Wargaming Rules: Greeks & Romans
Wargaming Rules: Greeks & Romans
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These rules cover the beyday of the Gree.k s & Romans, the i r allies and their adversaries.
They are based upon m,y "Sword & Pistol" Wa.rg8DIe rules for the period 1500-.]650 AD., but
have been com.p lete y adapted and greatly expanded to cover this ear l" r per·.ad.
Tber,e fore peop e fOliar with Sword & P' to. w-" ,I have a bit of a h ad ' tart over the
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newcomers to skir- 'sh wargaming, but they will have to contend with new troop types
such as Elephants, . , els, Chariots and Ballistae, and ., of course. the famous Greek
Hoplites and Roman Legions.r ies.
Most games have between eight. and sixteen figures per side so sk'rm ' sh'ng is cheap,
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convenient and fast mov ng. The choice of manufactured f'gures for the per ' od is all but
' nfin'te, in both 25 ' and 15 , scales.
In addition to the basic rules there are four 'ntroductory scenar'os~ and ' hree special
s tuation scenarios. The latter are provided to show that games need not be a standard
' wo-player stand-up ~[Link] main troop types of the period are a10 briefly listed.
S' ,e ge situations may also be enact,e d. and it . seas! y possible to .s e up a campaign.
My thank.s to mem.b ers ·o f the Nottingham Viking Soc~etyfor their ass · stance apd help ' n
.' ' th the play test' ng of these rules and also or thier comments and su gestions which
were greatly appreciated.
RICHARD STEVENS
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RECOMMENDED OBDER SHBET
GAME TURliS
ArmOlD' MIA·] I I
Figure Weapons Move Actions ' Move Actions Move Actions Move Actions I
C1ass Grade
Grade Grade Grade Grade
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M/ A* =Morale/Ability Grade
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'Contents
Page No Page No
MOVFMENT 5 WEATHER 19
Turning 6 Wind Direction 20
Action Moves 6
Rough Terra i n 6 FIRES 20
Damage from Fires 21
COl J.15IONS 7
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1
BAS• .
Base . ize ar'e not sllth t . port -nt. but I h ve iQcluded the follow'i n.• for those who
wish to use theaa.
TROOP TYPE FRONTAGE DEPTH
Infantry 20mm 20
Ca.v slr 3Omm. 40mm
All ranges, movement distances and measurements are given for 2.5mm scale [Link]
15_ scale figures simply halve all these dimensions.
The fo . lowi ng w be required to play the 8.8me; - 1 ·T ape ... easure ( . n . nches) and 8
pair of percen.t -ge dice .•
Light Cavalry
•
·tiabt. camelry I
6pts , 8pts IOpts, 13plt s
MediUDI ea-elry 7pts 9pts Ilpt.s 14pts
Heavy Catlelry Ilpts 13pts 15pts 18pts
Javelins and PilUil count 89 short spears when used for hand-to-hand combat.
Darts C,Qunt as Javelins but may not be used fo·r hand-to-hand combat.
Bolt Throwers require a crew of 2 men.
Chariot crews may be from 1 to 3, usually 2, but up to 6 for Indian 4-horse chariots.
Elephant crews may be from 1 to 4.
Chariots count the same whether scythed or not.
DEFIJIITICltS
Light cavalry & infantry and caaelry have no armour except maybe a helmet.
Hedi_ cavalry. camelry and infantry have non-metalbody arm.o ur (eg • leather).
Heavy troops have metal body armour covering at least the torso.
Extra Heavy troops have metal armour covering the whole body except hands, feet and
maybe the face.
Horse armour is metal armour covering the whole horse down to its knees.
Half Horse armour is either non-metal armour covering the whole horse or metal armour
covering the horses head. neck and shoulders.
Novice troops are not really very good. they are of poor quality and largely untrained.
Average troops are the standard ordinary trained soldiers.
Veterans are, as their title implies, better trained and more experienced than average
troops.
Experts are the best troop types. being the most confident and the most experienced
and best trained.
The Morale/Ability grades (Average. Veteran etc.) refer to th.e figures basic confidence
and skill. Any figure. whatever his morale/ability grade. may be a Marksman though,
since this refers solely to his skill as an archer, slinger, javelinman etc. skirmish
forces should not have more than 1 marksman per 10 figures. Experts also should be
rare. but this depends partly on the nationality of the troops and your scenario.
3
Setting up the Game
First you must decide on the terrain to be used.
This can be done by mutual consent or by dicing
(see Dicing for Terrain section following).
A fairl y large table is needed (or even some floor
space as long as you don't stand on the figures)
for games using 25mm fig ures, because of t .he move
distances and weapon ranges involved. For 15mm
figures, half the size of the table/area is needed.
may control the ca valry and the other the infant ry,
or one may control one wing and the other player
he other wing, etc.).
Next, each side should make a rough sketch map of the terrain and mark down where they
wish their troops to be deployed. This is usual ly withi n 12" of their own base line,
but may be elsewhere depending on the type of game you have i n mind (eg A defendive
position game, or a mUle/wagon train game, or a fortress assault game etc.).
Then each side deploys those figures that are visible to the opponent. Those that are
not visi ble initially may be moved, but a careful record must be kept of their movement
until they become visi ble to the"r opponents troo ps. Therefore, troops behind a hill or
in a wood/building need not be put on the table until they can be seen by enemy troops.
Divide the playing area into 12 sections (see diagram be low). Then throw the percentage
dic e for each section and consult the follow ing table.
Orders
Orders must be written for each figure at the start of each GAME TURN.
Orders must be fairly specific, covering movement, shooting, hand-to-hand combat and
all other actions (eg. loading, aiming, cli:«abing etc.).
When aiming or shooting the target must be identified. It is not possible to shoot or
aim at a figure which is not Visible to the figure shooting/aiming.
Figures do not think for themselves - so unless a figure is actually ordered to take
ou't or put away or swop or pick up a weapon then they will no t do so.
In hand-to-hand combat, the opponent must be defined in the order for that Game Turn.
For movement, both the movement rate and the direction must be written down.
When writing orders, it is recommended that the player treats each figure as i f he/she
were actually in the situation. This helps the player to write the most sens i ble
orders for each separate situation.
Movement
MOVEMENT CATEGORIES ( i n inches)
TROOP TYPE CRAWL WALK TROT/JOG CANTER/RUN GALLOP/SPRINT OR CHARGE
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NOrES
1. No more than 3 sprint or 5 gallop moves may be made in succession.
2. Camels and Elephants cannot move at gallop rate.
3. Horse Armour reduces movement by 1" for full armour and .5" for half armour .
4 • Wagons move at up to 3· " per move.
5. Infantry climb steps at 5" vertically per move. They climb ladders at 2.5"
vertically per move
6. One infantryman may drag another at 1" per move.
Two may drag a figure at 211 per move.
7. Bolt throwers;- 1.5" per move i f carried by one
figure, 3" if carried by 2 figures.
8. Infantry can adjust their movement rate by 2
categories per move, cavalry and camelry
by 1 category per move, elephants and chariots
by half a category per move(this means
that the previous speed will be maintained for '
the move in which the order is written
and will not change until ~he following move. _It... .
NOrES
1. No more than 22.5 degrees of turn is allowed for infantry sprinting.
2. No more than 22.5 degrees of turn is allowed for cavalry galloping.
3. Chariots cannot turn whilst gallo9ing.
ACTION HOVES (Troops must be sta t i onary to carry out these actions un]ess stated)
The following actions take one full move;-
1. Mount/Dismount from horse or chariot.
2. Stand up from proae position.
3. Take out or put away an article**.
4. Pick up an article .
. 5. Swap weapons**.
6. Aim or Shoot.
7. Load sling or bow.
8. Elephant breaking down 3" width of fence.
**Mounted troops may do these whilst moving at any rate. Infantry may only do these
whilst stationary, walking or jogging. (See also 'Shooting' section). •
ROUGH 1'ERRAIN
1. Walls higher then waist-high Ilnd similar linear obstacles take 1 full move to cross
·for infantry and are impassable to other troop types except elephants who must
knock down the obstacle.
2. Stream banks take 1 full move to cross.
3. Light cavalry can jump waist-high vbstac es at any movement [Link] except wa k or
gallop. however, there is a 25% chance of falling off.
4. Wagons may not move over any rough terrain except scrub at half rate or soft sand
and fordable str"eams at one quarter rate. Pack mules, horses and cam.e ls move at one
quarter rate over any rough terrain.
5. If camelry or cavalry enter rough terrain at 1 movement grade higher than the limit
(ie they are cantering), there is a 35% chance of falling from the mount; 2 move
grades higher (ie. galloping) = 65% chance of being thrown. For chariotry and
elephants the respective chances are 30% and 60%.
RIDER IS 'l'IIROWH
If the rider is thrown then throw the dice again and consult the following table;-
I -15%
30-40% 1 wound point Veteran -10%
41-50% 2 wound points Camel Rider +5%
51-60% 3 wound points Chariot Rider +5%
61-70% 4 wound points Elepliant rider +10%
71-80% 5 wound points Novice +15%
81-00 Killed -
It is possible for a playing area to be entirely covered in gentle and/or steep hills,.
rather than having the normal flat area with occasional hills dotted about here and
there. If there are to be many hills then a contour system should be used for
[Link] .. Hills are built up by contour levels up to the crest so that all
visibility and melee advantages can be easily gauged . A large [Link] of contours do
not necessarily mean that the hill will have steep slopes .
