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CIVITATES BELLATORUM

For wargames in classical antiquity, 500BC-200AD

Organising Troops
Figures can be in any scale and should be mounted on rectangular or square stands of any size, but all troop stands must have identical frontages. Depths are not so important, but can be half to the same depth as their frontage. The frontage of each stand is called the Javelin Throw or JT. This is the basic unit of measurement for the game. Civitates Bellatorum has no fixed scale. A stand could be taken to represent any number of troops depending on the action being fought and the number of figures available. A convenient scale is to have one stand represent 3-600 infantry, 100-300 cavalry, 30-50 fighting chariots, or 5-20 elephants, scythed chariots or artillery pieces. Elephants, scythed chariots and artillery (collectively called Special Troops) operate as single stands. Others must be in units of 2-12 stands. Units remain together for the game, except for Legions that can detach new units. Each unit is defined by one of the following Troop Types and Quality Grades: Troop Type Missile Troops Skirmishers Rabble Javelinmen Warriors Spearmen Pikemen Swordsmen Bowmen Light Cavalry
Horse Archers

Combat Value Shooting Range 0 1 1 2 2 2 1 3 1 1


0

Quality Grades A Grade: Elite, well disciplined troops B Grade: Seasoned troops with high morale C Grade: The bulk of average troops D Grade: Most raw or unwilling troops May either have pila or javelins. May either be loose or close.

5 JTs 1 JT None 1 JT None None None None/1 JT 5 JTs 1 JT


5 JTs

Heavy Cavalry Lancers Cataphracts Fighting Chariots Elephants


Scythed Chariots

1 1 2 2 3
0

1 JT None None 1 JT None


None

May have integral infantry.

Artillery

20 JTs

All troops in a unit must be of the same type and grade, except for Roman Legions before c. 100 BC which are mostly pila armed swordsmen with a third of their stands (one line) being under-strength spearmen. Under-strength (UnS) infantry units reduce their normal Combat Value by 1, suffer a shooting penalty, and have about half the normal number of figures on each stand. Special Troops have no grade. Warriors, LI and fighting chariots cannot be A Grade, and rabble can only be C or D Grade. Missile troops and skirmishers (Light Infantry), along with light cavalry and horse archers, are called Light Troops. Warriors, rabble, pikemen, javelinmen, spearmen, bowmen and swordsmen are Heavy Infantry. Light and heavy cavalry, horse archers, fighting chariots (but not scythed chariots), lancers and cataphracts are termed Cavalry . All cavalry, elephants and scythed chariots are Mounted troops. Infantry with relatively complete protection may be Armoured, as are all cataphracts and any other cavalry with extensive horse armour. All close bowmen in line or square also count armoured from their units front facing. Armoured status gives troops some benefits against shooting. Some B-C Grade troops who are not yet shaken can be classed Impetuous. They are more likely to attack, especially if control is lost. Scythed chariots may also be classified this way.

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Up to one A or B Grade unit in each army can be classed as Evocati. Such units are the elite of the elite such as sacred bands, equites singulares or similar.

Organising the Armies


An army is led by a General, represented by the great man and 2 other figures on a small round command stand. He might be assisted by up to two Contingent Commanders, each with 2 figures on its stand. The army itself is further divided into several infantry, cavalry or elephant Commands , each usually under a Subordinate, represented by a single figure. An infantry command must contain infantry, but it may also contain special troops and up to one unit of cavalry. A cavalry command must contain cavalry, but it may also have up to one unit of heavy infantry and any amount of light infantry. An elephant command must contain elephants and may contain light infantry. Light infantry (only) may transfer to the command of another leader in the chain of command, simply by coming within his command reach.

