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AGER PROELII

BY JAMES ROACH

AND PETER JACKSON

INTRODUCTION
Ager Sanguinis Punic Wars is a set of rules for refighting engagements set during the Second Punic War. Although the
rules can be used outside this particular war with little amendment it is towards this war that the rules are primarily
addressed. The rules are a development of the mechanisms found in Ager Sanguinis (rules for the early Crusades)
published in Miniature Wargames as a series of four articles. Ager Sanguinis was a development of Field of Battle by
Brent Oman published by Piquet Inc. It is with Brent’s and Piquet Inc.’s kind permission that various mechanisms and
ideas have been shamelessly copied into both.

Once the core mechanisms are understood, the game is fast moving and calls on the player to make decisions befitting
his position as C-in-C. Ager Sanguinis constantly denies total control of units to the player due to the nature of the
impetus swings and use of a sequence deck to govern time and motion – there is no specific move sequence or useful
definition of the passage time – as in life, time can pass slowly or very, very quickly – so players will have to plan well
ahead of time, wear belt and braces and put that nasty tasting stuff on their finger nails.

There is no troop scale, ground scale or basing requirements so the scale of engagements can be fought using a
variable number of model soldiers. The rules were written for use with 28mm figures so smaller figure scales may
require some adjustment to measurements, perhaps to centimetres. We like big actions with lots of figures and Ager
Sanguinis Punic Wars allows games involving 60 units and 1500+ figures to be played out in around five hours.

When writing war game rules we always approach them with the aim of making a good game that ‘feels’ like the warfare
it is attempting to model rather than trying to model history in all of its minutiae. Anything more than that is beyond
the scope of most rule writers and players (before super computers it took a team of a dozen or more general officers
and scientists a week, gaming nine to five, to war game 24 hours of a division in action in NATO simulations – often
without success because they ran out of time). Most players are happy with a blend of playability and historical looking
outcomes and I think we have achieved that here.

A NOTE ON DICE

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To play Ager Sanguinis each player will require a range of dice: D4, D6, D8, D10 and D12. Ager Sanguinis almost always
requires the die of one player to be rolled against the die of another to determine an outcome. At no time does a
player need to roll more than one die at a time – Piquet style games are not about averages.

During play a base die will be adjusted by modifiers in the ‘combat’ tables. Modifiers, except where specifically stated
as additions or deductions in game set up procedures, adjust the type of die to be thrown.
• Example: A D8 adjusted Up 2 becomes a D12 – two die types bigger.
• Example: A D8 adjusted Up 1 becomes a D10 – one die type bigger.
• Example: A D8 adjusted Down 1 becomes a D6 – one type smaller.

No die can ever be adjusted below D4.


• Example: A D8 adjusted Down 1 becomes D6 – one type smaller.
• Example: A D6 adjusted Down 3 becomes D4 – only one type smaller because D4 is the smallest die ever thrown.

No die can ever be adjusted above D12. Any further upward adjustments add to the result to a maximum of 12.
• Example: A D8 adjusted Up 4 becomes a D12 + 2 – two types bigger for D12 with +2 for additional upward
adjustment to a maximum result of 12.
• Example: The player rolls D12 + 2 rolling 11 on the die face – the result is 12 (not 13) as this is the maximum
score allowed on a D12 is 12.

Ager Sanguinis often requires the odd (1, 3, 5, etc.) or even (2, 4, 6, etc.) nature of the die roll to be noted as this may
effect an outcome (does the unit pursue, etc?). When looking at odd or even results it is the result on the face of the
die that counts.

A NOTE ON CARDS
Ager Sanguinis PW requires three decks of cards to play: Two sequence decks (one per side) and an army
characterisation deck (used in game set up). The cards are presented at the end of the article and permission is given
for them to be photocopied or scanned for use with these rules. You will require three copies of page 1, one copy of
page 2 and four copies of page 3 to provide all of the cards required by the game.

Home made cards are best printed onto thin card or thick paper, cut out and placed into commercially available plastic
card sleeves / deck protectors. These allow home made cards to be easily shuffled as much as anything else –
commercially made cards are die cut, and thus have pressed edges, for easy shuffling. You will require three packs of
50 sleeves; they usually cost about £2.50 per pack (I use Ultra.PRO Deck Protector sleeves with a plain coloured
back).

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GAME SET UP
THE ARMY DIE

Army Die Determination


Before commencement of play, each player must determine his army die. The army die represents the overall
enthusiasm of the army and its commanders to do battle and take the initiative. The army die is used throughout the
game.

To determine the size of the army die roll d12 and consult the following table. If the army was historically highly
motivated or well led the d12 can be adjusted by adding 1 to 4; likewise if the army was historically brittle or badly led
1 to 4 can be subtracted from the result. The command group Leadership Die modifier is used when determining the
ability of command group leadership.

ARMY DIE TABLE


Adjusted D12 Army Die Command group
roll Leadership Die
modifier
2 or less D8 Subtract 2
3–7 D10 0
8 – 10 D12 Add 1
11 or more D12* Add 2

Sequence Decks.
Each army has a sequence deck comprising 26 cards. The cards within the sequence deck allow an army to move, melee,
‘reload’, change formation and rally. The higher the army die, the better the sequence deck. The composition of each
deck, dependent on army die, is detailed below. Before play, the ‘tactical advantage’ cards are put to one side and the
rest of the deck is shuffled.

SEQUENCE CARD TABLE


Card Army Die
D8 D10 D12 D12*
Army morale 3 3 3 3
Command 2 3 4 4
Group command 1 1 0 0
Lull 6 4 3 2
Manoeuvre 2 2 2 2
Group manoeuvre 0 1 1 1
March 3 3 4 4
Group march 1 1 0 0
Melee 4 4 3 3
Group melee 0 0 1 2
Missilery 2 2 2 2
Tactical 2 2 3 3
advantage
Total Cards 26 26 26 26

Army die used to determine initiative

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Game turns consist of a variable number of initiative phases. The army die is used to determine the number of
initiative pips in an initiative phase. Each player rolls his army die. The difference in the army die rolls is the number
of initiative pips each player may use in his initiative phase. Both sides receive the same number of initiative pips
during their portion the initiative. The player who rolls higher chooses to use all of his initiative pips first or second.

The player acting first turns sequence cards from his shuffled face down deck, one at a time, spending 1 initiative pip
per card turned. As each card is turned the player can choose to act on the card showing or not, sometimes action is
mandatory. When he has spent his initiative pips, or he runs out of sequence cards (in this latter event, the player
going second may only use as many initiative pips as the first player used to finish his deck), the initiative transfers
to the player going second. After the initiative is ended the process is repeated.

NOTE: To keep track of initiative pips it is recommended that each player should deal the correct number of cards,
face down, from his deck into a separate pile as soon as initiative pips are determined. This allows spent pips to be
easily counted.
A player using initiative pips is the ‘active player’; the other is the ‘reactive player’. A ‘reactive’ unit may, providing it is
‘loaded’, carry out missilery versus a target that moves in any way or shoots. Such shooting always takes place at the
furthest possible range.

If the army die rolls are equal, or at the end of a complete initiative one player has exhausted his deck, the turn ends.
The sequence cards, except for unused ‘tactical advantage’ cards are returned to their decks and are reshuffled prior
to the beginning of the next turn.

COMMAND GROUPS

Command groups
Before commencement of play each player should sort his army into command groups. A command group is a grouping
of units under the command of a single table-top officer stand. Command groups usually comprise three to six units,
though less or more are always possible. Only a Commander-in-chief may be fielded as an officer stand without a
command group.

