6 INSTRUMENTOS PARA EVALUACIÓN DE LA PSICOPATÍA
7.3 CUESTIONARIOS PARA LA PSICOPATÍA NO INSTITUCIONALIZADA Y SUS INCOVENIENTES
7.3.3 C UESTIONARIOS DE MODELOS INTEGRATIVOS DE P SICOPATÍA
All stands in base-to-base contact with the enemy are considered to be in combat, and count as ‘engaged’. All engaged stands and likewise any stands giving them ‘depth’ from behind are treated as part of the combat and cannot leave it (except new units detaching from a Legion).
Per combat, roll 1 AvD for each A Grade unit and 1 D6 for each B/C Grade unit or Elephant or Scythed Chariot stand. Elephants may combine and roll a single D6 for all if they are within 1 JT of each other. Artillery does not count at all in combat.
Add the factors below to each roll for each participant as applicable and compare. If stands of the same unit use different factors, use those of the majority type in contact with the enemy.
For combats that involve multiple participants roll the dice as above, total each participant's factors and add the die result to the factors for each, total again and divide by the number of participants, before rounding up to the nearest whole number. Finally, compare both sides’
results. All troops that are involved in the same combat will also share in its outcome.
Troops that adjoin a combat but do not have any of their stands directly engaged (they just count for overlap) do not share the combat result, however. Next turn they may either stay on the fringe of the same combat, or if an independent unit or a Special Troop stand, they might wheel round and charge into the exposed enemy flank, or else move freely.
The morale effects of each individual combat result are inflicted immediately, before moving
Combat Factor Table Basic Factors
+? Combat Value (use the Attack factor if advancing; otherwise Defence) +? Morale Value
+? Bonus of an inspiring leader attached to the unit Tactical Factors
+1 Advantage of ground
+1 Defending a fortification, or an obstacle vs mounted (add to advantage of ground) +1 If deeper
+1 If Swordsmen vs Spearmen or Phalangites, or in a Legion line relief +1 Heavy Cavalry with integral infantry in melee
-1 Other than Elephants, in melee whose opponents count as armoured -2 Cavalry or Scythed Chariots vs Elephants (-3 if Cataphracts)
+1 If following up or pursuing
+1 If phalanx infantry, and charging stationary enemy in the open +2 Cavalry charging infantry that are also charging
+2 For each charge die used in Scythed Chariot impetus
-2 Unformed in a charge combat (not if Skirmishers/Missile Troops vs Special Troops) Cohesion Factors
+2 Formed Phalangites/Spearmen advancing or stationary, enemy in front contact only +2 Phalangites in Line receiving a cavalry charge frontally
+2 Cavalry vs unformed infantry in the open (not if Cataphracts vs Light Infantry) -1 Each DP (maximum of -4) and casualty, unless in melee
-5 Shaken, unless in melee
Outnumbering Factors (not cumulative) -1 Outnumbered
-2 Outnumbered at least 2:1 (not applicable to Special Troops, except vs Phalangites) -3 Outnumbered at least 3:1 (not applicable to Special Troops)
Advancing/Stationary. Charging, pursuing or following up is considered to be ‘advancing’, while either receiving a charge or being halted in melee is counted as ‘stationary’.
Advantage of Ground. This bonus can be awarded to troops that have clear advantage due to terrain. Advantage of Ground may include standing to receive or falling back uphill from the enemy, being behind an obstacle or defending the boundary of a difficult terrain feature.
Fortifications. This should only be applied to troops defending substantial fortifications, and is always in addition to advantage of ground.
Deeper. A unit counts deeper if it is infantry or cavalry with one more unshaken rank than the enemy infantry/cavalry in base-to-base contact. This can be from the same or another unit, but must be part of the Battle Line and have at least ! as many stands as the engaged rank.
• Non-chariot cavalry and Light Infantry count up to two ranks for depth, Heavy Infantry up to four.
• Non-chariot cavalry may count Light Infantry for depth, but may not themselves count as depth for infantry.
• Deeper infantry units (see the first bullet) may get an extra bonus while advancing.
