Rules: Appendix 5 TtS!

To the Strongest!

Additions and adjustments to the Campaign rules and appendices to permit play with TtS!


Eras 

Era

TtS!

 

Time period

Roman army list name

Page number

Early Republic

509 – 387 BCE

Tullian Roman

197

Early Republic – post Camillan army reforms 

387 – 275 BCE

Camillan Roman

209

Middle Republic

275 – 107 BCE

Polybian Roman

225

Late Republic

107 – 27 BCE

Marian Roman

248

Early Empire

27 BCE – 193 CE

Principate (or Early Imperial) Roman 

263

Middle Empire

193 – 312 CE

Middle Imperial Roman

277

Late Empire

300 – 406 CE 

407 – 480 CE

 407 – 480 CE

Late Roman 

Decline and Fall of the West Roman 

Later East Roman

299

313

315


Events table

Dice roll (2d6)

Event

Prestige Points won on a Roman victory

Prestige Points lost on a Roman defeat

2 - 4

Minor invasion*

2

1

5 - 6

Minor defence

1

2

7

Major defence

1

3

8 - 9

Major invasion*

3

1

10 - 12

End of Era


Roman army size

 3.            Bids must be a minimum of four army points less than the previous bid.

Army composition

Alliances

If the Enemy army is described as an Alliance one of its army commands’ must be an allied command of the same nationality. It must have at least 25% of the total army points. If the first activation card played by the allied general is an ace or a two the activation fails and the command becomes hesitant.

A hesitant command will not be able to activate normally until the general draws a six or more in a subsequent turn on the General’s first activation attempt or an enemy unit moves within charge range or shoots at one of that command’s units.

Roman army

The general cannot ever be Great. The general may only be Brilliant if the player has won at least one prior battle as the Roman side in the current era. If killed in battle that player may not choose another Brilliant general again until at least one further battle has been won by him/her as the Roman side.

The above rule applies in the case of a civil war battle.

Fighting the battle

 Fight all battles in accordance with the standard rules with the following amendments:

Terrain

Use the standard terrain rules with the following adjustment:

·      The attacker may only select 2/3rds of the normal allowance (rounded down). All required terrain choices under the rules must be in proportion to that reduced total.

Stratagems

Stratagems are not used; they are replaced by the Campaign Battlefield Effects rules.

Time limit

Agree a time limit for the game to end, the game ends at the end of the next round of the passive army.

After the battle

Casualties are determined by reference to victory medals. Whichever side has captured the most victory medals is deemed to have the least casualties.


Campaign victory

 If two players are tied and choose Tts! to fight the final battle: 

·        Roll on the Major column of the Large table.

·        Draw up the armies from the:

o   Standard campaign: either ancient list 292 or 294.

o   Extended campaign: medieval list 216


Appendix 1

Enemies Tables


Early Republic

 

Invasion

Dice roll (2d6)

Nation

Army

Page number

2 - 4

Aequi

Use Sicel list 

99

5 - 6

Etruscans

Etruscan League

187

7 - 8

Latin league - alliance

Use Tullian Roman list 

189

9 - 12

Volscii

Use Sicel list 

99

 

Defence

Dice roll (2d6)

Nation

Army

Page number

2 - 5

Latin allies revolt (Note 1) – alliance

Use Tullian Roman

189

6 - 7

Etruscans (Note 2)

Etruscan League

187

8 - 10

Roman royalists – alliance (Note 3)

Etruscan

Tullian Roman

187

189 

11-12

Sabines (Note 4)

Use Sicel list

99

 

Notes

1.       This represents the “Pometian revolt” of the Latin cities of Pometia and Cora in 503 – 502 BCE. The Roman player may not have a Latin allied command, the Latins must have an Aurunci allied command (Use Sicel list p.99).

2.       This may be rolled twice. The second time represents the attack by the Etruscan city of Veii on a Fabii gens fortified camp. Optional: The Romans benefit from Batttlefield effect: Terrain advantages 4 – Relief of Mafeking! (Appendix 4).

3.       This can be rolled twice. It represents the attempts by the exiled King of Rome (Tarquinius Superbus) to take back power:

a.       Firstly, using troops provided by an alliance of Etruscan city states.

b.      Secondly, using troops provided by the Latin league

In both cases the alliance rule must be used.

4.       This represents the war of 504 BCE. The Sabines were allied with the Fidenae (Etruscans) and Camerians (Latins). Consequently the Sabines must have an Etruscan allied command (p.187) and a Latin allied command (p.189). The battle was a supposed night ambush on the Roman camp by the Sabines that was turned around on them. Optional: The Romans benefit from the following Battlefield effects: Special adjustments 5 - Night shift engineering works, and Battlefield Manoeuvres 5 – Hidden Ambush. To simulate the night battle use Battlefield Effects: Weather effect 2 – Fog; the roll for the clearance of the fog represents the moon coming out (see Appendix 4).  

Early Republic – post Camillan army reforms

 

Invasion

Dice roll (2d6)

Nation

Army

Page number

2 - 3

Central Italians (Note 1)

Use Sicel list

979

4

Magna Graecia

Tarentine

113

5 - 6

Oscans (Note 2)

Southern Italian Tribes

194

7 - 8

Etruscans

Etruscan League

187

9 - 11

Samnium (Note 3)

Samnite

198

12

Umbria

Use Sicel list

99

 

Defence

Dice roll (2d6)

Nation

Army

Page number

2 - 5

Cisalpine Gaul (Note 4)

Gallic

191

5

Latin revolt (Note 5)

Camillan Roman 

196

6 - 7

Samnium - (Note 6)

Samnite 

198

8 - 9

Epirus (Note 7)

Pyrrhic

201 

10 – 12

Etruscan - alliance

Etruscan League

187 

 

Notes

1.       This option may be rolled three times, representing wars with the following peoples in turn: Hernici; Aequi and Volscii.

2.       This option may be rolled four times, representing wars with the following peoples in turn: Campanians, Lucanians, Apulians & Bruttians - use the appropriate options from the Southern Italian Tribes list.

3.      This may be rolled twice. The first represents the Battle of the Caudine Forks in 321 BCE. Optional: the Samnite player benefits from three Battlefield Effects: Terrain advantages: 1 – Outmanoeuvred and 5: Completely outfoxed, and Special adjustments: 5 - Night Shift engineering works (See Appendix 4).

