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rhs see eae Ancient and ae Berven@aille Ancient and Medieval Wargaming rules 2014 dition Hervé Caille ea LART DE LA GUERRE Acknowledgements ped to translate and correct Sebastien Gimeno, and Cédric The author wishes to thank the members of Central London Wargames Club and all those who he this book: Stéphane Barry, Julien Bonnard, Philippe Borreil, Hervé Dubois, Andy Finkel, Simon Fin Patrick Lefebvre, Jean Marie Maries, Clive Mc Leod, Nenad Nicolic, Tim Porter, George Reis, Grant Thom Roudil, The author also wishes to express special thanks to Paul Elvidge, And finally, Cyrille Barillot's beautiful figurines used in our pictures deserve a mention. Edited by ONYX Editions 46, chemin du bois (69530 Brignais - FRANCE Editor's number: Copyright: September 2014 Pictures and Miniatures ; Marc Adda, Marc Bardet, Cyrille Barillot, Christophe Caillaud-Coquet, Pascal Donjon, Philippe Duthil, Olivier Fischer, Bertand Jacquemart, Stéphane Langlois, Eudes Lefevre, John Manné, Bertrand Mangez, Xavier Morlec, Laurent Meziani, Jean-Baptiste Pégourié and Stéphane Thion. First published in September 2014 by PURE IMPRESSON - France ISBN : 9 7922-5 Cover : The battle of Hastings - Tom Lovell - Copyright Bridgeman Images Any reproduction, even partial, of this book is prohibited without prior authorisation of the publisher. © Onyx Editions 2008-2014 Version 3.0 ART DE LA GUERRE INDEX Advance 8 Disordered 9 Pursuit 26, 61, 62 ‘Adjust positions 43 Displacing units 53 Quali 12,55 Allied corps 7% Distance 6,27, 28 Quarter-tumn 29 Allies 25,73 ;phant rampage 6 Rallying 5 Ambush 63,70 Elephants 15,17 Rampage 6 Army lists 75,76,77,79 Equipment 7 Receiving a charge 9 Are of fire a Evade move 37,38 Region 63 Area of play. 75,76 Expendables 18 River 64, 67 Armour 16 Extension 30 Road 65, 68 Armour (heavy) 16 Fields 64 Rough terrain 63 Army 10 Firearms 48 Rout 26, 61,62, Aillery 4 Flank march 2,73 75,76 Attach acommander 24 Flee B Routed 9 Attack on flank/rear 54,56 Fortitications| 60,69) Sand dunes 6 Basing 7 Free command point 24 Seales 6 Battle plan 9 Good order 9 Scrub ot Big battles % Groups 10 Scythed chariots 6 Budget /points cost 74 Gully 6 ‘Sequence of play 26 Burst through 2 Halé-turn 2 Setting up 66 Camels 16 Heavy infantry B Shooting limitations 46 Camp 8,69 Height adv. 57 Shooting overhead 49 Camp attack 59 Hill ot Shooting range 46 Cavalry 4 Impact 7 Shooting results 48 Cavalry (Light) u Impassable terrain 6 Shooting support 48 Charge (furious) 58 Impetuous troops Shooting 26, 46,47 Charge (illegad) 37 itiative Sliding 28 Charge (uncontrolled) 40, 41 Interpenetration Small battles B Charge (spontaneous) 22 Javelin Stakes 18 Charge 9,36, 50 Knights Strategist 2 Coastal zone 64,67 Leaving the table Support modifier 50,56 Cohesion points 2 Light infantry ‘Target priority 46 ‘Command points 22,24 Light troops Target 46,47 Command range 2B Line of sight Terrain adjustment 68 ‘Command value rm Longbow Terrain and deployment 76 Command 2 Lost commander Terrain 57, 63, 64, Commander 7,21, 23,24, Main unit 65, 66,75, 25, 57,73, 77 Manoeuvrability Time 6 Conforming 52, 53,54, 55 Marsh Troop category 2 Continuing a charge 36 Measurement ‘Two-handed weapon 16 Contact (flank) 51 Medium infantry Types of contact 51 Contact (front) 51 Melee Types of troops 12, 13.20.77 Contact (illegal) 52 Missile support Units in front 9 Contact (rear) 31 Missile weapons Unit status: 9 Contact 52 Mixed units ‘Unmanocuvrable 32 Contraction 31 Modifiers Unreliable 25,73 Cover 63 Movement Victory 26 Crossbow 8 Multiple opponents Village 65, 68 Demoralisation 76 Nearest unit Visibility 63 Deployment 1,75 ‘Open terrain War wagons 14, 60 Deployment zone ” Orchard, ete Wheeling, 29 Difficult manoeuvre 32, Orders Woods ot Difficult terrain 6 Orientation Zone of control 9,33, 34,35,53 Disengage 4 Pavise Dismounted troops 19,72 Pikemen Disorder 5 Protection 12,48 ART DE LA GUERRE CONTENTS OVERVIEW... INTRODUCTION Seales, Equipment, Figures, How units are represented Unit status. son Definitions... Groups of units, Army composition Game etiquette Rules organisation TROOPS... Troop attributes. Troop description... 13 Special abilities. 16 Dismounted tr00p$ sx. 19 Unit characteristics tables — 20 COMMAND Commanders vol Ammy Initiative... Orders, Movement of commanders, rete DA) Commander in melee.... 24 Commander included in a unit... 25 Allied and unreliable commanders. 25 SEQUENCE OF PLAY. 26 Movement. Shooting, Melee sen Rout and pursuit Victory sanne MOVEMENT General ruleS..nesn 2 27 ‘Movement distances. How to measure distance. sos 8 Types of movement. rar Second and third movement. 32 Manoeuvrability : Light troops. je 3 Zone of control SPECIAL MOVEMENTS. ...o.0 Charge... Evade move. 7 Uncontrolled Charge wees Interpenetration. Disengage .. RALLYING wu... Procedure tees i Rally test... 45 Particular cases vee 45 SHOOTING... 46 Overview. 46 Shooting limitation: 46 Shooting ranges on. : 46 Target selection... eerie Ab Shooting resolution, ” Specific cases. : 49 MELEE..... General Principles aces 50 Types of contac... Contact restrictions cr 52 Conforming, 52 Melee resolution... ett 55 Melee modifiers sero.noussossn 55) Furious charge 58 Multiple opponents....ucs.s:uone a8 Attacking a campeon 59 Fortifications nonin 60 War wagons rors iaoReRAanERE[ ROUT AND PURSUIT Routed units... react sacl Elephant rampage 6 Pursuit 2 Demoralisation : 2 TERRAIN.. 63 Terrain size and shape 63 Types of terrain : 6 Visibility & ambush 683 Cover from shooting, 63 Terrain description 64 Terrain table. 65 SETTING U Game preparation 66 Set UP one ce so 66 Initiative 66 Regions, 66 Camps & fortifications 69 Battle plan 6 Ambush. el Deploying army corps. n Flank marches. n Allied or unreliable commanders 73 BUDGET. Army budget ma OPTIONAL RULE! Reduced format 8 Big battles, 76 Rerolls. 76 Average dice cncticuncouimitniat min 76 Demoralisation rules 76 ARMY LISTS. List description ‘Commanders, Types of troops... Allied corps. Lists classification, List Index. ANCIENT PERIOD. CLASSICAL PERIOD. ROMAN PERIOD .. DARK AGES FEUDAL AGES... 173 LATE MIDDLE AGES.. AMERICA, DESIGNER'S NOTES .. L’ART DE LA GUERRE OVERVIEW ‘The supreme art of war is to subdue the enemy without fighting. Sun Tzu This new edition of 1'Art de la Guerre incorporates changes resulting from clarifications, as well as from suggestions discussed on the internet forum. The many games of I'Art de la Guerre played at tournaments and conventions have allowed the system of play to be improved while retaining the original simplicity. At the end of the rulebook you will find @ summary of the main changes so that players familiar with the previous edition will quickly be able to identify the new features. LArt de la Guerre is a set of rules for miniatures that allows you to fight battles ranging from early Antiquity (3000 BC) to the end of the Middle-ages (1500 AD). L’Art de la Guerre is a simple rule set that focuses on ease and speed of play. A game can be played in less than two hours and requires about half the miniatures used in most other rules. ‘A tworsided reference sheet summarises the rules and can be used as a reminder while playing. The rules allow a wide variety of armies to be used, but we recommend limiting battles to those between armies of a similar historical period. You will find army lists grouped by historical period and geographical area in the second part of this rulebook. ‘These lists were also revised for this edition and offer ‘even more opportunities to enjoy the game. L’Art de Ia guerre is played with bases comprising from one to four figures oF a single model. A unit is the basic element for manoeuvre and combat. Units are represented by a single base for mounted and light troops or a combination of two or three bases for other foot units. An army will generally consist of from twenty to thirty units divided into three corps, each led by a commander. Adjacent units from the same corps can move together as a group, Each commander can issue orders to his units (or groups of units) every game-tum. The more capable the commander, the more different or complex orders he can give to his troops. Some army lists include one or more Strategists that represent particularly brilliant historical generals, like Alexander the Great, Hannibal or Julius Caesar. ‘The main objective of L’Art de la Guerre is to allow a historical and enjoyable representation of ancient and medieval battles. Therefore the rules focus on the key factors that influenced the course of a battle and leave aside details, such as the particular training of this or that army. Each troop type is defined by the armament and tactics it most commonly used on the battlefield Thus a cavalry unit armed with bows and spears, which did not usually engage in close combat, is classified as cavalry with bow. It does not benefit from the impact ability just because it possessed spears. This method ensures consistency and balance between the different armies. A battle was won by breaking the enemy's morale, ie. by making the enemy lose cohesion and by disrupting its formation. When the cohesion of a unit was destroyed, it fled the battlefield and this is when its opponent inflicted most losses. In ’Art de la Guerre, each unit has a number of cohesion points. Heavier troops in close formation start with more cohesion points than lighter ones. ‘The losses from shooting and close combat gradually reduce a unit's cohesion and when it reaches zero the Unit is routed and removed from play. ‘The Internet web site www.artdelaguerre.fr contains playing aids, advice and a forum to contact other players, JNTRODUCTION Control ofa large force uses the same principles as control ofa few men: It is merely @ question of dividing up their numbers. Sun SCALES The issue of scale is always a bit of a problem in miniatures games. There is always a distortion between the simulated time scale, movement istances, ranges and the size of the figures and scenery. But whatever the chosen scale, the game will always be about measuring distances on the tabletop, counting the game-turns and rolling dice. It is therefore not necessary in game terms to be precise about scales, That being said, here is a summary of the measurements and scales in the game: Figures A unit of heavy infantry represents between 500 and 1000 men, with half as many for light infantry. For mounted units, the size may vary between 125 and 250 men, i.e. about one-quarter of a foot unit. Levies may represent hordes of many thousands of low- quality troops while elephants, war wagons and artillery represent between 10 and 20 animals, vehicles or artillery pieces, Distance ‘The measurement of distance is based on the range 50 of a typical infantry bow which was about metres, For 15 mm figures the range of a bow in the game is 16 cm which gives a scale of 1 cm on the table for about 15 metres, Time ‘A game-turn represents about 30 minutes of real time, ic. the time necessary for a unit to move, shoot and fight in close combat. When a unit moves, it does so much slower than an individual and its movement is punctuated by halts and pauses. Measurements In the rules all measurements are expressed in units of distance (referred to as UD). The value of each UD varies depending on the scale of the figures used and corresponds to the width of a base: © 6mm-15mmfigurescale UD =4em © 20mm. 25mm figure scale UD=6cm © 28mm_-32mm figure scale UD=8 cm. This variable measurement method takes into account the different figure scales and avoids the problem of distortion of distances when figures of a larger size are used. The Duke of Burgundy and his proud knights | eae 7 A L'ART DE LA GUERRE EQUIPMENT To play L'Art de la guerre you will need some figures, an opponent and a flat playing area, usually a table. ‘The size of the table required varies according to the scale of figures used (for example 120 x 80 em for 6- 15 mm figures). You also need some scenery to represent different elements of terrain such as hills, woods or scrub. You can buy pre-made terrain pieces or create them yourself A ruler marked in UD (depending on the chosen figure scale) is useful to measure movement, as are markers to indicate the cohesion status of the units ‘These markers can be made out of cardboard, but it is possible to use coloured tokens or even figures ‘You can find files to download on our Internet site with markers than can be cut out and glued to cardboard, You will also need a few six-sided dice. Throughout the rules, wherever it says you need a 4# for success, it means that you must roll 4, 5 or 6 ona die. FIGURES L’Art de Ia guerre can be played with any figures, whatever their basing and size. You can play with figures between 6 and 32 mm and even with 1/72 scale plastic soldiers. The only constraint is that the ‘width of each base must be the same for all troop types in both armies. The base depth can vary because it does not matter much in the game. Each unit is represented by a single base (or stand) for mounted and light troops or by two or three bases for other foot units. Essentially this is to permit the easy identification of different types of units, as well as to allow for a more pleasing visual effect. z ere eee ee er Liber cid Ure: Light infantry 2or3 2 40x 20mm Fach base must have a width equal to the UD corresponding to the scale of figures used, namely 4.cm for 6-15 mm figures, 6 em for 20 - 25 mm ones and 8 cm for 28-32 mm, By mutual agreement the players can decide to adopt a different basing system more compatible with their figures Basing ‘The number of figures per base and the depth of the base allow different types of troops to be recognised easily. The table below gives the base depths and the number of figures for each category of unit. These values are compatible with most common basing, systems, but can be adapted by the players to be compatible with the existing basing of their figures It is not necessary to rebase figures if the depth of the base does not match what is indicated here. You are only required to inform your opponent of the type of troops represented. If you use single-based figures, just regroup them on larger bases of the appropriate size. Ifthe depth of a unit comprising several bases is more than one UD (or 2 UD for war wagons) the player is allowed to temporarily remove the rear base if it impedes the movement of the unit. Commanders An army includes a commander for each of its corps. Commanders can be based separately or they can be modelled as part of unit, on a base of the standard size for the troop-type of the commander's bodyguard. To easily distinguish a separate commander it is possible to use a square base, each side measuring a maximum of one UD or to use a circular base of up to one UD in diameter. Ereeeeent 80x40 mm enn es 60x30 mm Heavy infantry 8t012 4 40x 15mm 60x 20 mm 80x 30 mm 3 Cavalry and knights 4 40x30 mm 60x 40. mm. 80x 60 mm 40x30 mm. Levy 10+ 4+ 60x 40 mm. 80 x 60 mm| Elephants and artillery 40 x 40 mm. 60 x 60: mm ‘80x 80 mm ‘Camp. Variable Variable 40x80 mm. 60x 120 mm Note: For 6mm, the number of figures per base may be increased, HOW UNITS ARE REPRESENTED ‘The diagram below shows how different types of units are represented both on the tabletop and in the various diagrams throughout the rules. When a unit is composed of several bases they can never be separated (except see Basing, above) and must always be placed in edge contact, one behind the other, aligned comer to corner and facing in the same direction as shown in the diagram. Using, several bases for one unit allows the use of figures based for other sets of rules. It also makes it easy to represent mixed units. It is quite acceptable to base all the ranks of an infantry unit together on a single stand or base of either the appropriate depth or one UD deep, Pikemen Pikemen fought in very deep formations and they are represented by at least three ranks of figures. In order to remain compatible with existing basing, itis, possible to use 3 or 4 ranks. The 3%! and 4! ranks. form an integral part of the base of the unit, but may be removed temporarily if they impede the movement of the unit. An alternative is to place 3 ranks of figures ona single base one UD deep (4 x 4 em in 15 mm). SF ia \ GUER! Units with missile support Foot units sometimes receive missile support from an additional rank of light infantry armed with bows or crossbows in order to better withstand the charges of ‘mounted or impetuous enemies. This missile support can be represented by a base of light infantry (4 x 2 em for 15 mm) adjoining the rear of the unit. This ‘base is then treated as an integral part of the base of the unit, but can be temporarily removed if it impedes the movement of the unit. Alternatively, a player can simply point out to his opponent that those specific units benefit from missile support. Mixed units Mixed units combine troops with different weapons, for example spearmen and bowmen. In such a case the shooters are always placed in the second rank. Camp Each army has a mandatory camp, fortified or not, often represented by a small diorama. The camp represents the civilians, baggage and supplies that accompany an army. Since its loss would be demoralising for the army, it must be defended, The size given in the preceding chart is the minimum, required. It is possible to have a camp of larger size (maximum 2 UD x 3 UD) to give players enough room for making a beautiful diorama, 0 = L/ART DE LA GUERRE UNIT STATUS A unit is always in one of the following states: Good order All units are in good order at the beginning of the battle, They are in formation, combat-ready and have their full cohesion (from 1 to points). Disordered After being shot at or a melee, a unit may lose one or more cohesion points and find itself disordered. A disordered unit is penalised in melee and shooting, but this penalty is the same regardless of the number of cohesion points lost, The protection of a unit is not changed if it is disordered. A disordered unit can regain cohesion points by rallying. Disorder is best indicated by placing a marker behind the unit, bearing the number of lost cohesion points, ie: 1, 2 or 3. Coloured markers or tokens can also be used with the following meaning: + Green = 1 cohesion point loss, + Yellow = 2 cohesion points loss, ‘+ Red =3 cohesion points loss, + Blue or Black = rout. A unit could also become disordered following a difficult manoeuvre. In this case the unit loses a cohesion point, but cannot be routed. When it is, down to only one cohesion point, the unit can perform the manoeuvre without losing another cohesion point. Routed When a unit has lost all its cohesion points, it is routed. It is no longer able to fight and will flee the battlefield. The rout is indicated by the placement of a "rout" marker behind the unit. A routed unit can no longer be rallied and is eliminated at the end of the current phase DEFINITIONS Here are the definitions of some terms used throughout the rules. Unit orientation Each unit has an orientation that defines a front (or front edge), a rear and two flanks. By convention, in all of the diagrams you will see in these rules, the unit's front is indicated by a small triangle on its base. ry Cee cy Units directly in front An enemy unit directly in front of a unit is one whose base is situated in the zone measuring one UD wide that extends directly forward from the front edge of the player's unit For shooting purposes only, a WW or LH unit counts its shooting edge as its front edge. Unit the most in front ‘The enemy unit that is the most in front is the one that has the greatest part of its base situated directly in front (see above) of the player's unit. Nearest unit ‘The enemy unit that is the nearest unit is the one that has any point of its base located nearest to any point of the front edge of the player's unit, Zone of control (ZoC) Enemy troops are in a unit’s zone of controt if they are directly in front (see above) of the unit and less than one UD from its base. Enemies entering a unit's ZoC are restricted in their movement (see p 33) Charge This is a move allowing a unit to come into contact with the enemy, in order to fight in melee (see p 36). It can be spontaneous (see p 22) if it is made against anenemy directly in front (see above) ata distance of fone UD or less, or uncontrolled in the case of impetuous troops (see p 40) in other circumstance. Receiving a charge ‘A unit is considered to have recived a charge if an enemy contacts it on its front edge. Some combat abilities apply only if the unit receives a charge on its front edge, but not if it has charged the enemy, nor if the enemy contacts it on its flank or rear. GROUPS OF UNITS In order to make movement easier, several units of the same corps can temporarily be joined together and moved as a group. The concept of a group is used only in the movement phase to allow units to move together, The units comprising a group must be in contact with adjacent units of the group by their edges and must be aligned with them by their front corners. They must also be facing in the same direction. Groups can be formed and dispersed at will during, the movement phase. However to be activated and moved together, units must form a group both at the beginning and at the end of their movement (except when continuing a charge, see p 36; or due to adjusting positions after interpenetration, see p 43) ‘GROUPS OF UNITS pene remiss er A group can be formed with different types of units according to the following rules: * A group cannot have a frontage of more than six units wide. + A group can be as many units deep as desired. Each rank can have a different width (six units maximum), 10 + Only units belonging to the same corps can form a group, + Mounted and foot units cannot be mixed within the same group except in the following two Light infantry can form a group with mounted units. Elephants can form a group with foot units, + Elephants cannot form a group with mounted, units other than elephants. + Camel units can only form a group with other camel units (LH, Cv or Kn) or light infantry + Artillery and war wagons can form a group with other foot units. + Scythed chariots cannot form a group with any other types of troops. ARMY COMPOSITION An army is composed of three corps: centre, right wing and left wing, One of the corps may be an allied contingent from another army list. Each corps has a commander and must include one or more units. It is up to each player to decide the exact composition of his army, and the organisation of its corps, prior to deployment. The second part of these rules presents army lists that specify the minimum and maximum numbers of each unit type available Each unit is assigned a points cost according to its type and special abilities. A standard army is built with a budget of 200 points. It is also possible to play larger battles with a budget of 300 or 400 points or smaller ones with 100 points (see p 75 & 76). GAME ETIQUETTE One of the issues with miniatures gaming is that itis often difficult to accurately measure a distance or to verify precisely a line of sight. For example figures may be accidentally moved or the board may not be completely flat and this can lead to long discussions To avoid tedious debates and disputes between players, here are a few tips that in our experience can greatly