Contents
- 1 Commands & Colors: Ancients Combat Rules
Commands & Colors: Ancients Combat Rules
Hey there! Let’s talk about the exciting combat rules in Commands & Colors: Ancients. We’ll explore how battling works and what you need to know to come out on top. So, buckle up and get ready for some epic warfare!
In this ancient world of epic battles, I am a commander guiding my troops to victory. I have a big responsibility on my shoulders, but I’m also thrilled by the challenge. And you know what? You can be a commander too! Together, we’ll delve into the heart of battle and learn how to outwit our opponents.
Now, before we charge into battle, it’s essential to understand how combat works. You see, it’s not just about brute force and strength. Strategy and clever decision-making are key to securing a win. Like a master chess player, I must carefully consider my moves and anticipate my opponent’s next steps.
When it’s time to clash swords, I roll a custom set of battle dice. These special dice determine my attack strength and the number of units I can engage. It’s a thrilling moment as I toss the dice and hope for a favorable outcome. But remember, luck alone won’t guarantee victory. I need to make strategic choices based on the results and adjust my tactics accordingly.
Once the dice have spoken, it’s time to resolve the battle. You know, the tension is palpable as I await the verdict. Will I prevail, or will my adversary have the upper hand? This suspense is part of what makes this game so gripping and addictive.
As I’ve learned from my many battles, it’s crucial to understand the importance of terrain. The lay of the land can make or break my plans. Hills, forests, and rivers can provide me with advantageous positions or hinder my progress. So, you see, it’s not just about sending my troops charging mindlessly. Instead, I must carefully navigate the battlefield, using the terrain to my advantage and outsmarting my opponent.
Furthermore, the types of troops I command greatly affect the outcome of a battle. Each unit has its own strengths and weaknesses, and I must consider these factors when deploying them. For example, light infantry may be agile and swift, but they lack the brute force of heavy cavalry. I must learn to utilize each unit’s unique abilities to maximize their effectiveness in combat.
In the midst of battle, I also have access to powerful command cards. These cards allow me to unleash special abilities, grant bonuses to my troops, or disrupt my opponent’s plans. It’s like having a secret weapon up my sleeve, ready to surprise and outmaneuver my enemy. But I must use these cards wisely, for they are a limited resource. Timing is everything!
As I look back on my countless battles, I realize that victory is not just about defeating my opponent. It’s about smart decision-making, adaptability, and a dash of cunning. It’s a game that challenges both my mind and my courage, pushing me to think strategically and overcome obstacles.
So, my fellow commander, are you ready to embark on this epic journey? Are you prepared to face the challenges of Commands & Colors: Ancients and emerge victorious? Remember, the battlefield is waiting, and glory awaits those who dare to seize it. Will you be the one to triumph? The choice is yours!
When it comes to combat in this game, there are certain rules that apply. Only units armed with missile weapons can engage in this type of combat, and heavy war machine units fall into this category. Most units with a green circle symbol, whether or not they have a white border, also have missile weapons. The only exception is the light barbarian chariots.
When a unit with missile weapons battles an enemy unit that is more than 1 hex away, it is considered Ranged Combat. In Ranged Combat, the firing unit must have both range and line of sight to the target unit.
- Ranged Combat cannot be used against an adjacent enemy unit.
- If a unit is adjacent to an enemy unit, it cannot fire on another enemy unit that is farther away. In this case, the unit must engage in Close Combat with the adjacent enemy unit.
When it comes to battling in a game, there are some important rules that every player needs to know. These rules determine how a unit can respond to an attack and what happens when a unit tries to dodge an attack. Let’s take a closer look at these rules and understand how they impact the game.
Firstly, after a ranged combat attack, a unit cannot battle back. This means that when a unit is attacked from a distance, it cannot retaliate and fight back. It is a disadvantage that players must keep in mind when strategizing their moves.
Secondly, a unit cannot evade a ranged combat attack. This means that the unit cannot avoid getting hit by an attack that comes from a distance. The attack will find its mark, and the unit will have to take the damage. It’s an important aspect to consider when planning defensive moves.
Now, let’s delve into the procedure for ranged combat:
1. The first step is to announce the firing unit. This is the unit that will be launching the ranged attack.
2. Next, you need to check the range. This determines how far the attack can reach. If the target is within range, the attack can proceed.
3. After checking the range, you must check the line of sight. This ensures that there are no obstacles blocking the attack. If the firing unit has a clear line of sight to the target, the attack can continue.
4. Now, it’s time to determine if the terrain will have any effect on the battle. Certain terrains can reduce the dice count in the battle, making it harder to score hits. This reduction must be taken into account when calculating attack strength.
