Even Stronger! V12
Even Stronger! V12
Table of Contents
Ammunition (amendment)................................................................................................................................ 3
Allies (new rule)................................................................................................................................................... 3
Artillery (cannon) (amendment) ....................................................................................................................... 3
Battle cars (new rule) .......................................................................................................................................... 3
Bonus to-hit cards (amendment) ...................................................................................................................... 4
Brilliant generals (amendment) ......................................................................................................................... 4
Camels (clarification) .......................................................................................................................................... 4
Card play during tournaments (clarification).................................................................................................. 4
Cataphracts (amendment).................................................................................................................................. 5
Charging overview (clarification) ..................................................................................................................... 5
Command moves (clarification) ....................................................................................................................... 5
Elephants vs. mounted (clarification) .............................................................................................................. 5
Entering and leaving the battlefield (replacement) ........................................................................................ 5
Evades (amendment).......................................................................................................................................... 5
Extra missile weapons (amendment) ............................................................................................................... 6
Fanatics ................................................................................................................................................................. 6
Field squares (new rule) ..................................................................................................................................... 6
Generals replaying cards (clarification) ........................................................................................................... 6
Great leaders (new rule) ..................................................................................................................................... 6
Group moves (new rule).................................................................................................................................... 6
Heavy chariots (new rule) .................................................................................................................................. 7
Heroic generals (amendment) ........................................................................................................................... 7
Interpenetration of friendly units (amendment) ............................................................................................ 7
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Copyright Simon Miller, March 2023
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Copyright Simon Miller, March 2023
Ammunition (amendment)
Any army may purchase additional ammunition as described in the rules.
Ammunition and shock/lance markers do not need to be surrendered when a camp is lost.
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Copyright Simon Miller, March 2023
Battle cars are 2-hit units which perform as cavalry, except that they treat all difficult activations (including
those due to rough terrain) as doubly difficult. Battle cars may not evade.
Example: A battle car wishes to make a diagonal charge. It requires a four-pip instead of the usual three-pip. If the charge
was also into rough terrain, it would need a six-pip card.
Should an Ace be played when activating a unit of battle cars to move or charge more than one box (or
when marching, more than two boxes) it must save or become disordered, even if it is subsequently replayed
by a general (in which case a second Ace would require a further save!).
Battle cars are always armed with javelins and start a battle with two ammunition chits (plus a third chit for
the wheeled vehicle-extra ammunition rule, below). They save on a 7+ and cost 7 points.
Designer’s note: This revision of the rule formerly in the ancient army list book is intended to better model the qualities of the
battle car; the consequent disadvantages have enabled us to reduce its cost to an affordable 7 points. See also straddle cars,
below.
Camels (clarification)
Camels who charge, or who are charged by mounted troops, benefit from a +2 save modifier.
Designer’s note: This replaces the original -1 for mounted fighting camels, which has been removed.
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Copyright Simon Miller, March 2023
Cataphracts (amendment)
The rules state that cataphracts who activate to move two boxes or charge are disordered should they play
an Ace. Henceforth, should an Ace be played when activating a cataphract unit to move or charge more
than one box (or when marching, more than two boxes) the cataphracts must save or become disordered,
even if it is subsequently replayed by a general (in which case a second Ace would require a further save!).
Evades (amendment)
Units may no longer, as an alternative to evading away from the direction of the charge, evade to their own
rear. Henceforth, all evades must be away from the direction of the charge. A single friendly light unit
within the box into which the evader wishes to move, may, if necessary, be turned 90 degrees in order that
the evader can enter.
Before testing for the evade, a cavalry/chariotry/camelry unit that wishes to evade must be turned to face
in the same direction as the charger. An evading light unit may, on the other hand, choose whether to face
towards or away from the charging unit; it is usually better to face the charger.
When two units that are capable of evading share a box, and one of them is charged from the flank, it may
turn, even though this will briefly (before it makes the evade move) put it at right-angles to the other unit.
When a charge contacts an evading unit in the rear (usually cavalry/chariotry/camelry, but possibly an
incautious light unit), a bonus to-hit card is played.
Mounted units evading from, through or into rough terrain, succeed on a 7+. Cavalry/chariotry/camelry
in rough may evade (even though it says that they may not, in the rules).
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Copyright Simon Miller, March 2023
Replace “Should the box into which the unit is attempting to evade already contain two friendly units that
it can interpenetrate or friendly units at right angles to it, then the evading unit may move into the box
beyond that, as long as this does not contain two friendly units or a unit at right angles to it, impassable
terrain or enemy units.” with “Should an evading unit be unable to remain in the box into which it was
attempting to evade, because it would exceed the number of friendly units that may share a box, then it
may evade into the box beyond, if it may legitimately do so. Additionally, a light infantry unit may evade
through a box containing a friendly unit or units which are at right angles to it.”
Designer’s note:. I have removed (21/3/23) the line in the last release that stated: “A formed unit may not evade into a box
which contains another formed unit at right angles to it, or two light units.”, since it was very confusing! I have always intended
that light infantry be able to evade through formed units, regardless of the latter’s facing.
Fanatics
When rallying or making a rout test, fanatics benefit from a +2 modifier.
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Copyright Simon Miller, March 2023
The pip-value of the activation card must be sufficiently high to activate all the units in the group, or the
group move will fail, and the command’s turn will end. Every one of the units, together with the general
commanding the group move, must move the same distance and in the same direction. After making the
move, the activation card is placed under the activating general. Units that have participated in a group
move may subsequently activate again, but to do so they must exceed the modified pip-value of the group
move activation card. Unlike normal activations, a group activation card may never be replayed by a general.
