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vs.

Foot

vs. Mtd

Artillery (Art) Solid

Artillery (Art) in City or Fort

Blades (3Bd) Fast

5(4)

3(4)

Recoiled by Solid Foot

Blades (4Bd) Solid

5(4)

3(4)

No Effect

Bows (Bw,Cb,Lb) Fast

Recoiled by Solid Foot

Bows (Bw,Cb,Lb) Solid

No Effect

Camelry (3Cm)

Camp Followers / Denizens Fast

Cavalry (Cv, LCh)

Element

Equal

Less Than

Doubled

No Effect

Destroyed

Destroyed

Recoiled by Solid Foot

Destroyed by Kn in GG. If not,


Recoil

Destroyed

Destroyed by Kn, SCh in GG.


Destroyed by Wb. If not,
Recoil.

Destroyed

Destroyed by Mounted. If
not, Recoil.

Destroyed

Destroyed by Bd, Bow (Lb,


Cb). Recoiled by Solid Foot.

Destroyed if in BG.
Destroyed by SCh. Flee from
El. If not, Recoil.

Destroyed

Recoiled by Solid Foot

Destroyed if sallied forth. If


not, No Effect.

Destroyed

Recoiled by Solid Foot in


Close Combat

Flee from SCh or if in BG. If


not, Recoil.

Flee from Pk, Sp, or Hd if in


GG. Flee from Art in close
combat. If not, Destroyed.

Elephants (El)

Recoiled by Solid Foot in


Close Combat

Destroyed by Ps, Aux, LH, or


Art shooting. Flee from El. If
not, Recoil.

Destroyed

Hordes (5Hd) Fast

Recoiled by Solid Foot

Hordes (7Hd) Solid

No Effect

Destroyed by Kn and El in
GG. Destroyed by Wb. Recoil
if shot. If not, No Effect.

Destroyed

Knights (3Kn, 4Kn, HCh)

Destroyed by Bd, Bow (Lb,


Cb). Recoiled by Solid Foot.
4Kn Recoiled by 3Kn.

Destroyed by El, SCh, Cm,


LH. If not, Recoil.

Destroyed

Flee from SCh, Art shooting,


or if in BG. If not, Recoil.

Destroyed by Mounted,
Bows, Ps, or Art shooting.
Destroyed if in BG. If not,
Flee.

Destroyed by Kn, SCh in GG.


Destroyed by Wb. If not,
Recoil.

Destroyed
Destroyed by Kn, Cv, Cm, or
LH if enemy is in GG.
Destroyed in close combat
by Aux, Bows, Ps. Recoil
from El or SCh. If not, Flee.

Auxilia (3Ax) Fast


Auxilia (4Ax) Solid

No Effect

Light Horse (LH, LCm)

Recoiled by Solid Foot in


Close Combat

Pikes (3Pk) Fast

Recoiled by Solid Foot

Pikes (4Pk) Solid

No Effect

Psiloi (Ps) Fast

Recoiled by Solid Foot

Destroyed by Kn, Cv, Cm if


enemy is in GG. If not, Recoil.

Scythed Chariots (SCh)

Destroyed

Flee if shot unless at least


partly on their rear edge. If
not, Destroyed.

Destroyed

Spears (Sp) Solid

No Effect

Destroyed by Kn, SCh in GG.


Destroyed by Wb. If not,
Recoil.

Destroyed

War Wagons (WWg) Solid

No Effect

Destroyed by Art shooting.


Destroyed by El. If not, No
Effect.

Destroyed

Warband (3Wb) Fast

Recoiled by Solid Foot

Warband (4Wb) Solid

No Effect

Destroyed by Kn or SCh in
GG. If not, Recoil.

Destroyed

General (CP/CWg/Lit)

No Effect, Destroyed by Foot


if contacted on 2 or more
edges

No Effect

Destroyed

No effect if attacking or defending a city, fort, or camp.


Destroyed if sacking a city, or if defending a city, fort, or camp. Destroyed if Mounted Infantry in Bad Going. Recoil if in close combat vs. defenders of a
city, fort, or camp.

Destroyed if defenders of a city, fort, or camp.

Element

Rear Support (in Close Combat and both ranks in Good Going)

Defending a City or Fort

+4

Pike vs. Foot (except Ps)

Camp Followers or other Foot in own camp

+2

Pikes vs. Kn, EL or SCh

Generals element

+1

WB vs. Foot (not Ps)

Uphill of or defending (non-paltry) riverbank off-road (close


combat only)

+1

Each flank overlapped or contacted (Psiloi & Scythed Chariots


cant be corner overlapped), or has an unsupported front corner
within 1BW of table edge in Good Going (except LH and Cv)

-1

Rear contacted

-1

Additional enemy elements still assaulting a City, Fort or camp


(2 maximum)

-1

Each supporting enemy shooter (2 maximum)

-1

Any element except Auxilia, Warband, Bows or Psiloi in close


combat in Bad Going

-2

Movement
Artillery (Art) Solid
Artillery (Art) in City or Fort
Auxilia (3Ax) Fast

+1

Light Horse in Frontal Contact


Double Based Elements (not in a City, Fort or Camp) vs. Foot in
frontal CC and the double element is entirely in GG

GG

RG/BG

1*

Blades (3Bd) Fast

Blades (4Bd) Solid

Bows (Bw,Cb,Lb) Fast

Bows (Bw,Cb,Lb) Solid

Camelry (3Cm)

Camp Followers / Denizens Fast

Cavalry (Cv, LCh)

Elephants (El)

Hordes (5Hd) Fast

Hordes (7Hd) Solid

Knights (3Kn, 4Kn, HCh)

Light Horse (LH, LCm)

Pikes (3Pk) Fast

Pikes (4Pk) Solid

Psiloi (Ps) Fast

Scythed Chariots (SCh)

Spears (Sp) Solid

War Wagons (WWg) Solid

Auxilia (4Ax) Solid

+3

Side Support (in Close Combat vs Foot)


Spear in mutual edge contact with Spear or Solid Blades

+1

Solid Bow in mutual edge contact with Solid Blades

PIP Modifiers (except 1st turn)

Cost

Only if full possible move by road, including 1st turn

SCh (Except into contact), El, Hd, WWg, Art, Denizens, camp
followers, or garrison

+1

General lost, or in BUA/Camp/Wood/Oasis/Marsh/Gully, or


starts out of command

+1

Command Range

Base Widths

Light Horse

20

All (except LH)

All (except LH) if entirely beyond hillcrest, BUA, or


camp; on difficult hill; in or beyond Wood, Oasis or
Dunes

Subsequent Moves
LH & MntF

2nd or 3rd move - never in 1BW of enemy entirely in


Good Going
2nd move in 1st bound - never in 1 BW of enemy

PS

2nd move if start in Good Going, and end in Rough


Going or Bad Going - never in 1 BW of enemy

Any

If in column and moving along road

Interpenetration (one rear corner may pass through any)


Cm, Cv, El, Kn, SCh

<=>

Ps

PS

<=>

Any

Cm, Cv, El, Kn, SCh

=>

El, Hd, Pk

Bd

=>

Bd, Sp

Warband (3Wb) Fast

Bw, Pk

=>

Bd

Warband (4Wb) Solid

Ps

=>

Any except Ps

General (CP/CWg/Lit)

El

* Rough Going only

Move/Flee

Recoil*

Destroy all not in BUA/Camp

* Facing same direction to directly behind

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