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LEGIO VI MACEDONICA

6mm wargames for Roman Republican and Hellenistic wars 400-100BC Organising Troops. Figures are mounted on 20mm square bases called stands, each stand representing of approximately 3-500 heavy infantry, 120-150 light infantry, 0-100 heavy cavalry, 50-!0 light cavalry, or 10 "hariots, #lephants or $rtillery pieces% &cythed chariots, #lephants and $rtillery operate as single stand units% 'thers are combined into units of 2-12 stands% (nits must remain together as a single body for the duration of the game% $ unit must be classified according to one of the follo)ing *roop *ypes and +uality ,rades% Troop Type Combat Value Missile Range 0 1 1 1 1 2 0 3 2 2 2 3 1 1 / 3 100 paces /0 paces /0 paces 0one1 /0 paces 0one 0one 0one /0 paces 0one /0 3aces11 0one 0one 100 paces 0one1 0one1 /00 paces &uality Gra%es A Gra%e@ #lite, battle hardened troops ' Gra%e@ ,ood veteran troops )ith high morale C Gra%e@ ,ood average troops and all &pecial *roops D Gra%e@ 6a) or unenthusiastic troops $rchers and &lingers -ight .avelinmen -ight "avalry -ight 2-horse "hariots 2eavy /-horse "hariots 2eavy "avalry &cythed "hariots "ataphracts 3eltasts ,allic 4nfantry &)ordsmen &pearmen 3i5emen $siatic 4nfantry 4ndian #lephants $frican #lephants $rtillery

$ll troops in a unit must be of the same type and grade except 6oman -egions )hich contain t)o lines of &)ordsmen 72astati and 3rincipes8 and a third line of &pearmen 7*riarii8% (nder-strength heavy infantry may be represented by at least 9 less figures on each stand, reducing the "ombat :alue by 1% 6oman *riarii had only half the depth of formation of other -egionaries and therefore count as permanently ;understrength< )ith a combat factor of 2% 1#lephants and "hariots may include attached light infantry 7combined on the same stand8% *his gives them a missile capacity to /0 paces% 113ilum is the missile )eapon for all 6oman &)ordsmen and some &panish s)ordsmen, others are armed )ith =avelins% $rchers, &lingers, -ight .avelinmen and -ight "avalry are collectively termed Light Troops, other infantry are collectively termed ea!y In"antry% #lephants, &cythed chariots and $rtillery are collectively termed #pe$ial Troops% -ight and 2eavy "avalry, -ight and 2eavy "hariots 7but not &cythed "hariots8, "amels and "ataphracts are collectively termed Ca!alry% 4nfantry )ith complete body armour such as ,ree5 and >acedonian phalangites, as )ell as veteran 6omans and "arthaginians are considered to be Armoure%, as are "ataphracts and any cavalry )ith horse armour% *his gives them extra protection against light missiles% Organising the Armies% #ach army is commanded by a General represented by 2 or 3 figures on a command stand% *he army may further be subdivided into Comman%s of 4nfantry, #lephants or "avalry, each commanded by a Comman%er represented by a single figure% "ommand &tands mar5 the location of the leader but have no combat capability% $n infantry command may contain any number of special troops and up to one unit of cavalry% "avalry and #lephant commands may contain any number of light infantry% -eaders may be mounted in "hariots or on #lephants% 4n this case they are al)ays part of that "hariot?#lephant unit and may not move to =oin other units%

