Caesar Conquest Gaul

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    Table of Contents1.0 Introduction .......................................................................................................................... 2

    2.0 Components and Terms ........................................................................................................ 23.0 The Sequence of Play ............................................................................................................ 54.0 Leaders .................................................................................................................................. 55.0 Leader Activation/Orders ..................................................................................................... 96.0 Movement ........................................................................................................................... 127.0 Facing and ZOCs ............................................................................................................... 168.0 Combat ............................................................................................................................... 179.0 Special Combat Units ......................................................................................................... 2210.0 The Effects of Combat...................................................................................................... 23

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    1.0 Introduction

    Caesar: The Gallic Wars (CTGW) allowsthe GBoH series to simulate virtually all ofthe major battles (but not sieges; sorry) thatthe Romans had during Caesarssubjugation of Gaul.

    CTGWuses most of the same basic rules as

    Vol. IV in the series,The Great Battles ofJulius Caesar. However, the CTGWrulesare shorter, mostly because it was a rathersimpler time with smaller armies. The mainchange is the elimination of SectionCommanders (for those of you who haveplayed JC), plus the addition of tribal rulesthat first showed up in the Dictator andJugurthamodules. In addition, we also havea bonus set of Naval Rules, used by two ofthe scenarios the first time these mechanicshave appeared.

    A General Note for Players notfamiliar with the GBoH system:CTGW uses a tactical system whichrewards most those who know whattheir men can do and how to exploit thecapabilities of even the worst of them.To calmly blunder into battle with alets see what happens here theory is toend up assigned as tactical advisor tothe Helvetii.

    And remember: Watch Your Flanks.

    2.0 Components and Terms

    2.1 The Maps

    Each battle has its own mapsheet, with theexception of the naval scenario. A hexgridcovers each map to regulate movement andcombat, and the effects of the differenttypes of terrain on the map are covered inthe rules and charts.

    2.2 The Playing Pieces

    There are three types of playing pieces, orcounters: combat units, representing the

    various types of fighting troops; leaders, theindividuals who command the troops; andinformation markers used to note certaintypes of information necessary for play.

    2.21 Each combat unitis a specific typeand (possibly) class (as illustrated below)

    depending on its weaponry, body armor/protection and level of experience. InCTGWmost of the units are the legionarycohorts and the tribal infantry (usuallyBarbarian or Light.) All combat units arerated numerically for their Size, TroopQuality (TQ) and Movementcapability.Units that are capable of firing missiles alsohave a Missile Indicator, indicating the

    type of missile used (A = arrow, J = javelinand X = battle axe). The Missile Tablegives the Ranges over which these missilesmay fire.

    Play Note: For ships, see the NavalScenario booklet.

    Each combat unit has two sides. When aunit is flipped to its reverse side, that sideindicates it has been Moved once and willsuffer Cohesion penalties if/when it movesagain that turn [6.1 and 6.14].

    2.22 Each unit is of a certainType, such asCO (cohorts), BI (Barbarian Infantry), LN(lance-armed cavalry), etc. Some types arefurther subdivided into Class: e.g., all CO(cohorts) are either VET (veterans) or REC(Recruits). These descriptions are used todetermine the effectiveness of one type/class when fighting another.

    2.23The Legions.This period of historyfinds the legion composed of 10 cohorts of

    identically-armed men. The old pre-Marian velites had been replaced by evenlighter-armed auxiliaries, usually in theform of hired skirmisher elements, such asCretan archers and Balearic slingers.

    We have provided all of the historicallegions Caesar used in Gaul. Some of thelegions have two incarnations, VET andREC, allowing us to use them at thediffering levels of their experience. Thescenario rules tell when to use which.Players can tell the general, overall ability/

    level of a given legion by looking at theclass/experience level of its cohorts.

    Caveat: the value of individual cohorts,based on experience levels, cannot be

    gleaned from the somewhat non-linearClash of Swords Table alone. That tableis always read together with theSuperiority Chart.

    2.24Examples of Combat Units

    2.25 Leaders have a variety of ratings, usedto rate their Initiative and Commandcapabilities [4.1].

    Design Note: The Tribunes fromJChave been replaced by Legates. Theyserve the same purpose. Historically,Caesar paid little attention to theTribunes Rome assigned to him; far toomany were political hacks with nomilitary experience. He chose to use hishand-picked legates.

    2.26 Informational Markers, such aShock-Check TQ, #s (representingCohesion Points lost), Routed,

    Depleted, Wind Direction, etc., areused to record certain game functions, adiscussed below.

    2.3 Charts, Tables, and the Die

    The use of each chart and table is explainedin the rules. The all purpose Master GBoHSuperiority and Clash of Swords Charts

    which cover all the units in all the pre-gunpowder games to date, is enclosed.

    The game uses a 10-sided die; the 0 itreated as a 0 (not a 10), and is less than 1

    2.4 Terminology

    Knowledge of the following game termswill be useful for play.

    Activated Leader= The leader who is givingOrders or Commands to his troops at anygiven instant. Only one leader may beactive at any one time.

    CO

    X1

    5

    Vet

    95

    J

    BI

    Helvet1

    587

    Legion Cohort (Veteran)

    Barbarian Infantry

    Missile Type

    (Javelin)

    Troop

    Quality (TQ)

    Size Movement

    Allowance

    Unit Type

    (Cohort)

    Tribe

    Troop

    Quality (TQ)

    Size Movement

    Allowance

    Unit Type

    (Barb. Infantry)

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    Class= Subcategory within the Cohort,used to differentiate between levels oftraining and experience. Cohorts are eitherVeterans or Recruits.

    Cohesion= A units ability to remain in anorganized fighting formation. In the gamethis is measured by Cohesion hits.

    Depletion= The loss of manpower thatslightly reduces a units overall effectiveness.

    Finished Leader= A leader who haspreviously been activated that turn; is nowFinished, and (normally) may not beactivated again. Leaders may be Finishedfor other reasons, such as being Wounded,failure to Trump, etc.

    Inactive Leader= A leader who has yet tobe activated and is still eligible to beactivated.

    Leader= Leaders were the proconsuls,legates, and chiefs who commanded thetroops.

    Legion=An administrative and battlefieldterm for the combining of ten cohorts intothe (very loose) equivalent of a brigade,commanded by a Legate. The word derivesfrom the Latin for levy. By the 1st CenturyB.C., legions had become more professionaland cohesive. Each legion was nominally

    commanded by a group of Tribunes,although Caesar ignored the tribunes andused his Legates to disseminate his orders.

    Line= All units that are eligible to moveunder a single Line Command. The termline does not apply to Cohorts or Legions.It usually consists of non-Roman foot,cavalry or auxiliaries.

    MA= Acronym for a units basic MovementAllowance.

    Missile Volley= Friendly units throwingjavelins, shooting arrows or slinging stonesat enemy units.

    Momentum= The mechanic by which aleader can undertake more than one OrdersPhase in a turn.

    Order or Line/Legion Command= Twoof the methods leaders have of getting theirtroops to move. Orders apply to individualunits; LCs to individualLegions or Linesof units. A Line Command is the same as

    a Legion command, except that the latterapplies only to cohorts; the former is usedfor cavalry, non-cohort, and barbarian units.

    Orders Phase= The period during a turnwhen a Leader gives Individual Orders, orLegion, Line Commands to his troops tomove and fight.

    Passed Legate=A Legate whose turn hasbeen skipped so that the Proconsul mayactivate that Legate (and his legion) in thePCs phase.

    Shock Combat= Hand-to-hand, (and,often literally, eyeball-to-eyeball), hack andthrust, slash and crash, melee.

    Size= Representing the number of men inthat unit. The Size of auxiliaries/skirmishers (1) does not represent numbers(which are usually low, anyway), but rather

    the fact that that unit is deployed dispersed(with little formation) so that numbershave no effect on that units strength.

    Superiority= The relative capabilities andkilling effectiveness of the opposing

    weapons/armor system, augmented by thatunits training and experience (for cohorts).Superiority, when achieved, willsubstantially increase an opponents lossesin cohesion.

    TQ= Acronym for the all-importantTroopQuality rating. It will be consultedconstantly throughout play - at almost anytime a unit does something that willendanger its cohesion. The Cohesion hitand TQ Check Chart summarizes when aplayer uses the TQ Rating.

    Trump= The mechanic by which an enemyleader can stop a friendly leader fromundergoing an Orders Phase and transferthat phase to that enemy leader. It can alsobe used by a friendly leader to go before

    another, but lower-rated, friendly leader.

    Type= General, categorical description ofcombat unit, usually used to determinecombat effectiveness and results. Examples:CO (Cohorts), BI (Barbarian Infantry),etc.

    Zone of Control (ZOC)= The hexesusually directly to the front of a unitinto

    which that unit exerts, by its presence,enough influence so as to inhibit freedomof movement.

    Knowledge of the following types ofcombaunits/terms will be useful for play.

    Aquila= The Eagle standards of eachLegion. The eagle had been introduced byGaius Marius as the universal icon for eachlegion. The metaphysical center of thelegion, much like regimental flags in the18th-19th centuries, it is used for Rally for

    the Romans. (Plural is Aquilae).

    Archer= Light troops, with virtually noarmor/protection, that fired about 30+arrows an effective distance of 150+ yards

    with a maximum range of 250 yards (lesswhen mounted and moving). The arrows othe day could rarely pierce metal armor but

    were fairly effective against unarmoredsections of the body. Cheap to arm; expensiveto train. Used as skirmishers (auxiliares)From available evidence, it appears that theGallic tribes had few archers.

    Auxiliaries= All non-cohort Roman troopwere grouped under the term auxiliaries(in Latin, auxiliares). This included all theskirmishers, most of whom were hiredfrom other countries.

