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faces directly away from the enemy and retires a full move.

A TAC that fails a Morale Test by 13 or more


Routs. The TAC faces directly away from the enemy and retires a full move.

In subsequent owned initiatives, TAC’s that are Shaken or Disordered do not have to retire further and are
available for action, but the player may wish to Reorganize them as soon as the opportunity presents itself. A
Broken TAC will continue to retire, facing away from the enemy until it has rallied or becomes Routed. A
Routed TAC continues to retire away from the enemy until is exits the Game Board or is eliminated from play.
Routed TAC’s may not rally and in each owned initiative, one move stand (1 to 100 figure scale) is removed
from play in each TAC that Routs before its movement is conducted. If playing 1 to 50 or 1 to 25 figure scale,
Routed TAC’s lose two move-stands per owned initiative.

Example: At the very lower left hand side of the Morale Chart you will find a sub-chart entitled, “When a
Tactical Units fails a Morale Test by a difference of”. Let’s say a TAC has a modified Morale Grade of seven.
Roll one 20-sided die and let’s say you rolled a 13. Taking the Morale Grade of 7 and subtracting it from the die
roll of 13 we determine that the TAC fails the Morale Test by 6. The result is that the TAC becomes Disordered
and retires 8 (12) cm away from the enemy that was the primary reason for the Morale Test, still maintaining its
same facing. Since this TAC is already Disordered, it remains Disordered and retires 8 (12) cm. This movement
is straight back and the TAC may not deviate to one side or another in this straight back movement in order to
keep from contacting any friendly or enemy TAC’s to its rear. This movement straight back applies only in the
initial initiative that the TAC failed its Morale Test. In subsequent initiatives it may vary the direction of its
retrograde movement as described below if needed.

TAC’s that are Broken or Routed due to Morale Tests, in subsequent owned initiatives, will continue to move as
directly as possible, away from the nearest enemy TAC. The TAC’s subsequent path of movement is always the
path of least resistance, therefore players may move a Broken or Routed TAC so as to avoid running into other
friendly TACs, if such a path exists. If no such path exists, the Broken or Routed TAC runs directly away from
the nearest enemy TAC in Good Order until it contacts friendly troops along this direct line of retreat. If it
contacts friendly or enemy TACs in subsequent movement phases, then the procedures as outlined below (8.53)
are followed.

Regardless of modifiers, a TAC will always pass its Morale Test on a die roll of one (1).

8.53 TAC’s retiring due to failing a Morale Test -

Tactical Units that suffer a Morale Test Result of Shaken or Disordered, and have nowhere to retreat to due to
other intervening TACs (friendly or enemy), will retreat only to the point where they contact the intervening
TAC(s). In such cases, the original TAC that suffered the morale failure will automatically assume a morale
status one step worse (Shaken becomes Disordered, Disordered becomes Broken, etc.).(EXCEPTION:
Skirmishing TACs (see Chapter 17) do not become one Morale Grade worse if retreating and they contact
friendly TACs. They will pass through any friendly TACs, unless prohibited by the depth of the friendly
formation, in which case they behave like any other TAC. Skirmishers do not cause friendly or enemy TACs to
become one worse morale step by contact in this manner.)

With the exception of skirmishers mentioned above, any TAC’s that are contacted by this retreat movement
(friendly or enemy) will become one Morale Grade worse (Good Order to Shaken, Shaken to Disordered, etc),
and the original TAC that has suffered the adverse morale loss halts at the point contact has been made. If the
retiring Tactical Unit has becomes Broken or Routed by this movement into contact with an intact (not Broken
to Routed) enemy TAC, the Broken or Routed TAC surrenders to the enemy. In this case, in its next initiative,
the Broken or Routed TAC is removed from play. (Players may wish to use some type of markers to be placed
at the point the retreat of a Broken or Routed TAC began and ended, to be used in the determination of all
subsequent morale modifiers this Broken/Rout retreat movement generates).

Friendly TAC’s may attempt to give way to retreating troops that have suffered a morale loss, and retire up to
one-half a normal retrograde move in an attempt to give room for the retreating troops. The TAC that wishes to
give ground must take a normal Morale Test. If it passes the test, it may retire up to one-half of its regular
retrograde move distance. If it fails the test, apply the normal morale results with any appropriate retrograde

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movement from the morale failure. If this retiring TAC’s move brings it into contact with another friendly TAC
it stops and does not adversely affect the friendly TAC, regardless of the morale status changes that may have
occurred to it. If the previously retreating troops still make contact with the retiring troops, then the results as
outlined above will still apply. Light Infantry and Light Cavalry operating under a Skirmish order, must retire as
far as possible (up to 3/4 a normal move) to avoid contact with retiring friendly TAC’s.

8.54 Impetuous TAC’s

Impetuous TAC’s that come within a single move distance of the enemy must conduct a test to see if the TAC
will become uncontrollable and advance to meet the enemy. The base chance to become uncontrolled is equal to
a TAC’s Morale Grade, after applying modifiers below. If the TAC passes this test, it operates as normal. If it
fails the test the TAC must advance toward the nearest enemy TAC in each owned initiative until it engages in
Melee with the enemy, or fails a normal Morale Test. There are no other adverse results to this test. This test is
only made by each eligible TAC once per battle.

The modifiers on the chart below add or subtract to a TAC’s Morale Grade that is checking morale to determine
if the Impetuous TAC goes into an uncontrolled advance towards the enemy. If a TAC of Elite Tribal Warriors
had a basic Morale Grade of 16, the modifier of negative two (- 2) would decrease his Morale Grade to fourteen
(14) for this test. Additionally, if there was a Poor/ Charismatic Command Stand attached to the TAC, he would
lower the Morale Grade another negative three (- 3), making the TAC’s Morale Grade ten (10) to see if the
TAC went uncontrolled. If the attached Commander was Excellent/Inspiring he would add one (+1) to the
TAC’s Morale Grade. In this case, the Morale Grade to pass this test would be fifteen (16 – 2 + 1 = 15).

If the TAC rolls equal to or less than its Morale Grade, the TAC has passed the test.

Morale Test modifiers for Impetuous TACs:


Elite Tribal Warriors; Fanatics or Religious Zealots -2
Other European Knights -3
French Medieval Knights -6
Leadership Charismatic Inspiring Prudent Uncaring
Superior 3 2 2 1
Excellent 2 1 0 0
Good 1 0 0 0
Mediocre -2 -1 0 0
Poor -3 -2 -1 0

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8.55 Elephants and Scythed Chariot Morale

Elephants were inconsistent in warfare of our period and at times, became a liability rather than an asset for the
army that chose to use them. Whenever an Elephant TAC takes its first casualty of the day’s battle, it must
make an immediate Morale Test. This test is at whatever the Morale Grade of the TAC is and no modifiers
whatsoever apply to this test. If this test is failed by any amount, the Elephant TAC Panics.

Elephant and Scythed Chariot TAC’s that receive a Morale Test Result of Rout, Panic instead. When this
occurs, the TAC is moved directly away from the nearest enemy TAC that was the primary cause of the morale
failure, facing away from the enemy. This is a straight 180 degree move to the rear directly away from the
enemy.

In subsequent initiatives, the Panic Stricken TAC will move in a random direction as indicated below until it is
eliminated or exits the playing area. The Panicked TAC is the first Tactical Units(s) that may move when a
Major Unit holds the initiative.

Refer to the below diagram and roll one die for each panicked move-stand in the TAC. Each panicked move
stand will travel in the indicated direction. This is an exception to the rule that requires all move-stands in a
Tactical Units to remain in base-to-base contact.

Roll one six-sided die. The number on the die (one to six) will correspond to the actual direction the panicked
move stand will move.

The panicked move stand is pivoted to face the direction indicated by the die roll and will Charge in that
direction until:

1. Its movement allowance is expended, or


2. It comes into base-to-base contact with a TAC (friendly or enemy), in which case Melee will ensue. If
Melee ensues, the panicked TAC will treat any contacted TAC’s as enemies and Melee will continue until
one TAC or the other wins the Melee or retires.

When an elephant TAC panics, all crew figures and/or attached escort infantry that are part of the TAC are
immediately removed from play having been assumed to have fled the field, leaving the elephant to their own
fate. The TAC’s Specifications may change in this case (See Appendix B page 2) as if an elephant TAC panics
and all crew have abandoned the beasts, it changes to either type 701 or 710 depending on whether it was
initially armed with bow or javelin.

If situation #1 occurs and the panicked TAC moved its maximum movement allowance without contacting any
other TAC, the panic situation still exists and in its next owned initiative, the owning player must roll again to
determine the direction of the panic movement. This could be in a different direction from the previous panic
direction. The above process is repeated until the panicked move-stand exits the playing area, is eliminated
from play, or the game ends. Move-stands and crew figures that panic are lost for the day and count as losses.

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Elephants or Scythed Chariots that Panic will move as indicated above when the Panic occurs. In subsequent
initiatives, they will automatically incur a one move stand casualty(two move-stands if playing 1 to 25 or 1 to
50 figure scale) (Determine randomly with a die roll. If two models panicked, a roll of 1, 2, or 3 eliminates one
model and a die roll of 4, 5, or 6 eliminates the other. If three models panic, a 1-2 eliminates one, a 3-4 another,
and a 5-6 the other, and so on depending on how many models panicked) before the direction of their panic is
determined. Panic movement will be at one half normal speed for Scythed Chariots and any TAC’s contacted
(friendly or not) are treated as enemies as in #2 above. Then they will continue to move one-half normal speed,
fighting any Melees that occur due to their movement until the Scythed Chariot TAC is eliminated from play
(all move-stands being lost) or the TAC exits the playing area.

Elephant or Scythed Chariot models that have panicked will affect friendly TAC’s Morale Tests nearby. The
negative two (-2) modifier is applied to a testing TAC only once per Tactical Units that has panicked, even
though the Tactical Units of elephants or chariot may have split up into multiple directions. In this case, the
negative two modifier only applies once per TAC panicked, and not per model.