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Important Game Con$epts Legions. $ single unit of up to 12 stands represents the heavy infantry of a 6oman -egion% #ach -egion must be deployed in three lines 72astati, 3rincipes and *riarii8 )ith a gap of 20-/0 paces bet)een each line% *hese lines may relieve each other providing fresh troops in combat and helping to reduce fatigue and disorder% *he entire -egion moves and fights as a single entity regardless of the number of lines 7eg@ if one line moves, they all do, at the same speed8% 4t is possible to detach a line of a -egion and move it as a separate unit% From then on it )ill move and act independently and may not later re-form )ith its parent -egion% &uch ad hoc formations are not able to conduct line relief% The (halan). *he ,ree5?>acedonian 3halanx is represented by a single unit of up to 12 stands of 3i5emen, formed one or t)o stands deep )ith all stands in contact )ith each other% 4ts dense formation results in greater disorder )hen manoeuvring but it has great staying po)er and can absorb casualties% Death* Desertion an% Disor%er (oints +D(s,. #xcept for &pecial *roops, the state of a unit<s ;health< is noted by the accumulation of A3s due to fatigue and disorder )hile moving, missile fire, combat and psychological factors% A3s are indicated by mar5ers 7small pebbles8 placed beside the unit% Bhen a unit has accumulated 5 A3s it becomes sha-en and any further A3s due to combat or morale 7but not manoeuvre or missile fire8 )ill cause an entire stand to be removed as a casualty% A3s can be removed by resting or by the intervention of a commander% >ar5ers 7casualty or red counter8 should indicate sha5en units% Multi.line Legions may accumulate an additional A3 for a second and third line before becoming sha5en 7eg@ a three-line -egion becomes sha5en )ith C A3s8 A3s are assigned for the follo)ing as soon as they occur@ 1 A3 for each non-light friendly unit bro5en?destroyed in bo) range 1 A3 for fatigue )hile moving depending on die roll 1 A3 if "ommander 5illed?bro5en in bo) range 72 A3s for ,eneral8 2 A3s if formed troops burst through by rampaging #lephants or scythed chariots, 3 A3s for phalanx 1 A3 if 4nfantry )ho moved or charged this turn are charged by "avalry or &cythed "hariots% 1 A3 if "avalry )ith no elephants or camels in the army, )ithin /0 paces of elephants or camels 7each turn8 2 A3s if formed troops contacted by a charge that originated from behind the unit<s flan5?rear, / A3s for phalanx% #ha-en if bro5en or on 5th A3 7D1 for each additional line of a -egion and for 3halanx of at least stands8% 'nce sha5en further A3s for combat or morale cause a casualty, A3s for movement or shooting have no further effect

/n"orme% /nits. (nformed units are those )hich ma5e no attempt to manoeuvre as a formed body% -ight troopsE sha5en unitsE units in rout, pursuit, evading or retiringE are al)ays unformed% Heavy Cavalry and eltasts may become unformed voluntarily! other units may not% (nformed units move stands independently )ith no manoeuvre penalties% *hey are considered to be facing all round. #pe$ial Troops. #lephants, &cythed "hariots and $rtillery operate as single stand units and may, li5e unformed units, manoeuvre freely )ithout trying to maintain ran5s and files% 'ther than &cythed "hariots moving, special troops do not receive A3s% Bhenever a special unit is 2it by missile fire or gets a combat or morale result that )ould normally cause a A3, roll a A! for each 2it or A3% $ result of 1 indicates a $riti$al hit% 6oll again@ 1-2 3-/ 5-! &tand Aestroyed $rtillery or "hariot stand destroyed, #lephant rampage $rtillery destroyed, #lephant or &cythed "hariot rampage

4f the unit goes on a rampage it heads in a random direction determined by a A! roll and bursting through any troops friendly or enemy that get in the )ay% 0ormations. (nits other than unformed or &pecial (nits, must normally either form in Line, one or t)o stands deep, and )ider than deepE or Column, one stand )ide and one behind the other% $ll stands must face in the same direction except a t)o deep line )hich may turn the rear ran5 to face bac5)ards% 'nly -egions may adopt multi-line formations )ith gaps bet)een the lines% $ multi-line -egion forming column may opt either to form on single column or multiple columns% -egions or 3halanxes of at least &tands may also form ollo1 #2uare% *he square is formed )ith at least three stands forming the front and rear )ith additional stands on the sides% $ll stands )ill face the same direction )hen moving but may turn stands to face out)ards )hen stationary, in the latter case it is considered to have no flan5s% -ast printed 1 ?02?2002 01@53@00 3> -2-

