The Conquerors
The Conquerors Rulebook
Table of Contents
Table of Contents
- Romans [1.0] INTRODUCTION
- Romans [2.0] GENERAL COURSE OF PLAY
- Romans [3.0] GAME EQUIPMENT
- Romans [4.0] SEQUENCE OF PLAY
- Romans [5.0] MOVEMENT
- Romans [6.0] INTERCEPTION
- Romans [7.0] STACKING
- Romans [8.0] COMMANDERS
- Romans [9.0] LAND COMBAT
- Romans [10.0] RETREATS
- Romans [11.0] NAVAL COMBAT
- Romans [12.0] NAVAL TRANSPORT
- Romans [13.0] CITIES
- Romans [14.0] SUPPLY
- Romans [15.0] ATTRITION
- Romans [16.0] ALLIES: DIPLOMACY, GRAFT AND AMBASSADORS
- Romans [17.0] TAXES AND THE TREASURY
- Romans [18.0] THE ROMAN SENATE
- Romans [19.0] VICTORY CONDITIONS
- Romans [20.0] THE SCENARIOS
- Romans TURN RECORD TRACK AND ALLIANCE TABLE
- Romans OFFICIAL ERRATA
- Macedonians [1.0] INTRODUCTION
- Macedonians [2.0] GENERAL COURSE OF PLAY
- Macedonians [3.0] GAME EQUIPMENT
- Macedonians [4.0] SEQUENCE OF PLAY
- Macedonians [5.0] MOVEMENT
- Macedonians [6.0] INTERCEPTION
- Macedonians [7.0] STACKING
- Macedonians [8.0] COMMANDERS
- Macedonians [9.0] LAND COMBAT
- Macedonians [10.0] RETREATS
- Macedonians [11.0] NAVAL COMBAT
- Macedonians [12.0] SPECIAL NAVAL CAPABILITIES AND RESTRICTIONS
- Macedonians [13.0] MAJOR CITIES AND PORTS
- Macedonians [14.0] SIEGES
- Macedonians [15.0] LAND SUPPLY
- Macedonians [16.0] NAVAL SUPPLY
- Macedonians [17.0] ATTRITION
- Macedonians [18.0] GARRISONS
- Macedonians [19.0] REINFORCEMENTS
- Macedonians [20.0] INITIAL SET-UP
- Macedonians [21.0] VICTORY CONDITIONS
- Macedonians [22.0] SPARTAN REVOLT
- Macedonians [23.0] PERSIAN INVASION OF THRACE
- Macedonians [24.0] PERSIAN INITIAL AGGRESSION
- Macedonians [25.0] CONVERSION TO MINIATURES/ PRESTAGS
- Macedonians OFFICIAL ERRATA
- Tactical [1.0] INTRODUCTION
- Tactical [2.0] THE TACTICAL BATTLE DISPLAY
- Tactical [3.0] SEQUENCE OF PLAY
- Tactical [4.0] MOVEMENT
- Tactical [5.0] FACING
- Tactical [6.0] STACKING
- Tactical [7.0] MISSILE FIRE
- Tactical [8.0] MELEE COMBAT
- Tactical [9.0] RETREATS
- Tactical [10.0] THE RESERVE AREA
- Tactical [11.0] MORALE
- Tactical [12.0] COMMANDERS
- Tactical [13.0] SPECIAL UNITS
- Tactical OFFICIAL ERRATA FOR THE TACTICAL GAME
- Follow-up: Modifications and Errata for Conquerors (Richard Berg)
Romans [1.0] INTRODUCTION
The Conquerors: The Romans is a strategic and tactical simulation of the eastward expansion of the Roman Republic after the Second Punic War, which ended in 200 B.C. Two specific periods are covered: the Second Macedonian War (against Philip V), in which Rome laid its claim for control of Greece (albeit in a somewhat defensive posture), and the Syrian War (against Antiochus, the Seleucid King), wherein Rome made its first incursions into the Asian continent. The latter Scenario uses both maps in The Conquerors game (that of The Romans along with that of The Macedonians).
The Conquerors: The Romans enables the Players commanding the various armies involved to recreate the Roman campaigns of that era, the object being to take and hold as many of the designated cities on the game-map as possible. Players must raise and maintain their armies and fleets, find and allocate resources (and supplies) to the best of their abilities, and use diplomacy (through the infusion of bribes as well as the wiles of their ambassadors) to bring the various uncommitted City-States to their side.
The Conquerors: The Romans contains several new features, and Players are advised to gain a good grasp of the rules before attempting a complete playthrough. Specific attention should be paid to the sections covering Tactical Battle, Interception, Supply and Attrition, Diplomacy, Bribes, and Embassies.. Furthermore, no rule from The Macedonians is to. be assumed as part of The Romans. There are, to be sure, many rules from both games similar in nature. However, there are many subtle differences, and the games are to be considered as separate entities in terms of application of rules. In addition, the counters from The Macedonians game are not interchangeable with those of The Romans.
Romans [2.0] GENERAL COURSE OF PLAY
The Conquerors: The Romans is basically a two-Player game. in which one Player controls the. Roman forces and the other Player controls either the Macedonian forces or, in the extended Scenario, the Syrian forces. There are various other forces in the game—the small but important armies of the various Greek City-States—that are generally uncommitted at the beginning of the game. Control and use of these forces is dependent on successful diplomacy.
Each Scenario in The Conquerors: The Romans lasts a number of “Campaign Years.’’ Each Campaign Year consists of one Winter/Planning Turn—in which there is no Movement or Combat and in which Players allocate resources, collect taxes and maintain and raise armies and navies, etc.—and eight Game-Turns—in which the Players may move and have Combat (among other things). Each Game-Turn is composed of two Player-Turns. Each Player-Turn has four separate Phases. Each Player uses his own Player-Turn to move his forces and engage in Combat for the Purpose of reducing the Enemy’s overall strength and/or gaining and securing various geographical objectives. Players determine their Supply conditions and pay any necessary costs to correct any deficiencies. Combat occurs between opposing units occupying the same hex and is resolved either by using the Tactical Battle Rules or by simply comparing relative strengths and referring to the Strategic Combat Results Table, using two dice to achieve a result. The outcome of the game is dependent on the Victory Conditions for that particular Scenario.
Romans [3.0] GAME EQUIPMENT
[3.1] THE GAME MAP
The 22” x 34” mapsheet depicting the Eastern Mediterranean in 200 B.C. is the playing area on which the unit counters are maneuvered. A hexagonal grid is superimposed on the mapsheet to regularize the movement and positioning of the playing pieces and to delineate the various areas and terrain features.
[3.2] THE PLAYING PIECES
[3.21] The differently colored playing pieces (henceforth known as "markers" and "units") are used to record certain game functions and to represent the military forces of Rome, Macedon, Syria, and assorted allied Greek City-States and Leagues. The units are distinguished by the numbers and symbols printed on the counters. Some units have printing on both sides of the counters.
(The printed page shows sample counters. Described in words:)
- Typical Commander: shows a name, a Strategic Rating, a Tactical Offensive Rating and a Tactical Defensive Rating.
- Typical Combat Unit: shows a Strategic Strength (SSP), a Tactical Offensive Strength and a Tactical Defensive Strength; the reverse is the reduced-strength side.
- Typical Missile Unit: shows a Missile Strength in parentheses.
Summary of unit types (front and back of each counter):
- ROMANS: Principes, Hastati, Velites, Triarii, Heavy Cavalry (each full-strength and reduced strength); Light Cavalry (even-numbered Legions only); Legion Marker (all of the above units comprise the I Legion, and so on); Archer; Slinger; Elephants; Consul; Praetor; Legate; Tribune; Ambassador; Heavy, Medium and Light Naval Squadrons (full-strength and reduced strength); Merchant.
- SYRIANS: Phalanx, Hoplite, Barbarian Infantry, Asiatic Heavy Cavalry, Chariot, Camel Archer, Hypaspist, Horse Archer (each full-strength and reduced strength).
- MACEDONIANS: Peltast (full-strength and reduced strength).
- ALLIES: Asian Commander and Ally markers (e.g., Aetolia).
Note: All units in the game have an initial (maximum) SSP level of 2, except for archer and slinger units, which have an initial SSP level of 1 and Roman principes, hastati and velites, which have an initial level of 3.
[3.22] Abbreviations: The historical designations (names) on many of the counters have been abbreviated. The full names are listed below. Players should also be aware that the names of many of the tribunes are not accurate in that they were tribunes actually in existence at that time; they are Roman names, however.
The only abbreviated commanders are the consuls Quinctius (Titus Quinctius Flamininus) and Sulpicius (Publius Sulpicius Galba). The other consuls, for the purposes of information are, Marcus Acilius Glabrio, Publius Cornelius Scipio, Gnaeus Manlius Volso, Gnaeus Domitius Ahenobarbus, Publius Villius Tuppulus, Lucius Cornelius Lentulus, Sextus Aelius Paetus, and Lucius Cornelius Scipio.
Macedonian Commanders
The Macedonian Commanders are Philip V, Athenagorus, Leo, Brachylles, Sopater, Philocles, Androsthenes, Heracleidas, Nicanor and Perseus (son of Philip).
Syrian Commanders
The Syrian Commanders are Antiochus III (The Great), Hannibal, Mennippus, Seleucus (son of Antiochus), Polyxenidas, Zeuxis, Antipater, Minnio, Xeno, Philipus and Timon,
Allied Commanders
Rhodes: Acestimbrotus, Eudamus; Pergamum: Attalus I, Eumenes II; Achaean League: Philopoemen, Aenesidemus; Aetolian League: Democritus, Phaeneas, Amynander, Thoas; Sparta: Nabis; Epirus: Charops; Acarnania: Alexander; Dardania: Bato; Illyria: Pleuratus; Galatia: Mangonorix; Bithynia: Prusias; Paphlagonia: Murzes; Cappadocia: Ariarethes V; Egypt: Ptolemy V Epiphanes; Thrace: Sito
Syrian Combat Units
Elymn = Elymaen; Neocrtn = Neocretan; RylGds = The Royal Guards (or Silver Shields)
[3.3] GAME CHARTS AND TABLES
The game makes use of various charts, tables and displays as part of its play system. The use of these aids is explained in the various rules sections. All of the charts, etc., are found on either the Charts and Tables Sheet or the Tactical Battle Display. Players should examine the charts and tables when reading the appropriate rules sections, The charts are: Turn Record Track, Terrain Effects Chart, Forced March Attrition Table, Land Interception Table, Naval Interception Table, Tactical Battle Display, Strategic Combat Results Table, Naval Combat Results Table, Siege and Plunder Table, Land Attrition Table, Naval Attrition Table, Revolt Table, Taxation Tables, Augury Table, Purchase and Maintenance Cost Table.
[3.4] DEFINITION OF TERMS
As an aid to the Players, the following terms used often in the rules are defined at the outset for clarity in studying the rules.
Force: Any number of Land Combat units stacked in the same hex. They may or may not be under the leadership of a Commander.
Squadron: Each full-strength Naval counter represents a squadron of either (a) Heavy (Cataphracts); (b) Medium (Triremes, et al); or (c) Light (Lembi, or open-decked light galleys) galleys of the period. The type of squadron is determined by its strength (see unit examples). A half-strength naval counter would be a half-Squadron.
Fleet: Any number of Naval Squadrons in the same hex.
Commander: Individual historical (and quasi-historical) personages of the era used for moving Combat units and engaging in battle. Combat units may not move or fight without Commanders present. The Roman Player has four distinct types of commanders: consuls, praetors, legates and tribunes.
Strategic Strength Point [SSP]: The Combat Strength of a given Land unit in the Strategic version of the game. A unit’s SSP may also be used to determine stacking restrictions in both the tactical and strategic versions. In such a case the SSP would be equivalent to the number of stacking points. The SSP of a unit is also equivalent to the number of “steps” (for Combat reduction purposes) that that unit has. .
Legion: A Legion is a Roman Army formation consisting of (for game purposes) two principes Combat units, two hastati Combat units, two velites Combat units, one triarii Combat unit and one medium cavalry unit (plus one light cavalry unit in all even-numbered legions). The Legion is thus an integral combat organization, and units from one Legion may never be absorbed into another. Each Legion has two Commanders: tribunes.
[3.5] GAME SCALE
Each Game-Turn represents a one month period (except for the Winter turn, which represents four months). Each mapsheet hexagon represents a distance of approximately 20 miles from side to side. Each non-Roman Legion SSP is the equivalent of approximately 400 men. Each Legionary SSP is the equivalent of approximately 275-300 men. Cavalry SSP’s are somewhat lesser, depending on type, nation, etc.
[3.6] INVENTORY OF GAME PARTS
A complete game of The Conquerors includes:
- One 22" x 34" Macedonians Game-Map
- One 22" x 34" Romans Game-Map
- One Macedonians Rules/Tactical Battle Rules Folder
- One Romans Rules Folder
- Two Track Sheets
- Two sets of Chart Sheets
- One Double-Sided Tactical Battle Display
- Game Box
- Two Dice
Romans [4.0] SEQUENCE OF PLAY
GENERAL RULE:
The Romans is played in sequenced turns called Game-Turns. Furthermore, eight of these Game-Turns plus a Winter Planning Turn are grouped into a Campaign Year. The Winter/Planning Turn occurs at the end of the Campaign Year, and in it the Players collect taxes, raise and maintain armies, pick their ambassadors, etc. In the regular Game-Turns, Players move and have Combat in an attempt to achieve their objectives.
Each individual Game-Turn consists of a number of Phases; the Player whose turn it is is sometimes called the Phasing Player. All actions must take place according to the sequence listed below, although there are some actions that may take place at any time during a Game-Turn (as noted below). The Roman Player always moves first.
CASES:
[4.1] SEQUENCE OUTLINE OF THE GAME-TURN
A. FIRST PLAYER-TURN
-
Siege Phase: The Player conducts the Siege of any "A" or "B" Cities that he is attacking, according to the rules for such. Besieging units are considered Disrupted for the remainder of the Game-turn in which they besiege an "A" or "B" City.
-
Diplomacy Phase: The Player may attempt to gain the support of the Non-Allied City-States and Leagues by expending Talents from his Treasury in the form of bribes and/or sending emissaries, by using an Ambassador counter. Forces of City-States or Leagues that are so affected are placed on the game-map, if necessary (see Case 16.2). He may attempt to influence only one such City-State/League per Game-Turn.
-
Campaign Phase: The Player may move his Forces and/or Fleets, using them for any Combat that occurs as a result of such Movement (including assaults on "C" and "D" Cities) according to the rules for Movement, Combat, Interception, etc. Any scheduled reinforcements are brought on in this Phase, and any Talents that must be expended when land Forces move outside their Supply Radii are expended immediately upon such occurrence.
-
Attrition Phase: The Player checks for possible Attrition for each Friendly Naval Squadron that has not finished the Friendly Campaign Phase in a Friendly Port.
B. SECOND PLAYER-TURN
The Second Player repeats the above Sequence, using his own units. After both Players have completed their Player-Turns, the Monthly Game-Turn Marker is advanced to the next month on the Turn-Record Track and a new Game-Turn begins.
[4.2] OUTLINE OF THE WINTER/PLANNING GAME-TURN
There is no Movement or Combat during a Winter Turn. However, both Players make certain adjustments, if necessary, to their units, as well as taking care of a variety of game functions:
-
Both Players check for Winter Attrition, if any, to units which are not Wintering in a Friendly City.
-
The Roman Player rolls on the Augury Table to see what events have been precipitated by the actions of the Senate or other forces.
-
Both Players may now, in any order they so choose, complete the following tasks:
- Collect Taxes
- Choose Ambassadors, Consuls (Roman Player only), etc.
- Pay for Maintenance on Forces and Fleets
- Raise new armies
- Build new Fleets
- Adjust Treasury for Talents expended.
-
Once all these functions have been completed Players may begin a new Campaign Year, starting with the March Game-Turn.
Romans [5.0] MOVEMENT
COMMENTARY:
Movement and Combat are executed within the same Phase—the Campaign Phase—by the Phasing Player. Combat is thus considered a form of Movement in that it requires the expenditure of Movement Points. (Combat rules are covered separately in Sections 9.0 and 11.0).
There are three basic types of units in the game: Land units (including any Siege Trains), Naval Squadrons, and Commanders. In general, all units are subject to the Movement rules although certain differences for each type are noted. There is no set sequence in which a Player.must move his unit types: e.g., Fleets do not have to move before Land Forces, etc.
Movement Allowances are not printed on the unit counters. Actually, ne Combat unit (Land or Naval) may move or Retreat voluntarily by itself. It may move voluntarily only if accompanied by a Commander. Only Commanders have Movement Allowances, and Commanders thus “transport” the otherwise immobile Forces and/or Fleets. All Commanders have a Movement Allowance of 20 Movement Points.
GENERAL RULE:
During the Campaign Phase of his Player-Turn, the Phasing Player may move as many or as few of his Commanders (and any Combat units they may attach and transport) as he wishes. Each Commander may be moved as many or as few hexes as the Phasing Player desires, as long as that Commander’s Movement Allowance (20) is not exceeded in a single Campaign Phase. Unused Movement Points may neither be accumulated from Phase to Phase nor transferred from Commander to Commander. There is a means by which non-Phasing Players may move (aside from Retreat) called Interception.
PROCEDURE:
The Phasing Player moves each Commander individually, tracing the path of its movement through consecutive hexes across the hexagonal grid of the game-map. Commanders may be moved in any order; however, one Commander’s Movement (and any possible Combat) must be completed before another Commander’s Movement is begun. A Commander may be moved alone, or it may be moved in company with Forces, Fleets or other Commanders (under the aegis of that Commander). An aggregation of Combat units is called a Force (Land) or a Fleet (Naval), Forces and/or Fleets must be moved one at a time, although under certain conditions a Force and a Fleet may be moved together. When a given Force or Fleet or Commander (alone) has completed its Movement, the Phasing Player must announce this to his opponent, and that Force, Fleet, or Commander may not move again that Player-Turn. The Concept of Continual Movement means that a Force or Fleet may participate in Combat and then resume Movement, up to the limit of that Force or Fleet’s Commander's Movement Allowance, under certain restrictions.
CASES:
[5.1] HOW TO MOVE UNITS
[5.11] During a Player’s Campaign Phase, only that Player’s units may be moved (Exception: see Section 6.0, Interception). All, some, or none of his units may be moved (or rather transported by Commanders). Combat may occur during Movement at the Phasing Player’s option, or as a result of Interception.
[5.12] Movement is calculated in terms of Movement Points. A Commander expends Movement Points from his Movement Allowance of 20 when moving into a hex or crossing certain hexsides. Each hex costs a number of Movement Points to enter, and some hexsides cost additional Movement Points to cross (see Terrain Effects Chart, 5.35). A Commander may not enter a given hex if he does not have sufficient Movement Points remaining in his Allowance to expend.
[5.13] A Commander may attach and/or detach any Combat units of his ‘‘side” in any hex during Movement. Combat units moved any distance by a given Commander are considered to be under the command of that Commander. A Commander and his attached Combat units are referred to as a Force (or a Fleet, if Naval). There is no additional Movement Point cost to a Commander’s Movement Allowance for either attaching or detaching Combat units.
[5.14] Movement by a Force and/or Fleet is “Continual.” Stopping for Combat does not prohibit the Force or Fleet from concontinuing its Movement after that Combat is finished, so long as its Commander has Movement Points remaining in his Allowance. However, if such a Land Force has either Retreated During Combat or Fled, it may not continue Movement. For this effect on Fleets, see Case 11.15.
[5.2] MOVEMENT INHIBITIONS AND PROHIBITIONS
[5.21] A Force or Fleet may freely enter and/or move through hexes occupied by other Friendly Forces or Fleets. There is no extra cost for this type of Movement.
[5.22] A Force or Fleet may enter an Enemy-occupied hex (and then it must stop). If that enemy Force or Fleet chooses to remain in that hex (and thus accept Combat) the Friendly Force or Fleet must pay (and be able to pay) a cost of 2 Movement Points to engage in Combat. Note that a moving Force or Fleet may never enter an enemy-occupied hex unless that Force or Fleet has the necessary Movement Points (two plus terrain costs)—unless such Enemy units are inside a City. Thus, a Force that has expended 18 Movement Points in a given Friendly Campaign Phase may not enter an Enemy-occupied hex as it does not have. the requisite number of points left to expend, regardless of whether the Enemy units choose to
Retreat or not. Players should also note that land Forces never impede the movement of Fleets (Enemy) and vice versa (Exception: see Case 5.32).
[5.23] A given Combat unit (land or naval) may be under the command of only one Commander during the course of a single Campaign Phase. Thus, a given Combat unit may not participate in Movement or Combat under the command of different Commanders in a single Campaign Phase. Nor may a unit moved by one Commander participate in Combat under the aegis of another Commander (see Case 5.28).
[5.24] A Force or Fleet may never leave the game-map. A Fleet may never end a Game-Turn in an all-Sea hex. (However, see Section 6.0, Interception), In addition, Fleets must end each Campaign Phase in a Friendly Port or suffer Attrition.
[5.25] A Force may not move through a hex in which there is an uncontrolled or an Enemy-controlled "A" or "B" city. Friendly Forces may move through a hex with an uncontrolled or Enemy-controlled "C" or "D" City; there is no extra cost to do so in Movement Points. A Force may move into an uncontrolled or Enemy-controlled "A" or "B" City hex for the purposes of Siege (see Case 13.52 for a definition of control).
[5.26] A Friendly Fleet may not enter a hex in which there is an uncontrolled or Enemy-controlled "A" or "B" City that is also a Port. Fleets may move into and through "C" and "D" City/Ports as in Case 5.25.
[5.27] Enemy units inside a City never impede movement of Friendly units into or through such a hex. (But remember Case 5.25). Presence of Enemy Fleets in a hex always affects the Movement of Friendly Fleets into or through that hex.
[5.28] If a stack of units contains more than one Commander and the Player wishes to split that Force or Fleet, he must move each “split” Force independently; he may not move the whole stack part way and them split it (see Case 5.23).
[5.3] SPECIAL TERRAIN
In addition to the terrain described in the Terrain Effects Chart, there are several other anomalies on the map that require further clarification.
[5.31] Greece is a country with an unusual configuration. Squeezing it into a hex-grid causes more problems than it solves. Several islands have been shifted dozens of miles, and some land has been shaved or reduced to render the game playable. Players should be aware of this, and they should also try to keep movement of units within the bounds of natural law and common sense. The anomalies have been kept to a minimum, but there ate several that do remain.
[5.32] Messana/Rhegium (3526). Because of the rather rigid nature of the hexagonal pattern, both of these important Ports ended up in the same hex. For purposes of the game, they are treated as one City. In addition, Players should assume that there is a ferry between Messana and Rhegium, and units are free to cross from Italy to Sicily, and vice-versa, without paying any additional Movement Cost. Fleets, of course, may move through the straits using standard Movement rules. If an Enemy Fleet is “blockading” this Port/hex, a Friendly land unit may not enter the Port to cross to the other side of the strait.
[5.33] The Port of Corinth (5529). The Port of Corinth (actually the city of Cenchreae) is located on the southern side of the Corinthian Isthmus. Fleets may use that Port only from the southern side, not from the northern side (the Corinthian Gulf).
[5.34] Hex 5727. The island of Euboea and the mainland of Greece coincide in this hex. Fortunately, there was a bridge from Chalcis to the mainland (or so the sources seem to indicate). Thus Players may pass into that hex from the mainland and vice-versa (remember, Chalcis is a "B" city) as in Case 5.32. Fleets may sail through that hex normally.
[5.35] Terrain Effects Chart
| Type of Terrain | Movement Cost | Effect on Combat | Special Notes |
|---|---|---|---|
| Clear | 1 MP | None | |
| Rough | 3 MP | None | |
| Desert | 2 MP | None | See Attrition (15.13) |
| River (Hexside) | +1 MP to cross | None | (See Tactical Battle Rules) |
| Mountain Hexside | Impassable | None | |
| All-Lake Hexside | Impassable | ||
| Road |
[5.4] TERRAIN EFFECTS ON MOVEMENT
[5.41] The Movement Point cost for a Commander (and his Force or Fleet) to enter a given hex may be found on the Terrain Effects Chart (5.35).
[5.42] A Land unit (including a Commander) may never move through an Impassable Mountain hexside, all-Lake hexside or Blocked hexside. It may enter ‘an all-Sea hexside, but only if transported by the requisite number of Naval squadrons (see Section 12.0, Fleet Transport). The presence of Enemy Fleets in a hex is not an inhibiting factor on the movement of Forces, and vice-versa.
[5.43] Fleets may never enter an all-Land hex or move through an all-Land hexside. Fleets entering an all-Sea hex are subject to immediate Attrition (see Case 15.21).
[5.44] Movement along the Roman Road system is at half the Movement Point cost as in clear terrain. There is no limit to the use of such roads, except that to gain the benefit of the Road a Force must move into a Road hex from another connecting Road hex. Units may alternate regular Movement with Road Movement in any fashion they desire.
[5.45] Any number of Squadrons and/or Land units may be moved through Coastal hexes as a single Force under the same Commander. Remember, if this Force wishes to cross an all-Sea hexside the Land units must be transported by the Fleet and meet the requirements for Naval Transport.
[5.46] A Commander may move freely without a Force and may enter any Land hex permissible. However, for a Commander to cross an all-Sea hexside he must be transported by a Naval Squadron.
[5.47] Fleets may be restricted in their Movement by their proximity to Friendly Naval Bases (see Case 5.62),
[5.5] EFFECT OF ENEMY FORCES/FLEETS ON MOVEMENT
[5.51] Friendly Forces which are inside a "C" or "D" City do not inhibit Enemy Movement in any way, unless the moving Enemy Force wishes to attack that City (see Case 13.24).
[5.52] Land or Naval units may never enter an uncontrolled or Enemy-controlled "A" or "B" City hex unless they plan to lay Siege to that City.
[5.53] If a Friendly Force or Fleet enters an Enemy-occupied hex (with the exception of Case 5.51) and the Enemy units do not or cannot retreat, Combat is mandatory (see Case 5.22).
[5.6] NAVAL BASES
[5.61] Certain Ports in the game are designated as Naval Bases (see Terrain examples on the game-map). In addition, each Player has the capability to construct two additional Naval Bases (and‘no more) in a given Scenario (see Case 17.33).
[5.62] A Fleet may never sail more than 20 Movement Points from a Friendly Naval Base. Le., no hex a Fleet enters may be more than 20 Movement Points from a Friendly, controlled Base.
[5.63] The Naval Base in Case 5.62 must be Friendly at the exact moment the rule is being adhered to. It may not be captured at the end of Movement and thus be considered Friendly (retroactively, as it were),
[5.64] If a Fleet moves from a Naval Base that is later captured by the Enemy, thus placing the Fleet outside the 20 Movement Point radius, such Fleet is immediately moved to the nearest Friendly Naval Base.
[5.65] Naval Bases also function as Supply Bases for Land campaign operations. See Section 14.0, Supply Rules, for elaboration.
[5.7] OVERRUN
Overrun is actually Combat but, for game purposes, is considered Movement. It arises when a moving Force encounters a small detachment of troops to which it is far superior in strength, Because of its relatively ineffective status, the smaller Force may be completely overwhelmed by the larger Force with little trouble.
[5.71] Overrun occurs when a Friendly, moving Force enters an Enemy-occupied hex in which the Enemy Force totals 5 SSP’s or less, and the smaller Force is not inside a City. If the Friendly, moving Force has a Combat Superiority of 7-to-1 or greater (in terms of relative SSP’s), the defending smaller Force is eliminated (overrun) automatically, including any Commanders, without resorting to the Combat Results Table.
[5.72] Non-Phasing Enemy Forces in danger of being Overrun may not Retreat Before Combat. However, if that Enemy Force is in the same hex as—but not within—a City, the non-moving Force may avoid Overrun by moving into that City.
[5.73] Forces expend 2 Movement Points (in addition to terrain costs) to overrun Enemy units.
[5.74] Fleets may not overrun.
[5.8] FORCED MARCH
[5.81] Roman and Macedonian units may attempt to extend their Movement Capabilities by Force Marching. Seleucid (Syrian) units and Greek Allies may never Force March.
[5.82] The ability of a Force to Force March, and the amount of Attrition it undergoes during such a march, is dependent on the Strategic Rating of the Commander leading that Force.
[5.83] If a Player wishes to Force March he simply states that he is Force Marching, announces the number of hexes (not Movement Points) that he. wishes to add into his Movement for that Game-Turn, and then moves accordingly, taking his free hexes first. After the Force has ceased Movement, but before it engages in any possible Combat, the Player rolls on the Force March Attrition Table under his Commander’s Rating and the hexes added and checks for the results. Players do not have to use all the hexes they originally announced, but they must always roll in the column. for the number of hexes they announced they would use. The result on the Force March Attrition Table is the number of SSP’s removed from that Force.
[5.84] When a Force is being led by Philip V of Macedon, the Macedonian Player rolls on the 5 section of the table. Otherwise, the Player uses the Strategic Rating of his Commander to determine which portion of the Table he uses.
[5.85] Commanders with a Strategic Rating of 1 may not lead a Force March. Other Commanders are limited as to the number of. additional hexes they may add (see Case 5.86).
[5.86] Forced March Attrition Table
Columns are grouped by Number of Additional Hexes Desired (2, 3, 4 or 5); within each group the columns are Commander Strategic Rating (as printed; see the Errata, Case 5.86, which states that the lines "Number of Additional Hexes Desired" and "Commander Strategic Rating" should be transposed).
| Die Roll | 2 hexes: Rating 1 | 3 hexes: Rating 1 | 3 hexes: Rating 2 | 4 hexes: Rating 1 | 4 hexes: Rating 2 | 5 hexes: Rating 1 | 5 hexes: Rating 2 | 5 hexes: Rating 3 |
|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | 1 | 0 | 1 | 0 | 1 | 0 | 0 | 1 |
| 3 | 1 | 1 | 1 |
KEY: # = Number of SSP's lost in March; losses are always taken in Infantry-type or Missile units; never in Cavalry.
Romans [6.0] INTERCEPTION
GENERAL RULE:
Each Commander-led non-Phasing Force or Fleet has a Zone of Interception. A non-Phasing Force or Fleet's Zone of Interception enables it to block Enemy Movement by attacking the moving Enemy Force or Fleet. Depending on how far away the moving Force or Fleet is, a non-Phasing Force or
Fleet may have increasing opportunities to attack Phasing Forces or Fleets in the Phasing Player’s Campaign Phase. Each time a Phasing Force or Fleet enters an Enemy ZOI it runs the risk of being intercepted and attacked. Interception is always voluntary; Fleets may not intercept Forces and vice-versa.
CASES:
[6.1] DEFINITION OF A ZONE OF INTERCEPTION
[LAND]
[6.11] Each non-Phasing Commander-led Force has a Zone of Interception (ZOI). A Force’s ZOI extends outward in a four-hex radius. Thus any hex that is 4 hexes or less from a non-Phasing Force is in that Force’s ZOI (Exception: see Case 6.12),
[6.12] Land ZOI’s do not extend through impassable Mountain hexsides, Blocked hexsides, all-Lake hexsides, or all-Sea hexsides. They do extend across Rivers. They do not extend into or through "A" or "B" City hexes not controlled by the Intercepting Player.
[6.13] Units without a Commander have no ZOI. Disrupted units have no ZOI.
[6.14] Hexes adjacent to the Force exerting the ZOI are called Zone-1 hexes. Hexes two hexes away are called Zone-2 hexes; three hexes away, Zone-3; and four hexes distant, Zone-4.
[6.15] The different Zones exert varying influence on any Phasing Enemy Force attempting to pass through them (see Case 6.2).
[6.2] EFFECTS OF ZONES OF INTERCEPTION
[LAND]
[6.21] Whenever a Phasing Force enters a non-Phasing Force’s ZOI it may be intercepted by the non-Phasing Force. Its chance of being intercepted depends on the Zone (1, 2, 3, or 4) it enters. The farther away the moving Force is from the potential Intercepting Force, the less its chance of being intercepted.
[6.22] Whenever a moving Phasing Force enters a Land ZOI, the non-Phasing Player may try to intercept. He does not have to intercept; he may do so at his option. If he decides to try to intercept, he checks to see which Zone the moving Enemy Force is in and rolls a die, consulting the Interception Table (see Case 6.3).
[6.23] If the non-Phasing Player successfully intercepts the moving Force, he must immediately move his entire Intercepting Force to the hex of Interception and attack the Enemy Force (see Section 9.0).
[6.24] Example: Force A is in hex 5123. Force B begins its Campaign Phase in Antipatreia and moves toward Pella, It enters hex 5019, which is a Zone-4 of Interception for the non-Phasing Force A. The Player controlling Force A rolls a die for Interception; it is a 3 result and there is no Interception (a 1 was needed), Force B now moves to hex 5120, a Zone-3 of Interception. The Player for Force A rolls again (although he is not obligated to roll, Interception being voluntary). This time he rolls a2, and Interception is achieved. Now he must attack Force B. He does so by placing his Force in hex 5120 and attacking Force B (see Case 6.4).
[6.3] LAND INTERCEPTION TABLE
| Zone of Interception | Die Roll Required for Interception |
|---|---|
| 4 | 1 |
| 3 | 1, 2, 3 |
| 2 | 1, 2, 3, 4 |
| 1 (adjacent) | Automatic Interception (if desired) |
[6.4] THE MECHANICS OF INTERCEPTION
[6.41] When a non-Phasing Force successfully intercepts an Enemy Force, it is moved immediately to the hex of Interception. There is no Movement Point cost to the Intercepting Force for this maneuver; nor does it have to pay 2 Movement Points to engage in Combat.
[6.42] Interception is voluntary; however, once Interception has been tried and successfully attained, the resultant Combat is mandatory. A successful Intercepting Force must attack the Force intercepted.
[6.43] Combat resulting from Interception follows all the standard rules of Combat (Major Battles, Skirmishes, Overrun, etc.). However, a unit intercepted and attacked may not Retreat Before Combat. It must accept Combat.
[6.5] RESTRICTIONS ON INTERCEPTION
[6.51] Forces must have a Commander to intercept; moreover, the Intercepting Force must be in excess of 10 SSP. Forces. of 10 SSP or less may not intercept.
[6.52] Phasing Forces may not intercept, nor may Disrupted Forces.
[6.53] If a Phasing Force is moving toward an Enemy Force with the intention of moving into the hex occupied by (and thus attacking) that non-Phasing Force, such non-Phasing Force may not intercept that Phasing Force. The Phasing Player must announce his intention to attack. Thus, a Force about to be attacked may not use Interception to “turn the tables’ on his attacker.
[6.54] If a Phasing Force begins its Campaign Phase in an Enemy (non-Phasing) Force’s Zone of Interception, the Phasing Force may not be intercepted if it either does not move or its Movement takes it into a Zone of lesser influence. If the Phasing Force chooses to move and it enters a Zone of Interception higher or the same as the Zone it just left, then Interception may occur. Example: Force A is in Zone-2 of Force B at the beginning of a Campaign Phase. Force A may move to Zone-3 and then directly to Zone-4 and then out of the ZOI of the non-Phasing Force without being intercepted. However, if Force A were to move first to either a Zone-1 hex or to another Zone-2 hex, Interception would be possible.
[6.55] No more than one Force may intercept a Phasing Force in a given hex. The non-Phasing Player must choose his Intercepting Force before rolling for Interception.
[6.56] One non-Phasing Force may not, by means of Interception, come to the aid of another Friendly non-Phasing Force being attacked, even if the attacking Force enters that first Force’s ZOI. Thus, Interception may not be used to aid in defense of other units. However, the first non-Phasing Force may try to intercept the attacking Force before it reaches the second (target) non-Phasing Force. The rule simply prohibits the non-Phasing Player from combining Forces by means of Interception.
[6.57] A non-Phasing Force may use Interception only once in a Campaign Phase.
[6.58] Commanders moving alone (without Combat units) may not be intercepted. A siege train (alone) may be intercepted.
[6.6] NAVAL INTERCEPTION
The principle of Naval Interception (one Fleet intercepting another) is the same as Land Interception, with some minor changes.
[6.61] Naval ZOI’s do not extend across all-Land hexsides. Naval ZOI’s have no effect on Land units. Naval ZOI's do extend into all-Sea hexes through all-Sea hexsides. Fleets conducting Interception in an all-Sea hex do not roll for Attrition and are an exception to Case 5.24.
[6.62] The radius of a Naval Zone of Interception is 2 hexes (not 4, as in Land). Thus, only the first two Zones (Zone-1 and Zone-2) apply to Naval Squadrons/Fleets (see Case 6.14),
[6.63] The chances for Interception are somewhat different for Fleets than for Forces. Below is the Naval Interception Table. Do not confuse it with the Land Interception Table.
[6.7] NAVAL INTERCEPTION TABLE
| Zone of Interception | Die Roll Required for Interception |
|---|---|
| 2 | 1, 2, 3 |
| 1 | 1, 2, 3, 4, 5 |
Romans [7.0] STACKING
GENERAL RULE:
Stacking is 4 term for placing more than one unit in a given hex. In general, in The Romans, an unlimited number and type of units may be placed in any given hex on the game-map. However, there are some restrictions pertaining to placing units inside Cities. In addition, the system used for determining any Stacking restrictions is based on the number of Strategic Strength Points a unit has.
CASES:
[7.1] THE STRATEGIC STRENGTH POINT
[SSP] SYSTEM
[7.11] The Strategic Strength Points (SSP) of a given Land unit (see Case 3.2, Unit Examples) also represent that unit's “Stacking Level.” Thus, a unit with 2 SSP’s has a Stacking Level of two.
[7.12] In general, a Player may have as many units, or SSP’s, in a given hex as he wishes.
[7.13] There are limits, in SSP’s, to the amount of Forces placed inside a City. (Units may be in a City hex and either be inside the City, or outside the City; see Case 13.1). The limitations are as follows:
| City Type | Limit in SSP's |
|---|---|
| A | Unlimited |
| B | 46 |
| C | 24 |
| D | 10 |
There’ may be additional units outside the City in the same hex, but the above is the limit for units inside the City. :
[7.14] There is no restriction on the number of Squadrons that may be in a port hex. (Squadrons are never really considered to be inside a Port; they are simply in that hex.)
[7.2] EFFECT OF STACKING ON MOVEMENT
There is no additional cost in Movement Points to Stack or unstack with Friendly units. All units
“controlled” by one Player—including Greek Allies—are considered to be Friendly to that Player. There is a two MP cost to enter an Enemy-occupied hex, if the Enemy units remain in such hex.
[7.3] EFFECTS OF STACKING ON COMBAT
[7.31] All Friendly Land units in the same hex are considered to be one Force and must attack, or defend, together—unless some defending units are inside a City and some outside (see Case 7.13).
[7.32] All Friendly Naval Squadrons in the same hex are considered to be in the same Fleet, and they attack/defend as one.
[7.33] All Friendly units which are stacked together in the same hex participate in Combat as one Force or Fleet. No unit in that Force or Fleet may avoid Combat unless the entire Force or Fleet does so (by Retreating). A Player may not Retreat with some units and leave others to fight.
[7.34] If a Friendly, moving Force enters a City hex that contains Enemy Land units, some of which are inside the City and some of which are outside the City, the Phasing Force must first attack the units outside the City before attempting to attack the City (and its occupants). However, the defending Player may, at any time during the Combat, move the units that were inside the City to join the ones outside the City (as reinforcements, so to speak). However, if a defending Player wishes to move his units that are outside the City inside the City he must Retreat his entire outside Force (as stated in Case 7.33). Thus he may Retreat as many as he can into the city and the rest, if any, must Retreat elsewhere,
[7.35] Players may not check the composition of the opposing Player’s Forces if such Force has a Commander present. Leaderless Forces may always be examined by the opposing Player. The same is true for Fleets.
[7.4] REDUCING STACKS/ OFF-BOARD ARMIES
Players will find that there will be an inordinate number of units-in a given stack; too many for moving around a game-map. The Players may therefore take their Combat units off the game-map, note under which Commander they are, and simply move the Commander, representing the entire Force. For the Romans, ‘“‘Legion” counters are provided to simplify matters. For others, there are “Army” counters. Players may handle this rule in any way they see fit, except that Players may still not check the composition of Commander-led stacks. Furthermore, Players will note that if they are using the Strategic CRT (as opposed to the Tactical Battle System) the type of Combat unit has no bearing on Combat. Thus they simply have to keep track of their total SSP for each Force, rather than deploy individual Combat counters. The Roman Player should keep track of the SSP level of his individual Legions.