4.       This may be rolled twice. The first roll represents the invasion of the Gallic Sennones ending with the first sack of Rome in 389 BCE which led to an enduring fear of the Gauls by the Romans. The second time must be an alliance and Optional: The Gauls benefit from Battlefield Effect: Special adjustments 3 – Fear (see Appendix 4).

5.     This is the Latin War of 340-338 BCE. The Roman army must have a Samnite ally (p.198), the Latin army must include a Campanian ally (Southern Italian Tribes p.194 - Campanian options).

6.       This option may be rolled twice. The second time the Samnites must have both an Etruscan allied command (Etruscan League p.187) and a Gallic allied command (p.191). Optional: The Romans will suffer the fear effect against the Gallic ally, Battlefield effect – Special adjustments 3: Fear (see Appendix 4).

7.     This represents the battle of Asculum in 279 BCE. The Epirot player must choose the maximum number of elephants. The Roman player must have the maximum number of Anti-elephant wagons.


Middle Republic

 

Invasion

Dice roll (2d6)

Nation

Army

Page number

2

Galatia (Note 1)

Galatian

171

3

Achaean league

Hellenistic Greek: Achaean C-in-C options 

210

4

Numidia

Numidian and Early Moorish

217

5

Macedonia

Later Macedonian

203

6 – 7

Carthage (Note 2)

Middle Carthaginian

Later Carthaginian

205

226

8

Cisalpine Gaul

Gallic

191

9

Spanish tribes - alliance (Note 3)

Spanish

199

10

Seleucia (Note 4)

Imperial Seleucid  

166

11

Syracusan

Later Syracusan

208

12

Illyria

Illyrian

104

 

Defence

Dice roll (2d6)

Nation

Army

Page number

2 – 3

First and Second Slave Revolts (Note 5)

Third Servile War

243

4 – 5

Cisalpine Gaul – alliance (Note 6)

Gallic

191

6 – 7

Macedonia

Later Macedonian

203

8 – 9

‘Hannibal in Italy’ (Note 7)

Later Carthaginian

226

10

Seleucia

Imperial Seleucid 

166

11 - 12

Cimbri & Teutones - alliance (Note 8)

Early German 

229

 

Notes

1.       This represents the war with the Galatians in 189 BCE.

2.       War with Carthage. This event may be rolled four times:

a)      First Punic War: The first time this event is rolled it represents the First Punic War i.e. the Carthaginian army must be drawn from the Middle Carthaginian list (p.200), and only troop options available for the period 264 BCE to 241 BCE may be taken by both sides.

b)      Second Punic War:

The next two times this event is rolled it represents two major campaigns in the Second Punic War. The Carthaginians must use the Later Carthaginian list (p.226) and only troop options for 218 BCE to 202 BCE may be taken.

a.               The second time this event is rolled it represents Rome’s attacks on Carthaginian territories in Spain. Limitations:

                                 i.        Hannibal may not be chosen.

                                ii.        Only Spanish theatre options may be selected for both sides.

                               iii.        Only a Spanish (p.199) allied command may be chosen by either side.

b.          The third time this event is rolled it represents Rome’s invasion of Carthaginian home territory in North Africa. Limitations:

                                 i.        Only Africa theatre options may be selected by both sides.

                                ii.        If Hannibal is chosen as C-in-C  no allied command may be taken by the Carthaginian player.

                           iii.        Optional: If Hannibal is present the Carthaginian player benefits from a Battlefield Effect; any player rolls on the Type of Battlefield Effects table (see Appendix 4) at step 4 of the Sequence of Play.

c)       Third Punic War: The fourth time this is rolled it represents the Third Punic War 149-146 BCE, the Carthaginian army must be drawn from the Later Carthaginian list (p.226), also:

                                                               i.     Only the Africa options may be selected by both sides.

                                                              ii.     No allies may be chosen by the Carthaginian player.

3.       Spanish tribes alliance

This option may be rolled three times, and will be fought against the Iberians; Celtiberians and Lusitanians in turn. The alliance rules must be followed.

4.       The Seleucids must include an Hellenistic Greek (Aetolian) allied command (p.210) and may automatically choose to have a impassable deep water on the two rows of boxes running down one flank.

5.       This option may be selected twice, the first time is the First Servile War and the second time is the Second Servile War. Use the Third Servile War list but Spartacus may not be taken.

6.       This represents the campaign of the Boii and Insubres in 225 BCE. The Gallic player must take the maximum number of Gaisati; Optional: The Roman player benefits from Battlefield Effect: Battlefield manoeuvres 3 - Ready and waiting, and 4 - Quick march! However, the Romans suffer Battlefield effect: Special adjustments 3 - Fear against the Gaisati (only), and the Gallic player benefits from Battlefield Effect: Quality & Cohesion variations 3 – Fragile morale (see Appendix 4).

7.       This represents Hannibal’s campaign in Italy.

·        The player playing the Carthaginian side must choose Hannibal as C-in-C.

·        The region must be Italy

·        Optional: As Hannibal is present the Carthaginian player benefits from a Battlefield Effect; a player rolls on the Type of Battlefield Effects table (see Appendix 4) at step 4 of the Sequence of Play.

8.      This represents the early years of the invasion of the Cimbri & Teutones from 113 BCE to 105 BCE and may be rolled twice. A least one external allied contingent representing the Ambrones or Tigurini Gallic tribes must be taken from the Gallic list for each one respectively (p.191). The maximum number of units of women must be taken by the Germans and a minimum of one Elderly, youths and women unit by the Gallic allies.

  

Late Republic

 

Invasion

Dice roll (2d6)

Nation

Army

Page number

2 – 3

Parthia

Parthian

173

4

German – alliance (Note 1)

Early German

229

5

Britannia - alliance

Ancient British

245

6

Egypt

Later Ptolemaic

169

7

End of the Republic! Civil wars (Note 2)

Marian Roman

235

8

Conquest of Transalpine Gaul (Note 3)

Gallic

191

9

Pontus

Mithridatic Pontic

233

10

Armenia (Note 4)

Early Armenian

165

11 – 12

Thrace – alliance

Later Thracian

148

 

Defence

Dice roll (2d6)

Nation

Army

Page number

2 – 4

Roman Socii revolt (Note 5)

Italian confederacy

239

5 – 6

Slave revolt (Note 6)

Third Servile War

243

7

End of the Republic! Civil wars (Note 2)

Marian Roman

235

8

Sertorian revolt 80-72 BCE

Spanish

199

9

Pontus (Note 7)

Mithridatic Pontic

233

10 – 12

Cimbri & Teutones (Note 8)

Early German

229

 

Notes

1.      This can be rolled twice:

a.       The first represents Caesar’s fight with Ariovistus in 58 BCE.

b.      The second represents Caesar’s raid over the Rhine into Germania Superior in 55 BCE.

