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Rules for Ancient Wargames y Veni Vidi Vici Play Test Version Version: 4.3

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Page 1: Rules for Ancient Wargames Play Test Version Version: 4 · PDF fileRules for Ancient Wargames y Veni Vidi Vici Play Test Version Version: 4.3

Rules for Ancient Wargames

y

Veni Vidi Vici

Play TestVersion

Version: 4.3

Page 2: Rules for Ancient Wargames Play Test Version Version: 4 · PDF fileRules for Ancient Wargames y Veni Vidi Vici Play Test Version Version: 4.3

C O N T E N T SChapter Page

1. General...............................................................................42. Troop Types.......................................................................43. Turn Sequence...................................................................54. Visibility.............................................................................65. Compulsory Moves..........................................................66. Charges..............................................................................77. Charge Responses............................................................78. Movement..........................................................................99. Formations.......................................................................1110. Shooting.........................................................................1311. Melee..............................................................................1412. Casualty Table...............................................................1713. Morale............................................................................1814. Generals.........................................................................1915. Light Troops..................................................................2016. Glossary & Definitions................................................2017. Organising an Army....................................................2118. Troop Type Conversions.............................................2119. Setting up the Game.....................................................2220. Orders............................................................................2221. Special Rules.................................................................23

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The Die is Cast© Justin Taylor

Version 4.0 May 2012Original version April 1992

With thanks to Martin Stephenson, Drew Waller and the Durham Wargames Club

Foreword

If you are interested in ancient wargaming, whether as a newcomer or an experienced player Ihope these rules will be of interest to you. The aim has been to develop a set which are easy tounderstand, simple to use, allow the recreation of historical battles, all whilst being fun to play.

The Die is Cast rules concentrate on the classical wars around the rise of the Roman Empire. Thiscovers a wide range and allows armies not specifically in the area to be played. Other eras andstyles of warfare are difficult to cover in one set of rules. For example, although medieval warfarewas still largely based on bows, swords and lances, the command structure of a medieval armywas totally different.

To make the use of figures from other rules systems easy, there are no restrictions on basing soyou do not need to rebase your figures, whatever system you use but details of the commonbase sizes are shown. Troops combat and morale abilities are stressed, probably more thandifferent weapons factors. These rules also bring out the different battlefield roles of lighttroops, infantry and cavalry. Generals have their own rules section so that historical talents orweaknesses are significant.

In this new version of the rules (the fourth in the series) combat is worked out by dice rolls ratherthan referring to a combat chart and the dice used have been reduced to two types; D6’s andD12’s. In addition the rules have been further modified to make the game faster to play, whilstkeeping to the idea that you can use these rules to play historical games.

A collection of army lists are available free from the rules section of the Veni Vidi Vici website(see URL below) for club or tournament play.

My thanks go to the late Peter Gilder who showed me that a good set of rules could be simple andfun.

If you have any comments or queries please feel free to contact me

Justin Taylor

Veni Vidi Vici

www.3vwargames.co.uk

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The Ru

lesCaesar crosses the Rubicon and starts a civil war

1. GENERAL1.1. Distances

All distances in the rules are given as numbers.Measure these in centimetres for 10mm or 15mmscale figures.

Double them for 25mm figures and halve themfor 6mm figures.

2. TROOP TYPES2.1. Troops

Models have five characteristics:

● Training● Role● Morale rating● Fighting ability● Weapons carried

The sections below describe how these characteristicsare defined in case you need to make your ownclassifications of troops.

2.2. TrainingSplit into 2 types, regulars and warriors.

Regulars:Troops trained to operate as a unit under officers.These tend to be more reliable than warriors and willperform drill manoeuvres better.

Warriors:Operating as individuals or with no formal training.Sometimes fearless fighters, sometimes losing hearttoo soon, warriors are unpredictable but tend to benumerous.

2.3. RoleLight:Cavalry and infantry, with little or no armour, whofight in open formation, usually with some form ofmissile weapon. Highly mobile, light troops cansurround and harass heavier troops.

Light troops are also known as skirmishers and havespecial rules that apply to them.

Medium:Cavalry and infantry, perhaps with some armour,fight in close formation. Because of their lack ofarmour medium troops are cheap and can be used inlarge numbers. Mainly for close combat or massedfirepower.

Heavy:Cavalry and infantry, normally with metal bodyarmour, fight in close formation. The standard closecombat troop type.

Extra:Cavalry and infantry, have metal body and extraprotection for unshielded limbs. Cavalry may havearmour for the front of the horse instead of extraarmour for the rider.

Super:Cavalry only, with full armour covering both horseand man. The ultimate shock troops.

Loose:An option for infantry. These troops tend to move in adispersed formation and then re-group for combat.Faster movement than normal infantry, better indifficult terrain and slightly less effective in combat.

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DartsSmall hand thrown missile weapons. They count asjavelins for shooting but cannot be used in melee.Because a lot of them can be carried easily they can beused at medium range by all troops not just lights.Troops with darts and javelins, can shoot with dartsand still use javelins in melee

LanceA long spear used by cavalry, seven or more feet long.Some lances require both hands to use but cavalryarmed with lances will not count as shieldless in thefirst round of any melee when fighting any enemy totheir front. To count a lance in melee, the users musthave charged or pursued this move.

LongbowBows of exceptional power. Usually used by troopswho have had long training with them in order todevelop the strength needed.

LTS (long thrusting spear)Spears of between eight to twelve feet long.

Initially used by blocks of close order infantry it waslater used by peltasts. Best deployed as a two deepline.

PikeA development of the LTS and from fifteen to twentyfour feet in length. Requires both hands to fight with,but a shield can be used up until the melee. Bestdeployed four or more ranks deep.

Pilum or pilaCovers all heavy spears or axes thrown just beforemelee. Dealt with as a special weapon. Only used inmelee.

SlingA simple weapon either using just stones or speciallycast sling-shot. Effective even against armouredtargets. Modern thinking is that slings could possibleout-range bows. However skill is needed to be able tohit the target. Staff slings use a wooden staff toincrease the range and damage done but at the cost ofbeing even less accurate.

Spears and javelinBetween four and seven feet in length. The maindifference between these is that troops must carry anumber of javelins to be able to count them as amissile weapon.

SwordMost troops are armed with a sword or similarweapon but unless trained to use them properly willcount them as sidearms. Only troops who used thesword as a primary fighting weapon,like Romanlegionaries or Gauls, can use a sword.

Others:Chariots, Elephants, Artillery and Camels see chapter21.

2.4. Morale ClassesThe ability of troops to continue to obey orders despitethe other factors of the battle around them.

Raw:Troops with little experience, usually poorlymotivated.

Average:The usual standard of most troops.

Steady:Troops with battle experience or very high standardof soldiering.

Guard:Troops of high confidence, usually protecting ageneral.

2.5. Fighting AbilityThe effectiveness of the troops with their weapons,dependent on training and their experience.

PoorVery ineffective.

SeasonedStandard rating of most troops.

VeteranTroops of above average fighting ability.

EliteSelected troops, well trained and experienced. Veryrare.

2.6. Weapons classesAxesThese are of the long handled type swung with botharms. Also covers other two handed cutting orconcussive weapons. Smaller axes are classed assidearms. Shields can be used but not whilst fighting.

BowAny sort of normal bow.

Cavalry melee weaponsThe normal weapons of troops expected to fight inmelee; spears, javelins, swords etc. The side-armfactor will be used by troops mainly armed withmissile type weapons like bows, or javelinsif they choose to throw them before contact.

CrossbowUsing mechanical assistance to increase the power ofthe shot, these weapons have slower firing rates thanbows but can penetrate armour better.

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3. Organising Units3.1 BasingModels must be mounted onto bases to give them thecorrect spacing. It is not so important as the size of thebases but it is easier if both sides use the same basingsystem. Some examples of base sizes are given inChaper XXwhatever.

The models are then grouped together in units at least5 models in size and up to 60. Normally all the modelsin a unit would be from the same section of the armylist example, Roman legionaries but some armiesmake combined units out of different troops ordifferently equipped troops.

A unit has a front zone, which is everything in front ofan imaginary line running along its front rank. It alsohas a rear zone which is everything to the rear of aline running along its rear rank. The zones on eitherside between these two imaginary lines are the flankzones.

An attacking enemy unit needs to have more modelsin a zone to attack that part of the unit. Howeverattacks to the front of the unit are always allowedunless something is preventing the enemy fromreaching it.

The above illustration shows the front, rear and flank zones ofa unit.

Enemy unit A is mostly in the front zone and could only chargethe front of the unit.

Unit B is mostly in the flank zone and could charge either theflank or the front of the enemy unit.

Unit C only has the option to charge the rear of the unit as it

A unit might have a standard and officer models todistinguish it from the other units around but theywill play no part in the game rules.

The units will normally be organised into units ofranks in rectangular blocks with the models touchingthe models to its side, and its front or rear touchingthe models in front or behind it. All ranks shouldhave the same number of figures except the rear rankwhich may have less than the previous ranks. Ascasualties are removed from the rear rank, therearmost rank may eventually be removed andanother rank become the new rear rank.

Even skirmishers (or alternatively light troops) areformed into units with the bases touching, in theserules. That makes it easier to decide where the unit iseven though it is representing a swarm of skirmishersrather than a solid unit. Light troops perform verydifferently to other units however and have their ownspecial rules.

