Règles
The DBM 3.0 Dictionary
by Christopher Webber
Index
A Artillery (Art) Auxilia (Ax)
B Baggage Blades (Bd) Boats (Bt) Bowmen (Bw) C Cavalry (Cv) Camelry (Cm) Chariots Commands
D
E Elephants (El) Expendables (Exp)
F Fast Troops Foot Fortifications
G Galleys Generals H Hordes (Hd)
I Infantry Impetuous Troops Irregulars
J
K Knights (Kn)
L Light Horse (LH) Light Troops
M Mounted Troops
N Naval
O
P Pikes (Pk) Psiloi (Ps)
Q
R Regulars
S Ships Skirmishers Spears (Sp)
T Temporary Fortifications (TF) Terrain: Good Going (GGo) Rough going (Rgo) Difficult going (Dgo) BUA Fields Water features Train UVW Warband (Wb) War Wagons (WWg) XYZ ZOC (Zone of Control) ZOD (Zone of Death)

A
Ag
Aggression factor. A number from 0 to 4 specified in each individual army list. [page 12]
Ambush
An ambush is an element or elements initially deployed in a flank sector so that it is hidden from enemy view at deployment– see page 15 for exceptions.
· Concealed within a wood, an orchard or oasis palm grove, sand dunes, or a gully.
· Hidden from the enemy deployment area by intervening higher ground or woods.
· If psiloi, hidden in these ways or in a vineyard, rocky area or marsh, or in brush.
Its location is written down at deployment time, but it is not placed on-table until it first moves, shoots or is seen by enemy. An invader can place ambushes only within 400p of his base table edge if using 25mm figures, 600p if using smaller scales. A defender can place ambushes in his deployment area or anywhere in flank sectors except within 600p of the invaders' base table edge if using 25mm figures, 800p if using smaller scales. An ambush cannot include baggage or fortifications other than plashed wood edges. If impetuous troops in ambush need to be restrained without betraying their presence, it is sufficient for the player to leave an appropriate number of PIPs apparently unused, rather than declaring them as used for a halt.
AP
Army points. A way of measuring the size or force of an army. For example, a 500 AP army is more powerful than a 300 AP army. Also, AP are used to purchase elements when building an army. For example, Reg Bd (S) cost 9 AP. [page 11]
Area features
Also known as terrain features. See terrain types. [page 7]
Artillery (Art) [page 8]
Are Regular Foot and (except for X) are Train (p4).
Movement - Cannot move to contact enemy troops or fortifications and doesn't turn to face. Artillery except X, or man-held rockets, can only end their move in rough or difficult going as single elements. 100 pace normal move except for (S). Artillery do not recoil in a fortification.
Shooting Can shoot, but only in their own bound except (X). Do not add –1 to their score if scored more when shooting at (S) opponents. Do not add +1 if shooting at, or in combat with, Fast troops and scored more. If on a hill can shoot over friendly infantry unless these are Pk or Bw or within 150p of target. Can shoot over/through enemy Psiloi. Troops behind TF do not add +2 if shot at by Art.
Combat: No troops count rear support against artillery. Has Combat Factor of 4 against all opponents Add -2 if in rough or difficult going. Superior troops do not add +1 in combat with Artillery. If an Art element with a longer base edge currently acting as its front edge is contacted on that edge by 2 enemy elements, it fights each in turn that bound. If only half the edge is currently in contact, the attacker is overlapped.
Destroy: Destroy El, War Wagons except (X), Naval if double them, Exp, Art, Unladen naval, and Baggage. Shooting makes LH flee if get higher score.
Lose Combat: If combat total less than opponent's, destroyed by any in contact. If not, recoil unless in a fortification.
Destroyed by: If combat total less than opponent's, destroyed by any in contact. If not, recoil. Destroyed if doubled. If a front rank element of Art is destroyed, a second rank element is not destroyed (p24).
Superior Art(S)
1 model per 40mmX 40mm base (p10), never is impetuous, moves at half speed of other artillery ie 50 paces, range 500p, can't shoot if moved, can’t move in Dgo. Troops who have just moved into contact with Art(S) do not count any rear rank support. Troops behind PF do not add +2 if shot at by Art(S). Make Cv, LH, and Ps flee if double them. Destroy Naval if double them.
Ordinary Art(O)
1 or 2 models per 40mmX 40mm base, never is impetuous (p19), range 500p, can't shoot if moved, can shoot in any direction if on wagons. Make Cv, LH, and Ps flee if double them.
Inferior Art(I)
1 or 2 models per 40mmX 40mm base, never is impetuous, 200p range, can't shoot if moved. Includes man held rockets, and flaming pigs, which are treated as rockets except that they cannot be used across water, fortifications, or overhead. Destroy Cv if double them.
Exception: Art (X)
4 figures per 20mm X 40mm base. Are (I) Ax in combat, otherwise as (F) Art that move as (O) Bw with range of 100p; if two elements deep can shoot (but only as one element - p21) in both their own and the enemy’s bound, and turn to face when contacted in flank or rear. Can enter difficult and rough going in a group. (p18), are not Train and can be impetuous. Maximum range 100p, can shoot if moved, does turn to face (p21). Are Regular Foot and Infantry but not Train. Destroy Cv if double them. LH and Ps flee if double them.
Fast
Mounted on light carts but not wagons. Artillery on wagon are on 80mm X 40mm bases, 1 per base. Never is impetuous, can shoot if moved. 500p range. Can shoot over friendly infantry even if not on a hill unless these are Pk or Bw or within 150p of target. Make Cv, LH, and Ps flee if double them.
Auxilia (Ax) [page 7]
Are Foot, Infantry, and Light Troops, but not Skirmishers (p4), on 20mmX 40mm bases, 3 to a base if irregular, 4 to a base if regular.
Movement: 150 pace move in all terrain except roads (200 paces). Irregulars don't pay extra pip for not moving straight ahead.
Combat: Combat factor +2 vs mounted, +3 vs others. If permitted by army list, auxilia add +1 vs Warband, mounted troops (not Kn X), fortifications, or WWg for a supporting rank of psiloi. Bw count second rank support when in combat with Ax.
Destroy: El, Ps if double them (except Ax(X)), Exp, Art, Cv if double them, LH doubled in DGo, Unladen naval, and Baggage.
Destroyed by: Kn or Cm (S) if in Ggo, or doubled, otherwise recoil. Ax(X) are also destroyed by El, Exp, and Wb
Superior Ax(S)
5/4pts; add +1 for supporting 2nd rank of Ax of the same grade if in combat with Sp, Pk, Bd, Ax, or Bw.
Ordinary Ax(O)
4/3pts; add +1 for supporting 2nd rank of Ax of the same grade if in combat with Sp, Pk, Bd, Ax, or Bw.
Inferior Ax(I)
3/2pts;
add +1 for supporting 2nd rank of Ax of the same grade if in combat with Sp, Pk, Bd, Ax, or Bw.
Exception Ax(X)
Are (S) vs Kn, Cv, Exp, or Wb; otherwise are (I). Add +1 for each supporting second and third rank of Aux (X). 4/3 pts. Destroyed by El, Exp, and Wb if lose combat. Do not destroy Cv in GGo- cause Cv to flee if double them instead. Do not destroy Ps if double them – cause Ps to flee instead.
B
Baggage - Bg [page 9]
Are Irregular (p9) Foot and Train (p4). Can be mobile or immobile, and can be replaced by (I) ships. 2 elements are required per command (p9) but they can all be placed under one (non-ally-)general’s command. It isn't necessary to dismount to loot baggage (p9). Are on 40mm X 40mm bases (p10) but can be double based (p10). Arrives last if sent on a flank march (p15). Baggage does not count towards the original element count of an individual command nor that of the army, but baggage losses are added to the total troop losses of the army when calculating final defeat and tie breaks only. Each baggage element counts as two elements in close combat, one if lost any other way, none if demoralised but not yet lost or changed sides. An element of Shp (I) baggage counts as 1 Bg element.
Unless inside or part of a fortified BUA, Baggage cannot be deployed further forward than 300 p short of the table centre line, within 300p of a short table edge (unless naval), or within 200p of an enemy garrisoned fortified BUA. Baggage must be placed in a BUA, or in a group or groups in Ggo, (a) with each group’s rear edge in full contact with the base table edge, or (b) in contact with a waterway, beach, or river. The defender places his baggage first, followed by the attacker. An ambush cannot include baggage.
Movement: Cannot move to contact enemy troops or fortifications, and doesn't turn to face. (p18). Wheeled baggage can only end their move in rough or difficult going as single elements. Can never be impetuous. 100 pace normal move. Can't pass through baggage or war wagons. A follow up/pursuit move becomes a full move if it can contact baggage (p25). Baggage camels count sand dunes and brush the same as other baggage, not as camels (p12). Flank marching baggage arrives last. Bg is not recoiled/pushed back by friendly troops. If there is room, pursuers conform to enemy baggage their front edge contacts.
Shooting: mobile baggage flees if loses to shooting.
Combat: Combat factor +1 against all opponents. Add -2 if in rough or difficult going, or crossing a non-paltry river. Do not turn to face if hit in the flank or rear (p 21). If a Bg element with a longer base edge currently acting as its front edge is contacted on that edge by 2 enemy elements, it fights each in turn that bound. If only half the edge is currently in contact, the attacker is overlapped.
Destroy: Baggage, unladen naval, Exp, or Art
Destroyed by: Destroyed by any in contact; if not, flee if mobile. If a front rank element of Baggage is destroyed, a second rank element is not destroyed (p24).
Immobile
is (O) if protected by fortifications. (I) if not. Cannot move.
Mobile
is (I) and can’t be protected by field fortifications but can move or (if allied p15) flank march (arrives last if flank marching).
Base width (frontage)
For 2mm figures base width is 30mm. [page 3]
For 6mm and 15mm figures base width is 40mm. [page 3]