Momentum Factors
To count for depth in combat, troops must not have enemy in flank or rear contact with them, must be in facing in the same direction and in base-to-base contact with the troops in front (except that Legion sub-units in Acies can offer depth to sub-units of the same Legion, even if separated by ! JT). Chariots and Special Troops can neither give depth, nor gain from it.
Numbers. Count all engaged stands, plus up to one stand overlapping on each flank if they are from unshaken formed units, and unless in difficult terrain, also all stands in a 2nd rank of Phalangites of the same grade or of units charging in Wedge formation, and if infantry, half the stands in their 3rd or 4th ranks (round up). Units contacted in their flank or rear only count stands in base-to-base contact with the enemy, and not any overlapping or deeper stands.
Combat Results Table
Artillery are destroyed if they would be overrun by an enemy success or victory, but otherwise they remain in place.
5+ Victory. 0 DPs. Shaken troops and units in Orbis halt, as do defenders of obstacles, and A Grade infantry who stood to receive a charge. Unengaged sub-units of a Legion in Acies may also halt.
Scythed Chariots break through enemy ranks and increase speed/impetus. Otherwise all victors pursue, or follow up if unable to do so, or if Phalangites.
+2/+4 Success. 1 DP, except that shaken, or infantry who received a mounted charge take 0 DPs.
• Cavalry charging formed infantry retire, unless the latter break. Light/Heavy Chariots may halt instead of retiring.
• Scythed Chariots break through enemy ranks, and increase speed/impetus.
• Shaken infantry, defenders of obstacles, troops engaged on more than one facing, Missile Troops and Bowmen halt. Unengaged sub-units of a Legion in Acies may also halt.
• Other infantry who stood to receive halt.
• Other Phalangites follow up.
• In other cases, follow up opponents who fall back or pursue those who retire or rout.
+1/-1 Inconclusive. Scythed Chariots take 2 DPs then break through enemy ranks, but do not increase speed/impetus. Charging Wedges also take 2 DPs. Others take 1 DP each and:
• Infantry and Elephants halt.
• Cavalry who are in melee or in contact with the front of formed enemy infantry retire.
• Other cavalry halt.
-2/-4 Set-Back. Scythed Chariots take a critical hit. Already shaken units each take a casualty and break. Others take 2 DPs and:
• Formed infantry charged by cavalry or any troops charged by Scythed Chariots halt.
• Unformed troops and cavalry who are in melee retire.
• All others fall back.
• -5/-6 Defeat. Scythed Chariots are destroyed, Elephants rampage. Units take a casualty and break from Scythed Chariots, if unformed or already shaken, fall back shaken if other phalanx infantry, or else retire shaken.
-7 or less Rout. Special Troops are destroyed. All others take a casualty and break.
The effectiveness of Phalangites, and to a lesser extent Spearmen, is decided by the formation bonuses awarded in the Combat Factor Table. When used by phalanx infantry, these factors may be referred to as their ‘phalanx’ bonuses.
Opening up the Ranks
An A Grade infantry unit in a one rank Line that stood to receive a cavalry or Elephant charge frontally can ‘open its ranks’ on an inconclusive or success result and force the mounted to break through the unit instead of retiring as the Combat Result Table orders. Legions in Acies formation may also do this, but only against Elephants. Shaken cavalry cannot break through enemy infantry that open up their ranks, however. To open their ranks, the infantry cannot be shaken, in melee, have enemy in flank/rear contact with their unit, nor have stands facing in any other direction but straight forward in the direction of the charge.
The intention to open the ranks must be made as the intention to stand to receive is declared;
then it will automatically take place if the criteria are fulfilled as above. See ‘Break Through’ in Movement after Combat below for more details.
Movement after Combat
Once all charge/melee combat has been resolved, after combat movement from each combat is conducted in the same order with the losing participants moving first, and then the winning participants deciding which option(s) they will take after. In an inconclusive result, the player with initiative decides his options last. The possible results are:
Halt. Remain in place. May move normally in the next turn if no longer in combat.
