Moves 77 Roman Civil War ST 157
Moves 77 Roman Civil War ST 157
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On Carnpaign with STORY
Caesar and S&T 1-57o,,o,"on,,onuo
Analysis and Optional rules forThe Roman Civil War
fiftfaf
The centrâl issue in designing Caes : th€ Româû Civil war (S&1 lJ7) wâs demonstrâting the interaction beiween
militâry and political factors. The number of mâjor batiles in the Civil Wârs simply rvâsD't that gfeat. Caesâr fought eight major
bardcs dudng ûe period between 49 drcugh 45 BC (Massilia, Dythâchium, Phlrsalus. Alcxandriâ, thc Nilc, Zela, Thapsus
ând Mundâ). This avemges ou! !o amurd two bâttles pcr ycâr for him, or about one evcry four gamc ums in the Trajan system.
But rhese batdes âll hadlamifications which weûtbeyond the bârdclield. A mâjor victory (or dcfeal) in lhe Civil Wars inevilâbly
led !o mass delections ând a shifting ofalllances.
The easiesr wây !o show ûis was through rhe mechânism I had dcvcloped for Trajân. This is lhe use of Strâtâg€m mÀkcls.
For lhosc not familiar with the system, each player receives a ceiain number of Slûlâgcm markcrs for various gâme evenls,
most nolably ,rinning batdes. Similarly, a playcr can lose them for oûer evena. There are scvcral different types of Stràtâgem
markers: Militnry, PoliricâI, and Agent, eâch ofwhich can be ulilized by leâders to enhÀ1ce a plâyer's câpabililie,s. The Militâry
mârken increase the chance of a mârcb succoeding, ând cân give a player Tactical Superiority in combaL The Political markers
N4OVES 5
can forcc the alesertior ând dcfeclion ofenemy unirs. The Agen6 have a choice b€rween rhe following ocrics:
âre us€d for rssâssinârion ând in!clligence mi(c.onc.
Unlikeother games Ihave designed, rheAncientWàrs series
do€s not use a "Nationâl Will Trirk" or its cquivâlenr. The rcâson
is thât you wercn't rcâlly de3ling wirh "nârions" in this l)criod. ln
lhe Roman civil wan, eâch sidc was a coalition composed of
political faclions. loyal ciries, ând supporring clienr slrlcs. There
:ffi-:"Hffi@W
Evcryone cân p€rform Phalânx (which represerrs a geneml
rcally wasn't th€ nccessâry cùlrural or polirical unily belwccû batde ordcr-not thc Hellenislic pike fonnarion), but the other
thcse gmups to qualify them as "nârions", â! leâst nor in lhe lâctic\ reqJre haL ùe pla)er e\pend a Mijitâry sÛâlngem. Each
modcm sense of the word. Whâr the Srâragcm mârkers do is tâctic hâs its own âdvanrages. Àssauh csn only be used by heavy
simslâte ùe sùpport thc coalirions pmvided to eâch side. In i
infanry and cavâhy; inflicrs addirionat câsualries on rhe
effect, they represent a widc variery of differcnt individuals and encmy, Mâneuver cân be usld by cavâlry, ând causcs thc cnemy
groups who becâme involved in rhe cause. Their gain and loss to mâke additional morale che.ks. Skirmish b for missile lloops,
represents thc shift of polilical lidcs. and prevents Lhe enemy Èom usingPhnlârx and Assâult ractics.
I tead of the Special Stratâgems of Trajan. wc have Res What this does is matc combined arms very importanr, because
Publica markers, rcprcsenting varioLls olficcs of rhe Rornan you musr hâve the righr troops tlpes rir win. For example, a force
slâte.In the Advanced Game, playcrs mus!âltcmpt b gain ùcsc ofmissile ârmed Emps can eâsily out-skirmish a forcc composed
offices in ordcr to consolidate thcir poliLicâl power The Rcs only of heavy armed troops. bur âre in ûouble if caùght fu rhe
Publicâ rules letplâycrs jockey for the powcrwhich wenrwilh rhc opcn. The game does noi usc dre mole sr dard wârgme odds-
logâ in ûose days. This givcs rhe game â morc disrincr hisrorical based combatresults tâble, Therc was simply no way wg could
fecl for the period. Compare this wilh Trâjân, where. neilher rlrc represenl ancient wârfâre using rhc rràdiLional CRT, becâusc thc
Roman nor Parthian plây€r hâs to woffy abou! Consdtutional inierâctions of ùfferenr weâpons was roo complex for a straighr
folmalities. odals compârison.
Român Civil War covers ûe conflict betwccn Câesâr ând Obvioùsly, a force of 5.000 horse archeB wâs nor rhe samc
Pompeius. This rvas the crucial pcriod of ûre Civil Wrrs, becâuse thingas5,000lcgionaryinfântrymen. Bu!how do yourâterhem?
il estâblished ûa! the old order wâs deâd. Afler Caesar's What were their "comba! fâc!ors"? The combâr strenFh was
assassinâlion Brutùs and Câssius would tatcr rcvive the Senalorial relalivc, becausc their applicarion on rhe ba4tcfield wâs different.
