CONTACT AND CHARGES [5.8 & 5.9]

To contact the enemy must have started the battle with an impetus > 0 or
CL with I=0 may charge, Skirmishers,Disordered units or Units on rear/flank

May add Charge Bonus to last movement D6 for Mounted, halved for Foot

Units on opportunity may Opportunity Charge non-charging enemy [5.8.2]

Units on opportunity may Counter-Charge charging enemy [5.9]

Non disordered units not on opportunity must pass discipline test to Counter-Charge [5.9]

When Impetus Bonus Do Not Apply

Troops which did not move into melee this round

Troops that are no longer Fresh, with the exception of CF

Foot charging Mounted Troops

Mounted charging Wagenburg, Elephants or Foot with Pikes or Long Spear

Elephants charging S or non impetuous FL

Chariots charging from stationary

CF charging non impetuous FL

Foot, except impetuous FL, charging in Difficult Terrain

Mounted charging through Rough or Difficult terrain

Foot charging troops defended by Fortifications

Mounted charging troops defended by stakes or pavise

Troops charging an occupied Build-up Area

PILUM [6.6] (not considered ranged fire for Cohesion Tests) [F]

Only if Legionary Unit is Fresh

1d6 if the legionaries charged

3d6 if the legionaries are charged

1d6 if supporting unit

Modifiers

-1d6 if the legionaries are Disordered.

MELEE [7.6]

No. D6 = VBU + Eligible Impetus bonus + Tactical Modifiers

Tactical modifiers

-1d6 if Disordered

-1d6 if Chariots that are charged while stationary

+2d6 if charging the enemy on his flank or rear, except for Schiltron and Wagenburg

+1d6 for who is highest on a “gentle” hill

-1d6 for Mounted troops fighting in Difficult ground or against troops that are entirely within this sort of terrain.

-2d6 for Pikemen and Chariots fighting in Difficult ground or against troops that are entirely within this sort of terrain.

-1d6 for troops that charge Units defended by fortifications or protections

Depth bonus (only Large Units]

+3d6 for Pikes vs Mounted for each rear rank unit up to 2.

+1d6 for Pikes vs Infantry for each rear rank unit up to 2.

+2d6 for Schiltron and FP with Long spears vs. Mounted.

+1d6 for Schiltron and FP with Long spears vs. Infantry.

+2d6 for CP and Warbands (FP or FL] vs Infantry.

Support Units roll half the dice (rounded up]

LOSS OF MELEE AND RETREAT [7.6.2]

The Unit that fails the cohesion test and suffers the most permanent losses to their VBU has lost the melee and must retreat.

Retreat distance = 1d6xU if Mounted, 1d6xU halved (rounded up) if Infantry.

PURSUIT [7.6.4]

Compulsory for CP and Impetuous troops (not Infantry v CM, CL, CGL or unit <50%)

Other troops with original Impetus >0 MAY pursue

CL I=0 may only pursue permitted types. [EI3]

Pursuit distance = 1d6xU (halved and rounded up) for Infantry.

Supporting CP, Impetuous, and Chariot units may pursue if main unit does on a separate Die roll. [7.7.3]

TERRAIN [3.1]

Combat

Gentle Hills

+1 for Uphill

Roads

No Effect

Broken Ground
(rocks, scrub, cultivated fields)

Possible Disorder
Mounted troops lose Impetus bonuses

Steep Hills

Mounted -1D6
Pike & War Chariot -2D6
Mounted troops lose Impetus bonuses

Woods & Forests

Mounted -1D6
Pike & War Chariot -2D6
Firing at unit on edge -2D6
Mounted troops lose Impetus bonuses

Other Difficult Terrain
(Swamps, Dunes, enclosed fields )

Mounted -1D6
Pike & War Chariot -2D6
Mounted troops lose Impetus bonuses

BUA [ 3.1.3, p19]

Occupying unit VBU of 7 no flanks or rear

Only Artillery may fire at

Cancels all impetus bonuses

Only infantry may attack

Dry River


Normal River


Deep River

Retreat Roll [3.1.1, p18]