DBMM 2.1 Bilingual Without Diagram

Download as pdf or txt
Download as pdf or txt
You are on page 1of 69

DISCLAIMER

This is a Chinese translation of part of the DE BELLIS MAGISTRORUM MILITUM


Version 2.1 written by Phil Barker. In the event of any inconsistency
between the English and Chinese versions of this rulebook, the English
version shall prevail. Phil Barker DE BELLIS MAGISTRORUM
MILITUM
Copyright (c) Phil Barker 2016. All Rights Reserved (c) 2016
Phil Barker
No part of this publication may be reproduced, stored in a retrieval system
or transmitted in any form or by any means, electronic, mechanical,
photocopying, recording or otherwise, without prior permission in writing
from the copyright holder.

((www.hksw.org)
Dragon Painting Service
(www.dragonpaintingservices.com)

DBMM:
Mounted troop types are Elephants [abbreviated as El], Expendables [Exp],
Knights [Kn], Cavalry [Cv], Light Horse [LH or Camelry [Cm] (including
any foot required to be double-based with them).
[] (Elephants)(Expendables)(Knights)
(Cavalry)(Light Horse) (Camelry)

Foot troop types are Spears [Sp], Pikes [Pk], Blades [Bd], Warband [Wb],
Bows [Bw], Shot [Sh], Auxilia [Ax], Psiloi [Ps] or Hordes [Hd].
[][](Spear)(Pikes) Blade()(Warband)
(Bowmen)(Shot)(Auxilia) Psiloi()
(Hordes)

Train troop types are Artillery [Art], War Wagons [WWg] or Baggage [Bge].
Naval troop types are Galleys [Gal], Ships [Shp] or Boats [Bts].
[](Artillery) (War Wagons)(Baggage)
[](Galleys) (Ships)(Boats)

Light Horse and Psiloi are referred to collectively as Skirmishers, and

1
also together with Auxilia as Light Troops.

Superior (S): Troops recognized by contemporaries as significantly


superior in morale or efficiency.
Ordinary (0): Representing the most common or most typical troops of
that type.
Fast (F): Troops who move faster and further than average but are usually
worse protected.
Inferior (I): Brittle troops historically identifiable as of
significantly inferior morale or efficiency.
Exception (X): Troops treated as special cases.
5
S
O
F
I
X

2
(Regular)
(Irregular)

Some elements include a General, who can be the Commander-in-Chief


(C-in-C), a Subordinate General or an Ally General.
(C-in-C)

Each general has 0-2 Baggage elements in addition to any Bge (S) its army
list permits, reduced to 0-1 if his command has less than 10 elements in
total. Baggage of an ally that could change sides must, and some or all
of other generals can, remain with him as Command Baggage. All other
baggage is held in an extra Army Baggage command with no general that does
not throw PIP dice, but which can also include other train and foot (see
p.14).

(S)0-210
0-1

2

() PIP

(X):
Elephant Exception (X): Bolt-shooting engines mounted on elephants, such
as those of the Khmer and Cham. They shoot and inflict shooting outcomes
as if Artillery (F), but suffer shooting outcomes as if Elephants (I).
They are treated as Elephants (I) in all other circumstances. Opponents
use their CF against mounted troops if in close combat, that against train
if not.
(X):(F)(I)
(I)

Knights Exception (X): They are treated as Knights (S) when shot at by
Bows or naval, or in close combat against Cavalry, Light Horse, Spears,
Pikes or Bows, as Knights (I) if in close combat against Elephants,
Expendables, Knights except (X), Blades or Warband, otherwise as Knights
(0).
(X):
(S)(X)(I)
(O)

Camelery Exception (X): Camels disguised as elephants to frighten animals,


and also Chinese paper lions; usually as an Unusual Troops stratagem. They
are treated as if Baggage (I) except they can contact mounted troops and
resolve close combat against them as if War Wagons (I), and that they panic
and destroy Elephants as a special combat outcome.
(X): (I)(I)

Spear Exception (X): As (I), but with at least the front rank carrying
large pavises, such as Sumerian, Minoan or early Mycenaean spearmen. They
count as Pikes (S) in close or distant combat against Cavalry, Bows [even
Bw (X)] or light troops, otherwise as Pikes (I).
(X): ((X))
(S)(I)

Blade Exception (X): Men with weapons unusually dangerous to heavily

3
annoured knights, such as Aurelian's anticataphract improvised clubmen,
Indian clubmen, Byzantine menavlatoi, Low Countries planconwielders or
Swiss halberdiers. Treated as Blades (F), but destroy Knights scoring
less.
(X): (F)

Bow Exception (X): Foot in a formation with front ranks armed with pike
or with spear and a large shield or pavise, but most with bow or crossbow,
and tactically emphasizing shooting rather than for close combat, such
as Achaemenid Persian sparabara, Alexander's experimental phalanx, 10th
century Byzantine infantry, Italian civic infantry or Burgundian
pike-and-longbow infantry. They can be double-based with an element of
Bows (0) or (S) behind them, or on a single base alternating pike or
spear-anned with shooting figures . In distant combat, they count as Bows
(S) if they are double-based with Bows (S) or when they are shot at by
enemy Bows or naval and cannot shoot back, otherwise as Bows (0). In close
combat, they fight frontally as Spears (0) if regular and as Spears (I)
if irregular, not as Bows. If double-based with Bows, these provide rear
support. They are otherwise ineligible to give or receive rear support.
(X): (O)(S): (a)
(S)(S);(b)
(S);(c)(O)
:(a)(X)(O)(b)(X)(I)

Psiloi Exception (X): Anned with incendiaries, corrosives or biologicals


such as Greek Fire siphons, hand-hurled naphtha bombs, Chinese fire lances,
quicklime or hornets' nests. They are treated in all circumstances as
Psiloi (I), except that they substitute Artillery (I) distant combat
factors and effect when in close combat to their front against any but
Auxilia or Psiloi.
(X): (I)
(I)

Artillery Exception (X): One-time use self-propelled animal projectiles


such as flaming pigs and Chinese thunder-bomb oxen, usually used as an
Unusual Troops stratagem. These are treated as if Artillery (I) rockets

4
except that their maximum range is 240p and they cannot be shot across
water or enemy fortifications, or from behind other troops, or
over/through enemy Psiloi. The element is placed in contact with its
target when fired and is destroyed by the combat. They have morale
equivalents (ME) as if Expendables.
(X):(I):
(a)240;
(b):(i);(ii);(iii);
(c)

ME

War Wagon Exception (X): Republican Roman anti-elephant carts and similar
blade-studded man-pushed wagons. These are usually used as an Unusual
Troops stratagem. They are treated as if (0), except they cannot shoot,
can contact enemy, and have special combat outcomes against Elephants.
(X):(O):
(a);
(b);
(c)

Galley Exception (X): Oared horse transport, such as Byzantine chelandion.


Moves and fights as (0).
(X): (O)

Boat Exception (X): Fastened together in pairs to carry siege towers. They
are treated as Ships (S) if shooting or shot at or if in close combat
against fortifications, otherwise as Ships (I).
(X): (a);(b);(c)(S)
(I)

Boats Exception (X): Converted rowing vessels with penthouse for torsion
artillery. Treated as Artillery (S) if shooting or shot at, otherwise as
Boats (I).
(X): (a);(b)(S) (I)

Pg26

5
FIGHTING THE BATTLE

SEQUENCE OF PLAY
If only one side 's C-in-C is inert, the other side takes first bound.
Otherwise: The invader takes first bound if he deployed first or if
visibility is less than 400p.
If not, the defender takes first bound.
The other side takes the next bound and the sides then continue to
alternate bounds.

400

During each side's bound:


(1) Check if any of its commands has been shattered (see pA3). Its
commander-in-chief dices on behalf of each of its other commands on the
battlefield or flank marching for that command's player initiative points
(PIPs), to be used to make tactical or march moves or to temporarily halt
spontaneous advance or rout moves or naval drifting, or to test for arrival
(see p.31). Note any change in the weather (see p.25).

(1) (43)
PIPPIP
(31
)(25)

(2) It first makes all march moves, tactical moves and halts (see p.28);
then any spontaneous advances (see p.30) or naval drifting (see p.2S) that
have not been prevented by a halt (see p.31), then rout moves. If a tactical
move would affect a march move, the march move must be made first. A legal
move cannot be taken back once made unless its original position has been
marked, and not even then if another element has been moved since. When
a move is made to just short of or just beyond a critical distance from
enemy, the player must tell his opponent so. Specifying " 1 p" or " 1 mm"
as the distance is unnecessary as well as implausible.
(2) (28)

6
(30)(25)

11mm

(3) All elements eligible to do so of both sides sequentially shoot (see


pp.34,36-37) and make or inflict outcome moves (see pp.38-41 ), in an order
decided (in case of doubt) by the side whose bound it is.
(3) ()
(3436-37)(38-41)

(4) Any elements of both sides in combat contact (see p.33) with enemy
turn to face (see p.3S), then fight and make or inflict outcome moves (see
p.38-41) in an order decided by the side whose bound it is. Feigned flights
are now triggered and made. Now check if any command of either side has
become disheartened or broken (see p43). Finally, fleeing elements of
either side that can (see p4l) turn 180.
(4) (33)(35)
(38-41)
(43)
180(41)

PLAYER INITIATIVE POINT (PIP) DICING


The C-in-C simultaneously throws one PIP dice for each and every command
at the start of each of his side's bounds, except that an army baggage
command instead uses PIPs supplied by the C-in-C. If there are less than
4 dice, he uses dummy dice to make up the total number of dice to 4. A
dummy is discarded if it scores 6. If a command is Shattered (see p43),
it then ceases to throw PTP dice [or be able to use the C-in-C's PIPs].
Irregular and allied generals ' commands are each allocated a different
colour dice at the sta1t of the game, which dice and its PIP scores they
use throughout the game. The dice for other regular commands are the same
colour.
PIP
PIP
PIPPIP

7
PIP(PIP)

PIPPIP
The C-in-C specifies during deployment (see pp.14,22) which regular
commands will initially always use the highest, next highest or lowest
scoring dice or will average dice. This can be changed during the battle,
but with considerable difficulty and confusion, so try to get it right
first time. It represents the roles allotted to commands, and is not
affected by distance, visibility or loss of the C-in-C. However, a regular
command whose general 's element has been lost or has not yet arrived on
table from a flank or delayed march or is in ambush, or that is a Concealed
Command not yet placed or a broken command, or when time or weather
restricts visibility to less than 400p (see p.25) is not currently
included in allocation or averaging, so dices independently.
(14,22)PIP
PIPPIP
PIP

400(25)PIP

The C-in-C can join a group otherwise entirely of a subordinate general's


command that does not include that general and move it while part of it
using his own command's PIPs. PIPs cannot otherwise be used to move troops
of another command (except by the C-in-C for an army baggage command),
be transferred, or be saved.

