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    HOPLON

    WARGAMING RULES FOR THE

    PRE-FIREARM ERA

    By Nicolas Protonotarios

    Edited by Paul Ashton

    Front Cover Artwork: George Hatzopoulos

    This edition 3rd

    November 2003

    I wish to dedicate this rule set to the professional figure painters of Greece: Andreas

    Panagopoulos, Antonis Lyberopoulos, George Hatzopoulos and George Pistov, withoutwhose excellent work wargaming in Greece would have been much poorer to look at andmuch slower to grow.

    I also wish to thank Dimitris Nikolaou, Miltos Yourgis,Antiohos Barzoukas, GeorgeHatzopoulos, Panagiotis Binaris, Vangelis Tsaras, Nikos Raphaelides, Christos Sourlis andlast-but-not-least, Steve Higgins, wargamers who gave their precious time and attention in

    order for HOPLON to be play tested and improved. They form only a tiny minority of thewargamers at home, but in understanding and courage are head and shoulders above therest.

    UK Edition published by

    Amazon Miniatures200 Monton Road, Monton, Eccles, Manchester, M30 9PY, England

    www.amazonminiatures.com

    Website: http://www.geocities.com/hoplongr/

    Hoplon Discussion Group: http://groups.yahoo.com/group/AMS_Hoplon

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    TABLE OF CONTENTSINTRODUCTION.............................................................................................................1 1. GROUNDWORK .........................................................................................................22. BASIC RULE FEATURES...............................................................................................23. ARMY STRUCTURE- COST..........................................................................................3

    3.1. Army Structure ..............................................................................................................................................33.2. Cost.................................................................................................................................................................4

    4. ELEMENTS - UNITS.....................................................................................................55. COMMAND ELEMENTS - COMMAND CONTROL & INITIATIVE.......... .... ........ .... .... 6

    5.1. Ally Commands...........................................................................................................................................76. TROOP TYPES BASING.............................................................................................8

    I. Foot.........................................................................................................................8II. Mounted................................................................................................................10

    6.1. Troop Type Distinctives .............................................................................................................................12Self-confidence, Motivation and Quality of Materiel (Mandatory): ........ ........ ......... ........ .13Training Status (Mandatory): ......................................................................................13Function (Mandatory):................................................................................................13Level of Training - Experience: ........ ......... ........ ......... ........ ......... ......... ........ ......... ...... 13Protection Against Missiles: .......................................................................................14Special Abilities: ........................................................................................................14

    7. SETTING UP FOR BATTLE.........................................................................................15I. If the game is a competition game or non-scenario driven ......... ......... ........ ......... ...... 15II. For scenario-driven games or re-enactment of historical battles ......... ........ ......... ...... 17

    7.1. Deployment Mode......................................................................................................................................187.2. Outflanks......................................................................................................................................................18

    8. TERRAIN TABLE........................................................................................................198.1. Rivers - Coastline - Naval Support .......................................................................................................208.2. Engineers - Fortifications.......................................................................................................................20

    9. GAME SEQUENCE.....................................................................................................2110. MOVEMENT............................................................................................................21

    10.1. Group Movement .................................................................................................................................... 2310.2. Movement by Type of Troop...............................................................................................................23

    I. Foot.......................................................................................................................24II. Mounted................................................................................................................24III. Professional .........................................................................................................25IV. Impetuous............................................................................................................25V. War Engines .........................................................................................................25

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    VI. Naval Units ..........................................................................................................2510.3. Interpenetrations.....................................................................................................................................2610.4. Compulsory Moves.................................................................................................................................27

    11. SHOOTING...............................................................................................................2711.1. Visibility for Shooting (Kill Zone ) ......................................................................................................2811.2. Target Priority & Shooting Priority .....................................................................................................2811.3. Shooting Mechanics - Effects ................................................................................................................2911.4. Support Shooting and Charge Test ......................................................................................................3011.5. Shooting at Flanks and Rear....................................................................................................................3111.6. Cover............................................................................................................................................................31

    12. CHARGING - COMBAT............... ........ ......... ........ ......... ........ ......... ......... ........ ........ 3112.1. Charge Reaction........................................................................................................................................3212.2. Moving into Contact - Flanks & Rear ................................................................................................3312.3. Melee .......................................................................................................................................................... 3512.4. Recoiling - Following up ....................................................................................................................... 3612.5. Routing - Evading - Breaking off - Pursuing....................................................................................3912.6. Rallying......................................................................................................................................................40

    13. AMBUSHES...............................................................................................................4114. FIGHTING IN BUILT-UP AREAS & FORTIFICATIONS ........ .... .... .... ........ .... .... .... .... 4115. BAGGAGE............................................................................................................... 42

    16. DEMORALISATION & WITHDRAWAL......... ........ ......... ........ ......... ......... ........ ........4317. WINNING A BATTLE......... ........ ......... ........ ......... ........ ......... ......... ........ ......... ........ 45I. APPENDICES............................................................................................................. 45I. SPECIAL COMBAT FORMATIONS............ ......... ........ ......... ........ ......... ........ ......... .... 45II. TABLES......................................................................................................................51

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    INTRODUCTIONThe rationale for the HOPLONRule System

    Early wargame rule systems attempted to simulate reality on the table by basing their

    deployment and combat operations solely on units groups of figures arrayed in rigidformations. While this is realistic for the deployment and appearance of troops on thewargames table, it leaves much to be desired in functionality, due to the inherent inflexibility of

    the unit block. Well-trained armies of antiquity, which relied on their flexibility to win battles,could not be represented accurately. With the appearance of the Wargames Research Group7

    thEditionand the subsequent DBA and DBMrule systems, the operational basis began to

    use, and then reverted to, elements. The flexibility of the element is incontestable and theintroduction of the PIP-based command and control, the new, simplified troop types and theundemanding, accounting-free combat mechanisms brought instant success. Most wargame

    armies are designed today around the DB(x) systems allowing players from around the worldto standardize their armies and find opponents more easily.

    The scope of the game changed, however, and along with the welcome simplifications came

    the tendency to even out the performance of the few troop types and classes available to

    cover a 3000 year + history. The result of this is that while competition rules work admirablyfor championships, cup matches etc. they are inadequate for re-enacting historical battles or

    simply wargaming for the fun of it without substantial tweaking of both the rules and especiallythe army lists. For example, the ability of cavalry to shoot from a distance and evade heavieropponents, often with devastating results, has become marginalized on the wargames table

    (Huns, Turks, Mongols, Parthians etc. would not find this amusing). As for the battleobjectives, the over-simplification of morale has led to the pursuit of that last element kill inorder to defeat an opponent; hardly characteristic of what most ancient battles were about. In

    other words, success in competition wargaming has resulted in the loss of historical realismand fun for many players, the main reason for having wargames in the first place.

    The HOPLONrule system was designed to use as many of the troop types, mechanisms and

    army composition lists of DBM as possible, while re-introducing those aspects of ancient

    warfare that have been lost through the pursuit of championship competitiveness. This allowsplayers who wish to wargame utilizing realistic tactics, without having to sacrifice their

    competition-designed armies, to do so. HOPLONis by no means a DBMderivative in that itdiffers in a number of crucial areas: opponents move and fight simultaneously, as units or aselements, various troop types may evade or break-off, and all may flee and pursue, making

    the battlefield far more fluid and, at times, less predictable. Shooting has been given specialattention and all troops that could do so may use this to their advantage, but may be limited inhand-to-hand combat. In addition, elite troops are truly capable when compared to untrained

    levies and can be devastating if handled properly, while Command Elements may have theability to influence the performance of their troops beyond the roll of a single die all at aprice. Apart from historical re-enactment, the rules also come with a comprehensive costing

    system to allow balanced or competition battles to be played. This is not a simplified affairand great effort has been put into the evaluation of every troop or command capability: a

    Spartiate hoplite element may cost 13 points compared to 4 points for the average Persianinfantryman and a Mongol horse archer 16 points compared to 12 points for an armouredRussian knight, but both will do the business when asked to do so (or could die in vain ifused improperly). Commanders also have variable abilities and Alexander the Great may not

    need much luck in moving his troops about, while Darius army, although much larger, will berelatively immobile.

    HOPLON is a general rule system and any special, era-specific characteristics, the so-called

    'national characteristics' are incorporated into the accompanying Army Lists to make armieseven more realistic. What has been achieved with HOPLON, is that every historical periodplayed has a distinctive flavour: a mainly infantry battle, as between Romans and Gauls,

    presents a totally different image and flow than a mainly cavalry battle, as betweenByzantines and Turks, and all this without additional investment in time or money.

    NICOLAS A.PROTONOTARIOS

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    1. GROUNDWORKTo play the game:

    Wargames table 200 x 140 cm divided into 12 sectors

    Terrain features (woods, hills, swamps, rough, buildings etc.)

    Normal dice (D6 = 1, 2, 3, 4, 5, 6), regular dice (D4 = 2, 3, 3, 4, 4, 5)and half-dice (D3 = 1, 1, 2, 2, 3, 3)

    Multi-coloured flag markers (optional)

    Armies, divided into Commands, with Command Elements.

    2. BASIC RULE FEATURESBelow is a short list of the rules basic features to better understand the game system

    introduced with HOPLON.

