Sword&Spear Retail
Sword&Spear Retail
second edition
                                              Published by
                                          Great Escape Games
                                       www.greatescapegames.co.uk
                                                  Acknowledgements
                                           Cover artwork by Giuseppe Ravi.
                      Internal artwork by Kate Evans (characters) and Annie Norman (weapons).
                      Production by Stuart McCorquodale, Jasmine Symonds and Mark Wheatley.
Copyright © Polkovnik Productions and Great Escape Games Publishing 2017. All rights reserved. The moral right of
the author has been asserted. No part of this publication may be reproduced, stored in a retrieval system, or transmitted
in any form or by any means without the prior written permission of the publisher, nor be otherwise circulated in any
form of binding or cover other than that in which it is published and without a similar condition being imposed on the
                                                 subsequent purchaser.
                              CONTENTS
SECTION 1 : INTRODUCTION 4
SECTION 6 : COMMANDERS 13
SECTION 7 : MOVEMENT 15
SECTION 8 : CHARGES								                                                         17
			
SECTION 9 : SHOOTING								                                                        20
SECTION 16 : STRATAGEMS 33
APPENDIX 2 : SCENARIOS 37
APPENDIX 4: FAQ 46
INDEX 48
        Hyperlinks appear throughout this pdf, especially on this page and the index.
                          Hyperlinks are highlighted as red text.
                                                        SECTION 1
                                      INTRODUCTION
                      “WAR IS THE FATHER AND KING OF ALL: SOME HE HAS MADE GODS,
                       AND SOME MEN; SOME SLAVES AND SOME FREE.” - HERACLITUS
Sword & Spear is a set of rules for wargaming large ancient              Basic concepts
and medieval battles. They can be used with any scale figures            Groups of figures are organised into units. These should be of
(for example 15mm or 28mm), and with any basing method,                  equal frontage. The depth is not so important, but it is best to
provided the figures are grouped into units of equal frontage.           have roughly equal depths for the same types of units.
A typical game has around 8 - 15 units on each side and                  Commanders such as generals and captains should be
games take around 2 – 3 hours. The rules are designed from               mounted on individual bases (or bases with a small retinue
a top-down perspective, focusing on outcomes rather than                 such as a standard bearer or musician), but the base size is not
detail.                                                                  particularly important.
There is a clever and innovative system for activating units             Each unit has characteristics and capabilities, which determine
that creates interesting and challenging decisions, keeps both           how it operates on the field of battle.
players involved at all times and has a lot of depth and subtlety.
Each turn is split into phases, in which players each receive            The turn sequence is interactive, rather than one player taking
a number of action dice; these dice are rolled and then used             his turn, then the other. Each turn consists of a series of phases.
to activate units. The number shown on each dice determines              In each phase each player normally gets to activate some of his
which units it can activate (with better quality units being             units. Units are activated by action dice, which are placed next
easier to activate), what the unit can do when activated, and            to each unit. The action dice are randomly drawn from a bag
also determine the activation sequence. Certain dice also give           each phase. Not all units will be able to activate every turn, but
bonuses to combat, movement distance or shooting range.                  better quality units are more likely to be activated.
The rules are relatively straightforward, and there are no “to           The effects of shooting and close combat are represented by
hit” tables, charts or lists of dice roll modifiers. They can be         units suffering hits. Hits must be marked or recorded in some
played using only the one sided quick reference sheet with               way, such as placing a small dice or small hit markers next to
very little reference to the rulebook after the first couple of          the unit.
games.
                                                                         Hits represent a combination of casualties, deterioration of
The strengths of the game are that it gives an exciting,                 morale and loss of cohesion. When a unit has suffered a certain
interesting and challenging experience, plays relatively                 number of hits it routs and is removed from the game. Hits can
quickly for the size of battle that is being depicted, and the           be removed by rallying.
rules are straightforward to learn, whilst having the depth to
retain interest after repeated play.                                     Game mechanisms
                                                                         All dice used are normal 6 sided dice. When the rules refer to
Online support                                                           a particular number that must be rolled, that number or higher
There is extensive online support for these rules through a              must be rolled for success.
website and forum. On the website you can download the
quick reference sheet and army lists for a large number of               All measurements are in distance units (DU). It is recommended
armies throughout the ancient and medieval period. These                 that one distance unit is equal to half of the frontage of a unit. It
detail the types of units that were available to each army, and          is useful to make measuring sticks, with divisions equal to one
include a points cost for each unit, so that you can play battles        distance unit for ease of measurement.
to a set points total if you wish.
                                                                         What is required to play
You can also download an army builder spreadsheet which                  As well as an army for each player, and a table with appropriate
allows players to design their own armies, and this includes             terrain, the following equipment is required:
the formula to calculate the points cost for each unit.
                                                                         • Dice. Each player needs one dice per unit (of a particular
There is an active forum where you can get answers to any                  colour for each player) plus around 8 dice for combat.
question you have about the rules, and discuss strategy, army            • Bag to pick action dice from.
composition, historic scenarios and anything else relating to            • Markers to record hits on units.
the rules.                                                               • Tape measure, ruler or measuring sticks.
                                                                     4
                                                         SECTION 2
                          UNITS & COMMANDERS
“OUT OF EVERY ONE HUNDRED MEN, TEN SHOULDN’T EVEN BE THERE, EIGHTY ARE JUST TARGETS,
NINE ARE THE REAL FIGHTERS, AND WE ARE LUCKY TO HAVE THEM, FOR THEY MAKE THE BATTLE.
   AH, BUT THE ONE, ONE IS A WARRIOR, AND HE WILL BRING THE OTHERS BACK.” - HERACLITUS
Units                                                                    Type
Except for commanders, all figures are organised into units.             Troops can be any of the following types :
A unit consists of a number of figures grouped together in a             Heavy foot, medium foot, light foot, cavalry, camels, light
rectangular formation. All units must have the same frontage.            horse, elephants, chariots, war wagons, artillery.
                                                                     5
                                                       SECTION 2
Discipline                                                              The strength rating of a unit depends on the troop type, as
Each unit has a discipline rating, based on its training and            follows:
quality, which determines the unit’s ability to retain cohesion
when under pressure, and performing difficult manoeuvres. A                      TROOP TYPE                       STRENGTH
lower discipline rating represents a higher quality unit.                Heavy foot                                       4
                                                                         Medium foot                                      3
Typical unit discipline ratings are as follows :
                                                                         Light foot                                       2
          TROOP TYPE                        DISCIPLINE                   Cavalry                                          3
 Well trained troops, veterans or                                        Camels                                           3
                                                   3
 elite warriors.                                                         Elephants                                        3
 Trained regulars, good quality                                          Light horse                                      2
                                                   4
 militia, good quality irregulars.                                       Chariots                                         3
 Levy, untrained or poor troops.                   5                     War wagons                                       3
                                                                         Artillery                                        2
A unit’s discipline value is improved by one (i.e. one lower)
when it has a commander in contact, and it is one worse (i.e.
                                                                        Protection level
one higher) if it is out of command.
                                                                        Some units may have particularly good armour for their type,
                                                                        or may lack protection compared to the average of their type.
The discipline rating is the number required to pass discipline
tests. These are required as a result of shooting or close combat       These are indicated (in order, best to worst) as heavily armoured,
and in certain other circumstances. Failure of a discipline test        armoured, average protection or lacking protection.
leads to the unit taking a hit, representing casualties, loss of
cohesion, etc.                                                          If no level of protection is explicitly stated, then the unit can be
                                                                        assumed to have average protection. See Section 15 for more
The discipline rating also affects how easy it is to activate the       details on protection levels.
unit. Units are activated by action dice; to activate a unit it
must be given an action dice showing a number greater than              Weapons
or equal to its discipline rating.                                      Units may have one or more weapon capabilities.
                                                                        Melee weapon capabilities are: impact, pikes, spears, thrown
                                                                        weapons, two-handed weapons, melee capable (for missile
                                                                        armed troops who have good melee capability).
                                                                        Missile weapon capabilities are bow, longbow, crossbow,
                                                                        javelins, sling, firearm, artillery. See Section 15 for more details
                                                                        on unit characteristics.
                                                                        Commanders
                                                                        Each army has a number of commanders. These may be
                                                                        generals or captains. Generals have a higher command distance
 15mm Donnington Miniatures painted and photographed by                 than captains.
  A&M Painting Service - Ancient & Modern Army Supplies
                                                                        For flavour, you may choose to name your commanders and
                                                                        designate one as the commander-in-chief (although this has no
Strength                                                                in game effect).
The strength rating represents the overall fighting strength
of the unit. The base number of dice rolled in combat is the
strength of the unit, and the strength also indicates how many
hits the unit can take before being removed as routed. A large                                                     28mm Anglo-Danish
unit (of heavy or medium foot) can take an extra two hits                                                          Warlord by Gripping
before being routed.                                                                                                     Beast
                                                                    6
                                                              SECTION 3
                                        PRE GAME SET UP
“BE CONVINCED THAT TO BE HAPPY MEANS TO BE FREE AND THAT TO BE FREE MEANS TO BE
        BRAVE. THEREFORE DO NOT TAKE LIGHTLY THE PERILS OF WAR.” - THUCYDIDES
Scenario selection                                                          For each other piece, the placing player rolls one dice to see
The battle can just be a straightforward pitched battle or a                where it will be placed, then places it accordingly. He then
particular scenario.                                                        rolls another dice to determine whether its position must be
                                                                            adjusted.
Battlefield set up
Terrain can be set up on the battlefield as required for a                  A terrain piece may be placed touching a previously placed
particular scenario, or by any method the players choose. A                 piece, but not covering or overlapping another piece.
suggested method is given below.
                                                                            Terrain placement table
Terrain set up for a pitched battle                                          ROLL                            POSITION
Each player chooses a certain number of terrain features and                    1      Left table edge                Terrain piece is placed
places them according to a dice roll.                                                                                 where the player chooses,
                                                                                2      Right table edge
                                                                                                                      in contact with the
Area terrain features are either normal or large sized:                         3      Player’s base edge
                                                                                                                      specified table edge.
Normal – completely fits within a 5 DU by 7 DU rectangle, and                   4      Opponent’s base edge
a 3 DU by 2 DU rectangle must be able to be placed within it.                   5      Opponent’s choice              Terrain piece may be
                                                                                6       Player’s choice               placed anywhere on the
Large – too large to be normal and completely fits within a 7                                                         table.
DU by 9 DU rectangle.
    Think about what sort of terrain your army would prefer to fight in and also what the opposing army would
    prefer. Both medium foot and light foot work well in rough terrain and light foot are least affected by
    difficult terrain. If you expect to have more of these troops in your army than your opponent then try to get
    as much terrain down as possible. If your army is mainly heavy foot you will probably want some terrain to
    protect your flanks, especially if you are facing lots of cavalry. And if you have a mainly cavalry army then
    you probably want as open a battlefield as possible.
                                                                       7
                                                           SECTION 3
                                    Try to protect the flanks of your infantry line, either with terrain or with cavalry. If you are planning on
                                    advancing quickly, make sure your deployment allows for group moves.
                                    If you have a smaller better quality army then it is often worth bidding a lot of dice in scouting, so your
                                    opponent deploys first and you can deploy your army against one flank of the opposing army, and refuse
                                    the other flank. Light foot are relatively safe in front of your main battle line, but light horse need to be
                                    given room to evade or retreat.
                                    If you have outscouted the enemy and are deploying second, try to deploy in such a way as to get the
                                    best possible matchups of troop types.
             6 DU                                   DEPLOYMENT ZONE                                                         6 DU
                                                                      4 DU
DEPLOYMENT ZONE
    After terrain set-up, and during and after deployment, you should be formulating a plan. How are
    you going to win the battle? What are you hoping each part of your army will achieve? Which are
    the best match-ups for you and what do you need to do to achieve these match-ups? Do you want
    to engage the enemy as quickly as possible or soften them up with shooting first? How is your
    opponent likely to counter your actions?
    The simpler your plan is, the more likely it is to succeed. Be aware of the strengths and limitations
    of your troops. If you have an army of undrilled heavy foot, don’t expect it to do lots of complicated
    manoeuvring.
    Be prepared to adjust your plan as the battle unfolds – remember that no plan survives contact with
    the enemy!
