NASAMW Interpretations for WRG 7th Edition Rules-1998

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WRG 7.5 Interps (1998) Page 1 North American Society of Ancient and Medieval Wargamers Interpretations for WRG 7th Edition Rules-1998 This set of interpretations for WRG 7th edition is the fourth and most minimal effort to date in which we try to write down how certain aspects of the rules are played. It is NOT a set of rules in itself. It is a description of how the North American Society of Ancient and Medieval Wargamers uses the WRG 7th edition rules in sponsored tournaments. Hopefully, it will also help you adjudicate games in a non-tournament setting should players be unable to agree on a suitable solution. It is our attempt to bring a certain amount of uniformity as to how 7th Edition is played. The perception that 7th is played the same wherever you go is a myth. If that were the case, umpires would not exist and neither would this booklet. This is the "Internet" Version of the 1994 Booklet. I've taken the two pages of changes that constituted the 1994 booklet (and handed out separately) and grafted them onto the 1993 booklet. I've updated the Experimental Rules section (deleted knight wedge rule), otherwise, it's no different from the 1994 hard copy booklet. The interpretations presented here have been reviewed in advance by the NASAMW Rules Committee and Phil Barker. They will govern all NASAMW sponsored games. Please remember that while some of the interpretations seem to go a step beyond what is printed in the rules, all reflect the author's intent on how the game should be played. Like the 1992 & 1993 booklet, this book can be considered as containing OFFICIAL WRG interpretations to 7.5. The Experimental Rules Section remains for Deployment and handling newly published army lists. It is not incumbent on anyone to use the material contained in this section. However, the Experimental Rules will be used in the NTCT and the NICT.

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North American Society of Ancient and Medieval WargamersInterpretations for WRG 7th Edition Rules-1998 WargamesRules

Transcript of NASAMW Interpretations for WRG 7th Edition Rules-1998

WRG 7.5 Interps (1998) Page 1

North American Society of Ancient and Medieval Wargamers

Interpretations for WRG 7th Edition Rules-1998

This set of interpretations for WRG 7th edition is the fourth and most minimal effort to date in which we try to write down how certain aspects of the rules are played. It is NOT a set of rules in itself. It is a description of how the North American Society of Ancient and Medieval Wargamers uses the WRG 7th edition rules in sponsored tournaments. Hopefully, it will also help you adjudicate games in a non-tournament setting should players be unable to agree on a suitable solution. It is our attempt to bring a certain amount of uniformity as to how 7th Edition is played. The perception that 7th is played the same wherever you go is a myth. If that were the case, umpires would not exist and neither would this booklet.

This is the "Internet" Version of the 1994 Booklet. I've taken the two pages of changes that con-stituted the 1994 booklet (and handed out separately) and grafted them onto the 1993 booklet. I've updated the Experimental Rules section (deleted knight wedge rule), otherwise, it's no dif-ferent from the 1994 hard copy booklet.

The interpretations presented here have been reviewed in advance by the NASAMW Rules Committee and Phil Barker. They will govern all NASAMW sponsored games. Please remember that while some of the interpretations seem to go a step beyond what is printed in the rules, all reflect the author's intent on how the game should be played. Like the 1992 & 1993 booklet, this book can be considered as containing OFFICIAL WRG interpretations to 7.5.

The Experimental Rules Section remains for Deployment and handling newly published army lists. It is not incumbent on anyone to use the material contained in this section. However, the Experimental Rules will be used in the NTCT and the NICT.

The list of interpretations is organized by topics. The page and paragraph number of the appro-priate rules section is given so you can cross reference the interpretation to the WRG 7th edition rules. In some cases, the same interpretation is given in different sections because it appears that way in the rules themselves.

I would like to thank the members of the various Rules Committee members over the years who sent back material and offered their specific comments on issues. Last but not least, Phil Barker has really bent over backwards to accommodate me over the years. He has been quite willing to listen to my suggestions, read copious amounts of written material that I've submitted, and meet me halfway on some items on which we had divergent opinions. Without his cooperation, this booklet would not have been possible.

Good Luck,Scott Holder

Chief Umpire (retired)

Http://members.aol.com/nedwich/interps.htm

WRG 7.5 Interps (1998) Page 2

Experimental Rules Section

DEPLOYMENT (Pg 15 Para 5)

In order to speed deployment and if BOTH players agree, each side can go ahead and place its units on the table without the alternating set up as defined in 7th. Should both players force march units, such units must be placed first and cannot be closer than 120 paces from the center-line of the table unless both are hidden from each other by terrain. This experimental rule is how many people deploy anyway. Do not consider this something that we expect Phil to adopt in fu-ture iterations of 7th. It's just the de facto way many people start their game so they have more time playing and less time setting up. In timed games that is important. I have included it so as to not exclude those players who do not like to focus so intently on set-up. All other deployment constraints on page 15 are still in force.

Separate commands cannot overlap laterally when deploying except that an entire command may deploy entirely behind another. This one is a carryover from material Phil sent to the Australians several years ago. They do seem to go well beyond what is printed in the rules, hence our putting them in this section.

CHOOSING COMPETITION ARMIES (Pg 12 Para 4-7)

Any non-newsletter published army list will be allowed. However, portions of army lists that have rules commentary, new weapon classes, troop types, etc., that are either in contradiction or not included in WRG 7.5 or this interpretation booklet, cannot be used.

What we are trying to address here are "rules changes" that are cropping up as new lists are be-ing published. Things like the "slashing sword" or expendable hostage screen are examples of this and are items that have not received prior approval of the rules author. Feel free to play with these things on a casual basis but do not base an army around them and expect to use it at a tour-nament. Lists that have been published in Spearpoint over the years and that have not been su-perceded by our list revisions or approved by the List Coordinator, will be handled on a case-by-case basis.

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Interpretations for WRG 7th Edition Rules-1994

MOUNTED TROOPS (Pg 6 Para 7):

Mounted troops include elephants and chariots. If allowed to be impetuous a chariot model's horses, but not its crew, receives the +2 adjustment to its tactical factors.

MOUNTED WITH EXTRA WEAPONS (Pg 7 Para 4 and 10, Army Lists):

All weapons carried must be paid for whether they can be used mounted or only on dismounting. Darts are no longer a permitted cavalry weapon so they are neither carried or costed. Subtract the appropriate cost from cavalry that a list has equipped with darts.

ROMAN SCYTHED CHARIOTS (Pg 8 Para 8):

The crew on the Late Imperial Roman scythed chariot are regular. The cost of the chariot is fig-ured as follows: 12 points for a regular chariot + 4 points for two horses of a scythed chariot + 6 points to arm a regular driver + 6 points for an armed crewman (the second driver) = 28 points. The chariot moves and fights as a regular chariot.

ORGANIZATION INTO UNITS AND COMMANDS (Pg 9 Para 1-3):

Generals:

Generals may be on single elements or models, may be joined with another element into a 2 ele-ment unit, or can be part of a larger unit. If on a single element or model the whole is refereed to as a "staff element" and is treated as an independent body when it separates.

Only a staff element can join with another unit. A staff element cannot declare charges unless it is joined to a body. It may otherwise make normal moves and charge responses. A staff element may join a body even if this results in mixing regulars with irregulars. A staff element could join another unit's detachment.

Two generals on staff elements CANNOT join together in order to form a body. Similarly, only one general may be joined to a body at a time.

Generals that intercept units to rally them are not joined to the unit. Any general may rally an-other friendly unit regardless of the size of his bodyguard. However, generals cannot use staff moves if accompanied by more than one extra element.

Detachments:

Detachments are only allowed if detachment command factors are provided in the army list. Un-less specifically allowed in the army list, a parent body can only have one detachment. Detach-ments cannot have detachments. A detachment must consist of at least 2 elements. The total

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number of elements of both the parent body and the detachment, when added together, cannot exceed 12.

If a detachment differs from the parent body because one is irregular and the other is regular, then the detachment and the parent body cannot be joined together. The only exception is when either the parent or the detachment is elephants.

When a detachment joins its parent body it is moved and becomes the last rank or ranks of the joined unit. This occurs when the detachment moves to join the parent body which cannot move during that phase. The parent body cannot necessarily join the detachment unless it can make a voluntary interpenetration, etc.