causo, but their effo{s wcle doomed ro fail urc belause they wcre This is unlike modeû armies, where whar coun6 is the amount
fighting on ;n apolitical vacuum. OcraviÙs Cacsâr's final rriumph of fuepower that can be genem@d ând, consequcndy, cùr be
only consolidâted whât his uncle caius Jùlius hâd bcgun_ qùântified inrir a combâr factor. I! was dre abiljry to apply
speciâlized tâctics which countcd in rhe ancient world. Eâch unit
Another faclor Iimiting Lhe gâmc to Juliùs Caesar's câmpaign
wàs the counler mix. The lalcr Civil Wars sâw armies reachjng t ?e had its own function: missile ûoops to disrùpr the enemy,
the size of 40 legions, plùs hordes of auxiliâries. Even with the cavâlry to oncircle, heâly ârmed lroops ro close in and finish him
expanded counter mix (240 counrers inslcad of lhe usùat 200) we off. In Român Civil Wâr, alt units âre mted for rheir strengdr
(which is simply the nurnber of mcn in the unit divided by one
hâd to keep ûis wiûin limits. ln any even! Câesâr's câmpaiFs
werc the most interesting, mainly because hc wenr on a circui!of thousând) and discipline. Depending on rhe unit.)pe, differenl
the endre RomÀ1 world, from ILrly ro Spain lo cree.ce, thcn speciâl tactics cân be uscd. The end rcsulr is thal unit differences
âJe shown in ùeir uctical effects, and not âs *combâ! factilrs.,,
âcross the Mediterrânean to Alcxândria, Ponlus, Africa, bâck lo
Spain âgain, ùcn on ro Rome for ùe finâl rriùmph--.and rhe Idcs As mentiored in lhc Trâjân game noÎes, disciptine is more
importânt than numbcrs. Disciplincranger from Mob (ùe lowes!)
We cleaned up â couple of oûer rhings from Trâjân. The lhrough Recruir, Vetemn ând Impcralor (1,\e highesr); additional1y,
BÀsic Gamccombatsystem ismuch simplcr.Wemoved Trâjan,s
there is Barbâriân discipline, which is a sligh!ty sl€ciÂl care. One
Balde Boârd from lhc Advanced rulcs lo the Optionals Gee of ùe mâjor gâmc funcrions is rhe Disciptine Che.L This ciccu
accompanying Optionâl rules scction) ând reptaccd ir wiûr a as a result of combâr or T.ibute. Resulls * ill be eiûer ,?Lcs,',
systcm which gives plâye$ the opporlunity to implement a "FâiI", or "Go Bcrserk". Units which fail s i U hâve adverse drin ss
variety of diffcrcnr rÂcdcs withour hâving to go through the hâppcn !o t}em.depend-ng Lpon L\e \p!r ific ga..ne funcùon ù;y
arc chccking. The "co Bcrserk" resdl shows whâr hâppens whcn
complexities of a Ècticâl syslcm.
poorly tsâined bul higNy morivâled rroops were in combar. I used
Thc Advanced Baulc rule reflecls ancicnr tâcricat inlcrâc tion
alphabcdc codes insteâd of numbers on the counlcrs to rcprcsenl
as simply as possible. Ancicnrbatlles wcn! lhrough a serics of
discipline to reflc.! irs non-quanrifiâble narure. Obviously, I
stagcst â series ofblows ând counterblows. The Advanced rules
could hâve raled uniB a5 having discipline of from "1" !o 5' a.td
show this. Ba{le consist ofùree rounds. In each round, !hc plâyer
made Discipline Che.ks a mâttcrofiolling tess then orêquel to
wilh Tacticâl Superiorily allâcks, followed by the olher player. âmit's numbcr, but thi-s would not hâve reflecled dle unF.dicurble
Combat results arc âpplied sequentially, nol simulÎâneôùsty, so
nature of morâle. The Discipline Tâble shows hos ù e s) :rcm is
dre plâyer who gcls in lhe first â1lâck has lhc âdvântage. Ptaycrs
not strictly quantifiâble; therc are quâlilârive differ::i::s ai well,
6 OCTOBER.NOVEMBFA 1993 *77
STORY
Dlsctpllne Table hex. The limit on the numb€r of ihese unirs to thre€ per side
rcpresents ûe maximùm numbor of field armies which could be
Discipline Die Roll rmsonably kept in the field by each side. Obviously, individuat
Classl23456 unils hâd their own tuggage trains, bur the Impeditus units
Impe.arorcppppp reprcsent thece nEalizâùon ot logisricât capabiliues tor an army
in the lield
VetemnFcPppp
RecruiotFFGcpp Then rhere was ùe consideGtion of thc gâme map. players
.
will nore tlla! lhe Roman Civil Wâr map car be adjoined r; ùc
MobFFFFcp Trajan mâp. The We$lcm portions of rhe Empire. calia,
BârbarianFFcccp Britânnia, Hispania. and norrhwesl Africa, will be on rhe mâp for
Caesâr in Galliâ. This will âppeâr in m upcoming ,t&l We also
Rasie Game Results
plan a founh game in rhe series, Cermania, which wilt cover
P: Unt pa$cs discipline chek; no effecl
norlhcm Europe and simutate of ùe câmpaigns agains! ûe
F; Unit fails dieipline checkvelininared (nay nor fighr).
C: Unit gæs beserk eltuinrred AITER COMBAT (ùnit cû nghO.
barbarians. Whcr AncientWars ùe scries is fin;shed, foura
mâps can be placed togeûer !o give a grânrl campâign of ùc
Roman Empire. Righr now I hâvc the prototpe of lhc Câesâr in
Gâlliâ map pinned up on rny w.tl, âlong wilh rbe firsl rwo maps.
reFcscnted by thc incidenc€s of"co Berserk,, rcsulis, which is
essentially "wild card" siruation. For cxâûple, in the Advanccd It is a most impressive sightl
â
Combat rule, a unit which coes Berserk in the firs! round of In thc neântime, therc âre hotding areâs for Hispaniâ, Calia
combal is unafie.ted, is disrupred in the second round, and .rnd Slriâ so players cân conducr operations.bff mâp.'.
eLiminated in thc third. This meâns that in ccrtâin (bur linited) Anorher aspe.t of politicâl operations is lhe Tribulc rule.
caies, â lower discipline class unil will actua y havc a bener wlrar this docs is allow the playcrs to make ..psychological
chance of sDrviving a situârion rhan a higher. wrrfâre' atlâcl,s aÊâinst ùe enemy. This was â very impon.3nl
An âncient gereral had to be borh sEategisr and Ociician. pa,-1 of ancicnt warfare, panicula]ly in a pcriod
of Civil War.