Important Game Concepts


Legions. Each Roman manipular or cohort Legion is represented by a single unit of heavy infantry. A Legion can be deployed into one, two or three lines. A pre-100 BC Legion in its traditional 'chequer-board' formation (called quincunx) has a gap of ! JT between each line and ! JT between each stand. Quincunx lines may relieve each other, feeding fresh troops into combat and reducing fatigue. A Legion moves, manoeuvres and fights as a single entity regardless of the number of lines it has (eg. if one line moves, they all do, at the same speed). The only exception to this is that a victorious Legion may choose to pursue with its engaged line only, the supporting lines remaining halted. You may detach a whole line from an unshaken Legion as a formation change, and turn this into a separate unit. You can also detach several stands from different Legions and deploy them either together or separately as new units. These will function independently for the whole game. During play, continuous stands from the same Legion may be detached in the same way. Units that separate from Legions may not re-form with them. Such units are unable to conduct line relief or use quincunx, nor can Legions with less than 5 stands. Death, Desertion and Disorder Points (DPs). Except for special troops, the state of a units health is measured by its accumulation of DPs due to fatigue and disorder from movement, shooting, combat and morale. DPs are indicated by markers placed beside the unit. When a unit accumulates 5 DPs it becomes shaken, and each further DP in combat or from morale causes one stand to be removed as a casualty. Immediately destroy all units reduced to just one stand. DPs can be removed by rest, or by a leader. Evocati are not shaken until their 6th DP. Each new unit detaching from a Legion carries the same number of DPs as the parent Legion. DPs are assigned for the following as soon as they occur: 1 DP for each friendly light unit or unit of lower grade broken/destroyed within 5 JTs. Evocati however ignore this penalty.* 2 DPs for each friendly non-light unit of equal or higher grade broken/destroyed within 5 JTs (1 DP for evocati).* 1-2 DPs for manoeuvre or terrain if applicable, and for fatigue (depending on the die roll). 1 DP for evading if using any extra move dice. 1 DP for being surprised by a previously hidden enemy appearing within 5 JTs.* 1 DP if a leader in the line of command is killed or broken (2 DPs if it is the top leader).* 1 DP if the only leader with a unit in combat leaves just after it suffered a set-back or worse. 2 DPs if troops are burst through by or interpenetrate with rampaging elephants/scythed chariots.* 1 DP if horse mounted cavalry with no elephants/camel cavalry in the army, and within 1 JT of enemy elephants or camel cavalry (each turn). 2 DPs if a unit in line contacted by a charge on its flank/rear facing (4 DPs for cataphracts).

* Shaken units in combat that take any of the asterisked DPs will break.

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Unformed Units. Unformed units are those which make no attempt to manoeuvre as a formed body. Light troops and units in rout, pursuit, evading or retiring are always unformed, as are rabble and fighting chariots. Heavy cavalry, loose bowmen and javelinmen may elect to unform at the start of the Movement & Skirmish Phase, but other units may not. As unformed units do not attempt to maintain any order, bases are spaced apart by up to 1 JT and are moved individually with no penalties for manoeuvre. They are considered to be facing all-round and therefore have no flanks or rear. Unformed units are also permitted to overlap or intermingle with other unformed units and/or special troop stands so long as the unit stands are not separated by more than 1 JT. Special Troops. Elephants, scythed chariots and artillery operate as single stands, and like unformed units, manoeuvre freely without trying to maintain ranks and files. Special troops do not take DPs. When a special troop stand suffers a Hit from shooting or gets a combat or morale result that would normally cause a DP, roll a D6 for each Hit or DP. A result of 1 indicates a critical hit. Roll again: 1-2 3-4 5-6 Stand destroyed. Artillery or scythed chariot destroyed, elephant rampage. Artillery destroyed, elephant or scythed chariot rampage.

A rampaging elephant or scythed chariot first turns 180 from the enemy, then moves in a random direction on a D6 (1-2: straight ahead, 3-4: 45 left, 5-6: 45 right), bursting through any troops in the way. Formations. Units other than unformed or special troops must either form Line, one or two stands deep and at least as wide as deep; or Column, one stand wide, one behind the other. Pikemen can be deployed into lines up to 4 ranks deep, and Legions up to 3 ranks. All stands must face in the same direction, except for a stationary 2+ deep line which may turn the rear rank to face backwards. Quincunx Legion lines are separated by ! JT. A unit in a 2 deep line (or a 2 to 3 line Legion) may form either a single column, or multiple columns. A-C Grade heavy infantry may also form into Square. Stands in a square face the same direction when moving, but turn to face outwards when stationary, and in the latter case they have no flanks. Line, column or square may be formed by several units operating together as a command formation. Risk to a Leader. Unattached leaders contacted by enemy troops are captured, and a leader attached to a destroyed unit or one that cannot return is lost. A leader is at risk when steadying a unit in contact with the enemy in the Command Phase, when attached to a unit that suffered any shooting Hits in the Movement & Skirmish Phase, and when he inspired a unit in combat or if it received a set-back result or worse. He is also at risk if his unit takes a free hack or crosses a major obstacle while shaken or in rout. Roll one D6. If a 1 is rolled, roll again: 1 = Killed. 2-4 = Wounded. Subordinates may only control troops. Others can make only one command decision per turn. If he is already wounded, the leader is killed instead. 5-6 = Near miss. No effect.

