Barbarians
Summary for the Keith Poulter board game
Mon Oct 31 05:52:36 UTC 2005
ROMANS (regular army) - red on gold
5-5 is a cohort.
20-4 is a demi-legion and is made from 4 cohorts.
45-4 is an 8-cohort legion and is made from 8 cohorts and an Eagle.
"Named Counter" is a legion and is made from 10 cohorts and an Eagle.
note: reform whenever stacked together, can do any 2 of breakdown,
move & reform in 1 turn
note: a legion taking losses first breaks down to a 20-4 and 5-5's
ROMANS (auxiliary army)
3-4 is an auxiliary infantry cohort. - green on gold
7-4 is an auxiliary infantry double cohort and is made from 2 infantry cohorts.
4-4 is an auxiliary heavy cavalry. - purple on gold
9-4 is an auxiliary double heavy cavalry and is made from 2 heavy cavalries.
2-8 is an auxiliary light cavalry.
3-6 is an auxiliary medium cavalry.
note: auxiliaries break down anytime, but only re-form when stacked with
Supreme Commander.
GERMANS | PANNONIANS | GAULS |
dark green on pale green
mobs warbands
9-5 = 2 x 5-4
11-3 = 2 x 5-4
5-5 = 2 x 2-5
10-4 = 2 x 5-4
12-3 = 2 x 5-4
5-9 = 2 x 2-9
|
purple on yellow
mobs warbands
10-4 = 5-4, 4-4
or 2 x 4-4
9-4 = 2 x 4-4
5-5 = 2 x 2-5
5-9 = 2 x 2-9
|
yellow on gray-green
25-4, 20-4, 15-4 inf.
15-8, 2-8 cavalry
no breakdowns
|
Sarmatians | Britons |
gray on pale brown | dark green on pale green |
mobs warbands | 3-6 war chariot |
11-4 = 2 x 5-4 |
9-7 = 2 x 4-7 |
5-5 = 2 x 2-5 | Batavii |
10-4 = 2 x 5-4 | brown on gray |
9-5 = 2 x 5-4 | |
Goths and Vandals use Sarmatian counters. |
Dacians
dark purple on pale purple
mobs warbands
10-4 = 2 x 4-5
5-5 = 2 x 2-5
5-9 = 2 x 2-9
note: mobs can break down only when with a leader
SEQUENCE OF PLAY
Player 1 movement
Player 1 combat
Player 2 movement
Player 2 combat
STACKING LIMITS
- Romans:
- max 1 legion (=10 cohorts) + 3 auxiliaries or equivalent in woods,
rough or mountains
- max 2 legions(=20 cohorts) + 3 auxiliaries or equivalent otherwise
- doubled if Supreme Commander in the hex
- any number of fleets
- Barbarians:
- max 5 units in a village (even if burned) and when chief present
- max 4 units otherwise
- only 1 tribal chief per hex unless Supreme Commander present
MOVEMENT
- Halt upon entering enemy-occupied hex. Can leave the next turn.
- Romans move at 1/2 MP on roads.
- Barbarians move at 3/4 MP on roads.
- Major Rivers are hexes, not hexsides and can only be entered for
- Fording the river. (see Fording Table)
- Attacking an enemy who is fording. (see TEC)
- Building (if permitted by scenario, 9.3) or destroying a
bridge (takes 1 turn).
- Being ferried or transported by fleet.
COMBAT
- Occurs within the same hex.
- Leaders add their strength to a stack.
- Supreme Commanders affect the die roll by 1 in their favor.
- Each player chooses a Tactical Combat Chit, except if Fortress,
Fortification or Town.
- If combat is not conclusive, either player may resume,
attacker having first choice.
- The new initiator is now considered the attacker.
- Overrun happens at 7:1+ and it costs 2 extra MP to leave the
overrun hex. (see TEC)
- Other units which enter the hex also pay the 2 extra MP.
- Overrun conditions must still be true at the end of movement for
it to be permanent.
Fog of War
- Cannot examine stacks except when enemy is in same hex.
FLEETS
- Movement in all-sea, coastal & major river hexes only.
- Carry up to normal stacking limits.
- Not permitted to embark, be transported and debark all in one turn
(see TEC).
- Fleets which are transporting cannot initiate combat and defend at
-1 to die roll.
- May ferry troops if does not move (2 MP Inf., 3 MP Cav. to enter
boat), leave, stop.
- Naval Combat has its own table, each ship counts 1.
FORTRESSES
- Assault: announce, then add 1 unit each turn.
- Reduction: Roman converts legion to ballista temporarily and
gains +1 on die roll.
- Siege: announce, gain siege tower, consult Siege Table.
FORTIFICATIONS
- Can be built by Roman legion in a village hex, if alone in hex for
1 turn.
- Being inside a fortification is like being in a hex within a hex.
- When the last Roman leaves a fortification, remove it from the map.
BURNING & LOOTING
- Can burn village, town, or fortress by spending 1 turn not attacking.
- Loot by staying in village for 1 turn or in a town for 2 turns w/o
attacking or interruption.
- A village gives 1 Loot Marker, a town 3, each reduces movement
allowance by 1.
- Loot Markers abandoned outside the looter's homeland are removed
from the map.
- Burned centers cannot be looted.
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