Elephant and Scythed Chariot TAC’s that Break due to morale failure are treated just like any other TAC that
fails morale, and they may rally in the same manner as other troops.

8.56 Subsequent Morale Tests for Elephants

After their initial Morale Test of the day’s battle, elephant TACs check morale only for casualties within their
own TAC, or if charged in the flank. They do not check morale for other reasons such as an eliminated
Command Stand or Broken and Routed friendly TAC’s, and are unaffected by Major Unit Morale Tests.

If charged in the flank, elephant TAC’s test morale just like any other type of troops except that the only
modifier that applies is being attacked in flank or rear. Any adverse results are applied before proceeding into
Melee, just like for other types of TAC’s.

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9.0 Fieldworks and Specialty Items
9.1 Fieldworks were an integral part of warfare in ancient and medieval times. All armies are allowed to employ
Fieldworks in the game. While certain armies may not have actually utilized fieldworks historically, if one side
employs them in the game then the other side is also allowed this option. Players should agree among themselves
before assembling to play the game whether or not Pre-Bought Fieldworks may be employed in the game. If either
side decides to employ Pre-Bought Fieldworks he must inform his opponent before play begins as the other player
may want to make certain adjustments in his order of battle for the game. When a player announces that he will be
using Pre-Bought Fieldworks he does not have to inform his opponent which Fieldworks will be utilized.

Players also need to realize that if Fieldworks are used in the game, it will usually add time to the length of a game.

Pre-Bought Fieldworks that are purchased from the point list prior to the game’s start must be deployed on the
battlefield prior to any other troop deployment. Pre-Bought Fieldworks may be bought with varying Terrain
Difficulty levels, and each higher difficulty level represents a more formidable Fieldwork. For example: a ditch is
not just a ditch. It could have been nothing more than a shallow trench or it may have been huge, such as the six
meter wide ditch of Caesar at Alesia. A palisade might have been nothing more than a picket fence, or it may have
been much higher with ramps and insteps for troops. As such, different fieldworks of the same type will have
different effects on movement and Combat, and represent more and enhanced defense works as the difficulty rating
of the terrain piece increases. See Appendix B, page 5 for the complete list of available Pre-Bought Fieldworks and
the Terrain Difficulty Ratings for each.

Fieldworks may also be built during the game and/or Pre-Bought Fieldworks may be enhanced. A Major Unit must
be operating under a Fortify order in order to build or enhance Fieldworks during play. Not all TAC’s of a Major
Unit must engage in the work detail while operating under this order. Any TAC’s not actually building are
considered to be protecting the working TAC’s from attack. TAC’s that are building Fieldworks may not move, and
if they are enhancing Pre-Bought Fieldworks, must begin the Turn in base-to-base contact with the Fieldwork they
are enhancing. Once a section of Fieldworks is built or enhanced in a given turn, a TAC may move a maximum of
one move stand’s width in any direction (during the Engineering segment of the Turn) and continue building in the

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next Turn if so desired. If for any reason, TAC’s move in any other way or for any reason during the Turn, all
construction work for that Tactical Unit is forfeited for the Turn.
Construction time varies for different troop types.

Roman Legionaries (100 BC to 180 AD): Each move stand builds one section of Fieldworks equal to one
move stand wide or one Camp Tower within a complete turn.

Other Infantry not listed: Each two move stands build one section of Fieldworks equal to one move stand
wide or one Camp Tower within a complete turn.

Light Infantry: Each three move stands build one section of Fieldworks equal to one move stand wide or
one Camp Tower within a complete turn.

Only Infantry or Dismounted Cavalry may construct Fieldworks during a battle.

New Fieldworks that are built during game play are initially placed down on the game area with a Terrain Difficulty
rating of C. For each additional Turn of work performed on these same Fieldworks, the Terrain Difficulty level is
increased by one. Players will want to make up some type of terrain pieces to represent these types of Fieldworks.
One can go to great lengths if desired creating this type of terrain that will really enhance the visual effect of your
game. The width of each section of Fieldworks is 40 (60) mm. The depth of the move stands that these types of
terrain should be based on is no more than 15mm (20 mm) and in the case of mounds, should be deep enough to
accommodate a move stand of troops. There are also a number of manufacturers in the market place that offer fine
models of different types of Fieldworks.

TAC’s may carry Caltrops or Stakes (with a Terrain Difficulty level no higher than an E), or Fascines with them and
be situated during the battle. In order to deploy the Caltrops, Stakes, or Fascines, the MU may be operating under
any allowable order. The player simply announces when the MU holds the initiative that a particular Tactical Unit is
deploying the item and places them down on the field of play. When deployed, they are placed down with bases
abutting to the TAC deploying them on any side adjoining the TAC (front, rear, or either flank). Once deployed in
this fashion, they remain in place for the duration of the battle. TAC’s that deploy Caltrops or Stakes may conduct
no other action in that owned initiative. Such action is considered a Formation Change and could trigger Targets of
Opportunity.

Any TAC’s constructing Fieldworks are considered shieldless if attacked. Since any work crews would most likely
shed their armor when performing such work, all TAC’s constructing Fieldworks fight melee as shieldless Light
Infantry. If attacked in Melee, their opponent doubles their Combat Factor and their opponent also receives a plus
four (+4) to their CRT die roll. TAC’s that stop building during a turn must spend one owned initiative and
Reorganize before being allowed to conduct any other voluntary movement. Therefore, if a player deemed it wise to
stop building Fieldworks with a particular Tactical Unit during his owned initiative due to threat of attack, he must
verbally declare to his opponent that the Tactical Unit or TAC’s are ceasing their building, and are Reorganizing.

If attacked in Melee while constructing Fieldworks, all work for the turn is forfeited for those TAC’s attacked.
TAC’s shot at by missile weapons will continue to work as normal and will complete their construction at the end of
the Turn unless for any reason they are required to make a Morale Test and fail the Morale Test by any degree. In
this case, the Fieldworks are forfeited for the turn. TAC’s that are shot at while constructing Fieldworks are
considered shieldless and give a plus two to the shooter’s die roll (See Appendix A, Chart 2, Missile Modifiers #3).

Undefended Fieldworks can be dismantled at the same rate of construction for each designated troop type. A
Fieldwork is considered undefended if there is no TAC directly behind or in the works. TAC’s dismantling the
works must begin each owned initiative adjacent to the works and may be operating under any allowable order.

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Fieldworks that are defended can be dismantled in the following ways:

1. A ditch may be filled with Fascines. The Tactical Unit must begin its owned initiative adjacent to the ditch
and possess fascines. While performing this duty, TAC’s are considered shieldless if attacked or shot at.
Ditch is filled equal to the number of fascines the Tactical Unit possesses. A Tactical Unit may carry one
fascine section for each move stand in the Tactical Unit. A move stand may transport sufficient fascines to
fill a ditch one move stand wide. Once a ditch is filled, it no longer restricts movement and is removed
from play.
2. Palisades, stakes, and caltrops that are defended can only be dismantled by attacking the unit defending
behind the Fieldworks. In the MU’s initiative during melee a player may attempt to tear down these
Fieldworks. Roll one six-sided die for each move stand attacking across the Fieldworks. In the first owned
initiative of the attacking TAC’s, a roll of one (1) on a six-sided die will remove one section, one move
stand wide, of the Fieldworks. In the next owned initiative, the attacking move stands tear down one
section on a die roll of 1 or 2 on a six-sided die, and in the third and successive owned initiatives a die roll
of 1, 2, or 3 will tear down one section of the Fieldworks.
3. Mounds (Turf Walls) once built, may not be disassembled during the course of the battle.
4. Stone throwing engines and Artillery can destroy palisades or Camp Towers by shooting at them. Using the
missile combat factor of the shooting TAC, roll to inflict casualties as usual. For each casualty inflicted on
the defending TAC, there is a one in six chance to destroy a section of palisade one move stand wide, or a
Camp Tower. If a model inflicted two casualties for example, on a six-sided die, a roll of one or two would
knock down a section of palisade or eliminate a Camp Tower.

9.2 Types of Fieldworks

When players build their armies, they may elect to purchase Fieldworks that can be set up within their initial
deployment area. The costs for these Fieldworks are listed in Appendix B, page 3. Players may not use more
than 10% of their total points to buy pre-set Fieldworks.
There are several basic types of preset Fieldworks that may be purchased and deployed in a battle. Any
Fieldworks purchased in this manner must be deployed on the battle area before either side initially deploys
their army. It is assumed that the enemy would have scouted the area and known that Fieldworks were present
and have the ability to adjust their battle plan accordingly.
Caltrops, Goads, or Stakes: represent any type of implanted stake, small iron star, or spike. Each move stand
that remains in, moves into or through this type of Field Fortification must dice to see if it incurs any casualties
in each owned initiative it is in or moves through such terrain (See Appendix A – Chart 3).
Lilies: were rounded pits with sharpened stakes planted in them projecting upwards and were usually covered
from view. Each move stand that remains in, moves into or through this type of Field Fortification must dice to
see if it incurs any casualties in each owned initiative it is in or moves through such terrain (See Appendix A –
Chart 3).
Cippi, Abatis, and Wagon lines: Cippi were trees that were cut down, limbs stripped to their base, sharpened,
and planted in rows to slow down and Disorder the enemy’s advance. Abatis was a barrier of assorted materials
used to provide protection from advancing enemies, particularly mounted troops.
Ditch: As the name implies, was a hole dug in the ground for a specified distance.
Mound: In the game, mounds represent mounds of dirt built up into a type of turf wall.
Palisade, Fraise, and Mantlets: Palisade and Fraise were normally trees cut down and limbs removed then
placed in the ground to create a type of stockade fence. Mantlets were a large wooden structure placed in front
of troops primarily for protection from enemy missile fire.
Camp Towers: were normally built along camp walls at various points. These were normally used to hold
missile troops, providing them a platform to shoot from. In the game, Camp Towers represent several such
towers along a camp wall. Each Camp Tower model may hold one light dart throwing engine model, or one
move stand of Light or Auxiliary Infantry that is equipped with missile weapons. TAC’s that move into or over