5. Once all the preliminary steps have been completed, it’s time to resolve the battle. The firing unit will launch their attack, and the target unit will take the hits based on the attack strength and any defensive measures they might have.
6. After resolving the battle, hits are scored. This determines the amount of damage inflicted on the target unit. The more hits scored, the more damage the target unit will suffer.
7. Finally, any retreats are applied. If the target unit is forced to retreat due to the attack, the appropriate steps must be taken to adjust the units’ positions on the battlefield.
These rules and procedures are essential to understand when engaging in ranged combat in the game. They shape the strategies and tactics that players employ to gain an advantage over their opponents. By familiarizing yourself with these rules, you can make informed decisions and plan your moves more effectively. Happy battling!
Ranged Combat: A Roman Military Maneuver
Let’s talk about ranged combat, an important tactic employed by Roman soldiers. Different units have different ranges for firing their weapons.
For instance, the light bow unit can fire arrows up to three hexes away, while the light cavalry and light infantry units can only fire up to two hexes distant.
However, there are some limitations. The light slinger unit, for example, cannot fire because its line of sight is blocked by friendly units.
Now, assuming none of the units have moved, they would each get two dice to roll during ranged combat. But if any of them had moved, they would only get one die to use.
Now, here’s an interesting scenario: the auxilia unit is unable to fire because it is standing adjacent to an enemy unit. However, it has a couple of options. It can engage the enemy cavalry unit in hand-to-hand combat before or after the other units have taken their ranged shots. Alternatively, if the enemy cavalry unit is defeated or retreats due to the ranged fire from the other units, the auxilia unit can potentially use its ranged attack, provided it hasn’t already attacked in close combat.
1. Who’s Shooting?
Let’s talk about how to fire at enemy units in a game. I’ll show you step by step how to do it.
First, you need to choose which unit you want to fire with and who you want to target. Tell me the unit you want to use and the unit you want to attack.
Remember: You can only attack one unit at a time. So, once you’ve chosen a unit to attack, you have to finish that attack before moving on to another unit.
Now, let’s make sure the target unit is within range. The range is the distance between your unit and the target unit. We measure it in hexes. Count the hexes from the firing unit to the target unit, but don’t count the firing unit’s hex.
Light infantry, light cavalry, auxilia | 2 hexes |
Light bow infantry and light slinger infantry | 3 hexes |
Light bow cavalry | 3 hexes |
Heavy war machine | 6 hexes |
3. Check Line Of Sight
Make sure you can see your target clearly. When you want to shoot at an enemy unit, it’s important that your unit has a clear line of sight to them. This means your unit needs to be able to “see” the enemy unit.
Imagine drawing a straight line from the middle of the hex where your unit is to the middle of the hex where the enemy unit is. This line of sight is blocked if there is an obstruction in any part of the hexes between your unit and the target hex.
Hey there! Have you ever wondered what can obstruct your view on the battlefield? Well, let me break it down for you.
When it comes to obstructions, they can come in various forms, such as terrain features, the edge of the battlefield, or even a nearby unit or leader. However, it’s important to note that not all obstructions will block your line of sight.
Let’s say you’re trying to see something, and there’s an imaginary line between you and the target. If this line runs along the edge of one or more hexes that have obstructions, your line of sight won’t be blocked, unless the obstructions are on both sides of the line. It’s like a game of “catch me if you can” – the obstructions need to fully surround the line to hide what’s on the other side.
Now, let’s move on to the next step:
Once you’ve figured out the line of sight, it’s time to determine if any terrain features will affect the battle. If there are any reductions in the battle dice due to terrain, you’ll need to adjust the number of dice rolled accordingly. You can find more information about specific reductions in the Terrain section.
Alright, we’re almost there!
Now, it’s time to resolve the battle. You’ll need to roll the battle dice and see what fate has in store for you. The number of dice you can roll depends on whether or not your unit stayed in place before attacking. If your unit didn’t move, you can use 2 dice for ranged combat. However, if your unit did move, you’ll only be able to use 1 die. So, make sure to think strategically about your moves!
Exceptions:
- If an auxilia unit moves two hexes, it cannot use Ranged Combat.
- A Heavy war machine unit cannot use Ranged Combat if it moves.
- A light barbarian chariot unit cannot use Ranged Combat at any time.
6. Score Hits On Units
When I’m attacking, I score a hit for each dice symbol that matches the unit type I’m targeting.
- If I roll a green circle, I score one hit on units with a green circle symbol, regardless of whether it has a white border.
- If I roll a blue triangle, I score one hit on units with a blue triangle symbol, regardless of whether it has a white border.
- If I roll a red square, I score one hit on units with a red square symbol, regardless of whether it has a white border.
