RULEBOOK

THE GREAT OF HISTORY SERIES — Volume VIII CATAPHRACT

Battles of Belisarius and the Byzantines in the Era of the Emperor Justinian

DARA • CALLINICUM • TRICAMERON • TAGINAE • CASILINUM

Table of Contents 1.0 Introduction . . . . . 2 4.4 Leaders and Combat . . 7 8.1 Missile Volley . . . 14 2.0 Components and Terms . . 2 5.0 Leader Activation and Orders . 8 8.2 Reaction Fire . . . 15 2.1 The Maps . . . . . 2 5.1 How to Activate Leaders . 8 8.3 Shock Combat . . . 16 2.2 The Playing Pieces . . 2 5.2 The Orders Phase . . . 8 8.4 Advance After Combat . 18 2.3 Charts, Tables and 5.3 Momentum ...... 9 8.5 The Combat Tables . . . 18 the Die ...... 3 5.4 The Trump Option . . 9 9.0 Special Rules ...... 18 2.4 Terminology . . 3 5.5 Elite Commanders . . . 10 9.1 Dismounted . . 18 2.5 Game Scale. . . . . 4 6.0 Movement ...... 11 9.2 Army Discipline . . . 18 2.6 Game Length . . 5 6.1 Movement Allowances . 11 9.3 Uncontrolled Advance . 19 3.0 The Sequence of Play . . 5 6.2 Movement Restrictions . 11 9.4 Rate of Fire ...... 19 4.0 Leaders ...... 5 6.3 Natural Terrain . . . 11 9.5 Bow-Armed Cavalry . . 19 4.1 Leader Counters . . 5 6.4 Column Movement . . . 11 9.6 The Champion Challenge 19 4.2 Leader Capabilities . . 6 6.5 Orderly . . . 12 10.0 The Effects of Combat . . 19 4.3 Command System . . 6 6.6 Stacking ...... 13 10.1 Cohesion ...... 19 7.0 Facing and ZOCs ...... 13 10.2 Rout and Retreat . . . 20 7.1 Facing ...... 13 10.3 Rally ...... 21 7.2 Zones of Control (ZOC) 10.4 Army Withdrawal and Shock Requirements . 13 and Victory . . . 21 GMT 8.0 Combat ...... 14 Credits ...... 21 GAMES a MARK HERMAN/RICHARD BERG game design Cataphract 1.0 Introduction is to be exiled quickly to some forlorn rock Familiar with this System? in the Mediterranean. CATAPHRACT retains all the core rules from the previous titles in the series. The CATAPHRACT portrays the development Never Played a Historical Simulation? command system in CATAPHRACT is of the art of war wrought by early We wouldn’t normally recommend this much simpler than in the earlier titles Byzantine empire (also known as the game for novices, but you’ve already reflecting the realities of the period. A Eastern Roman Empire) during the reign plunked down your drachmas so you number of familiar rules have been of the Emperor Justinian under its great might as well give it a shot. Your main dropped due to a lack of specialist type generals Belisarius and Narses. During problem will be that wargaming, like most units (Skirmishers, Elephants) or changes this period the Byzantine Empire for a introspective systems in life, has its own in doctrine (Depletion, Cavalry Pursuit). brief period of time re-captured a large language. That language is the main You will note the increased effectiveness portion of what was formerly the Western barrier to enjoyment, much like the first of missile units due to the use of the Roman Empire. Although successful in its time you tried to use a computer (or set composite bow, so a thorough review of attempts to re-capture Italy and North the clock on your VCR). The rules use a the charts and tables is heartily Africa, the Byzantine empire’s resources “sectional” approach. While this recommended. Extended missile range were insufficient to hold onto its gains. sometimes makes reading them a [8.18], contingent commanders [4.33], somewhat disjointed process to the ZOC-encumbered leader activation CATAPHRACT is the eighth volume in uninitiated, it does help you find things [5.27] have changed, as have some aspects the Great Battles of History Series, more quickly when you need them. Above of Line Commands. New special rules are following THE GREAT BATTLES OF all, this is supposed to be FUN, so don’t in 9.0. ALEXANDER which portrayed the take anything we say too seriously, and Macedonian art of war, SPQR which sort of slide through the rules to see what And remember: Watch Your Flanks. portrayed the legion of the Roman those mysterious words mean. (The Republic, and CONQUEST OF GAUL section on terminology is most helpful in which portrayed the legion during the this case.) This will get you going, more 2.0 Components Gallic Wars of Julius Caesar. or less. We then suggest you start with the Tricameron scenario (see Playbook). and Terms CATAPHRACT uses the same “basic” Set it up (that means put all the system as CONQUEST OF GAUL, with designated counters in their assigned rule changes and additions that portray “starting” hexes ( ...oops, that’s wargame 2.1 The Maps the advances in tactical concepts and lingo for those hexagonal-shaped patterns weaponry. We have also included a large on the map), turn to the rules section Each uses a portion of a 22” x 33” number of historical notes, so that you can called “3.0 Sequence of Play” and simply map. A hexgrid covers each map to see what questions of military history start doing what that sequence tells you regulate movement and combat, and the arose from the individual battles. We to do, referring to the rules when you don’t effects of the different types of terrain on provide the usual section on terminology, understand what to do next. After about the map are covered in the rules and so that you can understand more fully 20-30 minutes you’ll be just as good at charts. where we are going—and from where it this sort of thing as we are. Any problems? all came. Finally, in the playbook you will There’s a phone number listed here find indications of how long and how somewhere; give us a call. We’ll be glad 2.2 The Playing Pieces well-balanced (in terms of having a to give you a few hints. Trust us; after all, chance to win) the battle scenarios are— we’ve got your money. There are three types of playing pieces, all based on playtest experience and input. or counters: combat units, representing Your experiences, to be sure, may vary. Haven’t Played this System? Even if you the various types of fighting troops; are quite familiar with simulation gaming, leaders, the individuals who command the A Note on Play we suggest that you set up the Tricameron troops; and information markers used to CATAPHRACT, while not an overly scenario (see Playbook) and push the note certain types of information difficult game to learn, understand or play, counters around for a turn or two before necessary for play. uses a tactical system which rewards most actually starting a game. This will reveal those who know what their men can do the various tactical strategies available, 2.21 Combat units. All combat units are and how to exploit the capabilities of even how the different types of weapons system rated numerically for their Size, Troop the worst of them. As warfare evolved may best be used and how best to (try to) Quality (TQ) and Movement capability. from the previous Roman era and became protect against them. The one thing to Units that are capable of firing missiles more complex, the rules of this system remember is that the more you know also have a Missile indicator, indicating reflect, albeit only slightly, that increased about your units and how they act/ the type of missile used (e.g., B = Simple complexity. To calmly blunder into battle interact, the better commander you will Bow, C= Composite Bow, and J= Javelin, with a “let’s see what happens here” theory be. etc.). The Missile Table gives the Ranges

Page 2 Rulebook The Great Battles of History, Volume VIII available for these missiles. Each combat Types of combat units Leaders have a variety of ratings, used to unit has two sides. When a unit is flipped, The type a unit is denotes the weapons rate their Initiative and Command, as well this indicates it has been moved once and it used as well as whether any armor/ as their fighting, capabilities—both as will suffer Cohesion penalties if/when it protection was worn. Type is important leaders and individually [see 4.1]. moves again that turn [see 6.1]. in determining Superiority [see 8.37]. Front (Activated) Side Series Note: The designation for Archer in previous GBOH releases (A) is Heavy Infantry Name equivalent for all purposes to the B-rated Strategy (Overall units (Simple Bow) in CATAPHRACT. Commanders only) There will eventually be separate Personal Combat designations for Long Bow and Crossbow Command Charisma in future releases. Range Line Commands Initiative 2.22 Each unit is of a certain Type (Elite indicator; see 5.5) (usually indicated on the third line on the Medium Infantry (Militia) counter; e.g., HI, LC, etc.). The type is used to determine certain combat results Rear (Finished) Side and effectiveness vis-a-vis other types. Some types are subdivided by Class (e.g., Name HC type—Heavy Cavalry—with the class Cataphract. Personal Combat

2.23 Examples of Units Light Infantry/Bowmen Charisma

One-Hex Combat Unit (Front) Restricted Leader (Contingent Unit Type (Medium Infantry) Commander) Name/counter ID Name May command only Heavy Cavalry these units

Unit Size Troop Quality Basic Movement Allowance 2.24 Informational markers, such as “Shock-Check TQ,” numbered counters (representing Cohesion points lost), One-Hex Combat Unit (Moved) Light Cavalry “Routed,” “Missile Low,” etc., are used to record certain game functions, usually the Missile Type changing status of a unit. Counter ID (Archer)

2.3 Charts, Tables and the Die

The use of each chart and table is Lancer Cavalry explained in the rules. The game uses a Unit Type (Light Infantry) ten-sided die; the 0 is treated as a 0 (not a MOVED indicator 10), and is less than 1.

Cavalry Unit 2.4 Terminology Name/counter ID Missile Class (Composite) Knowledge of the following game terms Cavalry Type (Heavy) will be useful for play.

