Quincunx

25mm Rules for Games
of the Second Punic War

Republican Rome and Carthage

By Duke Seifried Copyright 1999

Forward

It is necessary that the "Designer Notes" article titled "The Quincunx Question" be read prior to studying/consulting these rules as certain necessary unique concepts are presented which are pertinent to understanding and utilizing this material.

Quincunx is an attempt to create a set of rules which can effectively model the Roman multi-line checkerboard formation in combat with a typically multi-line multi-line Carthaginian army. In order to prepare the player I provide a rather detailed description of the miniature armies I have developed for the game. Additionally I supply an analysis of the composition of the armies and their mounting followed by descriptions of the mechanics required for melee, missilery, casualty removal/attrition, movement and sequence. Although the mechanics are relatively simple, I believe you will find them to model the action in a rather realistic manner.

In this first draft of the rules I have attempted to provide further "Designer Notes" or "raison d'etre" with the appropriate sections. In a completed state we would probably dispense with these details in the rules. I look forward to your commentary and contributive suggestions. More traditional players who are troubled by the "combined arms" of an amplified role for the Velites will find they can maneuver the century bases into a solid Hastati or Princeps battleline.

The Roman Army

For game purposes I have created a model legion and an equivalent Carthaginian force in 1:10 scale. The following table shows the organization of this model legion.

TypeManiplesFigurinesNotesActual
Triari
(HVY INF)
5 X 126010 x 6 in reality, the 10 half-sized maniples have been combined into 5 standard sized maniples. Mail armor with long spears.600
Princeps
(HVY INF)
10X 12120Two centuries per maniple. Mostly mail armor. Casting pila as helpful identification1,200
Hastati
(HVY INF)
10X 121202 centuries per maniple. Protective breastplate. Drawn swords as identification1,200
Velites
(LT INF)
10 x 1220Peltasts - Javelins, shield, sword and open helmets under animal skin head dress1,200
Equites
(HVY CAV)
1 X 1515Mail armor, spear and shield, helmet150
Allied Cavalry
(MED CAV)
3 X 1545Unarmored, spear and shield, helmet450
Extrordinarii
(LT INF)
2 X 1224Rhodian Slingers and Cretan Archers (psiloi types)240

Optional Additional Troops

Some game scenarios may require larger numbers on the Roman side. This can be accomplished by bringing in portions of an "Allied Legion" which normally made up half the force.

TypeManiplesNotes
Allied Hastati ? X 12Use Allied units in "cohorts" of one unit of each type.*
Allied Princeps?X 12Use Allied units in "cohorts" of one unit of each type.*
Allied Light Infantry? X 12Use Allied units in "cohorts" of one unit of each type.*
Allied Triarii-Unlikely
Hellenic-type Phalanx? X 36Hellenic-type spear phalanxes from other towns could also be used.

*Six cohorts would provide 2,160 more men.

The Carthaginian Army

TypeUnitFigurinesNotesActual
Carthaginian Phalanx1 X 3636Pikes 360
Liby-Phoenician Phalanx1 X 3636Pikes 360
Iberian Scutari1 X 1616Heavy Infantry 160
Celt-Iberian Scutari1 X 1616 Heavy Infantry 160
Lusitanian Scutari1 X 1616 Heavy Infantry - All Lusitanians used the small Caetra shield160
Iberian Caetrati1 X 1616Very high quality "peltasts" used as line infantry.160
Celtic Swordsmen8 X 16128Heavy Infantry 1,280
Celtic Light Javelins4 X 1248Peltast class with javelins and shields, many with swords480
Balearic Slingers2 X 1224Psiloi skirmishers 240
Libyan Javelins2 X 1224Light Infantry Skirmishers with javelins and shields240
Numidian Javelins1 X 1212Light Infantry Skirmishers with javelins and shields120
Moroccan Archers1 X 1612Psiloi Skirmishers 120
Liby-Phoenician Heavy Cavalry1 X 1616 Armored with spear, shield and helmet.160
Celtic Heavy Cavalry2 X 18361st - Armored nobles, spear, shield, helmet. 2nd - Unarmored with spear, shield, helmet.360
Spanish Medium Cavalry 1 X 1616Special long spears with Caetra shields but not armored.160
Numidian Light Cavalry2 X 1632Skirmishers with javelins and spears. No armor.320
Carthaginian Elephants2X212 Crew
Elephants
Each elephant crewed with pikeman, javelineer, and mahout for a 2 piece element. Two elements in each unit.240

