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SPQR

The document is a rulebook for the Polemos S.P.Q.R. wargame, focusing on the expansion of the Roman Empire from Julius Caesar to Marcus Aurelius. It outlines game setup, including scales, basing options, and gameplay mechanics tailored for 6mm figures, while encouraging players to adapt rules as needed. Additional resources and community support are provided through the Baccus website and Yahoo group for discussions among gamers.

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Massimo De Luca
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
26 views78 pages

SPQR

The document is a rulebook for the Polemos S.P.Q.R. wargame, focusing on the expansion of the Roman Empire from Julius Caesar to Marcus Aurelius. It outlines game setup, including scales, basing options, and gameplay mechanics tailored for 6mm figures, while encouraging players to adapt rules as needed. Additional resources and community support are provided through the Baccus website and Yahoo group for discussions among gamers.

Uploaded by

Massimo De Luca
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 78

S.P.Q.R.

David Heading
SPQR
Published by: Baccus 6mm Ltd 2011.

Text Copyright: David Heading

Layout and Design: Baccus 6mm Ltd

Photography: Peter Berry

Cover Artwork and Line Drawings: Lesley Prince

Maps: Sven Lugar and Lesley Prince

Buildings and Scenics: Timecast and Baccus

Baccus 6mm figures painted by Helen Berry, Peter Berr y, Mersey Painting Services and Andy Robinson

All rights reserved. No part of this work may be reproduced or used in any form or by any means
without the express written consent of the authors.

Printed in the UK

For more information about the figures and models used in this catalogue as well as the other rules sets
in the Polemos series visit: www.baccus6mm.com

A Yahoo group has been set up to allow for discussion of all aspects of playing games using Polemos
rules. If you have any questions, are looking for tips and advice or just want to talk to other gamers, you
can join by logging on to http://games.groups.yahoo.com/group/polemos

To see more of the talented Lesley Prince’s art and design work, visit her web site
www.lesleyprince.com
Contents
Introduction ii

Part One – Setting up the Game Part Three – Terrain and Optional
Scales and basing 4 Rules
Figure sizes 4 Terrain 42
Basing options 5 Terrain effects 43
Double depth bases 6-7 Terrain and shaken 44
Troop types 8-11 Terrain generation 44
Morale 12 Defensive points 47
Formation 12 Roads and Hill forts 47
Armour 12
Marching Forst 48
Groups 12
Miscellaneous Rules 48
Pre-battle activities 13
Deploying the armies 13
Part Four – Army Generators
Defintions 14
Using the generators 50
Late Republican Roman 51
Part Two – Playing the Game
Early Empire Roman 52
Move Sequence 16
German 53
Temp Point Allocation 16
Gallic 54
Tempo Bidding 17
Parthian 55
Using Tempo Points 17-20
British 56
Movement 21
Numidian 57
Announcing Charges 21
Sarmatian 58
Move Distances 22
Dacian 59
March Moves 22
Pontic 60
Changing Facing and Formation 22
Spanish 61
March Columns 23
Interpenetration 23 Part Five – Appendices
Effects of terrain on movement 24 Scenario - Charonea, 86BC 64
Shaken levels 24 Scenario - Mons Graupius 83AD 66
Ranged Combat 25-29 Designer’s notes 68
Close Combat 30-36
Rallying 37
Army Morale 39
Ending the game 40

Polemos S.P.Q.R. i
Introduction
The Polemos project sets out to create a series of The rules systems and army lists in this booklet pro-
rules which share a basic structure, yet are carefully vide all that wargamers will need in order to play the
tailored for specific historical periods. You do not game (apart of course from the armies, a table, dice
wish to fight an American Civil War battle and be and a measuring device). However, the advent of the
forced to use concepts designed for the English Civil internet enables us to offer extra support and develop
War, and we don’t want to produce bland mechanics new ideas. The Polemos pages can be accessed from
devoid of any period flavour or distinction. the Baccus web site www.baccus6mm.com. There is
also a section on the main Baccus discussion forum
Linked to this worthy ideal is that we have also set that will put you in contact with other players, as well
out to produce a set of mechanics and basing princi- as a dedicated group on the Yahoo forums.
ples that have been designed from the outset for
6mm figures. They give impressive games with lots of The Polemos rules have not been developed with
figures on the table, even for the very smallest scenar- competition games in mind. As a result, we anticipate
ios and armies. Those of you with larger scale figures that situations will arise during a game which are not
will of course be able to enjoy games using Polemos, covered by the rules. Should such an impasse rear its
but must accept the subsequent loss in visual appear- ugly head, the participants must use ‘The Most Im-
ance and impact. portant Rule’ in any of the booklets.

The final guiding principle is that we know that the The 50% Rule
worst possible thing that a set of new rules can do is
In case of any argument, the two sides are de-
to ask a new user to rebase all their existing minia-
fined. One side is given as side 1, the other as
tures in order to play them. We can assure anyone side 2. A d6 is rolled. If the result is 1, 2 or 3, side
looking at these for the first time, that Polemos, as if
1 wins. Otherwise side 2 wins. Both players are
by magic, will allow for any basing scheme to be used
expected to sort it out in the pub/bar/other place
provided both armies use the same system.
of refreshment afterwards.

ii Polemos S.P.Q.R.
Introduction
Welcome to Polemos: S.P.Q.R.
In keeping with the overall Polemos philosophy, we was between very cautious men whose prime concern
offer another set of rules dedicated to a narrow era of was not to get killed or wounded. Only a few, junior
history, this time the expansion of the Roman Empire officers and occasional heroes, actually made serious
roughly from Julius Caesar to Marcus Aurelius, or a attacks, and it was these who made the difference
little further. In the wider wargame world ‘ancient’ between winning or not. This was more likely when
rules are generally perceived to cover the whole the heroes were under the eye of senior officers, as
sweep of history from 3000 BC to 1500 AD. This has they could win large rewards, both financial and in
led to some strange effects, such as earnest arguments acclaim, if they were seen to be performing an act of
over the relative merits of extreme (or suicidal) bravery.
the Roman legionary and
the Agincourt era French
man at arms. It is not our While it is impossible to
place to question the logic translate such a model di-
of such discussions, but rectly to wargames, it is
they are not for us. Three clear that morale and train-
centuries of warfare are ing, along with leadership
quite enough for us to at all levels, made the most
cope with. difference to combat out-
come. The rules have
In common with all rule therefore tried to focus on
writers, we have had to this issue. Armament, such
make compromises, edu- as the difference between a
cated guesses and unwar- Dacian falx and a spear,
ranted assumptions. Wide was definitely secondary.
reading in both original Thus, Dacian foot are clas-
sources and modern inter- sified as ‘tribal’, on the ba-
pretations has helped form sis that there is no evidence
these, but gross uncer- that I am aware of that falx
tainty still prevails. As and spearmen fought sepa-
wargaming demands cer- rately, nor that it made a
tainty, we have had to difference in their tactical
make decisions that others formations and use. Simi-
might regard as dubious. If larly the difference between
this includes you, then feel cataphracts with horse ar-
free to alter the rules as mour and those without is
you see fit, and let us know largely ignored; there was
how it works out. The Po- no difference in the tactical
lemos Yahoo! Group is for usage of these troops, and
exactly this purpose. Simi- they were probably in
larly, if you think we have mixed units anyway. It is of
missed something impor- course quite possible that I
tant such as a source or am wrong in this, but there
some archaeological evi- seems to be little or no
dence, then do let us actual evidence either way.
know. The rules are written on paper, not carved in As opposed to other writers, I have assumed that ab-
stone, and certainty is impossible in wargaming as in sence of evidence is, in this case, evidence of absence.
warfare. Instead of splitting the troops on the basis of armour,
I have presumed that the units were mixed, and the
To write any set of wargame rules requires a model of better armoured men probably gravitated to the front
combat, explicit or not. In this case, we have followed of the unit.
the recent work of Goldsworthy1 and Sabin2 on the
mechanics of unit combat. Put briefly, most combat
Polemos S.P.Q.R. iii
Introduction
In keeping with the spirit described above, I have Where these have not been to hand, I have given a
included some references. Hopefully, this will not put reference to an online version of the text. The version
off those who just want to play a wargame, as they are of Appian referenced can be found at Project
confined to the more discursive bits of the rules de- Perseus:
scribing armies and troops, and also to the army lists
for specific battles. However, they are there to en- http://www.perseus.tufts.edu/hopper/
courage those who are interested to find where the
underlying evidence and assumptions have been de-
rived from, and to supply additional evidence or their Writing this rule set has been a massive labour, which
own interpretations if they differ from ours. As men- I have often considered giving up. It has also required
tioned, the Polemos email list is set up for discussions ‘unlearning’ much of the received wisdom I thought I
of this nature. knew about the Roman Empire and her enemies. I
hope you find the result worthwhile.
With this in mind, I have tried to use fairly accessible
texts. While some of the secondary sources, such as
journal articles, may require the use of a university I would like to give thanks to those who have helped
library or inter-library loans facilities, I have given with the playtesting, proof reading, design and con-
readily available references to texts, usually in the cepts that have gone into these rules. Special thanks
Penguin classics edition. go to the Polemous Yahoo group and to Lesley
Prince for the wonderful artwork that brightens up
the pages.

iv Polemos S.P.Q.R.
Part1
Setting up the Game
Setting up the game
SCALES AND BASING Time scale
There is no specific time scale in these rules. A turn
Figure Scale represents a focus of action during the engagement
rather than a specific span of time.

 A base of formed or unformed foot will repre- We have no truck with fixed duration turns, as these
sent approximately 400-500 men - a cohort (or lead to very odd results indeed.
so) for the Romans, a handy sized unit for
tribesmen.
 A base of skirmishers will represent 100 or so
youths and other enthusiasts dashing around Bases
throwing javelins and the like.
 A base of cavalry will represent roughly 250 The basic unit of manoeuvre in Polemos S.P.Q.R. is
horses and their riders, formed from 8 turmae the Base. This is a group of wargames figures
(if you are Romans, or Roman influenced). mounted permanently on a single base of a given size.
 A base of light horse represents about 75 men The actual number, size and position of the figures
and mounts, or a couple of Roman turmae. on the base is not important.
 A base of chariots represents 10-20 vehicles,
warriors and drivers. It is not vital to the rules that the specified base sizes
 A base of artillery represents up to 10 real are adhered to. So long as both armies use the same
pieces. sized bases and the 2:1 ratio of base width to base
 A general’s base represents the great man him- depth is maintained, the rules will still work.
self, together with hangers on, relatives, mes-
The suggested principal base size for 6mm to 15mm
sengers, standard bearers and musicians.
figures is 60mm x 30mm, and for larger castings
80mm x 40mm. In fact the rules will work with any
These numbers are approximate and vary, particularly
size bases provided that both sides are organised con-
with troop morale and experience (see 4.1 ). A base of
sistently.
veterans might have less than half the actual number
of soldiers as a base of levies, but still be more effec-
tive in combat. All distances are given in base widths (BW) and base
depths (BD).
Ground Scale Messengers denoting the pool of available Tempo
Points may be depicted by a single mounted figure on
A fighting base width represents 200 paces; a base
a small round base.
depth represents 100 paces. These distances may
seem on the large side, but cohorts deployed on a
frontage of approximately 150 meters, and did not
form continuous lines. All units need gaps otherwise
they quickly loose control when advancing, and land
up in a vulnerable mess. Since Polemos S.P.Q.R. is Figure Sizes
designed for big battles, the maneuver unit is a cohort
or equivalent. Within this base size, you can assume Polemos S.P.Q.R. will work with any size of figure
that the centurions respond to the local situation with provided both sides are based consistently.
appropriate orders and formations.
The pages of this book are illustrated with examples
A general’s base width is 100 paces square, and repre- of 6mm figures which work exceptionally well with
sents the area over which his presence is assumed to the basing concepts. However, many gamers play
have some direct effect. Polemos rules using anything from 2mm to 30mm
figures.

4 Polemos: S.P.Q.R.
Basing Options
Basing Options
Throughout these rules the examples of painted and
The subject of bases in wargaming is a vexed one. based figures are using the ‘Polemos Standard’ of
No sooner are your little men safely glued down on 60mm x 30mm bases, as these work very well with
their little MDF or card platform with suitable scenic the 6mm sized figures mounted on them. Many will
additions, when along comes the new set of rules de- prefer the smaller 40mm frontage as they fit in with
manding a radically different approach. It is some- existing armies based for other systems or want to
thing which causes much grief and anguish to so play larger games on smaller tables. Others will want
many in the hobby. to take advantage of the possibilities offered by the
even larger bases and create mini-dioramas. The rules
We are well aware of this problem and have striven to will work with any frontage, provided both sides are
make the Polemos series as ‘base-friendly’ as we can. based in the same fashion.
Effectively, provided both sides have their figures
mounted on bases with similarly sized frontages then
all is well with the world. However, we’ve found that Numbers of figures per base.
wargamers can make an art form of finding questions Some rules systems will state that one figure repre-
and insecurities about the whole subject so this sec- sents a fixed number of real men, you can then work
tion will show you what options are available to you. out that, for example, at ratio of 1:20 a Roman co-
hort of 480 legionaries can be represented by 24 fig-
Size of base. ures.
It is fairly safe to generalise that where Ancients rules Others ignore this link, but do state that you must use
share something in common it is that where they use a certain number of figures per base. For example, a
an area base mechanic as in Polemos, base frontages legionary cohort must contain eight figures as this is
have settled down to 40mm, 60mm, 80mm and important in the game mechanics.
120mm. Base depths vary between rules, but this is
less important as it can be worked around. Polemos, on the other hand is much more free and
easy. With these rules, it simply does not matter how
The choice of frontage is dictated by a number of many figures you place on a base. It is a case of what
factors including the size of figures used and the pref- you think looks best, or how many toy soldiers you
erence and therefore recommendation of the authors. want to invest or paint.

A selection of differing basing styles and sizes. Provided both sides used the same size of
bases, any of these options would be perfectly usable for Polemos rules.

Polemos: S.P.Q.R. 5
Basing Options
Double depth basing
For some troop types gamers may wish to adopt a
double depth base measuring 1BW x 1 BW. This is
done purely for aesthetic or practical reasons and has
no effect on game play or mechanics. There are three
main troop types that are based in this fashion.

Tribal Infantry
Moving to a double depth base enables you to in-
crease the number of ranks for the unit without mak-
ing the base look too crowded. Then you can then
add some scenic effects and terrain items which
makes the end result a mini-diorama in its own right.

Light Horse
Light Horse often fought in dispersed formation or
clouds of skirmishing cavalrymen. Amongst horse
archers a continuously moving circle of riders meant
that a steady rate of deadly fire could be maintained
against a static target.

Either formation looks cramped on standard sized


base but can be reproduced nicely on the double
depth version.

6 Polemos: S.P.Q.R.
Basing Options

Pike
There is nothing more spec-
tacular than a pike unit with levelled weapons bearing
down on the enemy. Unfortunately in wargaming Using double depth bases
terms there is nothing more impractical either.
If you are using such bases in your army, both you
and your opponent will have to follow certain con-
ventions to allow their use.

Although the base will physically occupy an area


measuring 1BW by 1BW, for game purposes it will be
treated as being the standard 1BW by 1BD. The rear
half of the base will be ignored.

Where two bases are butted up one behind the other,


it must be stated whether the second actually in con-
tact with the rear edge of the front base or if a BD
gap is being maintained.

Any combat can only be conducted against the front


By moving to double depth base the pikemen can half of the base.
placed towards the rear edge. This means that the
projecting pikestaffs are contained within the area of
the base itself. The result is that the fragile pike are
protected by the base, which itself can be placed di-
rectly in contact with its opponents. It also allows
you to add a couple of extra ranks to give the whole
unit more visual impact.
Polemos: S.P.Q.R. 7
Setting up the game
TROOP TYPES
Cataphracts
Auxilia

Auxiliary soldiers in the Roman army. They split into


two groups: archers and auxilia. Auxilia were similarly
armed to legionaries but were more able to fight dis-
persed, in rough terrain.

Archers Heavy horse, armed with lance, bow, shield. They are
armoured, as their horses may be. In most circum-
stances they count as cavalry, but resist missiles
(except sling stones) a little better.

Cavalry

Archers relied on massed firepower for their effects.


Roman archers were mainly eastern, and, as you
would expect, bow armed.

Artillery
Cavalry raised, for example, in Gaul and Germany,
armed with lance, javelins, shield. Prepared to charge
home. Often found as Roman auxiliaries, they fre-
quently landed up fighting others of the same origin.

Heavier field weapons, such as the Roman scorpion


bolt thrower that could be deployed on the battle-
field. They were usually heavily used in sieges,3 but
could be mounted on ships.4 They were occasionally
used in battle, such as the stone thrower Tacitus re-
ports at Cremona5. Fired individually, scorpions could
fire a bolt around 400 meters, but, despite claims to
the contrary, were most often used for suppressive or
covering fire as an attack went into a fortified area.6

8 Polemos: S.P.Q.R.
Setting up the game
Chariots Legionaries

The classic Roman heavy infantry, armed with jave-


lins, shield and short sword. Much imitated but never
The Britons still used light, two wheeled, two horse
equaled.
chariots although they were out of favour elsewhere.
They were ‘battle taxis’ designed to deliver elite warri-
ors to the fight and remove them if necessary. The
fighters dismounted for combat, although javelins Light Horse
were thrown in motion. Forget the scythes on the
wheel hubs, by the way; the Victorians had over ac-
tive imaginations. Chariots were probably more used,
or at least more useful, in ‘indirect’ or guerilla style
warfare, which most tribal armies conducted against
the Romans most of the time.7

Elephants

Cavalry fighting in a more dispersed way with javelins


or bows. Generally only would charge home on se-
verely shaken foes.

Pike

The Moors used the North African elephant against


Caesar during the civil wars, which caused him a little
difficulty, but with training his men dealt with them.8
When attacked, they can be as dangerous to their own Men, in close order, armed with very long pointy
side as to the opposition, and they are vulnerable to sticks. If well drilled, well supported and commanded
skirmishers and ranged weapons. by Alexander the Great, they were battle winners.
Otherwise, with slow movement and vulnerable
All Elephants are automatically classed as raw troops. flanks, they were in potential trouble.

