on their opponents’ charge responses or on the
result of their movement dice.
Restrictions on Charges
The following troops cannot initiate a charge:
•
Artillery cannot charge under any circumstances.
•
Shaken troops may not initiate a charge. Nor may troops in Column or Orbis, or units that
have a refused flank.
•
Infantry that intend to shoot in the Combat Phase, and all Bowmen or Missile Troops that
shot in the Short Range Missile Exchange, cannot initiate a charge.
Except for Rabble, chariots, spontaneously advancing units and pursuers, unformed may only
initiate a charge against Special Troops, shaken or unformed units, or other formed units from
behind an exposed flank or rear.
All bodies, individual units and stands that declare a charge must also declare the number of
move dice they will use for the charge. Scythed Chariots might be limited in this regard if they
have not built up enough speed. To initiate a charge, troops must be at a minimum distance
from the target of one javelin throw for charging infantry, two javelin throws for mounted, plus
one javelin throw for each charge movement die selected. Units in spontaneous advance will
always charge at the maximum speed they can manage.
A charge is an attempted move into contact and may be made by eligible units even if they
moved during the Tactical Move Phase.
Charge Moves
To conduct a charge move, regardless of the distance to be covered all troops must make a
diced move forward from their current facing, taking DPs for fatigue, terrain and obstacles on
the way up to the usual maximum. A Battle Line charging together rolls one set of dice for all
units, while others roll individually. All troops that are in the same Battle Line as the chargers
and facing in the same direction 1 JT behind them may choose to move forward together on
the same dice with them, so that the Battle Line remains together and they maintain the same
1 JT proximity as before. They must of course apply the ‘slowest and highest grade’ rule to do
so. Charge movement by both sides starts from the right of the player with initiative.
39
The full distance rolled on the selected number of dice must be moved until contact is made.
The move must be directly to the front if at a target within javelin range, deviating off centre no
more than 22!° if charging from further away. This will not negate the DP effect of a charge
originating from behind the unit’s flank or rear. Manoeuvres must have been completed in the
previous phase. Mutual charge movement is conducted simultaneously.
Failure to Contact
If the chargers fail to contact because their opponent broke or evaded, they must continue
their charge move up to the full distance rolled on the dice. Unless they are light troops or A
Grade, they will automatically charge into any new opponents who are uncovered by the
evading or breaking unit. A new target must react according to the normal charge responses if
it is charged in these circumstances. Light and A Grade troops may instead choose to halt 1
JT away from the new target.
If the chargers fail to make contact because they did not roll high enough on their movement
dice, they may move normally next turn. If however they need to take a control test next turn,
they count as ‘charging or pursuing’ and if they get a ‘continue last turn’s action’ result (see
Control Tests on p21), they must advance on and charge the nearest enemy to their front.
Charge Responses
Troops being charged that are not already in combat or routing and did not declare a charge
themselves will react according to their troop type and formation type. These responses are
detailed in the Charge Response Chart below:
Charge Response Chart
Unformed Light Troops break if shaken.
Other unformed Light Infantry can
stand to receive if in difficult terrain or
defending an obstacle, or if charged by
Special Troops or unformed. Otherwise
they must evade.
Other unformed cavalry can countercharge cavalry or unformed infantry.
Otherwise they must evade.
Formed cavalry can counter-charge or
stand to receive.
With all other troop types or in all
other circumstances, the target must
stand to receive.
Troops that are spontaneously advancing
must always counter-charge wherever
this is possible, if not then halt, and only
evade as their last option.
Evading a Charge
Units attempting to Evade are trying to move out of the way of an enemy charge. Units that
are already routing cannot evade. If they all are able to evade, more than one unit may evade
together on the same dice roll. The evaders make an unformed move directly away from the
enemy charging them, causing each unit to receive 1 DP. Evaders may stop short of the full
amount rolled on their movement dice once separated from the chargers by formed friendly
troops or difficult terrain. Light Cavalry, Horse Archers and Light Chariots may also stop short
as soon as they manage to outdistance the enemy by 1 JT.
If shaken light troops evade, they will break at the moment the charge takes place.
If other evading troops are caught in the back because they failed to move fast or far enough,
they will break. The chargers immediately get a free hack (see p44).
