The (Unofficial) Great Battles of History

SPQR Errata

Dated 8/24/94, Received From Richard Berg 11/13/96


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4.52 CLARIFICATION: This applies only to defending leaders, not ones that are attacking.

5.23 CHANGE: #3 should read "within two hexes", not "stacked with".

6.58 CLARIFICATION: Commanders may issue only one PW Line Command per turn, even if they have '2' capability (such as Hannibal).

6.68 CLARIFICATION: This section, and 10.12, overrule 9.32, et seq, when/if there is a conflict. And ignore reference to Casualties; this rule does not exist anymore. In addition, the +1 to TQ dieroll does NOT apply to Roman units - or any other units, such as double phalanxes - that may stack without penalty.

6.72 CLARIFICATION: Units that have two MA using Column use the higher of the two.

6.78 ADDITION: Units in Column may NOT stack under any circumstances.

7.15 ADDITION: Reaction Facing Change: Any single-hex unit (not double-hex units) may change facing ONE vertex (per Phase) when an enemy unit moves adjacent to it. It may not do so if it is already in an enemy ZOC. After changing facing, the unit rolls the die; adjust that DR by adding the difference between the MA of the moving unit and the MA of the stationary unit. (E.g., an '8' MA HC charging a '5' MA HI would result in a +3 DRM.) If the adjusted DR is higher than the defending unit's Troop Quality , it Routs immediately. Exception: Cavalry changing facing in reaction to infantry movement do NOT have to DR.

8.11 ADDITION: A unit may fire if it either "moved forward" or it fires from its "starting" hex.

8.14 CLARIFICATION: [4] overrules [3].

8.17, #2 and 3. The rule is right; the chart is wrong. The drm does not apply against LG units.

9.11 If an elephant or chariot fails to "dislodge" a second-row defender, it would still be placed behind those "second-row" units. Essentially, the elephant/chariot keeps on attacking each occupied row, until it passes through to an unoccupied rear hex.

9.18 ADDITION and CHANGE (Optional/Experimental Rule). Elephant Command/Charge. The first time in a battle that Elephants are given Orders/Line Commands they do so normally. However, after that there are only two ways of giving Orders/LC's to EL's:

** They may be moved by leaders - either through Orders or Line Commands - if that Leader is stacked with one of the Els so moved and remains so stacked throughout the entire Phase; or

** In the R&R Phase, at the end of a turn, a player may place an Elephant Leader marker (which you don't have, but use anything) on any EL unit in an Elephant Line. That EL Leader has an Initiative of '1', so he will tend to go first the following turn. When that EL leader's turn does come, all EL's in that Line may move. However, they must move their maximum MA (if possible), and they may not change facing, except at the start of their movement (in the hex in which they start).

Elephant Leaders may not use Momentum, do not give Orders (only LCs) and they have no other purpose other than indicating that that EL line is going to Charge.

A player may not have more than two ELCs on the map at the start of any turn.

9.21 6th **: The +2 fire modifier should also be on the chart.

9.21 ADDITION: ** Routed SK units on the map in the Rout Movement Phase are eliminated.

9.55 ADDITION: Retreating double-depthers must, if at all possible, retreat separately.

9.65 ADDITION (Optional - but recommended - Rule): Phalanx Rout. Phalanxes, and all double-sized Heavy Infantry as well, do not Rout like other units. Each time any of these units incurs Hits = or > than its TQ, the player rolls the die -- the PH Rout DR. (EXCEPTION: There is no "Saving DR" if the hits were a result of Position Superiority by the enemy.) He adds to that DR:

** a number equal to the amount by which Accumulated Hits exceeds TQ. (Thus, a PH with a TQ of '7' that has incurred 9 hits would have +2 added to the Rout DR; and

** +3, if the PH was attacking at the time.

If the adjusted DR is = or < the unit's TQ, the unit Stands, in place, with hits = TQ minus 1.

If the adjusted DR is > the unit's TQ, the unit is Routed and retreats two hexes (as it would normally do when routing). In the Rout Phase, all Routed PH (et al) are Eliminated -- removed from play.

10.35 CLARIFICATION: 6th **: that includes TQ Checks!

10.4 Chart: First Dieroll Adj: You may add OR subtract, as you wish, your leader's Charisma rating.

10.4 ADDITION: When resolving shock combat effected by Pursuit there is no TQ Check.

10.42. ADDITION/EXCEPTION: In pursue Cavalry, if the "new" unit a pursuing cavalry encounters is a Routed unit, it MAY attack that unit as if it were the one it is already pursuing.

10.43 ADDITION: Victorious cavalry that are in danger of routing because of post-combat cohesion checks still roll for Pursuit. If they do pursue off the map, they then roll for Collapse. If they fail that dieroll, they are now in the Pursuit Box in a Routed state. They stay there - and may not be moved - until either rallied or the rally fails, in which latter case they are eliminated.

Counters: Ignore the "small red diamond" icons on some of the counters. This refers to a rule from the first edition which is no longer in use.

Roman Camp Terrain Effects Chart: Move all under the "Camp Terrain" column up one row, and add "Camp Roads" in the last row.

CANNAE: The Swords of the Celts rule. Ignore the reference to Casualties. Also, add two (+2) to all TQ checks when these Celts make moving attacks, as per 7.26. Otherwise, there is no dieroll adjustment.

END OF OFFICIAL ERRATA


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Dave Townsend
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