When a unit wants to deploy a detachment the usual way is for the detachment to simply move forward and take up its new position. This is easily done when the detachment is in the front rank of the combined unit. It is also easy to do when the detachment is on the flank of the unit. When a detachment is in the rear rank the move cannot always be made.

EXAMPLE: Two bounds after reabsorbing its LI detachment, a MI unit wants to then deploy the detachment in front of an enemy unit. The detachment is in the last rank. Since it can freely interpenetrate the MI to its front, the LI simply move into position.

EXAMPLE: A Khmer Line Infantry unit consisting of LHI JLS, Sh has its detachment of Tribal Elephants joined to it as a rear rank. It wishes to advance the elephants to meet oncoming enemy cavalry. Since the elephant cannot freely interpenetrate the LHI, the move cannot be done easily.

A whole approach or counter move must be used to reposition the detachment in situations like that in the second example. If repositioning is necessary, the reformed unit must then form a block in the same position and with the leading edge of the unit remaining stationary.

EXAMPLE: The Khmer player must either use a counter to move the LHI back through the ele-phants, an allowable but disordering interpenetration, or must exchange ranks. By exchanging ranks the unit will reform on the same spot with the elephants in the front rank and the LHI still joined as the rear rank(s).

The important thing to remember is that a detachment cannot simply move through its parent unit; it must obey all other rules about movement and interpenetration. When a detachment leaves its parent body, it moves as if it were a fully independent unit. All movement is based on the position the detachment occupies on the board at the current moment. Unless the parent body is of a type that the detachment can interpenetrate, the detachment most often must make turns to move away. The same applies for the parent body leaving the detachment.

If a detachment is ever more than its tactical movement from the parent body, it must use its tac-tical movements (followed by marches if possible) to reposition itself to within that distance.

If the parent unit breaks then the detachment breaks automatically.

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An unattached detachment could possibly provide support to the parent body if of a correct troop type and located in the proper position. Attached detachments do not provide support.

If a detachment NOT OF ELEPHANTS routs and meets its parent body, then the detachment is automatically reabsorbed by the parent and the whole becomes a disordered block with the de-tachment forming the rear rank or ranks. If the detachment is not LI, then the parent unit must test wavering first. If the parent unit shakes the detachment is reabsorbed but the whole unit is then shaken, not merely disordered.

If a detachment OF ELEPHANTS routs and meets its parent body then the parent unit must test wavering. If the parent unit shakes and is then met by the routing detachment, the whole unit routs (remember that elephants always burst through). If the parent unit does not shake then the elephants burst through and continue to rout, they do not rejoin the parent body. It is important to remember that routing elephants can never be rallied from rout.

If a general joins with a detachment he does not gain operational control over the detachment. The detachment still must remain within its tactical move of the parent body. If the parent body routs the detachment still routs. All rules governing the use of detachments still apply, regardless of the general's presence.

Units:

A body that includes transport elements must include them in the 12 element limit on unit size.

ADDED EQUIPMENT (Pg 11 Para 9 thru 11):

Incendiary Missiles:

An army with stone-throwers can use incendiary missiles only if allowed in the army list.

Only armies that historically used incendiaries in field battles can use other forms of incendiary missiles. This only applies to things such as flaming HTW. If your opponent has a temporary field fortification (palisades for example), you can equip you troops with flaming arrows and such. When so equipped, each figure of an element must have incendiaries. When shooting, if any uses incendiaries then all elements so equipped must.

The use of incendiary HTWs by the Spanish is explained in WRG List 52. Ignore the need to prepare the incendiary weapon. That was a requirement of previous rules editions and no longer applies. Such weapons do not shoot like a ranged weapon.

When incendiary missiles are used on stone-throwers each figure on the model is taken to be armed with an incendiary missile, all firing together in one shot.

If a player using stone-throwers intends to use incendiary shots, that must be listed as part of the description for the stone-throwers and must be paid for in determining the cost of the stone-throwing unit or units.

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The use of other forms of incendiaries is optional and does not have to be declared before use. Incendiaries acquired in this way substitute for troops already chosen, which may include mandatory troops.

Boats:

Boats are only usable by armies that historically used them in field battles. The option to use boats, if a major water feature is placed, does not have to be declared. Boats substitute for troops already chosen, which may include mandatory troops. If boats are used then reasonably accurate models must be provided.

TERRAIN (Pg 13 Para 2 - Pg 14 Para 5):

When both armies are in their home climate then both add 1 to the die score when dicing for ter-rain.

If both players pick water features, they dice for precedence as normal and must roll for the wa-ter feature before any other terrain choice.

For tournament play only, all major water features have a beach that runs the entire length of the feature.

Roads can only be as long as the longest table edge. They cannot be curved at unrealistic angles in order to deny terrain placement or convert woods to virtual clear spaces.

Temporary field fortifications represented by points bought plashing, wagon laager, palisades, etc. are placed at deployment time. They may only be placed in the owning player's own rear zone.

DEPLOYMENT (Pg 15 Para 1 - 7):

At NASAMW sponsored tournaments, all battles will be fair and open unless BOTH players agree to roll deployment options.

Bodies in ambush or on flank march must be clearly indicated in writing. Ambushes must be carefully listed as to distance from edge of terrain features, facing, and depth. Flank marches must indicate either the left or right side of the table

Unless outscouted, players will dice for precedence and the high scorer will deploy his first unit. The low scorer will then deploy his first unit. All deployment is done in order of march. The op-posing players will alternate in this manner until all units are deployed. Units in ambush or on a flank march are passed over as if they did not exist. Force marchers are placed before other bod-ies and must head the march of their command.

Forced marchers may not be placed in ambush if outscouted or if visible from the center line. If opponents mutually force march bodies, the order of deployment determines who is placed at the

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centerline of the table with the opposing body being placed 240 paces away. Please see the ex-perimental section at the beginning of this book for an alternative deployment option for force marchers.

All visible troops must deploy. Terrain features can still block line of sight and affect visibility.

Expendables deploy just like any other body, when encountered in order of march.

Detachments deploy at the same time as their parent unit and may be attached or detached at de-ployment. If detached, they must deploy within tactical move distance of their parent unit.

Generals deploy in order of march as any other body would, whether they are based on a single element or are part of a larger unit.

FLANK MARCHES and ARRIVALS (Pg 15 Para 1 - 7, Pg 38 Para 9 - 10):

An expendable may not flank march unless part of a whole command.

A general may not flank march unless with his whole command.

A detachment may not flank march unless its parent unit also does.

Units that are on a flank march arrive in the zone indicated whenever the die results in an arrival. They must arrive in order of march. Units that cannot be placed on table continue to arrive in subsequent bounds without the need to re-roll for arrival.

When a disputed flank march occurs and both are of the same strength, the players dice for precedence. The high scorer is then the stronger force and the weaker is pushed back.

If a side pushed back arrives prior to the third bound or the "pushers" arrive after the fifth, fa-tigue is still accumulated as per the rules.

Any unit not shaken, exhausted, in rout or on retreat orders that is forced to leave the table (in-cluding flank marchers forced back off board) dices for arrival each bound. If any part of the unit leaves the board then the whole unit must leave.

VISIBILITY and KNOWN (Pg 17 Para 6 - 12):

The term "known" means that information which is pertinent to the unit most concerned. How-ever, the player as a general is aware of things that some of units are not. The general can take into account events that he cannot "see". This comes up most often when redirecting troops on one side of the table to retire and then march to the other side of the table in response to an en-emy movement, etc. While the actual enemy movement is unknown to the units being prompted and the enemy might not necessarily be visible to the friendly general's element, the general can redirect units in his command. We assume that the general has other means of obtaining the in-formation, i.e., messengers and the like.

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EXAMPLE: A unit of Norman HC in wedge routs a unit of Early Imperial Roman legionaries. Although both players know that the unit has routed only the Roman units that see the rout know about it and must waver test and only Norman units that see the rout gain the benefit of being ea-ger (assuming they are otherwise qualified for this morale state). (See Pg 22 Para 7 and 10).