Polemos: S.P.Q.R. 9
Setting up the game
Scythed Chariots Stratiotas

Despite the remarks above, the armies of Pontus still The evolution of infantry in the Hellenistic world of
used scythed chariots, as recounted by Appian9 and the eastern Mediterranean is a complex issue. Broadly
Caesar,10 which could cause some concern for massed speaking the hoplite of the Greek city state became
troops. Scythed chariots, however, were vulnerable to the peltast, and the peltast became the thureophorus,
terrain and missile weapons. or oval shield bearer. However, by around 200 BC the
thureophorus in turn became the phalanx pikeman as
this soldier type became the preferred, and most ef-
Skirmishers fective available.11

A phalanx pikeman, while effective en masse in battle,


has vulnerable flanks and, furthermore, is not much
use in a smaller combat situation. Thus, the profes-
sional soldier of our period in the east, while he may
have been quite capable of wielding a pike effectively,
usually did not, and deployed with a spear, shield and
javelins, as the original thureophori did. Thus he
could be used for police duties, forming garrisons,
guarding temples and palaces, tax collection and bor-
Younger warriors and youths fighting in a dispersed der guard duties, as well as forming the core of an
formation to disrupt enemy formations or hold army in times of need. However, to describe such
rougher ground, armed with bows, javelins or slings. troops as thureophori is anachronistic, and we have
chosen the Greek word stratiotas, or ‘soldiers’ for
Slingers these men. This is based, in part, on the New Testa-
ment descriptions of the men, where the word used is
exactly stratiotas.12 An alternative name for them
might be ‘peltastes’, but this risks confusion with the
classical Greek version, so we shall stick to stratio-
tas.13

Stratiotas, thus, are armed with a spear approximately


12 feet long, an oval shield or thureos, javelins, a
metal helmet and, quite probably, mail armour, the
latter depending on the wealth of their employing city
or state.14 Originally deployed to protect the flanks of
a pike phalanx, they could operate independently, and
Massed ranks of troops armed with sling (surprise!) could deploy either in formed ranks, or unformed to
deployed occasionally for defending or assaulting for- see off skirmishers. The attentive reader will note the
tifications. Count as archers, but have a slight advan- overlap between this description of that of the Ro-
tage when shooting at armoured targets. Sling stones man auxilia above, as so, in these rules, the capability
hurt, even if they do not penetrate armour. of the stratiotas matches those of the Auxilia.

10 Polemos: S.P.Q.R.
Setting up the game
Tribal infantry the general’s orders and to encourage their men.
Whether they do this effectively is a function of the
nature of the officer in question.

An officer will be classed by his abilities by which be


will be one of the following:

 Inspiring
 Average
 Poor

He will also be graded by his temperament in which


case he will be defined as one of the following:
The bulk of non-Roman infantry forces of more or
less well-armed men with a variety of weapons such  Rash
as swords, shields, spears, perhaps javelins, they were  Cautious
reliant on a sudden rush to sweep their enemies away.  Steady

Officers

Each army will have a general. Larger forces will also


have some senior officers, whose role is to carry out

Polemos: S.P.Q.R. 11
Setting up the game
Morale Armour
Troops are divided into three primary categories:
Raw, Trained and Veteran, with an extra category Some troop types my be designated as Armoured.
(Elite) for some special troops. These are troops on foot with heavy armour and
shields, e.g. legionaries, auxilia, and troops on horse in
heavy armour with protection for the horse, e.g.
Raw: Untrained men who can barely recognise one cataphracts.
end of a pilum from the other, even when it is stuck
in them.

Trained: The bulk of troops, who know what they


are doing but may not have had much practice.

Veteran: Highly trained and experienced veterans,


who know how to look after themselves and make
sure someone else dies, not them.

Elite: Can apply to any of the above classes, these


are troops who believe that the gods are on their side,
which is fine until it becomes apparent that the gods
are not.

Formation
Bases are defined by their formation, representing the
difference between drilled and trained units and those
using a less formal structure.

Formed: Trained troops generally line up in ranks


and files. This is good defensively and useful offen-
sively and in terms of tactical flexibility. It can be a
disadvantage in terms of momentum. They have an
effective and efficient command structure and can Groups
respond rapidly to changes in orders.
Bases may be formed into Groups. A group may
Unformed: Troops who act in unison, but with a
only consist of:
‘bravest and best armed first’ approach. This is fine
for sweeping away the enemy, but not so good when
 either foot bases or mounted bases
it comes to a sustained fight, as there is no relief for
the front ranks. They also tend to react more slowly  either unformed bases or formed bases
to changing events, due to the lack of a formal (or
effective) command structure. A group has movement advantages. Only bases in a
group can form overlaps in close combat if they are
Generally, Roman foot is formed and tribal foot is not in base edge to base edge contact with an enemy
unformed, but there can be exceptions. Auxilia, for base.
example, can be formed or unformed, and some Ger-
man tribes appear to have copied Roman formations. If a group has a mix of troop types, for example, a
Formation must be declared at the start of the game, group of cavalry, some of whom are cataphracts, for
or when the troops become visible, and cannot be the purposes of charging (page 21) the group is
changed. counted as being composed of the majority troop
type. If numbers are equal, the group counts as the
most threatening.

12 Polemos: S.P.Q.R.
Setting up the game
Army Generation Deploying the armies
In a set piece action we recommend that the oppos-
Where the battle is fought as part of a campaign, the ing armies are each deployed within 5 BW of the ta-
forces involved will be determined by the campaign ble centre line.
situation. Otherwise, the random rolling available in
the army lists may be used to generate the opposing For an attack/defence type of battle, the defender
forces. deploys on his half of the board, the attacker within 4
BW of his starting table edge or at least 5 BW from
In force generation, care should be taken to match the table centreline. If the defender won the scouting
the forces to the scenario chosen. A force defending by six or more, he may deploy light horse, skirmishers
a river crossing could expect to be outnumbered by or cavalry in or behind obstacles up to and including
2:1, while in an encounter battle the forces should be the number of base widths he won by in front of his
more nearly equal. This does not mean that each army deployment line. If the attacker won the scouting by
should be a mirror image of the other, though. Imagi- ten or more, he may require the defender to declare if
native players (or better still, an umpire) can easily he has troops in any locations on the board where
think up variations, such as part of their force being troops may be concealed.
delayed (by getting lost, for example).
For an encounter battle, neither side initially deploys
on the table, both enter according to a pre-written
order of march in march column. For a hasty attack
Pre-battle activities the defender deploys on his half of the board, the
attacker enters according to his pre-written order of
It is all very well to know that your enemy is some- march in march column.
where in the vicinity, but you need to be a little more
precise than this. Furthermore, some idea of the ter- In almost all cases an army’s starting table edge is the
rain over which you are required to fight may be use- long edge of a rectangular table or board.
ful, and information of the size and disposition of the
enemy. While all this can be handled naturally in a If you have a deep table you may wish to alter the
campaign game (if you have the time and inclination), deployment from within 5 BW of the side’s table edge
a scenario game (or a campaign run by time limited to at least 10 BW on their side of the table centreline.
players) needs some rules to cover this. This is because if you deploy further away the armies
Count up the number of light horse bases you have. will take too long to make contact to have an enjoy-
Add to this one quarter of the number of bases of able game.
cavalry in your army. This is your basic scouting
point value. Add to this the roll of a D6, and compare If you are playing a game with more than one player a
your result with that of your opponent. The winning side then one player should take on the role of Gen-
side consults the following table eral and the other player(s) should be allocated an
officer. References in the next section to the ‘player’
should then be taken to mean the General’s player.

Scouting
Notification of forces
difference

Opponent discloses numbers of horse


10 or more
and foot bases
Opponent discloses total number of
6-10 bases; you disclose total number of
bases +/- 20%
Both sides disclose total number of
0-5
bases +/- 20%

Polemos: S.P.Q.R. 13
Setting up the game
Definitions
General: Commander in Chief. The player com-
Advance to Contact: Moving a force into base to
manding the tabletop army.
base contact with an opposing force.

Base Depth (BD): A standard unit of measurement Group: A number of bases brought together to act
in a single formation at the start of the battle.
in these rules. It is equivalent to half the width of the
standard base used by both armies.
Horse: All mounted bases including Elephants and
Chariots.
Base Width (BW): A standard unit of measurement
in these rules. It is equivalent to the width of the
Leader: Any officer or general.
standard base used by both armies.

Charge: A charge is an attempt to launch an intimi- Officer: A subordinate officer to the General
(Usually a wing or centre commander).
dating attack on an opposing force.
Ranged Combat (RC): Combat conducted using
Close Combat (CC): Combat fought at close quar-
archery or artillery. Also used when deciding the out-
ters when two or more opposing bases are brought to
come of an attempt by one force to charge another.
base to base contact.
Shaken: The status of a unit that has lost a degree of
Command: The forces commanded by an officer.
cohesion and/or confidence.
D6: A six sided die numbered one to six.
Skirmish: A state of light horse or foot skirmishers
using harassing tactics (see page 17). Other troop
D10: A ten sided die numbered zero to nine.
types may skirmish as specified in the army descrip-
tions.
D20: A twenty sided die numbered zero to nineteen.
Tempo Points (TP): A measure of the command
Foot: All infantry bases.
capability of the leaders. Tempo Points are used to
attempt to gain control of a move, give orders to
Force: A term used to describe a single base or a
forces and rally bases.
group attempting an action.

1Goldsworthy, A. K., The Roman Army at War, 100 BC - AD 200, 8Caesar, J., 'The African War', in The Civil War (London: Pen-
(Oxford: Clarendon Press, 1998), 15. guin, 1967), 83.

9Appian,'The Mithradic Wars', in The Foreign Wars (New York:


2Sabin,P., 'The Face of Roman Battle', Journal of Roman Studies
Macmillan, 1899), 3: 17 - 18.
90 (2000).
10Caesar,J., 'The Alexandrian War', in The Civil War (London:
3Josephus,
The Jewish War, trans. Williamson, G. A. and Penguin, 1967), 75.
Smallwood, E. M., (London: Penguin, 1981), III.166-8.
11Plutarch, Philopoemen. (Loeb Classical Library, 1921), http://
4Caesar, J., The Conquest of Gaul, (London: Penguin, 1982), IV.25. penelope.uchicago.edu/Thayer/E/Roman/Texts/Plutarch/
Lives/Philopoemen*.html (accessed 10 June 2009), 9.
5Tacitus, C., The Histories, trans. Wellesley, K., (London: Pen-

guin, 1995), III.25. 12Luke 3:14, Acts 23:23.

6Tacitus, C., The Annals of S.P.Q.R., (London: Penguin, 1996), 13Peachey, S., The Military History of Pontus 302 BC - 63 AD, vol.
II.20. II, (Bristol: Stuart Press, 2005), 24.
7Bradley, C. M., 'The British War Chariot: A Case for Indirect 14Vermes, G., The Complete Dead Sea Scrolls in English: Revised Edi-
Warfare', The Journal of Military History 73 (2009). tion, (London: Penguin, 2004), The War Scroll V p170-1.

14 Polemos: S.P.Q.R.
Part 2
Playing the Game
Move Sequence and Tempo
TEMPO
MOVE SEQUENCE
An important concept in the game is Tempo. This
permits one side or the other to gain the initiative and
1 Tempo bidding (both players) force an attack on the enemy to make him respond.
The player with Tempo is able to act first and often
Tempo Player’s phase more effectively.
2 Tempo player moves
 Announce which forces are charging Tempo Point Allocation
 Move forces, including moves to contact
General’s Tempo pool
3 Tempo player ranged combat Each player (representing the army’s General) has a
(including charges) pool of Tempo Points (TP) which is refreshed each
turn. These TPs are used to:
4 Tempo player close combat
 obtain or retain the initiative or ‘Tempo’ by
Non-tempo Player’s phase bidding TPs;
 change orders of groups or individual Bases of
5 Non-tempo player moves his army; or
 Announce which forces are charging  rally individual Bases which have suffered
 Move forces, including moves to contact adverse morale effects.

6 Non-tempo player ranged combat At the beginning of each turn the player receives one
TP per four bases in the army, plus the result of a D6
7 Non-tempo player close combat roll. For fractions of four bases, the player receives no
TP for one or two bases, and one TP for three. In all
cases unused TPs are lost at the end of a turn.
Both sides
A general rated as Good receives an extra TP. A gen-
8 Rally falling back, shaken and pursuing bases eral rated as Poor has a TP deducted.
 Make all compulsory moves (both players)

9 Army morale check made if required Officer TP allocation


Officers are allotted a fixed number of TPs at the
You will note that each move effectively falls into two beginning of each turn.
phases in which each player gets to move and initiate
combat in turn.  An inspiring officer gets 3TP
 An average officer gets 2TP
When a player is moving and initiating combat in his  A poor officer gets 1TP
section of the move, he will be referred to as the
Active player. This designation will alternate between Approximately one officer should be deployed per
the players throughout the game. ten bases over the initial twenty bases which forms
the default army in these rules. Under certain scenario
or historical conditions, Officers may receive more or
fewer points.

16 Polemos S.P.Q.R.
Move Sequence and Tempo
Roman legions of half strength (five bases) or more, General Orders
if deployed together, (ie with no intervening units, not General orders are advance, hold and skirmish.
mixed with other troop types and all facing the same Troops start with hold orders in the halted state,
direction), get one extra TP per legion. This repre- unless otherwise dictated by the scenario. Note that
sents the improved command and control from the single bases are treated as groups for this purpose.
unit hierarchy. Preferably, legions should have their
own officer base, in which case the legion does not  Advance: The group of bases moves forward
receive this bonus but that of the deployed officer. up to the full movement allocation of the slow-
All bases taking advantage of this must be in line of est base. The bases may charge enemy bases or
sight of the main body of the legion, where the main shoot as opportunity occurs.
body is that part with the most number of bases. Un-
der some campaign situations, vexellations of legions,
or weak legions, can be brigaded together as a legion.  Hold: The group of bases remains in place,
This must be declared before deployment. defending itself or charging enemy bases as
opportunity occurs.

Tempo Bidding  Skirmish: The bases advance towards the en-


emy, stopping at the appropriate skirmish dis-
tance, and carry out long-range harassment, as
The general then decides, in secret, how many of his on page 26.
available tempo points he is prepared to bid in order
to gain the initiative. The maximum tempo bid is six,
the minimum tempo bid is one. Armies without their To change from one general order to another also
general may only bid 1TP. costs TPs, as does moving a base from a unit order
halt state to a general order state. Costs are detailed in
the next section . Continuing with orders costs no
tempo. Once issued with general orders, bases or
The value of the tempo bid is halved if the general or
groups of bases continue with them until they are
commanding officer is attached to a base in close
changed or as a result of combat.
combat.

The two players then reveal their bids and the highest Unit Orders
bidder gains the initiative. He is known as the Tempo Unit orders are those tactical orders which are issued
Player for the duration of that game move. His op- by the unit commanders. They cost no TPs and do
ponent is known as the Non-tempo player. If the not interfere with general orders, but indicate differ-
bids are equal, last move’s Tempo player regains the ent tactical states of the force. Unit orders tend to be
tempo. If the first game move tempo bidding is tied, ephemeral, except the halt order which generally oc-
the tempo player is decided using the 50% rule. curs as an outcome of combat.

The players then deduct their tempo bids from their Note that single bases are treated as groups for this
total of available TPs. The remaining TPs will be used purpose.
to issue orders to their troops.
Shoot: Bases so equipped shoot on enemy bases in
range (page 25).
Using Tempo Points
Charge: The bases move up to their full charge move
Each player uses TPs to issue orders. There are two towards the specified enemy, if they pass the charge
different sets of orders which can be issued to troops. test (page 25).
These are:
Halt: The group of bases stops, or remains in place.
 General orders, which are issued by the com- This is generally the result of an outcome move (page
mander in chief or high ranking officers and 27). The general’s orders are suspended. The unit may
cause the expenditure of TPs. defend itself using unit orders, but will only com-
mence general’s orders when these are re-issued by
 Unit orders which are issued by the unit com- the expenditure of TPs.
manders and do not cost TPs.

Polemos S.P.Q.R. 17
Orders
Changing Orders Stealing Tempo
To change an order, find the base cost from the fol-
lowing table: The non-tempo player may ‘steal’ tempo in order to
move a base or brigade out of sequence. To do so he
Tempo Player Non-Tempo Player
must be in base to base contact with the base or bri-
Formed base 1 2 gade to move and must pay an extra 2TPs over and
Unformed base 2 3 above that normally required by the non-tempo
player to carry out that particular action. Tempo
stealing takes place between phases 3 and 4 in the
For a group deployed in more than one rank, the cost
move sequence.
is calculated from the width of the widest rank in the
group.

Add or deduct the following: Multi Player Games


Circumstance Modifier
In a game involving more than one army per side,
such as second Newbury, the joint commanders each
Base is out of Line of Sight of Officer make their individual tempo bids secretly from one
+2
or Leader another. They then each roll 1D6 with the winner
General with group -2 putting their bid forward.
Group reduction for formed troops -2 per group
The allied general(s) whose bid is not used will still
Group reduction for unformed troops -1 per group deduct it from his total of available TPs.

Finally use the following table to make final adjust-


ments:
Circumstance Multiplier
Officer or General attached to a Base in
x2
close combat
Command has lost Officer (or General if
x2
no Officer)

The result is the cost to change orders for the group


under consideration.

The minimum cost to issue an order is 1 tempo point.

Once a base has orders, place a marker on it to show


the fact. A useful trick is to have a mounted figure per
group on a separate triangular base. Place the figure in
front of the group to indicate advancing, and behind
for stationary, alongside for skirmish and pointing in
the new direction to change direction. The figures
have no fighting power, but are more aesthetically
pleasing than little arrows.

Note that the tempo cost of a wide formation is pro-


hibitive. This is deliberate. It is hugely unlikely that
armies formed up in continuous lines so beloved of
battle map drawers and wargamers. To count as a
separate group, a BD gap is required between two
bases or groups thereof.

18 Polemos S.P.Q.R.
Movement
Example 1

XI TP

III TP

Hengist the Hairy wants to move his troops. They are unformed tribal foot 6 wide and 3 ranks deep. Hengist is the tempo
player. Setting this lot in motion will cost Hengist 12 points, less one for being in a group, making 11.
If he is leading them himself it will cost 9 points.

If Hengist had his men 6 bases deep and 3 wide, it would cost him 5 points.
If he is with the men, he can deduct 2 from this, making 3.

Moral: For unformed troops, big and deep is better.

Example 2

VII TP

V TP

Example: Blodwyn of the Blades wishes to advance her chariots on the barbarians. She has 3 chariots in line and is the
tempo player. This will cost her 6 tempo points, less one for the bases being in a group, making 5. Next move, she
wishes to peel one of the bases off to outflank the metal men. This change in direction will cost 2 tempo points, assuming
she is still the tempo player.

Moral: Plan what you want to do, it saves tempo later.

Polemos S.P.Q.R. 19
Tempo
Example 3

VI TP

I TP

Legate Ginun Tonicus wishes to advance his legion on the barbarians. After all, they have to learn Latin sometime. As the
tempo player, he orders his 10 base wide formation to advance. Being formed, this costs 10 points, less 2 for being formed
and in a group making 8. He is present, so the total cost is 6. If the troops were 5 wide and two deep, the total would be 5,
less 2 for being a formed group, less 2 of the officer’s presence, making 1.

Moral 1: Formed troops work best in lines, but not too wide.

Moral 2: Officers are useful creatures on the battlefield.

