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Spartan: Tactical Warfare in the Hellenistic Age, 500-100BC thumbnail

Spartan: Tactical Warfare in the Hellenistic Age, 500-100BC

Spartan: Tactical Warfare in the Hellenistic Age, 500-100BC Rulebook

Table of Contents

Table of Contents

  • PART ONE: PRESTAGS STANDARD GAME RULES
    • 1.0 Introduction
    • 2.0 General Course of Play
      • 2.1 Game Scale
      • 2.2 Learning the Game
    • 3.0 Game Equipment
      • 3.1 Game Map
      • 3.2 Game Charts and Tables
      • 3.3 The Playing Pieces
        • 3.31 Sample Melee Unit
        • 3.32 Sample Fire Unit
        • 3.33 Sample Leader Unit
        • 3.34 "All-Around" Combat Strength
        • 3.35 Definitions of Terms
        • 3.36 Dot Melee Value
        • 3.37 Bracketed Melee Combat Strengths
      • 3.4 Summary of Unit Types
    • 4.0 Sequence of Play
      • 4.1 The Game-Turn
      • 4.2 Sequence Outline
    • 5.0 Movement
      • 5.1 How to Move Units
      • 5.2 Movement Prohibitions
      • 5.3 Unit Organization and Compatibility
      • 5.4 Stacking
      • 5.5 Roads
      • 5.6 Slopes
    • 6.0 Fire Combat
      • 6.1 Which Units May Attack
      • 6.2 Combat Allocation and Resolution
      • 6.3 Fire Attack Prohibitions and Restrictions
      • 6.4 Defensive Fire
      • 6.5 Fire and Melee
    • 7.0 Melee Combat
      • 7.1 Which Units May Attack and Defend
      • 7.2 Multiple-Unit and Multi-Hex Combat
      • 7.3 Combat Resolution
      • 7.4 Melee Attack Inhibitions
      • 7.5 Flanking Attack
      • 7.6 Melee Strength Variation
    • 8.0 Combat Results Table
      • 8.1 Explanation of Combat Results
      • 8.2 Effects of Disruption
      • 8.3 Retreat
      • 8.4 Advance After Combat
    • 9.0 Terrain Effects Chart
    • 10.0 Leaders
      • 10.1 Leadership Combat Bonus
      • 10.2 Leadership Movement Control Radius
      • 10.3 Leader Reduction
      • 10.4 Summary of Leader Characteristics
    • 11.0 Scenarios and Victory Conditions
      • 11.1 Scenario Format
      • 11.2 Levels of Victory
      • 11.3 Control
      • 11.4 Exiting Units
    • How to Use the Tracks on the Map
    • 12.0 Optional Rules
    • 13.0 Panic
      • 13.1 Determination of Panic
      • 13.2 Rallying
    • 14.0 Melee Combat and Elevation
      • 14.1 Attacking Into Higher Elevation
      • 14.2 Attacks on Slopes
      • 14.3 Resistance to Disruption
    • 15.0 Tactical Concession
    • 16.0 Facing
      • 16.1 Effect on Movement
      • 16.2 Effect on Melee Combat
      • 16.3 Effect on Fire Combat
    • 17.0 Retreat Before Combat
    • 18.0 Contact
    • 19.0 Simultaneous Movement Sequence
      • 19.1 Sequence Outline: The Game-Turn
    • 20.0 How to Use the Simultaneous Movement Plot Chart
      • 20.1 Secrecy and Honesty
      • 20.2 Order of Combat
      • 20.3 Simultaneity of Movement
      • 20.4 Inviolability of the Plot
    • 21.0 Individual Tasks Summary
      • 21.1 Unit Tasks
      • 21.2 Operation Interruption
    • 22.0 Movement Resolution
      • 22.1 Continuity of Movement
      • 22.2 Opposing Forces Entering the Same Hex
      • 22.3 Opposing Forces Crossing the Same Hexside
    • 23.0 Defensive Strength Variation
      • 23.1 Units Attacked When Plotted to Move
      • 23.2 Units Attacked When Plotted to Fire (OF or DF)
      • 23.3 Units Attacked When Plotted to Melee Attack
  • PART TWO: SPARTAN EXCLUSIVE RULES AND SCENARIOS
    • 1.0 Elephants
      • 1.1 Mechanics of Rampaging
      • 1.2 Effects of Rampaging
    • 2.0 Leader Reduction
    • 3.0 Optional Rules
      • 3.1 Alexander the Great
      • 3.2 Darius, King of Kings
      • 3.3 Range Increment
      • 3.4 Unit Capability Chart
      • 3.5 Terrain Unit Prohibitions
    • 4.0 Scenarios of Greek Ascendance

PART ONE: PRESTAGS STANDARD GAME RULES

1.0 Introduction

PRESTAGS (Pre-Seventeenth Century Tactical Game System) is a simulation of the art of warfare from 3000 B.C. to 1550 A.D. Each game in the series covers a segment of that period, and presents the tactical situations faced by the leaders of the great battles of the period. These battles are presented as scenarios, in which are given a mix of units from the counter sheet and their historical posture at the outset of the battle. Similarly, the map represents a typical mix of terrain, and each battle is fought in areas of the map which closely simulate the actual historical terrain.

Two folders are provided. The first contains Standard Rules, which are common to all the games in the PRESTAGS series, and Optional Rules, which may be used in any game at the Players' choice. The second folder contains unique Scenarios for the specific PRESTAGS game you have purchased, and Exclusive Rules for this game only.

2.0 General Course of Play

Each scenario is played in sequenced turns (called Game-Turns) during which Players move their units on the map and engage in two types of combat using Fire (missile) and Melee (contact) weapons. While maneuvering and engaging in combat, they frequently try to achieve certain geographic objectives on the map.

2.1 Game Scale

Each hex in PRESTAGS represents 50 meters from side to side. Each unit represents 100-125 men and/or horses. Each Game-Turn represents five minutes.

2.2 Learning the Game

The army has started using a system called "Peer Group Instruction". The instructor spends a lot of time with only one or two people to teach them how to do a particular job. Once trained, these people go off and instruct others in the job. It is a far more efficient system that takes advantage of the superiority of personal attention in any learning situation. Not to belabor the obvious, but the best way to learn PRESTAGS, or any other conflict simulation, is to learn it from someone who has played already.

If this is not possible and you must learn the game on your own, do the following:

a. Look at all the components.

b. Scan the rules quickly, but read all diagrams and tables word-for-word.

c. Punch out the counters and set-up the simplest scenario (the one with the fewest counters).

d. Play the scenario "solitaire" with the Sequence of Play (4.0) in front of you.

e. After making a few moves, read the rules word-for-word.

3.0 Game Equipment

3.1 Game Map

The 23" by 35" mapsheet represents terrain typical of that on which the battles were fought. Its area is roughly 1.8 by 2.8 kilometers. The different terrain features affect movement and combat. An hexagonal grid is superimposed over this terrain to regulate movement, range, and the position of the playing pieces. In order to make the map lie flat, backfold the creases, and optionally make use of small pieces of masking tape to hold and protect the map.

3.2 Game Charts and Tables

Various visual aids are provided for the Players to simplify and illustrate certain game functions. Chief amongst these are the Combat Results Table (which is used to show the effects of attacks), and Turn Record (to keep track of elapsed time), and the Terrain Effects Chart (showing the effects of the various terrain hexes on movement and combat).

3.3 The Playing Pieces

Two differently colored sets of playing pieces (henceforth known as units) are supplied. The Players are assigned certain of these to represent the opposing armies in each scenario. The playing pieces are distinguished by type, strength, and mobility, as represented by the numbers on the face of the counter. These numbers are always in the same position for a particular characteristic of the unit. On different units, the numbers may change, but it is still the same basic arrangement. Note that fire units have two additional numbers (compared to solely melee units): Range Allowance and Fire Combat Strength.

3.31 Sample Melee Unit

The counter shows, at the top, the unit type code and an identity code (number); at the bottom, from left to right, the Melee Strength, the Class letter, and the Movement Allowance.

3.32 Sample Fire Unit

The counter shows the unit type code and identity code at the top. Beneath, on the left, the Fire Strength; on the right, the Range Allowance; at the bottom, from left to right, the Melee Strength, the Class, and the Movement Allowance.

3.33 Sample Leader Unit

The counter shows the unit type code (the Leader's level, e.g. "3L") and identity code at the top. Beneath are the Combat Bonus (left) and the Movement Control Radius (right); at the bottom, the Melee Strength (a dot), the Class (E) and the Movement Allowance.

3.34 "All-Around" Combat Strength

The Combat Strength of a unit is applicable in all directions. There is no particular direction (usually called "facing") ever assigned to a unit (exception: see Optional Rule 16.0).

3.35 Definitions of Terms

Melee Combat Strength is the number quantifying the basic offensive and defensive power of a unit when engaged in Melee Combat. It is expressed in terms of Strength Points.

Fire Attack Strength is the number quantifying the basic offensive strength of a unit when firing its ranged missile weapons. Note that only a few units have this characteristic.

Range Allowance is the maximum number of hexes through which a fire unit may fire, i.e., apply its Fire Attack Strength, subject to certain restrictions. Range includes the target hex, but not the firing hex.

Fire units are those which have the characteristics of Fire Attack Strength and Range Allowance.

Melee units are those which have no fire characteristics, i.e., they are non-fire units.

Some units have both a Fire Attack Strength and a Melee Combat Strength; these units are considered Fire units.

3.36 Dot Melee Value

Certain units have a dot (*) instead of a Melee Combat Strength. These units may not engage in offensive Melee Combat, and are considered to have a defensive Melee Combat Strength of Zero when stacked with units which do have a Melee Combat Strength. When not stacked with such a unit (and when calculating Victory Points) each unit with a Dot Melee Value is considered to have a Melee Combat Strength of 1.

3.37 Bracketed Melee Combat Strengths

Certain units have a Melee Combat Strength which is enclosed in brackets [ ]. These units have a Melee Defense Strength one-half of the printed number within the brackets. Brackets have no effect upon a unit's Combat Strength in attack. Therefore, a unit with a bracketed Combat Strength of "four" would melee attack with four strength points, but would melee defend with two strength points. Brackets do not affect the Fire Protection Strength of any hex. Fractions are retained in computing one-half of Combat Strength.

3.4 Summary of Unit Types

Pictured in the folder are all of the unit types employed in the PRESTAGS Series, along with a code showing the games in which each type is used. Abbreviations: C = Chariot, S = Spartan, L = Legion, V = Viking, Y = Yeoman. Each entry below gives the printed counter values: Melee Strength / Class / Movement Allowance; for fire units the two extra numbers are given as Fire Strength and Range Allowance (left and right of the counter's center symbol). A dot means a Dot Melee Value; brackets are as printed.