    Element:The smallest component and the basic combat entity on the table. A number of

    elements build into a combat unit. All elements have a frontage of 4 cm, differing only in depthdepending on troop type. Elements each represent between 100-150 men for Open Order

    troops (Psiloi, Light Horse), 200-250 men for Loose Ordertroops (Peltasts, Cavalry, Fast foot)and 250-300 for Close Order troops (Spearmen, Swordsmen, Barbarians, Cataphracts).When fighting or shooting as independent entities (not as part of a unit) elements fight withtheir respective combat factor1s, without cohesion bonusor unformedhandicap.

    Combat Unit: The combat unit (or unit) is composed of elements. The number ofelements per unit varies according to troop type and regular or irregular status of the troops.Elements fighting as part of formed units have advantages in combat (cohesion bonus), butmay also become disorderedor unformed. A number of units constitute a Command.

    Cohesion-Disorder:Cohesion is an indicator of unit integrity that allows most troop typesto fight better than they would as individual elements, by using their cohesion bonus.Unsuitable terrain, uncontrolled advance, flank attack, casualties from shooting and any break

    in the line of a units front, as in the case of a partial follow-up after combat, are all causes for

    disorderand result in the loss of the cohesion bonus. A disordered result is best representedby placing one of the rear elements of a disordered unit crookedly to mark the unit as such.

    Individual elements, having no cohesion bonus, are never disordered. Rallying from disorderis automatic at the end of the round as long as the causes are removed (terrain, break in theline etc.)

    Unformed: An unformed result on a unit denotes significant combat losses, moralefatigue and lack of cohesion and its elements may fight with a handicap. Units becomeunformed either by sustaining casualties or when defeated in melee. The severity of the

    unformedeffect on a unit varies by troop type. An unformed result is best represented by aflag marker (preferably coloured to distinguish different armies etc.) Rallying from unformedrequires a commanders intervention, except if the unformed unit is victorious in melee, in

    which case it is automatic. Independent elements are never unformed.

    Zone of Control (ZOC): This is a zone of 10cm around every unit which interdicts marchmoves. Troops may enter this zone only by tactical move, except if demoralised orwithdrawing in which case they ignore it and may retreat through it. Open Ordertroops, single

    elements outside friendly ZOCs 2, troops inside built-up areas, or in rout or behind uncrossablerivers, have a lesser ZOC of 3cm.

    Combat Zone:This is the -unoccupied- area immediately in front of each element, definedin width by its own width (4cm) and in depth depending on the type of element (3cm for foot,4cm for mounted and War Engines). Enemy elements within this zone or passing through itmay not move freely and may never voluntarily expose their flanks or rear to it: they may only

    move to contact the element itself or retreat directly away from it or move to provide support

    1 For Combat Factors, see Table 3. MELEE TABLE

    2 Except Command Elements, ElephantsandWar Engines.

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    for any adjacent friendly element, within 4cm. Fortifications and Wagon Laagerdo not negatethe combat zone.

    Command Points (CoP): This is the cost measure for relaying and executing orders. It isthe same number that determines the Initiativeof each Command for that round by adding aD6 die roll to the commanders BIF. the number of CoPs also determines how many actions a

    players troops can execute each round.

    Command: A Command is the main formation on the table and is composed of infantryand/or cavalry units or elements, with or without war engines. The structure of a Command

    may be restricted by the army lists. A Command is led by a Command Elementrepresentinga General, Sub-General or an Ally General and is part of a Field Army or an Army Corps.

    Command Range: Every Command Element may control any troops under its Commandto a range of 30cm, 40cm, or 50cm, depending on the quality (BIF) of the commander. Units

    under control move and react expending normal CoPs. Those out of control may still move,but at higher CoP cost, and some types (Inferiorclass troops) may not advance closer to theenemy.

    Basic Initiative Factor - Initiative: The Basic Initiative Factor (BIF) ranges from 0 to 3and is allocated to Command Elements (Generals, Ally Generals and Sub-Generals) before

    the start of the game. The BIF is crucial to the game system and simulates the commandability of each commander as well as the ability of his staff to relay orders and of his troops toobey them. Commander BIFs may be restricted by the Army Lists. Securing the initiativegives a commander priority status in deciding whether to move and attack before or after his

    opponents. The initiativeof each Command is determined at the beginning of each round, byadding a D6 die roll to the BIF of the respective Command Elements and is calculatedimmediately after the Command and Rallyphase.

    Sector: The wargames table is split into 12 sectors (3 depth x 4 width) with terrainfeatures and troops allocated to each. The breakdown in sectors aims at facilitating arrival ofreinforcements etc.

    3. ARMY STRUCTURE- COST3.1. ARMY STRUCTUREThe deployment of each army takes place by Commands. The structure of each Commandmay vary from army to army and is given in detail in the accompanying Army Listsbook. Twoor more Commands are necessary to fight a medium-sized battle, with each commander

    having been allocated a Basic Initiative Factor (BIF) before the start of the battle.

    The total number of Commands is limited by the Army Lists and by the size of an army. Thegeneral rule is that any army under 700 combat points (net -not counting any BIF costs)

    cannot have more than three own Commands or reliableAlly Commands, but can have anynumber of unreliableAlly Commands.

    If there is no scenario for a battle, the rules provide a fairly comprehensive costing system toallow a balanced game in points.

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    3.2. COSTEach element of a troop type has its combat value expressed in points [see Table below]. The

    total cost of each Commandis calculated by adding up all the individual points of its elementsplus the cost of its Command Element. Command Elements have double the cost of theirrespective troop type (rounded up). If the Command Element has a BIF other than 0 the cost of

    its Command will be augmented by a percentage equal to its BIF x 10. Totals are rounded up[see examples below].

    Examples

    An Imperial Roman Command (1 Legion) of 69 AD will cost:1 Legio: 21 x Reg Sw O, Pro2, H, Shk/Msl[Pilum] 21 x 15 p 315 pLight Horse: 1 x Reg LH O, Shk/Msl[Jav] 1 x 7 p 7 p

    Sub-General, (Swas above, doubled) 1 x 30 p 30 p

    352 pA BIF of 2 for the CE would increase the total cost by: 352 +20% = 422 points

    A Sarmatian Command (Iazyges) of 105 AD will cost:Lancers: 8 x Irr Kn O, F, (Pro1), Shk/Msl[Bow] 8 x 17 p 136 p

    Horse Archers: 6 x Irr LH O, Msl, [Bow] 6 x 7 p 42 pSub-General, (as Kn) 1 x 34 p 34 p

    212 pA BIF of O adds no cost to the Command

    A Late Imperial Roman Command (2 Legions) of 360 AD will cost:Legiones: 8 x Reg Sw O, Pro1, (H), Shk/Msl[Bow] 8 x 13 p 104 pAuxilia: 6 x Reg Plt O, Pro1, (H), Shk/Msl[Bow] 6 x 11 p 78 p

    Ala Quingenaria: 6 x Reg Cv O, Shk/Msl[Jav] 6 x 10 p 60 pSub-General (as Sw) 1 x 26 p 26 p

    278 pA BIF of 1 would increase the total cost by: 278 +10% = 306 points

    An Early Sassanid Command of 380 AD will cost:Noble Cavalry: 12 x Irr Cv S, H, Msl/Shk [Bow][L] 12 x 14 p 168 p

    Light Horse: 4 x Irr LH O/F, Msl/Shk [Bow] 4 x 8 p 32 pSlingers: 6 x Irr Ps O, Msl[Sling] 6 x 3 p 18 pSub-General (as Cv) 1 x 28 p 28 p

    246 pA BIF of 1 would give it a total cost of: 246 +10% = 271 points

    TROOP COST TABLE

    TROOP TYPE TROOP COST

    R EGULAR SUPERIOR ORDINARY INFERIOR MOUNTED

    Knight Kn +3 15 12 10Cataphract Cat +2 15 12 10Heavy Chariot HCh +3 14 11 9Light Chariot LCh +1 9 6 4Cavalry Cv +2 10 7 5Light Horse LH - 9 6 4Camels Cm +2 10 8 6Light Camels LCm - 9 6 4Elephants 2 El - 22 18 16Wagon Laager WL - 10 7 5Scythed Chariot SCh 10

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    FOOTFoot Knights FKn +1 9 7 5Swordsmen Sw +2 7 5 3Spearmen Sp +2 6 4 3

    Sarissae Ss - 8 6 4Barbarians Bb - 6 4 3Bowmen Bw +2 6 4 3Peltasts Plt +2 5 3 2Psiloi Ps - 5 3 2Rabble Rb - 2 1 War Engines 2 WE - 18 3 20 3 24 3

    Baggage Bg - 1MODIF IERS

    Fast F -1 - +1Untrained Unt -2 -1 -1Professional Pro1 or Pro2 +3 or +5 4Double armed Shk/Msl or Msl/Shk +1 , +2 or +35Wedge or Skythian capable W or SkDual role (only if intending to dismount) - Dmt

    +2

    Heavy H, Mounted foot MtdGreek Hoplites, Elephant or Camel trained horsesCavalry with Lance, Elephant crews in howdah

    +1

    Double depth element 6 2E -21

    Minimum cost for any troop type is point.

