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Losing the Control .

How Wargame could be more realistic


Influenced by : Steve Phenow Friction rules Simon Macdowall (Comitatus) Daniel Mersey (Dux Bellorum)

New Rules for The General


Now Generals have a Sphere of influence, out of this range controlling the Divisions became more complicated , so : The Command Radii: 24 At the beginning of the turn OUT of radii Divisions should be marked. After that the general can move affecting the status of DIVS in the NEXT turn . Note : Radii is Zero when general is attached to a unit Now General affects the whole division when is attached to a UNIT but loose focus over the overall army control : Summary: Unit fight with +1 Unit doesnt pursue Unit doesnt are subject to obligatory charge Division doesnt do Bravery Test GENERAL attached to units ALLWAYS have risk life in Melee Throw 1 D6 Hit on 6 if no BP where received Otherwise 5-6 . If fail : Check kind of damage 6- 5 DEAD 4-3 Heavy wounded 2-1 light wounded HEAVY wounded: cannot move. Any extra wound kills him Light wound: two of this became HEAVY wounded.

Movement and Compulsive Movement


Now movement should be diced Now each Division should pas a Bravery TEST for move (See below) Division ON radii the DIV moves as player wishes , the dice just shows the maximum DIV is OUT of radii MUST move the full score of the dice

TRY IT AND HAVE FUN ! Optional heavy unit Anatomy


Doubled Line one stand size:

New movement rates


HI WB(BP4) WB LI LHI EL SI JAV SLING SI BOW CAT HC LC AVG+1 2 AVG 3 AVG 2 AVG 2 AVG 3 AVG 4 AVG

. Note : is not INTRO scheme If this option is taken : - Involuntary splis counts -1 towards init. - ARMY Breakpoint is doubled - Melee Factor Unit Wider is dropped - New Optional Melee factor : Overlapping unit : Example 1

AVG = Average Dice General : 20 Wheels ON RADII : 1 D6 , the score is the limit , but player choose how much it wheels OUT of RADII 1 D6 . The result is the obligatory wheel Move and Wheel : ON RADII : use the proper number of AVG dice , deduct the wheel from the total score. Remember 1 wheel cost 2 OUT of RADII: The first dice scores the Uncontrolled wheel, the rest the uncontrolled advance. Remember : unit wheeling over 2 became undressed. NOTE :Repetition of complex WHELLS are allowed for OUT of radii movement because the player cannot control it.

Units A and 2 have a +1 because they are overlapping the adversary. This will contribute to the typical effect of twisting battleline in ancient battles

Bravery test
Previous to move or split , each turn ALL DIV or NEW intended DIV should test at the best quality unit member . Throw 2 D6 , under the Bravery value = OK If fails ; No moves, but can change face , Wheel to face a thread , rest , redress OBLIGATORY CHARGERS IN RANGE SKIP THE BRAVERY TEST Bravery Value :
FV 8 7 6 5 4 3 2 1 F T 9 8 7 P H 9 8 7 Veteran UNITS : 10 COH 9 W 8 B 8

Victorious CAVALRY pursuing When HEAVY enemy breaks including infantry .Checks: 5-6 pursue . 1-4 controls - Pursuing CAVALRY became undressed Each turn check again until they exit the table or became controlled. Pursuing path: maximum movement rate diced of the enemy unit, dice for know how much it is! Pursuing causes auto division split If exits the table it doesnt count towards army breakpoint , and check for recalling, they return in the same status as they exits Warband pursuing optional rule: Use the same cavalry pursuing rules

NEW Routed into test


Unit routed into became undressed Additional effects : Throw a D 10 : If scores over FV unit add 1 BP

Rampaging Elephants :
When EL is routed It breaks any units at random routed into path : Throw a D6 for Rampaging direction: D6 1 : Change front 180 degrees , wheel 2 inches to the right and advance 1 D6 2-3 : Change front 180 degrees and advance 1 D6 4 : Change front 180 degrees , wheel 2 inches to the left and advance 1 D6 5-6 routs to the front and advance 1 D6 See diagram:

HC 9 8 L 7 C 6 9 8 7 EL 8 S 8 I 8 7 L I 7 LH I 9 8

New UNIT Deployment options and mandatory rules


HC and CAT can form deep (Rhomboid, cuneus formation). PH pikes must form deep. Roman Republican must form linear.

Cavalry Control Issue


Halting the Cavalry TEST :
4-6 on D6 A) When is out of radii and Moving and the player try to halt their movement B) When the player try to avoid obligatory charge against Infantry NOTE HC against HC: must charge.

New Tactical Melee factors


Heavy mounted supported by Light mounted: + 1
Follow the same requirements as HI supported by lights, LC Units can shoot to NON Blocked targets

That simulates the dying beast destruction path .

MISSILE RULES
Missile Fire drop off -1
Shooting SI JAV and Sling over 9 ANY bow over 12 (Includes LC /HC bow )

HALF Flanking, (see below ) +1


When one stands impact on enemy flank line regardless his previous position

Flanking MISILES- Effect +1


Only for shoots coming behind target parallel front line

OPTIONAL RULES for TRIUMPH OF THE CAVALRY and AGE OF CHIVALRY periods
Bodyguards (Comitatus)
Each General now have his own retinue o Comitatus Unit .Should be the best quality type of the army . Depends of what stand chooses, the speed of general are limited when he moves attached to their comitatus. Benefits of Comitatus: (When they are attached to GEN) Free pivot to any front and move Benefit for GEN attached to Comitatus: if contacted is NOT captured. If the Comitatus is destroyed GEN should check for survavility: 5-6 killed Otherwise He evade to another friendly unit in 20 . That simulates the fight of the Comitatus for his leader When the Comitatus IS ALONE acts as a one stand div from their kind, and if out of radii should dice for moving. Remember: Gen cannot attach and un-attach in the same turn Dont get confused with VET units; you should keep spending one point to create any vet unit including the Comitatus

Medieval Banner .
Its a Special Stand .It contains the banner and the carrier of it . It could be a Cart (I. E. Carroccio) Banners Movement : Mounted : 4 AVG Foot 2 AVG CART 2 AVG Effects and consequences Attach the banner to a unit : +1 in melee If the unit breaks the banner belongs to the first victorious enemy units that breaks captures it. Lossing the banner : it counts towards Army BP Unattached banner : captured if contacted. Captured Banner Should be always attached . +1 in melee for that unit . Losing the captured banner is NOT counting towards Army BP . Recovering the Banner : + 1 to the Army Break Point

New UNITS for Roman and Late Germanic list


Roman. Qty name FV Prot Cost 2 FT Legio 6 [2] 2 2 9 Spear /jav/ sword (Mail armour , central army) 4 FT Limitanei 5[2]1 1 6 Spear /jav/ sword Barbarians Qty name FV 6 FT Subdits 5[2]1 Spear /jav/ sword

Prot Cost 1 6

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