Units fielded outside of command groups move as individual units. They roll D6 for movement. They can only be rallied
by the C-in-C.

Command group leadership die


Each table-top officer rolls a D12 (adjusted by any army die modifier) to determine his leadership die. An additional 1
is always added to the C-in-C’s roll.

LEADERSHIP DIE TABLE


Adjusted D12 Leadership Die Command radius
roll
2 or less D8 12”
3–9 D10 12”
10 or more D12 16”

Command group leadership die used for movement (See ‘March’ card)
When a ‘march’ card is turned, a command group wishing to move any or all of its units must roll its leadership die Vs
D8.

Command group leadership die used to rally (See ‘Command’ card)

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When a ‘command’ card is turned an officer wishing to positively affect units under his command (by rallying units that
have gone vexed; by rallying routing units; by rallying pursuers; by rallying back lost unit integrity) can do so by rolling
his leadership dice, adjusted on the tactical command table, versus D8.

Command group leadership die used for failed army morale checks (See ‘Army Morale’ card)
If an army fails an army morale check each command group must check Vs D8 using its leadership die.

ARMY CHARACTERISATION

The Army Characterization Deck (ACD) gives an army its soul. It will set boundaries and open possibilities for its
commander without an opponent’s initial knowledge. The ACD allows simple ‘pick-up’ games to take on many aspects of
pre-planned scenarios without forethought. ACD cards in the card stock have a red font.

ACD cards should be dealt to each army after being organized into command groups. The number of cards that are
dealt out to an army is equal to the army’s total unit integrity count divided by twelve. An army of 66 unit integrity will
be dealt 5 cards (66 ÷ 12 = 5.5).

Note: Although officer stands count as 1 unit integrity point each on the table-top, for ADC purposes count command
stands as 2 unit integrity points and the C-in-C as 3 unit integrity points (officers are too valuable to just count their
actual unit integrity value).

Note: For large armies, where the card count is in excess of 10 cards, I suggest halving the number of cards and
doubling the number of morale chips (see below) for each side. Failure to do this will result in too many cards other
than morale chip cards being dealt – it might unbalance the game.

The ACD is split into four types of cards


1. Morale chip cards. These have a roman numeral indicating the number of morale chips the card provides.
Adding the value of morale chip cards together gives an army its initial morale chip count. The army’s morale
chip count must equal or exceed the army’s unit integrity count (see units below) divided by three. An army of
66 unit integrity must have at least 22 morale points. If the morale chip count is less, the player must trade
back other cards (type 2, 3, 4 below) until the morale chip count is equal, higher, or he runs out of other
cards. An army’s initial morale chip count should, wherever possible, be kept secret. Use poker chips or coins
and keep them in your pocket.
2. Replacement sequence cards. These cards are always better than the normal sequence cards they replace.
Replacement of sequence cards, as defined by the ADC substitute, is mandatory.
3. ‘By Saturn!’ cards. ‘By Saturn!’ cards are added to the army’s sequence deck. Each time the card appears the
player adds 3 initiative pips to his current initiative total. If the player has insufficient cards in his deck to
use these extra initiative pips the excess is lost. (Saturn – God of Time).
4. Stratagem cards. These cards are added to the army’s sequence deck and discarded as soon as the stratagem
is played or happens. When a stratagem card is drawn its precise definition must be ascertained. To maintain
secrecy – the best bit about a stratagem – a card should be drawn from a standard deck of playing cards.
Then the following list should be consulted.

Stratagem definitions

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A. Heroic unit: When the card appears a single unit (other than one in rout) can be designated heroic. Heroic units
will no longer fall back in melee, become vexed or rout. The unit will not count its UI losses in melee and will fight until
eliminated.

2. Rousing Speech: When the stratagem card appears the player can make a rousing speech to his army. For the
remainder of the game turn all ‘Command dice’ are Up 2.

3. Feigned Withdrawal: When the stratagem card appears the player can order a feigned withdrawal. Any or all units,
of of up to two command groups, that are in contact with the enemy, can withdraw a full standard move dragging the
enemy formation with which they are in contact with them; in doing so any pre-existing follow-ups in ongoing melee
are negated. (Cannae)

4. No quarter! When the stratagem card appears the player can yell “NO QUARTER!” From this point on all drilled
and war band units in the army will be Up 1 in melee. However, units must pursue any routs and follow up any push
backs. Also, following the declaration of no quarter, from the first occasion that an enemy unit is destroyed in melee
the enemy will also get an Up 1 bonus in melee.

5. Surprise attack! On the first appearance of the stratagem card the player must declare a surprise attack or
discard the stratagem card. He adds 10 initiative pips to his current total. If he cycles through his sequence deck he
can end the run of initiative or reshuffle and use any remaining initiative into the next turn. (Trasimene)

6. Hidden ditch or boggy ground: When the stratagem card appears the player can deploy a ditch, thin stretch of
boggy ground or similar linear obstacle. This is type III terrain. The obstacle will provide a terrain advantage to
defending troops. The obstacle will take one complete move to cross. The obstacle can cover the front of up to two
units. Common sense should be used in deploying this terrain - it is highly unlikely that the enemy would not spot it in
their deployment area or discover it when they passed over the ground on a previous move!

7. Thickets in woods: When the stratagem card appears the player can declare any piece of terrain (other than flat
open ground) previously unoccupied by the enemy, as one terrain type more difficult than it was initially defined. Type
III can be made type IV, except that skirmish order infantry will be able to traverse it at a maximum of one move per
‘march’ card.

8. Rally Again! When the stratagem card appears the player can yell “RALLY AGAIN!” All friendly units in rout not at
zero unit integrity will immediately rally, all vexed units will rally from vexation and all units in pursuit will rally from
pursuit.

9. Secret paths: When the stratagem card appears the player may declare a type I terrain pathway through any
difficult terrain. This will be a path through woods; a path through hills; a ford across a river; etc. The pathway is a
defile two stands wide and up to 24” long. The direction of the pathway is defined by the movements of the first unit
using it. Until defined, the pathway is not usable by enemy units.

10. Favorable Omens: When the stratagem card appears the player may declare favorable omens. For the remainder
of the turn all friendly die rolls, regardless of result, can be called ‘even’.

J. Ambush: When the stratagem card appears the player can declare an ambush from any type II or III terrain
previously not entered by the enemy. The units in the ambush position are extra units. The number of units in the
ambush position should be determined randomly. As a rule of thumb they should be determined by dividing the total
number of units in the army by six and rolling the nearest die to the result (e.g. the army has 26 units. Dividing by 6
gives a result of 4.3. The nearest die to 4.3 is a D4. The roll of the D4 is 3, so 3 units make up the ambush). The
composition of the units can be decided by a combination of what could be reasonably hidden (you can’t hide an
elephant in light scrubland) and what war game figures are available for the army in question. They form a new

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command group with their own officer. For each unit in the ambush 1 morale chip is added to the army’s morale chip
count. (Trebbia)

Q. Reinforcements: When the stratagem card appears the player may declare that reinforcements are arriving
behind his baseline. The number of units arriving and their composition should be determined as per ‘Ambush’ above
except the unit divider is 4. The reinforcements will arrive by marching on table on the next ‘march’ card. If their
first ‘march’ die roll is a natural 1 they fail to arrive. Reinforcements may not march to contact with enemy units on
their immediate arrival.