Playing the Game


The game is played by turns each in three consecutive phases with both sides completing each phase before moving on to the next. At the start of each turn, roll a D6 for initiative and the highest rolling player decides whether to take the initiative and move first. All actions are conducted from right to left. The player with initiative takes the first actions in all phases. Unusually talented Generals like Alexander, Hannibal or Caesar can optionally be given a +1 to their initiative die roll. All actions are conducted from right to left. The player with initiative takes the first actions in all phases.

Phase I -- Command Phase.


1. Command Decisions. Each leader represented on table by a command stand must decide what he will do in that turn from the following command decisions. The General or a Contingent Commander may take two actions (which may be two of the same), and Subordinates only one: Control troops under the leaders command, within 1 JT of his stand or the unit he is attached to. Whole Battlelines under the leader may be controlled if there is no gap wider than 1 JT between
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the troops. A leader must expend two actions to control troops from more than a single command. Units or special troop stands each have to each take a control test if they are not being controlled. Move during the Command Phase and/or join a unit. Once he is in contact with and has joined a unit, the leaders command stand moves with the unit normally and is bound by its combat results. Leaders of infantry commands may be on foot, but they must be attached to an infantry unit at all times and are not allowed to use a move action. Unattached leaders move in the Command Phase, though if they join a unit, or are within 1 JT of a unit they control, they may move with it in the movement phase. Unattached leaders may move up to 5 JTs, up to 10 JTs if a leader selected two move actions. A leader may also move up to 1 JT from the unit he is attached to and immediately join another friendly unit without having to make a move action, even if he is on foot. No leader may move through enemy troops or into contact with them unless he is attached to a friendly unit. Steady a unit during the Command Phase, either to immediately rally a shaken unit up to 4 DPs, or to remove 1 DP from an unshaken unit (per action). A steadying leader may instead alter the units control test by up to 1 towards a 3-4 result, if he prefers. Inspire a unit which the leader has joined. Each inspiration allows him to boost the unit's combat effectiveness by +1. It also allows him to alter a control test result by 1 as well, except in an attempt to cease rout/pursuit/rampage/looting. Inspiration marker(s) can be placed beside the leader, and removed once its action is complete. Special troops cannot be inspired.

2. Control Tests. Troops which are not being controlled, and all who wish to cease rout, pursuit, or looting must take a Control Test to determine their actions for the rest of the turn. Impetuous troops must test regardless once within 5 JTs of chargeable enemy. Troops in combat and routers with enemy in contact never test for control. Roll 1 AvD (A Grade), or 1 D6 (all others). Control Test Modifiers: +1 if charging, looting, in rout or pursuit. +/-1 if a leader steadies the unit. +/-1 if a leader inspires the unit unless attempting to cease rout, pursuit etc. * Impetuous troops that have not already been shaken, who are not column/square and not pursuing, instead advance at full speed on and if possible charge the easiest reachable enemy within 10 JTs on a 5-6 result. Control Test Results: 1-2 Routers are destroyed. Looters or pursuers continue as in 5-6. Impetuous troops advance if possible. Otherwise halt/slow to minimum for the whole turn, or else retreat from the enemy. 3-4 Routers start to rally. Others do as player wishes. 5-6 Routers are destroyed. All others continue last turns action, if possible (except for impetuous *).

3. Attempt to stop rampage. Roll a D6 for each rampaging stand. If the result is 5-6, the stand is destroyed. Add +2 to the die roll each turn after the 1st. If the rampage is not stopped, it will continue in the Movement & Skirmish Phase, using a new direction die but without turning 180 first. 4. Dice to return from off table. Troops may not voluntarily leave the table. But if they rout, retire, charge, pursue or evade off table, they may dice to return as from the following turn Command Phase, once under control. If chased off table by chargers or pursuers who also left the table, they may not return until those who chased them off have returned. Routers, shaken units, special troops, or infantry chased off by mounted (following them off) never return. Special troops might also rampage off table. Returning units may re-enter within 5 JTs at any speed they desire if they get the following D6 result: A Grade infantry: 1+ B or C Grade infantry, A Grade cavalry: 2+ B, C or D Grade cavalry, D Grade infantry: 3+

-1 to the die roll for each turn after the first until a return is not possible, even if voluntarily delayed.

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Phase II Movement & Skirmish Phase.


