Comprehensive Tactical Combat Guide
Comprehensive Tactical Combat Guide
1 LAND ATTRITION 15
1.1 GAME EQUIPMENT 3 16.2 NAVAL ATTRITION 15
1.2 GENERAL RULES 3 16.3 ATTRITION PROCEDURE 15
1.3 DEFINITION OF TERMS 3 17. PROVINCES 15
2. SEQUENCE OF PLAY 3 17.1 PROVINCE ALIGNMENT 15
3. LEADERS 3 17.2 PROVINCE CONTROL 15
3.1 FACTION LEADER 3 17.3 INDEPENDENT PROVINCES 15
3.2 LEADER REPLACEMENT 4 17.4 BRIBERY 15
4. COMBAT UNITS 4 18. TREASURY 16
4.1 LAND UNITS 4 18.1 TAXATION 16
4.2 NAVAL UNITS 4 19. FIELDING THE ARMY 16
4.3 STEPS AND LOSSES 4 19.1 THE FORCE POOL 16
5. STACKING 4 19.2 MAINTENANCE 16
6. MOVEMENT 4 19.3 RAISING NEW FORCES 16
6.1 MOVING UNITS 4 19.4 DISBANDING FORCES 16
6.2 MOVEMENT COSTS 5 20. MORALE 16
6.3 THE FORCE BOXES 5 20.1 DONATIONS 16
6.4 MOVEMENT RESTRICTIONS 5 21. FATE 16
6.5 EFFECTS OF ENEMY UNITS 5
6.6 LONE LEADERS 5 TACTICAL COMBAT
6.7 COMBINE 5 30. INTRODUCTION 17
6.8 THE ROYAL ROAD 5 31. SEQUENCE OF PLAY 17
6.9 FLOODS 5 32. DEPLOY FOR BATTLE 17
6.10 HAZARDOUS TERRAIN 5 32.1 RIVER 17
6.11 FERRY 6 32.2 MAJOR RIVER 17
6.12 THE DIOLKOS 6 32.3 ROUGH AND FOREST 17
6.13 FORCED MARCH 6
33. STACKING 17
6.14 WINTER 6
6.15 NAVAL TRANSPORT 6 33.1 STACK ORGANISATION 17
7. REACTION MOVE 6 34. LEADERS IN BATTLE 18
7.1 REACTION ZONE 7 34.1 ACTIVATION SEQUENCE 18
7.2 REACTION MOVE PROCEDURE 7 34.2 OPPORTUNITY ACTIVATION 18
7.3 EFFECTS OF THE REACTION MARKER 7 34.3 COMMAND RANGE 18
34.4 LEADER MOVEMENT 18
8. ON THE ENEMY 7
34.5 UNESCORTED LEADERS 18
8.1 RECONNAISSANCE 7
35. ORDERS 18
9. LAND COMBAT 7
35.1 UNIT ORDERS 18
9.1 LAND COMBAT PROCEDURE 7 35.2 STACK ORDERS 18
9.2 ATTACKING AND DEFENDING ARMIES 8 35.3 LINE ORDERS 18
9.3 BATTLE COMMANDER 8
36. MOVEMENT 19
9.4 ROUT LEVEL 8
9.5 COMBAT MODIFIERS 8 37. FACING 19
9.6 COMBAT RESULTS 8 38. MISSILE COMBAT 19
9.7 CHOKE POINTS 9 38.1 REACTION MISSILE COMBAT 19
10. LAND RETREATS 9 38.2 RANGED MISSILE COMBAT 19
10.1 RETREAT BEFORE COMBAT 9 38.3 VOLLEY RESOLUTION 19
10.2 RETREAT DURING COMBAT 9 38.4 MISSILE REPLENISHMENT 20
10.3 ARMY ROUT 9 39. ENGAGEMENT 20
10.4 RETREAT MOVEMENT 9 39.1 ENGAGEMENT SEQUENCE 20
10.5 RETREAT LOSSES 9 39.2 PULL BACK 20
10.6 PURSUIT 9 39.3 CHARGE 20
11. NAVAL COMBAT 10 39.4 ENGAGEMENT EFFECTS 20
11.1 NAVAL COMBAT PROCEDURE 10 40. MELEE COMBAT 20
11.2 ATTACKING AND DEFENDING FLEETS 10 40.1 OVERVIEW 21
11.3 NAVAL COMMANDER 10 40.2 DISENGAGEMENT STEP 21
11.4 NAVAL COMBAT MODIFIERS 10 40.3 CLASH STEP 21
11.5 NAVAL COMBAT RESULTS 10 40.4 MELEE STEP 21
12. NAVAL RETREATS 10 40.5 MELEE COMBAT MODIFIERS 21
12.1 BREAKING CONTACT 10 40.6 BREAKDOWN STEP 22
12.2 TAKING REFUGE 10 40.7 ADVANCE STEP 22
12.3 DISENGAGE MOVEMENT 10 40.8 CLOSE RANKS STEP 22
13. DISRUPTION 10 41. ATTRITION 22
14. CITIES AND PORTS 11 41.1 REORGANISATION 22
41.2 DISRUPTION 22
14.1 INTRINSIC DEFENCE 11
14.2 BLOCKADE 11 42. UNIT ROUT 22
14.3 SURRENDER 11 42.1 FLEEING 22
14.4 ASSAULT 11 42.2 ROUTING 22
14.5 SIEGE 11 42.3 UNIT ROUT MOVEMENT 22
14.6 THE FATE OF THE DEFENDERS 12 42.4 ROUT EFFECTS 23
14.7 SACKING 12 42.5 RALLY 23
15. SUPPLY 12 43. SPECIAL UNITS 23
15.1 SUPPLY CHECK 12 43.1 ELEPHANTS 23
15.2 SUPPLY CHECK PROCEDURE 12 43.2 CHARIOTS 23
15.3 FORAGING 12 43.3 PASS-THROUGH 23
15.4 SCORCHED EARTH 13 44. ENDING THE BATTLE 23
15.5 DEPLETION 13 44.1 ARMY ROUT 23
15.6 REQUISITIONS 13 44.2 ARMY RETREAT 23
15.7 PLUNDER 14 44.3 BATTLE LOSSES 23
15.8 SHIPPING ROUTES 14
15.9 BAGGAGE TRAINS 14
15.10 DEPOTS 14
15.11 EMBARKED SUPPLY 15
16. ATTRITION 15
2
referred as Province in the rules.
1. INTRODUCTION
Size: A quantification of the number of troops or ships in the unit,
In the month of October of 331 BCE, the armies of two kings used for movement, combat, attrition and transport. Losses and
recently ascended to the throne met in a featureless plain near the several other activities use Size Points (SPs) as measure unit.
Assyrian city of Gaugamela. The Macedonians, under the
Talent: A measure of the weight of precious assets, gold and silver
command of Alexander, faced a Persian army two times their
among them. A game Talent is the equivalent of 50 Euboic Talents.
number led by Darius.
The weight and value of one Euboic Talent varied, but it was typically
It was the decisive event of a campaign that had already lasted four 26 kg of silver for a rough approximate value of 21,000 USD.
years and that in the end would have claimed the life of both kings.
The final outcome will forge the history of the known world for 2. SEQUENCE OF PLAY
centuries to come and will decide the fate of all.
1. Events Phase
The Fate of All is an operational / tactical simulation covering the first a. Fate Step
four years of the campaign led by Alexander the Great against the
Achaemenid Empire ruled by Darius. b. Bribery Step
The maps cover Greece and all the territories controlled by the c. Revolt Step
Achaemenid Empire up to Babylon, using a 30 km per hex scale. 2. Administrative Phase
Geographical locations use for the most part the ancient Greek a. Taxation Step (January only)
name.
b. Maintenance Step (January only)
Rules are centred on the problems of army organisation, supply, and
morale. Armies must be organised in a balanced way or they will c. Recruitment Step
move slowly, cavalry must be assigned to foraging, raid, or d. Build Baggage and Siege Trains
reconnaissance, morale must be kept under control. e. Remove Depleted Markers (April only)
Political aspects are also a key element. Both sides will have to use f. Remove Requisition markers
money or threats to gain support and will face treason, revolts, and
dubious allies. g. Adjust Plunder markers
The final goal is to give a realistic representation of ancient warfare, h. Flip Breach markers to the Siege side
without strange salads of godly interventions, auguries, and Homeric 3. Faction 1 Campaign Phase
duels. The first Faction executes the following steps:
1.1 GAME EQUIPMENT a. Siege Resolution Step
b. Siege Declaration Step
A complete copy of The Fate of All includes the following:
c. Naval Assignment Step
● 4x Operational Maps
d. Sea Shipping Step
● 1x Battle Map
e. March, Fight & Die (MFD) Step
● 20x Fate Cards
f. Final Supply Check Step
● 1x Rules Booklet
4. Faction 2 Campaign Phase
● 1x Scenarios Booklet
The second Faction executes the steps of Phase 3.
● 5x Counter sheets
● 2x 10-sided dice 3. LEADERS
1.2 GENERAL RULES
1. All the numbered hexes on the Operational Maps are playable. Strategic
2. All fractions are rounded down, unless otherwise specified by the Rating
rules. Tactical Command
3. Die rolls go from 1 to 10, with a roll of 0 counting as 10. Rating Range
1.3 DEFINITION OF TERMS A Leader represents an historical commander and his close retinue.
In a couple of cases, marked with an * after the name, a fictitious
Active Unit: In Tactical Combat, a Unit activated by an Order of the Leader has been created as his details are lost in the sands of time.
Active Leader. Only Leaders can move and act on their own will and lead military
Army: The friendly Land Units moving with a Leader, or in the same forces during the campaign and in battle. Leaders can also influence
hex and not moving. the outcome of several other activities: Combat, Attrition, Retreat,
Capital: The capital of a Province or Satrapy, printed in bold. and Army Rout are some of them.
Cavalry: A Unit having one of the following Types: Heavy Cavalry Each Leader is evaluated on three different capabilities, with a higher
(HC), Medium Cavalry (MC), Light Cavalry (LC), Chariots (CH), value representing a higher skill:
Elephants (EL). Strategic Rating: The ability to influence Land Combat (see 9), react
City: An important urban centre. Each City has its Size, ranging from to enemy moves (see 7), execute Forced March (see 6.13), inspire
A (huge) to D (small). the troops’ Morale (see 9.4), and minimise losses during a Retreat or
a Rout (see 10).
Combat Unit: A unit having a Combat Value.
Tactical Rating: The ability to directly lead troops in battle. Used only
Faction: One of the two sides involved in the conflict. in Tactical Combat.
Fleet: The friendly Naval Units moving with a Leader, or in the same Command Range: The ability to control and give orders to troops
hex and not moving. during a battle. Used only in Tactical Combat.
Force: A group of friendly units moving together, or in the same hex Some Leaders are restricted as what kind of units they can move and
and not moving. lead in combat. Restrictions are printed on the counter and have the
Independent: A City or Province not controlled by any Faction and following meaning:
considered as enemy by both Factions.
Infantry: A Unit having one of the following Types: Phalanx (PH), Land Units Only Naval Units Only
Hypaspists (HY), Hoplites (HO), Heavy Infantry (HI), Medium Infantry
(MI), Light Infantry (LI), Skirmisher (SK).
3.1 FACTION LEADER
Land Unit: A unit representing land troops or equipment, including
Leaders, Siege Trains, and Baggage Trains. No matter how competent or inept, the King has always been an
element of stability and cohesion up to the modern times. His death
Naval Base: A Port with the facilities to build, equip, maintain, and inevitably caused fear, loss of confidence, and turmoil.
repair warships and naval transports.
Naval Unit: A Unit representing a certain number of triremes or 1. Each Faction has a Faction Leader, listed in the Scenario Setup.
quinquiremes, plus a variable number of non-combat transport ships. 2. If the Faction Leader is part of a Force involved in Land Combat,
Origin: The geographical origin of a unit. he must be the Battle Commander (see 9.3).
Port: An important harbour, allowing large scale naval operations. 3. If the Faction Leader is killed, the following is applied at the very
beginning of the next Events Step:
Province / Satrapy: The administrative divisions of the territory, both
3
a. The Morale of the Faction is decreased by five. Origin: The background colour of the Unit defines its origin area or
allegiance.
b. The Alignment of every Province controlled by the Faction is
moved one space in enemy’s favour. Name: Identification of the Unit, giving additional details on its
provenance.
c. A new Faction Leader is appointed, using the Succession
rules specified in the Scenario. If taken from the Force Pool, Combat Value: The Unit’s strength in Naval Combat (see 11).
the new Faction Leader is placed with the biggest Army of his Type: A general indication of the type of vessels.
Faction. Size, Size Points (SP): Size of a Naval Unit affects Supply, Combat,
d. All Revolt rolls made during the following Revolt Step have an Transport, and other activities. Each Size Point represents
additional modifier (see Revolt Table). approximately 10 combat ships.
Combat 5. STACKING
Value
1. Stacking limit is measured in Size Points.
Long
Range 2. There is no limit to the total Size of Land Units that can occupy a
given hex outside a City.
Melee Morale Size Missile Missile 3. There is a limit to the total Size of Land Units that can be placed
Value Points Value Type inside a City, depending by its size:
A Land Unit represents an independent formation of troops using the City Size Capacity
same equipment and tactics. A 50
Each Land Unit has all or some of the following values and B 35
information, depending by its type: C 25
Origin: The background colour of the Unit defines its origin area or D 10
allegiance.
Fortress 20
Name: The Identification of the Unit, sometime giving additional
details about its origin and its historical commander. 4. There is no limit to the total Size of Naval Units that can occupy
a given hex, inside or outside a Port.
Combat Value: The Unit’s strength in Land Combat (see 9).
Type: The type of Unit (see Units Type Legend), heavily influencing 6. MOVEMENT
movement, combat, and several other strategic and tactical aspects.
Movement occurs during the March, Fight & Die (MFD) Step of each
Melee Value: The Unit’s strength during Melee Combat. Used only in Campaign Phase by expending Movement Points (MPs).
Tactical Combat.
Only Leaders can move voluntarily. A Leader has 30 MPs and may
Morale: The Unit’s Morale, defining its capability to resist panic and move accompanied by other units starting in his hex or picked up
to recover from it during a battle. Used only in Tactical Combat. during movement.
Size, Size Points (SP): A Land Unit’s Size is one of the most Combat is considered a form of movement: A Leader may move,
important values as it affects several activities. Each Size Point initiate Combat, and then continue moving if he has sufficient MPs
represents approximately 500 foot soldiers or 200 - 300 horsemen. and the combat result allows it.
Missile Value: The Unit’s strength in Missile Combat. Used only in Movement could also be temporarily interrupted by enemy activities
Tactical Combat. like Reaction Move (see 7) or Retreat (see 10 and 12).