K. Reinforcements flank: As per reinforcements above, except that the reinforcements will be arriving on the left or
right table edge. The player must declare which table edge when the stratagem is played.

Jkr. Player’s Choice


The player may choose any one of the above stratagems.

ARMY MORALE CHIPS


Army morale chips, determined by ADC, give the army a ‘breaking point’ long before all of its units have been put to
rout or destroyed.

• When a unit suffers ‘unit integrity’ loss due to combat the army loses one army morale chip for each point of
‘unit integrity’ lost.
• When a command group officer is killed the army loses two army morale chips.
• When a C-in-C is killed the army loses five morale chips.
• When an officer successfully rallies back lost UI on a command card each UI rallied costs one morale chip.
• Stubborn status used to negate rout or follow up in melee costs one morale chip.
• Fierce status used when ‘going forward’ in melee (initiating; counter-charging; following up) costs one morale
chip.

When an army is out of morale chips it must declare it, and:


• Unit integrity losses cannot be rallied back on ‘command’ cards.
• The army is subject to army morale tests on ‘army morale’ cards; these can effectively end the battle in the
enemy’s favour (see army morale).

Furthermore, for every army morale chip lost that the army cannot pay (being at zero!), the enemy army gains one
army morale chip.

UNITS
Unit integrity
All units, depending on tactical order and type, have a unit integrity value of 1 – 6. Unit integrity is the all-
encompassing title given to the physical, morale, and combat effectiveness of a unit. Different unit types have
different initial unit integrity values reflecting actual numbers of combatants (see tactical order). In combat, a unit
integrity point is lost for every 3 hits sustained.

Units lose unit integrity as a result of hostile action by the enemy (see melee and missilery) and going vexed a second
time. Units may attempt to rally back lost unit integrity on ‘command’ cards. Any unit that has its unit integrity
reduced to zero must rout. Any unit that has its unit integrity reduced to minus 1 is deemed destroyed and removed
from play. When a unit takes a unit integrity loss the unit’s integrity loss must be marked in some way; on a roster
sheet, with a die placed next to the unit with the appropriate face showing, or with some other form of counter.

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Small Units
Small units are usually half normal strength. Roman triarii units are the exception; these are ‘naturally’ small and are
always treated as small units, even when at full strength.
• Small units reduce their usual unity integrity value by 1.

Large Units
Large units must be deployed in mass formation.
• Units which are fifty percent larger than normal increase unity integrity value by 1.
• Units which are double strength increase unit integrity value by 2.
• Large ignore rout results in melee until reduced to the unit integrity value of normal sized units, they are
pushed back instead.
• Large units ignore the first unit integrity loss when counting losses in the melee resolution table.

Combat die and defence die


All units have a combat die (CD) which is primarily rolled when attacking enemy units in hand to hand combat (melee) or
when engaging with missilery. All units have a defence die (DD) which is primarily rolled versus missilery attacks. In
various other circumstances units might be required to roll CD or DD to resolve other issues, such as evasion. CD rolls
are usually adjusted by factors given in the combat tables; DD are never adjusted. Base combat and defence die are
determined by the troop type and training. Base combat and defence die are shown in the table below.

BASE COMBAT AND DEFENCE DIE TABLE


Troop Type Combat Die Defence Die
Drilled D8 D6
War band D8 D6
Militia / Levy D6 D6
Civilian D4 D4
Elephants D10 D6
Elite Up 2 Up 1
Veteran Up 1 Up 1
Stubborn No change No change
Fierce No change No change
Swift No change No change
Specialist Up 1 No change
Brittle / NC or NC or
uncertain Down 1 Down 1

Basic unit training classes


All troops are categorised into one of the following basic unit training classes. Each basic unit training class
encompasses a wide variety of troops and it is easy to fit any troop type into one of them. Unit characterisation
beyond basic unit training class (where required) is accomplished with the addition of a training status.
• Drilled: These units are comprised of full time soldiers that have been drilled in a scientific and professional
manner. Typical troop types include Roman legionaries and cavalry, and Libyan phalanx.
• War band: These units are comprised of tribal troops of the ‘warrior’ class who have been trained since
childhood to be warriors. Typical troop types include the bulk of Gallic and Spanish armies.
• Militia: These units are comprised of part time soldiers that have undertaken only basic training. Typical troop
types include newly recruited legionaries, town militia and tribal levy.

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• Civilians: These units are of little military worth. Typical troop types include baggage followers and town’s folk
(they can include women and children). Civilians may not be veteran, elite or fierce. Civilians are always vexed
and can never be rallied from that condition.
• Elephants: Elephant units may not be elite or veteran. Elephants are prone to going berserk (see melee).
Elephants ignore any superior weapon modifiers. Elephants negate stubborn status. Elephants that roll higher in
melee always cause the enemy to become vexed.

Additional training status


Basic unit training classes can be fine tuned with the addition of an extra training status: Not all war bands are the
same, etc. More than one additional training status can be added to a basic training class, but this should only be done
with care, especially where die adjustments are involved, to avoid ‘super units’ becoming commonplace.
• Elite: Elite status makes units more aggressive and easier to rally. This status should be used very sparingly.
Typical troop types include the very best noble cavalry and body guard units.
• Veteran: Veterans have years of military experience and are used to victory. Veterans are very efficient in
combat. Typical troop types include Hannibal’s Spanish and Libyan troops, most triarii and Scipio’s legions in
Spain.
• Stubborn: Stubborn troops are able to hold positions under pressure that would force others to withdraw.
Typical troop types include Roman formed units and phalanx units. In melee, stubborn units can ignore fall back
and negate a follow up modifier in the next round of melee for the cost of one morale chip, or fall back vexed
instead of routing for the cost of one morale chip. Stubborn units cannot negate vexed status.
• Fierce: Fierce units are dangerous in the first round of melee due to their charge / counter-charge. Typical
troop types include Gallic infantry. Fierce units can add 50% move rate to a single move that will end in contact.
Fierce units can automatically fight a melee if the move die that brought them into contact was even. Fierce
units can count the ‘fierce’ melee modifier when going forward (initiating melee, counter-charging or following
up) for the cost of one morale chip. Fierce units that roll higher in melee always cause the unit they are fighting
to become vexed.
• Swift: Swift units are able to move more effectively than other units. Typical troop types include Spanish
infantry and Numidian cavalry. Swift infantry count (specified or non-specified) terrain as one class less than it
is. Swift troops can back step at full rate. Swift troops can break contact from an ongoing melee by back
stepping on a ‘march’ card – they can, if the cards fall kindly, hit and run.
• Specialist: Specialists are more adept at using a particular weapon or a localised battle tactic than other
troops to inflict casualties. Typical troop types include Numidian cavalry and Balearic slingers.
• Brittle / Uncertain: Brittle or uncertain is a catch all status primarily included for campaigns, historical
scenarios and the like. These units show a lack of aggression or stamina. They can have a down 1 combat die
modifier and a no change defence die modifier, or vice versa. In extreme cases they can have a down 1 modifier
for both combat and defence die. Typical troop types include battle weary or dispirited troops.

