Julian: Triumph Before the Storm
Julian: Triumph Before the Storm Rulebook
Table of Contents
Table of Contents
- Counter Errata
- 1.0 Introduction
- 2.0 Components
- 3.0 Set UP
- 4.0 Sequence of Play
- 5.0 Commands & Activations
- 6.0 Usurpation
- 7.0 Stratagem Markers
- 8.0 Random Events
- 9.0 Movement
- 10.0 Stacking
- 11.0 Zones of Control
- 12.0 Combat
- 13.0 Retreat After Combat
- 14.0 Pursuit
- 15.0 Reinforcements
- 16.0 Taxation
- 17.1 Caesar & Augustus
- 18.0 Naval Movement
- 19.0 Cities, Fortresses & Bases
- 20.0 Fog of War
- 21.0 Hunni (Huns)
- 22.0 How to Win
- 23.0 Crises (Optional Rule)
- Further Optional Rules
- 24.0 Supply & Attrition
- 25.0 Pursuit Combat
- 26.0 Fleets
- 27.0 Pillage
- 28.0 Civic Works
- 29.0 Raising Taxes
- 30.0 The Eternal City
- 31.0 Historic Roman Deployment
Counter Errata
The Roman counter identified as "Mag Mil" should instead be "Mag Ped."
The "Maur" base should be a garrison instead.
1.0 Introduction
1.1 Julian is a wargame simulating the situation across the Roman Empire in the 4th century AD. There are two opposing players: Roman and Barbarian. The Roman player represents the high command of a centralized empire. The Barbarian player represents the various chaotic forces working to destroy that empire. The Roman objective is to reconsolidate the threatened empire and secure its frontier regions to prevent further barbarian invasion. The Barbarian objective is to grab as much Roman territory as possible. The game system is based on the one originally presented in our earlier S&T games: They Died With Their Boots On, Volumes 1 & 2.
1.2 The Roman Empire consists of four prefectures: Galliae, Italia, Illyricum and Oriens. They are the major political subdivisions of the empire. For game purposes they’re all equally part of the Roman Empire.
1.3 The Barbarian side is divided up into “forces,” each representing an independent people or coalition of tribes, such as the Goths. All non-Roman territory on the map is divided into Barbarian areas. Each Barbarian area is associated with a set of units. Each area also has a number printed next to its name on the map, representing a quantification of its ability to mobilize units of that area’s force. Also note the Persians and Armenians, though commanded in the game by the barbarian player, are considered “civilized” force (along with all Roman and Rebel units).
1.4 Scale.
Each turn represents one year. Each hexagon on the map represents 100 miles (162 km) from side to opposite side. Each unit represents 10,000 to 30,000 troops and camp followers, etc.
1.5 Players will need to provide themselves with a six-sided die to play the game.
2.0 Components
2.1 A hexagonal grid has been superimposed over the map to regularize the movement and positioning of the playing pieces. The hexagons are referred to as “hexes.”
2.2 The playing pieces are referred to as “units” for military forces, and as “markers” for informational memory aid pieces.
2.3 How to Read the Units
[The eRules leave a placeholder here for a sample Roman field army counter, front side only.]
Type
Combat factor
Movement factor
Unit I.D.
2.5 Specific Unit Identifications.
Roman leaders are known by their titles: Augustus and Caesar, they are the emperor and his chief deputy, respectively. Magister Equitatum and Magister Peditum (Master of Cavalry & Master of Infantry, respectively) are senior military officials. Roman field and regional armies are generally identified by their original area of recruitment or assignment. The exceptions are “Praes I” and “Praes II,” which are abbreviations for first and second Praes. Barbarian, Persian and Armenian units bear the name of their tribe or nation.
2.6 Solidus (plural: Solidi)
are the unit of currency in the game. You may also refer to them simply as “treasury points or “TP.” Only the Roman player gains and expends TP, and openly keeps track of those TP using pencil and paper.
3.0 Set UP
3.1 Set up for each new match according to the following sequence and guidelines. First decide which scenario you will play, and then who will command which side in it (see 3.5 and following).
3.2 You will need two large-mouth opaque containers, such as coffee mugs or cereal bowls. Throughout the course of a game, players will randomly draw Command and Stratagem markers (a.k.a. “chits”) at random from those pools. (“Randomly” means without first looking to see which specific ones they will draw each time.) Place all Command markers of both sides into one container; that is the “command pool.” Place all the Stratagem markers designated for the scenario you’re playing into the second container; that is the “stratagem pool.” (Unless you’re using the optional rules, set aside all the Crisis markers. For the rules governing their use, see section 24.0.)
3.3 The scenario rules designate the order in which players set up their forces. Units may be assigned to start in specific hexes, or the players may be instructed to choose set up hexes. After all units in the initial deployment have been set up, the remaining units are placed aside and brought into play according to the reinforcement rules.
3.4 First Player.
The scenario rules indicate which of the two players is the “first player.” The first player is the one who draws first from the stratagem and command pools each game turn. The other player is the “second player.” Note that the player who sets up his units first is not necessarily the “first player” once play begins.
3.5 Mid-4th Century Scenario.
This scenario is nine game turns long. The Barbarian player completes his set up first, then the Roman. The Roman player is the first player in every game turn. No Hun units or Hun command markers are used in this scenario.
3.6 Barbarian Initial On-Map Forces
Persia: 1 x base in Ctesiphon & Ecbatana; 1 x garrison in other Persian cities; 1 x 8-5 field army in Ctesiphon.
Armenia: 1 x base in Artaxata; 1 x garrison in other Armenian cities; 1 x 4-(3) regional army in Artaxata.
Alamanni: 2 x warband; 1 x tribal unit.
Gothi: 1 x warband, 2 x tribal units.
Franci, Saxones, Vandal, Sarmatae & Alani: 1 x warband each; 1 x tribal unit each.
Maur: 1 x garrison in Garamanas (1729).
3.7 Reinforcements:
all remaining Barbarian, Armenian and Persian units, other than Huns, are available as reinforcements. See section 15.0.
3.8 Barbarian Stratagem Markers:
none.
3.9 Roman Initial On-Map Forces
Constantinople (2918): Augustus.
Mediolanum (1613): Caesar.
Londinium (1308), Augusta Trevorum (1610), Massilia (1415), Emerita Augusta (0516), Mediolanum (1613), Roma (1917), Carthago (1620), Sirmium (2414), Serdica (2516), Thessalonika (2518), Constantinople (2918), Ephesus (2820), Caesarea in Asia (3519), Antiocha (3521), Alexandria (3125):
1 x base each.
Anywhere else in the Roman Empire:
48 x militia. At least 30 must be placed in hexes adjacent to the empire’s borders with non-Roman areas.
Anywhere in Praefecture of Galliae:
1 x 8-5; 1 x 4-5; 3 x 4-(3); 1 x fleet.
Anywhere in Praefecture of Italia:
1 x 6-5; 1 x 4-(3); 1 x 3-(3); 1 x fleet.
Anywhere in Praefecture of Illyricum:
1 x 8-5; 1 x 3-(3).
Anywhere in Praefecture of Oriens: 2 x 9-6; 1 x 8-5; 1 x 6-5; 2 x 4-(3), 1 x 3-(3); 2 x fleet.
3.10 Roman Reinforcements:
all remaining Roman units are available as reinforcements. See section 15.0.
3.11 Initial Treasury Points:
The Roman player openly rolls a die and multiplies that result by 10. That number is his starting TP.
3.12 Command Pool.
All Command markers, other than the Huns (Hunni) go into the pool, as do the markers printed “Event.”
3.13 Stratagem Pool.
Place all Stratagem markers in the Stratagem pool.
3.14 Initial Roman Stratagem Markers:
The Roman player openly rolls a die and randomly picks that number of Stratagem markers from the pool at no cost in TP.
3.15 Late-4th Century Scenario.
This scenario is set up the same as the early scenario, except where changes are listed below. Rules 3.16 through 3.20 apply only to the Late 4th Century Scenario.
3.16 Scenario Length.
This scenario is 15 game turns long. The Barbarian player is the first player in every turn (and he still also sets up first).
3.17 Roman Initial On-Map Forces
Praefecture of Italia: don’t deploy the 6-5; deploy a 9-6 in its place.
Praefecture of Oriens: deploy only one 9-6.
3.18 Barbarian Initial On-Map
Forces. No Hunni units are initially on the map, but all of them are available as reinforcements.
Goths: 2 x tribal units; 2 x warband.
3.19 Command Pool.
Place all Barbarian command markers in the pool, including the Hunni.
3.20 Divided Empire.
Augustus may enter only the Illyricum and Oriens Praefectures. Caesar may enter only the Galliae and Italia Praefectures. Both are free to campaign in non-Roman areas.
