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SCUTUM et PILUM

Version 2.1.1

Tactical rules for 3D wargames in Ancient Era

Written by Mario Vitale

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INDEX

INDEX..................................................................................................................................2
INTRODUCTION .................................................................................................................3
1 ARMY ORGANIZATION AND DIMENSION.....................................................................4
1.a UNIT AND GENERAL CARDS .....................................................................................4
2 GENERALS AND COMMANDERS..................................................................................8
2.a GENERALS ...................................................................................................................8
2.b COMMANDERS ..........................................................................................................10
3 RESOLUTION ................................................................................................................11
4 TURN SEQUENCE.........................................................................................................12
4.a BATTLE SETUP..........................................................................................................12
4.b DETERMINE INITIATIVE ............................................................................................13
4.c ORDERS & SIGNALS .................................................................................................13
4.d CHARGE DECLARATIONS AND REACTIONS .........................................................15
4.e OBLIGATORY MOVES ...............................................................................................16
4.f OBLIGATORY FIRE.....................................................................................................19
4.g TACTICAL MOVES.....................................................................................................19
4.h TACTICAL FIRE..........................................................................................................20
4.i HAND-TO-HAND COMBAT .........................................................................................23
4.l POST MELEE REACTION ...........................................................................................25
4.m SITUATION STATUS ADJUSTMENT........................................................................25
4.n DIVISION MORALE CHECK.......................................................................................26
5. BATTLE VICTORY........................................................................................................27
6. APPENDIX ....................................................................................................................28

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INTRODUCTION

I started to write this set of rules to accomplish a definite goal: to simulate battles of our
Samnite Wars campaign game with a rules system more accurate than DBM.
I tried to make some adjustments to DBM, with some results indeed, better one the
improvement of Samnite and Campanian Auxilia. But I wasn't yet pleased with what I
obtained, mainly because I couldn't feel the flavor of the era. Of course DBM was the
accused, because it is a generic game that covers too many ages; therefore in DBM
Pharaoh's bodyguard, Spartan Hoplites and medieval foot sergeants behave the same,
just to make an example.
About in the same time I was thinking about possible solutions, I discovered on Internet
"IronBow", a new and innovative game published free of charge by The Perfect Captain.
This game focuses on recreating unique traits of crusade era battles, with many details
which add a lot of flavor, but keeping the rules very simples.
This game system was an enlightenment for me; obviously there was a lot of work to do,
because many rules and many details are tied down very strong to crusade age, but the
general concepts of this set of rules are very like what I am seeking for.
So I got some ideas I already had in mind, I mixed them with the general concepts above
and I got a first raw form of the wargames which we are thinking of. Numerous battle tests
I made with my rules led to many and substantial changes, up to this definitive form you
are reading now.
In my rules, most important aspect is fighting technique simulation of unique troops at the
time of Samnite Wars. Many Italian tribes, Samnites and Campanians included, used a
loose formation which allowed to hurl javelins during charge, just few meters away from
enemy line, then they closed ranks and fought as a phalanx using javelins not hurled as
spears. In some cases they fought only as a phalanx without previous javelins throws; this
happened when they fought against barbarians people like Gauls: disordered charge
formation of Gaul warriors made ineffective javelin throws, so better to use them like
spears and to keep ranks closed to absorb better the impact.
This fighting technique was the base from which Romans developed their famous pilum
armed troops.

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1 ARMY ORGANIZATION AND DIMENSION

Base smallest entity in the game. If you are used to DBx element you likely know all
about; if you don’t know DBx rules, a base is a rectangular piece in plastic,
cardboard or wood of predefined dimensions with some figures mounted on it:
dimensions and figures amount depend on troop types. This can be used as
guideline: (see later for troops definition)
• Open Order only infantry: 2 miniatures on a 4x2cm base;
• Dual Order undisciplined infantry: 3 miniatures on a 4x2cm base;
• Dual Order disciplined/trained infantry: 4 miniatures on a 4x2cm base;
• Close Order only infantry: 4 miniatures on a 4x1.5cm base;
• Open Order only cavalry: 2 miniatures on a 4x3cm base;
• Dual/Close Order cavalry: 3 miniatures on a 4x3cm base
Unit smallest fighting entity. It must consist of 2 or more bases (upper limit in
campaign rules) of same troop type (exception: special units).
Division the smallest entity to which you can issue order, division is a group of one or
more units (exception: under some circumstances you can issue order to
single units, see later). Division can include different troop types. Each unit of
a division must be in one move range from at least one other unit of the
same division. Unit pursuing, evading or routing can infringe this rule due to
obligatory movement; one such unit, when it recover, must go toward the
nearest unit in its division.
Scale each base represent near 300 men if close order infantry, 200 men (and
horses) if close order cavalry, 100/150 men if open order.
Measure all distance in this rules are expressed in centimeters.

1.a UNIT AND GENERAL CARDS


Game system bases on reference values expressed either as numbers or letters. Values
are assigned to units with refer to ancient arms they represent (ex.: hoplites, psiloi,
peltasts, hastati, etc.)

Reference values are gathered in cards; each card doesn’t represent a particular unit, but
a troop type (ex.: hoplites card, psiloi card, peltasts card, hastati card, etc.) and we’ll name
it unit card. In an army, many units can share the same unit card (ex.: all hastati units in a
Roman army use the same hastati card).

Special units, like Alexander mixed phalanx, call for specific unit card; these special cards
include properties, characteristics and behavior of special units and you must follow card
instructions when you want to use that troop types. Anyway, you can deploy unit in contact
to form a sort of mixed unit, with front line of rear unit in contact with back line of front unit:
special rules of campaign game give you information about special effects (ex.: one unit of
2nd Class Etruscan hoplites can support in melee one unit of 1st Class Etruscan hoplites).

Skirmishers. In game rules I use frequently the term “skirmisher unit”; to determine if a
unit is a skirmisher, follow this rule:
• a unit which has no melee factor on its troop type card is always a skirmisher;
• a dual order unit, currently in open order and which also has a skirmish factor
on its troop type card, can act as skirmisher at owner’s discretion.

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This system allows to shrink at minimum tables and modifiers; when one of your unit need
to move, to fight, or undergo a morale test you have just to check on unit card of that troop
type under Move Table, Fighting Table, or Morale Table to find what you need to carry on
that action. More, this system allow a mechanism of reaction between units: for example,
if one unit want to charge an enemy unit, it must undergo a declare test; if first unit passes
this test, target unit must undergo a charged test, instead of both take generic morale
tests.
In short, on each card you can find all information you need in all game phases; here a list
of main information using Samnite Legio Linteata as example:

GENERAL INFORMATION
1. name of military specialty and nationality SAMNITES WARRIORS
2. unit name LEGIO LINTEATA
3. training level DISCIPLINED
4. threat see later in this paragraph
5. unit weight see rule § 4.i
6. resolution see rule § 3

MOVE TABLE
1. CO (close order) movement range of unit in centimeters with this formation.
2. OO (open order) movement range of unit in centimeters with this formation.
3. CH (charge) movement range of unit in centimeters when declare a charge (it
moves to contact an enemy unit).
4. EV (evade) movement range of unit in centimeters when it escape (ex. due to a
rout) or when it pursuit (ex because it routed its opponents in melee); each time a unit
must take a such move, roll the showed amounts of six sided dice (1D = 1 six sided
die) result is the distance in centimeters you must move that unit; if unit is escaping,
you must sum to the result half normal move in current formation (ex.: a cavalry unit in
CO breaks; controlling player throw 5 six sided die with 3, 4, 2, 4 and 5 results, unit has
20 centimeters of normal move, so controlling player must move the unit of
3+4+2+4+5+10 = 28cm in the next obligatory moves phase; if cavalry was pursuing,
with the same result it should move only 18cm).