Batdo wâs the culminalion of campaigning, and a commânder Cacsr continuâlly emphasizes thaù one of his goats was !o win
had lo be âble ro bring rhe enemy ro baltle on renns fâvorâble ùo over âs many of lhe enemy's tsoops as possibte. This âllowed him
himself. This has changed in modem wârfare, where rhe supreme to desroy the enemy wiù minimal bloodshed, ând bring in more
commander does nor ger involved in ùe dehils of fighring câch n,rJits. The way it sork is ùal a player crpends a pohlrcrt
individuâ] bârde. A good analogy is with modern nâval warfâre, 5ûrtâgem, and lhen declrrcs â Tribue atLack against Ân enemy
whcre fle€t commanders mus! find the cnemy flcet and thcn forcc in the same hex âs a frienalty leâder. The enemy mdtes a
ârlack wher it is ro his âdvântrgc (For ùe û.uty hârdcore. we disciplirecheck ând, dcpending upon Lhe outcome, encmy Eoops
upgrâded the Tacrical Bafile Boârd proccdÙre ând hâve incl uded wiil either remâin loyâl, dcsert, or join thc orher sjde. This a f
it in the Oprional rules later in rhis aiicle.). vcry imporlânr Îactic for tâking cnemy cilies, since, by converiing
Anoùer criticâl area was logislics. Kecping an army fed was
amajor ftart ofâncient warfare (as it is fodây). The limiring facûrr
was Eansportâtion. A force could not opcrate more lhan a week
away from ils bases, because in ùe preindusrrial âge thât wâs ùe
linit at which horse or oxen drawn wagons could operale.
Beyond thât, thc draught animals woùld câ! up aI lhe suppties
ûey wcle cârrying! T'llis could be cxlendcd somewhâr by opc;dng
olongriver lincs, because supplics coutd be floâlcd dowrsrcâm
on baigcs. Câesâr and other ancicnr mililâry wrjrcrs condnually
sEess lhe imlDnance ofsupply, ând, indced, one of ihe rcasons
ior Rome's many triumphs wâs its supcrior abjliiy ro gâdrer,
slore. and transport lârge amounts of food for its armies,
Ttuoughôut the Civil Wâr, Cacsâr conlinualty won viclories by
cutling the enemy off fmm his source of supplics.
Nonetheless, I did.ot wânt !o lum the game inlo a foraging
simulation. The Impcdiûrs unils rcpresent sùppty lrains, ar well
as enginecrs. A force which is srâcked wirh onc in c1eâr tcrrâin is
. on\idered ro be "in supply . as long âs ùc hex il is in i. nol
pilleged. This represents foraging, âs we as bringing up sùpplics
jn convoys. Plâyers do nol have
to perform a1l lheroudne dctâils
of forâge ând transport, jusr hâve thc Impectilùs unit in lhe right
MOVE5 7
Irrltial gane sct utrr:
Eastern The.rtcr
d--i1
-
Inltial game set up: Off-Map Dtsplays
e oeet
(. o r, yt rio r r Lt' trl tl's
STORY
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lry!..- assoried cris€s of thc lârer Repùblicân cla,
rviù everyrhing from
Good Omens to the peririons of the Tax Collecrors.
Thc gâme system ùses limited intclligence, in the form of
inverled units and off-map holding areâs. Limii€d ini€lligenco
gocs with my philosophy tha! onc of rhe key Our generally
ovcrlooked) faclors in pre-modem waJ{ùe was rhe abysmal
inlclligence silualion (no satellile photography in rhose dâysl).
Limilcd intelligcnce orms rhe gamc inLo â contesr of bluff and
maneuvcr. This is more evident here lhan in Tmjân bccause of
tho sfatcgic silùation. There âre severâl differcnt lhcalers of
war Ilâly, tfie Bâlkans , Asia Minor , Egypt, and Africa, as well
as the off-mâp âreÀs.
lvlOVES ll
plâyer controls al lcasl onc city of the leâdels nationality. The c. Determine who was the winner,
player does so by having a friendly leâder in ân appropriate city d- Retum survivors to the Srrategic map.
and plâying â Polidcal Stratâgcm Maikcr. The Client leader unit
is then plâced on the map in tha( cily.
2. The Battl€ Boârd: the Bal e Bo6rd consisis of 8l squâres,
represenl.ing ân âbsEacæd bardefield. It is uscd ro resolve bardes
2. À clicnt leader who hâs been replac€d in this manncr is by giving thc plâyeN the opportunity to control tâclicâI movemcnt
considered to have â Ieâaler value ôf " l " and a Discipline valuo of
ând combal of their unirs. Players may use the Bo,le Boarcl
"R', rcgaraUess of dle prinûed râting. This should be noted yinted in this issue aT MOVES ar use Itc one pinted ok the
separatôly. Trujan nop (S&T145).
3. Once a client leader has bccn rcplaced, all eliminâled client â. The Caesariân side of the Bârde Boârd is the 27 squares on rhe
units of his nationality may bc replâced in ùe normâl mânner. south side of ùe map (i.c. ùe firs! rhree rows of hexes on thal
4. A clientleaalcrmây bekilled and replâced any number oftines. side).
b. The enatoriâl side of the Batdc Board is ûe 2? squàres on rhe
SUICIDE S
north side of the map (i.e. the fint ùree rcws of hexes on ûar
GENERAL RULE: Ai dle beginning of any balde, siege, or side).
revolt combal a player may declare "suicide" for his force. This
c. BatUe Board Stacking: generally, a player may never havc
is done p.ior to dete.mining Tacdcâl Superiority.
morc than one unitpcrBâtde Boârd squrre at any timo (oxcoptions,
L A forcc musr hâve â leader ro arFmJ'L suicide. see kadcrs and Câmps).
2. Præedure: Roll onc dice ând compùe the result with the (1)Friendly unils on theBat e Boârd maynevermove lhrough
discipline vâlue of âny one friendly lcâdcr in the hex using rhe eâch olhcr (exception, I-eâders).
