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The Basics

1.0 Equipment Needed


To recreate the great battles of history using Casus Belli, each person who participates will need miniatures, a
metric ruler or tape measure, several 20 sided dice (one for each Major Unit within each army), and several six
sided dice. Additionally, players will need some form of casualty caps or rings, order counters or a means to
declare orders, and a manner in which to denote different morale levels (explained later). A pad of paper or
notebook paper and writing utensils are also recommended.

Participants will also want to utilize various terrain items, bought or constructed themselves for use in the game.
This adds a tremendous flavor to the game.

Throughout the text, readers will find measurement references. Notations are included in each section of the
rules to address the particulars of the game scale being used by participants.

1.1 Game Scales:


Casus Belli has three scales to choose from. This flexibility allows gamers the ability to refight very large or
very small battles with a visually appealing representation of warfare in the period. Players will find that when
utilizing a 1 to 25 figure scale or a 1 to 50 figure scale, they will have certain flexibility with Tactical Units not
possible with a 1 to 100 scale, primarily due to base mounting restrictions.

Figure Scale – Players can decide for themselves exactly which scale they wish to utilize, depending on player
preference and the period they are playing.

1 to 25: Each military miniature figure, if Infantry or Cavalry, represents 25 actual combatants. Each
Engine or Artillery model and crew represents three such machines and their crews. Each Elephant or
Chariot model represents three animals or vehicles and their crews.
A move stand of four Infantry figures therefore represents 100 men total, 25 men wide and 4 ranks deep.

1 to 50: Each military miniature figure, if Infantry or Cavalry, represents 50 actual combatants. Each
Eengine or Artillery model and crew represents six such machines and their crews. Each Elephant or
Chariot model represents six animals or vehicles and their crews.
A move stand of four Infantry figures therefore represents 200 men total, 50 men wide and 4
ranks deep.

1 to 100: Each military miniature figure, if Infantry or Cavalry represents 100 actual combatants. Each
Engine or Artillery model and crew figures represents twelve such machines and their crews. Each
Elephant model represents twelve animals and the men on them, and each Chariot model represents
twelve vehicles plus crewmen. A move stand of four Infantry figures therefore represents 400 men total,
50 men wide and 8 ranks deep.

1.2 Ground Scale –


If the figure scale is 1 to 25: The ground scale for 15mm figures is 1 cm = approximately 10 meters. For 25 mm
figures the ground scale is approximately 1 cm = 7 meters.

If the figure scale is 1 to 50: For 15mm figures, the ground scale is 1 cm = approximately 20 meters. For 25mm
the ground scale is approximately 1 cm = 15 meters.

If the figure scale is 1 to 100: For 15mm castings, the scale remains at 1 cm = approximately 20 meters and for
25mm figures 1 cm = approximately 15 meters.

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Players will note that the ground scale does not change for 1 to 50 and 1 to 100 figure scales. This is due to base
mounting issues. At 1 to 100 scale, a move stand represents troops up to some eight ranks deep historically,
while at 1 to 50 scale, the move stand represents up to four historical ranks deep. Both represent the same
frontage of men.

Time Scale - each Turn represents approximately one hour of real time, divided into two Stages. Each Stage is
further divided into Initiative Sequences, which is the sequence of play. The maximum number of turns in a
game is twelve unless players make a different agreement before the game begins.

Reading the dice– Twenty sided dice are simply read as one to twenty and are used for most combat and morale
resolution.

Six sided dice– Six sided dice are used for Command Stand casualties, on Movement Initiative die rolls above
20, and random effects in Combat.

Scale Ranges and Distances - Whenever measurements are listed they are shown for 15mm and
smaller figures first, and then in parenthesis for 25 mm. Example: Ordinary bows shoot 15 cm (20 cm).

1.3 General Terminology


Players should familiarize themselves with the basic terms in Casus Belli.

Major Unit (MU)

A Major Unit is a group of Tactical Units organized together under the command of a Major Unit Command
Stand. One example of this would be a Roman Legion.

A Major Unit must consist of at least two Tactical Units and can consist of no more than fifteen Tactical Units,
and must include a Major Unit Command Stand.

Tactical Unit (TAC)

A Tactical Unit is a body of move stands representing a designated number of combatants. A body of four move
stands, each move stand with 4 castings, represents approximately 1,600 men at 1 to 100 figure scale. This
same unit represents 800 men at 1 to 50 figure scale and 400 men at 1 to 25 figure scale.

Tactical Units are formed by purchasing move stands in multiples. Depending on the basing of your casting
figures (see: Chapter 2), you will normally buy move stands in multiples of two, three, or four casting figures.
In the case of Elephants, Chariots, Artillery, and Engines, you will purchase them by move stand, each move
stand containing one model plus crew.

These move stands are then combined into what is called a Tactical Unit (TAC), and it may consist of only one
move stand or multiple move stands, depending on the type of unit and troops being purchased. In historical
scenarios, the scenario designer determines the actual sizes of Tactical Units based on historical records and/or
personal preference.

In friendly games or point games where TAC sizes are not determined, Tactical Units of Infantry, Cavalry, or
Camelry must include at least 4 figures (one or two move stands depending on the number of figures to a base)
at 1 to 100 figure scale, and 8 figures at 1 to 50 or 1 to 25 figure scale. Tactical Units of Elephants, Chariots,
Artillery or Engines must include at least two move stands at 1 to 100 scale and four move stands at 1 to 50 or 1
to 25 figure scales.

In most instances, Tactical Units are purchased of like troop types (figures). In some armies such as the Roman,
they sometimes created mixed Tactical Units of different types such as the “cohors equitata”. This type of
Tactical Unit had both infantry and cavalry in the same Tactical Unit.

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Other armies such as the Indian and Successor armies would employ Light or Auxiliary infantry attached
directly to the Elephants. Tactical Units of these types could be represented by one or two Elephant move stands
and a move stand of Light or Auxiliary infantry (or directly base mounted on the elephant model (see Chapter
2).

Each TAC has a front, rear, and two flanks (left & right). The diagram
to the right shows a Tactical Unit of Sarmation cavalry in column. It
is important for the player to carefully guard the flanks and rear of his
TAC’s from enemy attack. Allowing a TAC to be attacked in flank or
rear can have devastating effects on an entire line of battle.

This is explained more fully in the Combat section of the rules.

Major Unit Baseline - The Major Unit Baseline is an imaginary line across the front of the Major Unit,
determined by the front rank of the MU’s Tactical Units. Tactical Units in “Skirmish” formation (See Optional
Rules – Chapter 17) are not considered when determining a MU’s Baseline. The determination of the baseline is
made with consideration only to formed TAC’s.

Army Baseline - The army’s baseline is the edge of the playing area nearest the army’s set-up or deployment
area and/or march on positions. The standard set-up area is diagramed below. There is an area in the center of
the playing area called No Man’s Land. This area is 30 (40) cm deep and neither side may initially deploy any
friendly troops in this area with certain exceptions outlined later in the rules.

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Therefore, if
players are
using 15mm
figures, No
Man’s Land is
30 cm deep in
the center of
the playing
area and if
using 25 mm
figures this
area is 40 cm
deep.
Additionally,
no TAC’s may
be initially
deployed
within 20 (30)
cm of the right or left edge of the playing surface.

Other than these restrictions, players may initially deploy their army anywhere within their deployment area.

Command Radius - The command radius is the distance in all directions in which a Command Stand may exert
his command influence.

Engaged Tactical Units – are any Tactical Units that has been in Melee in the current Stage, shot missiles or
was shot at by missiles in the current Stage.

Commanders - The following terms are used to describe the Command figures in the game.

Army Command Stand - This move stand represents the Commander-in-Chief of the army. This Command
Stand holds supreme authority over all forces in his army.

Subordinate Command Stand (Sub-Command Stand) - This move stand represents a leader commanding
one of the army’s wings, reserve forces, or separate command. He holds authority only over the forces he is
designated to command at the beginning of the battle. A Subordinate Command Stand must command a
minimum of two Major Units in the game.