Tactical unit order


All units have a tactical unit order which defines the density of the unit’s formation. Tactical unit order gives the base
unit integrity value of a unit. Combat modifiers for unit order are detailed in the combat tables, but the following
definitions are provided to sort units into ‘type’.
• Formed Infantry: Infantry formed up so that they can present a shield wall and that rely on melee to achieve a
decisive result. Formed infantry have a unit integrity value of four. Most close combat infantry fall into this
class.
• Skirmish Order Infantry [Shock]: Dispersed infantry armed with missile and shock weapons, such as Spanish
catrati, Roman velites and peltasts. Skirmish infantry units have a unit integrity value of three. Skirmish order
infantry can evade.
• Skirmish Order Infantry [Missile]: The latter are dispersed infantry primarily armed with missile weapons
such as javelins, bows and slings that usually choose to avoid any close combat. Skirmish infantry units have a
unit integrity value of two. Skirmish order infantry can evade.

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• Formed Cavalry: Cavalry formed up in a fairly compact body. They find difficult terrain harder to traverse
than less compact units. Formed cavalry have a unit integrity value of three. Most Punic War cavalry falls into
this category. Formed cavalry can evade. Certain types can shoot (throw javelins); this is a secondary function
and they can never shoot when reactive in the initiative phase.
• Skirmish Skirmish Cavalry and Chariots: Cavalry primarily using skirmish tactics are skirmish. Skirmish
cavalry have a unit integrity value of three. Typical troop types include Numidian cavalry and Gallic chariots.
Skirmish cavalry can evade. Skirmish cavalry in ‘Cantabrian Circle’ can move, shoot and retire on a march card.
• Elephants: Elephant units have a unit integrity value of three.
• Artillery: Artillery may not initiate melee. Artillery has a unit integrity value of two. Shooting artillery stands
ignore any armour modifiers.
• Command / officer stand: Commanders have a unit integrity value of 1; if attached to a unit this is added to
the unit’s present unit integrity. Commanders may detach / attach to units on a ‘command’ card. If contacted by
an enemy unit whilst unattached they must check for survival and then evade.

TACTICAL UNIT FORMATIONS

When deployed on the table units must form up in one of five tactical unit formations: Line, mass, Cantabrian circle,
column or pitched defence. During the course of the battle units can change from one formation to another.
• Line: In line, each stand is placed so that its flank edge touches the next in line. The deployment is one stand
deep. It allows for the most efficient use of missilery. Line is the usual formation for formed infantry and
skirmish order infantry.
• Mass: In mass the stands are placed so that half of the unit is directly behind the other half with the same
facing. It is the default formation of large units and the usual formation for formed cavalry. It has diminished
shooting capabilities.
• Cantabrian Circle: The stands are placed so that the formation appears to be moving, usually clockwise, around
its centre, forming, when viewed from above, a hollow square. It can move in any direction. It can shoot in any
direction. It must evade if contacted. Due to its constant motion, a Cantabrian circle is a difficult missilery
target. This formation is only allowed to skirmish cavalry and chariots armed with javelins.
• Column: The stands are placed one stand behind the other and in contact. This formation has excellent
movement capability: It adds 50% to its movement rate and it can snake without wheeling penalties. Column is
the default formation of any unit unable to clear a defile. Troops in column may not shoot and are at
disadvantage in a melee.
• Pitched Defence: The stands are placed in a compact square with one stand facing in each direction. This
formation is only allowed to infantry. It is effective in defence versus cavalry and it always has secure flanks.
It may shoot in any direction but at reduced effectiveness. It may not move. It is vulnerable to missilery.

Roman Triplex Acies Formation


Special rules for this formation are absolutely essential for recreating Mid-Republic Roman battle tactics. The
operation of a triplex acies in battle is a complex thing to model and that is why it is ignored or fudged in most sets of
ancient war game rules. I have chosen not to fudge the issue but, I have tried to keep this rule as simple as possible
by concentrating on the formation in melee, and in practice it works well.

Romans may deploy their ‘legionary’ units in three serried lines: A unit of hastati at the front line, a unit of principes in
the second and a unit of triarii in the third. The lines represent troops drawn up in maniples with ‘virtual’ gaps. This
game mechanism allows the Roman player to know his formation’s frontage without having to constantly measure and
maintain gaps.

Triplex acies formations allow a fresh unit of reserves to be brought into combat by relieving the unit in the front
rank. Triplex acies formations only work front to back (or vice versa if the formation about faces) with secondary

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lines automatically taking their direction of facing and movement from the front rank. Any flank and rear attacks
made against triplex acies formations are treated as standard – special post melee rules are ignored.

Special post melee resolution actions:


• If the front line unit is reduced to 0 unit integrity it is routed as standard.
• If the front line unit is reduced to less than 0 unit integrity it is destroyed as standard.
• If the front line unit is routed, but not reduced to 0 unit integrity, it must withdraw behind the rear rank of
the formation (it is not routed). The unit is vexed. The winner does not pursue or follow up and the combat is
ended.
• If the front line unit loses and it is pushed back, it must withdraw behind the unit immediately to its rear or
behind the rear rank of the formation. The winner does not follow up and the combat is ended.
• If the front line unit draws or the melee is ‘hard fought’ contact is maintained and the unit must stay in position
in ongoing melee as standard.
• If the front line unit wins with the option to follow up it has the extra option to withdraw behind the unit
immediately to its rear or behind the rear rank of the formation. If the unit withdraws, the unit immediately to
its rear must occupy the vacated ground and the combat is ended.
• If the front line unit wins with a compulsory pursuit it must pursue as standard.

All triplex acies units withdrawing behind the rear rank of the formation must be deployed in mass. They cannot inter-
penetrate freely. They cannot rejoin the formation as triplex acies units until all unit integrity and vexation has been
rallied. Fully rallied, such units automatically adopt line formation and can automatically rejoin the triplex acies as the
second or third line.

A fourth unit of velites can be added (as a first line, or fourth line, or to a flank) to a triplex acies but it is not a
‘triplex acies’ unit and any post melee actions are treated as standard. Velites withdrawing behind the first rank of
the triplex acies can choose to form up behind the rear rank, in line or mass, instead.

UNIT WEAPONRY AND ARMOUR

I have chosen not to give any individual weapon a ‘starting value’: In close combat the training class of the wielder and
the interaction of the weapons involved are deemed more important than the weapon itself; the unit with the better
weapon in any given combat gets an Up 1 modifier to its base combat die (melee table superior weapon); any special
interactions, such as javelin versus elephants, are ruled upon by individual combat (see melee table).

Missilery was not battle winning and was generally carried out by skirmish troops as a prelude to battle proper.
Consequently, these rules do not dwell on the variety of missile weapons available. Shooting ranges, especially for
javelinmen, are longer than might seem reasonable, but this is due to the starting point of measurement (unit centre)
and the fact that I view the unit position on the table-top as the ‘point of rally’ whilst the unit is actively skirmishing.
Pilum and soliferrum are not classed as missile weapons; they are used in the first round of melee, on a use them or
lose them basis, regardless of circumstance; after the first round of melee they are considered to be used up.

To count as armoured, troops must be equipped with a large shield, helmet, and a linen, bronze or mail cuirass (or,
optionally, a pectoral). Armoured troops ignore the first unit integrity loss when counting losses in the melee
resolution table.

VEXED’ STATUS

Vexed is a temporary status that reflects disorder, confusion or lack of command within a unit. Command stands are
never vexed. Units become vexed for any of eight reasons:

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1. Units that receive adverse missilery results and that throw an odd die result are vexed.
2. Units that take a unit integrity loss, are pushed back in melee and that throw an odd die result are vexed.
3. Units that are pushed back in melee following the receipt of a flank or rear attack become vexed instead.
4. If the command group’s officer becomes a casualty all of his units are vexed.
5. Most units that interpenetrate or are interpenetrated are vexed (see Movement).
6. Units, other than skirmishers, making room for units being pushed back in melee are vexed.
7. Units losing a melee to elephants or fierce units are always vexed.
8. Units that cease pursuit for a reason other than being rallied on a command check are vexed.