Class A

UnitMelee / Class / MovementGames
MI Militia Infantry2 A 3CSVY
MS Militia Spearmen3 A 3CSLY
PS Professional Spearmen4 A 3SLY
PP Professional Pikemen6 A 4SY
LT Light Troops[4] A 5S
EX Experimental Phalanx3 A 5 (printed numbers 2 and 1 beside the symbol)S

Class B

UnitMelee / Class / MovementGames
BI Barbarian Infantry[6] B 5SL
SD Swordsmen4 B 4CSLVY
AX Axemen3 B 4CV

Class C

UnitMelee / Class / MovementGames
LC Light Cavalry1 C 9SLY
MC Medium Cavalry[3] C 9CSVY
HC Heavy Cavalry[4] C 7SLVY

Class D

UnitMelee / Class / MovementGames
VF Viking Fleets4 D 15V
EL Elephants[8] D 6S
CH Chariotsdot D 9C

Class E (Leaders)

UnitPrinted numbersGames
1L9 and 2 beside the symbol; dot E 9CSLVY
2L6 and 2; dot E 9CSLVY
3L3 and 1; dot E 9CSLVY
4L3 and 0; dot E 9CSLVY
5L0 and 2; dot E 4C
6L0 and 1; dot E 4C

Class Ff (Foot Fire)

UnitFire / RangeMelee / Class / MovementGames
BW Bowmen2 / 2dot Ff 5CS
IB Improved Bowmen2 / 3dot Ff 5CV
SK Skirmishers2 / 1[2] Ff 5CSL
BL Ballista3 / 7dot Ff 2S
CB Crossbowmen2 / 3dot Ff 5VY
AE Arquebusiers, Early2 / 3dot Ff 5Y
AL Arquebusiers, Late

Class Mf (Mounted Fire)

UnitFire / RangeMelee / Class / MovementGames
HB Horse Bowmen1 / 2dot Mf 9CV
OC Oriental Cavalry1 / 12 Mf 9SL
BC Byzantine Cataphracts1 / 23 Mf 9LV
HA Heavy Artillery3 / 7dot Mf 2Y
LA Light Artillery2 / 5dot Mf 4Y

Unit Types and Abbreviations

AE Arquebusiers, Early; AL Arquebusiers, Late; AX Axemen; BC Byzantine Cataphracts; BI Barbarian Infantry; BL Ballista; BW Bowmen; CB Crossbowmen; CH Chariots; EL Elephants; EX Experimental Phalanx; HA Heavy Artillery; HB Horse Bowmen; HC Heavy Cavalry; IB Improved Bowmen; LA Light Artillery; LB Long Bowmen; LC Light Cavalry; LT Light Troops; MC Medium Cavalry; MI Militia Infantry; MS Militia Spearmen; OC Oriental Cavalry; PP Professional Pikemen; PS Professional Spearmen; SD Swordsmen; SK Skirmishers; VF Viking Fleets; L Leader.

3.5 Game Equipment Inventory

Each complete game in the PRESTAGS series consists of the following parts: one game map; one Standard Rules Folder; one Exclusive Rules Folder; one set of die-cut counters (400 pieces); one box; one die.

If any of these parts are missing or damaged, or if you have any questions concerning the game, please write: Simulations Publications, Inc., 44 East 23rd St., New York, N.Y. 10010. (Questions must be accompanied by a stamped, self-addressed envelope.)

4.0 Sequence of Play

4.1 The Game-Turn

PRESTAGS is played in sequenced Game-Turns: each Game-Turn is composed of two Player-Turns. Each Player-Turn is composed of four phases. Players must strictly follow the Sequence of Play. The Game-Turn proceeds as follows:

4.2 Sequence Outline

1. FIRST PLAYER-TURN

The First Player is designated by the individual scenario. The Player whose turn is in progress is termed the Phasing Player.

A. Fire Combat Phase: The First (Phasing) Player executes Fire Attacks against Enemy units within his own units' Range Allowance.

B. Movement Phase: The Phasing Player may move all of his units up to the limits of the units' Movement Allowance, within the restrictions of the Movement Rules. At the end of this, the non-Phasing Player has the option to execute Defensive Fire (see 6.4).

C. Melee Combat Phase: The Phasing Player executes all melee attacks against adjacent Enemy units, according to the rules for Melee Combat.

D. Mutual Disruption Recovery Phase: All disruption markers are removed, except from those units which suffered disruption in any Phase of the current Player-Turn. This mutual phase occurs at the end of each Player-Turn.

2. SECOND PLAYER-TURN

The Second Player follows the same sequence and procedures as the First Player, using his own units and assuming the role of the Phasing Player.

3. TURN RECORD

One of the Players advances the Game-Turn marker on the Turn Record one position to indicate that one Game-Turn has been completed.

5.0 Movement

GENERAL RULE:

During the Movement Phase of a Player's turn, the Player may move as many or as few of his units as he wishes. Each unit may expend as many Movement Points as desired within the limits of its Movement Allowance.

PROCEDURE:

Each unit is moved by tracing the path of its movement through the hexagonal grid.

5.1 How to Move Units

5.11 Movement is calculated in terms of hexagons. Basically, each unit expends one Movement Point of its total Movement (point) Allowance for each hex entered. To enter some types of hexes, it may be required to expend more than one Movement Point. See the Movement section of the Terrain Effects Chart for a full list of terrain "entry costs".

5.12 In any given Movement Phase of a Player-Turn, the Player may move all, some or none of his units. Movement is never required, it is always voluntary.

5.13 Units are moved individually, in any direction or combination of directions. A unit may be moved as many or as few hexes as the owning Player desires, as long as its Movement Allowance is not exceeded in a single Movement Phase. Unused Movement Points, however, may not be accumulated from Phase to Phase, nor transferred from unit to unit.

5.14 Units may be moved only once each Movement Phase.

5.15 An undisrupted unit may always be moved one hex in any direction into any passable terrain. This is to prevent units from being trapped through loss of Movement Points or terrain entry costs. If this technique is used, the one hex is the only hex to which the unit may move for the turn.

5.2 Movement Prohibitions

5.21 No Enemy movement is permitted during a Player's Movement Phase.

5.22 No fire or melee combat (except for Defensive Fire, see 6.4) occurs during a Movement Phase.

5.23 Units may never enter or pass through a hex containing Enemy units.

5.24 In a given Movement Phase, once a unit has been moved and the Player's hand withdrawn from the piece, it may not be moved again, nor may it retrace and change its move.

5.25 Units may move over different types of terrain hexes in the same Movement Phase as long as they have enough Movement Points to expend as they enter each hex.

5.26 Units may always move through a hex containing Friendly units. Stacking limitations do not apply during the Movement Phase (see Stacking, 5.4).

5.27 In any Movement Allowance adjustment, fractions are retained. A unit without sufficient Movement Points to complete a move may not move into a hex.

5.3 Unit Organization and Compatibility

5.31 Non-fire units are organized into three classes: A, B and C (see 3.4).

5.32 Non-fire units of the same class may occupy the same hex in any combination. Non-fire units of different classes may never be in the same hex.

5.33 Fire units are organized into two classes, Foot Fire (Ff) and Mounted Fire (Mf) (see 3.4).

5.34 Fire units of the same class may occupy the same hex in any combination; fire units of different classes may never be in the same hex.

5.35 Foot Fire units may be mixed with Class A or Class B non-fire units. (They could not be mixed with both in the same hex because of the prohibition against mixing Class A and B, case 5.32.)

5.36 Mounted Fire units may be mixed with Class C non-fire units.

5.37 Miscellaneous units are grouped in Class D. Class D units may mix with their own Class and all other classes as long as no other prohibitions (above cases) are violated.

5.38 Leader units are grouped in Class E. Class E units may mix with their own class and all other classes as long as no other prohibitions (above cases) are violated.

5.39 Unit Capability Chart (See the mapsheet)

5.4 Stacking

Each Player has a certain stacking limitation assigned to him in a given scenario. At the end of the Player's Movement Phase, he may have no more than the stated limit of units in any single hex. Stacking limitations apply at all times except during the Movement Phase. (The restrictions apply at the end of Movement.)

5.41 All units in the same hex always defend as one, indivisible total of Strength Points. The Attacker may not in any way separately attack Enemy units placed on one hex.

5.42 Leader and information counters (Disruption and contact markers) do not count for stacking purposes. They are ignored.

5.43 A stack may be moved together at the movement rate of the slowest Movement Allowance in the stack, or faster units may separate at any point during the move.

5.5 Roads

5.51 A unit which moves from one road hex directly into an adjacent road hex through a road hexside expends only one Movement Point, regardless of other terrain in the hex. (Diagram: entering a road hex by a non-road hexside costs variable Movement Points depending on the terrain of the hex; moving through the road hexside costs 1 point.)

5.52 A unit which moves into a road hex through a non-road hexside must pay the entry cost of the other terrain in the hex.

5.53 Roads have no effect upon combat (consider the effects of other terrain in hex).

5.6 Slopes

5.61 A unit which moves into a Slope hex must always expend two Movement Points to enter the hex (unless it is moving by road). The cost for entering a Slope hex remains two Movement Points whether the unit is moving "up" or "down" or "across" the Slope.

5.62 A unit which moves from a Slope hex, into an adjacent Hilltop hex, through a hexside marked by the Slope splash symbol, expends two Movement Points.

6.0 Fire Combat

GENERAL RULE:

Players engage in Fire Combat during the Friendly Fire Combat Phase. The Phasing Player is considered to be the attacker, and the non-Phasing Player is considered to be the defender. A Fire unit may attack any hex within the number of hexes indicated by the unit's Range Allowance if there is a clear Line of Sight to the target (see 6.34).

PROCEDURE:

During the Fire Combat Phase, the Phasing Player allocates units to attack Enemy occupied hexes. Each attack is resolved by comparing the total of all the attacking units' Fire Combat Strengths to the Fire Protection Strength (given on the Terrain Effects Chart) of the hex the defending units are in. This comparison is stated as a ratio of Attacker's Strength to Defender's Strength; this is simplified to conform to one of the Combat Odds shown on the Combat Results Table. The die is rolled and the result is cross-referenced with the appropriate Combat Odds column, yielding the result. Each Combat result is fully applied before initiating another combat action.

6.1 Which Units May Attack

6.11 Fire units may not engage in offensive Melee Combat in the same Friendly Player-Turn as that in which they have engaged in Fire Combat. They may move.

6.12 Fire units may not engage in Fire Combat in consecutive Player-Turns. Thus, a fire unit engaging in Fire Combat in its own Friendly Player-Turn may not engage in Defensive Fire in the Enemy Player-Turn immediately following (see Defensive Fire, case 6.4).

6.13 Fire units may only fire attack Enemy units within the number of hexes of their Range Allowance (see 6.32).

6.14 Not every unit in a stack need participate in an attack made by a unit or units in their stack. They may engage in other attacks, or none at all.

6.15 No unit may participate in more than one attack per Combat Phase. No unit may be attacked more than once per Combat Phase.

6.16 A unit may not execute a Fire Attack against Enemy units located in two or more hexes.

6.2 Combat Allocation and Resolution

6.21 There is no limit to the number of fire units that may fire into a given hex. Different fire units may attack the same hex, even if they are at different firing ranges, of different unit types, or in different hexes. The Fire Attack Strengths of units attacking into a given hex are always combined.

6.22 The defensive Strength of a unit(s) in a hex under Fire Attack is dictated by the hex's terrain. A Fire Protection Strength is listed for each type of hex on the Terrain Effects Chart. A ratio is arrived at by comparing the Attacker's Fire Attack Strength to the Fire Protection Strength of the Defender's hex. The ratio is reduced to a Combat Odds. The number of units defending against a fire attack has no bearing on the Fire Protection Strength of the hex.

