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PRIESTAGS Standard Game Rules for CHARIOT, SPARTAN, LEGION, VIKING, and YEOMAN Copyright © 1875, Simulations Publications, Ine, Now York, SLY. 1.0 INTRODUCTION 21D GENERAL COURSE OF PLAY 2 Gane Sse 0 GAME EQUIPMENT 3 Gane Map 33 Game Chars and Tapes 33 The Playing Plces 34 summary of Unit Types 35 Game Equipment Layentory 40 THE SEQUENCE OF PLAY Ai The Game Turn 42 stguence Outline 0 MOVEMENT. 54 Stockine 85 Reade 56 Slopes 14 Detensie Fire 5 Fore and Mele 79MELEE COMBAT EU Which Unie May Atak and Defend 72 Mullen and Mules Combat 73 Combat Reston 1 Mele Stength Variation ‘hp COMBAT RESULTS TABLE. {81 Explanation of Combat Resuks £82 Efe of Disruption 83 Retreat 84 Adeance After Combat ‘0 TERRAIN EFFECTS CHART 10. Leaderip Combst Bons 103 Leadership Monemeat Contol Radius 13 Leader Rection 1141 SCENARIOS AND VICTORY CONDITIONS. 113 Levee of Vietry 113 Con 114 Esiing Unis 120 OPTIONAL RULES ho PAN 1B Determination of Panic 123 Rang 140 MELEE COMBAT AND ELEVATION TMLL Atacking lo Higher Eleraton 123 Aten Soe 15.0 TACTICAL CONCESSION 180 FACING 164 fet om Movement 162 Efecto Mele Combet 163 Efe! on ie Comat 17.0 RETREAT BEFORE COMBAT. kD CONTACT 1.) SIMULTANEOUS MOVEMENT SEQUENCE 19.1 Sequence Outi! The CameTurs 200 HOW TO USE THE SIMULTANEOUS MOVEMENT PLOT CHART 1 Simtaneny of Movement 2A lnviciatty of he Plo 210 INDIVIDUAL TASKS SUMMARY "at Unk Tas 21.2 Operation Interruption 220 MOVEMENT RESOLUTION 221 Contnaty of Movement 222 Opposing Forces Entering the Same Hex 223 Opposing Forces Crsing the Same Heside 280 DEPENSIVE STRENGTH VARIATION "ALT Unts Attacked When Plated to Move When Piste to Fie (OF or DF) 283 Unie Attacked When Potted to Mele Atak [1.0] INTRODUCTION PRESTAGS — Pre-Seventeenth Century Tactical Game System — is a simulation of the art of ‘warfare rom 3000 B.C. 101580 &.D. Each game in the series covers a segment of that period, and Presents the tactical situations faced. by the Teaders of the great battles of the perio. These hatles are presented as scenarios. in which are given a mivof units from the counter sheet and {heir Historical posture at the outset ofthe hate Similarly. the map represents atypical mix of erin, and each battle fs fought in area of the imap which closely simulate the actual historical “Two folders are provided. The first contains Standard Rules. which are common tall the fumes in the PRESTAGS eres, und! Optional Rules, which may be used in any game at the Players choice. The second folder contains unique Scenarios for the specific PRESTAGS game jou have purchased, and Exclusive Rale fr this game only [2.0] GENERAL COURSE OF PLAY Each scenario is played in sequenced turns (called Game-Turns) duting which Players mone. their units on the map and engage in two types of combat using Fire (missle) and Mele (contact) ‘eapons. While maneuvering and engaging. in Combat, they frequently try to achieve certain eographic objetives on the map. [2.1] GAME SCALE ach hex in PRESTAGS eeprosents 50 meters fiom side to side. Each anit reprevents 100-125 men and/or horses, Fach GamesTur represent [2.2] LEARNING THE GAME ‘The army has started using a system called “Peer Group Instruction”. The instructor spends alt of ‘ime with ony one or twa people fo teach them how todo particular job. Once trained, these people ‘go off and istrict thers in the job ts afar more ficient system that takes advantage ofthe sper: fority of personal attention. in any. learning Stuaton. Not to belahor the obvious, but the best ‘vay to learn PRESTAGS, of sny other confit Simulation i to learn it from someone who has Played already. his is not possible and you must learn the game fon your own. do the folowing! ‘Look at all the components bi, Scan the rules quickly, but read all diagrams and tables word for word «Punch out the counters and set-up the simplest Scenario Ithe one with the fewest counters 4. Play the scenario “solitaire” with the Sequence fof Play (4.0) in front of you fe After making 2 few moves, read the rules Sord-for-word [3.0] GAME EQUIPMENT [5.1] GAME MAP. The 23" by 38" mapsheet represents terrain ‘ypical of that on which the Battles were fought. Is reais roughly .8 by 28 kilometers. The different ferrain features affect movement and combat. An Ihexagonal grid is superimposed aver this frrain to egulate movement. range, and the positon ofthe plying pieces. In order to make the map ie Mat, Dackfld the creases, snd optionally make wse of small pioes of masking tape to hold and protest the map. [3.2] GAME CHARTS AND TABLES Various visual aids are provided forthe Players to simplify and illustrate certain game. functions Chief amongst these are the Combat Results Table ivhich is tsed to show the effete of attacks) and ‘Turn Record (o keep (rack of elapsed time), and the Terrain tects Chart shown the effets ofthe ‘aris terrain exes om movement and comb) [33] THE PLAYING PIECES ‘Tao dliflerently colored sets of playing pieces henceforth known as units) are supplied: The Players ate asigned certain of these to represent the opposing armies in each scenario, The playing pieces" are distinguished by type. strength, and ‘mobility as represented by the numbers on the face ofthe counter. These numbers are always in the same position fora particular characteristic of the unit. On different units, the numbers may change, but i is til the same basic arrangement Note that fire units have two additional nambers (compared to solely melee units): Range Allowance and Fire Combat Strength [331] Sample Melee Unit cas—foSD_ 11+ a meee LAB gel Movement Sten ioe enty ode (832) Sample Fire Unit cas LIB Zot Hideniey cove Fe Stength—fo2.

