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Simple GBoH Battle Manual

Expansion for Caesar: Conquest of GaulExpansion for CAESAR: The Great Battles of Julius Caesar – The Civil Wars 48-45 B.C.Expansion for SPQR (First Edition)Expansion for SPQR (Deluxe Edition)

Simple GBoH Battle Manual Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Basic Information
    • 2.1 The Maps
    • 2.2 The Playing Pieces
    • 2.3 Charts, Tables, and the Dice
    • 2.4 Terminology
    • 2.5 Game Scale
    • 2.6 Game Length
  • 3.0 Sequence of Play
    • 3.1 Who Goes First?
    • 3.2 The Player Turn
  • 4.0 Leaders & Command
    • 4.1 Formations
    • 4.2 Leaders
    • 4.3 Leader Movement and Combat
    • 4.4 Turn Seizure
  • 5.0 Movement
    • 5.1 Movement Allowances & Restrictions
    • 5.2 Two-Hex Unit Movement
    • 5.3 Stacking
    • 5.4 Terrain Effects Chart
  • 6.0 Facing & Zones of Control
    • 6.1 Facing
    • 6.2 Zones of Control (ZOC)
  • 7.0 Combat
    • 7.1 Missile Fire
    • 7.2 Reaction Fire
    • 7.3 Shock Combat
    • 7.4 Shock Procedure
    • 7.5 Shock Resolution
    • 7.6 Cavalry Pursuit
    • 7.7 Advance After Shock
    • 7.8 The Combat Charts & Tables
  • 8.0 Effects of Combat
    • 8.1 Hits
    • 8.2 Reduction
    • 8.3 Retreat
    • 8.4 Rout
    • 8.5 Elephant Rampage
  • 9.0 Army Withdrawal
  • 10.0 Special Unit Capabilities
    • 10.1 Artillery
    • 10.2 War Elephants
    • 10.3 Double-Depth Phalanx/Hoplites
    • 10.4 German Cavalry
    • 10.5 Chariots
  • 11.0 Special Rules
    • 11.1 Fortifications
    • 11.2 Column Movement
    • 11.3 Triarii Doctrine
  • 12.0 Optional Rules
    • 12.1 Formation Activation

1.0 Introduction

Simple Great Battles of History (or Simple GBoH) allows gamers to recreate the significant battles of the ancient Western world covered by the GMT Great Battles of History (GBoH) series. Simple GBoH is designed for players who want a faster, less die roll heavy version of the GBoH system, while retaining as much of the historical flavor and insight of the original rules.

This rules set is applicable to volumes I (Alexander), II (SPQR), IV (Caesar), VI (Conquest of Gaul), VIII (Cataphract), X (Devils Horsemen), XIII (Chandragupta), XIV (Chariots of Fire), XV (Hoplite), all their modules, and the battles associated with these volumes published in C3i magazine. The companion scenario book includes the battles from the first five volumes listed above and their modules. Subsequent GBoH games and modules include the Simple GBoH versions of the battles. The C3i battles published through issue #14 and the SPQR Player's Guide are included in the Simple GBoH Battle Manual published separately. Battles published in subsequent issues of C3i include the Simple GBoH versions of those battles.

IMPORTANT: These rules supersede the specific GBoH volume's rules. Do not assume that any published GBoH rules apply to Simple GBoH. If you don't see it in print here, it's not a rule for this game. We do recommend that you read Sections 1.0 and 2.0 from the rules of the GBoH game featuring the scenario you wish to play to familiarize yourself with the components. Furthermore, the rulebook does contain interesting Design and Historical notes that provide details on the period covered.

Second Edition Note: These rules supersede and replace the First Edition rules (1999) and the version 1.1 and 1.2 updates (2001, 2004). Significant changes are noted with a "‡" indicator preceding the rule number.

2.0 Basic Information

This game supplement includes:

  • 1 Rulebook
  • 1 Playbook
  • 1 Charts and Tables folio

The following components from the original Great Battles of History game/module are required for play:

  • Counters
  • Maps
  • Scenario Book or Playbook
  • 1 10-sided dice

The game uses a 10-sided die; the '0' is treated as a '0' (not a '10'), and is less than '1'.

2.1 The Maps

Simple GBoH uses the GBoH volume's maps. There are no changes to the terrain or the terrain key.

2.2 The Playing Pieces

There are three types of playing pieces or counters: Combat units, Leader units, and Information markers.

(2.21) Each Combat unit is a specific Type and in some cases Class as illustrated below. All Combat units are rated numerically for their Troop Quality (TQ), Size, and Movement capability (see 2.23). Units capable of firing missiles also have a Missile Indicator, indicating the Class of missile used (A/B/C = arrow, J = javelin and S = Stones/Slingers, etc.). The Simple GBoH Missile Range and Results Table gives the Ranges over which these missiles may fire.

Counter Note: The Size rating is not used in some games. Refer to the Simple GBoH rules adjustments in the game's Playbook.

Second Edition Change: The reverse side of combat unit counters is used to indicate that a unit is Out of Command.

(2.22) Each combat unit is of a certain Type, such as CO (cohorts), BI (Barbarian Infantry), LN (lance-armed cavalry), etc. Some types are further subdivided into Class: e.g., Cohorts are either VET (Veterans), REC (Recruits), or CON (Conscripts). These descriptions are used to determine the effectiveness of one Type/Class when fighting another.

(2.23) Example of Combat Units: The example counter shows the Unit Name, Unit Type (Legion or Skirmisher), Size, Movement Allowance, Troop Quality (TQ), and Type of Missile.

(2.24) Leader units have a somewhat different, and less detailed, set of ratings in Simple GBoH which are discussed in section 4.2.

(2.25) Informational markers are used to record certain game functions, as discussed below. Simple GBoH uses only the numeric Hit markers, Shock Designation, Column markers.

2.3 Charts, Tables, and the Dice

Simple GBoH has its own Charts and Tables. The use of each chart and table is explained in the rules. The standard game Charts and Tables are not used.

2.4 Terminology

Knowledge of the following game terms will be useful for play.

  • Active Player: The player currently conducting the Player Turn; the opposing player is the inactive player.
  • Command Status: An activated unit is either In Command or Out of Command.
  • DR: Acronym for die roll.
  • DRM: Acronym for die roll modifier.
  • Formation: A group of combat units that can be activated in the same Player Turn. Each army's Formations are detailed in its Formation Chart for that scenario.
  • Formation Commander (FC): The leader in command of the Formation, used to place the Formation's units In Command. Auxiliaries Formations have no commander; their units are always considered In Command.
  • Hits: Measures a combat unit's loss of cohesion; unlike the standard game Hits once incurred can never be removed.
  • MA: Acronym for Movement Allowance.
  • MP(s): Acronyms for Movement Point(s).
  • Overall Commander (OC): The leader who commands the army as indicated on the Formation Chart. In some scenarios, the OC also acts as FC.
  • Shock Capable: Combat units that can conduct a Shock attack. Non-Shock capable units cannot conduct a Shock attack but do defend when Shock attacked.
  • Size: Represents the number of men in the unit.

2.5 Game Scale

Simple GBoH uses the same scale as the standard game.

2.6 Game Length

Most of the one map scenarios can be played in about two or three hours. The larger battles take about one hour more, while the half map battles can often be played in under an hour.