See "Introductory Scenario 1" for an example of the use of contours involving a river
valley.
Collisions
Sometimes, two or more figures (even if they are on the same side) may aCCidentally
collide with rather than charge at each other. If this happens, a percentage dice
throw must be made and the result adjusted as follo'«s;-
CavalrJ-v-CavalrJ t Ca T elrJ-v~aelrJ
Each figure has a 40% chance of falling. If a rider falls then he must test for damage
asif he had been thrown when entering rough terrain. In addition the horse has a 30%
chance of recieving 3, a 20~ chance of 2 and a 10% chance of 1 wound po'nts due to the
fall.
,
Oaariot-v-Olariot
2-Horsevith 2-Horse and 4-Horse 'lith 4-Horse Chariotry collisions have a 10% chance
of causing a fall, subject onlJ to the '[Link]' and '90 • adjustments. If a fall
occurs the riders · ust test for da_ge as for rough terrain.. The [Link] also
test;- 40% chance of 4, 30% chance of 3, 20% chance of 2 and a 10% chance of 1 wound
points. Also there is 8 . 10% chance that the chariot is da:maged and immobilised. Even
if a fall does not' occur each horse still has a 10% chance of reciev1ng I wound point
and there is also a 5% chance of damaging the chariot .
•
Elephant-v-ElephaDt
Elephants colliding with elephants have a 10% chance of falling. If they do the riders
lIust test for damage in the usual way, and the elephant has a 50% chance of rec1eving 5,
40% chance of 4, 30% chance of 3, 20% chance of 2 and a 10% chance of 1 wound points.
Even if they do not fall there is a 30% chance of recieving 3, 20% chance of 2 and 8 .
10% chance of 1 wound points. Like chariots, elephant collisions only count the
'mov nt' and '<x:r"adjustments.
MIXED (x)LLISIONS
The following are the basic chances of falling for mixed troop type collisions.
Collisions which occur when both figures are moving a walk rate count as ordinary
contacts and not collisions.
N<1l"ES
1. It must be stated that collisions are
purely accidental a player cannot claim
that hls/tler figure is colliding
(in normal situations) rather than
. c harging/contacting, or vice versa
2. Even if troops fail to fall, they still
lose one quarter of their remaining
movement allowance.
3. If two opposing figures are about to
collide, theymaYt by mutual agreement,
opt instead to count it as a move into
contact, and therefore they may fight
a melee.
•
All weapons take one Game Turn to load except-
Pilum or Javelin - No penalty
Staff Sling - 2 turns
Crossbow 4 turns
Bolt Thrower - 6 turns
Infantry may only load weapons whilst stationary or moving at walk rate.
Cavalry, Camelry, Chariotry and Elephant riders may load while moving at any rate
except gallop.
AIMING
+
It takes 1 full Game Turn, during which the target must be visible and within range.
Infantry may only aim whilst stationary or moving at walk rate.
Mounted troops may aim whilst moving at any rate except gallop.
Troops aiming for two moves at the same target deducts 5 from their Basic Hit Chance.
Troops aiming for three moves at the same target deduct 10 from their Basic Hit Chance.
Troops with javelins, darts or heavy throwing weapons do not need to aim and suffer no
disadvantage (ie. they do not count as shooting unaimed).
SHOOTING
MISSILE FIRE
9
BASIC CHANCE TO HIT
TROOP TYPE
WEAPON L1 HI HI ERr LC He He EHe [Link] [Link] [Link] Elephant Chariot
Foot Jav. 30 35 40 45 15 20 25 30 10 15 20 01 07
Mtd. Jav. 3S 40 45 50 20 25 30 35 15 20 25 06 12
Pilum etc. 2S 25 30 35 10 15 20 25 05 10 15 01 03
Sling 50 60 70 80 40 50 65 75 30 35 40 10 27
Staff Sling 45 50 55 60 35 40 45 55 25 30 35 10 22
Crossbow 30 35 40 45 25 30 40 45 20 25 30 05 12
Foot Bow 35 40 45 50 30 35 40 45 25 30 35 05 12
Mtd. Bow 40 45 50 55 35 40 45 50 30 35 40 08 17
Bolt Thrower 60 60 65 65 55 55 60 60 . 50 50 55 20 27
If a. HIT is scored on chariot horses a dice throw must be made to determine which
horse is hit . Use one percentage dice counting odds and evens for a 2-Horse chariot.
For 4-Horse chariots throw both percentage dice counting 1-25 and 76-00 for the inside
horses.
Chariot and elephant crewmen count as infantry types behind soft cover, except
elephant Mahouts who count as cavalry.
** Includes; - Eastern Roman foot archers ,. Byzantines, Armenians. Sythians, Huns. Early
and Late Persians, Medes, Parthians, Palmyrans, Sassanids, Sarmatians. Scythians,
Bactrians, Sakae, Iranians, Assyrians, Egyptians and Dahae.
All the above factors are cumulative. In addition, shooting may be affected by the
weather conditions (see later section on weather).
Note;- If shielded troops are shot at from their unshielded side. they do not count as
shielded.
If there are any other figures - friend or foe - within a 4" radius(25mm scale) of the
target figure, there is a 35% chance that they will be hit instead, when the shooting
figure is shooting from long range. When shooting from short range the potential
accidental hit radius is halved. If a hit occurs. follow the same p~ocedure
,
as for
10
the primary target, but count the shooting figure as being unamied. If there is more
than one other figure within the accidental hit radius, a dice throw must be made to
determine which figure may be hit(eg. if two other figures are within the area, throw
a dice; odds = figure At evens = figure B).
If chariot horses are within the potential accidental hit radius the chance is 40%.
If elephants are within the potential accidental hit radius the chance is 50%.
Figures cannot shoot _at targets actually engaged in a melee, with the exception of
chariot and elephant crews who may shoot at opposing figures that are attacking the
chariot horses or the elephant.
If a pilum misses its target there is a 25% chance that it will stick in the targets
shield(assuming he has one). This renders the target figure shieldless until he
removes it(which takes 2 full game turns).
CAI,TROPS
Caltrops were 4-spiked metal devices sprinkled on the grQund with a spike always
pointing upwards(and not guaranteed as a cure for bunions). Under these rules, to have
any real chance of injur.1ng an opponent, at least 10 must be scattered over a 1U square.
Any infantry passing over the square must throw 2 decimal dice; over 25 and they
recieve 1 wound pOint, over 50 they recieve 2 wound points.
Horses recieve damage as follows;- over 25 = 1 wound point, over 50 - 2 wound points,
over 75 ; 3 wound points.
Camels;- over 10 = 1 wound point, over 2S = 2 wound points, over 50 ~ 3 wound points,
over 75 = 4 wound poi~ts.
Elephants;- over 10 = 1 wound point, over 15 = 2 wound points, over 25 ; 3 wound
points, over 50 - 4 wound points, over 75 - 5 wound points.
Hits
To achieve a HIT on an enemy figure in either
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Hand-to-Hand combat or shooting the Basic
Target Number or higher must be obtained
with the throw of the percentage dice. The • •
Basic Target Number(basic chance to hit) is •
[Link] OF HITS
EXAMPLE 1 (Shooting)
An expert bowman. moving at walk rate, is shooting with his bow at a light camelryman.
who is unshielded, armed with a bow and moving at trot -rate 10" away. The basic target
number is 25. He is an expert so 10 is deducted. The camelryman is moving at 1 rate
higher than walking so 5 is added. The target is unshielded, within short range and
the expert has been aiming at the target the previous game turn, so there are no more
additions. The adjusted target number is therefore 20 (if the weather is fine). The
player scores 44 on the dic~ throw and thus inflicts 5 wound points. However. there is
a 70% chance that the hit is on the camel and not the rider. The player in command of
the firer throws a 51 so the camel recieves the damage instead.
11
EXAMPLE 2 (Hand-to-Hand Combat)
:An Average Heavy Infantryman, ar~ed with a short spear and shield, strikes at a
Veteran Medium Infantryman, armed with a long spear and shield. They are both moving
Bt walk rate. The Heavy Infantryman has a Basic Target Number of 45. His opponent is
shielded, therefore adding 10. He is 1 Morale/Ability grade lower so another 5 is
added, and it is the first round versus a long spear-armed adversary, thus adding 3
more. There arena subtractions so the adjusted target number is 63~
The Heavy Infantryman player throws 68 .and thus inflicts only 1 wound point on the
target . The Medium Infantryman strikes back with a basic target number of 65. He is 1
Morale/Ability grade higher so 5 is deducted, but his opponent is shielded so 10 is
added, leaving the adjusted target number at 70. The player throws 84 on the dice so 3
wound points are inflicted on his target
MOrE
If two opposing figures both inflict wound points of any amount in the same melee
round, all the wound points are counted on both figures.
Wound Points
At the start of the game, each human figure has a life capacity of 8 wound points.
Each horse as 12, mules have 10, camels and oxen 15 and elephants 40.
When all of these have been used up, the figure is considered dead and removed from
the playing area (so it is useful to have foot figures equivalent of cavalry/camelry
etc. riders in case the mount is killed but they are not).
However, as wound points are "clocked up" on a figure, various disadvantages are
incurred on that figures general abilities (see Hand-to-Hand Combat, Shooting and Hit
Effects Charts).
Elephants may be subject to panic if they are hit - see Panic rules later. If an
elephants Mahout is killed. dice throve; must be made to determine the elephants
movement rate and direction. [Link] "Elephant Panic" diagram and method described
later for direction and for move rate throw one dice. 1 or 2 =- Halt, 3 to 1 • Walk
and 8 to 10 • Trot. The elephant is also 10% more susceptible to panic{see later}.