Follow Up. Move forward to remain in combat with an opponent who fell back. Adjacent friendly troops that are part of the same Battle Line may also advance to maintain alignment with the troops following up.
Fall Back. Move back 1 JT, facing the enemy. Units unable to fall back, due to impassable terrain, their formation or troops in the way, remain in place and receive 1 DP extra. Adjacent units that are part of the same Battle Line may also fall back to maintain alignment.
Retire. Move back a full unformed move up to the maximum number of possible move dice.
Retirers may halt short of the full move once separated from enemy by unshaken formed friends, difficult terrain or an obstacle. Units unable to retire, due to impassable terrain, their formation or troops in the way, remain in place and receive 1 DP extra. Retiring units break if caught by their pursuers, and the pursuers get an immediate free hack (see below).
Break Through (Enemy Ranks). Break through and move forward as a pursuit move below on the far side of the opposing unit or body. This is an exception to the ‘defeated troops move first’ rule above, as break through moves are conducted before the enemy make fall back, retire or break moves. Although this move is normally limited to Scythed Chariots, see also Opening the Ranks above.
Break (Into Rout). Become shaken and make a full unformed move using the maximum possible move dice. Routers continue to rout until they are destroyed or leave the table. They may not rally. Units unable to make a rout move due to impassable terrain or troops in the way are immediately destroyed.
Pursue. Make a full unformed move using the maximum possible move dice, in an attempt to remain in contact with an opponent who broke or retired. Except for light and A Grade troops, pursuers encountering new enemy in an after-combat move immediately enter into combat with them. This is worked out as a new charge. Light and A Grade pursuers have the option of halting 1 JT short of new enemy. In the following turns, pursuer charges against unbroken enemy are treated as normal charges.
Follow on Combats
Players may find that in some cases a new combat or a free hack (see below) follows on from a combat result. A maximum of one follow on combat can be fought, and then troops remain in contact until next turn.
Free Hacks
Routing stands do not fight back. Pursuers or chargers who catch routers immediately inflict a Free Hack, rolling 1 D6 for each of their engaged stands and removing a casualty for every die roll of 4 or more. The dice are rolled once each turn that they remain in contact. This is the same for evading or retiring units that break when they are caught.
8. Definitions
The following are key terms (organised A-Z), the meanings of which should be understood in the same way by all players. More key information can be found on the indicated pages.
Acies. A special formation for Legions where the Legion is formed as a single unit, but in two (duplex Acies) or three (triplex Acies) separated lines. See pages 13, 27 and 33.
Advantage of Ground. Troops that are uphill of the enemy or moving downhill against them, or that are defending an obstacle or a difficult terrain feature boundary, have an advantage in combat over their opponents. See page 42.
Armoured. Troops who are unusually heavily armoured for their type and who therefore gain extra protection from light or simple missiles and likewise in melee, unless fighting against Elephants. Cataphracts always count armoured, while Elephants and Scythed Chariots never do regardless of whether the model is depicted as armoured or not. See page 10.
AvD. An average die marked 2,3,3,4,4,5. A normal 6 sided die could be used, counting a ‘6’
as a ‘4’ and a ‘1’ as a ‘3’.
Battle Line. A command formation of several units (and/or Special Troops) under the same leader, no more than three units deep. Units in a Battle Line formation can be in Line, Acies, Wedge, or unformed. See page 28.
Break. The total collapse of internal unit cohesion, as troops run away in panic and rout. See page 44. This expression must not be confused with the after-combat ‘break through’ move.
Broken Ground. A less disruptive terrain category than 'difficult' that includes all light cover, rough going and uneven slopes. It impacts the movement of most chariots, and the fatigue die rolls of cavalry and most Heavy Infantry in Line or Acies formation. See page 31.
Casualties. Once a unit becomes shaken it will remove any further DPs it suffers as whole stands, called casualties. See page 26.
Cavalry. Troops that are both mounted and trained for mounted combat. This term mainly refers to horse mounted cavalry and does not include Elephants or Scythed Chariots, though it does include other chariots and camel cavalry.
