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(8.15) The Missile Combat Results Table is used to determine the effect of Missile volleys. For each volley, a die is rolled. If the die roll is equal to or less than the strength of the missile unit at that range then the target unit takes one missile hit. If the die roll was greater than the missile units volley strength then it misses. The following dieroll adjustments are made:
Range
Missile Type |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
Foot Archer |
5 |
3 |
3 |
1 |
|||
Indian LI. |
9 |
6 |
5 |
2 |
0 |
||
Slinger |
3 |
2 |
|||||
Javelin |
5 |
||||||
EL Screen |
3 |
||||||
Mounted Archer |
5 |
3 |
1 |
||||
Mounted Javelin |
3 |
||||||
Scorpion |
7 |
5 |
5 |
3 |
2 |
1 |
0 |
Axes |
7 |
1. If the target is in a Woods hex, add one to the dieroll;
2. If the target is Heavy Infantry/Phalanx/Legion add one to the die-roll. (This represents the heavier armour protection of such units as well as the Roman scutum.)
3 If the target is Heavy Infantry/Phal/Legion, and an archer, slinger or Elephant Screen is firing at a range of one hex (adjacent) through the frontal hexsides of the infantry, add three (+3) to the dieroll. This does not apply to javelins
4. If a slinger, foot archer unit or any mounted missile unit (of any type), moved/will move, add one (+1) to the dieroll.
5. Elephants do not absorb Missile Hits. Instead, each time an EL gets a Missile Hit, roll the die.
-- If the DR is > than its TQ, it Rampages (see 9.14)
If not, nothing happens
* = These two are NOT cumulative; if '3' is in effect, '2' does not apply.
All combat effects from missile combat are immediate and occur before any other unit is moved/fires.
A unit that absorbs Missile Hits greater than its TQ is eliminated. However, a unit with Missile Hits may, instead of moving or fighting, undergo Voluntary Rally (see 10.16) to remove them.
(8. 16) When a missile unit fires at a target unit on a lower elevation, its range is increased by one hex. When firing at Extended Range, the unit needs a dieroll of '0' to inflict a hit.
(8.17) If there is a leader in the hex fired at and the Missile Dieroll is a "0", there is a possibility that the leader has been hit. Roll the die again; if that dieroll is a '0' the leader has been Wounded. The player then rolls a third time; if that dieroll is greater than the leader's PC Rating, the leader has been killed. See, also, 8.34 and 4.53. Players may, if they wish, fire at a hex (in range) in which there is only a leader counter.
(8.18) A missile unit can shoot a missile volley only at an enemy target unit to which it has an unobstructed Line of Sight (LOS). An LOS is calculated by tracing a path of hexes between the centre of the hex the missile unit is in and the same for the target unit, through the firing unit's frontal or flank hexsides. LOS is blocked by woods/towns and Elephants but not leader elephants alone), unless they are in hexes at a lower elevation than both the firer and the target. LOS is also blocked if any. part of a hex of higher elevation is between the two units. LOS is usually blocked by combat units, unless the blocking combat units are closer to the firer than the target AND the firing unit is an archer. If the LOS is blocked, missiles may not be fired. Exception: Missile Units may always fire into adjacent hexes. When tracing a LOS to determine Line Commands, elephants do NOT block LOS.
(8.2) REACTION FIRE
Reaction Fire occurs only prior to resolving Shock, when the defending unit may fire at any one, attacking unit (even if non-moving). Exception: Engaged units may not fire.
(8.3) SHOCK COMBAT
PROCEDURE
There are two types of Shock: Moving Shock and Engaged Shock. Essentially, all units that are not Engaged use Moving Shock (in which the attacker gets a bonus DRM).
When all Movement has been finished, the moving player may attack any opposing units that are adjacent to, and in the frontal hexes, of any (eligible) units that either moved that turn, or that did not move, but are now within the leader's range.
Shock is always voluntary, except for Engaged units, which, if they are eligible (as above) must Shock.
The attacker designates, before resolving any attacks, which units will be attacking which defending units. He may not change this as shock resolution proceeds.
RESOLUTION
To resolve attacks, the player rolls the die and applies the following DRM, if they apply:
Size Ratio:
2. The DRM is +/- 2 if the difference is at least 2x.
Do not consider Size if EL or CH is involved (except when against each other).