Movement and Formations
Unit Descriptions with Movement Allowances and Formation Specifications

Roman heavy infantry in the Battleline include Roman/Allied Princeps, Hastati, and Triarii maniples plus possible Hellenic-style spear phalanxes of Latin subject states. Legionnaires are arrayed one or two ranks deep, phalanxes four ranks deep. Triarii may be deployed one rank deep if desired or combined into two century maniples as the Hastati and Princeps.

Roman light infantry Velites, being treated as peltasts in this game, may be dispersed and deployed as skirmishers by their commander in one or two ranks. When maneuvered as a part of the battleline they are considered as formed units and are arrayed in three ranks. The number of ranks determines their status as formed or skirmish.

Carthaginian mercenary Celts and Spaniards (even the Caetrati used as battleline troops) are considered as formed heavy infantry in function. They are arrayed in two ranks in their warbands.

The large pike phalanxes of Liby-Phoenicians and Carthaginians are formed heavy infantry arrayed in four deep ranks.

Celtic Youths armed with javelins are placed in the peltast role for this game, and unless dispersed and deployed as skirmishers in one or two ranks, are considered formed troops arrayed in three ranks as the Velites. The number of ranks determines their status as formed or skirmish.

Formed units usually make up the traditional battlelines of the armies. Romans have three distinct battlelines with Velites possibly contributing to filling the spaces of the Quincunx formation. Carthaginians typically interspersed Celts between Spanish war bands to make up their heavy infantry battle line. Another battleline may be constructed from elephants and light units.

Formed unit Battleline Groups move as one entity. A Roman Hastati line interspersed with Velites formed up in the interstices between maniples moves as one large contiguous line. Battlelines made up of Spanish elements sandwiched in between Celtic warbands moves as an entity. Formed heavy infantry battlelines (even when intermixed with lighter components in support) move at a rate of two move factors (six inches) per round.

Elephant/light infantry battlelines move at a rate of three move factors (9 inches) per round.

Cavalry battle lines made up of heavy and medium cavalry move at a rate of four move factors (12 inches) per round arrayed in three rank deep formations.

Formed light infantry peltasts not part of a heavy infantry battleline may move at a rate of three move factors (9 inches) per round.

Skirmish light infantry who are formed, whether they be psiloi or peltasts, may move at a rate of four move factors (12 inches) per round in single or double ranks.

Elephants not brigaded with light infantry may move independently at a rate of four move factors (12 inches) per round.

Light Cavalry are never considered formed even when aligned in an "orderly fashion." They move at a rate of six move factors (18 inches) per round. They are considered always as skirmishers, and are arrayed in single or double ranks.

Light cavalry and light infantry have the unique facility of being able to split move. That is to move up, loose missiles and then move back to the extent of their allowed move distance. This is described as skirmishing and they must be deployed/dispersed as skirmishers to be able to execute this maneuver. Peltasts can also skirmish provided they are not formed.

Light cavalry and light infantry in the skirmishing role have the ability to attempt to evade the attack of formed units. Should a formed unit move into contact with a light unit in skirmisher mode, the skirmishers will cast a d10 and the attackers will cast a d6. The skirmishers may withdraw from the melee the number of move factors they are higher in their cast than the attacker providing they do not exceed their allotted normal move allowance. If they are unable to get far enough away, or if there is no clear avenue of exit, they cannot evade the attack. If they cast a total lower than the attacker, once again they are in trouble. Only if they have a higher sum than the attacker and it provides sufficient move factors for them to avoid the assault have they been successful in their attempt at evasion. An evasive move eliminates the next move initiative and the unit which has evaded can not be in motion on the next round. Mark with a chit.