Disciplinc lâble. Results âre âs follows:
(2) Leâders rnây stÂck wilh olher friendly unirs on the Baûle
P: All Unils commit suicide Boârd. Thcre may be aJl unlimited number of l$ders in a single
F: Unils fail to commitsuicide. Nôrhing hâpFns Baldc Boârd squârc, LeadeN may movô through cach other and
B: All unils except the leadcr commil suicide; leader defects. other fiiendly units (ând vice velsa).
3. Resùlt of suicide: All ftiendly units in the hex are immediately (3) Thcre is no limi! to the number of unils which mây slack in â
climinâted. However, this is no! considcred â victory for the fricndly câmp (it actuâny rcprEsents a Iarger off,map area).
enemy, ând neither side gains/4oses Sûalagcm markqs for l,\is. However, units mùst end lheù movement when they enter a camp
(HisioricalNote: Suicidc was considered ân honorable altemaiive squâre; they mây move out in ùe next tum.
to defeât.) (4) Frierdly a,id enemy unitN may nevet stâck togerher on rhe
4. Effccrsofleader defection: the lcrdcrjoins lhe enemy side, and BâtdeB.Erd
is considcrcd for âll purposes an enemy coûfolled leâder. d. Batde Boùd Intelligencc:
(l)Units arc alwâys deploycd face up on the Battte Board (i.c.
BATTLE RESOLUTION
thcre is no limited intelligence on ùe balde map). On tàd Edrrl€
GENERAL RULEj Battle occurs Boald, the reyetse side of the Mis is used to reprcsent the unit
be(wccû opposing forces in the same in ùs distupkd state, not linited intelligence.
hcx. The plâyer whosc turn is cuffendy
(2) Exctcitns nlnke.s may not be deploycd on the barde mâp; if
occurring is the First Plâyer; rhe olher
ân EÀcrcilus engagcs in combat. ùcn its componenl uniB are
plâyer is the Second Plâyer. Playcrs
placed on the Batde Boâral
Fânsfer ûeir unils 1o the b demapând
then rssolve ûe ba[lc. This procedure 3. Trânsfer of units: Plâyers set up lheir forc€s on the Ballc
applies only to Bdrl€r, nor ro ,Sirger or Board as follows:
Àdvolrs. (Players may also resolve baltles â. Each plâyer designates one of his own leâders lo be
using the Basic/Advanced gane "commandei' for the bâttle. (This only affecls determinâlion of
procedùres; lransferring 1o the Balde Tâcdcal Superiority. Commânders are rreated cxâcdy like orher
Boârd is pùrely at lhc option ofrhe players, leâdcrs while on ûe battlc boârd.)
and may be done according to whalcver b. Determine who hâs Tacticâl superioriry: This is done the same
âgreemenl playcrs reâchi.c., the âs in Basic Gâme combâ!.
players mây agrcc rhar all balllcs be
c. Set ùp units on the Bâtde Board:
resolved on thc Balde Board, or jusr
those which onc or both players dcsire.) 0) me p,âyer withaut l^clicâl superiority sets up fi$t
(2) Thc playerwt, tactical superiority sets up second lNote rhis
meâns thât ûe plâyer with lâcticâl superiority will have â chânce
a. Transfer unils to tho Batle Boârd,
to see dre enemy's deployment and deploy his own forces
b- Conduct the Bâftle âccordtnglyl.
A
Caesarlan Side
The Battle bo.tral c.in be enlargeal for easler placerflefit of the courttcrs.
MOVES 13
(5) Rally segmen f: both players mâke discipline chelks for eâch Eâch ùni! type has â Baîîle Movement. This is NOT prinled on rhe
ldcndly disrupted unit; ûis chcck will rally ccrlrin unils. counters (Ignore the movcmenr facùor which is printed on the
b. Second Plâyer Battl€ TuIn counters; it is us€d only on ùe SEâregic map.).
(l) Command segment: the Second Plâyer mâles â Conmând IJâders: Baade Movcmen! = 3
aheck for a[ friendly units; this will determine commând control Cavalry: Bârde Moyement = 2
Infantry: Bâtde Movemena = I
(2) BattleMovementsegment: the SecondPlayermoves âny of Impcditus: Batûe Movemen = 0
his units he desircs on the Baùtle Boârd.
a. Unitl may move up ro the limir of their Batfle movement
(3) En€my defensive fire segment: ûe First Player conducts fâctor. Each sqrare moved inlc costs I Bâtde movement Fâcior.
combâl with anyofhis unils which are câpable ofdcfcnsive fire.
b. Only undisrupled unils may move. There may be furlhcr
(4) Friendly Combat s€gment: lhe Se.ond Plâyer conducts movenent liniDrions on undisrùp1ed unils due 10 command
combat with any ofhis unils which âre capâble of allacking.
(5) Râ y segment: boti players mâkc discipline chccks ior eâch c. Units mây only move across the sidcs of the squares, no!
friendly di\ruprd unil: this *ill r:rll) ccnâin unils. diagonally (i.e. yoù can't move through lhc vcûjces).
c. Eâch batde lâsts for ten Balde ums. d. Unils may not entcr hexes contâining enemy combat unia;
5. Command check: The player whose Bâule tum itis mâkes a lhey may enter hexes conlaining cncmy leâders or unoccupied
Commànd ch€ck for AIL his sidc's units oD ûe Bafle Board- camps. Uni!s do nor hâve lo srop upon moving adjâcenr !ocncmy
This check is mandâtory. combat ùnits (i.e. there are no "zones of control').
e. Generally, $rils mâynotmove off ûre Ballle Board (cxception:
(1)Roll onediceand consulllhcDiscipline Tâble.Thisonedice see Pânic nrlcs),
roll wiU be used for the Command chcck lor ALL friondly uni6. f. Di$uplcd unils mây nolnornâlly move (exceprion: see Pdnic
(2) Cross index the die ro with t]1c discipline câregories. This rule).
will give one ofthree different rcsula: P, F or c for ed.à category g. Therc is no "facing" on rhe balde mâp (as in other tactical
of discipline (I, V, R, M, B). Thcsc rcsulrs âre rhen applied ro gamc,s). Units may move into âny adjacent sqùârc, notjust ûcn
ALL fricndly units on the mâp. The rcsulr is ûe degee of frontrl one. There is no cost to cbânge direction of movement.
command control for thcplayels units for ûre tum. 7. Defensive fire: in this scgment,
rhe €nem) player may hâve his
Resulls: unilt which ofdcfcnsive fire roll on ûe defensive lire
arc capable
P: Units are in Commândr Undisnrplcd unils funcrion Iine oflhc Bâttle Board CombarResùlLs Table (seecombatrulcs
normalty. bclow for explânation of how ro conduct combâl). Thc resulrs âIe
applicd immediatcly.