TQ Ratio: Using the highest-rated TQ unit(s) involved, the side with the higher TQ gets a DRM equal to the difference (+ for attacker, - for defender). However, regardless of the difference the DRM may never be greater than +/- 3.
Weapons System: See the Weapons System DRM Matrix for the applicable DRM. If more than one weapons system (unit type) is available, the attacker chooses (first) which of his he wishes to use, followed by the defender.
Missile Hits: The attacker subtracts all Missile Hits on his as a DRM; he adds those of any defending units.
Flank Attack: If any units are attacking through a defender's Flank, the attacker gets a +2 DRM. (May be combined with Rear Attack.)
Rear Attack: If any units are attacking through a defender's Rear, the attacker gets a +3 DRM. (May be combined with Flank Attack.)
Terrain: See the Terrain Adjustments on the old 8.64 Table. L = minus; R = plus.
Disorder: Attacker subtracts one (-1) for each Disordered unit he has in the attack; he adds one (+1) for each defending unit.
Moving Attack: If any of the Attacking units are "Moving" (see above), the Attacker gets a +1 DRM.
Legionary Javelins: A non-disordered LG, VT, RC or CN unit that is not engaged gets a +/-1 DRM (Legionary favour). This simulates close range pilum volleys.
Leader: Attacker adds one (+1) if he has a Leader stacked with his units; he subtracts one (-1) if defender has a Leader.
The results from the adjusted DR are as follows
DR Result
10+ Defender Routs
8-9 Defender Disordered and Retreats
6-7 Defender Disordered
4-5 No Effect
0-3 Attacker Disordered
<0 Attacker Routs
Results in Bold (0-6) = All units are Engaged. Engaged units may not move away and may not missile fire.
Results of Combat are applied immediately:
Disorder: Flip the unit to its "Moved" Side to indicate Disordered status; see Shock DRM, above. If already Disordered, the unit Routs. Exceptions:
** Elephants. An Elephant that receives a Disorder result, Rampages. See 9.1
** Chariots. A Chariot that receives a Disorder result, Routs. See 9.2.
Retreat: The unit must move one hex backward, away from the attacking unit. It may maintain facing. If the unit cannot retreat because of friendly units it cannot stack with it may displace them 1 hex. The displaced units are disordered if they roll > their TQ.
Rout: The unit is moved one-half (rounding up) its MA, as per Standard Rout rules. If it moves off the map, it is eliminated.
Any Routed unit Shock Attacked is automatically eliminated, with no DR.
Any time a Player rolls an '8' or '9' when rolling for Continuity he must immediately move all his Routed units one-half their MA, as above.
CAVALRY
Retreat Before Combat: If cavalry is being shocked by Infantry, before resolving the shock the cavalry player may choose to Retreat Before Combat by moving the Cavalry two hexes away (in any direction the player wishes). It may not do so if it is adjacent to an enemy cavalry unit.
Pursuit: If an attacking, moving (but not "Engaged") cavalry unit causes the defender to Rout (not just retreat, Rout), it may Pursue. Exception: Cavalry does not pursue routed/eliminated SK. Whether a unit pursues depends on its type and TQ. Roll the die; if the unit is stacked with a leader, add one (+1) to that DR. If the DR is within the Range listed for that unit/TQ, it pursues:
Unit Type
TQ HC LN LC
1-4 0-8 0-6 0-5
5 0-6 0-4 0-3
6 0-5 0-3 0-2
7 0-4 0-2 0-2
8-9 0-2 0-1 0
If the unit does Pursue, eliminate the defender (the Routed unit it is chasing) and place the cavalry in the vacated hex. Then roll again:
** if the DR is > that unit's TQ, place the pursuing unit off the map, sitting adjacent to the nearest map-edge hex.
** if the DR is = or < the cavalry's TQ, it is Disordered, if it is not already so. (If it is, ignore the second Disorder).
Off-map pursuing units automatically Return any time that Player rolls a '0' or a '1' for Continuity. If that happens, take all off-map, pursuing cavalry and place them within Command Range of any leader other than the one for which you rolled for Continuity.
Play Note: Don't like all this DRing? Then don't use the off-map portion of the Pursuit rule.