    Barbarian cavalry= Cavalry with somebutnot a lot ofbody armor, light shields andperhaps, a lance and/or swords. Armed in amanner similar to the Lancers, here they aretreated as a separate class due to their bigge

    horses, unit aggression and over-the-topferocity, which, while not pushing theminto a Heavy category, still enabled them tobe superior to most other cavalry of the era

    Design Note:It is often rather difficultto determine whether barbarian horsewas truly light or barbarian, as wehave designated some. For example, thereis much evidence that the famed Germancavalry was truly light, and that its

    feared capabilities arose from its combinedarms approach with Light Infantry.

    Barbarian Infantry= Remarkablyaggressive, but sometimes tactically densetribesmen, fighting with huge swords

    vicious battle axes, minimal body armorbut lots of couragethe latter usually goodfor one charge only. They could, when ledand used correctly, be extremely effective(and frightening, so much so that theRomans took to emulating their battlecry); far too often they were just an unrulymob that disintegrated when faced withsuperior organization and discipline.

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    Chariots= The Britons had obviously notgotten the word that this was an outmoded

    weapon of war, and their forces featuredlarge numbers of them. However, theBriton chariots were modes oftransportation; not a weapons system. TheBritons used them to move rapidly, throwtheir spears, jump off, and fight on foot.

    They had a remarkable ability to get in and

    out of the rig with great alacrity. However,they were best-suited as a harassing force,not as a field battle weapon. They could notstand up to the legionnaires.

    Cohort= A cohort was a self-containedorganization akin to the modern battalionconsisting of 480 men. It was composed ofthree maniples of 160 men each. Eachmaniple consisted of two centuries of 80men each. (These strengths are paper;during the war cohorts were frequently

    well below this strength.) The use of the

    cohort as the basic battlefield unit gave theRoman army remarkable flexibility; it wasno longer linear. Because every soldier

    was armed the same, superiority in battleresulted not from weapons but fromtraining, efficiency, and experience.

    Lancers= Essentially, light cavalry unitstrained to use a lance for attack. They have nomissile capability (a simplification for gamepurposes). Many of these units were found inGaul and incorporated into Roman legions.

    Legates= These are the commanders of theindividual legions, each chosen for theposition by Caesar.

    Light Cavalry= Most barbarian cavalry inthis era was light, mounted men with spearsand, maybe, a sword, little or no armor, anda small, round shield. And not much in the

    way of clothing, either. There is a possibilitythat these men fought dismounted.

    Light Infantry=A generic term applied to

    foot units with little or no body armor, alight shield, and usually a spear and/orsword. Most light infantry had javelinmissile capability, although their tacticsand training made them different fromskirmishers.

    Proconsul= A proconsul was a Senatoriallyelected (Imperium Romanum) quasi-governor for a specific province. As such, he

    was often given an army to command. Thusthe Proconsul (PC) is the overall commanderfor most Roman armies in the game.

    Roman Cavalry=The Roman cavalry was,in terms of weapons and armament, oftenheavy. However, they were neither trainedin, nor especially adept at, shock combat -partly because cavalry shock, as we knowit, was difficult for a variety of technicalreasons, and partly because Italys terrain isnot conducive to open cavalry action. Sothey have received a separate designation.

    By this time (late Republic), cavalry is notattached directly to a legion; the Romanssimply hired cavalry contingents as needed.Much of the hired cavalry used by theRomansmostly the Gauls and (later) theGermansare categorized as RC becausethey are Roman armed, trained and led.

    The Romans understoodand acceptedas dogma, as only Romans could dothetechnical and terrain limitations cavalryhad as a combat-oriented arm and,therefore, had only minimal appreciationof its uses therein. Cavalry was not a major

    factor in the battles herein, at least not inthe sense we find it in North Africa.

    Skirmisher [SK]= A generic term appliedto troops that wore no armor, rarely carriedshields, and used missiles: archers andslingers. (By this time, the javelin as a pureskirmisher weapon had proven to be mostinefficient.) They were intended to harassand annoy the approaching enemy andsoften them up for the main blow, althoughthis sort of use had become somewhat less

    common by this period. Their mobilityallowed them to outrun their more weightyopponents, which, all things considered,

    was their best bet for survival. They rarely(if ever) shock attacked, as they had fewmelee weapons and no armor. Theirstrength lies in the ability to outmaneuverheavier armored opponents while strikingfrom outside melee range. They also tendedto disappear rather easily, as their use wasrestricted mostly to the opening phases ofthe battle.

    Slingers= Another unarmored, skirmishertype, frequently recruited from the BalearicIslands. They hurled pellets, usually madeof lead, an effective distance of up to 120+

    yards, although accuracy was nowhere nearthat of arrowsbut its hard to miss a massformation of men. Cheap to arm butrequiring a fair amount of skilled training,slingers took up a lot of space. (The wind-up radius was 2-3x greater than that ofother skirmisher units.)

    Tribal Chiefs [TC]= Each Gallic tribe(except for the Britons) is lead by a TribaChief (TC), usually elected because of valorand track record. The Gauls also havesecondary Chiefs in charge of smallercontingents. With the exception oCamulogenus, in the Lutetia scenario, TCs(and their chiefs) affect only the units fromtheir own tribe.

    2.5 Game Scale

    Each point of Legion Size denotesapproximately 100 infantry or cavalry

    Thus, a 5-Size Cohort unit represents 500(really 480) men. Tribal infantry contains abit more per Size pointup to 150 menper pointbecause their formations wererather more dense. Skirmishers are anexception; their size reflects not theirnumerical strength but their dispersed type

    of formation. Size, players will soon realizeis the least important rating a unit has.

    Each hex is approximately 75+ paces (yards)from side to side. Each game turn coversabout 20 minutes of real time, althoughgamers should not take that too literally.

    Historical Note: Despite the theyfought from dawn to dusk rhetoric thatone finds in so many of the periodsources, few set-piece battles rarely lasted

    more than a few hours. Swinging asword on a hot day, wearing armor andcarrying a shield, is not a long-distancesport.

    2.6 Game Length

    A battle is fought until one side routswhich may happen soon or may take sometime. Experience with our convention/tournament GBoH games has shown uthat an average battle can take from two to

    six hours to resolve, and that time framehas less to do with the actual battle than theplayers methodology. Our feeling is thabattles with barbarians tended to be short-lived affairs.

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    2.7 Questions

    Send an SASE to:

    GMT GamesAttn: CiGQsPOB 1308Hanford CA 93232-1308

    The quickest way to reach us for Q&A isvia e-mail and the internet: E-mail [email protected] or [email protected]

    To get the most up-to-date game errataand information regarding this and otherGMT Games, check out our web site at

    www.gmtgames.com And were on theconsimworld discussion boards severaltimes a week. You can check out that site at

    www.consimworld.com.

    3.0 The Sequence of Play

    Players activate each of their leaders in theorder determined by their Initiative Rating[5.1]. When a leader is activated he givesorders which allow units within his Rangeto move and conduct combat. After allleaders are Finished, each army/playerchecks for Army Rout after which thatgame turn is concluded.

    The Sequence of Play

    A. The Auxiliares Phase. Players may usetheir Proconsul or Tribal Chief(s) toactivate their skirmisher units [5.6].

    B. Leader Activation Phase

    1. The player with the lowest Initia-tive-rated leader who has not yetbeen activated, activates that leader.

    2. That player may attempt to by-passthat Leaders turn by Trumping hisown leader [5.41].

    C. Orders Phase1. Movement and Missile Fire Seg-

    ment.

    a. For eachIndividual Orderissuedby an activated leader the playermay perform any one functionlisted in 5.22 with one combatunit or leader. Or,

    b. For each Line Command issued,an entire Line of cavalry (and/)ornon-cohort infantry may Moveand/or Fire Missiles.

    c. For each Legion Command is-sued, all in-command cohorts ofaffected and eligible Legions mayMove and/or Fire Missiles.

    Units capable of Orderly Withdrawal[6.5], Line Extension [6.6] and/orReaction Fire [8.2] may do sothroughout this segment.

    2. Shock Combat Segment. After aleader has finished issuing orders,eligible units [8.3] engage in Shockcombat, using the following se-quence:

    a. Shock Requirement Designa-tion; all non-moving, eligible unitsthat choose to Shock are given

    Shock-No Check markers[7.25-6].

    b. The Charge (Pre-Shock TQ Check)

    c. Resolution of Possible LeaderCasualties

    d. The Clash of Swords (determineSuperiority and Shock column)

    e. Resolve the Melee.

    f. Check for possible Collapse

    (Rout) and CavalryPursuit

    D.Momentum PhaseorReturn to B.

    The player for the leader who was acti-vated in the immediately preceding Or-ders Phase may attempt a Momentumdieroll to give that leader another Or-ders Phase (Phase C), orplay returnsto Phase B for any leaders that remainunactivated.

    E. Rout and Reload Phase

    1. Remove Rallied, Passed and Re-stricted markers.

    2. Perform Camp Rally[10.45].

    3. Rout Movement: Routed units mustundergo Rout Movement.

    4. Reload. Eligible missile units mayget more missiles [8.15].

    5. Return eliminated leaders [4.63].

    6. Army Withdrawal Check: EachPlayer checks to see if his army hasreached its Withdrawal level.

    7. Flip all Moved units and Fin-ished leaders back to their fronsides.

    At the conclusion of the R&R Phase, thagame turn is concluded and another turnbegins.

    There are no set number of turns. Thebattle continues until one side wins.

    4.0 Leaders

    Combat units may not move or missile firewithout getting either an Order or a Line/Legion Command from a leader. Thosecombat units that had received such ordersduring a turn, orthat are within range othe activated leaderandunder the commandof that leader, may effect Shock CombatEach leader counter has two sides: Active

    and Finished. A leader who has not yetbeen, or is now, activated uses his Activeside. A leader that has concluded itsactivation is flipped to his Finished side.