However, a flag doesn’t score a hit but it may cause the targeted unit to retreat (see Retreat).
If I roll a leader symbol, sword symbol, or a symbol that doesn’t match the enemy unit, then my Ranged Combat misses and does nothing.
What happens when my Ranged Combat hits? Each hit removes one block from the enemy unit. When the last block is removed, I get a Victory Banner. If I roll more hits than the number of blocks in the enemy unit, the additional hits don’t do anything.
What about hitting leaders? I need to check the Leader Casualty section to find out.
Step 7: Time to Retreat
Take a look at the Retreat section for what to do next.
Close Combat
When my unit is fighting an enemy unit right next to it, we call that Close Combat. If I choose to battle, I have to fight the adjacent enemy unit. I can’t use Ranged Combat (firing) against the adjacent enemy unit or any other enemy unit within range. This ensures that the fighting happens up close and personal.
Here’s the step-by-step process for Close Combat:
1. I announce that I’m going into Close Combat.
2. The defender has the option to Evade, which means they can try to avoid the battle altogether.
3. We consider the terrain and see if it affects the outcome of the battle. Depending on the terrain, it could make it easier or harder to fight.
4. I roll my Battle Dice to determine the outcome of the battle. The number of dice I roll depends on my unit’s characteristics and any bonuses or penalties.
5. I apply hits to the enemy unit based on the results of my Battle Dice roll. This represents the damage I’ve done to the enemy.
6. If the enemy unit is overwhelmed or pushed back, I apply retreats to them. This means they have to move away from the battle.
7. If I achieve a significant victory or gain momentum, I might have the opportunity for a bonus Close Combat or a follow-up attack.
8. The enemy unit gets a chance to fight back. The rules for their Battle Back depend on the type of unit they are. For example, if they’re an elephant, they roll 3 dice.
So, when engaging in Close Combat, it’s a fierce and intense battle, happening right in front of you. You have to carefully consider each step and be prepared to fight with all your might.
I love playing ancient war games like this one! Let me share some cool stuff about combat in the game. There are different types of units that have their own special abilities. First, let’s talk about how cavalry units fight.
When a Heavy Chariot charges into battle, it gets to roll 3 dice in Battle Back. That means it has a better chance of hitting the enemy when they attack!
Camels and cataphracted camels are also super interesting. They roll 2 dice in Battle Back, which is pretty good too.
Now let’s move on to foot units. There are different types of infantry units with their own unique abilities.
Light infantry, light sling infantry, and light bow infantry units have the option to stay in their spot or move one or two spaces and attack an enemy unit in Close Combat. They get to roll 2 battle dice, but they don’t score a hit if they roll a sword symbol. It’s a bit riskier, but sometimes it’s worth it!
Next up is the auxilia infantry unit. It can also choose to stay in place or move one space and attack. But if it moves two spaces, it can’t attack. The cool thing about the auxilia is that it gets to roll 3 battle dice, and it does score a hit if it rolls a sword symbol. It’s a bit stronger than the light infantry units!
Lastly, we have the medium infantry unit. It can stay in position or move one space and attack. It gets to roll a whopping 4 battle dice, which gives it a good chance of hitting the enemy.
That’s a quick overview of how combat works with the different units in the game. It’s all about making strategic choices and using the right units for each situation. Have fun battling it out on the ancient battlefield!
When my warrior unit is at full strength, it gains some bonuses in Close Combat. I get an extra battle die to roll, giving me a better chance of defeating my enemy. Additionally, if the enemy rolls a flag against me, I can choose to ignore it, which helps to protect my unit. However, these bonuses are only valid until my unit loses its first block. Once that happens, the bonuses are lost, but they can be regained if my unit is attacked again or if I choose to initiate a battle during my turn.
Mounted Unit Combat
- Light cavalry and light bow cavalry units can either stay where they are or move one, two, three, or four hexes and engage in close combat with an adjacent enemy unit using 2 battle dice. However, these units are not able to cause damage with a sword symbol in close combat.
- Light barbarian chariot units can choose to stay put or move a distance of one, two, or three hexes. They can then engage in close combat with an adjacent enemy unit, using 2 battle dice. A full-strength barbarian chariot unit gets an extra battle die in close combat and can disregard one flag rolled against it. However, these advantages are lost after the unit loses its first block. This change only takes effect when the unit is attacked by another enemy unit or is ordered to battle during its own side’s turn. Similar to warriors, a full-strength barbarian chariot that loses blocks in close combat but is allowed to battle back can roll 3 dice against the original attacker. In subsequent attacks, whether in the same turn or future ones, the barbarian chariot unit will only use 2 dice in close combat.