PIP PIP
()

Brilliant Generals (see p.1S) using a brilliant stroke can double a raw
PIP score after dicing while on the battlefield unless in close combat
or overlapping an enemy element. If a regular C-in-C, it can be his own
score or that of an on-battlefield subordinate general no more than 2,000p
away.
(15)
PIP2000

8
PIP
Inert Generals (see p.1S) always deduct 1 from their own command's raw
PIP score if an ally, and from that of every command that has arrived on
the battlefield if the C-in-C; even if the Inert general is absent or has
been lost. This simulates their stultifying influence on subordinates and
allies. A brilliant stroke by a brilliant ally or subordinate general
doubles only the remainder after this deduction.
(15)PIP
PIP

pg 27
PIP EXPENDITURE
No PIP is expended by a first march move this bound if it does not contact
enemy and is either (a) entirely along a road without reversing direction
or moving backwards, or (b) a group entirely of foot headed by 2 or more
complete ranks of Pikes that is moving straight ahead, or (c) naval in
good going.
PIP()
PIP:
(a)
(b)
(c)

Otherwise:
1 PIP is expended for:
Each march or tactical move by an element or group.
Each halt by a single impetuous, broken or naval element.
Each halt by a broken group or a group including impetuous troops.
Each time an element uses a move to set-up PO.
:
1PIP:

2 PIPs are expended for:


Each element to dismount or mount, unless mounted infantry or embarking.

9
To trigger a feigned flight.
2PIP:
;

3 PIPs are expended:


By the C-in-C to activate an ally, or change orders unless by a brilliant
stroke.
3PIP:
()

1 less PIP is expended for:


One move or halt per bound by an element or group that (a) includes a C-in-C.
who is not Inert, or (b) is entirely of regulars including a sub- or ally
general.
1PIP:
(a);(b)(c)
:(a)(b)

1 extra PIP is expended for:


Each march or tactical move or halt between dusk and dawn.
1PIP:
:(a);(b)(c)

1 extra PIP is expended by a move requiring PIPs or a halt, dismounting


or mounting for each of:
1PIPPIP :(a);(b);(c);(d)
(1PIP):

(a) Command Difficulty


If a march or tactical move or halt by any element or group and the general
providing PIPs is any of:
Lost, or not on the battlefield, or unreliable.
Started the bound in frontal close combat.
More than 2,OOOp away if entirely of Light Horse or of naval, or of
an army baggage command.
More than 800p away if it is other troops.
Unable to see it only because visibility is restricted by the time of
day and weather.

10
Moving shaken troops of a disheartened command (see p.43) unless all
their front edge will end further from all known enemy.
(A)
:(a);(b)(c)PIP

1.(a);(b);(c)
2.
3.(a);(b);(c)PIP
2000
4.PIP800
5.()PIP
6.(43)

(b) Order Change Confusion


If the C-in-C changed the command's orders [PIP allocation] last bound,
unless by a brilliant stroke.
(B)
(PIP)

(c) Unresponsive, Mixed or Forced Marching Troops


For each of:
If an element or group includes Expendables, Hordes (0) or (I), or train
except (F)
If a group includes both any mounted troops [except Elephants or a
general 's element] and unmounted foot [except any that could provide rear
support to the mounted troops].
If part of an army baggage command, all of which is not marching in
a single column.
Having already made 2 [if irregular] or 3 [if regular] off-road march
moves this bound.
If a march move that will end in any contact with known enemy.
(C)
1.:(a);(b)(O);(c)(I);(d)(F)
2.:(a)()(
)
3.
4.:(a)3()(b)4()

11

5.

(d) Difficult Evolutions


If 1 or more of:
A group other than a column wheels.
Neither of a group's final front corners moves its maximum distance,
unless it either (i) ends in any contact with friends not already in edge
contact with it, (ii) ends with its front edge in contact with enemy, (iii)
ends when its front corner or front edge reaches the edge of rough,
difficult or impassable going, (iv) turns 180, or (v) expands/turns 90
from column.
A group allowed to by p.29, or an element of Expendables, War Wagons
or Ships turns 180.
If a mounted element embarking with their mounts or train element
embarking or disembarking.
(D)
:
1.
2. :
(i)
(ii)
(iii)
(iv)180
(v)/90
3. (a)29180
(b)(i)(ii)(iii)180
4.

(e) Irregular Clumsiness


If a single land element or a land or naval group includes any irregulars
other than (i) light troops in good or rough going, (ii) Cavalry (0) in
good going, or (iii) a general 's element, and either:
Any element moves other than straight ahead; unless along a road, river
or terrain feature edge, or following another in column, or moving the
minimum to line up in close combat or in a TZ.
Performs 1 or more of the difficult evolutions listed in (d) immediately
above.
Halts to prevent spontaneous advance or the start of a rout, unless

12
(i) beyond a river from, or uphill of,the nearest known enemy, or (ii)
foot entirely in rough or difficult going.
(E)
(a)(b)(c)(i)
;(ii)(O);(iii)
:
1.:(a)(b)(c)
(d)(e)
(e)
2.(D)
3.(i)
(ii)

pg28
TACTICAL, MARCH, SPONTANEOUS AND OUTCOME MOVES AND HALTS
Tactical Moves and March Moves are voluntary moves by an element or group
of elements in their side's bound and expend PIPs. An element can be palt
of 1 tactical move or halt or a sequence of 1 to 6 march moves.
Spontaneous Moves are involuntary Spontaneous Advance (see p.30) or Rout
(see p4l) moves in own bound.
Outcome Moves (see pp40-42) are involuntary or optional Press Forward,
Recoil, Repulse, Flee or Pursue moves in either side's bound as a
consequence of combat or the triggering of a feigned flight (see p.17).
Halts are voluntary temporary cessations of otherwise compulsory movement
and expend PIPs (see p.31).

:(a)(b)
PIP:(a)(b)(c)

:(a)30(b)
41
40-42:(a)(b)
17(a)(b)(c)
(d)(e)
PIP31

An element prevented from moving forward by terrain or friendly or enemy


troops is said to be blocked.

13
(a)(b)(c)

MARCHING (Figs 2a-b)


March movement differs from tactical in that it is assumed to be continuous
and to include movement during the preceding enemy bound, cannot start
in any contact with enemy and ends on any contact with enemy. All but the
final march move of a sequence must be full distance.
2a-b

Each march move must start further than 400p from all known enemy groups
not beyond a friendly PF or TF, unless the marchers are a group of which
all elements move only straight ahead this bound, and all enemy within
400p are single elements or are groups that either: (a) do not contain
contiguous non-skirmisher elements, or (b) are entirely train, or (c) have
a rear corner closer to the marchers than both front corners, (this
representing an incautious hurry to battle against enemy perceived as
vulnerable).
400(
)
400: (1)(2)
ab(c)

SINGLE ELEMENT MOVES (Figs la-b)


A tactical or march move by a single element:
1a-b
:

Can be in any direction provided that neither front corner (nor rear
corner if train) ends more than the troop-type's maximum permitted move
distance measured in a straight line from where that corner started
(except that Expendables, train or Ships can only move in the direction
they are facing or change direction by a pivot or wheel of 900 or less,
or a turn of 1800). This simplifies most measurement. The element must

14
still obey interpenetration, terrain and TZ restrictions (see p.32), and
if it must deviate from a straight line to avoid any of these, the extra
distance must be added to the measurement.
1):

(
:(a)(b)(c)
90 (d)180 )
:(a)(b)(c)32

Can be replaced by dismounting or remounting the element (except for


mounted infantry who do so automatically) (see p.1 0). Elements in edge
contact with enemy cannot dismount and cannot remount with a tactical move,
but do so automatically if fleeing or routing.
2) 10

Can include embarking on or disembarking from (see p.IO) naval in edge


contact with a beach,quay or riverbank, starting or ending with its front
edge within tactical move of the naval element. If mounted troops, this
includes dismounting or mounting. An element cannot disembark where enemy
land troops are in contact with the water's edge, in which case combat
must be fought by the naval element until the enemy recoil, repulse, flee,
rout or are spent or destroyed. It can disembark to contact enemy who are
positioned away from the edge, these being moved back if
necessary to make room.
3)(10)

PIVOTS, WHEELS AND TURNS (Figs 4a-d)


A pivot is a rotation by a single element around (a) a stationary front
corner, or (b) the point of contact with another element. A wheel is a
forward rotation either (a) around a forward moving front corner by a

15
single element moving along a road or river or skirting the edge of a
terrain feature, or (b) around a stationary or forward moving front corner
by a group. A turn must be either 1800 (exchanging front and rear edge)
or 900 (exchanging front and side edge).
4a-d
(ab

(a)//
b(i)
180 90

GROUPS AND GROUP MOVES


A group is all those contiguous elements of the same command which, except
when necessary for wheeling or turning a column or passing through a
gateway, are facing the same direction with each in both edge and
corner-to-corner contact with another of the group 's elements. A column
is a group only 1 element wide.

(a)(b)(c)
(a)(b)
(i)(ii)

Groups are temporary. Instead of moving a whole group, it is also possible


to move part of it as a smaller group or (unless able to provide rear
Support in close combat that bound) as individual elements. Conversely,
a group or single element can move to join other elements and make its
next move as a group including these.
: (a)
(b)

The maximum move of each element of a group is that of the group's slowest
element. Unless moving laterally to form or expand from a column or turning,
its elements must each move parallel to, or follow, the first of them to
move, or wheel through the same angles. The group cannot start in contact
with an enemy element's front edge, or include (a) changes in frontage,
turns or movement to the group's rear or sideways except as on p.29, or
(b) oblique movement except to line up in a TZ or in front edge combat.

