0% found this document useful (0 votes)
24 views13 pages

Even Stronger! V12

This document is a supplement to the 'To the Strongest!' wargames rules, providing new rules, amendments, and clarifications to enhance gameplay. Key changes include updates to bonus to-hit cards, the introduction of new units like battle cars and light infantry, and various clarifications on game mechanics. The document also outlines the structure of the rules, with highlighted changes for easier reference as the author prepares for a future version 2 of the rules.

Uploaded by

DainXB
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
0% found this document useful (0 votes)
24 views13 pages

Even Stronger! V12

This document is a supplement to the 'To the Strongest!' wargames rules, providing new rules, amendments, and clarifications to enhance gameplay. Key changes include updates to bonus to-hit cards, the introduction of new units like battle cars and light infantry, and various clarifications on game mechanics. The document also outlines the structure of the rules, with highlighted changes for easier reference as the author prepares for a future version 2 of the rules.

Uploaded by

DainXB
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/ 13

Copyright Simon Miller, March 2023

To the Strongest! - Even Stronger V12 (revised 24/3/23)


“His lance is long, but yours is longer.
Strong his sword, but yours is stronger.
One stroke more, and now your wronger
At your feet, lies low.”
Men of Harlech
This supplement to the “To the Strongest!” ancient and medieval wargames rules contains additional rules
which complement the original versions of the rules. Since publishing the rules in 2015, I have had many
ideas for ways in which they could be improved and extended, and players have suggested even more. These
will eventually be included in version 2 but, since this is still (2023) several years away, I have decided that
it would be useful to publish in advance those which complement the existing rules. This means that I will
be able to include them in the army lists that I am currently writing, which will simplify things when v2 is
eventually published.
The rules are described as either “new rules”, “amendments” or “clarifications.” Recent changes and
reworded sections are highlighted in yellow, and recent previous changes in grey. There are some significant
changes in this version, particularly to bonus to-hit cards, evades, longbowmen, straddling and war wagons.
The current version of the Quick Reference Sheet is QRS v1.1e., but it is likely that a slightly updated
version called v1.1f will be published within the next few weeks.

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

1
Copyright Simon Miller, March 2023

Javelinmen (amendment) ................................................................................................................................... 7


Knights, dismounting (clarification) ................................................................................................................ 7
Lance (amendment) ............................................................................................................................................ 7
Light infantry, melee weapons (new unit)....................................................................................................... 7
Light infantry, other, incendiary (new unit) .................................................................................................... 8
Light infantry, elephant screen (new rule) ...................................................................................................... 8
Line of sight (amendment) ................................................................................................................................ 8
Longbowmen (amendment).............................................................................................................................. 9
March moves (clarification)............................................................................................................................... 9
Massed lights (new rule, replaces combined lights) ....................................................................................... 9
Mounted and rough terrain (amendment) ...................................................................................................... 9
Move and shoot (amendment) ......................................................................................................................... 9
Movement (clarification) ................................................................................................................................... 9
Orbis (clarification)............................................................................................................................................. 9
Out-of-command deep units (clarification) .................................................................................................... 9
Overhead shooting (clarification)................................................................................................................... 10
Pikemen (amendment) ..................................................................................................................................... 10
Rally (clarification) ............................................................................................................................................ 10
Rampages (amendment) .................................................................................................................................. 10
Replacement shock and lance chits (amendment) ....................................................................................... 10
Rout tests (new rule; replaces the existing demoralisation rule) ................................................................ 10
Rule queries during games ............................................................................................................................... 11
Scythed chariots (amendment) ....................................................................................................................... 11
Sparabara (new rule) ......................................................................................................................................... 11
Standards (new rule) ......................................................................................................................................... 11
Straddle car (new rule) ..................................................................................................................................... 12
Straddling (amendment)................................................................................................................................... 12
Stratagems (clarifications) ................................................................................................................................ 12
Supported mounted (new rule) ....................................................................................................................... 12
Testudo (amendment) ...................................................................................................................................... 12
War wagons (amendment)............................................................................................................................... 12
Warriors and heroes (amendment) ................................................................................................................ 12
Wheeled vehicles- extra ammunition (amendment) .................................................................................... 13
Zones of control (amendment) ...................................................................................................................... 13

2
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.