Troops may move up to javelin range (1 JT) from visible enemy. Movement must normally stop 1 JT from the enemy. Light troops, however, must fall back in face of moves by formed enemy, maintaining a 1 JT distance (this is done during the opponents move, and does not limit further moves by the unit). Fighting chariots can fall back with them. Shaken units can only move directly away from the enemy. Move distances are usually randomly determined by dice. Troops move normally move ! JT for each number rolled on their move dice - however, 2mm and 6mm figures mounted on 20mm stands instead move 1 full JT for each number rolled. Troops must move the full distance rolled except that they must halt 1 JT from visible (or non-light, as above) enemy, and are not forced to interpenetrate friends or cross an obstacle or difficult terrain. Troops may also stop short of the full die roll if they wish to line up with others controlled by the same leader; or to stationary friends on their right; or to conform to a terrain feature. Troops to the right move first except where two moves intersect, when the troops in front may move first. Diced Movement Rates. Infantry: 1 AvD, +1 optional D6 * extra. Elephants: 1 AvD, +1 optional D6 extra (or +2 D6 if rampaging). Cavalry and Scythed Chariots: 1 AvD, +1-2 optional D6 * extra. Artillery: Move 1 JT, no dice required (or 1 AvD if on wagons).

* A Grade may optionally roll their 2nd movement die as an AvD instead of a D6. Troops under the control of the same leader that are within 1 JT of each other and moving in the same direction may roll one set of dice and move together as a single body, as must all troops that make a post-combat move from the same combat, but others move and dice individually. Multi-line Legions also move as a single entity with one die. If a body of troops make a diced move together, roll the first die, then incrementally add any further dice (using the die type of the highest grade in the body), and finally apply any modifiers to the total. All stands of a unit must remain together. Unformed units may space their stands apart by up to 1 JT and Legion lines must be spaced apart by ! to 1 JT. All other units must keep their stands in base to base contact with each other. Extra dice for movement: These are optional for most moves, except that for routing, pursuing, or rampaging troops, the full extra move dice are compulsory. Scythed chariots may only change speed by up to 1 die per continuous phase of normal movement they make (in a move or charge). Units in line must be moving in the same direction to use extra dice, and cannot simultaneously perform any wheels, inclines or formation changes. If halted by a control test, terrain, enemy, formed friends in the way or any other permitted exceptions, moving troops must still roll all of their required move dice for the stalled move. For monitoring speeds with scythed chariots, players may wish to place momentum markers marked 1, 2 or 3 to indicate each stands current speed. Light Troops, Fighting Chariots, Rabble, Javelinmen, loose Bowmen, Warriors: +1 to each die roll total (optional for most diced move rolls, compulsory for a rout or pursuit). Column: Infantry or cataphracts may move up to 4 JTs, other cavalry up to 6 JTs (double that for figures on 20mm bases whose normal moves are 1 full JT for each number rolled on the dice). No dice are required. Troops in column whose entire move is beyond 5 JTs of visible unbroken enemy may move double this distance. No extra dice are allowed, however. Square: move at ! speed (of a single AvD), with no extra dice allowed. Fatigue: Units in line or square incur 1 DP on each move die roll of a 5 or 6, with no penalty for others, but pikemen incur 1 DP on a 4, 5 or 6 if they rolled 2 dice for their move, as do cataphracts who roll 3 dice for their move. NB: Units with 3 DPs or more do not incur any more DPs for movement or manoeuvre (except for crossing a major obstacle).
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Unformed units and special troops move their stands freely and independently. Movement by formed units must be directly to the unit front, with no more than 22! variation from the centre axis. To do otherwise requires them to manoeuvre. This is only permitted in the Movement & Skirmish Phase. All manoeuvre (usually within 5 JTs of visible enemy) causes DPs where noted below: Wheel: With the inside unit edge remaining stationary, measure the distance moved by the units outside edge. 1 DP for troops in line within 5 JTs of the enemy. No penalties if in column, but not possible in square. Change Formation: Column into line or vice versa - ! a move for B-D Grade, or " move for A Grade. Line or column into square, or vice versa - 1 full move. Troops may not form into column if within 1 JT of the enemy. Increase or decrease the number of ranks or lines in a unit formation by one; or change quincunx line into regular line or column (and vice versa) ! a move. Legions may detach new units without cost. 1 DP for each formation change by B-D Grade if within 5 JTs of the enemy. Form Up Unformed Troops: 1 full move, except that cavalry may move back and then form up in the same move. Not possible for light troops, rabble or fighting chariots. Cross Major Obstacle: ! a move. 2 DPs for any heavy infantry or cavalry, and 1 DP for all light infantry, at any range from the enemy. Special troops, fighting chariots and units in square cannot cross. Crossing a major obstacle inflicts DPs on all units. Shaken or broken units will take casualties, and leaders with them must take a risk roll. Minor obstacles count as difficult terrain. Pass A Gap: A unit in line may temporarily contract its frontage to pass a gap, over a bridge etc. ! a move for infantry, and 1 DP for all if within 5 JTs of the enemy. About Face: ! a move front to back (turns to the flank change line into column or vice versa, and count as a formation change instead). 1 DP for B-D Grade in line if within 5 JTs of the enemy. An about face by a unit in line means it must start again from halt speed in the opposite direction. Mount/Dismount: ! a move for all units. Cavalry will dismount stand for stand as UnS infantry. Interpenetration: For formed units in line or square, only interpenetrations directly forward or back are allowed. All other movement through friends are possible. 1 DP for formed units within 5 JTs of the enemy, unless one partner is unformed and did not make an evade, retire or rout move. No penalty for stands from the same Legion in quincunx, post-100 BC legionary units from the same command (even in combat), unformed or special troops. Slow Walk: 1 JT straight forward (2 JTs if using 20mm stands). A Grade infantry only. Side-Step/Step-Back: 1 JT either directly to the side, or back (2 JTs if using 20mm stands). A Grade infantry only. Incline: Move an equal distance forwards and sideways. A Grade infantry only. Difficult Terrain (eg. dense woods or forest, town, very rough/rocky terrain, steep slopes): -1 to each move die rolled, or per 4 JTs or part thereof moved in column, except for light infantry. Impassable for cavalry, chariots, artillery and elephants unless on a road. However, troops on camels are not affected by soft sand. Cavalry may cross minor obstacles, and light cavalry may negotiate steep hill slopes. Movement in difficult terrain by units in line incurs 1 DP (modified to 0 DPs for warriors, while pikemen take 2 DPs). Units in square cannot move through difficult terrain. Broken Terrain (eg. farmlands, oasis, orchard, olive grove, light woods or scrub): impassable to chariots and other vehicles unless on a road. -1 to each move die rolled, or per 4 JTs or part thereof moved in column for formed troops and all mounted. Pikemen and cavalry in line incur 1 DP for moving through broken terrain. Units in square cannot move through broken terrain. Roads negate all effects of obstacles and/or terrain for troops in column on them, except the move reduction for steep hill slopes. Troops in column in a town are always assumed to be on a road.
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Effects of Terrain:

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Shooting in the Movement & Skirmish Phase. Shooting by each phasing player is conducted at any point in his own half of the phase. Shooters may not both advance and retire in the same phase, but otherwise: Light cavalry and horse archers may shoot and move without restriction. Artillery may either shoot or move, but not both. Others may combine up to a single AvD move with shooting, but not if any extra move dice are used. Light infantry and fighting chariots may choose to shoot either before or just after making their move, but others can only shoot after or instead of moving. Infantry may elect to reserve their shooting for the Combat Phase.

Shaken units cannot shoot. Others may shoot out to their full range. Shooters target their nearest enemy, but controlled artillery may select any target within range if it is visible to the stand. Troops in combat are not eligible targets. A gap must be at least ! JT wide to shoot through. Unformed units may shoot all round, or others up to 22! off centre. A 2nd rank of stationary loose bowmen in line can shoot over a front rank of the same or of javelinmen. Close bowmen may also do so, but only over the same. At 1 JT range, unformed cavalry in a 2nd rank may shoot over a 1st rank of the same. A 2nd rank of missile troops may shoot over a front rank of infantry, as can troops from/to a higher elevation. Roll 1 D6 for each stand shooting, less 1 die for each DP on the shooting unit. Halve the number of dice for under-strength stands shooting. Then halve the number of dice again if the target is either unformed or is in cover, before rounding down the total. If the stands shooting result is 6 or more, a shooting Hit has been scored. Apply any modifiers which apply from the below: +1 Artillery shooting at any formed or mounted troops. +1 All others shooting at 1 JT range, except against targets that count as armoured. Each Hit causes 1 DP on the target until it becomes shaken. Further shooting Hits have no effect on units. Make a single risk roll per leader in the Movement & Skirmish Phase if the unit he is attached to takes any Hits. No single target can take more than 3 Hits from shooting in any one turn, however. Legion Line Relief. A Legion in quincunx that makes no other move may replace the front line with one of the rear ones, as may any post-100 BC Legions. A Legion that is in combat may also do this. Each line of the Legion may be relieved once in the game, so a two-line Legion may conduct one line relief, while a three line Legion may conduct two line reliefs. Each line relief removes 1 DP from the Legion in the Movement & Skirmish Phase. Legion swordsmen with pila replacing a front line in combat add the pila combat bonus whether the Legion is following up, halted or falling back.