Copyright © GMT Games, 1999 Page 3 Cataphract Activated Leader = The leader who is Shock Combat = Hand-to-hand, (and, Medium Infantry = A term that applies giving Orders or Line Commands to his often literally, eyeball-to-eyeball), hack to units (e.g., Militia infantry) that, while troops at any given instant. Only one and thrust, slash and crash, melee. not as well-equipped as their heavier leader may be active at any one time. counterparts, had weaponry and some Size = Representing the number of men body protection that was superior in Class = Subcategory within type, used to in that unit. effectiveness to that worn (or not worn) differentiate between various weapons by Light Infantry. systems within a type. Example: Superiority = The relative capabilities and Cataphract. “killing” effectiveness of the opposing Light Infantry = A generic term applied weapons/armor systems. Superiority, to foot units with little or no body armor, Cohesion = A unit’s ability to remain in when achieved, will substantially increase a light shield, and usually a spear and/or an organized, fighting formation. In the an opponent’s cohesion losses. sword. Most of the Light Infantry in game, this is measured in the form of CATAPHRACT are armed with bows. Cohesion Hits. TQ = Acronym for the all-important Troop Quality rating. The TQ rating is, Light Cavalry and Lancer Cavalry = For Finished Leader = A leader who has by far, the most important number of a the most part, these are mounted archers previously been activated that turn and is combat unit. It will be consulted noted for their mobility. That speed and “Finished,” and may not be activated constantly throughout play—at almost mobility could be a major plus, as again. Leaders may be Finished for other any time a unit does something that will demonstrated by the effectiveness of reasons, such as being Wounded, failure endanger its cohesion. The “Cohesion Hit Simmias and Phasis and the magnificent to Trump, etc. and TQ Check Chart” summarizes when Hun and Herulian Light/Lancer Cavalry a player uses the TQ rating. units. Inactive Leader = A leader who has yet to be activated and is still eligible to be Trump = The mechanic by which an Heavy Cavalry = This was the arm of activated. enemy leader can stop a friendly leader decision for the Byzantine, Persian and from undergoing an Orders Phase and Gothic armies. The Byzantine Cataphract Leader = Interchangeable with the word transfer that phase to that enemy leader. was the ultimate combat system of this commander. Leaders were the generals It can also be used by a friendly leader to era. Heavy cavalry was trained in the use who commanded and influenced the go before another, but lower-rated, of the composite bow and lance. These troops. friendly leader. units were the backbone of the Byzantine armies of this period. Their mobility MA = Acronym for a unit’s basic Type = General, categorical description of coupled with local militia infantry were Movement Allowance. It also represents combat unit, usually used to determine able to fend off larger more mobile Arab a unit’s maneuverability vis-a-vis the combat effectiveness and results. forces. Similar to Dragoons of the other units in the game. Examples: HI (Heavy Infantry), HC Napoleonic era, these units could be (Heavy Cavalry), etc. dismounted to supply a heavy infantry Missile Volley = Friendly units throwing backbone to the infantry archer forces javelins or shooting arrows at enemy units. Zone of Control (ZOC) = The hexes— akin to the later English long bow system. usually directly to the front of a unit— Momentum = The mechanic by which a into which that unit exerts, by its leader can undertake more than one presence, enough “influence” so as to 2.5 Game Scale Orders Phase in a turn. inhibit freedom of movement. Each point of Size denotes from 100-150 Orders Phase = The period during a turn infantry (depending on their formation, when a Leader gives Individual Orders or Knowledge of the following types of rank depth and usage) or 100 cavalry. Line Commands to his troops to move combat units/terms will be useful for play. Thus, a typical Medium Infantry unit and fight. represents 700 men and a Cataphract Heavy Infantry = In CATAPHRACT, this Heavy Cavalry unit about 500 men. A Order/Line Command = The two type represents dismounted Heavy combat unit has afrontage of about 50+ methods leaders have of getting their Cavalry. These are troops protected by yards, or one hex. Each hex is troops to move. Orders apply to armor (usually helmet, breastplate and leg approximately 70+ paces (yards) from side individual units; Line Commands to armor). They are armed with lances and to side. Each game turn covers about 20 entire groups of units. In terms of whether shields along with a variety of one-handed minutes of real time, although gamers a leader can/may issue an Order or a Line slash/bash weapons. The Byzantine should not take that too literally. Command they are treated separately. Cataphracts are also armed with the highly effective composite bow.

Page 4 Rulebook The Great Battles of History, Volume VIII 2.6 Game Length range of the leader may move 5. Flip all “Moved” units and and/or Fire Missiles [5.23]. “Finished” leaders back to their There is no Turn Record Track, although front sides. there are game turns. A battle is fought c. Units capable of Orderly until one side withdraws—so there is Withdrawal [6.5], and/or At the conclusion of the Rout and Reload (usually) no need to keep track of how Reaction Fire [8.2] may do so Phase that game turn has ended and many turns have passed. throughout this segment. another game turn begins. There are no set number of turns. The battle continues Historical Digression: Veterans of 2. Shock Combat Segment. After a until one side withdraws. CAESAR will find that the Byzantine leader has finished issuing orders, battles/scenarios are shorter to complete eligible units engage in Shock than those of just 500 or so years earlier. combat, using the following 4.0 Leaders The size of the armies was routinely sequence [8.3]: around 10,000-15,000 men per side. a. Shock Designation: all non- Combat units may not move or fire moving, eligible units that missiles unless they get either an 3.0 The Sequence choose to Shock are given Individual Order or a Line Command “SHOCK-No Check” markers. of Play from a leader (exception: see 9.3 Uncontrolled Advance). Those combat b. The Charge (Pre-Shock TQ units that have received such orders Check). during a turn, or that are within command Players activate each of their leaders in range of that same leader, or that are the order determined by their Initiative c. Resolution of Possible Leader executing an uncontrolled advance, may rating [5.1]. When a leader is activated Casualties. conduct Shock Combat. Each leader he gives orders which allow units within counter has two sides: “Active” and his range to move and conduct combat. d. The Clash of Spears and “Finished.” A leader that has concluded After all leaders are finished, each army/ Swords (determine Superiority its activation is flipped to his Finished player checks for Army Withdrawal after and Shock column). side. Leaders return to their active side at which that game turn is concluded. the end of the turn for use again in the e. Resolve the melee. next turn. The Sequence of Play f. Check for possible Collapse (Rout). 4.1 Leader Counters A. Leader Activation Phase: The player C. Momentum Phase OR Return to “A.” with the lowest-Initiative-rated leader (or Each leader possesses several ratings: Uncontrolled Line [9.3]), who has not yet The player having the leader who was been activated, activates that leader. If that activated in the immediately preceding Orders Phase may attempt a Momentum Initiative: This denotes his basic ability leader wishes to issue a Line Command, to control forces and make rapid decisions. he rolls for the ability at this point [4.23]. die roll to give that leader another Orders Phase (Phase “B”), or else play returns to Initiative is used to determine the That player may attempt to by-pass that sequence of leader activation and the leader’s turn by Trumping his own leader Phase “A” for any leaders that remain unactivated. chances of that leader being able to use [5.41]. Momentum. It also defines the number D. Rout and Reload Phase of Individual Orders that leader may issue B. Orders Phase per Orders Phase. The higher the rating the better the leader. 1. Movement and Missile Fire 1. Remove “Rallied” markers. Segment. 2. Rout Movement: Routed units Elite Commander Initiative: This refers must undergo Rout Movement to leaders with a triangle next to their a. For each Individual Order Initiative [5.5]. issued by an activated leader, the [10.22]. player may perform any one Line Command: The number to the right function listed [5.22] with one 3. Reload Segment: Eligible missile units may get more missiles [8.15]. of the slash indicates that, if eligible, that combat unit or leader. OR, leader—instead of issuing a series of 4. Army Withdrawal Check: Each Orders to a given number of units—may b. For each Line Command issue a move and/or fire Order to all units issued, a number of units within player checks to see if his army has reached its Withdrawal level. in that number of Lines [4.23].

Copyright © GMT Games, 1999 Page 5 Cataphract Contingent commanders (leaders marked leaders. When activated, a leader may of the Line. For cavalry lines where an with a “C” where the Line Command issue either Individual Orders or Line intervening hex is allowed, this hex cannot rating would be) may not issue Line Commands. He may not do both. be occupied by an enemy unit or a friendly Commands. unit not eligible for that line. Units in a 4.21 Individual Orders. A leader may give Line do not have to stay together when Command Range: Denotes his overall Individual Orders to any friendly combat they move, and all eligible units in range presence on the battlefield as well as the units within his Command Range (subject do not have to take part. presence of his aides and the effectiveness to certain command restrictions), which of his abilities—the base range in hexes is measured using an unobstructed path Belisarius is the only leader who can issue over which that leader may exert his of hexes equal to or less than the range, two Line Commands. All eligibility Initiative. traced between leader and unit. Count the requirements are determined at the unit’s hex, but not the leader’s. A path is instant the Line Command is issued. Strategy: Only Overall Commanders obstructed by hexes occupied by an enemy Furthermore, Belisarius can move with have this rating. It is used to determine if units, an unoccupied hex in an enemy each line, but his total movement cannot a Subordinate Commander can use Line Zone of Control (ZOC), or terrain a exceed his movement allowance of nine Commands in his Order Phase. leader could not cross or enter. Friendly (see also 5.24 #3). units negate enemy ZOCs for purposes Charisma: Denotes his ability to spur his of tracing Order paths. All other paths are 4.24 In order for a leader to move, that troops on to greater efforts in combat. The considered unobstructed. Command leader must issue an Individual Order to rating is used to adjust the die roll on the Ranges are calculated at the instant the himself, receive an Individual Order from Shock Combat Results Table in his favor Order is given. the Overall Commander, or move at the for combat units with which he is stacked. same time as a Line to which he issued a It is also used to Rally units. 4.22 An Individual Order allows one Line Command (see, also, 6.14). friendly unit to conduct movement and/ Design Note: This rating varies widely or missile volley, rally a unit, etc. [5.22]. 4.25 A leader, other than the Overall in CATAPHRACT. For the most part, In a given Orders Phase a leader may issue Commander [4.31], who is in an enemy Roman Commanders of this era had a number of Orders equal to his Initiative Zone of Control may not issue Orders or abandoned the up-front and personal rating. Once a leader can give no more Line Commands—either to combat units style of hands-on leadership in favor of a Orders and cannot be activated again, flip or to himself, and thus may not move out more efficient, behind-the-lines him to his Finished side. of that enemy ZOC—unless and until he command methodology. This enabled is moved out of that ZOC by an Order them to see—and, thus, control—more. 4.23 Line Commands. from the Overall Commander. Some of their opponents, such as the Goths still emphasized the traditional Series Note: Line Commands are 4.26 A leader who is “Finished” [5.15] Alexandrian up front style of leadership. handled somewhat differently in may not issue Individual Orders or Line CATAPHRACT than in prior games in Commands. However, he may move, but Personal Combat: This rating is used to the series. Experienced players should only if ordered by an Overall Commander determine whether a leader is killed or read this section and the Line Command to do so. wounded in combat or from missile fire. Eligibility charts carefully and refrain from adding exceptions and conditions 4.27 Line Command Eligibility Charts. Movement Allowance (MA): The from prior games that are not there. These charts (see playing aid card) detail movement allowance of a leader is not by scenario which unit types may printed on the counter. Rather, the A leader, instead of issuing Individual participate in a given line. number of Movement Points a Leader Orders, may issue a Line Command, if may expend in a single Orders Phase is he is eligible to do so. Units issued a Line nine for all leaders. Command may Move and/or Fire [5.23]. 4.3 Command System A Line consists of units of the same type and organization as denoted on the Line Design Note: Players will soon realize 4.2 Leader Capabilities Command Eligibility Chart for the that Line Commands are a very efficient specific scenario. All units that will way to move large numbers of units. There are three types of leaders in comprise a given Line must be within However, Line Commands do restrict CATAPHRACT: Overall Commanders, twice the Command Range of the leader what a leader may do. For example, a Subordinate Commanders, and involved. The leader must be able to trace leader issuing a Line Command to move Contingent Commanders. Section 4.3 a path as if he was giving an Order [4.21] units may not rally units in that Orders describes the Command System used in to at least one unit in the Line. The units Phase. Moreover, as a battle progresses CATAPHRACT, while this section themselves must meet the Line Command and the combat units become intermixed describes the general capabilties of all all Eligibility requirements [4.27] to be part in their melees, it will become