improve a game. It is advisable to specify in advance the distance that a unit will move in order to avoid a measurement issue later. For example when a unit is moved you may specify that it is in charge range of a target unit cr that it remains out of range of enemy shooting, Normally, any movement performed cannot be undone unless the starting position of the unit was L'ART DE LA GUERRE exactly marked. This may be the case, for example, if the unit was aligned with another one which has not moved or if the player has identified the starting position with a marker. It is therefore advisable t0 clearly identify the starting position of a unit before performing any movement with that unit. L’Art de la guerre is a rule set that is meant to be both easy and fast to play. Despite all the care taken in the writing of rules, players can find themselves in an unanticipated or ambiguous situation. In this case, the situation must be assessed in the most logical way by considering the spirit of the rules rather than their wording. Like all other sets of rules, it has not been possible to write Art de la Guerre in such a way as to cover every possible situation - however that does not mean that anything not covered by the rules is allowed! If the players are unable to agree on a measurement ora rule issue, itis often simpler and faster to rely on the rolling of 1D6. One player chooses 1-3 and the other 4-6, leaving the decision of the dispute to the roll of the dice. After the game, the players can check the rules more closely find the correct interpretation for the next game. In tournaments the presence of a referee makes the resolution of disputes between players easier. In every case, the referee is ALWAYS right and the players must accept his judgment. His decision taken at the time, and in particular circumstances, can neither be questioned nor used as a precedent in subsequent adjudications. This ensures that the referee will be able to restrain players who seek to take advantage of a rule without regard to the logic and spirit of the game. Players must agree before the game to define how a cocked die will be treated. Sometimes dice will stop rolling in a way that makes the result unclear, like when it stands on edge against other dice. When this happens, itis always better to re-roll the die that is in doubt. Purists may use a small cup and a dice tray, but itis not absolutely necessary. RULES ORGANISATION ‘The rules are organised in chapters that follow the order of the normal sequence of play to make it easier to find specific rules. The annexes of this rulebook include information that is not directly related to the rules, but which is essential to play a game; more specifically: the terrain rules, the battle set up and everything concerning army selection, The choice was made to repeat and reinforce certain rule concepts in different chapters, so that the information can be easily found. While this may seem repetitive, it aids in finding and understanding individual rules ‘The reference sheet supplied with this book gives a summary of the rules. It serves as a memory aid and should be sufficient to answer most questions that are asked during the course of a game. If there is any discrepancy, the rulebook takes precedence. Greek hoplites ul L/ART DE LA GUERRE ‘TROOPS If you knozw the enemy and know yourself you need not fear the results ofa hundred battles. Sun Tzu TROOP ATTRIBUTES In I'Art de ta guerre, all troops have five attributes: category, type, protection, cohesion and quality. Troops may also have some specific abilities (see p 16) Category Foot and mounted units are divided into several categories (light infantry, cavalry, ete). This allows troops to be differentiated according to their manoeuvrability and their relative effectiveness compared to other troop categories. Troop categories consist of the following: Foot: Light Infantry (L1), Medium Infantry (MI and LMI), Heavy Infantry (HI), War wagons (WW) and Astllery (Ar). Mounted: Light Cavalry (LH), Cavalry (Cy), Knights (Kn), Scythed Chariots (SCh) and Elephants (El), Note: The term “light troops” includes light infantry and light cavalry. Type Within the same category, there are different types of troops representing variations in fighting style or use of a specific primary weapon. For example, the heavy infantry (Hl) category includes heavy swordsmen, heavy spearmen, foot knights, pikemen and levies Protection ‘This is a number between 0 and +3 which represents the unit's protection against missiles. Protection takes into account the armour worn, how densely packed the troops are and whether the unit is mounted. The level of protection can be increased by factors such as terrain, fortifications, and possession of armour, heavy armour and/or a pavise. The protection rating can also be adjusted when shot at by some weapons, such as longbows, crossbows and artillery. The armour and heavy armour ability of foot knights, medium knights, heavy knights, cataphracts and heavy cavalry is already taken into account in their protection value, Cohesion Cohesion represents the resistance of the unit during, a battle, Heavy units in close order are stronger than those more lightly equipped. Each unit has between one and four cohesion points. When a unit has lost all its cohesion points it is routed. Quality The quality of troops is a measure of their training and the quality of their equipment. The majority of troops are of ordinary quality, but there are also troops of mediocre quality that suffer a disadvantage in combat and elite troops that are, in contrast, more effective. ‘Troop quality applies to: "Melee + Shooting + Protection against shooting ‘Troop quality does not apply to: + Rally tests + Movement adjustment rolls during a charge or evade move. The die result is modified by unit quality before applying any other modifier (such as armour, heaoy armour, fwo-handed weapon or missile support abilities): + Elite troops add 1 to the result if it is less than or equal 103. + Mediocre troops subtract 1 from the result if it is greater than or equal to 4. ‘Therefore the possible results are: + Elite quality 2,3,4,4,5 or 6 + Ordinary quali 1,2,3,4,5 oF 6 + Mediocre quality 1,2,3,3,4085 2 L'ART DE LA GUERRE TROOP DESCRIPTION Light infantry (LI) ‘These troops are unprotected, fight in open order and are equipped with missile weapons (avelins, bows, slings, crossbows or firearms). Their main functions are to harass the enemy and occupy areas of rough or difficult terrain, They are able to fight effectively against elephants and scythed chariots, but cannot stand up to formed troops in melee. They must evade the charge of heavier troops or be destroyed if contacted in open terrain Medium infantry (MI and LMI) These troops have light or partial armour and sometimes a shield. They fight in a loose formation that allows them to move more quickly and not be penalized in rough terrain. However their loose formation makes them more vulnerable against mounted troops. LMI primarily use missile weapons, whereas M1 is more capable of fighting in melee. Bowmen, crossbowmen (LMI): These troops have little or no armour and are equipped with bows, longbows, crossbows or firearms. They shoot at long-range in concentrated volleys rather shooting to harass, They are not effective in close combat ancl are at a particular disadvantage when it comes to fighting heavy infantry or when charged by mounted units Javelinmen (LMI): These troops are equipped with javelins and light spears but, unlike light infantry, their tighter formation allows them to withstand a frontal attack without being destroyed. They have the javelin ability and can shoot at distance and also evade as. light infantry do. amples of these units are peltasts or warriors of certain nomadic or mountain tribes that prefer to harass the enemy rather than make frontal attacks, Medium swordsmen (MI): These are troops equipped with light armour, a shield and a hand weapon, or a polearm. Their focus is close combat and they can benefit from the impact ability if they have a missile weapon or if they are impetuous. Non-impetuous medium swordsmen cancel the impact ability of impetuous infantry if they receive the charge on their front edge. Roman Auxilia, Spanish Scutari and some Vikings are examples of medium swordsmen. B Medium spearmen (MI): are equipped with a spear and fight in close formation, but one that is sufficiently flexible to avoid being penalised in rough terrain. Their use of spears combined with their close formation gives them an advantage when they face mounted units compared with other medium infantry units. In addition they cancel the impact ability of mounted troops if they receive the charge on their front edge. Examples are Greek Thureophoroi and medieval Welsh spearmen. Medium spearmen Heavy infantry (HI) ‘These troops represent those trained to fight in a deep, close formation. They may be equipped with sturdy armour or a large shield. Their tight formation puts them at a disadvantage in rough or difficult terrain. Heavy swordsmen: These troops are equipped with hand weapons but could also have heavy two- handed weapons or polearms. Typical examples of heavy swordsmen are Roman legionaries, huscarls, Frankish warriors or medieval halberdiers. ‘They favour close combat. Those with a heavy throwing weapon like the pilum, francisea or angon and those classified as impetuous benefit from the impact ability. Non-impetuous heavy swordsmen cancel the impact ability of impetuous foot units if they receive the charge on their front edge. Foot knights: This represents the heavy dismounted knight of the Middle Ages. They all have the heavy armour and too-handed weapon abilities. Like other heavy swordsmen, they cancel the impact ability of enemy impetuous foot units. Knights on foot Heavy spearmen: These troops are equipped with along spear and fight shoulder to shoulder in a shield-wall formation, ‘They reat disadvantage in rough or difficult terrain, Their use of spears combined with their close formation gives them the impact ability when they face mounted units other than elephants. In addition they cancel are at a the impact ability of mounted troops if they receive the charge on their front edge. Greek hoplites and ‘most medieval spearmen fall into this category. Pikemen: Pikemen are equipped with pikes or long spears over five meters in length and fight in very deep formations. They are very powerful in frontal combat, especially against mounted troops, but vulnerable on their flanks. They have the same advantages as spearmen against mounted. Their deep formation makes them wnmanoeworable and they are at a great disadvantage in rough or difficult terrain, Petzaroi of Hellenistic armies, Swiss pikemen ‘or German landsknechts are examples of pikemen, Levy: These are civilians and combatants of little value or motivation, brought together in haste. They fight in close order with various weapons (hand weapons, spears, etc) as heavy infantry but have a ower cohesion and are unmanoeworable. Some levies can be impetuous to represent religious fanatics or revolting peasants, War wagons (WWg) These are wheeled wagons protected by wooden ‘mantlets and are usually crewed by troops equipped with missile weapons (bows, crossbows or firearms), Some may also be equipped with artillery. War wagons are very tough and can block mounted troops. They are more vulnerable against heavy infantry, elephants and artillery. Some examples are the war wagons used by the Hussites, Poles and Hungarians in the later Middle Ages. Artillery (Art) Arillery represents all types of engines of war that used gunpowder or mechanical propulsion and were used on the battlefield. Light artillery and medium artillery can move while heavy artillery is fixed and can only rotate in place, but benefits from a longer range. + Light artillery: Small ballista (scorpions), organ guns and Chinese rockets launchers. + Medium artillery: Large ballistae mounted on wagons, culverins or small cannon u LIART DE LA GUERRE + Heavy artillery: Trebuchets, bombards and heavy cannon. catapults, Organ gun Light cavalry (LH) These are unprotected cavalry, usually equipped with missile weapons and used to harass the enemy. They fight in open order allowing them to move quickly and evade the enemy. Some riders have a light spear to drive away the enemy's light cavalry and they benefit from the impact ability. This category also includes light units mounted on camels (light camelry). Some armies like the Numidians, the Huns and the steppe tribes have numerous light cavalry. Cavalry (Cv) Cavalry may be protected or unprotected and fight with hand weapons, spears and possibly missile weapons. If cavalry have javelins, they use them for close combat and not for shooting. Cavalry is very manoeuvrable and has an advantage against medium foot in open terrain. However, cavalry fears close combat against heavy infantry or knights. Medium cavalry: These are unarmoured or lightly armoured cavalry. They are equipped with hand weapons, light spears and possibly bows, ‘crossbows or firearms, They are quite similar to light cavalry, but fight in a more compact formation ‘Those equipped with a long lance have the impact ability. Huns, Mongols, Arab lancers and mounted sergeants of the Middle Ages are typical examples of medium cavalry Heavy cavalry: These are better protected than the medium cavalry with some riding barded horses. Heavy Cavalry such as Alexander's Companions rely on the power of their charge, using lances or L'ART DE LA GUERRE Jong spears that give them the impact ability. Others, such as Arab Ghulams, rely on missile weapons. Some use both lance and bow, such as Byzantine cavalry. Light chariots: These are the chariots of the ancient period drawn by two horses, like those used by the Egyptians or the Hittites, They generally serve as a shooting platform for an archer or for transporting warriors Medium camelry: These ate troops mounted on camels and can be armed with spears or bows, such as the Tuaregs or Bedouins. They have the advantage of panicking horses and ignore the effect of some terrain, such as sand dunes and serub. Knights (Kn) ‘The first knights appeared during the 11th century We arbitrarily set the date of 1050 as a milestone. Before that date, troops are classified as heavy cavalry, after that date, they become knights. The knights of the Middle Ages are heavily armoured and move more slowly than other cavalry. They have tremendous shock power but are not equipped with missile weapons. Some knights, unaccustomed to the use of the lance when mounted, do not have the impact ability Medium knights: These are knights of the 11th 12th and 13th centuries, equipped with chain mail or partial plate, on mounts either with or without cloth barding. They have the armour ability Heavy knights: These are knights of the Mth and 15th centuries with full plate armour mounted on horses with or without cloth or metal barding. They have the heavy armour ability. Cataphracts: Cataphracts are warriors from the ancient period with full metal armour on heavily armoured horses. They have the heavy armour ability ‘They charge at a trot in a compact formation. They are super heavy cavalry, able to push through the ranks of foot troops, but they count as unmanoeworable, Cataphracts have the impact ability against infantry, but not against mounted units because of the slower pace of their charge is less powerful. This type includes the cataphracts of the Byzantines or Sassanidss and also includes the camel-mounted cataphracts of the Parthians and Arameans. Heavy chariots: These are the chariots of the ancient period, each drawn by four horses and with several crew members, at least one of whom is equipped with a long weapon, as found amongst the Assyrians and Babylonians. They move more slowly than light chariots, but may have the impact ability and have the advantage in combat against cavalry They have the armour ability Scythed chariots (SCh) This troop type represents “suicide” scythed chariots used by the Persians and the Seleucids. The driver rushes his chariot into the enemy ranks to sow confusion. Scythed chariots classed as unmanoeworable and impetuous, but they do not have the impact ability. They have only one cohesion point. In the first phase of a melee, the opponent of a seythed chariot has a combat factor of zero and cannot receive any support from friendly units. LI, H, LMI, WWg and elephants retain their basic factor and their abilities against scythed chariots, Also included in this category are stampeding animals and the flaming chariots used by some armies to disrupt the enemy, having an effect comparable to that of a scythed chariot, Elephants (El) Elephants are used as shock troops to break the enemy ranks They are formidable against other mounted troops in that their mere presence can cause panic, but they are vulnerable to light infantry and javelinmen. African elephants, like those used by the Carthaginians, are small and are considered to be mediocre. Elephants protected by armour or accompanied by an escort of light infantry, such as those used by the Seleucids, are elite. SPECIAL ABILITIES Special abilities allow the differences between troop types to be represented in more detail. They can include such things as the possession of a throwing weapon, the ferocity of the charge, the nature of the main weapon used or other advantages that might only come into play when facing specific enemies. Assigning specific abilities to historical troops or units inevitably involves a degree of subjectivity However the intention has been to assign abilities in such a way as to best reflect historical effectiveness and encourage the use of troops on the tabletop as they were actually used! on the battlefield, For instance, many cavalry units were equipped with lance and bow, but those who are recorded as generally charging the enemy have the impact ability, ‘whilst others who relied on archery do not. To keep a balanced game, only the main ability of the unit is used Missile weapons Having missile weapons allows a unit to shoot with bows, longbows, crossbows, javelins, slings, atlatls or firearms. Javelins can also be used in melee by light troops and javelinmen. Armour and heavy armour Some troops are better protected by metal armour and / or a large shield. The armour ability gives a +1 bonus to the unit's protection value against shooting while the heavy armour ability gives a +2 bonus. This bonus is added to the base value of protection (0 for ‘mounted, 1 for foot). This means that foot units with the armour ability have a protection of 2 and those with heavy armour a protection of 3. The protection bonus for knights on foot and mounted units is already included in the unit characteristics table. If unit with heavier armour than its opponent loses ‘a melee, add one point to its die roll before determining the outcome of the combat. The armour advantage thus goes to the unit with the best ability: Without armour > Armour > Heavy armour 16 \ GUERRE During melee, armour and heavy armour abilities do not apply in the following cases: * During the first phase of a melee if the enemy has furious charge, ‘+ Fighting elephants frontally Two-handed weapon (2HW) ‘These troops are equipped with two-handed swords: ‘or axes, polearms or anti-cavalry heavy maces. They have the ability to inflict greater damage, especially against units armed with spears or pikes If a unit with the 2HW ability wins a melee when fighting to its front, it adds +1 to the die roll before determining the combat outcome. Moreover, in the case of tie in melee against spearmen or pikemen, a unit with the 2HW ability adds +1 to the die roll and so wins the melee, The tie bonus is added after applying the quality modifier (elite or mediocre) but before applying the effect of the armour ability of the unit (if appropriate) with the 2HW ability In game terms the additional protection of armour and the extra force of two handed weapons offset each other. Camelry Units mounted on camels (light camelry, medium camelry and cataphract camelry), panic mounted units using horses (n.b. elephants are not affected) All. mounted units using horses (friends and L/ART DE LA GUERRE enemies) in contact (even only by a corner) with a unit mounted on camels suffer a -1 penalty in melee. However they can still provide support to a friendly unit in melee. Mounted units that are panicked retain their impact ability against camels, The penalty is not cumulative if a unit using horses is in contact with more than one unit of camels and/or elephants, Elephant Elephants panic all other mounted units. All mounted units (friends and enemies) except elephants in contact (even only by a corner) with a unit of elephants suffer a -1 penalty in melee. However, they can still provide support to a friendly unit in melee. The penalty is not cumulative if a unit using horses is in contact with more than one unit of camels and/or elephants. All units (including other elephants) lose their impact ability if in melee against elephants. ERENT Ner IOS Rai? Ne Pere re ee fee es Impact The impact ability corresponds to the use of a heavy throwing weapon just before contact (such as the Roman pilum) or to a very powerful charge. The unit has a +1 bonus in the first phase of a melee. This bonus is only applicable if the unit charges or receives the charge on its front edge and only for the first game-turn of combat. It does not apply for the rest of the melee. The impact ability of mounted troops (but not that of foot) is cancelled if they are fighting in rough or difficult terrain. The impact ability can be valid only against foot units or only against’ mounted units. If nothing is specified, the impact ability applies against everyone. Inall cases, the following rules apply + The impact ability of foot troops does not apply against mounted troops if the foot unit charges the mounted unit, + The impact ability of foot troops does not apply against mounted troops with impact ability when. the mounted unit charges the foot unit, + Heavy spearmen and pikemen that cancel the imppact ability of mounted troops keep their own impact ability if they receive a mounted charge. + The impact ably never applies against lephants Impetuous Some units are undisciplined and likely to charge without an order at any enemy within range. The undisciplined nature of such troops also has an adverse effect on their manoeuvrability. These units rely on the shock power of their charge to disrupt the enemy and so they have a similar ability to impact (except scythed chariots). However the impact of impetuous foot is cancelled when charging non- impetuous medium and heavy swordsmen that are contacted on their front edge, as they are better able to withstand this type of charge. The impact ability remains valid if these target troops are contacted on their flank oF rear. The fiurious charge effect (see p 58) applies against all foot units. Javelin The javelin may be used by light troops and javelinmen as a missile weapon or a melee weapon. For other types of troops the effect of javelin is already included in the combat factor. Units with the javelin ability gain a +1 bonus in the first phase of melee. This bonus is only applicable if the unit charges or receives a charge on its front edge and only for the first phase