Wargame Mechanics Index

Hoplomachia

Ritual and morale are the engine: pre-battle sacrifices and paeans feed an army-wide Arete track that drives initiative, test numbers and victory, while missiles only provoke behavioural reactions and melee is a layered shield-strength-will penetration contest.

Period-specific miniatures rules for Classical Greek hoplite battles (460-360 BC), with lochoi of two stands grouped into taxeis and a whole phalanx. Commanders signal intentions by trumpet (salpinx) and runners, armies build and lose an army-wide morale state (Arete) through rituals such as breakfast, sacrifice, oratory and the paean, and units test individual morale (Andreia). Missile fire never kills directly but provokes reactions, and close combat is split into the charge (epidromos) and subsequent shoving (othismos), resolved by penetrating layered shield, strength and morale values.

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Mechanics 42 · 9 distinctive

Movement & Manoeuvre

3move

Long phalanxes involuntarily drift to the right as they advance and charge.

How it works

Hoplites in a phalanx of more than 8 lochoi drift 1 cm (1/2") right on each approach move, and by a rolled amount per taxis during an epidromos. Taxeis drifting farther than the one to their left open gaps; one drifting into its right-hand neighbour is blocked and overlapping lochoi halt behind friends in disarray. Spartan, Theban and mercenary armies may optionally incline 1" deliberately.

Drift: All Hoplites if in a phalanx of more than 8 lochoi, drift 1 cm (or 1/2 inch) to their right each time they move in an approach.
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2move

Charges are declared, tested, then run a rolled distance from the unit's Epidromos chart.

How it works

Charging taxeis and targets within double the charger's maximum charge distance take Andreia checks; passing chargers roll 1D6 on their card's Epidromos chart giving charge distance, drift, disarray points, whether momentum applies and the momentum value. Routs and evasions are moved first, then charges in Arete sequence; opposing chargers meet in the middle. Momentum requires a prior approach move; a charger failing to contact takes 3 disarray if it charges again next turn.

This chart will tell them the distance the unit can run, whether it qualifies for Momentum or not, how far it drifts
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2move
Interpenetration and ProximityInterpenetration & zones of control

Only psiloi pass freely through friends; skirmishers are pushed back by advancing hoplites.

How it works

Moving psiloi may pass through stationary OF units without harm; any other interpenetration disarrays both, and units routed or evaded through take a Katastrophe Andreia check. Belos units may move to 1" of others but marching or approaching hoplites force them to bounce back 3"; if trapped by terrain they are destroyed. Hoplites stay 3" from other hoplites unless charging.

However, marching and approaching Hoplites will force them to “bounce” or retreat for 3” in front of them.
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2move
Terrain disarray numbersTerrain movement effects

Terrain crossed adds disarray points that are totalled against the unit's disarray qualifier.

How it works

Each terrain feature has a disarray number (e.g. wheatfield/sand/ford 1, broken ground or surf higher, woods automatic). All numbers crossed in a turn, plus charge-generated and belos disarray, are summed for the whole taxis; if the total exceeds its Disarray Qualifier the unit becomes disarrayed. Values are not cumulative between turns.

the total amount for the terrain crossed are added and applied to the unit’s Disarray Rating. If the sum of all these events exceeds this number in a turn, the unit is disarrayed.
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1move
Evasion and PursuitEvade, retreat & pursuit

Evaders and pursuers move their open-files rate plus 1D6, with type-specific pursuit limits.

How it works

Evaders turn (1") and move OF/NF plus 1D6, the first half directly away; evaders hit in the rear count as routed. Pursuers move OF/NF plus 1D6 following their prey and are disarrayed. Hoplites pursue only one move; cavalry and lights continue until outdistanced by twice their OF move, then may stop on an Andreia Recovering check. Unengaged lights may voluntarily join pursuits.

Hoplites pursue one move; if not in contact with routers, they cease and recover on their next move.
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1move
Turning and wheelingFacing, wheeling & turning

Turning freedom depends on arrangement: close files may barely wheel, no files turn at will.