Movement Matrix

Type Move Factors
per Round
Inches
Roman/Carthaginian Battleline26
Formed Light Infantry Peltasts39
Skirmishing Light Infantry (Psiloi or Peltasts)412
Elephant/Light Infantry Battlegroups39
Elephants412
Heavy or Medium Cavalry412
Light Cavalry Skirmishers618
Commanders4 12

Woods: Only light troops may enter woods unless there is a "road" through the forest. Peltasts may qualify as lights and may "form" only on roads or clearings within the wooded areas. Only figurines on the edge of the woods may combat others outside the woods or be targets of missilery. Fire against this cover is predicated on a lower level of missilery dice, i.e., d6's to d4's, etc.

Melee against defenders in the edge of the woods is at one column further right on the Melee Matrix for the attackers. Combat within the woods, with both parties in the woods prior to the melee, is as normal.

Water: Streams and small rivers may be forded (crossed) at specified points or (if a stream) at any point using this method. 1) Move to the edge of the stream and stop. 2) Next turn move into the center of the stream and stop. 3) Move to the far shore and stop. This is a three round, time consuming action and troops engaged in crossing streams are vulnerable. Missile action against such targets raises one level. Meleeing upon the far shore forces the crossing formations two columns to the right of their cur-rent status, which obviously reduces their ability to fight effectively.

Organizing Your Army

The armies are organized into Battlegroups for game play. As the model Roman Legion actually represents a number of legions in the game, I suggest breaking it into at least two parts which we will describe as the right and left wings. Each of the wings is a command handled by a player. He will control the Velites, the Hastati, and the Princeps of that wing. Other players would handle the left flank Allied Cavalry and Extrordinaxii or the right flank Equites Cavalry plus the right Extrordinarii Psiloi unit. The overall general acting as Scipio would perhaps control the Triarii, or merely act as Commander-in-Chief and assign the Triarii to their respective wing commanders. The Roman Quincunx is a formal formation and should be relatively inflexible in principal.

The Carthaginians are a more flexible force with a commander for the right wing Celtic and Spanish Cavalry; and another commander in charge of the left wing Numidian Light Cavalry and Liby-Phoenician Heavy Cavalry. A commander is needed for the two Elephant-Light Infantry Battlegroups which might also likely include some Celtic Youth Javelineers. Two further leaders are needed for the left and right wing main battlelines made up of Celts intermixed with Spanish and topped off with one of the pike phalanxes for each wing. Two commanders are required for the right and left wing skirmish lines flanking the elephant battlegroups. Add Hannibal as Commander-in-Chief! There should be more players on the Carthaginian side to allow greater flexibility.

Battlegroups for 12 Players

RomansCarthaginians
1 - Reserve Triarii1 - Right Wing Cavalry
2 - Right Wing Cavalry and Extrordinarii2 - Left Wing Cavalry
3 - Left Wing Cavalry and Extrordinarii3 - Elephant-Lights Battlegroups
4 - Right Wing Legion Battleline4 - Right Wing Infantry Battleline
5 - Left Wing Legion Battleline5 - Left Wing Infantry Battleline
6 - Right Wing Skirmish Line
7 - Left Wing Skirmish Line

Other assignments or groupings are possible but this provides a concept for general play. Obviously fewer players could take responsibility for more than one command:

Battlegroups for 6 Players

RomansCarthaginians
1 - Reserve Triarii/C-I-C Battleline1 - Right Wing Cavalry and Infantry
2 - Right Wing Cavalry plus Extrordinarii
and Right Wing Legion Battleline
2 - Left Wing Cavalry and Infantry Battleline
3 - Left Wing Cavalry plus Extrordinarii
and Left Wing Legion Battleline
3 - Elephant-Lights Battlegroups and Psiloi Skirmish Lines

Battlelines should be utilized as entities as much as possible - moving together in their lines. Wings/Commands may be independent of one another as ordered by their C-in-C.