Missile Type: The type of Missile Weapons available. Used only in
Tactical Combat. 6.1 MOVING UNITS
Long Range: The capability to fire long range Missile volleys. 1. During the Friendly MFD Step, a Faction may move all, some or
none of its Leaders.
4.2 NAVAL UNITS
2. The movement of a Leader must be completed before starting
The exact type of vessels used in IV Century BCE is uncertain: the another Leader’s movement.
trireme was undoubtedly the standard combat ship, but the most 3. A Leader may move alone or accompanied by other Units,
advanced naval powers had probably already introduced a relevant including other Leaders.
number of quinquiremes.
4. During movement, a Leader can pick up a unit in his current hex,
In any case, most sources agree into considering the navies of as long as:
Kypros, Rhodos and Sidon as of superior quality.
a. The unit has not been moved by another Leader.
Name Origin b. For a Land Unit, the Unit and the Leader are both inside or
outside a City.
Type
c. For a Naval Unit, the Unit and the Leader are both inside or
Combat outside a Port.
Value 5. During movement, a Leader can drop off a unit part of his Force,
Size leaving it in the current hex. A detached unit cannot move again
Points during the current MFD Step.
6. A Leader cannot enter a hex unless he can expend the required
A Naval Unit represents military vessels, mostly trireme or number of MPs.
quinquireme, plus an undefined number of non-combatant ships
used for transporting provisions and troops. 7. A Leader and the units moving with him are considered a Force.
A Force can be an Army (Land Units) or a Fleet (Naval Units and
Each Naval Unit has the following values and information:
4
embarked Land Units). the affected enemy Units are immediately eliminated, and the
8. A Force cannot contain both Land and Naval units, except when moving Force may continue its move normally.
the Land Units are embarked (see 6.15).
6.6 LONE LEADERS
9. A Leader moved with another Leader cannot move again during
the same MFD Step. 1. A Leader moving alone or with other Leaders only is subject to
the following rules:
6.2 MOVEMENT COSTS a. He is not affected by Attrition.
The movement rate of an ancient army depended by several factors b. He cannot trigger an enemy Reaction Move.
that would have been familiar to Napoleon or Grant. Terrain, c. He cannot enter a hex containing enemy Combat Units or
weather, the overall size of the army and the number of beasts of enemy-controlled Cities, unless the hex also contains friendly
burden were primary considerations. Combat Units outside the City.
1. The Movement Point cost for entering a hex depends by the 2. If an enemy Combat Unit enters a hex containing Leaders only,
following factors (see Movement Table): each Leader must opt for one of the following:
a. The Terrain in the hex entered. a. Find refuge inside a friendly City in the hex, thus risking
b. The hexside crossed to enter the hex. capture should the City fall.
c. For land movement, the total Size of the Army. b. If he has a Disruption lower than 2, move up to 15 movement
points and increase his Disruption by one.
d. The presence of Baggage or Siege Trains.
c. Be captured by the enemy. Immediately remove the Leader.
e. The season and the weather zone (see 6.14).
2. When two different costs are listed for a Terrain Type, the cost in 6.7 COMBINE
red applies when using the Royal Road (see 6.8), while the cost
in black applies in all other cases. 1. During the friendly MFD Step, two Reduced Units in the same
Force may combine, as long as they have:
6.3 THE FORCE BOXES a. The same Origin.
Each Faction has several Army and Fleet Boxes available, used to b. The same Type.
avoid huge stacks on the map and to keep the enemy guessing about c. The same Morale.
the strength of an Army or Fleet. d. The same Missile Weapon, if any.
When using a Force Box, a corresponding Force marker is placed on 2. One of the two Units is eliminated, while the other Unit is flipped
the map. Apart from that, a Force Box has no magic properties or back on its front, full-strength side.
special powers whatsoever, and all the rules apply normally.
3. The combined Unit inherits the highest Disruption Level of the
1. A Unit may be freely moved between the map and the Box of a original Units.
Force in its same location.
4. If one of the original Units had already moved, the combined Unit
2. A Force marker having no Combat Units in the corresponding box is considered as moved too.
must be removed from the map.
3. The Force Boxes cannot be inspected by the enemy, except 6.8 THE ROYAL ROAD
when differently specified by a rule.
The Achaemenid Empire maintained a quite efficient road system,
4. Each Army Box also has a numbered scale that can be used to even though its quality could not rival the later Roman one. Except
keep track of its total Size, Combat value, or both. for a couple of well documented stretches, the exact course and
extension of the Royal Road are still open to debate. One of the
6.4 MOVEMENT RESTRICTIONS current theories is represented on the map.
1. An Army can never move through an impassable hexside like 1. To use the Royal Road, a Unit must move from a Road hex to a
Mountain, Lake, or Sea. contiguous Road hex through a hexside traversed by a Road.
2. A Fleet cannot move through an all-land hexside. 2. When using the Royal Road, the Movement Point cost printed in
3. A Fleet entering in an Open Sea hex is subject to Naval Attrition red on the Movement Table is paid for the terrain.
(see 16.2). 3. The cost of the Terrain in the hex is the only Movement Cost
4. A Fleet cannot end its move in an Open Sea hex. changed by the use of the Royal Road. Any other cost is
5. A Naval unit can never voluntarily move in a hex more than 15 unchanged, including river crossing (No, there are no Royal
MPs from a friendly Naval Base. Bridges).
6. A Naval unit further than 15 MPs from a friendly Naval Base at the 4. The Royal Road cannot be used in a hex containing an enemy
end of the friendly Campaign Phase is subject to Naval Attrition Land Combat Unit or an enemy-controlled City.
(see 16.2).
6.9 FLOODS
7. Due to the scale of the map and the geography of the area, some
hexes have two different bodies of water separated by a land Mesopotamia and Egypt owe most of their past glories to the fertile
mass. Naval units in these hexes must be placed in a way lands surrounding the Euphrates, Tigris, and Nile rivers. During
marking which side they are in, and can move only into a hex springtime, these rivers regularly flooded and fertilised the
connected to that side. surrounding countryside.
Example: Hex A1420 (Megara) contains two bodies of water 1. A Flood hex is considered as Plain terrain, except during the
separated by a land mass. A fleet entering from hex A1421 is March, April and May Turns.
placed in the lower section of the hex and cannot move into hex
A1320 or A1419. 2. During the March, April and May Turns, a Flood hex is treated as
a Marsh hex under every aspect.
6.5 EFFECTS OF ENEMY UNITS 3. During the March, April and May Turns the cost for crossing a
Major River hexside is doubled.
1. An Army must have at least 3 remaining MPs to enter a hex
containing enemy Land Units (see also 9.1). 6.10 HAZARDOUS TERRAIN
2. A Fleet must have at least 3 remaining MPs to enter a hex
containing enemy Naval Units (see also 11.1). 1. Desert and Marsh hexes are considered Hazardous Terrain.
3. The additional 3 MPs are not expended if the enemy Retreat 2. An Army must check Attrition once for each expenditure of 6 MPs
Before Combat (see 10.1), Breaks Contact (see 12.1), or an while continuously in Hazardous Terrain.
Overrun occurs (see 6.5.1). 3. The MPs expenditure is not calculated for Terrain only, but for the
total MPs expended while in Hazardous Terrain.
6.5.1 OVERRUN 4. A Land unit not moving or ending its movement in Hazardous
1. An Overrun occurs if all the following conditions are met: Terrain is considered as having expended all its remaining MPs
a. A friendly Force moved in a hex containing enemy Units of its in it.
same generic type (i.e., Land or Naval) not inside a City. Example 1: An Army expends 4 MPs to enter a Marsh hex, and 3
b. The enemy Units do not Retreat Before Combat. additional MPs as the hex contains enemy land combat units. The
Army has expended 7 MPs while in a Marsh and must therefore roll
c. The moving friendly Force has a superiority of 7-1 or higher for Attrition before initiating combat.
in terms of Combat Value.
Example 2: An Army starts the friendly MFD Step in a Plain hex,
2. If the conditions for an Overrun are met, there is no Combat. All expends 10 MPs moving in Plain terrain, then expends 6 MPs
5
moving in consecutive Desert hexes, and ends its movement in the 1. The months of December, January and February are considered
last Desert hex entered. The unit must check Attrition once after as Winter Turns.
expending the first 6 MPs in the desert, and twice for the unexpended
14 MPs while in the desert. Yes, it’s a bad idea. 2. A dotted white line on the map delimits the Winter Zone. Any hex
crossed by the line or North of it is in the Winter Zone.
6.11 FERRY 3. During Winter Turns, the following rules apply to movement
inside the Winter Zone:
Land Forces can cross some specific narrow sea straits relatively
quickly with the support of a limited number of transport ships. a. The MP cost paid by Land Units for the Terrain in a hex is
doubled. River hexsides and other MP costs are unchanged.
1. An Army in a hex containing a Ferry symbol can be ferried across b. Any roll for Attrition has an additional modifier (see 16 and the
the Ferry hexside if all the following prerequisites are met: Attrition Table).
a. One of the two hexes adjacent to the Ferry hexside contains
a friendly Naval Unit. 6.15 NAVAL TRANSPORT
b. The two hexes adjacent to the Ferry hexside contains no Naval Units may embark troops, Supply Points, and move them by
enemy Naval Unit, or all the enemy Naval Units present are sea.
under Blockade (see 14.2).
1. Each Size Point in a Naval Unit can embark up to 4 Size Points
c. The Army has no Baggage Train. of Land Units, 4 Supply Points, or a combination of both.
2. If an Army can be ferried, the Ferry hexside is crossed by 2. A Siege Train can be embarked and has a Size of 12. Baggage
expending the required MPs (see Movement Table). Trains cannot be embarked.
3. There is no limit to the number of Land Units that can be ferried 3. Leaders can be embarked without space limitations.
across a Ferry hexside.
4. Embarked cargo must be assigned exactly to each Naval Unit. A
6.12 THE DIOLKOS single Land unit can also be considered as split between different
Naval Units.
The city of Korinthos maintained a paved trackway which enabled 5. If a Naval Unit takes losses, the embarked cargo must also be
boats to be transported overland over the isthmus and avoid the adjusted to the reduced transport capacity, by losing troop or
long circumnavigation of the Peloponnesus. The use of the Diolkos destroying Supply Points.
is documented during several military campaigns, from the
Peloponnesian War to the Roman civil wars. 6. If a Naval Unit is destroyed, all the cargo is also eliminated,
including Leaders.
1. A Fleet in hex A1421 may use the Diolkos to cross the isthmus
and continue moving in the opposite body of water, if all the 6.15.1 TRANSPORTING TROOPS
following prerequisites are met: 1. A moving Leader may embark Land Units on Naval Units in the
a. Korinthos is friendly controlled. same coastal hex or friendly-controlled Port, if none of the
b. Hex A1421 contains no enemy Land or Naval Units. involved Units has previously moved under a different Leader.
2. If the Diolkos can be used, a Fleet may cross the Isthmus by 2. A moving Leader may debark Land Units in a coastal hex or
expending 6 extra MPs. After the crossing, the Fleet may friendly-controlled Port, if none of the involved Units has
continue moving in the body of water on the opposite side. previously moved under a different Leader.
3. A Fleet using the Diolkos can be attacked by an enemy Army 3. After embarking or debarking troops, the moving Leader or
using a Reaction Move. If this happens, apply the following: another Leader moving with him may continue moving the Fleet
or the Army. In all cases, if the Leader moves out from the current
a. If the Fleet has no Army embarked, it is destroyed. hex any unit left behind cannot be moved again.
b. If the Fleet has an Army embarked, the Army is considered 4. The MP cost for embarking / debarking depends by the terrain
the Defending Force and Land Combat ensues. and by the total Size of the Land Units involved (see Movement
c. If the Defending Force is destroyed or retreats, the Fleet is Table). The Size of the Fleet is irrelevant.
also destroyed. 5. Any Naval Combat must be resolved before embarking or
d. If the Defending Force is not destroyed and does not retreat, debarking Land Units.
the crossing can be completed normally. 6. If the troops are not debarking inside a friendly-controlled Port
and the hex contains enemy Land Units outside a City, Land
6.13 FORCED MARCH Combat immediately occurs using the standard rules.
Forced marching increases the distance an army could travel, but
more often than not it was actually used for another less obvious 6.15.2 TRANSPORTING SUPPLY
reason: Spend as little time as possible in a region with limited 1. During a Supply Check, a Fleet may embark Supply Points
supply resources. gathered by Requisition or Plunder, and not consumed.
The time saved by Forced Marching could seem irrelevant, but it 2. During movement, a Fleet may embark Supply Points from a
may allow to avoid remaining without supply in a particularly friendly-controlled Port.
inhospitable region. 3. During movement, a Fleet may debark Supply Points in a
1. During movement of any kind, an Army may decide to Force friendly-controlled Port, thus creating a Depot there (see 15.10).
March when entering a hex. 4. Embarking or debarking Supply Points costs one MP.
2. The decision to Force March can be taken in each and every 5. During a Supply Check, a Force may consume Supply Points
single hex entered, up to a maximum limit of 5 hexes per Turn. loaded on a Fleet in its same hex.
After a Leader has used Forced March in 5 hexes, no further
Forced March is possible for that Leader. 7. REACTION MOVE
3. When moving in a hex using Forced March, the cost for the
Terrain in the hex (only) is decreased by ½ Movement Point. A Force may react to the enemy movement within a certain range. In
general, the nearer the enemy is, the higher the probability to react
4. After entering a hex using Forced March, the moving Army must to its move.
roll on the Forced March Table, applying any relevant modifier.
1. During the enemy MFD Step, a friendly Force may attempt to
5. Losses are immediately removed from the affected Army, using React to an enemy moving Force if the following prerequisites are
the following guidelines: met:
a. Losses must be distributed as evenly as possible among all a. It is not under Blockade (see 14.2).
units.
b. It has no Units marked as Disrupted or Reaction.
b. For every four Size Points lost, at least one must be Cavalry
if possible. c. The enemy Force moved into a hex inside its Reaction Zone.
6. A Leader moving alone cannot use Forced March. d. The distance in hexes from the enemy Force has not
increased.
6.14 WINTER e. The enemy Force is not Retreating or Routing.
In ancient warfare, winter was practically a truce period due to the f. No other friendly Force attempted to React to the movement
fragile communication infrastructure and the difficulty to procure of the enemy Force into its current hex.
sufficient supplies with requisitions or plundering. g. The enemy Force has not moved into a hex to initiate Land or
Therefore, movement and attrition during the winter months are Naval Combat.
severely penalising.