    2The additional features of Elephants (Double-armed, Heavy) and War Engines (Pro) cost

    double.

    3High Trajectory, Low Trajectoryand Fast War Engines respectively.

    4Pro1 refers to single-armed troops or troops that only count their Probonus for their main

    combat role (Shockor Missile) and cost 3 points extra. Pro2refers to double-armed troopsthat count their Probonus in both combat roles and cost 5 points extra.

    5COor LOtroops that have only a single shot with hand-hurled weapons (pila, javelins etc.)

    cost 1 point extra. Any troops with multiple shot capability like archers, slingers etc. cost 2points. Any (like Chariot or Elephant crews) that have all-round shooting ability +3 points.

    6For the total cost of 2Eelements, see AppendicesI. Special Combat Formations.

    4. ELEMENTS - UNITSDepending on the troop type and status, all troops, bar a few exceptions, must initially beformed into units. Units should include an element with a standard and/or musicians and a

    unit commander to denote their unit status. The size and composition of each unit variesbetween regular and irregular troops and is given in detail in the Army Lists. The maximumnumber of elements per unit is 9 for regulars and 12 for irregulars3. The absolute minimum is

    2 for regulars,light troops and bodyguards and 2-4 for irregular troops, in accordance with thearmy lists. Elements as part of a unitmove and fight together expending CoPs as a group andhave better staying or offensive power than independent elements or groups of elements,

    through the cohesion bonus. Elements may be detached from units and fight independently ifnecessary, but will then have only limited fighting and staying power. To maintain unit status,

    3

    In case of mandatory double-depth elements, like Sp/Bwcombinations or Psiloi -supported elements like Sw/Ps orLCh/Ps, count rear elements as half.

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    a unit must keep at least two thirds of its elements in side or rear contact with each other,while to maintain order (i.e. cohesion bonus)a unit must maintain its front in an unbroken line.

    A unit at under two thirdsstrength loses its unitstatus and its constituent elements becomeindependent 4. Detached elements may rejoin their parent unit at will during the Charge andNormal Movement phase. However, ad hoc elements from different units, even of the same

    troop type, may not be reformed into a new unit. The only other reinforcement that can

    augment a unit is the Command Element itself.A unit may become disordered by breaking its

    formation through movement over uneven terrainor following-up or being partially pushed back ina melee, or flank-charged, or due to enemy

    shooting, thus losing its cohesion bonus.

    It can also become unformedby enemy missileattack, or by being defeated in combat, or by

    suffering an element killed, in which case, inaddition to its losing its cohesion bonus, the unitmay fight at a disadvantage, the severity of which depends on its troop type [see Appendices

    II.3.Melee Table].

    Independent elements and groups from decimated or dispersed units have no unformedordisorderedeffects, but also no cohesionadvantages 5. However, even if detached from each

    other, a units elements are affected morale-wise.

    Some armies either have mandatory Double-depthelements of different troop types or maysupport their Shock (hand-to-hand) troop elements with different types of troops (Shock or

    Missile types). In these cases, the Missilesupports may shoot from a rear rank, even if notBowmen,while the combat and morale performance of the combined element depends on thespecific army and/or period as dictated in the Army Lists.

    Different types of units of the same Command may move together as a group as long as theycan all move at the slowest units pace. Independent elements of a Command may move asgroups only of the same troop type [see 10.2.Movement by Type of Troop].

    In the rules, the term formation is used to describe either a unit, or a group of independentelements(often an under-strength unit that has lost its unitstatus) or, if applicable, a singleindependentelement.

    5. COMMAND ELEMENTS - COMMAND CONTROL & INITIATIVECommand Elements- CE. The smallest operational unit on the table is the CommandElement. This is represented as an element of (usually) the main troop type of each army,with a leader figure, accompanied by banners, standards etc. that costs double the cost of the

    respective troop type. CEs have a Basic Initiative Factor (BIF) ranging from 0-3 [see ArmyLists]. The BIFplus a D6 dice roll, determines the Initiative of the whole Command and itsCoPs available for each round.

    CEs constitute a Commands HQ and are crucial for relaying orders, rallying troops etc. CEsmay move, once every round, either at the Command and Rally phaseor during the Chargeand Normal Movement phase, for free (no CoPs expended), at the speed of their respective

    troop type. Any additional movement costs accordingly. A CE may join any friendly unit bymoving into contact with any of the units elements. A unit with an attached CE may use itsfree CoP to move if it has not already been used in the Command and Rally phase.

    A CE may be attached to any formation under its command or may have its own bodyguardtroops, who thus act as a full unit. If a CE of BIF = 1, 2 or 3 is in the front rank of a unit of itsown Command, the entire unit will be upgraded by one morale class for as long as the

    4 The effect of this is that larger units may sustain more losses or detach smaller sub-units or single elements to fightseparately if necessary. In cases of detached elements, only the parent unit retains its unitstatus.

    5 Any unformedor disorderedmarkers are removed automatically when a formation can no longer operate as a unit.

    The elements on theright have lost contactwith their unit, but theother six are still over2/3 of unit strengthand may continue tofight as a (disordered)unit.

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    commander remains there and is combat-capable (Inferior and Ordinary Missile troops willreact as Ordinary Shockand Superior Missileand they in their turn as Superior Shock.)CEs

    always allow inter-penetrations regardless of their respective troop type and may alwaysexchange ranks with one of the units elements. The Commander in Chief (C-in-C) may joinand support any Command in addition to his own, as above, except allied Commands. When

    part of a unit, the CE will be affected by the results of the whole unit (disordered, unformed

    etc.)A CE may charge and fight on its own with a melee advantage of +1. If, at the beginning of a

    round, the CE is still in combat or is lost or routed, it will not be able to add any BIF of 1 orabove to the die roll and the Command will only have a D6 to determine its CoPsandInitiative. If the BIF was originally 0, the die roll will be a D3 instead of a D6.

    A CE may evade enemy charges regardless of its troop type. However, if it does so without itstroop type normally allowing evades (like LH, Psetc.) its Command must test for morale as ifthe CE had routed. The same will occur if a CE attempts to break-off after defeat in combat.

    The loss or rout of a CE is cause for morale test [see 16. Demoralisation & Withdrawal]. Onsubsequent rounds, if the Command passes its morale test successfully, the player maydesignate another combat-capable element with the same BIF as before minus one (even if

    it was originally 0). The new CE must be of the same troop type as the one lost and preferably

    not in contact with enemy troops at that point. If the same troop type is not available then adifferent troop type may be designated. In case of a CE being lost, if its Command passes the

    morale test successfully, it must temporarily react as unwilling and may not voluntarilyapproach enemy troops for the entire round following the CE loss (see 16. Demoralisation &Withdrawal). This is only necessary for the Command of the CE lost, not the entire army (in

    case of the C-in-C being lost).

    Command Control & Initiative. In HOPLON , movement takes place for both armies on thesame round, by Command. The Command with the higher initiative for a given round decides

    whether to charge or move before its opponents. Initiative for movement means that a playermay allow other Commands of lower initiative to move first. The initiative of a Command isdetermined just after the Command and Rallyphase, after subtracting CoPs used for rallying

    troops.

    A Command Element has a BIF of 1 and throws a (D6)=3 for an Initiative Factor of 4.Of the 4 CoPs available, the commander spends 2 CoPs to rally units, so the

    Command's Initiative Factor for that round is 2. This determines both the Commandsinitiative and the number of CoPs available to the commander for that round.

    For a unit/element to receive its orders normally (expend normal CoPs) it must be underCommand Control, i.e. within a distance of 30cm, 40cm or 50cm of its own CE, (30cm if

    BIF=0; 40cm if BIF=1; 50cm if BIF=2 or 3). The line of communication must be unimpeded ormust be able to trace a path around any intervening enemy units or impassable terrain.Elements/units need to be in Command Control beforethey move, but not necessarily when

    they end their move. Units out of Command Control must expend an additional 1 CoP foreach tactical or rally move they make. If these are of Inferior class they may not charge

    enemy units or approach voluntarily within the enemys ZOC. Troops in rout cannot be ralliedif out of Command Control.

    5.1. ALLY COMMANDSAlly Commands are led by Ally Command Elements that may only command their own troops.

    They may be Reliable, in which case they are treated as normal troops, Cautious in whichcase they may refuse to fight, or Unreliable, in which case they may even become hostile andturn against their former allies.

    ReliableCommands may be fielded independently (in which case their CE will be treated as aSub-General) or may be incorporated into a larger Command, as a national contingent, inwhich case their CE will not have its own D6. If, however, this CE should be lost or routed, its

    contingent must take a morale test separately. If the troops of this should break, the rest ofthe Command must take a morale test as well, taking into account the routed allies.

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    Once, at the beginning of the game, each Cautiousor UnreliableAlly Command must test forfidelity. If Cautious it will become unwillingon a D6 roll of 1; if Unreliableon 1 or 2. An

    UnwillingCommand will then refuse to advance or shoot against its former enemies until anyenemy Command becomes demoralised, in which case it will become operational once more.If attacked or shot at by anyone, it will declare automatically against the side that attacked it

    and remain firm in its commitment for the rest of the battle.

