Please download a copy of the Great Captain Rules here. These have been developed over a period of 1 years as the rule sets available at that time did not give the ability to refight historical battles with any type of historical accuracy. These Rules however does give you this ability.

We were able to refight Cannae as at display game at the Claymore, Border Reiver and Battle Ground wargames show’s and achieved the historical result every time, despite the Roman trying to cheat !!!!.

But don’t take our word for though, download a copy.

1
GREAT CAPTAIN
The Art of War in Miniature
Wargames Rules for the Ancient, Medieval and Renaissance periods
By Pete Foggin and Craig Parker Revised © 2022
2
Contents
1.0 Introduction. 2
2.0 Equipment 3
3.0 Visibility 3
4.0 Figure representation 3
5.0 Troop classification 3
6.0 Basing and unit representation 4
7.0 Troop cost 4
8.0 Troop state 4
9.0 Definition of troop types 4
10.0 Army organization 6
11.0 Choosing terrain 7
12.0 Deployment 8
13.0 Sequence of play 8
14.0 Command and Control 9
15.0 Movement 12
16.0 Shooting 17
17.0 Melee 21
18.0 Morale 26
19.0 Routing 29
20.0 Pursuit 30
21.0 Rallying 30
22.0 Returning pursuers 32
23.0 Winning the battle 32
Army lists 33
1.0 Introduction.
Most Wargamers have read of history’s “Great
Captains”, commanders such as Alexander,
Hannibal and Caesar and have wished to
emulate them on the wargames table. Well now
you can test your skills of generalship to the
utmost with “Great Captain-the art of war in
miniature
But why another set of rules on early warfare?
Because what we wanted, from a gaming
system- realistic battle simulations, that are fun
to play- we were just not getting from those
currently available. It became obvious to us that
if we wanted to find the holy grail of
Wargaming, enjoyable gaming that captures the
‘feel’ of armed conflict, we would have to
search for it ourselves. So, to that end we went
back to the books of Caesar, Tacitus, Froissart,
as well as many other ancient and modern
authors to distil the essence of what happens
during combat. What we have arrived at is
‘Great Captain’. We believe Great Captain
(‘GC’) harnesses both our requirements- realism
and enjoyment- better than any other
commercially available rule set.
With GC we (and now you) can now fight small
or large-scale battles from the most distant past
up to the end of the pike and shot era using the
deployments and tactics of the day. Games,
even large mass games, can be fought to a
conclusion in a couple of hours once the simple
rule mechanisms are mastered, giving a
thoroughly satisfying contest.
To fight large-scale battles command and
control had to be, kept as simple as possible. It
was not an easy task to move large numbers of
troops across a battlefield to a coordinated plan
in a relatively short time scale. Therefore, the
basic manoeuvre element in GC can be a single
Unit or a group of Units that make up a
Division, which represents a ‘wing’ or ‘battle’
of an army. Divisions are composed of two or
more Units.
Units are the main combat and morale elements
in our rules, and equate to the terms, legion,
terrcio, battaglia, warbands etc. and are the basic
building blocks of the army. Their function is to
indicate the tactical status of a Division.
Movement rates are fairly, generous as each
move represents about half an hour real battle
time. Good judgment is required in deciding
when and where to attack.
Shooting is a simple affair, intended mainly to
provoke or harass an enemy or support a melee.
If effective, it can force an opponent into
courses of action he may not otherwise have
intended to take. In the age of gunpowder
however, shooting becomes more destructive.
Melee likewise is pretty, uncomplicated, the
emphasis being mainly to find out which Units
have won or lost overall in a fight. The outcome
3
of melee usually dictates who is obliged to take
a Unit cohesion test (a potentially disastrous
morale test). In GC battles hinge on the collapse
of whole legions, tribes, or brigades, not the
slow attrition of figures. Troops of different
morale status have different levels of divisional
cohesion-that intangible factor that keeps a mass
of individuals welded into a single entity. You
will usually find veteran troops hanging on
slogging it out much longer in adversity than
raw or levy, no matter how numerous the latter
may be.
What we ask is that you try to play the games in
the spirit of competitive good humour. Do try to
use historical deployments and tactics with
Great Captain. If you do, you will immediately
see why our ancestors-always pragmatic people-
adopted the battlefield formations and tactical
systems they practiced.
It only remains to say read on, play well, cry
havoc and let slip the dogs of war.
2.0 Equipment
The following equipment is required to play GC
Tape measure.
Several dice marked 1-6 (D6).
A die marked 1-10 (D10)
Several movement order markers (14.0). These
can be, represented by cardboard counters, with
the following orders written on them:
Manoeuvre Bold [MB].
Manoeuvre Cautious [MC]
Attack [A]
Formation Change [F]
Halt [H]
As well as these, a marker to indicate Disorder
[D] and a marker to indicate those Units which
have failed a Cohesion Test and are to rout [R].
A large number of Attrition Markers- we
recommend using small dice for this purpose.
3.0 Visibility.
Visibility on the level, if uninterrupted by
terrain, or built up areas, is infinite. Visibility in
woods is half a base width (40mm).
4.0 Figure representation.
Figures must accurately represent the troops
they are, meant to depict. Each Unit of foot
represents between 500 and 1000 soldiers, each
Unit of horse up to 250 cavalrymen.
Each artillery model represents up to 12 pieces
of mechanical artillery or 6 cannons.
Each elephant model represents between 2 and 8
beasts and chariot models up to 20 four horse or
40 two horse chariots.
The C-in-C is, represented by a single standard
base of shock command foot or mounted.
5.0 Troop classification.
Troops are, classified in one of four categories:
5.1 Rash-Ill-disciplined troops who form a
military caste or elite within their societies.
Examples would be- early Celtic and early
German warriors, feudal knights, Rajputs etc.
Divisions of Rash troops can only be, issued
with an Attack Order Marker.
5.2 Ponderous-Troops whose usual mode of
combat does not require them to practice a high
degree of drill.
Examples of these troops would be-Huscarls,
Aztec military guilds, Arab conquest infantry,
Russ, Hoplites etc.
5.3 Flexible-Troops who have similar levels of
drill and weapons training throughout their sub-
units, allowing them to be more manoeuvrable
on the battlefield.
Examples of these troops would be-Veteran
Roman legionaries from Early Republican to
Middle Imperial, Byzantine mounted units from
Justinian to Basil II.
4
5.4 Skirmish-Light troops whose main role is
to screen heavier troops, to harass the enemy
with missile fire, or, to contest rough terrain.
6.0 Basing and unit
representation.
The basic formation in GC is the Unit, which
represent cohorts, taxis, squadrons etc. These
units are, combined to form divisions (10.0).
There are only two base sizes for Units in GC.
These are 80mm frontage (base width) by
40mm deep (base depth), and 80mm frontage
(base width) by 80mm deep (base depth) (9.0).
As almost all distances in GC are, measured in
base widths, most, if not all base sizes can be,
used with the rules.
Wherever possible it would be preferable if all
Units of Shock Troops other than expendables
had, a banner or standard represented. These
were the rallying points for the troops and the
advance or recoil of these totems, were the
visual indicators of how well or otherwise a
division was performing in combat.
For Shock Foot we recommend a minimum of
12 figures on 80mm by 40mm bases, and twice
that on 80mm by 80mm bases. For Shock
Mounted we recommend 9 to 12 figures per
base and 4 to 6 for Skirmish Mounted, on an
80mm by 80mm base. Regular Commanded
foot should be in two ranks on 80mm by 40mm
bases and in four ranks on 80mm by 80mm
Irregular Commanded foot can be randomly
based if wished as can any mounted. A single
Elephant, Scythed chariot or Artillery piece is,
mounted on an 80mm by 40mm base.
6.1 Troop base sizes
Auxiliaries (A), heavy infantry (HI), Skirmish
foot (S) and Auxiliary skirmish (As) are based
on 80mm by 40mm base, as are Elephants (EL),
Scythed chariots (ScyCh) and Artillery (Art).
Pike (P) are, based in four lines, on 80mm by
80mm bases and Legionaries in three lines on
80mm by 80mm bases representing hastati,
priceps and triarii. Warriors, Shock mounted
heavy cavalry, camelry, chariots, and Skirmish
mounted, can be based irregularly, on 80mm by
80mm bases. The C-in-C, and bodyguard and
standard bearer if desired, are mounted on a
circular base of 60mm diameter.
7.0 Troop costs.
Unless you are fighting a scenario or re-fighting
an actual battle, we suggest armies are, made up
of equal points. The points cost per Unit for
each troop type are, shown in the Army lists.
8.0 Troop state.
Troops are, considered steady and in good order
unless suffering a disordering condition.
9.0 Definition of troop types.
Troops-both mounted and foot are, defined by
their main role. These are usually either A)
Skirmish Troops. B) Shock Troops.
9.1 Skirmish Foot (Skirmish Troops)
Skirmishers (S) - Loose order foot equipped
with missile weapons and usually only lightly
armed. In the open, they would fall back in the
face of advancing enemy, including enemy
Auxiliary(s), but not necessarily other enemy
skirmish infantry. They must fall back in the
face of enemy Scythed chariots and Elephants
unless they intend to stand against an Attack
move by them. They must evade if Attacked or
Intercepted, by Shock troops in such terrain. In
the open, they may stand to face the Attack or
Intercept of Scythed chariots and Elephants, and
shoot at them during the shooting phase after
contact if an Intercept move, but must attempt to
evade all others. They do not suffer disorder in
rough terrain or make deductions to their
movement rates by wheeling. Units may pivot
on each corner to bring them into shooting range
(Fig 15.1)
5
Auxiliary(s) (As) Loose order foot in skirmish
formation equipped with missile weapons but
more heavily armed and better protected, trained
and led than skirmish infantry. In the open, they
must fall back in the face of advancing heavier
foot. They may however, stand to receive an
Attack or Intercept by all mounted in the open
but must attempt to evade if Attacked or
Intercepted by mounted and heavier foot
simultaneously. They may Attack or Intercept
other auxiliary(s) (As) in the open and Attack,
Intercept, or stand to receive, any one in rough
terrain. They do not suffer disorder by moving
or fighting in terrain that slows movement or
make deductions to their movement rates by
wheeling. Units may pivot on each corner to
bring them into shooting range (Fig 15.1)
9.2 Shock Foot (Shock Troops-heavy or close
order foot)
Close order, close combat troops, these include
the following troop types below:
Heavy infantry (HI), and auxiliaries (A) trained
to fight in difficult terrain. Heavy infantry and
auxiliaries can be, armed with spears, swords or
two-handed cutting weapons such as halberd or
axe and auxiliaries can have javelin. In addition
to these, both heavy infantry and auxiliaries, can
be co-armed with bow or longbow or crossbow,
or these can be their sole weapon. For a
comprehensive description of troop types and
their weapons, see the Army Lists.
Warrior (W) -tribal troops of, a warrior elite
armed with sword and spear.
Roman legionaries or equivalent (L) armed with
sword and shield, and heavy throwing weapon,
trained to exchange ranks during melee.
Phalangites (P) who fought in deep formation
armed with a pike.
Auxiliaries do not suffer disorder by moving or
in melee in terrain that, slows movement.
Warriors (W) count disordered if in melee
against auxiliaries (A) but not heavy infantry
(HI) or phalangites (P), in terrain that slows
movement. Heavy infantry count disordered
against both auxiliaries (A) and warrior (W) in
melee in terrain that slows movement.
Phalangites (P) count disordered if in melee
against all of the above in terrain that slows
movement.
9.3 Skirmish Mounted (Skirmish Troops)
Light cavalry, Camalry, chariots (LC) - these
are, skirmisher troops, whose primary role is, to
destroy the enemy with missile fire. They may
never attack any troops but can ride down
skirmish infantry in the open. They may often
be obliged to pursue routing enemy.
Units may pivot on each corner to bring them
into shooting range (Fig 15.1)
9.4 Shock Mounted (Shock Troops)
Heavy cavalry/ camalry, heavy chariots, knights
and cataphracts (HC) - these are mounted shock
troops whose primary role is to destroy the
enemy by main force. They may also sometimes
be equipped with missile weapons such as bow
or crossbow, carbine or pistols. Shock mounted
armed with javelin are considered to use them in
melee only and not as a distance weapon.
All mounted, except elephants and camels,
count disordered in melee with camels and all
mounted other than elephants count disordered
fighting against elephants, with the following
exceptions; Arab /Bedouin cavalry fighting
camels and Indian, Burmese, Khmer, Javanese,
Amanese, Vietnamese, Champa and Thai
cavalry fighting elephants.
All shock mounted count disorder against all
others in terrain that slows movement.
6
Elephants (EL) Elephants were primarily shock
troops used to disrupt enemy formations as well
as having a disordering effect on horses and
camels not used to them.
Elephants can either be trained of Average Raw
(Av-R) morale (18.2) with escorts or untrained
of Poor (Po) morale (18.2) in some armies (See-
Army lists). Trained elephants may freely
manoeuvre under the constraints of the
movement section (16.00). Untrained Elephants,
can only be issued with, an Attack order marker
and can only make a wheel at the start of their
initial move.
Scythed chariots (ScyCh) Scythed chariots are,
considered expendable shock troop types used
to disrupt enemy formations.
Scythed chariots can only be, issued with an
Attack order marker. They can only wheel at the
start of their initial move.
Units are represented by, a single model.
Scythed chariots do not halt at the table edge but
are, removed. They do not return.
9.5 Artillery
Artillery (Art) Artillery is all mechanical
artillery (e.g. Bolt shooters, catapults), rockets
and cannon.
10.0 Army Organisation.
Armies are, organized upon three levels.
10.1) Units which in GC represent the
basic element associated with other
rules” and carry out or are subject to
the following:
a) Combat (melee and shooting
functions)
b) Receive attrition markers
c) Result of combat tests e.g. recoils,
rally backs, routs, pursuits etc.
The Unit represents the basic individual unit
which constitutes an Army e.g. warband, taxis,
legion/cohort, tericio etc.
10.2) Divisions. Units are combined
together to form Divisions. Their
Units consist of a single troop type,
all armed in a similar manner, (but
not necessarily of a similar morale
classification-18.2), for example
1) Close Order Heavy Infantry,
Auxiliary with javelin, Auxiliary
bowmen and other Shock Foot
similarly armed (e.g. all Hoplites,
Pike, Spear and bow armed etc.).
2) Heavy Cavalry with lance, Heavy
Cavalry with lance and bow and
other Shock Mounted similarly
armed.
3) Skirmishing Foot.
4) Skirmishing Mounted.
5) Elephants.
6) Scythed Chariots.