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6. COMPULSORY MOVES6.1Sometimes a unit is required to move by a morale testor a result of melee. They will then move without thecontrol of the owning player. This is an explanation ofthe compulsory moves:

6.2 RoutTroops move at charge speed with no deductions forturns. Directly away from the enemy on the first turn,thereafter towards their own baseline avoiding anyenemy. The troops will have their backs to the enemyand will not turn if attacked. Routers do not fight anytroops.

Routers will interpenetrate friendly troops they meetexcept; facing, formed, close order regular infantrywho they will try to go round. If they cannot getround in one turn they will try to break-throughinstead.

● Routers throw one D6.Friendly troops throw one D6

● If the Routers score higher they will movethrough their friends, un-forming them.

● If the Routers score equal to or less than theirfriends they cannot get through and they movetowards the nearest gap they can get through.

A gap must be at least 3 wide in order to go past aunit rather than through it. If still in contact with anyenemy and unable to break through the routers willoffer to surrender. If the enemy accept then removethe routers, if the enemy refuse they can continue toattack the routers.

6.3 RetreatTroops move at their normal speed but backwards.The troops continue to face the enemy and may turnto face a new direction if charged. They move directlyaway from the enemy on the first turn, thereaftertowards their own baseline. Units in retreat will gothrough friendly troops they meet except; facing,formed, close order, regular infantry who they will tryto go round. They do not attempt to break-through.

6.4 ShakenUnit cannot move nearer to enemy, it may changedirection but not formation. Unit cannot reform.

6.5 AdvanceUnit will move toward most easily reached visibleenemy at normal move rate, unless within chargereach of any enemy, when they must declare a chargeat the most easily reached enemy unit, for which theydo not test morale. If charged themselves, they mustcounter-charge if possible. Troops in this state willalways pursue or follow up their enemy and cannottest to avoid doing so.

4. TURN SEQUENCE4.1 Simultaneous PlayPlay is simultaneous with both players active in thesame phase. So both players are moving, shooting andfighting at the same time.

4.2 Phase SequenceThe turn is split into phases as follows:

Phase Sequence

1. Compulsory moves for all those units so affected from last move.2. Declare and test morale for all charges.

3. Test morale for all units being charged.

4. Move all charge responses and charges.

5. Move all normal moves.

6. Resolve shooting.

7. Resolve melees and morale from melee.

8. Resolve melees and morale from melee.

9. End phase

When all the actions in a phase have been completedby both players, then move onto the next phase.

3.4 Turn EndWhen all the phases have been completed a new turncan be started.

5. VISIBILITY5.1 Visibility ArcTroops are assumed to have someone looking aroundso that the direction a unit is facing does not affectvisibility. Maximum visibility is 80. The fact thattroops are there or not can be seen after that, but nottheir type or number. Troops of either side do notblock visibility.

5.2 Visibility Blocking TerrainOnly villages, hills or woods block visibility.Individual buildings do not hide troops except thoseactually inside them. Troops higher than blockingterrain may overlook it. Terrain which overlooksothers should be defined before the game starts.

5.3 Maximum VisibilityTroops inside a wood or village cannot be seen untilthey are revealed. Troops are revealed if they moveinto the terrain in sight of the enemy, have fired outof the terrain, or the enemy are within 5 of theterrain. Maximum visibility through wood or villageis limited to 5, troops further in can neither see or beseen.

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6.6 RetireCavalry who have broken through infantry normallyget this result, which is to move back behind theirown lines, at charge speed with no deductions forturns, to reform.

6.7 PursuitAlthough a player may choose to allow pursuit, thesubsequent moves are made in the compulsory movephase.

● Pursuers move at their charge rate minus 2 foreach previous move of pursuit.

● Pursuit is continued until either the enemy startsthe turn beyond the pursuers charge movedistance, are destroyed or the pursuers stop thepursuit.

● One attempt to stop the pursuit is allowed (seemorale section).

● Pursuers must charge any enemy their targetgoes through but will follow the target if it goesaround instead.

If the pursuers cannot follow their target becauseanother enemy unit is in the way, they stop at thepoint they can reach and spend the rest of the movereforming.

7. Charges7.1 Charge RequirementsA charge is an attempt to contact any enemy units. Tobe able to declare a charge a unit must:

● Be able to see the unit to be charged.● Have the target of the charge within 22.5 degrees

of the front of the charging unit.● Not to have moved in the compulsory move

phase.● If regulars, the prospective chargers must be

formed.● Not have declared a charge on the previous turn,

unless currently with Advance morale.

An example of charge optionsThe Gallic warband cannot charge the Romansbehind the wood - because they’re out of sight- or the Romans on the right, because they’reoutside the charge arc.Both the Roman units in the centre could becharged, either separately or both together.

7.2 Charge SequenceCharges should be decided and announced by bothplayers at the same time without pre-measuring thedistance between units. If cavalry and infantry declarecharges on each other, the cavalry charge has priorityand the infantry charge is cancelled (if the charge canbe completed). Similarly, if a unit is charged by a unitwhich it did not declare a charge on, it’s own charge iscancelled. If a charging unit cannot reach the enemy,either because they started - or evade - out of reach, itdoes not charge. Instead it will move a full normalmove distance towards the target of the charge. This isdone in the charge move phase, not as part of normalmovement.

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7.3 Charge DeclarationsA good way to declare charges is for both players todecide how many charges and the targets of thecharges, that they are going to make. Once that hasbeen decided, both players announce the number ofcharges that they are going to make and once that hasbeen done, they each can tell their opponent wherethe charges will be made.

It is one of the difficulties of simultaneous games, thatboth players are taking actions that can affect theother player. However it is worth some difficulty toovercome the situation in alternate move gameswhere one player attacks the other player, with nochoice for the other player to sit there and watch whathappens.

A charging unit is automatically considered to becharging all the enemy units in the path of its chargeunless the player who controls it specifies the unitbeing charged and adds ‘only’ at the end. For example‘This unit of Romans is charging the light infantry infront of it, only’.

7.4 Test Morale of ChargersMostly chargers will be perfectly happy to charge butthere are occasions when a charge of desperation ismade and the chargers actually have little chance ofsuccessfully launching a charge. To guard against this,all charging units (except those currently in Advancecompulsory move) are required to take a moralecheck before their charge can be confirmed.

An example of charge optionsIn the example shown above, both unit II and unit 3 could charge each other. However, if unit I charged unit 3, then anycharge declared by unit 3 would be cancelled (cavalry cancelling infantry charge).

If unit 2 charged unit I, then that would cancel any charge that unit I declared, unless unit I was also charging unit 2(charge cancelled by a unit which, itself, is not being charged).

Unit 1 can declare a charge on unit II, because it can charge them in the flank (light troops cannot charge formed troopsin the front) but they cannot charge unit I. If units I and 2 are charging each other, it is unlikely that unit 1 would be ableto reach II.

Comprising (I) unit of Roman Cavalry, (II) unit of Roman Legionaries, (1) Gallic Light Cavalry, (2) Gallic Medium Cavalryand (3) unit of Gallic Warbands.

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9. CHARGE MOVESAfter all charge responses have been made, move thecharging units.

9.1 Failed ChargeEither because of a wrong guess of the distance or asthe result of a charge response, it may be that thecharging unit no longer is able to charge any targetsalong the path of its charge.

In this case it becomes a failed charge and the unitwhich had declared it was charging instead makes afull normal move toward the original declared targetunit, aiming for the centre of the enemy. It has nooption and has to make a full move, including anypenalties for difficult terrain. However a failed chargewill stop just before crossing rivers, gullies or anyother linear terrain features. They will attempt tocross; woods, fords and steep hills as far as possible, ifthose are along the route of the charge.

9.2 Successful ChargeIf the chargers can contact a target enemy unit theymust do so. They must also try to get as many figuresfighting (of both sides) as it is possible to do.

The charging unit should change direction if neededto maximise the number of figures fighting and thenfrom that position make a move straight forward withits remaining movement into contact with the enemy.

The charge move halts at the point of first contactwith the enemy and then makes a free alignment withthe enemy unit. Normally the chargers align to theenemy they have hit but if the enemy are light troopsand the chargers are not, then the owner of thecharging unit can force the lights to align to his unitinstead.

9.3 Flank ChargeIf more than half the figures in the charging unit arebehind the front of the target unit then they cancharge into the flank of the enemy. This is liable todevastate the enemy unit. So instead of aiming for thefront of the enemy, aim for the flank and look tomaximise contact at that point. All the rules formoving a successful charge apply.

9.4 Rear ChargeSimilarly if more than half the figures of the chargingunit are in the rear of the enemy, they can charge therear of the target unit.

9.5 Other Charge TargetsIf the original target unit cannot be charged, then it isusual to charge any other enemy in the path of thecharge.

Another enemy unit can become the new target if aline is drawn from the centre of the original target inits current position and the centre of the chargers. Ifthe other enemy is within a distance of half of thefrontage of the chargers, it can be targeted

8. CHARGE RESPONSES8.1 When to Make a Charge ResponseWhen all the units which are charging have beendeclared and have been checked to see if they are inreach, the morale of units being charged but notthemselves charging is tested. Providing the moraletest does not result in a compulsory move, there arethree possible responses to being charged.

