by James Manto
INTRODUCTION Legion and Empire is a set of miniature wargames rules for playing games set in the Roman era from the Punic Wars (264 BC) to the fall of the Western Empire (476 AD). Rome is the dominant civilization of the Mediterranean world during this era. These rules deliberately focus on the Roman era because the Roman army is the best documented army of antiquity, and remains the most popular amongst wargamers. Due to the wide variety of enemies that the Romans encountered and defeated during the creation and defense of the Empire, Legion and Empire will have to include many other armies. This will enable the intelligent wargamer to fight battles between many non-Roman opponents. The goal of Legion and Empire is to produce a historically rooted, mechanically simple, yet elegant game without the confusing jargon that is so prevalent in wargames rules. The newcomer to the era should be able to read a volume of ancient history and figure out what is happening on the tabletop. By limiting the historical scope of the game to Rome and her enemies, Legion and Empire achieves a balance between mechanical simplicity and historical detail. SCALE The figure scale is 1 miniature figure represents approximately 50 to 80 infantrymen or 50 cavalrymen. The range and movement rates given in the rules work well with both 15mm and 25mm figures. Linear and time scales are abstracted. DEFINITIONS The different types of soldiers that fought in antiquity are referred to by different names. For the sake of clarity these are defined as: Heavy Infantry- all foot troops who fought in a closely packed formation, such as Roman Legionaries, Hellenistic Pikemen and Tribal warriors. Usually equipped with large shields. Warbands-Tribal heavy infantry who fought in looser, faster moving formations than the closely ranked, well-drilled Mediterranean civilizations. Warband units tend to move more quickly, and they are eligible for an extra charge bonus, but they suffer from some handicaps too. Heavy Cavalry- all troops mounted on horses who fought in a close formation and whose primary aim was to destroy the enemy in close-combat. Examples of these are Tribal Noble Cavalry, Roman Equites and Clibanari. Usually equipped with large shields and as well armored as the infantry. Heavy Cavalry and Heavy Infantry are sometimes referred to collectively as "Heavy Troops". Light Infantry- all lightly protected, but highly mobile foot troops who fight in a dispersed formation. They are usually armed with a variety of missile weapons and seek to harass and disrupt the enemy with long range shooting. Light Cavalry- all mounted troops who fight in a dispersed formation and trade staying power for mobility and speed. Sometimes they are armed with lances, but typically they are armed with javelins and bows for engaging the enemy from a distance. Light Cavalry and Light Infantry are sometimes collectively referred to as "Light Troops" or "Skirmishers." Elephants- this includes the driver and any crew riding in a tower or on the animal's back. They have incredible shock value, but suffer from some special morale rules. One stand of elephants with a tower will shoot the same as a stand of archers or slingers. The higher elevation, stable shooting platform, and increased ammunition supply are assumed to compensate for the smaller numbers of actual shooters. Chariots- refers to both the light Celtic war chariots used for skirmishing and the heavy Hellenistic scythed chariots that were used like a guided missile to disrupt enemy infantry. Some rules will specifically refer to `scythed chariots' or `Celtic chariots' and apply only to that specific type of vehicle, while other rules will refer to `chariots' generically and cover both types. Artillery- any crew served weapon that fires large rocks or spears over long ranges. Auxilia- some special troops in ancient armies could fight in both close order and disperse into skirmish order. These troops are based on special split stands so that they can represent which formation they are in. Examples of these troops are Hellenistic peltasts, theurophoroi, and Imperial Roman Auxilia cohorts. When they are in close order they are treated as `Heavy' infantry. When they are in skirmish order they are treated as `Light' Infantry. They are usually equipped with large shields and a combination of spears and javelins. Sometimes they are armored. Armor-some units are equipped with significantly more armored protection than normal. These units are considered to be `armored' for the purposes of the rules. To be classified as `armored,' an infantryman's torso must be completely protected by metal armor. Most of the unit must also be armored; a mailed chieftain leading a band of unarmored warriors does not count as an `armored' unit. Most cavalrymen wore armor, so the horse must also be covered with a barding of armor or felt. Cavalry that are equipped with a frontal barding on the horse, like Persian Aswaran, are considered 'half-armored.' Some Roman Cataphract units would have fully armored troopers in the front rank supported by troopers riding unarmored horses in the rear ranks, such a unit would also be considered 'half-armored.' Infantry stands that represent front ranks of armored warriors, supported by unarmored fighters in the rear would also be classified as 'half-armored.' Half-armored units loose the benefits of their armor if attacked from the flank or rear. Pila-any hand-thrown, heavy, armor piercing missiles used to disrupt enemy formations. The most famous is the pilum (plural: pila) used by Roman Legionaries throughout the period covered in these rules. Spanish warriors used a similar allmetal throwing spear. Later German warriors hurled heavy angons and axes called franciscae. During the 3rd century AD, the Romans replaced the pilum with another heavy spear called the spiculum. Baggage-Baggage stands represent all of the supply and service elements that follow any army and keep it moving. A Roman baggage train might consist of pack mules carrying tents, food and reserve supplies of ammunition, plus wagons carrying the siege artillery, armorers forges and staff records. A German baggage train would consist of large covered wagons carrying family groups and plunder, plus large flocks and herds of livestock. A Parthian baggage train would be laden pack camels. Base sizes for these stands should be adjusted to fit the particular models. Each pair of pack animals with a handler, or a single wagon with a driver is a separate stand. Stands of herd animals and civilians can also be used to represent baggage for migrating tribesmen. Such stands can also double as herd objective markers in some scenarios. Baggage stands are not treated as units, but they can be shot at and engaged in close combat. MORALE STATUS DEFINITIONS Units in Legion and Empire always exist in one of several morale states. Some of these affect the unit's combat effectiveness. These morale levels are:
Disordered- the unit has been disrupted by difficult terrain or accumulated casualties. The ranks are disjointed; the soldiers are confused and disoriented so they are not fighting as well as they could. Broken- the disruption within the unit is worse. The troops have lost spirit and are starting to worry about their personal safety. They will not attack, and if charged they will run. Routed- the unit has completely lost its will to fight and the soldiers are running for their lives. Routed units are removed from the playing area. Status Markers- Morale status can be marked using sections of colored pipe cleaners placed on the unit. Yellow markers for `disordered.' Orange markers for 'broken.' Red can mark rampaging elephants or killed leaders. Blue markers can be used to indicate units that have evaded or pursued out of turn and are no longer eligible to move during their next turn. Hits- Hits are the result of shooting or close combat. They are an abstract method used to mark the accumulated disorder, fatigue and casualties that a unit has received from enemy action. If a unit has one hit for every stand of figures, it is DISORDERED. If a unit receives a number of hits equal to its Break Value, then it loses a stand of figures in casualties. A unit can attempt to remove hits during the Rally Phase. This represents recovering from fatigue, redressing the ranks and slightly wounded or dazed troops returning to the fight. Mark hits on a unit with casualty caps, numbered counters or small dice. Casualty caps can be made by cutting drinking straws into short lengths, or by using small plastic drapery rings, bingo chips or beads. Casualty figures can also be used, if such miniatures are available. BASE SIZES Legion and Empire is designed for use with large stands of 15mm or 25mm figures. These stands share the same frontage as figure stands used by other popular sets of rules. The exact dimensions are not critical so long as both armies are based the same. The major difference is that Legion and Empire stands are deeper than normal. They are equal to two stands of troops for other rules. This allows heavy infantry to be in two ranks, while warbands and skirmishers will look more irregular.