of melee. This does not apply for the rest of the melee. The javelin bonus is cancelled if the opponent is contacted on its front edge and has either the impact ability or is impetuous. The javelin bonus applies against scythed chariots and elephants as they lose their impact ability against the front edge of light troops (Ll and LH) and javelinmen. Pavise Units equipped with a large shield or pavise receive a +1 bonus to their protection against missiles, except when shot at by artillery. This protection cannot be added to that provided by additional cover (in woods for example). Stakes Some foot units, like English longbowmen, can be equipped with stakes capable of being placed in front of the unit, Stakes are represented by bases of one UD wide and 1 to 2 cm deep. The following rules apply to stakes: + Placing or removing stakes requires an order and replace one complete movement. If the unit moves or is forced to turn as a result of an attack on its flank or rear without having previously removed its stakes, they are lost. + When a unit places its stakes the unit is moved back the depth of the base of the stakes and the stakes are placed in front of it. The front of the stakes now becomes the front of the unit. * Stakes can be placed even if the unit is in an enemy ZoC. + Stakes have no effect on enemy foot troops. + Stakes cancel the impact ability and furious charge of all mounted troops (including elephants). + Mounted troops (other than elephants) charging enemy foot behind stakes suffer a -2 penalty. + Stakes do not provide any protection against shooting 18 Expendables Expendable units do not count towards the cohesion of the army. Their loss does not therefore have any consequence. This applies to scythed chariots and some levy units that represent hostages or prisoners of war forced to fight. Expendable units cannot be rallied. Missile support ‘Some units include bowmen or crossbowmen in their rear ranks to improve their defence. When charged, these troops shoot at short range in an attempt to break the enemy’s morale and momentum, If a unit with missile support is charged on its front edge by an enemy unit and loses the melee, add +1 to its die roll before determining the outcome of the combat. This only applies when losing, in the first phase of a melee, This bonus is cumulative with that of armour oF heavy armour. The missile support ability applies against any opponent except those with the heavy armour ability like cataphracts, heavy knights or knights on foot. The missile support bonus is given to foot units partially equipped with bows or crossbows, ie. + Foot with the missile support ability + Medium swordsmen with bow = Mixed units Note: Bowmen and Crossbowmen do not have the missile support ability but have a special bonus against mounted troops in the first phase of a melee to represent their last shoot at close range. Archers behind stakes Mixed units Mixed units represent those formations in which some troops are primarily equipped with melee weapons and others with missile weapons (e.g, heavy spearmen and archers). + The unit moves at the rate of the slowest troop type involved and is considered as one level lower in quality in melee. Thus an ordinary mixed unit is treated as mediocre and an elite mixed unit is treated as ordinary + The unit keeps its quality when it shoots or is shot at ‘+ A mixed unit has the cohesion and the protection of the heaviest unit type. Persian Sparabara DISMOUNTED TROOPS Mounted troops can dismount only after the deployment of all units. Medium and heavy knights unit can always dismount if their army list allows deploying these units on foot. Otherwise, mounted units can dismount only in the following cases: + ‘The enemy has deployed fortifications. A fortified camp is not sufficient to dismount. + The enemy has deployed elephants, war wagons or bowmen with stakes (even if stakes are not already placed). Units in ambush or in flank march are not taken into account, ‘Once the troops have dismounted they cannot remount for the rest of the game. ‘The unit maintains the same quality and cohesion as, it had when mounted. 19 Troops dismount as the following types unless otherwise specified in the army lists, + Light cavalry or light camelry: Dismount as light infantry with the same equipment (bow, javelin etc). Light cavalry with impact ability dismounts as light infantry with javelin ability + Medium cavalry, medium camelry and light chariots: Dismount as bowmen or crossbowmen (f the mounted unit has the corresponding weapon); as medium spearmen if the mounted unit has the impact ability, otherwise as medium swordsmen, impetuous if the cavalry is impetuous, Cavalry with firearms dismounts as LMI with firearms, which is equivalent to crossbowmen. + Heavy cavalry: Dismounts like medium cavalry but the dismounted unit has the armour ability. Heavy cavalry with impact/tow dismounts at the choice of the player's as bowmen or as medium spearmen. + Heavy chariots or Medium knights: Dismount as heavy swordsmen or heavy spearmen with the armour ability + Cataphracts: Dismount as heavy spearmen with the hervy armour ability. + Heavy knights: Dismounts as foot knights. Note: nights, heavy chariots and cataphracts that dismount keep their cohesion of 3 points. + They lose their impact ability and are no longer considered impetuous as this ability is only valid when mounted. + Elephants and scythed chariots can never dismount, Roman equites UNIT CHARACTERISTICS TABLES eg Te COO ees Destroyed in open terrain by LMI, MI, HI, Cv, Light infantry ie u 2 kn, Otherwise 0 vs. all Javelinmen LMI 1 3 #1vs. LI, LH, Eland SCh, javelin Bowmen or crossbowmen LMI 0 30 +1 vs. Land LH, +1 in first phase vs. Mounted Medium swordsmen MI 1 3 #1vs.allexcept kn +1 ys. all except Kn ledium spearmen * 3 Medium seams Ma Impact vs. Mounted except El a +2 vs. LMI in open terrain or vs. LH ‘Heavy swordsmen’ HI 1 ei Geen s Same as heavy swordsmen Foot nights a 2 4 tewoy armour and 2HW +42.vs. LMI in open terrain or vs. LH ‘Heavy spearmen* HI al 4 otherwise +1 vs. all Impact vs. Mounted except El Pi . 42 vs.all oe ay : 4 impact vs. Mounted except El Levies HI 1 3 #1vs. LI, LMland LH é ; A +1 vs. Ll and Mounted except El War wagons @ wwWg, 2 4 seer ay me; i 2 *ifshooting against El or WW, +1 for the enemy except if Ll or LH. * Cancels impact of Mounted except elephant if receiving the charge on its front. Furious charge is still applicable. * Cancels impact of impetuous swordsmen if receiving the charge on its front. Furious charge is still applicable. @ Cancels impact, javelin and furious charge except if attacked by elephants. © Panic on Mounted units with horses if camels or horses and camels if elephants. Nore ere Ra Ree Light cavalry ee LH 1 2 #1vs. LTif Llisin open terrain : +1 vs, Mounted, LI, LMI, MI and Levies Medium cavalry CuELME : +13, Hl ifattacking flank or rear oF already has impact Heavy cavalry cy 1 3 Same as medium cavalry plus armour +2vs, LMI and Mounted except I, otherwise eta knights 2 2 3 +1ys, Eland Foot except WWg, armour Heavy knights Kn 2 3 Same as medium knight plus heavy armour +2,vs, LMLand LHothewiee ee tciinty = Kn 2 3 1 vs. alll except WW ee “Impact vs. Foot, hetoy armour +2vs, LMI, LH and Cv, otherwise Peavy chariots ss 4 3 sys. all except WWg, armour ie = A 3 #28 Mounted and +1 vs. Foot Impact unless vs, LL, LH and javelinmen Enemy factor is set to 0 in first phase except LI, Scythed chariots sch 0 1 LH, LMI, WWg or El, which keep their factors. Cancels enemy's support in the 1* phase. Note: The protection value of foot knights, medium knights, heavy knights, heavy chariots, cataphracts and heavy cavalry already takes into account in their armour or heavy armour abilities. 20 RT DE LA GUERRE (COMMAND The general who triumphs is one zoho is beter informed. Sun Tzu COMMANDERS Each army must have a commuander-in-chief (c-in-c) and two sub-commanders. One of the —sub- commanders can be an allied commander from another army list. Sub-commanders can be unreliable. Each The role of a can be commander leads an army corps. commander in battle is crucial summarised as follows: and = Giving orders to units, + Rallying disordered units, + Boosting a unit by fighting alongside it In Art de la guerre, a commander can be represented in two ways: + Based separately and represented by a single figurine on a standard size base or a circular base. The figurine of the commander can also be accompanied by a standard bearer, musician, etc; + Included in @ unit of a type permitted in the army list (indicated by *). A commander included in a unit follows particular rules described below in this chapter and must be distinguishable from ordinary units of the same type. Greek Commander Command value ‘The system of command in I'Art de la Guerre simulates the effectiveness of different armies according to their historical counterparts. For example, a Roman army differs from a barbarian one in its tactical flexibility as well as in its use of weapons and equipment. The command. system simulates this. Each army has a command value between #2 and +6 to represent the overall quality of the leadership and organisation. The armies that historically were well led and well organised have a good command value This is the case for the Romans, the Byzantines and the Mongols for instance. Conversely, barbarian armies have in general a low command value. Players can choose the quality of their commanders by dividing the command value of the army between them. There are three kinds of commanders iat femmes Ordinal Brilliant For instance, an army with a command value of +4 can have two competent commanders (+1) and one brilliant commander (+2). Another possibility is to have one ordinary commander (0) and two brilliant (#2) ones. It is not mandatory to use all the army’s command value - it is possible for example to only have ordinary commanders. Each point of command value must be paid for from. the budget of the army (see p 74). Consequently an army with more effective commanders will tend to have fewer or poorer units. ‘The quality of a commander has a direct impact on the number of command points and thus on the number or complexity of actions available each ‘game-turn. Strategists Strategists are historical personalities that proved their ability on the battlefield. If you play, for example, the army of Julius Caesar, Hannibal or Alexander the Great, your commander-in-chief can be a strategist. In this case he has an advantage in terms of command and initiative. Only some armies can have a strategist (and then only one) if it is allowed in their list. If chosen he must be the commander-in-chief of the army. A strategist is considered a brilliant commander but he adds an extra point to his command value when determining the number of command points. A strategist also adds a +1 to the initiative of the army. A strategist always represents 2 points of the command value of the army. For instance, an army with a command value of +4 can have two brilliant commanders one of which can be a strategist. ARMY INITIATIVE Army initiative basically depends on the value of its overall command and the number of scouts. An army with a good initiative can choose to attack or to defend and will have an advantage during deployment on the battlefield. Army initiative is noted on the army sheet and is calculated as below: + Total value of all commanders divided by two and rounded down. + +1if the commander-in-chiet is a strategist ‘+ +1if the army contains 2 to5 LH + or +2if the army contains at least 6 LH ORDERS Command points ‘The main role of a commander is to give orders to his troops. To do that, commanders have command points (or CP) that can be used each game-turn to give orders to the units under their command, L/ART DE LA GUERRE The command point system allows the simulation of uncertainty during a battle in an easy and abstract way. Troops did not always obey an order because they may not have received it in time or the order was not understood or their leader has decided to do something else. Rather than do a test for each order to verify if it has been obeyed, the number of orders which can be issued is determined randomly each game-tur. In this respect, the player is never certain he can do everything he wants and may need to regroup his units and focus on essential actions. When an army corps is activated, the player rolls 11D6 and adds to the result the command value of the corps’ commander (0, +1, +2 or +3 if strategist). The total is divided by two and rounded up. The result is the number of command points (CP) for the commander to give orders to units under his command. The commander also gets a free order each game-turn which allows him either to rally a unit (see below) or to move. Giving orders Each CP allows one move order to be given to a unit or a group of units. A commander can only give orders to units under his command (i. those which belong to his army corps). A commander can issue up to three move orders per game-turn to the same unit or group of units. CPs can also be used to make icult manoeuvres, to stop impetuous units from charging without orders, and in attempts to rally units. Spontaneous charge When a unit is very close to the enemy, it can decide to charge the enemy without any orders. In this case itis spontaneous charge. When a unit has an enemy situated at least partially directly in front of it at a distance of one UD or less, the unit, or the group that contains the unit, can charge this enemy without being given any orders. In this case the commander does not need to use any cr. A spontaneous charge is still possible even if the unit has to interpenetrate friends (for example a LI unit) that are between it and the target. Impetuous units may also charge without an order if the enemy is within charge range. However if the unit is not eligible to make a spontaneous charge, the charge will be uncontrolled (see p 40). Command range A commander sends his orders by signals or messengers. Units must be in command range to be able to receive orders from their commander without, penalty, * Ordinary commander 4uD + Competent commander 6UuD * Brilliant commander 8UD + Strategist suD If a unit or group is out of command range, the commander must expend an extra CP to give an order to the unit additional difficulty of communicating with distant units. This simulates the Command range is measured by a straight line between the nearest points on the commander's base and that of the unit or group. Command range is not affected by enemy units or terrain (except impassable terrain). Command range is evaluated at the moment the order is given. Light troops (LH and Ll) are able to operate at longer range. The command range is doubled when the commander gives an order to a unit of light troops or a group entirely composed of light troops. For example, light troops up to 16 UD away from a brilliant commander are still within his command range. Commanders engaged in melee When a commander is engaged in melee, it is more difficult for him to give orders, He has to expend one extra CP for each order except if he tries to rally a unit to which he is attached. This modifier is cumulative with the modifier for a unit being out of command range. So it takes 3 CP for a commander engaged in melee to give an order toa unit or a group out of command range Lost commander When a commander is lost, the following rules apply + All units of his army corps are considered to be out of command range for the rest of the game + The player still rolls a die to determine CP each game-turn (without adding the command value of the lost commander) to represent the actions of his subordinates + Every order cos at least 2 CP except units can always conform or make spontaneous charges. Commander without Units A commander not included in a unit who is alone at the end of a combat phase because all units of his, corps have been eliminated must flee. He is removed from the table but does not count towards the losses of the army. If the commander was attached to the last unit of his own corps, he must survive and be at 5 UD ot less of another friendly unit otherwise he is captured and counts towards the losses of the army: MMAND RANGE ea 2 SSee 5556 pres rs font Sees eeeceer teers aracenen Penna) Seeger fora me and equals 8 UD in this case eee ease nea Stn naa MOVEMENT OF COMMANDERS A commander on his own can move up to 5 UD per ‘game-turn without being restricted by terrain effects, except impassable terrain, Unlike other units a commander can rotate and move in any direy ion (sidewards or backwards for example). A commander does not block movement and can pass through and be passed through by a friendly unit without restriction in any direction, A commander can be displaced, by the minimum necessary, to make room for friendly or enemy units. This does not prevent the commander from moving later in the game-turn. If there is not enough room for the commander's base, itis temporarily replaced by a marker to indicate its position, does not count A commander on an individual bas as a unit and so does not form a group in the same way asa unit, SOS S CP NIT OT Attaching a commander to a unit An individually based commander can be moved individually or be attached to a unit, which can be part of a group. In this case he moves and flees with the unit or the group. During the movement phase, a commander can be attached to an adjacent unit either before or after he has moved. A commander that has moved individually cannot move with a unit or group in the same game-turn, When a commander is attached to a unit he stays attached to it until the end of the game- turn or until the end of the melee if it is engaged in combat, 24 To indicate that a commander is attached to a unit, he is placed behind the unit. A commander can be attached to only one unit at a time. This unit must be clearly identified by the player to avoid confusion. Free command point ‘A commander does not require an order to move and can always move during a player's phase by using his free command point. Every commander receives a free CP every game-turn. This free CP however, can be used only in the following cases: + Tomovea commander individually * To move or stop a unit or group if the commander is included in, or attached to, the unit or one of the units in the group. + To rally a unit that the commander is included in, or attached to. COMMANDER IN MELEE ‘An individually based commander cannot be attacked by enemy units in melee or by shooting. If an unattached commander is contacted by an enemy unit during the movement phase, he must flee up to his maximum distance (5 UD) towards the nearest friendly unit. If he cannot reach a friendly unit (even of another army corps), the considered captured and counts as lost. It is therefore dangerous to move a commander further than 5 UD from his troops as he can be captured by the enemy. commander is, A commander attached to a unit is not affected by shooting against this unit. He can engage in a melee but only if the player chooses to and says so to his opponent, Once engaged in melee the commander remains so until the unit is eliminated or flees, which can take several game-turns, During the melee, the engaged commander must spend one more CP for each order given, except to try to rally the unit in Which he is included or to which he is attached. A commander attached to a unit in melee but not engaged is not at risk of being lost. If the unit to which he is attached is destroyed, he must flee as described above. A commander engaged in melee gives a +1 bonus to his attached unit for combat (but not for shooting) but takes the risk of being lost. If the unit to which he is attached loses cohesion in melee, the opposing player rolls 1D6 and on a 1, the engaged commander is lost. The attached unit then loses another cohesion point for the loss of the commander. An engaged ‘commander is only tested once per game-turn even if, RT DE LA GUERRE the unit he is included in, or attached to, loses more than one cohesion point. If the unit to which he is attached is routed, the commander is lost on a result of 1, 2 or 3. If the commander survives, he must flee up to his maximum distance (5 UD) towards the nearest friendly unit. If he cannot reach a friendly unit (even of another corps) or if he is forced to move off the table, the commander is removed and counts as los. ‘The presence of a commander does not affect the protection or the shooting capability of a unit. COMMANDER INCLUDED IN AUNIT It is possible to include a commander directly in a unit instead of having it based individually. This can represent a commander who prefers being engaged in combat alongside his troops rather than staying behind to direct the battle. Barbarian chiefs and Kings during the Middle Ages are good examples, as well as Alexander the Great, who fought in the front rank at the risk of being wounded or killed Whether or not to include a commander in a unit is left to the judgment of each player. The main advantage is to reduce the cost of the commander and to save points when budgeting for the rest of the army. It is only possible to include a commander in the troop types indicated by an asterisk (*) in each army list. The unit including the commander must bbe easily recognisable by using an appropriate figure, a standard bearer or a flag If a commander included in a unit is lost, the unit loses an additional cohesion point and becomes a normal unit. It is recommended to replace the unit with another one without a commander for clarity although it is not compulsory. If a commander is included in a unit, the following rules apply: + Command points are determined as usual and the commander stil has his free command point. +The commander moves with his unit and can never be detached. + The commander can form a group with other units following the rules for groups which depend on the type of unit in which he is included. For example a commander included in a unit of Knights cannot form a group with Foot units except Light Infantry. 