Charge responses are made before the chargers aremoved.

● A unit which fails its morale check for beingcharged cannot make a charge response andinstead performs its compulsory move,immediately.

8.2 Counter-charge● Not possible for infantry charged by cavalry.● Counter-chargers move at charge speed, minus a

quarter of a move required to react to the enemycharge. If the chargers can hit the counter-chargers before they have had a chance to move,the counter-charge has failed and they areconsidered to be standing still.

● Counter-chargers may change their direction tomeet the threat.

● Light troops can only counter-charge light troops.● Infantry who have had light infantry evade

through them may still counter charge. Cavalrymay not.

8.3 StandThe unit may change formation or direction before theenemy contact but if caught before this has beencompleted they will be unformed.

8.4 Evade

● Not possible for close order infantry, elephants orartillery.

The evading unit will attempt to avoid the enemywith a free turn directly away from the chargers, theythen move at evade speed with the object of avoidingcontact with the enemy.

● To the standard distance shown for the evademove, add the roll of a D6 to simulate theunpredictable nature of an evade.

If they can outdistance the enemy, evading troopsmay turn to face the troops that charged them. Thismay allow them to shoot at the charging unit in theshooting phase. They must pay any movementpenalty for the turn that is stated in the rules andcannot turn if doing so would allow the enemy tocontact them. Light troops may always turn, even ifthe enemy is going to contact them.

If a unit that has already moved in the compulsorymove phase is charged it cannot move again but willkeep any morale result.

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9.6 Charges Against Multiple UnitsA unit may declare and charge multiple enemy unitsif its frontage allows it to make contact with all theenemy units it is charging.

In this case after contact the enemy units might haveto be aligned to it, rather than it aligning to them.

Align the charging unit as best as can be done to oneof the target units, whilst keeping it in contact withall those units it has hit and then align the enemyunits to it.

9.7 Charges With Multiple UnitsCertainly you can charge with multiple units againstan single enemy target. Remember to maximise thenumber of figures fighting of all units but in themain, the standard rules apply.

9.8 Mixed MeleeAfter contact has been made it might be that mixedmelees have been formed. This is where severalunits are in contact with the enemy. Count everyunit which is in contact with an

enemy unit and those friendly units which it is incontact with, as part of one melee. The hits from allunits in the mixed melee are totalled up andapplied to all the units on each side.

In the example above, units 1, 2 and 3 are in amixed combat with units A and B. Units 4 and Care not part of the mixed combat as corner tocorner contact does not count.

In the melee units 1, 2 and 3 will combine their hitsand compare against the totals of A and B to seethe result of melee.

In a mixed melee, only one partial die roll isallowed per side, just as in any normal melee.

Picture of Wargames Foundry gladiator figures, part of aSpartacus Slave revolt army. Using Veni Vidi Vici transfers.

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10. Movement

10.4 Standard Move Rates8.5 March Move RateThis is to cover troops moving on the battlefield in‘safe’ areas.

March move is the normal rate for the troop typedoubled.

There are restrictions on its use:

● The unit must begin and end the turn in columnof march.

● The whole move must be taken allowing forterrain reductions.

● The unit cannot shoot whilst moving at marchrate.

● No charge, counter-charge or evade can be madefor 2 turns after using march rate.

An example of movement options

The Roman Legionaries, pictured below, could movethrough the wood at half speed, continue along the road atfull speed or cross the hill at full speed and then cross thehedge at minus 4 on their move.

On the road, the unit could do a march move.

10.1Different troop types have different movement ratesdepending on action they are taking, their role andwhether they are cavalry or infantry. The standardmovement rate may be affected by terrain and/orspecial actions.

10.2Troops cannot move or charge through ground thatfriendly troops have routed or retreated over in thecompulsory move phase. Unless by compulsory moveor after declaring a charge, a unit cannot move towithin 2 of an enemy unit, it ends its move 2 away.

If both sides troops are moving close to one anotherand it is uncertain what is going to happen, split themovement into half, if it looks as if both sides cannotcomplete their full moves, split the distance betweenthem and let each side move half the distanceallowing for the minimum gap of 2 between the units.

Once a unit moves to within 2 of a unit it has not beenwithin 2 of this move, movement of both units stops.

10.3 Forced MoveIf a player has troops that have not already movedthis turn but are within twice their normal movementdistance of a slower enemy unit (compare normalmove rates) he may force the enemy unit to movebefore other troops are moved or after, at his choice.This allows a faster army to out-manoeuvre theenemy. And is called a Forced move.

MovementTroop type Normal Charge Evade March

Light & loose order 10 12 5 + D 20infantryOther infantry 8 10 2 + D 16

Light cavalry 20 25 15 + D 40

Other cavalry 15 20 10 + D 30

Super cavalry 10 15 4 + D 20

Carts & baggage 4 n/a n/a 8

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10.7 Changing DirectionWheelingThe inner figure pivots whilst the outer figure movesat full speed.

● Regulars wheel at full speed.● Warriors at half speed.● Unformed troops may not wheel.

TurningOnly turns of full 90 or 180 degrees are allowed. So theunit must turn either to a flank or rear.

● Regulars lose 1/4 move to turn● Warriors lose 1/2 move.● Unformed troops lose 1 full move.

ExceptionsLight troops do not deduct movement for changingdirection.

Pike armed troops may only turn to the rear or wheelto change direction. They cannot turn to the flank.

10.8 Movement Off TableSometimes because of limits on table size it may berequired to simulate an outflanking action withoutmoving troops on the table. Flanks that can be movedround must be defined before the game starts.

Flank marching forces and defenders must be declaredafter deploying and are kept off-table. Defenders arethose forces left by the enemy to hold up the flankmarch. The side with the most units on a flank mayflank march. If both forces are equal neither may flankmarch. Marchers are assumed to start at their baselineand move up the table edge at:

● normal speed if the defending units areoutnumbered by 3 to 1, or more.

● half normal speed if defenders outnumbered 2 to1, or more.

● quarter speed otherwise.

Marchers may come on up to the point they havereached on the table edge. Defenders may comeon at the corner of the table edge and their own

baseline. If the marchers reach the defenders baselinethe defenders are assumed destroyed.

Troops that rout or retreat off-table are assumeddestroyed. Other troops that leave the table can returnbut if considered unformed must reform beforeattempting to return.

The following terrain reduces the move distance of the unit by the amount specified whilst the unitis in that terrain:

Terrain Light or loose other infantry Light Other Cavalry Carts infantry & Elephants cavalry & Chariots Baggage

Woods, ford 0 ½ ½ ¾ ¾Steep hill ½ ½ ½ ½ ¾River, gully ½ n/a ¾ n/a n/aStreams, hedges, walls -4 -4 -10 -10 n/aPalisades, ditches -10 -10 n/a n/a n/a

● Roads do not increase movement, but none of the above penalties apply to units on roads. The unitsmust be in a column that does not exceed the width of the road.

● n/a - it is forbidden for that troop type to enter or cross.● Fixed penalties (e.g. -10) are paid each time the unit crosses this terrain, simply deduct this from the

units move when crossing.● If crossing fixed penalty terrain after a successful melee do not deduct the distance: the difficulty of

crossing is factored into the melee.

10.6 Difficult Terrain

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Reforming takes an entire turn without moving,shooting,fighting or being interpenetrated. IfReforming takes an entire turn without moving,shooting,fighting or being interpenetrated. Ifprevented from continuing pursuit, only part of themove needs to be spent reforming but all the otherrestrictions apply.

11.2 Special FormationsTroops mainly operate in lines of single or multipleranks. Each figure should have at least one side of itsbase in full contact with another base of the same unitand so on so that there are no ‘gaps’ in the unit. In aunit of multiple ranks all ranks must contain the samenumber of figures except the rear rank, which canhave less figures than the other ranks. Casualties arealso removed from the rear rank.

Light troops have wider frontages than other troopsto reflect the fact that they are more spread out, sobases do not need to be moved apart.

Cantabrian Circle:

is a 1 base wide column of light cavalry where thefront of the column joins the rear, in as near aspossible a circle. Whilst in this formation the unit iscounted as moving at its maximum possible speedwhen shot at and all of its figures can be calculated asfiring at any point. The formed circle may move inany direction at half the available speed, dependingon terrain. Only the corners of the base need contact.

Reverts to a 2 deep line, facing any direction,postitioned roughly in the centre of the circle.

Column of march:must be more figures deep than it is wide and cannotbe formed within charge reach of the enemy. Troopsin column of march must be declared to the enemy toprevent confusion with ordinary columns. If contactedby the enemy whilst in column of march the unit willbe unformed.

Reverts to a normal column, formed exactly ascurrently positioned.

10.9 InterpenetrationInterpenetration of all the standard troop types ispossible for friendly units and does not reducemovement but results in both units becoming

unformed, except in the following circumstances:

The unit interpenetrated must be formed andstationary throughout the turn. The

interpenetrating unit must not be in retreat or rout.

Providing the above conditions are met theseinterpenetrations are unpenalised:

● Light infantry and any troops.● Loose order infantry and any cavalry, chariots or

camels.● Light troops may interpenetrate other light troops

without penalty regardless of whether they moveor are unformed.

Infantry may still counter charge without penalty iflight infantry evade through them.

