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Paperboys’ Rules Supplements Andy Callan

No.1: Rome and her Enemies


This is the first of these Supplements and has been produced to coincide with the launch of the new PDF Paperboys.
I have tried to remain true to the original design brief – which was to produce a simple and enjoyable set of rules that would be accessible
to newcomers to the hobby while still providing enough of a challenge to veterans who might fancy a change. The game encourages players to
employ tactics that are characteristic of the armies concerned, but it makes no claim to be an “accurate simulation” of the horrors of the ancient
battlefield.
Contents
1. Army Points, Army Lists and example armies: Germans
Late Republican Romans Dacians
Early Imperial Romans Parthians
Britons 2. New Rules for the 5 new armies
Gauls 3. Addenda to the published rules for Britons vs Romans

Army Points and Army Lists


Many Wargamers like to fight games with equally-balanced armies, to devise an Army List system in order to give Players a range of
even though this is a luxury that no historical Commander ever possible Orders of Battle for their Paperboy armies. The points and lists
enjoyed. The Roman Invasion book included some hints on “Army are combined in the table, below, followed by some examples of the
Points” (page 39) but I have now got around to producing something different armies @ c125 points – enough for a reasonably sized game.
a bit more formalised. At the same time I have taken the opportunity

TROOP TYPE Points per stand Max. % of Army Points Notes


Late Republican Romans
Veteran Legionaries 3½ 60 e.g. Caesar’s in Gaul
Ordinary Legionaries 3 80
Raw Legionaries 2½ 60
Allied Heavy Cavalry 3 15 e.g. Gauls
Allied Light Cavalry 2 20 e.g. Numidians
Skirmishers 1 20
Artillery 3 10
Early Imperial Romans
Veteran Legionaries 3½ 50
Auxilia 2 40
Heavy Cavalry 3 15
Light Cavalry 2 20
Archers 2 10
Skirmishers 1 20
Artillery 3 10 Single (attached) or 3 stand units
Britons
Warbands 2 80
Light Cavalry 2 20
Heavy Cavalry 3 15
Skirmishers 1 30 Javelins or Slingers
Chariots 3 15 Operate independently
Gauls
Warbands 2 80
Light Cavalry 2 20
Heavy Cavalry 3 15
Skirmishers 1 30 Javelins or bows
Germans
Warbands 2 70
Cavalry 2½ 25
Skirmishers 1 40

Rules page 1
Dacians
Warbands 2 70 German or Gallic-style
Falxmen 2 10 Small units: 3-4 stands
Skirmishers 1 30
Light Cavalry 2 20
Very Heavy Cavalry 4 20 Roxolani Allies
Artillery 3 10
Parthians
Horse Archers 2 90
Very Heavy Cavalry 4 40 Cataphracts

Examples of Armies @ c125 points each


You will see that only one of these armies adds up to exactly 125 points. This is because of the game convention that most units consist
of 6 stands. The odd point here or there doesn’t really matter but, if you insist, you can adjust things by adding or removing some 1 point
Skirmisher stands to equalise the points count.
ARMY
Republican Romans Total Points (Stands)
2 units of Veteran Legionaries (2 x 6 stands @ 3 ½ + 1 artillery @ 3) 48pts (14)
3 units of Ordinary Legionaries (2 x 6 stands @ 3) 54pts (18)
1 unit of Allied Light Cavalry (6 stands @ 2) 12 pts (6)
2 units of Skirmishers (2 x 6 stands @ 1) 12 pts (12)
Total 126 points, 50 stands.
Break point 50/3 = 17
Early Imperial Romans
2 units of Veteran Legionaries (2 x6 stands @3 ½ +1 artillery @3 48 (14)
2 units of Auxilia (2 x 6 stands @ 2) 24 (12)
1 unit of Archers (6 stands @2) 12 (6)
1 unit of Light Cavalry (6 stands @ 2) 12 (6)
1 unit of Heavy Cavalry) (6 stands @ 3) 18 (6)
2 units of Skirmishers (2 x 6 stands @ 1) 12 (12)
Total 126 points, 56 stands.
Break Point 56/3 = 19
Britons
1 x big Warband (10 stands @ 2) 20 (10)
4 other Warbands (4 x 8 stands @ 2) 64 (32)
6 Chariots (6 stands @ 3) 18 (6)
1 x Light Cavalry (6 stands @ 2) 12 (6)
2 x Skirmishers (Slingers) (2 x 6 stands @ 1) 12 (12)
Total 126 points, 66 stands
Break point 66/3 = 22
Gauls
1 big Warband (10 stands @ 2) 20 (10
5 other Warbands (5 x 8 x stands @ 2) 80 (40)
1 Light Cavalry (6 x stands @ 2) 12 (6)
2 x Skirmishers (2 x 6stands @ 1) 12 (12)
Total 124 points, 68 stands
Break point 68/3 = 23
Germans
4 Warbands (4 x 8 stands @ 2) 64 (32)
1 small Warband (1 x 6 stands @ 2) 12 (6)
2 Cavalry(2 x 6 stands @ 2 ½ ) 30 (12)
3 Skirmishers (3 x 6 stands @ 1) 18 (18)
Total 124 points, 68 stands
Break point 68/3 = 23