If the rule in question does not mention visible or seen or some similar, then 'known' is assumed. Thus elephants and camels do not need to be seen in order to cause disorder to mounted, but ele-phants and chariots must be seen in order to cause unease. (See Pg 23 Para 5 and Pg 22 Para 7).

If a general has a standard then his position is visible over the top of intervening troops. This is an advantage when the CinC has to prompt his subordinate and allied generals as it improves visibility. It also means that the general's position is visible to more troops, so more wavering tests may be required if the general is killed, wounded, or routed. Troops in terrain features that limit visibility must be able to see a unit to charge or shoot. For example, LMI in woods has an 80 pace move but only sees 40 paces therefore the LMI body must be at 40 paces in order to shoot or charge an opponent.

FORMATIONS (Pg 18 all, WRG lists):

Block:

Block formation includes line and column.

Wedge:

Wedges that are composed of mixed troop types are shot at using the most advantageous factors for the shooter when the element including the inferior troop type is part of the leading edge of the wedge and is the shooting element's priority target.

EXAMPLE: A wedge of Teutonic Knights is constructed as follows: 3 figures of EHK Brother Knights, 3 figures of Sergeants. While in wedge, it is shot at by 12 LI archers. The archers shoot at the HC, not at the EHK.

Wedges in H-T-H that are mixed troop types count as the type and shield of the leading element if steady.

Wedges can only be two or three ranks deep. If three ranks deep, the third rank must consist of a whole element. Thus, a Scythian or similar LC unit of 4 figures could not form wedge since it would have a partial element as its third rank.

African:

The formation known as 'African' is a holdover from earlier editions of the rules and has no equivalent in WRG 7th. References to this formation in army lists are ignored.

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Orb:

Units in orb ALWAYS fight in four directions.

DIAGRAM #1: Determining who fights in orb

The unit shown consists of 16 MI pike with shield facing the way shown. When formed into orb, the unit's elements are not moved. There are 12 figures on the outside (O) and 4 figures on the inside (I). Each side fights with 3 front rank figures and 1 rear rank figure.

A body in orb that is required to recoil, forms a column facing the opponent and then recoils.

Skirmish:

The restrictions on skirmish is only done to limit the ability to actually adopt the formation. Once in skirmish, you must do everything possible to stay within shooting range during your moves. You are not forced to drop the formation based on an opponent's counter or retirement. Once in skirmish, however, you must try and stay inside your own missile range.

EXAMPLE: Your 4 figure Tarantine Reg C LC, JLS, Sh unit approaches first. Your opponent has a horse archer unit. On bound 2 you start 240 paces apart. You approach first and move 200 paces ending up 40 paces away from the enemy unit and in skirmish. The enemy decides to roll a counter and succeeds. He turns 180 degrees and moves away 80 paces. You are not forced to drop out of skirmish in this case. However, next bound you must again move to within 40 paces of the enemy in order to keep skirmishing. If you opponent again chooses to move out of the way, you retain the formation.

You cannot adopt skirmish in a counter and then move straight back out of missile range.

*Note* In para 8, you need to add "state" after "morale" in the third sentence.

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COMBAT RESOLUTION (Pg 19, Para 26):

Support shooting, hand-to-hand combat, recoils/follow-ups, breakthroughs and break-offs/routs/pursuits are completed in sequence for each combat before proceeding on to the next. The order for the resolution of these events is determined by the position of the further forward CinC. If both CinCs are equally far forward then each player rolls a D6. The higher die result in-dicates which player's CinC is assumed to be further forward.

EXAMPLE: A unit of impetuous Gaul LMI charges an enemy elephant unit. In the ensuing melee, the elephants break and rout. The rout move is made immediately. Any waver tests re-quired by the rout are made immediately. The Gauls pursue. The pursuit move is made immedi-ately after the rout move. The players then move on to the next combat situation.

Pursuit moves that result in a converted charge into another body already in H-T-H contact do NOT prevent that body (the one receiving the converted charge) from resolving combat against the body it has already contacted. Normally, it cannot perform any after combat moves nor can it turn in a counter against the converting charger in the next bound. Nonetheless, should it be called upon to recoil, it becomes disordered instead. If called upon to break, it is turned away from the enemy and will make a rout move during the proper phase of the next bound (after combat resolution). It cannot perform break off or pursuit moves until after combat resolution next bound.

EXAMPLE: Unit A is in H-T-H contact with Unit B in bound 3. During the bound but before combat resolution in the right to left sequence, Unit C convert charges into Unit A. No combat resolution occurs between A and C in bound 3. However, combat is resolved between A and B. "A" cannot make any post combat moves in bound 3. If forced to recoil by "B", "A" becomes disordered. If forced to rout, it only turns away and Unit B will get a hack in bound 4, then "A" will make its rout move.

Rout moves for units no longer in H-T-H combat and any waver tests required by these rout moves are resolved as they are encountered along the battle line.

GENERAL'S COMMANDS (Pg 20 Para 1):

No 3inC is allowed.

Unless specifically allowed by the list, an ally general cannot have sub-generals.

ORDER WRITING (Pg 20 Para 2 and Pg 21 Para 2 - 11):

Rush and Retreat orders are arrived at involuntarily and so cannot be given by a CinC. Troops wishing to retreat in the presence of the enemy should be given Delay and then prompted toward their base edge.

INTERPRETATION OF TACTICAL ORDERS (Pg 20 Para 3 - 5):

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Only subordinate and ally generals dice for interpretation of orders, CinCs never do. Generals that do not obey their orders can be given different orders or have them repeated after one full bound has gone by. So on bound 1, a rash sub rolls his probe orders up to attack. The CinC cannot do anything about that until bound 3. The theory is it take one bound for the CinC to realize the order is not being obeyed.

PROMPTING (Pg 20 Para 6 - 9 and Pg 21 Para 1):

Each general has 15 minutes of prompt time available each bound. This can be decreased if the time required to communicate an order last bound was more than 15 minutes, but cannot be in-creased. A subordinate that received an order change does not subtract the amount of time it took to receive the order from his 15 minutes.

The quickest on table route to the unit being prompted assumes that the messenger is of the same troop type as the general's bodyguard. Messengers must consider this when determining if inter-penetration of friendly troops or travel through various types of terrain is possible. When impos-sible, the rout traveled must be traced around the troops or terrain.

DIAGRAM #2: Tracing the path of a messenger

A1 is the general mounted on a HCh. HCh cannot enter marsh. To prompt A3 the messenger must travel completely around the marsh. A2 cannot be prompted since it is surrounded by marsh and cannot be reached by messenger.

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DIAGRAM #2a: Tracing the path of a messenger

While the general in A1 can easily see the elephants (A2), the messenger must travel around the intervening MI units (A3 and A4). They are not a type he can interpenetrate. The messenger can-not take the more direct route because it will bring him within charge reach of enemy units.

EXECUTION OF ORDERS (Pg 21 Para 2 - 11):

In General:

Orders are given to whole commands, not to individual units, and must be written down. Each order has certain specific actions required so that the command satisfies the order. If a command fails to perform those actions due to circumstances beyond its control, the order remains in force and must be complied with when this becomes possible.

If no orders are written down for a command then the are assumed to be HOLD.

If a player believes that his opponent is not meeting the requirements of the orders, he should contact the referee. The referee will then assess the situation on the table top and check the writ-ten orders. If the referee finds that the complaint is valid then he will move the troops to where, in his opinion, they should be.

Certain orders, primarily PROBE and ATTACK, require that a certain number of units within the command move nearer to, or already be within a specific distance from, the enemy. The

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movement of a general during staff moves does not serve to help a command to qualify its or-ders.

Units in combat, rout, or that are disordered and in a must-rally situation, cannot approach. Shaken troops, while not being able to get nearer to the enemy, could replace an approach with a halted formation change.

Attack Orders:

Units behind a screen of troops that can be voluntarily interpenetrated, and which are within their tactical move of a permitted charge target, are considered to be eligible to charge. If such a circumstance exists at the time that the unit is first eligible to execute a charge, and a charge is not initiated, then all future charges must be prompted unless made optional by the circum-stances given on page 21.

Elephant or chariot crews who are armed with B, etc., cannot declare charges unprompted when first eligible under Attack orders.

