77
1 !" # $ !% This revised 3 rd edition June 2006 I wish to dedicate these rules to the professional figure painters of Greece: Andreas Panagopoulos, Antonis Lyberopoulos, George Hajopoulos and, last-but-not-least, George Pistov, who got the ball rolling in the first place. Without their excellent contribution, wargaming in Greece would have been much poorer to look at and much slower to grow. I also wish to thank Dimitris Nikolaou, Miltos Yourgis, Matthew Bailey, Karsten Loh, Dirk Paterok, Thanassis Lazides, Steve Higgins, Kostas Konstantoulakis, Antiohos Barzoukas, George Hajopoulos, Panayotis Binaris, Nikos Raphaelides, Christos Sourlis, Vangelis Tsaras and, of course, my mentor, Gregory Merakos, wargamers who gave their precious time and attention in order for HOPLON to be play tested and improved. UK Edition published by Amazon Miniatures 200 Monton Road, Monton, Eccles, Manchester, M30 9LJ, England www.amazonminiatures.com Website: http://www.geocities.com/hoplongr/ Hoplon Discussion Group: http://groups.yahoo.com/group/AMS_Hoplon All photos by the author. Figures painted by A. Panagopoulos, G. Hatzopoulos, V.Tsaras Cover Design: George Hatzopoulos

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This revised 3rd edition June 2006

I wish to dedicate these rules to the professional figure painters of Greece: Andreas Panagopoulos, Antonis Lyberopoulos, George Hajopoulos and, last-but-not-least, George Pistov, who got the ball rolling in the first place. Without their excellent contribution, wargaming in Greece would have been much poorer to look at and much slower to grow.

I also wish to thank Dimitris Nikolaou, Miltos Yourgis, Matthew Bailey, Karsten Loh, Dirk Paterok, Thanassis Lazides, Steve Higgins, Kostas Konstantoulakis, Antiohos Barzoukas, George Hajopoulos, Panayotis Binaris, Nikos Raphaelides, Christos Sourlis, Vangelis Tsaras and, of course, my mentor, Gregory Merakos, wargamers who gave their precious time and attention in order for HOPLON to be play tested and improved.

UK Edition published by

Amazon Miniatures 200 Monton Road, Monton, Eccles, Manchester, M30 9LJ, England

www.amazonminiatures.com

Website: http://www.geocities.com/hoplongr/

Hoplon Discussion Group: http://groups.yahoo.com/group/AMS_Hoplon

All photos by the author. Figures painted by A. Panagopoulos, G. Hatzopoulos, V.Tsaras

Cover Design: George Hatzopoulos

Page 2: Hoplon3 Final Print+Index

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������ &��B������������������������������������������������������������������������������������������������������������������������������������;;

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���'�&� �����'�&� �����'�&� �����'�&� ������

�������� ���������������� ���������������� ���������������� ������������������������������������������������������������,�����,�����,�����,�����@@@@��������� &�� &�� &�� &�����������������������������Early wargame rule systems attempted to simulate reality on the table by basing their deployment and combat operations mainly on units –groups of figures arrayed in rigid formations. While this is realistic for the deployment and appearance of troops on the wargames table, it leaves much to be desired in functionality, due to the inherent inflexibility of the unit block. Thus well-trained armies of antiquity, which relied on their flexibility to win battles, could not be represented accurately. With the appearance of the Wargames Research Group 7th Edition and the subsequent DBA and DBM rule systems, the operational basis began to be elements. The flexibility of the element is incontestable and the introduction of the PIP-based command and control, the new, simplified troop types and the undemanding, accounting-free combat mechanisms brought instant success. The scope of the game changed and, with the welcome simplifications, came the tendency to even out the performance of the few troop types and classes available to cover a 3000+ year history. The result of this is that while competition rules work admirably for championships, cup matches etc. they are inadequate for re-enacting historical battles or simply wargaming for the fun of it without substantial tweaking of both the rules and especially the army lists. For example, the ability of cavalry to shoot from a distance and evade heavier opponents, often with devastating results, has become marginalized on the wargames table (Huns, Turks, Mongols, Parthians etc. would not find this amusing) forcing skirmishing light horse to adopt shock tactics to achieve success. As for the battle objectives, the over-simplification of morale has led to the ‘pursuit of that last element kill’ in order to defeat an opponent; hardly characteristic of what most ancient battles were about. In other words, success in competition wargaming has resulted in the loss of historical realism and fun –for many players, the main reason for having wargames in the first place.

The HOPLON rule system was designed from the start to use many of the troop types, mechanisms and army composition lists of DBM, while re-introducing those aspects of ancient warfare that have been lost through the pursuit of championship competitiveness. This allows players who wish to wargame utilizing realistic tactics, without having to sacrifice their competition-designed armies, to do so. HOPLON is by no means a DBM derivative in that it significantly differs in a number of crucial areas: opponents move and fight ‘simultaneously’ and can do so either organized into units or as unformed elements; various troop types may evade or break-off, all may flee or pursue, making the battlefield far more fluid and, at times, less predictable; shooting has received special attention and all troops that could do so may use this to their advantage, but purely missile troops may be limited in hand-to-hand combat; elite troops are truly capable when compared to untrained levies and can be devastating if handled properly, and, although the PiP system is retained, better commanders have the ability to influence the mobility of their troops beyond the roll of a single die –at a price. Apart from historical re-enactment, the rules include a comprehensive costing system to allow ‘balanced’ or competition battles to be played. A great effort has been put into the evaluation of every troop or command capability: a Spartiate hoplite element may cost 13 points compared to 4 points for the average irregular spearman and a Mongol horse archer as much as 17 points compared to 12 points for an armoured Russian cavalryman, but both will ‘do the business’ when asked to do so (or could die in vain if squandered foolishly).

HOPLON is a general rule system and any special, era-specific characteristics, the so-called 'national characteristics', are incorporated into the accompanying army lists to make armies even more realistic. To this aim, a whole section is dedicated to special combat formations or tactics like Shieldwall, Wedge, Manipular Legion etc. What has been achieved with HOPLON, is that every historical period played has a distinctive flavour: a mainly infantry battle, as between Romans and Gauls, presents a totally different image and flow to that of a mainly cavalry battle, as between Byzantines and Turks, and all this without additional investment in time or money for those with DBM-based armies.

HOPLON is designed primarily for 15mm figures, but a detailed addendum for larger scales of 25-28mm has been included. The base size suggested is of an 8cm frontage. If, however, players wish to play with the more standard 6cm frontage to avoid re-basing, the rules are not affected in any significant way.

HOPLON 2 was mainly the result of a major editing effort by Lindon Paxton who introduced major changes in the structure of the rules and also suggested language improvements that he deemed necessary.

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HOPLON 3, is the latest version of the rules, incorporating the crucial input of players from around the world and, in particular, Matthew Bailey, Karsten Loh, Dirk Paterok, Dimitris Nikolaou, Steve Higgins and others who have been instrumental in, what was in effect, a de-bugging of the rules.The rules have additional graphic examples and explanations with the novice, but also the expert wargamer in mind. Most of the amendments do not impact on the gameplay itself but address inadequacies of expression and definition in the previous editions. Those that do, will be available in file form in the AMS Hoplon discussion group for people with older Hoplon versions. HOPLON 3 will be the definitive version of the rules for some time to come and it is hoped will satisfy even the most demanding of wargamers, whether novice or veteran. It is now believed that the HOPLON system will allow most historical battles to be re-enacted on table with little or no tweaking.

Below is a short list of the Rules’ Basic Features to better understand the game mechanisms introduced with HOPLON:

� Element: The smallest component and the basic combat entity on the table is the element. A number of elements constitute a unit. All elements have a frontage of 4 cm, differing only in depth depending on troop type. Normally, elements each represent between 100-150 men for Open Order troops (Psiloi, Light Horse), 200-250 men for Loose Order troops (e.g. Peltasts, Cavalry) and 250-300 for Close Order troops (e.g. Spearmen, Swordsmen, Barbarians, Cataphracts) and those of Elephants, Chariots and War Engines represent 20-50 of each type respectively, although actual scale may be varied according to army and period of play. When fighting or shooting as unformed entities (i.e. not as part of a formed unit) elements fight with their respective combat factors, without cohesion bonus [see below].

� Units and Formations: Units consist of elements of the same troop type (unless specified in the Army Lists). The number of elements per unit may vary according to troop type and regular or irregular status of the troops. Elements fighting as part of formed units have advantages in combat in the form of a cohesion bonus. A number of units constitute a Command. In the rules, the term formation is used to describe either a unit, or a group of unformed elements (often an under-strength unit that has lost its unit status) or, if applicable, a single element.

� Unit Cohesion and Disorder: Cohesion is an indicator of unit integrity. Most troop types fight better than they would as individual elements, by having a cohesion bonus. Unsuitable terrain, uncontrolled advance, flank attack, casualties from shooting and any break in the line of a unit’s front, as in the case of a partial follow-up after combat, are all causes for disorder and result in the loss of the cohesion bonus. A disordered result is best represented by placing one of the rear elements of a disordered unit crookedly to mark the unit as such. Individual elements, receive no cohesion bonus and thus cannot be disordered. Rallying from disorder is automatic at the end of the round as long as the causes for it no longer apply (terrain, break in the line etc.) and the unit is not in contact with opponents.

� Shaken: A shaken result on a formation denotes significant combat losses, morale fatigue and lack of cohesion so its elements may fight with a handicap. Formations become shaken either by sustaining casualties or when directly defeated in melee and followed-up by their opponents. The severity of the shaken effect on a formation varies by troop type, but in general, shaken troops cannot declare a charge and may flee instantly if charged. A shaken result is best represented by a flag marker (preferably coloured to distinguish different armies, Commands etc.) Rallying from shaken requires either a commander’s intervention, a rally back, or a victorious melee or successful charge against evading troops. Shaken does not apply only to formed or unformed units as single elements can also become shaken.

� Shock Troops: These troops are primarily melee specialists. They either have no ranged combat ability (as purely Shock) or, if they do (as double-armed Shock/Missile), can only shoot when charging or when being charged.

� Missile Troops: These troops that prefer ranged combat over melee, either have virtually no melee capabilities and may not initiate charges vs. shock opponents (as purely Missile), or have some close combat ability (as double-armed Missile/Shock) and, although more brittle, can charge and melee like shock troops.

� Zone of Control (ZOC): This is a zone of either 3cm or 10cm around a formation, which interdicts enemy march moves. Troops may enter this zone only by tactical move, except if demoralised or withdrawing, in which case they may ignore it and retreat through it. The standard ZOC is 10cm, but

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Open Order troops (lights), single elements outside friendly ZOCs1, troops inside built-up areas, or in rout or behind uncrossable terrain, like rivers, have a lesser ZOC of 3cm. Unsupported Psiloi in good going do not benefit from any ZOC and may be attacked by any troops eligible to charge even when marching.

� Combat Zone (CZ): This is the area of 4cm, immediately in front of each element. Enemy elements within this zone or passing through it may not move freely and may not voluntarily expose their flanks or rear to it: they may only move to contact the enemy element itself, or an adjacent one, or to retreat directly away from it, or move in any direction to provide support for any adjacent friendly element, within 4cm. Fortifications and Wagons do not negate the CZ. The CZ of troops with shock capability also impedes rout, evade and break-off moves.

� Command: A Command is the main organisational structure on the table and is composed of a number of units. A Command is led by a Command Element (CE) representing a General, Sub-General or an Ally General and is part of an Army or an Army Corps. A Command’s demoralisation signals the end of its troops’ combat effectiveness and, under circumstances, it can spell defeat for the army. The structure and size of a Command may be restricted by the Army Lists.

� National Contingent: A National Contingent is a sub-Command within a larger Command that can be found in specific armies. It is composed of troops of the same nationality and is led by a CE with limited capabilities having most of the CE’s attributes like the free move, the +1 combat bonus and the effect on (its own) troop morale, but no CoPs of its own and costing 5% of the total cost of the other elements of its contingent, in addition to its own element cost. If a National Contingent becomes demoralised, the Command to which it belongs must also take a morale test counting the demoralised elements as losses, but without the additional effects of the lost CE.

� Command Points (CoP): This is the currency for relaying and executing orders. The number of CoPs determines how many actions a player’s troops can execute each round. It is the same number that determines the initiative of each Command for that round by adding a D6 die roll to the commander’s BIF [see below].

� Basic Initiative Factor - Initiative (BIF): The BIF is allocated to Command Elements (Generals, Ally Generals and Sub-Generals) before the start of the game. The BIF ranges from 0 to 3 and is crucial to the game system simulating the command ability of each commander as well as his effectiveness to relay orders and the capacity of his troops to receive them. It thus affects the total number of CoPs he can draw upon, his initiative and his command range. Securing the initiative gives a commander priority status in deciding whether to move and/or attack before or after his opponents. The initiative of each Command is determined at the beginning of each round, by adding a D6 die roll to the BIF of the respective CEs and is calculated immediately after the Command and Rally phase. CE BIFs are restricted by the Army Lists.

� Command Range: Every Command Element may control any troops under its Command to a range of 30cm, 40cm, or 50cm, depending on the ability (see above BIF) of the commander. Troops within command range move and react expending normal CoPs. Those out of Command Range may still move but at higher CoP cost, cannot be rallied, and some troops (like Inferior) may not advance.

� Demoralisation Effect (Dmr) : The Dmr, ranging from 0-4, is allocated to each CE and determines the effect on its troops’ morale if it is killed or routed.

� Demoralisation: The point at which the troops of a Command begin to lose heart due to heavy losses, friendly routs, or loss of commanders. The threshold for a demoralisation test is the same for all, but the actual break of morale depends on a variety of factors including the quality of the troops involved and that of their leadership.

� Battlefield Sectors: The wargames table is split into 12 sectors (4 width x 3 depth) with terrain features allocated to each. The sectors also facilitate defining terrain placement, troop deployments and arrival of reinforcements, reserves etc.

� Momentum and Auto-kill troops: Troops that are characterized as Momentum have the ability, under circumstances, of automatically killing enemy elements simply by defeating them in melee and following them up (overrunning them). Such are Knights, Cataphracts and Heavy or Scythed Chariots that can destroy foot troops, Impetuous Barbarians that can destroy CO foot and also

1 Except Command Elements, Elephants, Wagons, and War Engines which always have a ZOC of 10 cm.

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Elephants that can normally destroy heavier troop types and, when enraged, almost everything in their way. Other troop types like Foot Knights, Psiloi and Peltasts may automatically kill Knights and Elephants respectively, simply by defeating them.

� Rear Support: Elements that are directly behind and in contact with another element generally of the same troop type and unit (exceptions do exist in the relevant army lists), may augment its melee or shooting factor depending on the troop type. Rear support is usually of one element, but certain troop types may benefit from two, and in rare cases, three rear ranks of rear support.

� File or single file: Elements formatted one behind the other form a file. If there is no other element on either flank, it is a single file (a column of a one-element frontage) with advantages in mobility.

� Good going: Any terrain that does not affect movement, visibility or combat of troops, like flat, hard ground, is referred to as ‘open’ or ‘good going’.

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To play the game:

� Wargames table 200cm x 120-150cm divided into 12 sectors (4 width x 3 depth) � Terrain features (woods, hills, rough, buildings etc. measuring approximately 35 x 20 cm) � Normal dice (D6 = 1, 2, 3, 4, 5, 6), average dice (D4 = 2, 3, 3, 4, 4, 5) and half dice (D3 = 1, 2, 3)2 � Rulers or measuring tape in cm � Multi-coloured flag markers (optional) � Two armies, divided into Commands, with Command Elements and unit standards. A 600-combat

point army (net -not counting any BIF costs) for each opponent will usually provide for a lively battle which may end before the maximum 15 rounds allowed under the rules. This will depend on the cavalry/infantry mix and the terrain on the table (more mounted and less terrain equal faster results). It also depends on the relative qualities of each army: at 600 points, a Blemye irregular army will be huge, but an Imperial Roman one less than half its size. It is recommended that players begin at approximately 500-600 points for a full-scale battle until they become familiar with the rules, but a typical large-scale affair will require approximately 800 to 1000 points worth of troops.

+�+�+�+������,��,��,��,�������&�����&�����&�����&���� � � � � � � � � ��������All troop types are based as individual elements of the same troop type. Troops of different types may form special mixed element units that can be fielded only by specific armies. Troop elements must initially be brigaded together to form units, except Elephants, Scythed Chariots, War Engines and Wagons, which may be fielded as independent elements. Keeping elements in units is not mandatory throughout a battle, but it is highly recommended as units have advantages over unformed elements. Units are further organized into Commands led by Command Elements, which assign various combat objectives, restore combat effectiveness and rally broken troops.

+�)�+�)�+�)�+�)���������� ��� ��� ��� ������The size and composition of each unit varies between regular and irregular troops but may be restricted in some armies in accordance with the army lists. The maximum number of elements per unit is 9 for regulars and 12 for irregulars3. The absolute minimum is 2 for regulars, light troops and bodyguards and 4 for irregular troops, in accordance with the army lists. Elements as part of a unit move and fight together expending CoPs as a group and have better staying or offensive power than unformed elements or formations, through the cohesion bonus. Most troop type elements may be detached from units and fight independently if necessary, but will then have only limited fighting and staying power. Units should include an element with a standard and/or musicians and a unit leader to denote their unit

2 A D3 can easily be simulated by throwing a D6 and counting 1, 2, as a ‘1’, 3, 4, as a ‘2’ and 5, 6, as a ‘3’. 3 In case of mandatory double-depth elements (2E), like Sp/Bw combinations or Psiloi-supported elements like Sw/Ps or LCh/Ps, count rear elements as half.

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status. To maintain unit status, a unit must keep at least two thirds of its elements in side or rear contact with each other, while to maintain order (i.e. cohesion bonus) a unit (or at least 2/3 of a unit) must always maintain its front in an unbroken line. A unit at under two thirds strength loses its unit status and its constituent elements become unformed4. Detached elements may move to rejoin their parent unit at will (CoPs permitting) during the Charge and Normal Movement phase. Ad hoc elements, however, from different units, even of the same troop type, may not be reformed into a new unit. The only other reinforcement that can augment a unit is the Command Element of its own Command or that of the C-in-C.

Some armies either have mandatory Double-depth (2E) elements of different troop types or may support their Shock (hand-to-hand) troop elements with different types of troops (Combi troops of Shock or Missile types). In these cases, the Missile supports may shoot from a rear rank, while the combat and morale performance of the combined element depends on the specific army and/or period as dictated in the army lists.[see Appendices A. Special Combat Formations ii. Mixed Units]

A unit may become disordered by: moving over rough or difficult terrain, following-up or charging impetuously (out of control), being partially pushed back in a melee, being flank-charged, or sustaining damage by enemy shooting, thus losing its cohesion bonus. It may become cohesive once again (if it still has 2/3 of its original element strength) either by exiting the disordering terrain, or by repulsing its opponents and maintaining control to redress its ranks (to form an unbroken front). Otherwise, disorders are temporary and if the disordering cause ceases to exist, and there is no enemy contact, units automatically become cohesive at the end of the round. Unformed elements and formations of depleted or dispersed units have no cohesion advantages and thus can have no disordered effects. However, they may become shaken with all the punitive consequences this entails.

Troops can become shaken by enemy missile attack, by being defeated in combat, or by suffering an element killed, in which case, in addition to its losing its cohesion bonus, a formation may not be able to charge, may flee if charged or may have to fight at a disadvantage, the severity of which depends on its troop type [see 10.3.Melee Table]. Shaken results can be removed either by CE intervention (by spending CoPs), by winning a melee or successfully completing a charge against evaders or routing opponents, or, for free, by rallying back at the end of every round [see 10.8. Rallying].

Different types of units of the same Command (with a few exceptions) may move together as a group at the pace of the slowest unit. Unformed elements of a Command may move as groups only if of the same troop type [see 8.1 Group Movement].

+�+�+�+�+�+�+�+�����&&&&����'������'������'������'������ ����Units must be organized into Commands led by Command Elements – (CEs). The structure of each Command may vary from army to army and is given in detail in the accompanying HOPLON army lists. Two or more Commands are necessary to fight a medium-sized battle, with each CE having been allocated a Basic Initiative Factor (BIF) before the start of the battle.

The total number of Commands is limited by the army lists and by the size of an army. The general rule is that any army under 700 combat points (net -not counting any BIF costs) cannot have more than three own Commands, or Reliable or Cautious Ally Commands, but can have any number of Unreliable Ally Commands (note that Unreliable Commands are not very common in the Army Lists). Commands may be as large (in number of elements/units) or as small as the player wishes, but if too large, a Command it will be unwieldy to manoeuvre, if too small, too brittle in combat. A good rule-of-thumb is to have approximately 25% to 40% of the total army elements in each Command.

4 The effect of this is that larger units may sustain more losses or detach small sub-units or single elements to fight separately if necessary. In cases of detached elements, only the parent unit retains its unit status.

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Ally Commands are led by Ally Command Elements that may only command their own troops. They may be Reliable, in which case they are treated as normal troops, Cautious, in which case they may refuse to fight, or Unreliable, in which case they may even become hostile and turn against their former allies.

Reliable Commands may be fielded independently (in which case their CE will be treated as a Sub-General) or may be incorporated into a larger Command with a CE of limited capabilities, if specified as a National Contingent in the army list. If, however, this CE should be lost or routed, its own troops must take a morale test as if it were a separate Command. If the troops of the National Contingent should become demoralised, the rest of the Command must take a morale test as well, taking them into account as losses. [see National Contingent in the Rules’ Basic Features above]

Once, at the beginning of the game, each Cautious or Unreliable Ally Command must test for fidelity. If Cautious it will become unwilling on a D6 roll of 1; if Unreliable on 1 or 2. An Unwilling Command will then refuse to advance or shoot against its former enemies (although it may make moves to improve its deployment) until any enemy Command becomes demoralised, in which case it will become fully active once more. If attacked or shot at by anyone, it will declare automatically against the side that attacked it and remain firm in its commitment for the rest of the battle. If enemy troops approach an unwilling Command to within charge distance (of the troops of either side), the Command must test for reaction, even if it is in Ambush. An unwilling- Cautious Command will become fully active on a D6 die roll of 2, 3, 4, 5, or 6, but on a die roll of 1, must begin to withdraw from the battlefield. For an unwilling-Unreliable Command subtract 2 from the die roll. On the other hand, if, at any point of the battle, any friendly Command becomes demoralised before any of the enemy Commands,5 any Cautious Ally Command that has become unwilling must test for reaction and must withdraw from the battlefield on a D6 roll of 1, 2, 3, or 4, remaining in place at 5 or 6. An Unreliable Ally Command that has become unwilling, however, may even become Treacherous under the same circumstances. A Treacherous ally will withdraw from the battlefield on a D6 roll of 5, or 6, but on 1, 2, 3, or 4 will change sides and will be taken over by the opponent player.

Cautious Ally Commands cost 10% less than their normal net cost (i.e. not including BIF cost), Unreliable ones 30% less.

+���+���+���+�������&&&&����'����'����'����'������������������������������������////��������������������1111���� � � � 4�� � � 4�� � � 4�� � � 4�////���������',��'��',��'��',��'��',��'�����Command Elements. The most important operational entity on the table is the Command Element -CE. This is represented as an element of (usually) the main troop type of each army, with a leader figure, accompanied by banners, standards etc. that costs up to double the cost of its respective troop type. The cost of the CE is calculated either by doubling the full cost of its respective element or by adding to the element cost 10% (5% if a CE of a National Contingent) of the cost of the other troops of its Command, whichever is less.6 A CE constitutes a Command’s HQ and is crucial for relaying orders, rallying troops etc. CEs have a Basic Initiative Factor (BIF) ranging from 0-3 and a Demoralisation Effect (Dmr) ranging from 0-4. The BIF plus a D6 dice roll, determines the initiative of the whole Command and its CoPs available for each round. The Dmr determines the effect of the CE on its troops’ morale if it is killed or routed and varies from army to army.

CEs may move, once every round, either at the Command and Rally phase or during the Charge and Normal Movement phase, for free (no CoPs expended), at the speed of their respective troop type. Any additional movement costs accordingly.

A CE may have its own bodyguard elements, who may thus act as a full unit or, if without a bodyguard, may be attached to any formation under its command. A CE may join any friendly formation by moving into contact with any of its elements and may do so to increase that formation’s stamina. A formation, or a group of formations, with an attached CE may use the CE’s free CoP to move if it has not already been used in the Command and Rally phase. If it does so, it must move or change formation7 along with the formation it is attached to, otherwise the free move cannot be imparted. If a CE of BIF = 1, 2 or 3, is in the front rank of a unit, the entire unit will be upgraded by one morale class for as long as the 5 If both sides should each lose a Command on the same round, the test must still be taken. 6 Thus, a Knight element costing 25 points, when commanding a 120-point Command, will cost a total of 25+12 =37 points. 7 If the change of formation would make the CE lose contact

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commander remains there and is combat-capable (thus Inferior troops will react as Ordinary and they in their turn as Superior) CEs always allow interpenetrations regardless of their respective troop type and may always exchange ranks with one of the unit’s elements, but not when charging or when being charged. When part of a unit, the CE will be affected by the results of the whole unit (e.g. disordered, shaken, flee, etc.) The Commander in Chief (C-in-C) of an army may join and support any Command in addition to his own, as above, except foreign Ally Commands.

A CE may charge and fight on its own with a melee advantage of +1 (in addition to any other bonus). If, at the beginning of a round, the CE is still in combat or is lost or routed, it will not be able to add any BIF of 1 or above to the die roll and the Command will only have a D6 to determine its CoPs and Initiative. If the BIF was originally 0, the die roll will be a D3 instead of a D6.

The loss or rout of a CE is cause for morale test of its own Command or, if the CE is also the C-in-C, of the entire army [see 13. Demoralisation & Withdrawal]. On subsequent rounds, if the Command has passed its morale test successfully, the player may designate another combat-capable element with the same BIF as before minus one (even if it was originally 0). The new CE must be of the same troop type as the one lost and must not be in contact with enemy troops at that point. If no such element is unengaged, then a new CE cannot be designated until one such breaks off contact. If the same troop type is not available then the new CE must be selected from the most expensive combat-capable troop type of the Command and with a BIF of minus two or zero (whichever is less). For the entire round following the CE loss, the troops of the Command must temporarily react as Unwilling and may not voluntarily approach enemy troops (see 13. Demoralisation & Withdrawal). In case of the C-in-C being lost, this is necessary only for the Command of the CE lost, not the entire army.

A CE may evade enemy charges regardless of its troop type. However, if it does so without its troop type normally allowing evades (like LH, Ps etc.) its Command must test for morale, every time it evades, as if the CE had routed. The same will also occur if a CE attempts to break-off combat after being defeated.

A CE ‘kill’ from secondary missile shooting alone is not guaranteed. The player must roll a D6 and will suffer its CE killed on 1, 2, or 3. At 4, 5, or 6, the CE is not killed, but the Command is affected as if it were (mount is disabled or general is temporarily wounded) and must test accordingly. If it passes the test, the situation will be restored and the CE will remain in play. If it had charged or was being charged, the CE will be played in accordance with the shooting result. If the CE had “refused to obey orders” it must react accordingly, fleeing or recoiling back; if not, it must stay in place, or complete the charge, as necessary. An Elephant-mounted CE will continue out of control if the El becomes enraged, but will still be considered as a loss for morale purposes.