They all also must be of a single
training type i.e. all Flexible,
Ponderous or Rash.
10.3) Battle Groups. These are,
represented by one or more
Divisions of the same type i.e all
Shock foot, Shock mounted,
Elephants, Scythed chariots,
Skirmish mounted, or Skirmish foot,
contiguous and inline when, placed
the table at deployment, except
Skirmish Troops can deploy or form
up during their move in depth. Battle
groups carry out the following in
GC:
a) Manoeuvre, movement and wheels.
b) Formation changes, forming
column/line, and forming square.
c) Receive Order Markers.
At the start of the game a player’s Army is
organised into ten Battle Groups (see The Lists
page 35 for details). Divisions must consist of a
7
minimum of two Units at deployment. Battle
Groups of more than one Division may be,
reduced to a single Division due to routs during
the game. Any Division that loses a Unit or
Units due to pursuits or break offs does not
count this as lost for morale purposes, only
Units lost through routs or that are destroyed
count toward morale. Any Unit or Units that
pursue or break off become a separate division
for morale purposes and Battle Group
manoeuvre element.
Figure 10.1 Unit and Division Organisation
A
B C
D
The examples show:
(A)-Division of four Units (80mm by
40mm base), continuous and in line.
(B)-Division of Units (80mm by 40mm
base) formed in column.
(C)-Division of three Units (80mm by
80mm base), continuous and in line.
(D)- A Battle Group of two divisions of
three and two Units respectively.
10.4) Army- Armies are either regularly
commanded e.g. Romans,
Byzantines, Macedonians, etc. or
irregularly commanded e.g. Gallic
Sassanid Persian, Hunnic etc. These
are, shown in the Army lists. The
type of Division, for example Shock
Foot, Shock Mounted etc. and the
number of each specific type that,
make up an individual army, can also
be found in the Army Lists. The lists
also include a points system.
11.0 Choosing terrain.
At the start of the game Players must first
choose terrain.
The following system is, based on using a
standard 2 metres x 1.25 metre table.
Centre Line
table
edge
Player’s edge
Each Player’s half of the table is, divided into
eight equal sectors with each sector numbered
one to eight, as shown above.
A D6 is, thrown with the player with the highest
score going first. The player then throws a D10
plus a D6.
The D10 represents which sector the player can
place or remove a terrain piece. A score of nine
or ten means no terrain.
The D6 represents the terrain piece placed on
the table or whether a terrain piece, can be
removed from the opposition’s side of the table.
After the first player has placed their first terrain
piece, the second player throws a D6 and D10
and either places a terrain piece or removes an
opposition’s terrain piece. The players then
repeat the process throwing a D6 to see who
goes first. Players can place/remove five terrain
1 2 3 4
5 6 7 8
8
pieces. Those with an irregular commanded
army can add or subtract 1 from either the D6 or
the D10 dice score if they wish.
If a player places a piece of terrain in a sector
adjacent to a sector with an identical piece of
terrain in it, they may join the two pieces of
terrain together at the border of the two sectors,
to make one large terrain feature.
D6 Terrain Table
1 Open Space
2 Open Space
3 Low Hill
4 Low hill
5 Wood or Marsh/Sand or Steep Hill
6 Any one of the above or remove a single
piece of the opposition’s terrain.
Terrain pieces should not be larger than
three Base Widths by two Base Widths
(240mm x 160mm)
12.0 Deployment.
After choosing terrain, Players then deploy their
forces on the table by following the procedure
outlined below.
Players dice using a D6 to see whom goes first.
Players with the higher score can choose to go
first, or to let the opposition go first. The player
then places one of his Battle Groups on his half
of the table. This is, followed by the opposition
placing a Battle Group on his half of the table.
The players then dice again repeating the
process until all of their Battle Groups are,
placed, on the table. Players add a +1 to their
dice score if they have twice the number of
Skirmish Mounted units than the opposition.
Players may increase the size of a Battle Group
already on the table by combining subsequent
Battle Groups placed on the table with Battle
Group(s) already on the table.
Restrictions;
1) Shock Foot and Shock Mounted cannot
deploy within one base width of the
table edge and two base widths of the
table centre.
2) Skirmish Foot and Skirmish Mounted
cannot deploy within one base width of
the table edge and centre.
3) Battle Groups placed on the table that
are combined with Battle Groups already
on the table to increase the size of a
Battle Group, must be of the same troop
type, e.g. Shock Foot must be combined
with Shock Foot, Shock Mounted with
Shock Mounted, Elephants with
Elephants, Scythed chariots with,
Scythed chariots, etc. They must be,
placed in line and contiguous with the
Battle Group already placed on the table.
4) Battle Groups of Shock Foot that are to
replace front line Shock Foot in melee
must, be placed on the table directly
behind and within four base widths of
the Shock Foot Battle Group they intend
to replace (15.6).
5) Artillery must, be placed at the same
time, within one base width, of a Shock
foot Battle Group of the Player’s choice.
6) Battle Groups not visible to the
opposition, i.e., troops in woods or
behind hills do not need to be placed on
the table but, their position must be
marked on a sketch map.
7) At least one third of Shock Troops, of a
player’s army MUST be, placed, in the
central sectors 2,3,6,7.
13.0 Sequence of play during each
game turn.
1) Initiative Phase: At the start of each
game turn Players roll a D6 to see which
Player has Initiative. The higher score
wins and is said to have gained the
9
Initiative. The Player that has lost is the
non-Initiative Player. Add +2 to the dice
score if the Player held Initiative the
previous game turn. Add +1 to the score
if the Player’s army, is regularly
commanded and does not have initiative.
Subtract -1 if the Player’s C-in-C has
been killed in melee that game turn
.(17.2)
2) Returning Troops Phase: The Player
with Initiative tests for returning
pursuers and evaders.
3) Rallying Off Table Troops Phase: The
Player with Initiative tests to rally off
table routers.(21.3)
4) Command and Control Phase: The
Player with Initiative can move his C-in-
C to join or leave a Division (see
Options of C-in-C (14.3) The Player
with Initiative’s C-in-C issues his Order
Markers to his Battle Groups as outlined
in the section on Command and Control
(14.0)
5) Movement Phase: The Player with
Initiative moves/changes formation/halts
those Battle Groups, which have, or have
been, issued that game turn, with an
Order Marker. (14.4) The Player that
does not have Initiative, the non-
Initiative Player, may make any possible
Intercept moves (14.1) and move any
Skirmish Troops that are ‘locked on’ to
their target if it moves. (16.0)
6) Shooting Phase: The Player with
Initiative carries out all shooting and the
results of shooting. The non-Initiative
Player then carries out his shooting and
results of shooting. (15.0)
7) Melee Phase: Melee now takes place
between any Units of a Division that
have made contact or are in contact with
the enemy from the previous game turn,
with the enemy. (21.0)
8) Morale Phase: Those Units belonging to
the non-Initiative Player and that have
lost a melee, take a Cohesion Test.
(18.0) Those Units of the non-Initiative
Player that are within one base width of
a friendly Unit that has failed its
Cohesion Test must also immediately
take a Cohesion Test. After all of these
Units have taken the test the Player that
has Initiative takes a Cohesion Test for
any Units that have lost a melee and for
any Units that are within one base width
of a friendly Unit that has failed a
Cohesion Test.
9) Rout and Pursuit Phase: Those Units that
have failed a Cohesion Test, rout. (19.0)
Units make their rout and pursuit moves
starting with the non-Initiative Player’s
routing Units first. The Player with
Initiative Units then test to see if they
pursue. (20.0) The Player with Initiative
then carries out any rout moves followed
by any of the non-Initiative Player’s
pursuit moves.
10) Secondary Melee Phase: Carry out any
secondary melees, routs and resulting
Cohesion Tests resulting from pursuing
Units contacting enemy Units.(20.0) It
can be seen that failing Cohesion Tests
and routs may cause a ‘chain reaction’ of
pursuits, melees and secondary Cohesion
Tests, causing further routs, and
Cohesion Tests and so on!
11) Rally Phase: Carry out rally backs, rally
from shooting, tests to rally from on
table routs (21.0) and finally remove all
un-rallied routers.
Once the Player that has Initiative has
completed all the Phases in the Sequence above
the Initiative then passes to the non-Initiative
Player and this Player now carries out the
Sequence beginning at 2) Returning Troops
Phase. The Player that previously had Initiative
becomes the non-Initiative Player. After both
Players have completed all Phases in the
10
sequence, the Game Turn begins again at 1)
Initiative Phase.
14.0 Command and Control.
14.1 The function of the C-in-C.
The function of the C-in-C in Great Captain is:
1) To issue, remove or change Order
Markers (OMs)
2) To rally pursuing and routing troops.
3) To assist Units in combat.
14.3 Options of C-in-C.
During the Command and Control phase of a
Player with the Initiative, the C-in-C may select
one from the following sequence of options:
A) Leave a Unit if he is, attached to one, to
issue OMs to his Battle Groups. The C-in-C is,
placed within one Base width to the rear of the
Unit.
B) Move immediately, or at the end of the
movement phase, or remain in position and
issue OMs to his Battle Groups or join a Unit to
assist it in melee. The C-in-C has an unlimited
move and can move to any part of the
battlefield.
E) Issue an OM to a Division in melee’s
unengaged Unit or contiguous Units, to break
them off as a separate Battle Group. All Units
must be broken off if there is more than one that
are unengaged, to form the new Battle Group.
The break point must be at a separate
contiguous Division if there is one, otherwise at
the first contiguous unengaged Unit of the
engaged Division. The OM given to the Battle
Group breaking off cannot be a Formation
Change or Halt OM. It costs one of the C-in-C’s
OMs to break off those unengaged Units or Unit
that are of High Morale and two OMs to break
off those unengaged Units or Unit that are of
Average Morale. Units that are of Raw or Poor
Morale, cannot be broken off.
Any unenengaged Unit(s) of a Division of Rash
troops, untrained Elephants or Scythed Chariots
must break off after contacting enemy troops
and complete any remaining move. If they do
not have any remaining move they will break
off during the Player’s next initiative Phase or if
they can intercept enemy troops during the
opposition’s initiative phase.
After Cohesion tests either Player’s C-in-C may
influence the rallying of friendly Units, which
are either routing or pursuing (24.2, 24.3, 24.4).
A C-in-C cannot leave a Unit to join another
Unit during the Command and Control phase.
A C-in-C is considered attached (and assisting
in combat if the Unit is in melee) if he is in
base-to-base contact with a friendly Unit.
14.4 Issuing of Order Markers by the C-in-C
During the Player’s first Command and Control
phase of the game, they may place up to, three,
OMs. Each OM is, placed adjacent to a Battle
Group. The Battle Group will then carry out that
order during the Movement Phase. After the
players first game turn Players can place and/or
change, up to two OM’s. Again, any Battle
Group with an OM will carry out that order
during the Movement Phase.
The issuing of OMs represents direct orders
from the C-in-C to the various Battle Groups of
an army and/or sub-commanders daring to use
their own initiative (a very rare occurrence).
Every Battle Group requires an OM to move,
change formation (if permitted), during the
Command and Control phase, or halt (unless
missile armed troops who move into their
shooting range of the enemy and who may then
halt to bring the enemy under effective fire).
The OMs, which can be, placed are as follows:
1) Manoeuvre Bold (MB) The Battle
Group must move between half and full
move making any appropriate
deductions for wheels. (15.2)
11
2) Manoeuvre Cautious (MC) Battle
Groups with this order must move a
quarter to half of their move distance.
[The Manouevre orders 1) and 2) above,
are used to approach the enemy, not to
attack and make contact, but to deny the
enemy time and space, reduce its room
to manoeuvre, and to bring the Player’s
troops into a suitable position to shoot
and/or Attack. The troops cannot
approach closer than ¼ base width.]
3) Attack (A) Battle Groups with this
order must move to contact enemy, with
at least part of the Battle Group, if this is
within their move allowance. Otherwise,
they must move their maximum move.
They can make any wheels necessary,
with, the intention of making contact and
to, bring troops into Melee with the
enemy. They can manoeuvre i.e. wheel,
to bring their troops into contact with an
exposed flank or rear, but if they cannot
achieve this, they must contact frontally.
4) Halt (H) This is to halt troops, which
have any of the above orders.
5) Formation Change (F) This order is,
used to change formation of the Battle
Group manoeuvre element. (15.3)
OM’s are, represented by a specific counter
and remains in force until removed or
changed. Troops that are, Rash can only be
issued with an Attack Order Marker.
Any Battle Groups that do not have an Order
Marker may not change formation nor move
during that period’s movement phase, even
to try to counter threatening moves against
them.
(14.5) Intercept Move
This is the only movement allowed during
the Player’s, who holds the Initiative,
movement phase, by the non-Initiative
Player, allowing the Player to respond to a
manoeuvre of the opponent. This represents
either, the Divisional commander using his
own initiative, or following ‘standing
orders’ given to the troops to respond to
such situations and overrides any orders the
Battle Group has been issued with. This
move allows the non-Initiative player to
intercept enemy troops before they complete
their manoeuvre. When any enemy Unit or
Division enters, changes formation, or
moves in any direction within the intercept
zone of a Division and is capable of being
intercepted the non-Initiative Player declares
an Intercept move. The Players Unit(s),
which can contact while still maintaining
contact with their Division are, then moved
into contact (except Skirmish Mounted) with
the target, halving the distance between the
two. Enemy troops, cannot be intercepted
that are pursuing routers and are directly to
the front. They must, be received at the halt
if they make contact.
Fig.14.0a
1 base width
Shock Foot can intercept enemy Shock
Troops (except enemy Shock Mounted
intending to make contact) if they enter a
zone equal to the frontage of the Division by
one base width deep directly to their front.
(Fig.14.0a)
Fig.14.b
3 base widths
12
Shock Mounted can intercept and contact
enemy Shock Troops if they enter a zone
equal to the frontage of the Division by three
base widths deep directly to their front.
(Fig.14.0b)
Fig.14.0c
4 base widths
Skirmish Mounted can intercept but not
contact, enemy Skirmish Mounted to bring
them into shooting range, if they enter a
zone equal to the frontage of the Division by
four base width deep directly to their front.
(Fig.14.0c)
15.0 Movement
Only those Battle Groups entitled to move under
the provisions of the Command and Control
phase may do so during the movement phase.
Movement Rates
The movement rates stated in the table below
are the maximum number of base widths (the
number in brackets is the distance in
millimetres) a Unit, is permitted to move over or
through the terrain indicated.
Table 1. Movement Rates
*Except Camels may move up to their full move
in Soft sand.