Example of a Warrior:
So, imagine this: I’m playing a game with two units that don’t have any nearby support – a group of medium cavalry and a bunch of heavy infantry. Right next to them is a powerful enemy warrior unit. I decide to go for it and engage the warrior unit in a close combat, starting with the medium cavalry. They throw three dice and get a hit with a blue triangle and a flag. The warrior unit takes a hit and loses one of its blocks, but chooses to ignore the flag so that it can strike back. Even though the cavalry lost a block, the warriors still roll four dice because they started the fight at full strength. They manage to hit the medium cavalry with a sword and a flag, causing them to retreat three hexes. So, that was the first close combat.
Now, here’s an interesting twist. Since the warrior unit lost a block in the previous combat, they won’t be able to ignore the first flag anymore. This means that in all subsequent combats, they’ll have to battle with only three dice. But the fight isn’t over yet. Now it’s the heavy infantry’s turn to go head-to-head with the warrior unit. They roll five dice and score a sword hit, a blue triangle hit, and a flag. The warrior unit loses two more blocks and has to retreat two hexes this time, because they can’t ignore the flag. And here’s the cherry on top – the victorious heavy infantry unit can make a Momentum Advance and move onto the vacant hex after the successful close combat. How’s that for some action-packed gaming?
Camel Unit Combat
Hey there! Let me tell you about camel units and how they can fight in battles. A camel unit, whether it’s a regular one or a fancy cataphracted one, can either stay still or move one, two, or three hexes. Then, they can get up close and personal to an enemy unit that’s right next to them and fight with 3 battle dice.
Now, here’s something interesting. When a camel unit fights back in close combat, or when they use the First Strike card, they only get to roll 2 battle dice. But don’t underestimate them! A cataphracted camel unit can actually ignore one sword hit rolled against them in close combat. Pretty cool, huh?
Camels vs. Cavalry and Chariots: You know, horses don’t really like the smell of camels. That’s why there are special rules for when a cavalry or chariot unit battles a camel unit. In this case, the camel unit can ignore one blue triangle hit. Interesting, isn’t it?
Here’s something to keep in mind. If a cavalry or chariot unit gets scared and has to retreat while battling a camel unit, they actually have to retreat one extra hex for each flag rolled by the camel unit. That can really throw them off balance!
Heavy Chariot Combat
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If I’m controlling a heavy chariot unit, I have two options. I can either stay in my current position or move one or two hexes and then engage in a Close Combat with an enemy unit that’s right next to me. During this Close Combat, I will have the advantage of rolling 4 battle dice.
However, things change a bit when I’m Battling Back in Close Combat, or if I’m playing the First Strike card. In these situations, my heavy chariot unit will only roll 3 battle dice. But here’s the interesting part – my unit has the ability to ignore one sword hit that is rolled against it during Close Combat. That gives me an extra layer of defense, pretty cool, right?
Now, let’s talk about Elephant Combat.
- Here’s something interesting: elephants have a choice. They can either stay where they are or move a bit, like one or two squares, and then go into Close Combat with a nearby enemy unit. In Close Combat, the elephant will roll the same number of dice as the unit it’s attacking.
- But wait, there’s more! When an elephant gets attacked in Close Combat and it’s time to fight back, it’ll roll the same number of dice as the unit that attacked it. No fancy “bonus” dice for the elephant, though. It’s in this together with the attacking unit.
Some Special Situations to Think About:
- Elephants going against other elephants: roll 3 dice.
- Elephants going against a leader: roll 1 die.
- Elephants going against a warrior unit: roll 3 dice.
- Elephants going against a heavy chariot unit: roll 3 dice.
- Elephants going against a camel unit: roll 3 dice.
But, here’s the thing. If that big ol’ elephant is attacking a unit that can just shrug off sword hits like it’s no big deal, well, then you don’t roll those again.
So picture this: You’ve got an elephant charging at a foot unit inside a fortified camp. And guess what? The camp gives them the power to ignore one flag and one sword. So, here’s the deal: that “first” sword the elephant rolls doesn’t count as a hit, and you don’t get to roll it again. But hold on! If that elephant rolls two or even more sword hits, those ones after the first do count, and you do roll them again. Makes sense, right?
Here’s something even cooler. Elephants don’t even care about sword hits. They just brush ’em right off. So, if you’ve got one elephant attacking another elephant, any sword hits the attacking elephant rolls? Totally ignored. No re-rolling needed.
Here’s an example to help it all sink in:
Once upon a time, there was an epic battle between an unstoppable elephant unit and a brave light infantry. The courageous infantry unit, brave but unsupported, decided not to run away and face the elephants head-on.