12
po Ib -e . cpt . he
o B •II' 'epoD; Pick up . r .c ;
D.o t ssible
ter rates not
wi - h .n these 2 'charge moves' he must reduce hi.s ape d by 1 C legory per game [Link]
thereafter unt '1 I walk' rate is reached. The figur - may no" _hen n1 tiate anoth r
charge for 8 minimum of 1 g e turn. Chcgee . y n.o t b - medea.g f gur ha a e
in cover. •
A charg ng figure uat be mo . • 8 - t
,~ca;:, . caD er hn. it - t he ,_ srg, n
order - 0 'C 8U a Panic ~t ud Ie ,a -.d¥ nt· 8e~.
13
+5 Shielded
+10 Veteran
+10 Arlled vith Pike .
+5 ROlisn. Hacedonian or Spartan infantry
+S Each friendly figure within 4"
+5 Armed with long spear
If a figure panics. another test must be made. Throw the percentage dice 8gsin and
consult the following table:-
If a figure is being charged in the same Game Turn as he/she is [Link] to shoot,
there is a chance that the shooting figure may panic. Experts will not panic under any
circumstances but other Horale/ Abi-lity grades may do so. Consult the follow1ng chart:-
CHARGED BY INFANTRY Novice 20% chance
Average 10% chance
Veteran 05% chance
CHARGED BY GAVALRY/CAMELRY Novice 35% chance
[Link] 20% chance
Veteran 10% chance
CHARGED BY CHARIOT/ELEPHANT Novice 65% chance
Average 30% chance
Veteran 20% chance
If a figure panics throw the percentage dice again and consult the following;-
NorES
This test only applies to missile armed troops who are able to shoot at their chargin8
adversaries the previous panic test bein8 ignored. However, if the figure is unable to
load and shoot before contact is made, then the previous test must be taken.
81 ·EPIWfl'PANI C
•
Each time an Elephant recieves at least 2 wound points fr~ any single blow or ~8sile
there is a 25%'chance that the [Link] will panic.
Each tiE an Elephant recieves at least 5 wound points there ia a 50% chance of panic
and with at least 10 wound points there is.a 75% chance of panic.
14
If an elephant is within 491 of a fire it will automatically panic .
.If panic occurs then two dice throw must be made. The first throw is using a single
percentage dice to establish the number of Game Turns the elephant goes berserk for.
Take the score thrown and divide by 2(ignore halves) this gives the number of moves.
The second throw (also using a single decimal dice) is to determine the direction in
which the elephant moves, all movement being at full rate. The diagram fOllowing
indicates the direction using this second dice score.
At the start of each game turn in DIAGRAM FOR ELEPHANT STAMPEDE DIRECTION
which the elephant stampedes, a
further decimal dice is thrown;- 8 '
1 to 3 : elephant changes direction
1 point clockwise.
4 to 7 ; No direction change.
8 to 0 = elephant changes direction 7 -------II.. 3
1 point anti-clockwise.
Hand-to-Hand Combat
BASIC CllAMCE TO HIT
Dagger, Shield 80 85 90 95 85 90 ,
95 99 80 85 90 85 75
Improvised 75 80 85 90 80 85 90 95 75 80 85 80 70
I-Handed Axe/Mace 45 50 60 65 50 55 65 70 45 50 55 55 50
Sword 40 45 55 60 45 50 60 65 40 45 50 5Q 45
Short Spear~Jav I
40 45 55 65 35 40 SO 60 30 35 40 40 40
Long Spear 50 55 65 70 30 35 45 55 25 30 35 35 30
Pike 60 65 70 75 25 30 35 45 20 25 30 30 25
2-Handed Axe etc. 25 , 30 35 40 25 30 35 40 20 25 30 30 20
MOUNTED
Dagger. Shield Whip-
t 70 75 80 90 80 85 90 95 75 80 85 90 70
Axe. Mace 40 45 55 60 45 50 60 65 40 45 50 60 45
Sword 35 40 50 55 40 45 55 60 35 40 45 55 40
Spear , Javelin 30 35 45 50 35 40 50 55 25 30 ~35 50 35
Lance 25 30 40 45 30 35 45 50 20 25 30 45 30
.O'I'HERS
Elephants 40 40 35 30 30 25 20 15 IS 15 10 50 OS
Per Chariot Horse 50 50 4S 40 55 50 45 45 45 45 45 80 50
.
NOl'ES·
1. Each initial round of melee in which a lance is used, there is a 20% chance of it
breaking.
2. If two opposing figures both score hits in the same melee round, all wound points
count for both figures.
15
3 . Infantry-v-Cavalry or camelry;- there is a 30% chance of hitting the JDount Bnd not
the rider.
4. Elephant and Chariot creW's count as infantry (behind cover) when fighting hand-to-
Hand (although for shooting purposes they count as mounted figures). Elephant crews
can in fact only fight Hand-to-Hand against another elephant crew that is adjacent.
Chariot crews can only fight Hand-to-Hand when engaged to the sides or rear of the
vehicle (not the front). The chariot crew count as behind cover, and when fighting
infantry they count as if they were uphill of the enemy.
5. When fighting chariot horses, dice to see which horse is hit.
6. Javelins does not include darts - these are not used in Hand-to-Hand Combat.
7 . Troops may also punch, kick, bite, knee or butt etc. but they are neither Karate
experts not Hollywood Stars. Therefore the basic hit chance against infantry is 95
and that against cavalry is 99. It is not possible to hit [Link]. chariots or
elephants, after all, have you ever read of anyone head-butting a chariot?
8. Shields used as weapons cannot be used defensively in the same game turn.
9. Macedonian/Successor Pike-armed elephant crews may fight Hand-to-Hand with opposing
figures of any type. although of course they can only be struck back by missiles or
t
1&
1. Elephants [Link] d,d tion8 or sub r cti,o nsxcept t ' e folIo inS- -
+5 for eacb 5 . 0 nd points recieved,; +5 if op'p oneot behi'od cover '.
2 Cbs· ot hor"' , have 0 add it ODS or 'u btrac ODS except the 0 0 _. B.-
+5 for each 3 ound po "nts rec"eved; +5 eac· MOrale/Abl1i . ., grade of the crew
lover than the r oppon,e nts; +5 a8,s "nat P ,. ke- a d infantry: +' opponent behind
cover; -5 each movement rate higher than opponent..
3. If shielded troops are attacked on the r unsh elded ,side then they do not count as
shielded.
USS(Q;
Lassoos bave a 2" range and can e esh the tars 't on a throw of 60 on _he percentage
d 'ce throw" subject to the nr shoot I pu and uses f ent ' led, an
nfantr 1s ' capa,C ' ted for' 3 Game urns. In add It on oun ed, roops are g -
I
seated aDd have - 0 te , or d ge as thro ben ent,e ring ough ter in. A figure
t t is lassooed -_y a - 0 be dragged alODg by - he horsemen that, t ,rapped him .. This
reduces the hor ns ov nt by one qua er. ch IDOve that he '. s dr .g ged the figure
has ,8. 50% chance' of brle ak10s free If he does not break free h eceve ' 3 wound
points per move of salop ng. 2 wound points p r move of canter and 1 wound point per
move of trotting.
WII8N FIGURES ARE IN HAHn-TO-IWfD CDlBAT (MEl .EE)
F: gures are cons d red ' 0 be in . elee when they are w" thin 1/4"(25mm scale) of any
ene y figur,e s . .18ures .- y only t t p " to h t 1 opponent per game turn., F1guresare
not, bowever,o .. g,e d to trike at 8nydversa · Intbe subsequent turns.
after co tact .. e n I . de, a f .i gure I t :l "J 0 evade ore'o nt •Due 't h . : eee - if they
have not been seed up too badly A con ' esor as 10 as ea t . 0
opposing figuree ca ble of earryi 8 on f . hting. Also see the ate · aection;-
"Infantry spr "nt' n8and ouoted troops, . rotting, cantering or gs 'oping, . n,to contact"
Basically, Hand to Hand Combat inside building . B the same as that out . ide, with the
following exceptions/differences;-
1. Movement rate maximum 1s jog.
2 · Pikes may not 'be used.
3 Long spears dd 20 to their Basic Hit Cbance.
4 .. 2-Handed ·s xe -' and s o~ds add -5 to tb ir Bale Hit Chance.
S Short spear ,add 5 ' 0 t eir Basic Chance
Again f ill .g enera Ii Band. t ,a -Hand C . 'bat n · ood i ucb the :& 8me89, 10 . d' . ,r y fighting,
withtbe fol100g dif:ferences; '-
Pikes canno,t be use .ore than 1 (2 · se Ie) . nta t e woo nd h beiDg used . i
add. .20 t ,o their Ba -1c Hi · , Cl\ance.
2. 2-Handed a -e or ~ "· rd8 and Long s ara add 15 to their Ba. -' c Hit Chance.
3. Short spear add 5 to their Basic Hi · Chance •
4. All troops count as being in cover.
S. Hounted troops cannot fight in woods. ,
6 .. Missile ranges are reduced to 3"(2Smm scale).
d in
,0 ·. lee
. a figure drop h ·s eapon dur' Dig, a e ee e/ e m.u st spend anextl"8 Game' Turn
eithe'r , etrei vi 8 it or aklng out a De apon" Our-i'ng thist _ he 8ure _, 'Dot
defend itself. but caD · empt to evade
,
e appl"es for s ~ pp ng '
•
pons.
