Imperium Romanum: The Clash of Legions
Imperium Romanum: The Clash of Legions Rulebook
Table of Contents
Table of Contents
- 1.0 Game Equipment
- 2.0 General Rules
- 3.0 Factions and Players
- 4.0 Sequence of Play
- 5.0 Treasure, Taxation, and Plunder
- 6.0 Mobilization
- 7.0 Weather
- 8.0 Stacking
- 9.0 Supply
- 10.0 Leaders
- 11.0 Morale
- 12.0 Naval Operations
- 13.0 Land Movement
- 14.0 Combat Efficiency
- 15.0 Combat
- 16.0 Sieges
- 17.0 Fortifications
- 18.0 Barbarians, Rebels, Usurpers and Foreign Powers
- 19.0 Game Length and Victory Conditions
- 20.0 The Situation Outline
- 21.0 Don't Trust Anyone! (Optional Rule)
- 22.0 Optional Dissolution Rule (Optional Rule)
- Charts and Tables (End of Rules)
- Terrain and Seasonal Effects Chart
- Supply Limitations Table
- Siege Attrition Table
- Combat Efficiency Class Die-Roll Modification Matrix
- Optional Land Combat Results Table
- Naval Combat Results Table
- Morale Table
1.0 Game Equipment
The Clash of Legions comes with three maps: two 35" x 23" sections (known together as the strategic map), and a 17" x 22" tactical map. In addition, the game includes a rules book, 800 double-sided die-cut playing pieces, and one die.
1.1 Strategic Map
The two sections of the strategic map must be set up so that the right edge of map A overlaps the left edge of map B. The row of hexes along each of these edges is identical, to provide a guide for putting the two sections together.
1.2 Sample Units
Each unit counter has certain information printed on it. This information varies with the type of unit.
1.3 Playing Pieces
There are eighteen different types of playing pieces (hereinafter referred to as units) in The Clash of Legions.
1.4 Size of Units
The size of land combat units is indicated on the unit counter. (see also 6.42).
1.5 Unit Identification
The identification numbers printed on most unit counters are provided for record keeping purposes only, and have no historical significance. Certain leader units, however, are identified by name to add historical flavor.
1.6 Colors
The counters in The Clash of Legions come in several colors. This provides for several different factions of Romans and of barbarians or foreign powers. In addition, color differences are used to permit differences in the quality of troops within a particular faction.
1.7 Playing Aids
Various playing aids are printed on the map or in the separate charts and tables. These are explained fully in the rules sections appropriate to them.
2.0 General Rules
The following rules take precedence over all other rules in the game.
2.1 Rounding Off Fractions
Except in combat, all rounding off of fractions is done in favor of the affected unit. In combat, rounding off is always done in favor of the defending unit.
2.2 Laws of Nature
It is presumed that nothing may be done by the players which is contrary to the laws of nature. A land unit may not move across water, nor a naval unit over land. (Exception: see Narrow Seas, 13.1.)
2.3 Resolution of Disputes
While every effort has been made to provide as clear and concise rules as is possible, it is reasonable to assume that there may be obscure points which may not be covered. If players cannot agree, it is recommended that a die-roll be made to resolve the issue.
Map errata:
- The Straits of Messana run from hex A1237 to hex A1238.
- The southernmost hex of Iudea is hex B2414.
- The westernmost hexes of Pontus are B0919, B1018 and B1119.
- The correct location for the city of Londinium in the province of Britannia is A2822 and not A2823 as listed on the map.
- The city of Singdunum in the province of Pannonia was ommitted from the map. It is located in hex A2341.
- The city of Toletum in the province of Hispania was ommitted from the map. It is located in hex A1119.
- The city of Ancyra in the province of Galatia was ommitted from the map. It is located in hex B1320.
- The city of Nicaea referred to in the Unified Tax-Rate Defense Strength Table is the one in the province of Asia (hex B1422). The other city of Nicaea in the province of Cisalpina (hex A1828) functions as an ordinary named city.
3.0 Factions and Players
The Clash of Legions is played between two or more factions, each of which represents one side in a civil war.
3.1 Players
There must be at least one player per faction in the situation being played. There can, of course, be more than one player to each faction; the additional players assume the role of subordinates. Regardless of how many players comprise a faction, all are considered part of that faction, and may not attack each other.
3.2 Faction Dissolution
If a Roman faction dissolves, its Imperator is removed from play.
- In situation games with three or more Roman factions, the elimination of an Imperator from play does not automatically give victory to the other factions since there is not yet a sole Imperator (see 19.0, Game Length and Victory Conditions). In such a case apply rules 3.22 to 3.24.
3.22
The province defects to the Roman faction which has units in the province. If two or more factions have units in the province, non-garrisoned cities defect to the power with the higher morale level.
3.23
If the Roman province contains no units of other Roman factions, it defects to the Roman faction which controls the closest province (a player controls a province if he controls the most taxation of the cities in the province) measured in hexes from each province's border.
In case of tie, provinces defect to the Roman power with the higher morale level.
A player may not use a province gained through defection to claim ownership of other provinces defecting at the same time.
3.24
Any units and leaders in a defecting province defect to the same player as the province. Units retain their original CER. Place control markers on top of units to mark ownership.
3.25
Any non-selected chit of a dissolved faction is not removed from the mug until the end of turn. If selected, it is discarded.
3.26
In the event of ties in morale, roll a die to determine which gains control.
3.3 Non-Roman Factions
3.31
If a non-Roman faction dissolves because it was conquered, it immediately becomes a province of the faction which conquered the province.
3.32
If a minor power dissolves for some other reason (i.e.: barbarian powers), the power becomes inactive and neutral. All leaders and units outside its remaining provinces are immediately placed in its provinces, even those currently under siege; the former controlling player determines where. If enemy units remain in one of the power's provinces, or if it is invaded on a future turn, it is immediately reactivated (see 18).
3.35
A power is conquered when all its provinces are conquered, and it has either dissolved or all its forces have been eliminated. As long as they have remaining forces, a power can try to re-conquer its home provinces (if not dissolved) (see also 6.73).
3.4 Acquiring Colors (Roman factions only)
When a Roman faction dissolves, some other Roman faction acquires the ability to raise units of its color(s).
3.41
The Roman faction which gains control of the largest number of units of a particular color gains control of the color. (Higher morale gains in the event of ties.)
3.42
The CER of the newly-gained color remains the same; the player who gains control of the color may raise units of that color on future Taxation and Mobilization Phases.
3.5 Multi-Faction Alliances
At the beginning of a game-turn, two or more faction players may announce that they are allied for the duration of the game-turn.
3.51
The factions involved in the alliance may not attack each other for the duration of the game-turn. The alliance may only tax and recruit once in any given area, but may divide the proceeds and expenses in any agreed manner.
3.52
Units stacked together or in a leader command range per 4.12 may be moved by any of the factions involved in an alliance.
3.53
No agreements made during an alliance are binding after the conclusion of the game-turn in which the alliance was made; if players wish to ally again in the succeeding game-turn, they must announce such an alliance at the beginning of that game-turn.
3.54
Allied players' units may stack with each other, benefit by each other's leaders in combat and force march, engage in combat together against common enemies, accept siege in each other's cities, transport land units, draw supply through each others' ports or corn units, etc. When a player moves units through an ally's inactive minor power, the minor power is not activated.
3.55
Allied units may not attack one another nor capture or plunder cities belonging to allies.
3.56
Allied players may not lend or give each other cities, units, fortifications, or cities. They may lend or give talents.
3.57
If one player's land units end a turn embarked on an ally's fleets, and the alliance is not renewed on the following game-turn, the fleets are captured by the land units. Place a control marker on the fleet to mark new ownership. The players may, however, agree to an amiable separation and the fleet shall drop off land units in a mutually agreeable location that turn.
4.0 Sequence of Play
The Clash of Legions is played in game-turns of approximately 30 days length. The sequence of phases is:
A. Joint Taxation Phase: The faction players simultaneously collect taxes from the cities they control, receiving the appropriate amount of Treasure Points.
B. Joint Mobilization Phase: Each faction player may recruit new ground and combat units or war fleets up to the limits allowed in the situation, expending Treasure Points as they do so.
C. Activation Phase: First, chits are randomly removed and no one gets to see what it is until the end of the turn. The number of chits removed is one plus the total stated by the following chart per each faction:
| Chits per Power | 2 | 3 | 4 | 5 |
|---|---|---|---|---|
| Chits removed | 0 | 1 | 1 | 1 |
Note that you remove the chits at random from among all players' chits combined.
This number may be modified (at the start of the Activation Phase) if the number of chits in the mug changes due to elimination of leaders, factions activation or factions dissolution.
(Design note: This way you may move over supply at your own risk!)
Then, a chit is randomly selected from the mug. The player whose chit was selected (based on the colour) gets to activate any leaders/forces who have a rating ≥ that chit. A player may "pass" an activation but the chit is considered expended.
All actions must take place according to the sequence listed below:
- Naval Operations Segment: The player moves his activated naval units. Other players' naval units may attempt interception. Naval combat is resolved.
- Land Movement Segment: The player moves his activated land units.
- Land Combat Segment: Land combat is resolved for activated units.
At the end of each activation another chit is selected and any other leaders/forces are activated. This continues until no chits are left in the mug.
D. Joint Supply Phase: Each faction player determines whether his naval and land combat units are in violation of the supply rules (see 9.0), incurring losses as may be necessary. Supply status for all units for the following turn is determined during this phase. The Supply Phase concludes the game-turn. Advance the Turn Record markers one box on the Turn Record Track, which is printed on the map, and then begin the next game-turn.
4.1 Action Chits
4.11
At the start of the Activation Phase, each player puts a set of colored, numbered chits into one common mug. These chits are color coded for each faction and active minors, and have the values: 3, 2, 1, 0, and 0 (if a major power owns two colors, one is discarded).
No chits are added for active minors controlled by a major power.
All barbarian active minor powers are activated by the same chit (choose one color and discard others).
Any chits with a value greater than the best leader (Caesar is a 3) are removed, so if a player's best leader is a 1, the 2 and 3 chits are removed. After all chits are put in the mug, some are randomly removed per rule 4.0 and no one gets to see what they are until the end of the turn.
4.12
The player whose chit was selected gets to activate any leaders who have a rating ≥ that chit. So a 3 leader can move on a 3,2,1,0. But a 1 leader can move only on a 1 or 0. Forces without a leader (including corn fleets) move only when a 0 is selected.
4.13
In addition to 4.12 a "+1" leader may activate any unit in the same hex and in any adjacent hex. A "+2" or "+3" leader may activate any unit within 2 hexes. This range is counted only at the start of activation not during movement.
4.14
A unit (including leaders) may be activated and moved no more than twice per turn.
4.15
A force may move units stacked together at the start of activation and have other units join the stack during movement by passing through other hexes and adding more units to the moving stack. In addition, units can be dropped during the force's movement.
4.16
An activated leader has the option of remaining in the hex while other units move away. In this case, the moving units follow rule 4.15.
4.17
Units activated by a force moving into their hex receive movement points equal to their printed movement allowance less the movement points already spent by the force they are joining (i.e.: an activated 4-12 unit spent 3 movement points and then entered a hex occupied by a friendly 20-10 inactive unit. The 20-10 unit may move 7 movement points only).