Command Range & Initiative. In HOPLON, movement takes place for both armies on the same round, by Command. Commands with higher initiative, for a given round, decide whether to charge or move their troops before those of their lower-initiative friends and opponents. The initiative of a Command is determined just after the Command and Rally phase, after subtracting CoPs used for rallying troops that had become shaken or were in rout.

For a formation to receive its orders normally (i.e. expend normal CoPs) it must be within Command Range, i.e. within a distance of 30cm (BIF= 0 or 1), 40cm (BIF= 2) or 50cm (BIF= 3) of its own CE. Elephant-mounted CEs have a range advantage of 10cm up to a maximum of 50cm. The line of communication must be able to trace a path around any intervening enemy formations or impassable terrain. Formations need to be in Command Range before they move, but not necessarily when they end their move. Formations out of Command Range must expend additional CoPs for each tactical or rally move they make: 1 CoP if outside the Command Range, 2 CoPs if outside twice the Command Range (i.e. troops of a CE with 30cm Command Range, will expend 1 additional CoP per move if beyond 30cm from their CE and 2 CoPs if beyond 60cm and so on). Troops of Inferior class may not charge the enemy or approach voluntarily within an enemy ZOC if out of Command Range.

Troops in rout cannot be rallied if out of Command Range.

Bodyguards. Bodyguards are special elements or units that were charged with protecting a General (CE) on the battlefield. They are only available to particular CEs (often the King, Emperor, etc.) as specified in the relevant army list. If an army has such troops these will be listed under the 'Generals' Section of an army list instead of the troop sections. Such troops must belong to the same Command as the CE they are supposed to protect, start the game in physical contact with that CE and may not voluntarily leave the Command Range of their CE. Bodyguards may make one tactical move for free on every round (including breaking-off if eligible) to move closer to their CE, at the player’s discretion.

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There are ten foot troop types, distinguished mainly by their weapons and method of fighting:

Foot Knights (FKn), Swordsmen (Sw), Spearmen (Sp), Sarissae (Ss), Peltasts (Plt) and Barbarians (Bb), that are mainly Shock and Bowmen (Bw), Psiloi (Ps), that are mainly Missile, plus Rabble (Rb) and Baggage (Bg).

Foot deploys in three basic combat orders:

i. Close Order (CO) (Foot Knights, Swordsmen, Spearmen, Sarissae, Bowmen, Barbarians, Rabble)

ii. Loose Order (LO) (Foot Knights [see relevant entry below], Peltasts, Fast troops, Bowmen [see relevant entry below], Baggage)

iii. Open Order (OO) (Psiloi)

� Foot Knights (FKn) represent heavily armed troops, like warriors that formed elite bodyguards, dismounted knights, Byzantine menavlatoi. They invariably fought with heavy swords, axes, poleaxes, halberds or heavy spears, in looser formation, requiring space to wield their weapons. In wargaming terms, they are slow moving as CO but are unaffected by rough terrain. They melee in single rank and are considered LO troops with factors of 4 vs. foot and 3 vs. mounted, and a cohesion bonus of +1. Their combat advantages are mainly against Knights, Heavy Chariots and Mass Bowmen (i.e not Bw Fx), which they destroy automatically if they defeat them. They are also destroyed automatically, however, if defeated by Elephants, in addition to mounted Momentum troops, and have the same handicap as Fast troops when defeated by foot (–1). When Heavy, their distinctive is negated only by War Engines and handguns.

� Swordsmen (Sw) represent troops that fought primarily using swords or similar hand-to-hand weapons and did not rely solely on their combat formation to beat their opponents. They were usually the elite of shock infantry being inherently flexible and thus capable of quickly adapting to rapid developments on the battlefield. They can be double-armed either with javelins or with heavy throwing weapons like the Roman pila. In wargaming terms, they have a melee factor of 3 vs. foot and 2 vs. mounted, and a cohesion bonus of +2. They may fight in two ranks when they are not charging8, or shaken, but if they do, risk losing both ranks if they suffer a kill.

� Spearmen (Sp) represent the most common form of foot troops armed with a relatively long thrusting spear that were better in defence than attack, especially against mounted opponents. In wargaming terms they have a melee factor of 3 vs. mounted and 2 vs. foot and may fight in two ranks when they are not charging9 other than Spearmen. They rely greatly on unit cohesion for effect, with a cohesion bonus of +3, (+2 if Untrained), and have a –1 melee penalty when shaken. Spearmen can destroy Knights Fast, Cavalry and Light Horse opponents only if charged by them, but if Spearmen charge such mounted troops themselves they can only cause them to flee (together with any rear ranks). All mounted and all LO foot have a –1 handicap when charging cohesive Spearmen on level good going.

� Sarissae (Ss) represent the development of the spear phalanx with the adoption of the sarissa (pike), and were the most powerful troops in a frontal engagement, especially against mounted. A pike phalanx relied almost entirely on its cohesion for effect and thus had to have well-protected flanks and rear. Difficult terrain, or heavy losses from missile weapons could prove disastrous. Sarissae are always Regular and cannot be Double-armed. In wargaming terms, they have a melee factor of 3 vs. mounted and 2 vs. foot, fight at up to three ranks deep (in some rare cases, four) and have a +3 cohesion bonus (+2 if Untrained). On the other hand, Ss are inflexible and brittle, fighting with a –2 melee penalty when shaken. Non-Professional pikemen can initiate charge or advance to provide overlap only as units, not as unformed elements, they may, however, provide overlap support to a friendly element even if this means contacting an enemy element. Like Spearmen, Ss can destroy Knights Fast, Cavalry and Light Cavalry opponents only if charged by them. If Sarissae

8 Or moving into first contact in the Normal Movement phase. 9 Same as above.

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charge such troops themselves they can only cause them to flee (including any rear supporting ranks). All opponents have a –1 handicap when fighting vs. cohesive Ss on level good going.

� Peltasts (Plt) represent troops trained to fight in loose order formation, sacrificing protection and cohesion for speed and manoeuvrability. They combine moderate hand-to-hand performance with excellent speed and adaptability to changing requirements. Plt disliked fighting against mounted troops when in good going and were thus brittle against such opponents. In wargaming terms, Plt have melee factors of 2 vs. foot and 1 vs. mounted, fight two ranks deep and have a cohesion bonus of +2 if Regular or if in rough terrain or woods, +1 if Irregular in good going. If Plt Fx, elements count 0.5 points each for scouting, and may evade CO or mainly Shock foot and all mounted like Ps. When shaken, Plt may not use rear rank support. Trained Peltasts destroy Elephants automatically if they defeat them.

� Barbarians (Bb) represent the massed tribal infantry formations that often charged impetuously against their opponents to overcome them by sheer momentum. Barbarians relied primarily on the rush of their charge to cause disorder in their opponents’ ranks and burst through, but were vulnerable themselves to losses. In wargaming terms, Barbarians can be fielded either as CO or LO foot, but are always based on larger LO bases, charge as LO and cannot be Regular. They fight with a melee factor of 2, up to three ranks deep, with +2 cohesion bonus, but have a melee penalty of –1 when shaken. They can be Impetuous-prone [see 8.2.IV. Impetuous-Prone] in which case they become momentum troops when uncontrollable. As momentum troops, as long as they are fighting at least two-ranks deep, they automatically kill CO foot elements if they defeat and follow them up in any terrain, but risk losing both ranks if a kill is scored against them. Superior Barbarians react differently to other Superior troops. They do not benefit from a +1 when defeated but have a +1 when drawing or winning against all foot.

� Bowmen (Bw) represent those troops armed primarily with missile weapons, such as bows, crossbows, or longbows, with or without a secondary melee capability. Their main aim was to destroy opponents at long range and they were often unwilling to join in a melee unless suitably armed. In wargaming terms, they move slowly as CO, but can manoeuvre and fight as LO disregarding rough terrain. They are always Vulnerable, even when Heavy, shoot with one rank of rear support, have a cohesion bonus only for shooting (+1 per target), melee without rear support, and have a melee factor of 1. If purely Missile they may only charge purely Missile opponents. If Double-armed Mass Bowmen, they also count cohesion bonus of +1 in melee and may also charge any opponents, but then may only use their second rank of shooters to support the charge and never have frontal charge priority over their opponents. Mass Bowmen are automatically killed by Foot Knights and by Lancers (Cavalry and Light Chariots) that defeat them in melee. Bowmen may attempt to break-off contact after one round of melee. When doing so they may interpenetrate any friends as Ps. Bowmen Fx, are a hybrid type that mainly represents light missile troops with more effective shooting but less mobility than Ps. They cost 3 points, count 0.5 points each for scouting, shoot in single rank with no cohesion bonus, have a target factor of one, count as half-losses, may evade all Shock foot and all mounted and are fast as Ps. Unlike Psiloi, they cannot move freely in any direction (e.g. obliquely, sideways), have Mass Bowmen shooting priority and can kill all opponents frontally.

� Psiloi (Ps) represent the various types of light skirmishing troops, performing harassment, screening and other tasks. They could be very specialised depending on their skills and weapons and their uses range from hand-to-hand combat in difficult terrain, to supporting CO infantry and harassing heavy, slow-moving opponents with missiles. In wargaming terms, Ps elements count 0.5 points each for scouting, may evade enemy charges and may inter-penetrate freely with other troop types. They have no cohesion bonus but also suffer no Disorder effects and are unaffected by terrain. If they have a Shock distinctive, they may charge anyone and have a melee factor of 1. They fight in two ranks against any in rough or difficult terrain and against Psiloi, Rabble, Baggage, Bowmen, Elephants, Scythed Chariots and War Engines in any terrain. Trained Shock Psiloi, destroy Elephants automatically if they defeat them. Purely Missile Ps have a melee factor of 0, may only charge other purely Missile troops or routers and must evade when charged. If they cannot evade (due to lack of CoPs) and have to fight, Missile Ps are automatically destroyed by any troops when defeated. All Psiloi in a defeated formation must evade after the melee (for free). Ps are never a priority target for ranged combat, even when charging, and shooters may shoot at other eligible targets in preference. When Ps are shooting on their own (i.e. without support from other types of shooters) frontally they can only kill Open Order, Fx, War Engines, or Vulnerable troops. Ps can kill any type of troops if their target is also being shot at its flanks and/or rear by themselves or any other shooter. If they cannot kill, they can neither cause routs, stop charges or cause

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Elephants to become enraged. Other results like shaken, however, apply normally. Finally, any Ps, in good going, left unsupported by friendly troops, i.e. entirely outside the friendlies’ ZOC10, are considered to have no ZOC of their own. In this case, they may be contacted on the march by any opponents eligible to charge them (except by other similarly unsupported Ps) and must test immediately for reaction before any shooting or any other movement takes place, fleeing on a D6 roll of 1 or 2. If they pass the test, they may shoot in their defence and then must evade regardless of results. If no CoPs are available for the evade they automatically flee after shooting.

� Rabble (Rb) represent inadequately trained and equipped civilians who were generally unwilling to fight, except for fanatic mobs that were enthusiastic and overly aggressive. In wargaming terms they are limited compared to normal combat infantry in every aspect and can be unreliable or difficult to control. They are based on double CO bases, are always Vulnerable, have a melee factor of 1, cannot have rear support, cannot be Regular, Professional, or Heavy and if rated as fanatics (usually Rabble S) are always Impetuous-prone, having to test when first sighting enemy troops or when shot at [see 8.2.IV. Impetuous-Prone]. When shaken they have a –1 melee penalty.

� Baggage (Bg) are not strictly foot troops, but are represented by lightly defended elements of baggage train, or entire camps that accompanied most armies. In some cases, the baggage train can be protected by a palisade or a ditch or even Wagons or can even form an entire camp. In wargaming terms Baggage elements have a melee factor of 2, they can never attack or move (unless specified as mobile in the army lists) and are captured if forced to recoil, but can draw enemy troops away from the battle.

Foot combat formations may be deployed in line abreast, but there are three combat formations that different troop types can also adopt.

i. In single file, with advantages in mobility (wheeling, turning etc.)

ii. In depth, of two to three elements deep (exceptionally up to four), depending on troop type, with advantages in combat. More depth does not add to their combat ability but penalizes them as a target for enemy shooting.

iii. Shieldwall with advantages in defence, available to a few types only [see Appendix A].

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There are eleven mounted troop types distinguished mainly by their weapons and method of fighting: Cavalry (Cv), Knights (Kn), Cataphracts (Cat), Heavy Chariot (HCh), Camelry (Cm), Elephants (El), Light Horse (LH), Light Camelry (LCm), Light Chariot (LCh), Scythed Chariots (SCh), and Wagons (Wg).

Mounted deploy in three basic combat orders:

i. Close Order (CO) (Cataphracts, Wagons)

ii. Loose Order (LO) (Knights, Cavalry, Camelry, Chariots, Elephants)

iii. Open Order (OO) (Light Horse, Light Camelry)

� Cavalry (Cv) is the main type of mounted horse troops armed with a variety of weapons like lances, spears, javelins, bows etc. In wargaming terms, Cv elements count 1 point each for scouting (2 if Fx), they can fight in two ranks and are relatively flexible to manoeuvre, even if Irregular. They have a melee factor of 2, a +1 cohesion bonus, but a –1 melee penalty when shaken. Lancer Cv must be specified as such because they destroy Bowmen automatically and non-lancer Cv and LH have a –1 handicap when fighting against them. Cv may always evade El, SCh and when not engaged, may evade foot charging its flank or rear. If Cv Fx, they may evade Kn, Cat, HCh, mainly Shk Cv and all foot like LH. All Cv may break off combat at the beginning of a round.

� Knights (Kn) represent heavily-armed and armoured cavalry on massive horses that excelled primarily in the charge. In wargaming terms, Kn elements count 1 point each for scouting, they charge at the gallop, like Fast troops, have a melee factor of 3, a cohesion bonus of +1, can fight in two ranks when not shaken, and are momentum troops, destroying any foot troops they defeat and follow-up. However, they are automatically destroyed when forced to recoil and followed-up in

10 If any part of their formation is within a ZOC then the entire formation is considered to be supported

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rough or difficult terrain or on any terrain by Elephants or Foot Knights. Knights may disorder certain types of foot troops when they charge them in good going. Knights can be Impetuous-prone [see 8.2.IV. Impetuous-Prone]. When attacking impetuously, Knights benefit from a +1 melee bonus during the initial contact, but only if there are no other disordering causes (as from shooting, terrain etc.). Knights Fast may evade Elephants, Scythed Chariots and foot charging their flank or rear. Knights may also break off combat at the beginning of a round at will.

� Cataphracts (Cat) represent heavily armoured cavalry, in dense formation, mostly encountered in the East, with emphasis placed on protection against missiles. They were slow-moving, did not charge at the gallop and used a variety of weapons from lances to maces. They were especially effective when used in conjunction with mounted archery. In wargaming terms, they must always be Heavy, even when Fast, have a melee factor of 2, fight in two ranks against foot, have a cohesion bonus of +2 and always benefit from a +1 bonus when defeated in melee by any except Elephants (the bonus of +1 applies to all types of Cat but not in addition to the +1 bonus of Superior Cat). Also, they are momentum troops destroying any foot they push back to the depth of their 3cm base when advancing (i.e. if they follow-up). Cat are automatically destroyed by Elephants (and cannot benefit from the +1 bonus) when defeated and also when forced to recoil and followed-up over rough or difficult terrain. Cat Fast have a charge move bonus of 2.5cm.

� Heavy Chariots (HCh) represent chariots that used more than two horses and a heavier chariot frame, relying on shock of impact to defeat other lesser chariots and infantry. Needing good going to operate, they were disadvantaged by more flexible and more manoeuvrable troops. In wargaming terms, HCh have a melee factor of 3, a cohesion bonus of +1, cannot have rear support and are momentum troops destroying any foot they defeat and follow-up, but they are automatically destroyed by Elephants or Foot Knights and have a –1 melee penalty when shaken. Heavy Chariots may also disorder certain types of foot troops when they charge them in good going. HCh, can be Imp [see 8.2.IV. Impetuous-Prone] and, when attacking impetuously, HCh benefit from a +1 melee bonus during the initial contact only if no other disordering causes apply (as from shooting, terrain etc.). If their crew includes missilemen, they can shoot all-round with no angle limitations and at all times, regardless of their role. Their Heavy distinctive is only negated by War Engines and handguns.

� Camelry (Cm) is as cavalry, but slower-moving. Their main advantage lay in strategic terms, due to the inherent stamina of camels over arid and sandy terrain (to be taken into account in campaigns). In tactical use Camelry was more effective against horse troops since camels tended to scare non Camel-proof horses. In wargaming terms, Camelry elements count 1 point each for scouting, they have a melee factor of 2, cannot have rear support and have a –1 melee penalty when shaken. Non Camel-proof enemy horse troops cannot provide overlap or rear support and react as shaken if in the charge reach of Camelry, fleeing for one round if due only to this cause. Friendly horse troops, likewise, may not provide overlap support for them, unless Camel-proof. Camelry may also break-off combat at the beginning of a round at will.

� Elephants (El) elements include both beast and crews. The latter range from the unprotected crews sitting on the back of the beast, to those in howdah towers. Elephants were relatively resilient and particularly effective against cavalry, but were vulnerable to missile attack and light infantry troops that could literally maim them if they were left unprotected. Their main disadvantage lay in their unreliable reaction when hurt, which made them equally dangerous to friend and foe. In wargaming terms, they have no morale distinctive, they do not need to be formed into units, cannot be Regular, have a melee factor of 5 and cannot have rear support. Elephants may move and charge as a group even at 4cm apart and they never become shaken. If their crew includes missilemen, the Elephant element becomes double-armed and can shoot all-round with no angle limitations and at all times, regardless if its main function is Shock. Non Elephant-proof horse troops within an Elephant’s charge reach react as shaken, fleeing only for one round if shaken is due to this cause alone, and cannot provide overlap or rear support against them. Friendly horse troops, likewise, unless Elephant-proof, may not provide overlap support. Elephants may also disorder certain types of foot troops when they charge [see 10.1. Charge Reaction]. Elephants are automatically killed if defeated by trained Shock Psiloi or Peltasts, but they in turn destroy any Foot Knights, non-Fast Knights, Cataphracts, Chariots or Wagons they push back in normal combat. Elephants can be shot overhead of all other –than Elephant– troops, only by the main shooter (i.e. without flank support) with a handicap of -1, regardless of shooting priorities, unless charges are involved. The first time they sustain a kill from missile shooting other than from War Engines, they must dice for the result. They are killed on a D6 roll of 5 or 6 or become uncontrollable at 1, 2, 3, 4. When uncontrollable, Elephant crews are incapacitated, and the beasts themselves turn in a

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random direction [see 9.3. Shooting Mechanics-Effects] charging anyone (friend or foe) they meet in their path. They move at 10cm per bound, and automatically kill any element they push back except Psiloi, foot Fx, and other Elephants. If they sustain any kill (i.e. at 10 or above) from War Engines they are eliminated. Elephants may be classed as Pro as a missile platform Msl/Shk or in melee Shk/Msl. The former refers to the crew, the latter to the beast itself. So, a large, war-trained Elephant with a full crew of missilemen would be Pro2. The Elephant Heavy distinctive is only negated by War Engines and handguns not by other weapons.

� Light Horse (LH) represents the speedy, usually light-armed and lighter-armoured cavalry that performed a multitude of tasks, like scouting, screening, missile support, raiding etc. Their main function was to harass enemy troops and their weapons were strongly biased towards ranged combat, but light horsemen were often expected to come to grips with their opponents when the opportunity arose. In wargaming terms, LH elements count 3 points for scouting, can evade charges, have a melee factor of 2, and if Shock, can fight in two ranks against any mounted troops in rough terrain and against Psiloi, Light Horse, Bowmen, War Engines, Rabble and Baggage in rough and good going. However, shaken LH may not use any rear support. Purely Missile Light Horse may not charge any but purely Missile troops or routers and must evade if charged by any Shock opponents. If purely Missile LH cannot evade and are forced to fight they must rout automatically if defeated. All other Light Horse formations must break-off (at no cost) if defeated in melee. Light Horse may also break-off combat at the beginning of a round at will.

� Light Camelry (LCm) were essentially as Light Horse above, but slower moving and with emphasis on missile weapons. In wargaming terms, LCm elements count 3 points each for scouting, and enemy horse troops react as against Camelry above. In melee, Light Camelry have a melee factor of 2 vs. mounted and 1 vs. foot, and cannot have rear support. Otherwise treat as Light Horse.

� Light Chariots (LCh) represents the lighter types of chariots that were usually used to transport missile troops with limited shock capability, but also the somewhat heavier types that were a precursor to the Heavy Chariots (HCh) mentioned above, usually specified as Lancer Light Chariots. In wargaming terms, LCh fight at a disadvantage against HCh and usually lack the ability to break up dense infantry formations. LCh elements count 1 point each for scouting, have a melee factor of 2, cannot have rear support, have a +1 cohesion bonus and no additional melee penalty when shaken, but can evade any foot or Heavy Chariots charging them and primarily Missile Light Chariots may evade all. However, they are automatically destroyed by Elephants and any primarily Missile Light Chariot formation defeated must break-off. Lancer LCh destroy Mass Bowmen (i.e. not Bw Fx) automatically and non lance-armed LCh have a –1 handicap when facing Lancer LCh. If chariot crews include missilemen, these can shoot all-round with no angle limitations and at all times, regardless of their role. Light Chariots may also break-off combat at the beginning of a round at will.

� Scythed Chariots (SCh) represents chariots equipped with scythes used by a number of eastern armies to break-up dense enemy foot formations. In wargaming terms, they are single-use Heavy Chariots with no morale distinctive, that do not need to be formed into units, and manoeuvre like normal chariots only as long as they are outside enemy ZOCs. When they charge or are within an enemy ZOC they may only go straight ahead in the direction they were already pointing at. When advancing (charging, following-up, pursuing) –in good going– against any opponents, except Elephants and Wagons, they have a +2 melee bonus for the scythes. When charging foot troops (except Psiloi, Plt Fx) in good going, they may cause disorder before contact [see 10.1. Charge Reaction]. They also do not count enemy or friendly overlaps or flank attacks, except by Psiloi and Peltast Fx, and, otherwise, fight as Heavy Chariots without cohesion or shaken modifiers, destroying all CO enemy elements they defeat and follow-up to the depth of their base (5cm). SCh fight normally against LO troops, while OO troops may simply allow them to pass through without effect. SCh are automatically killed if defeated by any. If they sustain a kill result from missile fire, they react like Elephants and have to dice for their direction, attacking anyone, friend or foe whom they meet. Certain Regular, CO troop types may open ranks to allow them to pass through without effect [see Army Lists] without fighting. In this case, the CO formation that is attempting this throws a D6. At 1, the Scythed Chariot makes one additional full move, passes through and destroys any elements it encounters; at 2, it passes through destroying only the element(s) fighting and exits out the back; at 3, 4, 5, 6, it passes through without effect and exits out the back continuing on the same course until it exits the table. If it encounters further troops behind, it attacks them immediately. Scythed Chariots are considered expendable and do not count as losses towards demoralisation of a Command.

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� Wagons (Wg) represents mobile or stationary wagons that were used as temporary fortifications (wagon laager) by a number of nomadic peoples, or mobile shooting strongpoints (war wagons) used more often in the Middle Ages. In wargaming terms, they have no morale distinctive, they can be used as mobile or stationary fortifications (depending on the army list) being strictly defensive and do not need to be formed into units. They may not charge, but, if mobile, may move only when outside a known enemy ZOC. Wagons are well protected against missiles providing cover to their occupants and their opponents cannot count overlaps, cohesion bonus, or rear support against them in melee. Their missile crews may shoot all round and in any two directions simultaneously (of the player’s choosing). Wagons cannot be killed by Secondary missile shooting alone but become shaken by a kill result instead. They may be killed normally by missile shooting from Bowmen or War Engines. Mounted, other than Elephants, may not charge Wagons, but Wagons are automatically destroyed if defeated by any foot or Elephants.

Mounted combat formations may be deployed in line abreast, but there are four combat formations that different troop types can also adopt.

i. In single file, with advantages in mobility (wheeling, turning etc.)

ii. In-Depth of up to two elements deep, with advantages in melee. Additional depth does not add to their combat ability but only penalizes them as a target.

iii. Wedge with advantages in both mobility and combat, available to a few types only.

iv. Skythian with advantages in skirmishing, available to a few select horse archers only.

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There are two categories of War Engines:

� Field WE (stone or dart-throwing ballistae) which can be Fast, Light, or Heavy.

� Siege WE (onagers, trebuchets etc.) used mostly in sieges or against stationary targets.

When shot at by War Engines, all troop types have a target factor of ‘1’ and their Heavy distinctive is negated.

Field WE shoot effectively against all targets with a basic attack factor of ‘1’ if Fast/Light, or ’2’ if Heavy. Siege WE are effective mostly against stationary targets, like fortifications with an attack factor of ‘2’, but shoot at other targets at only ‘1’.

War Engines do not need to be formed into units, and cannot attack, recoil or rout: if their crews are forced to fight in melee and are pushed back the element is destroyed and if their Command is Demoralised or Withdrawing they must be abandoned to the enemy.

All WE must deploy outside known enemy ZOCs. Heavy and Siege WE may move only until they are emplaced. Once emplaced, they may never move again for the duration of the battle except to pivot to acquire a different target, but as this constitutes movement and they will not be allowed to shoot on the same round that they moved. Light WE may move but then may not shoot on the same round. Fast WE may move and shoot on the same round at -1 as can Light WE that have pivoted.

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5������&�� ��6���!� ����� +� *�� ��3��NOTE 1: A suggested distinction may be for Superior Barbarians to be 4 figures to a base, and Ordinary or Inferior, 3. The same could apply to Foot Knights. Fx troops may be either 2 or 3 as the players prefer. NOTE 2: Based on a double Close Order base of 2 x 1.5cm depth, NOTE 3: Baggage elements can depict supply-carrying carts etc, with or without armed guards. NOTE 3: Double-depth elements are 4cm x 4cm if foot, 4cm x 6cm if mounted. NOTE 4: Heavy and Scythed Chariots 5cm, Light Chariots 4cm, Wagons up to 8cm depth. NOTE 5: If Fast WE on a cart needs draught animals, place these on a separate base to simulate movement.

��+���+���+���+�����������������������������,,,,������������'''' �� �&� 4�� �� �&� 4�� �� �&� 4�� �� �&� 4������All troop types are distinguished by mandatory characteristics: as Superior, Ordinary, or Inferior (overall self-confidence/motivation/quality), as Regular, or Irregular (training status) and as Shock and/or Missile (combat role or function). But also by non-mandatory characteristics: as Professional, or Untrained (level of training and experience); Heavy, or Vulnerable (protection against missiles), and as Fast, Cmproof, Elproof (specialised abilities), the default in these cases being ‘average’ or ‘non-specialised’.