15.1 Movement Restrictions
Except for Battle Groups under Attack Orders
or Battle Groups, that have been, intercepted by
enemy troops, or when Shock Troops are
moving toward enemy skirmish troops, hostile
troops must halt and may not contact one
another. Troops must also halt and may not
contact friendly troops unless they can
interpenetrate without disordering either parties
(15.11), except untrained Elephants, Scythed
chariots and rash foot will burst through Shock
troops disordering both parties. Any Skirmish
foot that are between the opposing lines when
they are one base width apart are, removed from
the table but do not count as lost.
Troop type
Good
going
Built
up
areas/
Wood
Streams
Steep hills,
Marsh,Rough
going,soft
sand
Heavy
Cav/Ch/Cam/
Knights
Cataphracts/
Elephants/
Sycthed
Chariots
6 (480)
1 (80)
1 (80)
2 (160) *
Skirmish
mounted
8 (640)
2 (160)
3 (240)
3 (240)
Skirmish foot
4 (480)
3 (240)
3 (240)
3 (240)
All Close order
Foot /Infantry
4 (320)
2 (160)
1 (80)
1 (80)
Mulecart Art,
War Wagon
2 (160)
N/A
N/A
N/A
All other Art
1 (80)
N/A
N/A
N/A
13
Battle Groups may never voluntary separate
Divisions, and Divisions may never voluntarily
separate Units, from their parent body. A Unit
must be at least in partial contact with another
of the units within the same division. Except
that, move distance permitting, Units of both
Skirmish Mounted and Skirmish Foot (Skirmish
troops) may pivot on a corner of contact to bring
as many Units into shooting range. (Fig.15.1)
Fig.15.1
Target Units
Skirmish mounted (or Skirmish foot)
15.2 Wheeling
All Battle Groups can make a wheel or wheels,
during the movement phase, pivoting on either
corner of their leading base edge. The cost to
movement for a wheel up to 90 degree, is to
subtract the number of base widths equal to the
Battle Groups frontage in base widths, from the
Battle Groups maximum move. For example,
for a Battle Group of Shock foot that moves
four base widths, and their frontage is two base
widths, they subtract two base widths from their
move after wheeling. They can then move
forward the remainder of their move, which is
two base widths, or carry out another wheel of
up to 90 degrees, using up all their movement. If
the frontage of the Shock foot was three base
widths it would be able to carry out only one
wheel of up to 90 degrees and then move one
base width.
A Battle Group can move then wheel or move in
between multiple wheels as long as it has the
move allowance outlined above to do so.
If their frontage is greater than their full move
allowance in base widths, they can only wheel
in arc from the end Unit of the Battle Group, 3
base widths.
Skirmish troops do not deduct for wheeling but
each Unit of a skirmish Battle Group can move
directly up to its full move as long as it ends in
contact with another Unit of its Battle Group.
15.3 Formation Changes.
Battle Groups form column from line by a
quarter turn, or line to column by the same
manoeuvre. Battle Groups that are Ponderous
foot, cannot form line to column or column to
line, except when passing gaps- see below.
Skirmish Troops do not deduct for any
formation change including an about turn of 180
degrees. However, for Shock mounted, the
Battle Group deducts the full move from its
move allowance, when changing formation from
line to column or column to line. Flexible Battle
Groups troops deduct half a move from their
move allowance when changing formation from
line to column or column to line. Trained
Elephants deduct ¼ move when changing
formation from line to column or column to
line.
Battle Groups with disordered Units may not
form column/line/column by these manoeuvres.
All troops in line making a quarter turn will end
up in a column one Unit wide (15.2 A and B).
Columns form up from line, on the position of
the end Unit in line facing the direction they
intend to move (15.2 A and B).
All troops may form a column to pass gaps and
form up with the leading Unit opposite the gap
(15.2 D). A gap is, considered to be, any patch
of open terrain one base width between two
14
obstructions. Those obstructions may be either
terrain that would cause disorder and or other
friendly Units.
Columns that turn to form line do so by
extending Units from the position of the
rearmost Unit.
Rash troops, pursuing troops, irregular
commanded Battle Groups of Shock foot, and
Battle Groups of Poor morale {P}, may only
form columns to pass gaps to their front as
indicated in Fig. (15.2), not by quarter turns.
Battle Groups of Shock Foot (except Rash
troops) may form or un-form square. They may
retire up to half move if ordered during the
movement phase still in square.
Units of a Battle Group that are on bases 80mm
by 40mm form a square two Units deep. They
form up on the centre of the division with the
front of the Units facing outwards. Units of a
Battle Group that are on bases 80mm by 80mm
form a square by turning their end Units 90
degrees with their front facing outwards. A
single Unit Battle Group is, designated in square
by its Order Marker.
Battle Groups in square cannot advance.
Troops in square or column, do not recoil in
melee but become disordered instead (17.9).
Shock troops deduct a full move allowance if
ponderous, a half-move if flexible, to about turn
180 degrees or form square.
If a Battle Group makes a formation change
within the Intercept zone of enemy Shock
Troops and is intercepted it’s Units count as
fighting against the attacker disordered.
Figure 15.2 Forming Column/Line and
Square
A
B
C
D
15
Example (A) shows a Battle Group consisting of
four Units 80mm by 40mm in line. These will
form a column one Unit wide.
(B) Shows a Battle Group of four Units 80mm
by 80mm in line, These will form a column one
Unit wide.
(C) shows how a Battle Group of five Units
(80mmx40mm) in line forms a square. The
division forms up on the centre of its front. The
arrow indicates the centre of the Battle Group.
A Battle Group of Units that are on bases 80mm
by 80mm form a square by turning their end
Units 90 degrees with their fronts facing
outwards.
Example (D) shows a three Unit Battle Group
passing a gap. The Battle group first forms a
column opposite the gap. This will deduct a full
move from its movement allowance if it is
Ponderous, half move if it is Flexible. Flexible
troops will therefore be able to move up to half
a move through the gap. Once its leading Unit
has cleared the gap it can form line, taking a full
move if Ponderous, half a move if flexible, and
make any movement forward it has remaining
from its movement allowance.
15.4 Falling Back
All Skirmish foot engaged with and faced by
advancing enemy Shock foot under manoeuvre
orders, must fall back facing their opponents
without contacting, up to their maximum
effective shooting range of one base width.
Skirmish mounted engaged with and faced by
advancing enemy Shock foot under manoeuvre
orders, or Shock mounted under manoeuvre
orders, must fall back facing their opponents
without contacting, up to their maximum
effective shooting range of one base width,
unless the Skirmish mounted have enough move
allowance to move past them (see 15.5). Should
the falling back move take them into fresh
enemy they can attempt to avoid them. If in the
process of doing this any Units are, caught by
the attacker, or they cannot avoid the enemy,
they are, destroyed and will trigger a cohesion
test in any remaining Units within one base
width.
Skirmish(S) in the open and Skirmish Mounted
must also fall back facing opponents of
Auxiliary(s)(As), unless the Skirmish Mounted
have enough move allowance to move past them
(see 15.5).
Skirmish Foot may also fall back, if they wish,
facing, enemy Skirmish Foot up to their
maximum effective shooting range.
All regular commanded (14.0) Shock Mounted
(except cataphracts) and all irregular
commanded (14.0) bow armed Shock Mounted
may fall back maintaining two base widths
distant in the face of advancing enemy Shock
Foot Battle Groups, facing their opponents.
Mounted troops falling back in the face of
advancing Shock Foot may not voluntarily leave
the battlefield.
15.5 Light cavalry flowing around opponents.
If the line of advance of enemy Troops under
manoeuvre orders or Auxiliary(s), should go
through a position currently occupied by
Skirmish mounted and the Skirmish mounted
are not a target of those enemy troops under
Attack orders then the Skirmish Mounted may
‘break ranks’ and allow the enemy to pass
through their current position. This is providing
a one base width gap (80mm) exists on at least
one flank of the advancing enemy. If they wish
to engage with the front of that enemy, they
must fall back facing them. To summarise, they
may allow an enemy that does not intend to
contact them to pass through their current
position whilst they may flow around the open
flank(s) and then skirmish against that enemy’s
rear (Fig. 15.3).
15.6 Replacing front line Shock foot in melee.
Front line, Shock foot Divisions that are in
melee may be, replaced by a Division of Shock
foot, directly to their rear and within four base
16
widths, without disordering either party. This
may take place during the Player with
Initiative’s movement phase and the replacing
Division issued with an Attack OM. The
replaced Division, is placed immediately to the
rear of the Division that is replacing them in
melee.
Figure 15.3 Light cavalry flowing around
opponents
A
B
In the example Skirmish Mounted (A) are,
shown flowing around an opponent of Shock
Mounted (B). As the Shock Mounted advance
but do not charge, the Skirmish Mounted break
ranks and flow around the flanks of the heavier
troops. The Skirmish Mounted reform to
skirmish with the rear of the enemy troops
15.7 Rash Troops, Untrained Elephants and
Scythed Chariots.
Once in motion, Rash Troops, Untrained
Elephants and Scythed Chariots, must make
their full moves toward their intended target,
when under Attack Orders. If they have friendly
unengaged Shock Troops or Skirmish Troops
covering their front they will interpenetrate
them, causing disorder to both parties. They will
displace Skirmish Foot.
15.8 Withdrawal of Skirmish Foot through
Shock Troops.
When two opposing battle lines of shock troops
move to within one base width of each other, all
Skirmish Foot that are in between, are,
withdrawn unprompted.
The C-in-C, during the Command and Control
phase may issue an Order Marker withdrawal of
Skirmish Foot through Shock Troops during the
movement phase (14.4), allowing the heavier
troops to continue their advance un-disordered.
Skirmish Foot who are either forced back or
withdrawn through, or else evade or rout
through, or are, displaced by shock troops, are,
removed from the table. Those that are, routed
off the table count as losses for calculating the
battle winner and loser. Those otherwise
removed, do not.
Skirmish Mounted retire half to full move
instead.
15.9 Evade moves
All Skirmish foot Units, and Skirmish mounted
Units must attempt to evade enemy Attack
moves they are, in the path of, or directed
against them, and enemy pursuing Shock troops,
unless otherwise specified (9.1). All Skirmish
foot, must also attempt to evade enemy Shock
mounted or Skirmish mounted, under
manoeuvre orders, unless otherwise specified
(9.1).
All Skirmish mounted troops evade up to their
full normal move from Attack moves and up to
three base widths from pursuing enemy Shock
troops, facing away from the enemy
Skirmish foot evade up to 4 base width from
enemy Attack moves of Shock foot and up to
two base widths from pursuing Shock foot.
They evade up to 4 base widths from Attack,
Pursuit, and Manoeuvre moves, of Shock
mounted, and Manoeuvre moves of Skirmish
mounted, facing away. If in the process of doing
this any Units are, caught by the attacker, or
they cannot avoid the enemy, they are,
destroyed and will trigger a cohesion test in any
remaining Units within one base width
All troops end facing away from the attacker.
17
All troops must be placed beyond any Units
they are interpenetrating when their evade move
ends, extra move allowance being given.
Evade moves are made directly away from the
Attacker or directly to the rear of the evading
troops if such a move would end in terrain
where the attacker would not catch them.
Should the evade move take them into friendly
troops or fresh enemy they can move in a
direction to avoid them. If in the process of
doing this, any Units that are, caught by the
enemy, or they cannot avoid enemy troops, they
are, destroyed and this will trigger a cohesion
test in any remaining Units within one base
width (18.3).
Evasion is not a morale failure and therefore
troops who have been ordered, to advance retain
their OM and return to the attack next turn. If
however, Skirmish Mounted should suffer any
losses due to “accidents of ground” (15.10),
then their OM is, removed and they must be,
prompted to advance again with a new OM.
Any Units of evading foot, which are, caught by
mounted after they have moved their maximum
evade move are, ridden down and removed from
the table. Skirmish mounted must test for
‘accidents of ground’ (15.10) if evading from
Shock mounted other than Elephants.
Shock mounted that attack Skirmish mounted to
their front and end their move without
contacting any enemy, acquire an attrition point.
Troops, which evaded, and were, pursued off
table, test to return as per returning pursuers
(22.0). They may not test to return until the
move after their pursuers have returned to the
table unless their pursuers are Elephants or
Scythed chariots for which the evaders test to
return as returning pursuers.
Troops, which evade off table and are not
pursued off table, need to roll anything but a 5
or 6 to return to the table at the point of their
exit when it is their Initiative at the ‘Returning
Troops Phase’ (13.0).
If part of a division evades off table the whole
division is, removed.
15.10 Testing for ‘accidents of ground’.
Each Skirmish mounted Unit that is in the path
of Shock Mounted Attackers must test when
evading.
The procedure is that a D6 is, thrown for each
Unit evading. On a die roll a score of 1 or 2 for
a Skirmish mounted Unit, indicates that the
evade move of that Unit has been impeded by
some local obstruction (gully, wall, cactus,
hedge etc.). All such Units that are, caught this
way receive an attrition point and must take an
immediate Cohesion Test.
15.11 Interpenetration.
Skirmish Troops routed through or recoiled by
shooting (16.4) through friendly Shock Troops
cause disorder to the heavier troop types Units
interpenetrated.
Any Mounted troops can interpenetrate any
Skirmish troops without causing disorder.
Skirmish Troops evading through Cataphracts,
Scythed chariots, or irregularly commanded
Shock Mounted- because these do not observe
troop squadron intervals-cause disorder to those
heavier troop type Units interpenetrated.
Skirmish Mounted interpenetrating Shock Foot
Units cause disorder to the foot.
In all other circumstances Skirmish Troops may
freely interpenetrate and be displaced by heavier
troop types. Skirmish foot that are, displaced by
heavier troop types are, removed from the table
but do not count as losses (15.8).
Mounted, except Elephants, when breaking off
and rallying back from melee (17.9), may
interpenetrate Shock Troops facing in the same
direction to their rear, as long as they are within
normal break off move distance but beyond
18
three base widths, without causing disorder to
either party.
All other interpenetration causes disorder except
for replacing front line Shock foot in melee by
Shock foot directly to the rear (15.6)
16.0 Shooting.
Shooting represents the continuous discharge
over a period, of time, and not only one single
shot, designed to wear down an opponent and
break their morale.
Once a Unit or Units of a Battle Group of
Skirmish Troops manoeuvres into shooting
range the Battle Group becomes ‘locked on’ to
their target and the Units in range must remain
in shooting range. This means that if the target
moves, both the Player with Initiative and the
non-Initiative Player’s shooters, will keep
within shooting range. If the targets movement
rate allows them to, eventually move out of
range, the shooter does not remain ‘locked on’
but halts in position of its maximum movement.