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increasingly difficult to issue Line 2. Outside his OC’s command range. 4.42 The instant any combat unit moves Commands to more than a few units. The player may still attempt a Line adjacent to a leader, that leader can Command for that leader by rolling undertake an Orderly Withdrawal [6.5]. 4.31 Overall Commanders. Overall the die. If the die roll is a 0, that leader If the leader is alone in the hex, and does Commanders (OC) function like other may issue a Line Command; if it is a not withdraw—or cannot (because of leaders except that, when activated, OCs ‘1-9” the leader is Finished. enemy units or terrain)—then one of the can: In either case, the SC must meet the following happens: 1. Leave enemy ZOCs by issuing an requirements listed in 4.23. 1. If adjacent to enemy foot units, simply Individual Order to themselves (this place that leader with the nearest costs two Orders). In certain scenarios, Subordinate friendly unit. 2. May issue Individual Orders to other, Commanders may be further restricted on 2. If adjacent to a mounted enemy unit, friendly leaders (one per leader per the nationalty/types of units that they may roll the die. If the die roll is a 3-9, that Orders Phase) to move them. If the command. leader is eliminated (captured or leader to be moved starts in an enemy killed). If the die roll is 0-2, place the ZOC it costs the OC two Orders to Example: At Callinicum, Cabades can leader with nearest friendly unit. move that leader. Note that an OC in only give Orders and Line Commands to 3. If the leader cannot reach the nearest an enemy ZOC may not issue an Persian units. friendly unit, because it is surrounded Order to move another leader; he must by enemy units or ZOCs through first leave that ZOC. 4.33 Contingent Commanders. which it would have to move, it is 3. Automatically issue Line Commands. Contingent Commanders eliminated. 4. Use its Strategy rating to allow (CC) function like other subordinates to issue Line Commands. leaders with respect to 4.43 Replacement Leaders. Individual Orders, with the All leaders, other than the An OC in an enemy ZOC can only exception that these Orders Overall Commander, may be perform item #1 above—leave an enemy may be issued only to those replaced when killed. This is ZOC. Immediately upon leaving an units in their command as noted by the done by having the OC issue an Order to enemy ZOC, an OC can again issue command restriction keyword on their replace a fallen subordinate with a Individual Orders and, if applicable, use counter. Furthermore, Contingent Replacement leader. Eliminated its Strategy rating to allow other Commanders may not issue Line Contingent Commanders are simply subordinates to issue Line Commands. Commands and may not Trump or use placed back on the map. The OC does not The OC cannot issue Line Commands Momentum. have to be within range of any particular immediately after leaving an enemy ZOC, unit; simply place the Replacement leader but could issue Line Commands during Series Note: In CATAPHRACT, (or returning Contingent Commander) subsequent activations if it meets the Contingent Commanders are the leaders in any hex containing a unit he is capable conditions to do so. of barbarian mercenary bands employed of commanding. The Replacement leader by the Byzantines. Their use and function is considered “Finished” for that turn; he 4.32 Subordinate Commanders. differs from the Contingent Commanders may not give orders—or initiate shock Subordinate Commanders (SC) function presented in ALEXANDER. combat for units within range—until the like other leaders with respect to next turn. The number of Replacement Individual Orders, but to be eligible to leaders provided is a design-intent play issue a Line Command he must start his 4.4 Leaders and Combat limitation. If there are no Replacement Activation Phase, either: leaders available, a dead leader may not 1. Within his OC’s command range. The This section covers general rules relating be replaced. (This, again, does not apply player then rolls a die and compares to leaders and enemy combat units. For to a Contingent Commander.) that die roll to the OC’s Strategy specific rules for casualties during Shock rating. If the die roll is the same as or see 8.34. Design Note: A single, “named” lower than the rating, the SC is eligible Contingent Commander counter actually (though not required) to issue a Line 4.41 Leaders may enter enemy ZOCs represents more than one “man.” The same Command that turn. If it is higher, he only if stacked with a friendly combat unit may also be said of other named leaders may issue only Individual Orders. That or that ZOC already contains a friendly in terms of their presence on the field. The ability to issue a Line Command stays combat unit. Like combat units, leaders, replacement leaders for Subordinate with that leader for that turn, into any too, must cease movement for that Order Commanders have ratings similar to immediately succeeding Momentum upon entering an enemy ZOC. A leader Contingent Commanders. activation; the player does not have to may leave an enemy ZOC, only if he roll against the OC’s Strategy rating receives orders from the Overall 4.44 If an Overall Commander is again. Commander [4.31]. eliminated, he is not replaced; the army continues with no OC.

Copyright © GMT Games, 1999 Page 7 Cataphract 5.0 Leader Example of sequence of leader activation: 1. Move any one unit. Missile units may At Callinicum, the Byzantine leaders fire a missile volley at any time during Activation Arethas and Longinus (Initiative 3) their movement [8.1]. and Orders would activate first and second (Byzantine player’s choice). As both 2. Conduct Missile Fire with one missile players have leaders with Initiative 5, a unit (without Movement). An Important Note: For the sake of high die roll decides who goes next. If the brevity, the word “order” will also mean a Persians win the roll, one of their two 3. Remove two Cohesion Hits [10.14]. Line Command, unless the rule leaders with Initiative 5 would go, specifically uses the term Individual Order followed by one of the Byzantine’s having 4. Attempt to Rally a Routed unit (IO) to distinguish it from a Line Initiative 5, then the second Persian [10.33]. Command. having Initiative 5, etc. 5. Replace an eliminated leader [4.43]. Leaders issue Individual Orders or Line 5.14 A leader may be activated a Commands in the Orders Phase. Leaders maximum of three times in succession in 5.23 Each Line Command allows all may not issue any orders until they are a single game-turn (using Momentum for units that are within twice the leader’s Activated. Players may use the the last two times). Exception: see the command range and meet the Line Momentum rule to give an activated “succession” requirement with respect to Eligibility requirements [4.23 and 4.27] leader up to two additional Orders Phases. Elite Initiative [5.5]. to move/missile fire as if they were just They may also use the Trump Option to given an Individual Order. A Line activate a leader sooner than usual. 5.15 A Leader is Finished when one of Command given to a non-bow armed the following occurs: infantry or cavalry unit may cause an Exception: A leader first activated by the 1. The Leader has completed an Orders Uncontrolled Advance to occur [9.3]. Elite rule [5.5], then activated again— Phase and does not (or cannot) make later in the turn—may use Momentum for a Momentum attempt. 5.24 Leaders may move under the one additional Order Phase. 2. The Leader is Trumped by an enemy following conditions: leader. 3. The leader fails with his own a Trump 1. An activated leader may issue an 5.1 How to Activate Leaders or Momentum attempt. Individual Order to himself and move 4. A player declines to use that leader alone. 5.11 All leaders start the turn inactive, when it is his turn; i.e., he “passes.” and each has the opportunity to become 2. An activated leader may issue an activated and issue orders. After they Exception: See 5.5 Elite Commanders. Individual Order to a unit with which complete issuing orders, they are then he is stacked and move along with it. Finished. 5.16 When a leader is Finished, flip his The leader must remain with the counter over to so indicate. A Finished moving combat unit and end up in the 5.12 Each game turn starts with one leader cannot undertake any further same hex. player activating one of his leaders. Orders Phases that turn. Leaders are activated in the sequence of 3. An activated leader may issue a Line their Initiative ratings, starting with the Command and move along with that leader having the lowest and proceeding 5.2 The Orders Phase Line as long as he starts in the same to the highest (see exceptions in 5.4 The hex as a moving unit from that Line. Trump Option). In case of ties, roll a die; 5.21 Once activated, a leader can give a However, he does not have to remain high roll goes first, with players then number of Individual Orders (IO) equal with that unit/line, as long as he ends alternating amongst the remaining, to his Initiative rating to units or, he can movement in normal Command similarly-rated leaders. If two leaders on issue a Line Command(s) [4.23]. Range of one unit in that Line. the same side have the same Initiative rating, the owning player decides which Example: Thus, when Belisarius is 4. The Overal Commander (OC) may one goes first. activated he can either issue up to six issue an Individual Order to move Individual Orders OR two Line another leader (which is helpful if that 5.13 Only inactive leaders that have not Commands for that activation. He may leader is in an enemy ZOC, which previously been activated in that turn are choose to issue less (or none); he may not requires two such Orders). He may use eligible for activation, with the exception issue more in that Orders Phase. a Line Command to move another of Momentum [5.3] and Elite leader only if that leader is stacked Commanders [5.5]. 5.22 Each Individual Order allows the with a combat unit in that Line. player to do one of the following:

Page 8 Rulebook The Great Battles of History, Volume VIII

5. A leader may move with a unit Martinus is not eligible to activate 5.31 At the conclusion of the Orders undergoing Orderly Withdrawal [6.5] during the remainder of the turn. Phase, if the leader who had issued orders if he is stacked with that unit. for that phase ... Design Note: The ability of leaders in • is not in an enemy Zone of Control, 5.25 Although a given combat unit may an enemy ZOC to allow units in their and be ordered to move more than once per range that are already in contact with the • was not previously Trumped or game turn, it may not move (and/or enemy to Shock—even if that leader Bypassed [5.45], then missile fire) more than once per Order cannot do anything else—is more a the player may attempt to undertake an Phase [6.0]. function of the units’ proximity to the additional Orders Phase with that same enemy than the leader’s ability, range, leader. In order to do so, that leader must Example: At Dara, if a Cataphract unit awareness, etc. pass a Momentum die roll. is ordered to move by John, it may not be ordered by John to move again in that Series Note: In our never-ceasing effort Exception: Contingent Commanders Order Phase. It may, however, be so to improve the rules, a ZOC-encumbered may not use Momentum. ordered in a subsequent phase (in the same leader no longer has the option of turn) by, say, Belisarius, or even by John postponing his normal position in the 5.32 The player rolls the die and if he gets a second (Momentum) leader activation sequence. In the compares the result to the leader’s activation. previous example, a gambling Belisarius Initiative rating. If it is the same or less (wanting more out of Martinus this than the rating, that leader starts another 5.26 Orders/Line Commands are not turn) could have tried to Trump the Orders Phase (Phase B); if more than the used to directly precipitate shock combat, normal sequence in order to move rating, that leader is Finished for the turn. which occurs in a subsequent segment. Martinus out of the ZOC prior to [8.3]. However, Individual Orders can be Martinus’ normal position in the Example: Thus, Belisarius would need a used for Missile Fire [8.1]. Reaction Fire activation sequence. die roll of 0-6 to gain Momentum; a 7-9 does not require orders; it occurs in would Finish him. response to enemy actions. 5.28 After a leader has issued all of the orders he wishes (or can), friendly units 5.33 Die Roll of Doom. If the 5.27 Any activated leader (other than the engage in Shock in the ensuing Shock Momentum die roll is a 9, then the die is OC) starting an Orders Phase in an Segment, as delineated by the immediately rolled again: enemy ZOC may not issue orders [4.25]. introduction to 8.3. • If the second die roll is a ‘9’ then no However, his Command Range may still further leader activation may occur this be used to designate units to engage in 5.29 After Shock combat has been turn (by either player), and play goes Shock Combat in that segment of the completed, that Orders Phase is finished. directly to the Rout and Reload Phase. Orders Phase [7.25], so he is not entirely One of two things may now happen: • If the second die roll is a 0 or 1, useless. In addition, he may still use his 1. The player may attempt to gain a paralysis occurs. That player may not Charisma. At the end of the orders phase, Momentum Orders Phase [5.3] for the activate any further leaders for the regardless of whether or not the leader leader who just finished the Orders turn, but his opponent is still eligible allowed and/or participated in Shock Phase; or to activate his remaining eligible Combat, if the activated leader remains 2. The next, eligible leader with the leaders. in an enemy ZOC, he is Finished. He lowest Initiative rating is activated • If the second die roll is a 2-8, the leader may not use Momentum [5.3]. (See 4.24 (subject to Trumping), returning to attempting Momentum is Finished. and 4.31 for moving leaders in an enemy Phase “A.” Go back to Phase “A.” ZOC.) When all leaders are Finished the players 5.34 Momentum die rolls apply only to a Example: At Tricameron, Martinus, one proceed to the Rout and Reload Phase. leader who has just finished an Orders of Belisarius’ subordinate commanders, Phase. You may not apply Momentum to starts the turn in an enemy ZOC. When a leader who Finished several phases ago. it becomes Martinus’ turn, he cannot issue 5.3 Momentum Individual Orders or Line Commands. Martinus might as well use his Play Note: Momentum (and Trumping, 5.4 The Trump Option Command Range to have some below) are highly useful and powerful Byzantine units make Shock attacks gambits, especially for the Player with Design Note: This is a game mechanic (because he is about to be Finished superior leadership. However, there is that is intended to simulate the effect of anyway). When Belisarius gets an Orders usually a 20-40% chance of it backfiring; superiority in the area of command. As Phase, he decides to move Martinus out when that occurs, Momentum can often such, it is likely to be used almost of that enemy ZOC, but the Finished provide the opponent with major exclusively by the player with palpably possibilities.