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� Superior (S) troops represent troops that benefited from a combination of better than average morale, esprit-de-corps and equipment. They would be more reliable than the average soldier and better equipped to survive in combat. In wargaming terms, most Superior troops have a +1 advantage when defeated in a melee (except Barbarians who get a +1 when drawing against CO foot), are very reliable when charging or standing to receive charge and have greater stamina, being able to sustain more casualties.

� Ordinary (O) troops represent the averagely equipped and motivated soldier. In wargaming terms they have no particular disadvantages or advantages and can, depending on troop type, be more cost-effective than their Superior counterparts.

� Inferior (I) troops represent the poorly motivated troops that in some cases made up the bulk of huge armies. They cannot always be relied upon to stay and fight when things are not going well, but they are very cheap in points and when the battle is favourable they provide a useful support for the better troops. In wargaming terms, they are more brittle to losses sustained from shooting or melee, they weaken a Command’s overall stamina, and they may rout automatically when faced with fleeing friendly troops, when ambushed, when trying to rally back, when shot in the flank/rear, or when called to withdraw.

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� Regular or Irregular (Reg or Irr) Troops must be classed as either Regular or Irregular. Regular troops were those that had received substantial training and drill in their nation’s preferred way of waging war, not solely as individuals, but as part of a structured command system. As such, organized into tactical units, they would be capable of carrying out orders through the chain of

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command, regardless of their priorities as individuals. In wargaming terms, Regular units are better able to manoeuvre, rally from shaken status and operate with lower CoP expenditure than Irregular troops. In combat, some Regular units benefit more from their unit cohesion than Irregulars, but may also be more vulnerable if cohesion is lost. Some types of Irregular foot, Knights and Heavy Chariots are less capable of tactical manoeuvres, must expend extra CoPs when they do, and may be prone to uncontrolled follow-ups, but are cheaper and generally equally effective as regulars in the initial clash.

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� Shock-Missile (Shk-Msl) Troops must be classed as either Shock or Missile or both if double-armed, as Shock/Missile or Missile/Shock. The double-armed distinctive denotes troops that used a primary and a secondary weapon, which also determined their function and performance on the battlefield11. Primarily missile troops -Msl/Shk- are less reliable for charging or standing to receive charge, reacting as troops of a lower class when charges and melees are involved, but may shoot at all times. Primarily shock troops -Shk/Msl- are better suited for close combat, but can only use their missiles for support shooting in support of or against charges12. Purely Missile troops use their cohesion bonus only in shooting and are not allowed to charge or counter-charge certain troop types.

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� Professional (Pro1 or Pro2) denotes experienced troops that considered war as their main or sole occupation. They are either of a purely warrior class or expertly trained full-time soldiers and could -although not necessarily- be employed as mercenaries. As soldiers they were very skilled in their tasks and would be expected to perform their duties far more expertly than other troops, although they need not necessarily be enthusiastic or heroic. Such examples would be Alexander’s Macedonian army, the Imperial Roman armies, and Mongol armies, which can be fielded almost entirely as Pro. Also, most horse archer armies would field mainly Pro Light Horse troops and most feudal armies would be based around a core of Pro knights. In wargaming terms, their main advantage lies in their ability to voluntarily continue the same move of the previous round or react to enemy actions on their own initiative without CoPs. In combat, Professionals add a +1 bonus, per element, either to their shooting or melee factors, if Pro1 (whichever function is the primary one), or to both, shooting and melee, if Pro2.

� Untrained (U) represent troops that were hastily assembled without being adequately trained for battle, but without necessarily being badly motivated. In wargaming terms, they are difficult to manoeuvre, foot types may not become detached from their unit to attack a different opponent13, they have a maximum cohesion bonus of up to +2 and have a –1 modifier in melee when losing or drawing (even if Superior), and a –1 modifier when shooting (per target), plus they have to shoot at any eligible target at all times. Also, when trying to rally back they may rout. They may be Superior, Ordinary or Inferior for morale purposes, the Inferior distinctive affecting only the morale of the unit not their combat performance.

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� Heavy (H) This is a distinctive which denotes troops that had a superior level of protection due to their better armour or armour of their mounts or large, portable shields. In wargaming terms they benefit from a +1 defence factor per element when shot at by some missile weapons. Except for Elephants, Chariots and Foot Knights, this advantage is negated by heavier missile weapons like crossbows, longbows and slings and is negated for all by War Engines and any gunpowder weapons.

� Vulnerable (V) is a special distinctive for shieldless, dense formation troop types that presented a good target to missiles. Vulnerable troops have two effects: a) they are limited to a Defence Factor

11 For example: Nikephorian Byzantine troops classed as Cavalry (Shk/Msl) are primarily a shock type with a secondary missile capability. Early Sassanid noble Cavalry (Msl/Shk) are primarily a missile type with a secondary shock capability. 12 Except Double-armed crews of Elephants, Chariots, Wagons, and 2E elements with Bowmen which can shoot at any time. 13 They may, however, detach themselves to attack flanks etc. of the same opponent(s) their unit is engaged with.

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of ‘1’, regardless of their troop type, and b) for every V formation being shot, the shooters have a bonus of +2, which is not negated even if the target is also Heavy (e.g. protected archers).

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� Fast (F or Fx) F denotes troops capable, of moving faster than the troop type from which they are derived (Cat, Kn, LH, Ss, Sp, Sw, Bb, FKn) and, if foot, operating in rougher terrain. Fx denotes Missile or Missile/Shock Cv, Plt or Bw, that through training, formation, or equipment adopted more flexible tactics than their non-Fast counterparts, evading heavier opponents and preferring stand-off tactics to shock. Cv Fx can evade Cat, HCh, Kn, all Shock Cv and all foot opponents as LH; Plt and Bw Fx can move as Fast foot, may evade all Shock foot and all mounted, but neither may manoeuvre as freely (like moving sideways) as LH or Psiloi. All Fx can shoot multiple times as light troops and Bw Fx benefit in shooting priority as Bowmen. Fast troops are considered Loose Order troops and may be Inferior, Ordinary or Superior. The flexibility and speed of Fast troops could be partially offset by lighter armour, which made them more vulnerable to missiles or melee. In wargaming terms, all Fast, except LH and Fx types, count a handicap of +1 per target for the shooter when shot at. All Fast, including Fx, also count -1 when losing in melee, even if Superior, in which case the +1 and the -1 cancel each other out. Also, Fast and Untrained troops or Fast Foot Knights will only count one -1 handicap not both; if both Fast and Professional, they will count both modifiers, the Pro bonus never being negated.����

� Impetuous-prone (Imp): Troop types specified as such may become uncontrollable through lack of discipline and/or battle rage when first sighting the enemy (even if in ambush) or when shot at. When uncontrollable, unless their commander can bring them under control by expending CoPs, they must make full moves -at no cost- to attack the enemy that caused them to become impetuous, or the one closest, disregarding most priorities. In the case of Imp Knights and Imp Heavy Chariots, an uncontrolled attack benefits from a +1 melee bonus in the initial contact [see 8.2.IV. Impetuous-Prone]. In the case of Imp Barbarians, these become momentum troops with auto-kill against CO troops when fighting at least two-deep. Elephants and Scythed Chariots can also become uncontrollable but are not considered Imp and are treated separately in their relevant sections.

� Elephant proof (Elproof) and/or Camel proof (Cmproof) is a special classification for those horses that have received special training to be able to move and fight around elephants and camels respectively. The cost of 1 point for each, is cumulative.����

� Hoplite (Hpl) is a special classification for Spearmen that have the ability to both charge on the run and use a second rank when charging, making them an offensive troop type.����

� Roman legionnaires (LgM or LgC) is a special classification for Republican Roman -Manipular- (LgM) or Imperial Roman -Cohortal- (LgC) infantry to rally from shaken either by exchanging units, for the former, or ranks, for the latter, whilst in combat.����

� Wedge (W) is a special classification for cavalry that has the ability to concentrate its attack on a very small front, with advantages against solid enemy formations.����

� Skythian (Sk) is a special classification for light horse archers that adopted a harassment formation with limited hitting power but greater survivability.����

� Shieldwall (ShW) is a special classification for heavy infantry that adopted a defensive formation, suitable in stopping more powerful opponents, or against opponents strong in ranged weapons.����

� Mixed Units (Combi or 2E) is a special classification for troops that either fought in double ranks or closely cooperated with other troop types different than their own. They are differentiated as Combined or Double-depth elements.

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If there is no scenario for a battle, the rules provide a fairly comprehensive costing system to allow a balanced game. Each element of a troop type has its combat value expressed in points [see Table below]. The total cost of each Command is calculated by adding up all the individual points of its elements plus the cost of its CE, which is either double the cost of its respective element or the cost of its own element plus 10% of the cost of the other troops in its Command, whichever is less (as in the Sarmatian example below). If the CE has a BIF other than ‘0’ the cost of its Command will also be increased by a percentage equal to its BIF x 10, rounded up.

If it is a Cautious Ally, subtract 10% from the total and if an Unreliable Ally subtract 30%. The cost premiums or reductions are cumulative (i.e. an Unreliable Command with a CE BIF=2, would cost plus 20% minus 30% = - 10%) Command Cost Examples

A New Kingdom Egyptian Command (Division Ptah) of 1250 BC will cost:

Chariots: 9 x Reg LCh S, Pro1, H, Msl/Shk Bow]………………. 9 x 17 p 153 p Chariot runners: 9 x Reg Ps S, Combi, Msl/Shk [Jav]………….. 9 x 7 p 63 p Kepesh men: 3 x Reg FKn O, F, Shk…………………………….. 3 x 8 p 24 p Shock foot: 12 x Reg Sw O, U, Shk/Msl [Jav]…………………… 12 x 6 p 72 p Archers: 12 x Reg Bw O, H, Msl/Shk [Bow]……………………... 12 x 9 p 108 p Sub-General (LCh, as above, doubled + Ps)…………………….. 1 x 41 p 41 p 461 p A BIF of 1 for the CE would increase the total cost by 10% to: 461 + 46 = 507 points

An Imperial Roman Command (1 Legion) of 69 AD will cost:

1 Legio: 21 x Reg Sw O, Pro2, H, Shk/Msl [Pilum], LgC…….….. 21 x 15 p 315 p Cavalry: 2 x Reg Cv O, Fx, Msl/Shk [Jav]………………………….. 2 x 11 p 22 p Sub-General (Sw as above, doubled)……………………………… 1 x 30 p 30 p 367 p A BIF of 2 for the CE would increase the total cost by 20% to: 367 + 73 = 440 points

A Sarmatian Cautious Ally Command of 105 AD will cost:

Lancers: 6 x Irr Kn O, F, Pro1, Shk/Msl [Bow]…………………….. 6 x 17 p 102 p Horse Archers: 4 x Irr LH O, F, Msl, [Bow] ………………………… 4 x 7 p 28 p Sub-General (as Kn) reduced CE cost due to small Command… 1 x 30 p 30 p 160 p A BIF of 1 adds 10% cost to the Command, but the Cautious Ally status decreases the cost by 10% so they cancel themselves out: Final cost 160 points

A Late Imperial Roman Command (2 Legions) of 360 AD will cost:

Legiones: 8 x Reg Sw O, Pro1, H, Shk/Msl ½ [Bow] ½ [Jav]…… 4 x 12 p 4 x 13 p } 100 p

Auxilia: 6 x Reg Plt O, Pro1, Shk/Msl [Bow].................................. 6 x 10 p 60 p Vexilatio: 6 x Reg Cv O, Shk/Msl [Jav]…………………………….. 6 x 10 p 60 p Sub-General (as Sw)…………………………………………………. 1 x 24 p 24 p 244 p A BIF of 1 would increase the total cost by 10% to: 244 +25 = 269 points

An Early Sassanid Command of 330 AD will cost:

Nobles: 11 x Irr Cv S, Fx, H, Msl/Shk [Bow], Elproof……………... 11 x 15 p 165 p Light Horse: 4 x Irr LH O, F, Msl/Shk [Bow], Elproof………........... 4 x 10 p 40 p Slingers: 6 x Irr Ps O, Msl [Sling]……………………………………. 6 x 2 p 12 p Sub-General (as Cv)…………………………………………………. 1 x 30 p 30 p 247 p A BIF of 1 would increase its total cost by 10% to: 247 +25 = 272 points

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NOTE 1. Minimum cost for any troop type is 0.5 point. NOTE 2. The Regular cost of mounted that are also Pro costs one point less. NOTE 3. The Heavy bonus of Elephants, Chariots, and Foot Knights and the Pro bonus of War Engines cost double their normal cost. NOTE 4. Pro1 refers to single-armed troops or troops that only count their Pro bonus for their main combat role (Shock or Missile) and cost 3 points extra; Pro2 refers to double-armed troops that count their Pro bonus in both combat roles and cost 5 points extra. NOTE 5. CO or LO troops that have only a single shot with hand-hurled weapons (pila, javelins etc.) cost 1 point extra. Any troops with multiple shot capability like archers, slingers, Fx etc. cost 2 points. Any (like chariot or elephant crews) that have all-round shooting ability +3 points. NOTE 6. The cost for having Elephant-proof and Camel-proof horses is cumulative. NOTE 7. When calculating the combined cost of 2E elements, all the distinctives that are common to both troop types, like training (Reg), level of training (Pro-U), and function (Double-armed), or formation (Wedge etc.), are accounted for only once, for the most expensive element of the two. The second element simply adds its basic element cost plus any distinctive applicable to itself, like Heavy. Finally, subtract 2 points from the total.

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1. Designate Commands. Players start the game by designating their Commands, calculating the army points' value (optional for a balanced game) and designating the CE of one of them as the Commander-in-Chief. They also calculate demoralisation levels for each Command (2/3 of elements) and Scouting Capacity [see below].

2. Determine type of engagement – Scouting Advantage. The players must then determine the type of battle: Meeting engagement or Set battle. This shall be determined through the Scouting Advantage (ranging from 0 to +2) by adding an average (D4) dice throw to the Scouting Capacity of each army for the specific engagement. If the Scouting Advantage scores are equal or within 1 point of each other, the engagement will be a meeting engagement with both armies entering the table one Command at a time, by order of initiative. If one is greater than the other by more than 1 point, it will be a set battle with the one with the highest score, the ‘initiative player’, deciding whether to deploy before or after the ‘outscouted player’. The player who deploys first, will have to deploy his entire army first, but will have more terrain points to spend and the possibility of setting ambushes, while the second will deploy as in a meeting engagement, one Command at a time.

To determine the Scouting Capacity of each army, players calculate their armies’ scouting capacity by adding 3 points for every Light Horse or Light Camelry element, 2 points for every Cavalry Fx element, 1 point for every Knight, Cavalry, Light Chariot or Camelry element and ½ point for every Psiloi or foot Fx element. Also, the C-in-Cs’ BIF augments the Scouting Capacity by a factor of BIF x 10 (i.e. if an army has 56 scouting points and its C-in-C is a BIF = 2, the total Scouting Capacity will be 56 + 20 = 76 points.)

If the Scouting Capacity totals are within 10% of each other, both sides will have a Scouting Advantage of ‘0’; if one is 10% or greater than the other, its army will have a Scouting Advantage of +1; if the difference is 50% or greater, it will have a Scouting Advantage of +2.

3. Allocate the number of terrain features. When the type of engagement has been determined, players decide on terrain features for the battlefield. All terrain features have a cost in terrain points (see 6.Terrain Table) and each player is allocated 12, 14, or 16 terrain points14. Terrain features on the table may not exceed 12 in total, 6 for each player. Terrain features may be placed at up to two per sector by each player. Open spaces (of up to half a sector) can also be 'purchased' by using points. A player may place a terrain feature in a sector already chosen before, but not in a sector chosen by his opponent, the only exception being sectors which have only a single open space (and are only half-covered by an opponent) and roads15. Roads do not constitute terrain features for the above limits and can be placed on any open space friendly or not. When placed they must lead from one table edge to another or from one table edge to a town or another road. As such, they may end up serving both opponents.

The two opponents place their terrain features, up to two at a time, in three successive bouts and they must roll a D6 for their exact placement in each sector16 (except roads and open spaces which are placed where the player chooses) as follows:

A score of : ‘6’, places the feature anywhere in the sector; ‘5’, in the front-half left; ‘4’, in the front-half right; ‘3’, in the rear-half right; ‘2’, in the rear-half left; ‘1’, the feature is lost along with its points17, but the player may try again in the same sector.

In set battles, the player who deploys first (or defending), has the right to start terrain placement first and places up to two terrain features on any of the eight sectors on his side of the table. Then, his

14 In set battles, the one to deploy first has 16 points, the second, 12 points. In meeting engagements, both have 14 points. 15 So, if a player wishes to secure an entire sector as an open space, he must place two open spaces in the sector. 16 If in placing two features in the same sector, their placement coincides, place the second adjacent to the first at will, but within the sector chosen. 17 If the lost feature was in the central sector, only the feature’s points are lost, not the extra 5 points.

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23

(attacking) opponent does the same from his side. In case of a meeting engagement the opposing players can determine the order of terrain allocation by dicing, the one scoring highest being the ‘initiative player’. The two players repeat the process for the second bout and finally, the first player places his two last features anywhere on the table (on any of the twelve sectors) followed by the last two of the second player [see example below].

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Any terrain feature other than road or open space (e.g. hills, swamps, woods) placed in the two central sectors (shaded area in the sketch below) has its cost increased by 5 points18. Towns may never be placed in central sectors and must be placed within 10cm of a table edge. Rivers are an exception: rivers running across the wargames table can only be included in scenario-driven games19 or by common agreement of the two players. In non-scenario games, rivers may only be placed in the flank sectors, at any depth, running along the side of the table.

4. Test for fidelity of Cautious and/or Unreliable Allies. [see 2.2. Commands]

5. Deploy forces. Both sides then throw a D6 for each of their Commands -added to the Basic Initiative Factor (BIF)- to determine their initiative for deployment. In the case of equal total scores, the initiative lies with the highest BIF. If these are equal as well, the advantage lies with the BIF of the C-in-C. If these are equal as well, then the Commands in question may simply dice to determine their initiative for that round (highest wins).

a. In a meeting engagement, both players deploy their troops (or mark any Outflanks), one Command at a time, in Deployment Mode [see 5.1. Deployment Mode], with the order of deployment determined by the respective initiative of each Command for that round (i.e. the Commands with the higher initiative always choose whether to deploy first or not). No hidden troops are allowed.

b. In a set battle, the army to deploy first (or defending) must deploy all its forces (or mark any Outflanks), up to 40 cm from its own table edge (30cm for smaller tables), but may also place hidden troops in ambush ahead of the main body, at up to the middle of the table. Troops in ambush can only consist of Loose (LO) or Open Order (OO) troops [see 5.3. Ambushes]. The opponent deploying second (or attacking) must then enter the table (or mark any Outflanks) in Deployment Mode, one

18 If the terrain feature is lost due to a die roll of ‘1’, only the terrain cost is subtracted from the total available to the player, not the extra 5 points. 19 Rivers -and bridges or fords over them- determine the type of engagement to such an extent that they should not be part of any simplified costing system.

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Command at a time. Any stratagems must be noted for each Command before the battle commences [see 13. Demoralisation & Withdrawal].

� � � ��������� � � � ��� &����� &����� &����� &���������&����������&����������&����������&������������&�� �&�� �&�� �&�� �����' 4�������' 4�������' 4�������' 4�����������

1. Draw strategic map. The square strategic map drawn should be split into sixteen (4x4) battle sectors, each of which is further split into 4 segments. Each battle sector represents a wargames table. Both opponents should have identical map copies and they should choose a point of entry at opposite ends of the map. If the game is scenario-driven, the games master or the players themselves may determine the general geographical characteristics of each sector in accordance with the prevailing terrain according to the historical background/scenario briefing. This will depend on whether there is an invader, in which case most of the prevailing terrain would be that of the player being invaded. This can be in the form of a general description: steppe, rocky, desert, hilly, wooded, wetlands, with provision for any sea coast, rivers, with crossing points, built-up areas, strong-points etc. The actual allocation of terrain features for any specific battle sector, where the opponents will meet, must follow these general guidelines and must have the maximum allowable terrain types of one player, as specified by the Terrain Table below in section 6. Thus, a hilly battle sector terrain must have at least four hills; a swampy or wooded terrain at least three swamps or woods and a sector with a built-up area, one town or fort. Their exact placement would follow the method described above.

2. Designate Commands. The two players must then designate Commands and allocate units to each, but must also specify their exact marching order necessary for their deployment for battle.

3. Determine Scouting Capacity. [See Scouting Advantage above]

4. Make strategic moves on the map. Each player may secretly move his main force on the map, one segment at a time (diagonal moves are only allowed from segment to segment not from sector to sector) or may stay put on any map segment. If any sector has other than good going, the marching speed is halved (i.e. one segment every two rounds.) Mounted-only Commands may move at double speed, but only across good going. Sectors with built-up areas allow double speed regardless of terrain, for both mounted and foot, due to road networks. Players may also despatch a separate outflanking force along a different route, but upon meeting opponents these will have to fight the main battle and their main force will automatically become the outflanking force with the limitations outlined below [see 5.2.Outflanks]. After the third round of marching and on each round thereafter, the initiative player may demand the outscouted player to reveal the sector his main force is in (without further details). If there is no scouting advantage for any of the two, both players must announce which sector their main force is in after the third round and every round thereafter. Battle will be joined when both opponents find themselves in the same sector at the end of their move. If any outflanking force has been despatched, its round of test for arrival will be delayed by the number of rounds it must move on the strategic map to reach the battle sector.

5. Determine Weather. Weather can be an important factor in battle, depending on the local prevailing climate and the campaigning season. For simplicity, weather effects are limited to two seasons: ‘On season’ and ‘Off-season’, and three levels: ‘No effects’, ‘Moderate’, or ‘Severe’. The season should be determined by the two players before the start of any battle or campaign phase and it may influence weather effects. The level of weather effects is randomly determined as follows: The players roll 2 x D6 dice each and check the weather gauge below. If their scores are in the same category, the weather shall apply as specified in the gauge, if not, the player whose territory is being invaded has priority to choose the weather he has diced for or to dice once more to change it, without, however, being obliged to adopt any new weather result.

6. Test for fidelity of Cautious and/or Unreliable Allies. [see 2.2. Commands]

7. Deploy forces. Deploy normally, as in the case of competition games.

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2 – 3 Severe 2 – 5 Severe

4 – 6 Moderate 6 – 8 Moderate

7 – 12 No effects 9 – 12 No effects

���� A ‘No effects’ result allows for a battle with no weather effects.

���� A ‘Moderate’ result may be temporary and affects only shooting. Every third round, after the initial round of deployment, the defending player must roll a D6 and the weather will clear (becoming a ‘No effects’ weather) if a 6 is rolled. Otherwise, for as long as it lasts, all shooting factors shall be penalized at -1, per target, with -3 being the maximum penalty modifier allowed instead of -2.

���� A ‘Severe’ result may affect either one or both opponents’ shooting and it may also affect the mobility and combat performance of both opponents. Under severe weather conditions, the defending player should roll a D6 for each sector on the table. A 1, or 2, will result in that entire sector becoming worse going than before (‘good going’ will turn to ‘rough’, and any ‘rough’ terrain features must be replaced by ‘difficult’ terrain features. ‘Woods’ are not affected.), thus affecting both sides. For shooting, the maximum missile range for all bows, slings etc. shall be 10cm instead of 12cm and the range of War Engines shall be halved, due to decreased visibility. The effects on shooting factors shall depend on the wind direction. The defending player must roll a D6 to determine the wind direction. A ‘1’, shall affect only the defending player’s forces; a ‘2’, or ‘3’, the invader’s forces, and at ‘4’ to ‘6’ all shooting shall be affected as in the case of moderate weather, above.

7�)�7�)�7�)�7�)�����''''����,���������,���������,���������,����������'��'��'��'���������The objective of the Deployment Mode is to allow large bodies of troops to arrive and deploy rapidly ready-for-battle on the wargames table, either at the start of the game, or as an Outflank during the game. Commands in Deployment Mode roll a D4 die (to determine the number of CoPs its troops can use for deployment purposes). The entire Command may then advance at 1 movement bound per CoP. Each movement bound is 10cm if the Command is all foot or mixed with heavier foot and mounted, 15cm if the Command is Fast (i.e. all mounted or mounted with Psiloi, or Fx foot, without War Engines). For smaller tables (120cm depth or less) players may subtract one movement bound from the total to allow more space for manoeuvres. If a formation deploying in deep column cannot fit on the table, it may continue to deploy on the following round by making normal moves. If attacked before it is entirely on table, however, only those of its elements on table may actually fight.

The units of a Command deploying need not be in contact with each other and all must deploy on the initial round of entry (except Heavy or Siege War Engines, which may continue to move normally until they deploy), but all do not need to cover the entire distance. For example, a commander could send a light force ahead, the full distance, as a screening force, (but always within command range) and keep his heavier combat elements further back. Troops may deploy in any formation the player chooses and types that deploy dismounted must have their mounts in contact. Commands with regular commanders may deploy for combat on any bound of their round of entry (i.e. do not need to expend all the CoPs rolled on the D4). Commands with irregular commanders must deploy at least one of their units to the full extent required by the D4, or until they reach an opponent’s ZOC and that unit must be within command range at the end of deployment. Units deploying in this way cannot breach an enemy ZOC unless they are part of an Outflank [see 5.3. Ambushes below] and may not end up in contact with enemy units. If a unit of deploying Command falls on an ambush and deploys within an enemy ZOC, all the Command’s units must immediately deploy upon completing their bound and may not approach the enemy any further for that round [see 5.3.Ambushes]. If the CE has a BIF rating better than zero, he may subtract this from the total roll when deploying.

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7�+�7�+�7�+�7�+��������������$������$������$������$�����To attempt an Outflank a player may either send off-table an entire Command before deployment, to arrive in any one of the side sectors, or, may order up to an entire Command to move after deployment, off-table and then attempt to re-enter from any side sector. In either case, the outflanking force must represent no more than a third of the total value of the army and must be led by a Command Element and its composition, expected time of arrival and entry sector must be clearly noted on paper before deployment (in the first case) and just after deployment (in the second). The player must vaguely inform his opponent of an outflank attempt at the start of the round it is due to arrive (with no additional information as to where it will enter and of what size) and the attempt to enter will take place during the Normal Movement phase of the specified round.

Outflanks cannot include Wagons, or Baggage. Elephants and War Engines may only take part in pre-deployment Outflanks and the former only in Commands that rely on elephants as their main strength (i.e. those armies eligible to have their CE Elephant-mounted) while the latter only if Fast (i.e. mounted on carts).

In the first case, of pre-deployment Outflank, on its first two attempts, an outflanking force will enter on a D6 roll of 4, 5 or 6; on the two subsequent rounds, on a 5, or 6 and on the last two, on a 6. If it fails to arrive over these six attempts, the Command is considered terminally lost. In the second case, of post-deployment Outflank, the player must order a Withdrawal for those units being despatched as an outflanking force and may dice for their arrival two rounds (if fast with only mounted and/or Psiloi/Fx foot) or four rounds (if slow with heavier foot or mixed foot/mounted) after they have entirely exited the table (i.e. if the last element of the outflanking force exited the table on round two, the attempt to re-enter with a mounted force may take place from round five, or round seven, if it includes any foot other than Psiloi/Fx). Those forces that exit the table from the rear may enter from any side sector; those that exit from a side sector must enter from a different sector of the same side of the table. The initial attempts to re-enter are the same as for the pre-deployment Outflank, except that the re-entering force may continue to roll the dice indefinitely until it scores a 6. If the outflanking force is only a proportion of a Command, the units left behind will react as if twice out of Command Range, having to expend double extra CoPs. Only the army’s C-in-C may expend CoPs to keep them in control and only if they are not a foreign national contingent or foreign Ally Command.