                                                                       8
                                                             SECTION 4
                                        THE BATTLEFIELD
“THE BRAVEST ARE SURELY THOSE WHO HAVE THE CLEAREST VISION OF WHAT IS BEFORE THEM,
  GLORY AND DANGER ALIKE, AND YET NOTWITHSTANDING, GO OUT TO MEET IT.” -THUCYDIDES
Terrain                                                                      Cover
Most battlefields will have some terrain features. Terrain features          A unit which is within area terrain which provides cover, or
can be linear (for example roads, rivers, ditches, hedges) or area           behind a linear terrain feature which provides cover is classed
(for example rocky ground, marsh, woods, hills).                             as being in cover. To be classed as within the terrain, or behind
                                                                             a linear terrain feature, any line drawn directly forward from
There are four classes of terrain:
                                                                             the shooting unit to the target unit must reach the terrain
• Open ground
                                                                             feature before reaching the target unit.
• Rough going
• Difficult going
                                                                             Some types of missile attack ignore cover so this would not
• Impassable
                                                                             apply. See Section 9.
Additionally, some terrain types provide cover. Before the
game, the players should agree how each type of terrain on the               Line of sight
battlefield is classified. For example a wood would be a difficult           Line of sight is required to shoot at or charge an enemy unit.
going area feature which provides cover.                                     Any unit completely behind a wood, village or crest of a hill (or
                                                                             other such terrain which blocks line of sight) cannot be seen,
Hills may be open, rough or difficult, depending on their                    except that units on a hill can see any other units on the hill if
steepness, and whether they are covered in brush, woods, etc.                they are within 2 DU, even if there is a crest intervening.
A narrow stream might be classed as a linear obstacle, but a                 Units which have any part within 1 DU of the edge of a wood
wide shallow river might be classed as difficult terrain, with               or village can be seen, but units which are further into the
each bank a linear obstacle.                                                 wood or village cannot be seen from outside. Visibility within
Troops moving through rough or difficult going or over a linear              a wood or village is limited to 1 DU.
obstacle have their move rate reduced and may suffer negative
effects.                                                                     To shoot from inside a wood or village the whole of the front
                                                                             edge of the unit must be within 1DU of the edge of the terrain
If a unit is detrimentally affected by being in rough or difficult           feature.
terrain (i.e. for movement, shooting, combat or effect on
discipline), then it is classed as being in the terrain if any part          Uphill
of it is in the terrain.                                                     For a unit of medium or heavy foot to get a combat bonus for
                                                                             being uphill, the part of the front edge that is in contact with
Some examples of terrain types are given below, but this is not              the enemy unit must be completely on the hill. Normally it is
an exhaustive list, as it will depend on what you have available             obvious if a unit is uphill, but if a ruling is required, then to
and the region and period in which the battle takes place.                   be classed as uphill, the crest line (for a roughly oval hill) or
                                                                             centre (for a roughly circular hill) must be directly behind the
    TERRAIN                  CLASS                     COVER                 uphill unit.
   Rocky ground               Rough                        No                Effect of terrain on discipline
     Gentle hill               Open                        No                Difficult terrain has a detrimental effect on the cohesion of
      Rocky hill              Rough                        No                some troops. When any troops except light foot are in difficult
                                                                             terrain, their discipline rating goes up by one (i.e. it is worse)
      Steep hill             Difficult                     No
                                                                             for all purposes.
       Woods                 Difficult                     Yes
        Marsh                Difficult                     No                Combat across an obstacle
       Village               Difficult                     Yes               If a unit has an edge in contact with an obstacle and an enemy
                                                                             unit charges it and contacts that edge, the enemy unit does
       Stream                Obstacle                      No
                                                                             not gain any impetus dice in combat. In combat in subsequent
 Wall                        Obstacle                      Yes               turns, impetus dice may be gained as usual. See Section 11.
		
                                     Try to keep your heavy foot and mounted troops in the open where they operate most effectively.
                                     Medium and Light foot are safest in rough or difficult terrain. Light foot can operate relatively safety if
                                     they are close enough to the terrain feature to move back into it.
                                     It can be useful to defend a hill with medium or heavy foot, but make sure the troops on the hill cannot
                                     be outflanked or simply ignored. A hill is often a good safe place for poorer quality foot troops.
                                                                         9
                                                       SECTION 5
                                      THE GAME TURN
   “FORTUNE, WHICH HAS A GREAT DEAL OF POWER IN OTHER MATTERS BUT ESPECIALLY IN
   WAR, CAN BRING ABOUT GREAT CHANGES IN A SITUATION THROUGH VERY SLIGHT FORCES.”
                                  - JULIUS CAESAR
Action phases                                                       Normally a single action dice is allocated to each unit. However,
The main part of the turn consists of a series of action phases.    multiple action dice showing the same number may be allocated
These continue until all action dice have been drawn from the       to a unit, and this will give combat or movement bonuses to the
bag. Each phase consists of four parts:                             unit when it is activated.
      1.   Draw action dice
      2.   Allocate action dice                                     A unit cannot be allocated an action dice if it has already been
      3.   Activate units                                           activated this turn. In this case the unit would already have an
      4.   Clean-up                                                 action dice showing a 1 beside it.
                                                                10
                                                          SECTION 5
Activate units
Units which have been assigned an action dice are activated in          after the first (all showing the same number) also gives one
order, starting with the lowest numbered action dice. If there is       bonus. Each bonus may be used to give an extra 1 DU of
a tie, units of the active player are activated before units of the     movement, an extra 1 DU shooting range, an extra shooting
reactive player.                                                        dice, or an extra impetus dice in melee combat.
If a player has more than one unit with the same numbered               If the army has a Baggage Camp, or has chosen the Resupply
action dice, he may activate them in any order he chooses.              stratagem, then there is no limit to the number of bonuses
When activated, each unit carries out its complete action for           which may be used by each unit. If the army does not have
the turn (including moving and shooting and close combat)               a camp, and does not have the Resupply stratagem, then no
before the next unit is activated.                                      more than one bonus may be used by each unit in each phase.
The exception to the above is that if a player has more than one        Deferring
unit with the same numbered action dice, and they are charging          A unit may choose to defer when it would normally be
enemy units, he may choose to move them all first, then resolve         activated. The unit does nothing but retains its action dice. If
melee combat.                                                           it is charged later in the phase, it may evade if able to do so,
The action which may be carried out depends on the action               otherwise it gains impetus in the combat. If it is not charged
dice. If the action dice is equal to the discipline rating of the       it does not activate this phase, and the action dice is removed
unit, then the unit may do one of the following:                        at the end of the phase (but not put back into the bag this
                                                                        turn). The unit may then be allocated another action dice in a
       1. Shoot.                                                        subsequent phase this turn.
       2. Move. This movement may not contact any enemy
       unit and, unless skirmishers, must be an advance.                Group moves
                                                                        This is a special action only available to a unit with a
       3. Fight in close combat if already engaged.                     commander attached. The unit may form a group with one or
       4. Defer. The unit does nothing but retains its action           two units which are either:
       dice.                                                            •   To its sides, so in both side edge and front corner contact
If the action dice is greater than the discipline rating of the unit,       with it.
then the unit may do any of the above, or one of the following:         •   To its front and/or back, so in both front to rear edge
                                                                            corner contact with it.
       1. Charge. This movement must be an advance, ends
       in contact with enemy and a round of close combat is             The action dice allocated to the central unit must exceed the
       immediately fought.                                              discipline rating of all of the units in the group. For each of the
                                                                        one or two additional units in the group, take an action dice
       2. Move. This movement may be a manoeuvre* and may               from the bag and place it by the unit, showing a 1 face up. If
       not contact any enemy unit.                                      there are not enough action dice left in the bag the group move
       3. Move then shoot, or if skirmishers, shoot then move.          cannot take place.
       The move may be a manoeuvre*, but, if the unit is non-
                                                                        In a group move, all the units in the group move together. The
       skirmisher foot, may not be a backwards move.
                                                                        move must be an advance.
       4. Rally if not in contact with enemy. The action dice
       must exceed the discipline by the number of hits the unit        A group may not include both mounted troops and non-
       has. See Section 12.                                             skirmisher foot.
                                                                    11
                                                              SECTION 5
End phase                                                                     The red player has most dice so is the active player. He rolls first
In the end phase, the following take place:                                   and gets 6, 5, 4, 3, 1. He wants to charge with all three units. The
                                                                              6 and 5 will allow any of the units to charge, and 4 will allow the
•     Commanders may be moved and may attempt to rally                        cavalry to charge. The 6 will give a bonus dice in melee.
      units.
•     Any unit with an enemy in contact with its flank or rear,               He cannot activate any of these units to charge with the 3
      and no enemy in contact with its front, may turn to                     because the action dice must exceed the discipline rating to
      face the enemy. See movement when in contact with an                    charge. The 1 cannot activate any unit so is discarded.
      enemy unit in Section 7 for how this is done.
•     All action dice are removed from the table and placed in                He allocates the 4 to the cavalry, the 5 to the heavy foot and
      the action dice bag.                                                    the 6 to the medium foot. The cavalry can charge the enemy
•     Check for victory & defeat and army morale test.                        flank so he wants them to charge first, before the enemy unit
•                                                                             can move.
Example of action dice draw & placement                                       He thinks the medium foot should get the 6 as they fight with
This example focuses on action in the area shown below.                       less dice than the heavy foot due to their lower strength.
The foot units on both sides are discipline 4, the cavalry are
discipline 3. There are no generals present.                                  Blue now rolls his dice and gets 5, 5. He could allocate one 5
                                                                              to each of the two heavy foot units. However, he realises that
                                                                              the unit on the right will be charged in the flank and will not
                  t            Heavy foot
               foo                                                            get impetus in the combat, so there is no benefit in allocating
           m
       diu                                                                    it a dice.
    Me
                                                                                                 t                Heavy foot
                                                                                          m   foo
                                                                                      diu
The seven dice are drawn as follows:                                               Me
Red : 5 dice
Blue : 2 dice                                                                                                                     Ca
                                                                                                                                    val
                                                                                                     Heavy foot     Heavy foot
                                                                                                                                        ry
    How you allocate your action dice is the key to success in this game. The dice represent the influence of the army commanders over the
    units in the army, so using them well is vital.
    There are often lots of things you would like to do in a phase, and you only have a limited number of dice available to activate units.
    Therefore you need to prioritise, deciding which are the most important units to activate, and which can wait.
    The decisions depend sometimes on whether you are allocating first or second. If you are allocating first, you normally want as many units
    fighting as possible. By allocating a dice to a unit engaged in combat, or that can charge an enemy unit, you are taking the initiative and
    forcing the enemy to react.
    If they don’t place a dice with their engaged unit, they will not fight with impetus and will have to take a dice from the bag, giving them less
    options in subsequent phases.
    The player allocating first must also consider whether he has vulnerable units that could be charged, and whether they need a dice
    allocated to maximise their chance of survival.
    The player allocating second has the benefit of knowing which enemy units may be activated this phase, and in which order. He will often
    need to react to the opponent’s dice placement, but may find he has some extra usable dice, enabling him to attack where the opponent does
    not have an action dice placed.
    Multiples and sixes can give bonuses, which can be very useful, but using a multiple for a bonus means only activating one unit instead of two
    or three. Multiple dice showing the same number can be particularly useful as they allow you to charge with multiple units simultaneously.
    This is often better than giving them all to one unit for bonuses.
    Remember that the numbers on the dice also determine the order of activation. Sometimes it’s best to go first (such as when you are charging
    an enemy in the flank) and sometimes it’s best to move after the enemy, so that you can react to their movement.
                                                                        12
                                                         SECTION 6
                                         COMMANDERS
           “TEN SOLDIERS WISELY LED WILL BEAT A HUNDRED WITHOUT A HEAD.” – EURIPIDES
                                    Think carefully about where you want your commanders to be for the following turn. It is important
                                    to ensure that units stay in command and you also want your commanders to be with the units that
                                    most need to be activated next turn.
                                    If you have an undrilled unit that could be charged in the flank, you might need the commander there
                                    so that it is more likely to be able to turn to face the threat. Or you might have a unit in a position to
                                    charge an enemy in the flank, and the presence of a commander will allow it to activate on a lower
                                    action dice, hopefully charging before the enemy can react.
                                    Placing a commander with a discipline 3 unit will allow it to use an action dice showing a 2, with is
                                    otherwise unusable. You may also need your commanders to rally units that have suffered hits, but
                                    bear in mind that it can be risky to have a commander with a unit that is close to breaking, and the
                                    more hits a unit has suffered the harder it is to rally.