11. FORMATIONS11.1 UnformedUnits are unformed if they are in a state of confusion,they will have reduced fighting capability and moralepenalties. If part of a unit is unformed, assume thewhole unit is.

Units are unformed by these causes:

● Move is reduced by difficult terrain except alllight troops or loose order infantry, on steep hills.Fixed penalty terrain does not unform.

● Routing, retreating, or contacting fresh enemyunit whilst in pursuit.

● Infantry broken-through in melee by cavalry,camels, chariots or elephants.

● Contacted by enemy whilst changing formation,or in flank or rear.

● Infantry moving whilst contacted by chargingcavalry, camelry, chariots, elephants or fanatics.

● Interpenetrating troop other than those listed asunpenalised.

● Recoiled into friends other than light infantry, orthrough difficult terrain.

● Pursuers who have lost contact with the enemy.● Cavalry or chariots within unforming distance of

elephants.● Contacted by enemy whilst in column of march.● Once a unit reaches or goes below 4 figures. It

can never recover from this.

Troops become unformed when one of the abovecauses starts and will only become formed again afterthey have reformed. To reform troops must reform.

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Tortoise:Close order Infantry can form a Tortoise.

Counts as shielded from all sides and behind hardcover when shot at by any except artillery. Theformation moves at half available speed and cannotuse march rate. Whilst in tortoise the unit cannotshoot and if in contact with an enemy unit the unitreturns to normal.

Historically only the Romans used this formation.Probably even then never in open battle but theyknew how to do it, so the option to use it is available.

SkythianOnly light cavalry with bows can form Skythian.Alternate figures are placed facing the rear of the unitto show that the unit is Skythian. The unit counts asshieldless but also counts as moving over 10. Unlikethe Cantabrian formation each figures shoots fromwhere it is. If contacted by enemy or the unit evades,the unit becomes a normal unit of one rank, with allfigures facing in one direction.

Squareis a rectangular formation with the troops on eachside facing outward. A square has no flanks or rear sothese are always secure. Only infantry can formsquare and it cannot move.

A square reverts as a four rank deep unit, with one ofthe original faces forming the new front rank and theother 3 sides of the square filling in behind as the rearranks.

Wedgeis an arrowhead formation with each successive rankhaving one more figure than the previous one. Theouter figures of the wedge are deemed to becontinuing the front rank so that in the rightcircumstances more figures will be fighting than anormal line. Wedges may only wheel to changedirection.

A wedge reverts to a two rank line, with the rear rankbased on the previous rear rank of the wedge.

Diamondis a version of the wedge where the arrowhead is bothat the front and back of the formation so that the unitmay also turn as well as wheel to change direction.

A diamond reverts to a two rank line, with the rearrank based on the previous widest rank of thediamond.

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11.3 Changing FormationRegulars may expand their unit frontage by twofigures on each flank per quarter turn

Warriors may expand their unit frontage by onefigure on each flank per quarter turn.

To form a special formation requires:

● half a turn for light troops● a full turn for regulars● two turns otherwise.

To break a special formation, just pay for expansionor turns as required.

Dismounting or remounting requires half a turn for alltroops. Forget about horse holders but assume thehorses are left at the spot.

All the above times are doubled if the unit isunformed.

12.1 Shooting table

Range Cavalry Infantry

Short Medium Long Super Extra Heavy None Extra Heavy None

Javelin/Dart Up to 5 to 10 * n/a 1 1 3 4 1 2 4

Sling Up to 10 to 15 to 30 1 3 4 5 2 4 4

Bow Up to 8 to 15 to 30 1 2 4 5 1 2 4

Crossbow Up to 10 to 20 to 38 1 3 3 3 2 3 3

Longbow Up to 10 to 18 to 35 1 4 4 4 2 4 4

Staff sling Up to 10 to 20 to 35 1 3 3 3 2 3 3

Pilum Short range, melee only 1 1 3 3 4 4 6

12 Shooting

* only light troops and troops using darts may shoot shoot at this range

12.2 Shooting Modifiers

Add 2Shooting at shortrange.Add 1Target is shieldless. Shooters are

Elite.Subtract 1Target is skirmishingor in cover.

Shooters firingoverhead.

Shooters arePoor

Shooters moved.Subtract 2Shooting at longrange.

Target movedover 10 or ischarging/beingcharged.

Targetbehindwalls.

Shooters out ofammo.

12.3 Calculating Shooting EffectBoth shooting and combat use the same system towork out enemy casualties.

Count the number of figures shooting and for everytwo figures, roll one D12, if you roll equal or underthe number required, then a hit has been achievedand an enemy model likely killed. There are no savingrolls.

To work out what number is required, cross referencethe weapon being used, at the distance to target,against the target troop type on the shooting table.

Then use the shooting modifiers to change the basicnumber depending on circumstances. In all shootingat a single target unit, one partial D12 can be rolled. Apartial D12 is when a single figure only is firing. Theowning player which partial D12 to use if there is achoice.

Count the factors in one of the boxes above, once only.So for example; a charging unit moving over 10, stillonly counts a single minus 2 factor.

The shooters moved modifier only applies to troopson foot shooting with; bows, crossbows,

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12.4 Angles of Fire.Light cavalry can fire all round i.e. 360 degrees.

Light infantry can fire up to 45 degrees from thedirection they are facing.

All other troops can fire up to 30 degrees from thedirection they are facing.

12.5 Figures Eligible to ShootFigures which are in melee and remain so all of themove cannot be shot at. Those joining or leavingmelee including pursuers who lose contact with theenemy, can shoot and be shot at.Charging units of cavalry or chariots, and charginginfantry using hand thrown weapons (javelins, darts,pila) can also shoot.

A unit which fights in melee can shoot but cannot usethe same weapons that they shoot with in the meleephase. A figure can only shoot with one weapon perturn. Having different weapons gives you the choiceof which to use: not the ability to do several things atonce.

Units must treat any enemy who is charging them as apriority target. Detachments will also shoot at enemycharging their parent unit. Otherwise troops willshoot at the nearest, formed enemy unit within theirangle of fire. Measure the range and angle from eachfigure in the unit firing: they may be forced to splittheir fire on several enemy units.

12.6 Shooting OverheadOnly formed units may fire overhead.

● Units that moved (including formation changes)may not fire over more than 1 rank of their unit.

● Infantry bows and long bows may fire over up to2 ranks of their own unit.

● Other weapons may fire up to 1 rank of their ownunits.

Shooters may also fire over other units providing it isto or from higher ground and the unit being shot overis at least 4 away but not beyond medium range.

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13.1 To calculate the melee casualties:Find out how many figures are fighting and work outthe number of dice to be rolled. Each pair of twofigures normally allows one D12 to be rolled but onepartial group (single figure) can be allowed for eachcombat. If more than one partial group is present, theowning player may decide which to use.

● Look up their melee factor against the enemytroops type

● Apply the melee modifiers● Roll the dice and work out how many hits have

been caused.● Re-roll failed hits if allowed by the presence of

generals.

13.2 Figures Able to FightFigures in contact with the enemy and an overlapmay fight (see also cavalry melees 11.9). Contact iswhere at least part of a side of the models base istouching an enemy base. Corner contact does notcount.

In addition an overlap of otherwise unengagedfigures may fight. How many depends oncircumstances and may occur on either or both flanksof the enemy. Overlapping figures must be in contactwith a figure that is counting as fighting because it isin contact with the enemy and also must be in thefront rank of its own unit

● The permitted overlap is up to one figure on aflank of a square or a unit that is counting chargeor follow-up bonus, or by up to 3 figuresotherwise.

Wedges count the outside figures of the wedge ascontinuing the front rank and so may count asoverlapping.

Figures which are contacted in their flank or rear mayfight, although unformed and possibly shieldless.

No figure can fight against more than one enemy unit.

13.1 Melee table

Cavalry InfantrySuper Extra Heavy None Light Extra Heavy None Light

Cavalry

Lance 3 5 6 6 6 5 5 5 8

Melee weapon 1 2 4 5 5 3 4 5 5

Sidearm 1 1 2 3 4 1 2 3 4 Infantry

Pike or LTS 3 4 5 5 3 2 2 3 2 Spear or Javelin 2 3 4 5 4 3 3 4 4 Sword 2 3 3 4 3 3 3 4 3

Axe 6 6 6 6 4 4 6 6 4

Sidearm 1 1 1 1 2 1 1 2 2

13. MELEE

13.2 Melee ModifiersAdd 2

Cavalry or fanatics; charging,following up or pursuing .

Each supporting rank for pikes(max 3) or LTS (max 1).

Add 1

Infantry; charging, following up orpursuing .

Target is shieldless. Per level advantage offighting skill.

Advanced downhill this move.

Subtract 1

Facing pike or LTS which have notyet been recoiled or unformed.

Subtract 2

Unit is unformed. Opponents halted on higherground.

Fighting to crossdefended obstacle. A scene from Trajans column

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13.3 Definition of Melee Results

● Win: The unit has inflicted more casualties than itreceived. No morale test is required.

● Lose: The unit has received more hits than itinflicted and must test morale. If they pass themorale test they may still recoil. If the winnerinflicted at least 2:1 on the losers, the losers arerecoiled 5 away from the enemy. Note: even if thelosers caused no hits, they are considered to haveto have caused one hit. So the minimum numberof hits required to cause a recoil is two.

