The (Unofficial) Great Battles of History
Simple GBoH
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Deluxe Alexander
Richard Berg, one of the GBoH designers, gave permission to use the following
material, a beta-test draft (updated 12/19/96) of a simplified version GBoH,
with much fewer dierolls and counter-fiddling. I've HTML-ized it, but made
no editorial changes. Please note the copyright information, listed below.
This information is also available in
text and
Word
formats.
I'm sure Berg would be interested in your
feedback.
Another GMT Effort to Bring Wargaming to the Masses
SIMPLE GBoH
Rules for Speeding and Easing Play of GMT's
Great Battles of History Series
This Edition Applicable to
The Great Battles of Alexander
© Berg-Herman
(1.0) INTRODUCTION
The Simple GBoH rules are meant for players who wish a faster, less
diceroll heavy version of the GBoH system, while retaining as much of
the historical flavor and insight of the standard rules as
possible. This version is simpler, not simple. You must have the
original version of the game in question. Unless specified, all
Standard rules apply.
(2.0) COMPONENTS
SGBoH uses all the components of the Standard game:
- All combat and leader counters use all their printed ratings (some of
which are ignored). There are no additional/new ratings.
- We have three new charts, to replace those so designated, below.
(3.0) SEQUENCE OF PLAY
There are NO TURNS in SGBoH. Players simply keep repeating the Sequence
of Play until someone wins.
(3.1) THE SEQUENCE
This section is completely replaced by the sequence, below.
A. Leader Activation. An Activated Leader may move. When he finishes
movement, all (eligible) units within the activated Leader's Range may
undertake actions (B).
B. Unit Activation. Units commanded by activated leader may, in the order
listed,
- Move and/or Fire
- Shock
- Rally.
- This is Mandatory for those Disordered/Routed units that have not
done either 1 or 2.
- This is Voluntary for units wishing to remove Missile Hits (10.27)
C. Continuity. The Player now designates a different Leader and rolls to
see if he can continue play. He does not do this if he has already gone 3x
in succession.
(3.2) CONTINUITY
The game starts by both players rolling the die to see who goes
first. High DR wins, and, in winning, the player designates which of
his Leaders he wishes to activate. (Players who know something of the
historical battle may decide to have the army that started the contest
go first; usually, it is Alexander, but not always.)
When the activated Leader has finished moving his units, the player who
just went now uses Continuity to determine whether he can go again. To
do so, in the Continuity Phase, he designates any Leader other than the
Leader who was just activated (Exception: Elite Leader), rolls one die,
and compares the DR to that Leader's Initiative Rating.
- If = or < Initiative, that leader is Activated; proceed to Phase "A"
of the sequence.
- If > Initiative; play passes to his opponent, who may now activate any
Leader of his choice (no DR necessary), and he goes to Phase "A" of the
sequence.
Exceptions:
- No Player may "go" more than three times (3x) in succession. If a
player has had Continuity three straight times, the Sequence
automatically passes to his opponent, who may designate any one Leader,
no DR necessary. However, in this circumstance, the "opponent" does not
get to roll for Continuity, after he goes; play then passes back to the
other player (the one who had gone 3x). That player now roll for
Continuity.
- Instead of designating a Leader, a Player may designate one of the
two "groups" below, without regard to any Leader range:
- Any three combat units, anywhere on the map; or
- All units from any one Identical Name and Type (the top line on
the counter must be the same, and the unit type must be identical --
e.g., all Scythian LC, but not the Scythian HC) that are
contiguous. (See 4.33, infantry lines)
Play Note: #2 is usually used to cover units not within Leader Range.
If the Player is getting a Freebie - his opponent fails his Continuity
DR, or he is getting the benefit of the No More than 3x Rule - he does
not have to roll for a leaderless "group".
If the player chooses to try to roll to use the above, he must roll a
0 or a 1.
Design Note: It is conceivable that, by careful use of Leaders, a
player may move the same group of units three times in a row. This is
the SGBoH equivalent of a good Momentum run. As for "reality", most
ancient battles were resolved by the actions of less than half the
units on hand. This sort of "play-out" will be pretty much what happens
herein.