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Phase III -- Combat Phase.


1. Declare charges. Players state which units will initiate a charge, the player with initiative declaring first. This is an irrevocable decision. A charge is the only way for units to close to hand-to-hand combat. To initiate a charge, heavy infantry must be at 1 JT distance in order to charge mounted, and all infantry at 5 JTs or less otherwise. Other troops can be at any distance at which they could potentially reach the charge target. Units that are shaken or in column/square may not initiate a charge. Light troops and fighting chariots that shot in the Movement & Skirmish Phase may initiate a charge. Others who shot cannot. Bowmen, missile troops (unless supporting units that can charge) or artillery may not charge. Except for fighting chariots and C Grade rabble, unformed may only charge special troops, units in column, or shaken/unformed units. C-D Grade can only charge elephants or scythed chariots if a leader charges with them, or with their battleline, and is also inspiring.

2. Make charge & response moves. Charging units roll at least 1 AvD for a charge move, and must also roll at least as many dice as they used in the Movement & Skirmish Phase. Uncontrolled impetuous troops charge using the maximum speed they can manage. DPs for charge movement are applied immediately. A charge move must be directly forward on the stand/units current facing, diverging only by up to 22! off the forward axis. Mutual charge movement is considered to be simultaneous. If this causes problems with intersecting charge moves, either break the move down into quarters or have the player with initiative move first. Units being charged that did not themselves declare a charge respond according to type: Unformed infantry can stand to receive if in difficult or broken terrain, defending an obstacle, or if charged by special troops or unformed infantry. Otherwise they must evade. Unformed cavalry can counter-charge cavalry/unformed infantry, but otherwise must evade. Formed cavalry may either counter-charge or stand to receive. All others must stand to receive.

An evade move is made directly away from the enemy, though evaders can try to flow round formed friends in the way if there are gaps. The evading unit is unrestricted in how many move dice it can use. Evading units may halt once separated from their pursuers by friendly good order troops or a terrain obstacle. Evading light cavalry or horse archers may halt 1 JT from the chargers if they outdistanced them. Units incur 1 DP for an evade that uses extra move dice, treated as a morale DP. Evading units caught by chargers will immediately take an enemy free hack and break. If chargers fail to contact because their opponent evaded, they must continue their charge move up to the full distance. Unless they are light troops or A Grade, they will automatically charge into new opponents uncovered by the evading unit. The new target must react according to the normal charge responses. Light troops and A Grade units may choose to halt at 1 JT from the new target. Standing to Receive a Charge. Units in a 2+ deep line that stand turn the nearest rank/line to meet a charge from the rear starting from over 1 JT away. Units in column turn 90 into line to face a similar charge, or become unformed. A unit in square will turn all of its stands to face outwards, denying its flanks and rear to the enemy. No other formed unit turns are possible. Scythed chariots that stood to receive are instantly destroyed if the enemy make contact, as are artillery who stand to receive alone. 3. Simultaneously resolve all Combat Phase shooting. Troops who are charging or being charged, and/or who are still eligible to shoot and have not yet done so, may shoot after charge moves but before contact. If charging into a continuing combat from the previous turn, the engaged enemy who is being charged is in this case also an eligible shooting target. A-C Grade horse archers who have already shot and who are evading an enemy
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who charged from 1 JT away may conduct an additional round of shooting against that enemy, if still within range and their evade was successful (the tactic of the Parthian shot). Swordsmen throwing pila are covered in the combat factors. Artillery cannot shoot in the Combat Phase. Shooting in the Combat Phase is simultaneous, with DPs only taking effect after both sides have shot. 4. Simultaneously resolve combat. All stands in base to base contact with the enemy and up to one on either side, are considered to be in combat, and count as engaged. Roll 1 AvD for each A Grade unit, or 1 D6 otherwise. Special troops within I JT of each other in the same body may roll 1 D6 for all. Evocati roll 2 dice and select the highest roll. Add the modifiers and compare results. If stands of the same unit use different factors, use those of the majority type in contact. For multiple unit combats, roll all the dice as above, total all the factors for all participants, divide by the number and round up to the nearest whole number. Compare both results. All troops that are involved in the same combat share its outcome. +? +1 -1 +1 +1 +1 +1 +1 +3 +2 +2 +1 +1 -2 -1 +2 +2 +1 +1 +2 -1 -5 -2 -1 -2 -3 Combat Value A or B Grade D Grade Advantage of ground (uphill, charging downhill etc.) Defending a fortification (cumulative with advantage of ground) For each combat inspiration by a leader attached to the unit Supported (+2 if a Legion in a 3 line quincunx facing the same direction) Javelinmen, rabble or skirmisher charge, pursuit or follow up Lancer/cataphract charge, pursuit or follow up Other cavalry/elephant/warrior charge, pursuit or follow up For each die rolled by a scythed chariot stand in its charge or pursuit move Cavalry charging unformed infantry, or against infantry who also charged Heavy cavalry with integral infantry or charging cataphracts in line, vs other cavalry Formed cavalry or scythed chariots vs elephants (-4 if cataphracts) African vs Indian elephants Unshaken infantry in line or square who are receiving a cavalry charge frontally Formed pikemen/spearmen stationary or advancing, with enemy in front contact only Formed swordsmen with pila entering combat frontally vs enemy infantry Formed close bowmen with enemy only in front contact, and not yet fallen back Light infantry vs elephants, scythed chariots or cataphracts Each DP/casualty (maximum -4) Shaken Unformed Outnumbered Outnumbered at least 2:1 Outnumbered 3:1+