Romans [8.0] COMMANDERS
GENERAL RULE:
Commanders are the various leaders of the armies represented in the game: the generals, kings, consuls, legates, praetors, tribunes, and tribal chieftains. All of the counters represent, where possible, actual, historical personages. However, in the case of the Roman Army and its various leaders, some of these personages may be somewhat out of time sequence with their actual appearance in history because of the system used for choosing
Roman Commanders, Commanders affect both the strategic and operational portion of the game. In the strategic portion, Commanders are the means by which Combat units may move and fight: no Combat unit may move independently of a Commander. Tactical usage of Commanders is covered in the rules for Tactical Battle System.
CASES:
[8.1] DESCRIPTION OF COMMANDER UNITS
Most Commanders have three numbers on their counters (see Case 3.2, Sample Units). The only number that has any importance in the Strategic portion of the game is the Commander’s Strategic Rating. The other numbers are discussed in the rules for the Tactical Battle System. The Strategic Rating is, generally, the relative competence of that particular Commander. The uses of the Strategic Rating are set down below. In addition, all Roman Consuls, Praetors, and Legates are printed on both sides of the counter. One side has no ratings at all and simply describes the type of Commander that counter represents: this is called the “untried” side. The name of that Commander and his strategic rating (only) are on the reverse side, and they are revealed only when the Commanders are actually used (see Cases 18.1 and 8.43),
[8.2] THE MECHANICS OF COMMAND
Commanders are the only units in the game with a Movement Allowance. Thus, they are the only units that may move by themselves; all other units in the game must be “attached” toa Commander in order to move (and attack—units without a Commander may always defend). To move Combat units, a Commander simply ‘“‘picks up” the units and moves them along with himself, as explained in the Movement Rules. If there is more than one Commander in a stack the Player must designate one Commander as being ‘‘in charge” of the Force. Any Commander may be so chosen, except that if any of the following Commanders is in a Force he is considered to be in charge: A Roman Consul (the Consul for Macedonia, as opposed to the Consul for Rome, is the superior Consul, although Players may, if there are two Consuls in one Force—not a likely occurrence—alternate command, as did the Romans); Philip of Macedon, and Antiochus. Philip is considered subordinate to either the Consul or Antiochus—depending on whose side he is on—in the Syrian War Scenario. For further clarification on the Roman command system, see Case 8.4,
[8.3] EFFECT OF COMMANDERS ON COMBAT
Aside from enabling Combat units to move and. engage in Combat (attack), Commanders may play an actual role in the outcome of any given battle. If Players are using the Tactical Battle System they should check those rules for the tole of Commanders in Tactical Combat.
[8.31] If Players are using the Strategic Combat Results Table, Commanders may affect the ratio at which a given Force attacks or defends. The Commander that has been chosen to lead, as per Case 8.2, is considered to be in command for any given battle. If the Strategic Rating of the attacking (Phasing or Intercepting) Commander is higher than that of the Defender, the attacking Player increases his Attack Ratio by one column (i.e., 3-1 becomes 4-1, 1-2 becomes 1-1, etc.). If the defending Commander’s Strategic Rating is higher, the Defender increases his Combat Ratio. If the Commanders are equal, there is no adjustment.
[8.32] Certain Commanders may not participate in certain activities. Commanders designated as
“Naval” Commanders in a given Scenario may not control Land Forces. Tribunes may never command Naval Fleets.
[8.33] The Commanders of the individual Greek City-States and Leagues (as well as any other Allied Commanders) may command only their own Forces. Thus an Aetolian Commander could never lead a combined Aetolian-Achaean Force. Only Roman, Macedonian or Syrian (depending on the Scenario) Commanders may command troops other than their own,
[8.4] THE ROMAN COMMAND SYSTEM
The Roman system of command was much different from that of the Macedonians or the Syrians: it was somewhat at the whim of the Senate, which chose two Consuls for each year and often chose Praetors and Legates (special commands for special situations), (Several of the Greek City-States and Leagues had elective generals, but for the purposes of this game this fact is ignored). In special situations a Proconsul was chosen, usually when the Republic was in particular danger. The following tules reflect this system to a great degree. The counters for the various Consuls, Praetors and Legates represent actual historical personages; however, because of the system used in The Romans and the desire to simulate the whims of the Senate (which often had no idea of how good a Consul might be militarily), these historical figures will
» usually be used out of time sequence. Players with an intensive knowledge of Roman history may choose to ignore the Roman Command System herein defined and appoint Consuls and Praetors as they actually occured in historical sequence.
[8.41] There are four types of Roman Commanders: Consuls, Praetors, Legates and Tribunes. Any of these may function in any capacity that a ~ Commander may function in (Exception: see Case 8.32). However, there is a definite “rank” in that certain Commanders are considered superior to others. The Consul is superior to the Praetor, followed by the Legate and then the Tribune. It is not usually necessary to consider such rank during the course of the game, and such rank as given above is purely for play purposes.
[8.42] All Roman Commanders are chosen from a “pool” of “untried units”—a pool for each type of unit, Tribunes are assigned to a given Legion from the inception of the Legion and remain with that Legion throughout the game. All other Roman Commanders may be replaced each year (see Cases 18.1 and 18.2).
[8.43] All Roman Commanders have two statuses: their “untried” status and their actual Command Rating (see Sample Units). When the Roman Player chooses his Commanders, he places all available Commanders of a given type (Consuls, Tribunes, etc.) on the table with their untried face up, so that he does not know what their actual strengths are. He then chooses the requisite number of Commanders and assigns them as per the rules. The Commanders remain in an untried, status until a battle is fought or any other command function using the rating is needed. The actual strength of a Commander is revealed only after both sides have joined battle, but prior to any resolution of such. Thus, with untried Commanders, the Roman Player will not know how good his leadership is until he actually fights a battle or makes a Forced March. Once the actual strengths of the Commanders is revealed, it remains revealed until that Commander unit is removed from the game-map.
[8.44] In most cases, new Consuls and Praetors will be chosen in the Winter/Planning Turn of each Campaign Year; therefore the Roman Player will have new, “untried” Commanders each year. Tribunes always remain with the Legion to which they are assigned. In some cases the Roman Player will be able to extend the tenure of his Consuls (and, thus, his Praetors). This is all covered in the rules for the Winter/Planning Turn.
[8.45] In all other ways, Consuls, Praetors, Legates and Tribunes function like all other Commanders. (There is an exception to this in the Tactical Battle System which does not affect the Strategic game; see the rules for Commanders in the Tactical Battle System).
[8.5] ELIMINATION OF COMMANDERS
The rules for elimination of Commanders in battle is quite different in the Strategic game as opposed to the Tactical Battle System. Players should remember this distinction when using one system or the other.
[8.51] When using the Strategic Combat Results Table, Commanders may be eliminated when certain results are rolled on the dice.
[8.52] If a Friendly Player rolls a result on the Strategic Combat Results Table that indicates a possibility that the Enemy Player’s Commander (see Case 8.2) has been killed, then the Friendly Player rolls another die. If that die roll is a1, 2, or 3 then the Enemy Player checks the Strategic Rating of his Commander and throws an additional die. If this die roll is higher than the Strategic Rating of the Commander affected, that Commander is killed. Example: The Roman Player is rolling on the Strategic CRT at 2-to-1 Combat Ratio. He rolls a9, and, along with the Combat result, there is an indication of a possibility of eliminating the Commander of the Macedonian Force, who, for sake of argument, is Philip V. The Roman Player rolls another die and gets a2, meaning there is still a chance of eliminating Philip. The Macedonian Player now checks Philip’s Strategic Rating, which is 3, and throws another die. The result of this roll is a3, and, as it is not higher than Philip’s Strategic Rating, Philip survives. Had the die roll been a 4, Philip would have been killed.
[8.53] 1f a Commander is killed, his place is taken by any other Commander present in that hex. If there are none present, and the affected Force is the Aggressor (Attacker), then that Force Flees (see Case 10.3). If the Force was defending, it remains in place and defends. ‘
[8.54] The above rules for Eliminating Commanders pertain only to the usage of the Strategic Combat Results Table. If the Players are using the Tactical Battle System these rules are ignored.
[8.55] If a Commander(s) is alone in a hex and that hex. is entered by an Enemy Force (and the Commander is not inside a City) the Commander may Retreat, the same as a Combat Force. If he cannot Retreat he is considered to be captured (and thus eliminated).
[8.56] Commanders are never affected by Attrition.
[8.6] COMMAND REPLACEMENTS
[8.61] When Commanders are eliminated they may be replaced by other Commanders. However, replacement of Commanders does not take place until the ensuing Winter/Planning Game-Turn of the Campaign Year (Exception: see Case 8.65).
[8.62] If a Macedonian, Syrian, or Greek Ally Commander is eliminated he is removed from the game-map and set aside. In the ensuing Winter/Planning Game-Turn the counter for the eliminated Commander is turned over. On the reverse side of every such Commander is a ‘‘Replacement” Commander. This Commander is returned to the game in any hex in which the Country or City-State/League to which he belongs has troops.
[8.63] If a “Replacement” Commander is eliminated he is removed from the game. However, the same exact Replacement Commander is then returned in the ensuing Winter/Planning Game-Turn, as in Case 8.62.
[8.64] If a Roman Consul, Praetor, or Legate is eliminated he is removed from play. In the ensuing Winter/Planning Game-Turn the Roman Player will simply appoint new Consuls, Praetors, etc., so the eliminated Commander’s place will be filled immediately.
[8.65] If a Tribune is killed, his counter is immediately turned over to the Replacement side. The Tribune counter is not removed from play by elimination at any time. If a Replacement Tribune is eliminated there is, in effect, no change, as the Replacement Tribune stays in the game.
[8.66] The above rules apply to both Strategic and Tactical Battle Systems.
Romans [9.0] LAND COMBAT
GENERAL RULE:
There are two distinct forms of Land Combat in The Conquerors: The Romans—Strategic Combat and the Tactical Battle System. Any Combat that does not take place—by rule or by choice—on the Tactical Battle Display is considered Strategic Combat. The rules below cover only Strategic Combat and have nothing to do with the Tactical System Combat (although there may be reference to it).
There is no distinct Combat Phase in The Conquerors: The Remans—aside from the Siege Phase. Combat occurs between opposing Forces that occupy the same hex at any time during the Campaign Phase. Entering an Enemy-occupied hex is the Phasing Player’s option (except in the case of Interception). Combat resolution requires the expenditure of Movement Points (except in the case of Interception) which are deducted from the Movement Allowance of the Commander of the Phasing Force. The units of the Phasing Player (or Intercepting Player) are considered to be the Attackers, or Aggressors; the non-Phasing (or intercepted) Player’s Force is the Defender, or Resister.
PROCEDURE:
Each Player totals the Strategic Strength Points (SSP) of all his units involved. Each Player then compares his total with that of the opposing Player to obtain a Combat Ratio. (E.g., 134 to 73 is 3-to-2; but 73-134 is 1-to-2, etc.) Ratios are rounded off in favor of the Opposing Player (ie., when the Macedonian Player compares his strength to that of the Romans, the Roman Player would be the Opposing Player). In The Conquerors: The Romans, both Players use a Strategic Combat Results Table in a given Combat-——not just the Attacker as in most wargames. Referring to the Strategic Combat Results Table, once battle is joined, both Players roll two dice and cross-reference their dice roll with their respective Combat Ratios. Losses, if any, are taken, and the Combat Ratios are adjusted to reflect any changes as a result of losses. The process is repeated, with both Players throwing dice, subtracting losses, and changing ratios until a definitive result (usually a break in Morale and Flight or a Voluntary Retreat) is achieved.
CASES:
[9.1] THE COMBAT UNITS
[9.11] Each Combat unit has several numbers on it (see Case 3.2, Sample Units). In determining Combat via the Strategic Combat Results Table, the only number of importance is the SSP. The Unit Tactical Strengths and type have no bearing on the outcome of a Major Land Battle or Skirmish using the Strategic Combat Results Table. (There are restrictions to use of cavalry in Sieges, etc.)
[9.12] The number of SSP’s that a particular unit has is equivalent to the number of “steps” in that unit. Thus a Roman principes unit with three SSP’s has three steps, while a Macedonian Phalanx has two. Most units have their reduced step on the reverse side of their counter, except for the three-SSP Roman units, which have an additional counter for their 1-SSP step. Thus a unit with an SSP of two that loses a step is reduced to its one-SSP level counter. Units with only one SSP that take a loss are eliminated.
[9.2] HOW COMBAT OCCURS
[9.21] During a Campaign Phase, the Phasing Player’s Commanders—and the Forces attached to those Commanders—are moved individually. All Combat units under the aegis of a Commander for Movement purposes are under the command of that Commander for Combat purposes as well. A Combat unit may be under the command of only one Commander during a given Campaign Phase.
[9.22] When a Force (Commander plus Combat units) enters an enemy-occupied hex it must pay a cost of two Movement Points (in addition to terrain costs), unless the enemy Force retreats from that hex (Exception: see Case 9.23), The Phasing Force may not enter that hex unless it has the necessary Movement Points to expend from its Commander’s allowance—even if the enemy Force. were to Retreat. It thus costs 2 Movement Points to engage in Combat.
[9.23] If Enemy units are occupying a hex but they are all inside a "C" or "D" City, Phasing Forces may enter and leave that hex without paying any additional Movement costs. However, if they wish to attack that City (as opposed to any Enemy units outside the City) they must pay a Movement Cost of 4 (in addition to terrain, of course).
[9.24] A Commander (and his Force) is not required to cease Movement after engaging in Combat, unless that Force has Fled or Retreated During. Combat. Otherwise, the Force may always continue to move and/or have Combat within the limits of its Commander’s Movement Allowance.
[9.25] A Combat unit may participate in more than one Combat in a given Campaign Phase (see Case 9.24). However, a given Phasing Combat unit may not participate in Combat under the command of more than one Commander.
[9.26] Phasing Forces entering an Enemy-occupied hex (except where the Enemy Force is inside a City) must engage in Combat if the Enemy Force chooses to remain in that hex. Opposing Forces may never voluntarily occupy the same hex without haying Combat (except for situations where one Force is inside a City).
[9.3] SKIRMISHES
Whenever a Phasing Force enters a hex occupied by an Enemy Force of 10 SSP or less, or when a Phasing Force of 10 SSP or less enters an Enemy-occupied hex containing more than 10 SSP, that Combat is considered a Skirmish, unless the Enemy Force is inside a City. Skirmish Combat is, for all intents and purposes, the same as a Major Land Battle with one exception: the winner of a Skirmish receives no Victory Points for such victory. Skirmishes are always resolved using the Strategic CRT; they may not be resolved using the Tactical Battle System.
[9.4] MAJOR LAND BATTLES
Whenever a Phasing Force enters a hex occupied by an Enemy Force in excess of 10 SSP a Major Land Battle occurs. Major Land Battles may be fought using either the Tactical Battle System or—if a quicker, strategy-oriented game with less control over the outcome of battle is desired—the Strategic Combat Results Table (CRT). The following rules concern themselves with use of the Strategic CRT.
[9.41] If Combat occurs (i.e., the non-Phasing Force remains in a hex but not inside a City) both Players total the number of SSP’s in their respective Forces. Each Player then compares his total to that of the Opposing Player and obtains a Combat Ratio. Both Players then roll two dice each, cross-referencing the dice roll with the respective ratios on the Strategic CRT.
[9.42] Combat using the Strategic CRT is a series of “combat exchanges.” Both Players are considered to be rolling the dice simultaneously in each exchange, and both Players subtract losses (if any) at the same time, At the end of each exchange the Players decide whether or not they wish to remain in battle and, if they both do, they then recalculate the Combat Ratios (if necessary) and roll for another exchange. The Players repeat this process until one side either Retreats During Combat or Flees. Remember, just because one side has a 1-to-i ratio does not mean that the reverse is true: 55-54 would be 1-to-1, but’54-55 would be 1-to-2!
[9.43] The following is a recapitulation of the Strategic Combat Play Sequence:
A. Players determine their respective Combat Ratios vis a vis the other Player; then
B. Each Player refers to his Strategic CRT and rolls two dice, cross-referencing the total with his Ratio; then
C. Each Player subtracts any losses; then
D. The Players decide, Defender first, if they wish to remain in the hex or Retreat During Combat. If both remain, play reverts to (A).
Remember to recompute the Combat Ratio before each exchange.
[9.44] As individual Tactical Combat unit counters do not really matter on the Strategic CRT, Players need only keep track of their overall SSP levels on a piece of paper. They will find that much easier than shuffling counters and subtracting losses that way.
[9.45] The side that either Flees after or Retreats During a Major Land Battle is considered the loser of the battle; the other side is, generally, the winner (see Case 9.68).
[9.5] EXPLANATION OF COMBAT RESULTS
[9.51] Combat results on the Strategic CRT are given in step, or SSP, losses. Thus a result of 2 means that the side affected would have to remove 2 SSP’s from its total Force SSP by either reducing one unit 2 steps or 2 units one SSP each (see Case 9.44),
[9.52] In using the Strategic CRT the Players throw 2 dice and add them together to get the row under the Dice Roll column.
[9.6] MORALE
[9.61] Each side has a Morale Level. The Morale Level is expressed as a percentage of the total SSP’s that a particular Force has at the start of Combat in a given Campaign Phase. Morale is. used to determine the victor in a given Combat.
[9.62] The Macedonian Morale Level is 40% of a given Force’s Total SSP, Thus a Macedonian Force of 100 SSP’s (at the beginning of Combat) would have a Morale Level of 40 and would Flee a battle when losses exceeded 40 SSP.
[9.63] The Syrian Morale Level is 35% of its Force Total SSP.
[9.64] The Roman Morale Level is 40% plus two percentage points for each point of its Commander's Strategic Rating. Thus a Roman Army commanded by Consul Quinctius (with a Strategic Rating of ‘4’) would have a Morale Level of 48%, while one commanded by C. Scipio would have a Morale Level of 44%,
[9.65] Allies (Greek City-States/Leagues) have differing levels of morale. Thus the Morale Level of an Ally Force attached to a Roman Force may bé different from the Roman Morale Level. The Roman Player would simply total all SSP’s in the battle, but apply different Morale Levels to the varying Allied Forces. Thus a combined Roman/ Allied army of 100 SSP’s has an Allied Force with a Morale Level of 30%. The Allies would break and Flee when combined losses exceeded 30 SSP, but the Romans would stay. The Allied Morale Levels are as follows:
- Spartans: 50%
- Achaeans, Aetolians, Galatians, Athenians: 40%
- Rhodians, Pergamenees, Epirotes and Acarnanians: 35%
- Bithynians, Paphlagonians, Cappadocians, Thracians, Illyrians and Dardanians: 30%
[9.66] Players with combined Forces must attempt to extract SSP losses from the individual Forces in the same approximate ratio as each Force started with. Thus, if there are two Romans to every Spartan in a combined Roman/Spartan Force, for every Spartan loss extracted two Roman losses should be extracted.
[9.67] When a given Force exceeds its Morale Level it Flees (see Case 10.3). Thus a Roman Force with a Morale Level of 44 out of 100 SSP’s would Flee when it lost its 45th SSP. Remember, that in combined/allied Forces some of the Forces may Flee before others. It is only when the entire Force (all, units) have fled that Flight is considered for victory purposes (see Case 9.69).
[9.68] If both sides breach their Morale Level in the same exchange, the side that took the greater losses (in SSP’s) Flees. However, in such a case neither side is considered the victor; the battle is considered a draw. -
[9.69] The side that does not Flee or Retreat During Battle is the winner of the battle. (However, see Case 9.68). The winner of a Major Land Battle receives Victory Points. In addition, Roman Forces may mutiny if they suffer a Major Land Battle loss and they are not on Roman soil. If they do suffer such a loss, the Roman Player must, at the beginning of his next Campaign Phase, roll a die. If the number on the die roll is 2 points higher than that of his Commanding Consul (or, in case of the death of the Consul, the commanding Praetor) than the Force mutinies. It (including the Consul) must immediately return to Rome and remain there until the next Campaign Year.
[9.7] VARIABLE MORALE
[Optional Rule]
Players who revel in the unexpected and who do not wish to. know the “mood” the Enemy is in before a battle may vary their Morale Levels according to the following rule. Once two Forces have joined battle, but before it starts, each side determines its own Morale Level for that battle. Each Player checks his original Morale Level. He then takes from an old game (or makes up in any fashion) two sets of chits, each set with the numbers 1 through 6, one number toa chit. In addition, he makes up four additional chits, two with a “plus” sign, two with a “minus”. The numbered chits are placed in one receptacle (or upside down) and the plus-minus chits in another. Each Player now draws one chit from each receptacle. He then adjusts his original Morale Level up or down (plus or minus) by the number of percentage points on the numbered chit. Thus, if the Roman Player had an original Morale Level of 42% and then drew a -5 his actual Morale level would be 37%, This represents varying psychological factors that play upon armies at any given time.
[9.8] ROMAN ENCAMPMENTS
[Optional Rule]
The Roman Army made extensive use of encampments when it campaigned. In essence, it would shorten its march and pitch a very strictly enforced and easy to defend camp. This camp was a miniature fort and it made the Roman Army virtually immune to surprise attack and quite capable of withstanding all but the most sustained assault. As an optional rule—one that will aid the Roman Player—if the Roman Player with any Force of Legion size or larger shortens his Movement Allowance to ten in a given Campaign Phase he may then pitch camp. The Force is placed under an Encamped Marker. If attacked it may mot Retreat; however, its SSP total is doubled. Attacks on a Roman encampment must take place on the Strategic CRT; the Tactical Battle System may never be used.
[9.9] STRATEGIC COMBAT RESULTS TABLE
Ratio of Friendly SSP's to Enemy SSP's (dice roll is the total of two dice).
| Dice Roll | 1-3 | 1-2 | 1-1 | 3-2 | 2-1 | 3-1 | 4-1 | 5-1+ |
|---|---|---|---|---|---|---|---|---|
| 2 | 1 | 2x | - | - | - | 1 | 1 | 2 |
| 3 | 1 | 1 | 1x | 2 | 2 | 2 | - | 2 |
| 4 | - | - | 1 | - |
KEY: - (a bullet on the printed table) = No Losses; # = Losses in SSP's (or steps); x = Check for Possible Commander Elimination (see Case 8.5). Odds of less than 1-3 are treated as 1-3.
Romans [10.0] RETREATS
GENERAL RULE:
Retreat is the process whereby a Land Force avoids Combat, either voluntarily or involuntarily. There are three forms of Retreat: Retreat Before Combat, Retreat During Combat, and Flight. The latter is involuntary and is triggered by breaching the Morale Level, while the former two are dependent on the whim of the Player. (Retreat by Fleets is covered in Case 11.16.)
CASES:
[10.1] RETREAT BEFORE COMBAT
[10.11] Whenever a Phasing Enemy Force enters a hex occupied by a Friendly Force, that Friendly Force may choose to Retreat rather than accept Combat.
[10.12] Forces may Retreat Before Combat only if there is a Friendly Commander present in the hex. If there is more than one Commander in the Force, the Force may split when it Retreats Before Combat.
[10.13] Forces may Retreat up to 20 Movement Points in a single Campaign Phase. A unit may Retreat Before Combat more than once in a single Enemy Campaign Phase as long as it does not exceed the 20 Movement Point total during that Phase. Thus a Force may Retreat 10 Movement Points when threatened by one Enemy Force and Retreat an additional 10 Movement Points when threatened by another (or even the same) Enemy Force.
[10.14] A Force that uses up more than 4 Movement Points in a Campaign Phase in Retreats (either Before or During Combat) becomes Disrupted. Disrupted Forces may not move in the following Friendly Player-Turn, although they may engage in further Retreats in the ensuing Enemy Player-Turn (and thus risk further Disruption). Lack of Movement is the only result of Disruption.
[10.15] A Force may retreat into any hex into which it could normally move. A Force may retreat into a City if it controls such City prior to its entry.
[10.16] Retreats must be conducted towards a Force’s basic source of Supply (see Case 14.1 for discussion of Supply Bases).
[10.17] Intercepted Forces may not Retreat Before Combat.
[10.2] RETREAT DURING COMBAT
[10.21] Once battle is joined (ie., once the non-Phasing Player has accepted Combat by remaining in the hex and causing the Phasing Player to spend 2 Movement Points) Players may not Retreat Before Combat. However, they may Retreat During Combat.
[10.22] Players may not determine the size of an Enemy Force until Combat is joined, unless that Force has no Commander. Once Combat is joined both Players reveal their Forces. At this point the Defending Player, and only the Defending Player, may decide to Retreat During Combat. In addition, after each Combat exchange (see Case 9.42) the Defending Player has the choice to Retreat During Combat. If he chooses to stay, the Attacking Player may then exercise that option. If neither Retreats, Combat continues to another exchange (see Case 9.43).
[10.23] If a Player chooses to Retreat During Combat, he retreats under the same guidelines as in Retreat Before Combat, especially Cases 10.12, 10.13, 10.14, and 10.16. However, in addition to those rules, if a Player chooses to Retreat During Combat he must roll one die after completing his Retreat. The number rolled is the number of SSP’s he must remove.
[10.24] Movement Points used in Retreat Before Combat count against Movement Points to be used in Retreat During Combat, and vice-versa.
[10.25] If a unit Retreats During Combat (not Before), the opposing side is declared the victor, if the battle is a Major Land Battle.
[10.3] FLIGHT
[10.31] When a Force breaches its Morale Level (see Case 9.6), it Flees. Flight is involuntary Retreat. In fleeing, a Player must move 20 Movement Points, regardless of the number of Movement Points it has used in other Retreats. The fleeing Force may not split. In fleeing, Forces follow the guidelines of Case 10.2.
[10.32] In addition, a fleeing Force suffers Pursuit. The non-fleeing Force Player (the victor) rolls one die; he multiplies the total by 2 and the result is the number of SSP’s the fleeing Force loses.
[10.33] If a Force flees, the non-fleeing Force is declared the winner—if it is a Major Land Battle.
[10.34] If a Force that is required to flee cannot, for any reason, move a total of 20 Movement Points without leaving the game-map, that Force is completely eliminated. A fleeing Force may never enter the same hex twice in Flight and must follow the guidelines of Case 10.16. If a Force has fled more than 10 Movement Points, it may retreat into an "A" or "B" City as an exception to Case 10.31.
Romans [11.0] NAVAL COMBAT
COMMENTARY:
Naval Combat is somewhat different from Land Combat in that only one die is thrown, and there is only one die roll for Combat—as is prevalent in most standard wargames.
GENERAL RULE:
In Naval Combat, the attacking Fleet/Player totals his Naval Strength Points and compares them to the total strength of the defending Fleet. All Fleets in the hex must engage in Combat, with certain exceptions pertaining to Siege. The Attacker then determines the Combat Ratio, in terms of simple odds (2-1, 1-3, etc.), always rounding off in favor of the defender. He then rolls one die and consults the Naval Combat Results Table (CRT), following that table’s instructions for extracting losses.
CASES:
[11.1] HOW TO UNDERTAKE NAVAL COMBAT
[11.11] Naval Combat—i.e., Combat between opposing Fleets—occurs when a Phasing Fleet enters an Enemy Fleet-occupied Coastal or all-Sea hex. Combat in this instance is mandatory.
[11.12] It costs 2 Movement Points for a Phasing Fleet to enter an Enemy Fleet-occupied hex; the Phasing Fleet must have the necessary Points remaining in its Movement Allowance, as per Case 9.22, in order to enter such hex. Remember, Fleets, like Forces, must be under the aegis of a Commander to move and attack—but not to defend.
[11.13] Fleets may Retreat Before Combat (only) the same as land units. They can expend up to 20 Movement Points to do so, and if they expend more than 4 Movement Points they become Disrupted (unable to move during the following Campaign Phase). However, when retreating, Fleets must Retreat into a Friendly Port; in addition, they may not Retreat more than 20 Movement Points from a Friendly Naval Base. If neither of the above can be done, the Fleet may not retreat,
[11.14] To engage in Combat, the attacking Player totals the Strength Points of his Fleet and compares that total to the total strength of all Enemy Squadrons in that hex. The totals are compared and a Combat Ratio is determined, stated as simplified odds: 2-1, 4-1, 1-3, etc. The Attacker then refers to the Naval Combat Results Table (11.5), rolls a die, and determines the losses.
[11.15] A given Phasing Fleet may attack a given non-Phasing Fleet only once in a Campaign Phase. A Phasing Fleet may make more than one attack in a Campaign Phase, but it must attack different Fleets each time. A non-Phasing Fleet may be attacked more than once in a given Campaign Phase (remember ‘Interception!). However, a Phasing/attacking Fleet may not continue to move, as above, if—as a result of the Combat—it suffers greater losses than the non-Phasing Fleet. In such a case it must return to the nearest Friendly Port, as in Case 11.17(B).
[11.16] Unlike Land Combat, there is no Morale Level, Flight, or Retreats During Naval Combat, although there is Retreat Before Combat. Fleets do not retreat During or after Combat. However, if two Enemy Fleets start a Campaign Phase in the same hex, the Phasing Player must either move his Fleet immediately or engage in Naval Combat.
[11.17] There are two exceptions to Case 11.16. One is the situation wherein a non-Phasing Fleet intercepts and attacks a Phasing Fleet. Because the attacking (but non-Phasing) Fleet cannot move further, it must stay in the hex; whether the Phasing Fleet may continue to move depends on the results of the engagement:
A. If the Attacker (Interceptor) suffers more losses on the Naval CRT than the Defender, then the Phasing (defending) Fleet may continue to move.
B. If the Defender (Phasing Fleet) loses more steps on the Naval CRT than the Attacker (Interceptor), or the result is even, the Defender must return to the Port from which he came or, if he did not come from a Port, to the nearest Friendly Port in the direction from which he came. If he cannot reach such a Port with his remaining Movement Allowance, he must remain in the hex.
Remember, this rule applies to Interception attacks only. The second exception to Case 11.16 is covered in Case 13.47, concerning Fleets and Siege/ Blockade.
[11.18] A Fleet must end a Campaign Phase in a
Friendly Port or undergo Attrition. Therefore, if a Friendly Fleet attacks an Enemy Fleet and does not eliminate that Fleet entirely, and chooses to remain in that hex, it would undergo Attrition, even if it were in a Port, because the Enemy Fleet would still being control of the Port (unless the Port were taken by fand).
[11.2] EXPLANATION OF NAVAL CRT RESULTS
(11.21] Similar to land units, Squadrons have “steps”: they are either at full-strength or half-strength., Full-strength may be either 6, 4, or 2 depending on the type of Squadron; half-strength is either 3, 2, or 1. A Squadron thus has two “steps”: fullto half-strength and half-strength to eliminated. If a Squadron has to lose a step, it is inverted toits half-strength (if at full-strength) or eliminated (if at half-strength). A full-strength Squadron forced to lose two steps would be eliminated. The half-strength of each Squadron is on the reverse side of its full-strength counter.
[11.22] All results on the Naval CRT are given in steps lost to respective fleets. Thus, ona roll of 5 at 1-1 the Attacker would lose 2 steps and the Defender 4. Each side may remove steps in any fashion (however, see Case 11.22) as long as all required steps are removed.
[11.23] There are three different types of Squadrons (heavy, representing cataphracted galleys such as the giant quinquiremes; medium, representing the light warships, such as the old-style triremes; and light, representing such vessels as lembi). Players must apportion their naval losses among their Squadrons in the same ratio as they had Squadrons available at the beginning of the battle. In case this proves difficult, or impossible, to apportion equally Players may use the following system: for each loss, roll a die; if the die is 1, 2, or 3, the loss is to a heavy squadron, 4 to a medium, and § or 6 to a light.
[11.24] A result of ‘e’ means that the entire Fleet is eliminated.
[11.25] Players should remember that in Naval Combat, as opposed to Land Combat using the Strategic CRT, only one die is thrown, the die is thrown only once, and there are no “exchanges”. Furthermore, one side is the Attacker (the Phasing Player or the Interceptor) and all Combat is initiated and resolved by him, as is standard in most wargames.
[11.3] RESTRICTIONS ON NAVAL COMBAT
[11.31] Naval Squadrons may never attack Land units. They may assault unoccupied "C" and "D" Ports (see Case 13.24).
[11.32] Land units being transported by Naval Squadrons have no effect on Naval Combat. Players shoutd be careful, if such a battle were to occur, to keep track of what each Squadron was carrying so that if it were to be sunk, or even reduced in strength, the units being carried would have to be adjusted (through losses) to reflect any change in Squadron size (see Case 12.15).
[11.4] COMMAND EFFECT ON NAVAL COMBAT
When a Naval battle occurs, the Players from each side compare the Strategic Ratings of their respective Commanders (as in Case 8.31). If the Attacker has the higher rated Commander, one is added to the die roll; if the Defender has the higher rated Commander, one is subtracted from the die roll. If both ratings are equal-there is no addition or subtraction. If the defending Fleet has no Commander, the Attacker automatically adds one to the die roll. Commanders may not be eliminated in Naval Combat unless the entire Fleet is eliminated.
[11.5] NAVAL COMBAT RESULTS TABLE
Combat Ratio (Attacker to Defender)
| Die | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1+ |
|---|---|---|---|---|---|---|
| 0 | Ae/- | Ae | Ae/D1 | A5/D1 | A4/D1 | A2/D1 |
| 1 | Ae/- | A4/- | A4/- | A3/- | A2/D2 | A1/D2 |
| 2 | Ae/- | A4/- | A3/D1 | A2/D1 | A1/D3 | A1/D3 |
| 3 | A5/D1 | A4/D1 |
KEY: A = Attacking Fleet; D = Defending Fleet; e = Eliminated; - (a bullet on the printed table) = No Losses; # = Number of "Steps" Lost (see Case 11.21). For effects of Commanders, see Case 11.4. Odds of less than 1-3 are treated as 1-3. Ignore excess losses.
Romans [12.0] NAVAL TRANSPORT
CASES:
[12.1] HOW TO TRANSPORT UNITS BY SEA
[12.11] Each Squadron of galleys may transport (carry) a certain number of Land units. In actuality it is not the warship that is carrying the troops but rather transports attached to the warships. Therefore, each Squadron, whether light, medium or heavy, can transport an equal capacity in Land units.
[12.12] Each full-strength Squadron may transport a full Legion or its equivalent in SSPs (i.e., 24 SSP). Each half-strength Squadron may transport 12 SSP’s. Commanders do not count as SSP’s when being transported.
[12.13] In order to be transported a Land Force simply moves to a Friendly Port in the Campaign Phase, stacks with the necessary Squadrons, and then continues to move—with the Fleet. Remember, the Movement Allowance of the Commander of the Land Force controls here.
[12.14] Land units must embark in a Friendly, controlled Port. They may debark in any clear terrain hex (Enemy-occupied or not), There is no limit to the number of turns the Land units may remain on the galleys, noting that Fleets have restrictions as to where they must end their turn, vis a vis Attrition.
[12.15] If Land units are being transported by Fleet and the entire Fleet is lost, the Land units are lost, too. If the Fleet is reduced in strength (see Case 11.21) the Land units being transported must be adjusted (eliminated) to correspond to the rules in Case 12.12. Thus each Player must keep track of which Land units are being carried by which Squadron, If the Squadron carrying a Siege Train is either lost or reduced in strength, the Siege Train is considered to be lost. Example: Two Squadrons are carrying 40 SSP’s of Land units, each Squadron carrying 20 SSP’s. The two Squadrons are attacked and one of the Squadrons is reduced in the Combat to half-strength status (see Case 11.21). That Squadron must reduce its transportation capacity to 12 by eliminating 8 SSP’s of Land units. The choice of which SSP’s to eliminate depends on, firstly, what units were being carried by that Squadron; and, secondly, the whim of the Player affected.
[12.16] If a Land Force attacks another Land Force by amphibious landing (transported to the Combat hex by sea), and the attacking Force is forced to Flee or Retreats Duting Combat, the attacking/retreating Force must do so by using the Fleet that transported it to such hex. It may not Flee or Retreat without using the Fleet.
[12.2] THE ROMAN MERCHANT FLEET
The Republic of Rome was the great commercial power of the Mediterranean (especially after the Second Punic War). Her merchant fleets crisscrossed ‘‘Mare Nostrum” in a frenzy of activity, bringing grain from Africa, cloth from Sicily and Massilia, etc. The latter is represented in the game by the rules for Revenue Supply Sources. However, the Roman Player may find it necessary to transport auxiliary troops from their point of origin, and he may not wish to waste his warships in doing so. Thus the Roman Player starts each Scenario with a Merchant Fleet counter. A Merchant Fleet is capable of transporting up to 20 SSP’s of Combat units. It has no Combat Strength and if attacked (it may Retreat Before Combat) it is automatically eliminated. The Roman Player may also build additional Merchant Fleets. Merchant Fleets may move without the aid of a Commander; they are the only non-command units in the game that may do this.
Romans [13.0] CITIES
COMMENTARY:
The Cities on the game-map are the objectives of both sides. They come in a variety of different sizes and strengths, reflecting their ability to withstand attack, etc. A City may either be taken and held or taken and sacked. What occurs depends on whether the Player wants Victory Points or money.
CASES:
[13.1] CITY CAPACITY AND EFFECT ON MOVEMENT
[13.11] A given City is described in size and defensive capability (as well as worth) by a letter designation (see terrain examples on game-map). A City is either an "A", "B", "C" or "D" City, and all Cities have such a letter designation next to their name on the game-map. The letter determines how strong that City is, how large a garrison it may hold, how much it is worth if sacked and how much it is worth if captured. The letter designation also determines its strategic importance in terms of ability to block Movement.
[13.12] An "A" City (e.g., Roma) has an unlimited garrison capacity; it may hold an unlimited number of troops inside its walls. A "B" City (eg., Demetrias) may contain up to 46 SSP’s inside its walls; i.e., 46 SSP’s of Combat units may be inside’ the City. Any more SSP’s would have to remain outside the City (but could stay in the hex). A "C" City (e.g., Thebes) has a 24 SSP capacity, and a "D" City (e.g., Gytheum) has a 10 SSP capacity.
[13.13] There is no cost for a Force to “enter” a Friendly City. Land units may be either outside or inside a City (and in the same hex). Units inside a City must be designated by placing an ‘Inside City” counter on top of such units. Units outside the City are then placed on top of the inside units.
[13.14] Land Forces inside a City exert no Zone of Interception. Therefore an Enemy Force may move into and through a "C" or "D" City hex without paying any extra Movement cost even if there are Friendly Forces in that City—-unless the Enemy Force wishes to attack that City or the Friendly Force wishes to Intercept the Enemy Force. Thus "C" and "D" Cities—and the units inside of them—never inhibit Enemy Movement.
[13.15] Friendly Forces or Fleets may never enter an uncontrolled or Enemy-controlled "A" or "B" City hex, regardless of whether it is occupied or not, unless they wish to attack that City (see Case 13.52 for a definition of control).
[13.16] The presence of a City in a hex has no effect on the terrain cost for entering that hex; the terrain in the hex is the governing factor. However, if a Force wishes to attack the City it must either pay an additional Movement cost to do so or wait until the Siege Phase, depending on the type of City.
[13.17] Units may Retreat into Friendly Cities.
[13.2] CITIES AND COMBAT
Cities may be taken by Assault or by Siege. "A" and "B" Cities must be taken by Siege—in the Siege Phase—and they may not be attacked in the Campaign Phase. "C" or "D" Cities may be assaulted in the Campaign Phase or besieged in the
Siege Phase. Both Assault and Siege have essentially the same methods of determination, with some differences. Essentially, the attacking Force must have a besieging strength larger than that of the City and its garrison. It then expends Movement Points (for Assault) in the Campaign Phase or the entire Siege Phase (for Siege) and rolls a die on the Assault and Siege Table. A result of YES means the City has been taken; a result of NO, it stands, Each City has an innate Defense Strength (with or without garrisons) which can be augmented’ by additional troops up to a maximum level (the City’s capacity to hold troops). When a City is taken it may either be occupied or sacked.
[13.21] Each City has an intrinsic Defense Strength, dependent on its letter designation. This strength is representative of the size of the City, its defensibility, and its importance, as well as. many subjective factors. The intrinsic Defense Strength of a given City is its strength without any troops inside the City. The intrinsic Defense Strength is equivalent to the same number of Combat SSP’s:
- A City: 75 defensive SSP's
- B City: 40 defensive SSP's
- C City: 20 defensive SSP's
- D City: 10 defensive SSP's
[13.22] A Player may add to the intrinsic Defense Strength of a given City by placing troops inside the City (garrisons). Each SSP inside the City is added to the intrinsic Defense Strength of the City. Thus if two Legions worth 43 SSP’s were garrisoning Roma, Roma would have a Defense Strength of 118. The number of garrison SSP’s that a Player may add toa given City is limited to the number of troops that that City may hold (see Case 13.12). However, no Cavalry SSP’s may ever be added to the intrinsic Defense Strength of a City, regardless of whether they are inside the City or not. Thus, in the above example, if 3 of those Legion SSP’s were cavalry SSP’s, Roma’s Defense Strength would be 115, not 118.