                                                                   13
                                                           SECTION 7
                                                 MOVEMENT
     “IN WAR, EVENTS OF IMPORTANCE ARE THE RESULT OF TRIVIAL CAUSES.” - JULIUS CAESAR
There are two types of movement – advances and manoeuvres.               Movement on a road
An advance is a simple move which can be carried out easily. A           If the middle of the front edge of a unit is on a road for the
manoeuvre is a more difficult move.                                      whole of the movement action, it gains a +1DU movement
                                                                         bonus
The type of movement which may be carried out depends on
the action dice allocated to the unit. If the unit is allocated          Advances
an action dice equal to its discipline, it may only carry out            An advance is a move straight forward up to the maximum
an advance, unless it is skirmishers in which case it may do             movement distance. An advance may include a shift of up to
a manoeuvre or an advance. If it is allocated an action dice             1 DU directly to the side, taking place anywhere during the
greater than its discipline, it may carry out a manoeuvre or an          move. This is only allowed if the unit moves at least 1 DU
advance.                                                                 forwards, or if necessary to avoid friendly units and / or terrain
                                                                         features.
Any movement which results in contact with an enemy unit
is a charge. See Section 8 for special rules relating to charge          Other than shifting as specified above, no other shifting or
movement.                                                                turning is allowed during an advance.
A movement rate of zero means the unit may only move if                  Other than as mentioned above, no other interpenetration
given bonus movement due to its action dice.                             between units is possible.
                                                                     14
                                                       SECTION 7
                                                                     Group moves
  The action dice you roll and                                       In a group move, all the units in the group move together.
  allocate are a limited resource                                    The move must be an advance, and all units move the same
  that you must manage carefully.
                                                                     distance. The maximum distance moved is the move distance
  It is easier for troops to go
  straight ahead than carry out
                                                                     of the slowest troop type in the group, including any reduction
  a manoeuvre, so try to ensure                                      for terrain. The group may shift as normal. In a group move
  that most of your troops only                                      none of the units may start in or enter difficult terrain.
  need to go straight ahead.                                         A group move may not contact an enemy unit, and if any of the
                                                                     the units involved in the group move are charged this phase
  If the enemy tries to outflank                                     they do not get any bonus dice for impetus. After the group
  you, react to it quickly rather                                    move, turn the action dice to show a 1 face up.
  than at the last minute when you
  may not get the required action
                                                                     Group move example
  dice. You may be able to avoid
  being outflanked by shifting
  to that flank as you advance,
  saving the need for your units
  to carry out manoeuvres.
                                                                                                                 Medium
                                                                                Heavy foot    Heavy foot          foot
Movement example
                                                                                                    2 DU
                                                                         Heavy foot    Heavy foot
                                                                                                           Medium
                                                                                                            foot
                                                                                      Heavy foot Medium
                                     Medium                                                       foot
         Heavy foot   Heavy foot      foot
                                              foot m
                                                  iu
                                        3D
                                              Med
                                          U
               2 DU
  Heavy foot
                                                                     the middle unit. The group carries out an advance, moving 2 DU
                      Heavy foot                                     straight forward and then shifting 1 DU to their right. At the end
                                                                     of the move, the action dice is changed to show a 1 and two more
                                                                     dice are taken from the bag and placed by the other two units.
                                                               15
                                                                                     SECTION 7
              ht                                                             fo
                 fo   ot                                                        ot             to face the enemy. This is carried out by turning the unit
                                                                                               90° or 180° to face one of the enemy units in contact. Any
                                          Medium foot                                          other enemy units in contact remain facing in the same
                                                                                               direction and are moved if necessary to remain in contact.
                                                                                               If two enemy units are in contact with one side of the
                                                                                               activated unit, the one unit with the centre of its front edge
The red light foot and medium foot units are restricted by the blue                            in contact should remain this way after the move.
medium foot, as they are in front of the blue unit and within its
normal movement range. The red cavalry unit is not restricted                             •    If the unit has a single enemy unit in contact with its front
and can move in any way it pleases.                                                            edge but not in contact with the centre of its front edge it
                                                                                               must slide by up to 1 DU so that the centre of the front
The red light foot carries out an advance, so the move is allowed.                             edge of the unit is in contact with a base edge of the enemy,
The red medium foot could carry out an advance, but if it carries                              unless by doing so this would break contact with other
out a manoeuvre it must end up partly in front of the blue unit.                               enemy units.
So the backwards move is allowed but the move to the side is not.
If the blue unit was light foot, the red medium foot would be able                        •    Break-off from combat. A mounted unit other than
to carry out the manoeuvre to the side as shown above.                                         elephants which is in contact with enemy foot only (i.e.
                                                                                               not in contact with any mounted units) may break off. A
                                                                                               skirmisher unit in contact with any enemy and which has
                                                                                               a higher movement rate than the enemy in the terrain they
                                                                                               are in may break-off. This may only be done if the unit is in
                                                    28mm Republican Roman hastati              contact with enemy to its front only, and is a manoeuvre.
                                                          (Gripping Beast)                     The unit turns 180° to face directly away from the enemy
                                                                                               and moves up to a full move directly forward. A break-off
                                                                                               move may end facing away from or towards the enemy it
                                                                                               broke off from, at the player’s choice.
                                                                                        16
                                                       SECTION 8
                                                   CHARGES
                        “THE GOD OF WAR HATES THOSE WHO HESITATE.” - EURIPIDES
If the charge contacts a single enemy unit, that unit is the                 15mm Thracian medium infantry (Xyston Miniantures)
target unit. If the charge contacts more than one enemy unit,
the enemy unit which will be attacked in close combat as the         When rotating and sliding, friendly units which are not in
defending unit is the target unit.                                   contact with enemy units but are blocking the conform move
                                                                     must be shifted in the direction of the slide to make room.
Charge movement
A charge must be an advance. A unit carrying out a manoeuvre         If the conform movement cannot be completely carried out
cannot contact an enemy unit. The charging unit may shift up         with the rotation and slide as described above, as much as
to 1 DU, but only if this is necessary to contact an enemy unit      possible of the movement should be carried out, in order to get
or to avoid friendly units and / or terrain features. No other       the charging unit as close as possible to the required position.
shifting is allowed.                                                 In subsequent turns when units on either side are activated
                                                                     they should be moved as above to conform to the enemy unit
Conforming to the enemy unit                                         if it is now possible.
When a unit charges, it moves into contact with one or more
enemy units. It may then need to rotate and/or slide to conform      If a charge move ends with the centre of the front edge of the
to an enemy unit. The aim of conforming is for the charging          charging unit exactly lined up with the centre of the front or
unit to end with part of its front edge, including the centre of     rear edge of the target unit, it slides by up to 1 DU in either
the front edge, in contact with an edge of an enemy unit.            direction (chosen by the charging unit) so that it is not lined
                                                                     up exactly.
If the charging unit contacts a corner of the enemy unit with its
front edge, or it contacts an edge with a front corner, it rotates   If a charging unit contacts more than one enemy unit (on the
so that its front edge is in contact with an edge of the enemy       initial contact or after rotating to conform), it will fight against
unit. If it contacts the front corner of the enemy unit, it may      whichever one it contacts with the centre of its front edge. If
only rotate to contact the side edge if it started the charge move   the centre of its front edge is not in contact with an enemy
with the centre of the front edge behind a line extending the        unit, then if possible it will slide sideways to conform with the
front edge of the target unit.                                       enemy unit closest to the centre of its front edge; it will fight
                                                                     against this unit whether or not it can complete the sideways
After any such rotation, if the centre of the front edge of the      movement.
charging unit is not in contact with an edge (not just a corner)
of an enemy unit, it slides sideways by up to 1 DU so that the       Note that after a charge move and the subsequent conform
centre of its front edge is in contact with an edge of an enemy      move (if required), units will not be lined up full front edge to
unit.                                                                front edge.
                                                                 17
                                                                SECTION 8
Example of charge and conform movement                                 Charging into contact with missile armed foot
                                                                       When a unit charges into frontal contact with missile armed
                                                                       medium foot who have not moved or shot this phase, who have
                                                                       an action dice allocated, and do not already have an enemy
                                                                       unit in contact with the centre of their front edge, the unit
                                                                       being charged carries out shooting at the charging unit before
                                                                       the combat is resolved. If the charge did not start directly in
                   t           Heavy foot
                foo                                                    front of the shooting unit, the shooting unit loses one dice. The
            m
        diu                                                            shooting unit may gain bonus shooting dice as usual if it has a
     Me
                                                                       6 or multiple action dice allocated.
                                                       Cav
                                                             alry
                       Heavy foot    Heavy foot                        Evading from a charge
                                                                       If a unit of skirmishers would be contacted by a charging unit, it
                                                                       may be able to evade the charge. If it has an action dice allocated
                                                                       to it this phase, and has not been activated this phase it may
                                                                       carry out an evade move (it does not matter what number is
                                                                       showing on the dice, although if it is a 6, or the unit has multiple
Continuing the previous example from Section 5, all three red          dice assigned, bonus movement applies as normal).
units will charge. The cavalry cannot charge anyone by moving
straight ahead, so they shift to the right first and then move         If it does not have an action dice allocated to it, and has not
straight forward, hitting the flank of the heavy foot. The cavalry     been activated this turn (which would be indicated by an action
then rotate so that their front edge is in contact with the flank      dice showing a 1), then an extra action dice can be taken from
edge of the heavy foot, then slide to the right so that their centre   the bag and rolled; if this is greater than or equal to the unit’s
front is in contact.                                                   discipline rating it may be used to activate the unit to make the
                                                                       evade move. If there are no dice (of the player’s colour) left in
The heavy foot charge straight ahead with no conform movement          the bag, or the roll is lower than the unit’s discipline, the evade
needed.                                                                attempt fails and the unit is not moved.
The medium foot charge straight ahead. They contact the front          An evade move is a normal move which is made in an attempt
corner of the enemy unit so they rotate to contact the front edge.     to get out of the charge path or range of the charging unit. The
Their front centre is not in contact with the enemy unit so they       evading unit is moved first, and must end it’s evade move as far
slide to their left (the right in the diagram) so that their front     away from the charging unit as possible. Note this will normally
centre is in contact.                                                  end with the evading unit facing away from the charging unit.
                                                                       The rules restricting manoeuvres in front of enemy troops
                                                                       apply as normal.
                                                                    18
                                                          SECTION 8
Example of charge and evade movement                                      The blue cavalry must now carry out their charge. They can
                                                                          choose to charge straight ahead, in which case they must move
                                                                          their full movement allowance. Alternatively, they could shift to
                                                                          the left and charge to contact the red cavalry.
           Cavalry
                                                                                                               Light foot
                                     Light foot
                                                                                      Cavalry
                             4 DU
                                                                                                                  3 DU
                                                                                                               Light foot
                           Cavalry
                                                                                                       4 DU
                                                                                                    Cavalry
The blue cavalry unit charges. As there is a unit in front it must
charge straight ahead, and will contact the red light foot if they do
not evade. The light foot do not have an action dice allocated this
phase, but the red player wants them to evade, so he takes one of
his dice from the bag and rolls it. It comes up equal to or higher
than the discipline of the light foot so they can evade. They turn
1800 and move straight forward 3 DU, as this gets them as far
from the charging unit as possible. The dice they rolled to evade is
placed beside the unit, showing a 1 to indicate that it has
been activated this turn.
                                                                    19
                                                             SECTION 9
                                                     SHOOTING
“BECAUSE OF THE ARROWS OF THE BARBARIANS IT IS IMPOSSIBLE TO SEE THE SUN” - PLUTARCH
  TYPE            IN DU
                                                                                                                                 Lig
                                                                                                                                  ht
 Bow                   4
                                                                                                                                     fo
                                                                                                                             U
                                                                                                                           2D
                                                                                                                                    ot
     It is not easy to use skirmishers well, and it takes some practice to learn to be successful with them.
     If they are positioned well outside enemy charge range, it is normally best if they can be moved later
     in the phase so they can see where the enemy units are before they move. Be careful not to move
     skirmishers into the charge range of enemy units that have not yet activated. If all of the enemy units
     who could charge the skirmishers have activated, then the skirmisher unit can safely move up and
     shoot the enemy. If the skirmisher unit starts the turn within charge range of enemy units then ideally
     you want to activate it early in the turn, to shoot them move away, ending well out of charge range.
     Pick your targets well. Skirmisher shooting is unlikely to have much effect on armoured heavy foot. In
     the early stages of a battle you will often find there are bonus dice available for shooting, and this can
     significantly increase the chances of causing a hit or disciple test. A single hit on an enemy cavalry
     unit can be devastating if followed up with a charge by a friendly unit before the cavalry can rally.