25 + The commander moves as the troop type of the unit in which he is included. For example a commander included in a pikemen unit moves only 2UD. + Ifthe unit in which the commander is included is engaged in melee, the commander is also ‘engaged and runs the risk of being lost = When engaged in melee, the commander must spend one extra CP for each order given except to try to rally the unit in which he is included, + If the unit loses cohesion in melee, commander is lost on a roll of 1 = Commanders cannot be lost as a result of shooting unless the unit is routed by losing its last cohesion point + If the unit which includes the commander is routed (in melee or by shooting), the commander is lost the ALLIED AND UNRELIABLE COMMANDERS ‘Sub-commanders can be considered as unreliable to represent a rival commander or one who is likely to betray his commander-in-chief. In this case, it is necessary to verify at the beginning of each battle if the army corps led by this sub-commander is hesitant or not (see p 73). Only one of the sub-commanders can be an allied commander and he is automatically classed as unreliable. An allied commander leads troops from another army list. An allied army corps must include at least half of the minimum number of units of each troop type from the corresponding army list (see p78) An allied commander can be ordinary, competent or brilliant but cannot be a strategist. The command value of an allied commander is calculated in the maximum command value of the army. Roman commander LIART DE SEQUENCE OF PLAY A GUERRE He will win who, prepared himself waits to take the enemy unprepared. Sun Tzu In a game of I'Art de la guerre time is divided into ‘game-turns, each of which consists of two phases; ‘one per player. The first player plays his entire phase of the game-turn and then the second player's phase follows. The player who is moving his units is called the phasing player. At the beginning of the game, each player rolls a die and adds his army initiative. The player with the highest result decides if he wants to be the attacker or the defender. The order of player phases in each game-turn then remains the same for the entire game. A player phase is composed of the following: MOVEMENT The player activates each of his army corps in succession until they have all been activated. He can do this in any order he chooses except that if he has any hidden corps (ie. in ambush or making a flank march), they must be activated before the others, For each corps the player nominates which one he is activating and rolls 1D6. To this he adds the value of the commander (0, +1, +2 or +3 for a strategist), divides the total by two and rounds up the result to give the number of command points (CP) available for this army corps for the game-turn. He then performs, in the order of his choice, all the movement and rally attempts for units in that corps up to the CP available. Uncontrolled moves of impetuous units are performed after all other movements. The player does this corps by corps ‘until all of his army corps have been activated. NB. each corps can only be activated once per game- turn and the activation of one corps must be completed before moving on to the next one. 26 SHOOTING During the shooting phase both players’ units can shoot. The phasing player shoots with his units first, followed by his opponent, but all results are applied simultaneously War wagons and artillery cannot shoot if they have moved or wheeled during the movement phase. Other units cannot shoot if they have made a second or third movement, are engaged in melee or are providing support to a friendly unit in melee. MELEE All units engaged in melee perform their combats during this phase. The order in which individual combats are resolved is decided by the phasing player. All results are applied simultaneously. ROUT AND PURSUIT Routs and pursuits are carried out after the resolution of all combats for all army corps. Units that have lost all their cohesion points are routed and removed from play. When doing this a check is made to see if routed units cause a loss of cohesion to nearby friendly units. Then, victorious units of the phasing player can (or must if they are impetuous) conduct a pursuit move of one UD (or less if they are not impetuous). VICTORY At the end of each player phase a check is made to see if one of the armies (or both) is demoralised. If so, this is the end of the game. If this is not the case a new player phase is started. ‘The game continues until the end of the phase in which one of the armies is demoralised or until the end of the current game-turn if the time allotted for the game is reached. MOVEMENT The clever general imposes his will on the enemy, but does not allow the enemy's will to be imposed on him. Sun GENERAL RULES The movement of units is carried out corps by corps by the phasing player. The rules below apply to all movement: + Movement distance is expressed as multiples of the unit of distance (UD). + A movement can be performed by a unit or a group of units. + A group of units moves at the speed of the slowest unit. However, during a wheel, each unit of the group can move up to the maximum of its distance as long as all units remain in the group until the end of the wheel. + For mixed units, the movement distance is that of the slowest troop type + To move together, a group of units must start and finish their movement as a group (see p 10) + To move a unit or group of units, its commander must give it an order by spending one or more cr. One additional CP must be spent if the commander is engaged in melee, if the unit is out of command range or if it is a difficult manoeuvre. The modifiers are cumulative. + There is no need to spend any CP if a unit charges an enemy at one UD oF less straight in front of its front edge. It is then classified as a spontaneous charge that does not require the intervention of the commander or the use of CP. Stee ar te A unit or group can perform up to two movements per phase, or three if it is accompanied by its commander throughout the whole phase. MOVEMENT DISTANCES ‘A unit moves up to the maximum movement distance according to its type and terrain crossed during the move (see table below) If the unit moves, even partially, through different types of terrain, the unit can only move at the lowest distance allowed. For example, a unit, which at the beginning of its movement is in a wood and moves to open terrain, can only move up to the distance allowed in the wood A unit or group of units moving its full movement distance in column along a road can advance up to its movement distance in open terrain regardless of the type of terrain crossed by the road. The unit can also add one UD to its movement allowance if the player chooses. ener ste) Cr i pra Light infantry 3 3 3 Heavy infantry 2 2 1 Medium cavalry, medium camelry or heavy cavalry 4 5 1 Light chariots or scythed chariots 4 2 - Elephants. 3 3 1 HOW TO MEASURE DISTANCE When a unit or group moves, only the distance travelled by the front edge is measured. No point on the front edge can move more than the allowed distance In the case of a wheel (see the diagram below), distance is measured in a straight line as the distance moved by the outside corner of the front edge of the unit, i, the front corner that moves the furthest Movement is measured in several parts if the unit performs more than one wheel. MEASUREMENT OF DISTANCES TYPES OF MOVEMENT A unit or group can perform the following types of movement: Advance During an advance the unit moves straight forward. ‘One or more advances can be combined with wheels and/or one slide, up to the unit's maximum, movement distance. Slide To ease movement, a unit or group is allowed to perform a lateral slide of up to and including one UD. (ie. the width of one base). It can only be performed by advancing at least one UD straight ahead, this, include when charging. Wheels are also allowed during the move, but do not count towards the minimum advance of 1 UD. ‘The unit can perform a slide at any time during its move: It can be made before, after or during its advance or before or after any wheel. The slide simplifies movements by avoiding the need for complicated wheels. For example it allows a unit to avoid a friendly unit or a terrain blocking its way forward or to align with a friendly unit. ‘The slide is free: ie. the extra distance travelled is not counted in the movement distance. "If the slide is made during a charge, the extra distance must not allow an enemy unit out of range at the beginning of the movement to be reached + Aunit can only perform a single slide per game- tum even if it performs 2 or 3 moves. A slide ‘may occur in the 1st, 2nd or 3rd movement. * Aslide is prohibited during any manoeuvre with @ quarter-tun, a half-tum or an extension or contraction. This applies even to LI and LH. + Auunit cannot slide when it is in an enemy zone of control except to conform to an enemy that it can engage in melee (see p 52). ewer e rey Ser aati eS esteem Cane oe ee Cen) Wheel During a wheel, one of the outermost front corners remains stationary while the unit or group pivots, forward around it. The wheel is measured by the straight line distance moved by the front corner that, moves furthest, A wheel is limited to 90°, which for simplicity equals 1.5 UD for a single unit. + Units in a group maintain their relative positions and alignment when wheeling, pivoting as a single block. Units in a wheeling group must not exceed their maximum movement distance. It is possible that the outermost front corner of a ‘group is not in its front rank * During an advance, one or more wheels can be made provided they do not total more than % + A wheel can be performed before or after a quarter-turn or a half-turn * A wheel cannot be performed during an extension or contraction manoeuvre + Units can temporarily overlap adjacent friendly units during a wheel provided they do not end their move overlapping them (see below) + Anillery (fixed or mobile), can change its facing by wheeling on its central point up to a maximum of 90°, Only mobile artillery can perform a wheel on one of its front comers. Creamy Trae ata SNe ee eect enn eset Half-turn or quarter-turn Half-turn: To perform a half-turn (or about face), the unit, or each unit of a group, turns in place by rotating 180° on its centre: its former rear edge becoming its new front edge. In the case of mixed units, the base positions are exchanged so that those at the front of, the units remain at the front after the half-turn. In the case of a group of units with different base depths, they remain a group after the half-turn by aligning, with the unit with the least deep base. Half-turn A half-turn on the spot: simply re-orientate the units| oe Quarter-turn: A unit that performs a quarter-turn rotates 90° so. that its front edge ends up occupying the position of the side edge before the manoeuvre. A group of units in line then becomes a column, and vice-versa. it HH A. 3 Cy line performs a quarter-turn to the right Front Cavalry A is rotated so that its left front corne accupies the place of its former right front comer - notice that the unit does not advance or retrea Tee Ree eee OD eee eam cee eae BRR rea et saree ec Ratti eee ised reso eet When changing from line to column, the other units are rotated individually and aligned behind the end unit, closing up or making room as required. When changing from column to line, the other units are rotated individually and aligned alongside the front unit, closing up or making room as required. ‘The change from a column to a line may be prevented due to lack of space in which to move the units, In this case, the units that cannot find a place in the first line are placed in the second line, A column of 3 cavalry units try to make a quarter-| cee ee ee et Cee een Cone eee cen ay fae een unit) iy os then pI Serine Particular cases: * It is possible to perform a simple advan (without a slide but with a wheel) before or after (or both) a quarter-turn or a half-turn if the unit has enough available movement. ‘= Performing a quarter-turn or a half-turn uses one UD of the unit's movement or 2 UD if the unit is unnanoeworable or is pikemen or cataphracts. "Neither war wagons nor mobile artillery can perform a quarter-turn or a half-turn as a group. Each manoeuvre must be perform individually * Only light troops can perform two quarter-turns or half-turns in the same movement * If the group contain units with different base depths, the entire group is aligned on the front of the units with the least deep base. and advance 2 UD in the same movement. It cannot make 4 half-turn, advance one UD and then perform another hulfturn. Tt would have to perform two separate maverients and therefore pay twice the CP. Exariple: A medium infantry unit cam make a half-turn 30 Extension ‘An extension can only be performed by a group of units which are deployed several ranks deep, in one or more columns. Its purpose is to extend the width of the front of the group by deploying units to the sides of units already in the front rank In this type of movement, the whole group is considered to be moving even if some of the units do not actually move. The distance of each unit's movement is not measured but the extension is performed simply by moving a number of units to the group's front according to their movement allowance. If the group is composed of units of different types, the extension is limited to that of the movement allowance of the slowest type of unit that moves. ees 1UD Een Impossible Lunit units 3 units 2UD (HI) 3 UD (LML MI, Kn, El, LI) 4UD and more (Cy, LH, SCh If the manoeuvre is performed in terrain that slows down the unit, the number of units the group can extend by changes. Thus a group of LH in a wood (movement 2 UD) can extend its front rank by one unit instead of the usual three. Eee onas cum ada/ada as ate ster ights. The two| Panera Peace ana ee ac Poet oa back rank may conduct a slide on the left 01 land be aligned behind the first line units, Seen enc Units can be added to the front rank of a group from. its rear ranks, on its right or its left, or both. Units located on the ends of the second rank are deployed first. The units that cannot be extended to the front line are simply advanced and placed behind the units of the first line, sliding sideways by a maximum of one UD if desired, It is possible to make an extension even if the front unit is in melee, The unit must have sufficient place to perform the extension. If the path of the units making the extension is blocked by friendly units, the normal interpenetration rules apply Restrictions: * War wagons, artillery and units whose movement is reduced to one UD cannot make an extension. + An extension cannot be combined with an advance, a wheel, a slide, a quarter-turn, a half- tum or a contraction, + Avunit moving to the front rank can only move to the end of the front rank it is closest to at the start of the extension (player's choice if equal) = A.unit moving to the front rank can only move sideways by up to its movement allowance {including terrain effects) minus one UD. Contraction This is the reverse movement of the extension, Le. a contraction is a reduction in the width of the front of a group by advancing some front units straight forward and by moving the units located on the right and/or left behind the units which have advanced. The advance can include a wheel of the front units but cannot include a slide. Advancing units must move in a way that allows other units to be placed behind, ie. a minimum of one unit's depth and a maximum of their whole movement allowance. The movement distances of the other units are not measured, but the contraction of the front is simply completed by the allowed number of units according to their movement allowance while still forming a group. If the group is composed of units of different types, the contraction is limited to that of the movement allowance of the slowest type of unit that moves, om, femme LUD Impossible 2UD (HI) Lunit 3 UD (LML MI, Kn, El, LI) 2 units 4.UD and more (Cv, LH, SCh) 3 units 31 If the manoeuvre is performed in terrain which slows down the unit, the number of units that the group can contract by changes. Thus a group of LH in a wood (movement 2 UD) can contract its front rank by only one unit instead of the usual three. CONTRACTION EXAMPLES. eee A line of cavalry contracting on both wing: Restrictions: = War wagons, artillery and units whose movement is reduced to one UD cannot make a contraction. + A contraction cannot be combined with a slide, a quarter-turn, a half-turn or an extension, Iberian warriors SECOND AND THIRD MOVEMENT A unit or group of units can perform a second or even a third consecutive movement in the same phase under the following conditions: + During the entire movement phase the unit or group must remain at least 4 UD (ie. at exactly 4 UD or more) away from all enemy units (including the enemy camp). A commander Which is not included in a unit does not prevent such movement. + Unmanceuvrable troops (except impetuous cavalry) cannot perform a third movement. + All other troops (including impetuous cavalry) can perform a third consecutive movement. This is treated as a difficult manoeuvre, except for light troops and non-impetuous cavalry = In order to perform a third consecutive movement, a commander must accompany the unit or group during all three movements. This also applies to light troops and cavalry. MANOEUVRABILITY Unmanoeuvrable units Not all perform equally well when manoeuvring. Some will have difficulty performing manoeuvres more complex than a simple advance ‘These units are referred to as unmanoewvrable. This applies to the following units: units: + Impetuous units + Elephants = Levies + War wagons + Artillery "= Scythed Chariots Difficult manoeuvres Manoeuvres can be easy or difficult. A difficult manoeuvre requires the commander to spend one additional CP. The following are difficult manoeuvres: + A third movement in the same phase except if the movement is performed by light troops or non impetuous cavalry. + A retreat when the unit is in an enemy's zone of control (see next page) except if it is performed by light troops or troops that can evade. 32 L'ART DE LA GUERRE For unmanoeuvrable units only, the following are also considered difficult manoeuvres + Anadvance of less than the unit's full movement distance (excluding any road bonus) unless the unit ends in contact with the enemy. An advance of full movement distance, with a wheel and/or a slide is still an easy manoeuvre + Any manoeuvre that includes a quarter-turn, a hali-turn, an extension or a contraction, whether the unit ends in contact with the enemy or not. If a group contains one or more unmanoeuvrable unit, the penalty in CP for performing a difficult manoeuvre applies to the whole group. It may happen that a unit does not have enough movement allowance to perform a difficult manoeuvre: for example an impetuous HI wanting, to make a half-turn in a wood. In this case, the movement is permitted but causes the unit to become disordered. The unit loses a cohesion point unless the unit only has a single cohesion point left, in which case it retains its single cohesion point. Persian scythed chariot Particular Cases Pikemen or cataphracts: Due to their very compact formations, when pikemen or cataphracts {including cataphract camelry) make a move that includes a quarter-turn or half-turn, it is considered a difficult manoeuvre for them Impetuous cavalry: Although unmanoeuvrable, impetuous cavalry can perform a third movement, which is treated as a difficult manoeuvre. War wagons or mobile artillery: These units cannot perform contractions or extensions. Quarter- turns and half-turns are carried out individually. LIART DE LA GUERR Artillery: Heavy artillery cannot be moved but can change its orientation by wheeling on the centre point of the unit, The wheel must be done individually, is limited to a maximum of 90° and counts as a difficult manoeuvre. Light and medium artillery can wheel in the same manner without counting it asa difficult manoeuvre Scythed chariots: Scythed chariots can only perform advances including wheels and slides. All other manoeuvres are not allowed. Impetuous: When an impetuous unit or group is within charge distance of an enemy, any manoeuvre other than a charge or a movement to support a friend in melee costs 3 CP (see p 40). It also costs 3 CP to prevent the unit or group charging the enemy even if the player does not intend to move the unit or group. LIGHT TROOPS Light troops are light infantry and light cavalry units. Due to their relatively loose formation, these troops manoeuvre more easily than other units: + They can make a half-turn or a quarter-turn for free at the beginning or end of an advance move. This half-turn or quarter-turn is not counted in the movement distance. + They can make an additional half-turn or a quarter-tum during their move but their movement distance is reduced by one UD. Thanks to the free half-turn, they are the only units that can retreat to. their rear remaining facing the enemy. + They can perform a third movement that is not considered a difficult manoeuvre. To do this the commander must accompany the unit or group during all three movements. + The command range is doubled for light troops. while ZONE OF CONTROL Definition A unit that is located close to the front of an enemy risks being charged at any time and no longer tries to ‘Troops are in an enemy unit's zone of control (Zo) if they are directly in front (see above) of the unit and less than one UD from its front edge. All units with at least part of their base in the ZoC of an enemy unit, are limited in their movements (see below). Units exert a ZoC through friendly units that they can interpenetrate (e.g. H through LI) To accurately measure if a unit is in the ZoC of an enemy or not, itis easiest to place a marker one UD. square adjacent to, and aligned with, the front edge of the enemy's base. If the marker covers at least a part of the unit’s base, then the unit is in the ZoC, If, the marker merely touches the unit's base then the unit is not in the ZoC as itis exactly one UD from the ZONE OF CONTROL ay ge oe) i Cavalry unit A is outside the ZoC of the infant a ee eee a Abbasid infantry Movements allowed in a ZoC When a unit is in or enters one or more enemy ZoC (including in conforming see p 52), the only movements permitted are to: + Stay in place + Advance, make a wheel, a quarter-turn or a half turn in order to align with the most threatening, enemy, move closer to it or charge it. The unit, cannot end its movement being less aligned than at the beginning. The unit cannot exit the most threatening enemy’s ZoC or move away from it. No point on its front edge must move further from the enemy than at the beginning of the move (except in special cases below). It cannot slide except to conform just after contact * Perform an extension or contraction as long as no units of the group leave the enemy's ZoC. + Retreat to leave a ZoC (see below), ‘The most threatening enemy is: + The enemy in front of the unit whose ZoC covers the largest part of the front of the unt + Ifno enemy exerts a ZoC on the front edge of the unit, the nearest enemy whose ZoC covers a portion of the flank or rear edge of the unit. If a unit is in the ZoC of several enemy units, only the ZoC of the most threatening enemy unit is considered. The unit ignores the ZoC of other units when making its move. If several units are equally threatening, the choice is left to the player whose unit is inside those ZoCs. MOVEMENTS IN A ZOC «ee Farad he HI unit can charge unit C by wheeling and then| Ree en eee come eee et (ieeenarsatart es enn one mercer in order to avoid C’s ZoC and advanc eter most threatening, It cannot charge unit B without Petes teeta eens Exiting a ZoC A unit cannot voluntarily leave an enemy ZoC except in the following circumstances: Particular cas ‘A unit or group capable of evading (see p 37) must make a half-turn if the enemy is to its front or a quarter-turn if the enemy is on its flank. If the unit is in more than one ZoC, only take account that of the most threatening enemy. This manoeuvre is counted in the distance moved. The unit or group then advances its remaining movement distance (or until it meets an obstacle) straight forward without changing orientation. Contacting an enemy or shooting are not allowed in this case. Light troops can turn to face the enemy by using, their free half-turn. They can therefore retreat while facing the enemy. They are not allowed to contact the