A Command arriving as an Outflank must enter from the sector chosen and for its round of arrival will have the initiative over any opponents regardless of dice results. It must arrive in Deployment mode, and must throw a D4 to move and deploy. The outflanking units must be able to complete at least one move (10cm or 15cm if mounted/fast) on arrival. If the chosen sector is occupied by visible enemy troops these will be contacted and pushed back disordered to allow the arriving forces their one minimum move. (The outflank move will thus be considered as a charge from ambush). Enemy troops cannot be contacted or pushed back if they are in a built-up area or fortification or in ambush themselves or impassable terrain to the outflankers or if already engaged in charging or fighting, in which case, the outflankers must deploy at least 3cm away from them. If the outflanking force encounters shaken or routing troops, these will immediately rout (again). Once outflankers have completed their one mandatory move, the normal ZOC rules apply.

If both players have sent outflanking forces that are due to arrive in the same sector, regardless of the round of arrival, calculate the points of each outflanking force. The one with the greater value of mounted troops in points may attempt to arrive as an outflank in its chosen sector, while the other will have to attempt to arrive behind the nearest own side sector. Alternatively, if time and space is available, the players may choose to fight a separate mini-battle aside of the main event, to see which force arrives and at what strength. The mini-battle can be fought on a table up to half the size of the original table and lasts no more than 6 rounds. Only the victor will be allowed to arrive in the main battle as an outflank minus any losses incurred. The defeated outflanking force is a total loss.

7���7���7���7���������������������������������������Ambushes constitute a special form of attack, allowed only in set battles, to the side that deploys first (by choice or not), and can include only Fast, Loose and Open Order troops (foot or mounted).

Ambushes can be set in towns, woods, difficult terrain, or behind hills, at up to half the table depth. Rough terrain cannot be used to hide ambushes. Towns and Woods can hide all ambushing troops;

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Difficult terrain can hide only Psiloi or Peltasts Fx; Hills can hide all ambushing troops from line of sight, regardless of distance. But note, only those troops eligible to lay in ambush may be hidden behind hills (i.e. LO and OO troops). Any other troops must be deployed on table, even if behind hills.20

Ambushing troops are not visible, but their general positions must be clearly marked on a sketch map (i.e. “a 4-element unit of LH is inside the woods”) before the opponent begins to deploy. More than one formation may take part in an ambush as long as there is room in the terrain feature chosen. Their exact positioning, however, is the prerogative of the ambushing player. Any ambushing troops inside towns or woods and Psiloi or Fx foot in difficult terrain, become visible only if approached within 3cm or if they decide to trigger the ambush by moving, shooting and/or charging. Any troops laying in ambush behind hills become exposed when they are acquired through line of sight (friendly troops do not obstruct line of sight). Once exposed, troops must be placed on table immediately and cease to be in ambush.

Ambushes are sprung at any moment during the Charge and Normal Movement phase – even during the opponents’ move– and may involve movement, charging and/or shooting. The ambushing units have priority over their ambushed opponents regardless of their Command’s initiative for that round.

When the ambushing player wishes to reveal an ambush, he declares it and may then make a normal tactical move, shoot, or may declare a charge. Any enemy units engaged must immediately stop their movement on the spot and if charged, stand to receive a charge. They may not shoot back or counter-charge during that round but may change formation if eligible to do so. However, all troops ambushed must receive a charge as if of lower morale class (Superior as Ordinary and Ordinary as Inferior). If the attack is aimed against a flank or rear, the formation engaged will become automatically shaken, and must test accordingly. If already shaken, it will automatically rout. Inferior or Untrained troops that have been ambushed must throw a D6 and will rout automatically on 1, 2, or 3. If they are both Inferior, and Untrained they will rout without dicing. If the target of an ambush is in Deployment mode, all the troops of its Command must deploy immediately, if not already deployed, at the minimum distance from the table edge possible (20cm for foot or mixed Commands, and 30cm if entirely mounted), disordered.

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20 For ambushes set in towns, the same limitations apply as per Section 11. Fighting in Built-up Areas & Fortifications. Imp troops in ambush still have to pass an impetuosity test.

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Any terrain that does not affect movement, visibility or combat of troops, like flat, hard ground, is referred to as ‘open’ or ‘good going’.

For any element to be affected by terrain, at least half of the element base must be in that terrain.

The loss of speed due to terrain affects a formation, in depth, only as long as its front enters or is moving through it. Once the front element has cleared the limiting terrain, the whole formation will move normally. If part of a formation, in extended front, is in delaying terrain and another part not, only the part inside the limiting terrain is affected and the rest may either move on or hold back to maintain cohesion.

If part of a unit is in disordering terrain, only those elements that are affected by the terrain will suffer the immediate consequences in combat. However, those elements not directly affected by the terrain

21 Except Elephants who may charge normally at anyone, even when they are within the woods themselves. 22 Wood visibility is hindered at up to 3cm, so if the wood edge is less than 3cm away, visibility is unhindered.

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may be affected indirectly. If, for instance, more than 1/3 of a unit is in disordering terrain none of the unit will be able to benefit from a cohesion bonus, as the rest are insufficient to form a unit.

Terrain sizes and shapes are not strictly determined, but each should generally cover approximately a third of any specific sector (i.e. 30 x 20cm for a hill or swamp, 35 x 10cm for a ridge and so on). It is suggested, however, that roads and bridges have a width of at least 4cm to allow elements to pass. If any two (or more) similar terrain features end up adjacent to each other they can be considered as forming one large terrain feature of its type.

Upon selecting terrain, if a terrain piece ends up in the same position as a previous one (even if it is an open space selected before) the player may place the new terrain piece in a position adjacent to the existing one, within the same sector.

����

;�)�;�)�;�)�;�)����� 4��� 4��� 4��� 4�����������&&&&���� ������ ������ ������ ����������������������4��4��4��4����������������������������������Rivers and coastlines are terrain features that allow landings and/or support from naval shooting by those armies equipped to do so. Rivers and coastlines are special features, which determine the nature of the battle itself and thus when extending along the long side of the table or diagonally, may only be allocated by scenario or by common agreement between the players. A river or coastline may be purchased by either player as a normal terrain feature only if it runs along one flank of the table.

Rivers and coastlines must be specified in scenarios, or must be diced for in non-scenario games as:

5 or 6 = dry/shallow river, smooth beach

3 or 4 = passable river, rough beach

1 or 2 = impassable river, precipitous coast

Rivers. Rivers may be placed at any depth from the table edge, as long as they are within one of the flank sectors. For combat purposes, dry riverbeds or shallow rivers and fords should be treated as rough terrain. Passable rivers can be crossed only through fords which can be randomly diced for (at up to 2 for each sector it runs through) or over bridges. Crossing a bridge or ford must be in single file. Any defenders on a river bank, are always uphill of opponents trying to cross, but cannot count on any rear ranks and must receive enemy charges at the halt. Impassable rivers can only be crossed with the help of engineers.

Rivers, unless specified as small streams, are considered wide enough to prevent short range shooting (with javelins, heavy throwing weapons etc.). Shooting across a river is, therefore, allowed only for long-range archery, slings and artillery etc. regardless of the actual width of the river. The width of a river (including its banks) can vary in scenario-driven games from a minimum of 4cm to a maximum of 10cm. In non-scenario games rivers must be 6cm wide.

Coastlines. A coastline may cover, in depth, from half a flank sector to a maximum of 10cm from the table edge (i.e in the case of its covering half a sector, half the flank sector should represent water; in the case of its covering the maximum, the sea should be limited to a strip 10cm-wide from the table edge;).

If either army is allowed troop ships, it may land forces or shoot in support of the battle from its ships. Landing units from ships depends on the type of coastline as specified above.

A smooth beach allows landings as if in good going; a rough beach is considered as rough terrain; a precipitous as difficult terrain.

If both sides are using such naval forces, a clash will have to take place at sea, off the coastline before one navy can operate independently. Naval battles involve element-to-element clashes: Add one D6 to the vessel’s combat factor plus or minus any modifiers. If one side wins most of its clashes, the naval battle will continue with the defeated side at a disadvantage.

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��������;�+�;�+�;�+�;�+���������4��4��4��4��&&&&���������������������������������������� ���� ���� ���� ���� ���� ���� ���� ��������������������������������������������������������������������������������0"�&&�:-��B!&&!"� B!&&!"�0:#%���-�0�:2�

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;���;���;���;������������� ������� ������� ������� �����1111���������� � &� ����� � &� ����� � &� ����� � &� �������Most armies may use elements as Engineers to build bridges and/or fortifications if required by a scenario. A pontoon bridge over a small river will take one round + 1 x D4 to build if the engineers are working in safety. If they are being shot at, add a further round to the total. An Engineer unit cannot be destroyed by shooting, only delayed. To stop an Engineer unit from construction it is necessary to engage it in close combat. (Depending on the scenario, engineer elements will either deploy in combat formation and fight as Peltasts or must flee when charged as non-combat elements).

Some Army Lists allow them to construct obstacles on the battlefield. Placing obstacles (stakes, trenches etc.) as specified in the army lists, is allowed once per battle, takes one full round and no other move or combat is allowed (in either phase) by those elements placing the obstacles.

Field fortifications and obstacles may also be purchased at the beginning of the battle, as already emplaced. They cost 2 points each per element of 4cm as specified in the army lists. Once in place the obstacles cannot be removed voluntarily and they may affect both friendly and enemy troops [see 11. Fighting in Built-Up Areas & Fortifications]. Pavises are a mobile defence against missiles. They do not count as fortification when pavisiers charge, follow up or pursue. Their protection bonus is negated by War Engines. [see 9.7. Cover]

*�*�*�*��������������������������<���&��<���&��<���&��<���&�� � � � � � � � � �

� Morale Test of a Command, if required. [See 13.Demoralisation & Withdrawal]

� Impetuosity Test Imp troops must test for impetuosity if there were causes for doing so on the previous round (being shot at or enemy first sighted within 30cm).

� Command and Rally phase. Both players dice for each of their Commands to determine initiative and CoPs. Command Elements may move and reform unengaged shaken formations and rally formations in rout by expending CoPs.

� Break-off and Charge phase. The players first declare any break-offs and if there are no opponents capable of charging and pursuing, execute their move immediately23. Then, by order of priority, opponents declare charges and eligible troops being charged declare counter-charges24. Other troops that are being charged then declare their reaction (evade, or stand to receive) and, if applicable, test for automatic charge reaction [see 10.1. Charge Reaction-Test to Receive Charge].

23 Any break-off within reach of an enemy eligible and willing to charge and pursue, automatically becomes an evade and must be treated as such. 24 Any eligible troops that are not being charged by opponents of higher priority may then declare charges themselves. However, note that, except mounted who can counter-charge, a charge can only be declared against an enemy that was within charge reach at the beginning of the charge declaration phase and is not charging others.

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All declarations and charge test results are then executed with charging troops coming into contact and automatic routers fleeing respectively.

� Normal Movement phase. All other eligible troops that are not involved in charges complete their normal march or tactical moves. Troops of Commands arriving on table in Deployment mode are considered to be making Normal moves and cannot charge.

� Shoot and Scoot phase. All missile-armed troops may fire at eligible targets, by order of shooting priority [see 9.2 Target Priority and Shooting Priority]. Troops with a Shock/Missile distinctive, with some exceptions, may only shoot against or in support of charges. Shooting results are applied immediately. Formations that refuse to obey orders due to shooting make compulsory moves (rally back, rout etc.). Evade moves are concluded next by those eligible to do so.

� Combat and Pursuit phase. The first phase of melees is concluded and any recoils are effected immediately, follow-ups being concluded after all melees are finished. Combat is considered as simultaneous for a given phase and the effects of one clash shall not initially affect others. If this is unavoidable, any combat results -recoils and follow-ups- will be executed when all neighbouring melees have been concluded. Any routs due to melee, and all pursuit moves and will be concluded last. If any pursued are caught, or new opponents are contacted by pursuers, combat will be resolved immediately on the same round, as a second melee phase. If routers are caught after a second rout, or new opponents are contacted by pursuers, again, combat will resume on the following round. Each round can only have up to two phases of combat.

� Rallying back phase. All unengaged shaken troops may pull back directly away from combat-capable opponents, making one full move (plus any charge bonus) and reform from shaken for free. Inferior or Untrained troops, which by rallying back, are distancing themselves from their parent formations, must dice for reaction. They will rout instead of rallying on a D6 die roll of 1, or 2. Troops that have just rallied back may not declare a charge or counter-charge combat-capable enemy formations, or make any other move on the following round. They may, however, receive a charge normally at the halt. [see 10.8. Rallying]

.�.�.�.����������4������4������4������4������ � � � � � � � � � �

Movement takes place in the Charge and Normal Movement phase. Movement includes Tactical and March Moves, Changes of Formation and Mounting or Dismounting when applicable. Movement can be straight ahead or turning to the left or right by wheeling (whereby the outer elements of a formation will move more than the inner ones). Wheeling should be treated as any other move and can be combined with straight movement to the maximum distance per bound allowed, if necessary. Moves by Impetuous troops are mandatory and free.

1. Tactical and March Moves - Zone of Control (ZOC). All troops may make either a tactical or one or more march moves during the same round, not both.

a. Open Order troops, single elements outside friendly ZOCs, troops inside built-up areas, or behind uncrossable rivers, or troops in rout, or withdrawing, have a ZOC of 3cm. All other troop types and formations plus Command Elements, Elephants, Scythed Chariots, Wagons and War Engines (which do not need to form ‘units’) exert a ZOC of 10cm.

b. Tactical moves are limited to one per round and take place within, or to enter, a Zone of Control (ZOC) exerted by enemy combat-capable formations. Charges, recoils, follow-ups and evades are tactical moves, as are rout moves and withdrawals except these ignore all ZOCs.

c. March moves may be multiple moves beginning outside enemy ZOCs and must stop when they reach an enemy ZOC (except troops of a Demoralised or Withdrawing Command, which ignore ZOCs). When marching, all troops must expend an additional CoP after the second consecutive move to simulate fatigue, except if on road or in Deployment Mode. March movement can be combined only with a single change of formation, either at the start or at the end of the move, not both.

2. Change of Formation refers either to an expansion or contraction of elements, or to a change of front. A change of formation may be combined with movement and is allowed within enemy ZOCs in addition to a tactical move if the troop type is eligible to do both [see 8.2.Movement by Type of Troop]. Formation changes contribute to fatigue (i.e. CoP expenditure) as March moves.

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a. In expansion/contraction, each CoP expended allows an expansion or contraction of the frontage of formation by one element on each side (i.e. including any rear supports), if space is available, regardless of distance covered [see example in Appendix B]. The new formations must expand facing in the same direction as the original formations and should generally form around the centre of the original unit25. Expanding elements may end up in contact with enemy elements only if part of a charge or in reaction to one on itself or to provide overlap support for friends that are being charged where they stand. It cannot be used as overlap support if the friends have charged or moved themselves.

Changes of formation may never be used to avoid an enemy charge or to block a charge against a friendly element or unit.

b. In changing front, elements may turn in place to re-deploy by 90o or 180o unless they are within charge reach of combat-capable Shock opponents (except Psiloi) and by doing so they would expose their rear or flanks to a charge [see 8.5. Movement Restrictions]. The number of elements forming the new front depends on the number of elements, not the number of figures on them [see example in Appendix B]. If the frontage of the new formation exceeds the depth of the original formation, an extra CoP must be expended for the extra frontage. If the new frontage is more than double the original depth, yet another CoP must be expended. If sufficient CoPs are unavailable, the exceeding elements must be placed to the rear of the new formation. Regulars of the same Command and same troop type may change front as a group if they already formed a group.

3. Mounting-Dismounting. Mounted troops designated as Dismount-capable may dismount and fight as different types of foot as specified in their respective army list. Foot units designated as having Mounts may move at cavalry speed and dismount (but only once during the game, either in their initial deployment or as an Outflank). Both may only normally do so during the Normal Movement phase, outside enemy ZOCs (if they are forced to do so within an enemy ZOC, as in the case of an ambush, they will lose their mounts for the duration of the battle). Dismounting/mounting requires 1 CoP per formation or group and may be combined with other movement by subtracting one element depth (3cm for Cavalry, 4-5cm for Chariots and so on) from the total distance covered. When doing so, an element of mounts26 or a chariot may follow behind the dismounted formation until it charges, or may stay back out of harm’s way, but to remount, the dismounted elements must be in contact with their mounts. Remounting may be combined with other moves by subtracting two cavalry bases’ depth (6cm), from the full move of the mounted element, or one element depth for 2E elements, Chariots, and so on. Mounts move as Cavalry. If the dismounted troops charge, their mounts must stay behind. If a dismounted element is destroyed the corresponding mount is also removed from play. If the mounts themselves are contacted they are instantly captured and removed from play. If shot at, they are treated as Cavalry.

Impetuous-prone mounted troops that have dismounted need not test for impetuosity unless their mounts are in contact with them and can be remounted immediately. Mounted that have become Impetuous may dismount to attack enemies they cannot attack as mounted (e.g. troops in buildings, Wagons), but they do not have to do so [see 8.2.IV Impetuous-Prone Troops].

Mounted troops that dismount as a denser formation (for example, Loose Order Norman Knights dismounting as Close Order Spearmen), must subtract the first of every 4 of their mounted elements. For example, the Normans would have 1 Spearmen element for 2 Knights, 2 Spearmen for 3 Knights and 3 Spearmen for every 4 or 5 Knights dismounting. If they suffer no losses as foot, they gain their element back when they remount. Single elements within a Command may not dismount at all, unless they are Command Elements. Command Elements may always dismount and do not count towards the total number of elements dismounting. Chariot crews are always considered as Open Order for dismounting purposes and must subtract 1 element for every 4 dismounting if they dismount as Loose Order foot and 1 for every 3, if they dismount as Close Order foot. Any mounted dismounting as Psiloi can do so without subtracting any elements.

25 If unhindered, an expansion should take place from the centre of a unit around both sides or either side. If hindered in any way by enemy or friendly elements, it must be made only on the one side possible, not both. 26 A couple of mounts or an empty chariot with a handler would suffice, but artistic license should dictate their appearance. Mounted infantry do not require this as they are not allowed to remount during a battle.

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.�)�.�)�.�)�.�)������������������������������4������4������4������4���������Within a Command, troops may move by expending CoPs as a single group as long as they all move at the same pace –that of the slowest troop type in the group. To form a group for movement purposes, the constituent elements must have contact on their front or at least one side and must be facing in the same direction. Should this contact be lost, due to combat loss or other causes, the formations of the group will have to move independently expending CoPs separately.

Formations of a Command may move together as a single group if the group is composed of the same troop type or different troop types, as long as they do not mix types that have to make compulsory full moves (like Impetuous) with types that do not. Impetuous troops must make compulsory full moves but if they remain in a single group themselves they can move as a group with the limitations imposed by their impetuosity. Otherwise, such troops must expend CoPs separately from other troops. Elephants also may not move grouped with other troops except dedicated elephant guards (specified as such in the army lists), or foot Fx and Psiloi27 . In addition, Elephants may move together as a group even if not in contact with each other as long as they are within one element base (4cm) of each other. [See example in Appendices]

Normally, there is no group move for charging, evading etc. either by units or unformed elements and charges or evades are declared by each formation separately. The only exceptions are: a) if a group of units of the same Command and same troop type are charging against the same target (for example: a group of 2-3 Roman cohorts charging a large Barbarian warband) and b) Elephants who may charge as a group as long as they are within 4cm of each other.

.�+�.�+�.�+�.�+����������4�������,��4�������,��4�������,��4�������,�����,������,������,������,������������������������������In general, Psiloi and Light Horse troops may move in any direction (sideways, backwards, obliquely), change formation and move on the same round and refuse to follow-up after combat. Non-impetuous, elements, including their combat-eligible rear ranks, may also move in any direction for adjustment purposes (to re-align with the rest of the formation, re-join an element as support etc.), by expending a single CoP each, as long as its move is within 4cm. Also, all formations in single file (incl. single elements) may wheel at no extra cost. Otherwise (all distances are per bound):

� � � �������������������������

Close Order and Foot Knights Move at 5cm

Loose Order, Open Order, Fast troops and Barbarians and Greek hoplites charging. Move at 7.5cm

Regular Close or Loose Order, any Fx troops and any Foot Knights (CoPs permitting) may: � Move and change formation on the same round, even within enemy ZOC [but see 8.5. Movement

Restrictions].

� Make successive wheeling turns in any direction. 27 Some armies [see Army Lists] allow specially-trained Psiloi to accompany Cavalry or Chariots as Hamippoi. These are allowed to move along at up to their own speed (7.5cm).

�9������1��)���� �����&)�������'&)(�����������%�����0�������������C����������))�������������������)���*�����K�������������

��������� ����������������������� �����������%������+�0�/���������������� ��������������������������0��+�0�/��������

��� ������������������������������������0����������������1���0�/���K���������������� � �������� ���))�������&)��9�����

�������� ���������&���������������������������0�������K������+�0�/��

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34

� Turn 180o or 90o in any direction as a unit and move (but not charge)

Irregular Close Order and Loose Order troops may:

� Move or change formation.

� Make successive wheeling turns in a single direction (Close Order at double CoP cost).

� Either turn 180o or 90o expending 1 CoP per file or move, not both. If Close Order, in disorder.

�� �� �� �����������'�����'�����'�����'����

Wagons, War Engines (Light) Move at 5cm (only outside enemy ZOC)

Knights, Cataphracts, Heavy and Scythed Chariots, Camelry, War Engines Fast and Elephants Move at 7.5cm

Cavalry, Knights Fast or any Knights charging, Light Camelry and Light Chariots, Elephants enraged, Cat Fast charging. Move at 10cm

Light Horse Move at 12.5cm

Light Horse Fast (horse archers) Move at 15cm

Regulars, Professional Irregulars, Cv Fx and Light Chariot troops (CoPs permitting) may:

� Move and change formation on the same round, even within enemy ZOC [but see 8.5. Movement Restrictions]

� Double wheel in any direction.

� Turn 180o or 90o in any direction as a unit and move.

Irregular (non-Professional) troops (except OO and Cv Fx) may:

� Move and change formation only if charging, otherwise move or change formation.

� Make successive wheeling turns in a single direction;

� Turn 180o or 90o in any direction expending 1 CoP per file, and move.

NOTE: Untrained, Regular mounted or foot troops may manoeuvre as other Regulars but at the same CoP cost as Irregulars or at a cost of +1 for any moves not allowed to Irregulars.

�� �� �� ����������� �������� �������� �������� �������

Professional (Pro) troops may repeat their last move of the previous round (only a single move, not multiple moves) without expending any CoPs. If they had charged, they may charge again, if they had evaded, they may evade again. If they had moved forward, they may do so again, if they had started to wheel, they may do so again, in the same direction, as that of the previous round regardless of degrees etc. Note, however, that any wheel in the opposite direction is considered a new move and requires CoPs. Professionals may also react to enemy charges according to their primary function without expending CoPs. If mounted and primarily Shock they may counter-charge and if eligible to evade they may evade for free.

4�� 4�� 4�� 4�� ��������������������������������������������������������������������������������

Impetuous-prone (Imp) troops must test for impetuosity the first time they sight most enemy troops28 within 30cm, and there are no intervening friendly troops that cannot be interpenetrated blocking their way. They must also test again, every time they are shot at by enemy missilemen. Enemy Psiloi or Fx troops do not affect Imp troops as a first sighting and can be ignored by them; however, if they shoot at Imp troops these must test normally. Also, enemy troops defending behind permanent fortifications, 28 Imp Barbarians only for foot. They remain unaffected by any mounted.

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35

buildings, across rivers, or impassable terrain, are not a cause for impetuosity and are ignored even if they shoot at Imp troops.

Shaken troops and troops defending behind permanent fortifications, buildings, across rivers, or impassable terrain, cannot become impetuous and are excluded from the test. If Shaken troops cease to be so, they may become impetuous when shot at again. Also, unless otherwise specified in their Army List, mounted troops that are dismounted when there is cause for an impetuosity test, either for first sighting or due to shooting, can only become impetuous, and must test, if their mounts are in contact with them and thus available for immediate remounting.

The test for impetuosity takes place at the very beginning of a round before any other , Imp troops must roll a D6 and factor-in the following modifiers. The testing troops will become impetuous at a final modified score of 4 or less (all modifiers are cumulative):

� Superior troops subtract one from their die roll.

� Untrained troops subtract two from their die roll.

� Professional troops add one to their die roll.

� Inferior troops add one to their die roll.

� Troops in Shieldwall or in ambush add two to their die roll.

Imp troops being ambushed -if they survive the missile or charge attack-, must test for impetuosity right after the attack from ambush has been sprung.

When troops have become impetuous, they become uncontrollable and disordered. They must, from the following round onwards, make full march moves, for free, to attack the enemy that caused them to become impetuous, or the closest one (at the player’s discretion), until they reach an enemy ZOC, even if this means interpenetrating friendly troops to do so. From there, they must continue by making single, full tactical moves (or charge moves if different) up to their target29. If they charge they will have priority over other troops, regardless of Command initiative, unless they were themselves being charged in the flanks or rear. Uncontrollable impetuous troops that come across intervening friendly troops which cannot be interpenetrated must remain in contact with the intervening troops until these either manage to move out of the way or become casualties and are removed from play.

Troops that have become impetuous can only be temporarily brought under control, by expending 3 CoPs per formation, in which case they may execute any orders for that round normally (move, charge, slow down, hold their position, rally back etc.) without additional CoPs. The state of impetuosity, however, cannot be permanently removed by expending CoPs and can only cease if impetuous troops are charged in the rear or flanks, are shaken, are rallied back from shaken at the end of a round beyond charge reach of an enemy, or there are no known enemy forces within a 30cm radius from them. Also, impetuous troops of a demoralised Command will remain so if they pass their demoralisation test, otherwise they react as other demoralised troops.

Elephants and Scythed Chariots are not Impetuous-Prone troops but they may become uncontrollable by shooting without possibility of being controlled [see 9.3. Shooting Mechanics – Effects].

Impetuous-Prone troops may have some advantages in their melee: Imp Bb in double ranks have autokill against CO foot. In addition, uncontrollable Kn and HCh, have a +1 in their initial melee if no other causes for disorder, or shaken affect their performance (as from shooting, terrain etc.).

Imp troops are harder to rally when they have routed and must always pursue fleeing opponents.

4��4��4��4���������������� ����� ����� ����� �����������

War Engine elements move normally as other units at 5cm (Fast at 7.5cm) a bound and may make march moves outside the enemy ZOC, but must be emplaced outside known enemy ZOCs. If Heavy or Siege, they may move only until emplaced. Once emplaced, they may never move again for the duration of the battle except to pivot to acquire a different target. Light and Fast may move, but only Fast may move and shoot during the same round.