F: Units âre Out of Commând. Undisruplcd unils of rhis
discipline category may rot move this tùrn. They may conduct â. Note thât only cettâin units may firc defensively: Horse
ârchers, Auxiliâry Infantry and Camps unùs in Român Civil
G: Units goberserk: All und;sruptcd unirs oflhis discipline
câtegory MUST move towards ùe nearesr enemy unil (i[ tlere b. Defensivc firc is conducted exacdy âs orher forms of comba!
ale discrepancies, resolve by dicc roll). Unirs cânnot violâle (se€ below).
stâcking limi$ (They mây move at any lime during ihe friqrdly c. Units do nol hâve io be in command control to conduc!
Bâtde movement scgmen!.). Units which go bcrserk mffr aÛack
if they âre adjacent to at leâst one enemy uni! (!he player who 8. Combat
controls the berscrk unit cân choose which cncmy unit to a$ack),
Units capabl€ of skirmish movemen! mây move in sny dicclion
for the skirmish move (bùt not for thcir regular movemcno. (l) Designalc the attacking unia a,rd rhe unir ro b€ arlacked.
b. I-eadels arc always in command, l-eadcrs mey change how (2) Select â râctic.
command conEol rcsulLs are applicd. Scc below. fl) RoI tle \ûen8ù oi ùc unir.
a number ot di(e up to
c, Eraùpb : The Caeststian playq hâs onc Veterân ând one Mob (4) Check the appropriâle Tâcric line for {he octic choscn, and
clâss unit involved in â batde. Ho rolls a "3" on ûe Disciplinc âpply all applicable results.
lâble for Command Control Tbis indicares a result of P for the b. The fricndly plâyer conducts conbât wilh any or â11 of his
Veterân u l and an F for the Mob. The Vererân, thclcfore, is in qualificd units. Conbat is voluntary.
command contsol, while tJle Mob is out ofcomrnând conlrol.
c. Units which desiro 10 conduct combât must b€ adjacent to the
d. Thc rcsults of Commând checks are changcd whcn â force units they are atfâcking. A unit may only àttâck ihrough â squaie
Panics (see Pânic Rule below).
side, ûever through a squarc venex, A uni! mây âttâck inlo ùry
6. Movemenl adjac€nt squarc. [Thseare no "facing" requiÈments for allâcking
MOVFS ]5
c. Rout: Roùt has the following effects: (1) He hrs caùscd rhe encmy ro reach his pânic levet; AND
(1) Moyement Units which Rour MUST move towùds ûe (2) He has eliminâred ât Ieast rwice as mâny enemy srrengrh
fricndly mâp edg€ every friendly bat{]e movcmenl scgmenr. If points as he has losr (Coun! ûe vâlùe of lcadcr facrors, also)_
they reâch tho map edge they must movc offby expending an (3) Nole that it possible fû ncilher player to win a baltlc (Also
âdditional movemenr poinl The unils follow rhe normal rùles of note that the âbovc coditions apply only ro Battles fough! or the
movement (This is an exception to the rule which srates that Batde Boârd, not wirh the Basic/Advanced Game Baltle rules.).
disrùpted units may not movc.).
b. The extent of vicrory is determined in thc srme way âs in the
(a) Routôd units are moved prior !o other friendly unirs being
basic game (i.e, Major, Minor or Skirmish).
moved (should lhore tc some conflicf over which unir moves
c. The gâin and loss ofsEalagem Marke$ for winning or losing
first, thcn use a die roll to resolve ir).
a batûc is done in ûe samo way as in the Basic game for minor
O) Should a routing unir's movement parh be inro a squâre and major ballles.
contâining ânother ftiendly unir, rhen thar friendly unit mus!
d. Tbe loser of a barde is rctrealed one hexagon (âs in the Basic
make a discipline check- If ilpâsses, rhen rbe rouling unit hâlls irs
Gamc) after forccs are retumcd to the sEategic xrap.
movcment for the ûrm. Ifi[ fails, ir loo is disrupred ând routs (ând
is thcn imrnediately moved, âllowing îhe firsr unit to move inro 13. L€âders ând Bâttle
i$ square). â. Frienrlly units may move inlo hexes conlaining only cncmy
(c) Routed unils move even if they ârc ou! of command leâders. This âutomâlically eliminates the enemy lcâdùs.
conEol. b. Fnendl) leadels mr' noL move inlo hcxcs conrâining <nemy
(2) Combst Routed units mây nor arlack nor conduct dcfcnsive units or lcaders.
firc, obviously Oecause lhcy are âLeady divupted). Thcy may be c, Leadcrs âre not âffcc[ed by the results of combâL except as
atocked normâlly. follows: if dll oûer units in a square are eliminâr,ed, ûen any
(3) Units with a"0" Bâlde Movemcnl do no! move whenRoulcd; leâders in the square ùe also eliminâled. Nole rhât leâders will
ûey àre immediately eliminâred. nevor be disrupled.