4.0 Sequence of Play
4.1 Julian is played in sequential “game turns,” each of which is composed of interactive “phases” and “sub-phases.” During each Operations Phase, the players alternate randomly picking command markers from the pool; each such pick indicating which command will be “activated” for movement and combat at that time. The player controlling a selected command first receives reinforcements for it, if any are available for it that game turn, and then moves and conducts combat with the units of that command. The player who is currently conducting an Operations Phase is called the “phasing player”; the other player is the “non-phasing player.”
4.2 Sequence of Play. Each game turn consists of a sequence of phases, which players go through in the order specified below.
I. Stratagem Marker Phase.
Both players may draw Stratagem markers from that pool. The Roman player does so by purchasing them (or not) with TP. The Barbarian player then simply rolls a die and picks that number of markers.
II. Operations Phases
A. First Operations Phase.
The first player (as designated by the scenario rules) draws a Command marker from that pool. The command named on the drawn chit is “activated” in accordance with the provisions of rule section 5.0. One player (generally the player who controls that command) then executes the following sub-phases with its units. When it’s his turn to do so, the Roman player may decide to pass on picking a Command marker. If he passes, he may choose to pick a marker again after the Barbarian player has made his next pick. The Barbarian player may never pass when it’s his turn to pick.
- Reinforcement Sub-Phase.
The phasing player determines if he receives any reinforcements for the activated command and, if so, he enters them onto the map as indicated by the reinforcement rules (see section 15.0).
- Movement Sub-Phase.
The phasing player moves all, some, or none of the units of his activated command, as he chooses (see section 9.0).
- Combat Sub-Phase.
The phasing player uses units of the activated command to attack enemy units (see section 12.0).
- Pillage Sub-Phase
(optional rules 28.0).
The phasing player may now conduct any pillaging with units of the activated command.
B. Second Operations Phase.
The second player draws a new chit as in “II.A” above and, if a command is activated, the player who controls that newly activated command goes through steps A.1 to A.4 for it, as described above.
Subsequent Operations Phases.
Continue alternating between the first and second players drawing chits to activate commands until all command markers have been picked from the pool or an event specifies that Operations Phases end for this game turn.
III. Game Turn Inter-Phase
A. Return Phase.
Return all command markers to that pool.
B. Taxation Phase.
The Roman player determines how many TP he collects. This phase is skipped on the last game turn of both scenarios (see section 16.0).
C. Supply Attrition Phase
(optional rules 25.0).
The first player checks all his unsupplied units for attrition, then the second player does the same for his own side’s unsupplied units. The Roman player may expend TP to avoid attrition.
D. Crisis Resolution Phase
(optional rules 23.0).
The Roman player resolves crises.
E. Game Turn Advance.
Move the Game Turn marker to the next (higher numbered) box on the Game Turn Record Track printed on the mapsheet. If this was the last turn of the scenario, the game comes to an end and the winner is determined (see section 22.0).
5.0 Commands & Activations
5.1 The armies in Julian are divided into “commands,” each of which operates as a semi-autonomous force within its overall force. Commands are defined by name and color on the unit-counters. A particular command is said to be “activated” for an Operations Phase when its marker is picked during step II of the game sequence outline given above in rule 4.2 and the actions taken below are followed.
5.2 Roman Command Markers
are divided to represent the following commands.
Leader Commands
Emperor (Augustus): includes the “Augustus” unit and all Roman units in its hex at the instant of each of this command’s activations throughout play.
Deputy-Emperor (Caesar):
includes the “Caesar” unit and all Roman units in its hex at the instant of each of this command’s activations throughout play.
Master of Cavalry
(Magister Equitatum):
includes the “Mag Eq” unit and all Roman units in its hex at the instant of each of this command’s activations throughout play.
Master of the Infantry (Magister Peditum):
includes the “Mag Ped” unit and all Roman units in its hex at the instant of each of this command’s activations throughout play.
Praefecture (Geographic) Commands
Praefectures of Galliae, Italia, Illyria & Oriens: this includes all Roman units in the picked praefecture at the instant of each of that command’s activations throughout play, including — if they’re present in the area — any or all of the four leader counters listed above and all units stacked with them.
5.3 Roman Rebels.
There is no Command marker for these units. They are activated whenever the Barbarian player picks the Praefecture marker in which such units are located.
5.4 Barbarian Command Markers,
and the units they command, are all based on their tribal or national affiliations. That is, for example, if the “Hunni” command marker is picked, all Hun units then in play on the map (exception: see 5.7) are activated.
5.5 Event Markers
cause the player who picked them to consult his side’s Random Event Table. In certain cases, a random event may generate a “free” activation of a command. Unless specifically stated in an event’s explanation, however, there is no activation when consulting this table.
5.6 When a command marker is picked, it’s placed off to the side of the map so both players can easily see it. It’s not returned to the pool until the Return Phase of that game turn. Even if no units of a command are on the map, its marker is still put into the command pool unless otherwise noted in the scenario instructions. If such a marker is picked, nothing will actually happen during that particular Operations Phase unless there are reinforcements due that turn for that command.
5.7 Generally, you carry out operations with your own forces; however, the play of a “Federate” stratagem marker may give you temporary control of what would otherwise be an enemy forces (see below).
5.8 Roman-Player Command Picks
-
If the Roman player picks a leader-command (see 5.2), he activates that counter and executes operations with any or all units stacked with it at that time.
-
If the Roman player picks a geographic command (see 5.2), he activates all the Roman units, including leaders, in that area on the map and executes operations with any or all units within that one praefecture’s borders.
-
If the Roman player picks a Barbarian command, nothing is done with that command that game turn: no reinforcement, movement, attacking or pillaging. If the Roman player has available and decides to play a “Federate” marker at the time of such a pick, he then takes control of that Barbarian command for that Operations Phase and executes that phase with those units as he sees fit.
5.9 Barbarian-Player Command Picks
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If the Barbarian player picks a Barbarian command chit, he activates that command and executes an Operations Phase with those units.
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If the Barbarian player picks the Augustus command, he must always give that marker to the Roman player who then conducts a normal Operations Phase with it and any units stacked with it at that time.
-
If the Barbarian player picks any other Roman leader command, he must generally give it to the Roman player, who then conducts a normal Operations Phase with it and any units stacked with it at that time. If, however, the Barbarian player has available and decides to play a “Federate” marker at the time of such a pick, he then takes control of that Roman leader command for that Operations Phase and executes that phase with those units as he sees fit.
-
If the Barbarian player picks a Roman geographic command marker, he must generally give it to the Roman player, who then conducts a normal Operations Phase with it. If, however, the Barbarian player has available and decides to play a “Federate” marker at the time of such a pick, a rebellion takes place. In that case, the Barbarian player rolls a die and the Roman player must eliminate that grand total of militia, and/or base and/or regional field armies and/or fleets from within that praefecture (Roman player’s choices). The Barbarian player then picks at random one rebel unit and places it in any hex within the same praefecture that doesn’t contain any other units at that time.
5.10 Roman Leaders & Combat Units.
If a Roman leader is activated, all units stacked with him at the start of that Operations Phase are activated along with him, and they remain activated as long as they’re stacked with that leader. Such may be dropped off from their activated leader’s moving stack, but they are then no longer active and may they may therefore not attack in that phase. Leaders may not pick up units during any Movement Sub-Phase; however, if an activated leader is stacked with a unit at the start of a Combat Sub-Phase, even though that unit didn’t begin the Movement Sub-Phase with him, that unit is activated for that Combat Sub-Phase.
5.11 Crossing Borders.
A Roman force activated by a praefecture marker pick may not move outside of that praefecture. It may attack across (but not advance or retreat after combat across) that same praefecture’s borders. Also note allowed movement in such cases could include moving from one of that praefecture’s coastal hexes to another via naval movement (see section 18.0).
5.12 There are no geographic command markers to activate Roman units outside the Empire. Roman units outside of the empire can be activated only if stacked with an activated leader. For example, if the Roman player were to pick the Barbarian player’s “Persia” command marker, he couldn’t use it to activate a Roman force inside Persia.
5.13 Tribes & Tribal Homelands.
For Barbarian commands, the activation is defined by that’s tribes force, not by geographic tribal areas. For ex: The Barbarian player picks the “Saxones” command chit. He could thereby move and fight with Saxon units regardless of their location on the map. If, however, there were, say, Alamanni units inside Saxon territory on the map, he doesn’t activate them during that Operations Phase. Don’t forget: for all activation purposes, Persian and Armenian units are considered “Barbarian units.”
5.14 Barbarian Mutual Hostility.
In general, all Barbarian tribes and nationalities are hostile to all other tribes and nationalities, meaning they’re not allowed to move or attack together or even enter one another’s hexes. The exception is, if two or more Barbarian commands are activated by the Barbarian player during the same Operations Phase, they are friendly for that one phase. That could happen as a result of the a “Dux” stratagem marker (see section 6.0 and 7.11), and also see the optional Crisis rule.
5.15 Roman units are always friendly to all other loyal Roman units unless an usurpation occurs (see section 6.0). Rebel units are controlled by the Barbarian player and are hostile to all non-rebel forces.