6.23 In Fire Combat, combat results apply to all units in the affected hex.

6.3 Fire Attack Prohibitions and Restrictions

6.31 A single fire unit may never attack more than a single hex, nor may its Fire Combat Strength be split in any way.

6.32 Fire units may not fire through village or woods hexes to reach a target. They may fire into or from village or woods hexes.

6.33 Ff units may not fire from stream or ford hexes. They may fire from bridge hexes, and may fire into river, ford and bridge hexes.

6.34 A Fire unit must have a Line of Sight (LOS) to fire. To determine the hexes of the LOS, lay a straight edge along the centers of the firing and target hexes. If any portion of this line passes through hexes considered "blocking" terrain or through hexes so occupied as to be "blocking", the Fire unit may not fire into that hex.

6.35 Units on a slope may fire into, but not through a hilltop hex.

6.36 Slope hexes block fire unless either the firing or the target unit is on a hilltop hex which is adjacent to the slope hex in question. (Important! Be sure to understand this.) (Diagram: LOS between hexes A and C is blocked; between A and B it is clear.)

6.37 The Line of Sight of a unit may be blocked by a hex occupied by any unit, Enemy or Friendly, depending upon the elevation of the firing unit. There are three possible elevations: Ground level hexes, Slope hexes and Hilltop hexes. When in a Ground level hex, a unit may not fire through any occupied hex. When in a Slope hex, a unit may not fire through an occupied Slope hex or Hilltop hex, but it may fire through occupied Ground level hexes. A unit in a Hilltop hex may not fire through occupied hexes unless its Line of Sight goes through an adjacent Slope hex, in which case it may fire through occupied hexes. If the Line of Sight of a unit in a Hilltop hex crosses a non-adjacent hexside marked by the Slope splash symbol, it is blocked, beyond that point, by occupied hexes. (Diagram: LOS between hexes A and B is blocked.)

6.38 If a Line of Sight falls coincidentally along a hexside between two hexes, the LOS is clear if either hex is unblocked. If both hexes are blocked (for reasons of terrain, occupation, or both), the LOS is blocked. A LOS is blocked by falling along a hexside whose two hexes have two different blocked characteristics. (Diagram: LOS between hexes C and D is clear.)

6.4 Defensive Fire

6.41 All undisrupted fire units have rigid Defensive Fire Zones for movement purposes: when any Enemy unit moves adjacent to a Friendly fire unit, the Enemy unit must stop. The Enemy unit may move no further in that Movement Phase.

6.42 At the completion of all Enemy movement during the Movement Phase, all Friendly fire units have the option to launch Defensive Fire: they may fire at any hex adjacent to them into which Enemy units moved during that Movement Phase.

6.43 Defensive Fire is possible only if a fire unit did not fire attack in the previous Player-Turn. Fire units may never fire in consecutive Player-Turns; they require one full Player-Turn to prepare fire (see 6.12 and 6.52).

Therefore, if a fire unit engaged in an attack during a Friendly Fire Combat Phase, it would be unable to use its Defensive Fire after the ensuing Enemy Movement Phase. But all Enemy units would still have to end their movement if they move adjacent to a Friendly fire unit.

6.44 A fire unit which is incapable of Defensive Fire still forces Enemy units to stop when they come adjacent to the fire unit.

6.45 Fire units stacked together may fire separately, into different hexes. The same hex may never be attacked more than once in Defensive Fire.

6.5 Fire and Melee

6.51 Fire units with a Melee Strength may attack in Melee Combat or in Fire Combat in a Friendly Player-Turn. They may never do both in the same Friendly Player-Turn, and they could not use Fire Attack if it had been used in Defensive Fire during the immediately preceding Enemy Player-Turn.

6.52 It is entirely possible to alternate Melee Attack (on the Friendly Player-Turn) with Defensive Fire (during the Enemy Player-Turn). The conditions are that both Melee Attack and Offensive Fire cannot be used on the same Player-Turn; and that fire may not be employed on consecutive Player-Turns.

7.0 Melee Combat

GENERAL RULE:

Melee combat takes place during the Melee Combat Phase of a Player-Turn. The Phasing Player is considered to be the Attacker and the non-Phasing Player to be the Defender (regardless of their overall strategic position). A unit may only melee attack Enemy units which are in an adjacent hex.

PROCEDURE:

During his Melee Combat Phase, the Phasing Player indicates which of his units will be used to attack Enemy-occupied hexes. Then each separate combat action is resolved in turn, in any order the attacking Player wishes. The attacker need not specify his attacks until they are made, as long as the rules of combat are followed.

Combat is resolved by totalling the Melee Strengths of the attacking units and comparing this to the total of the Melee Strengths of the defender. This comparison is expressed as a ratio of Attacker's Strength to Defender's Strength; this is simplified to one of the Combat Odds on the Combat Results Table. The die is rolled and the number is cross-referenced with the appropriate Combat Odds column to achieve a combat result. Each combat result is fully applied before initiating another combat action.

7.1 Which Units May Attack and Defend

7.11 Not every unit in a stack need participate in the same attack upon the same defending hex, even if one of the units is attacking; the other units may engage in other attacks, or none at all.

7.12 Friendly units stacked in the same hex must be treated as one combined defensive Melee Strength value when attacked.

7.13 Any one hex may be subjected to only one Melee Combat during a Player-Turn. One unit in a stack cannot be singled out and attacked separately.

7.14 No unit may participate in more than one attack per Combat Phase. No unit may be the object of more than one attack per Combat Phase.

7.15 Units disrupted by Defensive Fire Combat may not participate in the subsequent Melee Phase.

7.2 Multiple-Unit and Multi-Hex Combat

7.21 Friendly units in different hexes, adjacent to the same defending hex, may participate in a combined attack against that hex regardless of unit class. In such a case, combine all the Melee Strength Points of the attacking units into one total Strength value. An Enemy-occupied hex may be attacked by as many units as can be brought to bear. Conceivably, as many as six stacks of units could participate in an attack upon a single Enemy-occupied hex.

7.22 A unit or units in a single hex may execute an attack against Enemy units located in two or more adjacent hexes. In such a case, the Defending Strengths are combined for combat resolution.

7.23 Attacks may involve any number of attacking or defending units on different hexes. For the attacks to be resolved as a single combat, however, all the attacking units must be adjacent to all the defending units.

7.24 Examples: (diagrams marking legal combats and an illegal combat, "Illegal to resolve as a single attack"; A = Attacker, D = Defender)

7.3 Combat Resolution

7.31 Attacks may be resolved in any order that the Attacker wishes. The result of each attack must be applied immediately, as the attack is executed.

7.32 Combat Odds are rounded off in favor of the defender to conform to the ratios given on the Combat Results Tables. For example, an attack of 26 Strength Points against 9 Strength Points would be rounded off to a "2 to 1" odds situation.

7.4 Melee Attack Inhibitions

Units may never split their Melee Strength and use it in two or more attacks in the same Combat Phase. The Melee Strength of the unit may never be used in piece-meal fashion. All Melee Strengths are integrated quantities.

7.5 Flanking Attack

7.51 Whenever Melee-attacking units occupy, or are adjacent to, every one of the six hexes around the defending unit(s), the attack is termed a Flank Attack. Units engaged in a flank attack have their Melee Combat Strengths doubled before computing the combat odds of the attack.

Thus, if two units, each with a Combat Strength of "two", were flank attacking a unit with a Combat Strength of "four", the combat odds would be eight to four (2 to 1 on the Combat Results Table).

7.52 The doubling in Melee Flank Attacks is the final correction applied to combat odds (after all other adjustments, such as Terrain, Leader bonuses, etc.).

7.53 A Flank Attack is possible only with units that are actually attacking the "flanked" unit. Mere presence in the necessary position (without attacking) is not enough for Flank-attack purposes.

7.54 Units caught against impassable terrain or mapedges are not flanked unless the full conditions for Flank Attack (case 7.51) are still fulfilled.

7.55 The presence of Enemy units never interferes with Flank attacks by Friendly units.

7.56 Fire combat never benefits from Flank Attack.

7.6 Melee Strength Variation

Melee Strength of all units can be affected by the terrain they occupy. See the Terrain Effects Chart.

8.0 Combat Results Table

(See the mapsheet)

8.1 Explanation of Combat Results

Attacks at odds less than 1 to 2 are not permitted; odds greater than 8 to 1 are treated as 8 to 1. Results only affect defending units.

D = Disruption. The affected units are "tagged" by the placement of a Disruption Marker. See Effects of Disruption (8.2).

1/2E = Half-Eliminated. One-half of the units attacked are eliminated (Defender's choice of units), and the remainder are disrupted (see Disruption). If there are an odd number of units defending, the majority of units would be eliminated. Do not count Leader units when calculating "half" of stack.

E = Fully Eliminated: All of the units attacked are eliminated; remove from the mapsheet.

8.2 Effects of Disruption

Units which are disrupted may not initiate combat, employ fire, or be moved for the duration of their disruption. Disruption never affects Leader units (see 10.3). When disrupted units (or a stack containing at least one disrupted unit) are attacked by Fire or Melee, the Attacker adds "one" to the die roll number before resolving the attack.

8.21 Units may be disrupted during any one of three phases: Enemy Fire Combat, Enemy Melee, or after Friendly Movement (as a result of Defensive Fire).

8.22 Units which are currently disrupted are eliminated if disrupted again.

8.23 All disrupted units return to a normal state during the Mutual Disruption Recovery Phase, except for units disrupted during the current Player-Turn.

8.24 In the event of one Melee Attack upon two hexes, one with disrupted units and the other without, the die roll is increased by "one" for the attack upon the hex with the disrupted unit. The die roll is unaffected for the hex without disrupted units. At most, then, an attack could have two results: one for hexes with disrupted units and one for hexes without disrupted Enemy units.

8.3 Retreat

Retreat is never inflicted on units.

8.4 Advance After Combat

When any hex is vacated as a result of combat, the attacking units may advance at the Owning Player's discretion into the vacated hex. Normal stacking limitations must be observed. The option to advance must be exercised immediately following the combat result.

9.0 Terrain Effects Chart

(See the mapsheet)

10.0 Leaders

GENERAL RULE:

There are four levels of Leaders in PRESTAGS: "1", "2", "3" and "4". Leaders influence both combat and movement of Friendly units. Units stacked with a Leader are never Disrupted. Leaders have two characteristics: Leadership Combat Bonus (the digit printed on the lower left of the counter) and Movement Control Radius (printed on the lower right).

In some scenarios, mounted units are exempt from Leaders' Movement Control Radius and its restrictions. [Mounted units are understood to include all Class C units, Mounted fire units, and Chariot units (with their occupants).] Elephants are not mounted units.

PROCEDURE:

A unit (or stack of units) in the same hex as a Friendly Leader unit, and engaged in Melee Combat, receives additional Strength Points equal to the Leadership Combat Bonus. This bonus may never exceed the Combat Strength of the unit(s) after complete adjustment by all possible modifiers (Terrain, Unit Capability if used, etc.).