(3.3) WHO GOES FIRST?
Alexander usually started off every battle with an opening move, so the
rule here is:
- If Alexander is present, Macedonians go first
- Otherwise - and, as an exception to the above, if both players agree
(and it does help balance) - high DR goes first
(4.0) LEADERS
(4.1) LEADER COUNTERS
Changes as noted, below. If not, the rating is used as in Standard rules.
Elite Commander: An Elite commander may attempt to go twice in
succession (but not 3x).
Initiative: This rating is used to determine Continuity.
Line Command Capability and Strategy Ratings: Ignore these.
Charisma: Ignore the rating, although leaders do provide a beneficial
DRM in shock.
(4.2) LEADER CAPABILITIES
The following replaces all of Standard 4.2 - 4.5 (although the
Macedonians use the Wing Commander concept for their Contingent
Commanders).
When designated and activated (as above), a Leader may move. He moves
before "activating" any combat units. Exception: a combat unit stacked
with the leader may move with the leader. When he finishes moving, he
then may activate any/all combat units of a specific, individual type
(see below) that are within his Command Range. Those units may then
Move, Fire, Shock or Rally.
Usually, the individual groups are any units of the same "type" (LI,
HC, etc.). Unit types will be listed as per scenario (in similar
fashion to Line Composition).
(4.6) LEADERS AND ENEMY COMBAT
Ignore 4.61; the rest still applies.
(5.0) LEADER ACTIVATION
(5.1) HOW TO ACTIVATE LEADERS
The rules, below, replace all of 5.1 - 5.4. There is no Trumping, and
Continuity has replaced Momentum.
A Leader may be activated in one of two ways:
- The opponent has either failed his Continuity DR, or has gone 3x in
succession, in which case the Player may now designate any Leader (or
unled group, as above) for activation.
- In the Continuity Phase, he designates any one leader, other than
the leader who has just, previously gone, and rolls the die. See Continuity.
And see 4.2 for what an activated Leader now does.
(5.5) ELITE COMMANDERS
An Elite Commander may be designated for activation twice in
succession. Ignore the Standard Rules capabilities. However, Alexander
(as Elite) may not activate the same MCC 2x in a row.
(5.6) MACEDONIAN CONTINGENT COMMANDERS
MCC's follow the Standard Rules for Activation, except that they must
be within the printed Command Range of the WC. Thus, the activated
leader must be the WC, who passes his "turn" on to the MCC. There is no
cost to do so, but the "no twice in succession" applies to both the WC
and the MCC! In addition, only one MCC may be so activated per "turn".
(6.0) MOVEMENT
(6.1) MOVEMENT ALLOWANCES
6.11 and 6.12 still apply (within the new "activation", no-turn format).
6.13 no longer applies. (The "Moved" side is now used to denote "Disorder")
You may use 6.14 if you wish, but 6.15 does not apply. Leaders may move
only when they have been designated.
(6.2) TERRAIN
These rules remain, except for 6.22. There are no Cohesion Hits for
Movement.
(6.3 and 6.4) PROCEDURE AND DOUBLE-SIZED UNITS
6.3 remains, as does most of 6.4, with the exception that there are no
Cohesion Hits for Movement. In addition, a unit undertaking a Wheeling
manuever may do so only in clear terrain, and at a 2 MP per hex cost.
And, finally, the MA of PH's for this version is '4' (not '5').
Note that "Engaged" units - 8.3 - may not move under any circumstances.
(6.5 and 6.6) DRIFT AND COLUMN
Both of these remain as is.
(6.7) ORDERLY WITHDRAWAL
Orderly Withdrawal is still in effect, with the following exceptions:
- There are no Cohesion Hit penalties
- The (6.72, sub3) applies, but the penalty is that the unit becomes
Disordered. In addition, if it was approached from behind #2), add 2
to the DR.
When leaders are "threatened", as in 4.62, simply move them to nearest
friendly combat unit. If such movement is blocked, consider them
captured.
(6.8) PRE-ARRANGED WITHDRAWAL
This rule is not used.