Stationary or advancing. Must be either charging/receiving a charge, or halted/following up. Supported. A unit counts as supported if it is heavy infantry or cavalry with a second unshaken line of the same, without enemy flank/rear contact but in base contact with the engaged stands and facing the enemy. This second line can be from the same or another unit, but must have more than half as many stands as the engaged rank to count. Cavalry may be similarly supported by one rank of light infantry. Light infantry themselves can never count as supported, and neither do units hit on an exposed flank or rear. Legion lines may always support other lines of the same Legion in front of them, even if separated by up to 1 JT, as in quincunx. Legions in a three line quincunx formation may count an extra +1 for their third line support. Numbers. Count all engaged stands in base to base contact with the enemy, plus up to one stand overlapping on each flank for unshaken formed units, and also all stands in a 2nd supporting rank of pikemen of the same grade, also counting ! of any 3rd and 4th ranks if either charging or following up.
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Elephants and scythed chariots count as double. Units hit in the flank or rear may only count the stands in direct base to base contact with the enemy, and not any overlapping or supporting stands. Troops in line that adjoin a combat but do not any of their stands fully engaged (ie. they only count for overlap) only share in the result for that turn. Next turn they may act semi-independently, either to remain on the fringe of the same combat, or to wheel/swing round and charge into the exposed enemy flank, or to charge another eligible target. Combat Result table. 5+: Victory. (0 DPs). Shaken troops, pikemen and units in square halt, as do missile troops and bowmen, defenders of fortifications and A Grade infantry who stood to receive a charge. Unengaged lines of a Legion in quincunx or a post 100BC Legion may also halt. Scythed chariots pass through enemy who do not break or retire. Otherwise, all victors must pursue. +2/+4: Success. 1 DP, except that shaken units, infantry who received a mounted charge and scythed chariots take 0 DPs. Shaken infantry or infantry who stood to receive, missile troops or bowmen, must halt Cavalry, except for fighting chariots, who charged formed infantry frontally must retire. Scythed chariots pass through enemy ranks. Other pikemen must follow up opponents who fall back, but otherwise halt. A Grade pikemen with opponents falling back may choose to do either. Others follow up opponents who fall back and pursue any who retire or rout, but halt instead if shaken or unable to do either. A Grade infantry and any unengaged lines of a Legion in quincunx or a post 100BC Legion may also halt.

+1/-1: Inconclusive. Scythed chariots take 1 DP then pass through enemy ranks. Other troops take 1 DP each and: Heavy infantry halt. Light infantry retire from a continuing combat, but otherwise halt. Cavalry who charged formed infantry frontally must retire. Other cavalry must retire from a continuing combat with enemy mounted. Otherwise they pursue a retiring enemy if they are unshaken, but halt in other circumstances. Elephants pursue opponents who retire, but must otherwise halt.

-2/-4: Set-Back. Scythed chariots take a critical hit. Already shaken units or unformed pikemen break. Others take 2 DPs and: Formed heavy infantry charged by cavalry or special troops (and also any troops charged by scythed chariots) must halt. Other cavalry or unformed infantry must retire. Other formed javelinmen, loose bowmen or warriors may fall back or retire. All others fall back.

-5/-6: Defeat. Scythed chariots are destroyed, elephants rampage. Take 1 casualty and break if unformed/already shaken. Other pikemen take 1 casualty and fall back shaken. Others retire shaken. -7 or less: Rout. Special troops are destroyed. Others take 1 casualty and break. Artillery do not count at all in combat. They are destroyed if their friends in contact fall back, retire or break, but otherwise remain where they are. Leader risk rolls from combat results are not made until the end of the Combat Phase, as are any morale DPs from leader losses, witnessing routs etc.