2.      This period saw the final breakdown of the Republic as popular leaders created power bases amongst the Legions and sought power for themselves. This can be rolled four times in total whether rolled for Invasion or Defence. Each time a mini-series of battles is fought differently to all other Enemies as explained in the special rules below.

a.      The first roll represents the civil war of 83 – 81 BCE between Sulla and the Marians and will consist of a series of three battles, each time representing a different theatre of war: Italy, Africa and Spain.

b.      The second roll represents the civil war between the Caesareans and Pompeiians, of 49 – 46 BCE. It will consist of a series of five battles, each time representing a different theatre of the war: Italia, Hispania, Africa, Illyria and Graecia.

c.     The third roll represents the Liberators’ civil war of 43 – 42 BCE between Octavian & Anthony and the Assassins (of Julius Caesar) and consists of three battles, each time representing a different theatre of war: Macedonia, Asia Minor and Syria.

d.      The fourth roll represents the final civil war between Octavian and Mark Anthony & Cleopatra of 31 – 30 BCE and consists of three battles representing two battles in Greece followed by one in Egypt.

 Special rules

1.       There is no campaign invader or defender for these battles, the invader or defender for each battle is determined under the TtS! rules.

2.       No Battlefield Effects are rolled for.

3.       When each of the above mini-series is rolled flip a coin - one player fights all the battles as one side the other as the opposing side. All battles in the series rolled must all be fought out immediately in turn before rolling on the Enemies table again.

4.       There is no bidding process to determine Roman army size, each player gets a ‘Major’ army of the same size – decide between you on the points value, or roll on the table in Appendix 2.

5.     Whichever side wins the majority of the battles wins the mini-campaign being played and all winning team players gets one Prestige Point per battle won, the losing players lose an equal number (even if they win some of the battles). In addition, unless killed in the final series battle fought, the loser’s family nominee (this applies to all players on the losing side of a multi-player game) must commit suicide (at each player’s sole discretion) or they lose all positive cumulative Prestige Points acquired this era to date (but not accumulated negative Prestige Points).

Additional notes:

a.       On a draw a battle must be refought until a result is obtained. 

b.      No adjustment may be made to Prestige Points lost by ‘Dying a Glorious Death’.

c.       N/A.

d.      In the second series when fighting the ‘Africa’ battle the Pompeian player must use Numidian allies.

e.      In the third series when fighting the Syria battle the Assassin army must be a Parthian army (p.169)

f.     In the fourth series when fighting the Africa battle the army of Mark Anthony and Cleopatra must be taken from the Later Ptolemaic (p.169).

g.     In a multi-player game players must choose between the two sides, as equally as possible, and nominate one of their team to fight each battle in turn. Each member of the winning team wins the mini-campaign and gets the Prestige Points and each member of the losing team loses that same number. Players don’t have to be on the same teams in each mini-campaign.

3.      This represents the Gallic Wars  of 58 to 52 BCE and may be rolled four times, representing the following in turn:

a.       Caesar’s war with the Helvetii 58 BCE.

b.      Conquest of the Belgae. The Gallic army must be an alliance.

c.       Subjugation of Gaul. The Gallic army must be an alliance.

d.      Revolt of Vercingetorix. Vercingetorix must be the C-in-C; unless killed in battle he is automatically captured if all his command is destroyed. If he is captured the Roman player earns an additional Prestige Point.  Optional: The Gallic player must use Battlefield Effect: Terrain Advantages 4 – Relief of Mafeking! (see Appendix 4). The town must be placed in the centre of the Roman rear table edge and Vercingetorix must be placed inside to command the ambush, which must constitute his entire command.

4.      This is the army of Tigranes the Great, the C-in-C must be a Great Leader.

5.      This represents the Social War of 91 – 87 BCE.

6.      This represents the third slave revolt of 74 to 71 BCE led by Spartacus.

7.       This can be rolled twice, representing the first and second Mithraditic wars of 90 – 85 BCE and 83 – 82 BCE in turn.

8.       This can be rolled twice representing the Cimbri and Teutones who each invaded the Roman state with an allied Gallic tribe - the Tigurini and Ambrones respectively. The German player must accordingly take an external ally command chosen from the Gallic list (p.191). The Romans had to scramble to put enough troops into the field after sustaining heavy losses consequently the Roman player must downgrade at least 50% of his Legionaries to Raw. Optional: By this time the Romans were in great fear of the Germans. The German player benefits from Battlefield Effect: Special adjustments 3 - Fear, and Battlefield Effect: Quality & Cohesion variations 3 – Fragile morale (see Appendix 4).


Early Empire

 

Defence

Dice roll (2d6)

Nation

Army

Page number

2 – 3

Cantabrian revolt 16 BCE

Spanish – Iberian

199

4 – 5

Dacia

Dacian

242

6

Germania Magna (Note 1) - alliance

Early German

229

7

Parthia

Parthian

173

8 – 10

Britannia – alliance

Ancient British

245

11 - 12

Caledones

Caledonian

257

 

Defence

Dice roll (2d6)

Nation

Army

Page number

2

Sarmatia

Sarmatian

238

3

Moors

Numidian and Early Moorish

217

4

Marcomanni (Note 2)

Early German

229

5

Illyrian revolt (Note3) - alliance

Illyria

104

6

Usurpers

As Era

See Era 

7

Parthia

Parthian

173

8

Dacia

Dacian

242

9

Jewish revolts (note 4)

Jewish Revolts

262

10

Batavian revolt (note 5)

Early German

229

11 - 12

Ancient British - Boudiccan revolt (note 6)

Ancient British

245

 

Notes:

1.    This may be chosen twice. The second time represents the Battle of the Teutoburg forest in 9 CE, the Germans must be led by Herman/Arminius, a Brilliant general. Optional: Give the German player free choice of any five Battlefield Effects and exceptionally each may be chosen more than once, plus play Battlefield Effect: Weather Effect 1 (see Appendix 4).

2.      This represents the Marcomannic wars of 166 – 180 CE. The army must include both a Quadi external allied command (p.272) and an Iazyges external allied command (p.238).