3.0 Sequence of Play

The game consists of an indeterminate number of Player Turns, as below. The players alternate turns, subject to a successful Turn Seizure (4.4), until one player's army Withdraws (9.0) or the specific scenario Victory Conditions are met (see the Playbook). The player currently conducting the Player Turn is the active player, the opposing player the inactive player.

3.1 Who Goes First?

Unless otherwise specified in the scenario setup instructions, the game starts by both players rolling the die to see who goes first. High DR goes first. Ties, roll again.

3.2 The Player Turn

A. Activation Phase: The active player may do one of the following:

  • Activate one or more Formation(s) and their Formation Commander(s). All units in the Formation(s) are activated regardless of their location on the map. The player uses each Formation's Commander to determine which units in the Formation are In Command (4.11). Flip Out of Command units to their reverse side to indicate their status.
  • Move his Overall Commander. The Overall Commander has a Movement Allowance (MA) of 30 Movement Points (MPs) in this circumstance. No Formation activates.
  • Pass. No Formation activates.

IMPORTANT: Skip steps B, C, and D if the player does not activate a Formation.

B. Movement/Missile Fire Phase: Activated units may Move and/or conduct Missile Fire. See 4.12 and 6.2 for restrictions.

C. Shock Combat Phase: Activated units conduct Shock Combat. Shock Combat is mandatory for all Shock capable units that have enemy units in their ZOC.

D. Army Withdrawal Check: See 9.0.

4.0 Leaders & Command

Play Note: The Simple GBoH command system is simpler than that in the standard games. GBoH favorites such as Momentum and Trump have been replaced by Turn Seizure, while Orders, Line Commands, and Section Commands have given way to activation by Formation and a simple In/Out of Command determination.

4.1 Formations

(4.1) Each player's army is divided into individual Formations. A Formation consists of combat units that can be activated together in a single Player Turn. Every scenario has a Formation Chart for each side that lists the allowable Formations and their assigned units. Each Formation has a leader (sometimes more than one) that serves as its Formation Commander (FC). If a Formation has more than one FC listed on the Formation Chart, the player must activate one of them if possible, his choice; any others do not activate. An Auxiliaries Formation (as indicated on the Formation Chart) is an exception: it has no Formation Commander.

(4.16) Formation Charts: See the individual scenario setup information in the Simple GBoH Playbook, C3i Simple GBoH Battle Manual, standard game/module Playbook, or C3I magazine.

Play Note: If all of the Formation's Commanders have been eliminated, the Formation may still activate, although placing units In Command will be impossible.

(4.11) When a player activates a Formation, he determines the command status, either In Command or Out of Command, for each unit in the Formation. To be In Command, a unit must either be within the FC's Command Range, or be adjacent to another In Command unit in that Formation. This rule allows a chain of units to be In Command as long as one unit is in the chain within the FC's Command Range. For some Formations, as noted on the Formation Chart, this chain can also be traced through one or more vacant hexes, but only if those hexes are not in an enemy ZOC. Flip any Out of Command units to their reverse side to indicate that status.

(4.12) An In Command unit may move and fight without special restrictions. An Out of Command unit cannot move adjacent to an enemy unit, or if adjacent to an enemy unit, leave the hex the unit is in.

(4.13) Auxiliaries: Auxiliaries Formation units and Artillery units are always In Command when activated, no commander is necessary.

(4.14) Multiple Formations: As noted in the Multiple Formation Activation section on many Formation Charts, a player may activate more than one Formation in a single Player Turn. To be eligible, the FCs involved must be stacked with or adjacent to a unit in their Formation and be within command range of the enabling leader noted in the text. The enabling leader activates even if he doesn't command one of the activated Formations. The player determines the command status separately for each activated Formation. Returning leaders (4.36 and 7.63) may not participate in this type of activation on the Player Turn of their arrival.

Play Note: The units in all activated Formations perform Phase B in the Sequence of Play then perform Phase C. The Formations do not move and Shock separately. Multiple Formations in Simple GBoH are similar to Section Commands and multiple Line Commands in GBoH. Here, the senior leader is used to enable the activation if the conditions are right, while the lower level subordinates enable the units to be In Command.

4.2 Leaders

(4.21) Leader Counters: Each leader counter possesses several ratings, only the following of which are used in Simple GBoH. The rest are ignored.

  • Seizure (not on the counter, but is given in the scenario instructions): This is the number of times that a leader may attempt Turn Seizure (4.4) during the game. Players should place a numeric marker under the leader to indicate the number of remaining Seizure attempts.
  • Initiative (on the counter): This rating is used to determine the success of a Turn Seizure (4.4) attempt.
  • Command Range (on the counter): This rating is the range in hexes over which the leader may place units In Command. Command Range is measured using an unobstructed path of hexes equal to or less than the range, traced between the leader and the unit. Count the unit's hex but not the leader's hex. A path is obstructed by hexes occupied by enemy units, unoccupied hexes in an enemy ZOC, and terrain a leader could not enter or cross. This rating is also used by a leader to enable a Multiple Formation Activation (4.14).
  • Elite Indictor (on the counter): In Simple GBoH, a leader counter with this indicator is considered to have Heroic Charisma (see below).
  • Heroic Charisma (on the counter, as either the Heroic Charisma indicator or the Elite indicator): A leader has Heroic Charisma if either an Elite Indicator or a Heroic Charisma indicator appears on the counter. See 4.38 for its effect.
  • Movement Allowance (not on the counter): The number of MPs, nine for all leaders, an activated leader may expend in the Movement/Missile Fire Phase.

(4.22) Each player has an Overall Commander (OC) noted on their Formation Chart. An OC uses his Initiative and Seizure Ratings, as above. The OC's Command Range is used in the same way as an FC if the OC is also the commander of a Formation. In many scenarios, a player will have one or more FCs with Seizure ratings as noted on the Formation Charts.

(4.15) There is no restriction on how many turns in a row a given Formation may be activated.

Play Note: Allowing a given unit/Formation to be activated continually may seem to be design folly. It isn't. For one, if you concentrate solely on Area A, you'll find areas B-Z in deep trouble. And the more you use a unit, the quicker it wears down.

4.3 Leader Movement and Combat

(4.31) A leader may move in the Movement/Missile Fire Phase if activated in the Activation Phase. A leader may either move separately or, if stacked with a combat unit at the beginning of the Phase, move along with that unit but must remain stacked with that unit.

(4.32) An inactive leader stacked with a combat unit may choose to move along with that unit whenever that combat unit moves but must remain stacked with that unit.

(4.33) The active player may move his OC in the Activation Phase instead of activating a Formation. In this case, the OC has a MA of 30. The OC, when activated along with a Formation, has a MA of nine.

(4.34) A leader unit may not move into a hex adjacent to an enemy unit unless stacked with a friendly combat unit, or a friendly combat unit already occupies the hex.

(4.35) The instant any enemy combat unit moves adjacent to a leader unit that is alone in a hex, or when the leader is alone in a hex adjacent to an enemy unit at the conclusion of any Shock combat, that leader may immediately retreat up to three hexes. The player may choose any path as long as no hex in the path is occupied by an enemy unit or impassable terrain. The path may be traced through an enemy ZOC. A leader that does not or cannot retreat is eliminated.

(4.36) A leader stacked with a combat unit that retreats for any reason, must move with that combat unit. If the combat unit is eliminated, the leader is removed from the map, but not eliminated, just "otherwise engaged". A FC removed in this way returns to play the next time his Formation is activated; place the FC with any unit in his Formation. An OC returns to play at the start of the next friendly Player Turn; place the OC with any friendly unit. A returning leader is placed before determining any command status.