MORALE TABLE
CAUSE = events which determined unit’s morale check.
ARCHERY = unit test because under fire (arrows, stones, javelins, etc.)
CHARGED = unit test because under charge; controlling player must state before to test
what action (counter charge or hold) it’ll do if it obtains a “NB/C/CI” result.
DECLARE = unit test to start a charge against an enemy unit (N.B. if unit card has no
values for this test that troop type can contact enemy unit without declaring; this occurs for
skirmisher troops who make short range fire, but never enter in melee)
PURSUIT = unit test because it has enemy panicked unit in charge range or to stop
pursuing an enemy unit which evaded or routed due to its action.
DISASTER = unit test because it is in particular dangerous situations to see it panics or
don’t.

Each morale check above has a pool of possible reactions to which unit must comply,
according to result it obtains. Procedure as follows:
1. Throw
o 1D6 if there is a ⊡ symbol aside MORALE TABLE title
o or 2D6 and half the score (rounding down) if there is a ⊡⊡ symbol

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2. Add to result modifiers which apply:
• Army Status
• Enemy Unit Threat
• General Skill if in Range 1
• ±1 Secure Flanks
• +1 to Start a Charge on Enemy Flank
• +1 Won melee this turn (net score greater than opponent one)
• +2 to Start a Charge on Enemy Rear
• -1 unit disordered 2
• -1 Lost melee this turn (net score lesser than opponent one)
• -2 unit in panic 2
(Note: modifier marked with 1: cannot apply if General is in melee or routing; modifiers
marked with 2: apply only worst one)
3. Check on appropriate row of Morale Table

Example: one unit of Roman Hastati is under fire by Balearic Slingers. Fire is resolved and
result is Hastati need to make an Archery test with a -1 modifier. They get another -1 due
to slingers threat. They roll 2D6 obtaining 2 and 5; this give a total of 7 that halved and
rounded is a net score of 3. Now we must apply modifiers and final score is 1, so Hastati’s
unit is disordered. If target unit were Gallic Warriors, they would have rolled just 1D6; in
this case, modifiers apply to die score without any other operation to obtain final test score.

On cards you’ll find only abbreviations, as follows:


Pc = Panic C = Charge/Counter Charge
E = Evade CI = Counter Charge Infantry
M = Maintain H = Hold
P = Pursuit NB = Charge or Counter Charge but with
D = Disorder (before any melee: if No Bonus (i.e. ineffective charge)
charged/declaring, unit charges
disordered)

ARMY STATUS TABLE


On every unit card you can find modifiers for each state army morale can assume (see
rule § 4.m). Modifiers can be positive or negative. Possible army status are:
1. EAGER
2. READY
3. FIRM
4. WAVERING
5. SHAKEN

N.B. each unit reacts in different way; for example, in a Campanian army with FIRM status
peltast units will get a 0 modifier, while psiloi will get -1 modifier. These modifiers apply to
all morale checks, fire and melee.

SECURE FLANKS MODIFIER: a flank/rear is not secure if one of the follows apply:
• there is an enemy unit in charge reach which is entirely out of unit front and no
friendly intervening unit; (NB: note that an enemy unit can menace a flank/rear
even if it is not in position to get modifier for charging enemy flank/rear)
• there is a terrain which can hide enemy troops within 20cm from unit flank/rear
and no friendly intervening unit;

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If a unit have both flank and rear secure can apply this modifier; you can decide if to apply
it positive or negative after rolling die (for example you can apply a -1 modifier to your unit
to prevent it to pursuit skirmishers). A unit in panic never has secure flanks.

THREAT MODIFIER: some unit cards show a threat factor (beside unit’s name). The
modifier can be positive or negative; sometimes, this modifier apply only under certain
circumstances, when there is no specification it apply to all enemy testing unit (for
example: Campanian hoplites have a -1 threat only against charging cavalry, so infantry
units ignore this modifier when they are testing to charge Campanian hoplites; some Psiloi
have a +1 threat without specification, so you add it when your unit test due to fire from
Psiloi, but you get +1 when you want to charge them too, etc.)

MODIFIER FOR CHARGE ENEMY FLANK: when your unit starts a charge against flank
of enemy unit it get a +1 modifier. To be eligible of flank charge, front center of charging
unit must be behind front line of target unit. See diagrams.

MODIFIER FOR CHARGE ENEMY REAR: when your unit starts a charge against rear of
enemy unit it get a +2 modifier. To be eligible of rear charge, front center of charging unit
must be in rear area of target unit. See diagrams. (rear area: area limited by unit’s rear line
and extension of segments which delimit unit’s side)

WON/LOST MELEE: you must count only melee fought in the same turn when you check,
so these modifiers apply only to test after hand-to-hand combat phase.

GENERAL SKILL MODIFIER: if a General in command line is in range or aggregated to


testing unit add his modifier; you may apply a positive modifier as positive or negative, or
not at all, but you must always apply a negative modifier as such. If General is in melee he
can apply his modifier only to unit which he joined in melee.

General cards follow the same concepts of unit cards, but they focus on General
characteristics (see §2 for detailed explanations of General characteristics). A list of main
information follows:
NATIONALITY Home country General fights for.
MAX # DIVISIONS Max number of divisions General can have under his control
when he is the C-in-c. This is the maximum number of divisions wherein you can split your
army; each further General in your army add 1 possible division (ex. Your C-in-c has “Max
3 Divisions” printed on its card, you have other two Generals, so you can split your army in
5 divisions).
RESOLUTION A number from 1 to 6 which depicts the General ability to
understand what is about to happening around him (this is used to limit player awareness
due to helicopter view and unlimited sight – see §3)
SKILL A number, positive or negative, which represents the General overall ability
to lead his men; this is a measure of his leadership, but also his skill in melee.
RANGE Distance at that unit under his command still apply his skill modifier
during morale tests.
COMMANDER Resolution value for commanders (see §2). You must use C-in-
c value for all divisions in your army, with exception for ally contingent, who use value on
their General card (usually, ally contingent should form one division only, but a large force
can be split in more divisions who treat Ally General as their C-in-c).
MORALE TABLE Table you use to test your army morale. You must use always
C-in-c table, with exception for ally contingent, who use table on their General card.

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ARMY STATUS TRACK You use this track to keep record of army status. You
must use C-in-c track for all your troops (i.e. ally troops share C-in-c Army Status). Modifier
on this track apply only to test army morale; unit tests are modified by values you find on
unit cards.

2 GENERALS AND COMMANDERS

In these rules, the word commander (all small caps) or leader must be referred to either
Generals and Commanders.

Generals are supplied either by scenarios or campaign situations and they represent army
C-in-c or official of equivalent grade.

Commanders are linked to General and they represent the officers, among units leaders,
who get command of army divisions, either for senior grade, or for charisma, or because
they take turns at [it depends on army custom].

Generals have four values:


Resolution, which is ability to react to battle events adapting their orders and which is for
to change unit/division orders, to increase chance to get initiative each turn, etc. (see rule
§ 3).
Skill, which is a mix of fighting ability and leadership and which is for to modify melees and
morale tests.
Range, which measure maximum distance that unit can be from General to get bonus in
morale tests.
Commander, which represent resolution of all division’s Commander in his army (only C-
in-c)

Commanders are used to represent command chain in an army and they have only
resolution, which is for them to understand an order change or to modify their division
order, but for current turn only.