Counter-charge
Troops that wish to (or have to) counter-charge roll move dice in exactly the same way as
chargers do. They move forward, and as long as both have enough momentum, the countercharger will contact the charger half way into his charge move. A counter-charge may include
a deviation of up to 22!° if the enemy charge originated from beyond javelin range. This will
not negate the DP effect of a charge originating from behind a unit’s flank or rear. A countercharge is considered to be a charge when it comes to resolving the combat.
40
Stand to Receive
Troops that stand to receive a charge remain in place. They may 'about face' (see p32) any
unengaged stands if allowed to face a charge from the rear, or they may 'refuse a flank' (see
p32) if the charge commenced from beyond javelin range. An Orbis always faces out in time.
A unit in Column instead breaks formation and becomes unformed as it receives the charge.
Scythed Chariots that stand to receive a charge are immediately destroyed upon contact, as
are Artillery. However, if an Artillery stand has a friendly infantry unit also in contact with the
same enemy charge and that is within 1 JT of it, then it can survive as a non-contributing part
of that combat until the unit falls back, retires or routs, when it will be destroyed.
Infantry Shooting in Combat
Infantry units with a short-range missile capability and that did not shoot in the Short Range
Missile Exchange may shoot at enemy who are charging them in the Combat Phase, if they
stand to receive. Shooting takes place once both sides are in contact, but is conducted as if at
1 JT range.
MELEE
Troops still in contact with each other from previous turns, except for those who are in contact
with routers, are considered to be in melee. This is close combat with opposing forces fighting
hand-to-hand and becoming intermingled and confused as they break into each other’s ranks.
Melee often emphasises the individual rather than the clash of battle lines, though for troops
who depend on keeping a solid front it represents the collective push or ‘othismos’ referred to
in Greek and Hellenistic tactical writings.
Units in Wedge formation can expand their frontage by up to one stand on either flank as they
enter melee if there is room to do so, using the stands that make up their rear ranks.
Reinforcing a Melee
In the Tactical Move Phase, a unit may be moved into base-to-base contact behind a friendly
unit in melee in order to give it greater depth. Such a move must not take them into contact
with the enemy however, as this would require a charge.
Charging into a Melee
If troops charge opponents that are in melee with friends from a previous turn, the combined
charge/melee is worked out as an integrated combat. Count the factors that apply to a charge
combat only for troops that charged or were contacted by the charge, and count the factors
that apply in melee only for the troops that are involved in melee. At least one participant (the
one in melee that has been charged) will need to take both into account.
COMBAT RESOLUTION
All stands in base-to-base contact with the enemy are considered to be in combat, and count
as ‘engaged’. All engaged stands and likewise any stands giving them ‘depth’ from behind are
treated as part of the combat and cannot leave it (except new units detaching from a Legion).
Per combat, roll 1 AvD for each A Grade unit and 1 D6 for each B/C Grade unit or Elephant or
Scythed Chariot stand. Elephants may combine and roll a single D6 for all if they are within 1
JT of each other. Artillery does not count at all in combat.
Add the factors below to each roll for each participant as applicable and compare. If stands of
the same unit use different factors, use those of the majority type in contact with the enemy.
For combats that involve multiple participants roll the dice as above, total each participant's
factors and add the die result to the factors for each, total again and divide by the number of
participants, before rounding up to the nearest whole number. Finally, compare both sides’
results. All troops that are involved in the same combat will also share in its outcome.
Troops that adjoin a combat but do not have any of their stands directly engaged (they just
count for overlap) do not share the combat result, however. Next turn they may either stay on
the fringe of the same combat, or if an independent unit or a Special Troop stand, they might
wheel round and charge into the exposed enemy flank, or else move freely.
The morale effects of each individual combat result are inflicted immediately, before moving
on to the next combat in sequence for that turn's player with initiative.
41
Combat Factor Table
Basic Factors
+?
+?
+?