Bet Range wes, fe FE Sel Moone (8.33) Sample Lender Unit Class —o3L det —identity code Combat Bors —o3 67 pel Movement Sea pe E 9--xrner [B34] "ALL-AROUND" COMBAT STRENGTH: Class C ‘The Combat Strength of ont applicable inal irstions. There smo particular direction (seally a tc called “facing” ever assigned toa unit exception: [UCR] [Me e see Optional Rule 16.0) a nice 3.35] Definitions of ‘Terms macs) BICo fa Melee Combat Strength isthe mamier quantifying {he basic offensive and defensive power of ame EC SLY MC CSVY HE SLVY wen engaged in Melee Combat. Its expressed in terms of Strength Points Fire Attack Strength isthe number quantifying the basic offensive stength of s uot when ring ig Cls# D ranged missile weapons. Note that only afew units have this characteristic, =] fa Range Allowance is the maximum number of Po exes through which a Breanitmay fre, Lerspely | get . 4s Fire Attack Strength, subject to. certain IDs) pe ‘estritions Range includes he target hes, ut tye aS rare the fring hen Fire uns ate those whi have the characterises of Fire Artack Strength and Range. Allowance, “Melee units are those which have no fie charac 5 teres Le. they ate non-fte unis Chaat Some units hav botta Fre Attack Strength and a Melee Combat Strengihs these unit arecom [ia] [as] [aos sidered Fire units, a oF 2 a [3.36 Dot Melee Value eF9| foro} [eco Certain units have dot (0) instead of a Melee Combat Strength Those units may not engage in 1 CSLVY 2 CSLVY. 3 GSLWY offensive Melee Combat, and are considered 10 han a dete Mee Combat Sengh of Zao | p-—— — wien stacked with une which do have-a Melee [a a at Combat Strength. When not stacked with ech» 1370) foov2] [our a anit and when calculating Vieory Points) each fe EO] |eeal |eEd {ni with a Dot Melee Value is considered to have Melee Combat Strength of 1. 4 clvy 5c ec [337] Bracketed Melee Combat Strengths Certain units havea Melee Combat Strength which is enclosed in brackets [| These units have a Melee Defense Strength one-half ofthe printed number ls FE wihin the brackets Brackets have no fect upon a. uns Combat Sirenghin‘atgek. Terre Cow az] [ie] [ae un witha trckcted Combat Seenghofiue? | MA] PS] [SK § ‘ould melee attack wih four stength point, but ould melee defend with two strength points [FPS] Lents] —[(2irrs Brackets do ot afet the Fire Protection Strength st any hex, Fractions are retained in computing BW CS IB CV SK CSL. ‘one-half of Combat Strength [3.4] SUMMARY OF UNIT TYPES mT cu] [ase Pictured below are allof the unit ypesemployedin | $4.ue7 rps) |2Aa the PRESTAGS Series along withacodeshowing |g et2| |eers] |e Fes the games in which each type is used. Abbrev tions: C= Chariot, Spartan, Legion, V= py y eink ai Viking, ¥ Yeoman, Chae Be ada wm] feo] fee oe itt tit 243| [sas] [saz BY MI CSVY MS CSLY PS SLY ua) fee Class Me tH 1 atdty crane Sera HB 2 ccm] [ecg rosy ours XS rez] [aadi| 1a emt} amro| | 3Mro Clase 8 MBCY oc SL BOW m2] [soon] faxpo ws] fas ~ = 347] [ats Bs} |apa| |sBe emr2] fees BSL SD CSLVY Ax cv HAY lay UNIT TYPES and ABBREVIATIONS AE Arquebusies, Early aL. ax, BC Byzantine Cataphracts BL Barbarian Infantry BL Ballsta BW Bowmen CB Crossbowmen CH Chariots FL Elephants EX Experimental Phalann HA Heavy Arillery HB Horse Bowmen HC Heavy Cavalry TB Improved Bowmen LA Light Ariliery LB Long Bowmen LC Light Cavalry UT Light Troops MC Medium Cavalry ML Militia Infantry MS Militia Spearmen OC Oriental Cavalry PP Professional Pikemen PS Professional Spesrmen SD Swordsmen SK Skirmishees VE Viking Flees L Leader [3.5] GAME EQUIPMENT INVENTORY Each complete game in the PRESTAGS series consists of the following paris: one game map one Standard Rules Folder ‘one Exclusive Rules Flder fone set of die-cut counters 400 pies) one box one die any ofthese parts are missing or damage, o¢ if ou have any guetiont® concerning te game OSS Simulations Publications, tae 4 East 2rd St New York, N.¥_ 10010 * Questions must be accompanied by = stamped, selladdressed envelope [4.0] SEQUENCE OF PLAY ($1) THE GAME-TURN PRESTAGS is played in sequenced Game-Turns: ‘each Game-Turn is composed of two Plyer-Turss. Each Player-Turn is composed of four phases Players must strict follow the Sequence of Play ‘The Game-Turn proceeds as follows [4.2] SEQUENCE OUTLINE, 1. FIRST PLAYER-TURN ‘The First Player is designated by the individual scenario. The Player whose turn is in progress is termed the Phasing Player. A Fire Combat Phase: The First (Phasing) Player executes Fire Attacks against Enemy unis within his own units’ Renge Allowance , Movement Phase: The Phasing Player may ‘more all of his units up to the limite of the units? Movement Allowance, within the restrictions ofthe Movement Rules. At the end of this, the ‘non-Phasing Player has the option (9 exccute Defensive Fire (te 6.4) © Melee Combat Phase: ‘The Phasing Player executes all melee attacks against adjacent Enemy tunis, according to the rales for Melee Combat. D. Mutual Disruption Recovery Phase: All lisruption markers are removed, except. from those units which suffered disruption fm any Phase of the eurrent Player Turn. This mutual phase fceurs at the end af each Player-Tur, 2. SECOND PLAYER-TURN ‘The Second Player follows the same sequence and procedures as the First Player, using his own units Bnd assuming the role of the Phasing Player. 