Attacks by "Irr A":

Units that are entirely "Irr A" may declare charges without needing to be prompted unless of a troop type forbidden to declare charges against certain targets. Thus, any body containing "Irr A" troops MUST declare an unprompted charge when first eligible under attack orders and any body entirely of "Irr A" under probe orders unless it is a body of light troops attacking heavier steady troops or not starting behind a flank or cavalry facing steady LTS or pike. Any loose for-mation foot unit MAY do so under wait or hold orders, but a close formation foot unit could not.

TROOP STATE - MORALE (Pg 22 Para 2 thru Pg 23 Para 1):

Throughout the rules, the term "within" includes "exactly at the distance".

Multiple instances of the same type of unease count as only one cause of unease. Units with any "A" morale troops in the front rank are never uneasy - they are always either eager or willing.

Troops wishing to use an advancing (at least 40 paces that bound) army standard to become ea-ger must be able to see the standard and the enemy it is within 240 paces of.

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DIAGRAM #3: Lateral Support

This shows how support on both flanks is defined.

Troops with no other friendly bodies acting to support in difficult terrain do not count supported if known enemy is also in that terrain. If the unit does not "know" (see) about the enemy, the unit counts supported even though this is a delusion.

The table edge is neither a friendly body nor difficult terrain, so does not provide support.

SHAKEN (Pg 22 Para 9 - 12):

Waver Tests:

Waver tests are taken immediately, as soon as the condition requiring a wavering test occurs. Bodies failing a waver test are no longer impetuous. Bodies charging that require a waver test during the move, take the test after completing the move. Units that are already disordered which receive 3 CPF from support shooting must waver test before resolving hand-to-hand combat. Units that contact the enemy in a charge or counter charge and then fail a waver test count as charging and as shaken and disordered during combat resolution.

When dicing for a waver test, the +1 bonus for breaking opponents also applies if the opponents were destroyed.

Units required to take two or more waver tests simultaneously, such as when they see the CinC's unit in rout, must test for each condition separately. This requires multiple die rolls.

Shaken or disordered troops that receive a combat cause of disorder DO NOT waver test if ALL H-T-H opponents recoil, break-off, or break.

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Close or loose formation foot, not including Irr A, must waver test from 2 CPF inflicted entirely by HG and/or artillery. This is because shields offer no protection against such weapons. If such contain Irr A, they must charge unless no target is available, then they waver test.

Recovery from Shaken:

A shaken unit that destroys its opponents or forces it to break-off, recoil, or rout reverts to disor-dered and may follow-up or pursue if permitted, and must follow-up or pursue if required.

A unit that is shaken and which includes a general reverts to disordered after one complete bound. This can occur even if the unit is in combat. However, should the unit take a waver test before one complete bound, it suffers the -1 for being shaken.

Ambushes:

Units attempting to force a waver test by emerging or shooting from cover must be within 240 paces and behind the flank of the enemy unit at the moment they emerge or shoot in order to cause the wavering test.

Opposing units both deployed in ambush in the same concealing terrain cannot ambush one an-other since neither is EMERGING.

The edge of the table does not count for surprise.

Responding to Charges:

When taking a waver test in conjunction with a charge response, the waver test is taken BE-FORE the charge response is decided.

LHI, LMI, or LI Responding to Charges:

LHI, LMI, and LI who declare impetuous charges against mounted opponents do not waver test for being charged by those mounted opponents unless the charge of the LHI, LMI, or LI is pre-empted and canceled, since otherwise they are not responding.

The term "beyond difficult terrain" means that the mounted unit must pass through a difficult or rough area or cross an obstacle in order to contact the unit that is the object of its charge. If even one element can reach the target unit without having to cross difficult terrain, measured before lining up elements, then the body must waver test.

When in a mixed body with other troops the determination of whether the unit must waver test or not is based on the following: Can the LHI, LMI, or LI be contacted by the charging unit? If the answer is yes, and a waver test would otherwise apply, then the unit must test wavering.

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Demoralization:

A demoralized command has its orders changed to retreat at the beginning of the next bound. This does not require prompts and is immediately received and obeyed by all units in the demor-alized command. Retreating units retire and march without needing prompts.

TROOP STATE - COHESION (Pg 23 Para 2 - 7):

Disorder caused by shooting, whether preparatory or support, is a combat caused disorder. Dis-order caused by break-through moves is not a combat caused disorder. Disorder caused by re-verting from wedge to block is not a combat caused disorder. Bodies breaking through others are not disordered by doing so.

Units that suffer cessation-cured disorder may make normal tactical and/or march moves unless subject to compulsory rally for other reasons. They recover from disorder automatically at the end of the next complete bound after the cause of disorder has ceased or been removed, even if in H-T-H combat. So, if a body suffers a this type of disorder during the approach phase of bound 2, it does not "cure" itself until the END of bound 3.

TROOP STATE - FATIGUE (Pg 23 Para 8 - 13):

Irregular foot attached to a mounted body, or on the same base with elephants, cause the whole unit to take 2 fatigue points for each CPF suffered in hand-to-hand combat.

Troops that shoot both in preparatory shooting and in support shooting accumulate 2 shooting fatigue in that bound, 1 for each shot.

Fatigue points accrued from charging or counter-charging apply in that bound's support shooting or H-T-H combat.

MOVEMENT (Pg 24 Para 1 - 2):

Approaches, counters, retirements and marches can be made (subject to rules concerning the precedence for movement and to occurring within the proper phase) in any order the controlling player desires. A unit that makes a tactical move must be prompted to make a march move. Tac-tical movement ends march movement and new orders to resume marching are needed.

MARCHES (Pg 24 Para 3 and Pg 25 Para 1):

Units cannot interpenetrate during march. A unit that begins the march phase behind a slower moving unit cannot wait until the slower unit marches. A unit that starts the march phase behind a slower moving unit, and that does not march in the first march segment to which it is entitled, halts and must be reprompted next bound to continue marching.

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A marching unit that gets behind another unit and cannot complete its march segment must halt until the next bound. If it did not complete at least one march segment then the unit must be prompted to resume marching.

Tactical moves halt marches and require the unit to be reprompted to march.

Bodies marching must move the entire march segment move distance. If they are forced to move less, they have halted and cannot march again that bound. You cannot skip a march segment and march again in the same bound. If a LC unit moves on 5, it cannot skip 4 and then move on 3.

In order for a unit that has marched to declare a charge, it must have completed EVERY march segment.

Troops marching cannot get closer than 240 paces to an enemy unless the body is screened by intervening troops or terrain features which reduce or block visibility.

MOVE DISTANCE (Pg 24 Para 5):

References to "ships" includes points bought boats. All ships and boats are assumed to be rowed for tournament play. In campaign games, wind could play a factor in water movement.

DIFFICULT TERRAIN (Pg 24 Para 7 - 11):

Mounted and foot march segments are 240 paces in rough areas. Close formation mounted or charging mounted are disordered when moving in rough areas but does not have movement re-duced. Tactical foot and ALL rout movement is reduced in rough areas.

Close formation troops defending the perimeter of a built over area are not disordered unless they move. Any approach, counter, retirement, charge, recoil or similar movement and any march move will result in the unit becoming disordered.

When a player places a wood he may depict a defined path through the woods. Units not moving on that defined path, and units moving through other forms of difficult areas, must dice for devi-ation in their movement if otherwise required by the rules. Moving along the edge of a woods or other difficult area does not preclude the need for this.

APPROACHES (Pg 25 Para 2):

The higher scorer in each bound must move all his units before the opponent except that he can move any or all mounted bodies after the opponent has moved his foot if he chooses.

Approach moves cannot result in a unit being further away from the nearest enemy than it was at the start of the move. If a unit is equally distant from two or more enemy bodies it may choose which of the enemy is to be considered nearest. Changing formation can replace approaches, with no movement towards the enemy then being made. Any formation may be adopted, includ-

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ing orb, skirmish and testudo (these three often being considered as defensive formations), pro-vided the troops are permitted the formation.

DIAGRAM #4: Approach Moves

Notice that A1 has moved further away from D1. This is not a permitted approach move. Notice that A2 has moved nearer to D2 but is closer than 40 paces. This too is not allowed.