Combat Value (use the Attack factor if advancing; otherwise Defence)
Morale Value
Bonus of an inspiring leader attached to the unit
Tactical Factors
+1
+1
+1
+1
+1
-1
-2
Advantage of ground
Defending a fortification, or an obstacle vs mounted (add to advantage of ground)
If deeper
If Swordsmen vs Spearmen or Phalangites, or in a Legion line relief
Heavy Cavalry with integral infantry in melee
Other than Elephants, in melee whose opponents count as armoured
Cavalry or Scythed Chariots vs Elephants (-3 if Cataphracts)
Momentum Factors
+1
+1
+2
+2
-2
If following up or pursuing
If phalanx infantry, and charging stationary enemy in the open
Cavalry charging infantry that are also charging
For each charge die used in Scythed Chariot impetus
Unformed in a charge combat (not if Skirmishers/Missile Troops vs Special Troops)
Cohesion Factors
+2
+2
+2
-1
-5
Formed Phalangites/Spearmen advancing or stationary, enemy in front contact only
Phalangites in Line receiving a cavalry charge frontally
Cavalry vs unformed infantry in the open (not if Cataphracts vs Light Infantry)
Each DP (maximum of -4) and casualty, unless in melee
Shaken, unless in melee
Outnumbering Factors (not cumulative)
-1
-2
-3
Outnumbered
Outnumbered at least 2:1 (not applicable to Special Troops, except vs Phalangites)
Outnumbered at least 3:1 (not applicable to Special Troops)
Advancing/Stationary. Charging, pursuing or following up is considered to be ‘advancing’,
while either receiving a charge or being halted in melee is counted as ‘stationary’.
Advantage of Ground. This bonus can be awarded to troops that have clear advantage due
to terrain. Advantage of Ground may include standing to receive or falling back uphill from the
enemy, being behind an obstacle or defending the boundary of a difficult terrain feature.
Fortifications. This should only be applied to troops defending substantial fortifications, and
is always in addition to advantage of ground.
Deeper. A unit counts deeper if it is infantry or cavalry with one more unshaken rank than the
enemy infantry/cavalry in base-to-base contact. This can be from the same or another unit,
but must be part of the Battle Line and have at least ! as many stands as the engaged rank.
•
Non-chariot cavalry and Light Infantry count up to two ranks for depth, Heavy Infantry
up to four.
•
Non-chariot cavalry may count Light Infantry for depth, but may not themselves count
as depth for infantry.
•
Deeper infantry units (see the first bullet) may get an extra bonus while advancing.
42
To count for depth in combat, troops must not have enemy in flank or rear contact with them,
must be in facing in the same direction and in base-to-base contact with the troops in front
(except that Legion sub-units in Acies can offer depth to sub-units of the same Legion, even if
separated by ! JT). Chariots and Special Troops can neither give depth, nor gain from it.
Numbers. Count all engaged stands, plus up to one stand overlapping on each flank if they
nd
are from unshaken formed units, and unless in difficult terrain, also all stands in a 2 rank of
Phalangites of the same grade or of units charging in Wedge formation, and if infantry, half
rd
th
the stands in their 3 or 4 ranks (round up). Units contacted in their flank or rear only count
stands in base-to-base contact with the enemy, and not any overlapping or deeper stands.
The effectiveness of Phalangites, and to a lesser extent Spearmen, is decided by the
formation bonuses awarded in the Combat Factor Table. When used by phalanx infantry,
these factors may be referred to as their ‘phalanx’ bonuses.
Combat Results Table
5+ Victory. 0 DPs. Shaken troops and units in Orbis halt, as do defenders of obstacles, and A Grade
infantry who stood to receive a charge. Unengaged sub-units of a Legion in Acies may also halt.
Scythed Chariots break through enemy ranks and increase speed/impetus. Otherwise all victors
pursue, or follow up if unable to do so, or if Phalangites.
+2/+4 Success. 1 DP, except that shaken, or infantry who received a mounted charge take 0 DPs.
• Cavalry charging formed infantry retire, unless the latter break. Light/Heavy Chariots may
halt instead of retiring.
•
Scythed Chariots break through enemy ranks, and increase speed/impetus.
•
Shaken infantry, defenders of obstacles, troops engaged on more than one facing, Missile
Troops and Bowmen halt. Unengaged sub-units of a Legion in Acies may also halt.
•
Other infantry who stood to receive halt.
•
Other Phalangites follow up.
•
In other cases, follow up opponents who fall back or pursue those who retire or rout.
+1/-1 Inconclusive. Scythed Chariots take 2 DPs then break through enemy ranks, but do not
increase speed/impetus. Charging Wedges also take 2 DPs. Others take 1 DP each and:
•
Infantry and Elephants halt.