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this type of Fieldwork add one (1) on the Movement Chart.
Enemy TAC’s, if missile armed, may shoot at troops in Camp Towers, the tower providing Light Cover for the
occupants. Enemy troops that are not equipped with missile weapons may only attack the tower (in an attempt
to tear it down) and not the troops in the tower. Such an attack on the tower is conducted in exactly the same
manner as attacking troops defending behind a palisade. On the first owned initiative, for each attacking move
stand, a die roll of one on a six-sided die tears down the tower. In the second owned initiative, a die roll of 1 or
2, tears down the tower, and in the third and successive owned initiative, a die roll of 1, 2, or 3, tears the tower.
Any troops in a Camp Tower when it is dismantled are eliminated from play. If a friendly TAC is defending at
the base of a tower, attacking enemy TAC’s must first attack and dislodge the defending TAC before being
allowed to attack the tower.
Scaling Ladders: were many times constructed and carried into battles where an obvious assault on a fortified
position that had walls too high for a regular attack was going to take place. Scaling Ladders are purchased just
like any other troop type or Fieldwork. Each Scaling Ladder that is purchased represents enough scaling
ladders for one move stand to traverse. Scaling ladders are placed down in battle as part of the TAC’s
movement. The owning player simply announces that his TAC is charging a particular defending TAC, and then
moves the TAC with the scaling ladders up to the defensive position. Troops that are attacking up Scaling
Ladders do so at one-half normal Combat Factor. If the TAC that is attacking up scaling ladders is pushed back
in Melee, the Scaling Ladders are not destroyed, but merely considered to have been pushed down with the
scaling TAC picking them up as they fall back. In a subsequent owned initiative, the TAC possessing the
Scaling Ladders may attack up the defended position using the same Scaling Ladders.
Fascines: were bundles of sticks bound together and then thrown into ditches to fill them up and provide an
unobstructed path over the ditch. Fascines may be purchased from the point list (Appendix B, page 5) just like
other Pre-Bought Fieldworks however, the point cost and Terrain Difficulty rating for the fascine indicates the
fascines available to fill a ditch. Fascines may be purchased as a C, D, or an E, where the letter indicates the
maximum Terrain Difficulty of a Ditch that a particular fascine may fill and therefore negate the effects of the
Ditch. Each move stand of Infantry may carry one Fascine section with a rating of C, D, or E. If attempting to
fill a ditch that is a higher Terrain Difficulty rating than the Fascine has the ability to fill, the Fascine will
reduce the effect of the ditch per the following schedule:

Filling a Ditch with Terrain Difficulty Rating


Fascines C D E F G H I J
C A A B C D E F G
Fascine D A A A B C D E F
E A A A A B C D E

If multiple fascines are placed inside a ditch of significant size, say a huge ditch that had a Terrain Difficulty
rating of J, it will reduce it by the corresponding number of levels in difficulty. A Fascine with a C rating will
lower a J down three levels to a G. If another Fascine with a C rating were placed into the same Ditch, it would
lower the Ditch rating another three levels down to a D. Fascines with a rating of D or E will also each reduce a
Ditch by the corresponding number of levels.
Fire Weapons and Firefighting Crews: Attacking and defending troops sometimes used fire as a weapon. Fire
Weapons include all types of incendiary weapons and rockets. Structures may catch fire if shot at with Fire
Weapons. It is up to players to determine which structures in their game will be eligible structures to catch on
fire. Any non-mounted troop type that has the ability to shoot missile weapons may have Fire Weapons
purchased for it from the points list. The cost to equip a move stand with Fire Weapons is ten points, and is in
addition to the normal cost of the move stand. Some troop types within certain armies, listed in the Player’s
Guide, may be armed with fire-lance or fire-arrow weapons. These troop types do not incur additional point cost
to include the Fire Weapon; it is automatically included in their base cost. All move stands within a TAC must
possess Fire Weapons if they are to be used. When using Fire Weapons, all missile ranges are cut in half. If a
TAC has Fire Weapons purchased for it, it is considered to have enough for the complete day’s battle.

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TAC’s that possess Fire Weapons or Fire-Arrows shoot as normal against enemy TAC’s but their shooting
ranges are half that of normal. In the case of Fire-Lance, the TAC fights melee as normal (the Fire-Lance was
not a ranged weapon). If a casualty is inflicted on the target TAC from shooting or in melee, one additional
casualty is inflicted from what the Combat Results Table calls for. A miss is still a miss. If a hit is obtained and
the target TAC is in or behind a flammable structure or using scaling ladders, there is also a chance that the
structure will catch on fire. Roll one six-sided die. If a one or two is rolled, the structure catches fire.
Structures such as Palisades, Mantlets, Wagons, Wooden Walls and Wooden Buildings that are unoccupied may
be targeted by Fire Weapons themselves. When unoccupied structures are fired at with Fire Weapons or Fire-
Arrows (not a Fire-Lance), one or more hits results in a fire being started (as there is no one immediately on
hand to put out the fire).
There are four types of structures in the game. Three of the structure types are flammable targets and may be set
on fire.
Structure Type Missile DVA
Light Structures -2
Medium Structure -4
Heavy Structure -6
Non-flammable structure N/A

Once a structure catches fire, any troops in, behind, or using the burning structure will automatically receive one
casualty in each owned initiative that it remains there or passes through the burning object. Once a structure is
caught on fire it remains on fire for the duration of the game unless a Firefighting crew successfully puts out the
fire.
Firefighting Crews are teams assumed to be equipped and prepared to attempt to put out fires. They must be
purchased just like any other TAC, and no more than one move stand of Firefighters may be purchased for each
MU in your army. Each move stand of Firefighters may attempt to put out a fire on one burning structure in
each owned initiative that they can physically move adjacent to (base to base contact). Firefighters may move
through friendly troops en route to a fire with no penalty. If the Firefighters are unsuccessful in putting out the
fire they may attempt to put out the fire in their next owned initiative and each successive initiative until the fire
is put out or goes out of control. Firefighting crews do not incur figure casualties from a fire while attempting to
put it out.
Roll one six-sided die and consult the table below:
Firefighters Die roll to put out fire
1st Initiative 1 through 4
2nd Initiative 1 through 3
3rd Initiative 1 or 2
4th Initiative Fire out of control

If a fire is put out the structure is once again operational for all
game purposes and TAC’s in, or passing through the structure
will no longer suffer casualties from the fire. If a fire goes out
of control, no TAC’s may use, pass through, or occupy the
structure. Any TAC’s that are in a structure when the fire goes
out of control are lost. Fires that go out of control burn for the
remainder of the game.
When a fire goes out of control, there is a chance that any other
flammable structures that are adjacent (base to base contact)
may catch fire. In this case, roll one six-sided die in the owned
initiative of the nearest owning MU. A roll of 1 or 2 means the

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fire has spread to the adjacent structure. Firefighting crews may attempt to put out fires that have spread in the
same manner described above.
9.3 Tactical Unit’s in Fieldworks
In real life, troops that were deployed in defensive positions behind walls, on ramparts, or behind palisades
could effectively cover wider distances than when deployed in the field. To represent this ability in the game,
Tactical Units may adopt Extended Order when operating under a Defend order and that are in a defensive
position behind Fieldworks. At 1 to 100 figure scale a move stand occupies twice its normal frontage. At 1 to 50
and 1 to 25 figure scale a move stand occupies one and one-half its normal frontage.
To represent this, simply place a gap between move stands in the TAC defending behind the Fieldworks. The
single move stand is considered to be covering the total width, including the gap space. If the TAC has any
move stands that are not physically so deployed in or on the Fieldwork, they are placed to the immediate rear of
the forward deployed move stands with bases abutting if possible. Naturally, if the Fieldwork is elevated, the
remaining move stands cannot be deployed with bases abutting. In this case, the remaining move stands are
placed immediately to the rear of the troops deployed on the elevated defensive position.
When assessing casualties, the reserve move stands take casualties first as these move stands are assumed to be
feeding men forward to fill any gaps filled by fallen comrades.

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10.0 RALLYING TROOPS
Rallying Troops is the next sequence in the turn. If, during the course of the turn, a TAC fails morale and
receives a morale result of Broken it may have a chance to rally in this segment of the turn. TAC’s in melee
that are Shaken, Disrupted, or Disordered will remain so for as long as they are in the current melee. Tactical
Units that are Shaken, Disrupted, or Disordered that have not Reorganized will remain so until they have
reorganized. TAC’s that Rout or Panic may not rally.

TAC’s that Rout or Panic may not rally (see Chapter 8). To successfully rally a Broken TAC, it must pass a
normal Morale Test. All normal morale modifiers apply. In order for a Broken TAC to be eligible to attempt to
rally, there may not be any enemy TAC’s that are in Good Order within charge reach of the testing TAC.

If any such enemy TAC that is in Good Order is within charge reach of the Broken TAC, then the Broken TAC
may not attempt to rally. The Broken TAC will then continue its retreat movement during the next turn. If, in
this same segment of the next turn, the Broken TAC is still within charge reach of an enemy TAC in Good
Order, the Broken TAC is automatically assumed to Rout and will continue to flee from the enemy until it is
eliminated in Combat or retires off the field of play.

If the TAC passes the Morale Test it will be in Good Order and act upon orders in the next turn. If the TAC
fails the Morale Test it routs and is removed from play.

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11.0 Commander Casualties and Major Unit Morale
During the course of a battle, circumstances will develop that affect whole Major Units and their
effectiveness in battle. Commanders can become casualties as well and may adversely affect the
morale of the forces under their command.

11.1 Major Unit Command Stands and/or Army and Sub Command Stands that are attached at the
Major Unit level but are not attached to an individual Tactical Unit, are considered to be traveling
to and fro between various Tactical Units within the Major Unit regardless of the stand’s physical
location on the game board. As such, they may be eligible to become a casualty.