(4.37) FC leaders may be replaced when eliminated. Tribunes, Legates, Prefects, and Tribal Leaders are simply re-used. Other leaders are replaced with a Replacement leader counter if one is available to the player's army. If there are no Replacement leaders, or all Replacement leaders are already in play, the eliminated leader is not replaced. A replaced FC returns to play the next time his Formation is activated; place the FC with any unit in the Formation before determining any command status. The OC is not replaced in that capacity, though a FC replacement may be brought into play if the OC also functioned as a FC.

(4.38) A leader stacked with a combat unit provides a +1 (attacker)/–1 (defender) Shock DRM whenever that unit is involved in Shock combat. A leader with Heroic Charisma provides this same Shock DRM for all friendly combat units within two hexes of that leader as long as the leader is stacked with a unit involved in Shock combat.

4.4 Turn Seizure

Design Note: Turn Seizure represents the ability of the Overall Commander (or other key Commanders) to react to changing circumstances with initiative and decisiveness. The remaining leaders are simply carrying out commands (in the form of what the player wants to do). Individual creativity by subordinates in this era was rare.

(4.41) When it is a player's Activation Phase, and before that player designates which Formation he will activate, his opponent may attempt to Seize the Player Turn. To do so, that player identifies the leader he will use for the attempt and rolls the die. If the DR is less than or equal the designated leader's Initiative Rating, the active player's Player Turn is canceled and it is now the Player Turn of the Seizing player; otherwise, the attempt fails.

Play Note: And the penalty for failure is that you've wasted one of his opportunities.

‡ (4.42) If the OC Seized the Player Turn, the player may activate one of the following:

  • an Auxiliaries Formation, or
  • the Formation commanded by the OC, or
  • a Formation whose FC is within the OC's Command Range, or
  • the Formations that are part of a Multiple Formation activation enabled by the OC.

The activations in the first three bullets may include other Formation(s) if specified in the Multiple Formation Activation section of the scenario Formation Chart.

‡ (4.43) If a FC Seized the Player Turn, the player may only activate a Formation commanded by that FC unless specified otherwise on the scenario's Formation Chart. This activation may include other Formation(s) if specified in the Multiple Formation Activation section of the scenario Formation Chart.

Play Note: A Seized Player Turn is no different than a normal turn when it comes to activating Multiple Formations.

(4.44) A player may attempt Turn Seizure with a leader as many times during the game as the leader's Seizure Rating allows. The player, however, cannot:

  • make more than one Seizure attempt per Player Turn, or
  • make an attempt if he Seized the preceding Player Turn, or
  • make an attempt on the first Player Turn of the game.

(4.45) The opposing player may not attempt to Seize back the turn after a successful Seizure attempt.

Example: At Issus, the Macedonian player has just completed his Player Turn. It's now the Persian Player Turn. The Macedonian player decides to make a Seizure attempt with Alexander and succeeds. The Macedonian player now has the Player Turn instead. After the Macedonians take their turn, play now passes to the Persians. The Macedonian player cannot again make a Seizure attempt, so the Persian player will be able to complete his turn.

(4.46) A Turn Seizure attempt may be used to move that leader instead of activating a Formation. The attempt in this case is automatic, there is no die roll; it does cost the leader one of his Seizure attempts.

5.0 Movement

5.1 Movement Allowances & Restrictions

(5.11) A combat unit's printed MA and leader's defined MA (4.21) is the maximum number of MPs the unit may expend in a single activation. The unit may expend none, some, or all of the allowed MPs.

(5.12) As a unit moves, it traces a path of contiguous hexes through the hex grid, paying the cost of each hex entered. Units allowed to stack together may move together. One unit's or stack of unit's movement must be completed before another can begin.

(5.13) A unit may be moved in any direction or combination of directions. However, a combat unit may only enter a hex that is to its front (6.11). In order for a combat unit to change direction, it must first change facing (6.12).

(5.14) A unit expends MPs for each hex it enters, for crossing certain hex sides, for entering hexes with friendly units, and for combat units, changing facing (6.12). The Terrain Effects Chart and Fortifications Effects Chart give the movement cost by unit Type for each hex or hex side terrain type. A hex containing two types of terrain uses the majority terrain.

(5.15) A moving unit must have enough MPs to pay all the movement costs of entering a hex; if it doesn't, it cannot enter that hex. Certain hexes are impassable to some or all unit Types and cannot be entered at all.

(5.16) A unit may never move into or through a hex containing an enemy combat unit. A unit pays additional MPs to enter a hex occupied by a friendly combat unit. The Terrain Effects Chart details the movement costs for entering friendly occupied hexes.

(5.17) A combat unit may incur Hits when it enters or crosses certain terrain. Under certain circumstances, units may avoid the Hits by paying an additional 1 MP. See the Terrain Effects and Fortification Effects Charts for the circumstances under which Terrain-induced Hits occur. If a stack of combat units incurs a Hit due to movement, both units receive a Hit.

5.2 Two-Hex Unit Movement

Phalanxes and certain other rigid units are represented by two-hex counters. Because of the nature of the geometric shape of the counters, these units have some additional special rules. Unless specified otherwise, section 5.1 also applies to two-hex units.

(5.21) Phalanxes have a MA of '4'. Ignore the '5' on the counter; it is not used in Simple GBoH.

(5.22) When a two-hex unit moves and enters two hexes of different terrain or elevation it expends the greater of the two possible terrain costs both for movement and in determining possible Hits.

(5.23) A two-hex unit can either go forward with both halves of the unit entering new hexes, or one half of the unit can enter a hex while the other half pivots in the hex it occupies in essence changing the facing of the unit.

(5.24) If one side of a two-hex unit enters the ZOC of an enemy unit, the other side may still move forward one hex, if that hex is vacant, at the cost of 2 MPs. The unit may only do this if the entire unit is (and will be) in Clear terrain. Units at Double Depth (see 10.3) may not use this type of movement.

5.3 Stacking

(5.31) Stacking refers to having more than one unit in a hex at the end of a Phase. The general rule is one combat unit per hex; however, certain units may stack two per hex. Leader units and Information markers do not count against the stacking limit.

(5.32) The following units may stack:

  • Roman CO of the same Legion;
  • Roman LG of the same Class and Legion; treat CE class units as CO class units;
  • Roman HI from the same Legion;
  • One Artillery unit with any one infantry unit.

Play Note: Double Depth Phalanx/Hoplites are not considered a stack (see 10.3).

(5.33) If two units are stacked in the same hex, the stacking order (i.e., who's on top) may be changed/switched only when activated at a cost of 2 MPs. If the player wants to move only one unit from a stack, only the top unit may move. A unit moving into a hex to stack is always placed on the bottom; however, a unit forced to Retreat from Shock combat is placed on top of the stack instead.

(5.34) A unit that enters a friendly hex to stack during the Movement Phase must have sufficient MPs remaining to match the facing of the stationary unit. A retreating unit that enters a friendly hex to stack may freely change facing to match the facing of the stationary unit. Units passing through an occupied hex do not have to orient themselves to the stationary unit.