6.0 Usurpation
6.1 You may temporarily take control of (“usurp”) an otherwise enemy force via Federate marker play. Such control lasts for only one Operations Phase, which must be conducted at the time of the usurpation.
6.2 If the Roman player usurps a Barbarian force: 1) he may enter its available reinforcements; 2) he may move its units; and 3) he may use its units to attack any other Barbarian and/or Rebel groups. Such a force is hostile to all other Barbarian groups but (temporarily) not to Romans.
6.3 If the Barbarian player usurps a Roman force: 1) he may not enter any reinforcements for it; 2) he may move its units; 3) he may use its units to attack any other Roman or rebel force or any Barbarian groups. Such a force is hostile to all other Roman, Rebel and Barbarian groups. A usurped leader would control any units stacked with him at the time of usurpation, and that force would be hostile to all other Roman forces as well as Barbarians and Rebels. Such a force may move, but any units dropped off instantly revert to loyal status.
6.4 Usurped forces move and fight according to their original command strictures. For example, a Barbarian-controlled Roman force would pay the normal Roman movement cost to enter a wilderness hex. A Barbarian-controlled Roman force would also still have its defense strength doubled in a city.
7.0 Stratagem Markers
7.1 When called on to pick a Stratagem marker, pick at random the designated number of markers from that pool. Picking “at random” means without looking to see which particular markers you’ve drawing until after you’ve drawn all you’re supposed to draw. When you picks a stratagem marker, place it face down in front of you. After you examine them, you may (and should) still keep them secret from your opponent.
7.2 Every Stratagem marker will have designated in its explanation when it may or must be played. Generally, you may hold Stratagem markers until you want to play them. You may potentially play more than one marker as part of one particular action. They may be played as part of any command’s Operations Phase. Stratagem markers are generally returned to that pool each time after they’ve been played.
7.3 The Roman player picks Stratagem markers at the cost in TP designated on his Expenditure Table (printed on the mapsheet). He designates the amount he wants to spend, at the start of each game turn’s Stratagem Marker Phase, then picks the corresponding number of markers. The Barbarian player next picks Stratagem markers by rolling a die and then randomly picking that number of markers (no TP are involved).
7.4 Certain combat results also call for a player to pick one or more Stratagem markers from the pool. Those picks are made as part of each battle’s combat resolution process. See the CRT explanations (12.16). As an exception to those kinds of combat results picks, note that no Stratagem markers are ever gained if all the units on the losing side have printed movement factors of “0,” “1” or “2.” Sometimes (again, though, the same exception just given above also applies here), a combat result will call for a player to give up Stratagem markers that are as yet unplayed in his hand. In those cases, the markers given up are picked randomly by the player forfeiting them, and they’re immediately placed back in the pool (also without the opposing player seeing their designations).
7.5 If the Roman player has his Augustus leader involved in a battle, then any Roman gain or loss of Stratagem markers for that that battle are doubled. Barbarian gains or losses remain the same.
7.6 Limits
The Roman player may have a total number of Stratagem markers in his hand equal to six plus the number of loyal leaders he has on the map, for a maximum “hand” of no more than 10 markers at any one time. The Barbarian player may have a total number of markers in his hand equal to six plus the number of cities he occupies at that time with a tax value of “3” or more, for a maximum “hand” of no more than of 12 markers at any one time. If something reduces a player’s maximum hand size, such as the death of a leader or the loss of an occupied city, the affected player must immediately return markers to the pool the number of markers necessary to bring his hand back into balance with his situation.
7.7 In general, you may decide to deliberately discard any Stratagem markers (put it back into the pool) at any time without playing them. The only exception is you may not do that so with markers the instructions for which require they be played.
7.8 Certain developments call for Stratagem markers to be returned to the pool without having been played. In that case the markers to be returned are drawn at random from your hand. Neither player may be required to return to the pool more markers than he has in his hand at any one time; there are no carryovers to later times. All the Stratagem markers included in the game are listed below in alphabetical order.
7.9 Agentes.
Play of this marker allows you to do one of the following (your choice each time you play such a marker). You may potentially play any number of Agentes markers in each of your Operations Phases.
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If played at any time during any of your Operations Phases, it allows you to immediately examine all Stratagem markers then in your opponent’s hand.
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If played immediately upon your opponent’s play of an Agentes marker as described above, your marker negates his marker.
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If played immediately upon your opponent’s play of a Federate marker as described below in 7.11, your marker negates his marker.
7.10 Dux.
Play this at the start of any of your Operations Phases in order to immediately and simultaneously activate a second friendly force. That second force, though, may only be chosen from among those of your other commands that have already had their command chit pulled this game turn. That is regardless of which player might have actually pulled their command chit. The Roman player may only activate a Roman force; the Barbarian player may only activate a Barbarian force: no kind of Federate activation is allowed here.
You may play more than one Dux at one time, thereby activating additional forces. The Roman player may also choose to play a Dux marker during any of his Reinforcement Sub-Phases in order to enter into play a leader unit at no cost in TP. No more than one Dux may be played for this per Operations Phase.
7.11 Federate.
See rules 5.8(3), 5.9(2), 5.9(3), 5.9(4) and all of section 6.0. Neither player may use more than one Federate marker per Operations Phase, and also note rule 7.9(3).
7.12 Imperium.
You may play no more than one of these in any one Operations Phase (yours or your opponent’s) in order to do one of the following (your choice).
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Declare your Imperium marker to actually be any other kind of Stratagem marker that could legally be played at that time.
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Have any one die roll immediately re-rolled. Exception: combat resolution die rolls may never be re-rolled using this marker.
7.13 Military.
You may play one of these during any of your side’s Movement Sub-Phases in order to double the movement factor of any one your moving stacks. All units in that stack must remain together throughout that move. You may also play one of these markers at the start of any combat resolution process in order to double the combat factors of all your participating units. If their combat factors would otherwise already be doubled by terrain, their factors are instead tripled. You may never use more than one Military marker to aid any one move or battle.
7.14 Credo.
You may play one of these markers during any Stratagem Marker Phase in order to be able to pick at random two more markers from the pool (at no TP cost for the Roman). Then return this marker to the pool. You may also choose to play one of these markers in any friendly Reinforcement Sub-Phase. The effect then is to allow you to immediately pick at random two Stratagems markers from your opponent’s hand. After you’ve picked those two markers, turn over the Credo marker to your opponent.
8.0 Random Events
8.1 If you pick an Event Command marker, you he must roll a die and immediately implement that corresponding result from your side’s Random Events Table (printed on the mapsheet). Implementing that rolled result table takes the place of a normal command activation (but it doesn’t end the Operations Phases for that turn).
9.0 Movement
9.1 During each of your own Movement Sub-Phases, you may move as many or as few of the units of your activated command as you choose. Activated units may be moved in any direction or combination of directions to the limits of their movement factors. Units with printed movement factors of zero (“0”) never move once placed on the map, except to go into the dead pile or otherwise be withdrawn.
9.2 Each unit has a movement factor printed on it. Units are moved tracing a path of contiguous hexes through the hex grid, until all movement points are expended or the player decides to cease moving the unit, whichever comes first. As each unit enters a hex it pays one or more movement points from its movement allowance. Consult the Terrain Effects Chart printed on the mapsheet for further details.
9.3 Restrictions.
Once a unit has been moved and your hand removed from it, it may not be moved again during that sup-phase. A given unit may expend all, some, or none of its movement points in any one Movement Sub-Phase of its command, but unused movement points (MP) may not be accumulated from turn to turn or phase to phase or sub-phase to sub-phase, nor may they be in any way transferred from one unit to another.
9.4 Regional Armies
have parenthesized movement factors as a reminder they may never leave the praefecture or area in which they were placed.
9.5 Minimum Movement.
All units are generally guaranteed the ability to always move at least one hex per Movement Sub-Phase of their command; however, that guarantee doesn’t allow units to enter an enemy occupied or other prohibited hexes.
9.6 Retreat and pursuit,
which occur as part of combat results, aren’t considered regular movement, and as such they don’t use up or require MP.
9.7 To enter any given hex, a unit must expend the number of MP designated by the Terrain Effects Chart (TEC) for the kind of terrain in it. When the TEC calls for an MP expenditure to cross a hexside, that cost is in addition to the cost for the in-hex terrain. Certain terrain costs are different for Romans and Barbarians.
9.8 Multiple Terrains.
If there is more than one type of terrain in a hex, use the highest single movement cost from among all the terrains involved. Exceptions: 1) if there is a road or bridge, use the road/bridge movement rate regardless of any other terrain in that hex, as described below in 9.10; and 2) for riverine movement, always use the riverine movement rate regardless of any other terrain present in those hexes.
9.9 Hexsides.
Rivers and frontier fortification are hexside, rather than in-hex, features. Your units pay an MP cost to cross them, which is paid in addition to the in-hex cost.
9.10 Roads.
Movement along roads is faster. A unit that moves from one road directly into an adjacent road hex through a hexside traversed by that road expends only a fraction of an MP per hex entered. That enhanced movement is gained regardless of other terrain in the hex. Roman units, provided Constantinople isn’t presently plundered and is under Roman control, may move from hex 2918 to 3017, and vice versa, via road movement.
9.11 Roman Riverine Movement.
Roman units, if moving alongside contiguous river hexsides, pay only half an MP per such hex regardless of any other terrain in the hexes they enter. Note the Rhenus/Danuvius isn’t a contiguous single river for purposes of this rule.
9.12 Units in play on the map may not be in any way moved off the map.
10.0 Stacking
10.1 Having more than one friendly unit in the same hex at the same time is called “stacking.”
10.2 Romans Stacking Limit.
The maximum number of units the Roman player may stack in a hex is three units of any types. In addition, the Roman player may stack one leader for free. For example, the Roman player could have one leader plus three field armies, or two leaders plus two field armies in the same hex.
10.3 Barbarian Stacking Limits.
The maximum number of units the Barbarian player may have in a hex is three units of any types, as long as all of them are from the same tribal or national force.
10.4 Static Units. Zero (“0”)
movement factor units don’t count for stacking; however, there may never be more than one static unit in a given hex at any one time.
10.5 Stacking limits apply for all units of both sides at the end of every Movement Sub-Phase and every Combat Sub-Phase, regardless of which command is activated. You may overstack at the end of other phases. Friendly units may move through hexes occupied by other friendly units at no extra cost. Recall, though, that the various Barbarian tribes and nationalities are generally not considered friendly to each other; see 5.14 and 7.11. There is no limit on the number of friendly units that may pass through a single hex or cross a single hexside in a sub-phase, phase or turn. If, however, at the end of any Movement or Combat Sub-Phase, one or more hexes is/are found to over-stacked, the excess units must be eliminated by the owning player.
10.6 Your unit forces may never enter a hex containing an enemy unit or stack. Roman units may move through each other’s hexes in temporary violation of stacking restrictions, but they must end their move within stacking limits. Rebel Roman units may stack only with other Rebels, never with loyal Romans or Barbarians. Barbarian units of different tribes and/or nationalities may generally not at any time enter each other’s hexes, but see 7.11 for the exception (play of a Federate marker). Even when such a marker has been played, however, the no inter-tribal/nationality stacking stricture is only lifted during the Movement and Combat Sub-Phases, not at their conclusions. So differing tribal and/or national units of the Barbarian side could move through one another’s hexes under the influence of a Federate marker, and they could then even attack the same hex together, but they couldn’t launch that combined attack from the same hex.
10.7 If a player usurps of a force that is otherwise part of the opposing side’s forces, it may not stack or attack with friendly units at any time. For example, if the Roman player usurped a Goth force, it could never stack with, or take part in the same attack with, Roman units.
10.8 Marker counters in use on the map (pillage and civic works in the optional rules) have no stacking values. Such markers may be added to otherwise over-stacked hexes as long as the particular rules for their use are observed.
10.9 Stack Movement.
Units may be moved individually or as stacks. The movement of a stack is that of the slowest unit within it. A stack may drop off units as it moves; however, those dropped-off units may then not move any farther that sub-phase. A moving unit or stack may not pick up units as it moves. If a moving unit or stack ends its move stacked with a unit that didn’t move with it, they do form a stack for combat.
10.10 Stacking Order.
In general, players are free to arrange their stacked units, from top to bottom, in any order they choose. The exception is that, if a stack contains a pillage or civic works marker, that marker must always be the top unit in the stack.
11.0 Zones of Control
11.1 The six hexes immediately surrounding a unit’s hex constitute that unit’s “zone of control” (ZOC). Hexes into which a unit exerts a ZOC are called “controlled hexes.” ZOC have the effects listed below.
11.2 All units (but not markers) exert a ZOC at all times, regardless of the phase, sub-phase or command activation. ZOC and enemy ZOC (EZOC) aren’t negated by the presence in their hexes of other units, enemy or friendly.
11.3 Blocked ZOC.
ZOC don’t extend across all-sea or Rhenus or Danuvius River hexsides. Barbarian ZOC being projected by units located outside the empire don’t extend across frontier fortification hexsides; they do extend across such hexsides when projected by units located inside the empire. ZOC don’t extend into hexes containing base units; they extend out of hexes containing bases.
11.4 Multiple ZOC.
Both friendly and enemy units may simultaneously exert ZOC into the same hexes. There is no additional effect if more than one unit, friendly or enemy, exerts ZOC into the same hex at the same time. If a given unit is in an EZOC, that enemy unit is also mutually and simultaneously in its ZOC, except as note above in 11.3.
11.5 ZOC & EZOC & Movement.
ZOC and EZOC have no effect on friendly or enemy movement.
11.6 ZOC & Combat.
During each activated command’s Combat Sub-Phase, the owner of the presently activated command must attack all enemy units exerting EZOC into hexes occupied by the units of his activated command. All units of an activated command in an EZOC at the start of that command’s Combat Sub-Phase must attack into at least one adjacent, EZOC-exerting enemy occupied hex. See section 12.0 for details.
11.7 ZOC
of regional units extend across borders. Also note, since ZOC don’t extend into hexes containing bases, those bases and any units in their hexes wouldn’t have to attack adjacent enemy units, though they could if their owning player desired. The converse isn’t the case: since bases have ZOC, adjacent enemy units must attack them.
12.0 Combat
12.1 Combat occurs during Combat Sub-Phases between adjacent opposing units, provided at least one of the adjacent units belongs to the command presently activate. The player conducting the Operations Phase is termed the “attacker”; the other player is the “defender,” regardless of the overall strategic situation. Units of an activated command must attack if they are in EZOC.
12.2 Attack Declarations.
The phasing player may resolve his battles in any order he chooses. He must declare which adjacent activated units will be attacking which defending enemy units at the beginning of each Combat Sub-Phase, prior to resolving any one battle, in order to ensure all adjacent ZOC-exerting enemy units will be attacked. Once he has done so, he resolves each attack individually, as described below.
12.3 Combat Resolution.
For each individual attack, follow the sequence below.
- Attack Declaration.
The phasing player again declares, for this one particular attack, which units of his activated command will be attacking which defending enemy units, which may belong to one or more than one enemy command.
- Stratagem Marker Resolution.
Each player secretly chooses which, if any, Stratagem markers he will use in this battle. All are then revealed simultaneously and their effects are figured into the situation.
- Combat Strength Determination.
Total the combat strength of all attacking units involved in this battle. Total the defense strength of all involved defenders. For both attacker and defender, make any multiplications for terrain and Stratagem marker play.
- Combat Results Table (CRT)
Percentage Column Determination. Divide the attacker’s strength by the defender’s strength and multiply that result by 100 in order to get a percentage. Consult the CRT under the appropriate percentage column heading.
- Combat Resolution.
The attacker openly rolls a die and both players cross-index that result beneath the previously determined percentage column heading. Implement the combat result immediately.
12.4 Which Units Attack.
Only the units of the presently activated command(s) attack during a given Combat Sub-Phase. Units of other friendly non-activated commands may not attack at that time, even if in EZOC. Units from different activated commands may participate in the same attack, but all such commands must be activated. Units with zero movement allowances attack normally.
12.5 Regional units may attack across borders; however, they may not pursue or retreat across them.
12.6 Defending.
Attacked enemy units always defend fully and normally, regardless of which command happens to be activated at the moment.
12.7 You may choose to — but don’t have to — attack adjacent enemy units that aren’t exerting EZOC into your adjacent units’ hexes. If adjacent to more than one enemy occupied hex that isn’t exerting EZOC, you could choose to attack none, one, some or all of them. Note, however, making that choice still doesn’t get you out of the requirement that you must attack all adjacent enemy occupied hexes that are exerting EZOC.
12.8 A defended hex may potentially be attacked from as many as six adjacent hexes, with all attacking units combined into one single attack.
12.9 In general, no unit may attack more than once per Combat Sub-Phase and no defending unit may be attacked more than once per Combat Sub-Phase. For the exception, see section 26.0 (“Pursuit Combat”) in the optional rules.
12.10 Stack Attacks.
Units in the same stack must be combined together for combat. That is, all attacking units in a hex must be involved in the same attack as one unitary force. Units defending in the same hex must be attacked as a unitary force; they may not be attacked separately or in sub-stacks.
12.11 Multi-Unit & Multi-Hex Attacks.
If an attacking unit is in the EZOC of more than one enemy unit, it must attack all those enemy units that aren’t engaged by some other attacking unit(s). Units in two or more hexes may combine their combat strengths and attack into a single hex if all those attacking units are adjacent to all the involved defending units. Attacks may potentially involve any number of attacking or defending units. For an attack to be resolved as a single combat, however, all involved attacking units must be adjacent to all involved defending units.
12.12 Diversionary Attacks.
When making a series of attacks, you may allocate your attacking units, on a hex by hex basis, so some attacks are made at poor percentages in order to allow other of your units to concentrate against other selected enemy occupied hexes at more advantageous percentages. Such low-percentage attacks are called “diversionary.”
12.13 Combat Strength Unity.
A single unit’s or stack’s attack and defense strength is alw ays unitary. No given unit’s or stack’s strength may be divided among different combats, either for attack or defense.
12.14 Static Units may attack.
They may never retreat or pursue. If forced to retreat by a combat result, they are eliminated in place instead.
12.15 Terrain.
Defending forces benefit from the terrain in the hex they occupy. A defending force receives the benefit for defending behind a hexside only if all attacking units are attacking across the hexside. The Terrain Effects Chart (TEC, printed on the mapsheet) describes those defensive bonuses, which are always received as multiples of the benefiting force’s printed combat strength. Benefits for multiple terrain (both in-hex and hexside) aren’t cumulative; a given defending force may receive a multiplier for only one type of terrain. If a force potentially has more than one defensive terrain multiplier available to it, it uses the single best one. Note that certain terrain multiples are different for Romans and Barbarians.
12.16 Manmade Defensive Works.
City, port city and fortress hexes, as well as fortified hexsides, are “manmade defensive works.” As such, their defensive multiples are additive to the defensive multiples awarded for terrain as described above in 12.13. See section 19.0 for further details.
12.17 Extraction of Losses.
Whenever unit eliminations are called for, the choice of which involved unit(s) is/are to be eliminated is always up to the owning player.
12.18 Combat Results
Explanations are given below in alphabetical order. Note that no combat result involves pursuit or retreat unless that is specifically stated as part of its result. Also note that Stratagem markers are only gained or lost, as called for in the results below, if one or more of the involved units of either side has a printed movement factor of “3” or more.
AC (Attacker Catastrophe)
-
All involved attacking units are eliminated and their reappearance as reinforcements may be delayed (see 15.10).
-
The defender immediately, randomly and without cost, picks two Stratagem markers.
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The attacker randomly returns to the pool two stratagem markers from his hand.
AD (Attacker Defeated)
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Eliminate half the total involved attacking strength points (round up).
-
All surviving involved attacking units are retreated one hex by the attacker.
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The defender immediately, randomly and without cost, picks a Stratagem marker.
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The attacker randomly returns to the pool a stratagem marker from his hand.
AR (Attacker Routed)
-
Eliminate half the total involved attacking strength points (round up).
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The attacker rolls a die for each of his surviving involved units. Retreat each such unit that number of hexes, with the retreat path determined by the defender.
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The defender immediately, randomly and without cost, picks two Stratagem markers.
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The attacker randomly returns to the pool a stratagem marker from his hand.
BB (Bloodbath)
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All the involved units of the side with fewer printed combat factors are eliminated.
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The other player must eliminate at least an equal number of combat factors from his involved force.
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Surviving attacking units may pursue one hex.
DC (Defender Catastrophe)
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All involved defending units are eliminated.
-
Attacking units may pursue two hexes.
-
The attacker immediately, randomly and without cost, picks two Stratagem markers.
-
The defender randomly returns to the pool two stratagem markers from his hand.
DD (Defender Defeated)
-
Eliminate half the total involved defending strength points (round up).
-
All involved surviving defending units are retreated one hex by the owning player.
-
Attacking units may pursue one hex.
-
The attacker immediately, randomly and without cost, picks a Stratagem marker.
-
The defender randomly returns to the pool a stratagem marker from his hand.
DR (Defender Routed)
-
Eliminate half the total involved defending strength points (round up).
-
Roll a die for each surviving defending unit. Retreat each such unit that number of hexes, with the retreat path determined by the attacker.
-
Involved attacking units may pursue one hex.
-
The attacker immediately, randomly and without cost, picks two Stratagem markers.
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The defender randomly returns to the pool a stratagem marker from his hand.
13.0 Retreat After Combat
13.1 When a combat result requires units be retreated, the player designated by the result must immediately move those units the indicated number of hexes away from their combat position. Retreat is not regular movement; its execution doesn’t use up MP. Further, it’s carried out in terms of hexes, not MP, and mobile units must always retreat the number of hexes indicated, regardless of their printed movement allowances, and they must do so through a hex path that’s as straight as possible within the strictures given below.
13.2 The number of hexes to be retreated is given in the combat result explanation.
13.3 Some retreat results call for a player to roll a die for each retreating unit and then retreat it that number of hexes. Such large-scale retreats are called “routes.” In routes, the player who won the battle moves the routing units. He must retreat those units in accordance with the priorities given below in 13.4, and he may not force units into hexes that would violate those strictures unless there’s no alternative.
13.4 Retreat & Route Strictures
-
Units may never retreat/route into hexes containing enemy units, into otherwise prohibited terrain, or off the map. If there is no alternative, they are eliminated in the last hex into which they were able to retreat.
-
Stacks may retreat/route into hexes containing EZOC, but one unit in that stack must then be eliminated by the owning player. The stack must then retreat/route an additional hex, or hexes, until it is no longer in an EZOC. If a stack retreats/routes into more than one EZOC hex, it loses one unit for each such hex entered. A lone unit would simply be eliminated in the first EZOC hex it had to enter.
-
Stacks or lone units may retreat/route into and through hexes containing other friendly units, even if doing so would temporarily put them in violation of stacking limits. Remember, though, units and stacks must obey all stacking and command rules at the end of a retreat or route. If the last hex of a route or retreat finds them in violation of any of those strictures, the retreating/routing stack loses a unit and is retreated/routed again until it reaches a hex in which it satisfies all stacking strictures.
-
If both 2 and 3 above are violated in the same hex, the retreating/routing stack loses two units in that one hex.
-
A retreating force must end its retreat the indicated number of hexes away from its combat position (more sometimes; see 2 and 3 above). If it can’t, and can retreat/route only a portion of the number of hexes called for in its combat result, it is fully eliminated in the last hex into which it was able to retreat.
-
Within the strictures given above, stacks don’t have to stay together when they retreat/route. They may be split up into separate sub-stacks or individual units, determined by the player moving the units.
-
In no case may a unit be retreated into a hex that would cause it to be eliminated or over-stacked if another retreat path is available.
-
Static units required to retreat are instead simply eliminated instead.
13.5 Fortresses.
A city with a friendly base unit in it is called a “fortress.” Roman, Persian and Armenian units in fortress hexes that suffer retreat/route results while attacking or defending may — but don’t have to — retreat/route (owning player’s choice on a case by case basis). Also, if units from outside retreat/route into a friendly fortress hex, they may cease their movement in that hex no matter how far they had actually been called on to move.
13.6 It’s possible for units to end their retreat/route adjacent to an enemy force that isn’t projecting an EZOC into that hex. Such a situation doesn’t allow the retreated/routed units to be attacked again in that same sub-phase.
14.0 Pursuit
14.1 Pursuit is a special form of movement (and combat if using optional rules section 26.0), which may occur after a battle if allowed by its combat result. “Pursuit” is what is usually termed “advance after combat” in other wargames, though it has additional possibilities here.
14.2 If a combat result allows a player to conduct pursuit, he may, but is not required to, immediately move one, some or all, of his eligible involved units the number of hexes indicated. The first hex entered must be the hex the defeated enemy units formerly occupied. The second and subsequent hexes, if allowed, may be in any directions as long as normal terrain and stacking strictures are met.
14.3 Like retreat after combat, pursuit doesn’t use MP. It may, however, still be made only into hexes into which pursuing units could normally move. Pursuing units ignore EZOC. Static units may never take part in a pursuit.
14.4 If a pursuit is two hexes, some pursuing units may stop in the first hex, and others in the second. Pursuit may not employ naval movement.
15.0 Reinforcements
15.1 Both sides receive additional units over the course of a game; such units are called “reinforcements.” The procedures for the acquisition and entry into play of Roman and Barbarian reinforcements are different.
15.2 During each of his own side’s activated commands’ Reinforcement Sub-Phases, the owning player places arriving reinforcements in the hexes designated on the map for units of that command set to arrive that turn. Reinforcements operate normally starting with their sub-phase of arrival.
15.3 Roman Reinforcements.
Whenever the Roman player activates a praefecture command, he may choose to expend TP to purchase reinforcement units to be placed in that praefecture. Whenever he activates a leader command, he may recruit units in that leader’s hex if the requirements for placing a unit in that hex are met. The costs and placement strictures for Roman units are given on the Roman Expenditure Chart printed on the mapsheet. Note that, though some Roman units have geography-based identifications printed on them, they may be all be recruited and placed anywhere within the strictures given for they types on the chart.
15.4 Barbarian Reinforcements.
Each Barbarian area has a number printed next to its name on the map. Whenever the Barbarian player activates one of his own side’s commands, he takes that number of available units for reinforcements for that force. He may deliberately select which units he wants from among all those available. Arriving Barbarian units may be entered on:
-
any hexes of their homeland on the map; and
-
any Tribal unit of their own force anywhere on the map. Reinforcements may not be entered in a hex occupied by an enemy unit or that contains an EZOC. Additionally, Barbarian units may not be entered in a containing units or ZOC of other forces (tribes or nationalities not specifically their own) of the Barbarian side.
15.5 Within the strictures given above, both sides’ reinforcements may be placed over-stacked, though stacking restrictions would have to be meat by the end of ensuing Movement Sub-Phase. If there are no suitable hexes for the placement of a reinforcement, it may not be entered that turn. Reinforcements with suitable entry hexes are simply placed on the map; they don’t march onto it from off the map edge.
15.6 Certain units are required to be entered atop other units already on the map. That other unit must have already been in place on the map at the start of the Reinforcement Sub-Phase in order for the new unit to be placed.
15.7 Federate Reinforcement.
Whenever the Roman player activates a Barbarian force via Federate marker play, he may also enter reinforcement units for it as described in 15.4. When the Barbarian player activates a Roman force, he never enters reinforcements for it.
15.8 Withdrawals.
Certain events during play will call for units to be “withdrawn.” The units in question are simply picked up and removed from the map. That requires no movement across the map itself. Withdrawn units are placed in the pool of their command’s available reinforcements. Also note, both players may always choose, during any of their own activations of their own side’s command, to withdraw any units of that command from the map. Such units are available as potential reinforcements starting the following game turn.
15.9 All units eliminated in combat, or that are otherwise removed from play for any reason, are available to be taken again as reinforcements; however, see the Catastrophe rule below.
15.10 Catastrophe.
A “catastrophe” combat result will cause a delay in the number of turns before a unit eliminated as part of that result may first be replaced. Roll a die for every unit eliminated as part of a catastrophe result. Each such unit is placed on the Turn Record Track (printed on the mapsheet) the number of turns later corresponding to its die roll result. That’s the first turn it is available as a reinforcement. If the turn is after the end of the scenario, the unit is permanently lost. Further, of course, players are still only able to return such units via the normal processes once they do become eligible in terms of game turn availability, they’re not received for free.
16.0 Taxation
16.1 Only the Roman player conducts taxation, and he does so in order to gain TP. He does so in the Taxation Phase (step III.B in the turn sequence). He receives the printed tax value in TP for each unpillaged city loyal Roman forces occupy at those times. He adds those TP to his treasury, and he may expend them as follows: 1) to bring new units into play; 2) to maintain units already in play on the map; 3) to buy Stratagem markers; 4) to rebuild pillaged cities [optional rules]; and 5) to build civic works [optional rules].
16.2 Certain events may call for TP to be deducted from the treasury. If the treasury reaches zero, no further deductions are made. There is no debit accounting or financing in the game.
16.3 When using optional rules section 28.0, pillaged cities yield no TP until such, if ever, they are removed from pillaged status.
17.1 Caesar & Augustus
(Section heading printed as "17.1" in the source.)
17.1 The Roman Augustus counter represents the emperor. If he’s eliminated for any reason, then the Caesar leader becomes Augustus the next time the Augustus command marker is picked. At that time, withdraw the Caesar unit and replace it with the Augustus. That doesn’t cost any TP. The Caesar counter is then available to be recruited as described below in 17.4. The other two Roman leaders (Mag Eq & Map Ped) don’t go through this process if the Augustus is eliminated.
17.2 If the Augustus is eliminated when the Caesar counter isn’t on the map when the Augustus command marker is next picked, there is no automatic replacement process. The Roman player, if he wanted to, would first recruit the Caesar unit using the normal reinforcement rules, and then promote him to Augustus, as described above, when that command chit was next picked.
17.3 If Caesar is Barbarian-controlled when the Augustus is killed, he isn’t promoted. The Roman player would have to regain control of Caesar, and then go through the process described above in 17.1.
17.4 The Roman player may decide to recruit an out-of-play leader only when he picks that leader’s command chit and, if he does so, he couldn’t recruit any other unit on that leader unit that same turn.
17.5 The Magister Equitatum and Magister Peditum are recruited though use of the Dux marker, or via recruiting as per 7.4.
18.0 Naval Movement
18.1 Both players may move activated units from ports and coastal hexes to other ports and coastal hexes. For this rule, “port” hexes are considered to be distinct from “coastal” hexes. The former is a city with the port symbol, while the latter is any other type of coastal hex. Note the fleet units included in the counter-mix only come into play when using the optional rules.
18.2 Procedure.
Naval movement is conduct as follows: the unit must start its move on a port or coastal hex. It may then move along a path of up to 16 contiguous all-sea and/or coastal and/or port hexes to another port or coastal hex that is either unoccupied, or occupied only by friendly units. The moving unit must end its move in port or coastal hex; it may not remain at sea. At the completion of the move, the owning player must roll for the unit on the Naval Movement Table printed on the mapsheet and immediately apply any result.
18.3 Further Restrictions
-
A unit using naval movement may conduct no other movement during the sub-phase that it attempts a naval move.
-
The Roman player may move a maximum of one stack of his activated command via naval movement during each of that command’s Movement Sub-Phases.
-
The Barbarian player may move a maximum of one unit of his activated command via naval movement during each of that command’s Movement Sub-Phases.
-
Hun and static units may never use naval movement.
18.4 Naval movement may be made into and through enemy units or units of other commands at no penalty; however, a naval move may not be ended in a hex containing enemy units or units of different barbarian tribes (ZOC and EZOC OK).
19.0 Cities, Fortresses & Bases
19.1 Roman, Persian or Armenian units defending in an unpillaged city, have their combat strength doubled for defense. Other groups’ units don’t receive any such benefit.
19.2 Bases may be placed only in unpillaged city hexes. On the Barbarian side, they may only be placed in cities occupied by Persian or Armenian units. They generate the following additional effects in their city (which is now called a “fortress”).
-
Friendly units defending in a base hex may ignore retreats and routs when attacking or defending. That’s true even if the base unit itself is eliminated in the combat.
-
The Roman player may only place certain types of reinforcements in base hexes. See the Roman Expenditure Table printed on the mapsheet.
-
EZOC don’t extend into friendly base hexes. Your units’ ZOC do extend out of friendly bases.
20.0 Fog of War
20.1 Both players may examine the contents of their opponent’s stacks at all time.
20.2 Players may not examine the contents of the Stratagem pool, or the other player’s Stratagem marker hard, except via play of Agentes stratagem markers.
20.3 The Barbarian player may always know the Roman TP total.
21.0 Hunni (Huns)
21.1 The Hun marker is placed in the Command pool only if called for by the scenario instructions (the Late-4th Century scenario).
21.2 Hun Entry.
The first time the Huns are activated, all their units are stacked on the Turn Record Track in the second box after the one for the present game turn. The “(2)” on the marker serves as a reminder of that delay. At the start of that determined game turn, the Barbarian player places all the Hun units in any empty hexes in Alan territory (they may stack normally), and puts the Hunni command marker back into the pool. Those placements don’t involve any marker picks or Operational Phases.
21.3 Subsequent Hun Activations.
Once on the map, if the Hunni command marker is picked by the Barbarian player, he activates the Huns normally for that Operational Phase. If, however, it’s picked by the Roman player, the Roman player activates the Huns for that Operational Phase and no Federate marker is involved.
21.4 Huns are otherwise treated as a normal Barbarian force.
22.0 How to Win
22.1 Victory is usually determined through the accumulation of “victory points” (VP). Total VP only once, at the end of each scenario. VP earned for “occupation” of a hex means you must have a unit or stack actually in the hex at the time of the VP check (markers don’t count).
22.2 Roman VP. The Roman player receives VP as follows.
-
VP equal to the taxation value for of all unpillaged Roman-occupied cities inside the empire.
-
VP equal to twice the taxation value of all unpillaged Roman-occupied cities outside the empire.
-
VP for having the following units in play on the map.
Augustus: 6 VP
Caesar (but only if loyal): 3 VP
Each Roman Field Army: 1 VP
- 1VP equal to the number of TP in the treasury divided by 10 (round down).
22.3 Barbarian VP.
The Barbarian player totals the number of unpillaged cities inside the empire that he occupies, with each city being worth one VP regardless of its tax value. He also receives one VP for each tribal unit inside the empire.
22.4 Levels of Victory.
Subtract the Barbarian VP total from the Roman VP total. That determines the winning player and his level of victory.
Final VP Result
Winner & Level of Victory
0-25
Barbarians win supreme victory: the Dark Ages start early.
26-50
Barbarians win historical-type victory: the empire is in terminal crisis.
51-75
Stalemate: the issue remains in doubt.
76-100
Romans win: the empire will struggle on somewhat longer than historically.
≥ 101
Roman divine victory: a new golden age, which will likely last a century or more, has begun.
22.4 Sudden Death Barbarian Victory.
If, at any time, Barbarian units occupy all Roman cities that have a taxation value of “2” or more, and/or (if using optional rule section 28.0) all such cities are seen to be pillaged, the game comes to an immediate end and the Barbarian player wins. This should be considered to be even better than the “supreme” victory defined in the table above.
23.0 Crises (Optional Rule)
23.1 Crisis markers represent major historic events of the period the Roman player must face during the game. He can “resolve” those crises, thereby gaining VP as well as whatever advantages are to be had from negating what would otherwise be their generally pro-barbarian effects. It’s recommended players incorporate this rules section into their play as soon as they feel comfortable with the overall system, both for reasons of historicity and play balance.
23.2 During initial set-up, the Roman player draws at random a designated number of Crisis markers and places them into the Command pool. Neither player should examine those markers (or the unpicked ones) until they’re actually picked. When playing the Mid-4th Century Scenario, put four Crisis markers into the pool. When playing the Late-4th Century Scenario, put five Crisis markers into the pool.
23.3 When a Crisis marker is picked by either player, immediately implement it regardless of who picked it. Crisis marker implementation may not be prevented by the play of a Federate or any other marker.
23.4 Each Crisis marker has a resolution procedure, as described below in each one’s explanation. During the Crisis Resolution Phase (III.D) of each game turn, check for the resolution of a crisis that’s in effect. (There will never be more than one crisis in effect at any one time.) If the Roman player is at that instant fulfilling the conditions for its resolution, he sets aside that marker, putting it out of play for the rest of the game. When a crisis is resolved, the Roman player also gains the benefit given in its description below for doing so. If the Roman player doesn’t resolve a crisis, he should return the marker to the pool at the end of that Crisis Resolution Phase and immediately deduct the appropriate number of TP from his treasury. Once a crisis has been resolved, its marker is never returned to the pool.
23.5 If a resolution procedure calls for the Roman player to expend Stratagem markers, those markers are simply (and randomly) returned to the pool without implementing what would otherwise be their effects. If a resolution procedure calls for a Roman unit to occupy a city, the city must not be pillaged if you’re using that optional rule.
23.6 Certain actions will generate additional crises. In that case, pick at random a Crisis marker from among those not previously picked and place it into the Command pool. When an Augustus is eliminated for any reason, a Crisis marker is added to the pool. Certain random events may add extra crises to the pool.
23.7 Crisis VP.
At the end of the game, during the VP determination process described in section 22.0, the Roman player should add to his VP total the number of VP shown in parentheses below after crisis title — but only for those crises he resolved during play (hence the instruction for him given above about keeping resolved Crisis markers handy). Similarly, during play, the Barbarian player should keep a record on a piece of paper, recording the name of each Crisis marker that goes back into the pool because it was unresolved. During the VP determination process, he gets those VP; and not that multiple awards for a crisis that went unresolved more than once are allowed.
23.8 Crisis Explanations
(in alphabetical order)
Civil War (12 VP).
The Barbarian player places this marker atop of any Roman leader other than the Augustus. That leader, and all units stacked with him, are usurped until the crisis is resolved and no Federate marker play is involved. (If there are no eligible leaders in play, treat the crisis as “no effect” for this turn and put it back into the pool.)
If the Augustus is eliminated for any reason while a civil war is in effect, the usurping leader is promoted to Augustus and becomes loyal. That’s an exception to the normal rules of succession. The Civil War marker, in such a case, would be returned to the pool and could be picked again. If a civil war is ended in that way, roll four dice, total the results, and deduct that number of TP from the treasury.
A civil war may also be resolved if the usurping leader is eliminated in any way after the Barbarian player has taken control of him. Alternatively, it may also be resolved if the Augustus is within two hexes of him during the Crisis Resolution Phase and the Roman player expends an Imperium marker. There is no benefit for resolution beyond restored Roman command units.
Coloni (Small Farmers Rebel, 3 VP).
The Roman player must withdraw a militia unit from each of the four praefectures. To resolve this crisis, the Augustus must be in a city (unpillaged) with a tax value of two or more and the Roman player deducts 20 TP from the treasury. The benefit for resolution is the Roman player may place a militia unit in each of the four praefectures at no further cost.
Corporati
(Trade Guild Agitation, 3 VP).
The Roman player rolls two dice, totals the results, and deducts that number of TP from his treasury. To resolve this crisis, the Augustus or Caesar leader unit must be in a city (unpillaged) with a tax value of two or more and the Roman player expends a Dux marker. The resolution benefit is the Roman player rolls three dice, totals the results, and adds that number of TP to his treasury.
Cubicilliarli
(Crisis in the Imperial Court, 3 VP).
The Roman player must return to the pool all Stratagem markers in his hand over six, and he may not have more than six markers in his hand until the crisis is resolved. To resolve this crisis, the Augustus or Caesar must be Constantinople or Mediolanum and the Roman player discards an Agent marker. The resolution benefit is the Roman player picks two free Stratagem markers.
Curiales
(Municipal Officials Balk, 3 VP).
The Roman player must remove a Civic Works marker from each praefecture (skip that step where none are available). To resolve this crisis, a Civic Works marker must be present in all of the following cities: Augusta Trevorum, Roma, Carthago, Constantinople and Carthago. The resolution benefit is the Roman player may place a free Civic Works marker into one city in each of the four praefecture (four total).
Danube Frontier (6 VP).
The Barbarian player (without chit pull) activates the Gothi plus either the Alani or the Sarmatae (his choice). To resolve this crisis, Roman leaders (any) must be in Apulum and Olbia, there are no EZOC being projected into those hexes, and the Roman player returns to the pool either a Federate or Military marker. The resolution benefit is the Roman player may eliminate one Gothi and one Alani or Sarmatae unit (depending on which joined the Gothi in the crisis) of his choice.
Persian Frontier (6 VP).
The Barbarian player (without chit pull) activates Persia plus either Armenia or the Arabs (his choice). To resolve this crisis, Roman leaders (any) must be in at least two of Ctesiphon, Ecbatana and/or Artaxata, there are no EZOC being projected into those two hexes, and the Roman player returns to the pool a Military marker. The resolution benefit is the Roman player may eliminate one Persian and one Armenian or Arab unit (depending on which joined the Persians in the crisis) of his choice.
Religion (6 VP).
The Barbarian player sets up a rebellion (as in 5.9.4) in any one praefecture of his choice. To resolve this crisis, the Augustus must be in either Roma, Nicaea, Hieroslyima or Hippo Regius and the Roman player returns a Credo marker to the pool. The resolution benefit is the Roman player removes all rebel units from everywhere on the map and, further, he may replace, at no cost, all rebel units withdrawn from city with militia units.
Rhine Frontier (6 VP).
The Barbarian player (without chit pull) activates the Alemanni plus either the Franci or the Saxones (his choice). To resolve this crisis, a Roman leader (any) must occupy Arae Flaviae, there are no EZOC being projected into it, and the Roman player returns to the pool a Federate or Military marker. The resolution benefit is the Roman player may eliminate one Alemanni and one Franci or Saxones unit (depending on which joined the Alemanni in the crisis) of his choice.
Julian: Further Optional Rules
Further Optional Rules
24.0 Supply & Attrition
24.1 Supply is needed in order to avoid attrition during the Supply Attrition Phase. The process is different for Roman and Barbarian units.
24.2 Roman Supply.
The Roman player must “pay” his units TP in order to supply them. See the Roman Expenditure Table, printed on the mapsheet, under the “Points to Supply” heading. A unit may cost more to supply if it’s outside the empire rather than inside it. Certain units cost no TP to supply, and consequently they’re always considered in supply. Note that, unlike many other wargames, there is no tracing of lines of supply in Julian.
24.3 Barbarian Supply.
A Barbarian unit is in supply under the following conditions: 1) if it’s in its own tribal area or country; or 2) if it’s a tribal unit or is stacked with a tribal unit of its tribe, no matter the location. Additionally, Persian and Armenian units are in supply if they occupy an unpillaged city, regardless of that locale’s original control status. Also note Roman rebels and usurped Roman units are always in supply.
24.4 Units in reinforcement pools are always in supply.
24.5 Attrition.
During each game turn’s Supply Attrition Phase, both players check for attrition of all units then found on the map that aren’t supplied as described above. Roll a die for each such unit and check the terrain in which it’s located (see the far-right column on the TEC). If the roll is within the survival range of a unit, it’s not affected; if not, it’s eliminated.
24.6 Supply Trains.
Either player may choose to expend a Military Stratagem marker to place units in supply. A single marker will supply all units in one hex.
24.7 Players may deliberately move their units into hexes or situations in which they will or might become unsupplied.
25.0 Pursuit Combat
25.1 A result of DC or DR allows the attacking force to conduct “pursuit combat.” On completing pursuit movement for that force, if the pursuing units are adjacent to enemy units, the player who owns the pursuing units has the following options.
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He may declare there won’t be any pursuit combat, in which case nothing further occurs with those pursuing units that sub-phase.
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He may declare pursuit combat. Those units must then attack again in that combat sub-phase, according to the normal rules of combat, just as if they hadn’t conducted their initial combat. They may attack by themselves or in conjunction with other friendly units that haven’t yet attacked during that sub-phase; however, any attack that had been declared at the start of that combat sub-phase may not be rearranged. Note that means, when using this optional rule section, all attacks for a given combat sub-phase must be declared before the start of the resolution of any of them.
25.2 Pursuit combat doesn’t necessarily have to be against the same, just-defeated, enemy force. Each pursuit attack must, however, be resolved before any other, entirely new, battle’s resolution is begun.
25.3 If there’s more than one stack of units pursuing as a result of one original battle’s combat result, only one of those stacks may be designated for pursuit combat. If two or more different attacking forces from the same command, originally attacking from different hexes, advance into the same hex, a single, unifying pursuit combat may be declared for that newly unified force.
25.4 If units conducting pursuit combat receive another result allowing them to pursue, or to pursue and conduct further pursuit combat, they may do so again. There’s no limit on the number of times a force may conduct pursuit or pursuit combat during any one combat sub-phase.
25.5 Due to pursuit combat, defending units may in some cases be attacked more than once in a single combat sub-phase. That’s an exception to the normal combat rule.
26.0 Fleets
26.1 Players may build fleets for forces that have fleets included in their counter-mix. Roman fleets are built as described on the Roman Expenditure Table. If a Barbarian force has fleets in its counter-mix, the Barbarian player may take them as part of the normal reinforcement process. A Barbarian fleet unit may be placed on a coastal or port hex occupied by any unit of that Barbarian force (not necessarily in the home area). Fleet units act as normal land units, but with the following additional rules.
26.2 Movement.
Fleets move by using the naval movement described in the standard rules. Fleets may enter only all-sea, coastal and/or port hexes. They may not enter an all-land hex except for riverine movement; see below. Fleet units must end their move on a coastal or port hex. Fleet units add +1 to any naval movement die roll they make (with a modified “7” being an automatic success).
26.3 Fleets may move along rivers using the normal riverine movement rule. When doing so, they’re blocked by enemy units and are affected by EZOC.
26.4 Fleets may not end an operations phase at sea. They’re eliminated if for any reason they end up doing so. Fleets aren’t needed to enable land units to make naval moves.
26.5 Interaction With Land Units.
Fleets may enter otherwise eligible hexes containing only enemy land units, as long as they’re able to exit those hexes and end their move in an otherwise eligible hex. Also remember, the ZOC of land units don’t extend across all-sea hexsides.
26.6 Naval Interdiction.
Fleets have ZOC that extend into all adjacent land and sea hexes, including across rivers that otherwise negate ZOC. This is an exception to the standard ZOC rule. If the opposing player makes a naval move into a hex adjacent to one or more of your fleets, that moving force must end its move in that hex. They would then have to conduct an amphibious assault from that hex.
26.7 Amphibious Movement.
A land unit may be transported by a fleet of the same force. The transported unit must start in the same hex as the transporting fleet. The move is then executed as a standard naval move, but only the fleet unit checks for survival. On completion of the move, the fleet must disembark the transported unit onto land. If a fleet is sunk, so is any transported unit. A unit being transported may conducted no other movement that sub-phase. A Roman fleet may transport up to two units and a leader. A Barbarian fleet may transport no more than one unit.
26.8 Amphibious Assault.
A fleet may attack an enemy occupied port or coastal hex from an all-sea hex or from an adjoining port or coastal hex. That attack adds in the combat strength of any land unit the assaulting fleet is transporting. If the assault clears all defending units from the hex, all the involved assaulting units (the fleet and the transported land units) automatically advance into the defender’s vacated hex. If the amphibious assault fails to clear the defended hex, and the assaulting force is an all-sea hex, it’s eliminated instead. If it’s making the amphibious assault from a coastal or port hex, inflict the combat result on it normally.
26.9 When making an amphibious assault, resolve the naval move as if the hex being assaulted is a coastal hex even if it’s a port.
26.10 If a fleet is eliminated for any reason, so are all units being transported on it at that time.
26.11 Fleets may retreat across all-sea hexsides only if they end that retreat on a coastal or port hex.
26.12 Fleets count as normal units for stacking purposes, but don’t count any units they’re transporting until such time as they disembark.
27.0 Pillage
27.1 Either player may decide to pillage any unpillaged city or port hexes, no matter their location on the map or their control status at the time. Pillage is done at the end of each combat sub-phase. The phasing player simply announces he will pillage one or more city hexes his units currently occupy.
27.2 Pillage has the following effects.
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If the Roman player is pillaging, he immediately receives a number of TP equal to twice the city’s tax value (if any).
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If the Barbarian player is pillaging, he immediately and randomly picks a Stratagem marker if the city has a tax value of two or more.
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Remove any Civic Works marker in the hex and place a Pillage marker in its place.
27.3 You may pillage a city hex with a zero tax value, but you may not pillage a place that is already currently pillaged.
27.4 Effects of Pillage are as follows.
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A pillaged city yields zero VP for victory determination.
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A pillaged city’s tax value is zero.
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All terrain combat benefits are lost.
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No reinforcements may be entered there.
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Pillaged ports lose their port status.
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Civic Works markers may not be placed in a currently pillaged hex.
27.5 Rebuilding Pillaged Cities & Ports.
A pillage marker is removed from a hex, and the city or port is restored to all normal functions, under the following circumstances.
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The place is occupied by a Roman unit, and the Roman player pays the number of TP equal to its printed tax value plus two. The place may be located inside or outside the empire
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The city is Persian or Armenian and it’s occupied by Persian or Armenian units (they may rebuild their own or each other’s cities). The pillage marker is removed at no cost.
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Pillaged places are rebuilt during the reinforcement sub-phase of an activated command by forces of that activated command.
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Rebuilding a place doesn’t restore a Civic Works marker that may have been on it previously; however, restored places may receive new Civic Works markers.
27.6 Storming Cities & Ports.
When attacking a city or port and a Bloodbath combat result occurs, and one or more attacking units advance into the hex, that place is thereby automatically and instantly pillaged.
27.7 When using this optional rules section, the cities of Arae Flaviea and Apulum begin the game pillaged in both scenarios.
28.0 Civic Works
28.1 The Roman player may build Civic Works in Roman-occupied city hexes anywhere on the map. The Barbarian player may never do so. This is done as per standard reinforcement entry. Expend five TP and place a Civic Works marker in the hex.
28.2 Restrictions.
There may never be more than one civic works marker per hex, and markers may not be placed in currently pillaged hexes.
28.3 Effects.
A Civic Works marker increases by one point a place’s tax and VP value.
28.4 Civic Works markers aren’t units. They don’t count for stacking, nor may they be used to determine control. A Civic Works marker isn’t affected if the city becomes Barbarian occupied while remaining unpillaged.
28.5 Pillaging a city or port causes a Civic Works marker in it to be eliminated. The marker isn’t automatically restored if the place is rebuilt; the marker would have to be built anew.
29.0 Raising Taxes
29.1 The Roman player may raise tax rates.
29.2 Procedure.
Raising tax rates is done during the taxation phase on a praefecture by praefecture basis. The Roman player may designate one or more praefectures in which he wants to raise tax rates. Roll once on the table below for each praefecture in which taxes are to be raised; the results last throughout that turn.
30.0 The Eternal City
30.1 If Barbarians pillage the city of Rome, the Barbarian player receives twice the number of Stratagems he would otherwise gain. Also, the Roman player rolls a die and loses that number of Stratagem markers.
30.2 The unpillaged city of Rome is now worth triple its printed taxation point value when tabulating VP at the end of the game.
31.0 Historic Roman Deployment
31.1 Players who want to set up major Roman units the way they were historically deployed should use the following. Place all other units as given in section 3.0.
31.2 Mid-4th Century Set Up
Praefecture of Galliae:
1 x 4-5 (Eboracum); 1 x 8-5 (Augusta Trevorum or Lugdunum); 1 x 4-(3) (Londinium); 1 x 4-(3) (adjacent to the Rhenus River); 1 x 4-(3) (Tingis); 1 x fleet (Gesioracum).
Praefecture of Italia:
1 x 6-5 (Mediolanum or Ravenna); 1 x 4-(3) (Carthago or Caesarea in Africa); 1 x 3-(3) (adjacent to the Danuvius); 1 x fleet (Aquilea or Neapolis).
Praefecture of Illyricum:
1 x 8-5 (Thessalonika); 1 x 3-(3) (Sirmium or Serdica).
Praefecture of Oriens: 1 x 9-6 (Constantinople); 1 x 9-6 (Nicaea or Ancyra); 1 x 8-5 (Antiocha or Edessa); 1 x 6-5 (Adrianople); 1 x 3-(3) (adjacent to the Danuvius River); 1 x 4-(3) (Ancyra or Caesarea In Asia); 1 x 4-(3) (Alexandria), 1 x fleet (Constantinople); 1 x fleet (Antiocha).
31.3 Late-4th Century Set Up
Praefecture of Italia:
Don’t deploy the 6-5.
Praefecture of Oriens:
Don’t deploy the 9-6 that otherwise starts in Nicaea or Ancyra. Instead, place it in Mediolanum or Ravenna.