                                                                        20
                                                       SECTION 10
                                                         MELEE
“YOU ARE WELL AWARE THAT IT IS NOT NUMBERS OR STRENGTH THAT BRING THE VICTORIES IN
WAR. NO, IT IS WHEN ONE SIDE GOES AGAINST THE ENEMY WITH THE GODS’ GIFT OF A STRONGER
          MORALE THAT THEIR ADVERSARIES CANNOT WITHSTAND THEM.” - XENOPHON
Melee takes place immediately when an activated unit moves           If the unit is allocated an action dice showing a 6, and this is
into contact with an enemy unit. It also takes place when a          greater than required to activate the unit, it gets an extra bonus
unit which is in contact with an enemy unit is activated. It is      dice. If it is allocated multiple action dice showing the same
not optional – if the unit is activated and is in contact with an    number, it gains one extra bonus dice for each dice after the first
enemy unit, a round of close combat is fought. If two units are      dice. However, if the unit has moved and these action dice have
in contact and neither is activated during a turn, they do not       been used to give movement bonuses they cannot also be used
fight that turn.                                                     to give bonus combat dice. See Section 5 for limits on bonuses.
Extra combat dice                                                    •   Is missile troops and has shot this phase.
Extra combat dice are gained in the following ways:
                                                                     •   Is light foot except for javelin armed light foot who are
1.   Impetus                                                             fighting light foot.
2.   Extra units in contact
3.   Uphill                                                          •   Is medium foot armed with missiles, unless melee capable
4.   Flank or rear contact                                               and neither unit charged this phase.
Most units gain one bonus dice for the action dice allocated to      •   Carried out a manoeuvre this phase.
it. However, an extra bonus dice is gained by:
                                                                     •   Charged this phase and is fighting across an obstacle
•    A fresh unit of cavalry or elephants.                               or stakes.
•    A fresh large unit.
                                                                 21
                                                    SECTION 10
                                                                 22
                                                       SECTION 11
                             COMBAT MECHANISM
               “IN PEACE SONS BURY FATHERS, BUT WAR VIOLATES THE ORDER OF NATURE,
                               AND FATHERS BURY SONS.” – HERODITUS
Shooting and melee combat are worked out in exactly the same         If a unit is heavily armoured, and it has lost any of the dice
way, with the exception that in shooting, the shooting unit          rolls, then it may choose to reduce the value of one opposing
cannot suffer any adverse effects (discipline tests or hits) as a    winning dice by up to two. This cannot turn a losing dice into
result of the combat, so any such results are ignored.               a winning dice, so if the winning dice is one higher, it can only
                                                                     be reduced by one.
The process is as follows:
                                                                     If a unit’s opponent is lacking protection, and the unit wins
Roll combat dice.                                                    or draws any of the dice rolls, then it may choose to increase
1. Place top four dice in order.                                     the value of one such dice by one. A dice cannot be increased
2. Compare opposing dice.                                            above a 6.
3. Adjust for armour.
                                                                     To remember when protection applies, it helps to think of it
4. Establish outcome of each pair of dice.                           like this:
5. Make discipline tests and record hits.
                                                                             If you are armoured or heavily armoured,
Both sides roll the appropriate number of dice, and the dice are             it helps you when you lose.
placed in descending order. The top four dice are kept and all
others discarded.                                                            If your opponent is lacking protection,
                                                                             it helps you when you win or draw.
The dice are then compared, so that one unit’s first dice is
compared to the other unit’s first dice, the second pair of          The protection level (heavily armoured, armoured and lacking
dice is compared, and so on. The effect of any armour is then        protection) does not apply at all in the following cases:
considered, and dice may be changed as a result (see below).
                                                                     •   When in melee combat against a unit armed with two-
After adjusting any dice for armour, take each of the pairs of           handed weapons.
dice in turn. If a paired dice roll is drawn, nothing happens.       •   Except for elephants, when in melee combat against
Otherwise the higher dice wins the pairing. If the winning dice          a unit of elephants. i.e. elephants with armour count
is at least double the other dice, the side with the lower dice          their armour, but no other troops count armour against
suffers a hit. If the winning dice is more than but not double the       elephants.
other dice, the side with the lower dice must take a discipline
test.                                                                •   When shot at by a unit armed with firearms, artillery or
                                                                         crossbow.
If one side has more dice than the other, then any unmatched
dice (up to four dice) are considered to face an opposing roll of    Armour is reduced in effectiveness when shot at by a unit
2, but cannot lose.                                                  armed with longbows – armoured does not count, and heavily
                                                                     armoured is reduced to armoured.
After the dice have been matched and compared, discipline
tests are taken and hits are applied. More than one discipline
test may be required, and it is possible for both sides in the
combat to take discipline tests and / or hits.
After hits are applied, if the total number of hits the unit has
suffered equals the strength of the unit then it routs. This is
carried out immediately - see Section 12.
                                                                              28mm armoured
Effect of protection level                                                    hoplite by Victrix
After the dice have been paired together, the effect of the level
of protection is considered.
If a unit is armoured, and it has lost any of the dice rolls, then
it may choose to reduce the value of one opposing winning
dice by one.
                                                                 23
                                                               SECTION 11
Extended melee combat example                                           After combat resolution, the action dice is turned to show a 1, and
We will continue the example previously used for dice allocation        a dice is taken from the bag and placed beside the blue unit that
and charging and conforming. The heavy foot on both sides are           was involved in the fight, also showing a 1.
spearmen, with the characteristics spears and shieldwall. The red
cavalry are armoured, and the red medium foot are armoured              Next the red heavy foot charge, with their action dice showing 5.
and have the impact characteristic.                                     They fight against the blue heavy foot on the right.
The red cavalry charge first, contacting the flank of the blue
heavy foot.
                                                                                                t
                                                                                             foo
                                                                                         m
                                                                                      diu
                                                                                   Me
                                                                                                             Heavy foot
                       t
                    foo
                                                                                                                              Cavalry
                                    Heavy foot
                m
            diu                                                                                     Heavy foot   Heavy foot
         Me
                                                                                                    Heavy foot Heavy foot
                                                     Cavalry
                                                                        The red heavy foot (strength 4) get a dice for impetus, and an
                                                                        extra dice for the extra unit in contact with the enemy unit, for a
                                                                        total of 6 dice.
The red cavalry (strength 3) get 2 dice for impetus as they are
fresh cavalry, and an extra dice for the flank attack for a total
                                                                        The blue heavy foot (strength 4) get a dice for the extra unit in
of 6 dice.
                                                                        contact with the enemy unit, for a total of 5 dice.
The blue heavy foot (strength 4) get no extra dice so roll 4 dice.
                                                                        The dice rolls are:
Note that both their spears and shieldwall characteristics do not
                                                                                 Red heavy foot: 6, 4, 4, 4, (2, 1)
apply as they have a unit in contact with their flank so do not
                                                                                 Blue heavy foot : 5, 5, 4, 3, (2)
count as fresh.
The dice rolls are:                                                     Blue loses two of the pairings (6 – 5 and 4 – 3) so will take
        Red cavalry : 5, 5, 4, 3, (2, 2)                                two discipline tests. Red loses the second pairing (5 – 4) but is
        Blue heavy foot : 6, 4, 3, 1                                    armoured so reduces the blue 5 to a 4. Blue has the shieldwall
                                                                        characteristic but this does not apply as they have taken hits so do
Red loses the first dice pairing 6 - 5, but is armoured so reduces      not count as fresh.
the blue 6 to a 5, for a drawn pairing. Blue loses the next two
pairings (5 – 4 and 4 – 3) so will take two discipline tests. Blue is   The blue heavy foot fail one discipline test, so now they have
doubled in the last pairing (3 – 1) so takes a hit. The blue heavy      accumulated three hits, so they are close to breaking.
foot fail one discipline test, so in total they take two hits.
Two units of 15mm Persian allied foot. Some infantry in the Persian
  armies of the Classical period were of dubious quality, but native
Persian troops were of a high standard. (West Wind miniatures/Mike
                           Hobbs collection)
                                                                    24
                                                             SECTION 11
The blue heavy foot on the left could then choose to activate and
fight against the red heavy foot. However, they choose to defer,
knowing that they are about to be charged by the red medium
foot.
Medium foot
Medium foot
4 DU
                                                                                                                           L ig
                                                                                                                            ht
Finally the red medium foot charge. They fight against the blue
                                                                                                                               fo
                                                                                                                       U
                                                                                                                     2D
                                                                                                                              ot
heavy foot on the left. The red unit (strength 3) get 2 dice for                                 Medium foot
impetus (as the 6 gives them an extra impetus dice), for a total
of 5 dice.
The blue heavy foot (strength 4) also get two dice for impetus (as
the double 5 gives them an extra impetus dice), for a total of 6
dice.
                                                                           The red javelinmen (light foot, strength 2) shoot at the blue
                                                                           archers (medium foot, strength 3, lacking protection). The
The dice rolls are:
                                                                           javelinmen roll 2 dice and the target unit rolls 3 dice.
         Red medium foot: 6, 6, 3, 2, (1)
         Blue heavy foot : 5, 4, 4, 3, (2, 2)
                                                                           The dice rolls are:
                                                                                    Red javelinmen : 4, 3
Blue lose the first two pairings (6 – 5 and 6 – 4) but their shieldwall
                                                                                    Blue archers : 4, 1, 1
characteristic works here as they are fresh, so they reduce the red
6 to 5. They take a hit rather than a discipline test as the red unit
                                                                           The first pairing is drawn, but the blue archers are lacking
has the impact characteristic.
                                                                           protection so red puts its four up to a five. Blue has to take one
                                                                           discipline test (for the 5 - 4) and take one hit (for the 3 - 1).
Red loses the other two pairings (4 – 3 and 3 – 2) but is armoured
so can reduce either of the winning blue dice by one, so they take
                                                                           The blue archers (medium foot, strength 3) shoot at the red
a discipline test.
                                                                           medium foot (strength 3, armoured). The archers did not move
                                                                           and get a bonus shooting dice from the 6 on their action dice, so
                                                                           the archers roll 4 dice and the target unit roll 3 dice.
                                                                           The (2) for the red medium foot is because they rolled less than
                                                                           four dice, and less than their opponent, so the extra blue dice is
                                                                           considered to be matched against a 2.
                                                                           Red are armoured so they can reduce one winning dice by one.
                                                                           The 3 - 1 means they take a hit, and armour would not change
                                                                           this. They have lost two other matched rolls: 6 - 5 and 3 - 2, so
                                                                           they can reduce either of these winning dice by one. So the net
                                                                           result is one hit and one discipline test.
                                                                          25
                                                        SECTION 12
         DISCIPLINE TESTS, FRESH STATUS
                & ROUTED UNITS
“HERE IS COURAGE, MANKIND’S FINEST POSSESSION, HERE IS THE NOBLEST PRIZE THAT A YOUNG
                  MAN CAN ENDEAVOR TO WIN.”- SPARTAN POET TYRTAEUS
Romans fight Celts somewhere in Gaul in the 1st century CE (Warlord Games & Gripping Beast)
                                                                   26
                                                          SECTION 12
Pursuit                                                                  The routed unit is removed from the table, and the red cavalry
When an enemy unit is routed in melee combat, and removed                carries out a pursuit move. This is straight forward, but the
from the table, the unit which defeated it may pursue. The unit          cavalry shifts to avoid the red heavy foot. The pursuit move
will not pursue if it remains in contact with any other enemy            ends in contact with the flank of the other heavy foot, as shown
unit, or if the unit it was fighting was in contact with its flank       below.
or rear.
If the winning unit is mounted or foot with the impact ability
then it will pursue. If the winning unit is other non-missile
armed foot, it will pursue unless the player does not want it                            Medium foot    Heavy foot
to, in which case it must roll its discipline or greater to avoid
                                                                                                        Cavalry
pursuing. Missile armed foot never pursue.                                                     Heavy foot
                                                                                                                  Cavalry
A pursuit move is carried out immediately after resolving the
combat, before activating any further units. It is a full move
directly forward, or as much of a full move as can be carried
out before meeting any obstruction. The pursuing unit can and
must shift up to one DU if necessary to avoid friendly units or          The red cavalry immediately carries out close combat against
terrain which would slow it down. If the pursuing unit contacts          the blue heavy foot. No dice are gained for impetus on either
an enemy unit it is considered a charge and the combat is carried        side as the combat is as a result of pursuit. The red cavalry gets
out immediately. Exception – pursuing light horse will not               6 dice in the combat (strength 3, flank contact and two extra
contact the front of any enemy troops other than skirmishers,            units in contact) against the 4 dice of the blue heavy foot.
so will halt their pursuit 1 DU short of any such troops.
                      Heavy
                  Heavy foot foot Heavy
                              Heavy foot foot
                                   2DU
The red cavalry unit is activated and in the melee combat the blue
heavy foot takes its fourth hit, thus routing it. Any blue unit partly
in the rectangle marked (just the other unit of heavy foot in this
case) must take an immediate discipline test.