(5.35) A stack is treated as a single unit for purposes of movement and combat. The unit's Sizes are added together. The TQ of the top combat unit is used for the entire stack. The effects of Missile and Shock combat on stacks are covered in those rules sections. Unless otherwise specified (such as 5.17 and 7.14), any Hits incurred by a stack are equally divided between the two units with any odd Hit going to the top unit.

(5.36) Stacked Roman infantry units with intervals (i.e., unoccupied flank hexes) have an added capability: The instant an enemy combat unit comes within two hexes of a stack, the top unit in the stack may move sideways into a vacant flank hex. The owning player may make his choice at any time any enemy unit so places itself; no MPs are expended. The hex entered by the unit must be Clear terrain, across a hex side with no movement cost, and not in the ZOC of an enemy unit. Facing remains the same.

5.4 Terrain Effects Chart

This chart is used to determine the effects of terrain on movement and Shock combat. The terrain effects on missile fire are given on the Missile Range and Results Table (7.81).

6.0 Facing & Zones of Control

6.1 Facing

(6.11) All combat units, except those in Column (see 11.2), must be faced in a hex so that the top of the unit (the side with its name) faces into the vertex of the hex (between two hex sides). All units in a hex must be faced the same way. The two hexes to the front (three for two-hex) are called the Front Hexes; those to the side, the Flanks, and those behind, the Rear. A unit may only move and conduct Shock combat into a Front hex.

(6.12) In order for a single-hex unit to change its facing it must pivot within its hex. Most units must pay 1 MP for each vertex shifted; others pay 1 MP to change facing to any vertex, while others change facing at no MP cost (see the Terrain Effects Chart).

‡ (6.13) A two-hex unit may be re-faced in the opposite direction (a 180° turn) in the same two hexes at a cost of 3 MPs. This maneuver may not be performed if enemy units are in the unit's ZOC. Units at Double Depth (10.3) may not use this type of facing change.

‡ (6.14) A unit may not change facing immediately after entering an enemy ZOC (see 7.72 for an exception). A unit that starts a Movement/Missile Fire Phase in an enemy ZOC may change facing and remain in the hex, but only if there is no enemy unit in its ZOC. An In Command unit may change facing regardless of any enemy units in its ZOC, but only if it leaves the hex.

(6.15) Any single-hex unit that is not currently in an enemy ZOC may attempt to change facing one vertex per Movement/Missile Fire Phase just before an enemy unit moves adjacent to it. To do so, the owning player rolls a die. If the DR is less than or equal to the unit's TQ rating, it may change facing, otherwise the unit incurs 1 Hit, retaining its current facing. A unit making a Reaction Facing Change may use Reaction Fire if the conditions of 7.22 are met. Cavalry units changing facing in reaction to infantry movement do not make this check, they change facing automatically.

‡ (6.16) A two-hex unit not currently in an enemy ZOC may attempt to Reverse Face (6.13) once per Movement/Missile Fire Phase just before an enemy unit moves adjacent to one of its Rear hexes. Use the procedure described in 6.15 above to determine if the change is successful. If unsuccessful, the unit incurs 2 Hits retaining its current facing.

6.2 Zones of Control (ZOC)

(6.21) All combat units, other than Skirmishers (SK/SK*) exert a Zone of Control into their Front hexes. Skirmishers (SK/SK*) exert a ZOC into their Front and Flank hexes. ZOCs do not extend into a hex into which movement is prohibited.

‡ (6.22) A unit must cease movement the instant it enters an enemy ZOC (5.24 is an exception). An In Command unit that begins its movement in an enemy ZOC may leave the hex but may not move adjacent to an enemy unit during that Movement/Missile Fire Phase. An Out of Command unit cannot leave a hex if adjacent to an enemy unit. Combat units leaving or entering a missile unit's ZOC are subject to Reaction Fire (7.21).

‡ (6.23) An activated Shock capable unit must Shock attack if there are any enemy units in its ZOC; command status is irrelevant.

7.0 Combat

7.1 Missile Fire

‡ In Simple GBoH, not all units with a Missile Indicator on their counter have the ability to use Missile Fire as outlined in sections 7.1 and 7.2. The following units do not have Missile Fire capability and may not conduct any type of Missile Fire:

  • units with "F" and "X" Missile Indicators;
  • units with a "J" Missile Indicators except as noted below.

The following units have limited Missile Fire capability:

  • Elephant Screens—Missile Indicator "a" - may use any form of Reaction Fire (7.2). They cannot fire when active.
  • Light Infantry (LI/LP), Skirmisher (SK/SK*), and Light Cavalry (LC) with a "J" Missile Indicator may fire when active by using Hit and Run Tactics (7.16/7.17) and when inactive may fire using Return Fire (7.23), but only if they are the target of a Hit and Run attack by another "J" unit.

(7.11) The active player may conduct one Missile Fire with each eligible active unit during the Movement/Missile Fire Phase. The activated unit may a) fire then move, or b) move then fire, or c) move, fire then move again. The only restriction is that the moving unit may not fire after moving away from the target unit. Non-Skirmisher (SK) infantry Archer units and Artillery units are an exception; they may either move or fire, not both.

(7.12) A Missile unit may fire at any single target unit which is within its Missile Range, which extends from its Front and/or Flank hexes (and for Chariot units, its Rear hexes as well), and to which it can trace a Line Of Sight (7.13). Missile units must each fire individually; they may not combine fire. If there are adjacent enemy units in range and LOS, one of those units must be the target of the missile fire.

(7.13) A missile unit can fire only at an enemy target unit to which it has an unobstructed Line Of Sight (LOS). A LOS is calculated by tracing a path of hexes between the center of the hex the missile unit is in and the same for the target unit. LOS is blocked by woods and town hexes, and hexes occupied by combat units unless they are in hexes at a lower elevation than both the firing unit and the target. LOS is also blocked if any part of a hex of higher elevation is between the two units. If the firing unit and target unit are on different levels, the basic premises are:

  • if the firing unit is higher than the target, LOS is blocked when blocking terrain is closer to the target;
  • if the firing unit is lower than the target, LOS is blocked when blocking terrain is closer to the firer.

In both cases, exactly "halfway" is treated as blocking. Archer (A, B, C) and Ballistae units may fire over combat units when on the same elevation level as the firer and target, if the intervening combat unit is closer to the firing unit (halfway is not closer). If the LOS is blocked, missiles may not be fired. Missile units may always fire into adjacent hexes.

‡ (7.14) The Missile Range and Results Table (7.81) is used to determine the effect of Missile Fire. For each fire, the firing player rolls the die, adding any/all applicable modifiers listed on the table. If the modified DR is less than or equal to the Hit Rating Number on the Missile Fire Table, at that range, the target unit receives 1 Hit; Elephant and Chariot units receive 2 Hits instead. Otherwise, there is no effect.

If the target hex contains a stack of units, the top unit receives the Hit.

(7.15) If there is a leader in the target hex, and the Missile Fire unadjusted DR is 0, there is a possibility that the leader has been hit. Roll the die again; if the second DR is also a 0, that leader is eliminated and removed from play. Players may fire at a leader unit alone in a hex.

(7.16) Hit and Run Tactics: Missile capable Skirmishers (SK/SK*) and Light Infantry (LI/LP), other than Archers of any kind, that start movement two hexes (i.e., there is one intervening hex) from an enemy unit, other than a cavalry unit, may fire at that target as if it at were at a range of one hex. The firing unit cannot be adjacent to an enemy combat unit, and the intervening hex must be vacant. Using Hit and Run Tactics uses the unit's entire MA for that activation.