4.18
A unit that moved and/or attacked receives a "moved" marker. Units with 2 "moved" markers cannot be moved again in the current turn (but they may retreat before/after combat). It is possible that a hex contains units with one, two or no "moved" markers. In this case, units with two "moved" markers cannot be moved again in the same turn, while others in the hex can still be moved.
(Design note: This system gives flexibility to Caesar, while a 1 leader may move when a 0 or 1 chit is selected. By randomly removing 1 chit from the cup, no one will be sure they can activate all their forces (if a 0 is removed then units will only move once). There will be more risk in running out the clock by letting the opponent move his forces and then trying to move twice in a row. But it's still possible for Caesar, and it should be. A leader who is good can try to move twice in a row, and possibly first in the next turn to surprise a bad leader. That's how Hannibal, Scipio Africanus, and Caesar won; by maneuver and might. Their opponents sat still while they imposed their will).
5.0 Treasure, Taxation, and Plunder
In The Clash of Legions, each faction player collects treasure through taxation, plunder or negotiation, and expends it to recruit new land combat or war fleet units. Treasure may also be given to other players to further negotiations.
5.1 Treasure Markers
Treasure markers in various denominations are provided with the game equipment. As players collect and expend treasure, they use the treasure markers as "money."
5.2 Initial Treasury Allocation
The amount of treasure available to each faction at the start of a situation game is always indicated in the situation outline.
(5,21)
Barbarians (per 6.74) have not treasury and do not collect taxes.
5.3 The Treasury
A power's treasury is always with its Imperator or Rex. If it has no Imperator or Rex, its treasury is located with its highest value leader. (If two or more are tied for highest value, the player decides which carries the treasury.) If the leader carrying the treasury is killed or captured in land combat, the opposing player gains 25% of the treasury. Another 25% is lost. The original player retains the remaining 50% if the faction is not dissolved. In case of dissolution the opposing player gains the remaining 50%.
- If the leader is killed or captured in any other way, 50% of the treasury is lost and 50% retained. If the faction dissolves, all treasury is lost.
5.4 Taxation
Taxation occurs during the Joint Taxation Phase of each game-turn and is based on the control of cities. A faction controls a city in one of two ways:
- A land combat unit of that faction was the last land combat unit to pass through or currently occupies that city, or
- The city was in a province originally assigned to that faction by the situation outline and has never been passed. through by land combat units of another faction.
A city may be taxed only once on any one game-turn. Each city has an assessed taxation base, as found in the City Tax and Defense tables (see charts and tables). A city under siege may be taxed.
5.5 Plunder
A faction player may plunder any city, thereby gaining three times the normal amount of treasure yielded by that city in the form of taxation. To plunder a city, a faction must occupy it at the end of an activation. When a city has been plundered a "Plundered" marker is place on it. Barbarians automatically plunder any conquered city.
5.51
A "Plundered" marker remains in place for six full game-turns and during that period, the city may not be taxed nor plundered again (exception: the marker is not removed if the city is controlled by a barbarian power and the game-turns are counted after non-barbarian reoccupation of the city).
5.52
Plundered cities are not counted for supply purpose and supply limitations are halved in plundered cities' hexes. Fleets cannot withdraw into plundered ports.
5.53
A power which plunders one of its own cities may not raise units in that city for the remainder of the game. In addition, once the plunder marker is removed, it only receives half the normal tax income from the city. If the city is conquered by another player, that player receives the full income.
(Design note: You may plunder your own cities in case of scorched earth policy. The Parthians and Persians did it).
5.6 Scorched Earth (Optional Rule)
In the year AD 363, the Emperor Julian's invasion of Persia was turned back by a scorched earth policy: "The extensive region that lies between the River Tigris and the mountains of Media...was in a very improved state of cultivation. Julian might expect, that a conqueror, who possessed the two forcible instruments of persuasion, steel and gold, would easily procure a plentiful subsistence from the fears or avarice of the natives. But, on the approach of the Romans, the rich and smiling prospect was instantly blasted. Wherever they moved...the cattle was driven away; the grass and ripe corn were consumed with fire; and, as soon as the flames had subsided which interrupted the march of Julian, he beheld the melancholy face of a smoking and naked desert. This desperate but effectual method of defence can only be executed by the enthusiasm of a people who prefer their independence to their property; or by the rigor of an arbitrary government, which consults the public safety without submitting to their inclinations the liberty of choice." Edward Gibbon, The Decline and Fall of the Roman Empire (1788).
5.61
A unit may plunder any non-city controlled hex spending 4 movement points per hex placing a "Plundered" marker in the hex.
5.62
A "Plundered" marker remains in place for six full game-turns.
5.63
The supply limitations on stacking values are halved in plundered hexes.
5.7 Other Sources of Treasures
The faction players may freely exchange treasure during the course of the game.
5.8 Treasure Cities (Optional Rule)
By agreement among the faction players, the cities listed below may be designated "treasure cities." At the start of play place in each treasure city treasure markers equal to three times the city's normal tax yield. This treasure may not be removed or used except when the city is physically occupied by an Imperator, regardless of faction. Acquisition of such treasure does not interfere in any way with normal tax collection from the city. Should the city be plundered, however, the treasure stored there is permanently lost, though normal plunder may be collected. The treasure cities are: Roma, Byzantium/Constantinopolis, Ctesiphon, Phraaspa, Alexandria, Antiochus, Carthago, Hierosolyma, Hispalis, Ephesus and Rhodus.
6.0 Mobilization
In The Clash of Legions, a faction player may increase his combat force through mobilization of new land combat units and war fleets during the Joint Mobilization Phase of each game-turn, expending Treasure Points as he does so.
6.1 Mobilization Areas and Pools
The number and type of units which may be mobilized varies from area to area and from situation to situation. These variations are indicated on the Annual Recruiting Limits Tables.
The table lists the specific types, sizes and numbers of units which each province or group of provinces is able to supply in a January to December calendar year, along with the cost in Treasure Points. A listed province or group of provinces is known as an area. Once an area's annual recruiting limit has been reached, no further recruiting may occur in that area until the following January.
6.11
The mobilization pool applies to one year only; should the pool not be fully mobilized in a given year, it in no way affects the next year's total.
6.12
The actual mobilization of new units occurs in cities. In a Mobilization Phase, two units may be mobilized per non-plundered, non-besieged controlled city (see 6.8) in an area, provided the cost in Treasure Points and any training requirements are met, and the area mobilization limits are not exceeded.
6.13
Each unit has a combat efficiency rating (CER). A (best), B, or C (worst). The CER of a power's units is indicated by the scenario description. Often, unit colors are used to indicate CERs; for example, a player might control purple and red units, with the purple units being CER A and the red ones CER B.
- Each mobilization area also has a CER, which is listed on the Annual Recruiting Limits. Units raised from an area have the area's CER.
- Only units of an appropriate color (that is, CER) can be raised in an area. Exception: A player can raise CER B units in a CER A area, because this is substituting an inferior unit for a superior unit (see 6.14).
6.14
A unit of lower combat strength or Combat Efficiency Rating may be substituted for a unit of higher strength or rating. (Example: a 16-10 Legion may be taken in place of a 20-10 or 24-10; or a CER "B" 6-16 unit may be taken in lieu of an "A".) There may never be more units in play than are provided with the game equipment.
6.15
Malta and Corcyra are independent provinces but have no recruiting. They belong to whichever player first garrisons them. The size of Malta has been exaggerated on the board so that players will not overlook it, as many playtesters often did.
6.16
A power can only build units in provinces where it controls the most taxation of the cities in the province.
6.17
When a mobilization area contains provinces controlled by different powers, a problem can arise when more than one power tries to raise units in the area.
- If the units the players wish to build do not exceed the area's limit, no problem arises.
- If they do, the area's mobilization pool is divided as equally as possible among the players. Any "extra" units are allocated by die-roll.
6.2 Mobilization Costs and Training Requirements
Mobilization costs vary from situation to situation and are always given in the annual mobilization limits (on the Recruiting Limits Table). Training requirements are as follows:
| Unit Type | Training |
|---|---|
| Legionary Infantry | Yes |
| Light and Missile Infantry | No |
| Light and Missile Cavalry | No |
| Heavy Cavalry | Yes |
Occasionally the situation notes will indicate a waiver of training requirements for one faction under certain circumstances.
6.3 Training
When a unit is to be trained, a veteran unit already in play, of the same type (a 16-10 legion can train an unseasoned 10-10 legion, even though it will be a 20-10 legion when veteran, because they are of the same type - both are legionary heavy infantry), must be present in the city in which mobilization take place on the game-turn of mobilization or mobilization costs are doubled.
6.31
A unit training a unit in the process of mobilizing may not move or attack while assisting that unit, but may retreat.
6.32
When playing a situation which occurs before A.D. 69, the training rule is ignored. In other words, a second unit need not be present in the city of mobilization to prevent doubling of mobilization cost.
6.4 "Green" Units
When mobilization requirements have been met, the new unit is placed on the map in the city in which mobilization took place, where it must remain for one full game-turn with its training unit (unless the cost is paid twice).
6.41
New Units are always considered "green" and are placed on the map at half-strength (Example: a "green" 20-10 Legion is actually a 10-10). A "green" unit may not move or attack on the game-turn of mobilization, but may retreat. Occasionally the situation outline will place "green" units among the initially deployed units of a faction.
6.42
In addition, in all situations occurring after A.D. 300, Legionary units are never "green." There is no training requirement; they automatically are at full strength (which is half that of the years before 300) and are treated like Detachment-sized Unit.
6.5 Veteran Units
A "green" unit becomes a veteran unit when it has participated in combat either as attacker or defender. A player may only upgrade as many strength points of green units as the total combat strength of the enemy force.
- Example: A player has four green 10-10 legions, and attacks one veteran 20-10 legion and a green 2-12 light infantry (total strength 22). The result is "no effect". The attacker may upgrade two of his legions, but not the other two; the defender may upgrade his light infantry. When a unit is upgraded, it is flipped to its veteran (higher strength) side.
6.51
No units can be upgraded when an attack results in retreat before combat, or a siege without assault. Only when combat is actually resolved can units be seasoned.
6.6 Special Naval Conversion
Consult the Naval Operations rules (see 12.6) for the circumstances under which war fleets may be disbanded and converted into land combat units.
6.7 Replacements
Normally only Roman faction players may mobilize new units. Non-Roman faction players, however, may activate replacements. All such instances are indicated in the situation notes.
6.71
Barbarian replacement may take place in any friendly or unoccupied hex of the "area of origin" unless an unfriendly player is in sole control of the area. In this case there is no replacement (note: this does not mean the replacement is held in suspension as long as this condition is met; it means it does not occur EVER).
6.72
Replacements are always considered "green" and are placed on the map at half-strength.
6.73
An unfriendly player controls a barbarian province if it contains no enemy units, and the province contains at least two of the player's heavy infantry or heavy cavalry units (Exception: Germania Magna must contain six heavy units).
6.74
Barbarian are all forces other than the forces of Rome (East or West), usurpers, Gallic Empire, Byzantium, Parthia, Pontus, Persia, Galatia, Palmyra and Egypt.
6.8 Control of a City
A player controls a city by physically occupying the city with a combat unit, being the last player to move a combat unit through the city, or, if no unit occupies or has been moved through the city, controlling the area per the situation outline.