6
7.1 REACTION ZONE decided by the enemy within the following limits:
1. A Force has a Reaction Zone that extends 4 hexes in all Level Information
directions for an Army, and 2 hexes in all directions for a Fleet. 0 No additional info
2. A Reaction Zone is blocked by any hex or hexside that the Force 1 Total Size, up or down 50%
could not normally enter or cross. 2 Total Infantry Size, up or down 50%
3. Leaders moving alone cannot trigger a Reaction Move. Total Cavalry Size, up or down 50%
3 Total Infantry Size, up or down 25%
7.2 REACTION MOVE PROCEDURE Total Cavalry Size, up or down 25%
1. The Strategic Rating of the Leader attempting to react and the 2 randomly chosen Leaders
distance in hexes with the enemy Force is evaluated, and a roll is
made on the Reaction Table applying any relevant modifier. 9. LAND COMBAT
2. If the Reaction is successful, the following sequence is used: Land Combat can be resolved by conducting a proper battle with
a. The enemy Force must interrupt its movement, keeping track Tactical Combat, or by using the simpler Land Combat. If the involved
of the MPs already expended. sides cannot agree on the system to use, the winner of a single round
of Greco-Roman Wrestling decides.
b. The Reaction Force may expend 15 MPs, or the same
number of MPs already expended by the enemy Force, 1. Land Combat occurs in the following cases:
whichever is lower. a. When an Army enters a hex containing enemy Land Units
c. The Reaction Force moves within the standard movement outside a City, and the enemy does not retreat before combat.
rules, but only the moving enemy Force may be attacked. The b. When an Army inside a City attempts a Sortie to break a
Reaction Force cannot Assault a City or attack a hex Siege or move out.
containing other enemy units, except in the case of an 2. The moving side is considered the Attacker, and the opposite side
Overrun. is considered the Defender.
d. At the end of the Reaction Move, the Reaction Force has a 3. If both Forces involved have a Size of 15 or greater, the Combat
Reaction marker placed over it. is considered a Battle, and its outcome will affect both Faction’s
3. After the Reaction, no matter if successful or not, the enemy Morale (see 20).
Force may continue moving within the standard movement 4. If one of the Forces involved has a Size lower than 15, the
restrictions. Combat is considered a Skirmish, and its outcome will have no
4. If a Force fails to React, another attempt may be made when the effect on Morale.
prerequisites for a Reaction are met again.
9.1 LAND COMBAT PROCEDURE
7.3 EFFECTS OF THE REACTION MARKER
Land Combat is resolved in a series of Rounds and continues until
1. A Force containing one or more Units marked as Reaction cannot one side voluntarily retreats or routs.
move or React. 1. The Defender may attempt to Retreat Before Combat (see 10.1).
2. During the friendly MFD Step, a Force may expend 15 MPs to 2. If the battle hex contains a Choke Point, the Defender
remove a Reaction marker from its Units. announces if it is using it or not (see 9.7).
3. During the friendly MFD Step, a Force may expend 30 MPs to 3. Both sides reveal the exact composition of their Army (see 9.2).
remove a Reaction marker and all levels of Disruption from its
Units. 4. The conditions for an Overrun are checked (see 6.5.1):
a. If the Defender has been overrun, combat is over.
8. ON THE ENEMY b. If no overrun is possible, the Attacker expends 3 MPs to
In IV Century BCE, intelligence about the enemy was scarce and Attack (see 6.5).
difficult to obtain: Reconnaissance cavalry, local population and 5. Both sides appoint the Battle Commander (see 9.3).
spies were the only available (and often unreliable) sources. 6. Both sides determine their Rout Value (see 9.4).
A good example of this quite extreme fog of war happened in the 7. The Defender may attempt to Retreat During Combat (see 10.2)
movements preceding the battle of Issus, when Darius’ army of
60,000 men moved past the Macedonian army and remained 8. A series of Combat Round is executed using the following
undetected until it was at a two days’ march distance. sequence:
a. Each Army totals the Combat Value of all its Units.
As a general rule, a Faction can examine only its own units and
charts, and the top unit of enemy stacks. This remains valid even b. Each Army compares its total Combat Value with that of the
when the enemy is in the same hex with friendly forces. enemy Army to obtain a Combat Ratio, rounded off in the
enemy’s favour.
1. In specific moments during Combat, both sides must reveal the
exact composition of their forces (see 9.1 and 11.1). c. Each Army calculates its Combat Modifiers for Terrain,
Leadership, Disruption, and superiority in specific types of
2. When an action requires to declare additional details about a Unit troops (see 9.5).
or Force, the opposing Faction may request the involved units to
be shown. d. An Army may decide not to use a specific Combat Modifier
given by troop superiority, to reduce losses on that type of
3. Some Fate Cards allow a Faction to obtain more specific troops (see 9.6).
information about the enemy Forces.
e. Each Army rolls on the Land Combat Table, modifying it with
8.1 RECONNAISSANCE its Combat Modifiers.
f. Each Army applies the combat result (see 9.6).
During movement of any kind, a friendly Army outside a City may use
Reconnaissance to gather additional information about one enemy g. Each Army subtracts its Rout Value from its total Size losses.
Force within 3 hexes from its current position. If the result is greater than zero, a roll is made on the
corresponding column of the Rout Table, and on a R result
1. During its movement, an Army can use Reconnaissance only the Army Routs (see 10.3).
once against a specific enemy Force.
h. Each Army, starting with the Defender, may attempt to
2. The friendly Army must have Light Cavalry and assign some or Retreat During Combat (see 10.2).
all of it to Reconnaissance.
i. If no Army Retreated or Routed, another Combat Round is
3. The enemy Force may assign none, some, or all its Light Cavalry fought starting from step a.
to Screening.
9. If an Army has been Routed, the enemy Army may Pursue (see
4. The Size of the Screening Cavalry is subtracted from the Size of 10.6).
the Reconnaissance Cavalry, and a roll is made on the
corresponding column of the Recon Table. 10. If both Armies Rout during the same Combat Round, only the
Army that took more casualties in Size Points actually Routs. In
5. The result indicates the Reconnaissance and Screening cavalry the case of a tie, the Attacker Routs.
losses in Size Points, and the information obtained.
11. If at least one Combat Round has been fought, the Army that
6. Losses are assigned immediately by the owner. Losses are Retreated or Routed has lost the battle. If the opposing Army has
ignored if no Screening Cavalry has been used. not exceeded its Rout Value, it has won the battle.
7. Depending by the level of information obtained, the enemy must 12. The Morale of both Factions is adjusted to reflect the battle result
reveal details about the target stack. The exact details are (see 20).
7
13. At the end of a Combat, an Army that was previously moving may 3. Major River, Ferry: If all the Attackers crossed a Major River or
continue its movement with the remaining MPs if it has not a Ferry to enter the hex where combat takes place, the Defender
Retreated or Routed, or if it is able to remove the consequent has a +2 Combat Modifier.
Disruption (see 13). 4. Closed Formation Infantry: If the Size of the friendly Phalanx,
Hypaspist, Hoplite and Heavy Infantry is 5 or more, and is two
9.2 ATTACKING AND DEFENDING ARMIES times or more the Size of the enemy Phalanx, Hypaspist, Hoplite
1. The Attacking Army composition is defined as follows: and Heavy Infantry, there is a +1 Combat Modifier.
a. All the units in the moving Army must be included. 5. Heavy Cavalry: If the Size of the friendly Heavy Cavalry is 5 or
more, and is two times or more the Size of the enemy Heavy
b. Any friendly Land Unit in the hex and inside a City may be Cavalry, there is a +1 Combat Modifier.
included if not Disrupted.
6. Cavalry: If the Size of the friendly Cavalry is 5 or more, and is two
2. The Defending Army is defined as follows: times or more the Size of the enemy Cavalry, there is a +1
a. All the friendly Land Units in the hex and outside a City must Combat Modifier.
be included. 7. Skirmishers: If the Size of the friendly Skirmishers is 5 or more,
b. Any friendly Land Unit in the hex and inside a City may be and is two times or more the Size of the enemy Skirmishers, there
included if not Disrupted. is a +1 Combat Modifier.
8. Light Infantry: If the Land Combat is a Skirmish, there is a +2
9.3 BATTLE COMMANDER Combat Modifier if the hex is Rough or Forest, the Size of the
Before combat begins, both armies must appoint a Battle friendly Light Infantry is 5 or more, and it is two times or more the
Commander. Size of the enemy Light Infantry.
1. If the Faction Leader is part of the Army, he must be appointed as 9. Disruption: If more than 1/3 of the Units in the friendly Army are
Battle Commander. Disrupted, a negative Combat Modifier equal to the worst
Disruption Level applies (i.e., -1 or -2).
2. If the Faction Leader is not part of the Army, any Leader in it can
be appointed as Battle Commander. 9.6 COMBAT RESULTS
3. Once the Land Combat starts, the Battle Commander cannot be
changed. The Combat Results for each single Combat Round indicates the
Size Point losses inflicted to the enemy Army.
4. The Battle Commander affects the Army Rout Level (see 9.4),
and the Combat Modifiers (see 9.5). 1. Each Army must reduce or eliminate its units until the Size Points
lost are equal to or greater than the Combat Result.
9.4 ROUT LEVEL 2. Losses are normally assigned by the Army Commander using the
following priorities:
Before Combat begins, both sides must determine their Rout Level
and Rout Value. a. If the Combat Result is 2 or higher and the Army employed a
Combat Modifier for troop superiority, the loss of at least one
1. Each Faction has a base Rout Level, indicated in the Scenario Size Point must come from those troop types.
being played.
b. In Combat Rounds 1 and 2, half of the casualties (rounded
2. The Strategic Rating of the Battle Commander modifies the Rout up) must come from Skirmisher units, if possible.
Level as follows:
c. In Combat Rounds 3 and 4, half of the casualties (rounded
Strategic Rating Rout Level up) must come from Cavalry units, if possible.
4-5 +5 d. In any subsequent Combat Round, half of the casualties
2-3 0 (rounded up) must come from Infantry units, if possible. In this
1 -5 specific case, Skirmishers are not considered Infantry.
3. If the Combat Result is printed in red, the opposing Faction may
3. The Faction Morale modifies the Rout Level as follows:
designate one specific troop type, among those selected using
Faction Morale Rout Level the above priorities, which must incur in at least one loss.
71 or more +5 Example: During the first Combat Round, the Persian army suffers a
40 - 70 0 loss of 3 Size Points. Two losses must come from Skirmishers as it
is the first Combat Round, and one loss from Cavalry as the Persian
20 - 39 -5 used a +1 Combat Modifier for Cavalry Superiority.
19 or less -10 As the combat result is printed in red and Cavalry must take losses,
4. If more than 1/3 of the Units in the Army are Disrupted, the Rout the Macedonian designates Heavy Cavalry (HC) as the specific type
Level is modified by -5. of Cavalry that must absorb at least one loss.
5. The composition of the Army modifies the Rout Level as follows: 9.6.1 LEADER CASUALTY
Army Composition Rout Level In the classical era, a commander who wanted the respect of his
At least ½ of the Units are Spartans +5 men had to lead from the first line or very close to it. This was
At least ½ of the Units are Mercenaries -5 particularly true for Alexander, who survived at least four serious
wounds thanks to toughness, skill, or Gods’ favour - you decide.
6. The Rout Level is used as a percentage of the total Size of the This means that no one is invulnerable, no matter the day of the
Army at the start of the combat, giving the Rout Value of the Army. year or how catastrophic his death could be for the Master Plan.
7. When the Size Points lost by an Army exceed its Rout Value, the
Army may Rout (see 9.1. Land Combat Procedure, and 10.3. 1. If the unmodified die roll on the Land Combat Table is 10, there is
Army Rout). the possibility that an enemy Leader has been killed:
Example: a Macedonian Army with a Size 60 enters Battle. The a. The Faction that rolled 10 rolls again: on a result of 9 or
Macedonian Rout Level is 30, modified by +5 as Alexandros is the higher, a randomly picked Leader in the enemy Army has
Battle Commander (Strategic Rating 5), and by +5 as the been killed.
Macedonian Faction Morale is 71. 2. If an Army has no more Combat Units after applying the combat
Mercenary troops are also present, but their Size is less than half the result, every Leader in that Army is killed.
Size of the army, so they do not influence the Rout Level. 3. If the Battle Commander of an Army is killed, the Army Routs.
The Macedonian Army has a final Rout Level of 40, giving a Rout
Value of 24 (40% of 60, rounded down). 9.6.2 THE KING MUST SURVIVE (OPTIONAL)
For Kings not manly enough to accept and embrace the will of the
9.5 COMBAT MODIFIERS Gods, this optional rule offers a less dangerous but also less
effective leadership style.
The Land Combat die roll may be modified by several factors, listed
here below. All Combat Modifiers are cumulative. In a Land Combat involving the Faction Leader, a Faction may
1. Commander: The Strategic Rating of the enemy Battle declare that the King must survive, with the following effects:
Commander is subtracted from the Strategic Rating of the 1. The Morale of the Faction is immediately decreased by two.
friendly Battle Commander, and the Commanders Table is
2. For the duration of the Combat, the Strategic Value of the Faction
consulted to find the Combat Modifier.
Leader is decreased by one.
2. River: If all the Attackers crossed a River to enter the hex where
3. The Faction Leader cannot be picked as Leader Casualty.
combat takes place, the Defender has a +1 Combat Modifier.
8
9.7 CHOKE POINTS 10.3 ARMY ROUT
1. If the battle location contains a Choke Point, the Defender may A routed army is more similar to a panicked crowd than to a military
announce it is going to deploy there. The choice must be made force. Even without further disturbance from the enemy, losses will
before the battle begins and cannot be changed later. mount as wounded soldiers are left behind and demoralised troops
2. If the Defender deploys at a Choke Point, the following additional decide they have had enough.
rules are in effect: 1. An Army routs in the following cases:
a. Each Army can commit a maximum of 20 Size Points each a. It contains units having a Disruption Level 2 and attempts to
Combat Round. retreat before or during combat.
b. The committed Units are selected at the beginning of each b. During Combat, the Size Points lost are greater than the Rout
Combat Round, and are the only Units used to resolve it. Value, and a Rout result is rolled on the Rout Table.
c. The Cavalry and Heavy Cavalry Combat Modifiers are not c. The Battle Commander is killed.
used.
2. Before a Routed Army starts the Rout, the enemy Army may
Pursue (see 10.6).