    4.1 Roman Leader Counters

    Each Roman leader possesses severaratings; most of which appear only on theleaders active side:

    Strategy: (Activated Side only) Used todetermine if Legates can issue Commands

    without the presence (i.e., outside his rangeof the Proconsul [4.24].

    Command Range: (Activated Side onlyDenotes his overall presence on thebattlefieldas well as the presence of hisaidesand the effectiveness of his abilitiesthe range in hexes over which that leadermay exert his Initiative. The range ismeasured using an unobstructed path ofhexes equal to or less than the range, tracedbetween leader and unit. Count the unitshex, but not the leaders. A path isobstructed by hexes occupied by enemyunits, an unoccupied hex in an enemy Zone

    T. Labienus

    5 4 2 3

    7

    InitiativeLegion

    Command Capability

    Charisma

    Name

    Strategy

    Rating

    CommandRange

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    of Control (ZOC), or terrain a leader couldnot cross or enter. Friendly units negateenemy ZOCs for purposes of tracing orderpaths. All other paths are consideredunobstructed.

    Initiative: (Activated Side only) Denoteshis basic ability to control forces and makerapid decisions. The higher the rating the

    better the leader. Initiative is used to

    determine the order of leader activa-tion;

    the chances of that leader being able touse Momentum.

    It also defines the number of individualunit orders that leader may issue perOrders Phase.

    Elite Commander Status: Only JuliusCaesar has this status, and even that is

    somewhat limited [5.5].

    Line/Legion Command (LC) Rating:(Activated Side only) The number to theright of the slash indicates that, if eligible[4.3], that PCinsteadof issuing a seriesof individual orders to a given number ofunits - may issue a Move or Fire order toall cohorts ofa number of legions equal tohis Legion Command Capability, whoseLegates are within his range, and whosecohorts are within their Legates range[4.34].

    Charisma: Denotes his ability to spur histroops on to greater efforts. The rating isused to adjust the dieroll on the ShockCombat Results Table in his favor forcombat units with which he is stacked.

    Heroic Charisma: (Both Sides): Same asCharisma, except it applies to all unitsstacked with and adjacent to the leader.Moreover, if the leader is in an enemyZOC the Heroic Range extends to anyunit within two hexes. Caesar and

    Ariovistus are the only leaders with thisrating.

    The MA of a leader is notprinted on thecounter. Rather, the number of MovementPoints a Leader may expend in a singleOrders Phase is ninefor all leaders.

    There is no rating for Personal Combat (asthere has been in previous, pre-Roman

    volumes in the series) [8.34].

    4.2 Roman Command System

    Important Play Note: The Commandsystem in CTGWis simpler than thatused forCaesar, mostly because Caesardid not use Section Commanders at thistime. Caesar commanded the army, andhe gave orders directly to his legates (thetribunes of Caesar). The few times

    that there is a Section Commander, itis Titus Labienus, and hes usually witha separate section of the army. Thus, wehave excised many of the rules thatappear inCaesar. However, those rulesremain intact for that game; the sectionbefore you applies solely to this game.

    Each legion is controlled by a Legate. TheLegates may each activate their own legions(only). Or they may Pass when it is theirturn, so that they may be activated by theProconsul in a much larger grouping.

    The PC also commands the independent(they are not attached to a specific legion)auxiliaries.

    4.21 The Roman army is usually led by aProconsul.

    Each legion, and each group of cavalryis commanded by its own Legate.Legates may command either a Legionor cavalry.

    Non-cohort infantry unitsauxiliares(here, skirmishers)have no specificleader. These may receive Orders orLCs fromthe Proconsul only if withinhis range, and skirmishers can be movedin the Auxiliares Phase. Legates maynot command SKs or LI.

    4.22Legates

    A Legate may command onlythe legion/cavalry group to

    which he is assigned at the start

    of the game. He maynotaffectany other type of unit [But seethe Labienus exception [4.25]].

    The Roman Player has 13 Legates. Heassigns a Legate to each Legion or eachgroup of cavalry. The choice of who toassign is up to the player, unless there is aspecific assignment (usually Labienus).

    When activated, in anynon-Momentumgenerated Orders Phase [5.1] a Legatemay do oneof the following:

    1. Issue Individual Orders (invariably onlythree, as all Legates have an Initiativerating of 3) to single units [4.31]. Flipthat Legates Aquila to its Legate Ac-tivated side [4.41].

    2. Issue a Legion Command to all cohortin hislegion that are within his range. Todo this, the Legate musteither

    [No dieroll necessary]startthe phasewithin his Proconsuls range. He maynotmove to get into Range. (There ino dieroll for Legates issuing LCs.)or

    [Dieroll necessary] If he starts out-side his PCs range, he may issue anLC only by dierolling equal to or les

    than his Strategy rating.

    If a Legate issues a Legion Commandunder this section, the PC may not issueany type of Order to that legion that turn[4.24]. Flip that Legates Aquila to itsLegate Activated side [4.41].

    Exception: For the first turn of a game,a Legateregardless of his proximityto the Proconsulmay always issue a

    No-DR LC in his non-Momentumphase.

    3. Pass. (Place a Legate Passed markeon this leader.) A Legate that hasPassed is still eligible to be used forLegion Commands when so activatedby his PC or C [5.16].

    What they cannot do:

    Legates may issue Legion Com-mands in a Momentum-generatedOrders Phase only by dieroll, even i

    within the PCs range.

    Legates maynotPass in a Momen-tum-generated Phase.

    Legates maynotbe used for Trump-ing.

    G. Trebonius

    4 3 1 1

    4

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    4.23 Proconsuls

    Proconsuls (PC) are the leaders of theRoman Army; here, Caesar. When

    Activatedand not Restricted [4.24]inany Phase, even a Momentum-generatedPhase, PCs can

    1. Leave enemy ZOCs by issuing an Indi-vidual Order to themselves;

    2. Individual Orders to other, friendly lead-ers (one per leader per Orders Phase) to

    move them. If the leader to be movedstarts in an enemy ZOC it costs the PCtwo Orders to move that leader. Notethat a PC in an enemy ZOC may notissue an Order to move another leader;he must first leave that ZOC. PCs arethe only leaders that can give Orders toa leader so that the latter may leave anenemy ZOC.

    3. Issue Individual Orders to units of anytype within range, for any purpose thegame allows.

    4. Issue a Line Command (cavalry).

    5. Issue a Legion Command to a numberof legions equal to his Legion Com-mand Capability. A Legion Commandis used to activate the Legate of thelegion. Therefore, the Legate must be

    within the Proconsuls range, and thelegion must not have been activated byits Legate earlier in the turn. (And 4.22[2] applies here, too.)

    6. Activate skirmishers in the AuxiliaresPhase [5.6].

    4.24 If a Legate is used to activate hislegion (either by Orders or an LC), theProconsul may not activate that legion

    when it is his turn. This will be obvious byhaving placed the Legate on his Finishedside.

    4.25Labienus. Throughout the Gallic War,Caesars right-hand man / second-in-command was his legate, Titus QuintusLabienus. As such, Labienus has capabilitiesslightly different from the other legates.

    Regardless to which legion he is assigned,Labienus may command any two legions[4.23[5]]. However, he must command thesame legions for the entire turn; he may not,say, give an LC to the X and XII, then,gaining Momentum, give an LC to the VII.If issuing two LC in one phase, the cohortsof one may be within his range, for theother, its Legate must be within range (and

    subject to 4.22[2]). Or he may issue the twoLCs through their Legates.

    4.3 Roman Leader Capabilities

    When activated, and within 4.2, a leadermay issue either Individual OrdersorLineor Legion Commands. He may not doboth.

    4.31 A leader may give Individual Ordersor Line Commands to any friendly combat

    units within his Command Range [4.1]within the LC rest rict ions of 4.33.Command Ranges are calculated at theinstant the Order is given.

    Exception: Legates may give Ordersonly to cohorts in their legions, or to thecavalry group with which they start .

    4.32 An Individual Order allows onefriendly unit to conduct movement and/ormissile volley, be rallied, etc. [5.22].

    Without an order a unit may not movevoluntarily. In a given Orders Phase aleader may issue a number of orders equalto his Initiative Rating. Once a leader cangive no more Orders and cannot be activatedagain, flip him to his Finished side.

    4.33 A leader, instead ofissuing IndividualOrders, may issue a Legion or LineCommand (LC), if he is eligible to do so[4.34 in combination with 4.22].

    Legion Commands are issued to the

    cohorts of a legion, through its legate. Line Commands are used for all non-

    cohort type units [4.35].

    Units issued a Line/Legion Command mayMove and/or Fire [5.22].

    4.34Types of Commands:

    A Legion Command may be issued toall the cohorts in a single legion that are

    within their Legates Command Range,[4.23[5]]. They do not have to be adja-

    cent, in a line, or any other such restric-tion, as long as they are within thaLegates range. If a PC issues an LC tomore than one legion at the same timethe player has a choice:

    The Wave Method: Each legionmoves and fights separately, as ithey were being commanded in sepa-rate Phases. Each legion completesits actions before the other gets to go

    The All-for-One Method All le-gions move as one. Each legion(and the units therein) regardless oits place on the map, finishes eachsegment and subsegment of the Or-ders Phase before any one can con-tinue on to the next segment/subsegment.

    Before any movement takes place, theplayer must announce which of the two

    methods he is using. He must then stickwith that method for all legions acti-vated in that Orders Phase.

    Play Note: See 10.44 for issuing LCsfor Aquila Rally.

    A Line Command may be issued toany/all units that comprise any one Line[4.35] by any leader capable of issuingLCs to those units (that are within thaleaders Command Range). They donot have to be adjacent, in a line, or any

    other such restriction as long as they arewithin the Leaders range.

    Leaders who wish to issue LCs maynomove to place units in range; such range idetermined from the start of the Phase(They may move when their units dothough.)