7.0 Weather
There are only two seasons in The Clash of Legions: Summer and Winter.
- Summer: April through October
- Winter: November through March
7.1 Summer
All movement costs are normal in summer, except in April, when crossing rivers costs' are doubled. It is always summer in Aegyptus, Arabia Deserta, Africa Proconsularis, Cyrenaica, Mesopotamia Persica Arabia Petraea, Mesopotamia Romana, Mauretania, Numidia, Assyria (clear hexes only), Babylonia, Syria and Iudea.
Note: During winter months, all sea hexes are in winter for naval movement, even those adjacent to summer provinces.
7.2 Special River Crossing
All rivers flood in April (Exception: October in Aegyptus). In the month they flood, the cost to cross rivers is doubled.
8.0 Stacking
In The Clash of Legions, there is no restriction on the number of units which may be in a given hex, except as outlined in the supply rules (9.0).
8.11
A faction player may never examine the composition of a stack belonging to an opposing faction player. A faction player may always examine a stack he has declared he will attack; at the same time, he must allow the defending player to examine the attacking stack.
9.0 Supply
There are two different types of supply in The Clash of Legions: land combat unit supply and the Corn supply.
Only land combat units are affected by land combat unit supply, which is evaluated during the Joint Supply Phase of each game-turn.
9.1 Supply Limitations on Stacking
There are limitations on the number of land combat units which may be stacked in a hex at the end of a game-turn if the land combat units are unable to trace a Line of Supply to a friendly port. For the actual limits, consult the Supply Limitations on Stacking Table (ignore what's printed on the game map and use the following at the end of the game rules). See also 13.5.
- Inactive units do not need to be supplied.
9.2 Line of Supply
A Line of Supply is a path of contiguous hexes from the land combat unit(s) in question to any friendly port. A port can provide supply to a power's units if:
- it is controlled by the power or an ally; and
- it is non-besieged, and
- it is not under blockade (see 16.51 & 9.18 optional rule), and
- it is in a province where the faction controls the most taxation points of the cities in the province, or there is at least one controlled port in a province within 24 naval movement points where the faction controls the most taxation points of the cities in the province.
9.21
A Line of Supply may extend up to SIX Movement Points from the hex occupied by the non-besieged land combat unit(s) to be supplied, subject to all normal movement costs, with terrain and weather effects included. This path must be free of land combat units and cities of an opposing faction or of barbarian or foreign land combat units and cities. The hex occupied by the units to be supplied may be occupied by enemy units. If unable to tract a Line of Supply, a land combat unit is out of supply.
9.3 Out of Supply Units
When land combat units stacked in a hex exceed the supply limitations on stacking, all land combat units in excess of the Limitation are removed from play at the end of the Joint Supply Phase of the following game-turn if they have not been moved back into supply or unless Corn has been transported into the hex (see Consumption, 9.9).
9.31
If land combat units of two or more factions occupy the hex at the same time, each faction player must alternately eliminate units; the player possessing the stronger stack (in terms of Strength Points) must be the first to eliminate a unit, and then the player possessing the second strongest stack, and so on. Of course, a player may expend Corn (if he has such available in the hex) in lieu of eliminating a unit. Leader units may not be removed instead of land combat units.
9.32
If a Roman faction player has sufficient Corn stacked with his units to supply Roman enemy units in the same hex which are out of supply (after supplying his own units), he may cause one-half of the combat strength points (rounding down) to defect to him upon expenditure of the necessary Corn (the other Strength Points are removed from play). Place "control" markers on top of the units to mark ownership.
9.4 The Corn Supply
The faction player who controls the Imperial capital must feed the vast, restless lumpen-proeletariat mass which resides there, or suffer unfortunate consequences.
9.5 Imperial Capitals
In almost all situations in The Clash of Legions, the Imperial capital is Rome. In later situations, Constantinopolis may be the Imperial capital and so require Corn. The rules below apply to Corn supply for Rome in particular. See 9.12 for rules applicable to Constantinopolis.
9.6 Corn Production
The provinces which produce Corn (i.e., various grains) are Sardinia (two units), Sicilia (four), Africa Proconsularis (four), and Aegyptus (eight).
9.61
Production becomes available from the beginning of the May game-turn each year and may be collected by the Corn fleets at any time until the end of December. Surplus Corn production may not be accumulated from year to year, except in the form of actual Corn units, or on the Corn Supply Index for the Imperial capital.
9.62
A player controls a province's corn if he controls a majority of the cities in the province.
9.63
Corn units have an indefinite life span.
9.64
Corn is produced in the May game-turn. It may be brought on the board on that or any succeeding turn of that year at the option of the player/s controlling the corn producing provinces per 9.62.
The counter mix should not be taken as a limit on corn units.
9.65
There is no limit on the number of corn units which a hex may contain.
9.66
If enemy land units enter a hex occupied by a corn unit which contains no friendly units, fortifications or cities, they capture the corn unit. If the captor prefers, the corn unit may be eliminated.
When one side is wiped out in a battle, the winning side gets the corn units. If barbarians win the battle, it should just disappear.
9.67
During the Supply Segment, a player may voluntarily remove any of his own corn units from play.
9.7 Corn Fleets
Corn must be transported from the provinces to the Imperial capital by the Corn fleets.
9.71
Each Corn fleet unit may transport one unit of Corn, picking up their cargo at any port in the producing provinces up to the maximum produced in that province.
9.72
Corn is loaded and unloaded at a cost of 4 naval Movement Points.
9.73
Corn fleets operate as naval units according to the Naval Operations rules (12.0), except that they may neither attack nor defend. If attacked, a Corn fleet is automatically destroyed or captured at the option of the attacking player.
9.74
Destroyed Corn fleets are replaced at their port of origin during the Joint Supply Phase of the second game-turn after their elimination.
9.75
Captured Corn fleets—with their cargoes—are controlled by the capturing faction and may be moved or destroyed.
9.76
Corn fleets may not be used to transport land combat units, but may carry leader units in addition to their normal cargoes.
9.77
The player owning the port in which a Corn fleet begins the turn controls that Corn fleet, unless he assigns it to another faction player, it is captured at sea, or is moved to a port owned by another player.
9.78
Corn fleets always begin each situation at the same ports: Caralis, 1; Syracusae, 2; Roma, 2; Carthago, 3; Alexandria, 5.
9.8 The Corn Supply Index
When a Corn fleet discharges its cargo (i.e., a Corn unit) at Rome or when a Corn unit reaches Rome by overland movement, it is immediately added to the appropriate factions' Corn Supply Index (printed on the game-map) unless the player opts to supply combat units. Each unit of Corn arriving at Rome raises the Corn Supply Index by 1 and then is removed. The amount of Corn on hand at the start of a situation is always indicated in the situation. Thereafter, the Corn supply varies with deliveries and consumption.
The counters labeled "Roma" and "Constantinopolis" are to indicate Corn Supply.
9.9 Consumption
The Imperial capital consumes one unit of Corn each game-turn, with the actual deduction from the Corn Supply Index being made during the Joint Supply Phase. One unit of Corn may supply one stack of up to four Legion-size units or smaller-size units for one game-turn.
9.10 Corn Shortage
At the end of each game-turn in which there is no Corn available to meet the consumption requirement, the faction player controlling the city rolls a single die (in the Supply Phase) to determine if rebellion occurs. The city revolts on a roll on six or greater; the die-roll may be modified:
- add 1 for each game-turn since the consumption requirement was last met
- deduct 1 for each 10 land combat Strength Points of the controlling faction within 4 Movement Points of the city.
9.101
If the consumption requirement is not met during a siege, add two to the die-roll for each game-turn consumption has not been met.
9.11 Rebellion
9.112
When a corn rebellion occurs, two unseasoned 2-12 light infantry units (CER B) are placed in the imperial capital.
- If the old capital-owner had units in the capital at the moment of rebellion, they are now no longer considered inside the capital; they may besiege the rebelling units, if their player wishes.
- If rebellion occurs during a siege, the capital immediately surrenders to the besieging faction and all defending units are eliminated.
9.113
Rebel do not move and are not controlled by any faction, until another Roman faction (if any), other than the faction which rebellion was directed, enters the imperial capital taking control of the rebel units and the imperial capital. The player against whom the rebellion occurs is not eligible to control the units. The two 2-12 units are removed when another Roman faction takes control of the capital.
9.114
The new owner must begin to check for a possible corn rebellion with the very next Diplomacy Phase. It is possible for corn rebellions to occur several times in the course of a game.
9.115
The owner of the capital loses the morale points for loss of the capital. The new owner gains morale points (see Morale Chart).
9.12 Constantinople
When Constantinople is the Imperial city, the following rules are in effect:
- Production: Heraclea Chersonensus produces six Corn units
- Corn Fleets: There are 3 Corn fleets at Constantinople and 2 at Heraclea Chersonensus.
- Rome: There might be no consumption in Rome (see the situation notes).
9.13 War Fleets
Fleets and units embarked on them are always in supply, except when in besieged or blockaded ports (see 9.18 & 16.5).
9.14 Supply from Plunder (Optional Rule)
A stack of units which looted a city in the current turn is considered supplied.
9.15 Supply Purchase (Optional Rule)
Instead of use corn units to supply land combat units, supply may be purchased at the rate of one Treasure Point for each Detachment-sized Infantry unit. Cavalry and Legion-sized units cost twice as much. Areas outside the Empire cost twice as much. Supply in winter costs twice as much. Supply after A.D. 300 costs twice as much. These are cumulative. Thus, to supply a cavalry unit in Media in A.D. 403 in winter would cost 16 Treasure Points/turn.
9.151
Supply may be purchased if land combat units can trace a Line of Supply to a friendly city or port per 9.2 (Exception: The friendly city or port may be in a non-controlled province (a player controls a province if he controls the most taxation of the cities in the province).
9.16 Supply in Sieges
9.161
If the port is not blockaded, units in a port city under siege can be supplied from the port.
- Other friendly units outside the city may not be supplied supply from the port. Only the besieged units may do so.
- If units in a port city under siege can be supplied from the port, they are not subject to siege attrition (see 16.6)
9.162
If the port is blockaded, the besieged units must primarily consume corn units (if any is present) and then apply supply limitations (see 9.1).
9.163
If a player has units inside a besieged city, and also units outside the city in the same hex, the units inside the city may not use the corn units of those outside, and vice versa.
9.17 Fleets
9.171
Fleets and units embarked on them are always in supply, except when in a besieged and/or blockaded (see 16.51 & 9.18) city/port.
9.172
A fleet in a besieged and/or blockaded (see 16.51 & 9.18) city/port must be supplied like any other unit. For supply purposes, it is considered legion-sized unit.
9.18 Blockade (Optional Rule)
9.181
A port may be blockaded (even if not besieged) by enemy war fleets, thus preventing land units from tracing a Line of Supply to that port. If a friendly port hex is occupied by less friendly fleet combat Strength Points (inside the port) than enemy fleet combat Strength Points (outside the port), the port is considered blockaded. Land units being transported on either friendly or enemy fleets in the hex have no bearing on this calculation. Enemy non-transported land units inside the port cannot engage the blockading fleets. Fleets which are part of a blockading force are not immune to rule 12.22 (they need to return to a friendly port).
9.182
Fleets may not freely enter or leave the port, transporting land units in either direction.