                                                            In the end phase you can use your commanders to rally units that
                                                            have suffered hits. Be aware that the lower quality a unit is (i.e. higher
                                                            discipline rating) and the more hits the unit has suffered the harder it is
                                                            to rally.
                                                            It is normally best to attempt to rally the units that are most likely to
                                                            succeed. The best units to rally are often those that have suffered one hit
                                                            but would benefit from being fresh, such as cavalry, large units, or troops
                                                            with the impact or shieldwall characteristic.
                                                                     27
                                                     SECTION 13
                            VICTORY AND DEFEAT
                         “ONLY THE DEAD HAVE SEEN THE END OF THE WAR.” – PLATO
Game end                                                            During the game, whenever a unit is routed, an action dice is
The game ends when one army is demoralised. The other army          lost. This dice is put aside, showing the army value of the lost
is the winner.                                                      unit.
Army demoralisation                                                 When the total army value of the routed units reaches one third
At the start of the game, calculate the total army value for each   of the total army value for the army, an army morale test is
army. This is the total of the army value of each unit. The army    required. This is carried out at the end of the turn, in the End
value of a unit is its strength, modified as follows:               Phase. Every unit in the army takes a discipline test. This can
                                                                    be done in any order the player chooses. If this results in any
 Mounted                  +1                                        units routing, then subsequent discipline tests on nearby units
                                                                    are taken immediately.
 Large unit               +2
                                                                    When the total army value of the routed units reaches half of
Calculate one third of this number and half of this number,         the total army value for the army, the army is demoralised and
both rounded up. These are the number of casualties required        withdraws from the battle. This is carried out at the end of the
for army morale test and army demoralisation respectively.          turn, in the End Phase. Unless both armies reach this point
                                                                    in the same turn, the game is over and the other player is the
                                                                    victor.
               Above: Henry V and Codrington lead the English against the French! Facing page: French camp life.
          Donington Miniatures painted and photographed by A&M Painting Service - Ancient & Modern Army Supplies
                                                                28
                                                     SECTION 14
                                   SPECIAL FEATURES
 “PEOPLE OUGHT TO FIGHT TO KEEP THEIR LAW AS TO DEFEND THE CITY’S WALLS.” - HERACLITUS
                                                                29
                                                     SECTION 14
Elephants                                                          Large units
Elephants are classed as mounted. They may be discipline           A large unit should have more depth than normal units to make
4 (trained elephants) or 5 (untrained). They are normally          it clear it is large. The following special rules applying to a large
classed as armoured (representing their thick hide) but if they    unit:
are actually protected by armour they are classed as heavily
armoured. However, if heavily armoured their movement is           1.   It requires an action dice two higher than its discipline
not reduced. They always have the impact ability.                       rating to carry out a manoeuvre.
                                                                   2.   It cannot move backwards, although it can carry out a 1800
Special rules applying to elephants:                                    turn as a manoeuvre.
1. In combat, the armour of the enemy unit does not count.         3.   It gains a bonus impetus dice when fresh.
2. Mounted other than elephants never gain bonus dice due          4.   It takes two extra hits to rout.
    to impetus when fighting elephants.
3. Elephants never gain bonus dice due to impetus when
    fighting skirmishers.                                           28mm Germanic infantry (Foundry).
4. Any enemy unit other than elephants or light foot which
    contacts elephants, and which will fight in close combat
    against the elephants, must immediately make a discipline
    test. This is carried out before combat resolution, and
    applies whether the elephants moved to contact the enemy
    unit, or the enemy unit moved to contact the elephants.
5. The discipline of a unit of elephants is not improved by
    the presence of a commander.
6. When a unit of elephants routs, all nearby friendly
    mounted troops take two discipline tests instead of the
    normal one. See Section 12.
                                                                   Scythed chariots
                                                                   Scythed chariots are a special class of chariots. The following
                                                                   special rules apply to scythed chariots:
Camels
Camels are classed as mounted. Any enemy mounted unit
other than camels which contacts camels, and which will fight
in close combat against the camels, must immediately make
a discipline test. This is carried out before combat resolution,
and applies whether the camels moved to contact the enemy
unit, or the enemy unit moved to contact the camels.                        28mm Seleucid Scythed Chariot (SHQ Miniatures)
                                                               30
                                                          SECTION 15
                          UNIT CHARACTERISTICS
            “IT IS NECESSARY TO UNDERSTAND THAT WAR IS COMMON, STRIFE IS CUSTOMARY,
               AND ALL THINGS HAPPEN BECAUSE OF STRIFE AND NECESSITY.” - HERACLITUS
Troops should be classed as lacking protection if they are below                                     Crusader knights (Perry Miniatures)
these levels, and armoured or heavily armoured if they have
better protection.
Pavises
A unit of medium foot armed with bow or crossbow may have
pavises (large shields). The unit is treated as armoured if it is
either in melee and is fresh, or is shot at by a unit which is in
front of it (i.e. Part of the shooting unit is directly in front of the
unit with pavises). Otherwise it is treated as lacking protection.
The movement rate of the unit is reduced by 1 DU.                         Pikes
                                                                          This is only available to large units of heavy foot. If the unit
If a unit with pavises is shot at by a unit with crossbows or             armed with pikes has impetus, is fresh and fighting foot other
longbows, it still counts as armoured. Only artillery ignores the         than pike, the enemy unit gains no dice for impetus against it.
armour effect of pavises.                                                 If the unit has impetus, is fresh and has not moved this phase,
                                                                          and is fighting mounted, the enemy unit gains no dice for
Shieldwall                                                                impetus.
This is only available to units of heavy foot. The unit is treated
as armoured if it is fresh and either in melee, or shot at by a unit      Spears
which is in front of it (i.e. Part of the shooting unit is directly in    This is only available to units of heavy foot or medium foot. If
front of the unit).                                                       the unit has impetus, is fresh and has not moved this phase,
                                                                          and is fighting mounted, the enemy mounted unit gains no
                                                                          dice for impetus.
                                                                          Thrown weapons
                                                                          The unit is armed with missile weapons which are thrown
                                                                          just before contact. If it is fresh and has not moved this phase,
                                                                          has an action dice allocated, and was charged and contacted
                                                                          frontally, it causes an automatic discipline test on the enemy
                                                                          unit before the combat is resolved.
                                                                          The unit may still use the action dice to gain impetus as normal.
                                                                          If it is fresh and has made an advance this phase, it may choose
                 15mm Persian sparabara                                   to get the same effect, but it must give up one impetus dice to
        (West Wind miniatures/Mike Hobbs collection).                     do so.
                                                                      31
                                                    SECTION 15
Two handed weapons                                                 If foot they get impetus in melee combat (unlike normal
A unit armed with two handed weapons ignores any enemy             medium foot missile troops). If they are foot which have not
armour.                                                            moved this phase, are charged and have an action dice allocated,
                                                                   they carry out shooting at the chargers before combat and get
                                                                   impetus in the combat.
Other characteristics
                                                                   Steadfast
                                                                   The unit does not take discipline tests as a result of:
                                                              32
                                                          SECTION 16
                                                STRATAGEMS
        “WHO ASKS WHETHER THE ENEMY WAS DEFEATED BY STRATEGY OR VALOUR?” - VIRGIL
                                                                      If any of the activation dice are not used, the player rolls them
                                                                      again and leaves them on that flank. If any units have entered
                                                                      the table, the dice are placed in the place the unit with the
                                                                      commander attached came on. Again, there is an extra phase
                                                                      after normal activation at the end of the following turn where
                                                                      these dice can be used to bring units on. If some units have come
                                                                      on, any flank marching units that have not come on are out of
                                                                      command whilst off table, and must enter within command
                                                                      range of the point the commander entered. This continues each
                                                                      turn until all flank marching units are on the table.
                                                                      Any flank marching units that are off table count half of their
       28mm Numidian cavalry (Gripping Beast) described by            army value (rounding up) towards losses. If an army morale
     Roman historian Livy as “by far the best horsemen in Africa.”    test is required whilst any troops are off table, they must take
                                                                      the required discipline test immediately that they move onto
                                                                      the table.
Skirmishers forward                                                   If both players have chosen this stratagem, both flank marches
The player may deploy up to four of his skirmisher units up to        are cancelled and the flank marching forces are immediately
the halfway line. If both players have chosen this stratagem,         deployed normally, with the outscouted player deploying his
only the player deploying his skirmishers first (i.e. the             first.
outscouted player) may use it.
                                                                      Flank marching units come onto the table with an advance or a
                                                                      manoeuvre, measuring the movement distance from the table
                                                                      edge. They may shoot or charge on the turn they come on. If
                                                                      any enemy units are within 2 DU of the table edge, and block
                                                                      the movement onto the table of the flank marching units, they
                                                                      are shifted directly away from the table edge, so that there is a 2
                                                                      DU gap between the unit and the table edge. If a flank marching
                                                                      unit charges on the turn it comes on, the target of the charge
                                                                      cannot have an action dice allocated (as it is in the extra flank
                  Eastern javelinmen by Old Glory 15’s.               march phase) so will not gain impetus in the combat.
                                                                     33
                                                         SECTION 16
Redeployment                                                           Stakes
At the end of both players’ normal deployment, the player              All medium foot longbow units in the army carry sharpened
may redeploy any one unit by moving it to a different position         stakes, which they may deploy by placing them in the ground
(within the normal deployment area). If both players have              in front of them, creating an obstacle to attacking enemy. These
chosen this stratagem, the outscouted player redeploys first.          should be modeled on a shallow base the same width as a unit
                                                                       frontage. Units can start the game with stakes deployed, or they
Resupply                                                               may be carrying the stakes, ready to deploy them later. The
The number of bonuses due to multiple action dice or action            stakes base should be placed behind the unit to indicate that it
dice showing a 6 that may be received by each unit in each             is carrying stakes. Whilst a unit is carrying stakes, its movement
phase is not limited. See Section 5.                                   rate is reduced by 1 DU.
                                                                       No enemy unit gains any impetus dice when it charges the front
                                                                       of the unit across deployed stakes. In combat in subsequent
                                                                       turns, impetus dice may be gained as usual.
            French infantry attack the English camp c. 1415.           Stakes are removed when the unit defending them is routed,
    Donington Miniatures painted and photographed by A&M Painting      if the unit moves after combat has been fought across them
              Service - Ancient & Modern Army Supplies.                or chooses to move without picking them up. The player may
                                                                       also choose to remove undeployed stakes any time the unit
                                                                       is activated for movement (in order to utilise the unit’s full
      Below: Two units of Roman Republican Hastati (Gripping Beast)    movement allowance).
                                                                      34
                                                        SECTION 17
                              MULTI-PLAYER GAMES
“THOSE WHO KNOW HOW TO WIN ARE MUCH MORE NUMEROUS THAN THOSE WHO KNOW HOW TO
                  MAKE PROPER USE OF THEIR VICTORIES.” - POLYBIUS
Games can be played with more than one player on each side.            Variant for large multi-player games
Each player should have his own command of troops, with                For large multi-player games with three or more players on
his own commanders. Commanders of one command cannot                   each side, where each player has a relatively small number of
influence units in another command.                                    units under his command, the following variant can be used.
                                                                       There is no action dice bag, and only one action phase per turn.
Each player has his own coloured action dice. These can only           At the start of each turn, each player rolls all of their action
activate units in his own command. When action dice are                dice (one per unit).
drawn at the start of each phase, more dice are drawn in a
multi-player game, as follows:                                         The side with the highest number of 6s rolled is the active side
                                                                       for this turn, so the players on this side place their action dice
    NUMBER                NUMBER OF ACTION DICE                        first, and go first on tied action dice. If both sides rolled the
   OF PLAYERS               DRAWN EACH PHASE                           same number of 6s, then the number of 5s rolled determines
                                                                       which side is active (then the number of 4s, etc.).
         1 vs. 1                             7
         1 vs. 2                             11                        Play then proceeds normally, except that whenever the rules
         2 vs. 2                             13                        refer to taking a dice out of the bag, this cannot happen. This
         2 vs. 3                             15                        means there are no group moves, and skirmishers can only
                                                                       evade if allocated an action dice. Instead of turning action
         3 vs. 3                             17                        dice to show a 1 when a unit has been activated, they can be
                                                                       removed. The only time a dice should be left with the unit is if
If there are a different number of players on each side, it is         it defers, or if it carries out an advance (to show that it may get
possible to play with one command each (for example as 1 vs.           impetus in combat if subsequently charged this turn).