    If, at any point of the battle, the friendly C-in-Cs Command becomes demoralised before anyof the opponents, any unwilling,CautiousAlly Command will withdraw from the battlefield. An

    unwilling, Unreliable Ally Command, however, may become treacherous and must test forreaction. A treacherous ally throws a D6 and on a roll of 5, or 6 will withdraw from thebattlefield; on 1, 2, 3, or 4 it will change sides and will come under the command of the

    opponent player.

    Cautious Ally Commands cost 10% less than their normal total cost, Unreliable ones 30%less.

    6. TROOP TYPES BASING

    I. Foot.There are ten foot troop types, depending mainly on their weapons and method of fighting:

    Foot Knights (FKn), Swordsmen (Sw), Spearmen (Sp), Sarissae (Ss), Peltasts (Plt) and

    Barbarians (Bb), that aremainly Shockand Bowmen (Bw), Psiloi (Ps), that are mainly Missile,plus Baggage (Bg) and Rabble (Rb).

    Foot deploys in three basic combat orders:

    i. Close Order (CO)(Swordsmen, Spearmen, Sarissae, Barbarians, Bowmen, Rabble)

    ii. Loose Order(LO) (Foot Knights, Peltasts, Fast)

    iii. Open Order (OO)(Psiloi)

    Foot Knights (FKn) represent heavily armed and armoured troops, like warriors thatformed elite bodyguards, dismounted knights, Byzantine menavlatoi etc. They invariably

    fought with heavy swords, axes, poleaxes, halberds or heavy spears, in LO formation,

    requiring space to wield their weapons. In wargaming terms, they are slow moving, but areflexible in manoeuvre and rely less on their formation than other troops. They fight in singlerank with a cohesion bonusof only +1 and have 1 when drawing against foot, but their basic

    combat factor is more than adequate. Their advantages are mainly against heavy mountedtroops, like non-Fast Knightsand Heavy Chariots, which they destroy automatically. They arealso destroyed automatically, however, if they are forced to recoil by Elephantsin addition to

    the above. When shot at by War Engines, they count as a Vulnerabletarget.

    Swordsmen (Sw) represent troops that fought primarily using swords or similar hand-to-hand weapons and did not rely solely on their combat formation to beat their opponents. They

    were usually the elite of shock infantry being inherently flexible and thus capable of quickly

    adapting to rapid developments on the battlefield. They can be double-armed either withjavelins or with heavy throwing weapons like the Roman pila. In wargaming terms, they have

    a high basic combat factor against foot and a cohesionbonusof +2, but are also inherentlyflexible being able to break formation or become unformedwithout any additional penalty.When defending they can fight in two ranks but risk losing both ranks if they suffer a kill.

    When shot at by War Engines, they count as a Vulnerabletarget.

    Spearmen (Sp) represent the most common form of foot troops armed with a relativelylong thrusting spear that were better in defence than attack and mostly against mounted

    troops. In wargaming terms they rely mostly on unit cohesion for effect, fighting at up to tworanks deep only in defence (except Greek hoplites), with a cohesion bonus of +3, (+2 ifUntrained), and have a 1 penalty when unformed. Spearmencan destroy Cavalryand Light

    Horseopponents only if charged by them, but if Spearmen charge such mounted troops

    themselves they can only cause them to flee (including their rear supporting ranks). UntrainedSpearmencan only initiate charge as units, not as independent elements. All mounted and all

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    LO foot facing ordered Spearmen on level ground have a 1 handicap. When shot at byWar Engines, they count as a Vulnerabletarget.

    Sarissae (Ss) represent the development of the spear phalanx with the adoption of thelonger pike, the sarissa, and were the most powerful troops in a frontal engagement,especially against mounted troops. Pike phalanges relied almost entirely on their combat

    formation for effect and thus had to have well-protected flanks and rear. Difficult terrain, or

    heavy losses from missile weapons could prove disastrous. In wargaming terms, they fight atup to three ranks deep and have a +3 cohesion bonus (+2 if Untrained) while all opponents

    facing ordered Ss on level ground have a 1 handicap. On the other hand, Ss are veryinflexible and vulnerable, fighting with a 2 penalty when unformed. Non-Professionalpikemen can initiate charge or advance to provide overlap only as units, not as independent

    elements. Like Spearmen, Ss can destroy Cavalry and Light Cavalry opponents only ifcharged by them. If Sarissaecharge such troops themselves they can only cause them to flee(including any rear supporting ranks). Sarissaeare always Regularand cannot be Double-

    armedor Fast. When shot at by War Engines, they count as a Vulnerabletarget.

    Barbarians (Bb) represent the massed tribal infantry formations charging, oftenimpetuously, against their opponents to overcome them by sheer momentum. Barbarians

    relied primarily on the rush of their charge to cause disorder in their opponents ranks and

    burst through. They can be fielded either as CO or LO foot, but are always based as LO.Barbarians are dangerous opponents when in order, but are disadvantaged when unformed

    or disordered. In wargaming terms, they are momentum troops and automatically kill COSwordsmen, Spearmen, Bowmen and Sarissae elements if they push them back in anyterrain. They fight at up to three ranks deep, with +2 cohesion bonus, but have a penalty of 1

    when unformed. When within an enemy ZOC or when shot at they become impetuous andadvance out of control against their closest enemy, in which case, they become automaticallydisordered and lose their cohesion bonus. Barbarians cannot be Regular and must always

    make full moves up to an enemy ZOC. To hold them back or to rally them when impetuous,their commander needs 2 CoPs for each formation. Superior LO Barbarians react differentlyto Superior CO Barbarians. The former have their automatic kill against CO foot even when

    drawing, but suffer the same 1 penalty as all Fasttroops when defeated; the latter have the+1 bonus when defeated as all Superiortroops.

    Bowmen (Bw)represent those units armed primarily with missile weapons such as bowsor longbows, with or without a secondary hand-to-hand capability. Their main aim was todestroy opponents at long range and were often unwilling to join a melee, although whendouble-armed they could be dangerous. In wargaming terms, they shoot with one rank of rear

    support, melee without rear support and have a weak melee factor. If purely Missile, they relyon their unit cohesion bonus only for shooting (+1 per target) and may only charge Missileopponents. If Double-armed, they count cohesion bonusof +1 in melee and may also charge

    any opponents. Bowmenmay attempt to break-off if defeated in melee. When doing so theymay interpenetrate any friendlies as Psiloi. When shot at by War Engines, they count as aVulnerabletarget.

    Peltasts (Plt) represent those troops trained to fight in loose order in mountainous ordifficult terrain, sacrificing protection and cohesion for speed and manoeuvrability. They

    combine moderate hand-to-hand performance with excellent speed and adaptability tochanging requirements. They disliked fighting against mounted troops when in good goingand were thus brittle against such opponents. In wargaming terms, Peltastsfight in two ranksin good or in rough terrain and have a cohesion bonusof+2 if Regular, or in rough terrain and

    +1 if Irregular in the open. All operate without any additional penalty when unformed. Non-Inferioror Untrained Peltasts,destroy Elephantsautomatically.

    Psiloi (Ps) represent the various types of light skirmishing troops, performing

    harassment, screening and other tasks. They could be very specialised depending on theirskills and weapons and their uses range from hand-to-hand combat in difficult terrain, tosupporting CO infantry and harassing heavy, slow-moving opponents with missiles. In

    wargaming terms they may evade enemy charges and may inter-penetrate freely with othertroop types. They have no cohesion bonus but also no disorderor unformedeffects and areunaffected by any terrain. If they have a Shock distinctive, they may charge anyone. They

    fight in double rank against any in rough or difficult terrain and against Psiloi, Rabble,Baggage, Bowmenand War Engines in any terrain. Purely Missile Psiloimay only charge

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    other purely Missile troops or routers and must evade when charged. If they cannot evadeand have to fight, Missile Psiloi are automatically destroyed by mounted troops when

    defeated. All other Psiloimust evade (for free) if their formation is defeated in melee. Non-Inferioror Untrained Psiloi,with a shockdistinctive, destroy Elephantsautomatically.

    Rabble (Rb) represent, with few exceptions, inadequately trained and equipped civilians,

    often unwilling to fight. In a few cases they represent fanatic mobs that were enthusiastic and

    aggressive, but ill-equipped and untrained. In wargaming terms they are limited compared tonormal combat infantry in every aspect and can be unreliable or difficult to control. They have

    no rear support, cannot be Regular, Professional, Double-armedor Heavyand if Superior(fanatics) they become impetuous when shot at or when within an enemy ZOC, even of Psiloi.When unformedthey have a 1 handicap.

    Baggage (Bg) are not strictly foot troops, but are represented by lightly defendedelements of baggage train, or entire camps that accompanied most armies. In some cases,the baggage train can be protected by a palisade or a ditch or even a wagon laager or can

    even form an entire camp. In wargaming terms Baggageelements are weak, they can neverattack or move (unless specified as mobile in the Army Lists) and are captured if forced torecoil, but can draw enemy troops away from the battle.