A stand of light infantry is equal to approximately 200 men. A stand of heavy cavalry is equal to approximately 150 men. A stand of light cavalry is equal to approximately 100 men. A stand of elephants or artillery represents approximately 10 beasts or weapons with their crews. A stand of chariots represents approximately 20 vehicles with their crews. Example: a 600-man unit would be represented by 1 or 2 stands if heavy infantry, 3 stands if light infantry, 4 stands if heavy cavalry, and 6 stands if light cavalry. [Diagram #2 showing alternative basing using existing bases for other rules. Armies based according to the popular WRG-standard can also be used. The player may opt to substitute WRG bases for Legion and Empire stands on an equal exchange, or he may double-up the single rank WRG bases to make the deeper, tworank Legion and Empire infantry stands. If the players wish to use WRG bases on an equal exchange, then some accommodation must be made for Auxilia in Close and Skirmish order. Skirmishing Auxilia may be represented in several ways:
setting out a blank stand beside the Auxilia to better represent the wider frontage and increased shooting. make two stands of skirmishers for each stand of Auxilia and replace the Auxilia on table with the skirmishing stands. 10mm FIGURES For 10mm figures or smaller there is no widely accepted standard base size. There are several options that gamers have used: Use 15mm scale stands with more figures on them. Use 25mrnx20mm stands for heavy troops and 25mmx25mm stands for warbands or lights etc. but put the same number of figures on them. For games using these smaller troop stands then the players should measure movement and ranges in centimeters instead of inches. ORGANIZATIONAll troops must be organized into units. Figures in a unit must maintain base to base contact. A unit for the wargame may consist of several historical units. For example, two small cohorts of Auxilia may be grouped together into one wargame unit of 2 stands. Units are organized into Commands.A Command is a group of units that act together in battle and are commanded by the same leader. A Command may be a wing of cavalry, a Roman Legion, part or all of a Hellenistic pike phalanx, several warbands or several legions. A Command must have: A Command Stand, representing the general, legate or war chief in charge, plus his immediate retainers and staff. At least one unit, of at least one stand of troops. This unit must be either infantry or cavalry, as determined by the type of command. Additionally a Command may include: The general's bodyguards, or comitatus, if this is appropriate to the army. The comitatus may be any size up to a number of stands equal to the general's Morale Rating. The comitatus may be infantry or cavalry, but a general commanding a Cavalry Command may not have an infantry bodyguard. Additional units appropriate to the type of command. A Command may be an Infantry Command, a Cavalry Command or a Reserve Command. AN INFANTRY COMMAND MAY HAVE:
auxiliary infantry light infantry elephants artillery A CAVALRY COMMAND MAY HAVE:
light cavalry auxiliary infantry light infantry chariots elephants A RESERVE COMMAND MAY HAVE:
FormationsHeavy Troops, Elephants and Chariots must maintain a formation; line, double line or column. All stands must remain in contact and must face the same direction. Light Troops, Artillery and Baggage must stay in base to base contact, but they do not have to maintain a regular formation or face in the same direction. Artillery and baggage may form units of only one stand. THE ROMANSThe Roman Legion was a unique and very flexible fighting unit. Therefore, Roman Armies for the Punic Wars, Late Republic and Imperial eras have some special rules. The Legions of the Late Empire (from the end of the 3rd century AD) were much smaller than the classic Legion of 10 cohorts that forged the Empire. A Punic Wars Legion is divided into 5 units; Velites, Hastati, Princeps, Triarii and Equites. The player may combine the Triarii and Equites of multiple legions together into larger units. It was common practice to mass all of the Roman Equites on one flank, while all the allied Equites held the other. By the end of the Second Punic War, it was also common to detach the Triarii for other duties. The Punic Wars era Legion normally deployed by maniples. Each line of Velites, Hastati, Princeps and Triarii consisted of 10 maniples. A maniple was approximately 120 men strong (only 60 men in the Triarii), so the stand of 6 figures actually represents about three to five maniples. Therefore a line of Hastati or Princeps would be only 2 or 3 stands strong and the Triarii I stand. For Punic Wars games it is recommended that the figure scale be modified so that each stand represents about two and a half to three maniples. Therefore a line of Hastati or Princeps would be represented by 4 stands and the line of Triarii by 2 stands. Players can use the standard, larger figure scale when fighting a very big battle, such as Cannae when eight legions were deployed. The maniples of each line were staggered to form a checkerboard or quincunx formation. This allowed the maniples to maneuver to support each other or open lanes for the passage of enemy elephants as at the Battle of Zama. This formation can be represented in the wargame in the following manner: The stands may not be more than one base width apart in each line, and each line must be within one Base Move of the line in front. When the Legion is deployed in this manner, the lines, or units are still considered to be cohesive for assigning shooting hits and disorder, even though they are not in physical contact. The individual stands may maneuver independently, but once they leave the formation by moving more than a Base Move from the closest stand, they also leave the benefits of the larger unit. The Roman player may choose to close the gaps between his stands during his initiative when he moves that unit or alternatively, he may keep the gaps in his front line, but the enemy will have more troops in contact for close combat. During the Roman player's initiative, the first line may retire through the gaps in the second line, allowing the second line to hurl pila and charge, or the second line may move up into the gaps to reinforce the first line. With this option, the second line may not shoot into the ongoing combat. Example: CCCC H H H H P P P P A warband of Celts (C) deployed in two ranks of 4 stands each charges a legion deployed in quincunx formation. The Celts have 4 stands in contact plus superior depth plus warband charge bonus. The Roman Hastati (H) would get 2 stands in contact plus 1 stand overlap. If the Hastati recoil then they can retreat through the gaps in the Princeps (P). If the Romans have the next initiative the Princeps can then attack. Next turn if the Hastati hold in place the Princeps (P) could charge into the fray causing this: cccc HPHPHPHP The Romans would now have 4 stands in contact plus an overlap of 2 on each flank. Or else the Hastati could retire if disordered or carrying a lot of hits and the Princeps could charge and throw pila: P P P P H H H H The Princeps would have a volley of pila and then 2 in contact, plus I overlap, plus 1 for charging. If the Roman player had closed up his lines before being engaged by the Celts, then the Princeps could either exchange lines or join the rear of the Hastati and equalize the depth. A Late Republican Legion is organized into 10 cohorts, conveniently represented at full strength by 10 to 12 stands of Legionaries. The number of units that the Legion is divided into for the game depends upon the number of lines that the Legion is deployed in:
Acies Triplex- the Legion is deployed in three lines, or units. The first of 4 cohorts, or stands. The second and third line of three cohorts each. Acies Quadruplex- on rare occasions, the Legion formed up in four lines. Two each of three cohorts, and two of two cohorts each. Acies- a single line of 10 cohorts, without gaps. Understrength Legions of only 4 or 5 stands could form up as one line, supported by another understrength Legion in the second line. Each line, or unit, may move independently of the other units in the legion should the player desire to. The Imperial Legion is very similar, except that the First Cohort is double strength and represented by two stands of figures, when at full strength. In each of the three Legionary organizations, the player may break up his units and maneuver individual cohorts, or stands of figures. When a single stand detaches itself from a unit, then it must take with it a proportional share of any hits that are on the unit. These rules also apply to units of Imperial Auxilia. In Late Republican and Imperial Legions all units of the legion suffer morale penalties if any unit of the legion has taken casualties. Armies of the Late Empire are not as flexible, and the player must maneuver complete Legions (2-3 stands) or Auxiliary Cohorts. DEFINITION OF FLANK AND REAR ZONESThe flank zone of a unit is defined as the area encompassed by lines extended out from the corners of the unit at a 45-degree angle. The front left and rear left corners define the left flank and the front right and rear right corners define the right flank. Similarly, lines extending from the rear corners at a 45-degree angle, define the rear zone. Because the shield was carried on the left arm, shooting at the right flank and rear zones get an extra modifier. A unit must have at least half of its stands insi'le a target unit's flank or rear zone to claim a modifier. LINE OF SIGHT`Line of Sight' defines what a unit on the wargames table can, and cannot, see. Heavy Troops have a Line of Sight extending 180 degrees around its front. These troops are usually in heavier armor and wearing helmets that restrict the wearer's vision. The soldiers are in close formation and are watching their commanders and standards for orders. Light Troops, artillery, elephants and chariots have a line of sight extending in a 360degree circle around the unit. These troops are in looser formations and are more independent. Line of sight will extend from the unit to the table edge, unless a piece of intervening terrain or another unit of troops blocks it. Units on an elevation can extend their line of sight over low terrain like walls and hedges or other bodies of troops as long as the potential obstacle is closer to the unit than the target that it is trying to see. A unit must be on a very high hill to see over woods (if the players are using layered hill models, then the hill must be at least two layers high). UNIT CHARACTERISTICS"Few men are born brave; many become so through training and force of discipline. "
All troops in Legion and Empire are defined by a set of numerical statistics. These numbers define how quickly the unit can move, how well it fights, how far it can shoot and how much damage it can take. There are also special notes on whether the unit is armored or if it has some special ability.
Base Move Combat Value Range Break Value Special Missile Type 4 5 2 6 armored pila "Unit Name"- designates the kind of troop that these particular characteristics apply to. "Description"-defines what type of troop the unit is in game terms, `heavy' or `light', infantry or cavalry, if this is not obvious from the unit name. Some units get special benefits for being Roman, and that is defined here as well. "pts."- Points Cost. These are used to calculate the Victory Points and provide a mechanism for balancing scenarios. "Base Move"- how far in inches the unit can move in a turn as its base movement rate. Terrain and orders will modify this. "Combat Value"- this is the value that the unit uses when it is involved in a hand-tohand combat. "Range"- how far the unit can shoot or throw its missiles, if it has any. "Break Value"-how much punishment the unit can take. This number determines how many hits a unit can take before losing a stand and it is also the basis for Morale Tests. This is an abstract quantification of drill, discipline, steadiness, elan and defensive equipment. "Special"- notes on whether the unit is armored, equipped with a special weapon, can it skirmish, or if it is unshielded are included here. "Missile Type"- what kind of weapon the unit uses for long-range attacks. SET UPIf a specific, historical scenario is being played, then set out the terrain and armies according to the guideline in the scenario. If a generic scenario or pick-up game is being played, then follow these steps prior to play: One player sets out the terrain. Armies are selected to an equal total point value. Strategy Cards are dealt out. The other player chooses which side of the table will be his base table edge. Objectives are set out if desired. Each player rolls one six-sided die and adds his Commander-in-Chief's Command Rating. The lowest roll sets up first. Armies are deployed within 12 inches of the player's respective table edges. LEADER ABILITIESCommand Stands have several effects on the game. Better leaders have a larger Command Radius, so the units under their command can have more room to maneuver. They also have a Morale Rating, expressed as a number, which can he used to modify morale tests for units under their command. Roman, Hellenistic and Persian armies had a better military and bureaucratic organization. These armies therefore have a much larger Command Radius than Tribal armies. `Tribal' armies are defined as having an informal organization; specifically the Celts, Iberians and Germans of Western Europe, the Numidians, Moors and Blemyes of North Africa and the Huns and other Steppe Nomads of Eastern Europe.
A leader's Morale Rating is a number. This can be applied as a modifier to any unit that the leader is attached to when that unit takes a Morale Test. It can also be used as a Combat Modifier when the leader is attached to a unit during a close combat. Typically `Tribal' units can be under the command of a Roman or Hellenistic commander. Hannibal used large numbers of Celt and Iberian warriors and cavalry. Roman armies frequently fielded numeri of `Tribal' feoderati and symmiarchi. A Roman or Hellenistic commander may command a division entirely of such allied troops. Although Carthage was not technically a `Hellenistic' culture, these rules consider any Carthaginian armies to be similar in drill and command-control to the Successor kingdoms. ORDERS"It would not be far from the truth to call their drills bloodless battles, their battles bloody drills."