Copyright © GMT Games, 1999 Page 9 Cataphract better leaders (such as Belisarius). The activated leader goes and the leader “inferior” player will often find that, for attempting the “trumping the trump” 5.46 A leader may be activated only once him, its best application is when it is Finished. per game-turn, although that activation backfires on his supposedly better may be extended by Momentum [5.3]. For opponent. To that extent, players should Example: Using the example in 5.41, if Exception, see 5.5 Elite Commanders. be aware that, simply because this option the Persian player is successful in Finished leaders may not be activated is available doesn’t mean it should be used activating Perozes instead of Pitames, again that turn. indiscriminately. then the Byzantine player can now attempt to trump the trump by rolling for 5.47 A leader that successfully trumps Prior to each leader activation both Belisarius. However, he rolls a 8, so cannot pass. He must issue an order to a players are given one option to trump that Perozes remains activated and Belisarius unit to move or fire, or he must use his leader’s activation. is Finished for the turn. Range to have units Shock attack. A unit is considered to have moved for the 5.41 Active Player Trump Option. The 2. Momentum Trump: If the active purpose of this rule if it ends the phase in player whose turn it normally would be player is successful with a Momentum a hex different from the one in which it to activate his lowest-rated leader, instead, die roll, the opposing player may started (a change of facing is not enough). may attempt to activate any other, inactive attempt to trump in the same fashion leader with a higher Initiative rating. To as #1, above. do this, the player must roll the latter’s 5.5 Elite Commanders Initiative rating or less on the die. If Example: At Tricameron, Gelimar has successful that leader is now activated been successful with a Momentum This rule simulates the marked superiority (after which play returns to the normal attempt. Belisarius will have none of that of certain commanders—such as process of momentum and activating and attempts to trump. He rolls a 3 and, Belisarius—especially in their ability to leaders, including the still-unfinished, instead of Gelimar going, it’s now “get going” before their opposition. previously-trumped leader). If Belisarius’ Orders Phase and Gelimar is unsuccessful, the originally designated Finished. A player with an Elite Overall leader is activated and the one who Commander (indicated by the triangle attempted the trump is Finished. After the successfully-trumping leader has next to his Initiative rating) has the option finished his set of Orders/Line to start each turn with a single Elite Exception: Contingent Commanders Commands, play reverts back to the Initiative (EI) Orders Phase. This EI may not make Trump attempts. standard, lowest-available-leader-goes Orders Phase may be undertaken by the procedure. OC or by any one subordinate leader who Example: At Dara, the Persian player, is in his Command Range, regardless of instead of activating Pitames, could 5.43 Each side is allowed only one trump Initiative rating, as designated by the attempt to activate Perozes by Trumping. attempt per activation. player. That leader may not use If he rolled a 0-5 he would be successful; Momentum to continue this EI Phase. but on a 6-9 the Trump attempt fails, 5.44 A leader who fails a trump attempt After that Phase is completed, the chosen Pitames is activated and Perozes is or has been trumped when trying for leader or OC reverts to inactive (but not Finished. Momentum is Finished. Finished) status. He has undergone only one Orders Phase for purposes of 5.14 and 5.42 Inactive Player Trump Options. 5.45 Bypassed. An inactive leader who may be activated again, using normal The opposing player has two trump has not yet been activated and activation rules. options, each usable under different is passed over by a successful circumstances. trump is still eligible for If both players have an elite OC (this activation (and will probably cannot happen in CATAPHRACT but this 1. Trumping the Trump: If—and only be next in line as the lowest- is here as part of the standard rule set), at if—the active player is successful with rated leader). However, all bypassed the start of each turn, each player rolls a his trump [5.41], the opposing player leaders may not use Momentum that turn. die, to which he adds his Elite then has the option of attempting to Use the “Trumped / No Momentum” Commander’s Initiative rating. High roll trump that first trump activation with markers to indicate this. gets to use the EI Order Phase. If the his own leader. This requires that the adjusted die roll is a tie, neither player can inactive player’s leader have an equal Player Note: Bypass applies to both use the EI Order Phase. or higher Initiative rating (and the player’s units. Thus at Callinicum, if usual trump die roll less than or equal Belisarius trumps his man A. John, not to Initiative). If successful this leader only is A. John Bypassed, but also Bouzes is immediately activated; if and the Persians Alamoundaras and unsuccessful the initial trump- Cabades as well.

Page 10 Rulebook The Great Battles of History, Volume VIII 6.0 Movement However, a unit may only enter a hex 6.33 A hex containing two types of which is to its front [7.11]. In order for a terrain uses the “majority” terrain. unit to change direction it must first 6.1 Movement Allowances change facing [7.12] by pivoting in the Example: Hex 1503 at Callinicum, hex it occupies. while it does contain some river, is a Design Note: Movement Allowances Clear hex in game terms. simulate not only the time it takes a unit to move from point A to point B, but also 6.3 Natural Terrain 6.34 Certain hexes are impassable; no its maneuverability relative to other, unit may enter such a hex. different-type units as well as the tactical Design Note: As with previous eras, doctrines applied to deploying those units. because of the problems in moving Example: City Walls at Dara. tightly-packed formations, virtually all 6.11 A combat unit’s printed Movement battles were fought on as flat and clear a 6.35 A moving unit must have enough Allowance (MA) is the basic allowance for piece of ground as could be found. Some MP to pay the terrain cost of entering a a single Order. A combat unit receiving care was also taken in using natural hex; if it doesn’t, it cannot enter that hex. an Order may move up to its printed MA. barriers, such as rivers, to secure flanks. Units also pay movement point costs to Units may move less than the printed change facing [7.12]. MA, unless part of an Uncontrolled There is always a cost in Movement Advance [9.31]. Points (MP) to enter/cross each type of 6.36 Elevation, rivers and woods may also terrain. In addition, there may be a affect shock combat results by adjusting 6.12 There is no limit to the number of possible Cohesion Hit penalty to do so, the column under which the players roll times a combat unit may move in a single depending on the unit and/or terrain type. to determine losses, as per the Shock turn; however; it may move only once per Combat Results Table. Orders Phase. Play Note: Players should never underestimate the damage that rough and 6.37 The Movement Cost Chart. This 6.13 After the first time a unit moves in hilly terrain can do to a formation. chart gives the MP costs and Cohesion a turn, flip it to its “Moved” side. “Moved” Hits for each type of unit moving into/ units later may use their full MA again. 6.31 A unit expends Movement Points across (or changing facing in) a specific However, each time a “Moved” unit is for each hex it enters and for some type of terrain. moved again, it earns a Cohesion Hit hexsides crossed. Most units also pay extra [10.1]. This hit penalty does not apply to Movement Points to move into a hex of advances after combat or units using higher elevation. 6.4 Column Movement Orderly Withdrawal [6.52]. (Compare this to the “terrain-mandated” hits in Example: A Heavy Cavalry (HC) unit Design Note: On the battlefield, formed [8.41]). Firing without movement is not at Taginae in hex 3823 would expend 2 infantry moved in a battle formation movement for the purposes of this section. MP to move into 3923 (one for the that would, in later centuries, be called broken hex and one for the higher “Line.” They were capable, however, of 6.14 Activated Leaders may move any elevation level). using much looser, more mobile formation number of times in a turn or Orders (in modern terms, “Column”) for more Phase, but they may not exceed their 6.32 It didn’t take much to disorder a rapid movement. In addition, because the allotted nine MA per phase. Leaders formation that had to enter terrain that units were not in an extended line that move using cavalry costs. Leaders have no wasn’t level and smooth. A unit usually constantly needed dressing to be effective, facing and do not pay any cost to change receives a Cohesion Hit whenever it the effects of movement upon a unit’s facing. See 6.64 for impact of stacking. changes elevation or enters “Rough” “cohesion” were not as drastic. terrain (determined by unit type, see 6.37). Rough terrain, in CATAPHRACT, 6.41 On being given a move order, any 6.2 Movement Restrictions is woods, marsh or broken. Leaders never infantry unit of a Disciplined army [9.2] suffer cohesion penalties. All Cohesion that is not in an enemy ZOC or Routed 6.21 As a unit moves, it traces a path of Hits due to movement (including all may change to (or from) “Column” as the contiguous hexes through the hex grid, advances after combat) and facing changes conclusion of its Movement. It costs one paying the cost of each hex entered (see are applied the instant they occur. MP to change formation, either in or out 6.3 Natural Terrain). One unit’s of Column, so the unit must have at least movement must be completed before Example: Using the example in 6.31, one MP remaining to do so. In order for another can begin. that HC unit would earn one Cohesion a unit to use Column Movement, a unit Hit for moving into the broken hex. must start the Orders Phase in Column. 6.22 A unit may be moved in any Use the “In Column” markers to indicate direction or combination of directions. this status.