2, using 11 action dice each phase), or for the single player to
play two commands, as if it were 2 vs. 2. The latter is likely to      For victory and defeat, the army is considered as a single entity,
give a more balanced game.                                             rather than individual commands, and the normal rules in
                                                                       Section 13 are used.
In each phase, the side with the highest amount of action dice
is the active side, placing its action dice first and breaking ties.
More players will lead to wilder swings in initiative, as
sometimes a player will find himself having less dice to allocate
to his command than the command opposite, but having to
place them first.
When the losses taken by a command reach its morale test level
(i.e. one third of the army value), every unit in the command          For this variant it is recommended that players have around
takes a discipline test.                                               3 – 5 units each (with the lower number if the units are
                                                                       better quality or tougher in combat). Each player should
When the losses taken by the whole army reach its demoralisation       have a captain, and there should also be a general, who is the
point (i.e. half of the army value for the whole army), the army       commander-in-chief. The players on each side can decide
is defeated and withdraws from the battle. Unless both armies          who controls the general (for example it could be the most
reach this point in the same turn, the game is over and the other      experienced player or the player in the centre), but if a player’s
army is victorious.                                                    captain is killed then the general should go to help that player.
                                                                   35
      APPENDIX 1: BASING, RECORDING
           HITS AND TABLE SIZE
These rules can accommodate a wide variety of basing                 Using these means that the number of hits a unit has suffered can
conventions. The most important thing is that unit frontages         be quickly and easily seen by both players. The disadvantages
are equal, so even if the way your figures are based is not          are that they can sometimes be moved or knocked, and some
mentioned here, as long as you can group them into equal             players do not like the extra clutter these create on the table.
frontage units, and can tell the difference between different
troop types then it will work.                                       Recording hits on a listing of all of the units in the army (an
                                                                     army roster) can make for a more aesthetically pleasing
15mm and smaller scale figures                                       solution. The disadvantages here are that it may not be so easy
Typically figures for these scales are based as elements, the most   to see how many hits each unit has taken, and there needs to
common being 40mm frontage, often known as WRG or DBX                be a way of distinguishing between different units of the same
standard. With figures based in this way, you can either use one     type, so that the players can tell which unit has suffered the hits.
40mm base as a unit, which will allow you to play Sword and
                                                                     Below: An example of the equipment needed to play. Measuring
Spear on a small table without a large number of figures, or use
                                                                     sticks, two sets of action dice, two sets of combat dice, and markers
80mm frontage units.
                                                                     to signify hits.
If using 80mm frontage units, most troop types will look best
using four 40mm bases to represent a unit in a 2 by 2 block.
Troops that fought in shallower formations such as elephants,
artillery, chariots and medieval knights can be resented by two
bases side by side. Large units can either be represented by six
or eight bases.
                                                                36
                         APPENDIX 2: SCENARIOS
The three most common ways of playing big battle ancient and                For example, if there were 16,000 heavy foot on one side of
medieval wargames are:                                                      a battle and you want this to be represented by 8 units, you
                                                                            would get the following ratios.
•   Equal points pitched battle.
•   Historical scenario.
•   Other scenario.                                                             Troop Type           Relative         Number of men one
                                                                                                     strength           unit represents
Equal points pitched battle
                                                                               Heavy Foot                4                     2000
In this type of game each player chooses an army to a pre-
determined points total. The make-up of each army can be                       Medium Foot               3                     1500
based on the player’s knowledge and research about the actual                  Cavalry                   3                     1500
army, or the Sword and Spear Army Lists, available as free                     Light Foot                2                     1000
downloads on the website, can be used. These give typical troop
                                                                               Heavy foot (L)            6                     3000
types that were available to each army, along with the points
cost for each unit.
                                                                            These should be treated as guidelines, and you should be
Terrain set-up and victory conditions are as set out in Section
                                                                            prepared to be flexible. For example, you might read that
3 and Section 13. Any of the stratagems in Section 16 may be
                                                                            there were a large number of light foot present, but you might
used. The players might decide that both armies will have a
                                                                            decide that this gives you too many units compared to the
baggage camp, or leave it up to each player to decide whether
                                                                            impact they should have on the battle, so you would reduce the
to include one.
                                                                            number of units. For units that are not just made up of men,
This type of game works best when the two opposing armies                   or men on horses, such as elephants, chariots and artillery,
are historical opponents, or at least from the same period and              more judgment is required to choose a ratio that gives what
geographical location, so they could potentially have fought.               you feel is the right number of units. Along with the numbers
Terrain choices should be made bearing in mind the actual                   in the table above, you might add something like:
terrain in the regions where the battle might take place. This
type of game should then give a good approximation of what a                    Troop Type           Relative           Number one unit
battle between those two armies would actually have been like.                                       strength             represents
                                                                               Chariots                  3                      500
Historical scenarios
An actual historical battle can be recreated. The terrain should               Elephants                 3                      100
be set up according to the terrain the actual battle took place
over, and make-up of the two armies can be determined using
                                                                            This then allows you to work out how many units of each
historic orders of battle (OOBs). However, as written evidence
                                                                            troop type should be present. Once you have worked out
is often lacking, there is normally some educated guesswork
                                                                            the composition of both armies it can be useful to use the
involved in both working out armies and setting up the terrain.
                                                                            points system as a check on how balanced a game it is likely
As a general rule, most ancient battlefields will not have a
                                                                            to give. Bear in mind that whilst a historic scenario does not
large number of significant terrain features, but even if a map
                                                                            need to be balanced, it might not make for a good game if it
shows an open plain, there should probably be one or two small
                                                                            is very unbalanced, and also most interesting historic battles
areas of rough terrain or gentle hills. Medieval battlefields will
                                                                            were reasonably balanced, with both sides having a chance of
normally have more terrain.
                                                                            winning.
When working out the troop types making up each army, the
Sword and Spear Army Lists can be used for guidance as to how               Other scenarios
the historic troops should be treated within the game.                      It is possible to come up with a variety of other scenarios. These
                                                                            are often inspired by actual historic battles, sometimes even
To translate actual numbers of combatants into units, you                   from different periods (for example you could use Waterloo as
need an approximate unit : man ratio. This will vary by troop               the basis for an ancients battle scenario). For this type of game
type. Generally the number of men a unit represents should be               it is often best for one player to come up with the scenario and
roughly proportional to the strength of the unit (adjusted for              work out the forces involved and the victory conditions. As
large units).                                                               these type of games may not necessarily be balanced, it can
                                                                            be a useful exercise to play the same scenario twice, swapping
                                                                            sides, to see who can achieve the best overall outcome.
                                                                      37
Victory conditions and game duration                                     Normally neither side will have a baggage camp, but as a variant
For the three scenarios presented here, the conditions for army          the defender may have mobile baggage. This works in the same
demoralization and victory from Section 13 apply. There is               way as a normal baggage camp, except that it moves as war
an additional victory condition based on the duration of the             wagons.
game. Use a dice to record the turn number, moving it on in
each end phase (so on the end phase of the second turn the               Any of the defenders units that move off the table by the side
dice is turned to show 2). After six turns, the dice returns             edge that the defenders originally faced are removed from the
to show a 1 on the seventh turn, and then carries on being               game, along with their action dice, but do not count as losses.
moved up one each turn. From the seventh turn onwards, in                If the defender exits at least half (rounded up) of his original
each end phase roll a dice to see whether the game ends. If this         number of units from the table in this way, he wins the game
dice is less than or equal to the number showing on the turn             immediately.
record dice (i.e. 1 or less on turn 7, 2 or less on turn 8, etc.), the
game ends immediately (due to the end of the day, defender               Scenario 3: River Crossing
reinforcements arriving, poor weather, etc.), and is a victory           A river is placed roughly along the centre line of the table.
for the defender.                                                        The river should be around 1 DU wide, and counts as difficult
                                                                         going. There should be a ford in the middle of the table, 2 DU
Some scenarios also have special victory conditions;     the             wide, which counts as rough going.
game ends immediately when these are met, with the side that
has met the victory conditions declared the winner.                      Terrain is then set up as per section 3, except that if a 6 is rolled
                                                                         on the terrain placement dice, the terrain piece is discarded.
Scenario 1: Attack on prepared positions                                 The defender deploys all of his troops first, and may deploy
Terrain is set up as per section 3, with the following changes:          anywhere on his side of the river, except for within 6 DU of the
The defender gets two extra normal sized (or one large) pieces           side edges.
of terrain that he places before normal terrain placement.               The attacker then deploys. He must deploy at least 6 DU from
These may be placed anywhere the defender chooses, with no               the river and at least 6 DU from the side edges.
adjustment rolls. The defending player then rolls normally as
per Section 3 and places all of his terrain. The attacker then           The following stratagems may be used:
rolls 1 dice and subtracts 3 to give the maximum number                  Attacker – resupply, fortified camp.
of terrain pieces he may place. He rolls for and places these            Defender - ambush, redeployment, resupply, fortified camp.
normally.                                                                In any end phase, if the attacker has at least half (rounded up)
The defender deploys all of his troops first, and may deploy             of his original number of units across the river and fresh, then
anywhere within his half of the table, except for within 6 DU            he wins immediately (having forced the crossing and prepared
of the side edges.                                                       the way for the rest of the army).
The attacker then deploys. He must deploy at least 8 DU from             Game Balance
the table centre line and at least 6 DU from the side edges.             With roughly balanced forces, these scenarios will not
The following stratagems may be used:                                    necessarily be balanced, and it is worth experimenting with
Attacker – flank march, resupply.                                        different sized attacking and defending forces. In all three the
Defender - ambush, redeployment, resupply, fortified camp.               attacker gets the advantage of deploying second, but is forced
                                                                         to attack or lose. In the first and third the defender gets the
Scenario 2: Ambush                                                       advantage of position, whilst in the second the defender is at
Terrain is set up as per section 3, with the following changes:          a significant disadvantage (and particularly so if the defending
The attacking player rolls normally as per Section 3 and places          army has lots of undrilled troops).
all of his terrain. The defender then rolls 1 dice and subtracts         If armies are worked out for these scenarios using the points
3 to give the maximum number of terrain pieces he may place.             system, then for the first and third scenarios the attacker
He rolls for and places these normally.                                  should be given a 10 – 20% higher point total. In the second the
No terrain piece may initially be placed (before any adjustment          defender should be given a 10 – 20% higher point total.
move) within 4 DU of the table centre line.
                                                                         Historical examples
The defender deploys all of his troops first, and must deploy            Historical examples of the three scenarios presented here are:
within 4 DU of the table centre line (on either or both sides of
the centre line), and more than 6 DU from the side edges. All            Attack on prepared positions:
of his units must be deployed facing one of the side table edges.        •       Battle of Hastings, 1066 AD.
The attacker then deploys. He must deploy at least 8 DU from             •       Battle of Agincourt, 1415 AD.
the table centre line and at least 6 DU from the side edges. He          Ambush:
can deploy his troops on either or both sides of the table.              •       Battle of Lake Trasimene, 217 BC.
                                                                         •       Battle of Hattin,(Horns of Hattin), 1187 AD.
The following stratagems may be used:
                                                                         River Crossing:
        Attacker – resupply.
                                                                         •       Battle of the Hydaspes River, 326 BC.
        Defender - resupply.
                                                                         •       Battle of Mohi, 1241 AD.
                                                                     38
                         APPENDIX 3: ARMY LISTS
Army lists can be used to create typical armies for use in pick-      Camps are included as core troops, but there can obviously
up type games, and to assist in developing orders of battle for       only be one camp present.
refights of historic battles. They should be treated as guidelines,
and you should also use your own knowledge and research to            Some troop types have different options. There may be different
guide you as to what troops should be available for each army         discipline levels, indicating differing qualities of troops. Or
in a given place and time.                                            there may be different characteristics, which might represent
                                                                      different types of troop coming under the same general
For example, if you are building an army to represent Hannibal’s      heading, or it might represent alternative opinions as to how
campaign in Italy, there will be different troop types available      the troop type was equipped or operated.
compared to Carthaginian armies in Spain or Africa. There are
over 100 army lists available to download online (in both pdf         The following general rules apply when there are options for a
and excel spreadsheet formats) and a selection is included here.      troop type:
The online army lists also have points allocated to each unit, so
armies can be built to a predetermined points total if desired.       •     Where the discipline rating differs, a combination of
                                                                            different types may be used in the army.
Using the army lists                                                  •     For medium and heavy foot, if anything varies other than
At the top of each army list is the name of the army and                    the discipline rating, only one type may be used in the
approximate dates (in centuries) for which the army existed (or             army.
for which the particular list applies, if there are more than list    •     For all other troop types, a combination of different types
for an army over different time periods).                                   may be used in the army.