For 25mm figures base width is 60mm. [page 3]
Bk 1
DBM Army Lists Book 1: 3000 BC to 500 BC.
Bk 2
DBM Army Lists Book 2: 500 BC to 476 AD.
Bk 3
DBM Army Lists Book 3: 476 AD to 1071 AD.
Bk 4
DBM Army Lists Book 4: 1071 AD to 1500 AD.
Blades (Bd) [page 6]
Are Foot and Infantry (p4).
Movement: 100 pace normal move. Can pass through or be passed through by bows except (X) if facing in the same or opposite direction. Must follow up if irregular Must follow up except against flanks, mounted, or skirmishers (p25).
Combat: Combat factor +3 vs mounted, +4 v naval, +4 vs shooting, +5 vs other foot. Add +1 vs Kn or Cm(S) for supporting second rank. Add -2 if in rough or difficult going vs foot. If permitted by army list, blades add +1 vs Warband, mounted troops (not Kn X), fortifications, or WWg for a supporting rank of psiloi.
Destroy: Destroy Exp, Art, Unladen naval, and Baggage. Bd(X) also destroy Kn in their own bound.
Destroyed by: If combat total less than opponent's, destroyed by Kn, Cm (S), or Exp in GGo, or by Wb. Otherwise recoil. Destroyed if doubled.
Superior Bd (S)
are 4 figures per 15 mmX 40mm base, NOT Impetous if irreg. 9/ 7 pts. Bd (S) dismounted knights treat a Tricky river as Dangerous.
Ordinary Bd(O)
are 4 figures per 15 mmX 40mm base, NOT Impetous if irreg. 7/5 pts
Inferior Bd(I)
are 4 figures per 15 mmX 40mm base, NOT Impetous if irreg. 5/4 pts.
Exception Bd(X)
Are (F) except that they destroy knights who score less in close combat in the blade’s round, and are 3 figures per 20mm X 40mm base. NOT impetous if irreg. 8/6 pts. Destroy Kn in their own bound.
Fast
are 3 figures per 20mm X 40mm base. Impetous if irreg.
Boats (Bt) [page 8]
Deckless vessels for lesser seafare. Usually useful for seaborne raiding and invasions. Are Naval (p4)
Movment: 200 pace normal move, doesn't turn to face (p21). Only boats can move along an unfrozen river and then only if it is at least 1 element width wide and not paltry. Fords or undefended bridges do not block boats. Boats can pass through or be passed through by galleys or ships facing in the same or opposite direction. A recoiling on a river follows its curve.
Combat: Combat factor +2 against all. Boats can only destroy naval (if doubled), Exp, Art, Unladen naval, and baggage. Other land troops who lose combat ignore naval or recoil. Doubled Land troops instead flee. Naval are destroyed by being doubled by Art (S), or by any in contact except Exp. They flee from other shooting. Unladen naval are destroyed by any except Exp who double them.
Superior - Bts(S): Ramless galleys with low depth
Friends: good shore to disembark
Enemies: Gal(F)
Can shoot 200p in any direction. Always irregular
Ordinary - Bts(O): Small boats useful for flumine warfare.
Always irregular, can’t shoot.
Friends: Ax at the disembarking point
Enemies: Shp(S) and (O)
Inferior: - Bts(I): always irregular, can’t shoot
Exception - Bts(X):
Can shoot. Are (S) if shooting or if shot at, otherwise are (I) boats; 100 pace normal move. Always regular.
Fast - Bts(F):
Friends: Own galleys
Enemies: Any Shp
Nastities useful against enemy galleys. Do not carry one land element. Count as ½ EE when counting losses. Always regular. Can’t shoot.
Bounds
A player's turn. Play is in alternate bounds. [page 3]
Bowmen (Bw) [page 7]
Are Foot and Infantry (p4) on 20mm X 40mm bases, 3 to a base if irregular, 4 if regular.
Movement: Cannot move to contact the front of mounted enemy they can shoot at. 100 pace normal move. Except (X) can pass through or be passed through by blades if facing in the same or opposite direction.
Shooting: Can shoot (range 200p) in two ranks unless in difficult going. Add –1 shooting disadvantage in Rain, Snow, Mist, Fog, or up wind (p 14).
Combat: Combat factors +4 vs mounted, +3 vs naval, +2 vs foot. Combat disadvantage in Rain. Bw in close combat with Sp, Pk, Bd, Ax, or Bw to their front add +1 for a supporting second rank of Bw of the same grade and armament.
Destroy: Destroy Cv, Ps or LH if double them; Exp, Art, Unladen naval, and Baggage.
Destroyed by: If lose combat, destroyed by any mounted troops in contact, if not recoil. Destroyed if doubled
Superior
Bw(S) destroy Kn if the Kn charged them this round. They add +1 if their shooting score is exactly 1 more than (S) opponents or equal to (O) or (F) opponents.
Ordinary, Inferior - not cited.
Exception
Must be mounted on a double depth base together with an element of (O) or (S) bowmen behind them, or on a normal base as a single element alternating pike or spear armed figures with shooting figures. Bowmen (X) cannot shoot from a rear rank, nor provide or receive rear support in close combat (p7). But they can receive rear rank shooting support from other types of bowmen on the same base. p21: A contiguous 2nd rank element of bowmen lined up directly behind bowmen of the same command, armed with the same type of bow and of the same grade or (X) grade mounted on the same base, can aid their shooting, unless either is in difficult going. They can't pass through or be passed through by blades if facing in the same or opposite direction. They do not have to follow up/pursue. They are:
- Sp (I) if in combat with foot to their front;
- or Sp (O) if in combat with foot to their front, and they have a rear rank of (S) bowmen on the same base;
- or Bw (S) when in close combat against mounted to their front, or when enemy bowmen shoot or shoot back at them, or they have a rear rank of (S) bowmen on the same base;
- Bw(O) otherwise
BUA – Built-up areas, such as villages. See Terrain
C
Camelry (Cm) [page 5]
Are Irregular Mounted Troops (p4) but are NOT cavalry. 3 figures to a 30mm X 40mm base.
Movement
Can't dismount except against fortifications (p9). If armed with bow, dismount as Bw(I). 200 pace normal move. Camels of any troop type except baggage count sand dunes and brush as good going and other rough going as difficult. . Can pass through Psiloi if facing in the same or opposite direction. (p20)
Combat
Combat factor +4 vs mounted, +3 vs naval, +2 vs foot. Add -2 if in rough or difficult going. Destroy Bw, Exp, Art, doubled LH, doubled Cv, doubled Ps in GGo, Unladen naval, and Baggage. If lose combat, recoil unless in difficult going or vs expendables, when flee instead.
Superior Cm(S)
Dismount as Wb (S) (p9). Impetous if irreg. Destroy Bw, Unladen naval, and Baggage. Also destroy Spears, Pikes, Blades Warband, Auxilia, Hordes, and Ps in GGo, and doubled LH or Cv.
Ordinary Cm(O)
Dismount as Wb (S). Not impetuous.
Inferior Cm(I)
Dismount as Ax (I). Not impetuous.
Exception Cm(X)
1 model per base. Move as if baggage, except that they can contact elephants, and fight as (I) Cm except they also destroy elephants. Not impetuous.
Cavalry (Cv) [page 4]
Are Mounted troops (p4) 3 figures to a 30mm X 40mm base. If armed with missile weapons, dismount as Bw(O) except Cv (I) dismount as Bw (I); Cv handgunnners dismount as Art (X).
Movement: Doesn't pay extra PIP if irregular and moves other than straight ahead or less than full move. Does pay extra pip if not a general and moves with foot other than psiloi; 200 pace normal move. Can pass through Psiloi if facing in the same or opposite direction. (p20)
Combat: Combat factors +3 vs all. If in army list, Cv vs Cv or Kn (X) add +1 for a 2nd rank of Ps (S) or (I). Add -2 if in rough or difficult going.
Destroy: Bw, Ps in GoGo, LH if double them, Ps if double them in GGo, Exp, Art, Unladen naval, and Baggage
Destroyed by: Not destroyed by anything unless doubled. If lose combat, recoil unless in difficult going or from Exp, in which case flee instead. Destroyed by all if doubled except Ax(X), Pk or Sp in GoGo, or Art(O), (S), or (F), or naval, when Flee instead.
Superior
Dismount as Ax (S) if regular, Wb (S) if irregular. (p9) Add +1 in combat for supporting second rank of (O) Cv vs Cv or LH
Ordinary
Dismount as Ax (S) if regular, Wb (S) if irregular. Add +1 in combat for supporting second rank of (O) Cv vs Cv or LH
Inferior
Dismount as Ax (I) if regular or irregular. Add +1 in combat for supporting second rank of (I) Cv vs Cv or LH
Chariots
Are not a troop type. Dismounters exchange 3 chariot elements for 1 foot element (p9). 1 model per 40 X 40mm base (p10). Can only end their move in rough or difficult going as single elements. Cannot provide rear support (p22).
Superior
Kn if charging unscythed with 4 horses and 4 or more crew
Cv if Skimishing with armoured crew of 2 & 2 horses
Ordinary
Kn if unscythed with 2 horses and 3-4 crew, or 3-4 horses and 3 crew
Cv if skirmishing with 2-4 horses and 2 unarmoured crew
Inferior
Kn if Sumerian 4 wheeled battle-cars
Cv if Sumerian with crew of 1
Fast
Kn if unscythed with two horses, driver, and 1 fighting man
Scythed
See Expendables
C-in-C
Commander-in-chief. See Generals
Commands
See p 10 and Generals. A group of elements controlled by a general. Each element must be part of one of these commands, and cannot be transferred to a different command. Depending on the number of generals your army has, you may have 2 to 4 commands. Each command must include 2 baggage elements. Baggage elements must all be assigned to a single C-in-C’s or sub-general’s command, except that those of an ally-general can instead be retained in his own command. Up to half an army’s complete commands can be sent on off-table flank marches. Only 1 can be on each flank. Elements placed in a fortified BUA can include some or all the elements of one command only, which cannot be the largest command. Elements of different commands cannot be intermingled when first deployed. The first command deployed must be the one with the largest total number of elements, including baggage but not ambushers. A command’s PIP die continues to be thrown until it loses all its non-baggage elements. (p16). See Movement at Night etc p 20. See Demoralised Commands p25. 1 victory point is assigned to each sub- or ally- general’s command, and the remainder (out of 5 total) is assigned to the C-in-C’s command.