16
(a)(b):(a)
(b)
(a)29
(i)(ii)(iii)(b)
((i)(ii)

pg 29
An entire group tactical or full length march move can be used instead
to change formation (Figs 3a-d), by:
Expanding from a column. The front element remains stationary. Other
elements move as if by their type's single element moves. All must end
facing the same direction and in both edge and corner-to-corner contact
with another element of the original group. None can end in edge or corner
contact with enemy. All front rank elements must be lined up level with
the original front rank element.
(a)(b)3a-d
1)
(i)

Contracting or turning 90 into a single column. The future front


element of the column either moves forward or pivots 90 and moves towards
its former flank. It moves up to the full tactical move distance of the
slowest element in the group, including any bonus for moving along a road.
It can wheel. The other elements move individually up to twice the normal
distance of their troop type in that going, the nearest elements falling
in behind the column, others moving to close up any resulting gaps. No
element can end further to the rear than it started. It may take more than
1 move for all of a contracting group to join in the column. In succeeding
moves that bound, elements of the group not yet in the column can move
only to join its tail. Other elements formerly part of the group cease
to be part of it.
2) 90()(a)(b)
90

17

Turning 90 from a straight column into a line. The lead element of


the column pivots 90 about a front corner to face the intended direction
of the line. Each subsequent element in turn joins the near end of the
line; either prolonging the front rank, or in a 2nd rank if mounted or
2nd to 4th rank if foot. The line cannot extend past the original rear
of the column unless it is reverting to its previous formation.
3) 9090
;(a)
(b)()(c)()

Unless expanding from a column, a group move can include only these changes
of direction:
1 wheel 2-8 elements wide of up to 90, measuring the move distance
of the outer front corner.
Any number of wheels if a column.
1 initial or final (but not both) 180 turn if the group is either
disheartened, entirely regular land or (unless a general) entirely
Cavalry and/or light troops. The elements becoming its front edge must
end in mutual side edge and front corner contact. Measure move distance
initial front edge to final rear edge.
A sideways shift of up to 40p (half an element width) to line up with
a friendly group up to 240p ahead

1) 2-8 90
2)
3) (a)(b)(c)(/
()90

(i)(ii)

4) 240 40

Each element of a column wheels in succession on arrival at the place where


the first wheeled. Until all have done so, the column will have a bend

18
at that point. Elements recoil or are pushed back around the bend and
elements shoot or provide rear support as if lined up behind the element
in front.

:(i)
(ii)

A group move must be in or into a single column if between dusk and dawn,
or if through a gateway or if leaving a TF, or if entirely along a road,
or if across a road ford or bridge. A group move that enters or ends in
difficult going must be (a) in or into a single column (which is assumed
to be following a track), or (b) entirely of Psiloi or (c) a tactical move
into close combat with enemy any of whom are visible at the start of the
move.

:(i)(ii)
:(a)(i)(ii)
bc

TACTICAL AND MARCH MOVE DISTANCES


Moves are measured from the starting position of the moving single element
or groups furthest moving front corner to its final position. The
maximum distance (p) that it can move is:

():
Only if If
leading entering If entering
element is or or
march ending ending move
moving move in:
entirely in: Rough Difficult
along a road Normal Going Going
Light Horse 640 320 240 160
Cavalry, Camelry or 480 240 160 80
Expendables
Elephants or Knights 400 200 160 80
Auxilia or Psiloi 400 200 200 160
Spears, Pikes, Blades, 400 160 160 80

19
Warband, Bows, Shot or Hordes
War Wagons, Artillery except 400 160 80 0
(S), land Baggage
Artillery (S) 240 80 40 -
Naval except (X) 320 160
Naval if (X) 160 80
However:
Troops graded as Fast (F) add an extra 40p to their march, tactical,
spontaneous, repulse, flee or press forward move off-road if either
mounted troops moving entirely in good going or others in any going.
No move can exceed maximum visibility distance for the time of day and
weather by more than 40p.
Troops reaching slowing terrain without move distance to enter it end
that move at its edge.



640 320 240 160
480 240 160 80
400 200 160 80
400 200 200 160
400 160 160 80

(S) 400 160 80 0


(S) 240 80 40 -
(X) 320 160
(X) 160 80

1) (F)(a)(b)(c)
(d)(e)(e)40
(i)
(ii)
2) ()40
3)

Pg30
SPONTANEOUS ADVANCE (Figs 5a-d)
Some troops can advance without expending PIPs. This may reflect
initiative by local commanders following a standard operational procedure
not needing an order by a general; or in the extreme case, undisciplined
disobedience. Such troops are impetuous until broken or the cause ceases;
and until then will spontaneously advance, automatically renew combat or

20
chase broken enemy unless controlled. They are:
Expendables,
Irregular elements of - Knights (S), (0) or (F) [but not (X)], Light
Horse (S), Camelry (S), Blades (F) [not (X)], Spears (0), Hordes (S) or
(F), and all Warband. Mounted impetuous foot remain impetuous.
Regular Knights (F) based as a single-element wedge.
Psiloi in the TZ of enemy foot, unless other troops or a terrain edge
are between them and the enemy.
A single element (or double base) of regular cavalry placed alone in
an undiscovered ambush.
Any troops (except train) that are aware of broken or shattered enemy
closer than 400p or of an enemy feigned flight within 480p in the preceding
enemy bound, or that will contact enemy Baggage.
Troops that crossed a hidden obstacle this bound, or that are in a river
unless fleeing.
5a-d
PIP
;

;
:

:S0F[X]S
S
F[X](O)SF

(F)
TZ
()
:(a)400p
(b)480p(c)

()

Impetuous troops must advance spontaneously in columns if they can, as


individual elements only if not, unless:
They have moved (unless across a hidden obstacle - see p.16), or are
in close combat.
They have been halted, or they are encamped at night (see p.23), or
of an army baggage command.
They are foot defending a river edge (see p.20), or the move would cross
fortifications from the inside.
They are in difficult going or undiscovered in ambush (see p.17), have

21
not yet moved during the battle and choose not to move.
They are overlapping an enemy element (see p.35), and choose not to
move.
They are mounted and the move would reach fortifications or an unfrozen
water feature, or enter difficult going other than FO.
They are Knights that would make edge or corner contact with any
elephants or camels.
Their command is disheartened (see p43), or is that of an unreliable
ally (see p.14).
None of the directions below is possible, in which case they remain
in place, but count as moved.

- 16
23
20
17

35
FO

p4314

A spontaneous advance's direction is straight ahead if that move will


contact an enemy element any part of which is directly in front. If in
column behind another moving element it must follow that element.
Otherwise it must either:
Change direction by the least angle and then move the least distance
possible that brings its front edge into front or rear edge contact with
or to overlap the closest enemy element in reach of which any part is in
front of a line extending your element's front edge.
Move directly towards the enemy Baggage or routing element that is
visible closer than 400p and which is most nearly straight ahead.
Move along a road, a battlefield edge or the edge of a terrain feature
it reaches while moving straight ahead or is already moving along; if this
will take it closer to the enemy rear battlefield edge.
Move straight ahead without going closer to its own side 's rear
battlefield edge.

22

400p:(a)(b)
:(a)(b)(c)

A spontaneous advance must be the full permitted tactical move distance,


except that the element
or column:
Moves an extra 80p if moving straight ahead in good going without ending
in any contact with enemy.
Moves double distance if this will contact enemy routers.
Must reduce its move by approximately 5-10p if needed to avoid ending
in front corner-to-front corner contact with friends, unless its front
edge contacts enemy or will overlap (see p.35) enemy.
Immediately on contact pivots less than 90 to end facing the same
direction as a friendly element it contacts that is in close combat or
that it cannot pass through (see p.32), or is any impetuous element that
has moved this bound. This permits a mass spontaneous advance to be
redirected by a tactical move of one of its leading elements in the new
direction, to which the other spontaneous elements will gradually conform.
This is the equivalent of "There they are! Follow me!"
Ends its move when it (a) contacts (without pivoting) friends it cannot
pass through, (b) has pivoted to conform to friends or enemy it contacts,
(c) is overlapping an enemy element and does not wish to continue moving
straight ahead, (d) is 80p or less from mounted enemy it can shoot at,
(e) its front edge reaches a battlefield edge it cannot continue along,
or (f) it is at the centre of an enemy BUA.
Being spontaneous or the move ending do not remove the obligation to
conform in a TZ (see p.32).
If 2 or more elements must advance spontaneously that/those in front move
first. Expendables that have made a spontaneous advance can no longer make
tactical or march moves or be halted during the remainder of the game.

80p80p

5-10p
:(a)(b)35

23
90
(a) (b)(32)(c)

:(a)()(b)
(c)(d)
80p(e)
(f)BUA
TZ32

Pg31
HALTS
A halt is used only to prevent any of the following for the remainder of
the current bound:
Elements that are impetuous from making spontaneous advances.
A naval element from drifting on to a lee shore in strong winds and
being shipwrecked.
An element or group that has not previously routed of a broken command
from routing.
A halt is not a move, so is unaffected by going. A halt applies to all
elements of a group, even if they join it later that bound. It is not
possible to halt part of a group and subsequently allow spontaneous
advances by other parts.

ARRIVAL OF DELAYED OR FLANK MARCHING COMMANDS


A raw PIP dice score of 5 or 6 by a delayed, or 6 by a flank marching,
command indicates the immediate arrival by single march moves of a delayed
command on its rear battlefield edge and (unless naval) at least 800p from
side edges, or the arrival of a flank marching command in its next bound.

24
After their side's 4th bound, the scores needed by all except allied
commands reduce by 1. An allied command that has not scored sufficient
by its 8th bound will never arrive. An allied command is always reliable
if it arrives from a flank (but not a delayed) march.

PIP56
800p800p
PIP6

1(
)
If either side has used the Delaying Battle stratagem, all flank marches
and delayed commands arrive on a score 1 less. A short hook ordered by
a Brilliant C-in-C as a Flank Attack stratagem arrives on a score 1 less.
A command including a Brilliant general can also arrive on a score 1 less,
but if he does it expends 1 of his 2 brilliant strokes. A delayed or flank
marching Inert general will not arrive until he makes the correct score
a 2nd time.

1
1
121

A flank march's flank of arrival is immediately declared and the opponent


asked if he also has a flank march on that flank. If both sides have a
flank march on that flank, the two commands' total numbers of elements
including Baggage are compared. A smaller flank march is driven back. Both
are driven back if equal sized.
A smaller flank march arrives in its next bound. A larger flank march
arrives in its next subsequent bound, being assumed to have been delayed
by the smaller command's initial resistance. Equal flank marches arrive
in their next bound after one of them has a further raw PIP score of 6.