(6.9) STACKING
6.91, 6.93 and 6.95 Remain. Ignore 6.94.
(6.92) A unit can pass through friendly units, but it (the moving unit)
pays a cost of +1 MP (in addition to what the terrain cost is). When
Routing, if the routing unit would end stacked with the stationery
unit, simply move it another hex so that doesn't happen. If this still
cannot be done, the routing unit is, instead, eliminated. There is
never any cost to a stationary unit.
(7.0) COMBAT MOVEMENT
(7.1) FACING
All Standard Facing rules apply, except for 7.14, which does not.
(7.16) ADDITION: Reaction Facing Change: Any Full Status, single-hex
unit (not double-hex units) may try to change facing one vertex (per
Phase) when an enemy unit moves adjacent to it. It may not do so if a
(different) enemy unit is adjacent and that player has stated he is
going to attack. To do so, roll the die:
- If = or < than that unit's TQ, it may change Facing
- If > than the unit's TQ, it may not. Moreover, that unit is now
Disordered.
- Cavalry changing facing in reaction to infantry movement do NOT have
to DR; they do so automatically.
(7.2) ZONES OF CONTROL
There are no ZOC. None. See the "Engaged" combat Result.
However, there is a "movement" Exception to this. If a unit enters a
"frontal" hex of an enemy unit with an equal or higher MA, the moving
unit must stop movement for that turn. It may "move on" in its next
turn.
(7.3) SHOCK REQUIREMENTS
There are none, with one exception: Engaged units must shock attack if
within Command Range of a Designated Leader. Otherwise, Shock is
voluntary.
(8.0) COMBAT
Design Note: The Missile/Shock type of combat remains. However, in our
efforts to simplify combat, and reduce dierolling, we have done two
major things (and several minor):
- There are no Cohesion Hits
- There is only one Shock DR.
(8.1) MISSILE FIRE
(8.11) This remains pretty much intact, with one exception: Disordered
and Engaged units may not Fire.
(8.12) Change to "missile units may fire when activated".
(8.13-4) Remain
(8.15) Remains, with the following changes:
- The results are not Cohesion Hits, although the players use the Hit
Markers. The results are now "Missile Hits", and affect only the Shock
DRM (see 8.3). In addition, a unit that absorbs Missile Hits greater
than its TQ is eliminated. However, a unit with Missile Hits may,
instead of moving or fighting, undergo Voluntary Rally (see 10.27) to
remove them.
- Elephants do not absorb Missile Hits. Instead, each time an EL gets a
Missile Hit, roll the die.
- If the DR is > than its TQ, it Rampages (see 9.14)
- If not, nothing happens
(8.16 and 8.19) Remain
(8.17 and 8.18) Ignore; there is no "ammo" rule.
(8.2) REACTION FIRE
Reaction Fire occurs only prior to resolving Shock, when the defending
unit may fire at any one attacking unit (even if non-moving). Exception:
Engaged units may not fire.
(8.3) SHOCK COMBAT
Design Note: Here is where the biggest changes occur, as the entire
"Standard" Shock system is virtually abandoned.
PROCEDURE
There are two types of Shock: Moving Shock and Engaged
Shock. Essentially, all units that are not Engaged use Moving Shock (in
which the attacker gets a bonus DRM).
When all Movement has been finished, the moving player may attack any
opposing units that are adjacent to, and in the frontal hexes, of any
(eligible) units that either moved that turn, or that did not move, but
are now within the leader's range.
Shock is always voluntary, except for Engaged units, which, if they are
eligible (as above) must Shock.
The attacker designates, before resolving any attacks, which units will
be attacking which defending units. He may not change this as shock
resolution proceeds.
RESOLUTION
Design Note: The shock results are somewhat - but not greatly -
different with this system than the original. This is more from the
"one DR does all" mechanic - as opposed to the gradual reduction of
unit stamina - than any desire to change tactical relationships.
To resolve attacks, the player rolls the die and applies the following
DRM, if they apply:
Size Ratio:
- If one side is at least 2 Size Points greater than the other, +1 (if the
Attacker is greater); -1 (if the Defender is greater)
- The DRM is +/- 2 if the difference is at least 2x.
