SPQR ERRATA (GMT) as of 9/26/92 COUNTERS: The Macedonian HC (used in Cynoscephalae, etc.) has a little "7" printed atop the "HC". We have no idea what that means - or why it's there, although the master countermix in our computers also has that '7'. Chalk it up to " . . . seemed like a good idea at the time." It does not mean "javelins"; ignore it. (5.2/Play Note at end of section): CHANGE: The flank-to-flank, linear requirem ents for foot do NOT apply to lines entering as reinforcements (as in Beneventum and Cynoscehphalae). Foot Reinforcements may "clump", as long as 4.24 is obeyed. This exception to the flank-to-flank requirement ends as soon as the arriving line moves with Movement Allowance distance (and LOS) of an enemy combat unit. (A hint, folks: wait too long to get them into a viable line and you've got one big command mess on your hands.) Also, treat elephants as cavalry for this purpose. (5.47) ADDITION: A leader that is in an enemy ZOC may attempt to Trump. However, if successful, he must obey the restrictions of 5.46. (6.46) CLARIFICATION: Units may change to/from Column only at the conclusion of movement. (6.47 and 6.48) CHANGE: Phalanxes in Column may NOT attack or fire. They only thing they can do is move. If attacked by any enemy unit (except skirmishers), the attacking unit is automatically Attack Superior. (6.51) CLARIFICATION If a friendly unit starts movement two hexes distant - an enemy unit may OW if that friendly unit starts to move towards it, before it leaves the original hex. (8.35 [TWO]) CHANGE: In combat between Elephants and non-elephants, size is NOT taken into consideration. There is NO SRD. (8.42) CLARIFICATION. This section takes precedence over - and is an exception to - 7.23. Units advancing after combat may change facing in an enemy ZOC, but they may only change one vertex. (9.1) CHANGE: Regardless of what the charts say, elephants do not earn ANY Cohesion hits from Movement, although the Movement costs still apply. Why? Elephant formations were loose at best, and the type of terrain we're encouintering in these games would have little effect on such minimalist formations. (10.37) ADDITION: An individual leader may attempt to rally a given unit only once per game-turn. That limitation applies to the leader, not the unit, which may be rallied by another leader in that turn. Example: Nicanor attempts to rally a Macedonian HC unit and fails. He may not make a similar attempt for that Mac HC that turn, but Philip V could try. (10.37) CLARIFICATION: When determing Cohesion Level (#3), it's not actually TQ - DR, or even DR - TQ; it's both (or either). The new Cohesion Hit level is the difference between the TQ and the DR. If that difference equals or exceeds the printed TQ, the unit remains rallied. (10.41) CLARIFICATIONS: Exception #1: If the defending unit would be eliminated because it cannot complete its rout because it is surrounded, and at least one of the surrounding units was NOT one of the attackers, there is NO pursuit. Exception #2: If a cavalry unit shock attacks two separate units at once and only one routs, there is no Pursuit - nor is there pursuit after a Disrupted result or any result from fire. (10.43) ADDITION: Victorious cavalry units that are in danger of routing because of post-combat cohesion checks, as per 8.37, still roll on the Pursuit Table. If they do pursue off map, they then roll for Collapse. If they fail, they are now in the Pursuit Box in Routed state. They stay there - and may not be moved - until either rallied, or the rally fails - in which latter case they are then eliminated. ZAMA [CLARIFICATION]: Yes, there's an odd ala cohort in each line... which means it has to start stacked with a cohort from a different ala. Nothing tragic, and you're always free to change the deployment, if you wish. The present situation arose from (a) the fact that '9' is an odd number, and (b) Scipio's army was a bit of a mix-and-match affair, so such intermingling was possible. CYNOSCEPHALAE scenario: ADVANCED OPTIONAL RULE: Players wishing even more "realism" can use Advanced Hidden Movement. Nothing arcane here, simply determine - based on fog and LOS (of which there is not much between the two armies at the beginning - which units can see which. Ones that could/cannot be seen, including arriving reinforcements, do all their movement hidden, until sighted. This will require a bit more paper work, plus some agree-to-before house rules, but it does create some mass confusion. This confusion is not helped by the fact that both sides have the same-colored counters; however, we already told you that. FOR WAR ELEPHANT: In general, any counters not actually in the WE mix should be taken from SPQR. There are also one or two places where SPQR counters are indicated, but not needed. Roll with this sort of thing... Magnesia: Set-Up Info: A Seleucid Cataphract should be in 2006, not 2009 The Cappadocian MI are in 1910-1911, the Cappadocian LI in 1908-9. You do NOT need to take Indian elephants from SPQR. Yes, the Seleucid Leader deployment is correct. And yes, each Roman ala is one cohort short. Hannibal the Advisor may be moved only upon an Order from Antiochus, except for Orderly WD. Raphia: Set-Up Info: LW, Seleucid EL's go in 2303-2310. ADDITIONAL ERRATA (11/1/92) FOR SPQR and WAR ELEPHANT (6.58) ADDITION: Line Withdrawal: Under certain circumstances, an entire Line (as defined by the rules) may withdraw at the same time. The normal WD rules apply, but here, if an enemy approaches, and if the units in that individual Line have at least one unit in that Line within two hexes of an elgible commander, that entire Line may withdraw. All units in the line do not have to do so. All other WD rules apply. Play Note: This handles the situation wherein "clumped" cavalry could not withdraw simply because of their deployment. Now they can. (8.17, sub 4.) CHANGE: This doubling does NOT apply if the firing unit is an enemy Elephant (either screen or mounted javelin). (8.23) CHANGE: When friendly units are moving by a Line Command (NOT an Order) ALL movement is completed before any Entry Fire. (9.4) ADDITION: Numidian Light Cavalry: The Numidian LC's have the same ability as Velites to enter and leave an enemy ZOC, as per the last paragraph of 9.2. BENEVENTUM and CANNAE [STRONGLY SUGGESTED ADDITION]: Triarii Tactical Doctrine The Triarii in these two battles may not move until and unless one of the following occurs: There is an enemy combat unit, other than an Elephant, that is within three hexes (and LOS) of any unit in the Triarii Line; OR They are at least six hexes from any other Roman infantry line, be it Hastati, Principes, Cohortes or Velites. It must be Roman, not allied. This rule applies to all Roman Republican armies prior to, and excluding, any battles commanded by Scipio Africanus. Play/Design Note: This reflects the rather rigid and defensive way in which the triarii were used for most of the Republican era at least until Scipio loosened 'em up a bit. By the time of Marius, the Triarii are "gone". Tangentially, this rule, which we heartily suggest you use to reflect that doctrine, stops players from using the Triarii in an obviously useful - but doctrinally "forbidden" - way.