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Moves 77 Roman Civil War ST 157

The document discusses the design and mechanics of a game focused on the Roman Civil War, emphasizing the interplay between military and political factors. It introduces a system of Stratagem markers that players can use to influence battles and political alliances, reflecting the complexities of the historical context. The game aims to represent the unique characteristics of ancient warfare, including discipline and tactical diversity, while allowing for a more engaging gameplay experience.

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0% found this document useful (0 votes)
66 views18 pages

Moves 77 Roman Civil War ST 157

The document discusses the design and mechanics of a game focused on the Roman Civil War, emphasizing the interplay between military and political factors. It introduces a system of Stratagem markers that players can use to influence battles and political alliances, reflecting the complexities of the historical context. The game aims to represent the unique characteristics of ancient warfare, including discipline and tactical diversity, while allowing for a more engaging gameplay experience.

Uploaded by

danielwrg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 18

Ç)o.

tus-r
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

8 OCTOBER NOVEMBEQ ]993 +77

d--i1
-
Inltial game set up: Off-Map Dtsplays
e oeet
(. o r, yt rio r r Lt' trl tl's
STORY
't. -l
(:ii(s Jrliur ('r\ l:s^:.t 0,R-r0:0-t,rr ;0-\'-10.i 5-!5 15-l'5 ! 5-l'5

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s,v": s"v": i. ,
l,|1.i^ l l;

.St rtttIt't iùI I-ùtLl{t l


i,oMt'ritus \.ri8nùs

"l'|on,f.y th. Ç:rit"

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!{t9rÂNtÀtwtl! t' SYIi,lA i^5î

r'|\
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g'B
ir
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,i.. r ,-

:'li!rir;., ::li*:*$J-
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.