Rallying
At the end of the turn there is a rally phase where
both sides may choose to expend any remaining TPs
from their General’s pool or any unused TPs of Offi-
cers to assist individual Bases to recover from adverse
(levels of Shaken). A General/Officer may expend
TPs to attempt to rally a base (see page 37).

Impact of Officer characteristics

Rash officers will always use their own tempo points

Cautious officers whose command include one or


more bases with any levels of shaken at the beginning
of the turn must reserve at least one TP for each such
base. Any remaining TPs may be used as desired.

Steady officers can decide on their priorities.

Generals may always decide where to allocate their


remaining tempo points after bidding, and may order
any base to move or rally.

20 Polemos S.P.Q.R.
Charges
MOVEMENT
The players move their forces in their respective sec-
Charge Announcement
tions of the movement phase.
This takes place in sections 2 and 5 of the move se-
The precise sequence within the phase is as follows. quence. The player announces which forces will con-
The Tempo player is the Active player for the first duct a charge this phase.
half of the move with this switching to the non-
Tempo player in the second half: A charge may only be announced if the base or one
of the bases in a group:
 The Active player announces all charges, ex-
pends TPs for charges and marks but does not  is facing all or part of the target base;
move the charging bases.  is not shaken level 1 or worse
 is in charge range of the target base
 The Active player expends TPs and moves  could contact the target base by moving in a
other relevant bases. direct line to it without crossing any terrain
other than a gentle slope.

Groups of bases are formed when bases touch, side


Note that a force may not declare a charge against a
to side or front of the rear base to the rear of the
target base if:
front base. Any base in such contact with another
 it would have to wheel to face the target base,
base is counted as being in a group with it, unless the
or
base is shaken or halted as a result of a combat out-
 its charge would contact a friendly base, or
come. Groups may be formed of several ranks.
 if the target base is in close combat.
Within a rank, the troop types must be the same.
Therefore while a group of three light horse with
three chariots behind them is a group, a rank of one
light horse and two chariots is not. A non-elite base in an army with Hopeless morale
may not charge. An elite base of such an army may
Bases moving into charge range of legitimate targets but adds one level of shaken once it does so (see page
must declare a charge. 39).

Light troops, mounted or foot, contacted frontally by Cavalry charge range is 3BW, infantry 2 BW.
other troops are pushed back by the remaining move
of the contacting bases before the close combat is Any other attempt to contact an enemy base is an
resolved. Advance conducted as a move not as a charge. This
includes a move to contact a target base which is al-
ready in close combat.

The player should then mark the force as charging


and identify the target base(s). The charging base(s)
do not move in this phase - they resolve the charge in
their ranged combat (phases 3 and 6 - page 25) and
close combat (phases 4 and 7 - page 31) phases.

Non-Charging Bases
Movement for these occurs in phases 2 and 5. The
active player expends TPs and moves his forces..

A move may involve the base(s) moving forward or


changing facing within a group.

Polemos S.P.Q.R. 21
Move Distances
Move distances Changing facing
A force moves straight ahead, for the following dis- If the player elects to change the facing of a force this
tances in its movement phase subject to terrain con- may be done in a number of ways:
straints.
 A group which is deployed more than one base
 All foot move 1 BW. wide may wheel forward either left or right by
 All cavalry and chariots move 2 BW. keeping one end of the group stationary while
 Light horse moves 3 BW. moving the opposite end of the group forward
 Artillery moves at the foot rate until it deploys. by 1 BW.
It is then immovable.  A base may wheel forward either left or right
 Generals and other officers move at either the by keeping one end of the base stationary while
rate of the base to which they are attached or moving the opposite end of the base forward
2BW. by 1 BW.
 A base in close combat may not move except  A force of cavalry may turn to face its rear
as provided by an outcome or compulsory provided that there is 1 BD of open ground
move. unoccupied by other bases on either flank
 A base which is shaken level 2 may not of the force.
advance toward known enemy within 6 BW  A force of infantry may turn to face its rear as
unless one of those levels of shaken was its only movement.
caused by terrain (page 24 ).
 Oblique movement is not permitted. A force which performs a wheel cannot move in the
 A base may not move to its rear except as a same turn, that is the corner of the base which acts as
result of an outcome move (pages 27 and 32 ). the pivot must remain stationary.

A move (or wheel) may end in contact with an enemy


base. This counts as moving into close combat and is
called an Advance to Contact. A base advancing to
contact may not use ranged combat (RC). Note that if
the army is at Pessimistic morale or worse (see Chap-
ter 12 ) non-elite bases may not Advance to Contact.

March Moves
A march column moves at double the deployed
movement rate and may follow roads or tracks be-
hind the base in front. If moving over open ground Changing formation
the lead base may wheel by up to 45 degrees each
turn with the bases behind it following and if on a The following formation changes may be made:
road or tracks may follow turns in the road so long as,
in each case, at least one corner in the column re-  A base of artillery may deploy.
mains in contact. As noted above forming or deploy-  A group of bases may expand or contract its
ing from a march column counts as a formation frontage by one BW per rank while facing in
change. the same direction while the centre base(s)
remain stationary.
Note that march columns taking fire from any source  Bases may form March Column (see next
automatically increase their shaken level by 1. If you section).
are foolish enough to permit your march columns to
be contacted by the enemy, your bases automatically
A force which changes formation in a turn may not
increase their shaken level by 2.
conduct other movement (excluding outcome moves
in the ranged combat and close combat phases). Dur-
ing turns where artillery deploys it may not move in
any other way or take offensive action.

22 Polemos S.P.Q.R.
March Columns
March Columns Interpenetration
Unformed troops may move through or be moved
Bases may form march column provided they: through by others (on the same side) facing in either
the same or the opposite direction.
 Are out of sight of the enemy
 Are more than 6 BW from any previously Formed troops facing in the same or in the opposite
known enemy and direction as other friendly, formed, troops may pass
 Have less than 2 levels of shaken. through them, so long as one base remains stationary
and is not shaken.
Bases may move in a march column at twice the nor-
mal rate. This is depicted by moving the bases side- Unformed troops may pass through stationary,
ways with a group forming a ‘chain’ with each base friendly, unshaken formed troops.
maintaining contact with at least one corner of the
base in front. Troops receiving a recoil result may, if permitted to
interpenetrate, recoil through a supporting base which
March columns must always lead off from the front is in front edge to rear edge contact. The recoiling
right hand base. To deploy out of march column, the base stops immediately behind the supporting base
group marches to its right until its front is parallel to and in front edge to rear edge contact with it. If the
the enemy. recoiler is shaken it may not provide support for the
new front rank base until rallied.
There are no extra TP costs for moving while in
march column, nor are there any penalties for wheel- Example
ing, however moving into to out of march column
counts as changing formation. (See previous section.) Cohors III Breucorum has been shaken by a charge of the
Brigantians. Fortunately, they have backup, in the form of
March columns taking fire from any source automati- Cohors IV, Legio XX Valeria Victrix.
cally increase their shaken level by 1. If you are fool-
ish enough to permit your march columns to be con- BRIGANTES
tacted by the enemy, your bases automatically in-
crease their shaken level by 2.

COH III BRE


Shaken

COH IV XX

FINISH
The auxiliaries are formed but shaken while the legionaries
are formed, unshaken and stationary. Therefore the auxilia-
ries can recoil through them.
.

BRIGANTES

START

COH IV XX

COH III BRE


Shaken

Polemos S.P.Q.R. 23
Terrain and Movement
Effects of terrain on movement Roads
Bases following a road which passes through limiting
terrain may ignore the penalties for such terrain pro-
Terrain limits the movement of bases. Leaders are vided that they are in march column while passing
included under mounted but do not suffer shaken through or over.
results.

Terrain Foot Mounted Shaken Levels


Steep slope
1 BD* 1 BW*
(gradient 2) Shaken levels are acquired from combat results, enter-
Impassable slope ing, crossing or remaining in difficult terrain types,
impassable impassable
(gradient 3) and being subject to RC or CC when in march col-
Ford or bridge 1 BW* 2 BW* umn. The causes of shaken levels are summarised
below:
River impassable impassable
Cause Levels Ref
Stream 1 turn to cross** 1 turn to cross**
Marsh 1 BD* 1 BD* Crossing Bridge, Ford +1 T pp.10, 42

Wood 1 BD* 1 BD* Crossing Stream or obstacle +1 T pp.10, 42


In Marsh, Wood, Enclosure or
Enclosure 1 BW* 2 BW* +1 T pp.10, 42
Steep slope
Obstacle (hedge, March Column subjected to
-1 to -3 BD** -1 to 3 BW** +1 Page 23
wall, ditch etc) shooting
March Column contacted by
+2 Page 23
enemy
*+1 levels of shaken while moving in terrain Certain Ranged combat results +1 Page 27
feature +1 to
Certain Close Combat results Page 33
** +1 levels of shaken and halt stationary next +2
move Rallying from pursuit Lvl 2 pp.33, 37
If a base is at shaken level 2 the effect of terrain can- Morale
not increase this to level 3, i.e. the base cannot rout as Certain failures in Army Morale depend- Page 39
a result of terrain effects. One shaken level incurred ent
as a result of being in terrain is automatically recov-
ered in the rally phase of the move after the base exits Levels of shaken identified as T in the table above are
the terrain feature. shaken levels added by terrain which may not increase
the level of shaken of a base above 2.
Section 3 of the rules covers these effects in greater
detail. A base with levels of shaken is restricted in what ac-
tions it may undertake. These are cumulative:
Area features
1 Level: May continue to advance but may not
A foot base may occupy a defensible area feature if declare a charge.
they enter it during the movement phase provided
that it is not occupied by an enemy base and there is 2 Levels: May not advance towards known enemy
sufficient space for the base. For the avoidance of unless pursuing or following up recoil
doubt, defensible area features are settlements, enclo- ing opponents.
sures, and small woods. Fords, bridges, ponds and
marshes are not defensible area features. Other bases 3 Levels: Rout.
may enter an area feature during their movement
phase but do not count as occupying. Line of Sight is blocked by intervening terrain (eg
An enemy unit occupying a defensible area feature hills, woods, settlements, enclosures, walls, and
may not be the target of a charge (because it would be hedges) and by all intervening bases. Targets in the
crossing terrain other than a gentle slope). blocking features may be targets if within 1BD of the
edge of the feature.

24 Polemos S.P.Q.R.
Ranged Combat
RANGED COMBAT  If the charge is successful (the charging base
obtains a halted result or better) the charger is
placed in contact with the target in the ranged
Ranged Combat (RC) includes shooting with bows, combat outcome phase.
javelins, slings, etc as well as, less traditionally, the
 Close combat between charger and target is
threat of a charge, which is resolved in this phase be-
resolved in the close combat phase.
cause it is an effect at range rather than at close quar-
ters.

The ranged combat phase is conducted as follows: Ranged Combat - Shooting


 The ability of those forces that declared This occurs in the active player’s ranged combat
charges in the movement phase to phase. Ranged combat may be initiated by:
charge home is determined.
 Shooting by eligible bases is resolved  Deployed artillery.
 The outcome of ranged combat resolu-  Foot bases which did not change formation (a
tion is applied. base which moved or wheeled may still shoot).

So long as:
Ranged Combat - Charging
 The target is in range
This occurs in phases 3 and 6. Chargers are treated  The target is in its line of sight
as engaging in ranged combat. This represents the  The target base is not in close combat
threat that bodies of horse or foot threatening to rush  The initiating base is not in contact with an
in, have on the target bases. A charge is declared in enemy base.
the active player’s movement phase. During ranged
combat, the charge is resolved as if it were ranged The shooting range for eligible bases is:
combat. If the chargers win the ranged combat, they Firing Base Short Maximum Woods
move into contact with the loser and fight in close
Archers 1 BW 2 BW 1BD
combat as described below, in the close combat phase
of the turn. If the chargers lose the ranged combat, Light horse 4 BW - None
they do not move. Skirmishers 2 BW - 1BW
Where a charging force would contact more than one Artillery - 4 BW None
target which is not going to be contacted by a charg-
ing friendly base then it should test to charge against
each, taking the worst result for the chargers. All firing in woods is treated as maximum range.

Likewise a target force charged by two or more bases The effect of woods is to restrict the range through
where friendly base(s) will not engage the chargers the wood feature that troops may shoot at and be
will test for both chargers and use the worst result. shot at through. An artillery base outside woods may
However where there is just a slight offset (for exam- fire at troops which are within 1 BD of the edge of
ple two bases will charge two bases but not line up woods but an artillery base any part of which is in
exactly) it is probably easier just to roll once for each woods may only fire if its front edge is either outside
base. or on the edge of those woods.

Charge procedure is dispersed throughout the turn:

 Charge is declared by a force in the movement


phase.
 Whether the chargers charge home is resolved
for each charging base in the ranged combat
phase.

Polemos S.P.Q.R. 25
Ranged Combat Procedure
The range is measured from any point on the front Ranged Combat – Procedure
edge of the base. Bases may only fire straight ahead. Ranged Combat (RC) is resolved in the order the
There is no ‘arc of fire’ for foot. An enemy base is a player whose ranged combat phase it is desires. An
valid target if any part of that base is in range and enemy base may be the target of any number of
directly in front of any part of the firing base’s front chargers and/or shooting bases.
edge. Artillery may engage a base that is directly in
front of any part of the firing base’s front edge or Each player determines the base ranged combat fac-
1BD to either side. tor for each of their bases from the table below. In
combat the active player (i.e. the tempo player in
Intervening terrain (hills, woods, settlements, en- phase 3 and the non tempo player in phase 6) uses
closed areas, walls, hedges) blocks Line of Sight as do the relevant offensive factor for his shooting (or
all intervening bases. However, bases in the blocking charging) base and the other player uses the relevant
features may be targets if within 1BD of the edge of defensive factor for the target base.
the feature.
Ranged Ranged Charge Charge
Troop Type
The effect of woods is to restrict the range through Offensive Defensive Offensive Defensive

the wood feature that troops may shoot at and be Archers 4 2 0 0


shot at through. An artillery base outside woods may
fire at troops which are in woods but an artillery base Artillery 4 1 0 0
any part of which is in woods may only fire if its front
edge is either outside or on the edge of those woods. 3 formed 0 formed
Auxilia 0 2 un- 2 un- 2
formed formed

Cavalry 0 1 4 3
Chariots 0 2 4 2
Elephants 0 1 4 2
Legionaries 0 3 0 2
Light Horse 1 2 1 3
Pike 0 2 0 4
Skirmishers 1 2 0 2
Skirmishing
The ranges for skirmishers and light horse are for the Tribal Foot 0 2 3 2
men, collectively or in small groups, rushing to effec-
tive range, firing and then withdrawing. Skirmishing The ranged defensive and charge offensive factors for
counts as ranged combat and occurs in the same auxilia are determined by the formation of the auxilia
phase. (see troop definitions p.8 and formation, p.12 ).
Skirmishing constitutes a separate general order, and
those with skirmish orders automatically skirmish
when in range. Skirmishing constitutes the bases' en-
tire movement as well as shooting. As the troops are
closing to effective range, they may be shot at, if ap-
propriate, by their targets. This combat is resolved in
the ranged combat phase. Light horse and skirmishers
without skirmish orders do not participate in ranged
combat. Their role in this case is to act as shields for
heavier troops.

Bases skirmishing may move 1 BW towards or away


from their targets in their movement bound. This
costs no tempo as long as the skirmishers remain in
ranged combat range of their targets.
26 Polemos S.P.Q.R.
Ranged Combat Outcomes
Each side adds 1D6 to their base factor and applies Ranged Combat - Outcomes
any of the following modifiers that apply: The outcome of ranged combat is applied. The details
of Halt, Recoil and Shaken are set out on page 33.
Ranged

+1 Each level of shakiness in target. A target base (whether of a charge or shooting) makes
its outcome move first. Any recoil (or rout if the level
+DV In cover, being shot at. of shaken reached 3) will be directly away from the
-1 Artillery shooting over 2 BW. charging or shooting base. If it was targeted by more
than one charging or shooting base the effects are
-1 Each extra base shooting at same target. cumulative and the recoil or rout will be away from
Bows and javelins against armoured tar- the latest successful charge which would make con-
-1 tact (if charged), from the worst shooting result (if
gets (cataphracts, legionaries & auxilia).
shot at).
-2 Ranged weapon firing overhead.
-2 Archers shooting over 1BW range. A charging Base which receives the result of Charge
home then moves up to its maximum charge distance
Charge
(3BW for horse, 2BW for foot) subject to the terrain
+1 Elite charging. restrictions on movement set out on page 24. If the
charger fails to contact the target, (because of recoil,
+1 Uphill.
rout etc.), it halts in place a minimum of 1BD away
+1 Each level of shaken in target and adds a level of shaken.
General attached to charging base or
+1
group.
+1 Armoured charging.
+2 .Charging flank or rear.
+2 In cover, being charged.
+DV In fortifications, being charged.
Charged by group which overlaps
-1
defenders.

Ranged Combat - Results


The scores are compared with the target’s modified
result being subtracted from that of the charger/
shooter. The following table gives the outcomes:

Difference Charging Ranged


0 or
Remain in place No effect
negative
1-2 Charge home Target Halt
Charge home. Target Halt
3-4
Target Shaken +1 Shaken +1
Charge home.
Target Recoil
5-6 Target recoil Shaken
Shaken +1
+1
Charge home. Target Recoil
7+
Target routed Shaken +2

Polemos S.P.Q.R. 27
Ranged Combat Examples
Example
Three Cohorts of the XX Valeria Victrix are facing a force of Brigantian Tribal Foot. The Brigantes are charging.

R1 R2 R3

B1 B2 B3 B4

R1 and R2 are veterans. All the Brigantes are raw apart from B4 who are raw/elite

The Roman player rolls 3, +2 for Legionary charge defensive factor =5

The Brigantian player rolls 3, +3 for Tribal foot charge offensive factor = 6

Consulting the Outcome table:

There is a difference of 1 between the two totals. The Brigantes will charge home on the Romans. The Romans in turn
remain unshaken and will stand to receive the charge.

28 Polemos S.P.Q.R.
Ranged Combat Examples
Example
Meanwhile, on the other edge of the Empire, two cohorts of Roman auxilia archers are attempting to drive off the atten-
tios off a group of three Parthian horse archer bases. The Roman is the active player and the range is 1BW.

P1 P2 P3

R1 R2

R1, is given the job of shooting at bases P1 and P2. R2 has the easier task of engaging P3.

R1 rolls 5, +4 for archer offensive factor, =9

P1 rolls 3, +2 for for Light horse defensive factor, -1 for each extra base shooting at same target (P2)
= 4 (Difference of 5)

P2 rolls 5, +2 for for Light horse defensive factor, -1 for each extra base shooting at same target (P2)
= 6 (Difference of 3)

Consulting the outcome table, P1 must now halt with 1 shaken level and P2 must Recoil also with one
shaken level.

R2 rolls 1, +4 for archer offensive factor, =5

P3 rolls 4, +2 for for Light horse defensive factor, = 6 (Difference of –1)

Consulting the outcome table, there is not effect on P3 and it may continue unscathed. R2 must now face

Polemos S.P.Q.R. 29
Close Combat
CLOSE COMBAT
The close combat (CC) phase is conducted as follows: Example 3:
 Close combat between bases in physical
contact is resolved

 The outcome is resolved. T1 T2

Close Combat Eligibility


A base that has any part of its front edge in contact
with any part of one or more enemy bases at the start
of the close combat phase, must engage in close com- N1 N2
bat against all such enemy bases. Bases only in corner
-to-corner contact may not engage in combat, but
may support another base in edge-to-edge or edge-to- N1 is in combat with T1 and T2, and T2 is in combat with
corner contact. N1 and N2. However, T2 fights only N2. In this case there
are no overlaps because all bases are in close combat.
Example 1:
In some circumstances, multiple bases may be in con-
tact with one another. In this case, the active player
decides which combat to resolve first and which en-
T1 T2 emy base to fight.

Example 4

T1 T2
N1

In the above diagram N1 is in edge-to-edge contact with T2, so


they fight. T1 is in corner-to-corner contact with N1, so may
only support T2 as an overlap.

Bases do not need to be in edge to edge contact to N1 N2


fight. Edge to corner or partial edge to edge contact
still requires combat resolution.
The tempo player (T) may choose to resolve T1 against N1
T1 Example 2: first. This occurs and the outcome move for that combat is
T2
made. Subsequently, T2’s close combat against N2 (plus N1 if
it achieves a stand or better against T1) is resolved. In this
case, T2 makes a single roll for its combat, while N1 and N2
both make rolls against it. The outcomes are decided individu-
ally. Hence, for example, both N2 and T2 could recoil shaken,
N1 N2
leaving N1 standing.

No more than 3 friendly bases may count as being in


close combat with a single enemy base, whether to its
front, flank or rear. If there are any other friendly
bases touching the enemy base they count as being in
In the above diagram T1 is in combat with N1 and T2 is in
contact but do not engage in close combat or give
combat with N2.
overlaps.

30 Polemos S.P.Q.R.
Close Combat Procedure
Close Combat – Procedure
Close Combat is resolved in the order the active
player desires.

Each player rolls one die for each of his bases in close
combat regardless of how many opponents it is fight-
ing.

In relation to each combat determine the base close


combat factor for each base from the following table. Offensive Defensive
In close combat the active player uses the relevant Charging from flank or rear this
offensive factor for his attacking base and the inactive combat
+6 -
player uses the relevant defensive factor for the target Contacted from flank this
base. Neither baggage (a terrain feature) nor artillery combat
+4 -
can initiate CC. Charging into contact with front
edge of target
+2 -
Attacking Defending Attacking Defending Unformed foot against ele-
foot v foot mounted v mounted
phants or scythed chariots
+2 +2
Archers 2 1 3 1 Inspiring General/Officer
attached
+2 +2
Artillery 2 0 1 1 Contacting enemy front edge
this bound by advancing to con- +1 -
Auxilia 3 3 2 3
tact or following up
Cavalry 3 3 4 3 Unshaken unformed in 1st
round of combat
+1 +1
Chariots 2 3 4 3 Unshaken formed in 2nd and
subsequent rounds of combat
+1 +1
Elephants 4 2 4 2
Average General/Officer
Legionaries 3 3 2 3 attached
+1 +1
Light Base is Veteran +1 -
1 3 3 2
Horse
Pike 2 3 2 4 Base is unshaken elite +1 +1
Skirmishers 2 1 1 1 Scythed chariots charging into
contact with formed foot
+1 -
Tribal Foot 3 2 2 1
Additional rear rank of foot
(up to 3)
+1 +1
Contacted or charged on rear
edge
0 -1
The attacking base is the one that moved into contact Defence value of any terrain
this phase. That is, if it charged, advanced to contact (see page 43)
0 + value
or followed up this bound. If neither did, i.e. the In fortifications 0 +2
combat is deadlocked and ongoing, the attacking base
is that belonging to the tempo player. Each flank overlapped -1 -1
Each level of Shaken -1 -1
Mounted against elephants -1 -1
Close Combat modifiers
Base is Raw -1 -1
Each side adds 1D6 to their base factor and applies
the relevant modifiers, with the active player using the Additional rear rank of chariots -1 -2
offensive factors, his opponent the defensive. Base with skirmish orders in
close combat
-1 -1

Polemos S.P.Q.R. 31
Close Combat Results
For the purposes of the above modifiers a base’s Close Combat - Results
flank is overlapped when an enemy base The scores of the two bases are compared with the
winner having the highest result. The following table
1. is not itself in close combat, and gives the outcome affecting the loser or both bases if
the result is 0.
2. is in edge to edge contact with the base’s Additional Shaken
Difference Result
close combat opponent, and levels
0 No effect -
3. would have physical space to move into
contact with the base’s flank edge. 1-2 Recoil -
3-4 Recoil shaken 1 +1
If a base is in combat as a result of friends recoiling
5-6 Recoil shaken 2 +2
through it, the base is counted as being in a subse-
quent round of combat, not the first. 7+ Rout +3

A base occupying an area feature which is attacked in


CC does not suffer the penalties for being charged or
attacked from flanks or rear, and their attacker(s) do
not gain the benefits of flank or rear attacks.

Multiple close combat.


Where there are multiple close combats, the initial
combat to be resolved is nominated by the player
whose bases moved into contact. Subsequent com-
bats are nominated by the player whose bases won
the previous combat.

Where a base is fighting multiple bases it makes only


one die roll and the relevant modifiers are applied to
each combat resolution.

Risk to Generals and Officers


Generals or officers may be attached to bases to im-
prove performance in close combat by their inspira-
tion. This includes a certain risk to the Great Man
himself. If a phase of close combat produces a 0-1
result (a draw) or worse for a base with an attached
general or officer, then the leader is removed if a 4, 5
or 6 is rolled by the opposing player on a separate
roll.
32 Polemos S.P.Q.R.
Combat Outcomes
Definitions of outcome results Bases reaching Shaken level 3 are routed. Note that if
Halt: The base halts and no movement is permitted you are keeping a roster each level of Shaken can be
in its next movement phase, unless it is as the result marked as an S. If using markers a small base with
of another outcome. The base loses its current order different chips of rock or a piece of debris coloured
status until it receives new orders (i.e. tempo is spent yellow (disordered), orange (wavering) or red (routed)
on it again). could be used. The more aesthetically minded can
use casualty markers.
Recoil: The base moves directly away from the en-
emy base one 1BD. Recoiled Bases cannot form a Rout: An artillery base which routs is removed imme-
group until they reform in a following turn. Any base diately. A mounted or foot base which routs turns in
recoiling into friends to their rear will receive an addi- place to face the rear and makes an immediate move
tional level of shaken unless they can interpenetrate of 1 BD toward its former rear.
(see page 23). Those bases recoiled into will move if
necessary to enable the recoiling base to complete its Routed bases are removed during this immediate
recoil and will also receive one level of shaken. If the move if they contact a table edge, an enemy base or a
friends are unable to move (for example because of terrain feature they cannot enter. If they contact
an impassable terrain or in contact with an enemy friendly bases, then mounted will burst through any
base) then the recoiling base is lost. A recoiling artil- troop type, while foot or skirmishers will burst
lery base is removed. through artillery and skirmishers and cavalry.

If the recoil is into the front of an enemy base then Bases subjected to burst through are also routed. If a
the recoiling base is removed from play. If the recoil base cannot burst through friends, it is removed. In
is into the rear or flank of an enemy base then the this case the friendly base receives +1 shaken level. If
recoil ends and both bases receive an extra level of a routing base contacts terrain it may enter it must do
shaken. If the recoil is into the rear or flank of so and suffer the appropriate movement penalty (see
friendly troops the recoiling base is lost. page 24).

Troops in combat to both front and flank recoil away In its next movement phase a routed base moves as
from those who moved into contact first. If both ar- fast as possible towards its (former) rear.
rived in the same turn, then they recoil from mounted
first, then from those who inflicted the most damage. A routing base is removed from play once it is 6BW
distance from any other non-routing base. Routing
A recoiled base is placed in the halt unit order state. bases cannot be rallied.

Shaken: The base has lost cohesion. Place a marker Pursuit: Light horse, cavalry and tribal foot who
on it to indicate this. There are three levels of Shaken. charged and achieved a rout result in either the
Their effects when increased by a combat result are as ranged or close combat phases against the target base
follows: pursue the routed base in their next movement phase.
Other troop types may choose to pursue.
Shaken
Description Result
level Following up: If a base receives a recoil result in CC,
May continue to advance; any opposing base in contact with it prior to the re-
1 Disordered
but not charge coil and which charged into contact in that phase,
2 Wavering Must halt or fall back must follow up immediately unless it too is also
forced to recoil.
3+ Routed Routed
For all other troop types the winning player can-
A base may gain up to two levels of shaken for each choose to follow up or not. If contact is maintained
combat outcome, as set out in the combat outcomes. a further round of CC will be fought in the following
Bases which are shaken cannot gain the benefit of phase.
being brigaded for the purpose of movement TP cost.

Recovery from shaken is permitted in the rally phase.

Polemos S.P.Q.R. 33
Close Combat Example
Example
Somewhere in Asia Minor a Roman army is attempting to subdue to the Pontic forces arrayed against it. The centre has come down to
a clash between legionaries and pikemen.

The four cohorts of Legionaries are trained and armoured. The six Pontic pike units are raw. The Pontic general has seized the intia-
tive and moved his bases into contact

R1 R2 R3 R4

P1 P2 P3

P4 P5 P6

P1 and P2 engage in CC with their counterparts R1and R2 . P3 has to deal with both R3 and R4.

The Pontic general is the Active player and chooses the order in which combat is determined. He starts with P1 vs R1;

P1 rolls 3, +2 for Pike attacking foot, +1 for advancing into contact, ———————————
+1 for additional rank, -1 for raw, =6

R1 rolls 3, +3 for for Legionary defensive factor, =6 (Difference of 0)

Neither side has gained an advantage and both bases must continue in combat for the next phase

P2 rolls 2, +2 for Pike attacking foot, +1 for advancing into contact, ———————————
+1 for additional rank, -1 for raw, =5

R2 rolls 5, +3 for for Legionary defensive factor, =8 (Difference of 3)

The difference of 3 results in a recoil shaken level one for P2. P5 must in turn recoil and receives one shaken level for doing so.

P3 rolls 5, +2 for Pike attacking foot, +1 for advancing into contact.,.


+1 for additional rank, -1 for raw, -1 for being overlapped =8

R3 rolls 5, +3 for for Legionary defensive factor, =8 (Difference of 0)

R4 rolls 2, +3 for for Legionary defensive factor, =5 (Difference of 3)

R4 must recoil shaken. R3 and P3 remain in place locked in combat for another round.

R4

R1 R3

R2

P1 P3

P4
P6

P5

34 Polemos S.P.Q.R.
Close Combat Example
Example
The combat now continues in the Roman player’s phase. The line up is the same except that R4 can not take part.

P1 rolls 2, +3 for Pike defensive factor, +1 for additional rank, -1 for raw =5

R1 rolls 4, +3 for Legionary attacking foot factor =7 (Difference of 2)

The difference of 3 results in a recoil shaken level one for P1. P4 must in turn recoil and receives one shaken level for doing so.

P2 rolls 3, +3 for Pike defensive factor, +1 for additional rank, -1 for raw -1 for shaken =5

R2 rolls 5, +3 for Legionary attacking foot factor, +1 for following up. =9 (Difference of 4)

The difference of 4 results in a recoil plus two shaken levels for P2. With a total of four shaken, P2 must rout. However, its path is
blocked by P5 and as it cannot burst through its supporting base, it is removed. P5 suffers the same recoil penalty taking one more
level of shaken for doing so. The Roman player chooses to follow up 1BW with R2 to keep the pressure on.

P3 rolls 6, +3 for Pike defensive factor, +1 for additional rank, -1 for raw =9

R3 rolls 3, +3 for Legionary attacking foot factor. =6 (Difference of 3)

With a difference of 3 the Legionaries find themselves thrown back in disorder having to recoil with a shaken level of one.

At the end of the move, the situation is this:

R3 R4

P3
R1

P6
R2

P1

P4

P5

For the Pontics, P1 and P4 each have one level of shaken and are recoiling. P2 has routed and been removed from play.P5 has two
levels of shaken and has recoiled. P3 and P6 remain unshaken and are following up the recoiling R3.

For the Romans R1 remains unshaken and is following up P1’s recoil. R2 is also unshaken and although its immediate opponents have
routed, it is facing a badly shaken P5. R3 has one level of shaken and is currently recoiling. However it is now in a position to be sup-
ported by a similarly shaken, but now stationary R4.

A lot will new depend on who the gains the tempo in the next move and so can best exploit the situation.

Polemos S.P.Q.R. 35
Close Combat Example
Example

The Brigantians who charged home in the ranged combat example are now involved in a desperate fight with the legionaries. B1 and
B2 and B3 take on their opposite numbers leaving B4 to add their weight by supporting B3’s assault on R3.

R1 R2 R3

B1 B2 B3 B4

B1 rolls 5, +3 for Tribal foot attacking, +2 for charging into contact,, ———————————
-1 for being unformed in the first round of combat, -1 for raw =8

R1 rolls 2, +3 for for Legionary defensive factor, +1 for veteran =6 (Difference of 2)

R1 must recoil shaken.

B2 rolls 5, +3 for Tribal foot attacking, +2 for charging into contact,, ———————————
-1 for being unformed in the first round of combat, -1 for raw =8

R2 rolls 5, +3 for for Legionary defensive factor, +1 for veteran =9 (Difference of 1)

Neither side has gained an advantage and both bases must continue in combat for the next phase

B3 rolls 2, +3 for Tribal foot attacking, +2 for charging into contact,, ———————————
-1 for being unformed in the first round of combat, -1 for raw =5

R3 rolls 1, +3 for for Legionary defensive factor, =4 (Difference of 1)

B4 rolls 5, +3 for Tribal foot attacking, +2 for charging into contact, +1 for unshaken elite, ———————————
-1 for being unformed in the first round of combat, -1 for raw = 9 (Difference of 4)

With a difference of 1, B3 and R3 have drawn with neither side having the advantage. However B4’s advantage of 4 over R3 means
that the Roman base is recoiled and takes two shaken levels.

With two out of three bases going backwards the Romans have been badly hit by the Brigantian assault.

Moral 1: Use auxilia to shield the legions and break up tribal charges.

Moral 2: Get your tribesmen into the enemy and roll high.

36 Polemos S.P.Q.R.
Rallying
Rallying The number of level(s) of shaken which may poten-
tially be recovered in each rally phase of the turn are
shown in the following table:
Rallying and Shaken
Rallying is conducted by both sides in Phase 8 of the Circumstance Factor
turn. Rallying is used to recover levels of Shaken.
Each TP expended to rally +1
Shaken levels are acquired from combat results, enter- General/Officer attached to force +1
ing, crossing or remaining in difficult terrain types,
and being subject to RC or CC when in March Col- Base has not moved this turn +1
umn. The causes of Shaken levels are summarised in
the table on page 24.
Base is veteran +1
Levels of Shaken identified as T in this table are
Base has been fired on in RC this turn -1
shaken levels added by terrain which may not increase
the level of shaken of a base above 2. Base has been charged but not contacted -1
Base is raw -1
Recovering from shaken levels imposed by Base is unformed -1
terrain Each BW over 1 pursuing speed -1
A force which received one or more levels of shaken
from being in or traversing terrain in a previous turn
may recover this automatically in the rally phase of Sum up the factors and throw two different coloured
the turn following that in which the cause of the dis- D6, on for negative additions, one for positive. If the
ruption was removed provided that it has been sta- overall result is positive, subtract one from the shaken
tionary and not involved in RC or CC this turn and is level.
not in disrupting terrain. This does not prevent the
base recovering levels of shaken as below instead of If rallying from pursuit, a positive result indicates a
or in addition to this section. successful rally. The base halts and is counted as be-
ing at shaken level 2, as if from terrain. Thus the base
Recovering levels of Shaken may move normally, if given orders, the next move
after rallying.
Bases which are shaken can recover one or more lev-
els of shaken under a number of circumstances. A
Note that all bases being rallies either from shaken
base is eligible to recover one or more levels of
levels or from pursuit are without orders and need TP
shaken if it has not been engaged in offensive RC or
expending on them to move, receiving general orders
CC this turn. It may recover some levels of shaken if
(page 17).
it has been fired upon or been charged and not con-
tacted. A routing base may not rally.

Polemos S.P.Q.R. 37
Rallying Examples
Example

Blodwyn’s chariots have been roughly handled, and are in need of some reorganization; B1 and B2 are both shaken 2 and
B3 shaken 1. Blodwyn has 4 TP to allocate to rallying them, and so splits them, 2 TP to each of the B1 and B2. B3 is not
rallied. The first of the others has not moved or been under fire or charged, but chariots are unformed.

B1 rolls a +3 and a –2 on 2D6 giving a total of 1. Adding this to the 2TP from Blodwyn gives a total of 3 and the base
rallies one level of shaken.

B2 rolls a +1 and a –3 on 2D6 giving a total of –2. Adding this to the 2TP from Blodwyn gives a total of 0 and the
base does not recover any shaken levels.

B1 B2 B3

Before

Shaken 2 Shaken 2 Shaken 1

B1 B2 B3

After

Shaken 1 Shaken 2 Shaken 1

Example

Ginun Tonicus’ cavalry have had a successful day and are pursuing some unfortunate tribesmen. They have now slowed to
1 BW per move pursuit, have not been shot at or charged. Ginuntonicus has 1TP to rally, but is attached to the group. Thus
the overall score is +2. He rolls +3 and -3 for a total of 0. This plus the 2TP give a total of 2, so the base rallies.

Routing

38 Polemos S.P.Q.R.
Army Morale
Army Morale
Current Morale Level Description
Army morale reflects the levels of confidence the
whole army is feeling, and is dependent on a number 20 or more – 17 Confident
of factors, such as losses and army size to start with.
As dictated by the scenario, the initial army morale 16 - 12 Optimistic
level can be adjusted to reflect, for example, large but 11 - 8 Hopeful
ill prepared troops or smaller but confident armies.
7-4 Pessimistic
The initial morale level for all armies in normal cir-
3–0 Hopeless
cumstances is 20. Army morale only falls during a
battle. A loss of morale level may occur when a cer- 0 or less Rout
tain number of bases (the morale loss level) are re-
moved from the game. This number is calculated
from the total number of bases in the army at game  Confident troops will obey all orders.
start, divided by twenty. Hence, for a 20 base army,  Optimistic troops will also obey orders, but
the morale loss level is a single base, while for a 40 raw troops receiving a charge will, if they lose
base army the loss level is 2 bases. Round to the near- ranged combat, add 1 to their shakiness level.
est whole number.  Hopeful troops will continue to obey orders.
Raw and trained bases will recoil an extra base
Initial army morale is 20. Morale is rolled for each depth if they lose in close combat.
time a number of bases equal to the morale loss level  Pessimistic troops (except elite) will not
are removed or routed. A lost general base is the advance into contact (although cavalry may still
equivalent of an ordinary base in morale loss level charge).
terms.  Hopeless troops will not even charge. They
do not recoil but rout instead. If charged, all
To calculate the current base morale level, subtract except elite and veteran bases will rout. Elite
from the initial army morale twice the number of bases may charge, but will add 1 to their
army loss levels which have been suffered. This is shakiness level if they do.
then the base morale level. Throw two dice, designat-
ing one plus and one minus. Subtract the latter from Effects of morale loss are cumulative. That is pessi-
the former and add the result to the base morale level. mistic non-elite raw troops will recoil the extra base
This is the current morale level. Consult the table be- depth and not advance into combat.
low to find the army morale and description.

Example

Hengist the Hairy is heading a Germanic confederation which is forty four bases strong. The Morale Loss Level for
the Germans is therefore two.

In a particularly sorry round of combat the Germans lose a total of eight bases at once, thus triggering an army morale
test:

 The army has lost eight bases which equals four morale loss levels. This latter number, multiplied by two is de-
ducted from the current base morale level of twenty to give a total of twelve.

 2D6 are rolled, with the black one (positive) producing a 4 and the red one (negative) a 5, for a total of –1.

The final base morale level is now eleven, which means that Hengist’s men have moved from feeling Confident to being
merely Hopeful of victory.

Polemos S.P.Q.R. 39
Ending the Game
Ending the Game recalled immediately and exiled to a three-mile square
island in the Aegean, or posted to the desert frontier.
It is also possible that he will be murdered. So if the
A game ends when:
‘civilised’ commander wins big or loses big, his life is
 A player concedes, or on the line. Whoever said politics wasn’t interesting?
 When all the bases on one side have
routed or left the table, or
 When the morale of all commands Tribal
has From an initial 10 points
collapsed, or  -1 for each base lost.
 When the players agree to stop.  +1 for each enemy base lost.
 +4 for each enemy baggage base
Players should interpret the results of the game either captured.
by comparing their result to that of the historical sce-  +7 for winning the battle
nario or, if a fictitious scenario or part of a campaign  +2 for each victorious combat the
to the impact on the two sides. general was involved in personally.
It is important to note, however, that the physical
If the commander finishes with more than 15 points
possession of the battlefield and routing of the oppo- his position is secure, unless one of his officers
nents is not the only important outcome of a battle.
scored more than him in personal combat. If he
scores more than 20 points his position is secure any-
Further results can be determined for each side.
way, and other tribes will flock to his banner. If his
score is less than 10 his officers may well murder him.
Roman and other non-barbarian
From an initial 10 points Of course, imaginative players (or a fiendish umpire)
 -1 for each base lost. can come up with many more possibilities for win-
 +1 for each enemy base lost. ning fame and glory or ignominy. For example, both
 +10 for losing less than half the enemy Celtic and Roman generals competed against each
number of bases lost. other for valour and victory; Arminius and his allies
 +5 for winning the battle. for example, or Paulinius and Corbulo, so a league
table could be set up of all the players involved, with
If the Roman commander finishes with more than 15 the lowest scorer at the end of a campaigning season
points he receives a minor triumph when he returns being ‘relegated’.
to Rome or wherever. If he has more than 20 points,
he receives a major triumph. It is also possible that he
will be murdered. If he has less than 10 points he is

40 Polemos S.P.Q.R.
Part 3
Terrain
Terrain
Terrain
Terrain was not a major feature of most ancient battles, Bridge (A) Reasonably enough these span rivers or
excepting ambushes of course. Most ancient troops streams, and can only be crossed by bases in march col-
could manage to stand on a hill, and indeed charge umn or skirmishers.
down it, but after that really needed open spaces to op-
erate. For formal ancient battles of any scale, then, the Enclosed area (A) An area of often open ground with
terrain should be fairly simple. the boundary composed of substantial hedges, walls or
earth banks counting as obstacles. Entrances are gener-
There are two types of terrain features: ally narrow gateways or tracks. An enclosed area can be
vast, including the entire battlefield if needs be.
Area (A) – Features covering an area of the bat-
tlefield. Settlement (A) This covers any small habitation or
Linear (L) – features such as rivers, roads and built up area and should be limited to the size of a stan-
hedges. dard base. Larger settlements were not usually involved
in larger battles and Polemos: S.P.Q.R. is not designed
These are divided into three categories: Primary, Secon- to cover street-fighting in larger built up areas. Settle-
dary and Tertiary. ments could be of stone, wood or wattle construction,
with different effects.

Primary Features Obstacles (L) Walls, Hedges and Ditches can appear
Ford (A) These allow passage across a river or stream anywhere on the battlefield.
to all troops in march column or to artillery.
Roads (L) The movement benefits of roads can only be
Rivers (L) These are more than 1BD and a maximum or by limbered artillery. Movement rate is not increased
of 2BW from bank to bank (wider rivers should form a for roads, they merely allow passage without any shaken
table edge). They represent an impassable obstacle ex- penalties though terrain features that would otherwise
cept at fords or bridges. be considered difficult or impassable. Should a road
cross a river or stream, there will automatically be a
Slope (A) An area of ground, that slopes at a gradient. bridge or ford at that point. Should a road pass through
The slope can be widespread and extend across a large an enclosed area or a wall or hedge, there will automati-
part of the table, or it can be more localised and allied cally be a gate at that point.
with an opposite facing slope creating a hill. There are
three levels of gradient for a slope, 1 being gentle, 2 be- It is possible to combine differing classes of terrain fea-
ing steep and 3 being impassable. While the gradient tures at one point. For example an action may be taking
can change across a feature this is difficult to model. place on the edge of a forest which in turn is on a scarp
edge, or enclosed areas may be surrounded by a perime-
Streams (L) These must measure a maximum of 1BD ter wall or hedge.
from bank to bank. They normally represent a difficult
obstacle except at fords or bridges. Smaller streams or
ditches, whether wet or dry, are represented as linear Tabletop Representation
obstacles. Area terrain can be any size but at a minimum should be
capable of housing a single base. In terms of gaming,
the area covered by the feature should be marked out
Secondary Features with a piece of textile, card, carpet tile etc, with any
Swamp/Marsh (A) Areas of waterlogged land which items such as model trees being placed loosely on top,
pose a serious handicap to movement. so that they can be removed to allow the movement of
any bases through them.
Wood (A) An area of woodland of any size or density.
Effects on movement and combat in Area terrain are
generalised. For example, an enclosed area would be
Tertiary Features criss-crossed by walls and boundaries and prove to be
Baggage (A) This represents the tents, horse lines, difficult terrain for horse to operate in. There is no
camp followers and so on of the army. Baggage has a need to depict each and every wall as their effects are
defensive factor of 1, representing the soft cover of such factored in to the rules.
items and the capacity to hide behind things.

42 Polemos S.P.Q.R.
Terrain Effects
Feature Effects on Movement Effects on Combat
All formed bases except foot skirmishers moving in Horse may not initiate a charge on a target
the area count as shaken. The boundaries are within an enclose area. As prevailing terrain
Enclosed Area
treated as a wall, hedge or ditch usually defensive inside area. The boundaries are treated as an
value of 2. obstacle.
Foot and mounted bases move reduced to 1BD.
Artillery may not enter.
Formed Infantry -2 in close combat.
Marsh All formed bases moving in the marsh count as
All mounted - 4 in close combat.
shaken. Formed bases leaving a marsh during one
move will be treated as shaken in their next move.
May only be crossed at bridge or ford in march
River column. Formed bases crossing will be treated as No effect.
shaken in this and their next turn.
Foot uphill + 1 in close combat.
Slope, Gentle
None. Artillery and archers may fire overhead with
(Gradient 1)
+1 in ranged combat.
Formed foot move at 1 BD. Horse may not initiate charge if there is a level
Slope, Steep Unformed foot and mounted (not chariots) move 2 slope between it and its intended target.
(Gradient 2) at 1BW. All formed bases moving count as shaken. Artillery and archers may fire overhead with
+1 in ranged combat.
Slope, Impass-
Artillery and archers may fire overhead with
able (Gradient Impassable to all troops.
no penalty.
3)
A base may move into a defensible unoccupied Area features may have a Defensive Value
area feature (a) at a -1BD movement penalty during (DV) of between 1 and 4. Any defenders will
movement or (b) in an outcome move. add this to ranged and close combat factors
Area Features when engaged in combat.
Any opposing bases wishing to engage the occu-
pants in CC must move to base to base contact Typically a wood will be DV2 and a hamlet
with the feature. DV2. A solid villa complex might be DV3 .

Bases may move into close combat with de-


Movement across takes one move. For each base
fenders on the opposite bank.
crossing roll 1D6. Any rolling a 6 remain halted on
the friendly side of the stream. Bases crossing are
Stream Defenders gain +1 v foot and +2 v mounted
Shaken during that move and must spend the move
in close combat.
after crossing halted. Formed bases crossing will be
treated as Shaken in this and their next turn.

These should be assigned an obstacle value from 1-


3. These represent the number of BD required to
cross them for foot and BW for mounted. Artillery
may not cross obstacles except by a road.
Obstacles should have a DV of 1 or 2. Any
Obstacles defenders will add this to RC and CC factors
Once over the obstacle the base will be shaken for
when engaged in combat.
one move.

Bases passing through a gate or opening will not be


affected by these restrictions.

Bases move reduced to 1BD.


Maximum distance for RC is 1BD only. All
All bases except foot skirmishers and unformed
RC is treated as being at long range.
foot moving in the wood add a level of shaken
Wood
while in the wood. Bases leaving a wood during
There are specific CC factors for horse and
one move will be treated as shaken in their next
pikes in woods.
move.

Polemos S.P.Q.R. 43
Terrain and Shaken
Terrain and Shaken status Divide the table into 12 zones (4 wide by 3 deep) and
allocate numbers to these zones according to the sce-
Some terrain types cause a base to add a level of nario.
shaken to bases with less than shaken 2 (i.e. the base
may not rout as a result of being in terrain). One Work through the following list. Roll 1 D6 for each
level of shaken caused by terrain features will auto- terrain type. Roll 2D6 to determine the location of
matically be recovered in the rally phase following the Area features using the above tables. If a number in
turn in which the base exits from the terrain. the tables has an O or E, roll again, placing the fea-
ture in the O square for odd numbers and the E
Passing through a terrain feature will not of itself square for even.
cause a base to rout.
Players may locate the final position of each piece on
General Notes on Terrain Features. an alternate basis. Make sensible choices depending
The landscape of the Scottish Lowlands is greatly on the location of the battle. Parthians are unlikely to
different to that of Parthia! A full guide to the terrain be much impeded by marshes, for example, although
features and peculiarities of all areas fought over by they did occur, for example, by the Euphrates.
the Romans and their opponents would occupy a
great deal of space. We recommend that you read up a) Formal Battle Terrain
on specific battles to gain an appreciation of the dif-
ferent terrain. However, for those who just want a
pick up scenario we have developed a rough and
ready terrain generation system.

Broadly speaking, battles in this era fell into two cate-


gories. These were those in civilized areas, and those
in barbarian areas. We can argue as to which is which,
but for these purposes, civilized areas are those within
the Roman Empire, and barbarian areas are outside.
Thus, the incidence of stone built buildings in barbar-
ian areas is very slight, and so built up areas should
have no more than DV2. In Roman areas, certainly
post first century, stone buildings (and fortifications)
would be more common.
b) Ambush Terrain
Of course, this is a broad generalization, and there are
always exceptions. The North of Roman Britannia,
for example, never seems to have managed a huge
amount of villa-farm complexes, compared to other
areas. The Parthians were not barbarians, and had a
good understanding of the use of stone. It is, in this
as in so many other areas, extremely difficult to gen-
eralize.

Terrain generation
There are two types of battle covered in these rules:
the formal battle, and the ambush. Purists may well
object that other sorts of encounter happened, but
these can largely be covered by the two categories
chosen.

The categories differ in terrain terms by the quantity


and location of the terrain items. Formal battles
would be fairly open, ambushes fairly closed.

44 Polemos S.P.Q.R.
Terrain Generation
Terrain generation table
Work through the following table. Roll 1D6 for each Where the end of a river, stream or road are rolled as
terrain type. The number in square brackets repre- either being in a central zone of the table re-roll. Simi-
sents the number of terrain items generated by the larly if such a terrain item is rolled as leaving and en-
roll. tering the table by the same zone then re-roll the exit
point unless you can justify a loop. In all cases place-
Roll 2D6 to determine the location of area features ment should be modified to make sense to the play-
using the above tables. Players may locate the final ers. For example streams should join a river if they
position of each piece within the zone on an alternate meet it.
basis.

Terrain Type Die Roll Notes


Roll for location of river ends, which must both be zones at the
Rivers 5,6 edge of the table.
Only one such feature allowed.
Streams have a 50% chance to be ditches not actual streams (in
which cases they are obstacles), but roll for their starting loca-
4,5 [1] tion and ending location anyway. If the ending location is in the
Stream
6 [2] same zone then there will be an impassable pond (place as 2 BW
Area Feature) unless you can justify a loop. If the stream or
ditch crosses a river then the linear feature ends there.

For each slope roll 1D6. A score of 6 indicates a steep slope


gradient of 2, otherwise all are gentle slopes - gradient 1. For
3,4 [1]
placement of slopes and whether they are gradients or actual
Hill 5 [2]
hills roll d6 for each slope again for ending location. If the line
6 [3]
created crosses a stream or river then the slope is distinct hill, if
not then a gradient. A hill line can end in a coastal zone.
Roll 1D6 for each area containing a river or stream. A 6 gives a marsh area by the side
Marsh
of the watercourse. There is a +1 modifier with 2 watercourses meeting in one zone.
5, 6 [1]
Wood
(Area feature)
If a settlement is placed in the same area as wood, roll 1D6. On
Settlement 5, 6 [1]
a roll of 5 or 6 the wood is removed.
Dice for the roads starting and finishing points in the same way
as rivers except the roads will cross each other if they meet. If
3, 4, 5 [1] there is a settlement it will automatically be linked to the road
Road
6 [2] network (take the shortest route to the grid) if no road is gener-
ated to cross its terrain area. When a road crosses a river roll
1D6. A score of 1-5 indicates a ford, a score of 6 a bridge.

If there is a hill of slope 2 in the area, roll 1D6. On a roll of 5 or


Enclosed area 5, 6 [1]
6 the enclosure is removed.

The number in square brackets represents the numbers of terrain features generated. Thus a roll of 3, 4 or 5 will gen-
erate a road, a roll of 6 will generate two such features.

Area features are 2-12 BD in each direction. Throw 2D6 to determine the dimensions.

Polemos S.P.Q.R. 45
Terrain Generation — Example
Example

The players want to generate terrain for a formal battle scenario. Accordingly they work down the Terrain Generation Table .

Rivers: A roll of 1D6 5 generates a river. Two further rolls of 2D6 gives a 7 and a 2. As these are both on table
edges the placement is straightforward.

Streams: A roll of 3 means that no streams are present.

Hills: A roll of 1 means that there are no hills present.

Marsh: 1D6 is rolled for each section containing the river (sections 7, 12 and 2. All scores are below 6 so there is
no marsh present.

Wood: A roll of 6 gives us a wood. Two further rolls of 2D6 dictate that it measures 4BW by 6BW. A score of 8 on
2D6 places it in the middle area of the table.

Road: A roll of 4 generates a road. Rolls of 2 and 7 determine its entry and exit points. Where the road crosses over
the river a bridge is added.

Enclosed Area: A roll of 4 provides an enclosed area which is found to measure 5BW by 10BW. A throw of 2D6
places this in area 9.

46 Polemos S.P.Q.R.
Optional Rules
Defensive Point Features Bear in mind that roman roads, while an impressive
and strategically important network, were, in terms of
Where an area feature measures less than an area of battlefields, very rare. Unless your scenario demands
4BD it is treated as a defensive point. it, Only rolling a second 6 having already rolled a road
above will entitle the road to be placed as a Roman
A defensive point feature counts as occupied if there road. Everything else is just a convenient track.
is any troop base in it. As many bases as will fit may
occupy the feature. Any base occupying a defensive
point feature may be attacked from any side of the
feature in CC or RC but is not counted as having
Hill Forts
flanks or rear for CC modifier purposes. A single Fortifications on the top of hills are almost ubiqui-
occupying base may engage in RC counting any edge tous in the ‘Celtic’ world. From Scotland to Austria
of the defensive feature as the base’s front edge. earthworks are to be found. Sometimes, they are asso-
ciated with oppodia, or at least, oppodia appear
A base occupying a defensive point feature ignores within the defences. Sometimes they seem to be little
recoil results from RC. An occupying base attacked more than simple enclosures. Many of these hill forts
in CC which is forced back allows one attacking base have complex multivallate earthwork defences with
to enter the feature as well. If the occupying base is heavily fortified gates exposing an attacker to wither-
being attacked in CC from more than one side of the ing fire from above. Some are just a simple bank and
feature and receives a recoil outcome result it is de- ditch.
stroyed.
Given this, of course, it is inevitable that archaeologi-
Where more than one base occupies a defensive fea- cal argument has broken out about the purpose of hill
ture each base may fire in RC from any side of the forts. Various ideas have been put forward, ranging
feature not blocked by another base – however no from royal palaces, to vanity projects to show the
more than one base may engage in RC from one side wealth and power of the local lords, to emergency
of the feature. Where more than one base occupies a shelters for the local population when raided, to ani-
defensive feature and one is recoiled in CC then the mal enclosures.
other is ejected from the opposite side from which
the attack came. The second base is destroyed if it The answer to the question ‘what is a hill fort for?’ is
cannot leave the spot feature because of the presence thus complex. It is quite possible that all of the above
of enemy bases. uses are correct, and it simply depends on which
structure you look at, and what time frame you are
interested in. Different hill forts may well have had
different uses at different times, depending on local
Roman Roads conditions. Given the relative lack of survey archae-
ology of different structures, we may never know. For
Within the Empire, and quite frequently while invad- that matter, even if we got some surveys done, we still
ing other places, the Romans built roads of high qual- may not know.
ity and durability. They also tended to be terribly
straight. This had tremendous psychological impact In wargame terms, hill forts should usually be on hills
on the invaded and conquered, mainly because it indi- (not all the earthwork structures are, in fact, strictly
cated that firstly, the Romans had no regard for prop- hill forts). The classic hill fort, say Danebury Ring in
erty rights and secondly, that they could get to you Hampshire, would count as being up a grade 2 hill
alarmingly quickly if you rebelled. Of course, the con- and be an earthwork of DV4, with a gate of DV5. It
verse also applied and some rebellious types moved is worth noting, however, that Danebury had been
along the Roman roads very quickly to sack the towns abandoned by the time the Romans invaded Britain.
at the end. Most true hill forts, as opposed to animal enclosures
and land boundaries, had large quantities of slingshots
Of course, the main impact of the Roman road was stockpiled inside, handily close to walls and gates. The
strategic, but if you care to, you may add 1BD move defenders, of whatever troop type, may, therefore,
to troops moving along a Roman road. All the move shoot slings at attackers. The more open and less well
must be along the road and they must not engage in
combat of any kind to claim the bonus. protected earthworks will count as obstacles with a
DV of 1 or 2.

Polemos S.P.Q.R. 47
Optional Rules
Roman Marching Forts Forts, of course, also played a psychological role. An
army marches into your territory and proceeds to dig
up a bit of land and stay there for the night, and then
Roman armies marched with spades. They really do
moves on, doing the same thing again. This is a state-
seem to have spent a lot of time digging in. At every ment by the Romans saying ‘don’t mess with us; we
stop along a march, a bank and ditch was erected.
are out of your league’. And, mostly, no one did mess
This habit has left some commentators describing the
with them. Strategically, of course, the Romans could
legionaries as combat engineers rather than heavy
always fall back on a fort if they suffered a set-back,
infantry, but that is a distinction the Romans would
but the effort taken to construct the marching forts
probably not have recognised.
indicates a wider remit than purely military considera-
tions.
Pretty well everywhere the Romans went, they made
marching forts. Caesar was surprised when building Marching forts, therefore, were fairly weak, hastily
one on the Sambre, and had a hard time fighting his
constructed affairs, consisting of a bank and ditch,
way out of it. In places where agriculture has not de-
and would count around DV2 for our purposes. They
stroyed them, such as Scotland, the lines of Roman
would also be quite large, capable of accommodating
march can be discerned by the advance of marching
the whole Roman force, in tents, arranged in a prede-
forts. Indeed, historians have even ventured to deter-
termined way. Thus the inside of a fort, should any-
mine the maximum size of a Roman task force by the
one be lucky enough to penetrate one, would count as
size of the forts it constructed.
an enclosure with plenty of disruptive terrain.

Miscellaneous Rules
In scenario games the main rules assume that the ar-
mies will be more or less the same strength. However
Influencing army morale with TPs
this is not always the case. A player may choose to
As well as reserving TP to rally Shaken Bases, a Gen-
generate a small army for a rear guard or defence ac-
eral may use spare TPs to influence a morale roll, ex-
tion and another player may choose a large army for
pending 1 TP for every +1 on the die roll.
an attack.

Armies which were of similar size/expertise might


expect to take much of the day to defeat the enemy –
Victory points and army strength
indeed there a number of tactical ’draws’. A larger/
For historical scenarios with fixed forces the level of
better army should therefore expect to take less time
victory or defeat is best ascertained by comparing the
to dispose of its opponent.
game to the historical outcome.

48 Polemos S.P.Q.R.
Part 4
Army Generators
Army Generators
Ancient generals, on the whole, did not have a choice As an alternative we offer a random army generation
about the troops they went into action with. They did system which should give you typical armies of the
not spend hours poring over the book of army lists period, with the chance of some unlooked for bo-
trying to create the perfectly balanced ‘killer’ army. nuses and handicaps that you will have to use as best
They got on with recruiting, training, arming and you can.
leading their men.
Firstly determine the total number of bases that will
It seems to us, therefore, that Polemos S.P.Q.R. be available to each player. We offer suggested totals
should follow this lead, therefore, there is no points for small, medium and large armies in the lists them-
system in the rules. Another reason for their omission selves.
is that it is very hard to balance, say, the value of a
raw legionary and that of a noble Gaulish horseman. For each base, roll 1D10 and two 2D6 of different
The best answer, on reflection, that I can come up colours. The D10 determines the troop type, in accor-
with to that balance is, ‘it depends’. dance with the Generator table. One of the D6 deter-
mines the morale grade in the morale table. If the
Readers who really object to the lack of a points sys-
tem are invited to do two things. Firstly, read some two D6 rolls are equal, the base is elite.
accounts of ancient battles and come up with detailed
orders of battle, and secondly, make their own points
system up.

50 Polemos S.P.Q.R.
Army Generators
LATE REPUBLIC ROMAN
Everyone knows about the Romans, and this is some- themselves. The army list reflects a Roman focused
thing of a problem. The familiar picture of sandal force, but even here the light cavalry, and the vast
shod legionaries tramping over the terrain from the majority of the cavalry itself, would have been sup-
north of Scotland to the deserts of Mesopotamia is plied by foreign and/or mercenary troops.
close enough to reality to be regarded as accurate, but
far enough away from it as to be something of a hin- Composition Table
drance in wargaming terms.
Name Designation Formation Bases

The main Roman advantages over their opponents Legionaries Legionary Formed 12
were a regular, paid army which did not have to stop
campaigning for the winter, or to sow or reap crops, Cavalry Cavalry ? 5
and secondly, a large resource and logistic base from Light Horse Light Horse Unformed 2
which supply and reinforcements were forthcoming.
Thus, the Romans could hit first, while tribal armies Bolt
Artillery Unformed 1
were gathering, and last, after the tribes had gone Shooters
home, and continue to do this year after year. While
we tend to remember the disasters, such as Carrhae Random Table: Troop Type
or Teutoberger Wald, we tend to forget that both the 1 2 3 4 5
Parthians and Germans were subsequently subject to
strings of defeats. The final Roman advantage was Legionaries Legionaries Cavalry Cavalry Legionaries
that, in the main, their foes were politically disunited,
so Gauls, for example, could just as easily fight for 6 7 8 9 10
the Romans against their fellow Gauls as with them. Legionaries Legionaries Legionaries Cavalry Light Horse

The late republican Roman army (or ‘Marian’ army, to


many wargamers) was a development of that force Random Table: Morale
which had been successful in the Punic wars and sub- 1 2 3 4 5 6
sequent actions. However, apparently during the
fighting in Spain, the manipular organization of the Raw Raw Trained Trained Trained Veteran
legions gave way for a cohort system.1 Marius is cred-
ited with completing this system by reorganizing the
baggage of the army, making the soldiers carry much Note: Only legionary bases with the same morale
of their equipment, and by enforcing a training re- may be grouped together as legions.
gime.2 The army fought Spanish, Moorish, Gallic,
German, Pontic and Parthian foes, and also, not in-
frequently, turned on itself.

Roman and Italian cavalry was, for the most part,


fairly weak, and most Roman commanders turned to
Numidians, Spanish, Gauls and, later on, Germans
for this component. Cavalry was not all that powerful
an arm in this period, and was much used for scout-
ing and protecting flanks, rather than as out and out
shock troops.3

In both later Republican and Early Empire armies,


the Romans made significant use of foreign troops,
be they allied, raised by treaty or threat, or from de-
pendent kingdoms or those anxious to curry favour
from Roman politicians. The idea of a Roman army
staffed entirely of Romans would have been viewed
with surprise (not to say skepticism) by the Romans

Polemos S.P.Q.R. 51
Army Generators
EARLY EMPIRE ROMAN (30 BC – 180 AD)
immediately supporting and another three further back in
reserve, or in two lines of five cohorts. 9

The first cohort, at least in some parts of our period, seems


to have been of double strength, 800 men, for some le-
gions at least.10 The first cohort would usually be at the
right front of the legion deployment.

Auxiliaries supplemented the legions. In the 1st century


BC, these tended to be forces from allies or subjugated
enemies, obliged by treaty to supply troops, as noted
above. Sometime around the reforms of Augustus they
became more regular and were trained in the ways of the
Roman army. This did not stop the Romans using locally
raised forces to supplement the regulars, however, and
The army of the early empire is one of the most familiar
often troops raised locally then became progressively
and studied in the ancient world. However, we must re-
‘Romanized’ as recruitment occurred far from their origins.
member that it was not a fixed homogenous force, but a
dynamic, evolving and flexible professional army capable
of meeting threats of many varied types, from tribesmen in Deployments of Roman armies varied, depending on the
northern Britain to Parthian horse archers.4 circumstances. Often the cavalry formed the wings, auxilia
were next and the legions in the centre.11 There were no
At the end of the civil war, Augustus had control of ap- fixed formations, and the legions could be deployed behind
proximately 60 legions, and he needed to stabilize the army the auxilia, or the cavalry sent in first. The Roman army
for both fiscal and political reasons. This he did by demo- was flexible and adaptable to varying circumstances.12
bilizing 300,000 men, and making the remaining army loyal
to himself and his family, rather than to their general. Ef- Composition Table
fectively, Augustus completed the professionalisation of
Name Designation Formation Bases
the Roman army and based it on the frontiers, away from
the center of political power in Rome.5 Legionaries Legionary Formed 7
The army was left with 28 legions, and this number only Formed or
Auxiliaries Auxilia 5
fluctuated slightly over the rest of our period. In addition, Unformed
there were approximately the same numbers of auxiliaries, Auxiliary
Archers Formed 2
giving a total army of about 300,000 men. The men served Archers
for 16 years, plus four in reserve initially. This was raised to Cavalry Cavalry Formed 5
20 with five in reserve in 5 AD and seems to have become
25 years soon thereafter.6 Bolt
Artillery Unformed 1
Shooters
The legions did not vary much from those of the civil war,
armed with javelin, shield and sword and with helmet and Random Table: Troop Type
shield. Uniformity might be depicted on Trajan’s column,
1 2 3 4 5
but some legionaries were armed differently from others, as
Arrian’s array against the Alans suggests.7 These variations
Legionaries Legionaries Legionaries Cavalry Cavalry
show a flexible army capable of meeting a variety of foes.

The army throughout our period was founded on legions 6 7 8 9 10


of 10 cohorts theoretically 480 men strong. These were sub Bolt shoot-
-divided into 6 80-man centuries commanded by a centu- ers/
Auxiliaries Archers Auxiliaries Cavalry
rion.8 However, it seems to have been quite rare, certainly Skirmishers/
Light Horse
in the 1st century AD, for an entire legion to be present. In
garrison, the base would support many outposts, men on Random Table: Morale
detachment and so on. On campaign, vexillations would be
left behind in the original bases, and also detached for 1 2 3 4 5 6
guarding the supply line. On those rare occasions that a
legion in full strength would deploy, the usual formation Raw Raw Trained Trained Veteran
would be four cohorts at the front, three in the second line Trained

52 Polemos S.P.Q.R.
Army Generators
GERMANS
German armies were based around a small force of The bulk of German warriors were infantry with
warriors, the noble’s comitatus. These kept up a raid- spears called frameae. Armour was rare, but javelins
ing and skirmishing role, both among the tribes and were used, although it is unclear if javelin armed skir-
into Roman provinces, to boost their own and the mishers were specialised or warriors from the main
noble’s wealth and reputation. The armies were based battle line running forward. German tribal foot can
around tribe, clan and area, and as such were difficult therefore skirmish. Bows are assumed for the poor,
to command and slow to gather. Thus the Romans but prestige attached to hand-to-hand combat. In
often managed to overrun a tribal area and ravage it common with most tribal armies in most periods, the
before the tribe could react. Often, then, the Ger- best-armed men stood at the front, and noncombat-
mans either chose their position and waited for the ants often watched from behind.13
Romans to attack them, or ambushed them upon
withdrawal.
Composition Table
German armies could not, in general, maintain them- Name Designation Formation Bases
selves in the field for long periods. Hence, they
sought a decisive battle. Under exceptional leaders, Warriors Tribal Foot Unformed 16
such as Arminius, lengthy campaigns could be under- Cavalry Cavalry Unformed 2
taken, but this cost much in terms of the leader’s
prestige and dislocation of farming. Youths Skirmishers Unformed 2

Random Table: Troop Type


1 2 3 4 5

Tribal Tribal Tribal Tribal


Cavalry
Foot Foot Foot Foot

6 7 8 9 10

Tribal Tribal Tribal


Tribal Skirmishers
Foot Foot Foot
Foot

Random Table: Morale

1 2 3 4 5 6

Raw Raw Trained Trained Veteran


Trained

The proportion of cavalry was low, and these seem to


have been of higher morale and worse mounted than
the Gauls. The comitatus may have been mounted,
for speed on raid, but could have dismounted to
fight. The main German cavalry tactic was the charge,
as they seem to have lacked missile weapons. They
were accompanied by infantry, the hundred. This
consisted of 100 men from each district, to succour
the cavalry if things were disadvantageous.

Polemos S.P.Q.R. 53
Army Generators
GALLIC
The Gauls of the centre and south were a highly or- The highest quality troops were the cavalry, recruited
ganised society based around economic and political from the wealthier in society, armed with lance, jave-
centres. They could field a large army and call upon lin, shield and sword as well as a helmet and often
numbers of allies. The north-eastern tribes seem to mail armour. Although of lower morale than the Ger-
have been less well organised, having perhaps more in mans during Caesar’s campaigns, the Gauls were of-
common with the Germans. In a similar way to the ten themselves of high morale and fought fiercely,
Germans, raising a Gallic army was slow, although their tactics being a headlong charge, and discipline
noble retinues seem to have provided a permanent was poor.
nucleus. Again, the Gauls were forced to either use
ambushes of Roman columns or to occupy a chosen The close order foot were numerous and usually
battle site well in advance. In exceptional circum- equipped with sword, javelins and shields, with ar-
stances, such as when led by Vercingetorix in 52 BC, mour rare. The tactics were a mass charge. Skirmish-
armies could be kept in the field for long campaigns, ers had the subsidiary role of weakening the enemy
seeking to wear down the enemy, but this could only with javelins, slings and bows. Again, it is likely that
be achieved in the reasonably economically developed hand-to-hand fighting was prestigious.14
south and central regions. The Gauls also had some
basic experience in siege-craft, unlike the Germans.
Composition Table
Name Designation Formation Bases

Warriors Tribal Foot Unformed 12


Nobles Cavalry Unformed 5
Youths Skirmishers Unformed 3

Random Table: Troop Type


1 2 3 4 5

Tribal Tribal Tribal


Cavalry Tribal
Foot Foot Foot
Foot

6 7 8 9 10

Tribal Tribal Tribal


Tribal Skirmishers
Foot Foot Foot
Foot

Random Table: Morale

1 2 3 4 5 6

Raw Raw Trained Trained Veteran


Trained

54 Polemos S.P.Q.R.
Army Generators
PARTHIANS
The Parthian army was formed from the uneasy alli-
ance of the King, strong noble families and disaf-
fected Greek cities. Their wars were usually defensive
and strategy focused on attacking the enemy where he
was weak. The army was mainly cavalry based and
able to advance and retreat quickly.

The exact organisation of the army is unknown, but it


contained noble retainers, probably in units of about
1000. The ratio of horse archers to cataphracts was
variable, and coordinating the two arms was tricky.
Horse archers could only weaken and wear down the
enemy, and timing the cataphract charge was difficult.
The success against Crassus was due largely to his
unbalanced army. Later Roman invasions, with cav-
alry and missile troops, fared much better. Hence, the
Parthians tended to shadow Roman armies, picking
off detachments and attacking convoys of supplies.15

The focus on Carrhae also probably makes us assume


that Parthian armies were always cavalry based. This
is unlikely, and they also usually included foot skir-
mishers of various forms. There is also some recent
evidence suggesting stratiotas type infantry, presuma-
bly from the Greek influenced town of the Parthian
Empire.16 In the accompanying list, however, we have
stuck to the Carrhae style army.
Composition Table
Name Designation Formation Bases
Armoured
Cataphracts Unformed 2
Cavalry
Horse
Light Horse Unformed 18
Archers

Random Table: Troop Type


1 2 3 4 5

Light Light- Light Light


Cataphracts
Horse Horse Horse Horse

6 7 8 9 10

Light Light Light Light


Skirmishers
Horse Horse Horse Horse

Random Table: Morale


1 2 3 4 5 6

Raw Raw Trained Trained Trained Veteran

Polemos S.P.Q.R. 55
Army Generators
BRITISH
The British are usually classified with the Gauls, Composition Table
forming a single cultural entity called ‘Celtic’. This
Name Designation Formation Bases
model has started to be broken down somewhat
lately, but for our purposes, the British and Gauls are Warriors Tribal Foot Unformed 11
similar.17 The major differences between the two are Cavalry Light Horse Unformed 3
that the British used the chariot, and their horse was
far weaker than the Gallic.18 Indeed, it has been sug- Youths Skirmishers Unformed 3
gested that the British did not use cavalry in action,
but mounted men were, in fact, mobile infantry, using Nobles Chariots Unformed 3
horses in a similar fashion to the chariots, as ‘battle
taxis’. Both light horse and chariots, therefore, may Random Table: Troop Type
dismount, two such bases forming one tribal foot
base of elite status, and the average of the morale lev- 1 2 3 4 5
els of the two combining bases. Tribal Tribal Tribal Tribal
Chariots
Foot Foot Foot Foot
We therefore expect a similar army to the Gauls, the 6 7 8 9 10
strength being in infantry, organised on a clan level. It
would take a while for an army to gather, and they Light Light Tribal
Skirmishers Skirmishers
Horse Horse Foot
often seem to have defended water obstacles, such as
Cassivellaunus against Caesar on the Thames,19 and
on the Medway in AD 43.20 Archers, slingers and Random Table: Morale
javelin men were also present, while the chariot- 1 2 3 4 5 6
bourne were clearly the elite.
Raw Raw Trained Trained Trained Veteran

56 Polemos S.P.Q.R.
Army Generators
NUMIDIAN
Composition Table
The Numidians, and their western neighbours the
1 2 3 4 5
Moors often provided auxilliary forces to the Ro-
mans. However, they also fought the Romans di-
rectly, most notably in the Jugurthine Wars (112-105 Light Light Light Light Light
BC), allied to the Pompeians against Caesar in the Horse Horse Horse Horse Horse
civil war and again in revolt against Rome in the early
empire. 6 7 8 9 10

Skirmishers Skirmishers Skirmishers Skirmishers Skirmishers


The Numidian way was to use guerrila warfare and
light troops to wear down the enemy. The cavalry
evaded charging troops while peppering them with Random Table: Troop Type
javelins.33 The Numidians could inflict some sharp
Name Designation Formation Bases
defeats on Roman forces, being able to pick off Ro-
man garrisons,34 and even in confused open battle, Infantry Skirmishers Unformed 10
using rough country to disorder the Romans.35 Even-
tually, however, Roman capture of key fortresses and Cavalry Light Horse Unformed 10
control of (or destruction of) villages and food sup-
plies ensured eventual Numidian defeat.36 Random Table: Morale
1 2 3 4 5 6

Raw Raw Trained Trained Trained Veteran

Polemos S.P.Q.R. 57
Army Generators
SARMATIAN
The Sarmatians were not a unified people or nation, The safest conclusion therefore in Polemos terms is
but a number of nomadic groups who wandered over that all Sarmatian cavalry can skirmish. A Sarmatian
the Eurasian steppes, in a generally westward direc- army can thus consist of cataphracts and light cavalry,
tion.24 As such, they were bit players in the classical both of which can skirmish. We assume that the light
world and so the literary references to them are not cavalry will be formed of the poorer troops who do
huge. Furthermore, as nomads, the archaeological not possess the resources to bear armour and lances.
record of them is not huge either, so a fair bit of
speculation is required. Composition Table
Name Designation Formation Bases
The most spectacular part of a Sarmatian army was
the cataphract, armed with a long lance or kontos.25 Armoured
Cataphracts Unformed 18
These were the most important part of the army, but Cavalry
the greater part of any Sarmatian host would probably Cavalry Light Horse Unformed 2
be horse archers. This however, leads us to a prob-
lem, in that it seems that Sarmatian horse archers also Random Table: Troop Type
charged with lance and sword.26 1 2 3 4 5

The most likely resolution, in my opinion, of these Cataphracts Cataphracts Cataphracts Cataphracts Cataphracts
discrepancies is to suggest that, in many circum-
stances, Sarmatian armies consisted of lancers, who 6 7 8 9 10
could also use the bow. This would be the core of any
force, and, if a raid or mercenary activity were called Cataphracts Cataphracts Cataphracts Cataphracts Light Horse
for, these are the troops who would answer. Some-
times, the Sarmatians could call up many more Random Table: Morale
troops, recruited from the poorer parts of society, 1 2 3 4 5 6
who acted as horse archers. Finally, the Sarmatians
could also use foot recruited from subject peoples, Raw Raw Trained Trained Trained Veteran
both spearmen and archers.27

58
60 Polemos S.P.Q.R.
Army Generators
DACIAN
With the Dacians, we enter much less well-charted and Composition Table
documented waters. No-one saw fit to record the cam-
Name Designation Formation Bases
paigns against them, so we have little in the way of docu-
mentary evidence. Of course, Trajan’s column records Warriors Tribal Foot Unformed 14
his campaigns and victories against them 21 but it is un- Armoured
wise to rely heavily on this as a source, and we have little Sarmations Unformed 1
Cavalry
else. The best modern account of the wars is by Golds-
worthy.22 Youths Skirmishers Unformed 4
Random Table: Troop Type
The Dacians seem to have been vaguely Germanic in
nature, with plenty of foot. Some of these may have been 1 2 3 4 5
armed with the famous falx, or spear cum sword with a
Tribal Tribal
curved blade. Whether this made much difference to the Foot Foot
Tribal Foot Tribal Foot Tribal Foot
fighting is debatable. Wargamers have made a big thing
of it, and it has been linked to the use of heavier armour 6 7 8 9 10
by the legions.23 On the other hand, the armour could
have been siege issue, as the Dacian war was one of ex- Tribal Tribal Cataphracts/ Archers/ Archers/
tensive sieges. Foot Foot Light Horse Skirmishers Skrimishers

The Dacians fought on foot with javelins, swords, falx


and shield, together with archers. Their own cavalry was Random Table: Morale
weak and light, so the Roxolani Sarmatians added useful
weight. Bastardae (a sub-tribe or ally) seem to have been 1 2 3 4 5 6
falx armed. The Dacians seem to have been responsible
for the disappearance of a legion, possibly on Trajan’s Raw Raw Trained Trained Trained Veteran
first campaign (101-2 AD), although the circumstances
of this destruction are unknown

Polemos S.P.Q.R. 59
Army Generators
PONTIC
Pontus was a Black Sea state on the northern coast of Composition Table
modern Turkey. As such it had both Greek and Per-
Name Designation Formation Bases
sian influence; the coastal cities were of Greek influ-
ence while the inland was mainly Persian. The ruling Cavalry Cavalry Unformed 2
dynasty was expansionist under King Mithradates VI
Eupator who engaged the Romans in a series of Armoured
Armenians Unformed 2
wars.28 Having first expanded around the shores of Cavalry
the Black Sea, ensuring that it was virtually a Pontic Youths Skirmishers Unformed 3
lake, Mithradates turned west to his neighbours in
Asia Minor.29 Light Cavalry Light Horse Unformed 3
Imitation
Legionary Formed 4
The Pontic army was thus an assortment of Greek Legionaries
mercenaries, Persian cavalry, Scythians, Sarmatians, Phalanx Pike Formed 4
Armenians, Cretans, Galatians and freed slaves, the
latter making up part of the phalanx.30 In general, the Formed or
Stratiotas Stratiotas 4
armies had a significant cavalry component, around Unformed
thirty per cent.31 Also included were scythed chariots, Archers Archers Unformed 2
apparently reinvented by Mithradites, and significant
naval forces. With these Mitharadites’ generals chased Random Table: Troop Type
the Romans out of Asia and across Greece in the first
Mithradic war, eventually being defeated by Sulla. 1 2 3 4 5

Legionar-
Light
Mithradates was successful in a second war, provoked Cavalry Cataphracts Stratiotias
Horse
ies/
Phalangites
by greedy Roman officials. However, in a third war he
lost all. Just before this he allied himself with Setori- 6 7 8 9 10
ous, the supporter of Sulla in Spain, and received offi- Skirmish-
cers and training from them, enabling him to deploy Legionaries/
Skirmishers Stratiotias Archers ers/Light
Phalangites
some men as legionaries.32 However, he came up Horse
against two of Rome’s more talented generals of the
time, Lucullus and Pompey, who outmanoeuvred and Random Table: Morale
defeated him. 1 2 3 4 5 6

Raw Raw Trained Trained Trained Veteran

60 Polemos S.P.Q.R.
Army Generators
SPANISH
Rome had, of course, been involved in Spain since Spanish infantry was comparatively light. Sertorius
the Punic Wars, but had never conquered the entire used local light infantry – caetrati, or round shields,
country. The Spanish fought on using their traditional and Caesar reports both round and long shields being
dense infantry formations and cavalry, as well as ef- recruited by Pomepian armies.45 This may mean both
fective guerilla warfare.37 The situation was further skirmishers and tribal foot (scutari) or it may mean
complicated in the late Republic by the revolt of Ser- that some of the local forces were trained as Roman
torius. Sertorius used Roman troops, the few whom legionaries. Sertorius, at least, trained and equipped
he had with him, Spanish troops trained in Roman local troops in Roman fashion.46 The Celtibrians were
fashion and local forces in his resistance to local gen- much given to scorched earth tactics, ambushes, guer-
erals and, finally, Pompey.38 illa warfare and night attacks, which made them a
tricky opponent, but does not necessarily indicate that
The Spanish proved to be difficult foes for the Ro- they could stand up to Roman armies in a straight
mans and were not thoroughly defeated until 19 BC.39 fight. Sertorius certainly often attacked foraging par-
This was a massive effort, apparently, requiring the ties and lines of communication, trying to bring about
attention of Augustus in 26 and 25 BC, and requiring a fight on advantageous terms.47
up to seven legions.40 Unfortunately, we only have
scrappy information about this operation, but it Composition Table
would make for an interesting wargame campaign.41
Name Designation Formation Bases
By the time of our period of interest, at least, Celtibe-
rian society had formed into something approximat- Cavalry Cavalry Unformed 2
ing city states.42 These oppoida were walled towns, Scutariii Tribal Foot Unformed 4
generally on hills, and were administrative and politi-
cal centres of small states. These states minted coins Caetratii Skirmishers Unformed 8
and engaged in diplomacy and war, and were domi-
nated by hierarchical clans. The head of the clan had Skirmishers Skirmishers Unformed 3
clients across the local area which gave control over
Light Cavalry Light Horse Unormed 3
the oppoidium territory.

The growth of these city states affected the pursuit of


warfare in Celitberian Spain. It became a way of set-
tling disputes between states, rather than between Random Table: Troop Type
groups and neighbouring settlements. The city elites
1 2 3 4 5
provided cavalry, and it was these elites on whom the
Romanising effort was focused, by their becoming Tribal Tribal Skirmish-
clients of Rome and serving in the Roman army. Cavalry Light Horse
Foot Foot ers

The cavalry was thus formed of the wealthy and no- 6 7 8 9 10


ble classes, as with Gallic armies, and were armed
with spear and shield.43 Single combat was still part of Skirmishers Skirmishers
Skirmish- Skirmishers/ Skirmish-
the basis of this elite, and episodes were recorded of ers Light Horse ers
ritual challenges, down to Caesar’s time. This ideology
also shows why the Celtiberians were so attached to
their weapons, which allowed Seutorious, for exam-
ple, to win over the locals by gifts of gold and silver
decorated weapons.44 Random Table: Morale
1 2 3 4 5 6
The Celtiberians had a high ratio of cavalry, up to
about 1 horseman for every four foot soldiers, and
Raw Raw Trained Trained Trained Veteran
were able to keep significant armies in the field, even
over the winter. They even possessed the capability to
lay siege to enemy cities, although this was compara-
tively rare.
Polemos S.P.Q.R. 61
Army Generators
References
1Gilliver, C. M., The Roman Art of War, (Stroud: Tem- 24Brzezinski, R. and Mielczarek, M., The Sarmatians
pus, 2005), 18. 600 BC - AD 450, (Oxford: Osprey, 2002), 3.
2Cagniart, P., 'The Late Republican Army', in A Com- 25Brzezinski and Mielczarek, Sarmatians, 23 - 4.

panion to the Roman Army, ed. Erdkamp, P. (Oxford: 26Tacitus, Annals, 6:33 - 5.

Blackwell, 2007), 87. 27Brzezinski and Mielczarek, Sarmatians, 19 - 20.


3Cagniart, 'The Late Republican Army', 87. 28Duggan, A. L., He Died Old: Mithradates Eupator, King
4Gilliver ‘Augustan Reform’ 183. of Pontus, (London: NEL, 1976).
5Gilliver, ‘Augustan Reform’ 184. 29Matyszak, P., Mithridates the Great: Rome's Indomitable
6Gilliver ‘Augustan Reform’ 186. Enemy (Barnsley: Pen & Sword Military 2008), 13-17.
7Gilliver, Roman Art of War, 55. 30Peachey, Military History of Pontus II, 7.
9Goldsworthy, Roman Army at War, 13. 31Matyszak, Mithridates, 11.
9Gilliver, Roman Art of War, 20, 22. 32Appian, 'The Mithradic Wars', 10: 68.
10Gilliver, Roman Art of War, 20; Goldsworthy, Roman 33Caesar, 'African War', 15.

Army at War, 14-15. 34Tacitus, Annals, 3: 19.


11Gilliver, C. M., 'Mons Graupius and the Role of 35Sallust, 'The Jugurthine War', in The Jugurthine War

Auxiliaries in Battle', Greece & Rome 43, no. 1 (1996). and the Conspiracy of Catline (London: Penguin, 1963),
12Rainbird, J. S., 'Tactics at Mons Graupius', Classical 50.
Review 19, no. 1 (1969). 36Barker, P., The Armies and Enemies of S.P.Q.R.,
13Goldsworthy, Roman Army at War, 42 - 53. (Worthing: W.R.G., 1981), 37.
14Goldsworthy, Roman Army at War, 53 - 60. 37Gilliver, Roman Art of War, 18.
15Goldsworthy, Roman Army at War, 60 - 68. 38Goldsworthy, Name of Rome.
16Tallis, N., 'Parthian Infantry Spearmen', Slingshot, no. 39Jones, R. F. J., 'The Roman Military Occupation of

264 (2009). North-West Spain', Journal of Roman Studies 66 (1976),


17Allen, S. and Reynolds, W., Celtic Warrior 300 BC - 46.
AD 100, (Oxford: Osprey, 2001), 7-8. 40Jones, 'The Roman Military Occupation of North-
18Allen and Reynolds, Celtic Warrior, 47-8. West Spain', 48.
19Caesar, J., The Civil War trans. Mitchell, J. F., 41Syme, R., 'The Spanish War of Augustus (26-25 B.

(London: Penguin, 1967), V.18. C.)', The American Journal of Philology 55, no. 4 (1934).
20Salway, P., A History of Roman Britain (Oxford: OUP, 42Almagro-Gorbea, M. and Lorrio, A. J., 'War and

1993), 66. Society in the Celtiberian World', e-Keltoi 6 (2004), 94.


21Cichorius, C., Lepper, F. A., and Frere, S. S., Trajan's 43Almagro-Gorbea and Lorrio, 'War and Society in

Column : A New Edition of the Cichorius Plates, the Celtiberian World', 97.
(Gloucester, UK ; Wolfboro, N.H., USA: Alan Sut- 44Plutarch, Sertorius. (Loeb Classical Library, 1919),

ton, 1988). http://penelope.uchicago.edu/Thayer/E/


22Goldsworthy, A. K., In the Name of Rome: The Men Roman/43Texts/Plutarch/Lives/Sertorius*.html
Who Won the Roman Empire, (London: Weidenfeld & (accessed 10 June 2009), 14.
Nicolson, 2003). 44Caesar, Civil War, 1: 38-9.
23Penrose, J., Rome and Her Enemies, (Oxford: Osprey, 46Goldsworthy, Name of Rome, 160.

2005), 211-3. 47Goldsworthy, Name of Rome, 164.

62 Polemos S.P.Q.R.
Part 5
Appendices
 Scenarios
 Designer’s Notes
Scenario
Battle of Charonea 86 BC
Historical Situation (Hammond suggests 10000, but this seems too
King Mithridates VI of Pontus was a ruler keen to many), and about 10000 for the wings, which suggests
expand his kingdom and his influence. As Pontus 5000 horse and 5000 lighter foot. There appear to
was centred in Asia Minor, the only realistic way that have been around 60 chariots (Duggan, 1976, 80).
he could do this was at the expense of his neighbours,
however, as many of which were Roman client states The Roman army consisted mainly of legions and
it soon became inevitable that there would be conflict cavalry. Sulla had arrived with 5 legions in 88 BC, but
with Rome. Matters came to a head in 86BC when an had been engaged in some fighting and a prolonged
expeditionary army under Archelaus was sent to siege of Athens and Piraeus, so from this initial 30000
Greece. or so we can deduct significant casualties and garri-
sons. He had however raised Theban auxiliaries, both
Sulla was marched north to confront the Pontic army. horse and foot, so we can probably estimate his army
The Romans had about 15000 foot and 1500 cavalry. at 15000 legionaries, 5000 Thebans and 1500 Theban
Archelaus had about three times as many, and seems and Greek horse. Suggested forces are in the table on
to have manouvered to cut off the Roman line of page 65. Thebans can deploy either as stratiotas or, if
communications to the south. As Sulla moved back desired, as legions, as it is unclear if the Romans had
south Archelaus got a detachment on the south side trained them.
of the plain north of Chaeronea, with his main camp
on the north side, north of the river Kephissos. Sulla
marched for Chaeronea and Archelaus deployed. Terrain and Effects
Each square on the map is 3BW for a small game,
The Pontic army consisted of 15-16000 liberated 6BW for a medium game and 9BW for a large game.
slaves forming part of the phalanx, which was pro- The river Cephisus cannot be forded. The first
tected by scythed chariots, with another 15-20000 counter line represents a gradient 1, the second a gra-
pikemen. Additionally, we have some men at Thurion dient 2 and the third a gradient 3.

64 Polemos S.P.Q.R.
Scenario
Battle of Charonea 86 BC
Roman Army Pontic Army
Overall command - Lucius Cornelius Sulla Felix Overall command - Archelaus of Cappadocia
Inspiring, Steady Average, Rash
Other officers - Lucius Licinius Murena Other Leaders - Taxiles
Inspiring, Steady (medium and large games only).
(medium and large games only.) Poor, Cautious
- Quintus Hortensius*
Average,Steady
Small Medium Large
(large games only).
Archers 2 6 10
* Rank and name highly conjectural. Cavalry 3 10 20

Small Medium Large Light Horse 3 5 8

Legionaries 12 16 30 Pike 7 24 60

Thebans 5 7 10 Scythed
2 4 6
Chariots
Cavalry 2 4 6
Skirmishers 3 6 10
Notes: Stratiotas 10 15 30
1) 50% of the Legionaries should be Veteran, the rest
Trained.
2) Thebans are Trained.
3) Cavalry are Trained. Notes:
1) 20% of the Pike bases count as Veterans (Brazen
Objectives Shields), the remainder are Trained.
Both sides are seeking the destruction of the other as a 2) All other bases are Raw.
fighting force.

Historical Outcome
Sulla advanced quickly, a tactic which seems to have
robbed the scythed chariots of a chance to do much dam-
age as they were quickly disposed of. One the centres
were engaged, Archelaus attempted to envelope the Ro-
man left wing. On the Roman right, Hortensius deployed
to stop the Pontic forces, but in the process found his
command isolated and surrounded.

Sulla marched to Hortensius’s aid but as he did so, Ar-


chelaus switched his attention to the Roman right flank
where Once again, Sulla marched to the point of most
threat and led reserves to reinforce his right flank. This
resulted in a rout of the Pontic left wing, closely followed
by the centre giving way and the Romans being left to
pursue their beaten enemy.

The Pontic soldiers were slaughtered as they fled leaving


Sulla in charge of the battlefield. The quoted casualty
figures seem highly unreliable, but it is obvious that the
two armies suffered disproportionately and that Arche-
laus’s remaining force was incapable of mounting a seri-
ous threat until it received reinforcements.

Polemos S.P.Q.R. 65
Scenario
Battle of Mons Graupius 83AD
Historical Situation Calgacus apparently had 30000 warriors. This is Taci-
This is the final, climactic battle of the Roman con- tus’ number, and may well be exaggerated. Aside
quest of Britain. Agricola, the Roman governor, in- from chariots and infantry, the composition is un-
vaded Scotland with between 17,000 and 30,000 men, known, and those suggestions across the page are
the uncertainty being due to the unknown number of guesses.
legionaries in the detachments. Somewhere in Scot-
land they encountered about 30,000 Britons, led by Terrain and Effects
Calgacus.
Each square on the map is 1.5BW for a small game,
The location of the battle is the subject of much 3BW for a medium game and 5BW for a large game.
speculation, but is essentially unknown. The Britons
had the advantage of the slope and the battle opened The lowest level of Mons Graupius is a gentle slope,
with the auxilia clashing with the British battle line. with each successive tier becoming steeper by on
The cavalry saw off the chariots and turned on the level.
British foot. Meanwhile, the bulk of the Britons
moved down the hill and started to envelop the Ro- Objectives
man rear, upon which the Roman reserve cavalry of 4
squadrons charged and routed them, allowing the rest This is a straightforward battle to the finish. The
of the Roman cavalry to begin the pursuit. Romans must aim to defeat the Britons inflicting
maximum casualties. The Britons must take advan-
Agricola had 8000 auxilia, 3000 cavalry and an un- tage of attacking an army operating at the end its sup-
known number of legionaries. At a guess, I would say ply lines and destroy the invaders. Capture of the
2 legions or so (with discount for garrison duty) so an Roman marching camp would be a tremendous mo-
equal number to the auxilia, 8000 men. Possible rale blow for the Romans and will immediately re-
forces are shown in the table on page 67. duce the Roman Army Moral by one level.

66 Polemos S.P.Q.R.
Scenario
Battle of Mons Graupius 83AD
Roman Army Caledonian Army

Overall command - Gnaeus Julius Agricola Overall command - Calgacus


Average, Steady Poor, Rash
Other officers - Gaius Publius Tacitus* Other Leaders - Cocidius*
Average, Cautious Poor, Steady
(medium and large games only). (medium and large games only).
- Publius Rutilius Rufus* - Tasgetius*
Average, Cautious Poor, Rash
(large games only). (large games only).

*Rank and name highly conjectural. *Name highly conjectural.

Small Medium Large Small Medium Large

Legionaries 7 12 18 Chariots 3 6 12
Auxilia 5 9 12 Light Horse 3 6 12
Cavalry 5 9 12 Tribal Foot 11 22 44
Boltshooters 1 1 2 Skirmishers 3 6 12
All Roman troops are trained, apart from 1/3 of the cavalry All are raw other than 10% of the Tribal Foot (rounding
(two bases on the small game) who count as veteran. down) who are trained. All Chariots are elite.

Historical Outcome

Hostilities opened with the Caledones chariots engaging


with the Roman troops and being effectively swept
aside by the Auxilia.

With the chariots dealt with the two main battle lines
moved into contact with the brunt of the fighting being
conducted on the Roman side by the Auxilia infantry.
The Legions were held in reserve and took no part in
the fighting.

The Caledones were unable to bring their numerical


superiority to bear and as the Roman infantry in the
centre pushed forward, the Auxilia cavalry overcame
and then outflanked their opponents. This started a
general rout of the Caledones with the Romans pursu-
ing and cutting down or capturing the fleeing Caledo-
nes.

Tacitus claims that just 360 Auxilia were lost as opposed


to 10,000 Caledones. Roman exaggeration apart, Mons
Graupius was a great victory for Agricola.

Agricola himself was awarded ’triumphal decorations’,


however the fruits of his victory proved short-lived as
Roman influence in the region ebbed southwards to be Salway, Roman Britain, 109.
consolidated along the length of Hadrian’s Wall. Tacitus, C., 'The Agricola ', in The Agricola and the Germa-
nia (London: Penguin, 1970), 29.
Tacitus, 'Agricola', 36 - 7.

Polemos S.P.Q.R. 67
Designer’s Notes
As mentioned in the introduction, designing wargame Changing orders is difficult, and it is meant to be. The
rules for ancient battles is a task fraught with difficul- ‘native’ forces did not, in general, have good com-
ties and guesswork. What is presented is our interpre- mand and control, and changing a tribal chieftain’s
tation, within the Polemos framework, of Roman orders could be interpreted as a slight. Think about
clashes with themselves and other armies. No doubt this before you deploy your forces. This is the reason
much of it will receive howls of derision from the for the tempo cost being paid to start troops moving
wargaming public, but such is life. or change direction. Be warned: linear deployment of
tribal foot will lead to tears before bedtime.
Blokes with swords, shields and spears settled most
ancient battles at close range. While light horse had Roman manoeuvre is possible, but still difficult. Lines
their part to play, cavalry was vital and even elephants work for them, but there is always the danger of be-
and curious artillery devices could be important, the ing burst through by assaulting tribes. This seems
overall impression formed is that the clash of the foot reasonably historically likely - at least, it is what we are
of either side was decisive. If you feel that the Po- told bothered Roman generals. The idea for the Ro-
lemos cavalry are underrated, consider that at Ca- mans is to use their cavalry, archers, artillery and aux-
harre, the most famous cavalry victory of the age, the ilia to disrupt the enemy sufficiently to allow the le-
Parthians took all day to wear down the Romans gions to finish the job. This is not terribly easy, and
army to a point where they felt they could charge. the impression given by accounts of battles is that the
The Parthians achieved this by catching an experi- Romans themselves sweated more than a little at
enced Roman commander with an unbalanced force some of their battles. Of course, there is the question
while he was having a bad bout of rivalry with other of bias and talking up the enemy to make victory
conquerors. Crassus also had the misfortune of run- seem more glorious than it was. But if we made the
ning into an enemy commander of genius.1 Cavalry, it battle a walk over for the men in shiny suits, it would
seems, was not that decisive. be a boring wargame, right?

Manoeuvre is slow and limited. Ancient armies did Artillery and chariots are supposed to be weak. Most
not deploy rapidly and could not change their axis continental armies gave up using chariots before the
quickly. In fact, this was true of all armies until at first century BC. There was a reason for this, proba-
least the 18th century when cadenced marching was bly that their opponents gave up playing fair and al-
introduced. If you get your men in the wrong posi- lowing the heroes to kill each other, and made sure
tion, tough. You will just have to fight your way out that the foe’s heroes and chiefs were slaughtered by
of it. 100 men with pointy sticks. While the British made
use of chariots (as recorded by Caesar) it is clear that
they were not that effective, and Caesar’s surprise at
the use of chariots indicates their anachronism.

The Romans used scorpions on the field of battle.


There are no records of how effective they were, and
so one supposes that the answer is ‘not very’. In de-
fence of a marching camp, however, they might prove
to be useful. The Romans deployed them, and so here
they are. A couple of bolt shooters are not going to
change things massively, except for the unfortunate
individual on the receiving end of one.

1Sampson, G. C., The Defeat of Rome: Crassus, Carrhae


and the Invasion of the East (Barnsley: Pen & Sword
Military 2008).

68 Polemos S.P.Q.R.
References
Allen, S., Reynolds W., Celtic Warrior 300 BC- AD 100 Matyszak, P., Mithridates the Great: Rome's Indomitable
(Oxford: Osprey, 2001). Enemy (Barnsley: Pen & Sword Military
Almagro-Gorbea, M., Lorrio A. J., 'War and Society 2008).
in the Celtiberian World', e-Keltoi 6 (2004), 73- Peachey, S., The Military History of Pontus 302 BC- 63
112. AD (Bristol: Stuart Press, 2005).
Appian, 'The Mithradic Wars', The Foreign Wars (New Penrose, J., Rome and Her Enemies (Oxford: Osprey,
York: Macmillan, 1899). 2005).
Ash, R., 'An Exemplary Conflict: Tacitus' Parthian Plutarch, Sulla, Loeb Classical Library, 1916, http://
Battle Narrative ('Annals' 6.34-35)', Phoenix penelope.uchicago.edu/Thayer/E/Roman/Texts/
53, no. 1-2 (1999), 114-135. Plutarch/Lives/Sulla*.html (accessed 10 June 2009).
Barker, P., The Armies and Enemies of Imperial Rome ———, Sertorius, Loeb Classical Library, 1919,
(Worthing: W.R.G., 1981). http://penelope.uchicago.edu/Thayer/E/Roman/
Bradley, C. M., 'The British War Chariot: A Case for Texts/Plutarch/Lives/Sertorius*.html (accessed 10
Indirect Warfare', The Journal of Military His- June 2009).
tory 73 (2009), 1073-1089. ———, Philopoemen, Loeb Classical Library, 1921,
Brzezinski, R., Mielczarek M., The Sarmatians 600 BC - http://penelope.uchicago.edu/Thayer/E/Roman/
AD 450 (Oxford: Osprey, 2002). Texts/Plutarch/Lives/Philopoemen*.html (accessed
Caesar, J., 'The African War', The Civil War (London: 10 June 2009).
Penguin, 1967).
———, 'The Alexandrian War', The Civil War Rainbird, J. S., 'Tactics at Mons Graupius', Classical
(London: Penguin, 1967). Review 19, no. 1 (1969), 11-12.
———, The Civil War (London: Penguin, 1967). Sabin, P., 'The Face of Roman Battle', Journal of Roman
———, The Conquest of Gaul (London: Penguin, Studies 90 (2000), 1 - 17.
1982). Sallust, 'The Jugurthine War', The Jugurthine War and
Cagniart, P., 'The Late Republican Army', in Erd- the Conspiracy of Catline (London: Penguin,
kamp, P. (ed.), A Companion to the Roman 1963).
Army (Oxford: Blackwell, 2007), 80 - 95. Salway, P., A History of Roman Britain (Oxford: OUP,
Camp, J., Ierardi M., McInerney J., Morgan K., Um- 1993).
holtz G., 'A Trophy from the Battle of Chai- Sampson, G. C., The Defeat of Rome: Crassus, Carrhae
roneia of 86 BC', American Journal of Archae- and the Invasion of the East (Barnsley: Pen &
ology 96, no. 3 (1992), 443-455. Sword Military 2008).
Cichorius, C., Lepper F. A., Frere S. S., Trajan's Col- Syme, R., 'The Spanish War of Augustus (26-25 B.
umn : A New Edition of the Cichorius Plates C.)', The American Journal of Philology 55, no. 4
(Gloucester, UK ; Wolfboro, N.H., USA: (1934), 293-317.
Alan Sutton, 1988). Tacitus, C., 'The Agricola ', The Agricola and the Germa-
Duggan, A. L., He Died Old: Mithradates Eupator, King of nia (London: Penguin, 1970).
Pontus (London: NEL, 1976). ———, The Histories (London: Penguin, 1995).
Gilliver, C. M., 'Mons Graupius and the Role of Aux- ———, The Annals of Imperial Rome (London: Pen-
iliaries in Battle', Greece & Rome 43, no. 1 guin, 1996).
(1996), 54-67. Tallis, N., 'Parthian Infantry Spearmen', Slingshot, no.
———, The Roman Art of War (Stroud: Tempus, 264 (2009), 32-3.
2005). Vermes, G., The Complete Dead Sea Scrolls in English:
Goldsworthy, A. K., The Roman Army at War, 100 BC- Revised Edition (London: Penguin, 2004).
AD 200 (Oxford: Clarendon Press, 1998). Webster, J., 'The Battle of Nicopolis 48 BC,' Miniature
———, In the Name of Rome: The Men Who Won the Wargaming, October 1999, 7-8.
Roman Empire (London: Weidenfeld &
Nicolson, 2003).
Hammond, N. G. L., 'The Two Battles of Chaeronea
(338 BC and 86 BC)', Klio 31 (1938), 187-218.
Jones, R. F. J., 'The Roman Military Occupation of
North-West Spain', Journal of Roman Studies 66
(1976), 45-66.
Josephus, The Jewish War (London: Penguin, 1981).

Polemos S.P.Q.R. 69
The Polemos series of wargames rules and supplements

Available from;

Baccus 6mm, Unit C, Graham House, Bardwell Road, Sheffield, S11 7LT, UK
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Wargames Vault, (as pdf download only)


www.wargamesvault.com

70 Polemos S.P.Q.R.
Turn Sequence/Tempo Points Orders and TP Costs Movement
Turn sequence General Orders Move Distances
Leaders 2BW
1 Tempo bidding (both players)  Advance. Force moves forward at full movement rate. Foot 1BW
May charge the enemy. Cavalry and chariots 2BW
Tempo Player’s phase
 Hold. Force remains in place, but may charge enemy. Light Horse 3BW
2 Tempo player moves  Skirmish. Force advance stopping at skirmish distance Deployed Artillery None
and shoots at enemy. Undeployed Artillery 1BW
 Announce which forces are charging
 Move forces, including moves to contact. Area
features
Effect on movement Effect on combat
Unit Orders +1 if uphill
3 Tempo player ranged combat Art and archers may
Gentle slope None
(including charges) shoot overhead with
 Shoot. Force may shoot at enemy bases. +1
4 Tempo player close combat  Charge. Force may move up their full charge move Formed foot 1BD. Un-
formed foot and mounted
towards the specified enemy. Steep slope
1BW. All moving formed
+2 if uphill
Non-tempo Player’s phase  Halt. Force stops or remains in place. General orders count as shaken.
are lost. The force may defend itself using unit orders Very steep slope Impassable to all. No combat possible
5 Non-tempo player moves but will only commence with general orders when they
All bases move reduced to
 Announce which forces are charging are reissued by using TPs. 1BD and shaken. Artillery
Formed foot -2 in
close combat.
Marsh may not enter. Formed
 Move forces, including moves to contact. bases leaving marsh shaken
All mounted - 4 in
close combat.
in next move.
6 Non-tempo player ranged combat TP Costs to Change General Order All bases move reduced to Maximum distance
Tempo Player Non-Tempo Player 1BD and shaken. Bases for RC is 1BD only.
Woods
7 Non-tempo player close combat leaving wood shaken in All RC is treated as
Formed base 1 2 next move. being at long range.
Mounted may not
All formed bases except
Unformed base 2 3 foot skirmishers moving in
initiate a charge on a
Both sides target within an
the enclosure count as
enclosure. As prevail-
Enclosed area shaken. The boundaries are
8 Rally falling back, shaken and pursuing bases. For a group deployed in more than one rank, the cost is calcu- treated as a wall, hedge or
ing terrain inside
lated from the width of the widest rank in the group. area. The boundaries
 Make all compulsory moves (both players) ditch usually defensive
value of 2.
are treated as a wall,
hedge or ditch.
S.P.Q.R.

Adjusted as follows:
Linear
9 Army morale check made if required Effect on movement Effect on combat
features
+2 For each base out of Line of Sight of Officer or Leader
Impassable except by
-2 If the General is with group bridge or ford. Bases
-2 Per group if the group is made up of formed troops River No additional
treated as shaken move
-1 Per group if the group is made up of unformed troops after crossing.
Tempo Points Available Defenders +1 v foot
If shallow, may be crossed,
 1 TP for each four bases in the army + 1D6 The total cost is doubled if : Stream
bases becoming shaken.
and +2 v horse in
CC
Assigned an obstacle value
Per Officer:  The group’s officer or general is attached to a base in from 1-3. being number Assigned a Defensive
of BD required to cross Value of 1 or 2.
 3 TPs for an inspiring officer close combat. Walls, hedges, them for foot and BW for Defenders will add
 2 TPs for an average officer  The group has lost its officer (or general if it has no ditches mounted. Artillery may not this to RC and CC
officer). cross obstacles except by factors when engaged
 1 TP for each poor officer road. Bases shaken while in combat.
crossing.
© 2011 Baccus 6mm Ltd
Ranged Combat Ranged Combat Close Combat/Shaken effects
Ranged Combat: Ranges Ranged Combat: Results Close Combat: Modifiers
In Open Terrain In Woods Difference Charging Ranged Offensive Defensive
Firing Base Short Maximum Maximum 0 or Charging from flank or rear this combat +6 -
Remain in place No effect
negative
Archers 1 BW 2BW 1BD Contacted from flank this combat +4 -
1-2 Charge home Target Halt Charging into contact with front edge of
Light Horse 4BW - None +2 -
target
Charge home. Target Halt Shaken Unformed foot against elephants or
Skirmishers 2BW - 1BW +2 +2
3-4 scythed chariots
Target Shaken +1 +1
Artillery - 4BW None Inspiring General/Officer attached +2 +2
Charge home. Target Recoil Shaken Contacting enemy front edge this bound
Ranged Combat: Factors 5-6
Target recoil Shaken +1 +1 by advancing to contact or following up
+1 -
Ranged Ranged Charge Charge
Offensive Defensive Offensive Defensive Unshaken unformed in 1st round of
+1 +1
Charge home. Target Recoil Shaken combat
Archers 4 2 2 0 7+
Target routed +2 Unshaken formed in 2nd and subsequent
Artillery 4 1 3 0 +1 +1
rounds of combat
3 v formed 0 v formed
Auxilia 0 2 Average General/Officer attached +1 +1
2 v unformed 2 v unformed
Cavalry 0 1 4 3 Base is Veteran +1 -
Chariots 0 2 4 2 Base is unshaken elite +1 +1
Scythed chariots charging into contact
Elephants 0 1 4 2 Close Combat with formed foot
+1 -
Legionaries 0 3 0 2 Additional rear rank of foot (up to 3) +1 +1
Light Horse 1 2 1 3 Close Combat: Factors Contacted or charged on rear edge 0 -1
Pike 0 2 0 4
Skirmishers 1 2 0 2 Defence Value of any terrain 0 +DV
Attack- Defending Attacking Defending v
Tribal Foot 0 2 3 2 ing foot v foot mounted mounted
In fortifications 0 +DV
Each flank overlapped -1 -1
Ranged Attack: Modifiers Each level of Shaken -1 -1
Archers 2 1 3 1
Ranged Charge Mounted against elephants -1 -1
Artillery 2 0 1 1
Each level of shakiness in Base is Raw -1 -1
+1 Elite charging. +1 Additional rear rank of chariots -1 -2
target. Auxilia 3 3 2 3
In cover, being shot at. +DV Uphill. +1 Base with skirmish orders in close combat -1 -1
S.P.Q.R.

Cavalry 3 3 4 3
Artillery shooting over 2 Each level of shaken in
-1 +1 Chariots 2 3 4 3
BW. target
Close Combat: Results
Each extra base shooting General attached to charg- Elephants 4 2 4 2
-1 +1 Additional Shaken
at same target ing base or group. Difference Result
levels
Legionaries 3 3 2 3
Bows and javelins against 0 No effect -
-1 Armoured charging. +1
armoured targets Light Horse 1 3 3 2 1-2 Recoil -
Ranged weapon firing
-2 .Charging flank or rear. +2 3-4 Recoil shaken 1 +1
overhead. Pike 2 3 2 4
Archers shooting over 5-6 Recoil shaken 2 +2
-2 In cover, being charged. +2 Skirmishers 2 1 1 1
1BW range. 7+ Rout +3
In fortifications, being
+DV Tribal Foot 3 2 2 1
charged.
Charged by group which
-1
overlaps defenders.
© 2011 Baccus 6mm Ltd
Armies, figures and
accessories for
Polemos S.P.Q.R.

When it comes to Ancient Wargames armies, then look no further than Baccus
6mm. Combining superb quality sculpting, affordability and a great visual
impact on the tabletop, the Baccus ranges have all you could need.

For more details of all our ranges, visit our website:

Wwww.baccus6mm.comW
S.P.Q.R.
David Heading Polemos SPQR rules are designed for those
who wish to recreate the epic battles of the
period of dominance of the Roman
Legionary. You are placed firmly in the
position of the General. Can you repeat the
famous exploits of Caesar or Arminius? Now
is your chance!

The booklet contains detailed listings and


descriptions of eleven armies from Britain to
Parthia featuring a unique army generation
system as well as historical information and
background.

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