•
Cavalry who are in melee or in contact with the front of formed enemy infantry retire.
•
Other cavalry halt.
-2/-4 Set-Back. Scythed Chariots take a critical hit. Already shaken units each take a casualty and
break. Others take 2 DPs and:
•
Formed infantry charged by cavalry or any troops charged by Scythed Chariots halt.
•
Unformed troops and cavalry who are in melee retire.
•
All others fall back.
•-5/-6 Defeat. Scythed Chariots are destroyed, Elephants rampage. Units take a casualty and break
from Scythed Chariots, if unformed or already shaken, fall back shaken if other phalanx infantry,
or else retire shaken.
-7 or less Rout. Special Troops are destroyed. All others take a casualty and break.
Artillery are destroyed if they would be overrun by an enemy success or victory, but otherwise
they remain in place.
43
Opening up the Ranks
An A Grade infantry unit in a one rank Line that stood to receive a cavalry or Elephant charge
frontally can ‘open its ranks’ on an inconclusive or success result and force the mounted to
break through the unit instead of retiring as the Combat Result Table orders. Legions in Acies
formation may also do this, but only against Elephants. Shaken cavalry cannot break through
enemy infantry that open up their ranks, however. To open their ranks, the infantry cannot be
shaken, in melee, have enemy in flank/rear contact with their unit, nor have stands facing in
any other direction but straight forward in the direction of the charge.
The intention to open the ranks must be made as the intention to stand to receive is declared;
then it will automatically take place if the criteria are fulfilled as above. See ‘Break Through’ in
Movement after Combat below for more details.
Movement after Combat
Once all charge/melee combat has been resolved, after combat movement from each combat
is conducted in the same order with the losing participants moving first, and then the winning
participants deciding which option(s) they will take after. In an inconclusive result, the player
with initiative decides his options last. The possible results are:
Halt. Remain in place. May move normally in the next turn if no longer in combat.
Follow Up. Move forward to remain in combat with an opponent who fell back. Adjacent
friendly troops that are part of the same Battle Line may also advance to maintain alignment
with the troops following up.
Fall Back. Move back 1 JT, facing the enemy. Units unable to fall back, due to impassable
terrain, their formation or troops in the way, remain in place and receive 1 DP extra. Adjacent
units that are part of the same Battle Line may also fall back to maintain alignment.
Retire. Move back a full unformed move up to the maximum number of possible move dice.
Retirers may halt short of the full move once separated from enemy by unshaken formed
friends, difficult terrain or an obstacle. Units unable to retire, due to impassable terrain, their
formation or troops in the way, remain in place and receive 1 DP extra. Retiring units break if
caught by their pursuers, and the pursuers get an immediate free hack (see below).
Break Through (Enemy Ranks). Break through and move forward as a pursuit move below
on the far side of the opposing unit or body. This is an exception to the ‘defeated troops move
first’ rule above, as break through moves are conducted before the enemy make fall back,
retire or break moves. Although this move is normally limited to Scythed Chariots, see also
Opening the Ranks above.
Break (Into Rout). Become shaken and make a full unformed move using the maximum
possible move dice. Routers continue to rout until they are destroyed or leave the table. They
may not rally. Units unable to make a rout move due to impassable terrain or troops in the
way are immediately destroyed.
Pursue. Make a full unformed move using the maximum possible move dice, in an attempt to
remain in contact with an opponent who broke or retired. Except for light and A Grade troops,
pursuers encountering new enemy in an after-combat move immediately enter into combat
with them. This is worked out as a new charge. Light and A Grade pursuers have the option
of halting 1 JT short of new enemy. In the following turns, pursuer charges against unbroken
enemy are treated as normal charges.
Follow on Combats
Players may find that in some cases a new combat or a free hack (see below) follows on from
a combat result. A maximum of one follow on combat can be fought, and then troops remain
in contact until next turn.
Free Hacks
Routing stands do not fight back. Pursuers or chargers who catch routers immediately inflict a
Free Hack, rolling 1 D6 for each of their engaged stands and removing a casualty for every
die roll of 4 or more. The dice are rolled once each turn that they remain in contact. This is the
same for evading or retiring units that break when they are caught.
44
8. Definitions
The following are key terms (organised A-Z), the meanings of which should be understood in
the same way by all players. More key information can be found on the indicated pages.