PIP6

25

Any train of a driven-back unsuccessful flank march are lost. Its


remaining elements can arrive anywhere in its side's own half of the
specified flank edge. Any elements without PIPs to do so are lost.
Unopposed or larger flank marches arrive anywhere in the opposing side's
half of the specified flank edge, and/or (if by land and the arrival score
was 6) the nearest 400p of its rear edge. Baggage arrives last. Front
rank elements measure their arrival move from the battlefield edge. Any
whose base depth exceeds their maximum move distance are placed with their
rear base edge on the battlefield edge.
No element can arrive inside a BUA, nor have part of its base over the
battlefield edge. Elements arriving on a road have already made a first
march move

PIP
/
PIP6400p

BUA

Arrival by Impressed Shipping


A flank march by naval elements can arrive on any suitable navigable water
feature, but impressed shipping only by sea or waterway. Each element on
impressed shipping dices once and must score at least 2 to arrive. The
score needed is increased by 1 in strong winds or fog; and by 2 if enemy
naval elements present exceed half yours and there are no strong winds
or fog. Elements from impressed shipping are placed already disembarked
(so do not expend PIPs for this) with their rear edge on a beach or quay,
any enemy contacted making room. Mounted and train cannot move that bound,
and are penalized in combat that bound and next as if in difficult going.
Foot can make single element moves. Elements that fail to arrive are
treated as Spent (see p.40).

2
1;
2
PIPs

26


40

Stragglers
Any elements arriving by land that fail to move on to the battlefield in
the bound of arrival are straggling. Straggling elements are lost if their
command is already broken or was driven back. Other stragglers must arrive
in the next bound in which their command's PIP score is sufficient for
them to move clear of the edge. Stragglers cannot be kept off the
battlefield if PIPs can be used to move them on.

PIPPIP

Arrival Surprise
Any enemy land element less than 400p from and in sight of the place of
arrival on a flank or rear edge of any non-straggler element of an
unopposed or larger land flank march must immediately flee unless either
inside a fortified BUA, in close combat or concealed in ambush. Any enemy
naval element must flee from a flank marching naval element that would
contact it with its arrival move.

() 400p

BUA

Pg 32
MOVING THROUGH GAPS OR PASSING THROUGH FRIENDLY TROOPS
The only instances in which an element can move inside a space insufficient
for its own frontage between any of: elements, fortifications, impassable
terrain or a battlefield edge, are: (a) by legally interpenetrating an
element in the direction moved, (b) to exit from inside or form a column,
(c) to slide sideways to line up in a TZ or in close combat, (d) to move
a blocking element, or (e) while pivoting or wheeling within a TZ.

27

(a) (b) (c)
: (i)TZ (ii)
d
eTZ
: (a)(b)(c)
(d)

Elements within or entering a 1 element wide gap between the side edges
of2 enemy elements can pivot 90 into front edge-to-flank edge contact
with one of those elements. Otherwise, such elements can only move
directly to their own front or rear and any remaining move must be in the
same direction.
1
90

No element can interpenetrate friends if these are (a) marching along the
same road this bound, or (b) in a river, or (c) in any contact with an
enemy element. Otherwise, troops can interpenetrate friends if passing
through only 1 element corner, or if moving straight forward or straight
back, in which case:
Mounted (other than Light Horse or Expendables) that are not recoiling
or being pushed back or repulsed can pass through Light Horse or any foot
facing in the same or opposite direction except Pikes or Hordes.
Regular Light Horse or regular Cavalry repulsed through regular Cavalry
facing the same direction.
Psiloi can pass through any land troops facing the same or opposite
direction; or recoil or be repulsed through any facing other ways to end
lined up in contact behind them facing the same way.
Regular Blades facing the same or opposite direction can pass through
Blades, Spears or Pikes.
Auxilia or Bows except (X) can pass through Blades facing the same
direction.
Mounted or foot can pass through train that are at 90 to their own
direction and only 1 element deep, or that are facing the same or opposite
direction but are not on the same road.
Boats can pass or be passed through by naval facing the same or opposite
direction.

28
abc

1) []:(a)
(b)[]
2)
3) ;

4)
5) (X)
6) [][]:(a)
(b)90
7)

Elements making a spontaneous advance pass through any friends in their


path except Pikes at least 3 elements deep or Elephants; unless the friends
are (a) in close combat, (b) in a position to give rear or overlap support
this bound or next, (c) in a river, or (d) impetuous troops that already
moved this bound. When a spontaneous advance or routing element passes
through any troops except train, the following simultaneous events occur:
Elements passed through by Expendables or Elephants flee (see p4l).
Other impetuous troops that have not yet moved this bound follow behind
in spontaneous advance.
Other non-impetuous troops are spent (see p40) if passed through by
Knights or by Camelry (S), otherwise recoil (see p40) as each successive
element passes through.
Troops of a broken command passed through by routers join behind them
in rout (see p41 ).
(3
); (a) b
(c)(d)

41

(S)40 (
(S))
40

41

29

An element that will not clear the base of a friendly element or gate tower
it passes through stops at that element or tower's near edge if the move
would end in contact with enemy and is not spontaneous. Otherwise, it is
placed immediately beyond the first such element or tower, friends
previously there shifting in the direction moved to make room. Any
elements following it stop at the first friendly element's or tower's near
edge.
: (1)
(2)
()

THREAT ZONE (Figs 6a-7b)


The space immediately in front of an element in which real life opponents
would risk being charged suddenly at a disadvantage if they attempt to
manoeuvre is called the Threat Zone [TZ]. It extends up to and including
80p straight forward of a visible enemy element's front edge, even if it
passes through another element or elements. Any move (or extra movement
to line up) that will enter, or starts in, an enemy TZ must be completed
once started.
It must either:
Line up in front edge-to-front edge combat with the contacted enemy
element most directly in front.
Line up as soon as possible opposite the TZ-ing element most directly
in front.
Line up as an overlap on an enemy element that both it and friends in
the same group contact.
If the only enemy elements whose TZ affects it are to its rear, turn
180.
Move straight forward either (a) a full tactical move without contacting
enemy, or (b) into contact with an enemy front edge or front corner only,
or (c) moving directly towards the enemy exerting the TZ.
Follow or move into rear support behind friends at least partly directly
in front.
Unless in close combat; move only straight back without contacting an
enemy edge or corner.

30
6a-7b
[TZ]
80p
TZ TZ

TZ

TZ TZ 180
:ab
cTZ
;

An enemy land element's TZ does not constrain your movement if:


The enemy element is Hordes (I), Baggage or a routing element.
There is any part of a water feature or a friendly fortification or
obstacle between.
Your element is making an outcome move or otherwise fleeing or routing.
TZ
(I)

Pg33
MOVING INTO CLOSE COMBAT (Figs 7b-10d)
It is an absolute requirement that troops that would move into close combat
in real life must do so in the game. Geometric ploys cannot be used to
prevent enemy contact. A move is cancelled (and its PIPs lost) if either
a friendly element at least partially in front of the moving element, or
any element that is in close combat or providing rear support, obstructs
the moving element's lining up in contact. Otherwise, any obstructing
element must immediately be moved PIP-free (and ignoring any TZ
restrictions) out of the way; by moving it the minimum necessary distance
either backwards and/or behind another, shifting sideways or pivoting.
7b-10d

31

PIPPIPTZ
:(a)/
(b) (c)

An element can move into close combat by a tactical or spontaneous move,


a march allowed to contact enemy or pressing forward; or in either side's
bound by pursuing, or adjusting an existing contact with an enemy flank
or enemy contacting its own flank. It initiates close combat with enemy
by moving its front edge or front corner into edge contact or its front
edge into corner contact with the enemy's:

;
:(a)
(b):

Front edge.
Both front corners of the initiating element must end touching the enemy
front corners, except.
If a group contacts a smaller enemy group entirely of Light Horse and/or
Psiloi, or can line up with only some of the elements it contacts, the
enemy immediately lines up.
If a group contacts part of a single enemy element's front edge or an
element or column entering a gap contacts an enemy element or group, the
enemy immediately lines up.
When an element contacts an enemy front edge, but is obstructed from
lining up front corner-to-front corner by other enemy elements, a
fortification or impassable terrain, the enemy contacted or obstructing
lining up must immediately line up if they can.

:
/

32
Flank edge.
The initiating element must start either entirely on the opposite side
of a line prolonging that flank edge, or partly on the opposite sides of
lines prolonging both flank and rear edge. It must end in mutual front
corner contact unless blocked by impassable terrain, an enemy element or
a battlefield edge, in which case the full flank edge or full front edge
must be in contact.

Rear edge.
The initiating element must start entirely on the opposite side of a line
prolonging that rear edge and end with both front corners touching enemy
rear corners.

Corner.
The initiating element must be part of a group that moved only straight
forward. If the enemy contacted is a single element, it must, and if a
group may if possible, immediately line up in close combat. If a contacted
group cannot or does not choose to line up, its contacted element fights
as if a single element in front edge combat with that contacting it and
overlapped once on its outer corner. Corner contact cannot be made on
elements:
Of a type that does not turn to face flank contact.
Defending fortifications or the edge of a terrain feature.

33

A rear corner or rear edge cannot be voluntarily moved into any enemy
contact, or a flank edge into any contact except with a flank edge or if
the front edge also moves into combat. Foot cannot make a tactical move
to contact mounted enemy they can shoot at. Train cannot move to contact
enemy troop elements or fortifications, except that WW g (S) can contact
fortifications other than towers and WWg (X) can contact troops.

[][](S)
(X)

EXTRA MOVEMENT TO LINE UP IN CLOSE COMBAT OR TO LINE UP IN A TZ


An element or group in edge contact but not already lined-up as specified
above must (and any moving in an enemy TZ may) immediately move (expending
no PIPs) the minimum extra up to 80p needed to end lined up with an enemy
edge (or any fortification) by (a) a sideways shift and/or (b) wheel or
pivot; or to (c) shorten group frontage by 1 element by moving blocked
elements the minimum distance to end immediately behind others.
TZ(EMTL)

TZPIP
80p():(a)
/(b); (c)

TYPES OF COMBAT
Distant Combat is limited to those troop types that historically shot
collectively at long range and their targets. It includes all collective
shooting on command by formed bodies of archers or hand gunners, artillery
or naval vessels at bodies of troops beyond the range at which shooting
at individuals is possible. The ranges allowed are based on effective
military ranges found in contemporary sources or established by
experiment with reproduction weapons to allow a significant effect.
Shooting at longer range with only a minor morale effect or sprinkling
of casualties is disregarded for the sake of speed and simplicity.