3. TURN RECORD One of the Players advances the Game-Turn marker on the Turn Record one position to indicate that one Game-Turn has boen completed [5.0] MOVEMENT GENERAL RULE: During the Movement Phase ofa Player's turn, the Player may move as many or as few of his unit a¢ he wishes. "Each unit may expend as many Movernent Points as desired within the limits ofits Movement Allowance PROCEDURE: Each unit is moved by tracing the path of its ‘movement through the hexagonal grid. [8.1] HOW TO MOVE UNITS [5.11] Movement is calculated in terms of hexa- gos. Basically. each unit expends one Movement Point ofits total Movement (point) Allowance for ‘ach hex entered, To enter some types of exes, it ‘may be required to expend more than one “Movement Point. Se the Movement section ofthe ‘Terrain Effects Chart for ¢ full list of terain [5.12] In any given Movement Phase of a Player ‘Tarn, the Player may move al, some or none f his units: Movement is never tequited, i i always voluncay. [5.13] Units are moved individually, in any Airetion or combination of directions. A unit may bbe moved as many of as few hexes as the owning Payer desires, as long as ts Movement Allowance Js not exceeded! ina single Movement Phase Unused Morement Poins, however, may not be sccumlated from Phase to Phase, not transferred from unit to Unit [5.14] Units may be moved only once each Movement Phase [5.15] An undisrupted unit may always be moved tne Hex in any dreetion inte aay passable terrain ‘This is to. prevent units from being. trapped through loss of Movement Points of terran entry costs. I his tochnigue is used, the one hex is the ‘nly hex to which the unit may move forthe turn [52] MOVEMENT PROHIBITIONS [5.21] No Enemy movement is permitted during a Player's Movement Phase [5.22] No fire or melee combat (except for Defensive Fiz, see 6.1 occurs during a Movement Phase. [5.23] Units may never entero pass through hex containing Enemy units [5.24] Ina given Movement Phase, once a unit has bison moved and the Player's hand withdrawn fom the piece. it may not be moved again, nor may i retrace and change is move {5.28} Units may move over different ypes of terrain hexes inthe same Movement Phase as long as they have enough Movement Points {0 expend 85 they onter each hex 15.26] Units may always move through a hex containing Friendly units, Stacking limitations do fot apply daring the Movement Phase (see Stacking, $9) [5.27] In any Movement Allowance adjustment, Fractions are retained. unit without sufficient Movement Points to complete & move may not more into 3 hex. [53] UNIT ORGANIZATION AND COMPATABILITY (531) Non-fe waits are organized into three lasses: A. B and C (see 34) [5.32] Non-fre units ofthe same class may occupy. thesame hex in any combination. Non-fire Unite of diferent clases may never be in the same hex. [5.3] Fite units are organized into evo classes, Foot Fie (FF) and Mounted Fire (MF) (see 3. [5.34] Fire units of the same class may oeeupy the same hex in any combination: fire units of Aitferent classes may never be in the same hes [5.35] Foot Fire units may be mixed with Class A for Class B nos-fee units. (They could not be mixed ‘vith “both in the same hen Because of the Prohibition against mixing Class A and B, case Sp [5.36] Mounted Fire units may be mixed with Class Cnon-fiee units 1537] Miscellaneous unis are grouped in Class D. Gir Demis may min with th ove Cass nd exher clases as longa no other prohibitions (above cases) are wilted, (5.38) Leader units are grouped in Cass E. Class E units may mie with thei own cass and all other Classe at Tong as-n0 other prohibitions (abone ssa) are silted 1539] Unit Capabiey Chat (See the mapsheed [54] STACKING Each Player has a certain stacking limitation assigned thm in @ given scenario. At the end of the Player's Movement Phase, he may have no tore than the stated imi of unite fn any single het Stacking imitations apply tal timer except during the Movement Phase. (The retctions Spply at the end of Movement) [5.1] All unite i the same hex always defend as fone. indivisible ttl of Strength Pints The Attacker may notin any eay separately tack Enemy uns placed on on hess [5.2] Leader and information counters (Disrup- Non and" contact marker) 0 not cont for cing purposes. They are ignored {S43} A stack may be moved together a the movement rate of the slowest’ Movement ‘Alowance inthe sack, or faster unis may fepaate st any point dusing the move [5.5] ROADS [5.51] A unit which moves from one oud hex iret into an adjacent road Hex theough & road hexside expends only one Movement Point regardless of other terrain in the hex w & Movement Point Movement Point * cost: point mera ends upon terrain of he) [5.52] A unit which moves into road hex through # ron-toad hexside must pay the entry cost of the ther terrain in the hex. {S.83] Roads have no effect upon combat (consider the effects of other terain im hes. {5.6} sLoPEs [8.61] A unit which moves into Slope hex must alvays expend two Movement Points to enter the hhex (unless it is moving