[13.23] A City’s intrinsic Defense Strength may never be used for attack; it is only used when the City is defending against an Assault or a Siege. The garrison troops’ SSP’s may be used as the Player sees fit. But if the garrison troops attack units outside the City the garrison is deemed to have left the City.
[13.24] "C" and "D" Cities may be Assaulted. ("A" and "B" Cities must be besieged; see Case 13.4, Siege rules). To assault a City, a Phasing Force simply moves into the hex in the Campaign Phase with at least one more SSP than the total Defense Strength of the City and pays a cost of 4 Movement Points. He then refers to the City Assault and Siege Table under the column for the City he is assaulting. He then rolls one die. If he gets a YES the City falls. If he rolls a NO the City withstands the Assault.
[13.25] A Force may Assault a given City any number of times in a Campaign Phase (until he gets a YES) as long as he has the necessary number of Movement Points remaining in his Movement Allowance. It pays 4 points each time it assaults. However, each time a Player gets a NO on the City Assault and Siege Table, he removes one SSP from his attacking Force. A Force may remain in a City hex in which the City is Enemy-occupied without assaulting that City (unless it is an "A" or "B" City, in which case the Player must besiege the City).
[13.26] If a City is taken it may either be occupied and controlled by the victor (Players get victory points for controlling Cities at the end of the game) or sacked, in hopes of gaining loot (see Case 13.5). Any garrison Force in a City that is taken is treated according to the way the City is taken:
A. If the City is sacked, all garrison units are put to the sword (eliminated).
B. If the City is occupied, the victorious Player may eliminate the garrisons or he may make any deal he deems feasible with the Enemy. If the troops are, for any reason, set free, they are immediately placed in the nearest Friendly City that can hold them (see Case 13.56, Surrender).
[13.27] Garrison units may never Retreat Before or During an Assault. They may attempt to leave when a City is under Siege, by fighting their way out (see Case 13.46).
[13.28] Fleets may, by themselves, Assault unoccupied "C" and "D" City/Ports, Each Naval Strength Point is equivalent to one SSP. Fleets suffer no losses in such Assaults. Fleets may never Assault Enemy-occupied Ports; furthermore, Fleets never add their strength to that of a City/Port when the latter is attacked by Land units.
[13.3] CITY ASSAULT/SIEGE AND PLUNDER TABLE
Each City-Type column is read as Plunder / Siege.
| Die Roll | A Plunder | A Siege | B Plunder | B Siege | C Plunder | C Siege | D Plunder | D Siege |
|---|---|---|---|---|---|---|---|---|
| 1 | 2 | NO | 1 | NO | 1 | NO | 0 | NO |
| 2 | 3 | NO | 2 | NO | 1 | NO | 1 | * |
| 3 | 5 | NO | 3 | NO |
The Plunder Section is rolled for and read separately from the Siege Section.
KEY: NO = Siege Fails, City Stands (see Cases 13.25, 13.44); YES = City Falls; # = Number of Talents obtained by Looting; * = Rolls again; a new die roll of 6 (only) and the City falls - otherwise, City stands.
[13.4] SIEGE
[13.41] The mechanics of Siege are pretty much the same as for Assault on Cities. However, Sieges may be conducted only in the Siege Phase, and in order to Conduct a Siege the attacking Player must have a Siege Train.
[13.42] A” and "B" Cities can be captured only by means of a Siege; "C" and "D" Cities may be assaulted or besieged.
[13.43] In order to conduct a Siege, the Phasing Player moves the necessary Force (see Case 13.24) into the City-hex he wishes to besiege. The only time an Enemy Force may enter a Friendly "A" or "B" City hex is when it is going to undertake a Siege. In the following Player-Turn’s Siege: Phase the besieging Player uses the City Assault and Siege Phase in the same manner as he would for an Assault, with the exception that he may only roll once per Siege Phase. A Commander must be present for a Siege.
[13.44] When conducting a Siege, the results are the same as when conducting an Assault, with one addition: for each turn that the City under Siege withstands the Siege (ie., a NO result occurs); the garrison troops are reduced by 2 SSP. Besieging Forces are still reduced by one SSP. The intrinsic Defense Strength of the City is never reduced.
[13.45] In order to conduct a Siege, the besieging Player needs a Siege Train. All Roman Legions have a built-in Siege Train. In order to use this, at least 50% of the original strength of that Legion must be in the hex. All other Players must construct a Siege Train with funds from their Treasury. Siege Trains have no Combat Strength other than to aid in Sieges. For transport purposes they are equivalent to 20 SSP’s. If involved in a battle, a Siege Train is not considered; however, if the side having a Siege Train flees, the Train is left behind. If it Retreats During Combat, it takes the Train with it. Siege Trains may be captured in this manner—or if they are alone in a hex,
[13.46] Besieged units may attempt to leave the City before the Enemy’s Siege Phase. In order to do so they must fight their way out (which will be difficult, at best). If, at any time, they Flee or Retreat During Combat they return to the City. If a Phasing Player wishes to move a Force into’a Friendly City-hex that is besieged by Enemy units he may attack the besieging Force with the moving units as well as any garrison units in the City. This is the only time that two Forces may combine without moving together.
[13.47] Fleets may aid in Sieges. if there are no Enemy Fleets present in the hex, attacking Fleets may add their strength to a Siege (attack)—but not to an Assault. (They may attack/assault certain Ports on their own; see Case 13.28). Fleets friendly to the defending City may always add their strength to the City/Port, regardless of the presence of Enemy Fleets in that hex. Fleets defending in a Siege do not have to attack Enemy Fleets in the same hex. However, if such Fleets try to leave that hex they must first attack the Enemy Fleets. All Fleets defending in a Port hex are considered to be inside that Port for Siege purposes, if they are Friendly to the Port.
[13.48] If Fleets Friendly to the besieger/attacker wish to add their strength to the Siege and there are Enemy Fleets in the hex, they must first eliminate all Enemy Fleets before they can do so.
[13.49] If in an attempt to break out of a blockade by Enemy Fleets in a Siege, Friendly Fleets wishing to leave inflict greater casualties than they themselves suffer, then those Phasing Fleets may break the blockade and leave. Otherwise (if they suffer equivalent or greater casualties than the blockading Fleet) they may not leave during that Campaign Phase.
[13.5] SACKING AND PLUNDER
[13.51] Whenever a Force takes a City by Assault or Siege, the victorious Player has two choices as to how he may behave regarding that City: he may either choose to control the City or he may sack the City. The choice must be made immediately after the City is taken.
[13.52] To control a City a Player must simply be the last Player to have any units (Land or Naval) in that City. Control of Cities is indicated by placing an appropriate marker in that hex. Players gain Victory Points if they control certain Cities at the end of the game (see Case 19.12, Victory Points). Each Player controls his allies’ home Cities—but for Movement purposes only,
[13.53] A Player may wish to sack a City rather than control it. To sack a City the victorious Player simply states that he is putting the City—and its inhabitants—to the torch and rolls a die on the City Assault and Siege Table, referring to the Plunder Column under the type of City sacked. The resultant number, if any, is the number of Talents he may add to his Treasury as a result of Looting.
[13.54] A Sacked City is so indicated by placing a SACKED marker in that hex. No Player may gain Victory Points for this City and the hex is treated as if the City does not exist (i.c., it may not function as a Base or Port, etc.). The City remains sacked for the remainder of the game. Furthermore, if a Player sacks a City that belongs to one of the Greek Allied City-States/Leagues, 3 Points are subtracted from that Player’s Alliance level (or added to the opposing Player's level) vis a vis that Ally.
[13.55] If an Allied Army (a Greek City-State or League Army under the control of a Player) containing no non-Allied troops takes a City it does not have the choice of sacking or controlling. The Player to whom the Allied Army is allied rolls a die: al or 2 and the City is sacked, but NO Talents are placed in the Player’s Treasury; a roll of 3, 4, 5 or 6 and the City is simply controlled.
[13.56] At any time immediately before an Assault or Siege is about to take place the two Players involved may Parlay. The result of the Parlay will be, of course, to get the City to Surrender in return for whatever terms the Attacker grants, Players may agree to whatever terms they feel are necessary
(letting the garrison go free—to the nearest Friendly City—or no sacking, or a payment in Talents as Tribute, etc.), However, if either side reneges on any portion of the agreement the Alliance Levels of any City-States or Leagues that are not directly Allied with that Player at the time the agreement is broken are diminished by one (or one added to the opposing Player’s level). The above rule should be read in light of Case 13.26, which it changes to some degree.
Romans [14.0] SUPPLY
COMMENTARY:
Supply in The Conquerors: The Romans is based on expenditure of funds as well as maintaining bases. Supply is thus concerned not only with the day-today problems of eating, etc., but it also takes in communications, organization, and a myriad’ of other logistical problems. Thus while an army could essentially ‘‘eat off the land” (as it usually did in ancient times) other problems arose which stopped the ancient armies from having the mobility of their mote recent compatriots. Players will find that in order to conduct a solid, attack-oriented campaign, they will have to expend quite a bit of their Treasury Reserves.
GENERAL RULE:
Land Forces and Fleets are either In Supply or Out of Supply. Forces are supplied from Naval Bases or Capital Cities. Fleets are supplied by Friendly Ports. Any Force that travels a distance in excess of its Supply Radius from its Supply Base expends one Talent for doing so. Fleets never have to pay for supplies; the penalty they suffer for being Out of Supply is Attrition. In addition, if a Force wishes to attack in a Major Land Battle and it is out of its Supply Radius it must expend one Talent for each such consummated attack. Expenditure of Talents from the Treasury for Supply purposes is made at the moment the expenditure is necessary. Thus, there is no distinct supply phase in The Conquerors: The Romans.
CASES:
[14.1] SUPPLY BASES
[14.11] Land Forces use Friendly Naval Bases (see Case 5.6) and/or Friendly, controlled Capital Cities as sources for Supply. A Capital City is defined as either the Capital City of that Force or, for the Allied units, the City from which that Force came. Thus for Macedon, the Capital would be Pella, for Rome, Roma, and for the Syrians, Antioch. (the latter is on the Macedonians game-map). Also, for a Force of Illyrians, Scodra would be the Capital, for Aetolians—Thermum, Gomphi or whatever City the Force came from originally, etc. The Scenarios list all Allied Cities.
[14.12] A Land Force is In Supply as long as it does not move more than 10 Movement Points from a Friendly, controlled Naval Base or Capital City. Any Force that exceeds that Radius, for whatever reason, is considered Out of Supply the instant the Radius is exceeded.
[14.13] The Supply Radius may not be traced through a stack of Enemy units in excess of 5 SSP (outside a City) or through an "A" or "B" Enemy-controlled City hex, as well as not being traced through impassable terrain. The Radius is traced from the Force to the Base and not vice-versa.
[14.14] Neither the Roman, Macedonian nor Syrian Player may draw Supply from an Allied City. The reverse, however, is not true: Allies may draw supply from “‘parent”” Bases. Thus a Dardanian Force allied to the Romans could draw Supply from any Base the Roman Player could draw Supply from as well as its own Base. One Allied Force may not draw Supply from another Allied Force’s City, even if both are allied to the same Player.
[14.15] A Base is effective only if it is controlled by the Player whose forces wish to use such Base. Moreover, if an Enemy Fleet blockades (has a Fleet in the Base hex at the beginning of the opposing Player’s Campaign Phase) the Base in question, that Base no longer functions as a Supply Base until the Blockade is lifted (see also Case 14,24),
[14.2] EFFECTS OF LACK OF SUPPLY
[14.21] At any time during a Campaign Phase, or during an Interception, that a Force travels outside its Supply Radius the Player must expend one Talent from his Treasury. He may not move out of the Radius (except to retreat) if he does not have the necessary Talents in his Treasury. The expenditure is made immediately upon the Radius being exceeded; however, it is only paid once in a given Campaign Phase for a given Force.
[14.22] There is no penalty for retreating Out of Supply.
[14.23] Any Force that attacks another Force, causing a Major Land Battle, outside its Supply Radius must pay a cost of one Talent. This cost is in addition to Case 14.21. Thus a Force that moves out of its Radius and attacks would pay a cost of two Talents. If it attacked again in such a manner in the same Campaign Phase it would pay a third Talent. There is no cost to defend out of a Force’s Radius.
[14.24] If, at the beginning of a Campaign Phase, a Player finds that his Source of Supply (Naval Base or City) is either no longer in his control or is blockaded, then he must move the affected Force directly towards the Source of Supply. If he moves in any direction other than the most direct toward that Source, he must pay a cost of one Talent in addition to the cost of one Talent for being Out of Supply.
[14.25] For the purposes of expending Talents, Fleets are never Out of Supply. They do, however, suffer Attrition if they do not end a Campaign Phase in a Friendly Port.
[14.26] If a Force finds itself without a Base (as in Case 14,24) and the Player has no funds remaining in his Treasury, such Force may not move. In addition, each turn it is Out of Supply it must roll for Attrition on the Land Attrition Table.
Romans [15.0] ATTRITION
GENERAL RULE:
Land Forces and Fleets undergo Attrition—using the Attrition Tables—as a result of being “out of position.” In some cases, Naval Attrition is caused by movement through certain hexes.
CASES:
[15.1] LAND ATTRITION
[15.11] Any unit that begins a Winter/Planning Game-Turn in a hex other than a Friendly City-hex and/or that Force is outside its Supply Radius, such Force must undergo Attrition. Attrition is handled as part of the Winter/Planning Game-Turn (see Cases 4.2 and 14.26).
[15.12] Players who are playing the Syrian Scenario should note that the Winter-Line Rule from The Macedonians is not in effect for that Scenario, In essence, no units may move during winter.
[15.13] A Force ending a Game-Turn in a Desert hex must undergo Attrition.
[15.14] To undergo Attrition, at the beginning of the Winter/Planning Phase (also see Case 14.26) the Player consults the Land Attrition Table and rolls the die. He rolls for each Force necessary under Cases 15.11-15.13. Any losses from Attrition are removed from the Force immediately. They are considered eliminated.
[15.2] NAVAL ATTRITION
[15.21] At any time during a Campaign Phase that a Fleet enters an all-Sea hex it must roll for Attrition. (However, see Case 6.61). That Fleet rolls for each such hex it enters.
[15.22] Any Fleet that does not end a Campaign Phase in a Friendly, controlled Port undergoes Attrition.
[15.23] Naval Attrition is rolled for on the Naval Attrition Table.
[15.3] LAND ATTRITION TABLE
| Die Roll | Remove |
|---|---|
| 1 | 1 SSP |
| 2 | 2 SSP |
| 3 | 10% of Force |
| 4 | 20% of Force |
| 5 | 25% of Force |
| 6 | 33% of Force |
Note: Round fractions up.
[15.4] NAVAL ATTRITION TABLE
| Die Roll | Remove |
|---|---|
| 1 | Nothing |
| 2 | 1 Naval Strength Step |
| 3 | 1 Naval Strength Step |
| 4 | 2 Naval Strength Steps |
| 5 | 3 Naval Strength Steps |
| 6 | 3 Naval Strength Steps |
Romans [16.0] ALLIES: DIPLOMACY, GRAFT AND AMBASSADORS
COMMENTARY: During the Macedonian Wars in particular, and to some extent during the Syrian War, the armies of the Greek City-States and Leagues played an extensive part in the campaigns. On the one hand, the various Greeks viewed their nominal overlords, the Macedonians, with a variety of feelings ranging from outright distrust to traditional allegiance. On the other hand, they viewed the “barbaric” Romans with even greater trepidation. Their armies ranged from non-existent garrisons to well-trained, if small, field armies. Their use was invaluable and alliance with at least one or two of the Cities or Leagues was an absolute necessity (as Players will soon determine), The Players may thus effect alliances with these City-States and Leagues by using their best diplomatic wiles: bribery and harangue. Bribery comes in the form of Talents expended from the Treasury towards moving a potential ally’s Alliance Level towards the Player. Harangue means using the Ambassadors each Player gets at the beginning of each Campaign Year to influence the local politicos. As Players will no doubt remember from previous sections of the rules, various actions taken by the Players also raise and lower Alliance Levels vis a vis the Player performing such action.
CASES:
[16.1] ALLIED CITY-STATES AND LEAGUES
[16.11] Each Scenario lists which City-States or Leagues are eligible for entrance into a particular campaign. The Scenario lists the given City or League, the forces available to that League upon activation, and the Cities which that Force controls and considers as Supply Bases. Allies are either individual City-States (such as Sparta) or Leagues of City-States, such as the Achaean League (Corinth, Argos and Aegium, for game purposes).
[16.12] Allies are either active or non-active. Nonactive Allies have no Forces on the game-map and are not considered part of the game. Their Cities are considered uncontrolled for game purposes (until they enter the game).
[16.13] Active Allies have their Forces placed on the game-map at the instant of activation. They are controlled by the Player who activates that Ally (see Case 16.2), and the Cities of that Ally are now said to be controlled by that Player (for all purposes except Victory Points).
[16.14] If a Player assaults or besieges a City belonging to a non-active Ally any Force belonging to that non-Active ASly that may possibly enter the game is not considered for purposes of this attack. The city is attacked as if it were empty (unless it is occupied by another player’s units). Players should note 16.24 (Revolts).
[16.15] Forces of active Allies may never move more than 10 Movement Points from their point of origin unless such Force is under the command of a Commander belonging to the “parent” side (ie., Roman Commander, Macedonian Commander, Syrian Commander, etc.) Naval Fleets have no such Movement restrictions. Allied Forces under “parent” command that move outside of their Supply Radius incur a one Talent cost for the parent.
[16.2] ACTIVATION OF ALLIES
[16.21] Allies begin the game in a non-active state, unless the Scenario instructions state otherwise. To enter the game they must be activated by one of the Players. A Player activates City-State or League by increasing its Alliance Level to 5 on his portion of the Alliance Chart.
[16.22] All non-active City-States or Leagues have their Alliance counter placed in the ‘zero” column of the Alliance Table (unless otherwise stated in the Scenario). For each Talent expended by a Player/ Country, the counter is moved along the row for that City-State or League one column in the direction of the Country that expended the Talent. The same is true for the effect of Ambassadors. Thus, if the level of the Aetolians is at ‘‘zero” and the Roman Player, in his Diplomacy Phase, expends 2 Talents for graft, the Aetolian counter is moved to the 2 column on the Roman side, Players should remember that there are certain actions that will affect the levels on the chart (see Cases 13.54 and 13.56).
[16.23] When the Alliance Level of a given City-State or League reaches 5, that City-State or League is activated immediately in the control of the Player in whose favor the level is. Thus, in the example in Case 16.22, if the Roman Player were to expend 5 Talents in graft, the Aetolians would be activated in control of the Roman Player.
[16.24] If a Player activates a City-State or League, and the Forces of that City-State or League are to appear in a City controlled by the opposing Player, there is a Revolt by that Ally against the controlling Force. To determine the outcome of the Revolt, the Player activating such Force adds up his total SSP and the opposing Player adds up the total SSP’s of all garrison units in that City. The Ally then compares its Force to the garrison and obtains a simple combat ratio (1-3, 2-1, etc.). He then consults the Revolt Table and throws a die. If the Revolt fails, the Allied Forces are removed from the game. If the Revolt succeeds, the garrison Forces are removed from the game and control of the City reverts to that Ally.
[16.25] The Alliance Level of a City-State or League may never exceed 5, no matter how much graft or how many Ambassadors are added to the level.
[16.26] Once a City-State or League is activated in favor of one side, it remains active in favor of that side unless and until the opposing Player can bring the Alliance Level of such Ally to 5 in his favor (an expenditure of Ten Talents and/or Ambassador Points). Thus, even if the Alliance Level of an Ally active in control of Macedon were to read at a given point in the game 4 in favor of the Romans, that City-State or League would still be in control of and allied to the Macedonians.
[16.27] Revolt Table
Revolting Force SSP to Garrison SSP:
| Die Roll | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1+ |
|---|---|---|---|---|---|---|
| 1 | NO | YES | YES | YES | YES | YES |
| 2 | NO | YES | YES | YES | YES | YES |
| 3 | NO | NO | YES | YES | YES | YES |
| 4 | NO | NO | NO |
If the Garrison is entirely Roman, Revolting Player adds 1 to die roll. NO = Revolt Fails; YES = Revolt Succeeds.
[16.3] AMBASSADORS
[16.31] One of the ways in which a Player may increase the chances of gaining an alliance with a given City-State or League is by sending an
Ambassador to the City to influence the government there to come over to that Player’s side. This is done through the use of Ambassador counters.
[16.32] Ambassador counters are printed on both sides. Each Player has a set of these counters (six in all). One side simply notes that the counter represents an Ambassador; the reverse side contains a number, ranging from -1 to +3, representing the effectiveness of the oratory and guile of that particular Ambassador.
[16.33] Duting the Winter/Planning Game-Turn, each Player chooses three ambassadors from his total of six. He first mixes all his Ambassadors up, rating side down so that he may not see it. He then picks three from the six, setting aside the remaining three (which he may not look at). The rating of the Ambassador is not revealed until the exact moment the Player decides to use that particular counter.
[16.34] A Player has only three Ambassadors to use in a given Year. He may use only one per Game-Turn, but there are no other restrictions to their use. Ambassadors are used in the Diplomacy Phase of the Game-Turn.
[16.35] When a Player decides to send an Ambassador, he simply states that he is doing so and turns over one of his chosen Ambassador counters, noting the rating of the Ambassador. This rating is then applied to the level of the City-State or League to which he has sent the Ambassador (which is announced before revealing the rating). Thus if a +1 Ambassador is sent by the Roman Player to Athens, and Athens’ Alliance Level is 3 in favor of the Romans, that Level would be increased to 4. If the Ambassador had been a -1 and the Level had been say, zero, the level would have been changed to 1 in favor of the. Macedonians ‘(or Syrians, depending on the Scenario).
[16.36] Ambassadors may be played in the same Game-Turn and for the same City-State or League as to which graft is applied. In such a case, the amount of graft is always applied before the rating of the Ambassador is revealed.
[16.37] Ambassadors have no Combat Strength and are never actually placed on the game-map. When an Ambassador has been used his counter is returned, rating-side down, to the pile of unchosen counters. Unused Ambassadors are also returned to this pile at the beginning of the Winter/Planning Game-Turn.
[16.4] GRAFT
Graft is the application of Talents from a Player’s Treasury towards increasing a potential Ally’s Alliance Level in his favor. In a Diplomacy Phase of his Player-Turn a Phasing Player may apply any amount of graft towards moving the Alliance Level of a given City-State in his favor. There is no restriction to the amount of graft that may be applied. Each Talent applied moves the Alliance Level one column in favor of the Player making the bribe. Thus if the Alliance Level of the Acarnanians is 3 in favor of the Macedonians, the Romans can make it 3 in favor of the Romans by applying 6 Talents worth of local baksheesh. To do this, the Player simply announces he is doing it, adjusts the Alliance Level of the City-State or League, and deducts the amount spent from his Treasury.
Romans [17.0] TAXES AND THE TREASURY
GENERAL RULE:
Except for Sacking Cities and the minor chance of getting Tribute, most of the income in the game is derived from taxes. Taxes are in the form of Talents (the more or less standard measurement of wealth in those days). Players raise taxes during their Winter/Planning Game-Turn by rolling for them on the Taxation Table. These taxes are placed in the Players’ respective Treasuries from which funds are drawn for raising and maintaining Forces and Fleets, bribes, etc.
CASES:
[17.1] TAXATION
[17.11] Each Player receives Talents in the form of taxes collected. Allied City-States and Leagues never receive taxes. Taxes are collected by means of the Taxation Schedule (17.2).
[17.12] In Section 3 of the Winter/Planning Game-Turn, each Player rolls one die and refers to the Taxation Schedule. The number in the column of that die roll is the amount of taxes that Player may add to his Treasury in Talents.
[17.13] In addition to the collection of taxes by means of the Taxation Schedule, the Roman Player (only) earns revenue from various sources in the Mediterranean. The following Cities are considered Roman Revenue Sources: Carthage, Massilia, Emporiae, Syracusa, Caralis, and Hippo Regius. Each of these Cities earns one Talent for the Roman Treasury if the Roman Player keeps a Line of Communications open to them,
[17.14] Roman Revenue Sources gain Talents for the Roman Player if the Roman Player can maintain Communications between the Source City and any one Naval/Supply Base being used by the Roman Army for Supply purposes during the past Campaign Year. Thus to gain the Talents while campaigning in, say, Macedon, the Roman Player would have to maintain a line of Communications with a Naval Base: e.g., Athens, Naupactus, etc.
[17.15] For an opposing Player to cut the Line of Communications he need simply Blockade the Source City for any 2 Game-Turns in a given Campaign Year (excluding the Winter Turn). To Blockade a City, a Fleet must remain in the City-hex (remember Case 5.26). If it does so for any two Game-Turns, Rome loses the Revenue from that City for the upcoming Winter/Planning Game-Turn. Of course, if the City itself is captured, the Points are lost until it is recaptured. If it is sacked, the points are lost for the remainder of the game.
[17.2] TAXATION SCHEDULE
Amount of Talents Collected (added to Player's Treasury):
| Die Roll | Rome | Macedon | Syria |
|---|---|---|---|
| 1 | 9 | 12 | 13 |
| 2 | 11 | 14 | 15 |
| 3 | 14 | 19 | 21 |
| 4 | 15 | 21 | 23 |
| 5 | 19 | 24 | 26 |
| 6 | 23 | 26 | 30 |
[17.3] RAISING AND MAINTAINING ARMIES AND FLEETS
Campaigning in ancient times (or in any era) was an expensive proposition. A full-fledged series of active campaigns usually drained the treasuries of even the best-stocked countries. It cost money to raise armies and it cost money to keep them going. And it cost even more money to construct and man the squadrons of quinquiremes, triremes, biremes, octeres, tessarakonters, etc., that plied the Mediterranean waters. In The Conquerors: The Romans the Players get few, if any, actual reinforcements. However, they are free to build new Forces to augment the ones they have with but two provisos: they must have the necessary money available and they may not exceed the counter-mix.
[17.31] During the Winter/Planning Stage each Player may raise new troops and/or build new Squadrons, The cost for such construction is given in the Purchase and Maintenance Cost Table, 17.4. E.g., in order to raise the V Legion (not in the game at that moment), the Roman Player would expend (and subtract from his Treasury) 3 Talents. Or, if the Macedonian Player wished to raise forty SSP’s of troops, he would. expend 6 Talents from his Treasury.
[17.32] Newly raised troops and newly constructed Fleets may be placed in any City (but see Case 17.37) listed below for the raising country:
- Rome: Land Forces (Legions only) in Roma or Capua. Fleets in Ostia
- Macedon: Land Forces in Pella. Fleets in Thessalonica or Demetrias
- Syria: Land Forces in Antioch. Fleets in Tyre, Sidon, Byblus, or Aradus
If the above Cities are occupied, the affected Player may designate another Friendly City to take its place. This City must be within the bounds of the Country affected.
[17.33] Each Player has the capability of constructing 2 Naval Bases (at the cost of 5 Talents each) in any two Friendly Controlled Ports at any point in the game. No more than 2 of these may be constructed by any one side.
[17.34] Siege equipment, in the form of a Siege Train, may be constructed. The Roman Player need. not do this, as each of his Legions is siege-equipped.
[17.35] All of a Player’s Forces (except Allies) Land and Naval—must be maintained through infusion of more Talents if they are to be continued from one Campaign Year to the next. The costs to maintain and keep these units in the game are listed in the Purchase and Maintenance Cost Table. Thus if the Roman Player has 5 Legions on the game-map along with two Squadrons of quinquiremes and one Squadron of triremes,-he would have to expend thirteen Talents just to keep those units active. Any units not maintained are removed from play during the Winter/Planning Turn. Maintenance should be paid before new armies are raised, etc.
[17.36] The Roman Player must maintain one full-strength Legion in Roma at all times. Failure to do so is to lose the game. (Thus, any opposing Player who captures Rome automatically wins the game).
[17.37] The Roman Player is not limited to Legions as Land Forces; he may raise auxiliary troops in the same way (3 Talents per 20 SSP’s) as do the other Players. However, as an exception to Case 17.32, auxiliary troops do not enter in Rome or Capua. They enter as follows:
- Archers: Syracusa or Cnossus (for Syrian scenario - on Macedonians map in Crete)
- Slingers: Asbusa
- Barbarian Infantry: Hippo Regius, Emporiae, or Massilia
- Hoplites: Syracusa, Caralis, Altinum, or Carthage
- Elephants: Carthage or Hippo Regius
No more than 10 SSP’s may be recruited from a given City in any one Campaign Year. The Roman Player should note that he will not need to use one of his Praetors or Legates to pick up these units as merchant ships do not need Commanders to move.
[17.38] When the Roman Player raises new Legions he must raise them in numerical order. In other words, before he can raise the IX Legion he must raise the VIII, etc.
[17.4] PURCHASE AND MAINTENANCE COST TABLE
Costs are in number of Talents.
| Item | Cost to Raise | Cost to Maintain |
|---|---|---|
| Legion (Rome only) | 3 | 1 |
| 20 SSP's (any type) | 3 | 1 |
| Heavy Naval Sqdrn. (quinquiremes, cataphracts) | 6 | 3 |
| Medium Naval Sqdrn. (triremes, etc.) | 4 | 2 |
| Light Naval Sqdrn. (lembi, etc.) | 2 | 1 |
| Naval Transports | 1 | 0 |
| Establish Naval Base | 5 | 0 |
| Siege Train | 2 | 1 |
[17.5] THE TREASURY
Each country has a Treasury, represented by placing his Treasury Marker on the Treasury Track, which is on the enclosed sheet of Charts and Tables. The Player simply places his marker at the level his Treasury is at and moves it up and down the scale to adjust for input from taxation, plunder, etc., or output from expenditures. As stated before, the Treasury Level is in Talents.
Romans [18.0] THE ROMAN SENATE
COMMENTARY:
Rome, at the time of this game, was still a Republic, and the heart of the Republic was The Senate. Generally, The Senate determined policy— especially foreign policy—and was responsible for distributing or denying funds (from taxes collected) for various projects. E.g., war was voted on and approved by the Senate before funds could be expended for it. The following rules recreate, albeit superficially, the machinations of that august body.
CASES:
[18.1] CONSULS
Each year the Senate appointed two Consuls to share leadership of Rome. In essence, and certainly:
in this game, the Consuls assumed military leadership and control of the field armies. One Consul was designated as Consul for Rome—and remained in Roma—while the other was given a specific command, such as Macedonia.
[18.11] The Roman Player receives ten Consul counters, representing actual Consuls. The Consuls function similarly to Ambassadors in that they have one side which states only that the counter is a Consul, while the other side gives all the information necessary: name and Strategic Rating (see Case 16.3 for a discussion of use of “untried” counters).
[18.12] Each Winter/Planning Phase—unless so directed by the Augury Table or other events—the Roman Player must choose two new Consuls. He removes the two Consuls that are presently in the game and sets them aside. He then picks two new Consuls from the pile of “untried” Consuls. Without revealing their names or their abilities, the Player then assigns one Consul to Roma and the other to his field army. The remaining Consuls (including the two past Consuls) are then set aside in a pile.
[18.13] The strengths of a field Consul ate not revealed until he engages in some form of Combat or attempts a Forced Match, or any other such item in which the use of his ability (Strategic Rating, etc.) is necessary. The Consul for Rome is revealed immediately. However, the Consul for Roma may never leave Haly.
[18.14] Consuls may be elected for a second or even third successive term (as was the famous Titus Quinctius Flamininus, who was so successful during this era). This may happen by means of the Augury Table or if such a Consul has won a Major Land. Battle during the past year. If the latter has happened, the Roman Player may choose to continue with that Consul, or he may opt for picking anew one. The choice is his. This rule applies only to Field Consuls, not to the Consul for Roma.
[18.15] At any time the Roman Player is maintaining a field army in excess of 7 Legions (not counting auxiliary troops or the Legion in Roma) he may appoint a Proconsul. The Proconsul is sort of an emergency “dictator” who is used to coordinate vital campaigns (hopefully). To appoint a Proconsul the Roman Player, at any time during the game that the above prerequisites occur, simply picks one of the Consuls from the untried pile and places it in Roma. He then moves the Proconsul in the normal fashion. A Proconsul is superior in the chain of command to a Consul, and if he is in the field he must be in charge of at least 50% of the total field force, or a 3 Legion minimum,
[18.16] When new Consuls take the Field they are placed in any hex containing at least one Legion.
[18.2] PRAETORS, LEGATES, AND TRIBUNES
[18.21] Praetors, for the purposes of this game, are second-in-line Commanders appointed for specific duty by the Senate. There are 6 Praetor counters. For every 4 Legions the Roman Player has in the game the Senate chooses one Praetor. Praetors are also chosen each year anew, in the same fashion as Consuls, and like the Consuls they are chosen from the untried pile. If a Consul is continued in office he may choose to retain one Praetor.
[18.22] Legates, for the purposes of this game, are second-in-line Commanders chosen for Naval command. Legates may never command Land Forces. (Praetors and Consuls may always command Fleets, but Tribunes may not), The Roman Player may have the same number of Legates in the game as he has Praetors, with the exception that if his total Fleet (excluding Allies) drops below 6 Squadrons he may have only one Legate. Legates are chosen in the same fashion as Praetors.
[18.23] Tribunes are third-in-line field Commanders. Historically, 6 Tribunes were assigned to a Legion. Fot game purposes, two Tribunes are assigned to a Legion, representing 3 historical Tribunes each. Two Tribunes are assigned to each Legion by placing all Tribunes in a cup or receptacle at the beginning of the game and picking 2 from the cup as needed. Once assigned to a Legion, the Tribune is never removed (see Case 8.65). Tribunes are not “untried” units: they have their replacements, in case of death, on their reverse side. Thus the need for the cup.
[18.3] THE AUGURY TABLE
[18.31] An augury was a religious ritual performed with chickens or other such animals or birds in which the entrails of the slaughtered victim gave insight into the future. (Two chicken livers to go had a much different meaning 2000 years ago than it does today!). The Senate would perform auguries before virtually any function or decision. Thus we have dubbed our table of random events—those events that were often unforeseen but important in their effect on other schemes and plans-—the Augury Table. In Phase 2 of the Winter/Planning Turn the Roman Player throws 2 dice, adds them together, and checks the total with the Augury Table. He then follows the instructions for that dice roll. He does this once (only) per Winter-Planning Turn and at no other time.
[18.32] Augury Table
| Dice Roll | Event |
|---|---|
| 2 | Uprising in Hispania. Roman Player must send one Legion (not Rome) plus newly-chosen Praetor to Emporiae for the entire year. |
| 3 | Senate dissatisfied with endless wars. All taxes collected are reduced by four Talents; no new Legions may be raised this year. |
| 4 | Storm shatters Roman Fleet. Roman Player must remove 50% of his largest fleet on map. |
| 5 | Senate votes for quick end to war. Any result on Taxation Table increased by two Talents. |
| 6 | Roman Player may re-appoint his Field Consul. |
| 7 | Civil unrest in Rome. Deduct two from total Talents; no new Legions may be raised this year. |
| 8 | Carthage pays large portion of Tribute owed since Punic Wars. Roman Treasury increased by four Talents. |
| 9 | Harvest excellent. All open Revenue Supply Sources (see Case 17.13) provide two Talents for this year. |
| 10 | Revolt in Cisalpine Gaul. Roman Player must send two Legions plus newly chosen Praetor to Placentia for year; no revenue this year from Massilia. |
Romans [19.0] VICTORY CONDITIONS
GENERAL RULE:
The specific Victory Conditions for each Scenario are listed in that Scenario. Generally, the Players are trying to take key Cities and defeat the opposing Player in battle. Not every City is worth Victory Points, and the worth of each City varies according to its letter-type. The rules set forth below are general conditions; Players should refer to the specific Scenario for details.
CASES:
[19.1] SCHEDULE OF VICTORY POINTS
[19.11] The winner of each Major Land Battle receives twenty-five Victory Points (see Case 9.4).
[19.12] Control! of certain Cities (see Case 13.52) gives Victory Points to the controlling Player. The Cities that can furnish such Victory Points are listed in each Scenario (and vary from Scenario to Scenario), It is important for Players to note that a Player does not gain any Victory Points for controlling a City belonging to a City-State or League that is allied to that Player. Thus, if the Achaean League were an Ally of Rome, the Roman Player could not get any Victory Points for controlling either Corinth, Argos or Aegium, regardless of whether Roman troops occupied those Cities or not (unless they seize it by force.
[19.13] No Victory Points are gained from Sacked Cities.
[19.14] City Victory Points are awarded as per the level of the City, as follows:
- A Cities: 12 VP's
- B Cities: 8 VP's
- C Cities: 4 VP's
- D Cities: 2 VP's
Players should remember that they gain VP’s for controlling only those Cities listed for them in a given Scenario, Thus, in the Second Macedonian War the Roman Player would not gain any VP’s for controlling Apollonia, although. the Macedonian Player would.
[19.15] If Roma falls to any non-Roman Player (an occurrence the happenstance of which is mighty slim) the game is over and that Player is declared the winner.
[19.16] Certain Commanders may be worth Victory Points if they are eliminated in battle. These are listed in each Scenario.
[19.2] LEVELS OF VICTORY
At the end of the game the Players total their respective Victory Points and compare the totals. The Player with the most Victory Points is declared the winner of the game. In addition, for the Roman Player to be considered to be more than a nominal victory he must (a) have at least twice as many VP’s as the other Player (or Players) and, (b) he must have won at least one Major Land Battle. If the Roman Player cannot satisfy both of these requirements the other Player can consider himself to have beaten “history,” if not his fellow Player. And the Roman Player should consider performing self-augury, before the Senate requests it.
Romans [20.0] THE SCENARIOS
[20.1] THE SECOND MACEDONIAN WAR
[200 B.C. to 197 B.C.]
[20.11] Initial Disposition of Forces and Fleets
ROME
At Brundisium [4319]: I and 11 Legions, 2 Heavy Naval Squadrons, 1 Medium Squadron, 2 Light Squadrons; 1 Consul, 1 Praetor, 1 Legate, 4 Tribunes (2 to each Legion)
At Roma (2914): III Legion; 1 Consul, 2 Tribunes
At Ostia [2915]: 1 Merchant Fleet
At Capua {3317}: IV Legion; 2 Tribunes
At Placentia [2203]: V Legion; 1 Praetor, 2 Tribunes
At Lilybaeum [2625]: 1 Medium Naval Squadron; 1 Legate
In Asbusa (0116]*: 2 Balaeric Slinger units
In Hippo Regius [1225]*: 4 Barbarian (Numidian) Infantry units.
*= These units are available; however to be of any use they obviously must be transported. The Roman Player does not have to pay any Maintenance on these units until and unless they join the Roman Army either in Roma or in Macedon.
MACEDON
At Demetrias [5624]: 10 Light Infantry units, 2 Hoplite units, 1 Light Cavalry unit; 1 Heavy Naval Squadron, 3 Medium Naval Squadrons, 1 Light Naval Squadron; Philip V, Leo, Heracleidas (Naval Commander)
At Antipatreia [4919]: 5 Phalanx units, 1 Heavy Cavalry unit, 1 Peltast unit; Athenagorus
At Corinth [5529]: 3 Mercenary Hoplite units; Androsthenes
At Oreus [5626]: 4 Phalanx units; Philocles
At Pella [5520]: 6 Phalanx units, 2 Peltast units, 1 Archer unit, 2 Heavy Cavalry units; Nicanor, Brachylles
[20.12] Initial Treasury Levels
The Roman Player starts the game with 25 Talents in her Treasury; the Macedonian Player, 22. For purposes of balancing the Scenario (for whatever reason the Players see fit) these levels may be adjusted up or down. Players will, of course, realize that too high a Treasury Level will allow the Players a financial freedom that did not exist in that era; too Jow a level will restrict play considerably. There is, though, some resilience in the levels as given and they can be adjusted somewhat without disturbing the game too much.