9.183
If a port is blockaded but not besieged, any units in excess of the supply limitations (see 9.1) must be supplied by corn units or is out of supply.
10.0 Leaders
Leaders serve an important purpose in The Clash of Legions. The survival of leader counters is often critical in helping to determine victory.
10.1 Effects of Leaders
Leader units can influence the movement, and sometimes the combat, of naval and land combat units which they accompany.
10.11 Movement
If a leader begins a movement segment stacked with land units and remains with those units throughout their movement, the stack may force march. Note that only one forced march is possible per turn. When a stack force marches, the movement allowance of each non-cavalry unit in the stack is increased by two plus the leader's leadership value. After the stack finishes moving, the owning player must roll a die. If the roll is greater than one plus the leader's value, one force marching unit is eliminated. The owning player decides which to remove.
10.12 Combat
Leaders with a positive combat bonus— such as "+2" — may alter a naval or land combat resolution die-roll by the bonus in favor of combat units with which they are stacked. No more than one leader per stack may affect a single combat and it is possible that the leaders of opposing factions in a combat may cancel out each other's combat bonus. Leaders stacked with combat units which have been eliminated are themselves eliminated.
Three leaders have reverse sides for naval combat indicated by a wave symbol. They are Pompey, Caesar, and Agrippa.
10.2 Special Leader Sea Movement
Under certain circumstances a leader unit may move by sea without a fleet, during the Land Movement Segment of a faction-turn.
10.21
The leader moves at the rate of 6 sea Movement Points per hex.
10.22
When moving by sea, a leader unit is restricted by the sea movement rules (see 12.0).
10.23
A leader unit may freely combine land and sea movement during a Land Movement Segment so long as the unit's Movement Allowance is not exceeded.
10.3 Losing Leaders
10.31
A leader alone in a hex which does not contain any friendly units has a combat strength of 1, which can only be used defensively. If the leader is attacked and suffers a combat result which would cause his elimination, the attacking player has the option of killing or capturing the leader.
10.32
A leader may also be captured or killed by an enemy player when:
- all units in the leader's stack are eliminated in combat.
- the leader is in a city under siege which is captured.
10.33
If a leader is on a naval unit which is destroyed by naval attrition, the leader is killed.
10.34
A captured leader is moved by the capturing player, but must always end his move with units of the capturing power until freed. The captured leader does not affect combat, movement or recruiting while captured. The capturing player may free the leader during any Mobilization Phase; once freed, the leader returns to the owning player's control.
10.4 Leader Replacement
10.41
When a named leader is killed, he is permanently removed from play.
10.42
When an unnamed leader is killed, his counter is placed on the Month Track on the next month.
- During the Taxation and Mobilization Phase of that turn, the player rolls a die for each eliminated leader:
- +2 leaders are replaced on a roll of 1.
- +1 leaders are replaced on a roll of 1 or 2.
- If the leader returns to play, he may be placed with any stack containing units owned by his power.
- If the leader does not return to play, the player may roll for him again during the next Taxation and Mobilization Phase and each such phase thereafter.
10.5 Command Group Boxes
Command Group Boxes are printed on the map. The boxes are numbered from I to IV; each player should write down on a piece of scrap paper which number corresponds to each of his leaders. When land or naval combat units are stacked with a leader, they may be placed in the appropriate Command Group Box. The physical presence of these units on the map is then represented by the single leader unit.
10.6 The Imperator
The Imperator is the most important unit a faction player possesses. Without an Imperator, a faction player almost automatically will lose. One leader in each faction is always an Imperator. The Imperator marker is placed in the Command Group Box of that leader to indicate this status.
10.61
In most situations the faction player who possesses the sole Imperator counter is automatically the victor. In other situations, however, the loss of an Imperator merely triggers Imperator replacement at the end of the current faction-turn. The special conditions attendant upon Imperator replacement are always explained in the Situation Outline. The loss of an Imperator can cause faction dissolution (if no replacement is available).
10.62
An Imperator, of course, has all the capabilities of an ordinary leader unit. In addition, it possesses the ability to cause units of an opposing faction to desert under certain circumstances.
10.63
In any combat in which leaderless Roman land or naval combat units are defeated by Imperator-led Roman land or naval combat units, the survivors of the defeated faction—whether attacker or defender—will desert to the Imperator on a die-roll equal to or less than the Imperator's combat bonus.
10.64
Place a "control" marker of the winning faction on deserters. Defeated units which have been forced to retreat after combat may never defect (see Joint Supply Phase, Sequence of Play).
10.65
An Imperator who commands no land combat units or war fleets is immediately eliminated.
10.7 Rex Marker
The Rex marker is used to indicate a non-Roman monarch. When in play, the Rex functions much as the Imperator does.
11.0 Morale
Morale affects play of The Clash of Legions by altering the die-roll during combat resolution. Each faction is assigned a morale rating in the situation outline at the start of play. Each player indicates his morale rating on the Morale/Corn Supply index, which is printed on the game map. Thereafter, the morale ratings for each faction are adjusted in the course of play according to the Morale Schedule (printed on a separate sheet).
11.1 Effect of Morale
Whenever combat (land or naval) is resolved, the two sides must compare their morale levels. If one player's morale level is at least 50 points higher than the other player's, he adds one to (when attacking) or subtracts one from (when defending) the die-roll on the Combat Results Table. This is in addition to any other die-roll modifications.
11.2 Total Morale Loss
If, at the end of any game-turn, a faction has suffered total morale loss (i.e.: a morale rating of "0" or less) it undergoes faction dissolution (see 3.2). It is assumed that the Imperator was assassinated by disgruntled officers.
11.3 Retreat before Combat Morale Loss
Each time a power's units retreat before combat, the power loses 5 morale points.
11.4
(Optional) In January, half of the Morale gain/loss of the previous year is eliminated. Players must keep track of each year's gain/loss.
Morale Chart: Ignore what's printed on a separate sheet and use the following at the end of the game rules.
12.0 Naval Operations
All naval activities in The Clash of Legions occur during the Naval Operations Segment of each faction-turn.
Fleets: There are two types of fleets in the game: War fleets and Corn fleets. Corn fleets are discussed in 9.7.
Ports: Ports are indicated on the map by anchor symbols printed in coastal hexes, on the actual side of the coast in which they are located. Not all ports are cities, but for purposes of defense, ports function just as cities do. All naval activities in The Clash of Legions ultimately revolve around ports.
12.1 Building War Fleets
Fleets may only be built in ports and only in areas which are listed in the situation outline.
12.11
The cost to build fleets is always given in the situation. Fleets require three game-turns to build. Treasure Point expenditure may be spread over the full three game-turns.
12.12
The back of each fleet counter does not represent it while "unseasoned". Fleets are never unseasoned or veteran. The 18-30 side represents one fleet; the 36-30 side represents two fleets. If two of a power's fleets are in the same hex at any time, the player may remove one fleet and flip the other fleet counter to its higher strength (36-30) side.
12.13
Fleets become available at the beginning of the game-turn immediately following the third game-turn of construction or the final Treasure Point payment, whichever is later. The construction of a war fleet may be suspended indefinitely.
12.14
If two or more factions are each trying to build war fleets in the same area, and the number of fleets in that area's mobilization pool is insufficient, neither may complete a fleet until one of the opposing factions gives up the attempt to build.
12.15
If a fleet is being built in a port which is occupied by land combat units of an opposing faction, the occupier may complete the fleet for its own use on a die-roll of 4 or greater; any other result causes the fleet to be lost and removed from the mobilization pool.
12.2 Sea Movement
Sea movement occurs through the expenditure of naval Movement Points. Movement Points costs vary with the type of sea hex to be entered and with the season.
- Only hexes containing land and sea are considered coastal hexes. Treat all others like High Seas hexes.
12.21
In winter, in addition to increased Movement Point costs, a player must roll the die each time he moves a fleet to determine the effects of weather: a roll of 4 through 6 indicates the fleet is lost (i.e., removed from play).
12.22
A fleet which begins the turn at sea must end the turn in a friendly non-besieged, non-blockaded, non-plundered port (Exception: a fleet may end the turn in an enemy port plundered by the fleet in the same turn). A fleet which fails to meet this requirement must roll for attrition and is eliminated on a roll of 4 or 6 in summer and 2 through 6 in winter. Use the "At Sea" markers at the end of each turn to indicate those fleets that must move to a friendly port during the next turn.
- The Goths and Herules' fleets deduct 1 from all naval attrition die-rolls.
12.23
A fleet is not forced to stop moving if enter a hex containing only enemy land units. It may pass through or end movement in that hex.
12.3 Naval Transport
There are two forms of naval transport: sea transport and amphibious invasion.
12.31 Sea Transport
An 18-30 fleet may transport one Legion-size unit or two detachment-size units. Any number of leaders units may be transported by any one fleet.
12.311
Units to be transported must begin the Naval Operations Segment in a friendly port or coastal hex in order to embark upon a fleet. A fleet in or entering that port or coastal hex may embark the land units to be transported and, if possessed of unexpended naval Movement Points, may then continue movement.
12.312
Embarkation in a port costs 4 naval Movement Points; in a coastal hex the cost is 12.
12.313
A fleet may disembark land units in any friendly port at a cost of 4 movement points and in any non-port hex in a friendly province -that is, the faction or an allied controls the most taxation of the cities in the province, at a cost of 12 movement points.
12.314
A fleet can embark and disembark Leaders alone at no cost.
12.315
A 36-30 fleet can transport twice as many units as an 18-30 fleet.
12.316
If a fleet carrying land units expends 20 or fewer movement points while on the same segment also embarking, carrying and/or disembarking those land units, the land units may move, using their full movement allowance, during the subsequent Land Movement Segment. If a fleet spends 21 or more movement points while on the same segment also embarking, carrying, and/or disembarking land units, then those land units may not move during the Land Movement Segment.
- Carried units are considered activated and receive a "moved" marker.
12.317
A fleet is never required to disembark its land units; they may remain loaded on the fleet as long as the player desires (exception: 12.64).
- Players should designate which units are loaded on a fleet by placing them under the fleet counter. Units in the same hex as fleets but not loaded on them should be placed on top of the fleet counters.
12.32 Corn Fleet Transport (Optional Rule)
The ships represented by Corn fleet counters were capable of transporting units across the seas. This was not an entirely uncommon use, so players may use Corn fleets not transporting Corn to transport one Legion-sized unit.
12.321
Corn fleets may not be used for amphibious landings.
12.322
A Corn fleet(s) transporting a land unit(s) unescorted by a war fleet is eliminated when attacked by an enemy war fleet.
12.33 Amphibious Invasion
Under some circumstances, a fleet may disembark land units into an enemy or neutral coastal hex. Doing so is called amphibious invasion.
12.331
Amphibious invasions cost 12 movement points, whether or not the invaded hex contains a port.
12.332
Only fleets stacked with +2 or +3 leaders may amphibiously invade. Only leaders and infantry units can be disembarked; cavalry must remain on board fleets.
12.333
The Goths and Herules and Saxon and Frisian pirates do not need any leader to make use of amphibious assault or landing.
12.334
Land units which amphibiously invade may not move by land during the same game-turn.
12.335
An amphibious invasion may be made into a hex containing enemy units, fortifications or an enemy city or non-city port. When this happens, the invading land units must attack the enemy units, fortification, city or port during the Land Combat Segment of the same game-turn. The combat strength of the invading land units is halved in that attack, in addition to whatever other modifications are called for.