DIAGRAM #4a: Approach Moves

Notice that A1 has not moved anywhere but has formed into wedge. This is allowed. Also note that A2 has moved nearer to D2 but has stayed 40 paces away.

A unit within 40 paces of an enemy body cannot make an approach move per se but can make any permitted formation change. The unit can always perform a counter, retirement, or staff move (if applicable). Such a formation change cannot result in the body getting closer to the en-emy body than before.

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Units that interpenetrate during approaches must be able to fit all interpenetrating elements be-yond the unit being interpenetrated. If this is not possible or results in the unit coming nearer than 40 paces to the enemy then the interpenetration cannot be made.

COUNTERS AND RETIREMENTS (Pg 25 Para 3 - 5):

A counter can be made by a body reacting to one of the following circumstances:

1. An enemy body capable of declaring charges against the body is within charge reach.

2. An enemy body with missile weapons is capable of shooting at the body.

3. An enemy body is within 240 paces and is behind the flank of the body and not engaged with other friends.

4. A detachment is more than its tactical move away from its parent unit.

5. An unease cause exists within 240 paces.

6. Body within 40 paces of an enemy body.

A unit that counters can shoot at any new target if armed with a missile weapon. A unit may use a counter to change formations in order to improve its ability to perform during combat or to de-crease the likelihood of taking casualties from preparatory shooting (such as forming wedge or forming testudo).

We will not judge the enemy's intent on counters which can be performed under the six circum-stances listed. The unit need not know if an enemy capable of charging it actually intends to. However, a unit that performs a counter CAN initiate a charge and can respond to one in the normal manner. Units who fail to successfully roll a counter CAN initiate charges if appropriate.

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DIAGRAM #5: Counters

A1 and A2 have threats. D1 is behind A1's flank and D2 is near enough to charge A2. A1 could counter because it is threatened by D1 and A2 could counter since D2 can charge it. A3 has no threat and cannot counter.

DIAGRAM #5a: Counters

A1 has countered to meet the threat of D2 by moving outside of D2's charge reach. A1 could now charge unit D1. A3 has countered to form wedge and can charge D3 which threatens frontally. A3's starting position is shown by the dotted line. It cannot counter into wedge and move its front edge nearer to D3.

The purpose of a retirement is to pull a unit out of its current position and to redeploy it into a new location. It cannot, therefore, be used in order to get into a position to charge or shoot the enemy in the bound in which the retirement occurs. Retirements need not be reprompted each bound (they continue the previous bounds retirement move). Marches normally follow. A retir-ing unit is allowed normal charge responses if it becomes the target of a charge.

A unit may retire in one bound and march or make normal approaches in the next. The decision on where to redeploy the unit and the determination of how long it rests or remains in reserve is that of the controlling player.

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DIAGRAM #6: Retirements

A1 could retire since there is a path that takes it away from all enemies that are within 240 paces. A2 could not retire since it is unable to move in a way that would take it further away from D6, D7, and D8.

CHARGES (Pg 25 Para 6 - 10):

Charge Declarations:

Charges must be written down prior to declaration.

A single unit cannot charge two bodies at once unless both could be contacted by at least one el-ement of the charging unit. You also cannot charge one unit and then change the direction of your charge in order to hit the flank of another body.

When declaring charges all units must be able to fit against the target. You cannot declare a charge with two units if there is only room for one of them to fit. Moreover, the chargers must be able to contact the targets at the spot the targets occupy at declaration. Assume that the target will stand to receive the charge. If it does so, can the charger reach it without exceeding its tacti-cal move? If the answer is "no", then there can be no charge declaration against it.

Unless charging through a friendly body in a permissible interpenetration, charges may only be declared against visible targets. The target of the charge must be within the tactical move dis-tance of the charging unit. A unit that needs to dice up in order to contact the target may not de-clare a charge. When charging evading troops, both bodies dice for extra or reduced movement.

Charges legally declared cannot be cancelled by enemy frontal charges not initially within reach, unless non-impetuous foot is charged by mounted. EXAMPLE: A Gallic LMI unit declares an impetuous charge against a Cretan LI archer unit 120 paces away. Behind the Cretans is a 6 figure Wedge of Companion cavalry (160 paces away from the Gauls). The Companions declare a charge against the Gallic unit. Since the Gallic LMI

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declared its charge impetuous and will move into the path of the Companions, its charge is not cancelled.

Flank Charges:

Unless starting behind the enemy flank, light troops (except light chariots) must be facing other light troops or unsteady troops in order to attempt a flank charge. Behind the enemy flank is de-fined as having any part of the attacking unit behind a line drawn across the leading edge of the defending unit's front.

DIAGRAM #7: Behind the flank

A1, A3, A4, and A5 are behind the flank of D1. A2 is not.

A unit attempting a flank charge must be able to reach the intended flank with at least one com-plete element, or leading point if a rhomboid or wedge, without exceeding its tactical move. Any wheel must be made at the beginning of the charge move and must pivot on the corner of the charging unit's first full width element that is nearest to the charge target.

DIAGRAM #8: Flank Charges

A1 and A2 can declare flank charges. A2 can declare its charge against either D2 or D3. The de-termining factor is if the corner of an element can contact behind the corner element of its target. In this diagram, if the point marked 1 on A1 can contact behind point 2 on D1, the wedge has a flank charge. The same applies to A2, if it charges D2, point 4 must contact behind point 3. If it charges D3, point 5 must contact behind point 6. A3 cannot declare a charge on D3 if it does not have the movement for the right hand elements to contact behind D3's flank. If it has the move-

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ment, it can wheel slightly at the start of the charge and wrap around as is shown in DIAGRAM 13. Charges are against edges, not points. However, the points determine the eligibility of a flank charge.

Additional movement gained from lining up elements does not make a flank charge, or any other charge, possible. When this additional movement results in contact with an enemy unit that was not a target of the charge, the charger must drop back elements 20 paces to avoid contact. Regu-lars do not have to maintain even ranks when performing this drop back.

DIAGRAM #9: Dropping elements in a flank charge

Notice that one part of A1 makes contact with D1 during the charge but the other does not. A1 cannot "whip" the part that does not make contact into the enemy. It must drop back those ele-ments 20 paces in order to avoid contact.

Units wheel simultaneously during charge and countercharge moves. It is, therefore, often possi-ble to prevent a flank charge by wheeling toward the attacker with the countercharging unit. Any wheel used for this purpose must pivot on the corner of the countercharging unit's lead element that is closest to the attacker.

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DIAGRAM #10: Wheeling in a charge or countercharge

This diagram shows wheeling with the corner nearest the enemy.

A unit trying a flank charge must be able to physically occupy the space on the flank of the tar-get body. If it cannot do so then a flank charge cannot be made. If a flank charge by a unit not also able to contact the target's front fails, the charge itself is canceled since the target was not in reach.

DIAGRAM #11: Physically fitting in a flank charge

To physically fit a unit onto a flank, first there must be no supporting units covering the flank. Second, the charger must be able to fit into the space along the flank of the defender. Note also that the gap between units is not over 2 elements, a flank charge cannot be made.

Conforming to Enemy Frontage and Wrap-Arounds:

The phrase "extra move being allowed for this if necessary" applies only to elements in contact with the enemy. In a charge each element is entitled to move its maximum tactical distance in order to contact the enemy unit. If contact is made then the elements in contact are pivoted to conform to the exposed face or faces of the enemy. Elements that do not make contact must drop back 20 paces from the front of the unit, they cannot "whip" into position due to movement of other elements in the same body.

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DIAGRAM #12: Lining up elements

Elements that do not make contact in a charge must hold back 20 paces from the enemy that they would have otherwise contacted by lining up elements. The elements are evened out during sub-sequent H-T-H bounds.

Elements dropped back 20 paces to avoid contact during charges are moved into alignment with other elements as part of post combat movement. If a charging body recoils, breaks off, or routs, then move the elements which made contact back into alignment. Then move the body the re-maining required distance. If the charging body follows up, pursues, or breaks through, then move the dropped back elements into alignment before making the move.