[20.13] Length of the Game
The Game begins with the September Game-Turn of the year 200 B.C. and ends with the October Game-Turn of the Year 197 B.C. The total number of Game-Turns (excluding the Winter Turns) is 26. The playing time will vary according to the activity: experienced Players should take about four and-a-half hours to complete the game, novices about an hour longer.
[20.14] Reinforcements
The only scheduled Reinforcements are the Rhodian and Pergamenee Fleets; otherwise Players may raise armies and Fleets as they see fit (17.3). The Rhodian Fleet (one Heavy Squadron) starts the March, 199 B.C, Game-Turn (Turn Number three) in hex 6134. It may consider that hex a Naval Base for the purposes of its own operations. Acestimbrotus is her Commander.
The Pergamenee Fleet (one Medium Squadron, King Attalus Commanding) begins the March, 199 B.C. Game-Turn in the island-port of Aegina (5730). If this is occupied by the Macedonian Player or one of her allies the Pergamenee Fleet is placed with the Rhodian Fleet.
Both the Pergameneé and Rhodian Fleets are Roman allies; they remain so throughout the game.
For a little variety, the Players may play around with the arrival of the above allied Fleets (their alliance to and cooperation with Rome was not that assured). At the beginning of the game roll one die for each Fleet. A 1 or 2 allows it to arrive at the start of the game, If any other die roll results, starting with the March 199 Game-Turn and for every Game-Turn thereafter (until they arrive), roll one die for each Fleet, In the Year 199 a die roll of 1-4 will bring the Fleet in, in 198, 1-3, in 197, 1-2.
[20.15] The Allies
The following City-States and Leagues are possible allies during this Scenario. All pertinent and necessary information is listed below (see Case 16.2, among others).
Athens: Cities controlled—Athens; Forces Available—3 Hoplite units, 1 half-strength Medium Naval Squadron, no Commander (the Athenians may move only under the aegis of another Commander).
The Achaean League: Cities controlled—Argos, Corinth (presently in the hands of the Macedonians), and Aegium; Forces Available—3 Hoplite units, Aenesidemus (in Argos); 2 Hoplite units, Philopoemen (in Aegium)
The Aetolians: Cities controlled—Thermum, Naupactus, Gomphi; Forces Available—3 Hoplite units, 2 Peltast units, 2 Medium Cavalry units, 1 Light Cavalry unit, Damocritus, Phaeneas (in Thermum); 3 Hoplite units, 1 Heavy Cavalry unit, Amynander (in Gomphi)
Sparta: Cities controlled—Sparta; Forces Available—10 Hoplite units, 1 Medium -Cavalry unit, Nabis (in Sparta)
Epirus: Cities controlled—Ambracia, Antigoneia, Phoenice, Oricus; Forces Available—3 Hoplite units, Charops (in Ambracia)
Acarnanians: City controlled—Anactorium; Forces Available—2 Hoplite units, Alexander (in Anactorium)
Illyrians: City Controlled—Scodra; Forces Available—2 Barbarian Infantry units, Pleuratus (in Scodra) (Note: Illyria is a Roman Ally at the start of the game and her Alliance Level should be placed at 5 in favor of Rome).
Dardanians: City Controlled—none; Forces Available—3 Barbarian Infantry units, Bato (in Hex 5417). (Note: Hex 5417 may be considered a Supply Base for the Dardanians).
[20.16] Additional Victory Conditions
The Roman Player gains Victory Points for controlling any city in “Greece” (i.e., east of and not including Antium or Brundisium), with the exception of Apollonia and Aegina.
The Macedonian Player gains Victory Points for controlling the following Cities: Any City west of and including Brundisium, and all Cities in Greece, etc., with the exception of Pella, Thessalonica, and Amphipolis.
The Roman Player gains 10 Victory Points if he eliminates Philip V; the Macedonian Player gains 10 Victory Points if he eliminates the Consul T.Q. Flamininus. (Remember, there is a chance that such Consul will never appear in the game, in which case it is not possible for the Macedonian to gain such Victory Points).
[20.17] Initial Control of Cities The following Cities start the game under the control of the side listed:
Rome: All Cities in Italy and Venetia and westward (with the exception of the Carthaginian Cities) plus Apollonia.
Macedon: Any City in which the Macedonian has troops, ‘plus Thessalonica and Amphipolis.
[20.2] THE SYRIAN WAR
[192-189 B.C.]
[20.21] Preparation for Play
The Syrian War Scenario is played using both game-maps provided with The Conquerors. The map for The Romans has been designed so that its easternmost row of hexes is the same as the westernmost row of hexes for The Macedonians. However, The Romans game-map is somewhat more northerly than its Macedonian compatriot, and Players should be aware of this when lining them up. E.g., hex 6120 on The Romans is equivalent to hex 0102 on The Macedonians, The best bet is for the Players to cut the lower right-hand border of The Romans game-map so that it can overlap on to The Macedonians map without any interference.
The Macedonians game-map does have some terrain not included in The Romans. Players should ignore the Winter Line, but should treat the Ferries, Marshes and Royal Persian Highway as they are treated in The Macedonians game. (Thus the RPH will be treated somewhat differently from the Roman Roads). In addition, Chios is considered a Naval Base.
As for the Cities on the game-map, all Cities are active (including Antioch, Pergamum and Lysimachae). The Cities are not treated in Macedonian fashion but rather are considered to be all letter Cities. (There are no Walled Cities, etc., in The Romans Syrian War Scenario, etc.) The City letter-designations are as follows:
A City: Antioch, Tyre
B City: Lysimachae, Pergamum, Rhodes, Mytilene, Aradus, Byblus, Sidon
C City: Abydus, Chios, Samos, Ephesus, Sardes, Halicarnassus, Side, Nisibis, Damascus, Pelusium, Gaza, Miletus,
D City: All the rest.
The Cilician Gates are treated as per The Macedonians, except that the Table used by the Persians is ignored.
[20.22] Initial Deployment
ROMAN PLAYER
In Roma [2914R]: I and II Legion; 1 Consul, 4 Tribunes
In Capua [3317R]: II] Legion; 2 Tribunes
In Emporiae [0507R]: IV Legion; 1 Praetor, 2 Tribunes
In Placentia [2203R]: V Legion; 1 Consul, 2 Tribunes
In Rhegium/Messana [3526R]: VI Legion; 1 Praetor, 2 Tribunes
In Ostia [2915R]: 2 Heavy Squadrons, 1 Medium Squadron; 1 Merchant; 1 Legate
In Brundisium [4319R]: 2 Medium Squadrons; 2 Light Squadrons; 1 Legate
In Carthage [1927R]: 1 half-strength Medium Squadron (Note: this Squadron may move to any Italian/Roman City without a Commander during 192 B.C.)
SYRIAN PLAYER
In Demetrias [5624R]: 4 Syrian Phalanx units, 4 Cretan Hoplites, 4 Trallian Hoplites, 2 Thysian Archers, 1 Median Heavy Cavalry, 1 Lydian Medium Cavalry, 1 Elephant unit; 2 Heavy Naval Squadrons, 3 Medium Squadrons, 2 Light Squadrons; Antiochus III, Hannibal, Antipater, Mennippus, Philipus (may command Elephants only).
In Lysimachae [0603M]: 4 Syrian Hoplites, 4 Barbarian Infantry units; Seleucus
In Antioch [3317M]: 14 Barbarian Infantry units, 2 Medium Heavy Cavalry units, 2 Lydian Medium Cavalry, 2 Carian Medium Cavalry, 2 Syrian Light Cavalry, 1 Chariot unit, 1 Elephant unit; Xeno, Timon
In Ephesus [0712M]: 2 Heavy Naval Squadrons, 1 Medium Squadron, 2 Light Squadrons; Zeuxis
In Tyre [3026M]: 2 Medium Naval Squadrons, 1 Light Squadron; Polyxenidas (Naval Commander only)
In Abydus [0505M]: 2 Syrian Phalanx units, 3 Phrygian Medium Cavalry; Minnio
[20.23] Initial Treasury Level
The Roman Player begins the game with a Treasury of 30 Talents, The Syrian Player’s Treasury contains 50 Talents. If the Macedonian is being used as a third Player, his Treasury is at 15 Talents (see Case 20.12).
[20.24] Length of Game
The Syrian War Scenario begins with the September Game-Turn of the Year 192 B.C. and goes to the October Game-Turn of the Year 189 B.C. A total of 26 Game-Turns are used, excluding Winter Turns, The game should take about four to five hours, depending on experience and the number of Players involved.
[20.25] Reinforcements
There ate no scheduled Reinforcements for this Scenario, Players may build their own armies/ Fleets as per the rules or recruit allies.
[20.26] Allies
The following City-States, Leagues and “kingdoms” are available for Alliance purposes:
Rhodes: Cities Controlled—-Rhodes; Forces Available—3 Hoplites, 2 Heavy Squadrons, 3 Medium Squadrons, one Light Squadron; Eudamus. (Note: Rhodes’ Initial Alliance Level is 2 in favor of the Roman Player)
Pergamum: Cities Controlled—Pergamum, Erythrae; Forces Available—6 Hoplites, 2 Medium Cavalry, 2 Heavy Squadrons, 2 Medium Squadrons, 2 Light Squadrons; Eumenes (Note: Pergamum’s Alliance Level is 3 in favor of the Romans).
Macedon: Cities Controlled—Pella, Thessalonica, Amphipolis, Miletus (in Caria); Forces Available— 5 Phalanx units, 5 Light Infantry units, 1 Heavy Cavalry, 1 Medium Cavalry (in Pella), 1 half-strength Medium Naval Squadron (in Thessalonica), 2 Mercenary Hoplites (in Miletus), Philip V, Perseus (in Pella).
Sparta: Same as Second Macedonian War Scenario
Achaean League: Same as Second Macedonian War Scenario
Egypt: Cities Controlled—Pelusium, Canopus; Forces Available—2 Medium Naval Squadrons; Ptolemy V Epiphanes (in Pelusium).
Thrace: Cities Controlled—Byzantium (Note: Lysimachae, Sestus and Abydus are Thracian Cities held by Syrians); Forces Available—2 Barbarian Infantry, Sito
Galatia: Cities Controlled—Aneyra; Forces Available—7 Barbarian Infantry units, 1 Medium Cavalry unit, Mangonorix
Bithynia: Cities Controlled—Dascylium; Forces Available—4 Barbarian Infantry; Prusias
Paphlagonia: Cities Controlled—Heraclea; Forces Available—3 Barbarian Infantry units; Murzes
Cappadocia: Cities Controlled—Pteria, Mazaka; Forces Available—4 Barbarian Infantry units (in Pteria); Ariarethes (Note: Alliance Level three in favor of Syrians)
Aetolian League: Same as Second Macedonian War Scenario, except that only Commanders available are Amynander and Thoas (Note: Alliance Level three in favor of Syrians)
[20.27] Victory Conditions
Syrian Player receives Victory Points (as per the Schedule of Victory Points) for each City outside Asia he holds at the end of the game, as well as the following Cities: Abydus, Pergamum, Sardes, Ephesus, Chios, Miletus, Rhodes, Side.
Roman Player receives thrice the usual number of points for any City on The Macedonians game-map that he controls at the end of the game. He receives 5 points each for eliminating Hannibal or Antiochus. The Roman Player does not receive any points for occupying Cities on The Romans game-map
[20.28] Initial Control! of Cities
Roman Player: All Cities in Italy, plus Apollonia, (same as 2nd Macedonian War).
Syrian Player: All Cities below Macedonians game-map Winter Line (except for those in Egypt), plus Salamis, Side, Ephesus, Sardes, Abydus, Sestus, Lysimachae
[20.29] The Macedonian as Third Player
The Players may wish to include the Macedonian as a third Player. In such a case, the Macedonian Player may side with either the Syrian or Roman Player—or remain neutral. The Macedonian Playér may build any units he can, and rolls for taxes as a regular Player. His object is to conquer as many Greek Cities (as in the Second Macedonian War Scenario) as he can. He also gets three times the usual Victory Points for any Cities on The Macedonians game-map he occupies. The Macedonian Player may not use the Alliance Table—he is on his own (except for Rome and. Syria). In a three-Player game, the Player with. the highest number of Victory Points wins. The Macedonian Player moves third in this version of the scenario.
ADJUSTMENT TO SUPPLY RULES
In the Syrian War Scenario, Players may use the Royal Persian Highway to trace Supply. A Force on the RPH does not count any RPH hexes against the Movement Limitation for tracing supply to Naval Bases, as long as there is no Enemy Force in excess of five SSP on the Highway. The RPH thus enables the Players to stretch their Supply lines.
Romans TURN RECORD TRACK AND ALLIANCE TABLE
The Romans Turn Record Track shows, for the Second Macedonian War (years 200, 199, 198, 197 B.C.) and the Syrian War (years 192, 191, 190, 189 B.C.), Game-Turns 1 to 8 (March, April, May, June, July, August, September, October) followed by a Winter/Planning Turn. It also provides boxes for the Roman Legions (I to XII) and for Syrian/Macedonian Armies 1, 2 and 3, a Treasury Track numbered 1 to 50, and the Alliance Table, a track running 5 4 3 2 1 0 1 2 3 4 5 with Rome at the left end and Macedon/Syria at the right end.
Romans OFFICIAL ERRATA
(4.1) Change. Instead of having a separate Diplomacy Phase in each Player Turn, start each Game Turn with a Mutual Diplomacy Phase in which both Players secretly allocate bribes and ambassadors, simultaneously reveal them, and then make the necessary adjustments to Allied allegiances. (This keeps Players from buying Allies out from under each other.)
(5.83) Clarification. The Strategic Rating of as yet unrevealed Roman Commanders is revealed for Forced March purposes after the Roman Player announces his intention to attempt the Forced March and the distance he wishes to go for. If the declared distance is beyond the Commander's capabilities, there is no Forced March.
(5.86) Correction. The Forced March Attrition Table has been misprinted. The line "Number of Additional Hexes Desired" should be transposed with the line "Commander Strategic Rating".
(5.23), (5.28), (12.12), (12.13), and (18.22) Clarification. Naval units commanded by Naval Commanders (e.g., Legates) may transport Land Forces without Land Commanders present, except that the Land Force may not move on land without a Land Commander. Similarly, "unleadered" Merchant Fleets may also transport Land Forces without Land Commanders present. Furthermore, a Land Force could be under the combined control of both a Land Commander and a Naval Commander in a single Turn so long as the Land Force does not exceed 20 MP's per Turn. (E.g., A Roman Legion may be marched overland to a Port by a Tribune, be picked up there by a Naval Force under the command of a Legate, be Naval Transported to another Port or Amphibious Landing, and continue overland under the command of the Tribune. The controlling factor here is that the Land Force may not exceed 20 MP's worth of movement in any given Turn.)
(10.15) Clarification. A Force may not Retreat Before Combat into an Enemy-occupied hex (the size of the Enemy Force is irrelevant).
(11.2) Rules Change. Berg declares a new system for extracting losses from Naval Combat: Using the present CRT's it now costs three loss points to lose a step for a heavy squadron, two loss points for a medium, and one loss point for a light. Points are not cumulative. Thus, if you have a heavy squadron and a medium squadron in combat and suffer a four-point loss, you must remove both steps of the medium squadron. If the result had been a five point loss, you would remove one step from the medium squadron and one step from the heavy squadron. You always remove as much as you can. This makes it harder to eliminate heavy squadrons, etc., and solves the problem of everybody building only light galleys. I suggest you add 'one' to all loss results on the Naval CRT (except to the No Effect Results).
(12.14) Addition. A Force which debarks on a clear terrain hex may later be re-embarked by the same naval units in the same clear terrain hex.
(12.17) Addition. Islands without Ports are assumed (for embarkation purposes) to have Ports in any coastal hex.
(12.16) Clarification. A Land Force which is compelled to undergo Amphibious Retreat may retreat 'n' number of hexes via Naval Transport as described, then disembark and continue to retreat on land. If an Amphibious Retreat is more than four hexes (or MP's) long, the land units only suffer Disruption for the following Turn, not the naval units.
(13.2) Addition. A Player may siege or assault a City or Port City that belongs to a Friendly Active Ally. However, all forces of that Ally immediately ally with the opposing Player (in a three-Player game, to the Player with the nearest force), and they remain allied to that Player for the remainder of the Game. You also get a Revolt situation if an Ally's troops are in the attacking Player's City. However, if any of the Ally's troops are stacked with troops of the Player's, he may not attack (i.e., siege or assault) the Ally's City.
(13.2) Addition/Rule Change. Further effects of capturing of attacking Ally Cities. Effect on Alliance Level vis-a-vis Attacker:
| Ally Status | Inactive | Enemy | Active |
|---|---|---|---|
| Sack | -3 | -1 | -6 |
| Capture | -2 | 0 | -4 |
(13.26-B) Addition. Among the options a Player has in disposing of captured Enemy garrisons, he may 'sell' captured Enemy garrisons into slavery -- i.e., remove them from play entirely to deprive his opponent of their availability in the counter mix from which his opponent raises 'new' units. Captured garrisons are removed, sold into slavery, and may not be revived.
(13.28) Clarification. Fleets may assault unoccupied "D" and "C" Ports in concert with Land Forces which they are Naval Transporting (i.e., Fleets and Land Forces they are transporting may combine their strengths to make such an assault.) Such combined assaults may be against Ports in any type of terrain.
(13.4-A) Addition. Once committed to besieging a City, a Force does not have to sit tight and maintain the siege until the City falls. It may give up the siege on a subsequent Turn, but it must leave the City hex through the hexside which it entered that hex.
(14.12) Clarification. Land supply may be traced only through land and/or coastal hexes. It may not go through all-lake or all-sea hexes/hexsides. (This is quite restrictive and meant to be so -- as supply was quite difficult unless you wanted to spend some cash.)
(14.21) Clarification. A Land Force which exceeds its supply radius while undergoing Naval Transport (only) does not pay the one talent cost for going out of supply so long as the Naval Transport itself stays in supply (i.e., within twenty hexes of a Friendly Port).
(14.24) Clarification. An unsupplied Force which does not move at all merely pays a talent for being out of supply.
(14.14) Clarification. Romans, Macedonians, and Syrians may draw supply from a Friendly, controlled Allied Naval Base (e.g., Athens), In fact, any Friendly, controlled Naval Base may be used for supply, regardless of its origin or previous circumstance.
(15.22) Clarification. Roman Merchant Fleets suffer attrition just like Naval Fleets.
(16.13) Addition. If all the Cities of a non-active Ally are sacked prior to its ever being activated, that Ally may never thereafter be activated. Additionally, in the case of Greek Leagues in which some of the League’s Cities have been sacked and others have not, subsequently activated Allied Forces are reduced proportionately to the number of Cities in the League which have been sacked.
(16.24) Addition. If a Player buys the allegiance of an Ally that was previously Actively Allied with his opponent — and units of that Ally are in the same hex with an opponent’s Force at the instant the Ally switches sides, move the Allied troops one hex away from the Enemy Force. Further movement triggers Interception.
(16.24) Clarification. Revolts are never considered to be Major Land Battles.
(17.3) Clarification. A unit eliminated by combat or attrition goes back into the counter mix pool from which a Player may build ‘new’ units.
(17.33) Players may construct Naval Bases in Port Cities which belong to Friendly Active Allies. If the ‘owning’ Ally changes sides via Diplomatic Action, the Naval Base goes over to the new Ally. However, if the Port is garrisoned, you have a ‘revolt’ situation. (See 16.24) No Friendly unit need be present for a Naval Base to be built per (17.33), but the site of construction must be a Friendly, controlled Port.
(17.35) Addition. Units may be ‘refitted’ — i.e., brought up to maximum strength — if they are in supply during the Winter Interphase, simply by buying the necessary SSP’s to build them up again. Fleets may be refitted to full-strength at a cost of half their original build cost. (Remember, maintenance is paid for half fleets as well as whole fleets.)
(17.39) Addition. Players may voluntarily eliminate their own units at the beginning of the Winter Interphase, prior to any other action. Such ‘disbanded’ units are returned to the counter mix and are eligible for reactivation as ‘new’ units per (17.31).
(18.32) Clarification. For purposes of simplicity, when the Roman Player is directed by the Augury Table to send a number of Legions somewhere for the ‘year’, simply pick the Legions up and place them in the assigned sector. To be brought back into the game, however, the Legions must be transported, etc., as per the normal Movement Rules. (Note that such a Legion must — to be sent to Spain, etc. — be in supply and capable of moving. Otherwise, the Roman Player must build a new Legion to satisfy the Augury Table assignment.)
(18.32) Clarification. The ‘newly chosen Praetor’ referred to in items 2, 10, and 11 on the Augury Table is an additional Praetor —i.e.; one not already on the board — who is activated for the sole purpose of the Augury assignment and is deactivated at the end of the year. a
(18.32) Clarification. Item 9 of the Augury Table should read "... each open Revenue Supply Source...’ instead of "...all open Revenue Supply Sources..."
Macedonians [1.0] INTRODUCTION
The Conquerors: The Macedonians is a strategic and tactical recreation of the conquest of the Western portion of the Persian Empire by Alexander the Great. The game enables the players commanding the Macedonian and Persian Armies to simulate the strategic portion of Alexander’s conquests and, at the same time, fight any major battles that occur on the strategic game-map by reverting to a Tactical Battle Board and maneuvering the individual units of the armies on that board. The objective of Alexander and the Macedonian Army is to conquer the Western Persian Empire by seizing and controlling the Persian satrapies (provinces) as well as several key walled cities. The Persian player, representing the Achaemenid King, Darius III, must attempt to stop Alexander from gaining his objectives by retaining, or regaining, his territories and defeating the Macedonian Army in pitched battle.
The Conquerors system contains several new features, and the players are advised to gain a good grasp of the rules before attempting a complete playthrough. Specific attention should be paid to the sections covering Tactical Battle, Interception, and all Supply and Attrition rules. While ‘The Macedonians is not an overly difficult game, players will find that the strategic decisions to be made are quite complex. It is suggested that if players wish to limit the time needed’ to play the game they should substitute the Strategic Combat Results Table for the Tactical Battle System. It is further suggested that Players unfamiliar with the historical campaign refer to the Players’ Notes for some background. Note that rules and components for The Romans and The Macedonians are not interchangeable.
Macedonians [2.0] GENERAL COURSE OF PLAY
The Conquerors: The Macedonians is basically a two-Player game, in which one of the Players controls the Macedonian forces while his opponent controls the Persian forces. The game is played in sequenced Game-Turns. Each Game-Turn is composed of two Player-Turns. Each Player uses his Player-Turn to maneuver his forces and participate in Combat for the purpose of reducing the Enemy’s overall strength and/or gaining or securing various geographical objectives. During each Game-Turn, control of each of the geographical Satrapies (provinces) on the mapsheet is determined for Supply and Attrition purposes. Combat may occur between opposing units occupying the same hex during either Player’s Campaign Phase. Combat is resolved by comparing the total Combat Strength Points of the opposing forces and cross-referencing this comparison with the result of a dice roll on the appropriate Combat Results Table. Alternately, land Combat which meets the specific requirements may instead be resolved using the rules and equipment provided for Tactical Battle resolution. Unit types (Land, Naval and Commander) play an important part in determining both the permissibility and the outcome of a given Combat situation. The outcome of the game itself is adjudicated according to the rules concerning Victory Conditions.
Macedonians [3.0] GAME EQUIPMENT
[3.1] THE GAME MAP
The 22” x 34” mapsheet depicting the western portion of the Persian Empire is the playing area on which the unit counters are maneuvered. A hexagonal grid is superimposed on the mapsheet to regularize the movement and positioning of the playing pieces and to delineate the various political boundaries and terrain features.
[3.2] THE PLAYING PIECES
[3.21] The differently colored playing pieces (henceforth known as "markers" and "units") are used to record certain game functions and to represent the military forces of Macedonia and Persia. The units are distinguished by the numbers and symbols printed on both sides of the unit counters.
(The printed page shows sample counters. Described in words:)
- Typical Combat Unit: shows a Strategic Strength (SSP), a Tactical Offensive Strength and a Tactical Defensive Strength.
- Typical Missile Unit: shows a Missile Strength in parentheses.
- Typical Commander: shows a name, a Strategic Rating, a Tactical Offensive Rating and a Tactical Defensive Rating.
Summary of unit types (front and back of each counter show full-strength and reduced-strength steps):
- MACEDONIANS: Phalanx units (named for their commanders, e.g., Perdiccas), Hypaspist, Hoplite, Peltast, Archer, Javelin, Macedonian-type Heavy Cavalry, Lancer, Light Cavalry, Royal Squadron, Commander, Siege Train.
- PERSIANS: Commander, Chariot, Elephant, Barbarian Infantry, Persian-type Heavy Cavalry, Medium Cavalry, Horse Archer, Garrison.
[3.22] Abbreviations: The historical designations (names) on many of the counters have been abbreviated for obvious reasons - getting them on the face of a counter. Below are the full names of the units.
Macedonian Commanders
Alexander, Parmenion, Nicanor, Antigonus, Menander, Philotas, Calas, Craterus, Perdiccas, Coenus, Cleitus the Black, Ptolemy, Philip (son of Amyntas), Philip (son of Menelaus), Amyntas, Meleagar, Hegelochus, Attalus, Sitalces, Clearchus, Agatho, Aristo, Amyntas the Lyncestian. (Note: there are three Amyntases in this game; one is Persian and two are Macedonian. The two Macedonians are differentiated by the Lyncestian Amyntas having an ‘L’ on his counter designation).
Persian Commanders
Darius III, Memnon, Arsites, Spithridates, Mithrobarzanes, Arsamenes, Reomithres, Petines, Omares, Orantabates, Niphates, Atizyes, Pharnabazus, Nabarzanes, Amyntas (see Note above), Mazeus, Bessus, Barsaentes, Pyntagorus, Azemilk
Macedonian Combat Units
The only two units that might cause some wonderment are the Agrianian javelinists and the Thessalian cavalry. The remainder are all exactly as ‘written or in close-enough proximity.
Persian Combat Units
GkMrc=Greek Mercenaries; Crdcs=Cardaces; RylGd=Royal Household Guards; Betria= Bactria; Cpdcia=Cappadocia; Hyrenia=Hyrcanian; Phrga=Phrygia; Msptmia=Mesopotamia; Co-Syr=Coelo-Syria; Arach=Arachosian; Tprian=Tapurian; Cadsia—Cadusian; Scsnian= Sacesinian; Babyin=Babylonian; Stcian=Sitacenian; Pphlgn=Paphlagonian
[3.3] GAME CHARTS AND TABLES
The game makes use of various charts, tables, and displays as part of its play system to organize data into an easily retrievable form. The use of these graphic aids is explained in the appropriate rules sections. Players should examine the charts and tables printed on the mapsheet and in the rules when reading the appropriate rules section. The charts are: Turn Record Track, Terrain Effects Chart, Cilician Gates Garrison Table, Army Force Box Display, the Susa/Reinforcement Box Display, Forced March Attrition Table, Land Interception Table, Naval Interception Table, Tactical Battle Boards, Macedonian Strategic Combat Results Table, Persian Strategic Combat Results Table, Naval Combat Results Table, Fleet Defection Table, City/Port Surrender Table, Siege Combat Results Table, Land Attrition Table, and Naval Attrition Table.
[3.4] DEFINITIONS OF TERMS
As an aid to the players, the following terms used often in the rules are defined at the outset for clarity in studying the rules.
Force: Any number of Land Combat units stacked in the same hex. They may or may not be under leadership of a Commander. All Land units in the same hex are considered to be in the same Force. If a Force is placed in an Army Force Box it is called an Army.
Squadron: Each full-strength Naval counter is a Squadron of Trieres (galleys powered mainly by oar; also called Triremes). A reduced-strength Naval counter would be a half-Squadron.
Fleet: Any number of Naval Squadrons in the same hex. They may or may not be under the leadership of a Commander. All Squadrons in that hex are considered to be in the same Fleet.
Commander: Individual historical personages, representing Kings, generals, satraps, etc. Commanders are needed to move units and have Combat: Combat units may not move or fight (except to defend) by themselves.
Strategic Strength Point [SSP]: The Combat Strength of a given land unit, used in the Strategic CRT version of the game. A unit’s SSP may also be used to determine stacking restrictions; the SSP in such a case would be that unit’s stacking points. The SSP of a unit is equivalent to the number of “steps” (for Combat reduction purposes) that that unit has.
Satrap: A Satrapy was a provincial/administrative division of the Persian Empire. Thus the Persian Empire, on the game-map, is divided into Satrapies. The “governors” of these Satrapies were called satraps.
Walled City: Walled Cities are cities with varying intrinsic Fortification Strengths; they cannot be captured unless taken by full Siege. A Walled City may be a port (only Gaza amongst Walled Cities is not a port). There are only five Walled Cities on the game-map: Miletus, Halicarnassus, Sidon, Tyre and Gaza. Units (Naval or Land) in a Walled City hex are automatically either inside the city or besieging the city.
Major City: A Major City is an inland city with minimal defensive strength. A Major City is limited in the number of units it may protect and it may be taken without Siege. A Major City, if unoccupied, may be taken simply by moving into it.
Major Port: same as a Major city, except that it has port facilities for shipping.
Capitals: Certain Major Cities/Ports and Walled Cities are designated as Satrapal capitals. Control of capitals is necessary for supply and victory conditions.
Naval Bases: Certain Ports are designated as naval bases for the purposes of limiting naval Movement. The only function of a Naval Base different from that of a normal Port is that Naval Bases restrict naval Movement away from them.
Minor Cities: These are placed on the game-map purely for historical and referential notation. They have no bearing on the game whatsoever.
[3.5] GAME SCALE
Each Game-Turn represents a six week period. Each mapsheet hexagon represents a distance of approximately 20 miles from side to side. The military units represent varying numbers of troops according to the unit type and nationality (see Section 25.0, Conversion to Miniatures).
[3.6] INVENTORY OF GAME PARTS
A complete game of The Conquerors includes:
- One 22" x 34" Macedonians Game Map
- One 22" x 34" Romans Game Map
- One Macedonians Rules/Tactical Battle Rules Folder
- One Romans Rules Folder
- Two Track Sheets
- Two sets of Chart Sheets
- One double-sided Tactical Battle Display
- Three sheets of 400 Die-Cut Counters
- Game Box
- Two Dice
Macedonians [4.0] SEQUENCE OF PLAY
[4.1] THE GAME-TURN
The Macedonians is played in sequenced turns called Game-Turns. Each Game-Turn consists of two Player-Turns. The Persian Player-Turn consists of three Phases. The Macedonian Player-Turn consists of six Phases. The Player whose PlayerTurn is in progress is called the Phasing Player. All actions must take place according to the sequence outlined below. There are twenty-six complete Game-Turns in the entire game.
[4.2] SEQUENCE OUTLINE
Note: The Persian Player-Turn occurs first in each Game-Turn.
A. PERSIAN PLAYER-TURN
-
Campaign Phase: The Persian Player moves his Forces and Fleets and uses them to attack Enemy units (if so desired). Commanders and the Forces and Fleets they command are moved according to precepts and restrictions of the Movement rules. Persian Reinforcements that are scheduled for the current Game-Turn on the Turn Record Track may either enter onto the map and be moved in accordance with the Reinforcement rules or be placed in the Susa Box. Combat, which generally requires the expenditure of Movement Points, may occur between opposing units which occupy the same hex at any time during the Campaign Phase. All Combat except Siege (which is prohibited to the Persian Player) is executed during the Campaign Phase in accordance with the Combat rules. Players should note that both land and naval units may be moved during the same Campaign Phase. The Phasing Player is permitted to move his various Forces and Fleets in any order he desires.
-
Supply and Attrition Phase: The Persian Player determines the Supply status of each and every Force or Fleet he controls on the map according to the restrictions of the Supply rules. Each unsupplied Fleet is immediately disbanded. Each unsupplied Force immediately undergoes Attrition as explained in the Supply and Attrition rules.
-
Cilician Garrison Phase: During each non-Winter Game-Turn, the Persian Player consults the Cilician Gates Garrison Table and immediately executes the achieved result (see Case 5.55). Note: This Phase is omitted on the first Game-Turn, on all Winter Game-Turns, and for the remainder of the game following the turn in which the Macedonian Player gains control of the Cilician Gates.
B. MACEDONIAN PLAYER-TURN
-
Siege Phase: The Macedonian Player conducts the Siege of Walled Cities according to the Siege rules. Besieging units are considered Disrupted for the Game-Turn in which they roll for Siege.
-
Campaign Phase: The Macedonian Player receives scheduled Reinforcements and may move his Forces and Fleets and use them for Combat according to the restrictions of the Movement, Combat, and Reinforcement rules.
-
Supply and Attrition Phase: The Macedonian Player determines the Supply status of each and every Force and Fleet he controls and applies the appropriate effect to each unsupplied Force as explained in the Supply and Attrition rules.
-
Fleet Defection Phase: Persian Fleets which defected to Macedonian control during the current Player-Turn are immediately removed from the map. These units are returned as Macedonian Reinforcements at the start of the next Macedonian Campaign Phase as explained in the Persian Fleet Defection rules.
-
Satrap Appointment Phase: The Macedonian Player may appoint a Macedonian Commander as the Satrap of any Satrapy controlled by the Macedonians according to the rules governing the Appointment of Satraps (see Case 15.4).
-
Game-Turn Phase: The Macedonian Player advances the Game-Turn Marker one space (six weeks) on the Turn Record Track, signalling the start of a new Game-Turn.
Macedonians [5.0] MOVEMENT
COMMENTARY:
Movement and Combat are executed within the same Phase—the Campaign Phase-—by the Phasing Player. Combat is thus considered to be a form of Movement, in that it requires the expenditure of Movement Points. (Combat rules are covered separately in Sections 9.0 and 11.0).
There are three basic types of units in the game: Land units (including the Siege Train), Naval units (or Squadrons), and Commanders. In general, all units are subject to the following Movement rules, although certain differences for each type are also noted below. There is no set sequence in which a Player must move his varying unit types: e.g., Fleets do not have to move before Forces, etc.
Movement Allowances are not printed on the units. No Combat unit (Land, Naval) may move or retreat voluntarily by itself; it may move only if accompanied by a Commander. The Commanders thus “transport” the otherwise immobile Forces and Fleets. All Commanders have a Movement Allowance of 30 Movement Points.
GENERAL RULE:
During the Campaign Phase of his Player-Turn, the Phasing Player may move as many or few of his Commanders (and any Combat units they attach and transport) as he desires. Each Commander may be moved as many or as few hexes as the Player desires, as long as that Commander’s Movement Allowance (30) is not exceeded in a single Campaign Phase. Unused Movement Points may neither be accumulated from Phase to Phase nor transferred from Commander to Commander.
PROCEDURE:
Move each Commander individually, tracing the path of its movement through consecutive hexes across the hexagonal: grid of the game-map. Commanders may be moved in any order; however one Commander’s Movement (and any possible Combat) must be completed before another Commander’s Movement is begun. A Commander may be moved alone, or it may move in company with Forces and/or Fleets (or other Commanders). An aggregation of Combat units, when accompanied by a Commander, is called a Force or Fleet. Land units in a given Force may not have to be placed on the game-map if they are placed in an available Army Force Box (see Chart Sheet and Case 7.4). Naval units always remain on the game-map.
Forces and Fleets must be moved one at a time. When a given Force or Fleet (or Commander alone) has completed its movement, the Phasing Player must announce this to his opponent, and that Force or Fleet or Commander may not move again in that Player-Turn. The Force or Fleet of a Phasing Player may participate in Combat and then resume moving up to the limit of that Force or Fleet’s Commander’s Movement Allowance (the Concept of Continual Movement).
CASES:
[5.1] HOW TO MOVE UNITS
[5.11] During a Player’s Campaign Phase only that Player’s units may be moved (Exception: see Section 6.0, Interception); all, some, or none of his units may be moved. Movement is at the Phasing Player’s option; he does not have to move units. The non-Phasing Player is not permitted to move his units during an opposing Player’s Campaign Phase, with the exception of Voluntary Retreat Before Combat and Interception (see Case 10.1 and Section 6.0). Combat may occur during a Campaign Phase at the Phasing Player’s option (see Case 6.4, Interception Combat).
[5.12] Movement is calculated in terms of Movement Points. A Commander, and only a Commander, expends Movement Points from its Movement Allowance when entering a given hex. Each hex costs a certain number of Movement Points to enter (see Terrain Effects Chart on Chart Sheet). A Commander may not enter a given hex if he does not have the requisite number of Movement Points remaining in his Movement Allowance to spend,
[5.13] A Commander may attach and/or detach any Combat units of his side in any hex during his
Movement. Combat units moved by a given
Commander are considered to be under the command of that Commander. A Commander and his attached Combat units are referred to as a Force or Fleet. There is no additional Movement Point cost for a Commander to attach, transport, or detach any Combat units, either Fleets or Forces.
[5.14] Movement by a Force or Fleet is continual. Stopping for Combat does not prohibit the Force or Fleet from concontinuing to move after that Combat as long as its Commander has Points remaining in his Movement Allowance (Exception: see Case 9.25).
[5.2] MOVEMENT INHIBITIONS AND PROHIBITIONS
[5.21] A Force or Fleet may freely enter and/or move through hexes occupied by other Friendly Forces; there is no extra cost for this type of movement.
[5.22] A Force or Fleet may enter an EnemyOccupied hex. However, if that Enemy Force or Fleet chooses to remain in that hex and accept Combat, the Friendly moving Force or Fleet must pay (and be able to pay) a cost of three Movement Points to engage in Combat. Note that a moving Force or Fleet may never enter an Enemy-occupied hex, unless that Force has the necessary Movement Points (three plus terrain costs) to expend (unless the enemy units are inside a major city or port). Thus a Force or Fleet that has expended 28 MP’s in a given Player-Turn may not enter an Enemyoccupied hex as it does not have the requisite number of Points, regardless of whether the Enemy units desire to retreat or not.
[5.23] A Combat unit (Land or Naval) may be attached to only one Commander during the course of a single Campaign Phase. Thus, a given Combat unit may not participate in Combat under the
Command of different Commanders in a single Campaign Phase. Nor may a unit moved by one Commander participate in Combat under the aegis of another Commander.
[5.24] A Force may never leave the game-map. A Fleet may never end a Game-Turn in an all-sea hex (see Case 6.6, Interception). In addition, Fleets must end a Campaign Phase in a friendly Port or suffer Attrition (see Case 17.32).
[5.25] Forces may be restricted in Movement by control of Satrapies (see Cases 13.3-and 15.11 for definitions of control of Satrapies). A Friendly Force or Fleet may move into an Enemy-controlled Satrapy, but it may never move through an Enemycontrolled Satrapy into another Enemy-controlled Satrapy. Thus, a Phasing Force or Fleet may never move through one Enemy-controlled Satrapy to get into another Enemy-controlled Satrapy; to get into the second Enemy-controlled Satrapy he must first gain control of the first Satrapy. A force may move through an Enemy-controlled Satrapy to get to a Friendly-controlled Satrapy.
[5.26] Example: The Macedonian controls Hellespontine Phrygia, Lydia and Bithynia-Paphlagonia. The Persian player has a Force in Phrygia. He may not move directly through Lydia to get into Hellespontine Phrygia because he does not control Lydia, so such a move would be illegal. The Persian would have to gain control of Lydia first before he could attempt such a move. The same goes for a similar move using Bithynia-Paphlagonia.
[5.27] Terrain Effects Chart
| Type of Terrain | Movement Cost | Effect on Combat | Special Notes |
|---|---|---|---|
| Clear | 1 MP | None | |
| Rough | 3 MP | None | 6 MP in Winter |
| Marsh | 2 MP | Combat Prohibited | See Attrition (Case 17.13) |
| Desert | 2 MP | None | See Case 17.13 |
| River Hexside | +1 MP to cross | None | |
| Impassable Mountain Hexside | May not cross | None | |
[5.3] TERRAIN EFFECTS ON MOVEMENT
[5.31] The Movement Point cost for a Commander to enter a given hex may be found on the Terrain Effects Table (5.27).
[5.32] Land units may never move through an impassible Mountain hexside or an all-lake hexside. They may enter an all-sea hexside only if transported by the requisite number of Naval Squadrons (see Section 12.1, Fleet Transport). The presence of Enemy Fleets in a hex is not an inhibiting factor on Movement of Land Forces and vice-versa (see Case 5.63).
[5.33] Fleets may never enter an all-land hex or move through an all-land hexside. Fleets entering an all-sea hex are subject to attrition (see Case 17.31), with the exceptions of certain Sea-Lanes (primarily connecting Cyprus with the mainland). Sea-Lane hexes are treated as if they were Coastal hexes for the purposes of Naval Movement. .