12.336
Amphibious invasions may be made into hexes containing enemy fleets only if those fleets have withdrawn into port. Enemy fleets which are in the invasion hex and choose to remain outside a port must be attacked during the naval movement segment and be either eliminated or forced to retreat out of the hex or into port for the invasion to proceed.
12.4 Naval Combat
Naval combat occurs upon interception. In addition, when activated fleets move into a hex containing enemy fleets, he may, at his option, temporarily interrupt his movement to attack those fleets.
12.41
All fleets in a hex must participate when naval combat occurs there; no units may be withheld from the combat.
12.42
Fleets (War fleet and Corn fleet) in a friendly port hex can be either outside or inside the port. In both cases the inside/outside state only matters when the hex is attacked.
12.43
Defending fleets attacked in a friendly port hex can choose to accept combat outside the port or withdraw into the port.
12.44
Fleets in a port hex that choose to accept combat outside the port may be attacked normally.
12.45
Fleets (War fleet and Corn fleet) that withdraw into port become part of the city defenses and may not be attacked separately; they may only be attacked (as part of the city defense) when the city is attacked in the Land Combat Segment. See 15.221 & 12.6.
12.46
When interception occurs, the intercepting player is the attacker. Otherwise, the moving player is the attacker.
Naval Combat Procedure:
- When naval combat occurs, each player must calculate his total naval combat strength. To do this:
- Add up the combat strengths of all friendly fleets in the hex.
- Add to this the combat strengths of all light and missile infantry carried by friendly fleets.
- Add one-half the combat strength of non-light and missile infantry carried.
- Cavalry units do not contribute their combat strength to the total.
- The resulting ratio is reduced to one of the ratios found on the Naval Combat Results Table (NCRT), printed on a separate sheet of paper. Fractions are rounded off in favor of the defender: e.g., 24:7 = 3:1; 24:9 = 2:1; 24:14 = 3:2.
- The attacker rolls a single die. The NCRT is consulted (ignore what's printed on a separate sheet of paper and use the following at the end of the game rules), with the die-roll modified if necessary for the presence of leaders (see 10.12), differing Combat Efficiency ratings (see 14).
- If a fleet is eliminated as a result of combat, land combat units being transported by that fleet are automatically lost as well.
- After naval combat is over, the losing force (the one which lost the largest number of fleets) is immediately placed in the nearest friendly port. If both lost an equal number of fleets, both have lost.
- If the nearest friendly port is more than 10 movement points away, the losing force must lose one additional fleet and move to a sea hex up to five hexes away. Once moved, the player's surviving fleets are subject to penalties from seasonal effects.
- If the activated force wins, it may continue moving. It may not, however, initiate naval combat again until next turn.
12.5 Naval Interception
Fleets controlled by non-active players may attempt to intercept moving fleets.
12.51
Whenever a fleet moves to a hex within 12 movement points of an enemy fleet, the enemy player may attempt interception. The moving player should pause during movement to ensure that other players have ample time to announce interception attempts.
12.52
Each fleet may only attempt interception once per player-turn.
12.53
Only fleets in friendly, non-besieged ports may attempt interception. A fleet can embark land units paying 4 movement points per rule 12.312. These 4 points are counted in 12.54.
12.54
When a force attempts interception, count the number of movement points between the intercepting force and the moving fleet. The intercepting player rolls a die; if the number rolled is greater than or equal to the distance in movement points divided by two, interception occurs. (Example: A fleet attempts interception at a distance of 8 movement points. The player must roll 4, 5 or 6 to intercept successfully. If he waited for the enemy fleet to enter a hex 6 movement points away, he would succeed on a roll of 3, 4, 5 or 6).
12.55
The intercepting player may roll once for his entire stack, or separately for each fleet in the stack, as he wishes.
12.56
If interception is successful, place the intercepting fleets in the hex where interception takes place. Naval combat immediately occurs; the intercepting player is the attacker.
12.57
Naval combat is resolved before attrition during winter. However, intercepting units are subject to naval attrition, just like moving units.
12.58
If a player attempts interception with fleets from different hexes, all interception attempts are resolved before naval combat occurs. However, if two non-moving players wish to intercept the same moving fleet, the interception and combat of the first player who declares interception is resolved before the second player may attempt interception.
12.59
If no interception occurs, the moving force may continue to move.
12.6 Fleets in Land Combat
Fleets in coastal hexes can engage in land combat. A fleet's land combat strength is one-fourth its naval combat strength. (Example: The land combat strength of an 18-30 fleet is 4; of two 18-30 fleets, 9).
12.61
As per rule 12.42, fleets in a friendly port hex can be either outside or inside the port. In both cases the inside/outside state only matters when the hex is attacked.
Defending fleets attacked in land combat in a friendly port hex can choose to accept siege inside the port or withdraw outside the port.
- If there are enemy fleets outside the port the withdrawing fleets must immediately attack those fleets.
- The withdrawing fleet may also be intercepted by enemy fleets.
- Troops defending in a port which are not already stacked with a fleet may embark on and withdraw with a withdrawing fleet (see 16.58).
12.62
If fleets are part of a force which retreats after combat, they may retreat to a different hex from the one to which land units retreat.
12.63
Fleets in coastal hexes (and units embarked on them) cannot be attacked in land combat. However, at the player's option fleets can add their strength (per 12.6) to friendly attacked land units in the same hex. Embarked units add one-half their strength.
12.64
Fleets carrying land units may attack in land combat and may disembark land units if they meet the requirements for amphibious invasion (e.g., the presence of a +2 or better leader, etc.).
12.65
When calculating land combat losses, fleets' strengths are quartered before losses are applied. That is, eliminating a 36-30 fleet satisfies only a 9 point land combat loss, not 36 points.
12.66
Fleets, like land units, can besiege and accept siege per rule 15.221.
12.7 Disbanding Fleets
Fleets may be converted into Legionary infantry units only during the Land Movement Segment of a faction-turn or as a result of an inability to retreat, as noted above. An 18-30 war fleet becomes an 8-10 "green" Legion (while a 36-30 war fleet becomes two 8-10 "green" Legions) and is thereafter treated as any other newly raised unit would be. Such a unit may not be converted back into a fleet.
12.8 Bodies of Water
There are two distinct types of bodies of water that influence naval movement.
12.81 Narrow Seas
Certain areas are designated as narrow seas. Fleets may freely pass through a coastal hex which contains a narrow seas hexside. Fleets which occupy a coastal hex which contains a narrow sea hexside inhibit movement of land units through that hexside. Land units may not cross a narrow sea hexside if one of the two coastal hexes containing the narrow sea hexside is occupied by an enemy war fleet, unless the owning player gives his permission to allow the land unit to cross.
12.82 Rivers
Fleets may not enter river hex-sides.
13.0 Land Movement
A player may only move his units during the Land Movement Segment of his faction-turn, with the exception of retreats (which are considered to be a form of movement). A land unit is moved as land Movement Points are expended from its movement allowance. A unit may be moved from the hex it currently occupies into any adjacent hex, unless the adjacent hex contains prohibited terrain (such as sea) or a prohibited hexside lies between the two hexes. The exact cost to enter a hex varies with the type of terrain in the hex and the season. Movement costs may be found on the Terrain/Seasonal Effects Chart (ignore what's printed on the game map and use the following at the end of the game rules).
13.01
A land unit may expend all, some or none of its movement allowance during a Land Movement Segment, so long as the units does not exceed its allowance.
13.02
A leader stacked with a land unit may enable the unit to force march and thus expend additional Movement Points. A land unit which does not expend all its Movement Points may not transfer the unexpended points to another land unit nor may the unexpended points be accumulated for use on future turns.
13.03
If land units move into a hex containing non-besieged enemy land units, they must stop moving and may move no farther. They can freely move through hexes containing naval units or enemy units under siege. If they start a move in an enemy occupied hex they can freely move out.
13.04
A unit which begins movement adjacent to a hex which it does not have enough movement points to enter may enter the hex anyway, in its second activation (if any), at the cost of all its movement points. Place an "Activated" marker on top of not moved units in the first activation as reminder. Units activated only once cannot enter the hex.
13.1 Narrow Seas Hexsides
A land unit may cross a narrow sea hexside by the expenditure of additional Movement Points (double the cost marked directly on the map), unless the hexside is blocked by the presence of enemy war fleets. Infantry land combat units (only) may move across "+2" narrow sea hexsides to attack defending units on the other side of the narrow sea hexside, but the attackers' combat strength is reduced to one-third its normal value. If the attacking unit(s) is forced to retreat as a result of such an attack, it is instead eliminated.
13.2 Overrun Attack
Rule 15.0, Combat, outlines circumstances under which Heavy Cavalry units may undertake "overrun" attacks during their Movement Segment.
13.3 Roads
The Romans built their famed roads through some but not all of the provinces on the game-map. Many roads were built in the course of the Roman era, and some fell into disrepair upon Imperial retreat. Whether or not a province has roads depends on the scenario.
13.31
A province does not have roads if a barbarian faction (per 6.74) controls the majority of the cities in the province at the start of the game. In this case the printed roads are ignored.
13.4 Rivers
13.41
Crossing a river between a summer province and a winter province is made at the higher cost in movement points.
13.42
Crossing a river between a province outside the Empire and one inside is made at the higher cost in movement points.
13.5 The Empire
A province is considered inside the Empire if listed in the Roman, Palmyran or Gallic Empire's territories per situation game.
13.6 Limitanei
Any province designated by a scenario as having Limitanei has them in all hexes adjacent to non-Roman provinces. Any non-Roman unit which enters a hex containing Limitanei must spend 4 extra movement points, in addition to the normal movement point cost to enter the hex. If Romans lose control of the province, Limitanei disappear.
13.7 Taking the Wrong Road (Optional Rule)
Unfortunately, the map of The Clash of Legions includes hexes with unclear terrain (i.e.: Carthago Nova, the Illyrian, and Italian coasts). In this case, roll a die each time a unit or stack enters the hex: The most expensive terrain cost is applied on a roll of 1-3. The other on a roll of 4-6.
14.0 Combat Efficiency
All combat units in The Clash of Legions possess a Combat Efficiency Rating (CER) which is an indication of their overall quality. CERs range from "A", the highest, to "C", the lowest.
14.1
The CER of units belonging to a particular faction is always indicated in the situation outline and normally is possessed by all combat units belonging to that faction. On occasion, however, a portion of the combat units of a faction may be designated to be of a different CER than the norm for that faction. In such cases unit counters of a different color should be used.
14.2
The CER of a combat unit never changes and newly mobilized units always possess the CER of their faction. Leaders do not possess a CER.
14.3
The CER affects the performance of combat units by altering the combat resolution die-roll. The actual alteration made, if any, is determined by examining the CER Die-Roll Modification Matrix (ignore what's printed on the game map and use the following at the end of the game rules).
14.4
The CER of the defense strength of an unoccupied city or port is always "B". If occupied, it is always the same as that possessed by the majority of combat Strength Points defending in that city or port.
15.0 Combat
All land combat in The Clash of Legions occurs during the Land Combat Segment of each faction-turn.
15.1 Attack
The executing player is always considered the attacker. No unit is required to attack (exceptions: 15.13 and 12.335).
