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Phalanx: Tactical Warfare 500-100 BC thumbnail

Phalanx: Tactical Warfare 500-100 BC

Phalanx: Tactical Warfare 500-100 BC Rulebook

Table of Contents

Table of Contents

  • The Units
  • Definition of Terms
  • Game Procedure
    • Overall Sequence-of-Play
  • Movement
    • General Movement Rules
  • Stacking (more than one unit per hex)
  • Facing
  • Combat
  • Cavalry
  • Cross River Attack
  • Demoralization and Panic
  • Tactical Concession
  • Alexander
  • Darius
  • Manipular Roman Legion
  • Command Units
  • Withdrawal
  • Elephants
  • Initial Deployment
  • Victory Conditions
  • The Unit Class System
  • How to Set-up the Game and How to Use the Scenarios
  • Scenarios
    • Marathon (490 B.C.)
    • Plataea (479 B.C.)
    • Corinth (394 B.C.)
    • Leuctra (371 B.C.)
    • Chaeronea (338 B.C.)
    • Granicus (334 B.C.)
    • Issus (333 B.C.)
    • Arbela (331 B.C.)
    • Heraclea (280 B.C.)
    • Asculum (278 B.C.)
    • Beneventum (275 B.C.)
    • Cannae (216 B.C.)
  • SPI Errata (as of July 1974)
    • Part I: Official SPI Initial Errata Sheet
      • Movement
      • Facing
      • Combat
    • Part II: Subsequent Official SPI Errata
      • Cavalry
      • Demoralization and Panic
      • Panic
      • Darius
      • Manipular Roman Legion
      • Command Units
      • Withdrawal

The Units

Examine the square unit counters printed on the two-colored sheet enclosed with your copy of Phalanx.

Each combat unit represents from 400 — 1000 bodies, depending upon the exact period. The numbers on each unit give you the relative strength and movement capabilities of the various types as represented by the symbols on the pieces.

Unit counter diagram (labels, first counter): Melee Attack Strength; Melee Defense Strength/Frontal; Movement (point) Allowance; Facing Symbol; Type of Unit; Class Number; Melee Defense Strength/Flank; Stacking Points.

Unit counter diagram (labels, second counter): Movement (point) Allowance; Melee Defense Strength/Frontal; Melee Attack Strength; Facing Symbol; Fire Combat Strength; Range Allowance; Type of Unit; Stacking Points; Melee Defense Strength/Flank; Class Number.

Definition of Terms

The numbers which appear on the units are always printed in the same order on all the unit counters. On different units these values will change to reflect the particular capabilities of a particular type of unit. The arrangement of the numbers, however, never changes. The sample unit shown in the diagram identifies these numbers. The following are the basic definitions of what these numbers and symbols represent:

Movement Allowance (MA): This number represents the MAXIMUM number of hexagons which a unit may be moved in a single Player-Turn. Basically a unit expends one Movement Point for each hexagon it moves into. This basic "movement-cost" is subject to modification due to terrain and/or the position of Enemy and Friendly units.

Melee Attack Strength (MAS): This number represents the basic Offensive strength of a unit.

Melee Defense Strength/Frontal (MDS/F): This number represents the basic Defensive strength of a unit being attacked on its Front.

Fire Combat Strength (FCS): This number represents the basic Offensive strength of a unit when firing its "range-weapons" (i.e. missile-firing weapons such as bows). Note that only a few units have this capability and that consequently this number will appear on only those units that do.

Facing Symbol: This symbol indicates in which direction (conforming to the hexagonal-grid) a unit is facing.

Range Allowance: The Range Allowance number is the maximum number of hexes which a ranged-missile unit may direct its Fire Combat Strength against Enemy units.

Unit Type: This pictorial symbol identifies what sort of unit a given counter represents (e.g. Long Swordsmen unit). See Unit Summary Chart.

Game Procedure

Overall Sequence-of-Play

The game is played in consecutive turns, with each player moving and attacking in turn. The action in a given turn takes place as outlined below. Each complete "Game-Turn" consists of two "Player-Turns". Each Player-Turn consists of five distinct "Phases":

FIRST PLAYER-TURN

(1) Movement Phase: The First Player moves his units as desired, consistent with the rules of Movement.

(2) Attack Allocation Phase: The First Player announces which of his units are attacking which of the Second Player's units and the manner in which the attacks will be made (i.e. missile or melee).

(3) Defensive Fire Phase: The Second Player allocates and executes all Defensive Fire attacks he wishes to make, consistent with the rules of Defensive Fire. Losses due to Defensive Fire are extracted from the First Player's units.

(4) Offensive Fire Phase: First Player executes Offensive Fire attacks and losses are extracted from Second Player's units.

(5) Melee Attack Phase: The First Player executes all Melee Attacks allocated in Phase Two. Attacks which have been rendered non-viable due to losses or other effects incurred in Phase Three, are not made and any surviving units allocated for such attacks may not be re-allocated to participate in other attacks. (Note: a "non-viable" attack is one which has fallen below the minimum attacking odds of "1 to 2" as shown on the Combat Results Table.)

SECOND PLAYER-TURN

The Second Player executes Phases One through Five, using his own units. Naturally, in the Defensive Fire Phase of the Second Player-Turn it is the First Player's units which are fired.

COMPLETION OF THE GAME TURN

Once the Second Player has completed Phase Five of his Player-Turn, indicate the passage of one complete GAME-TURN on the Turn-Record.

Movement

Each unit's Movement Allowance (MA) represents the maximum number of hexagons that unit may travel in one turn. Generally speaking, units may be moved any number of hexes per turn, within this limit, in any direction or combination of directions. Players may choose to move all, some, or none of their units in any given turn, subject to MA, Combat Terrain restrictions, and Command unit and Movement Rules. Unlike many grid-map wargames, units have no Zones of Control extending into adjacent hexes (Exception: Cross River Attack Rule, fire units). Units control only the hexes which they occupy.

General Movement Rules

A) Movement is not allowed through or onto enemy units.

B) Units may pass through friendly units subject to stacking limitations.

C) Each unit is moved separately, to the full extent desired, within the limits placed on it by its Movement Allowance and other inhibiting factors.

D) Cavalry units may never "charge" through friendly units.

E) Units are always "faced" in a definite direction, with their facing symbol conforming to the shape of the hexagonal grid.

F) Units may move only once each turn. There is NO "movement after combat" (Exceptions: Withdrawal; Manipular Legion Rule).

G) The hex a unit is moving INTO is the hex it is considered to be moving ON. Therefore, a unit must have sufficient Movement Points to expend before it can enter a given hex (Minor Exception: Movement into Road Hexes from NON-road hexes is at the rate dictated by the other terrain in the road hex).

H) When moving from road hexes to non-road hexes, any fractional Movement Points resulting from uneven road movement are lost.