Allies (new rule)


An allied contingent cannot exceed one third of the points available for an army, rounded down. A player
must spend points to recruit all the mandatory troops in the principal list, before recruiting any allies. The
allies must be taken for the same year as that of the principal list. For example, if the chosen option for the
main army is only available between 33 and 66 CE, then the allies must also correspond to the same period.
An allied contingent must be led by a single general who counts against the 2–4 generals available in each
list. It may only contain allied troops (except when specified in the list). To determine the possible unit
choices, take the minima and maxima of all unit types in the allied list, and divide by three. Disregard
fractions; do not round. In addition to these units, a player may choose a single unit of a type which 0–2
or 1–2 is available on the list. All general and unit upgrades/downgrades are available; they are not divided
by three. Heroes may not be recruited from the allied contingent, although heroes will be provided, as usual,
for any warriors. A single standard may be taken for the allies.
Example 1: A Polybian Roman general wishes to have Pergamene allies. The game is to be 130 points, so the maximum
points that can be spent on Pergamenes is 43. The player picks an attached mounted general to lead it. The contingent could
include 0-1 Pergamene xystophoroi, 0-1 mercenary spearmen, 0-1 citizen spearmen, 1-2 peltastai, 0-1 Traillian slingers, 0-1
psiloi bowmen and 0-1 camps. Only the general and the peltastai are mandatory (the latter because there are 4-8 in the
Pergamene list). The player may also choose one unit from the following: Pergamene/Tarentine light cavalry or Galatian
mercenaries. He picks a mounted attached heroic general costing 5 points, a veteran xystophoroi for 11 points, two peltastai
for 4 points each and a psiloi archer (upgraded to veteran Cretan) for 5 points, for a total of 31 points.
Example 2: A Numidian player chooses Marian Roman allies; specifically, the Caesarian option on this list. The contingent
could include 0-1 Gallic, German, Spanish or similar cavalry, 2-4 legionaries, 0-1* Numidian, Thracian, Greek or similar
javelinmen, 0-1* Spanish, 0-1* Numidian, German, Spanish or similar light infantry javelinmen, 0-1* Numidian, German,
Spanish or similar light infantry javelinmen, 0-1* LI archers, 0-1 servi castrensi and 0-1 camps. However, because he has
chosen the Caesarian option, the maximum number of permitted light troops is five (divided by three) which means he can only
take a maximum of one of the troops marked with a *. The player may also choose one Numidian, Spanish or similar light
cavalry or one balistarii catapult. The player picks an attached foot general (4 points), three veteran legionaries (36 points)
and a gallic cavalry (9 points) for a total of 49 points.

Artillery (cannon) (amendment)


Artillery (cannon) fired a heavy projectile with considerable momentum, capable of scything through
multiple ranks of foes. To reflect this, they may play a to-hit card against all units present in a target box.
Moreover, when firing at deep units (such as pike) they may play an extra to-hit card against the target.
Example: A Burgundian bombard activates to fire upon a Swiss pike heil and its skirmisher screen (in the same box). An
ammo chit is removed. A single to-hit card is played against the skirmishers and two to-hit cards are played against the pike.
When artillery (cannon) plays an Ace when activating to shoot, it must immediately play a second card.
Should this also be an Ace, then the cannon has exploded. The artillery unit is lost and any other unit, or
general, within the box must make a save.
Designer’s note: Artillery (cannon) have proved too prone to self-destruction. The extra save reduces the chance of self-destruction
from roughly 7% per shooting activation to a mere 1%. I hope we will see a few more bombards on the table!

Battle cars (new rule)


Battle cars, as depicted on the Standard of the Ur and elsewhere, originated in southern Mesopotamia, c.
2500 BCE. They were the earliest vehicles used in warfare, the ancestors of chariots. These four-wheeled
fixed double-axled vehicles, were probably drawn by an irascible hybrid of a donkey and a female onager
(wild ass) and must have proved fiendishly difficult to manoeuvre, requiring a very large turning circle.
Their cabs included 4 solid wooden wheels on a wooden frame and were relatively heavy, whilst their draft-
animals were small in size. Consequently, their maximum speed would not have been much faster than that
of a running man.

3
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.