15.11
Attacks may occur when the executing faction player moves land combat units into a hex occupied by land and/or naval combat units of an opposing faction.
15.12
A unit may attack no more than once in any Land Combat Segment. If a hex contains both enemy units and an enemy city, the attack is made against both the units and city together.
15.13
If phasing units entered an enemy occupied hex by crossing a narrow seas hexside or by amphibious invasion (see 12.335), they are required to attack and their combat strength is halved.
15.2 Defender's Options
When land combat units are being attacked, the defending player may exercise one of three options before combat resolution.
15.21 Retreat before combat
The defending land combat units may be moved, as a stack, to any hex adjacent to the hex in which they were attacked. The hex into which the defender retreats must:
- not require the crossing of a river, narrow sea or prohibited hexside.
- not be a hex containing enemy land units whose total combat strength is at least one-fourth that of the retreating units.
15.211
Units may not retreat across a hexside if enemy units crossed that hexside to enter the combat hex, and the combat strength of the entering force was at least one-fourth that of the retreating force. Example: A force of 44 combat strength points occupies a hex. An enemy force of 80 strength points enters from the north, and another of 10 from the south. One-fourth of 44 is 11, so the defending units can retreat south, but not north.
15.212
All units must retreat into the same hex; a stack may not be split up during retreat (exception: 12.62).
15.213
Units under siege may not retreat before combat (exception: see 16.58).
15.214
There is no combat if the defender exercises his retreat before combat option.
15.215
Retreat before combat may be prevented by Cavalry (see 15.34)
15.216
Each time a power's units retreat before combat, the power loses 5 morale points.
15.22 Stand Siege
If there is a non-plundered city or port in the hex, the defender may withdraw into it and offer to stand a siege. If the attacker accepts the offer, a "Siege" marker is placed on the defender's units (see Sieges, 16.0).
15.221
The attacking player may opt to attack the units which retreat into the city in any Combat Phase during the siege; the defending units' defense strength is doubled (except cavalry) and the city's defense strength is added to the units' doubled strength. Exception: In the provinces of Syria, Arabia Petraea, Mesopotamia Romana and Persica, Cappadocia, and ludea, units defending in a city under siege are tripled.
When barbarians or Parthians assault a city the defender's combat strength is always tripled. (Neither barbarians nor the Parthians had an adequate siege technology.) Note: "Parthians" are not the same as "Persians"; this rule does not apply to Persians. (Check the scenario description to make sure which power is in play.)
15.222
If the defending player wishes, some of his units may accept siege, and others either retreat before combat or engage in combat.
- When this happens, the attacker can either attack the units outside the city alone, or attack them and assault the city at the same time. If he assaults the city, the combat strength of the units which accepted siege is doubled (or tripled), and added to the (unmodified) combat strength of the units which did not.
15.223
Cavalry assaulting cities is halved, rounded up (Exception: if some defending units engage in combat outside the city per 15.222, then only attacking cavalry units in excess of the total of defending units outside the city are halved).
15.23 Accept Combat
If the defender chooses to accept combat, he may commit any portion of the land combat units which he has in the hex to the defense, but must commit at least one such unit. The defense strength of cities or ports in the hex does not influence the combat, nor does the combat strength of any war fleet in a port, unless the defender chooses to disband that fleet.
15.3 Special Unit Capabilities
Certain types of land combat units have special advantages or disadvantages under certain conditions.
15.31 Missile bonus (Optional Rule)
If the attacker has at least twice as many missile combat strength points as the defender 1 is added to the combat resolution die-roll; if the defender has at least twice as many missile strength points as the attacker, 1 is subtracted from the roll. Missile infantry and horse archers are considered missile troops.
If missile infantry or horse archers enter a combat hex by amphibious invasion (for infantry) or by crossing a river or narrows seas hex-side, their strength is halved for the purposes of determining combat modifiers for missile superiority.
15.32 Cavalry bonus (Optional Rule)
Similarly, if the attacker has at least twice as many cavalry strength points as the defender, 1 is added to the die-roll, etc.
If cavalry enter a combat hex by crossing a river or narrows seas hex-side, their strength is halved for the purposes of determining combat modifiers for cavalry superiority.
- No player can receive this bonus in an assault on a city or fortification.
- The missile and cavalry bonuses can cancel each other out, but cannot both be used together to increase or decrease the die-roll by 2.
15.33 Overruns
Only stacks containing heavy cavalry units (30-16's and 15-16's) may conduct overruns. If a stack containing heavy cavalry moves into a hex containing non-besieged enemy units, it can overrun them if:
- the total combat strength of the moving heavy cavalry units is at least five times the total strength of the enemy units.
- Other moving units do not contribute their strength to the calculation. When an overrun occurs, the enemy units are removed from play and the moving units may continue moving. Cities cannot be overrun. Units in a hex containing a friendly city may accept siege rather than be overrun.
- Overrunning costs no movement points.
15.34 Retreat before combat
Cavalry units prevent retreat before combat if the sum of the attacker's cavalry strength points is at least twice that of the defender.
15.4 Combat Procedure
Land combat ratios are based on the combat strength of the attacking units compared to defending units, each as modified by terrain and/or seasonal effects—consult the Terrain/ Seasonal Effects Chart.
-
The combat strength of the attacking land combat units is compared as a ratio to the combat strength of the defending units, each as modified by the TEC.
-
The ratio is reduced to one of the ratios found across the top of the Land Combat Results Table (CRT) (ignore what's printed on a separate sheet of paper and use the following at the end of the game rules). Remember, all rounding off of fractions is done in favor of the defender: thus, 18:5 = 3:1; 18:7 = 2:1.
-
The attacking player rolls a single die. The resulting number is modified if necessary for:
- CER ratings
- The presence of leaders
- Missile units
- Cavalry
- Morale
The modified figure is checked against the CRT to determine the outcome of the combat (known as the combat result).
Optional Land Combat Results Table (Design note: For those who think that the original Land CRT is too bloody, try this). Optional: Treat all "hE" results as "E".
- Combat losses affect all land combat units the defender has in the hex of combat, regardless of whether they participated in the combat or not, unless the non-participating land combat units are under siege.
- The effects of terrain and cities on combat strengths apply only when calculating combat ratios, not when calculating combat losses. Example: Losing a 4-12 in a city does not satisfy an 8 point loss.
Note: Unlike other games, the reduced strength side of a unit is not used when it loses strength in combat. There are no "step losses" in The Clash of legions. The reduced strength side of a unit represents it when "Green" (see 6.4).
15.41
If the losing force must retreat, rule 15.21 applies. If the force cannot retreat, at least half of the remaining strength points are eliminated.
- Any city in the hex belonging to the losing side is captured, unless losing units remain under siege in the city or all opposing units have been eliminated.
- Cavalry superiority does not prevent retreat after combat. Although cavalry may have entered a combat hex by crossing a river or narrows seas hex-side, strengths are not halved when deciding if the loser of a battle can retreat after combat.
- Instead of retreating to an adjacent hex, the force may retreat into a friendly city in the same hex, accepting siege. In this case, place a "Siege" marker on top of the units. The besieged units cannot be attacked again in the same Combat Segment.
- Besieged units are not forced to retreat when they lose in combat. They remain under siege.
15.5 Militia
In certain situations, various areas will be designated as possessing certain amounts of militia. This applies only when the area begins play under Roman control. The precise militia Combat Strength for an area is always given in the Recruiting Tables at the end of the rules. Militia Strength Points always have a CER of "C" and may be used in any combat which occurs in the indicated area, by the Roman faction controlling the most taxation of the cities of that area (if any).
15.51
If the controlling faction is foreign or barbarian, any Roman faction player with units in the province controls the militia, unless there is more than one, in which case, no faction player controls the militia.
15.52
Militia losses in combat reduce the Strength Point value in that province, but may be replaced at the start of each year through the expenditure of one Treasure Point for each militia Strength Point by the controlling faction.
15.53
Where areas are grouped together on the Recruiting Tables, the indicated militia strength is for each province in the area.
15.6 Cities
Cities and ports have an inherent defense strength. This may be used only when they are attacked alone or under siege (see 16.0).
15.61
If there is a port and a city in a hex, they are to be treated as a single entity.
15.62
Non-city ports have combat strengths of 1 or 2 (see the Unified Tax-Rate Defense Strength Table). They add this strength to the strength of friendly units in the same hex, and can defend alone, just like cities. However, non-city ports cannot be besieged; they are captured when they lose in land combat. They can be attacked just like normal land units, though obviously they cannot retreat nor can they accept siege.
16.0 Sieges
In The Clash of Legions, a state of siege is indicated by presence of a Siege marker on the land combat units of the faction controlling the city or port in a hex containing a city or port. A Siege marker may not be placed on a hex unless combat units of an opposing faction are besieging in that hex.
16.1 City/Port Defense
The defense strength of a city varies with the Situation, and is found on the Unified Tax-Rate Defense Strength Table (the Defense Bonus). This defense strength may be used whether or not the city or port is under siege. In order to be under siege, a city or port need not contain land combat units.
16.2 Attacker's Options
When the defender indicates a willingness to stand siege, the attacker need not accept the offer. In such cases, no combat results, unless the defender has combat units in the hex which are not in the city or port. If the attacker wishes to besiege the city or port, he must place some of his combat units on top of the besieged units, placing the Siege marker at the top of the stack. See also 15.22.
16.21
A siege may be maintained by any number of Strength Points. The besieger may break off a siege during any Movement Segment by merely moving his combat units out of the hex.
16.3 Restrictions
The attacker's (besieging) units may move and engage in combat, but may not attack any units other than those under siege without breaking the siege. The defender's units may attack or defend, but may not move except by sea and only if the hex is a port.
16.4 Relieving Sieges
Besieged units are relieved when any one of the following criteria are fulfilled:
- The attacker declares that he is lifting the siege; or
- The attacking units are eliminated or forced to retreat.
16.41
The besieged units may attack their besiegers during any friendly Combat Segment. Other friendly units may enter the hex and take part in the combat; all friendly units' combat strengths are combined in the attack.
- If the besieging units are eliminated or forced to retreat, the siege is broken.
- If the attackers are forced to retreat, the units which entered the hex from outside may not retreat into the city. The besieged units remain under siege.
- In case of a "no effect" result on the Land Combat Results Table the besieged units remain under siege.
- Corn units which entered from outside the city's hex may not supply friendly besieged units.
- Corn units inside a besieged city cannot supply friendly units which entered from outside the city's hex.
16.5 Ports and Sieges
16.51
If there are more fleets in the besieging force than in a besieged port, the city is blockaded.
16.52
Fleets which are part of a besieging force are immune to rule 12.22. As long as they remain in the besieged hex, they need not return to a friendly port.
- At the end of the Naval Operations Segment of each winter turn, the owning player must roll for naval attrition for besieging fleets; a roll of 6 indicates the fleet is lost.
16.53
Unless a port is blockaded, it can provide supply to units besieged in the port city (subject to normal restrictions-see 9.2). If a port is blockaded, the besieged units must primarily consume corn units (if any is present) and then apply supply limitations (see 9.1).
16.54
If a player has units inside a besieged city, and also units outside the city in the same hex, the units inside the city may not use the corn units of those outside, and vice versa.
16.55
For supply purposes, a besieged 18-30 fleet is treated like a Legion-sized unit.