    4.35 Line Composition: The phraseand use oflines refers only to non-cohort units. A Line consists of eithercavalry or auxiliares (SK). There is no limito the number of units in a Line that maybe so ordered, and all the eligible units in aLine do not have to take part. Howeveronly units in that one Line-type may bemoved; other type units are simply ignored

    The only other requirement is that, to be ina Line, the units must be within CommandRange of the leader issuing the LC. Unitsin a Line do nothave to stay within range

    when they move. [See 5.6 on activation oAuxiliares.]

    J. Caesar

    9 6 4 5HGaul

    Initiative

    (Triangle is

    Elite indicator)

    Legion

    Command Capability

    Charisma

    (Heroic)

    Name

    Command

    Range

    Command Level

    (Proconsul)

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    4.36 A leader may issue a Legion or LineCommand to any or all of the units in hiscommand (legion or line) that are withinhis range and Line of Sight (LOS) at thestart of that Orders Phase [8.16, andinterpret it liberally in the case ofdisagreements]. [See, also, 4.2 for furthercapabilities and restrictions.]

    4.37The Proconsul, when activated, mayissue Individual Orders, Line Commands,or single or multiple Legion Commands,depending on his rating for the latter andrange. He may issue commands to legions

    whose legates are not Finished, if theLegate for that legion is within his (PC)range. The Legate, in turn, may activatehis cohorts [4.34].

    4.38 In order for a leader to move, thatleader must issue an Individual Order tohimself, receive an Individual Order from

    the Proconsul, or he may move at the sametime as a Line/Legion to which he issued aLine/Legion Command [6.14]. A leader,other than the Proconsul, who is in anenemy ZOC maynotissue Orders or LCs(either to combat units or to himself, andthus may not move out of that enemyZOC) unless and until he is moved out ofthat ZOC by an Order/LC from theProconsul [5.26].

    4.39Limitations to Command:

    Proconsul legion-raising restriction[4.24 and 4.37].

    A leader who is Finished [5.15] maynot issue Orders or LCs. However, hemay move, but only if ordered by aProconsul to do so.

    4.4 Aquilae

    4.41 Aquilaethe eagle standards of thelegionsare not combat units. They have

    been printed on two sides; the back side,the one that says Legate Activated, isused to indicate when a Legate has issuedIndividual Orders or Legion Commandsand is not eligible to be activated later on inthe turn, by the PC [4.22].

    4.42 Aquilae are informational markers;they stack freely. However, when stackingthey must be stacked with either a cohortfrom that legion or the legions Legate.

    They may not be stacked with any otherfriendly unit.

    4.43 Aquilae can move by themselves; theonly rating they have on the counter is theirMA. (They never suffer hits.) Aquilae mayalso be carried by any of the units in 4.42.

    There is no penalty or additional movementcost to do so.

    4.44 If a unit or a leader that is carrying anaquila Routsor, for leaders, moveswith a

    routed unit or uses OWthere is a chancethat the aquila will not be carried along.Roll a die before moving the routed units inthat hex. The aquila is left behind if:

    the dieroll is higher than the combatunits printed TQ;

    there is only a leader in the hex, and thedieroll is higher than the leaders Initia-tive Rating.

    4.45 If an aquila is Capturedwhich occurssimply by having an enemy unit enter a hex

    containing an unaccompanied aquilatheplayer losing the Aquila is assessed 25 RoutPoints. This is doubly disastrous, as aquilae

    were not considered when determining theRout Point totals listed for withdrawal ineach scenario. The captured aquila may bere-capturedif the Gaul hasnt moved itoff the mapat which point the Romanearns 15 RPs (not the 25 he lost).

    4.46 If a unit or leader routs off the map,or is otherwise eliminated, while carrying

    an aquila, the player is assessed 10 RoutPoints.

    4.47Aquilae are the main Rally and Retreatpoint for routed cohorts (only) [10.44].

    4.5 Tribal Command System

    Effective tribal leadership depended uponpersonal example. Tribal chieftains wereexpected to be up front, showing their menthe way. To do otherwise was to quickly

    lose ones political standing.

    Design Note: Because of the dearth ofinformation on the names of tribal chiefs,we have decided to make up a fewnames, rather than just say chief, etc.This was done much in the spirit of the

    famous French/Gallic cartoon character,Asterix. Our wit and inspirationvaried from battle to battle.

    4.51 Tribal leaders use a different ratingsystem from the Roman leaders.

    As you can see, instead of having oneRange rating, Boduagnatus, like other

    Tribal leaders, has two. Also, there is onlyan Initiative Rating; there are no LineCommand or Strategy Ratings. Charismaremains the same.

    4.52 There are two types of Tribal leadersTribal Chiefs (TC), the overall commanderfor that tribe, and Chiefs, theirsubordinates. There is no restriction as to

    which Chiefs may command what unitswith three exceptions:

    They may be either foot or cavalry; no

    mixing. (There is an exception for theGerman cavalry; see the battle rules.)

    Units activated by one Chief, may nobe activated by another in that turn

    This does not apply to the in rangeShock rule [7.25[C]].

    Tribal Chiefs command only the unitfrom their Tribe. They may not acti

    vate, nor may they affect, units fromother tribes.

    4.53 Command Ranges. Tribal Leader

    have two Command Ranges:

    The first number, the shorter one, is theOrders Rangethe range over whichthey may issue Individual Orders andeffect Shock [7.25 [C]].

    The second number is the Line Activa-tion Rangethe range a combat unihas to be within in order to be consid-ered part of that leaders Line.

    Line Command Eligibility Range. [Noon counter]. In order to issue a Linecommand a Chief must be within twohexes of at least one unit in that line.

    4.54 Line Command Capability. Thefollowing are in effect when determining

    what a tribal line is:

    1. Tribal lines [4.35] may be either infantry (BI and or LI) or cavalry. Not both[However, see the rules for AriovistusGerman Cavalry.]

    X

    6 MA

    NerviiTC

    Bodngtus

    4/9 4 3

    Line

    Range Initiative Charisma

    Name

    TribeOrder

    Range Tribal

    Chief

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    leader cannot undertake any further OrdersPhases that turn.

    Exception:[5.33[2]]

    5.17 Voluntarily Passed Legates may beactivated by a PC Legion Command [4.28].

    5.2 The Orders Phase

    5.21 Once activated, a leader can give anumber of Individual Orders equal to hisInitiative rating; or, he can issue Legion/Line Commands [4.2].

    Example: Thus, when Labienus isactivated, he can either

    issue up to four Individual Orders; or

    two Legion Commands for that activa-

    tion [4.25].5.22 Each Individual Order allows theplayer to

    1. Move any one unit. Certain missileunits may also fire a missile volley at anytime during their movement [8.1]; or

    2. Individual Missile Firewith any missileunit; or

    3. Remove two Cohesion Hits [10.14]; or

    4. Attempt to Rallya Routed unit [10.36];

    or

    5. Change Stacking[6.65]; or

    6. Regroup or Return off-map Cavalry[10.5].

    Exception: Caesar may not use 1, 2, or5 for Finished legions.

    Each Legion or Line Command allows allthe units in one Line/Legion to

    1. Move any/all units in that line, includ-

    ing Line Extension [6.67]. Moving unitscapable of firing missiles may do so; or

    2. Any/all units in that line mayMissilefire without movement.

    Leaders maynotuse a LC for #s 3-6 in the Individual Orders section.

    See 4.34 for multiple Legion Com-mands.

    5.23Leaders may move under the followingconditions:

    1. An activated leader may issue an Indi-vidual Orderto himself and move alone.

    2. An activated leader may issue an Indi-vidual Orderto a unit with which he isstacked and move along with it. Theleader must remain with the movingcombat unit and end up in the same hex.

    3. An activated leader may issue a Legion/

    Line Command and move along withthat legion or Line. He does not have tostart or stack with a combat unit.

    4. The Proconsul (PC) or Tribal Chief(TC) may issue an Individual Ordertomove anotherleader (which is helpful ifthat leader is in an enemy ZOC, whichrequires two such orders). He may use aLC to move another leader onlyif thatleader is stacked with a combat unit inthat line.

    5. A leader may move with a unit under-

    going Orderly Withdrawal[6.5] if he isstacked with that unit [4.62].

    6. Legates and (subordinate) Chiefs maynotuse orders/LCs to move other leaders.

    5.24Although a given combat unit may beordered to move more than once per gameturn, it may not move (and/or Missile Fire)more than once per Order Phase [6.11 and6.12].

    Example: If Roman Cavalry unit #1

    is ordered to move by P. Licinius, it maynot be ordered by Licinius to move againin that Order Phase. It may, however,be so ordered in a subsequent phase (inthe same turn) by Liciniusifhe gets asecond (Momentum) activation.

    5.25 Orders/LCs are not used to directlyprecipitate shock combat, which occurs ina subsequent Segment [5.27 and 8.3].Individual orders can be used for MissileFire. Reaction Fire does not require orders;it occurs in response to enemy actions.

    5.26 Any leaderother than theProconsulwho starts an Orders Phase inan enemy ZOC maynotissue orders [4.25].However, his Command Range may stillbe used to designate units in his commandto engage in Shock Combat in that segmentof the Orders Phase [7.25], so he is notentirely useless. In addition, he may stilluse his Charisma. Moreover, unless hecomes under 5.15, or he has used his Rangeto allow his combat units to fight (as above),he is not Finished simply because he is in

    an enemy ZOC; just otherwise occupied.If, later in the turn, he becomes eligible toissue orders, the player must activate himbefore any higher-rated leaders. Howeverleaders so activated out of order maynouse Momentum. [See 4.38 and 5.23 formoving leaders in an enemy ZOC].