General can be assigned to one division at battle start, or he can be assigned to during
game with an order change from C-in-c (ex.: following death or capture of one other
leader). N.B. Even C-in-c needs one resolution test to get command of a different division
(he will not test for order understanding) this to simulate difficulty to valuate battlefield
events by ancient Generals in contrast with player easiness to see critical situations due to
helicopter view.

2.a GENERALS
In small battles normally there is just one General; in large battles you can have more than
one General: the one with higher resolution should be the C-in-c, but this can be overruled
by campaign settings (for example a tribune could have a grater leadership, but consul
had the command).

Each General, C-in-c included, is represented by a figure who can move alone or joins
any unit under his command, but General’s base doesn't count as a fighting base: it give
modifier to melee or chance to recover from panic to unit it is joined to.
You represent a joined General by positioning his base in contact with a base of unit.

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If a General has in his range unit of his own division (or any units in his own army if C-in-c)
he can influence them with his positive/negative skill modifier in morale tests (but not in
melee) or with his resolution.

Positive skill modifier may be applied as positive or negative, or not at all, at the
player’s discretion. Negative skill modifier must always be applied as such.

If a General joins a unit and this unit routs or suffers casualties, there is a chance General
is killed or captured.

If a General is killed or captured, you must remove his base and your army will lack that
General, or the C-in-c, for rest of battle. As a consequence, the side which suffer General
casualty will not make actions that need C-in-c, if General lost was army C-in-c, or division
leader, if General lost was such.

If a General saves himself while unit is destroyed, controlling player will set him anyway, at
his discretion, behind his lines. If a unit routs and joined General saves himself he must
anyway make first rout move with unit; from next turn on, he is free to leave unit or he can
try to recover it.

Generals Casualties Table

CAUSE
(roll 1D6 on appropriate column)
Casualties
EFFECT Unit Routed Unit Destroyed
(Fire/Melee)
SAFE 1-4 1-2 1-5
KILLED 5 3-5 6
CAPTURED 6 6 -

If you want to design your own scenarios, you can use the following table, either rolling
dice or using it as reference (Generals with resolution 5 should be used only if scenario
calls for a great leader; avoid to use resolution 6 Generals, unless your army is led by
Alexander, Hannibal, etc.). If you lack information about, General’s range will be 10 + his
Resolution x 3 (value expressed in centimeters). So, a General with Resolution 4 will have
a Range of 10 + 4 x 3 = 22cm.

Random General Creation Table

Result (roll a D6)


1 2 3 4 5 6
Resolution 3 3 4 4 4 5
Skill -1 0 0 +1 +1 +2
Commander 1 2 2 2 2 3
Range 18 20 20 22 22 25

Before battle start, each player divide his army in how much division he wants, according
to his battle plan. In some scenarios, for historical reasons, it will be showed for each
General in how many divisions he can split his army. Each Sub General present in your
army raise by one this number (ex.: a General has 3 as maximum number of divisions he

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can control; if he is the only General present, controlling player can group units in up to 3
divisions, if there is a Sub General the same army can be split in 4 divisions)

When a side has more than one General, they can be either assigned to one division or
not. A General not assigned to one division can influence only one unit at time and only
joining it. To be assigned to one division after battle start, or to change assigned division, a
General need C-in-c issue him a new order (see rules § 4.c).

2.b COMMANDERS

Each division have a Commander, even if you have a Generals who leads it; each
Commander must be assigned to a base of a unit in his division.

Commander, unlike General, has not skill value, but only resolution (see rule § 3) that he
will use to understand new order issued by his C-in-c, or to react to battle events modifying
units’ order under his command, but for the current turn only and with some limitations due
to respect of division’s orders.

These rules have been introduced to adapt rule set playability to historic realism (to
represent rigid military hierarchy of this era), as well as to simulate leaders’ difficulty to
adapt to tactical needing of battlefield due to sight limits (with difference of player who has
helicopter view).
Due to this, I suggest you limit to minimum tactical resolution options of division’s
Commander to change unit orders despites General’s ones.

When calculating distances from a Commander, measure the distance from Commander
unit nearest point, not from the Commander base.

If the Commander’s unit routs or suffers casualties there is a chance Commander is killed
or captured. If Commander’s unit routs, Commander routs with unit, leaving his own
division without leadership, unless a General assigned to that division is present.

If a Commander is killed or captured and his units survives, remove the base which
represent Commander (it’s always a good choice represent Commander’s base with one
wherein there are officer and standard bearer, compatibly with ancient armies habit).
Division will be without command and you cannot change orders unless a General joins
division. If units is destroyed and Commander survives unit is removed from play anyway,
the division will be without command, but you don’t apply army status modifier for
Commander killed/captured.

Commanders Casualties Table

CAUSE
(roll 1D6 on appropriate column)

EFFECT Unit Routed Unit Destroyed Shooting Casualties


SAFE 1-3 1-2 1-3
KILLED 4-5 3-5 4-6
CAPTURED 6 6 -

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If in a division there are both a General and a Commander, following situation can arise:
1. General and Commander alive and not in rout division units use General values.
2. Commander killed, captured or in rout division units use General values as
nothing had happened, except you must apply army status modifier (see rules
§4.m) if Commander has been killed or captured.
3. General killed, captured or in rout division units use Commander value, you
cannot apply skill modifier (Commander has not skill modifier) or use other General
features and you must apply army status modifier (see rules §4.m) if General has
been killed or captured; if General is in rout, when he leaves routing unit which he
joined you can use again General values and features.
4. Both General and Commander killed, captured or in rout division is out of
command and you cannot issue it new orders until you repair the broken command
chain; you can achieve this only issuing a new Order to one of your Sub General, if
you have any, to get the command of that division. If you haven’t Sub General, C-in-
c can get the command. Divisions without leader carry on with their order. You must
apply each appropriate army status modifier.

3 RESOLUTION
In our game, resolution is a factor I inserted to simulate ability to adapt to tactical events
of a battle by:
1. Generals who use it to change divisions/units orders during battle and to
understand order change issued by C-in-c. C-in-c uses resolution to modify initiative
rolls too. Resolution value has shown on General card, if you are playing a scenario
or campaign game, or it is random determined before battle start according to table
in § 2.a. A General who joined a unit can roll his resolution: if he succeeds the unit
can act at General’s discretion (anyway you should write new order and roll again if
you want to change again); when General leaves unit, it will follow the current order
of his division.
2. Commanders who use it to understand an order change issued by C-in-c and to
react autonomously to battle events changing the units’ order within his division but
for current turn only and within the respect of overall order issued by C-in-c (i.e.
Commander can use resolution to take a chance, not to change scope). A
resolution roll of division leader is needed to change units arrangement within
division; each unit must otherwise keep the same relative position from other units
in its division until division is in charge range from an enemy unit. Commander
resolution value is random determined before battle start according to table in § 2.b.
3. Units which use it to adapt orders to battle events as Commander but for
themselves only and never to understand orders. Resolution values are printed on
troop cards. No resolution roll required to change formation (but units must keep
relative position in their divisions, see above, so you can change formation only to
units that have enough movement left after they, in current turn, made all the moves
needed to fulfill their orders and/or to keep their position within division).

You can test the resolution of a commander or unit just one time each turn. You roll a D6
and if score is equal or less resolution value of commander/unit you succeed.

If a unit fails its own test, it is not allowed to test with division commander to carry out the
same change. If division commander succeeds in his resolution roll, any unit in the division
can still test with its own resolution to act different (for example: a Commander order to its

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own division, which holds on a hill, to charge; one of the units, that doing so it would
exhibit its flank to an enemy unit, performs a test of resolution to hold the ground).