Commanders

I have modeled Hannibal and his staff in a "Command Elephant." The Carthaginian symbol standard is prominently displayed and I have gone to great effort to depict him with only one usable eye! Other leaders are merely mounted on horses. I have six of these who can be named as you may wish who are to command various components of the Carthaginian army.

The Romans are represented by a horse-mounted Scipio with his staff on foot in a vignette-style diorama. Two other Roman commanders are available, each with a corrm and two mounted Roman leaders for the cavalry wings.

These leaders represent the players and provide color to the game by affecting the movement and control of the units. Their movement is 4 move factors (12") whether on foot or mounted. Each commander is assigned a "Battlegroup" which may be several units of cavalry, a wing of the main battleline, or other groupings as shown above in the section entitled Battlegroups.

In order for units to move, they must be within four move factors (12") of their commander or able to trace a line of command through affiliated units no further apart than two move factors (6"). A unit not meeting this criteria is out of command and can not move unless forced back through a melee. They may defend themselves, but may make no aggressive act. It behooves the Commanders to place themselves in such a position as to be able to "command" their troops.

A leader may attach himself to a specific unit and add a +1 to their die cast difference for missilery or a +1 to the die cast for a melee for that specific unit. However, if that unit comes under fire or is meleed, the commander is at risk. If casualties are lost (due to missilery or a melee combat) from the unit to which the commander is attached, the commander must cast 2d6. If the result is snake-eyes, he is killed; any other double and he is wounded. Wounding reduces the commander's movement to two move factors (6"). Another wound reduces him to one move factor (1") and a third wound kills him even without snake eyes.

Plastic chits serve to indicate the status of commanders. The Hannibal and Scipio vignettes operate as for the other commanders except they provide a +2 when attached to a unit. Even though Hannibal is mounted on an elephant, the elephant is not used as a combat entity - it is merely for show!

Sequence

Each turn consists of two rounds of play predicated on a move/counter-move basis. Original initiative in the game is determined by die cast. At game start each commander/side is provided a d10. They cast and compare with the higher side taking his choice of move or counter-move. Should one of the commanders win a melee, causing a recoil (driving back) of his opponent during either of the rounds (his or his opponent's), he will be given a d12 for the next turn's determination of move or countermove. It is possible both players may be permitted to utilize a d12. If no melees are won both players will use a d10 to determine choice for the next turn.

A melee victory and subsequent recoil of your adversary at the conclusion of a round is the objective. It is predicated upon the complete battleline combat of the various smaller units which make up the battleline. This also applies to a cavalry duel or even a fight between light infantry elements. Any situation where a melee occurs offers the possibility of victory and enemy recoil. Casualties from missiles do not affect initiative.

Missilery

Units within range of enemy units may issue missiles (javelins, sling stones, or arrows) in a 90 degree arc of fire to your front. Any other missiles (short range) are part of pre-melee missilery described at the conclusion of this section.

Pass-through fire may be used when one is not the moving player, but no fire may be issued on the following round. A plastic chit should be placed with the unit which fired to identify this action and block fire on the round. Remove the chit at the end of the round.

The method involves nominating the target unit (you may not fire into a melee). If the opponent questions range it must then be measured. If there is no challenge, proceed to consult the following charts.

Arc of Fire: 90 degrees measured from the center of the stand.

Missilery Matrix

WeaponShort RangeLong Range
Bow12" or less12.1 " to 24"
Sling12" or less12.1" to 24"
Javelin3" or less3.1 to 9"

Number FiringOverhead Trajectory
or Wall/Cover
Long RangeShort Range
4-5-6No2d42d6
7-8-92d42d62d8
10-11-122d62d82d10
13+2d82d102d12

Modifiers: Shielded Battleline Infantry, Armored Heavy Cavalry and skirmishers subtract one (1) from the difference in the cast. Missilery directed against an enemy flank will add (+1) to the difference in the cast. Skirmishers cannot be outflanked.