Do not consider Size if EL or CH is involved (except when against each
other).
TQ Ratio: Using the higest-rated TQ unit(s) involved, the side with the
higher TQ gets a DRM equal to the difference (+ for attacker, - for defender).
However, regardless of the difference the DRM may never be greater than
+/- 3.
Weapons System: See the Weapons System DRM Matrix for the
applicable DRM. If more than one weapons system (unit type) is
available, the attacker chooses (first) which of his he wishes to use,
followed by the defender.
Missile Hits: The attacker subtracts all Missile Hits on his as
a DRM; he adds those of any defending units.
Flank Attack: If any units are attacking through a defender's Flank,
the attacker gets a +2 DRM. (May be combined with Rear Attack.)
Rear Attack: If any units are attacking through a defender's Rear, the
attacker gets a +3 DRM. (May be combined with Flank Attack.)
Terrain: See the Terrain Adjustments on the old 8.64 Table. L = minus;
R = plus.
Disorder: Attacker subtracts one (-1) for each Disordered unit he has
in the attack; he adds one (+1) for each defending unit.
Moving Attack: If any of the Attacking units are "Moving" (see above),
the Attacker gets a +1 DRM.
Leader: Attacker adds one (+1) if he has a Leader stacked with his
units; he subtracts one (-1) if defender has a Leader.
The results from the adjusted DR are as follows
| DR | Result |
| 10+ | Defender Routs |
| 8-9 | Defender Disordered and Retreats |
| 6-7 | Defender Disorderded |
| 4-5 | No Effect |
| 0-3 | Attacker Disordered |
| <0 | Attacker Routs |
Results in Bold (0-6) = All units are Engaged
Results of Combat are applied immediately:
Disorder: Flip the unit to its "Moved" Side to indicate Disordered
status; see Shock DRM, above. If already Disordered, the unit Routs.
Exceptions:
- Elephants. An Elephant that receives a Disorder result, Rampages. See 9.1
- Chariots. A Chariot that receives a Disorder result, Routs. See 9.2.
Retreat: The unit must move one hex backward, away from the attacking
unit. It may maintain facing.
Rout: The unit is moved one-half (rounding up) its MA, as per Standard
Rout rules. If it moves off the map, it is eliminated.
Any Routed unit Shock Attacked is automatically eliminated, with no DR.
Any time a Player rolls an '8' or '9' when rolling for Continuity he
must immediately move all his Routed units one-half their MA, as above.
CAVALRY
Retreat Before Combat: If cavalry is being shocked by Infantry, before
resolving the shock the cavalry player may choose to Retreat Before
Combat by moving the Cavalry two hexes away (in any direction the
player wishes). It may not do so if it is adjacent to an enemy cavalry
unit.
Pursuit: If an attacking, moving (but not "Engaged") cavalry unit
causes the defender to Rout (not just retreat, Rout), it may Pursue.
Exception: Cavalry does not pursue routed/eliminated SK.
Whether a unit pursues depends on its type and TQ. Roll the die; if the
unit is stacked with a leader, add one (+1) to that DR. If the DR is
within the Range listed for that unit/TQ, it pursues:
Unit Type
| TQ | HC | LN | LC |
| 1-4 | 0-8 | 0-6 | 0-5 |
| 5 | 0-6 | 0-4 | 0-3 |
| 6 | 0-5 | 0-3 | 0-2 |
| 7 | 0-4 | 0-2 | 0-2 |
| 8-9 | 0-2 | 0-1 | 0 |
If the unit does Pursue, eliminate the defender (the Routed unit it is
chasing) and place it in the vacated hex. Then roll again:
- if the DR is > that unit's TQ, place the pursuing unit off the map,
sitting adjacent to the nearest map-edge hex.
- if the DR is = or < the cavalry's TQ, it is Disordered, if it is not
already so. (If it is, ignore the second Disorder).