Each turn a player must assign one of six possible orders to a Command. Every Command must have an Order. A Command may not be assigned two or more orders. These Orders are:
Hold Retire Reform March Redeploy The type of unit and the Order given to its Command will dictate what a particular unit will do. Orders are executed in a sequence determined by an initiative roll. Initiative is rolled for each Command. The highest roll may opt to move last. Commanders add their Command Rating to the initiative roll for their command. Roman, Hellenistic, Persian and Carthaginian Commanders get an additional +1 modifier to this roll when fighting Tribal opponents. Example: The Roman Proconsul, Squintus Maximus is rated as `poor' (0), but he still adds a +l to his initiative rolls for the superior Roman staff and command structure when he is campaigning against the Gauls. If Squintus is fighting the Macedonians or Carthaginians, then he will not get the +1 modifier. An `Exceptional' Roman Commander like Julius Caesar would have a +4 modifier against the Gauls, but only +3 versus other Romans . The modifier only applies for Mediterranean commanders fighting Tribal commanders. If a Roman army is fighting a Carthaginian army with commands of Tribal Spanish or Celtic mercenaries, the Romans do not get the +1 modifier, because the enemy commanders are still Carthaginian and also have good staff organizations. Units outside of their commander's Command Radius will have to dice for their orders that turn.
Heavy Cavalry and Scythed Chariots 1-'Hold', 2-'Retire', 3+ 'Advance' Light Infantry, Cavalry & Celtic Chariots 1-'Retire', 2.3-'Hold' 4,5-'Advance,' 6-Player's Choice Warband Infantry 1-'Retire' 2-'Hold' 3+'Advance' Roman Heavy Infantry 1,2-'Hold', 3,4-Player's choice, 5,6-'Advance' Elephants and other Heavy Infantry 1-'Retire', 2,3-'Hold', 4,5,6-Advance' Orders may be indicated by several methods: The players may keep a roster of each command and the orders issued to them. Placing a counter or colored chip with the order on it beside the command stand may indicate the orders given to a command. Special colored dice may also be used, with the pips on the die referring to the numbered orders as listed above. An order dice should be in a color that is different from the dice used to resolve combat and shooting. ADVANCE Units under `Advance' orders are acting aggressively and attempting to engage and destroy the enemy. Units must move at least 1 inch towards the enemy. Artillery will shoot at any enemy within range. If they have a movement rate, then they may advance to be within range. HOLD A Command under `Hold' Orders is acting passively by holding a position or defending an objective. Units in the Command may not move more than one inch in any direction unless they are reacting to a charge or forced to move by a Morale result. Any troop type may charge into close combat if an enemy unit presents its flank or rear to the unit. Any troop type may charge enemy light troops to drive them away, but they may not move more than one Base Move away from their position in the formation and must return to it in the next turn. RETIRE A Command under `Retire' Orders is attempting to disengage from the enemy and move away. Units under `Retire' orders must move a minimum of I" away from the enemy. All units may move backwards half their Base Move and remain facing the enemy, or they may about turn and move away their full Base Move if desired. Units under `Retire' orders receive a -1 modifier to any Morale Tests. Units that are engaged in Close Combat by the enemy may move away from the enemy if they pass a Morale Test. If the unit attempting to disengage has a higher Base Move than the unit it is fighting, then it receives a +1 modifier to it's Break Value for the Morale Test. Units that pass the Morale Test may move out of contact with the enemy. Units that fail the test are Broken and flee. Units attempting to disengage from Close Combat do not roll for Close Combat to inflict hits on their opponents. MARCH Commands under `March' orders are moving quickly because they are distant from the enemy and not as cautious. Units under `March' orders must be at least 12 inches away from the nearest enemy. Marching units must stop their move as soon as they come within 12 inches of an enemy. They will then advance under their normal Base Movement. They may not attack the enemy, and if engaged, they are considered `Disordered'. Screens of light troops around the marching column cannot shoot at any enemy. Any shooting the troops do is sporadic and harassing. Their main function is to screen the column, not attack the enemy. Marching units move at three times their base Movement rate. Units may not change formation or move out of the column of march while under `March' orders. REFORM Players use this order when a Command has become too disorganized and broken up by combat to carry on. Dispersed units must move until they are within their commander's Command Radius. All `Broken' units may make a rally rest. No unit that is Reforming may shoot, engage in hand-to-hand combat or otherwise engage the enemy. If they are attacked, then they will defend and ignore the attempt to Reform. REDEPLOY A Command under `Redeploy' orders is changing its formation to meet a new tactical situation. Units operating under `Redeploy' may move forwards or backwards, wheel or change formation to counter the new threat. Units must stay within the area defined by the front most and rear most units in the Command at the beginning of the turn. Roman Commands that wish to exchange lines may do so under `Redeploy' orders. SKIRMISHERS Light Troops and skirmishers may do the exact opposite to the orders that the rest of the Command is operating under. If a Command is under `Advance' orders, then for example, the skirmishers may retire to allow the heavy troops to charge. If the Command is under `Retire' orders, then the skirmishers may advance towards the enemy to cover the retreat. Light troops, especially light cavalry, may split move and fire. They may move to within missile range, shoot, about turn and then retire the remainder of their movement and about turn again to face the enemy. Skirmishers may attempt a `Feigned Flight' when their command has the initiative. `Feigned Flight' was a tactic used to try and draw an enemy out of his battle line, where he could be isolated and trapped. The skirmishing troops would pretend to flee, hoping to entice an enemy into pursuing them. The enemy would then find themselves counterattacked by other units and attacked in their flank and rear facings when they were too far from their own lines for support. To perform a `feigned flight': The player announces that the designated unit is performing a `feigned flight'. He then about turns that unit. The player consults the Evasion/Pursuit Table to determine how many dice the unit will roll for its movement. The dice are rolled and added up. The unit moves this many inches directly away from the enemy. The nearest enemy unit must take a morale check. If it fails, then it must pursue. The opposing player also consults the Evasion/Pursuit Table to determine how many dice his pursuing unit will roll for movement. The dice are rolled and added together and the unit moves this number of inches towards the unit performing the feigned flight. The pursuing unit is automatically disordered. If the pursuing unit overtakes the evading unit, then it gets to attack them in the rear. If the evading unit outdistances the pursuing unit, then it makes another about turn at the end of its move to face the enemy. It will shoot at the pursuers. Units that have not moved yet and are within a move of the pursuing unit may now attack it. They may change facing to attack it in flank or rear. The unit evading can join this close combat if it continues in the next turn.
Situation Evasion Dice Base Move = 6" or less 1 die Base Move = 7" or more 2 dice Cavalry evading/pursuing infantry +1 die Light troops evading/pursuing heavy troops +1 die Evading/pursuing into difficult terrain -1 die All units get a minimum of I dice for evasion/pursuit movement. Light Troops do not have to evade if enemy heavy units charge them. The player must declare his intention before the heavy unit is moved. If they opt to stand and receive the attack, then they roll dice for a Morale Test. If they fail the Morale Test, then they must evade and both units roll on the Evasion/Pursuit Table to determine movement distances. ARTILLERY AND CAMP GUARDS Artillery and camp guards do not operate under orders like the other units in the army. Most artillery does not have a movement rate and therefore cannot move once deployed, so they remain in place even if their command advances. Camp guards remain with the army baggage. SEQUENCE OF PLAYA turn in Legion and Empire is played in the following manner: Rampaging elephants are moved. Both players issue orders by placing orders beside each Command Stand. Orders are revealed. Commands are moved in sequence according to their initiative rolls. Each command moves, shoots, attacks and tests morale during its initiative. Rally phase. Each player rolls to remove hits on units and leaders may attempt to rally one broken unit per command stand. To determine the initiative each player rolls a die for each command, adds the Commander's Command Rating and adds a +1 if they are Mediterranean fighting a Tribal army. The Commands are then moved in reverse order, the highest roll moves first to the lowest. But the highest rolling Command may opt to give up the initiative and move last. It is handy to mark the order in which Commands move with dice or numbered counters. Commands that tie for position in the turn order roll off against each other. When a Command has the initiative, it executes the orders given to it at the start of the turn. Each unit within the command is moved according to the constraints of its orders. Units are moved in the following sequence:
Preliminary shooting Morale checks for shooting casualties All movement, facing, formation changes, charges Any counter-charges or evasions Secondary shooting Morale checks for shooting casualties Morale checks for shooting casualties Defensive shooting Close combats resolved Close combats resolved Morale checks for close combat casualties Morale checks for close combat casualties A unit may move and shoot, or shoot and then move. Engaging in close combat ends any unit's move. Units that are being charged will evade or stand and shoot. This will be their move for the turn. Remember a unit may only move once, shoot once or engage in close combat once per turn. If a unit is forced to defensive fire or evades because an enemy unit with higher initiative has attacked it, then that becomes the unit's move. A unit may be required to move again as the result of a close-combat or morale test result, but these are the only exceptions. MOVEMENTA unit can move any portion of its base movement rate. Units under `March' orders triple their movement rate. Terrain will affect a unit's movement.
CHANGING FORMATION Roman units, Light Troops and all Heavy Cavalry may change formation at the beginning or end of their move. Chariots, elephants, and Persian and Hellenistic infantry units may change formation at the start of their move. Tribal heavy infantry and warband units may change formation, but may not move in the same turn. No unit may change formation if disordered or engaged in close combat. To change formation from column to line, the player leaves the first stand in place and positions the rest of the stands in the unit to either flank. To change from line to column, the player chooses a stand in the middle of the front rank of the unit and repositions the rest of the stands in the unit so that they are behind the front stand. SKIRMISHING AUXILIARIES Auxiliaries may deploy into skirmish order whenever their command has the initiative and under any orders. Auxiliaries deploy into skirmish at no cost to their movement rate and move at the higher skirmishing base movement rate immediately. Auxiliaries deployed in skirmish order are treated as light troops if charged and must test morale if they wish to stand to receive the charge or evade. Auxiliaries in skirmish order may reform into close order when their command has the initiative. Reforming requires a full move for all nationalities. Auxiliaries may reform under any orders. The unit reforms into close order on the center most stand and may form up as a line or a column.