    II. Mounted.

    There are eleven troop types depending mainly on their weapons and method of fighting:Knights (Kn), Cataphracts (Cat), Cavalry (Cv), Light Horse (LH), Camelry (Cm), Light Camelry

    (LCm), Heavy Chariot (HCh), Light Chariot (LCh), Scythed Chariots (SCh), Elephants (El) andWagon Laager (WL).

    Mounted deploy in three basic combat orders:

    i. Close Order (CO)(Cataphracts, Wagon Laager)

    ii. Loose Order (LO) (Knights, Cavalry, Camelry, Chariots, Elephants)

    iii. Open Order (OO)(Light Horse, Light Camelry)

    Knights (Kn) represent heavily-armed and armoured cavalry on massive horses that

    excelled primarily in the charge. In wargaming terms, they charge at the gallop, moving likeFast troops, they can fight in two ranks when formed and are momentum troops destroying

    any foot troops they push back, but they are automatically destroyed when forced to recoil inunsuitable terrain or on any terrain by Elephantsor Foot Knights (except if Fast Knights). IfIrregular, they become impetuous if shot at by missiles or if within an enemy zone of control

    and they must always make full moves when moving (up to an enemy ZOC). To control theirimpetuosity, 2 CoPs are required for every formation. Knights Fast may always evadeElephants, Scythed Chariotsand may evade foot charging their flank or rear. When shot at by

    War Engines, they count as a Vulnerabletarget.

    Cataphracts (Cat) represent heavily armoured cavalry, in dense formation, mostlyencountered in the East, with emphasis placed on protection against missiles. They were

    slow-moving, did not charge at the gallop and used a variety of weapons from lances tomaces to split up enemy formations. They were especially effective when used in conjunction

    with mounted archery. In wargaming terms, they fight in two ranks against foot, have acohesion bonus of +2, always benefit from a +1 bonus when defeated in melee (even if notSuperior) and are momentum troops destroying any foot they push back. They areautomatically destroyed by Elephants(without the above +1 bonus) or when forced to recoil in

    unsuitable terrain. When shot at by War Engines, they count as a Vulnerabletarget.

    Heavy Chariots (HCh)represent chariots that used more than two horses and a heavierchariot frame relying on shock of impact to defeat other lesser chariots and infantry. Needing

    excellent terrain to operate, they were disadvantaged by troops that were more flexible andmore manoeuvrable. In wargaming terms, they have no rear support and are momentum troops destroying any foot they push back, but they are automatically destroyed by Elephants

    or Foot Knightsand have a 1 handicap when unformed. If Irregular, they become impetuousif shot at by missiles or if within an enemy ZOC. They must always make full moves when

    moving, up to an enemy ZOC, and may charge out of control. To hold them back or to rallythem when impetuous, their commander needs 2 CoPs for each formation. If their crew

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    includes missilemen, they can shoot all-round with no angle limitations and at all times,regardless of their role. When shot at by War Engines, they count as a Vulnerabletarget.

    Cavalry (Cv)is the main type of mounted horse troops armed with a variety of weaponslike lances, spears, javelins, bows etc. In wargaming terms, they can fight with one rank rearsupport against both mounted and foot and are relatively flexible to manoeuvre, even if

    Irregular.They have a +1 cohesion bonus, but a 1 handicap when unformed. Lancer Cavalry

    must be specified as such because non-lancer Cavalry fight at 1 when fighting againstadvancing lancers. Cv may always evade Elephants, Scythed Chariots and, when not in

    contact, may evade foot charging its flank or rear.

    Camelry (Cm) is as above, but slower-moving. Their main advantage lay in strategicterms, due to the inherent stamina of camels over arid and sandy terrain (to be taken into

    account in campaigns). In tactical use Camelrywas more effective against horse troops sincethey tended to scare uninitiated horses, but fight only in single rank and have a 1 handicapwhen unformed. Uninitiated enemy horse troops cannot provide overlap or rear support and

    react in morale as Inferior against them, but neither can such friendly horse units provideoverlap support for them.

    Elephants (El) represent the animals and crews that range from the simple crews sitting

    on the back of the beast, to the heavily protected elephants with howdah-protected crews.

    They were relatively resilient and particularly effective against cavalry, but were vulnerable tomissile attack and light infantry troops that could literally maim them if they were left

    unprotected. Their main disadvantage lay in their unreliable reaction when hurt, which madethem equally threatening to friend and foe. In wargaming terms, they cannot be Regular, onlytheir crews can be Professional or Untrainedand they fight without rear support. Elephants

    affect horses and camels. Enemy horse or camel troops facing Elephantsare automaticallydisordered, cannot provide overlap or rear support against them and react in morale asInferior. Friendly horse troops, likewise, may not provide overlap support, unless specially-

    bred. If Elephantssustain any killfrom War Engines they are eliminated, but the first time theysustain a kill from other missile shooting they must dice for the result. They becomeuncontrollable on a D6 roll of 1, 2, 3, 4, and are killed at 5 or 6. Elephantsmay also be killed if

    pushed back by good quality 6 Shock Psiloi or Peltasts, but they in turn destroy any FootKnights, non-Fast Knights, Cataphracts or Heavy Chariots they push back. If their crewincludes missilemen, they can shoot all-round with no angle limitations and at all times,

    regardless of their role. Elephants without a howdah are at a disadvantage (-1) againstElephantswith howdah.

    Light Horse (LH) represents the speedy, usually light-armed and unarmoured cavalry

    that performed a multitude of tasks, like reconnaissance, screening, missile support, raidingetc. Their main function was to harass enemy troops but were often expected to come to gripswith their opponents when the opportunity arose. Their weapons would essentially be the

    same as those of the cavalry described above with a heavier bias towards missile weapons.In wargaming terms, they can evade charges and if Shockcan fight in two ranks against anymounted troops in rough terrain and against Psiloi, Light Horse, Bowmen, War Engines,

    Rabbleand Baggagein good going. Purely Missile Light Horsemay not charge any but purelyMissile troops or routers and must evade if charged by any Shockopponents. If Missile LH

    cannot evade and is forced to fight it routs automatically if defeated. All other Light Horseformations must evade (for free) if defeated in melee.

    Light Camelry (LCm)were essentially as above, but slower moving and with emphasison missile weapons. In wargaming terms, enemy horse troops cannot provide overlap or rear

    support against camels and react as Inferior when fighting against them. However, LightCamelryfight only in single rank against all. Otherwise, treat as Light Horse,above.

    Light Chariots (LCh) represents the lighter types of chariots that were mainly used to

    transport missile troops with limited shock ability. They would be at a disadvantage if usedagainst heavier chariots and usually lacked the ability to break up dense infantry formations.In wargaming terms, they have no rear support, have a +1 cohesion bonusand no unformed

    penalty, but can evade any foot or Heavy Chariotscharging them and primarily Missile Light

    6 Not Untrained or Inferior

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    Chariots may evade all. However, any Light Chariot element defeated by Heavy Chariotsmust break-off. Non lance-armed Light Chariotshave a 1 handicap when facing lance-armed

    Light Chariots. If their crew includes missilemen, they can shoot all-round with no anglelimitations and at all times, regardless of their role.

    Scythed Chariots (SCh) represents chariots equipped with scythes used by a number of

    eastern armies to attempt to break-up dense enemy foot formations. In wargaming terms, the

    may manoeuvre like mounted troops as long as they are outside enemy ZOC. When theycharge or are within an enemy ZOC they may only go straight ahead in the direction they

    were already pointing at. When advancing in good going against any, except Elephantsand Wagon Laager, they have a +2 bonus for the scythes. They also do not count enemy orfriendly overlaps, except by Psiloi, otherwise, fight as Heavy Chariots without cohesion or

    unformedmodifiers, destroying enemy elements to the depth of their base (4cm). LOtroopsfight normally against them and OOtroops may simply allow them to pass through. SChareautomatically killed if defeated by any. If they sustain a killresult from missile fire, they react

    like Elephantsand have to dice for their direction, attacking anyone, friend or foe whom theymeet. Certain Regular, COtroop types may open ranks to allow them to pass through [seeArmy Lists] without fighting. In this case, the COunit that is attempting this throws a D6. At 1,

    the Scythed Chariotmakes one additional move passes through and destroys any elements itencounters; at 2, 3, it passes through causing unit to become unformed; at 4, 5, 6, it passes

    through without effect and exits out the back. If it encounters further troops behind, it attacksthem immediately. Scythed Chariots are considered expendable and do not count towardsdemoralisation of a Command.

    Wagon Laager (WL) represents mobile or stationary wagon trains that were used as

    temporary fortifications by a number of nomadic peoples. In wargaming terms, they can beused as mobile fortifications being strictly defensive and may not charge, but may move onlywhen outside a known enemy ZOC. Wagon Laagerare well protected against missiles and

    their opponents count no overlaps, cohesionbonus, or rear support against them in melee.Wagon Laager cannot be killed by normal missile fire but they may become unformed. Theymay be destroyed by War Engines. Other mounted than Elephantsmay not charge Wagon

    Laager, but Wagon Laagerare automatically destroyed if defeated by any foot or Elephants.Wagon Laagermissilecrews may shoot all round.

    There are four combat formations that can be adopted by most mounted troops.

    i. InColumn, with advantages in mobility.

    ii. In Depthwith advantages in combat.

    iii. InWedgewith advantages in both mobility and combat, available to a few types only.

    iv. In Skythian with advantages in skirmishing, available to a few select horse archersonly.