D
D
Non-coastal sand dunes.
Dangerous
A classification of a River ford or the section of a Waterway to or from an island. [page 20]
DBA
De Bellis Antiquitatis. Simple fast play ancient wargame and campaign rules with army lists. Latest version is 1.1 published in March 1995.
DBE
Double-based element. A situation where two separate elements are temporarily based together as a double element for the duration of a game. A term coined by someone on the DBM Mailing List. Also known as a double element when permanent. [page 10] See Double Element
DBM
De Bellis Multitudinis. Wargames rules for ancient and medieval battles (3000 BC to 1500 AD). Latest version is 3.0 published in July 2000.
Defender
A designation given to a player at the start of a game after each rolls a die and adds their army's aggression factor. The side with the higher adjusted score is the invader, the other is the defender. Used to determine terrain features, time of day or night, weather, and deployment and should have no impact on how each player actually fights the battle. [page 12]
DGo
Difficult going. A classification of an area feature. Steep or wooded, vine-planted or terraced slopes, woods [Wd], olive or other orchards or oasis palm groves [O], small fields enclosed by walls, hedges, irrigation channels or paddy bunds [E], vineyards [V], marsh [M], sand dunes [D], and built-up areas [BUA] unless manning perimeter fortifications. [page 12]
Double Elements (DBE)
[See Page 10, Bw (X), Kn (I)]. 2 elements that historically fought together can be put on 1 double depth base. This is permitted only if the rear element could provide rear close support to that in front, or could shoot over it at a target on the same level, or if baggage. If an element which is double based is contacted to front or rear, this is treated as a contact with the flank or rear of the front element (p21). –2 or –1 point per rear element if specified in army list.
A double element counts as two elements in all circumstances, except:
· A double element moves as if a single element having the maximum permitted move of its slower type. It expends PIPs as whichever type would require the most if singly based.
· A double element which is not part of a group contacts enemy or responds to contact as if a single element.
· A double element makes outcome moves as if a single element.
· A double element is destroyed if one of its elements is destroyed, even if the second element would not normally have been destroyed.
When a double element recoils or pursues, it moves back or forward the depth of the front rank element, usually half the depth of the double element. When a double element is destroyed, the distance behind it within which friendly elements are destroyed is measured from the rear of the front rank element, usually half the depth of the double element.

E
E
Small fields enclosed by hedges, walls, irrigation channels or paddy bunds. See Terrain
Easy
A classification of a River ford or the section of a Waterway to or from an island. [page 20]
EE
Element Equivalent. Calculated for the purpose of demoralisation, defeat, and tie break situations. [page 25].
4 The centre of a BUA if passed through by an invader
3 WWg (I)
2 Baggage destroyed by combat
1 Baggage destroyed by shooting and everything not mentioned above or below
0.5 Ps, Hd (S), Hd (O), Hd (F), Bts (F)
0 Hd (I) and demoralised baggage, or baggage that has changed sides.
Element
An element represents the smallest sub-unit or body capable of operating independently. Movement and combat is by elements, each consisting of a fixed number of figures. For example, in 15mm play, an element of Pikes would be represented by four (4) 15mm figures on base 40mm x 15mm. [page 2 & 10] See also Double Based Elements and Element Equivalent.
Element frontage
See base width. [page 3]
Elephants (El) [page 4]
Are Irregular mounted troops (p4) 1 model per 40 X 40mm base but can't dismount (p9).
Movement: 150 pace normal move. Impetuous troops do not have to advance to contact El or pass through El. Elements that would be passed through or pushed back by recoiling El instead flee. The fleeing element moves directly away from the initial position of the elephant element. (p24) Can pass through Psiloi if facing in the same or opposite direction. (p20). Elephants are not recoiled/pushed back by friendly troops. An element fleeing from a recoiling Elephant moves in the same direction as the recoiling element, making an initial turn if necessary.
Combat: Has combat factors of 5 vs mounted, 3 vs naval, 4 vs foot. Add -2 if in rough or difficult going. Elephants do not subtract 1 in combat with Superior troops if they have a higher score. Cannot count as overlaps for friendly mounted troops other than elephants. Can assault gateways. Elephants can assault temporary fortifications, and any gateways (p21). If specified in army list, Sp, Pk, Bd or Ax who are fighting El add +1 for a single supporting rank of Ps(O) or (S) armed with bows, crossbows or handguns.
Destroy: Elephants destroy Kn, Wb, Bw, Ax(X), Exp, Art, Hordes in Ggo, Unladen naval, Baggage, and War Wagons. Destroy if double all troops except Ps –unless you double the latter in Ggo.
Destroyed by: If total less than opponent's, destroyed by light troops, Art, or Cm (X). If not, recoil. Destroyed if doubled except will flee from combat with Art(O), (S), (F), or naval.
Superior
6 Crew (p4), 20 points, can’t shoot.
Ordinary
4 crew (p4) , 16 points, can’t shoot.
Inferior
2 crew (p4) , 14 points, can’t shoot.
Exception
Bolt-shooting elephants. 22 points. Shoot as (F) artillery (range 200p), but count as (I) Elephants when receiving shooting and in all other circumstances. Opponents use their CF against elephants if in close combat, or if war wagons or bowmen shooting or shot at, that against artillery if not. Can shoot over friendly infantry unless these are Pk or Bw or within 150p of target.
Expendables (Exp) [page 6]
Are Irregular Ordinary Mounted troops (p4). 1 model per 40 X 40mm base. Cannot dismount (p9). Count as 0 EE when counting losses. Are Impetuous.
Movement: can only end their move in rough or difficult going as single elements. (p18). Can only change direction by wheeling except when turning to face (p18). Impetous (p19). 200 pace normal move. Foot elements passed through by impetuous Expendables flee. (p20). Can pass through Psiloi if facing in the same or opposite direction. (p20). A group move including Exp cannot include elements of other types unless in a 1 element wide column. (p17). Destroyed if their pursuit reaches DGo.
Combat: Has Combat Factor of 4 against all opponents. Add -2 if in rough or difficult going. No troops count as overlaps for Expendables (p21). No troops count rear support against expendables (p22).
Destroy Kn, Art, Exp, Ax(X), Bw, and Bg. Destroy Sp, Pk, Bd Wb, Ax(O), Ax(S), Ax(I), and Hordes in GoGo. Make LH and Cv flee. Destroy LH if double them, and Ps if double them in GoGo. Cannot destroy naval.
Destroyed if combat total is equal to or less than opponent's. Expendables that pursue into difficult going are destroyed.(p25).