3.    The Illyrian revolt of 6 - 9 CE included many rebelling Auxilia from the Roman army. The Illyrian army must include the maximum number of Auxilia.

4.      This may be chosen three times. The Great Revolt of the Jews of 66–70 CE, the "Kitos War" of 115–117 CE and the Bar Kochba Revolt of 132–136 CE.

5.    This is the Batavian revolt of 69 CE. Julius Civilis must be taken, as a Great Leader and all the ** options may be taken and minima apply.

6.      This represents the revolt of the British Celtic tribes in the South east in 60 – 61 CE led by Boudicca, the Queen of the Iceni. The Ancient Britons must take the maximum number of Wagon laager defenders.  Optional: The Roman player benefits from Battlefield Effects: Terrain Advantages 1 – Outmanoeuvred (see Appendix 4).  

Middle Empire

 

Defence

Dice roll (2d6)

Nation

Army

Page number

2

Parthia

Parthian

173

3

Palmrya (Note 1)

Palmyran

268

4

Picts

Picts

285

5

Saxons

Alemannic

276

6

Goths (Note 2)

Early Gothic

274

7

Usurper (Note 3)

As Era

See Era 

8

Sassanid Persia (Note 4)

Parthian and Sasanid Persian

173

9

Alemanni (Note 5)

Alemannic

276

10

Vandals

Early Vandal

270

11

Franks

Early Franks

279

12

Sarmatians

Sarmatian

238

 

Notes:

1.       This represents Aurelian’s campaign of 272 CE.

2.       This option may be rolled twice representing incursions by the Greuthingi and Tervingi.

3.      This option may be rolled three times as this period was marked by numerous civil wars; Romans themselves were many times the greatest threat to the Pax Romana.

4.      This can be rolled three times.

Optional: The second time this is rolled the Sassanid Persian army may benefit from any one of the Battlefield effects: Generals variations (see Appendix 4).

Optional: The third time this is rolled the Roman army may benefit from any one of the Battlefield effects: Troop late arrival (see Appendix 4).

5.       You say Alemanni I say Alamanni, but also includes the related Juthungi. This may be rolled twice.  Optional: The second time this is rolled the Alemanni player benefits from Battlefield Effects: Special adjustments 4 – Starving &/or exhausted (see Appendix 4). 

Late Empire

 

Defence

Dice roll (2d6)

Nation

Army

Page number

2

Alans

Alan

260

3

Saraceni revolt (Note 1) - alliance

Later Pre-Islamic Arab

163

4

Burgundians, Alemanni and Franks (Note 2)

Burgundian, Alemannic  and Early Frankish

284, 276, 279

5

Vandals (Note 3)

Early Vandal and Later Vandal

270, 308

6

Goths (Note 4)

Early Gothic or Early Visigothic

274 or 298

7 - 8

Huns (Note 5)

Hun

294

9

Sassanid Persia

Middle Sasanid Persian

292

10

Usurper (Note 6)

As Era

See Era 

11

Tolosan Visigoths

Tolosan Visigothic

307

12

Picts (Note 7)

Picts 

285

 

Notes:

1.       This represents the revolt led by the Tanukh Bedouin Arabs in Syria under Queen Mavia in 378 CE. The Roman player may not use a Later Pre-Islamic Arab allied command. The Saraceni player must select the maximum number of Nomad units.

2.       This option can be rolled three times, representing invasions by the Burgundi, Alemanni and Franks. Use the army lists stated in turn.

3.       The Vandals may be rolled twice:

a)       The first represents their incursions into Western Europe, the Vandal army must be drawn from the Early Vandal list and include a Suebi external allied command (use the Alemannic list p.276).

b)      The second represents their seaborne attacks from North Africa leading to the sack of Rome in 455 CE and the Later Vandal army list must be used with no mounted troops allowed for the Vandals – i.e. in both lists all cavalry selected must be deployed as Warriors, deep, shock missile, raw.

4.       The Goths may be rolled four times:

a)      The first represents the campaign of 378 CE leading to the battle of Adrianople. The Goths must field an Ostrogothic (p.299) allied command. Optional: The Goth player benefits from Battlefield Effects: Battlefield Manoeuvres – Quick march! (see Appendix 4).

b)      The second represents the machinations of Alaric between 395 - 407 CE and must have Alaric as a Great leader.

c)       The third represents the Gothic invasion of Italy by Radagaisus in 401 – 406 CE. Optional: The Goths suffer from Battlefield Effect: Special Adjustments: 4 - Starving &/or exhausted (see Appendix 4).

d)      The fourth represents Alaric’s campaign of 408 -410 CE that led to the second sack of Rome and must have Alaric as a Great leader.

5.       The Huns can be rolled twice:

a)      The first time represents their initial appearances on the Roman frontier and the Hun player may not choose Attila as C-in-C or include the following  troop options:

                                                     i.     Cavalry: Ostrogothic, Sciri, Gepid or Herul subjects; and

                                                    ii.     Warriors: Burgundian, Frank, Gepid, Rugian and Thuringian subjects.

                                                   iii.     Bowmen: Ostrogoth or Gepid subjects.

and may only have Alan allies.

b)      The second time the Huns must be led by Attila as a Brilliant C-in-C and:

                                                     i.     Can use all the troop options in (a) above; and

                                                    ii.     Must include two external allied commands: Ostrogothic (p. 299); and Gepid (p.283); and

                                                   iii.     the Roman army must include a Tolosan Visigothic allied command (p.307).

6.       This option may be rolled three times. The Empire had split into Eastern and Western halves at this point, players are free to choose Usurper and Roman armies from either half, except as follows:

The first time it is rolled represents the Battle of the Milvian Bridge 312 CE; the Usurper must choose Eastern Empire options, the Roman Western options. Optional:  The Roman side benefits from two Battlefield Effects:

a)    Special Adjustments 2 - In Hoc Signo Vinca (See Appendix 4)

b)    Terrain adjustments 3 - River Battle. (See Appendix 4). The Usurper may place a bridge anywhere on the river.

The third time represents the Foederate revolt in 476 CE under Odoacer that led to the final dissolution of the Western Empire. Both sides must use the Decline and fall of the West Roman army list, the Usurper army must take the maximum number of Foederati; the Roman army may only take the minimum.

7.       This may be rolled twice:

a)      The first represents the “Barbarian Great Conspiracy” of 364 to 368 CE. The Pictish player must :

                                                     i.     choose both a Saxon allied command (p.276) and a Scots Irish allied command (p.258).