A group move may include march moves but may never involve charges, rallying or shooting. Moreover,
units within an enemy zone of control may not participate in a group move.
Javelinmen (amendment)
Javelinmen, who required a certain amount of space to throw their javelins, necessarily operated in a slightly
looser formation than most other troop types. This permitted them to move over rough ground with
relative ease – it is no coincidence that javelinmen-types often originated from hilly or mountainous areas.
The downside of this more open formation was that it made them more vulnerable to mounted charges.
Javelinmen may ignore any activation penalties associated with moving or charging into or through rough
terrain, or across linear rough terrain. However, they do not receive the +1 save bonus for foot who are
not disordered and receiving a frontal mounted charge.
Designer’s Note: Thanks to Sid for suggesting this rule.
Lance (amendment)
Lances may be used in one melee of their player’s choice; this can include when they are charged. A lance
may not be used by a unit that is within rough terrain or which is charging an enemy unit in rough terrain
or across linear rough terrain.
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Copyright Simon Miller, March 2023
Light infantry, melee weapons do not carry a missile weapon. Instead, they receive a single hero and a +1
save bonus when in melee against light troops. They have a base save of 7+ and cost 4 points.
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Copyright Simon Miller, March 2023
Longbowmen (amendment)
The cost of longbowmen is reduced by 1, from 9 to 8 points.
Movement (clarification)
When two units in a box are activated to move using a single card, they must move the same distance in
the same direction.
Orbis (clarification)
A unit in orbis may not move (except to come out of orbis, facing in the same direction that it was facing
when it formed orbis), charge, shoot or rally. An orbis counts as facing to the front in all directions. It does
not exert a zone of control. Units may not commence a battle in orbis.
Out-of-command deep units (clarification)
Deep units, which are out of command, suffer a 2 pip-activation penalty (-1 for being out of command and
an additional -1 for being deep).
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Copyright Simon Miller, March 2023
Pikemen (amendment)
If a pike-armed deep/extra deep unit which is neither disordered* nor in rough terrain, should be charged
frontally by an enemy unit which is not deep/extra deep pike, then the pike will strike first and the enemy,
if hit, may not strike back.
If a pike-armed deep/extra deep unit which is neither disordered* nor in rough terrain, should charge and
hit an enemy unit that is neither deep/extra deep pike nor in rough terrain/ beyond linear rough terrain,
then the enemy may not strike back.
* If the pike are charging or charged by foot armed with shock missiles, it is possible that the missiles might
disorder the pike, which would nullify the pike's special abilities (hitting first and preventing strike-backs).
Example: A Roman cohort charges a Pontic phalanx. The pike will strike first unless the legionaries’ hail of pila should
disorder the phalanx, in which case the legionaries will strike first. Should the pike strike first and hit, then the legionaries
will not get to hit.
On page 23 I wrote that less-deep units hit by pike may not strike back but did not fully define “less-deep.”
For the sake of simplicity all pike in clear terrain (whether deep or extra-deep) gain this benefit when they
hit any enemy unit that is also in clear terrain, except for enemy pike. Pike can always strike back against
pike, even extra-deep pike.
Rally (clarification)
A unit attempting to rally or pass a rout test when its general or commanding general is present in the box,
receives a +1 modifier.
Rampages (amendment)
The rules state that rampages are “one or two boxes to their (the unit’s) rear”. Replace this with “either one
or two boxes away from the box-side through which the attack was delivered, or to the unit’s rear if it was
lost due to failing a morale test, as determined by the play of a card and according to Figure XIX.” Should
an attack be delivered precisely along a diagonal, then on a 1–5 the attack is delivered through the box side
to the left of the diagonal, and on a 6–10 through the box side to the right. For rout test purposes, the unit
is treated as being lost in the box where the rampage commences.
Designer’s note: When elephants were attacked from the flank or rear, the original rule produced some improbable results!
After the lost unit is removed, and any general with it displaced to join a friendly unit, rout tests are resolved
immediately, in an order chosen by the owning player. Each unit that is required to test must make a save
in the normal manner, except that it is permitted two attempts. The only applicable save modifiers are a +1
if a general in line of command is in the box with the testing unit, and a +2 if the unit is fanatics.
Should the unit fail both tests, then it becomes disordered. It is entirely possible that a rout test may cause
one or more units to be lost, requiring further units to make rout tests.
Designer’s note: The reason that the test is just orthogonal is because it is the units who will be most upset about the rout will
be those most immediately to the routers.
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Copyright Simon Miller, March 2023
Straddling (amendment)
A minus one save modifier is applied to straddling units.
Should a straddling unit need to evade, then it ceases to straddle and evades as if from the box into which
the charge is delivered.
Should a general be attached to a straddling unit, the player must indicate which of the two boxes he is in.
Designer’s note: The negative save modifier reflects the reduced depth of a straddling formation.
Stratagems (clarifications)
This Way, Effendi!- Artillery units that are unable to move ignore the effects of this stratagem.
Take the High Ground- Units moving forward must move directly forward (rather than on a diagonal) and
may not enter impassable boxes.
Lost- this stratagem is mandatory, i.e., if drawn, a unit must begin the battle off table.
Flank March, Reserve, Lost and Ambush stratagems. At the end of the deployment phase a player should
advise his opponent that one unit is “off table”, and which unit it is. A unit in ambush is considered “off
table” and the appropriate medal(s) must be surrendered, they will be recovered when it is placed on the
table. Along with the stratagem card, a brief hand-written note should be placed in the camp saying where
the unit is e.g., “Flank march left” or “In ambush in the swamp on my left.” Artillery units which are unable
to move may not use these stratagems.
Testudo (amendment)
Units may not commence a battle in testudo formation and may not use shock missiles whilst in testudo.
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