29 Impetuous troops may also end their impetuous move when providing overlap support to friendly elements that are already engaged in combat.

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36

4 ��4 ��4 ��4 ������4��4��4��4������� ��� ��� ��� ����������

Naval units move at 15cm per round if Trireme and at 10cm per round if War Galley, Troop Ship, or Boat. Disembarking troops is immediate upon landfall and costs no extra CoPs.

0:#/2!5!$&9B!�#:B!#!$����%"!�<�49&��$0!�/!2�%:8$4� ���0����:�����������-���.�� ���6���!� �����6� ����'�������� ��� ����%� � �(� ,�

"�����:)���:��������-�������0����:�����%�� ���������7���C���)�������� �� ��.�� ���

0��������0��)�����'�������� �-�(��5���������&������0�������!��)�����@�,�

0��������"� ��0�������"� ��0��������6���7�����������)�&��)��%����.�� ��-���.�� ������ �� ��!��)�������� ����

+?�

"� ��5����-����������� +,�

"� ��5���� +��,�

4�)�������#���� ������������������1�������������� +?�

4�)�������#���� ���������������������������������/����� +,�

.���.���.���.������� ��������� ������������� ������������� ������������� ��������In normal movement, interpenetrations between troop types are allowed in accordance with the table below. If the interpenetrating troops have not cleared each other’s formation at the end of their move, they will both be disordered and will continue to be so until all are clear. To interpenetrate and remain orderly, troops must be able to clear the elements interpenetrated and any elements that cannot complete the move must be left behind. CoPs permitting, however, both formations interpenetrating may make additional adjustment moves, of up to 4cm, in any direction necessary to allow their elements to clear, regardless of enemy ZOCs, CZs etc.

Normally, mounted troops may not charge through foot, unless they are Psiloi, Fx, Bowmen, WE or Rabble. If any charge through or if any rout through Rabble Ordinary or Inferior, they will cause them to rout immediately. Interpenetration with Baggage is allowed to all troop types. Troop types eligible to interpenetrate have as follows:

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6 �

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&�������� ;�� ;�� ;�� ;�� � ;�� ;�� ;�� ;�� � ;�� ;�� � ;�� ;��

%������ ;�� ;�� ;�� ;�� ;�� ;�� ;�� � ;�� ;�� ;�� ;�� ;�� ;�� ;��

&������ ;�� � � ;�� � � � � � � � � � � �

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%�� ������ ;�� ;�� ;�� ;�� � � ;�� � ;�� � � � � ;�� ;��

2� ���� ;�� ;�� ;�� � � � � � ;�� ;�� ;�� ;�� ;�� ;�� ;��

.�� �� ;�� ;�� ;�� ;�� � ;�� ;�� ;�� ;�� � � ;�� � � ;��

0��)����� ;�� � � ;�� � � � ;�� � � � ;�� � � �

0����0���.��-� ;�� ;�� ;�� ;�� � ;�� � ;�� � � ;�� ;�� � � ;��

"5�"0���0��-1� ;�� ;�� ;�� ;�� � ;�� � ;�� ;�� ;�� ;�� ;�� ;�� � ;��

0������ ;�� ;�� � ;�� � � � ;�� � � � ;�� � � �

!��)���� ;�� ;�� ;�� ;�� � � ;�� ;�� � � � � � � �

6!�6 � ;�� ;�� ;�� ;�� � ;�� ;�� ;�� ;�� � ;�� ;�� � � �

Exceptions

� Psiloi, Fx foot and Bowmen formations, automatically retire to the rear of the formations they are interpenetrating with without expending additional CoPs.

� Light Horse, Cavalry Fx, may retire to the rear as well, regardless of distance, but only if they can expend an extra CoP to do so.

� Legionnaire Swordsmen, who may exchange ranks during combat. [See Appendix A. Special Combat Formations iv. Manipular Legion]

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37

.�(�.�(�.�(�.�(�����&&&&�������,��������,��������,��������,������4���4���4���4����������

Recoiling and routing are compulsory moves and do not cost CoPs. Following-up, breaking-off and pursuing are potentially compulsory moves, depending on the type of troops and may require CoPs. All take place regardless of other moves. [See 10.4. and 10.5.]

Recoil moves take place after each melee and are one element deep (or half for 2E elements), either to the depth of the defeated or, if followed up, that of the victorious element. Follow-up moves take place after all recoil moves are complete.

Compulsory break-offs (as in the case of defeated light troops) take place at the end of the Combat phase; Voluntary break-offs take place at the beginning of a round before charge declarations.

Rout and pursuit moves take place at the end of the Combat phase. Initial rout moves for all, are, facing away from enemy troops and generally towards the own table edge or point of entry.

However, for routing, breaking-off or evading elements to be able to execute their moves there must be no Combat Zone of combat-capable, Shock enemy troops immediately behind them (i.e. within 4cm) or they are considered as captured and are removed from play.

������,��������,��������,��������,������ � � � � � � � � � � � �����

������4��������4��������4��������4���������� � � � � � � � � � � � �����

���� ����� ����� ����� ����4�����4�����4�����4������

�������������������������������������������� ����4������ ����4������ ����4������ ����4������

����Mounted troops, with the exception of Elephants, Chariots and 2E elements 30

Two elements deep plus two x D6 cm

Two elements deep plus one x D6 cm one x D6 cm

All eligible foot troops plus Chariots, 2E elements and Elephants (only rout or uncontrolled moves)

One element deep plus two x D6 cm

One element deep, plus one x D6 cm one x D6 cm

Subsequent rout moves, after the initial move, cover the same distance as tactical moves plus 1 x D6.

Compulsory movement by impetuous troops is dealt with in 8.2.IV. Impetuous-prone Troops.

Compulsory movement by demoralised Commands is dealt with in 13.Demoralisation & Withdrawal.

.�7�.�7�.�7�.�7����������4�������4�������4�������4��������� &� ������ &� ������ &� ������ &� �������Exposing flanks/rear. Troops that are within, or are passing through, a combat-capable enemy element’s Combat Zone (CZ), may not move freely and may not voluntarily expose their flanks or rear to it: they may only move to contact the enemy element itself, or an adjacent one, or to retreat directly away from it, or to provide support for any adjacent friendly element, within 4cm. Fortifications and Wagons do not negate the CZ. The CZ of shock troops also impedes rout, evade and break-off moves and may lead to the capture of troops routing, evading, or breaking-off. [see 8.4. Compulsory Moves]

Troops are not allowed to voluntarily expose their flanks or rear to move out of charge reach to combat-capable Shock opponents if these opponents are facing in their direction and are already within charge reach. These restrictions do not apply to troops threatened from two or more directions that need to turn to face the approaching threats. In this case, the threatened formation must turn to face that threat which requires the least manoeuvering. If the threatened formation has reserves (rear ranks) -and enough CoPs- it may of course split to face as many of the opponents as possible.

Changing deployment on the battlefield. Troops that are allowed to change formation and move on the same round (Regulars, Professional etc.) may change formation, move, and change formation again only if the move is a single tactical one. March movement can be combined only with a single change of formation either at the start or at the end of the move.

30 Some terrain may limit the evade move of mounted by one element base depth (see Terrain Table).

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38

.�;�.�;�.�;�.�;�����&&&&����������������B���' �B���' �B���' �B���' ��������������������������������� ���� ���� ���� ���� ���� ���� �����0�9:$��/!2��-:2#��9:$� 0�/�

#���������������)���� ������������������ ��::����-1����)� +�

#����� ������������������0������� +�

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6��������������������� ������2� ��/���9����������������������� �������� +�

Wheel for Irr LO foot and non-Pro Irr mounted ++

6��������������������� ������8����)�'���������� �������(� =+�

&��C�������������2� ��::����)������� ���������� +�

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4��� ��C������������������������������� ��������� � +�

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NOTE 1 : But with other limitations. See 8.2. Movement by Type of Troops. NOTE 2 : If the troops are beyond twice the distance of the CE Command Range, the cost would be +2 and so on.

3�3�3�3������������� ������ ������ ������ ������� � � � � � � � � � �

There are three categories of shooting: Mass, Secondary and War Engines. All have a basic factor of 1, (or 2 for Heavy WE and potentially Siege WE), and kill at a final modified score of 10 or above.

Mass shooting is used by Mass Bowmen that have volley archery as their primary function. Bowmen may shoot with the second rank as rear support31 and unit cohesion bonus. Mass shooting may kill up to three elements per target (one per main shooter). Bowmen may be either purely Missile troops, in which case they may not charge any opponents with a Shock distinctive unless they are fleeing troops, or Missile/Shock in which case they may charge and use their unit cohesion bonus in melee as well, but may only support shoot from a rear rank. They may provide overlap support as long as they do not clash with Shock opponents in doing so.

Secondary shooting can be used by any troops (other than Mass Bowmen) that have a Missile or double-armed distinctive. These troops shoot in single rank only, without cohesion bonus. Secondary shooters may kill up to one element per target regardless of the number of elements shooting. Also, they may never kill Wagons or troops in permanent cover like fortifications, or entire double depth (2E) elements, and may not guarantee a kill on a CE, on their own. Secondary shooters may add their factors to Mass shooters, in which case the result is treated as Mass shooting. Bowmen Fx are a hybrid type that shoot as secondary shooters but with the priority of Mass Bowmen.

War Engines -WE may kill up to one element per War Engine. Heavy and Siege WE may not move once emplaced. They may pivot in place to acquire a new target, but, as this is considered movement, they may not shoot for that round. Only WE Fast may move and fire after movement, at a –1 modifier per engine. Siege WE may shoot at non-stationary targets with a maximum factor of ‘1’, at fortifications etc. at ‘2’. Heavy Field WE may shoot at all targets at ‘2’. Light and Fast WE always shoot at ‘1’.

All shooting takes place per target formation, (not per shooting element), during the Shooting and Charge Testing phase. No shooting is possible by or against elements that are already engaged in melee either in direct contact or as overlap or rear supports. Elements of the same target formation not

31 Only the main elements shooting may have rear support; overlap supports may not. When charging, Msl/Shk Bowmen may only use rear rank supports for support shooting.

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39

involved in the melee (like a rear rank in a deeper formation) may be shot at, but their formation morale will only be affected after melee combat even if total losses exceed their formation stamina (at or over 50% losses, depending on troop morale grade).

Any target may normally be shot at once per round, the only exception being pursuers meeting fresh opponents during a pursuit, who may be shot at even if they had already been shot at previously. Elements may only shoot once per round, even if they are pursuers meeting fresh opponents.

Shock/Missile troops with hand-hurled missile weapons (javelins, pila, darts etc.) are considered to have a limited supply of missiles and a unit may only shoot once during a battle, in support of a charge, regardless of how many of its elements actually shoot. When they do so, the unit’s elements may also shoot at any target within range (even if not engaged in the charge) so as not to waste their shot. Open Order troops, Elephant, Chariot and Wagons crews are excluded from this limitation as having the ability of either replenishing their stocks due to their flexibility or through carrying a larger supply of reloads.

Multiple-shot missile troops and single-shot missile troops that are Untrained or Impetuous, must shoot at eligible targets at all times. Other single-shot troops may choose their one shot for the most opportune moment.

3�)�3�)�3�)�3�)�����4444 � � � �,���� � � � �,���� � � � �,���� � � � �,������������ ������ ������ ������ ������=$=$=$=$ ��� ��� ��� ���>>>>����������������????����A shooting element must have line of sight to the target element and at least an element-wide (4cm) clear space to shoot. When shooting in support or against a charge, the target needs to be visible at any point during the charge to be eligible as target32.

The Kill Zone (shooting angle) is determined by the shooting element’s frontage (4cm), plus 4cm on either side (total frontage of 12cm). If an element has no target directly to its front it may shoot at an adjacent one or it may shoot as overlap support if it is adjacent to a friendly one that has. Elephant, Chariot and Wagons crews and troops in closed fortifications have all-round shooting ability without angle limitations. In depth, the kill zone is determined by the weapons' range: 30-40cm for War Engines, 12cm -long range- for all kinds of bows and slings and 3cm for close range weapons (fire syphons, handguns) or hand-thrown missiles (javelins, pila, franciscas, angons). Also note that visibility in woods is hindered at up to 3cm, so if the wood edge is less than 3cm away, visibility is unhindered.

Extra deep targets, more than three elements deep (when shot from the front or rear not the flanks), offer a better target adding 1 to the Attack Factor of the shooters, but only if the extra ranks are within missile range. This applies even if the deep target is composed of formations of different troops that are in contact, but excluding any ranks of Psiloi. If the shooting results should call for three element kills, the third kill should affect the formation behind the one being shot.

Overhead shooting is possible by a rear rank of shooters in support of the front rank (at +1 per element) even if neither are Bowmen. Any shooters may shoot overhead when the shooting elements are on higher ground than intervening friendly elements and the intervening friendly elements are entirely within 6cm of the shooter formation’s front. In every case of overhead shooting, the shooters in front must be the main shooters. If on higher elevation, War Engines may shoot overhead of friendly troops without the 6cm limit stated above. They cannot, however, shoot at any enemy target that is within a friendly Combat Zone (4cm) or is engaged in melee (either directly or as rear/flank support). Double-armed Mass Bowmen that charge opponents may only shoot in support from their second rank when charging.

Missile troops that are not Bowmen may also shoot from behind a front rank, on level ground, if part of a mixed element (like Spear/Bow 2E elements, or supported by Combi troops) as specified in the army

32 If only part of a target element is visible through the 4cm window it is still an eligible target.

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Page 40: Hoplon3 Final Print+Index

40

lists. In this case, shooting distances shall be calculated from the front element. Shooting inside woods, or a built-up area always limits visibility (and weapon ranges) to 3cm.

Troops screened by Psiloi, on any level, will also become eligible targets if their screen is not in contact with them. War Engines may ignore Psiloi screens, even if they are in contact with other troops. Unengaged Elephants, standing tall above all troops, are always eligible targets even if their screen, of any type, is in contact with them. In this case, however, only main shooters with rear support may shoot at them, but without cohesion or flank supports and the shooters will have to shoot as if at long range, regardless of distance, at -1. Elephant crews may likewise shoot overhead at any eligible target within range, as if shooting from elevation, without the -1 penalty.

3�+�3�+�3�+�3�+����������������������������� � �,� � �,� � �,� � �,�1111������������ ������ ������ ������ ���������� � �,� � �,� � �,� � �,�����Target priority. Choice of target for the shooters is not free, (except for War Engines) and any shooting element with a choice of targets must first satisfy its target priority criteria. If multiple targets meet the criteria, then the shooting player chooses the target. Results are immediate and the priority can only be surrendered voluntarily. Target criteria are the following:

� Target charging or being charged by shooters.

� Target charging friends or being charged by shooters’ friends.

� Target closest to shooters.

� Target in shooters’ Kill Zone.

The same priorities determine who the main shooter and who the support shooters will be in case of more than one elements shooting at the same target from different directions.

Psiloi themselves are never a priority target, even if they are charging, and shooters may opt to shoot at a different eligible target. Elephants can always be a priority target as long as charges are not involved. Between different Elephant targets normal priority rules apply.

Shooting priority. Between missile troops of same shooting priority exchanges take place simultaneously and losses are reciprocal, except if one is uphill of the other (the shooter uphill having priority). If shooters have different priorities, but are still within range of each other, exchanges take place by order of priority of their weapons or troop type as follows:

� War Engines (range 30cm Fast/Light, 40cm Heavy/Siege)

� Bowmen (incl. Fx) with longbows (range 12cm)33

� Bowmen (incl. Fx) with ordinary bows (range 12cm)

� Bowmen (incl. Fx) with crossbows (range 12cm)

� Other troops with bows (range 12cm)

� Other troops with crossbows, slings (range 12cm)

� Hand-thrown missiles [javelins, darts, pila, etc.] and handguns (range 3cm)

If units of two (or more) different weapons are involved in a shoot-out, resulting in mixed priorities, the player having the overall priority may opt either to shoot with only those troops that have priority or, if he must combine (due to mandatory shooting) all missile-power on the enemy target, to use the lowest priority of his shooting troops. In the first case, the remainder of his missilemen will not be able to shoot at the same target for that round.

3���3���3���3��������������� ������ ������ ������ �����������&�� &���&�� &���&�� &���&�� &�����������������&�����&�����&�����&������1. The shooters designate their target, which must be a formation (usually a unit, or unformed elements).

33 Bowmen include Bowmen Fx.

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41

2. They add up the Shooting Factors, of those elements shooting directly at an enemy element (i.e. one shooting element per target element)34, add or subtract tactical modifiers, add any overlap supporting elements and, if Bowmen, add any rear supporting elements and for each target the unit cohesion bonus 35. The total determines their Attack Factor (AF).

3. The target adds up the Target Factors of its elements being shot to determine its Defence Factor (DF).

4. To resolve shooting, the player that is shooting throws two D6 dice and adds or subtracts the difference between AF and DF. The maximum difference between AF and DF for each target ranges from +6 to –2 (or –3 if weather conditions apply).

Single elements, Elephants, War Engines, Scythed Chariots and CEs are shot at individually. Only Mass shooting or War Engines [see Appendices B. Tables 2.Shooting Results] may kill more than one element of each target and each main shooting element may kill only one target element (i.e. support elements do not count for additional kills). Thus, when shooting against an enemy formation, at least two main shooting elements are required for a double kill and three for a triple kill, three kills being the maximum for any target. Secondary shooting on its own may only kill up to one target element and never troops in permanent cover. In shooting, the defending player may select precisely which element(s) will be killed or must recoil, flee etc., but only from those targeted directly or their rear supports.

When Psiloi are shooting on their own (i.e. without support from other type shooters) they cannot kill any other than Open Order, Fx, Bowmen, War Engines, Rabble, or Vulnerable troops, unless they can shoot at the flanks and/or rear of their target36. If they cannot cause a kill, they can neither cause routs, stop charges or cause Elephants to become enraged. Other results like shaken apply.

Apart from killing target elements, the severity of the shooting may determine the morale of an entire formation. If severely hit (i.e. suffer kill(s) and a “Refuse to obey orders” result), troops that are charging may be forced to recoil one full move before contact and, if Inferior, may even flee; and troops that are defending may flee before contact. Under extreme circumstances, weakened formations may flee from shooting even if no charges, combat etc. are involved. [See 9.6 Shooting Tables]

Mixed elements of mixed defence factors (like spearmen/bowmen combinations) benefit from the better target factors of the two, but if more than one element is shot they will have a penalty towards their combined defence factor, adding +1 to the shooters’ factor (per target, not element). Any losses must be removed alternately with the lesser protected element being removed first.

Elephants and Scythed Chariots may become enraged/uncontrollable when shot at for the first time by anything other than War Engines. When suffering any hit of 10 or above, (they disregard 9 completely), they must throw a D6. At 5 or 6 they are treated as normal troops (killed). At 1, 2, 3, 4, they will become uncontrollable and at the beginning of the next round will charge randomly in any direction, moving at 10cm a bound. For the random effect throw a D6 and move in the direction as specified in the table below:

An uncontrollable element will hold this course and attack anyone in its way, friend or foe, forcing them to conform to its front, until killed either in melee, or by a second missile kill, or until it exits the table. If any but Psiloi or other Elephants are pushed back by an enraged Elephant they are automatically destroyed together with any rear supports. Friendly troops may shoot at enraged Elephants as if enemy.

34 If more than one may shoot directly at a target element, the shooter decides which is the main and which is support. 35 The cohesion bonus applies to the target 36 In the case of targets that do not have vulnerable flanks or rear (e.g. Cat, Chariots, Elephants, OO, etc.) the Psiloi may still kill their targets from the flank or rear, but without the extra shooting bonus that this entails.

H$���G�'�������(��

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42

3�(�3�(�3�(�3�(������������� ������ ������ ������ ��������������������$���'���$���'���$���'���$���'���������Any element except: Elephants, Chariots, Cataphracts, Open Order, or any in permanent cover, are vulnerable when shot behind their flanks or rear. A shooting element is considered to be shooting behind the flanks of an enemy unit only when it is entirely behind the front element of its target, or entirely behind the rear element if shooting at its rear. Troops shooting behind the flank or at the rear of their target, (except the above mentioned troop types), will count a +1 for the flank (for each flank engaged) and +2 for the rear to the total Attack Factor and those elements being shot at from the rear or flank cannot count as Heavy. If any kill results include flank/rear shooting on an Inferior unit, it must roll a D6 for rout (rout on 1, 2). Psiloi may only kill some of the heavier troop types with missile shooting from the rear or flank.

Any formation of Inferior troops suffering a kill from flank and/or rear shooting must throw a D6, regardless of conditions, charges etc. and must flee at 1, 2. If it suffers 2 kills from any direction it must throw a D6, regardless of conditions, charges etc. and must flee at 1, 2, 3, 4 (but note, Secondary shooting alone may kill only up to one element).

Shooting at flanks or rear also counts double towards the 50% of a target’s frontage. So, for example, if a unit with a frontage of three elements has one of its front elements and one of its flank or rear elements shot at, this will account for 50% of the unit’s frontage and the entire unit could be affected.

����

3�7�3�7�3�7�3�7����������������������������������������� ������ ������ ������ ����'���'���'���'�&&&&������������������������������������Support shooting takes place in support of or against charges by any troops with a Missile distinctive37. The aim of support shooting is to weaken the enemy troops’ morale causing them to refuse to obey orders, become disordered or shaken. Support shooting may stop an enemy charge or counter-charge from closing or may break troops standing to receive a charge38, depending on the severity of the missile attack and the troop quality.

Defending elements being charged that refuse to obey (to hold or evade a charge), must rout immediately together with any rear support they may have. If these represent at least 50% of the formation front, the entire formation will be affected. (But see 9.5. Shooting at Flanks and Rear which count double towards this 50%)

Attacking elements that refuse to obey (to close with the enemy) must recoil a full move distance, space permitting and if Inferior, they must also roll a D6 for rout (rout on a 1, 2).

The direction for recoiling from support shooting follows the same rules as from melee but in general the affected elements must move away from the shooters and, if possible, not closer to combat-capable enemy troops [see 10.4. Recoiling-Following up]. If they cannot recoil the full move due to combat-capable enemy troops obstructing their way, they must go around the enemy troops if any opening is accessible. If no opening is accessible, then they are removed from play as captured. If the obstructing troops are friendly, they may either continue their move through them, if interpenetration is allowed, or end their move in front of them in Disorder for the remainder of the round.

If their opponents were mounted, charging or counter-charging, they may or must pursue them, depending on their training (Regular or Irregular).

NOTE: Mounted that are counter-charging their attackers will also be considered as attacking for the charge test, even if they are not the ones who declared the charge first. In this case, if one of the two attackers refuses to obey orders, the recoil will be executed as an evade instead, with the opponents pursuing immediately.

Elephants, Scythed Chariots and Rabble S (fanatics) are not affected by the above, but will continue to charge no matter how many losses they incur, until killed or diverted. 37 Shock/Missile troops may shoot only in support of charges except if Elephant and Chariot crews, mixed Spearmen/Bowmen elements and Wagons, who can shoot at all times. 38 Note that Psiloi shooting on their own may kill most targets only if shooting at its flanks and/or rear. Formation morale is thus not affected if no kill is scored, regardless of shooting results. [See 3. Troop Types - Psiloi]

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Shooting in support of charges is allowed if the target was visible at any point of the Charge and Normal Movement phase (thus, a charging formation that screens a target when it moves to contact does not negate the support shooting of friends or opponents). Other formations on both sides may move in the Normal Movement phase to bring an attacker or defender within their range before actual combat takes place. However, note, that in this case –moving after the charges into a shooting position– the Command’s initiative may determine whether the target was visible or not. For example, if a friendly formation moved before the enemy shooters, thus screening the target entirely, then it was “not visible at any point” and cannot be shot at. If the shooters moved in first and the target was then screened by friends, it can.

Double-armed Mass Bowmen that wish to charge opponents, never have priority to charge frontally primarily Shock opponents and may only use their rear ranks for support shooting during the charge, with any cohesion and/or Pro bonuses that may apply. If there are no rear ranks, support shooting is not possible.

Support shooting is short range as long as the main shooters are within 3cm of the target. Overlap and rear support shooters maintain their +1 support regardless of distance [see shooting example Appendix B].

The exchange of missiles takes place after all movement is complete and then by order of shooting priority39. If a charge is declared against the flanks or rear of a formation with a Missile distinctive, any missile-capable elements of the unit may turn to shoot, unless the formation was already engaged to its front. If the charge is from two or more directions, the shooters may choose which elements to turn.

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NOTE 1: War Engines, Elephants, Scythed Chariots and Wagons ignore it and obey orders. NOTE 2: Elephants and Scythed Chariots suffering a kill for the first time, by other than WE, may either be killed or become uncontrollable. The second time is always a kill. Elephants and Scythed Chariots never become shaken. Wagons elements cannot be killed by secondary shooting alone, their crews becoming shaken instead. 2E elements suffering a kill by secondary shooting alone replace their double element with a single element of the main troop type (if Shk/Msl with Shock, if Msl/Shk with Missile). NOTE 3: Refusing to obey orders during a charge denotes that remaining elements either fail to close with the enemy, recoiling a distance of one full charge move –or as much as space allows– if attacking/counterattacking, or fleeing, if holding to receive charge/ trying to evade. Inferior troops may flee even if attacking on a D6 roll of 1,or 2. NOTE 4: Any formation of Inferior troops suffering a kill from flank and/or rear shooting must throw a D6, regardless of conditions, charges etc. and must flee at 1, 2. If it suffers 2 kills from any direction it must throw a D6, regardless of conditions, charges etc. and must flee at 1, 2, 3, 4 (Secondary shooting alone may kill only up to one element). NOTE 5: Any formation suffering 3 kills, reacts according to its morale class regardless of conditions, charges etc. and must throw a D6: Inferior must flee in any case; Ordinary must flee at 1, 2, 3 ; Superior at 1, 2. (Secondary shooting may kill only up to one element). GENERAL NOTE 1: Any unit suffering a kill at 50% of original strength, or under, must test as above, in NOTE 5, but subtracting 1 from their die roll. GENERAL NOTE 2: When Psiloi are shooting on their own (i.e. without support from other type shooters) they cannot kill any other than Open Order, Fx, Bowmen, Rabble, War Engines or Vulnerable troops, unless they can shoot at the flanks and/or rear of their target. If they cannot kill, they can neither cause routs, stop charges or cause Elephants to become uncontrollable. Other results like shaken apply.

39 When shooting in support or against a charge, results should strictly follow the order of priority, (if the opponents are differently armed) as morale results affect shooting. For example, if a charge by Cavalry archers is stopped by Bowmen, who have priority in shooting, the horse archers will have to recoil and will not be allowed to shoot for that round, even if still within range.