Units which begin their Friendly Movement Phase within the Movement Control Radius of a Friendly Leader unit may move normally with their full Movement Allowance. Units which do not begin their Movement Phase within the Movement Control Radius of a Friendly Leader unit may only use one-half their normal Movement Allowance (retain fractions).

10.1 Leadership Combat Bonus

10.11 To gain the Leadership Combat Bonus, units must be stacked with the Leader unit at the instant of combat. If there is more than one Leader unit in a hex, all the Leaders may add their bonus to the other units' Melee Strength. The combined bonus may not exceed the adjusted Combat Strength of all non-Leader units in the hex.

10.12 A Leader may never apply his Combat Bonus to himself or another Leader unit.

10.13 Leadership Combat Bonus applies in Melee Combat only, for both offensive and defensive combat situations.

10.14 Leadership Combat Bonus may be applied to any number of attacks made by Melee Attacking units in the Leader's hex.

10.2 Leadership Movement Control Radius

10.21 Units which begin their Movement Phase within a Leader's Movement Control Radius may move out of this control during their Movement with no ill effects. Being in more than one Leader's Movement Control Radius yields no additional movement bonus.

10.22 Although in some scenarios, mounted units may be exempt from Leaders' Movement Control Radius, the mounted units may still use the Leader Combat Bonus.

10.23 Units which begin a Movement Phase beyond a Friendly Leader's Movement Control Radius have their Movement Allowance cut in half (fractions retained).

10.24 Undisrupted units, regardless of terrain and Movement Control modifications, may always move one hex (non-prohibited) per Movement Phase.

10.3 Leader Reduction

The four types of Leader are rated by steps, from "1" (best) to "4" (worst). Leader units in hexes affected by "Disruption" and "1/2-Elim" results in Melee Combat are replaced with a Leader unit rated one grade lower. A "4" level leader, if reduced, is eliminated.

When a Leader unit receives a "Disruption" or "1/2 Elim" Combat Result due to Melee Combat, the Leader unit is removed and the next lower grade of Leader substituted. An "Elim" result still causes the complete elimination of all units, including Leaders, regardless of level, in the affected hex.

Thus, a "2" level Leader unit in a hex suffering a "Disruption" result due to Melee Combat would be replaced with a "3" Leader. A "4" Leader suffering the same result would be eliminated. Leaders are never upgraded.

10.31 Leaders never suffer any harm from Fire combat. Units stacked with Leaders do not suffer "Disruption" in Fire combat (but they do suffer "1/2-Elim" and "Elim" results from fire). It is entirely possible that all the units in a hex could be eliminated by Fire Combat and the Leader would remain, completely unaffected.

10.32 Leaders nullify "Disruption" of the units they are stacked with from Melee Combat, but they are reduced one level as the "cost" of the nullification. The destruction of a "4" level Leader does "save" his units from Disruption on the turn of the Leader's demise.

10.33 Leaders are reduced and the units suffer the results of "1/2-Elim" and "Elim" from Melee Combat.

10.4 Summary of Leader Characteristics

(See the mapsheet)

11.0 Scenarios and Victory Conditions

11.1 Scenario Format

Each Scenario is presented in the following way:

(0.0) Name of Battle (Date)

A Force (the name or leader of the side which will deploy and move first - unless otherwise specified): Units (the type and number available). VP (the Victory Point Total), PL (the Panic Level). Deployment (a hex identification letter, and distance from that hex that units may be set up). Stacking (the maximum number of units per hex). Leadership (see 10.22; if mounted units are exempt, "Mt.Ex." will appear).

B Force (following the same format as above).

Game Length (in complete Game-Turns).

Victory Conditions (separate, alternate conditions are separated by semi-colons).

Terrain Modifications.

Special Rules.

11.2 Levels of Victory

The Victory Conditions frequently specify geographic objectives, levels of victory, or both. The three levels of victory are: Marginal, Substantive, and Decisive. Victory Levels are calculated in terms of a ratio of Victory Points. For every Enemy unit destroyed, the Victory Point total awarded is one-half the Melee Attack Strength (always rounded up) plus the Fire Attack Strength (if any).

11.21 A Marginal Victory results when one side has a ratio of its own Victory Points to its opponent's Victory Points greater than 1 to 1, but less than 2 to 1.

11.22 A Substantive Victory results when one side has a ratio of its own Victory Points to its opponent's Victory Points of 2 to 1 or better, but less than 3 to 1.

11.23 A Decisive Victory results when one side has a ratio of its own Victory Points to its opponent's Victory Points of 3 to 1 or better.

11.24 For any Victory Condition, a "higher" level of victory is always considered just as good. For instance, a Victory Condition that called for a "Marginal Victory and control of hex 'M'" would be considered fulfilled if hex 'M' was controlled and a Substantive or Decisive Victory had been achieved.

11.25 When Victory Conditions are given in absolute numbers of units, rather than in Victory Levels, Class D and Class E units are not counted.

11.3 Control

Many scenarios call for the "control" of a particular hex or hexes. Control is awarded the Player whose unit occupies the required hex. If there is no unit in the hex, it is controlled by the Player whose unit occupied the hex last. If the hex has never been occupied, neither side controls it, regardless of its geography.

11.4 Exiting Units

11.41 Once units have been moved off the mapsheet in pursuit of a Victory Condition, they may never be brought back, regardless of whether or not the condition is fulfilled.

11.42 To exit a unit from the mapsheet, the unit must have one Movement Point remaining to expend for it to "leave".

How to Use the Tracks on the Map

Each Player keeps track of the Victory Points he has scored on the Victory Point Record. Use the three appropriately colored arrowhead markers to record the Victory Points as they are scored by placing the markers in the appropriate boxes. Players should be careful not to move the markers of the opposing Player. For example, if the current total of Victory Points is "27", there would be a marker in the "000" box, the "20" box, and the "7" box.

To begin the game, one of the Players places the Game-Turn Marker in the first space on the Turn Record Track. The Players follow the Sequence of Play until the first Game-Turn is complete, at which time the Game-Turn Marker is moved to the number two space on the Turn Record Track. This procedure is followed at the end of each Game-Turn, until the final Game-Turn in the scenario being played. [Note that most scenarios end before the Game-Turn Marker reaches the final space, numbered 30, of the Turn Record Track.]

12.0 Optional Rules

Optional Rules are designed to permit a greater depth of realism in the game at the sacrifice of some degree of playability. The following options may be used independently of one another, or in any combination.

Certain ones will be strongly recommended by particular scenarios. Players should be fully conversant with the game system before attempting to add any of the options.

13.0 Panic

COMMENTARY:

Each unit in PRESTAGS has a Victory Point value equal to the unit's Melee Strength divided by two (counting Dot Melee Values as one; all fractions rounded up), plus its Fire Strength (if any). The total of all units' Victory Points is an expression of the army's worth. All armies in the scenarios have a numerical Panic Level, a percentage of its Victory Point total.

When losses in Victory Points attain the Panic Level, the army's organization begins to disintegrate. The Panic Level is reached when Enemy Victory Points (gained through the destruction of Friendly units) reach the Friendly Army's Panic Level.

GENERAL RULE:

For every Movement Phase that a unit is Panicked, it must attempt to move up to its Movement Allowance to a hex as many hexes as possible from the nearest Enemy unit. In so moving, it must always attempt to move from hex to hex, each of which is always further from any Enemy unit.

Units may never move into prohibited terrain, into Enemy-occupied hexes, or adjacent to Enemy fire units. It is possible that units may not move at all, if they were surrounded and no hex would place them further from Enemy units.

If possible, Panicked units must move off the mapsheet; in which case they are counted for Victory Points as if their loss had occurred in regular combat. They cannot return.

PROCEDURE:

Panic is determined the instant one side's Panic Level is equaled or surpassed. The entire army panics at once. The following are not panicked: all units stacked with or adjacent to "1" or "2" level Leaders and all units stacked with "3" or "4" level Leaders.

Panicked units may not attack; they defend at one-half their normal Melee Strength (fractions retained). Panicked units that are attacked by Fire or Melee Attack suffer all combat results and, in addition, are eliminated by "Disruption" results.

13.1 Determination of Panic

13.11 Panic may be attained in the middle of a phase, at the instant losses reach or surpass one side's Panic Level.

13.12 If the exact Panic Level is reached at exactly the same time by both sides, the side which was the Defender in the action is considered to panic. The Attacker does not panic.

13.13 If both sides surpass the Panic Level at exactly the same time, the side which surpasses its Panic Level by the greater number of Victory Points (i.e., lost more in the battle) is considered to be the panicked army. The other side may never panic then or thereafter.

13.2 Rallying

13.21 All units that did not panic at the instant of panic in their army remain unpanicked indefinitely. Once the instant of panic has passed, no more units (of either side) ever panic, regardless of losses to either side.

13.22 Leader units alone may Rally panicked Friendly units. At the end of each Friendly Movement Phase, all panicked units adjacent to or stacked with "1" and "2" level Leaders and all panicked units stacked with "3" and "4" level Leaders are "rallied", i.e., returned to unpanicked state for the remainder of the game.

14.0 Melee Combat and Elevation

GENERAL RULE:

All hexes adjacent to dark-border Slope hexsides are Hilltop hexes. All hexes with Slope markings (see Terrain Effects) are Slope hexes, which are lower than Hilltop hexes in elevation. All other terrain is called Ground-level and is lower than Slope elevation; all Ground-level terrain is considered equal in elevation.

14.1 Attacking Into Higher Elevation

14.11 Any Class A or Class B unit on a Ground Level hex attacking a Slope hex, or on a Slope hex attacking a Hilltop hex, has its Melee Attack Strength cut in half.

14.12 Any fractions caused by this reduction are retained and combat "odds" are calculated in the normal way. Thus, a Class A or B unit with an Attack Strength of five on a slope hex attacking a Hilltop hex would attack with 2 1/2 Combat Strength Points. It would attack a unit defending with two Strength Points at Combat Odds of "one-to-one".

14.13 This elevation penalty is calculated before the addition of any Combat Strength Bonus from Leader units, and before the correction (if any) for Flank Attacks.

14.14 The presence of units not from Classes A and B in no way affects the penalty; it is still assessed.

14.2 Attacks on Slopes

14.21 Any Class A or Class B unit on a Slope hex attacking any unit on another Slope hex has its Melee Attack Strength cut in half.

14.22 Fractions are retained and the penalty is calculated before Leader Bonus is added (see 14.12, 14.13).

14.23 This penalty is extracted regardless of whether the defender's Slope hex is on a contiguous Slope "line" or merely an unconnected, but adjacent, Slope hex.

14.3 Resistance to Disruption

14.31 Class A and Class B units on Slope hexes may ignore all "Disruption" combat results, from Melee or Fire Combat.

14.32 This resistance of Class A and Class B units on Slopes in no way influences any other unit stacked with them on the Slope hex (including Leader units, who must suffer results normally).

15.0 Tactical Concession

GENERAL RULE:

At any time, in any scenario, a Player may move his forces off the map to avoid greater casualties. The withdrawing Player automatically grants his opponent a Substantive Victory (unless the opposing Player has achieved or does achieve a higher level of victory before the withdrawal is completed).