If a unit or commander has Resolution '0', you can still test for resolution: if you roll '1', roll
again and if the second roll scores '1' or '2' you succeeded.

If a commander has Resolution '6' (a sharp guy, indeed) there is still chance he can fail: if
you roll '6', roll again and if the second roll scores '5' or '6' he fails.

If a division is without leader (dead or captured) you cannot change in any way division
order until you repair command chain, but you can still use Resolution on individual units.

4 TURN SEQUENCE

Scutum et Pilum is a game divided in turns. Each turn, players move and act alternate,
side with initiative first.

A standard play (40 bases armies, table 210x150cm) should last 12 turns. In the context of
a campaign, C-in-c with higher resolution can modify turn numbers, adding or subtracting
resolution difference. If you decide to use this opportunity, you must declare the
modification before battle start; some Generals can have faculty to decide the modification
after game started.

In each turn there are the following phases:

0. BATTLE SETUP
1. DETERMINE INITIATIVE
2. ORDERS & SIGNALS
3. CHARGE DECLARATIONS & REACTIONS
4. OBLIGATORY MOVES
5. OBLIGATORY FIRE
6. TACTICAL MOVEMENT
7. TACTICAL FIRE
8. HAND-TO-HAND COMBAT
9. POST MELEE REACTION
10. SITUATION STATUS ADJUSTMENT
11. DIVISION MORALE CHECK

In each phase, initiative player act first.

4.a BATTLE SETUP


This phase executes only to game start and it includes:
• battlefield setup (use a table size 150x100cm minimum for armies of 40 bases;
recommended size is 210x150cm or more);
• armies creation: choose types and number of your troops, organize them in unit and
arrange units in divisions (in a campaign game types and number of your troops
should be predetermined);
• choose your leaders (in a campaign game should be determined by strategic
situation, otherwise you can use our system for random generation);

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• defender states where his deploy line is (it must be the front line of his army and at
least 30cm from battlefield middle line);
• attacker states where his deploy line is (it must be the front line of his army and at
least 40cm away from defender’s deploy line);
• draw a sketch map of initial placement of your divisions;
• setup your divisions, one at a time, in alternate manner, attacker first;
• give initial orders to all your divisions.

N.B. initial setup must be maintained during tactical movement (ex.: if your division has a
front of three units and two back, you cannot change to a formation with front of five units).
To change division formation, you must succeed in a resolution roll of division leader.
Obligatory moves can force division to disrupt formation. You can freely move units of a
division when at least one unit of that division is in charge reach of enemy unit(s).

4.b DETERMINE INITIATIVE


Both sides roll a die and add C-in-c Resolution. Higher score get initiative for the present
turn. Ties re-roll. Optional: if both side agree, initiative roll winner has the option to give up
initiative to opposing player.

4.c ORDERS & SIGNALS


Before battle starts, each division is issued one of 6 possible orders:
• Attack Enemy Division;
• Skirmish and Attack Enemy Division;
• Engage Enemy Division;
• Manoeuvre to Position;
• Hold This Ground;
• Withdraw to the Rear.

The first three imply that a specific enemy division has been chosen as a target, and the
second two a specific location; the last is issued when you want to exit your troops trying
to save as much of your men as possible and not require further indications. These should
be adhered to, and it would require a change of order to change their objectives. However,
as orders are in secret, this should be done on the honour system (you can decide to
declare defeated who didn’t respect them at the check after game end).

Division order can be very complicated: you can order to a division to hold at game start,
then to move, next to charge, etc. Remember that you cannot write conditional order (hold
if [condition] otherwise attack; or anything like this) and you must write how long (in game
turns) each order last. If you need an articulate order, it’s better you plan signals.

ATTACK ENEMY DIVISION


Troops must advance at least half move each turn toward their target, following shortest
path or the way you draw on map and charge enemy troops as soon as possible. You can
disregard obligation of minimum move under 2 circumstances:
1. if your division leader succeed in resolution roll

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2. if your division need to wheel to intercept its target or to follow the path you draw on
map; in this case, minimum move apply only to outer units (i.e. the units more away
from pivot centre)
When at least one unit of the division is in charge reach of enemy unit(s) the minimum
move obligation ends.

SKIRMISH AND ATTACK ENEMY DIVISION


This order can be issued only to divisions with a mix of skirmish and fighting troops.
Skirmishers must approach enemy as described for attack enemy division order; in the
meantime fighting troops must remain stationary. After signal (required: you must reserve
one of your allotted signals) skirmishers move away while division act as under Attack
Enemy Division order (skirmishers now are free to make whatever actions). Initial
skirmishing action can go on as long as you want (or you can).

ENGAGE ENEMY DIVISION


As Attack Enemy Division, but troops can charge enemy only to flank or rear. Skirmishers
can make their attacks normally.

MANOEUVRE TO POSITION
Troops must move toward their target location at least half move each turn, following
shortest path or the way you draw on map. When they reach their location they must stop
and change to Hold This Ground.

HOLD THIS GROUND


Troops must remain stationary and hold their current position. If charged, units must
undergo a normal test and, if they pass, units can hold the position or counter charge at
controlling player will.

WITHDRAW TO THE REAR


Troops must leave the battlefield, trying to exit from their board side. You can retreat your
units:
1. half speed, front to enemy, ordered;
2. full speed, front to enemy, disordered;
3. charge speed, back to enemy, disordered.
You can shift to an upper level (ex. you start at level 1, half speed, then you shift to level 2,
full speed) but never to a lower level; you can set up a different level for each division. In
campaign game, the last options will call for penalization in recovery test.

A C-in-c may change one order per turn; to issue a new order or signal, C-in-c must
succeed in a Resolution roll. If he wishes to give an order to a Commander's element or a
General's element which is 41cm to 80cm away, it is delayed a turn. For a
Commander/General 81cm to 120cm away, it is delayed 2 turns, and so on. The distances
are measured in straight segments of 40cm, and must not come within 15cm of an enemy
unit. The C-in-c's division is also issued an order, and this must be changed like any other.

Turn wherein new order reaches division, leader must roll his Resolution to understand it;
if he fails Resolution test, division will act that turn according to former order and new order
will be effective from next turn on. Turn wherein a leader test to understand new order, he
cannot use resolution to adapt division order, but units in his division can do it. When you
change C-in-c’s division order, there is not need of understanding test.

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If a division lost (dead or captured) all its commanders (Commander and, possible,
General) you cannot change division order; anyway, C-in-c can join this division, or he can
order to do so to another General. These are the sole ways you can repair a broken
command chain. You need a Resolution test by C-in-c in both cases, whether C-in-c will
join the division or whether a Sub General will do; if second is the case, Sub General will
need a Resolution test too, as usual to understand a new order; if he fails, he will move to
join division next turn.

A C-in-c can instead give a signal in a turn, the meaning which must be predetermined
before the game, along with who must be affected by it (you must write along with initial
orders). C-in-c must succeed in resolution test to issue a signal.
Allowable signals are:
• trigger of order changes (ex. Division 1 Hold until Signal 1 then attack nearest
enemy; Division 2 engage enemy until Signal 1 then Hold; when C-in-c issue Signal
1, Division 1 change to attack and Division 2 to Hold; you can change this, after
battle start and before issuing Signal 1, with specific C-in-c order: for example C-in-
c could issue a new order to Division 1 by which, at Signal 1, instead to attack
nearest enemy division they must engage it, or attack must be toward a specific
enemy division, instead the nearest, and so on)
• All (or whoever is pre designated) change to one of six possible orders (ex. Signal 1
= All Attack; this is the signal of general attack)
• All (or whoever is pre designated) change to withdraw
• All (or whoever is pre designated) Emerge from Hiding and change to one of six
possible orders;

Divisions treat signals as a change in orders, but it is not required understanding test by
division leader. Armies are limited to only 3 signals in the game. If you don’t reserve a
signal for general withdraw you will not be able to order your troops to leave the battlefield
and you must issue withdrawal order to each division or wait they rout.