Shock Foot that stop to shoot, halt and lose their
OM.
Shock foot armed with javelin or bow may
shoot at a target if they have triggered an
intercept move by the target by moving into the
target’s intercept zone (14.1). The shooting
procedure is, carried out after contact by the
interceptors during the shooting phase (13.0).
Skirmish foot may shoot at Elephants or
Scythed Chariots if they have triggered an
intercept move by either of them by, moving
into their intercept zone (14.1) and they stand to
receive it. The shooting procedure is, carried
out after contact by the interceptors during the
shooting phase (13.0).
Skirmish Troops that shoot at a target that does
not return fire may be, issued an OM to move,
another target, or to move to include another
target.
Shock Mounted armed with bow do not lose
their OM when they stop to shoot. They can
remain in position to shoot in subsequent
moves, but as with Skirmish Troops above, can
only switch targets if not fired upon by target,
and must be issued with a new OM to do so.
Troops may shoot at the flanks, rear and
unengaged front of an enemy engaged in melee
if in shooting range.
Shooters may only shoot directly to their front
(Fig. 16.1) except that Skirmish Mounted may
shoot all round (using circulating tactics) i.e. at
a target, that is within 1 base width of any edge
of the shooter’s base, and is the target priority
(16.1).
Units of both Skirmish Mounted and Skirmish
Foot (Skirmish troops) may pivot on a corner of
contact to bring as many Units into shooting
range. (Fig.15.1)
16.1 Target Priority
1. The nearest target within Arc and
shooting at themselves.
2. The nearest target in range.
Table 2. Ranges
Base widths
1 (80mm)
1 (80mm)
2 (160mm)
3 (240mm)
5 (400mm)
5 (400mm)
6 (480mm)
10 (800mm)
19
Table 3 Shooting and Target Factors
A targets protection factor drops to Zero against
All if it is shot at directly in its rear by Any
enemy shooters.
Table 4 Protection Factors
16.3 Shooting Procedure
The Player with Initiative shoots all his eligible
Units first, at the non-Initiative Player’s Units
that are the targets of the shooting, following the
procedure outlined below. Once the Player with
Initiative has completed all his shooting and the
outcome of shooting, the non-Initiative Player
then carries out his shooting of his eligible Units
again following the procedure outlined below.
Shooting Factors
Longbow against Mounted
+3
Longbow against Foot
+2
Handgun, Arquebus, or Musket
+2
Caracole Pistoleers against Foot
+1
Mechanical Artillery, Rockets and Canon
+1
All non-Skirmish troops armed with Bow
other than Longbow
+1
Shooting at a target wholly in cover from
outside that cover
-2
Shooting while disordered (Shock foot
other than auxiliaries count disordered if
shooting in terrain that slows movement)
-2
The Unit of Skirmish Troops shooting has
a simi
lar Unit directly to the rear and in
contact in support.
+1
Target Factors
For each second and subsequent Unit,
including any supporting Units, shooting
at the same target Unit and not at any other
target Unit (up to a maximum of -3)
-1
Target is disordered (Shock foot other
than auxiliaries count disordered if shot
at in terrain that slows movement)
-2
Targets Protection Factors
Shooter
Type
All
Skirmishers,
Levy, Art.,
Shock
mounted on
unarmoured
mounts
including
Heavy
chariots,
Elephants
Shock
mounted on
½ armoured
and
Caparisoned
mounts,
Shock Foot
Fully
armoured
Cataphracts,
Barded
Knights
All Sk
1
2
3
Javelin
1
2
3
Bow
0
1
2
X-bow
0
0
1
Longbow
0
0
1
Handgun
-1
0
1
Arquebus
-1
0
1
Musket
-1
0
1
Rockets
-1
0
1
Mech.
Art
-1
0
1
Cannon
-1
0
1
20
1) The Player shooting rolls 1xD6 for each
Unit of Shock Troops, Skirmish Troops
or battery of artillery, shooting. Any
2) Unit of a Player that is the target of
shooting rolls a D6 for each enemy Unit
that is shooting at it.
3) The Player who’s Units are shooting
adds or deducts any shooting factors to
their D6 roll.(Table 3)
4) The Player who’s Units are the target of
shooting add their Protection factor, and
deducts any Target Factors, to their D6
roll(s).(Table 3 and 4)
5) Compare the final scores after additions
and deductions, and refer to the section
on Outcome below (16.4) for the result.
N.B. The protection factor represents not only
the effect of armour and shields against missiles
but also, and more importantly, the morale
effect of the formation’s training and unit
cohesion among the troops. This dissipates
when troops are, shot at from the rear.
16.4 Outcome.
Skirmish Troops Units that are the target
Units shot at by other Skirmish Troops
or Shock Troops, automatically receive
one attrition point, even if they are, shot
at by more than one unit.
Those target Units, with a final score,
lower than any of the Unit(s) that were
shooting at them, have received a ‘hit’
from those Units. For example, if a
target Unit is, shot at by three shooting
Units and each of the target’s three D6
rolls, after the addition of the protection
factor, were lower than the shooters D6
rolls, it will mean they will receive three
attrition points and must immediately
take a cohesion test.
If the C-in-C is attached and the target
Unit scores a 1 and the shooting Unit’s
score is 6, the C-in-C is killed. He is
considered to be immediately replaced
by a sub-ordinate officer who will carry
on in that role (see (13.0),(18.0) and
(22.0) for effect of C-in-C being killed)
Any Skirmish Mounted and Skirmish
Foot Units, which lose the shooting
combat and did not fail a cohesion test,
must ‘give ground’, falling directly back
one base width for foot and two base
widths for mounted. If this takes any
Units off the table or into contact with
other enemy, they are, destroyed.
Those Skirmish Troops which win and
are still under orders to move with an
Order Marker, must follow up one base
width for foot and two base widths for
mounted.
In the case of the target Unit being
Legionaries that can exchange ranks, the
attrition is received by the front rank, or
if part of a square, the outer rank that has
the lowest attrition and or is in contact
with the enemy.
Fig. 16.1 Shooting Zone
A
1 base width
B
3 base
widths
D
C
21
In the example above A is a division of Units of
longbowmen. The range of foot bows is 3 base
widths shown by the longer of the arrows- the
shooting ‘arc’ is shown by the open box. In the
case of division C Units 1, 2 and 3 are within
range and are a target of the long bowmen and if
any Units are hit’ they receive an attrition point
(16.3, 16.4). Units 2 and 3 of division B are also
within arc of arc of each Unit of the Division.
Units 2 and 3 of Division D, although within the
shooting zone of Division A are, blocked by
Division B and cannot be, shot at (17.6).
Figure 17.1 Examples of Attack and
Intercept moves that end in contact
A
B C
A) Shows an example of “swinging in” by two
divisions that have contacted each other after an
Attack or Intercept move. If the Target Division
cannot swing in due to an obstruction then the
Attacker/Interceptor conforms (swings in) to the
Target. (B) Shows an Attacking or Intercepting
Division echeloning forward its unengaged
Units to contact more than one enemy division.
(C) Shows an example of an Intercept move by
a division entitled to and who have enemy
Shock Troops moving through their Intercept
zone.
17.0 Melee
17.1 Melee of Attack moves or Intercept
moves.
Melee is, carried out during the Melee Phase of
the Sequence of Play (13.0).
In Great Captain the melee result and the
resulting cohesion test is, decided by the overall
outcome of each unit’s performance. Quite
simply, to win a combat a unit must push back
or break more enemy units than are pushed-back
or broken in its own ranks.
During each melee phase all flank or rear
attacks are fully resolved i.e. including any
morale, cohesion tests, rout, pursuits and any
tests resulting from routs, before any other
melee occurs.
17.2 Melee procedure.
1) During the Melee phase once opposing
Units have contacted one another then
one D6 is, rolled for each Players Unit
in melee.
2) This is, placed behind the Unit as a
reference while the outcome is decided.
3) To the result of the die roll is, added the
Unit’s current, combat factor (see Army
lists) minus any attrition it has (17.6). To
this score each Unit adds or subtracts its
own tactical factors (17.7-Table 6).
22
4) This gives the Combat Value for each
Unit of the Division in the Battle Group.
The Combat value is, halved if the Unit
is disordered (17.8).
5) The resulting Combat Values are,
compared by each Unit with those
opposing them. The highest scoring ones
are the winners. If a unit is fighting two
enemy units and wins against one and
loses against the other it does not count
itself as having lost the melee but rather,
playing a draw. Additionally, any Unit
that loses against one enemy unit and
draws against another counts as losing
the combat.
6) If the C-in-C is attached and the Unit
scores a 1 and the opposing Unit score is
6, the C-in-C is killed fighting in the
front rank. He is considered to be
immediately replaced by a sub-ordinate
officer who will carry on in that role (see
(13.0),(18.0) and (22.0) for effect of C-
in-C being killed)
17.3 Legionaries that fight in three lines
Historically Roman Units during the Republic
and, from the Early to Middle Imperial periods
were able to exchange their ranks during
combat. This is, reflected in the Rules by units
maintaining their combat factor of eight in the
second and third rounds of melee regardless of
the number of attrition points received in the
previous rounds. A separate counter
representing attrition is, placed by the Unit for
each round of melee. For subsequent rounds of
melee after the third, do not subtract the first
two rounds of attrition points from the Combat
factors, only those of the third round of melee
and any additional points acquired during
subsequent melee. The number of attrition
points will also include any from shooting this
game turn and previous Shooting Phases. All
attrition points from each of the separate
counters count towards cohesion test totals for
any Cohesion Test the Unit may have to take.
Figure 17.2 Legionary Unit that can
Exchange Ranks
HI
L
1 2 1
Attrition
The figure L above shows three Roman Units
that can exchange ranks during melee attacked
by three Units of Shock Foot Heavy Infantry.
Unit A has drawn its first round of melee and
therefore receives one attrition point, it has lost
the second round and receives two points. It has
a total, of three attrition points towards the
cohesion test it must take. Which, it passes. In
the third round of melee, it wins the combat, and
receives one attrition point and does not take a
cohesion test. In any subsequent rounds of
melee attrition points are, added to the number
of attrition points received in the third round of
combat. In each of the first three rounds of
melee, its combat factor stands at eight
UNLESS it received any attrition from shooting
in ANY of the shooting phases.
23
17.4 Melee outcome.
1) Units of Shock Mounted, Elephants or
Scythed Chariots, beaten by Elephants or
Scythed Chariots, rout.
2) Skirmishers(S) and any Auxiliary(s)
(As) beaten in melee, rout.
3) Units of Elephants that draw or are,
beaten in melee but not routed, recoil
between half to full move straight back.
Scythed Chariots beaten by Skirmish
Foot rout, those beaten by Shock Foot
are, destroyed.
4) Shock Foot that are, beaten in melee by
Shock Mounted, or Shock Foot that are
in square that are, beaten in melee, do
not recoil but become disordered.
5) A Shock Mounted Unit, that is faced by
disordered Shock Foot Unit(s) that cover
more than half their frontage at the start
of the melee, break through them,
emerging up to half a move behind them
if they beat them in melee but do not
rout them.
6) Elephants and Scythed Chariots that beat
Shock Foot, but do not rout them, break
through, disordering them. They are then
removed from the table, unless their
breakthrough move of 1 base width for
elephants, 2 base widths for scythed
chariots, from the rear of the enemy,
brings them into contact with fresh
enemy.
7) All other Units beaten in melee must
recoil, if allowed on cohesion test
outcome.
17.5 Combat factors.
All Units capable of combat start with a combat
factor as indicated in their army lists, which,
reduces with each round of melee fought (see
attrition). Each Unit struck in flank or rear starts
with a basic combat factor of zero against those
opponents before adding or subtracting tactical
factors and attrition points.
17.6 Attrition points.
Attrition reflects the wearing down of a Unit
will or ability to continue fighting efficiently. It
represents an accumulation of fear, fatigue,
battle shock, casualties and the gradual
breakdown of command and control.
Each time a Unit acquires an attrition point a
marker representing the total accrued amount is,
placed next to the unit (2.0).
The total accrued amount of attrition points are
deducted from a Unit’s combat factor, every
time it fights (except see Legionaries that fight
in three ranks) (17.3).
Attrition points are cumulative and are, received
by a Unit in the following Table:
Table 5. Attrition points.
Circumstance
Number
of points
For each round of melee fought by
flexible, ponderous, or skirmish
infantry.
1
For each move any foot are defeated
in a round of melee.
1
If rash foot is defeated by Elephants
or Scythed Chariots.
2
For each round of melee fought by all
mounted against foot.
1
For each second and subsequent round
of melee of victorious mounted vs.
other mounted.
1
For each Shock Troop Attack against
evaders.
1
For each shooting hit from mounted-
evaders armed with bow.
1
For Shock Mounted that Attacked or
Intercepted that move and was
victorious.
1
For defeated Shock Mounted in a
second or subsequent round of melee
against other Shock Mounted.
2
For Shock Mounted defeated by
Shock Mounted that has Attacked or
Intercepted this move.
4
24
Units that are, disordered at the start of the
Melee Phase, double the final amount of
attrition points they receive if they lose the
melee.
Troops who have ridden down and scattered
skirmishers who could not fall back fast enough
during the movement phase do not pick up an
attrition point for doing so.
Units supporting other Units in melee as an
overlap, but are not themselves in base to base
contact with an enemy, do not receive attrition
points
17.7 Tactical factors.
Table 6. Tactical factors.
At the beginning of each melee, each Unit will
have combat value consisting of its D6 die roll
plus its current combat factor (see Army Lists
for Unit’s Combat Factor).
The Combat Value of a Unit will be, affected by
certain tactical considerations or factors, these
tactical factors are, shown in the above table.
17.8 Disorder in melee.
All disordered Units halve their final Combat
Value rounded down i.e. if the final Combat
Value is 11, it is halved rounding down to 5.
For example, a disordered Pike unit with a
combat rating of 14 after all die rolls and
tactical factors are taken into consideration
would halve the score to give a final Combat
Value of 7.
17.9 Recoils.
Units beaten in melee recoil the total base depth
of their opponent. For example, a pike block,
which recoils an enemy sends them its base
depth.
Units of Elephants, beaten in melee but not
routed recoil half to full move. Troops
interpenetrated by recoiling Elephants are
disordered.
Friendly Units contiguous with recoilers must
maintain at least corner to corner contact with
them and therefore may have to fall back
themselves to keep in touch by the minimum
amount, even if they have recoiled their own
opponents and breaking contact with the enemy
if necessary.