34

Close Combat includes not only hand-to-hand fighting using edged or


pointed weapons, but also all shooting by mounted archers, javelinmen and
others that shot at close range, or at charging enemy. Any shooting at
greater range by mounted troops or skirmishers is too diffuse to destroy
or recoil an element.

Pg34.
DISTANT COMBAT (Figs 11 a-d)
Elements of Artillery, Bows, Shot, War Wagons (S) or (0), Elephants (X),
Ships (S), (0) or (X), Galleys, and Boats (S) of an army including men
with bows or (X) can shoot at any I enemy element that is a valid target.
All such elements must shoot if eligible to do so unless Art (X) or
undiscovered in ambush.
7b-10d
(S)(O)(X)(S)(O)(X)
(S)()(X)
X

Primary and Aiding Shooters


Elements of both sides can shoot as either a primary or aiding shooter
and/or be shot at up to once each bound. The primary shooter is the element
that will be shot back at, or if none will be shot back at, that nominated
by the shooting player. When a 2nd or 3rd element shoots at a single enemy
element, they aid the primary shooter instead of their shooting being
resolved separately. Any further elements that would shoot at that target
have no additional effect. If a primary shooter whose target cannot shoot
back is shot at by a third party, this is resolved first as a separate
combat. If the other shooting is not prevented by the combat result, it
uses the same dice score.

35
/

(
)

Choice of Shooters and Target


The player chooses which of his eligible elements shoots as a primary or
aiding shooter, except that a target element must shoot back at the shooter
if it can (both then being primary shooters) and that troops other than
Artillery can only shoot at the valid target most directly in front of
their shooting edge (i.e. closest to a line perpendicular to the centre
of that edge). If apparently equally so, the shooter dices to decide which,
and the shooter's element or group is slightly moved accordingly to
indicate this in future. If this is impossible, the opposing group must
be moved or the theoretical alignment be remembered. Artillery can choose
their target.

()

Shooting While Moving


Artillery and Boats (X) cannot shoot if they moved this bound [a pivot
is a move] or are routing. Artillery (S) cannot shoot if it moved on land
or disembarked in any of its side's 3 previous bounds. War Wagons except
(S) cannot shoot from a front edge if they moved. No troops can shoot or
shoot back that marched, fled, routed or are wading.

(X)3
(S)
(S) :

36
Shooting Edge
The base edge shot from is the "shooting edge". This can be a front or
flank edge if War Wagons, Artillery (O) on wagons, Ships (S) or Boats (S),
any edge if manning a PF tower, otherwise only the front edge.

(O)(S)(S)

Valid Targets
An element is a valid target if any part of it is visible within 1/2 a
base width of straight ahead of any part of the shooting edge, at least
2 of its corners are in front of a line extending the shooting edge, it
is within range, and it is not already being shot at by 3 elements.
Shooting is not permitted at or by an element (or required double-based
pair) that is in close combat or the next contiguous element to its rear,
Overlaps can shoot and be shot at. Elements with no valid target at the
start of the shooting phase cannot shoot later except back at elements
that shoot at them.

(40p)
2
3(
)

Shooting is also not allowed unless either (a) a 40p length of any 1 target
edge or of 2 edges joined at a corner or (b) a complete flank edge, is
exposed between lines from the corners of the shooting edge to the
corresponding ends of the target edge section without crossing any element
or each other, except that:
A contiguous 2nd rank element of (a) Bows or Shot lined up directly
behind shooters of the same command with the same weapon and of the same
grade, or (b) of any Bows that are required to be double-based behind Bows
(X), can shoot over them; but only as an aiding shooter at the same target
(counting the same range) and if neither is in difficult going.
Artillery (F), Elephants (X), Artillery on a hill and higher, War Wagons

37
(S) or Ships (X) can shoot over (a) enemy who are not a valid target, or
(b) a single rank of friendly foot more than 80p from the target.
Artillery or a single rank of Bows or Shot can shoot from a PF over
any friends below.
TF, PF or troops manning them cannot be shot over except from higher
PF.
Artillery can choose to ignore or shoot over/through enemy Psiloi.

(a)2
40p(b)

:(a)
b
(X);

(F)(X)(S)X
(a)(b) 80p
:(a)(b)

Shooting Range and Direction


Maximum range is 80p for Shot, 240p for Bows, War Wagons, Artillery (X),
Galleys, Ships and Boats (S), 320p for Artillery (I), 560p for other
Artillery. Range and direction is measured from the nearest point of the
shooting edge of each front rank shooting element to the nearest point
of the target. Range for shooting at or by troops defending a fortification
is measured to and from the fortification 's front edge. (Note that the
range at which shooting is resolved is not necessarily the distance at
which most of it would really have occurred).
()
80pX S
240pI320p560p
()

Pg35

38
CLOSE COMBAT
Close combat occurs when an element has moved into, or remains in, front
edge contact with an enemy element (or an intervening fortification or
PO it is defending behind) in any of the ways described in MOVING INTO
CLOSE COMBAT on page 33. This is called being in front edge combat.

33
()

Turning to Face Flank or Rear contact (Figs 12a-h)


Any element except train, Boats or Expendables that has been so contacted
only on its flank edge by enemy elements' front edge(s), and which is not
in frontal combat with an enemy front edge or providing rear support to
such a combat, turns immediately before starting to resolve close combats
into full front edge contact with whichever contacted it first, except
that when an element which could in some bounds provide rear support to
friends now in frontal combat is contacted to flank, this is treated as
a contact with the friends' flank.
12a-h

()
()

If an element's front edge contacts the flanks of 2 or more elements and


that in front turns to face, the second and subsequent elements also turn
unless already in contact on their rear edge. If they were back to back,
they remain so. If an element or elements contacted in flank or on a corner
have insufficient room to turn to face, the enemy element must move back
to make room. If this is impossible, the contacting element's move is
cancelled. When an element contacted on both flanks turns to face one enemy,
the other moves into contact with its rear.
2
()

()

39

An element contacted by an enemy front edge on its rear edge (unless by


a march, in which case it does turn) or in contact on both rear and flank
edges but not on its front edge, cannot turn and move before it has fought
the combat. Unless Expendables (which are destroyed at the end of movement)
or of a shattered command, it turns 1800 after combat (but before any
pursuit) if its total is equal or higher. If it is destroyed, an element
contacted in rear by the pursuit behaves the same way next bound unless
it first uses PIPs to turn to face or move straight forward.

(
)180
(
)PIP:(a)(b)
()

War Wagons (S) and (X) count edges normally. Other War Wagons count a side
edge protected by a ditch as their front edge. Otherwise, train and Boats
count the edge first contacted by an enemy front edge as their front edge
and train count any other edge in contact as a side edge and no edge as
a rear edge.
SX

Overlaps and Front Edge contact with an enemy Flank or Rear Edge
An element is overlapping an enemy element if the enemy element is in close
combat and the overlapper is in:
Both side edge and front corner-to-front corner contact with a friendly
element in front edge-to-front or rear edge combat with the enemy element
or a separating PO and at least the nearest part of its own front edge
is free of contact with any enemy or friendly element.
Side edge contact with that enemy element's side edge, even if it is
itself in contact with a friendly or enemy element to its front. Two
opposing elements in contact on their side edges overlap each other.

40

An element overlapping or in front edge contact with the flank or rear


edge of an enemy element which is fighting to its front inflicts an adverse
tactical factor. It can overlap two enemy elements on opposite flanks,
or elements exposed by its own frontal opponents having recoiled, fled
or been spent, repulsed or destroyed that bound. An element counts only
one -1 tactical factor on each flank for that flank being overlapped or
contacted by an enemy front edge. A 2nd element contacting a flank acting
as a front edge counts as an overlap.

:(a)
(b)

(:
160p)

Other than when STORMING FORTIFICATIONS (see p.42), overlaps are ignored
if:
The overlapping element is Artillery.
The overlapping element is Elephants and that aided is not Elephants
or foot.
The overlapping or overlapped element or that aided are Expendables.
The overlapped element is mounted troops fighting in its own bound,
and both (a) the overlapping element is foot other than Bows [including
(X)], and (b) they are not in mutual flank edge contact.
The overlapped element is Knights based in a required wedge, unless
(F) fighting Light Horse.
The overlapped element is War Wagons.
42

(a)[X]
(b)

41
(F)

Troops can overlap when storming TF, but not when storming PF. Troops
defending TF or PF can overlap. If a War Wagons, Artillery, Baggage (S)
or Boats element with a longer base edge currently acting as its front
edge is contacted on that edge by 2 enemy elements, it fights each in turn
that bound. If only half the edge is currently in contact, the attacker
is overlapped. In addition, any element that is neither manning a
fortification nor of skirmishers or Baggage counts as overlapped in an
enemy bound if a battlefield edge would prevent a real or hypothetical
enemy Psiloi element moving into an overlap position.

(S)
(: 160p
)

Pg36
RESOLVING DISTANT OR CLOSE COMBAT
Whether in close combat, shooting or only shot at, each player throws a
dice for his element, and adds its combat factor, together with any rear
support, tactical and grading factors that apply.