As the elephants charged into close combat, they rolled two dice. Each dice represented their attack. The elephant unit managed to land one powerful hit from a green circle and another hit from a sword. The sword hit was so strong that it had to be rolled again. And to everyone’s surprise, it struck with the same force, delivering another sword hit. But luck was not on the elephants’ side this time, as the third roll resulted in a flag. The die could no longer be rolled again.
The brave light infantry, though severely beaten, put up a fight. They endured one hit from the green circle and two hits from the swords. On top of that, they were forced to retreat due to the flag result. A retreat meant they had to move back two hexes, as much as they could.
After their triumphant victory, the elephant unit took advantage of the infantry’s retreat and moved forward. They now had the option to advance further into the empty hex.
- Here’s an interesting fact: Elephant units are impervious to sword hits during close combat. They march on undeterred.
An Elephant unit doesn’t get any advantage in close combat or morale when there’s a leader nearby. The same goes for close combat benefits from a leader in an adjacent hex.
In battle, horses would get scared easily by elephants. That’s why there are specific rules when it comes to elephants vs. cavalry and chariots:
– When a cavalry or chariot unit is in close combat with an elephant unit, the elephant unit can ignore one hit that is marked as a red square, as well as one flag.
– If a cavalry or chariot unit is forced to retreat while fighting against an elephant unit, it has to retreat an extra hex for each flag rolled by the elephant unit.
Let me give you an example of elephants in close combat:
[Example of elephants in close combat goes here]
A: So, in this first battle scenario, the elephants have charged at our heavy cavalry, and oh boy, did they pack a punch! They managed to inflict one serious hit on our troops, causing them to retreat not just two, but three hexes! It’s a real bummer, because our cavalry unit couldn’t move back just one hex like they usually do, so one of our soldiers got the short end of the stick and lost a block. But hey, not all is lost! Our Roman elephant unit can take advantage of this opportunity and move forward, stepping into the open hex.
B: Moving on to battle B, things got even more intense! Our trusty Roman warriors managed to land two solid hits on the Carthaginian elephant. And you know what that means? Rampage time! The poor elephant had to go into a frenzy and then retreat two whole hexes. Ouch! Now, here’s a little rule: even though we have some friendly units behind the rampaging elephant, they can’t really do much to help, as elephants can’t receive support, they can only provide it. So, our warrior unit went berserk on all the adjacent hexes, causing quite a commotion!
Now, we need to know how much damage we’ve got on our hands. The Roman player rolls two dice for each of the hexes marked X and Y, checking if any of our units gets hit. Meanwhile, our opponent rolls for the three Roman units that are still pretty close to the rampaging elephant. And be aware, folks! Our brave Roman elephant, as you can see in the example, already made its move into the hex it attacked, so it managed to avoid getting caught up in the rampage.
Now, if our warrior unit takes a hit, it’s time to test the leader attached to it. After rolling for all five hexes, it’s time for the elephant to retreat. Oh no! It seems its path is blocked, so it has to stay right where it is. And unfortunately, our two friendly blocking units will suffer two hits each. Yikes! That’s one hit for each hex the elephant couldn’t retreat from. But don’t worry, friends. The Carthaginian elephant is not out of the fight just yet. It can still make a comeback and attack our warrior unit! It’s not over until it’s over!
Leaders: The Commanders in Battle
When it comes to engaging in combat, leaders have a unique role to play. Unlike regular units, a leader cannot fight alone in a hex. However, their presence can greatly inspire and boost the morale of friendly units that are either attacking or battling back in close combat.
If a friendly leader is attached to or adjacent to a unit engaged in battle, each helmet symbol rolled on the unit’s battle dice counts as a hit. This is true regardless of the type of unit being attacked.
There is one exception to this rule: Leaders do not modify the dice for elephant units in close combat.
Scoring Hits: A Measure of Success
In close combat, the attacking unit will score 1 hit for each die symbol that matches the symbol for the target unit. Whether or not the symbol has a white border doesn’t matter.
- If there is a green circle symbol on the die, it will score one hit on units that have any kind of green circle symbol.
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- If you see a blue triangle on a unit, it will score one hit on units with any kind of blue triangle symbol.
- If you see a red square on a unit, it will score one hit on units with any kind of red square symbol.
- In Close Combat, each sword symbol rolled will count as one hit (with a few exceptions).
- In Close Combat, if a friendly leader is attached to or next to the unit that is battling, each leader helmet symbol rolled will also count as one hit, regardless of the type of unit being attacked. Note: elephant units don’t get this leader benefit in Close Combat.
- A flag won’t score a hit, but it may cause the enemy unit to retreat (check out Retreat for more details).
Exceptions:
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- If you see a blue triangle on a unit, it will score one hit on units with any kind of blue triangle symbol.
- If you see a red square on a unit, it will score one hit on units with any kind of red square symbol.