The enemy normally follows up the recoil and will geta combat bonus in the next melee phase. Troops whowant to avoid following up must test to avoid pursuit.

● Draw: Both sides caused equal casualties..No morale test is required.

13.4 General Rules

● Melees continue until the enemy leaves the meleeeither voluntarily or compulsorily.

● Whilst in melee a unit may not turn or changeformation.

● If recoiled into friends other than light infantry orinto a linear obstacle, the unit does not recoil butinstead is unformed.

Casualties can be taken from the rear ranks of a unitproviding the rear ranks are the same as the rankfighting. It is assumed that the rear ranks arereplacing the men killed in the front line.

13.5 Infantry vs InfantryFollow all the standard rules above.

13.6 Cavalry vs Infantry meleeFollow the standard rules above, except that if thecavalry get a result of recoil or better against theinfantry, they break-through the infantry.

In a break-through, cavalry kill half an enemy figurefor each cavalryman in contact, in the front rank,multiplied by the number of enemy ranks they passthrough. They cannot kill more figures in a rank thanthere are. These casualties are in addition to thenormal melee casualties and will count in the moraletest.

The cavalry will continue a additional normal distancemove measured from the opposite side of the infantrythey have just broken-through. This may result infresh enemy units being contacted. If the cavalryremain in contact through to next turn they will countas charging when the melee is fought.

If the cavalry can break-through the enemy from morethan one direction, the player can choose only onedirection and all cavalry units from that directionbreak-through. The others must halt and take theircavalry break-through test in their current position.

Cavalry after Break-through

If a cavalry unit has broken through any unit exceptlight infantry this move, the unit must test at the end ofthe phase to see what its action will be in its next move.Test by throwing three D6 and add the followingfactors, then compare with the result below:

A general if with the unit testing can choose to addsome all of their command ability to the roll.

Cavalry Rallying ModifiersSteady +1

Guard +2

Unit is in wedge +2

General is with unit ?

Each 25% of unit lost -1

Results of Cavalry Break-through

Up to 10Unit becomes unformedand must retire

11 to 15

Unit remains formed.

Regulars continue withorders.

Warriors are in advancemorale state

16 or moreUnit remains formed andis in advance morale state

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13.7 Cavalry vs CavalryFollow the standard rules except that the melee can bereinforced.

If a fresh unit joins the melee directly against theenemy - not counting as a new rank - then it willcount as a normal charge.

After each round of melee an extra rank of cavalry canfight e.g. in the first round of melee the front rank ofeach unit fought, if the melee continues both unitscould use a second rank as well. The extra rank cancome from the unit itself or from a fresh unit

Note that only one extra rank can be added eachmove, if it does not then the entitlement is lost.

Reinforcing units do so in the charge phase of eachmove and follow the rules for charging,except theyonly move normal move distance and do not countcharge bonus. Light infantry may also be used toreinforce - the only infantry who may do so - and theycannot be broken through in this type of melee.

A new fighting rank can either replace the

existing front rank or join the rear of the melee. Ranksafter the first may only fight on the same

maximum width as the front rank figures fighting.

14. CASUALTIES14.1 Calculating CasualtiesFor both shooting and combat roll a D12 per twofigures shooting or fighting. One partial group isallowed per target unit, a single figure is a partialgroup.

Use either the Shooting table 12.1 and modifiers 12.2,or the Melee table 13.1 and modifiers 13.2, to work outthe score needed to hit the target. You are looking toroll that number or less to cause a hit.

To work out casualties caused; roll the number ofD12’s allowed calculated as above, if a D12 rolls equalto or less than the score needed, then that D12 has hitand caused an enemy figure to be removed.

In melee D12’s which failed to hit can be re-rolleddepending on the presence of generals.

If the score need to hit is 12 or more, the hits areautomatic and the dice need not be rolled

If the score needed to hit is 1 or less, still roll the dice.Any result of 1 still counts as a hit, a lucky one.

Remember combat is simultaneous, players may rollthe dice at different times but any casualties that theother side cause do not change the dice that the otherplayer rolls.

There is no armour save to be rolled. The dice roll hasalready been modified by the targets armour andother factors.

Figures are removed from the rear ranks of a unit orthe most engaged flank if there are no rear ranks.Remember to keep formations legal.

The quick reference sheet includes a handy chart toeasily remember the percentages of losses taken.

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15. MORALEIn battle units may behave differently than thecommander wishes. This test simulates the effect ofpanic or overconfidence. It is a wise general whoknows the limits of his men and does not put them insituations where they break and run or where theyadvance rashly against the foe.

15.2 Light TroopsLight troops do not use this morale test (see LightTroops 15.2) and are ignored when resolving moraleusing this test. They do however test under the samecircumstances as the reasons to test below.

15.3 Reasons to test - all tests at end of phaseWhen chargingDeclared valid charge.When being chargedTarget of valid charge.At movement phaseCavalry unformed byelephants.

Received neworders.

In shooting phaseTesters lost a figurefrom shooting.In melee phaseTesters lost a meleephase.

Attempting tostop or avoidpursuing.

End phaseSeen new friendly unitrout or destroyedwithin 15

Unit is routingorretreating.

General in command ofunit has been killed orcaptured this move

So in different phases, a morale test may be taken. Theresults of a morale test are applied immediately. Foreaxmple; a unit which was charging that fails its testand routs, makes a rout move instead and will nolonger charge.

After declaring charges, all those units which will becharging must test.

Units that are actually being charged, also need totake a test. If they are successful then they can go onto make a response to being charged.

After moving those units who have had; new ordersor cavalry unformed by elephants, must also test.

In the shooting phase if a unit has suffered one ormore casualties then it must test.

At the end of the melee phase all units that have lostthe melee must test and then any units eitherattempting to avoid pursuit or wanting to end apursuit that they are doing.

Then in the end phase we tidy up. Units test if theyhave seen a unit from their own side either destroyedor start to rout this turn. Units which are currentlyrouting or retreating, and have also moved in thecompulsory move phase of this turn, must test. Andall units under the command of a general who hasbeen killed or captured this turn must test.

The army general commands the whole army, so if heis killed or captured, the whole army must test.

If more than one reason to test in a phase applies, onlyone test is taken.

Often it is obvious after the dice have been rolled thatthe unit taking the test is going to pass. In that caseboth players may just agree that the unit is happy andnot bother working it out. A feel for how the unitsbehave will come with experience.

15.4 Mixed Unit Morale ratingsIf a unit contains more than one morale class, treat itas the lowest class in the front ranks if it is; declaring acharge, the target of a charge or lost a melee phase.Otherwise test as the lowest morale class in the unit.

15.5 Morale test procedureIf more than one unit is required to test, start testingleft to right. Results of a test just taken effect the nextunits to test as well.

For losing melee tests, ignore melees or friendly unitswhere routs or retreats start in the same phase.

Throw a number of dice.

● Regulars throw four D6 and choose which threeto use - they must discard one die.

● Warriors simply roll three D6.

Add the following factors to the score and use resulttable (15.6) to see what happens:

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Notes on the morale modifiersThe Advance morale state is a compulsory move.

Count the number of models for outnumbering at theend of combat. For chariots count each member of thecrew including drivers, but do not count chariothorses. Elephants count as 4 models each, regardlessof the number of crew figures.

Capable of charging an enemy flank or rear, meansthat the unit must be; currently unengaged in combat,within distance to charge and not to have anobstruction or other unit in the way that wouldprevent charging,

When considering friendly units; advancing, retiringor routing, count the testing unit as well. Example, ifit was charging, it would add one to its own score.

Bows or slings, includes all types of bow or sling. Socrossbows, longbows and staff slings are included.

When considering 20% losses from shooting, countthe numbers of models in the unit prior to being shotthis turn, not the original numbers in the unit.

Unformed friendly units do not count as formedfriends. Likewise light troops are ignored for thismorale test, so do not count either.

For original unit strength losses, consider thenumbers of models in the unit at the start of the gameand the number of models at the time of the test.

In multiples of melee casualties, the enemy is alwaysto have considered to have caused 1 hit (even thoughthey may have not inflicted any). So for example if aunit inflicted 2 hits and was not hit itself, it wouldhave a multiple of 2:1 and enemy a morale modifier ofminus two. That is because 2:1 is one higher level than1:1 and is one multiple of the combat.

In a combat where the a unit inflicted 13 to 3 themultiple would be 4:1 and the enemy a moralemodifier of minus 6 (4 minus 1 and the result times 2).

Unfriendly cover is woods or buildings known to beoccupied by the enemy, or not explored by friendlytroops, or within the original deployment area of thetesters army.

For enemy to be behind the testers flank, they wouldhave to be in the rear or flank zone of the testers flankand capable of charging it in this turn or the next. Seealso capable of charging flank, above.

A general must be commander of the testing troops tobe counted. The army commander leads all the troopsin the army. You may choose to add all or none of thegenerals command ability if they are with the unit orup to half of it if instead they are within 15.

Within means that they must be within sight(Visibilty) as well as within distance. Troops of eitherside do not block sight.

15.6 Morale modifying factors

Add 3Testers are in advance morale state or are currentlypursuing.

If losers of in last melee phase, out-number theirenemies by at least 2:1 at end of combat. Not loosefoot.