10. LAND RETREATS
3. A Routed Army must retreat using Retreat Movement (see 10.4),
Land Retreat occurs when an Army retreats before combat, retreats with the following additional constraints:
during combat, or routs.
a. It must continue retreating until it has expended at least 15
In all cases it is an extra movement of up to 15 MPs, which might MPs, or it has moved inside a friendly City.
mean that an Army could move more than normal, but with an impact
on its future retreat, movement, and combat capabilities (see 13). b. It must stop retreating as soon as it has expended more than
15 MPs.
10.1 RETREAT BEFORE COMBAT c. Whenever possible, each hex entered must be further away
from the Army that caused the Rout than the previous one.
1. When an enemy Army enters a hex occupied by a friendly Army,
the friendly Army may decide to refuse battle and Retreat Before 4. A Routed Army unable to comply with point 3 above is completely
Combat if the following requisites are met: eliminated.
a. It has a Leader. 5. A Routed Army must retreat all its units and cannot split in
separate Armies. Any Baggage Train and Siege Train are left
b. It is not under Land Blockade. behind and captured by the enemy.
c. No unit has a Disruption Level 2. If one or more units have a 6. At the end of the Retreat Movement, the Routed Army must:
Disruption level 2, the retreat immediately turns into a Rout
and is executed as such (see 10.3). a. Roll on the Retreat Table to determine any additional losses
incurred (see 10.5).
d. The ratio of Light Cavalry Size between the enemy and the
friendly Army must be lower than 2:1. b. Increase its Disruption Level to two.
Example: If the enemy army has 8 Light Cavalry Size Points 7. A previously moving, routed Army may use its remaining MPs to
and the friendly army has 4, the ratio is exactly 2:1 and the remove one or more levels of Disruption (see 13).
friendly Army cannot Retreat Before Combat.
10.4 RETREAT MOVEMENT
2. If Retreat Before Combat is possible, the Army may expend up
to 15 MPs using Retreat Movement (see 10.4). 1. A retreating Army moves according to the standard movement
3. The retreating Army may retreat all or some of its units in the hex, rules, with the following exceptions:
and could also split in different Armies retreated separately, as a. It must leave the hex where Combat took place, unless it is
long as each Army has its own Leader. retreating directly inside a City.
4. At the end of the Retreat, each retreated Army must: b. If under Siege and not attacking in combination with an
a. Roll on the Retreat Table to determine the losses incurred external relief Army, it must retreat inside the City.
(see 10.5). c. It cannot retreat thru the hexside used by the enemy Army to
b. Increase its Disruption by one. enter its hex.
5. A previously moving, retreated Army may resume movement with d. It cannot demand a City to Surrender or initiate Combat in
its remaining MPs, but it must remove Disruption before being any form, except Overrun.
able to do so. If the Army has been split, only one of the retreated e. Whenever possible, it must avoid entering an enemy
Armies may continue moving, at owner’s choice. Reaction Zone.
Example: An Army has expended 10 MPs when an enemy Army f. Whenever possible, it must avoid moving nearer to an enemy
reacts and moves into its hex to attack. The Army opts to Retreat Army exerting a Reaction Zone over its current hex.
Before Combat and is marked as Disrupt 1. At the end of the g. The enemy cannot attempt a Reaction Move during the
enemy Reaction Move, the Army expends 15 MPs to remove the retreat.
Disruption and may continue moving with the remaining 5 MPs.
2. Movement Points used during a Retreat are not subtracted from
10.2 RETREAT DURING COMBAT a moving Army’s remaining MPs. They are at all effects “extra”
MPs and are taken into account by Disruption movement
1. Once Combat is initiated, an Army may attempt to Retreat During penalties (see 13).
Combat if the following conditions are met:
a. It has a Leader. 10.5 RETREAT LOSSES
b. No unit has a Disruption Level 2. If one or more Units have a 1. After completing a Retreat or Rout, an Army must determine any
Disruption Level 2, the retreat immediately turns into a Rout additional losses incurred.
and is executed as such (see 10.3). 2. The owning Faction rolls on the Retreat Losses Table, taking into
2. The retreating side rolls a die on the Retreat During Combat account the type of retreat (Before Combat, During Combat or
Table, applying all relevant modifiers. Rout) and any relevant modifier.
3. If the Army can retreat, Land Combat is over, and the retreating 3. Losses are assigned by the owning Faction, using the following
Army may expend up to 15 MPs using Retreat Movement (see guidelines:
10.4). a. If possible, at least 2/3 of the losses (rounding up) must be
4. The retreating side must retreat all its Land Units and could also taken from Infantry units.
split them in different Armies retreated separately, as long as b. If possible, at least 1/3 of the losses (rounding down) must be
each Army has its own Leader. taken from Cavalry units.
5. At the end of the Retreat, each retreated Army must: c. Losses must be distributed as evenly as possible among all
a. Roll on the Retreat Table to determine any losses incurred the units of the corresponding type (i.e., Infantry or Cavalry).
(see 10.5).
b. Increase its Disruption by one. 10.6 PURSUIT
6. A previously moving, retreated Army may resume movement with For a routed Army, bad news has just started. Should the enemy
its remaining MPs, but it must remove Disruption before being have fresh cavalry to launch in pursuit, losses could increase up to
able to do so. If the Army has been split, only one of the retreated completely destroying the defeated army.
Armies may continue moving, at owner’s choice.
1. An Army may Pursue a Routed enemy only if it has not exceeded
its Rout Value itself during the combat.
9
2. The total Cavalry Size in the Pursuing Army is calculated. Only 3. If more than 1/3 of the Units in the enemy Fleet are Disrupted, a
Cavalry units that have no Disruption are counted. positive Combat Modifier equal to the Disruption Level applies (i.
3. The Pursuing Army rolls on the Pursuit Table, applying any e., +1 or +2).
relevant modifier. The result is the additional Size Points loss
inflicted on the Routed Army. 11.5 NAVAL COMBAT RESULTS
4. Losses are assigned by the owning Faction, using the Retreat 1. The Naval Combat result indicates the Size Points lost by the
Losses guidelines (see 10.5). enemy Fleet.
5. If all the Combat Units are eliminated because of the Pursuit, half 2. The owning Faction reduces or eliminates its Naval Units until the
of the Leaders in the Army (rounding up) are randomly picked Size Points lost are equal or greater than the result.
and also killed. The Lone Leaders rule is applied to the survivors 3. Losses must be distributed as evenly as possible among all the
(see 6.6). Units in the Fleet.
10
cannot move but can expend MPs to reduce its Disruption Level. City favour.
2. During the friendly MFD Step, a Force may expend 15 MPs to d. If the Combat Ratio is 1:1 or greater, the Army rolls on the
decrease the Disruption Level of all its units by one, or 30 MPs to Surrender Table applying any relevant modifier. All modifiers
decrease it by two. are cumulative.
3. A Force containing one or more Disrupted Units may be able to e. On an S result, the City surrenders, and the Fate of the
Retreat (see 10. Land Retreat and 12. Naval Retreat), depending Defenders is determined (see 14.6).
by the level of Disruption.
4. A Force containing Disrupted Units and engaged in Combat could 14.4 ASSAULT
have a negative Combat Modifier (see 9.5. Combat Modifiers, 1. During the friendly MFD Step, an Army may Assault an enemy-
and 11.4. Naval Combat Modifiers). controlled City in its same hex by expending 5 MPs.
5. At the end of the friendly MFD, a Unit that has not moved or 2. A City can be Assaulted an unlimited number of times during a
retreated can remove all its Disruption Levels. friendly MFD Step, as long as the moving Army expends the
required Movement Points.
14. CITIES AND PORTS 3. The following procedure is used when Assaulting a City:
1. A hex with a City or Port may contain units from a Faction within, a. Both sides appoint the Battle Commander (see 9.3).
and units of the same or an opposing Faction outside.
b. The Attacker sums the Combat Value of the Infantry units
2. Units in a hex containing a friendly-controlled City or Port, and no conducting the Assault.
enemy Forces, may be considered inside or outside it, at owner’s
c. The Defender sums the Intrinsic Defence of the City with the
choice (see also 5. Stacking).
Combat Value of the Infantry Unit inside it. Naval Units inside
3. A Port is controlled by the side controlling the City. the Port may also add half their Combat Value.
4. Land Units in a hex containing an enemy-controlled City cannot d. The Attacker Combat Value is compared with the Defender
move inside. Combat Value to obtain a Combat Ratio, rounded off in the
5. Naval Units in a hex containing an enemy-controlled Port cannot Defender’s favour.
move inside, but they can support Sieges. e. The Attacker rolls on the Assault Table, applying any relevant
6. When an enemy Army moves into a hex containing a friendly City, modifier. All modifiers are cumulative.
any friendly Land Unit in the hex may avoid Combat by entering f. The result indicates the Attacker’s losses in Size Points (Blue
the City. Place the Unit under an “Inside City” marker. value), the Defender’s losses in Size Points (Red value), and
7. When an enemy Fleet moves into a hex containing a friendly- if the City has been taken (T result).
controlled Port, any friendly Naval Unit may avoid Combat by g. Losses for each side are distributed among Infantry and
entering the Port. Place the Unit under an “Inside City” marker. Naval units used in the Assault, with the owner and the
8. A Fortress is considered a City under every aspect, except the enemy taking turns at reducing or eliminating the affected
following: units. When possible, a Unit allowing to eliminate the exact
number of Size Points lost must be selected.
a. It has no effect on control or taxation of a Province.
During an Assault, the best units are usually engaged at a
b. It cannot be plundered, sacked, or used for requisitions.
weak point or breach. Therefore, at least a part of the losses
c. It cannot revolt. will fall on them.
d. It cannot be used to raise new forces.
h. Each side rolls two dice again: if the result is 20, one
randomly picked Leader in the enemy Army has been killed.
14.1 INTRINSIC DEFENCE
4. If the City has been taken, the following applies after the losses
1. Intrinsic Defence is used during Surrender (see 14.3), Assault has been assigned:
(see 14.4) and Siege (see 14.5).
a. The Fate of the Defenders is determined (see 14.6).
2. The Intrinsic Defence of a City depends on its size:
b. The City becomes controlled by the Attacker, unless he
City Size Intrinsic Defence decides to Sack it (see 14.7).
A 35
14.5 SIEGE
B 20
C 10 As Homer and any Hellenistic-era historian teach us, besieging a
walled city determined to resist was a difficult task and could take
D 5 an insane amount of time. The introduction of mobile siege towers
Fortress 15 and catapults allowed a more direct approach to the problem.
11
escorted by Combat Units, it is captured by any enemy Combat pack animals. This creates a chain effect strikingly similar to the
Unit entering its hex. modern “Tyranny of the Rocket” problem: If you add fuel, you need
5. During the friendly MFD Step, an Army can voluntarily destroy a more fuel to move it, so you have to add fuel again…And so on.
Siege Train in its hex. As the number of pack animals needed to ensure survival
increases, feeding them on pasture when the army stops becomes
14.5.3 SIEGE RESOLUTION impossible, so forage must be also transported, meaning more
During the friendly Siege Resolution Step, a Besieging Army may pack animals are needed…And so on. This loop reaches
decide to bring on the Siege using the following sequence: astronomical figures rather quickly.
1. Both sides appoint the Battle Commander (see 9.3). Supply is measured in Supply Points. Each Force above
2. The Besieger totals the Combat Value of the Infantry units in the a certain size must gather enough Supply Points or
Besieging Force. Naval Units in the Besieging Force may also suffer Attrition.
add half their Combat Value if the City has a Port. Supply Points are gathered by foraging in the
3. The Besieged totals the Intrinsic Defence of the City with the countryside, requisitioning or plundering them from
Combat Value of the Infantry Unit inside the City. Naval Units Cities, or shipping them from a nearby Naval Base. An Army could
inside the Port may also add half their Combat Value. also be accompanied by a Fleet or Baggage Train transporting extra
supply.
4. The Besieger Value is compared with the Besieged Value to
obtain a Combat Ratio, rounded off in the Besieged favour. The number of Supply Points available may vary depending by the
time of the year, the depletion of the local resources, the enemy
5. If the Combat Ratio is 1:1 or higher, the Besieger rolls on the raids, and the application of a scorched earth policy in the region.
Siege Table, applying any relevant modifier. All modifiers are
cumulative. 15.1 SUPPLY CHECK
6. The result indicates losses in the Besieging Force (Blue value),
in the Besieged Force (Red value), and the fall of the City (T 1. A Force having a Size of 5 or greater must check Supply each
result). time one of the following conditions is met:
7. If the result of the unmodified die roll contains a B and the a. During movement of any kind (Move, Retreat, or Reaction),
Besieger has a Siege Train, the City walls has been Breached. when the total MPs expended equals or exceeds 10 for the
The Siege Marker is flipped on the Breach side, and any Assault first time.
made during the current Turn has a +2 modifier. b. During movement of any kind (Move, Retreat, or Reaction),
8. Losses are distributed by the owner among Infantry Units in the when the total MPs expended equals or exceeds 20 for the
involved Force. Naval Units can take losses only if no Infantry first time.
units are left. The City Intrinsic Defence is never reduced. c. During the friendly Final Supply Step, no matter if it has
9. If the City has fallen, the following applies after the losses has moved or not.
been assigned: 2. During the friendly Final Supply Step, a Force having a Size lower
a. The Fate of the Defenders is determined (see 14.6). than 5 must check Supply in the following cases:
b. The City becomes controlled by the Besieger, unless he a. It is inside a City with no Port, under Land Blockade.
decides to Sack it (see 14.7). b. It is inside a City with a Port, under Land and Naval Blockade.
c. For an Army, it is in a hex not containing a friendly-controlled
14.6 THE FATE OF THE DEFENDERS City, in a Supply Region with a printed Forage Value of zero.
When a City Surrenders or is captured by Assault or Siege, the fate d. For a Fleet, it is in a hex not containing a friendly-controlled
of the defenders depends by their possibility to escape. Port.
1. If the City has a Port not under Blockade and containing Naval 3. MPs expended by Leaders moving alone, or to remove
Units, apply the following: Disruption or Reaction, are not counted toward the total MPs for
a. Defending Leaders may embark. a Supply Check.
b. Half the Size Points of the Defender Army may embark, up to 4. A Force required to check Supply must do so before resolving any
the Naval Units’ transport capacity. Combat caused by its move.
c. After embarking the fugitives, Naval Units in the Port must 15.2 SUPPLY CHECK PROCEDURE
Take Refuge (see 12.2).
2. Any Unit remaining inside the City is eliminated, Leaders 1. The total Size Points to consider is determined:
included. a. During movement, all the Units in the moving Force must be
included. Friendly units in the same hex but not part of the
14.7 SACKING moving Force are ignored.
Several important cities were razed to the ground during the b. During the Final Supply Step, all the Land units in the same
campaigns of Alexander. Sacking was usually authorised when the hex and not embarked are considered as a single Force.
city put up a significant resistance, with the idea of sending a clear c. During the Final Supply Step, all the Naval units and
message to other cities. The effectiveness of this message is embarked troops in the same hex are considered as a single
actually doubtful, as several cities decided to resist nonetheless. Force.