LEADERS
Casualties to Leaders are determined prior to resolving the actual shock. If either or both sides has a leader stacked with one of the units involved in combat the player rolls the die for each such leader.Only one DR. Roll a '0' and the leader is Dead. Any other roll is No Effect.
(8.5) ADVANCE AFTER COMBAT
(8.41) Attacking units must advance into any hex vacated by enemy units as a result of retreat or rout. This does not require an Order.
(8.42) Advancing single-hex units may change their facing one vertex upon finishing the advance.
(8.43) Advancing phalanxes may change the direction in which they are facing only if they can move. An advancing phalanx may combine straight-ahead advance with a Wheeling Manoeuvre, if opportunity for such presents itself - as long as it pays all costs inherent in such advance.
(8.44) If there was more than one attacking unit, the unit that had Superiority (if any) must advance. If no such unit, the one with the highest TQ must advance. Tie? Player chooses.
(8.45) There is no advance after Missile Fire, alone, regardless of what the target unit does.
(8.46) Pursuit takes the place of Advance, when applicable.
(8.5) COMBAT TABLES
With the Shock Results Table (above), and the Weapons System DRM Matrix cross-reference the Attacker with the Defender to see what DRM the attacker will use.
(9.0) SPECIAL UNITS
(9.1) WAR ELEPHANTS
(9.11) Elephants will Rampage whenever they either receives a Disorder (without Retreat) Shock result, or a Missile Hit (as per 8.15). Elephants do not Rampage if they suffer a Disorder + Retreat, or a Rout result. They simply follow those results like any other unit.
When a Rampage happens, Roll the die for each non-EL unit within a two hex radius, starting with the unit that inflicted the Rampage, and then proceeding clockwise.
** If the Rampage DR is higher than the target unit's TQ, it is Disordered. If not, nothing happens
** If the Rampage DR is a 0,1 or 8,9 apply the above, and then the EL is eliminated, ending the Rampage
** If still around, when all Rampage checks are finished, the EL is eliminated.
(9.12) Cavalry units may not move adjacent to an EL. They may not attack EL.
(9.13) If an elephant moves adjacent to enemy cavalry the cavalry must attempt to orderly withdraw and if that's not possible, the cavalry is automatically Disordered (before any combat resolution).
(9.14) In any instance where elephants attack elephants (see note to 9.19), neither side may gain bonus for flank attacks.
(9.15) Indian vs. African Elephants. The Indian Elephant always has a +1 DRM in its favour.
(9.16) Elephant archer screens may only fire as reaction fire. This does not apply to elephant javelins.
(9.2) SK and LI
If SK suffer a Retreat or Rout result in Shock they are, instead, eliminated.
SK and LI Hit and Run Tactics.
SK and LI that start movement two (2) MP (and not adjacent) from a target unit that has the same or lower MA may use H&R Fire. This allows it to fire its missiles against the enemy target without moving the firing unit!
** Note which unit is using Hit & Run
** Note the target, as per above
** Fire the missiles as if they were being fired at one hex range (and the +1 Moving Fire DRM applies, when applicable)
** Take return fire, if any.
** all of this without moving the firing unit.
An SK or LI may not Hit & Run through a friendly combat unit.
(9.3) THE ROMAN MANIPULAR LEGION
The Manipular Legion rule applies only to legions and Alae infantry. It does not apply to Allied troops (such as the Numidians at Zama) or cavalry.
(9.31) For Romans, the "rule of thumb" is that two Roman foot units of the same border colour can stack without penalty. There are exceptions, such as Velites. A Roman stack may move together when necessary or desired.
(9.32) Stacked Roman units combine their Size when attacking or defending, but all other ratings - especially TQ - are those of the top unit. Stacked Romans must shock attack the same hex. The top unit takes all casualties.
(9.33) For stacked Roman units with different border colours, on all TQ check dierolls, add one (+1) to that dieroll. If one unit in a stack routs, regardless of the hit status of the other unit, it, too, must roll for possible rout. It routs if it rolls >its TQ, add 1 if disordered, add 1 for each missile hit.
(9.34) If the player desires to move only one unit from a stack, only the TOP unit may move.
(9.35) Roman Infantry (including Velites) pays a one point MP cost for changing facing, but, unlike most other units, they may change any number of vertices for this one point.