by road). The cost for entering a Slope hex remaine. two, Movement Points whether the unitis moving “up” or “down” or “across” the Slope [5.62] A unit which moves from a Slope hex, into an adjacent Hilltop hex, through ahexside marked by the Slope splash symbol expends tia Move- ment Points [6.0] FIRE COMBAT GENERAL RULE: Players engage in Fire Combat dusing the Friendly Fire Combat Phase. The Phasing Player is considered tobe the attacker, and the non-Phasing Players considered tobe the defender. A Fite unit ‘may attack any hex within the number of hexes Indiated by the unit's Range Allowance if ther s clear Line of Sight to the target (see: 6.39 PROCEDURE: During the Fire Combat Phase, the Phasing Player allocates unite to attack Enemy occupied exes Each attack is resolved by comparing the total of all the attacking units’ Fie Combat Strengths {0 the Fire Protection Strength (gven on the Terrain Effects Chard of the hex the defending units ere in. This comparison is stated as 8. ratio of [Atacker’s Strength to Defender's Strengths this s simplified to conform to one of the Combat Oxils shown on the Combat Results Table, The die is Tolle and the result is crosereferenced with the appropriate Combat Odds column, yielding the ‘salt Each Combat result ly apie’ eto Initiating another combat action, [6.1] WHICH UNITS MAY ATTACK [6.11] Fie units may nt engage in offensive Melee (Combat in the same Friendly Player-Turm as that In which they have engaged in Fire Combat, They 16.12] Fire units may not engage in Fire Combat in consecutive Player-Turns. Thus, 4 fire nit engaging in Fire Combat in it own Friendly Player-Turn may not engage in Defensive Fie in the Enemy Player-Turn immediately following see Defensive Fire, case 6) [6413] Fre units may only fire ataek Enemy units within the umber ‘of heves of their Range Allowance (see! 6.32, (6.14) Not every unit in a stack nesd participate in fan attack made by a unit or unite in thet stack, ‘They may engage in other attacks, or none at all [6.15] No unit may participate in more than one attack per Combat Phase, Not maybe attacked ‘more than once per Combat Phase. [6.16] A unit may not execute a Fire Attack against Enemy unis loated in t¥0 Of more hexes [6.2] COMBAT ALLOCATION ‘AND RESOLUTION [6.21] Thor i no limit tothe mamber of fie units that may fire into 2 given hex. Different fre units may attack the same hex, even if they are at ferent firing ranges of diferent unit types, o& in diferent hexes. The Fie Attack Sirengths of unite Attacking into a given hex are always combined. (6.22) The defensive Strength of @ units in a hex under Fre Attack i dictated by the hex’ terrain A Fire Protection Strength i listed for each type of hex om the Terrain Effects Char. A toto is arived at by comparing the “Attackers Fire. Attack Strength to the Fire Protetion Strength of the Delender’s hex. The ratio i reduced to 4 Combat Odds. The mumber of units defending against = Bre attack has no bearing on the Fire Protection Strength of the her. (623} In Fire Combat, combat results apply to all Units ia the affected hex [63] FIRE ATTACK PROHIBITIONS AND RESTRICTIONS 631) A single fire unit may never attack more than a single hes, nor may its Fire Combat Strength be split in any way (632 Fre units may not fire through village oF woods hexes to teach a target. They may ire into ‘or from village or woods hexes 16.33] FF units may not fire from stream or ford Inox. They may fire from bridge hexcs, snd say fire into river, ford and bridge exes. [6.34] A Fice unit mast have a Line of Sight (LOS) tore. To determine the hexes ofthe LOS, lay @ Straight edge along the centers of the fing and Target hexes. If any portion of this line pasees through hexes considered “locking” terrain ot through hexes 0 oevupied asto be “blocking” the Fire unit may not fire into that ex. [638] Units on a slope may fire ito, but not through a hilltop hes, [6.36] Slope hexes block fie unles either the firing for the target unit it on 8 hilltop hex which “ascent tothe slope hex in question. Umportant! Be sure 10 understand this) A-- LOS between hexes A and Cis blocked: ‘between A and Bit is clear [6.37] The Line of Sight of @ unit may be blocked bya hex occupied by any unit. Enemy or Friendly, depending upon the elevation of the fring unit. ‘There are three posible elevations: Ground level hexes, Slope hexes and Hilltop hexes. When in a Ground level hex, unit may not fire through ay ‘ceupied hex. Wien ina Slope hex. unit may not Tire through an occupied Slope ex or Hilltop hex, but it may Fite through occupied Ground level exes. ‘uni ina Hilltop hex may not Bie through ‘ccupied hexes nies its Line of Sight goes {hough an adjacent Slope hex. im whieh case it nay fire through occupied hexes. If the Line of Sight of a unit in's Hilltop hex crosses «non adjacent henside marked by the Slope splash sym- bol itis blocked. beyond that point. by occupied exes. LOS terween heres A and Bis Blocked [6.38] 1a Line of Sight alls coincidentally along a hexside between two hexes, the LOS is clear if clther exis unblocked. If both hexes are blocked (for reasons of terain, oecupation, oF both). the LOS is blocked. A LOS is blocked by falling along a heaside whose two hexes have two different Dlocked characteristics, eet LOS between hexes C and Disclear [6.4] DEFENSIVE FIRE [6.41] AML