Wargame Mechanics Index

Legio VI Julia Augusta

A single pool of Death, Desertion and Disorder Points absorbs fatigue, manoeuvre, missile and combat effects, and multi-line Roman legions can relieve ranks to shed it.

Fast-play big-battle rules for the late Roman Republic and early Empire, with 20mm bases of 6mm figures each roughly a cohort and legions moving as single multi-line units. Turns run through command, manoeuvre/shooting, charge, combat and after-combat phases, with leaders spending one to three actions and units out of control taking control tests. Cohesion is tracked by Death, Desertion and Disorder Points (DPs) gained from fatigue, manoeuvre, shooting, combat and nearby friendly routs; at 5 DPs a unit is Shaken and further DPs remove bases. Combat is a d6-per-base hit count compared between sides, with the difference giving graded results and after-combat moves.

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Mechanics 26 · 2 distinctive

Movement & Manoeuvre

2move
Charges / The Barbarian chargeCharges & assault moves

Charges within 4" move without dice; Celtic and Germanic first charges get a bonus.

How it works

Units within 4" at the end of movement may charge, moving into contact without rolls unless the target evades; mutual charges meet halfway. Restrictions by type (bowmen may not charge, LC only vs cavalry/unformed). B-C Celtic/Germanic MI and chariots get +2 dice in their first charge and -1 in continuing combat thereafter.

B-C Grade Celtic or Germanic MI and chariots, in their first charge of the game, get an initial combat bonus.
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2move

Unformed troops may evade; caught evaders rout; winners must often pursue and may loot.

How it works

Unformed troops and formed MC may evade a full move; if caught they rout and the catcher rolls one die per engaged base, a casualty per 4+. Pursuers make a full unformed move, automatically charge new enemy, and continue until a control test below 5; with no enemy left they loot the baggage.

Pursuit continues until the pursuers get a Control Test result of less than 5. If there are no enemy left to pursue they will move towards the enemy baggage train and loot it.
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2move

Formed units adopt line, legion, wedge or column; light troops and chariots are always unformed.

How it works

Line is one base deep; Legion is 1-3 lines up to 1" apart moving as one entity, with no flank when shot or charged; Wedge for HC and certain Germanic/Celtic MI; Column. Formation change costs half a move and 1 DP within 8" of enemy; reforming unformed takes a full move.

Legion. One, two or three lines with a space of up to 1” between lines.
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2move

Within 8" of enemy, movement is rolled with optional extra dice.

How it works

Beyond 8" of enemy units may march (infantry 8", cavalry 12"). Otherwise infantry move 1 AvD x 1" plus an optional D6 x 1"; cavalry may add another optional D6 if they previously moved. The full distance must be moved, halting 4" from formed enemy. Units under the same leader move on one roll.

Infantry & cataphracts: 1 AvD x 1” plus one optional additional D6 x 1”
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2move

Rough terrain inflicts DPs on formed infantry and is usually impassable to cavalry.

How it works

Formed HI take 2 DPs and formed MI 1 DP for moving through or across rough terrain; unformed infantry are unaffected; non-cataphract cavalry may cross minor obstacles or light woods for 1 DP.

Usually impassable for cavalry. Formed HI take 2 DPs for moving through or across. Formed MI take 1 DP.
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1move

Formed units move straight ahead within 22.5 degrees; wheels, about-faces and passage of lines cost time and DPs.

How it works

Wheels measure the outside edge and cost HI/HC 1 DP within 8" of enemy; about face is half a move (1 DP for formed cavalry); passage of lines costs 1 DP within 8" unless one unit is unformed and one stationary; A-B infantry may side-step or step back 2".

Movement by formed units must be directly to the front with no more than 22½° variation off centre. To do otherwise, requires units to manoeuvre.
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1move
Fatigue (DP on a 6 on the move die)Disorder from movement dice

Formed troops gain a Disorder Point each time a movement die shows a 6, so choosing extra optional dice for more distance risks disorder.

How it works

Infantry and cataphracts move 1 Average Die x 1 inch plus one optional extra D6, and cavalry may add a further optional D6. Formed troops take 1 DP each time a move die result is 6. Unformed troops and units in column take no penalty. This is the same per-die trigger as the loosefiles rule, but it fires on the high result rather than the low one.

Fatigue: Formed units may incur DPs for fatigue when moving. This occurs in the following circumstances: Formed troops: 1 DP each time the move die result is 6
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Close Combat

3melee

Multi-line legions rotate fresh lines forward to shed a DP.

How it works

On a halt, fall-back or follow-up result, a legion with second and third lines may relieve ranks, removing 1 DP; a marker records it and it can be done only as many times as the legion has additional lines. Falling back legions may relieve and stay in place instead.