(4) Rememb€r1hatùnilsmaytl€ undisrùpred byRally (and hence, d. Leaders and Commând chccks:
no longcr affected by Rout) and note rhâr Leaders mây râlly units (1) laâders aro always in Command. They are not affected by
by increâsing their Disciplinc lcvel (see 1,le below). Also, nore Commând Conlrol checks.
thât only disrupted units in a panicked ârmy rout; good order units
(2) Eâch lcâder may lcmporarily changc the discipline facror of
âny friendly units in or âdjâc€nt to the sq uâre lhe leader is in for
d. Once Panic is in effect, it rcmâins so for thâ! sidc for the Command checks (through square sides, notdiagomlly).
remairder of the banle, even if rhe plâyer is abte to chânge the (â) This applics âr the inslânt of rhe Commând checks ând,
coditions which câused it (for exâmple, by rallying disruptcd obviously, can change as leâders and unils move-
unirs).
(t) This is entirely at lhe player's oplion. However, it
must bc
c. Note that bolh sides mây be Panicked in the semc bâ!!le.
declarcd immedialcly prior to thc Command die roll. A plâycr
I The lcader vâlue ofall fricndly leâders âre counled as parl oflhe mây choose 10 selecrively deremincwhich unils will bc âffcclcd
lotâl \u-cngù poinLs for Panic derermrnarion. by this rule.
g. Plalabîlily note: befote initiating a boûle, plaJe\ should (So,forexâmple, Julius Caesâr (disciplineclass I) is strckcd wi!h
calcuLate their rotal strength paints and the nunlber oT points an R class unil.ln the Commandcheck, rhe Roman rolls a'2."
hecessory to reach thet ponic leyels.As units arc eLininated andt Normally this wor d câuse th€ R class unil !o fail rhe chcck.
or dkrupted, they sholtld kÊep a running total sa that they v,ilt However, since a'2" on the I lincof rhe Disciplinc Tâbtc is â p,
knox' *han they ha',)e reached their panic teyet. thcn thc R class unit passes and is in command. )
I l. Ending Bâttles (3) A leadcr nay nor increâse the discipline value of another
â.At the end of the renù Banle tum rhe bâtde comes to an end and leader for Command Control.
units arc tansf€rred bâck to $e stralegic hexagon that the batdc e- l-eaders and Râllying:
look place in. (1) læadcrs are nevcr dismpred.
b. Viclory is deiermincd (sce 12 below). (2)Each leâder may lcmporarily chânge ûedbcipline factor of
c.Units which wcrc disrup@d at ûccnd ola barde arcâutomârically anyone unilin Lhcsâm€ squâre the leâder is in (So, forcxample,
undisrupæd. Caesar could change the discipline vâlue ofâ unit hc is sLackcd
d. Elimiûated units of dre winning/stâlcnâEd ptaycrs mâke wiû lo I class.). This is entircly arûeplâyeis option.I! nus! be
reconsliûtion checks. decldred immediâtely p.ior !o ûe die ro1l. This applics al lhe
instrnt of lhe Râlly only.
12. Winning Battles:
(3) À leader mây not incrcasc the discipline value of anodrcr
a. A plâyer wins a batllc if the following condilions ùe in effect:
MOVES 19
relieving unfu's squaro (which consumes âll its movemeno. (2) If an auacking ùnit eliminâtes a deferding unit but still has
(10) Units may not conducl Rclicf from or inùo â Câmp. conbât sljcngû points lefr, he mây not âttack anolher unir.
15. Eiting the Bâttle Boârd: (3) If the dcfending unit in ( 1) âbove is eliminared, rhen another
defending unir may be âûàcked.
A.Units may not exit the Bâtde Board unlôss thcir side Panlcr.
UniB may theû exit the Bâtde Board, but roll a dice for all non- h. Each leadq in â câmp may chânge rhe Discipline clâss of one
leader unia: l'3 they are eliminâted; 4-6 they survive, retum olher friendly unil stacked with him to his own Discipline class.
them l,o the slralegic map. Leaders automatically survive when 17. Effects ofTerrain
leâving the Batde Boad. a.Mountâins:
b. Units may exit only ûrough ûe ftiendly mâp edge . ( I ) Plây is iestricted to tho ccnlcr rhree files of the Bârale Board,
c. Unils eliminalôd as a .esùlt of trying to exit ùe Baltle Board running fronr the Caesarian to the Senalorial sidc of lhe mâp; no
coùnt for dctormining the extent of victory for the bat e. unils may cver move onto the thrce filcs on ùe far right ald far
d. Notô thal bolh routing and urdisruptcd uniB of a pânicking lcft (In cilccr, dre batde is tâking place in â mouûrâin pass.).
army may exit the map. (2) Non lcader units have a ma{imum bârde movemerr of " I ."
16. Câmps (l) Playcrs may not use ùc wedge or ElephânL Lâctics.
â. If
a player has a camp in the slralcgic hcx occupicd by his (4) Câvalry mây not nâke a skirmish move.
forces, then he plâces it or the ba{tleboard on any of thc squares (5) Should thero be insufficient squares on which !o deploy, thô
on his side of the board. (Note this is different from Trajân, remaindcr of a player's force is deployed off his frieûdly mâp
wherc camps ewere printcd on the map,) edge and may move onlo ùe m3p is soon Às splce permiLs.
b. Each player gets certâin bcnefits for bis câmps. They âpply paying one movement poin! (.) do so.
only to the player for his own camp. b. Swàmps:
(l) The câmp has a combat value of"5" whicb mây be used for (1) Nonlcader unirs hâve a mÀdmum batde movemenr of " l."
fùe combât (defensive and offensivc) as long as lhcrc is ar leâsr
(2) Players may not use the Wedge, Defonsive Fire, or Elepharr
one friendly undisrupted combat unir in the câmp (rcpresenting
tachcs.
detachments manning theballistâe).
(3) CavaLy mây nol make a skirmish move.
(2) Th€ enemy player may not use Defellsive Fire against a câmp.