Major Unit Command Stand - This move stand is the commander of the Tactical Units that make up his
Major Unit.

Morale Terminology

The following terms relate to the morale tests found later in the rules.

Morale Grade - Each Tactical Unit has a morale rating of from 13 to 18 on a 20-sided die. A TAC with a morale
Grade of 16 has a basic chance to pass morale checks on a die roll of 1 to 16. This basic morale grade will
sometimes be modified due to circumstances, outlined later in the rules.

Good Order - All TAC’s are in Good Order until they suffer a morale loss or become Disrupted.

Shaken - A Shaken TAC has had its continuity disrupted to a certain extent.

Disrupted - A TAC becomes Disrupted either by movement through certain types of terrain, or as a result of
Melee with certain troop types as outlined later in the rules.

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Disordered - A Disordered TAC has had its continuity disrupted to a greater degree than Shaken or Disrupted
troops. This could be due to morale loss or terrain. Disordered units do not perform normal functions as well as
if they were in Good Order or Shaken status.

Broken Morale - A TAC that


breaks has bad morale. TAC’ss
in bad morale move directly
away from the enemy until
rallied. If the TAC fails to rally,
it Routs.

Rout - A TAC that routs is in


bad morale and may not rally.
Elephants & Heavy Chariots
that Rout, Panic instead. A TAC
leaving the playing area that is
Routed is lost for the remainder
of the battle.

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Chapter Two - Mounting the Figures

2.0 Base Mounting - Figures are mounted on move stands, and a number of stands combine to make a Tactical
Unit. In Casus Belli, common base mounting was chosen for use because of its popularity in the market
place. Most types of troops from those rules convert over to Casus Belli terminology rather easily. Their
base mounting of types of figures to a stand will vary by what we refer to as ethnic classification.
Auxiliary troops are a good example of this as in some common rules sets, what we refer to as Auxiliary
and many Tribal troop types (3 figures to a move stand) are base mounted four figures to a move stand.
This game mechanic converts easily into Casus Belli, and even affords the gamer with additional unique
flexibilities for these types of troops, covered later in the rules.

Some players will find that they have certain troop types base mounted to fit other rules sets that are in
contradiction to the Casus Belli preferences. This is easily handled by all players present agreeing that
those particular stands are actually using the Casus Belli rules and will follow the restrictions concerning
them as applies to their troop type within Casus Belli.

There are two standard frontages for move stands in Casus Belli. For 15mm castings and smaller, a move
stand is 40 mm wide with various depths as described below. For 25-28mm castings bases are 60mm in
width and have various depths as described below. Depth of these move stands will vary as described
below. When listed throughout the text of the rules you will see pertinent information for 15mm figures (or
smaller) first and then in parentheses you will see specifications for 25/28mm figures.

Some gamers use 10mm, 6mm, and even 2 mm figures for gaming. When basing your figures in these
scales, mount what “looks good” on a 15mm figure base.

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Some typical base sizes that appear throughout Casus Belli are as follows.

2.1 Infantry

2.11 Light Infantry (LI) -

Are base mounted on move stands 40mm wide by 20mm deep (60mm X 30mm) and accommodate 2 figures.
Some examples of Light Infantry are those troops that were generally unarmored and not normally intended for
melee combat such as light javelin men, light archers, and certain ‘hand gunners’ and some crossbow armed
men.

2.12 Auxiliary (Aux.), and ‘Tribal Warrior’ Infantry (TW):

This infantry is mounted on move stands 40mm wide by 20mm deep (60mm X 30mm) and accommodate 3
figures. Troop types such as militia, many ‘Tribal Warriors’, and many Greek peltasts are base mounted in this
fashion. Some types of auxiliary missile troops may also be based in this manner such as archers, hand gunners,
and crossbow armed men. “Firefighters” are base mounted as auxiliary troops (see Chapter 9).
In some armies there were troops that there remains considerable question as to just how they were organized
and employed. Additionally, there are rules systems that use different basing for auxiliary troops based on
ethnic types. In such cases, these may be purchased as close order infantry, or as auxiliary infantry

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depending on base mounting (3 or 4 figures to a stand) at the player’s discretion.

2.13 Close Order Infantry (COI) -

Are base mounted on move stands 40 mm wide by 15mm deep (60mm X 20mm) and hold 4 figures. Some
examples of Close Order Infantry are Greek Hoplites, Roman Legionaries, and Macedonian Phalangites. Some
types of massed archer TAC’s or close order auxiliary TAC’s may also be based in this manner as mentioned
above in 2.12. Some examples of these are Macedonian Hypastpists, Roman Imperial Auxiliaries, and some
‘Tribal Warriors’. Many medieval halberdier armed soldiers will be base mounted in this fashion, although
some may be mounted as auxiliary infantry (depending on what army and what rules set you may have mounted
your troops for).

2.14 Dismounted knights (DK) of the medieval period are somewhat of an anomaly in Casus Belli. It is felt
that a dismounted knight's training was much more individualistic than most other Close Order Infantry,
and would therefore be better represented by a looser formation. They are based on move stands 40mm
by 15mm (60mm by 20mm) but are three figures to a stand instead of four.

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2.2 CAVALRY

2.21 Base mounting of cavalry on move stands will fall under Light Cavalry, Unarmored and Armored Cavalry
types. Each move stand accommodates 2, 3, or 4 figures and is 40mm wide and 30mm deep (60mm X 40mm).

2.22 Light Cavalry (LC) -

Light Cavalry, like Light Infantry are those mounted troops generally intended for missile combat rather
than melee combat. They encompass most all cavalry that had both unarmored horses and riders.

2.23 Unarmored Cavalry (UC),


Partially Armored Cavalry (PAC)
Armored Cavalry (AC),
and Plate Armored Cavalry (PC) –

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Unarmored Cavalry includes troops that have unarmored horses but who usually had a rider that may have been
fully or partially armored. Typical examples of this type of cavalry are Gallic noble cavalry, Macedonian
Companions (of Alexander the Great), and many Medieval Knights.

Some types of cavalry had ‘barded’ or partial armor (usually on the front of the horse), such as some Mongol
lancers and many medieval knights. Some types of cavalry such as later medieval knights had fully armored
rider and horse, and at one point had plate armor for both horse and rider. These types of troops are base
mounted the same but will gain certain benefits from their horse armor as outlined later in the rules. These types
of cavalry are mounted three figures to a base of 40mm X 30mm (60mm X 40mm).

2.24 Heavily Armored Cavalry


or Clibanarii (HAC)-

Heavily Armored Cavalry are


those troops with fully
armored horses and armored
riders that fought in a very
dense formation. Some rule
sets mount this type of
cavalry 4 figures to a move
stand and others 3 figures to a
move stand. Players are free
to mount this type of cavalry
as either Armored Cavalry
(above 2.23) or as Heavily
Armored Cavalry. The choice
is the player’s, and both base
mountings have their advantages and disadvantages in the game. Typical examples of armored cavalry would be
the Persian mailed SACA
cavalry or Parthian
cataphracts. These types of
cavalry are mounted four
figures to a base of 40mm X
30mm (60mm X 40mm).

2.25 Camels/Dromedaries –
are base mounted in the same
manner as the corresponding
cavalry type, depending on
the armor of the camels. You
may have Light Camels,
Unarmored or Armored
Camels, depending

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on your army. Throughout the rules, reference to different cavalry types such as Light, Armored, or Unarmored
includes the appropriate camel unit as well.

2.3 Elephants, Chariots, and Battle Carts –

All Elephants, Heavy Chariots, Light Chariots, and “Battle Carts”,


are base mounted one model to a move stand, on bases 40mm by 40
mm (60mm X 80mm).

Elephant move stands represent the beasts, their crews, and in some
cases, the infantry escorts that accompanied the beasts into battle.
“Escorted elephants” can be represented in two ways, at the player’s
option. Some manufacturer models come with numerous figures
mounted on the beasts, specifically included to represent the infantry
escorts. Other manufacturers may not include these figures or a
player may have his elephant models based that do not include any
escort infantry. In such cases, use a move stand of light infantry or
auxiliary infantry to represent the “escorts”. This stand is physically
placed immediately behind the elephant move stand but for gaming
purposes, is considered part of the 40 X 40 mm (60 X 60 mm) move stand that the elephant model is base
mounted on.