PROCEDURE:

Units must be exited off the mapsheet from road hexes.

CASES:

15.1 Granting a Tactical Concession means the granting Player cannot win the game. His opponent will gain at least a Substantive Victory (despite any printed Victory Conditions in the scenario) and possibly a higher level of Victory (per his Victory Conditions). The Substantive Victory is awarded even if, by some chance, the strategic situation should change after the declaration of "concession".

15.2 The Concession is not complete until all units of the conceding Player are exited, destroyed or immobile. Players may, of course, agree to terminate a game mutually.

15.3 Units once moved off the mapsheet may never return.

15.4 Tactical Concession in no way interferes with the working of the optional rule Panic (13.0). In Panic, there is the chance that the situation can be reversed through rallied units. A Tactical Concession is a final concession of victory, leaving only the winner's level of Victory open to variations.

16.0 Facing

GENERAL RULE:

All units have a particular side which is their front (three hexsides), as indicated by the unit type symbol on each counter. The three rear hexsides are referred to as the "Flank" of the unit. This reflects the battle formation orientation of the particular group of men that the counter represents.

PROCEDURE:

As a unit moves, it may only enter one of the three hexes that are to its front. Before it enters a hex, its facing is reoriented so that the front (top) of the counter is facing the hex to be entered. (Diagram: a counter with the three hexes toward the top of the counter labelled FRONT and the three toward the bottom labelled FLANK.)

A unit may only attack Enemy units in hexes which it fronts upon. A unit may only use its Melee Strength for defense if attacked solely from Front hexes; if it is attacked in part or whole through Flank hexsides, it defends at one-half of its Melee Strength. Obviously, it is extremely important for Players to pay close attention to their units' facing.

16.1 Effect on Movement

16.11 Although units may only move into their Front hexes, they may at any time change their facing within a single hex up to 180 degrees by expending one Movement Point.

16.12 Units stacked together in the same hex need not be faced in the same manner.

16.13 Units found to be ambiguously faced after the Movement Phase may be adjusted by the Enemy Player to one of the two possible hexsides.

16.2 Effect on Melee Combat

16.21 Units attacked through a flank hexside defend at the "Flank" rate; that is, one-half of their Melee Combat Strength. A combination Front and Flank Attack is considered a Flank Attack (supercedes rule 7.5).

16.22 All fractions are retained in computing Flank Attacks.

16.23 Units in the same hex faced differently will frequently defend at different rates, depending upon whether they are Flank Attacked or not. Note that this does not conflict with case 16.21 where a combination attack upon one (or many) units requires a flank reduction.

16.24 The provisions of "Flanking Attacks" are ignored when this rule is used.

16.25 Units with Melee Strength in brackets, when attacked from the Flank, defend at one-half of their Melee Defense Strength. For instance, an HC unit with a Melee Strength of [4], defends normally at "two" Strength Points, and would defend against a Flank Attack with "one" Strength Point.

16.3 Effect on Fire Combat

16.31 Fire units may only attack through their front hexes. This is true of normal Fire Combat and Defensive Fire.

16.32 The flank hexes of fire units do not prohibit Enemy movement (this overrules case 6.41 of PRESTAGS Defensive Fire).

16.33 In defending against Fire Combat of any kind, facing has no bearing whatsoever. Defense against Fire Combat is always based on a Terrain Fire Protection Strength.

17.0 Retreat Before Combat

GENERAL RULE:

If attacked by Melee Combat, any unit in a hex may retreat one hex to an unblocked (i.e., passable) hex if the printed Movement Allowance of all the defending units in that hex exceeds the printed Movement Allowance of the fastest attacking unit by three Movement Points or more. If the retreat before combat option is used, the attacker may advance into the vacated hex and no further.

CASES:

17.1 If a unit is unable to retreat due to terrain or stacking restrictions, it must remain and receive the attack.

17.2 Victorious units advancing after the "retreat before combat" are not subject to Defensive Fire as a result of their advance. The advance is considered to have come about from Combat, not Movement.

17.3 Units that retreat before combat are subject to any attack brought to bear against their new hex. They may not retreat again, nor may any units in the hex to which they retreat; i.e., they force any hex to which they retreat to receive attacks.

17.4 Units that advance into vacated hexes may not attack in that Player-Turn.

17.5 Some units in a hex may retreat, and others may be required to remain, dependent on their individual Movement Allowances.

18.0 Contact

18.1 Units engaged in Melee Attack which does not result in the elimination, half-elimination or disruption of one side or the other remain in Contact.

18.2 Units in contact may not 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, nor may they change their facing.

18.3 Additional units may join in an attack with units already in Contact, in which case the reinforcing units must observe the restriction of case 18.2.

18.4 Place a Contact Marker on units involved in Contact situations.

18.5 Contact terminates when one or the other side of the engagement is eliminated, half-eliminated, or disrupted by any combat.

19.0 Simultaneous Movement Sequence

When using this Simultaneous Movement option, there is a new Sequence of Play employed. Each Player plots his movement, or Fire Combat (offensive or defensive), or Melee Combat for each unit simultaneously; and then the units are moved or engage in Combat according to the plot. To use simultaneity, Players should consult 20.0, 21.0 and 22.0.

19.1 Sequence Outline: The Game-Turn

(A) OPERATIONS PLOT PHASE: The Players simultaneously and secretly record the tasks (see 21.1) that each unit will perform on the Game-Turn.

(B) FIRE COMBAT RESOLUTION PHASE: All units plotted to engage in Offensive Fire do so, barring disruption in earlier phases of the current Game-Turn.

(C) MELEE COMBAT RESOLUTION PHASE: All units plotted to engage in Melee Combat now do so, barring disruption in earlier phases of the current Game-Turn (e.g., from Enemy Fire Combat).

(D) MOVEMENT RESOLUTION PHASE: All units plotted to engage in movement now do so, barring disruption in earlier phases of the current Game-Turn (e.g., from Enemy Fire or Melee Combat).

(E) DEFENSIVE FIRE COMBAT RESOLUTION PHASE: All units plotted to engage in Defensive Fire may do so, firing at an Enemy unit of their choice which has moved adjacent to them. Units [sentence ends here as printed]

(F) TURN RECORD PHASE: The Players record the passage of one Game-Turn.

20.0 How to Use the Simultaneous Movement Plot Chart

GENERAL RULE:

During each Operation Plot Phase, both Players must record each unit's task (see 21.1, Individual Task Summary) on his Simultaneous Movement Plot Chart. Each unit may execute only one type of task per Game-Turn.

PROCEDURE:

The Owning Player writes the identity number of the unit in the first column along with the operation code (see 21.1) to be performed. If a unit is moving, the hexes moved through (one-by-one) must be listed. If a unit is firing, it must be specified whether Defensively or Offensively; and if Offensively, the target hex must be given. If a unit is melee attacking, the target hex must be given. If a given hex takes more than one Movement Point to enter, the number of Movement Points expended to enter is also written down.

To make a Plot Chart, divide an ordinary sheet of lined paper into 1/2" wide columns. One unit is listed on each line; hex numbers are listed in the columns to the right. Pre-printed Plot Charts are available from Simulations Publications (see current catalog for details).

20.1 Secrecy and Honesty

Each Player's Simultaneous Movement Plot Chart is to be hidden from the other Player until the end of the game. If there is any question about the other Player's orders, the Player is advised to write them down and compare them with the Simultaneous Movement Plot Chart at the end of the game. A Player who secretly violates the rules to gain an advantage, forfeits the game.

20.2 Order of Combat

Combat occurs in different Phases. All combat in the same Phase is considered simultaneous; all combat in different Phases is strictly sequential and consequently the results are cumulative.

20.21 A unit may always complete an attack if it suffers an adverse combat result in the same phase of its own attack. For instance, a unit which is engaging in Melee combat would complete its attack even if it were disrupted by Enemy combat during the same phase.

20.22 A unit may not perform its plotted task if it suffers an adverse combat result in a phase prior to the phase of its execution. Therefore, a unit plotted to Melee Attack could not do so if it were disrupted in the previous Fire Combat Phase. Strict attention is necessary to the Sequence of Play.

20.3 Simultaneity of Movement

All movement plotted for execution in the same Phase is considered simultaneous. All Movement must be executed; units may never alter their Movement in response to Enemy actions.

20.4 Inviolability of the Plot

Once the Operation Plot Phase is completed for the Game-Turn, the Players must attempt to fulfill the "orders". There can never be any change in the Plot through the volition of the Players once the Operation Plot Phase is completed. The only reason for variation between what is plotted and what is executed is in conditions brought about by enemy operations that render the Friendly Plot impossible. Plots written either indecipherably or with operations impossible to execute within the rules are treated as "no plot"; that is, the unit simply remains stationary for the Game-Turn.

21.0 Individual Tasks Summary

GENERAL RULE:

During a given Game-Turn, each unit may only perform one task.

PROCEDURE:

During the Operation Plot Phase, the Player may write down any of the following tasks of which the unit is capable (obviously, Melee units cannot execute Defensive Fire). Each task is identified by a letter code, which may be used in assigning the task on the Simultaneous Movement Plot Chart.

No more than one of the detailed tasks may be allocated to a single unit in a given Game-Turn. Once the task is allocated, the assigned unit must attempt to execute the task during the appropriate Execution Segment of the various Phases (see 19.1).

21.1 Unit Tasks

OF OFFENSIVE FIRE: a fire unit must identify its target hex.

DF DEFENSIVE FIRE: a fire unit will be capable of using Defensive Fire upon any Enemy unit that moves adjacent to it during the Movement Resolution Phase.

ML MELEE: a Melee unit must identify the hex it is attacking. A fire unit loses its Defensive Fire Zone for a Game-Turn in which it is plotted to Melee (ML). Fire units engaging in Melee Attack are treated only as Melee Units for that Game-Turn.

MV MOVEMENT: a unit must identify all hexes through which it intends to move and its destination hex. A fire unit loses its Zone of Control for defensive purposes for a Game-Turn in which it is plotted to move (MV). Fire units engaging in movement have no Defensive Fire capability, nor do they inhibit Enemy units in hexes adjacent to them.

21.2 Operation Interruption

After the Operation Plot, there are several ways a unit can be deterred from completing its plot: through disruption caused by any activity of phases prior to its own execution phase for the Game-Turn; or through destruction of its "target" as a result of prior phases; or through any combat result (such as advance by its "target" unit out of the "target" hex) that makes its plot impossible to execute.

22.0 Movement Resolution

22.1 Continuity of Movement

22.11 Movement must be plotted continuously, without any pause or "dead" time. The movement must be accomplished hex-by-hex to the destination (by any route) with no gaps between hexes.

Therefore, a Movement Plot calling for three clear hexes of movement, a two Movement Point "pause", and another two clear hexes of movement would not be allowed. If the Player wished the unit to move five hexes, it would have to be plotted continuously on the first five lines of the Plot Chart.

22.12 Movement is executed hex-by-hex. There is no differentiation between the amount of time it takes a "fast" unit to cover the same distance as a "slow" unit. All movement is executed hex-by-hex.

22.2 Opposing Forces Entering the Same Hex

22.21 If units of opposing forces attempt to enter the same hex in the Movement Resolution Phase, the force with the greater number of Melee Attack Strength Points will enter the hex first.