F
Fast Troops (F)
Fast. Troops move faster and further than average but are worse protected. See troop grades. [page 4]. They add an extra 50p to the maximum move. (F) opponents (other than artillery) in combat or shooting during their bound who scored more than (F) troops add +1 to their score (p23). For instance, if a Bd(O) was fighting a Kn(F) during the Bd’s turn, it would add +1 to its combat score if it scored more (before grading factors) than the Kn(F).
Foot
Are Sp, Pk, Bd, Wb, Ax, Bw, Ps, Art, WWg, Hd, or Bg. [page 4] Defending fortifications or river edge, or entirely in rough or difficult going, or uphill of nearest enemy doesn't pay extra Pip to be halted if irregular
Can pass through baggage or war wagons. (p20)
Foot elements passed through by Knights or expendables flee. (p20)
Don't have to follow up skirmishers (p25)
Fortifications
Fortifications are not troop elements. Any army with BUA listed among its permitted terrain types can have sufficient PF or TF to enclose the on-table part of a BUA when the defender. No other permanent fortifications are permitted. Temporary fortifications can only otherwise be used if specified by the army’s list. Those specified as defending camps or baggage must have both ends touching their side’s base table edge and contain baggage. Points spent on fortifications other than those specified by the army’s list are wasted if the terrain includes no BUA, or the army becomes the invader. See P9. Troops are considered to be aware of any enemy who are within fortifications (P 14). An ambush cannot include fortifications other than plashed wood edges. When an element is not part of a group or is part of a group entirely of skirmishers is contacted by the front edge of an enemy element which is part of a larger group, it must conform to the enemy’s frontage unless defending fortifications (p 18).
All troops except elephants, expendables and camelry (X) can dismount to fight on foot to defend fortifications or within 300p of enemy fortifications. For the purpose of Halts only, any or all of the defenders of a fortified enclosure may qualify as members of a single group. Defenders can't be overlapped while defending fortifications (p21), but can only fight in one rank (p22). A recoiling element is destroyed if it meets a PF parapet or a TF except from inside an enemy TF or unopposed at a gateway. Troops defending a fortification don't follow up (p25). See pp 21&25 for Storming Fortifications rules. Troops can enter fortifications only unopposed at a gateway, or by assault. Infantry can only leave a permanent, and mounted and train any fortification, by a gateway. When entering or leaving a fortification, whether by a fortification or otherwise, the distance between its near and far edges is disregarded. A group halt can be used to halt any or all of the defenders of a fortified enclosure (p 18). Impetuous Mounted troops ignore enemy beyond fortifications (p19). Range for shooting at or by troops defending fortifications is measured to and from its front edge.
Troops attacking fortifications always count as fighting foot. Troops assaulting an undefended fortification section do so as if attacking defenders whose CF of 0. Except at a fortification corner, attackers and Defenders can overlap each other as if the fortifications did not separate them. A defending element that does not occupy a single fortification section must shift to conform to an attacker if there is room. Rear rank combat support in is not allowed in Fortifications, but shooting support is allowed. If permitted by army list, spears, pikes, blades, or auxilia who are fighting fortifications add +1 for single 2nd or 3rd supporting ranks of psiloi armed with bows, or a single 2nd rank armed with crossbows or handguns. WWg do not add +2 if defending behind fortifications. Troops behind any fortifications do not add +2 if they are in combat with, or shot at by, WWg(S) or Shp(X). Combat outcomes applying only in good going do not apply when attacking or defending across fortifications. Elements disregard an unfavourable outcome when attempting to cross undefended fortifications. Artillery do not recoil in a fortification. WWg do not recoil unless they are (S) assaulting fortifications. If a front rank element is destroyed, a second rank element is not destroyed if it is separated from it by fortifications. Troops recoiling into fortifications are destroyed except from inside an enemy TF or unopposed at a gateway(p24). All unhalted demoralised mobile elements must flee in spontaneous retreat unless within the circuit of a fortification not entered by enemy, or in a tower, or already in edge contact with enemy other than as an overlap (p25).
Temporary (TF)
Must be in the army's own deployment area unless in BUA (p9), when the BUA must be 750p across or smaller. Unless inside or part of a fortified BUA or in ambush, TF cannot be deployed further forward than 300 p short of the table centre line, within 300p of a short table edge, or within 200p of an enemy garrisoned fortified BUA. TF specified in army lists as defending camps or baggage must have each end touching their side’s table edge, a waterway or a river, and contain baggage. A group move must be in a 1 element wide column if going through a gateway or leaving TF. Mounted troops can only assault temporary fortifications, except that elephants can assault any gateways. Troops behind TF do not add +2 if shot at by Art. Troops recoiling into a TF are destroyed except from inside an enemy TF or unopposed at a gateway(p24)
Permanent (PF)
Enclose a BUA. A BUA more than 750p across must have PF; others may have PF or TF. These must completely enclose its perimeter, except optionally when it abuts the table edge or a waterway, and must include 1-3 on-table fortified gateways which must connect to internal roads if the BUA includes these. A fortification intersecting at table edge is assumed to be part of a closed circuit, the off-table part of which is not paid for. A tower must be separated from the next tower by at least 1 element width. Corner pieces of no internal frontage are not paid for and cannot be attacked, overlapped, or crossed. Troops may shoot from PF over other friendly troops. Foot assaulting permanent fortifications or gateways are assumed to use improvised ladders or rams. Troops behind PF do not add +2 if shot at by Art(S). Troops recoiling into a PF parapet are destroyed unless unopposed at a gateway(p24)