In this segment of the turn players begin by testing for each Command Stand that was part of or
attached to a Major Unit and that Major Unit was engaged in combat during the current turn.

You must dice to see if a Command Stand has become a casualty if:

 Your Major Unit Command Stand, or attached Army or Sub-Command Stand was
Attached at the Major Unit level, and the Major Unit was engaged in Combat, and at
least one Tactical Unit in the Major Unit was engaged in Melee or was fired on by
missile weapons OR,
 If a Command Stand is attached to an individual Tactical Unit and that Tactical Unit
was fired on by missiles, or was engaged in Melee.

Roll one 20-sided die and consult the Commander Casualty and Major Unit Morale chart in
Appendix A - page 5, for each testing Commander Stand to determine the result. Roll for each
eligible Command Stand in the same order as Major Units moved in Initiative Sequencing. The
Major Unit that moved first in the turn checks for its Command Stand first. Then the Major Unit
that moved second in the Initiative Sequence checks second, and so on, until all Command Stands
for engaged MU’s have tested.

If a modified die roll of 20 or higher is rolled, the Command Stand may become a casualty. Then
roll one six-sided die and consult the chart to see specific results for the Command Stand.

If a Command Stand receives only a light wound then the Command Stand is stunned and may give no bonuses of
any kind in the next turn. Also, a Command Stand that receives a light wound may move only at one quarter speed
during the next turn.

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11.2 Major Unit Morale

A Major Unit must take a Morale Test in this segment of the turn if any one or more of the
following conditions occurred during the current turn.

1. Once a Major Unit has incurred 10% casualties (in move stands), OR
2. The Army Command Stand, the Sub-Command Stand, or the Major Unit
Command Stand has been Killed, Seriously Wounded, or Captured in this turn, OR
3. One or more Tactical Units within the Major Unit suffered a Morale result of Broken
Routed, or was eliminated from play within this turn, OR
4. Any MU that had one or more of its TAC’s that had a friendly TAC from a different
friendly MU pass within 15 (20 ) cm that Disengaged from Combat in the current turn
OR,
5. Any MU that had one or more of its TAC’s that had a friendly TAC from a different
friendly MU Broken, Routed, or eliminated from play within 15 (20) cm in the current
turn.

Once an MU has had circumstances develop that require it to make a MU Morale Test, it must
test MU Morale in this segment of each Turn for the remainder of the game.

First determine which MU’s must make a MU Morale Check. (Players can easily keep track
of this during the Turn by placing a counter marked MU Check by the MU Command Stand
whenever circumstances develop during play that will force a certain MU to test in this
portion of the Turn). Major Unit Morale Tests are conducted in order by the most damaged
MU testing first, then the second most damaged, then the third, and so on. The most damaged
MU is determined by arriving at a sum of move stands that have been eliminated from play
plus those that are in Broken or Routed status but still in play. If one particular MU fails this
test and some or all of its TAC’s become Broken or Routed, it may very well cause an MU
Check for a nearby friendly MU that would not have had to check otherwise. In such cases,
check morale for all MU’s first that it was known at the beginning of this segment of the turn
would have to make an MU Morale Check. Then make the MU Morale Check for any MU’s
that have to check as a result of a friendly MU failing its check.

Light Infantry and/or Light Cavalry move stands count as one-half of a move stand for the
purpose of determining casualties within a Major Unit. If a Major Unit had 20 move stands in
it at the beginning of the battle, consisting of 12 stands of COI and 8 of LI, and the MU lost 2
stands of COI in the turn, the Major Unit has lost 10% and must make a morale test. If
however, the Major Unit had lost 2 stands of Light Infantry then for the purpose of this test,
the 2 stand loss of Light Infantry count as only one full stand and is not 10% casualties for the
MU.

Elephant or Chariot models and their crews each count as one move stand in a Major Unit.
Elephant escort infantry also counts as one stand. Therefore, if an elephant model has one
move stand of Auxiliary Infantry attached, this would count as two move stands within a
Major Unit.

Roll one six-sided die and subtract the die roll from the total of the sub-total number above.
(A die roll of one is a negative one (-1), a die roll of a six is a negative six (-6).

If the final modified die roll is zero (0) or a positive number then the MU passes the test. If
the final modified die roll is a negative number the MU may fail its morale test.

Cross index the Psychology Rating of the Major Unit commander with the final modified die
roll. If the MU receives a result of “Fail” the following results apply:

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1. All Tactical Units within the MU automatically go one morale status lower. Good goes
to Shaken, Shaken or Disrupted to Disordered, Disordered to Broken, and Broken to
Rout.

2. The MU automatically adopts a Defend order in the next turn. It will remain on a
Defend order until it passes a subsequent MU Morale Test.

3. If this is a second consecutive MU Morale Test that has been failed by the MU, the
MU will Disengage. All Tactical Units not in melee must conduct retrograde
movement away from the enemy at their maximum movement rate during each
owned initiative. Such retrograde movement will continue until the MU passes a
subsequent MU Morale Test or all Tactical Units of the MU have withdrawn from
the field of battle (off board). TAC’s in melee are unaffected but if in subsequent
initiatives they find themselves no longer in melee for whatever reason, they must
conduct retrograde movement away from the enemy.

4. If a MU fails a third consecutive MU Morale Test, all Tactical Units in the MU are
Broken and flee. They may not rally and are lost for the day.

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12.0 OFF-BOARD MOVEMENT AND HIDDEN UNITS
Off -board movement by Major Units is allowed and, in some instances, players may have certain TAC’s that may
be hidden from view on the game board at the beginning of a battle.

Off -board movement areas are outlined in the following diagram. There are a total of eight off board movement
zones. At the beginning of the battle, each player will normally own three such zones, leaving two neutral zones.

Each player is normally allowed to initially place Major Units in his on-board set-up area, Primary off-board zone,
and in his Left and Right off-board zones. A Sub-Commander or the Army commander must accompany any Major
Unit(s) that sets up Off-board and all Off-board MU’s must operate under an Attack or Maneuver order. MU’s that
are placed in off-board zones may move to an adjacent off-board zone at the rate of one zone per turn. Off-board
MU’s may only move into off-board zones designated by any Scouting advantage you might have (see below).
Initiative is rolled for off-board Major Units just like other MU’s that are on the playing area. MU’s entering the on
board area from off-board zones are bound by all restrictions of the order they are operating under. A player does
not have to pre-determine when, if ever, off-board MU’s will move onto the playing area but must announce to his
opponent, at the beginning of the Activation of Orders segment of the current turn, that off-board MU’s will be
arriving on the board during the present turn. The player making this announcement must also declare from which
off-board zone the arriving MU’s are coming.

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12.1 Scouting
Scouting can enhance one's ability to utilize off-board movement zones and also force your opponent to deploy on
the game board before you do. Before the beginning of the battle, each side will compute their Scouting Factor by
adding up their points using the following formula:

1. Two points for each Light Cavalry or Light Chariot move stand in the army.
2. One point for each other type of Cavalry or Mounted (not Elephants) stands in the army.

Each side will declare a sum total of its Scouting Factor and then totals are compared to determine a ratio.

1. If your ratio is less than 1:1 to your opponent's, your side may only move in the off-board movement areas
previously described: primary, left and right.
2. If you have a superiority greater than a 1:1 ratio, but not 2:1, you may initially set up and move MU’s in
off-board zones Primary, Left, Right and the Neutral zone to your right side of the playing area.
3. If you have a superiority of at least a 2:1 ratio, but not 3:1, you may set up and move MU’s in off-board
zones, Primary, Left, Right and both Neutral off-board zones.
4. If you have a scouting superiority ratio of at least 3:1 or greater, you may set up MU’s and move in off-
board zones primary, left, right, both neutral zones and employ hidden units.

Hidden units are allowed for the side that has at least a 3:1 superiority in their scouting factor over that of their
opponent. The number of TAC’s that may be hidden before the start of the battle depends upon the Scouting Factor
superiority ratio as shown in the following:

3:1 Three TAC’s


4:1 Four TAC’s
5:1 Five TAC’s
6:1: Six TAC’s
7+:1: Seven TAC’s

As indicated above, the maximum number of TAC’s that may be hidden is seven. These TAC’s may be chosen
from any combination of MU’s in your army. Hidden TACs, regardless of number are always considered to be a
new, single Major Unit. A Major Unit commander is automatically received for the hidden TAC’s and possesses a
“Good/Prudent” rating.

Hidden units must be positioned on-board; either in one's own initial set-up area, or may even be placed in No Man's
Land (between the army set-up boundaries). In order for a unit to be “hidden” from view, there must be some type
of intervening terrain that could hide the TAC’s and be large enough at ground scale to conceal the troops being
hidden. If troops are deployed in No Man’s Land in a position that could be observed by the enemy, such troops are
simply deployed in plain view after all other Major Units have been deployed.

Such intervening terrain could be a ridgeline or hill, a forest or even a dry riverbed. If an error is made by a player
utilizing hidden units, and the error is noted before the battle's beginning move (i.e.–after both sides have set up but
not moved) and the owning player realizes that his troops are not hidden from the enemy but could actually be seen,
he must immediately place the troops down on the playing area.

If the battle has begun and a situation arises where there is question of whether or not such units could actually have
been hidden or is a case of taking undue advantage of the rule where it was obvious that units could not have
possibly been hidden from the view of the enemy, then the units that were being hidden are immediately removed
from the On-Board area and are placed in the Off-board Primary area of the owning player. They may be given
orders and move back on-board in the next turn.

An example of such gross misuse would be a small ridgeline hiding five TAC’s whose deployment was considerably
wider than the ridge that was hiding them.

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When players utilize hidden units it is suggested that they:

1. Utilize a game umpire that handles all conflict situations ,or


2. If a situation arises where a difference of opinion cannot be resolved when a game umpire is not being
utilized, one player from each side will roll one 20-sided dice to decide the issue. High die roll rules on the
outcome.
3. If an umpire is not available and players do not feel they can play in a mutually trusting environment, it is
suggested they do not allow hidden units in their game.