CHANGES IN DIRECTION All units may move backwards at half of their movement rate. All units may wheel at any point in their move, up to their entire Movement rate. Heavy troops in line wheel at half speed. Light troops in line and all troops in column wheel at full speed. To wheel, measure a straight line from the front outside corner of the unit's initial position to their new facing. No part of the unit may move backwards during a wheel, the front inside corner pivots in place. When changing facing, each stand in the unit is rotated either 90 or 180 degrees in the desired direction. A line of 3 stands that turns to the left, becomes a column of 3 stands. Roman units and all Heavy cavalry may change facing once at the beginning or end of their turn. Chariots, elephants and Persian and Hellenistic infantry units may change facing at the beginning of their move. Tribal heavy infantry and warband units may change facing, but cannot move in the same turn. Any Light Troops may change facing twice during their move. No unit may change formation and perform a facing change at the same time. Light troops that can perform two maneuvers may combine a facing change with a formation change, but they sacrifice their movement to do so. No unit may change facing or wheel if they start their turn with an enemy in their frontal arc and within 24 inches. They may wheel a small amount as long as they keep the enemy unit within their frontal arc. Units may wheel or change facing if they have a friendly unit in between them and the enemy. All units my move obliquely at an angle of up to 22 1/2 degrees. For every 2 inches forward the unit may `drift' to the left or right up to I inch. INTERPENETRATION Light infantry may move through any other unit and any type of unit may move through light infantry. All cavalry, chariots, elephants and light infantry may move through each other. Cavalry and chariots that move through elephants are disordered. Any cavalry, chariots, baggage, artillery or elephants may not move through heavy infantry. Any type of unit may move through stationary artillery, baggage or elephants. Heavy infantry are disordered when moving through stationary cavalry, artillery, baggage or elephants. Non-Roman heavy infantry cannot move through each other. Moving artillery or baggage may only move through light troops. Any type of unit may move through a Command Stand. A Command Stand consisting of cavalry or infantry may move through any unit. A Commander on a more exotic mount, such as a chariot or elephant, may not move through heavy infantry. Any type of unit being interpenetrated from the flank is disordered. If a unit's move ends on top of the unit that it is interpenetrating, then the unit ends its movement behind the unit that it wished to interpenetrate. Roman Legionaries in line formation and Auxilia in line formation may move through other units of Roman Legionaries or Auxilia in line formation. One of the unique strengths of the Roman military machine was their ability to exchange lines of troops in mid-battle. This enabled Roman commanders to replace fatigued units with a fresh second line before the enemy broke through. Most of their opponents only fought in one line, so this gave the Romans incredible staying power. When a Roman Command has the initiative, Legionary or Auxilia units engaged in close combat may move backwards at half their Base Move. The first line does not resolve a round of Combat, they are disengaging. The second line of Legionary or Auxilia may move through them to engage the enemy unit with a volley of missiles and a round of Close Combat. The second, relieving line must be within its Base Move of the enemy and it must be in good order. The second line resolves a round of Close Combat with the enemy to complete the maneuver. If one of the units involved in an interpenetration is disordered, then the other unit is disordered as well. The exception is light infantry which does not cause disorder to other units interpenetrating with it. CHARGING A `charge' is any move into base-to-base contact with an enemy stand. Units do not receive a movement bonus for charging. If allowed by their movement restrictions, units may change formation, wheel or change facing up to 90 degrees and charge in a single turn. A unit may not change its facing more than 90 degrees and move into contact with an enemy stand. Units that do not change facing or formation and move a minimum of the final half of their Base Move into contact in a straight line gather enough momentum to get a +1 Close Combat bonus for `shock of impact.' Units that have to wheel, move obliquely or cross an obstacle or rough terrain, lose their momentum. They may still `charge' into contact, but they do not gain the bonus. A 'counter-charge' is any movement by a non-initiative or defending unit, performed as a reaction to an enemy attack, that results in the defending unit contacting the enemy. Tribal Warband Heavy Infantry units gain an additional +1 Close Combat modifier if they charge into contact for a total modifier of +2. Tribal Warband units must charge an enemy in their frontal arc and they must travel at least half of their Base Movement rate in a straight line. If they cross any terrain that impedes or disorders the unit, then they lose the +2 bonus. LIGHT TROOPS AND EVADING Light troops will usually attempt to avoid the enemy if they are charged. In certain situations, the player of the Light Troops may attempt to receive the charge. Light Infantry, if charged by other Light infantry, may stand to receive the charge or evade at the player's discretion. Light Infantry, if charged by any other troop type, must pass a Morale Test to stand and receive the charge. If they fail the Morale Test then they must evade. Light Cavalry if charged by other Light troops may opt to receive the charge, or evade, at the player's discretion. Light Cavalry, if charged by Heavy Cavalry, Heavy Infantry, Chariots or elephants must pass a morale test to receive the charge. If they fail the morale test then they will evade. The player of the Light Troops must declare if he is evading, as soon as an enemy unit declares a charge upon them. The charging unit may either stop after moving one half of its Base Move, or it may opt to pursue. If it opts to pursue, then it must move the full distance rolled. To conduct an evasion: The evading unit about turns and moves directly away from the charging unit. If the evading unit's Base Move is 6" or less, then it moves equal to the roll of one six-sided die in inches. If the unit's Base Move is 7" or more, then it moves a distance equal to the roll of two six-sided dice in inches. The evading unit also adds a number of dice for certain situation modifiers. The pursuing unit also rolls dice to determine how far it can move. If the pursuing unit manages to contact the evading unit, then they are attacked in the rear. If the Light Troops successfully evade the enemy, then they may about face at the end of their move. Once the evasion is completed then the unit may shoot at its pursuers.
Base Move = 6" or less 1 die Base Move = 7" or more 2 dice cavalry evading infantry 1 die light troops evading heavy troops +1 die evading into difficult terrain -1 die All units will roll a minimum of I die for evasion movement. Example: A unit of Numidian Light Cavalry is evading a charging Gallic Warband; they will roll 4 dice to determine how far they move (Base Move 8" 2 dice, cavalry evading infantry +1, light troops evading heavy troops +1). The same unit would only roll 3 dice if evading either Gallic Cavalry or Gallic skirmish infantry. The Gallic Warband will roll 1 die to determine how far it moves in pursuit of the Numidians. Units that have already moved during the turn may still evade. However, they count their evasion as their move for the next turn. Mark units that evade after having already moved once with a blue pipe cleaner. When their Command has the initiative again, the evading unit may not move. CHARGES UPON MULTIPLE UNITS If the evasion uncovers a second or third defending unit, then those units may also opt to evade if the charging unit will contact them. The secondary evading unit rolls for an evade move as well and must move the full distance rolled. The charging unit only moves up to its initial pursuit roll. OPPORTUNITY CHARGES Any unit, even if it has already exercised its initiative, may make a free opportunity charge, if an enemy unit exposes a flank within the unit's Base Movement rate to attack a friendly unit. To make this move, the unit cannot be BROKEN and cannot be engaged in Close Combat. The unit may move up to it's Base Movement rate to attack the enemy unit in the flank. Example: A German tribe is advancing in the "boar's snout" formation, a large warband leading, with a smaller warband in echelon on each flank. The Germans use their initiative to advance. During his turn, the Roman commander wheels an ala of cavalry into the flank of the leading warband. The Roman cavalry move across the front of the flanking warband within its Base Move (6") and charge into flank of the leading warband! The flanking warband may make an opportunity charge to move forward and counter-attack the Roman cavalry, hitting them in the flank as well. The Romans may stop the German advance, but they will probably lose most of the cavalry ala doing it. Units that exercise this option may not move next turn. Mark them with a blue pipe cleaner. Light troops that about turn to retire may not be the object of an opportunity charge. Light troops that present their flank to a unit in order to try and move around the unit's flank may be the object of an opportunity charge. SHOOTINGShooting is done in order of initiative. Units that are being charged are allowed to shoot before the attacking unit closes to contact. Units that are charging are allowed to shoot before making contact. Evading units are allowed to shoot when the enemy is in their arc of fire. Units may not target enemy units engaged in close combat. Units must shoot at the closest enemy unit that is in its frontal arc. ELIGIBILITY TO SHOOT To be able to shoot, a stand of figures must be able to draw a straight line from the center of its base front to the center of the closest edge of the target stand. This line cannot cross through woods, buildings, hills, or another stand of troops or linear obstacles like hedges, walls and palisades. A target that is adjacent to a linear obstacle or the edge of a terrain feature can still be targeted. Elephants may shoot over one adjacent stand of troops. Cavalry armed with bows attached to the rear of a formation of heavy infantry one stand deep may shoot over the heads of the infantry. Infantry archers attached to the rear of any unit one stand deep, may still shoot. Bow-armed auxilia in close order may count both bases for shooting. Large bolt-shooters and onagers may fire indirect. They may trace a line of sight over any intervening body of troops or linear obstacle, but they may not shoot over large terrain pieces like hills, woods or villages. A unit must be on the edge of a wood to shoot out, or be the target of enemy shooting. A unit on the edge of a wood is still in cover. If a unit is only partially in cover then it is assumed the shooter will direct all his fire on the exposed stand(s). Elevated units may shoot over troops on lower ground. Heavy troops and artillery can fire at any target within range in a 45-degree arc to their front. Light troops, elephants and chariots can fire in any direction. The eligibility of each stand in a shooting unit is determined separately. If some stands can see the target, but not all, then only those stands that can see the target may shoot at it. Units may split their fire among several targets. Each unit may only shoot once in a turn. DEFENSIVE FIRE Units may shoot out of sequence under the following circumstances: They are charged. They are counter-charging. They are being shot at. Once a defending unit has shot, it has performed its move and may not move or shoot again in the turn when its command takes its initiative. EFFECTS OF SHOOTING Roll one six-sided die for each eligible stand in the unit that is shooting and add or subtract one six-sided die for each of the following modifiers:
-1 if the target is armored. Sling-armed shooters and artillery ignore this. +1 if shooting at the flank of the target. +1 if the target is unshielded. +1 if the shooters are on a higher elevation from the target. +1 if the shooters are armed with pila, angons or franciscae. +1 if the shooters are `elite'. +1 if the shooter is artillery. +1 if the shooter is artillery and the target is more than one stand deep. If the shooting unit is in disorder, or the target unit is in cover, then the shooters only roll half of their dice. Round fractional dice up. Example: A four stand unit of `elite' Cretan archers is on a hill, shooting into the right flank of a unit of Legionaries deployed along a woodline. The Cretans roll 4 dice (4 stands shooting -I target armored +1 shooting at flank, +1 shooting at unshielded flank, +1 shooters are elevated, +1 shooters are `elite', for a total of 7 dice divided by 2 and rounded up because the target is under cover). Add the total die roll together and divide by six. Ignore fractions. For each total of six, one hit is placed on the target unit. Mark hits on a unit with casualty caps, numbered counters or small dice. Casualty caps can be made by cutting drinking straws into short lengths, or by using small plastic drapery rings, bingo chips or beads. These modifiers are cumulative. Targets count as unshielded if they are shot at from their right flank or rear. Cataphract and Clibanari type `armored' cavalry do not count as `unshielded' for shooting. Their armor is considered heavy enough to compensate for a lack of shields. Targets that are `half-armored' count as an armored target if shot at from their front. If shot at from their flank or rear, then they are an unarmoured target. If the target accumulates I hit for every stand in the unit, then it is DISORDERED. If it accumulates a number of hits equal to its Break Value, then it looses one stand of troops as casualties. Casualties are removed from those stands closest to the shooters and with the lowest break value. Example 1: A Late Imperial Roman Legion is deployed with a cohort of archers attached to its rear. If it takes shooting hits from the front, then it uses the Break Value of the Legionaries. If it takes shooting hits from the rear, then it uses the Break Value of the archers to determine when to lose a stand. Example 2: The first line of an Imperial Roman Legion has the elite First Cohort with a Break Value of 7 and several other cohorts with a Break Value of 6. The unit will lose a stand each time it accumulates 6 hits until all of the regular cohorts are destroyed. The enemy will then have to inflict 7 hits on the unit to eliminate a stand of the First Cohort. Auxilia units use their higher Break Value when they are in close order and their lower Break Value when they are in skirmish order. When an auxilia unit in Close Order loses a stand, both bases are removed. When an auxilia unit in skirmish order accumulates hits equal to its skirmish Break Value, then it only loses one base (or half a stand). A solitary, half-stand of auxilia cannot form into close order. Example: A 3-stand unit of Imperial Auxilia has a Break Value of 5 when in close order. If it accumulates 5 hits, then it loses one complete stand (or two half stand figure bases). This same unit can disperse into 6 half stands when in skirmish order. In this formation it only has a Break Value of 3. If it accumulates 3 hits (or disperses into skirmish formation when it already has 3 hits on it), then it will lose 1 half stand. If this unit reformed into close order, then it would form into 2 stands plus one stand of skirmishers, who would be eliminated with the next 3 hits the unit accumulated. Note that "Auxilia" type units that can be in close order, or skirmish, count as one stand of shooters in close order, and two stands in skirmish. Except for bow-armed auxilia who always count as two stands for shooting. Elephants cannot be disordered. When they take a hit from shooting, they must pass a morale test. If they fail, then they will not advance during their next turn. CLOSE COMBAT"Victory in war does not depend entirely upon numbers or mere courage; only skill and discipline will ensure it."
Close Combat refers to all types of hand-to-hand combat with swords, spears, chariot wheels and elephant tusks. When opposing units move into base-to-base contact then they are automatically engaged in close combat. Close Combat ends a unit's turn and both units involved resolve their Close Combat simultaneously. To be eligible for close combat, a stand must be in base-to-base contact with an enemy stand. A linear obstacle may be in between the attacker and the defender. The attacking unit should shift sideways so that each stand lines up with the closest enemy stand to its front. If a unit contacts more than one enemy unit, then the attacking player selects one of the defending units and lines his unit up with the stands of the chosen unit. Stands that are touching the second unit are paired off against stands in that unit. If a unit has a complete stand in between two defending units, then the extra stand only counts as an overlap against one of the defending units. When a charging unit moves into corner contact with a defending unit then it must `square-off.' If more than half of the attacking unit is in the defender's frontal arc, then the attacking unit lines up against the defender's front facing. If more than half of the attacking unit is in the defenders flank zone, then it lines up against its flank edge. If the depth of the stands of the defending unit is less than the frontage of the attacking unit, then line up the two units on the corner of initial contact and count all stands in contact as eligible for both units. For exceptionally wide units this may result in stands on the outside of the formation moving further than their Base Move. One should take care that large units do not get around one's flank! Example: Macedonian phalangites are based on stands 40mm wide by 30mm deep. A unit of them is deployed two stands deep and is attacked in its flank by a unit of Roman Legionaries 3 stands wide. The units square off on the phalangites front corner, leaving one and a half stands of Romans overlapping. The Roman player counts two stands in contact and one stand overlap. Each unit rolls one six-sided die for each stand in contact and adds or subtracts dice for each of the following applicable modifiers:
+1 for each friendly stand that overlap the enemy frontage (maximum of 2 per flank). +1 if cavalry or elephants with friendly Light Infantry in contact. +2 if the unit is a Tribal warband and has charged at least the final half of it's Base Move in a straight line. +1 if the unit is not a warband, but has charged at least the final half of its move in a straight line. +2 if pike armed infantry, in good order and in a deeper formation than the enemy. +1 if other infantry and in a deeper formation than the enemy. +? the Morale Rating of any attached leader. +? the difference in Combat Values of the two units. -1 if opponent is armored. -1 if Light Infantry vs. Cavalry. -1 if Cavalry or Chariots vs. spear or pike armed infantry frontally in good order. -1 if non-pike armed infantry vs. pike armed infantry frontally in good order. -1 pike armed heavy infantry in woods. -1 if unit is disordered. Units attacked in the flank or rear have an automatic Combat Value of 0. Heavy Infantry and all Cavalry are automatically disordered when fighting elephants. Compare the modified Combat Values of the two units. The unit with the higher value gets a positive modifier equal to the difference between the two Values. The total die roll is added together and divided by six. Ignore any fractions. Each multiple of six is a hit on the enemy. Example: A German warband of six stands, formed up in two rows of three, charges a line of Roman legionaries defending a hill, 4 cohorts, or 4 stands strong. The Germans have a Combat Value of 5, and the Romans have a Combat Value of 5. The Germans get +1 for being deeper, -I for opponent being armored, and +2 for Tribal warband charging. The Romans get +1 for terrain advantage (being uphill), and +1 for having one stand wider frontage than the Germans. So the Germans get 5 dice and roll `2,' `3,' `4,' `4' and `5' for a total of 18. This gives them three hits on the Romans. The Romans get five dice and roll `3,' `4,' `4,' `5' and `6' for a total of 22. They inflict three hits on the Germans. MIXED COMBATS Sometimes close combats will occur when there are different values to consider. In the above example, one of the Roman cohorts may have been the elite First Cohort of the legion, with a higher Combat Value (say 6, for example). Then the Roman player would calculate his combat dice using the higher Combat Value and gain +1 die for having the higher Combat Value. If a unit contacts two or more enemy units, then the player must divide its frontage up and calculate the modifiers to its Combat Value for each separate combat. If a stand is contacted simultaneously on two facings, then it rolls dice against each enemy stand. The Combat Value for each dice would be calculated separately. Example: A unit of 4 stands of Hastati with a +I commander attached is fighting a unit of 4 stands of Spanish Scutari. The Romans have a unit of 4 stands of Princeps in support. The Carthaginian player swings a unit of 4 stands of Caetrati around to hit the Roman formation in the flank! The light infantry contact both the Hastati and the Princeps. The combat between the Scutari and Hastati is resolved normally; the Scutari roll 4 dice and the Romans roll 5 (I per stand, +1 for the attached commander). The flank attack is resolved as follows; the Roman player has two units, so the Carthaginian player divides his attack between them. The hastati roll 2 dice (1 for the stand, +1 for the commander), the Caetrati have a combat value of 2 so they roll 1 die for stand in contact, +1 die for a stand overlap, +2 