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5. Make After Combat Moves. Defeated units move first, and the player without initiative moves first in a tie. Supporting troops must share the result of the engaged troops (including all lines of a multi-line Legion). Halt. Remain halted in the following turn. Legions in quincunx or post 100 BC Legions may conduct line relief next turn. If both opponents halt, then combat continues next turn. Follow Up. Move forward to remain in combat with an opponent who fell back. Combat continues next turn. Legions in quincunx or post 100 BC Legions may conduct line relief next turn. Shaken troops cannot follow up. Pass Through (enemy ranks). Pass through and move forward 1 JT on the far side of the opposing unit or body. Once on the other side of enemy, movement is determined next turn by a control test. Fall Back. Move back 1 JT, still facing the enemy. Remain halted next turn if the opponent does not follow up. Units in square or those otherwise unable to fall back due to enemy flank contact, terrain etc remain in place instead. Legions in quincunx or post 100 BC Legions may conduct line relief next turn. Retire. Move backwards a full move unformed, the retiring units player being unrestricted in how many move dice he can use, with the option of halting once behind formed, unshaken friendly troops or a terrain obstacle. Retiring troops can opt to try and flow round formed friends in the way. Troops unable to retire for whatever reason will break instead. Retiring units will also break if caught by their pursuers, except for unshaken fighting chariots - who continue to fight on in next turns combat. Break (into rout). Make a full move unformed out to the maximum distance and using the maximum dice possible regardless of previous speed until the unit is either destroyed, or is off table, is no longer in contact with pursuers, or is behind formed, unshaken friendly troops or a terrain obstacle, or beyond 5 JTs of the enemy. Except for pikemen, routers who outdistance pursuit may halt shaken if they pass a control test in the following turns Command Phase. Routing units that fail the control test and routing pikemen are destroyed. Unlike units retiring, routers always use the easiest possible route away from the enemy, regardless of friends in the way, but unshaken A Grade pikemen or spearmen in line/square may refuse frontal interpenetration. Routing units that are unable to move for whatever reason are destroyed in place. Shaken units contacted by friendly routers will join the rout. Until they stop routing, broken troops only take casualties from free attacks or from crossing major obstacles. Pursue. Make a full move unformed to the maximum distance possible and using the maximum dice regardless of previous speed in an attempt to remain in contact with an opponent who broke or retired. Enemy in the way and able to evade do so. Except for scythed chariots, who if the dice allow them to will charge into new enemy in the same turn as if in an evade, pursuers encountering other new enemy halt at 1 JT from the new target, but still count as if pursuing for their control test next turn. Destroyed units can no longer be pursued, so pursuers take a normal control test. Shaken troops cannot pursue. Units that stop pursuing must initially halt or move off in a different direction once they lose contact. Troops who catch routers, evaders and most retirers inflict a free hack. Roll a D6 per engaged stand in contact with the fugitives and remove a casualty for every roll of 3+. Except against evaders, this occurs after normal combats are resolved. Leaders are at risk during each free hack on their unit. Rest, Rally and Recovery. Units that were not in combat and stationary for the whole turn are able to rest (they may have shot or manoeuvred on the spot). If unshaken, remove all resting units DPs at the end of the Combat Phase: A Grade: 2 DPs if resting. B-C Grade: 1 DP if resting D Grade. 1 DP only if resting and not shot at.

Rallying Shaken Units. Shaken units must rest beyond 5 JTs of visible unbroken enemy and also not be shot at for a whole turn. At the end of that turn they may exchange their shaken status for 4 DPs.

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Points
The following points are based on the relative effectiveness of various troops in the game, and can be used to work out roughly balanced armies for a scenario. Rabble or light infantry stand Javelinmen, bowmen, warrior, or pikemen stand Spearmen or swordsmen stand Light cavalry/horse archer stand Cataphract stand Other cavalry stand Special troop stand Extra for an A Grade stand Extra for a B Grade stand Reduction for a D Grade stand Reduction for an impetuous stand Extra for a heavy cavalry stand with integral infantry Extra for an evocati stand Extra for an armoured stand Reduction for an under-strength stand Each Legion Each other unit For the General For each Contingent Commander For each Subordinate Reduction for a leader on foot 4 6 7 8 12 10 30 +5 +2 -2 -1 (reduction n/a for scythed chariots) +2 +3 +3 (obligatory for cataphracts) half basic cost (rounding up), before extras +30 +10 100 80 50 -20

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