Vexed units move at half normal rate and are Down 1 for melee and missilery. Vexed units that become vexed again
due to hostile action suffer 1 unit integrity loss. Vexed units must be marked in some way; marking with a counter
tends to be the easiest way.

NOTE FOR UMPIRES: Where units suffer from adverse combat and movement situations that are not specifically
covered within the rules vexation is the obvious, best and simple, catch all result.

OFFICER CASUALTIES

When an officer stand becomes a casualty as a result of combat the army loses two morale chips (five morale chips if
the C-in-C is lost). All of the units in his command group suffer vexation. Until replaced on an army morale card his
command group will roll a D6 leadership die and no units in his command group can be rallied, except by the C-in-C. If
the C-in-C becomes a casualty all future army morale checks are made with a down 1 modifier.

SEQUENCE CARDS

ARMY MORALE CARD


Replacing Officer Casualties
An eliminated officer can be replaced on the appearance of an army morale card. Roll army die Vs D8. If the army die
result is higher the officer is replaced. His ability must be rolled for, as standard, but with a -1 modifier for each
previous officer casualty within the command. An officer ranked as C-in-C cannot be replaced unless he is a command
group officer; in which case he can be replaced by an ordinary officer.

Unit Re-entry to the Table


Units which have been forced to leave the table through evasion or pursuit can attempt to return (see pursuit and
evasion).

Routers and Pursuers Move


Routers and pursuers (see ‘routers and pursuers’) move on each and every army morale card. Routers move once at
standard rate on each and every army morale card in mass formation, irrespective of which side burned the card.

Army Morale Tests


If an army is out of morale chips it must take an army morale check; it uses its army die versus the enemy’s army die
to resolve it. If the result of the checking army’s die is less than or equal to the enemy army’s die it fails the check.
If this happens each command group must take a check, using its leadership die (D6 if the command group is without
an officer) versus D8.
• If the leadership die result is greater than that of the D8 the command group passes the check.
• If the leadership die result is equal to that of the D8 any units in the command group that are vexed lose one
unit integrity point.

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• If the leadership die result is less than that of the D8 and even all of the units in the command group lose one
unit integrity point.
• If the leadership die result is less than that of the D8 and odd all of the units in the command group lose two
unit integrity points.
• If the leadership die result a natural 1 all of the units in the command group lose 3 unit integrity points.

NOTE: All unit integrity losses incurred as a result of failed army morale checks are FREE of morale chip cost. Units
reduced to zero unit integrity are routed as standard. Units reduced to minus one unit integrity are destroyed as
standard.

LULL CARD

The ‘lull’ card represents a period of inactivity. No action is specified, and the army dawdles and wastes time. A lull is
an opportunity for the enemy to seize the initiative and act on its next sequence card. Each side rolls its army die. If
the reactive side’s die is greater than the active side’s die the reactive side may turn a card in their sequence deck
and act upon it, or play a gambled ‘tactical advantage’ card and act upon it (see ‘tactical advantage’ card). After the
reactive side has acted upon its card, play resumes normally.

NOTE: Opportunity to seize the initiative may pass back and forth between armies if ‘lull’ cards are played by each
army in turn.

MANOEUVRE CARD

A unit can change facing or unit formation. All units may change facing by up to 180°. Facing changes are made by
pivoting on any point. Units may change tactical formation. The front of the new formation remains at the same
position and facing; the only exception is for units changing from column into a line or vice versa; this may be done by
drilled troops by simply turning the stands to the right or left through 90°. Units, not in ongoing melee, within a triple
acies formation can change position.

COMMAND CARD

Officer movement, attaching and detaching


While officer stands may always move with their commands on a ‘march’ card, they may also move on a ‘command’ card;
to do so the officer must roll his base unadjusted leadership die: On a result of 1 he fails to move and may not under-
take further actions on the present card. On any other result the officer can move. Officer movement is at skirmish
order cavalry rates. Officers may only move once on a command card; officer stands can freely detach from one unit
and move to attach themselves to another unit whilst doing so on a command card.

Rally attempts
Rally attempts are made to rebuild unit integrity and rally vexed, routing or pursuing units. Units may only be rallied on
a command card providing the parent officer stand or C-in-C officer stand is within command radius. Only one rally
attempt per unit can be made on each command card. A C-in-C officer stand is required to rally an autonomous unit.

• The officer may attempt to rally units from rout or vexation without cost.
• Where a rally rallies back lost unit integrity point each point costs one morale chip. The player has the option to
purchase any or all unit integrity points thus rallied back to a unit.

A single roll per unit is made applying the result to any and all unit conditions that apply. To attempt a rally the officer
must roll his leadership die adjusted on the command table Vs D8.
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COMMAND TABLE
Adjusted command die Vs D8
Down 2 Down 1 No Change Up 1 Up 2
Circumstance No army Contact. Enemy within Enemy over 12”.
morale chips. Routing. 12”. Attached leader.
Unit Civilian. War band. Drilled. Veteran. Elite.
Elephants. Militia. Stubborn.
Tribal levy. Fierce.

Command table modifier definitions


• Contact, within 12”, over 12”: An enemy unit, not routing, is in line of sight and within the distance specified.
• Routing: The testing unit is routing.
• No army morale chips: If the tester has no army morale chips remaining.
• Unit: The testing unit’s type.
• All measurements are nearest point to nearest point.

Results
If the result is a natural 1 the attempt fails and the officer may attempt no further rallies. If the result of the
leadership die is less than or equal to that of the D8, the rally attempt fails.

If the result of the leadership die is greater than the result of the D8: A unit that is vexed, routing or pursuing is
rallied. Routing units are rallied facing in any direction, in any formation. Pursuing and vexed units are rallied in their
original formation and facing. For each 3 pips of difference, that the leadership die’s result is greater than that of
the D8, the unit can rally back 1 lost unit integrity point. Units must have 1 unit integrity to rally from rout – a unit at
zero UI cannot be rallied from rout unless a unit integrity point is also rallied.

MARCH CARD AND MOVEMENT

On a march card, all command groups within the army can attempt to move. Each command group wishing to move any
or all of its units must roll its leadership die Vs D8; the number of moves that each unit within a command can make on
the march card is governed by the single result of its leadership die compared to the D8.

• If the leadership die’s result is a natural 1: Units within the command group cannot move.
• If the leadership die’s result is less than or equal to that of the D8: Units within the command group can move
once.
• If the leadership die’s result is more than that of the D8: Units within the command group can move twice.
• If the leadership die’s result is more and triple that of the D8: Units within the command group can move
three times.

MOVE TABLE – MOVEMENT RATES


Tactical unit order Type I Type II Type III
Infantry 8” 6” 4”
Skirmish infantry 8” 8” 6”
Formed cavalry 12” 8” 4”
Skirmish cavalry 16” 8” 4”

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Elephants 12” 8” 4”
Vexed Deduct 50%
March column Add 50%

If the leadership die’s result is even a unit can:


• Use a move to change facing by wheeling up to 90° or about face.
• Use a move to side step two stands width without forward or backward movement if drilled, otherwise one
stand width.
• Formed cavalry, elephants and fierce troops can immediately melee a contacted enemy without a melee card.