Whenever charge moves result in elements contacting multiple faces of the same enemy, the charging unit bends to conform to the exposed faces. This is the only way in which a "wrap-around" can occur. Wraparounds are NOT optional moves. In the case of wedges with multiple points, the wedge is situated obliquely in regard to the target body.

DIAGRAM #13: Wraparound

This shows how a block and a 2-point wedge "conform" to an enemy's position during a flank charge.

When a unit that has performed a wrap-around recoils it reforms with all elements on line and facing the unit that it wrapped around. If the unit breaks the distance and direction are based on returning the unit to base-to-base contact. If the unit has an even number of elements on both sides, it forms on the front of the enemy body before routing. If it has an odd number of ele-

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ments then it forms up on the side that contains the most elements. Rout direction is determined from this reformed position.

Contacting Uncovered Units:

If an evader passes through or diverts around a friendly unit and the charging unit can reach the unit passed through or diverted around, then it can become the target of the charge. Whether to wheel to follow the evaders or to continue the charge into the new target is the option of the player controlling the charging unit. (See Pg 26 Para 3). A charging unit may not exercise the option to charge the unit that is uncovered or diverted around if it is of a type the charger could not normally charge, it must wheel in pursuit in this case.

The phrase "uncovered by its target evading or routing" means that the unit revealed must have been hidden from the charging unit during charge declaration. The charging unit must have been situated so that no charge could have been declared against the hidden unit during charge decla-rations. If the charging unit could have made a declaration against the second unit then it (the second unit) was not hidden. It cannot, therefore, be uncovered and cannot become a target of the charge. Should a friendly unit rout and divert around or pass through friends, these friends can become the target of a converted charge whether or not they were "hidden" beforehand.

DIAGRAM #14: Uncovered units

Note that D3, D5, and D6 are uncovered by evading units. D8 is not uncovered since it could have been the target of A4's original charge declaration. A4 cannot declare a charge against D7 in the hope that it will evade in order to get at D8's flank. If A4 wants to charge D8, it must do so frontally.

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Converted Charges:

A converted charge is considered a charge. It requires the application of additional fatigue points for charging in successive bounds. Units that are impetuous remain so. Weapons usable only in a charge are counted in resolving a converted charge.

Converted charges prevent preparatory or support shooting at either the unit that made the con-verted charge or at the unit that received the converted charge during combat resolution of the converted charge in the next bound. Neither the charging unit nor the receiving unit can be charged in the next bound. Either may be contacted in further converted charges in the same bound, however. Neither unit may move until after the combat adjudication.

The only action by a body has that receives a converted charge is to stand and receive the charge. If it is a body in skirmish formation, then it reverts immediately to a block of the same frontage.

The restrictions on what new enemy bodies that can be converted into while pursuing do NOT apply to break-through or follow up moves without expansion.

CHARGE RESPONSES (Pg 26 Para 1 - 3):

Counter-charges:

Counter-charges are in all respects like a charge, except they cannot be made to be impetuous and are not declared. Counter-charges cannot be made against proscribed targets: if the unit is of a type that cannot be charged then it cannot be counter-charged.

Evades:

Evaders that roll a 1 or 2 must deduct 40 paces from their movement. If in difficult terrain this may result in the evaders traveling no distance. Mounted evaders that roll a 5 or 6 may choose either to add 80 paces, or to deduct 80 paces. Mounted evaders in difficult terrain can add or deduct 80 paces to their move if they roll a 5 or 6.

Evaders charged by more than one enemy can choose whether to halve the angle of the charge or to evade directly to their own rear. Skirmishers must evade. Light troops may be required to evade based on orders or on the results of options chosen during preparatory shooting.

Evades are not possible to units that are contacted in a converted charge.

If a unit must drop back elements in order to pass a gap the elements dropping back are placed in the rear of the side of the unit nearer to the charger. The evade distance is measured for the ele-ment or elements passing through the gap with the remaining elements lining up behind and nearer to the enemy.

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DIAGRAM #15: Dropping back elements in an evade

Note the gap between the terrain is two elements wide so D1 will evade as shown. Even if D1's elements start somewhat offset from the gap, 2 elements will be able to move into the gap.

DIAGRAM #15a: Dropping back elements in an evade

In this case, only a one element gap exists so the unit ends up as shown.

RECOILING AND FOLLOWING-UP (Pg 26 Para 4):

A unit contacted only at the flank recoils sideways. A unit contacted on multiple sides recoils by halving the angle or angles. A unit contacted to front and rear is not physically moved on the ta-ble but counts as ceased recoiling, is disordered, and both opponents get the follow-up +.

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DIAGRAM #16: Recoil direction

The following shows recoils from the flank, front, and multiple angles.

Bodies halting a recoil disorder the body which is unable to fully complete the move but are not disordered themselves.

ROUTS, PURSUITS, BREAK-OFFS, BREAK-THROUGHS (Pg 26 Para 5):

Routs:

Mounted routers must add optional distance if they roll a 5 or 6. All routers must deduct 40 paces if they roll a 1 or 2: if in difficult terrain this may result in no distance being traveled, but fatigue and appropriate waver tests still must be taken.

Pursuits:

Pursuers that roll a 1 or 2 must deduct 40 paces from their movement. If in difficult terrain this may result in the pursuers traveling no distance. Mounted pursuers that roll a 5 or 6 may choose either to add 80 paces, or to deduct 80 paces. The exceptions are when a unit is impetuous in which case they must add or when constrained by orders. Breakthroughs:

Recoils and follow-ups, if required, occur before break-through moves. Dice for distance trav-eled as if pursuing. Elements that interpenetrate without passing through are inserted immedi-ately beyond the body broken-through. Elements that do not interpenetrate prevent the break-through move.

Unless otherwise prohibited, units breaking through may counter. The unit may turn 180 degrees to face a known enemy during approach moves. A charge is still required in order for the unit to re-enter combat.

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If a break-through move results in a converted charge before the unit completes its entitled movement, and if this results in the unit breaking-through being still interpenetrated with the unit broken-through, then move the new charge target back far enough to allow the move.

See Pg 37 Para 13 for further clarifications. Also refer to the detachment section in this book for details.

Bodies breaking through are not disordered by doing so.

RALLYING (Pg 26 Para 6 - 8):

All troops that are rallying forward may turn a full 180 degrees to face the enemy. This does not count as a move and is done during the approach phase.

Units suffering from rally-cured disorder that are listed as being in a must rally situation, or choose to rally in an optional situation, must rally, i.e., they can only respond to charges. Such bodies can still shoot in the prep phase. Such bodies cannot perform functions as a result of prep shooting which then forces a waver test (See results of prep shooting). Others may interrupt their rallying to perform any tactical or march move.

Bodies suffering from cessation-cured disorder, can become steady even if involved in H-T-H combat.

CHANGING DIRECTION OR FORMATION (Pg 26 Para 9 - Pg 27 Para 2):

The statement "or be replaced by" means that no movement takes place. When dropping back el-ements to pass a gap the formation can decrease its frontage by any number of elements with no reduction in movement.

The remaining movement left after a unit dismounts depends on when it takes that action during the move. Since it is treated as a formation change, irregular mounted can move only 40 paces if it decides to dismount. Regular mounted could move its full distance and dismount. However, should it dismount first, it would only have 40 paces of foot movement left since it is disordered.

Units in column deeper than 4 elements do not "expand" to 2 or 3 elements wide should they turn 90 degrees but END UP that way. Hence, it is possible for a regular unit that starts a move 3 elements wide and 2 deep to turn 90 degrees (now being one wide and 6 deep), move 40p, and then turn 90 degrees again and END UP 3 elements wide. The unit is not expanding and con-tracting in the same bound, that's on another line in the section and does not apply in this case. However, the lead edge of the body CANNOT end up more than 40 paces away from its starting point, i.e. the elements that end up 2 or 3 wide must be placed in the direction from which the body came, not in the direction it is moving.

The wheeling of columns during march or tactical moves is done at a specific point. As each ele-ment reaches that point, it performs the wheel. Columns will not "whip" about. Most often seen is a line of elements, the end one of which turns 90 degrees and makes it move. In this situation,

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the column does not snake back into the adjacent unit. However, the unit making the move must have sufficient movement to be clear of the adjacent unit when the action is completed. A rule of thumb to ease play is to straighten out such units at the end of the bound.