>acedonian and *hessalian "avalry units of 3-! stands may form 3e%ge% *his is formed )ith a single stand in the front ran5, t)o in the second and additional stands in a third ran5% 4n this formation units may )heel freely, and )ill al)ays be supported in combat% Ris- to Lea%er. (nattached leaders )ho are contacted by any enemy troops are automatically captured% -eaders )ho are attached to a unit )hich suffers a A3 due to missile fire or combat must roll a die% 4f a ;1< is rolled, roll again@ 1 F Gilled 2-/ F Bounded% ,enerals may no) ma5e only one command decision per turn, "ommanders may only control troops% $ previously )ounded leader, )ounded for a second time is 5illed% 5-! F 0ear miss% 0o effect (laying the Game *he game is played sequentially in several phases )ith both sides completing each phase before moving to the next% $t the start of each turn players dice for initiati!e )ith high roll deciding )hether to ta5e the initiative and move first% 2istorically excellent commanders such as $lexander or 2annibal add one to their die roll )hen dicing for initiative in a historical scenario% $ll actions are conducted from right to left% *he player )ith initiative ta5es the first actions in all phases% (hase I .. Comman% (hase% 1% #ach leader )ho is represented on table by a command stand, must decide )hat he )ill do from the follo)ing $omman% %e$isions% *he ,eneral may ta5e t)o actions 7may be t)o of the same8, "ommanders only one@ Control units under his command and )ithin bo) range% (nits )ill have to ta5e a control test if not being controlled% Inspire a unit )hich the leader has already =oined% *o do this the leader<s command stand must be in contact )ith the unit and from that point on he )ill move )ith the unit and be bound by any combat results% *his )ill allo) the leader to do one of@ 4nfluence a "ontrol or #vade *est 6emove a A3 from a resting unit 4ncrease a unitHs combat effectiveness (nless a ,eneral has chosen to inspire t)ice, a leader may only do one of these per turn% 2e may for example, inspire in combat or remove A3s but not both% $n inspiration mar5er should be placed beside the command stand to note that he )ill inspire% 4t should be removed once the action is completed% #pe$ial /nits $annot be inspire%. -eaders in "hariots or on #lephants may inspire ad=acent units as long as they are in base to base contact% Mo!e during the "ommand 3hase and?or 4oin a unit% $ leader )ho had already =oined a unit )ill move )ith that unit normally in the move phase and does not need to ta5e a >ove command decision to do so% /natta$he% lea%ers may only mo!e in this phase although if they =oin a unit they may move )ith it in later phases of the same turn% (nattached leaders may move up to 2/0 paces, attached leaders move as part of the unit% -eaders in "hariots or on #lephants are permanently )ith that unit and may not move independently% Issue or%ers or listen them, or send messenger 7applicable in a multi-player game8

2% (nits )hich are not being controlled, and all units )ho )ish to cease rout, pursuit, or lootingE must ta5e a Control Test to determine their actions for the rest of the turn% Roll 5 A!D +A.' Gra%e, or 5 D6 +others,% *o $ease rout etc* the result must be other than repeat last move@ Results7 5.8 F 2alt and remain halted for the duration of the turn% D1 if charging, looting, in rout or pursuitE 9.: F $ct as player )ishes% D?-1 if -eader inspiring that unit ;.6 F 6epeat last move% 3% Attempt to stop Rampage% 6oll a A! for each rampaging elephant or scythed chariot% 4f the result is 5-! the unit is destroyed 7elephant 5illed by its mahout?escorts or chariot crashed8 D2 to the die roll each turn after the 1st% 4f the rampage is not stopped, roll the die again to determine a ne) random direction of movement% /% Di$e to return "rom o"" table. (nits may not voluntarily leave the table% 4f they rout, retire or evade off table they may either remain off for the remainder of the game or dice to return from the follo)ing command phase% *hey )ill return at any point )ithin bo) range of the point of departure if they get the follo)ing A! result@ -ast printed 1 ?02?2002 01@53@00 3> -3-

$ll $ ,rade troops, I-" ,rade 2eavy 4nfantry, any troops )ith a leader J 1-! A ,rade 2eavy 4nfantry, all light infantry, I grade cavalry J 2-! "-A ,rade "avalry J 3-! -1 to die roll each turn after the first until return is not possible, even if the die roll is voluntarily delayed