FATIGUE DURDG A [Link]
Xny figure that has been engaged in melee for three consecutive Game Turns will start
to tire rapidly. Each extra 88JD,e turn spent fighting in a melee over three game turns
adds 5 to the figures Basic Hit Chance. Each game turn spent free from a melee reduces
the accumulated fatigue pluses by 10.
RIDgI..FSS HORSES/CAMF.I.§/N:FHANTS/CHARIOTS
If a. mount becomes riderless for whatever reason it will still feature in the game,
and may even be recaptured and mounted again in the case of horses. camels and
chariots. Riderless elephants behave as if in panic (see elephant panic previous).
Dice throws must be [Link] to determine the movement of riderless mounts.
Firstly the movement rate must be established;- throw 1 decimal dice and consult the
following;-
1 - Stationary 2-3 - Walk 3 to 7 - trot 8-9 - canter 0 - gallop
If the animal becomes riderless whilst moving at a differet}t rate to that determined
above then it will adjust its speed accordingly.
Every 2 game turns dice again to see if the movement rate changes.
A second dice throw is made to determine direction as given in elephant paniC section.
Again, dice every 2 game turns to see if the direction changes.
If the animal leaves the playing area then it is lost forever.
Figures may bring an animal back under control by contacting it whilst it is
stationary of moving atwalk/trot rate. A dice throw of 50% is needed to grab the reins.
A riderless mount contacting figures when moving at a canter or gallop·will count as
colliding with them.
18
FIGURES II..VDfG tHE PLAYIlG AREA
Occasionally a figure may accidentally leave the playing area due to movement
difficulties (eg. Chariots g8~10ping). If this occurs, the figure must remain off the
area for one full game turn. The next game turn the figure may re-enter the Area
within 6"(25mm scale) of the point where they left the area. The re-entry point must
be written down in that game turns orders. Changes in the movement rate must, of
course, be within the normal restrictions when entering the area again.
Weather
At the start of the game weather conditions are usually considered to be fine. There
are two weather regions, Mediterranean and North European. North European basically
covers everywhere north of the Alps and Mediterranean everywhere south of the Alps
and the Middle East.
The weather rules are optional. but it is recommended that experienced players use
them for added realism.
Proceedure:- Before each game turn starts, throw a decimal dice - if 1 or 2 is scored
the weather will change. Throw the dice again and consult the following table;-
Rain or snow may be combined with light or strong winds. For example, if the weather
changes to rain, and later the weather changes again and light wind is thrown the t
weather _conditions will be 'Rain with Light Wind'. However, if the weather changes yet
again and fine is throwU t the weather will return to normal/fine (ie. both the
previous effects are altered). If the skirmish is to take place during the sUDlID.e r
months, ignore snow results and replace it with light wind.
The weather has an effect upon missile troops attempting to shoot. Add the following
to the basic hit chance;-
19
wnm DIRECTION I
To determine the wind direction, •
throw a decimal dice at the start
of the game or whenever wind is
thrown on weather conditions.
Consult the diagram opposite.
If a 9 or 10 is scored ignore
the result and throw again.
,
This gives the direction in which the wind is blowing until it is changed. After the
direction has been determined, thrOw B single decimal dice at the start of every
subsequent game turn. If a 1 or 2 is thrown then throw again and consult the
£0110...ing;-
1 to 3 :. Wind direction moves I point clockwise.
4 to 6 = Wind direction moves 2 points clockwise.
7 or 8 - Wind direction moves 3 points clockwise.
9 or o ~ Wind direction moves 4 points clockwise.
SANDSTORMS
Sandstorms occur when soft sand terrain features are on the playing area (for desert
encounters, not battles on the beach) and strong winds occur. Sandstorms affect all
figures actually in a soft sand area, and all those downwind of that area and within
6H (2SIIJIt1 scale} of it. This affects both their shooting and fighting capabilities (see
Shooting and Hand-to-Hand Combat sections
Fires
Any figure may attempt to start a fire. This is only possible in wood and scrub or in
buildings.
BUILDINGS (Interior)
Starting a fire takes 2 full game turns, during which the figure cannot defend
himself. If interrupted the figure must start again from scratch.
At the end of the second move a percentage dice throw of over 50% -is needed to ignite
a fire. If the figure fails he may try once more, the following move, unless he is
attacked. These attempts may continue as l ong as the figure wishes.
Once a fire starts inside a building, it will engulf the ground floor after 4 moves,
the first floor (if there is one) after 3 more moves and the second floor after a
further 2 moves. The building will be completely destroyed after 12 moves.
Anyone in the building must exit (unless, of course. they manage to put the fire out)
within 3 moves of the fire starting and without damage. If they leave after 4 moves
then they suffer 2 wound points of burns. If they stay any lODger they are toasted.
Figures on the first floor may jump out of a window, but there is a 75% chance of
recieving 2 wound points and a 50% chance of recieving 4 wound points. Whether wounded
or not, the next move must be spent picking themselves up and unable to defend
themselves.
Figures on a second floor may also take the leap, but there is a 95% chance of 2 wound
points, a 75% chance of 4 wound points and a 25% chance of 6 wound points. Again. they
must spend the next move picking themselves up, defenceless .
•
BUILDINGS (Exterior)
Starting a fire is basically the same as for inside a building, except that it takes 3
game turns to prepare and the figure must score over 60% to start the fire in fine
weather conditions, 65% in a light wind, 75% in a strong wind, 85% if it has been/is
raining or snowing and 95% if it is windy (light or strong) and has been/is snowing or
• •
ralnlng.
Once the fire has started the ground floor will be engulfed in flame after 5 moves,
the first floor after 4 moves and any additional floors after 3 further moves. This
takes one extra move per floor if it·is raining or snowing. The building will be
completely destroyed
•
after 15 moves. •
Occupants must vacate the premises within 4 moves to avoid injury, 5 moves to get away
lIith 2 wound points. After this time they will be roasted alive.
Figures may not jump out of windows on the s"ide that the fire was started after 2
.oves of the fire being started. 10
ElTINGUISHING BUILDDfG FIRES
It takes an entire move to attempt to put out a fire, during which time the figure
involved may not defend themselves or carry out any other action.
1 figure needs to throw over 55% to suceed, 2 figures over 45%, 3 figures over 35%,
4 figures over 25% and 5 figures over 15%. Only one dice throw is made per turn
irrespective of the number of fire fighters.
For each full move that a fire has been burning. the score needed to put it out
increases by 10%. '~c.
1:1 '\
FIRES IN WOODS
To start a fire is the same as for building
exteriors. Once a blaze has started a In
circle of fire appears on the playing area
(mark it in chalk or use paper cut- outs),
and this will then spread in· all directions
at a rate of 1tt per move in fine weather ,"
conditions (see diagram opposite) ••
A section of fire will burn out after 8 moves,
so it will die from the first section
outwards. If there are light winds the fire
will spread 2" per move along a 1" front
from its source. in the direction that the
wind is blowing (see diagram opposite).
NOTE;- If the wind alters direction, the
spread of the fire will alter accordingly.
SCRUB FIRES
Scrub behaves the same as woods in respect of fires, except that it is 10% EASIER to
start or put out.
DAMAGE TO FIGURES
Each full move that a figure has been in a burning area, he recieves 4 wound points,
and cannot defend himself the next move (while he puts out his burning cloths). Each
partial move 8 figure has been in a burning area, he recieves 2 wound points and again
is unable to defend himslef in the following move.
Horses suffer 5 wound points for a full roasting and 3 wound points for a light grill.
and may also throw its rider (35% chance of doing so), who must then test for damage
as for enetering rough terrain . .
Camels recieve 6 and 4 wp's respectively and must also test for throwing its rider.
Elephants recieve 8 and 6 wound points respectively and will also panic.
Chariots and wagons turn to charcoal after 4 full moves in a buring area.
FIRE ARROWS AlfD FlU BOLTS FIOI BOLT THR<liERS/BALLISTAE)
These take an extra move to load. and start a fire on buildings on a dice tilrow of 75%
in fine weather,80% in light winds, 90% in strong [Link], 98% if it has been/is raining
or snowing. It is not possible if the weather is both wet and windy.
Fires start from the roof downarards and take an extra ' move per storey to spread.
Hits on figures will automaticallr cause one extra wound point of damage.
Hits on elephants will cause them to panic automatically.
Normal Basic Hit Chances, plus and minuses apply for shooting at figures.
21
INTRODUCTORY SCE lOS
SCENARIO 1 - MACEDONIAN - PERSIAN WARS
H a V
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22
Background to Scenario 1
•
Alexanders father, Philip of Macedon, greeted a new style Hellenic army and used it to
subjugate the main Greek states. After Philips death (some say Alexander murdered him)
Alexander set about the conquest of the East, in particular the massive Empire of
Darius of Achaemenid Persia. In three great battles - Granicus 334BC, Issus 333BC and
Arbela 331BC - Alexander defeated the Persians. Ranging further abroad he defeated the
Indian, Porus, at Hydaspes in 326BC. A few years later Alexander died and his enormous
empire split up into several separate nSuccessorH states such as those of Seleucus and
Ptolomy. .