Bonus to-hit cards (amendment)


Bonus to-hit cards include those extra cards played when charging with lance/shock tokens, elephants,
scythed chariots or during flank charges.
Players should state whether they will be playing a bonus card before playing their normal to-hit card.
Normal to-hit cards are always played first, and bonus cards played thereafter. The first, normal to-hit card
may be replayed (using a hero or heroic general), but the subsequent bonus to-hit cards may not be replayed.
Designer’s note: I’ve made this change to slightly reduce the impact of bonus cards, particularly of lances.

Brilliant generals (amendment)


Henceforth brilliant generals have three VPs, and three medals should be surrendered when they are lost.
This brings them in line with great leaders.
Brilliant generals may no longer pick a stratagem. Henceforth, they must draw a card, at random, in the
same way as their less-brilliant peers.
A brilliant senior general may use his ability on any unit in his army, not just units within his own command.
Designer’s note: The previous ability to automatically pick a stratagem was too powerful.

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.

Card play during tournaments (clarification)


Players often ask for guidance on card play during tournaments, so here are some suggestions.
Chits are slightly slower to use than cards. This can be an issue, when we are limited for time, so, at the
discretion of the tournament’s organiser, chits may not be permitted.
Please bring a deck of cards with a distinctive symmetrical design. If your deck is old and marked, please
do not use it at a tournament. On the other hand, if you are using new, freshly opened playing cards, please
shuffle them thoroughly, and then shuffle them some more! Card shuffling machines are excellent for this.
Before the first game of a tournament, unless it is a new deck, please count your cards out on the table to
ensure that none are missing. It is also good practise to swap decks, with your opponent, from time to time,
in case a card is lost during play, but there is no need to pass decks to the other player on the left, every
turn, as mentioned in the rulebook. Tournament organisers may wish to encourage players to swap decks
once during a game, at around the half-way stage.
Please place your deck somewhere on your table edge and play “to-hit” and “save” cards next to it, and
activation cards behind units. Players should, ideally, handle their deck during their own player turn and
when shuffling, thoroughly, at the end of each player turn. A deck should not be held in the hand, during
play. It is quite all right to cut the deck from time to time, especially before a critical save.

4
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!).

Charging overview (clarification)


Should a unit successfully evade, or evade and be caught and destroyed, the charge continues against any
other unit in the box.
Exception: The continuing charge by a single-hit light unit into the front of a formed unit, or by a massed
light unit into the front of an ordered formed unit, would be cancelled.

Command moves (clarification)


A detached general may not use a command move to move onto the battlefield; he may only enter the
battlefield when accompanying a unit that is moving onto it.

Elephants vs. mounted (clarification)


Elephants who charge or who are charged by mounted troops benefit from a +2 save modifier.

Entering and leaving the battlefield (replacement)


A unit entering the battlefield due to a stratagem is placed as described on the stratagem card. Units arriving
(other than by "ambush") are placed in a table edge box, facing onto the battlefield.
Units and generals may leave the battlefield either by making a successful move activation or when evading.
A marker is placed in the box from which the unit left. In a subsequent turn, the unit may return to the
battlefield by playing an unmodified 4+ activation card.
If successful, the unit is placed, facing onto the battlefield, either in the exit box or in one of the two
adjacent edge boxes. If placed in a corner box, there are two possible facings. The unit may be activated
for a second time in the normal manner.
If unsuccessful, the unit remains off-battlefield but may try to return in future turns. However, should an
Ace be played, the unit must save against disorder. A general accompanying the unit may replay an activation
card, but the unit must still save against disorder if an Ace was played.
A unit that has left the battlefield unit may move off-battlefield, after a fashion. Once per player turn, on a
successful 4+ activation, the unit’s “exit box” marker may be moved one box to either side, into a different
edge box.
Designer’s note: The original rule encouraged units to leave the table; this redresses the balance. The possible disorder models
troops getting tired or lost whilst off the battlefield.

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).

5
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.

Extra missile weapons (amendment)


In the army lists, extra missile weapons may sometimes be purchased for units that are already missile-
armed, for example when javelin-armed cavalry are given extra bows. In this case, the unit receives the
higher of the two allowances of ammunition chits and uses the range of the longer-ranged weapon.
Example: A javelin-armed cavalry unit with extra bow will receive three ammunition chits.

Fanatics
When rallying or making a rout test, fanatics benefit from a +2 modifier.