On 1o gâme strategy. There Âre several differcnt directions in


which lo scnd ârmies. ILrlia is ùe cenrral posirion. To reacb rhe
other theâtcrs it's â good idea to build â na!y. h is a lor fâsler !o
go by seâ (as well âs eâsicr on lhe the lroops-naval transpori
does nol loo cause march altrition). Fleets ând nâval superiority
ârc vcry importânt bccâuse, despile rle span of ûo game mâp, all
cilies arc wilhin one march ofâcoâsdine. Players can rapidly see
why Român grând slrâlcgy developed rhe way it did, wilh the
the ciry Civis (garrison) unit to your side, a lengthy siege can be conqùesls ofûe Repùblic being mâinly of countries âdjoining
avoided. Historically, mosl ci ties whicb fell did so not by comba! the ocean coastlines. Câcsâr's conquest of Gallia was the iirs!
butby going over to the enemy voluntarily. Usua y this happened Roman conquest of a non,nrâirime region.
in lhe walc ofârnâjor vicùory forone sidc or lhcolher. Hisrorically, Both sides receive similâr forccs, alrhough rhere are some
much intrigùe took place in a besieged ci1y, as tho besieger slight differences. Genemlly, Câesâr's lcgions âre berrer qualiry,
âttempæd to get lie cily 10 fall wirhour a figh!. Players should represenling the fact that Câesâr had a glealcl FoporLior oi
keep this in mind and reâlize thar rhe Tribute a[acks are a very velerâns, bccâuse of his rccenr câmpaign in Gallia. But this is
importânt offensive tml. balânced wilh lbe Senatoriâls having more a[xiliaries and fleets.
Finally for thc poliricâl of the gamc, ùcre wâs rhe malter
end PlâyeN will note thât numerous personalides of tho pedod are
of the client stalcs. The Roman Republic's cmpirc consisted nol presenL including Marcus Anbnius (Mdrc Antony), Clcopalrâ,
just of Itâlia and the provinces, bu! also nùmerous small scmi, Oclâvianus (laler Augustus), and Marcus Tul;us Cicero. All of
indepcndent shies under Roman dominarion. Thesc maintâined ùese should bc familiar ro anyonc who rook krin in high schoot
theil own coùrt and army, ând were qÙite useful in supplemenling or college. Oclâvian has thc highesr leader rating in rhc scries
lhc ârrnies ofcaesar andPompeius. Lâter, undcr lhe Empire, thcy C?", higher ûân Cacsâr's) becâuse of political skill. This is
would â11be absorbed and lumed inro Imperial provinces, but at counter balânced by his low disciplino clâss-he wâsn'! very
lhis time they were still capâble ofsome indepcndcnr âcrion, and, good at commânding in the field, wisely lcâving ùesoldiering ùo
indeed, it wâs ûe rimely arrivâl of Mirfuidâtes of Pcrgdrnum dle generals (sirnulâtÊd in game rerms by his abiliry lo expend
which rescued Caesâr when he was besieged in Alcxândria. Mililâry stralâgems !o gain hcticdl superiorily).
The Clicnt rule had to be rnore conptex bccause of rhe In any event, the imporEnl lhing is ro build up a combincd
Iabyrinthine rolâtions berween thc clienls and Rome. The way it arms force, pinpoin! the main enemy force, gain supedodly ovcr
works is that a clicnr can be eithcr indcpendenr or undcr the it, and ûen athck and defeâr it. Oncc this has occuned, the shif!
control of onc of ihe two playcrs. This is shown by lhc plâyer in lhc number of Slrakgems can bc cxploired ro tâke cities ând
placing a control markcr on clienr forces, and by chânging rhe s in even rnorc b3lùe\. Tïc [ey here is g- I rg srÈriorily or er
colo. ofCivis unils on clicnrciries. the enemy. There are scvùâl ways ûrjs cân bc done- The most
sEaighdorwaid is to build â larger â].rny ând rhen arlick, using
The game includes sevcrâl orher delâils ofRornân era wrrfare
Milit2ry Strâtâgems to gair Îaciicâl supcriorily. The flâw is that
whichdid notrnâkeit intoTrajân. These includc camps,colonics,
the enemy will be doing ùe sâme thing. So whâ! cân be done?
and promodon ofunits. Camps reFesenr major field forlificarions,
Exploil lhe supply silualion. Pillage the hoxes the cncmy is
and sclve as useful defensive bâses, as well âs siege works.
operâting in, while maintrining your own supply by use of
Colonies allow â player to cstâblish Civis ùnils ai vârious
Impeditus unils and friendly basc ci !ies. Since pillage occurs afrcr
coloni?âlion sites or the map. Plâyers ùse unir promotio0 (rhrough
friendly supply deteminalion, you cân force an encm y sÉck our
bâtde or ûâining) to ùpgrâde Recruir ând Vctcren legions !o
ofa hex by moving inlo iland pillaging it. On ùc following tum,
Vcterâns ând Impcrâtor clâss, respectivcly.).
ùe enem) w leiûcr ht\e !o abandon ùc hcr o r(mr'n rL a
One of thc fun pârrs of putting lhc gâme logelhcr wâs supply disadvânlagc. You cân also lry o subvcd his Eoops
developing ùc Hisùorical Evclrls Tâb1c. Players mus! tâce the tfu oughTnbulcopcraùons. Anoccasionrl d..irlrjon arempl
"
]O OCTOBER NOVÊMBER ]993 #77
Cçr.ter
STORY
is recommended to unnerve ono's foe, Tiere is a smâll chance of 4. Proscriptiory'Conciliation occurs during a playcr's Res Publica
it succeeding (one in six). segment.
Finally, there is ihe question of ovcral I âpproâch !o the game. 5. A player may conduct eirher ONE Proscription or ONE
I dcsigned the s€ries ûo show plâycrs how ancient geûerals Conciliâtion por gâme.
vicwcd warfâre âs well as their world. That is why I used ân
âncicnt mâp for the game. The gamc systcm is rhe result of REINFORCEMENTS & REPLACEMENTS
intcnsivc reseârch into original Roman sourccs, cspcaiâlly Cacsnr 1 . Replâcement of climinaied ùnils:
himself. The garnes toss aside many of the lâtcr miscoûccptions a. Units which wcle eliminâtcd âs the resul r ofCOMBAT can nor
of what ancien! wârfûe rvâs âbout. When developing garne be replaced until the nexr Winrer I (Ùm. Inslcad, ùc player should
strategies, plâce aside your ælh Century preconcepiions ând placc thcm aside. These uni!s ar€ relumed ûo the ptâyer's rccruiting
insteâd think like Caesar and Pompcius did. pool at lho bcginning of thc firs! Winrer I turn following their
ROMAN CTVIL WAR SECTION III: clinination. They may lhen be Recrùiied per rhe normal rulcs.