The terrain is that of Northern Syria or Cllicia - dry and . hilly. The Macedonian
objective is to gain control of the North bank of the dry river bed up to the second
contour and including both settlements. The Persian objective is to hold the village
and gain the hill to the south marked by an asterisk. The Macedonians are over-
confidant after recent victories and because they cannot see the Persian Heavy Cavalry
and Chariot. The Persians at G,H,I,J.K and L are inside the houses which are 2" x
2"(25mm scale) and count as hard cover. At the start of the game all figures are
[Link] stationary or moving at walk rate( players choice). All missile weapons are
assumed to be loaded.
MACEUONIANS
TROOP TYPE MORALE/ABILITY ARMOUR CLASS WEAPONS
23
SCENARIO 2 - TIlE PUNIC WARS
Carthaginian '.
Noble (Veteran HC. 2 Javelins, sword and shield) 21pts. A
Cavalryman (Average He. 2 Javelins, sword and shield) 19pts. B
Elephant (3 Average crew LI. 10 Javelins and 1 sword) 56pts. C
Numidian (Average Le. 4 Javelins and shield) 13pts. D
Gallic Cavalry (Average LC. 2 Javelins, sword and shield) 14pts. E
Gallic Infantryman (Average LI. 2 Javelins sword and shield)
t 8pts. F
Libyan Infantryman (Average MI. Long spear, shield & dagger) 9pts. G
Libyan Infantryman (Novice LT. 2 Javelins and shield) 4pts. H
Celt-Iberian Infantryman (Average LI. Heavy throwing spear. 8pts. I
sword and shield)
Celt-Iberian Infantryman(Average, marksman LI. Sling & dagger) 8pts. J
Celt- Iberian Cavalryman(Average Le. 2 Javelins,sword & shield) 14pts. K
Citizen Spearman (Veteran MI. Long spear sword and shield)
t 12pts. L
TarAL POINTS 186
Republican Rowan
Equite (Veteran He. 2 Javelins, sword and shield) 21pts. 1
Italian Cavalryman (Average Le. 4 Javelins, sword and shield) 15pts. 2
Italian Cavalryman([Link] Le. 4 Javs,sword & shield) 16pts. 3
Hastatus (Expert HI. Pilum, sword and shield) 15pts. 4
Hastatus (Veteran HI. Pi lum, sword and shield) 13pts. 5
Princeps (Veteran HI. Long spear, sword and shield) 14pts. 6
Princeps (Average HI. Long spear, sword and shield) 12pts. 7
Triarius (Average MI. Long spear, sword and shield) IOpts. B
Velite (Average LI. 4; Javelins, sword and shield) 9pts. 9
Italian Infantryman (Average MI. Long spear,sword and shield) lOpts. 10
Italian Infantryman (Average LI. 4 Javelins, sword and shield) 9pts . 11
Italian Infantryman (Average LI. 2 Javelins , sword and shield) 8pts. 12
Italian Infantryman (Novice LI. 2 Javelins and shield) 4pts. 13
Bolt Thrower (2 Average crewmen LI. 2 swords) 30pts. 14
TOTAL POINTS 186
c. A.S.D.
K.
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24
Background to Sceoario 2
•
The cities of Rome and Carthage were established in the 8th Century Be. and by the
3rd. Century BC. they were the two most powerful states in the Western Mediterranean.
Clashes between the two were virtually inevitable and there were three "Punic" wars
(so named after the latin word for Phoenician - Carthage wa.s initially a Phoenician
colony) ending in the destruction of Carthage in 146 Be. Battles and campaigns were
numerous, and spread right across the Western Mediterranean world. Of course, Hannibal
was the most famous general but the Roman Scipio the Younger was arguably as good a
soldier. Major battles included Bagrada 253 BC., Trebia 218 Be. J Trasimene 217 Be ••
Cannae 216 Be., Ebro 215 Be .• Ilipa 207 BC. t Metaurus 207 BC. and Zama 202 Be.
The terrain is that of an Italian valley in the Appennines with two small villages on
either side of the ri~er. To win, both sides must hold both villages (and therefore
both bridges) and make them completely free from enemy t~oops.
All buildings are 2" x 2" (25mm scale) except the boatshed (B.S. on the map) which is
3" x 2". The boat is moored on the north bank and may hold two men maximum. The streams
V and Ware fordable, the river U is not fordable up to the dotted line. The waterways
are flowing westward.
At the start of the game all troops are either stationary or moving at walk rate
(players choice). All ~ssile weapons are assumed to be loaded.
The weather is Mediterranean type, fine and windless.
MATM TROOP TYPES
REPUBLICAN R<JWfS
I
CARTBAGIlfIAN
Citizen Spearmen A. v. N. E. LI. MI, HI. Long spear, sword and shield. -
25
SCEMARIO 3 - THE IKIWf IlfVAS ION OF BRITAIN
•
• Pos on Map
1st. Century Be. - 1st. Century AD. Roaans
Cavalryman (Veteran HC. 2 Javelins, sword and shield) 21pts. A
Cavalryman (Average LC. 4 Javelins, sword and shield) lSpts. B
Legionary (Expert HI. Pilum, Sword and shield) 15pts. C
Legionary (Veteran HI. Pilum, sword and shield) 13pts. D
Legionary (Average HI. Pilum, sword and shield) 11pts. E
Legionary (Average HI. Pilum, sword and shield) I1pts. F
Legionary (Average HI. Pilum, sword and shield) 11pts. G
Auxilliary (Average HI. 4 Javelins, sword and shield) 12pts. H
Auxilliary (Average MI. 4 Javelins, sword and shield) 10pts. I
Auxilliary (Average LI. 4 Javelins, sword and shield) 9pts. J
Auxilliary (Average HI. Bow and sword) IOpts. K
Symmachiarius (Average L1. Sling, shield and dagger) 7pts. L
TOTAL POINT 145
Brithonic Celts (Britons - Iceni. Brigantes etc.)
2-Horse Chariot (1 Average, 1 Veteran crewman, Ll. 6 Javelins, 47pts. 1
2 swords and 1 shield.
Cavalryman (Veteran Le. 4 Javelins, sword and shield) 17pts. 2
Cavalryman (Average Le. 4 Javelins, sword and shield) 15pts. 3
Warrior (Veteran LI. 4 Javelins, sword and shield) I1pts. 4
Warrior (Average LI. 4 Javelins, sword and shield) 9pts. 5
Warrior (Average Ll. 4 Javelins, sword and shield) 9pts. 6
Warri or (Average LI. 2 Javelins, sword and shield) 8pts. 7
Warrior (Average LI. 2 Javelins. sword and shield) 8pts. 8
Warrior (NOVice LI. 2 Javelins. sword and shield) 6pts. 9
Slinger (Average LI. Sling and sword) 6pts. 10
Slinger (Average L1. Sling and dagger) 5pts. 11
Archer (Novice LI. Bow and dagger) 4pts. 12
TOTAL POINTS 145
N.
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• I. 2. .. 9. 3. /1. •
•
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26
Background to Scenario 3
During the 1st. Century Be. Jultus Caesar raided Britain twice in successive years,
but did not make any permanent settlement. In 43 AD. in the reign of Claudius, the
Romans launched a full scale "'invasion, eventually conquering most of [Link] Britain
up to the Firth of Forth. They stayed until the 5th. Century AD., when increasing
barbarian pressure forced many Romans and Romano- Bri tish to return to the continent.
The main battles/campaigns included the defence of the Medway, the campaign against
the Druids of Aogelsey, the revolt of Caractacus and Boudica (Boadicea), and the Mons
Graupius versus the Picts.
The terrain for this skirmish is typically British, heavily wooded and marshy. A Roman
reconnaissance patrol has encountered a minor noble (in his chariot, of course) and
his followers, who resent trespassers. The Roman commander (A) thinks his men need
practice against chariots, but does not rate the fighting qualities of the Celtic
infantryman.
At the start of the game all troops are either stationary or moving at walk rate
(players choice). All missile weapons are assumed to be loaded.
The weather is North European type, fine with a light wind blowing from the West.
1st. Centur
TROOP TYPE
. .
g10nar1es
~
The following may also be included - North Gallic, British, Dacian, Celt/Iberian,
Early German, Illyrian, Numidian and Greek
mercenary infantry.
Numjdian. Early German, North Gallic, Sarmatian,
Palmyran and Armenian cavalry.
Ballistae and caltrops.
.
"" .... . •
\
-
27
SCENARIO 4 - SASSIIID
•
- BlZANTINE WARS
•
Sassanid Persian Pos on Hap
Cataphract (Expert EHC. Horse Armour, Kontos,sword and mace) 33pts. A
Clibanarius(Veteran [Link],Sword,bow & shield) 27pts. B
Clibanarius (Average ,marksman, HC. Kontos,sword,bow and shield) 24pts. C
Cavalry Skirmisher (Veteran LC . 4 Javelins,sword,bow and shield) 19pts. D
Cavalry Skirmisher (Average Le. 2 Javelins,sword,bow and shield) 16pts. E
Infantry Skirmisher (Average LI. Sling, shield, dagger) 7pts. F
Infantry Skirmisher (Average LI. Bow and dagger) 6pts. G
Peasant Levy (Novice LI. Long spear, shield and dagger) 6pts. H
Peasant Levy (Novice LI. Long spear and shield) Spts. I
Peasant Levy (Novice LI. Long spear and shield) Spts. J
TOTAL POINTS 148
ss
ss
H.I: J:
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28
Background to Scenario 4
The Sassanid or Sassanian dynasty came to power in Persia in the 2nd. Century AD.,
after the Parthians were overthrown. They constantly attacked the Eastern Roman Empire
from their Iranian/Mesopotamian base until their overthrow by the Islamic Arabs in the
63O's and 640's AD. The Byzantines were the Eastern half of the Roman Empire which
carried on after the fall of the Western half and the death of the last Western
Emperor, Romulus Augustus in 476 AD. lhey were based on Constantinople (old name -
Byzantium) and survived in varying degrees of power and status until the fall of
Constantinople to the Ottoman Turks in 1453.