Cast the specified dice appropriate to the number firing in the specific action. Subtract the lower die from the higher die. Each difference of two points creates a casualty. Remainders are disregarded. If firing over your own men's heads, at a target protected by a wall or in cover such as woods edges or at Battleline Infantry equipped with large shields, the potential effect is lessened.

Pre-Melee Missilery (point blank)

Pila, axes, spears, etc. may be cast only on the very first round of combat for each battleline at a range of three inches prior to engagement. This volley is less intended to create casualties as to affect the defensive ability/capability of the adversary by weighing down and rendering useless a number of enemy shields.

In this game we will represent this element by a subtraction to the battle line's initial die casts for the initial melees. As we are given to understand, the pilum was a superior weapon in this situation and only the Spaniards would have had anything comparable. As only a small proportion of the Carthaginian army in this game is Spanish, we shall reward the pilum casting Romans with a d12 to represent their volley while their adversaries will answer with a d10 - thus giving a bit of advantage to the men of Rome. The dice are cast and compared. The side with a lower cast must apply a -1 to each die cast on the very first round of melee only. Roman and Allied Hastati make this cast; and the Princeps will be permitted this volley as well when they become the front line of battle. Celts and Spanish make their casts only upon their initial confrontation. Romans have several "built in" battle lines which will each make their own "initial" casts as opposed to the Carthaginian mercenaries' single entrance (unless these troops are positioned in multiple lines of battle, and the wily Hannibal player may opt to form his units accordingly). The concept is simply that Roman/Allied Legionnaires, Spanish and Colts have the pre-melee missile volley ability and are equipped for this action.

Should a new battle line of Romans face an existing, fatigued line of Celts and/or Spaniards, the Carthaginians automatically lose the pre-melee cast because they no longer have missiles, having used them up when they entered combat initially. All other Carthaginian types automatically lose versus the Roman battle line. This can be a potent element in the successful tactical use of the Quincunx formation against Hannibal's troops.

Use of Light Units

Light infantry types such as Velites and Celtic Youths at this time are considered peltasts and are capable of both missile (and as required) melee action. All other lights are of the psiloi (noncontact) class with poor melee ability and should therefore avoid combat except within their own class. Their principal activity should be that of raining as many missiles as possible on the enemy in preparation for attack by heavy troops (a sort of "softening up" effect). In addition, the light troops can support the assault troops by covering their flanks and attacking the flanks of the enemy. Overhead fire is also a possibility. From their vantage point atop their beasts, elephant crews can hurl some javelins upon the enemy below.

Velites and Celtic Youths classed as Peltasts may be involved in a melee action while in skirmisher formation. Their combat value is reduced by reading one column further right if they should fight a melee while in skirmish mode.

Formed peltast class light units may issue missiles prior to a melee closing when they have the initiative. If they do so their melee strength is read 2 columns further right than their current status. Peltast class units must read three columns further right if they are in skirmish formation and loose javelins prior to combat.

Light Infantry Skirmishers

Psiloi light units do not receive any benefit from being formed and do not have to be mounted upon magnetic unit bases (except for convenience or initial game set up). They are used as skirmishers. The figurines are removed individually as they become casualties. Unit attrition occurs as casualties are lost. Total numbers are considered in their disposition. However, just as for formed units when they are reduced in strength to 25 percent they are no longer combat effective and must be immediately removed four move factors (12 inches). They will be captured if encountered by any enemy unit of greater than 95 percent strength.

Melee

The essence of fighting in the Second Punic War was the combat between opposing battlelines of formed troops. The melee (hand-to-hand combat) is conducted by contacting the opposing side's line of battle. The units of Republican Romans are maniples of twelve figurines which are typically matched against the sixteen figure warbands of Celts and Spaniards. At times units of Velites may also be in contact. Determine the opposing units by ascertaining the principal (largest) area of contact by a percentage of frontage. These are the units which will be in contention with one another. Whole sections of the battleline move so it is a matter of portioning out the individual melees. Carthaginians can also deploy units of elephants intermixed with specialized Libyan javelineer light infantry supported by Celtic "peltasts" and Numidian Javelineers so it is possible to encounter some of the varied psiloi light elements of the Carthaginian army but certainly not by their wish. Of course, there are mounted contingents on both sides which are of great importance particularly to Hannibal's constituents. Whenever melee occurs each unit must be matched up to an enemy unit for purposes of adjudication. Occasionally a unit will be in a situation where it must fight two enemy units. The combats are fought separately - the unit on the right first.