How it works

Infantry in OF may wheel up to 90 degrees without disarray, or turn lochoi 90/180 degrees for 1". Close Files may only move forward, wheel up to 45 degrees, incline or drift. Cavalry in OF wheel freely by ile; in CF only by hipparchy up to 90 degrees. Undisciplined units wheel or turn at will.

Infantry in Close Files: May only move forward, wheel up to 45º without disarray, incline (optional) or drift.
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1move
Close Files / Open Files / No FilesFormations & formation change

Disciplined troops use close or open files; undisciplined troops always use no files.

How it works

Discipline is shown by CF and OF movement rates on the unit card. Changing arrangement costs 1" at the start of a moving phase, or is free as an emergency belos reaction. Hoplites approach and charge in CF and manoeuvre in OF; NF troops act as a loose cloud and can never be disarrayed. Army formations (Battle Phalanx, Divided Phalanx, Marching Square, Dispersed) are chosen pre-game.

There are 2 types of troops in Hoplomachia: Disciplined troops, which can use Close Files (CF) and Open Files (OF) arrangements, and Undisciplined troops, which only use No Files (NF) arrangement.
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Morale & Cohesion

3morale
Arete level and trackArmy breakpoint

A dynamic army-wide morale score in four states modifies most rolls and determines defeat.

How it works

Each army has Arete points on a nationality-specific track, giving states Eager, Firm, Unsteady or Shaken; the state modifies Andreia numbers, belos reactions and melee attack totals. Points change during play: -1 per own lochos routed, -5 senior taxis routed, -2 strategos killed, -2 per turn flank enveloped or phalanx in retreat, phalanx under fire, with matching gains for enemy losses. An army whose Arete points fall below zero must withdraw from the field.

the Arete level is the current general morale status of an army. It is expressed in one of four “states” which an army will be in depending on the total Arete points accumulated at any given moment in a battle
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3morale
Breakfast, Hieres, Rhetoria, Paean, SphagiaRitual morale building

Pre-battle and approach rituals are rolled for to build (or lose) army morale before contact.

How it works

Base Arete is rolled, then Breakfast adds 2 AP (4 for Thracians); Hieres (formal sacrifice) requires rolling a target number by situation, with the number of tries setting the AP gained or lost; Rhetoria rolls on an oratory table by nationality or Crafty character. In play, singing the Paean after an approach signal rolls on the Paean table (Spartans instead roll Grim Resolve to drain enemy AP), and the Sphagia goat sacrifice is rolled when the first charge is declared.

There are two opportunities available to artificially add to an army’s Arete level: During the pre game Preparation segment - (Breakfast, Hieres, Rhetoria), And during battle - (Singing the Paean, and Sphagia).
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2morale
Andreia checksMorale tests

Units roll 2D6 against their Andreia number, modified by Arete and relative fear, on several trigger lines.

How it works

Triggers: stopping pursuit (Recovering line), charging or being charged (Charging line), receiving an Andreia melee result (Melee line), and losing lochoi, strategos or seeing friends rout (Katastrophe line). Roll 2D6; equal or under the Andreia number (plus Arete modifier) passes, else cross-reference the failure with the Arete level. The positive difference between the enemy's Phobos number and the tester's is added to the roll. Results include Maintain, Recover, Pursue, Charge, Evade, Halt, Disarray, Rout and Worse.

Phobos modifier - when a check results from the direct interaction with an enemy unit (stopping pursuit of, charging or being charged by, or in melee with an enemy unit), the difference between that unit’s Phobos number and the checking unit’s phobos number, if positive, is added to the checker’s roll.
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1morale
Katastrophe checksMorale contagion

Rout of neighbours, home contingents or parent units forces checks or flight in nearby friends.