The Byzantines and Sassanids clashed many times, the most famous being those that
occured in the reign of the Emperor Heraclius (early 7th. Century AD.).
The terrain is fairly open and flat, suiting the predOminantly cavalry-based armies of
Persia and Byzantium. Treat the two sides as opposing border nobles with their
retinues or scouting parties from larger forces. Both need ' the elimination of the
other, and the winner is the first to kill the opposing leader (the expert figure on
each side).
At the start of the game all troops are either stationary or moving at walk rate
(players choice). All missile weapons are assumed to be loaded.
ABILITY ARMOUR
Skirmis rs • ~~~, javelins, sing and shield.
Levy Infantry A. N. L1. Long spear and shield.
Cataphracts A. V. E. EHe** Kontos, sword and mace.
Clibanarii A. V. E. He, EHe** Kontos, bow, sword and shield.
Light Cavalry A. V. N. E. LC. Javelins, bow, sword and shield.
Ele t Crewmen A. V. N. LI , MI, HI. Bow, avelins and sword.
29
SPECIAL SInJATION SCENARIO 1
This scenario can be used for any army or period, although it suits Infantry-based
armies best. It consists of a very strong defensive position in the south. This is
occupied by a force worth a maximum of 125 points. These defenders may be positioned
anywhere on the playing area, south of the point Z. The attacking force (Maximum of
200 points) may be deployed anywhere up to the southern edge of hill D. The attackers
objective is to take and hold the hill B and the villages X and Y. The defenders must
prevent this. The game lasts 15 game turns.
Tip; - Missile armed troops are very useful for this, especially for the defenders.
A good combination for this game is to have Roman defenders versus Barbarian
attackers.
Hills A, Band C are steep slopes. Hill D is a gentle hill. All buildings in village X
are 2" x 2". All buildings in village Yare 2" x 3". The dotted lines on the map are
waist-high fences. The three W's are wagon tied together without draft animals.
N
• • • - • - III ....... .
•• '?
•
••
•
•
•
•
••
.• .
...... " . - "'.• gOa
•
•
••
•
•
•
yr::a •••
armed with a dagger and whip), This train is guarded by 125 points worth of troops.
half of which must be within 6" of the supply train. The remainder may be positioned
anywhere along the roads. If the player wishes he/she may put all the troops within t
30
cavalry based armies suit this scenario particularly well, such as Huns, Byzantines,
Sarmatians, Ostrogoths, Sassanids. Parthians and Palmyrans. Beware though, they might
'find themselves having to dismount.
All hills are gentle and all buildings are 2" x 2", except A which is 3" x 4".
N.
, 9•
This is a scenario for intrigue and palace revolt fans. It is set in Imperial Rome
(take your pick for which century), at a fictitious summer house/palace of the
Emperor. With a few weapon adjustments and name changes the scenario can equally well
serve Ancient Greece.
The scenario features 3 floors of a large house or palace. Inside are various
characters of different tendencies, from the Emperor and his guards, hpusehold,
family, friends and loyal senators to neutral senators and officials. Against him
ranges the insurgents, mostly guards led by Stilicho, and treacherous senators,
officials and family. Xerxes is on Caesars side because he is a Parthian/Persian
hostage and Stilicho hates all Easterners regardless of diplomacy_ Women have not been
included (apologies to women players) because I did not want to overcrowd the game.
The same reasoning applies to the absence of chil~ren.
Caesars German guards (imaginatively called Otto, Karl and Ludwig) are a bit suspect -
they must dice each time they come within 2"(25mm scale) of armoured insurgents. Throw
a decimal dice and on a score of 1,2 or 3 they will change sides. If they do change
sides they may change back again on. a throw of 1 or 2, taken when they come within 2"
of Caesar, Brutus, Gracchus or Scipio. If they come within 3 rt of any loyal German
guards they will change sides on throw of 1 to 8.
Neutrals will always protect themselves, and must also test when they come within 2"
of either sides supporters. Again, throw a decimal dice and on 8 score of 1 to 4 they
will join them. If both sides are within 2'· of the neutral figure, the neutral will
join the side with the higher number of figures in the room (assuming a 1 to 4 had
been t .h rown). If there are an equal number of opposing figures he will join neither.
The movement of neutrals is determined by ·dice throws; throw a decimal dice and a
score of 5 to 10 indicates the figure is walki~gt any other result, that he remains
stationary. If a neutral is walking then determine which exit he attempts to leave the
room by using 8 dice throw. This dice throw should also be used when a neutral is
confronted by stairs or any event in which he has to make a choice.
31
There are various pieces of equipment lying around the palace. These may be picked up
(taking 1 game turn) by anyone. Armour takes 2 game turns to put on or 3 game turns to
remove from a dead body. .
The insurgents do not actually know where the Emperor is. So they must dice when
confronted with a choice of doors and/or stairs. Eg. Figure K has a choice of4 doors
to go through at the start of the game. Number the doors 1 to 10 and then throw a
decimal dice to determine which one he. takes . If an enemy exits by a certain door
though, they may follow him without dice throws.
It is suggested that players mark out the playing area in chalk and that 25 to 30
game turns are played.
Caesars objective is to escape via the front entrance or kill Stilicho. the rebels
objective is to kill or capture Caesar. If both Caesar and Stilicho die then the game
is a draw .
At the start, all figures are stationary except Stilicho Croesus and Pollio, who are
t
moving at walk rate. No figures have weapons drawn except those with pilum or
improvised weapon. All doors take one full game turn to open and pass through.
If a figure falls over during a melee on a balcony, he counts as falling over the
parapet; from a first floor balcony he will recieve 4 wound points; from a second
floor balcony 7 wound points.
11IE FORCFS
Lo alists .Neutrals
FIGURE CLASS WEAPONS -
MAP FIGURE CLASS WEAPONS MAP
esar ce,dagg~r 1 cchus A LT. Dagger I
Karl E [Link] . sword. 2 Marcellus N [Link] II
and dagger Lucius A [Link] Weapon III
Otto V as above 3 Drusus N [Link] Weapon IV
Ludwig V as above 4 Aristotle N U .. Dagger V
Xerxes A [Link] Weapon 5 Herod A [Link] VI
Crassus A [Link] 6
Claudius N [Link] 7 rnsur ents
Tiberius N [Link] 8 tilicho E [Link]. A
Augustus N [Link] Weapon 9 and Dagger.
Gracchus V [Link] 10 Arminius V as above B
Scipio V [Link] 11 Germanicus V as above C
Brutus A [Link] 12 Coesus A [Link]. D
shield. Dagger.
Pollio A as above E
It_s lying around Livy A as above 10'
Antonius A as above G
Sword
sw ::; Sejanus A as above H
sh ~ Shield Cessana A [Link]. J
lW = Improvised Weapon
•
Agricola N [Link]. X
ar - Armour (HI) Hadrian N [Link]. L
bo = Bow Caligula N [Link] Weapon M
Maroius A [Link]. N
Julian N [Link] . o
31
1st. FLOOR PLAII
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33
PLAN OP THE GROUND PLOOR & GARDBM
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:::: Door per floor)
34
A BRIEF GOlDE 10 iHE NAD TJttX)f' tlPfS OF tHE PERIOD
'!be main troop types of several araies have been given in the sections on
"Introductory Scenarios", but there was a huge variety in this period The following
is a brief and by no Ileans definitive summary of the other major armies available
co_ercially and which I hope will prove useful.
For those wishing to dig deeper, the Wargames Research Group publish some excellant
material as do Osprey Books.
t
[Link] troop types may have dassers in addition to their main weapons stated.
Morale/Ability & Armour Classes are given. in order of precedence ie. the most likely
categories are given first.
TYPE HORALEl ABILITY ARMOUR CLASS WEAPONS
Tbebaos etc.
rs • • ns, , •
plites A. V. N. E. HI. HI. LI. Long Spear,Sword,Shield.
Caval A. V. N. Le. Me. HC. Javelins S Sword Bow.
o PERSIANS--------,-~----------r.~~---r~__~--~--~~~~~----~
. rani,an • ave •
Iranian Regulars A. V. N. E •. , HI. MI .. LI . [Link],Sword,Shield.
(Persian/Hede)
·[Link] A. V. E. HI. [Link]. Sword ,Shield.
rn~lerllCian, Libyan. A. N40 LI. JavelinstSword, [Link].
[Link] Inf.
[Link], A. N. LI. [Link].
yptian Inf.
syrian Inf. A. N. V. HI. HI. L1. Spear,Sword,Shield,[Link].
Bactrian Inf. A. N.. V. LI. , Bow,SpeartSword.
Sakae lnf. A. N. V. LI. Bow,Axe.
Thracian Inf. A. N. V. Ll. Javelins,Sword,Shield.
Greek Hoplites A. N. V. HI. HI. LI. I Long spear,Sword,Shield.
Indian Inf. A.. N. LI. Bow,Sword.
Pisidian,Chaldean. A. N. V. LI. HI. I Javelins, Bow, Sword, Shield, Spear.
[Link]
Iranian Hvy Cav. A. V. E. N. HC. He. Bow,Spear,Sword.