enemy, but they can shoot. Other units that cannot evade must make a retreat move without turning away from the enemy. To do this, they retreat directly to their rear, without changing orientation. They move ‘one UD for foot or 2 UD for mounted troops or until they meet an obstacle. This is considered a difficult manoeuvre (i.e. it costs 2 CP) and the unit is disordered, However, a unit already in disorder does not lose another cohesion point. This retreat cannot be made by a group; it must be performed individually, unit by unit. A unit that performs a retreat move is not allowed to contact the enemy or shoot, It is possible that a unit could leave an enemy ZoC involuntarily. For instance, if another friendly unit, also in front of the enemy, slides in order to align when su th the enemy exerting the ZoC. This can also occur hing from column to line or while conforming. INVOLUNTARY EXIT FROM A ZOC Pan enr Ene trainee See eek Exceptions to ZoC + Light troops in open terrain only exert a ZoC on other light troops. + Light infantry completely in rough or difficult terrain exert a ZoC against all enemy units (including non light troops) that are at least partially in the rough or difficult terrain + The camp, artillery and war wagons do not exert a Z0C. = War wagons ignore an enemy ZoC and can move freely without having to charge + An enemy ZoC is ignored by a unit located completely behind a’ friendly fortification or entirely behind an intervening friendly unit + A ZoC is ignored by units making an evade move (see p 37) + A unit does not exert a ZoC when engaged in melee even if itis attacked only on its flank or A unit does not exert a ZoC when in terrain that, penalises it during combat. = A unit's ZoC is not blocked by friendly units it can interpenetrate in normal circumstances. ZoC on a MI unit in open terrain or rough terrain. On the other hand the Ml-exerts a ZoC on the cavalry as itis not penalised tohen in melee in rough terrain. eae SeNgaxe god unit Cv d nd F The cavalr enema eure rey Pet eee kee junit A. C infante se aye eee es es erent oui a ete sae Niners n the cavalry unit D and vice oN Cnn Crem Siemens nt Break renee nt SPECIAL MOVEMENTS Hold out baits to entice the enemy. Feign disorder, and crush him, Sun Tzu CHARGE Definition A charge is a move in which a unit contacts an enemy, which is not already in melee, with its front eclge (even by single comer) It stops once contact with the enemy is made. The charging unit must then conform (see p 52) A group can charge if at least one of its units is able to contact an enemy. This contact can take place on the enemy's front, back or flank. Measuring the distance to see if you can charge an enemy is allowed. Apart from when charging, contact with the enemy is onlypossible only in the following cases + If the unit is already in contact at the beginning, of its movement (even by a single corner) with that enemy. The unit can conform by aligning to fight in melee. In this case, charge specific abilities (e.g. impact, javelin, furious charge, ete) do not apply = If the unit has just contacted an enemy already engaged in melee in order to give support (see p 50) toa friendly unit. +f the unit has just contacted an enemy following, a pursuit after a melee. + If the unit charges an enemy (including camp) and has to contact another enemy by a single comer or slide along the flank or rear of this new enemy. The charging unit can choose to conform. to this new enemy if its primary target chooses toevade. Charge movement A charge consists of an advance directly forward towards the enemy. At the beginning of a charge, it is also possible to wheel, slide (not both) or make a half-turn or quarter-turn followed by an optionnal wheel. An extension or contraction that brings the front of one or more units in contact with the enemy is also considered a charge. 36 Before charging, the player must indicate to his opponent the exact direction of his charge. This is particularly important when the target can evade. A small ruler indicating the direction of the charge can be used. Once the charge has started, the group advances straight ahead in the specified direction and only stops if it encounters an enemy, an obstacle or the edge of the table. Changing the direction of a charge once it has started is prohibited. Continuing a charge When one or more units of a charging group contact the enemy, the other units of the group who have not contacted an enemy can continue their charge up to their maximum movement, The charge stops at the moment an ennemy is contacted. This could cause the group to become separated but the CP cost does not change. Once the units are in contact with an enemy, they must each conform (see p 52). Continuing a charge is optional except for impetuous units making an uncontrolled charge, in which case itis compulsory L'ART DE LA GUERRE Re $94 | ® ai i He aH WWE YN Te etey i units Cl, C2 and ¢ er eae) ea contacted first but the playe en rest Pr nc ena ith BL and C3 with B2. Melee after a charge Combat immediately following a charge allows the units to use certain capabilities (e.g. inspact, javelin, etc) which only apply in the first phase of a melee. A unit that is charged is always assumed to counter- charge unless it is attacked on its flank or rear. Thus, a unit always benefits from its specific abilities (eg. impact, javelin, etc) if it receives a charge on its front edge. Some units also benefit from a furious charge (see p 58) allowing them to inflict more cohesion losses on their opponent if they win the combat in the first phase of a melee. Illegal charge There are two particular cases in which a charge is not allowed. + Due to the difference in base size or the inability to align correctly, itis possible a part ofthe front edge of a unit already in melee could be contacted. However itis not allowed to charge a unit already in melee on its front edge by contacting it on the same edge. A move to provide support or to charge the flank or rear of such an enemy is still allowed 37 RESUS See ee ya eet at = A charge on the flank or rear of an enem: allowed if the charging unit cannot conform properly as a result of obstacles or the ZoC of an is not enemy (see p 52). EVADE MOVE The evade move allows some troops to avoid contact because they would not want to fight in melee, either because they were too lightly equipped or because they preferred to shoot at the enemy from a distance. A unit can evade as many times as it is charged by different enemies but in practice a unit rarely evades, ‘more than once per game-turn. Troops that can evade Only the following types of troops can evade: + Light troops (light infantry and light cavalry), + Javelinmen, + Cavalry (including camelry and light chariots) provided that they do not have the Impact ability and are not impetuous. lmpactfoow cavalry can still evade, Evading is not allowed in the following cases: * The unit is engaged in including porting a friendly unit, with its front edge in contact with an enemy. + The unit is blocked by an obstacle within one UD melee, in the direction of the evade move (see point 3 of the evade procedure, below). However, the evade move remains possible for units in support that are in contact with the enemy only by a comer or a side edge. Troops that must evade Light infantry units must evade the charge of heavier troops (ie. Cv, Kn, LMI, MI, LMI, HI) if they are in open terrain. If they cannot evade or they are still contacted by the charger after an evade move, they are eliminated immediately. The unit that destroyed the light infantry ends its movement at the point of contact with no conformation. Evade procedure ‘An evade move can be attempted by a unit or by all cr part of a group in which at least one of the units would be contacted by the enemy's charge. The procedure is as follows: 1-Charge direction The target and the exact path of the charging unit or group are indicated (for example by placing a ruler) 2- Evading unit's orientation The evading unit is reoriented as follows. If the unit is charged on its front edge, it makes a half-turn IF it is attacked from flank, it performs a quarter-tum. If it is attacked from the rear, it remains facing in the current direction (see p 51). Any change in the orientation is free and does not decrease the distance of the evade move EVADING UNIT'S ORIENTATION harged b on its flank. It must make a 3- Blocked evade move An evading unit may be blocked by an enemy or an obstacle that prevents its manoeuvre. If this is the case, the evade move is cancelled. The player may decide to not evade if it finds that it is impossible. Evading is blocked in one of the following two cases: + After any change in orientation, the unit has an enemy at least partially located less than one UD 38 directly ahead (ie. in its ZoC). This enemy, regardless of its orientation, blocks the evade move of the unit. A LI unit can only block LI or LH units. A LH unit can block all units. PANT elec PENT Soo) ee ee eee se ea cr] Pe eee ns nace) Jquarter-turn and charges, since the LH will have A eran If C cha ean the ZoC of * After any change in orientation, the unit has an obstacle (a friendly unit that it interpenetrate or impassable terrain) located less than one UD directly ahead (ie. in its ZoC) that cannot be avoided by a sideways slide of one UD or less, This slide to avoid an obstacle is not free cannot and is deducted from the distance of the evade move. If the obstacle in the evading unit's ZoC is rough or difficult terrain, it must enter the terrain and its movement distance is reduced accordingly a Reece OCS Tee: See #9 FARA Pere tetceren Terai Peete econ Ree rn penn: Parenti ene Toeneneenns ein 4 - Evade move direction If the evade move is not blocked, an evading unit can, if the player wishes, wheel to exactly match the direction of the charge. This wheel is not free in that it does decrease the evading distance. It cannot be used to avoid an obstacle as defined in point 3 above. ZUG ea Sane eens 5 - Adjusted movement distance ‘The unit or group that evades rolls 1D6 and adjusts its movement distance accordingly. It then moves the remainder of its move (the full evade distance less any realign move) in a straight line directly forward. Eres ‘Normal movement distance -1 UD. Normal movement distance Normal movement distance +1 UD. If the evading units form a group, a single adjustment roll is made for the entire group or the part of the group which evades. However, if the units of a group that evades do not all have the same movement distance (such as Cv with LH), a separate adjustment roll is made for each sub group with the same movement distance. 6 - Evade move After having verified that no obstacle within one UD can block the evade move, the unit makes its evade move (including the adjustment) in a straight line directly forward. If during the evade move, the unit encounters a new obstacle in its way (other than the edge of the table), it must manoeuvre to avoid it when it arrives within one UD of the obstacle. First, it can slide by a maximum of one UD to avoid the obstacle, reducing its move distance by the distance of the slide. If the obstacle cannot be avoided by a slide, then it can wheel by a maximum of 90°. This wheel must be the minimum necessary to avoid the obstacle and must deviate as little as possible from the direction of the initial line of charge. During an evade move (as in a normal advance), the unit can only make only one slide together with several wheels (up to a maximum of 90° in total). Any wheel or slide reduces the distance of evade move by the relevant amount. During an evade move, a unit cannot perform a quarter-turn or a half-turn other than the turn to initially reorient itself (see point 2). ‘The following rules apply to the evade procedure: + Anevading group may be compelled to perform a contraction to avoid obstacles and risks being caught. + Allenemy ZoC are ignored. * The enemy camp is regarded as an obstacle and. cannot be contacted + Friendly units that can be interpenetrated are not considered as obstacles and therefore can be passed through without cohesion loss. + An enemy LI is not an obstacle in open terrain for heavy units. If an enemy LI would be contacted by an evading unit, it must itself evade. OTN area nme ene oan rae from Jadvances directly to its ne Se Ever ee nm oan ee Cen ene eae on eae era ts ae ees fen 7 - Charge movement A charging unit or group performs its charge straight forward in the direction indicated in point 1. A Do is rolled to adjust its movement distance (see point 5) only if al target units have evaded ‘Once begun, it is not possible to change the direction of a charge or to make a slide or wheels to contact units other than the initial target. A charging unit must move at least one UD for foot or 2 UD for mounted units towards its target if its adjusted move allows. A preliminary half-turn oF quarter-turn does not count towards this minimum. A non-impetuous unit can then stop, but an impetuous unit must continue its charge for the full adjusted distance, unless it meets the edge of the table or terrain that penalises it in combat. Ifa new enemy is in the path of the charge, it can be contacted and can also evade in turn if possible. The procedure is identical except that the charging unit does not perform further movement If contact with this new enemy is not allowed (ie. Llon Hl) then the unit or group concerned must stop at one UD of the new enemy. The others units can continue their charge. If an evading unit is contacted by the charging enemy despite of it’s evade move, it loses a cohesion point (unless the charging unit consists of light troops) and fights as if being attacked from its rear. Leaving the table A unit that leaves the table while evading is lost and will not return to the game. It counts as one point of loss towards the demoralisation of the army Pursuers who reach the edge of the table do not leave it even if their adjusted move would allow it. Hoplite Phalanx = 40 A GUERRE UNCONTROLLED CHARGE Some troops are very eager to fight and tend to attack even if they do not receive orders to do so. This, for example, is the case for most barbarian warriors and many mounted knights of the Middle ‘Ages. Troops that are subject to an uncontrolled charge are: + Impetuous units and, + Scythed chariots When a unit subject to an uncontrolled charge is within its charge distance of an enemy (see exceptions, p 41), the following rules apply: + Any action other than a charge or a movement to bring support to a friend in melee costs 3 CP. Staying in place or rallying also cost 3 CP. This represents the difficulty of restraining troops that want to charge. = Charge moves or moves in order to support (or continue to suppor!) a friend already in melee cost 1 CP, or 2 CP if it isa difficult manoeuvre. + If the unit or group receives no orders, all impetuous units that are within their charge range of an enemy (see exceptions, p 41) must make an uncontrolled charge. + If several enemies provoke an uncontrolled charge, the target is chosen according to the following priorities 1. The nearest valid enemy target among those who are directly in front of its front edge 2. The nearest valid enemy target among those who are not directly in front of its front edge. * Only enemies (including those already in melee) situated in front or to the flank of the unit are considered, Enemy units located behind the unit (ie entirely behind its rear) are ignored and do not provoke an uncontrolled charge. * Units making an uncontrolled charge are moved, in the order chosen by the owning player after all others movements of the corps have been made. + Each unit advances by the shortest route towards its target in order to contact it. If the target is already in melee, the unit making an uncontrolled charge tries to place itself in support, choosing the closest option as priori = If contacting enemy is not possible, the unit do not make an uncontrolled charge. + If friendly units are between the charging unit and its target, they will be interpenetrated (if allowed, see p 43) or burst through (see p 42) = Units making an uncontrolled charge must continue their charge until they are in melee the enemy, are in position to support a friendly unit in melee or have moved their full distance. + Movements of units that make an uncontrolled charge are still restricted by enemy ZoC. ‘The Patrician Romans took the offensive Uncontrolled charges and melee + Units that make an uncontrolled charge lose effectiveness due to their disorganised attack. Thus they fight with a penalty of -1 in the first phase of the combat. + The uncontrolled charge penalty is cumulative Units still benefit irge abilities (see with any disorder penalty from their impact and furious ch p 58) if they are applicable. + Ifthe target of the charge is directly in front, and fone UD or less from the front edge of the charging unit, itis spontaneous charge (see p 22), which does not incur any combat penalty Timing of an uncontrolled charge The check to see if a unit is subject to an uncontrolled charge is made at the beginning of its movement, or at the end of the movement phase if it did not move. After friendly units have charged and enemy units have evaded, an impetuous unit may become subject to an uncontrolled charge even though it was not subject to it at the start of the phase. Conversely, if an enemy unit that provokes an uncontrolled charge is, forced to evade by the charge of another friendly unit, an impetuous unit may no longer be subject to an uncontrolled charge even though it was subject to it at the start of the phase. Uncontrolled charges are made after all others movements of the corps 4 Exceptions to uncontrolled charge An enemy does not provoke an uncontrolled charge in the following cases: * If the impetuous unit is already in melee or providing support to a frienclly unit in melee. + If the impetuous unit is restricted by the ZoC of an enemy unit that cannot be reach by a charge. For instance a impetuous HI with an enemy to its rear. + If the impetuous unit is in ambush. * If the impetuous unit or its enemy is behind a fortification (including stakes if the charging unit is a mounted unit) or a river, or ina village. + Ifthe only target unit is an elephant or a WWg, + If the charge would cause a mounted unit to contact an elephant, even only by a comer (see note). "If the enemy unit is light troops and the impetuous unit would interpenetrate or burst through friendly troops to reach it + If the impetuous unit is foot and the target is the front edge of enemy mounted troops (see note) * If the impetuous unit is a cavalry or camelry unit and the target is the front edge of an enemy heavy infantry unit (HI except levy) that is not disordered (see note). However these enemy units remain valid targets for Kn and SCh units, + If the charge would cause the unit to enter terrain that inflicts a combat penalty on i Units that are burst through lose one cohesion point and can no longer move or rally during the phase This can cause them to rout if they had only one yhesion point left, If necessary, burst through units are moved by the minimum necessary to make room for units making an uncontrolled ch: Units cannot be burst through in the following cases = The unit to be crossed is in melee with the Burst through cada ovules appt we EL = The unit to be crossed is pikemen, = The unit to be crossed is an elephant. 2 unit making an uncontr jue to the arrival of a flank march meets friends in its path, it must pass through them. If the unit is not ‘ormally allowed to interpenetrate these frien Ifa unit is burst through by several units in the same given the troop types or the directions in which the phase, the effects are not cumulative and it only lost units are facing, it must burst through them, one cohesion point EXAMPLE OF AN UNCONTROLLED CHARGE Fy B All cavalry units A to H are impetuous and are left without orders, Re eer mre toe a SE B does not make a charge against the infantry in front as it would result in contacting the elephant. Units A and B Seen ete Pree eon ict IC ignores the elephant as it is not a valid target and must make an uncontrolled charge against the nearest valid target, which is the enemy cavalry X2, by bursting through the spearmen L1. L1 Ears Dhas the cavalry to its front as a valid target. It makes an uncontrolled charge and bursts through the spearmen eee ne ene ee ee ee eg et cs retake E has the cavalry to its front as a valid target. L2, being already in melee, cannot be burst through, so instead it advances in order to place itself in support next, and in support of, the spearmen L2. In doing so it bursts through L1 which must fall back to make place for it, but without losing any cohesion (the loss for being br through is limited to one cohesion point per game-turn), F also has the cavalry to its front as a valid target, but it cannot contact it or move to place itself in suppor instead it moves behind the spearmen L2, so to be as close to its target as possible IG does is not subject to an uncontrolled charge because itis already in position to give support. Hhas the enemy infantry to its front as a valid target. Since it is in the ZoC of enemy cavalry on its flank, it Een eed esate eee nS sees NTERPENETRATION Interpenetration allows some troops to pass through others, Interpenetrations allowed The only allowed interpenetrations are: + Separate commanders (ie. those not included in a unit) can pass through and be passed through byall friendly troops in any direction. + Light infantry can pass through all other friendly troops in any direction. All troops can pass through friendly light infantry in any direction. + Light cavalry can pass through other friendly mounted troops, provided they are oriented in the same or opposite direction. * All mounted troops can pass through friendly light cavalry, provided they are oriented in the same or opposite direction. * Knights on foot and heavy or medium swordsmen that are non impetuous, can pass through friendly bowmen or crossbowmen (but not vice versa) provided they are oriented in the same or opposite direction. Mixed units and javelinmen cannot be interpenetrated + Foot units can pass through friendly artillery in any direction or through war wagons by the latter's long edge (i. across the narrowest part) Special cases: + Interpenetration is not allowed if the friendly unit to be passed through is in melee of is providing support to a friendly unit in melee. + Mounted units cannot interpenetrate mounted that cause them panic. If mounted units are interpenetrated by other mounted that cause panic they are disordered and lose one cohesion point + Interpenetration is allowed during a charge or evade Adjusting positions the unit passing through friends must allow it to at least partially reach the other sie of those friends. I the unit passed through cannot be fully crossed, the positions of the units are adjusted in the following + If the unit passing through is light troops or a separate commander (ie. one not included in a unit), it can advance the minimum distance necessary to fully cross the friendly unit, = In the other cases the unit passing through makes its normal move and it is the unit being crossed that is displaced the minimum necessary to make room for them. This happens unless the unit