Off-map pursuing units automatically Return any time that Player rolls
a '0' or a '1' for Continuity. If that happens, take all off-map,
pursuing cavalry and place them within Command Range of any leader
other than the one for which you rolled for Continuity.
Play Note: Don't like all this DRing? Then don't use the off-map
portion of the Pursuit rule.
LEADERS
8.34 is used. However, only one DR. Roll a '0' and the leader is
Dead. Any other roll is No Effect.
(8.4) PERSONAL COMBAT
This Remains, as is.
(8.5) ADVANCE AFTER COMBAT
Most of this applies, except that it is only used when a defender
Retreats or Routs. Pursuit takes the place of Advance, when applicable.
(8.6) COMBAT TABLES
The Missile Chart is still used. However, 8.62 thru 8.65 are
ignored. Instead we have the Shock Results Table (above), and the
Weapons System DRM Matrix. In using that, cross-reference the Attacker
with the Defender to see what DRM the attacker will use.
(9.0) SPECIAL UNITS
(9.1) WAR ELEPHANTS
9.11 - 9.13 are Ignored.
(9.14) Elephants will Rampage whenever they either receives a Disorder
(without Retreat) Shock result, or a Missile Hit (as per 8.15). Elephants
do not Rampage if they suffer a Disorder + Retreat, or a Rout result. They
simply follow those results like any other unit.
- If the Rampage DR is higher than the unit's TQ, it is Disordered. If
not, nothing happens
- If the Rampage DR is a 0,1 or 8,9 apply the above, and then the EL
is eliminated, ending the Rampage
- If still around, when all Rampage checks are finished, the EL is
eliminated.
(9.15) Cavalry units may not move adjacent to an EL. They may not attack
EL.
(9.16) This remains, but it is a Retreat Before Combat, and if that's
not possible, the cavalry is automatically Disordered (before any
combat resolution).
(9.17) Ignore
(9.18) Remains
(9.2) CHARIOTS
(9.21) All of this remains, except there are no Cohesion Hits and no
Orderly Withdrawal.
(9.22) Instead of the standard rules, the following apply:
- A CH that suffers a Disorder, Routs instead.
- A CH that suffers a Rout, is Eliminated instead.
(9.23) This remains, as does (9.24), with the exception that there are
no Cohesion Hits to apply.
(9.3) SK AND LI
The following rules apply to SK and LI (ignoring all the Standard rules)
- SK may not attack; SK* may attack, but are treated as LI when they do.
- If SK suffer a Retreat or Rout result in Shock they are, instead,
eliminated.
SK and LI Hit and Run Tactics
SK and LI that start movement two (2) MP (and not adjacent) from a
target unit that has the same or lower MA may use H&R Fire. This allows
it to fire its missiles against the enemy target without moving the
firing unit!
- Note which unit is using Hit & Run
- Note the target, as per above
- Fire the missiles as if they were being fired at one hex range
(and the +1 Moving Fire DRM applies, when applicable)
- Take return fire, if any.
- all of this without moving the firing unit.
An SK or LI may not Hit & Run through a friendly combat unit.
(9.4) SPECIAL CAVALRY CAPABILITIES
(9.41) Missile-armed LC may use Hit & Run (9.3), with the following
changes:
- They may do so against any unit on the board (even other cavalry).
- They may be within 4 MP, but not adjacent
- They may Hit & Run through a friendly combat unit. However, doing so
costs the moving unit an additional MP.
(9.42) The first three ** apply; the last three ** do not (they are replaced
by other rules).
(9.5) ARTILLERY
This rules applies intact, except for the following changes:
- Oxy's may fire (once) only when in Command Range of active leader.
- Oxys that are alone in a hex and suffer a Disorder are eliminated,
instead. If stacked with a unit that is Disordered (and does not retreat)
they ignore the Disorder.
(9.6) PHALANX DEFENSE
(9.61) Covered by Shock Table
(9.62) Players may use double-depth PH, with the following changes:
- They may be (so) activated by anyone
- They do not need 2 Orders to move; they move like other units
- Attacking DD PH get an auto +1 DRM, in addition.
- Defending DD PH get an auto -1 DRM, in addition.