Hidden units will remain hidden until:

1. They move, charge, or shoot missiles from their hidden positions.


2. Enemy units move in such a manner that would reveal their positions.

When either of the above conditions is met the hidden units are revealed and must be placed down on the playing
area. Once revealed, they cannot become hidden again for the remainder of the battle and play resumes as normal.

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13.0 Buying Your Army
In Casus Belli, a scenario is either made up by someone or each player buys their army according to the point values
listed on the Description of Troop Types in Appendix B. There are approximately 130 different troop types in Casus
Belli that are divided up into eleven different brackets, or series numbers, not including Fieldworks and Specialty
Items. Within each bracket, each troop type is given a sequential identification number for easy reference and a
general description of the troop type. The chart also lists the Melee Combat Factor (Melee CF), Melee Defensive
Value Adjustment (Melee DVA), Missile Combat Factor (Missile CF), and Missile Defensive Value Adjustment
(Missile DVA), & Impact Class. Next, to the right on the chart, you have the option to buy your troops with varying
Morale Grades from 13 to 18, depending on the type of troops that are being purchased. The Point Cost per Move
Stand is arrived at by cross referencing the Troop Type and the Morale Grade. For example: look at troop type 209,
Auxilia Long Spear. If you wish to buy this type as Morale Grade 16, the cost is 18 points per move stand. Type
506, Plate Armor Cavalry Lance Battle Status at Morale Grade 17 will cost 33 points per stand.

There are also options listed that allow some troop types to be purchased as Elites, Fanatics or Religious Zealots,
and for purchasing a bow as a second weapon. These additions cost additional points, listed on the chart, and when
purchased, add to the TAC Specifications of move stands. The additional increase in missile combat factor only
applies if the TAC that is being purchased as Elite has missile weapons and can shoot as outlined in the Combat
section of the rules (Chapter 8). All move stands of like troop types within a TAC must initially be purchased with
the same Morale Grade and with the same add-ons if selected.

Not all troop types may be purchased as Elite TAC’s or with a secondary weapon. Foot Soldiers may not be
purchased as Elites or with a secondary weapon. Only troop types with Morale Grades 16 or higher may be
purchased as Elites or with a secondary weapon. In a point game where no scenario has been made, no more than
10% of the total points in your army may be used to purchase Elites, Fanatics or Religious Zealots, or secondary
weapons combined. Secondary weapons for TAC’s have been limited to Ordinary Bow to keep players from
purchasing some rather unique and non-historical types of troops. Naturally, when playing a scenario it is up to the
designer to address these issues as he sees fit. While there exists documentation of a number of troops that fought
with different weapons in history, in any given battle; troops normally had one weapon of choice.

In addition to the point cost per base, organizational points are incurred for each Tactical Unit (TAC) that is formed.
Each Tactical Unit costs 5 points. Each Major Unit that is formed must be commanded by a Major Unit
Commander, purchased separately from the Tactical Units.

Only one Army Command Stand may be purchased per army. Only one Sub-Command Stand and one Major Unit
Command Stand per army may be purchased as either Good or Excellent at the listed point costs. If a second Sub-
Command Stand or Major Unit Command Stand is purchased as either Good or Excellent the listed point costs are
increased by 50%. If a third or more of either is purchased, the point cost is doubled. Players may purchase as many
Mediocre or Poor Major Unit or Sub-Command Stands as allowed in their respective army with no additional cost
beyond the basic point cost for the leader.

If playing a point battle, participants should agree on a point total for their game prior to getting together to play.
This allows participants to buy their army prior to getting together to play.

As time went on in the history of warfare, attempts were consistently made to improve the defensive capabilities of
body armor. Certain troop types possessed unusually complete armor. Many of these troop types came into being
sometime after 1300 A.D. when significant changes and evolution in armor came into being. Prior to this time,
reinforced chain mail was the pinnacle of defensive body armor. From 1300 A.D. up to the end of our period of
warfare we find dramatic changes in the types and effectiveness of body armor. From the Cyclas period, then
Studded and Splint Armor period; Camail and Jupon, Surcoatless, to the Tabard period, we find body armor of
increased defensive capabilities. Troop types with such complete armor are represented as fully armored for most
infantry troop types. Some of the very best types of armor have been separately listed under different cavalry types
and players will find how important the subtle differences in Melee DVA’s, Missile DVA’s, and Impact Class are
for all the various troop types in the game. This does not mean that we have covered each and every type of

97
defensive body armor used throughout history. We have chosen a compromise for playability’s sake as separately
listing all the different types of armor in history with the unique qualities that each possessed would require separate
volumes of books.

The point costs listed on the Description of Troop Types in Appendix B are for use with any of the figure scales (1
to 25, 1 to 50, & 1 to 100) in the game. Players should realize however, that when utilizing different figure scales,
the points used in a game will represent different numbers of historical combatants in your army. When players use
a 1 to 50 figure scale a particular number of castings represent half the combatants than the same number of castings
at 1 to 100 figure scale. If playing 1 to 25 figure scale the number of combatants the figures represent will be one
fourth that the same number of figures will represent at 1 to 100 figure scale.

That being said, the example below shows three different point totals for the different figure scales in the game:

1 to 100 Scale 1 to 50 Scale 1 to 25 Scale


1,000 Points 2,000 points 4,000 points

All three of the point totals above will produce armies that represent approximately the same number of historical
combatants. This ability allows the Casus Belli player to play very small battles with large numbers of figures for
visual effect. It also allows the player with limited time, money, and space the ability to play very small historical
battles on a card table, and very large ones on the game board of your choice.

13.1 Common Game Terminology


Some rules sets utilize common troop descriptions in order to facilitate game play. Some of those troop
classifications simply have no equivalent in Casus Belli (or in history for that matter). Take the common term, light
horse fast for example. Well, all light horse is fast compared to Clibanarii. Casus Belli takes into account the
individual characteristics of several of the various types of Light Cavalry that existed in history and classifies them
individually with a specific troop number designation and individual characteristics.

Another methodology in other popular rules sets is to use sub-set classifications for like troop types. Casus Belli
places each type of troop into a class based on base mounting and then differentiates based on weaponry, morale,
and certain other characteristics such as Elite or Battle Status mounted troops. You will find that this gives the Casus
Belli player much more diversity in the composition of his army than available in many other rules sets.

One of the most difficult aspects in making a comparison of troop ratings and classifications between one rules set
and another is when you finally get down to specific unit characteristics. What might commonly be called superior
in one set may quite simply not be so in Casus Belli. For example: take the Macedonian Companions under
Alexander the Great. The Companions of Alexander were Unarmored Cavalry (horses being unarmored), and many
historians will agree that they were indeed one of “the” superior cavalry units in all history. In Casus Belli, they are

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rated as Unarmored Cavalry, Elites, Battle Status, armed with Lance. This is just one example of the differences
between Casus Belli and other rules sets. Another is that some rules use different base mounting for essentially the
same troop types, separating them by cultural distinctions. Casus Belli takes the individual characteristics of the
troop types and builds those characteristics into the unit and game play, still allowing you to keep most of the basing
restrictions in use in other rules sets.

There will always be some troop types whose conversion is a somewhat grey area. Some superior cavalry types in
one rules set might be Elites in Casus Belli, and perhaps not. They might rather be Battle Status cavalry, but not
Elite. Another area that Casus Belli differentiates in is Morale Grade. Some troop types in other rule sets might be
called superior due to what was historically, simply better morale. In such cases, Casus Belli allows the player some
flexibility when purchasing these types of troops. The Player’s Guide to Casus Belli has been made to assist players
that are familiar with common terminology used in other rules sets, and provide a quick and easy method in which to
obtain a starting place to represent those troops in Casus Belli.

Some other rules sets place common troop types in classifications that simply remain a mystery to me. One example
of this is the classical Indian army listed in one set of rules. The term hereditary is used in conjunction with javelin
men and mercenary seems to be, but the rules do not clarify their use as to what are called non-hereditary troop
types, again being armed with javelin. These troop types historically were in fact many times armed with a long
spear or pole-type weapon. Casus Belli allows you to equip these unit types in a more historical manner and
represent them as spear men. Other common rules list troop types seemingly in a completely arbitrary manner
resulting in troop types that simply did not exist in history.

Some common sense must be utilized when converting troop types from other game systems. The Player’s Guide to
Casus Belli has been created to assist you in this. Even then, as a player, your options to field one type of troop or
another can result in an army that never took the field of battle in history. This is an inherent flaw in all point
systems when that list
covers hundreds of years
of warfare for a particular
army. Some troop
designations in other
rules sets, represented by
a single type of troop,
might be represented by
numerous designations in
Casus Belli. It is up to
you to choose the type of
troop listed in the
Description of Troop
Types in Appendix B or
on a particular army in
the Player’s Guide that
best represents that troop
type in Casus Belli for the
army and period that you are playing.

Of course, no Player’s Guide can replace an individual’s personal knowledge of history. Many historical gamers will
want to research their own armies for particular historical battles, and will design their own armies and scenarios
based on this research.

We feel you will find that Casus Belli affords you much more flexibility in this respect than other rules sets provide.

Have fun!

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14.0 Winning and Losing the Game
Unlike in real life, the winner and loser in a game can more easily be calculated. In a pre-drawn
scenario, victory conditions will usually be set by the scenario designer. In point and competition
games, it is assumed that each side will begin the game with the same point total designation. At
the end of each battle, each side determines their losses in total points of eliminated move stands.
If a Tactical Unit or Major Unit is eliminated from play, organizational points for the TAC
and/or the point cost for the MU Command Stand (for the eliminated MU) are counted in the
total point loss for the day’s battle. TAC’s that have routed and were removed from play are
likewise counted as losses, including organizational points. Army Command Stands and Sub-
Command Stands that have been Killed, Seriously Wounded, or Captured count in losses for the
day (a Light Wound is not counted).

