Page. Blades (Bd) classed as foot troop description figures per base recoil interpenetration combat factors flank support

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1 Aggression defender selection in the army lists Allies can t garrison can t guard a camp moving in groups in tournaments BBDBA allies BBDBA allied camps BBDBA allied PIPs allied contingents Arable Homeland must include Artillery (Art) garrison artillery city surrender shooting rules Auxilia (Ax) basing formation Bad Going Sizes and shapes all types of bad going cities & forts on hills edifice bad going group movement movement rates psiloi close combat penalty halt if fleeing halt if pursuing Big Battle DBA (BBDBA) commands allies generals battlefield size camps PIP dice C-in-C bonus losses demoralization historical refights 31 (4) 8 (11) 13 (3-8) 13 (4+8) 31 (7) 4 (8) 4 (4) 5 (7) 7 (6) 1 13 (10) 14 (1-2) 14 (3-5) Blades (Bd) flank support Bogs Bows (Bw) distant shooting flank support BUAs 6 BW from table edges rivers crossing BUAs roads crossing BUAs 4 types of BUA BBDBA: only one BUA Camelry (Cm) Camel Riders (LCm) (LH) Camps edifice camps placement locations sizes and shapes sacking BBDBA allied camps BBDBA losing a camp 4 (5-6) 7 (2-6) 3 (9) 7 (6-7) 7 (8) Camp Followers classed as solid & fast as camp guards losses are ignored BBDBA camp guards BBDBA losses ignored Cataphracts (4Kn) Cavalry (Cv) no phantom overlap Cities roads crossing cities placement restrictions on hills moving through gates sacking surrender city as a camp deploying near a city BBDBA city as a camp Columns on roads on roads in bad going crossing a deep river flanked columns rear ranks also pursue Combat factors against BUAs & camps combat Command Position (CP) (as Bd)

2 Command Range Command Wagons (CWg) (as Bd) Conforming groups conforming conforming movement conforming prevented when to conform fleeing and conforming Contacting The Enemy CP, Lit, CWg no contact WWg no contact all that can t contact scythed chariots & city elephants & gates Crossbows (Cb) combat outcome Denizens classed as solid & fast defending & sallying defence bonus Deployment placing camps s Art/WWg in bad going army list dismounts Difficult Hills Dismounting can t if in contact or TZ army list Double Elements 6Kn 6Cv 8Sp 6Bd 8Bw bonus 7 (2-6) 4 (1) 5 (2-6) Dry Homeland Dunes Edifices description as a camp Elephants (El) can t sack a city can t garrison a camp can t recoil through needs a gate to assault lost if assaulting a gate can t be pushed back fleeing elephants & SCh Enclosures Entirely (see also Partly) placed within a quarter on land: enemy in river along road: good going by road: in terrain: beyond/in: com range slowest group type psiloi in bad going by extra move troops in bad/rough, conform beyond: flank attacks within 1 BW: shooting beyond terrain: shoot in a gully: shooting in good: Extra Moves LH, Ps and roads free sideways slide Fast Foot s can t visual representations Flanks contacting a flank flanked overlaps and Ps or SCh 7 (6) 7 (7-8) 3 (4) 10 (5-7) 4 (2-8) 12 (1+8) Fleeing turn 180 then move fleeing obstacles fleeing elephants & SCh pursuit Foot all the foot troops dismounted troops mounted infantry double elements movement s if assaulting defences v s foot v s foot defence recoil distance pursuing distance army list selections fast foot troops 11 (6-7) 12 (1+8) 5 (5) 7 (1+4) 10 (10) 12 (3) Forest Homeland Possible terrain Forts placement restrictions on hills gate deploying near a fort Gates roads crossing a city roads to a city on a hill moving through gates fort gate elephants assaulting elephants destroyed Garrisons city and fort don t pursue city denizens not a garrison fort foot camp guards deploying shooting garrison bonus 7 (1+4)

3 Generals Static CP, Lit and CWg s BBDBA C-in-C bonus generals allied generals Gentle Hills placement in quarters as good going command s PIP dice army size battlefield size Good Going Mtd-Inf moves like Kn gentle hills and plough waterway beaches river going troops using roads movement s paltry rivers table edge overlap Groups road moves moving through cities moving as a group allied groups measuring movement moving in a river conforming groups BBDBA holding in place army list allies Gully pursuing into a gully BBDBA : only one gully 1 31 (7) 11 (6-7) 8 (11) 9 (1) 9 (2-4) 31 (6) Hamlets owned by the defender Heavy Chariots (HCh) (Kn) Hill Crests marking hill crests 7 (5) Hilly Homeland Hordes (Hd) can t recoil through losses are ignored Interpenetration voluntary or fleeing when recoiling pushing back friends Knights (3Kn) Light Chariots (LCh) (Cv) Light Camels (LCm) (LH) Light Horse (LH) no phantom overlap flees into bad going Lining-Up sliding groups in a TZ lining-up in a river interpenetrated line up lining-up in a TZ conforming giving lining-up after pursuit 4 (8) 5 (2-3) 12 (11) Litters (Lit) (as Bd) Littoral Homeland Littoral Landings Longbows (Lb) combat outcome Marshes can t shoot in a marsh fleeing into a marsh pursuing into a marsh Mounted mounted recoil distances army list Mounted Infantry (Mtd) & s movement (as Bw) (Bw) Movement Speeds measuring moves s & moving in rivers fleeing Oasis Overlaps moving into contact if conforming blocked overlapping WWg a shooting target combat penalty no overlap on Ps & SCh only 1 overlap per flank phantom overlap city/fort/camp assault combat penalty 3 (2-3) 9 (5-6) 1 9 (1) 9 (2-3) 10 (3)