16.56
Besieged fleets may engage besieging fleets during the Naval Operations Segment.
16.57
Unless a port is blockaded, fleets may freely enter or leave the port, transporting land units in either direction.
16.58
When a port is under siege and is assaulted, the defender's ships, and troops not already stacked with a fleet may embark on and withdraw with a the fleet before combat unless the port is blockaded (see 12.61).
16.6 Siege Attrition
Besieged units are subject to siege attrition (exception: if units in a port city under siege can draw supply from the port per 9.2, 1), 3) & 4) they are not subject to siege attrition). At the start of the game-turn after the last corn unit (if any) has been consumed, the owner of the besieged units rolls on the Siege Attrition Table for each of his besieged cities to determine losses of besieged units from siege attrition (ignore what's printed on the game map and use the following at the end of the game rules).
16.61
If no units are left, the city's Defense strength is reduced by one. (This reduction is temporary, and ceases to apply as soon as the siege is broken or the city captured.) If the city's Defense strength is reduced to zero, the siege is over and the city has been captured by the besieger. (Players must remember or note on scrap paper how many points of its Defense strength a city has lost.) In cases where Rome or Constantinople are under siege, consult the Corn Supply rules.
16.7 City Surrender (Optional Rule)
Once per year a faction (except for barbarians) in the same hex or an adjacent hex can ask for the surrender of a non-garrisoned city or non-city port by rolling one 6 sided die on the following table:
CITIES SURRENDER TABLE
| Die Roll | Army size 2-9 | 10-25 | 26-50 | 51-99 | 100+ |
|---|---|---|---|---|---|
| 1- | - | - | - | - | - |
| 2 | - | - | - | - | - |
| 3 | - | - | - | - | - |
| 4 | - | - | - | - | S |
| 5 |
Modifiers:
- City in plundered province (if plundered by the asking force): -2
- Roman faction vs other Roman factions' controlled cities: +1
- Morale of asking force 75 or less: -1
- Morale of asking force 125 or more: +1
- Leader +2 or +3: +1
- Enemy Leader +2 or +3 in the same province: -1
- Original city owner's units in the same province:
- ≥ strength points than asking force: -2
- < strength points than asking force: -1
- Any Iudean city, scenarios 1-7: -2
Result:
- S: city surrender.
- -: No effect, the city must be besieged and assaulted.
16.71
The force may ask for surrender during movement at a cost of two movement points and may continue moving after the surrender attempt.
17.0 Fortifications
In The Clash of Legions, fortification counters represent fortified camps, forts or city walls by increasing the defense strength of units hexes with fortifications.
17.1 Placement of Fortification
17.11
During any Joint Mobilization Phase, a faction player may expend Treasure Points to erect a fortified camp of "+1" strength or to increase the defense strength of a city or port by "1". Infantry units (only) may build fortifications during the Joint Mobilization Phase. A unit may not move in the same game-turn in which it builds fortifications.
- Each legion size unit (or two detachment size units) may build one level of fortifications. More than one level of fortifications can be built in a hex during a game-turn, as long as legion size units are present for each step built.
17.12
The cost to construct such a fortification is always equal to the cost of mobilizing a single 4-12 Light Infantry unit in the situation being played. The expenditure is indicated by placing a fortification marker with the "Under Construction" side of the counter face up in the hex in question (see 17.2).
17.13
A +2 or better leader who is conducting a siege, may build a fortification on the besieged city, port, but the constructing units may not engage in combat during construction (if the besieging forces that are stacked with are attacked, the leader may withhold them from the combat, but they may be affected by the combat results).
17.2 When Fortifications Are in Effect
Though fortification markers are placed on the board during the Joint Mobilization Phase ("Under Construction" side face up), the fortification is not in effect (i.e., "+1" side face up) until the Joint Supply Phase of the same game-turn.
17.21
If a fortification is already in effect (i.e., at least "+1"), and the owning player wishes to augment the strength of the fortification, an "Under Construction" marker is placed under the existing fortification marker during the Joint Mobilization Phase, and, if all goes well, is flipped over to its front face during the Joint Supply Phase of that turn (or both counters are substituted for by a counter of their total value).
17.22
If a fortification hex is attacked in the interval between payment for and activation of the additional defense strength, the original defense strength (at the beginning of the turn) is used.
17.3 Effects of Fortifications
A fortification marker always contributes its defense strength to any friendly units in the hex.
17.31
If the fortification is attacked alone, it defends with its defense strength and a CER of "B".
17.32
When a fortification reaches "+5", it acts like a city. Friendly units may accept siege in it and if the fortification is assaulted, the units' combat strength is doubled (or tripled per 15.221).
17.4 Restrictions on Fortifications
A player may only increase the defense strength of a hex (via fortification) by one per turn.
17.41
The maximum fortification level a hex may contain is "+5".
17.42
Fortifications, cities or ports under siege may not have their defense strength increased while under siege.
17.43
Fortification defense strengths and benefits are cumulative with all other terrain effects.
17.5 When Fortifications Are Removed
17.51
Fortifications can be captured. If a player takes a hex containing enemy fortifications, he may choose to capture or destroy it (exception: barbarians automatically destroy it).
17.52
A player may always voluntarily remove any of his fortifications from play.
18.0 Barbarians, Rebels, Usurpers and Foreign Powers
In certain situations, provision is made for the activation of barbarian, rebellious, foreign or usurping forces. In theory, each such group of forces could constitute a new separate faction in the game. It is unlikely, however, that there will be sufficient players available to provide for such a multiplicity of factions. Therefore, unless otherwise specified in the situation, all such barbarian, rebellious, foreign and usurping forces are controlled under the provisions of the Furthest Faction rule, 18.1.
18.1 The Furthest Faction
The Furthest Faction is determined by the distance (in hexes) between the activated barbarian, rebellious, foreign or usurping land or naval combat units and the cities controlled by the regular factions or the land combat and naval combat units of those factions.
18.11
The faction player whose nearest city, land or naval combat unit is furthest (compared to all other faction players' nearest city, land or naval combat unit) from the barbarian, rebellious, foreign or usurping units in terms of Movement Points during the Joint Taxation Phase is known as the Furthest Faction.
18.12
There may be as many Furthest Factions as there are barbarian, rebellious, foreign or usurping forces. The Furthest Faction for a given force controls that force for the duration of the game-turn.
18.2 Control
The Furthest Faction may undertake movement and combat with the barbarian, rebellious, usurping or foreign units in its control during its own faction-turn. It is possible for control of such units to pass from one faction player to another each game-turn, but never during a game-turn.
18.3 Restrictions
Combat units controlled under the Furthest Faction provision may not undertake combined attacks in conjunction with combat units of the controlling faction player.
18.31
Plunder or taxes collected by such controlled combat units are not added to the treasury of the controlling faction player.
18.4 Exterior Provinces
In many situations in The Clash of Legions, there are provinces outside the Empire which have no land combat units assigned to them. Should such areas be invaded (by an enemy unit entering any hex of the province) by land combat units of any faction, defensive land combat units may be generated.
18.41 Civilized Areas
Civilized areas are those having at least two cities. When invaded immediately place in the area one 16-10 and 4-12 land combat unit (Class "B") for each city therein, under the control of the Furthest Faction.
18.42 Barbarous Areas
Barbarous areas have no more than one city. When invaded, the Furthest Faction player rolls a die and immediately places in the area as many 20-10 barbarian infantry units (Class "C") as are indicated by the die.
18.421
Land combat units generated under this provision may not leave their home province, but may undertake attacks in conjunction with land combat units of faction players other than he who invaded the area initially.
18.422
When the invading faction player has removed all units from the area, these local forces are removed from play.
18.423
A subsequent reinvasion of the area by any faction player or the continued presence in the area of formerly friendly land combat units of the original non-invading faction player by more than two game-turns, will result in the generation of new land combat units precisely as outlined above.
18.5 Bribing Barbarians, Rebels and Foreign Powers (Optional Rule)
Where the situation provides for the possible activation of barbarian, rebellious or foreign land combat units as the result of a die-roll, any faction player may influence the die-roll through the payment of a bribe.
18.51
The amount of a bribe is equal to one-half the cost of a 20-10/10-10 Legion in that situation and modifies the die by "1" in the bribing faction player's favor. Any number of bribes may be attempted on any one die-roll, by an unlimited number of faction players.
18.52
When bribery is attempted, bribes are secretly written down before the die-roll, and then simultaneously revealed.
18.6 Faction Creation
Should it be possible to treat barbarians, rebels, foreign powers or usurpers as separate factions, they function just as does a regular faction, each having a treasury of 0.
18.7 Morale
Unless otherwise noted, the morale of barbarians, rebels, foreign powers and usurpers always starts at 100.
19.0 Game Length and Victory Conditions
Given that the situations simulated in The Clash of Legions were essentially fights to the death, both game-length and the victory conditions are simple: the game continues until one faction player possesses the sole Imperator in play, subject to possible Imperator replacement die-rolls. Each situation outline, however, does indicate the historical length in game-turns of the original conflict and this, plus certain conditions may affect the sole Imperator's victory, on the basis of Victory Point accumulation.
19.1 Victory Point Schedule
- +10 for having the sole Imperator.
- -2 for each province of the Empire containing rebellious, barbarian, or foreign land combat units.
- +1 for each conquered province that was outside the Empire (see 13.5) at the start of the game.
Victory Points are tallied at the end of the game only.
In situations where barbarians, rebels and/or foreign powers are treated as separate factions, they may accumulate Victory Points according to a slightly different scale.
- +20 for each province of the Empire wholly occupied.
- Tax Rate Value x 3 for each plundered city.
- Tax Rate Value of cities in provinces wholly occupied.
19.2 Levels of Victory
The quality of the victory which an Imperator has achieved is determined by the number of Victory Points.
- 13 or more: The new Imperator is greater than Caesar.
- 8-12: The Empire will survive.
- 6-7: The Fall draws nigh.
- 5 or less: The new Imperator is worse than Elagabalus.
When barbarians, rebels and/or foreign powers are treated as regular factions, the basis for evaluating the quality of their victory differs.
- 101 or more: Even Attila would be proud.
- 75-100: A not unsuccessful plundering expedition.
- 50-74: As a barbarian you're a washout.
- 49 or less: The Empire will last forever.
20.0 The Situation Outline
Each of the situation games in The Clash of Legions is a complete and unique simulation unto itself. Each is introduced by a situation outline, which contains all information necessary to play the situation in conjunction with the normal rules of play. The situation outline always utilizes the same format.
20.1 Situation Name
This indicates the situation, its "historical" length, and the number of factions.
20.2 Starting Forces
Indicates the provinces controlled and the color, number, type, strength, CER and location of all units controlled by each faction player; their initial treasury balances and morale status; and the order of movement, which is normally the order in which the factions are given; and the order of deployment where applicable.
20.21
In any province listing in which a given province is asterisked (*) the player only owns those cities in which his units deploy at the start of play. Thus, it is possible for two players to deploy units in the same province.
20.3 Situation Notes
Provides information on the Corn supply, militia, Limitanei, possible. rebellious, barbarian, or foreign power intervention, special rules applicable to this situation only, taxation and recruiting information.
20.4 General Situation Rules
The following rules apply to all situations. Of course, some of these rules may not come into play in certain situations.