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Chariot and battle-cart move stands represent the vehicle, crews, and draw teams that these machines carried
into battle.

2.4 Engines and Artillery – Are


base mounted on move stands 40mm wide by 40mm deep (60mm X 80mm), or as required to hold the
model and crew figures.

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‘Light’ dart throwing engines and light artillery have 2 crewmen figures plus the machine per move
stand. Medium stone throwing engines and medium artillery have 3 crew figures per move stand plus the
machine. Heavy Stone Throwing Engines and Heavy Artillery are base mounted 4 crew figures to a
move stand plus the machine. The terms “light”, “medium”, and “heavy” are in reference to the
PROJECTILE and not the machine itself. While in many cases, the projectile and machine went hand in
hand with respect to the classification of heavy or light, this was not necessarily always the case. In some
instances certain machines fired projectiles of greatly differing weights.

Normally, dart or bolt throwing ballistae and catapults are considered ‘Light’ engines and stone throwers
such as the trebuchet are considered ‘Heavy’ engines. Medium stone throwing engines would be those
similar to the 30 mina catapult and Onager. Artillery utilized in the field during the medieval period
hurled projectiles of many sizes and weights, (although the machines themselves were generally very
heavy). These types of machines varied greatly through time and many of the “heavy” artillery pieces
were primarily used in siege operations.

2.5 Commanders – Command Stands represent a leader and staff in Casus Belli. They have no individual
combat worth but rather enhance the performance of Major Units and Tactical Units that they are
attached to, as well as having an effect
on many different command and
morale aspects in the game.

Major Unit Command Stands should be


based one figure or model per move
stand.

Sub-Command Stands should be based two figures per move stand.

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Army Command Stands should be based 3 or 4 figures per base.

Players may also include a standard bearer on any Command Stand, if desired.

Base sizes for Command Stands do not matter and it is suggested that the base simply be large enough to
accommodate the figures.

2.6 Hordes – These types of troops are represented on move stands 40mm by 30mm (60mm X 40mm) and
contain five casting figures. They normally, but not always, represent what many would refer to as a host
of rabble or levies, unorganized, poorly trained, and poorly equipped troops. Some Fanatics or Religious
Zealots may
also be base
mounted in
this fashion.

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2.7 Wagons and Carts – Wagons or carts were sometimes used by certain armies to transport engines or
light cannons in battle. Some armies, such as the Hussites, employed War Wagons that carried infantry or
light cannons into battle and actually fought from these platforms. Additionally, other armies even
employed light carts to carry their troops into battle.

War Wagons such as in the Hussite army and regular wagons are base mounted on two move stands, each
move stand 40mm (60 mm) square, or as needed to hold the model. One move stand contains the draw
team and the other move stand, the “War Wagon” or wagon itself. A War Wagon must be “deployed for
battle” (see Ch 7) in order to shoot, to ready the crew, or to dismount infantry being carried. To represent
this, the draw team (horse or oxen move stand) is “unhitched” and is placed behind the “War Wagon” to
represent that they are “deployed for battle”.

Wheeled carts are mounted on stands 40 mm wide and 40 mm deep (60mm X 60mm), or as required to fit
the model on a move stand. A light engine or light artillery model that is mounted on the cart should be
mounted facing to the rear. Carts that carry light engines or light artillery must be “deployed for battle” (see
Ch 7) in order to shoot. This is represented by turning the cart 180 degrees around so that the cart mounted
weapon faces the enemy.

Infantry carried on carts or in wagons (not infantry in War Wagons) will want to “dismount” before going
into combat. The infantry dismounts from the cart just like cavalry dismounting from horses, and the
appropriate move stand of troops are physically placed down adjacent to the cart model, facing in any
desired direction.

2.8 Mounted Infantry – At times, regular infantry were supplied with horses and used these to travel
strategically or grand tactically into areas of conflict. Primarily, this was to allow the infantry to keep pace
with the mounted forces they were
intended to support. In the game,
certain infantry troop types may be
allowed to become mounted infantry,
such as English longbow archers.
When infantry Tactical Units mount
their horses, simply replace the move
stand of infantry with a move stand
of representative mounted figures.

These types of troops did not


willingly engage the enemy while on
horseback and are at severe
disadvantage if forced into combat
while mounted (they fight
Disordered). Specific modifiers and
restrictions are found in Chapter 7
and Chapter 8 of the rules.

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Turn Sequence
3.0 General – In Casus Belli, each turn follows a prescribed order that players follow.

3.1 A turn in Casus Belli is divided into sequential steps as outlined below. When using 1 to 50 or 1 to 100
figure scales, the completed steps represent sixty minutes. If using the 1 to 25 figure scale, the completed
steps represent thirty minutes.

Turn Sequence Flow Chart


I. Attach or detach Command Stands – Each Command Stand may be attached to or detached
from Major Units and Tactical Units.

II. Issue orders – New or changed orders are given to Major Units. This normally requires
written instructions for the new orders. No more than five minutes should be allowed for
writing new orders. Orders need to be clear and concise.

III. Activation of new orders – New or changed orders are not automatically acted upon. Any new
or changed order must be activated before being allowed to be implemented.

IV. Initiative Sequence – The initiative sequence for each Major Unit is determined. This
determines which Major Unit will move first, second, third, and so on.

V. Determine Command & Control as each MU obtains the initiative. Any TAC’s out of
Command Radius (see Chapter 4.4) must move in an attempt to come back within Command
Radius.

VI. As each Major Unit in sequence obtains the initiative, any charges are now declared before
any other action is taken.

VII. Each Major Unit will, in order of initiative sequence, move individual Tactical Units of the
Major Unit and conduct any Combat as a result of his actions.

VIII. After all Major Units have conducted movement and Combat, any required Morale Tests are
now made for Tactical Units as prescribed in Chapter 8. (Note that some Morale Tests are
made during the Combat portion of the turn).

This completes the first Stage.

IX. The initiative now starts over for a second Stage. Each MU, in order of initiative sequence,
again declares any charges, conducts movement, and resolves Combat once again.

X. After the end of the second Stage TAC’s that are in melee receive one figure
casualty in attrition loss. Attrition losses in melee are determined by the side with the
fewest TAC’s in a melee, For example: In one area on the game board Side A has
two TAC’s in melee with one TAC from Side B. Both Side A and Side B incur one
attrition casualty. In another area on the game board, Side A had three TAC’s in a
melee with two TAC’s of Side B. Both sides incur two figure casualties attrition
loss. Attrition loss casualties are always distributed as evenly as possible on TAC’s
involved in a particular melee.

XI. After attrition has been applied in the second Stage, any required Morale Tests are made.

This completes the second Stage.

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XII. Engineering – Fieldworks are constructed or dismantled as outlined in Chapter 9.

XIII. Command Stand Casualties – Command Stands that have been engaged in Combat may
become casualties, and even have the possibility of being captured by the enemy. All Major
Unit Commanders that have had any of their Tactical Units engaged in Combat must test to
see if they have become a casualty as outlined in Chapter 11.

XIV. Major Unit Morale – Certain events within the course of a turn may trigger a Major Unit
Morale Test for a given Major Unit. If so, a test is conducted and results, if any, are applied to
the Tactical Units that comprise the Major Unit (See Chapter 11).

. XV. Rally troops – Broken troops may attempt to rally as per Chapter 10.

This completes one Turn.

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4.0 – Army, Subordinate, and Major Unit Command Stands
Casus Belli incorporates the presence and the importance of such great military commanders such as Alexander,
Hannibal, Caesar, and their impact on the great battles of antiquity.
Each respective side will have one Army Command
Stand and may have one or more Subordinate
Command Stands depending on the size of his army.
Sub-Command Stands are received as outlined in a
specific scenario, or they may be purchased in point
games when you build your army as follows:

For 1 to 100 figure scale:


Army is 1,500 points or less = may have up to one
Sub-Command Stand.