dice for the difference in Combat Value (units attacked in the flank have a Combat Value of 0). The Princeps only roll I die and the Caetrati roll 4 dice against them as well. Units made up of stands with different Combat Values and different Break Values use the highest Combat Value and lowest Break Value of the stands in actual contact with the enemy. Casualties are removed first from that stand in contact with the enemy that has the lowest Break Value. Example: A Gothic Heavy Cavalry unit is composed of 2 stands of Bucellari (Combat Value 5, Break Value 6) and 2 stands of Gardingi (Combat Value 4, Break Value 4). If they are deployed in two ranks with the Bucellari in front and are attacked from the front then they use the Bucellari's Combat Value and do not loose a stand until they accumulate 6 hits. If they are attacked in the flank or rear, then they use the Gardingi's Break Value of 4. If they are deployed in one rank, then they use the Bucellari's Combat Value but loose a stand of Gardingi with the first 4 hits, and suffer the -1 morale modifier. LIGHT INFANTRY SUPPORT Skirmish infantry was very effective for supporting cavalry in hand-to-hand combats. Agile footmen with daggers and javelins could be deadly in the middle of a confused engagement. If a unit of cavalry has any friendly Light Infantry or skirmishing Auxilia in base to base contact with it, then it gains a +1 modifier in Close Combat. The supporting Light Infantry may be attached either to the rear or the flank of the engaged cavalry unit. Light infantry may attach themselves to a cavalry unit at any time and they may detach at any time. The combined unit will use the Combat Value of the cavalry when in Close Combat. If Light Infantry stands are in contact with the enemy, then the combined unit will lose stands each time it receives hits equal to the Light Infantry's Break Value. Example: A unit of 2 stands of German cavalry (Combat Value 6, Break Value 5) is supported by a unit of 3 stands of javelin armed skirmishers (Combat Value l, Break Value 3). Two stands of javelinmen are positioned behind the cavalry, but the third stand overlaps and moves up to the front of the unit. In battle, the Germans would get 3 stands in contact with +l for cavalry with light infantry support and they would use the cavalry's Combat Value of 6 for calculating the difference with their opponents. However, they lose the stand of skirmishers with the first 3 hits they receive. Skirmishers were often used to combat enemy elephants. Consequently it became very normal for light infantry to be attached to elephants to protect them from enemy light infantry. Therefore, light infantry may also be attached to the flank, rear or interspersed in-between elephant stands. When shooting at a combined elephant and light infantry unit, the hits are applied to the light infantry escorts first because they have the lower Break Value. When engaged in close combat, the combined unit counts all stands in contact, light infantry and elephant, and uses the elephant Combat Value with +1 for light infantry support. Hits are assigned to stands in contact first, so once the light infantry stands that contact the enemy are eliminated, then the hits go on the elephants. DEPTH A unit must have at least one complete row of stands more than their opponent to be considered a deeper formation. A unit with a row of 3 stands and a second row of 2 stands is not deeper than an opposing unit of 3 stands, but it is deeper than a unit of 2 stands. A single row of heavy infantry stands is considered `deeper' than a single row of cavalry stands. OVERLAPS To be counted for an overlap modifier, a stand must be part of the unit engaged, or an attached Light Infantry or Command stand. A unit may only count overlapping stands to a maximum of 2 on each flank. JOINING ON-GOING CLOSE COMBATS Units may move up and join into on-going close combats during their initiative. Heavy infantry may join the rear of a friendly unit to give it better depth. Light infantry may join friendly cavalry to give them "Light Infantry support." If part of the enemy unit is exposed as an overlap, then the unit may move up to directly contact the enemy and fight a regular Close Combat (and deny the enemy his previous overlap advantage against the friendly unit). COMBAT RESULTS The unit that takes the most hits, including any hits from pre-contact exchange of missiles, looses the Combat. The losing unit must check morale, if it passes the Morale Test, then: Heavy Infantry and Celtic chariots retire half a move and face the enemy. Cavalry and Light Infantry retire a full move and face the enemy. Scythed chariots, baggage and artillery that lose are destroyed. Elephants do not retire, but remain in contact as long as they are unbroken. If each unit takes the same number of hits, then neither side wins the combat. Both units retire one-half move and face each other, except elephants and their opponents, which stay locked in combat. If neither unit takes a hit, then they remain locked in close combat until next turn. If a unit takes one hit for each stand, then it is DISORDERED. If a unit takes a number of hits equal to it's Break Value, then it loses one stand in casualties. Hits applied to the stand of casualties are also removed. Note that if these hits were enough to also disorder the unit, then the unit remains disordered until the Rally Phase. If all stands in the unit are of equal value, then remove the casualties from the rear of the unit (we assume that the rear files would move up to replace the fallen). Otherwise remove casualties from the stands in contact with the enemy first. Units attacked in the flank or rear automatically take one additional stand in casualties and are automatically DISORDERED. Elephants are not disordered by flank or rear attacks, but suffer the regular penalties to their Combat Value and the automatic one stand of casualties. If the unit survives the attack and Morale Test, and remains in contact, then they may turn to face the enemy in the next turn. Units that are armed with pikes may not turn to face. The defeated unit must also test Morale. If it fails then it is BROKEN. The victorious unit may pursue the BROKEN enemy if Roman or Hellenistic Heavy Infantry. Victorious Tribal Heavy Infantry, all Heavy Cavalry, Chariots and all Light Troops must pursue a BROKEN enemy. Victorious Baggage and Artillery do not pursue. Broken and pursuing units roll to determine how far they move in the same manner as evasions. If a pursuing unit contacts another enemy unit, then it will fight another round of Close Combat. If the unit breaks this second enemy then it may only continue advancing as far as the distance rolled for its first pursuit move. A unit may only make one pursuit move per turn. The winning unit must still check morale if accumulated hits cause a stand loss. The winning unit tests after the losing unit has tested. If the loser has broken, but the winner fails his test, then the winning unit stays in place and may not pursue the broken enemy. If the losing unit has only recoiled, and the winning unit fails its morale test, then the `winning' unit recoils half a move. LIGHT INFANTRY IN COMBAT When Light Infantry is charged by any enemy troops other than other Light Infantry, it must pass a Morale Test to stand and receive the charge. If the Morale Test is failed then the unit will automatically evade. Light Infantry may always opt to evade. If the enemy unit is any type of cavalry or chariotry, the enemy unit will move through the Light Infantry up to their full Movement Allowance. As the cavalry passes through the Light Infantry, the Light Infantry suffers an automatic stand loss and the two units fight a round of Close Combat. The cavalry may then fight a second round of combat if its movement takes it into contact with another unit. The hits accumulated by the cavalry when moving through the light infantry screen count towards determining who won the close combat. Example: A 4-stand unit of Velites is screening a line of Hastati. A unit of Carthaginian cavalry charges the Romans. The Velites pass their Morale test and elect to stand. They throw a volley of javelins at the Carthaginians, who then move into contact. The Velites suffer an automatic stand loss and then fight a round of Close Combat with only the three stands remaining. The Carthaginian cavalry then continues its movement and contacts the Hastati with however many hits the Velites have inflicted. The cavalry and Hastati fight a round of Close Combat. If the Light Infantry are charged by Heavy Infantry or Elephants then they are pushed back to the Heavy unit's full move. The two units then fight a round of Close Combat. If the attacking unit would push the Lights into impassible terrain, then the Lights stop at the edge of the terrain and fight there. If the attacking unit pushes the Lights into supporting Heavy Infantry, then the Lights move behind the friendly Heavies and the two Heavy Infantry units fight the Close Combat. The Lights get to shoot a volley of missiles at the attacking Heavies before any Close Combat is resolved. ELEPHANTS Elephants exert a 2 inch Zone of Control around their bases. Any cavalry unit that passes within 2 inches of an elephant stand is automatically disordered. Enemy cavalry must test morale when they come within 2 inches of an elephant. If they fail then they retire a full move in disorder. Heavy infantry fighting elephants do not get a depth bonus and are automatically disordered on contact. Elephant units that suffer one hit per stand are disordered. If the unit takes a number of hits equal to its break value, then it loses one stand. Elephant units that tie a Close Combat remain in base-to-base contact. If an elephant unit loses a Close Combat then it recoils half a move facing the enemy. If an elephant unit is broken in Close Combat then it rolls three dice for its retreat move. The victorious opponent cannot pursue. A broken elephant unit will move in a straight line away from its opponent towards its friendly table edge. If it interpenetrates a friendly unit then it will roll two six-sided die per elephant stand and divide by 6 for the number of hits inflicted upon the friendly unit. The friendly unit is automatically disordered. Broken elephants that are contacted by an enemy unit are not automatically destroyed. They will fight a round of Close Combat in disorder and retreat half a move even if victorious or tied. Elephants do not check morale when friendly troops break. SCYTHED CHARIOTS Scythed chariots were used like a guided missile to disrupt enemy troop formations. The horses were whipped into a charge and aimed at the enemy. Quite often, the driver abandoned his vehicle before impact. Usually the chariot was wrecked in the attack and the horses exhausted, so scythed chariots are destroyed after engaging in one round of Close Combat. Well-drilled infantry could open lanes in their formation to allow the chariots to pass through, so any Roman or Hellenistic Heavy Infantry that are charged by chariots roll one six-sided die and add any accumulated hits. If