G
Galleys - Gal [page 8]
Oar-powered vessels. Unlike many tend to think, no slaves used here. Galley slavery became common only during the 16th century. Ben-Hur was wrong. Are Regular Naval (p4). Can turn 180° in a group. 200 pace normal move. Can Shoot (range 200p). Destroy Exp, Art, Unladen naval, and Baggage. Combat factor +3. Galleys can only destroy naval (if doubled), Exp, Art, Unladen naval, and baggage. Other land troops who lose combat ignore Galleys or recoil. Doubled Land troops instead flee. Galleys are destroyed by being doubled by Art (S), or by any in contact except Exp. They flee from other shooting. Unladen Galleys are destroyed by any except Exp who double them.
Superior, Gal(S):
Clumsy but powerful floating forts, such as those of the SJMC
Friends: Gal(F)
Enemies: Shp(S) and Bts(F)
Ordinary, Gal(O):
Best used against any lesser naval
Friends: other Gal(O)
Enemies: Shp(S)
Inferior, Gal (I):
Fast - Gal(F):
Seaborne self-sufficient oar-powered raiders
Friends: few, if any
Enemies: tricky weather
Generals
The general’s element must be recognisable by his figure or standard. Such elements fight as the rank and file type. Each army must have 2-4 generals. Baggage elements must all be assigned to a single C-in-C’s or sub-general’s command, except that those of an ally-general can instead be retained in his own command. Does not pay an extra PIP if irregular and makes less than a full move, or moves while mounted with infantry. Adds +1 if in combat or shot at, unless demoralised. 1 victory point is assigned to each sub- or ally- general’s command, and the remainder (out of 5 total) is assigned to the C-in-C’s command.
C-in-C
Cost +20 pts if regular, + 10 points if irregular. A C-in-C cannot flank march. Regular commands dice independently for PIPs if the C-in-C is lost. –1 PIP if the element or group to be moved or halted includes the C-in-C.
Ally-general
Cost + 10 points if regular, +5 points if irregular. No more than 2 baggage elements can be assigned to him. Will be unreliable if his first PIP score is 1 (p 16).
Sub-general
Cost +20 pts if regular, + 10 points if irregular. –1 PIP if the element or group to be halted includes a sub-general who has not moved during the game.
GGo
Good going. A classification of an area feature. Bare gentle slopes, open fields, or of water features, bog or marsh frozen by cold weather. [page 12] See Terrain
Grade
See troop grade. [page 4]
Group
See P 17. A number of elements which, except as made necessary by wheeling a column or passing through a gateway, are facing in the same direction, and each in both edge to edge and corner to corner contact with another of the group’s elements.

H
Hills – see Terrain
H(G)
Hill or lesser rise with only gentle and bare slopes.
H(S)
Hill with some or all slopes steep, rough or wooded.
Hordes (Hd) [page 8]
Are irregular Foot and Infantry (P4) 5-8 figures per 30 X 40mm base. 100 pace normal move. Have combat factor of +2 vs all. Destroy Exp, Art, Unladen naval, doubled Cv, and Baggage. Destroyed by Kn, Cm (S), Exp in GoGo, or by El or Wb. Otherwise recoil if lose combat.
Superior – Hd(S)
Are Impetuous. Count as ½ EE when counting losses.
Ordinary – Hd(O)
Add -2 if in rough or difficult going, or crossing a non-paltry river. Count as ½ EE when counting losses. Are NOT Impetuous.
Inferior- Hd (I)
Count as 0 EE when counting losses. Are NOT Impetuous. When a naval element is destroyed in combat, all troops embarked are also destroyed. If shipwrecked on a lee shore by strong winds, they survive, but as Hd(I).
Fast – Hd (F)
Are NOT Impetuous, count as ½ EE when counting losses.

I
(I)
Inferior. Brittle troops historically identifiable as of significantly inferior morale or efficiency. See troop grades. [page 4] (I) opponents add +1 to shooting or combat scores if they scored equal or more than the (I) troops (p23).
Impetuous Troops
These are Irregular Kn (S), (O), (F); Cm (X) Exp, Wb, Bd (F), and Hd (S) and any troops other than train who are aware of demoralised enemy or would contact enemy baggage. Impetuous troops can cross the front of skirmishers within 1 element base width if their entire move is directly forward. An element fleeing after being passed through by spontaneously advancing friends [p 20] makes an intial 180° turn unless the impetuous friends passed through from front to rear. Impetuous troops must pursue/follow up
Infantry
Foot other than train (ie Sp, Pk, Bd, Wb, Ax, Bw, Ps, Art (X), and Hd) are infantry. Can pass through Train in any direction.
Invader
A designation given to a player at the start of a game after each rolls a die and adds their army's aggression factor. The side with the higher adjusted score is the invader, the other is the defender. Used to determine terrain features, time of day or night, weather, and deployment and should have no impact on how each player actually fights the battle. [page 12]
Irregulars (Irr) [page 4]
Pay extra PIPs if : move other than straight ahead, less than full move, expand or contract to column, halts, or marches 3 times not in a column. Exceptions for Light Troops, Skirmishers, and Cavalry.
Island
A hill completely surrounded by a waterway. An island cannot be closer than 300p to the table edge nor closer than 1 element width to the shore. A gap no more than 200p between island and shore is treated as a river for movement and combat by naval and land troops. If waterway placement is obstructed by hills on both flanks, those on the flank with less hills are moved directly inland the minimum necessary to become islands or promontories. See Terrain

K
KMDT
Khazar Mounted Drill Team (so named by Mike Kroon in derision). This is the tactic of racing a column (usually of Cv or LH) to a location and having the front element of the column face in the direction which you wish to establish a battleline. You then spend another PIP to expand the column creating a line with the facing of the lead element. Phil has specifically blessed this as legal and noted this is how historical armies usually deployed.
KMJT
As this tactic was suggested for infantry they couldn't be "Mounted", and as they were travelling 200p I thought they must be Jogging, thus a KMDT performed by infantry _must_ be a KJDT.
Other variations are....
The NMDT (Norman Mounted Drill Team) involves taking a column of impetuous Irr Kn (F) and passing the enemy's flank and then letting the whole lot go impetuous, thus creating a line (more or less) advancing on the enemy's flank from very low PIP cost.
And the TDMK
The TDMK as the name suggests is plain and simple a KMDT performed backwards. Moving from line into column.
Knights (Kn) [page 4]
Are Mounted troops (p4) 3 figures to a 30mm X 40mm base. If armed with Bow, they dismount as Bw (O).
Movement: Pays extra pip if not a general and moves with foot. 150 pace normal move. Foot elements passed through by Knights flee. Must follow up except chariots or against psiloi. Can pass through Psiloi if facing in the same or opposite direction. (p20). Foot elements passed through by knights flee. Bd (S) or Spear (S) dismounted knights treat a Tricky river as Dangerous.
Combat: Combat factor +4 vs mounted, +4 vs naval, +4 vs Bw shooting, +3 vs other foot. Add -2 if in rough or difficult going..
Destroy: Knights destroy Spears, Pikes, Blades, Lh if they double them, Warband, Auxilia, Bowmen, Ps in GGo, Art, Hordes, Unladen naval, and Baggage.
Destroyed: If lose combat, destroyed by El, Exp, LH, Bw (S) they have moved into contact with this bound, by Bd(X) in an enemy bound, or if in close combat in difficult going, or if doubled. If not, recoil.
Superior – Kn(S)
Impetuous if irreg. Dismount as Bd (S) unless armed with Bow, crossbow or handgun, when they dismount as Bw (O). 15/12 pts. Always pursues except against Ps and flanks (P25).
Ordinary – Kn(O)
Impetuous if irreg. Dismount as Bd (S) unless armed with Bow, crossbow or handgun, when they dismount as Bw (O). 12/10 pts. Always pursues except against Ps and flanks (P25).
Inferior – Kn(I)
NOT Impetuous if irreg. Dismount as Bd (S) unless armed with Bow, crossbow or handgun, when they dismount as Bw (O). Can count rear support if shot at except by Art. Can be double based in a wedge formation, and if so required by army list add +1 for second rank of Kn (I) vs foot, Kn, Cv, or LH. 10/8 pts. Always pursues/follows up except against Ps and flanks (P25).
Fast – Kn(F)
Impetuous if irreg. Dismount as Sp (O) or Bd (O) unless armed with Bow, crossbow or handgun, when they dismount as Bw (O). 11/9 pts. Always pursues/follows up except against Ps and flanks (P25).
Exception – Kn(X)
NOT Impetuous if irreg
- Are (S) Kn when shot at by Bw or Naval, or in combat with LH, Sp, Pk, Bw
- Are (I) Kn in combat with non- (X) knights, or with Exp, Bd, or Wb but can't claim rear support
- Are (O) Kn otherwise
Dismount as Bw (S) if armed with Bow, otherwise as Sp (S). Do not follow up unless impetuous.
Spears, pikes, blades, and auxilia do not add +1 vs Kn (X) for supporting ranks of psiloi.