Army is 1,501 points to 2,999 points = may have up


to two Sub-Command Stands.

Army is 3,000 points or greater = may have up to


three Sub-Command Stands.

(See Chapter 13 – Buying Your Army to see how the


different figure scales affects point total battles).

Each Major Unit that is formed must have a Major Unit Command Stand. The only exception to this is a separate
Elephant Major Unit that consists only of elephants. Elephant Major Units do not have Major Unit Command
Stands.

Each Army, Subordinate, and Major Unit Command Stand receives a Command Ability and Psychology Rating
which is a combination of their military ability as a commander and staff and the personal qualities of the leader that
motivated men to follow him.

4.1 Command Stand Ability


There are five different levels of Command Ability for all Army and Subordinate Command Stands represented in
Casus Belli.
Superior - A Superior Commander is clearly one that, due to his magnificent ability in command,
foresight and fortune, history has placed in a class ahead of all other commanders of his era.

Excellent - The Excellent Commander is one who possessed above average ability, both in design and
execution of his plans, but one who fell short of the great commanders of antiquity perhaps due to lack
of opportunity, desire, or luck.

Good - The Good Commander was one who was proficient in his duties and capable in his abilities.

Mediocre - The Mediocre Commander is one who, while modestly capable in his duties, never proved
to be consistent at his post.

Poor - The Poor Commander is one who was never able to excel in his command position. He is
possibly one who could have either bought or inherited his position and perhaps had neither the ability
to command nor the ambition to learn.

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4.2 Command Stand Psychological Rating

In addition to Command Ability, each Command Stand has a Psychology Rating.


Charismatic - This commander is one that men would follow wherever he may lead.

Inspiring - The inspiring commander that held the ability to consistently motivate his
men to follow him, but not to unreasonable limits.

Prudent - This man was sincere in his actions but was not one to usually motivate his
men beyond normal expectations.

Uncaring - This man was impersonal to his soldiers and one who would usually place
his own well being ahead of all others. He may have been feared or even hated by his
soldiers.

In point games, players purchase their Command Stands from the point schedules listed in Appendix B. Only the
Army Commander may be purchased as Superior. Ability for Sub-Commander and Major Unit Command Stands
may be Excellent, Good, Mediocre, and Poor. In pre-drawn scenarios, it is up to the person designing the scenario to
determine Command Stand characteristics.
4.3 Attaching or Detaching Command Stands
Attaching or Detaching Command Stands is the first step in a turn. Players must decide whether to
attach them to or detach Command Stands from Major and Tactical Units. This is done by simple
verbal declaration to the players of the opposing side.

A Command Stand may only be attached (to lead) at: 1) the Major Unit level, or: 2) the Tactical Unit
level. The level to which he attaches must be under his command. For example, the Army
Command Stand may attach to any Major Unit or Tactical Unit in the army. A Subordinate
Command Stand may attach to any Major Unit or Tactical Unit under its command, whereas a Major
Unit Command Stand may only attach to Tactical Units within his own Major Unit.
For an Army Commander or Subordinate Commander to attach at the Major Unit level, the Major Unit Commander
may not already be attached to any Tactical Unit within his Major Unit. Further, the Army or Subordinate
Commander must begin the Turn within a single moves distance of the Major Unit Commander Stand he wishes to
attach to. (Note that dismounted and mounted Command Stands have different movement rates). An Army
Commander or Subordinate Commander may not attach to a particular Major Unit if that Major Unit Command
Stand is attached to one of his Tactical Units (of his Major Unit). An Army or Subordinate Command Stand may
only be attached to one Major Unit at a time.
An Army, Subordinate, or Major Unit Command Stand may attach to any single Tactical Unit under their command.
If a Major Unit Command Stand is attached to one of his Tactical Units, an Army or Subordinate Command Stand
may attach to the same Tactical Unit or to another Tactical Unit within the same Major Unit but may not attach to
the Major Unit. All Command Stands that attach to a Tactical Unit must begin the Turn move within a single moves
distance of the TAC they are going to attach to. Command Stands that attach to Tactical Units of Infantry or other
dismounted troops have the option to dismount and lead the Tactical Unit. In this case, the Command Stand
dismounts, and may attach to a Tactical Unit within a single move’s distance of a TAC under its command. (Note
that movement allowance is different for mounted and dismounted Command Stands).

A Command Stand may only be attached to one Tactical Unit at a time. Commanders may
detach themselves from Major or Tactical Units. This is done by verbal declaration to the players
of the opposing side during the Attach or Detach Commander segment of the Turn. The
Command Stand detaches himself and may conduct a normal move. Command Stands that
detach at the beginning of the Turn may not attach to another MU or TAC in the same Turn.

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4.4 Command Radius
The Command Radius for all commanders (Army, Sub-Commanders, and Major Unit Commanders) is 30 cm (40
cm) at 1 to 50 or 1 to 100 figure scales, and 60 (80) cm at 1 to 25 figure scale. All Tactical Units within a Major
Unit must always attempt to stay within Command Radius of their Major Unit Command Stand or an attached Army
or Sub-Command
Stand. If during play,
it is discovered that a
particular TAC has
wound up out of
command radius, its
only movement option
is to move towards the
Major Unit Command
Stand or an Army or
Sub-Command Stand
that is attached to that
particular Major Unit
in an attempt to come
within command
radius once again.

Tactical Units in Broken status will always continue to flee until rallied, even if such movement takes them out of
Command Radius. If rallied, the previously Broken TAC must move to again come within Command Control.

Tactical Units that are out of Command Radius and cannot move in an attempt to come within Command Range
(perhaps due to intervening enemy troops) may Change Formation and/or Facing while remaining stationary in
place. Tactical Units in Melee that are out of Command Radius may not move and must remain in place and fight
Melee.

To attach at the Major Unit level, the owning player verbally declares that a particular Army or Sub-Command
Stand will attach to a particular Major Unit within his range and authority. To attach to a particular Major Unit the
Army or Sub-Command Stand must begin the turn within a single move’s distance of the Major Unit Command
Stand. In this case, Tactical Units that are a part of the Major Unit that now has an Army or Sub-Command Stand
attached to the Major Unit are now within Command Radius if they are within 30 cm (40 cm) of EITHER the Major
Unit Command Stand or the attached Army or Sub-Command Stand. An Army or Sub-Commander may not attach
to an MU whose MU Command Stand was killed, seriously wounded or a light wound, or captured in the
immediately preceding Turn. In such a case, you must wait until the next Turn when a new MU Command Stand has
taken command or is no longer suffering from a light wound.
When Command Stands attach to a single Tactical Unit their move stand is placed in base to base contact with the
Tactical Unit they are attached to. Other Tactical Units within the Major Unit must still attempt to stay within
Command Radius of the Major Unit Command Stand as described above even though he is attached to a Tactical
Unit.
A player may attach as many Command Stands to a Major or Tactical Unit as he has available, with the
understanding that the MU or TAC’s must be under the command authority of any Command Stand attached to
them as previously described and subject to the restrictions as previously mentioned (see restrictions, 4.3).

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4.5 Replacement of Fallen Commanders
When a Command Stand is Killed, Seriously Wounded, or Captured, his Command Stand is removed from play.
He may no longer issue new orders nor give morale bonuses. The Major Unit operates under the same order
presently in place until a new Command Stand takes command.
4.51 If an Army Command Stand is Killed, Seriously Wounded, or Captured he will be succeeded by the Sub-
Command Stand with the best Command Ability (if there is more than one Sub-Commander in the army). The Sub-
Command Stand that assumes army command must immediately roll on the Replacement Commander Table to
determine his ability to command the army. If there is no Sub-Command Stand in the army, the replacement is the
Major Unit Command Stand with the best Command Ability within the army's Major Unit Command Standss.
If a Sub-Command Stand is Killed, Seriously Wounded or Captured he will also be succeeded by the senior-ranking
Major Unit Command Stand under his command with the best Command Ability. He must immediately roll to see
what his skill rating will be as the new Sub-Command Stand. The Major Unit Command Stand that steps into the
Sub-Command Stand’s place will, in turn, be replaced and the replacement Command Stand (a commander from
one of the Tactical Units of the MU) will immediately roll to see what his skill rating is as a Major Unit
Commander.
In the event of such field promotion(s), you always immediately determine the quality of the new (replacement)
Command Stand that is filling the vacancy left by the other Command Stand who is fallen or is assuming new
command duties.
Similarly, if a Major Unit Command Stand is promoted, Killed, Seriously Wounded or Captured he must be
replaced.
To determine the command rating of the replacement commander, roll two 20-sided dice and consult
the following tables. One die determines the Command Ability of the new Command Stand while the
second die determines the Psychological Rating.