Each round of melee is adjudicated by comparing the matched-up engaged units in a contiguous line of battle. Following is a chart specifying the particular die to be used for each combat. It shows the number of rings which determines the column. The numerical round of combat is very important as each successive combat round ring may affect the die to be cast. A plastic ring (from the fabric store) applied/hung on the unit or an upright 1/4" dowel glued to its group base can serve to keep track of the rounds - one ring added for each round fought. On the other hand, a round of non-activity (rest) will remove a ring. Paired unit combats are adjudicated by having each side cast the specified multi- sided die, adding modifiers if appropriate, and computing the difference between the two results. Each two points of difference (discarding the remainders) create a casualty on the lower sum side. Casualties are removed from play by extracting them from the back rank of the formation.

The side losing casualties is driven back four move factors (12 inches) facing the action and receives a second ring. This retro movement forces a respite in the battle. The victor has the option of a free, immediate movement to occupy the space vacated by the enemy unit. If neither side is victorious by extracting the required casualties, the units remain in contact for further rounds unless withdrawn voluntarily by a player which could create a voluntary respite on the next turn.

This mechanic attempts to represent the fatigue of combat by a systematic reduction of the specified multi-side die type utilized on successive rounds of melee. As succeeding rounds accumulate additional rings, it is possible to determine the extent of fatigue/disorganization for a unit and accordingly the appropriate die for the next melee round.

Units can be removed from a melee only when you have the initiative conferred by being the mover in a new turn. You may not remove from a melee on a countermove. If you remove from a melee you may not initiate another melee that round. Should you begin a new turn while in a melee situation you may opt to continue the melee or break-off by removing. Lights with missile capability may issue fire after removing from melee.

Remember that each round of inactivity hill remove a ring and index a different column on the chart which may possibly increase the potential for combat by specifying a more-faceted die.

Casualty Removal and Attrition

Casualties are removed from units to depict attrition. It is best to retain the command group of Battleline Infantry for identification purposes so it should be the last to go. When a unit drops to 50 percent there are further penalties. Alter a unit has lost 50 percent, the melee die specified will be one column further to the right. After a drop to 33 percent one must read two columns further right from wherever you are currently. A unit with only 25 percent remaining must be immediately moved back four move factors (12 inches) or until encountering a friendly line/unit behind. This straggling unit has no combat ability and should be removed to a place of safety for if it should meet any enemy unit of normal strength level it is captured.

Attrition Table

Original Roster
% Remaining
Figures Remaining in UnitPenalty
61216*1836
50%3689 18Unit reads one column to the right of current status.
33%245612 Unit reads two columns to the right of current status
25%13459 Unit disintegrates - no longer is combat effective.
*Used also by 15-man units

Game Tactics

Players will soon understand that it is desirable to utilize a battleline for limited rounds of combat; and when they are deteriorating due to fatigue, to voluntarily pull them back for some period(s) of rest in order to obtain a more effective melee die. Remaining in combat over long will result in unacceptable losses due to the lower potential of lesser sided dice used in later rounds of the melee.

Note that there are two rounds (one for the mover and one for the countermover) in each turn and melees may occur in either or both rounds.