Units may never voluntarily break the formation
of their Division and Battle Group, they must
always maintain base to base contact with those
Units on either side by at least corner-to-corner
contact.
Circumstance
Factor
For any unengaged enemy Unit which is not
disordered, overlapping it in melee by at least ½ a
Base width (except do not count overlapped if in
Square, or if Shock Mounted in the first round of
melee against enemy Shock Foot, or if friendly
troops are directly facing and within 1 base width
of the enemy overlap).
-1
For any Unit of foot uphill of their opponent.
+1
If the C-in-C is fighting with the unit.
+1
Rash Units that have Attacked or Intercepted this
phase.
+1
Trained Elephants in melee with Skirmish foot.
+1
For each level of Morale the Unit is above its
opponent
[e.g. a Veteran Unit (H) would count +1 if it was
in melee against a Unit of Trained troops (Av),
+2 if it were against a Unit of Raw troops (Av-R)
and +3 if against a Unit of Poor morale (Po).
A Unit of Trained troops (Av) would count +1 if
it were against a Unit of Raw troops (Av-R) and
+2 if against a Unit of Poor morale (Po).]
+1
25
Units of Shock Foot who are beaten in melee by
Shock Mounted that have Attacked or
Intercepted that round, and Units in column or
line that are not fully formed, or in square, do
not recoil but become disordered.
Units of Shock Troops who recoil into other
friendly Shock Troops not aligned in the same
direction cause disorder to both parties.
Skirmish Troops in the open when recoiled into
from any direction by friends, give ground but
do not cause disorder.
Any Units that recoil into enemy Shock Troops,
(or into enemy Skirmish Troops that are, facing
them in terrain that slows movement), surrender
and are, removed from the table and are,
considered to have failed a Cohesion Test.
If any Unit or part of a Unit is recoiled or breaks
off, and ends off the table, the Unit is,
considered to have automatically failed a
Cohesion Test and routs.
Mounted Units recoiled by foot in terrain that
slows movement is considered to have
automatically failed a Cohesion Test and routs.
17.10 Break- offs from melee.
Shock Mounted Units other than Scythed
Chariots-which are in melee with Shock Foot
must break off combat with them if beaten, (but
not routed) by them. They rally directly to their
rear, halting facing the enemy, between half and
full move sequence allowance. This is a
permitted method for a Unit, to break
voluntarily, the formation of the Division
without receiving an OM.
Shock Mounted beaten by other Shock Mounted
may break off and rally back between half and
full move halting facing the enemy, if they pass
their Cohesion Test by 3 or more points on their
dice roll result. They immediately reduce their
attrition by 2pts if the opponents have attacked
or intercepted that phase, (even if they do not
break off when having to pursue routing
enemy). The victorious Shock Mounted halt on
the spot.
If breakers-off contact friendly troops or enemy
Skirmish Troops or enemy Shock Troops not
facing them, and there is a one base width wide
gap on at least one flank within one base width
of the point of contact they, flow around them,
ending facing the direction, they came. If there
is no gap they burst through them disordering
both parties (unless the breakers-off are
mounted beyond three base widths of friendly
Shock Troops) (15.11).
If breakers off contact enemy Shock Troops
facing them within three base widths, a melee
will take place, the breakers-off counting
disordered in the following melee.
Breakers off may be Intercepted by enemy
Shock Troops if they come within range (14.1).
17.11 Following up.
All flexible Shock Troops and all
ponderous Shock Foot who stand to
receive a charge and win the melee may,
follow up those they recoil.
All others must follow up if they can.
Rash Troops, if they win the melee will
always follow up, breaking contact with
friendly Units if necessary to do so.
A Unit, which recoils its opponent may maintain
contact with the enemy so long as they maintain
at least corner-to-corner contact with their own
Units of their Division and Battle Group. If a
friendly Unit(s) is recoiled that they are in
contact with, they may have to break contact
with any opponents they have recoiled, to
maintain at least cornerto-corner contact with
the friendly Unit(s).
As stated in (17.9) Units may never voluntarily
break contact with one another.
17.12 Rear/flank attacks.
Rear/flank attacks may only be, declared if the
attacker is perpendicular to the flank or inclined
to the rear of the target. Any Battle Groups that
26
have orders to change formation but are
Intercepted in the flank or rear, they are,
contacted in the flank or rear and are disordered.
Since rear/flank attacks have an almost
instantaneous and usually devastating effect
they must be fully resolved including all,
cohesion and army tests that may result from the
outcome before all other melee takes place for
that game turn. See Fig.17.4 for the melee
procedure during a flank or rear attack.
Fig. 17.3 Permitted Flank/Rear attacks
A
B
C
In the example opposite (A) the charging
division is neither perpendicular to the flank,
nor inclined to the rear and constitutes a frontal
charge. In example (B) the charging division is
inclined to the rear and will constitute a charge
to the rear. In example (C) the charging division
is perpendicular to the flank and will constitute
a flank charge.
Figure 17.4 Flank and Rear Attacks
C
A
In the example, Unit 1 of Battle Group ‘A’
strikes Unit 1 of Battle Group ‘C’ (ponderous)
in flank. If Unit ‘C’ loses the melee it,
immediately becomes disordered and takes a
Cohesion Test. If Unit C’ passes its cohesion
test then it will continue the melee disordered.
Should a Unit Cohesion Test as a result of
losing a flank or rear attack, but is
simultaneously being attacked frontally it must
then resolve the outcome of that combat during
the normal Melee Phase, counting the additional
attrition points and disorder.
18.0 Morale.
18.1 Unit cohesion tests.
Cohesion represents the esprit de corps of a Unit
and the confidence the troops have in each
other. It reflects their shared combat experience,
standard of training or belief in a cause that
gives them the ability to endure. Therefore,
veteran or fanatical (high morale) troops will
usually have a much higher endurance threshold
than raw and levy (poor morale).
18.2 Morale classes.
There are four morale classes of troops in Great
Captain, they are:
Poor (Po): -These include Levy, which
represent hastily conscripted or forced soldiers
1
2
3
4
27
untrained and unwilling, and untrained
Elephants and Scythed chariots- these Units roll
1xD6 per Cohesion Test.
Average Raw (Av-R): -Raw troops, which may
have some training but no battle experience and
trained Elephants- these Units roll 2xD6 per
Cohesion Test with a compulsory addition of +2
to their Cohesion Test factors.
Average (Av): -Trained in the use of arms to
various degrees-these are either, the vast
majority of tribal, garrison and mercenary
troops- these Units roll 2xD6 per cohesion test.
High (H): -Veteran, experienced professionals
or inspired fanatical warriors. Units roll 3xD6
per cohesion test.
18.3 When cohesion tests are taken by Units:
1) They have lost a shooting round, or a melee
round.
2) The C-in-C has, been killed during shooting
or in melee (17.2).
3) When a Unit is within 1 base width of a
friendly Unit or Units that have been
destroyed or failed a cohesion test. The test
is, taken immediately the friendly Unit fails
its Cohesion Test and before it carries out its
rout move. A test is, not taken if the Unit has
routed all its melee opponents this round.
4) Poor morale Units contacting the enemy
under Attack Orders or attempting to
Intercept, or being Attacked or Intercepted.
5) Units of Skirmish Foot within one base
width of Skirmish Foot caught and scattered
by mounted. Evading Units, caught due to
accidents of ground.(15.10)
6) Units already in melee being Attacked by a
new enemy unit.
All troops except other Skirmish Troops and
Artillery, ignore routing Skirmish Troops and
Artillery.
Veteran (H) troops ignore routing raw (Av-R)
and levy (Po) troops.
Trained (Av) troops ignore levy (Po) troops.
Scythed Chariots ignore all other routers.
Elephants ignore all other routers except other
Elephants. Others ignore other
routing/destroyed Elephants and Scythed
Chariots, unless they are, burst through by them
(17.4, 17.9, 19.0).
All morale classes count towards the army test.
18.4 Sequence and timing of cohesion tests
during the game turn.
1) The C-in-C that is, attached to a Unit is,
killed.
2) After all shooting has been, completed.
3) If Attacked or Intercepted and about to be
contacted whilst already in melee or poor
morale troops being Attacked or Intercepted
and about to be contacted, or evaders testing
for being ‘caught’ because of accidents of
ground.
4) After each losing round of melee resulting
from a flank attack.
5) After all melees have been, completed.
In case 4 they are fully resolved, including any
rout and pursuit moves and any Cohesion and
Army Tests that may result before the rest of the
melee round is resolved.
18.5 Cohesion test procedure and test factors.
Any of the above examples will trigger a
cohesion test, which is, made as follows:
1) Depending on the class of troop type testing,
roll the appropriate number of dice.
28
Poor morale troops (Po) – 1D6
Trained troops (Av)– 2D6
Trained raw (Av-R)-2D6
Veteran troops (H)– 3D6
2) Add or deduct all the relevant Cohesion Test
factors and compare the result with the dice
score.
Result- if the dice score is higher than the
combined total of the cohesion test factors then
the division has passed its cohesion test and
carries on.
If the dice score is the same or less than the
combined total of the cohesion test factors then
the division has failed its test and must make an
immediate rout move.
In the case of the factors, equalling or exceeding
the maximum dice score that can be, achieved,
then, two D6 are, thrown. If the result is double
six, the division has passed its Cohesion Test.
Any other result is a fail
Table 7. Cohesion test factors.
Circumstance
Factor
For each attrition point inflicted on a unit
or the combined total of attrition points
inflicted on a unit that can and has
exchanged ranks.
+1
For ‘poor morale’ Units being Attacked or
Intercepted.
+1
For any unengaged enemy Unit(s) or
unengaged Division(s), visible, facing and
directly to rear within two base widths.
+1
For each flank that is unsupported (see
below*).
+1
If the unit is A+B, A+Bsw, A+LB or
A+XB.
+1
For troops that are raw.
+2
For Skirmish troops, except Auxiliary(s).
+2
For each 25% of Division** lost due to
Units routing.
+3
If Cohesion Test results from flank or rear
Attacked or Intercepted that move.
+3
If C-in-C killed in front rank.
+3
If any friendly Unit(s) has failed a
Cohesion Test within 1 base width during
the Player’s Initiative.
+3
If the C-in-C is within two base widths of
the Unit testing.
-1
C-in-C fighting with unit
-2
If enemy Unit(s) has failed a Cohesion
Test seen this period d
uring the Player’s
Initiative within 1 base width.
-3
*Units consider themselves unsupported if
they are overlapped on an open flank by at
least a half unit base width (except do not
count unsupported if in Square, or if Shock
Mounted in the first round of melee against
enemy Shock Foot, or if friendly troops are
directly facing and within 1 base width of
the enemy overlap).
** Lost from the Division’s composition at
the start of the phase. Do not count Units
lost from the previous phase, or that have
broken off or pursued.
29
Figure 18.1 Cohesion Tests from Routs
A
1 1 2
B C
D
1 2 3
In the example above Unit A has failed a
Cohesion Test and routed. Unit B is within 1
base width of Unit A and therefore must test
morale and take a Cohesion Test (18.0). Unit C
is not within a base width of Unit A and does
not test, nor is Unit D within 1 base width of A
and will not need to test. If Unit B fails the
Cohesion Test, the Unit routs. Unit D is within
one base width of Unit B and will now take a
Cohesion Test. Unit C will only need to take a
Cohesion Test if Units D1, D2 and D3 all take
tests one after another and rout since D3 is
within one base depth of Unit C. All Units that
rout after A have seen a routing Unit and
therefore count +3 this turn in addition to any
other cohesion test factors. If unit C routs as a
result of failing its Cohesion Test this will result
in a Cohesion Test for Unit C1. If Unit B
happens to be a Unit of Skirmish Mounted and
routs Unit D will only test if it is also Skirmish
Troops. If unit A and D rout, Unit B will only
count +3 for seeing both routing units.
19.0 Routing.
Routed troops break and rout directly away
from the enemy they are, engaged with in melee
or from shooting, except flank-attacked routers
break directly to their own rear. If they are
routing from enemy that are shooting from
several different directions, divide the shooting
arc the shooters make equally, and rout in the
direction of the centre of the arc directly away
from the enemy.
The rout move is divided into an initial one base
width (Foot), two base widths (mounted), three
base widths (Elephants and Scythed Chariots)
move, the remainder of the rout move is then
completed and the routing troops are removed
from the table at the end of the game turn.
If routers contact friends within their initial rout
move distance (Foot-one base width, Mounted-
two base widths) they will burst through them
causing disorder. If Elephants or Scythed
Chariots contact friends or enemy troops within
three base widths they will burst through them
causing disorder.
If routers (except Elephants and Scythed
Chariots) contact enemy Shock Troops (or
enemy Skirmish Foot that are facing them in
terrain that slows movement), within their initial
rout move (see above) they surrender and are
removed from the table. Otherwise, they burst
through enemy Skirmish Foot.
Friendly Units of Skirmish Troops, Elephants
and Scythed Chariots, and those troops whose
morale class is poor are, automatically swept
away in rout if, any part of them is, burst
through.
Friendly Units of Shock Foot of which any part
of them is, burst through by routing Elephants
or Scythed Chariots must take a cohesion test.
Friendly Units of Shock Mounted of which any
30
part of them is burst through by routing
Elephants or Scythed Chariots, are routed.
Beyond one base width for Foot or two base
widths for Mounted, routers divert around or
are, allowed to pass through friends and disperse
at the rally phase if they fail to or are not,
allowed to rally.
20.0 Pursuit.
A Unit that breaks an enemy Unit and that was
in contact with the majority of its front or is the
only Unit it is in contact with, will automatically
pursue the routing Unit (breaking contact with
any enemy Units they may still be in contact
with) unless they rally (22.2). An unengaged
friendly Unit of Shock Mounted adjacent to, and
overlapping the Unit that breaks the enemy, will
also automatically pursue the routing Unit,
unless they rally. The exceptions to this rule are,
that rash and irregular commanded troops must
always pursue routers and only Skirmish Troops
will pursue enemy Skirmish Troops after they
rout from shooting.
Mounted pursue broken Foot three base widths
and end the pursuit move still on the table. They
rally on the spot, having cut down all the
routers.
If pursuers contact fresh enemy within
one base width for Foot/Elephants, two
base widths for Shock Mounted, from
the initial point of pursuit, they must
immediately resolve the fresh combat
that period.
If pursuers do not contact fresh enemy,
within one base width for Foot and
Elephants, and two base widths for
Shock Mounted and Skirmish Mounted,
except when mounted are pursuing and
cutting down routing foot (see above)
they are, removed from the table.
Any troops contacted by enemy pursuers
cannot Attack or Intercept them but are,
contacted halted.