passed through is artillery or war wagons, in which case the crossing unit must have enough movement to completely clear the base of the artillery or the war wagons, otherwise the interpenetration is not allowed If the movement distance is too short to cross the unit at least partially, or if there is not enough space to adjust the positions of the units, the interpenetration is not allowed. This can result in a group being broken up. INTERPENETRATION DISENGAGE ‘This move allows a unit or a group that is in melee with the enemy to disengage from combat and fall back. It is possible only in the following cases: + Light infantry fighting foot or elephant units + Light infantry fighting mounted units in terrain that penalises the mounted unit in combat + Mounted units, except elephants and scythed chariots, fighting foot or slower mounted units. + Javelinmen fighting against heavy infantry or elephants. + Any unit fighting against war wagons, artillery or fighting an enemy across a fortification. + Any unit providing support by fighting against the flank or the rear of an enemy Disengaging is not allowed if + The front of an enemy is in contact with the unit's flank or rear, + The unit is in the ZoC of another enemy unit to its flank or its rear. = An obstacle (either a friend or enemy that cannot be interpenetrated or impassable terrain) is less than on UD directly behind the unit. The disengage move is considered to be a difficult manoeuvre by unmanocuvrable units and so the ‘commander must then spend 2 CPs to make it A unit or group that disengages moves its full move minus one UD directly backwards while still facing towards the enemy. It must however stop if meets an obstacle or enemy ZoC excluding that of the enemy from which it is disengaging. It is possible to interpenetrate friendly units while disengaging, ‘The enemy with which the disengaging unit was in melee remains in place and neither unit is allowed to shoot, seks and Persians Batlle between RALLYING curing ourselues against defeat PROCEDURE Disordered units can try to regain one cohesion point by rallying during "the phase, A disordered unit can attempt to rally instead of moving. It can still shoot or fight in melee. RALLY TEST Rally tests are made by rolling 1D6, If successful, the unit regains one cohesion point. If the attempt to rally fails, the amount of cohesion points remains the same. Only one rally attempt can be made for each unit per game-turn Rallying attempts are dealt with as follows: + A unit more than 4 UD from all enemies will rally on a result of 3+. The corps commander does not need to spend a CP even if the commander is lost, engaged in a melee and/or the unit is out of command range. + A.unit 4 UD or less from an enemy unit, even if it is supporting a friend in combat by virtue of comner-to-comner or exige contact with the enemy, will rally on a result of 4+. The corps commander must spend 1 CP to make the rally attempt. + A unit engaged in melee with an enemy will rally on a result of 5+. The corps commander must spend 2.CPs to make the rally attempt. * Elephants and expendable units, due do their nature, cannot be rallied. The quality of the unit does not affect the result of the die roll ina rally attempt. PARTICULAR CASES + If the unit is 4 UD or | and is out of command range, the commander must spend one additional CP for the rally attempt. "If the commander is attached to or included in a unit, the unit gains a bonus of +1 on the die roll ss from an enemy unit for the rally attempt. A commander can only give a bonus toa single unit in each game-turn, -s in our own hands, but the opportunity of defeating the enemy is provided by himself + The commander can move and be attached to the unit before the rally in order to give it a bonus. + Acommander can use its free command point to rally the unit it is included in or attached to. + Acommander engaged in melee must spend one additional CP to attempt to rally a unit other than the one itis attached to or included in. + When a group with impetuous troops is held by spending 3 CPs, one rally attempt for one unit in the group is permitted at no extra CP cost. Other units can also attempt to rally for one additional CP for each rally attempt. SO any 45 L'ART DE LA GUERRE SHOOTING The success of an operation lies in its preparation, Sun Tzu OVERVIEW Units equipped with missile weapons can fight at distance without risk, except from shooting. Those units are: Light infantry, Javelinmen, Bowmen or erossbowmen, Medium swordsmen equipped with bows or spear-throwers (atlat), + Mixed units with bows or crossbows, + Light cavalry or light camelry with bows, crossbows, javelins or firearms, + Medium cavalry, medium camelry, heavy cavalry or chariots with bows, crossbows or firearms, ‘+ Light, medium and heavy artillery, + War wagons, Units can shoot during both the player’s phase and. during the opponent's phase. The order of shooting is chosen by the phasing player but all shots are considered simultaneous. Enemy units that were disordered or eliminated by shooting earlier in the phase can shoot back without taking those effects into account. SHOOTING LIMITATIONS + Artillery and war wagons that have moved or ‘wheeled cannot shoot during the player's phase. + Other units can shoot after they have moved as long as they have not made a second or third + A unit that has charged, evaded, disengaged, pursued or retreated out of an enemy ZoC cannot shoot in the same player phase. * A unit engaged in melee or supporting a friend in melee cannot shoot + A unit cannot shoot at an enemy engaged in melee or one supporting another unit in melee (even if only by corner-to-corner contact). * A unit cannot shoot at an enemy unit it cannot see: ie. in ambush, hidden behind a hill or out of Line of sight (see below). 46 SHOOTING RANGES The table below gives shooting ranges for each type of missile weapon. The effective range depends on both the weapon and the type of troops using it. For ‘example, LI or LH shoots at shorter range than foot bowmen. This is because the former tended to rely on individual accuracy whereas the latter relied more on the volume of shooting, ea pon rs Cv with bows, crossbows or firearms LL or LH with javelins, Javelinmen 1 MI with atlatls 2 War wagon, Light artill 4 Heavy artillery 8 A unit can only shoot at a target that is at maximum, range or less. Simply measure the shortest straight- line distance between the unit's shooting edge and the nearest part of the target's base, including optional stands (e.g, pikemen). TARGET SELECTION Target priority If several targets are eligible, the shooter must choose the target using following priorities: + Firstly, the nearest target directly in front of the shooter (even partially). + Otherwise, the nearest target in the shooter's are of fire but not directly in front of the shooter. Special cases: + If multiple targets are at equal distance, the player must choose the target most in front if there is one, otherwise any target. + As light cavalry/camelry shoot with an are of 360°, they always choose the nearest target. + Heavy and medium artillery shooting at more than 4 UD can choose any target in the arc of fire. Arc of fire A unit can shoot at a target at maximum range or less and in its are of fire. The arc of fire of a unit is a rectangle directly in front of its shooting edge (normally its front), which is the unit's shooting, range long and the width of the shooting edge plus 1 UD on either side wide (see below), NSO 888 | 868 | a8 ere Special cases: + Light cavalry and light camelry can shoot 360", which means that their arc of fire extends all around them. The arc of fire, the line of sight and range measurement can be taken from any side of the unit's base, not just the front edge. + Light chariots can also shoot from the rear edge with a -1 penalty + War wagons shoot only from one flank which is cone of the long edges. They cannot shoot from their front. + Heavy and medium artillery shooting at more than 4 UD has its width of arc of fire increased to 2 UD on either side of its base. Line of sight (LoS) To shoot, a unit must be able to see its target and be able to trace straight lines between the two comers of its shooting edge and a single point on one edge of the target’s base. These lines must not cross any obstacle, i.e. terrain that blocks LoS or other units Whether friends or enemies (see diagram). LINE OF SIGHT - Boe: Multiple shooters at the same target A unit can only be shot at once per phase. Therefore the shooting of all units against the same target must be resolved together in one calculation. If several shooters have the same target, the player can choose which unit will be the main shooter Additional units that shoot at the same target give support to the main shooter. Each unit gives a +1 bonus on the die roll. This bonus cannot exceed +3. In the example above, the two bowmen units Aland A2 concentrate their shooting, on the light infantry B. The main shooter will be choosen by the player. SHOOTING RESOLUTION The players controlling the main shooter and the target each roll 1D6, which is modified by the quality of the units. The target adds its protection value (0 to +3) to its result The main shooter adds to its result the relevant modifiers from the following table: Ll or LH shooting, ‘Shooter is disordered For each supporting unit (max +3) Shooting results If the result of the shooter is higher than that of the target, the target loses one cohesion point. The cohesion loss by shooting is limited to just one point per phase. This represents the lesser effectiveness of shooting, compared to the melee. If the result of the shooter is equal to or less than the result of the target, then there is no effect. When two units shoot at each other, shooting, is resolved in two steps: A shoots at B and then B shoots at A. The results are applied simultaneously after the two steps are resolved. Therefore it is possible that both units lose one point of cohesion or that they each rout during the same shooting phase. Protection modifiers Crossbows and firearms: These weapons are capable of piercing heavy armour. However they have a slower rate of fire than bows. They are less effective against targets with little or no protection because their slow rate of fire is not offset by any extra penetrating power. Therefore all units are considered to have a basic protection value of 1 against crossbows and firearms, except war wagons and clephants. War wagons: Their crews can be armed with bows, crossbows, firearms or light artillery as indicated in the army list. The corresponding modifier should be applied, Longbows: This powerful weapon is very effective against most kinds of target. All units except war wagons, artillery and all light troops reduce their basic protection by one. However their protection cannot be lower than zero. 48 Attillery: Armour is useless against artillery. All units (including artillery, war wagons and those equipped with pavises) have a protection value equal to zero if they receive artillery fire. Light troops are the only exception and keep their protection value of 1, which is due to their dispersion rather than their armour. Pavises: Pavises add +1 to the protection of the unit after the crossbows, firearms or longbow's modifier is applied. Pavises offer no protection against artillery. The protection of pavises plus the protection of armour cannot exceed 3 points in total. The protection bonus of pavises cannot be added to those Of terrain cover or fortifications. Terrain cover and fortifications: The cover given by terrain or fortifications is effective only if the line of sight of the shooter goes through the terrain or the fortification. If the two units are separated by more than one UD of terrain that gives cover (in a wood for example) shooting is not possible. Stakes do not give any protection Light troops and shooting support Light troops have a slower rate of shooting than other shooting units, Therefore they are less effective ‘when they shoot in support. Each unit of light troops that shoots in support of another unit, counts only as half a unit. The number of supports is then rounded up to give the final modifier. Thus, one unit of light troops gives a +1 bonus to the main shooter, but there must be atleast three units of light troops units for a bonus of +2 and at least five units for a bonus of +3 Longbowmen unit A must shoot at the Pay Hsh Light cavalr penta fered Pern ne) Peta 2s iti een ea] Snes protection with a result of 3. The shot has no effect. eee aoa ean the most directly in front, this target takes priority Pe eGe ais ea een Sete ct ae eal ok Co ree reesei i 2 ota bonus for support is only +1. The player rolls a 4] a See ner ere een cara Reena ete nT oie SOR ee a Reet 49 SPECIFIC CASES Shooting overhead It is possible to shoot over intervening friendly units in the following cases: = Troops situated on higher ground can shoot over friends if the target is more than one UD away from these friendly units. + Artillery can shoot over friendly light infantry and light cavalry on the same level if the target is more than one UD away from the light infantry or cavalry. = Artillery can shoot over enemy light infantry and light cavalry without any restriction = LHcan shoot in support of another LH with the same armament if it is aligned corner to corner and in contact just behind. The shooting range is measured from the front edge of the front unit, Mixed units Mixed units have the same shooting ability as units of bowmen or crossbowmen. The normal quality of the unit is used for shooting, unlike melee where the aded by one level. This represent quality is down, that mixed unit units, ve less melee fighters than others In mixed units, shooters that are located in the rear rank shoot over the front rank without penalty. The shooting range is measured from the front edge of the unit’s base. Indeed these units are trained to exchange their ranks. The shooters go back to the rear ranks only with the threat of melee. MELEE Invincitility lies in the defence; the possibility of victory in the attack. Sun Tew GENERAL PRINCIPLES ‘The melee phase occurs after all movement and shooting has been made. Units in contact with an enemy will fight in melee. The following section describes the concepts used for resolving the melee. Charge A charge is a movement that allows a unit to initiate a melee with a new enemy by contacting it with its front edge. A unit that stats its movement already in contact with an enemy (eg. only by a corner) cannot charge it, but can move into melee with it by simply conforming. A move into contact with an enemy already in melee, in order to provide support to a friend, is not a charge. Melee A unit is considered in melee in the following cases: + It is in contact with an enemy's front edge (ie. not just by the enemy's front corner). + It isin contact with at least part of its front edge ((e. not just by its front corner) against the flank. or the rear of an enemy. A melee can last one or more phases and ends when all units of the same side are routed or disengage. Main unit A melee is always resolved using the melee factors and modifiers of only one friendly unit and one enemy. When several friendly units are in contact with the same enemy, only the main unit fights, while other units give support to it. The main unit is the one in contact with the enemy’s front edge, or the first unit that contacted the enem if the enemy is only contacted on its flank or rear. Support A unit engaged in melee can receive support from other friendly units that are not engaged in melee with another enemy. Each supporting unit adds a +1 50 bonus to the melee die roll. Support can be provided by a unit in one of the following situations: + ‘The unit is in contact with its front edge (ie. not just by its front corner) against the flank or the rear of the enemy + The unit is aligned and in front corner to front comer contact with a friendly unit that is engaged in melee on its front edge against an enemy unit other than a WWg. + The unit is in contact with a part of its flank edge (ie. not just by a single comer) against all or a part of the flank edge of an enemy unit other than a WWg, which is engaged in a melee on its, front edge. A supporting unit must be oriented cither in the same direction as the enemy or in the opposite direction. Special cases: + A unit in contact with its flank edge against the rear edge of an enemy cannot provide support against that enemy. + A‘unit can be supported by a maximum of three units: one on each flank and one on the rear of the enemy. Each supporting unit adds a +1 bonus to the melee die roll + A unit can provide support to a maximum of two friendly units, one on each flank + Panic caused by camels or elephants does not cancel mounted support. Only units engaged in melee with an enemy are affected by the panic from contact with camels or elephants, even if that contact is only by a single corner. ‘+ War wagons follow special rules (see p 60) Byzantine cavalry Peo rhe Land A3 provide su au Ree nig areca ao ener ns rr on es Rens ee eae ee Cnr iene eee See eT ro ey ete eee eee Re Caceres Se ee ae ere See ee! eat essere) TYPES OF CONTACT A unit can contact an enemy on its fr edge, on its flank or on its rear. Front contact ‘An attacking unit can contact the front edge of an enemy if it begins its movement with its front edge either entirely or partially in front of the straight line extending the enemy's front edge. Flank contact An attacking unit can contact the nearest flank edge of an enemy if it begins its movement with its front edge either entirely or partially directly to the flank of the enemy (ie. in the zone between the straight lines extending the enemy’s front and rear edges) provided no part of the attacking unit's front edge is directly in front of the enemy's front or rear edge Rear contact An attacking unit can contact the rear edge of an enemy if it begins its movement with its front edge either entirely or partially behind the straight line extending the enemy's rear edge. en een B1 can contact the enemy's front but not its flank IB2 can contact either the enemy's front or its flank Te eee ee Peete raat ‘ontact the enemy’s flank only ontact the enemy's rear onl Seer eaten ene eat CONTACT RESTRICTIONS Some units are not intended to engage in melee and can only contact the enemy under certain conditions: * Bowmen, crossbowmen and light cavalry can only charge an enemy o The target is light troops, artillery or the enemy camp, oF © Contact is made on the flank or rear of the enemy, or © The target isa foot unit that is providing support toa friend in melee. + LH can also charge an enemy frontally if the LH has the impact ability or if the enemy is disordered Mixed unit can charge foot unit with no restriction, They can contact mounted units that are in melee or charge them in flank or rear. * Light infantry can only charge an enemy if: © The target is light infantry, artillery, scythed chariots, elephants or the enemy camp or © The target is in rough or difficult terrain and one of the following cases apply: > Penalised in melee in such terrain, or > Attacked in the flank or on the rear, or > Disordered. War wagons and artillery can never charge an enemy or enter into contact to provide a support A unit (except WWg and Art) can always contact an enemy to provide support if this enemy is already engaged in melee when the unit makes contact. For instance, a LI can contact an enemy in open terrain to provide support. Illegal contact In some situations (after an evade move or a pursuit for instance), a unit is able to contact an enemy that it is not normally allowed to contact because of its type or its position. This is called an illegal contact. The unit must stop its movement just before contacting, the enemy. Destruction of light infantry Ifa light infantry unit is contacted at least partially in open terrain by a charging unit of LMI, MI, HI, Cv or Kn whose front is entirely in open terrain, it is destroyed unless the light infantry unit can evade. Light infantry is also destroyed if contacted in open terrain by an opponent other than light troops or elephants during the pursuit phase. LI is not destroyed by camels in sand dunes or brush. 