    Example: Legate Trebonius starts the

    turn in an enemy ZOC. When it becomeshis turn, he cannot be activated.However, he is not Finished, so that,when Caesar gets an Orders Phase, hemoves Trebonius out of that enemyZOC. Then, after Caesar is Finished,if Trebonius is still ZOC-free, he gets to

    go! However, if Trebonius had used hisCommand Range to have some of hiscohorts continue some Shock attacks, hewould have been Finished, and noteligible to be activated later.

    Play Note: This means that, if the X Legateis in an enemy ZOC he can still use his rangeto have any units from the Xth that are withinhis range Shock attack.

    5.27 After a leader has issued all of theorders he wishes (or can), friendly unitsengage in Shock in the ensuing ShockSegment [introduction to 8.3]. [5.26.]

    5.28 After Shock combat has beencompleted that Orders Phase is finished

    Two things may now happen:

    1. The player may attempt to gain a Momentum Orders Phase [5.3] for theleader who just finished the OrdersPhase; or

    2. The next, eligible leader with the lowesInitiative Rating is activated (subject to

    Trumping), returning to Phase B.

    When all leaders are Finished the playersproceed to the Rout and Reload Phase.

    5.3 Momentum

    Players Note: Momentum (andTrumping, below) are highly useful and

    powerful gambits, especially for thePlayer with superior leadership.However, there is usually a notinsignificant chance of backfiring; whenthat occurs, Momentum can often

    pro vide the opponent with majorpossibilities.

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    5.31 At the conclusion of the OrdersPhase, if the leader who had issued ordersfor that Phase

    1. is not in an enemy Zone of Control, and

    2. was not previously Trumped [5.44],and

    3. was not activated out of order [5.26]

    the player may attempt to undertake anadditional Orders Phase with that sameleader. In order to do so, that leader mustpass a Momentum die roll.

    5.32 The player rolls the die and comparesthe result to the leaders Initiative Rating.If it is the same or less than the rating thatleader starts another Orders Phase (PhaseC); if more than the rating that leader isfinished for the turn. Thus, Caesar wouldneed a dieroll of 0-6 to gain Momentum; a7, 8 or 9 would Finish him. A Legate would

    have to roll a 0-3 to gain Momentum.

    5.33Dieroll of Doom. If the Momentumdie roll is a 9 then the die is immediatelyrolled again.

    1. If the second dieroll is a 9 then nofurther leader activation may occur thisturn, and play goes directly to the Routand Reload Phase. (Essentially, the turnis over!)

    2. If the second dieroll is a 0 or 1, Re-

    Activation is possible. Play immedi-ately transfers to the opposing playerwho may activate any one of his leaders,regardless of whether they are Finishedor not! Such a Re-Activated leader maynot use Momentum himself.

    3. If the second dieroll is a 2-8 the leaderattempting Momentum is Finished. GoBack to Phase B.

    5.34 Momentum dierolls apply only to aleader who has just completed an OrdersPhase. You may not apply Momentum to

    a leader who Finished several phases ago orwho was Reactivated [5.33[2]].

    Exception:A leader first activated bythe Elite rule [5.5], then activated againlater in the turn may still roll for oneadditional Momentum.

    5.4 The Trump Option

    Design Note:This is a game mechanicthat is intended to simulate the effect ofsuperiority in the area of command. Assuch, it is likely to be used almostexclusively by the player with palpablybetter leaders (such as Caesar). Theinferior player will often find that,

    for him, its best application is when itbackfires on his supposedly betteropponent. To that extent, players shouldbe aware that, simply because this optionis available doesnt mean it should beused indiscriminately.

    Prior to each leader activation both playersare given one option to trump that leadersactivation.

    5.41Active Player Trump Option. Theplayer whose turn it normally would be to

    activate his lowest-rated leaders may,instead, attempt to activate any other,inactive leader with a higher Initiativerating. To do this the player must roll thelatters Initiative rating or less on the die. Ifsuccessful that leader is now activated; ifunsuccessful, the originally designatedleader is activated and the one who isattempting the Trump is Finished.

    Example:The Roman player, insteadof activating Legate Junius, could

    attempt to activate Caesar byTrumping. If he rolled a 0-6 he wouldbe successful; a 7-9 and the Trumpattempt fails; Junius is activated andCaesar is Finished.

    5.42 Inactive Player Trump Options. Theopposing player has two Trump options,each usable under different circumstances.

    1. Trumping the Trump: Ifthe Activeplayer is successful with his trump [5.41]the opposing player then has the option

    of attempting to trump that first trumpactivation with his own leader ifthatleader has an equal or higher Initiativerating. If successful this leader is imme-diately activated; if unsuccessful the ini-tial trump-activated leader goes and theleader attempting the trump is Finished.

    Example: The Sabis. The Nervii startthe turn by Trumping to activateBoduagnatus (4), bypassing the Nerviisubordinate chief. The Caesarian Playernow attempts to trump-the-trump by

    rolling for Labienus (4). However, herolls a 7, so Boduagnatus remains theactivated leader and Labienus is Finished

    for the turn.

    2. Momentum Trump: If the active playeris successful attempting a Momentumdieroll, the opposing player may at-tempt to trump in the same fashion as

    #1, above.

    Example: The Nervii player issuccessful in having Boduagnatusundergo a second Orders Phase(Momentum). The Roman Playerattempts to trump Boduagnatus

    Momentum Phase with Caesar. He rollsa 6 and, instead of Boduagnatus going,it is now Caesars Orders Phase, andBoduagnatus is Finished.

    After the successfully Trumping leader ha

    finished his set of Orders/LCs, play revertback to the standard, lowest-available-leader-goes procedure, except thapreviously by-passed leaders may not useMomentum that turn [5.44].

    5.43 Each side is allowed only one Trumpattempt per activation.

    5.44 A leader who fails a Trump Attemptor has been trumped when trying forMomentum is Finished. An inactive leader

    who has not yet been activated and who has

    been skipped by a successful trump, andhas an Initiative that is the same as or lowethan the Trumping leader, is still eligiblefor activation (hell probably still be next inline as the lowest-rated leader). Howeverthe Bypassed Leader may not useMomentum that turn. (Use the Trumped/ No Momentum markers to indicate this.

    There are, thus, two basic premises:

    A Trumped Leader is Finished

    A Bypassed Leader is still eligible to

    go, but he may not use Momentum.Play Note: The No-Momentumrestriction means that if Boduagnatusattempted to gain Momentum, did so, butwas then Trumped by Caesar, not onlywould Boduagnatus be Finished, but allremaining Caesarian and Gallic leaderswho had yet to go would get only one Phase(after Caesar completed his turns). Theycould not attempt Momentum! This is animportant consideration when formulatinggame tactics.

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    5.45 A leader may be activated only onceper game-turn, although that activationmay be extended by Momentum. Finishedleaders may not be activated again thatturn, except by Reactivation [5.33[2]].

    5.46 A leader that successfully trumpscannot pass. He must issue an order to aunit to move or fight, or he must use his

    Range to have units attack. A unit isconsidered to have moved for the purposeof this rule if it ends the phase in a hexdifferent from the one in which it started.

    5.47 A leader that is in an enemy ZOCmay attempt to Trump. However, ifsuccessful, he must obey 5.46 [and 5.26],otherwise the trumping action is consideredto have never occurred.

    5.5 Caesar as Elite Commander

    Design Note: Carpe Diem. Caesarhad an exceptional ability to takeadvantage of late-breaking situations,to seize the day. This rule simulatesthe marked superiority of Caesar to get

    going before the opposition. Caesar isthe only elite commander in the game.

    5.51 Caesar has the option to start the firstturn, plus any one other Turn during the

    game, with a single Elite Initiative Orders

    Phase, after the Auxiliares Phase. This EIOrders Phase may be undertaken by Caesaror by any one subordinate leader, regardlessof Initiative Rating. Caesar may not useMomentum to continue this EI Phase.

    After that Phase is completed, the eliteleader reverts to inactive (but not Finished)status. He has undergone only one OrdersPhase for purposes of 5.14 and may beactivated again, using normal activationrules.

    5.52 Leaders that have been used in the

    Elite Phase are not Finished. However,Caesars activating a Legate as part of amulti-legion activation, in the Elite Phase,does render the Legate(s) from activatingtheir own Legion later on.

    Example: [First Turn] Caesar, asElite Commander, designates LegateTrebonius, and the IX Legion, to takethe Elite Phase. At the conclusion of that phase, the turn reverts back to theother Legates, including TreboniusWhen it comes back to Trebonius, he is

    still eligible to issue orders/LCs , asCaesar did not use his LC capability toactivate the X; he used his EliteCapability, and this is no t a

    Momentum-generated Phase!

    5.6 The Auxiliares Phase

    5.61 At the beginning of each turn, beforeany leaders are activated, there is an

    Auxiliares Phase. This phase may (notmust) be used by the players for activatingSkirmishers (SK) only.

    5.62 The player with the highest-rated PC(vs TC) goes first in the AuxPhase. If thereis a tie, Elite Commander goes first.Otherwise, dieroll decides.

    Play Note: This rule is writtengenerically, for posterity; obviously,

    Caesar will have the opportunity to gofirst in every AuxPhase, based on theabove.

    5.63 In the AuxPhase, a player may issueIndividual Orders to each and everySkirmisher on the map, regardless of itslocation.

    Design Note: Skirmishers rarely hadleaders; they were fairly independent.However, they did not just run around,

    willy-nilly. They usually relied on aseries of specific trumpet commands,which is what this phase represents.

    5.64There is no Trumping or Momentumin the AuxPhase. Any SK unit activated inthis phase may be used again in that turnin a later phasebut requires a standardIndividual Order. It may not be issued aLine Command.

    5.65 A player does not have to use anAuxPhase. However, if he does activate

    SKs in this Phase, his Proconsul/TribalChief is considered to have gone once, interms of 5.14. A PC that has been used toeffect an AuxPhase for his skirmishers canbe activated only twice more that turn.However, use of the AuxPhase does notaffect Elite Commander capability, nordoes it affect ability to Trump or useMomentum later on.