COMBAT FACTORS
These vary according to your element's type and that of its primary
opponent
Your element is: Its opponent is:
Mounted Others
Elephants, Expendables or Shot +5 +4
Spears, Blades, Artillery if shooting, or War Wagons +4 +4
Pikes. Bows if shooting without being shot at this bound +4 +3
Bows in other circumstances +4 +2
Knights, Cavalry if in close combat +3 +4

42
Cavalry if shot at, Warband or Auxilia +3 +3
Light Horse, Camelry, Galleys or Ships +2 +3
Psiloi, Hordes, Artillery unless shooting, Baggage or +2 +2
Boats
Any naval if troops disembarked +1 +1



+5 +4
+4 +4
+4 +3
+4 +2
+3 +4
+3 +3
+2 +3
() +2 +2
+1 +1

CLOSE COMBAT REAR SUPPORT FACTORS (Fig 16)


Some troop types add to their normal combat factor in close combat if
supported to their rear by elements of appropriate type and grade of the
same command, lined up with them (or next in column) and facing their
opponent; provided that no rank is in difficult going or manning (or unless
specifically mentioned, assaulting) TF or PF and that the front element
did not march into combat this bound. Support marked tmust be expressly
permitted by the official army list.
16
:(a)(b)(c)

TFPF

+ 1 in any bound if:


Pikes, for each supporting consecutive 2nd or 3rd rank of Pikes [of
(X) or (I) if the 1st rank is (X), otherwise of the same or a higher grade]
- unless fighting against Cavalry, Light Horse, Psiloi or train.

43
+1
(+1)

[X(X)(I)
]

+2 in own bound only if:


Pikes (S), (0), (I) [but not (F) or (X)] that have a supporting
consecutive 4th Pikes rank, of the same grade as the 2nd rank - only if
all ranks are in good going and fighting against train or foot except
Psiloi.
+2
S0I[FX4

+1 in own bound only if:


Spears (S), (0), or regular (I) that are supported by a 2nd rank of
Spears of the same orgrade - only if fighting against foot except Warband
or Psiloi.
Knights or Cavalry that are required to be double-based with mounted
or foot.
Light Horse (F) supported by a 2nd rank of Light Horse (F) of the same
origin - only if fighting against foot other than Bows
Warband that have a supporting 2nd rank of Warband - only if fighting
against foot except Psiloi.
Foot supported by a 2nd rank of any type of foot - only when assaulting
defended TF or PF.
+1
(S)(0)(I)

(F)(F)

TFPF

+1 in enemy bound only if:

44
Spears supported by a 2nd rank of Spears of the same orgrade - only
if fighting against Elephants, Expendables, Knights, Camelry, Pikes,
Blades, Warband or Hordes.
Blades [except (F) or (X)] supported by a 2nd rank of Blades or Spears
[but not Bw (X)] - only if fighting against Elephants or Knights.
Warband or Regular Auxilia (S) supported by a 2nd rank of the same type
- only if fighting Knights
Bows (S) or (0) supported by a 2nd rank of Bows of the same grade and
with the same type of bow.
Bows (X) if double based with a 2nd rank of Bows (see p.7). The front
rank of Bows (X) count as Spears in close combat.
Psiloi supported by a 2nd rank of Psiloi (0) - only if fighting against
Light Horse or Psiloi.
Shot supported by a 2nd rank of Shot
+1


[(F)(X)] [X]

(S)(S)

(S)(0)
(X)7(X)

(0)

Cavalry supported by a 2nd rank of Psiloi (S) or (I) - only if fighting


against Cavalry or Knights (X).
Blades (S) or (0) supported by a 2nd rank of Bow (S) or (0): or vice
versa - only if fighting against foot
Spears, Pikes, Blades and Auxilia supported by either a single 2nd rank
of Psiloi (0) or (S), or [if the 2nd rank is the same type as the 1st]
a single 3rd rank of Psiloi (0) with bows - only if fighting against Warband
or against mounted troops except Knights (X).
(S)(I)(X)
(S)(0)(S)(0):

(0)(S)[
](0)(X)

45

Pg37
TACTICAL FACTORS
Add to or subtract from scores for each of the following tactical factors
that applies:
+3 If foot, Artillery or Baggage (0) manning fortifications when shot at
or when in front edge combat across a PF parapet or TF against enemy outside,
unless:
Manning PF and being shot at by Artillery (S) from less than 160p.
Manning TF and being shot at by Shot or any Artillery, or in close combat
with Psiloi (X).
Manning PF or TF and in close combat with or shot at by a War Wagon
(S) or Ship (X) tower.
+2 If in any close combat or being shot at, while not only manning a PF
but in a raised tower.
+1 If on a PF wall walk in close combat with enemy who are either escalading
or climbing PF stairs.
+1 If manning a fortification which is also upslope and in close combat
against enemy outside.

+3 (0)PFTF

PF(S)160p
TF(X)
PFTF(S)(X)(S)(X)
+2 PF
+1 PFPF
+1
+1 If foot or train in close combat in an enemy bound with any of its front
edge upslope of its entire opponent.
+1 If mounted in front edge combat in good going in its own bound with
any of its rear edge upslope of its entire opponent.
+2 If a Brilliant general who declared a brilliant stroke as he moved into
close combat this bound.
+1 If any general either in close combat or shot at.
+1 If in close combat while in edge or corner contact either with own

46
Baggage (S), or with own general in own bound if he destroyed an enemy
element earlier this bound.
+1 If a primary shooter aided by another element contiguous behind it or
behind an aiding shooter.
-1 For each shooting element aiding an enemy primary shooter if not
contiguous behind another shooter.
-1 For each flank overlapped and/or enemy element in front edge combat
with a flank or rear edge.
-1 If mounted or foot, and with troops, terrain or a battlefield edge
already in contact with its rear edge or rear corner that would prevent
any recoil.
-1 If disadvantaged by weather (see p.25), or if Irregulars during enemy
bound at night.
-1 If in close combat or shot at and having marched this bound.
+1 +
+1

+2
+1
+1 :(a)(S)(b)
;
+1
-1
-1 /
-1

-1 25
-1
-1 If broken or shaken (see p.43), and either in close combat or shot at.
-1 If shooting at a target edge that is entirely inside the edge of (a)
a BUA unless manning its fortifications, or (b) a craggy or wooded hill,
wood, orchard, olive grove or oasis.
-1 If War Wagons (0) or (I) and in close combat in own bound.
-1 If Pikes (F), Blades, Warband (S) or (0) or Hordes (0) and in close
combat in difficult going against mounted that count this as good going
or against foot.
-1 If mounted troops, Spears, Pikes except (F) or train and in close combat
in rough going.

47
-2 If mounted troops, Spears, Pikes except (F), train or naval and in close
combat in difficult going.
-2 If mounted troops other than Elephants or Light Horse and in front edge
combat across PO.
-2 If mounted troops in close combat between dusk and sunrise.
-1 (43)
-1 : (a)(b)

-1 (O)(I)
-1 (F)(S)(0)(0)

-1 (F)
-2 (F)
-2 PO
-2

GRADING FACTORS
Compare your element's total score before grading factors to that of its
shooting or frontal or sole close combat opponent before grading factors,
then adjust it as follows.

:
If Superior (S) in distant combat:
+2 if regular troops scoring more when shooting.
+1 if irregular troops scoring more when shooting.
+1 if scoring less when shot at [except by Artillery or Shot] and not
themselves shooting.

If Superior (S) in close combat in own bound:


+2 if scoring more; and either mounted against mounted except (S) of the
same type, or foot or train against foot, or naval against naval.
+1 if scoring equal; and either mounted against mounted, or foot against
foot.
+1 if scoring less; and either mounted or naval against foot, or naval
against naval.

If Superior (S) in close combat in enemy bound:


+1 if scoring less; and foot against mounted or foot.

48
-1 if Inferior (I) troops scoring equal or less if shooting or shot at,
or less if in close combat.
-1 if Fast (F) troops scoring less: if shot at [except by Artillery], or
if in close combat in an enemy bound.
(S)
+2
+1 +
+1 []

(S)
+2 ;(a)(S)(b)
(c)
+1 ; (a)(b)
+1 ; (a)(b)(S)

(S)
+1 ;

-1 (I)(I)

-1 (F):(a)[] (b)

Pg38
COMBAT OUTCOME
Now compare the final totals of your element and its opponent, then
immediately make the outcome move (if any) specified below. This depends
on your element's type and that of the enemy element in front edge-to-front
edge combat with it or that is the primary shooter at it, but not that
of elements aiding shooting at it, overlapping it or of an element in
frontal contact with its flank or rear if another is in contact with its
front.

:(a)(b)
(a)(b)
(c)

49
Elements disregard outcomes when:
Shooting without being shot back at, or fighting only as an overlap.
In close combat against a flank edge of Expendables, or the flank edge
of an enemy fighting to its front or rear, or against a rear edge.
However, if the element fighting an enemy element's front is required to
recoil or flee, or is repulsed, spent or destroyed, a friendly element
in front edge contact with that enemy element's flank or rear recoils or
if it cannot start a recoil becomes spent (see p40).

(p40)

If an element's total is more than that of its opponent:


Press forward or pursue if mandatory or if optional and player wishes to.
Otherwise stand unless the exception below applies:
Expendables. Pursue straight ahead.
:

If an element's total is equal to that of its opponent:


Stand unless one of the exceptions below applies.
Expendables, Shot, Baggage (I). Destroyed if in close combat.
Light Horse, Auxilia, Psiloi. Repulsed if in close combat against any they
do not destroy and own player chooses this.
Other foot. Destroyed if in close combat against Expendables.

(I):
:
:

If an element's total is less than that of its opponent, but more than

50
half:
Destroyed if a mounted or foot element with an enemy front edge in contact
with its flank or in edge and comer-to-corner contact with its rear.
Destroyed if in a PF tower and either shot at by Artillery or in close
combat.
Recoil if foot either in close combat across other fortifications or
assaulting an undefended fortification section.
Otherwise, recoil unless one of the exceptions below applies:

(a)(b)

PF
()

Elephants. Destroyed by skirmishers, "elephant killer" Auxilia, Shot,


Artillery, or Camelry (X).
Expendables. Destroyed.
Knights. Destroyed by Elephants, Expendables or Blades (X).
Flee if in close combat against Camelry, Bows or Shot.
Repulsed if in close combat against other foot if its player
chooses not to recoil.
Cavalry. Destroyed by Knights in enemy bound who are in good going, unless
these are in wedge.
Repulsed if in close combat in own bound against Knights or foot.
Flee if in enemy bound from Warband, Expendables or Camelry.
Flee if in difficult going.
Light Horse. Flee from Knights, Camelry (S) [and if (F) or (I) from Light
Horse (0)] if in close combat in enemy bound; from Expendables,
if shot at by Artillery, or if in difficult going.
Repulsed if in close combat either against Knights in own
bound, or against foot or train.
Camelry. Destroyed by Expendables in enemy bound if opponent counts as
in good going.
Spears, Pikes. Destroyed by Elephants.
Destroyed by Blades or Warband if in enemy bound.
Destroyed by Expendables, Knights or Camelry (S) in enemy bound
if opponent counts as in good going.