                                                    ii.     Include one unit of Roman deserters Auxilia.

b)      The second represents “Stilicho’s Pictish War” of 398 CE. The Pictish player must choose a Saxon allied command (p.276).

Appendix 2

Enemy Army size determination table 

TtS!

Die roll (1d6)

Small

Standard

Large

 

Major

Minor

Major

Minor

Major

Minor

1

70

55

126

100

190

155

2

75

60

132

105

200

160

3

80

65

140

110

210

170

4

80

65

140

110

210

170

5

85

70

148

122

220

175

6

90

75

160

130

230

185

 

Appendix 3

Byzantine Eras

 

Era

TtS!

 

Time period

Byzantine Army list name

Page no.

Eastern Later Roman transition to early Byzantine

481 – 565 CE

Early Byzantine

158

Early Byzantine post Maurikian army reforms

566  – 641 CE

Maurician or Heraclian   Byzantine

161

Thematic Byzantine

642 – 963 CE

Thematic Byzantine

168

Later Macedonian/ Doukas dynasties

964 – 1071 CE

Nikephorian Byzantine

188

Komnenan dynasty 

1072 – 1204 CE

Komnenon Byzantine

197

Late (fractured) Empire

1205 – 1384 CE

Later Byzantine

215

 


 

Enemies Tables

 

Eastern Later Roman transition to early Byzantine

 

Invasion

Dice roll (2d6)

Nation

Army

Page number

(A= Ancient list; M= Medieval list)

2 - 4

Kingdom of the Vandals

Later Vandal

A308

5 - 6

Kingdom of the Ostrogoths

Ostrogothic

A299

7

Kingdom of the Visigoths

Tolosan Visigothic

A307

8

Moors - alliance

Later Moorish

A255

9 - 11

Persia

Middle Sasanid Persian 

A292

12

Gepids & Heruls (Note 1)

Gepid

Heruli 

A283

A281

 

Defence

Dice roll (2d6)

Nation

Army

Page number

2 - 3

Antes - alliance

South Slav 

M9

4

Persia  (Note 2)

Sasanian

A292

5

Moors - alliance

Later Moorish

A255

6

Kingdom of the Ostrogoths

Ostrogothic

A299

7

Usurper

As Era

See Era 

8

Avaria

Avar

M31

9

Lombards

Early Lombard 

M122

10

Frankia (Note 3)

Middle Frankish 

M223

11 -12

Sabir (Note 4)

Hun 

A294

 

Notes

                 1.          This can be taken twice, the first time the Enemy are the Gepids; the second the Enemy are the Heruls.

                 2.          This can be taken three times representing the Anastasian war (502-503 CE); the Iberian war (526–532 CE) and the Lazic war (541-562 CE).

                 3.          This represents the Frank and Alemanni army sent to assist the Ostrogoths in 554 CE. The Byzantine army must include at least two units of dismounted Germanic Symmachoi (as Heruls) which must be deployed in their own separate command and is treated as Hesitant as per the Alliance rules

                 4.          Use the Hun list. The only subjects permitted are horse archers.

 

Early Byzantine post Maurikian army reforms

 

Invasion

Dice roll (2d6)

Nation

Army

Page number

2

Moors - alliance

Later Moorish

A255

3

Sabirs

Turkish tribes and kingdoms

M60 

4 - 7

Persia (Note 1)

Middle Sasanid Persian

A292

8 - 9

Avaria

Avar

M31

10

Principality of Armenia

Rushtuni Armenian

M166

11

Lombard Kingdom of Italy

Early Lombard

M122

12

Bedouin - alliance

Later Pre-Islamic Arab

A163

 

Defence                 

Dice roll (2d6)

Nation

Army

Page number

 

2

Moors - alliance

Later Moorish

A255

 

3

Sabirs

Turkish tribes and kingdoms

M60

 

4

Lombard Kingdom of Italy

Early Lombard

M122

 

5

Avaria

Avar

M31

 

6

Persia (Note 2)

Middle Sasanid Persian

A292

 

7

Usurper

As Era

See Era 

 

8

Arabia (Note 3)

Arab Conquest

M163

 

9

Bulgars

Early Bulgar

M7 

 

10

Nubia

Nubian

A352 

 

11

Antes - alliance

South Slav

M9 

 

12

Kingdom of the Visigoths

Tolosan Visigothic

A307

 

 

Notes

1.       This can be rolled three times:

·        The first represents the war of 572 – 591 CE

·        The second is the joint Byzantine-Sassanid army that helped Khosrou/Chosroes II regain the Sassanid throne from Bahram Chobin in 591 CE. The Byzantine player must include a Sassanid Persian allied command (A292) and an Armenian allied command (A165).

·        The third represents the latter part of the war of 602 – 628 CE after 622 CE where the Byzantines were on the offensive, finally defeating the Persians at the 627 CE Battle of Nineveh. Optional: Battlefield Effect - Weather effect 2: Fog (see Appendix 4).

2.       This can be rolled two times:

·        The first represents the initial part of the war of 602 – 628 CE where the Persians were on the offensive conquering most of the Byzantine Empire’s Asian provinces plus Egypt.

·        The second represents the high point of the Persian offensive in the war of 602 – 628 CE – an alliance with the Avars culminating in the siege of Constantinople in 626 CE. The Sassanid Persian army must include an Avar allied command (M31).

3.       This can be taken four times representing the following Arab invasions in turn:

·        Syria 629 - 636 CE. This represents the battle of Yarmuk. Optional: The Arab player also benefits from one of the following two effects: Battlefield Effect - Battlefield Manoeuvres: 3: Ready and waiting, or 5: Hidden Ambush (see Appendix 4). The choice must be made immediately prior to deployment.

·        Armenia  638 - 639 CE

·        Egypt 639 - 641 CE   

·        North Africa 647 CE onwards. 