(9.36) Manipular Line Extension: Stacked Roman units with intervals (i.e., unoccupied flank hexes) have an added capability: Line Extension. The Instant, an enemy combat unit comes within two hexes of a "stack" of two Roman units, all the top units in the stacks in the same "Line" MAY move sideways into the vacant flank hexes. The Roman Player may make his choice at any time any enemy unit so places itself. (That is, he does not have to exercise his MLE rights the first time they become available; however; see ZOC restriction, below.) Once a Line undertakes MLE, none of its units may use Orderly Withdrawal in that Orders Phase.
(9.4) SPECIAL CAVALRY CAPABILITIES
(9.41) Missile-armed LC may use Hit & Run:
** They may do so against any unit on the board (even other cavalry).
** They may be within 4 MP, but not adjacent
** They may Hit & Run through a friendly combat unit. However, doing so costs the moving unit an additional MP.
(9.5) ARTILLERY
Scorpions may fire (once) only when in Command Range of active leader.
Scorpions that are alone in a hex and suffer a Disorder are eliminated, instead. If stacked with a unit that is Disordered (and does not retreat) they ignore the Disorder.
(10.0) COMBAT EFFECTS
(10.1) ROUT AND RALLY
(10.11) A unit which has routed is immediately moved ½ its printed MA (round up) towards its Retreat Edge (RE), as defined in the rules for each battle. Exception: Rampaging Elephants move three hexes. No Movement points are expended, but the unit does change its facing for each hex into which it moves (at no cost). The ultimate "destination" of each routed unit is its Retreat Edge. However, the path it takes to get there may be somewhat convoluted and tortuous because of its position vis a vis other units, both friendly or otherwise. The Basic Premise is that a routing unit routs into the hex of "1east resistance" (see below), taking the most direct path possible that will least likely cause it harm - even if that means moving away from its Retreat Edge initially. The following are the Hexes of Least Resistance, in order of preference:
1. Vacant hex not in enemy ZOC (even if terrain is rough); then
2. Friendly-occupied hex NOT in an enemy ZOC; then
3. Friendly-occupied hex in enemy ZOC.
The routing unit will always enter a '1' before a '2', etc., always with an eye towards its Retreat Edge. Units that cannot retreat the full distance are, instead, eliminated. Place a "Routed" marker on a unit to indicate such status.
(10.12) There is no Rout Movement Phase. Instead, any time a Player rolls an '8' or '9' when rolling for Continuity he must immediately move all his Routed units one-half their MA, as above.
(10.13) A unit that either moves off the map (for whatever reason) or cannot complete its rout movement because of the presence of enemy units/'ZOC's or impassable terrain is permanently removed from play and considered eliminated for Army Rout purposes.
(10.14) Routed units may not do anything on their own.
** They move only under Rout Movement
** If attacked, they are automatically Eliminated.
(10.15) Mandatory Rally. A Routed or Disordered unit that did not move or fight during an activation, and, in the Rally Segment (which takes place after all movement and combat) is within Command Range of the activated Leader, must undergo a Rally Attempt.
Note: This means that units Disordered and Routed during that activation phase do not undergo Rally in the same phase. And the Mandatory Rally applies to all friendly (applicable) units within Range.
To Rally, roll the die for each unit, noting its TQ - remember, Routed units have a TQ of '1' - consulting the "New" Rally Table.
** If the unit is only Disordered, -2 to DR.
** If stacked with a Leader, -1 to DR
(10.16) Voluntary Rally. This applies solely to units with Missile Hits that are not Disordered or Routed. Voluntary Rally is undertaken instead of moving and/or fighting. Any unit within Command Range of an activated Leader, and not adjacent to an enemy combat unit, may, instead of moving or fighting, remove two Missile Hits.
(10.2) ARMY ROUT
During the Army Rout Phase each player totals the TQ points of all his eliminated units. To this he adds five times (5x) the Initiative rating of killed Leaders (Cavalry Leaders that are off-map either routing or in pursuit DO NOT count as "killed" leaders). Elephant combat units are worth 2 TQ points (not their printed TQ) each unit for rout purposes; leader elephants are not counted at all.
If that total is the same or higher than the Army Rout Level for that army in that battle, that army has routed and that player has lost the battle.
If both sides reach Army Rout Level at the end of the same turn, the player with the least number of TQ Points above that level wins (but just barely). If both sides are exactly the same, it's a draw.