Field squares (new rule)


Unusually deep formations of pike or halberds or both, such as the Swiss keil and Spanish cuadro de terreno
(“field square”) were formations capable of all-round defence.
Flank or rear charges against a keil or field square that is armed with pikes or halberds, gain the usual bonus
hit. However, if not disordered, the flanks and rear of a field square receive the +1 save modifier that is
normally received only for a frontal mounted charge. Moreover, if pike-armed, the flanks and rear of the
field square receive the +1 save modifier for pike vs. mounted. Please note that the field square may not
battle back against flank or rear charges; it only fights to its front.

Generals replaying cards (clarification)


On page 38 the rules describe how generals may replay activation cards. For the avoidance of doubt, should
a general decide to replay a successful activation card (hoping to play a lower pip activation card) and the
new card fail, that ends the command’s turn.
A general who is accompanying an off-battlefield unit may, when it is attempting to enter the battlefield,
replay an activation card upon it.
Designer’s note: Failure, when replaying a successful activation card, is, in the author’s experience, as certain as death and
taxes.

Great leaders (new rule)


Great leaders represent the most exceptional examples of the generals who led from the front, inspiring
their troops to heroic deeds- the likes of Alexander the Great, Count Belisarius and Richard the Lionheart.
Great Leaders are a special senior attached general, and always heroic. A great leader's exceptional qualities
enable him to play two replacement activation cards or to-hit cards in a single turn, rather than the usual
one. Great leaders are invariably exceptional warriors and so, when testing on the injury table, pick the
lowest numbered of two cards. Great leaders cost four points more than their less-great equivalents,
contribute three VPs and three medals are surrendered when one is lost.

Group moves (new rule)


Once per player turn, any units within a command that are within command distance (i.e., not out of
command) of its general may move together on a single activation card played by the general. This group
may involve some or all the units in the command but must include the unit accompanied by the general.
Such a group move must precede any other activations within the same command.

6
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.

Heavy chariots (new rule)


Heavy chariots represent the larger four horse chariots used by the Assyrians and Classical Indians, amongst
others. They were stoutly built with large wheels and wide, well protected cabs that could act as fighting
platforms for three or even four crew members.
Heavy chariots perform as cavalry, except that they find activations involving rough terrain doubly difficult
and may not evade. They were intended primarily for shock action and start the battle with a lance chit.
Often, they will be additionally equipped with extra bow or longbow with three ammunition chits, shooting
as if light infantry. Heavy chariots save on a 6+ and cost 11 points (or 13 points when having extra bows).

Heroic generals (amendment)


Henceforth, heroic generals now cost the same points as their non-heroic equivalents.
Designer’s Note: The benefit of being able to re-play to-hit cards is balanced by the increased mortality of heroic generals.

Interpenetration of friendly units (amendment)


Insert at the end of the section:
Exception: Light cavalry may not interpenetrate formed foot units, even when evading.

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.

Knights, dismounting (clarification)


Any mounted knight/later knight unit may dismount except when prohibited from doing so in its army list.
Dismounted knights are armed with spears as if spearmen, and dismounted later knights are armed with a
2HCCW, except when a different weapon is specified in their army list.
A player must decide whether a unit of knights/later knights is deployed mounted or dismounted at the
instant when the unit is deployed. Knights and later knights may not mount or dismount during a battle.

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.

Light infantry, melee weapons (new unit)


Some light infantry types including skirmishing ekdromoi light hoplites, Italian rotularii swordsmen and
samurai servants armed with naginata didn’t carry a missile weapon, but were, instead, equipped for close
combat. Their function was to drive off opposing light troops, or to seize rough ground.

7
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.

Light infantry, other, incendiary (new unit)


Light infantry, other, incendiary such as Arab naffatun, or Indian grenadiers or fire-work throwers, used
weapons that may, rarely, explode in the hands of the user.
Such an explosion occurs when the unit plays an Ace whilst activating to shoot. The unit must immediately
play a second card and, if this is also an Ace, the unit is lost and any other unit or general within the box
must make a save.
Incendiary weapons have a range of one box. The targets of incendiary weapons save at -1.