Thematic Byzantine


Invasion

Dice roll (2d6)

Nation

Army

Page number

2-3

Umayyad Caliphate in North Africa (Note 1)

Early Muslim North Africa and Sicily

123

 

4-6

Umayyad Caliphate (Note 2)

Umayyad Caliphate

170

7

Sclaviniae - alliance

South Slav

9 

8

Abbasid Caliphate

Early ‘Abbasid

172

9-11

Bulgarian Empire

Early Bulgar

7 

12

Principality of Armenia

Rshtuni Armenian 

166

 

Defence                 

Dice roll (2d6)

Nation

Army

Page number

2-3

Arabs in North Africa (Note 3)

Arab Conquest

Umayyad Caliphate

163

170

4

Aghlabid - invasion of Sicily

Early Muslim North Africa and Sicily

123

5

Umayyad Caliphate (Note 4)

Umayyad Caliphate

170

6

Sclaviniae - alliance (Note 5)

South Slav

9 

7

Usurper

As Era

See Era 

8

Bulgars (Note 6)

Early Bulgar 

7

9

Abbasid Caliphate

Early ‘Abbasid

172

10

Rus

‘Rus

103

11

Hamdanids of Aleppo

Bedouin Dynasties – Hamdanids in Aleppo options 

174

12

Croatia and Serbia (Note 7)

South Slav

9 

 

Notes

1.    This represents the Byzantine attempt to retake the province of North Africa from the Arabs in 698 CE. The Byzantine player must take a Tolosan Visigothic allied command (p.A307).

2.       This represents the successful war with the Arabs in 686 – 688 CE resulting in the transfer of Armenia and Iberia to Byzantine control.

3.     This can be rolled twice and represents the Arab invasion of North Africa between 647 - 709 CE, the first time using the Arab Conquest army list, the second using the Umayyad Caliphate army list.

4.       This can be rolled twice and represents the following in order:

·        The battles that took place around the Sea of Marmara as part of the first Arab siege of Constantinople 672 – 678 CE.

·        The battles that took place in Thrace as part of the second Arab siege of Constantinople 692 – 718 CE. The Byzantine player must take an Early Bulgar allied command (p. 7).

5.       This represents the Byzantine relief army at the siege of Thessalonika of 676 – 678 CE by a coalition of Slavic tribes. The siege is notable for the presence of St. Demetrios who used miracles in its defence. Optional: The Byzantine army benefits from:  Battlefield effects - Terrain advantages 4 – Relief of Mafeking! (see Appendix 4)

6.       This can be rolled twice:

·        The first represents the attempt by Emperor Constantine IV to drive the invading Bulgars out of the Empire in 680 CE; unfortunately he fell ill during the attack.  Optional: The Bulgar army benefits from  Battlefield effects – Generals variations: 6 i.e. the player can choose (see Appendix 4).

·        The second represents the war of 813 CE. Optional: The Bulgarian player benefits from Battlefield Effect - Special adjustments: 2 - In Hoc Signo Vinca – the second option must be taken (See Appendix 4).

7.       This may be taken twice representing campaigns against the Croats and Serbians in turn.


Later Macedonian/Doukas dynasties

 

Invasion

Dice roll (2d6)

Nation

Army

Page number

2

Khazars of Crimea (Note 1)

Turkish Tribes and Kingdoms

60 

3-4

Kingdom of Georgia

Georgian

192

5-6

Hamdanids of Aleppo (Note 2)

Bedouin Dynasties – Hamdanids in Aleppo options

174

 

7

Great Seljuk Empire (Note 3)

Great Seljuq Empire

196

8

Kievan Rus in Bulgaria (Note 4)

Rus’

103 

9

First Bulgarian Empire (Note 5)

Early Bulgar

7 

10

Lombard principalities

Later Lombard

125

11-12

Holy Roman Empire in Italy

East Frankish

37

 

Defence                 

Dice roll (2d6)

Nation

Army

Page number

2-4

Seljuk Turks (Note 6)

Seljuq Turk

196

5

Pechenegs

Pecheneg

102

6

First Bulgarian Empire (Note 7)

Early Bulgar

7 

7

Usurper

As Era

See Era 

8

Fatimid Egypt

Fatimid Egyptian 

131

9

Serbia (Note 8)

South Slavs 

9

10-12

Sicilian and Italian Normans

Italo-Norman

136

 

Notes

1.      This represents the joint Byzantine/Rus’ attack in 1016 CE on the Khazar rump state in the Crimea. The Byzantine army must include a Rus’ allied command (p.103).

2.       This may be taken twice and represents the Byzantine campaigns that took Cilicia and Antioch from the Hamdanid Arabs in 964 - 975 CE.

3.       This represents the disastrous Manzikert campaign of 1071 CE. Optional: The Seljuk Turk army benefits from Battlefield Effects – Generals variations 3 – Confusion, and Troop late arrival 1 – Stragglers (see Appendix 4).

4.    This represents the battles against the Rus in 970 - 971 CE in Thrace and Bulgaria. The Rus’ must take a Pecheneg allied command (p.102) and a Bulgar allied command (p.7). Optional: The Byzantine army benefits from Battlefield Effects - Special adjustments 1 – Taunting the enemy (see Appendix 4).

5.    This represents the final destruction of the First Bulgarian Empire in 1014 CE at the Battle of Kleidion.  Optional: The Bulgarian army benefits from Battlefield Effects - Terrain advantages 1 – Outmanoeuvred, and Special Adjustments 5 – Night shift engineering works (see Appendix 4).

6.     This represents the first encounter of the Byzantines with the Seljuk Turks in 1048 CE. The Byzantine army must include a Georgian allied command (p.192). The battle was a night battle. Optional: To simulate the night battle use Battlefield Effects - Weather effect 2 – Fog, (see Appendix 4) but with no die rolls for it to clear.

7.      This represents the Bulgarian raids culminating in the Battle of Spercheios in 997 CE. Optional: The Byzantine army benefits from: Battlefield Effects - Terrain adjustments 2 – Local Knowledge and 3 – River (see Appendix 4). The terrain piece removed may be the river.

8.     This represents the Serbian uprising in 1042 CE that led to the Battle of Bar. Optional: The Serbian army benefits from: Battlefield Effects - Terrain advantages 1 – Outmanoeuvred, and Special adjustments 3 – Fear (see Appendix 4). 