51
: (X)
:
: (X)


:



: ;
(S) [(F)(I)(O)]

: ()
:

()(S)

Pg39
Blades. Destroyed by Elephants.
Destroyed by Warband if in enemy bound.
Destroyed by Expendables, Knights or Camelry (S) in enemy bound
if opponent counts as in good going.
Warband. Destroyed by Elephants.
Destroyed by Blades if in enemy bound.
Destroyed by Expendables, Knights or Camelry (S) in enemy bound
if opponent counts as in good going.
Bows. Destroyed by any mounted troops or Warband.
Flee from shooting by War Wagons.
Shot. Destroyed if in close combat.
Auxilia. Destroyed by Knights or Camelry (S) in enemy bound if opponent
counts as in good going.
Psiloi. Destroyed by Knights, Cavalry, Light Horse (S) or (0) or Camelry
(S) or (0) if in enemy bound and opponent counts as in good going.
Repulsed from close combat in good going against foot except
Psiloi.
Artillery. Destroyed if in close combat.
Stand and cannot move or shoot until after own next bound if
it was shot at in distant combat.

52
War Wagons. Destroyed by Artillery.
Destroyed by Elephants unless War Wagons (X).
Otherwise stand unless (S) in close combat against troops
manning PF.
Hordes. Destroyed if in close combat by Expendables, Knights or Camelry
(S) if opponent counts as in good going or by Elephants or Warband,
or by any if Horde (I).
Flee if in BUA, or if Horde (0) or (F) in close combat that are
not part of a group.
Otherwise stand if in close combat.
Naval. Stand if Ships not in contact with land or any naval in close combat
against Expendables.
Destroyed if in contact with the land and not fighting
Expendables.
Baggage. Destroyed by any enemy in contact if (I) or (0).
Stand if (S)
Flee if (F).
Stand if shot at and not (F)
:

()(S)
:

()(S)
:

:
: ()(S)
: ()(S)(O)
(S)(O)

:

:
(X)
(S)PF
: (I)()
(S)

53
BUA(0)(F)


:

: (I)(0)
(S)
(F)
(F)

If an element's total is half or less than half that of the enemy:


Destroyed if an enemy front edge in contact with its flank or in edge and
corner-to-corner contact with its rear
Recoil if assaulting an undefended fortification section.
Otherwise, destroyed unless one of the exceptions below applies.

(a)(b)

Cavalry. Spent if in close combat with Spears, Pikes or Blades in own bound
if in good going.
Repulsed from close combat against any train except Ariillery
(I)
Flee from naval.
Light Horse. Spent if in close combat in good or rough going against foot,
other than Psiloi (0) or Bows.
Spent if in close combat against, or shot at by, train or
naval.
Spent if in close combat in own bound against Knights.
Psiloi. Spent if in close combat in good or rough going against any foot
except light troops or Bows.
Flee if in close combat against, or shot at by, train or naval.
Flee if in close combat against mounted troops in going these count
as rough or difficult.
Naval. Stand if in close combat against Expendables.
Flee from shooting, unless by Artillery (S) or in contact with
land.

54
:
(I)

: ((0))


: ()

()
:
(S)

Pg40
PRESSING FORWARD AGAINST SHOOTING
An unbroken element that scores more in its own bound than enemy shooting
at it may press forward, and must press forward if it is impetuous and
scored twice as many as enemy shooting at it. It and any friends lined
up to its rear immediately move straight forward its base width (80p),
stopping if its front edge contacts friends. If it contacts enemy or
friends, it lines up with them. If this involves moving sideways, friends
it started lined up with can also slide sideways. Train cannot press
forward into contact with enemy they are forbidden to contact by page 33.


80p

33

DESTROYED ELEMENTS
A destroyed element is removed. This represents its men being killed,
disabled or made prisoner and survivors dispersing and quitting the field
individually, or if naval, its vessels having been sunk, burned, captured,
shipwrecked or having limped off crippled. Destroyed baggage has been
pillaged and survivors scattered. When a naval element is destroyed in
combat, all troops embarked are also destroyed. The embarked troops of
naval shipwrecked on a beach by strong winds are destroyed if Elephants,
Expendables or train, permanently dismounted if other mounted and are

55
unaffected if foot.

When an element other than Psiloi is destroyed as a close combat outcome,


all friendly elements with any part directly beyond the initially
destroyed element and with their nearest such part less (or if Psiloi no
further) than the initially destroyed element's base depth from the
initially destroyed element, are also destroyed if:
()

()
:

They are foot, and the destroyed element's frontal opponent was Warband.
They are Bows or Shot and the destroyed element's frontal opponent was
Expendables, Knights or Camelry (S).
They are Psiloi, Hordes or Artillery and immediately behind a friendly
element that was destroyed while in edge contact with an enemy front edge.
They were required by their army list to be double-based with the
destroyed element.
An enemy element's front edge is in contact with all of their side edge.
The destroyed element was Elephants or Expendables.

(S)

56
SPENT ELEMENTS
This represents Cavalry, Light Horse and Psiloi that have exhausted their
missiles, courage, patience or horses' stamina, troops on impressed
shipping that fails to arrive, and troops disrupted by the passage of
spontaneously advancing friendly troops or worn-out by scouting. Spent
elements are removed, but do not count as lost unless they are a general's
element, or their general's element has been lost, or their command
becomes broken. Distinguish spent from lost elements in the "dead pile"
by reversing them.

RECOILING ELEMENTS (Figs 13a-b)


Recoiling represents troops responding gradually to enemy pressure. A
recoiling element moves back its base depth to its rear without turning,
or a base width if this is less or if from off a PF wall walk or back from
a TF. An element cannot start a recoil if its rear edge or rear corner
starts in contact with, and ends its recoil prematurely if it meets: (a)
friends it cannot pass through or past or push back (see pp.32,41), (b)
an enemy element (neither has to conform), (c) impassable terrain, (d)
a battlefield edge or (e) (unless at a friendly controlled gateway) a PF
or TF it has not already crossed.
A mounted or foot element unable to start a recoil is penalized in combat
(see p.37), whether or not recoil is a possible combat outcome.
13a-b

;
PF ;TF
a
32,41 b c
dePF TF

37

57
If a recoiling element meets a friendly element it passes through to the
friendly element's rear if permitted to do so (see p.32) unless it is
Psiloi meeting Psiloi it can push back. If it cannot pass through and is
facing in the same direction, then if naval it pushes back naval, if land
troops it pushes back any but Elephants, War Wagons, Baggage or naval.
Friendly elements that would be passed through or pushed back by recoiling
Elephants flee instead. Baggage (F) or (I) recoiled into by friends or
enemy flee out of the way.
32

;
(F)
(I)

An element recoiling either (a) from distant shooting by enemy elements,


at least one of which is entirely behind an imaginary line extending its
rear base edge; or (b) because it is interpenetrated from in front by
spontaneous friends (see p.31), does not recoil, but instead turns 180
. Troops on a bridge that recoil from naval turn and flee back to land.
Boats on a river follow its curves. Recoil by waders that have turned to
face Boats is prevented by the river. Troops on a PF wall recoil inside
if manning it, outside the wall if assaulting.
:a
;b31
180

PF
PF

Pg41
PUSHED-BACK ELEMENTS
An element pushed-back by recoilers moves straight back until the recoiled
element has completed its recoil. If the front element of a bent column
recoils, the column is pushed back around the bend. Elements in close
combat or of a type that do not recoil cannot be pushed back. A push back
ends prematurely if it meets troops or terrain that would prevent recoil.

58

REPULSED ELEMENTS (Fig 14)


This represents a semi-organized retirement as a body ending out of
contact but still formed facing the enemy and ready to attack again. A
repulsed element is destroyed if an enemy front edge is in contact
with its flank or rear edges. If not, it moves straight back still facing
its opponent either 160p or further up to a maximum of 240p move. If a
160p repulse would be prevented by troops or impassable terrain, it must
recoil instead.
14

160p
240p160p

FLEEING ELEMENTS (Fig 15)


Fleeing represents a disorganized panic move by individuals. Depending
on the circumstances, an element fleeing as a result of:
Combat Outcome - first recoils its base depth if it can do so, then
turns 180 and continues moving.
Friends that its initial recoil pushed back also flee. It is destroyed
if it cannot complete the initial recoil.
Flank Marcher Arrival - turns and moves directly away from the
originally designated arrival flank edge if a land element or if a naval
element on a river or lake, closer to its side's rear edge if not.
Recoiling or Pushed-Back elements - turns and moves in the same
direction as the recoil.
15

- 180

59
-

The start of a Feigned Flight - all such elements turn (if necessary)
and head in the same direction towards their command's nominated entry
edge if they flank marched, or rear battlefield edge if not. After any
initial recoil and turn, a fleeing element must if possible, pivot on
contact or as soon as it can by the minimum necessary up to 90 to pass
through or around friends, or to avoid impassable terrain, or to avoid
ending closer to any enemy element (unless this would then be more than
800p away or beyond a river),
It cannot change direction if other enemy, friends it could not pass
through or by, or impassable terrain are visible in the new direction
within 400p. If its front edge or front corner contacts enemy it cannot
avoid, it fights them next bound. It then bursts through them without
inflicting any combat outcome if its combat total is higher and is
destroyed if not. If it contacts friends who it cannot pass through or
avoid, it immediately bursts through then recoils them if its ME is equal
to or higher than theirs, but is spent if it is lower.
- : (a)
(b)

90: (a)
(b)(c)
800p
400p

ME
ME

Any land elements fleeing across a bridge or a frozen water feature or


frozen marsh must each dice each bound and are destroyed by drowning unless
they score 2 or more. Mounted troops, dismounted Knights (S) or (0) and
train are always destroyed if they flee into an un-frozen marsh. A flee
move, including any initial recoil, is a full tactical move distance for
the going in which it starts. It is measured in a straight line between

60
the nearest rear corners from before the recoil to after the flee move.
An unbroken element flees for I bound only unless it suffers a new cause
of flight or is part way across a river. An impetuous element or required
double-base that fled as a combat outcome must turn 180 at the end of
the bound unless it first contacts enemy with its front edge or is
contacted by an enemy front edge. All elements in feigned flight not first
contacted by an enemy front edge turn at the end of the next enemy bound
unless their command is now broken.