(7.17) Any type of Missile-armed Light Cavalry (LC), and most definitely Archers, may use Hit and Run Tactics per 7.16 with the following changes:

  • they may be within four hexes, but not adjacent, and must be able to trace a path of unoccupied hexes not in an enemy ZOC unless that ZOC is adjacent to the target hex;
  • if the target is an Elephant unit, the path of hexes cannot be traced through that unit's Front hexes.

(7.18) Earlier edition rule no longer applies.

7.2 Reaction Fire

The inactive player's missile-capable units (including Artillery) may fire in reaction to actions by the active player during the Movement/Missile Fire Phase, and under certain conditions in the Shock Combat Phase. An inactive player's missile unit may fire once per Player Turn at any single active player unit under one of the circumstances listed below (with a minor exception in 7.24). All missile fire by the active player's unit and any Reaction Fire targeted against that unit are considered simultaneous. The active player cannot use Reaction Fire.

(7.21) Whenever an active unit starts to leave the ZOC of an enemy missile-capable unit, the latter, if it has a range of two or more hexes, may fire at the moving unit at a range of two hexes. Any results are applied before the unit moves. This type of Reaction Fire applies only to movement during the Movement/Missile Fire Phase. Units leaving a ZOC during the Shock Combat Phase do not trigger Reaction Fire.

(7.22) Whenever an active unit enters the ZOC of an enemy missile unit, that enemy missile-capable unit may fire at the entering unit at a range of one hex if the firing unit is not in the ZOC of another enemy unit. This type of Reaction Fire applies to movement during the Movement/Missile Fire Phase and units advancing during the Shock Combat Phase; however, a unit that has just Retreated may not fire at an advancing unit. A unit using this type of Reaction Fire cannot Retreat Before Shock (see 7.41).

(7.23) Any inactive unit may Return Fire against an active unit that fires at it (range and firing arc restrictions apply; see 7.12). If the firing unit has an enemy unit in its ZOC it may not use Return Fire against a firing enemy unit outside its ZOC. An inactive unit may use Return Fire against a unit that uses Hit and Run Tactics (7.16/17) against it; the range is one hex.

(7.24) An inactive Artillery unit may Fire once per enemy Movement/Missile Fire Phase at any activated unit within range. This Reaction Fire may occur at any time during the Phase.

7.3 Shock Combat

Shock Combat occurs in the Shock Combat Phase after all active unit movement and Missile Fire is complete. The attacking player must designate all Shock attacks to be undertaken by the activated units before any Shock Combat is resolved. Use the Shock Designation markers to identify the attacks.

‡ (7.31) All activated combat units with enemy unit(s) in their ZOCs must Shock attack and all such enemy units must be attacked.

Exceptions:

  • Skirmishers (SK) (unless attacking Chariots), Light Cavalry Archers (LC A/B/C), and Light Infantry Archers (A/B/C) units cannot and are never required to Shock attack.
  • Cavalry units are never required to Shock attack Elephant units though they may do so under certain circumstances (10.23).
  • A Shock attack is voluntary where units are separated by a Fortification hex side (11.14).

Play Note: Use the GBoH Shock - No Check markers with the arrows aligned to indicate who will be attacking whom. These same markers may also be used to identify which units are eligible to Retreat Before Shock—simply orient the arrow away from the attacking unit(s).

(7.32) Earlier edition rule no longer applies.

(7.33) Command status is irrelevant when determining which units must Shock. All activated units, whether In or Out of Command, must Shock attack if capable per the provisions of 7.31.

(7.34) A given unit may attack and be attacked only once per Shock Combat Phase.

(7.35) Two or more friendly units may combine to attack one defender (and vice versa). If more than one attacker is attacking more than one defender, all defenders must be in the ZOC of all attackers. If more than one unit is defending and/or attacking, total the Sizes. If a player has more than one unit in a Shock attack, he selects the unit (other than the bottom unit in a stack) to be used when determining the Weapons System modifier. If both players have more than one unit involved, the attacker must declare his unit first.

‡ (7.36) If the attack is coming from both the Front and Flank/Rear, the attacking player uses the position of the unit selected in 7.35 when determining the Weapons System modifier. A two-hex attacking unit that occupies both a Front and Flank hex of the defender uses the Front Weapons System DRM Matrix (7.82). If an attacking unit is in the ZOC of a Shock capable enemy unit that is in the attacker's Flank or Rear hex, its attack is treated as a Front attack regardless of its position relative to the unit it is attacking.

(7.37) Inactive Artillery units that are alone in a hex and in an active unit's ZOC at the beginning of a Shock Combat Phase are immediately eliminated. No Shock resolution is required.

7.4 Shock Procedure

Design Note: This is where the biggest changes occur, as the entire original/GBoH Shock system is virtually abandoned.

Shock Combat is resolved using the following steps, in order. That is, all Retreat Before Shock actions are resolved before proceeding to Check for Leader Casualties, and then Shock Resolution. The active player determines the order in which each designated Shock attack is resolved within each step.

  1. Retreat Before Shock (7.41-.45)
  2. Check for Leader Casualties (7.46)
  3. Shock Resolution (7.5)

Steps 2 and 3 are not conducted for units (both attackers and defenders) that are involved in Retreat Before Shock. Within the Retreat Before Shock segment, each Shock attack is completely resolved, both retreats (7.43) and advances (7.44), before moving on to the next.

(7.41) Defending Cavalry, Skirmishers, and Light Infantry (LI/LP) units may, if their MA is greater than that of the attacking units, Retreat Before Shock to avoid the impending attack if they were not already in the ZOC of an enemy unit, nor had an enemy unit in its ZOC, at the start of the Player Turn. Skirmisher (SK) units may always retreat when attacked by other infantry regardless of relative MA.

(7.42) The owning player retreats the eligible unit ½ its MA (rounded up) away from the attacking unit(s). "Away" means that the retreating unit must move into a hex that is further from the moving unit (as measured in hexes) than the hex it leaves. If there is no eligible hex that meets this criteria (due to enemy units, impassable terrain, etc.), the unit ceases its retreat. A unit that retreats off the map is eliminated.

(7.43) The retreating unit maintains its original facing throughout its retreat (i.e., ignore the usual movement requirement to move through a Front hex). A retreating unit pays all terrain and stacking movement costs, but not facing costs, and must attempt to use all its allotted MPs; however, the unit must cease its retreat if it enters an enemy ZOC. The retreating unit may only change facing to conform with a stationary unit if it will end up stacked.

(7.44) If all of the defending units retreat, one attacking unit may advance into a vacated hex. The unit may continue to advance using up to ½ its MA (rounded down and paying the MP cost for the vacated hex). The attacker may not advance adjacent to the retreating unit. Thus if a defender retreats only one hex, the attacker can't advance. The advancing unit pays all terrain, stacking, and facing movement costs. The unit must cease its advance if it enters an enemy ZOC.

(7.45) If the player retreats a Light Infantry (LI/LP) unit, he rolls the die at the conclusion of the retreat. If the DR is greater than the retreating unit's TQ, the unit incurs 1 Hit.

Design Note: Retreat Before Shock is the Simple GBoH version of Orderly Withdrawal.

(7.46) For each leader stacked with any unit in the attack or defense, roll a die. If the DR is 0, there is a potential for a leader casualty. Roll the die again. If the DR is a 0 or 1, the leader is eliminated.