Melee Matrix

UnitNumber of RingsNotes
0123456 7
Roman Velitesd8d8d6d6 d6d4d4d4(May be formed or skirmish) Combat in skirmisher mode read 1 column right
Roman Hastatid10d10d8d8 d6d6d4d4(formed)
Roman Princepsd12d12d10 d10d8d8d6d4(formed)
Roman Triariid12d12d12 d10d8d6d4d4(formed)
Roman Equites
Heavy Cavalry
d12d12 d10d10d6d4d4 d4(formed)
Allied
Extrordinarii
d4d4d4d4 d4d4d4d4(skirmish) Psiloi, Rhodian Slingers, Cretan Archers
Allied Lightsd8d8d8d6d6 d4d4d4Same as Roman Velites (formed or skirmish)
Allied Hastatid8d8d8d6 d6d4d4d4(formed)
Allied Princepsd10d10d10 d8d6d6d4d4(formed)
Allied Medium
Cavalry
d10d10d8 d8d6d4d4d4(formed)
Allied Spear
Phalanx
d12d12d10 d10d8d6d4d4+1 on each initial attack round. (formed)
Celtic Swordsd12d12d10d8 d6d4d4d4+1 on each initial attack round FURY! (formed)
Celtic Light
Javelins
d8d8d8d6d4 d4d4d4+1 on each initial attack round: FURY! Same as Roman Velites.
Celtic Heavy
Cavalry
d12d12d10 d8d6d4d4d4+1 on each initial attack round FURY! (formed)
Balearic Slingersd4d4d4d4 d4d4d4d4(skirmish)
Spanish Caetrati
and Scutari
d10d10 d8d8d6d6d4 d4(formed)
Spanish Medium
Cavalry
d10d10 d8d8d6d4d4d4 (formed)
Carth. & L-P
Pike Phalanx
d12d12 d10d10d8d8d6d4Cast 2 dice on each initial round of attack: Specified die +1d6 (formed)
L-P Heavy
Cavalry
d12d12d10 d10d6d4d4d4 (formed)
Carthaginian
Elephants
d12d12 d12d10d8d6d4d4 Initial attack on new unit, +2; second round, +1; third, +0; thereafter, d10 +0. (formed)
Numidian Light
Cavalry
d8d8d8 d8d8d6d4d4skirmish
Numidian Light
Javelins
d6d6d6d6 d6 d4d4d4(skirmish)
Libyan Light
Javelins
d6d6d6d6 d6d4d4d4(skirmish)
Moroccan Archersd4d4d4d4 d4d4d4d4(skirmish)

General Modifiers:

    Situation : Modifier

    Unit Mounted +1
    On Enemy Flank +2
    Fighting Down Hill +1

The Melee Matrix profiles various national units by representing them with a specific pattern of lessening die types as they continue to fight longer without "rests." Each type of unit has a track designed for its personality. Celts initiate with great vigor but deteriorate quickly if their initial charge is not successful, so it is wise to use them in bursts of two or at most three rounds then voluntarily extract them for rest so they can have another "initial" charge.

After several rounds their potential is so reduced as to no longer be effective and in fact very dangerous to them. In opposition to them, Romans are stolid and deteriorate at a much slower rate. Spaniards are similar in attitude to the Romans, one reason why Hannibal was want to intermix Celtic and Spanish warband units.

Unit receives one ring for each combat. Unit losing casualties is thrown back four move factors (12 in) and is given a second ring. A round of no activity (no fire, no move, no melee nor receipt of missilery) will remove one ring and is described as "rest".

You may notice that mounted units deteriorate more quickly than some infantry due to the horses' fatigue. Men will keep on going when the more sensible horses say "That is enough!" Also you may observe the profile of the Triarii who fight magnificently but tire due to their age. Through play testing one may wish to modify this profile keeping in mind the "national characteristics," the type of armoring, training, morale and status of the unit.

While I have not integrated it into these initial rules, it may be interesting to remove a fatigue/round ring with a victory involving a force back/involuntary retro move for your adversary. This is a viable option and is well worth consideration as a success is exhilarating and certainly does imbue troops with renewed vigor. True psiloi (non-contact missile troops) are not intended to become involved in melees, you will note the poor ability they show in the profile. The Balearic Slingers, Moroccan Archers, Rhodian Slingers and Cretan Archers have no real ability in the melee sphere. Certain other light troops may be able to contend with their opposite numbers but would not be able to effectively withstand true battleline units. They are best used as missilery.

Remember, each two point difference in the melee casts of the antagonists create a casualty for the lesser side. Any remainders are disregarded.