The main part of the army list specifies the troop types that are
                                                                      The restriction on medium and heavy foot is because variations
available to the army. These are split into two sections: Core
                                                                      here are normally due to alternative opinions as to how the
Troops and Support Troops.
                                                                      troop type was equipped or operated, so one interpretation
Core troops are the main troops making up the army. At least          should be chosen.
half of the units in the army (rounding up) must come from the
core troops section.                                                  At the bottom of the army list are any notes relating to extra
                                                                      restrictions on particular troop types (for example exceptions
Support troops are the less common troops that were not               to the general rule above, or restrictions by date). The following
always present. No more than two of each type of unit from this       army lists are included over the next few pages. This is a sample
section may be present in the army.                                   of the army lists that are available on the Sword & Spear website.
Some particular troops were always present and others were                Macedonian			                    Skythian or Saka
less common. Thus some troops are designated as compulsory
or restricted (indicated by “Compulsory” or “Yes” for restricted          Early Achaemenid Persian         Early Imperial Roman
on the line for this troop type). If a troop type is compulsory,
then at least two units must be included in the army. If a Core           Later Sarmatian		                Dacian
troop type is restricted, then no more than two of this type              Feudal English		                 Feudal Scots
of unit may be present in the army. If a Support troop type is
restricted, then no more than one of this type of unit may be             Medieval Welsh
present in the army.
                                                                  39
     		   MACEDONIAN                              		From: 4th c. BCE		                                                 To: 4th c. BCE
          Name                       Type         Discipline Strength Protection   Missile      Melee       Other      Points   Army Value   Restricted
                                                                         Core Troops
          Companion Cavalry         Cavalry           3         3        AV           -         Impact         -        45          4           Yes
                                    Cavalry           3         3        AV           -           -        Undrilled    30          4
          Allied Cavalry            Cavalry           3         3        AV           -           -            -        35          4           Yes
                                    Cavalry           4         3        AV           -           -            -        28          4
          Phalanx                Heavy Foot (L)       4         4        SW           -         Pikes          -        56          6
                                 Heavy Foot (L)       3         4        SW           -         Pikes          -        70          6
                                  Heavy Foot          3         4        SW           -         Spears         -        45          4
          Hypaspists                                                                                                                            Yes
                                 Medium Foot          3         3        AV           -         Spears         -        30          3
                                 Medium Foot          3         3        AV           -           -            -        25          3
                                  Heavy Foot          4         4        SW           -         Spears     Undrilled    32          4
          Hoplites
                                  Heavy Foot          4         4        SW           -         Spears         -        36          4
          Light Horse             Light Horse         4         2        AV        Javelins       -            -        24          3           Yes
          Javelinmen               Light Foot         4         2        AV        Javelins       -            -        12          2           Yes
40
          Camp                       Camp             4         3        AV           -           -            -         0          3
                                                                       Support Troops
                                 Medium Foot          4         3        AV           -                    Undrilled    16          3
          Thracian or other      Medium Foot          4         3        AV           -         Spears     Undrilled    20          3
          allied foot                                                                         Two Handed
                                 Medium Foot          4         3        AV           -                    Undrilled    20          3
                                                                                                Weapon
          Lighter armed foot
                                 Medium Foot          4         3        AV           -           -            -        20          3
          companions
          Mercenary
                                 Medium Foot          4         3        AV           -         Spears         -        24          3
          Iphikratean Hoplites
          Elephants                Elephants          4         3       ARM           -         Impact     Undrilled    40          4           Yes
          Cretan Archers           Light Foot         3         2        AV         Bow           -                     20          2           Yes
          Archers                  Light Foot         4         2        AV         Bow           -            -        16          2           Yes
          Slingers                 Light Foot         4         2        AV         Sling         -            -        12          2           Yes
          Prodromoi               Light Horse         4         2        AV           -         Impact         -        24          3           Yes
          Horse Archers           Light Horse         4         2        AV         Bow           -            -        28          3           Yes
		   early achaemenid persian                                        From: 6th c. BCE                             To: 5th c. BCE
     Name                Type       Discipline   Strength   Protection   Missile       Melee         Other      Points   Army Value   Restricted
                                                                    Core Troops
                        Cavalry         3           3          AV         Bow             -         Undrilled    40          4
     Cavalry                                                                                                                             Yes
                        Cavalry         4           3          AV         Bow             -             -        36          4
     Sparabara Foot   Medium Foot       4           3         PAV         Bow             -             -        24          3        Compulsory
                      Medium Foot       3           3         ARM         Bow       Melee Capable       -        40          3
     Immortals                                                                                                                           Yes
                      Medium Foot       3           3          AV         Bow       Melee Capable       -        30          3
     Hoplites         Heavy Foot        4           4          SW           -          Spears       Undrilled    16          2
     Archers           Light Foot       4           2          AV         Bow             -             -         0          3           Yes
     Camp                Camp           4           3          AV           -             -             -
                                                                Support Troops
     Guard Cavalry      Cavalry         3           3         ARM         Bow                           -        55          4           Yes
     Heavy Chariots     Chariots        3           3          HA         Bow          Impact       Undrilled    55          4           Yes
                      Medium Foot       5           3          AV           -          Spears           -        15          3
     Allied Foot
                                                                                                                                                   41
                      Medium Foot       4           3          AV           -             -                      16          3
     Mercenary        Heavy Foot        4           4         ARM           -          Spears                    40          4
     Hoplites         Heavy Foot        4           4          SW           -          Spears           -        36          4
     Javelinmen        Light Foot       4           2          AV        Javelins         -             -        12          2           Yes
     Arab Camelry       Camels          5           3          LP         Bow                                    24          4           Yes
     Light Cavalry    Light Horse       4           2          AV        Javelins         -             -        28          3           Yes
     Horse Archers    Light Horse       4           2          AV         Bow             -             -        24          3
     		
     		    SKYTHIAN OR SAKA			 From: 6th c. BCE		                                                                                     To: 1st c. CE
           Name                      Type        Discipline   Strength   Protection     Missile      Melee      Other       Points    Army Value   Restricted
                                                                                  Core Troops
           Cataphracts             Cavalry           3           3          HA               -       Impact    Undrilled     50           4           Yes
           Armoured Cavalry        Cavalry           3           3         ARM          Bow          Impact    Undrilled     60           4           Yes
           Cavalry                 Cavalry           4           3           LP         Bow            -           -         32           4
           Horse Archers         Light Cavalry       4           2           AV         Bow            -           -         28           3        Compulsory
                                  Light Foot         4           3           AV         Bow            -           -         16           2
           Foot Archers          Medium Foot         4           3           LP         Bow                    Undrilled     16           3
                                 Medium Foot         5           3           LP         Bow                                  15           3
                                 Medium Foot         4           3           LP       Bow (R)                                16           3
           Mixed Foot
                                 Medium Foot         5           3           LP       Bow (R)                                15           3
                                 Medium Foot         4           3           AV                                Undrilled     16           3
           Spearmen
                                 Medium Foot         5           3           AV                                              15           3
           Camp                     Camp             4           3           AV              -         -           -          0           3
                                                                             Support Troops
           Slingers               Light Foot         4           2           AV         Sling                      -         12           2           Yes
42
     		
     		    DACIAN					From: 1st c. BCE		                                                                                    To: 4th c. CE
          Name                      Type         Discipline   Strength   Protection   Missile        Melee       Other       Points   Army Value    Restricted
                                                                                  Core Troops
                                Medium Foot          4           3          AV           -          Impact      Undrilled     18           3
          Warriors                                                                                                                                 Compulsory
                                Medium Foot          4           3          AV           -             -        Undrilled     12           3
                                                                                                  Two Handed
          Falx armed Warriors   Medium Foot          4           3          LP           -                      Undrilled     12           3
                                                                                                   Weapons
          Archers               Medium Foot          4           3          LP         Bow             -               -      15           3           Yes
          Light Archers           Light Foot         4           2          AV         Bow             -               -      12           2
          Camp                      Camp             4           3          AV           -             -               -       0           3
                                                                             Support Troops
          Cavalry                Light Horse         4           2          AV        Javelins         -               -      15           3           Yes
          Sarmatian Cavalry        Cavalry           3           3         ARM           -          Impact      Undrilled     40           4           Yes
          Bastarnae Cavalry        Cavalry           3           3          AV           -             -        Undrilled     24           4           Yes
          Javelinmen              Light Foot         4           2          AV        Javelins         -               -       9           2
          Elite Warriors        Medium Foot          3           3          AV           -          Impact      Undrilled     24           3
     		
		   EARLY IMPERIAL ROMAN		                                                    From: 1st c. BCE                         To: 2nd c. CE
      Name                         Type          Discipline Strength Protection     Missile      Melee        Other     Points   Army Value   Restricted
                                                                              Core Troops
                                                                                                Thrown
      Veteran Legionaries       Heavy Foot            3           4       ARM            -                  Steadfast     44         4           Yes
                                                                                                Weapon
                                                                                                Thrown
      Legionaries               Heavy Foot            3           4       ARM            -                        -       40         4        Compulsory
                                                                                                Weapon
                                                                                                Thrown
      Raw Legionaries           Heavy Foot            4           4       ARM            -                        -       30         4
                                                                                                Weapon
                               Medium Foot            4           3       ARM            -           -            -       21         3
      Auxilia                                                                                                                                 Compulsory
                                Heavy Foot            4           4       ARM            -           -            -       27         4
                                  Cavalry             3           3       ARM            -           -            -       36         4
      Cavalry                                                                                                                                    Yes
                                  Cavalry             4           3       ARM            -           -            -       27         4
      Camp                         Camp               4           3        AV            -           -            -        0         3
                                                                          Support Troops
      Auxiliary Archers        Medium Foot            4           3        AV        Bow             -            -       18         3
      Allied Archers            Light Foot            4           2        AV        Bow         Impact           -       12         2
                                                                                                                                                                43
      Slingers                  Light Foot            4           2        AV        Sling           -            -        9         2           Yes
      Light Cavalry             Light Horse           4           2        AV       Javelins         -            -       15         3
      Allied Horse Archers      Light Horse           4           2        AV        Bow             -            -       18         3           Yes
      Lancer Cavalry
                                  Cavalry             3           3       ARM            -       Impact           -       44         4           Yes
      (Contarii)*
      Bolt Shooters              Artillery            4           2        AV      Artillery         -            -       15         2
		   *Only in 2nd century CE armies.
		
		   LATER SARMATIAN			 From: 1st c. CE		                                                                               To: 4th c. CE
     Name                       Type          Discipline   Strength   Protection   Missile     Melee       Other        Points   Army Value   Restricted
                                                                              Core Troops
     Cavalry                   Cavalry            3           3         ARM          -         Impact     Undrilled      40          4        Compulsory
     Camp                       Camp              4           3          AV          -           -            -           0          3
                                                                          Support Troops
     Foot Archers             Light Foot          4           2          AV        Bow           -            -          12          2
     Light Cavalry           Light Horse          4           2          AV        Bow           -            -          18          3           Yes
     Levy Foot               Medium Foot          5           3          LP          -           -            -           8          3
		
                                                                                                                                                           		
     		    FEUDAL SCOTS			 From: 11th c. CE		                                                                      To: 13th c. CE
           Name                      Type        Discipline Strength Protection    Missile    Melee     Other      Points   Army Value    Restricted
                                                                         Core Troops
                                    Cavalry          3         3       ARM            -         -      Undrilled      40        4
           Knights                                                                                                                           Yes
                                    Cavalry          4         3       ARM            -         -      Undrilled      32        4
                                  Heavy Foot         4         3        SW            -       Spears   Undrilled      32        4
           Spearmen                                                                                                                      Compulsory*
                                  Heavy Foot         4         3         LP           -       Spears   Undrilled      24        4
           Camp                      Camp            4         3        AV            -         -          -          0         3
                                                                       Support Troops
                                   Light Foot        4         2        AV          Bow         -          -          16        2
           Archers               Medium Foot         4         3         LP         Bow         -      Undrilled      16        3
                                 Medium Foot         5         3         LP         Bow                               15        3
           Highlanders           Medium Foot         4         3        AV        Bow (R)     Impact   Undrilled      28        3
           Ribaulds              Medium Foot         5         3         LP           -                               12        3            Yes
44
     		    MEDIEVAL WELSH			                                       From: 12th c. CE		                              To: 14th c. CE
           Name                      Type        Discipline Strength Protection    Missile    Melee     Other      Points   Army Value    Restricted
                                                                         Core Troops
                                    Cavalry          3         3       ARM            -         -      Undrilled      40        4
           Cavalry                                                                                                                           Yes
                                    Cavalry          4         3        AV            -         -                     28        4
           Spearmen               Heavy Foot         4         3         LP           -       Spears   Undrilled      16        3        Compulsory*
           Longbowmen            Medium Foot         4         3         LP       Long Bow      -      Undrilled      20        3        Compulsory*
           Camp                      Camp            4         3        AV            -         -          -          0         3
                                                                       Support Troops
           Light Cavalry         Light Cavalry       4         2        AV         Javelins     -          -          24        3
           Archers                 Light Foot        4         2        AV        Long Bow      -          -          20        2
           Javelinmen              Light Foot        4         2        AV         Javelins     -          -          12        2
     		   *Spearmen are compulsory in Northern Welsh armies and longbowmen are compulsory in Southern Welsh armies.