L
Light Horse (LH) [page 5]
Are Mounted troops, skirmishers and light troops (p4). 2 figures to a 30mm X 40mm base. Dismount as Bw (I) if armed with bow or crossbow, otherwise as Aux (I). Dismounters exchange 2 LH elements for 1 foot element. May be ignored by impetuous troops unless directly to their front.
Movement: Pays extra pip if not a general and moves with foot. Can turn 180° in a group. 250 pace normal move. Can pass through Psiloi if facing in the same or opposite direction.
Combat: Combat factor +2 vs all. Add -2 if in rough or difficult going. (p20). Cv can fight in two ranks against them.
Destroy: Bw, El, Kn, Ps in GoGo, LH if double them, Exp, Art, Unladen naval, and Baggage.
Destroyed: If in close combat, recoil unless shot at by Art, or in difficult terrain or from Exp, when flee instead. Destroyed if doubled by any mounted troops, bowmen, Ps (O), WWg(O), or in difficult going. Otherwise flee.
Superior, Ordinary, Inferior, Fast - not cited
Light Troops
Are Light Horse (LH), Psiloi (Ps) and Auxilia (Ax). [page 4]
Don't pay extra PIP for moving other than straight ahead
Destroy Elephants (p23)

M
M
Inland marsh other than on a river. See Terrain
Mounted Infantry (mtd) [page 9]
March and flee as camelry if on camels, cavalry if not, but otherwise move as foot. They always count as foot when shooting, shot at, or in close combat, so do not use a tactical move to dismount/ remount. Dismounted troops that flee remount if they can do so. Duplicate mounted figures can optionally be used when they are mounted. They do not lose their mounts if they make a march move while dismounted (but see p 9 for other situations). +1 point per element.
Mounted Troops
Are Elephants (El), Knights (Kn), Cavalry (Cv), Light Horse (LH), Camelry (Cm) or Expendables (Exp). [page 4]
Can only leave any fortification by a gateway. (p18) Mounted troops can only assault temporary fortifications, except that elephants can assault any gateways (p21).
If impetous, ignore enemy in difficult terrain or fortifications.
Can pass through Psiloi if facing in the same or opposite direction.
Can only assault temporary fortifications except El.(p21).
Addt -2 if fighting in rough or difficult going, or across fortifications.
Destroy Bw, LH if double them, and doubled Ps if in GGo.
If permitted by army list, spears, pikes, blades, or auxilia add +1 vs, mounted troops (not Kn X), for a supporting rank of psiloi.
Pk and Bd vs mounted do not have to follow up/pursue.

N
Naval
Includes Galleys (Gal), Ships (Shp) or Boats (Bts) [page 4]. Each navel element except Bts (F) and Sh (I) must carry one land element (specified in army list). It can also embark or disembark at a beach, quay, or river bank unless in contact with enemy land troops (pp9 & 17). Points spent on naval elements are wasted if they have no access to the table. If the terrain lacks any route of access for naval elements, their landing troops and baggage instead deploy on land. Naval elements in contact with a beach, quay, river bank, road ford or bridge can be in close combat with land elements using their normal combat factors. They can also land troops and cannot then move until troops re-embark. Naval movement is in difficult going if galleys in strong winds, boats moving up-river, or ships if there is no wind or headed within 45 degrees of directly upwind. Naval elements cannot be deployed on frozen water features. Only Naval flank marchers can arrive on a Waterway. Recoiling naval elements push back other naval elements. Naval are not recoiled/pushed back by friendly land troops. An element of Naval does not pursue across fortifications but its landing troops, or those of a naval element in contact behind, can.
Can break off from combat by single element moves. Regular naval can make an initial and/or a final 180° turn in a group. A halt can be used to prevent a naval element from drifting onto a lee shore in strong winds and being shipwrecked. Naval except (X) move 200p normal move, (X) move 100p. A naval element fleeing from an enemy flank march flees towards its own side’s base edge, not directly away from the flank march like other troops(p24).
Naval can only destroy naval (if doubled), Exp, Art, Unladen naval, and baggage. Other land troops who lose combat ignore naval or recoil. Doubled Land troops instead flee. Naval are destroyed by being doubled by Art (S), or by any in contact except Exp. They flee from other shooting. Unladen naval are destroyed by any except Exp who double them. When a naval element is destroyed in combat, all troops embarked are also destroyed. If shipwrecked on a lee shore by strong winds, they survive, but as Hd(I). If a front rank element of naval is destroyed, a second rank element is not destroyed if it is WWg, Bg, or Naval. If a front rank element is destroyed, a second rank element is not destroyed if the front element drowned. Land troops on a bridge recoiling from naval turn and flee back to land. Landing troops that recoil can re-embark. An element of naval landing troops in spontaneous retreat as a result of demoralisation moves towards the nearest unladen friendly element capable of embarking it if any exist, making an initial turn if necessary. Waders or naval must follow up/pursue except that a naval element does not pursue land opponents (its landing troops can choose to do so).

O
O
Orchards or olive or palm groves. See Terrain
(O)
Ordinary. Representing the great bulk of troops of that type. See troop grades. [page 4]
OOB
Order of battle. Sometimes written as OB.

P
p
In DBM p stands for paces. For example, 200p means 200 paces. [page 3]
For 2mm figures: 50 paces in battle = 20mm measured on the table.
For 6mm and 15mm figures: 50 paces in battle = 25mm (or 1 inch) measured on the table.
For 25mm figures: 50 paces in battle = 40mm measured on the table.
Paltry
A classification of a River ford or the section of a Waterway to or from an island. [page 20]. See Terrain
PF
Permanent Fortifications. [page 9]. See Fortifications
Pikes (Pk) [page 6]
Are Regular Foot and Infantry (P4), 4 figures to a 15 mm X 40mm base.
Movement: 100 pace normal move. Must follow up except against flanks, mounted, or skirmishers (p25).
Destroy: Exp, Art, Unladen naval, and Baggage. Cause Cv to flee if double them.
Combat: Combat Factor +4 vs mounted, +4 vs naval, +3 vs foot. Except X, Add +1 for each supporting 2nd, 3rd, and 4th rank. Add -2 if in rough or difficult going, or crossing a non-paltry river. If permitted by army list, pikes add +1 vs Warband, mounted troops (not Kn X), fortifications, or WWg for a supporting rank of psiloi.
Destroyed: If combat total less than opponent's, destroyed by Kn, Cm (S), or Exp in GoGo, or by Wb. Otherwise recoil. Destroyed if doubled.
Superior, Ordinary, Inferior - not cited
Exception – Pk (X)
Count as (S) pikes when shot at by Bw, or in close combat with Cv, LH, Ax, Bw, or Ps, otherwise as (I) pikes. Pikes (X) add +1 for each supporting 2nd or 3rd rank of Pikes (X) or (I)
PIP
Player Initiative Point. [page 16]
PIP die
A six-sided die thrown to find the number of PIPs available for a command at the beginning of each player's bound. [page 16]
Point/s
See army points (AP). [page 11]
Promontory
A hill on a waterway. A BUA or hill touching a waterway can project into it as a promontory if no closer than 300p to the table edge. See Terrain
Psiloi (Ps) [page 7]
Are Foot, Infantry, Skirmishers, and Light Troops (p4). 2 figures to a 20mm X 40mm base. Can ambush from vinyard, rocky area, marsh, or brush in addition to usual areas (p15). May be ignored by impetuous troops unless directly to their front (p19). Counts as half an element when counting lost elements. Psiloi in vineyards, marsh, rocky areas or brush cannot be seen beyond 150p unless moving or in close combat. Artillery can shoot over/through enemy psiloi.
Movement: 150 pace normal move. Irregulars don't pay extra PIP for moving other than straight ahead or less than its full move. Don't pay extra PIP for moving with cavalry, knights, LH, or mounted infantry if can support the cavalry. Can turn 180° in a group. Don't have to form column if finish move in difficult terrain except for tricky/dangerous river, gateways, and TF. Has to conform to enemy's frontage if contacted by a group(p18). Mounted can pass through Psiloi if facing in the same or opposite direction. (p20). Psiloi can pass through any land troops if facing in the same or opposite direction. Psiloi contacted by by recoiling enemy on the side or rear flee (p24)
Combat: Combat factor+2 against all opponents. If permitted by army list, spears, pikes, blades, or auxilia who are fighting vs Warband, mounted troops (not Kn X), fortifications, or WWg add +1 for single 2nd or 3rd supporting ranks of psiloi armed with bows, or a single 2nd rank armed with crossbows or handguns. Add +1 vs Skirmishers for a supporting rank of Ps (O)
Destroy: El, Ps if double them, Exp, Art, Unladen naval, and Baggage. Ps recoiling into enemy do not destroy the enemy element. Also, Ps (O) destroy doubled LH.
Destroyed: If lose combat: Destroyed by Kn, Cv, LH, or Cm, (S) n good going, or by Wb. Recoil from El, Exp or if in bad going, otherwise flee.
If doubled: destroyed by mounted in Ggo, Bw, Ax, Ps, or if (X). Otherwise, flee.
If a front rank element of Ps is destroyed, a second rank element is not destroyed if it isn't Ps.
Superior – Ps (S)
If in army list, Cv vs Cv or Kn (X) add +1 for a 2nd rank of Ps (S) or (I). 3/3 pts. Armed with javelins or handguns.
Ordinary – Ps (O)
2/2 pts. Ps add +1 vs Skirmishers for a supporting rank of Ps (O). Armed with bows, crossbows, slings, or staff slings. Destroy LH if double them.
Inferior – Ps (I)
If in army list, Cv vs Cv or Kn (X) add +1 for a 2nd rank of Ps (S) or (I). 1/1 pts
Exception – Ps(X)
Are (I) but use Art combat factors against all except Ax or Ps. If doubled: destroyed. 6/6 pts.

