Dated: November 30, 2000.
ROMAN WAR RULES
GENERAL
The board is set up to 25mm (about HO) scale.
Pieces can move the indicated inches in each move (adjusted for up/down
hill and roads).
Dice are used for all shooting/fighting results (1 die/man). I suggest
at least 30-40 dice of at least three different colors. If 20 men are
shootingat 20 others, its much easier to roll 20 dice all at once.
If the men are different types, use different colors for each type.
For projectiles, the effect is the dice numbers that
indicate a hit on the target (other numbers are a miss).
Soldiers hit then roll for survival (5,6 = survive-flesh wound : 1-4 =
dead & removed from the game). Any man hit (in one turn) two or more
times is automatically dead (no survival). There are different effects
for different ranges.
Armored and unarmored men are subject to different effects from
projectiles and in melee (hand to hand) as shown below.
Chariots and elephants use a clear plastic pattern (e.g. the size of the
chariot & horses) to cover the troops run over. A roll
of 1,2,3 = man hit, then roll for survival.
Ive tried many variations to add to the reality of these games
(supply rules, morale rules (camp followers), etc.). Most of these
require ridiculous paperwork and slow the game to a crawl. Leaving them
out is less realistic but more fun.
TROOP TYPE | ARMORED/UNARMORED |
Roman Equites | Armored |
Roman Triarri & Princeps | Armored |
Roman Archers | Armored |
Roman Chariots | Armored |
Roman Artillery | Armored |
Roman Hastati | Unarmored |
Roman Velites | Unarmored |
Gaul some cavalry | Armored |
Gaul rest | Unarmored |
African Liby-Phoen | Armored |
African rest | Unarmored |
Spanish all | Unarmored |
MOVE | UP(-1/3) | DOWN(+1/3) | ROAD (+1/2) |
9" | 6" | 12" | 13.5" |
10" | 6.5" | 13.5" | 15" |
18" | 12" | 24" | 27" |
20" | 13.5" | 26.5" | 30" |
ARCHER RANGES/EFFECTS Normal Range
Up Range (-1/4)
Down Range (+1/4)
Ranks Hit
Effect on Armored
Effect on Unarmored
1/2-20"
1/2-15"
1/2-25"
1st 2
1,2
1,2,3
20-36"
15-27"
25-45"
1st 2
1,2
1,2
36-50"
27-37.5"
45-62.5"
ALL
1
1
LANCER RANGES/EFFECTS
Normal Range |
Up Range (-1/4) | Down Range (+1/4) | Ranks Hit | Effect on Armored | Effect on Unarmored |
1/2-8" | 1/2-6" | 1/2-10" | 1st 2 | 1,2 | 1,2,3 |
8-12" | 6-9" | 10-15" | 1st 2 | 1,2 | 1,2 |
12-16" | 9-12" | 15-20" | ALL | 1 | 1 |
SLINGER RANGES/EFFECTS
Normal Range |
Up Range (-1/4) | Down Range (+1/4) | Ranks Hit | Effect on Armored | Effect on Unarmored |
1/2-12" | 1/2-9" | 1/2-15" | 1st 2 | 1,2,3 | 1,2,3,4 |
12-20" | 9-15" | 15-25" | 1st 2 | 1,2 | 1,2,3 |
20-36" | 15-27" | 25-45" | 1st 2 | 1 | 1,2 |
SCORPIO RANGES/EFFECTS
Normal Range |
Up Range (-1/4) | Down Range (+1/4) | Ranks Hit | Effect on Armored | Effect on Unarmored |
1/2-40" | 1/2-30" | 1/2-50" | 1st 2 | 1,2 | 1,2,3 |
40-72" | 30-54" | 50-90" | 1st 2 | 1,2 | 1,2 |
72-100" | 54-75" | 90-125" | ALL | 1 | 1 |
EFFECT | SPLIT UP |
1,2,3,4 | 1,2,3 = man hit 4 = horse hit |
1,2,3 | 1,2 = man hit 3 = horse hit |
1,2 | 1 = man hit 2 = horse hit |
1 | 1 = man hit |
COVER
COVER REDUCES EFFECT BY 1
Anything reasonable provides cover from archers, slingers
& lancers.
Stone walls, buildings, and boulders (not little rocks) provide
cover.
Buildings provide complete cover. IF MEN SHOOTING FROM WINDOWS &
DOORS , they get regular cover.
Building walls (2 high), cliffs (3 high), & castle/fort
walls (3 high) provide complete over the top archer and
lancer cover (men within 2 of wall/cliff). i.e. they cant be
hit by projectiles moving in an arc. Men more than 2 from the
wall/cliff can be hit but get cover effect (unseen target).
Men shooting down from the top of a cliff have cover from men below.
Slingers can only hit in a straight line (no over the top).
MELEE
MAXIMUM GROUP = 10 MEN (for stay/retreat).
If attacker fires (lances) and melees, enemy killed by fire are
removed before the move to melee.
Retreat is a full move away from the enemy.
1 ST ROUND
Attacker rolls-if hit, defender is dead (no survival).[attacker
advantage]
if miss, defender fights back.
Defender rolls-if hit, attacker rolls for survival.
if miss, both decide for stay/retreat (hidden paper, show at same time)
for each group.
2ND... ROUND
Attacker rolls-if hit, defender rolls for survival BUT DEAD fight back
before being removed.(fighting at same time)
if miss, defender fights back.
Defender rolls-if hit, attacker rolls for survival.
if miss, both decide for stay/retreat (hidden paper, show at same time)
for each group.
MEN | NEEDED TO KILL |
armored men | 1,2,3 |
Roman archers (armored) | 1,2,3,4 |
unarmored men | 1,2,3,4 |
Gaul archers,slingers (unarmored) | 1,2,3,4,5 |
Roman cavalry (armored) | 1,2 |
Celtic cavalry (armored) | 1,2 |
Celtic cavalry (unarmored) | 1,2,3 |
Numidian cavalry (unarmored) | 1,2,3 |
CASTLE/FORT
1 full move to open/close doors.
Men can move on/off walls only at corners.
STORMING
1/2 move to put up ladder (within 1 of wall).
1 move - 2 men on ladder (no firing).
1 move - men on ladder melee with 2 men in fort (no attack
advantage).
If ladder men win, put on wall.
If men stay at top of ladder, others can follow.
2 men can push ladder off wall by rolling 1,2.
Men on ladder when pushed off need 4,5,6 to survive.
On walls, only 2 men can melee at a time in each direction.
DOOR BATTERING
1 turn (5-10 men) to door- 1 turn roll 1 to knock down (1
die/turn).
DRAW BRIDGE DOWNING (from inside)
1 turn (1-4 men) to each chain. 1 turn roll 1 die/man.
1 breaks chain.
must break both chains to drop draw bridge permanently.
BRIDGES
1 bridge can be built by 10 men in 10 moves or 5 men in 20 moves or 1
man in 100 moves.
SMALL - 2 men abreast.
LARGE - 4 men abreast.
Many thanks to Mr. Schulz for sending in this contribution.
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