Replacement Command Stand Table:

Command Ability
1-5 Poor
6-10 Mediocre
11-15 Good
16-20 Excellent

Psychology Rating
1 to 5 Uncaring
6 to 10 Prudent
11 to 15 Inspiring
16 to 20 Charismatic

All replacement Command Stands will assume command in the Attach or Detach Command Stand step of the next
Turn following his predecessor's demise or promotion. No new orders may be issued to Major Units in the first turn
that a new Command Stand takes control.

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Command Stands can never be singled out for attack in Melee or as missile targets. Command Stands
can only become casualties as defined in Chapter 11.
If a situation arises whereby a Command Stand casting becomes exposed to attack, simply move the Command
Stand behind the nearest friendly TAC under its command.

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5.0 ISSUING ORDERS
Issuing orders is the second step in the turn.

All Major Units must operate under one of the following orders. These are the only orders that may be issued
with the exception of standing orders, outlined below.

 Attack
 Maneuver
 Defend
 Deploy
 Withdraw
 Pursue
 Fortify

5.1 During the Issue New Orders step of the Turn each Army and/or Sub-Command Stand may issue one new order
to each Major Unit under their command that are within their Command Radius. The player simply places an
appropriate die cut counter with the corresponding order he wishes to implement face down next to the Major Unit
Command Stand that is receiving the new order. Command Stands that are attached to a Major Unit or to a Tactical
Unit may issue no orders except to the MU or TAC to which they are attached.

5.2 Specific Order Parameters

Attack - this order is used when you wish for the Major Unit to proceed towards the enemy and engage in Combat.
The order should include a written objective and route on a separate piece of paper. The Tactical Unit(s) that
comprise the Major Unit MUST move directly towards the nearest enemy that they can see, or the specified enemy
that is the object of the attack (determined by written orders), or the otherwise written object of the attack (such as a
terrain objective that is the object of the attack (such as taking a specific hill or village) by the shortest route
possible, unless an alternate route has been given in written orders.

Tactical Units operating under an Attack order MUST move forward towards the objective or nearest enemy TAC at
least one-half of a regular move distance until they have either entered missile range (if armed with missile
weapons), have charged into melee, or are supporting a melee by virtue of an overlap. Tactical Units that are within
missile range of the enemy with their own weapons, are in melee, or are supporting a melee by virtue of an overlap
are considered engaged. Tactical Units that are operating on an Attack order that do not have an open path available
to advance towards the enemy (such as impassable terrain or blocking friendly TAC’s) may remain stationary or
conduct movement to support Tactical Units that are engaged.

Defend - A Major Unit that is given a Defend order will defend the present position that it occupies. Tactical Units
operating under a Defend order may conduct a Charge when they own the initiative and may Countercharge if
Charged, or take advantage of Targets of Opportunity (See Chapter 7). The parameters of the area to be defended
should be written on a separate piece of paper and clearly defined. If not defined in a written order then the area that
the MU defends, and that TAC’s may therefore occupy, is the circumference of the area that the TAC’s of the MU
presently occupies. Tactical Units may move freely within this area but must remain in Command Radius and may
not move outside this area except to Charge or Countercharge an enemy TAC, with the exception of skirmishers.
TAC’s that are skirmishing (if the skirmisher optional rule is being used – see Chapter 17) may move outside this
area up to a single move’s distance, but must remain within Command Radius.

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The Defend order is automatically activated and adopted by Major Units that are on a Maneuver or Deploy order
and that have any TAC’s within the MU that become engaged in Combat (see Chapter 1.3).

Maneuver - A Major Unit that is given a Maneuver order will move from its present position to another
specified position. Such an order must be specific as to route and destination and this should be written
down on a separate piece of paper.

Major Units on a Maneuver order may not voluntarily engage an enemy TAC. (Exception: see Hidden Units Chapter
12). If a Major Unit becomes engaged in Combat with enemy TAC’s while under a Maneuver order, the Major Unit
that is on a Maneuver order automatically adopts a Defend order.
Deploy - This order is given to Major Units whenever the player wishes to change the Formation and/or relative
positions of the Tactical Units that comprise the Major Unit. A change of formation means, for example, going from
column to line, etc. A change of relative position means changing the position of the Tactical Units within the MU.
MU’s operating under a Deploy order may not advance beyond their MU baseline except to conduct a counter-
charge or to take advantage of Targets of Opportunity (see Chapter 7).

Fortify - A Major Unit is given the order to fortify when it is desired to build some type of Fieldworks. The type of
embattlements allowed and rules that govern actual building are covered in Chapter 9, Field Fortifications.

Either part or all of the Tactical Units within a Major Unit may engage in a work detail to build any of the permitted
Fieldworks. Those Tactical Units not actually building adopt a Defend order to protect the work crews from attack.

Withdraw - This order is given to a Major Unit when the player wishes to Withdraw it from Combat. (See Chapter
6). If a Major Unit successfully activates a Withdraw order, it will Withdraw to a point specified in a written order.
If no such order was written, the Tactical Units of the Major Unit will continue to Withdraw until they are no longer
within 30 cm (40 cm) of any enemy Tactical Unit or until the order is replaced by another new order, or until the
MU Withdraws off the field of battle. In this case, the TAC’s of the MU are out of the battle for the remainder of the
day, but do not count as losses for victory points.

If the Withdraw order is successfully activated, all Tactical Units of the MU maintain their relative facing towards
the enemy and must retire one half of their movement distance away from the enemy. If a Tactical Unit is in melee
and this order is activated, the Tactical Unit will break off from the melee and retire one half move away from the
enemy that the Tactical Unit was in melee with.

Tactical Units that have an Army or Sub-Command Stand directly attached to them will automatically activate a
withdraw order. In this case, the Withdraw order must have been given in the Issue New Orders step of the turn.

Pursuit – Enemy Tactical Units that are engaged and that are operating under an Attack order, will automatically
attempt to Pursue enemy TAC’s that they have been engaged with and who have successfully activated a Withdraw
order . Tactical Units that were engaged may opt to Pursue if operating under any order, with the exception of
TAC’s operating on a Fortify order, who may not Pursue. Tactical Units that are not engaged may not attempt to
Pursue an enemy that has withdrawn.

For the purpose of this rule, engaged is defined as any Tactical Unit that has been in Melee in the current turn, shot
or was shot at in Combat.

If withdrawing Tactical Units were engaged in Melee and are successfully Pursued, then such Tactical Units will
still be in Melee at the point the TAC’s withdrew to and must remain in base to base contact with the same enemy
Tactical Unit they were in Melee with before withdrawing (If the pursuing unit has sufficient movement allowance
to reach the withdrawing unit).

Standing Orders – are conditional orders written down before a game commences. In effect, standing orders are
doctrine that you, the player, creates for specific conditions that might arise in battle. Such orders are one condition

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orders that must be concise, be directed at one type of troop or one MU, and address only one condition. Multiple
conditions and/or addressing multiple troop types are not allowed in a Standing Order.

One example of a standing order is: “When on an Attack order, Close Order Infantry will not move through or attack
into terrain with a difficulty rating of F or higher”.