		    FEUDAL ENGLISH			                                       From: 12th c. CE		                                  To: 14th c. CE
      Name                      Type        Discipline Strength Protection    Missile      Melee        Other     Points   Army Value    Restricted
                                                                     Core Troops
      Knights                  Cavalry          3         3        ARM           -         Impact     Undrilled    50          4        Compulsory
      Knights                  Cavalry          4         3        ARM           -         Impact            -     44          4
      Spearmen                Heavy Foot        4         4         SW           -         Spears     Undrilled    32          4        Compulsory*
      Mercenary Spearmen      Heavy Foot        4         4        ARM           -         Spears            -     40          4            Yes
      Militia Spearmen        Heavy Foot        5         4         SW           -         Spears            -     27          4        Compulsory*
      Longbowmen             Medium Foot        4         3         LP       Long Bow        -        Undrilled    20          3        Compulsory*
      Camp                      Camp            4         3         AV           -           -               -      0          3
                                                                   Support Troops
                             Medium Foot        4         3         AV       Crossbow        -        Undrilled    20          3
      Crossbowmen
                             Medium Foot        4         3         AV       Crossbow        -               -     24          3
      Mounted Sergeants        Cavalry          4         3        ARM           -         Impact            -     44          4            Yes
      Welsh Cavalry            Cavalry          4         3         AV           -           -               -     28          4            Yes
      Mounted
                                                                                                                                                      45
                               Cavalry          4         3         AV       Crossbow        -               -     36          4            Yes
      Crossbowmen
                              Light Foot        4         2         AV         Bow           -               -     16          2
      Archers
                              Light Foot        4         2         AV       Long Bow        -               -     20          2            Yes
                             Medium Foot        4         3         LP           -           -        Undrilled    12          3
                                                                                         Two Handed
      Irish Foot             Medium Foot        4         3         LP           -                    Undrilled    16          3
                                                                                          Weapons
                              LightFoot         4         2         AV        Javelins       -                     12          2            Yes
      Welsh Foot             Medium Foot        4         3         LP           -         Spears     Undrilled    16          3
		   *Spearmen (either type) are compulsory in early armies and longbowmen are compulsory in later armies.
                                           APPENDIX 4: FAQ
General
Q Is pre-measuring allowed ?                                                 Q When a unit is activated should its action dice immediately be
A Yes, you can measure distances at any time.                                turned to show a 1 ?
                                                                             A Although the rules say to do this at the end of the phase, in practice
Q If a commander is attached to a unit is its discipline improved by         you can do this immediately after you have activated the unit, except
one for all purposes ?                                                       in cases where the unit may get impetus later in the phase if charged by
A Yes, it is improved (i.e. reduced in value by one) for all purposes –      an enemy unit. So if the unit has carried out an advance, and there is
rallying, activation, discipline tests. However, this does not apply if      an enemy unit nearby which could contact it this phase, leave the dice
the unit is elephants.                                                       as it is. Otherwise you can turn it to show a 1 immediately.
Q What are the effects of a unit being in difficult terrain ?                Bonuses from Action Dice
A Unless the unit is light foot, its movement rate is reduced, its           Q How can a unit get multiple bonuses ?
discipline is one worse (higher value) and its base combat dice and          A Assuming you have a camp or resupply, you get multiple bonuses by
shooting dice are reduced to two. No unit can move and shoot it if           allocating multiple action dice showing the same number. A double 6
ends its move in difficult terrain.                                          or triple of any other number (that is higher than required to activate
                                                                             the unit) would give two bonuses. If you do not have a camp or
Turn Sequence
                                                                             resupply, each unit is limited to one bonus each turn.
Q How many action phases are there ?
A There are multiple action phases, continuing until all action dice         QCan multiple bonuses be used in different ways ?
have been drawn from the bag.                                                AYes. For example, if a unit has a double 6 allocated, it could use one
                                                                             bonus for movement and one for combat or shooting. Or it could use
Q How does deferring work? If a unit defers what happens to its
                                                                             both in the same way.
action dice ?
A If a unit defers it activates automatically if charged later in the        QCan a unit use a bonus combat dice if it doesn’t have impetus ?
same phase by an enemy unit or an enemy unit in contact activates.           A No, bonuses in combat are part of impetus.
Otherwise it does not activate this phase, its action dice is put to one
side (to be put back into the bag at the end of the turn), and it can be     Q If a unit is allocated a 6 and it carries out at advance but does not use
allocated an action dice and then activated in a subsequent phase of         the bonus for movement, can it use the bonus in combat if it is charged
the turn.                                                                    later in the same phase ?
                                                                             A Yes, as long as it has impetus.
Q Can a unit defer if it has an enemy unit in contact ?
A Yes.If the enemy unit is activated later in the phase the unit will        Movement
activate and fight with impetus (as long as it is not excluded from          Q Can a unit shift in charge if the forward move is less than 1 DU ?
getting impetus by the reasons in the list on page 20).                      A Yes.
Q What happens to action dice that cannot be used?                           Q Can a unit contact an enemy unit by shifting sideways without any
A These are put to one side and are put back into the bag at the end         forward movement ?
of the turn.                                                                 A No. A charge must include forward movement and the contact with
                                                                             the enemy must be made as a result of forward movement.
Q Is the eligibility of a unit to utilise an action dice evaluated when
the dice are placed, or when the unit is activated?                          Q There is a unit directly in front of my unit, but I don’t want to charge
A When the unit is activated. This rarely makes any difference, but it       it. Can I shift to charge a different unit ?
means, for example, if a unit is in command when dice are placed, but        A No. You can only shift in a charge if it is necessary to contact an
events mean that the unit goes out of command before it is activated,        enemy unit.
it might not now be possible to activate it (depending on the dice
allocated to it).                                                            Q Can my skirmishers charge non-skirmishers ?
                                                                             A Yes. It might not be wise, but you can do it.
Q Can an action dice showing a 1 ever be used? What about a 2?
A A 1 can never be used. A 2 can only be used by a D3 unit with a            Q My skirmisher unit evades from a charge. Is it free to choose how far
commander attached.                                                          and in what direction it moves ?
                                                                             A It has to end as far from the charging unit as possible, before the
Q If a unit has been activated and is then charged later in the phase        charging unit moves. Normally this will involve turning and moving
by an enemy unit, can it get impetus in the combat?                          directly away from the charging unit. If its evade is a manoeuvre,
A Only if the unit has carried out an advance, in which case it may          it must abide by the normal restrictions on manoeuvres in front of
get impetus (as long as it is not excluded from getting impetus by the       enemy troops (so if it started in front of the charging unit and within
reasons in the list on page 20). If it has carried out any other action it   normal charge range it must also end its movement directly in front of
will not get impetus.                                                        the charging unit).
                                                                          46
Q Does a flank charge have to start from a certain position relative        Q Can a unit get impetus when it has an enemy in contact with its
to the target unit?                                                         flank or rear ?
A If the charging unit contacts the side edge of the target it doesn’t      A Yes, if resolving combat against a unit to its front it may get impetus
matter where it starts from. It is only if the charging unit contacts the   against them, even if it has a unit in contact with its flank. However, if
front corner of the target unit at an angle that its starting position      the opponent activated the flanking unit first, it would not get impetus
matters, as this determines whether it conforms to the front or side.       against either.
Q My unit is in front of an enemy unit, in its restricted zone. If it       Q When can light foot get impetus ?
moves backwards, does it have to stay in front of the enemy unit ?          A Light foot armed with any missiles except javelins never get impetus.
What if it carries out an advance ? Can it charge a different enemy         Light foot armed with javelins may get impetus against other light foot.
unit ?
A If it moves backwards it is carrying out a manoeuvre so it does have      Q Can a unit carry out multiple pursuits and combats ?
to end in front of the enemy unit. If it carries out an advance it does     A Yes, there is no limit to the number of pursuits and subsequent
not have to end in front of the enemy unit. A charge is an advance so       combats a unit may carry out. Remember that neither unit gets
it can freely charge any unit.                                              impetus in a combat as a result of pursuit.
Shooting                                                                    Q Unmatched dice are deemed to face a dice roll of 2. Are any such
Q How does moving and shooting work ?                                       2s reordered or do they go at the end of the line of ordered dice ?
A Skirmishers can either move then shoot or shoot then move. Non-           A They go at the end, facing the lowest of the opposing top four dice.
skirmishers can only move then shoot. You can only do this with an          See the example on page 24.
action dice that exceeds the units discipline.                              Rallying
                                                                            Q Can a unit rally more than one hit in a turn ?
                                                                            A Yes, it can rally one hit when activated (if not in combat) and one in
                                                                            the End Phase at the end of the turn.
                                                                        47
                                                     INDEX
Action dice                                     10-11            Leaving the table                                    16
Action dice bag                                 10               Line of sight                                        9
Action phases                                   10               Manoeuvre                                            14
Activating units                                11               Melee                                                21
Advance                                         14               Melee characteristics                                31
Allocating action dice                          10               Missile troops                                       5
Ambush                                          33               Missile weapons                                      20, 32
Armour                                          6, 23 31         Mounted                                              5
Army demoralisation                             28               Movement                                             14, 15
Army morale test                                12, 28           Movement distances                                   14
Backwards movement                              14               Movement on a road                                   14
Baggage camp                                    11, 29           Movement when in contact with an enemy unit          16
Basic concepts                                  4                Multi-player games                                   35
Battlefield set up                              7                Obstacle                                             9
Bonus dice in melee                             21               Online support                                       4
Bonus dice in shooting                          20               Open ground                                          9
Bonus movement                                  14               Pavises                                              31
Bonuses                                         11               Pikes                                                31
Bow (R)                                         32               Post combat                                          22
Charge movement                                 17               Protection                                           6, 23, 31
Charges                                         17               Pursuit                                              27
Charging into contact with missile armed foot   18               Rallying                                             12, 26
Clean-up                                        11               Range                                                20
Combat across an obstacle                       9                Rear contact in melee                                22
Combat dice                                     21               Redeployment                                         34
Combat dice for shooting                        20               Reduced capability (bow or crossbow)                 32
Combat dice in melee                            21               Restriction on manoeuvres in front of enemy troops   16
Combat mechanism                                23               Resupply                                             11, 34
Command distance                                13               Risk to commanders                                   13
Commander movement                              13               Rough going                                          9
Commanders                                      6, 13            Routed units                                         27
Conforming to the enemy unit                    17               Scouting                                             8, 33
Cover                                           9, 20            Scythed chariots                                     30
Crossbow (R)                                    32               Set up                                               7
Deferring                                       11               Shieldwall                                           31
Deployment                                      8                Shifting                                             14
Difficult going                                 9                Shifting during a charge,                            17
Difficult terrain in melee                      21               Shooting                                             20
Discipline                                      6                Shooting arc                                         20
Discipline test                                 23, 26           Skirmishers                                          5
Distance unit (DU)                              4                Skirmishers forward                                  33
Effect of cover on shooting                     20               Spears                                               31
Effect of terrain on discipline                 9                Special features                                     29
Elephants                                       30               Stakes                                               34
End phase                                       12               Steadfast                                            32
Evading from a charge                           18               Stratagems                                           33
Extra units in contact in melee                 22               Strength                                             6
Flank contact in melee                          22               Target priority                                      20
Flank march                                     33               Terrain                                              9
Foot                                            5                Thrown weapons                                       31
Fortified camp                                  34               Train                                                5, 29
Fresh                                           26               Turn sequence                                        10
Game end                                        28               Undrilled                                            11, 32
Game mechanisms                                 4                Unit                                                 5
Group moves                                     11,15            Unit characteristics                                 31
Hits                                            6, 23, 26        Uphill                                               9
Impact                                          31               Uphill, effect on melee                              22
Impassable terrain                              9                Victory and defeat                                   12, 28
Impetus                                         21               War wagons                                           29
Interpenetration                                15               Weapon capabilities                                  6
Large unit                                      5, 11, 30
48