Players receive one victory point for each 10% of the enemy's army eliminated
from play (over all point loss). Subtract the low point score from the high point
score.

If the point difference is zero the game was a draw.


If the point difference is one or two, the high score wins a marginal victory.
If the point difference is three or four, the high score wins a tactical victory.
If the point difference is 5 or more, the high score wins a major victory.

As an example, let us assume that a battle has been concluded and side A inflicted 15% losses on side B and that
side B inflicted 30% losses on side A. Side A players each receive one point and Side B’s players each receive three
points. The difference is two (3-1=2) so side B wins a marginal victory.

Each player participating in a battle on each side earns these points. In this example, if both sides had two players,
then each player from side A receives 2 points and each player from side B receives 4 points.

In scenarios that have been drawn up that might include two opposing armies of substantially different point totals, it
is up to the scenario designer to determine how victory points are assessed.

Using these formulas, gamers can


track players point totals and
determine player rankings if
desired.

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15.0 Battlefield Terrain
Depending on player’s armies, just as a General would, you will want to consider the Battlefield Terrain that your
army will engage the enemy in. Generals’ worth their salt generally tried to pick a battleground suited to the
strengths and weaknesses of their army. After players have decided which side of the playing table each army shall
occupy, terrain is selected. Terrain is agreed upon mutually by players from opposing sides, determined by a pre-
drawn scenario, or selected using the following methodology.

15.1 Determining the amount of terrain in a game


One player from each side chooses one of the options below (1 through 5) in secret and writes it down as his choice
for the terrain density for the battle. The two numbers are then cross indexed on the chart below to determine how
many terrain features will be present per square meter of the battle field:

Side A

1 2 3 4 5
1 1 1 2 2 3
2 1 2 2 3 3
Side B 3 2 2 3 3 4
4 2 3 3 4 4
5 3 3 4 4 5

Once it has been determined how many terrain features there will be per each square meter on the battlefield, players
choose features from the following list:

A hill: not to exceed 600 meters in diameter.


A stream: All streams or rivers must enter the battle area from table edge and exit off a different table
edge.
A pond, swamp, or muddy section of land: not to exceed 300 meters in diameter. (Ponds are considered
impassable terrain for all troops).
One Bridge or Ford: (represents a series of bridges or fords large enough for one move stand width to
cross).
A wall or fence: up to 600 meters in length.
A small village: (3 buildings or structures) placed in an area not to exceed 300 meters in diameter.
Forest: not to exceed 600 meters in diameter.
A section of rough terrain: not to exceed 600 meters in diameter.
A road: Roads crossing a stream or river are considered to have a bridge across the water. Roads that are
built through other types of terrain such as through a forest or swamp, or up a hill, negate movement
penalties from that terrain feature for units traveling on the road. Roads must enter from one tableside and
exit a different table edge.

One player from each side rolls one 20-sided die to determine who gets to choose first. High die roll then selects a
terrain feature and places it down on the playing area. Then his opponent does likewise until all terrain features for
the battle area have been selected and placed. Commanders may place the terrain anywhere on the board at their
discretion in accordance with the following:

Streams must be deployed either on the right or left flank of the person’s army that is placing down the stream. It
may not be placed across the battle field (i.e. between the two opposing armies) unless agreed to by both sides. The
stream must be placed within 600 meters of the edge of the battle area but may be placed so as to skirt terrain
features already placed such as a hill. A bridge or ford may not be selected unless a stream has been deployed. A

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marsh may not be deployed until a stream has been deployed. A marsh must be deployed with one side abutting the
stream.

When determining the number of square meters of battle areas, round any fractions down. A battle area of 3 meters
wide and 1.5 meters deep would have four (4) square meters of battle area (3 x 1.5 = 4.5).

If your total playing area is a total of 2.1 meters, it would be considered 2 square meters for the purpose of this rule.

15.2 Terrain and Cover benefits


Certain specific structures in the game are pre-defined as to their cover type. Palisades, abatis, camp towers, short
walls or fences, wagons, and War Wagons, all provide light cover for TAC’s defending either in or behind these
types of structures. Other structures, hills, rivers, woods, etc., are either determined by mutual agreement or are
rolled for after they are deployed on the game board to determine their difficulty rating.

Look at the Movement Chart in Appendix A - Chart 3. Towards the bottom of the page you will find two charts; one
labeled Cover Designation for Terrain and the other Die Roll and Designation. For each terrain piece on the game
board such as hills, woods, swamps and rivers/streams, roll one 20-sided die. A roll of ten (10) means that particular
terrain piece has a difficulty rating of “E”, which also means that any troop types within that terrain area receive the
benefit of Light Cover while in it. Bridges negate terrain effects for rivers or streams, and a ford reduces the Terrain
Difficulty by two (a D would become a B). When rolling for a section of Rough Terrain, add four (+4) to the die
roll. A road through a given Terrain Difficulty reduces it by three (an E becomes a B) for TAC’s traversing the
terrain piece while on the road.

Streams and rivers do provide cover benefit for TAC’s that are actually in the stream or river if being shot at by
missile TAC’s unless the shooting TAC is firing from the edge of the stream down at the target TAC that is in the
stream or river. TAC’s defending a stream or river bank against an enemy TAC attacking from within the stream or
river gain benefit of the cover designation for melee purposes. If a TAC is defending the edge of a stream or river
that has a difficulty rating of “F”, we can determine by looking at the Combat Results Table (Appendix A, page 2)
that Medium Cover (cover designations F, G, & H) will provide a negative four (- 4) modifier to the TAC that is in
the stream or river and is fighting up the river bank against a TAC that is on the edge of the stream or river.

104
16.0 Initial Deployment on the Battlefield
All terrain features are deployed on the battle area as outlined in Chapter 15.

All Pre-Set Fieldworks are placed down on the battle board within each respective army’s set-up area. If both
players have Fieldworks to deploy, each army commander rolls one 20-sided die. Low die score sets up first.

In real war, army deployments are often a move-countermove affair. As each commander sees the opposing
commander’s deployments, an adjustment in their own deployment occurs. To simulate this, the following set up
methodology is used if neither side has been out scouted by a two to one ratio or more.
One player from each side rolls one 20-sided die. The high die chooses who sets up first. The first side to set-up
deploys one Major Unit anywhere within his allowed set-up area. Then the other side sets up one Major Unit.
Placement of Major Units then alternates back and forth between sides until all Major Units are deployed.
If one army has a 3:1 or greater scouting advantage (see Chapter 12), the side that is out scouted must first deploy
all their Major Units on the battle board. If any Major Unit is deployed off-board, he must tell his opponent how
many Major Units he has in each off-board zone, but does not have to disclose their strength or composition.
Once this has been performed, the side with the scouting advantage deploys their troops.

After all terrain, fieldworks (if any), and troops have been deployed, each side discusses strategy and writes down
initial orders. Initial strategy sessions, including the writing of orders are limited to fifteen minutes.
Players do not have
to disclose specifics
of TAC’s to the
opposing side. This
means that you do
not have to tell an
opponent that a
TAC is Battle
Status, Elite or what
the Morale Grade
is. Nothing need be
disclosed until it
comes up through
normal play of the
game. It will
become known as
play progresses if a
particular TAC is a
Morale Grade 18 or
is an Elite TAC, or
armed with a
second weapon and
does not have to be
disclosed until
actual play reveals
the information.

105
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Chapter 17 – Optional Rules

17.1 Special Unit Formations and Types


A. The Tribal Warrior

At times, Tribal Warriors formed up into huge masses of men, usually for an assault of some type. This was
a very dense mass of soldiers that could literally smash its way through an opponent’s line that was not
prepared to meet it.

To incorporate this, Tribal Warriors may form one Battlegroup in the army at the beginning of a battle for
each Sub-Command Stand in the army. A Battlegroup must consist of from four Tactical Units up to the
maximum of ten. Only Tribal Warriors may form a Battlegroup.

The Battlegroup is formed by placing all Tactical Units side by side with move stands abutting. The
example below shows a Battlegroup that was created from four Tactical Units, each Tactical unit with three
move stands (9 figures for each Tactical Unit):

A Battlegroup must be commanded by a Sub-Commander. This is represented by placing a Sub-


Commander in base to base contact with one of the bases comprising the Battlegroup.

All TAC’s in the Battlegroup receive any bonuses that the Sub-Commander may give and he is considered
to be attached to a Tactical Unit in this case. TAC’s that are a part of the Battlegoup move, fight, and test
morale normally. Move stands from each TAC that are a part of the Battlegoup must remain in base-to-base
contact in a contiguous manner from one TAC to the next in order for the Battlegroup to be maintained.
In the initial round of melee, if charging or counter-charging, the Battlegroup fights three ranks deep
instead of the normal two ranks for Tribal Warriors.

If during the course of play move stands from one TAC become separated from the other TAC’s in the
Battlegoup due to movement, morale loss, or other reasons, only those TAC’s that have maintained
contiguous base-to-base contact with another TAC in the Battlegroup constitute the Battlegroup.

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B. Skirmish Formations

Light Cavalry and/or Light Infantry Tactical Units with a Morale Grade of 15 or higher may be given the
order to Skirmish with the enemy while the MU is operating under any allowable order. Tactical Units that
are going to be deployed as skirmishers must be given the order to Skirmish at the beginning of the battle.
The TAC remains a skirmisher for the duration of the battle.

When operating under a Skirmish order both Light Infantry and Light Cavalry are allowed to Retire as in
rule 7.43 #V. Additionally, TAC’s operating under a Skirmish order may Retire up to three fourths of their
normal movement allowance and still maintain facing towards the enemy. Bow armed Skirmishing Light
Cavalry has a shooting arc of 360 degrees.