[5.34] Land units ending a Campaign Phase in a Marsh hex or Desert hex are subject to Attrition; however Land units in a Marsh hex may not be attacked by Enemy units. Le., units may never enter a Marsh hex occupied by Enemy units.
[5.35] Any number of Squadrons and/or Land units may be moved through Coastal hexes as a single Fleet or Force under the same Commander. Remember, that if this Force or Fleet wishes to cross an all-sea hexside the Land units must be transported by the Fleets and thus meet the requirements of Naval Transport.
[5.36] A Commander may freely enter any Land hex without an Army Combat unit. However, for a Commander to cross an all-sea hexside he must be transported by a Naval Squadron.
[5.37] Certain hexsides (1102/1202 and 0404/0505) are special Ferry hexsides. Forces may be moved through a Ferry hexside only when one of the hexes adjacent to that hexside is occupied by at least one Friendly Naval Squadron (and no Enemy Squadrons). An unlimited number of Land units may cross that Ferry hexside as long as the above requirements are satisfied. There is no cost to move through a Ferry hexside, other than the normal cost to enter the terrain.
[5.38] Friendly units may not enter an Enemycontrolled Walled City hex unless they are going to besiege that city in the following Game-Turn. There is no cost in Movement Points to undertake a Siege.
[5.39] Movement Allowances for Commanders beginning a Game-Turn north of the Winter Line are halved to 15 (see Terrain Effects Chart. Persian Fleets may have command restrictions to their’ Movement (see Case 12.4). All Fleets are also restricted in their Movement by proximity to Friendly Naval Bases (see Case 5.9),
[5.4] THE ROYAL PERSIAN HIGHWAY
The Royal Persian Highway (RPH) was a system of relatively well constructed’ roads that linked the various Satrapies of the Persian Empire for purposes of communication. They were not intended as military-access highways, and the following rules reflect that intent. Only the major toutes of the Highway are represented on the game-map; several minor spurs are not included.
[5.41] Units using the RPH pay a cost of one-half (4) Movement Point for each RPH hex they enter from an adjoining RPH hex. Units using the RPH ignore other terrain in the hex. Units simply passing through an RPH hex without using the actual highway use the cost of the terrain in the hex.
[5.42] Any Force may make use of the RPH. However, a Force that uses the RPH for any length of time in a Campaign Phase may not enter a hex occupied by an Enemy unit in that Phase, nor may it enter a hex with an Enemy-controlled (occupied or unoccupied) Major City/Port or Walled City.
[5.43] Units Retreating Before (or During) Combat may not use the RPH (see Section 10.0, Retreats).
[5.44] Units using the RPH may not enter an Enemy-controlled City or Port om the RPH. To pass through such a hex they must use the actual terrain in the hex.
[5.5] THE CILICIAN GATES
The only practical route from Asia Minor into the heart of the Persian Empire ran through a series of extremely narrow mountain passes just north of Tarsus in Cilicia. These passes were relatively easy to defend and virtually impossible to take by normal assault. Suffice to say that movement through them was tortuous at best. The passes—known as the Cilician Gates—were usually manned by a garrison. Unfortunately for the Persians the Cilician garrison, on spotting Alexander’s rapid approach, felt that discretion was the better part of valor and immediately cut out for parts unknown. The following rules reflect the general historical situation pertaining to the famous Gates.
[5.51] The Cilician Gates comprise all of hex 2912. It costs a force six Movement Points to enter the Cilician Gates, in terms of terrain. During the Winter Turns, the Cilician Gates are impassable and may not be entered. A Force defending the Cilician Gates must move to the nearest Friendly City during the Winter Turns; it may not remain in the Gate-hex.
[5.52] A Force defending the Gate Hex is doubled in strength for the purposes of Combat. Thus, a Force of 35 SSP’s would be worth 70 SSP’s if attacked in the Cilician Gates. Players must use the Strategic CRT’s (see Cases 9.53, 9.54) for Combat in the Cilician Gates; they may not use the Tactical Battle Board.
[5.53] A Force defending in the Cilician Gates increases its Morale Level by 25%: the Macedonian level would be 75% in the Gates, the Persian, 60%. For purposes of determining Morale Level, as per Case 9.6, the undoubled strength of the Force is used. Thus a Force of 50 SSP’s defending the Gates would, if they were Persian, have a Morale Level of 30 (and could lose 30 SSP’s before having to flee)
even though their actual strength would be doubled to 100.
[5.54] The Persian Player has certain restrictions regarding his defense of the Cilician Gates. He initially receives a garrison of 2 SSP’s to guard the gates. He may, of course, add to this Force with other troops. However, starting with Game-Turn Two the Persian Player must check the Cilician Gate Garrison Table in the Cilician Gate Phase of his Player-Turn to see what Forces he may maintain in the gates. The Persian player rolls one die, modifying the result if necessary, and follows the instructions of the Table, making whatever adjustments are necessary. Any movement engendered by the Cilician Gate Table is not counted against Movement Allowance, nor does a Commander have to be present to make such movement. Units having to move, move to the nearest Friendly City or Port.
[5.55] The Cilician Gates Garrison Table
If a Force (not Fleet) commanded by Alexander is within six hexes of the Gates (regardless of intervening terrain) the Persian Player adds one to the die roll. It is not necessary to roll during Winter Turns.
| Die Roll | Instructions |
|---|---|
| 1 or 2 | No change, no restrictions |
| 3 | A maximum of 30 SSP's may guard the Gates |
| 4 | A maximum of 20 SSP's may guard the Gates |
| 5 | A maximum of 10 SSP's may guard the Gates |
| 6 | A maximum of 10 SSP's may guard the Gates |
| 7 | The Gates are unguarded; any garrison units are placed in Tarsus and/or Mallus. If Tarsus and Mallus are Macedonian controlled, then the garrison is eliminated. |
[5.56] Once the Macedonian Player gains control of the Gates, this Table—and the Persian Cilician Garrison Phase—is ignored, even if the Gates are retaken by the Persians.
[5.57] These rules reflect the historicity of the general situation. If players feel that the Table restricts their strategic choices too much they may ignore it. However, to do so does help the Persian player immensely.
[5.6] EFFECT OF ENEMY FORCES ON MOVEMENT
[5.61] Friendly Forces which are inside Major Cities/Ports (see Cases 13.11 and 13.12) do not inhibit Enemy Movement in any way, unless the moving Enemy Force wishes to attack that Major City/Port (see Case 13.1 for a more definitive discussion of this subject).
[5.62] Land or Naval units of any type may never enter an Enemy-controlled Walled-City hex unless they are going to lay siege to that Walled City (see Section 14.0, Sieges).
[5.63] Land Forces may move through Coastal hexes containing Enemy Fleets—and vice versa— without any effect on each other. In other words, Forces may never attack Fleets, and Fleets may never attack Forces. (Fleets may attack Ports, see Case 13.25.)
[5.64] If a Friendly Force enters an Enemyoccupied hex (with the exception of Case 5.61) and the Enemy units do not choose to retreat—or cannot retreat—combat is mandatory. (In addition, see Case 5.22 for Movement Point costs.)
[5.7] OVERRUN
Overrun is actually Combat but, for game purposes, is considered as Movement. It arises when a moving Force encounters a small detachment of troops to which it is far superior in strength. Because of its relatively ineffective status, the smaller Force may be completely overwhelmed by the larger Force with little trouble.
[5.71] Overrun occurs when a Friendly, moving Force enters an Enemy-occupied hex in which the Enemy Force totals 10 SSP’s or less and is not inside a Major City/Port or Walled City. If the Friendly, moving Force has a Combat Ratio superiority of 7-to-1 or greater, the defending, smaller Force is considered to be eliminated (Overrun) automatically (including any Commanders), without resorting to any Combat Results Table.
[5.72] Non-Phasing, Enemy Forces which are in danger of being Overrun, as per 5.71, may not Retreat Before Combat, regardless of whether they have a Commander present or not. However, if that Enemy Force is in the same hex as—but not within—a Major City/Port, it may avoid Overrun by moving into that City or Port (being watchful for the stacking restrictions for such (see Case 7.13).
[5.73] Moving Forces expend three Movement Points {in addition to terrain costs) to Overrun Enemy units.
[5.74] Fleets may not conduct Overruns of other Fleets.
[5.8] MACEDONIAN FORCED MARCH
Units under the direct command of Alexander the Great (i.e., the unit) may Force March. Only Land Forces may Force March, and such units may Force March only if they begin the Campaign Phase stacked with Alexander. The Macedonian Player simply states that he is desirous of Force Marching, announces the number of Movement Points (from one to five) that he wishes to add to his allowance of 30 and then moves his Force accordingly. After the Force has ceased movement (whether it has used the allotted additional MP’s or not}—and before it engages in any possible combat—the Macedonian Player rolls a die and checks the Forced March Table (below), cross-referencing the die roll with the number of additional MP’s chosen. The result is the number of combat SSP’s removed from Force.
Forced March Attrition Table (Additional Movement Points Allocated):
| Die Roll | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 1 | - | - | - | - | - |
| 2 | - | - | - | - | 1 |
| 3 | - | - | - | 1 | 1 |
| 4 | - | - | 1 | 1 | 2 |
| 5 | - |
KEY: # = Losses in SSP's. Losses are taken in infantry/missile units only; never in cavalry. Note: only a Force commanded by Alexander may Force March. - (a bullet on the printed table) = No Losses.
[5.9] NAVAL BASES
[5.91] There are eight Ports in the game designated as Naval Bases (see Terrain Examples). They are Pelusium, Tyre, Salamis, Side, Halicarnassus, Ephesus, Mytilene and Byzantium. Only these cities are considered Naval Bases.
[5.92] A Fleet may never sail more than 15 MP’s from a Friendly Naval Base. Le., mo hex that it enters may be more than 15 MP’s from a Friendly, controlled Naval Base.
[5.93] The Base must be Friendly at the exact moment Movement is begun; it may not be captured during Movement and then considered Friendly (retroactively, as it were).
[5.94] If a Fleet moves from a Naval Base that is later captured by the Enemy, thus placing that Fleet outside of the 15 MP radius, that Fleet is immediately disbanded (see Case 12.2).
Macedonians [6.0] INTERCEPTION
GENERAL RULE:
Each non-phasing Force or Fleet (Commander-led) has a Zone of Interception. A non-Phasing Force or Fleet’s Zone of Interception enables it to block movement by Enemy Forces or Fleets by attacking the moving Enemy Force or Fleet. Depending on how far away the moving Force or Fleet is, a non-Phasing Force or Fleet may have increasing opportunities to attack Phasing Forces or Fleets in the Phasing Player’s Campaign Phase. Each time a Phasing Force or Fleet enters an Enemy ZOI, it runs the risk of being intercepted and attacked. Interception is always voluntary; Fleets may not intercept Forces, and vice-versa.
CASES:
[6.1] DEFINITIONS OF A LAND ZOI
[6.11] Each non-Phasing, Commander-led Force has a Zone of Interception. A Force’s ZOI extends outwards, in a radius, to a length of four hexes. Thus any hex that is 4 or less hexes from a non-Phasing Force is in that Force’s ZO! (Exception: see Case 6.12).
[6.12] Land ZOI's do not extend through impassable Mountain hexsides, all-Lake hexsides, or all-Sea hexsides. They do extend across Rivers. They do not extend into the Cilician Gates.
[6.13] Units without a Commander have no ZOL.
Disrupted units have no ZOI. Units inside a city have no ZOI.
[6.14] Hexes adjacent to the Force exerting the ZOI are called Zone-1 hexes. Hexes two hexes away are Zone-2 hexes; three away, Zone-3; and four hexes distant, Zone-4.
[6.15] The different zones exert varying influence on any Phasing Enemy Force attempting to pass through them (see Case 6.2).
[6.2] EFFECT OF LAND ZONES ON INTERCEPTION
[6.21] Whenever a Phasing Force enters a non-Phasing Force’s ZOI, it may be intercepted. Its chances of being intercepted depend on the Zone (1, 2, 3, or 4) it enters. The farther away the moving Force is from the potential intercepting Force, the less its chances of being intercepted.
[6.22] Whenever a moving Force enters a Land ZOI, the non-Phasing Player may try to intercept. He does not have to intercept; he may do so at his option. If he decides to try to intercept, he checks to see which zone the moving Enemy Force is in and rolls a die, consulting the Interception Table (6.3).
[6.23] If the non-Phasing Player successfully intercepts the moving Force, he must immediately move his entire intercepting Force to the hex of Interception and attack the Enemy Force.
[6.24] Example: Force A is in hex 3315. Force B begins the turn in 2912 and moves toward Tarsus. It enters 2913, which is a Zone-4 of influence for the non-Phasing Force A. The Player who controls Force A rolls a die for Interception; it is a ‘3’ and there is no interception (a ‘1’ is needed), Force B now moves along the RPH to 3014, a Zone-3 of influence. Player for Force A rolls again (although he does not have to roll, Interception being voluntary). This time he rolls a ‘2’, and Interception is achieved. Now he must attack Force B. He does so by moving his Force(A) to 3014 and attacking Force B (see Case 6.4).
[6.3] THE LAND INTERCEPTION TABLE
| Zone of Interception | Die Roll Required for Interception |
|---|---|
| 1 (adjacent) | Automatic Interception |
| 2 | 1, 2, 3 or 4 |
| 3 | 1, 2 or 3 |
| 4 | 1 |
[6.4] THE MECHANICS OF INTERCEPTION
[6.41] When a non-Phasing Force successfully intercepts an Enemy Force it is moved immediately to the hex of Interception. There is no movement cost to the intercepting Force for this maneuver; nor does it have to pay 3 MP’s to engage in Combat.
[6.42] Interception is voluntary; however, once interception is tried and successfully attained the resultant Combat is mandatory. A successful intercepting Force must attack the Force intercepted.
[6.43] Combat resulting from Interception follows all the standard rules of Combat (Major Battles, Skirmishes, Overrun, etc.) However, a unit intercepted and attacked may not Retreat Before Combat; it must accept’ Combat.
[6.5] RESTRICTIONS ON INTERCEPTION
[6.51] Forces must have a Commander to intercept; moreover, the intercepting Force must be in excess of 10 SSP. Forces of 10 SSP or less may not intercept.
[6.52] Phasing Forces may not intercept, nor may Disrupted Forces (see Case 10.14).
[6.53] If a Phasing Force is moving towards an Enemy Force with the intention of moving into the hex occupied by (and thus: attacking) that non-Phasing Force, such non-Phasing Force may not intercept that Phasing Force. The Phasing Player must announce his intention to attack. Thus, a Force about to be attacked may not use Interception to “turn the tables” on his attacker.
[6.54] If a Phasing Force begins its Campaign Phase in an Enemy (non-Phasing) Force’s Zone of Interception, the Phasing Force may not be intercepted if it either does not move or its movement takes it into a Zone of lesser influence. If the Phasing Force chooses to move and it enters a Zone of Interception higher or the same as the Zone it just left, then Interception may occur. Example: Force A is in Zone-2 of Force B at the beginning of a Campaign Phase. Force A may move to Zone-3 and then directly to Zone-4 and then out of the ZOI of the non-Phasing unit without being intercepted. However, if Force A were to move first to either a Zone-1 hex or another Zone-2 hex, Interception would be possible.
[6.55] No more than one Force may intercept a Phasing Force in a given hex. The non-Phasing Player must choose his Intercepting Force before rolling for Interception.
[6.56] One non-Phasing Force may not come to the aid (by means of Interception) of another Friendly non-Phasing Force being attacked, even if the attacking Force enters the first Friendly Force’s ZOL. Thus, Interception may not be used to aid in defense of other units.
[6.57] Forces may not be intercepted in a Marsh hex.
[6.58] A non-Phasing Force may use Interception only once in a Campaign Phase.
[6.59] Commanders moving alone (without Combat units) may not be Intercepted. The Siege Train (alone) may be Intercepted.
[6.6] NAVAL INTERCEPTION
The principle of Naval Interception (one Fleet intercepting another) is the same as that on Land, with some minor changes.
[6.61] Naval ZOI’s do not extend across all-Land hexsides. Naval ZOI’s have no effect on Land units. Naval ZOI’s do extend into all-Sea hexes through all-Sea hexsides. Fleets conducting Interception in an all-Sea hex do not roll for Attrition and are an exception to Case 5.24.
[6.62] The radius of a Naval Zone of Interception is two hexes (not four, as on Land). Thus only the first two zones (One and Two) apply to Naval Squadrons/Fleets (see Case 6.14).
[6.63] The chances for Interception are somewhat different for Fleets than for Forces (see Case 6.7, Naval Interception Table).
[6.7] THE NAVAL INTERCEPTION TABLE
| Zone of Interception | Die Roll Required for Interception |
|---|---|
| 1 (adjacent) | 1, 2, 3, 4, or 5 |
| 2 | 1, 2, or 3 |
Macedonians [7.0] STACKING
GENERAL RULE:
An unlimited number of Commander and Combat units may occupy a single hex at any one time (Exception: see Case 5.55, Cilician Gates).
CASES:
[7.1] THE STRATEGIC STACKING POINT SYSTEM
[7.41] The Strategic Strength Points of a given Land unit (see Case 3.2, Unit Examples) also represent that unit’s “stacking” level. Thus a unit with 4 SSP’s has a Stacking Level of four.
[7.12] In general, Players may have as many units, or SSP’s, in a given hex as they wish.
[7.13] Players may place a maximum of 5 SSP’s of Land Combat units inside a given Major City or Port (net Walled City), There may be additional Friendly units outside that City/Port within the same hex, but only S SSP’s may be inside the City/Port (see Case 13.12 for designating units inside Cities), There is no restriction on the number of Naval Squadrons/Fleets that may be in a Port hex.
[7.14] There is no restriction on the number of Land units (or Fleets) that may be in a Walled City hex (and thus inside the City).
[7.2] EFFECT OF STACKING ON MOVEMENT
There is no additional Movement Point Cost to stack or unstack with Friendly or Enemy units. All units controlled by a single Player are considered
Friendly to that Player. There is a 3 Movement Point Cost to enter a hex occupied by Enemy units not in a City or Port.
[7.3] EFFECTS OF STACKING ON COMBAT
[7.31] All Friendly Land units in the same hex are considered to be one Force and must attack or defend together, unless some defending units are one a City and some are outside a City (see Case 7.13).
[7.32] All Friendly Naval Squadrons in the same hex are considered to be in the same Fleet and attack or defend as one (Exception: see Case 12.43).
[7.33] All Friendly units of the same side which are stacked in the same hex participate in Combat as a group; i.e., no unit in that Force may avoid Combat unless the entire Force retreats. A Player may not retreat with some units and leave others to fight; the Force fights or retreats together.
[7.34] If a Friendly moving Force enters a Major City/Port hex that contains Enemy Land units that are both inside and outside the City/Port, it must first attack the units outside the City before attempting to attack the City and the units therein. However, the Defending Player may, at any time during the Combat, enter all, some, or none of the units that are inside the City into the Combat “outside” the City. The reverse, however, is not true. A Defending Player, if he wishes to retreat units outside the City into the City must retreat his entire Force. While only five SSP’s may go into the city, the rest of his Force (if any) must retreat, even if it is to a different hex. The Defending Player may not Retreat with some of his Force; he must retreat with all of his Force.
[7.4] THE ARMY FORCE BOX
**[7.41] All of the Combat units—excluding Fleets— under the command of a given Commander may be placed on the game-map in an Army Force Box and replaced with a counter designating that Army (e.g., Army #1, etc.)
[7.42] There is no limit to the number of Combat units that may be placed in a given Army Force Box;Commanders may control any number of units.
[7.43] Opposing Players may not check the composition of Combat units in a given Army Force Box until the moment of Combat. The Defending Player, in that case, always reveals his stack first. (This pertains mostly to Tactical Battle).
[7.44] Combat units placed on the game-map without a Commander may be inspected by opposing players.
[7.45] Combat units may be shifted from one Army Force Box to another as they are given into the control of a different Commander. There is no cost for this process (see Case 5.23).
[7.46] Players are limited to the number of Armies (.e., Forces in the Army Force Boxes) as there are Boxes available. Thus, the Macedonian Player may never have more than 2 Armies, although he may have more than 2 Forces.
[7.47] When Darius III enters the game, and while he is in the game, he must maintain a minimum Force with him at all times. This Force may never contain less than 20 SSP; if it is reduced below that level by Combat it must proceed in the quickest way possible to remedy that situation. In addition, the Persian Guards units (both infantry and cavalry) must always be under the command of Darius. They can never be commanded by any other Persian Commander, unless Darius is dead.
Macedonians [8.0] COMMANDERS
GENERAL RULE:
Commanders are actual historical generals, satraps, kings, etc., that led various portions of the armies involved in the game. Commanders affect both the strategic and tactical portions of the game. In the strategic portion of the game, Commanders are the means by which Combat units may move and fight; no Combat unit may move independent of a Commander. Tactical usage of Commanders is covered in the Tactical Battle Rules.
CASES:
[8.1] DESCRIPTION OF COMMANDER UNITS
All Commanders have three numbers on their counters (see Case 3.2, Sample Units). The only number that has any importance in the Strategic portion of the game is the Commander’s Strategic Rating. The other numbers ate discussed in the Tactical Battle Rules. The Strategic Rating is generally the relative competence of that particular Commander.
[8.2] COMMAND MECHANICS
Commanders may attach and transport Combat units-——Fleets or Forces—in order to move them and have Combat (see Section 5.0, Movement). For Combat purposes, only one Commander is considered to be in command of the units in his Force, although there may be additional Commanders present in the Force. The Player must nominate his Commanders for Strategic Combat Results Table battle prior to actual Combat (see Section 9.0). However, if either Darius or Alexander is present in any Force, they are automatically assumed to be in Command.
[8.3] RESTRICTIONS ON USAGE OF COMMANDERS
Certain Commanders are restricted as to what functions they may perform. Generally, a given Commander (e.g., Alexander, Memnon, et al.) may perform any function that a Commander may perform in the game; i.e., Command Forces and/or Fleets, move troops of any Friendly nationality, etc. However, there are certain Commanders who may not perform all functions. The restricted Commanders are listed here together with their capabilities.
Pyntagorus: may command only Cypriot Fleets (see Case 12.43).
Azemilk: may command only Tyrian Fleets (see Case 12.43).
Hegelochus: may command only Macedonian Fleets (Hegelochus, Alexander, and Parmenion are the only Macedonian Commanders who may command Fleets).
Philetas: tactically, may command only cavalry (see Tactical Battle).
Calas: tactically, may command only cavalry (see Tactical Battle).
Philip [son of Menelaus): tactically, may command only cavalry (see Tactical Battle).
All other Commanders are free to do as they wish (see Case 8.83), Note: Players should refer to Case 12.4 for Persian Command Restrictions on Naval Movement.
[8.4] EFFECT OF COMMANDERS ON COMBAT
Aside from enabling Combat units to move. and engage in Combat, Commanders play an actual role in the outcome of battles. If Players are using the Tactical Battle Display they should check those rules for the effect of Commanders on Tactical Combat. If Players are bypassing the Tactical Battle Display and using Strategic Combat Results Tables the effect of Commanders is discussed under Combat (see Case 9.7). In essence, the side with the higher rated Commander adds one to his Combat ratio when determining Combat results.
[8.5] ELIMINATION OF COMMANDERS
Note: The rules in this Case pertain only to usage of the Strategic Combat Results Tables. If Players are using the Tactical Battle Display, these rules are ignored, as there are different rules concerning the elimination of Commanders in that section.
[8.51] When using the Strategic Combat Results Tables, Commanders may be eliminated when certain results are rolled on the dice.
[8.52] If a Friendly Player rolls a result on his Combat Result Table which indicates a possibility that the opposing Player’s Commander has been killed, the Friendly Player rolls another die. If that die roll results in a 1, 2, or 3, the opposing Player then consults the Strategic Rating of his Commander and rolls a die. If the result of this roll is greater than the Strategic Rating of the Commander affected, that Commander is eliminated. Example: The Persian Player is rolling on his Strategic Combat Results Table at a 2-1 Combat ratio. He rolls a 9 which indicates that there is a possibility for eliminating a Macedonian Commander—in this case, Alexander. The Persian rolls a die and gets a2, signifying that the possibility for eliminating Alexander still exists. The Macedonian Player now consults Alexander’s Strategic Rating (5) and rolls a die. The result—in this case a 4—leaves Alexander unharmed. Had the Macedonian Commander been Parmenion (whose Strategic Rating is 3), Parmenion would have been eliminated.
[8.53] If a Commander has been killed, any other Commander who is present takes his place. If no Commanders are present, and the Force is the Attacker, then that Force flees (see Case 10.3).
[8.54] If a Commander unit (or units) is alone in a hex and is attacked by an Enemy Force, the Commander unit may retreat (see Case 10.1). If the Commander unit cannot retreat, it is eliminated (killed or captured).
[8.55] Commanders are never affected by Attrition.
[8.6] DARIUS III, KING OF KINGS
The Persian Commanders often felt that the world—and the Persian Army—would be a better place without their king, Darius III, whose negative influence on the entire campaign was overwhelming. Darius had a nasty habit of fleeing from the battlefield (taking most of his army with him) at the most inopportune times. As a result of this unfortunate habit, the Persian Commanders tried to get rid of him in many, various ways. (This seems to be a Persian pastime: Darius, himself, with the aid of his trusty eunuch, Bagoas, danced his way to the throne over the poisoned corpses and slit throats of half his family.) The Persian Commanders finally succeeded after Darius bolted again at Gaugamela. The Persian Player may do better if he so wishes.
[8.61] Darius is automatically considered the Commander of any units with which he is stacked (see Case 7.47). In any battle that he is in command (except those on the Tactical Battle Board), after any individual Combat exchange in which the Persians suffer greater losses than the Macedonians, the Persian Player throws a die. If the result is a 6, the Persian Army flees (see Case 10.3), regardless of the outcome of the battle at that point. The die is thrown after each individual exchange in which the above qualifications are met.
[8.62] After any Persian Major Land Battle loss (see Case 9.45), the Persian Player may attempt to assassinate Darius, if Darius was Commanding in that battle. After the first such loss, the Persian Player throws a die; if the die is a 1, Darius is assassinated. With each succeeding loss, the Persian Player adds one to the number needed for i ae a
Assassination. Thus after a third loss, Darius can be eliminated with a 1, 2, or 3.
[8.63] If Darius is assassinated, the Macedonians receive no Victory Points for his death. However, the Game-Turn immediately succeeding such an Assassination, the Persian Player may not move any of his units except to retreat, as the Kingdom is considered to be in chaos.
[8.64] These rules reflect the historical setting at the time of Alexander. Players, however, may ignore the Darius rules if they wish to make the game more balanced, as the rules do help the Macedonians.
[8.7] THE DEATH OF MEMNON
The best of the Persian Commanders was the Rhodian, Memnon, who was in charge of the Greek Mercenaries. Memnon was a capable Commander with a good grasp of the strategic situation; furthermore, he knew Alexander and knew what had to be done to stop him. Unfortunately he was easily overruled by the native Persian Commanders, who had all the insight of an avocado, and he died of natural causes at a particularly inopportune moment (right after retaking Chios and in the midst of besieging Mytilene). Thus the historical game has the Persian Player remove Memnon from play at the beginning of the Jun-Jul 333 B.C. turn, replacing him with Amyntas (the Persian). Players may ignore this rule if they feel it unbalances the game.
[8.8] COMMAND REPLACEMENTS
[8.81] The Macedonians may lose the services of some of their original Commanders (see Set-Up) because of Combat deaths or Satrapal appointments (see Case 15.4). If such is the case, for each such loss the Macedonian may replace the lost Commander with a Commander from his Replacement pool. The replacement Commander appears in the Friendly Campaign Phase following the loss of the original Commander. He may be placed with any Force on the game-map (see also Appointment of Satraps, Case 15.44).
[8.82] The Macedonian Commander Replacement Pool is limited to those Commanders in the pool; once those are gone there are no more replacements.
[8.83] The following Commanders are in the Macedonian Command Replacement Pool: Craterus, Perdiccas,Coenus, Amyntas, Meleager, Phillip A. (son of Amyntas), Cleitus the Black, Attalus, Sitalces, Clearchus, Agatho (Cavalry only), Aristo (cavalry only), and Amyntas L. (the Lyncestian; cavalry only).
[8.84] The Persian Commander Amyntas (not to be confused with the Macedonian Amyntas) is used as a replacement for Memnon when he dies (see Case 8.6). Other than that, there are no Persian Commander replacements.
Macedonians [9.0] LAND COMBAT
GENERAL RULE:
There are two distinct forms of land Combat in The Conquerors: Strategic Combat and Tactical Battle Combat. Any Combat that does not take place on the Tactical Battle Display is considered Strategic Combat. The rules in this Section deal only with Strategic Combat.
There is no distinct Combat Phase in The Conquerors aside from the Siege Phase (see Section 14.0). Combat occurs between opposing Forces which occupy the same hex at any time during the Campaign Phase at the Phasing Player’s option
(Exception: see Section 6.0). Combat resolution usually requires an expenditure of Movement Points which are deducted from the Movement Allowance of the Commander of the Phasing Player. The units of the Phasing Player are considered the Attackers. The non-Phasing Player’s units are the Defenders (except in the event of Interception, in which case the reverse is true).
PROCEDURE:
Each Player totals the Strategic Strength Points (SSP’s) of all his units involved in a specific Strategic Combat. Each Player then compares his total with that of the opposing Player to obtain a Combat Ratio (e.g., 134 to 73 is 3 to 2; 73 to 134 is 1 to 2). Combat Ratios are rounded off in favor of the opposing Player. In The Conquerors, each Player uses a Strategic Combat Results Table (CRT) in a given Combat—not just the Attacker. Thus, each Player uses his particular Combat Ratio on his own CRT. Each Player rolls two dice and cross-references the result with the proper Combat Ratio. Losses, if any, are taken immediately, and the Combat Ratios are adjusted to reflect any change as a result of loss; the dice are thrown again by both Players and the process is repeated until a definitive result (usually a result of Morale breaking and Flight) is attained.
CASES:
[9.1] THE COMBAT UNITS
[9.11] Each Combat unit has several numbers on it {see Case 3.2, Sample Units), In determining Combat via the Strategic CRT’s, the only number on the counter that has any effect is the Strategic Strength Point (SSP). The tactical strengths and unit type have no bearing on the outcome of a Major Land Battle or Skirmish using the Strategic CRT’s. (Note: There are restrictions on cavalry units in terms of attacking Cities, Sieges, etc.)
[9.12] The number of SSP’s that a particular unit has is also equivalent to the number of “steps” in that unit. Thus, a Macedonian phalanx unit with 5 SSP’s has 5 “steps” in it. Each step has its own counter, some of which are on the reverse sides of the same counter. Thus, there are five separate counters for Coenus’ Phalanx, one each for the SSP levels of 5, 4, 3, 2, and 1. A unit with an SSP level of 5 that loses one step is replaced with the same unit counter with an SSP of 4. Units with an SSP of 1 that take a loss are eliminated.
[9.13] The maximum SSP level for each unit is listed here. These are the levels at which the units start or enter the game.
Macedonian: Phalanx=5; Hypaspists=4; Hoplites=3; Peltasts=2; Archers=2 or 1; Javelinists= 2; All Cavalry= Persians: Hoplites=3; Peltasts=2; Barbarian Infantry=2; Heavy Cavalry=2 or 1; Medium and Light Cavalry==2; Horse Archers=1; Chariots=2; Elephants=4; Archers=1; Garrisons=2.
[9.2] HOW COMBAT IS EXECUTED
[9.21] During a Campaign Phase, the Phasing Player’s Commanders and Forces attached to those Commanders are moved individually, All Combat units under a Commander for Movement purposes are under that Commander for Combat purposes as well, A Combat unit may be under the command of only one Commander during a given Campaign Phase.
[9.22] When a Force (Commander + Land Combat units) enters an Enemy-occupied hex, it must pay a cost of 3 Movement Points, unless the Enemy Force retreats from that hex. The Phasing Force may not enter that hex unless it has the 3 Points, in addition to terrain costs, to expend—even if the Enemy Force were to retreat. It thus costs 3 additional Movement Points to engage in Combat, the Points being deducted from the Movement Allowance of that Force’s Commander.
[9.23] Combat may never take place in a Marsh hex. A moving Force may never enter an Enemy-held Marsh hex (see Case 17.13 for effects of Attrition on Marsh hexes).
[9.24] 1f Enemy units are occupying a hex but they are all inside a Major City/Port, Phasing Forces may enter and leave that hex without paying any cost above that of the terrain. However, if the Phasing Force wishes to attack that City (i.e., attack into the City), they must pay a 5 Movement Point Cost.
[9.25] A Commander (and his Force) is not required to cease Movement after engaging in Combat unless that Force has Fled or Retreated During Combat. Otherwise, the Force may always continue to move and/or have Combat within the limits of its Commander’s Movement Allowance.
[9.26] A Combat unit may participate in more than one Combat in a Campaign Phase (Exception: see Case 9.25). However, a given Phasing Combat unit may not participate in Combat under the command of more than one Commander.
[9.27] Phasing Forces entering an Enemy-occupied hex (except for Enemy Forces inside Cities, etc.) must engage in Combat if that Enemy Force chooses to remain in that hex. Opposing Forces may never voluntarily occupy the same hex without having Combat unless one of the Forces is inside a City/Port.
[9.3] SKIRMISHES
Whenever any Force in a given Combat is 10 SSP or less, that Combat is considered a Skirmish, unless the Enemy Force is inside a City (see Case 13.2 for attacks on Cities). Skirmish Combat is, for all intents and purposes, the same as a Major Land Battle with one exception: the winner of a Skirmish receives no Victory Points for the victory. Skirmishes are always resolved using the Strategic CRT’s.
[9.4] MAJOR LAND BATTLES
Whenever a Phasing Force of more than 10 SSP enters a hex occupied by an Enemy Force in excess of 10 SSP’s, a Major Land Battle occurs.
[9.41] Major Land Battles may be fought in either of two ways: using the Tactical Battle Display (see Tactical Battle. Rules); or by using the Strategic CRT’s. The latter is recommended if the Players wish to have a quick, strategy-oriented game where they have little direct control over the outcome of the battle.
[9.42] In the event of Strategic Combat, both Players total the number of SSP’s in their respective Forces. Each Player then compares his total to that of the opposing Player and obtains a Combat Ratio. (see Procedure). Both Players then roll two dice apiece, cross-referencing the result with the respective Combat Ratio column on their individual CRT’s.
[9.43] Each Player has his own Strategic CRT which he uses for resolving all Combat other than Sieges and Attacks on Major Cities/Ports (if he does not use the Tactical Battle Display). The Macedonian Player refers to the Macedonian Strategic CRT and the Persian Player refers to the Persian Strategic CRT. The respective CRT’s give the results in SSP’s (or steps) lost by the opposing side in that particular exchange. Thus, if the Persian Player has a 2-1 Combat Ratio and rolls a 9, the Macedonian Player would remove 1 SSP from his total.
[9.44] Combat using the Strategic CRT is a series of “Combat exchanges.” Both Players are considered to be rolling the dice simultaneously, and both
Players extract losses at the same time. At the end of each exchange, the Players decide whether or not they wish to remain in battle (see Section 10.0, Retreats) and, if they both do remain, they then recalculate the Combat Ratios (they may have changed as a result of the previous exchange) and roll for another exchange. The Players repeat this process until one side either Retreats During Combat or Flees. Note: Just because one side has a 1-1 Combat Ratio, it does not mean that the reverse is true; 55-54 would be 1-1, but 54-55 would be 1-2.
[9.45] The following is a recapitulation of the
Strategic Combat Play Sequence: .
A. Players each determine their respective Combat Ratios vis a vis the other Player; then
B. Each Player refers to his own Strategic CRT and rolls two dice; then
C. Each Player subtracts any losses; then
D. The Players decide, Defender first, if they wish to remain in the hex or Retreat During Combat. If-both remain, play reverts to Step A.
Remember to recalculate the Combat Ratio before each exchange,
[9.46] As the individual tactical counters do not really matter in Strategic Combat, Players should simply keep track of SSP levels on a piece of paper.
They will find that easier than shuffling counters and subtracting losses that way.
[9.47] The side that either Flees after or Retreats during a Major Land Battle is considered the loser of the battle (see Cases 10.2 and 10.3). The other side is, generally, the winner (see Case 9.65).
[9.5] EXPLANATION OF COMBAT RESULTS
Combat results on the Strategic CRT’s are given in “step” losses (see Case 9.12). Thus, a result of 2 means that the side affected would remove 2 SSP’s from its total Force SSP by reducing one unit by two steps or two units by one step each.
[9.6] MORALE
[9.61] Each side has a Morale Level. The Morale Level is expressed as a percentage of the total SSP’s that a particular Force had at the start of Combat in a given Campaign Phase. Morale is used in determining the victor in a given Combat.
[9.62] The Macedonian Morale Level is 50% of a given Force’s total SSP. Thus, a Macedonian Force of 120 SSP’s (at the beginning of a Combat) would have a Morale Level of 60 SSP’s.
[9.63] The Persian Morale Level is 35% of its Force's total SSP. Thus, a Persian Force with 100 SSP’s would have a Morale Level of 35 SSP’s.
[9.64] When a given Force’s losses exceed its Morale Level, the Force Flees (see Case 10.3), Using the example of Case 9.63, if the Persian Force of 100 (Morale Level=35) lost 36 SSP’s in a given battle, it would Flee immediately upon losing its 36th SSP.
[9.65] If both sides exceed their Morale Levels in the same exchange, the side that took the greater number of losses (total) Flees. However, in such a case, neither side is considered the victor in the battle—it is a draw.
[9.66] The side that does not Flee—or Retreat During Battle—is the winner of the battle. The winner of a Major Land Battle receives Victory Points (see Section 20.0).
[9.7] EFFECT OF COMMANDERS ON STRATEGIC COMBAT
[9.71] Each side designates a specific Commander (if one is present: the Defending units do not have to have a Commander) as the Commander for a given battle (see Case 8.2). The two opposing Commanders compare their Strategic Ratings; the Commander with the higher Strategic Rating adjusts his Combat Ratio column one to the right for each exchange. Thus, if Alexander faced Memnon, Alexander would be the higher Commander. If his Force had a 1-2 Combat Ratio, he would roll on the 1-1 column instead.
[9.72] If the Commanders of both sides are equal, there is no adjustment to the Strategic CRT’s.
[9.73] Commanders may be eliminated in Strategic Battle (see Case 8.5).
[9.74] For effects of Commanders on the Tactical
Battle Display, see the Tactical Rules.
[9.8] STRATEGIC LAND CRT'S
[9.81] Macedonian Strategic Land Combat Results Table
Ratio of Macedonian SSP's to Persian SSP's (dice roll is the total of two dice):
| Dice Roll | 1-4 | 1-3 | 1-2 | 1-1 | 3-2 | 2-1 | 3-1+ |
|---|---|---|---|---|---|---|---|
| 2 | - | 1 | 2x | - | 1 | 3 | 1 |
| 3 | 1 | 1 | 2 | 2 | 2 | 2 | 5 |
| 4 | - | 2 | - | 1x | 2 | 3 | 2 |
KEY: - (a bullet on the printed table) = No Losses; # = Loss in SSP's (or steps); x = Check for possible Commander elimination (see Case 8.5). Odds of less than 1-4 are treated as 1-4.
[9.82] Persian Strategic Land Combat Results Table
Ratio of Persian SSP's to Macedonian SSP's:
| Dice Roll | 1-3 | 1-2 | 1-1 | 3-2 | 2-1 | 3-1 | 4-1 | 5-1+ |
|---|---|---|---|---|---|---|---|---|
| 2 | 1 | 1x | - | - | - | 1 | 1 | 2 |
| 3 | 1 | 1 | 1x | 2 | 2 | 2 | 3 | 2 |
| 4 | - | - | 1 | - |
KEY: - (a bullet on the printed table) = No Losses; # = Losses in SSP's (or steps); x = Check for possible Commander elimination (see Case 8.5). Odds of less than 1-3 are treated as 1-3.
Macedonians [10.0] RETREATS
GENERAL RULE:
Retreat is the process by which a Land Force avoids Combat, either voluntarily or involuntarily. There are three forms of Retreat: Retreat Before Combat, Retreat During Combat, and Flight. The latter is involuntary and is triggered by breaching the affected Force’s Morale Level, while the two former types of Retreat are dependent on the whim of the Player. Note: Retreats by Fleets are covered in Section 11.0.
