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  1. Core + 100 points

    Change rule 14.1 Bonus Unit Procedure from 75 points to 100 points

  2. No deep except LC

    Change rule 2.2 to:

    ‘Heavy Infantry must form two sections wide.’

    7.9.3 ‘Heavy Infantry in Depth (counter to Impetus)’(p24)

    Delete this rule

    7.8.6 ‘Shield Walls and Schiltrons’ (p23)

    Shield Wall

    Change ‘A Shield Wall may be Deployed wide or in Depth’ to ‘A Shield Wall may only be deployed Wide’.

    Shiltron

    Change ‘A Shiltron must be deployed in Depth’ to’ A Shiltron must be formed in Echelon’ to qualify for Shiltron status.

    All other current 7.8.6. rules remain unchanged.

    Swiss Keils

    Phase 2.

  3. `Bracing' (stationary HI counter Impetus Vs all)

    An unengaged HI unit that remains stationary may claim to "brace" itself.

    A braced unit receives 3 BPs when outscored frontally by a troop with Impetus instead of being broken.

    A Unit may not count as braced if either:

    1. it is un-dressed

      or

    2. it is contacted by enemy to its Flank/Rear (as defined in RV12)

      or

    3. it may claim impetus against its opponent

    Note 1: A unit that is braced when starting a melee keeps that status until it moves or is contacted in flank/rear (as defined in Rules 12a or 12b)

    Note 2: If fighting both against a WB and a HC, a WB Unit will be able to claim being braced against the HC (provided all other conditions are satisfied) but not against the enemy WB.

    Note 3: BP3 WB may claim bracing (but, unless they are veteran, it will not change much the result if they lose their first round of melee against impetus troops).

    Note 4: Players may find it useful to use a marker next to unit which remain stationary and therefore claim "bracing".

  4. Removal of Phalanx (PH) from Rule 7.9.2 ‘Denying Impetus-Stationary from a Previous Phase: Shield Walls, Schiltrons and Phalanxes. ‘

    PH do not now deny Impetus. Delete rule 7.9.1.6 Loss of Impetus (PH)

    Also delete rule Number 6 from rule 7.9.1 ‘Loss of Impetus’

    Note: all PH are therefore -1 pnt.

  5. Stationary

    ‘Stationary’ may be claimed if the unit did not move in its last movement phase.

    7.8.2 Terrain advantage

    Change

    ‘The defending unit must be infantry (of any type) and must remain stationary during its current movement phase in order to receive the +1’

    to

    ‘The defending unit must be infantry (of any type) and must remain stationary during its last movement phase in order to receive the +1’

  6. Cavalry Vs Heavier Cavalry Break Off

    All cavalry are allowed to break off if fighting heavier weight class of cavalry where

    CATs, KN, Clibs, MA and H4CH are the heaviest class

    HC, M2CH the medium class

    LH CM and L2CH are the lightest class.

    Elephants may not break off from any, but Mounted may break off from them.

    All roll 1D6 to get break off (distance, interpenetration BP infliction and enemy blocking as current rules)

    1: Break

    2,3: No break off

    4,5,6: may break off

    Note 1: Cavalry that break off are permitted to charge in again

    Note 2: Usual rules for obligatory chargers and impetus apply.

    Break-off direction is

    1. directly to the unit rear if the enemy contact is on front edge or front corner,
    2. directly to the unit front if the enemy contact is on rear edge or rear corner,
    3. directly to the unit opposed flank if the enemy contact is on flank edge.

    Break-off is impossible:

    1. if the unit is contacted by several enemy units which would result in different break-off directions, or
    2. if it inflicted BP or
    3. if it broke an opponent.

    Break-Off Conditions (p26, para 1)

    The choice to attempt a Break-Off is made by the owning player. Break -Off's may occur only when a unit is in melee contact against enemy infantry or against heavier cavalry as outlined above

    Breakthrough

    P28 para 3,'Participating Units':

    'A non engaged unit is entitled to a breakthrough maneuver if at least one enemy unit it was in contact with that turn Broke’

    Note: Breakthroughs are resolved after break-off.