undiseupted fire units have gid Defensive Fire Zones for movement purposes: when any Enemy unit moves adjacent toa Friendly fire unit. the Enemy unit must stop. The Enemy ‘unit may move no further in that Movement Phase [6.42] At the completion ofall Enemy movement ‘during the Movement Phase, all Friendly fie units have the option to launch Defensive Fire: they may fire at any hex adjacent to them into which Enemy units moved during that Movement Phase, [6.43] Defensive Fie is possible only i fire unit fid mot fre atack in the previous Player-Turn. Fire units may never fze im consecutive Player Turns: they require one full Player-Turn to prepare fire (see 612 end 6.52), Therefore if @ fre unit engaged in an attack during a Friendly Fire Combat Phase, it would be linable to use its Defensive Fire after the ensuing Enemy Movement Phase. But all Enemy ils would stil have to end theit movement if they roe adjacent to a Friendly fre uni. (6.44 A fize unit which is incapable of Defensive Fie stil forces Enemy units to stop when they come adjacent 10 the fire unit, (645] Fire units stacked together may fre Separately inco different hexes, The same hex may never be attacked more than once in Defensive Fire (65] FIRE AND MELEE (6.811 Fire units witha Melee Strength may attack In Melee Combat or in Fire Combat ina Friendly Player-Turn. They may never do both in the same Friendly Player-Turn, and they could not use Fire [Atack if it had been used in Defensive Fice during the immediately preceding Enemy Player Turn. [6.821 It is entirely possible to alternate Melee ‘Auack (on the Friendly Player Turn) with Defen sive Fire (during the Enemy Player Turn). The conditions are ‘that both Melee Attack and Offensive Fite cannot be used onthe same Player- ‘Turn; and that fre may not be employed on consecutive Player-Turns [7.0] MELEE COMBAT GENERAL RULE: Melee combat takes place during the Melee Combat Phase of a Payer-Turn. The Phasing Payer is considered to be the Attacker and the rnon-Phasing Player tobe the Defender (regardless oftheir overall strategie postion). A unit may only melee attack Enemy units which atein an adjacent hex PROCEDURE: During his Melee Combat Phase. the Phasing Payer indicates which of his units will be used 9 allack Enemy-occupied heres, Then each separate ‘combat action fs ezalved in turn in aay order the attacking Player wishes. The attacker need) not specify his attacks until they are made, as long a6 the rules of combat are followed. Combat is resolved by totalling the Melee Strengths of the atacking units and comparing {his t0 the total of the Melee Strengths of the ‘defender. This comparison is expresed as ra of Attackers Srength to Defenders Strength this is simplified to one of the Combat Odds on the Combat Results Table, The die is tlled and the number is erosereferenced with the appropriate Combat Odds column to achieve a combat result. Exch combat result is. fully applied. before initiating another combat ation, (74) WHICH UNTTS MAY ATTACK AND DEFEND [7.11] Not every unit in a stack need partici the same attack upon the same defending hex, cen ifone ofthe unitate attacking: the other units may engage in other attacks, or none a al. [7.12] Friendly units stackod in the same hex most be treated. 3s one “combined defensive Melee Strength value when attacked. [7.13] Any one hex may be subjected to only one Melee Combat uring a Player-Tura. One unit in a stack cannot be singled owt and’ attacked separately 17.14] No unit may participate in mote than one atiack per Combat Phase. No unit may be the ‘object of more than one attack per Combat Phase. [7.18] Units disrupted by Defensive Fire Combat may mot participate in the subsequent Melee Phase, (7.2) MULTIPLE-UNIT AND MULTL-HEX COMBAT (7.21) Friendly units in diferent hexes, adjcent to the same defending hex, may participate in ‘combined’ sttack against that hex regardless of Unit class. In such a ease, combine all the Melee Strength Points of the tacking units into one total Strength value, An Enemy-cccupied hex may be attacked by as many units as ean be brought to bear. Conceivably, as many as six stacks of units could partiipate in an stack upon a. single Enemy-occupied hes 17.22] A unit or units im a single hex may execute an attack against Enemy units leated in two oF tore adjacent hexes, In such a case, the Defending Strengths ate combined for combat resoltion. [7.23] Attacks may involte any number of tacking oF defending units on different exes For the attacks to be resolved as a single combat, however, all the attacking units must be adjacent fo all the defending unl [7.24] EXAMPLES: 30 legal o resolve ssa single attack A= Attacker 73] COMBAT RESOLUTION [731] Attacks may be resolved in any order that the Attacker wishes. The result of cach attack must be applied immediately, as the attack is executed. [7.32] Combat Odds are rounded off in favor ofthe Actender to conform to the ratios given on the Combat Results Tables. For example, an attack of 26 Strength Points against 9 Strength Points would te rounded off (9 "2 to 1" eds situation (74] MELEE ATTACK INHIBITIONS Units may never spit their Melee Strength and use itn two or more attacks in the same Combat Phase. The Melee Strength ofthe unit may never be used in piece-meal fashion. All Mele Strengts are integrated. quanties, [7.5] FLANKING ATTACK [7.81] Whenever Melee attacking units occupy, ot are adjacent to, every one of the sx hexes arotind the defending unit). the atack is termed a Flank Attack. Units engaged in a flank sttack have their Melee Combat Strengths doubled before com: puting the combat odds of the atack, Thus, ftwounits,cach with a Combat Strength of ‘wo’, were Hank attacking « unit with « Combat Strength of "four", the combat odds would be ight to four 2 to | on the Combat Results Tabio. 