Relieve Ranks. Legions with second and third lines may relieve ranks on a halt, fall-back or follow-up result. Place a marker beside the legion to indicate. Line relief removes 1 DP.
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2melee
Resolving combatOpposed melee roll

Each side rolls a d6 per engaged base plus modifier dice and compares hits.

How it works

Roll 1D6 per engaged base (max 10) plus/minus dice for grade (+2 A, +1 B, -1 D), inspiring, support, charge bonuses, DPs and Shaken; min 1 die. Hits on 5-6, or only on 6 when in column, unformed, against advantage of ground, or charged in flank/rear. Results by difference: 4+ Victory, +1/3 Success (1 DP), equal (1 DP each), -1/-3 Set-Back (2 DPs), -4 Defeat (2 DPs and 1 casualty).

Results. Compare the difference in hits scored by each side.
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1melee

Combat results dictate halt, fall-back, follow-up, pass through, retire, rout or pursue.

How it works

Defeated units move first. Fall-back is 1" in good order; retire is a full unformed move; rout moves until outdistancing pursuit and is then eliminated. Units unable to fall back or retire take a casualty; supporting units share the result and DPs.

Fall-back. Move back 1" facing enemy in good order. Units unable to fall-back remain in place and take a casualty.
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1melee
Supported / overlapsSupport, flanks & overlaps

Overlapping bases fight and units directly behind add a support die.

How it works

Engaged bases include one overlapping base per flank. A unit is supported (+1 die) with an unengaged, unshaken unit of the same type directly behind within 1" with at least half as many stands; legions get +1 per line facing the same way; wedges with a third rank count as supported.

A unit counts as supported if formed infantry or cavalry has another unengaged and unshaken unit of the same type (formed infantry or formed cavalry) directly behind the engaged unit, no more than 1” away
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1melee
Combat modifiers by typeTroop-type matchups

Type-specific bonuses and outcomes differentiate cavalry, heavy infantry and unformed troops.

How it works

HC get +2 dice charging or pursuing; non-cataphract cavalry get +2 vs unformed infantry; formed HI get +1 always and +1 more charging. Outcome moves differ by matchup: cavalry that charged formed infantry and succeed must still retire; formed infantry charged by cavalry halt.

Non-cataphract cavalry fighting unformed infantry
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Morale & Cohesion

3morale
Death, Desertion and Disorder Points (DPs)Fatigue & cohesion erosion

A single pool of DPs records loss of strength and cohesion from all causes.

How it works

DPs (pebbles) accrue from fatigue (1 DP per 6 rolled on move dice for formed troops), rough terrain, manoeuvre within 8" of enemy, shooting, combat and nearby routs. Fatigue/manoeuvre DPs stop at 3. Each DP removes one shooting or combat die (max -4 in combat). DPs are shed by redressing ranks or a leader steadying.

A unit’s strength and cohesion is noted by the accumulation of DPs due to fatigue and disorder when moving, from missile fire, combat and psychological factors.
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2morale

Friendly units retiring, routing or losing leaders within 4" inflict DPs.

How it works

2 DPs per friendly HI retiring within 4"; 1 per MI or HC retiring; 3 per legion of 7+ bases routed or destroyed; 2 per other non-light unit routed/destroyed; 1 if a leader is killed or routed (2 for the General). Applied immediately.

3 DPs for each friendly Roman legion of 7 bases or more routing or destroyed within 4”
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2morale
Redress Ranks / Rallying Shaken UnitsRout & rally

Halting to redress removes DPs by grade; shaken units rally only away from the enemy.

How it works

Non-shaken units that stay stationary remove DPs: A Grade 1 (+1 more beyond 4"), B Grade 1, C/D 1 only beyond 4". Shaken units rally to 4 DPs by redressing beyond 8" of unbroken enemy, or via a leader's Steady. Routing units move away until they outdistance pursuit and are then eliminated.

Redressing ranks allows the unit to immediately remove DPs (unless in combat) as follows: A Grade may remove 1DP plus 1 additional DP if beyond 4” of enemy.
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2morale
Shaken / UnformedMorale / disorder states

At 5 DPs a unit is Shaken; further DPs cost whole bases.

How it works

A unit is Shaken when routed or at 5 DPs (multi-line legions get +1 threshold per extra line). Shaken units lose bases for further shooting, combat or morale DPs, suffer -5 combat dice and cannot charge. Units become unformed when shaken, routing, pursuing, evading or retiring.

