Please note that players
may agree to NOT use these rules (only if both players
agree before the game begins!)
but when there is a disagreement then these rules will
take effect.
- FBIGO
- Greek Phalanxes may Reform
- Greek Army Generals may have light armor instead
of heavy armor at no cost
- Lucky Seven Roll rule used throughout tournament
- Lucky Seven Roll may be used at the start of the
game for Greek Oracles
- Used to Elephants
- All hills are considered flat topped. This means
units may still use massed fire but may NOT fire
all models as if it were an amphitheater.
- No Leader/character may drift into
combat. Leaders can not join units that are in
combat, they must charge an enemy to enter
combat.
- Characters have to be in the front rank of a unit
for the unit to benefit from special rules
associated with that character
- Skirmish formations: Skirmishers or Light
infantry or light cavalry units in skirmish
formation treat standards; Leaders; Army Battle
Standards; Army General and any character model
as having no affect. Light infantry or light
cavalry in skirmish formation may use a musician
to reform only.
- Army Break point of 25%.
- Intervening hills and trees block LOS regardless
of the size of the terrain piece itself.
- Skirmisher Screen Rule
- Skirmishers may NOT fire from a cloud
or mob formation. Each individual
skirmisher must have a LOS to the target that is
at least 1/2 inch wide. Also, each infantry model
has a 90 degree arc of fire NOT 360.
- Skirmishers do not cause panic checks if they
charge an engaged enemy unit in the flank or rear
- Elephants may only hit skirmishers on foot on a 6
in hand-to-hand (this does not affect crews).
- If any model in a unit moves or changes facing,
the entire unit counts as moving.
- CHARGE REACTIONS A unit which is caught, while
fleeing a charge is automatically wiped out in
hand to hand combat, causing friends within
12" to take a panic test. Clause 4 on page
38 mentions 4" and should be deleted.
- Units that carry javelins may never used massed
fire at any time.
- MASSED ARCHERY P23 A unit armed with a missile
weapon capable of using massed archery can do so
when it stands & shoots.
- A character may NOT charge an enemy in the rear
or side if he starts his move in front of
it".
- FIGHTING CHALLENGES P43 A character fighting in a
challenge retains any armor save improvements
gained from his mount and any benefits of the
formation he is in (e.g. phalanx or shield wall).
If an elephant or chariot mounted character
fights an individual character in a challenge
(i.e. a character not part of a unit when
challenged) then the elephant/chariot and crew
may fight also. If the challenged character is
part of a unit, the elephant/chariot and crew
cannot fight in the challenge, but may fight in
the general melee against the unit.
- THE BATTLE STANDARD P43 If the battle (army)
standard is slain while he is with a unit, it is
assumed that a unit member picks up the fallen
battle standard. The battle standard can no
longer be used to provide any benefits for the
rest of the battle. Place the slain battle
standard model at the back of the unit to show
that the unit is looking after the battle
standard. The battle standard can be captured
from the unit in the same manner as a unit
standard.
- WEAPONS AND UNITS P45 If warriors have more than
one weapon the player must declare which is being
used before any "to hit" dice are
rolled. All unit members must select the same
weapon
- CROSSBOWS P49 Crossbows shooting from chariots
may move and shoot once only. A crossbow fired
from a chariot that doesnt may fire twice.
- FEAR P51 Where a unit only fears an enemy if its
leadership is below a given value, it is the base
leadership statistic that determines whether the
test is taken. However the unit will roll against
its modified leadership when taking the test.
Note that Roman Legionaries led by a Centurion
have a base leadership of 8.
- FRENZY P52 Frenzied troops must charge if there
are any enemy within charge reach when charges
are declared. Furthermore they must redirect
their charge upon newly revealed enemy units if
their original target flees.
- Frenzied troops may not elect to flee, or fire
and flee in response to a charge on them.
- A character model may not replace a chariot
driver.
- Chariots are not skirmishers; therefore unengaged
models may not shoot, or be shot at during an
ongoing combat.
- ELEPHANTS P61-3 Elephants, chariots and
characters all have flanks and a rear for the
purposes of combat bonuses.
- Elephants and their crew may fight all around
like chariots.
- Elephants that stampede from close combat cause
panic checks as if they were a formed unit that
was broke in combat.
- DRILLED TROOPS P120 Troops using their Drilled
Move count this as movement for the purposes of
firing or forming a shield wall.
- TESTUDO P120 A testudo must be declared at the
start of every turn it is being used, and may not
charge or march that turn.
- A unit can begin the battle in testudo formation
- A unit that falls back in good order off the
table does not return, and yields victory points
to it opponent.
- In close combat, hits on the unit should be taken
by whichever models are in contact with enemy
attackers, and armor saves taken as appropriate.
If the attacker has a choice of attacking
differently armored models, then he should
declare which he is attacking before throwing any
dice.
- Cavalry included in armies that contain elephants
do not suffer from Terror but still Fear
elephants.
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