7.82] The doubling in Melee Flank Attacks isthe ‘zal correction applied to combat odds (afer ail other adjustments, such as Terrain, Leader onus, ete [7.83] A Flank Attack is posible only with units that are actually attacking the "lanked” nit, Mere presence in the necessary position (without attacking) is ot enough for Flankeattack pur poses. [7.54] Units caught agains impassable terrain or Imapedges "are not flanked unlest the full conditions for Flank Attack (case 7.51) are still tuted. [7.55] Te presence of Enemy units never interferes with Flank attacks by Friendly unis [7.56] Fire combat never benefits from Flank ‘tack, 7.6] MELEE STRENGTH VARIATION [8.0] COMBAT RESULTS TABLE (See the mapsheet) [8.1] EXPLANATION OF COMBAT RESULTS ‘Attacks at odds less than 1 to 2 are not permite: fadds greater than 8 to 1 are treated a5 8 10 1 Results only afect defending units D = Disruption. The affected uss are “tagged by the placement of a Disruption Marker See: Entects of Disruption (6.2). GE = Half-Ellminated. One-half of the units attaked. are eliminated (Defender’s choice of luni), and the remainder are disrupted. (seo: Diseuption). If there are an od number of units defending, the majority of units would be elim: inated. Do not count Leader units when cele lating “half” of stack Fally Eltminated: Al ofthe units atacked are eliminated; remove from the mapsheet. [8.2] EFFECTS OF DISRUPTION Units which ae disrupted may not initiate combat, ‘employ fire, or be moved forthe duration of their disruption. Disruption never affects Leader Units (see 10.3. When disrupted units (or a stack containing at least one disrupted unid are atacked by Fite or Mele, the Attacker adds “one” to the die roll nurnber before resolving the attack, {8.21] Units may be distupted during any one of thee phases: Enemy Fire Combat, Enemy Mee, or after Friendly Movement (as a. restlt of Defensive Fire (8.22) Units whieh are currently disrupted are limited if disrupted again. (8.23) All disrupted units return to-a normal state uring the Mutual Disruption Recovery Phase, except for units disrupted during the: curtent Prayee-Turn, (8.24) In the event of one Melee Attack upon two heres, one with distupted units and the other ithout, the die rolls increased by “one” for the attack upon the hex with the disrupted unit. The fie roll is unaffected for the hex without disrupted units. At most, then, an attack could have two ‘esulis: ame for hexes with disrupted units and one for hexes without disrupted Enemy units [83] RETREAT Retreat never inflicted on unis [8] ADVANCE AFTER COMBAT When any hex is vacated asa result of combat, the attacking units ‘may advance atthe Owni Player's discretion into the vacated hex. Normal stacking limitations must be abserved. The option to advance must be exercised immediately following the combat result [9.0] TERRAIN EFFECTS CHART (See the mapsheed [10.0] LEADERS GENERAL RULE: ‘There are four levels of Leaders in PRESTAGS, a", °2", "3" and "4". Leaders influence both combat and motement of Friendly units. Units stacked with a Leader are never Disrupted. Lead- ers have two characteristics: Leadership Combat Bonus (the digit printed on the lower left of the counter) and Movement Control Radius (printed fn the lower right. In some scenarios, mounted units are exempt from Leaders" Movement Control Radis and iy restrictions [Mourted units are understood to include al Clas C units, Mounted fire units, and Chariot units (with their cccupants.| Elephants are not mounted units PROCEDURE: ‘A unit (or stack of units) im the same hex as @ jenly Leader “unit. and_engeged in Melee Comba, receives additional Strength Points equal to the Leadership Combat Bonus. This bonus may fever exceed the Combat Strength of the unit) after complete adjustment by all possible modifiers (Fereain, Unit Capability if used, ete) Units whieh begin their Friendly Movement Phase within the Movement Control Ragivs of a Friendly Leader unit may more normally with thee full Movement Allowance. Units which do.not begin their Movement Phase within the Movement Control Radius ofa Friendly Leader unit may only tse one-half their normal Movement Allowance (retain fractions 10.1) LEADERSHIP COMBAT BONUS [10.11] To gain the Leadership Combat Honus, units must be stacked with the Leader unit at the Instant of combat If there is more than one Leader nit a hex, all the Leaders may add their bons to the other unis" Melee Strength, The combined bonus may not exceed the adjusted Combat Strength of all non-Leader units in the hex, [10.12] A Leader may never apply his Combat Bonus to himself or another Leader unt, {10.13} Leadership Combat Bonus apples in Melee Combat only, for both offensive and defensive ‘combat situations [10.14] Leadership Combat Bonus may be applied to ‘any number” of attacks made by Melee Attacking units in the Leader's