How it works

In the Katastrophe phase a taxis tests on the Katastrophe line if it lost lochoi to rout, lost its strategos, saw a neighbouring taxis rout, or had routers or evaders pass through it. In allied armies all allied taxis test once when a Home taxis routs. Lights attached to a parent taxis or hipparchy attempt to follow it when it routs.

When a taxis has seen a neighbouring taxis rout. A taxis has had routers or evaders pass through them.
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1morale

Routers flee at move plus 1D6 and are destroyed if caught; only cavalry can rally.

How it works

Routers pay 1" to turn, move their OF or NF rate plus 1D6 straight away from the cause, disarray friends they pass through, and are destroyed if blocked or contacted by pursuers. Only horse that outdistances its pursuers may roll an Andreia check on the Recovering line to rally; all others rout off board.

Recovering from Routing: Only horse that has outdistanced pursuers may attempt to recover (rally).
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1morale

Disciplined units become disarrayed by terrain, charges, fire or morale and must halt to recover.

How it works

Pursuers, routers, evaders and units interpenetrated are disarrayed, as are units whose turn's disarray points exceed their qualifier or that receive a D result. Marching units recover by staying halted one turn; approaching units need a Halt signal; charging units cannot recover unless they halt after routing opponents. Recovered units form Open Files; disarray halves the attack total in melee.

Units making marches may recover from disarray by remaining halted for one turn.
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Ranged Combat

3fire
Belos reaction chartReaction-only ranged fire

Missile fire never kills; it produces behavioural reactions from a pass/fail chart by intensity and Arete.

How it works

Whether the belos check passes or fails, the intensity is cross-referenced with Arete level on the Pass or Fail side of the reaction chart. Results: Maintain, Formation (close files), Charge, Belos Charge back, release Ekdromoi, Evade (hoplites march back one move), Disarray, or Rout of the lochos. Taxis-level reactions take precedence and the worst applies.

Therefore, we have not allowed ranged fire to produce a kill, but could route almost anyone, or at least sap their will
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2fire
Belos ChargeSkirmish run-in

Skirmishers and cavalry run in, throw, and retire with the remainder of their move in one action.

How it works

Hippeis, peltastes and psiloi in OF or NF facing the target move just far enough to be in range (+1" range during a belos charge), fire at +1 Belos number, resolve immediately, then turn for 1" and move the remaining allowance back, ending facing the target. Hippeis ilai wheel 90 degrees to fire and wheel again to return. If chased by ekdromoi they move 1" further and end facing away.

may attack other units with their ranged weapons by running up to them and discharging their missiles and then retreating; this is the Belos Charge.
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1fire
Ammunition (optional)Ammunition & fire limits

Optional limits on how many belos charges or shots each type can make.

How it works

Hippeis may perform only 2 belos charges per game, peltastes 3 at printed strength (then psiloi strength) unless defending, psiloi unlimited, and toxotes 12 shots if records are kept.

Hippeis may perform only 2 Belos charges a game.
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1fire
Belos targetingLine of sight & cover

Shooters need clear line of fire, must engage what is directly ahead, and suffer for cover and shields.

How it works

Only front ranks fire (toxotes may add a second rank at +1). Stands must fire at units directly ahead or deviate within 22 degrees, spreading fire one stand per stand unless impossible. Targets behind walls/palisades give -1; shooters may fire over a phalanx only from uphill when neither moved; higher shooters gain 1" range.

They must fire at any unit directly ahead of them; if there is no target directly in front, they may deviate to the next nearest enemy, as long as the target is within 22º.
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1fire

Missile intensity plus 1D6 is compared to the target's belos check number.

How it works

Belos intensity = firer's Belos number minus target's shield number (shield ignored on unshielded flank/rear), with +1 per extra stand concentrating, -1 for moving archers, -1 for cover, +1 for belos charges. Target adds 1D6 to the intensity; equal or under its belos check number passes. Zero or less intensity has no effect except counting as phalanx under fire.