(3) Enemy units mây not us€ the Wedgc laclic when altâcking a
c. Rirers: The cenFr Lne ol squlrcs (i.e.. ùe nine squùes
hâIfuây between eâch playor's side of lhe Bârde Boârd) is
carnp,
considered t) be Ihe dver Unils in dvcr squares âre âffecaed âs
(4) Roman leSionary units in ùeu own camp nc\cr panic.
follows:
(5) Units defending in ûen own camp âre never ourflânked. (1) AII unib must slop when they onter a river squâre; rhey mây
c. Tho friondly plâyer mây câpnlre itn enomy caûtp by moving a movc in their next movement phase. If moving out of ùe river,
non-lqrdcr inlo the câmp's square, at which point the câmp ùey move at their normâl movement; if lhey cnter Àtother river
markcr is removed fiom the map. This m ey occur âs the result of square rhen thcy mùst immediatcly slop âgaiû.
eilhcr advance after combat, or nonnal movemen! (if there arc no (2) Unils may not use lhe Wedge or Offensive/Defensive Fire
nonloader units occupying thô camp). læâders defending in
lactics whcr in river squÀes (lhey may be aucked by such
câmps by themsclves are eliminated if an enemy unit enters ûô
lâctlcs).
camp.
d. Cities: If the batle is ân attack on a city, then use rhe siege
d. There is no limit lo the number of units which may be srâcked resolution proccdure. lf it is an attack from a ciry's garrison
in a câmp (since it actùâlly reprcscnls a lârger space).
against besieging unils, usc the Basic Game Batde procedurc.
e. Up to foùr ur ls inside a carnp mây conduc! combat (by Otherwisc use the other rerrain in the hexagon.
âttâcking outwards), one pcr side. Up to four unils pcr camp may
e. CIeâr, deserts: no sp€cial rulcs,
conduct defensive firc, onc per side.
i Roâds/trade routes/coast: use oùer reffain in ùe hex.
f. Whcn losses âre inflicled oû units in an enemy camp, ùe
18. Reconstitution. Players may bring bâck units destroycd in
defcnder cân choose which of his unils in dre camp will be
c.nîb?a by Re co hstit utia n.
alfected. leadels mây not be eliminalcd by aLhcks on camps
(unless all other friendly udls in thc câmp âreelimineted, or lhc a. Reconslitulion occùrs at thc cûd of â batde.
€nemy advzmces into a c,rmp containing only leâder unill). b. An army mây conducr Reconsritution orl] if it won the baulc,
g. Only one defending unit in a camp pcr altacking unù mây be oriflhc batde resl]lted in adraw. The loser may neverReconstilule.
âffected by combat results. c. Proccdure: M,ake a discip[ne check for eâch unit eliminated on
(1) The sâme defending unil must rcccive all combât resulls ihe Batile Board. This check is done for eâch unit individuâlly
i licted by a single attacking uûi!. (s€€ below for results).
d. Resuhs
MÔVFS
']
(5) The truly dedicated may also male up a set of Judcan Clicnt (a) Parthiâns mây rccruitonly on printcd Panhian ciries which are
units.Thes€ should include: controlled by Pânhian Civis units, ând only when â Pârrhian
. Anlipater oeâder): l-0-R-10 lcaalcrconducls lhe recruiring. Theplayer controlling theParthiâns
. Heavy irfantry: 5-R4 must €xpend a Polirical sEalagem to do so.
; Lighr infanrry: 5-B-4 O) Additionally, the Pârûiâns recoive one sarapy unit, drawn a!
random, eâch friendly plâyer tum. This is placed on any Panhiân
. Levy: 1ùM4 Civis on ày Panhiân ciry.
c. Panhia: (5) Pânl'ia is not orherwise treared as a Roman Clienl
(1) Panhiân inidal sei up: (Al1 unitl are set up by the Caesarian d. Othcr Clients: All Român Civil War Client mles apply ùo
player): Armcnian àrd Arabian client uniB. The Aiabiân unir is recruiled
(â) Parthians recoive Chosrocs and all othcr Core units exccpl thc âs per the Tûjan rules. The Armenian unili are recluiied via the
other Core l€aalcls ard Impeditus; the Parlhiân Impedi tus unit is Româû Civil Wâr Clienr rules.
placod in thoirrccnriting pool; the olher Core leâders âre not used
e.Vicûory: Change viclory conditions as follows: â playcr mus!
in tio game. cmml 66 percent of the Român and Client cilies on bolh rnaps.
O) Pârthiâns never receive any stratagem markers; their leadors Panhian cities do not counl Also, thc victor must control bolh thc
may use the Strâtâgems of the Roman player which control them Spanish ând Gallic holding areas.
(2) Entry of Parthia into the war: Pârthiâ enters the game under 3. Galic Wars extellsion: rul€s for this will be fonhcoming in lho
the following circumstânces: upcoming Gallic Wârs gâme.
(a) Iteither player conducrs â combat or tribute opemtion against
any Pa{hian cily or unil Parûia inmediâlely enters on the side
Battle Board Scenarlo: Pharsalus, 9
of the other plâyer. Sextilis 48 BC
(b) lf
the His@rical Event "Parthiân Wâr" occurs, ûen rcll one This allows players !o refight a single baûle using the optional
die: on a 1-3 the Pa(hians enter on lhe Side of the Câesa-rians, on bâtde system.
a 4-6 ùe Senâtorials. Senâtoriâls (deploy first)
fc) Ifone side conducLs miI'3r] combrl or Tribute âgâinst âny læâders: Pompcy, Labienus
Armerian cily, then Pânhiâ enters on the side of the othcr plâyer. Vetcran Clàss l-egions: five
(d) Efferts ofPanhiân cnFy: the player gaining control ofParthiâ
Recnit Class Irgions: five
nây utilize al Pa{hian unils. He mây use Pârthian leaders ao
Recruit Equites Cavalry: two
employ his Stsatagem markers.
Recruit Light InfanFy: two
(3) Parthian withdrawâl:
(a) Panhia reverts !o neurâl slalùs undcr lhc following
circumslânces: Ca€sariâns (deploy s€cond)
. If, once Parthian cntry is in effecl, the event "Parlhian Wa/' is Iæaders: Câesâr, M. Antonius
âgain rolled. Imperàtor Class Legios: two
. Ifthe playd opposing the side which confols ùe Parlhiâns Veterân Class Irgions: four
gâins conûol of any onc Pârrhiân capitd.