20.5 Multiple Color Groups
When a faction player's units are given in more than one color, the player may be restricted as to which color(s) he may recruit from.
20.51
The faction player may only recruit units from his "main" (i.e., first listed) nationality. In other words, he may never recruit units from the color(s) given him for his allied units (which will be named by their nationality). See the situation notes for whether or not the owning faction player may replace eliminated allied units.
20.6 Countermix Limitations
Players may not recruit any more units than are given in the countermix. If enemy players share a common color, and both wish to recruit units such that the countermix limit would be exceeded that turn, then neither player may recruit units from that color counters that turn. No Treasure Points are expended in this process.
20.7 Special Provinces
Unless specifically mentioned otherwise in the situation listings or notes, the player who controls Thracia also controls Constantinopolis/Byzantium, and the player who controls Asia also controls Rhodes.
20.71
When a faction possesses both foreign and "regular" (i.e., of his main nationality) units, he may recruit up to the countermix limit less the foreign units initially assigned to him (regardless of subsequent losses).
20.8 Persian Activation
In any situation where Persia is neutral roll two dice each Mobilization Phase: Persia becomes active on a roll of 9 or less. Add one to the die-roll for every 25 strength points of Roman units in Cappadocia, Syria, Mesopotamia Romana and Persica; however, the Persians will always activate on an unmodified roll of 2.
21.0 Don't Trust Anyone! (Optional Rule)
If a Roman unnamed leader is activated without being in the same stack as a named leader he disobeys on a D6 roll of 6. Roll again for effect.
- Scenarios I, II, 1-9, 18, 20-24, 25*, 26*, 27*, 28-32: Automatically does nothing, unable to move.
- *: This applies to the Eastern Empire only. See table below for others.
- Scenarios 10-12, 15-17, 19:
- 1-5: Does nothing, unable to move.
- 6: Declares for the nearest Roman faction, all forces in the Province defect except those stacked with the Imperator or Successor. Place control markers on top of defected units to mark the units' ownership. Roman non-occupied cities in the same province of defecting units are controlled by the faction with higher morale (adjusted after computing units defections) rolling a die in case of tie.
- Scenarios 13-14, 25-27:
- 1-3: Does nothing, unable to move.
- 4: Declares for the nearest Roman faction, all forces in the Province defect except those stacked with the Imperator or Successor. Place control markers on top of defected units to mark the units' ownership. Roman non-occupied cities in the same province of defecting units are controlled by the faction with higher morale (adjusted after computing units defections) rolling a die in case of tie. Treat as 5-6 if there are not active Roman factions.
- 5-6: Sets up as a new Roman faction (Treasury: 0) controlled by the "farthest power" rule, all forces and cities in the Province defect. If the former Imperator, Successor or another usurper is in the same province, all forces in the province defect, except those stacked with the former Imperator, Successor or usurper and Roman non-occupied cities are controlled by higher die roll. Forces in adjacent provinces defect on a roll of 1-2. Roman controlled cities in adjacent provinces defect if occupied by new Roman faction's units. Place "Usurper" markers on top of units. Usurper's chits are added to the mug in the following turn. Usurper's units are not considered activated and do not move until their chit is selected in the following turn.
21.1
The result is applied to all units that may be activated or stacked with a leader.
21.2
The leader may disobey even if it doesn't move while units in its hex do. The die is rolled before moving any eligible units.
21.3
Defecting units may defect again following the same procedure (treat the Usurper as a named leader for this purpose).
21.4
Defected units are not considered activated and do not move until their new owner's chit is selected in the following turn.
(Design note: So, if a named leader is stuck in a defected province he gets a chance to move out of it before defected forces take him prisoner).
21.5
If a non-Roman unnamed leader is activated without being in the same stack as a named leader he disobeys on a D6 roll of 6 and is unable to move.
21.6
The Usurpation rule (per situation notes) is not used.
22.0 Optional Dissolution Rule (Optional Rule)
22.1
Ignore the Morale rules. Instead, there is a Power Dissolution Phase at the end of each turn. Each power checks for dissolution by rolling on the following Table:
POWER DISSOLUTION TABLE
Percentile of actual income/starting income (rounded fractions down)
| Roll | 50% or less | 51-65% | 66-75% | 76% or more |
|---|---|---|---|---|
| 0 | D | D | D | D |
| 1 | D | D | D | - |
| 2 | D | D | - | - |
| 3 | D | - | - | - |
| 4 | - | - | - | - |
| 5 |
Modifiers:
- +1 for 25 treasure points spent (donatives to the troops).
- -1 if there is a corn rebellion (applied to owner of the capital).
Results:
- -: No effect.
- D: The power dissolves.
22.2
Non-Roman non barbarians factions checks for dissolution by rolling on the Power Dissolution Table. To this end, minor powers count their actual/starting income even if they do not collect taxes.
22.3
Barbarians powers automatically dissolve when 1/3 of their initial strength points (rounded up) are left on map.
22.4
Any non-selected chit of a dissolved faction is not removed from the mug until the end of turn. If selected, it is discarded.
22.5
When rules refer to higher morale treat as higher percentile of actual income/starting income (rounded fractions down) instead.
Charts and Tables (End of Rules)
The following charts and tables are printed on separate sheets in the original and are referenced in the rules above as "use the following at the end of the game rules". They are transcribed here in source order.
Terrain and Seasonal Effects Chart
| Land | Movement Summer | Movement Winter | Combat |
|---|---|---|---|
| Clear Hex | 2 | 6 | — |
| Rough Hex | 4 | 12 | -1 from die roll * |
| Mountain Hex | Impassable | Impassable | Impossible |
| Desert Hex | 4 | 4 | — |
| River Hex Side, Road | — | 2 | Attacks across are halved. |
| River Hex Side, No Road | 2 | 4 | Attacks across are halved. |
| Narrow Sea Hex Side |
| Sea | Movement Summer | Movement Winter | Combat |
|---|---|---|---|
| Coastal Hex | 2 | 4 | — |
| Other Hex | 4 | 8 | — |
| Port | 2 | 2 | — |
Notes:
- Movement Costs outside the Empire are double those above for the same hex and season.
- Sea Movement Costs in the Atlantic Ocean are double, except for Port entries.
- In Winter, cavalry Ground Combat Units are halved in Attacks.
* This is not applied to siege assault (per rule 15.221).
Supply Limitations Table
| Hex | In the Empire, Summer | In the Empire, Winter | Outside the Empire, Summer | Outside the Empire, Winter |
|---|---|---|---|---|
| City (not listed) | 2 | 2 | 1 | 1 |
| City (listed in the Unified Tax-Rate Defense Strength Table) | 4 | 4 | — | — |
| Roma & Constantinopolis | 6 | 6 | — | — |
| Clear | 6 | 4 | 4 | 2 |
| Rough | 4 | 2 | 2 | 1 |
Notes:
- This table sets forth the maximum number of Legion-sized units a hex of the indicated type can feed for one Game turn in the appropriate season. Units surplus to these limits must either be supplied with Corn units or eliminated if not in supply by the supply period of the next turn.
- One Legion-size unit = Two detachment-size units.
- One unit of horde (60-6) per hex is always in supply in its province of origin (i.e.: Germania Magna).
- The supply limitations for combat units in a non-controlled city hex are based on the terrain of the hex. The City line is not applied.
- During sieges, the supply limitations for the besieged units are based on the city they occupy. The supply limitations for the besieging units are based on the terrain of the hex.
Siege Attrition Table
| Duration | One Unit Eliminated on Roll of |
|---|---|
| 1 | 6 |
| 2 | 5-6 |
| 3 | 4-6 |
| 4 | 3-6 |
| 5 | 2-6 |
| 6+ | Automatic loss |
Notes:
- Winter: Add 2 to the die-roll.
- Corn units cannot be eliminated, they may only be consumed.
- Treat a die-roll greater than 6 as 6.
Combat Efficiency Class Die-Roll Modification Matrix
| Defender's Class | Attacker's Class A | Attacker's Class B | Attacker's Class C |
|---|---|---|---|
| A | * | -1 | -2 |
| B | +1 | * | -1 |
| C | +2 | +1 | * |
Notes:
-
- or - indicates the modification to the Attacker's die-roll when in combat against units of the appropriate CER.
-
- indicates that there is no die-roll modification for such a Combat.
- Naval Combat is affected by CER.
CER Determination: Ground Combat units stacked together, for Combat purposes determine CER based on their normal Combat Strength.
- A if the majority of the Stack is CER "A".
- B if the majority of the Stack is CER "B".
- C if the majority of the Stack is CER "C".
- If no one CER has a majority, the Stack is CER "B".
Optional Land Combat Results Table
| Die-Roll | 1:3 | 1:2 | 2:3 | 4:5 | 1:1 | 5:4 | 3:2 | 2:1 | 3:1 | 4:1 |
|---|---|---|---|---|---|---|---|---|---|---|
| -2 | E/N | E/N | E/N | E/N | E/N | E/N | E/¼A | hE/¼A | hE/¼A | N/N |
| -1 | E/N | E/N | E/N | E/¼A | E/¼A | E/¼A | hE/½A | hE/¼A | N/N |
Notes:
- Treat a die-roll of less than -2 as -2, one of greater than 9 as 9.
- If an attack is made at less than 1:3, resolve it using the 1:3 column; if an attack is made at greater than 4:1, resolve it on the 4:1 column.
Results:
- Attacker's result/defender's result. The winning side is in boldface in the original; the losing side must retreat.
- E = force eliminated. hE = One-half of force eliminated (round fractions up).
- A = lose as many strength points as attacker lost.
- D = lose as many points as defender lost.
- ¾D, ¾A, ½D, ½A, ¼D, ¼A = lose three-fourths, one-half, or one-fourth as many points as your opponent lost.
- N, N = no loss.
Naval Combat Results Table
| Die Roll | 1:2 | 2:3 | 1:1 | 5:4 | 3:2 | 2:1 | 3:1 |
|---|---|---|---|---|---|---|---|
| -1 | 3/- | 2/- | 2/- | 1/- | 1/- | 1/1 | 1/1 |
| 0 | 3/- | 2/- | 1/- | 1/- | 1/- | -/- | 1/2 |
| 1 | 2/- | 2/- | 1/- | 1/1 | -/- | 1/1 | -/1 |
Notes:
- First digit applies to attacker, second to defender.
- - = no effect.
- Affected side loses as many 18-30 fleets as its number for every four such fleets it has present (rounded down, but lose a minimum of 1 fleet if your number is 1 or greater). Example: The number is 2. The player has 15 fleets, which is three complete groups of 4. He loses 6 fleets.
The source page also reproduces the chit/counter colour samples (graphic only, not transcribed).
Morale Table
A faction gains or loses Morale Points according to the schedule below.
| Event | Morale Points |
|---|---|
| Attacks, Each Game-Turn none is made | -2 |
| Victory in combat | +2 |
| Losing a Combat | -2 |
| Retreat before Combat | -5 |
| Capital, Capture of | +2 x Tax Rate |
| Capital, Control of, each complete game-Turn | +2 |
| Capital, Loss of | -2 x Tax Rate |
| Capital, Loss of through rebellion | -3 x Tax Rate |
| City, Capture of | +Tax Rate |
| City, Loss of | -Tax Rate |
| Port (not in city), Capture of | +1 |
| Port (not in city), Loss of |