the modified die roll is less than 6, then they have successfully opened lanes for the chariots to pass through and the chariots are eliminated. If the modified die roll is 6 or greater, then the chariots make contact and engage in a round of Close Combat. Cavalry and Heavy Infantry are always DISORDERED when fighting with scythed chariots. They remain DISORDERED after fighting scythed chariots even if they have less than one hit per stand. CELTIC CHARIOTS Celtic chariot warriors frequently dismounted from their vehicles to support the cavalry and engage the enemy on foot. Their vehicles would hover behind the combat, ready to retrieve their warriors. Celtic chariot units may dismount under the following conditions: Dismounting counts as a formation change for the unit. Replace every two stands of chariots with one base of 'Auxilia.' Therefore, 4 stands of chariots are required to make a complete stand of troops in close order (2x3 figure bases of auxilia). Dismounted chariot warriors may he in close order or skirmish order. Chariot stands are removed from the table while their warriors are fighting dismounted. The chariot drivers will stay close to their warriors, so they can remount at any time. Celtic chariots may dismount even when engaged in close combat or attached to a cavalry unit that is engaged in close combat. They must dismount before the combat is resolved. Chariot warriors who are defeated in Close Combat or broken will remount when they retire. They will then use the chariot's Base Move to retreat. To remount the warriors, replace each base of 'auxilia' with two stands of chariots. Celtic chariots always disorder enemy heavy infantry when in close combat. Celtic chariots are treated as Light Cavalry for maneuvering and changes in direction. CAMELS Camel mounted troops are treated like conventional horse mounted cavalry for the purposes of maneuvering and formation changes. However, conventional cavalry are disordered when they fight camels in Close Combat. DEFENSIVE FORMATIONSThere are three main types of defensive formation available; the shield wall, the orbis and the testudo. Shield Wall Hellenistic armies referred to this formation as locked shields. Any heavy infantry unit equipped with large shields may form a shield wall. Units in shield wall: Count as being in cover for shooting. Move at half their Base Movement rate. Do not receive any charge bonus. The shield wall is broken and the unit reverts to normal formation as soon as it is disordered by shooting, close combat, terrain or morale failure. Orbis In desperate situations, such as being surrounded by enemy cavalry, infantry units may form defensive squares or circles. These formations do not have any flank or rear arcs and face in all directions. With small formations of 8 or less stands, treat the entire formation as one unit. Attacking troops are assumed to be engaging all sides of the square and the defending unit rolls for all stands in the formation. For larger formations with 3 or more stands per side, then players should treat each side of the square (or quadrant of a circle) as a separate `unit' for Close Combat and assigning hits from shooting. Troops in a defensive formation will not pursue an enemy if victorious. If they are defeated they will recoil into the center of the formation. BROKEN troops that have recoiled into the middle of a defensive formation are not automatically destroyed when contacted by the enemy. They fight on due to desperation, but they suffer the -1 modifier for being DISORDERED. Testudo Formation Roman units equipped with large shields may form the special testudo formation. This was a formation of interlocking shields along both flanks and overhead to protect the legionaries while they assaulted an enemy fort. The formation takes a complete turn to form and is depicted by a column of troop stands and reversing the rear most stand so that it faces the rear. Troops in a testudo count as in cover for shooting. ALso, they have no flank, unshielded flank, or rear when shot at. A unit in testudo moves at half speed. They will come out of the formation when they engage in close combat. Units may reform and come out of defensive formations whenever they have the initiative and are not engaged in Close Combat. The unit will adopt a new formation in any facing the player chooses. MORALEWHEN TO TEST A unit must test morale in the following circumstances:
When it suffers a stand of casualties When it looses a Close Combat When an attached leader dies When a friendly unit of Heavy Troops, with an equal or higher Break Value is Broken or Destroyed within line of sight and 18 inches. Line of sight extends in a 180-degree arc around the front of the unit. How TO TEST The testing unit modifies its Break Value with the following:
+1 if the unit has friends to its rear within one move. +1 if the unit won a Close Combat this turn. +? any attached leader's Morale Rating. -? for casualties. Use the worst modifier of the following: -1 for each stand casualties suffered this turn OR -1 for any previous casualties if less than 50% OR -2 if total previous casualties are 50% or greater. -1 if the unit is disordered or broken. -1 if the unit is under `Retire' orders. The player then rolls one six-sided die. If the die roll exceeds the unit's modified Break Value, it has failed. A roll of `6' is always a failure and a roll of `1' is always a pass. Note: If any unit in a Late Republican or Imperial Legion suffers casualties, then all units in the Legion take a -1 morale penalty for casualties. The result of the failure is determined by the situation that caused the test. If the morale test was caused by: Shooting casualties- the unit falls back half a move and is DISORDERED. Losing a Close Combat or being charged in the flank or rear- the unit is BROKEN. An attached leader is killed- the unit is DISORDERED and cannot move this turn. A friendly unit is broken or destroyed- if the unit rolled double it's Break Value, then the unit is BROKEN. Otherwise it retires half a move in DISORDER. BROKEN UNITS BROKEN units move away from the enemy an Evade Move. On following turns they cannot advance until they are rallied, but they may continue to move away from the enemy. They are destroyed if an enemy contacts them before they get a chance to rally. BROKEN units will move directly away from their attacker and towards their own camp or table edge. They will move through or around friendly units. They will not move closer to an enemy. If an enemy unit prevents the broken unit moving towards its own camp or table edge, then the broken unit will surrender. If a friendly unit blocks its retreat, then the broken unit will move through it. If the broken unit is heavy infantry, cavalry or chariots then it will disorder the friendly blocking unit. PURSUITS Victorious Tribal Heavy Infantry, all Heavy Cavalry, Chariots and all Light Troops must pursue a broken foe. Roman, Persian or Hellenistic Heavy Infantry and elephants may pursue a broken foe. The pursuing unit will consult the Evasion/Pursuit Movement table as well and pursue in a straight line a number of inches equal to the die roll. If they contact the BROKEN enemy, then the enemy unit is destroyed and they continue to move the remainder of the distance rolled. If this extra movement causes them to contact other enemy units, then they will fight another Close Combat, but they will be considered DISORDERED. No shooting is allowed at the pursuing unit. Only one pursuit move per unit is allowed in a single turn. LEAVING THE FIELD A unit may leave the table when it evades an enemy charge, it retreats from combat or it pursues a broken or routed enemy. If the unit is broken when it leaves the table then it cannot rally and return unless it has a commander attached to it. Broken units off the table edge with a commander have one chance to rally, if they fail then they are lost for the rest of the game and count towards enemy victory points. Units that are in good morale status, but have evaded, recoiled from combat or pursued over the table edge may attempt to return to the battle. Each unit rolls a six-sided die. Light troops return on a `1', Heavy troops return on a roll of `1' to `3.' Isolated commanders return on a roll of `1' through `5'. A returning unit or commander has it's return delayed a number of turns equal to half of a six-sided die. `1' or `2' indicates the unit returns in I turn. `3' or `4' the unit returns in 2 turns and with a `5' or `6' the unit takes 3 turns to get organized and return to the battle. To decide where the unit re-enters the table, divide the table edge into 6 equal zones and roll a die on the turn when the unit is going to return. The unit will then re-enter the table during its parent command's initiative. The unit must return in the same formation that it was in when it exited the table. Note that if a commander is carried off the field with a broken or evading unit, then his command is out of command until he returns. LEADERS IN COMBATSolitary Command Stands may be the target of charges or shooting only if they are the closest target to the attacking unit. Solitary Command Stands may always evade an enemy charge. A leader may only be attached to a unit by moving into physical, base-to-base contact with the unit when the leader's Command has the initiative. Leaders cannot reinforce a unit as part of a charge-reaction. Leaders can be involved in Close Combat in a variety of ways. They can be attached to the rear of a unit involved in Close Combat. They can be attached to the flank of a unit involved in a Close Combat, but not actually contacting an enemy stand. They can be physically touching an enemy stand themselves. Each case influences the combat in different ways. In example I the presence of the Command Stand adds the leader's Command Rating to the unit's Combat Value as a positive modifier. In example 2, the Command Stand will also provide a +I modifier for an overlap in addition to the Leader's Command Rating. In example 3, the Command Stand's Combat Value will be used if it is higher than the rest of the unit in addition to the Command Rating modifier. A leader can be positioned anywhere in the unit when the player attaches him to it. Whenever the unit moves, the player may reposition the command stand within it. Leaders engaged in Close Combat have their Command Radius reduced by one level. `Poor' commanders have their radius reduced to zero. They may only influence the unit they are attached to, therefore the rest of their Command is `Out of Command' while they are in Close Combat. RISK TO LEADERS When a Command Stand is involved in Close Combat, or shot at by an enemy unit, there is always the chance that the Commander will become a casualty. If the Command Stand is attached to a unit, or has a large bodyguard of multiple stands, then it is assumed that the Commander is satisfactorily shielded from shooting, but an individual Command Stand that is the target of shooting takes a risk. For each round of Shooting or Close Combat that the Command Stand is involved in, roll one six-sided dice and consult the following table.