I) Movement points are NOT transferable from one unit to another. Units forced off the board may never return and are considered as lost (Exception: Tactical Concession). Movement Points may not be accumulated from one Game-Turn to another.

Stacking (more than one unit per hex)

Each unit has a number printed on it representing Stacking Points, or the ability of units to stack in a hex. At no time may there be more than twelve Stacking Points in a hex.

A) No unit may stop in a hex with other Friendly units if this would result in more than twelve Stacking Points being present in the hex; to determine the Stacking Points in a hex, simply add the Stacking Points of ALL units in the hex.

B) Stacking rules apply during the Movement Phase, i.e., no unit may move through a stack of units if the total Stacking Points of the stack and the moving unit exceeded twelve Stacking Points.

C) Command units have no Stacking Points, are not affected by missile fire while stacked with other units.

D) Units in a stack must be individually "faced," though not necessarily in the same direction or in different directions. All may have a common facing, though all need not.

E) Different types of units may stack together.

F) "Information" counters are not counted for stacking.

Facing

[Diagram: a hexagon with a shaded trapezoid showing the front of a unit.]

All combat units have a "face": that is, they have a particular side of their counter which is their "front," as indicated by the facing symbol on each counter. This reflects the battle formation orientation of the particular group of men that the counter represents (see Facing Diagram). Each counter "faces front" through three sides of the hex (Exception: Manipular Legion Rule). The other three sides represent its flanks and rear (hereafter referred to as "Flanks.") A unit may only attack enemy units in hexes which it fronts upon. Also, a unit may only use its full defensive capability when it receives an enemy attack on its front. Enemy flank attacks, or flank/front attacks, effectively reduce the defensive capability of a unit. Obviously, then, it is extremely important for players to pay close attention to the orientation of their units on the board.

A) Units are faced in a particular direction during the Movement Phase of the turn, before any combat.

B) Units must be faced so that their facing symbol conforms to the side of the hex.

C) Units found to be ambiguously faced after the Movement Phase of the turn may be adjusted by the opposing Player, who may not rotate them more than 60 degrees: Enforcement Of This Rule Is Urged.

D) Units stacked together need not face together.

E) Units expending their total Movement Allowance in movement cannot change facing by more than 60 degrees from direction of march upon arrival in their final hex.

F) Turning more than 60 degrees while standing still uses one Movement Point, regardless of terrain (Exception: Withdrawal).

G) When moving through a given hex, units which change their facing MORE than 60 degrees (one hex side) in that given hexagon, do so at a cost of one additional Movement Factor. Units may change their facing by 60 degrees in each hex they move into or through without suffering this penalty.

H) Units face in the direction they wish to move: they may move only to their front (Exception: Withdrawal).

Combat

Basically there are two types of combat:

(a) Melee (hand-to-hand ground combat), and

(b) Missile (fire taking place over distances determined by the range of the weapons involved).

In both types of combat, a unit may only attack to its front. In Melee this would mean that the enemy unit must be in one of the three adjacent hexes upon which the attacker fronts. In Missile combat the target hex normally would have to be in one of the three adjacent front hexes also, but under certain circumstances (i.e., when firing downhill) may be in the next hex forward, within the 120 degree arc of fire indicated by the unit's front. In both types of combat, the odds are determined by comparing the attacker's Melee Attack Strength or Fire Combat Strength with the defender's Melee Defense Strength or Fire Protection Strength, simplifying the odds to conform to the Combat Results Table (CRT) and then rolling the die to discover which of the six possible outcomes takes effect. (Before going on, read the Combat Results Table).

Class I (except peltasts), Class II, Class III Units and Command Units may only engage in ground combat and have no range weapons.

Class IV and Class V Units have the option to melee offensively or fire offensively, but may not do both in the same Player-Turn. They may do both in defense. Units with a Melee Attack Strength of "0" may not melee.

Peltasts may fire and melee offensively in the same Player-Turn, provided they do both against the same target unit.

Ballista may never melee offensively.

Command Units alone may melee offensively solely against Dispersed units and enemy Command Units. There are certain other possibilities, as outlined in the Command Unit Rules.

All missile troops may fire their weapons defensively when they are attacked, after which they may receive the attack, defending with their Melee Defense Strength. The defensive missile fire may only be directed against hexes from which enemy units are attacking the unit in question, and only if these are to the "Front." Missile units have a limited "Zone of Control" in that no enemy unit may move adjacent to their Front without attacking something, otherwise, they are liable to defensive fire. Units entering a hex adjacent to an opposing Missile unit's front, must stop and move no further.

A) Units may melee offensively only against enemy units in one of the three hexes adjacent to their front (Exception: Manipular Legion Rule). Not every unit in a stack must attack, but those which do not do so are still subject to the effects of defensive fire.

B) Missile units may only fire at enemy units within range in their field of fire, which normally is one hex only, except for ballista.

C) Units are used as integral wholes, one unit may not divide its Fire Combat Strength (FCS) or Melee Attack Strength (MAS) amongst different hexes.

D) Missile units increase their range by one hex on hilltops, and may then fire over intervening units and obstacles. (See Terrain Effects Chart.)

E) Defensive fire is not mandatory and takes place before any offensive action. The attacker states which of his units are involved (and, in the case of Class IV and V, and peltasts, whether the attack is Missile or Melee or, in the case of the peltasts, both). Defensive Missile Fire takes its toll before any Offensive Melee combat is resolved. Attacks which, due to defensive fire, no longer have the minimum required 1-2 odds, have no effect. Attacking units dispersed by the Defensive Fire cannot participate in the scheduled attack.

F) Offensive Fire takes place before Melee Combat and losses are extracted before ground combat is resolved.

G) Melee troops stacked together and participating in the same attack must all be of the same Class (i.e., troops attacking through the same hex side must all be of the same Class; e.g., all Swordsmen in hex "Y" may attack a unit in hex "X," but a Skirmisher unit stacked with the Swordsmen may not participate, though it could attack another enemy unit through a different hex side). This "homogeneity" rule does not apply to missile troops in the attack nor to any combination of troops in defense. Stacked units attacking from the same hex may individually attack defenders in different hexes but the entire stack suffers the effects of any Defensive Fire.

H) Missile Fire units on different hexes, attacking the same hex, must total their Fire Combat Strengths into one attack. Each defending hex must be treated as a separate battle, rolling the die for each attack.

I) Fire Defense: Units defend against Missile fire (either Offensive fire or Defensive fire) according to the protection afforded them by the particular type of terrain in which they are situated, i.e., the defensive value of units undergoing Missile fire is a characteristic of the terrain, not of the unit or stack of units.

Each type of terrain has a certain, set protection value assigned to it with regard to Missile fire. This value is termed the Fire Protection Strength of the hex. Village hexes and Woods hexes each have a Fire Protection Strength of "4"; Swamp hexes have a Fire Protection Strength of "3"; and all other types of terrain (Clear, Streams, Slopes and Bridges) have a Fire Protection Strength of "2." These Strengths remain constant regardless of the number of units stacked in a given hex and regardless of how much fire has been directed against them.