- Ignore all references to Cohesion Hits, other than from Missile Fire.
(9.63) You can use this, if you wish.
(9.7) CAVALRY FORMATION
This section is not used.
(10.0) COMBAT EFFECTS
(10.1) COHESION This section is not used.
(10.2) ROUT AND RALLY
(10.21) Rout Movement is 1/2 the printed MA, rounding up. The rest
applies as is.
(10.22) There is no Rout Movement Phase. Instead, any time a Player
rolls an '8' or '9' when rolling for Continuity he must immediately
move all his Routed units one-half their MA, as above.
(10.23) Applies
(10.24) See the new 6.92, above.
(10.25 and 6) Ignore these sections. Instead:
- Routed units may not do anything on their own.
- They move only under Rout Movement
- If attacked, they are automatically Eliminated.
(10.27) Mandatory Rally. A Routed or Disordered unit that did not move
or fight during an activation, and, in the Rally Segment (which takes
place after all movement and combat) is within Command Range of the
activated Leader, must undergo a Rally Attempt.
Note: This means that units Disordered and Routed during that
activation phase do not undergo Rally in the same phase. And the
Mandatory Rally applies to all friendly (applicable) units within
Range.
To Rally, roll the die for each unit, noting its TQ - remember, Routed
units have a TQ of '1' - consulting the "New" Rally Table.
- If the unit is only Disordered, -2 to DR.
- If stacked with a Leader, -1 to DR
Voluntary Rally. This applies solely to units units with Missile Hits
that are not Disordered or Routed. Voluntary Rally is undertaken
instead of moving and/or fighting. Any unit within Command Range of an
activated Leader, and not adjacent to an enemy combat unit, may,
instead of moving or fighting, remove two Missile Hits.
(10.3) CAVALRY PURSUIT
(See new 8.3)
(10.4) ARMY WITHDRAWAL
Remains as is.
THE WEAPONS SYSTEM DRM MATRIX
Attacker
| Def | PH | HI | LP | LI/SK* | HC | LN | LC | EL | CH |
| PH [a] | 0 | 0 | -2 | -4 | [-3] | -2 | -4 | -2 | 0 |
| HI | +1 | 0 | -1 | -4 | [-3] | -2 | -3 | 0 | +1 |
| LP | +3 | +2 | 0 | -1 | [-1] | -1 | -1 | +3 | +2 |
| LI | +3 | +3 | +1 | 0 | +1 | 0 | -1 | +3 | +2 |
| SK | +5 | +5 | +4 | +3 | +5 | +5 | +4 | +5 | +5 |
| HC [b] | +1 | +1 | 0 | -1 | 0 | -1 | -2 | +5 | +3 |
| LN | +1 | +1 | 0 | 0 | +2 | 0 | 0 | +5 | +4 |
| LC | +2 | +2 | 0 | +1 | +2 | +1 | 0 | +5 | +4 |
| EL | -1 | -1 | -3 | -3 | NA | NA | NA | 0 | 0 |
| CH | -1 | -1 | -2 | +2 | -3 | -3 | -4 | 0 | 0 |
a = If attacker is moving and attacking frontally, -1 from DR (in addition to
other DRM)
b = If the defending HC is Cataphracted, -1 from DR (in addition to other
DRM).
NA = Not Allowed
[#] = Treat this as a '0' if HC is attacking through Flank or Rear
TERRAIN EFFECTS ON COMBAT DIEROLL
| Terrain (Defender in) | Shock | Missile |
| Woods | -1 to DR | +1 to DR |
| Rocky | -1 to DR | NE |
| Marsh | -1 to DR | NE |
| Abatis | -1 to DR | +1 to DR |
| City Walls | May not Shock | May not Fire |
| Up 1 Level | -1 to Dr | NE |
| Up 2-3 Levels | -2 to DR | +1 to DR |
| Down 1 Level | +1 to DR | See Missile Chart |
| Terrain (Atacker in or across) | Shock | Missile |
| Major River | -2 to DR | NE |
| Minor River, Steep-Bank | -1 to DR | NE |
If terrain not listed, it has no effect.
