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Copyright Simon Miller, June 2018
Artillery (field guns) are treated exactly as artillery (cannon) except that they are not prone to explosion.
They cost 8 points.
• 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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Copyright Simon Miller, June 2018
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withdrawn after the initial missile exchange and before the main battle lines clashed.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: -
Evading (clarification)
Mounted in rough terrain evade on a 7+ (this line is missing from the original rules).
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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Copyright Simon Miller, June 2018
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.
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Copyright Simon Miller, June 2018
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.
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Copyright Simon Miller, June 2018
• 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.