J) Defending units on the same hex are totalled into one combined defense strength, regardless of type. If, however, defenders are stacked such that they face in different directions, and are attacked from more than one hex in such a way that some defending units would be attacked in the flank, but other defending units can meet those units on their front, the attacks are treated separately, allocating the appropriate defending units so that all attacks are defended against frontally. If it is impossible to frontally defend against all attacks, at least one unit must defend with their flank. In all cases, all units on an attacked hex must defend.

K) Units engaged in a Melee Attack which does not result in the elimination or dispersal of one or the other unit, remain in Contact: and neither side may break off the action (i.e., leave the hex they were in at the establishment of Contact) until a decision is reached in some subsequent Game-Turn, no matter how distant. Additional troops may join in an attack by units already in Contact. Place an appropriate marker on units in Contact.

L) No unit may participate in more than one attack per Player-Turn. Not every unit must attack, nor must all adjacent hexes or units be attacked. Attacking is purely voluntary. (Minor Exception: see limited "Zone of Control" of missile fire units.)

M) Remember, a unit may attack only to its frontal three hexes, so watch your facing.

N) See the Terrain Effects Chart and Combat Unit Capability Chart for Combat Strength variables.

Cavalry

For cavalry units to employ their full Melee Attack Strength they must "charge" (move in a straight line) through the number of hexes equivalent to their Melee Defense Strength.

[Diagram: a cavalry counter (4-2-7 / 4-2-III) at the top of a straight column of hexes numbered 1 through 4, with an arrow running down the column.]

This means that Light Cavalry must charge one hex, Oriental Cavalry two hexes, Medium and Macedonian Cavalry three hexes, and Heavy Cavalry four hexes. For each hex that the charge is less than required, reduce the Melee Attack Strength by that amount; however, Light, Oriental, and Medium Cavalry may never have their Melee Attack Strength reduced to less than one, nor Heavy Cavalry to less than two, nor Macedonian Cavalry to less than three, even if no charge is made. Units may ride away from the Enemy to gain room to charge. Charges must be made in straight lines (leaving every hex through the hex-side opposite point of entrance), and may only proceed through clear terrain and roads (not bridges), with no other terrain features in the hexes. You may not mix different types of cavalry units in a charge, nor may different types end a charge on the same hex. Units may not charge through other units, whether Enemy or Friendly. Oriental Cavalry may not use its Fire Combat Strength and Melee Attack Strength in the same Player-Turn; it need not charge to use its Fire Combat Strength.

[Diagrams titled "STRAIGHT CHARGE PATTERN": three sketches of hex rows with arrows showing straight-line charge paths.]

Cross River Attack

Units situated so that one of the hexes to the front of its facing symbol is a river hex, exert a control over all hexes to the front of the facing symbol which are river hexes or adjacent to river hexes. Enemy units must stop upon entering such hexes, and cannot move directly from one such hex to another.

[Diagram: a river running diagonally across a hex grid, with a unit counter and arrows showing the hexes it controls.]

Demoralization and Panic

[Demoralization-Panic counter, marked "D".]

Demoralization and Panic take place in two different ways:

  1. as a result of the Combat Results Table (Demoralization);

  2. by cumulative losses of units achieving (as expressed in points) the panic levels as given on the scenario chart (Panic).

Demoralization and Panic result in the loss of one-half of the unit's Movement Allowance and Melee strengths (fractions lost, though a unit may not be reduced below "1") and their being unable to attack. In Demoralization, the unit is returned to an undemoralized state after spending one Friendly Movement Phase and one Friendly Combat Phase demoralized. This means that, in the case of a Friendly unit being demoralized by Enemy defensive missile fire in one Player-Turn, the same unit would not be able to move in the next Friendly Player-Turn, but would be able to attack at full strength.

Panic results in the forced moving of all units as quickly as possible towards the nearest edge of the map; units leaving the board may not return and are counted as Points lost. The following units are never panicked:

a) units stacked with or adjacent to a leader counter;

b) units more than ten hexes away from the nearest Enemy unit;

c) Macedonian phalangites, Hypaspists, Roman Swordsmen.

When units are panicked, they remain so until they are "rallied." A unit is rallied by moving an unpanicked unit adjacent to it, and then rolling a die result of one, two or three. Rallying may also take place by moving a leader adjacent and rolling any number on the die but a six. When a unit (or units) is demoralized or panicked in either case, place an appropriate marker on the unit, and remove it when the unit returns to a normal state, either through lapse of time or rallying.

Tactical Concession

At any time, in any scenario, a Player may move his forces off the map, usually to avoid greater casualties. This must be done by way of road hexes, and is accomplished by the ordinary movement rules. By doing so, the withdrawing Player grants his opponent a Tactical Victory (unless the opposing Player has achieved a higher Victory).

Alexander

In the scenarios appropriately marked, the No. 1 Commander is denoted to be Alexander the Great. Units stacked with Alexander increase their odds by "one," i.e., a 3-1 attack would become a 4-1 attack. Similarly, any units attacking a unit or stack of units stacked with Alexander have their combat odds reduced by one, i.e., a 4-1 attack would become a 3-1 attack. This is completely apart from the Command unit rule.

Darius

In the scenarios appropriately designated, the No. 1 Commander of the Persians is denoted by the Player to be Darius, King of Kings. This unit may not be moved from the hex in which it is initially placed. If Enemy units move adjacent to the Darius unit, the effects are the same as if the Persians had taken losses enough to reach the panic level (see Demoralization). In addition, the Darius unit must then move at full Movement Allowance towards the nearest edge of the map; it may not be rallied, and the points for it are lost when it leaves the map.

Although ordinary commanders are worth ten points, Darius is worth thirty points.

Manipular Roman Legion

The Roman legions of this period were capable of great tactical flexibility, which however was on a scale below that of the phalanx. To recreate this use the following rules:

  1. The usual case is that a unit may attack through its frontal three hexes with its Melee Attack Strength; however, when using the Manipular Legion rule, Roman Swordsmen may attack from their two flank sides into the hexes which they (the flanks) face (the flank sides are those which do not face directly to the rear). The units attack through these sides using their Melee Defense Strength-Front. They also defend with the same value from these sides; in effect, Roman Swordsmen units only defend with their Melee Defense Strength-Flank when attacked on the rear hex.

  2. When Roman Swordsmen attack Class I Units (i.e., hoplites), unless attacking solely from the hex directly to the front of the hoplite(s), the defending units use their Melee Defense Strength-Flank rather than -Front.

  3. If the defender resisting an attack by Roman Swordsmen is destroyed, the Roman Swordsmen have the option to advance into the vacated hex. This option must be exercised immediately.

[Counter: Command unit, "1-1-4", Leader Number #1; Strength Bonus 0-1-9.]

Command Units

Commanders affect movement and combat of other units. For purposes of movement, there are two types of armies in the effects of the leader upon them. They will be identified in the scenarios as Type I and Type II armies.

In Type I armies, no unit may move during a Player-Turn, unless that unit began its Movement Phase stacked with or adjacent to a Friendly Commander. This does not overrule the inability of units to move while demoralized, or when pinned in prior combat.

In Type II armies, the same provisions as above hold, with the exception that all cavalry units are released from the dependence on Command units, and may move freely without command influence.

There are three Commanders for each color of counter provided, appropriately designated no.'s 1, 2 and 3. Each of these carry a Combat Strength Bonus, in decreasing strength of 9, 6 and 3. This Combat Strength Bonus is added onto the adjusted strength of all the Friendly units, whether attacking or defending, that are within two hexes of the Commander during the Friendly and Enemy Combat Phases.

In no circumstance may a leader add, in Combat Strength Bonus, more in strength to a unit, or stack of units, than the equivalent of the actual strength of the units in combat (after adjusting such strengths for terrain effects and combat unit capability).

More than one Command unit may exercise control over the same unit, or stack of units, and thus more than one Combat Strength Bonus may be used by the same units, within the restrictions of the preceding paragraph.

Withdrawal

When any units (other than Class I Units) are attacked at 3:1 odds or less, they have the option to move one hex directly to the rear before resolution of combat and thereby avoid the attack. They may not do this if they are defending with Melee Defense Strength-Flank. If the defender retreats before combat, the Attacker has the option to advance into the vacated hex.

Elephants

[Counter: Elephant unit, "9-4-6", "6-3-VI".]

Elephants are strange creatures, to say the least. They have an incurable habit of not recognizing flags or uniforms.

Players may move their Elephants as much as they wish, but they may only use them in combat once (either defense or attack); after this single combat, the beasts run rampant. After the completion of the owning Player's Attack Phase, the Elephants move first. A die is rolled to determine direction of the move: a result of "1" means to move towards the charts at the edge of the board, and the other results represent the other five directions in a clock-wise sequence. Following determination of direction, roll the die again, and move the unit the number of hexes indicated. If any unit obstructs the completion of this move (including another rampant Elephant unit), it immediately attacks that unit, and combat is resolved. Each of these sequences is resolved, in order, for each rampant unit. If a rampant Elephant is moved off the edge of the board, it does not return to play, and the owning Player loses the points.

Initial Deployment

Initial deployment for each of the Players is determined by the individual scenarios. There are code letters on the map which dictate where each of the opposing Players deploy; the opposing Player's forces are limited to a certain number of hexes distance from their own code letter center. However, at no time may forces be deployed within the radius of the opposing Player's center of deployment. The scenario also dictates which Player deploys and moves first.

Victory Conditions

The games are won on the basis of Victory Points, which stem from destruction of Enemy units. (See also Panic for use of these points.) To determine the amount of points that any unit is worth simply total the Attack Strength, Melee Defense Strength-Front, and Fire Combat Strength, and divide this total by two. The single exception to this rule is the Commander units, each worth ten points (see also Darius rule). Double the Victory Points of all Cavalry units (i.e., the total of their strengths is not divided by two).

Each Player has a level of victory which he must achieve to claim a true "victory," as dictated by each scenario; these levels are determined by a ratio of opposing Player's losses, the Player who has gained the most Victory Points being stated first. The levels are such:

Marginal Victory: More than 1 to 1, but less than 2 to 1 ratio. Victor may not have losses of his own exceeding 40% of his force. This percentage is calculated in terms of Victory Point values.

Tactical Victory: At least 2 to 1, but less than 3 to 1. Victor may not have losses of his own exceeding 30% of his own force.

Decisive Victory: 3 to 1 or greater. Victor may not have losses of his own forces exceeding 25%.

If the Victor's losses exceed the maximum allowable percentage of his force in a given Victory level, that victory is then reduced to the next lowest level.

The Unit Class System

All units in Phalanx are grouped into similar types, or classes, which share certain characteristics in common, such as being able to attack together. These classes are as follows:

Class I units were spearmen (in Greek, hoplites), of varying armament and organization. Militia Hoplites were generally citizens with only the most rudimentary training, organization and armament. Professional hoplites were somewhat better, generally in having experienced combat; as in the militia, they stood eight ranks deep and carried a short eight to ten foot spear. Spartan hoplites were Spartan citizens trained since youth purely for combat; they frequently stood 12 ranks deep, and only had the advantage of discipline over most other hoplites. Peltasts were more lightly armed than most hoplites, and carried a number of small throwing spears to be hurled before closing for shock. Macedonian Phalangites were the product of the superb phalanx, which fought in ranks of sixteen, and were incomparably well organized; spears varied from fourteen to twenty-one feet in length, depending upon the period. The hypaspists were simply super-trained phalangites, intended to act as a link between cavalry and infantry. The experimental phalanx was under development at the time of Alexander the Great's death, and consisted of a thin crust of phalangites surrounding Persian archers. Light troops are a miscellany of any disorganized mobs of a dozen different semi-civilized societies.

Class II were basically sword-armed troops. Most important of these were the Swordsmen of the Roman Republic's legions, armed with their famous short sword (the two and a half foot gladius). Long swordsmen were fairly common among the more prosperous barbarians, most notably the Thracians, who used two of them together.

There were also varying types of Barbarian infantry, less well organized, but still ferocious in the attack; they frequently represented a tribal elite. It must be remembered that these barbarian troops often took service with greater powers for money or tributary service.

Class III were various types of cavalry. Light cavalry existed primarily to impede enemy movement, pursue a broken opponent, or cover their own forces retreat. Medium cavalry existed primarily for flanking attacks, and severing enemy retreat routes. Heavy cavalry was for shock action, to break the enemy line; they were the rarest, composed almost solely of the mailed Bactrians of Central Asia. Macedonian cavalry were more lightly armed, but more cohesive in the attack due to superb training, especially with the lance.

Class IV was composed of only Oriental Cavalry, mounted bowmen able to fulfill most conventional duties, but more effective as mobile firepower.

Class V units were primarily missile troops. Skirmishers were a sort of generally mixed bag of all the following. Javelin men carried a large supply of throwing spears and darts. Slingers used a thong to hurl several-pound stones at great speeds (remember Goliath?). Cretan archers were the best of the bow and arrow troops and in widespread use throughout the Mediterranean. Ballista were representative of an entire class of siege weapons sometimes used for field work; only the metal parts would be carted around, with wood being scrounged when necessary.

Lastly the Elephants, which saw widespread but erratic use; some people, like Hannibal, never got their fill of them, while others got along without them. Sometimes used as tanks, more often they saw service as flank guards.