Division with a broken command chain cannot understand signals; when you repair the
command chain, division will act as if it had received the signal.

Temporary order changes to make with resolution must be tested at charge declaration
phase, if you want to hold/start a charge, otherwise at tactical move phase, anyway after
order and signal phase.

4.d CHARGE DECLARATIONS AND REACTIONS


Reaction tests
Each unit type in Scutum et Pilum has its own reaction table printed on its unit card. Each
reaction table shows five types of tests: under archery fire, when charged, when declaring
a charge, when checking for pursuit, and when in fear of disaster.
Procedure for all is the same:
1. Throw
o 1D6 if there is a ⊡ symbol aside MORALE TABLE title of unit card
o or 2D6 and half the score (rounding down) if there is a ⊡⊡ symbol;
2. Add to result modifiers which apply;
3. Check on appropriate row of Morale Table.

15
Troops (except routers) who are carrying out the results of a reaction test are still subject
to new reaction tests that may occur, the results of which may supersede their current
activity.

Threats
Some units have a positive or negative threat number on their unit cards; these modifiers
are applied to any enemy units which are interacting with these units in a reaction check
(when under archery fire from one, for instance). Note that some threats apply only to
certain reaction checks; those with no explanation apply at all times.

Charge Declarations
All units with Attack order and which are able to charge (i.e. they are within charge reach,
front to enemy and are not foot archers) must declare a charge and so they must
undergo to a declare test.
Units with Engage order must declare a charge if they are in charge reach and are
behind enemy flank or rear.
In both cases, if one unit wants to postpone a charge declaration must use Resolution (its
own or its division leader one’s)

Friendly troops don’t block line of sight, so if a unit can interpenetrate an intervening
friendly unit, it can charge as intervening unit didn’t exist at all (but it could be delayed as
for interpenetration rule). Units have no obligation to start a charge, with any division order,
if disordered or if there is intervening unit they cannot interpenetrate without disorder.

If any are eligible, side with initiative rolls first; if successful, its target then makes a
Charged reaction check. Both sides move elements to show results:
• Charge-Countercharge = Move one element forward of his base depth
• Evade = turn 1 element around to face directly away from enemy
• Rout = turn all elements in unit around
• Stand = nothing
further movement by troops reacting to a charge is done during the obligatory movement
phase.
The non-initiative side then may declare a charge in the same manner until both sides
pass.

Units which have a charge declared against them to flank or rear must take a disaster
check: if they don’t panic, they turn in place and hold disordered. If they have both a
charge declared to front and to flank or rear, they must take a disaster check: if they don’t
panic, they hold disordered. When a row turns left or right to face a flank charge, they set
up in column.

Note: Charge declarations are NOT simultaneous.

4.e OBLIGATORY MOVES


Move sequence
All obligatory moves are now resolved in the following order: Routs, Evades, Pursuits, Post
Melee and Charges, non-initiative side moving first in each segment.

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Routs
Units can panic due to a morale check or as a melee result. Panicked units which must
make a rout move are referred to as Routers; each turn, Panicked must check for rout.
Panicked units must make a rout move when:
• enemy unit is in charge range (i.e. the shortest distance between the units is less
than or equal to enemy charge move)
• enemy unit fires at panicked unit
If one of above apply, panicked unit become Router for this turn. If there is an enemy unit
in charge reach, this unit must test for pursuit (see later). If there are more than one
enemy unit in charge reach, use logic to decide who must test and who not (for example,
no unit will pursuit through a friendly unit). Open order only infantry never test for pursuit
close order troops, unless enemy unit routed due to their fire.
Rout units move half full move directly back from enemy, then roll the required D6's (on
their unit cards) and may move that many centimeters in any manner they please, as long
as it's not toward any known enemy positions.

Routers pay for terrain crossed, and for friends pushed through. If routers meet a friend
unit, friend roll a Disaster Check (no threat #) to see if they panic and join the rout; if yes,
subtract distance moved by previous routers from new routers initial move directly back,
then continue as normal. If it doesn't panic, friend unit can choose to let routers
interpenetrate or to fight them; in first case friend unit is disordered, if they otherwise
decide to fight roll a D6: 1-3 routing unit is removed at the end of current turn, 4-6 at the
end of next turn.

When panicked unit doesn't need to rout and the unit has a Commander in it, or a General
joined unit, panicked may attempt to rally. They do this by rolling a disaster check, to which
only Skill and Situation modifiers apply; if they receive an M result, they cease panic and
spend the turn rallying; with any other result, they continue panic and may not be rallied
again in the game; put near it a marker to signal the unit cannot be rallied, but leave them
on table until they go off due to enemy action.

• Panicked are always disordered, unless they are open order troops (players should
slightly disorder elements in unit).
• Routers trapped by terrain or enemies will surrender. rivers do not block routs. If
fordable, routers move through at half speed, if deep, 1/2 unarmored elements
make it to other side after 1 turn. all others drown.

Routers who go off board never return. If they go off board pursued by enemy unit,
pursuer go off too; pursuer can roll 1D6 to return in next and subsequent Obl. Moves
Phase: when they score a 6 they are deployed on table, near edge at the spot in which
they went off, as they only move for that turn.

Evades
As Routs, except evaders may avoid friends at all times. Evaders cease when Pursuers
give up; this happens when Pursuers obtain a result different from “P” in a pursuit check or
when they are outdistanced more than a charge move. If they go off board, pursuers
following, both don't return.

Pursuits
As Routs and Evades, except that pursuers must attempt to follow pursued as closely as
possible and pursuit move is just as many centimeters as score of D6s (don’t add half
normal move). After charge move, or first pursuit move following a victorious melee,

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Pursuers check for pursuit each turn unless they are in contact with enemy units they are
pursuing; they roll after evaders/routers move. If they stop pursuing, they can move in next
tactical movement phase of current turn. When check for pursuit, the Threat number of
Routers/Evaders must be subtracted to die roll, not added (i.e. troops with negative
Threats boost Pursuers).
NOTE: all Routers, Evaders, and Pursuers if not in open order become disordered (players
should slightly disorder elements in unit)

Post Melee
Units which previous turn ended a melee without a result of pursuit/evade/rout carry out
their movement now. A unit can:
• Carries out its movement and rally: the unit will be rallied at the end of
obligatory movement phase and it cannot move in tactical movement phase of
current turn.
• Deploy in Open Order and carries out its movement (dual order troops only):
the unit sets up in Open Order and then carries out movement as for melee
result; at the end of obligatory movement phase unit will be still in open order
and it cannot move further in current turn.

Charges
All charges are straight towards target; units can wheel, but only as first movement;
chargers cannot change formation; charged units can change formation but they are
disordered and they must hold. Chargers may be disordered by terrain, archery, foot in
motion contacted by the front of a charging unit of mounted troop, or if unable to bring
charge home (are outdistanced by target evading/pursuing).

Those unable to Charge Home will roll to see if they become Pursuers next turn (pursuit
reaction), or if they halt. Chargers may be broken by archery reaction check, in which case
they are halted within 5cm of target and turned around. They are routed next turn. If they
charge home, they must attempt to line up their and their opponent's elements evenly for
melee.