1. Immediately after a successful Assault or Siege, the 2. Each 10 Size Points or fraction thereof in a Force consume one
Attacker may decide to Sack the conquered City by Supply Point. If the Force does not consume enough Supply
expending 3 additional MPs. Points, it must undergo Attrition (see 16).
2. The Attacker rolls on the Sacking Table, with the 3. Each Baggage Train consumes one Supply Point. If the Supply
following possible results: Point is not consumed, the Baggage Train is immediately
destroyed.
# Talents sacked and added to the Attacker’s Faction’s 4. A Fleet with troops embarked must provide supply for both. The
Treasury. Supply Points gathered by the Fleet are distributed as desired
R Resolve: The barbaric behaviour strengthen the enemy between the Fleet and the troops, and the two Forces undergo
resolve. The Province Alignment is moved one space in Attrition separately.
favour of the enemy Faction. 5. Supply Points can be gathered using one or more of the following
F Fear: The treatment inflicted to the City instils fear in the methods:
enemy. The Province Alignment is moved one space a. Foraging (see 15.3).
in favour of the Attacker’s Faction.
b. Requisitions in friendly Cities (see 15.6).
3. A Sacked marker is placed over the City. The City and any Port
in it are simply considered to not exist anymore. c. Plunder of friendly Cities (see 15.7).
4. A City cannot be Plundered and then Sacked. If the Army decides d. Baggage Trains (see 15.9).
to Sack it, no Plundering is allowed. e. Depots (see 15.10).
f. Supply embarked on Naval Units (see 15.11).
15. SUPPLY
Ancient armies mostly lived off the land, but that was enough only
15.3 FORAGING
in fertile regions producing an abundant harvest, and only during Foraging consists in gathering food, forage, and meat animals from
the period from late Spring to early Autumn. the countryside. Light cavalry detachments are assigned to bring
If the region cannot sustain the army, supply must be carried on back what can be loaded on horseback, or to point out the location
12
of heavier goods for mule or cart transport. The Foraging Army removes one Size Point from its Light Cavalry
A modern observer tends to think in terms of total supply available and consumes all the 4 Supply Points to feed its 34 Size Points.
to an army during a march, as moving provisions is usually not a As the Supply Points consumed (4) are greater than the Region’s
problem nowadays: You gather X tons of provisions at one point, Y adjusted Forage Value (5 minus 2 as it’s April), the Supply Region
tons at another point, you have X + Y tons of provisions available. has its Depletion increased from 1 to 2.
Things were different in Alexander's era, as an army could transport
supplies sufficient for only a few days. If the army had to march in 15.4 SCORCHED EARTH
an inhospitable region, it didn’t matter if the area crossed a week “Scorched Earth” is a strategy aimed at denying an invading army
earlier was plentiful: after three days the food, forage and water at the resources to survive. Unfortunately, this approach has the same
hand were over and the problems began. effect on the inhabitants and is usually not well-met by the local
1. The map is divided in Supply governor and subjects.
Regions, marked by a Province Memnon of Rhodes, one of the most capable Persian commanders,
boundary or by a Supply advocated this policy as a first measure to block Alexander, but he
boundary. Each Supply Region met strong opposition from the Satraps of the Aegean region.
has a Forage Value, printed in
dark green with a yellow outline. 1. During the friendly MFD Step, an Army may use the Scorched
Earth policy if all the following conditions are met:
2. An island is treated as a separate
Supply Region having a Forage a. The Army has a Size of 10 or greater.
Value of one, unless a different b. The Army is not Reacting or Retreating.
value is printed on its territory. c. The Army is not embarked or inside a City under Blockade.
3. Only Armies can Forage, and only when they are not inside a City d. No enemy Army outside a City is within 2 hexes of the Army.
under Land Blockade or embarked on Naval units.
e. The current Month is between June and September.
4. During a movement Supply Check, the following rules apply to
Foraging: 2. If Scorched Earth is used, the Army expends 5 MPs, and the
following is applied:
a. An army can Forage only if it has expended at least 3 MPs
not embarked on a Fleet. a. The Depletion Level of the Supply Region where the Army is
located is increased by two.
b. an Army may Forage from the single Supply Region where it
has expended most of its MPs since the last Supply Check. b. The Alignment of the Province where the Army is located is
moved one space in favour of the enemy Faction.
c. If more than one Supply Region qualifies, the one with the
lowest modified Forage Value must be used. 15.5 DEPLETION
5. During the friendly Final Supply Step, an Army can Forage only
from the Supply Region it is currently in. Foraging and Scorched Earth may increase the
Depletion Level of a Supply Region. Depleted markers
6. Foraging is not possible in a Supply Region with a printed value are used to keep track of the Depletion Level.
of zero.
1. When the Depletion Level of a Supply Region
15.3.1 FORAGING PROCEDURE increases, its Depleted marker is adjusted to reflect
the new level. In any case, the Depletion level can never exceed
The number of Supply Points gathered by Foraging in a Supply the printed Forage Value of the region.
Region is determined as follows:
2. When Foraging, the Forage Value of a Supply Region is
1. The Forage Modifier for the current month is subtracted from the decreased by its current Depletion Level.
Supply Region’s Forage Value.
3. During the Administrative Phase of the April Turn, the new crops
2. The region’s Depletion Level is further subtracted from the start being edible, and all the Depleted markers are removed.
Forage Value.
3. The Foraging Army declares the Size of its Light Cavalry used for 15.6 REQUISITIONS
Foraging. The Army may use only some or no Cavalry at all.
Requisitions consist in buying the needed supplies from nearby
4. The enemy declares the Size of Light Cavalry used for Raiding, cities, at a more or less honest price.
taking it from one Army with a Leader, and within 2 hexes from
the Foraging Army. The enemy may use only some or no Cavalry 1. During a Supply Check, an Army may requisition
at all. from a friendly-controlled City if the following
5. The Raiding Cavalry Size is subtracted from the Foraging conditions are met:
Cavalry Size, and a roll is made on the corresponding column of a. The City has no Requisition or Plunder marker.
the Foraging Table. b. The Army is within one hex of the City or moved
6. The result indicates the Size Points lost by the Foraging Cavalry, within one hex since its last Supply Check.
by the Raiding Cavalry, and a further adjustment to the Forage c. The path from the City to the hex considered does not contain
Value. impassable terrain.
7. Losses are assigned immediately by the owner. Losses are d. Neither the Army nor the City are under Land Blockade, or the
ignored if either Foraging or Raiding Cavalry have not been used. Army is inside the City.
8. If the final Forage Value is greater than zero, the Foraging Army 2. During a Supply Check, a Fleet may Requisition from a friendly-
may gather up to that value in Supply Points. A lower amount may controlled Port City if the following conditions are met:
be gathered to avoid depletion of the Region.
a. The City has no Requisition or Plunder marker.
9. The Depletion level of the Supply Region is increased by one if
all the following conditions are true: b. The Fleet is within one hex of the Port City or moved within
one hex since its last Supply Check.
a. The current Depletion level is lower than the printed Forage
Value. c. The path from the Port City to the hex considered does not
contain impassable Terrain.
b. The Foraging Army has a Size of 10 or greater.
d. Neither the Fleet nor the Port City are under Naval Blockade,
c. The Supply Points consumed or loaded on Baggage Trains or the Fleet is inside the Port City.
are greater than the printed Forage Value, adjusted by the
month’s Forage Modifier only. 3. The maximum number of Supply Points gathered by Requisition
depends by the size of the City. A Force may opt to Requisition
Example: An Army of 35 Size Points forages in hex A3017 (Sardeis) (and pay) a lower amount:
in the month of April.
City Size Supply Points
The Region has a Forage Value of 5, decreased to 3 by the -2 Month
Modifier, and further decreased to 2 by a Depletion 1 marker. A 5
The Army contains 8 Size Points of Light Cavalry, all used as B 3
Foraging Cavalry. An enemy Army is within 2 hexes, and it uses 2 C 2
Size Points of Raiding Cavalry. D 1
The Army consults the Foraging Table, using the +6 column (8 4. Each Requisitioned Supply Point costs one Talent, immediately
Foraging Cavalry minus 2 Raiding Cavalry). The roll is 6, giving one subtracted from the Faction’s Treasury.
loss for the Foraging Cavalry, no loss for the Raiding Cavalry, and a
+2 to the Forage Value bringing it from 2 to 4. The Army could gather 5. A Requisition marker is placed over a City where Requisitions
up to 4 Supply Points from Foraging. took place.
13
6. During the Administrative Phase, a City that is not under Land ship (i.e., create) Supply Points in its Departure or Arrival Port.
Blockade has any Requisition marker removed. 1. Sea Shipping is possible if all the following conditions are met:
a. The Departure and Arrival Ports are friendly-controlled and
15.7 PLUNDER not under Naval Blockade.
Plunder consists in entering a city and take what the army needs, b. The sea path from the Departure to the Arrival Port does not
no questions asked. This kind of approach is not particularly helpful enter the Reaction Zone of an enemy Fleet.
to win the support of the inhabitants and of the regional Satrap. c. It is not a Winter Turn.
1. During movement of any kind, a Force can Plunder any friendly- 2. If Sea Shipping is possible, the total Size of the Supply Ships
controlled City along its movement path since the last Supply assigned to the Shipping Route is calculated, and a roll is made
Check. on the Sea Shipping Table.
2. During the friendly Final Supply Step, a Force can Plunder a 3. The result is the maximum number of Supply Points that may be
friendly-controlled City in its hex. shipped by the Shipping Route. The owner may decide to create
3. A Fleet can Plunder a City only if the City also has a Port. none, some, or all of them.
4. Plundering a City requires a Force with a Combat Value greater 4. If the result is in red, one Step of a random Supply Ship in the
than the City Intrinsic Defence (see 14.1). Shipping Route has met Poseidon’s Wrath and is sunk.
5. The Force rolls on the Plunder Table, applying any relevant 5. Each shipped Supply Point costs one Talent, immediately
modifier. The result is the number of Supply Points Plundered. subtracted from the Faction’s Treasury, and is placed in a Depot
at the Depart or Arrival Port.
6. A Force cannot use Requisitions and Plunder in a City during the
same Supply Check. 15.9 BAGGAGE TRAINS
7. After Plundering, apply the following:
A Baggage Train consists of pack animals carrying large quantities
a. A Plunder 2 marker is placed on the City. of provisions and equipment, with or without carts.
b. The Alignment of the Province where the City is located is Following the guidelines traced by his father Philip, Alexander
moved one space in the enemy’s favour. employed mostly horses and mules during the early campaigns, as
c. A die is rolled: On a 1 to 5 result, riots break out. The oxen and carts would have slowed down the army below the
Plundering Force must lose one Size Point of Infantry, or desired daily march rate. Only in later campaigns, when much less
Cavalry if no Infantry is present. developed areas had to be crossed, he introduced carts, oxen and
8. Plundered City (both at Plunder 2 and 1) cannot be Plundered also camels as pack animals.
again. Every army had its own baggage train, tailored on its
9. During the Administrative Phase, a Plundered City not under standard needs, and not represented. Specific logistic
Land Blockade has its Plunder level decreased by one. circumstances could require a much bigger and
cumbersome one, covered by the following rules.
15.8 SHIPPING ROUTES 1. A Baggage Train is a non-Combat Land unit that can
A Shipping Route uses Naval Units to gather supply and move it to a be used to transport up to 6 Supply Points.
destination port, where it could be subsequently used by friendly 2. During the Recruitment Step, a Leader in a hex containing a
forces. friendly City not under Land Blockade may build a Baggage Train
at the cost of 2 Talents.
15.8.1 CREATE A SHIPPING ROUTE
3. A Baggage Train follows the movement rules of a standard Land
During the friendly Naval Assignment Step, a Faction unit. Moving with a Baggage Train slows down movement
can create a Shipping Route between two Ports. considerably (see the Movement Table).
1. The Depart and Arrival points for the Shipping Route 4. A Baggage Train cannot use Naval Transport or Ferry.
are defined, within the following limitations: 5. A Baggage Train has no combat capabilities whatsoever. When
a. The Depart point must be a friendly Naval Base. not escorted by Combat Units, it is captured by any enemy
b. The Arrival point can be a friendly Naval Base or Port. Combat Unit entering its hex.
c. A Naval unit must be able to move from the Depart to the 15.9.1 USING A BAGGAGE TRAIN
Arrival Port using 15 or fewer MPs and Coastal Sea hexes
only. 1. During a Supply Check, Supply Points gathered and not
consumed by an Army can be loaded on an attached Baggage
2. A numbered Depart marker is placed in the departure Naval Train.
Base, and a corresponding Arrival marker is placed in the Arrival
Port. Note that the Depart and Arrival points could be the same, 2. During a Supply Check, an Army may consume the Supply Points
thus creating a “local” supply route. in a Baggage Train if the following conditions are met:
3. Naval Units with no troops embarked, not Disrupted and in the a. The Army is within one hex of the Baggage Train or moved
Depart Naval Base can be assigned to the new Shipping Route. within one hex since its last Supply Check.
The designated Units are placed under the Shipping marker and b. The path from the Baggage Train to the hex considered does
are now considered Supply Ships. not contain impassable terrain.
4. A Supply Ship cannot move, react, or attack. c. Neither the Army nor the Baggage Train are in a City under
5. A Supply Ship in a Port that is no more friendly controlled for any Land Blockade, or they are both inside the same City.
reason is immediately relocated to the nearest friendly Naval 3. During a Supply Check, a Baggage Train requires one Supply
Base or Port not under Blockade. If no such a Port exists, the Point. If no Supply Point is consumed, the Baggage Train is
Supply Ship is destroyed. immediately destroyed.
4. During the friendly MFD Step, an Army can voluntarily destroy a
15.8.2 REORGANISE A SHIPPING ROUTE
Baggage Train in its hex. Destroying a Baggage creates one
During the friendly Naval Assignment Step, an existing Shipping Supply Point, and any transported Supply is lost.
Route can be reorganised as follows:
1. The Arrival Port can be changed, subject to the rules for creating 15.10 DEPOTS
a Shipping Route. Supply Points may be stored in a Depot, saving them for a later use.
2. A Naval Unit in the Departure Naval Base can be added to the 1. During a Supply Check, a Force may store Supply Points
Shipping Route, subject to rules used when creating it. gathered by Requisition or Plunder, and not immediately
3. An assigned Supply Ship can be unassigned. Remove the Naval consumed, inside the City where the Requisition or Plunder took
Unit from under the Shipping marker. place.