- In Close Combat, each sword symbol rolled will count as one hit (with a few exceptions).
- In Close Combat, if a friendly leader is attached to or next to the unit that is battling, each leader helmet symbol rolled will also count as one hit, regardless of the type of unit being attacked. Note: elephant units don’t get this leader benefit in Close Combat.
- A flag won’t score a hit, but it may cause the enemy unit to retreat (check out Retreat for more details).
When it comes to Close Combat in the game, there are certain rules that you need to keep in mind. Different units have different abilities and strengths when it comes to scoring hits and defending against attacks.
Let’s start with the war machine units and green circled units without a white border. These include light infantry, light sling infantry, light bow infantry, light cavalry, and light bow cavalry units. When these units engage in Close Combat, they do not score a hit on a sword symbol.
Chariot units, on the other hand, have a special ability. They can ignore one sword hit in Close Combat. This makes them more resilient in battle.
Elephant units are even more powerful. They have the ability to ignore all sword hits in Close Combat. Not only that, they can also ignore one red square hit from cavalry or chariot units in Close Combat. This makes them a formidable force on the battlefield.
It’s important to note that a leader does not have any influence on an elephant unit’s Close Combat dice. The elephants fight on their own, relying on their natural strength and durability.
Camel units also have a special ability. They can ignore one blue triangle hit from cavalry or chariot units in Close Combat. This gives them an advantage when facing certain enemies.
But if you want an even more powerful unit, look no further than the cataphracted camel units. They can ignore both a sword hit and a blue triangle hit from cavalry or chariot units in Close Combat. This makes them almost unstoppable on the battlefield.
Lastly, we have the cataphracted heavy cavalry units. Like the cataphracted camel units, they can ignore one sword hit in Close Combat. This makes them a force to be reckoned with.
Remember, understanding the abilities and strengths of each unit is crucial in Close Combat. By knowing how different units behave, you can make strategic decisions and gain an advantage over your opponents. So study these rules carefully and master the art of Close Combat. Good luck!
When I score a hit, I remove one block from the unit I’m targeting. If I remove the last block from the opponent’s unit, I get a Victory Banner block. But if I roll more hits than there are blocks left in the enemy unit, the extra hits don’t do anything.
Time to Retreat
We only deal with retreats once all the hits have been resolved – that’s when we remove blocks from the unit that was hit. For each flag I roll against the target unit, the unit has to move back one hex towards its own side of the battlefield. Each unit has a certain number of hexes it can move when given an order, which we call movement.
But there are exceptions: Warriors retreat 2 hexes. Elephants and auxilia retreat 1 hex.
Here’s an Example:
When a light horse unit is hit with one flag, it has to retreat its full movement of 4 hexes. If it gets hit with two flags, it has to retreat a whopping 8 hexes! On the other hand, a light infantry unit only has to retreat 2 hexes for each flag rolled against it.
For the light infantry, if three flags are rolled against it, it must retreat a total of six hexes.
Now, as the player in control of the unit, you get to choose where it retreats to, and you have to follow these rules:
- Your unit must always retreat towards your side of the board, regardless of the direction of the attack. You can’t retreat sideways.
- Retreat moves are not affected by terrain that is not impassable. So, your unit can move through forests, fordable rivers, and other similar terrain without stopping. But remember, impassable terrain will block your retreat.
- When one unit is engaging with another on the battlefield, there are certain rules that dictate the potential retreat of these units.
- If a unit wants to retreat, it cannot do so onto or through a hex that already has another unit in it, regardless of whether that unit is an ally or an enemy.
- If a unit has a leader attached to it, that leader must retreat alongside the unit if the unit is compelled to retreat.
- A unit without a leader can retreat onto a hex that has a friendly leader who is not attached to any unit. In this case, the leader becomes attached to the unit and the unit’s retreat ends in the hex with the leader. Any further retreat movement is disregarded by the unit.
If a unit can’t retreat because there are units or an enemy leader blocking its path, or it would have to retreat off the battlefield or onto impassable terrain, it has to lose one block for each hex it can’t retreat. But if it can legally retreat without losing any blocks, it should choose that path instead.
Here’s an example to illustrate retreats:
In hex A, the cavalry group I’m in gets attacked, and two flags are rolled against us. But since we have some support, we can shrug off one flag. Still, we have to retreat three hexes. Here’s the good part: there’s a leader in the first hex (X), all by themselves. They join up with our retreating unit and put a stop to our retreat. Now, let’s move on to hex B, where the light cavalry is attacked and also gets two flags against them. Just like us, they can ignore one flag because they have support. But they still have to retreat four hexes. The problem is, the retreat path is blocked by friendly units, so they have no choice but to take a three-block loss. One block for each hex they couldn’t retreat to, since hexes X and Z are already occupied by friendly units. And unfortunately, because of this, the unit is completely wiped out. By the way, a little note: they couldn’t retreat to hex Y because when you retreat, you always have to go in the direction of your side of the battlefield.