Irallian [Link]. A. V40 N. E. Le. Bow,Sword.
Bactrian Cay. A. V.. N. LC. Bow Spear ,Sword.
t
Archers
JayelilUlen A. N.
.
V. LI.
• . -
Javelins,Shield,2-Handed Sword.
valry A. V. N. E. Le. Javelins,Sword,Shield,Whip.
Dahae A. V. N. Le. Bow,Sword.
Elephant. & A. V. N. E. LI. HI. HI. Javelins,BowtSwo:td,Shield.
t crews.
Infantry .. • . .
Cataphracts. N. FJtc. Horse Armour)
hers. E. LC.
inc ty
include Araenian infant and Roaan deserter ••
35
- -
TROOP TYPE MORALE/ABILITY ARMOUR CLASS WEAPONS
PCIITIC
Phalangites A. V. N. E. • MI. HI. Pike, Sword, Shield.
Hypaspists A. V. N. E. MI. HI. LI. Long Spear,[Link].
Fake Legionaries A. V. N. HI. HI. Pilum, Sword ,Shield.
,
Arab cavalry. Arab Camelry, 4-Horse Chariots, Elephants, Ballistae and Caltrops.
,
PAU«RAN
Skirmishers A. V. N. , LI. Bow,Javs,Xbow,Sword,Shield,Axe.
Infantry A. N. LI" MI. Long Spear,Javelins~SwordtShield.
Roman Deserters A. v. N. MI. HI. LI. Pilum,Javs,Sword,Shield,BowtSling.
Cataphracts ,
,
A. V. E.. EHe * Kontos ,Mace ,Sword.
[Link] A. v. E. N. LC. Bow,Javelins , Sword ,Shield.
[Link] A. V. N. E. Le. . Bow,Sword.
Arab Cavalry A. N. V. Le. Javelins, Sword, Shield.
Arab Camelry A. N. LCarn. Bow,Sword.
Reg. Camelry A. v. N. [Link] JavelinstBow,Sword,Shield.
Roman Deserters A. V. N. Le. HC. Me. Javelins,Sword,Shield.
* Half or Full Horse Armour.
ARMENIAN
Infantry A. N. . V. LI. [Link],SwordtShield.
Cataphracts A. V. E. HC. EHe.* Kontos,Mace,Sword,Shield.
.. Half Horse Armour •
Horse Archers
.".
A. V. N. Le. Bow,Sword.
•
SARHATIAN/ ALAN
Infantry A. N. LI. Bow.
Cavalry A. V. E. N. [Link]. Kontos, Bow,Sword.
*
:to: Half or Full Horse Armour.
Army may include Germanic and Dacian infantry and Germanic cavalry.
-
PICTISH -
. SroTS/IRISH
. Infantry A. v. N. E. LI. Jave11ns,Sword,Shield.
2-Horse Chariot A. v. E. N. LI. -
Javelins, Sword, Shield.
ILLYRIAN
Infantry A. v. N. EO' LI Javs , Long spear,Sword,Shield,Axe.
Cavalry A. V. N. E. LC. Javelins,Sword,Shield ,
DACIAH
Infantry A. V. N. E. LI. JavstRhomphia,Bow,Sword,Shield.
Cavalry A. v. N. E. Le. Javelins, Sword ,Shield.
Cavalry may include Sarmati an cavalry. ,
NORTHERN GAI,LIC
Skirmishers A. N. v. LI. Bo~,Javs,Sling,[Link].
Warriors A. v. N. E. LI. Javelins,Sword,Shield.
Cavalry A. v. N. E. Le. Javelins, Sword, Shield.
VANDAlS
Infantry ,
A. N. LI. Bow, Javelins , Sword ,Shield:
Cavalry A. v. N. E. [Link]. Spear,Sword,Shield,Lance,Javelins.
1/[Link].
rArmy may also inc- ~ u(Je liIoorsTNumidians) •
GBPIDS
Cavalry A. v. E.
[Link]. Lance , Sword , Shield ,Javelins.
N..
1/[Link].
Army may also include "Huns and Sarmatians.
AVARS/HUNS
Cavalry A. v. N. E.
[Link]. Bow. Javelins ,Sword ,Shiettl ,Lance,
1/[Link] Lassoo.
Army may also include Germanic Barbarians and Sarmatians.
SU<X7SSORS
Phalangites A. N. v. E. HI. HI. Pike,Sword,Shield.
Hypaspist A. E. v. N. MI. HI. Long spear,Javs,Sword,Shield.
Cavalry A. E. v. N. HC. Spear,Javelins, Sword ,Shield.
Cataphracts A. E. v. N. EHe. HC.* Kontos, Sword.
Light Cavalry A. N. v. E. LC. Javelins,Sword,Shield,Bow,Axe.
2&4Horse Chariots A. V. N. -LI. MI. Javelins, [Link],Sword ,Shield.
Elephant Crewmen A. v. N. LI. HI. HI. I, Javelins,Bow,Ptke,Sword,Shield.
* Half or Full Horse Armour.
-
Army may also include Greek Mercenaries, Illyrian, Late Achaemenid Persian, Armenian,
Syrian, Indian and Galatian (South Gallic) infantry.
Shielded Greek_Mercenary, Late Achaemenid Persian, Armenian, Arab, Dahae, Galatian
cavalry and Arab light Camelry.
37
.rmoop TYPE MORALE/ABILITY ARMOUR CLASS WEAPONS
R<lWfSlMid 3rd. - 5th. Centuries AD.J
Legionaries A. V. E. N. HI. LI. HI. Sp1culum, Lancea, [Link],Shield ..
[Link] A. V. N. E. LI. Javelins ,Sword. Shield ,Bow.
Auillia. A. V. N. E. LI. MI. . Javs,Lancea,Bow,Xbow,Staff Sling,
Sling ,Sword ,Shield.
Light Cavalry A. V. N. E. LC. Javelins, Lancea , Sword ,Shield,Bow.
Heavy Cavalry A. V. E. N. He. Me. Lancea, Javelins, Sword ,Shield.
Cataphracts A. V. E. HC . EHC.* [Link],Shield,Bow.
-
*Half or Full Horse Armour.
Army may also include Germanic Barbarian infantry. Germanic Barbarian, Sarmatian, Hun,
Moorish(Numjdian) cavalry. Ballista and Caltrops.
RClWlO-BRITISB
fSkirmishers A. V. N. LI. Javelins,Bow, Sling, Sword , Shield.
Infantry A. V. N. LI. MI. Spear,Sword,Shield.
Cavalry A. V. E. N. LC. He. Me. Spear , Javelins, Sword,Shield ,Lance.
Army may also include Pictish, Scots and Saxon infantry. Pictish cavalry.
SLAVS
IInfantry A. V. N. LT. Javelins,[Link],Bow,Sling t
Axe .
He.
.
Cavalry A. V. N. E. I
LC. Me. Javs,Sword,Shield,Spear,Lance,Bow. .
Wood fringes are 2ft into a wooded area, any further counts as full wood.
A = Acquisition (target sighted) automatically ..
UA = No acquisition possible.
Procedure
Measure the range from the spotting figure to the target figure; this distance is then
cross-referenced with the targets terrain type on the table above, therefore finding
the Base Acquisition Number (BAN).
Once the BAN i s found, consult the table below. using any/all of the variations that
app l y. The resulting number is the target that is needed on the roll of a 010. Scores
above the target number also count as sightings, of course.
ACTION MOVES
Extra Heavy infantry .. 25 1.5 3 4 6
The following takes 1 full move Light/Medium cavalry - 5 3 16 24
1. Mount/Dismount from horse/chariot. Heavy CavlLt or Med Cam. - 3 6 12 20
2. Stand from prone. Extra Hvy Cav/Hvy Cam. - 2.5 5 10 16
3. Take out/Put away an article (Inf up to 2- Horse chariot - 3 6 12 20
jog only" Mtd at any rate).
. 4. Pick up an article.
4- Horse chariot - -
3 5 11 18
-
Elephant 2.5 5 8
5. Swap weapons (as 3 above).
Notes
6. Ai m and shoot.
1. No more than 3 sprint or 5 gallop moves can be made in succession
7. Load sling or bow. 2. Camels & Elephants cannot gallop.
8. Elephant breaking 3" of fencitig.
3. Horse Armour reduces movement by 1" (full) 1 /211 (half).
The following takes 2 full moves 4. Wagons move at 3" per move.
1. Mount/Dismount camels. 5. Infantry climb steps at 5" vertically per move, ladders at 2.5" vertically per move.
2. Tying up 8 prisoner. 6. Dragging tigs:- 1 mao at I" per move, 2 men 2" per move. I
3. Infantryman breaking 3" of fencing. 7. Bolt Throwersj- 1 man = [Link] per move, 2 men =3't per move.
· 4. Elephant breaking 3tl of wall. 8. Infantry can adjust rate by 2 categories,c8v &. camels by 1, elephants &. chariots by half per
5. Breaking down door/climbing in window. move.
· 8. Get int%ut of 8 boat. 9. 1 to 3 person boats move 2" upstream, 4" downstream and 3" cross stream(up to 45°).