    III. War Engines.

    There are two types of War Engines:

    Low Trajectory(Stone or dart -throwing ballistae, Fast, Light, Medium, Heavy).

    High Trajectory (Large stone throwers) used mostly in sieges or against stationarytargets.

    Low Trajectory War Enginesshoot effectively against all targets. High Trajectory War Enginesare effective mostly against stationary targets, like fortifications. In general, War Enginesnegate the protection of their targets.

    6.1. TROOP TYPE DISTINCTIVESAll troop types are distinguished by their: overall self-confidence, motivation and quality of

    materiel [Superior, Ordinary, or Inferior]; training status [Regularor Irregular]; level of training

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    and experience [Professional, Untrained]; function [Shockand/or Missile]; protection againstmissiles [Heavy]; specialised abilities [Fast].

    Self-confidence, Motivation and Quality of Materiel (Mandatory):

    Troops must be classed as either Superior, Ordinaryor Inferior.

    Superior (S) troops represent troops that benefited from a combination of better thanaverage training, equipment and morale. They would be more reliable than the averagesoldier and better equipped to survive in combat. In wargaming terms, Superior troops

    have a +1 advantage when losing in a melee (exception see Fast), are very reliable whencharging or standing to receive and have great stamina.

    Ordinary (O)troops represent the averagely equipped and motivated soldier of all times.

    In wargaming terms they have no particular disadvantages or advantages and can,depending on troop type, be more cost-effective than their Superiorcounterparts.

    Inferior (I) troops represent the negatively motivated troops that often made up the bulk

    of many armies. They cannot always be relied upon to stay and fight when things aredicey, but they are quite cheap and when the battle is favourable they provide a useful

    support for the better troops. In wargaming terms, they are more brittle to lossessustained from support shooting or melee and they also have to test for morale on severaloccasions that other classes ignore.

    Training Status (Mandatory):

    Regularor Irregular (Regor Irr)Troops must be classed as either Regularor Irregular.Regular troops were those that had received substantial training and drill in their nations

    preferred way of waging war, not solely as individuals, but as part of a structured commandsystem. As such, organized into tactical units, they would be capable of carrying out ordersthrough the chain of command, regardless of their priorities as individuals. In wargaming

    terms, Regular units are better able to manoeuvre, rally from unformedand operate withlower CoP expenditure than Irregulartroops. In combat, some Regular units benefit morefrom their unit cohesion than Irregulars, but may also be more vulnerable if cohesionis lost.Some types of Irregular foot, Knights and Heavy Chariots are less capable of tacticalmanoeuvres, must make full moves, or expend extra CoPs, and are prone to uncontrolledadvances and impetuous charges, but are cheaper and generally equally effective asregulars in their initial clash.

    Function (Mandatory):

    Shock-Missile (Shk-Msl) Troops must be classed as either Shockor Missileor both if

    double-armed. The double-armed distinctive denotes troops that used a primary and asecondary weapon, which also determined their function and performance on thebattlefield 7. Primarily missiletroops are less reliable for charging or standing to receive a

    charge, reacting as troops of a lower class, but may shoot at any time. Primarily shocktroops are better suited for charging, but can only use their missiles for support shooting

    only in support or against charges

    8

    . Purely missiletroops use their cohesion bonus only inshooting and are not allowed to charge or counter-charge certain troop types.

    Level of Training - Experience:

    Professional (Pro1 or Pro2)denotes veteran troops that considered war as their main or

    sole occupation. They are either of a purely warrior class or expertly trained full-timesoldiers and could -although not necessarily- be employed as mercenaries. As soldiers theywere very skilled in their tasks and would be expected to perform their duties far more

    expertly than other troops, although they need not necessarily be enthusiastic or heroic.

    7 For example: Nikephorian Byzantine troops classed as Cavalry (Shk/Msl) are primarily a shock type with asecondary missile capability. Early Sassanid noble Cavalry (Msl/Shk) would then primarily be a missile type with asecondary shock capability.

    8 Except Double-armedcrews of Elephants, Chariots, Wagon Laager, and 2Eelements with Bowmenwhich canshoot at any time.

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    Such examples would be Alexanders Macedonian army, the Imperial Roman armies, whichcan be fielded almost entirely as Pro. Also, most horse archer armies could field mainly Pro

    Light Horse troops as would most feudal armies, which would be based around a core ofPro knights. In wargaming terms, their main advantage lies in their ability to voluntarilycontinue the same move of the previous round or react to enemy actions on their own

    initiative without CoPs. In combat, Professionals add a +1 bonus, per element, either to

    their shooting or melee factors (depending on their main role), if Pro1, or to both if Pro2. Untrained (U) represent those troops that were hastily assembled without being

    adequately trained for battle, but not necessarily badly motivated. In wargaming terms, theymanoeuvre as Irregulars of their type, have a 1 modifier in melee (making it easier todestroy them) and a 1 modifier when shooting (per target). They may be Superior,

    Ordinaryor Inferiorfor morale purposes, the Superiorand Inferiordistinctives affecting onlythe morale of the unit not their combat performance.

    Protection Against Missiles:

    Heavy (H) This is a distinctive which denotes those troops that had a superior level ofprotection due to their better armour or armour of their mounts or large, portable shields. Inwargaming terms they benefit from a +1 defence factor per element when shot at by most

    missile weapons.

    Vulnerable (V) is a special distinctive for shieldless, dense formation troop types thatpresented a good target to missiles. Vulnerable troops have a Target Factor of 1

    regardless of troop type and any other distinctives.

    Special Abilities:

    Fast (F) represent those troops capable through training, formation or equipment ofmoving faster than average troops and, if foot, operating in rougher terrain. This is partiallyoffset by lighter armour and/or equipment, which makes them more vulnerable to missiles

    and melee. In wargaming terms, they count a 1 handicap (per target) when shot at andalso when losing in melee. They are considered Loose Ordertroops and may be Inferior,Ordinaryor Superior for morale purposes, the Superior distinctive affecting the morale ofthe unit not its combat performance. Fast/SuperiorBarbariansare an exception and have a

    +1 advantage when drawing, but also the 1 handicap when losing. Also, Fast andUntrained troops will only count the Untrained handicap not both; if both Fast andProfessional, they will count both modifiers, the Probonus never being negated.

    ELEMENT BASES FIGURES/MODELS

    FRONTAGE(cm)

    DEPTH(cm)

    Swordsmen, Spearmen, Sarissae 3-4 4 1.5Foot Knights, Barbarians 3-4* 4 2Peltasts, Fast foot, Bowmen 3-4** 4 2Psiloi 2 4 2Rabble 5-8 4 3

    Baggage, Double-depth elements 6-8*** 4 4Cataphracts 4 4 3Knights, Cavalry, Camelry 3 4 3Light Horse, Light Camelry 2 4 3Chariots, Wagon Laager 1 4 4-8****Elephants 1 4 4Light, Medium War Engines 1-2 4 4-5Heavy, Siege War Engines 1 4 6-8

    * SuperiorBarbarians are 4 figures to a base, Ordinaryor Inferior 3. Foot Knightsmay befielded as either 4 or 3.

    ** Regulars are 4 figures to a base, Irregulars 3.

    *** Baggage elements can depict supply-carrying carts etc, with or without armed guards.

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    **** Heavy and Scythed Chariots 5cm, Light Chariots 4cm, Wagons up to 8cm depth.

    7. SETTING UP FOR BATTLEI. If the game is a competition game or non-scenario driven

    1. Designate Commands. Players start the game by designating their Commands,calculating points' value (optional for a balanced game) and allocating a Commander-in-Chiefto one of them. They also calculate Demoralisation levels for each Command (2/3 of total

    value) and scouting capacity [see below].

    2. Determine type of engagement Scouting Factor. The playersmust then decide on thetype of battle: meeting engagement or set battle. This may be determined by adding an

    average (D4) dice throw to the Scouting Factor (ranging from 0 to +2) of each army for thespecific engagement. If the final scores are equal or within 1 point of each other, theengagement will be a meeting engagement with both armies entering the table, one

    Command at a time by order of initiative. If one is greater than the other by more than 1 point,it will be a set battlewith the one with the highest score, the initiative player, decidingwhether to deploy beforeor after the outscouted player. He who deploys first, will have his

    troop positions observed by his opponent, but will have more terrain points and the possibilityto set up ambushes.

    To determine the Scouting Factorof each army calculate its scouting capacity by adding 3

    points for every Light Horse or Light Camelry element, 1 point for every Knight Fast,Cavalry, Light Chariotor Camelryelement and point for every Psiloielement. Also, theC-in-Cs BIF augments the Scouting Factorby a factor of BIF x 10. (i.e. if an army has 56

    scouting points and its C-in-C is a BIF=2, the total scouting ability will be 56 + 20 = 76points. If scouting capacities are within 10% of each other, both sides will have a ScoutingFactorof 0; if one is greater than 10% than the other its army will have a Scouting Factor

    of +1; if the difference is greater than 50%, it will have a Scouting Factorof +2.