Komnenan dynasty

 

Invasion

Dice roll (2d6)

Nation

Army

Page number

2-4

Kingdom of Sicily - holdings in Albania 

Italo-Norman

136

5-7

Seljuk Turkish  (Note 1)

Later Seljuq Empire

Sultanate of Rûm

206

213 

8

Principality of Antioch

Early Crusader

208 

9-10

Kingdom of Hungary

Feudal Hungarian

12 

11-12

Fatimid Egypt (Note 2)

Fatimid Egyptian

131

 

Defence                 

Dice roll (2d6)

Nation

Army

Page number

2-4

Armenian Cilicia

Cilician Armenian

200

5

Serbia (Note 3)

Serbian

18 

6

Kingdom of Sicily -holdings in Albania 

Italo-Norman

136

7

Usurper

As Era

See Era 

8

Fourth Crusade (Note 4)

Later Crusader

211

9

Pechenegs

Pecheneg

102

10

Seljuk Turkish

Later Seljuq Empire

Sultanate of Rûm 

206

213

11-12

2nd Bulgarian Empire

Bulgarian

14 

 

Notes

1.       This may be rolled three times. The first and second times will be against the Seljuk Empire, the third represents the campaign of 1176 CE against the Sultanate of Rum leading to the battle of Myriokephalon, where the Byzantine player must include a Hungarian allied command (p.12). Optional: The Seljuk Turk army benefits from Battlefield Effects: Terrain adjustments 2 – Local Knowledge (see Appendix 4).

2.       This represents the joint Byzantine/Crusader expedition to Egypt in 1168-1169 CE. The Byzantine army must include a Crusader state allied command (p.211).

3.       This may be rolled twice. The second time it is rolled the Serbian player must choose a Hungarian allied command (p.12)

4.       This represents the attack on, and fall of, Constantinople in 1203 - 1204 CE by/to the crusaders of the 4th Crusade. No land battle occurred because, despite substantially outnumbering the crusaders, Emperor Alexios III lost his nerve, retreating back behind the city walls and later fleeing in secret with the treasury. Optional: The Crusader army benefits from Battlefield Effects: Special adjustments 3 – Fear (see Appendix 4). 


Late (fractured) Empire 1204 – 1384


Invasion

Dice roll (2d6)

Nation

Army

Page number

2-4

Catalan Company (Late) (Note 2) 

Catalan Company

22

5-6

Latin Empire (Nic) (Late)

Eastern Latin

15 

7-8

2nd Bulgarian Empire (Epi) (Late) 

Bulgarian

14

9-12

Kingdom of Sicily (Late)

Feudal French

239

 

Defence                 

Dice roll (2d6)

Nation

Army

Page number

2

Special (Note 3)  (Late)

Golden Horde/Later Crusader

86/211

3

Catalan Company in Greece (Late) 

Catalan Company

22

4

Serbian Empire (Late)

Serbian

20 

5

2nd Bulgarian Empire (Nic) (Late) 

Bulgarian

14

6

Latin Empire (Nic)

Eastern Latin

15 

7

Usurper (Note 4)

As Era

See Era 

8

Sultanate of Rûm (Treb) (Nic)

Sultanate of Rûm

 

213

9-10

Ottoman Turk (Late) (Treb) (Epi) (Note 5) 

Ottoman

218

11

Kingdom of Sicily – Angevin period (Late) 

Feudal French

239

12

Kingdom of Georgia (Treb) 

Georgian

192

 

Notes

1.       The Byzantine Empire was fractured into several parts following the fall of Constantinople in 1204 CE. In 1261 CE the Empire of Nicaea, after several failed attempts to retake the city by siege, was able to retake it by stealth but this did not lead to a voluntary reunification of the separate parts of the old Empire; it had to be attempted by force of arms.

After the fall of the city to the Crusaders those remaining parts of the Empire, that were able (at least at times) to put effective armies into the field, were as follows:

a.       Empire of Nicaea (1204 – 1261 CE)                     (Nic)         

b.      Despotat of Epirus (1204 – 1340 CE)                                      (Epi)

c.       Empire of Trebizond ((1204 – 1384 CE)                                (Treb)

d.      Later empire (1261 – 1384 CE)                                                 (Late)

These are referred to in the list above using the abbreviations shown and any army listed may be used when fighting that enemy; the invader makes the choice.

Use the relevant option in list 215 – Later Byzantine. For the Later Empire (Late) use sub-list:  Palaiologan Byzantine Empire (1261 – 1384).

2.       This represents the attempt by Emperor Michael IX Palaiologos to wipe out the Catalan Company at the battle of Apros in 1305 CE. The Byzantine player must take an Alan allied command (Ancient list p.260).

3.    The first time this is rolled it represents the invasion of Thrace by the Golden Horde with a Bulgar allied command (p.14) in 1263 CE. The second time it represents the attack of the Knights of St John on and occupation of Rhodes in 1310 CE.

4.       This can be rolled three times. The fracturing of the empire into parts led to an explosion of rival claimants and civil wars. The fall of the Empire was as much to do with its exhaustion from in-fighting as from foreign conquest. A usurper can choose any part of the empire to be based on and can also choose the part he wishes to invade. The dates must match e.g. if choosing the Later Empire to base an army on a player can’t choose the Empire of Nicaea as their Byzantine opponent.

5.       The Ottoman Turks were the final nemesis of the Roman/Byzantine state, though the last part wasn’t extinguished until after this campaign finishes.

This can be rolled three times, each time against one of the parts existing post 1261 CE and can be chosen in any order.


Appendix 4

Optional Battlefield Effects

 

Battlefield Effect Table

 

1d6

Type of Battlefield Effect table

1

Battlefield manoeuvres

2

Special adjustments

3

Terrain advantages

4

Generals variations

5

Troop late arrival

6

Quality & cohesion variations

 

 

 

 

 



Universal Battlefield Effect

The Universal Battlefield Effect manifests as follows:

Any one time the opposing player plays a successful activation card to instigate a charge or to move a unit or group the player may play the chit and roll a D6 as follows:

 

1d6

Effect

1 - 2

You may control the activation as per the Stratagem “Someone has blundered ….”

3 – 5

The activation card is treated as an ace and no replacement card can be played

6

The opponent’s intended activation continues as before

 

Note:

·        If a 1 - 2 is rolled it may be treated as a 3 - 5 at the rolling player’s discretion.

 

Battlefield Effects tables


Battlefield Manoeuvres

TtS!

1.       Opening gambit: as per the Stratagem "Take the high ground".

 

2.       Change of plan: Immediately after the completion of deployment the player may swap the position of any two commands. Other commands’ units may be shifted up to one box to make room or close gaps to create groups.

 

3.       Ready and waiting: Prior to deployment the player must select a flank and a command which, on completion of deployment is removed from the table (excluding any camps or fortifications). On turn one it will arrive on the selected flank as a group move as if a Four has been drawn from the deck.

 

4.       Quick march!: After completion of all deployment one of your units may be removed from the table and undertake a flank march. It may arrive anywhere on a flank edge as if a four has been drawn from the deck.

