Javelin

Has a range of 8" and its strength is equal to the throwing units strength value. There is no penalty for firing at long range or moving and shooting.

Buckler

Skirmishers may use a buckler shield against any type of attack. Other units may use the buckler only against melee attacks

Leader

Unit gains +1 attack in melee combat

Standard

Unit gains + combat result in melee resolution

Musician

If any combat is a draw the unit adds D6 to the combat result. Highest value wins the combat by 1.

Phalanx

The unit must have at least 16 figures and +1 rank bonus to qualify for the phalanx rules.

Cavalry cannot charge a phalanx frontally. A phalanx can charge and fight in two ranks. All missile and melee attacks aimed at the front of the phalanx are at -1 to hit. The only formation change allowed to a phalanx is an about face. If a phalanx wheels it cannot march or charge. A phalanx can oblique up to 1" to the right when it performs a march or charge move

Light Troops

Light troops have a maximum rank bonus of +2 and may skirmish

Allies

Allies and mercenary troops are not always reliable. The first time that any allied unit, including war bands, wants to move, charge or shoot roll a D6 for each unit. On a 1 the unit must remain stationary and cannot fire unless charged. Once an allied unit has successfully managed to move, charge or shoot they no longer need to test.

War Band

War bands add their current rank bonus to all leadership tests.

At the start of each turn roll a D6 for each war band. On a 1 the war band must charge the nearest enemy. If they cannot charge they must move at least 4" towards the nearest enemy. A unit that loses a combat to a charging war band that outnumbers it is automatically broken

Stubborn

The unit may swap position with another Manipular unit that is within 4 inches and also within its front arc. This counts as both units move for the turn. If the replaced unit was in combat the new unit counts as charging

Manipular Formation

The unit may swap position with another Manipular unit that is within 4 inches and also within its front arc. This counts as both units move for the turn. If the replaced unit was in combat the new unit counts as charging.

Drilled

At the start of the turn the unit can change formation by up to 2 ranks or turn without any penalty. The unit does not require a leadership test when checking for pursuit of a routing enemy. The unit does not require a leadership test when disengaging from enemy with the same or a lower movement rate. Can allow elephants to charge through the unit if they pass a leadership test.

Skirmish

The unit always moves at march speed and suffers no movement penalty when crossing obstacles or difficult ground.

All missile attacks are at -1 to hit.

Skirmishing units do not cause panic when routing.

An elephant requires a 6 to hit a skirmishing unit.

Downloads

The following files are Adobe Acrobat PDFs and contain the key elements of this scenario: Orbats, Maps and Special/Scenario rules. Simply click on the want you want to view or download.

 

Trebbia Map (96k)

Special Rules (114k)

Roman Orbat (155k) and Carthaginian Orbat (164k)

Go to www.adobe.com for details of how to obtain Adobe Acrobat

Bibliography 

•Armies of Antiquity, a supplement for Warhammer Ancient Battles

•The Punic Wars by Adrian Goldsworthy, Cassell & Co

•Battles of the Greek & Roman Worlds by John Drago Montagu, Greenhill Books

•Greece and Rome at War by Peter Connolly, Greenhill Books

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