(hase II < Mo!ement an% #-irmish (hase. $ny units may move up to =avelin range 7/0 paces8 from visible enemy% >ovement must stop at =avelin range from non-light enemy% -ight troops must fall bac5 in face of moves by enemy heavy troops, maintaining a /0 pace distance 7this is done during the opponent<s move and does not limit further moves by that unit8% (nits move 20 paces 720mm8 for each number rolled on dice and must move the full distance except that they must halt at =avelin range from visible from non-light enemy and )ill not be forced to interpenetrate friends or cross an obstacle% >ovement may also stop short of the full die roll if the unit )ishes to move to line up )ith friendly troops or to conform to a terrain feature% (nits to the right move first except )here t)o units moves intersect, the front unit may move first% (nits of the same command )ho are in stand to stand contact )ith each other may roll one set of dice and move as a single body, other units move and dice individually% >ulti-line -egions also move as a single entity )ith one set of dice% -ight infantry supporting cavalry and in base to base contact )ith them may move on the cavalry dice as long as the cavalry do not move fast% $ll stands of a unit must remain together% (nformed units space stands apart by up to 20 paces, lines of a -egion may also be spaced apart by up to 20 paces, but other formed units must 5eep all stands in stand to stand contact )ith each other% 'asi$ Mo!ement Rates@ 4nfantry K #lephants@ 1 $vA% "avalry@ 1 $vA D 1 optional $vA 7compulsory if fast move8 "hariots@ 1 $vA D 1 optional A! 7compulsory if fast move8 $rtillery@ >ove 20 paces, no dice required 0ast Mo!e7 D1optional A! in addition to full basic move% "ompulsory if charging, evading, retiring, routing or pursuing% Light Troops7 D20 paces for each die rolled% Mar$h Mo!e7 D1 optional $vA in addition to full basic or fast move for troops )hose move begins beyond bow range of visible unbro5en enemy% Column7 0o dice required% 4nfantry move up to 100 paces, "avalry up to 200 paces% *roops in column whose entire move is beyond bow range of visible unbro5en enemy may mo!e %ouble this %istan$e% #2uare7 move at L speed, no fast move allo)ed% 0atigue7 Formed units in line may incur A3s for fatigue )hen moving% *his occurs in the follo)ing circumstances@ 3halanx, &cythed "hariots and /-horse "hariots@ 1 A3 each time the move die result is 5-! 'ther formed troops in line@ 1 A3 each time the move die result is ! 0o penalty for unformed or other special units% Di""i$ult Terrain7 >ovement in rough terrain by formed units in line increases their chances of incurring A3s for fatigue by one 7eg% 3i5emen get 1 A3 )hen the move die is /-!, others on 5-!8% 3i5emen and &pearmen are also affected in this )ay by light cover as )ell as rough terrain%

(nformed and special units move stands freely and independently% >ovement by formed units must be directly to the front )ith no more than 22LM variation of the centre axis% *o do other)ise, requires units to manoeu!re% >anoeuvre )ithin bo) range of enemy causes A3s )here noted@ 3heel7 4nside edge remains stationary, measure distance moved by outside edge, -20 paces for each die rolled% 'ne A3 for formed troops in line )ithin bo) range of enemy, 2 A3s for 3halanx% 0o penalty in column or )edge, not possible in square% Change 0ormation7 "olumn to -ine or visa versa - L move% -ine or "olumn to &quare or visa versa - 1 full move% 4ncrease or decrease number of ran5s or lines in a unit formation - 1 full move% 1 A3 for all formation changes if )ithin bo) range of enemy, 2 A3s for 3halanx%

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0orm.up un"orme% troops7 'ne full move, 1 A3 )ithin bo) range of enemy% 0ot possible for light troops )ho are permanently unformed% Cross Ma4or Obsta$le7 L move% 2 A3s if mounted, 1 A3 for other formed units at any range from enemy% >inor 'bstacles count as difficult terrain% About 0a$e7 L move for formed units% *urns to the flan5 changes line into column and visa versa counting as a formation change, 1 A3 for 3halanx% Mount=Dismount7 L move for all units 7including unformed8% 'ne A3 )ithin bo) range of enemy Interpenetration7 'ne A3 for formed units )ithin bo) range of enemy unless one unit is unformed and none ma5e a fast move% 0o penalty for -egionaries of the same -egion% 3halanxes may not be interpenetrated by other units, they may only interpenetrate -ight 4nfantry%

