From: "Brandon Einhorn" Subject: Re: Variants - SPQR - GMT Cohesion Hits (CH) due to Terrain and Attack/Defense Superior units 1) Units attacking up hill no longer suffer a 1 CH penalty, instead they receive a modifier of -3. 2) Units that are inferior due to unit type no longer suffer double and triple CHs. Units that are attack superior receive a +2 modifier to the die roll, units that are attack inferior receive a -4 modifier. Units that are attack superior to Skirmishers still inflict double CH, they don't get the +2 modifier though. Units that are Attack Superior due to position are treated normally (doubling CHs). Unit Movement & Momentum & Combat [Completely Changed] The order of activation is now highest initiative to lowest, instead of lowest to highest. A leader may pass, and activate later in the turn, with the highest given the first chance to interrupt the activation sequence. There is no longer a combat round after each leader activates. Instead there are two massive combat rounds. One after normal movement, and one after the momentum round. Each leader may give orders to units that have not been activated that turn. (But they may try rally attempts on any unit). No unit may move again in a given round, until all other units have moved , and all leaders have been activated once. After all movement, there is one massive combat round. After the combat round, there is one momentum round. Starting with the lowest ranked leader, working upward, each leader rolls for momentum as his activation comes up. If successful he may issue orders, if not he is finished. After issuing orders the leader is finished anyway. There is only one momentum round not two. The elite round is a bonus and doesn't count against the leader. Leaders may trump in the momentum round in the normal way. If they fail, they can't roll for momentum in their part of the momentum round. If successful, orders are given as usual. After the trumping leader is finished, the leader who was trumped gives orders (Or perhaps they should be finished too!). Thus trumping only allows you to move before a leader, not prevent him from issuing orders. The same goes for trumping a successful trump. Any leader who trumps a trump may be trumped in turn by an equal or higher ranked leader. This can result in every leader except the last being trumped as a result of a single activation. A unit may not move, fire, or fight more than once in an order round, the elite round counts as part of the first round. A unit can move and fight a maximum of two times a turn. Once in the normal round, and once in the momentum round. After the first round, there is a combat round. Units that have must shock markers must attack their opponents in the normal manor. Any units next to each other that haven't moved must still have combat in that round. Both sides attack using the appropriate tables. The two results applying to the attacker are summed and divided by two, rounding up. This is the attackers CH result. The same procedure is done for the defender. The CH hits must be applied evenly, odd hits are distributed by the owner. Ex. Two Hastati attack a Phalanx obtaining a 4/2, the Phalanx scores a 2/3. (4+3)/2 = 3.5= 4 hits against the Hastati. (2+2)/2= 2 hits on the Phalanx. The effect of having only one combat round is to reduce the Blitzkrieg effect, and lessen the benefit of moving two or three times in a row. After the momentum phase there is another similar combat round. Rally & Rout 1) Units rally based on their original TQs, not that of the leader. 2) If a unit is routed, it retreats its movement allowance, not two hexes. The turn it is routed it does not rout move at the end of the turn. At the end of all subsequent turns it will rout move its full movement allowance towards its rear. Phalanx - (multi hex units) [Ignore the new 9.65 rule.] 1) A phalanx is treated as two separate units that are joined. Each keeps track of its own CHs. Each half has a size of one half of the whole, retaining fractions. If one half routs, they both rout. To rally, both halves must be rallied by the end of the turn. Otherwise the entire unit remains routed. A double depth phalanx distributes hits to both phalanxes as usual. The triple size phalanx routs when one of its component "sixths" routs. 2) If a phalanx fights another phalanx, instead of applying column shifts due to size difference, add or subtract double that number to the attack die roll. Missile Fire & Skirmishers *1) Archer/Sling missile fire seems too weak. Non elephant screen, and non javelin armed skirmishers fire twice. 2) All skirmishers now have the same movement capabilities as Velites. 3) Units that can withdraw from the enemy advance due to superior speed, may fire their weapons once per turn, at a one hex range before withdrawing. A skirmisher may fire withdrawal fire twice a turn, once in the regular movement round, and once in the momentum round. 4) A unit that will undergo shock combat, and is capable of missile fire, must fire at the unit(s) it is going to shock. Cavalry Pursuit & Regroup Use the Lion of the North Rules. The first turn the leader and any of his original cavalry units that are in his command radius may leave the board, "in pursuit". The second turn he may roll to regroup his units, by rolling his TQ or less. There is one roll per turn. If unsuccessful, he may try next turn. The turn after regrouping the units may enter the board. Units that reenter the map have ALL their CH removed. *If two or more cavalry units attack and rout a unit, only one need pursue. Additional Rules 1) If a unit is approached from the flank or rear and is not pinned by an enemy ZOC, it may rotate so as to face the approaching unit. There is no cost to this, and it may occur an unlimited number of times. Two cavalry units are needed to attack an elephant. One attacks it frontally, pinning it, while the other attacks its rear. This is the only case where cavalry may attack elephants frontally. 2) Any non-phalanx unit with a size of 6 or greater routs when its CH exceeds its TQ. It rolls for collapse when its CH equals its TQ. Now there is more benefit to the deeper units. 3) Line Commands: All units must perform the same command (move, attack, etc.) You may not do gamey things like having alternating units move so as to maintain a line. Similarly units at the end can't detach and outflank the enemy line unless all units move forward to attack. 4) Pre shock TQ checks: If a unit has one or less CHs, and it routs during its pre shock TQ check, it still completes the combat on the shock table, inflicting damage, before it routs. It routs immediately after shock, before any other units. This way a 5 TQ unit will always fight one round. 5) Units that orderly withdraw may rotate to face the unit(s) that triggered the withdrawal. 6) Units that are one CH from routing are weakened and inflict less damage than other units. Any units that fight and rout a weakened unit receive one half, rounded up, of the CHs called for, provided that none of them are weakened. Thus two 5 TQ MI units attacking a 6 TQ legion with 5 CHs that roll a 2/2 only receive one hit. If one of the MI had 4 CHs then the result would remain 2/2. 7) Any unit that did not move, fire, or fight and is not adjacent to an enemy unit may recover one CH before the momentum phase. 8) Under these new rules cavalry, elephants, and chariots move too slowly. These units may move twice each movement phase. Once in the normal sequence, and then once more after movement. Cavalry and chariots will earn one CH by moving the second time. brandon@global-tech.com