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Copyright Simon Miller, June 2018

To the Strongest! - Even Stronger V6 (revised 19th June 2018)


“His lance is long, but yours is longer.
Strong his sword, but yours is stronger.
One stroke more, and now your wronger
At your feet, lies low.”
Men of Harlech
This short supplement to the “To the Strongest!” ancient and medieval wargames rules contains additional
rules which complement the original 1.1 (and 1.1a) versions of the rules.
Since publishing the rules in 2015, I have had many ideas for ways in which they could be improved and
extended and players have suggested even more. These will eventually be included in version 2 but, since
this is at least a year away, I have decided that it would be useful to publish those which complement the
existing v1.1a rules. This means that I will be able to include them in the army lists that I am currently
writing, which will simplify things in a year or two’s time, when v2 comes out. Only one new rule- rout
tests- replaces an existing rule (demoralisation), the remainder supplement other rules.
V6 includes some clarifications of the rules on pike depth and generals replaying activation cards, a
clarification regarding overhead shooting, a change to the stacking of combined light units, and an exception
in ZOCs permitting units in a ZOC but behind another friendly unit to rally and minor changes to rout
tests. I have removed the couched javelin rule- I have a better solution planned for TtS! V2.
Allies
An allied contingent cannot exceed 1/3 of the points available for an army, rounded down. A player must
have enough points to take all the mandatory troops in the principle list, before recruiting allies. The allies
must be taken for the same year as that of the principle list; if the chosen option for the main army is only
available between 33 and 66 CE, then the allies chosen must also correspond to that period.
An allied contingent must be led by a single general drawn from the allied list. To determine the possible
unit choices, take the minima and maxima of all troops types in the allied list, and divide by three. Disregard
fractions; do not round. In addition to these units, a player may choose a single unit of a type which 0-2
or 1-2 are available on the list. All unit upgrades/downgrades are available; they are not divided by three.
Example 1: A Polybian Roman general wishes to have Pergamene allies. The game is to be 130 points, so the maximum
points that can be spent on Pergamenes is 43. The player picks an attached mounted general to lead it. The contingent could
include 0-1 Pergamene xystophoroi, 0-1 mercenary spearmen, 0-1 citizen spearmen, 1-2 peltastai, 0-1 Traillian slingers, 0-1
psiloi bowmen and 0-1 camps. Only the general and the peltastai are mandatory (the latter because there are 4-8 in the
Pergamene list). The player may also choose one unit from the following: Pergamene/Tarentine light cavalry or Galatian
mercenaries. He picks a mounted heroic general for 7 points, a veteran xystophoroi for 11 points, two peltastai for 4 points
each and a psiloi archer (upgraded to veteran Cretan) for 5 points, for a total of 31 points.
Example 2: A Numidian player chooses Marian Roman allies; specifically, the Caesarian option on this list. The contingent
could include 0-1 Gallic, German, Spanish or similar cavalry, 2-4 legionaries, 0-1* Numidian, Thracian, Greek or similar
javelinmen, 0-1* Spanish, 0-1* Numidian, German, Spanish or similar light infantry javelinmen, 0-1* Numidian, German,
Spanish or similar light infantry javelinmen, 0-1* LI archers, 0-1 servi castrensi and 0-1 camps. However, because he has
chosen the Caesarian option, the maximum number of permitted light troops is five (divided by three) which means he can only
take a maximum of one of the troops marked with a *. The player may also choose one Numidian, Spanish or similar light
cavalry or one balistarii catapult. The player picks an attached foot general (4 points), three veteran legionaries (30 points)
and a gallic cavalry (9 points) for a total of 43 points.
Please bear with me regarding this rule; I am certain that it will require tweaking, and that it will also require some editing of
the army lists. If in doubt use your judgement, if for the competition check with me!

Artillery (field gun)

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Artillery (field guns) are treated exactly as artillery (cannon) except that they are not prone to explosion.
They cost 8 points.