Recruit Class Legions: two
O) Effects of Parthian wilhdrawal: Hcavy Câvâlry: one
. Român (and Roman clicnt) urirs rcrâin control ofany Pârùiân Vetemn Equites Cavalry: one
cities ihey occupy.
Velemn Light Infantry: one
. All Pârthiân satrapy units are temoved from the map (exccpt
Sp€cial Rules
Civis uniÎs).
. All Pârthiân Corc rmits are imnediately placed in any Pâ4hian l. Caesarians have Tacdcal Superioriry.
câpiral(s) by the plâyer who formerly conlrollcd thc Pâftbiâns. 2. Eâch side has a fonified camp.
Sirnply pick them ùp and plâce ûem in dreir new localion(s). If Note: This is for playcrs who wanr ro Êfighl a singlo batlle. Use
all Parthiân capiLds are enemy controlled, then remove thc Core thc Optionâl Batde System maD ând rules. I
units from the map.
. Parthians mây not r€cruit or perform any other gâme functions.
(c) Should any of the condidons lor Pânhian enLry agarn o(cur.
then Pârthiâ re-enters the war.
(4) Rccrûiling: Paflhians mây recruit only if they a-re in thc wâr.
Conci[âtion Succeeds: The eneny ]ôscs âll hls Res hblicà nùftcs; addirionaly, D fri6.ly playq gaiN
drcm (if olheflise lemiLLcd by eame ruls).
Con.lllatlor In€ffectiver No effect
Conclllâtlon B€trâyed: The Friendly Playcr rols onè die. On rôtt of ..5" or ..6 ,
a a hjs sùprèmc lmder is
assasinated (etimhaled).
PROSCRIPTION TABLE
nunber of Agent stratâg€ms expended
die roll I 2
I hoscriprion Succceds Fùlly proscripaion Sncce€ds Fulty
2 Proscription Succccds Fùlly proscription Succeeds Fully
3 Proscriplion Succccds Pcnially proscripdon SucceeG Fr jy
4 lneffectivc
Proscriplion proscriprion Succeeds partiâ y
5 Iûeffectivo
Proscription public Reaction
6 PùblicRcaction public Reâclion
Pros.ription Sùcceeds lrullyrThe encmy playe.loses âI his Res pxbljca mdkùi Tlc fiiendly
player rolls one dice ed ræcivcs ilu! nmbcr olsFatagem ndkqs.
Pr6criptior Sùc.eeds PartiallJ: The enehy playerlo*s onc Res pùbticâ nùkq (rhè friendty
playcr nay selær drc onc). The fiiendty tlayù gaitr oæ sFatageh m{kq.
Pr6o'plion InellectiyÈ No eff@!
Pùblic Reactioù: lhellayei loscs âlthis sûlrasem mùke6.
JUSTRULETABLE EXTORTIONTABLE
1 Benevolcnce I Extortion succeeds
2 Bcnevolence 2 Extortiot succeeds
3 No Effe.t 3 Extonion succe€ds if this is a
4 No Effecr non-ltaliân cty.Olherwiss, Trial.
5 No Effcct 4 Extorlion succccds + Revolt
6 Rcfornls 5 Triâl
6 Revol!
Extortion Sùcceeds: 1he playù nmediaLrly ræcivs one Srraragem nùker, draM aL
Triâl I rclum l-he leadd ro Lhe rectuilin8 IDol. He nly bé recruiÉd on a subseqùenr tum.
No effectr nodnng hatpens-
Reyoll: Rctlace the Civis Dùke. wiû e €lcmy Civis mùkcr ddreolvc ùy Revotr
combx.. llLnrc :ç no c.\ i. mdt e! ;n !,e he\, ùlei irme!ialely ptre one.
Benevolence: Lte plâyer ræeils onc stratagm mdker, &au ar redom.
Reforns: ùe player ousr imediârcly expend ore loliricâl sraragem. r he fails !o do
so, ùcn rhc cjty Revolrs.
D: D Isrùptioû. Flip ûc dcfcnding ùnit over to its revcrsc side. Dkrulted ùi$ nay nciùc. movenor orduct ombar. r a u'n which is disrupted
receiv6 â sæord D resllt, thqe is no luûrer effecl (it renaitu di.ruplcd).
B: Ûr€tk. Il ùc defendlng ui! is nôr dûrupred, rlen it becoûes disrupred_ lf the !ni! is disrupled, rtrèn ir is clininated.
Attâcker disruptêd. Tlc arlacting ùnt is imncdiarety dhrulted (ùd nay nôi @nd!c! dy môrè a$acks ùndl ralied).
^: !ti!
L: Llgùt unit elinlnâtlot. If the is hcavy @ed (heavy infùù] or heavy cavâlry) ir is nor affecred. Àny other ut rWê is elimimûrd.
E: Thc defmding ùnil is elininatcd.
C: Cayilry Disord€.ed:rûe dclcnding ùit is a cavaLy rlpc, it is disrupred; it alrcady disrupred, !o futhei erecL.
ÙI: Mlsslles dephted. Tnc ùir nay nol mâkè dy mo.e missile attâcks Lhis @mba! segn6r. Ir may do so ftccly in tunre @mbar scsnÙrs.
B/^: Defmdd ræeiver a Breâk resù1! auackcr is Disrulted.
D/^; Defender receives a Dlsrùptlon resùlr; aLrækcris llis.upted.
ADVANCED GAME
BATTLE DISCIPLINE CHECK SUMMARY
Pre-Panic
Commând Check R:rllJ
R€sult
P Movdâttrck ftoely Undisrupt
F May not movc Remain disrupted
G Bers€rk move/attâck (ro ne€rest cnemy) Undisrupt
Post-Panic
Commând Check Râllv
Result
P Move/a[ack freely Undisrupi
F May rot movc/âllâck Remain disrupted
G Disrupt Remain disrupted
All disrupted units in a punicked armr rcut.