How to Set-up the Game and How to Use the Scenarios

Each Scenario constitutes a separate game representing a particular battle. The names of the battles are those of nearby towns or rivers. Under the name of each battle is listed the names of the opposing forces and their composition. The composition of forces is listed in abbreviated form, e.g., "5LC" means that that Player receives five Light Cavalry units. "CM" followed by one, two or three numbers indicates that that army has one of each type of those Command units. "Army" (type) refers to the influence of Command units on the movement of that Player's units as detailed in the Command unit rules. "PV" (followed by a number) is the total Victory Point Value of that army. "PL" (followed by a number) is the Panic Level of a Player's army: when a Player's losses equal or exceed the Panic Level (in Victory Points lost) then Panic ensues (see Panic rules). "Dply" indicates around which key-letter on the map a Player should deploy his army, the number after the key-letter indicates the maximum distance from the key-letter, in hexes, at which that Player's units may be placed in his initial deployment. When there is more than one key-letter given, then that Player must deploy his army around those two centers. Stacking limits must be observed in initial deployment. "Vic" indicates the minimum level of victory which that Player must achieve in order to obtain a "win." If neither Player obtains the minimum level, the game is a draw. "Mar" — Marginal; "Tac" — Tactical; "Dec" — Decisive.

The army listed first in any given Scenario is always made up using the Green counters. Notice that the two sets of counters are not identical.

All games are twelve Game-Turns in length (Players may decide to end the game sooner).

Scenarios

The data below is transcribed as printed. The SPI errata's "The Scenario Chart" corrections (PV, PL, and unit changes) supersede it where they conflict; see the SPI Errata section.

Marathon (490 B.C.)

Greeks: 10PH / 10MH / 4LC / 2CA / CM: 2 & 3 Army: I, PV 102 / PL 51, Dply: M-8, Vic: Tac Greeks deploy and move first.

Persians: 5MH / 9LT / 6BI / 2LC / 4OC / CM: 2 Army: I, PV 91 / PL 27, Dply: AB-2, Vic: Mar

Plataea (479 B.C.)

Greeks: 10SH / 10PH / 17MH / 5LC / 2OC / 4JV / CM: 2 & 3 Army: I, PV 193 / PL 97, Dply: M-4, Vic: Tac Greeks deploy and move first.

Persians: 5PH / 10MH / 9LT / 5BI / 5LC / 3MC / 4OC / CM: 1 Army: I, PV 150 / PL 60, Dply: G-5, Vic: Dec

Corinth (394 B.C.)

Spartans: 4SH / 10MH / 1LC / CM: 1 Army: I, PV 62 / PL 37, Dply: H-3, Vic: Tac Spartans deploy and move first.

Confederacy: 15MH / 4PL / 3LC / 2JV / CM: 2& 3 Army: II, PV 89 / PL 36, Dply: L-4, Vic: Mar

Leuctra (371 B.C.)

Spartans: 10SH / 5PH / 10MH / 2LC / CM: 1 Army: I, PV 112 / PL 67, Dply: C-3, Vic: Dec

Thebans: 10MH / 5PL / 4MC / 2OC / CM: 2 & 3 Army: II, PV 91 / PL 36, Dply: D-4, Vic: Mar Thebans deploy and move first.

Chaeronea (338 B.C.)

Macedonians: 13MX / 4HY / 10PH / 3PL / 6LS / 2MY / 2OC / 2JV / 1SL / CM: 1 & 2 Army: I, PV 248 / PL 97, Dply: K-4, Vic: Dec Macedonians deploy and move first.

Greeks: 10PH / 15MH / 4LC / 6MC / 3SK / CM: 2 & 3 Army: II, PV 143 / PL 43, Dply: J-4, Vic: Tac

Granicus (334 B.C.)

Macedonians: 12MX / 3HY / 6PL / 3PH / 6MH / 2LS / 2MY / 2MC / 1LC / 2CA / 2JV / 1SL / CM: 1, 2 & 3 Army: II, PV 219 / PL 88, Dply: L-6, Vic: Tac Macedonians deploy and move first, use Alexander Rule.

Persians: 13PL / 5LT / 10LC / 5MC / 5OC / 5SK / CM: 2 & 3 Army: I, PV 129 / PL 39, Dply: GN-2, Vic: Mar

Issus (333 B.C.)

Macedonians: 8MX / 4HY / 3PL / 2LS / 2MY / 1MC / 1LC / 1CA / 1JV / 1SL / CM: 1, 2 & 3 Army: II, PV 153 / PL 61, Dply: A-4, Vic: Tac Macedonians use Alexander Rule.

Persians: 12PL / 8PH / 4MH / 8LT / 2LS / 5MC / 4LC / 3OC / 4SK / CM: 1 & 3 Army: I, PV 197 / PL 59, Dply: D-6, Vic: Mar Persians deploy and move first, use Darius Rule.

Arbela (331 B.C.)

Macedonians: 8MX / 4HY / 4PH / 6PL / 12LS / 4MY / 2MC / 2LC / 2CA / 3JV / 3SL / CM: 1, 2 & 3 Army: II, PV 200 / PL 80, Dply: D-6, Vic: Dec Macedonians use Alexander Rule.

Persians: 10PH / 15MH / 9LT / 3LS / 3HC / 6MC / 5LC / 7OC / 7SK / 2EL / CM: 1, 2 & 3 Army: I, PV 289 / PL 87, Dply: G-8, Vic: Mar Persians deploy and move first, use Darius Rule. Treat all terrain as clear.

Heraclea (280 B.C.)

Pyrrhus: 10MX / 2HY / 5PH / 10MH / 1MY / 5MC / 4CA / 1SL / 2EL / CM: 1 & 3 Army: II, PV 196 / PL 118, Dply: F-4, Vic: Tac Pyrrhus deploys and moves first.

Romans: 4MH / 6BI / 10SD / 4LC / 6SK / CM: 2 Army: I, PV 106 / PL 79, Dply: H-3, Vic: Tac Romans use Manipular Legion Rule.

Asculum (278 B.C.)

Pyrrhus: 12MX / 2HY / 17MH / 10PH / 6LS / 6MC / 6LC / 2OC / 4CA / 2SL / 3EL / CM: 1 & 3 Army: I, PV 306 / PL 153, Dply: O-4, Vic: Dec Pyrrhus deploys and moves first.

Romans: 8MH / 9LT / 20SD / 9BI / 3LS / 8LC / 2OC / 10SK / CM: 2 & 3 Army: I, PV 239 / PL 179, Dply: F-5, Vic: Tac Romans use Manipular Legion Rule.

Beneventum (275 B.C.)

Pyrrhus: 8MX / 2HY / 5PH / 15MH / 6LS / 4MC / 2LC / 1SL / 3CA / CM: 1 & 3 Army: I, PV 218 / PL 87, Dply: M-6, Vic: Dec Pyrrhus deploys and moves first.