22.22 Bracketed Melee Attack Strength Points are undifferentiated from non-bracketed Strength Points in the Attack Strength Point calculation.

22.23 If opposing forces are of the same Melee Attack Strength Point as they attempt to enter the same hex in the Movement Resolution Phase, the die is rolled and the higher result enters the hex first.

22.3 Opposing Forces Crossing the Same Hexside

Opposing forces that attempt to cross the same hexside or enter the hex of an Enemy unit finished with movement must stop. There is no further movement by either side; and there is no combat (since they were plotted for movement and all combat segments for the Game-Turn are completed).

23.0 Defensive Strength Variation

23.1 Units Attacked When Plotted to Move

23.11 If units are plotted to move and are attacked by Melee Combat, they defend at one-half their normal Defense Strength (fractions retained).

23.12 If units are plotted to move and are attacked by Fire Combat, they defend at their normal Fire Protection Strength (see Terrain Effects Chart for full Fire Protection Strength listings).

23.2 Units Attacked When Plotted to Fire (OF or DF)

If units are plotted to use Fire Combat (Offensive or Defensive) and they are attacked by any means, they defend at full strength (Melee defense or Fire Protection Strength). They may still execute their plot.

23.3 Units Attacked When Plotted to Melee Attack

If units are plotted to Melee Attack and they are attacked by any means, they defend at full strength (Melee Defense or Fire Protection Strength). It is entirely possible that a unit might defend with its Melee Defense Strength and attack with its Melee Attack Strength in the same Melee Combat Execution Phase.

PART TWO: SPARTAN EXCLUSIVE RULES AND SCENARIOS

1.0 Elephants

Counter illustration printed in the folder: EL, Elephants, with values [8] D 6.

GENERAL RULE:

Elephants are peculiar. They may be engaged in organized combat only once. After this combat, they run rampant. Upon running rampant, the Elephants move randomly until destroyed by Enemy or Friendly combat, or moving into certain terrain fatal to them.

PROCEDURE:

Elephants run rampant in the first Friendly Movement Phase following their involvement in any form of combat. For each Movement Phase then and thereafter, roll the die twice. The first die roll determines direction (a "one" is toward the Turn Record Chart on the mapsheet; a "two" is 60 degrees clockwise from that direction, and so forth). The second die roll determines the Elephants' Movement Allowance for that Phase. This direction and Allowance randomization is done separately for each rampant Elephant unit.

If the rampaging Elephants move adjacent to any unit, Friendly or Enemy, they immediately attack it in a Melee Combat during the Movement Phase. The attack is resolved at once. The process continues for all rampaging Elephants until they are destroyed in combat, or they attempt to move into Swamp or Lake hexes (in which case they are eliminated).

1.1 Mechanics of Rampaging

[1.11] Rampaging Elephants pay normal Terrain costs.

[1.12] To leave the mapsheet, Elephants must possess one unused Movement Point.

[1.13] Two die-roll processes are performed individually for each rampaging Elephant unit on the mapsheet regardless of possible stacking limitations.

[1.14] Elephants are unaffected by the Movement Control Radius of Leader units. They may take advantage of Leader Combat Bonuses in their organized combat.

[1.15] Elephants will even attack other Elephants. If the "defender" had not yet gone rampant at this point, he would in the next Friendly Movement Phase (his self-defense constituted his one allowed "combat").

[1.16] Elephants always advance after combat if possible.

1.2 Effects of Rampaging

[1.21] Each Elephant marker rampages by itself.

[1.22] Rampaging Elephants attack all units, Enemy and Friendly, to which they come adjacent.

[1.23] Rampaging Elephants are destroyed when they attempt to move into a Swamp or Lake hex, enter impassable terrain, or move off the mapsheet.

[1.24] The destruction of an Elephant unit, by any means, counts as a "combat" loss to the owning Player, even if he destroys his own Elephants to prevent further rampage losses.

[1.25] Once Elephants rampage, they are completely unaffected by Leader units.

[1.26] Elephants cannot be "rallied" from their rampant state.

[1.27] Elephants cannot be Disrupted; only a "1/2-Elim" or "Elim" result affects them.

[1.28] If using Optional Rule 13.0, Panic, all Elephant units in an army that reaches Panic Level are assumed to "rampage" unless fulfilling the usual non-panic rules (proximity to specified Leader units).

2.0 Leader Reduction

Although no Spartan scenario begins with a "4" level Leader unit, the unit is still used as part of the Leader Reduction system (see: 10.4).

3.0 Optional Rules

3.1 Alexander the Great

[3.11] Units involved in a Melee Combat which are stacked with the level 1 Leader, Alexander unit shift the combat odds two columns in their favor.

For instance, units in a Melee attack at 3:1 odds would consult the 5:1 odds column of the Combat Results Table. Units defending with 5:1 odds against them would defend at 3:1 odds if the Alexander unit is present in the attacked hex.

[3.12] The Alexander unit takes part in all regular Leader rules (Combat Bonus; Movement Control).

3.2 Darius, King of Kings

[3.21] The level 1 Leader, Darius unit, once placed at the start of the game, may never be moved until an Enemy unit comes adjacent.

[3.22] The Darius unit is worth thirty Victory Points.

[3.23] When any Enemy unit moves adjacent to the Darius unit, the Persian Army is considered to reach Panic Level. In addition, the Darius unit must then move as fast as possible to the nearest edge of the map. The Darius unit, once panicked, may not be rallied and is considered eliminated when it leaves the mapsheet.

[3.24] The Darius Rule may be used in scenarios 4.7 and 4.8; the Alexander rule may be used in scenarios 4.6, 4.7, and 4.8.

3.3 Range Increment

Fire units on Hilltop hexes, firing upon units on Slope or Ground level hexes, may add one hex to their Range Allowance.

3.4 Unit Capability Chart

Effect on Melee Defense Strength:

Defending UnitAttacking Unit: Class CAttacking Unit: SD
SDx1/2x1
Class Ax2x1/2

The type of Attacker should be cross-indexed with the type of Defender; the Melee Defense Strength is multiplied by the indicated factor. Any combination not covered in the Unit Capability Chart is assumed to engage at normal Combat Strengths.

In the case of more than one category of Attacker, benefits are given to the Attacker. Thus, if the Attacker was using a Class C unit and any other unit (including an SD unit attacking from another hexside), and the Defender was an SD unit, the Defender would be halved.

3.5 Terrain Unit Prohibitions

Certain units may be prohibited from entering certain types of hexes, except through road hexsides, as below:

Class A units may not enter woods hexes. Class Mf and Class C units may not enter Swamp Hexes.

4.0 Scenarios of Greek Ascendance

Unit abbreviations and the notation in the scenario headings follow the Standard Rules: a number before a unit code is the number of such units; 1 "2" means one Leader unit of level 2; VP = Victory Point total of the army; PL = Panic Level.

4.1 Marathon (490 BC)

Greeks: 22MS, 1 "2". VP 45, PL 23. Deploy: within 2 hexes of line H-L inclusive, to the north-west only. Deploy second, move second. Stacking: 3.

Persians: 8MI, 4MS, 4BI, 8BW, 8SK, 1 "2". VP 77, PL 31. Deploy: Q-3. Deploy first, move second. Stacking: 2.

Game Length: 12 Game-Turns.

Victory Conditions: Greeks must eliminate 17 Persian units and achieve a Substantive level Victory. Persians must prevent these conditions.

Terrain Modifications: Ignore woods hexes. No unit may enter a river or lake hex.

Special Rules: All Persian fire units are treated as melee units (i.e., have no rigid Zone of Control, may not fire defensively) during the first Game-Turn. They return to normal functions at the start of the Second Game-Turn. From then on, they may employ Defensive Fire when Enemy units move adjacent to them, or join a stack adjacent to them.

Historical Notes: The first major assault into Europe from the east was attempted by the forces of Darius I of Persia. The campaign culminated in the landing of a force of 15,000 Persian soldiers near Marathon, a mere 24 miles from Athens. The heretofore undefeated Persians were attacked by 10,000 Athenian and 1,000 Plataean militia. The Greek flanks, which had been reinforced before the battle, broke through the Persian lines and enveloped the Persian center. The routed Persians retired to their ships, leaving 6,400 casualties. The Greeks lost fewer than 200 men. The battle of Marathon is known as the first Great Decisive Battle of the world.

4.2 Plataea (479 BC)

Greeks: 20MI, 20PP, 4SK, 1 "2", 1 "3". VP 94, PL 47. Deploy: M-4. Stacking: 3.

Persians: 8MI, 8MS, 4PP, 4BI, 6LC, 3MC, 8BW, 3OC, 1 "1", 1 "3". VP 92, PL 37. Deploy: C-5. Stacking: 2.

Game Length: 20 Game-Turns.

Victory Conditions: Greeks must control hex "M" at the end of the game to win. Persians must achieve a Marginal Victory, destroying at least 15 Greek units. If both, or neither conditions, are fulfilled, the game is a draw.

Terrain Modifications: Ignore woods hexes.

Historical Notes: Mardonius, brother-in-law of the Persian Emperor Xerxes, led his army into Boeotia after withdrawing from Athens. The Greeks confronted the withdrawing Persians at Plataea, and soon gained the upper hand. Before long, Mardonius was killed and, upon hearing the news, the Persian army panicked, and were annihilated by the Greeks. This ended the Persian assaults into Greece.

4.3 Corinth (394 BC)

Confederacy: 24MS, 3LC, 4SK, 1 "2", 1 "3". VP 65, PL 26. Deploy: P-3. Stacking: 2.

Spartans: 12MS, 6PP, 1LC, 1BW, 1SK, 1 "1". VP 50, PL 30. Deploy: H-4. Stacking: 3.

Game Length: 20 Game-Turns.

Victory Conditions: The Spartans must control hexes "P" and "S" at the end of Game-Turn Twenty, but if the Confederacy achieves a Marginal Victory, the Confederacy wins regardless of geography.

Terrain Modifications: Ignore all swamp, lake, and river hexes.

Historical Notes: Resentful of Spartan arrogance after their victory in the Pelopponesian War, Corinth was one of several Greek states that allied with Persia against Sparta. The Spartans, under Agesilaus, however, proved victorious in the battle of Coronea, and advanced on Corinth, defeating that city's army and laying siege to it for three years until driven off by the Athenians.

4.4 Mantinea (362 BC)

Sparta: 8PP, 10PS, 16MS, 2 "2". VP 78, PL 31. Deploy: Q-3. Stacking: 3.

Thebes: 10PS, 12PP, 15MS, 4LC, 4LT, 1 "1", 2 "3". VP 101, PL 40. Deploy: D-3. Stacking: 2.

Game Length: 20 Game-Turns.

Victory Conditions: Spartans must control hex "D" and win a Marginal Victory. Thebans must control Hex "Q".

Terrain Modifications: Ignore all lake hexes.

Special Rules: Theban PS may stack four high.