Pursuers test to return at the start of their
Players next Initiative phase (22.0).
Elephants, Scythed Chariots and
Skirmishers (S) do not test to return once
they have been, removed from the table.
Rash and Irregular commanded Foot,
which pursue may not test to rally on
table but may test to return at the start of
their Players next Initiative phase
(22.0).
Skirmish Mounted and Skirmish Foot,
all of whose target Unit(s) rout, must
pursue. If they contact fresh enemy
within one base width for Skirmish Foot
and two base widths for Skirmish
Mounted they halt in front of them,
unless those enemy are Skirmish Foot
who are, ridden down by Skirmish
mounted and, removed from the table. If
either Skirmish Mounted or Skirmish
Foot do not contact enemy within two
base widths for Skirmish Mounted, and
one base width for Skirmish Foot, they
continue pursuing the routers off table.
21.0 Rallying.
21.1 Rallying from disorder
Units will automatically rally from disorder
after they have either:
1) Stood for all phases of their Player’s
Initiative and have not been shot at, or
shot, or been in melee.
2) Left terrain that causes them disorder.
31
21.2 Rallying on table from pursuit.
If the majority of their opponents break
in rout, Foot Units, which are not Rash,
have a regular command system and
score anything but a 1 or 2 on a D6, will
halt and rally on their original line of
combat. Add +1 if the Unit is of High
morale, -1 if Poor or Average Raw
morale. If the C-in-C is within two base
widths, add +1.
Shock Mounted Units, which are not
rash, have a regular command system
and are Flexible scoring a 5 or 6 will
likewise rally and halt on their original
line of combat. If the C-in-C is within
two base widths of the Flexible Shock
Mounted, add +3 on a D6 if veterans of
high morale (H), or +2 if trained (Av).
Flexible Shock Mounted accompanied
by the C-in-C who rout all opponents
plus any adjacent overlapping Units (see
20.0 Pursuit), rally automatically on the
table.
Skirmish Troops, irregularly
commanded troops, Elephants and
Scythed Chariots, pursue all routers off
the table unless checked. Only
irregularly commanded troops, Skirmish
Mounted and Auxiliary(s) (As) may test
to return.
21.3 Rallying from rout.
Units may only test once during a game to rally
from rout and only then if they were, not
pursued off table. Skirmish Troops and those of
poor morale status may never attempt to rally
once they are in rout.
Un-pursued routing Units that pass
behind steady Shock Troops or that are
within two base widths of the C-in-C
when they fail the Cohesion test, attempt
to rally on table.
Un-pursued Units that do not pass
behind steady Shock Troops or are not
within two base widths of the C-in-C
when they fail the Cohesion test, attempt
to rally off table.
Those routers who have a chance to rally
on table test at the ‘Rally Phase’ (3) of
the sequence of that game turn in which
they rout. Those who rout off table test
at the Rallying Off Table Pursuers
Phase (11) of the next game turn of
their Player’s Initiative.
Units that rally on table do so disordered
and must spend the whole next game
turn regaining their order. They rally on
the table edge directly facing in the
direction from which they have fled.
Units that rally off table are, placed back
on the table edge at the point where they
exited.
Skirmishers, Elephants and Scythed
Chariots do not rally from rout.
21.4 Test for rallying.
1) Throw the appropriate number of dice for the
testers morale class.
2) Calculate the following rally factors.
+1 point for each point of attrition
+8 for being in rout
-3 if C-in-C is within two bases of unpursued
routers.
3) Compare the two scores.
21.5 Rally result.
32
If after all the calculations are, made the result
of the dice throw is higher than the total of the
rally factors then the Unit has successfully
rallied. If, however, the dice throw is equal to or
lower than that, then the Unit has failed to rally
and may not return. A score of double six is
always a pass (even if the rally factor total
exceeds this score).
22.0 Returning pursuers.
Troops that pursue test to return to the table at
the ‘Returning Troops Phase of the Sequence
(13.0) of the next game turn of their Player’s
Initiative. If the C-in-C was attached to a Unit
and that Unit has been routed or has pursued off
tab, he may test individually, and requires a
score of 4, 5, or 6 on a D6 to return to the table.
22.1 Testing for returning pursuers.
Troops that pursued off the table that are a
contiguous group and from the same Division
are, diced for at the same time with one D6 and
return to the table as a single Division. Only if a
single Unit is the only part of the Division that
is off the table does it dices to see if it rallies
and returns to the table.
A score of 6 indicates they have returned. Any
other score fails to rally them that period. They
are, placed at the edge of the table within six
base widths of either side of the point at which
the routers would have left the field.
To decide exactly where they return simply
divide the total 12 base width by two base
widths sectors (that gives six two base width
sectors, three on one side of the routers exit
point, three on the other). Number the sectors
from 1 to 6 and roll 1xD6. The result gives the
sector centred within which the pursuers come
back.
If a river, or marsh or similar obstruction would
channel the routers off the field at a certain
point, then pursuers may not return on the
opposite side of it to which they followed the
routers off, but instead number off six two base
widths sectors from the obstruction and dice for
the point of return as above.
23.0 Winning the battle-the army
morale check.
An army must take a morale check immediately
it has lost 33% of its total divisional army
points. For example, an army whose army
points total 180pts must test the moment at least
60pts of them have been routed or destroyed. If
the army passes its morale check it must take an
immediate army test each time it loses a further
Unit(s) adding any factors (see below).
Procedure- Roll 2xD6 and compare score with
total of army morale factors.
Result- If the dice score is greater than the
combined total of army morale factors, then the
army has passed and continues to fight. If the
total is less or equal, then the army has failed its
morale test and has lost the battle.
N.B. a roll of double six is always a pass.
22.1 Army morale factors.
Condition
Factor
C-in-C lost
+2
*Each 5% lost
+1
*(rounded down e.g. 37% = +7)
33
Army Lists.
The lists here are for use with the Great Captain
set of rules and represent the more familiar and
popular armies associated with the Ancient,
Medieval and Renaissance periods.
The lists may appear to be quite restrictive in
variation and choice. This is deliberate on our
part. Commanders in the past would not have
had such luxury in being able to design the
perfect army. We have not separated troops into
their separate contingents if they functioned in
exactly the same way and are of comparable
skill and morale levels e.g. Greek or Thracian
peltasts (refer to “Definition of troop types
(9.0) to define role and capabilities of troop
types.
Trained Units of Elephants have escorts, which,
allows a Unit to shoot as Skirmish Foot.
Front line Shock foot Divisions that are in melee
may be replaced by a Division of Shock foot,
directly to their rear and within four base
widths, without disordering either party (see
15.6, 12.0).
For an enjoyable game that can be, played in a
relatively short period, of time, we recommend
a total value of cost points for an army of
180pts.
Troop types and abbreviations
used in lists.
Shock Mounted
Heavy cavalry armed with javelin
HC
Heavy cavalry armed with lance
HCL
Heavy cavalry javelin and bow
HCB
Heavy cavalry lance and bow
HCLB
Cataphracts armed with lance
HCat
Cataphracts with lance and bow
HCcatB
Knights
Kn
Heavy Chariots
Hch
Heavy chariots with bow
HchB
Skirmish Mounted
Light cavalry
LC
Light chariots
LCh
Expendables
Elephants
EL
Trained elephants
tEL
Scythed chariots
ScyCh
34
Shock Foot
Heavy infantry armed with spear and other
pole weapons and/or sword
HI
Heavy infantry additionally armed with bow
HI+B
Heavy infantry additionally armed with
longbow
HI+LB
Heavy infantry armed with crossbow
HI+XB
Heavy infantry armed with long thrusting spear
HIhop
Heavy infantry armed with pike
P
Heavy infantry legionaries armed with sword
that exchange ranks
L
Warrior heavy infantry
W
Auxiliary infantry armed with javelin
A+J
Auxiliary infantry armed with bow
A+B
Auxiliary infantry armed with long bow
A+LB
Auxiliary infantry armed with crossbow
A+XB
Auxiliary infantry armed with javelin and bow
A+J+B
Auxiliary infantry armed with handgun
A+HG
Skirmish Foot
Auxiliary troops in skirmish order
As
Skirmishing light troops
S
Combat factors
The Combat Factors for each individual troop
type are, shown under the column heading CF
in each of the army lists. Combat factors for
Skirmish Troops only apply when they are
entitled to engage in melee. The combat factor
for elephants, scythed and heavy chariots are,
shown as two separate numbers, one of which is
in brackets. For Elephants and Scythed chariots
the first number indicates the combat factor
when fighting against any troops other than
skirmishing foot. The number in brackets
indicates the combat strength when fighting
against skirmishing foot and if contacted by
enemy Shock troops pursuing directly to their
front. For Heavy chariots the first number
indicates the combat factor when in melee
against other heavy chariots and skirmishing
foot. The number in brackets is the combat
factor against other shock mounted and foot.
Roman Auxiliaries armed with javelin, Spanish
shock foot in Carthaginian employ and Greek
armoured (Thorakitai) peltasts, fight at a melee
factor of 8.
Protection factors
Troop Type
Protection
Factor
Shock foot
+2
For Shock mounted on unarmoured
horses, Skirmish mounted, Skirmish foot
(S), Auxiliary skirmish (As) and
Elephants and Scythed Chariots
+1
*For Shock mounted on half-armoured
horses
+2
*For Shock mounted on fully armoured
horses
+3
Cataphracts
+3
*When this is the case in the lists it is shown in
brackets after the troop type, for example
HCLB(2), Kn(3).
Troop Classification (Training)
and Morale
The lists indicate the troop classification and
training of each troop type.
Troop Classification
Flexible
F
Skirmish
Sk
Ponderous
P
Rash
R
Rash troops are, considered Ponderous for
wheeling and formation changes.
Morale
High Morale
H
Average
Av
Average raw
Av-R
Poor Morale
Po
All troops are of average morale unless
indicated in the lists.
35
In certain cases, according to the lists, the
morale of a Unit may be up-graded or down-
graded.
Cost to up-grade or down-grade the morale of troops
Each Unit of high morale (H) (e.g. veterans)
+3pts
Each division of levy of poor morale (Po)
-4pts
Each division of raw (Av-R)
-3pts
The Lists
At the beginning of each Army List are details
of Command, whether a Regular or Irregular
commanded army. The tables are, divided into
six headings; Troop type, the Combat Factor
(CF) of the Unit, the range of number of Units
(Units) of a specific troop type allowed in the
army, the training of the troop type (Training),
the morale of the troop type (Morale) and the
points cost of each troop type (Pts). Beneath
each table, there is a section, which gives details
of modifications allowed or any restrictions.
Units chosen from a Troop Type category are,
combined into a Division. These Divisions
cannot exceed six Units and must be a minimum
of two Units. Divisions, can be combined to
form a Battle Group of more than one Division,
(all the Divisions in a Battle Group must be of a
similar troop type, e.g. Shock foot or all Shock
mounted etc.), or kept separate as a single-
Division Battle Group. The final tally of Battle
Groups comprising a Player’s Army, must add
up to a total of ten. Do not count Artillery as this
is, deployed as an attachment to a chosen Shock
foot Battle Group (see 12.0). We recommend
Armies sizes to be between 180-300pts, but
games with much larger Armies of up to 600pts
have, been played successfully, using the rules!
1. Sumarian
Command: Regular
Divisions: Shock mounted [2], Shock foot [4-
5], Skirmish foot [3-4]
Troop Type
CF
Units
Training
Morale
Pts
Onager heavy
chariots (HCh)
4(2) 2-4 P Av 8
Heavy infantry
(HI)
8 12-
16
P Av 8
Auxiliary
javelinmen (A+J)
7
4-6
P
Av
7
Auxiliary archers
5
4-6
P
Av
5
Skirmish foot (S)
2
4-6
Sk
Av
1
2. Egyptian
Command: Regular
Divisions: Skirmish mounted [2-4], Shock
foot [2-4], Skirmish foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Light Chariots
(LCh)
6-10
Sk
Av
4
Heavy infantry
(HI)
8
8-10
P
Av
8
Auxiliary
javelinmen (A+J)
7
4-8
P
Av
7
Auxiliary archers
(A+B)
5
4-8
P
Av
5
Skirmish foot (S)
2
4-6
Sk
Av
1
3. Hyksos
Command: Regular
Divisions: Skirmish mounted [2-4], Shock
foot [2-4], Skirmish foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Light Chariots
(LCh)
10-
20
Sk
Av
4
Heavy infantry
(HI)
8
6-10
P
Av
8
Auxiliary
javelinmen (A+J)
7
4-8
P
Av
7
Skirmish foot (S)
2
8-12
Sk
Av
1
36
4. Hittite
Command: Regular
Divisions: Shock mounted [2], Skirmish
mounted [2-4], Shock foot [2-4], Skirmish
foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Light Chariots
(LCh)
2-8
SK
Av
4
Heavy Chariots
with bow (HChB)
4(2)
2-4
P
Av
8
Heavy infantry
(HI)
8
6-8
P
Av
8
Auxiliary
javelinmen (A+J)
7
4-8
P
Av
7
Auxiliary archers
(A+B)
5
4-8
P
Av
5
Skirmish foot (S)
2
4-6
Sk
Av
1
5. Assyrian
Command: Regular
Divisions: Shock mounted [2], Skirmish
mounted [2-3], Shock foot [2-4], Skirmish
foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Light Chariots
(LCh)
2-6
SK
Av
4
Heavy Chariots
with bow (HChB)
4(2)
2-4
P
Av
8
Heavy Cavalry
(HC)
5
0-2
P
Av
10
Heavy infantry
(HI)
8
6-8
P
Av
8
Auxiliary
javelinmen
7
4-8
P
Av
7
Auxiliary archers
5
4-8
P
Av
5
Skirmish foot (S)
2
8-10
Sk
Av
1
6. Babylonian
Command: Regular
Divisions: Shock mounted [2], Skirmish
mounted [2-3], Shock foot [1-2], Skirmish
foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Light Chariots
(LCh)
4-6
SK
Av
4
Heavy Chariots
with bow (HChB)
4(2)
2-4
P
Av
8
Heavy Cavalry
(HC)
5
0-2
P
Av
10
Heavy infantry
(HI)
8
6-10
P
Av
8
Auxiliary
javelinmen (A+J)
7
6-8
P
Av
7
Auxiliary archers
(A+B)
5
4-6
P
Av
5
Skirmish foot (S)
2
4-8
Sk
Av
1
Up to 4 Units of Shock foot can be downgraded
to Av-R.