Elephant Combat

Elephants create a battlegroup of their own. Each unit of two elephants is moved as a line with one on each end with a 60 mm spacing, between each elephant. This is treated as one entity unless it is a single, last remaining beast "rampaging." See the section on Elephant Attrition for details on handling this activity. The elephants may be used on their own or integrated with specialized light infantry interspersed between them for a "combined arms" elephant battle group. Libyan javelineers who are accustomed to and trained with the beasts may be integrated into this battle group. Numidian javelineers would also have some experience in these areas as well. No other types could be utilized or integrated into this close-knit formation but other lights could be placed in front of, behind, or beside perhaps even between elephant battlegroup units - so long as they are not within the elephants' formation. A facing of two Libyan javelineers may be placed between the elephants and two facing on each side in the elephants' battleline. See the mounting instructions for elephants with details on how fights are integrated. Combat is executed in the following manner:

Elephant Missilery: The elephant unit casts initially as a twelve man light javelin unit.

Elephant Melee: The elephant unit selects a target unit and attempts to trample them while the pikemen thrust and skewer unlucky opponents.

The elephants (including their crews) use a d12 +2 initially on any new enemy target. Next round they will use a d12 + 1. A third-round would specify a d12 with no pluses. Fourth round a d10 as shown on the Melee Matrix, and etc.. Note that pluses reappear when a new target is assaulted.

Elephant Attrition

Elephant units consist of two elephants each with three crew members. The first casualty from an elephant is the pikeman, the second is the javelineer, next is the mahout and finally the elephant itself which can absorb three hits. Hits are applied to a single elephant element until it is gone, additional hits are then applied to the remaining elephant element until there is only the elephant left. (Casualty caps are useful as the elephant crews are usually glued in place.) If this remaining elephant loses a casualty through melee or missilery this last elephant will go berserk as opposed to being captured. Should that occur, cast one d8 to determine the direction of the rampage:

Rampage Chart

Die ValueDirectionDie ValueDirection
1North5South
2Northeast6Southwest
3East7West
4Southeast8Northwest

Now cast one d6 for move factors. The elephant will trample any in its path. Do this by fighting a melee with the elephant casting d12 +2 versus friend or foe alike. Next turn the elephant continues on its rampage casting first the directional die and then the move factors die. This continues each turn until the elephant exits the table. There is obviously no missile fire from a rampaging elephant.

Elephant Attack: This is a unique format as the assault may consist of both missiles and melee. This makes it a potentially powerful and effective combat unit. It is likewise important that the Carthaginian player properly support these elephant units with accompanying light infantry.

A note of apology! I confess to making the elephants of potentially more value than they likely offered. Further, I have allowed them to be "Successor-style" with howdahs or towers on them and this is certainly open to question during this period. Succumbing to the romance of the situation is certainly a sin!

Elephants and Horses

Horses were very troubled with the scent and size of elephants when they were not accustomed to these beasts. Therefore, only Numidian light horse and Carthaginian Liby-Phoenician heavy cavalry may operate in proximity to them. All others must remain two move factors away from them; when elephants advance on them they must withdraw; and they are not able to make mounted charges or attacks against elephants. No melees may occur as the cavalry must retire before them on its next opportunity. Elephant javelineers may, however, cast against mounted units.

Altering the Game Scale for Simulation Purposes

For game purposes I have created a model legion and an equivalent Carthaginian force in 1:10 scale. For those of you who wish historical simulation simply change the 1: 10 to 1: 100 which will give you 10 legions (or shall I say 5 Roman and 5 Allied) a total of over 50,000 men facing Hannibal's force of over 50,000. You may wish to add more Romans in the form of additional groups of Allied legions / Hellenic phalanxes. I have supplied information for that purpose in the section detailing Optional Additional Troops. The 21,000 more men from six of these Triarii-less cohorts would give you a Cannae Roman force. You will find in this scale that a Roman cohort (at this time only an administrative unit - later it would become a tactical element) in effect represents a legion.


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© Copyright 2000 Hal Thinglum
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