2. During the Sea Shipping Step, the Supply Points gathered must
15.8.3 DISBAND A SHIPPING ROUTE be stored in a Depot inside the Depart or Arrival Port.
1. During the friendly Naval Assignment Step, a Shipping Route can 3. During the friendly MFD Step, a Fleet inside a Port may embark
be disbanded. Remove the corresponding Shipping markers. or disembark Supply Points in a Depot in its current location.
2. A Shipping Route is immediately disbanded if its Departure or 4. During the friendly MFD Step, a Baggage Train inside a City may
Arrival Port are no more friendly-controlled at any moment. load or unload Supply Points in a Depot in its current location.
15.8.4 SEA SHIPPING PROCEDURE 5. A Depot can contain a maximum of 9 Supply Points.
During the friendly Sea Shipping Step, each Shipping Route may 6. A Depot changes hands with the City and can be used only by the
14
Faction controlling the City. taken from Infantry units.
7. At any moment during the friendly MFD Step, a Force with a c. If possible, at least half of the losses (rounding down) must
Leader may voluntarily destroy a Depot located in its same hex. be taken from Cavalry units.
d. Losses must be distributed as evenly as possible among all
15.10.1 USING A DEPOT the units of the corresponding type (i.e., Infantry or Cavalry).
1. During a Supply Check, an Army may consume the Supply Points
in a friendly-controlled Depot if the following conditions are met: 17. PROVINCES
a. The Army is within one hex of the Depot or moved within one The map is subdivided into administrative regions, each one
hex of the Depot since its last Supply Check. representing a Province or Satrapy, both referred to as Province in
b. The path from the Depot to the hex considered does not the rules. A Province can be under the control of a Faction, or in some
contain impassable terrain. cases independent.
c. Neither the Army nor the Depot are in a City under Land Most Provinces have a Capital printed in bold, and a Tax Value
Blockade, or they are both inside the same City. printed in parentheses after the name.
2. During a Supply Check, a Fleet may consume the Supply Points
in a friendly-controlled Depot if the following conditions are met: 17.1 PROVINCE ALIGNMENT
a. The City containing the Depot has a Port. 1. Each Province has an Alignment, representing its
b. The Fleet is within one hex of the Depot or moved within one stance toward the two warring Factions.
hex since its last Supply Check. 2. The Alignment of a Province can change for several
c. The path from the Depot to the hex considered does not reasons:
contain impassable terrain. a. Change of the controlling Faction (see 17.2).
d. Neither the Depot nor the Fleet are in a Port under Naval b. Death of a Faction Leader (see 3.1).
Blockade, or they are both in the same Port. c. Sacking or Plundering of its cities (see 14.7 and 15.7).
15.11 EMBARKED SUPPLY d. Scorched Earth policy (see 15.4).
e. Bribery (see 17.4).
1. During a Supply Check, a Force may consume the Supply Points
loaded on Naval Units if the following conditions are met: f. Fate Cards.
a. The Force is within one hex of the Naval Units or moved 3. The Alignment of a Province affects several things:
within one hex since its last Supply Check. a. The probability of its Cities to Surrender (see 14.3).
b. The path from the Naval Units to the hex considered does not b. The will of its Cities to withstand Siege (see 14.5).
contain terrain impassable by the Force. c. The taxes raised from the Province (see 18.1).
c. Neither the Force nor the Naval Units are under Blockade, or d. In some scenarios, the probability of its Cities to Revolt.
they are in the same hex.
17.2 PROVINCE CONTROL
16. ATTRITION
1. Control of a Province determines which Faction, if any, may
Inadequate planning, unfavourable circumstances or rushed collect Taxes from it.
decisions can impose a deadly toll on an army relying mostly on the
surrounding countryside for survival. 2. Control of a Province is determined using the following priorities:
Alexander’s infamous march in the desert during the return trip from a. If there is a Capital, the Faction controlling the Capital.
India proves that even great commanders sometimes fall victim of b. If there is no Capital or the Capital has been sacked, the
overconfidence: The 60-days march demanded the life of at least Faction controlling most of the Cities (i.e., half of the cities in
12,000 soldiers, not counting slaves, followers, and pack animals. the Province plus one).
c. If there are no Cities, the Faction defined as controlling in the
16.1 LAND ATTRITION Scenario rules.
1. An Army is subject to Attrition in the following cases: d. If none of the above applies, no one controls the Province.
a. When it moves continuously in Hazardous Terrain (see 6.10). 3. When a Faction gains control of a Province, its alignment is
b. When it consumes an insufficient number of Supply Points moved one space in favour of the newly controlling Faction.
during a Supply Check.
17.3 INDEPENDENT PROVINCES
2. Each possible Attrition is applied and rolled for separately.
3. Each time an Army is subject to Attrition, its Faction’s Morale is 1. A City or Province may be designated as independent in specific
decreased by 2. Scenarios.
2. An independent City, or an Independent Province and all the
16.2 NAVAL ATTRITION Cities under its control, are considered as enemy by both
Factions.
1. A Fleet is subject to Attrition in the following cases:
3. Entering the territory of an independent Province may trigger
a. When it enters an Open Sea hex. specific events, described in the Scenario rules.
b. When it enters any Sea hex during a Winter Turn. 4. Specific events could cause an Independent Province or City to
c. When for any reason it ends the friendly Campaign Phase at join a Faction.
more than 15 MPs distance from a friendly Naval Base.
d. When it consumes an insufficient number of Supply Points 17.4 BRIBERY
during a Supply Check. The alignment of a province toward a faction is determined by the
2. Each possible Attrition is applied and rolled for separately. attitude of the local nobility and bureaucrats. Whatever the ruling
class, a solid amount of gold was usually a good reason to
16.3 ATTRITION PROCEDURE reconsider the best interests of the region.
1. The total Size subject to Attrition in the Force is determined: Unfortunately, the bigger the bribe, the higher the risk to be
discovered. Alexander had a particular attention for this kind of
a. In Attrition caused by a Supply Check, the total Size of the news, and removed or executed corrupt governors, both
Units not supplied is used. Macedonians and Persians.
b. In all other cases, the total Size of the Force is used.
1. During the Bribery Step, a Factions may expend Talents to Bribe
2. A roll is made on the Attrition Table, applying any relevant a Province and attempt to change its Alignment.
modifier. The result is the Size Points lost for a Force with a Size
smaller than 10, or the Size percentage lost for a Force with a 2. The Faction announces the Province is Bribing and subtracts the
Size equal or greater than 10. desired number of Talents from its Treasury.
3. Losses are assigned by the owning Faction, using the following 3. The bribing Faction rolls on the Bribery Table and applies the
guidelines: result as follows:
a. All the units in the Force are considered when assigning a. On a numbered result, the local nobility is impressed by the
losses, no matter which units were used to determine the offered arguments. The Province Loyalty is moved a
total Size. corresponding number of spaces in favour of the bribing
Faction.
b. If possible, at least half of the losses (rounding up) must be
15
b. On a D result for an enemy-controlled Province, the bribe has c. It contains a friendly Leader.
been discovered. The local governor is removed or executed, 7. An existing Unit may replace losses if it is in a location where a
and the Province Loyalty is moved one space in favour of the newly raised Unit of that kind could be legally placed. The Unit is
controlling Faction. flipped to its full-strength side, and a number of Raised Size
4. A Faction can Bribe a Province only once per Bribery Step, no Points equivalent to the Size Points gained is expended.
matter the result. 8. A Unit with a yellow band on its Name can be raised only after
specific events described in the Scenario rules. Once available,
18. TREASURY it can be built or reinforced as any other unit.
A Faction has a Treasury measured in Talents, gained by the taxation 9. A Unit with an orange band on its Name cannot be raised, but it
of controlled Provinces, and by the occasional events and Sacking of is created and removed in specific circumstances.
disrespectful cities.
Talents are expended in several ways: maintenance and recruitment 19.4 DISBANDING FORCES
of troops, shipbuilding, disband forces, supply, donations, and bribes. If you find yourself with an army larger than you can afford, allowing
your troops to die from hunger will prompt questions among the
18.1 TAXATION survivors. Sending them home without a reward or their share of
1. During the Taxation Step, a Faction collects from each controlled loot may also pose challenges.
Province a number of Talents equal to its Tax Value, modified as 1. During the Recruitment and the Maintenance Steps, a Faction
follows: may decide or be forced to disband some of its Units.
a. For each City Sacked or not friendly-controlled, the Tax Value 2. Disbanding has no negative consequences if the Faction pays
is decreased by one, down to a minimum of one. one Talent for every 6 Size Points disbanded, or fraction thereof.
b. For each Alignment Level in favour of the enemy Faction, the 3. For every 2 Size Points whose disbanding cost has not been
Tax Value is decreased by one, down to a minimum of one. paid, whether forcibly or voluntarily, the Faction’s Morale is
c. The Tax Value is decreased to zero if the Province has no decreased by one.
cities and there is an enemy Army inside its territory. 4. Disbanded Units are immediately removed and placed in the
Force Pool.
19. FIELDING THE ARMY
20. MORALE
19.1 THE FORCE POOL
The Morale Level of a Faction is a general indication of the troops
1. A Faction has a Force Pool defined by the Scenario, containing will to fight and their loyalty to the Faction’s leader.
the units not yet raised or that will become available at a certain
time or under specific circumstances. Morale will vary depending on military and political events, control
of territory, and campaign length. Money donations may also help
2. Units in the Force Pool should be kept aside, near the map or in to keep it under control.
a specifically designated amphora.
3. A Unit eliminated or removed for whatever reason is placed in the 1. Each Faction has a starting Morale determined by the Scenario
Force Pool. The sole exception are Leaders, which are used.
permanently removed from play when killed or captured. 2. Several events may affect Morale (see Faction Morale Table and
4. The Force Pool is an absolute limit to the Units that can be raised. the Fate Cards).
3. Faction Morale has several effects:
19.2 MAINTENANCE a. During Land Combat, it may affect the Rout Level of the Army
1. During the Maintenance Step, a Faction must pay for the (see 9.4).
maintenance of its troops and ships on the map. b. During Retreat, it may affect the losses of the retreating Army
2. The total Size for each entry listed in the Force Cost Table is (see 10.5 and the Retreat Losses Table).
calculated, and the corresponding Maintenance Cost is c. It may affect the decision of a City to Surrender (see 14.3 and
subtracted from the Faction’s Treasury. the Surrender Table).
3. The full maintenance cost must be paid even for a number of Size d. It may affect the determination of a City to withstand a Siege
Points lower than the one listed. (see 14.5 and the Siege Table) or an Assault (see 14.4 and
4. Any Size Point forcibly or voluntarily not maintained must be the Assault Table).
Disbanded (see 19.4).
20.1 DONATIONS
Example: During the Maintenance Step, the Persian Faction has a
total of 14 Size Points of Medium Infantry (MI), having a 1. At any time during the friendly Campaign Phase, a Faction can
Maintenance Cost of 1 Talent per 6 Size Points. Donate to the troops in order to increase Morale.
The total Maintenance Cost is 3 Talents, that is 2 Talents for the first 2. Each Faction must keep track of the total number of Talents spent
12 Size Points, and 1 Talent for the remaining 2 Size Points. The in Donations, as their effect decreases progressively: The more
Persian Faction could decide to maintain only 12 Size Points and Donations are made, the less effective they are.
disband the 2 remaining Size Points. 3. The effect of a Donation is determined as follows:
19.3 RAISING NEW FORCES a. The Faction declares how many Talents is donating and
subtracts the amount from its Treasury.
1. During the Recruitment Step, a Faction may expend Talents to b. The die roll modifier for previous Donations is determined by
raise new forces. consulting the Donation Modifiers Table.
2. Each Type of Unit has a cost per Raised Size Point, listed in the c. The Faction rolls on the Donation Table, using the column
Force Cost Table. The cost is subtracted from the Faction’s corresponding to the Talents spent in this Donation and
Treasury. applying any relevant modifier.
3. The Raised Size Points may be used to raise new units, or to d. The result is the immediate increase of the Faction’s Morale.
replace losses in existing units.
4. A newly raised Unit is taken from the Force Pool, and a number 21. FATE
of Raised Size Points equal to its Size is expended. A Unit may
be raised at reduced or full strength. Fate Cards are inspired by historical events or circumstances not
under the control of the players. Some event is described as of
5. A newly raised Land Unit may be placed in a City satisfying all the
divine origin because it would have been perceived as such at the
following requisites:
time, but the real cause was of course more worldly.
a. It is friendly-controlled and not under Land Blockade.
1. During setup, Fate Cards used in the Scenario are shuffled and
b. It is in a Province listed as Recruitment Area for the Unit’s
placed near the map, with the “Fate” side visible.
Origin (see Recruitment Areas Table)
2. During the Fate Step, a die is rolled: On a 9 or 10 result, the top
c. It contains a friendly Leader.
Fate Card is revealed, and its effects are immediately applied.
6. A newly raised Naval Unit may be placed in a Naval Base Each Fate Card is self-explanatory.
satisfying all the following requisites:
3. After it has been played, a Fate Card is placed back in the Fate
a. It is friendly-controlled and not under Land Blockade. Deck, and the whole Deck is reshuffled.
b. It is listed as a Shipyard for that Unit (see Shipyards Table).
16
1. All the hexes containing a River are considered as Major River
hexes.
2. The Defender chooses his side of the map (Side A or Side B),
with the other side assigned to the Attacker.
3. The Attacker may deploy up to 1/3 of the Size Points in his Army
on the Defender’s side of the river, in a single area within 4 hexes
from a Major River hex and within 3 hexes from the map edge.
TACTICAL COMBAT 4. The Defender deploys his army in any hex on his side of the map,
up to but not including the River hexes, and at a minimum
distance of 3 hexes from any enemy Unit already deployed.
5. The Attacker deploys the rest of his army in any hex on his side
30. INTRODUCTION of the map, up to but not including the River hexes.
The Tactical Combat allows to appreciate the upcoming slaughter in
full detail. 32.3 ROUGH AND FOREST
The scale and rules have been tailored to allow a realistic but not If the hex where the battle takes place contains Rough or Forest
overwhelming representation of an ancient battle, and to keep the terrain, the Defender may opt to use it to strengthen his position and
time needed to determine the outcome within a reasonable limit. the following apply.
The original “Attacker” and “Defender” definition for the two armies is 1. If the battle hex contains Rough terrain, the Defender may place
maintained, even though the roles are actually more nuanced during up to two Rough markers on the Battle Map.
a battle. 2. If the battle hex contains Forest terrain, the Defender may place
up to two Forest markers on the Battle Map.