4 Partly (see also Entirely) in good going: as other in water: river bonus in bad or rough: psiloi in front: interpenetrate within: beyond: rear edge river or marsh: shooting shot in rear: SCh shot in rear: turn 180 in bad going: fleeing Pikes (Pk) figure per base recoil through friends PIPs plough becomes rough moving through a city ending sacking a city city rebellion littoral landing sequence of play unused PIPs are lost on roads BBDBA command PIPs BBDBA plough is rough 11 (6) 4 (2) 8 (5) PIPs Phantom Overlap 1 BW from table edge Pivot groups pivoting rear corner penetrating when fleeing off table Plough placement in quarters becoming rough going BBDBA becoming rough Psiloi (Ps) s movement in bad going Art can shoot through ignores overlaps no Pk/Wb flees into bad going foot don t pursue Ps fast foot troops Pursuing who doesn t pursue who does pursue 4 (5) 9 (5-6) Rear leaving conform to enemy rear contacting enemy rear rear attack penalty rear attack also recoils SCh shot in the rear destroyed if recoiled turn 180 if shot in rear destroyed if can t recoil fleeing Rear Support double base bonus shooting flanked when assaulting factors Recoiling break-off only by recoil exposed by a recoil turn if shot in the rear recoil distances recoiling El troops not pushed back blocked recoils Rivers size and placement terrain it can t cross good going for combat defending a river bank BUAs and river banks in a river crossing a river dicing for type of river can t shoot if in a river fleeing into a river Roads size and placement base edge selection no dicing for river type no Rocky Rough Going types of rough going a hamlet is rough going group moves in rough in rough going psiloi BBDBA plough 11 (6) 12 (5) 12 (6+8) 10 (3) 12 (3) 12 (5) 11 (8) 7 (5) Sacking sacking a city sacked camps Sallying civilians are solid & fast 5 (2-5) sallying from a city sallying from a camp losses are ignored 13 (11) Same Direction forming a group recoil through friends pushing back friends Scrub Scythed Chariots (SCh) 3 (8) can t guard a camp can t contact defences ignores overlap fleeing scythed chariots losses are ignored 13 (10) 13 (11) Sequence Of Play the phases each bound Shooting can t shoot sackers causing a city rebellion shooters must shoot shooting ranges shooting blocked target priorities support shooting third party shooting shooting factors support penalty ignore if not shot at shooting outcomes turn 180 if shot in rear Side Support only solid in good going only versus enemy foot giving Sp supported by Sp/Bd Bw supported by Bd never fast foot Sliding Sideways groups lining up in a TZ front edge 1 BW slide room if Splitting Groups 10 (3-4) 10 (5) 10 (5) 1 forming new groups 8 (11) when conforming no mention

5 Solid Foot s visual representations Spears (Sp) 4 (1-8) 4 (1) Static Troops that can t make contact Steppe Homeland Table Size playing area BBDBA playing area 2 (5) Tactical Combat Factors additions and penalties Threat Zones (TZ) prevented groups lining up moving in a threat zone shooting priorities Terrain arable must include placement order placement quarters plough and gentle hills gaps between terrain homeland regions area terrain sizes waterway sizes river sizes & placement road sizes & placement defender places terrain terrain 13 (3+5) Tropical Homeland Turning To Face when to turn if two elements flanked WWg do not turn Undefended garrisoning cities sallying citizens garrisoning forts sallying camp followers Victory to win destroy 4 enemy SCh/Hd/civ don t count double base loss general, camp, city loss BBDBA losses Warbands (Wb) War Wagons (WWg) can t garrison 3 WWg forgo a camp WWg doesn t turn to face distant shooting Waterways placement order invader s base edge fleeing halted Wedges 6Kn wedges Companions/Skythians 6Kn representation 13 (10) 4 (7) 13 (3+5) 5 (3) Within at or closer than placing terrain river placement city or fort placement occupying cities/forts sallying city denizens groups in a threat zone making threat zone area shooting angles BBDBA Woods Zones s in a TZ 2 (10)...by Super Stevie, 2 nd of Jan 2017

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