Units can always perform the following:


• All troops can oblique move at 45° without a change of facing.
• All troops can fall back, without a change of facing, at full rate if swift and at half rate if not.
• All troops contacting an enemy unit’s flank can immediately melee without recourse to a melee card providing
that each and every move on the card started behind the enemy unit’s flank.
• All troops contacting an enemy unit’s rear can immediately melee without recourse to a melee card providing
that each and every move on the card started behind the enemy unit’s flank.
• All troops contacting skirmish order infantry can immediately melee without a melee card.

Difficult terrain
Movement is affected by terrain. All units must stop on contact with new terrain before proceeding with any
remaining moves thereafter.

Interpenetration
The following troop types can interpenetrate without penalty:
• Skirmish order infantry through any and vice versa.
• Legionaries operating under the benefits of triplex acies formation.

All other interpenetration causes both units to become vexed.

Routers, other than those that can interpenetrate freely, encountering friendly troops must fight a round of melee as
they burst through them. Use the routing unit’s base combat die Vs the interpenetrated unit’s defence die. The result
is treated as a normal melee result except that the interpenetrated unit is always vexed and the routers always burst
through.

Except under the rules governing triplex acies, units pushed back in melee onto friendly units to their rear cannot
interpenetrate them as normal. The unit being backed into must withdraw up to 3” to make room; a unit other than
skirmishers becomes vexed doing so.

Evasion
Evasion is a response to an enemy unit that closes to contact. Evasion is always reactive. Units wishing to evade must
roll their combat die; on a result of 1 cavalry units fail to evade and are destroyed losing a morale point per point of
remaining unit integrity; on a result of 1 (or 2 Vs cavalry) infantry units fail to evade and are destroyed losing a morale
point per point of remaining unit integrity. Officer stands wishing to evade must roll their leadership die; on a result
of 1 the officer is captured, losing 2 (5 if C-in-C) morale points. On any other result the unit or officer evades.

An evasion move is one standard move away from the attacking unit; evasion moves may be 45° oblique; successful
evasion moves are completed facing the attacking unit. On closing to contact the attacking unit’s present move is
ended, though any unused moves may be carried out subsequently. Normal interpenetration rules always apply to
evading units.

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Evading units that, by evading, are forced to leave the table may return on an army morale card by rolling their
defence die Vs D8; if they score higher they can return at their point of exit providing their re-entry point is not
blocked.

Units that must or can evade:


• A skirmish cavalry or chariot unit in Cantabrian Circle must evade.
• A detached officer stand must evade.
• A skirmish cavalry or chariot unit in line or mass has the option to evade any enemy coming to contact.
• Formed cavalry has the option to evade formed infantry or elephants coming to contact.
• A skirmish order infantry unit has the option to evade any enemy coming to contact.

Passing defiles
Units in line, etc., wishing to pass a defile (such as bridge or ford) can do so at half standard rate. The unit will
automatically shorten its frontage to pass through the gap and then expand back to the original formation width on
the other side. All units doing so use line formation modifiers in melee combat; they cannot shoot.

Moving several command groups as one entity on a March card


This kind of combined movement is particularly useful early in a battle to keep up a ‘solid front’ when advancing across
no-mans land. Two or more commands wishing to move as a single entity must be:
• In a contiguous ‘line’.
• Part of a ‘line’ with gaps of less than three inches between units and with no units in physical contact with the
enemy.

To move as a single entity, use the lowest leadership die in the combined groups with a down 1 modifier (e.g. the
combined groups’ leadership dice are D10, D10, D8; the combined group must use D8 down 1; therefore the combined
groups will use a D6 leadership die). The result of the roll is applied to all of the command groups at the same time
allowing them to move as one.

Skirmish cavalry and chariots can move shoot and retire


On a ‘march’ card, skirmish cavalry and chariots in Cantabrian Circle can use one, two or three moves to advance, shoot
and retire back to their exact previous location (the unit is not physically moved) at half normal rate. The unit must be
able to carry out the ‘virtual’ movement in a continuous straight line, under normal movement rules, with shooting
taking place at the closest point (e.g. In type I terrain a skirmish cavalry unit with two moves can advance 16”, shoot,
and retire 16”; a unit with one move can advance 8”, shoot and retire 8”).

Rout and Pursuit


See ‘Routing and pursuing units’ section.

MISSILERY CARD AND MISSILERY


There is no ‘shoot’ card
The missilery card allows all units capable of missilery to restore a missile resolution opportunity. The ‘missilery’ card
only allows one restoration per unit. Units with a stored missile resolution opportunity can shoot at any point during an
active initiative phase. Units with a stored missile resolution opportunity can shoot during a reactive initiative phase
versus moving / shooting units. When a unit shoots it is marked as having used its current missile resolution
opportunity until it is restored.

Shooting during a player’s reactive phase:

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A ‘reactive’ unit, providing it has a stored missile resolution opportunity, can shoot at any enemy unit that moves or
shoots. Such shooting always takes place at the furthest range that the target became eligible. Reactive shooting
always precedes active shooting. Reactive shooting always incurs the reactive shooting modifier.

Shooting arcs, measuring ranges, line of sight and shooting overhead


Units in line and mass have a shooting arc of 45° either side of ahead extending from the units front flank corners.
Any unit with at least one stand within arc and range qualifies as a target. Range is measured from the shooter’s front
centre to the nearest point of the target unit. At least half or more of the shooting unit’s frontage must be able to
trace a clear line of sight to the target. Line of sight is blocked by any other unit and visually impairing terrain. Any
unit on higher ground than intervening units may shoot overhead without penalty. Cavalry or chariots in Cantabrian
circle can shoot in any direction from the nearest point.

MISSILE WEAPON RANGES


Weapon type Effective range
Civilians Up to 4”
Javelin Up to 8”
Bow or sling Up to 18”
Artillery Up to 24”

Firing at units in contact with friendly units (optional)


Providing that line of sight allows a unit can shoot at targets in contact with friends. The shooter must shoot at friend
and foe alike, resolving both shots separately with a down 1 modifier versus a friendly unit.

Javelin armed formed cavalry (optional)


Certain formed cavalry can skirmish. However, such units can only shoot on the appearance of a missilery card and
cannot restore missile resolution opportunity until the appearance of the next card. If forced to melee whilst
‘unloaded’ they fight with a down 1 modifier.

Missilery resolution:
Once a missilery resolution opportunity has been declared the shooting unit is marked as having used its current
missile opportunity. The shooting unit rolls its combat die, adjusted by the modifiers on the missilery table below,
versus the target unit’s defence die; the results are compared.

MISSILERY TABLE
Roll adjusted combat die Vs defence die
Down 2 Down 1 No Change Up 1
Circumstance Reactive shooting. Frontal
Weapon CO javelin armed Javelin Vs Elephant.
cavalry. Sling Vs Armour.
Shooting from elephant.
Target In cover. Line. Column.
Cantabrian Circle. Mass. Pitched defence.
Elephant. Versus flank or rear.
Shooter’s Pitched Mass. Other. Large unit.
formation defence. Small unit. Up hill.
Vexed.
Shooter’s losses Each ‘unit integrity’ loss.

Missilery table modifier definitions


• Vexed: The unit is currently vexed.