#i%e.step=step.ba$-@ /0 paces% Formed 4nfantry only% In$line@ >ove equal distance for)ards and side)ays% Formed 4nfantry only% 3halanx may only incline to the right%

E""e$t o" %i""i$ult terrain7 Rough Terrain +eg7 %ense 1oo%s or "orest* to1n* !ery rough=ro$-y terrain* steep slopes,7 -20 paces for each die rolled for formed infantry% 4mpassable for cavalry, chariots, artillery and elephants unless on a road% 2o)ever, troops mounted on camels are not affected by soft sand% $ll mounted troops may cross minor obstacles, they may also negotiate steep hill slopes on a road% Light Co!er +eg7 "arm* oasis* or$har%* oli!e gro!e* light s$rub,7 impassable to chariots unless on a road% 4t does not other)ise affect movement except to possibly disorder phalanxes due to fatigue% -ight cover bloc5s line of sight and counts as cover for shooting% 6oads negate the effects of all difficult terrain, except steep hill slopes, to troops in column% 4nfantry in column on a road may move an additional 100 paces% 'thers do not get an increased move on road% *roops in column in a built-up area are assumed to be on a road% >ovement in difficult terrain by formed units in line increases their chances of incurring A3s for fatigue by one 7eg% 3halanxes get 1 A3 )hen the move die is /, 2 A3s on a roll of 5-!8% 3halanxes are also affected in this )ay by light cover as )ell as difficult terrain% -ight cavalry and =avelinmen may move and shoot )ithout restriction% $rtillery may either shoot or move but not both% 'thers may combine a basic move )ith shooting, but not a fast move% Formed heavy infantry may elect to reserve their shooting for the combat phase% -ight troops may choose to shoot either before or after ma5ing their move, others only after or instead of moving%

#hooting %uring the Mo!e (hase@

#ligible units may shoot at targets out to their maximum range@ /00 paces for artillery, 100 paces for archers, slingers and $siatic infantry, /0 paces for others% *he nearest target must be engaged and there must be a clear line of sight from the shooter to the target% #nemy engaged in combat are not eligible targets% $ gap must be at least 20mm )ide to shoot through% (nformed units may shoot all round, others up to 22LM off centre% Roll 5 D6 "or ea$h stan% shooting, less 1 die for each A3 on the shooting unitE 1?2 number of dice 7round do)n8 if target is unformed light troops, or in cover% 4f the result is !, a it has been scored% % D1 light infantry and $siatic infantry shooting at /0 paces except against armoured target D1 pilum or artillery vs heavy infantry or elephants D1 2eavy 4nfantry )ith =avelin vs non-armoured cavalry, chariots and light troops% $ 2it causes 1 A3 on the target until it becomes sha5en% Further 2its from shooting on sha5en units have no effect%

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ea!y In"antry Volleys% #ach -egionary line and other s)ordsman unit has only one missile volley during the game% *his may be shot either in a move phase or reserved for the combat phase% $ mar5er should be placed beside the unit or line to indicate )hether it has used pila?=avelins or not% 'nce the unit or line has engaged in combat or has pursued, retired or routed, it is considered to have discarded missile )eapons to dra) s)ords and may no longer shoot% 'ther missile troops have no ammunition restrictions% Rest* Rally an% Re$o!ery% $ny unit may choose to rest, instead of moving% 6esting troops may remove A3s as follo)s@ $ ,rade@ 2?turn I-" ,rade@ 1?turn A ,rade@ 1?turn if not shot at