The target subtracts his shield number from the firer’s Belos number. He adds or subtracts any modifiers for the firer’s movement or extra stands firing. This sum is the Belos intensity number.
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Forces & Unit Definition

2force
Army Generation ChartsArmy lists

Armies and strategoi are rolled up on national lists rather than bought with points.

How it works

For a small army roll 1d6 for each Basics item on the chosen national list, then roll for the number of Options received; medium and large armies repeat the round once or twice more. Each point is a lochos, ile or stands depending on type. Strategoi number and characters are rolled, allies roll political stance, and the Hegemon is chosen by a 2d6 'vote' (+1 Crafty, +2 Demagogue).

Basics: for a small army, the player first rolls a 1d6 for each item on the “Basics” chart of his chosen list, which has a dot to the left of it.
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2force
Unit cards and SanidesUnit cards & rosters

Each troop type has a card with attack, defence, movement, Andreia, belos reaction and epidromos charts.

How it works

Cards list spear, shield and strength factors, arete threshold, Arete modifiers by level, phobos, CF/OF/NF movement, evade/rout/pursuit +1D6, disarray qualifier, belos number and range, the unit's Andreia check chart, belos check chart and Epidromos chart. Cards for a battle are bound between wax-tablet style card covers (sanides).

Finally choose out the unit cards that you plan to use for a battle, and place them between the two sanides.
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2force
Hoplites, Peltastes, Psiloi, Hippeis, Persian typesTroop type taxonomy

Many finely differentiated hoplite and light troop types by city and class, organised as lochoi in taxeis.

How it works

Hoplite lochoi (2 stands of 4 figures) are grouped 1-5 into taxeis forming the phalanx; types include Spartiates, Lakonian, Peloponnesian, Arkadian, Athenian, Theban, Boiotian, Panhellenic, Ionian, Ataktes and Misthophoroi. Peltastes may be disciplined or tribal; psiloi, toxotes and sphendonetes form groups; cavalry ilai form hipparchies, with Thessalian rhomboids and Hetairoi wedges; Persian artisbara, sparabara, takabara, kardakes. Troops availability varies across five epochs.

When one army, theatre, and era are focused upon, we see that an opportunity presents itself for a real examination of variations in what is usually one monolithic classification of soldier- the Greek Hoplite.
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1force
Army Generation ListsRandom force composition

Armies are built by rolling d6 on per-nation Basics and Options charts rather than picking troops.

How it works

The player rolls 1d6 for each dotted item on the Basics chart of his chosen list, noting the troops received and how many Options he may roll for. He then picks which Options to roll for on the Options chart and rolls for them. Small armies use one round of rolls, medium armies repeat the round once, large armies twice. Each point equals set stand counts (e.g. a hoplite point is one lochos of 2-3 stands; allies are rolled as extra rounds on separate lists).

for a small army, the player first rolls a 1d6 for each item on the "Basics" chart of his chosen list, which has a dot to the left of it.
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1force
Epilektoi and HamippoiSpecial traits & abilities

Picked troops may adjust one roll per turn; hamippoi support cavalry in othismos.

How it works

Epilektoi may once per turn add or subtract 1 to any roll, declared before rolling. Hamippoi are psiloi attached as a marker behind an ile, giving +2 in othismos only, +1" move, and are lost if the ile routs or moves/evades more than 7".

Effect: Any unit designated as Epilektoi may, once per turn, add or subtract one to any roll that it chooses to. This must be declared before the roll is made.
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Close Combat

3melee
Spear vs Shield, Strength and Arete ThresholdLayered defence penetration

Each lochos's attack is pushed successively through the enemy's shield, strength and willpower values, and the depths reached are compared.