7. Horse/Camel standing from prone.
8. Removing pilum from shield. TURNING
9. Loading' a staff sling. TROOP TYPE rrURNING MORE THAN :- MOVEMENT DEDUCTION
1be foBowing tak~ 3 full moves Infantry 90° 8t walk or jog 1/4 move
1. Elephant standing from prone. Infantry 90° at the run 1/2 move
2. Mount/Dismount an elephant. Heavy /Extra Heavy CaY 90 0 at walk or trot 1/2 move
3. 6 infantry to right/pick up chariot. Heavy/Extra Heavy Cav 45° at canter Use 10 n turning circle
Light/Medium Cav 90 U at walk or trot 1/2 move
TERRAIN NOTES Light/Medium Cav 45° at canter Use 8" turning circle.
1. Walls above waist high and similar · CameIry U
90 at walk or trot 3{4 move •
I
obstacles take full move to cross Camelry 45° at canter Use 10f! turning circle
for inf and are impassble to others. 2-Horse chariot 4 ,0 at any but gallop Use In'" turning Circle
2, Stream banks take 1 move to cross. 4-Horse chariot 45° at any but gallop Use 12ft turning circle
3: Lt Cay can jump waist high obstacles Elephant 45° at [Link] [Link] Use gil turning circle
- - u.. O;;;U.;3 1. ..... _
... . .. a
or'. ......
"'.. 10'
. .... ~
-
chance of falling.
4. Wagons may not cross rough terrain TERRAIN TYPE INFANTRY CAVALRY CAMELRY CHARIOTS ELEPHAN1S
,
, except scrub at 1/2 rate &: Soft Sand Wood! 1/2 rate 1/2 .r ate 1/2 rate Impassable Impassable
• or fordable streams at 1/4 rate. Pack ~b 1/2 fate 3/4 rate 1/2 rate 1/4 rate 1/2 rate
mules, horse &: camels move at 1/4 Broken Ground 1/2 rate 1/2 rate 1/4 rate 1/4 rate 1/4 rate
; rate over rough terrain. Steep Slopes 1/2 rate 1/4 rate 1/4 rate Impassable Impassable
:5. Camels/Cavalry entering rough Marsh 1/2 rate 1/4 rate 1/4 rate Impassable Impassable
terrain, falling chances are:- Soft Sand 1/2 rate 1/4 rate 3/4 ~ate 1/4 rate 1/4 rate
Canter 35% Fordable Streams 1/2 rate 1/2 rate 1/2 rate 1/4 rate 1/2 rate
i Gallop 65% Effects are cumulative. No sprinting allowed for int and no canter/gall~!lr8te by mounted fi2S.
i
-
<Chariot & elephants are 30 &: 6096)
PANIC RF3ULT
COLIdSlONS ,
30% 3 WPs -15 Charged by 2-Horse Chariot·· +10 Pike armed. CaY/Cams 35% 20% 10%
20% 2 WPs -20 Novice +5 Rom an,Spartan Char/Ele. 65% 30% 20%
10% 1 WP -10 InC charged by CaY/Cams, &: Macedonian +5% if being charged by more than 1.
Chariot damage 1096 -10 Charged by more heavily armoured Infantry Result
'"
,I f no Falls 1 0 % per horse -10 Charged when halted or at walk +5 Each friend -
within 4". Novice 01-30 Flee 2 moves + weapon
5% on chariot -10 Charged by more than 1 enemy
-5 Charged when at trot/jog +5 Long spear 31-00 Fire but adds 15 to BHC
Elephant-v-FJephant 1096 chance Average 01-15 Flee 2 moves + weapon
Plus chance on animal 5096 5 WPs ~5 Charged from behind armed.
-5 Charged by EHC •• 16-00 Fire but add 15 to BHC
40% 4 WPs Veter6n 01-05 Flee 1 move;J- weapon
3096 3 WPs --5 Barbarian/Roman charged by Hun
-5 Quals charged by early Germans 06-00 Fire but add 10 to BHe
20% 2 WPs
10% 1 WP .* Not applicable if same troop type.
ISHOOTIHG BASIC CHANCE TO lfiT
XKNGE ~RO()P TYPE
WEAPON SHORT LONG WEAPON LI MI HI EHl LC Me HC EHe [Link] [Link] [Link] Elephant Chariot
Javelin 5" 10!!
Pilum etc. 3" 6n Foot Jav. 30 35 40 45 15 20 25 30 10 15 20 01 07
Sling 12 " 24" Mounted Jav. 35 40 45 50 20 25 30 35 ,
15 20 25 06 12
Staff Sling 14T1 28" Pilum etc. 25 25 30 35 10 15 I 20 25 05 10 15 01 03
Foot Bow 18" 40" Sling 50 60 70 80 40 50 65 75 30 35 40 10 27
Mounted Bow 15 11
•
30 n Staff Sling 45 50 55 60 35 40 45 55 25 30 35 10 22
Crossbow 2 0" 50" Crossbow 30 35 40 45 25 30 40 45 20 25 30 05 12
Mounted Jav. 4" 8" Footbow 35 40 45 50 30 35 40 45 25 30 35 05 12
Bolt Thrower 30 ft 75" Mounted Bow 40 45 50 55 35 40 45 50 30 35 40 08 17
Bol t Thrower 60 60 65 . 65 55 55 60 60 50 50 55 20 27
LOADING
All weapons 1 move except:- ADD or SUBTRACT the following
Pilum &: Javs No penalty -5 Resting Crossbow
- 10 Marksman shooting -
Staff Sling 2 moves -5 Roman Pilum (NOT heavy throwing weapons)
-10 Expert shooting
Crossbow 4 moves - 5 Aiming for two moves
-5 Veteran shooting
Bolt Thrower 6 moves -10 Aiming for three moves
-5 Eastern archer shooting
Inf may only load while halted or -5 Scythian,Parthian, Hun. -10 Novice shooting
moving at walk rate. +20 Shooting unaimed +15 Shooting from long range
, Others may load at any rate +15 Cav shooting from within 411 of camels
+15 Cav shooting from within 8 11 of elephant
except gallop. +15 Target behind hard cover +10 Shooting at Cav with horse armour
WOUND POINTS FROM HI'I'S +10 Target shielded (+5 for Bolt thrower) (+5 if Bolt thrower)
SCORE HIGHER 8y:- No of WPs +10 Target in s oft cover(+5 if Bolt thrower) +5 Shooting at Cav with half horse armour (NOT
6 to IU 2 +5 Mtd. Jav/Bow shooting when at canter/gallop Bol t thrower)
11 to 15 3 +5 Inf with Javs/Pilum shooting when running +5 Each wound point recieved.
16 to 20 4 +5 Each move grade of target(over walk) +5 Attempting to shoot in sand storm
21 to 25 5
26 to 30 6 HIT EFFECTS CHART
31 to 35 7 NUMBER OF WOUND POINTS EFFECT
,
36+ Kill HUMANS
,
. ". 5 Basic Hit Chance Target number increased by 25. All movement
.. , halved t All action moves take twice as long.
t·
- 1I 6 Basic Hit Chance Target Number increased to 30. Movement rate
'1 .. '1t~
... reduced by three quarters. All action moves take twice as long.
~-~ • "' 7 Basic Hit Chance Target Numoer Increased by 35. laovement
-' r.. ~ ... reduced to a crawl. No action moves possible except take out/put
-;.
away a weapon; Pick up an article; Swap weapons.
8 Dead
HORSES (CAMELS IN BRACKETS)
,
-
1 to 4 (1 to 5) No effect
5 &: 6 (6 & 7 Gallop rate not possible
"]I;
~ . -, 7 to 10(8 to 13 Gallop &: Canter rates not possible. Turns take twice as 10n.l._
.'
••
......
~ ...I
", :
- .- ~
--..
... '~
11 ~ 14)
12 15)
Movement reduced to
Dead
-
walk rate. Turns take four times 8S long.
~
HAMD TO HAND COMBAT - BASIC CHANCE TO HIT Add or Subtract the following
:WEAPON LI MI HI EHI LC MC HC EHe LCarn MCam HCarn Ele. Char. +20 Chariots in 2nd. &. Subsequent rounds of melee.
POOT FIGURES +18 Inf. NOT armed with Pike, 2- Handed Axe, LonK
Dagger /Shield 80 85 90 95 85 90 95 99 80 85 90 85 75 spear against armoured cav.(+g if half armoured).
Improvised 75 80 85 90 80 85 90 95 75 80 85 80 70 +12 Inf. with long spear against armoured cav (+6 if
I-Handed Wpn. 45 50 60 65 50 55 65 70 45 50 55 55 50 half arm oured).
Sword 40 45 55 60 45 50 60 65 40 45 50 50 45 +6 Inf. with pike, 2- Handed Axe against armoured
S/Spear,Jav. 40 45 55 65 35 40 50 60 30 35 40 40 40 cav (+3 if half armoured).
Lon Spear 50 55 65 70 30 35 45 55 25 30 35 35 30 +8 Mtd troops against armoured cav (+4 if half
Pike 60 65 70 75 25 30 35 45 20 25 30 30 25 armoured). I
1. No elephant +/- except;- +5 per 5 wound point, +5 opponent in cover. -10 Above opponent, or attacking from higher ground.
2. Chariot horses no +/- except;- +5 per 3 wound points; +5 per morale/ability grade
-5 Lancer moving into melee at canter/gallop.
lower than opponent, +5 against pikes, +5 opponent in cover, - 5 per movement
- 5 Each [Link]/ability grade higher than opponent.
grade higher than opponent.
-5 Charged/C'charged into melee (1st. round only).
3. If shielded attacked on unshielded side then they cannot count shielded.
- 5 Roman legionary armed with sword.
-2 Opponent has no helmet. ~
-'
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