    3. Allocate terrain features. When the type of engagement has been determined, playersdecide on terrain features for the battlefield. All terrain features have a cost in points (see

    8.Terrain Table) and each player is allocated 12, 14, or 16 terrain points9. Terrain featureson the table may not exceed 12 in total, 6 for each player. Terrain features must be placed inat least four different sectors with up to two per sector. Open spaces (of up to half a sector)

    can also be 'purchased' by using up points. An open space cannot be covered by a feature ofan opposing player, except if a road. Roads do not constitute terrain features for the abovelimits, but when placed they must lead from one table edge to another or from one table edge

    to a town. As such, they may end up serving both opponents. Terrain sizes and shapes arenot strictly determined, but each should generally cover no more than (approximately) a thirdof any specific sector (i.e. 25 x 20cm for a hill or swamp, 30 x 10cm for a ridge and so on). It

    is suggested, however, that roads and bridges have a width of at least 4cm to allow elementsto pass.

    The terrain features are placed, two at a time, successively by the two opponents, in three

    rounds, who must roll a D6 for their exact placement in each sector (except roads)10

    .A 6 places the feature anywhere in the sector;A 5, in the front-half left;

    A 4, in the front-half right;A 3, in the rear-half right;A 2, in the rear-half left;

    A 1 means the feature is lost (but the player may try again by expendingterrain points.)

    9 In set battles, the one to deploy first has 16 points, the second, 12 points. In meeting engagements, both have 14points.

    10 If in placing two features in the same sector, their exact placement coincides, place the second adjacent to the firstat will

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    In set battles, the player who decides -or is forced by his opponent- to deploy first, has theright to start first and places his first two terrain features 11 on any of the eight sectors on his

    side of the table. Then, his opponent does the same from his side. The two players repeat forthe second round and finally, the first player places his two last ones anywhere on the table(on any of the twelve sectors) followed by the last two of the second player. A player may

    place a terrain feature in a sector already chosen before, but not in a sector chosen by his

    opponent, the only exception being roads and open spaces. [See example below] Any terrainfeature other than road or open space (hills, swamps, woods) placed in the two central

    sectors (shaded area in the sketch) has its cost increased by 5 points. Towns may never beplaced in central sectors but must be placed within 10cm from a table edge. Rivers are anexception: rivers running across the wargames table can only be included in scenario-driven

    games 12 or by common agreement by the two players. In non-scenario games, rivers mayonly be placed in the flank sectors, at any depth, running along the side of the table.

    FIRST PLAYER

    SP2a SP1a

    SP2b

    SP3a FP1a SP1b

    FP2a

    FP3aSP3b

    A. The first player (FP) places a gentle hill,FP1a, costing 2 p.+5 for the central sector=7, followed by the second players (SP)

    gentle hills, SP1a, SP1b costing 2 p. each.B. They continue in succession with FP2a(woods), at 4 p. and SP2a, SP2b (hills) at2 p. each. But SP2b is lost, through having

    thrown a 1 on the D6.

    C. They complete the terrain allocation byplacing the remaining features anywhereon the table allowed, the FP placinganother woods FP3a and the SP two moreat SP3a, SP3b at 2+2 points. The SP wasforced to place 2 features in one of his

    sectors, since his first one was lost.

    SECOND PLAYER

    4. Deploy forces. Both sides then throw a D6 for each of their Commands -added to theBasic Initiative Factor (BIF) -to determine their initiative for the set -up round. In case of equaltotal scores, the initiative lies with the highest BIF. If these are equal as well, the advantage

    lies with the BIF of the C-in-C. If these are equal as well, then the Commands in question maysimply dice to determine their initiative for that round (highest wins).

    a. In ameeting engagement, both players deploy their troops (or mark any Outflanks), one

    Command at a time, in Deployment Mode[see 7.1. Deployment Modebelow], with the orderof deployment determined by the respective initiative of each Command for that round (theCommands with the higher initiative always choose whether to deploy first or not). No hidden

    troops are allowed.

    b. In aset battle, the army to deploy first must deploy all its forces (or mark any Outflanks),up to 40 cm from its own table edge, but may also place hidden troops in ambush ahead of

    the main body, at up to the middle of the table, in depth. Troops in ambush can only consist ofFast, Loose (LO) or Open Order (OO) troops [see 13.Ambushes]. The opponent deployingsecond must then enter the table (or mark any Outflanks) in Deployment Mode, one

    Command at a time.

    11 In case of ameeting engagement the opposing players can determine the order of terrain allocation by dicing forinitiative, the greatest being the initiative player.

    12 Rivers -and bridges or passes over them- determine the type of engagement to such an extent that they should notbe part of any simplified costing system.

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    II. For scenario-driven games or re-enactment of historical battles

    1. Draw strategic map. The square strategic map drawn should be split into sixteen (4x4)

    battle sectors, each of which is further split into 4 segments. Each battle sector represents awargames table. Both opponents should have identical map copies and they should choose apoint of entry at opposite ends of the map. If the game is scenario-driven, the games master

    or the players themselves may determine the general geographical characteristics of eachsector in accordance with the prevailing terrain for each army, as specified in the Army Lists.This will depend on whether there is an invader, in which case most of the prevailing terrain

    would be that of the player being invaded. This can be in the form of a general description:steppe, rocky, desert, hilly, wooded, wetlands, with provision for any sea coast, rivers, withcrossing points, built-up areas, strong-points etc. The actual allocation of terrain features for

    any specific battle sector, where the opponents will meet, must follow these generalguidelines and must have the maximum allowable terrain types of one player, as specified bythe Terrain Table below. Thus, a hilly battle sector terrain must have at least four hills; a

    swampy or wooded terrain at least three swamps or woods and a sector with a built-up area,one town or fort. Their exact placement would follow the method described above.

    2. Designate Commands. The two players must then designate Commands and allocate

    units to each, but must also specify their exact marching order necessary for their deployment

    for battle.

    3. Determine Scouting Ability. [See Scouting Factorabove]

    4. Make strategic moves on the map. Each player may secretly move his main force on themap, one segment at a time or may stay put on any map segment (diagonal moves are onlyallowed from segment to segment not from sector to sector). If any sector has other than

    good going, the marching speed is halved (i.e. one segment every two rounds.) Mounted-onlyCommands may move at double speed, but only across good going. Sectors with built-upareas allow double speed for both mounted and foot, due to road networks. Players may also

    despatch a separate outflanking force along a different route, but upon meeting opponentsthese will have to fight the main battle and their main force will automatically become theoutflanking force with the limitations outlined below [see 7.2.Outflanks]. After the fourth round

    of march and on each round thereafter, the initiative player may demand the outscouted

    playerto reveal the sector his main force is in (without further details). If there is no scoutingadvantage for any of the two, both players must announce which sector their main force is in

    after the fourth round. Battle will be joined when both opponents find themselves in the samesector at the end of their move. If any outflanking force has been despatched, its round of testfor arrival will be delayed by the number of rounds it must move on the strategic map to reach

    the battle sector.

    5. Deploy forces. Normally, as in the case of competition games.

    Example: In the example, right, the invading Assyrians have primarily hilly terrain; while the

    Egyptians are on the seacoast,have rivers, swamps and desertterrain. Thus, the invaders entry

    sectors could be primarily hilly.

    The eastern side of the mapcould be include a coastline, the

    central sectors could have ariver -with crossing points-running to the coast, while

    rough desert terrain and difficultswamps would prevail where somarked. Finally, the two sectors

    with Egyptian built-up areas onthem would include a town or afortification. In the example

    there is no scouting advantagefor any of the two.

    On the first three rounds both

    opponents decide to enter

    EGYPTIAN ARMY (DEFENDING)

    ASSYRIAN ARMY (INVADING)

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    through open ground (split sectors). The Assyrians also send an outflanking cavalry forceahead of their main force, north, through the same sector. On the fourth round, the Assyrian

    main force marches north into the desert and hills, while the Egyptians also move straightsouth to cross the river. The Assyrian cavalry moves east at double speed onto open ground.Both reveal the general positions of their main armies. On the fifth round, the Assyrians

    continue north to cross the hills and threaten the town in the centre. The Egyptians, having

    crossed the river, turn east to protect the town. The Assyrian cavalry moves north into theriver sector just vacated by the Egyptians. Both announce their main armies positions. On the

    sixth round, the Egyptians arrive in the town sector and wait. On the seventh round, theAssyrians arrive in the same sector and both deploy for a meeting engagement. The Assyriancavalry force, being adjacent, may test for arrival as an outflank from the first round onwards

    or as required.

    7.1. DEPLOYMENTMODEDeployment Mode is a special kind of movement for the initial deployment of entire

    Commands or for Commands that arrive as an outflank. Commands in deployment moderolla D4 die (to determine the number of CoPs for deployment) and move all their units as agroup. The entire Command advances at 1 CoP per movement bound. Each movement

    bound is 10cm, if the Command is foot or mixed, or 15cm, if the Command is entirelymounted.