 

5.       Hidden ambush: as per the Stratagem “Ambush!”

 

If the player uses the Universal Battlefield Effect option prior to placing the ambush the unit in ambush is placed on your rear edge by a camp.

 

6.       Pick any one of the above.

 

 

 

Special adjustments

TtS!

1.       Taunting the opponent: Any light unit in your army may conduct a withdrawal activation and force an enemy unit to advance into the vacated box. It is then unable to activate in its following turn. This may be undertaken once per 50 army points in your army.

2.       In Hoc Signo Vinces. Whether it is the way the sacred chickens peck, the sound of thunder claps, or solar eclipses, mankind has always had a need for affirmation from the supernatural. Choose between the following:

·        The Gods are with us: Increase your army Victory Medals by 10% rounded up.

·        The Gods aren’t with them: decrease your opponents’ army Victory Medals by 10% rounded up.

                Play this chit immediately after deployment.

 

3.       Fear: Through clever pre-battle propaganda or events the enemy has been instilled with a great fear of your army. All charge activations by enemy units against the front edge of your troops of the same or better quality (except formed units v light troops) will require the drawing of a card one higher than normal. Play this chit before commencement of deployment.

4.       Starving &/or exhausted: Through clever pre-battle manoeuvring or events the enemy army is starving. Each enemy activation for all troop types (except command moves) after the first each turn require a card one higher than normal, this is cumulative for each subsequent activation.  Play this chit before commencement of deployment.

5.       Night shift engineering works: You can place up to one continuous barricade per 30 army points anywhere in your half of the table during deployment at the normal time. You may place up to two units behind those barricades during deployment even if outside the normal permitted zone.

6.       Pick any one of the above.

 

 


 

 

 

 

Generals variations

TtS!

1.       Illness: Choose one opposing General, that General may only activate two units per turn, though any number of times per the normal rules. Play this chit anytime.

 

2.       Inspired: Choose one general and increase his card redraw allowance for the duration of the game. Play this chit anytime.

3.       Confusion: All the opposing units activate on a card two higher than normal for one turn only. Play anytime.

4.       Attack now!: All your units may each conduct a charge activation without the need to draw a card for one turn only. Play anytime.

5.       Fortuna favours the brave: Choose a General, every time during the battle that general must make a death/ injury test (except if attempting to die a Glorious Death per the campaign rules) your opponent must draw twice and you can choose the result.  Additionally that General will survive any number of light wounds. Play this chit anytime.

6.       Pick any one of the above.

 

Troop late arrival

TtS!

1.       Stragglers: Immediately before commencement of deployment roll randomly to select two enemy formed units. These are not placed on table but will each only arrive on the opponent’s rear edge when a card of Four+ is played by that general.

 

2.       Hangover: Immediately after deployment roll randomly to select one on-table enemy general (excluding a senior general). That general is removed from play and will arrive with a unit of his command at the start of turn three.

 

3.       Caught with their pants down: as per the Stratagem "This way, Effendi!"

 

4-6   Pick any one of the above.

 

 

Quality & cohesion variations

TtS!

1.       Inspiring pre-battle speech:  Select two units (except raw quality); upgrade each by one quality level. If an upgraded unit is disordered in its first combat reality sets in - its quality is reduced back to its starting level, otherwise it will remain at the higher level for the rest of the battle.  Play this chit at start of first turn.

 

2.       Lead by example:  Select one enemy command, all formed units of that command are downgraded by one quality level until its general is with a unit of that command and is involved in melee combat and does not die. Play this chit at start of first turn. 

 

3.       Fragile morale: Select two enemy formed units at any time(except immediately after being hit by an enemy unit) if they engage in melee combat with units of a higher quality they will only save on a card draw of two higher than normal. If one is successful in its first combat after being selected (i.e. causes such an opponent to be disordered or destroyed) its saves are restored to normal.

 

4.       Morale collapse: Play any time that an enemy unit breaks; All units within testing range only draw one card instead of taking the best of two.

5.       Made of sterner stuff: When one of your units (not generals) fails a save play this chit – change the result to a success, in addition it recovers one disorder unless at full strength.

6.       Pick any one of the above.


































Terrain Advantages

TtS!

1.       Outmanoeuvred: You may place two additional pieces of terrain anywhere on the board at any time during terrain setup. These cannot include deep water or rivers and cannot be moved or removed.

2.       Local knowledge: Remove one piece of terrain on completion of deployment (yes – deployment). Ambushes may be revealed in this process.

3.       River battle: Place a river at commencement of terrain placement anywhere on table.  It may be placed anywhere on table, running between any two edges. If there is insufficient room for the enemy to deploy a camp on the table edge it may be deployed touching the river. If it is placed running from one short table edge to the other, the other player may place a ford at any point on the river.

4.       Relief of Mafeking!: Place a double-sized town anywhere on table after terrain placement, two of your units may be placed inside. The town follows a fortified camp for combat purposes and if your army does not contain any formed infantry units two average quality Javelinmen units may be substituted for two cavalry units.

5.       Completely outfoxed: Immediately prior to the commencement of deployment swap the side of the table each army deploys.

6.       Pick any one of the above.










..

























Weather effects

Either player can roll 1d6 to determine the Weather Effect when rolled on the table above, this is done immediately prior to the troop deployment stage.

Weather Effects – roll 1d6 at the start of stage 7 in the Sequence of Play

TtS!

1.       Heavy rain overnight.  Increase the card required to activate a unit to move or charge by one. All chariot units treat all clear terrain as difficult and all difficult terrain as impassable.

 

2.       Thick morning fog reduces visibility to 1 box, also command ranges are halved. Roll 2d6 at the start of each turn: on a 2 or 12 it clears; 8-11 visibility increases by 1 box; 3-5 visibility decreases by 1 box but not below starting visibility. Units may not move/ charge/evade/shoot further than visibility distance.

3.       Strong winds blow from: roll a d6 on commencement of the first turn: 1,2: defender’s edge; 3,4: attacker’s edge; 5: from attacker’s left 6: from attacker’s right. Shooting ranges are halved into the wind and all saves against shooting are increased by one.

 

4.       Unusually deep cold (from the soldiers’ perspective) makes units save against hits in close combat at a -1. Elephant units are not permitted to deploy, the armies’ Victory Medals are reduced accordingly.

 

5.       Unusually high heat reduces the move of all formed units to one box and activations require a card one higher than normal.

 

6.       It is raining heavily. All activation rolls must be one higher than normal, visibility and command ranges are reduced to one box.

 

 

 

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