Copyright © GMT Games, 1999 Page 11 Cataphract 6.42 Units In Column increase their MA 6.47 In Column units may not use by one. In addition, the only Cohesion Orderly Withdrawal, nor may they move Play Note: Yes, it says within two hexes, costs a unit In Column pays are the ones through other units. so any (eligible) friendly unit can marked with “COL” on the Terrain Chart. Withdraw if an enemy moves within two hexes, even if that unit doesn’t actually Example: Units In Column pay the 6.5 Orderly Withdrawal move in his direction. Thus, the friendly Cohesion cost for moving through woods, player must make his decision to but they do not pay such for crossing a Orderly Withdrawal is a form of retreat withdraw before the moving enemy Stream. carried out during the movement makes his full intentions clear! segment, in the face of an approaching 6.43 Units in Column must face the enemy, in which “lighter,” but faster and 6.52 The withdrawing unit maintains its hexside (not the vertex) and only the hex more maneuverable, units can avoid original facing throughout withdrawal at directly in front of them is frontal. The getting crushed. no facing change cost in Cohesion Hits change in facing is effected when the Play Note: OW is an extremely valuable or Movement Points. It does, however, change to (or from) Column status is maneuver. Therefore, we have gone to pay any of the usual Cohesion penalties announced. When changing formation great lengths to explain this rule. Orderly for terrain entered/crossed during the from column to normal, the unit is always Withdrawal is a “retreat” in the face of withdrawal. At the completion of faced to the vertex on either side of the an approaching enemy, long before that withdrawal, if it wishes to change facing, hexside (and vice versa). There is no enemy can close. This is why the it pays any Cohesion penalties inherent additional cost to do so. withdrawing unit can return to the in such a change. There are two possible original facing (with minimum cohesion additional penalty situations: cost) it had before the enemy approached. 1. All withdrawing infantry units In play terms, you simply move the (includes dismounted cavalry) Front counter backwards. automatically receive 1 Cohesion Hit after moving. Flank Flank 6.51 During an enemy Movement 2. If the Withdrawing unit was being Segment, any unrouted friendly combat approached from a rear or flank hex unit that is not in an enemy ZOC [7.2] (i.e., the hex into which the enemy, may avoid contact with an enemy unit the moving unit intended to move) it Flank Flank instant it moves within two hexes of the suffers a 1-point Cohesion penalty friendly, “defending” unit, as long as the before withdrawing. (This is cumulative with #1, and applies to all Rear “defending” unit has a higher movement allowance than the attacking combat unit. units.) This case also applies if the moving unit starts its move at a range of two hexes. 6.53 If a Withdrawing unit reaches its 6.44 Column units move into either their TQ rating in Cohesion Hits it Routs frontal hex or the flank hexes adjacent to To do this, the friendly, defending unit [10.2]. the frontal hex. There is no MP cost to withdraws from the advancing unit up to change facing to move into a frontal-flank a number of Movement Points (not hexes) 6.54 A unit may withdraw an unlimited hex; there is a cost to move into any other equal to the difference between the number of times during a game turn, but hex. movement allowances of the units the 6.52 penalties apply to each, invovled. Withdrawal must occur the individual withdrawal. No movement 6.45 Units In Column have their TQ instant the enemy unit moves into two- points are expended and no orders are ratings temporarily reduced by two. Units hex range (stop moving the friendly unit needed for combat units. in column may not attack or fire. The only temporarily), or else the option is lost. thing they do is move. If attacked by an Cavalry units that qualify as a Line may 6.55 A unit may not withdraw into an enemy unit, the attacking unit is withdraw as a “clump” if any part of that enemy ZOC, woods, marsh, river or any automatically Attack Superior, regardless Line conducts Orderly Withdrawal. For hex into which movement would be of Position or Weapon system. Leaders, see 4.42. prohibited. Cavalry units with B or C missile capability may fire as part of the 6.46 If an In Column unit is shock Example: A Saracen Light Cavalry unit Orderly Withdrawal. The range is always attacked, at the conclusion of that Orders (MA of 9) may not Withdraw uphill in treated as two hexes for B missile types. Phase. the unit automatically goes back the face of an advancing Byzantine Composite bow (C missile type) cavalry to its combat formation at the cost of one Cataphract (MA of 8) because it would may select the most advantageous range additional Cohesion Hit, even if that hit cost the Saracen LC 2 MPs to move so provided that the moving unit was at that were to cause it to Rout! and it is only allowed 1 MP withdrawal range with a clear LOS at some point move. during its move. No other missile type

Page 12 Rulebook The Great Battles of History, Volume VIII unit may fire as part of an Orderly or cohesion cost. However, leaders pay a Exception: Units advancing after combat Withdrawal. Stacking restrictions (6.6) movement penalty of +1 MP to enter a [8.42] may change facing one vertex. apply during withdrawal. hex occupied by a combat unit. 7.14 Units that change facing within a Clarification: As noted in 6.51, the 6.65 A combat unit stacked with a leader Rough terrain hex suffer a one-point approaching unit does not actually enter may Orderly Withdraw together [6.5]. If Cohesion penalty for each vertex for the Withdrawing unit’s ZOC; the latter they withdraw together, they must stay which they do so. “Rough” terrain includes has moved before that can occur. This together. Remember that the leader may Woods, Broken, and Marsh. means that, if the approaching unit is also withdraw using 4.42. capable of Missile Fire while moving, 7.15 Reaction Facing Change. Any unit such fire must take place at range 2 or 6.66 The Stacking Chart. The chart lists may change facing one vertex (per phase) greater. what type of unit is moving. However, the when an enemy unit moves adjacent to it. effects apply to both moving and It may not do so if it is already in an 6.56 Orderly Withdrawal takes place stationary units, unless otherwise enemy ZOC. After changing facing, the during the opposing player’s Movement— specified. player rolls one die if the reacting unit is a unit may not withdraw in the Shock infantry. If the die roll is higher than the combat segment. The attacking/moving unit’s TQ rating, apply the difference (roll unit may continue to complete its 7.0 Facing and minus unit’s TQ) as Cohesion Hits to the movement in the face of such withdrawal. ZOC unit. There is no die roll for cavalry units.

6.6 Stacking 7.1 Facing 7.2 Zones of Control (ZOC) and Stacking refers to having more than one Shock Requirements unit in a hex at any one time, whether 7.11 All units must be faced in a hex so during movement or at the completion of that the top of the unit (the side with its 7.21 Combat units exert a Zone of movement. There are two principles name) faces into the vertex of the hex Control into their front hexes (only)— involved when considering stacking rules: (between two hexsides, as shown below). even those that are out of missiles. Routed Voluntary movement, which usually All units in a hex must be faced the same units and leaders do not exert ZOCs. means combat units moving under orders way. The two hexes to the front are called or Orderly Withdrawal; and Mandatory the frontal hexes, those to the side are the 7.22 ZOCs do not extend into a hex into movement, virtually all of which is rout flanks, and those behind are the rear. A which movement is prohibited. movement. unit may only move into a hex to its front. 7.23 A unit must cease movement the 6.61 The Basic Stacking Rule. A hex may instant it enters an enemy ZOC. A unit contain, without penalty, one combat unit. that begins movement in an enemy ZOC can move out of the enemy ZOC only if: Leaders and informational markers do not Front Front count for stacking purposes. A hex may 1. It is the Overall Commander issuing contain any number of leaders/markers. two Orders to himself. 2. It is a leader issued two Orders by his Design Note: The stacking rules are very Flank Flank OC. simple—no voluntary stacking. 3. It is a combat unit that can receive an order to move, has at least one 6.62 A unit may never move into or unoccupied frontal hex, and its printed through a hex containing an enemy Rear Rear MA is greater than the MA of any combat unit. enemy unit exerting a ZOC on it.

6.63 The restrictions, allowances and A unit leaving an enemy ZOC may Cohesion Hit penalties for moving 7.12 In order for a unit to change its immediately enter another enemy ZOC, through friendly units are all given on the facing it must pivot within its hex. All but would then cease movement for the Stacking Chart [6.66]. The chart does not combat units (not leaders) pay a cost of remainder of that Orders Phase. Units apply to leaders, which have no stacking one movement point for each vertex leaving a missile unit’s ZOC are subject restrictions. shifted. to Retire Reaction Fire [8.21].

6.64 Combat units may enter a hex 7.13 A unit may not change facing while 7.24 If unit ZOCs of opposing sides containing only a leader at no movement entering, or while in, an enemy ZOC. extend into the same hex, then they are both considered to “control” that hex.

Copyright © GMT Games, 1999 Page 13 Cataphract 7.25 Some units must Shock Attack, point during the Movement segment of each fire individually; they may not while others may choose to: an Orders Phase. Shock combat comes in combine fire. A. In the Shock Combat Phase, “heavy” its own segment—at the conclusion of the combat units—those units noted with Movement Segment, after all orders have Exception: Infantry units armed with a “plus” [+] on the Superiority Chart— been issued and movement is completed. composite bows (Missile type C) that that moved during the current Orders A missile unit can participate in both haven’t moved may fire twice whenever Phase must undertake a Shock Attack types of combat during the same Order they are allowed to fire [9.4]. against all enemy units in their ZOC. Phase. In Shock Combat, the Type and B. All other “lighter” units that so moved Size, plus the Troop Quality of a unit are 8.14 Missile Supply. A missile unit may may choose to undertake Shock. taken into account, and the effects of volley if it has at least one missile volley C. Any unit issued Fire (only) orders, or combat are Cohesion Hits which may remaining. those simply within the activated result in a unit being Routed. leader’s command range may choose to 1. Bow-armed missile units (types B and attack all enemy combat units in their C) have an unlimited number of (friendly) ZOCs. [7.26, 8.31]. 8.1 Missile Volley missile volleys until they roll an unadjusted 9 when resolving any 7.26 The moving player Historical Note: The ubiquitous use of missile combat. At the instant places a “SHOCK-Check the composite bow during this period one of these units rolls an TQ” marker on top of each made missile fire a major force on the unadjusted 9 place a Missile moving ‘heavy” unit battlefield, a significant change from the Low marker on it, indicating [7.25(A)] at the instant that days of Caeser. it has one volley remaining. moving unit moves adjacent to an enemy unit. The moving unit must Shock attack 8.11 There are four types of missile units: 2. Javelin-armed units (type J) have an in the ensuing Shock segment. Units that Simple Bow (B), Composite Bow (C), unlimited number of missile volleys are eligible to—but do not have to— Javelins ( J) and the Throwing Axe (F). until they roll an unadjusted 6-9 when attack [7.25(B)], also receive a “SHOCK- When given an Individual Order, resolving any missile combat, at which Check TQ” marker the instant they finish individual missile units can move, fire, or point place a Missile Low marker on movement if, at that instant, the player fire during movement. A Line of missile it, indicating it has one volley chooses to shock attack with that unit. units given a Line Command may fire remaining. Non-moving units [7.25 (C)] are given during—or instead of—their movement. “SHOCK-No Check” markers at the The units in the Line do not have to 3. Throwing Axe units (type F) are one beginning of the Shock Combat Segment. conduct the same action (some may move, shot weapons. Place a Missile No These Shock markers delineate which others may fire without moving, while still marker after their first use. units must undergo a pre-Shock TQ others may both move and fire). A unit check[8.33]. Only units with Shock may fire during movement only if it 4. If any “Missile Low” unit fires, flip the markers may Shock attack. moved “forward” (towards the target) marker over to its Missile No side to immediately preceding actually firing. indicate there are no missiles left to Example: A Byzantine Heavy Cavalry Firing during movement does not cost any fire. A unit with a Missile No marker Cataphract unit has a “SHOCK-Check movement points, but it can affect may not fire at any time. TQ” marker placed on top of it because it accuracy [8.17 #4]. has to attack. A Persian Light Cavalry 8.15 Reload. Any friendly “Missile Low” unit moving adjacent to an infantry unit Example: The Hun Light Cavalry unit or “Missile No” unit may Reload by does not have to shock attack; however, may move four hexes forward, fire at an removing any Missile Low/No markers, the moving player must state his decision enemy four hexes away, and then use its only if: on whether or not to do so as it finishes remaining points to ride away. 1. Not in an enemy ZOC, and movement. If he wishes it to attack, he 2. Not within Missile Fire Range and must place a “SHOCK-Check TQ” 8.12 Missile Fire may occur: Line of Sight of an enemy unit (that marker on top. 1. As an Order or Line Command. is not ‘Missile No’), 2. As Reaction Fire. 3. During Orderly Withdrawal (missile- A missile unit may Reload during the armed cavalry only [6.55]). Reload Segment of the Rout and Reload 8.0 Combat Phase, bringing it up to full missile 8.13 A Missile unit may fire at any single capability. target unit which is within its Missile There are two kinds of Combat: Missile Range—which extends from its frontal 8.16 Line of Sight. A missile unit can and Shock. Missile combat occurs as part and/or flank hexes—to which it can trace shoot a missile volley only at an enemy of—or instead of—movement at any a Line of Sight [8.16]. Missile units must target unit to which it has an unobstructed