Light infantry, elephant screen (new rule)


In the armies of the Successors, elephants were often used in a different manner to that described in the
ancient rules. They were spread out in a long line, with the intervals of 30 yards or more between them
which filled with light infantry archers.
Such elephant screens were used to engage the enemy’s elephant screens, typically on the wings, at the
outset of a battle. They provided a reasonably effective barrier against cavalry, whose horses became uneasy,
and the lights could cluster around the elephants for protection. The formation would, however, have been
easily swept away by a phalanx. Because elephants were valuable and a source of prestige, they were often
withdrawn after the initial missile exchange and before the main battle lines clashed.
Elephant screen units are bow-armed light infantry units with some special properties. An elephant screen
unit has one hit, a save of 6+ (Indian) or 7+ (African), costs 6 points/5 points respectively. Veteran units
cost one point more and raw units cost one points less. They have three ammunition chits (or if veteran
four, or raw, two).
Elephant screen scout, move, interpenetrate, charge, evade and shoot as if light infantry, hitting on an 8+.
The presence of the elephant allows a single additional 8+ bonus to-hit card to be played during one charge
of the owner’s choice. Should an elephant screen ever enter rough terrain, then the elephant is removed,
and the unit is treated, thereafter, as an ordinary light infantry unit with a save one factor worse than
previously.
When charged by mounted, elephant screen units are not required to evade and may, instead, elect to stand.
They benefit from the same +2 save modifier vs. mounted, as do elephants, but suffer the -1 penalty for
lights charged in the open by mounted.
When an elephant screen unit fails a save, should the save card be: -
• odd, the elephant rampages as described in the TtS! Rules.
• even, the elephant is removed without rampaging.
In either case the unit is removed, and a victory medal is surrendered.
Designer’s note: Because there are rather fewer elephants in a screen unit than in a full elephant unit, their rout is less likely
to be harmful. Prudent diadochi may choose to withdraw their elephant screens once the ammunition has been expended, or
when threatened by the enemy phalanx, to avoid the loss of medals and danger of rampage. Veteran elephant screen represents
armoured or well-trained pachyderms with howdahs, raw screen represents poorly trained or howdah-less beasts.

Line of sight (amendment)


Please disregard “troops on low hills can see over other troops and over all other terrain features, except
for low and steep hills” and “units on steep hills can see over troop at a lower level, and over all other
terrain features except for steep hills and rocky outcrops” on page 27 of the rule book. Going forward,
“Units on a hill can see and shoot over anything in the boxes immediately adjacent, other than another
hill.” (as per TtS! page 46/47). This means that units on hills may no longer shoot over units or terrain that
block line of sight, that are beyond these adjacent boxes.
On page 46 of the rule book it states that “Line of sight cannot be traced through boxes containing units…
that block line of sight.” For clarity, formed units block line of sight, whereas light units do not.
Designer’s note: Unfortunately I recently discovered that the rules for hills in Terrain conflicted with those in Line of Sight.

8
Copyright Simon Miller, March 2023

Longbowmen (amendment)
The cost of longbowmen is reduced by 1, from 9 to 8 points.

March moves (clarification)


Adjacent includes diagonally adjacent.
Unlike a group move, an accompanying general is not required to be able make a march move.

Massed lights (new rule, replaces combined lights)


Many ancient armies including the Numidians, Spanish and Successors included numerous light troops who
fought in large masses. Gaining courage from their numbers, they were sometimes able to stand up to
formed troops, especially in rough terrain.
To represent these, when deploying for battle, two identical light units within the same command may join
to form a massed light unit, consisting of a pair of light infantry, light cavalry, light camelry or light chariotry
units. Players may not combine units of lights from different lines within an army list.
Massed light units have two hits and become disordered after failing one save and are lost after failing a second,
in which case two medals are surrendered. For stacking purposes, a massed light unit counts as a deep unit; it
may only share a box with a single hit light unit or a small unit.
They have all the properties of light units, except that
• they are not required to evade when charged by formed units
• they may frontally charge disordered formed units (or charge any unit in the flank).
• when one is lost, then any orthogonally adjacent friendly units must take a rout test.
A massed light unit has the ammunition and/or lances of both of its component units, added together.
Designer’s note: Massed lights enables the representation of peltastoi and thureophoroi fighting as javelin-armed euzanoi in
open formation. I have simplified this rule (April ’22), removing the former mixed units of foot and mounted which are better
catered for by the supported mounted rule.