Lea%ers may remo!e one a%%itional D( if inspiring a resting unit% *his may include A ,rade units )ho )ere shot at% 2o)ever the requirement to be stationary still applies% 6esting units may shoot% Roman Line Relie". $ny 6oman -egion in a multi-line formation )hich ma5es no other move, may replace the front line )ith one of the rear ones as long as there is a gap of at least 20 paces bet)een lines% $ -egion in combat may also do this% #ach line of the -egion may only be relieved once in the game, thus a t)o-line legion may conduct one line relief, a three line legion may conduct t)o line reliefs% -ine relief removes 1 A3 from the -egion% *he ne) troops may deliver a pilum volley and count as charging if relieving a line engaged in combat% Rallying #ha-en /nits% &ha5en units can no longer simply remove A3s by resting% *o recover they need to rally by resting beyond bo) range of any visible unbro5en enemy, regaining order )ith 3 A3s% (hase IV .. Combat (hase 5. De$lare $harges. 3layers state )hich units )ish to initiate a $harge, player )ith initiative declaring first% *his is an irrevocable decision $ charge is the only )ay for units to close to hand-to-hand combat% *o initiate a charge infantry must be at "avelin range, others at any distance from enemy% (nits )hich are sha5en or in column may not initiate a charge, nor may slingers, archers or artillery% 2o)ever, light infantry supporting heavy troops may charge together )ith those troops as a single body% 'ther unformed units may only charge other unformed or an exposed flan5 or rear# 8. Ma-e $harge > response mo!es. "harging units must dice using the maximum dice for a fast move, regardless of the distance to be covered% A3s for fatigue must be ta5en into account immediately% (nits )hich are being charged and )ho did not themselves declare a charge, respond according to type@ &ha5en troops brea5 'ther (nformed 4nfantry may counter-charge or stand if in difficult terrain, or behind obstacle, or charged by "avalry or light% 'ther)ise they must ta5e an e!a%e test% 'ther (nformed "avalry may counter-charge cavalry or light, other)ise they must ta5e evade test% Formed "avalry may test to evade infantry, chariots or elephants% 'ther)ise must counter-charge% #lephants and "hariots must counter-charge 'thers must stand to receive at the halt% >ay turn to meet a charge from the rear from over 100 paces a)ay%

E!a%e Test@ 6oll 1 $vA for $?I ,rade, A! othersE -1 for each A3?casualty 7-5 if sha5en8, D1 if leader inspiring 4f the result is 1 or more the unit )ill evade, ma5ing a full fast move a)ay from enemy% 0- F brea5 if sha5en, or become sha5en and receive halted% #vading units caught by chargers )ill automatically ta5e a casualty and brea5% 4f chargers fail to contact, because their opponent bro5e or evaded, they must continue their charge move up to the full distance% (nless they are light troops or $ ,rade, they )ill automatically charge into any ne) opponents )ho are uncovered by the evading or brea5ing unit% $ ne) target must react according to the normal charge responses if it is charged in these circumstances% -ight troops and $ ,rade troops may choose to halt at =avelin range from the ne) target% #tan%ing to Re$ei!e a Charge. (nits )hich stan% may turn about, cancelling the effect of a charge from the rear, if the charge began from beyond bo) range% $ turn to the flan5 is also possible but it )ill convert the -ast printed 1 ?02?2002 01@53@00 3> -!-

formation to column 7troops in column are less effective in combat8% 4n the same circumstances a unit in square, may turn its stands to face out)ards, denying all flan5s or rear% 9. ea!y In"antry Volley% Formed heavy infantry )ho have not yet shot may do so before contact, in this instance engaged enemy troops are eligible as targets% $ -egionary line )hich replaced another in combat may also shoot even though in stand to stand contact )ith opponents% :. #imultaneously resol!e $ombat. -egionaries, &pearmen and 3i5emen roll 1 $vA, others 1 A!% $dd the follo)ing and compare results% For multiple unit combats, roll a die for each unit, total all factors for all units and divide by the number of units 7to determine quality grade in multi-unit combats, use the ma=ority or )here exactly equal use the highest8% Round up to the nearest )hole number% $ll units involved in the combat must share the outcome% DN D1 D1 D1 D1 D1 D1 D2 D3 D5 D1 D1 D1 -1 -5 -2 -1 -2 -3 "ombat :alue #ach +uality ,rade higher $dvantage of ,round $uphill! charging downhill etc#% Aefending Fortification $cumulative with advantage of ground if appropriate% &upported -egionary?3eltast charge, pursuit or follo)-up #ach engaged stand, minus A3s, of a phalanx not yet fallen bac5% "avalry 7except "hariots8?#lephant?,allic 4nfantry charge, pursuit or follo)-up -ight and 2eavy "hariot charge, pursuit or follo)-up &cythed "hariot charge, pursuit or follo)-up -ight 4nfantry follo)-up or pursuit 7but not charge8 4ndian vs $frican #lephant -eader inspiring #ach A3? "asualty 7maximum -/8 &ha5en (nformed or in column 7-/ for unformed 3halanx8 'utnumbered at least 3@2 'utnumbered at least 2@1 'utnumbered /@1D%