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Line Of Sight (LOS). An LOS is 3. If the target is Heavy Infantry, and an die roll is greater than the leader’s calculated by tracing a path of hexes archer (C or B armed) is firing at a Personal Combat rating, the leader has between the center of the hex the missile range of one hex (adjacent) through been killed. Players may, if they wish, fire unit is in and the same for the target unit, the frontal hexsides of the infantry, add at a hex (in range) in which there is only through the firing unit’s frontal or flank three to the die roll. This does not a leader counter. (See also 8.34 for other hexsides. LOS is blocked by woods, unless apply to Javelins ( J) or the Throwing causes of leader casualties.) they are in hexes at a lower elevation than Axe (F), or Reaction Fire by composite both the firer and the target. LOS is also bow units. This modifier is used blocked if any part of a hex of higher instead of #2. (This represents the fact 8.2 Reaction Fire elevation is between the two units. LOS that the lighter shafts of archers were most is usually blocked by combat units, unless effective against the formidable shields Missile units may fire in reaction to the blocking combat units are closer to and body armor of the heavy infantry certain enemy movements into (Entry the firer than the target and the firing unit when firing “from above” [arced Reaction) and out of (Retire Reaction) has a missile type of B or C. If the LOS trajectory] into the body of troops; at their ZOCs. is blocked, missiles may not be fired. point-blank, low-trajectory range, they could not do that.) 8.21 Retire Reaction. Whenever an Exception: Missile units may always fire Unrouted unit leaves the ZOC of an into adjacent hexes. 4. If a bow-armed infantry unit or any enemy missile unit, or a unit uses Orderly mounted missile unit, moved/will Withdrawal to avoid the enemy missile Play Note: While not a major problem move, add one to the die roll. This does unit entering its ZOC [6.55], that missile in most of these battles, because of the flat not apply to infantry armed with unit, if it has a fire capability of two or terrain, LOS is often a cause of “player javelins or throwing axes. Design Note: more hexes, may fire a free volley at the tension.” We suggest that missile LOS There is no such penalty for moving moving unit. Any results are applied rules be interpreted strictly, while LOS infantry using javelins or throwing axes before the unit moves. for Line Commands (4.23) be interpreted because they use movement to gain liberally. The former are trying to shoot momentum for their missiles. 8.22 All Retire Reaction Fire at units at a target; the latter are simply trying moving away from the firing unit is at a to see if everyone is in place. 5. If firing from a Dara Wall hex, subtract range of two hexes. one from the die roll. 8.17 Volley Effects. The Missile Range Play Note: The two-hex range does apply and Results Chart [8.51] is used to Example: At Taginae, an Armenian to composite bow-armed units. determine the effect of Missile volleys. Cataphract fires at a Goth Heavy For each volley, a die is rolled. If the die Cavalry unit at a range of 4 hexes. At a 8.23 Entry Reaction. Whenever a roll is equal to or less than the rating range of 4, the composite bow missile friendly unit enters the ZOC of an enemy indicated on this chart for that range, strength is 7. The Byzantine player rolls missile unit (and this includes entry as a then the target unit takes one Cohesion a 1. The Goth HC take two Cohesion result of Advance after Combat), that Hit. If the firing unit is armed with a Hits. If the Cataphract had moved to get enemy missile unit may fire a volley at the composite bow (C), then on an adjusted into range, the moving-fire modifier (+1) entering unit before any further 0 or 1 the target takes two Cohesion Hits would have changed the result to a 2, movement or friendly fire occurs. All instead. If the die roll was greater than causing one Cohesion Hit instead. effects from this missile combat occur the missile unit’s volley strength rating, immediately. When friendly units are then it misses. Remember, infantry missile 8.18 Extended Range. When a missile moving as a Line, all movement is units may not fire during Orderly unit fires at a target unit on a lower completed before any Entry Reaction Fire Withdrawal. All combat effects from elevation, its range is increased by one takes place. Units may select the range missile combat are immediate and occur hex (two hexes if firing from a Dara column that offers them the best chance before any other unit is moved/fires. The Wall hex). When firing at extended to hit provided that the moving unit was following (cumulative) die roll range, the unit needs an adjusted die at that range at some point during its adjustments are made: roll of 0 to inflict a Cohesion Hit. move and the firing unit had a clear LOS Composite bows inflict only one hit at to that hex. 1. If the target is in a Woods hex, add extended range. one to the die roll. Design Note: This change accounts for 8.19 If there is a leader in the hex fired the fact that certain missile weapons are 2. If the target is Heavy Infantry add one at and the missile volley die roll is a 0, more effective at longer ranges and to the die roll. (This represents the there is a possibility that the leader has accounts for the fact that the advancing heavier armor protection of such been hit. Roll the die again: if that die unit must pass through this “kill zone” to units.). This modifier is not used if #3 roll is a 0, the leader has been Wounded. reach its target. below is used. The player then rolls a third time: if that

Copyright © GMT Games, 1999 Page 15 Cataphract 8.24 Reaction Fire does not require an the cavalry attack (as it must) and the Order; it does require that the missile Design Note: It would be easier to resolve Heruli MI sit and watch. units have sufficient missiles available to each separate combat as one “piece.” fire. However, to do so creates a “” type of effect, wherein the attacker gets Shock Resolution Overview to choose which attacks he wants to do 8.3 Shock Combat first so that he can achieve Sections 8.33 through 8.37 are “breakthroughs.” Despite its simplicity, descriptions of the sequence and Design Note: This section is the heart of this would be so far from reality as to procedure used to resolve Shock Combat. the game; thus, we have gone to great render the system—and the game— While extensive in narrative terms, players lengths to explain how things work. It is inaccurate. However, isolated shocks can will soon realize that these steps are: longer and more detailed than other certainly be resolved as a piece, if doing sections and may, at first glance, appear so would not affect other attacks. The 1. Charge (“Shock Must Check TQ”) somewhat daunting. Take heart. In method you choose should keep this intent marked units and their defenders practice/play, most of the mechanics in mind. Check TQ to see if troops will attack become self-evident and, after a few trial in an ordered manner [8.33]. runs, the resolution of shock will become 8.31 Shock Designation Segment. This second nature. is used to place “SHOCK-No 2. Check for any leader casualties [8.34]. Check” markers on non- The Shock system relies on the moving units that Choose to 3. Use Clash of Spears and Swords Chart interaction of the units’ weapons, armor Shock [7.25(C)]. to determine which column on the protection, size, angle of attack and Shock CRT will be used [ 8.35]. quality (TQ) to produce a single result. 8.32 The Basic Pre-Shock Procedure. While no factor is unimportant, the rating Units that attack by Shock must attack 4. Determine whether terrain, leaders to which pay closest attention is TQ—for all units in their ZOCs, unless that and/or relative strengths and that rating determines the ability of a unit defending unit is being attacked by capabilities will have any effect [8.36]. to withstand the rigors of toe-to-toe another, friendly unit in that Shock ancient warfare. Segment. The attacker determines which 5. Determine results using Shock Results units will be involved in each, individual Table [8.36]. Procedure: combat resolution, within the restrictions that follow: 6. Check for Rout [8.37]. • At the completion of the Movement A friendly unit may attack more than Segment of an Orders Phase, shock one unit, as long as the targeted 8.33 The Charge. All units with a combat occurs. Shock is part of a leader’s defenders are all in the attacking unit’s “SHOCK Must Check TQ” marker Orders Phase, and all shock engendered ZOC. [7.26], and their intended targets, • by that leader is resolved before the next An attacking unit may not split its undergo a Troop Quality check by rolling leader may be activated (or momentum attack capabilities, although two (or the die for each unit. All such checks attempted). more) units may combine to attack one being simultaneous. defender. • All units with either type of Shock marker If more than one unit is defending Exception: If all defending units are (placed per 7.25 and 7.26) must shock and/or attacking, total the Sizes. Routed, the attacking units need not make • attack. Each unit may attack only once per a check. The intended targets still do, and Shock Combat Segment. remember, Routed units have a TQ of 1. • Important: Each shock combat is A defending unit may be shocked conducted as a series of steps performed attacked only once per Orders Phase. Attacking units with “SHOCK-No in order for all units participating in shock Check” markers—and their defenders — combat—before the next step of shock Other than the above restrictions, the do not undergo this TQ check. If a unit combat is conducted. Thus, Step 8.33 is attacking player may divide his attacks is to be attacked by both types of units completed, followed by Step 8.34 for all amongst his units as he sees fit. (Shock-Check and Shock-No Check), involved units. After which Step 8.35 is the defender then checks TQ. undertaken for all units, etc, etc. Example: At Casilinum, the Heruli Lancer unit moves adjacent to a Frank 1. If the die roll is higher than a unit’s We suggest undertaking each separate Beserker. Unfortunately, the poor TQ, it takes a number of Cohesion step from left to right, across the map. Beserker is already in the ZOC of one of Hits equal to the difference between Players may use any system they wish to the Heruli foot units. The Byzantine the die roll result and its TQ. note what has happened up-and-down the player may either combine the cavalry lines of attack. and infantry units in the attack, or have