31. SEQUENCE OF PLAY 3. Rough and Forest markers are placed in megahexes, a group of
1. SETUP PHASE hexes delimited by a thick white line.
1.1 The battlefield terrain is defined, and both sides deploy their army 4. For each terrain type, the Defender may place a corresponding
(see 32). marker in a megahex on the right or left side of the map, or in a
megahex adjacent to another already having that terrain.
1.2 Each side calculates its Rout Value (see 9.4).
5. Every hex in a megahex marked as Rough or Forest is
2. BATTLE PHASE considered as being of the corresponding type.
2.1 Activation Step: Both sides determine which Unused Leader 6. A megahex may contain both Rough and Forest.
becomes Active. If all Leaders are Expended, the Battle Phase is
over. 7. If the battlefield contains a river, the River hexes are considered
as River or Major River only, even when in a megahex marked as
2.2 Orders Step: The Active Leader uses Orders to Activate, Rally, Rough or Forest.
and Reorganise his Units. Several activities may take place
during this step, in no predefined order.
33. STACKING
2.3 Melee Step: Melee Combat is resolved.
1. A hex has a Stacking Limit of 6 Size Points if it contains Phalanx
2.4 Expended Step: The Active Leader is flipped on the Expended
and Hypaspist Units only, and 4 Size Points in all other cases.
side, and the sequence restarts from point 2.
2. There is no limit to the number of Leaders in a single hex.
3. ROUT PHASE
3. All the non-Routed Units ending their movement in a hex must
3.1 Units Rout Step: Routed Units continue Routing (see 42.2)
have the same Facing (see 37).
3.2 Army Rout Step: Both sides check if their Army has been Routed
4. When a non-Skirmisher Unit moves into a hex, and the stacking
(see 44.1).
limit is exceeded, every Unit in the hex that is not Skirmisher or
3.3 Army Retreat Step: Starting with the Defender, each side may Routed must increase its Attrition by one. This includes the
attempt to Retreat During Combat (see 44.2). moving Unit.
4. END PHASE 5. In any case, a Unit cannot end its movement in a hex that is
4.1 Rallied and Moved markers are removed. above the Stacking Limit.
4.2 Missile Ammo is replenished.
33.1 STACK ORGANISATION
4.3 Expended Leaders are flipped on the Unused side.
Every hex containing Combat Units has its organisation, consisting
4.4 The sequence restarts from point 2. of a Top Unit and a Bottom Unit. The stack organisation determines
how the Units will be used during Missile and Melee Combat.
32. DEPLOY FOR BATTLE 1. When a hex contains only one Combat Unit, that Unit is
1. All the hexes on the Battle Map can be used, including half- considered as the Top and the Bottom Unit.
hexes. 2. When a hex contains two or more Combat Units, the organisation
2. The Defender chooses his side of the map (Side A or Side B), of the Units is as follows:
with the other side assigned to the Attacker. a. The unit at the top of the stack is considered the Top Unit.
3. Starting with the Defender, each army deploys in any hex within b. The unit at the bottom of the stack is considered (you
8 hexes from its map edge. The area and order of deployment guessed it) the Bottom Unit.
may change if the battlefield contains a River (see 32.1) or a
Major River (see 32.2). c. For ease of use, the Bottom Unit may be placed right behind
the other units in the stack, as the hexes on the Battle Map
4. The units in each army retain their original Disruption Level. are big enough to accommodate two units.
5. The deployed units must respect the stacking limits and every 3. The organisation of a stack may be voluntarily changed as
other limitation defined by the Tactical Combat rules. follows:
32.1 RIVER a. When a Unit moves into the hex, it may be placed in any
position in the stack.
If the Attacker crossed a River hexside to enter the Defender’s hex, b. When the stack is activated by a Stack Order, its organisation
the Defender may opt to use the river to strengthen his position and may be changed before moving.
the following applies.
c. When a Unit is activated by a Unit Order, it may change its
1. All the hexes containing a River are considered as River hexes. position in the stack.
2. The Defender chooses his side of the map (Side A or Side B), d. When a Unit Disengages from Melee Combat (see 40.2).
with the other side assigned to the Attacker.
e. In any case, an Engaged Unit cannot change or swap its
3. Both armies are deployed on any hex on their side of the map, up position.
to but not including the River hexes.
4. If the Top Unit in a stack is voluntarily changed when the hex is at
32.2 MAJOR RIVER its maximum stacking capacity, every Unit in the hex that is not
Skirmisher or Routed must increase its Attrition by one.
If the Attacker crossed a Major River hexside to enter the Defender’s 5. Leaders can be placed on top of a stack for practical purposes
hex, the Defender may opt to use the river to strengthen his position and have no effect on the stack organisation.
and the following applies.
17
equal to his Strategic Rating.
34. LEADERS IN BATTLE
2. The Active Leader can attempt to use one or two Line Orders,
In battle, commanders are more important than ever as practically depending by his hierarchical position (see 35.3).
nothing will happen without them.
3. During the Orders Step, the Active Leader can use Unit and
1. During a Battle, a Leader has three possible statuses: Stack Orders, or Line Orders.
Unused: The Leader has not used his leadership capabilities 4. If the Active Leader successfully uses one or more Line Orders,
during the current Battle Phase and can be Activated. he cannot use Unit or Stack Orders during the same Orders Step.
Active: The Leader has been Activated and can give Orders. 5. If the Active Leader uses one or more Unit or Stack Orders, he
cannot use Line Orders during the same Orders Step.
Expended: The Leader has been already Activated during the
current Battle Phase and will revert to Unused status during the 6. Once the Active Leader has used all his available Orders, it is
End Phase. flipped on the Expended side and the Activation Sequence
resumes. A Leader may also decide not to use all his available
34.1 ACTIVATION SEQUENCE Orders.
During the Battle Phase, both sides activate their Leaders one at a 35.1 UNIT ORDERS
time. The specific order of Activation depends by the Leaders’
Strategic Rating. 1. An Active Leader may use a Unit Order on a friendly Unit that is
within his Command Range.
Once a Leader is Active, he may use his Orders to Activate or
Reorganise friendly units, Rally routed units, and move himself. 2. An Active Leader may use a Unit Order to:
1. The Active Leader is determined during the Activation Step, using a. Activate a Unit that is not Engaged, Rallied, or Routed.
the following guidelines: b. Reorganise a Unit (see 41.1).
a. Only Unused Leaders can be Activated. c. Rally a Unit (see 42.5).
b. Leaders are Activated in the order of their Strategic Rating, 3. A Unit activated by a Unit Order can Move (see 36), execute
starting with the lowest value. Ranged Missile Combat (see 38.2), and Engage enemy Units
c. The Leader’s army is irrelevant for determining the Activation (see 39).
order. It is possible for an army to activate more than one
Leader before the enemy can do so. 35.2 STACK ORDERS
d. If an army has more than one Leader with the same Rating, 1. An Active Leader may use a Stack Order to Activate all the Units
the owner decides which one is Activated first. in a hex that is within his Command Range.
e. If both armies have Leaders with the same Rating, both roll a 2. All or some of the Units in the stack may be activated, as long as
die and then alternate at activating Leaders having the same they all fulfil the following prerequisites:
Rating, starting with highest rolling army. a. They are not Engaged, Rallied, or Routed.
b. Their Types are all included in one of the following groups:
34.2 OPPORTUNITY ACTIVATION
Phalanx, Hypaspist, and Hoplite (PH, HY, HO)
1. During the Activation Step, an army having an Unused Leader
with a Strategic Rating higher than the Leader that should be Heavy, Medium and Light Infantry (HI, MI, LI)
normally activated may announce an Opportunity Activation. Heavy, Medium, and Light Cavalry (HC, MC, LC)
2. The Leader that would be normally Activated remains Unused, Skirmisher (SK), Elephant (EL)
and the Leader using Opportunity Activation becomes Active Chariot (CH)
instead.
3. If both armies announce an Opportunity Activation, each one rolls 3. Units activated by a Stack Order can Move (see 36), execute
a die and adds the Strategic Rating of the Leader involved: The Ranged Missile Combat (see 38.2), and Engage enemy Units
highest result can activate the Leader. (see 39).
4. After the Leader using the Opportunity Activation has been 4. A stack activated by a Stack Order has the following additional
Expended, the Activation sequence resumes normally. restrictions:
a. All its Units must move together.
34.3 COMMAND RANGE b. It has a Movement Allowance equal to the slowest Unit.
1. Each Leader has a Command Range, measured in hexes. c. It pays the highest applicable Movement Cost to enter a hex
2. Command Range is evaluated by tracing a path from the Leader or change Facing.
hex (excluded) to the Unit hex (included). The path does not have d. At the end of a Missile Combat where at least one of its Units
to be necessarily straight, and cannot contain: fired a Volley, all the Units in the stack are considered as
a. A hex with an enemy Unit. having fired a Volley, no matter if they did.
b. A Front hex of an enemy Unit and with no friendly Units in it. 35.3 LINE ORDERS
34.4 LEADER MOVEMENT Even when led by exceptionally able commanders, an ancient army
maintained a good order only in the first stage of a battle. After the
1. An Active Leader can use one of his Orders to move by himself contact with the enemy, controlling the events beyond immediate
(i.e., without any other unit). proximity became difficult.
2. A Leader, no matter his status, may move with a Unit that starts
Movement, Rout Movement or Advance After Combat in his 1. An Active Leader may attempt to use a Line Order if he has not
same hex. The Leader must remain stacked with the Unit for the yet issued Unit or Stack Orders.
whole movement. 2. The Leader making the attempt must be stacked with or adjacent
3. An Active Leader who successfully gave a Line Order may move to at least one of the Units that will be activated by the Line Order
as part of that Line. (see 35.3.1).
3. A Battle Commander can make two Line Order attempts when
34.5 UNESCORTED LEADERS Active, with each attempt resolved separately.
1. A Leader not stacked with Combat Units does not hinder enemy 4. Any other Leader can make one Line Order attempt when Active.
of friendly movement in any manner. 5. An attempt to issue a Line Order automatically succeeds when
2. If an enemy Combat Unit moves adjacent to a friendly Leader not made during the First Battle Phase, and the Units activated have
stacked with a Combat Unit, the Leader may immediately move not been already moved.
in an adjacent hex where it could normally enter. The escaping 6. In all other cases, a roll must be made on the Line Order Table,
Leader is also marked as Expended. applying any relevant modifiers. All modifiers are cumulative.
3. If an enemy Combat Unit moves into a hex containing a friendly 7. If the attempt succeeds, all the Units forming the Line can be
Leader not stacked with a Combat Unit, that Leader is killed. Activated.
8. A Unit activated by a Line Order can Move (see 36), execute
35. ORDERS Ranged Missile Combat (see 38.2), and Engage enemy Units
Units can voluntarily move, fight, and use their missile weapons only (see 39).
when an Active Leader orders so. 9. It is not mandatory to move the Units in a Line together or in the
1. The Active Leader can use a number of Unit or Stack Orders same way, even though it is usually a good idea.
18
35.3.1 LINE DEFINITION b. No Unit in the hex is Engaged, Routed, or Rallied.
1. A Line may include any number of Units adjacent to each other, c. It is not in a Front hex of another enemy Unit.
and with their Types all included in one of the following groups: 2. Face the Enemy is executed before any declaration of Missile
Phalanx, Hypaspist, and Hoplite (PH, HY, HO) Combat or Engagement by an Active Unit.
Heavy, Medium and Light Infantry (HI, MI, LI) 3. After completing the change of Facing, all the Units in that hex
must increase their Attrition by one.
Heavy, Medium, and Light Cavalry (HC, MC, LC)
Skirmisher (SK) 38. MISSILE COMBAT
Chariot (CH) During the Orders Step, both armies may use missile weapons
Elephant (EL), plus any Skirmisher (SK) stacked with them against enemy Units.
2. A Line may include some or all Units in a Stack, if they respect 1. Missile Combat may occur in the following circumstances:
the requisites for the Line. a. An Active Unit moves adjacent to an enemy Unit (see 38.1).
3. A Line cannot include Engaged, Routed, or Rallied Units, and is b. An Active Unit initiates Ranged Missile Combat (see 38.2).
interrupted by a hex containing any of them.
c. A Unit Pulls Back (see 39.2).
4. If the Units included in a Line have different Facings, only those
within the Command Range of the Active Leader can be d. A Unit Engages one or more enemy Units (see 39).
considered as part of the Line. e. A Unit Disengages from a Melee (see 40.2).
5. An Inactive Leader stacked with a Unit activated by a Line Order 2. When an action from a Unit could trigger more than one type of
may move with that Unit. Missile Combat, resolve them in the following sequence:
a. Reaction Missile Combat
36. MOVEMENT b. Ranged Missile Combat
1. A Unit has a number of Movement Points depending by its Type: c. Pullback Missile Combat
Unit Type MPs d. Engage Missile Combat
PH, HO, HI 3 e. Disengage Missile Combat
HY, MI, LI 4 3. No matter the type of Missile Combat, the following rules are
SK 5 always valid:
CH, EL 5 a. Missile Combat is not simultaneous and is executed exactly
in the sequence specified for each different type. If a Unit’s
LC, MC, HC 6 Attrition is increased by an enemy Volley, and is equal or
Leader 8 greater than the Unit’s Morale, the Unit must immediately
2. Only Active units can voluntarily move. Flee (see 42.1), no matter if it has fired its Volley or not.
3. A Combat Unit expends a variable number of MPs to enter a hex, b. A Skirmish (SK), Chariot (CH) or Elephant (EL) Unit can fire
depending by its Type, the terrain, and the presence of other a Volley at targets in its Front and Flank hexes. Any other Unit
friendly Units (see Battle Movement Table). can fire a Volley only at targets in its Front hexes.
4. A Leader moving alone expends 1 MP for each hex entered, no c. A Unit that is Routed, Rallied, Engaged, or has no Missile
matter the terrain. Ammo cannot fire a Volley.
5. Entering certain terrains could also increase Attrition, depending d. A Unit can fire a Long Range Volley only if it is armed with
by the Combat Unit Type (see Battle Movement Table). Long Range Missile Weapons.
6. A Combat Unit can move only into one of its Front hexes (see 37). e. A Unit armed with Javelins can fire a Volley only at the Top
Unit when firing from the enemy’s Front or Flank, or at the
7. After a Combat Unit has expended Movement Points, move it to Bottom Unit when firing from the enemy’s Rear.
its right side of the hex. A number of Moved markers is also
provided for particularly busy areas. f. A non-Skirmisher Unit in a stack and armed with Javelins can
fire a Volley only if it is the Top Unit.
g. A non-Skirmisher Unit in a stack and armed with Arrows or
Bullets can fire a Close Range Volley only if it is the Top Unit.
h. A Unit can fire a Volley at an Engaged Unit only from a hex
containing no friendly Units that are also Engaged.