Acies. A special formation for Legions where the Legion is formed as a single unit, but in two
(duplex Acies) or three (triplex Acies) separated lines. See pages 13, 27 and 33.
Advantage of Ground. Troops that are uphill of the enemy or moving downhill against them,
or that are defending an obstacle or a difficult terrain feature boundary, have an advantage in
combat over their opponents. See page 42.
Armoured. Troops who are unusually heavily armoured for their type and who therefore gain
extra protection from light or simple missiles and likewise in melee, unless fighting against
Elephants. Cataphracts always count armoured, while Elephants and Scythed Chariots never
do regardless of whether the model is depicted as armoured or not. See page 10.
AvD. An average die marked 2,3,3,4,4,5. A normal 6 sided die could be used, counting a ‘6’
as a ‘4’ and a ‘1’ as a ‘3’.
Battle Line. A command formation of several units (and/or Special Troops) under the same
leader, no more than three units deep. Units in a Battle Line formation can be in Line, Acies,
Wedge, or unformed. See page 28.
Break. The total collapse of internal unit cohesion, as troops run away in panic and rout. See
page 44. This expression must not be confused with the after-combat ‘break through’ move.
Broken Ground. A less disruptive terrain category than 'difficult' that includes all light cover,
rough going and uneven slopes. It impacts the movement of most chariots, and the fatigue die
rolls of cavalry and most Heavy Infantry in Line or Acies formation. See page 31.
Casualties. Once a unit becomes shaken it will remove any further DPs it suffers as whole
stands, called casualties. See page 26.
Cavalry. Troops that are both mounted and trained for mounted combat. This term mainly
refers to horse mounted cavalry and does not include Elephants or Scythed Chariots, though
it does include other chariots and camel cavalry.
Charge. A deliberate attempt to enter into combat with the enemy. Combat resulting from a
charge takes into account the psychological factors involved in two bodies of troops closing
with each other rather than man-to-man fighting. See pages 39-41.
Column. A unit formation no more than one file wide that is at least as deep as it is wide. See
page 27.
Combat Value (CV). A number (0-6) that values the relative effectiveness of troop types in
combat. These usually include an:
Attack Factor (A), which are used when the troops have forward momentum either
from charging, following up or pursuing; and a
Defence Factor (D), used when the troops are either stationary or moving back.
Command. A group of units and possibly Special Troop stands operating together under a
single leader in the chain of command. See page 14.
Commander. An officer or war chief who leads several units that are grouped together into a
single command. See page 19.
Command Formation. A formation of more than one unit that is able to move together and is
controlled by a single leader. The three permitted command formations are Battle Line, March
Column, and Orbis. See pages 28-29.
Command Points (CPs). A numerical value assigned to each leader which determines how
many actions he can make each turn. CPs fall if a leader stand takes a Hit, and when they do
they are modified immediately. See page 19.
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Command Reach. The maximum reach of a leader for controlling troops under his command.
See page 19.
Contingent. A grouping of commands that operate together under a Contingent Commander.
See page 14.
Contingent Commander. A senior leader who commands a contingent of several commands
or one or more commands of independent allies. See page 19.
Control Test. The die roll required by troops that are out of command reach in the Command
Phase. The modified test result determines their actions for that turn. See page 21.
Critical Hit. The name given for a Hit on a Special Troop stand that causes it to be destroyed
or rampage. See page 26.
D6. A normal six-sided die.
Difficult Terrain. Terrain that has an impact on troop movement, and also on order when the
troops are formed in Line or Acies. This includes dense woods, urban areas, marshes, heavy
scrub, steep hill slopes, soft sand etc. See page 31.
Death, Desertion and Disorder Points (DPs). A means of measuring the cumulative effect
of casualties, stress, fatigue and disorder on a unit. See page 25.
Evade. An attempt by a unit to avoid being contacted by an enemy charge. See page 40.
Extreme Terrain. Very difficult terrain such as the widest rivers, cliff faces etc, and which are
impassable to all except Light Infantry. See page 31.
Flank/Rear. The side or rear of a formed unit. The enemy charge must originate from at least
partially behind the target unit’s flank. Orbis formations and unformed units have no flank/rear.
Units in Line, Acies and Wedge suffer DPs for a flank/rear charge if they cannot react in time,
and units in Column will become unformed. See pages 25, 27, and 41.