What is not allowed is: “Close order infantry on an Attack order will not move through or Attack into terrain with a
difficulty rating of F or higher, unless it is undefended, or occupied by enemy troops that are Light Infantry. This
example gives three conditions for the Standing Order and is not allowed. Only one condition may be included in a
standing order.

The number of standing orders an army may have is directly tied to the Command Rating of the Army Commander:

Number of Standing
Army Commander Rating Orders Allowed
Superior 5
Excellent 4
Good 3
Mediocre 2
Poor 1

The better the Army Command Stand, the more standing orders your army may have, up to a maximum of five.

5.3 After all new orders have been issued, players will turn the appropriate die cut order counter face up to
reveal the new order and play will proceed into the next step of the turn; Activation of Orders.

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6.0 ACTIVATION OF ORDERS
In Cassus Belli, only an Army Commander or Sub-Commander may issue new orders to Major Units. The
process of a Command Stand issuing new orders and the Command Stand of the MU implementing them in the
field is represented by a die roll range.

6.1 Order Activation - whenever a new order is issued to a Major Unit there is the chance that it may or may
not be received and carried out in that turn. Roll one 20-sided die and consult the tables in Appendix A, Chart 1
that corresponds to the rating of the Commander giving the new order. If the die roll is in the range of the
numbers listed, the new order is activated and acted upon the same turn. Remember that the Major Unit
Commander casting must be within the command radius of the Army Commander, or Sub Commander (who is
issuing the new order) in order to receive a new order.

Major Unit’s that consist solely of elephants have no Major Unit Command Stand. To change the order for such
an MU the percentage is the same as though the MU commander was Poor. Therefore, if an elephant MU has a
new order given to it; it will activate the order on a die roll of 1 to 10.
If the die roll is in the listed range, the order will be acted upon by the Tactical Units within the Major Unit, the
same turn. The Major Unit Command Stand does not have to be within command radius of all Tactical Units of
his Major Unit in order for the new orders to be activated. If the Major Unit that is receiving the order
successfully activates said order then all Tactical Units of the Major Unit are considered to have received the
new order.
A MU will, upon activation of a given order, continue to act on that order until: 1) a new order is given and
activated, or 2) the parameters of the existing order are satisfied. In the latter case, the MU will automatically
adopt a Defend order until new orders are received and activated.
Automatic Activation - whenever an Army, Subordinate, or Major Unit Command Stand attaches directly to a
Tactical Unit the order will automatically be activated and acted upon in the same turn by the TAC. When a
leader is directly attached to a Tactical Unit, the Tactical Unit simply follows the Command Stand and may act
under different orders from the remainder of the MU.

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If an Army or Subordinate commander is attached to a Major Unit, order activation is automatic for that MU
(Exception: Withdraw Orders - In this case, the command rating of the attached Army or Sub-Commander is
used to determine the percentage to activate the order as indicated previously). If an army or subordinate
commander is attached to a Major Unit he may only issue new orders to that Major Unit.
Initial orders of the day (Game Turn 1) are automatically activated.
Pursuing Tactical Units that have withdrawn:

Tactical Units that are engaged, and have an enemy TAC successfully activate a Withdraw order may attempt
to Pursue the withdrawing enemy (see Chapter 5.2). Roll once for each Major Unit that had Tactical Units
engaged (See Appendix A, Chart 1, Pursue Order 6.1) to see if they pursue the withdrawing enemy:

An Army or Sub-Command Stand (attached to an MU) or the Major Unit Command Stand may opt to reduce
the chances for each Tactical Unit to pursue the enemy down to the percentages listed in parenthesis.
This is useful when the player deems it unwise to pursue due to the tactical situation.

If an Army or Subordinate Command Stand is not attached to the Major Unit then the rating of the Major Unit
Command Stand is used to determine activation percentage as shown above.

Only engaged Tactical Units that are part of a MU that is on an Attack order, must dice to see if they will
pursue a withdrawing enemy unit.

If a Pursuit order is activated, the pursuing forces will move towards the withdrawing enemy in their own
Tactical Initiative sequence, in an attempt to maintain their relative positions with the withdrawing enemy
TAC that has just activated the Withdraw order.

Players will want to be cautious when utilizing a Withdraw order. While it can be a clever way to break up the
coherancy of an enemy line, it can also create a devastating breach in one’s own line.

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7.0 Initiative Sequence, Movement, and Tactical Unit Capabilities

7.1 Initiative Sequence determines the order that Major Units conduct movement and combat. Both sides roll
one 20-sided die for each Major Unit in your army. Place the die next to the Major Unit Command Stand on the
playing area and then apply the modifiers listed under Initiative Sequence Modifiers in Appendix A, page 1 .These
modifiers will affect the base die roll as a plus or minus and determine the final modified die roll for each Major
Unit in your army. If, after modifiers are applied your total exceeds 20, use a six-sided dies for the additional count.
A modified die roll of 26 would be represented with the 20 facing on the 20-sided die and the 6 facing using a six-
sided die.

After each side has determined the final modified die roll for each Major Unit within their army, players then
determine which Major Unit moves first. This determination is made from ALL Major Units in the game, and not
just from each player side. The Major Unit with the highest final modified die roll moves first. Then the Major Unit
with the second highest final modified die roll moves second, and so on.

The use of numerical or alphabetical counters or similar will help players keep track of which Major Unit moves in
what order. The authors use small alphabetical wooden letters placing an A next to the Major Unit’s Command
Stand that moves first, a B next to the Major Unit’s Command Stand that moves second, so on and so forth until
each Major Unit’s Command Stand in the game has a counter next to it. We also color one side of the wooden letter
red and leave the other side its natural color. When the red side is up, the Major Unit has not moved, and after all
movement and combat has been conducted by a particular Major Unit the letter is turned over to signify that Major
Unit has completed its turn. Just how players wish to keep track of this is entirely at their option upon mutual player
agreement.

Example:

Side A has three Major Units on their side and so does Side B. Side A rolls three 20-sided dice and applies
modifiers, resulting in a modified 23, a 12, and a 4. Side B’s results are a 19, a 17, and a 12. Side A has the highest
die roll, a 23, and the Major Unit with this roll moves first. (Since a 20-sided die has only a 20 as the high number,
pace a six-sided die next to the 20-sided die with the needed number of additional pips on it face up. In this example,
the Major Unit with a 23 would place a 20-sided die with the 20 face up and a six sided die with a 3 face up, totaling
23).

The next Major Unit to move and conduct any combat would be Side B’s Major Unit with a modified die roll of 19;
then again Side B’s Major Unit with a 17, and then we have a tie die roll of 12 on Side A and Side B. In cases where
Major Units have tie die rolls, the tie breaker procedure is as follows:

1. Compare the Command Ability of each Major Unit Command Stand. The Command Stand with the
highest Command Ability moves first. If both Command Stands are the same quality then go to number 2
below.
2. Compare the Psychology Ratings of each Major Unit Command Stand. The highest Psychology Rating
moves first. If both are the same, go to number 3 below.
3. If either Major Unit has an Army Commander Stand or Sub-Commander Stand attached at the Major
Unit level or attached to a Tactical Unit within the Major Unit that side moves first. If both Major Units
have an Army Command Stand or a Sub-Commander Stand attached go to number 4 below.
4. Roll Off – Both sides roll another 20-sided die. High die roll moves first.

Side A’s Major Unit with a die roll of 4 moves last.

The completion of Initiative Sequence, Movement, and Combat, completes one Stage. There are two Stages in each
turn of the game (See Chapter 3 – IVa through IVf). At the end of each stage, and in some cases during a Major
Unit’s initiative, Morale Tests may need to be conducted as outlined in Chapter 8 – Morale.

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7.2 Movement is conducted by Tactical Units that are part of a Major Unit that currently holds the initiative as
described above.

Movement rates for troop types are listed on the charts in Appendix A, Chart 3 for each type of troop and terrain the
TAC may move into or through.

The charts show the movement rates for different figure scales for various terrain types and various degrees of
difficulty. Players may mutually decide the difficulty rating of each terrain piece in the game or roll a 20-sided die
for each, consulting the charts. Once the difficulty of a given terrain piece is determined, place a corresponding
counter such as A through J, or other agreed upon means of identification on the terrain obstruction for easy
reference.