Command Stand attached to rear of unit that lost a Close '6' to hit. Combat, or solitary Command Stand shot at Command Stand attached to flank of unit in Combat '6' to hit. Command Stand is in base-to-base contact with an enemy stand. '5,' or '6' to hit. If the leader is hit, then roll another six-sided die:
2. The Commander's shield-bearer takes the fatal blow! The Commander's tunic is soiled, but otherwise there is no effect. 3. The Commander is wounded slightly. He must retire one move to have his wound dressed. 4. The Commander is seriously wounded. He must retire one full move and remain out of combat for the next turn. If the Commander is in Close Combat, then the opposing unit has the chance to capture him on the roll of a '6.' 5. The Commander is grievously wounded. He must retire one full move and remain out of combat for the next two turns. If the Commander is in Close Combat, then the opposing unit has the chance to capture him on the roll of a '5' or '6.' 6. Fortuna has turned away from him and our hero is slain! Remove him from play. Any surviving stands of Bodyguards will charge the nearest enemy unit and fight on until slain. Wounded Commanders are still effective for Command Radius and issuing orders. However, they may not voluntarily enter into any Close Combat, counter-charge or rally Broken units. While a Commander is having his wound treated, his Morale rating is not applied to the unit he is attached to. If a commander is attached to a BROKEN unit which is destroyed by a pursuing enemy, then he is automatically hit and must test on the results table with a +1 to the die roll. If the Commander survives, then he is moved to the nearest friendly unit. When a Commander is killed, mark the figure with a casualty cap or red pipe cleaner. The stand remains in play to represent his surviving staff and bodyguards until it is eliminated by accumulated hits or flank/rear attacks. The Command Stand loses all of its Command Bonuses once the Commander is killed. When a Commander is killed, then his units are out of Command and must dice for their orders until another Command Stand can move over to assume command. Surviving bodyguard or comitatus stands will attack the nearest enemy unit to avenge their dead leader. They will continue to fight until they are all destroyed. They accumulate hits and roll to remove them in the usual manner, but they do not take any Morale Tests. They become disordered by hits, and recoil if they loose a Close Combat, but they never break. RALLY PHASEAt the end of each turn, the players roll to remove hits from their units. For each unit roll one six-sided die and
Remove this many hits from the unit. Units that are engaged in Close Combat cannot roll to remove hits. Disordered units that now have less than one hit per stand, and are not engaged in Close Combat return to good order. Elephants cannot roll to remove hits. Any Broken unit with a Leader attached may attempt to Rally by testing Morale. If the die roll is less than, or equal to, the unit's modified Break Value then the unit rallies. Rallied units about turn and are in disorder. They may obey orders and attack in the next turn. They recover from disorder in the following Rally Phase if they have less than I hit per stand. VICTORYEach Command in an army has a Victory Points Value. The Victory Points Value is calculated by dividing the total Points cost of the Command by 50 and rounding all fractions up. So a Command with a total of 5 1 points is equal to 2 Victory Points. When a Command has lost 50% of its strength in number of stands, or all of it's surviving units are broken, then the Command's entire Victory Point Value is awarded to the enemy. Killing or capturing enemy Leaders will also gain Victory Points. When a Commander is eliminated, immediately award the enemy player Victory Points equal to the Leader's Morale Rating. The game is concluded when one or more of the following conditions has been met: one or more Commands are broken, the player has no reserves left and the enemy has units in good morale behind the player's front line. the players time limit is reached. one side has more than half of his Commands broken. By mutual consent of the players. When the gaming session is over each player should tally up his Victory Points for enemy Commands broken, enemy Leaders eliminated and Objectives captured. OBJECTIVESObjectives may be added to the game to give the players motivations for their maneuvering. The following objectives are available to the players: Baggage represents the enemy camp or supply train. A palisade always defends Roman baggage when not marching. Capturing the enemy's baggage generates Victory points equal to half of a six-sided die. Herd represents a flock of sheep or herd of cattle to steal. Each objective captured equals I Victory Point. This objective can also represent villagers to capture for enslavement. One stand of troops can move up to 3 herd objectives. The objective markers must be moved to the capturing player's camp or baggage. Pillage a villa or town to loot. A unit must take an entire turn to loot the objective, and is DISORDERED if attacked. Units must be rallied before they can cease pillaging. Pillaging generates Victory points equal to half of a six-sided die. Defend an important position, such as a bridge or ford that the army must hold on to. Each turn in which the player has a unit closer to this than the enemy he gets I Victory Point. Capture- an important position that the army must seize from the enemy, like the gateway into an enemy town, or a defended pass. Possession of this objective at the end of the game gains the player Victory points equal to the roll of a six-sided dice. Stronghold a small outpost or fortified position, such as a frontier watchtower. Capturing this objective gains the player 1 Victory point. To consider an objective `captured', the player must have a unit in contact with it during the Rally Phase. STRATAGEM CARDSThis is a deck of 32 cards. Before the players deploy their armies, the deck of Stratagem Cards is shuffled, and the cards are dealt out. Each player receives a number of Stratagem Cards equal to the rating of their Commander-in-Chief. Most of these cards will affect the player's own army, but some, such as Bad Omens, will affect the opponent's army. Cards that affect the deployment of the armies should be played before the first turn begins. Other cards may be kept in hand until the turn in which the player wishes to use them. Players may also opt to use the cards to gain temporary modifiers to combat or initiative, rather than use the special option outlined on the card. Any Stratagem Card may be played for a +l modifier to a Command's initiative roll OR a +l modifier to all shooting or close combat rolls for a Command for one turn. The card must be played, and it's use declared before the dice are rolled. Cards played in this way should be played face down so that the opponent does not know what other stratagems are unaccounted for. The cards and their effects are: Redeploy Each player deploys his army. If the player wants to use this card, then it must be played before the first turn. Playing the card allows the owning player to switch any two Commands within his deployment area. Flank March One Command is not deployed on table. It is off table on a circuitous flank march. The owning player keeps the flank marching Command and the card secret. When he wishes for the flank marching Command to arrive, then he reveals the card and indicates which table edge it will arrive on. The Command may arrive any where along either of the side table edges. The owning player has to roll a number equal to, or less than, the current turn number. Failure results in the Command not showing up on the desired turn. The owning player may try again each turn until successful, but he may not change the designated entry point. The flank marching command may not be more than one quarter of the points cost of the player's army. Ambush One Command is not deployed on table. This Command has a maximum size of 12 stands. It can be hidden in any terrain between the two deployment areas that is a minimum of 20 square inches in area and capable of concealing the unit type. The Command is placed on table when it moves or shoots, or an enemy unit moves within 4 inches of the terrain. Ambushing commands automatically have the initiative when placed on `Advance' orders. Hidden Reserves One Command is not deployed on table. This Command may not exceed one quarter of the points cost of the player's army. It may not enter the game on turn 1. Beginning on turn 2, the player may give it orders and dice for its initiative as normal. The Command enters the game anywhere along his table edge when its turn in the initiative order comes up. Battle Frenzy! The troops are particularly inspired or enraged, and fight like demons. When this card is played, every unit in the Command chosen by the player, receives a +I modifier to all of their Close Combat dice for the rest of the turn. Rousing Speech! When this card is played, every friendly unit within the Command Radius of a Commander chosen by the player, receives a +1 modifier to their Morale and Rally tests. This card lasts for one turn only. Good Omens The troops of your army are encouraged by propitious signs and omens. For the duration of the game, all units in your army receive a +I modifier on Morale and Rally tests. This card will cancel the effects of Bad Omens. Bad Omens This card is played on your opponent. His troops are frightened and discouraged by foreboding signs of doom. For the duration of the game, all units in his army get a -1 modifier to all Morale and Rally Tests. This card will negate the effects of Good Omens. Forced March Play this card during the deployment phase. Your troops have marched hard to gain some important terrain. You may deploy up to half way across the table, but any units that do so suffer a -1 modifier to rolls for removing hits due to fatigue each Rally Phase. The player may use this card for his entire army, or only one Command. Only the units that deploy forward are penalized. Hot Meal You keep your troops in camp to make sure everyone gets a good breakfast. Your troops get a +1 modifier to their rolls for removing hits each Rally Phase but your enemy gets a free move. Superior Scouting Your scouts have out skirmished the enemy, giving you the strategic advantage. Play this card before deployment. You get to choose which side of the table you deploy on and your opponent must set up first. Surprise Attack! The speed with which your army deploys and advances has caught the enemy off guard. All enemy units that are on table, start the game disordered, with one hit per stand. As the player rolls for the removal of hits in each Rally Phase, the units will attain Good Order. These hits will not cause casualties until the units are actually engaged by the enemy. Night March A division of your army has marched through the night to fall upon the enemy flank. Play during the deployment phase. One Command, that may not exceed one quarter of the points cost of your army, is deployed on one of the side table edges facing your opponent's flank. For each unit in the Command roll one sixsided die. The number rolled is the number of hits applied to each unit to represent the fatigue, chaos and stragglers incurred by a night march. If the number of hits equals or exceeds the unit Break Value then the unit looses the necessary number of stands. Stands lost on the night march do not cause negative modifiers in future morale tests. Dig In Your army has beaten the enemy to the battlefield and has had time to dig some earthworks. You may place up to 12 inches of ditches or palisades anywhere in your deployment zone at the start of the game. Weather - Weather conditions turn in your favor; the enemy is dazzled by sunlight or blinded by sand or snow, or his shooting is hampered by a headwind. Play this card at the start of a turn. For the entire turn, your opponent suffers a -1 modifier to all Shooting. Inspiring Commander Your Commander is able to encourage the troops with stirring speeches and inspiring actions. Play this in the Rally Phase. One Command automatically rallies all broken and disordered units. The Aquilifer A standard bearer leads his unit in a charge at the nearest enemy unit. The unit receives a +1 combat modifier for one round of Close Combat. Legendary Centurion Play at any time in the turn. One broken unit will automatically rally and face the enemy in disorder. The Tribune Play when the Command has the initiative. One unit may act as the player wishes regardless of the orders the rest of the Command is operating under. For example, it may advance if the Command is retiring or redeploy to face the flank if the Command is advancing. The Optio Play card when needed. A unit that is disordered may reform to good order for the duration of the turn, regardless of hits on the unit or terrain. The Legate Play before players roll for Initiative. One Command automatically wins the highest Initiative. The Quaestor Play during a Command's Initiative. All units move at double their movement rate for one turn. Caesar play this card in place of rolling for initiative. The player determines the Initiative order for all commands in both armies. Caesar's Luck Play this card when a leader is wounded, captured or killed by the enemy. This card negates the results of the Leader Casualty roll. Ill-Fortune When this card is played, one enemy commander in shooting range of a unit or engaged in Close Combat is automatically hit and must test on the Leader Casualty table. This may be played before Close Combat is resolved to potentially remove an enemy leader from a fight. Political Enemies this must be played during the Deployment Phase before the first turn. Play it on your one of your opponent's Commanders. The target commander falls victim to political intrigue and is replaced by a leader of one rating lower. Commanders cannot be reduced to less than 0. Panic Play this on an enemy Command at any time. All units in the command must roll a six-sided die. If they roll greater than their Break Value, then they are DISORDERED for the rest of the turn. Devastating Volley This must be played before rolling for shooting results. When played then all hits caused by one units shooting are doubled. Treacherous Terrain A small piece of terrain disrupts an enemy unit at a critical time. Play this card on any enemy unit of heavy troops or chariots at any time. The unit is immediately disordered and stays disordered until the Rally Phase. Back to MWAN # 132 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2004 Legio X This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |