Roman v Celt Battles
Turn Sequence: Shoot, Move (enemy shoot at chargers), Combat, Recover.
Unit Move Combat Notes
Roman Legionaries 6” 5 -2 v chariots, -2 in rough ground, +1 for 2nd rankMovement
Rough terrain (woods, steep hills, etc) halves move rate. Obstacles cost half move. Celts are unaffected by woods.Command
Unit may charge or evade enemy within move range using own initiative, before first command roll.
Combat and Shooting Modifiers
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Combat |
Shooting |
All |
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+1 Defending uphill, obstacle, etc |
-1 Target is Light troops |
-1 Each hit taken |
|
+1 Each overlapping support |
-1 Target in cover |
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+1 Each unit contacting enemy flank |
-1 If raining or snowing |
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+1 if Leader with unit |
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Units are Destroyed if they accumulate a number of hits equal to their combat score. Recoiling or Fleeing units take 1 hit. Recoils face enemy and push back friends, Fleeing units face away from enemy and pass through friends causing 1 hit to them (unless light troops). If friends are in combat the fleeing/recoiling unit is destroyed and the friends take a hit.
Panic: When a core unit Flees or is Destroyed, test friendly units within 6” of start point, who also have enemy within 6” and LOS. Roll 1D6 (+1 if Leader within 6”), if more than current Combat score the unit Flees, which may cause more tests.
Multiple Combats: When fighting more than one opponent add combat scores together and roll only one dice per side. Loser takes one hit for each enemy in contact.
Flank Charges: Must charge from behind flank line or an unengaged target can turn to face.
Recovery: Units 12" away from enemy may recover one hit if they stand for a turn and their leader is within 12".