Rules page 2
Dacians
3 Warbands (3 x 8 stands @2) 48 (24)
2 small units Falxmen (1 x 3 stands, 1 x 4 @2) 14 (7)
1 Light Cavalry (6 stands @ 2) 12 (6)
1 Very Heavy Cavalry (6 stands @ 4) 24 (6)
3 Skirmishers (3 x 6 stands @ 1) 18 (18)
1 Artillery (3 stands @ 3) 9 (3)
Total 125 points, 64 stands
Break point 64/3 = 22
Parthians
2 units of Very Heavy Cavalry (2 x 6 stands @ 4) 48 (12)
1 big unit of Horse Archers (1 x 8 stands @ 2) 16 (8)
5 standard units of Horse Archers (5 x 6 stands @ 2) 60 (30)
Total 124 points, 50 stands
Break point 50/3 = 17

New Rules for New Armies


Some additional rules, reflecting the special tactics and features of these new armies. Like most things to do with wargames, these are
something of a caricature of the historical realities.

Late Republican Romans


Under the late Republic, the Roman Legions conquered all of Gaul Special rules for Late Republican Romans
and mopped up the last of the Greek Successor kingdoms before a) Not all Legionaries are the same.
turning on each other in the Civil Wars. If well-led, these Romans Veteran Legionaries cost 3 ½ points per stand (21 points per unit).
were unbeatable and even when commanded by the sort of patrician They have all the special rules that apply to Imperial Legions
incompetent that their odd system of government sometimes (including reorganise – see addenda below).
produced, the Legionaries’ well-honed drills and tactics usually made Ordinary Legionaries cost 3 points per stand (18 points per unit).
their opponents pay a high price for any rare victory. They can’t reorganise.
Compared to the Imperial army, however, that of the late Republic Raw Legionaries cost only 2 ½ points per stand (15 points per
was seriously lacking in disciplined Light troops and Cavalry so had unit). They have enough pila for just one volley and save only for
to make up the shortfall with potentially unreliable tribal allies and 4/5/6.
Irregulars. b) Allied troops are treated as Romans for orders purposes
Even the Legionaries were of a less consistent quality. Compared (section 2.1) but when they have lost half of their original stands
to the regulars of the long-service Imperial army, recruits to the they always flee the battlefield (rather than just being unable
Republican Legions could be levied and disbanded to meet ever to attack) and count as lost. Veteran and Ordinary Legionaries
changing emergencies. Part of the secret of Rome’s success was her ignore fleeing allies but Raw Legionaries may be panicked by
vast resources of manpower, but newly-raised troops, often badly- them.
equipped, were always at a serious disadvantage fighting against
seasoned opposition.

Gauls
Are very like their Celtic cousins so most of the Britons in the Roman b) Gallic archers represent a new troop-type – “Skirmishing
Invasion book (except for the Chariots and Slingers) can also be used Archers”, unlike the close-order “volleying” Roman Auxiliary
as Gauls. There are two new Paperboy troop types: a) Armoured archers in the book. So they need a new rule:
Infantry and b) Archers. • Skirmishing Archers roll 1D6 per stand per stand when
a) Although there is nothing to stop you having one complete shooting - their range is 16 cm. They can only shoot over
unit of armoured Gauls in your army (at a cost of 3 points per the heads of friendly troops who are downhill of them.
stand), I suggest it would be more realistic to instead allow
one armoured stand to each Warband, representing its leader’s Comment: Gallic Archers operate like British Slingers, so they are a
personal bodyguard. The following new rules apply: sort of “longer-range skirmisher”. They are acting as individuals, aiming
• All stands in a unit have the same Saving Throw. But if the at specific targets (so they like to get close) rather than shooting in
(randomised) loss falls on the Bodyguard stand roll again – massed volleys on the word of command.
for 3/4/5/6 remove a different stand.