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NOTE 1: Maximum attack advantage for shooters -per target- is +6; maximum handicap is –2 (or –3 due to weather) NOTE 2: But are always considered Vulnerable targets, even when Heavy. NOTE 3: Any tactical modifiers like the shaken handicap and qualitative modifiers like Professional or Untrained affect only the main shooters, not the supporting elements. Supporting elements always contribute a +1. NOTE 4: Bowmen that charge may support their charge with shooting only from a rear rank. NOTE 5: The cohesion bonus applies to the unit as a whole, not each individual shooting element. NOTE 6: Siege WE against fortifications, buildings etc. and Heavy WE against all shoot with a shooting factor of ‘2’; Siege WE against other targets, and ‘Fast/Light WE against all, shoot with a shooting factor of ‘1’. All targets shot by WE have an unmodifiable target factor of ‘1’. NOTE 7: Does not apply to Light Horse Fast or Fx troops. NOTE 8: Mixed targets of different target factors use the higher factor of the two. The shooters will have +1 only if more than one of its elements is shot (i.e. a single element being shot at will benefit from the higher target factor.) NOTE 9: Horse archers in Skythian count -1 only when in short range, shoot normally at long range. NOTE 10: If 50% or more of the main shooters are at long distance. NOTE 11: Heavy Elephants, Chariots, and Foot Knights only have their Heavy negated by WE and handguns.

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3�*�3�*�3�*�3�*�����&&&&�4���4���4���4������Troops in cover enjoy an advantage in defence (-2 per element to the shooters’ Attack Factor) when shot at and if in permanent cover (like fort walls, or Wagons) cannot be killed by Secondary shooting alone. Cover includes any of the following:

� Troops in buildings, in camp (from outside), behind fort walls, Wagons (permanent cover)

� Troops behind Pavises or in Shieldwall formation (from their front only)

� Troops in woods, or Psiloi, foot Fx, in difficult terrain

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Charges are declared and executed by order of priority during the Charge phase by troops eligible to do so. All other movement is concluded after this and shooting is then resolved. If the opponents obey orders the two sides come will come into contact and melee will ensue.

The target of a charge must be visible at the moment of the initial declaration and within charge distance [see below], except in the case of troops that meet fresh opponents while pursuing. The charge must be as direct to the target as possible. Wheeling to bring the target within its charge distance is allowed, up to 90o, but charging obliquely is not allowed even for Open Order troops. Mounted and impetuous troops may first wheel or turn up to 90o to face their target, in some cases disordered. All eligible troops may charge adjacent enemies40 regardless of the 90o limitation.

Purely Missile troops may not frontally charge other combat-capable troops, mounted or foot, unless these are purely Missile troops as well. They may charge routers and they may provide overlap support for other friends as long as they do not come into contact with Shock opponents. Primarily Missile, double-armed troops may declare charges normally. Shaken troops may not declare charge on or counter-charge combat-capable opponents. Troops in buildings, forts may never charge outside. They may charge from house to house in a built-up area [see 11. Fighting in Built-Up Areas & Fortifications].

Elements that are within or move through the vacant Combat Zone of an opponent’s element, may not move away at will or attack a different target. The only move possible in such a case is either to attack the element opposite itself or to evade (if eligible) directly away or to move to provide overlap support for an adjacent friendly element, but only within 4cm.

All charges in a given round are considered as 'simultaneous' for combat resolution purposes, but their actual game order is determined by the combat situation (frontal or flank), by their type (mounted or foot), and by the Command’s initiative. The charging priorities have as follows:

1. All charges to flanks and rear

2. All charges by uncontrollable troops (e.g. impetuous, enraged Elephants etc.)41

3. All charges by mounted vs. foot

4. All other charges by order of Command initiative (except Msl/Shk Bowmen that never have frontal priority over opponents eligible to charge)

If Impetuous troops are held in control to maintain order they will be subject to normal initiative rules. Impetuous mounted or uncontrollable Elephants and Scythed Chariots are not subject to initiative rules.

All declared charges expend necessary CoPs, upon declaration of the charge, separately for each formation (unit) charging, regardless of their ultimate success. A formation may charge as many targets as possible within its charge move, but it expends CoPs for each charge as a whole, not for each separate target. Charging as a group of multiple formations (units) is only allowed for troops of the same Command and the same troop type, that are in contact, and only when attacking a single enemy formation.

40 Adjacent in this case refers to troops that are side-to-side but have their element bases touching. 41 Except if Bb against mounted.

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Charge distances are the same as tactical ones except Knights, Hoplite Spearmen, CO Barbarians and uncontrollable Elephants that have a charge bonus of 2.5cm.

Shaken troops may not declare a fresh charge until rallied; they may however, make converted charges during a pursuit (since they will have ceased to be shaken after a successful charge or melee victory).

)6�)�)6�)�)6�)�)6�)�����&&&&�����������������&� ���&� ���&� ���&� �����������������������������������������������&� 4���&� 4���&� 4���&� 4��&&&&����������������Charge Reaction. Any combat-capable troops being charged may respond according to their type, Command initiative and status as follows:

� Open Order troops. All OO may voluntarily evade, but if they are purely Missile, OO must evade charges by Shock-capable opponents. All Psiloi must also evade charges by Knights, HCh, Cat, in good going or when downhill. Failing to do so entails risk of automatic rout or kill if defeated. Shaken OO troops eligible to evade must also do so.

� Light Chariots may evade all charges by foot, Elephants, and Heavy or Scythed Chariots. Primarily Missile Light Chariots may evade all charges.

� Cavalry, Camelry and Knights Fast may evade flank and rear charges by foot and all charges by Elephants and Scythed Chariots.

� Mounted troops with a Shock distinctive being charged may, if not shaken, declare a counter-charge, but to do so, their charging opponents must be within 90o. If charged to their rear or over 90o they must stand and receive the charge halted and disordered (or, if eligible, may try to evade). Troops counter-charging will meet their charging opponents half-way regardless of wheels, turns etc.

� Close and Loose Order foot being charged must stand and receive and may not counter-charge. If any except Foot Knights are charged in good going or when downhill by Knights, Scythed or Heavy Chariots, or Elephants, they may become disordered or break before contact. Bowmen, in particular, must test for Disorder, as above, when charged by any mounted Shock opponents unless they are standing to receive charge behind a fortification. [See Test to Receive Charge below]

� Any troop types that stand to receive charge may, CoPs permitting, change formation to improve their combat performance. They may not, however, use a formation change to avoid an enemy charge or block a charge against an adjacent friendly formation and they may not voluntarily split their formation leaving a detachment behind to face the attackers allowing the rest to perform other tasks. However, if a formation is being charged simultaneously by two or more opponents, from different directions, the formation may need to involuntarily split into sections to meet all or some of its opponents. The split sections may turn to face different opponents but must still remain in contact with each other. In this case, the section(s) whose strength falls below two thirds of the original unit strength will lose its (their) cohesion bonus and fight as unformed elements.

When being charged, Professional troops may react according to their main function for free. For example, Mounted Pro (Shk or Shk/Msl) eligible to counter-charge may do so if charged and any Pro eligible to evade may evade a charge without expending CoPs.

If any formation of Psiloi in good going are left unsupported by friendly CO or LO troops (i.e. outside the friendlies’ ZOC42, they are considered to have no ZOC of their own. In this case, they may be contacted on the march by any Shock opponents (except other unsupported Psiloi) and must test immediately for reaction before any shooting or any other movement takes place, fleeing regardless of grade or class on a D6 roll of 1 or 2. If they pass the test, they may shoot in their defence and then must evade. If no CoPs are available for the evade, they must flee after shooting.

Some specific armies may have horses specially trained to fight alongside camelry and/or elephants (Cmproof and Elproof respectively) and are specified as such in the army lists. When any non-proofed horse-mounted troops are within the charge distance of Elephants or Camelry, (even if these are enraged or fleeing) they will become shaken, regardless of their class. If they happen to flee for being

42 If any part of their formation is within a ZOC then the entire formation is considered to be supported.

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shaken, they will only make a single rout move, if their shaken was due to this cause alone, and will be automatically restored at the end of their rout move.

Test to Receive Charge.

a) Any foot troops except Foot Knights charged in good going or while downhill by Knights, Heavy Chariots, Scythed Chariots, and Elephants,

b) Bowmen charged by any mounted Shock opponents, except if standing to receive charge behind a field or permanent fortification (stakes, ditch, count as field fortification) and

c) Shaken troops, non-fanatic Rabble, and Inferior troops charged by any combat-capable opponents in any terrain:

Must pass a morale test – before any Support Shooting – by rolling 2 x D6 and on a final score of 4 or less, all testing troops will become disordered, shaken, or will flee, as follows:

� Professional or Superior troops add 1 to their die roll (and will become disordered). � Inferior troops subtract 2 from their dice roll (and will become disordered). � Untrained troops subtract 1 from their dice roll (and will become disordered). � Any troops charged to their flanks or rear subtract 2 from their die roll (and will become shaken; if

Inferior, they must flee). � Troops that were already shaken, including Pro or S, subtract 2 from their die roll and must flee. � Shaken troops of a Demoralised Command that have not fled and need to test must flee regardless

of dice roll. All the above are cumulative.

)6�+�)6�+�)6�+�)6�+����������4 ��� �����4 ��� �����4 ��� �����4 ��� ����&&&&���&�����&�����&�����&��@@@@������������������������////����������$����$����$����$����������������������Moving into Contact. Only elements that:

a) are being charged or have declared a charge,

b) are part of a formation already in combat,

c) are providing overlap support for a standing friendly element that is engaged or is being charged,43

d) are pursuing or are encountered by pursuers, or

e) are or have encountered unsupported Psiloi in the open, may contact opponents for close combat.

Friendly elements may move during the Normal Movement phase, after the charges have gone in, to provide support, and in doing so may either overlap opponents or contact enemy elements already overlapping a friendly formation. They may contact an enemy element by normal movement only if their friendly formation had remained stationary to receive a charge or was already engaged and not if the friendly formation was moving itself to charge or counter-charge. If both opponents wish to provide overlap support on the same round but their overlapping elements would then come into contact themselves, then only the elements of the Command with the higher initiative may do so, their opponents stopping just short of contact.

When calculating distances for a charge against a stationary formation at least one attacking element must be able to line up with any side of its target. If the other elements of the attackers fail to reach that far, but those elements that fall short are within their own base depth of the intended target, then they may line up with the target as intended. If any elements of a unit are beyond their own base depth and cannot reach the target, then they may not come into contact.

Conforming to an enemy’s front must be undertaken to permit contact by allowing minor adjustments in lining up the opposing elements (any part of one base width -4cm). It is generally the attacker that must conform to the defender. The following exceptions apply (the defender having to conform to the attacker):

43 Purely Missile troops may only provide overlap support if they do not contact Shock opponents.

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� If the target is a single element (except War Engines the crews of which fight all-round) or a formation in single file column. However, if the contacted element is part of a column, only its rear supporting element will have to conform along with the contacted element, not the entire column.

� If the target is Psiloi (but not charged by Psiloi).

� If the attacker is an uncontrollable Elephant or Scythed Chariot)

Flanks & Rear. An element may charge the flanks or rear of an element if :

a) It starts its charge move within a single wheel of no more than 90o of its target’s flanks or rear.

b) It is outside the frontal area of its target and outside its Combat Zone.

Flanking an opponent is a charge move and cannot be initiated as a normal move44.

If a unit is being flank or rear-charged, it automatically becomes disordered regardless of its frontage. A flanked element not engaged with, or charged by, other enemy to its front, and unable to counter-charge, must turn to meet the flank charge (without expending CoPs), along with up to one rear rank, and must also recoil to maintain contact with the rest of its unit. If charged to its front or already engaged to its front, an element cannot turn and will have to fight with a handicap of –1 for each flank being attacked and –2 if contacted to its rear. A recoil would then be an automatic kill. If the flanked element has rear support, the attackers must conform to its immediate rear support, which must turn to face them. If the attackers are unable to conform, due to insufficient space, the flank attack will not be possible. If the rear support is a deeper column of more than two elements, only those elements that provide rear combat support (two in the case of Sarissae, or Barbarians) will turn to face the flank charge. Any additional elements must recoil sufficiently to allow them to turn. If the attackers on a flank or rear fail to come into contact (due to support shooting) the elements that had turned to face them may turn back and provide rear support as they were before, but their unit will still be considered as disordered until the end of that round.

Impetuous troops cease to be impetuous when attacked in the flank or rear, but always have the option of charging first if within 90o of their front, disordered.

)6���)6���)6���)6�������������������������������Melees take place element-by-element and combat is considered as simultaneous. To resolve melees, for each of the opponent elements [‘A’ and ‘Z’] a) add their respective Basic Combat Factors; b) add or subtract tactical modifiers and c) throw a D6 to determine their Melee Factors. Then compare results, following the principle below:

� Melee Factor (A) < Melee Factor (Z): ‘Z’ win - ‘A’ recoils or is killed

� Melee Factor (A) > Melee Factor (Z): ‘A’ win - ‘Z’ recoils or is killed � Melee Factor double its opponent’s: Defeated element killed45

� Melee Factor (A) = Melee Factor (Z): Draw; ‘A’ and ‘Z’ remain in contact, or must follow the rest of their formation depending on the overall melee result.

����

44 Foot troops moving at 5cm a bound, like Spearmen or Swordsmen may wheel into an enemy flank in one bound even if this slightly exceeds 5cm. Note reminder: non-Professional Sarissae and Untrained Spearmen may only initiate charge as units. 45 Except Kn F, Cv and LH when charged by Sp or Ss which flee instead, together with their rear supports.

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NOTE 1: There is no cohesion bonus for any attackers crossing an obstacle, fortification etc. NOTE 2: Knights, Cataphracts, Swordsmen, Peltasts and Open Order cannot count rear support when shaken. NOTE 3: Cataphracts count rear support only vs. foot and count +1 when defeated (except. vs. Elephants). NOTE 4: Light Chariots only count cohesion bonus against foot and primarily Missile Light Chariots must attempt to break-off if defeated in melee.

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NOTE 5: Only unshaken Shock Light Horse have rear support and only against Open Order, Bowmen, Baggage, Rabble and War Engines, or against any mounted in rough terrain. NOTE 6: Foot Knights count –1 when losing against foot, regardless of class, grade etc. NOTE 7: Swordsmen cannot count rear support when charging. Also, when eligible to do so they must declare it before the melee as they risk losing both ranks from a ‘kill’ result. NOTE 8: Spearmen do not count rear support when charging other troops than Spearmen. Untrained Spearmen and Sarissae have a limited cohesion bonus of +2. Spearmen cannot kill Kn F, Cv or LH if they charge them. They can only force them to flee. NOTE 9: Sarissae units of specific armies may have an extra 4th rank, in which case they gain a +1 only when drawing in a melee. Sarissae cannot kill Kn F, Cv or LH if they charge them. They can only force them to flee. NOTE 10: Close Order Bb fight in 3 ranks in good going, 2 in rough; Loose Order Bb, 3 ranks in all terrain. Imp Bb need at least 2 ranks to become momentum troops and have auto-kill against CO troops, but lose 2 ranks when suffering a kill. NOTE 11: Regular Peltasts have cohesion bonus of +2 in all terrain; Irregular +2 in rough, +1 in good going. NOTE 12: Only for Double-armed Bowmen (with a Shock distinctive.) NOTE 13: Only Shock Psiloi and only against other Psiloi, Bowmen, Elephants, Scythed Chariots, Baggage, Rabble and War Engines, plus against any in rough or difficult terrain. NOTE 14: Missile Psiloi at 0; Shock at 1. NOTE 15: The Wedge bonus of +1 augments the cohesion bonus not the basic combat factor. Troops in Wedge do not count rear support, except for the point element in front. NOTE 16: The +2 bonus is given only if the Scythed Chariots are advancing in good going. For Scythed Chariots special melee outcomes see 3.1.Troop Types, Basing & Distinctives. NOTE 17: And only if there are no other causes for disorder, shaken. NOTE 18: The Untrained or Fast handicaps have differing priorities over the troop class bonus. Thus, a Superior+Fast element (except Barbarians) will count +1 and -1 when losing, but a Superior+Untrained element will only count the -1 for the Untrained. Handicaps are not cumulative so an Untrained+Fast or a Foot Knight+Fast will only count one –1, not both. The Professional bonus is never negated. Thus, a Professional+Fast element will count both +1 in melee and –1 if it loses. Finally, the Superior+Professional troops may count only the Pro +1 bonus, not both. Superior Barbarians do not gain the +1 when defeated, but when drawing or winning vs. any foot. NOTE 19: Only on level, good going. Not if on hill, or in rough, or in difficult terrain. NOTE 20: Overlapping elements must be facing in the same direction as the friendly element being engaged. Does not apply to a unit in Wedge; Does not apply to Elephants and Camelry by non-proofed horse troops; Scythed Chariots disregard overlaps by any but Psiloi, and/or Peltast Fx. NOTE 21: An element of a formation in Wedge contacted in flank will have the -1 handicap and will be unable to recoil if defeated; Scythed Chariots disregard flank attacks by any but Psiloi, or Peltast Fx.

A recoil will become an automatic kill in the following cases:

� Foot defeated and followed-up by mounted momentum troops (e.g. Knights, Cataphracts, or Heavy Chariots), subject to terrain limitations [see 6. Terrain Table].

� Knights, Heavy Chariots, Mass Bowmen, defeated by Foot Knights.

� Mass Bowmen defeated by Lancer (Cavalry or Light Chariots).

� Close Order foot defeated and followed-up by Imp Barbarians at least two ranks deep; and by Scythed Chariots [for exceptions see 3. Troop Types, Basing & Distinctives -Scythed Chariots].

� Non-Fast Knights, Foot Knights, Cataphracts, Chariots, Wagons, War Engines, defeated by Elephants.

� Any troops, except Psiloi, foot Fx, or Elephants, with up to one supporting rank, defeated by enraged Elephants.

� Purely Missile Psiloi defeated by mounted (and if defeated by foot they flee).

� Elephants defeated by trained, non-Inferior, Shock-capable Psiloi or Peltasts.

� War Engines, Baggage, Scythed Chariots defeated by any.

� Wagons defeated by foot.

� Any element defeated while in contact simultaneously to its front and flank (or rear), either due to the melee result or to its parent formation recoiling after defeat.

� If defeated and followed up, but unable to recoil due to terrain or obstructing elements.

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If an element is killed, its victor may -or must- occupy the vacant position by following-up [see 10.6. Recoiling-Following up]

Losses from melee should be removed from the ranks actually in combat, although in some cases, more than the engaged element may be destroyed, as in the case of supported Swordsmen, Imp Barbarians, or kills by advancing Cataphracts, Scythed Chariots etc. which may include one or more rear ranks.

)6�7�)6�7�)6�7�)6�7���������������������������������������������������������������������Melees may affect the morale of an entire formation if the number of elements engaged represents at least 50% of the formation’s total frontage area46 as follows:

If total wins equal total defeats (Draw), both sides stay engaged in combat with their losing and winning elements recoiling and following-up respectively [see 10.6. Recoiling & Following up]. If recoiling elements of either side lose all contact with their parent formation, and are followed-up, they become shaken.

If the number of defeated elements exceed the victorious elements (Partial Defeat), all the defeated or drawing elements of the losing formation47 must recoil, shaken, but those elements that managed to win their individual melees may or must follow-up [see 10.6. Recoiling & Following up] their individual victories regardless of the overall result of their formation. If any cannot recoil due to being flanked, they are removed from play (as killed). Those elements of the winning side that won or drew may or must follow-up their opponents [see 10.6. Recoiling & Following up]. Those elements of the winning side that were defeated must still recoil and try to rejoin their unit on a following round. If in doing so they lose all contact with their parent formation, and are followed-up, they will become shaken.

If all of the engaged elements are defeated or the majority are defeated and the rest draw (Total Defeat) they must recoil and the victorious elements may or must, depending on their troop type, follow-up their opponents. If the victors were shaken, they will rally automatically. The defeated formation must then also check for morale:

� Inferior troops and Ordinary primarily or purely Missile troops will break if at least one of their defeated elements were killed in the melee.

� Superior primarily or purely Missile troops and Ordinary primarily or purely Shock troops will break if at least two of their defeated elements were killed.48

All grades of troops will break if their formation was totally defeated and their numbers have dropped to under 50% of the formation’s original strength, or if they constitute the sole remaining element of their formation. However, if any Superior -primarily or purely Shock- element of the above formation was itself victorious in the melee, it will continue to fight on until defeated, or drawn, in which case it also must flee. Superior elements of 2-element units (like bodyguard formations) that were not defeated themselves, but are the sole surviving element of their formation, may fight on until defeated themselves.

In order to have an overall effect on a formation’s morale, at least one kill must always be from the melee itself. However, any extra losses sustained from that round’s support shooting must also be counted towards the total losses sustained. Any additional losses sustained due to an entire formation

46 If, for instance, a unit had a frontage of 3 elements and one of its elements was engaged and defeated, only this engaged element would have to recoil shaken. If, however, a second element was also defeated, either on the unit’s flank or on its front, the two would then represent over 50% of the unit’s 3-element frontage and the entire unit would have to recoil shaken. Note, however, flank and rear charges count double towards the 50%. 47 Those that had already recoiled from the melee itself do not need to recoil again. 48 Note that kills from support shooting (of the current round) are also counted for after-melee morale, but at least one kill must be from the melee itself for an overall effect on a formation.

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having to recoil after combat, will not be counted towards a formation’s morale, however, as this is the result of the morale reaction that followed the melee, not the melee itself.

NOTE: If the formation was fighting against two or more different formations and winning against one and losing against the other, the part that was victorious will not be affected by the defeated part, but will react normally, following up its victories or halting in place when drawing.

)6�;�)6�;�)6�;�)6�;������&� � ���&� � ���&� � ���&� � ����������������������� ������������ ������������ ������������ �����������Recoiling. Elements defeated (and not automatically killed) in combat –including those in contact attacking the flanks or rear of the same opponent, must recoil their own or their opponent’s (if followed up) element base depth, and, if followed-up, may become shaken depending on the overall combat result of their formation. Those providing overlap support in a melee do not recoil and do not become shaken as a result. Recoiling elements, followed up by their victorious opponents and unable to complete their recoil move must either, push the obstructing elements back, destroy them, or be destroyed themselves:

� Any element, except Elephants, that is obstructed by a combat-capable enemy element must be removed as a kill except if the obstructing element is of purely Missile Psiloi or routers which must recoil along with it sufficiently to avoid contact. If the recoiling element is non-Fast Knights, Cataphracts or Heavy Chariots and the obstructing enemy element has its flanks or rear turned to the recoiling element both the recoiling and the obstructing element must be removed, except Elephants or Wagons which remain unaffected.

� Any recoiling element, except Psiloi, that is obstructed by friendly Elephants or by a friendly element (other than Elephants) facing in a different direction, must be removed. If the friendly element is facing in the same direction it must also recoil in disorder, except Wagons which remains unaffected. If the recoiling element is Knights, Cataphracts or Heavy Chariots, it must be removed along with the obstructing element, except Wagons which remains unaffected.

� Psiloi recoiling may interpenetrate all friends, in any direction, without penalty. Bowmen recoiling may interpenetrate friends freely as Psiloi, if facing in the same direction, otherwise treat as other foot. Any friendly element recoiling may push Psiloi back in any direction without penalty to either.

� Any element contacted simultaneously on two sides and forced to recoil, either from combat or due to formation defeat, must be removed (but if due to formation defeat will not count towards a unit’s after melee morale).

� Any element forced to recoil over impassable (for its type) terrain must be removed [see 6. Terrain Table]

� Recoiling Elephants meeting any troops, enemy or friendly, except Psiloi, will destroy them automatically regardless of the direction they are facing. Psiloi elements have the option of either fighting (if enemy) or being pushed back.

Following up. This is an advance up to one base deep for elements that have defeated or killed their opponents or, in the case of total victory, the entire formation. All victorious troops may do so, but some may have to do so involuntarily.

� Regular and/or Professional, trained troops that have stood to receive charge, need not follow-up.

� Regular and/or Professional, trained troops that have charged and Irregular or Untrained troops that have stood to receive a charge must test for reaction and must follow-up their victory on a D6 roll of 1, 2. Troops in Shieldwall or behind field fortifications add one to their die roll).

� Impetuous, Irregular, or Untrained troops that have charged must always follow up.

Following-up has implications for the status of a formation and its opponents: if a formation had been shaken, a follow-up after a victorious combat will automatically restore it. If it was in order and by following-up, its front became broken, it will become disordered and conversely, if the follow-up redressed its front, it will cease to be in disorder. The only exception is troops that have become impetuous. These will continue to be disordered, regardless of their front being redressed or not, until their impetuosity can cease [see 8.2.IV Impetuous-Prone]. Defeated opponents that have suffered no

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casualties will still become shaken if followed-up by the victors. In case of single elements this means their individual opponents, but when an entire formation is defeated only 50% of its frontage needs to be followed-up for it to become shaken (flank and rear contacts counting double towards this).

If, when following-up, an element contacts new opponents the new melee must be resolved on the same round, after all initial melees are completed. If this occurs again after the second melee, the third melee must be resolved on the following round.

����

)6�*�)6�*�)6�*�)6�*�������� ����� ����� ����� ������������������4' ���4' ���4' ���4' ����������������$ ��������$ ��������$ ��������$ ���������������������� ����� ����� ����� ����������Routing. Formations that have been totally defeated in melee [see 10.3.Melee], or have sustained severe casualties, or have failed a morale test, must, under circumstances, flee. Formations that flee are not combat capable until rallied. The rout move must be generally away from any opponents and may go around intervening friendly troops as long as there is a gap 4cm wide and the routers do not pass through, or end up in, the Combat Zone of combat-capable enemy troops (in which case they are removed from play as captured). Routing elements -except Psiloi- that cannot avoid intervening friends within their rout move must attempt to go through them and the friends must check for reaction:

� Non-Inferior Professional or Superior troops -except Rabble- or any troops behind fortifications, buildings etc. may refuse to allow routers through, in which case the routers will halt on the spot (still as routers) or continue to flee around them if there is any gap within their rout move. If they choose to allow them through they must test as the Ordinary troops below;

� Non-Professional, Ordinary troops must throw a D6 and at 1 or 2 they will also flee along with the routers. If they hold firm they can halt the routers as above or force them to go round.

� All Inferior troops and Rabble must test for reaction if approached to within their Combat Zone by any routers and will rout immediately on a D6 die roll of 1, 2. Otherwise, stand firm.

� Open Order troops may interpenetrate freely with any troop type causing no additional effect.

Evading. Evading is allowed only for eligible troops who wish to avoid close combat (e.g. Open Order, Peltast Fx- Cavalry Fx against heavier Shock opponents, horse being charged by Elephants or Camels, Cavalry and Knights Fast being charged by foot in flank or rear, Command Elements). Formations that have been contacted simultaneously on at least three sides may not evade and must fight instead. A formation declares it will evade immediately after its opponent has declared a charge against it and the entire formation must then evade. The evade move is identical to the rout move described above, except that evading elements may shoot with missile weapons before evading and, if successful in stopping the enemy charge, do not have to execute the move.If the evaders manage to outdistance their opponents they will end their move facing their opponents. If caught, however, they will be treated as if caught while routing.