20
pressed with barely enough space to breath. e. A Unit may attack more than one Engaged enemy Unit. In this
Now, imagine yourself in the first line of a phalanx with a depth of case, the enemy Units combine their Melee Values.
sixteen ranks. As the distance closes to fifty yards, your formation 4. Any Unit having an Attrition equal or greater than its Morale must
quickens the pace. In a matter of seconds, the enemy spears are Flee (see 42.1). If there are no defending or attacking Units left,
just one arm's length away. You may desperately want to freeze, but the Melee Step is skipped.
the compact line of your fellow citizens behind you forces you
forward. You have no choice. Your only chance is to smash your 40.4 MELEE STEP
shield against the enemy line and kill the man in front of you.
During the Melee Step, close combat is resolved. Apply the following
Melee is the result of a series of actions, taking place in different to each specific Melee defined during the Clash Step.
moments and with no predefined outcome.
1. Each side sums the Melee Value of its Units attacking or
First of all, a Unit must Engage the enemy; The enemy could Pull defending.
Back and avoid combat; An exchange of Missile Volleys could occur,
causing one side to Flee before point-blank combat. Rule 39. 2. The total Melee Value of the defender is subtracted from the total
Engagement covers all these points. Melee Value of the attacker to obtain the Combat Differential.
Finally, should both sides hold their ground, the Engaged units fight 3. The attacker rolls on the Melee Combat Table, using the
the enemy in Melee Combat, covered here. appropriate Combat Differential column and applying all the
relevant modifiers (see 40.5 and the Melee Combat Table).
40.1 OVERVIEW 4. The result indicates the total Attrition inflicted on the Attacker (left
number) and Defender (right number).
1. During the Melee Step, all the Melee Combats are resolved using
the sequence here below: 5. If a side has more than one Unit involved, the result must be
distributed as evenly as possible among them.
a. Disengagement Step (see 40.2).
b. Clash Step (see 40.3). 40.4.1 LEADERS CASUALTY
c. Melee Step (see 40.4). 1. If the unmodified die roll used to resolve a Melee is 10, there is
d. Breakdown Step (see 40.6). the possibility that one or more Leaders have been killed.
e. Advance Step (see 40.7). 2. Each side rolls a die: If the result is 10, a randomly picked enemy
Leader in a hex involved in the current melee has been killed.
f. Close Ranks Step (see 40.8).
2. As a general rule, each step is executed for all the Melee 40.4.2 HEROIC LEADERSHIP (OPTIONAL)
Combats before moving to the following step. The losses among the Persian nobles and commanders at the battle
of the Granicus defy any statistical approach. A possible explanation
40.2 DISENGAGEMENT STEP could be the voluntary decision to use a high-risk, high-reward
No matter the era or the weapons, disengaging during a combat is leadership style to impress the new King of Kings.
always difficult, and only light troops and cavalry may succeed. Before rolling on the Melee Combat Table, a side having Leaders
During the Disengagement Step, an Engaged Unit of the Active side involved in the Melee may declare the use of Heroic Leadership.
may try to Disengage. 1. The Leader used as Combat Modifier (see 40.5.5) has its Tactical
1. A Unit may Disengage if all the following conditions are true: Rating increased by one.
a. It is within the Command Range of the Active Leader. 2. Should the Melee result in a possible Leader Casualty, a side
using Heroic Leadership has a Leader killed on a roll from 6 to 10
b. It is a Cavalry (HC, MC, LC), Light Infantry (LI) or Skirmish (see 40.4.1).
(SK) Unit.
c. It is marked as Engaged-Locked. 40.5 MELEE COMBAT MODIFIERS
d. It is not in the Front hex of an Engaged enemy Unit having an Several factors may influence the result of a Melee. Each modifier is
equal or greater Movement Allowance. added to or subtracted from the die roll to determine the final result.
All the modifiers are cumulative.
40.2.1 DISENGAGEMENT SEQUENCE
Disengagement uses the following sequence: 40.5.1 WEIGHT
1. The Disengaging Unit has its Attrition increased by one. This Units trained to fight in compact formations, like hoplites and heavy
could cause the Unit to Flee (see 42.1). cavalry, used not only their weapons but also the additional mass of
2. If the hex of the Disengaging Unit is at its maximum Stacking the rear ranks to overwhelm and break the enemy line.
capacity, every other Unit in the hex must increase its Attrition by Each side calculates its Weight for the specific Melee Combat being
one. resolved.
3. Every Engaged Unit of the Inactive side having the Disengaging 1. If the involved Unit is Phalanx (PH), Hypaspist (HY), Hoplite
Unit in a Front hex may fire a Close Range Volley at it. This could (HO), Heavy Infantry (HI), Heavy Cavalry (HC), and the enemy is
cause the Disengaging Unit to Flee (see 42.1). in a Front hex, the Weight is the sum of the following:
4. The Engaged marker is removed from the Disengaging Unit. a. The Size of the involved Unit.
5. The Disengaging Unit may change its position in the stack, if it b. The Size of the Units stacked with the involved Unit, of the
contains at least one non-Engaged Unit. same Type, and that are not Engaged, Rallied, or Routed.
6. The Engaged marker is removed from any Unit of the Inactive 2. If the involved Unit is Medium Cavalry (MC) or Light Cavalry (LC),
side that has no Engaged enemy Units in its Front hexes, and it and the enemy is in a Front hex, the Weight is calculated as
is not in the Front hex of an Engaged enemy Unit. follows:
40.3 CLASH STEP a. The Size of the involved Unit.
b. +1 if the involved Unit is stacked with one or more Units of the
During the Clash Step, the Active side defines which specific Units same Type that are not Engaged, Rallied, or Routed.
are attacking and defending in each Melee.
3. If the Unit is defending, and an attacking Unit is in its Flank or
1. A Unit marked as Engaged-Melee or Engaged-Charge must Rear hex, the Weight is 1.
attack.
4. In all other cases, the Weight is equal to the Size of the involved
2. A Unit of the Active side marked as Engaged-Locked and within Unit.
the Command Range of the Active Leader may decide to attack.
Flip the Engaged-Locked marker on its Engaged-Melee side. 5. If more than one friendly hex is involved in the Melee, the Weight
is calculated separately for each hex and then added together.
3. Each Unit marked as Engaged-Melee or Engaged-Charge
selects the enemy Units to attack, within the following restrictions: 6. The Attacker’s Weight is compared to the Defender’s Weight to
obtain a Weight Ratio, rounded down in favour of the Defender.
a. Only Engaged enemy Units that are in a Front hex can be
attacked. 7. The Weight Ratio is used to determine the Combat Modifier (see
Melee Combat Modifiers Table).
b. All the Engaged enemy Units that are in a Front hex must be
attacked, unless attacked by another friendly Unit. 40.5.2 FACING
c. No Unit can be involved in more than one Melee. 1. For each hex on the Defender’s Flank or Rear containing an
d. Several Units may attack the same enemy Unit. In this case, Attacking Unit, a +2 Combat Modifier is applied.
the attacking Units combine their Melee Values.
21
40.5.3 ATTRITION Unit could Flee when facing a dangerous situation (see 42.1).
1. If at least one attacking Unit has an Attrition equal or greater than 41.1 REORGANISATION
its Morale minus two, a -1 Combat Modifier is applied.
1. An Active Leader may use a Unit Order to Reorganise a Unit that
2. If at least one defending Unit has an Attrition equal or greater fulfils all the following requisites:
than its Morale minus two, a +1 Combat Modifier is applied.
a. It is not Engaged, Routed, or Rallied.
40.5.4 CHARGE b. It is not in a River or Major River hex.
1. if at least one attacking Unit is Charging (see 39.3), a +2 Combat 2. If the Unit can Reorganise, decrease its Attrition by 2.
Modifier is applied. 3. A Leader can Reorganise a specific Unit only once during his
40.5.5 LEADERS Activation.
1. The Tactical Rating of the best Leader stacked with the attacking 41.2 DISRUPTION
Units is applied as a positive Combat Modifier.
Disruption, caused by Retreat and Rout on the Operational Map,
2. The Tactical Rating of the best Leader stacked with the defending counts as Attrition during Tactical Combat.
Units is applied as a negative Combat Modifier.
1. The Disruption Level of a Unit is counted as Attrition during
40.6 BREAKDOWN STEP Tactical Combat and is summed to the Attrition level.
2. Disruption cannot be removed or decreased by Reorganising the
During the Breakdown Step, Units that reached their breaking point Unit.
flee. Apply the following to each specific Melee defined in the Clash
Step. Example: A Unit having Disruption 1 and Attrition 2 is considered as
having Attrition 3. The two Attrition points can be removed by
1. All involved Units having an Attrition equal or greater than their Reorganising, but Disruption cannot be removed during the battle.
Morale must Flee (see 42.1).
2. If both sides have Fleeing Units, the Defender Units flee first. 42. UNIT ROUT
3. If a side has more than one Fleeing Unit, the owner decides in
which order they flee. A Unit having an Attrition equal or greater than its Morale is on the
verge of panic. It could stay on the battlefield, but it will flee (and
4. If all the involved Units on both sides Flee, apply the following: subsequently rout) if under enemy pressure.
a. The side with the Unit having the biggest difference between
Attrition and Morale Flees. If both sides have the same 42.1 FLEEING
difference, the Defender Flees. 1. A Unit must Flee when its Attrition is equal or greater
b. The opposite side does not Flee (But its Attrition could trigger than its Morale, and any of the following conditions is
that very soon). true:
5. After all Fleeing Units have moved, Advance may occur (see a. During Missile Combat, its Attrition has been
40.7). increased by an enemy Missile Volley.
b. During the Disengagement Step, it is attempting to
40.7 ADVANCE STEP Disengage.
During the Advance Step, attacking Units may advance if the enemy c. During the Clash Step, it is an Attacking or Defending Unit in
broke down. Apply the following to each specific Melee defined in the the Melee being resolved.
Clash Step.
d. During the Breakdown Step, it is an Attacking or Defending
1. If a hex previously occupied by the Defender is now empty, the Unit in the Melee being resolved.
Attacker must advance into the hex with at least one of the Units
Engaged in the specific Melee. 2. When a Unit starts Fleeing, all the non-Routed Units in its hex
must increase their Attrition by one.
2. If the Attacker has more than one available Unit, he may decide
which Units will Advance. 3. A Unit Fleeing must move two hexes toward the friendly Map
Edge, using the rules for Rout Movement (see 42.3).
3. Other friendly Units in a hex containing an advancing Attacker
Unit may also advance in the vacated hex. 4. If an Engaged Unit alone in a hex Flees, its Engagement marker
is removed.
4. If more than one hex has been vacated by the Defender, the
Attacker may decide in which hexes to Advance, as long as he 5. If an Engaged Unit part of a stack Flees, its Engagement marker
advances in at least one hex. is inherited by the Unit taking its place in the Stack organisation
(i.e., the new Top or Bottom Unit).
5. After Advancing, a Unit has its Engaged marker removed.
6. After the Fleeing Unit has completed its move, any Engaged Unit
that is not anymore in a Front hex of an enemy Unit has the
40.8 CLOSE RANKS STEP Engaged marker removed.
During the Close Ranks Step, the Engaged status of the Units is 7. After Fleeing, the Unit is marked as Routed.
checked. Apply the following to each specific Melee defined in the
Clash Step. 42.2 ROUTING
1. A Unit marked as Engaged-Melee or Engaged-Charge has the
marker removed if there are no enemy Units in its Front hexes. 1. During the Units Rout Step, Routed Units of both armies must
move their full Movement Allowance toward the friendly Map
2. A Unit marked as Engaged-Locked has the marker removed if it Edge, using the rules for Unit Rout Movement (see 42.3).
is not in the Front hex of an enemy Unit.
2. If both armies have Routed Units (as in most cases), the
3. Any remaining Unit marked as Engaged-Melee or Engaged- Defender routs his Units first.
Charge markers is marked as Engaged-Locked.
3. Each army may move Routed Units in any desired order.
41. ATTRITION 42.3 UNIT ROUT MOVEMENT
Attrition represents several tangible and intangible 1. A Fleeing or Routed Unit uses the standard Movement rules, with
effects of combat: fatigue, fear, disorganisation, and the following exceptions:
within certain limits losses and desertions.
a. It must move toward the friendly Map Edge defined by the
1. The Attrition of a Unit may increase for the following Setup rules.
reasons:
b. It cannot move into the Front hex of an enemy Combat Unit,
a. Movement in difficult terrain unless the hex is also occupied by a friendly Combat Unit.
b. Movement in a hex above Stacking Limit c. It expends no Movement Points to change its Facing.
c. Pulling Back d. Its Facing can be changed only as required by the Rout
d. Facing the Enemy movement.
e. Missile Combat 2. If there is more than one possible Rout path, the hex is chosen
f. Melee Combat using the following priorities:
g. Repeated Movement during a Battle Phase a. A vacant hex that is not a Front hex of an enemy Unit.
h. Movement of a friendly Unit Routing or Fleeing. b. A friendly occupied hex that is not a Front hex of an enemy
Unit.
2. When the Attrition of a Unit is equal or greater than its Morale, the
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c. A friendly occupied hex that is a Front hex of an enemy Unit. A Pass-Through is an additional movement of two hexes, made
3. If the movement ends in a hex above the Stacking Limit, the Unit through the lines of the enemy just attacked.
must move one additional hex using the Rout Movement rules. 1. A Unit can execute a Pass-Through if all the following conditions
4. A Fleeing or Routed Unit that reaches the friendly map edge and are respected:
has not yet completed the required Rout Movement is removed a. The Unit has one of the Defending Units in its Front hexes.
and kept aside. b. The first hex entered contains one of the Defending Units.
5. A Fleeing or Routed Unit that is unable to complete the required c. The second hex entered contains no Combat Units
Rout Movement is eliminated.
d. Both hexes could be normally entered by the Unit.
6. If a Fleeing or Routed Unit moves into a hex containing other
friendly Units, all non-Routed Units in that hex must increase their e. The Unit can move into both hexes without changing its
Attrition by one. current Facing.
2. If Pass-Through is possible, apply the following:
42.4 ROUT EFFECTS a. All the Units in the first hex must increase their Attrition by
1. A Routed Unit has a Morale of 1. one.
2. A Routed Unit pays no MP cost to change Facing. b. The Unit passing-through is placed in the second hex,
keeping its current Facing.
3. A Routed Unit cannot use its Missile Weapons.
c. The Unit passing-through has any Engaged marker removed.
4. A Routed Unit can only receive a Rally Order (see 42.5).
3. A Unit that used Pass-Through cannot Advance After Combat in
5. A Routed Unit that must increase its Attrition for any reason is the same Melee Combat.
eliminated.
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