    Example: Game-Turn 1. Caesar startsthe game by using his AuxPhase to moveand fire with all his skirmishers. After

    they go, Caesar uses his EliteCommander status to issue whatevercommands he wishes. When, later in theturn, it is Caesars turn to be activated,he has only one activation left; he hasalready used two of his three possibilities.

    Even so, it is still a non-Momentumgenerated activation, and he is free todo whatever he likes.

    6.0 Movement

    6.1 Movement Allowances

    Design Note:Movement Allowancessimulate not only the time it takes aunit to move from point a to point b,but also its maneuverability relative toother, different-type units as well as thetactical doctrines applied to deploying

    those units.

    6.11 A combat units printed MovementAllowance is the basic allowance for a singleorder. A combat unit receiving an order maymove up to its printed MA. Units mayalways move less than the printed MA.

    6.12 The only limit to the number of timesa combat unit may move in a single turn ithe number of Orders Phases its leader canattain. However, it may move only once

    per Orders Phase, and, if its Legate isFinished it may not be activated by anyother leader.

    6.13 After the first time a unitother thanan SK unitmoves in a turn, flip it to itsMoved side. Moved units may use theirfull MA. However, each time a Movedunit is moved, it earns a Cohesion Hit[10.1]. This hit penalty does not apply toadvances after combat or units using

    Withdrawal [6.52]. (Compare this, thoughto the terrain-mandated hits in 8.4.)

    Play Note: Firing without movementis not movement for this section.

    6.14 Skirmisher units do not have a Movedsidefor that matter, they have no Reversesideas they are not affected by 6.13.

    6.15 Activated Leaders may move anynumber of times in a turn or Orders Phasebut they may not exceed their allotted MAper Phase: nine. Leaders move using cavalrycosts. Leaders have no facing.

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    6.2 Natural Terrain

    There is always a cost in Movement Pointsto enter/cross each type of terrain. Inaddition, there may be a possible CohesionHit penalty to do so, depending on the unitand/or terrain type.

    6.21 A unit expends Movement Points for

    each hex it enters, or hexside crossed [6.28].There is also an extra MP cost to move intoa hex of higher elevation. Thus a Cohort atBibracte in hex 3516 would expend 5 MPsto move into 3815 (1 for each Clear hex,one for each elevation change).

    6.22 Movement also tended to disrupt theformations of units that relied on such forsome of its fighting capability, althoughthis was not as pronounced as in past eras.Some units (determined by Type and Class;see 6.28) receive a Cohesion penalty

    Hits [10.11]for entering or crossingcertain types of terrain. Hits for changingelevation are applied using the same premiseas in 6.21. However, this applies only whenmoving up and/or down more than onedifferent level per Phase. Moreover, unitsthat are In Column [6.4] usually do betterin avoiding Cohesion Hits from movementthan units in battle lines. All cohesionpenalties for movement (including advancesafter combat) and facing changes are appliedthe instant they occur.

    Example: [Britannia] A Cohort in hex2225 would earn one Hit when movingto 1924 (for moving up more than oneelevation change in a single phase).

    Play Note: Remember to differentiatebetween the cost in Movement Pointsto enter a hex and the effect suchmovement has on Cohesion.

    6.23 The following units do not incurCohesion Hits from Movement (of any type):

    Leaders

    Skirmishers

    Barbarian Infantry (BI)

    Artillery

    Design Note: The above are unitsthat do not use formations, and anyterrain will, therefore, not disrupt their

    formation, as it may for legions. Youwill note that there are no columns forthese units on the Movement Chart.

    6.24 A hex containing two types of terrainuses the majority terrain.

    Exception: Coastal hexesinBritanniaare land hexes for landunits, as long as they contain someland, and sea hexes for ships.

    6.25 Certain hexes/hexsides are impassable:

    no unit may enter or cross such a hex. Forexample, chariots may not enter Coastalhexes.

    6.26 A moving unit must have enoughMPs to pay the terrain cost of entering ahex; if it doesnt, it cannot enter that hex.Units also may have to pay movementpoint costs to change facing [7.1].

    6.27 Elevation, rivers, woods and marshmay also affect shock combat results byadjusting the column under which the

    players roll to determine losses, as per theShock Combat Results Table.

    6.28 The Movement Costs Chart. Thischart gives the Movement and CohesionPenalty costs for each type of unit moving(or changing facing in) into/across a specifictype of terrain. Units In Column do notpay any Cohesion costs unless that row hasa COL indicator.

    Play Note: Cohesion Hits listed in

    COL rows apply to all units.

    6.3 Movement Restrictions

    6.31 As a unit moves it traces a path ofcontiguous hexes through the hex grid,paying the cost of each hex entered. Oneunits movement must be completed beforeanother can begin.

    Exception: See 6.61; these units maymove together, although they do require

    two Individual Orders if moving byOrders, unless stacked with a PC [6.96].[See, also, 9.41.]

    6.32 A unit may be moved in any directionor combination of directions. However, aunit may only enter a hex which is to itsfront [7.11]. In order for a unit to changedirection to its flank it must first changefacing [7.1] by pivoting in the hex itoccupies.

    6.4 Column Movement

    Design Note: On the battlefield,formed Infantrywhich here meansCOs and LIsmoved in a battle

    formation that would, in later centuries,be called Line. They were capable,however, of using much looser, moremobile formation (in modern terms,

    Column) for more rapid movement.In addition, because the units were notin an extended line that constantlyneeded dressing to be effective, the effectsof movement upon a units cohesionwere not as drastic.

    6.41 On being given a move order, any COor LI unit that is not in an enemy ZOC orRouted may change to (or from) Columnat the conclusion of its Movement. It costone MP to change formation, either in orout of Column, so the unit must have a

    least one MP remaining to do so. In orderfor a unit to use Column Movement it musstart the Orders Phase in Column. Use theIn Column markers to indicate this status

    6.42 Units In Column increase their MAby one (usually from 5 to 6). In additionthe only Cohesion costs a unit In Columnpays are the ones marked with a COL onthe Terrain Chart.

    Example: units In Column pay the

    Cohesion cost for moving through woods,but they do not pay such for crossing aStream.

    6.43 Units in Column must face the hexsid(not the vertex) and only the hex directly infront of them is frontal. The change infacing is effected when the change to (orfrom) Column status is announced.

    When changing formation from columnto normal, the unit is always faced to the

    vertex on either side of the hexside (andvice versa). There is no cost to do so.

    Front

    Flank Flank

    Flank Flank

    Rear

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    6.44 Column units move into either theirfrontal hex or the flank hexes adjacent tothe frontal hex. There is no cost in MPs tochange facing to move into a frontal-flankhex; there is to move into any other hex.

    6.45 Units In Column have their TQ ratingstemporarily reduced by two (-2). Units incolumn maynot attack or fire. The only

    thing they do is move. If attacked by anenemy unit (other than skirmishers), theattacking unit is automaticallyAttackSuperior, regardless of Position or Weaponsystem.

    6.46 If an In Column unit is shock attacked,at the conclusion of that Orders Phase theunit automatically goes back to its combatformation at the cost of one additionalCohesion Hit, even if that hit were to causeit to Rout!

    6.47 In Column units maynotuse OrderlyWithdrawal, nor may they Stack.

    6.48 Barbarian Infantry may not usecolumn.

    6.5 Orderly Withdrawal

    Orderly Withdrawal is a form of retreatcarried out during the Movement Segment,in the face of an approaching enemy, in

    which lighter, bu t fa ster and moremaneuverable units can avoid gettingcrushed. [See 4.62 for OW rules forLeaders.]

    BI maynotuse OW.

    6.51 During an enemy MovementSegment, any friendly (unrouted) combatunit may avoid contact with an enemy unitthe instantit moves within two hexesorstarts Movement two hexes awayof thefriendly, defending unit, as long as the

    defending unit has an equal or highermovement allowance than the attackingcombat unit.

    To do this, the friendly, defending unitWithdraws up to a number of MovementPoints (not hexes) equal to the differencebetween movement allowancesor oneMP, whichever is greateraway from theadvancing unit. Withdrawal must occurthe instant the enemy unit moves into twohex range (stop moving the friendly unittemporarily), or the option is lost [6.57].

    Play Note: Yes, it says within twohexes, so any (eligible) friendly unit canWithdraw if an enemy moves withintwo hexes, even if that unit doesntactually move in his direction. Thus the

    friendly player must make his decisionto withdraw before the moving enemymakes his full intentions clear!

    6.52 The withdrawing unit maintains itsoriginal facing throughout withdrawal atno facing change cost in cohesion hits. Itdoes, however, pay any of the usual cohesionpenalties for movement. At the completionof withdrawal, if it wishes to change facingit pays any Cohesion penalties inherent insuch change. There are two (possible)additional penalty situations:

    1. Withdrawing foot units (but not skir-mishers or cavalry) undergo an immedi-ate TQ check. If the dieroll is higher

    than the TQ the unit suffers a 1 PointCohesion penalty; and

    2. If the Withdrawing unit was being ap-proached from a rear or flank hex (i.e.,the hex into which the enemy, movingunit intended to move) it suffers a 1point Cohesion Penaltybeforewithdraw-ing. (This is cumulative with #1, andapplies to all units.)

    Play Note: Orderly Withdrawal is aretreat in the face of an approaching

    enemy, long before that enemy can close.This is why the withdrawing unit canreturn to the original facing (withminimum cohesion cost) it had beforethe enemy approached. In play/gameterms, you simply move the counterbackwards.

    6.53 If a Withdrawing unit reaches its TQRating in Cohesion hits it Routs [10.3].

    6.54 A unit may withdraw an unlimitednumber of times during a game turn, but

    the 6.52 penalties apply to each, individualwithdrawal. No movement points areexpended and no orders are needed forcombat units.