CASES:
[10.1] RETREAT BEFORE COMBAT
[10.11] Whenever a Phasing Enemy Force enters a hex occupied by a Friendly Force, that Friendly Force may choose to Retreat rather than accept Combat.
[10.12] Forces may Retreat Before Combat only if there is a Friendly Commander present in the hex. If there is more than one Commander in the Force, the Force may split when it Retreats Before Combat.
[10.13] Forces may Retreat up to 30 Movement Points in a single Enemy Campaign Phase. A unit may Retreat Before Combat more than once in a single Enemy Campaign Phase so long as it does not exceed the 30 Movement Point total during that Phase. Thus, a Force may retreat 10 Movement Points when threatened by one Enemy Force and still retreat an additional 20 Movement Points if threatened by another—or the same—Enemy Force later in that Phase.
[10.14] A Force that uses up more than 5 Movement Points in a single Campaign Phase in Retreats (either Before or During Combat) becomes Disrupted. Disrupted Forces may not move in the following Friendly Player-Turn, although they may engage in further Retreats in the ensuing Enemy Player-Turn (and thus risk further Disruption). Inability to move is the only result of Disruption.
[10.15] A Force may Retreat into any hex into which it could normally move. A Force may Retreat into a Major City/Port (observing stacking limitations, see Case 7.23) or a Walled City, if it controls such city prior to its entry.
[20.16] Retreats must be conducted towards a Force’s basic source of supply. For the Persians, that source is Babylon; for the Macedonians that source must be Thrace.
[10.17] Forces may retreat through Enemycontrolled Satrapies (Exception to Case 5.23). However, for each Enemy-controlled Satrapy that a Retreating Force enters it loses 2 SSPs. Remember the restrictions and guidelines of Case 10,16.
[10.18] Intercepted Forces may not Retreat Before Combat.
[10.2] RETREAT DURING COMBAT
[10.21] Once battle is joined (.e., once the non-Phasing Player has accepted Combat by remaining in the hex and causing the Phasing Player to spend 3 Movement Points). Players may not Retreat Before Combat. However, they may Retreat During Combat.
[10.22] Players may not determine the size of an opposing Force until Combat is joined, unless that opposing Force has no Commander, Once Combat is joined (see Case 10.21), both Players reveal their Forces. At this point the non-Phasing Player, and only the non-Phasing Player, may decide to Retreat During Combat. In addition, after each Combat exchange the non-Phasing Player has the choice to Retreat During Combat. If he chooses to stay, the Phasing Player may then exercise that option. If neither Retreats, Combat continues through another exchange.
[10.23] If a Player chooses to Retreat During Combat, he Retreats under the same guidelines as in Retreat Before Combat, especially Cases 10.12 through 10.17. However, in addition to those Cases if a Player chooses to Retreat During Combat he must roll one die after completing his Retreat. The number thrown is the number of SSP’s he must remove. These are in addition to any SSP’s lost through Case 10.17.
[10.24] Movement Points used in Retreat Before
» Combat de count against Movement Points to be used in Retreat During Combat, and vice-versa.
[10.25] If a unit Retreats During Combat (not Before) the opposing side is declared the victor, if the Combat is a Major Land Battle.
[10.3] FLIGHT
[10.31] When a Force exceeds its Morale Level (see Case 9.6) it Flees. Flight is involuntary Retreat. In Fleeing a Force must move 30 Movement Points, regardless of the number of Movement Points it has used in other Retreats. The Fleeing Force may not split. In Fleeing, Forces follow the guidelines of Case 10.2. ‘After Flight, a Force is Disrupted.
[10.32] In addition, a Fleeing Force suffers Pursuit. The non-Fleeing Force Player (the victor) rolls one die; he multiplies the total by 2 and the result is the number of SSPs the Fleeing Force loses due to pursuit.
110.33] If a Force Flees, the non-Fleeing Force is declared the winner if it is a Major Land Battle (see Case 9.65).
[10.34] If a Force that is required to Flee cannot, for any reason, move a total of 30 Movement Points without leaving the game-map, that Force is completely eliminated. A Fleeing Force may never enter the same hex twice in Flight, and it must follow the guidelines of Case 10.16.
Macedonians [11.0] NAVAL COMBAT
COMMENTARY:
Naval Combat is somewhat different from Land Combat in that there is only one CRT, only one die is thrown, and there is only one die roll for Combat resolution—as is prevalent in most standard wargames. Historically, there were no major Naval engagements between Alexander’s fleet and the Persians; they did have some combat at the Siege of Tyre, but nothing in the way of a pitched sea battle. The Naval Combat system in The Macedonians is therefore gleaned from other previous engagements of the 4th Century B.C., as well as later exploits of the Diadochi.
GENERAL RULE:
In Naval Combat, the Attacking Fleet/Player totals his Naval Strength Points and compares them to the total strength of the defending Fleet. All Fleets in the hex must engage in Combat, with certain exceptions pertaining to Siege. The Attacker then determines the Combat Ratio, in terms of simple odds (2-1, 1-3, etc.), always rounding off in favor of the Defender. He then rolls one die and consults the Naval CRT, following that Table’s instructions for losses.
CASES:
[11.1] HOW TO UNDERTAKE NAVAL COMBAT
[11.11] Naval Combat—ie., Combat between opposing Fleets—occurs when a Phasing Fleet enters an Enemy Fleet-occupied Coastal or all-Sea hex. Combat in this instance is mandatory.
[11.12] It costs 3 Movement Points for a Phasing Fleet to enter an Enemy Fleet-occupied hex; the Phasing Fleet must have the necessary Movement Points remaining in its Allowance, as per Case 9.22, in order to enter such hex. Remember, Fleets, like Forces, must be under the aegis of a Commander to move and attack but not to defend.
[11.13] Fleets may Retreat Before Combat (only) as much as Land units. They can expend up to 30 Movement Points to do so, and if they expend more than 5 MP’s they become Disrupted (unable to move the following Campaign Phase). However, when Retreating, Fleets must Retreat into a Friendly Port; in addition, they may not Retreat more than 15 Movement Points from a Friendly Naval Base (see Case 5.92). If neither of the above can be done, the Fleet may not Retreat.
[11.14] To engage in Combat, the Attacking Player totals the Strength Points of his Fleet and compares that total to the total strength of all Enemy Squadrons in that hex. The totals are compared and a Combat Ratio is determined: 2-1,'4-1, 1-3, etc. The Attacker then refers to the Naval Combat Results Table (11.5), rolls a die and determines the losses.
[11.15] A given Phasing Fleet may attack a given non-Phasing Fleet only once in a Campaign Phase. A Phasing Fleet may make more than one attack in a Campaign Phase, but it must attack different Fleets each time. A non-Phasing Fleet may be attacked more than once in a given Campaign Phase (remember Interception!). However, a Phasing/Attacking Fleet may not continue to move, as above, if—as a result of the Combat—it suffers greater losses than the non-Phasing Fleet. In such a case, the Phasing Fleet must return to the nearest Friendly Port, as in Case 11.17(B).
[11.16] Unlike Land Combat, there are no Morale
Level, Flight, or Retreats during Naval Combat
(there is Retreat Before Combat). Fleets may not
Retreat during or after Combat. However, if two opposing Fleets start a Campaign Phase in the same hex, the Phasing Player must either move his Fleet immediately or engage in Naval Combat.
[11.17] There are two exceptions to the last sentence of Case 11.16. One is the situation where a non-Phasing Fleet intercepts and attacks a Phasing
Fleet (see Cases 14.62 and 14.63). Because the attacking (but non-Phasing) Fleet cannot move further, it must stay in the hex; whether the Phasing
Fleet may continue to move depends on the results of the engagement:
A. If the Attacker (Interceptor) suffers more losses on the Naval CRT than the Defender, then the Phasing (defending) Fleet may continue to move.
B. If the Defender (Phasing Fleet) loses more steps on the Naval CRT than the Attacker/Interceptor or the result is even, the Defender must return to the Port from which it came or, if it did not come from a Port, to the nearest Friendly Port in the direction from which it came. If it cannot reach such a Port with its remaining Movement Allowance, it must remain in the hex.
Remember, this rule applies to Interception Attacks only! The second exception is covered in Case 14.42, concerning Fleets and Siege/Blockade.
[41.18] A Fleet must end a Campaign Phase in a Friendly Port or undergo Attrition (see Case 17.32). Therefore, if a Friendly Fleet attacks an Enemy Fleet, does not eliminate that Fleet entirely, and chooses to remain in that hex, it would undergo Attrition, even if it were in a Port, because the Enemy Fleet would still be in control of the Port (unless the Port were taken by land).
[11.2] EXPLANATION OF NAVAL CRT RESULTS
[11.21] Similar to land units, Squadrons have “steps”; they are either at Full-Strength or HalfStrength. Full-Strength may be either 2 or 3, depending on the Squadron; Half-Strength is always 1. A Squadron thus has two “steps’’: fullto Half-Strength; Half-Strength to eliminated. If a Squadron has to lose a step, it is inverted to its Half-Strength (if at Full-Strength) or eliminated (if at Half-Strength). A Full-Strength Squadron forced to lose two steps would be eliminated. The Half-Strength of each Squadron is on the reverse side of its Full-Strength counter.
[11.22] All results on the Naval CRT are given in steps lost to respective Fleets. Thus, on a roll of 5 at 1-1, the Attacker would lose 2 steps and the Defender 4. Each side may remove steps in any fashion, as long as all called-for steps are removed.
[11.23] To avoid the Persian Player’s apportioning his Naval losses among Fleets designated for early defection, the Persian must distribute all Naval losses as evenly as possible amongst his different Squadrons. However, if a Tyrian, Cypriot or Egyptian Fleet is present in the battle, the first step-loss must come from one of those Squadrons. If Players find the above method cumbersome they may simply alternate removing step casualties, with the Opposing Player choosing first. Thus if Player B had to remove 4 steps, Player A would remove the first step, B the 2nd, and so on.
[11.24] A result of e means that the entire fleet is eliminated. .
111.25] Players should remember that in Naval Combat, as opposed to Land Combat using the ‘Strategic CRT’s, only one die is thrown, the die is thrown only once, and there are no ‘‘exchanges.” Furthermore, one side is the Attacker (the Phasing Player or the Intercepter) and all Combat is initiated and resolved ‘by him.
[11.3] RESTRICTIONS ON NAVAL COMBAT
[11.31] Naval Squadrons may never attack Land units. They may attack unoccupied Ports (see Case 13.25).
[11.32] Land units being transported by Naval Squadrons have no effect on Naval Combat. Players should be careful, if such a battle were to occur, to keep track of what each Squadron was carrying so that if it were to be sunk, or even reduced in strength, the units being carried would have to be adjusted. to reflect any change (through losses) in Squadron size (see Case 12.12).
[11.4] COMMAND EFFECT ON NAVAL COMBAT
When a Naval battle occurs, the Players from each side compare the Strategic Rating of their respective Commanders as in Case 9.71. If the Attacker has the higher rated Commander, 1 is added to the die-roll; if the Defender has the higher rated Commander, 1 is subtracted from the die roll. If both ratings are equal there is no addition or subtraction. If the Defending Fleet has no Commander, the Attacker automatically adds one to the die roll. Commanders may not be eliminated in Naval Combat unless the entire Fleet is eliminated.
[11.5] Naval Combat Results Table
Combat Ratio (Attacker to Defender):
| Die Roll | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1+ |
|---|---|---|---|---|---|---|
| 0 | Ae/- | Ae/- | Ae/D1 | A5/D1 | A4/D1 | A2/D1 |
| 1 | Ae/- | A4/- | A4/- | A3/- | A2/D2 | A1/D2 |
| 2 | Ae/- | A4/- | A3/D1 | A2/D1 | A1/D3 | A1/D3 |
| 3 | A5/D1 | A4/D1 |
KEY: A = Attacking Fleet; D = Defending Fleet; e = Eliminated; - (a bullet on the printed table) = No Losses; # = Number of "Steps" Lost (see Case 11.21). For effects of Commanders, see Case 11.4. Odds of less than 1-3 are treated as 1-3. Ignore excess losses.
Macedonians [12.0] SPECIAL NAVAL CAPABILITIES AND RESTRICTIONS
CASES:
[12.1] NAVAL TRANSPORT
[12.11] Each Squadron may transport (carry) a certain number of Land units.
[12.12] Each Full-Strength Squadron may transport 12 SSP’s of Land units; each Half-Strength Squadron may carry 6 SSP’s. Commanders may be carried freely, and the Siege Train unit requires its own Full-Squadron for transportation (see Case 14,22). -
[12.13] In order to be transported, a Force simply moves to a Friendly Port in the Campaign Phase, stacks with the Fleet (observing the transport limitations of Case 12.12) and then continues to move. Remember, the Movement Allowance of the Commander of the Land Force is the controlling Factor here.
[12.14] Land units must embark in a Friendly, controlled Port. They may debark in any clear terrain hex (occupied or unoccupied). However, there is no limit to the number of turns that the land units may remain on the ships.
[12.15] If Land units are being transported by Fleet and the entire Fleet is lost, the Land units are lost, too. If the Fleet is reduced in strength (see Case 11.21) the Land units being transported must be adjusted (eliminated) to correspond to the limitations in Case 12.12. Thus, Players must keep track of which Land units are being carried by which Squadron. if a Squadron carrying the Siege Train is cither lost or reduced in strength, the Siege Train is lost.
[12.16] Example: Two Squadrons are carrying 20 SSP’s of Land units, each Squadron carrying 10 SSP’s. The two Squadrons are attacked and one of the Squadrons is reduced in the combat to Half-Strength status (see Case 11.21). That Squadron must reduce its transportation capacity to 6 and eliminate any 4 SSP’s of Land units being transported by that Squadron.
[12.17] If a Force attacks another Force by amphibious Sanding (transported to the Combat hex by sea), and the attacking Force is forced to Flee or ‘Retreats During Combat, the Attacking/ Retreating Force must do so by using the Fleet that transported it to such hex. It may not Flee or Retreat without using the Fleet.
[12.2] DISBANDING FLEETS
[12.21] Fleets may be voluntarily disbanded at any time during a Campaign Phase by the Phasing Player. Fleets may also be disbanded involuntarily because of a lack of Supply (see Case 16.2). To disband there need not be a Commander present.
[12.22] To disband a Squadron, the Phasing Player simply announces at any point during his Campaign Phase that he is disbanding a particular Squadron. The Squadron is removed from the game-map, and note is made of its location at the time of its disbanding. A Squadron may voluntarily disband in a Friendly Port only. Involuntary disbanding may take place anywhere.
[12.23] Disbanded Fleets may not be captured or destroyed, even if the Port in which they disbanded is taken by the Enemy. (Of course, such Fleets could not be raised again unless the Port were recaptured.).
[12.24] To raise a disbanded Squadron the “raising” Player must expend one Supply Point for each Squadron he wishes to raise. Raising disbanded Squadrons is done in the Supply Phase of that Player-Turn. The Player must be in control of the Port in which the Fleets had been disbanded.
However, involuntarily disbanded Fleets (see Case 16.2) may be raised at any Friendly Port.
[12.3] DEFECTION OF THE PERSIAN FLEET
At the time of Alexander’s invasion of Persia, the Persian Navy was supreme in the Eastern Mediterranean. However, very little of that navy was actually “Persian;” virtually all of it was comprised of fleets from the great coastal trading cities of the Eastern Mediterranean—particularly Tyre and Cyprus. Because of the peculiar political crosswinds of the era, many of these cities’ allegiance to the Persian Empire was tenuous. They were content to side with whoever looked the strongest. Thus, as Alexander continued victoriously into the heart of the Persian Empire, various squadrons of the Persian Navy defected en masse to the Macedonian cause. This rule reflects that peculiar phenomenon.
[12.31] Defection means that, at various times, elements of the Persian Fleet will change sides and go over to the Macedonians. Each of the Persian Squadrons has a corresponding counter in the Macedonian counter-mix. When a Persian Squadron defects, it is replaced with its Macedonian counter.
[12.32] When a Squadron defects, it is removed from the game-map in the Fleet Defection Phase (see Case 4.2). In the following Macedonian Campaign Phase, it is returned to play (in its Macedonian status) at its home Port. If its home Port is held by the Persians, it may be returned to any Friendly Port. Home Port for the Ionian Squadron is Ephesus.
[12.33] Once a Fleet or Squadron defects to the Macedonians, it remains with the Macedonians for the remainder of the game. Even if its home Port is recaptured by the Persians, the Fleet remains with Alexander: Defecting Fleets never revert to the Persians. Defecting Fleets are treated as any other Fleets in the game.
[12.34] The following is a list of the Persian Fleets that defect and the events necessary to bring about defection.
A. Rhodian Fleet: Defects in the Game-Turn that the Macedonian Player controls both Halicarnassus and Miletus
B. Ionian Fleet: Defects in the Game-Turn that the Macedonian Player controls Ephesus, Mytilene and Chios, but never before Game-Turn Three.
C. Cypriot Fleet: Defects in the Game-Turn in which the Macedonian Player controls the following ports: Mytilene, Erythrae, Chios, Ephesus, Miletus, Halicarnassus and Myndus. In addition, the Macedonian Player must control at least five Satrapies plus the Cilician Gates.
D. Aradian Fleet: Defects in the Game-Turn in which the Macedonian Player controls Aradus.
E. Byblian Fleet: Defects in the Game-Turn in which the Macedonian Player controls Byblus.
F. Sidonian Fleet: Defects in the Game-Turn in which the Macedonian Player controls Sidon.
G. Tyrian Fleet: The Tyrian Fleet never defects; when Tyre is taken the Fleet is removed from play.
H. Egyptian Fleet: Defects in the Game-Turn in which the Macedonian Player controls Canopus, Pelusium and Gaza.
[12.4] PERSIAN NAVAL COMMAND/ MOVEMENT RESTRICTIONS
The Persian Fleet outnumbered Alexander’s “Borrowed” fleet 400 to 160; unfortunately, it was ill-used strategically, costing the Persians many opportunities. To reflect Persian naval incompetence and indecision, the following rules are in effect throughout the game.
[12.41] Any portion of the Persian Fleet that wishes to move during its Campaign Phase must first check to see that it may do so. To do this, the Persian Player refers to the Strategic Rating of the Fleet Commander for the Fleet he wishes to move (Exception: see Case 12.42). He then rolls a die immediately prior to moving and adds the Strategic Rating of that Commander to the die roll. If the total is 6 or more, the Fleet may move. If it is less than 6, that Fleet may not move in that Campaign Phase. Example: Pharnabazus is in command of the Persian Fleet at Halicarnassus. He wishes to move. The Persian Player rolls a4, to which is added the Commander’s Strategic Rating—in this case, 1—for a total of 5. The Persian Fleet under the command of Pharnabazus may not move during that Campaign Phase.
[12.42] Persian Fleets that start a Player-Turn in any Port south of Aradus, inclusive, and Persian Fleets anywhere on the map using Interception are not bound by the restrictions of Case 12.41; they may move freely without command restrictions. (Such Fleets still require a Commander to move, however.)
[12.43] The Tyrian and Cypriot kings, Azemilk and Pyntagorus, may command only their own respective Fleets. If stacked with a Persian Commander, the Persian Commander is assumed to be in command, not the king. The Tyrian Fleet and the Cypriot Fleet may not be moved together as one Fleet unless commanded by a Persian (e.g., Memnon, Pharnabazus, etc.). Further, neither the Tyrian nor Cypriot Fleet may move more than 15 Movement Points from its respective home Port unless commanded by a Persian Commander.
[12.44] During the Macedonian Campaign Phase, the Persian Fleet must always attempt to Intercept Macedonian Fleets whenever possible.
[12.45] Case 12.41 is reflective of the historical situation of 334 B.C. If Players feel burdened by such restrictions, they may abandon them. However, be warned: to do so is to swing the balance quite severely.
Macedonians [13.0] MAJOR CITIES AND PORTS
COMMENTARY:
The Major Cities and Ports (as differentiated from the Walled Cities, which are discussed under Siege tules, 14.0) are objectives for conquest, in that they often provide or negate supply and control of the various Satrapies. Up to a point, Major Cities/Ports offer protection for a limited amount of troops; but this protection is often misleading as few of the “Cities” could offer lasting protection in any major assault. In addition, many of these Cities surrendered outright to Alexander, through either friendship or fear, thus easing his path through Asia. Thus Major Cities/Ports tend to be more of an obstacle in terms of time rather than a military threat. The rules reflect that assessment. Note: The cities of Antioch, Pergamum, and Lysimachae are not used—and'do not exist—in The Macedonians.
CASES:
[13.1] EFFECTS OF MAJOR CITIES/PORTS ON MOVEMENT
[13.11] There is no additional Movement Point cost for a Force to enter a Friendly Major City or Port. However, Major Cities or Ports may hold no more than five SSP of Land units inside the City or Port. Ports may hold an unlimited number of Squadrons.
[13.12] Land units may be either inside or outside a Major City/Port. Units inside of a Major City/Port must be designated by placing an “Inside City” counter on top of such units. Units outside the City are then placed on top of the units inside.
[13.13] Land Forces inside a City exert no Zone of Interception. Therefore, an Enemy Force may move into and/or through a Major City/Port hex in which there are friendly Land Forces inside the City without paying an extra Movement Point cost— unless the Enemy Force wishes to attack that City.
[13.14] Units may Retreat into Friendly Cities/ Ports (see Retreat rules).
[13.15] The presence of a City or Port in a hex has no effect on the terrain cost for Movement into that hex; the terrain in the hex (Rough, Clear, etc.) is the governing factor, not the City.
[13.2] EFFECT OF MAJOR CITY/PORTS ON COMBAT
[13.21] Major Cities/Ports are either occupied (contain Land or Naval units) or unoccupied (contain no units). For a Land unit to occupy a Major City or Port it must be inside that City or Port. The presence of a Fleet in a Port hex labels that port as occupied (by a Fleet).
[13.22] If a Major City or Port is unoccupied, a Phasing Force or Fleet does not have to engage in Combat to capture it. It simply pays a cost of 5 Movement Points, in addition to any terrain in the hex, and gains control of the City/Port (see Case 13.4 for City Surrender). Units using the Royal Persian Highway for Movement purposes may not take Cities in this manner.
[13.23] Each Major City or Port has an intrinsic
Defense Strength of 5 when occupied by Land units (Force). As a maximum of 5 SSP’s of Land units may be inside a Major City or Port, the maximum Defense Strength of such an occupied City/Port is 10 SSP. Fleets have no effect on the strength of a Port, nor do they derive any benefit from a Port defensively. Ports have no Defense Strength when occupied solely by Fleets.
[13.24] For a Force to take a Major City or Port occupied by an Enemy Force, it must simply move into that hex with at least one more SSP than the Defense Strength of the City (together with its garrison). The attacking Force must also pay a cost of $ additional Movement Points (as per Case 13.22) and consult the Siege Table under Major City/Port, rolling two dice. If the attacking Player has greater than a 2-1 Combat Ratio, he may add 2 to his die roll. If the result is YES on the Siege Table, the City is taken. Fleets in a Port have no effect on an attack on that Port by a Force.
[13.25] Fleets may not attack Force-occupied Ports, nor do they have any effect on land attacks on Ports. Fleets may capture unoccupied Ports, and they may transport Forces to Enemy-occupied Ports for the purpose of capture (see Case 12.14).
[13.26] If an Enemy Fleet is in a hex with an otherwise unoccupied Port hex, a Phasing Fleet may not attempt to take that Port unless and until they have eliminated all Enemy Squadrons from that hex.
[13.3] CONTROL OF MAJOR CITIES OR PORTS
A Player controls a Major City or Port (or Walled City, for that matter) if he has a Land unit or Squadron in that City or Port, or was the last Player to do so, Presence of a Land unit has precedence over presence of a Squadron. All Cities/Ports controlled by the Macedonians are indicated with a Macedonian Control Marker. All Cities not controlled by the Macedonians are automatically controlled by the Persians, At the beginning of the game, all Cities and Ports in Asia, with the exception of Abydus, are under Persian control.
[13.4] CITY/PORT SURRENDER
Many of the Cities and Ports (even some Walled Cities!) in Asia chafed under the Persian rule—or lack of it. Oftentimes the Persians simply let these Cities be governed by Tyrants appointed by either the Persians or some local oligarchy. Some of the Cities, especially on the Ionian coast, had greater ties to the Greeks than to the Persians; others just welcomed a change. In any case, many of the cities in Alexander's path simply surrendered—garrison and all—rather than undergo attack. The following rules reflect this phenomenon and the frequency of its occurrence.
[13.41] Whenever a Force commanded by Alexander enters a Major City or Port hex (and, as an exception to Siege rules, one Walled City—Sidon) he may ask for Surrender rather than attacking the city. To check for Surrender, the Macedonian Player consults the City Surrender Table (13.5) and rolls a die. If the die roll result calls for Surrender, the City Surrenders immediately and is placed under Macedonian Control. If the result does not call for Surrender, the City does not Surrender and must be taken by attack (see Case 13.2).
[13.42] There is mo cost in Movement Points to request—and accept—surrender. A City may be asked to Surrender only once. If it does not Surrender, it must be attacked in order to be taken.
[13.43] If a City does not Surrender it does not have to be attacked; it may be bypassed. However, if Alexander does wish to eventually take that City he will have to attack it as per Case 13.2.
[13.44] Any City or Port not listed on the City Surrender. Table may not Surrender. .
[13.45] When a City/Port Surrenders, any units inside the City/Port (excluding Fleets) are removed from play (including Commanders).
[13.5] THE CITY/PORT SURRENDER TABLE
Die roll necessary for surrender must be equal to or less than the number indicated on the table for the specific City/Port.
| City/Port | Hex # | Die Roll Needed (less than or equal to) |
|---|---|---|
| Ancyra | 2205 | 4 |
| Aradus | 3123 | 3 |
| Byblus | 3124 | 3 |
| Canopus | 1533 | 5 |
| Celaenae | 1611 | 3 |
| Chalcedon | 1202 | 2 |
| Chios | 0310 | 4 |
| Cyzicus | 0904 | 3 |
| Damascus | 3327 |
* = does not surrender; goes to Macedonian when Rhodian fleet defects. ** = does not surrender; goes to Macedonian when Cypriot fleet defects.
Macedonians [14.0] SIEGES
COMMENTARY:
Several of the ancient Cities of Alexander’s era were so fortified and walled that any military operation against them would require a full Siege. During the course of his conquests, Alexander conducted four such major Sieges. With the help of his exceptionally capable Siege Commander/Engineer, Diades, Alexander took Miletus, Halicarnassus, Gaza and Tyre—the latter in one of the most spectacular sieges in all military history—by direct Siege. As in most Sieges, most of the operations consisted of wearing down the City and the Enemy, Casualties to the besieger were minimal, and the only obstacle in any strategic sense was time.
GENERAL RULE:
To conduct a Siege, the besieging Player must begin the Player-Turn in the Walled City hex which he wishes to besiege. He must have more attacking SSP’s than the Walled City has Defense Strength Points, and he must have a Siege Train present as well as a Commander. Once these requirements are met, the Attacker/Besieger simply consults the Siege Table and rolls two dice. Cross-referencing that total result of both dice to the column of the Walled City he is besieging, the Player will receive either a YES or NO. If the result is a YES the city has fallen; a NO; the City resists and the Player may try again next Player-Turn. Besieging units are considered Disrupted for the turn they undertake a Siege.
CASES:
[14.1] WALLED CITIES
[14.11] Certain Cities on the game-map are considered Walled Cities: Miletus, Halicarnassus, Sidon, Tyre and Gaza (Players should note that Gaza is net a Port!). Walled Cities may be taken only by Siege in the Siege Phase. They may not be attacked in any other way (Sidon may surrender: see Cases 13.4, 13.5).
[14.12] Each Walled City has its own intrinsic Defensive Strength, to which may be added the value of any non-cavalry Land units and/or Fleets (except for Gaza) in the hex. A defending Player may add only as many Land Combat SSP’s to his Walled City’s Fortification Strength as the value of that Strength. Thus, the maximum number of Land SSP’s that a Player may add to Tyre’s Fortification Strength is 50, as Tyre’s Fortification Strength is 50—for a total Defensive Strength of 100. Thus Tyre’s Defensive Strength may be anywhere from 50 to 100 (without Fleet support; see 14.32) depending on the garrison.
[14.13] There is no limit to the number or strength of Forces or Fleets that may stack in a Walled City, with the understanding that there are restrictions to the number of SSP’s that may be used for defensive purposes (see Case 14.12).
[14.14] There is no additional cost in Movement Points to enter a Walled City hex. All Friendly units in a Friendly Walled-City hex are considered to be inside that Walled City. An Enemy unit may not enter a Friendly Walled-City hex unless it is going to—and is able to—besiege that City in the ensuing Siege Phase.
[14.15] Land units inside a Walled City have no Zone of Interception.
[14.16] The Walled-City intrinsic Defense Strengths are as follows: Tyre (50), Gaza (40), Halicarnassus (30), Miletus (20), Sidon (20).
[14.2] THE SIEGE TRAIN
[14.21] The Macedonian Siege Train unit is necessary for the conduct of Sieges. No Siege may be conducted without the Siege Train unit present.
[14.22] The Siege Train unit is a Combat unit only for the purpose of Siege; it has no effect on any other type of Combat and thus has no SSP. For stacking purposes it is considered to have 12 SSP’s (and thus requires a full Squadron for Naval transportation).
[14.23] If the Siege Train unit is the only unit, aside from any possible Commanders, in a given hex and that hex is occupied by an Enemy unit, the Siege Train is destroyed.
[14.24] If the Siege Train unit is destroyed, the Macedonian Player receives a new one on the first turn following the next Winter turn. Example: If the train were to be destroyed in a March-April turn, the Macedonian Player would receive a new one in the following March-April turn. However, if it were destroyed in a Winter turn the Macedonian would receive a new train in the March-April turn after the next Winter turn.
[14.25] Siege Trains move and retreat like any Combat unit.
[14.26] For purposes of Siege, the Siege Train adds its twenty Siege Combat Points to the total SSP’s of the besieging Force (see Case 14.3).
[14.27] The Persian Player has no Siege Train and may not conduct a Siege.
[14.3] THE MECHANICS OF SIEGE
[14.31] Each Walled City has an intrinsic Fortification Strength (see Case 14.16).
[14.32] A Walled City may add to its Fortification Strength any non-cavalry SSP’s within it up to a maximum equivalent to its Fortification Strength
(see Case 14.12). In addition, any Squadrons in that hex friendly to the Walled City (except for Gaza, which is not a Port) may add their Naval Combat Strength to the total. The Naval Strength may be above and beyond the Fortification Strength, unlike the Land units. Thus, if Tyre were besieged, and at the time of the Siege there were 65 SSP’s of non-cavalry units and 12 Naval Combat Strength Points in the hex, the total Defensive Strength of Tyre would be 112: 50 Fortification Strength + 50 SSP (maximum allowed) + 12 Naval = 112.
[14.33] In order to besiege a Walled City, the attackers must enter the Walled City hex in the turn previous to Siege (as Siege is the first phase in the Macedonian Turn Sequence) with more SSP’s (counting the Siege Train) than the Defensive Strength of the Walled City. Thus, in the example in 14.32, in order to besiege Tyre Alexander would have to have at least 113 SSP’s (including the 20 of the Siege Train). A Commander is needed to conduct a Siege. If the besieger’s Strength falls to the level of or below the Defender’s Strength the Siege is aborted, and the attacking Force must leave the hex in the next Player-Turn.
[14.34] If the Attacker has satisfied the requirements of Cases 14,33 and 14.21 he then, during the Siege Phase of the Game-Turn, consults the Siege CRT for the column of the Walled City he is besieging. There is a column for each Walled City in the game (as well as for Major Cities). The attacker rolls two dice and consults the Siege Combat Results Table, cross-referenced with the City under Siege. If the result is a YES, the City has fallen; if it is a NO, the City stands.
[14.35] If a result of NO occurs, each Player rolls one die. The Defender removes two times the die roll in Land SSP’s in the Walled City. The Besieger removes the number of SSP’s from his besieging force equivalent to the number he rolls. The Fortification Strength of the Walled City is never affected by this rule.
[14.36] If a result of YES occurs, all Land units inside the Walled City are considered captured {including Commanders) and are removed from the game. When a City falls, control goes to the Besieger.
[14.37] Besieging units are considered Disrupted for the Game-Turn in which they roll for Siege; i.e., they may not move. Players may roll for Siege only once per City in a given Siege Phase.
[14.38] If the Besieging Force has at least twice the number of SSP’s as the Walled City has total Defensive Strength Points, the Besieging Player may add 2 to his dice roll.
[14.4] NAVAL COMBAT AND SIEGE
[14.41] Naval Squadrons Friendly to the besieging Player may add their Combat Strength to a Siege if there are no defending Naval Squadrons in the Walled. City hex.
[14.42] Naval Squadrons Friendly to the besieged (defending) Player may always add their Strength to a defense of a Siege, regardless of the presence of Enemy Fleets in that hex. In an exception to Case 11.15, Fleets defending in a Walled City hex that is. under Siege do not have to attack Enemy Fleets in that hex. They may remain in that hex without attacking, adding their Combat Strength to the Defense Strength of the City. However, they may try to leave the hex if they so wish (see Case 14.6). All Fleets in a Walled City hex Friendly to that City are considered in the City.
[14.43] Fleets Friendly to the Attacker must eliminate all defending Fleets in a Walled City hex before they can add their Combat Strength to a Siege.
[14.5] SIEGE AND SUPPLY
All units—Land or Naval—defending in a Siege are considered to be in Supply. There are no supply penalties for being besieged. Besieging units must always be able to trace supply as per the supply rules. However, units conducting a Siege during a Winter Turn north of the Winter Line do not have to roll for Winter attrition (see Case 17.23).
[14.6] BLOCKADE AND EVACUATION
[14.61] Forces and Fleets in a Walled City hex may desire to leave the city before —or during—a Siege. Evacuation may take place in any Campaign Phase preceding the Macedonian Siege Phase. If there are no Enemy (besieging) Fleets present in the Walled City hex, evacuation by sea may take place without hindrance. Land Forces may never leave a Walled City under Siege by land; a Walled City with an Enemy Force in the hex is considered under Siege.
[14.62] If there are Enemy Fleets in a Walled City hex and the units in the City wish to leave, they must fight their way through the “Blockade”. If they wish to leave the hex, they must attack the Enemy Fleets blockading the hex.
[14.63] If, in an attempt to break a blockade, the Fleets wishing to leave inflict greater casualties on the blockading fleets than they themselves suffer, the Phasing Fleets may break the blockade and leave. If Fleets wishing to leave suffer equivalent or greater casualties than the blockading Fleet, then they may not leave during that Campaign Phase.
[14.64] Example: Macedonians have six Naval Squadrons worth 12 Naval points blockading Miletus. Inside Miletus are 20 Persian SSP’s and five Squadrons worth 13 Naval points. The Macedonian Player has moved his Siege force into Miletus on the previous Game-Turn and now the Persian wishes to evacuate. He may not evacuate by Jand (due to the presence of the Macedonian Siege Force), but he may try to leave by sea. He thus attacks the Macedonian Fleet at 1-1. If the rolls a 0, 1, 2, or 3 he may not leave; if he rolls any higher number he may evacuate the city (see Cases 14.62, 14.63, 11.17).
[14.7] Siege Combat Results Table
| Die Roll | Miletus | Halicarnassus | Tyre | Sidon | Gaza | Major City |
|---|---|---|---|---|---|---|
| 2 | NO | NO | NO | NO | NO | NO |
| 3 | NO | NO | NO | NO | NO | NO |
| 4 | NO | NO | NO | NO | NO | NO |
| 5 | NO | NO | NO |
Add 2 to dice roll if ratio of attack is 2-1 or better. KEY: YES = City Falls; NO = Siege fails this turn (see Case 14.35).
Macedonians [15.0] LAND SUPPLY
GENERAL RULE:
Land armies in ancient times essentially lived off the land. They had neither the organization nor the ability to carry with them the huge stores of food needed to feed a 40,000+ army for an entire campaign. Thus, supply was a matter of taking and holding certain areas. In The Macedonians, armies draw supply from the Satrapies they control. The more Satrapies they control, the more a Force is able todo. Each Satrapy provides a certain number of Supply Points per turn which the player receives if he controls that Satrapy and can trace a connecting path of controlled Satrapies to it. As it takes three supply points to fully provision a Force for a given Game-Turn, Players will have to gather a lot of Supply Points or severely retard the number of field Forces they can muster. Lack of supply means attrition, and attrition can wear down an army quicker than battle. Most of the Supply problems are the Macedonian’s—he will find it necessary to secure his supply as quickly as possible, lest he find himself severely hamstrung before he starts.
PROCEDURE:
At the end of each Player-Turn, in his Supply and Attrition Phase, the Player counts up the number of Supply Points he has for that turn through the Satrapies he controls. He then apportions these Supply Points, three to a Force or Fleet (see Section 16.0, Naval Supply) tracing the path of Points from the Force through controlled Satrapies. Any Forces that cannot be supplied undergo attrition.
CASES:
[15.1] THE PERSIAN SATRAPAL SYSTEM
The Persian Empire was divided into a series of Satrapies, or provinces, for administrative purposes. While much of the territory within a given Satrapy was left to its own devices, the Persian Kings appointed governors—known as Satraps—to administer the Satrapy for purposes of finance, taxes, army levies, etc. Within each Satrapy was a system of “store Cities,” used for any potential campaign supply. Thus, control of a Satrapy is useful for supply purposes, as well as victory conditions.
[15.11] Each Satrapy on the game-map has a capital. (E.g., the capital of Lydia is Sardes). In order to control a Satrapy, a Player must control that Satrapy’s capital City (or Supply City) (see Case 13,3). A Player who controls a capital controls that Satrapy.
[15.12] Each Satrapy provides a certain number of potential Supply Points. The number of possible Supply Points is written in parentheses next to the name of the Satrapy on the game-map. This is the maximum number of Supply Points available from that Satrapy.
[15.13] The Satrapies on :the game-map are somewhat of an abstraction of the actual Satrapal system. The Persian Satrapal system was less concerned with boundaries than with administration, producing some strange territorial bedfellows as it were. Therefore, some areas have been glossed. over while others have been combined—all for purposes of playability.
[15.14] The Aegean islands of Lesbos, Chios, Samos, and Cos, as well as Crete and Rhodes, do not. belong to any particular Satrapy. Cyprus is considered its own Satrapy for purposes of the game. Thrace is, of course, in the possession of Alexander at the beginning of the game. All other Satrapies are Persian.
[15.2] THE SATRAPAL SUPPLY SYSTEM
[15.21] The Player who controls a given Satrapy is entitled to the Supply Points for that Satrapy (see Cases 15.11, 15.12).
[15.22] For every Major or Walled City or Port in a given Satrapy, other than the capital, that is not controlled by the Player controlling the Satrapy, the controlling Player subtracts one from the number of Supply Points available. Thus, if the Macedonians hold Sardes, thus controlling Lydia, they are nominally entitled to 3 Supply Points. However, if the Persians still control Erythrae, the Macedonians would receive only 2 Points for Lydia (three minus one). Again, if the Persians control Phrygia by holding Ancyra, but the Macedonians hold Celaenae the Persians would receive no Supply Points (one minus one = none).
[15.23] Each Force, whether with a Commander or without—and with the exception of units inside a Walled City under Siege—needs 3 Supply Points to be “in supply.” (Fleets need similar supply, but have different restrictions; see Section 16.0, Naval Supply Rules). Thus if a Player has four separate Forces on the game-map (garrison units do not count) he would need 12 Supply Points to keep those Forces in supply.
[15.24] Supply Points are traced from the Force back to the source of Supply. The route of Supply must travel through Friendly-controlled Satrapies; however, the Satrapy that the Force is in need not be controlled. It is best to think of the Satrapies as areas (ignoring the hexes), and the Player must trace a path of controlled areas to the source of Supply. Thus if a Force was in Cappadocia, which it did not control, and it wanted to get Supply Points from Lydia, it could trace its path through Phrygia (if controlled) to Lydia, or Lycia-Pisidia to Caria to Lydia, etc. The Player may trace the path out of Cappadocia, which he does not control, but the path must enter only controlled Satrapies.
[15.25] The 3 Supply Points for a given Force may come from different Satrapies, as long as the requisites of Case 15.24 are met.