How it works

Each engaged lochos totals its Spear value (with Arete, momentum, depth, disarray, othismos modifiers) and applies it to the enemy Shield value (with gaps, momentum, terrain, ground-given modifiers). Any excess passes to the Strength value, and any further excess to the Arete Threshold. Both sides' penetration levels (none, shield, strength, threshold) are cross-referenced on the Melee Resolution Chart; exceeding the threshold breaks the lochos automatically.

if the Spear value exceeds the shield value, the Shieldwall is considered “Penetrated”. Any excess of the spear value number is then applied to the Strength value number, if this is also exceeded, any remaining number is applied to the Arete threshold number
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2melee
Epidromos melee then OthismosMulti-round / continuing melee

The charge impact is resolved first, then continuing melees become shoving matches with different modifiers.

How it works

The first melee after a charge is an Epidromos melee using momentum; if units remain engaged next turn it becomes an Othismos, using a rolled shoving value, depth (+1 for 3-stand, +2 for 4-stand lochoi), hamippoi and ground-given modifiers (-1 pushed back, -2 broken into last turn). A Crafty hegemon with over half the hoplites in othismos may call One Step More! for 1-2 Arete. Horse vs horse retreat after 2 turns of othismos.

The first melee that results from an Epidromos move is called an Epidromos Melee; if the two units remain engaged on the next turn, their melee is called an Othismos.
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2melee
Gaps, Lapping and FlanksSupport, flanks & overlaps

Gaps and exposed unshielded sides weaken lochoi; lapping units strike flanks that can hit willpower directly.

How it works

A gap over 1/2" next to an overlapping enemy, or an exposed unshielded flank, gives the Gap modifier (-1 shield). Lochoi overlapping the enemy line may wheel to lap the end lochos. Struck on the shielded flank, the target counts no defensive modifiers and automatically scores no penetration; struck on the unshielded flank or rear, the attack strikes only the Arete Threshold. Routers contacted from more than one direction are slaughtered.

Struck on Unshielded Flank or Rear the charging or lapping unit resolves its Attack as usual, but only strikes the target’s Arête Threshold alone.
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2melee
Epidromos eligibilityTroop-type matchups

Troop types may only charge certain targets; ineligible units evade instead.

How it works

Hoplites may charge anything. Hippeis and peltastes may not charge hoplites through their shielded sides unless disordered (Iphikratians and long-spear Triballians excepted); psiloi additionally will not charge close-order peltastes or hippeis; other belos troops never charge. Units that cannot charge evade when threatened. Horse that fails to at least break into foot on an epidromos must retreat a move and regroup.

Hippeis - May not declare Epidromos against Hoplites through their shielded sides, unless the Hoplites are disordered.
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1melee
Pushed back / Broken into / BrokenRecoil, push-back & breakthrough

Melee results push losers back, break into them, or break them, with winners following up.

How it works

Results on the Melee Resolution Chart: No Effect, Both disordered, Loser Pushed back (one base depth, winner follows up), Loser Broken into, Loser Broken, Loser Slaughtered; pushed back and broken into continue othismos next turn and trigger a melee Andreia check. Being pushed back or broken into penalises the next othismos shield total.

No Effect Both disordered Loser Pushed back* Loser Broken into* Loser Broken Loser Slaughtered
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Command & Control

3cmd
Political Stance (Philos, Symmachos, Automolos)Unreliable allies & factions

Allied generals may disobey orders and withdraw their contingents depending on their political stance.

How it works

Strategoi of the Hegemon's own state are Philoi and always obey. Allied strategoi roll a stance (Symmachos ally or Automolos deserter); when given certain orders they roll against the Strategos Stance Chart test number (e.g. 9 for Symmachos, 6-10 for Automolos depending on order). On a roll above the number they replace their orders with Withdraw for all the troops they brought.

If they roll equal to or below the test number they continue obeying the order. If it is higher, then they exchange the current order with a “Withdraw” order for all troops under his command
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2cmd
Verbal orders by runnerCommand friction & delay

Specific written orders travel physically by runner and take effect only after arrival.

How it works

Each Hegemon may issue one vocal (written) order per turn to a single officer if he is not in melee, rout or pursuit. The runner counter travels 8" per turn, may not pass within 3" of the enemy, and the order is implemented on the turn after receipt. Orders are only for actions outside the salpinx signal parameters, e.g. a flank march.