    6.55 A unit may not withdraw into anenemy ZOC, woods, marsh, or river hex.Only Romans may WD into their camp(but only through a gate). No unit may

    WD into any hex into which movementwould be prohibited. A withdrawing missileunit may not fire as it withdraws . Stackingrestrictions [6.9] apply during withdrawal.

    A Bit of Clarification: As noted in6.51, the approaching unit does notactually enter the Withdrawing unitsZOC; the latter has moved before thatcan occur. This means that, if theapproaching unit is capable of MissileFire while moving, such fire must take

    place at a range of 2 or greater.

    6.56Orderly Withdrawal takes place duringthe opposing players Movement; a unimaynotWithdraw in the Shock Combasegment. The attacking/moving unit maycontinue to complete its movement in theface of such withdrawal.

    6.6 Line Extension

    The manipular legion was developed byRome starting somewhere around the 3rdcentury BC It allowed the Roman

    strengthstraining and disciplineto betranslated into a tactical flexibility thaoften proved superior, even when hergenerals were not. The further developmenof the Marian cohort legion enhancedthis flexibility.

    This rule applies only to the legionarycohorts. It should be read in conjunction

    with the special Roman stacking abilitiesin 6.9.

    6.61 Stacked cohorts from the same legionwith intervals (i.e., unoccupied flank hexes)have an added capability: Line Extension

    This may either be done:

    1. as a reaction to enemy movement. Theinstant an enemy combat unit comes

    within two hexes of a stack of two co-horts, that stackand the rest of thelegionmay undergo LE. Or

    2. as a Legion Command. It may not bedone by Individual Orders.

    6.62 In effecting LE, all the top units inthe stacks in the same Line [4.23] maymove sideways into the vacant flank hexesas per the diagram, below. The player maymake his choice at any time any enemy unitso places itself. (That is, he does not haveto exercise his Extension capability thefirst time it becomes available. See, howeverthe ZOC restriction, below.)

    6.63 The hex into which a unit is extendedmust be Clear (i.e., a hex which costs oneMP to enter with no Cohesion penalties)

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    If a flank hex is occupied, or it is in anenemy ZOC, LE may not be used to placea unit in that hex. Facing remains thesame.

    6.64 Line Extension may be combinedwith Orderly Withdrawal by non-cohortunits; both may be undertaken together.Cohorts may not do both. Moreover, oncea cohort undertakes LE, noneof the cohortsin that legion may use Orderly Withdrawalin thatOrders Phase.

    Example: a Skirmisher unit sittingbetween two cohort stacks mayWithdraw through the gaps in a Cohortline upon approach of, say, an enemy BIand, as soon as that unit is through the

    gap, the Cohort line may undergo LE.

    6.65 When undergoing LE as a LegionCommand, it costs each cohort one MP toExtend. LE does not earn any CohesionHits. However, this applies only to un-

    stacking the units; it does not apply tostacking them together, which is done usingnormal movement and stacking rules.

    6.66 Cohorts in Column may not use LE(because they may not Stack).

    6.7 Camps and Lagers

    Three battles have both Roman camps andGallic lagers on them. They both servedthe same idea, a sanctuary of safety and

    retreat.

    Design Note: We have greatlysimplified these rules, because none of these battles had anything to do withsiege warfare. The Gauls had little, ifany, expertise in that area.

    6.71 Fortifications include the followingitems of terrain:

    Walls: What usually surrounded theCamps the Romans always built.

    These were (usually) packed, dirt wallslined with wooden palisades, in frontof which was a deep ditch. Units maynot cross a wall hex.

    Towers: Built at various intervals alongramparts and walls to act as strongpoints,redoubts, etc. Higher than the wallsthey supported and used for missile-throwing troops and Catapults. Incamps, the towers were usually built toguard the entrances. Gallic units maynot cross Tower hexsides. Roman footunits may, but only while inside thecamp.

    Gates: Obviously, how one got in andout of a camp, fort, etc. However, they

    were not really doors; they were morebarriers, often consisting of several ob-lique turns to make defense easier, to

    which the Romans also added an itemcalled the hedgehog, a series of spikes

    which made passing or removing thebarrier/gate from the outside a bittouchy. Any unit may pass through agate hexside.

    Wagon Trains. The Gallic lager wasformed of a circle of wagons from theirtrain. Only Gallic units may move acrossa lager hexside.

    6.72 Units may not move, retreat, rout, or

    withdraw across a fortified hexside.

    Exceptions:

    Romans may do so through gates

    Gauls may do so across lager hexsides.

    Moreover, if a unit does not have thenecessary MPs to cross a given fortifiedhexside, even if such hexside is directlyadjacent, it may not do so.

    6.73 Zones of Control [7.2] do notextend

    across/through fortification hexsides of anytype.

    6.74 There is no Shock combat acrossfortification hexsides, even gates. MissileFire is allowed only by Gauls inside theirlager and Roman units in Towers (at a levelhigher than the hex it is actually in).

    6.75 Once inside a camp or lager, a unitmay not be moved until/unless Rallied[10.45]. You can shift them around to keepthings looking clean and crisp, if you want.

    Exception #1: A missile unit in acamp may, in the Auxiliares Phase, be

    placed in a Tower hex.

    Exception #2: Units that start thegame inside a camp (Bibracte only)may move outside. See that battle fordetails.

    6.8 Barbarian Impetuosity

    At the start of a battle, the Gauls usuallyworked themselves into a fevered pitchwhich translated into an all-out charge. Toreflect this, at the start of a game, all Gallicinfantry:

    Have an extra MP (+1)

    Subtract one (-1) from all first-try Momentum dierolls

    This lasts for all units in a tribe until at leasttwo units of that tribe enter a RomanZOC, at which point Impetuositycontinues for the rest of the turn. It doesnot exist the following turn.

    Important: This rule does not apply tothe Britons, who did not fight in thesame fashion as the Gauls.

    6.9 Stacking

    Stacking refers to having more than oneunit in a hex at any one time, whetherduring movement or at the completion ofmovement. There are two principlesinvolved when considering Stacking rulesVoluntaryMovement, which usually meanscombat units moving under orders orOrderly Withdrawal; and MandatoryMovement, virtually all of which is routmovement.

    6.91 The Basic rule is:one combat unit per

    hex. Leaders, artillery, and informationamarkers do not count for stacking purposes

    A hex may contain any number of leaders/markers. There are three exceptions to thibasic rule:

    Major Exception:The cohorts of thelegions, which have the capability tostacktwo to a hex. Cohorts from thesame legion are far more efficient at thisthan those from different legions. Two

    Before LE

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    cohorts in a hex are treated as a singleunit in terms of another (third) unitentering that hex.

    Skirmisher units, trained in avoidanceand dispersal tactics, have certain ad-

    vantages over other units in this area,specifically in terms of moving into/through other units.

    See the Rhine scenario for special ruleson German cavalry.

    6.92 A unit maynevermove into or througha hex containing an enemycombat unit.

    6.93 The restrictions, allowances andCohesion Hit penalties for stacking are allgiven on the two Stacking Charts. Theactual chart used depend on the type ofmovementvoluntary or mandatory (seeabove)being undertaken by the movingunit. The following premises and terms are

    used:

    Basic: All units other than Skirmisher andcohorts.

    Stacked Cohorts: If either the moving orstationary unit is a stack of two cohorts, theBasic line is used.

    Play Note:If you are reading the rulesfor the first time, we strongly suggestyou take a look at this important chart.[See also, 6.6.]

    6.94 It takes two Individual Orders tomove two units stacked in the same hex.(For leaders, this will have to be done inseparate Orders Phases, because one leadercannot order another to move, unless he isthe Proconsul or the Tribal Chief).

    Exceptions:

    a single Order from the Proconsul maymove every unit stacked in a hex withthe PC [5.22].

    5.23 [2].

    German Cavalry Exception (in battlerules)

    6.95 If two units are stacked in the samehex, the stacking orderwhos on topmay be changed/switched only by anIndividual Order; it may not be part ofmovement or a Legion Command. If theplayer desires to move only one unit froma stack, only the top unit may move. A unit

    moving into a hex to stack is always placedon the bottom.

    6.96 Combat units may enter a hexcontaining only a leaderand vice versa-at no movement or cohesion cost. A combatunit stacked with a Leader may Withdraw[6.5] together, or the leader may withdraw[4.62] and the combat unit remain. If they

    withdraw together, they may withdraw toseparate hexes or the same hex.

    6.97 Both combat units stacked in a hexmust have the same facing. If one unit hasto change facing to do this, it must (and payCohesion costs to do so). This does notapply to a unit passing through an occupiedhex.

    6.98 Stacking has the following effects oncombat:

    Stacked units combine Size when usingShock

    Only the top unit in a Stack may Fire

    Enemy Fire affects only the top unit inthe stack, unless the fire is through theRear hexsides, in which case it affectsonly the bottom unit.

    For all TQ dierolls for Stacked units,add one (This does not apply to stackedcohorts from the same legion).

    If 10.12 does not take precedence, Shockhits are distributed equally, with theodd hit going to the top unit. (If attackis from the rear, it goes to the bottomunit.)

    If the top unit Routs, so does the bot-tom unit. If the bottom unit routs, thetop unit undergoes a TQ Check (as if it

    were being shock attacked).

    6.99The Stacking Charts

    The Chart lists what type of unit is moving.

    However, the effects apply to both movingand stationary units, unless otherwisespecified.