Romans: 8MH / 20SD / 9BI / 6LS / 4LC / 8SK / CM: 1 & 2 Army: I, PV 199 / PL 150, Dply: F-5, Vic: Tac Romans use Manipular Legion Rule.

Cannae (216 B.C.)

Carthaginians: 12MH / 6PL / 6LS / 4MC / 2LC / 4OC / 2SL / 4JV / CM: 1 & 3 Army: II, PV 158 / PL 79, Dply: CD-2, Vic: Dec Carthaginians deploy and move first.

Romans: 8MH / 20SD / 9BI / 4LC / 4SK / CM: 2 & 3 Army: I, PV 176 / PL 106, Dply: F-4, Vic: Tac Romans use Manipular Legion Rule.

Zama (202 B.C.)

Carthaginians: 12MH / 4PH / 2LC / 4MC / 4OC / 2SL / 2JV / 4EL / CM: 1 & 2 Army: II, PV 152 / PL 46, Dply: K-4, Vic: Dec

Romans: 4MH / 20SD / 4LC / 8MC / 4OC / 6SK / CM: 1 & 2 Army: I, PV 184 / PL 92, Dply: J-5, Vic: Tac Romans deploy and move first, use Manipular Legion Rule.

Magnesia (190 B.C.)

Antiochus: 8MX / 10PH / 16MH / 6LS / 5MC / 5LC / 4OC / 4CA / 2SL / CM: 2 & 3 Army: I, PV 250 / PL 75, Dply: AB-3, Vic: Mar Antiochus deploys and moves first.

Romans: 15MH / 5PH / 20SD / 6LC / 3OC / 5SK / 2EL / CM: 1 & 3 Army: I, PV 216 / PL 86, Dply: D-5, Vic: Tac

Pydna (168 B.C.)

Macedonians: 10MH / 10PL / 13MX / 6LS / 3MC / 4OC / 4JV / CM: 2 & 3 Army: I, PV 232 / PL 58, Dply: A-4, Vic: Dec Macedonians deploy and move first.

Romans: 8MH / 9LT / 20SD / 8LC / 2OC / 10SK / CM: 1 & 3 Army: I, PV 188 / PL 75, Dply: C-4, Vic: Tac Romans use Manipular Legion Rule.

Fantasy (c. 320 B.C.)

Macedonians: 8EX / 5PL / 5MX / 5PH / 4MY / 4OC / 2BL / CM: 1, 2 & 3 Army: II, PV 202 / PL 81, Dply: A-4, Vic: Tac Macedonians deploy and move first, use Alexander Rule.

Romans: 8MH / 20SD / 9BI / 3LS / 8LC / 10SK / CM: 2 & 3 Army: I, PV 216 / PL 130, Dply: C-4, Vic: Tac Romans use Manipular Legion Rule.

SPI Errata (as of July 1974)

Source note: this errata sheet is not part of the printed folder. It is the SPI errata as of July 1974, transcribed by Brad Fallon (Malton, Ontario) on 25 September 2001 from BGG thread 248921. It is a third-party transcription, not a publisher PDF. Its corrections apply over the printed rules above where they conflict. The "Game Inventory" omission (list of components and SPI's replacement-parts address) is not rules text and is omitted.

Part I: Official SPI Initial Errata Sheet

Movement

(C) (Clarification): Each unit must be moved to the full extent desired before the movement of any other unit is begun.

(F) (Clarification): No Enemy Movement is permitted during a Player's Movement Phase.

(J) (Omission): No combat (Enemy or Friendly) may take place during a Movement Phase.

(K) (Omission): As units move into any one of the three hexes adjacent to the face of Enemy missile units, they must immediately cease movement and may move no further in that Movement Phase. In any following Friendly Movement Phase they may leave that hex, but must again cease movement immediately if they enter another hex adjacent to the front of an Enemy fire (missile) unit. They may move directly from one such hex to another.

Facing

(General Rule) (Clarification): All combat units (including Command units) are subject to all Facing rules. A unit uses its Melee Defense Strength-Flank when it is attacked from any hex not adjacent to its front (Exception: Manipular Legion Rule).

(I) (Omission): Units may only change their facing orientation during a Friendly Movement Phase. Any facing change requiring an expenditure of Movement Points is subject to the Movement restrictions outlined in the Command Units rules. Units in Contact with Enemy units may change their facing (during the Friendly Movement Phase) up to 60 degrees while remaining in the same hex.

Combat

(General Rule) (Clarification): The Experimental Phalanx units use the combat rules as if they were Peltast units. Units with a Melee Attack Strength of "0" may never initiate a Melee Combat, but defend against Melee attacks using their appropriate Melee Defense Strength (front or flank). Note: All references to "dispersed" units in the rules should be read as "demoralized" units. Missile units may only use defensive fire against Enemy units which have been allocated to attack the missile unit(s) itself. Defensive fire is voluntary.

(D) (Correction): Missile units have their Range Allowance increased by one hex when firing downhill from either slope or hilltop hexes (Exception: Peltasts and Javelin units do not increase their Range Allowance when firing downhill).

(E) (Correction): Attacking units demoralized by Defensive Fire may not perform their scheduled attack.

(H) (Clarification): All missile units firing on the same target hex in the same Combat Phase combine their Fire Attack Strengths into a single total which is compared to the Fire Protection Strength of the target hex.

(K) (Clarification): Units engaged in a Melee combat in which no unit is either eliminated or demoralized remain in Contact. Units remaining in Contact are not required to attack each other, or any other unit, but they may not leave the hex in which the Contact was established until one of the units involved is either eliminated or demoralized in a subsequent Combat.

Note: Units in Contact may change their facing 60 degrees (one hexside) during each Friendly Movement Phase.

(L) (Correction): No unit may launch more than one missile attack and/or one Melee attack in a single Player-Turn (Peltast units and Experimental Phalanx units may do both in a single Player-Turn providing both attacks are made against the same enemy unit[s]).

Part II: Subsequent Official SPI Errata

Transcribed by Brad Fallon, Malton, Ontario, Canada, September 25, 2001.

Cavalry

(General Rule) (Correction): For cavalry units to employ their full Melee Attack Strength they must "charge" through a number of hexes equivalent or greater than their Melee Attack Strength. This necessitates the following length charges for the different types of cavalry units:

Light: 1 hex Oriental: 2 hexes Medium: 3 hexes Heavy: 4 hexes Macedonian Heavy: 4 hexes (despite their Melee Attack Strength of "6")

Cavalry units which "back up" to gain the required charge space must pay all the facing costs involved in such maneuvering. Cavalry units may never change their facing in the hex in which their charge ends. Cavalry units in contact with solely non-cavalry units may move away at will i.e. non-cavalry units can never cause cavalry units to remain in contact with them. Cavalry units do remain in contact with Enemy cavalry units when a Melee combat between such opposing cavalry units does not eliminate or demoralize any unit involved in the combat.