Dropping back elements for "free" during march or tactical moves to pass gaps can only occur if the gap is narrower than the moving body.

Expansion of elements by bodies making a follow-up move is prohibited if the expanding ele-ments would contact another enemy body.

INTERPENETRATION (Pg 27 Para 3 - 7):

The results of interpenetration are as follows:

1. Troops that interpenetrate chariots are disordered.

2. Troops that interpenetrate moving troops are disordered.

3. Troops that interpenetrate disordered troops are disordered.

4. Troops that interpenetrate during a charge or countercharge are disordered.

5. Troops that are interpenetrated by other than LI are disordered.

6. Involuntary interpenetration disorders all troops involved.

7. Troops burst through by routers are disordered.

The phrase "other interpenetrations ... cannot be made voluntarily ..." implies that involuntary interpenetrations are possible. If, however, there is an option of evading or taking some other course of action, as when reacting to preparatory shooting (for example), the option must be ex-ercised -- an unallowable interpenetration cannot be made possible through the exercise of an optional choice. One example of an involuntary interpenetration is skirmishing troops that are charged -- they must evade, and if there is no gap for them to evade through then they will inter-penetrate friendly units in the path of their evade. If an involuntary interpenetration occurs there is no choice of which units to interpenetrate, the moving unit must travel by the straightest, most direct path towards its destination.

No interpenetrations can be made during marches. This includes interpenetration of friends in ambush that are not yet placed on the table.

Gaps are spaces between two "things" whether they be bodies or terrain features. In order to have a gap, it takes two such "things" and a space BETWEEN them or the edge of the table. The following diagrams are meant as general guidelines only and certain geometric situations as to the applicability of a gap will be ruled by the umpire.

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DIAGRAM #17: Gaps

In most BUT NOT ALL cases, we define "between" as a space whose boundaries are the parts of the "things" that are closest to each other. The following shows that D is between A1 and A2. This is based on the fact that it SEPARATES them visually. In order to define gaps simply, we must give units something visually to "cut". That something is an imaginary line connecting the shoulders of the proposed gap. If that line enters a friendly body, that body is in a gap.

DIAGRAM #17a: Gaps

On the left, A1 and A2 are lined up as shown. The gap line connects A1 and A2 at their closest point. D1 starts its charge and ends up on the flank of A2. D1 did not enter the gap and so can make the charge. On the right, there is no defined gap so D1 could charge either A1 or A2 in the flank. In some cases, we make exceptions as to the closest distance determining a gap. In the last drawing, D is in the gap as shown by the line between A1 and A2.

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DIAGRAM #17b: Gaps

In this drawing, D is in a gap between A1 and A3. However, since A1 and A3 are greater than 2 elements apart, D can charge A2 as shown.

A body cannot charge an enemy body which is between and beyond two enemy bodies unless both enemy bodies forming the shoulders of the gap are in H-T-H combat from a previous bound unless that gap is greater than two elements wide.

STAFF MOVES (Pg 27 Para 13):

Staff moves can be made at any spot on the table.

Only a general that is part of a single staff element or that is part of a 2 element unit can make staff moves. Generals that staff move are limited to the tactical move distance of their body-guard. This means that if the bodyguard is irregular then the staff move is made with the move-ment restrictions of irregulars.

Any general's staff element, whether alone or part of a unit of any size, can intercept and/or rally troops. A general can rally troops belonging to any friendly command. When rallying troops the general is considered with, but not joined to the rallying unit. Regular generals can rally irregu-lar troops and the other way around.

USE OF SHIELDS (Pg 28 Para 1 - 9):

When a unit is in skirmish, if any skirmishers of an element able to shoot are shieldless then the whole unit is shieldless when shot at.

A pavise protects frontally, but not to either flank or to the rear.

Early Achaemenid Persians whose shields are large enough to use as a pavise must declare them as either shields or as pavises. They do not count as both shield and pavise.

Loose and open order infantry cannot use mantlets. Ignore any list that says otherwise. Arming loose order infantry with mantlets and converting them to close order infantry is not allowed.

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Mantlets protect frontally, but not to flank or rear. They can be moved. It takes all of an ap-proach or counter move to set them up. Picking up mantlets does not reduce movement.

Troops using HG and equipped with shields count shieldless when shooting.

SHOOTING ARCS (Pg 29 Para 12):

Shooting arcs are determined for each element eligible to shoot. In order for the element to shoot it must have a target in arc and have at least a one element wide gap to shoot through.

DIAGRAM #18: Prolonging the front and shooting arcs

D1, D2, and D3 could shoot since they are prolonging the front. D4 does not prolong the front of D3 because it does not touch it. D5 does not prolong the front of D4 but is set back somewhat.

DIAGRAM #18a: Prolonging the front and shooting arcs

Element A4 and A8 can shoot at D1 because they have elements in front, beside, or diagonal that can shoot.

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DIAGRAM #18b: Prolonging the front and shooting arcs

Elements X and Y cannot shoot at the target because they cannot see it. Even though they are in arc, the target is not visible.

Crews on elephants and chariots do not shoot all around unlike bolt shooters on carts or artillery on boats.

SHOOTING RANGES (Pg 30 Para 1 - 3):

DIAGRAM #19: Shooting Ranges

Elements A1 through A8 can shoot at D1. The distance is measured for each element. If an ele-ment immediately in front of, diagonal to, or beside it can shoot and is closer, then the distance is measured from that closer element. A1 through A3 are shooting at close range. A4 through A8 can use the distance of the first three elements and so are also shooting at close range.

A1 through A8 cannot shoot. Elements A9 through A12 can shoot. The distance is measured from A9 through A12, not from elements A1 through A4. All four elements are shooting at long range.

The elements that you get the range from do not have to be able to shoot themselves. Bodies armed with different ranged missile weapons (1/2 B, 1/2 JLS for example), count whichever weapon is in the front rank when determining whether or not it can shoot. If mixed weapons in front rank, count the shorter range weapon.

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When determining ranges for support shooting, the end position of the bodies after charge and charge-response moves determines the range. Bodies ending in contact shoot at close range, oth-ers where they end up on the table. SHOOTING BY REAR RANKS (Pg 30 Para 4 - 9):

If one rank that is eligible to shoot does so, then all ranks that are eligible to shoot must do so.

The words "Stone or bolt-shooters" in paragraph 7 are understood to mean "Stone throwers or bolt-shooters".

Even when entitled to shoot over intervening troops, the target must be visible to the shooting body. Bolt-shooters on carts can only see standards and elephants over intervening troops that are on the same level. When higher, such as when on a rise or hill, they can both see and be seen. When shooting over other troops, cart mounted bolt shooters must be able to see the target being shot at and are still constrained by target priorities.

While chariots are considered "mounted" troops, they are also "models". Hence, an attached cav-alry detachment armed with bow and is the second rank behind the chariot CANNOT shoot overhead unless the body is in skirmish.

SHOOTING COMBINED WITH MOVEMENT (Pg 30 Para 10 - 13):

Only units receiving a charge at the halt can benefit from support shooting by friends that pro-long their front or that are behind the final flank of the chargers. The words "of any friendly body so charged" refer to units standing to receive a charge and determines when help in the form of support shooting can be given.

You can support shoot in subsequent bounds of H-T-H if the enemy body has an element in arc and not in base to base contact with the friend you are supporting. For example, a 6 figure HC unit in one rank fighting both elements in contact with its opponent CANNOT be support shot.

"Third parties" armed with JLS, and eligible to shoot, can shoot in support of friends already in H-T-H contact.

Artillery that moves cannot shoot. Movement of artillery by cart, wagon, or elephant does not negate this.

SHOOTING TACTICAL FACTORS (Pg 31 Para 11 - 13):

Units using testudo are not protected from artillery fire, those in skirmish are.

You always count the -2 for opponents in H-T-H regardless of whether the target element itself is actually counted as fighting in that bound.