Artillery (field gun) and artillery (cannon) vs. multiple targets


Guns fired a heavy projectile with considerable momentum, capable of scything through multiple ranks of
foes. To reflect this, they may play a to-hit card against all units present in a target box. Moreover, when
firing at deep units (such as pike) they may play an extra to-hit card against the target.
Example: A Burgundian bombard activates to fire upon a Swiss pike block, which is screened by skirmishers. An ammo chit
is removed. A single to-hit card is played against the skirmishers and two to-hit cards against the pike.

Combined light units


Some ancient armies including the Numidians, Spanish and Successors included very numerous light troops
who fought in large masses. Gaining courage from their numbers, they were sometimes able to stand up to
formed troops.
To represent these, before “deploying for battle”, two similar light units within the same command may be
joined to form a combined light unit. Players may not combine units of lights from different lines within
an army list, except where specifically mentioned in the list. Usually a combined light unit will consist of a
pair of light infantry with javelins, light infantry with bow or sling, light cavalry, or light chariots.
Occasionally, where specified in a list, a combined light unit will consist of a mixture of light infantry and
light cavalry; in some lists, for example, Egyptian light chariots may be combined with light infantry javelin
chariot runners.
Combined light units have two hits. They become disordered after failing one save and are lost after failing
a second, in which case two medals are surrendered. They have all the properties of lights, except that: -

• they are not required to evade when charged by formed troops. They may, however, choose to
evade.
• they may frontally charge disordered non-light troops.
• they count as deep units for purposes of sharing boxes- they may share a box with a light unit but
not with a standard or deep unit.
Combined lights, like other lights, never count out of command. Formed units may disregard the Zone of
Control of combined light units (as they may with other light units).
The combined light unit has the ammunition of both of the component light units, so, for example, most
combined light infantry armed with javelins will start with four ammunition chits (two if raw/six if veteran).
Should the combined light units have different saves, then the worst save is used. Should they have weapons
of different ranges, then use the range of the longer ranged.
Combined light units consisting of mixed light infantry and light cavalry/chariots are treated as mounted
for all purposes (including movement) except for evades; they evade as if foot.
Combining light troops enables the representation of peltastoi and thureophoroi fighting as javelin-armed euzanoi in open
formation. It also gives a greater offensive capability to javelin and lance-armed light horse.

Elephant screen
In the armies of the Successors, elephants were often used in a different manner to that described in the
ancient rules. They were spread out in a long line, with the intervals of 30 yards or more between them
which filled with light infantry archers or javelinmen.
Such elephant screens were used to engage the enemy’s elephant screens, typically on the wings, at the
outset of a battle. They provided a reasonably effective barrier against cavalry, whose horses became uneasy,
and the lights could cluster around the elephants for protection. The formation would, however, have been

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easily swept away by a phalanx. Because elephants were valuable and a source of prestige, they were often
withdrawn after the initial missile exchange and before the main battle lines clashed.
Elephant screen units are light infantry units with some special properties. An elephant screen unit has one
hit, a save of 6+ (Indian) or 7+ (African), costs 6 points/5 points respectively and have three ammunition
chits. Veteran units cost one point more and raw units cost one points less. The presence of the elephant
allows a single additional 8+ bonus to-hit card to be played during one charge of the owner’s choice.
Elephant screen move, interpenetrate, charge, evade and shoot as if light infantry, hitting on an 8+. Should
an elephant screen ever enter rough terrain, then the elephant is removed and the unit is treated, thereafter,
as an ordinary light infantry unit with a save one factor worse than the elephant screen’s save.
When charged by mounted, elephant screen units are not required to evade and may, instead, elect to stand.
Mounted troops who are charging or charged by elephants hit as if disordered.
When an elephant screen unit fails a save, should the save card be: -

• odd, the elephant rampages as described in the TtS! Rules.


• even, the elephant is removed without rampaging.
In either case the unit is removed and a victory medal is surrendered.
Note: Because there are rather fewer elephants in a screen unit than in a full elephant unit, their rout is less likely to be
harmful. Prudent diadochi may choose to withdraw their elephant screens once the ammunition has been expended, or when
threatened by the enemy phalanx, to avoid the loss of medals and danger of rampage. Veteran elephants usually represent
armoured or well-trained pachyderms with howdahs, raw elephants poorly-trained, howdah-less beasts (most early Successor
elephants will be raw).