Shaken. A unit becomes Shaken if routed or when it has accumulated 5 DPs. Any further DPs due to shooting, combat or morale (but not fatigue or manoeuvre) will cause an entire base to be removed as a casualty.
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Command & Control

2cmd
Control TestActivation test

Uncontrolled units roll to see if they halt, act freely, or repeat their last move.

How it works

Roll 1 AvD for A Grade and B-C light troops, 1 D6 for others; +1 if charging, looting, routing or pursuing; +/-1 with leader attached (optional after rolling). 1-2 halt for the turn and may not charge; 3-4 act as player wishes; 5-6 repeat last move. Also required to stop rout, pursuit or looting.

1-2 = Halt and remain halted for the duration of the turn. May not charge. 3-4 = Act as player wishes. 5-6 = Repeat last move.
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2cmd

Units within 4" of a detached leader, or conforming to a controlled unit, are under control.

How it works

Units within 4" of a detached leader act freely; attached leaders control only their unit. Units in a continuous line in contact with a controlled unit of the same command, rear lines within 4" directly behind, and light troops within 4" of a controlled unit count as controlled if they conform.

Units within 4” of a detached leader, are considered to be under control and may move and act as the player wishes. Leaders attached to a unit only exert control over that unit.
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2cmd
Command actionsLeader effects

Generals get two actions, other leaders one, spent to Move, Steady or Inspire.

How it works

Move: up to 12" including attaching/detaching. Steady: remove 1 DP from the attached unit, which then must stay halted but may charge. Inspire: +1 combat die per action (max +2). An attached leader also adds an automatic hit in combat. Exceptional leaders get an extra action; figures on the command stand show actions. Leaders attached to a unit that is shot or fights roll a 'die of death': on a 1, reroll: 1 killed, 2-4 wounded (lose an action), 5-6 no effect; unattached leaders contacted by enemy are captured.

Generals may normally take two actions in the command phase, other leaders may only take one. Historically exceptional leaders may add an additional action.
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Forces & Unit Definition

1force

Units are graded A to D, affecting combat dice, control tests and redressing.

How it works

A Grade veteran Romans, B experienced, C average, D poor. Grades give +2/+1/0/-1 combat dice and govern DP removal when redressing and the die used for control tests.

A Grade: Veteran Romans with high morale B Grade: Experienced Romans with good morale, or others with high morale.
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1force

Nine troop types from light infantry to cataphracts and chariots.

How it works

LI, MI, HI, Bowmen, LC, MC, HC, Cataphracts and Chariots, with only light troops and bowmen able to shoot. Roman legions are single units of 10-11 cohort bases; others form units of 2-6 bases.

Troops are classified as one of the following types:
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Turn Structure & Sequence

1turn
Dice for initiativeInitiative determination

High roll each turn chooses to act first or second in every phase.

How it works

At the start of each turn players dice; the high roller decides whether to take the initiative and move first or second. The initiative player takes first actions in all phases and combats are resolved right to left from his perspective.

At the start of each turn, players dice for initiative with high roll deciding whether to take the initiative and move first or to move second.
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1turn

Both sides complete each of five phases before moving to the next.

How it works

Phases: I Command (initiative, leader actions, control tests); II Manoeuvre and Shooting; III Charge (declare against enemy within 4", charge and response moves); IV Combat Resolution; V After Combat Moves. Actions within each phase proceed right to left.

The game is played sequentially in several phases with both sides completing each phase before moving to the next.
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Damage & Attrition

1dmg

Bases are removed for defeats, failed retreats and DPs while Shaken.

How it works

A Defeat costs 1 casualty base; Shaken units lose a base per further non-fatigue DP; caught evaders/routers suffer free hacks (casualty per 4+). Casualties come from the front rank except wedges, which lose rear ranks.

Casualties are taken from the front rank except for units in wedge which take casualties from the rear rank.
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Resolution Engine

2engine
AvD (average die)Polyhedral / quality dice

Better troops roll an average die instead of a D6 for control tests and moves.

How it works

A Grade units and B-C Grade light troops roll an AvD rather than a D6 for control tests, reducing extreme results; all non-march moves use 1 AvD as their base die. All other rolls use D6.

Roll 1 AvD for A Grade and B-C Grade light troops, 1 D6 for others
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Ranged Combat

1fire

Light troops and bowmen roll dice per base, each 6 inflicting a DP.

How it works

Range 4" for light troops, 8" for bowmen; nearest target with clear line of sight. Bowmen within 4" roll 2D6 per base, others 1D6; halve dice vs LI, cataphracts, cover or HI frontally; -1 die per DP on the shooter; minimum 1 die. Every 6 inflicts 1 DP.

Roll 2 D6 for bowmen base within 4”. 1 D6 for others. Halve dice if shooting at LI, or cataphracts, or at a target in cover
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