7.5 Shock Resolution

(7.51) The attacking player rolls one die, adding any/all applicable modifiers (below), and applies the result indicated on the Shock Results Table (7.83).

(7.52) The die roll modifiers (all cumulative) to the Shock DR are:

  • Weapon Systems: Add or subtract the DRM found on the Weapons System DRM Matrix (7.82). Use the appropriate portion of the table (Front or Flank/Rear) depending on the angle of attack. Note that there are special modifiers associated with these tables.
  • TQ Differential: The side with the unit that has the higher TQ receives a DRM equal to the difference (+ for attacker, – for defender); however, regardless of the difference, the DRM may never be greater than +/– 3. If there is more than one unit on a side, use the unit selected to determine the Weapons Systems DRM (7.35).
  • Size Ratio: If one side is at least 2 Size points greater than the other, +1 (if the attacker is greater); –1 (if the defender is greater). The DRM is +2/–2 if the ratio is at least two times greater than the other. The Size ratings of Elephant, Chariot, and Skirmisher units are ignored unless all units involved are exclusively one of these Types (all Elephants or all Skirmishers, etc.).
  • Leader: Attacker adds one (+1) if a leader is involved; he subtracts one (–1) if defender has a leader involved. A leader with Heroic Charisma applies this modifier to all units within two hexes if the heroic leader is involved in a Shock Combat during that phase. A leader eliminated in Step 2 (7.46) provides no modifier.
  • Terrain: Add or subtract the terrain effects from the Terrain Effects Chart or Fortification Effects Chart. If the attack involves different terrain modifiers, either because there are multiple attackers/defenders or a unit occupies more than one hex, use the modifier most beneficial to the defender (or, conversely, least beneficial to the attacker).

‡ (7.53) The possible results of Shock Combat are:

  • #H: The affected units incur the number of Hits indicated. If no defending units are Shock attack capable, reduce any attacker #H by 1. If the combat included a two-hex unit against only single-hex units, halve any #H result to the two-hex unit, round down if that unit is the defender, round up if the attacker. If more than one unit is affected (treat a stack as a single unit), the player inflicting the Hits decides which units receive a Hit, but no unit may be given two Hits until all have been given one. All Hits are applied before rolling for any DR Rout result.
  • Retreat: See 8.3.
  • DR Rout: The player affected rolls the die for each unit or stack of units. If the DR is greater than the unit's TQ, the unit Routs (8.4); for stacks, only top unit Routs, the bottom unit Retreats. If the DR is less than or equal to the unit's TQ, the unit/stack Retreats. If no defending units are Shock attack capable, ignore any attacker DR Rout result.
  • DR(+2) Rout: Same as DR Rout, but add two to any Rout possibility die roll(s).
  • Rout: All affected units Rout (8.4).

(7.54) If a defending unit Retreats or Routs, the attacking unit must advance into the vacated hex (7.6 is an exception) where it may change facing by one vertex. If an attacking unit Retreats or Routs, a defending unit does not advance.

Play Note: This advance is performed immediately as part of that individual Shock result.

Example #1: Continuing the example in 7.46, the Roman player resolves the remaining two Shock attacks. No units have any Hits. The base Weapons System DRM is +1 for both attacks. Since the Romans moved to the attack, both receive the +1 special modifier. LG/CO a has a +1 for its TQ differential (6-5), but this DRM is offset by the Size differential (3-5). The net Shock DRM is +2. The Roman player rolls a 0 for the attack by LG/CO a. LG/CO a receives 2 Hits and must retreat. The Aetolian HI unit incurs 1 Hit and remains in place. LG/CO b does not have a TQ differential advantage, so the Aetolian Size advantage reduces the net DRM to +1. The Roman player rolls a 6. The LG/CO b receives 1 Hit, while the Aetolian HI receives 2 Hits and must retreat one hex. The hex directly opposite the attack is in the ZOC of a Roman unit, so the Epirus player retreats the HI to the hex adjacent to the one in the Roman ZOC. The HI is not allowed to retreat forward even though the hex is vacant and free of Roman ZOCs. LG/CO b must advance into the vacated hex and may change its facing by one vertex.

Example #2: Meanwhile, on another part of the line, two stacks of Roman Principes (each top unit has a TQ of 5, all Size 3) have moved into the frontal hexes of a Macedonian Phalanx unit (TQ of 7, Size 10). No units have any Hits. The Roman player selects the top unit of one of the stacks (here all are the same Type). The base Weapons System DRM is 0, adjusted to +1 for the special modifier because the Roman LG have moved to the attack. The TQ differential is –2 (the same selected Roman unit is used) and the Size differential is +1 (12 Size points vs. 10). The net Shock DRM is 0. The Roman player rolls a 1. There is no effect on the Macedonian Phalanx while the Roman stacks each suffer 2 Hits and then must check for Rout. The top and bottom units in both stacks each receive a Hit. The Roman player makes his Rout checks. He rolls a 6 for the first stack. The top unit Routs and is eliminated, while the bottom unit retreats one hex. The Roman player rolls a 3 for the other stack and retreats the stack one hex. The Phalanx remains in place—a defending unit doesn't Advance after Shock.

7.6 Cavalry Pursuit

‡ (7.61) If all attacking and defending units involved in the Shock Combat are cavalry, and any defending cavalry unit Routs, the attacking player must determine if an attacking cavalry unit will Pursue. If there is more than one eligible attacking cavalry unit, the cavalry unit used to determine the Weapons System modifier Pursues, the others remain in place.

(7.62) The attacking player rolls the die, applying the modifiers listed on the Die Roll Summary Chart and compares the result to the cavalry unit's TQ. If the result is less than or equal to its TQ, the cavalry unit advances into the hex vacated by the defending unit; otherwise, place the cavalry unit, and any leader stacked with it, off-map on the side of the map designated as the opponents Retreat Edge in the scenario setup.

(7.63) Off-map pursuing units may attempt to Return when their Formation is activated. The owning player rolls a die. If the Formation Commander is part of the pursuit, a –2 DRM applies to this die roll.

  • If the result is 0 or 1 take all off-map, pursuing cavalry of that Formation and place them in any clear hex next to the opponents Retreat Edge that is not adjacent to an enemy unit.
  • If the DR is 2-8, nothing happens.
  • If the DR is a 9, the Pursuing cavalry units never return.

Off-map units and units that never return are not counted toward the owning player's Rout point total.

Play Note: Needless to say, a Formation Commander romping off-map with Pursuing cavalry will cause much Command difficulty for the on-map units of that Formation, though it will prevent the off-map cavalry from leaving permanently.

7.7 Advance After Shock

(7.71) Attacking units and any leaders stacked with them must advance into any hex vacated by enemy units as a result of a Retreat or Rout result caused by Shock Combat. If there are more attacking units than vacated hexes, the unit used to determine the Weapons System modifier advances into the hex. If there were more vacated hexes than attacking units, the advancing player chooses the hex(es). If the advancing unit is part of a stack, the entire stack must advance and remain stacked. A two-hex unit must attempt to occupy the vacated hexes by moving the entire unit straight ahead or by pivoting one side of the unit. In making a straight ahead move, the unit may enter a vacant hex that was not vacated by a retreating unit. If the unit cannot legally move due to the presence of units or impassable terrain, the unit remains in place.

Pursuit by cavalry (7.6) is considered an advance for purposes of satisfying this rule.