Chargers who meet new enemy (skirmishers included) stop 5cm away them; if charging
troops cover more than their normal move, they are disordered.

After all charges have been carried out, starting with initiative player, skirmishers in charge
distance from enemy troops can use their movement to close distance. Skirmishers don't
need to declare the charge and don't test. They undergo all other tests normally.

Charge reaction to archery fire out of charge range: Trained troops carry on as normal,
only charging if within reach. Disciplined and undisciplined move to attack. If at any time
the attacking troops have the opportunity or obligation to rally, they must return to within
one normal move of their commander. If the attacking unit is the commander, the
remainder of his division also must change it's orders to ATTACK enemy division (the
division their commander is currently attacking). Of course, they still have to roll Declare
tests to actually charge.
See chapter 6 (Tactical Moves) for terrain affects on charges and other moves.

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4.f OBLIGATORY FIRE

All those required to fire because of Charges, Reaction or Obligatory moves must do so
now.

Units are required to fire if:


A) if they receive a volley (return enemy fire) result from a Reaction Roll.
B) they are foot archers/slingers and part of or behind and supporting a unit
Standing to receive Chargers.
C) they are horse archers Routing, Evading, or Pursuing, but not Charging.
D) if they are horse archers in close order Standing and using close order Fire.
These are required to fire at their respective Routers, Evaders, Pursuers and/or Chargers
only. All others engaged in Obl. Moves may not fire at all.

For Fire Resolution, see Tactical Fire below.

4.g TACTICAL MOVES


Any unit not involved in Obl. Moves, may move during this phase, either by its close order
(c.o.) rate or its open order (o.o.) rate (if either appears on its unit card).

Tactical Movement conventions:


• all units may change direction by wheeling or turns.
• all c.o. troops can move at their rate only straight ahead; they can move at half
speed diagonally, sideways or even backward provided they are not in charge
reach of enemy units.
• trained c.o. foot and horse may change frontage or turn 90º or 180º by paying 1/4
their normal move.
• disciplined c.o. foot and horse may do so by paying 1/2 their normal move.
• undisciplined c.o. foot take a full move to do so, and are disordered by it.
• open order troops do so for free (see next).
• troops must always keep at least 5cm from enemy.
• troops may change formation at same rates and penalties as turns.

Closed/open order/disorder: troops which only have a c.o. move rate may not assume
o.o.; however, they may become disordered (by either movement, terrain, archery, or
combat). Those with only an o.o. move number may never assume c.o. and are never
considered disordered. Troops with both numbers (dual order) may assume either order
within certain limitations, and may become disordered.
• dual order troops may freely assume o.o. at the beginning of a tactical move.
• troops in open order may turn for free in any direction (dual order in open order are
portrayed by spacing the units' elements up to 2cm apart, and not necessarily in
linear formation, although they must retain a front, flank and rear).

Interpenetration: two units can interpenetrate at half speed as long as one of the units is
in open order. if both are in o.o., they may do so at full speed. Otherwise they are
disordered (c.o. troops don’t interpenetrate if they can avoid it).

Post melee rally: troops which end a melee without rout/evade/pursuit, they rally during
obligatory movement in subsequent turn, while they comply to melee result (hold or move

19
back). So they rally on place (hold) or during back move, both cases facing enemy. If
charged by fresh troops they will remain disordered. If a fresh friendly unit is behind them
and able to counter charge enemy charging unit, unit can reply evade and supporting unit
will face the fresh enemy.

Rallying: dual order troops in o.o. wishing to return to c.o., and disordered c.o. troops
wishing to return ordered must do so by rallying.
• Any troops disordered at any time during a turn must stay so until the next turn's
tactical move phase, when rallying may occur.
• Dual order troops must either rally, or assume o.o.
• Disordered c.o. troops must rally.
• Trained troops may move 1/2 and rally (or rally and move half).
• Others take a full move to do so
• Troops with Attack orders must r.ally facing their enemy, others may rally in any
direction.
• While rallying, troops can freely change formation.

Terrain effects: all terrain disorders and slows any close order troops attempting to cross
it or when in it. Troops may rally after crossing linear terrain, but may not rally while within
area terrain. Some terrain slows open order troops. Check table below to see which one is
applicable.
Note that dual order troops continue to move in close order in the same turn that they are
disordered by terrain. In the next turn, they may choose to rally or continue in open order.

Skirmishers: units which have been contacted by skirmishers can move as skirmishers
there weren’t at all. When a such unit ends its movement, move the skirmishers again in
contact in the same position they had before unit movement. N.B. in this way, skirmishers
can move more than their normal movement, for example when they move before their
target and hit target unit in rear; this is legal because I assume that, in real world,
skirmishers would have made their attack during the movement of target unit.

Terrain Table
TERRAIN TYPE C.O. SPEED O.O. SPEED

Entrenchments Linear 1/4 1/2


ditch, stream,
hedge, low wall, Linear 1/2 3/4
river bank
river bed, scrub,
broken ground, Area 1/4 1/2
sand dune
1/4 FULL
light wood, orchard Area
(CAV. N.A.) (CAV. 1/2)

4.h TACTICAL FIRE


Any not involved in Obligatory Fire may shoot if presented with a target. Player with
initiative determines from which flank fire attacks are to be resolved, in both fire phases.

20
There are two types of fire:
1. skirmish: this is the fire of troops who use only arm power to hurl missiles
against their opponents (javelin or stone throwers).
2. long range fire: this is the fire of bow or sling armed troops; this fire can be
a. scattered fire: not very accurate fire or with low intensity.
b. dense fire: very accurate fire or high intensity.

Long range weapon armed units will use dense fire whenever applicable, scattered fire
otherwise (see Fire Conventions below).

Skirmisher must be in open order: some dual order troops can do skirmishing, but they
must deploy in open order to do so. Skirmishers contact enemy troops, make their attack
and then they evade, unless enemy units evade/panic due to skirmishers action: in this
case skirmishers pursuit.

Fire Conventions
• dense fire is straight ahead, deviating only 15º to either side.
• scattered fire is at 180º for foot and 360º for horse.
• Disc. and trained troops may fire up to 2 ranks or from 2nd rank of a mixed unit.
• Undisc. may only fire first rank.
• horse must be stationary to use dense fire
• trained and disciplined foot may move half and use dense fire
• all may move full and fire scattered fire
• troops gain an extra 1/4 distance when at a higher level than their target and lose
1/4 distance when trying to do the opposite.

Procedure
Find firing unit appropriate fire number (dense, scattered or skirmish). Add any modifiers
that apply and a die score. Target unit uses its “vs fire” factor, add army status and a die
score (in both cases, 1D6 or 2D6 halved, as usual). Subtract target unit total score from
that of firer unit and crosscheck result on appropriate table.

Fire Modifiers
Army Status (both target and firer units) +/- #
Firing unit disordered -2
Firing unit moved this turn (don’t apply to skirmishers) -1
Evaders firing to pursuers -1
Target in open order -1
Firing as 2° rank (apply only to 2° rank in mixed u nit) -1
Firing on shielded flank +1
Firing on shieldless flank or rear +2

Example: A four bases unit of Balearic slingers fires against a six bases unit of hoplites on
2 ranks. They get a net score of +4. Slingers need to roll once on disaster table as
casualty check. Player controlling hoplite unit will also roll once on disaster table (1/4 of 4,
not 1/4 of 6, that would be 2 due to round up, because you always count firer bases). After
casualty check, hoplite unit must get an archery check with roll modified by -2; this time,
test affects the whole unit.