    All the units must deploy for combat on the initial round of entry. Commands with regular

    commanders may deploy for combat on any bound of their round of entry (i.e. do not need toexpend all the CoPs rolled on the D4). Commands with irregularcommanders must deploy atleast one of their units at the full extent required by the D4, or until they reach an opponents

    ZOC. Units deploying in this way cannot breach an enemy ZOC unless they are part of anOutflank [see below] and may not end up in contact with enemy units. If a deploying unit fallson an ambush and deploys within an enemy ZOC, its units must deploy on the spot, but may

    not approach enemy unit(s) any further for that round. [See 13.Ambushes]

    7.2. OUTFLANKS

    To attempt an Outflank a player may send off-table an entire Command to arrive in any one ofthe side sectors. This force must represent no more than a third of the total value of the armyand must be led by a Command element. Its composition, expected time of arrival and entrysector must be clearly noted beforehand. The player must inform his opponent of the outflank

    attempt at the start of the round it is due to arrive and the attempt to enter will take placeduring the Normal Movementphase of the specified round. On its first attempt an outflankingforce will enter on a D6 roll of 4, 5 or 6. On the two (2) subsequent rounds on 5, 6 and on the

    last three (3) on a 6. If it fails to arrive over these six attempts, the Command is consideredlost or terminally delayed. A Command arriving as an Outflank must enter from the sectorchosen and for its round of arrival will have the initiative over any opponents regardless of

    dice results. It must arrive in Deployment mode, and must throw a D4 to move and deploy, asabove. The outflanking units must be able to complete at least one move (10cm or 15cm ifmounted) on arrival. If the chosen sector is occupied by visible enemy troops these will be

    contacted and pushed back disordered to allow the arriving forces their one minimum move.(The outflank move will thus be considered as a charge from ambush). Enemy troops cannotbe contacted or pushed back if they are in a built-up area or fortification or in ambush

    themselves, or impassable terrain to the outflankers or if already engaged in charging orfighting, in which case, the outflankers must deploy at least 3cm away from them. If theoutflanking force encounters unformedor routing troops, these will immediately rout (again).

    Once outflankers have completed their one mandatory move, the normal ZOC rules apply.

    If both players have sent outflanking forces that are due to arrive in the same sector,regardless of the round of arrival, calculate the points of each outflanking force. The one with

    the greater value of mounted troops in points may attempt to arrive as an outflank in itschosen sector, while the other will have to attempt to arrive behind the nearest own sidesector. Alternatively, if time and space is available, the players may choose to fight a separate

    mini-battle aside of the main event, to see which force arrives and at what strength. The mini-

    battle can be fought on a table up to half the size of the original table and lasts no more than

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    6 rounds. Only the victor will be allowed to arrive in the main battle as an outflank minus anylosses incurred. The defeated outflanking force is a total loss.

    8. TERRAIN TABLE

    TERRAIN - COST MO V E ME N T COMBAT

    Gentle hill, low ridge(Any) 2 p.

    Heavy Chariots and Wagon Laagermove at full move, minus oneelement depth. No charge bonus forany troop type moving uphill.

    +1 Melee Factor for all fightinguphill of opponents.Shooters uphill have priority oversame shooters below.

    Rough: rocky, bush(Any) 2 p.

    Only LO and OO foot and OOmounted enter at full move. Othersenter at full move, minus oneelement depth. Prohibited to HeavyChariots.

    No cohesion bonus for CO troopsand any mounted;Heavy Chariots and Cataphracts areautomatically killed if pushed back.Light Chariots may not evade

    Difficult:swamp, shallows,steep hills, dunes

    (only 3 per player) 4 p.

    Only OO foot and Camels (in dunes)enter at full move. Others enter at

    full move, minus one element depth;Mounted (except Camels) only incolumn.Prohibited to Chariots, Cataphracts,WE, WL.

    No rear support or cohesion bonus

    for any CO, LO or any mounted; -1Melee Factor for CO foot. Mountedare automatically killed if pushedback.

    Woods(only 3 per player) 3 p.

    Only LO and OO foot and Elephantsenter at full move. Others enter atfull move, minus one element depth.Mounted may only charge fromwood edge, out, but may follow-upor pursue opponents inside.Prohibited to Chariots, Sarissae, WE,WL.

    +2 Defence Factor when shot at andvisibility limited to 6cm.No rear support or cohesion bonusfor any CO foot or any mounted;Knights and Cataphracts areautomatically killed if pushed back.

    Town (4 buildings)(1, defender only) 5 p.

    Movement only through road, orfrom house-to-house, one perround.Only OO foot in order.Troops inside building may onlycharge other buildings.

    Defender advantage in morale,Combat Factor(see 14. Fighting in built-up areas)

    River or coastline(only 1 per game) 4 p.

    At bridges and shallow passes all crossin single file.If river bed is passable, allowingtroops to cross, there is no chargebonus and all cross at full move,minus one element depth.

    Troops cross either over rough (dryriverbed) or difficult terrain(shallows).Troops defending on river bank, areuphill, but must be halted and haveno rear rank support.

    Road sectionper sector p.or Open space

    (an entire sector) 1 p.

    Columns move as Cv if mixed(10cm), or as Light Horse, Fast ifmounted (15cm). Troops do notexpend additional CoPs after secondbound of march move.

    No effect

    NOTE 1: For any element to be affected by terrain, at least half of the element base mustbe in that terrain. For 2E elements, calculate half of the front half of the element.

    NOTE 2: The loss of speed due to terrain affects a unit, in depth, only as long as its front

    enters or is moving through it. Once the front element has cleared the limiting terrain, thewhole unit will move normally. If part of a unit, in extended front, is in delaying terrain andpart not, only the part inside the limiting terrain is affected and the rest may either move on

    or hold back to maintain cohesion.

    NOTE 3: If part of a unit, only those elements that are affected by the terrain will suffer theimmediate consequences, in combat. However, those elements not directly affected by the

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    terrain may be affected indirectly. If, for instance, 1/3of a unit is in unsuitable terrain onlythat part of the unit will no longer be able to benefit from a cohesion bonus, the rest may still

    benefit from cohesion.

    8.1. RIVERS - COASTLINE - NAVAL SUPPORTRivers are a special feature, which determine the nature of the battle itself and thus, if they

    extend along the width of the table or diagonally, may only be allocated by scenario or bycommon agreement between the players. A river or coastline may be purchased by oneplayer only (see Terrain Table) and used only if it runs along one flank of the table. They may

    be used to allow landings and/or support from naval shooting by those armies equipped to doso. Rivers and coastline may extend inland at any depth of the flank sectors. If the scenarioallows for engineers, a pontoon bridge can be built. [see below 8.2.Engineers-Fortifications]

    Rivers must be specified or must be diced for as 1 or 2 = dry

    3 or 4 = passable

    5 or 6 = impassable

    Passable rivers can be crossed only through shallow passes or over bridges. Crossing abridge must be in single file. For combat purposes, dry riverbeds should be treated as roughand river shallows as difficult terrain. Any defenders on a river bank, are always uphill of

    opponents trying to cross, but cannot count on any rear ranks and must receive enemycharges halted.

    Rivers, unless specified as small streams, are considered wide enough to prevent short range

    shooting (with javelins, heavy throwing weapons etc.). Shooting across a river is, therefore,allowed only for long-range archery, slings and artillery etc. regardless of the actual width ofthe river.

    If either army is using naval units, it may land forces or shoot in support of the battle from itsships. If both are using naval forces, a clash will have to take place at sea, off the coastlinebefore one navy can operate independently.

    Naval battles involve element-to-element clashes: Add one D6 to the vessels combat factor

    plus or minus any modifiers [see AppendicesII.6.Naval Combat Table].

    - If one side wins most of its clashes, the naval battle will continue with the defeated side

    at a disadvantage.

    8.2. ENGINEERS - FORTIFICATIONSMost armies may use elements as Engineers to build bridges and/or fortifications if requiredby a scenario. A pontoon bridge over a small river will take two rounds +D3 to build if theengineers are working in safety. If they are being shot at, at long range, add a further round to

    the total. An Engineer unit cannot be destroyed by shooting, but can only be delayed. To stopan Engineer unit it is necessary to attack it. (Engineer elements will either deploy in combat

    formation and fight as Peltastsor must flee).Some armies have a structure allowing them to construct obstacles on the battlefield. Placingobstacles (stakes, trenches etc.) as specified in the Army Lists, is allowed once per battle,takes one full round and no other move or combat is allowed (in either phase) by those

    elements placing the obstacles.

    Field fortifications and obstacles may also be purchased at the beginning of the battle, asalready emplaced. They cost 2 points each per element of 4cm. Once in place the obstacles

    cannot be removed voluntarily and they may affect both friendly and enemy troops. [See14.Fighting in Built-Up Areas & Fortifications]. Pavises are a mobile fortification againstmissiles. They do not count as fortification when pavisierscharge, follow up or pursue. Their

    protection is negated only by Medium or Heavy WE.

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    9. GAME SEQUENCE Morale Testof a Command, if required. [See 16.Demoralisation & Withdrawal]

    Command and Rallyphase. Both players dice for each of their Commands to determine

    initiative and CoPs. Command Elements have one free move, reform unengaged

    unformedunits and rally

    routedunits.

    Charge and Normal Movement phase. All moves take place by order of initiative or

    troop type. Each player first declares any break-offs; then declares and initiates charges;non-charging units declare their reaction to charg