7. Elamite
Command: Irregular
Divisions: Skirmish mounted [2-4], Shock
mounted [2], Shock foot [2-4], Skirmish foot
[2-4]
Troop Type
CF
Units
Training
Morale
Pts
Light Chariots
(LCh)
10-
16
Sk
Av
4
Heavy Chariots
with bow (HChB)
4(2)
0-4
P
Av
8
Auxiliary
javelinmen (A+B)
7
8-10
P
Av
7
Auxiliary archers
(A+B)
5
4-8
P
Av
5
Skirmish foot (S)
2
8-10
Sk
Av
1
37
8. Sea peoples
Command: Iregular
Divisions: Skirmish mounted [2-4], Shock
foot [2-4], Skirmish foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Light Chariots
(LCh)
6-10
SK
Av
4
Warriors (W)
8
12-
16
P
Av
8
Auxiliary
javelinmen (A+J)
7
2-6
P
Av
7
Auxiliary archers
(A+B)
5
2-4
P
Av
5
Skirmish foot (S)
2
8-10
Sk
Av
1
9. Libyan
Command: Irregular
Divisions: Skirmish mounted [2-4], Shock
foot [2-4], Skirmish foot [3-6]
Troop Type
CF
Units
Training
Morale
Pts
Light Chariots
(LCh)
8-20
Sk
Av
4
Auxiliary
javelinmen (A+J)
7
10-
16
P
Av
7
Auxiliary archers
(A+B)
5
4-6
P
Av
5
Skirmish foot (S)
2
10-
20
Sk
Av
1
10. Midianite
Command: Regular
Divisions: Skirmish mounted [2-4], Shock
mounted [2-3], Shock foot [2-3], Skirmish
foot [6]
Troop Type
CF
Units
Training
Morale
Pts
Light Camelry
(LCm)
8-16
Sk
Av
4
Heavy Camelry
with bow (HCmB)
5
6-8
P
Av
10
Auxiliary
javelinmen (A+J)
7
6-12
P
Av
7
Skirmish foot (S)
2
10-
20
Sk
Av
1
11. Kushan
Command: Irregular
Divisions: Skirmish mounted [2-4], Shock
mounted [1-2], Shock foot [2-4], Skirmish
foot [3-6], Elephants [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Light Cavalry (LC)
4-6
Sk
Av
4
Cataphracts
(HCcat)
7
2-4
P
Av
8
Heavy Cavalry
(HC)
5
0-2
P
Av
10
Auxiliary archers
(A+B)
5
4-8
P
Av
5
Skirmish foot (S)
2
4-6
Sk
Av
1
Trained
Elephants (tEL)
7(2)
0-2
P
Av
4
38
12. Chou, Chin, Han,
Command: Regular
Divisions: Shock mounted [1-2], Skirmish
mounted [1-2], Shock foot [2-4], Skirmish
foot [2-4], Artillery [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Chariots
with bow (HChB)
4(2)
2-4
P
Av
8
Heavy Cavalry
(HC)*
5
2-4
P
Av
10
Light Cavalry
bow (LC)
2
Sk
Av
4
Heavy infantry
spear and bow
(HI+B)
8
2-8
P
Av
9
Heavy infantry
spear and
crossbow (HI+XB)
8
2-8
P
Av
10
Skirmish foot (S)
2
6-10
Sk
Av
1
Guard heavy
infantry with
spear and bow
(HI+B)
8
0-2
P
H
12
Light Cavalry
Javelin (LC)
0-2
P
Av
4
Tribal infantry
(A+J)
7
0-4
P
Av
7
Artillery (Art)
NA
0-2
Po
2
*Only after 200BC.
The number of Units of HC and HChB cannot
exceed the minimum number in the same army.
The total number of heavy infantry Units cannot
exceed 12.
Up to 4 Units of Shock foot can be downgraded
to Av-R.-3pt.
13. Tang
Command: Regular
Divisions: Shock mounted [2-4], Skirmish
mounted [2-4], Shock foot [2-3], Skirmish
foot [2-4], Artillery [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HCB)
5
2-6
P
Av
11
Heavy Cavalry
with lance and
bow (HCLB(2))
6
2-6
P
Av
13
Horse archers
(LC)
2-4
Sk
Av
4
Light Cavalry with
javelin (LC)
2-4
Sk
Av
4
Heavy infantry
spear and bow
(HI+B)
8
2-6
P
Av
9
Heavy infantry
spear and
crossbow (HI+XB)
8
2-6
P
Av
10
Skirmish foot (S)
2
6-10
Sk
Av
1
Cataphracts
(HCcat)
7
0-2
P
Av
13
Guard heavy
infantry with
spear and bow
(HI+B)
8
0-2
P
H
12
Tribal infantry
(A+J)
7
0-4
P
Av
7
Artillery (Art)
NA
0-2
Po
2
The total number of heavy infantry Units cannot
exceed 8.
The total number of Shock mounted Units
cannot exceed 6.
Up to 4 Units of Shock foot can be downgraded
to Av-R. -3pt.
39
14. Sung
Command: Regular
Divisions: Shock mounted [1-2], Skirmish
mounted [2] Shock foot [2-4], Skirmish foot
[2-4], Artillery [1-2]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)
5
2-4
P
Av
10
Horse archers
(LC)
2
Sk
Av
4
Light Cavalry with
javelin (LC)
2
P
Av
4
Heavy infantry
spear and bow
(HI+B)
8
2-8
P
Av
9
Heavy infantry
spear and
crossbow (HI+XB)
8
2-8
P
Av
10
Skirmish foot (S)
2
6-10
Sk
Av
1
Guard heavy
infantry with
spear and bow
(HI+B)
8
0-2
P
H
12
Tribal infantry
(A+J)
7
0-4
P
Av
7
Artillery (Art)
NA
1-2
Po
2
The total number of heavy infantry Units cannot
exceed 12.
Up to 4 Units of Shock foot can be downgraded
to Av-R.
15. Classical Greek
Command: Regular
Divisions: Shock mounted [1-2], Skirmish
mounted [2], Shock foot [2-4], Skirmish foot
[2-4], Artillery [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)*
5
2-4
P
Av
10
Light Cavalry (LC)
2-4
Sk
Av
4
Hoplites (HIhop)
9
10-
14
P
Av
9
Peltasts (A+J)
7
4-6
P
Av
7
Auxiliary
skirmishers (As)
4
4-6
Sk
Av
4
Skirmish foot (S)
2
6-10
Sk
Av
1
Bolt shooters
(Art)**
0-2
P
Po
2
*Only after 450BC.
**Only Syracuse.
Up to 6 Units of Hoplites may be upgraded to
Spartiates high morale {H}. +3pt.
16. Achaemenid Persian
Command: Irregular
Divisions: Shock mounted [2-3], Skirmish
mounted [2-3], Shock foot [2-3], Skirmish
foot [2-4], Scythed chariots [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)
5
4-6
P
Av
10
Light Cavalry (LC)
4-6
Sk
Av
4
Immortals
(HI+B)*
8
6
P
H
12
Kardaces infantry
(A+J+B)**
8
4-8
P
Av
9
Hillmen (A+J)
7
2-6
P
Av
7
Foot archers
(A+B)
5
2-4
P
Av
5
Skirmish foot (S)
2
4-8
Sk
Av
1
Mercenary
hoplites
(HIhop)**
9
0-5
P
Av
9
Scythed Chariots
(ScyCh)**
7(2)
0-2
P
Po
2
*Only Early Achaemenids.
**Only Late Achaemenids.
40
17. Classical Indian
Command: Regular
Divisions: Shock mounted [2], Skirmish
mounted [1], Shock foot [2-3], Skirmish foot
[2-4], Elephants [1-3]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)
5
2-3
P
Av
10
Heavy Chariot
with bow
(HCh+B)
4(2)
2
P
Av
8
Light Cavalry (LC)
2
Sk
Av
4
Archers with
sword (HI+B)*
8
4-8
P
Av
8
Spearmen (HI)
8
2-4
P
Av
8
Hillmen (A+J)
7
0-4
P
Av
7
Skirmish foot (S)
2
4-8
Sk
Av
1
Elephants (El)
7(2)
6-12
P
Po
2
Upgrade Elephants to Trained +2pt
18. Roman 275BC-250AD
Early Republican to Middle Imperial
Roman.
Command: Regular
Divisions: Shock mounted [1-2], Skirmish
mounted [1-2], Shock foot [2-5], Skirmish
foot [2-4], Artillery [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)
5
2-4
P
Av
10
Legionaries (L)
8
4-10
P
Av
12
Numidians (LC)
NA
2-4
Sk
Av
4
Skirmishers (S)
2
6-10
Sk
Av
1
Cataphracts
(HCcat)*
7 0-2 P Av 13
Auxilia (A+J) 7 0-6 P Av 7
Roman Auxilia
(A+J(sw))*
8
0-8
F
Av
8
Auxilia archers
(A+B(sw))*
7
0-2
P
Av
7
Artillery (Art)
NA
0-2
P
Av
2
Upgrade 2-4 Units of Legionaries to veteran
high morale {H} and flexible (F), +3pt.
Downgrade up to 2 Units of Legionaries to Raw
(Av-R), -3pt.
Divisions marked * -only after 25BC
41
19. Macedonian and Successor
States 338BC-148BC
Command: Regular
Divisions: Shock mounted [2-3], Skirmish
mounted [2-3], Shock foot [2-4], Skirmish
foot [2-4], Elephants [0-2], Scythed chariots
[0-1], Artillery [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
lance (HCL)
6
2-4
P
Av
11
Pikemen (HI)
11
4-6
P
Av
12
Hoplites (HIhop)
9
0-6
P
Av
9
Peltasts (A+J)
7
2-4
P
Av
7
Tarantines (LC)
2-4
Sk
Av
4
Skythian Horse
Archers (LC)
0-2
Sk
Av
4
Skirmishers (S)
2
4-8
Sk
Av
1
Auxiliary
Skirmishers (As)
4
0-4
Sk
Av
4
Cataphracts
(HCcat)*
7
0-2
P
Av
13
Syrian Archers
(A+B)*
4
0-2
P
Av-R
2
Thorakitoi (A+J)
8
0-2
P
Av
8
Elephants (El)
7(2)
0-4
P
Po
2
Scythed Chariots
(ScyCh)*
7(2)
0-4
P
Po
2
Artillery (Art)
NA
0-2
Po
2
Upgrade 1-2 Units of Heavy Cavalry Lance to
Companions (HCL) to high morale {H} +3pt.
Upgrade 1-2 Units of Pikemen to Argyraspids to
high morale {H} +3pt.
Upgrade all Thorakitoi to high morale {H}, as
Hypaspists, in an Alexandrian early Macedonian
army +3pt.
Elephants can only be used after 317BC.
Upgrade Elephants to Trained (Av-R) +2pt.
Units marked *- only Seleucid armies.
20. Carthaginian
Command: Regular
Divisions: Shock mounted [2], Skirmish
mounted [2-3], Shock foot [3-4], Skirmish
foot [2-4], Elephants, [0-2], Artillery [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Libyphonicean
heavy cavalry
(HC)
5
1-2
P
Av
10
Gallic and/or
Spanish heavy
cavalry (HC)
5
2-4
P
Av
10
Numidian and/or
Spanish light
cavalry (LC)
2-6
P
Av
4
Libyan spearmen
(HI)
9 2-4 P Av 9
Libyan heavy
chariots (HCh)*
4(2)
2-4
P
Av
7
Elephants** (El)
7(2)
0-4
P
Po
2
Numidian and/or
Spanish skirmish
foot (S)
2
8-10
Sk
Av
1
Greek and/or
Italian Hoplites
(HI)
9
0-4
P
Av
9
Spanish Scutarii
(A+Sw)***
8
0-4
P
Av
8
Italian peltasts
(A+J)
7
0-2
P
Av
7
Gallic warband
(W)
8
0-4
P
Av
8
Artillery (Art)
NA
0-2
Po
2
*Early Carthaginian army
**Later Carthaginian army
***Spanish shock foot in Carthaginian employ.
Upgrade up to 2 Units of Libyan heavy infantry
to high morale {H} flexible troops +3pt.
Upgrade Elephants to Trained (Av-R) +2pt.
Downgrade up to 2 Units of A+J to Raw (Av-R)
-3pt.
42
21. Warrior
Gallic, British, Early German, Spanish,
Dacian.
Command: Irregular
Divisions: Shock mounted [2], Skirmish
mounted [1-2], Shock foot [3-5], Skirmish
foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)
5
2-4
P
Av
10
Warriors (W)
8
15-
18
P
Av
8
Skirmish foot (S) 2 4-8 Sk Av 1
Light Chariots
(LCh)*
2-4
Sk
Av
4
Light Cavalry
(LC)**
2-4
Sk
Av
4
*Gallic up to 200BC, British.
**Gallic after 200BC.
Any or all Units of Gallic and Early German
Warriors can be Rash
22. Late Roman
Command: Regular
Divisions: Shock mounted [2-3], Skirmish
mounted [2-3], Shock foot [2-4], Skirmish
foot [2-4], Artillery [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)
5
2-4
P
Av
10
Light cavalry with
javelin (LC)
NA
2-3
Sk
Av
4
Sagitarii (LC)
NA
2-3
Sk
Av
4
Late roman
legionaries (HI)
8
2-6
P
Av
8
Skirmishers (S)
2
2-4
P
Av
1
Clibinarii
(HCLB[2])
6
0-2
P
Av
13
Cataphractarii
(HCcat)
7
0-2
P
AV
13
Auxilia (A+J) 7 0-4 P Av 7
Auxilia archers
(A+B(sw))
7
0-2
P
Av
7
Artillery (Art)
NA
0-2
Po
2
The number of Shock Foot Units cannot exceed
10.
Up to a total of 8 Shock Foot Units can be
armed with bow (HI+B, A+J+B).
Upgrade any or all Auxilia (A+J and A+J+B) to
Auxilia Palatina CF=8 +1pt
43
23. Byzantine
Command: Regular
Divisions: Shock mounted [2-4], Skirmish
mounted [2-3], Shock foot [2-3], Skirmish
foot [2-4], Artillery [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Clibinarii
(HCLB(2))
6
4-6
F
Av
13
Heavy Cavalry
lance and bow
(HCLB)
6
0-2
F
Av
11
Sagittarii or Hun
light cavalry (LC)
2
Sk
Av
4
Skutatoi (HI+B)
8
2-6
P
Av
9
Psiloi (S)
2
4-8
Sk
Av
1
Varangian guard
(HI)*
9
0-2
P
H
12
Cataphractoi
(HCcat)*
7
0-2
P
Av
13
Light Cavalry
javelin (LC)
2-4
P
Av
4
Peltastoi (A+J)
7
0-2
P
Av
7
Auxiliary archers
(A+B)
5 0-2 P Av 5
Artillery (Art)
0-2
Po
2
Shock mounted cannot exceed a total of 6 Units.