[15.26] Hexes themselves generally do not block Supply paths; only non-controlled Satrapies block a Supply path. Supply paths to Thrace may be traced through Ferry hexes, unless they are held by Enemy fleets. Supply to Cyprus may be traced through any Sea-Lane hex, as long as there are no Enemy Fleets in any of the Lanes through which a path is traced. Supply to other islands may be traced through any sea hex not occupied by an Enemy Fleet or ZOI.
[15.3] EFFECTS OF LACK OF SUPPLY
If a Land Force does not receive 3 Supply Points during a Supply Phase it must undergo attrition (see Section 17,0, Attrition). This is the only effect of lack of Supply.
[15.4] APPOINTING SATRAPS
[15.41] The Macedonian Player must appoint Satraps for each Satrapy he controls to replace the deposed Persian Satrap. He has a choice of appointing a non-military Satrap—in which case there is no change to the Supply status of the Satrapy—or a military Satrap—in which case the Supply level of the Satrapy is augmented.
[15.42] To appoint a non-military Satrap, the Macedonian Player need do nothing; there are no counters provided for these people (who would come from Alexander’s personal retainers, etc.) Players should simply note that a non-military satrap has been appointed.
[15.43] To appoint a military Satrap, Alexander must remove one of his Commanders present in that Satrapy at the time control is gained and appoint him a Satrap. That Commander is no longer in the game (he may be replaced from the Macedonian Commander Pool). Satraps may not be taken from the Pool itself, only from active Commanders. The Commander to be appointed must be present in the Satrapy, and the appointment of the Satrap must be made in the Game-Turn in which control is gained.
[15.44] If a military Satrap is appointed, the supply output of the Satrap is doubled. Subtractions, as per Case 15.22 are still made, but they are not doubled.
[15.45] If a Satrapy is recaptured by the Persians, the Military Satrap does not come back into active play, nor is he killed. If the Macedonians then retake the Satrapy, the previously appointed Macedonian Satrap returns. Appointed Satraps may not be changed.
[15.46] Only Macedonians may appoint Satraps; this option is not available to the Persian Player.
Macedonians [16.0] NAVAL SUPPLY
GENERAL RULE:
Naval Supply works similarly to Land Supply with its use of Satrapy Supply Points, but there are some differences. The ancient galleys rarely carried more than two or three days’ provisions; thus the ships would rarely venture far from Port and Supply.
CASES:
[16.1] HOW NAVAL SUPPLY IS GARNERED
[16.11] As with Land units, each Fleet (stack of Squadrons) on the game-map must be supplied by 3
Supply Points. These Points come from controlled, Friendly Satraps.
[16.12] Fleets must be in a Friendly hex (not necessarily a Port) to receive Supply. That Coastal hex must be in a Friendly controlled Satrapy or on an island that can trace an unobstructed path of Sea hexes to one. Thus, unlike Land units, which may be in an uncontrolled Satrapy and still trace Supply out of it, a Fleet must be in a controlled Satrapy to receive Supply.
[16.13] Supply is traced from the hex to the source, just as it is traced in Land Supply.
[16.14] Fleets suffer additional penalties if they are not in a Friendly Port (as opposed to a Friendly hex) in the Supply Phase, but this has nothing to do with actual Supply (see Case 17.32).
[16.2] EFFECT OF LACK OF SUPPLY ON FLEETS
If a Fleet cannot get the necessary 3 Points for Supply, it must disband (see Case 12.2). It disbands at the nearest Friendly Port. No Movement Point expenditure is required to move to such a Port.
Macedonians [17.0] ATTRITION
GENERAL RULE:
All Combat units undergo Attrition, using the Attrition Tables, for a variety of reasons. Attrition reduces the Forces and Fleets available because of lack of Supply, in most instances, and poor position in others. Some cases, such as Naval Attrition, may be triggered by Movement through certain hexes.
CASES:
[17.1] LAND ATTRITION
[17.11] Forces that do not receive the requisite number of Supply Points (see Case 15.23) must undergo Attrition.
[17.12] Forces without a Commander (except for garrisons) must undergo Attrition.
[17.13] Forces in a Marsh or Desert hex in an Attrition Phase must undergo Attrition. Land Forces north of the Winterline and not in a City in winter. must undergo Attrition.
[17.14] Forces without a Commander that do not receive the requisite number of Supply Points or are in a Marsh hex undergo Attrition ¢wice. Twice is the maximum number of times a Force may undergo Attrition in one Game-Turn.
[17.15] To undergo Attrition in the Supply and Attrition Phase, a Player rolls a die for each Force that must undergo Attrition, consulting the Land Attrition Table (17.4). He makes any necessary adjustments to the total strength of his Force as directed by the Table.
[17.2] WINTER
[17.21] During the Winter Game-Turns, all units north of the Winterline have certain restrictions and added Attrition problems. Note that Cyprus and Crete are south of the Winterline, while Rhodes is north of the Winterline.
[17.22] Movement Allowances are halved for Commanders starting a Winter Turn north of the Winterline, even if they move south of the line. In addition, Land units starting the Winter Turn south of the line may not move north of the line for any reason (including Retreat and Flight), All Rough terrain hexes cost 6 Movement Points to enter during a Winter Turn (whether above or below the Winterline).
[17.23] Land Forces north of the Winterline in a Winter Turn must end their Campaign Phase in a Friendly Major City/Port or Walled City; if they fail to do so, they must undergo Attrition. If they are also unsupplied, they undergo Attrition twice.
Twice is still the maximum a unit rolls for Attrition.
[17.24] Units undergoing Attrition in the winter anywhere on the game-map add 2 to their die rolls. This applies to both Land and Naval units.
[17.3] NAVAL ATTRITION
[17.31] Any time during a. Campaign Phase that a Fleet enters an all-Sea hex it must roll for Attrition (Exception: see Case 6.61). It rolls for each all-Sea hex it enters.
[17.32] Fleets that do not end a Campaign Phase in a Friendly Port undergo Attrition in the Attrition Phase. If that Fleet must disband, it undergoes Attrition before it disbands.
[17.4] LAND ATTRITION TABLE
| Die Roll | Remove |
|---|---|
| 1 | Nothing |
| 2 | 1 SSP |
| 3 | 2 SSP |
| 4 | 10% of Force |
| 5 | 20% of Force |
| 6 | 25% of Force |
| 7 | 33% of Force |
| 8 | 50% of Force |
Note: Round fractions up.
[17.5] NAVAL ATTRITION TABLE
| Die Roll | Remove |
|---|---|
| 1 | Nothing |
| 2 | 1 Naval Strength Step |
| 3 | 1 Naval Strength Step |
| 4 | 2 Naval Strength Steps |
| 5 | 3 Naval Strength Steps |
| 6 | 3 Naval Strength Steps |
| 7 | 50% of total fleet |
| 8 | 100% of fleet |
Note: Round fractions up.
Macedonians [18.0] GARRISONS
GENERAL RULE:
Players may wish to add strength to various Cities they control by having Garrisons assigned to them. There are two types of Garrisons: Garrison units {counters which function solely as Garrisons); and detachments from Land Combat units assigned as Garrisons. Garrison units are deployed by the initial set-up and may never move, with the exception of the Cilician Garrison (see Case 5.5). Other units assigned for Garrison duty function as normal Combat units with the exception that, as in the case of Garrison units, they are not subject to Attrition if they are on Garrison duty. Under certain circumstances the Macedonian Player may be forced to detach units for Garrison duty.
CASES:
[18.1] GARRISON UNITS
Garrison units (see Case 3.2, Unit Examples) are counters that have a special function. Only the Persian Player receives Garrison units and then only in his initial deployment. Garrison units have only one Combat Strength on the counter: their SSP
‘(usually 2). They have no tactical strengths as they may not participate in Combat on the Tactical Battle Display. Garrison units may not move, even if led by a Commander. They are placed in cities and remain there (see 5.55, the Cilician Gate Garrison Table) until eliminated. Garrison units may be reduced in strength to 1 SSP, the same as other Land units. Garrison counters are never affected by supply problems.
[18.2] USING LAND UNITS AS GARRISONS
[18.21] Players may wish to leave units in Major Cities, etc. to “garrison” them against attack. To do so, players may detach “Garrisons” from a given counter and leave such a detachment in a given hex.
[18.22] To detach a “Garrison” from a parent counter, the Player simply removes as many steps as he wishes and replaces the parent counter with counters for the necessary steps. Example: If the Macedonian Player wanted to detach a Garrison from a Greek Hoplite unit (3 SSP) he would take the counters for 1 SSP and 2 SSP for that unit and place them on the game-map in place of the parent counter. The system is much the same as making change.
[18.23] A Player may leave a Garrison Force of any size (although a maximum of five SSP may be in any Major City/Port) and of any type—except for cavalry units.
[18.24] Units designated for Garrison duty do not need Supply: they are not counted as Forces for purposes of distributing Supply Points. Players should keep track on a piece of paper which units ate detached for Garrison purposes.
[18.25] Units detached as Garrisons may be rejoined to their parent counter in the reverse of Case 18.22. There is no Movement Point cost to perform either function, but both units must be in the same hex.
[18.26] The Macedonian Player is required to Garrison each Major City/Port or Walled City (except those on islands) that he takes by force (not surrender) with a detachment of at least 1 SSP (see Case 18.22). The Persian Player is not required to Garrison Cities.
Macedonians [19.0] REINFORCEMENTS
GENERAL RULE:
Both sides receive Reinforcements according to the Turn Record Track. Each side has several different kinds of Reinforcements, but, generally, all Reinforcements enter in the particular Player’s Campaign Phase and may move and have Combat like any ordinary units. Reinforcements are placed on the game-map according to the specific rules covering that type of Reinforcement. The Persian Player should note that he has an area on the game-map entitled Susa in which he may “‘gather’” his Reinforcements rather than bringing them on the game-map. Reinforcements, like regular Combat units, may not move without the accompaniment of a Commander.
CASES:
[19.1] MACEDONIAN REINFORCEMENTS
[19.11] The Macedonians receive Reinforcements in terms of SSP’s: either infantry SSP’s or cavalry SSP’s.
[19.12] Macedonian SSP Reinforcements may be used to increase the size of any Combat unit on the game-map, as long as the original/maximum strength of the unit is not exceeded. Example: If the Coenus Phalanx was at an SSP level of 3 and the Macedonians received 6 SSP’s of infantry Reinforcements, the Macedonian Player could build the strength of that unit up to its original strength of § SSP’s by expending 2 of the Reinforcements’ SSP’s.
[19.13] Infantry SSP’s may be used for infantry and/or missile-type units, Cavalry SSP’s may be used for cavalry units only.
[19.14] If there are no units that the Macedonian Player wishes to increase in strength (see Case 19.12), or the Macedonian Player does not wish to use Reinforcements in such a way, he may bring on as Reinforcements any Macedonian infantry or cavalry units (see Case 19.13) not already in play equivalent to the Reinforcement SSP’s available. Example: if the Macedonian Player is to receive 12 Reinforcement SSP’s and all his units are up to maximum strength, he may then bring on four 3-SSP Greek Hoplite units.
[19.15] Macedonian units brought into the game as Reinforcements are placed in the same hex with Alexander. If Alexander has been eliminated, they maybe placed with any other Macedonian Commander. There is no cost in Movement Points to so place a unit on the game-map.
[19.2] MACEDONIAN HONEYMOON
During the Winter of 334-333 B.C. Alexander decided to reward his troops for their early performances on the Ionian coast. One of the rewards consisted of sending over 1500 recently married men back to Macedonia for a belated, honeymoon. These troops then returned to the campaign in the following spring along with additional Reinforcements. To simulate this occurrence, the Macedonian Player must remove 6 SSP’s from either phalanx or hypaspist units at the beginning of the 334 B.C. Winter Player-Turn. The SSP’s are simply subtracted from the chosen units as if they were casualties; there is no need to actually transport them back to Greece. When they return in the April-May 333 B.C. Game-Turn, they may not return as hoplite units (see Case 19.14); they must be used to rebuild the units from which they came.
[19.3] PERSIAN REINFORCEMENTS
[19.31] There are two distinct types of Persian Reinforcements: actual Combat units and Asiatic Levies (see Case 19.4). Actual units are listed on the Turn Record/Reinforcement Track. These are not SSP’s, like Macedonian Reinforcements; rather they are historical Combat units. When a specific unit—or group of units, such as the Persian Cardaces—is listed on the Turn Record/Reinforcement Track, the Persian Player may bring in each and every unit in that group. Each unit is brought in at its maximum SSP level.
[19.32] The Persian Player has a choice as to where he may bring n his Reinforcements:
-
He may place them on the Royal Persian Highway Hex 6121 and proceed to move them normally from there.
-
He may place them in the Susa Display Box. (Susa was the capital of the Persian Empire.)
-
He may place them in Babylon.
[19.33] No Reinforcements may move without a Commander. Commanders are listed as Reinforcements (if they arrive as such) in heavy type.
[19.34] Units placed in Susa may not move in the Game-Turn in which they ate placed in the box. Units may leave the Susa Display Box in the Game-Turn after they arrive and enter any adjacent hex to the box (if they have a Commander). The Macedonian Player may not enter the Susa Display Box. The Susa Display Box is a recommended place for gathering the giant Persian Horde that develops as the game progresses.
[19.35] If the Macedonians control Babylon, Persian Reinforcements may not arrive there. Persian Reinforcements may be placed in any other hex mentioned in Cases 19.32 and 19.34 even if they are occupied by Macedonian forces; Combat will, of course, ensue if the Macedonians choose to remain in the hex.
[19.4] PERSIAN ASIATIC LEVIES
[19.41] Starting with Game-Turn seven and concontinuing to Game-Turn twenty-three (with exception of Winter Game-Turns) the Persian Player receives
Asiatic Levies. These represent a steady stream of troops from the far reaches of the vast Persian Empire.
[19.42] On each Game-Turn that the Persian Player is to receive Asiatic Levies he chooses
-
Two barbarian infantry units; and
-
One Cavalry unit (from those cavalry units available in the unchosen pile); and
3, One Auxiliary unit. Auxiliaries include missile units (including horse archers), chariots and elephants.
These units may be taken, at the Persian Player's whim, from the units remaining in the counter-mix which have not been in the game. They may not be taken from eliminated units.
[19.43] Asiatic Levies are treated as regular Reinforcements for the purpose of placement on the game-map. Asiatic Levies need a Commander to function,
[19.44] If there are no units of a given type left in the unchosen counter-mix, the Player simply ignores that portion of his levy.
Macedonians [20.0] INITIAL SET-UP
GENERAL RULE:
Prior to starting actual play, the forces listed below are placed on the game-map in their designated locations. There is no particular sequence for placing the units on the game-map as the locations are fixed and mandatory. Units not placed on the game-map at the start of the game are placed aside for further use.
CASES:
[20.1] MACEDONIAN DEPLOYMENT
[20.11] All Naval Squadrons belonging to Macedon (those Squadrons with League designations) are placed in Sestus, hex 0404. Hegelochus is placed in Command of the Fleet.
[20.12] The following Combat units and Commanders are placed in Abydus, hex 0505:
-
Infantry: Phalanxes Craterus, Perdiccas, Coenus, Amyntas, Meleager, and Philip (These are not Commanders!); all hypaspist units; seven League hoplite units; two mercenary hoplite units; three mercenary peltasts; Thracian peltasts.
-
Cavalry: The Royal Squadron Cavalry; seven squadrons of heavy cavalry; all Thessalian cavalry; the Thracian, Paeonian, Allied Greek and Odrysian light cavalry; the Thracian lancers.
-
Auxiliaries: all Cretan archers; Macedonian archers; all Agrianian javelinists; the siege train.
-
Commanders: Alexander, Parmenion, Nicanor, Antigonus, Menander, Philotas, and Calas.
[20.13] The Macedonian Player receives 5 Supply Points in his first Supply Phase (only).
[20.2] PERSIAN DEPLOYMENT
At Cyzicus [6904]: 5 Greek mercenary hoplites; Memnon, Omares
At Sardes [1010]: 3 Lydian infantry; 6 Lydian cavalry; Petines, Niphates, Spithridates
At Ancyra [2205]: 4 Phrygian cavalry; Atizyes
At Pteria [2704]: 4 Cappadocian cavalry; Mithrobarzanes
At Heraclea [1901]: 4 Paphlagonian cavalry; Arsites
At Tarsus [2915]: 4 Median cavalry; 4 Bactrian cavalry; Reomithres, Arsamenes
At Rhodes [0917]: 1 Ionian Naval Squadron; 1 Rhodian Naval Squadron
At Salamis [2620]: 6 Cypriot Naval Squadrons; Pyntagorus
At Tyre [3026]: 3 Tyrian Naval Squadrons; Azemilk
At Aradus [3123]: 1 Aradian Naval Squadron
At Byblus [3124]: 1 Byblian Naval Squadron
At Sidon [3025]: 2 Sidonian Naval Squadrons
At Pelusium [2233]: 3 Tyrian Naval Squadrons; 2 Egyptian Naval Squadrons; 7 Greek mercenary hoplites and 5 Greek mercenary peltasts (on the galleys); Pharnabazus
In addition to the above units, each City receives 1 Garrison unit apiece: Pelusium, Miletus, Tyre, Celaenae, Sardes, Termessus, Tarsus and the Cilician Gates Hex.
[20.3] INITIAL CONTROL OF SATRAPIES/CITIES
At the beginning of the game, the Persian Player is considered to be in control of all Satrapies and Cities on the game-map except for Thrace (and Sestus / Byzantium) and the City of Abydus, which are controlled by the Macedonians.
Macedonians [21.0] VICTORY CONDITIONS
GENERAL RULE:
Victory is awarded to the Player according to the Victory Level Schedule. At the end of the game, the Players total the Points they have earned according to the Victory Point Schedule. The Macedonian Player subtracts the number of Points earned by the Persian Player from his (Macedonian) total and then matches it with the level of Victory Points to determine his level of victory.
CASES:
[21.1] VICTORY POINT SCHEDULE
[21.11] Each side may gain points by controlling certain geographic objectives at the end of the game (see Cases 13.3 and 15.11 for definitions of control).
-
The Player who controls a given Satrapy gains a number of Victory Points for that Satrapy equal to its Supply Point Level (undoubled). Example: Control of Phoenicia gives a Player 6 Victory Points.
-
In addition to the above, the Player who controls the following Walled Cities gains the Victory Points in () after the name: Tyre (10), Gaza (5), Halicarnassus (3), Miletus (3), Sidon (3).
[21.12] For each victory in a Major Land Battle (see Case 9.4) the Persian Player receives 15 points. For each Victory in a Major Land Battle, the Macedonian Player receives 5 points.
[21.13] Each side receives Victory Points for eliminating opposing Commanders. Below is a list of Commanders and the number of points awarded to the opposing side if that Commander is eliminated.
| Commander | Points |
|---|---|
| Alexander | 25 V.P.'s |
| Darius | 5 V.P.'s (unless assassinated) |
| Any other Commander | 1 V.P. |
[21.14] In order for a Player to gain the Victory Points for controlling Egypt, that Player must also control Gaza.
[21.2] LEVELS OF VICTORY
The Persian Player subtracts his Victory Point Total from that of the Macedonian Player. The total number of remaining Macedonian Points is compared with the following schedule and the winner, and the Level of Victory, is determined.
| Adjusted Macedonian VP's | Level of Victory |
|---|---|
| 75 or more | Macedonian Decisive Victory |
| 40 to 74 | Macedonian Tactical Victory |
| 0 to 39 | Persian Tactical Victory |
| less than 0 | Persian Decisive Victory |
For Players so interested, Alexander achieved an Adjusted Macedonian Victory Point Total of 81 in his actual campaign. If the Persian Player can do better than that he should consider himself at least a moral victor. If the Macedonian Player achieves less than 40 points he should consider some appellation other than ‘‘The Great.”
Macedonians [22.0] SPARTAN REVOLT
[Optional Rule]
The allegiance of the League of Corinth to its Macedonian ruler (Alexander) had been secured by conquest—twice: once by Alexander’s father, Philip I, and then by Alexander himself when the League could not believe that a mere teenager could control the once powerful Greek city-states. However, Sparta was not a true member of the League and had not sent any soldiers on the great expedition. They distrusted Alexander and their relations with the League were less than cordial. Thus, at any sign of failure in Alexander’s campaign, they were likely to revolt against Antipater, the aging Macedonian general left as regent in Alexander’s absence.
The Persian Player may roll one die after each Persian Major Land Battle Victory. For each victory above and beyond the first, the Persian Player may add one to his die roll.
Spartan Revolt Table
| Die Roll | Result |
|---|---|
| 1 | No Effect |
| 2 | No Effect |
| 3 | No Effect |
| 4 | All Macedonian units that are "Mercenaries" are removed from the game-map. They may return 6 Game-Turns later as normal Reinforcements. |
| 5 | Same as 4, plus 6 additional SSP's of infantry |
| 6 | Macedonians send two full phalanxes (i.e., 10 SSP's of phalanx units) to Greece. They may return 9 turns later as regular Reinforcements. |
| 7 | Same as 6, except that the Macedonian Fleet (excluding any added defectors) is also sent to Greece under the same conditions. |
| 8 | Alexander returns to Greece with all phalanx units and all Hypaspist units. They may return 9 turns later as regular Reinforcements. |
This rule is optional—and highly speculative historically, as it never happened—and Players should be aware that the consequences of using it can be grave. It does help the Persians somewhat.
Macedonians [23.0] PERSIAN INVASION OF THRACE
[Optional]
COMMENTARY:
As noted previously, Greece was not absolutely secure in its allegiance to Alexander. Some Persians—especially Memnon—were aware of this and even suggested an invasion of the Greek mainland in order to sidetrack Alexander and foment rebellion, Such an attack was launched— the Persians sent a half-hearted fleet expedition which was intercepted and destroyed—but a main thrust never got off the ground. This optional rule considers this and the possibility of launching such an invasion.
CASES:
[23.1] THE STANDARD GAME
In the basic Macedonians, the Persian Player may not land any units in Thrace. The reasons for this are: a) simplicity; b) the 6 phalanxes and assorted cavalry squadrons available to the Macedonians not included in the counter-mix (Antipater’s Home Guard); c)the inherent rules difficulties and changes such an invasion would incur. Thus the Persian Player gets no VP’s for occupying Thrace, nor does it affect Supply.
[23.2] THE OPTIONAL RULE
There are, of course, Players who will not be satisfied with the explanations of Case 23.1. For them we have an answer. The Persian Player may move forces to Thrace by either Naval transportation and/or ferry hexsides. For each Game-Turn that he maintains a minimum of 50 SSP’s in Thrace (i.e., if they are still there after the Macedonian Player-Turn) the following occurs:
-
The Persians receive 10 VP’s for each GameTurn they maintain above Force.
-
The Macedonians lose 3 Supply Points each Game-Turn. The above rules should be tested gingerly, as their effect on the game could be overwhelming. All Supply and Attrition rules are in force.
[23.3] THE EXTENDED GAME
For the adventurous, Players might consider making up their own scenario using both Conquerors maps. In such a case, the Macedonian Player would have to receive six phalanx units and 12 SSP of cavalry in Pella (plus Antipater), along with hoplite forces and Fleets for Athens, Thebes, Corinth and Sparta of whatever strengths they deem necessary. Supply and Naval Movement rules would have to be.adjusted for any possible Persian invasion. The whole premise is most speculative but possibly worth the investiture of time for those truly interested in, such an enterprise.
Macedonians [24.0] PERSIAN INITIAL AGGRESSION
[Optional]
Rather than conduct a strategic retreat, hoping that Alexander would outrun his supply lines (as most Players will do) the Persians historically chose to meet Alexander in pitched battle immediately. Despite the council of Memnon, the Persian Commanders/Satraps present in Cyzicus, Sardes, etc., resented the suggestion that they should burn their crops and retreat. They chose to meet Alexander head on with the strategy of killing the young king, thus putting an immediate halt to the campaign. The result was the Battle of Granicus where the Persians, outnumbered and outfought, were severely drubbed by the well-drilled, veteran Macedonian army. In order to recreate this series of events, it is suggested that the Persian Player be forced, on his first Player-Turn, to move all his available forces to hex 0706 in Hellespontine Phrygia. On the ensuing Macedonian Player-Turn, if the Macedonian Force wishes to bypass the Persian Army, the Persian Player must roll for interception on every possible opportunity. Again, this rule is quite optional—and very much favors the Macedonians (a favor which they little need).
Macedonians [25.0] CONVERSION TO MINIATURES/ PRESTAGS
Because of the Tactical Battle System used with The Conquerors, it is possible for Players to convert such situations to use with either miniatures or SPI’s Prestags game, Spartan. For miniatures, Players could simply formulate terrain for their layout based on the terrain of the hex in which the combat occurs. As for Spartan, Players can adjust the map accordingly as they see fit. For purposes of converting, the following information may be useful:
-
Each infantry SSP is equivalent to approximately 300 men.
-
Each cavalry SSP is equivalent to approximately 250 men.
-
Each auxiliary SSP is equivalent to approximately 500 men, 25 chariots, or 5 elephants. (Use of elephants by Darius is somewhat speculative). 4, Each Naval squadron contains 20 trieres, plus standard crews.
When using the game Spartan, the following equivalent types can be used: MACEDONIANS:
Phalanx=Professional Pikeman (Reduce MA to 3) Hypaspists=Professional Spearmen (Increase MA to 4)
Hoplites=Militia Spearmen
Peltasts=EX (Experimental Phalanxes) Reduce Melee Strength to 1
Archers=Bowmen
Javelinists—Skirmishers
Companion Cavalry—Heavy Cavalry
Thessalian Cavalry=Medium Cavalry
Light Cavalry=Light Cavalry
Lancers=Oriental Cavalry
PERSIANS:
Greek Mercenary Hoplites and Lydian and Persian Infantry=Professional Spearmen
Asiatic Levy Infantry=Militia Infantry Cardaces=Experimental Phalanx (Reduce Melee to 1)
Heavy Cavalry=1 HC unit per SSP
Medium Cavalry=1 MC unit per SSP
Light Cavalry=1 LC unit per SSP
Horse Archers=Oriental Cavalry Archers=Bowmen
Chariot units are found in the Chariot/Prestags game.
Macedonians Turn Record/Reinforcement Track
The Turn Record Track runs for twenty-six Game-Turns plus Winter Game-Turns. Each Game-Turn is labeled by months (Mar-Apr, Apr-May, Jun-Jul, Jul-Aug, Sep-Oct, Oct-Nov, Winter). Entries on the printed track ("Per R" = Persian Reinforcements, "Mac R" = Macedonian Reinforcements):
| Game-Turn | Year | Entries |
|---|---|---|
| 1 | 334 B.C. (Apr-May) | none |
| 2 | 334 B.C. (Jun-Jul) | none |
| 3 | 334 B.C. (Jul-Aug) | Per R: Royal Gd. (hoplites and cavalry), Darius |
| 4 | 334 B.C. (Sep-Oct) | none |
| 5 | 334 B.C. (Oct-Nov) | none |
| 6 (Winter) | 334 B.C. | Per R: Persian cavalry, cardaces, Nabarzanes. Mac: remove 6 SSP of phalanx or hypaspists |
| 7 | 333 B.C. (Mar-Apr) | Per R: Asiatic levies |
| 8 | 333 B.C. (Apr-May) | Per R: Asiatic levies. Mac R: 6 SSP from GT 6, 12 SSP infantry, 4 SSP cavalry |
The chart sheet also provides the Army Force Box Display (Case 7.48): two Macedonian Army boxes (Army 1 and Army 2) and three Persian Army boxes (Army 1, 2 and 3).
Macedonians OFFICIAL ERRATA
(20.2) Add to Persian Initial Deployment: At Halicarnassus (0714): 3 Greek mercenary hoplites; 5 Garrison units; Orontabates.
The Tactical Battle System rules are printed identically in both rulebooks. The Tactical Battle Display itself (connected boxes, Center Line, Flank circles and Reserve Areas) is a board and is not reproduced here; its printed tables are transcribed below.
Tactical [1.0] INTRODUCTION
The Tactical Battle System for The Conquerors enables the Players to fight, on a Tactical Battle Display, Major Land battles that have been brought about by maneuver on the Strategic game-maps. The Tactical Battle Display (TBD) is not an attempt to portray total realism; it is simply a means whereby Players may recreate campaigns strategically, yet retain a tactical flexibility in their plans. Thus the TBD is something of an abstraction. However, there is ample opportunity for basic ancient warfare tactics—restricted maneuver, fire, melee and command.
Each turn in the Tactical Battle System is equivalent to about 10-15 minutes of real time. There is no terrain (however, see Case 8.6); virtually all ancient battles were fought in areas in which maneuver could take place with ease (although there are certainly exceptions to this; they key battle of the Second Macedonian War, Cynoscephalae, was fought on particularly rough ground). There are provisions for using the Center Line on the TBD as a river.
All rules in this system apply to both The Macedonians and The Romans, except where. specifically noted otherwise.
Tactical [2.0] THE TACTICAL BATTLE DISPLAY
[TBD]
GENERAL RULE:
The Tactical Battle Display is a series of connected boxes in which the Players place their units. There are four rows of boxes (connected at various points by Connecting Lines) as well as an elongated rectangle at the rear of each TBD called the Reserve Area.
CASES:
[2.1] WHEN TO USE THE TBD
The TBD may be used whenever the Players engage in a Major Land Battle (see the Strategic rules for The Macedonians and The Romans). In such an instance, the Players may remove all units that are engaged in such a battle from the hex on the game-map and place them to the side in preparation for using the TBD. The TBD may be used only for Major Land Battles; however, the Players are not required to use the TBD, as the Strategic game rules so explain. A battle fought to completion on the TBD will take approximately 30 to 45 minutes, once the basics have been mastered.
[2.2] WHICH TACTICAL BATTLE DISPLAY TO USE
The Tactical Battle Display is printed on both sides, and each side is divided into two sections. The side used depends on the forces involved in the battle. Whenever a Force contains at least 50% (in terms of SSP’s) Roman Legion units, the Players use the TBD with the Manipular Legion’ Display. The Roman Player uses the Manipular Section while the other Player uses the Phalanx Section. In all other cases, Players use the Phalanx Formation side (both sections of which are identical).
[2.3] SETTING UP ON THE TACTICAL BATTLE DISPLAY
[2.31] Players remove all their units engaged in the particular battle from the Strategic game-map and place them on the table next to them. Each Player then selects an appropriate TBD (see Case 2.2).
[2.32] The Resister (the Force that has been attacked on the Strategic game-map) sets up first: he places all his units, obeying Stacking restrictions, on the TBD in any box (including the Reserve Area) except for the Flank “Box” (actually a circle).
[2.33] No units may initially set-up in the Flank Box, although there are no restrictions to Movement into the Flank Box once the battle has started. In addition, no Player may place more than 50% of his Force (in SSP’s) in the Reserve Area.
[2.34] Once the Resister has completed his placement, the Aggressor (the Force that initiated Combat; the Attacker) repeats the process.
[2.35] After the Aggressor has placed his units on the TBD, the Resister—and only the Resister—may attempt to Retreat Before Combat (see Case 9.4). At this point, the Aggressor may not exercise this option.
[2.36] Once both sides are set up, Tactical Combat begins.
Tactical [3.0] SEQUENCE OF PLAY
GENERAL RULE:
The Sequence of Play for the Tactical Battle System is in an inter-woven form; i.e., both Players perform all functions within the same, singular sequence, often alternating functions with the opposing Player. Each Phase of the Tactical Sequence must be played in exact order; no Player may proceed to a new Phase until the Phase being played is finished. Each full Sequence of Play is considered to be one Tactical Game-Turn. There is no limit to the number of Tactical Game-Turns.
-
Aggressor Fire Phase: The Aggressor may engage in Fire Combat with any of his Missile units that are in range of enemy units (see Case 7.0). 2. Resister Fire Phase: Resister Missile units may fire as in Phase 1.
-
Aggressor Movement Phase: Units of the Aggressor’s Force may move or change facing as per the rules for Movement (sections 4.0 and 5.0), 4, Aggressor Disruption Removal Phase: The Aggressor removes any Disruption markers from his units.
-
Resister Reaction Phase: The Resister may attempt to Retreat any of his units that are in danger of being Meleed (see Case 9.1); in addition, any missile units that have not fired in Phase 1 may fire at any enemy unit that entered that missile unit’s Box in Phase 3.
-
Aggressor Melee Phase: The Aggressor resolves all Melee Combats he has initiated by his Movement in Phase 3.
-
Resister Movement Phase: The Resister moves his units in a fashion similar to Phase 3.
-
Resister Disruption Removal Phase: as in Phase 4.
-
Aggressor Reaction Phase: The Aggressor may react to Resister maneuvers as in Phase 5.
-
Resister Melee Phase: as in Phase 6.
-
Reserve Area Phase: Both Players resolve any Combat that occurs within their respective Reserve Areas. The Aggressor goes first, followed by the Resister (see’ Case 10.2).
-
Retreat Phase: Either Player may choose to Retreat from Combat, as per Case 9.4.
Players should note again the definitions of Resister and Aggressor in Cases 2.32 and 2.34.
Tactical [4.0] MOVEMENT
GENERAL RULE:
‘The Movement Allowances of the Strategic games for The Conquerors are ignored in the Tactical Battle System, where the entire Movement system is different.
CASES:
[4.1] THE MECHANICS OF MOVEMENT
[4.11] Units may move into any Box to which there is a Connecting Line from the Box they are in directly to the Box they wish to enter (see Cases 5.21 and 5.25).
[4.12] In addition to Case 4.11, a unit may move across the Center Line to any Box that is directly opposite the Box the unit is in, or diagonally across the Center Line to boxes on either side of it. Phalanx units, chariots, and elephants may never move across the Center Line diagonally.
[4.13] Since it costs one Movement Point to change Facing (see Case 5.22), units that change facing during a Movement Phase may not move during that phase (Exception: see Case 5.4).
[4.14] A unit that enters an Enemy-held Box must stop.
[4.15] Movement generally takes place in the Movement Phases (3 and 7). However, there are certain times when a unit may decide to Retreat (Phases 5 and 9); Movement in these Phases does not count against the Movement Allowance of a unit.
[4.16] In addition to the above, there is a further restriction on Movement: the effect of Commanders (see Case 12.1). This restriction applies only to Combat units.
[4.2] MOVEMENT ALLOWANCES
In the Tactical Battle System, ail units have a Movement Allowance of one (1), with the exception of cavalry, chariot, or elephant units that are charging (moving into an Enemy-occupied box to engage in melee). In such a case cavalry, chariot, or elephant units may move two boxes. There is no terrain, thus there are no terrain restrictions to movement (see Case 8.6). The only restrictions are those caused by the configuration of the TBD.
Tactical [5.0] FACING
GENERAL RULE:
Ail units on the TBD must be faced (oriented) in a specific direction: the top of the unit (see example, Case 5.11) must always be adjacent to and facing one of the sides of the Box it is in. Facing affects Movement (by restricting the direction in which a unit may move) and Combat (by affording an attacking unit the opportunity to attack a Defender’s flanks).
CASES:
[5.1] HOW UNITS ARE FACED
[5.11] Each unit must be placed within a Box so that the top of the counter is faced towards a side of that Box. It may not be placed facing a corner of the Box.
[5.12] Ail Friendly units in the same Box must have the same Facing. If a unit moving into a Box occupied by a Friendly unit cannot attain the same Facing as the unit in the Box (see Case 5.23), that unit may not move into that Box (see Case 9.14).
[5.13] A unit has a Frontal side, a Flank side, and a Rear side. In addition, the Connecting Lines for that Box are considered either Frontal, Flank, or Rear depending on the unit’s Facing (see Diagram, Case 5.11).
[5.14] There is mo Facing in the Reserve Area.
[5.2] FACING AND MOVEMENT
[5.21] Units may move only through their Frontal sides or by way of Frontal Connecting Lines (Exception: see Case 4.12). If a unit is faced Frontally towards a side of a Box through which Movement is not allowed—or the Player wishes to move a unit through a different, non-Frontal Side or Connecting Line—that unit must first change Facing before moving.
[5.22] It costs one Movement Point (usually a unit’s entire Movement Allowance) to change Facing.
[5.23] Units may not change Facing after making their normal Movement; i.e., they must maintain the same general orientation and Facing in the new Box as they had when they entered that Box from the old Box. :
Example: (Correct: No Change in Orientation)
Example: (Wrong: Change in Orientation)
[5.24] For units that move through Frontal Connecting Lines, the Facing in the new Box must be to the side of the original Facing side in relation to its position in the original Box (see Diagrams, Case 5.23).
[5.25] The following units may move only straight ahead; they may never use a Frontal Connecting Line that is connected to a corner of the Box (diagonal): phalanxes, chariots, elephants.
[5.26] If a cavalry, chariot, or elephant unit charges (attacks), it may not change Facing even though it has two Movement Points for its charge.
[5.3] EFFECTS OF FACING
[5.31] Units may move only through a Frontal Side or Connecting Line, never to the Flank or Rear (see Case 5.21).
[5.32] Missile units may fire only through their Frontal Sides or Frontal Connecting Lines.
[5.33] If an attacking unit enters the Box of the defending unit through its Flank Side or Flank Connecting Line (Melee), the attacker adds 2 to his Melee total.
[5.34] If the Melee attacker enters, as in Case 5.33, through a Rear Side, it adds 4 to its Melee total.
[5.35] In The Romans game (only), Case 5.33 is adjusted as follows: a unit making such an attack adds 3 when attacking a phalanx unit. (Rear attacks remain the same, and this rule does not affect The Macedonians).
[5.36] If there are attacking units entering from different angles (Flank and Front, etc.) the Attacker takes the Combat addition that is most favorable to him.
[5.37] Players should note that it is only the unit(s) moving into the Box that receive the above benefits. Units staying within a Box to counter-attack, etc., always attack through an Enemy unit’s Frontal Side.
[5.4] FACING AND RETREAT
Units that Retreat, either voluntarily or as a result of Combat, must change Facing to Retreat into the box to which they want—or have—to go. That is, they must enter the new Box using ‘‘Frontal’’ Movement. Thus, a retreating unit is allowed a free change of Facing before retreating. However, the retreating unit may mot change its Facing in the new Box until its next Movement Phase. The unit must, until that time, maintain the Facing it had when it retreated into that Box.
Tactical [6.0] STACKING
GENERAL RULE:
There are restrictions as to the number of units that may be placed in a given Box on the TBD. These restrictions are based on the SSP system (see rules for Strategic Game). These restrictions apply at all times, including during Movement. The stacking limit for The Macedonians differs from that of The Romans.
CASES:
[6.1] STACKING RESTRICTIONS: THE MACEDONIANS
[6.11] In The Macedonians, both the Macedonians and the Persians may place up to 5 SSP’s in any one Box. (There is no limit to the number of SSP’s that may be placed in a Reserve Area). At no time may there be more than 5 Friendly SSP’s in a Box—although both sides may have 5 SSP’s each during Combat—including during the Movement Phase. Thus, if there are 3 SSP’s in a given Box, only 2 (more) Friendly SSP’s may move into or through that Box at any given time, A Friendly 3SSP unit could not move into or through that Box.
[6.12] Commanders stack for free; they have no SSP value for stacking in the Tactical Battle System.
[6.13] A Phalanx unit of 4SSP or more may never stack with any other unit. This restriction applies at all times.
[6.14] Cavalry units may not end a Movement Phase stacked with infantry-type units (phalanxes, hoplites, barbarian infantry, etc.), They may move through a Box with infantry-type units when charging (however, remember Case 6.11). Peltasts and cardaces, as well as missile units, are not considered infantry-type units for this rule; cavalry may stack with such units. Elephants may stack only with other elephants.
[6.2] STACKING RESTRICTIONS: THE ROMANS
The rules in Cases 6.11, 6.12 and 6.14 apply equally to The Romans with the following exceptions:
A. The stacking (SSP) limit in The Romans is 2 SSP’s per Box; except that
B. Hastati, principes, triarii, and velites (legionary infantry) may stack up to 3 SSP in a single Box; in addition
C. Two reduced-strength legionary infantry of the same type (principes, etc.) and belonging to the same Legion may stack up to 3 SSP in the same Box.
Case 6.13 does not apply to The Romans game.
[6.3] EFFECTS OF STACKING ON COMBAT
All units stacked in the same Box must defend, or attack, as one unit. They may not split their strength.
[6.4] EFFECTS OF STACKING ON RETREAT
Units stacked in one Box that are retreating, either voluntarily or involuntarily, may split and move into different Boxes.