OPTIONAL RULES b. Unib eliminated by o[her gâme means (including dcscrlion,


attrition, etc.) arc irnnediâtely available for rcplâcemcnt.
Tlre Optionâl Rules âre divided into lwo gcneral scctions, some
(Commcnt units eliminatcd in combar ùe eirher wiped out to rhe
additonâl politicâl rules, ând â system for condùcling baldes on
lasl nan, or thoroùghly demoral;ed.)
â quâsi-tâcticâl level. The lactical systcm is csscnlially lhc samc
as ùâlit Trâjân fS&T715), widr a fcw rcfincmcnts drrown in. EXTORTION AND JUST RULE
Plâyers may use âny or all of tbese rules as drey see fit.
GENERAL RULE: Ifaplayer hâs â leâder in a friendly conûo ed
PROSCRIPTION/CONCILIATION city, then hemay choose to follow a policy of either Exûortion or
ofJust Rùle, eâch ofwhich bas iIs own advânrâges.
GENERAI RULE: Once per game, a plâyer mây choosc o
conduct eilher â Proscripiion or Concilialion. He ùen rolls on the 1.Extonio JustRùle is chccked arrhebeginning ofthe friendly
approp.iaæ Oblc. This Sives him the opportunity to eliminâte Politicâl scgment.
enemy Res Publica mârkcrs, a,,'1d lo gain certain other benefits.
I. Procedùre: (1) Designate thc Policy for applicablc ci!ies.
(1) The plâyer declâres ifheis going to conduclâProscripdon or (2) Roll one die on the appropriâte râble, ând then âpply t\e
Conciliation. rcsulls
(2) Ho rolls on the approprialo Tablc. 2. Aplayermay choosc only one policy per cily per lum. Hemusr
(3) He implements $e rosult. have ât leâs! one friendly leâder in the ciry, and no more lhân one

2. Proscription lcaderpertum may makc !his check. Thesechccksârccomplclcly


âl Lhe plâyer's option.
a. To implcmen! â Proscription a playcr musr
3. This may notbcdone if the city is currcnrly pillaged.
. Control lhc city of Rone AND
. Must hâve his Sùplemo l-câdcr in the city of Rome. ROAD BUILDING
b. A plâyer must expend on€ or morc Agent strâtâgem mrJkers 10 Generâl Rule: Playcrs may bùld ncw roâds rhrough hexes by
conductaPicscription. Us€ ûe appopria!c column nhen resolving using their Impedilus units.
lhe altempl 1. Roâds mây only bc built in hexes which conlâin trade routcs.
c. A pmscription will result in the possiblc loss ofRes Publica 2. PROCEDI JRE:
mrrkers, ând possible gain of stralâgcns (ùis rule represenB
(l) The plâyer must hâve at least one Impedirus and one Legion
execulion ofprominent enemies and confiscâiion oftheir cstatcs),
ùnitin drc hex in which ahe road is !o bebùilî.
3. Coûciliâtion
(2) Both units must spend rheir enrire movcmcn! segmenr in lhe
a. To implement a Conciliation a playcr mus!:
. Control lhe city ofRome AND (3) There can be no encmy unit(s) in thô hex.
. tr1ust hâve his Supremc Lcâder in the city of Rome. (4) Al lhe end ol the movement scgmcnl rhe Eade roure is
b. A plâyer must expcnd one or more
Politicâl stralâgem markers conve{cd into a road, permânendy. This cân be recorded
!o conduct a Concilialion. Usc ûre âppopriâÎe column whcn separately.
resolving ûe a&empt.
CLIENT LEADER REPLACEMENT
c. A ConciliÂtion will result in thc possiblc ioss of enemy Res
Pùblica markcrs, À1d possible gâin of them for the playcr (ùis GENERAL RULE: A player may rcplace an elimimted client
leade.. This represents raising a new client king (or queen).
rùie rcpre.9nfs winning fo.mer encmics !o your sidc). There is
also the possibilily of betrayal ând conspirâcy. 1. Eilher player may replaco an climinatcd clicnt lcadcr if thc

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.

12 OCTÔBFTI,NÔVFMBFP ]S93 *77


e çv.er
STc)RY
Battle Board Senatorlal side

A
Caesarlan Side
The Battle bo.tral c.in be enlargeal for easler placerflefit of the courttcrs.

d. Civis units âre never transfcûed


1o !hô Ba[le Board, inasmL]ch check for all fricndly unilr; this check will delermine command
as any combâtinvolving them rvould bc rcsolved âs revolvsicge control for thc tum.
combat. which doos nor use the Bâtllc Boârd. (2) Battle Movement segment ûc FisrPlayer movcs âny of his
e.PlâyeN set up lheir unirs annvhcrc on their side of tho Batlle unils he desires on rhe Barde Board.
Boârd, within stacking restrictions.
(3) En€ny defe$ive fire segment: the Se.ond PlÂyer conducts
4. Battle Sequence ofPlay combat with any of his unill which are capable of defensive fire.
a. First Plâyer Battle Turn (4) Friendly Combat segment: the FirstPlâyerconducrs combat
(1) Commând segtnent: thl3 Flst Player mâkes a Commard r
$ iù xny olhis uniLj whrch arc capablc ol ncUng.

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

]4 OCTOBER.NOVEMBEA I9ç3 *77


Ç..çve.r
STORY
as thero are in other tâcticâl âncient gâmcs givcn thc gâme This wil give onc of thrcc different results: P, F or C for the
scrle, thcy wouldnlmâke much senscl. categoryofdiscipline (l,V,R. M, B ). This results isùcn applicd
d. Câses lo ùeunit on ûe map.
/l)AIlâcl;ng is completely volunLaryl dcicnding is nol-r uniL Resul13:
whicti is bcing âttacked must defend. P: Unit rallies. Unir is resrored ro Good Ordcr Occomes
(2) Eâch unit auacks individuâ y. undisrupted).
(3) A player mây rol
a numb€r of dice up 10 ùe unit s combât Fr Unit fâils Discipliûe ch€ck, Unil remâins disrupted.
srcngù factor for the s€lected tactic. A plâycr mây ioll up !o ûer G: Uûit rallies: Unit is rcsro.ed ro cood Order ôecotlles
numbcr ofdice, but may select to roll lcss dice (c.g.. â unitwilh undisrupted).
â strcngth of "2" could roll zero, one or 1wo dicc). (Nolc lhel â b.E dnplzr Thc Roman playcr altcmpts ro Relly â disrupred
plâycr mây decide to roll less dice lhan his combar srrcngth in Veteran legion. Hc iolls a "6" (P). This rcsulrs in tle unir râllying,
order to avoid adverse À latlacker disruplcd] rcsulLs.) ând it is fijpped 1o irs undismptcd sidc.
The result of each die rollcd is applied sepârâlely before the
(,1)
c. The Ésult! ofRally checks are changed whcn a forcc Panics
next die roll. Notc thât this meàns â single ùnii may inflict (see Panic Rulc bclow).
mulliple di$uption/break results, thereby eliminating ,n enemy
10. Panic
unil.
A force pmics when:
a-
(5) A single unit mayattack only âsingleenemy occùpied square,
even if it is âdjâcent to more lhan one enemyunir lf irelimimles (1) 25 percent of itt totâl str€ngth points àre eliminated,
one dcfender, it mây not make any morc attâcks thâltum. OR
(6) Disrupted units may nol attack. (2) 50 percent or nrore of its total strengih âr€ disrupt€d
€liminated ât the END of€ither player,s Battl€ Turn, OR
(7) Note that if an atlâcking unil bccomcs disrùpted âs the rcsulî
oian A result,lhen itmay nolmake any morc i]llâcks !hâ! !um. (3) Its camp (ifon the Battle Boârd) is câptured by the
c. Selecrion of tâctics:
b. Drop fmctions when calculâling pdnic levels.
(1) Eâch lâctic may only be used by certain ùnillypes. Tbcse unil
!!?es are listed on thc Tâcrical CRT (wirh the abbrcviâlioos for c. Paric has ùe following effecrs:
the ùnit g?pe's indicâlcd on cacb âpplicâble iâc1ic lino). ( 1) Panic changcs ùe rcsùlls of thc Commând and Rally checks.
(2) A single unit may select only one hctic per tum, regârdless of (a) Command Check resulls for cood Order unirs when
itl sûengû. Pânicked:
f. À-ldmple: A Roman lÆgion (combat strengûr ot 5) afacks ân P: Units in Command. Undisnpred unirs function normally
enemy Ifvy Infantry. The Român declâres a Wedge attâck- His F: Unitsoutof Commandt Undisrùpred unitsoilhisdiscipline
first die rolt is a "5", d
elFecr; his second dic roll is a "l" (B), câtcgory may not conduct cornbat (inclùding dcfcnsive ftre in the
$'hich indicatcs lhât rhe Levy infânrry;s disruptcd: his ûird die immedialely folowing enemy Batdo Tùm). Undisrupred units
roll i5 again "1" (D). which indicales thâ! sincc lhc Levy infanrry
is âlready disrupted, it ir now eliminatc{i. Thc Legion is done wiù
combât for thar rum.
G: Unitr Disruptr AII undisrupted units ofthis discipline
câlcgory arc inmediâlely disrùpted. Di$uplcd unir! of rhis
g. Combat Results: Combâr resùlis explanarions arc foùnd discipline calcgory remain disrllpred.
adjacent to lhe Badc Board Combat ResulF Table.
(b) Rally Check Esults when Panicked:
h. Advânce âfter combât. If ùr aftâcking unil complctely
P: Unit is rcstored to Good Order (belomes undisruplcd).
eliminates all encmy units in a square, then i t may advânce âfær
combat into thât squâre. Any leaders slâckcd wiih lhe attâcking F: Uni( remâins disruptcd.
unit mây âlso advânce inûo thât sqùarc. (Nore: if rhe alrâcking unil G: Unit is el;ninâted
eliminales a defender as a rcsull of a I|/A, ir may srill advancc (2) All DISRUPTED units of an ârmy which Pdnics Rout (Sce
aflcr comba! the âtlacker's disruplion goes inro effect aflcr lbe "c" bclow for implemenlâLion of Roure). A good order unit docs
advancc.) not Roul. Note thar units \rhich disrupt and then rally âre no
9. Rally: In eâch Râlly Segment, bothplayen mâkeadisciplinc longer routed, âlthough if rhey were ro be âgain disrupred rhey
chcck for EACH ofûeir disrupled unirs on the B âde Boârd. This would rout again.
ic rl ùe option ofeach plâycr loreâch o[ hi\ unirs. (3) Units ofân army which Panic mây leâveûeBatdeBoard (see
bclow).
(1) Roll one dice per disrupted unit and consull ihe Discipline
Table (Le, chcck rally for each disrupled unil individuelly.).
(2) Cross index ùe die roll wilh the unit's discipline celcgory.
cantinued on page 18

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:

IE OCTOBER.NOVEMBER ]993 *77


eavcr
STORY
I Leaders ând Rout kaders ncver RouL (1) Effects of Tesnrdo
g. Should more thân one leadcr bc âble ro exe( irs influence on . Units in Tostudo may only use lho Testudo lactic line on the
â parricular squâre, ûen the playcr must selecr only one for a Advànced Gâme CRT
parliculâr Commând or Râ]ly chcck. . Enemy Wedge attacks cânno! be mâde against a uni ! ir Tesrudo.
h. bàers only affecr frienally unitr for Command and Râlly .Encmy defensive fire cânno! be conducùed againsr unjrs in
checks. They novcr âffect enemy unils. Testudo (Offensive fire can).
i. Note that fot Comwnd tutposes, a leadet aîects all units in . Units in Tesrudo âre not âffecred by ftank ârtâcks.
and adjûcent to its squares; for Rally putpos. s, anly a unit in its
. Units in Testudo may not âdvânce âfrer combât
(2) A Tcsodo lâsts for only onebaltle tum. On rhe lum foltowing,
14. Speciâl Tâctics
the playcr may dealare it again. The player may declare Tesnrdo
a.FlÂnk âttâcks: ifan enemy unit is âttâcked from more than one for some, nonc or âll applicâble units.
square side, then ùe sEengths ofany atlâcking units afIel ûe firsr
one aro doubled (i.e. they mây roll up 10 twice as mâny dice). (For
(3) Disrupted units may not use Testudo. If a unit becomcs
disrupted it is no Ionger in Tesludo.
example, a 2 strenglh Auxiliary and a 5 slrcngth Legjon ârrâck ân
cncmy unit ftom two different sidcs. The Auxiliary allâcks first, (4) læâders shckcd wilh unirs in Tostûdo receive all benefils of
rolling lwo dice. When the l-cgion arLâcks, ir rolls ùp ro ten dice.)
(l) Flânt altâcks rnust be resolved immediatcly lo gâiû this (5) Testudo Inây nor be formod in a Câmp.
bonus, (Unils in Testudo should be nolcd on â separaùe she€t of pâpcr, or
(2) Units defending in camps are nor âffecred by llank âltâcks. by placing a blânk marker on rhen).
b. Skirmish Moyement: (Note: unlike Trâjân, Roman âuxiliary infanlry can nol cmploy
Testùdo becausc they lackcd lhe o-dining ro do so in lhis period.)
(l) Friendly ligh!troops (câvâlry and infantry) may move âfrer
completingân offensive fireatlâck. This movemcnlis in âddi!ion d. Relief of Line:
1o thcir normâl movement. (1) Undi$uplcd units may "relieve" adjacenl fricndly unirs.
(2) Skirmish Movement uses ûe nonnal movemcnr rules, excepr ReliefofLine results in ùerelieving ând relieved unirs cxchanging
i! is conducted in the fricndly combat segment oflhe banle rùm.
I! must be conducted imnediâlely upon complction of rhe a[âck. (2) Relief lâkes place in dle movcmcnt segmenr. The unils mus!
(3) Command control effccts âpply ro units making a skirmish bc âdjâcent lo eâch olher.
movc, but use the requisite elfe1 for canbalt N.Ld rût movement (3)'lïe relieving unil must be undisrxpted. The relicvcd uni r may
(sincc, lechnically, skirmish move is part of combâ! and not be eidrer disrùptcd or undisrupled
movcmeno;i.e. ifa uoi! can conduct combal. i!can âlsoconducl (4) Any unit Opes cân conduct relief or be relievcd. wilh ùe
a skirmish move (and if â 8, b€ruert rcsulr hâs be€n rolled. cân
cxception of leadcrs and units wilh a 0 Battle Movemenl
move in âny direclion).
(s) Prcced.we:
(4) Leâders who arc srâcked with units rnaking a skirmish nove
(â) Designalc ûÉ relieving unit and thc unit ro be relieved.
ney move with lhose unils our no funher).
(b) Mike a discipline chcck for the relieving unir. Results are
(5) Note that l.he ligh! unir in question nrrt
complete an olfensive
fire âltâck against an enemy unit in order to make a skirnish âs follows:
move. It doesn't make a difference if lhe âûâck succccdcd or not, P: Relief âccomplished
or what the result wâs. This meâns rhâr only thosc light roops F: Relief fails
which are capable of conducling offensive fire bavc dle porential
Gr Relief fails and the relieving unir is disruptcd.
to condùct skirmish movcmcnr (so, for examplc, âuxilirry infrntry
(6) If successful, lhe relieving uni! is placed in the relieved unit's
can conduct skirmish movemenr, bu( lcvics cânnol).
sqùdre and vice vcrsâ. If failcd, neiûer unit nay move.
c. Testudo (.!Tortois€,'):
(7)Rclicf cxpendsâIof therelievingandælieved unitj' movcncrt
A player may hâve his Legionâry heâvy infantry unils declare a
for thc movemcnt segmcnt, rcgardless of the outcome. Ho\revcr,
Testudo (whcrein the rroops would overlap lheir shiclds ro
bolh may engagc in combat (if in good order).
enhance lheir defensive capabitilics). This gives thcm scvcrel
(8) A unit may condùq only one relief per 1um, ând a unir may
advanlages C'Testudo" in thc game is acrÙally a combinâlion of
only be relieved orce p€r tum.
severâl different spocializrd Iomârions, including the loftoise,
orbis (circle), hollowsquâre, etc.). AplaycrdcclaresaTestudoat (9) A leader in the same hex as thc rclicving unir lnay changc ûrat
ûe beginning of his Batde Tum for ûe specified unils. Tho unii's discipline vâlue !o its own for ûe purpose of relief, and if
efiecrs lâst lhrough 10 the end of the immediatcly following successful must move inlo thc telieved uni!'s hex. The leâdcr
enemy baldo tum (i.e. for orc complele balllc !Lm). Unils in may conducl no other movcment in ûât nnn. Also, a lcâdcr
Testudo have several spgcial advanlâges: slâckcd wilh â unit tha! hâs been relieved may move into ùc

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

æ OCTOBER NOVEMBETI 1993 *77


eçver
STORY
'P: the unit is Reconstitut€d. Retum ir ro plây in rhe hex rbe batle b. Whenever a friendly unit is adjâcenr;
took place in. c. If there is â linc of sight. A line of sighr is a paûr of squarcs
. G: rhe ùnitrcmâins eliminâFn (lrâc€d along squâe sides, not vcnices) from a friendty tcadcr l,o
. F: the unit remains climiûâted. the encmy unit. Line of sigh! is checked at the end of â lmdcr's

e. L;ders and Rcconstiturion:


( 1) If aplâyer hâs âny sùrviving leâders, rhen eâch leâder mây ùse
(l) The lenglh of thc line of sighr varics, depending upon rhe
rcrâin on the sEaaegic mâp hex in which the bat c is tâking plâce:
ils discipline vâlue in plâce of the discipline vâlue of one
eliminâted fiiendly unit for Reconslitution. . Deserr 4 squares
(2) Leaders which hâve b€en eliminâled may be Reconsrirured ' Clear: 3 squâres
(rcprcscnting heâling of wounds). . Mountain, swamp: 2 squâres
(Historical Commentary: Thc winner of ancient battles tended . Rivcr, City: othcr rerrâin in hex
!o tâke oûly a ftaction of ùe losses lhat the los€r did, mos! of the (2) Linc of sight may nor be traced through fricndly or enemy
losses being inflicted in, appar€ntly, the pursuit of the loser once uni!s.
his morâle hâd broken. Elimination of units on rhe Bafile Board
does not reprqsent units being wiped out per s€, bur rarher unils
4. li
for some reâson, a player wânls ro pveal friendly units, he
may do so at any time dùring his rufi.
losing their cohesion and becoming "combat ineffective"; the
ivinner of the balûc has lhc chance to rally his unils, while the 5. Units which were revealcd are rcûrmed ro their hidden side al
loscr does not.) the beginning of their own Ballle rum. A player does not havc trc
invert units if he does no( dcsire ro.
19. Militâry Stratagems and lh€ Battl€ Boârd. Unlike the
Advânced Gajne, plâyers do no( usc the various "tâctics" maikers. 6. Note: Once lhc Batde Boârd proccdure hâs been iûiriâred,
Insleâd, they use ûe following procedurei ùe side which gâined plâyers mây not use Intelligence Sfatâgcms to reveal ùe
"Tâctical Superiorily" (sec abovc) may, on any one ù]m, doublc composilion of ùc enemy force.
the movement factors ofall his unils on ùe Bâûle Board. He mus!
declare this at lhe beginning of his Command Conrrcl segment.
GAME EXPÀNSION
Clhis repÉsen6 some greât daring maneuver.) GENERAL RUI,E: Playen mây use rhe olher gâmcs iû ùe S&?
Ancient Wars s€rios, Trâjân, and the upcoming câllic War, to
FLEETS AND BATTLEBOARD supplcmcnt Roman Civil Wâr. Use only thc Român Civil Wâr
PROCEDURE rulcs, Do not use other Trâjân units, stnrogemsr events, etc.
General Rulc: A plâyer may involve his fleels in betdcboârd 1. Maps:
combat whcn rcsolving a LAND bârlle. a. TheTûjan mâp is placed âlong îhe eastem cdgc of rhe Român
l Any friendly fleet is dcploycd on rhe friendly mâp cdge (nor on Cjvjl War map.
the bâEle board itsclf). b. The Gâllic War map is placed along the wesrem edge of the
2. Flccts mây use the Firc tâctic. However, thcy have a rwo hcx Român Civil War mâp.
range. 2. Roman Civil War in rhe EasL
3. Fleets may never b€ attacked by land ùnirs (ând obviously a. City chângcs: Trear all ciries on rhe Tmjan mâp as prinied
ncverbyenemy fl ecls, inâsmuch as any cnemy Ile€lswouldbe on (Roman, Pafihia, Arabian and Armeniân), except as follows:
thc other side of thc bardeboârd).
( 1) The following cilies âre Pontian ciries: Phâsis, Trapezus. and
BATTLEFIELD INTELLIGENCE (an SrLla
option to the optlonal Battle Board (2) The following cities âre considered Asian: Mazâcus and
MelitÊne.
procedure)
(3) Thc iollowing clies arc considered Arabiân: Palmyra, Bostra,
GENERAI RULE: Units are dcployed on the Baulc Boârd face
Petrâ- and Aelenâ.
down. The cnemy player may examine them only under cerlâin
conditions. (4) Thc following cities arc condsidered Judeân Clicnr Caesâreâ,
and Jerùsâlem,
l Do oot use the rcvene side of ùnits !o indicâle demffatization.
Inslcad this rcFcsents unirs in ûcir hidden srar€. Use blank b. wlen s€ldng up:
markers fmm olhcr games to reprcsenr unils in rheii disruptcd ( 1) Plâce âpp.opriâte Clicnt Civis unirl on thc indepndenr ciries.
slale Oy placing them or iop of lhe units). (2) Placc Senaûoriâl Civis units on âllremaining Roman controlled
2. A player may âlways examine his own unils. cilics,
3. A plâyer may cxâmine enemy unils (nippiûg thcm up) under (3) Place lndependent Civis uni6 on Câesarea and Jc.usâlcm.
lhe following circumstrnces: (4) All Arabian and Armeniân cilies have indcpcndcnr Civis
â. At the inslrnt an â(tack is decldred; units.

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.

22 OCTOBER NOVEMBER ]993 #77


CONCILIATION TABLE
number of Politicâl strâtâgems exp€nded
die roll 123
I ConciliatioûSucce€ds CoûciliâtionSucceeds Concilialionsucc€€ds
2 ConcilialionSucce€ds CoûciliationSucc.eds Conciliarionsucce€ds
3 Conciliârionlneffective Conciliationsucceeds ConciliationsÈcceeds
4 ConciliâLion Ineffccrive Conciliation Ineffeclive Concitiâtion Succeeds
5 Concil;arjon lneffccti!€ Conciliarion Ineffecrive ConciLjaùon BeEâyed
6 ConciliationBetrâycd ConciliarionBcûayed ConcitiarionBcaâyed

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.

]Ô OCTOBER NOVEI4BER ]993


C- o;r/,er
SÏORY
BATTLE BOARD COMBAT RESULTS TABLES
(TACTICAL CRT)
Tactic Unit types. die roll
-123456
PhatanLE,HI,LV,AU,BL-A
HC, EQ, IIA
WcdgeLE,HI,EQ,HCBB/ALL-A
QuincunxlEBDL--À
Te.rudo LE B -
FiTeAU,HA,FL,CAMPDD.M
Elephant EL E B/A D/A C C A
ChariotcHBDAÀ
Tactlc: Tbè ryT€ of tâctic.
Unit types: The rwes of ùits which may usc rhis 1ætic (*UN[ TYPEST LE= ltCioney hcavy infùù],i HI: oLhcr hcary irfdtr];
AU=Auxiliary infetry: LV= t€vy i!lù! y; HC: Heavy-amed cav alry; EQ=Eqlites cavâlJy; HA=horse ùchds; Et=etephmts; CH=Chdiolsi
FLneers).

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.

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