All Heavy Cavalry lance armed troops are
flexible.
*Only after 980AD.
24. Early Saxon, Frank
Command: Irregular
Divisions: Shock mounted [0-1], Shock foot
[5-6], Skirmish foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Infantry
(HI)
8
19-
24
P
Av
8
Skirmish foot (S)
2
4-8
Sk
Av
1
Heavy Cavalry
(HC)
5
0-2
P
Av
10
Foot Archers
(A+B)
5
0-2
P
Av
5
Downgrade up to 6 Units of Heavy Infantry to
Average Raw morale (Av-R) -3pt.
25. Slav
Command: Irregular
Divisions: Shock mounted [2-3], Skirmish
mounted [2-3], Shock foot [3-4], Skirmish
foot [3-4]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)
5
4-6
P
Av
10
Light Cavalry (LC)
4-6
Sk
Av
4
Heavy Infantry
with spear and
bow (HI+B)
8
8-12
P
Av
9
Javelin light spear
armed foot (A+J)
7
3-5
P
Av
7
Foot archers
(A+B)
5
0-2
P
Av
5
Skirmish Foot (S) 2 8-10 Sk Av 1
44
26. Asiatic Nomad
Command: Irregular
Divisions: Shock mounted [2-3], Skirmish
mounted [4-8], Shock foot [1-2]*, Skirmish
foot [2-4]*
Troop Type
CF
Units
Training
Morale
Pts
Horse Archers
(LC)
20-
30
Sk
Av
4
Heavy Cavalry
lance and bow
(HCLB)
6
4-6
P
Av
12
Heavy Infantry
(HI+B)
8
2-4
P
Av
9
Javelin light spear
armed foot (A+J)
7
2-4
P
Av
7
Foot archers
(A+B)
5
0-2
P
Av
5
Skirmish Foot (S)
2
2-8
Sk
Av
1
Up to 4 HCLB can be converted to HCB -1pt
Up to 2 HCLB can be converted to HCLB(2)
+1pt
May include wagon lager as terrain features.
*Foot Units are, not allowed before, and are
optional, after 800AD, if any used minimums
apply.
Mongols –Command: Regular
27. Goths
Command: Irregular
Divisions: Shock mounted [2-3], Skirmish
mounted [0-2], Shock foot [3-4], Skirmish
foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)
5
4-6
P
Av
10
Light Cavalry (LC)
2-4
Sk
Av
4
Heavy infantry
(HI)
8
12-
16
P
Av
8
Foot archers
(A+B)
5 2-4 P Av 5
Skirmish foot (S)
2
4-8
Sk
Av
1
Up to 2 HC can be converted to HCL +1pt.
May include wagon lager as terrain features.
28. Sassanid
Command: Irregular
Divisions: Shock mounted [2-3], Skirmish
mounted [2-3], Shock foot [2-3], Skirmish
foot [2-4], Elephants [0-2], Artillery [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Clibanarii
(HCLB(2))
6
4-6
P
Av
13
Light cavalry
armed with
Javelin and bow
(LC)
4-8
Sk
Av
4
Skirmish Foot (S)
2
4-8
Sk
Av
1
Daylami (A+J+B) 7 0-4 P Av 8
Foot archers
(A+B)
5
2-4
P
Av
5
Cataphracts
(HCcat)
7
0-2
P
Av
13
Levy infantry (HI)
5
0-6
P
Po
4
Elephants (EL)
7(2)
0-6
P
Po
2
Artillery (Art)
0-2
Po
2
Upgrade Elephants to Trained (Av-R) +2pt.
45
29. Arab
Command: Irregular
Divisions: Shock mounted [2-3], Skirmish
mounted [2-4], Shock foot [2-4], Skirmish
foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Arab Heavy
Cavalry (HC)
5
2-6
P
Av
10
Arab light cavalry
(LC)
4-8
Sk
Av
4
Ghazi fanatic
swordsman
(A+sw)
8
2-4
P
H
11
Arab infantry
with spear and
bow (HI+B)
8
4-10
P
Av
9
Arab infantry
with spear and
crossbow
(HI+XB)*
8
0-4
P
Av
10
Daylami (A+J+B)
7
0-2
P
Av
8
Arab foot archers
(A+B)
5
0-2
P
Av
5
Skirmish foot (S)
2
4-8
Sk
Av
1
Convert up to 2 Units of Arab heavy cavalry
(HC) to Turkish lance and bow armed heavy
cavalry (HCLB) (+2pt).
Upgrade Arab infantry with spear and bow
(HI+B) to High morale {H} +3pt, only before
750AD.
*Only after 750AD.
30. Later Saxon, Viking
Command: Irregular
Divisions: Shock mounted [0-1], Shock foot
[5-6], Skirmish foot [3-4]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)
5
0-2
P
Av-
Raw
7
Huscarls armed
with two handed
axe (HI)
8
2-4
P
H
11
Heavy infantry
armed with
sword or spear
(HI)
8
16-
18
P
Av
8
Foot archers
(A+B)
5 0-3 P Av 5
Skirmish foot (S)
2
6-8
Sk
Av
1
31. Norman
Command: Regular
Divisions: Shock mounted [2-4], Skirmish
mounted [0-2], Shock foot [2-3], Skirmish
foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Norman or
Breton knights
(Kn)
8
7-9
P
Av
12
Heavy infantry
spearmen (HI)
8
6-8
P
Av
8
Foot archers
(A+B)
5
4-6
P
Av
5
Skirmish foot (S)
2
4-8
Sk
Av
1
Light Cavalry (LC) 0-4 Sk Av 4
46
32. Korean
Command: Regular
Divisions: Shock mounted [2-3], Skirmish
mounted [1-2], Shock foot [2-4], Skirmish
foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Cataphracts
(HCcat)
7
2-4
P
Av
13
Heavy Cavalry
(HC)
4
2-5
P
Av
10
Light Cavalry
2-4
P
Av
4
Heavy infantry
(HI)
8
6-10
P
Av
8
Skirmish foot (S)
2
4-8
Sk
Av
1
33. Ghaznavid
Command: Regular
Divisions: Shock mounted [2-3], Skirmish
mounted [2-4], Shock foot [2-3], Skirmish
foot [2-4], Elephants [1-2],
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)
5
0-2
P
Av
10
Ghaznavid heavy
cavalry with
lance and bow
(HCLB)
6
2-6
P
Av
12
Turk horse
archers (LC)
4-8
Sk
Av
4
Heavy infantry
armed with spear
and bow (HI+B)
8
4-8
P
Av
9
Daylami (A+J+B)
7
0-4
P
Av
8
Skirmish foot (S)
2
4-8
Sk
Av
1
Elephants (El)
7(2)
4-6
P
Po
2
Upgrade Elephants to Trained (Av-R) +2pt
A+J+B can be downgraded to Av-R morale.
34. Crusader
Command: Irregular
Divisions: Shock mounted [2-3], Skirmish
mounted [1-2], Shock foot [2-3], Skirmish
foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Knights (Kn)*
8
6-8
P
Av
12
Knights on
barded horses
Kn(3)**
8
6-8
P
Av
13
Light cavalry (LC)
2-4
Sk
Av
4
Heavy infantry
with spear (HI)
8
6-8
P
Av
8
Crossbowmen
(A+XB)
5
0-4
P
Av
6
Foot archers
(A+B)
5
0-2
P
Av
5
Skirmish foot (S)
2
4-8
Sk
Av
1
Total number of Units of Knights, and Knights
on barded horses, cannot exceed 8.
*Only before 1150AD.
**Only after 1150AD.
Any division(s) of HI can be converted to
HI+XB +2pt.
47
35. Saracen
Command: Irregular
Divisions: Shock mounted [2-3], Skirmish
mounted [2-4], Shock foot [2-3], Skirmish
foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Heavy cavalry
with bow (HCB)
5
4-6
P
Av
11
Horse archers
(LC)
10-
15
Sk
Av
4
Heavy infantry
armed with spear
and bow (HI+B)
8
4-7
P
Av
9
Turkish heavy
cavalry with
lance and bow
(HCLB)
6
0-4
P
Av
12
Foot archers
(A+B)
5
0-4
P
Av
5
Skirmish foot (S)
2
4-8
Sk
Av
1
Replace up to 4 Units of HI+B with HI+XB
+1pt.
Replace up to 4 Units of A+B with A+XB +1pt.
36. Mameluke
Command: Regular
Divisions: Shock mounted [2-3], Skirmish
mounted [2-4], Shock foot [2-3], Skirmish
foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Sultan’s Guard
heavy cavalry
with lance and
bow (HCLB)
6
2
P
H
15
Amirs’ heavy
cavalry with
lance and bow
(HCLB)
6
2-4
P
Av
12
Horse archers
(LC)
10-
15
Sk
Av
4
Heavy infantry
armed with spear
and bow (HI+B)
8
4-8
P
Av
9
Auxiliary
javelinmen (A+J)
7
0-4
P
Av-R
7
Foot archers
(A+B)
5
0-4
P
Av-R
5
Skirmish foot (S)
2
4-8
Sk
Av
1
Replace up to 4 Units of HI+B with HI+XB
+1pt.
Replace up to 4 Units of A+B with A+XB +1pt.
48
37. Medieval
Command: Irregular
Divisions: Shock mounted [2-3], Skirmish
mounted [1-2], Shock foot [2-3], Skirmish
foot [2-4], Artillery [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Knights (Kn)
8
4-8
P
Av
12
Knights on
barded horses
Kn(3)
8
4-8
P
Av
13
Light Cavalry (LC)
2-4
P
Av
4
Spearmen (HI)
8
2-8
P
Av
8
Low Countries
pikemen (P)*
11
4-6
P
Av
12
Bill and Bow
armed infantry
(HI+LB)**
8
4-6
P
AV
10
Longbowmen
(A+LB)**
5
0-4
P
Av
6
Crossbowmen
(A+XB)
5
0-4
P
Av
6
Hand gunners
(A+HG)
5
0-4
P
Av
6
Skirmish foot (S) 2 4-8 Sk Av 1
Cannon (Ca)
0-2
P
Av
2
The total number of Shock Foot cannot exceed
ten Units.
*Only Low Countries and Burgundian.
**Only English and Burgundian.
38. South East Asian
Command: Regular
Divisions: Shock mounted [1-2], Skirmish
mounted [1-2], Shock foot [2-3], Skirmish
foot [2-4], Elephants [1-3], Artillery [0-1]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)
5 2-3 P Av 10
Heavy Chariots
with bow
(HChB)*
4(2) 2 P Av 8
Archers with
sword (Sw+B)*
8
4-8
P
Av
9
Trained
Elephants (tEl)
7(2) 6-12 P Av-R 4
Scthythian horse
archers (LC)*
2-4
Sk
Av
4
Spearmen (HI)
8
0-6
P
Av
8
Auxiliary
javelinmen (A+J)
7
0-6
P
Av
7
Auxiliary archers
(A+B)**
5
0-6
P
Av
5
Skirmish foot (S)
2
2-8
P
Av
1
Artillery (Art)***
0-2
Po
2
Downgrade any auxiliary troops to Av-R -3pt.
*Early Indian.
**Later Indian and Kmer.
***Kmer only.
39. Early Samurai
Command: Regular
Divisions: Shock mounted [2-3], Shock foot
[4-5], Skirmish foot [2-4]
Troop Type
CF
Units
Training
Morale
Pts
Heavy Cavalry
(HC)
5
2-4
P
Av
10
Heavy Cavalry
with bow (HCB)
5 0-2 P Av 11
Samurai heavy
infantry (HI)
8
2-6
P
H
11
Samurai heavy
infantry with
bow (HI+B)
8
2-6
P
H
12
Ashigaru heavy
infantry (HI)
8
0-6
P
Av
8
Ashigaru archers
(A+B)
5
0-6
P
Av
5
Skirmish foot (S)
2
4-8
Sk
Av
1
49
Index
About turns, 14
Army Lists, 33
Army morale check, 32
Army morale factors, 32
Army organisation, 6
Attrition points, 23
Auxilary, 5, 7
Auxilary(s), 5
Average, 26
Basing and unit representation, 2, 4
Break- offs, 25
Camelry,, 5
Cataphracts, 5
Choosing terrain, 2
Cohesion test factors, 28
Cohesion test procedure, 27
Combat factors, 23, 34
Command and Control., 10
Cover, 23
Definition of troop types, 2, 4, 33
Deployment, 2
Disorder, 24
Displacing light troops, 16
Divisional cohesion tests, 26
Elephants, 20
Equipment, 2, 3
Evade moves, 2
Example of order sheet, 2
Exchanging ranks, 2
Expendables, 22, 27
Figure representation, 3
Flexible, 3, 30
Following up., 25
foot who pursue, 30
Forming column/line and square., 13
Heavy cavalry, 5
Heavy chariots, 5, 34
Heavy infantry, 5
High, 26
Introduction., 2
Knights, 3, 5
Light cavalry, 5, 15, 16
Melee, 2, 9, 21, 22
Melee outcome, 22
Melee procedure, 21
Morale classes, 26
Morale., 26
Mounted pursuers, 29
Movement, 2, 9
Options of C-in-C., 10
Out of control troops, 16
Ponderous, 3
Poor, 26, 27
Pursuit, 2, 29
Rally result, 31
Rallying from disruption/disorder, 30
Rallying from pursuit, 30
Rallying from rout, 30
Rallying from shaken, 30
Rallying., 30
Rash, 3, 16, 30
Rear/flank attacks., 25
Recoils., 24
Returning pursuers, 2, 31
Routed, 29
Routing., 29
Scythed chariots, 4, 22, 26, 34
Sequence of play, 2
Shock action foot, 5
Shock mounted, 5
Shooting procedure, 19
Shooting., 9, 18
Skirmish, 4, 5, 15, 30
Skirmishers, 4, 20, 22
Skirmishing foot, 4, 15
Sub-units, 6, 20, 24, 30
Tactical factors, 24
Tactical support shooting, 2
Test for rallying, 31
Testing for ‘accidents of ground’, 17
Testing for returning pursuers, 31
The function of the C-in-C., 10
Timing of divisional cohesion tests, 27
Trained, 26, 27
Troop classification, 3
Troop costs, 4
Troop State, 4
Veteran,, 26
50
Visibility, 2, 3
When cohesion tests are taken by divisions:, 26
Winning the battle, 2, 32
If you have any queries about the rules, please email
us at