Evading (clarification)
Mounted in rough terrain evade on a 7+ (this line is missing from the original rules).

Extra missile weapons


In the army lists, extra missile weapons may sometimes be purchased for units that are already missile-
armed, for example when javelin-armed cavalry are given extra bows. In this case, the unit receives the
higher of the two allowances of ammunition chits and uses the range of the longer-ranged weapon.
Example: A javelin-armed cavalry unit with extra bow will receive three ammunition chits.

Generals replaying cards (clarification)


On page 38 the rules describe how generals may replay activation cards. For the avoidance of doubt, should
a general decide to replay a successful activation card (hoping to play a lower pip activation card) and the
new card fail, that ends the command’s turn.
Failure when replaying a successful activation card, in the author’s experience, is as inevitable as death and taxes.

Great Leaders
Great leaders represent the most exceptional examples of the generals who led from the front, inspiring
their troops to heroic deeds- the likes of Alexander the Great, Count Belisarius and Richard the Lionheart.
Great Leaders are a special senior attached general, and always heroic. A great leader's exceptional qualities
enable him to play two replacement activation cards or to-hit cards in a single turn, rather than the usual
one. Great leaders are invariably exceptional warriors and so, when testing on the injury table, pick the
lowest numbered of two cards. Great leaders cost four points more than their less-great equivalents,
contribute three VPs and three medals are surrendered when one is lost.

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Group moves
Once per player turn, any units within a command that are within command distance (i.e. not out of
command) of its general may move together on a single activation card played by the general. This group
may involve some or all the units in the command but must include the unit accompanied by the general.
Such a group move must precede any other activations within the same command.
The pip-value of the activation card must be sufficiently high to activate all the units in the group, or the
group move will fail, and the command’s turn will end. Every one of the units, together with the general
commanding the group move, must move the same distance and in the same direction. After making the
move, the activation card is placed under the activating general. Units that have participated in a group
move may subsequently activate again, but to do so they must exceed the modified pip-value of the group
move activation card. Unlike normal activations, a group activation card may never be re-played by a
general.
A group move may include march moves but may never involve charges, rallying or shooting. Moreover,
units within an enemy zone of control may not participate in a group move.

Heavy Chariots
Heavy chariots represent the larger four horse chariots used by the Assyrians and Classical Indians, amongst
others. They were stoutly build with large wheels and wide, well protected cabs that could act as fighting
platforms for three or even four crew members.
Heavy chariots perform as cavalry, except that they find activations involving rough terrain doubly difficult.
They were intended primarily for shock action and start the battle with a lance chit. Often, they will be
additionally equipped with extra bow or longbow with three ammunition chits, shooting as if light infantry.
Heavy chariots save on a 6+ and cost 11 points (or 13 points when having extra bows).
Orbis (clarification)
A unit in orbis may not move, nor does it exert a zone of control
Overhead shooting (clarification)
Units armed with bows, longbows or slings may shoot over the head of a friendly, non-deep unit in front of
them and within the same box. Bowmen and longbowmen, however, may only play a single to-hit card instead
of their usual two. Javelins, crossbows and handguns may never fire overhead.

Pikemen (clarification)
On page 23 I wrote that less-deep units hit by pike may not strike back, but did not fully define “less-deep.”
For the sake of simplicity all pikemen in clear terrain (whether deep or extra-deep) gain this benefit when
they hit an enemy unit that is also in clear terrain. Pike can always strike back against pike, even extra-deep
foes.

Replacement shock and lance chits


In the TtS! rules, lance and shock chits are a single use weapon. In many medieval battles, however, knights
often executed multiple charges, using replacement lances brought up from the camp by pages. Moreover,
on one occasion an exchange of pila between Roman cohorts is recorded as having lasted for many hours.
To reflect this, I have decided to permit ammunition resupply of shock missiles and lances.
At the start of each battle, for every unit in an army with a shock or lance chit, a single shock or lance chit
is placed in an army’s ammunition reserve. Units may use a rally activation to replace an expended shock
or lance chit. Note that units may not rally when within an enemy zone of control.
Exception: Polybian Romans hastati/principes units’ pila are catered for by the line relief rule instead of this replacement rule.