hex [02] LEADERSHIP MOVEMENT CONTROL RADIUS [10.21] Units which bevin their Movement Phase within a Leader's Movertent Control Radius may ‘move out of this control during their Movement with nl effects. Being in more than one Leader's Movement Control Radius yields no. additional ‘morement bons [10.22] Although in some seenaros, mounted units ‘may be exempt from Leaders’ Movement Cont Radius, the mounted units may stil use the Leader Combet Bons (00.23) Units which begin a Movement Phase beyond a Friendly Leader's Movement Contol Radius have their Movement Allowance cut in hall (actions retained. (10.28) Undisrupted units, rogardess of teesin land Morement Contrl modifications, may always ‘move one hex (non-probibited) per Movement Phase w_2] faa] fas] fe egal leva] [sail |avo 2£9] [oE9| le Eo] leo 03) LEADER REDUCTION The four types of Leader are vated by steps, fom "1 (bes to "4 (wore). Leader unity tn hexes affected by “Disruption” and "Ys-Elim” results in Melee Combat are replaced with « Leader rated one grade lower, A °4” level leader, if reduced, is eliminated When 3 Leader unit recelves « “Disruption” of “~ Blim’” Combat Result due to Melee Combat, the Leader unit is removed and the next lower grade of Leader substituted. An Elim” revull Sill causes the complete elimination of ll units, Including Leaders, regardless of level, in the affected he. level Leader unit in a hex suffering a “Disruption” result due to Melee Combat would be replaced with @ "3" Leader. Ad" Leader sutfering the same result would be eliminated, Leaders are never upgraded. [10.31] Leaders never suffer any harm from Fite somtbat. Units stacked with Leaders do mot suffer ‘Disruption” in Fire combst (But they do sufer ‘elim and “Elim results from fre), Tes entirely possible tha all the units n a hex could be eliminated by Fire Combat and the Leader would remain, completely unaffected {10.32} Leaders mulify “Disruption” ofthe units they are stacked with from Melee Combet, but they are reduced one level as the “cost” of the nulification. The destruction of "4"Tevel Leader oes "sav0 hs units from Disruption onthe turn of the Leader's demise [10.33] Leaders are reduced and the units suffer the results of *4-Etim" and "Elim" from Melee Combet 104] SUMMARY OF LEADER CHARACTERISTICS (See the mapsheet) [11.0] SCENARIOS AND VICTORY CONDITIONS (1141) SCENARIO FORMAT. Each Scenario is presented in the following way: (0.0) Name of Battle (Date) 'A Force (the name ot leader ofthe side which will deploy and move Fist - unless otherwise specified Units (the type and number avalable.. VP (the Vietory ‘Point Totad, PL. (the Panic LeveD. Deployment (a hex identification letter, and distance from that hex that units may be set op). Stacking (the masinium number of units per hex. Leadership (see 10-22; if mounted units are exempt, "MLEx." will appear 1B Force (following the same format as above). Game Length (in complete Game-Turns). ‘Vieiry Conditions (separate, alternate conditions are separated by semicolons) ‘Terrain Modifications. Special Rules. [112] LEVELS OF vicToRY ‘The Vietory Conditions frequently specify geo- graphic objectives, levels of victory, of both. The ‘thre levels of vietory are: Marginal, Substantive, and Decisive. Vielory Levels are calculated in terms of a ratio of Vilory Pints For every Enemy nits destroyed, the Vietory Point total awarded Is ‘one-half the Melee “Attack Strength (always Founded up) plus the Fie Attack Strength i any) [11.21] A Marginal Victory results when one side has a ratio of its own Vietry Points to its oppo- nent’ Vietory Points greater than 1 to 1, but less than 2 f0 1 (11.22] A Substantive Vietary results when one side has a ratio of i own Victory Points toi ‘opponent’ Vietory Points of 2 to 1 or beter, but leer than 3 10 1 11.23] A Decisive Vietorycesults when one side has a ratio ofits own Victory Points to its oppo- nent’s Vietory Points of 310 1 oF better. [11.24] For any Vietory Condition, a “highee” level of victory is always considered just as good. For instance, a. Victory Condition that called for a “Marginal Victory and contol of hex “M"™" would be considered fufled # hex “MT ws controlled and a Substantive or Decisive Vietory had been achieved. [11.25] Whon Vietory Conditions are given in absolute numbers of units, rather than ia Vietory Levels, Class D and Class F units are net counted [113] CONTROL Many sconarios call for. the “control” of a particular hex or hexes, Control awarded the Player whose unit occupies the required hex. If there is no uait inthe hex iis coatrolled by the Player whose unit occupied the hex last Ifthe hex has never been occupied, neither side controls it, regardless of its peography. [11.4] EXITING UNITS [1141] Once units have been moved off the mapshect in pursuit of a Victory Condition, they may never be brought hack, regaedless of whether ‘or not the condition f fulfilled [11.42] To exit unit from the mapsheet, the unit rust have one Movement Point remaining 9 expend for ie to “leave [12.0] OPTIONAL RULES Optional Rules are designed to permit » greater depth of realism in the game at the sacrifice of some degrea of playability. The fllowing options ‘may be used independently of one another, or in any combination Crain ones will be strongly recommended by particular scenarios, Players should) be fully onversnt