(7.72) Advancing single-hex units may change their facing one vertex upon finishing the advance.

(7.73) Defending units never Advance after Shock, and there is no advance after Missile Fire, regardless of what the target unit does.

(7.74) If the advancing unit enters the ZOC of an enemy missile unit, the opposing player may conduct Reaction Fire per 7.22. Advancing units ignore any (h) results but apply all h results from the Terrain Effects Chart for the terrain entered/crossed.

7.8 The Combat Charts & Tables

(7.81) Missile Range and Results Table: This table is used to determine the strength of a missile unit firing at a given range.

‡ (7.82) Weapons System DRM Matrix: This table yields the Shock DRM resulting from the interaction of different weapon/armor types and the angle of attack. Cross-index the attacker's unit Type with the defender's unit Type for the angle of attack, applying any of the special adjustments listed with the table.

‡ (7.83) Shock Results Table: This table is used to resolve Shock Combat. The single adjusted DR applies to both sides.

8.0 Effects of Combat

8.1 Hits

Cohesion is a measure of how organized and effective a unit is at any point during the battle. Hits reflect the whittling away of that cohesion. Each time that a unit suffers a Hit, place a numerical marker, representing the total number of Hits taken, on (or under) the unit.

Any time a unit incurs Hits equal to or greater than its TQ, the unit immediately Routs (8.4).

Play Note: There is no Recovery in Simple GBoH; Hits cannot be removed.

8.2 Reduction

Earlier edition rule no longer applies.

8.3 Retreat

A Retreat consists of the affected unit being moved one hex away from the enemy unit(s) involved in the Shock Combat, maintaining its current facing. The hex the unit moves to must be vacant, or occupied by a friendly unit with which it can stack, not in the ZOC of an enemy unit, nor adjacent to the attacking units. The hex may be any hex reachable by movement; it may not be into or through an impassable hex(side). If there is no eligible hex, the unit remains in place and incurs an additional 2 Hits (for stacks Hits are applied per 7.53), unless adjacent to the map edge, in which case, the unit is eliminated. If a stack must Retreat, both units Retreat to the same hex. If a two-hex unit is forced to Retreat, the entire unit must Retreat (no pivoting!). Units that Retreat do not incur Hits for terrain.

8.4 Rout

A combat unit that Routs, is eliminated and removed from play unless the unit is an Elephant unit, in which case the Elephant unit Rampages (8.5) instead. If all attacking and defending units Rout from a Shock Combat, the attacking player may instead keep one unit of his choice in play. Set the Hits to this unit to its TQ minus one (TQ –1).

Play Note: We've opted to eliminate most of the Rout/Rally mechanics from the GBoH system. There is no "Rout Movement", as in GBoH, and there is no Rally.

8.5 Elephant Rampage

Elephant units will Rampage whenever they Rout. When a Rampage occurs, roll the die for each friendly or enemy unit within two hexes of the rampaging Elephant unit, starting with the unit that inflicted the Rampage (if a unit didn't cause the Rampage, randomly select the starting unit), and then proceeding clockwise, performing the check on the one-hex range units before proceeding to the two-hex range units.

  • If the Rampage DR is greater than the target unit's TQ, it receives Hits equal to the difference; otherwise, there is no effect on the unit.
  • If the Rampage DR is a 0, 1 or 8, 9, the Elephant unit is eliminated after Hits are applied, ending the Rampage. If still around when all Rampage checks are finished, the Elephant unit is eliminated.
  • If the Rampage DR causes another Elephant unit to Rout, the newly routed Elephant unit is eliminated; it does not Rampage.

Design Note: Despite the pleading of several of the play testers, we opted not to allow a Rampaging Pachyderm to cause another of his fellows to do the same. If you really love the original SPQR rule, simply treat the elimination result above as a Rampage and perform this new Rampage at the conclusion of the current Elephant Rampage.

9.0 Army Withdrawal

A player wins by causing his opponent's army to withdraw. An army will withdraw when it has exceeded its Withdrawal Level (listed in the scenario). This is assessed at the end of each Player Turn. To determine this, each player totals the number of Rout Points from his eliminated units.

A unit is worth Rout Points (RP) equal to its TQ, with the following exceptions:

  • Skirmisher (SK/SK*), Chariot (CH), and Elephant (EL) units are worth 2 RPs.
  • Two-hex units are worth twice (2x) their TQ rating.
  • Leaders are worth five times (5x) their Initiative rating; leaders without a numeric rating are worth 0 RP.
  • Units at Double Depth are counted twice (2x) their RP value.
  • Artillery units are worth 0 RP.

Scenario special rules may alter or add to these values.

If a player's Rout Point total is the same or higher than the Army Withdrawal Level, that army has routed, the game ends, and that player has lost the battle. If both sides reach their Withdrawal Level the same time, the player with the least number of Rout Points above that level wins, albeit in rather pyrrhic fashion. If both sides are the same, it's a draw.

10.0 Special Unit Capabilities

Many units have special abilities/liabilities. These have been identified in the rules where appropriate, or on the various Charts and Tables. The following section covers those units' capabilities that require a more detailed discussion. The Unit Capabilities Chart summarizes the special abilities/liabilities of the more specialized unit types in the game.

10.1 Artillery

(10.11) Artillery units include Scorpions, Oxybeles, Ballista, and Catapults. Artillery units without ratings are treated as LI (TQ=4, MA=0).

(10.12) Artillery units have no facing and may fire in any direction. Artillery units cannot fire across Wall or Rampart hexsides of any kind, unless located in Towers.

(10.13) Only one Artillery unit may occupy a hex; however, the Artillery unit may stack with an infantry unit of any Type. If attacked when stacked, the Artillery unit is ignored; any Hits are applied to the infantry unit, and if the infantry Retreats or is eliminated, the Artillery unit is eliminated.

‡ (10.14) An activated Artillery unit alone in hex in an enemy ZOC at the start of the Shock Combat Phase is automatically eliminated.

10.2 War Elephants

‡ (10.21) Elephant units with an "a" indicator have Elephant Screen Missile capability which allow Elephant units to perform Reaction Fire only. Ignore any other Missile indicator on the counter.

(10.22) Elephants will Rampage whenever they Rout, unless the Rout was caused by another Rampaging Elephant. See 8.5.

‡ (10.23) Cavalry units may never voluntarily enter the ZOC of an enemy Elephant unit. A cavalry unit that is activated while adjacent to an enemy Elephant unit incurs 1 Hit if it remains in the hex. Cavalry units may use Hit and Run Tactics against enemy Elephant units if the path does not enter the front of any Elephant unit. Cavalry units may Shock attack Elephant units from a Flank or Rear hex, never from a Front hex, and those that do so incur 1 Hit, applied before the combat is resolved. Cavalry shock against Elephants is never mandatory. If a cavalry unit is Shock attacked by an Elephant, it must Retreat Before Shock, and if that's not possible, the cavalry unit incurs 1 Hit, applied before the Shock Combat is resolved, in addition to whatever results stem from the combat.

(10.24) Earlier edition rule no longer applies.

‡ (10.25) Elephants do not Retreat from a Shock result. Treat a Retreat result as 2 Hits instead, which is in addition to any other Hits resulting from the combat.

