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 (C) 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 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, 1. Move and/or Fire 2. Shock 3. 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: 1. 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. 2. 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 activated. (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. 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 an Activated 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 the cavalry 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. When a Rampage happens, Roll the die for each non-EL unit within a two hex radius, starting with the unit that inflicted the Rampage, and then proceeding clockwise. ** If the Rampage DR is higher than the target 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 Disordered 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 HO/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