It must “travel” (by runner) to its target unit or strategos at a rate of 8” per turn. It may not move within 3” of an enemy unit.
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2cmd
Strategoi and HegemonLeader effects

Generals have character types that affect rolls and must fight inside a unit, risking death.

How it works

Characters: Crafty as Odysseus (oratory, can call One Step More!, +1 Arete precedence), Promachos (fights in front rank, -1 to Andreia charge rolls), Demagogue (erratic oratory, +1 to Katastrophe rolls), Fellow Hoplite (no effect). A strategos is located in a specific lochos; when it is under fire, in melee, pursued, routed or slaughtered he rolls 2D6 on the casualty chart (Promachos +2). A killed strategos costs 2 Arete and forces an Andreia check; a dead Hegemon is replaced next turn.

Promachos - fights in the front rank of the unit that he is in. Subtracts 1 from Andreia Charge Rolls.
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2cmd
Salpinx signalsOrders states

The army is controlled by a single prearranged trumpet signal per turn, interpreted differently by core and light troops.

How it works

Signals are Muster, March, Halt, Begin Approach, Charge, Forward Psiloi, Recall Psiloi, General Withdrawal (optionally Release/Recall Ekdromoi), plus one pre-designated unit-specific signal. Only one signal per turn, placed secretly under the Salpinx marker and revealed in Arete sequence; if the first player signals a charge the other may also switch to charge. Core units (usually the phalanx) execute set procedures (e.g. Begin Approach forces Close Files and the paean), while lights keep stations relative to the core and interpret signals by battle plan.

Only one Salpinx signal may be made a turn; the signal itself is placed on the board, under the Salpinx marker.
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Turn Structure & Sequence

3turn
Ekdromoi and Defensive BelosReactions & interrupts

Hoplite lochoi under fire may send out young men to chase skirmishers; held fire can be loosed at chargers.

How it works

A lochos under fire may voluntarily (or on a K belos result) release Ekdromoi: roll 1D6 for inches moved; if they reach the shooters roll on the Ekdromoi chart (vs psiloi 1-5 kills the belos unit, vs peltastes 1-3, vs hippeis 1-2; otherwise the ekdromoi die). A lochos that loses its ekdromoi cannot generate more and its army loses 1 Arete. Belos troops that held fire may shoot at chargers in the Defensive Belos phase.

Any Hoplite Lochos under fire may attempt to drive enemy shooters away or kill them with Ekdromoi, which represent the youngest, lightly armoured Hoplites amongst them
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3turn

Actions in a phase are resolved taxis by taxis sweeping along the battle line, alternating between players.

How it works

Rolls and actions are resolved in order from one end of the board to the other along the axis between armies. The precedence player starts with one taxis (usually the rightmost); it and any automatic enemy reaction are resolved, then the opponent resolves his next taxis in that direction (if it has not already reacted), and so on alternately.

One player does not complete all his activities during a phase, and then the other player complete theirs, they alternate between each other.
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2turn
Arete PrecedenceInitiative determination

The side with the higher army morale (Arete) has precedence in every phase.

How it works

At the start of each phase compare Arete level, then current Arete points; the higher side has precedence and chooses the flank from which events are resolved. If equal, a side with a Crafty Hegemon gets precedence; otherwise roll. Precedence is fixed for the phase even if Arete changes mid-phase.

This order always begins on the right flank of the player whose Total Arete (first compare the level; if even, then the current point accumulation) is the highest at the beginning of the phase. This is called the Arete Sequence.
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2turn
Command Strophe / Action Strophe / KatastropheStructured phase sequence

Each turn runs through a fixed command, action and katastrophe sequence.

How it works

Command Strophe: secret salpinx signals placed, one verbal order sent, mantis placed for sphagia. Action Strophe: automatic moves (routs, pursuits, evasions), offensive belos (fire, belos charges, ekdromoi), epidromos declarations and moves, defensive belos, marches and approaches, then melee (epidromoi then othismoi). Katastrophe: strategos casualty rolls, taxis Andreia checks, and test for Nike (victory).