Germans
The Romans were really scared of these big men and their dark forests Their Cavalry had a nasty tactic of dismounting in the middle of a
and after the disaster in the Teutoburgerwald they gave up on the fight, to hamstring enemy horses. Retreat was deemed particularly
idea of expanding the Empire into the Germanic lands. disgraceful in Germanic culture. The special rules for Germans are:
Germans operated in warbands, like the Celts, but seem to have a) One stand in each Warband is the bodyguard (Comitatus)
been more dogged in the defence if less headstrong on the attack. of its leader (mark it with a standard bearer). If a randomised

Rules page 3
loss falls on the Comitatus, remove another stand instead. The d) German Cavalry don’t attack without orders. They charge like
Comitatus is always the last stand left fighting in a German heavy cavalry and in the second round of an all-cavalry fight, they
Warband. It never routs – it will always fight to the death, with a hit for 4/5/6 (not 5/6).
saving throw of 3/4/5/6. e) As a special tactic, German armies may use fieldworks to
b) German Warbands are not “aggressive” for orders purposes improve a defensive position. At a cost of ½ a point per stand of
so they don’t attack without orders. They get no bonus for frontage (4cms) they can build earthworks along the edge of a
charging but, like Roman Auxilia, they throw javelins just before wood. These then count as a linear obstacle – they are impassable
combat (rule 3.1) and can close ranks after a round of combat to enemy cavalry, and any Heavy Infantry (Legionaries or enemy
(rule 3.3) to fill up any gaps caused by losses. Warbands) crossing them, must halt (disordered) for the rest of
c) German archers operate as Skirmishers in the same way as the turn. Troops defending earthworks cannot be outflanked in
their Gallic equivalents (see above) combat.

Dacians
They made quite an impression on the Romans, as recorded on Comment: Their vicious “scythe on a stick” weapon had a can-
Trajan’s Column, combining typical barbarian Warband tactics with opener effect on Roman armour but left them very vulnerable,
some unusual weaponry and troop types. The Dacian lands were since they used it two-handed and bare-chested. I see them as a
inhabited by tribes of Thracian, Celtic and Germanic origins and they sort of “suicide squad” – nasty but short-lived.
were occasionally able to call on the help of neighbouring Steppe b) Artillery. Operate in batteries of 3 stands. They can’t move.
peoples who used Parthian-style tactics. All in all, a very exotic army. Comment: Dacians certainly used artillery in their fortresses.
There are two new Paperboy troop types – Falxmen and Maybe not in the field…
Artillery. For Cavalry use the German equivalents. Roxolani allies are c) Warbands can operate either like Celts or Germans,
represented by Parthian Cataphracts. depending on their tribal origins.
Special rules for Dacians are: Comment: It is easiest if you choose one type for the whole army
a) Falxmen. Operate in small units of 3 or 4 stands. They hit for but having a mixture will add some extra spice to the game.
3/4/5/6 in any round of combat but save only for 5/6. They always d) Very Heavy Cavalry (Cataphracts) operate like their Parthian
fight to the death, so they never retreat or rout. equivalents (see below).

Parthians
At Carrhae (53BC) they destroyed an entire Roman army but in • The arrows show the notional movement of the stands,
circumstances that were rather special – they were fighting on ground but since this happens as a constant changeover there is
that was perfectly adapted to their tactics against an enemy who no need for you to physically move the stands in this way
lacked enough light troops and cavalry to counter them. The Parthians on the table top. Just put a couple of the special “shooting
are an entirely mounted army, employing a deadly combination of backwards” figures between the two lines to show that the
horse archers and very heavy cavalry (armoured Lancers on armoured unit is operating this tactic.
horses). But they need wide open spaces to be at their most effective • Horse archers have a range of 16 cm (like skirmishing
and any wargamer who agrees to fight them on such a table top foot archers) but shoot 2D6 per stand. When a unit is in
battlefield is asking for trouble. this “circle of death” formation they get to shoot in both
The special rules for Parthians are: the shooting phase AND the movement phase. So, in a
a) Very Heavy Cavalry (Cataphracts) save for 2/3/4/5/6 vs game turn, they will shoot with 3 skirmishing stands in the
Cavalry or missiles and 3/4/5/6 vs Infantry. They re-roll any 1s shooting phase and 3 in the movement phase, rolling a
when they charge other cavalry. total of 12 dice. Like other missile troops, they always hit
Comment: These boys are hard to kill and dangerous when they with a 6.
attack. The only good thing, from an opponent’s point of view is • Unlike other Missile troops, whose arc of fire is 45 degrees
that they are expensive (at 4 points per stand) and rare. to either side of the stand’s front corners, Horse archers
b) Horse Archers. have an arc of 360 degrees – so they can shoot in any
Comment: These troops combine firepower and mobility in a way direction, as long as the line of fire does not pass through a
that is tricky to model, in game terms. This is how I have decided friendly stand.
to do it for this game: And, of course, they also have a special “Parthian shot” rule,
• Horse Archers, like Warbands come in units of 6, 8 or 10 namely:
stands. They operate either in a single line of stands (like • If attacked, the skirmishing Horse Archer stands in a “circle
other units) or in a special formation, with a forward line of of death” get an immediate free “evade” move back behind
skirmishers circling back on a line of supports. So a 6-stand their supports. They are not disordered by doing this
unit has 3 skirmishing forward and 3 in a closed-up line in (unlike other evade moves – see Rule 6.3.1) and they also
support. Note that the skirmish line is positioned 12cms in get to shoot 1D6 per stand, as they go.
front of the supports • In Combat, however, Horse Archers are at a serious
disadvantage, since they always need a 6 to hit, in any
round. Their saving throw is 5/6.
Support line D E F

