CIVITATES BELLANTES. Rules for Ancient Wargames with Miniatures 500 BC to AD 200 by Simon MacDowall & Caoimhín Boru

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1 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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3 Contents Introduction 5 1. Getting Started 7 What You Need to Play 7 Organising Troops 8 Integral Infantry 10 Armour 10 Training and Experience 10 Morale 10 Basing 11 Troop and Ground Scale 12 The Javelin Throw 12 Units 13 Legions 13 Special Troops 14 Organising the Army 14 Points Values Sequence of Play Command and Control 19 Chain of Command 19 Command Points (CPs) and Command Radius 19 Leader Command Stands 19 Command Point Allocation 20 Control Tests 21 Spontaneous Advance 21 Looting 21 Orders 22 Risk to Leaders 22 Visibility Morale 25 Death, Disorder and Desertion Points (DPs) 25 DP Removal 25 Causes of DPs 25 Shaken Units and Casualties 26 Rallying Shaken Units 26 Special Troops and DPs Formation, Movement & Manoeuvre 27 Formations 27 Unformed Troops 27 Special Troops and Formation 27 Unit Formations 27 Changing Formation 28 Command Formations 28 Movement 29 Move Distances 30 March Moves 30 Scythed Chariot Impetus 30 Fatigue and Disorder 30 Skirmishing Withdrawal 30 3

4 Effects of Terrain 31 Manoeuvre 31 Wheel 32 Unit Formation Change 32 Re-form Unformed Units 32 About Face 32 Refuse a Flank 32 Deepen/Thin Ranks 32 Side-step/Step-back 33 Slow Walk 33 Mount/Dismount 33 Incline 33 Interpenetrate Friends 33 Legion Line Relief 33 Passing a Gap 34 Half Moves and Multiple Actions 34 Leaving The Table Shooting 37 Ranges and Targets 37 Shooting Procedure 37 Cover 37 Long Range Missile Exchange 37 Short Range Missile Exchange 37 Infantry Shooting 38 Overhead Shooting 38 Sharing Long Range Shooting Hits Combat 39 Combat Basics 39 Charges 39 Charge Declarations 39 Restrictions on Charges 39 Charge Moves 39 Failure to Contact 40 Charge Responses 40 Evading a Charge 40 Counter-charge 40 Stand to Receive 41 Infantry Shooting in Combat 41 Melee 41 Reinforcing a Melee 41 Charging into a Melee 41 Combat Resolution 41 Opening up the Ranks 44 Movement after Combat 44 Follow-on Combats 44 Free Hacks Definitions 45 Hoplite Battle Supplement 49 4

5 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 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 5

6 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. 6

7 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 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 7

8 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. 8

9 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. 9

10 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 introduced in the 4 th -3 rd 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 10

11 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: 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. Stand Size Scale of Figures Frontage Depth 6mm 20mm 20mm 15mm 40mm 30mm 25mm 60mm 40mm Other Cavalry: 3 figures side by side, and 1-2 light infantry figures if with integral infantry. 11

12 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 men per hastati or principes stand and 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 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 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 works well for most chariot stands, and 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

13 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: Manipular Legion (4 th to 2 nd 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 st century BC to 2 nd 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. 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

14 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

15 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 4 Javelinmen stand 6 Shock Infantry or Bowmen stand 6 Phalangite, Spearmen or Swordsmen stand 8 Light Cavalry or Horse Archer stand 8 Cataphract or Heavy Chariot stand 15 Other cavalry stand 10 Special Troop stand 35 Reduction for an under-strength HI stand! basic cost Troop Point Extras Extra for an A Grade stand +5 Extra for a B Grade stand +2 Extra for a stand with exceptional morale +10 Extra for a stand with high morale +5 Reduction for a stand with poor morale -3 Extra for a cavalry stand with integral infantry +3 Extra for an armoured cavalry stand +3 (not cataphracts) Extra for an armoured infantry stand +2 Extra for a sparabara Bowmen stand +1 Extra for an Indian Elephant stand +10 Unit Points Each Legion unit 20 Each other unit 10 Command Points For the army General 100 For each Contingent Commander 75 Extra for an army second-in-command +25 (maximum of one per army) For each subordinate Commander 50 Reduction for a leader on foot

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17 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

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19 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

20 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

21 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 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. Modifiers +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

22 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

23 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

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25 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

26 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 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

27 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

28 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

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