Tactical [7.0] MISSILE FIRE
[COMBAT]
GENERAL RULE:
Any unit that has a Missile Combat Rating (a Combat Strength in parentheses, e.g., (2)) is capable of Missile Fire. Some Combat units, such as peltasts, horse archers, etc., have both a Missile and an offensive Melee Combat capability. These units may both Missile Fire and Melee in the same Tactical Sequence.
CASES:
[7.1] RANGE AND DIRECTION OF MISSILE FIRE
[7.11] All units capable of Missile Fire have a Range (how far they may fire their missiles) of one Box, with the exception of pure archer (not horse or camel archer) units, which have a Range of 2 Boxes.
[7.12] Missile units may fire into any Box within their Range to which they are connected by a Connecting Line. In addition, they may fire over the Center Line at any Box directly opposite or diagonal to the Box they. are in (see Case 4.12).
[7.13] Archer units (see Case 7.11) may fire to a Box that is two Boxes distant (in terms of Movement). The Box from which the archer unit is firing and the target Box must be connected by Connecting Lines (or cross the Center Line as in Case 7.12). Pure archer units may fire ever occupied Boxes. The direction of the fire must always conform to the general facing of the unit.
[7.14] Missile units may fire only through Frontal sides or Frontal Connecting Lines.
[7.15] No missile unit may ever fire into or out of the Reserve Area.
[7.16] An archer unit firing a distance of 2 Boxes halves its Missile Fire Combat Strength. If such a unit has only one Missile Combat Strength point, the Player would need 2 such units to achieve a minimal strength of one. Le., fractions are not rounded down, but a full strength point is necessary to achieve a given level.
[7.2] HOW TO ENGAGE IN MISSILE FIRE
To resolve Missile Fire Combat, simply total the number of Missile Strength Points fired into a given Box. Consult the Missile Fire Combat Results Table (CRT) and determine the effect of that Missile Fire on any Enemy units in that Box.
[7.21] Missile units may engage in Missile Fire only once per Tactical Sequence. Missile units may fire in either their respective Fire Phase or the Reaction Phase, but net in both. Units firing in a Reaction Phase are restricted to firing at Enemy units that have entered their Box in the immediately preceding Enemy Movement Phase, and such units may not have fired in the immediately preceding Friendly Fire Phase. This is the only time that a Missile unit may fire at something other than another Box. In addition, such units may do this only if their Box was entered from the Firing unit’s Frontal Side or Connecting Lines (see Case 7.14).
[7.22] Missile units may not fire into Boxes containing Friendly units, although they may, if they are pure archers, fire over such boxes. In addition, missile units may not fire out of a Box that also contains an Enemy unit; (such a unit may try to stop an Enemy unit from entering such Box, as in Case 7.21).
[7.23] More than one missile unit may fire into a given Box.
[7.24] To determine the results of Missile Fire, Players total the number of Missile Strength Points being directed into a given Box, remembering to halve the strength of archers firing two boxes (see Case 7.13). The Player then cross-references that total with the roll of one die on the Missile Fire Combat Results Table (see Case 7.5). The result is the effect that that Missile Fire has on all the units in the target Box.
[7.25] A result of "D" on the Missile CRT means that all units in that Box (or, in the case of Reaction Fire, the Box from which the Enemy unit is moving) are Disrupted (see Case 7.4). A result of “DL” means that all units are disrupted, as above, and, in addition, the Enemy Player must remove one SSP total from the affected Box (not one from each unit in the Box).
[7.26] Certain results on the Missile Fire CRT are considered to be No Result if the unit fired at is a phalanx unit and the fire being directed against such a unit is directed to the Frontal Facing of the phalanx unit. Such results are marked with an asterisk (*) on the Missile Fire CRT. Fire directed against the Flank/Rear of a phalanx unit and/or against any other units in that Box are treated ‘normally.
[7.27] If an Enemy unit enters a Box occupied by a Friendly Missile unit and the latter fires on the former in the Reaction Phase, the moving, Enemy unit that suffers any result (except as noted in Case 7.26) must Retreat immediately. It must attempt to return to the Box from which it came; failing that, it may go to any other, unoccupied or Friendly-occupied Box (within the restrictions of Stacking). If it cannot.do any of these things, the Enemy unit is considered to have Fled (see Case 8.45).
[7.3] RESTRICTIONS ON MISSILE UNITS
Missile units operate like all other Combat units, with one exception: they may never move into a Box containing an Enemy unit, unless they have a Melee Offensive Capability (e.g., peltasts, horse archers, etc.).
[7.4] DISRUPTION
Disruption is a Combat result brought about by Missile Fire. All units may be affected by Disruption, including Commanders. Disruption affects both Movement and defensive capabilities. (Elephants have additional chances to be Disrupted; see Case 13.24).
[7.41] Units that are Disrupted are indicated by placing a Disrupted marker on top of them to indicate their status.
[7.42] Disrupted units may not move in a Friendly Movement Phase until the Disrupted (D) marker is removed in the Friendly Disruption Removal Phase.
[7.43] Disrupted units may not retreat voluntarily; they may retreat if forced to by Displacement or as a result of Melee Combat.
[7.44] When an attacking unit(s) engages in Melee with Enemy units, any one of which Enemy units is Disrupted, the Attacker adds 2 Strength Points to his total (not to each unit) Melee Strength. Disrupted units may net Melee offensively (as they cannot move), nor may they fire in a Fire Phase or Reaction Phase.
[7.45] Commanders that are Disrupted may not move, nor may they add their Tactical Combat Ratings (offensive or defensive) to the units with which they are stacked. In addition, Disrupted Commanders may not be used to move Friendly units, as per Case 12.1. The Strategic Ratings of such Commanders are ignored when computing the number of moving units (see Case 12.12).
[7.46] A Disrupted unit that suffers an additional D result is not affected by that additional D result.
[7.5] MISSILE FIRE COMBAT RESULTS TABLE
Total Missile Strength:
| Die Roll | 1 | 2 | 3 | 4 | 5 | 6(+) |
|---|---|---|---|---|---|---|
| 1 | - | - | - | - | - | D |
| 2 | - | - | - | - | D | D |
| 3 | - | - | - | D | D | D |
| 4 | - | - | D |
KEY TO RESULTS: - (a bullet on the printed table) = No Effect; D = Disrupted (see Case 7.4); DL = Disrupted; in addition lose one Strategic Point (see Case 7.25); * = Result is No Effect on phalanx unit in certain circumstances (see Case 7.26).
Tactical [8.0] MELEE COMBAT
GENERAL RULE:
Melee Combat occurs whenever units from opposing sides occupy the same Box in a Melee Phase. Melee, in this instance, is mandatory. The Player said to be conducting the Melee is the Attacker (as differentiated from Aggressor, which refers to the overall Strategic situation), while the Player undergoing the Melee attack is the Defender. The Player attacking is dependent on whose Phase it is within the Tactical Sequence of Play.
CASES:
[8.1] THE MECHANICS OF MELEE
[8.11] Any Combat unit—except a Combat unit whose only offensive capability is Missile Fire—may engage in Melee Combat.
[8.12] Units engage in Melee Combat by entering a Box occupied by an Enemy unit(s) (see Cases 4.11 and 4.12).
[8.13] Units must obey Stacking restrictions within a given Box; however, these restrictions apply individually to each side. E.g., in The Macedonians, each side may have up to § SSP in a given Box, for a total of 10.
[8.14] Missile-firing units (except for peltasts, cardaces and horse archers) may not attack/melee, although they may defend against melee.
[8.2] HOW TO RESOLVE MELEE COMBAT
[8.21] Melee is initiated when units from different sides occupy the same Box at the beginning of a Melee Phase. The Phasing Player is the Attacker; the non-Phasing Player is the Defender.
[8.22] The attacking Player totals the Offensive Melee Strength (see Sample Units in Strategic Game Rules) of all his units in the Box and compares it with the total Defensive Melee Strength of the defending units. Both of these strengths may be modified by the presence of Commanders, by Disruption, or by the direction of the attack. The Attacker then subtracts the Defensive total from the Offensive total to obtain a plus or minus Melee Differential. Thus, if the Attacker has an adjusted total of 7 and the Defender an adjusted total of 8, the Melee Differential is -1. Melee Combat is then resolved on the -1 column of the Melee Combat Results Table.
[8.23] Players resolve Melee on the Melee CRT by throwing one die and cross-referencing the result of the die roll with the Melee Differential for that Combat. Each Player applies the results immediately to his units and the Attacker moves on to the next Combat.
[8.24] Melee Combats are resolved in any order that the Attacker wishes. Players should note that the order in which they carry out their attacks can be very important, as a victory in one Box can cut off Retreat in another Box, etc.
[8.25] Adjustments may be made to the meleeing units because of Disruption (see Case 7.44), Facing (see Case 5.3), and Commanders (see Case 12.22).
[8.3] MELEE COMBAT RESULTS TABLE
Combat Strength Differential (Attacker minus Defender). Results are expressed as effect on Attacker/Defender.
| Die Roll | -5 | -4,-3 | -2 | -1 | 0 | 1 | 2 | 3,4 | 5,6 | 7,8 | 9+ |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | F/- | F*/- | R/- | 1/- | 1*/- | 1*/- | 1/- | M | 1/1 | 1/1 | -/1 |
| 2 | F*/- | R/- | 1*/- | 1*/- | 1/1* | M | M |
KEY TO RESULTS: # = Loss in steps to unit; R = All units retreat one Box or lose 1 SSP (total); M = Melee engaged; no units may move (see Case 8.46); F = All units Flee from field; each affected unit loses 1 SSP; * = Check Leader Loss Table; - (a bullet on the printed table) = No effect.
[8.4] EXPLANATION OF RESULTS ON MELEE COMBAT RESULTS TABLE
[8.41] Each individual result has a section that applies to the Attacker's units and a section that applies to the Defender's units. The section to the left of the slash applies to the Attacker's units; the section to the right of the slash pertains to the Defender's.
[8.42] A result of "-" (a bullet) means that the units involved suffered no casualties.
[8.43] A result of 1 or 2 means that the Player whose units are affected must remove that number of SSP's (Strategic Strength Points) from his units. This number of SSP's is a total, it is not the number of SSP's removed from each unit.
[8.44] A result of R means that the affected unit(s) must either Retreat one Box (see Case 9.2) or lose one SSP from the total SSP's in the Box (not from each unit). The choice is the affected Player's - unless the units are unable to Retreat, in which case they must take the SSP loss - but the choice must be made immediately.
[8.45] A result of F means that all affected units in the Box have Fled the field. Each unit suffers a one SSP loss and the remaining units, if any, are removed from the Tactical Battle Display and placed aside. Units that have Fled may not return to the Tactical Battle Display during that battle. However, they may be used in any subsequent Game-Turns in the Strategic Game. Units that have Fled are counted against Morale limits (see Section 11.0).
[8.46] A result of M means that all units in that Box - from both sides - are Melee Engaged. They may not move from the Box until a different result is obtained (in the next Melee Phase, perhaps). However, the defending Player, in his ensuing Melee Phase (in which he will then be the Attacker) has several options:
- He may stay and attack the Enemy units in the Box; or
- He may stay and attack the Enemy units and, in addition, bring up more units (up to his stacking limitations) to aid in the attack; or
- He may attempt to leave the Box in the next Friendly Movement Phase by rolling on the Voluntary Retreat Table (9.33).
If the units are forced to remain in the Box they must chose either 1 or 2 above.
[8.5] EFFECTS OF RIVER ON MELEE
If, in the Strategic situation—or if the Players decide so between themselves—the Aggressor’s units have crossed a River hexside (on the Strategic game-map) to enter the hex occupied by the Resister, the Center Line is considered to be a River for purposes of resolving Tactical Combat. The following adjustments then take place:
-
Any individual unit crossing the ‘‘river” to engage in melee subtracts 1 from its Tactical Offensive rating for each SSP for the turn in which it crosses the river.
-
Each unit crossing the river for any reason has a chance of being Disrupted. The owning Player rolls a die for each such unit; if the result is a6 the unit is Disrupted. (Cavalry and chariot units add one to the die roll). If the Box to which the units were going was empty, the units reach the Box (albeit Disrupted); if the Box was Enemy-occupied, the Phasing units remain instead in their original Box.
[8.6] ADDITIONAL TERRAIN
[Optional Rule]
The Players may simulate additional terrain. They should do this only if Combat takes place in a Rough Terrain Hex on the Strategic map. Players may designate certain Boxes as Rough Terrain or Blocked Terrain. Units may not enter Blocked Terrain. If a unit attempts to enter a Rough Terrain Box, it has a chance of becoming Disrupted: the owning Player throws a die; if the result is a 6, the unit is Disrupted. Phalanxes become Disrupted on a5 or 6. Chariots may not enter Rough terrain and, if forced to do so, are eliminated. A unit that is defending against Melee in a Rough terrain Box adds 2 to its total Tactical Defense Strength. Players may play around with this rule as they see fit. If they have maps of certain battles, they can assimilate that knowledge into the TBD. The only restriction is the Players’ imagination.
Tactical [9.0] RETREATS
GENERAL RULE:
The term ‘‘Retreats”’ covers several different forms of Movement in the Tactical Battle System. Players should take care to differentiate between the Retreat rules in the Strategic Game and those in the Tactical System. Although there is some similarity, confusion can result unless you are careful. There are two types of Retreat in the Tactical Battle System: Retreat Before Melee and involuntary Retreat.
CASES:
[9.1] RETREAT BEFORE MELEE
[9.11] Players may attempt to Retreat Before Melee (one Box) in their respective Reaction Phases. Retreat Before Melee is voluntary; it consists of
“Movement” from a Box that is occupied by an Enemy unit. (Remember, although Combat is mandatory, units are not locked into the Boxes; they may move out of such Boxes—either in a Movement Phase or a Reaction Phase; see Case 9.3),
[9.12] If a Player chooses to Retreat Before Melee in a Reaction Phase, it does net consume Movement Points. Any Movement in a Movement Phase always consumes Movement Points.
[9.13] The same rules that cover Movement between Boxes—in terms of which Boxes may or may not be entered—determines which Boxes a unit may retreat into, Units Retreating Before Melee must obey all Stacking Restrictions (see Case 9.15).
[9.14] Units must change Facing to retreat into a Box; when they enter the new Box, they may not then change Facing again; such a retreating unit must conform to the Facing it had when it entered such Box (see Case 5,4). (Exception: if the unit retreating enters a Friendly occupied Box, the retreating unit assumes the Facing of the other unit). To Retreat, Players may change Facing without consuming Movement Points (see Case 9,12).
[9.15] A unit may move into a Friendly-occupied Box over the stacking limits by Displacing the Friendly unit already in that Box. That is, the original occupant of the Box is also retreated, in a sort of chain reaction. Units that are so Displaced are moved according to the standard Rule of Retreat. If any of the units along the chain of Displacement cannot Retreat for some reason, no Displacement may occur.
[9.16] The direction of Retreat is determined by the Retreating Player. It must be towards his own lines and away from Enemy fines/units. A Player may never retreat “forward”, even though a Box is empty!
[9.17] Players may never retreat into an Enemy-occupied Box. (Remember, units may move, in a Movement Phase, from one Enemy-occupied Box into another; but they may not do so during a Reaction Phase or while Retreating in any other fashion; see Case 9.3).
[9.2] INVOLUNTARY RETREATS
[9.21] Involuntary Retreats are mandated by the Melee Combat Results Table. When a Retreat is called for, the Player moves the affected unit one Box in accordance with the rules for Retreats as explained in Case 9.1.
[9.22] The rules for Involuntary Retreats are the same as those for Retreats Before Melee (in Case 9.1) except that these Retreats occur in the Melee Phase (immediately after each individual Melee). An involuntary Retreat is taken as soon as such result is obtained.
[9.3] VOLUNTARY RETREAT CAPABILITY
[9.31] Any time that a Player wishes to voluntarily move one of his units from an Enemy-occupied Box into any other Box—whether as Retreat or as regular Movement in a Movement Phase—he must check the Voluntary Retreat Capability Table to see whether he can accomplish the move.
[9.32] For each stack of units wishing to so move (from an Enemy-occupied hex) the Player throws one die and refers to the Voluntary Retreat Capability Table, following the instructions under the die roll.
[9.33] Voluntary Retreat Capability Table
| Die Roll | Retreat Capability |
|---|---|
| 1, 2, 3 | Units may move |
| 4, 5 | Units may not move; must remain in Box |
| 6 | All units Flee (see Case 8.45) |
[9.34] If there is a Friendly Commander in the Box for which the Table is being used, and that Commander’s Total Command Rating is at least 4 (SR+ TO + TD), then the Player may subtract one from the die roll.
[9.4] STRATEGIC RETREATS
The rules for each Strategic portion of the game cover Retreats on a strategic level (Before and During Combat). They may simply be applied to any given battle situation using the Tactical Battle System. Thus, after each Tactical Battle Turn, in the Retreat Phase, a Player may choose to Retreat (from the battle) During Combat as per the rules for such,
Tactical [10.0] THE RESERVE AREA
GENERAL RULE:
The Reserve Area—identified. as such on the Tactical Battle Displays—is an area where a Player may put units he does not wish to commit immediately to battle. It is not considered a Box for Combat purposes and there is no Stacking limitation for units in the Reserve Area. Combat of a general kind may occur in the Reserve Area, but it is quite limited.
CASES:
[10.1] USE OF THE RESERVE AREA
[10.11] A Player may place as many units as he wishes in his Reserve Area at any given time (see Case 10.12). There is never a limit (in terms of Stacking Points) as to how many units may be placed in a Reserve Area.
[10.12] In his Initial Set-Up/Deployment, a Player may place no more than 50% of his total Force (in terms of SSP’s) in his Reserve Area. After that, there is no limit.
[10.13] Units may move in and out of the Reserve Area as if it were a regular Box, using the normal Movement Rules.
[10.14] Units in the Reserve Area have no Facing.
[10.15] The Roman Player (only) must place any consuls, praetors and/or legates in his Reserve
Area. They may not move out of this area at any time during the battle.
[10.2] COMBAT IN THE RESERVE AREA
[10.21] Combat may occur in the Reserve Area. It occurs whenever Enemy units move into a Friendly Player's Reserve Area.
[10.22] A Player may move as many units as he wishes into an Enemy Player’s Reserve Area. Once a Friendly unit enters an Enemy Reserve Area, it must remain in that Area until Friendly units achieve a 2-to-1 superiority (in SSP’s) to the Enemy units in that Reserve Area. Units may then leave, but the 2-to-1 superiority must be maintained. Units may always leave their own Reserve Area.
[10.23] In the Reserve Area Phase of the Tactical Battle Sequence, each Player determines the strength of all the units he has in the other Player’s Reserve Area. He totals the number of SSP’s he has and consults the Reserve Area CRT, rolling one die. There is no true individual Combat or Melee within the Area—simply an abstract application of force strength.
[10.24] The Reserve Area CRT gives the number of opposing SSP’s removed from their Reserve Area. They are considered to have Fled; they are not eliminated.
[10.25] Commanders have no effect on Reserve Area Combat.
[10.26] [optional] When playing The Macedonians, the Persian Player must set up with Darius in the Reserve Area. He may not move out of the Reserve Area. If the Macedonian Player places any units in the Persian Reserve Area and rolls for Flight on the Reserve Area CRT, the Persian Player checks to see if Darius sticks around. If the Persian suffers any losses from his Reserve Area, he rolls one die. He then adds the number of losses (that turn) to that die roll. If the result is 6 or more, Darius Flees. If Darius Flees, the Persian Morale Level is dropped to 25% (which may result in a Persian Army Flight immediately.) This rule is optional, albeit historically meritorious. Its effect is to benefit the Macedonians.
[10.3] RESERVE AREA COMBAT RESULTS TABLE
Number of Attacking SSP's:
| Die Roll | 1 to 3 | 4 to 10 | 11 to 15 | 16 to 20 | 21 to 25 | 26 to 35 | 36 to 45 | 46+ |
|---|---|---|---|---|---|---|---|---|
| 1 | - | - | - | 1 | 1 | 1 | 1 | 3 |
| 2 | - | - | 1 | 2 | 2 | 3 | 3 | 5 |
| 3 | - | - | 1 | 3 |
KEY TO RESULTS: - (a bullet on the printed table) = No Effect; # = Number of Strategic Strength Points Fleeing.
Tactical [11.0] MORALE
GENERAL RULE:
The Victor in a battle is determined by Morale Levels. A complete discussion of Morale is to be found in the Strategic rules for the individual games. The same principles used for Strategic Combat (i.e., levels, breaching levels, effect of such, etc.) are applied to Tactical Battle. Units that have Fled are counted as losses for Morale purposes.
Tactical [12.0] COMMANDERS
GENERAL RULE:
Commanders affect both Movement and Combat in the Tactical Battle System but in ways quite different from the Basic game. The number of Combat units that a Player may move is directly related to the overall ability of his command staff. In addition, individual Commanders may directly aid Combat units in Melee by adding their Tactical Strengths to the units in the stack. Commanders may also be killed, wounded, or stunned as a result of certain Combat Results. on the Melee CRT.
CASES:
[12.1] COMMANDERS AND MOVEMENT
[12.11] The number of Combat units (all units other than Commanders) that may move in a given Tactical Turn is equivalent to the Strategic Rating of all Commanders (total) present for that side at the battle.
[12.12] To determine how many Combat units may move, the Player totals the Strategic Rating of all Commanders present and active. Commanders that are killed, wounded, stunned, Disrupted, or have Fled (or otherwise left the Tactical Battle Display) do not add their Strategic Rating. Thus the loss of a Commander may lower the number of units that may move in any given.Movement Phase.
[12.13] Example: The Persian Player has a total of 53 units on the Tactical Battle Display. (The total is in actual units, not SSP’s), He has ten Commanders present with a total Strategic Rating of 18. He may move only 18 units in any given Movement Phase. If, say, Memnon were to become Stunned (removed for one complete Tactical Sequence) the Persian Movement Limit would drop to 15 and he could move only 15 Combat units that turn.
[12.14] Commanders may move freely, above the Movement Limit. They do not count against the total in Case 12.11.
[12.15] Combat units may Melee, Fire and Retreat without any restriction. The only restriction of this Case is against Movement. It is obvious that a unit must move to Melee attack (in most cases); however there are some instances where two opposing stacks occupy the same Box without Movement (e.g., after an Engaged Result). In this case the Movement Limit does not apply to a unit wishing to Melee. It would apply against a unit trying to move out of the Box in a Movement Phase.
[12.16] In The Romans game (only) a Player may always move one-third (4) of his Force (in numbers of units) regardless of the total Strategic Rating of his Commanders. This does not apply to The Macedonians (the game, not the country).
[12.17] No Player may place more than 2 Commanders in the Reserve Area. If there are more than 2 Commanders on one side in the Reserve Area, the excess over 2 may not add their SR to the total to determine Movement Limits. This rule does not include Roman consuls, praetors or legates (see Case 10,15).
[12.18] Any number of Commanders may stack in one hex. However, only one Commander may add his Tactical Offensive or Tactical Defensive Rating to the Combat units in the stack (see Case 12.22),
[12.2] COMMANDERS AND COMBAT
[12.21] Certain Commanders may aid units with which they are directly stacked (in the same Box) by augmenting their strength during Melee.
[12.22] Each Commander has a Tactical Offensive Rating [TO] and a Tactical Defensive Rating [TD] (see unit Examples), When a Commander is stacked with units that are Attacking in a Melee, he may add his TO to the total strength of that Melee. A Commander stacked with units Defending against a Melee may add his TD to the defending units’ total strength.
[12.23] Commanders with a zero rating in cither TO or TD obviously do not add anything to units with which they are stacked.
[12.24] Certain Commanders may command certain units only. (E.g., Philipus, the Syrian General, may command only Elephants—a sort of early-day Sabu, as it were). If these Commanders (noted either in the body of the rules or in the individual Scenarios) are stacked with units that they are ineligible to command, then they may not add either their TO or TD to any Combat. (This does not affect Case 12.1).
[12.25] Roman consuls, praetors and legates have zero TO and TD ratings. They may never directly aid melee Combat. Only Tribunes may do so for the Romans.
[12.3] ELIMINATION OF COMMANDERS
Commander Elimination is based on the Leader Loss Table and the Total Number of Command
Points possessed by a Commander. The latter is somewhat of an abstraction (better generals are certainly no less mortal than the lessers), but it is borne out by the fact that the better generals somehow managed to get killed less often than the others (which is probably why they were better). As a result of the Leader Loss Table, Commanders may be killed, wounded or stunned.
[12.31] The Total Command Rating (TCR) of a given Commander is the sum of his Strategic Rating, his Tactical Offensive Rating, and his Tactical Defensive Rating. Thus, Philopoemen, the Achaean General, has a Total Command Rating of 8 (4+2+2=8) while Alexander the Great has a TCR of 12.
[12.32] Certain results on the Melee CRT (see the Melee CRT) indicate that the Player/side affected must check for possible loss to each and every leader in the Box in question. Example: if the Roman is attacking (Melee) at a Differential of +2 and he rolls 3 he will have to check the Leader Loss Table to see if any of his Commanders (if any are present in the Box) suffer a casualty.
[12.33] To use the Leader Loss Table, the Player totals the TCR of each Commander in the hex and, for each Commander, refers to the Table, rolling two dice. The Player then cross-references the dice total with the TCR of the Commander and applies any Result. Example: in the example in Case 12.32, if the Tribune Sestus was in the Box with a TCR of 4 and the Roman Player rolled an 8 on the Leader Loss Table, Sestus would be “wounded.” A roil of 10 would have produced a “no result.” The Player follows this process for each Commander in the hex.
[12.34] There are a variety of results possible on the Leader Loss Table (12.4):
Killed: The Commander is eliminated for the remainder of the game. Wounded: The Commander is wounded. the Player immediately refers to the Wound Recovery Table and rolls one die. The result on the Table is the number of Strategic Game-Turns that Commander misses. Example: if a Commander were wounded in a battle in Strategic Game-Turn 3 and rolled a 3 on the Wound Recovery Table, he would return in Strategic Game-Turn 6 (he misses 2 Game-Turns in addition to the one he was wounded in). If the Player rolls a one the Commander is only slightly wounded, and may return after the next Tactical Turn; if he rolls a 6, that Commander dies of his wounds. Stunned: A stunned Commander misses the next Tactical Turn (in addition to the one he was stunned in). He returns after that turn.
[12.35] Commanders who are wounded or stunned are removed from the TBD immediately. They may not add their SR to Movement Limitations, etc. They may return in any Box in which there are Friendly units (if they are to return during the battle).
[12.36] If a Commander finds himself alone in a Box and about to be attacked by Enemy units, he may move to the nearest Friendly occupied Box. However, if he is completely surrounded by Enemy-occupied Boxes, he is eliminated.
[12.4] LEADER LOSS TABLE
Total Command Rating [SR + TO + TD]:
| Dice Roll | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8+ |
|---|---|---|---|---|---|---|---|---|
| 2 | W | S | W | - | - | - | K | K |
| 3 | - | W | W | K | - | K | - | - |
| 4 | W | - | - | - |
KEY TO RESULTS: - (a bullet on the printed table) = No Effect; K = Killed; W = Wounded (see Wound Recovery Table); S = Stunned (remove for one complete Tactical Turn).
[12.5] WOUND RECOVERY TABLE
| Die Roll | Turns Missed |
|---|---|
| 1 | Remainder of current Tactical Turn |
| 2 | 1 full Strategic Turn |
| 3 | 2 full Strategic Turns |
| 4 | 3 full Strategic Turns |
| 5 | 4 full Strategic Turns |
| 6 | Dies from wounds |
Tactical [13.0] SPECIAL UNITS
GENERAL RULE:
Certain units—notably chariots, elephants, the phalanxes, and cavalry—had peculiar characteristics for which special rules must be applied.
CASES:
[13.1] CHARIOTS
[13.11] When crossing the Center Line, chariots may move only straight ahead; they may never cross the Center Line on the Diagonal.
[13.12] Chariots may never move to another Box using a Connecting Line that starts or ends in the comer of either Box.
[13.2] ELEPHANTS
[13.21] Elephants may cross the Center Line only by moving straight ahead; they may never cross on the diagonal.
[13.22] Elephants may never move to another Box using a Connecting Line that starts or ends in the comer of either Box.
[13.23] When attacked by Combat units other than elephants, Elephants use their TD rating. When attacked by other elephants they use their TO rating.
[13.24] Whenever an elephant suffers a result that leaves it Disrupted, it goes Berserk. In addition, each time it engages in Melee Combat (offensively or defensively) the owning Player rolls a die; if the result is 1, 2, or 3 the elephant is Disrupted (and goes Berserk). If a Commander is present in the hex with the elephants, the Player may add one to the die roll.
[13.25] A Berserk elephant moves and fights randomly. During the owning Player’s Movement Phase, the Player notes each elephant unit that is Disrupted. Before he moves any other units he attempts to move the elephant. To do this, he rolls one die; a result of 5 or 6 means the elephant remains in place and the Disruption is removed (this is the only way elephants can be “calmed,” or undisrupted). Any other result means the owning Player changes the Facing of that elephant that number .of Connecting Lines in a clockwise direction and moves the elephant unit into the Box to which that Connecting Line leads. The elephant then immediately Melees any unit (Friendly or otherwise) in that Box. If the elephant moves into the Reserve Area, it is removed from Play. All this takes place before normal Movement, etc., for that side. If a Commander is present with the elephant {and he hasn’t died of fright) he may add one to the die roll for Elephant Random/Berserk Movement.
[13.26] Cavalry may never attack elephants.
[13.27] Elephants may stack only with other elephants; they may never stack with other units.
[13.28] If an Elephant unit attacks a Cavalry unit, the elephant adds four to its Melee Strength, in addition to any Flank benefit, etc.
[13.3] CAVALRY
[13.31] Cavalry units may never attack phalanx units through a Frontal Box Side or Connecting Line.
[13.32] Cavalry units attacked by other cavalry units defend with their Tactical Offensive Rating rather than their TD.
[13.4] PHALANXES
[13.41] Phalanxes have the same Movement restrictions as do chariots and elephants (see Cases 13.11, 13.12, etc.)
[13.42] Phalanx units that change their Facing in order to Retreat are automatically Disrupted.
[13.43] In The Romans, phalanxes are also susceptible to increased penalties for being attacked on the Flank, etc, (see Case 5.35).
Tactical OFFICIAL ERRATA FOR THE TACTICAL GAME
(5.12) Change. Commanders need not have the same facing orientation as the Friendly combat unit(s) with which they are stacked. In fact, Commanders do not have any facing at all (i.e., they 'face' all directions).
(9.3) Change. Phalanx units may not Voluntarily Retreat forward. (In other words, phalanx units may not 'infiltrate' through the enemy lines as other units may using Voluntary Retreat.)
(9.3) and (12.11) Clarification. A unit that attempts a Voluntary Retreat and fails (i.e., the unit is forced to stay in place or flee) does count against the total number of units which the moving Player is allowed to move that Turn.
Follow-up: Modifications and Errata for Conquerors (Richard Berg)
This follow-up was published in the magazine MOVES and is reproduced in the same scanned file as the rulebooks. Editorial commentary and replies to letters are omitted; the rules corrections are transcribed.
Syrian War scenario notes. The Macedonians game-map was designed for Alexander's campaigns, so some of the scenario's suggested rules for supply, cities, and so forth do not fit well. With Alexander, the Naval "stretch" is 15, not 20 as with The Romans, and the cities were placed on the map accordingly. Rhodes, Sestus, and Cnossus should be Naval Bases and hexes 0117 through 0131 should be considered coastal hexes (for The Romans only). For tracing supply routes for land forces, the same rules apply, along with the extended use of the Royal Persian Highway.
Macedonians as third player in the Syrian War scenario. It would probably be better if the Macedonian player, in a 3-way game, brought his army up to about 1/2 the strength with which it starts the Macedonian War scenario. Along with this he can add a few commanders: Athenagorus, Philocles, and two others (pick blindly). The Treasury level remains as given, but since the Macedonians get more victory points for doing things, that should even out. Remember, the Macedonians cannot use the Alliance rules; they can only ally with the Syrians or the Romans. Demetrias begins the game controlled by the Syrians.
ROMANS 4.1, Sequence of Play. Major Change: The Diplomacy Phase (A2, B2) is removed from the individual Player Phases and given its own phase. There is now a Diplomacy Turn prior to the individual Player Turns. The method is the same, except that all actions are simultaneous (and may be written down and revealed when both players are ready). There is no other change in the Diplomacy Phase.
MACEDONIANS 5.39. Clarification: This rule applies only to Winter Game-Turns.
ROMANS 5.83, 8.43. Clarification: When the Roman Player desires to Forced March with an "untried" commander, he must first announce the intention to Force March and the distance desired; he then checks his commander's ability. If the commander does not have the necessary ability, the March does not take place.
ROMANS 5.86 (Forced March Attrition Table). Correction: There is a printing error in this table. To correct it simply transpose the line of type "Number of Additional Hexes Desired" with the line of type "Commander Strategic Rating."
ROMANS 6.57 and MACEDONIANS 6.58. Clarification: The rule states that a non-phasing force may only intercept once in a Campaign Phase. This means it may intercept successfully only once; if it fails it may try again. However, to clarify, a non-phasing force may attempt an interception only once per hex traveled by a moving force. Once it succeeds, it may not try again.
ROMANS 8.32 and MACEDONIANS 8.3. Clarification: Using The Romans as an example, the Roman Player may move a Land Force under a tribune 10 movement points to a port, embark the force on a fleet commanded by a legate and move at sea - but only to the extent that the tribune has movement points left. Thus, while the legate is commanding the fleet (he cannot command land forces, as the tribune may not command fleets), the movement points accumulated by the Land Force as per the tribune controls the action. The reverse of the situation is also true. Players should use this example in clarifying what units may do and not do vis a vis this section.
ROMANS 10.15 and MACEDONIANS 10.15. Clarification: A Force may not retreat into an enemy-occupied hex.
ROMANS 10.22, MACEDONIANS 10.22, and TacGame 2.35. Clarification/Correction: The TacGame 2.35 is wrong; it should read Retreat During Combat. The reason for this is that once the players have made the initial decision to stand, they are considered to have joined battle, regardless of what happens next. Thus the defender who chooses to leave before battle actually starts (although it has been "joined," so to speak) suffers a withdrawal penalty (10.23). The Player exercising the option of TacGame 2.35 also undergoes the penalty of 10.23.
ROMANS 11.2. Major Change: Players have discovered that it does not pay to build anything but lembi (light vessels) in The Romans. 11.21 remains in effect, but 11.22 is gone. To remove a step from a Heavy Galley requires a CRT loss of 3 points; to remove a Medium Galley step requires a loss of 2 points; a light, only 1. The losses are not cumulative from one turn to the next for a given ship, but they must be apportioned among the galleys in such a way as to take the greatest number of losses in terms of steps eliminated. This now means that 11.23 is also no longer in effect. Furthermore, there is a slightly changed Naval CRT (see 11.5). None of this pertains to The Macedonians.
ROMANS 11.5 (Naval CRT). Major Change: Each number loss (e.g., A5, D2, etc.) should have 1 added to it. Thus an A5 becomes an A6 while a bullet (No Loss) becomes a loss of 1 for the side it pertains to. Thus, a die roll of 2 on the 1-2 column will now read A5/D1. Thus, if the defender has no lembi present in the battle, he will suffer no losses.
ROMANS 12.4 and MACEDONIANS 12.4. Addition: For the purposes of embarkation, all islands which have no specific port hex are considered to have port capabilities in any hex. This is for purposes of this section only. (See also clarification for ROMANS 13.28 and MACEDONIANS 13.25 as pertains to this section.)
ROMANS 12.16 and MACEDONIANS 12.17. Clarification: If a Land Force making an amphibious landing is forced or decides to retreat and in doing so retreats more than four (Romans)/five (Macedonians) movement points - even if at sea - that Land Force is disrupted. The Fleet is not disrupted. Thus a disrupted force may be debarked, but may move no further.
ROMANS 13.28 and MACEDONIANS 13.25. Clarification: Naval units transporting a land force may add their strength to the force assaulting a port (unoccupied), as long as the necessary commander(s) is (are) present. Vis a vis 12.14, a force may be landed in any port hex, regardless of terrain, if that force is assaulting the port.
ROMANS 13.4. Clarification: A besieging Player does not have to see the siege through to the end; he may leave the hex without winning the siege. However, if he does so, he must leave the siege hex via the same route (i.e., hexside) by which he entered that hex. Thus a Player moving into Corinth from 5628 may not give up the siege and move into 5429. He must move back to 5628. Note that this clarification should be taken in the spirit of realism/naturalism. Thus a force wishing to besiege Pella (5520) by entering through hex 5521 could fall back on hex 5420 within the spirit of this rule.
ROMANS 13.54 and 16.0. Major Change: The following chart reflects the effects of capturing or sacking a potential Ally city, dependent on its current diplomatic status. The numbers listed are the points "subtracted" from the player vis a vis his diplomatic relationship with that ally/city state/league.
| Action | Inactive | Allied to Enemy | Allied to Player |
|---|---|---|---|
| Sack | -3 | -1 | -5 |
| Capture | -2 | 0 | -4 |
(The Errata printed with The Romans rulebook gives -6 rather than -5 for Sack of an Active ally; both are printed as shown.)
ROMANS 13.6 SLAVERY. New Rule: Any units garrisoning a city that is taken and sacked are sold into slavery. These units are out of the game for all purposes; i.e., the actual counter may not be used as a reinforcement, etc. Furthermore, for each 3 strategic strength points sold into slavery, the victor receives one talent.
ROMANS 14.0. General Clarification: The supply rules are not restrictive; it is the finances that restrict a player. You are virtually free to do anything you wish, as long as you can pay for it. The supply rules simply reflect the enormous costs of campaigning. That they do so abstractly is a problem of the system and level of play chosen.
ROMANS 14.12. Clarification: The Supply Radius from a Force to a Naval Base is never traced across sea hexsides or hexes. However, note that a Land Force may be transported by a Fleet outside the Land Force's supply radius without the Land Force being out of supply as long as, (a) the Fleet remains within its Supply Radius, and (b) the Force is debarked within radius of a Land supply source.
ROMANS 15.22. Clarification: For the purposes of this section, Merchants are considered to be fleets.
ROMANS 16.28. Addition: If all cities of a potential ally are sacked, no troops may be raised by that city state or league. However, if the city state or league has more than one city, and the city of troop origin is sacked, troops may appear in another city of that city state or league, reduced by a ratio according to the number of cities remaining to the number of original cities.
ROMANS 17.3. Clarification: Except for the provisions of the new 13.6, counters that are eliminated may be used again as reinforcements, newly raised armies, etc. However, Greek city states and leagues may not be refitted; once reduced, their armies may never be brought back to original strength, even if the Major Player wishes to pay for the refitting. Furthermore, the Roman Player may refit his Legions; i.e., bring reduced legions up to original strength. To do so the Legion must be in Supply (anywhere on the game-map) and the necessary talents must be expended as per 17.4. Tribunes remain the same. Also, fleets may be refitted in a like manner (i.e., built from 1/2-strength to full).
ROMANS 17.33. Clarification: Players may build Naval Bases in an Allied Port; however, if the ally changes sides, that player loses the naval base, and it reverts to the other player (but would not go against the second player's construction limit of two). Note that you do not need any units present to build a Naval Base; you simply have to have friendly (or allied) control - i.e., be the last to pass a combat unit through. And the construction limit of two applies to at any one time; not the entire game.
ROMANS 17.35. Clarification: Forces and fleets may be voluntarily disbanded by failing to maintain them. To be revivified, the player must pay the full construction cost.
ROMANS 18.32 (Augury Table). Clarifications: 2. When the Roman Player has to send a legion to, say, Hispania he simply places it - whether newly built or already on the game-map - in Hispania. If an already existing unit, it must be in supply. To return this unit from Hispania, it must be transported or moved by land. Also, the chosen Praetor is new; not one on the game-map. He is deactivated at the end of the year or after transportation back to Rome. 9. The word "all" should read "each."
ROMANS 19.11 and MACEDONIANS 21.12. Clarification: Only pitched battles between forces are considered as "Major Land Battles"; not sieges or revolts or any similar non-meeting engagement conflict.
ROMANS 20.11. Addition: At the start of the game, the Macedonian player receives Sopater and three hoplites at Chalcis (5727).
MACEDONIANS (Turn-Record Track). Addition: The Persian Commander Bessus arrives on turn 18.
TacGame 9.35. Addition: Cavalry (when attacked by non-cavalry), and light infantry (peltasts, javelins, archers, cardaces, etc.) - when attacked by non-cavalry - subtract one from the die roll when using 9.33. This is in addition to 9.34.