TROOPS ENTITLED TO FIGHT (Pg 32 Para 3 - 9):

WRG 7.5 Interps (1998) Page 37

Lance counts only in a charge or counter-charge, not at "first contact". If an element armed with L becomes the target of a charge while following up it fights as "other cavalry or camelry weapons or circumstances" not as L. See Pursuers section for additional details. When irregular loose order foot fights multiple opponents the rear ranks that are eligible to fight may round up fractional numbers against each opponent. For example, a unit of 12 LMI that is 2 elements wide and 2 elements deep fights two separate units: It would fight 5 figures against the first opponent and 5 figures against the second (assuming in each case that the rear rank is eligi-ble to fight). However, if such a unit is fighting a single enemy body, the fractions are added to-gether and not rounded up separately.

HAND-TO-HAND WEAPON FACTORS (Pg 33 Para 1):

Troops armed with 2HCW or 2HCT must be STEADY (not disordered) in order to count as shielded at first contact.

HAND-TO-HAND TACTICAL FACTORS (Pg 33 Para 8 - 12):

Mounted troops that are pursuing receive a +2 against any enemy, even those that are not in the unit being pursued. This is different from the +1 tactical factor received for pursuing, which only applies against the unit being pursued. Mounted troops receive both tactical factors against the enemy they are pursuing.

No unit adds 1 for a charge or counter-charge unless they actually did charge or counter-charge. A unit that made a converted charge last bound counts as having made a charge for the purposes of this bound's combats.

A unit adds 1 against the units that they are following-up against or are pursuing only. If they become involved in a combat with some other unit during the follow-up or pursuit the plus 1 is not figured in that combat.

EXAMPLE: A unit of 16 Macedonian pike is charged in bound 4 by a unit of 16 Pre-Feudal Scottish thanes. The thanes - 'Irr B' HI JLS, Sh - win in bound 4 and disorder the phalanx. In bound 5 they win again and push the phalanx back. In bound 6 a unit of 6 Companions in wedge charge the exposed element of thanes. In that sixth bound the Pre-Feudal unit fights 6 figures with JLS against the pikes at the following: 3 vs. MI + 1 for JLS + 1 for following-up + the ran-dom dice roll. Against the Companions the thanes fight as follows: 2 vs. HC + 1 for JLS + the random dice roll. If the random dice roll were +3, -2 the final factors would be 6 figures at +6 vs. the phalanx and 6 figures at +4 vs. the Companions.

The tactical factor modifiers for impetuosity count only when charging or counter charging.

Units fighting from transport wagons or point bought laagers count as both on higher ground and defending on obstacle (a minus 4 for the attacker), and only count as cover if point-purchased mantlets are part of the wagons. Units defending behind wagons count cover and defending lin-ear obstacle but do not count as higher.

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GENERALS JOINING UNITS TO FIGHT (Pg 34 Para 5):

A general on foot that joins a unit has his element placed in the front rank, regardless of whether the unit joined to is mounted or on foot. When a mounted general joins a unit on foot his ele-ment takes on the "morale and cohesion" of the unit joined. (See Pg 18 Para 8). In all other cases the unit joined may benefit from the morale of the general's bodyguard element, but the whole waver tests at the lowest morale factor for the whole unit.

CASUALTIES PER FIGURE (Pg 36 Para 1 - 2):

A camel with two riders disguised as a dummy elephant is a model. It counts as five figures for calculating CPF. An element of 3 double ridden camels (for example a Midianite loose order camel element with 2 riders on each camel) counts as 3 for CPF purposes.

Transports, in some cases, can be attacked separately from the rest of their unit. If they are being used as an obstacle, they can be shot at alone, counting each transport in the unit as 5CPF. Or the rest of the unit (usually close order infantry) can be shot at using the number of infantry as CPF but not counting the transports. If being transported, the target is shot at using the Tr factors but counting both the wagon and its crew together as 5 figures for CPF.

CATASTROPHES (Pg 36 Para 6):

If a general is in a unit that paid no commands points (because the general is an integral part of the unit) and that general is killed, the remaining elements in the body break and rout.

RESULTS OF PREP SHOOTING (Pg 37 Para 4):

When an applicable body takes 2 CPF from prep shooting and either must halt or chooses to halt, it CANNOT perform any counters or retirements nor can it go into skirmish formation (or any other) and remain stationary.

Note the affects of HG and/or artillery on close or loose order foot that does not contain Irr A troops under the SHAKEN section.

If a body that has made a decision about an action as a result of prep shooting is later UN-AVOIDABLY prevented from performing the instruction, it still must take a waver test at the moment it becomes apparent it cannot follow through with the decision. However, disordered bodies in a must rally situation which receive 2 CPF from prep shooting which calls for an ac-tion they cannot perform, i.e., charge unprompted, must take a waver test.

BREAK-THROUGH MOVES (Pg 37 Para 13):

When chariots are in the front rank of a mixed unit in combat, they cannot break-through unless it is a detachment or is a parent body.

WRG 7.5 Interps (1998) Page 39

If chariots that break-through are a joined detachment and the parent body (assumed to be be-hind the chariots in this case) have sufficient movement to breakthrough, only the chariots breakthrough unless the whole body inflicted 3 times as many H-T-H casualties than it received.

If chariots that breakthrough have an attached detachment (again behind the chariots), and enough movement exists for it to breakthrough, the same applies.

BROKEN TROOPS (Pg 38 Para 1 - 4):

A unit first breaks and then routs. It is possible for a unit to break without immediately routing.

Routers must have a 120 pace gap between bodies in order to pass through the gap. This over-rides the gap rules on page 27.

Routed generals cannot intercept or rally themselves. They cannot issue orders.

Dismounted LC, LCm, and/or LCh do not count as close formation foot for the purposes of halt-ing a rout.

Elephants and scythed chariots cannot be intercepted and rallied and never cease routing even if they pass within 80 paces of steady close or loose formation foot. Elephants and scythed chariots never alter the direction of their rout to take advantages of gaps, but always burst through friends or fight as if surrounded if they meet enemies. Routing elephant detachments rout in exactly the same manner as routing elephant units -- they do not make any special effort to rejoin their par-ent body (although check the detachment section for additional explanation) and cannot be ral-lied in any way.

PURSUERS (Pg 38 Para 5 - 7):

Non-impetuous pursuers still in contact with routers have all charge response options, including evade if of a type eligible to evade. This also means that such non-impetuous cavalry armed with L which respond by counter-charging count the L in the subsequent H-T-H combat.

TROOPS LEAVING THE TABLE (Pg 38 Para 9 - 10):

If a body's break-off move takes it off-table but it would have been caught otherwise, it routs and cannot return. Bodies that evade off-table cannot be caught.

Bodies can evade or rally back off-table if called upon to do so as a result of shooting or H-T-H. Troops who do this in the enemy's central rear zone do NOT count has having sacked the bag-gage camp.

EXPENDABLES (Pg 43 Para 2):

Non-ignitable expendables must force march if other bodies in the army do.

WRG 7.5 Interps (1998) Page 40

Expendables cannot counter or retire. An expendable cannot turn away from an undesirable combat, but must charge the first available enemy. All charges by expendables must be impetu-ous unless the body is incapable of impetuosity. (See Pg 25 Para 3).

War dogs must move 80 paces to get the scythe bonus during hand-to-hand contact.

Pigs and camel carts must be in contact with some unit until used.

The remaining expendables types (scythed chariots, war dogs, and stampeding animals) are treated in the following manner:

Expendables that charge without contact must continue charge moves on subsequent bounds in a straight line until exhausted, at which point they are removed.

Expendables pursue routers. If the routers are dispersed, the expendable continues moving dur-ing the charge phase in a straight line until exhausted, again being removed.

If expendables are routed, they rout in a straight line until exhausted (initial rout move is directly away from enemy).

DUMMY ELEPHANTS (Pg 43 Para 4):

Dummy elephants are a type of model representing 1 MCm with a total of 2 B armed riders. They shoot as 2 figures -- they do not double the effects of any rider's shooting. They absorb ca-sualties as if 5 figures. They are shot at as shieldless MCm. If in a rear rank they can shoot over the front rank figure.

USING ARMY LISTS (Pg 47 Para 9)

Armies without sub-generals cannot have any. However, if only allied generals are allowed, up to 6 allied generals may be used.