#upporte%% $ unit counts as supported if formed heavy infantry or heavy cavalry has a second line of the same type

directly behind the engaged stands, no more than 20mm a)ay, and facing the enemy% *his second line can be from the same or another unit and must be more than half as many stands as the engaged ran5 to count% "avalry, chariots and elephants can also be supported by a line of light infantry% -ight infantry themselves never count as supported, nor do units hit in the flan5 or rear%
Numbers. "ount all stands in base to base contact plus up to one over-lapping on each flan5 for formed and

special units, plus all stands in a second ran5 of a 3halanx directly behind these 7these are called engaged stands8% "ount L supporting stands 76ound do)n8% (nits in Bedge count all stands in the first t)o ran5s as HengagedH and the third ran5 supporting% #lephants count double as do heavy infantry unless facing &pecial *roops% (nits, )hich have been hit in the flan5 or rear, only count stands directly in base to base contact )ith enemy and not any overlapping or supporting stands%8 Results7 ;? Vi$tory. 70 A3s8% $?I ,rade units and 3halanxes may halt% "avalry )ho choose not to pursue ta5e 1 A3% $rtillery 2alt% 'ther)ise must pursue% ?8=: #u$$ess7 4nfantry )ho stood to face a charge by "avalry or &pecial *roops must halt 70 A38% "avalry and -ight "hariots )ho charged good order infantry frontally, must fallbac5% 71 A38 $rtillery 2alt%% #lephants and &cythed "hariots pass through enemy ran5s 71 A38 'thers must follo) up or pursue opponentsE except $?I ,rade, 3halanxesE and " ,rade units )ho did not charge or )ho )ere opposed only by light troopsE may halt 71A38 ?5=.5 In$on$lusi!e. 71 A3 each8 24 halt or fallbac5E -4 halt, fall bac5 or retire% $rtillery 2alt% &cythed "hariots destroyed% "avalry follo)-up, pursue or fallbac5% #lephants pass through enemy ran5s if opponent remains halted, other)ise follo)-up or pursue% .8=.: #et.'a$-. Irea5 if sha5en, other)ise 2 A3s -ast printed 1 ?02?2002 01@53@00 3> -C-

24 )ho )ere charged by "avalry or &pecial *roops, must halt (nformed troops retire $rtillery and &cythed "hariots ta5e "ritical 2it, 'thers must fall-bac5