Breaking-off. Break-off moves are either compulsory or voluntary and allow troops to disengage from combat. Compulsory break-offs are for Open Order formations and primarily Missile Light Chariots that have been defeated in melee, and are executed without expending CoPs. The compulsory break-off move is identical to the evade move, above, and takes place at the end of the current round of combat. Voluntary break-offs take place by any mounted (except Elephants, Heavy/Scythed Chariots and Cataphracts) and any Bowmen, Fx foot, or Psiloi already engaged in combat, and is executed by expending CoPs. The voluntary break-off move is declared at the beginning of a round, after at least one round of combat, before charge declarations, and is also treated as an evade move.

Pursuing. When a formation routs, or fails to press home a charge, or evades a charge, or breaks-off contact after combat, its opponents opposite may, or must, pursue with their unengaged elements, for at least one round. If the pursuit move is compulsory (i.e. they must pursue) the pursuers will become disordered in the process. This is determined as follows:

� Cataphracts, controlled Elephants, Bowmen and Regular, trained Close Order foot may pursue only to the depth of their (single) base.

� All Irregular or Untrained Close Order foot must pursue on a D6 roll of 1. Otherwise, they cannot pursue.

� Irregular, or Untrained Loose Order foot may pursue voluntarily or must test for reaction and will have to pursue on a D6 roll of 1 or 2.

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� Psiloi with a Shock distinctive always have the option of pursuing or not, but may avoid contact with any new opponents they may encounter.

� Impetuous troops must always pursue.

� All other mounted, must pursue on a D6 roll of 1 or 2.

� Regular or Professional troops add 1 to their die roll.

If the pursued are caught, the first round of combat will be resolved immediately. If the pursuers win again, the pursuit must continue with a new rout and pursuit move, but any further pursuit move will be limited to one D6 die roll. If the pursued are caught again the combat will be resolved during the Combat and Rout Movement phase of the following round and so on, until the pursued are either destroyed, manage to beat off, or outdistance their pursuers. When fighting against routers, both sides use their combat factors, but the routers can count no depth (rear support), or overlap advantages, no cohesion bonus and have an extra –2 handicap for being hit in rear. If the routers should defeat their pursuers or if the result is a draw, the pursuers must stop the pursuit. Automatic kills do not count against pursuers.

If the pursuers meet any new opponents on the way and within their pursuit move, they may make a converted charge against them with part of their troops, without expending CoPs, while at least one element continues the pursuit of the routers. If the pursuers meet new opponents within their pursuit move and are unable to avoid them, they must then charge them. If the pursuers have become impetuous they must throw a D6 and on 1, 2, or 3, must attack any enemy element they encounter with priority against open flanks and rear. Only Open Order pursuers may halt their pursuit to avoid contact (for free) and must stop just before contact (i.e. up to 1cm). If the new opponents (with any supporting troops) had not already shot in the Charge phase, they will be able to shoot with missile weapons against the pursuers even if these had already been shot at, this being the only occasion that a unit may be shot at twice during the same round. If the new opponents are also broken, the pursuers must pursue consecutively, but any further pursuit move will be limited to a single D6 die roll. If the pursuing unit had previously been disordered, it will fight any new melee disordered (if shaken it would have automatically rallied due to its victory.

Troops, which have routed, or recoiled off-table can never return to the table and are considered casualties. If elements exit off-table when pursuing, breaking-off, or evading, they may return to the table after two rounds (including the one they exited) as an Outflank (needing 4, 5 or 6 on a D6 for the first two rounds, 5, 6 for the following two rounds and 6 for the final two rounds). If they fail to re-enter, they will not be considered as casualties for a Demoralisation test or the final tally, but neither will they be counted as part of the Command, making it more vulnerable to a Demoralisation test. It will enter during the Normal Movement phase from the same sector it exited, or an adjacent one, from the point closest to its Command Element and at least 10cm from any combat-capable enemy element. If there is no entry point free of enemy ZOCs the unit must enter from a different sector closer to its Command Element. If no sectors are free of enemy ZOCs, it may not enter until one is liberated. If it enters the table out of Command Control, it must expend additional CoPs as necessary.

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Rallying is either for formations that have become shaken or for troops in rout. It is not a compulsory action but it is recommended.

Rallying shaken troops. Entire formed units, unformed parts of a unit, or even single elements that have become shaken may be rallied as follows:

� Through Command Element intervention during the Command and Rally phase of the following round, by expending CoPs. Rallying shaken troops if Regular, Open Order, or any single element, expends 1 CoP per formation; otherwise 2 CoPs. Troops losing or drawing and still in contact with an opponent may not be rallied from shaken49.

� Automatically. An automatic rally (i.e. without CoPs) occurs by rallying forward when a formation has won a round of melee and then follows up its victory, by successfully completing a charge

49 An exception are the Imperial Roman cohortal infantry (LgC) that have the ability to rally their shaken units even when in contact, but can do so only at an extra cost of 1 CoP per formation.

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as when against evading opponents, or, for unengaged troops, by rallying back by making one full free move (including any bonus movement for charging), away from opponents, at the very end of the round.

If any Inferior or Untrained troops distance themselves from their parent formation50 by rallying back they must test for reaction. They will rout instead of rallying on a roll of 1, 2 on a D6.

Troops that have just rallied back may not declare a charge or counter-charge, or make any move other than change formation on the following round. They may, however, receive a charge normally at the halt.

Rallying troops in rout. Troops in rout may rally and become combat-capable after three rounds of routing (including the initial one). To rally from rout they must be within Command Range and expend 2-4 CoPs per formation, depending on troop type [see below]. If CoPs are unavailable, they must continue to rout. If they exit the table, routers may never return.

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Command Elements, Inferior troops, Rabble and any elements of units that are under 50% of their initial unit strength or are the last element of their unit can never be rallied from rout.

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Fighting in built-up areas & fortifications involves combat against troops in buildings/camp or behind fortifications (i.e. palisades, walls) or Wagons or field obstacles like stakes. In general, mounted troops may not assault permanent fortifications, buildings or Wagons. Only Elephants and foot may assault Wagons and destroy it automatically if they push it back. All may assault elements protected behind field obstacles.

Built-up-areas and permanent fortifications. Unless otherwise specified by scenarios, a built-up area is either a town or large camp.

A town consists of four buildings, each of which may hold up to 4 foot elements, represented (when visible) by placing one element on each side of the building. Another 4 elements, mounted or foot (not Chariots, or Elephants), may be placed inside the town and can exit only through the main thoroughfare of the town. The total number of elements in a town may not exceed 16.

A large camp is allocated only in scenarios or campaign battles. It can be either fortified (in which case see fortifications below) or not. A camp should be large enough to hold the entire army. As terrain, it is considered more suitable for foot than mounted combat and it provides cover (-2 per target) for any troops inside being shot from outside, or from inside but at long range. For normal shooting to apply, the shooters must be within the camp and shooting at short range (3cm). The camp is considered as Rough terrain for mounted troops except Elephants and affects mounted combat accordingly. Neither foot or mounted may make group moves, even of the same troop type, and any evades, break-offs etc. by troops eligible to do so must subtract one element base depth.

Troops inside built-up areas and permanent fortifications (not field obstacles) exert only a 3cm ZOC. For a formation to enter a building it suffices for its front element to reach it. Exiting a building does not require any special procedure and elements may exit from any of its sides, but charging is prohibited. In order to charge, a unit must first exit a building and then declare charge on the following round. Charging from one building directly to another is allowed for foot troops, but without rear support, or cohesion bonus. Troops may normally enter or exit a fortification through its gate, in which case they move in single file column. If the defenders (foot troops only) wish to exit from any other point, they may only do so by expending CoPs for each side of the building being used as an exit. When any formation exits a fortification in this way, it will remain disordered until the end of the round. 50 Parent formation here indicates the larger segment of a split formation. If the two happen to be equal then the one with the officer/standard bearer element or similar, will be designated the parent formation.

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Troops defending a building or behind any permanent fortification have their morale class upgraded by one and add a +1 to their melee factor. Also, there is no rear support or automatic kills (like Barbarians against Close Order foot) for either defenders or attackers and no follow-ups or pursuits for the defenders. Finally, Open Order troops do not need to break-off and evade if defeated.

Every assault against a building involves element-to-element combat, but the final melee outcome will affect all the defending elements inside as if they were a unit. If the defenders are defeated overall, they will recoil shaken and the melee will continue for another round inside the building, or over the fortification, without any defenders’ bonus. If they are defeated again in the second round, the defenders must rout, regardless of losses, and the attackers may enter and capture the building. If the attackers lose they must recoil, shaken. Any formation, already shaken by support shooting, that recoils from assaulting buildings or permanent fortifications must rally back at the end of the round [see 10.8. Rallying].

Field obstacles. Field obstacles (e.g. wooden stakes, rocky fence, trenches) are elements 4cm wide x 1.5cm deep, each of which acts as protection for one element of troops placed in contact with and directly behind it. The total number of obstacles (if available) will be specified in the army lists. Field obstacles only affect the attackers and they cause mounted and CO foot troops trying to cross to become disordered. The effects apply only as long as the element is trying to cross the obstacle. If the defenders are either killed or pushed back, the obstacle is permanently removed from play (except trenches). When an attacker is moving to contact an element protected by an obstacle, the actual melee will take place when the attacker comes into contact with the obstacle itself. Any follow-up moves, however, will take place from the actual element being pushed back, not the obstacle which may be removed from play.

Troops recoiling from melee with their backs to the front of obstacles or fortifications (field or permanent ones) treat them as impassable terrain, resulting in an automatic kill if the recoiling elements are followed up.

Missile troops in buildings and all-round fortifications (like towers) have the ability to shoot at any azimuth regardless of angle. The range to and from the shooting element should be measured from the walls of the building itself. Missilemen behind field obstacles shoot with the same angle limitations as they would in the open and they cannot use the front of the obstacle to extend their range. ����

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Baggage trains are not mandatory in HOPLON and should mainly be used when playing campaign battles. As such, however, they may affect both combatants:

1. Any unengaged and free to move51 elements close enemy baggage, within 30cm, must pass (once) a reaction test during the Command and Rally phase of the following round. If they fail the test they become terminally impetuous and turn to attack the closest baggage element, without possibility of being controlled. They will continue to attack the baggage elements until these are destroyed or until they themselves are defeated, in which case they lose their impetuosity and regain their control. All their moves must be as pursuit moves, i.e. two bases deep plus one D6 for mounted and one base deep plus one D6 for foot.

To test for impetuosity, affected troops must roll a D6 and factor-in the following modifiers. The testing troops will become impetuous at a final modified score of 4 or less (all modifiers are cumulative):

� Irregulars and Inferior troops or Open Order mounted, no modifier.

� Mounted Regulars, add one to their die roll.

� Foot Regulars, add two to their die roll.

� Professional troops add one to their die roll.

51 i.e. Free to move, not in combat or within an enemy Combat Zone, or within charge reach of a combat-capable enemy. If an element is partially opposite a combat-capable enemy and partially opposite Baggage, it does not need to test and will remain under control.

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2. Unengaged elements of a combat-capable Command that have line of sight and are within 30cm, of their own unprotected Baggage train being attacked52 (or troops of any Command -if the entire baggage train is assembled in one place-) must pass the same reaction test. Any elements that fail it must make an uncontrolled move towards their threatened baggage elements. If the baggage is defended by any friendly troops the reaction test is not required.

Any uncontrollable troops attacking unprotected Baggage or meeting enemy combat-capable troops on the way, will engage them disordered, regardless of their troop type, class etc. Troops stopped or defeated in combat lose their impetuosity. Once under control, these troops will obey orders normally until they meet other routing or demoralised enemy troops, which may induce another impetuous rush out of control.

The loss of a baggage train is cause for morale test for each Command affected, or all of them if it is concentrated in one area.

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Demoralisation. When a Command has lost at least one third of its elements (Psiloi, Fx foot count half), either in rout, fled off-table or destroyed, or upon losing its entire Baggage train or its CE, or witnessing its CE evading or breaking off combat without its troop type being eligible to do so, or witnessing the demoralisation of the C-in-C’s Command, it must take a morale test. Command morale tests take place at the beginning of the following round, before the Command and Rally phase. To test, the testing player throws either 2xD4 (average die) if the Command had an initial strength of up to 35 elements, 3xD4, if its initial strength was 36 elements or more, or 1xD4 less if the Command has lost at least half of its elements and:

1. Subtracts points for its killed/fleeing elements as follows: � 0.5 point for each Rabble, Psiloi, Fx foot, or Inferior element. � 2 points for each Baggage, Knight, Foot Knight, Elephant, or Heavy Chariot element53. � 1 point for each element other than the above. � 1 point additionally for each of the above if Professional or Superior54 - or 0.5 if these are Psiloi/Fx

foot . 2. Subtracts 2 points for each combat-capable Inferior unit in excess of non-Inferior units within the same Command.

3. Subtracts 0-4 Dmr points (see Army Lists) and also the CE’s BIF55, if the CE is killed or in rout.

4. Subtracts 2 points for each demoralised (on or off-table) or withdrawing (on-table) friendly Command, including any reliable and any cautious allied Commands, but not unreliable ones.

5. Adds 1 point for each Professional or Superior element of the Command on table and not in rout (0.5 if Psiloi or Fx foot ).

6. Adds the commander’s BIF if the CE is still in play.

7. Checks the result options below:

52 Baggage “under attack” may denote either unimpeded enemy within charge distance, missile shooting or actual combat. 53 Dismounted elements are valued as mounted. 54 Rabble S (fanatics) never count for more than half a point regardless of their class. 55 Only of the Dmr is other than ‘0’. If the CE’s Dmr is ‘0’, its BIF is not subtracted.

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1. If the result is positive, the Command’s morale is unaffected and its troops may continue in action. If the morale test was due to 1/3 losses, the test will be repeated upon the next loss or rout being incurred by the Command’s troops. 2. If the result is zero, the Command’s troops become unwilling and are only partially combat-capable. They may not make any charges or approach within the Combat Zone of combat-capable enemy troops, unless they are moving to provide support for engaged friends or are mounted being charged, in which case they may, if eligible, counter-charge. Impetuous-prone troops must still attack if out of control, despite the unwilling effect. Its missile troops may still shoot normally. An unwilling Command may remain in place for up to three rounds –including the test round– and will automatically become fully combat-capable if any enemy Command (Ally or not) becomes demoralised within that time. If, until then, any friendly Command becomes demoralised or if at the start of the fourth round, no enemy Command has been declared demoralised, an unwilling Command must declare a Withdrawal.56 (i.e. if an enemy Command becomes demoralised at the start of the fourth round, the unwilling Command will not have to withdraw.) 3. If the result is negative, the Command’s troops are considered to be demoralised and each formation must begin to test to flee the battlefield. Each of its unengaged formations must immediately throw a D6 and will flee, regardless of morale class or troop type, on a die roll of 1, 2, 3, or 4. Such fleeing troops only exert a ZOC of 3cm and disregard enemy ZOCs. When fleeing they must continue towards their own table edge or entry sector if they had arrived as an Outflank (whichever is closest or safest), until they have all exited the table. Any remaining troops of a demoralised Command may remain on table, but will react as Inferior. They may not initiate attacks of their own but, if charged, may counter-charge or stand to receive, or evade, if eligible. If they become engaged or are already in contact, they will fight with a handicap of –2 per element. Also, they may not voluntarily approach enemy ZOCs, unless they are withdrawing (disregarding enemy ZOCs). Impetuous-prone troops that have not fled, must still attack if out of control, despite the demoralisation effect, but will still fight with the –2 handicap. Baggage, Wagons and War Engines cannot flee and must be abandoned to be captured.

Demoralised Commands can be rallied off table, 3 rounds after the exit of their last routing formation, but only if the CE is still combat-capable and not pursued by any opponents. The player must then dice (one D6 for each unit) to determine the number of rallying surviving troops: Inferior or Untrained will rally at 5, 6 and all other troops at 3, 4, 5, 6. Troops unable to rally, are lost. Troops returning to battle must enter from the same sector they exited or, if it is enemy-occupied, by the closest free sector. They enter in Deployment Mode and count as a fresh Command for demoralisation purposes with those troops that are available there and then.

Withdrawal. If a player wishes, a combat-capable Command may voluntarily be given the order to disengage and withdraw. This entails some risk, since any Inferior or Untrained troops may misinterpret the order and flee, instead of withdrawing, on a D6 roll of 1 or 2. The order to withdraw is given at the beginning of a round, after any compulsory morale tests and is executed during the Normal Movement phase, after all charges have been concluded.

Withdrawing troops remain combat-capable, but they may not initiate charges, even against routers (see exception below), and must continuously move away from the enemy and towards their entry sector, as if executing a rout. They may, however, ignore enemy ZOCs in doing so. A single formation as well as the CE may be kept back, at the beginning of every round, to cover the withdrawal and delay any pursuers and this will be considered as a fully combat-capable force.

To execute a withdrawal, all unengaged mobile elements (i.e. not Baggage, Wagons, Heavy or Siege War Engines) of a withdrawing Command, must move away from their opponents, towards their own table edge or entry sector, by executing ordinary rout moves, as above. Subsequent withdrawing moves (i.e. after the initial one) also take place after charge declarations and if any withdrawing troops should become the target of a charge only those troops eligible to do so may evade. Mounted troops eligible to counter-charge may do so if charged while withdrawing, but may not pursue if victorious. If charged to their flanks, rear, withdrawing troops must stand and receive charge at the halt, turning to meet their attackers automatically, but disordered. Impetuous troops, like Barbarians or Irregular Knights, however, may become uncontrollable and attack any opponent within their charge reach regardless of their Command’s withdrawal. If unable to continue the withdrawal due to enemy troops blocking their

56 If a friendly Command becomes demoralised on the same round as an enemy Command the unwilling will still have to Withdraw.

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way, withdrawing troops may attack them to force their way through. Impassable terrain must be circumnavigated.

A withdrawing Command counts as Demoralised for other friendly Commands that need to test for morale, as long as its troops remain on table, but not once they have exited.

Once issued, an order to withdraw may be rescinded only if it had been included in a battle plan as part of a stratagem (i.e. subterfuge, trick) and only in set battles or as part of a campaign. A player must note a Command’s withdrawal as a stratagem, before the battle commences, without needing to specify the exact timing, but specifying a battlefield situation instead (e.g. “when enemy Centre engages our troops”, or “when enemy heavy cavalry enters our right-wing Command’s ZOC”.

An order to withdraw may be issued only once per game for each Command.

Enemy Reaction. Demoralised or withdrawing Commands may affect their opponents in a decisive way. Unengaged or free to move enemy troops57, within 30cm of fleeing troops of a demoralised or withdrawing enemy Command, except CEs of BIF= 2 or 358, must pass the same test as in the case of Baggage and may become impetuous [see 12. Baggage]. Unlike in the case of Baggage however, the following also apply:

All impetuous troops must pursue for at least one round by making a normal pursuit move. At the start of every subsequent round if the pursuers are within charge reach of any fleeing troops, regardless of direction (to their front, sides or rear), they must continue making pursuit moves towards the closest fleeing troops59. If the pursued have outdistanced their pursuers and are beyond charge reach, the latter may stop the pursuit and obey orders normally. Troops that have been brought under control and are no longer impetuous, need not test again for other troops of the same demoralised or withdrawing enemy Command and may only move and charge them voluntarily by expending CoPs.

On each and every round, CEs that are not pursuing themselves may bring under control –thus halting the pursuit– as many troop formations or groups of formations as their BIF rating as long as they are within command range (e.g. A General of BIF= 2 may stop up to two formations or groups of impetuous troops). The control is automatic and requires no CoP expenditure. Exceptions to this may apply to specific rash Generals in the Army Lists.

Pursuing elements may also automatically come under control if they pass within charge reach (their own or their opponents’) of combat-capable opponents, in which case, they must turn against the new threat60. Impetuous pursuing troops are always considered to be disordered until brought under control, so If they are charged, or they convert their pursuit into a charge themselves, they must do so disordered. ����

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To win a battle decisively each side must either demoralise over half the enemy Commands -including any Reliable or Cautious allied Commands, but not Unreliable ones- or at least one enemy Command, but representing (together with any losses sustained in its other Commands) over half the value of the entire army in troop and command points, without suffering the same itself. Should both sides suffer similar conditions on the same round, or if the battle duration exceeds 4 hours (not including the initial set-up and deployment) or 15 rounds of play (whichever comes first), the battle is declared a winning or losing draw and the two sides should compare total points of combat-capable (i.e. not killed or in rout) troops, plus command points, still remaining on table to determine which side is the marginal victor and which the marginally defeated.

Any troops that have exited the table in pursuit or withdrawing and have been unable to return shall not count as combat-capable for the above purposes. 57 I.e. Free to move, not in combat or within charging distance of a combat-capable enemy. 58 CEs of BIF=0 or 1, must test along with other troops. CEs of BIF=2 or 3, may pursue voluntarily. 59 If multiple targets for pursuit are available, one pursuing element per routing element is enough to satisfy this rule, the rest of the pursuers being able to pursue other targets. 60 Any detached elements of a unit or formation that are outside this distance, however, must continue their pursuit and may not voluntarily rejoin their own unit or formation ‘because of the new threat’. The effect aimed for is to exacerbate any break-up due to the uncontrollable pursuit.

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For campaign purposes an easy rule-of-thumb for calculating actual losses is the following (round odds down):

� 25% of kills sustained from shooting, or Demoralised Commands that have failed to rally.

� 50% of kills sustained from melee or pursuit of a Demoralised Command by cavalry.

� 100% kills sustained from massacres during pursuits or when surrounded.

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�����'���'���'���'������=�?=�?=�?=�? Mounted troop types with such a distinctive may adopt a Wedge formation effective against most opponents in good going or gentle hills. A Wedge cannot be employed by Untrained troops or unformed elements. Only formed units, at least 3 element-strong, may form Wedge [see example below]. A Wedge may be formed before or upon initiating a charge (by expending 1 CoP) except if by Professional troops, which may form Wedge at no cost.

As long as it is advancing, charging, following-up or pursuing, a unit in Wedge augments its cohesion bonus by 1 and its own elements disregard any overlaps. Also, enemy missilemen shoot at elements in Wedge without overlap support (rear support is still allowed.) On the contrary, troops in Wedge only count rear support for the point element at the head of the charge and cannot provide overlap support for friendly troops. Elements of a Wedge may make only partial contact with opponents (the outer half). This counts as full contact for all purposes. If there are elements from two different Wedges fighting side-by-side and both can contact the same opponent element, only one will be eligible to fight, the other will count as overlap support. In terms of mobility, a unit in Wedge may wheel or turn at minimum cost, as if in single file and may revert to any formation (e.g. in depth, or in line) at a cost of 1 CoP.

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NOTE: The initial recoil of the Persians was not a partial defeat since the engaged element represented less than 50% of the unit’s frontage. Only the defeated element will be pushed back and the Persian unit will not become shaken, but disordered.

�������� B�'� B�'� B�'� B�'������ ���� ���� ���� ���=&=&=&=&��� ���� ���� ���� �@@@@����+�?+�?+�?+�? A number of armies may use different troop types within the same unit -usually combinations of Shock and Missile troops- to improve their performance. The main advantage of these mixed units is that they may use tactics normally not allowed to other troop types: If the support is of a Missile type (e.g. Psiloi with bows supporting Spearmen) they can shoot from behind a front rank, measuring distances from the front rank, which normally only Bowmen can do. If they are of a Shock type (e.g. Shock Psiloi supporting Swordsmen or Cavalry) they can add their support to the melee factor of the front rank.

When shot at, if the constituent elements of a mixed formation have different target factors, the defence factor per element shall be the highest of the two, but with a penalty for the whole target (+1 to the attack factor) because of the different protection level of the two troop types. This penalty applies only if more than one element is being shot at.

Mixed troops come in two categories, Combination and Double-depth Elements. For morale purposes, formations of mixed elements generally react differently according to their category.

a. Combination elements (Combi) allow different types of troops, on their own bases, to form mixed units that move and fight either separately or together, one supporting the other. When Combi Elements fight together and if they are of different roles (i.e. Shock and Missile) the destruction of the Shk element may affect the other [see examples below], as Msl only troops are not eligible for close combat, but losses sustained will affect them as one unit even if one type is detached from the other. Any losses from shooting must be removed alternately with the lesser protected, or if equally vulnerable, the cheaper element being removed first.

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b. Double-depth elements (2E) are troop elements of different type and role, but of the same mobility, morale and training, on a deep base (4cm x 4cm for foot, 4cm x 6cm for mounted). The single base forces them to move, fight (and die) as a single element, but at diminished cost in points. When calculating its combined cost, all the distinctives that are common to both troop types, like training (Regular), level of training (Professional-Untrained), and function (Double-armed), or formation (Wedge etc.), are accounted for only once, for the most expensive element of the two. The second element simply adds its basic element cost plus any distinctive applicable to itself, like Heavy. Finally, subtract 2 points from the total. An example: Reg Sp/Bw O, 2E, H, Msl/Shk [Bow], the armoured Spearmen element costs 4 +1 = 5 points. The armoured Bowmen also cost 4 +1 = 5 points. The combined cost of the 2E element will then be 5 +5 +2 (Reg) +2 (Double-armed) –2 (2E reduction) = 12 points.

If a 2E element suffers a kill by secondary shooting alone, it is not removed entirely, but must be replaced by a single element of the main troop type (if Msl/Shk by a Missile element, if Shk/Msl by a Shock element.) For morale purposes, however, it will still count as an element kill (with the second half not counting if it is also killed).

A 2E element has the same movement limitations as specified by its primary role. In the example above, if Shock/Missile, they will move and manoeuvre as Spearmen; if Missile/Shock, as Bowmen.

In combat, the 2E melee factor will be that of the Shock element and its cohesion bonus will depend on the primary role of the element: Shock/Missile allows the cohesion bonus of the Shock element (for example +3 for Spearmen); for Missile/Shock the cohesion bonus would be that of double-armed Bowmen (i.e. +1). None of the two can have rear rank support in melee but, if Msl/Shk, they may have rear rank support in shooting. Both may shoot at any time, even if Shk/Msl.

2E elements count as one element for determining both the Command’s size and losses and react as of a single morale class, that of the front element (usually Shock).

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A 2E element particular to extra heavy shock cavalry is the single-element, deep Wedge unit (e.g. Byzantine Cataphracts) This allows a 2E Cataphract element (with or without archer support) to fight as a unit in Wedge. It reacts as a standard Cataphract element with an extra +1 to its cohesion bonus. If stopped or disordered it will still be a Wedge, but without the +1 bonus. If shaken, it shall lose all Wedge overlap advantage and shall have to fight as a Cataphract element; if it suffers a single kill by secondary shooting alone, it will be replaced by a single Cataphract element. If it is Double-armed, it may shoot in support of a charge like any double armed cavalry. The 2E Wedge is a momentum troop killing foot automatically to the depth of its follow-up (i.e. 3cm.)

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����$,�� �$,�� �$,�� �$,�� ���������$ � �� ���$ � �� ���$ � �� ���$ � �� ���������� ������ ������ ������ ���=�=�=�=�$$$$????����All Light Horse may evade charges, but may still suffer missile attack before evading contact even if their opponents have shorter-ranged weapons. The effects of this may be minimized by adopting a specialized skirmishing formation -Skythian- for short. The main advantage of the Skythian is that skirmishing elements may shoot and evade opponents armed with lower-priority weapons before these can shoot back. They can also shoot to both their front and rear as a unit. On the adverse side, their own shooting will be less effective (only half the elements

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63

may shoot in each direction and always as if from long range) and if they fail to outdistance the range of their opponents’ weapons at the end of their evade move they may still suffer missile attack. Also, skirmishing elements in Skythian may never charge or counter-charge opponents. The Skythian may be used only by trained, purely Missile, Light Horse Fast troops. The formation may be adopted or abandoned at any point, as a change of formation, even within an enemy ZOC.