Formed. A unit drawn up in an orderly way that maintains alignment between ranks and files.
A formed unit may be in Line, Column, Wedge, or if a Legion, in Acies. See page 27.
General. The overall commander-in-chief of an army. See page 19.
Grade. The classification which assigns a level of experience, discipline and training to a unit.
For cavalry, this will also reflect the quality of the mounts. See page 10.
Heavy Infantry. Infantry who are trained to fight relatively close together and who are usually
best suited for holding ground or engaging the enemy in close combat. See pages 8-9.
Hills. Ground that is high enough to be noticeable compared to the land roundabout. They will
give troops ‘advantage of ground’ for defending the higher ground in combat. Shooters on a
hill can shoot overhead of intervening troops. A single hill may have multiple slopes, each of
which might be gentle, uneven, steep or even sheer. Steep slopes count as difficult terrain for
movement, while uneven slopes count as broken ground. Gentle slopes have no effect.
Hit. A term used to describe a successful result in shooting, or on a leader. It is not the same
as a Critical Hit, however. See page 37 for shooting Hits, and pages 22-23 for leader Hits.
Impetus. The slow build up in movement dice of speed and terror by a Scythed Chariot stand
as it advances. See page 30.
Independent Allies. An allied contingent that has its own command structure, independent of
the army General, and that treats its Contingent Commander as its own General. See pages
14 and 19.
Integral Infantry. Specially trained light infantry who fight intermixed with Heavy Cavalry and
that are depicted on the same stand, such as Roman equitata or Greek hamippoi.
Javelin Throw (JT). A distance equal to a troop stand frontage (usually 20mm at 6mm figure
scale, 40mm at 15mm scale, or 60mm at 25mm scale). This is also javelin range, and short
range for missile weapons. It forms the basis for all measurements in the game. See page 12.
Leader. A generic term for ranked officers at any level of command, including Commanders,
Contingent Commanders, and Generals alike. See pages 14 and 19-20.
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Legion. A unit of 5-12 stands, made up of Roman or allied Italian Heavy Infantry. Depending
on the historical time period, the Legion will be further defined as either Manipular or Cohort.
The term does not include ‘imitation’ legionaries (for example, Hellenistic). See page 13.
The aesthetic size of a Legion unit may vary according to the figure scale used. For example,
a 25mm scale manipular Legion on 60mm frontage stands could be represented by as few as
6 stands, whereas a 6mm manipular Legion on 20mm frontage stands might be represented
by 9 or 12 stands per Legion.
Legion Line Relief. The manoeuvre whereby a Legion in duplex or triplex Acies replaces its
front line sub-unit with the sub-unit behind it in a melee, feeding fresh troops into the combat.
See page 33.
Light Cover. Terrain features such as orchards, open woods, vineyards and light scrub that
provide concealment to troops and cover from shooting, but do not provide an advantage in
combat if defending the perimeter.
Light Infantry. Lightly armed and equipped men on foot who either fight in loose formations,
dispersed groups or mobs, and who for the most part rely on missile weapons. See page 8.
Light Troops. Light Infantry, Light Cavalry and Horse Archers.
Line. A unit formation no more than three stands deep and at least as wide as it is deep. The
‘lines’ of a Legion in Acies have a slightly different meaning. See page 27.
Linear Obstacles. Rivers, streams, ditches, palisades and other linear terrain features which
impose a movement and/or DP penalty on troops crossing them. See page 31.
Looters. Units that failed a Control Test and that are now engaged in looting. See page 21.
Manoeuvre. Movement actions that are more complicated than just moving straight forward,
such as wheels, interpenetrations and formation changes. See pages 31-34.
March Column. A continuous command formation of several units under the same leader, all
of which are themselves in Column or unformed and facing the same direction. See page 28.
Melee. Close hand-to-hand combat between opponents who are in contact from the previous
turn. See page 41.
Morale Value (MV). A numerical value ranging from +2 to –1 quantifying the relative morale
strength of a unit, with 0 being ‘standard, average troops’. See pages 10-11.
Mounted Troops. Troops riding animals or on vehicles that drive teams of animals, including
both cavalry and any other troops that move about on horses, camels or elephants.
Orbis. A single or double ranked command formation all linked together and facing outwards.
See pages 28-29.