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Rout tests (this rule replaces the existing demoralisation rule)


When a unit (other than a single hit or light unit) is lost, all friendly units within the same box or in
orthogonally adjacent (across the flat side of the square, rather than the diagonal) boxes must take a rout
test. Although the loss of a single hit or light unit does not require a rout test, these units must themselves
test when an adjacent formed unit is lost.
After the lost unit is removed, and any general with it displaced to join a friendly unit, rout tests are resolved
immediately, in an order chosen by the owning player. Each unit that is required to test must make a save
in the normal manner, except that it is permitted two attempts. The only applicable save modifier is a plus
one if a general in line of command has joined the testing unit. Should the unit fail both tests, then it
becomes disordered. It is entirely possible that a rout test may cause one or more units to be lost, requiring
further units to make rout tests.
Note: The reason that the test is just orthogonal is because it is the units who will be most upset about the rout will be those
in line to the left and right of the routers and those units behind them around (or through) which the routers will flee.

Standards
Many ancient and medieval armies included a standard which acted as a religious or semi-religious focus
for the army. Examples include the Ark of the Covenant, the True Cross, the Oriflamme and William I's
Papal Banner. Even regular armies such as the Romans worshipped their Legion’s Eagle.
A standard adds 1-3 victory points to the army potentially increasing its victory medals. It is attached to a
unit and permits the replay of a melee card in each turn, in the same manner as an a heroic general. However,
should the unit with the standard be lost, the standard is lost, too, and the appropriate number of victory
medals must be surrendered.
As a rule, standards which were highly venerated will be represented by three VP standards. Lesser
standards will be one or two VPs. The True Cross would be a three VP standard, whereas a legionary eagle
(important to the legion, but every legion has one) would have but a single VP. Standards cost two points
if single VP, three points if two VP and four points if three VP.

Supported cavalry
In some ancient and medieval armies (notably the ancient Greeks and early Germans) cavalry benefitted
from the support of light infantrymen, who would run alongside them, holding onto the horses’ manes or
tails. In melee, these light infantrymen might stab at the legs of the enemy’s horses or provide a support
base around which the horsemen could rally. They appear to have given the cavalry greater staying-power.
To represent these, before the battle begins and where specified in an army list, a unit of light infantry may
be permanently attached to a unit of cavalry. The cavalry unit gains a third hit, becoming a deep unit, (with
the associated manoeuvre penalties and stacking limitations) and additional ammunition equivalent to that
of the light infantry unit. Should the two units have different saves, then the worst save is used. Three
medals are surrendered when such a unit is lost.
For movement, melee and interpenetration purposes supported cavalry are treated as mounted, however,
for evade purposes, they are treated as if foot.

Warriors and heroes


Warriors, deep cost 10 points. Henceforth, a single hero is included within this cost- improving the value-
for-money of this troop type.

Zones of control (clarification)


On page 40 of TtS! There is a line which states "A unit in an enemy zone of control may ONLY charge it,
if able, or use a move activation to turn to face it or to retire directly to its own rear." This has two
implications which are often overlooked.; whilst in an enemy zone of control: -

• A unit may not rally.

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• Two units within the same box may not exchange places (a notable exception to this is the special
line relief mechanism in the Polybian list), although one unit may interpenetrate another, if able.
Exception: The presence of a formed friendly unit facing an enemy unit to its front, negates the enemy
zone of control over a second friendly unit that is behind it and within the same box for purposes of rallying
or making a sideways move, so long as this move is not into the zone of control of another enemy unit.
Designers note: When a mounted unit charges into the ZOC of an enemy unit that is two boxes away, the
charge is still resolved (poor wording confused one player). Units in ZOCs may evade or shoot, in a ZOC-
it is only movement, charges and rallies that are restricted.

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