A. Command Strophe A.1. Salpinx Each side who wishes to may place a signal counter under his Salpinx marker. A.2. Commands Hegemon may send 1 verbal order to any one officer on the board then reveal Salpinx Signal.
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Scenario, Campaign & Victory

3scen
Nike, Truces and TrophiesObjectives & victory points

Victory is decided by Arete collapse, exiting the board, or possession of the battlefield dead, ending in a herald's truce.

How it works

An army whose Arete falls below zero withdraws. If neither side will fight on, the side possessing the slain wins; if neither possesses all the slain the battle continues unless one side asks for a truce. The loser (Atomenos) presents its Herald to request its dead, which must be granted, and the winner sets up a trophy.

If both sides have unbroken forces on the board, yet neither side will risk further combat, then the one who possesses the slain on the field.
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2scen
Generating Battles, Army Formation and Battle PlanPre-game sequence

A strategic model and 2d6 roll pick a battle situation, then each side chooses formation and battle plan.

How it works

Players choose a Strategic Model (Border Dispute, Civil War, Anabasis, Hegemonic War) and roll 2d6 for a Situation (Raiders, Forcing the Pass, Dead End, Sallying Forth, Inside the Walls, Fortified Camp, Amphibious Assault, Set Piece) giving sizes, set-up type (ambush, encounter, arrayed), terrain percentages and objectives. Each army then chooses a formation (Battle Phalanx, Divided Phalanx, Marching Square, Dispersed) and a battle plan (Frontal Attack, Envelope, Harass to Death, Defend Works, Exit Board) that frames how signals are interpreted.

simply choose the Strategic Model that you have both decided on (depending on the size of army that you both have at your disposal) and roll 2d6. This will give you the situation with parameters for your battle.
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1scen
Hoplomachia Scenarios set 1Historical scenarios

Historical scenarios with maps on a 12" grid, orders of battle, base Arete and special rules.

How it works

Each scenario (e.g. Poteidaia) lists Hegemon and strategoi ratings, divisions of lochoi, base Arete per side, set-up areas and special rules such as random reinforcement rolls on turns 6-8 and allied political stances.

The following scenarios have been designed specifically for The Perfect Captain’s Hoplomachia Miniature battle rules.
Scenario Book · p. 1, 2 Quote verified

Resolution Engine

1engine

All resolution uses six-sided dice: 2D6 for Andreia and casualties, 1D6 for belos, charges and moves.

How it works

Andreia checks and strategos casualty rolls use 2D6 against target numbers; belos checks add 1D6 to intensity; epidromos, momentum, othismos, evasion, rout and pursuit distances use 1D6.

Once a cause is determined, a player rolls 2D6 for the unit in question
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1engine
Andreia, Belos reaction, Melee resolution chartsTable-driven resolution

Outcomes are read from per-unit and general charts cross-referenced with Arete level.

How it works

Andreia and belos check results are cross-referenced between cause or intensity and the army's current Arete level on each unit card; melee is resolved on the Melee Resolution Chart by the pair of penetration levels; pre-game rituals, strategos casualties and situations have their own tables.

check the Belos intensity against the current Arete level on the appropriate side of the Belos reaction chart (Pass or Fail) and apply the result immediately.
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Damage & Attrition

1dmg
Broken lochoi and casualty countersFigure / stand removal

There is no attrition: lochoi are broken and removed as wholes, leaving casualty markers.

How it works

A lochos that is routed by fire or melee or slaughtered is lost (routers leave the board), and a Casualty counter is placed where it broke. These counters have no other effect but determine possession of the dead for victory.

Any time that a Hoplite or Peltaste lochos, or an ile of Hippeis is routed either by Belos Fire or by melee, or is slaughtered, a Casualty counter is placed as near to the point at which it broke or died.
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