SHOCK TABLE
| DR | Result |
| 10+ | Defender Routs |
| 8-9 | Defender Disordered and Retreats |
| 6-7 | Defender Disorderded |
| 4-5 | No Effect |
| 0-3 | Attacker Disordered |
| <0 | Attcker Routs |
Results in Bold (0-6) = All units are Engaged
DRM:
- Size Ratio
- TQ Ratio
- Weapons System
- Missile Hits
- Flank Attack
- Rear Attack
- Terrain
- Disorder.
- Moving Attack
- Leader
CAVALRY PURSUIT TABLE
Unit Type
| TQ | HC | LN | LC |
| 1-4 | 0-8 | 0-6 | 0-5 |
| 5 | 0-6 | 0-4 | 0-3 |
| 6 | 0-5 | 0-3 | 0-2 |
| 7 | 0-4 | 0-2 | 0-2 |
| 8-9 | 0-2 | 0-1 | 0 |
NEW RALLY TABLE
Result
| TQ | F | D | R |
| 1-3 | 0,1 | 2,3 | 4-9 |
| 4,5 | 0-2 | 3-5 | 6-9 |
| 6,7 | 0-3 | 4-6 | 7-9 |
| 8,9 | 0-4 | 5-8 | 9 |
- If the unit is only Disordered, -2 to DR.
- If stacked with a Leader, -1 to DR
F = Return to Full Status
D = Return to Disorder (if Routed); remains Disordered if at that status
R = Routs, if Disordered; Eliminated if Routed
SCENARIO UNIT "TYPE" (4.2)
Chaeronea
| Macedon | Greek |
| Phalanx | Athenian HO/HI |
| Hypaspists | Theban HO/HI |
| Peltasts | All other HO/HI |
| Cavalry (any type)
| Peltasts |
| Light cavalry |
The Lyginus and Pelium
| Macedon | Triballians |
| Phalanx | Light Infantry |
| Hypaspists | Medium Infantry |
| Cavalry (any type) | |
| SK (any type) | |
The Granicus
| Macedon | Persians |
| Phalanx | HO/HI and/or Peltasts |
| Hypaspists | Levy LI |
| Peltasts | Cavalry as per Line Eligibility |
| Companion HC |
| Thessalian HC |
| LC and/or LN |
| SK (any type) |
Issus
| Macedon | Persians |
| Phalanx | HO/HI |
| Hypaspists | Levy LI |
| Thracian Peltasts | SK any type |
| Mercenary Peltasts | Cardaces |
| HO/HI | LC |
| Companion HC | HC |
| Thessalian HC |
| LC and/or LN |
| SK (any type) |
Darius' Bodyguard Chariot moves with Darius
Gaugamela
| Macedon | Persians |
| Phalanx | HI and/or MI |
| Hypaspists | LI |
| Thracian Peltasts | SK any type |
| Mercenary Peltasts | Chariots |
| HO/HI | Bactrian HC |
| Companion HC | Scythian Cavalry, any type |
| Thessalian HC | Kinsmen HC and/or Persian HC |
| LC and/or LN | Any other HC |
| SK (any type) | LC and/or LN |
| | Elephants |
Jaxartes
| Macedon | Scythians |
| PH and/or Hypaspists | No restrictions |
| Companion HC |
| LC and/or LN |
| SK and/or Oxybeles |
Samarkand
| Macedon | Persians |
| HO/HI | Scythian Cavalry |
| LC | Bactrian Cavalry |
Arigaeum
| Macedon | Indians |
| Phalanx | No restrictions |
| Hypaspists |
| Companion HC |
| LC and/or LN |
| SK, any type |
The Hydaspes
| Macedon | Indians |
| Phalanx | Chariots |
| Hypaspists | Elephants |
| Companion HC and/or Bactrian HC | Cavalry |
| LC and/or LN | LI |
| SK, any type, and/or LP |
We do not recommend using the Macedonian reinforcements when playing
this SGBoH.
GBoH Home |
Deluxe Alexander
Dave Townsend
townsend@patriot.net