with the game sytem before attempting fo edd any of the options. [13.0] PANIC ‘COMMENTARY: Each unit in PRESTAGS hes a Victory Point value ‘equal tothe unit's Melee Strength divided by to (Counting Dot Melee Valuer as one; all fractions rounded up), plus is Fire Strength Gf any). The {otal ofall units’ Victory Points isan expression of the atmy's wort, All armies in the scenarios have 4 numerical Panic Level, a percentage of its Vitory Poin total, When losses in Vietory Points attain the Panic Level the army's organization begins to dsinte arate. The Panic Level it reached when Enemy Victory Point (gained through the destruction of Friendly unlit) each the Friendly Army's Panic Level GENERAL RULE: For every Movement Phase thats unit i Panicked, it must attempt to move up to its Movement Allowance toa hex as many hexes as posible from the nearest Enemy unit. In so moving. it must alvays attempt to move from hex to hes, cach of Which is always further from any Enemy unit Units may never move into prohibited terrain, into Enemy-occupied hexes, of adjacent to Enemy fice units. Ie is possible that unite may not move at all they wore surrounded and no hex would place them further from Enemy unit, 1 possible, Panicked units must move off the smapsheet: in which case they are counted for Vietory Poin 'as if thei loss had occurred in egulat combat. They cannot return PROCEDURE: Panic is determined the instant one side's Panic Level is equaled or surpassed. The entre army ponies at once, The flowing are Units stacked with of adjacent to" Leaders and all units stacked with Leaders Panicked units may not attack; they defend at one-half their normal Melee Strength (rations ‘etained). Panicked units that are attacked by Fite OF Melee Attack suffer all combat results an, in fddition, see eliminated by “Disruption” results [13.1] DETERMINATION OF PANIC [13.11] Panic may be attained in the middle of a ‘hase, atthe instant losses reach or Surpass one Sde's Panic Level. 113.12] If the exact Panic Level is reached at exactly the same time by both sides, the side which tras the Defender in the scton is consiered (0 panic. The Attacker does not panic. [13.13] If both sides surpass the Panic Level st exactly the same time, the side which pases is Panic Level by the grester ‘umber of Victory Points (ie lost morein the batt) i considered 10 be the panicked army. The other side may never panie thea or thereafter. [132] RALLYING [13.21 Ail nits that dd not panic atthe instant of panic in their army remain unpanicked indef nite. Once the instant of panic has passed, no ‘more units (of either side) ever panic, regardless of losses 10 either side (13.22) Leader units alone may Rally panicked Friendly units. At the end of each Friendly Movement ed unis adjacent to oF stacked with Tevel Leaders and all panicked units stacked with "3" and "4 level Leaders are “rallied”, i. returned fo unpanicked state forthe reminder of the game [14.0] MELEE COMBAT AND ELEVATION GENERAL RULE: All heres adjacent to dark-border Slope hexsides are Hilltop hexes. All heres with Slope markings (ste: Torrain EMfcts) are Slope hexes, which are Tower than Hilltop hexes in elevation. All other terrain is called Ground-level and is lower than Slope. elevation; all Ground-level terrain is considered equal in elevation, [14.1] ATTACKING INTO HIGHER ELEVATION (14.11) Any Class A of Class B unit on @ Ground Level hex stacking a Slope hex, or on a Slope hex attacking a Hilltop hex, hay its Melee Attack Strength cut in hall [14.12] Any fractions caused by this reduetion are retained and combat “odds” are calculated in the normal way. Thus, a Class Aor B unit with an [Atack Strength of five ona slope hex attacking & Hilltop. hex" would attack with 21" Combat Strength Points. It would atack s unit defending with two Strength Points at Combae Odds of “one [14.13] This elevation penalty is calculated before the addition of any Combat Strength Bonus from Leader units, and before the corestion (i any) for Flank Attacks. (14.14) The preseace of units not from Classes A and B in no way affects the penalty; itis sil assessed 142] ATTACKS ON sLoPES [14.21] Any Class A of Class B unit ona Slope hex attacking any unit on another Slope hex has i Melee Attack Strength eut in hal. [14.22] Fractions are retained and the penalty is caeulated before Leader Bonus is added (se: 1412, 14,19. (04.23) This penalty is extracted regardless of \whethor the defender's Slope hex is on a contigs fous Slope "line™ or merely an unconnected, but Sajacent, Slope hes. [143] RESISTANCE TO DISRUPTION [1431] Class A and Class B units on Slope hexes ‘may ignore al “Disruption” combat rests, fom Melee or Fico Combat [14.32] This resistance of Class A and Class B units on Slopes in no way influences any other unit Stacked with them on the Slope hex (including Leader units, who must suffer results normally) [15.0] TACTICAL ‘CONCESSION GENERAL RULE: At any time, in any seenaio, a Player may more his Trees off the map to avoid greater casualties. The withdrawing Player automatically grants his ‘opponent a Substantive Vitory (umest the ‘opposing Player has achieved or does achieve a higher level of victory before the withdrawal is completed). PROCEDURE: Units must be ented off the mapsheet from road beses

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