If you find yourself in certain situations, you have the option to ignore one or more flags that are rolled against your unit. And if there’s more than one situation that applies, you can combine their effects. Each time your unit is attacked, you can choose to disregard flags.
- If you have a leader attached to your unit (meaning the leader is in the same hex as your unit), you can ignore one flag. However, if your unit loses blocks, the leader must survive the leader casualty check for the unit to still be able to ignore one flag.
- If your unit is supported by two friendly units, you can ignore one flag. These support units can be in any two adjacent hexes next to your unit.
- If a leader is alone in a hex, they can act as an adjacent support unit and provide support just like a regular unit.
- Lastly, specific types of terrain allow defending units on that terrain to disregard one flag. You can find more information about terrain in the Terrain section.
When it comes to playing the game, there are important rules that you need to understand. One key rule involves the behavior of certain units like the warrior units and elephants. These units have special abilities that can affect the outcome of battles.
First, let’s talk about the warrior units. These units have the ability to disregard one flag result. This means that if a flag is rolled during a battle, the warrior unit can choose to ignore it and not be affected. This can be a useful advantage if you want to keep your warrior unit safe and in the fight.
On the other hand, elephants have a different ability. They can act as a support unit, providing assistance to other units or leaders. However, they cannot receive support from other units or leaders. This means that the elephants can contribute to the battle strategy, but they won’t benefit from any support given by other units or leaders.
It’s important to note that disregarding a flag result is a personal choice. The player who owns the unit can decide whether to accept or ignore a flag result. If more than one flag result can be ignored, the player can choose to ignore some and accept others. However, if the player accepts a flag result, they must retreat their unit the full amount that each flag would normally cause.
To give you a better understanding of how this works, let me provide an example. Let’s say you have a warrior unit and an elephant in battle. During the battle, two flags are rolled. You can choose to ignore one of the flags and accept the other. If you choose to accept the flag result, you must retreat your unit the full amount that the flag would normally cause.
In conclusion, understanding the rules of the game is crucial for strategic gameplay. Knowing how warrior units and elephants behave can give you an advantage on the battlefield. So, the next time you play, remember these rules and use them to your advantage. Happy gaming!
A: So, the medium infantry unit and the light bow infantry unit are going head to head. But guess what? The defending unit manages to dodge the attack! The Roman player throws 4 dice, but only the green circle symbols count as hits.
If the evading unit survives, it has to move 2 hexes towards its battlefield edge. But in this situation, it can only dodge one hex. I guess they’re doing everything they can to stay alive!
D&E: Now it’s the heavy infantry unit’s turn to shine. Even though they only have one block left, they still put up a fight with 5 dice. They manage to land 1 hit and 1 helmet, and that’s enough to wipe out the enemy unit. Talk about a comeback!
The heavy infantry unit and their leader move forward and launch a surprise attack on hex E. But before the enemy unit can dodge, the Roman player gets to roll 5 dice, and only the blue triangle symbols count as hits. It’s all about strategy!
B&C: The heavy cavalry unit is up next, ready to take on the chariot unit. Their combat skills are no match for the chariots, and they force them to retreat. Those chariots didn’t stand a chance!
The heavy cavalry unit doesn’t stop there. They take advantage of the empty hex and make a quick advance towards hex X. From there, they launch a surprise attack on the slingers in hex C. But since the slingers can’t dodge, it’s an easy win for the heavy cavalry unit.
With the enemy unit eliminated, the heavy cavalry unit can continue their momentum. They could make another advance onto the hex, but they won’t gain any extra ground this turn. Still, they’ve made quite an impact!
Elephant Rampage: A Fierce Retreat
When an elephant retreats, it goes on a rampage, charging fiercely before it calms down. This rampage poses a danger to both friend and foe. If you or anyone else is alone in an adjacent hex, you must check to see if you’re trampled. Even the attacker who provoked the retreat can be affected!
We determine whether a unit or a lone leader is hit by rolling two dice for each adjacent hex. During a rampage, your opponent rolls to see if they hit your units, and you do the same for their units. A hit is scored if the symbol rolled matches the unit type. If you roll a leader helmet, you can eliminate a lone leader. However, if the leader isn’t hit on the rampage roll, they must evade. Any other symbols rolled are disregarded.