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• Vs flank or rear: The shooting unit is behind an imaginary line drawn along the front edge of the target unit
and extending from it.
• ‘Tactical advantage’ card: The player is using a tactical advantage card.
• Target’s cover: The target has at least half his unit in Type II or III cover.
• Target up hill: The target is at higher elevation than the shooter.
• Shooter’s formation: The formation of the shooter.
• Shooter’s losses: The unit integrity losses that the unit has sustained.

Comparing die results:


If the shooter’s combat die’s result is compared to the result of the target’s defence die’s roll. If the combat die’s
result is less than or equal to the defence die’s result the missilery has no discernable effect on the target. If the
combat die’s result is greater than the defence die’s result:
• Greater by 1 – 2 pips: No unit integrity loss. If the target’s defence die result is odd the target goes vexed.
• Greater by 3 – 5 pips: 1 unit integrity loss. If the target’s defence die result is odd the target goes vexed and
any movement by the target ceases.
• Greater by 6 or more pips: 2 unit integrity losses If the target’s defence die result is odd the target goes
vexed and any normal movement by the target ceases.
• Losing units that are reduced to zero unit integrity are forced to rout.
• Losing units that are reduced to -1 unit integrity are destroyed.

Accumulated missilery hits and accumulated missilery vexation results:


Because shooting during the Punic Wars was desultory in nature, all ‘hanging’ hits carrying over from a missile
resolution are lost – they are never added to the result of the next resolution in any circumstances. Where more than
one resolution is carried out against a target on the same card, the result of the last roll determines the overall odd
or even nature of the combined rolls for vexation results – only the last roll counts for 'odd / even’.

MELEE CARD AND HAND TO HAND COMBAT

When a melee card is turned all ongoing melees must be resolved. All other friendly units in contact have the option to
resolve melee. Each friendly unit can only declare one melee on a ‘melee’ card regardless of the number of enemy units
with which it is in contact. Once melee has been declared, both sides adjust their combat die using the melee combat
table shown below. Each side rolls their adjusted combat die; the results are compared.

MELEE TABLE
Roll adjusted combat die Vs adjusted combat die
Down 2 Down 1 No Change Up 1 Up 2
Circumstance Initiating. Fierce going
Following up. forward with
morale chip.
Infantry unit Formed in III. Formed in II. Formed in I.
Formed Vs cavalry.
Skirmish in I. Skirmish in II. Skirmish in III.
Skirmish javelin
Vs elephant.
Cavalry unit Formed in III. Formed in II. Formed in type I.
Skirmish in III. Skirmish in II. Skirmish in I.
Versus elephant. Versus formed
infantry.
Chariot unit Chariot in II or Chariot in I.
III
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Elephant unit In III. In II. In I.
Versus skirmish.
Unit Artillery. Small unit. Line. Attached leader Attached
formation Column. Skirmish [M]. Mass stand. C-in-C.
Pitched defence.
All in town.
Losses and Per UI loss. Full strength.
vexed Vexed.
Orientation Flanked / rear. Frontal. Vs Flank. Vs Rear.
Terrain Vs cover. Terrain advantage.
Superior weapon Up 1  Best – Worst →
Cavalry Vs Cavalry Formed cavalry. Skirmish cavalry. Chariots.
Infantry Vs Infantry Phalanx in Cut and Formed. Skirmish [S]. Skirmish [M]. Civilians.
first round. thrust
swordsmen*.
Cavalry Vs Infantry Spear armed infantry**. Cavalry. Other.

Combat table modifier definitions


• Initiating: The active player has initiated the melee; cavalry and fierce units which have a melee initiated
against them frontally by infantry also count as initiating – they counter-charge.
• Following up: The player is following up in a round of ongoing melee.
• Fierce going forward with morale chip: The unit is fierce and is initiating, counter-charging or following up and
has spent a morale chip.
• Per UI loss: Armoured troops and large units ignore the first UI loss when counting losses in melee resolution.
• Orientation: The relative position of the units in relation to one another (see flank and rear attacks).
• Versus cover: The opposing unit is behind significant cover.
• Terrain advantage: The unit is uphill, defending a defile, etc.
• Cavalry Vs shield wall: This modifier is applied to cavalry in melee Vs frontal infantry in formed. It represents
a horse’s natural unwillingness to penetrate a shield wall.
• Superior weapon: The primary weapon or troop type in use. *Cut and thrust swordsmen are Roman legionaries
and Spanish scutarii. **Spear armed infantry Vs cavalry only counts if the cavalry initiate.

Comparing die results:


• Equal: Hard fought draw, no advantage: Both units lose 1 unit integrity point unless this will bring both units to
zero unit integrity. In the case of both units being reduced to zero unit integrity, only the reactive unit loses 1
unit integrity point and routs. If neither side is routed a melee is forced on any subsequent ‘melee’ card and
neither unit will count as following up. In any event, the odd or even nature of die rolls is ignored; if one side is
routed there is no pursuit.
• Loser by 1 – 2 pips: Hard fought, marginal advantage: Both units lose 1 unit integrity point unless this will bring
both units to zero unit integrity. In the case of both units being reduced to zero unit integrity, only the losing
unit loses 1 unit integrity point and routs. If neither side is routed both sides stand in place, forcing a melee
on any subsequent ‘melee’ card. The winning unit counts as following up in the next round. In any event, the odd
or even nature of die rolls is ignored; if one side is routed there is no pursuit.
• Loser by 3 – 5 pips: Decisive with marginal advantage: The loser takes a unit integrity loss and must fall back
3”. If the loser’s die is odd the loser goes vexed. If already vexed the loser takes an additional unit integrity
loss. If the winning unit’s combat die is even it may follow up and pin the losing unit, forcing a melee on any
subsequent ‘melee’ card, counting as following up. If the winning unit’s combat die is odd it must follow up.
Losing units that are reduced to zero unit integrity are forced to rout; if the winning unit’s combat die is odd
it must pursue; if the winning unit’s combat die is even it can remain where it is or occupy the taken ground.
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• Loser by 6 or more pips: Decisive loser routed: The loser is forced to rout taking 1 unit integrity loss per 3
hits. If the winning unit’s combat die is odd it must pursue. If the winning unit’s combat die was even it can
remain where it is or occupy the taken ground.
• Losing units that are reduced to -1 unit integrity are destroyed. The winning unit can remain where it is or
occupy the taken ground.

Flank and rear attacks


A flank attack occurs if the approach move is from behind a line extending from the defending unit’s front.

A rear attack occurs if the approach move is from behind a line extending backwards from the defending unit’s flank.
All other attacks from the ‘rear’ are treated as flank attacks.

An attacking unit that carries out the entirety of its movement (on a ‘march’ card) from behind a flank or rear can
immediately melee without recourse to a melee resolution card. If an attacking unit starts its movement from other
angles a melee card is required to initiate melee, giving the defending unit a chance to respond to the direction of
attack.

In the first round of a flank or rear attack the attacker counts the modifier for Vs flank or rear and the defending
unit counts the modifier for being flanked. If the melee becomes ongoing the attacker counts modifiers for Vs flank
or rear but the defender no longer applies the modifier for being flanked (sufficient men are assumed to have
turned). To negate all flank or rear modifiers the defending unit must turn to face on a Manoeuvre card or March
card.

Elephants rolling a natural 1 in melee


An elephant unit rolling a natural 1 in melee combat goes berserk; it immediately charges 12” in a random direction. Roll
D6 and consult the following diagram for direction (the blue ‘unit arrow’ points towards the enemy, it is not the
direction of the elephant unit).