  7. Double Frontage SI

    Change the unit size picture and figure basing so that Skirmishers are two sections wide and at current depth with no other change to lists or points

  8. Double Frontage LI and LHI

    Expansion of LI and LHI into two sections with no other change to lists or points

  9. Echelon

    HI/COH/FT etc may still deploy in Echelon but there are no benefits to it except for current Roman and Carthaginian tactics. Therefore ’modifies the effects of Impetus as if it were Deployed in Depth’ in respect to p6 ‘Echelon Divisional Unit Arrangement’ paragraph 4 which begins ‘A HI Unit in a Block Deployment..’ is deleted. With the exception of 2) and 11) all other rules on Echelon remain the same.

  10. Rear firing

    Add rule 5.13 `any HI or heavy mounted unit receiving fire from a unit entirely behind the rear line of the unit subtracts 1 from its PROT value against that fire to simulate the `demoralising morale effect.'

  11. SI 'Divisional Echelon (Block) Tactics’ Restrictions

    Delete 6.2.2

  12. Warband 2D6 Impetus Rolls

    Warband roll 2D6's on first round of melee with opponents they may claim impetus against and choose the best D6 roll for melee calculation.

  13. Flank/Rear Attacks

    Rear Attacks

    Rear attacks occur when the attacker starts from entirely behind a line drawn from the front edge of the target. This is irrespective of the point of contact i.e. rear line, rear corner or flank edge.

    Rear attack by Heavy Units

    Denies Impetus, Bracing lost and causes the Target to fight with its Flank/Rear FV. Target is automatically broken if outscored in melee by any heavy enemy.

    Rear attack by Light Units (SI, LI, LHI, LC, L2CH, LB)

    Bracing lost, Target fights rear attacking Unit with Flank/Rear FV, but Target fights to the front with Frontal FV-1 Vs all other in contact that may not claim rear attacks. If outscored by a Unit with Impetus the target is automatically broken.

    Flank Attacks

    If Rear attacks conditions do not apply, Flank Attacks occur when the attacker hits the flank of the target (i.e. any charge that starts with any part of the charging Unit in front of a line drawn from the front edge of the Target that contacts the Target’s flank).

    Flank attacks by all Units

    Target keeps it’s braced status if applicable and uses its front value, with a -1 modifier, against all opponents not able to claim rear attacks.

    Any other attack is a Frontal attack.

    Note (multiple attacks): If a heavy attacker qualifies for the Rear attack, then the "attacked by heavy" specifications apply and supersede other conditions

  14. Morale Rout test

    A:

    Change 8.1 to define rout path (3”) direction as follows:

    Note: A Fail on the Rout die is as A2 i.e. a Break

    B:

    Morale Rout Test

    1. All units touching a massed unit that breaks check regardless of direction.
    2. Any unit (except if alone in its own division) in the rout path (straight back to own table edge) is considered as blocking the massed units' path to the base line, therefore is burst through and must check.
    3. Light units do not cause heavy units to check, but heavy units cause ALL units to check.

    Procedure:

    A d6 roll of a "1" causes 1 BP to be applied to the testing unit, if heavy infantry.

    A d6 roll of "1-2" causes 1 BP to be applied to the testing unit, if other type.

    A unit with a General in base contact adds +1 to the d6 roll.

    If BP loss causes a testing unit to break, it does so, and its rout path traced back to its baseline. All additional tests caused by this break are now carried out.

    Note:

    1) 12b Flank/Rear Attack may be tested with 13a Rout/Morale Test

    2) 12a Flank/Rear Attack may be tested with 13b Rout/Morale Test

    Phase 2

    This will include:
    1. anything that is thrown up by Phase 1 Testing
    2. Specific Troops Type (PH, CATs LB, Schiltrons, Kiels etc).
    3. Generals, sub-Generals.
    4. Increase of terrain templates for ‘light’ armies
    5. -2 over ½ range (and -1 under ½ range?) for single base SI
    6. Infliction of Fatigue by SI missiles (until a target is fully fatigued where missile hits then inflict casualties)
    7. Increase CR to include SI Divisions
    8. Impetus support for Missile Troops
    9. Status of LHI/LI as Key troops.
    10. Impact on Antiquites/AoE of Phase 1 Rule Variant 7
    11. Double sized terrain for Light Armies
    12. PROT increase for Units in Shield Wall
    13. LC Jav
    14. Anything else.



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