Mounted and rough terrain (amendment)


Change in the QRS “Mounted in rough terrain or attacking into or out of rough terrain.” to “Mounted in
rough terrain or charging into or out of rough terrain or across linear rough terrain or fortifications.”

Move and shoot (amendment)


In addition to the rule which allows javelin armed lights to move one box forward and shoot, as a single
activation, javelin-armed light infantry may also move in front of a formed infantry unit within the same
box, and shoot. Bow, crossbow, handgun, incendiary and sling-armed light infantry may shoot and retire
behind a formed infantry unit within the same box.

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).

9
Copyright Simon Miller, March 2023

Overhead shooting (clarification)


Units armed with bows, longbows or slings may shoot over a friendly, non-deep unit in front of them
within the same box, into the box directly in front. Bowmen and longbowmen, however, may only play a
single to-hit card instead of their usual two. Javelins, crossbows and handguns may never shoot overhead.

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!

Replacement shock and lance chits (amendment)


In the TtS! rules, lance and shock chits are a single use weapon. In many medieval battles, however, knights
often executed multiple charges, using replacement lances brought up from the camp by pages. Moreover,
on one occasion an exchange of pila between Roman cohorts is recorded as having lasted for many hours.
To reflect this, I have decided to permit ammunition resupply of shock missiles and lances.
At the start of each battle, for every unit in an army with a shock or lance chit, a single shock or lance chit
is placed in an army’s ammunition reserve.
Units may use a rally activation to replace an expended shock or lance chit. Note that units may not rally
when within an enemy zone of control.
Exception: Polybian and Camillan Roman pila are catered for by the Quincunx rule in the appropriate army
lists instead of by this rule.

Rout tests (new rule; replaces the existing demoralisation rule)


When a unit (other than a single hit formed unit or single hit light unit) is lost, all friendly units within the
same box or in orthogonally adjacent (across the flat side of the square, rather than the diagonal) boxes
must take a rout test. Although the loss of a single hit formed unit or single hit light unit does not require
a rout test, these units must themselves test when an adjacent formed unit or massed light unit is lost.
10
Copyright Simon Miller, March 2023

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.

Rule queries during games


Should there be a query or disagreement over a rule during a tournament, please seek the advice of the
tournament organiser or someone he has deputised for the task. Should the organiser be one of the players
involved, then please seek the advice of an experienced player on another table. If this still hasn’t resolved
the issue, then it might be best to agree to cut cards so that the game can move forward. If you email me
after the event, I will try to address or clarify the point in a future ES.

Scythed chariots (amendment)


The definition of scythed chariots in the rule book as light troops has caused some difficulties. Henceforth,
treat scythed chariots as formed mounted units with a single hit. As such, they hit on a 6+ (playing one card
if charging one box, and two, if two). In addition to the rules in the book:
• Scythed chariots may not move or charge into rough terrain but may move or charge across linear
rough terrain, other than fortifications.
• Scythed chariots may not evade.
• They may not interpenetrate friends, nor be interpenetrated by friends, but may exchange places
with friends.
• Scythed chariots do not contribute victory medals to the break value of an army, and neither are
victory medals surrendered when they are lost.

Sparabara (new rule)


Sparabara (“shieldwall”) were the deep formations of bowmen used by the Achaemenid Persians. Forming
ten ranks deep, the file opener carried a relatively short spear and a large wicker or reed pavise which was
propped up in front of him. Successive ranks carried bows; the file-closer at the rear may have also borne
a spear. The formation served the Persians well, until they encountered the well-protected and aggressive
Greek hoplites who were able to overcome the Persian formation at Marathon, Plataea and elsewhere.
Sparabara are deep units of bowmen with extra pavises and stakes. They shoot as if bowmen, start a battle
with nine ammunition chits, cost 12 points and save on an 8+.
Designer’s note: Further reading on sparabara suggested that they really should always have been a deep unit. The single rank
of spearmen was only capable of resisting the Greeks briefly, so I have discounted them other than to partially represent them
with stakes which will provide some protection against mounted foes.