R
R
Roads or frequently used tracks. See Terrain
Regular Troops - Reg [page 4]
Mount four infantry to a base. Cost more points. Move more quickly. Easier to control.
RGo
Rough going. A classification of an area feature. Moderately boggy, rocky or brushy gentle slopes or lower ground or a sunken gulley. [page 12]. See Terrain.
Rv
Ordinary rivers. See Terrain

S
(S)
Superior. Troops recognized by their contemporaries as of significantly superior morale and/or efficiency. See troop grades. Not to be confused with the (S) in H(S). [page 4] . (S) opponents (other than artillery shooting or elephants) add –1 if they score more than the (S) troops in combat or shooting. (S) shooters add +1 if the score exactly 1 more than their (S) opponents, or equal to (O) or (F) opponents.
Ships – Shp [page 8]
Are Irregular Naval (p4). 200 pace normal move. Combat factor +3 vs all. Seagoing vessels without oars. Useful to clear the sea from other seagoers. Join the navy, travel the world, meet a lot of interesting people and sink them all! Ships can only destroy naval (if doubled), Exp, Art, Unladen naval, and baggage. Other land troops who lose combat ignore ships or recoil. Doubled Land troops instead flee. Ships are destroyed by being doubled by Art (S), or by any in contact except Exp. They flee from other shooting. Unladen ships are destroyed by any except Exp who double them.
Superior - Shp(S): Multiple-masted vessels with manpower
Friends: not needed
Enemies: poor navigational skills
Can shoot (range 200p)
Ordinary- Shp(O): Single-masted small coasters
Friends: enough PIPs
Enemies: Shp(S)
Can shoot (range 200p)
Inferior - Shp(I):
Friends: suitable weather
Enemies: other seafarers
A safe way to deploy baggage unlootably. Can be substituted for land baggage; if so, don't have to carry one land element (p9). Can't shoot.
Exception - Shp(X): Ship mounted siege towers, Cimbals and other Roman patents for marine warfare
Friends: other Shp
Enemies: Archimedes
Are (S) if shooting or shot at, or in combat against fortifications, otherwise as (I). 100 pace normal move. Can Shoot (range 200p). Can shoot over friendly infantry unless these are Pk or Bw or within 150p of target. Does not pursue across a fortification, but its landing troops can do so instead. (p25). Troops behind any fortifications do not add +2 if they are in combat with, or shot at by, a Shp(X) tower.
Shoot
The element actually doing the shooting.
Shoot back at
If the element which is the target is eligible to do so, it must return fire at the element that shot at it, i.e. it can't choose to fire at another target if it can shoot back now.
Shooting elements
Artillery, bowmen, war wagons (S) or (O), elephants (X), ships (S), (O) or (X), galleys, and boats (S). [page 21]
Shot at
The element which is the target of the shooting.
Skirmishers
Are LH and Ps [page 4]
Can march three times without paying extra PIP for it.
Can turn 180° in a group. Impetuous troops can cross the front of skirmishers within 1 element base width if their entire move is directly forward. When an element is part of a group entirely of skirmishers is contacted by the front edge of an enemy element which is part of a larger group, it must conform to the enemy’s frontage unless defending fortifications(p 18).
For the purposes of spontaneous movement, may be ignored by impetuous troops unless directly to their front (p 19).
Any friendly element of skirmishers, any part of which is directly behind and less than one element base width from the initial position of the rear edge of any front rank element starting to flee from close combat, also flees. (p24) A recoiling element meeting skirmishers facing in a different direction from itself pushes them directly to its own rear unless they are in contact with enemy. A friendly element of skirmishers, any part of which is directly behind and less than 1 element base width from the initial position of the rear edge of any front rank element starting to flee from close combat, also flees.
Spears (Sp)
[page 6] Are Foot and Infantry. 4 figures to a 15mm X 40mm base.
Movement: 100 pace normal move. Must follow up if irregular except against flanks, mounted, or skirmishers (p25). Sp (S) dismounted knights treat a Tricky river as Dangerous.
Combat: Combat factor +4 against all opponents. Add +1 for supporting second rank of spears. Add -2 if in rough or difficult going, or crossing a non-paltry river. If permitted by army list, spears add +1 vs Warband, mounted troops (not Kn X), fortifications, or WWg for 1 supporting rank of Psiloi. Ax(O),(I), or (S) fighting Sp add +1 if supported by a second rank of Ax of the same grade. Bw fighting Sp also add +1 if supported by a second rank of Bw of the same grade.
Destroy Exp, Art, Unladen naval, Kn in DGo, LH doubled in DGo, and Baggage. Cause Cv, LH not in DGo, and Ps to flee if double them.
Destroyed: If combat total less than opponent's, destroyed by Kn, Cm (S), or Exp in GoGo, or by Wb. Otherwise recoil. Destroyed if doubled.
Superior, Ordinary, Inferior - not cited