Historical Notes: The Theban hegemony over Greece was challenged in 362 B.C. by Athens, Sparta and other dissident members of the Arcadian League. The Thebans responded by dispatching an army of some 25,000 under the skilled strategos Epaminondas. He encountered an Allied force of 25,000 near Mantinea. Making use of unexpected maneuvers and deceptions, Epaminondas massed his troops on his left flank in the oblique order, while feinting with his right and center. These unorthodox tactics surprised the Allies and their army was smashed, although Theban losses were heavy and included Epaminondas. As a result, Thebe's power waned and Greece plunged deeper into decay.

4.5 Chaeronea (338 B.C.)

Macedonians: 4MS, 16PP, 4LT, 2BI, 2MC, 2HC, 2BW, 2SK, 1 "1", 1 "2". VP 92, PL 37. Deploy: Mt. Ex. Stacking: 4. Leadership: Mt. Ex.

Greeks: 15MS, 4PS, 6LT, 2LC, 2MC, 6SK, 1 "2", 1 "3". VP 76, PL 23. Deploy: Q-2. Stacking: 2.

Game Length: 12 Game-Turns.

Victory Conditions: Macedonians must exit 20 units and both Leader units (do no count for 20) within three hexes of the road leading off the east edge by Game-Turn Twelve, or win a Decisive Victory and eliminate 18 Greek units within the first seven Game-Turns. Greeks must prevent these conditions.

Terrain Modifications: Ignore all terrain except slopes, hilltops, and villages.

Historical Notes: Phillip of Macedon, a "barbarian" from the lands north of Greece, led his army against the Hellenic states, weakened by centuries of warfare. Phillip's army was unique because of its reliance on a large and maneuverable phalanx made up in large part of peltasts armed with twenty-one foot long sarissas, or spears. Phillip's army was also noted for its large and effective cavalry force. At Chaeronea, the cavalry was under the command of Phillip's son; Alexander. Alexander's envelopment of the left flank, coupled with the onslaught of the phalanxes in the center, enabled 32,000 Macedonians to defeat 50,000 Athenians and Thebans. Phillip was now undisputed master of all Greece.

4.6 Granicus (334 B.C.)

Macedonians: 8MS, 4PS, 16PP, 4LT, 2LC, 2MC, 4HC, 2BW, 4SK, 1 "1", 1 "2", 1 "3". VP 115, PL 46. Deploy: L-6. Stacking: 4. Leadership: Mt. Ex.

Persians: 8PS, 8LT, 8LC, 6MC, 7BW, 7SK, 14OC, 1 "2", 1 "3". VP 124, PL 37. Deploy: Within 2 of line G-N. Stacking: 2.

Game Length: 25 Game-Turns.

Victory Conditions: Macedonians must achieve Substantive Victory and destroy a minimum of ten Persian units. Persians must prevent these conditions.

Terrain Modifications: Ignore all lake hexes.

Historical Notes: This was the first battle of Alexander the Great's campaign in Asia Minor. The Persian Emperor, Darius III, sent forward a force of 40,000 men to block the advance of Alexander's 35,000. Darius' Army, composed of Asiatics and Greek Mercenaries took positions behind the Granicus River, screened by Persian cavalry. Alexander's Macedonians dispersed the Persian cavalry and annihilated the lightly-armed Greek Mercenaries.

4.7 Issus (333 BC)

Macedonians: 9MS, 8PS, 12PP, 4BI, 2LC, 2MC, 2HC, 2BW, 3SK, 1 "1", 1 "2", 1 "3". VP 110, PL 44. Deploy: Within four hexes of the North mapedge, but east of hex "M". Stacking: 3. Leadership: Mt. Ex.

Persians: 10MI, 10PS, 10LT, 6LC, 4MC, 10BW, 10SK, 10OC, 1 "1", 1 "3". VP 146, PL 44. Deploy: Within three hexes of line B-C. Stacking: 2.

Game Length: 25 Game-Turns.

Victory Conditions: Macedonians must achieve a Substantive Victory and exit thirty units off the map edge within seven hexes of the South-east corner. Persians must prevent these conditions.

Terrain Modifications: Ignore all slope and hilltop hexes.

Special Rules: Optional Spartan Rule 3.1, Alexander the Great, must be used.

Historical Notes: After his victory at Granicus, Alexander the Great conquered all of Asia Minor. He then continued his advance down the coast of Syria where, as at Granicus, he was confronted by a numerically superior army of Asiatics and Greek Mercenaries, this time commanded by Darius III himself. Darius moved his forces into position behind the army of Alexander, along the river Pinarus. In so doing, he restricted his freedom of deployment, wedging his army between the sea and the foothills. Alexander attacked across the stream, and finally broke the Persian line in the center. His cavalry exploited the breach, and took the Greek Mercenaries in the flank. At this, Darius fled, causing the rout of the bulk of his army, with the notable exception of its Greek component. The remaining resistance was overwhelmed, and the remnants of Darius' army were pursued and slaughtered. Persian losses were in the tens of thousands, while Alexander's were under 500.

4.8 Arbela (331 B.C.)

Persians: 9MI, 15MS, 10PS, 3BI, 5LC, 6MC, 3HC, 6SK, 7OC, 2EL, 1 "1", 1 "2", 1 "3". VP 130, PL 39. Deploy: Within three hexes of line J-R-P-E. Stacking: 2.

Macedonians: 4PS, 12PP, 6LT, 12BI, 2LC, 2MC, 4HC, 2BW, 6SK, 1 "1", 1 "2", 1 "3". VP 133, PL 53. Deploy: Within four hexes of line K-H. Stacking: 4.

Game Length: 25 Game-Turns.

Victory Conditions: Macedonians must win a Decisive Victory. Persians must prevent this condition.

Terrain Modifications: Ignore all terrain and effects.

Historical Notes: After conquering Egypt, Alexander returned through Syria, then drove into Mesopotamia, crossing the Euphrates and Tigris Rivers. To save his empire, Darius III assembled a horde of 250,000 men, and prepared a battlefield in the plain north of Arbela, leveling it to increase the effectiveness of his chariots. Alexander halted his advance within sight of the massive Persian encampment, and for four days rested his army of 47,000. Finally, Alexander's army drew up in order to attack. He pressed forward with his right flank, making tedious progress, while the Persians put pressure on his center and left. Just as his left flank began to break, Alexander noticed a gap in the Persian center, which had been stripped of its cavalry for the fight against Alexander's advancing right flank. He personally led a cavalry charge through the breach in the line, and began to attack the Persian rear. Once again, Darius fled the field, though he still retained a massive numerical superiority, and once again tens of thousands of Asiatics were slaughtered in the ensuing rout.

4.9 Ipsus (301 BC)

Macedonians: 12PP, 4PS, 6LT, 6BI, 4HC, 4LC, 4EL, 6SK, 2 "2", 1 "3". VP 123, PL 37. Deploy: M-3, Stacking: 3. Leadership: Mt. Ex.

Allies: 8PP, 10PS, 6MC, 3HC, 4OC, 6SK, 2EL. VP 92, PL 37. Deploy: S-4. Stacking: 3. Leadership: Mt. Ex.

Game Length: 25 Game-Turns.

Victory Conditions: Macedonians must win a Substantive Victory. Allies must hold hexes "S" and "P" to win. Any other result is a draw.

Terrain Modifications: Ignore all lake and town hexes.

Historical Notes: After the death of Alexander, his leading generals (styled diadochi or successors) fell out amongst themselves, leading to over forty years of multilateral conflict. At Ipsus, in Asia Minor, the armies of Antigonus and Demetrius were attacked by that of Selecucus (leader of the Seleucids) and Lysimachus. The Seleucids proved successful largely because of their effective use of elephants both as an anti-cavalry screen and as a shock force for attacking. Aided also by large-scale desertions from their enemy's forces, the Seleucids won handily.

5.0 Scenarios of Roman Ascendance

5.1 Heraclea (280 BC)

Pyrrhus: 10MS, 5PS, 12PP, 5MC, 1HC, 4BW, 1SK, 4EL, 1 "1", 1 "2". VP 111, PL 67. Deploy: F-3. Stacking: 4. Leadership: Mt. Ex.

Romans: 4MS, 6BI, 10SD, 6SK, 4LC, 1 "2". VP 68, PL 51. Deploy: M-3. Stacking: 3.

Game Length: 12 Game-Turns.

Victory Conditions: Pyrrhus must capture the castra (village at M-3). Romans must achieve a Marginal Victory. If both are fulfilled, the Romans win.

Terrain Modifications: Ignore all lake hexes.

Historical Notes: As the Romans expanded their territory in central Italy, they came into contact with the Greek city-states in the south. The rowdy Romans couldn't seem to get along with anybody, and the Greeks were no exception. The Greeks soon felt compelled to ask for protection from the mainland, and shortly King Pyrrhus of Epirus landed with 25,000 men. This kept the Romans at bay until they could amass a superior force, which they did the next year. The 35,000 Romans, not content with a simple show of force prior to the battle, continued to advance across the river Siris, directly behind which were the Greek positions. Pyrrhus attacked and, after hard fighting, routed the Romans with his cavalry, taking 2000 captives. About 7000 Romans and 4000 Greeks were lost.

5.2 Asculum (278 BC)

Pyrrhus: 10PS, 17MS, 14PP, 6BI, 6LC, 6MC, 4BW, 2SK, 2OC, 3EL, 1 "1", 1 "3". VP 168, PL 84. Deploy: G-3. Stacking: 3. Leadership: Mt. Ex.

Romans: 9MI, 8MS, 12BI, 20SD, 8LC, 10SK, 1 "2", 1 "3". VP 141, PL 106. Deploy: L-3. Stacking: 3.

Game Length: 15 Game-Turns.

Victory Conditions: Pyrrhus must achieve a Marginal Victory and control hexes "J" and "R". Romans must control hexes "K" and "H". If both conditions are fulfilled, Pyrrhus wins.

Terrain Modifications: Ignore all lake hexes.

Historical Notes: In this battle, the Romans, who were trying to raise the siege of Asculum, were countered by the forces of King Pyrrhus, who had marched north after his victory at Heraclea the previous year. This time, both sides were of roughly equal strength, and once again, the Epiriot cavalry of King Pyrrhus carried the field in heavy fighting. The Romans were forced to withdraw, but were not routed; their losses amounted to 6000 men, while the Greeks lost 3500. Operating as they were overseas from their source of replacements, a far more decisive victory was important to the Greek chances of eventual success, leading Pyrrhus to mourn, "Another such victory and we are lost."

5.3 Beneventum (275 BC)

Pyrrhus: 15MS, 5PS, 10PP, 6BI, 2LC, 4MC, 3BW, 1SK, 1 "1", 1 "3". VP 112, PL 45. Deploy: S-3. Stacking: 3.

Romans: 8MS, 15BI, 20SD, 4LC, 8SK, 1 "1", 1 "3". VP 131, PL 98. Deploy: C-4. Stacking: 3.

Game Length: 20 Game-Turns.

Victory Conditions: Romans must control hex "C". Pyrrhus must control hex "C" and gain a Substantive Victory.

Terrain Modifications: All lake hexes are treated as woods hexes. Ignore all woods hexes within C-D-E-F.