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2. If the defender has taken sufficient gets the benefit of the most advantageous Play Note: Many different types of Cohesion penalties to be equal to or facing. permutations and combinations are greater than its TQ rating it immediately possible, in terms of unit types and Routs [10.2] and the attacking unit, if it 8.36 The Hand-to-hand Struggle. multiple attack angles. The two precepts, is not in the ZOC of another enemy unit, Players now determine the effect of any above, should cover virtually all of these advances into the vacated hex (where it advantages either side has and then possibilities. If they don’t, try attain a may change its facing one vertex, if resolve the shock combat. result that best fits in with the general desired). A Routed unit that fails this principles. check is eliminated. 1. Determine Superiority. There are two “types” of Superiority, only one of 2. Determine Size Difference Ratio. 3. If the attacker has Routed from its TQ which may apply to each Shock Compare the total Size points of the check, the defender stays put (if combat: attacking unit(s) to those of the unrouted). • Position Superiority—which defender(s). For each level of Size results when one side’s angle/ Ratio Difference (SRD) greater than 4. If both units would Rout from their position of attack is from the flank 1-to-1 a unit has it gets a Shock TQ checks, defender retreats (see or rear. Results Table Column Adjustment of 10.2), but attacker stays in place • Weapon System Superiority— one in its favor. The attacker adjusts (although he is still routed). when the weapons system and to the right, the defender to the left. armor/protection of one side is so Players should reduce all size ratios to After the TQ check, if the attacker and superior to the other that it will a round integer value of #-1, rounding the defender did not rout, go to the next result in a marked increase in off as follows: step. “losses” to the inferior side [8.36 • If any attacker moved to effect the (4)]. shock, round off in favor of the 8.34 Possible Leader Casualties. attacker! Thus a 5-size unit Casualties to leaders are determined prior Either one side or the other may (but attacking a 4-size unit is 2-1; a 4 to resolving the actual shock. If either or not must) gain superiority, either as: on 5 is 1-1 and a 2 on 5 is a 1-2. both sides has a leader stacked with one Attack Superiority (AS) or Defense • If no attacker moved, round off in of the units involved in combat the player Superiority (DS). Players determine favor of the defender. Thus a 5-size rolls the die for each such leader. If the Superiority, using the Shock unit attacking a 4-size unit would die roll is a 0, the leader has been Superiority Chart. In many instances be 1-1; but 4 on 5 is 1-2. Wounded. The player then rolls a second there is no Superiority. Superiority is time; if that die roll is greater than the determined as follows: Design Note: The “rounding off ” rules leader’s Personal Combat rating, the reflect the advantage of “momentum.” leader has been Killed instead. Killed A. If a friendly unit is attacking an leaders are immediately removed from enemy through its Flank or Rear, 3. Adjust Columns and Resolve. To play (see 4.43 Replacements). If a leader it is considered Attack Superior to resolve shock melee, the Attacker is Wounded, he remains in play but all the defender. However, whichever consults the Shock Combat Results his ratings are reduced by one—to a unit the attacker uses to determine Table, determines the “base” column minimum of 0. A leader who previously Position Superiority must also be and adjusts that column for any Size has been wounded and is wounded again used to determine Shock Column Ratio Difference and/or Terrain is, instead, killed. on the Clash of Spears and Swords effects. He then rolls the die, Chart [8.53]. modifying the die roll for by the 8.35 The Clash of Spears and Swords. Charisma rating of any Leader stacked The Clash of Spears and Swords Chart is B. If no position superiority is with the units of either side. now consulted to determine under which attained, the opposing units check Shock CRT column the battle will occur their weapon class relationship [see 4. Apply Results. Results on the Shock (prior to any adjustments). If there is more the Shock Superiority Chart, 8.52] CRT are Cohesion “hits” for both than one type of defending unit, defender to determine if either weapon attacker and defender. The number in chooses which type will be used for system is superior (either Attack parentheses is for the defender. If the determination. However, if the attacker Superior or Defense Superior) to attacker was superior (AS) then double is attacking with more than one unit, and the other. If more than one unit the defender’s result. If the defender such attack is coming from more than one type is involved on any one side the was superior (DS), then triple the “angle,” the attacker chooses the angle of players use the units they chose to attacker’s result. If more than one unit attack most advantageous to him. If a unit determine Shock column on the (of the same player) was involved in is being attacked through the vertex Clash of Spears and Swords Chart. that combat, Cohesion Hits are between different facings, that defender distributed per 10.12.

Copyright © GMT Games, 1999 Page 17 Cataphract 8.37 The Collapse. All units that have 8.52 The Shock Superiority Chart. This 9.2 Army Discipline Cohesion Hits equal to or greater than chart is used to compare the superiority their TQ automatically Rout [10.2]. (if any) of one type of unit compared to An army may be designated as either Then, units that are within one Cohesion another, depending on which side is Disciplined or Undisciplined. Disciplined Hit of automatic rout and are in an enemy attacking or defending. Always read down armies conform to the normal rules, but ZOC must roll one die. If this die roll is the column—from the Attacker’s point of an Undisciplined army has some equal to or greater than their TQ, they view. (Reading across, by row, gives a additional advantages and restrictions. rout. If lower, they pass that TQ check “false” result.) Superiority is used to The Byzantine and the Persian armies in and then reduce their Cohesion Hits by augment Cohesion Hits. CATAPHRACT are Disciplined. All other one. armies in CATAPHRACT are 8.53 Clash of Spears and Swords Chart. Undisciplined. This chart is used to determine which 8.4 Advance After Combat Column will be used on the Shock Series Note: Up to this point most of the Combat Results Table (subject to armies have been Disciplined. To retrofit 8.41 Attacking units must advance into adjustments). this back consider any army that uses the any hex vacated by enemy units as a result word tribe anywhere in the rules as an of Shock (only), including Pre-Shock TQ 8.54 Shock Combat Results Table. This undisciplined army. Obvious examples check rout. This does not require an table is used to resolve shock combat in are German tribes in DICTATOR, Order, but the advancing unit pays all terms of Cohesion Hiits to both attacker Danubian tribes in ALEXANDER, etc. Cohesion penalties engendered by such a and defender [10.11 and 10.12]. Disciplined armies are the Macedonians move. If the advance would rout the or any Successor army, the Romans, and moving unit, it still advances and does not 8.55 The Cohesion Hit and TQ Check any of the smaller kingdom armies such Rout, but instead it retains a number of Chart. This summarizes when Cohesion as Pontus, Pergamon, etc. Cohesion Hits equal to TQ minus 1. Hits are applied and when TQ checks take place. Barbarian tribes, fought stand-up battles Exception: Units which cause an enemy in a fairly rudimentary manner. For the to vacate a hex because of rout during the most part, Barbarian tactics were a big pre-shock troop quality check (not the 9.0 Special Rules rush designed to swiftly break the back actual shock combat) and which are in of their opponent. Against another force another enemy ZOC at the time may not of similar capability the outcome would advance. 9.1 Dismounted Cavalry be determined by courage and individual fighting prowess or ferocity. 8.42 Advancing units may change their Cataphract type units may facing one vertex upon finishing the dismount and become heavy Each Undisciplined army unit advance, even if they are in an enemy infantry (HI) units. A individually assesses its own ferocity. At ZOC. This is an exception to 7.13. Cataphract unit may the beginning of the scenario, all units dismount, if it is not within have a TQ which is two greater than its 8.43 If there was more than one attacking range and LOS of an enemy printed value. This advantage continues unit, the unit that had Superiority (if any) missile unit that is not until the Overall Commander fails an must advance. If no such unit is involved, Missile No, and not within Undisciplined Army Check. The Overall the one with the highest TQ must four hexes of any enemy unit. Commander makes this check each time advance. In case of tie, the attacking player During the movement phase one of his army’s units rout. At the instant chooses. the unit expends all of its movement that a unit in an Undisciplined army routs, allowance and is replaced with its the player rolls the die. If the die roll is 8.44 There is no advance after Missile corresponding heavy infantry unit equal to or less than the Overall Fire alone, regardless of what the target counter. The unit may assume any facing Commander’s Initiative iating, then the unit does. it desires. Under the same circumstances Undisciplined army maintains its ferocity. a dismounted cavalry unit may re-mount If the die roll is greater than the OC’s using the same procedure. Dismount/ Initiative, that Undisciplined army loses 8.5 The Combat Tables mount may be conducted as part of a Line the +2 TQ adjustment for the remainder Command. of the scenario. Once ferocity is lost it 8.51 The Missile Range and Results cannot be reinstated. Chart. This table is used to determine the Design Note: The horses are kept strength of a missile unit firing at a given somewhere safe and cannot be attacked, range. captured, eliminated, etc.

Page 18 Rulebook The Great Battles of History, Volume VIII 9.3 Uncontrolled Advance Design Note: This rule reflects the greater determines what the effects that combat accuracy and overall effectiveness of have on the champion. 9.31 Whenever an Undisciplined army stationary infantry relative to other uses a Line Command and moves non- missile units in the GBoH series. It also 9.62 The Champion Challenge is played bow-armed units more than two hexes reflects the pre-positioning of arrows in rounds, each round consisting of one closer to the enemy than when they within easy reach of the archer who is in die roll by each player. The Challenge started, that Line is considered in an his original position (ala Agincourt). ends when one of the champions has been Uncontrolled Advance. This killed. Uncontrolled Line is treated as the lowest Initiative leader on the subsequent turn 9.5 Bow-Armed Cavalry 9.63 In each round, each player rolls one and is ineligible for momentum rolls. (If die, to which he adds his champion’s Fight there are more than one Uncontrolled Any bow-armed cavalry (missiles types B rating. • lines, the players alternate with high a die or C) may enter an infantry ZOC, fire its The champion with the lower adjusted roll going first.) Units that are conducting missile and then ignore the ZOC to turn roll takes one hit. • an Uncontrolled Advance must use their and leave the ZOC into the hex from If the lower adjusted DR is one-half full movement allowance to move directly which it originally entered the ZOC or less than the higher, the unfortunate toward an enemy unit and engage that (basically you go out the way you came takes two hit. • enemy unit in shock combat. Once the in). The bow armed cavalry unit must not If the lower adjusted DR is one-third advancing unit has engaged in shock be in a ZOC of any enemy unit at the or less than the higher, the unfortunate combat it is relieved of its Uncontrolled completion of its move. Enemy infantry takes three hits. Advance status. A unit can be part of an armed with missile weapons may perform Uncontrolled Advance more than once entry and retire reaction fire. 9.64 When a champion has accumulated per scenario. more hits than his Stamina rating, he has been killed. His opponent is the winner. 9.32 Units from Disciplined armies, after completing a move that meets the 9.65 The winner gains the following conditions of 9.31, make a Leader advantages, all applying solely to the first Discipline Check. Roll the die, if it is turn: • equal to or less than the Initiative rating He may start the turn by moving any of the leader that issued the Line one leader, regardless of numerical Command, then the units remain ranking. (A sort of quasi-Elite phase.) • controlled. If the die roll is greater than All units on the winning side subtract the leader’s rating then the units conduct one from all TQ-related die rolls. an Uncontrolled Advance and follow the Play Note: The astute player will realize restrictions in 9.31. that this time honored tactic makes little sense for composite bow-armed cavalry. 10.0 The Effects of Series Note: It is not suggested that you We left it in to allow the bow-armed Combat retrofit this rule[9.32] onto earlier games Vandal horse to apply this tradition in the series. If you decide to do so, then against the arriving Byzantine foot at an Alexandrian Macedonian army and Tricameron. Roman Legion units should definitely be Units suffer cohesion penalties (called exempted from the retrofit. “hits”) from disruptive and/or excessive 9.6 The Champion Challenge movement and/or combat. Too many Cohesion Hits produce a Rout. Routing 9.4 Rate of Fire units run away and head for their Retreat This is a rather chromatic Edge of the map. A routed unit can be method of determining rallied under certain circumstances Any infantry units armed with a what passes for Initiative in composite bow (missile type C) that hasn’t the game. It is based on an moved from its original setup hex at all actual incident prior to the 10.1 Cohesion during the scenario, can fire twice battle of Taginae. whenever it is allowed to fire. Ammunition supply is checked after each 9.61 In the Dara and Taginae scenarios, Cohesion is a measure of fire. These units need not fire at the same each side has a “champion.” Each how organized and effective target. If the composite bow-armed champion has two ratings: Fight and a unit is at any point during the battle. infantry leaves its setup hex, even if it Stamina. The former is used to resolve a The loss of cohesion is measured in returns, it loses this capability. round of individual combat; the latter Cohesion Hits, which are applied against