!1��)�������� �����������������&C������������������������������� ������� ������������������������� ��C����������� �����������������)���������

����������:)���:��������)���������������������������������� �������������������

��������������������������������������������������������������)����� �������������������

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��������������������� ����� ����� ����� ����=�=�=�=���������????������������&&&&������������������������=�=�=�=�����&&&&????���������� ���� ���� ���� �� Republican Roman manipular legions had the ability of replacing tired troops in the front rank with fresh reserves from the rear. To do this, the Roman manipular LgM infantry may deploy in three lines61 (each a separate unit), one element base deep apart and still move as a group as if in contact. The Hastati must be deployed in front, then the Principes, then the Triarii. In melee, if the first line of Hastati becomes shaken during combat either through losses or a recoil, the player may pull them back to the rear of the Triarii and replace it with the

second line of the Principes and so on (see example above). This may be repeated with every line of the legion, so that its opponents will be constantly fighting formed troops while becoming themselves shaken or disordered. This replacement takes place at the beginning of the next round and costs an extra CoP compared to Reg troops rallying from shaken, but, unlike other troops, it can take place even if the combatants are still in contact. To allow this, the normal recoil rules do not apply and the Romans

61 Plus Psiloi in front who are treated as normal light troops.

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64

will always recoil up to their own base deep (1.5cm), regardless of enemy following-up. Also, any engaged ranks may be supported by up to one rank from their rear, even if this means a Spearmen element (Triarii) supporting a Swordsmen element (Principes) or vice-versa).

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���� ��� ������������� �% ��������� �������% �������))�������������������� ��������������������� ��� ��� �1)��������C���� ���/�����)��� �� ������ ��� ���� ���� ��������������� ������� ��

������������������������������������'��,������������*���������(��������C���% �����������������C������� ��������������C�������������H�G��������1�4�����������C�������������������� �A�

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�����������C����������&)���������))���� �&���������� ����������������������������������������������������������,?P������� ������������ �������������&�)����������������

Imperial Roman Cohortal LgC infantry also had the ability to exchange ranks when fatigued but in this case the exchange takes place abstractly simply by allowing shaken to be removed even when in contact with enemy troops at an extra 1 CoP cost.����

����� ��'���� ��'���� ��'���� ��'�������=�=�=�=������?�?�?�?���� Selected foot troops may adopt a formation known as Shieldwall, which improves their ability to resist attacks, but limits their mobility. The order to form Shieldwall applies to all eligible units of an entire Command, not individual formations within it. To form Shieldwall these must be in order, in contact with each other, and outside known enemy ZOCs (so it cannot be formed when the enemy attack is imminent). The order is considered as a group change of formation and costs 1 CoP, but takes an entire round to execute and any formation changes necessary are allowed for free (expanding, contracting).

Any troops in Shieldwall count as behind cover for missile defence purposes (+2) when shot from the front and react as Superior for morale purposes when shot at or defeated in melee, having an additional +1 combat bonus when defeated in melee regardless of actual class, grade etc. even when shaken (although they must still pass their morale test if charged while shaken). On the other hand, if flanked or attacked from the rear, those unit(s) of the Shieldwall being attacked will lose its/their special advantages (ceasing to be part of the Shieldwall until it/they can beat off the attack and rally forward). Units in Shieldwall will react individually if a morale result is forced upon them. So, if one of its

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constituent units is heavily defeated, despite the Shieldwall advantages, and must flee, it shall do so, taking with it any troops of the same Shieldwall that are directly behind it.

Troops in Shieldwall are not allowed to make any moves other than to redress their lines, fill gaps, or follow-up recoiling opponents etc. They also may not rally back, but must remove any shaken status either through commander intervention or victory in melee. They are not, however, immune to uncontrolled advance from follow-ups and individual units may be forced to break formation to follow-up a victory. If they do, the remainder of the Shieldwall will not be affected, as long as its remaining elements can maintain contact with each other. To do this, a Shieldwall can cover its gaps when losses are sustained, or when elements break formation, without expending CoPs.

A Shieldwall can be broken up by the CE before any charges are declared, even if within enemy ZOC, or even if still in contact, but its troops will not be able to make normal moves for the remainder of that round, only compulsory moves.

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������������������ &��� &��� &��� &�����B�����B�����B�����B���������

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+�+�+�+������������ ������ ������ ������ ���&&&&��� ����� ����� ����� �������������� ��������� ����������� ����������� ����������� ������Example # 1 - Expansion

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Example # 2 – Changing Frontage ����

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Example # 3 – Interpenetration

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�����������������4������4������4������4���������Example # 1 – Group contact

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:�������� '&�C�#�(� ����������� �� ���� ��������&$��� �%�#5%�;�37�

&$%5��<����$�#������������������������������������������������

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69

7�7�7�7�����&&&&������������������������ �������� ���� ���� ���� Example # 1 – Conforming

����������� ��+������������������������������������������ �������������������������������������������������������

9�� ��� �1��)���� ��� ���C�� �%�� ������ '������ ����� ��� �)(�

������ �������� � ���� ��� &)��������������� ���������������� ��

��)������������� �������������������C� ��� )����� ����������� �� �� ���

&)���� ���� ��� ��� ����� ��� ������������ ������������� ����� ��

��� ������������������� �������'�� �� ���� ���������)����� �����

)�������������������� �+(��������� ���������)�����N�����������'�� ��(��9��

�������� ���&)������������������

���� �������� ������� ��������� ����� ��� ���� ����������� �� ������ ���

� ����� � ������� �� �� ����� ���������������������

Example # 2 – Charges on flanks

NOTE: When a flanked element (without rear support) turns to meet its opponents, it may lose contact with its parent unit because its width is usually greater than its depth. Flanked elements must recoil sufficiently to maintain contact with their unit.����

�� �+�

9���� �+����'�����(����������C����������� ��� ����C�� %��� ����C� ������� ����

������������ ���� �� ����� ��� ����C�� ������� ���� ��� ������ ���� ������

����������� ����� ���� �� ����� �������)����� ��� ��������C� ������� ��� ���

��������� ���� ���� ���� '0�/�)������ (���)�������������)��))�������

��������������

�� ���

9���� �������'�����(����������C������

��� ����C�� ������ �������� �� � ������������� ����� �� � ����� ������

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������������ �������

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70

Example # 3 – Charges on flanks – Priorities ����

�� �+�

9�� �� �+�� "� �� � 0������ D�E� ���� ���C� ��� ����C� ���

&)�������D�E�� ������������C����������)��������C������ &)������� D+E�� ���� 0������� ��� � ��������

��������� ����� )������� ����� ���� ����� �� ���� ���

������������1)��� ���������C�������������������� � ����� ���� ���&��� ���0������ �������������������� �����

&)�D�E��9���������������� ����������� �����&)�D+E���������� ����06�>??��������� �� ��������9�� �������

���� �����0����������������C�����0�����������������

�� ���

9���� ����&)�D+E������������ � ��������� �������������

��C��� ����� � ��� 0��� ��)����� �� 0������ D�E���������C��� �������������� ����� ���C�&)�D�E���������

��������

:�� ��� �������� � ������� &)� D+E� ����� �������� �����

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�� ���

9���� ���� 0������ D�E������)�����&)� D�E� ��C� ������

����������� ����������)��� ���������� �����������������C��� �� ��� ������ 0������ D�E��&������������� �&)�

D�E������� ��������C�������������� � ��������� �����0�������������������� ��������0������D�E�����������

�� �������������� �����)���������������������

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71

;��;��;��;�������������������������� ����

Melee Example # 1 ����

�� ��+��������������������������������������������� �������������������������������������������� ���

����2�������1�����/����'�����(�D*�1�2� �/�':(��/�����5��&�C�#�E��������C�� �&)�������D��1�2� �&)':(��&�CE����� ��� ���� ������������������QK�����������))��������������� �I�

�� ���1�D+=+'/��(EF�*��������1���F�*A����%����9�)A��4��������������1�4��F�(��:��$# ��

����&)������� ������4����������������� ������������� �������=������ ����������)���������� �������

"����:��������)�'�� �+(�� ������������ ����

; ���������������������������������������'�� ��(����������'������������� �(I�

� ��'/��#����(�=+�'/��(�=��'�������(�=+�'������))��(F���=��'4�(�F�1������'&)�#����(=+�'������))��(F���=���'4�(�F�(�������%� �2��%��3$��

� ��'/�(�=+�=��=+�<+�'������������)(F�,�=,�'4�(�F��)�������'&)(�=+�F���=��'4�(�F�.�����=�7$��� �#5�7���

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������������������������������������ �����C���������������� �/�� ������������������������������������������������� ������ ���C������������������� �������������������������������))����&)��������� ��

���� ��� �8������������������))������������� ���������2����G�����C��������������� ����� �������������� ��)��������/����������C���������������������������'�� ��(�����������������������'������������� �(I�

� ��'/�(�=+�'����(�=+�'/��(F�*�=+'4�(F�.�������'&)(�=+�'����(�F���=�'4�(�F�(>�����%��3$��#5�7���

� ��'/�(�=+�'/��(�F���=���'4�(F�/��������'&)(�<+�'��C��(�F�+�=��'4�(�F�?>����%��3$��7$��� �@$2���#%���%�%�

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����/������� ���������� ���� ������ '�� ������ �� +� ����(������������������� ��C���� %��� �������������������� �������

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Melee Example # 2

���������������������������������������������������� �+��������������������������������������������������������� �������

9���� �+�����������&)�������-���&�C�#��������� �� ����������%�����������)�������� ��� �������@�,���'�� ��

���� �(�������������C��������������������������������������� ���������C�������%�������1)����� �����1��� 0�/�� ���� %������ ���� ������� ���������� ���� �� ��� ����C� ���C�� ����� ����� ����� ����C� ������� ����

���������������������)������������������C�� �������������������� �� ������������������ ����,�=+�'�� �� -�(��� ��� ������������� H+?G���������C���A� ��� )������� ������ ��C���� ������ ������������ �� ����� ��

���������������C������ �����������������������

�����)�������������������������� �������K�������� �������������%��������������*�=��'�� ��B������ ��(�

�� *������ ����� ���C���� '��� ��� �����(�������������+?��9�� ��� ����� �������� ��� ������������&)���������������C������������������������������C��))������������ �� ������� ����+���+������������ �����������������

��������������C��������������������������C��������� ��������+������� ���C���������%�����������������������������'���������� ��������������(���������C�����)�����C����������))�������� �����������������

Melee Example # 3

����������������������������������� �+������������������������������������� ����������������������������������������� ���

����)�C���������'&(����� � ��� ����/����'/�(�����'�����(���������������������������� ��� ����� �������� �1)������ ������C� '�� �+(�� ����&� ������������������ �������������������� ������ �))���� ����� ��������

��������������� ������������C������������C�� �/�������������������������������������'�� �+��(���

9���������� ������������)�����&��������������� ������������� ��������������))���������)��� ��&��������

������� ����������������������������������))������������������������������������������� �����������������

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73

Melee Example # 4

�� �� �������������������������������� �+������������������������������������������� ���������������������������������������������� ���

����/������������������������'0��&��#��&�C��5������D%��E(������� �� ����������5��������������'�����(�'"5��/����� #��&�C� D%��E('�� �+(�� ���� "5� ��� �#��&�C������ ��� �)���� ��� ������ ������ � ��� ���������� �� �� �����

������������������ ��� �/������������������������������������������������� ��� ��������1���� ������� � ���������"5������������ ��� � ��������������������������������'�� ��(I�

� '/�����(���1�+�'0�(�F�*�6�%%�37���3%8������������1�+�'"5(�F�*�6��2��3����3%8������0����������@�'��1�4�(���?�F�?�6���22�3%8��

� '5��(���1�D+=+E'"5=/��(�F�*�=��'���������)(�F�/�6�%%�37���3%8��������1�D+=+E'0�=5(�F�-�6��2��3����3%8 �����5����������H>G�'��1�4�(���=��F����6��7$��+�#5�7��8�

����0�� ��� �&�)�������#��&�C�������������� ���������)��� ���C�������� ���5�����������������&����� ������� �������������������C��������������������������������0��)��������������������5��������� ������

��H,G������1�4������������� �����)��'���(���������������������������++��������0����1)����������)���������

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� '/�����(���'0�(�=+�'�������� ���(�F�������������'"5(�=+�'/��(����'����������(�F�+���

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74

Melee Example # 5

�� �+�������������������������������������������������������������������������������� ���

��7������ ������������ '0��&�C�#�� DQ��E(��� ���� �� ������� ��� $�������� "� ��5���� '�����(� '"5�/��+�#��&�C�DQ��E('�� �+(�� %��� ���� ������ ���� K�������� ���� "5� ��� � #��&�C� ����� ��� �)���� ��� ������ ������ � ���

���������� �� ������������� ������������ ��� �� ��� �/��+�#��&�C�')���������#����(������������������������������������������ �� ��������1���� ��K������������ ��� � ���K���������������������������'�� ��(I�

� '7���(���1�+�'0�(�F�*�6�%%�37���3%8�����������1�+�F�*�6��2��3����3%8 �����0���������H>G�'��1�4�(���?�F�(�6���22�3%����:)���:��������)8��

� '$�������(���1�D+=+E'"5=/��(�F�*�=��'���������)(�F/�6�%%�37���3%8�������

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�� H+?G�� ���7���������������� ������� ��)��� ���C�������� ���� ������ ���$��������� �� ��� ��C������������������������������������������������������������ ��������I�

'7���(�"���������I��'0�(��+�'��C��(��+�'������������)(F�?������'$�������(��'"5(F�������7�����������H*G�

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7���������H*G�� �������$�������G�H�G�����)������� ��C����C�����������������)�������� ������������C�������'�� ��(�������������$��������#8&�����)��� ���C���������������"5�������������������

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�������������7��������������������������������������$��������������������C�'�� ��(� �������������)������������������H,G������4���������� �����)������)����� ����$����������� ��C�������������

:�� ����������� ������� '�� �*(�� ��� ������������ ���� ������������ ������������ ����������$������������

�����K������������0���������������� �������������� ������9���������� �����$�������������=���������� ����C�����������7������������������ ��� ���������������������������������4������������������+�����������*������

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75

Melee Example # 6

���������������� �+��������������������������������������������������� ��

�� ���� ��� 0�������� �))����� �� K������������� /�����

'#��&�C(� ���C�� � ����� ��� ����� ���� ����C�� ������ �� � �� ���� ��� ��� ��������� '#��&�C(� %������

'�� �+(������%����������C��������������� ��������������������������������������������������������

������C������ ��� �))��� ����� ��9�� �������������� �� �� �� +� ��� +=+� '����� ���C(� ��� ��� ����C�� �

/������+����+��������������/���������+����������0���������������� ��� ��������������))�������� ����

*������%���������������������������� �����C������������� )����� ��C� ��C���� �1��)� ��� ���� �������

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9�� ��� ������������ '�� ��(�� ��� 0��)��������������

0�/�������������������������������������������������� ������� %�� ������� ��� ��� ��C��� ���� ���

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���� ��� �� ��� 0������� �� �� ����� �������� ��� 0���������� 5�������� ��� %�� ������ ������ �� ��

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76

�'�B �'�B �'�B �'�B

A Ally Command................................................................. 9 Ally Commands ............................................................... 8 ambush........................................19, 23, 25, 26, 27, 32, 35 ambushes.............................................................22, 26, 27 Ambushes .................................................2, 23, 25, 26, 27 Army Structure ................................................................ 7 Attack Factor.......................................................41, 42, 68

B Baggage .. 11, 12, 13, 15, 17, 21, 36, 44, 49, 50, 56, 57, 58 Barbarians 5, 11, 12, 17, 21, 33, 36, 44, 46, 48, 49, 50, 55,

56, 58, 69 Basic Initiative Factor ...................................................... 6 BIF .......................................... 6, 7, 8, 9, 10, 20, 22, 23, 57 Bowmen. 11, 12, 15, 17, 18, 21, 36, 38, 40, 41, 42, 43, 44,

49, 50, 52, 53, 61, 62 break-off ........... 4, 6, 10, 12, 14, 15, 30, 37, 49, 53, 56, 74 Break-off ..................................................................30, 53 break-offs .....................................................30, 37, 53, 55 Built-Up Areas ............................................................... 30

C Camelry............... 13, 14, 15, 17, 22, 34, 36, 44, 46, 49, 50 Cataphracts5, 13, 14, 17, 28, 34, 36, 42, 44, 49, 50, 52, 53,

62 Cavalry5, 11, 13, 17, 18, 21, 22, 32, 33, 34, 36, 43, 44, 46,

48, 49, 61, 67 Cavalry Fx ................................................................22, 53 CE ................9, 10, 20, 57, 58, 65, See Command Element change of formation ....................................................... 63 changing formation ........................................................ 32 Charge Reaction........................................................30, 46 Charge Test .................................................................... 42 Close Order ........... 5, 11, 12, 13, 15, 32, 33, 34, 36, 50, 56 Cohesion ...............................................................5, 44, 49 cohesion bonus... 5, 7, 8, 11, 12, 14, 16, 18, 29, 38, 44, 46,

50, 54, 55, 68 Column .....................................................................13, 16 combat factor ........................................................5, 11, 29 combat zone ..........................................................6, 37, 45 Combat Zone.............................................6, 48, 53, 56, 59 Combined Elements ....................................................... 61 Command... 5, 6, 7, 8, 9, 10, 15, 16, 20, 22, 23, 24, 25, 26,

27, 30, 31, 32, 33, 35, 38, 43, 45, 47, 49, 54, 55, 56, 57, 58, 59, 60, 64

Command Control.....................................................10, 54 Command Element..................................6, 8, 9, 10, 20, 54 Command Points.............................................................. 6 Command Range.............................................................. 6 Commands ... 7, 8, 9, 10, 22, 23, 24, 25, 30, 31, 37, 57, 58,

59, 60 compulsory moves ....................................................31, 37 CoP . 6, 9, 10, 18, 25, 31, 32, 33, 34, 38, 54, 60, 64, 66, 67 cost... 4, 6, 9, 17, 19, 20, 21, 22, 23, 28, 30, 33, 34, 37, 63,

67 cover .............................................................29, 42, 44, 45

D D3............................................................................. 10, 30 D4................................................................. 22, 25, 26, 57 4�������-����................................................. 28, 41, 68 demoralisation .................................... 6, 15, 22, 35, 57, 58 Demoralisation .....................3, 6, 9, 10, 24, 30, 37, 54, 57 demoralization.................................................................. 6 Deployment Mode........................................ 23, 25, 31, 58 Depth........................................................................ 13, 16 difficult terrain.......................................................... 12, 50 Dismounting............................................................. 31, 32 Disorder.............................................. 5, 12, 28, 42, 46, 71 Disordered ..5, 8, 10, 12, 26, 36, 43, 45, 46, 48, 52, 53, 54,

55, 57, 60, 61, 62, 63, 69, 71, 72 disordering terrain ...................................................... 8, 28 Dmr ........................................................................ 6, 9, 57

E Element ................................................ 5, 9, 20, 26, 49, 54 elements.. 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 17, 18, 20, 21,

28, 29, 30, 31, 32, 33, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 46, 47, 48, 51, 52, 53, 54, 55, 56, 57, 58, 60, 61, 62, 63, 66, 67, 68, 69, 71, 72

Elephants ..6, 11, 12, 13, 14, 15, 16, 17, 18, 21, 28, 31, 33, 34, 36, 37, 39, 40, 41, 42, 43, 44, 46, 47, 49, 50, 52, 53, 55

evade .... 4, 6, 10, 12, 13, 14, 15, 19, 28, 30, 34, 37, 42, 43, 45, 46, 53, 56, 58, 62, 70, 73

Evade moves .................................................................. 31

F Fast ... 11, 13, 14, 16, 17, 19, 21, 22, 26, 28, 33, 34, 35, 36,

38, 40, 44, 46, 50, 60, 63 fidelity .............................................................................. 9 follow-up ..5, 13, 14, 15, 28, 33, 51, 52, 56, 62, 64, 65, 70,

74 follow-ups .............................................. 18, 31, 56, 65, 71 Foot Knights....................11, 14, 17, 21, 33, 36, 44, 49, 50 formation ....5, 9, 11, 12, 14, 18, 19, 27, 30, 31, 32, 33, 34,

38, 40, 41, 42, 43, 45, 46, 47, 50, 51, 52, 53, 54, 55, 57, 58, 60, 61, 62, 64, 65, 66, 67

Fortifications ............................................ 6, 30, 37, 55, 56 Fx 11, 12, 13, 15, 17, 19, 20, 21, 22, 25, 26, 27, 28, 33, 34,

36, 38, 40, 41, 43, 44, 45, 49, 50, 53, 57, 68

H Heavy Chariot .................................................... 13, 21, 57 hoplite............................................................................... 4 Hpl ........................................................................... 19, 21

I impetuous19, 33, 35, 37, 38, 45, 48, 52, 54, 56, 57, 59, 63,

64 Impetuous-prone....................12, 13, 14, 19, 32, 34, 37, 58 ������������� .................12, 13, 14, 19, 32, 34, 35, 52 Initiative ........................................................................... 9

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interpenetrations............................................................. 36

K Kill Zone........................................................................ 39 Knights... 11, 13, 14, 17, 18, 28, 32, 34, 36, 44, 46, 47, 49,

50, 52, 58, 60

L Legionnaire .................................................................... 36 LgC .........................................3, 19, 20, 21, 38, 54, 63, 64 LgM ................................................................3, 19, 21, 63 Light Camelry .......................................................... 13, 15 Light Chariot...........................................13, 15, 21, 22, 34 Light Horse .... 5, 11, 13, 15, 17, 18, 20, 21, 22, 28, 33, 34,

36, 44, 49, 50, 62, 67 Loose Order ... 5, 11, 12, 13, 15, 19, 32, 33, 34, 38, 46, 50,

53, 71

M March moves.................................................................. 31 melee.. 5, 6, 7, 8, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 28,

31, 35, 37, 38, 39, 41, 42, 45, 46, 48, 49, 50, 51, 52, 53, 54, 56, 60, 61, 62, 63, 64, 65, 71, 72, 74, 75

#���� ................ 3, 8, 28, 48, 49, 51, 53, 71, 72, 73, 74, 75 melee factor.............................................................. 56, 61 morale test.................................6, 9, 10, 47, 53, 57, 58, 64 Mounting.................................................................. 31, 32

N Naval battles .................................................................. 29

O Open Order 5, 6, 11, 13, 15, 23, 31, 32, 33, 38, 39, 42, 44,

45, 46, 50, 53, 54, 63 Outflank ........................................................25, 26, 54, 58 overlap ... 11, 14, 32, 35, 38, 39, 41, 45, 47, 52, 54, 60, 61,

62, 64, 68, 69, 71, 74

P )���� .......................................................................... 21 Pavises ........................................................................... 30 Peltasts5, 11, 12, 14, 17, 21, 30, 36, 44, 49, 50, 67, 68, 71,

72, 73, 74 Pro1 ..............................................................18, 20, 21, 74 Pro2 ..................................................15, 18, 20, 21, 71, 73 professional ...................................................................... 1 Professional. 11, 13, 17, 18, 19, 21, 30, 34, 35, 37, 44, 46,

47, 48, 49, 50, 52, 53, 54, 56, 57, 60, 62, 73 Psiloi .... 5, 7, 11, 12, 13, 14, 15, 17, 21, 22, 27, 32, 33, 36,

37, 39, 40, 44, 45, 48, 49, 50, 52, 53, 54, 57, 61, 62, 63, 67

pursuing .................... 15, 30, 37, 42, 45, 47, 54, 59, 60, 74 Pursuing ................................................................3, 53, 59 Pursuit ............................................................................ 37

R Rabble ..... 11, 12, 13, 15, 17, 21, 36, 44, 50, 53, 54, 55, 57

rear support.....7, 12, 13, 14, 15, 16, 28, 33, 38, 40, 42, 43, 48, 49, 50, 54, 55, 56, 60, 61, 63, 64, 68, 69, 71, 72

Rear support ......................................................... 7, 44, 49 Rear Support.................................................................... 7 recoil..........................10, 42, 43, 50, 51, 52, 56, 65, 70, 71 Recoil ............................................................................. 37 Recoiling .................................................. 3, 37, 42, 51, 52 routing .....................................8, 26, 37, 53, 55, 57, 58, 59 Routing....................................................................... 3, 53

S Sarissae............................11, 17, 21, 28, 36, 44, 48, 49, 50 Scythed Chariots 12, 13, 14, 15, 17, 34, 41, 42, 43, 46, 49,

50, 53 Sector ............................................................................... 6 sectors............................................. 6, 7, 22, 24, 26, 54, 66 Shaken .. 5, 8, 10, 11, 12, 13, 14, 15, 16, 18, 26, 27, 30, 31,

43, 45, 46, 47, 49, 51, 52, 54, 56, 61, 62, 63, 64, 71 Shieldwall......................3, 4, 13, 19, 35, 44, 45, 52, 64, 65 shooting....4, 5, 7, 8, 10, 12, 13, 14, 16, 17, 18, 19, 21, 25,

27, 28, 29, 30, 31, 35, 38, 39, 40, 41, 42, 43, 44, 45, 46, 48, 51, 55, 56, 57, 60, 61, 62, 63, 64, 72, 73, 74, 75

Shooting ...2, 15, 29, 31, 35, 38, 39, 40, 41, 42, 43, 44, 47, 68

Skythian.................................................. 16, 21, 44, 62, 63 Spearmen..5, 11, 17, 21, 32, 36, 42, 44, 46, 48, 49, 61, 62,

64, 67, 71 stamina ..................................................................... 14, 39 Swordsmen............5, 11, 17, 21, 36, 44, 48, 49, 51, 61, 64

T Tactical moves................................................................ 31 Terrain ...................................................... 7, 22, 24, 28, 29

U Unformed ....................................................... 5, 38, 44, 49 unit ................................................................................... 5 Unit................................................................................... 5 Units ................................................................. 7, 8, 25, 36 untrained........................................................................... 4 Untrained11, 17, 18, 19, 21, 27, 31, 34, 35, 39, 44, 47, 48,

50, 52, 53, 55, 58, 60, 62, 67, 71

W wagon laager .................................................................. 16 Wagons ........6, 7, 13, 16, 17, 26, 31, 32, 34, 38, 43, 45, 55 War Engines ...6, 12, 15, 16, 17, 21, 30, 31, 35, 38, 39, 40,

41, 43, 44, 49, 50, 58 war wagons..................................................................... 16 Weather ......................................................................... 24 weather gauge........................................................... 24, 25 Wedge .........................................16, 21, 49, 50, 60, 61, 62

Z ZOC5, 10, 14, 15, 16, 25, 26, 31, 32, 33, 34, 35, 55, 58, 63 Zone of Control ................................................................ 5

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