    7.0 Facing and ZOCs

    7.1 Facing

    7.11 All units must be faced in a hex so thathe top of the unit (the side with its namefaces into the vertex of the hex (betweentwo hexsides, as below). All units in a hex

    must be faced the same way. The two hexesto the front are called the Frontal Hexesthose to the side, the Flanks, and thosebehind, the Rear. A unit may move onlyinto a hex to its Front. [Exception: 6.44]

    7.12 In order for a unit to change its facingit must pivot within its hex. All units pay acost of one movement point to changefacing in any direction, regardless of thenumber of vertices shifted.

    Exceptions:

    Skirmishers, who never pay any MPcost to change facing

    All Cavalry, and Barbarian Infantrywhich pay a cost of one movement poinfor each vertex shifted.

    In Column units shifting to move intofrontal-flank hexes [6.44].

    7.13 A unit may not change facing whileentering, or while in, an enemy ZOC.

    Exception: Units advancing aftercombat [8.42] may change facingone vertex [and see 8.6].

    7.14 Units that change facing within aRough terrain hex suffer a one-pointCohesion penalty for each vertex for whichthey do so. It is possible that a unit, such asa skirmisher, will not pay a MovementCost to change facing, but will pay aCohesion cost. Rough terrain includes

    Woods and Marsh.

    Front

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    7.15 Reaction Facing Change. Any unitmay change facing one vertex (per Phase)

    when an enemy unit moves adjacent to it. Itmay not do so if it is already in an enemyZOC. After changing facing, the playerrolls one die if the unit is foot (but not forcavalry); if the DR is higher than the unitsCohesion Rating, apply the difference (DR-units Cohesion) as hits to the reacting unit.

    7.2 Zones of Control (ZOC)

    And Shock Requirements

    7.21 All non-SK combat units exert a Zoneof Control into both their Front hexeseven those units that are out of missiles.Skirmishers exert a ZOC into their Frontand Flank hexes. However, if they areMissile No they do not exert any ZOC.Routed units and leaders do not exert ZOCs.

    7.22 ZOCs do not extend into a hex intowhich movement is prohibited. In addition,they do not extend across fortificationhexsides.

    7.23 A unit must cease movement theinstant it enters an enemy ZOC. A unitthat begins movement in an enemy ZOCcan move out of the enemy ZOC only if:

    1. It is the Proconsul issuing an Order tohimself;

    2. It is a leader issued two Orders or an LCby his PC or TC;

    3. It is a combat unit that can receive anorder to move, has at least one unoccu-pied frontal hex, and its printed MA isgreater than that of any enemy unitexerting a ZOC on it.

    A unit leaving an enemy ZOC mayimmediately enter another enemy ZOC,but it would then cease movement for theremainder of that Orders Phase. Unitsleaving a Missile units ZOC are subject toRetire Reaction Fire [8.21].

    7.24 If opposing units extend a ZOC intothe same hex they are both considered tocontrol that hex.

    7.25 Some units mustShock Attack, whileothers may choose to:

    A. In the Shock Combat Phase, heavycombat unitsthose units noted withan asterisk[*]on the Superiority Chart

    that moved during the current OrdersPhase mustundertake a Shock Attackagainst all enemy units in their ZOC.

    B. All other lighter units that so movedmay choose to undertake Shock.

    C.Any unit issued Fire (only) orders, orthose simply within the activatedLeaders command range may choose to

    attack all enemy combat units in their(friendly) ZOCs [7.26 and 8.31].

    7.26The moving player places aSHOCK-Must Check TQ marker on top of eachmovingheavy unit [7.25[A]] the instantthat moving unit moves adjacent and mustShock attack in the ensuing Shock segment.Units that are eligible tobut do not havetoattack, because they moved [7.25[B]],also receive a SHOCK-Must Check TQmarker the instant they finish movementif, at that instant, the player chooses to

    shock attack with that unit. Non-movingUnits under 7.25 [C] are given SHOCK-No Check markers at the beginning of theShock Combat Segment. These Shockmarkers delineate which units will have toundergo a pre-Shock TQ check [8.33].

    Example:A Roman Cohort movingadjacent to Nervii BI unit has aSHOCK-Check TQ marker placedon top of it because it has to attack. ABriton Light cavalry unit movingadjacent to a Cohort unit does not have

    to shock attack; however, the movingplayer must state his decision on whetheror not to do so as it finishes movement.

    If he wishes it to attack, he must place aSHOCK-Check TQ marker on top.

    8.0 Combat

    There are two kinds of Combat: Missileand Shock. Missile combat occurs as partofor instead ofmovement at anypointduring the Movement segment of an OrdersPhase. Shock combat comes in its ownsegmentat the conclusion of theMovement Segment, after all orders havebeen issued and movement is completed. Amissile unit can participate in both types ofcombat during the same Order Phase. InShock Combat, the Type, Class and Size,plus the Troop Quality, of a unit are takeninto account, and the effects of combat areCohesion Penalty Points, which may resultin a unit being Routed, and Depletionbecause of casualties taken.

    8.1 Missile Volley

    Historical Note: Mi ss il e- fi ri ngskirmisher units, with their generallylower TQs and susceptibility to shockby heavier units, appear to be weakunits. However, they have three abilitieswhich make them quite useful: they can(usually) fire during movement, they

    have the ability to enter and leaveZOCs, and a large number of themmay fire at the same time. Their combateffectiveness was limited, though,because of a lack of penetrativecapability.

    8.11 Units with Missile Capability (see2.24) may Missile Fire. There are threetypes of non-artillery missiles/missile units

    Archers (A), Slingers (S) and Javelinists(J). When given an Individual Orderindividual missile units can move, fire, or

    fire during movement. A Line of Missileunits given a Legion/Line Command mayfire duringor instead oftheirmovement. A unit may fire duringmovement only if it moved forward(towards the target) immediately precedingactually firing. (See the example, below.)Firing during movement does not cost anymovement points [however, see 8.17[4]]

    And, most importantly, see 8.6 for a majocapability of light troops.

    8.12 Missile Fire may occur:

    1. As an Order or Legion/Line Command

    2. As Reaction Fire

    8.13 A Missile unit may volley (fire) at anysingletarget unit which is within its MissileRangewhich extends from its frontaand/or flank hexesand to which it cantrace a Line of Sight [8.16]. Missile unitsmust each fire individually; they may notcombine fire. If there is more than onecombat unit in the target hex, the Cohesion

    Hit from Missile Fire is applied to the topunit (the bottom unit, if fire is from therear).

    8.14Missile Supply. A missile unit mayvolley if it has at least one missile volleyremaining.

    1. Archers and Slingers have an unlimitednumber of missile volleys until they rolan unadjusted 9 when resolving anymissile combat. At the instant one of

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    these units rolls a 9 place a MissileLow marker on it, indicating it has one

    volley remaining.

    2. Javelin-armed Infantry/Cavalryhave anunlimited number of missile volleys untilthey roll an unadjusted 6-9 when re-solving any missile combat, at whichpoint place a Missile Low marker onit, indicating it has one volley remain-ing. [But see #4.]

    3. Cohorts are automatically out of jav-elins (Missile No) after thefirsttimethey fire.

    4. Any javelin-armed infantry, of any type,that engages in (or is engaged in) shock,is automatically Missile No after thecompletion of that Shock combat.

    5. If anyMissile Low unit fires, flip themarker over to its MissileNo side to indicate there are no mis-

    siles left to fire. A unit with a MissileNo marker may not fire at any time.

    6. Artillery never runs out of Missiles.

    8.15Any friendly Missile Low or MissileNo unit that is

    1. not in an enemy ZOC, and

    2. is not within Missile Fire Range andLOS of an enemy unit (that is notMissile No),

    may Reload by removing any Missile Low/No markers. A missile unit may Reloadduring the Reload Segment of the Routand Reload Phase, bringing it up to fullmissile capability.

    8.16 A missile unit can shoot a missilevolley only at an enemy target unit to whichit has an unobstructed Line Of Sight (LOS).

    An LOS is calculated by tracing a path ofhexes between the center of the hex themissile unit is in and the same for the targetunit, through the firing units frontal or

    flank hexsides. LOS is blocked by campwalls, wagon trains and woods, unless theyare in hexes at a lower elevation than boththe firer and the target. LOS is also blockedifanypart of a hex of higher elevation isbetween the two units. LOS is usuallyblockedby combat units, unless the blockingcombat units are closer to the firer than thetarget andthe firing unit is an archer. If theLOS is blocked, missiles may not be fired.

    Exception #1:Missile Units mayalways fire into adjacent hexes.

    Exception #2: When tracing a LOS todetermine Line Commands, friendlycombat units do not block LOS.

    Play Note: LOS, while not a majorproblem in most of these battles, because ofthe flat terrain, is often a cause of playertension. We suggest that missile LOSrules be interpreted strictly, while

    Command Range LOS rules (4.25) beinterpreted liberally. The former are tryingto shoot at a target; the latter are simplytrying to see if everyone is in place.

    8.17 The Missile Fire Results Table [9.11]is used to determine the effect of Missile

    volleys. For each volley, a die is rolled. Ifthe die roll is equal to or less than thestrength of the missile unit at that rangethen the target unit takes one cohesion hit.If the die roll was greater than the missileunits volley strength then it misses. The

    following dieroll adjustments are made (andthey are cumulative):

    1. If the target is in a Woods hex, add one(+1) to the dieroll;

    2. If fire is directed through any fortifica-tion hexside [6.77], add one (+1).

    3. If the target is a Cohort, and an archeror slinger is firing at a range of one hex(adjacent) through the frontal hexsidesof the infantry, add one (+1) to the

    dieroll. This does not apply to javelins,nor to fire from Towers or across walls,etc. (This represents the fact that thelighter shafts of these skirmisher-typearchers were most effective against theformidable shield-wall and body armorof the heavy infantry when firing fromabove (arced trajectory) into the bodyof troops; at point-blank, low trajectoryrange they could not do that.)

    4. If a slinger, foot archer unit or anymounted missile unit (of any type),moved/will move, add one (+1) to thedieroll. This d