Standards (new rule)


Many ancient and medieval armies included a standard which acted as a religious or semi-religious focus
for the army. Examples include the Ark of the Covenant, the True Cross, the Oriflamme and William I's
Papal Banner. Even regular armies such as the Romans worshipped their Legion’s Eagle.
A standard adds 1-3 victory points to the army potentially increasing its victory medals. It is attached to a
unit and permits the replay of a melee card in each turn, in the same manner as an a heroic general. However,
should the unit with the standard be lost, the standard is lost, too, and the appropriate number of victory
medals must be surrendered.
As a rule, standards which were highly venerated will be represented by three VP standards. Lesser
standards will be one or two VPs. The True Cross would be a three VP standard, whereas a legionary eagle
(important to the legion, but every legion has one) would have but a single VP. Standards cost two points
if single VP, three points if two VP and four points if three VP.

11
Copyright Simon Miller, March 2023

Straddle car (new rule)


The straddle car, used by the Sumerians, amongst others, was a predecessor of the light chariot. These two-
wheeled vehicle lacked a cab and were crewed by a single rider who straddled the yoke. They were drawn
by four equids. Their tactical role is uncertain- they may have been used for scouting, in pursuit or as missile
platforms. In the latter role their usefulness would have been limited by the requirement for the single
crewman to both steer and throw javelins, at the same time.
In TtS! terms, straddle cars are modelled as light chariots, raw.
Designer’s note: See also battle cars, above.

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.

Supported mounted (new rule)


In some ancient and medieval armies (notably the ancient Greeks and early Germans) cavalry and chariots
benefitted from the support of light infantrymen, who would run alongside them, holding onto the horses’
manes or tails. In melee, these light infantrymen might stab at the legs of the enemy’s horses or provide a
base around which the horsemen or charioteers could rally, giving the mounted units greater staying-power.
A unit of light infantry may be specified in an army list as being capable of supporting mounted. When a
mounted unit takes a hit, then, should a suitable single hit light infantry unit be present within the same
box, the player may elect for it to take the hit, instead. If so, the light unit is lost and a medal is surrendered.
Note that if a mounted charge commence two boxes from the enemy, then the light infantry cannot be
included. They will be left behind and will be unable to support the mounted unit.

Testudo (amendment)
Units may not commence a battle in testudo formation and may not use shock missiles whilst in testudo.

War wagons (amendment)


The save of war wagons is increased from 7+ to 6+. Moreover, the 13-point cost of war wagons now
includes a set of free stakes and, as they are a wheeled vehicle, an extra ammunition token (so they have 7).
However, war wagons do not benefit from the +2 save modifier when within fortifications and may no
longer include bombards.

Warriors and heroes (amendment)


Warriors, deep cost 10 points. Henceforth, a single hero is included within this cost- improving the value-
for-money of this troop type.
12
Copyright Simon Miller, March 2023

Wheeled vehicles- extra ammunition (amendment)


Chariots and other wheeled vehicles could carry a greater weight of ammunition than could soldiers on foot
or horseback.
All forms of chariots, battle cars and war wagons, that are equipped with missile weapons, receive an extra
ammunition token at the start of a battle.
Example: A light chariot would have three ammunition chits if javelin-armed, or four if bow-armed.
Designer’s note: This rule helps to increase the value of chariots, relative to cavalry.

Zones of control (amendment)


On page 40 of TtS! There is a line which states "A unit in an enemy zone of control may ONLY charge it,
if able, or use a move activation to turn to face it or to retire directly to its own rear." This has two
implications which are often overlooked.; whilst in an enemy zone of control:
• a unit may not rally.
• two units within the same box may not exchange places (a notable exception to this is the special
line relief mechanism in the Polybian list), although one unit may interpenetrate another, if able.
Exception: The presence of a formed friendly unit facing an enemy unit to its front, negates the enemy
zone of control over a second friendly unit that is behind it and within the same box for purposes of rallying
or making a sideways move.
A unit in an enemy zone of control may evade or shoot, or shoot and move out of the ZOC, in the case
of a bow/crossbow/sling-armed light unit. Only movement, charges and rallies are restricted.
A mounted unit that is within the zone of control of a single enemy unit, and facing directly away from it,
may, as a difficult activation, move one box straight ahead.
A mounted unit may advance one box into the zone of control of an enemy unit and charge the unit, so
long as the advance does not bring it into the zone of control of a second enemy unit to its flank or rear.
Designer’s note: This last point is intended to prevent a mounted unit from charging across the front of another enemy unit.

13

You might also like