Add 2Facing enemy flank or rear and capable of charging.

Warriors testing not to pursue.

Each enemy unit routing or destroyed within 15.

Testers are fanatics.

Testers won in last melee phase.

Add 1Any friends charging, pursuing or in advancemorale state within 15.

Any enemy retiring within 15.

Subtract 1Each friendly unit within 15 retreating

If advancing enemy cavalry are within 15.

Any of the testers armed with bows or slings.

For each full 20% of unit strength lost to shootingthis move.

No formed friends within 15.

Subtract 2For each full 20% of original unit strength lost.

Testers lost in last melee phase.

For each multiple lost the melee phase by.

Each friendly unit routing or destroyed within 15

Unfriendly cover within 15.

Enemy behind flank within 15.

Testers broken-through this move.

Enemy elephants or chariots advancing within 15.

In melee with enemy elephants or chariots.

Enemy fanatics are in melee with or charging testers.

General in command has been killed, captured orrouted.

Optional modifiers

May add a generals command ability if they are withunit, or half of if it if within 15 of testing unit.

May add +1, if testing units flanks and rear secure.

May add or subtract 2, if testers have hold orders.

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A unit will keep its morale result until the next testchanges it.

Warrior guard troops treat an ‘As Required’ result asadvance.

16. GENERALS16.1 Generals’ AbilitiesEach general has a command / combat factor torepresent their abilities. Command aids giving ordersand in morale tests. Combat ability inspires troops inmelee if the general fights with them. Generals do notcount as figures for fighting or shooting, only as abonus to the troops around them. They do not takemorale tests but can get carried way by units (16.7).

● A general can add up to their whole commandability to a unit when it is taking a morale test ifthey are with the unit. If they are within 15 andnot with the unit, then they can add up to half(round fractions down) of their command ability.

● In combat a unit that has a general leading themcan choose to re-roll a number of dice up to thevalue of their combat ability, that failed to hit inmelee. A die can only be re-rolled once.

16.2 Generals Taking WoundsEach general has a chance of being wounded in battle.Generals can take three wounds before dying, unlessyou want to simulate a sick general! Each woundreduces both factors by one.

● A general may be injured by missile fire. If with aunit and the unit loses at least a figure frommissile fire roll a D6 and on a result of 1, thegeneral has been wounded.

● If the general is on his own, then he may be shotat as a separate target. Treat him as anskirmishing target and each figure lost as awound.

● A general may also be wounded in normal melee.If the unit he is with has received at least one hit,then throw a D6 and on on a score of 1 and hetakes one wound.

If a general receives a wound in melee and the unit heis with routs in the same move, he is captured by theenemy. The general can be released by routing theunit which has captured him.

15.7 Morale Results

ResultRaw Average Steady Guard

Rout 5 or less 3 or less 1 or less -1 or less

Retreat 6 to 7 4 to 5 2 to 4 0 to 4

Shaken 8 to 10 6 to 7 5 to 6 5

Obey orders 11 to 14 8 to 13 7 to 11 6 to 11

As required 15 14 to 16 12 to 18 12 to 18

Advance 16+ 17+ 19+ 19+

16.3 Historic General RatingsThe system in these rules is designed to bring out thehistorical strengths and weakness of the generals.There is nothing to help the player plan a battlewinning strategy but you know with Alexander theGreat leading there is more chance of succeeding. Forthe value of each of the characteristics work on thefollowing ratings:

Poor 1, Average 2, Excellent 3, Genius 4.

16.4 Cost of Generals RatingsIn Wargames Research Group points, each point ingenerals’ characteristics is worth 25 points. Thus a 2/2general is worth 100 points. To provide somehistorical examples:

Personality Rating WRG pointsAlexander the Great 3/4 175Hannibal 4/2 150Julius Caesar 3/3 150Darius III 2/1 75

In a game like DBM, where there is a commander inchief supported by sub-generals, all generals areclassed as 2/2. Obviously you can use the rules aboveto create specific characters.

16.5 Sacred StandardsSacred and other standards can also be represented bythis system. They cannot of course give orders buttheir morale or other benefits can be simulated withthe appropriate values.

16.6 Generals BehaviourGenerals are not units and cannot fight on their own.If they are counted as being with a unit at any point ina turn they must remain with the unit for the rest ofthe turn. If the unit they are with moves in thecompulsory move phase they must remain with it onthe first turn but are free to leave thereafter. Generalsleading a bodyguard unit may never leave them.

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17. LIGHT TROOPS17.1 Light Troops Special RulesThere are special rules to cover the use of light troops.These allow them to screen their own forces andharass the enemy.

● They cannot charge facing formed troops otherthan other lights - players may agree to ignorethis if they prefer.

● Light troops make no deduction for turning tochange direction.

● All light troops can freely interpenetrate friendlylights, regardless whether the units are moving orunformed

● Lights must always pursue or follow up if theyhave the chance.

● Light troops have their own morale test.● They test in the same circumstances as other

troops and count other light troops as well asnormal troops.

17.2 Morale Test for Light TroopsThrow one D6 per six figures or part of six figures oforiginal unit strength at the start of the battle. If afteradding the factors below the unit scores less than thenumber of figures remaining it is OK, otherwise itrouts.

18. GLOSSARY AND DEFINITIONS18.1 DiceNormal die (D6) is a die numbered 1 to 6.

D12 is a die numbered 1 to 12. Used for working outhits on the enemy

18.2 Unfriendly coverWoods or buildings occupied by enemy or notexplored by friendly troops.

18.3 Flank and rear secureNo enemy is able to charge the flank, or rear, of theunit this move or next.

18.4 ShieldlessTroops who have no shields, who are attacked frombehind an unshielded flank or when attacked arewhilst using a weapon or tool requiring the use ofboth hands. A shield could be used by axemen whennot using the axe.

SHC without shields only count shieldless when shotat by slings or crossbows.

Units of formed pikes count as shielded whenattacked or shot at from the front even though a pikerequires both hands to use. This is because thepikemen did have small shields strapped to theirarms and the mass of pikes offered some protection.

18.5 Supporting RankTo count as a supporting rank the unit must beformed and the rank facing the same direction as thefront rank, armed with the same weapons, at

least half the strength of the front rank and behindeither the front or another supporting rank.

LTS are allowed a maximum of one supporting rank,pikes are allowed up to three.

18.6 A multiple win in meleeIs the ratio of hits in a melee. Causing 2 hits where theenemy caused 1 is said to be winning by 2 to 1 andwill be a -2 morale factor for the losing unit. 4 hits to 2hits would also be a 2 to 1 multiple. Round factionsdown

Even if the enemy cause no hits they are considered tohave caused one hit, otherwise the multiple becomesan infinite number!

Some examples4 to 2 hits would be a 2 to 1 multiple7 to 4 hits would be a straight 1 to 1, no advantage

18.7 Enemy is behind flankIf the majority of an enemy unit is behind a lineextending along the front of the testing unit thentesters have enemy behind their flank. This is not agood situation to be in.

18.8 Defended ObstacleA wall, hedge or other barrier behind which thedefenders are sheltering.

17.3 Light Troops Morale ModifiersAdd 1

Each friendly unit routing in 15 (including self).

Being Charged.

Lost melee.

Each multiple lost melee by.

Unformed.

Testers are Raw troops.

Subtract 1

Won melee.

Testers are Steady.

General within 15.

No enemy within 30.

Unit started game with a part of a full six figuregroup in it.

Subtract 2

Testers are Guard

If the unit scores in total less than the number of

figures remaining, it is OK, otherwise it routs.

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19.5 Deployment.In a normal battle each army can deploy light

troops at least 15 from the centre line of the table,towards its own baseline. Others may deploy at least20 from the centre line. No troops should be placedwithin 20 of the sides of the battlefield.

In a defensive battle the defenders may start upto the centre line whilst the attackers start 15 furtherback than normal.

Troops deployed in buildings or woods need not beplaced on table until they are revealed (see Visibility).

Flank marchers are not placed on table but areannounced when the army deploys.

If an army has been out scouted it deploys first,although troops hidden in buildings or woods shouldbe marked on a map.

Armies, which have not been out scouted, shouldmake a map of their initial deployment and thendeploy. Obviously a map is not required against anout scouted opponent except for hidden troops.

An opposing player may ask for any troops to bedefined after they have been deployed.

19.6 Starting the GameAfter both sides have deployed, orders should bewritten if required and then the game proceeds in

19.7 Ending the GameThe game should continue either until an agreednumber of turns have been played or until one sideconcedes.

19 SETTING UP THE GAME19.1 Game ScalesEach turn is assumed to represent half an hour in realtime.

All distances in these rules are given as cm for 10mmand 15mm scale figures.

For 25mm double the distances and for 5mm halvethem.

19.2 Choosing TerrainThe easiest and probably fairest system is for oneplayer to layout the battlefield and the other playerto choose his own baseline, whilst the player who setout the terrain uses the table edge opposite as hisbaseline.

19.3 Disputed TerrainIf the player choosing the sides disagrees with thelayout he may challenge the designer.

If the designer insists on his layout assume that he isfighting a defensive battle and he reduces his army byhalf.

If the challenge is accepted the designer can eitherchange the layout until the other player agrees or elseoffer the job of laying out the battlefield to the otherplayer.