Tactical Units that are operating under a Skirmish order that are in Good Order do not suffer the normal
minus morale modifiers if attacked in flank, but will still have to test Morale if attacked in flank or rear.
Once a Tactical Unit has been given an order to Skirmish, and the Major Unit of which it is a part of
engages in Combat, the skirmishing Tactical Unit must advance towards the nearest enemy Tactical Unit
and into missile weapon range for the type of weapon the skirmishers are armed with. When moving, they
may move their regular movement allowance but will still incur normal movement and facing restrictions.

If the skirmishing TAC is in Good Order and are charged or moved upon by any enemy TAC other than
other enemy Skirmishing Tactical Units, the Skirmishing TAC will always Retire in the face of the
advancing enemy up to the maximum they are allowed. If the retiring Skirmishers are caught and brought
to melee, they incur a minus one (-1) to their Combat Factor for melee in addition to any other modifiers
that normally apply. Tactical Units in Skirmish formation subtract an additional; one (- 1) from their
Missile DVA. A Tactical Unit with a Missile DVA of minus two (- 2) would have a Missile DVA of minis
three (- 3) if in Skirmish formation. Tactical Units in Skirmish formation do not increase their Combat
Factor if shooting within Close Range (see 8.31).

If Skirmishers are Shaken, Disrupted, or Disordered and are charged or moved upon by an enemy TAC, the
skirmishing TAC must make and successfully pass a normal Morale Test before being allowed to retire in
the face of the advancing enemy. If the Skirmish TAC passes the test, it retires as normal. If the
Skirmishers fail the Morale Test, they flee and become Disordered and automatically lose one move stand
in casualties. If skirmishers are charged by enemy Skirmishers they may hold and receive the charge if
desired or counter charge.

Skirmishing Light Infantry and Light Cavalry may move through and be moved through by any other type
of troops as long as the troops moving through or being moved through are not more than two move stands
deep (if playing 1 to 100 figure scale) or four stands deep (if playing 1 to 50 or 1 to 25 figure scale). Such
deep formations may not move through Skirmishers nor be moved through by Skirmishers.

If a retiring Skirmish TAC is moved through or it moves through any friendly TAC, the Skirmish TAC is
Disordered until it spends one initiative to Reorganize. There is no adverse effect on the TAC that was
passed through. Skirmishers that pass through another friendly TAC may not shoot in the initiative the
interpenetration has occurred.

C. The Medieval Swiss Square

By the 14 th century, the Swiss had developed a tactical doctrine that once again made Infantry the queen of
the battlefield. Their unique combination of echelon attacks, combined with column and square formations,
offered a combination that the knight on horseback could no longer easily overcome. The historical
Medieval Swiss Square was huge by wargaming standards. With a width of some 100 men wide and 100
ranks deep it consisted of some 10,000 men! The Medieval Swiss Square is represented in the game with
the following rule.

The Medieval Swiss Square has no flank or rear. The formation is represented on the game board just the
same as for TAC’s in All Around Defense. The Medieval Swiss square may move in any direction a

108
distance equal to twice the width of a single move stand in an owned initiative. The Medieval Swiss Square
always fights in melee just a though it were being attacked from the front like normal, even if it is attacked
in what would normally be a flank or rear for other TAC’s. If attacked from two or more sides, conduct
melee as usual. Any casualties inflicted by the Medieval Swiss Square on enemy TAC’s is divided as
evenly as possible on the TAC’s that the Swiss Square is in melee with. Opposing TAC’s fight combat
normally against the Swiss, just as though they were attacking the Swiss from the front.

D. Camels & Dromedaries in Combat

There are a few documented instances in history where camels or dromedaries adversely affected the
cavalry of their opponents. To incorporate this, the following optional rule may be utilized.

If your army has camels in it and your opponent’s army does not, any enemy Tactical Unit of cavalry (in
the army without camels), or cavalry TAC’s within a Major Unit conducting a morale test that has an
enemy camel TAC within 15 (20) cm, will have a negative one (-1) to their Morale Grade for the test. This
minus only applies to the Cavalry and only if the camels are within 15 (20) cm of the cavalry TAC in the
testing MU.

109
17.2 The Omens
In antiquity, we often read of good omens and bad omens before a battle. The effects of these omens are
debatable to say the least, but for those that wish to add a little more flavor to the game, the following rule
may be used.

Before the beginning of the battle, but after all troops have been deployed, roll one 20-sided die and consult
the table below:

01 to 05 The omens are good. Increase the Morale Grade of all troops in the army by one.
06 to 15 The omens are inconclusive. (No result)
16 to 20 The omens are bad. Decrease Morale Grade of all troops in the army by one.

17.3 Religious and/or Sacred Items


In some armies, religious or sacred items sometimes played an important part with regards to the morale of
the troops. While this is again subject to much speculation, the following rule may be used for those
wishing to integrate this aspect into their game.

A religious or sacred item may be purchased for one’s army at the cost of 50 points. This item is attached
directly to the Army Command Stand or a Sub-Command Stand (base to base contact). It must remain so
attached for the duration of the battle.

Such an item will favor all friendly troops within 20 (30) cm by increasing their Morale Grade by two (+ 2)
for all Morale Tests, and adding in a plus two (+ 2) on any MU Morale test.

If, during the course of the battle, the Command Stand to which the religious or sacred item is attached to is
Killed, Seriously Wounded, or Captured, the religious or sacred item is deemed to have been lost or
destroyed, and ALL Tactical Units within the army will have their Morale Grades reduced by two for the
remainder of the battle.

17.4 Discipline in Armies


There is considerable speculation for the reasons and effects that the lack of discipline in an army could
have on a body of troops. A lack of discipline could lead to premature attacks, uncoordinated advances, and
indeed the complete rout of an undisciplined mob. This becomes an issue in and of itself just to determine
which types of troops should be represented in this manner. Indeed, the issue is even a question as to how
best to apply it to different troop types.

Certainly discipline was an issue in Tribal armies as in many medieval armies as well. One of the primary
consequences to a group of soldiers that lacked proper discipline was in movement, especially in the face of
the enemy. It is difficult enough for well disciplined soldiers to hold a proper line if they advance into the
face of the enemy, but becomes even more difficult for troops that cannot be restrained by leadership or
their training. This could lead to the formation becoming broken up and losing cohesion as the men
advanced.

To incorporate this into a rule is difficult to say the least, but is included here as an optional rule. For the
sake of definition this rule applies to Tribal armies, all medieval armies and other Troop Types within other
armies that have a Morale Grade below 16. Players may always apply the rule to other armies and/or troop
types if they are so inclined.

Any time a Major Unit has become Engaged, any Tactical Units that comprise a part of the Major Unit has
a chance to lose cohesion if the TAC advances towards the enemy more than half of its movement

110
allowance. Tactical Units that have a Major Unit Command Stand, Sub-Command Stand, or Army
Command Stand attached directly to the unit are not subject to this rule. Elite TAC’s, Swiss Square, and
Medieval Dismounted Knights are not subject to this rule.

Roll one 20-sided die for each Tactical Unit making a move towards the enemy, and that moves more than
half of its movement allowance. On a die roll of 17 to 20, the Tactical Unit loses cohesion and becomes
Disordered. There is no retrograde movement due to the Disorder. The TAC simply remains Disordered
until it spends one initiative to Reorganize.

17.5 Direct Command


At the beginning of a game where there are six or more Major Units in an army, the Army Command Stand
has the option on taking Direct Command over a certain number of Major Units. The Number of Major
Units he can take Direct Command over is determined by his Command Ability.

Direct Command
Superior 4
Excellent or Good 3
Mediocre or Poor 2

If the Army Command Stand elects to assume Direct Command, he must announce verbally to his
opponent’s side when the Major Unit’s that comprise his Direct Command are initially deployed on the
game table. All MU’s that are a part of his command are deployed at the same time (see Chapter 16) just as
one would normally deploy a single MU. All MU’s that are a part of the Direct Command must be
deployed in a contiguous manner on the field. They may not be deployed here and there mixed in with
MU’s that are not a part of this Direct Command.

When an Army Commander has taken Direct Command over multiple MU’s, the initiative (see Chapter 7)
is rolled for the entire Direct Command as one MU rather than for each Major Unit within the Direct
Command. Being so attached, the Army Commander gives his Psychology and Command Ability bonuses
to each MU in the command. He must also test to see if he has been killed or wounded just as though he
were attached to a single MU if any of the MU’s under his Direct Command qualify for Command Stands
to check for casualties (See Chapter 11).

Once an Army Commander has chosen to take Direct Command over multiple MU’s, he must remain
attached for the duration of the game. He has no command authority over any other MU’s in the battle.

If the Direct Command rule is utilized, the army must have a Sub-Commander in the army. The Sub-
Commander automatically assumes the role of Army Commander for the MU’s not in the Direct
Command.