T
Temporary Fortifications (TF) – see Fortifications
Terrain
See pp12-13 Terrain types are: WW, Rv, H(S), H(G), Wd, O, V, E, GGo, RGo, DGo, M, D, Rd, BUA.
Hills
Can be H(G) -Hill or lesser rise with only gentle and bare slopes. OR
H(S) Hill with some or all slopes steep, rough or wooded. Hill slopes give an advantage in close combat to an element with at least part of its front edge upslope of all the opposing element. A hill touching a waterway can project into it as a promontory if no closer than 300p to the table edge nor closer than 1 element width to the shore. Blocks line of sight and hides flank sector ambushes from enemy deployment areas. Troops at least half way up hills cannot see or be seen from less than 600p beyond a lower hill, wood, orchard, olive or palm grove or sand dunes. Those on the flat or lower on hills cannot see over these at all. Troops on steep slopes or beyond a crest cannot be seen from the same hill at beyond 100p.
Good Going (GGo)
Space between terrain features is good going. Combat outcomes applying only in good going do not apply when attacking or defending across fortifications.
Bare gentle slopes
H(G) - Hill or lesser rise with only gentle and bare slopes.
Open Fields
Even if not listed up to 3 open fields can always be used if in contact with a BUA and enclosed fields are not specified
Frozen marsh, bog, or water features
Frozen waterways are GGo to land elements but impassable to all naval elements (p13 & 20). Land elements fleeing across a bridge or frozen river, waterway, or marsh must dice each bound and are destroyed by drowning unless they score 2 or more (p 20). If a front rank element is destroyed, a second rank element is not destroyed if the front element drowned(p24). A fleeing element cannot deviate to avoid crossing an unfrozen river, or a frozen river, frozen waterway, or frozen marsh; a failure to succeed in any of which destroys it, including during an initial recoil. Naval elements cannot be deployed on frozen water features.
Beaches
Beaches are GGo to land troops. Landing troops that recoil can re-embark.
Rough going (RGo)
Movement across rivers is not rough or difficult going, but penalised in other ways. Chariots, Expendables, artillery except X, or man-held rockets, war wagons and wheeled baggage can only end their move in rough going as single elements.
Moderately boggy, rocky, or brushy gentle slopes or lower ground
Rocky areas or brush conceal Psiloi ambushers only – they can be seen 150 p away. Otherwise they do not reduce or obstruct visibility.
Sunken gully
Hill or Gully slopes give an advantage in close combat to an element with at least part of its front edge upslope of all the opposing element. A gully can be seen into only from its edge, but does not otherwise reduce or obstruct visibility. Troops in a gully can see out, but cannot shoot out. Conceals Ambushers (in flank sector).
Difficult going (Dgo)
Chariots, Expendables, artillery except X, or man-held rockets, war wagons and wheeled baggage can only end their move in difficult going as single elements. Impetuous Mounted troops ignore enemy in difficult going. No rear rank combat or shooting support in is allowed in Dgo. Combat outcomes applying only in difficult going do not apply unless the troops affected by the outcome count the terrain as difficult going. A fleeing element can and must change direction up to 90° to avoid difficult going it cannot enter this bound (p24).
Steep or wooded, vine-planted or terraced slopes
H(S) Hill with some or all slopes steep, rough or wooded.
Troops on steep slopes or beyond a crest cannot be seen from the same hill at beyond 100p.
Woods (Wd)
Blocks line of sight. Troops or plashing within a wood cannot be seen from beyond 50 p, unless they disclose their presence by shooting out. Conceals Ambushers (in flank sector). Add –1 for shooting to or from Woods.
Orchards and Olive/ oasis Palm groves (O)
Blocks line of sight. Troops cannot be seen from within orchards, olive or palm groves or sand dunes from beyond 150 p, unless they disclose their presence by shooting out. Conceals Ambushers (in flank sector). Add –1 for shooting to or from Orchards etc.
Enclosed Fields (E)
Even if not listed up to 3 open fields can always be used if in contact with a BUA and enclosed fields are not specified
Vineyards (V)
Conceal Psiloi ambushers only – they can be seen 150 p away. Otherwise they do not reduce or obstruct visibility.
Marsh (M)
Inland marsh other than on a river. Even if not listed, a single patch of costal marsh can always be used if successfully positioned in contact with a waterway. Conceal Psiloi ambushers only – they can be seen 150 p away. Otherwise they do not reduce or obstruct visibility.
Sand Dunes (D)
Blocks line of sight. Troops cannot be seen from within sand dunes from beyond 150 p, unless they disclose their presence by shooting out. Even if not listed, a single patch of costal sand dunes can always be used if successfully positioned in contact with a waterway. A Waterway is edged by 50p to 100p of beach (50p if not depicted), except where a promontory, marsh, rocky or dune area feature, or the quay, defences or foreshore of a BUA are placed. Beaches are good going to land troops. Conceals Ambushers (in flank sector).
Built Up Areas (BUA) & Unfortified BUA
A BUA can always include 0-2 connecting internal roads and, if on a hill, a link road to the bottom of the hill. Any fields must be contiguous with a BUA. Even if not listed up to 3 open fields can always be used if in contact with a BUA and enclosed fields are not specified. If any invaders have passed through the centre point of a BUA, add 4 elements to the defender’s total army losses. A BUA can be on a hill, island, promontory (a hill on a waterway), or partly replacing a beach. A BUA on a hill or island counts as the sum of both when counting feature equivalents. A BUA touching a waterway can project into it as a promontory if no closer than 300p to the table edge nor closer than 1 element width to the shore. A Waterway is not edged by beach where a foreshore of a BUA is placed (p13). A Defender can place one BUA if in contact with a WW, or in a flank sector or placed so that a gateway or included road links up with an invader-placed road. The BUA and any fields must entirely be within one sector. The defender can place up to 2 roads if they link with a BUA. A BUA is not diced for. Invaders cannot place a BUA. A BUA blocks line of sight. Troops in the interior of a BUA cannot be seen from beyond 50 p, unless they disclose their presence by shooting out. Baggage must be placed in a BUA, or in a group or groups in Ggo. The latter can include some or all the elements of one command only, which cannot be the largest command. An ambush cannot be placed within a BUA.
Fortified BUA (see also Fortifications)
Any army with BUA listed among its permitted terrain types can have sufficient PF or TF to enclose the on-table part of a BUA when the defender. Points spent on fortifications other than those specified by the army’s list are wasted if the terrain includes no BUA, or the army becomes the invader. A BUA more than 750p across must have PF; others may have PF or TF. These must completely enclose its perimeter, except optionally when it abuts the table edge or a waterway, and must include 1-3 on-table fortified gateways that must connect to internal roads if the BUA includes these. The defender first places his baggage, any fortifications not part of a BUA, and any of his elements garrisoning a fortified BUA. Elements within 300p of an enemy flank march arrival must flee unless in a fortified BUA or in close combat. An ambush cannot be placed within 200p of an enemy ungarrisoned fortified BUA. No flank marching element can arrive in a fortified BUA. Unless inside or part of a fortified BUA or in ambush, troops, baggage and TF cannot be deployed further forward than 300 p short of the table centre line, within 300p of a short table edge (unless naval), or within 200p of an enemy garrisoned fortified BUA. Troops manning BUA perimeter fortifications are not considered to be in DGo.
Linear Features
WW, Rv, or external Rds – other features are Area features
Roads (Rd)
Each counts as ½ a feature equivalent. It must be approx. element width or less, with troops moving astride. It can go through or over features placed before or after, and can cross each river once by bridges or fords. Combat along a road counts as in the off-road going on its edges, which must be identical on both sides. The invader can place a road from one central sector table edge to the other. The defender can place up to two external roads, but only if they link with a BUA or join/cross a previous road, or roads are compulsory. A BUA can include up to 2 internal roads.
Water features
Waterways (WW) Waterways are large areas of water suitable for sea-going vessels, such as the sea, large lakes or giant rivers. Even if not listed, a single patch of costal sand dunes or marsh can always be used if successfully positioned in contact with a waterway. Only one waterway [WW] can be used, extending between 300p and 900p inward from a short table edge and with no more than half extending more than 600p inward. It is edged by a further 50p to 100p of beach (50p if not depicted), except where a promontory, marsh, rocky or dune area feature, or the quay, defences or foreshore of a BUA are placed. Beaches are good going to land troops. Unless frozen, waterways are impassable to land elements but passable to all naval elements. A BUA or hill touching a waterway can project into it as a promontory if no closer than 300p to the table edge. An island (a hill completely surrounded by the waterway it touches) cannot be closer than 300p to the table edge nor closer than 1 element width to the shore. A gap no more than 200p wide between island and shore is treated as a river for movement and combat by naval and land troops. If waterway placement is obstructed by hills on both flanks, those on the less hilly flank are moved directly inland the minimum necessary to become islands or promontories. WW are unfordable except where an island is within 200p of the shore.
Rivers (Rv)
See p 20. Add –2 in combat when crossing a non-paltry river. The first river [Rv] placed must flow from a specified table edge to the opposite edge, or to a waterway along that edge. If both players place a river, the defender's must flow from a short table edge to the first. A river can only curve to the extent that no two points on its mid-stream line are separated by a straight line distance of less than ¾ of the distance between them measured along the mid-stream line. Its width must not exceed 200p. Troops wading a river do not count as in rough or difficult going, but see p 20 & fig. 15. A land element is wading a river if any part of it is in the river. A river can be crossed safely without delay by bridge or road ford. Its nature elsewhere is unknown until the first player attempts to wade it off-road or place boats on it.
The first element to enter each unfrozen river during the game, or the same river in a different table sector, except by a road ford must dice for its difficulty, adding 2 if in flood and deducting 1 if running to another water feature or a short table edge, 2 if in summer or autumn in Dry or summer in Warm or Cold. It will then be found to be:
<3 Paltry It can be waded anywhere in any formation without delay. Do not add –2 in combat when crossing a paltry river.
3-4 Easy It can be waded anywhere in any formation, but at reduced speed.,
5-6 Tricky It can be waded anywhere by a single element or single element-wide column at reduced speed. Dismounted Kn treat Tricky as Dangerous. or
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