If the other player accepts assume he is fighting adefensive battle with half his original army and theoriginal designer chooses the baselines.

If he refuses then the battle is fought with the currentterrain.

19.4 ScoutingAfter terrain has been decided both sides shouldannounce their scouting points. Points arise fromeach cavalry figure - ignoring generals andmessengers as follows:

● If one side has at least twice as many points as theother they out scout the enemy.

● Out scouted forces must deploy all their troopsbefore the enemy.

On a heavily wooded or rocky battlefield, do notcount any points for cavalry. Instead use one pointfor each light infantry figure in each army.

Scouting Factor Table

Light cavalry 2Heavy and medium cavalry 1Extra and super armouredcavalry 0

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20.5 Personal OrdersThese are given by a general riding to the unit.

If the general stays with the unit then they will get thegenerals command bonus for the morale test.

The unit continues testing until the order is

obeyed or it gets some other compulsory result.

20.6 MessengersOrders sent by messenger are treated in same

way as orders given in person, except that the unit willonly get up to half the issuing generals commandbonus - even if out of normal command range.

The messenger will stay with the unit until it receivesthe order, he may then be removed.

A general may only have a number of messengers onthe board equal to his command rating.

Messengers move at light cavalry speed and aretreated as shielded light cavalry generals able to takeone wound, with command and combat ratings of 0/0.

20.7 SignalsAll eligible units within 15 of the general receivesignals.

Units receiving a signal only test on the turn it ismade.

20. ORDERS20.1The rules are designed to operate without ordersbeing written down but players are unlikely to winwithout a battle plan. For small games, players maywish to write down their orders to get a better feel ofhow to plan their battles.

20.2 Initial OrdersTo speed up the order writing process a limitednumber of single word orders are provided. Ifplayers agree they may add their own orders to thefollowing list.

AttackUnits must spend at least half their availablemovement moving toward the enemy baseline. Ifthey are within their own charge distance of anenemy unit they may stop.

ForwardUnits may move up to half their available movementtoward the enemy baseline, they may stop at anytime. If they declare a charge or are subject to acompulsory move, the movement restriction does notapply.

HoldThe unit must stay where it is. Formation anddirection changes are allowed but not in order to movethe unit. If a unit is ordered to hold a specific placeit can also be ordered to attack or advance to get tothere, the hold order only applies once the place isreached.

HarassThis order may only be given to light troops. Unitmust move forward toward enemy as per attack untilwithin its own missile range of the enemy

20.3A unit keeps its orders and continues to act on themuntil they changed. Only generals may changeorders either in person, by messenger or by signal.

20.4 Changing OrdersThis requires a unit morale test in the turn that theorders are received. An ‘As Required’ resultis required to successfully obey the new orders. Allother results have their usual meanings.

Warrior Guard troops can never have their orderschanged since they treat ‘As Required’ as compulsoryAdvance.

A unit cannot receive new orders in the same turnthat it moves in the compulsory move phase.

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21. SPECIAL RULES SECTION21.1 ArtilleryArtillery was occasionally used in battles notably bythe Romans and Alexander the great. As we arecovering the period before the use of gunpowder, allthe artillery is some variant of spring power. Theeffective range and power of these machines changedas they were developed further but we will base theeffectiveness on those of the early Roman empire,designs that remained unchanged for over twohundred years. Artillery is split into 3 classes; lightbolt shooters firing arrow like projectiles of 3 spans or1 cubit in size (69-45cm), heavy bolt shooters firinglarger ‘arrows‘ and stone throwers. The bolt shooterswere preferred against men, probably as their flattertrajectory made them easier to aim. Stone throwerswere better at demolishing buildings and walls.

Heavy bolt shooters and all stone throwers cannot bemoved in normal course of a battle. Light boltshooters can be moved and have the same move ascarts, but cannot move and fire in the same turn.Some light bolt shooters were mounted on carts andthese can both move and fire.

21.2 Artillery Ranges and EffectRoll a D12 for each machine firing, the chances ofkilling a figure, depend on the range to the target andthe modifiers to be applied. However so long as thetarget is within range, a throw of 1 will always hit.Note that armour has no effect against artillery.

Bolt shooters cannot damage constructions. Stonethrowers require 5 hits to destroy a section ofpalisade (a section can be considered 4 long), 10 hitsto destroy a section of stone wall.

Each piece of artillery requires crew to man it, lightbolt shooters starts with 2 crew, heavy bolt shooterswith 3 and stone throwers with 4. So long as eachpiece as at least one crewman left it can continue tofire. Treat crew figures as unshielded, skirmishing lightinfantry when shooting at them. If artillery arecontacted by enemy no melee is fought, instead theartillery crew are ruled automatically killed, cavalrydo not breakthrough. Artillery crew cannot get amorale result of Advance, treat this as ‘Obey Orders‘.If they get a result of Retreat or Rout only the crewsmoves, at light infantry speed. A rallied crew canreturn to man their weapons, other troops cannot beused instead.

21.3 Battlefield DefencesThese are the various devices people have used toprovide nasty surprise for the enemy. Most often usedduring sieges they have also been used during battles,so here are some simple rules for their use. There aretwo types; Fixed (pits, underground pots etc.) whichmust be set up before the first move after orders havebeen written, and Mobile (caltrops, stakes etc.)whichcan be carried.

Fixed defences cannot be removed in normal gametime, mobile can be Mobile take one move to deployacross the frontage of the troops laying them. Theycan be picked up by troops on foot in one move,doing nothing else, no movement, shooting or melee.

All field defences have the same effect regardless oftype. Moving across them will uniform all troops,even elephants. Units moving across field defencestake casualties rolling a D12 for each group of twofigures crossing them. On a roll of 1 a hit is caused. Ifthe unit is charging add its charge factor so thatinfantry are hit on 1 or 2’s , cavalry on 1, 2 or 3. There areno other modifiers or random factors. Use the numberof chariot horses crossing, not the chariot models anda D12 per elephant, counting as cavalry if charging.

21.4 CamelsCamels were commonly used as a beast of burden,horses being preferred for welfare whereverpossible. Camels are divided into the same rolesas cavalry; light, medium, heavy, extra heavy andsuper heavy, using the same classifications.

Camels are always treated as Warriors regardless ofthe army they are in. If regulars riding camelsdismount, they become Regular again. All camelsmove at the same rate as super cavalry regardless oftheir role. However camels are excellent for longdistance travel, with much better stamina thancavalry, so their march move is four times theirnormal move.

Artillery Table

Short Medium Long

Light BoltShooter

up to 18 to 30 to 48

Heavy BoltShooter orStoneThrower

up to 18 to 30 to 58

Chance tohit

10 6 4

Artillery Modifiers

Subtract 2 Subtract 4

Target is skirmishing,except elephants.

Stone thrower firing attarget which movedover 10 or charged or ischarging.

Stone throwers target. Bolt shooters target isbehind wall orconstruction.

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21.5 ChariotsDeveloped before proper cavalry, chariots remainedin use, although declining , for hundreds of years. Themain use of the chariotry arm was against cavalry butdisordered infantry could also be attacked.

Chariots are divided into two types, light, of lightconstruction and with no more than two crew andmedium, all others. The types only differ in theirmobility, in all other respects they are equal.

Light chariots move at other cavalry rate, and aretreated as light troops, except they test and are treatedfor morale as normal troops. Medium chariots moveat super cavalry rate. All chariots move throughdifficult terrain as per other cavalry.

All chariots have a vulnerability equal to shielded,skirmishing, heavy cavalry. Each chariot takes asmany hits as it has chariot horses.

Chariots fight with all crew figures, including driverwho are treated as the infantry armed with theweapons of the majority of the crew, if there is nomajority the owning player may choose which to usewith the following additional factors: use the cavalrycharge bonus, plus an additional +1 factor for eachchariot horse if the chariot is charging, following upor pursuing.

● Chariots may only overlap in melee by amaximum of 1 model per side.

● Chariots can shoot all round and never run lowon ammunition.

● Chariots count as cavalry for the purposes ofdetermining melee. Any chariots which achievebreakthrough against infantry will cause onecasualty per chariot per rank broken through.

Troops with enemy chariots advancing within 15 orthat they are in melee with have a minus 2 moralefactor.

Exception: Scythed chariots were normally set to runinto enemy infantry formations to break them up, thedriver (normally the only crew ) baling out beforecontact, they are classified as Medium chariots,warrior, guard, seasoned and fanatics. Since there areno armed crew to fight, count each chariot horse of ascythed chariot as if it were armed with an axe.Because there was nobody left driving them lightinfantry found it easy to duck out of the way , scythedchariots only kill 0.5 casualty per rank per chariotwhen breaking through against light infantry. Also ifthese chariots retreat or rout, they automaticallybecome Routers with no chance to rally and will fightfriendly units as well as enemy.

21.6 ElephantsElephants were used in ancient armies as an earlyform of tank. Their size and armoured hide made

them very difficult to kill, and they had the addedadvantage of terrifying horses.

Unfortunately elephants were inclined to panic easily,when they could do as much damage to their ownside as to the enemy.

Elephants always operate as single figures. Each onetests for damage and panic separately.

Although to calculate the damage they inflict, treat allthose fighting an enemy unit as one unit of elephants.They cannot be unformed. Because of theirunpredictable nature elephants are consideredwarriors.