10.3 Double-Depth Phalanx/Hoplites

In certain scenarios, Phalanx (PH) and/or Hoplite (HO) units are deployed, or are able to form, Double-Depth. To form Double-Depth, units must begin the activation adjacent to each other with one unit's Front hexes in the Rear hexes of the other unit. Place the rear unit underneath the unit in front as a marker indicating that this Phalanx/Hoplite unit is at Double Depth. These units are not treated as a stack, but as a single unit with a size equal to the sum of the original units. No further movement may take place for that activation. The unit remains at Double-Depth for the remainder of the scenario.

Play Note: Alternatively, the players may opt not to use the second counter as a marker, but use some other method as a reminder—but the stack sure looks impressive…

10.4 German Cavalry

In scenarios using these units, the Antesignani or infantry counter is used as a marker to indicate that a particular cavalry unit is using the German Cavalry style system. This system has its own type—GC—on the Weapons System Matrix. When attacking, the owning player may either use the GC or LI column. GC have a Size rating of '5'. Cavalry units designated as GC (MA 7, "J" Missile) are treated as Cavalry units for Movement purposes. For Hit and Run Tactics, treat GC as LI.

10.5 Chariots

(10.51) Earlier edition rule no longer applies.

(10.52) Active Chariot units that are required to Shock attack in that activation cannot use Missile Fire.

(10.53) Attacking Chariot units are automatically eliminated at the conclusion of the Shock Combat unless the Chariots Rout all the defending units, or the defending units are Skirmishers (SK/SK*) or other Chariots (CH).

‡ (10.54) Chariots may Missile Fire in any direction.

‡ (10.55) Chariot units are considered as cavalry units for purposes of 10.23 with the exception that they cannot Retreat Before Shock thus incur the 1 Hit penalty.

11.0 Special Rules

11.1 Fortifications

(11.11) Fortifications are featured in a number of scenarios. They include a number of additional terrain features that have significant impact on various aspects of play. The effect of these features is summarized in the Fortifications Effects Chart.

(11.12) For the most part, fortifications are expensive in terms of MPs to cross. It is usually easier to cross a fortification hex side from within the camp/fort than from the outside; this is most evident with the Towers. Movement through the gates is most efficiently accomplished In Column.

(11.13) Units may not Retreat, nor are they required to Advance after Shock, across a fortified hex side. Elephant units are not permitted to go inside camps, and cavalry units may not cross any fortified hex side other than a gate. Moreover, if a unit does not have the necessary MPs to cross a given fortified hex side, it may not do so.

(11.14) Units may conduct Shock and Missile Fire attacks into and out of fortified hex sides with reduced effect as noted in the Fortification Effects Chart. ZOCs extend across fortified hex sides, however, Shock Combat is voluntary. ZOCs that cross/extend into/from fortified hexsides/hexes do not prohibit Missile Fire.

(11.15) Any infantry unit in a Tower or on a Rampart may Missile Fire into an adjacent (only) hex using the Slinger (S) row on the Missile Range and Results Table. Add one (+1) to the Missile Fire die roll for all such fire.

(11.16) Fortification Effects Chart: See Charts and Tables.

11.2 Column Movement

This rule is optional unless specifically required by a particular scenario.

(11.21) When activated, certain unit types (see Terrain Effects Chart) that are not adjacent to an enemy unit may change to (or from) "Column" at the conclusion of its movement. It costs 1 MP to change formation, either into or out of Column. In order for a unit to use Column Movement, a unit must start the Movement/Missile Fire Phase in Column. Use the In Column markers to indicate this status.

(11.22) Units In Column increase their MA by one and are able to avoid some of the adverse effects of certain terrain features (see Terrain Effects Chart).

‡ (11.23) Units In Column must face the hexside (not the vertex) and only the hex directly in front of them is frontal. For two-hex units, the player designates (via the In Column marker) which end of the counter faces Front. For single-hex units, adjust the unit so that it faces a hexside—positioning the counter in this way indicates the status, no marker necessary. The change in facing is effected when the change to (or from) In Column status is announced. When changing formation from Column to regular for two-hex units, the unit is not moved in any way, thus the unit is now facing in the direction indicated by the "top" (name) of the counter; for single-hex units, adjust the unit 30° to the left or right (your choice) so that it faces a vertex.

‡ (11.24) Units In Column move into either their Front hex or the Flank hexes adjacent to the Front hex. To enter a Front-Flank hex, a two-hex counter is turned while moved so that the front half of the counter ends up in the Front-Flank hex while the rear of the counter occupies the hex formerly occupied by the front half of the counter (see diagram below). To enter a Front-Flank hex, a single-hex unit is first faced toward the Front-Flank hex and then moved into the hex. There is no cost in MPs to change facing to move into a Front-Flank hex. To move into a non-Front-Flank hex, a two-hex unit must first pay the cost to pivot the front of the counter into that hex. Single-hex units wishing to move into any other Flank or Rear hex pay normal MP costs to change facing.

(11.25) Units In Column have their TQ ratings temporarily reduced by two (–2). Units In Column may not initiate any type of combat (even if in an enemy ZOC), nor may they move adjacent to an enemy unit. If an In Column unit is Shock attacked, at the conclusion of that attack the unit automatically goes back to its normal formation. Two-hex units don't reface, but single-hex units must be adjusted 30° to the left or right (owning player's choice) so that it faces a vertex. Units In Column may not Retreat Before Combat.

(11.26) In Column units may not stack.

(11.27) Units In Column may use Reaction Facing (per 6.15, and remember the TQ reduction noted in 11.25) to leave Column formation. If successful, two-hex units don't reface; single-hex units are faced per 11.25. Units that Reaction Face out of Column may not use Retreat Before Shock in that Player Turn.

11.3 Triarii Doctrine

The Roman player may not activate his Triarii HI units until either an enemy combat unit is within three hexes of a Triarii HI unit or all Triarii HI units are at least six hexes from all other Roman LG Type units. Triarii HI units cannot move adjacent to an enemy unit until the Roman army has Rout Points equal to at least one-half its Withdrawal Level.

Play Note: This is not a new rule. Since it is used in many scenarios we have added it here as a special rule rather than include it in each scenario.

12.0 Optional Rules

12.1 Formation Activation

Add the following to 4.15: If a player decides to activate the same Formation he activated in his last Player Turn, he must first roll the die. If the DR is greater than the FC's Initiative Rating, the Formation does not activate, ending the Player Turn. Alternatively, the player may activate the Formation without a DR by expending one of the FC's Seizure Points. The DR requirement does not apply to a Player Turn gained by a Seizure attempt or if an Auxiliaries Formation will be activated.

Design Note: Rule 4.15 has been perhaps the most controversial in the system, spawning numerous house rules to limit or penalize the player in some way for repeatedly activating the same Formation. This change ties the ability to activate the same Formation repetitively (momentum) to the quality of the Formation Commander by using essentially the Turn Seizure mechanic to determine success. Given that the changes to the combat DRMs and the removal of Reduced sides make it more difficult to win the game through repetitive use of the same "elite" formations, this additional restriction seemed unnecessary so is left as an option for those players that dislike the unrestricted repeated activation mechanic.

  • TQ: Acronym for the all-important Troop Quality rating, it will be consulted constantly throughout play; usually at a time a combat unit does something that will endanger its cohesion.
  • Turn Seizure: The mechanic whereby one player stops the other from going, and, thereby goes himself.
  • Zone of Control (ZOC): The hexes, usually directly to the front of a unit, into which a combat unit exerts enough "influence" so as to inhibit freedom of movement of enemy units.