Phalanx Infantry. Heavy Infantry (hoplite Spearmen and Phalangites) that depend on a rigid,
continuous formation of outstretched spear points and interlocked shields in combat. Their
inflexibility is however also a source of strength, as they are very hard to break.
Quincunx. The Acies formation as used by Roman manipular Legions. Each of the Legion’s
stands must be regularly spaced ! a JT apart. See pages 27-28.
Rally. The act of reforming a unit which has been shaken. It involves remaining stationary an
entire turn beyond bow range of enemy. See page 26.
Rampage. A move made by an Elephant or Scythed Chariot stand that has run amok due to
wounds, casualties or fear. See page 26.
Shaken. A state a unit reaches after severe casualties, stress and fatigue when it is no longer
capable of fighting. See page 26.
Shooting Capability. Represents the ability of troops to inflict ranged damage on opponents
with missile weapons at short (S) or long (L) range.
Spontaneous Advance. A Control Test result in which troops are obliged to advance on the
nearest reachable enemy and charge them as soon as they are in range to do so. This can
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only happen to Scythed Chariot stands, and as yet unshaken units of Rabble, Shock Infantry,
or B-C Grade Shock Cavalry. See page 21.
Stand. A standard sized base mounting a number of figures or models. The troop stand forms
the basic playing piece of the game. There are also (smaller, differently shaped) Command
Stands for mounting leaders. See pages 11-13, and page 19 for command stands.
Sub-Units. Only Legions have sub-units. A sub-unit is a group of stands within a Legion that
is not necessarily the same as the others. The sub-unit forms a 'line' in Acies formation which
is capable of becoming fully independent as a separate unit, independent of the Legion. All
sub-units of a Legion must be Heavy Infantry of the same grade, however. See page 13.
Under-strength (UnS). Infantry units which are depleted in numbers for some reason. Often
used to represent a manipular Legion's triarii, and also most dismounted cavalry stands on a
one for one basis. See page 8.
Unformed. A unit in a loose mass with no ordered formation, or that has broken down into
dispersed groups of skirmishers. See page 27.
Unit. An organised group of stands that operate together for the entire game. It is the smallest
group of stands capable of moving and acting independently under the rules. See page 13.
Wedge. A formation used by a unit of 2-6 stands that is two or three ranks deep and no more
than two stands wide. It is limited to a few troop types and nations. See page 27.
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Hoplite Battle Supplement
In the ritualised ‘hoplite battles’ between classical Greek city states, the armies deployed into
a single continuous line of hoplite Spearmen on an open plain, with possibly a few light troops
and/or cavalry. In order to make such face-to-face heavy infantry grinds a bit more interesting,
they can have their own special rules as outlined below.
All commands in a hoplite army should be infantry commands, with their leaders on foot and
attached to hoplite units. Independent allied contingents will typically feature heavily.
Spartan citizens/neighbours/'new citizens', highly trained mercenaries and the Theban 'sacred
band' should be A Grade. Many cities field B Grade hoplites, but the less warlike cities might
only have C. Theban, Spartan and Athenian hoplites should typically have high morale. The
best Spartan citizen troops or the Theban sacred band could have exceptional morale.
In most games, each stand of hoplites in one rank should represent 8 ranks of men, with UnS
stands (often used in Spartan armies) representing 4 ranks. This allows for visually satisfying,
one stand deep lines on the table representing the standard 8 ranks of men, with any 4 rank
sections being replaced by UnS stands and 12 rank sections by adding a UnS unit to the rear
of a full strength unit. Units should not be too large either, with 4 stands being the 1,000 man
lochos (each stand representing 250-300 men). For some games the ‘real man’ depth of a
stand might be 12 ranks instead, so say if one was re-fighting Leuctra in 371 BC, a 4 rank
Battle Line of Thebans could represent their 50 shields deep ‘attack column’.
Turn Sequence, Movement and Shooting
There is no Approach Phase in a hoplite battle. The Tactical Move Phase becomes a single
generalised Movement Phase and all moves require dice, unless in a Column or slow walking
etc. March moves are not allowed. Fatigue DPs apply at any range from the enemy.
The Long Range Shooting Phase comes before movement takes place.
The Omens
Players must ‘divine the omens’ before the game starts. Each divining player has to roll a D6
to divine the omens:
1-2
3-4
5-6
Unfavourable omens.