Elephants normal move is 10, charge 15 and evade

8+ D6. Their difficulty of moving in difficult terrain isthe same as other infantry . When attacking, anelephant take its vulnerability as shielded skirmishinglight cavalry. An elephant takes four hits before beingkilled. Elephants attack in combat with two D12’s usingthe same melee factors as infantry armed with LTS,but count as cavalry if charging, following up orpursuing, do not count any opponent as shieldlessand get a plus 4 melee factor against light troops,plus 8 otherwise.

Elephants count as cavalry for the purposes ofdeciding what type of melee to use. Elephants whobreak through infantry kill half a figure per elephantper rank against light infantry, one figure otherwise.Light infantry fighting elephants in melee may counthalf a second back rank (if present) as well, this is toreflect the thrown weapons also being used againstthese large targets.

Cavalry who are used to elephants are unformed bythem within 10, cavalry who are not used to elephantsare unformed within 15. If currently unformed byelephants cavalry must test their morale in the moralephase.

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Elephants do not take normal morale test; instead ifthey receive casualties and survive they must take apanic test , as below: Roll a D12, if the score is equal orless than the factors below, or a 12 is rolled theelephant has panicked, otherwise it is OK.

Panicked elephants cannot recover and will attack anytroops in their path except other elephants.

Initial test

Test at start of move

Elephant Panic Modifiers

Add 1

Each casualty point currently on the elephant.

Driver is dead.

Each other panicking elephant within 10.

Add 2

Attacked by incendiary weapons this turn.

Minus 1

Elephant is Steady.

Minus 2

Elephant is Guard.

If the elephant panics, roll a new die immediately todetermine its new direction - there may beremaining movement left to finish. Thereafter test for anew direction at the beginning of each move.

Panicking elephants move in the compulsory movephase , at charge speed. See illustration above for newdirection of movement;

Troops with enemy elephants advancing within15 or that they are in melee with have a minus 2

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morale factor. Enemy elephants include those on theirown side which have panicked.

Drivers were sometimes equipped to kill theirelephants in case of panic. If so equipped throw a D12after the elephant panics, on a score of 1, 2 or 3 theelephant is killed instead.

Elephants usually had a fighting crew but because ofthe small numbers involved we will assume theycannot hurt normal troops but instead can only fightagainst elephants and their crew. Crew shoot and fightin melee with the weapons they were armed with.Count enemy elephant crew as light infantry, shieldedif in howdah, unshielded if not, all with an additionalfactor of -4. Whether the elephant or crew is beingattacked must be stated before the attack is made. Thecrew of a panicked elephant are all assumed killed.

● Elephant crew can shoot all around and neverrun low on ammunition.

21.7 FanaticsIn some ancient armies there were soldiers whofought without regard for their own protection , in afrenzy so that wounds did not seem to bother them.This was naturally frightening and the shock of afanatic charge could easily overwhelm enemy troops.Troops recoiled by or in melee with fanatics have aminus 2 morale factor. Fanatic troops have a plus 2morale factor at all times.

● Charging, following up and pursuing fanatics usethe cavalry charge bonus.

● Infantry caught moving by charging fanatics willbe unformed and therefore will not countercharge them.

● Troops recoiled by fanatics are unformed.● Fanatics who are recoiled in melee are unformed .

Fanatics will also always pursue a defeatedenemy.

Apart from their status as fanatic, troops should usethe normal rules for their type.

21.8 Incendiary WeaponsAlthough fire was commonly used in sieges it has alsobeen used on the battlefield. Fire tipped arrows wereused against elephants and the Spanish used firetipped javelins. They can also be used by troops onfoot. Non artillery incendiary weapons cannot beused in rain.

Troops using incendiary weapons cannot move andfire. Incendiary weapons use the same factors for theirweapon type and the target being shot at. Thereis also a -2 shooting modifier, including for artillery. Aunit for animals (cavalry, camels etc.) will beunformed by losing a figure from incendiaryweapons. If mixing fire from normal and

incendiary weapons, dice for each separately.Elephants add 2 to any panic test they are

required to take if also attacked by incendiaryweapons this turn.

It requires one casualty to set woods or woodenconstructions alight, use the same factors for thesetargets as open order medium infantry. A wood orwooden construction takes 1 extra hit per turn ifalready alight or adjacent to something alight

Five hits will destroy a section of palisade orunprotected wooden construction, ten hits will destroya 5 x 5 section of wood or protected woodenconstruction, Any troops still in a wood orconstruction destroyed by fire are themselvesdestroyed.

21.9 LegionThe Romans adopted a very flexible formation of thelegion which allowed them to replace troops incombat with fresh ones. This system along withexcellent training made them difficult to beat.

The legion is simulated by allowing Roman close orderinfantry to replace close order infantry from theirown legion who are already in melee.

To do this the replacing unit must be able to chargethe enemy, ignoring the unit which is to be replaced.Declare as per a normal charge which must be testedfor but the enemy do not test for being charged and donot make any response. If successful the replacing unitmoves through the unit already in combat and takesover the melee. If the replacing unit has pila it may usethem but does not count any charge factor in melee.The replacing unit is not unformed forinterpenetrating unless the unit replaced is alreadyunformed. The unit which has been replaced is movedto just behind the unit coming in and is unformed.

21.10 Pilum or pilaThe pilum was a type of heavy javelin adopted by theRoman army but also used in similar versions byother armies. Its methods of use was different to thenormal javelin, in that it was thrown just beforecontact and even if it failed to kill, could encumber anopponents shield.

Although a shooting weapon, the pilum can only beused by figures about to fight in melee. Work out thefigures armed with pila, who are eligible to fight inmelee with an enemy unit which contacted them thismove. These men and the figures in a rank behindthem (subject to normal overhead fire rules) may firetheir pila. For effect use the pila shooting factors(10.1).

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Casualties caused by pila are counted as casualtiescaused in combat. So the combat result for the unitusing them is both its shooting and hand-to-hand hitscaused. The pilum is a ‘one-shot’ weapon, once it hasused its pila the entire unit cannot use them againuntil reloaded (see shooting). A unit is never forced touse pila if it has them, the commander may choose toreserve them for a more worthy opponent if he feels hecan win without them.

21.11 Phalanx/ShieldwallA formation of interlocking shields to maximise theprotection of the soldiers. This was classically used bythe Greeks in a formation called the phalanx but asimilar system was used in the Dark Ages and calledshieldwall.

To simulate the effect of either phalanx or shieldwall,count it as a minus one factor to either melee orshooting from the front of the formation. Attacks fromthe side or rear offer no additional protection. Theformation must be declared by the player using it, foreach unit which is using it. Another limitation is thatthe unit must be formed; extra heavy, heavy ormedium infantry, who historically used this type offormation. The unit cannot move faster than normalmove rate, whilst in this formation.

21.12 Spara (shield barrier)A large wicker shield which can be propped up toprotect the soldiers behind. Typically used by thePersians as it suited their armies use of massedfirepower to win battles.

The shields are carried by the troops and are declaredwhen deployed. Setting up or retrieving the sparastakes an entire turn for each action. Once the Sparahave been set-up, the unit counts as shielded andbehind walls for when shot at, from the front, by anymissile weapons except artillery. Artillery will gothough these shields as if they were not there! Incombat the Spara barrier lasts for one round of combatonly. At the end of the round of combat it is destroyedand cannot be used again for the rest of the battle. Inmelee, enemies trying to attack across the barrier,count it as a defended obstacle (16.8). A unit whichrouts loses the ability to carry these large shields, theyare dropped in the haste to get away.

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A

Advance…………………………………. 5

Artillery…………………………………. 25

B

Battlefield Defences……………………. 25

C

Camels 25

CASUALTIES 18

Cavalry vs Cavalry melee 18

Cavalry vs Infantry melee 17

Changing Direction 11

Changing Formation 14

Charge Declarations 7

CHARGE MOVES 8

Charge Requirements 6

Charge Responses 8

Charge Sequence 6

Charges 6

Charges Against Multiple Units 9

Chariots 26

COMPULSORY MOVES 5

Counter-charge 8

D

Deployment. 23

Difficult Terrain 11

Distances 2

E

Elephants 26

Ending the Game 23

Evade 8

F

Failed Charge 8

Fanatics 28

Fighting Ability 3

Flank Charge 8

FORMATIONS 12

G

GENERALS 21

GLOSSARY AND DEFINITIONS 22

I

Incendiary Weapons 28

Infantry vs Infantry melee 17

Interpenetration 12

L

Legion 28

LIGHT TROOPS 22

M

MELEE 16

Mixed Melee 9

MORALE 19

Morale Classes 3

Movement 10

Movement Off Table 11

O

ORDERS 24

Organising Units 4

P

Phalanx 29

Phase Sequence 5

Pilum or pila 28

Pursuit 6

R

Rear Charge 8

Retire 6

Retreat 5

Role 2

Rout 5

S

Scouting 23

SETTING UP THE GAME 23

Shaken 5

Shieldwall 29

Shooting 14

Spara 29

Special Formations 12

Stand 8

Standard Move Rates 10

Successful Charge 8

T

Training 2

TURN SEQUENCE 5

U

Unformed 12

V

VISIBILITY 5

W

Weapons classes 3

The Die is Cast Index