Skirmish line A B C

Rules page 4
Addenda
Finally, here are some amendments and further explanations of the 4. Page 42, Column 2, Phase 4 Unit Morale and Discipline
rules published in the Roman Invasion book, made in the light of Section 4.1 c): Other Troops Rout
suggestions received (thank you) or on further reflection after recent Replace all the current text with the following:
games. “Turn them around, run them straight back towards their home
table edge for the distance of a full move, and then take them off the
1. Page 41, Column 1, section 1.4: Which stands are table. Any friends they run through or run past (within 12cm) must
destroyed? test for Panic (see 4.2).”
Replace the original text with the following: There is no change to the Panic section, but then
“When shooting or attacking a unit’s flank always remove stands
from that end first. “ Section 4.3 Pursuit
Otherwise, roll another D6, count that many stands from the right Replace all the current text with the following:
of the unit (facing the enemy) and remove that stand. For any further “A British Warband or Cavalry unit which routs its opponent in
losses keep counting in the same direction, circling back if necessary. combat must test for Pursuit, by rolling a D6. For 1/2/3 it will pursue
Comment: The advantage of this way of doing it is that after a them off the battlefield and not come back. On a roll of 4/5/6,
typical unit has suffered its first loss (i.e. failed save) then, any later the pursuit lasts only one move, during which the pursuers are
losses are more likely to fall on the unit’s unshielded side. E.G.: disordered.”
Enemy Roman Cavalry never pursue. They halt after combat and regroup
[A] [B] [C] [D] [E] [F] on the spot.”
Unit strength 6 stands: 1st loss. A Dice roll of 1 falls on F, 6 on A Comment: this avoids having routing troops and their pursuers
“ “ 5 stands: 2nd loss. A Dice roll of 1 or 6 falls on F cluttering up the battlefield. But it means British Warbands and
“ “ 4 stands 3rd loss. A Dice roll of 1 or 5 falls on F Cavalry can become one-shot weapons – so they need careful
Most units consist of 6 stands and going below half strength has handling!
serious consequences, so it doesn’t really matter where the 4thloss
falls. 5. Page 43 Victory and Defeat
Phase 6; replace paragraph c) and the following sentence with:
2. Page 41, Column 2, section c): Regrouping “When an army that has reached its Break Point has one of its
Add a new sentence at the end of the Roman paragraph. units routed or forced to withdraw (see section 4.1) there is a general
“Damaged Legionary units (any which have lost 2 or more stands) collapse of army morale.”
within 16cms of each other may also reorganise by combining to form The Break Point is reached when the number of stands the army
a new, full-strength unit (so if a 4 stand and a 3 stand unit combine, has lost (destroyed or routed off the table) not counting any infantry
they will only form a standard-sized 6-stand unit. Remove the spare Skirmishers is greater than one third (or one quarter for a quicker
stand but do not count it as “lost”). This takes them a full turn, in the game) of the total number of stands (of all types) it had at the start of
presence of a General.” the battle”.
Comment: a powerful new ability for the tough Imperial Veterans, Comment: the original version required Players to keep a count
which justifies upping their cost to 3 ½ points per stand. of the points value of stands lost – which could be tricky in the heat of
the action. This way you just have to look at the number of stands in
3. Page 42, top of Column 2: The loser of any turn of the “dead pool”, setting skirmishers to one side.
fighting.
Add a new sentence after the first. And one last thing …
“Cavalry who lose a turn of fighting against Infantry back off
16cms” 6. Playsheet, page 45, column 1, line 12: Charging WB/H.
Comment: This puts the Cavalry out of reach of a counter attack Cavalry
by the Infantry in the next turn, unless the infantry are foolish enough Delete “re-roll 1s”. Instead, insert “hit for 3/4/5/6. Very Heavy Cavalry
not to spend half a move re-grouping first (rule 2.3.c). re-roll 1s charging other Cavalry”

Rules page 5

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