Whenever a Tactical Unit begins its move in a particular type of terrain or its movement within the initiative takes it
into another type of terrain other than what it began in, its movement for the initiative is that of the slowest
movement rate for the types of terrain it encountered.

Examples:

A Tactical Unit of Close Order Infantry begins its turn in a wooded area that has a difficulty rating of D, but it
moves out of the wood and into open terrain. For this initiative, the TAC moves at a rate of 8 cm, and is Disrupted
(movement rate in blue). In a subsequent initiative, the TAC will move 10 cm provided it remains in open terrain,
but the TAC will still need to spend one initiative reorganizing to recover from the disruption.

When a TAC begins its movement in one type of terrain and attempts to move into another terrain type with more
restrictive movement penalties, the TAC moves at the slowest rate of the terrain encountered. Let’s say a Tactical
Unit of Close Order Infantry began its move in open terrain and was 8 cm away from a terrain piece with a difficulty
rating of I. In terrain with an I difficulty rating the Close Order Infantry only moves 2 cm. In this case, the TAC
would move up to the more difficult terrain and then stop in the current initiative. In the next subsequent initiative,
the TAC could move 2 cm into the more difficult terrain, continuing to move 2 cm for as long as the TAC is in that
type of terrain.

Let’s say in this example that the TAC was Light Cavalry instead of Close Order Infantry and it began its move 8
cm away from the terrain type I as in the previous example. Light Cavalry moves 30 cm in the open and 15 cm in
terrain with a difficulty rating of I. Since the TAC’s move will take it into the I terrain, the TAC may only move 15
cm in the current initiative. Since it begins its move 8 cm away from the I terrain, it may move 8 cm up to the more
difficult terrain, and then its remaining movement allowance of 7 cm into the more difficult terrain type. Notice that
this type of terrain will Disorder the Light Cavalry (movement rate in red).

7.3 Bonus Movement


On occasion, players may be utilizing a very large playing area. The vast majority of games will usually be played
on an 8 ft by 4 ft table or similar. Some gamers however, utilize very large arenas for their games. To expedite
movement for these types of games Bonus Movement may be conducted on all gaming areas within the following
parameters.

 Any Major Unit that begins its initiative with all Tactical Units that are a part of the Major Unit outside of
30 cm (40 cm) from the nearest enemy Tactical Unit may conduct Bonus Movement in its initiative.
 Bonus Movement is twice the normal movement rate for whatever type of terrain the TAC is in.
 Major Units that utilize Bonus Movement may not move any Tactical Unit closer than 30 cm (40 cm) away
from the nearest enemy Tactical Unit. In other words, Tactical Units that are part of a Major Unit
conducting Bonus Movement must stop when they get to 30 cm (40 cm) from an enemy Tactical Unit.

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 Tactical Units that are a part of a Major Unit conducting Bonus Movement may not conduct any voluntary
combat (such as shooting) in the same initiative that Bonus Movement is conducted.
7.4 Capabilities of Tactical Units
The Initiative Sequence for Major Units in each Stage of each Turn determines the order that Major Units will
conduct Movement and Combat. When it becomes a particular MU’s turn to move, each Tactical Unit within that
Major Unit may be selected to perform any allowable action, and the player continues to select Tactical Units of the
same Major Unit, one by one, until all Tactical Units of that MU have been selected for action during that owned
initiative.

Any Major Unit that possesses the initiative and that has Tactical Units in Melee must calculate their melee damage
on the enemy before going on to other Tactical Units for action in another Major Unit. When a player has
concluded all actions for Tactical Units of a Major Unit that has the initiative, play then proceeds to the next Major
Unit in the initiative sequence. All Movement and Combat is then resolved for that Major Unit, and then each Major
Unit in turn until all Major Units have completed their initiative for the Stage.

IMPORTANT: Once a player has concluded Movement and Combat for a particular Major Unit – signified by
verbal declaration – and subsequent action has begun with another Major Unit in the same Stage –signified by
verbal declaration – a player may not go back to a Major Unit that has already concluded its initiative in this same
Stage, even if there were Tactical Units in that MU that had not been selected for action. Simply stated, once you
leave a Major Unit and play has begun with another Major Unit, you cannot go back that same Stage to a Major Unit
previously selected for action. Remember, all Major Units may conduct Movement and Combat in each Stage.

During each owned initiative, the Major Unit that holds the initiative will do so until:

1. All Tactical Units within the Major Unit have fought required Melees, moved, or fired missiles,

OR

2. A Tactical Unit within the Major Unit that holds the initiative suffers a morale loss that results in
Broken or Rout.

7.41 Capabilities of all TAC’s except Engines or Artillery when you hold the initiative:

 Infantry, Elephants, Scythed Chariots, and Heavy Chariots TAC’s may conduct up to two actions in each
owned initiative.
 All Cavalry & Light Chariots may conduct up to three actions in each owned initiative.
 If a TAC is an Elite TAC, or if a Command Stand is attached directly to a Tactical Unit, the allowed actions
for that Tactical Unit are increased by one. If a Command Stand is attached to an Elite TAC, it still only
increases its allowed actions by one.

Tactical Units in Broken morale may only conduct only one action in each owned initiative stage, that being to
move away from the nearest enemy.

I. Move – Variable, depending on changes of facing during movement


II. Shoot - one action
III. Change Facing up to 45 degrees - one action
IV. Charge - two actions
V. Change Formation - two actions
VI. Change Facing 46 to 90 degrees - 2 actions
VII Break Formation & Move - 2 actions
VIII Disengage from Melee and Retire – Expends all allowed actions

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IX Reorganize – Expends all allowed actions
X. Fortify – Expends all allowed actions
XI. Attach or detach troops to other Tactical Units – expends all allowed actions
XII. Dismount or Mount – two actions

Shooting may only be conducted once per owned initiative by Tactical Units.

7.42 Definitions of allowable actions:


I. Move – Tactical Units may move all, part, or none of their movement allowance in each owned
initiative. A wheel is conducted by one flank or the other remaining stationary and moving the other
flank forward. Movement distance used is measured from the outside flank of the moving portion of
the TAC. During movement a TAC may change its facing up to forty-five degrees during the course of
movement by turns or wheels at the cost of “one action”.

Only Light Infantry or Light Cavalry may move through other TAC’s. Further, Light Infantry and Light Cavalry
may only move through other friendly Light Infantry or Light Cavalry (Exception: Skirmishers and Firefighter
Crews). A TAC is considered to be moving through another TAC if its movement takes it across two parallel
sides of another TAC’s move stand. If its movement takes it through only one side of a friendly move stand the
movement is permitted.

In the example below, TAC A may not move forward through TAC B as its movement will take it through two
parallel sides of TAC B.

Tactical Units in Melee may not move, other than to follow up or to bring unengaged move stands from the rear
into the melee. In an owned initiative, Tactical Units may side step (move laterally) a distance equal to one
move stand’s width or the maximum movement allowance for the type of terrain that the TAC is in, whichever
is less.

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A snake move is one where a Tactical Unit makes a wheel in one direction and then moves forward and then
wheels again, perhaps to the opposite direction. The images below illustrate this type of movement.

Tactical Units that move in this manner measure their movement from the outer most side of the move stand
and then in the direction of travel each time the Tactical Unit wheels. During this type of movement, changes of
facing by Tactical Units that are wheeling may not exceed thirty degrees at the cost of one action. If during
movement, the Tactical Unit changes facing a total of thirty-one degrees and up to forty-five degrees, the cost of
the combined move and facing changes is two actions. If the TAC changes facing a second time greater than
thirty degrees, and up to forty-five degrees, the combined cost of the movement and changes of facing is three
actions.

When movement and changes of facing during movement exceed forty-five degrees and up to ninety degrees,
the cost of the combined move is three actions.

