By Paul Dobbins
with suggestions by Jeff Ball,
Kevin Boylan, David Burton and Larry Irons
(Reminder) Roman Order (Version 5.0 by Terry Gore)
This Formation rule addresses several concerns. Having to give the Roman Order unit an Advance order puts a strain on the orders capability of the Roman command. By not having this count as a charge, but simply as an advance into combat, the Roman unit gets the benefit of fighting fresh with full ranks of pilum-armed HI in an initial round of close combat, but does not get a charge combat bonus. This simulates the gradual replacement of ranks, assumed to occur during lulls in the hand to hand fighting. The enemy unit will also be considered to be involved in an initial round of a close combat, but due to the gradual process of exchanging of ranks, will receive no follow-up move or bonus. Here is the real advantage to the Roman player, being able to bring fresh troops in to save a bad situation. There is also the chance that the replaced unit will pick up another disorder and possibly be in bad enough shape to rout (if it already was fragmented before the exchange of ranks. You take your chances with this, as with most other things in AW/MW. SourcesBerg, Richard, and Mark Herman. SPQR: 2nd Edition Great Battles of History Series. GMT Games. 1996. Cardboard and paper wargame. This game is a great source for OoB information for Cynoscephalae. Berg and Herman are skilled designers and thorough researchers. Currently, it is out of print, but GMT may reprint it if the demand is high enough. Livy. Rome and the Mediterranean, Books XXXI-XLV of the History of Rome from its Foundation, translated by Henry Bettenson, Penguin Books, 1976. Introduction and Scenario Rules Back to Saga # 91 Table of Contents Back to Saga List of Issues Back to MagWeb Master Magazine List © Copyright 2003 by Terry Gore 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 |