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Firing unit casualties due to fire action represent loss in effectiveness due to missile
shortage; in a campaign game, you should keep bases lost in this way separated from
other casualties.

Skirmish against a melee


If a skirmisher unit contacts on flank or rear an enemy unit engaged in melee, use normal
skirmish procedure, but target don’t roll a die (result more severe for target). If an Archery
Test is required, roll for it before melee: if target unit panics or evades, there will be no
melee this turn; instead, roll 1D6 and move back target unit as much centimeters as score
you obtained. Next turn, obliged moves will start from this position.

D FIRE TABLE
I LONG RANGE SKIRMISH
F
F Firer Target Skirmisher Target
Panic Pursuit Panic
7 Casualty 1/2
Casualty 1/2 Casualty 1/2 Casualty 1/2
Panic Pursuit Panic
6 Casualty 1/2
Casualty 1/4 Casualty 1/4 Casualty 1/4
Test A -3 [Evade] Test A -3
5 Casualty 1/4
Casualty 1/4 Casualty 1/4 Casualty 1/4
Test A -2 [Evade] Test A -3
4 Casualty 1/4
Casualty 1/4 Casualty 1/4 Casualty 1/4
[Evade]
3 Casualty 1/4 Test A -1 Test A -2
Casualty 1/4
[Evade]
2 Casualty 1/4 Test A Test A -1
Casualty 1/4
1 No effect Test Archery [Evade] Test Archery
0 No effect No effect Evade No effect
Evade
-1 No effect No effect No effect
Casualty 1/4
Evade
-2 Casualty 1/4 No effect No effect
Casualty 1/4
Evade
-3 Casualty 1/4 No effect No effect
Casualty 1/2
Evade Evade
-4 No effect No effect
Casualty 1/4 Casualty 1/2
Evade Evade
-5 No effect No effect
Casualty 1/4 Casualty 1/2
Evade Panic
-6 No effect No effect
Casualty 1/2 Casualty 1/2
Evade Panic
-7 No effect No effect
Casualty 1/2 Casualty 1

Terms used in Fire Table


Panic: unit panics without test
Evade: unit evades without test
[Evade]: if enemy flees, skirmisher unit pursues, otherwise it evades

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Casualty 1/4: one base out of four (minimum 1, round up) need to get a disaster check;
those which fail (result “Pc”) are casualties; count only bases which fire, even to determine
target casualties.
Casualty 1/2: one base out of two (minimum 1, round up) need to get a disaster check
(see above).
Casualty 1: each base need to get a disaster check (see above).

4.i HAND-TO-HAND COMBAT


Any unit in front contact with enemy unit(s) must fight a melee. As for fire, I distinguish
between melee types:

1. melee between infantry close order troops


2. melee wherein at least one unit is cavalry
3. melee between skirmishers.

Infantry close order troops: use Foot Melee Table. Infantry melee can span over two
turns; there is a different table for first melee round and for second melee round; you must
use the column appropriate to melee round even if one unit didn’t charge or any units
didn’t get charge bonus. Use standard procedure (see below).

Cavalry melee: use Cavalry column under Others Melee Table whenever at least one
unit in melee is mounted troops. They can fight just one round melee. Use standard
procedure (see below)

Skirmishers melee: use Skirmishers column under Others Melee Table whenever all
units in melee are deployed in open order and they have skirmish factor. They can fight
just one round melee. Dual order troops without skirmish factor cannot use this table
against skirmishers neither if deployed in open order; in this case, skirmishers use fire
against them (see § 4.h). To determine combat factor, use appropriate skirmish value on
their cards and don’t apply any charge bonus; then follow standard procedure.

Melee Modifiers
Army Status +/- # as shown in troop type card
General skill +/- General skill (only if joined)
Overlap +1 if unit’s front extend over enemy’s front (for each side)
Higher ground +1 (Refer to position before any charge movement)
Defending obstacle +1
Advantage last turn +1
Break Into +2
Push Back last turn -1
Disordered Half total factor (i.e. fighting factor after applied all modifiers)
Hit on flank or rear Target count 0 as base factor and applies only ground and
General modifiers
Unit on flank/rear +2 and it can apply any modifiers that apply

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Procedure
Player with initiative determines from which flank melees are resolved. Each player find
appropriate combat factor on his troop type card; add charge bonus if units charged this
turn, sum or subtract modifiers that apply and add score of 1D6 or 2D6 halved. Higher
score subtract lower score from his own to obtain a net score difference, which is
crosschecked on appropriate melee table.

Multiple units melee


When units in melee are not exactly matched by enemy units, break melees in smaller
parts, so you have only two opponents for each fight, and resolve them normally. Units
which face more than one opponents undergo to worst result.

D Foot Melee Table


I st
1 Round 2nd Round
F
F Winner Loser Winner Loser
Hold Hold
7 Unit destroyed Unit destroyed
Casualty 1/4 Casualty 1/4
Pursuit check Panic Hold Panic
6
Casualty 1/4 Casualty 1 Casualty 1/4 Casualty 1
Pursuit check Panic Pursuit check Panic
5
Casualty 1/4 Casualty 1 Casualty 1/4 Casualty 1
Pursuit Panic Pursuit check Panic
4
Casualty 1/4 Casualty 1 Casualty 1/4 Casualty 1/2
Break Into Push back Pursuit Panic
3
Casualty 1/4 Casualty 1/2 Casualty 1/2 Casualty 1/2
Adv. next turn Push back Fwd half move Evade
2
Casualty 1/2 Casualty 1/2 Casualty 1/2 Casualty 1/2
Adv. next turn Hold Back full move
1 Casualty 1/2
Casualty 1/2 Casualty 1/2 Casualty 1/2
Both back half move Tie breakers loser back full move
0
Casualty 1/2 Winner hold – Casualty 1/2

D Others Melee Table


I Cavalry Skirmishers
F
F Winner Loser Winner Loser
Hold Hold
7 Unit destroyed Unit destroyed
Casualty 1/4 Casualty 1/4
Hold Panic Pursuit check Panic
6
Casualty 1/4 Casualty 1 Casualty 1/4 Casualty 1
Pursuit check Panic Pursuit check Panic
5
Casualty 1/4 Casualty 1 Casualty 1/4 Casualty 1/2
Pursuit Panic Pursuit Panic
4
Casualty 1/4 Casualty 1/2 Casualty 1/4 Casualty 1/2
Pursuit Evade Evade
3 Casualty 1/4
Casualty 1/4 Casualty 1/2 Casualty 1/2
Fwd half move Evade Evade
2 Casualty 1/4
Casualty 1/2 Casualty 1/2 Casualty 1/4
Hold Back full move Fwd half move Back full move
1
Casualty 1/2 Casualty 1/2 Casualty 1/4 Casualty 1/4
Tie breakers loser back full move Both back half move
0
Winner hold – Casualty 1/2 Casualty 1/4

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Terms used in Melee Tables
Panic: unit panics without test
Evade: unit evades without test
Pursuit: next turn unit pursuits without test; subsequent turns unit can check to stop
pursuit
Pursuit check: unit check immediately; if pass, next turn can hold and doesn’t need any
further pursuit check toward present enemy.
Forward half move: next turn units will be moved half normal move in obliged moves
(treat as a pursuit) as it only moves and cannot be rallied in that turn.
Hold: unit neither pursuit next turn nor needs to check further for pursuit present enemy.
Back half move: unit moves backward half normal movement front to enemy in next
obligatory moves.
Back full move: unit moves backward full normal movement front to enemy in next
obligatory moves.
Tie breakers: check following tie breakers to determine which unit won melee
1. previous melee round loser
2. got better unmodified die score this turn
3. roll a D6 better score win (roll again tie)
Casualty 1/4: one base out of four (minimum 1, round up) need to get a disaster check;
those which fail (result “Pc”) are casualties; count only bases which are in contact.
Casualty 1/2: one base out of two (minimum 1, round up) need to get a disaster check
(see above).
Casualty 1: each base need to get a disaster check (see above).