Demoralization and Panic

(General Rule) (Change): A unit becomes demoralized as a result of a combat in which a demoralization combat result is achieved. Panic occurs when the cumulative losses an army suffers during a game reaches the Panic Level given for that army by the Scenario Chart for the scenario in play.

All combat and command units may become demoralized as a result of receiving a demoralized combat result. Demoralized units are distinguished by placing a demoralization marker on top of the unit or stack of units.

A demoralized unit has its Movement Allowance and its Melee Defense Strengths halved (losing any fractions). In addition, a demoralized unit may never initiate an attack (whether Melee or Fire, including Defensive Fire) while it is in a demoralized state.

A demoralized Command unit may not apply its Combat Bonus during the time it is demoralized, but the Command unit retains its normal control over the movement of other Friendly units.

Units which normally possess some control over hexes adjacent to their front (Missile units; also see Cross River Attack) forfeit that control while they are demoralized.

The effects of demoralization last until the end of the same Phase (in which the unit was demoralized) in the following Game-Turn. Thus, a unit which is demoralized by Defensive Fire during the Friendly Player-Turn remains demoralized until the end of the Defensive Fire Phase of the next Friendly Player-Turn.

Panic

When the cumulative losses an army suffers during a game reach that army's Panic Level (indicated on the Scenario Chart), all units of that army immediately panic except the following units:

  1. Command units.

  2. All combat units stacked with or adjacent to a Command unit.

  3. Any unit which is more than ten hexes distant from the nearest Enemy unit.

  4. Macedonian Phalangite units, Hypaspist units, and Roman Swordsmen units. These units never panic under any circumstances.

The effects of panic occur immediately in whatever Phase an army's Panic Level is reached. Immediately invert all panicked units and place a demoralization marker on them (by inverting the units, Players will be able to distinguish Panicked units from units which are only temporarily demoralized). Panic may occur only once per army per game. In addition, once one army panics, the opposing army can panic if their cumulative losses also reach their indicated Panic Level.

Panicked units are considered demoralized in that their Movement Allowance and Defense Strengths are halved and they may not initiate any type of attack. Panicked units, however, retain their full Movement Allowance. During each Friendly Movement Phase all panicked units must be moved their full Movement Allowance towards the mapsheet edge which they were nearest to at the instant they panicked. In moving toward the nearest mapsheet edge panicked units must attempt to move through as few hexes adjacent to Enemy units as possible. The panicked units must pay all normal terrain and facing movement costs, but they may be moved independently of the Command unit movement restrictions.

The panicked units are moved by the owning Player at the beginning of each Friendly Movement Phase before any other Friendly units are moved. They must continue to be moved toward the nearest mapsheet edge hex until they either leave the map (expending one Movement Point to move off the hex grid), are eliminated by Enemy attacks, or are rallied by other non-panicked Friendly units.

A non-panicked Friendly Command or Combat unit may attempt to rally as many panicked units as it is adjacent to at the end of a Friendly Movement Phase by means of a separate die roll for each unit it attempts to rally. A Command unit rallies a panicked unit with a die roll of any number except six. A non-Command unit rallies an adjacent panicked unit by rolling either a one, two, or three. The rally die-rolls are performed at the end of the Friendly Movement Phase after all Friendly units have completed their Movement. Rallied units may not rally other panicked units until the Friendly Player-Turn following the turn in which they were rallied.

Note: Remember, panicked units are considered demoralized in all ways except that they retain their full Movement Allowance. Panicked units may not initiate any attacks nor may they utilize Defensive Fire. Neither Panic nor Demoralization, however, ever has any effect on units defending against Enemy fire attacks since the Fire Protection Strength is assigned according to the hex fired on rather than any strength of the defending units. In Melee combat both panicked and demoralized units have their appropriate Defense Strength halved (even if this reduces their strength to less than one). Panicked units which receive a "DD" combat result are eliminated.

Darius

(Special Rule) (Change): If Enemy units move adjacent to the Darius unit the Darius unit is immediately removed from the map and the Persian army (except for those units specified in the Panic rules) panics. All of the normal panic rules apply in this case.

Note: The Darius unit need not be attacked. The above rule is effected immediately after any Enemy unit moves adjacent to the Darius unit.

Manipular Roman Legion

(General Rule #3) (Clarification): This rule encompasses the sole instance in which any unit may advance after combat. This advance must be exercised immediately before any other combat is resolved. The Roman Swordsmen unit may not change face if it advances after combat.

Command Units

(General Rules) (Omission): The word "pinned" is synonymous with the meaning of "Contact." A unit never needs to be stacked with or adjacent to a Command unit to attack or defend. A Combat Strength Bonus may never be used to adjust the Fire Attack Strength of attacking or defending Missile units. Demoralized Command units forfeit their Combat Strength Bonus capability while they are demoralized although they retain their normal ability to control the movement of Friendly units. Command units never panic.

Withdrawal

(General Rule) (Clarification): The Withdrawal rule only applies to Melee Combat. The Withdrawal rule supersedes the Contact rule, i.e. a contacted unit which is not Melee attacked at 3-1 or greater odds may withdraw one hex. Whenever a unit is withdrawn and the units which were allocated to attack the withdrawn unit advance into the vacated hex, the advancing unit(s) may not be allocated to attack any other Enemy unit, nor may they now attack the unit which withdrew.

Note: A unit withdrawing does not pay any Movement Points for the withdrawal nor may it alter its facing. It is simply moved directly backward one hex. It may not withdraw if to do so it would have to violate the Stacking limitations.

Elephants

(General Rules) (Clarification): Immediately after the first time it is used in combat an Elephant unit begins to run rampant. During the first Phase in which an elephant unit is involved in any type of combat, a die is rolled to determine the direction the elephant moves in. A roll of one results in the elephant immediately moving toward the Turn Record Chart printed on the mapsheet. The other five possible die-roll results indicate the elephant will move in one of five other directions determined in a clockwise-like sequence from the direction indicated by a result of one (toward the Turn Record Chart).

A second die-roll is made to determine the number of hexes the elephant will move in the indicated direction (or as close to it as possible). If a rampant elephant unit moves adjacent to any other unit (Enemy or Friendly) it ceases its movement and immediately attacks that unit (comparing the Elephant unit's Melee Attack Strength to the defending unit's appropriate Defense Strength).

At the very beginning of each subsequent Friendly Movement Phase, before any other unit is moved, the movement of (all) rampant Elephant units is again determined by the same two die-roll process with the same procedure being followed should the Elephant unit move adjacent to another unit. Rampant Elephant units pay all normal terrain costs. They do not pay facing costs and they are moved independently of the Command unit movement restrictions. Each Friendly Movement Phase this procedure is repeated until the Elephant unit is either eliminated by an Enemy attack or leaves the map (by expending one Movement Point to leave the hex grid). Rampant Elephant units which leave the map are counted as losses toward the owning army's Panic Level.