Copyright © GMT Games, 1999 Page 19 Cataphract a unit’s Troop Quality—sometimes to falling apart. Thus, a unit with a TQ automatically, sometimes after a die roll. of 6 with four hits has the same combat Example: At Taginae, a Gothic Heavy The Cohesion Hit and TQ Check Chart effect as one with no hits. It is just more Cavalry (HC) unit in 4515 is routed by [8.55] summarizes when these occur. likely to rout. missile fire. The Gothic Retreat Edge is at the northern edge of the map. The unit 10.11 Each time that a unit suffers a 10.16 The Cohesion Hit and TQ Check could rout move either into 4615 or 4616 Cohesion Hit place a cohesion Chart [8.55] lists the times during the subject to the retreat priorities given in (numbered) marker on or under the game when a unit must undergo a TQ 10.21. If 4615 and 4616 were occupied unit—representing the total number of Check. These instances have also been by friendly units, the routing HC can not hits taken. noted throughout the rules. A TQ Check enter 4514 or 4516 to avoid passing consists of rolling the die and comparing through his own units. 10.12 If there are multiple units involved it to the unit’s printed TQ rating. (If in a single combat resolution, hits must Routed, that rating is 1.) The Cohesion 10.22 In the Rout Movement Phase all be divided as equally as possible amongst Hit and TQ Check Chart also lists the routed units are moved their full, printed these units, with any extra hits being given results, usually one or more Cohesion Hits movement allowance in the same fashion to the unit that was: when/if the die exceeds the rating. as in 10.21 (even if they moved previously during the turn). Routed units use normal 1st: used to determined Superiority; movement rules, except that they may not 10.2 Rout and Retreat enter enemy ZOCs unoccupied by 2nd: used to determine the Shock CRT friendly units. They do not suffer cohesion column 10.21 A unit which has penalties from rout movement. routed [10.13] is immediately 3rd: Player’s choice moved two hexes toward its Retreat Edge, 10.23 A unit that either moves off the as defined in the rules for each battle (see map (for whatever reason) or cannot This rule applies even if it means that a Playbook). Place a “Routed” marker on complete its rout movement because of unit will have to rout. that unit when it finishes its retreat. No the presence of enemy units/ZOCs or movement points are expended, but the impassable terrain is permanently 10.13 When a unit has absorbed unit must take the most direct path removed from play and considered Cohesion Hits equal to or more than its towards its Retreat Edge, even if this eliminated for Army Withdrawal Troop Quality rating it automatically means moving into and/or through purposes. Routs [see 10.2]. In addition, in the friendly units. After being refaced toward Collapse Phase of Shock Combat, players the friendly Retreat Edge, a routing unit 10.24 The movement of routing units roll for Rout for units that are in an enemy uses the following order of preference through or into other units is covered on ZOC and are one Cohesion Hit short of when deciding which hex to enter: the Stacking Chart [6.66]. The main reaching their limit [8.37]. 1. Vacant hex not in enemy ZOC premise is that routed units may not stack. 2. Friendly-occupied hex not in enemy If a routed unit were to finish its rout 10.14 Recovery. During an Orders Phase, ZOC movement in a friendly-occupied hex, any unrouted unit (only) with Cohesion 3. Friendly-occupied hex in enemy ZOC instead—and as shown in the chart—it Hits that is not in an enemy ZOC, nor continues retreating one more hex (with adjacent to an enemy unit, nor within If the unit cannot so retreat the full additional penalties to the non-moving range and LOS of any enemy missile unit distance, it is, instead, eliminated. unit). If that “additional” hex is also that is not Missile No, and is in “clear” occupied, the routed unit is automatically terrain, may remove two Cohesion Hits Play Note: Writing rules for retreat eliminated (with the non-moving by being given an Individual Order to do direction is a quixotic task at best. It penalties applying to the units in both so. A unit may not remove more than two would take three pages of type to cover those hexes). Cohesion Hits per Order Phase, and Line every possibility—and even then, the Commands may not be used to do this. A Rules Nutsos would come up with 10.25 Restrictions on Routed Units: • unit that has Cohesion Hits removed something new. All we can say is, try to Routed units retain their Size and cannot move/fire in the same Orders use common sense. Fleeing men are Movement Allowance. • Phase. A unit that has moved or fired may running away from the enemy—not They have a TQ of 1. • not have hits removed. Units that have towards them. Given the choice of Routed foot missile units are Rallied this game turn may not have running through or around their own automatically “Missile No.” All other Cohesion Hits removed. men, they will, like water, choose the path units retain their current missile supply of least resistance. When we say “use the status. • 10.15 Cohesion Hits do not affect a unit’s most direct path,” we mean don’t try to Rout-moving units do not incur combat strength or capabilities in any way, meander around the board trying to movement Cohesion Hits. • other than to show how close it is getting avoid the edge of the map. Routed units may not receive or use

Page 20 Rulebook The Great Battles of History, Volume VIII Orders or Commands, other than That limitation applies to the leader, not Credits Rally, nor may they fire missiles for any the unit, which may be rallied by another reason. leader in that turn as long as the unit is • If a routed unit is attacked (missile or within that leader’s command range. Original System and Game Design: shock) and suffers any additional Mark Herman Cohesion Hits, the unit is immediately 10.33 To rally a unit, the player makes a Scenario Design: Mark Herman eliminated and removed from play. rally die roll, comparing that die roll to Scenario Map Research: Mark Matney the leader’s Charisma rating: Sena Gallica and Viking Scenario 10.26 If, as a result of Cohesion Hits 1. If the roll is the same as or lower than Design: Richard H. Berg from Shock, ALL attacking and the leader’s Charisma rating, the unit Game Development: Alan Ray defending units would rout, the following is rallied (place a Rallied marker on it). Game Development Assistance: occurs instead: Attacker adds to his total If infantry, it now has hits equal to Salvatore Vasta hits the number of hits—if any—that he one-half its printed TQ, rounding Playtesting: Bill Thoet, David Fox, would accumulate were he to advance down. If cavalry, it now has hits equal Mike Pitts, Richard Shay, Sal Vasta, after combat [8.4]. The side that has the to one-third its printed TQ, rounding Alan Ray Jr., Alan Ray, Mike unit with the greatest discrepancy down. Lemick between hits and TQ rating now routs, 2. If the roll is higher than the leader’s Cover Art: Rodger MacGowan while the other side does not rout. If the Charisma, the unit is eliminated. Map Art: Mark Simonitch defender is not routed, it remains in place. Counter Art: Rodger MacGowan and If the attacker is not routed, he advances 10.34 Rallied units may not receive or Mike Lemick (if eligible). The unit that does not rout use Orders until the next turn. Rallied Rules Editing and Layout: has Cohesion Hits equal to his TQ minus units may be refaced at no cost in MP or Stuart K. Tucker one. Cohesion Hits, but foot missile units are Production Coordination: Tony Curtis still “Missile No.” If the difference between the hits and TQ is the same for both sides, the defender routs and the attacker advances after 10.4 Army Withdrawal and combat (if allowed) and has Cohesion Victory Hits equal to its TQ minus one. 10.41 A player wins by causing his The above sections apply only when all opponent’s army to Withdraw (Rout). An units would have routed. If, however, one Army will withdraw when it has exceeded (or both) sides have more than one unit its Withdrawal Level (listed in the involved, and at least one unit did not scenario) during the Rout and Reload reach or exceed its TQ, then all the other phase. To determine that level, each player units that did reach their TQ must rout. totals the TQ points of all his eliminated units. Units that have routed off the map 10.27 If a leader is stacked with a routing are considered eliminated for purposes of unit, that leader may rout move along with Army Withdrawal. To this, he adds five that unit. He is otherwise unaffected by times the Initiative rating of killed leaders. the rout. The sum is that side’s Rout Point (RP) Total.

10.3 Rally 10.42 If an army’s RP Total is the same or higher than the army’s Withdrawal 10.31 During an Orders Level, that army has routed and that Phase, a leader may attempt player has lost the battle. If both sides to rally any routed unit that is in his exceed their Army Withdrawal Level at Command Range (and can be the same time, the player with the least commanded by him), as long as it is not number of Rout Points above that level GMT Games in Rough terrain, and is not adjacent to wins (but just barely). If both sides are P.O. Box 1308 an enemy unit or within range of an exactly the same, it’s a draw. enemy missile unit that has missiles. Hanford, CA 93232

10.32 An individual leader may attempt www.gmtgames.com to rally a given unit only once per turn. (800) 523-6111

Copyright © GMT Games, 1999 Page 21 Place Ad here Place Ad here 3.0 The Sequence of Play

Players activate each of their leaders in the order determined by their Initiative rating [5.1]. When a leader is activated he gives orders which allow units within his range to move and conduct combat. After all leaders are finished, each army/player checks for Army Withdrawal after which that game turn is concluded.

The Sequence of Play

A. Leader Activation Phase: The player with the lowest-Initiative-rated leader (or Uncontrolled Line [9.3]), who has not yet been activated, activates that leader. If that leader wishes to issue a Line Command, he rolls for the ability at this point [4.23]. That player may attempt to by-pass that leader’s turn by Trumping his own leader [5.41].

B. Orders Phase

1. Movement and Missile Fire Segment.

a. For each Individual Order issued by an activated leader, the player may perform any one function listed [5.22] with one combat unit or leader. OR,

b. For each Line Command issued, a number of units within range of the leader may move and/or Fire Missiles [5.23].

c. Units capable of Orderly Withdrawal [6.5], and/or Reaction Fire [8.2] may do so throughout this segment.

2. Shock Combat Segment. After a leader has finished issuing orders, eligible units engage in Shock combat, using the following sequence [8.3]:

a. Shock Designation: all non-moving, eligible units that choose to Shock are given “SHOCK-No Check” markers.

b. The Charge (Pre-Shock TQ Check).

c. Resolution of Possible Leader Casualties.

d. The Clash of Spears and Swords (determine Superiority and Shock column).

e. Resolve the melee.

f. Check for possible Collapse (Rout).

C. Momentum Phase OR Return to “A.” The player having the leader who was activated in the immediately preceding Orders Phase may attempt a Momentum die roll to give that leader another Orders Phase (Phase “B”), or else play returns to Phase “A” for any leaders that remain unactivated.

D. Rout and Reload Phase

1. Remove “Rallied” markers.

2. Rout Movement: Routed units must undergo Rout Movement [10.22].

3. Reload Segment: Eligible missile units may get more missiles [8.15].

4. Army Withdrawal Check: Each player checks to see if his army has reached its Withdrawal level.

5. Flip all “Moved” units and “Finished” leaders back to their front sides.

At the conclusion of the Rout and Reload Phase, that game turn has ended and another game turn begins. There are no set number of turns. The battle continues until one side withdraws.