Historical Notes: Following his victory at Asculum, Pyrrhus took his army to Sicily to oppose the Carthaginians. After an indifferent campaign lasting four years, Pyrrhus returned to the Italian mainland to aid the Greek states in the south in their attempts to check the Romans. He gathered a large force of enthusiastic Greeks, and marched toward Rome. He was met at Beneventum, 130 miles southeast of Rome, by Roman forces under Dentatus. A night attack launched against the Roman camp was repulsed and on the following day the Romans attacked Pyrrhus' main force. The first Roman legion to assault the Greeks disintegrated in the face of stiff resistance from the Greek Phalanx, aided by war elephants. The second Roman attack, however, resulted in a stampede of the elephants, which disorganized the Greek ranks, and a third effort forced the Greeks to retire. Following this battle, the disillusioned Pyrrhus returned to Greece, and, within five years, Roman dominion over southern Italy was complete.

5.4 Cannae (216 BC)

Carthaginians: 12MS, 6LT, 6BI, 2LC, 4MC, 6SK, 4OC, 1 "1", 1 "2". VP 92, PL 46. Deploy: Within five hexes of line G-M, south of the east-west line on "N" and not including that line. Stacking: 3. Leadership: Mt. Ex.

Romans: 8MS, 9BI, 20SD, 4LC, 4SK, 1 "2", 1 "3". VP 101, PL 61. Deploy: N-5, north of (but not including) the east-west line on hex "N". Stacking: 3.

Game Length: 20 Game-Turns.

Victory Conditions: Romans must control hex "Q". Carthaginians must achieve a Marginal Victory. If both conditions are fulfilled, the game is a draw.

Terrain Modifications: Ignore all lake hexes.

Historical Notes: In order to defeat Hannibal's Carthaginian army in southern Italy, Rome amassed an army of 85,000 men, twice as large as Hannibal's, and sent it over the Appenines to the east coast of Italy. The large Roman army attacked the center of Hannibal's force, which was deployed on a plain inland from the Adriatic and the village of Cannae. The Carthaginians gave ground very slowly, and according to a plan which would pack Roman troops ever tighter into a salient in their lines as pressure from Roman troops in the rear increased. Just as Hannibal's center was about to break under Roman pressure, his cavalry attacked the Roman flank and rear, and neatly completed the encirclement of Roman forces already surrounded on three sides. The eight Roman legions were annihilated, with 50,000 killed and 4500 captured. Carthaginian losses amounted to 5700. Hannibal went on to take all of southern Italy from the Romans, and was welcomed there as an ally.

5.5 Zama (202 BC)

Carthaginians: 12MS, 4PS, 2LC, 4MC, 4SK, 4OC, 6EL, 1 "1", 1 "2". VP 88, PL 26. Deploy: Q-3. Stacking: 2. Leadership: Mt. Ex.

Romans: 4MS, 20SD, 4LC, 8MC, 6SK, 4OC, 1 "1", 1 "2". VP 96, PL 48. Deploy: C-3. Stacking: 3. Leadership: Mt. Ex.

Game Length: 15 Game-Turns.

Victory Conditions: Romans must achieve a Marginal Victory; or exit forty units off the east map edge. Carthaginians must prevent these conditions.

Terrain Modifications: Ignore all terrain and effects.

Historical Notes: After the Roman victory south of Utica, near Carthage, Carthaginian armies in Italy under Hannibal in the south and Mago, his brother, in the north, were recalled. While negotiations went on with the Romans, Hannibal began to build a new army and, when the Romans realized the negotiations would not progress, they began to march on the south, in order to force battle with Hannibal. The opposing forces met at Zama; shortly Hannibal attacked with 80 Elephants, which were fended off by the Romans. Next, the Roman cavalry attacked, and eventually drove off the Carthaginian cavalry, pursuing it to the south. Meanwhile, the infantry closed ranks, with the Romans attacking each of three successive lines established by Hannibal. As the exhausted Roman infantry regrouped to make their final attack against the fresh third line of Carthaginians, the Roman cavalry returned from its pursuit and struck the enemy rear. The final line of resistance was crushed; Hannibal lost 20,000 men, while the Romans lost 1500. The war was ended, and Rome was ceded Spain and Mediterranean Islands.

5.6 Cynoscephelae (197 BC)

Macedonians: 18PP, 6MC, 6SK, 1 "2", 1 "3". VP 86, PL 26. Deploy: M-5. Stacking: 3.

Romans: 4MS, 6BI, 10SD, 4LC, 6SK, 2 "2". VP 70, PL 35. Deploy: D-4. Stacking: 3.

Game Length: 20 Game-Turns.

Victory Conditions: The Romans must hold hexes "C" and "D" at the end of the game to win. Macedonians must win a Substantive Victory. Any other result is a draw.

Historical Notes: Phillip V of Macedon and his Seleucid Allies attempted to reinstate Macedonian power in Greece. This brought about Roman intervention against the Macedonians. The two armies encountered each other unexpectedly in foggy weather near Cynoscephelae. The Romans were initially repulsed, and Phillip pursued them onto hilly ground. Unfortunately, the maneuverability and flexibility of the phalanx had declined dramatically since the days of Alexander, and as the Macedonians advanced they were hit in the flank by the nimbler Roman legions. Although superior to the Romans in straight-forward melee, the phalanxes were helpless against a flank attack and soon the Macedonian army was routed from the field, losing 13,000 casualties. The Romans had proved the superiority of the legion over the phalanx.

5.7 Magnesia (190 BC)

Antiochus: 16MS, 10PS, 8PP, 6BI, 5LC, 5MC, 4BW, 2SK, 4OC, 4EL, 1 "2", 1 "3". VP 153, PL 46. Deploy: Within two hexes of line C-F. Stacking: 2.

Romans: 8MS, 4PS, 12SD, 4LC, 4SK, 2OC, 1 "1", 1 "2". VP 70, PL 28. Deploy: D-3. Stacking: 4.

Game Length: 15 Game-Turns.

Victory Conditions: Antiochus must achieve a Substantive Victory; or capture the village in hex number 3130. The Romans must prevent the conditions of victory for Antiochus; or achieve a Decisive Victory.

Terrain Modifications: Ignore all woods hexes.

Historical Notes: Antiochus, after defeat in Greece, retired to Asia Minor. Within a year his fleet had been defeated, clearing the way for a landing by 40,000 Roman invaders. Antiochus responded with a force of 80,000. He struck the Roman left flank and reached the camp site, while the cavalry on the Roman right succeeded in making progress. At this crucial moment, predictably, the Syrian elephants stampeded through their own ranks. In their disorganized state, the Syrians were broken by the Roman legions, who routed and annihilated them. Antiochus, as a result, lost all of Asia Minor.

5.8 Pydna (168 BC)

Macedonians: 10MS, 16PP, 10LT, 6BI, 3MC, 4SK, 4OC, 1 "2", 1 "3". VP 134, PL 34. Deploy: R-4. Stacking: 4.

Romans: 8MS, 20SD, 8LC, 8SK, 1 "1", 1 "3". VP 90, PL 36. Deploy: F-3. Stacking: 4.

Game Length: 15 Game-Turns.

Victory Conditions: Macedonians must control hex "C". Romans must achieve a Substantive Victory and control hex "C".

Terrain Modifications: Ignore all lake hexes.

Historical Notes: Early in the third war against Macedonia, Rome had suffered military setbacks. But the Greeks had failed to exploit this fully, and once again Roman legions threatened Macedonia. The invaders were attacked by the Greeks, who made good progress in their attacks. But rough terrain broke up the Macedonian Phalanx, and the Romans launched a counter attack that fragmented the Greek formations. This was the end of the Macedonian Empire founded by Alexander the Great.

6.0 Comparative Scenario

Macedonians: 5PS, 5PP, 5LT, 8EX, 4HC, 2BL, 4OC, 1 "1", 1 "2", 1 "3". VP 94, PL 38. Deploy: H-5. Stacking: 4. Leadership: Mt. Ex.

Romans: 8MS, 12BI, 20SD, 8LC, 10SK, 1 "2", 1 "3". VP 132, PL 79. Deploy: P-4. Stacking: 3.

Game Length: 25 Game-Turns.

Victory Conditions: Macedonians must achieve a Substantive Victory and control hex "S". Romans must achieve a Substantive Victory and control hex "G".

Terrain Modifications: Ignore all terrain except slope and hilltop hexes.

Historical Notes: This hypothetical scenario represents the Macedonian phalanx, as it was at its peak under Alexander, against the early Roman legion. Although, when the Legion did meet phalanx, in actuality, the Romans proved victorious. This was largely because the Macedonian tactical system had declined. A battle between a phalanx and a legion at its peak is one of the great tactical "what if's" of history.

7.0 Designer's Notes

Admittedly, a great deal of care has been lavished on Spartan, perhaps more so than any other PRESTAGS game, because the designer has special feeling for the period. Although there are relatively few special rules, the scenarios are numerous and detailed. The military systems depicted were the best until the late Renaissance. Alexander's army, or Pyrrhus, or almost any Roman under a competent leader would have been a victor against armies in later periods and without equal. So Spartan is depicting the clash of the best armies of the Ancient World.

The Greeks (as usual) were the founders of true warfare. Just by learning how to march in step, they were able to beat any other military system during their heyday. The increasing potency of training and weapons led to that leadership shifting among the Greek states throughout the fifth and fourth centuries, culminating in the Macedonian supremacy throughout the whole Eastern Mediterranean. However, they declined as a society rapidly thereafter. In fact, the one first-class Greek army (Pyrrhus') the Romans ever met was not purely beaten on the battlefield, but by internal domestic crisis.

The Romans again achieved an even greater ascendancy by the strength of their internal institutions, as well as an excellent military system. It could well be said they would have disintegrated like the Greeks, except they had eliminated the possible rivals by the time of their decay.

The only anomaly in Spartan are Elephants. To an army not accustomed to them (especially the cavalry), they were probably as terrifying as a rifle would have been. They had one unfortunate habit: once they started rolling, they were hard to stop. In at least one battle, Ipsus, a case could be made that the elephants won, since their rampaging scattered both armies. Even the stolid Romans panicked the first two times they faced elephants. However, their uses were exceeded by their abuses, and they shortly, deservedly, became largely ceremonial. Hannibal was the last of the elephantophiles, to his ultimate detriment.

  • 3.5 Game Equipment Inventory
    • 4.1 Marathon (490 BC)
    • 4.2 Plataea (479 BC)
    • 4.3 Corinth (394 BC)
    • 4.4 Mantinea (362 BC)
    • 4.5 Chaeronea (338 B.C.)
    • 4.6 Granicus (334 B.C.)
    • 4.7 Issus (333 BC)
    • 4.8 Arbela (331 B.C.)
    • 4.9 Ipsus (301 BC)
  • 5.0 Scenarios of Roman Ascendance
    • 5.1 Heraclea (280 BC)
    • 5.2 Asculum (278 BC)
    • 5.3 Beneventum (275 BC)
    • 5.4 Cannae (216 BC)
    • 5.5 Zama (202 BC)
    • 5.6 Cynoscephelae (197 BC)
    • 5.7 Magnesia (190 BC)
    • 5.8 Pydna (168 BC)
  • 6.0 Comparative Scenario
  • 7.0 Designer's Notes
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    dot Ff 5
    Y
    LB Long Bowmen3 / 3dot Ff 5Y