52 L’ART DE LA GUERRE A light infantry unit that is destroyed due to being contacted in open terrain is removed from the table after the resolution of all melees. The attacking unit stops its movement at the point of contact without conforming, Following a rout or a disengagement from melee, if a light infantry unit would remain in contact (even by 4 single corner) with an enemy which could destroy it automatically (for example heavy infantry), itis immediately moved back one UD to break contact. If this move is blocked by another enemy, the light infantry is destroyed. Goran knights CONFORMING Conforr ig is used to align opposing units comer to corner in order to simplify the resolution of melee. Conforming is mandatory unless it forces a friendly for enemy unit to leave the table or to enter terrain in which the unit is penalised in melee. In the last case the player may choose whether to conform his units for not. Only the phasing player can conform his troops. After initial contact is made, the unit continues to move by sliding and/or wheeling up to one UD in order to align corer to corner with the enemy the ‘most in front: = In the case of front or flank contact, the unit must be aligned with its front corer against the enemy's front corner. ‘+ Incase of rear contact, unit must be aligned with its front corner against the enemy’ rear corner ‘The bonus of one UD distance is only for conforming, and is not added to the movement distance. If the unit or group does not have sufficient distance to make the initial contact, it cannot charge the enemy, IF the conforming unit is part of a group, the entire group can, if the player wishes, be moved a maximum of one UD by sliding and/or wheeling, thus maintaining the integrity of the group. Units that had not originally contacted the enemy can therefore become engaged in melee. CONFORMING TO THE ENEMY a group of heavy swordsmen at 3 UD. ee ee ee) lenem: neem ae a Conforming and ZoC During a conform move, a unit must consider an enemy ZoC that may prevent attacks on the flank or rear because the unit cannot conform correctly due to not being allowed to enter a ZoC. CONFORMING AND ZOC ae The unit B cannot attack A1 on its flank b Tea eee a ee Sense eee Meets tee) Conforming and displacing units If necessary to allow room for units to conform, it is allowed to displace friendly and/or enemy troops that are not already engaged in melee. Moving units must respect the following rules: + Inpriority friendly units, then enemy units = The minimum number units (one if possible) = Units are maved the minimum space necessary in priority to the rear or to the flank ‘A unit in support can be displaced only if it remains in the position of support. This displacement can lead to a unit either leaving or entering an enemy ZoC unintentionally. A unit displaced in this way can move as usual during its movement phase. Gallic warriors DISPLACING A UNIT rae laced to the rig! Reo eens Tne ree) Unable to conform In some situations it may be impossible for a unit contacting the front of an enemy to conform. This does not prevent the melee, which is resolved normally. The main opponents are those units that are most in front of each other. The units must conform as soon as possible. If a unit attacks an enemy on the flank or the rear, it must conform correctly so that it can be considered a valid attack on the flank or rear, with all its advantages (see p 56). If a unit is unable to conform, the contact is illegal and therefore not allowed. CONFORMING AND TERRAIN 8 rrr Ean move it cr: ee eee] Ou seal cee OR retiree et A1 must conform eon at ror upport to B because the op nan at occurs ec ene ee ot ro eee eens rey DRE ae enn nee eee) iment) prea aes es ontacts A3 Soar Ca een ee een ta eee most in front but it cannot conform. Te Teese Ce) eT B3 is in melee with A3 but cannot conform bec Retest escent oka eens Prensa orm t Eesnenee vents ill conform to E Units more than one UD deep Units with a depth greater than one UD (pikemen and units with issile support) can be difficult to conform. If necessary, it is possible to temporarily remove the rear stand to allow the unit to conform or to make a move asa flank attack, for example. Conforming after a flank attack Units, except Weg, that are contacted on the flank or rear must be turned and conformed at the end of, the melee phase unless they are already in melee with another enemy on their front edge. If a unit that has been contacted on both its front and its flank or rear routs the enemy to its front, it cannot pursue. Instead it must conform at the end of the Phase to the enemy whose front edge is contacting it, at the player's choice if there is more than one Conforming after a melee After a rout or disengage move a unit may still be in contact with the enemy without being in melee or in a position to support a friend in melee: front corner against front corner or side by side for example, The phasing player is allowed to conform such units without expending CP. Conforming in this manner is not considered a charge. Abilities like impact or javelin and the effect of furious charge do not apply. The enemy unit that is contacted can evade if it is allowed to (see p 37). Conforming like this is not compulsory except for impetuous units that are subject to an uncontrolled charge against the enemy unit concerned. For other units the player can choose to make another move (including a charge against another enemy) or not to ‘move his units at all. The rules for contacting the side or rear of an enemy and the restrictions on contact remain valid for this particular kind of conformation. CONFORMING: EXAMPLE 1 INFORMING: EXAMPLE CONFORMING: EXAMPLE 3 MELEE RESOLUTION ‘The phasing player determines the order in which to resolve all of the melees during the melee phase. As in the shooting phase, effects of melees are considered simultaneous. To resolve a melee, each player throws a die, modifies it by the unit's quality, and adds all other melee factors and modifiers. The two results are then compared: + The unit with the highest result wins the melee. + Ifa unit wins by 1 oF 2 points, its opponent loses cohesion point, + Ifa unit wins by 3 or 4 points, its opponent loses 2 cohesion points. + Ifa unit wins by 5 or 6 points, its opponent loses 3 cohesion points. + Ifa unit wins by 7 points or more, its opponent is automatically routed. + Inthe case of a tie, no cohesion points are lost. MELEE MODIFIERS Quality modifier ‘The Quality modifier is applied before all other melee factors and modifiers. + lite troops add 1 point to the result if the die roll is3 or less. + Mediocre troops subtract 1 point from the result if the die roll is 4 or more. Basic factor Each troop type has a basic factor according to the main opponent it modifiers are displayed in the unit characteristics tables on p 20, For instance, heavy spearmen have a basic factor of faces. These +1 against all foot units The basic factor is reduced to zero if the unit is attacked on its flank or rear by an enemy unit other than light troops (see p 56). Some abilities (impact, javelin or missile support) are only effective during the first round of a melee (e.g immediately after a charge) and only against an enemy in melee on the unit's front edge. If the melee continues, these modifiers are not applied in subsequent rounds. Mixed A. mixed swordsmen or spearmen depending on the unit's troop type. This is the case even if the unit is units: unit always fights as attacked on the flank or rear. During a melee, a mixed unit is always considered to be one level lower in quality (e.g. mediocre instead of ordinary). Support modifier A unit may be supported by up to three friendly units: one on each flank and one to the rear of the enemy. There are specific rules for some troop types: Scythed chariots: A unit in melee with the front edge (other than by a single corner) of an enemy scythed chariot cannot be supported by friendly units during the first round of a melee after a charge. If the melee continues after the first phase, support modifiers do apply. Scythed chariots can support a friendly unit normally. War wagons: Only those units in contact by their front edge (other than by a single corner) with a war wagon count as supporting a friendly unit in melee with that war wagon (see p 60). Disorder modifier Ifa unit has lost one or more cohesion points, it is disordered and has a -1 modifier to all its melee and shooting rolls. The modifier is limited to -1 even if it has lost more than one cohesion point. Situation modifier If the main unit of a melee is situated on the flank or rear of the enemy, it has a +1 modifier for the melee. Attacked on the flank or the rear A unit (except WW) charged on its flank or rear by an enemy other than light troops, has its basic factor reduced to zero. If the unit is also disordered, its basic factor will be equal to -1 The same applies to a unit in melee with several enemies, except if all the enemies attacking the unit's flank or the rear are light troops (see p 59). Spartan warriors with Leonidas L'ART DE LA GUERRE When a unit is attacked on its flank or rear, the following rules apply: + Impact, javelin, 2HW and missile support abilities are cancelled (even if attacked by light troops), + The unit cannot benefit from the effect of a {furious charge, * ‘The unit cannot cancel the abilities of enemies that are in melee against its flanks or its rear (e.g, troops with impact cancelling the javelin ability oF spearmen cancelling the mounted units). impact ability of + Armour and heavy armour abilities, as well as the panic caused by elephants and camels, still apply. The effects of being attacked on the flank or rear are effective as long as the unit has an enemy in melee against its flank or its rear. In order for an attack on a flank oF rear to be valid, the attacking unit must be able to conform and be aligned corner to comer with the enemy (see p 52). If, for whatever reason, conforming is not possible, then the attack on the flank or rear is illegal. Terrain modifiers Some troops are at a disadvantage in rough or difficult terrain and so are penalised during the melee. A unit receives the penalty for being in the terrain if any part of its base (excluding optional stands for pikemen or missile support) is situated in the terrain. If a melee occurs just on the edge of a terrain, both units are considered to be in the terrain, Foot units + HI or WWe: -1 in rough terrain or -2 if heavy spearmen or pikemen. -2 for all types in difficult terrain + Mlor LME-1 in difficult terrain Mounted units + -2in rough terrain and -3 in difficult terrain Special cases = Camels consider brush as open terrain. They are not penalised in melee when they are in sand dunes but count such terrain as rough for movement + Light camelry in melee against L1 in sand dunes or brush have a basic factor of zero. The furious charge ability applies in this case. + Cavalry does not automatically destroy LI in rough and difficult terrain. It has a basic factor of +1 plus terrain modifiers + Elephants count fields and brush as open terrain. + Mounted units that are in a terrain that results in a penalty in melee cannot use the impact ability or the effect of furious charge. Height advantage Units that are on a hill and are higher than their ‘opponents receive a +1 bonus in combat for the height advantage A unit receives the height advantage if it is entirely on the hill and if the highest point (or ridge) of the hill is located behind the line that extends its front edge. If two opposing units are at the highest point or ridge line, then none has the height advantage. see their free ee Riverbank A unit defending a riverbank gets a +1 bonus in combat if it is not itself in the river (even partially) and if it is fighting against an enemy that is at least partially in the river. Edge of a gully A unit defending a gully edge gets a +1 bonus in combat if it is not itself in the gully (even partially) and if itis fighting against an enemy that is at least partially in the gully. Presence of a commander When a commander is attached to a unit, he can choose to be engaged in the melee. The player must clearly state the decision before rolling the dice for the melee. If in doubt the commander is not engaged. If the commander is engaged in melee, the unit receives a +1 bonus in combat but the commander risks being lost if the unit loses the melee (see p 24). Commanders included in a unit are automatically treated as engaged in a melee involving their unit. COMBAT EXAMPLE 1 a Cees | tere Sees eee eae en eer eR eee aT Tenmerias) eee Seaeet ree eee ret as! eed the friendly unit on the right bringing both to equall factors. The Heavy swordsmen roll a die and get a while the pikemen get a the swordsmen have the armour ability, their final result is equal to 3. With] ee aCe eee ee) [een eS eee eee [ier orem om ten ce (eet amen ea cee en meet ge Se en een cea oe nese mae ee et ret Pee een a ene Ca) Cone een eee ee eae eo ae cee ne cee re multiple opponents with one of them on their flank’ eae ee cS oe and so are disordered and lose one cohesion point oe eee eae eee (instead of +2) and they also lose their impact abilit Oe ae ene eee disordered. The cataphracts roll a die and get a1 Pre R eaeen sae Teese ene] Peer their +2 factor. The pikemen win the melee! However, the cataphract ne ee em they do not lose any cohesion. increased to 2 coh FURIOUS CHARGE Some units rely on a particularly powerful charge to rout their opponents swiftly, This is particularly true when mounted units charge foot units, This is called a furious charge. If a unit with the furious charge ability wins the first round of a melee (ie. after a charge), it inflicts the loss of one additional cohesion point to the enemy Example: Impetuous heavy swordsmen charge Heavy spearmen. The heavy swordsmen unit has a +1 bonus for | impact. It rolls a 5 modified to 6 and its adversary a 4. The difference is 2 points and so the heavy spearmen lose one cohesion point. With the furious charge ability, the loss is ‘on points. The furious charge ability only applies against foot units and has no effect against mounted units. It only applies during the first round of a melee if the unit charges or is charged on its front edge. If the combat takes place due to conforming after a melee (see p 55) or because of a pursuit, the furious charge does not apply as there was no charge. ‘Troops with the furious charge ability are: = Impetuous foot (including levies) against all foot units, = Cvand Kn that are impetuous or have the impact, ability against all foot units, * Other Cv and Kn, but only against LMI, + LHagainst LI + Elephants and Scythed chariots against all foot units except Ll and Javelinmen, Furious charge does not apply in the following cases: = Against WWg except if it is an elephant charging, = Against units behind a fortification, = Against units behind stakes if they are charged. by mounted unit, = If the opponents are foot units in frontal melee and if both units have the furious charge ability, "If the unit with the furious charge ability is attacked on the flank or in the rear, = If the unit with the furious charge ability is in terrain that penalises it in melee, Heavy and medium swordsmen units that cancel the impact ability of impetuous foot units do not cancel their furious charge ability The armour and heavy armour abilities do not apply during the first round of a melee if the opponent has the furious charge ability MULTIPLE OPPONENTS The following used to simulate the devastating effect that can result from coordinated attacks on a single unit. When a unit, already in melee with an enemy on its, front edge, is engaged in melee by a new enemy (other than light troops) on its flank or rear edge, it immediately loses one cohesion point, except if itis a WWg, It is not necessary for the new enemy to make a charge. It can engage the melee with a simple move, or by conforming if it was already in contact with the unit, The new enemy must conform and align properly, comer to corer, otherwise the contact is illegal and no cohesion is lost. A unit also loses a cohesion point if it is contacted during the same phase on two different sides by two different enemy units. At least one of the enemy units must be a non-light troop unit contacting the flank or the rear and all must conform properly. A unit in melee with an enemy in contact with its flank or rear loses a cohesion point only during the phase in which it is contacted on its flank or its rear: ‘The cohesion loss is applied before the melee is resolved. The cohesion loss is limited to only one point per phase. Therefore, a unit attacked on both flanks and from the rear during the same phase only loses one cohesion point. However, if it is attacked con the flank in one game-turn, then on the rear in the next, it loses one cohesion point each time. The same rules are applied to basic factors and combat abilities as when attacked on the flank or the rear (see p 56). Specific case: + Ifa unit loses its last cohesion point following an attack by multiple opponents, the player places a rout marker on the unit. There is no combat during the melee phase and this unit will not give any support. The routed unit is removed at the end of the melee phase, after the resolution, of all melees + If a unit moves to a po ‘enemy unit on its flank or on its reat, it does not lose a cohesion point: + Ifa unit that pursues after a melee contacts the flank or the rear of an enemy, that enemy does not lase a cohesion point. on where there is an 59 ATTACKING A CAMP The camp, whether fortified or not, is considered a unit without a ZoC. Therefore, an enemy unit cannot contact the camp during its second or third movement. The camp is a valid target for the uncontrolled charge of impetuous units. No unit can pass through a camp. If an unfortified camp is contacted by an enemy unit, it is automatically captured and looted. The camp is, then lost but it is not removed and is still an obstacle to movement. A fortified camp has guards who are supposed to fight off any attackers. A fortified camp cannot be attacked by light troops, Other troops can attack a fortified camp but the fight is resolved in a simplified way. Every attacking unit (other than light troops) in contact with the camp rolls a die. The camp is captured on a 5 or 6 by foot troops and only on a 6 by mounted troops. No factors or modifiers (including quality) are applied during the attack of the camp. The defenders of the camp can never inflict losses to the attackers, A unit attacking the enemy camp is considered to be engaged in melee. Therefore it cannot be shot at and the unit cannot evade if itis charged. If it is attacked by another unit, it is no longer involved in attacking the camp and the melee is resolved as normal. The camp provides no support and does not cause cohesion loss like an attack by multiple opponents. When an enemy camp is captured, all units that have participated in the attack, start looting the camp. To represent this, before giving an order to a unit engaged in looting the camp, the commander needs, to get a 4+ on 1D6. If it fails, no CP is spent but the unit continues looting the camp and remains immobile. A unit engaged in looting the camp is no longer subject to an uncontrolled charge. Acamp FORTIFICATIONS Fortifications are prepared positions such as ditches, embankments, palisades or a wagon laager. The fortifications are placed at the beginning of the battle and remain fixed. They are represented by bases of ‘one UD wide and 1 to 2 cm deep and should have a defined front and rear. The following rules apply for fortifications: + Moving through a fortification costs one UD for foot units and two UD for mounted. * A unit with front edge in contact and aligned with the rear edge of a fortification element counts the front edge of the fortification as its own front edge, including when determining, range for shooting, * A unit attacked by its main opponent across a fortification has an advantage in melee. This advantage applies even if the unit is also attacked on its flank or rear at the same time. © A foot unit, other than WWg and LI, has a +1 bonus in melee if itis behind the fortification, © The impact and furious charge abilities do not apply (for either attackers or defenders) if the combat takes place across a fortification, * Mounted units that attack an enemy behind a fortification suffer a -2 penalty in melee. ‘© A light infantry unit can defend a fortification without having to evade heavier troops. It avoids destruction in open terrain and fights with a basic factor equal to zero. + WW units cannot defend a fortification and thus have no basic factor. * All units placed behind fortifications, other than WWg, count as being in cover if shot at from their front, except if they are being shot at by artillery. ‘* Artillery placed behind a fortification can rotate n itself and is still considered protected by the fortification if it remains in contact it. An attacker must conform to the fortification to attack the artillery. WAR WAGONS War wagons follow specific rules for combat + When a WW is attacked on its long edge by a single enemy unit, it is considered supported and thus has a +1 bonus in melee. If there are two enemy units on the same long side, only one unit fights. The effect of the second unit is only to cancel the support bonus of the WW, A WWg can never be attacked on its flank or rear because all its edges are considered as a front edge for combat purposes. Therefore a WWg cannot lose cohesion points in case of an attack by multiple opponents. ‘A WWg has no ZoC and its movement is not restricted by an enemy ZoC. It cannot contact enemy units by its own movernent ‘A WWg can only be attacked once in each melee phase. The phasing player decides which unit in contact with the WWg is considered the main unit for that melee phase, Units in contact by their front edge with the other sides of an enemy WWg give support to the main unit in melee (+1 bonus for each side) Units that are in comer to corner contact or units in flank contact cannot support the attack. Friendly units can be supported in melee by a WWg on any side of the WWg, whatever orientation. However, like every unit, a WWg can support a maximum of two friendly units (one on each side) A light infantry unit can contact a WWg to support another heavier unit engaged in melee with the WW, If, after the outcome of combat, a LI unit is alone in contact with the Ws, it must fall back one UD. DUET oat ener ROUT AND PURSUIT ROUTED UNITS When a unit has lost all its cohesion points, by whatever cause (melee, shooting or other), it is routed and removed from play When a unit is routed, its flight can affect any friends less than one UD from it and in its path. It risks passing through them and causing them to lose cohesion. Enemy units are not affected. Routs and pursuits are conducted at the end of the player's phase after the end of all combats. The following rules apply: + Ifthe unit is in melee and only being attacked on, its flanks and/or rear when routed, the unit is reoriented to face the main enemy + All friends directly behind the routing unit after its reorientation (except if it is an elephant, for which see below) and within one UD of it lose fone cohesion point and will in turn rout if reduced to zero cohesion points. This can result in a “cascade” of rout: + Routing artillery and war wagons do not affect, nearby friendly units. They are immediately removed from the table. + Routing light infantry only affect other light infantry units making them lose one cohesion point as normal + A commander not included in the unit, but engaged in melee and attached to a unit that routs may be caught in its flight and is lost on a 1, 2or3 on 1D6. If he survives, then he must flee to the closest friendly unit up to a maximum distance of 5 UD. If he is not able to reach a friendly unit (even from another corps) the ‘commander is lost (see p 24). * A commander ineluded in a routing unit is automatically lost. who knows when he can fight and when he cannot, u be victorious. Sun ELEPHANT RAMPAGE Instead of always affecting friends behind it, a routing elephant will rampage in a random direction. After reorienting it as above (if applicable) roll ID6 and consult the following chart: pnd 3 ‘90° on the right All friends or enemies, except light infantry, lose one cohesion point if they are less than one UD from a rampaging elephant in the indicated direction, RNase B 5 The elephant is routed, 1D6 is rolled, if the ese eae enor etn! oa eee ee cen eee net [tne Smee Nan Seer esere 6 PURSUIT When a unit has routed all its opponents in melee, it can perform an advance at the end of the melee phase to pursue a routed unit, A pursuit is a move directly forward of a maximum of one UD ignoring enemy ZoC. Only the phasing player's units can perform a pursuit. Pursuit is optional for non-impetuous units. Pursuit is mandatory for impetuous units which must pursue one complete UD except in the following + The impetuous unit destroyed artillery, war wagons or elephants, * Pursuit would result in the impetuous unit exiting the table or entering terrain that would penalise it in combat, + The impetuous unit is defending fortifications or the bank of a river, + It is an impetuous foot unit pursuing mounted troops. Supporting friendly units can also advance the same distance providing that they are aligned corner to comer with the pursuing unit and have the same facing, If several units are in melee with the same enemy, only one of the units can pursue. The unit that pursues is chosen by the controlling player. If the pursuit movement brings the unit into contact with a new enemy it does not result in a new combat ‘The units remain in contact (an evade move is not permitted) and combat will be resolved in the next round melee phase. A unit contacted on its flank or rear may conform prior to combat. Contact following a pursuit is not considered a charge. Abilities available only in the Ist round of a melee (impact, jinvelin, missile support and furious charge) are therefore not allowed, and there is no loss of cohesion due to multiple attacks Ifa pursuing unit of LMI, MI, HI, Cv or Kn contacts a light infantry unit, the light infantry unit is immediately eliminated as an evade move is not permitted. If the enemy camp is contacted, it is immediately taken or attacked in the following game-tur if itis fortified. 