Note: Whenever an army containing Elephant units panics, all Elephant units in that army immediately run rampant. Rampant Elephant units may never be rallied or returned to a non-rampant state by any means.

The Scenario Chart

(Corrections): A number of errors were made on the Scenario Chart in describing the composition of the opposing forces and in the "PL" (Panic Level) and "PV" (Victory Point Value) assignations. Corrections should be made as follows in the scenarios listed below.

Note: In several scenarios the composition of forces list units whose abbreviated designation is given as "SL". In each of these cases the designation should be changed to "SG" (Slinger units).

  • Plataea: Persian PV 140; Persian PL 56.
  • Corinth: Confederacy Forces: change 2 JV to 2 SK.
  • Leuctra: Spartans PV 114; Spartans PL 68.
  • Chaeronea: Macedonians PV 238; Macedonians PL 93.
  • Granicus: Persian: change 10 LC to 8 LC; Persian PV 144; Persian PL 43.
  • Issus: Persian PV 204; Persian PL 61.
  • Arbela: Macedonians: change 12 LS to 6 LS; change 3 SL to 2 SG; Macedonians PV 230.
  • Asculum: Pyrrhus: change 6 MC to 5 MC; change 6 LC to 5 LC.
  • Beneventum: Roman: change 6 LS to 3 LS; Roman PV 204; Roman PL 82; Pyrrhus PV 214; Pyrrhus PL 162.
  • Cannae: Carthaginians PV 162; Carthaginians PL 81.
  • Zama: Roman: change 8 MC to 6 MC.
  • Fantasy: Macedonians PV 187; Macedonians PL 75; Romans PV 211; Romans PL 127.

Note: The Manipular Roman Legion rules should be applied in the Magnesia Scenario.

Terrain Effects Chart

(Clarification): The Defense Strength section of the Terrain Effects Chart specifies the effect of terrain on a unit's Melee Defense Strength(s) when it is defending in a hex containing a particular terrain type.

Similarly, the Attack Strength section of the chart specifies the effect of the terrain in which the Attacking unit is situated on that unit's Attack Strength for both Fire and Melee Combat.

The Defense Strength of a unit defending on higher terrain than it is being attacked from and/or the Attack Strength of a unit attacking a unit on lower terrain is computed on the Downhill terrain effect column.

The Defense Strength of a unit defending on lower terrain than it is being attacked from and/or the Attack Strength of a unit attacking a unit on a higher terrain is computed on the Uphill terrain effects column.

When a unit on a Slope hex is attacking an Enemy unit on an adjacent Slope hex both the Attack and Defense Strengths should be computed on the Uphill terrain effects column.

The greatest Fire Protection Strength a hex can have is 4, i.e., the FPS of a wooded stream hex is 4, not 6.

The Movement Point cost to enter a hex containing two differing terrain types, i.e. a wooded slope hex, is computed solely on the Movement Point cost of the more difficult terrain type. Thus, it costs four Movement Points to enter a wooded slope hex, not 6.

Treat any hex in which a black road line crosses a blue stream line as a bridge hex.

The cost to enter a road hex through a road hexside is 1/2 of a Movement Point. The cost to enter a road hex when not moving through a road hexside is computed according to the entry cost dictated by the other terrain in the road hex.

Stream, Fords, and Bridges: A stream hex is defined as any hex containing the blue, ribbon-like stream symbol and having land hexes on both sides of it. It costs Two Movement Points to enter a stream hex. It costs one Movement Point to enter a ford if it is entered from a non-stream hex (otherwise, it costs the normal two Movement Points for the stream). It costs 1/2 Movement Point to enter a bridge hex if it is entered through a road hexside. If entered through any other type of hexside, it costs two Movement Points to enter a bridge hex.

The asterisk in the Notes section of the Terrain Effects Chart pertains to Woods and Swamp hexes (rather than stream hexes) and is explained in the lower right hand corner of the chart.

A sea hex (or lake hex) is defined as a hex which is completely covered by the blue (water) marking and containing no land whatsoever. Units may never enter sea or lake hexes. Any non-stream hex containing both land and water is considered a land hex. The Movement Point cost to enter such a hex is dictated by the (non-water) terrain in the hex. If a hexside is not completely covered by the blue (water) marking it is considered a land hexside and Melee combat across such a hexside is allowed.

Note: A ford hex is considered clear terrain for Movement purposes but it is treated as a stream hex for Combat purposes. The Cross River Attack rule is applicable only to stream hexes adjacent to a unit's "front."

Units permitted to enter certain types of terrain only on road hexes always have their Melee Defense Strength(s) halved when attacked on a road hex in the otherwise prohibited terrain.

In the Notes section of the Terrain Effects Chart Players should add that Macedonian Heavy Cavalry are subject to the same road restrictions as regular Heavy Cavalry.

Also, Elephant units may never enter swamp hexes (rampant elephants which enter swamp or sea hexes are eliminated).

Units are only prohibited from attacking when in hexes which cause a terrain effect of "P" to appear in their Attack Strength section of the Terrain Effects Chart. Units may otherwise always attack, even in terrain in which they are restricted to road hexes. In such cases the road has no effect; their Attack Strength is computed according to the other terrain in the road hex.

Melee attacks may be made against adjacent hexes which the attacking unit is prohibited from entering.

Remember, Missile units may not fire when in swamp or woods hexes, although they may fire from road hexes in such terrain in which case their Fire Combat Strength is halved.

Note: Beneath the Terrain Effects Chart there is a paragraph which gives an example of the effects of Combat Unit Capabilities. In this example the unit referred to as an "MP" unit is in fact an "MH" unit. The example assumes that both the SD unit and the MH unit are being attacked frontally. The Attacker is assumed to be a Class III unit launching a Melee attack. This example does not take into account terrain modifications or any other adjustments of Combat Strength(s) other than for Combat Unit Capability.

Turn Record Chart

(Correction): All of the Phalanx scenarios end after the twelfth Game-Turn (not fifteen turns as the Chart depicts).

Explanation of Combat Results

(Clarification): Command units may be used to comply with a "1E" or "2E" combat result only if sufficient combat units are not available.

Combat Procedure

(Clarification): In adjusting Combat Strengths for Terrain effects, Combat Unit Capability, and Demoralization and Panic, each unit's Combat Strength must be individually adjusted. Whenever any Combat Strength is halved any remaining fraction is lost. The Defense Strength of a unit after these adjustments are made may be less than "one."

  • Zama (202 B.C.)
  • Magnesia (190 B.C.)
  • Pydna (168 B.C.)
  • Fantasy (c. 320 B.C.)
  • Elephants
  • The Scenario Chart
  • Terrain Effects Chart
  • Turn Record Chart
  • Explanation of Combat Results
  • Combat Procedure