N.B. after melee, all units are disordered. Winner cannot get more casualties than
loser (if this happens, lower winner casualties to tie loser ones). With tie results,
casualties difference cannot exceed 1 (lower higher casualties).

4.l POST MELEE REACTION


Any unit which fought a melee this turn and has a friend unit within 5cm which panicked, or
which was destroyed, must make a disaster check. New possible tests can be triggered by
failure. Skirmishing only troops never trigger test. A unit must check even if it broke its
melee opponent.

4.m SITUATION STATUS ADJUSTMENT


The situation Track portrays the current morale status the army is in. This is expressed as
one of 5 states: eager, ready, firm, wavering, shaken. These states will have a modifying
effect on most aspects of the game, and certain accumulated events will move an army
from state to state.

Procedure
During the other phases of the game, when any of the events listed on the modifying
events table occur, a counter bearing the modifier is placed in the army's current status
box; in the situation status adjustment phase these are added up; if the net modifier
matches or exceeds the shift numbers shown, the status marker is shifted to the next box
(or however far the modifiers send it). Then the amount used to shift the status marker is
removed, leaving the remainder in the new box.

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Effects of Status
The status an army is at will modify the reaction and combat rolls, depending on a unit's
training level as is shown under each status box on each troop type card.

Modifying Events Table Winner / Loser


Each unit in panic +1 / -1
Each destroyed unit +2 / -2
Army Outflanked / Army Front Broken (per turn) +1 / -2
Army Outflanked both sides (per turn) +3 / -4
Division Routed +2 / -2
Reinforcement Enter +2 / -3
Commander Captured, Killed +1 / -1
General Captured, Killed +3 / -3
C-in-c Captured, Killed +5 / -5

Definitions
Army Outflanked: at least one enemy unit round your army side and he is behind front
line; don’t count units in panic, in melee, or pursuers until they stop and rally (i.e. they are
ready to charge again).
Army Front Broken: at least one enemy unit is behind your army front line; don’t count
units in panic or in melee.
Division Routed: all units (don’t count skirmishers) in division are in panic or destroyed;
add it to modifiers for units in panic or destroyed. Note that a division which comprise only
skirmishers never routs.

4.n DIVISION MORALE CHECK


A division must check Morale when:
1. division lost any number of unit (in panic or destroyed; do not count
skirmishers) in current turn
2. division failed Morale Check previous turn
3. a friendly division in sight fails Morale Check or is routed (in sight: a unit not in
melee of first division can trace an unobstructed line, not over 20cm, at least to
one unit of division which failed test/is routed).
Use Morale Table on General Card; if a General lead the division, roll on his Moral Table,
otherwise on C-in-c one. Roll 2D6 and apply only army status modifier; check result
against Morale Threshold: if your final score is equal to, or lower than Morale Threshold
your division passes test, otherwise it fails. If division passes test, find resulting reaction
crosschecking passed row with column of present army status. If division fails, find
resulting reaction crosschecking failed row with column of present army status.

Reactions
M = Maintain (units of division carry on with their orders)
H = Hold (units of division can neither move nor charge/countercharge)
R = Retreat (all units not in melee of division move half speed toward their board side,
without changing current facing)
W = Withdraw (all units not in melee of division turn toward their board side and make a
full move with such facing; all close order troops become disordered)

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5. BATTLE VICTORY

A battle ends when an army withdraws all its units from the Board. Eventually, an army
which cannot shift itself from out of Shaken status will see its divisions either being
destroyed one by one, or them going over to the withdraw order and leave the board. The
army who holds the field is, of course, the victor. However, a scenario may arise where
both armies may break off contact and stabilize their situation status. Players may call a
parley if they wish, and may agree to any outcome that they see fit, or fall to blows again,
or await nightfall, and call a draw.

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6. APPENDIX

Diagrams

A A

An unit's base An unit's base

Unit's front centre Unit's front centre

Unit A has flank secure and if unit B Unit A hasn’t flank secure, but if unit B
charges, it will be a front charge. charges, it will be a front charge (unit B
front centre is not behind A front)

B
A
A
C

An unit's base An unit's base

Unit's front centre Unit's front centre

Unit A has flank secure because unit C Unit A hasn’t flank secure and if unit B
can protect flank menaced by unit B charges, it will be a flank charge.

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Melee Examples

1. A Roman Hastati unit face a charge of Gallic Warriors. Hastati chose “Advance to
Contact” because they feared Gauls’ “Impetuous Charge”. Gauls chose “Impetuous
Charge” but they failed to get charge bonus (they got a “NB” result in morale check).
Hastati have a total melee factor of 4 + 1 = 5; Gauls have the same because they have
just their base factor. Roman player roll 6 and 5 (wow) which average 5 and Gaul player
roll 2, so Hastati won melee by 3: Gauls are pushed back and Hastati break into. Gaul
player must check 2 bases for disaster: he scores 2 and 4, so his unit loses 1 base (2 =
Pc, 4 = D on Gallic Warriors disaster table). Roman player must roll for just one base; he
get a 4 and so no casualty. Next turn Hastati will have a melee factor of 4 + 2 + 1 = 7,
because they have break into bonus and now overlap Gauls that lost a base, while Gauls
will have 5 − 1 = 4, because they have been pushed back.

2. Again a Roman Hastati unit, but in this example they face in melee a Libian Spearmen
unit on their front and a Libian Javelinmen unit on their flank. Before melee is resolved,
Libian skirmishers make their attack; since they are in contact with Roman on opponent
flank, Roman Hastati don’t roll. Libians have skirmisher factor 4 and Hastati have Vs fire
factor 4. Carthaginian player roll 1 dice and score 3, so we must check on skirmish fire
table on row 3 (3 + 4 = 7 – 4 = 3). Roman player must check on archery table his Hastati
with a -2 modifier. Fortunately, Libian javelimen have a threat modifier of +1, so Romans
must apply just a -1. Roman player rolls 2 dice and get 2 and 5, which average 3; he must
apply the -1 modifier and so Hastati get a net score of 2: they become disordered!
Carthaginian player turn one base of his Libian unit, to remember they must evade in
obligatory movement phase of next turn (note: skirmishers evade even if Roman Hastati
will evade/rout as result of subsequent melee, since Hastati will not have evaded/routed
due to their action). Now we are in melee phase; Roman player doesn’t choose any
charge since they men are disordered, while Carthaginian player uses an advance to
contact, as it is the only choice of his troops. Roman Hastati have factor: 4 (melee factor),
but this must be halved because Hastati are disordered, so their factor is 2. Carthaginian
Libians have factor: 6 (melee factor) + 1 (advance to contact bonus) = 7. Roman player
rolls 2 dice: 6 and 3 which give a score of 4; Romans’ final score is 7. Carthaginian player
rolls 2 dice too: 1 and 2 which give a score of 1; Carthaginians’ final score is 8. Libians win
1st round of melee by 2, so they will have an advantage next round, while Romans are
pushed back. Next turn Libians will have factor 6 (melee factor) + 1 (advantage) = 7.
Romans will have factor 4 (melee factor) / 2 (disordered) – 1 (pushed back) = 1.

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