.;=.6 De"eat% Irea5 if unformed% $rtillery and &cythed "hariots destroyed% #lephants rampage% 'thers 1 casualty and retire .@ or less Rout. &pecial *roops destroyed% 'thers ta5e 1 casualty and brea5% :. Ma-e A"ter Combat Mo!es@ Aefeated units move first, player )ith initiative moving last in a tie% #upporting troops must share the result of the engaged troops 7including all lines of a multi-line -egion8 except, if victorious, only one unit 7either the engaged or supporting unit8 is obliged to follo)-up or pursue% *he other may choose instead to halt% Halt# 6emain halted follo)ing turn% >ay change formation or facing, shoot and respond normally to charges% >ay not ma5e any other moves nor initiate a charge% 6oman -egions may conduct line relief% &ollow-up% >ove for)ard in good order to remain in combat )ith an opponent )ho fell bac5% "ontinue combat next turn% ass through enemy ran's# >ove for)ard /0 paces through one line of opposing troops% 'pponents receive 1 A3% 'nce on the other side of enemy, movement )ill be determined by a control test% 4f contacting ne) enemy 7or a second line8 they do not count as charging or follo)ing up% &allbac'% >ove bac5 20 paces facing enemy% 6emain halted next turn if opponent does not follo) up% (nits unable to fallbac5 remain in place and receive 1 A3% Retire# >ove bac5 full fast move unformed% (nits unable to retire remain in place and receive 1 A3% 6etiring units brea5 if caught by pursuers% Brea'# >a5e a full fast move, unformed, until behind supporting troops, or terrain obstacle, or beyond bo) range of enemy% *hey may then halt and rally if they pass a control test% (nits unable to move remain in place, receive 1 casualty and )ill surrender to any enemy )ithin =avelin range% (i-emen 1ho brea- )ill thro) a)ay their pi5es and if they rally )ill count as peltasts )ith a combat factor of 1 and no =avelins% ursue# >a5e a full fast move, unformed, in an attempt to remain in contact )ith opponent )ho bro5e or retired% 3ursuers encountering ne) enemy automatically come into combat )ith them except light troops or $ ,rade )ho may choose to halt at =avelin range from the ne) target% $ ne) target must react according to the normal charge responses if it is charged in these circumstances% *his is )or5ed out immediately as a ne) charge% (ursuers 1ho $at$h routers or retirers may engage, rolling one die per engaged stand, causing an automatic casualty for every 3D% Artillery an% #$ythe% Chariots in Combat% $rtillery do not fight in close combat% 4f contacted by enemy the cre)s abandon the catapults and ta5e refugee )ith any friends )ithin /0 paces, if the enemy are driven off by friends the cre)s return and reta5e control of the catapults% 4f the friends are driven off, or if there are no friends )ithin /0 paces, the catapults are automatically put beyond use% 4t is not necessary to charge enemy artillery, troops may simply move up to and though the position )ith no penalties% $rtillery in stand to stand contact )ith friends and contacted by enemy are bound by the friendly combat result% Tips an% Ta$ti$s Deploy in %epth% &everal successive charges by ne) units )ill al)ays be more effective than massing lots of troops to hit at once% *herefore, deploy troops in t)o or three lines and use fresh units to relieve tired or sha5en units% Rest be"ore engaging. $n accumulation of A3s for )hatever reason )ill rapidly reduce a unitHs capacity to fight effectively% *his is particularly true for phalanxes% (nits )ith more than 1 A3 should almost al)ays rest a turn to remove A3s before charging or moving too close to dangerous enemy% Ie )ary of the fact that it is compulsory to roll dice for a charge move )ith the potential for adding another A3, a missile volley on top of that could reduce a unit )ith 3 A3s to sha5en before combat is )or5ed out% #-irmish E""e$ti!ely. (se missile fire to support heavy troops particularly as they go into combat% -ight troops can also useful screen heavy troops absorbing the A3s that )ould other)ise disrupt their combat effectiveness% 2o)ever, shooting )ill not )in the battle, the )orst that can happen to a unit is to become sha5en% 4t still requires hand to hand combat to secure victory% /se Ca!alry on the 0lan-s. "avalry rarely )in frontally against good order heavy infantry% #ven if they )in, they )ill be forced to retire and ta5e A3s )hile the infantry, standing firm, )ill be unscathed% "avalry are more -ast printed 1 ?02?2002 01@53@00 3> -

effective chasing off enemy cavalry and s5irmishers and then moving in on the flan5s or rear of enemy heavy infantry% $nother tactic )ould be to )ear do)n heavy infantry )ith missile fire than charge them )hen they are sha5en% Reser!e ea!y In"antry Missiles. 2eavy 4nfantry may only shoot once in the game% 4t is better usually to reserve this until the combat phase )here it has a better chance of ma5ing an impact% #upport #pe$ial troops. #lephants and &cythed "hariots are unpredictable and can often do as much damage to friends as enemy% 4f successful they can severely disrupt an enemy formation but it is unli5ely they )ill brea5 it% 4t is )orth)hile having some good heavy troops nearby in a position to exploit the damage caused% 2o)ever, the dra)bac5 is that they could rampage and disrupt the supporting troops rather then the enemy% (ointsg *he follo)ing ;points< are standd on the relative effectiveness of various troops in a game and can be used to )or5 out roughly balanced armies@ 2eavy 4nfantry -ight 4nfantry 2eavy "avalry -ight "avalry "ataphracts &cythed "hariot $frican #lephant 4ndian #lephant -ight "hariot 2eavy "hariot #xtra for I ,rade #xtra for $ ,rade 6eduction for A ,rade 6eduction for under-strength #xtra for armoured #xtra for integral -4 #ach -egion #ach other unit ,eneral #ach "ommander 30 20 35 25 /0 C0 !5 C0 50 !0 D10 D20 -10 7except elephants8 -10 D5 D5 D100 D50 7except special units8 100 50

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