62 L'ART DE LA GUERRE DEMORALISATION The battle continues until one of the armies is demoralised, This occurs when the army's losses are equal to or greater than its demoralisation value. The total demoralisation value of an army is equal to the number of units of which it is made up. A fortified camp counts as one unit. If a part of the army is not on the table (on flank march or in ambush for example) then these units do not count towards the demoralisation value of the army, Losses are counted as follows: Per routed unit If the camp is lost 4 pts 2pts * Command Value (0, +1, +2 or +3) Expendable units, namely scythed chariots and some levy units, are not counted in either the demoralisation value of the army or its losses, ‘Army losses are checked at the end of each player- phase. Once an army has suffered losses greater than ‘or equal to its total demoralisation value, the army routs and the game ends. It is possible that two armies rout at the same time (though this is quite rare) and in this case the game is a draw. Greek warriors LIART DE LA GUERRE ‘TERRAIN Topographic setting is a valuable aid in military operations. Sun Tzu Terrain is an important part of any battle. According, to the strengths or weaknesses of his army, a player might prefer open terrain allowing cavalry manoeuvres or dense terrain in which he can hide his light infantry. The advantage of choosing the most effective terrain is therefore essential and a good general must take it into account. TERRAIN SIZE AND SHAPE Some terrain is linear, like roads or rivers, but most of the time terrain consists of elements covering an area of the battlefield. The shape of an element of terrain must be appropriate to its type. Fields, plantations and villages must be rectangular in shape. Other terrain elements are of irregular shape with rounded corners. A valid terrain element must be able to fit inside a circle of 6 UD in diameter and it must be able to enclose a rectangle with a size of 2 UD x3 UD. TYPES OF TERRAIN Terrain is classified as open, rough, difficult or impassable: Open Open terrain is clear, flat or gently sloping terrain that has no effect on movement. Any part of the table not covered by terrain elements is considered open terrain Rough Rough terrain is flat or gently sloping terrain covered with brush, scrub, rocks, gullies, orchards or cultivated fields with hedges or irrigation ditches. This kind of terrain impedes the movement of most troops except light and medium infantry Difficult Difficult terrain consists of dense woods, marshes, sand dunes and steep hills with or without cover. Villages are also considered difficult terrain. Only light infantry can move through this kind of terrain without penalty. Impassable Impassable terrain is terrain that cannot be crossed ‘or occupied by any type of troops. It can be, for example, a small lake, or a canyon. This type of terrain does not block visibility or shooting but blocks lines of command. VISIBILITY & AMBUSH For simplicity all units physically present on the table are considered to be visible and known to the enemy. It is therefore possible to charge a unit behind a hill even though the charging unit has no line of sight to it at the beginning of its movement. However certain types of terrain block visibility and allow troops to hide in them. In this case a marker representing the units waiting in ambush is placed. Light infantry is often used in this role, but other troops can also hide in woods or in villages for example, An ambushing unit must be entirely in or behind the terrain which conceals it. It is detected if the enemy advances beyond the terrain which hides it or approaches to one UD from its position (see Ambushes p 70), COVER FROM SHOOTING Some terrain can also provide cover, for example trees will stop or deflect missiles. A unit benefits from cover if the line of sight of the shooter passes through the terrain (see the terrain table on p65). In some cases troops protected by terrain may also be penalised for shooting. A unit, except light infantry, is penalised when shooting if part of the ‘edge of the unit from which it is shooting is in cover. TERRAIN DESCRIPTION River or coastal zone A river or stream will slow down the movement of units crossing it or even block the movement altogether. The difficulty of a river is determined at the time of its placement on the following table: Pree ‘Open terrain (dried river) Difficult terrain A river must be between 1 and 2 UD wide and always extends from one long edge (player's base edge) to the other. River elements must be placed entirely between 2 and 6 UD of one short edge (side edge) of the table. If a road crosses the river, a bridge or a ford is considered present at this location, allowing units to cross without penalty. A river has the following effects on movement and combat, + unit must cross a river at an angle of 90° (ie. at right angles) relative to its course, except if the river is dried. The unit's movement allowance is adjusted according to the difficulty of the river. + A.unit cannot shoot if part of its base is located in the river. Units located in a river have no cover. + When a unit defends the bank of a river, it has a bonus of + 1 in combat against units located at least partially in the river. A coastal zone represents the edge of a large river, lake or sea and is always 4 UD wide. It is completely impassable and completely blocks the short edge of the table. Gentle or steep hills A hill can be modelled with either a crest line or with a central point and contour lines. The hill gives a bonus of + 1 in combat for units that are located higher than their opponent. It blocks visibility and units hidden behind it are only visible if the enemy crosses beyond the crest line or approaches to within cone UD. Units placed on a hill can, under certain conditions, shoot over lower units. A gentle hill is regarded as open terrain. It can count as rough terrain if itis covered with fields, brush or a plantation or as difficult terrain if itis covered with 64 L'ART DE LA GUERRE ‘woods. The choice of covering is free but must take into account the terrain available in the region. For example a wooded hill cannot be placed in the Steppes. Choosing the covering for a hill does not count as choosing an additional item of terrain. Thus it is possible in a Forest region to place 3 elements of woods and 2 steep hills covered with woods. Steep hills are identical to gentle hills except that their steep slopes mean they are difficult terrain regardless of what vegetation covers them. A unit, except LI, that shoots from a steep hill does so with a penalty of - Brush Flat land covered with rocks, shrubs or small trees is considered brush and is treated as rough terrain (Only light infantry can be placed in ambush inside it, Elephants and camels treat brush as open terrain. Plantations ‘These are cultivated areas with small trees placed in rows close together like orchards, palm groves and olive groves. They are considered rough terrain and offer cover to the units located in them. All troops except elephants may be placed in ambush in them, A unit, except LL that shoots from a plantation does so with a penalty of -1 Fields ‘These are areas of cultivated land with ditches, hedges, low walls or vines. They are considered rough terrain but offer no cover. Only light infantry can be placed in ambush inside them. Elephants treat fields as open terrain, Woods ‘These are areas covered with trees and undergrowth or jungle. They are considered difficult terrain and. offer cover for the units located there. All troops can bbe placed in ambush inside them. A unit, except LI, that shoots from a wood does so with a penalty of -1. Marsh Marsh is wetland or bogs sparsely populated with trees and bushes. It is considered difficult terrain but offers no cover. Only light infantry can be placed in ambush inside it. A unit, except LI, that shoots from a marsh does so with a penalty of -1 L'ART DE LA GUERRE Sand Dunes ‘These are areas of soft sand with dunes. They are considered difficult terrain, except for camels, and offer no cover. Camels treat this terrain as rough for the movement, but are not penalised in combat. Only light infantry can be placed in ambush inside them. A unit, except LI and Camelry that shoots from sand dunes does so with a penalty of -1 Gully This is a depression below the level of the surrounding terrain. It is considered rough terrain but offers no cover. All troops except elephants may be placed in ambush inside it. The units defending the edge of a gully against enemies located at least partially in the gully have a bonus of + 1 in combat, Note that a gully is not the inverse of a hill as there is no height advantage in a gully Road ‘A road must be 1 UD wide and between 10 to 30 UD in length. It can pass through all other types of terrain (except a coastal zone and impassable terrain) and allows troops to move more quickly. However it does not change the type of terrain crossed in regards to combat. For example, a unit fighting on a forest road is considered to be in difficult terrain. A road must go from one table edge to another table edge, a village or another section of road Village A village is an area with buildings, walls and a road passing through or ending in it. A village is considered difficult terrain and offers cover to the units, All troops except elephants and WW g may be ambushed inside a village. A unit, except LI, shooting from a village does so with a penalty of -1 It is possible to place a village on the top of a gentle or steep bill pe o/ TERRAIN TABLE Tei River ere Variable Hill Variable Brush Rough Plantation Rough Marsh Difficult Gully Rough Villagi Difficult ee Not possible Allif behind the crest Variable Ll ‘Allexcept elephants Yes, -1 if shooting Li All except elephants. All except elephants. Yes, -1 if shooting ART DE LA GUERRE SETTING UP He, who has no goals, will not achieve them. Sun Tzu GAME PREPARATION Each player must first organise his army according, to the corresponding army list. He chooses his units and allocates them to an army corps, each of which is Jed by a commander. Players should have a table covered by a gaming mat or some suitable terrain boards to represent the battlefield, The battlefield must be of the correct, dimensions relative to the scale of figures used: +120 80 cm for 6-15 mm (UD of 4em) +180 x 120 em for 20-25 mm (UD of 6 em) + 240 160 cm for 28-32 mm (UD of 8 cm) SET UP To set up a game, follow the steps below + Initiative to determine the attacker and region * Choosing and placing terrain elements + Placing camps and fortifications + Preparing battle plans + Deploying troops + Dismounting troops + Starting battle INITIATIVE Each army has an initiative value that corresponds to the quality of its command and the number of scouts. Army initiative is noted on the army sheet and is calculated as below: + Total value of all commanders divided by two and rounded down. ‘+ +1 if the commander-in-chiet is a strategist + +1 if the army contains 2 to 5 LH + or +2ifit contains at least 6 LH At the beginning of the game, each player rolls 1D6. ‘The player with the highest initiative value adds to his die roll the difference between the two initiative values limited to +4. Whoever gets the highest score 66 can choose the region for the battle and decide to be the attacker or the defender. Each role (attacker or defender) has its advantages and disadvantages. The attacker deploys his army corps after the defender, but he is more limited in the placement of ambushes, He always starts to play. ‘The defender deploys his army corps first. He has the advantage of choosing and placing the terrain elements first (including the additional compulsory element). He can also deploy ambushes further forward - up to halfway across the table in the flank sectors, ‘Once the battlefield is in place and all troops are deployed, the attacking player starts to play. REGIONS ‘The player with initiative selects the region for battle, If he chooses to be the attacker, he selects a region from defender’s army list. If he chooses to be the defender, he selects a region from his own list. Each region has a compulsory terrain element. ‘The defender places one element of the required type in addition to its other terrain choi Plain ene Field Mountain Steep hill Step Gentle hill The following table shows the types of terrain available in each region. Indicated in the table is the maximum number of elements (including the compulsory element in brackets) that can be chosen. fens : Semen pa Sos River or coastal zone 1 1 1 - 1 River only Gentle hill (G) or steep hill (S) 1G di 3s 2 3G Field 3) - < E Brush = 2 2 2 3 Plantation 2 - 7 1 z ‘Wood - 30) 2 - - Marsh - 2 1 - - Sand dune - - - 3) Gully 1 1 1 1 1 Road i 1 1 - - Village 1 1 1 - - Impassable = i 1 1 : Placing terrain Choosing and placing terrain elements takes place in the following order: Defender takes the compulsory terrain element and chooses 2 to 4 other terrain elements, + Attacker chooses 2 to 4 terrain elements. + Defender places the compulsory element on its own side of the table. + Ifarriver or a coastal zone is chosen by one of the players, this player places it on the table. + Defender places the village if there is one. + Players, starting with the defender, place all other terrain elements, except the road + A road is always placed on the table last. + Attacker tries to adjust some terrain elements. + Defender tries to adjust some terrain elements. A player cannot choose more than two identical terrain elements (for example 2 fields in plain). A player must place at least two terrain elements on the battlefield Placing a river or coastal zone There can be only one element of this type on the table. If the defender has not successfully selected a river or coastal zone, the attacker can try to select one ‘or the other. The selection of a river or a coastal zone is not guaranteed; the player must get a4 + on 1D6 to select the terrain element. If unsuccessful the player can choose another terrain element other than a river or a coastal zone. ‘The river or coastal zone must be placed along the short edge (side edge) of the table, on the right or left at the player's choice, providing it will fit there. The river must be between 1 and 2 UD wide and form a straight line, It must be placed to be between 2 and 6 UD from the chosen table edge. The difficulty of the river is determined when it is placed (see p 64). ‘A coastal zone is completely impassable and extends AUD in from the chosen edge. The battle start around the village 7 Placing the village Only the defender can choose a village. This is not automatic; he must get a 4 + on 1D6 to select the element. If unsuccessful the player can choose another element of terrain. The village must be placed in a flank sector (Le within 10 UD of one short edge). The village must touch a river or coastal zone, if any; otherwise the player chooses the right or left sector on his side of the table, He then rolls a die to determine the position of the village relative to his base edge (the Tong edge of the table). On a result of 1-4 the village must touch the player's long edge; otherwise the village must be at least at 2 UD from all edges of the table, The player must also place a road linking the village with one edge of the table. This road is free and does not count against the number of chosen elements IF the player wishes, he may also choose a hill (steep or gentle) and put the village on top. In this case the hill counts as an extra selection but it is placed along with the village (one single placement die is rolled for both elements). Placing others terrain elements To help with laying out the terrain, the game table is divided into six areas of equivalent size (10 x 10 UD) called sectors: For each of the other terrain elements selected, except the road, the player rolls 2D6. One die is nominated to indicate the sector where the terrain must be placed; the other indicates its position relative to the edges of the table: ene Must touch one edge of the table or a river or coastline. 68 Ifa terrain element cannot be placed on the table, itis, simply discared Road The road is the last element to be placed. A road must link two table edges or a table edge to a village or to another road, A road must be between 10 and 30 UD in length. The placement of the road is up to the player but if a road is placed along the table long, edge it must be placed entirely 2 UD away from this table edge in order to allow placement of the camp. A road is the only element that can be placed over other terrain; however it cannot be placed on top of a coastal zone or impassable terrain. If the road crosses a river, itis assumed there is a bridge or a ford at the crossing point. Terrain adjustment Once all terrain elements have been placed, players who chose fewer elements than the maximum allowed may attempt to move or remove terrain elements, Only elements other than roads, a river, a coastal zone and a village (including the hill on which itis placed) can be moved or removed. The compulsory element can be moved but not removed. If a player has chosen only 2 elements of 4, he can. attempt to move or remove two elements placed on, the table. If he has chosen 3 of 4, he can attempt to move or remove a single element. The compulsory element placed by the defender does not count towards the maximum. The player can choose an element placed by himself or by his opponent. Only one attempt per player per element can be made (except by a Strategist). It is not mandatory to attempt to adjust the terrain element; this is the player's choice. The player selects an element and rolls a dice: m7 Terrain adjustment The player can either move the element up toa maximum of 6 UD or rotate the element (but not both) or remove the element if itis impassable. = To rotate an element, simply place a finger on any point of the element and rotate it while keeping this point fixed, * After being moved, no element can overlap another terrain element other than a road. = Removing an element of impassable terrain from the table is allowed, but it cannot be moved + If the army is commanded by a Strategist, the player can try to move or remove one more n have element, or he can re-roll a dice (s0 he ¢ two attempts for the same terrain element). Camps & FORTIFICATIONS Starting with the defender, each player deploys his camp and his fortifications The camp must be placed in the deployment area, either next to the player table's edge or beside a river or a coastal zone. If the camp is fortified, it can be deployed anywhere in the deployment area. The camp can only be deployed in open terrain and must be accessible by a passage at least one UD wide. The camp cannot be placed over a road. Fortifications are placed in the player's deployment area for heavy troops in any type of terrain except The fortifications marshes, a river or a coastal zone must touch and be aligned with each other or 69 separated by at least one UD to allow the movement of a unit between them. BATTLE PLAN Each player now indicates the disposition of his army in a battle plan. Writing the battle plan is an important phase because it is at this point that the player defines his strategy and how he will deploy his army The battle plan can be a simple sheet of paper but you can find a ready to use deployment sheet on the VArt de la Guerre website. On his battle plan, the player must indicate the following: ‘+ The position of each army corps not making a flank march relative to the others. + Which corps, if any, is making a flank march and ‘on which flank it will arrive, + The composition of each ambush. There is no need to specify the exact disposition of all the units on the plan. The player only has to indicate the position of his army corps relative to each other: eg. which corps is deployed in the centre, which is oon the right wing and which is on the left Macedonian cam AMBUSH Each player can place units in ambush. To do this, players place ambush markers on the table, These ‘markers must be one UD square. They are placed on the table after the players have made their battle plans but before they start deploying their units. The defender places his ambush markers first. Galloglaich near the village Placing ambushes The players can place their ambush markers up to 5 UD in from their own table edge. The defender can also place his ambush markers up to halfway across the table in his two flank sectors (ie. up to 10 UD from the short edges of the table). The defender's ambush markers in the central sector can only be placed up to 5 UD from his table edge. Ambush markers must be placed in terrain that allows troops to make an ambush or behind an obstacle that blocks the line-of-sight of the enemy, such as a wood, a plantation, a village or a hill Each player can place two ambush markers or three if the commander-in-chief is a strategist. The player indicates on his battle plan which units are placed in, ambush. Each ambush can contain up to 4 units These units are not deployed on the table until the ambush has been revealed. The player can place a 70 ART DE LA GUERRE fake ambush containing no units to deceive his ‘opponent, It is possible to place a commander in an, ambush but only if itis not the commander-in-chief. Discovering an ambush Until it has been revealed, an ambush is treated as an enemy unit, even if it is a fake ambush. The enemy cannot make a second or third move if it moves to within 4 UD of an ambush marker. ‘An ambush is automatically revealed when an enemy unit is one UD from the marker, even if there is no clear line-of-sight. It is also revealed if the enemy is further than one UD, but has a clear line-of- sight to the marker (e.g. having moved round a hill) An enemy unit must stop its movement when it moves to one UD from the marker. It is not possible to charge units in ambush. The opponent must then indicate if the ambush contains units or not. If itis a fake ambush, the marker is removed and the enemy unit can finish its move. Otherwise, all units placed in the ambush are deployed on the table respecting the following rules: + Allunits of the ambush must form a valid group and must be inside the terrain or out of sight of the enemy when the ambush is placed. + One of the units in ambush must be placed entirely on the ambush marker. * Others units in ambush cannot be deployed less than one UD from any ennemy unit If some units cannot be deployed on the table, they are considered to have fled the battlefield. These units are not counted as losses but are deducted from the demoralisation value of the army. A player can reveal an ambush during his own movement phase by deploying units on the table. It is not necessary to spend CP as long,as the units do not move. A player can also reveal his units in ambush during the opponent's movement phase as soon as an enemy unit comes within 4 UD of the marker. The enemy unit can continue its move but cannot charge the units that were in ambush. If an entire army corps is placed in ambush, the player can roll the die each game-turn to determine CP (even if it is not used). This can confuse the ‘opponent who does not then know if the corps is in ambush or ona flank march

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