Ambiguous omens.
Favourable omens.
A player with Spartans in his army gets a -1 penalty to this roll.
‘Unfavourable omens’ means that the diviner’s army is apprehensive about the omens, which
adds +1 to the CP cost of the General's inspiration actions for the game. He can choose to
‘re-interpret’ the omens by rolling his CPs or under with another D6 roll. If he succeeds, he is
not only relieved of the extra CP penalty but he also gets the 'favourable omens' bonus reroll below. However, if he fails, he and every leader in the army incurs the same penalty.
Whether the second roll is made is always optional, however.
‘Ambiguous omens’ means that there is enough ambiguity in the readings to balance out any
impact on the troops and the General's prestige. The diviner suffers no penalty or bonus.
‘Favourable omens’ means that the omens are potentially encouraging. The divining General
gets to re-roll any one D6 roll that he would make in the course of the game.
It is possible to use this rule in other (non-hoplite) battles as well.
The Position of Honour
One scenario designated contingent on each side may be eligible for the ‘position of honour’
(on the far right flank). If present, a Spartan contingent is always eligible. So excepting hoplite
units in the contingent that are late Theban, the hoplites automatically drop one Morale Value
(minimum MV: -1) if denied their position of honour and deployed elsewhere!
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Phalanx Vulnerability on the Right
On any move directly towards the enemy phalanx front using two movement dice, or on any
charge move, hoplite units in Line always 'drift' involuntarily 22!° from their forward axis, and
always in a rightward direction, unless they would collide with other formed troops.
Increase the DPs for a hoplite unit taking a formed charge on its right flank to 3, and reduce
the DPs if taking a formed charge on its left flank to 1. Overlaps in frontal combat in a charge
on a hoplite unit in Line only count against its right flank, where overlap may be extended up
to two stands. Overlaps in all other circumstances are as normal.
Increased Risk for Hoplite Leaders
Hoplite leaders roll twice (instead of once) in any risk roll incurred from a combat result.
Raising The Paean
'Raising the paean' is a mechanism to account for the build up of phalanx charge momentum:
At level 1 the hoplites are marching forward, accompanied by trumpets or flutes.
At level 2 a choral song builds up, boosting the unit's aggressive fervour.
At level 3 the above frenzy has reached a furious crescendo.
Hoplite units in Line build a paean as they advance, replacing the phalanx momentum combat
factor. They all start with a paean level of 0, to which they add or subtract as follows:
Normal move forward with one die:
+1 level to maximum level 1
Normal move forward with two dice:
+1 level to maximum level 3
Charging (per die used):
+1 level to maximum level 3
Reducing speed from previous dice rolled:
-1 from the total paean level above
Slow walk forward:
builds/maintains paean level 1 only
Other manoeuvre:
fall back 1 level
Halt or stand to receive a charge:
fall back to 0
Shaken:
paean level is always 0
No unit can build a higher paean level than the maximum of 3, or fall below 0.
The movement dice of hoplites in Line can only increase by one per turn phase. For example
a stationary unit may move one die and then charge with two dice, or if it does not charge it
may move two dice in the following Movement Phase. A Grade hoplites can build or maintain
a paean level of 1 on a slow walk forward, simulating the slow, grim advance of the Spartans.
The paean level of a hoplite unit in Line is measured and adjusted after it has conducted all of
its Movement Phase movement, and once again after the Combat Phase charge movement.
A hoplite unit prevented from moving forward in the Movement Phase by an enemy advance
to within 1 JT of its front facing before it can itself move, may maintain its current paean level
on through to the charge. So unless it manoeuvres, it will not drop back to paean level 0.
A unit’s paean level applies if it is in Line and charging enemy that are not defending a terrain
boundary or an obstacle. Add the unit’s paean level to its other factors in the charge.
'Flinch' Test Against Spartans
Before 371 BC, any other hoplite unit that charges an elite Spartan (MV +2) unit frontally must
undergo a flinch test as it does so. Roll a D6, adding the unit's MV and superior difference in
paean level to the Spartans. The unit must score 4+ to avoid becoming shaken.
Theban Attack Column
As from 371 BC, Thebans can form into a four rank deep hoplite Battle Line, and count it as if
all the units comprising this 'attack column' are in a Wedge formation.
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