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Index

1 to 100 figure scale2, 19, 47, 53, 54, 61, 68, 72, 73, 75, 76, 81, 82, 84, 85, 87, 89, 90,
77, 86, 98, 108 97, 104, 108, 109
All other Infantry Weapons ..................... 59 Combat Results Table ........................ 65, 70
Armored Cavalry.................... 10, 11, 39, 69 Command Ability ........... 19, 20, 22, 31, 111
Army Command Stand ... 4, 19, 22, 27, 31, command radius........................ 4, 21, 29, 36
90, 97, 110, 111 Command Radius .....................4, 17, 21, 25
army’s baseline.......................................... 3 Command Stand Ability.................. 19, 48
Assessing Casualties .............................. 65 Command Stand Casualties...................... 18
Attach or detach troops to other Tactical Command Stand Psychological Rating . 20
Units.................................................... 34 Command Stands ..14, 15, 17, 18, 19, 20, 21,
Attack..25, 26, 27, 30, 43, 44, 48, 65, 76, 93 22, 23, 25, 31, 89, 97, 101, 111
Auxiliary ......... 3, 7, 8, 42, 43, 47, 65, 83, 90 Commander Casualties.......................... 89
Base Mounting .......................................... 7 dart throwing engines......................... 14, 46
Battle Status Cavalry ..........................39, 68 Defend ............................. 25, 26, 29, 86, 91
Battlefield Terrain ..................................103 Deploy for battle ...................................... 45
Battlegroup.............................................107 Description of Troop Type .............. 51, 72
bombards................................................. 56 Direct Command.................................. 111
Bonus Movement ...............................32, 33 Discipline in Armies............................. 110
Broken Morale .......................................... 5 Disengage from Melee and Retire .33, 39, 59
Broken TAC .......................................77, 87 Dismount or Mount.......................34, 42, 43
Buying Your Army.............................19, 97 Dismounted knights ............................. 9, 76
Caltrops, Goads, or Stakes .................... 83 Disordered .. 5, 16, 37, 38, 39, 40, 43, 44, 45,
Camels & Dromedaries ........................109 49, 52, 64, 65, 72, 76, 77, 87, 91, 108, 111
Capabilities of Tactical Units ................ 33 Disrupted 4, 5, 32, 39, 40, 43, 44, 49, 52, 64,
Cart .............................................. 45, 46, 47 65, 70, 72, 87, 91, 108
Carts................................ 12, 16, 45, 46, 65 ditch .............................................81, 83, 84
casualties .... 2, 17, 18, 23, 49, 52, 53, 64, 65, Elephants .. 2, 3, 5, 12, 33, 43, 44, 52, 53, 59,
69, 71, 72, 73, 74, 75, 76, 80, 83, 85, 86, 65, 76, 79, 80, 94
89, 90, 108, 109, 111 engaged Tactical Units............................. 30
Cavalry... 1, 2, 11, 32, 33, 34, 36, 39, 40, 42, Engaged Tactical Units............................ 4
43, 44, 52, 59, 64, 65, 66, 82, 94, 97, 99, Engineering ....................................... 18, 81
108, 109 Engines .............2, 13, 14, 33, 45, 46, 47, 65
Change Facing 46 to 90 degrees .............. 33 Evade ......................... 43, 44, 47, 48, 49, 67
Change Facing up to 45 degrees .............. 33 Examples of Play.................................... 66
Change Formation ........................ 21, 33, 37 Fanatics or Religious Zealots ........15, 78, 97
Charge..25, 33, 37, 43, 51, 52, 59, 75, 76, 79 Fascines........................................82, 83, 84
Charging or Counter Charging................. 59 Fieldworks 18, 26, 40, 81, 82, 83, 84, 86, 97,
Close Order Infantry.....9, 27, 32, 37, 40, 41, 105
59, 64, 65 Figure Scale .............................................. 1
cohors equitata.......................................... 2 Fire Weapons and Firefighting Crews .. 84
cohors equitatae .................................40, 41 first Stage ................................................ 17
Combat... 2, 3, 17, 18, 25, 26, 31, 33, 38, 44, flank or rear3, 43, 44, 48, 64, 65, 76, 80, 108
49, 51, 52, 53, 54, 57, 59, 61, 64, 65, 70, Fortify .............................. 25, 26, 34, 40, 81
good omens and bad omens ................... 110

112
Good Order .. 4, 5, 39, 40, 43, 44, 52, 65, 77, Morale . 4, 17, 18, 31, 37, 39, 40, 42, 43, 49,
87, 108 51, 59, 64, 65, 74, 76, 77, 78, 79, 80, 82,
ground scale ......................... 1, 2, 54, 56, 94 87, 89, 90, 91, 97, 99, 105, 108, 109, 110
Hand to Hand Combat ........................51, 52 Morale Terminology ................................ 4
Heavily Armored Cavalry........................ 11 Morale Test ... 39, 76, 77, 78, 82, 87, 91, 108
Heavy Artillery............14, 45, 46, 53, 56, 58 Morale Tests ...17, 31, 40, 49, 76, 77, 80, 90,
Heavy Chariots......................... 5, 12, 33, 39 110
Hidden units .......................................94, 95 Mounted Infantry ............................ 16, 43
Hold ...................... 43, 44, 47, 52, 66, 67, 69 Move .. 33, 34, 37, 38, 42, 43, 44, 45, 46, 47,
Hordes .................................................... 15 51, 54, 56, 59, 63, 64, 79, 97, 107
In-depth Overlaps.................................. 63 Movement.. 2, 31, 32, 33, 34, 37, 46, 47, 75,
Initial Deployment ................................105 84, 104
initiative ... 17, 25, 31, 32, 33, 34, 36, 37, 39, MU Morale Check ................................... 90
40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 51, Off -board movement............................... 93
52, 53, 58, 59, 61, 62, 64, 65, 69, 70, 72, Optional Rules ...................... 3, 44, 64, 107
73, 75, 77, 78, 79, 82, 83, 84, 85, 91, 108, Order Activation.................................... 29
109, 111 Overhead Shooting ................................ 54
Initiative Sequence................ 17, 31, 33, 89 Overlap..................52, 53, 56, 61, 62, 63, 64
light artillery.......................................14, 16 overrun movement ................................... 75
Light Cavalry . 10, 32, 34, 36, 39, 42, 43, 47, Palisade, Fraise, and Mantlets............... 83
49, 52, 65, 76, 78, 90, 94, 98, 108 Palisades, stakes, and caltrops.................. 83
Light Chariots............................... 12, 33, 43 Panic Stricken.......................................... 79
Light Infantry ... 8, 10, 27, 34, 41, 42, 43, 47, parent TAC........................................ 40, 41
65, 76, 78, 82, 90, 108 Partially Armored Cavalry ....................... 10
Lilies....................................................... 83 Pike armed infantry.................................. 59
Long Spear or Halberd armed Infantry..... 59 Pre-Bought Fieldworks ............................ 81
Major Unit.. 1, 2, 3, 4, 14, 17, 18, 19, 20, 21, Prepare to move ....................................... 45
22, 25, 26, 29, 30, 31, 32, 33, 36, 37, 39, Psychology Rating ............ 19, 20, 22, 31, 90
40, 45, 48, 49, 51, 52, 59, 79, 80, 81, 89, Pursuit .............................................. 26, 30
90, 93, 94, 97, 101, 105, 108, 109, 110, Rally troops ............................................. 18
111 Rallying Troops ....................................... 87
Major Unit Baseline .................................. 3 Rates of fire ............................................. 58
Major Unit Command Stand 2, 19, 20, 21, religious or sacred item.......................... 110
22, 29, 31, 97, 111 Re-man engines or artillery ...................... 45
Maneuver .................................... 25, 26, 93 Re-manning ............................................. 46
Medieval Swiss Square ............. 43, 64, 108 Reorganize...... 34, 39, 40, 42, 45, 46, 77, 82,
medium artillery ...................................... 14 108, 111
Medium stone throwing engines .............. 14 Replacement of Fallen Commanders .... 22
Melee ... 4, 21, 23, 26, 33, 34, 36, 37, 39, 40, Retire.............................. 39, 43, 44, 66, 108
42, 43, 44, 45, 46, 51, 52, 53, 56, 57, 59, Retrograde movement.............................. 47
61, 62, 63, 64, 65, 69, 70, 72, 73, 75, 76, Rout.............................. 5, 33, 77, 79, 87, 91
78, 79, 80, 82, 84, 89, 97 Routed TAC ............................................ 77
melee damage.......................................... 33 Scaling Ladders ..................................... 84
Melee DVA ...................... 51, 69, 72, 73, 97 Scouting ............................................ 93, 94
Missile DVA ....... 51, 52, 69, 72, 85, 97, 108 Scythed Chariot ................................. 79, 80
Missile Fire........................................51, 52 Scythed Chariots......... 33, 39, 43, 65, 76, 80

113
second Stage............................................ 17 43, 44, 47, 48, 49, 52, 54, 56, 57, 61, 62,
Shaken.... 4, 5, 39, 40, 43, 44, 49, 52, 76, 77, 64, 75, 77, 82, 83, 86, 89, 97, 101, 107,
87, 91, 108 108, 109, 111
Shoot...33, 36, 45, 46, 51, 52, 53, 54, 55, 56, Tactical Units ...1, 2, 3, 4, 14, 16, 17, 18, 20,
58, 69 21, 22, 25, 26, 29, 30, 32, 33, 34, 35, 36,
Shooting distances ................................... 53 37, 38, 39, 40, 41, 42, 43, 44, 47, 48, 49,
Skirmish Formations ............................108 51, 52, 54, 56, 59, 60, 62, 64, 65, 76, 77,
Skirmish order..................................78, 108 79, 80, 86, 87, 89, 90, 91, 97, 107, 108,
skirmishers ................................. 25, 77, 108 110
snake move.............................................. 35 Target of Opportunity ...................44, 48, 49
standard bearer ........................................ 15 Tribal Infantry ......................................... 59
standard frontages...................................... 7 troop types 2, 4, 7, 16, 27, 32, 36, 40, 41, 45,
Standing Orders ...............................26, 27 46, 53, 65, 69, 72, 76, 82, 84, 97, 98, 99,
Subordinate Command Stand...... 4, 20, 30 104, 110
supporting rear rank............................53, 56 Turn Sequence ....................................... 17
TAC ..2, 3, 4, 5, 9, 17, 20, 21, 23, 25, 26, 29, Unarmored Cavalry ................ 10, 11, 39, 98
30, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, victory conditions .................................. 101
42, 43, 44, 45, 46, 47, 48, 49, 51, 52, 53, Wagon .............................. 16, 45, 46, 47, 83
54, 55, 56, 57, 59, 61, 62, 63, 64, 65, 66, Wagons.......................... 16, 45, 46, 85, 104
67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, War Wagon ..................................16, 45, 46
78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 90, War Wagons ...................................... 45, 46
91, 93, 94, 97, 101, 104, 105, 107, 108, Wheeled carts .......................................... 16
109, 110, 111 winner and loser ...............................44, 101
TAC sizes.................................................. 2 Withdraw ........................ 25, 26, 30, 39, 59
Tactical Unit2, 3, 4, 7, 20, 21, 25, 26, 29, 30,
31, 32, 33, 35, 36, 37, 38, 39, 40, 41, 42,

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