The elephant unit will melee any troops it contacts during berserk movement, smashing through them, until it runs out
of move distance, or it is eliminated. A berserk elephant uses D10 versus the base combat die of each unit it contacts,

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counting any result as a standard melee result except that the elephant unit cannot be routed or vexed. After the
berserk move any surviving elephants are removed from play – they are dispersed or killed (with hammer and chisel) by
their mahouts.

Command stands in melee


A command stand entering melee as part of a unit, must roll for survival at the end of each round of melee. Roll D12.
On a result of 1 the officer becomes a casualty. If contacted by the enemy whilst unattached a command stand must
evade (see evasion).

TACTICAL ADVANTAGE CARD

At the beginning of the game each player removes the ‘tactical advantage’ cards from his deck and stores them for
use during the game. As the ‘tactical advantage’ cards are played they are added to the sequence deck as discards. On
their next appearance they may be used immediately or stored up for future use. Stored cards are not returned to
the sequence deck when the deck is reshuffled; they are held for use in the next turn.

A ‘tactical advantage’ card can be played to adjust a die (combat, defence or command) rolled by the player, Up 2. This
represents a localised tactical advantage that is not immediately visible on the table top. Only one 'tactical advantage'
can be used by a player on a single die roll.

The reactive side may gamble a ‘tactical advantage’ card on an active side’s ‘lull’ card. If the reactive side loses the
‘lull’ the ‘tactical advantage’ card is lost. If the reactive side wins the ‘lull’ it can use the ‘tactical advantage’ card as a
‘wild’ card for one command group. (E.g. A ‘tactical advantage’ card is gambled on a ‘lull’, and the ‘lull’ is won. The
‘tactical advantage’ card is declared to be a ‘march’ card for one command group).

GROUP CARDS

The ‘group’ cards for ‘command’, ‘march’, ‘melee’ and ‘manoeuvre’ have exactly the same definition as the other cards of
those names. The difference is that they are of restricted use. They only apply to units belonging to one command
group. The command group must be nominated by the player each time the card is turned and can be different on each
occasion.

ROUTING AND PURSUING UNITS


Routing units
At the moment of rout the unit must make one free move directly away from the enemy at normal move rate. If that
route is blocked by an enemy unit or impassable terrain the routing unit is destroyed; it will lose morale points as
standard to zero.

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Following the initial move of rout, routing units must move on each ‘army morale’ card, proceeding at normal rate in the
direction of the safest (possibly the closest) looking table edge. On reaching the table edge the unit is removed from
play. There are 6 army morale cards in each sequence deck so routers potentially move six times per turn.

A routing unit will swerve to avoid the enemy, or oblique to avoid friends, and will contract to pass through defiles
without move penalty. If there is no gap (of at least three inches), between friendly units, through which the routing
unit must pass, it must interpenetrate, rolling the routers combat die Vs the interpenetrated unit’s defence die. The
result is treated as a melee result except that the interpenetrated unit is always vexed and the routing unit always
bursts through. If there is no gap (of at least six inches), between enemy units, through which the router must pass,
the routing unit is destroyed; it will lose morale points as standard.

A routing unit may be rallied on a successful command test. Routing units are rallied facing in any direction, in any
formation and ‘in command’.

Pursuing units
Following melee, a winning unit may be forced to pursue (see comparing melee die results). A pursuing unit pursues
until:
• The pursuer is outpaced. All pursuing units unable to keep pace with the router [the router has a greater
movement rate] move one move at normal rate in pursuit then halt vexed.
• The pursuer is rallied on a successful ‘command’ card test.
• The routing unit is destroyed; in which case the pursuer ceases pursuit vexed.
• The routing unit passes through intervening enemy units or a gap are within a 45° arc of the pursuer’s front
and within 4”; in which case the pursuer ceases pursuit vexed.
• The router leaves the table; the pursuing unit rolls its defence die Vs D8, if the pursuing unit’s die result is
greater than the D8’s result the unit ceases pursuit vexed, otherwise the unit pursues ‘off table’.

NOTE: Vexation on ceasing pursuit never causes unit integrity loss.

Pursuing units are placed in base to base contact with the router. They move when the router moves on all ‘army
morale’ card. When either army turns a ‘melee’ card the pursuer rolls his base combat die (modified Up1 if formed
cavalry, elephants or chariots, Up 2 if skirmish cavalry) Vs D6. If the combat die is higher the difference in the dice
result is the number of hits caused to the pursued unit causing 1 unit integrity loss for each 3 hits achieved.

A pursuing unit that has left the field may return. On the appearance of an ‘army morale’ card, the player may attempt
to rally the unit for return using the unit’s defence die Vs D8, but at the additional cost of an army morale chip. If
successful the unit will return to the field at its point of exit, in any formation and facing, on the next appearance of
an ‘army morale’ card.

TERRAIN AND COVER DEFINITIONS


TERRAIN
Type I terrain
Type I terrain is not necessarily flat or ‘terrain’ free, it may include hills, scrubland and scattered trees, but what
‘terrain’ there is does not encumber movement rates or provide significant cover.

Type II terrain
This includes significant hills with fairly steep slopes; rocky outcroppings; woods; dense scrub; soft sand; significant
walls; intensely farmed agricultural land.

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Type III terrain
This includes significant hills with steep slopes; large rocky outcroppings; ravines; high stone walls or earthworks;
boggy ground such as marsh.

Type IV terrain
This is impassable to all troops except by special scenario provision.

All Rivers
Rivers are treated differently to other terrain. They are classed as type I to III. Classification will largely depend on
depth, flow, banks and bed.

All units must stop at contact with a river. All movement by infantry in rivers is carried out at half standard rate
regardless of class. Otherwise, movement is treated as standard.

Units in rivers cannot claim cover.

All troops in rivers, regardless of order, are penalized in combat. Units in a type I and II river are down 1. Units in a
type III river are down 2. These modifiers over ride and replace all terrain related modifiers in the combat tables.
Cavalry and elephant units in melee combat reduce the afore mentioned combat modifier by one if the river bed is flat
and firm.

Units defending a river bank can claim a terrain advantage if the bank is steep or the bank is slippery, etc.

COVER

Generally speaking, cover to missilery is provided by terrain that blocks line of sight to units in or behind it. For
example, a steep sloped hill does not impart cover unless it also features rocky outcroppings and boulders; a low stone
wall imparts cover unless the target is being shot at from a higher elevation that makes the wall redundant.

Cover in melee is usually provided by linear obstacles such as walls. Imagination is a key feature in determining the
cover effect of terrain in melee – is it effective cover; is it a terrain advantage; or is it both?

LINE OF SIGHT

Troops just inside the edge of woods, villages, scrubland, etc. can see out as if they are in the open themselves. This is
also true for troops behind walls and hedges, etc.

Visibility inside woods is restricted to 4” in type III, 8” in type II. Troops just inside the edge of a wood cannot be
seen from outside at ranges of more than 4” unless they move or shoot. Scrub, rocky outcroppings, orchards, standing
crops and vineyards differ from woods in that they can only conceal skirmish order infantry.

Visibility inside towns and villages is restricted to adjoining ‘sections’. Otherwise they are treated as woods.

Troops behind high walls are treated in a similar manner to troops just inside the edge of a wood. Low walls are
treated in a similar manner but can only conceal skirmish infantry.

Hills block the line of sight beyond the ridge line of troops below. Troops on a hill slopes can see over troops and linear
obstacles on lower elevations; they can see into the nearest village section, scrubland, vineyards and standing crops.

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