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Individual Tactical Units may not voluntarily move farther than a single move’s distance from another Tactical
Unit that is part of the same Major Unit. This line from one Tactical Unit to another must be contiguous from
one TAC to the next for all Tactical Units within the Major Unit. Any Tactical Unit that finds itself more than a
single move away from the nearest friendly TAC that is a part of the same Major Unit must, in its next owned
initiative and subsequent initiatives if needed, move in an attempt to bring itself within a single move’s distance
of another friendly TAC that is a part of the same Major Unit. Tactical Units must always attempt to stay within
command radius of their MU commander or an attached Army or Sub-Commander.

Cavalry, Chariot, and Elephant TAC’s may expand or retract their frontage while moving. For each one third of
their movement allowance, they may increase their frontage or reduce their frontage by one move stand at the
cost of 3 cm (5 cm) of their movement allowance. If you have a cavalry TAC of four move stands, one move
stand wide by four deep, it may move one-third of its movement allowance and increase its frontage to two
stands wide and two stands deep and reduce its movement allowance by 3 cm (5 (cm). If it traveled another
one-third of its movement it could expand its frontage to three stands wide and one stand remaining in the rear
rank.

This expanding or retracting of frontage may be conducted during normal movement or as part of a charge
move. It does not cost any additional actions but simply reduces the movement allowance of the particular
Tactical Unit by 3 cm (5 cm) each time it increases or reduces frontage.

Tactical Units in All Around Defense may move a distance equal to the width of one move stand in an owned
initiative.

II. Shoot– If armed with missile weapons, a Tactical Unit may fire on an enemy within its range and
shooting arc (Exception: Tribal Warriors and javelin armed Cavalry other than Light Cavalry may not shoot,
even though they may be armed with javelins). Individual move stands engaged in Melee or involved as an
overlap may not shoot missiles, but non-engaged move stands may shoot and be shot at. Tactical Units may
shoot and then move or they may move and then shoot. Some troop types may even be able to shoot and then
charge into melee, or if they charged and an opponent evaded, they could then shoot! Shooting counts as one
action but may only be conducted once by a Tactical Unit in an initiative.

III. Change facing up to 45 degrees– A Tactical Unit may change facing as a part of movement described
above or it may remain stationary and simply change its facing. A change of facing may not dislodge or move
other friendly units. If any such change of facing would result in other units being dislodged or moved, then the
facing change is not allowed. A change of facing encompasses all wheels and turns it would take for a unit to
face a desired direction with the exception of those Tactical Units whose frontage exceeds their movement
allowance.

A change of facing may never be used to bring your unit into base-to-base contact (melee) with an enemy. A
change of facing up to 45 degrees counts as one action.

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IV. Charge – A charge is a move straight forward by a TAC to engage in hand-to-hand combat. When a
particular MU has the initiative, all Tactical Units within that MU that are going to charge must verbally be
declared to the opposing player before any other TAC is selected for action. Once declared, the player may
execute actions by TAC’s in any order he chooses with the Tactical Units that comprise the Major Unit that
holds the initiative. A charge must be straight forward with no lateral deviation in movement towards an enemy
TAC or TAC’s. The point of impact is where move stands of opposing sides make base-to-base contact.

More than one TAC from the same Major Unit may be selected at the same time to charge an enemy. Each
charging TAC must be able to move straight forward towards the enemy being charged and either make base to
base contact or qualify as an overlap. Remember, since movement and combat is performed by Major Unit any
multiple TAC charges must therefore consist of Tactical Units that are all an organizational part of the same
Major Unit.

A charge counts as two actions. TAC’s that possess two actions may change their facing up to thirty degrees
and charge an enemy if their movement will bring them into base-to-base contact with the enemy. TAC’s that
possess three for four actions in an initiative may be able to change facing up to either forty-five or ninety
degrees and still charge into melee. TAC’s that are already in Melee are not eligible to charge.

TAC’s with three or four actions may not choose to Move and then Charge as the total distance that a TAC may
move in an owned initiative may not exceed its regular movement allowance (Exception: Breakthrough
Movement – see Chapter 8). They are free to conduct any other allowable action that uses one action, and then
charge. For example: A Tactical Unit with 3 actions could shoot (if armed with missile weapons) and then
charge, or change facing up to forty-five degrees and then charge. A Tactical Unit with four actions could
change facing up to ninety degrees and then charge.

When a TAC charges, and that begins their movement at a distance away from the enemy greater than 4 (6) cm,
the Tactical Unit is moved towards the receiving enemy Tactical Unit(s) and stops at 4 (6) cm. If the receiving
enemy TAC elects to Counter Charge, the receiving Tactical Unit(s) then close the remaining 4 (6) cm into
base-to-base contact. If the charging TAC begins its movement less than 4 (6) cm away from the enemy they
are charging, and the enemy elects to Counter Charge, both sides move one-half the distance between the two
sides and into contact.

V. Change Formation– Tactical Units may change formation only if they are not already in melee,
(Unengaged stands of a Tactical Unit that is in Melee may move from the rear towards the enemy to engage in
melee and are not Disordered as this is not considered a formation change). Tactical Units that change
formation do not always have to face the same direction as they were before the change. Tactical Units that
change formation are considered Disordered in the initiative in which the formation was changed if they are
attacked in Melee. A change of formation counts as two actions. Required formations are not a part of Casus
Belli. The only requirement is that all move stands within a Tactical Unit must be in base-to-base contact with
at least one other move stand of the same Tactical Unit.

Situations may arise when a player deems it wise to adopt a formation that consists of multiple move stands
with the move stands facing in different directions. This could be due to tactical circumstances or because the
TAC is defending a defensive position that has bends or corners. This is allowed but Tactical Units that have
move stands facing in different directions may only move one move stand’s width in a given direction (similar
to the side step mentioned above in #I) in an owned initiative. Due to base mounting limitations, attacks on the
corners of move stands in said formations are not considered flank attacks.

Tactical Units of Close Order Infantry (four figure move stands; not bow armed or Tribal) and that possess a
Morale Grade of 15 or higher may form All Around Defense (AAD). To represent this formation in the game,
take the number of move stands in the Tactical Unit and divide by four, with the minimum width being one
move stand. The result is the number of move stands wide that the formation is.

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A Tactical Unit of four stands would be one stand wide in AAD. A Tactical Unit of six stands would also be
one stand wide. One of eight stands would be two stands wide, so on and so forth. To represent the All Around
Defense formation, simply take the rear half of the move stands in the unit and face them the opposite direction
from the other move stands in the unit.

In some armies mixed Tactical Units exist of spearmen and archers or similar. These TAC’s may form All
Around Defense as above and the archers are considered to be inside the AAD formation. In these instances, the
missile troops may shoot as normal, with one-fourth their normal Combat Factor in any one direction, rounding
fractions to the nearest whole number.

Tactical Units that consist of only one move stand may be verbally declared to be in All Around Defense.
Forming All Around Defense is considered a formation change and may trigger Targets of Opportunity.

VI. Change facing greater than 45 and up to 90 – This change of facing is performed just as in #III above
except such a change is considered to count as two actions. As mentioned in # III above, changes of facing may
never dislodge friendly troops, nor be used to bring the TAC into base to base contact with an enemy TAC.

VII. Break Formation and Move – Tactical Units in addition to the other permissible actions, may Break
Formation and Move. In this case only, such TAC’s may break up the Tactical Unit into move stands and move
its full movement allowance. They may not move through another unit, except as described in # I – Move,
above.

A Tactical Unit that Breaks Formation and Moves must have an open area not blocked by a solid line of formed
friendly or enemy units in which to move. If no such route exists, the unit may not Break Formation and Move.
Tactical Units that Break Formation and Move may adopt any formation necessary in order to move through
any gaps that might exist between friendly Tactical Units. Such gaps must be large enough for the move stand
to physically pass through the gap or the unit may not Break Formation and Move through the gaps. This
movement may be forward or to the rear up to 360.

Tactical Units that break formation and move become Disordered. Tactical Units that have become Disordered
by having broken formation and moved will remain Disordered until they have reorganized. Break Formation
and Move counts as two actions.

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