2S
0

:(a)(b)
180

ROUTED ELEMENTS
Routing represents a permanent disorganized panic flight by elements of
a broken command that were not halted to prevent it and whose front edge
is not in close combat. These act initially as if fleeing as a Combat
Outcome, then in later bounds turn and move towards the nearest point on
their rear battlefield edge (or edge of arrival if successfully flank
marched), except that an element of naval landing troops moves instead
towards the nearest unladen friendly naval element capable of embarking
it if any exist, embarks and continues routing.

()

A rout move is the same as a flee move, except that it is only in its own
side's bounds, is twice the distance (since it represents movement in both
side's bounds), that friends it bursts through that belong to a broken

61
command rout behind it, and that if its front edge or front corner contacts
enemy, the routing element is immediately destroyed without combat. If
those enemy were contacted on a side or rear edge or rear corner, those
enemy recoil.

An element that has routed cannot be halted, make a tactical move or turn
to face contact by enemy, and continues to rout in each of its own side's
bounds until it is destroyed or leaves the battlefield. Dismounted
elements still having mounts adjacent behind remount without expending
PIPs, then rout.
:(a)(b)(c)

PIP

Pg42
PURSUING ELEMENTS
If its close combat opponents recoil, flee, rout or are destroyed [but
not repulsed or spent], an unbroken element of mounted troops except
single-based Kn (X) or Cm (X), or of Pikes, Blades, Spears [not Bows (X)],
Auxilia, waders, naval or any impetuous troops, immediately pursues
straight ahead either (a) its base depth, (b) its base width (80p), or
(c) until it makes front edge or front corner to edge contact with closer
enemy; unless:

[]
:(1)(:(X)(X))(2)
(3)(4)X (5)(6)(7)
(8):a b80p
c;

It fought only as an overlap or flank contact (see p.35) or a corner


contact (see p.33).
It is foot that fought against mounted.
It chooses not to pursue; and is Psiloi, or is not impetuous (see p.30)

62
and is either (a) Knights who fought in an enemy bound unless against
Knights, (b) Cavalry or Light Horse, (c) regular Blades or regular Spears
if either fought against foot.
It is defending a PF or TF, is in a PF tower, or would reach difficult
going or an unfrozen water feature.
Its pursuit would take any part of its base over a battlefield edge.
3533

;:(1)(2)30 :a
() b c
(i)(ii)
PFTFPF

Elements of all subsequent contiguous ranks that are lined up directly


to the rear of a pursuing element and facing the same direction also pursue.
A naval element does not pursue land opponents, but its landing troops
can choose to do so. Pursuers move into close combat in the normal way,
but if they contact a new enemy element that is not already in close combat,
the elements line up as specified by p.33, but the ensuing combat is not
resolved until next bound. Expendables are destroyed if their pursuit
would have reached difficult going.

33

STORMING FORTIFICATIONS
Foot assaulting PF are assumed to escalade with improvised ladders and
use side arms, so are a special case for rear support. If assaulting a
gateway they are assumed to use rams, axes or fire. Mounted troops can
only assault TF, except that Elephants can assault gates. A defending
element not occupying a single section of PF wall or TF shifts less than
80p to conform to the assaulter most nearly straight ahead. Defenders can
overlap but cannot pivot on to the flank of assaulters. Troops escalading
or climbing stairs do not overlap. Towers overlap adjacent wall walk
sections, but cannot be overlapped. A tower assaulted by 2 elements fights

63
each in succession. An undefended fortification section has a CF of 4 if
a tower, 2 if not, but no tactical factors, and cannot overlap. Defenders
unable to recoil are destroyed. An assaulting element that destroys a
defender or forces it to recoil, or scores higher than an undefended
fortification, must pursue into the space vacated, [either on to or along
a PF or beyond a TF]. If it assaulted a gate, it pursues through the gate.

PF

TFPFTF80p

22
2;4

[PFTF]

Friends following pursuers into a PF [unless through a gate] count as


assaulting an undefended PF. If an element that successfully assaulted
on to a PF wall walk recoils from that position, it ends outside the PF,
and opponents pursue back into position to defend. An escalading War
Wagons (S) or naval element does not pursue, but an element of foot in
contact behind, or the landing troops of an escalading naval element or
another in contact behind, can.
PFPF
PFPF
S

LOST AND/OR REMOVED ELEMENTS


Destroyed elements are lost. An element is also lost if any of its base
leaves the battlefield edge whether voluntarily or when fleeing or routing,
or if it has not arrived when its army has been defeated. The full ME of
a broken command count as lost. Spent elements also become lost as
specified on p40. All elements of an allied command that has changed sides
(see p.14) are lost to its original side until it is broken.
/

64

ME
4014

MORALE EQUIVALENTS
Elements of different types have different effects on morale. For instance,
loss of nobles is more worrying than that of impressed serfs and a reserve
of veteran triarii provides greater reassurance. Each element therefore
has a Morale Equivalent (ME) used to derive the morale state of each
command and the army. Each element of:
Expendables, Hordes (I), Camels (X), Artillery (X), War Wagons (X) and
rear elements of required double bases = 0 ME.
General 's element of any troop type or grade = 4 ME.
Baggage (S) other than a general's element = 3 ME.
Elephants except (I) or (X), Knights, Cavalry (S), Camelry (S), Spears
(S), Blades (S), War Wagons (S) or (0), and regular Army Baggage except
(S) = 2 ME
Warband except (S), Auxilia except (S), Bows (I), Hordes except (I),
Psiloi, Irregular Spears (I), Irregular Pikes, and Naval except (X) = 1/2
ME. Naval ME still count if water access is lacking.
Other troops and irregular or Command Baggage except (S) = 1 ME.
A dismounted element = the total ME of the mounted elements it was
exchanged for.
Embarked troops or Baggage are additional to the naval element.

ME

(I)(X)(X)(X)= 0
ME
= 4ME
(S) = 3ME
[(I)(X)](S)(S)(S)(S)
(S)(O)[(S)]= 2ME
[(S)][(S)](I)[(I)]
(I)[(X)]= 1/2ME

65
= 1/2ME
[(S)] = 1ME
=ME

Pg43
BAGGAGE EFFECT
Baggage improves the well-being of troops before the battle and increases
their staying power. If kept as command baggage, it adds its ME to its
own command and if lost contributes to its losses. If it is instead in
an army baggage command (see p.9), it adds its ME both to its own command
and to the baggage command (so counts twice towards total army ME). Lost
army baggage adds only to the losses of the baggage command, not to that
of a command that provided it (since this wi ll not yet know of the loss
and malnutrition is not retrospective).


ME
9ME
ME

DISHEARTENED COMMANDS
A command becomes permanently disheartened from the end of any bound when
more than a quarter of its original ME have been lost since the start of
the battle. All 0 ME elements not required to be double-based are removed,
and all 1 ME, 1/2 ME and non-(S) Baggage elements become shaken, affecting
PIPs and combat (see pp.27, 37).

ME
0ME1ME1/2 ME(S)
PIP27,37

BROKEN COMMANDS
All of a command is permanently broken at the end of any bound when:
More than one-third of its original ME have been lost since the start
of the battle.

66
More than half of its original ME has been lost or spent since the start
of the battle.
It can then use its PIPs only to move a general who has not yet routed,
and/or halt (see p.31 ) groups or single elements that have not yet routed.
All land elements must rout (see p4l) unless (a) Baggage (S) or (0), or
(b) moved or halted that bound, or (c) in front edge combat, or (d) inside
a fortification. Elements inside a fortification entered by enemy [or
that they themselves assaulted into] are lost unless in a tower. Each other
unbroken command of its side that has already lost at least one element
and now has an element of the broken command visible (see p.25) less than
800p distant at the end of that bound has its total lost ME increased for
that bound-end only; by 1 ME for each such broken command originally 12
ME or less or 2 ME if larger. If this causes the command to be disheartened
or broken, this remains so when the temporary effect ends.

ME
ME
PIP/(
31):(a)(S)(O)(b)
(c)(d)
41
[]

800p25
ME()
MEME12ME
1MEME12ME2ME

SHATTERED COMMANDS
A broken command is also shattered if at the start of its bound more than
half its ME have been destroyed or are off-table. It ceases to have a PIP
dice. All mobile elements must rout unless inside the circuit of a
fortification not entered by enemy, or in a tower. Destroying elements
of a broken command helps clear the battlefield.

67

ME
PIP

VICTORY & DEFEAT


When at the end of either side's bound an army's cumulative losses in ME,
plus any temporary ME penalties that still apply, plus the ME of any
commands that have failed to arrive after their 8th bound, is more than
half the army's original ME, that army is defeated and the game ends. If
neither side has been defeated when a time limit is reached (or the battle
has ended because one or both sides have chosen to retreat after nightfall),
the game finishes at the end of the current bound.
If one side only has been defeated, the other side is the winner. The
winning side receives 25 Victory Points (VP), less its penalty points.
The loser receives 25 VP, less the winner's VP.

ME
MEME
ME

25VP
25

A side's penalty points are:


2 for each complete tenth of its original ME that have been lost or broken.
1 for each unbroken command which is disheartened or whose general has
been lost.
If neither side has been defeated, each side totals its penalty points.
If their penalty points are equal, the
defender receives 12 VP and the invader receives 13 VP (he is ravaging
the countryside and acquiring loot, while the defender is losing revenue
and prestige). If their penalty points differ by 1, the side with least
receives 13 VP, that with most receives 12 VP. If by 2 to 4, the side with
least receives 14 VP, that with most 11 VP. If by more, the side with least
receives 15 VP, that with most 10 VP.
If both sides have been defeated, the defender receives 13 VP and the
invader 12 VP (the invader's losses, disorganization or foraging

68
difficulties make it impossible to continue his aggression). Note: This
has the following advantages over the former DBM and BHGS scoring systems:
(1) It gives credit for a narrow defeat in a fiercely contested battle.
(2) It allows more precise ranking in very large competitions.
(3) The VP total available to be won in a 4 game weekend competition is
exactly 100.
(4) It gives less credit to a defender who uses terrain to avoid battle.

2: MEME
1:
12
13
113VP12
VP2414VP11VP
15VP10VP
13VP12VP
DBMBHGS

1
2
34VP100
4

69

You might also like