So, here’s what happens after the rampage – I, the elephant, start to retreat. But here’s the thing – if I try to retreat back towards my side of the battlefield and there are other friendly units, enemy units, or just a single enemy leader in my way, I can’t move back. And guess what? I don’t lose any blocks either! Instead, any units or enemy leaders that are blocking my retreat path have to lose one block for each hex that I couldn’t retreat through. It’s kind of a punishment for them, don’t you think?
But wait, there’s one more rule. If there’s just a lone enemy leader in my retreat path, they’re removed from the game without anyone even checking if they’re hurt or not. And get this – that counts as a Victory Banner for us! On the other hand, if there’s a lone friendly leader in my way, they don’t block my retreat. I can actually move onto the hex with the friendly leader and stop retreating altogether. That’s the only time a leader can have an impact on me, the mighty elephant!
Let me show you an example of how my retreat works:
So, picture this: there’s an elephant unit, right? And it’s being attacked, but it’s got a couple of flags that it can roll against the enemy. First, it has to make a Rampage roll, and if it fails, it has to retreat. Normally, it would have to retreat two spaces, but here’s the catch: there are two units standing in its retreat path. One unit has only one block, and the other is at full strength.
Now, normally the elephant would have to retreat, but because there are units blocking its path, it can’t. So instead, each unit in its way loses two blocks. The unit with only one block is completely wiped out, and the other unit loses two blocks, giving the opponent a victory banner.
Now, let’s talk about Momentum Advance.
When a unit attacks another unit in Close Combat and successfully eliminates it or forces it to retreat from its position, that’s a successful Close Combat. And guess what? The attacking unit gets a bonus. It can move onto the hex that the enemy unit just vacated. How’s that for a little extra advantage?
When a unit successfully engages in Close Combat and maintains its momentum, it is known as a Momentum Advance. This means that the unit’s momentum from the combat carries it forward into the empty hex.
A Momentum Advance is not obligatory after a successful Close Combat, but it is highly beneficial. If a unit chooses not to take advantage of the Momentum Advance, it forfeits the opportunity to engage in a bonus Close Combat, even if there are adjacent enemy units.
Cavalry units have a special Momentum Advance ability. This applies to light, light bow, medium, heavy, or heavy cataphracted cavalry. After a successful Close Combat, a cavalry unit can perform a Momentum Advance into the empty hex and then proceed to move an additional hex.
All camels, chariots, and elephants—while considered mounted units—are not classified as cavalry, which means they do not qualify for the additional one hex movement. This voluntary extra move is not necessary to perform a bonus Close Combat. If a cavalry unit successfully executes a bonus Close Combat, it is only allowed to advance one hex forward onto the vacated space.
However, there are specific scenarios in which Momentum Advance is not applicable:
– If a defending unit chooses to Evade a Close Combat attack, the attacking unit cannot claim a Momentum Advance into the space left behind.
– When a leader is alone in a hex and is attacked in a Close Combat, they must Evade. In this case, the attacking unit cannot claim a Momentum Advance into the emptied hex.
– A unit that is Battling Back does not have the option to take a Momentum Advance.
- A unit that is ordered by a ‘First Strike’ card cannot benefit from Momentum Advance. However, the unit that is targeted by the First Strike can still benefit from Momentum Advance and potentially gain a bonus in Close Combat.
- Some types of terrain may prevent a unit from using Momentum Advance.
- A War Machine unit is never allowed to use Momentum Advance.
Bonus Close Combat
After a successful Close Combat, some units have the option to engage in Close Combat a second time if they choose to make a Momentum Advance. It is not mandatory for an eligible unit to engage in Close Combat again in order to make a Momentum Advance.
The following units can opt for a bonus Close Combat after a successful Close Combat and Momentum Advance:
- A warrior unit can engage in a bonus Close Combat after making a Momentum Advance.
If I have a non-warrior foot unit, and there’s a leader attached to it (except for War Machines), I can make a bonus Close Combat after a Momentum Advance. That means I can take an extra swing at the enemy.
But it’s not just foot units that can do this. If I have a camel, cataphracted camel, cavalry, cataphracted cavalry, chariot, barbarian chariot, or elephant unit, I can also make a bonus Close Combat after a Momentum Advance.
When I make a bonus Close Combat attack after a Momentum Advance, I get to choose which enemy unit I want to fight. It doesn’t have to be the one that just retreated from the hex. I have the freedom to pick my battles!
If my bonus Close Combat attack is successful, I can move into the hex that the enemy unit just left. But here’s the catch – once I move, I can’t fight again this turn. So it’s a one-time shot for me.
Only cavalry units have a slight restriction. If their bonus Close Combat attack is successful, they can only move onto the vacated hex. They can’t move an extra hex.
Keep in mind that some terrain won’t allow me to move into the vacated hex. So I have to be mindful of the terrain and plan my moves accordingly.