Charge. A deliberate attempt to enter into combat with the enemy. Combat resulting from a charge takes into account the psychological factors involved in two bodies of troops closing with each other rather than man-to-man fighting. See pages 39-41.
Column. A unit formation no more than one file wide that is at least as deep as it is wide. See page 27.
Combat Value (CV). A number (0-6) that values the relative effectiveness of troop types in combat. These usually include an:
Attack Factor (A), which are used when the troops have forward momentum either from charging, following up or pursuing; and a
Defence Factor (D), used when the troops are either stationary or moving back.
Command. A group of units and possibly Special Troop stands operating together under a single leader in the chain of command. See page 14.
Commander. An officer or war chief who leads several units that are grouped together into a single command. See page 19.
Command Formation. A formation of more than one unit that is able to move together and is controlled by a single leader. The three permitted command formations are Battle Line, March Column, and Orbis. See pages 28-29.
Command Points (CPs). A numerical value assigned to each leader which determines how many actions he can make each turn. CPs fall if a leader stand takes a Hit, and when they do they are modified immediately. See page 19.
Command Reach. The maximum reach of a leader for controlling troops under his command.
See page 19.
Contingent. A grouping of commands that operate together under a Contingent Commander.
See page 14.
Contingent Commander. A senior leader who commands a contingent of several commands or one or more commands of independent allies. See page 19.
Control Test. The die roll required by troops that are out of command reach in the Command Phase. The modified test result determines their actions for that turn. See page 21.
Critical Hit. The name given for a Hit on a Special Troop stand that causes it to be destroyed or rampage. See page 26.
D6. A normal six-sided die.
Difficult Terrain. Terrain that has an impact on troop movement, and also on order when the troops are formed in Line or Acies. This includes dense woods, urban areas, marshes, heavy scrub, steep hill slopes, soft sand etc. See page 31.
Death, Desertion and Disorder Points (DPs). A means of measuring the cumulative effect of casualties, stress, fatigue and disorder on a unit. See page 25.
Evade. An attempt by a unit to avoid being contacted by an enemy charge. See page 40.
Extreme Terrain. Very difficult terrain such as the widest rivers, cliff faces etc, and which are impassable to all except Light Infantry. See page 31.
Flank/Rear. The side or rear of a formed unit. The enemy charge must originate from at least partially behind the target unit’s flank. Orbis formations and unformed units have no flank/rear.
Units in Line, Acies and Wedge suffer DPs for a flank/rear charge if they cannot react in time, and units in Column will become unformed. See pages 25, 27, and 41.
Formed. A unit drawn up in an orderly way that maintains alignment between ranks and files.
A formed unit may be in Line, Column, Wedge, or if a Legion, in Acies. See page 27.
General. The overall commander-in-chief of an army. See page 19.
Grade. The classification which assigns a level of experience, discipline and training to a unit.
For cavalry, this will also reflect the quality of the mounts. See page 10.
Heavy Infantry. Infantry who are trained to fight relatively close together and who are usually best suited for holding ground or engaging the enemy in close combat. See pages 8-9.
Hills. Ground that is high enough to be noticeable compared to the land roundabout. They will give troops ‘advantage of ground’ for defending the higher ground in combat. Shooters on a hill can shoot overhead of intervening troops. A single hill may have multiple slopes, each of which might be gentle, uneven, steep or even sheer. Steep slopes count as difficult terrain for movement, while uneven slopes count as broken ground. Gentle slopes have no effect.
Hit. A term used to describe a successful result in shooting, or on a leader. It is not the same as a Critical Hit, however. See page 37 for shooting Hits, and pages 22-23 for leader Hits.
Impetus. The slow build up in movement dice of speed and terror by a Scythed Chariot stand as it advances. See page 30.
Independent Allies. An allied contingent that has its own command structure, independent of the army General, and that treats its Contingent Commander as its own General. See pages 14 and 19.
Integral Infantry. Specially trained light infantry who fight intermixed with Heavy Cavalry and that are depicted on the same stand, such as Roman equitata or Greek hamippoi.
Javelin Throw (JT). A distance equal to a troop stand frontage (usually 20mm at 6mm figure scale, 40mm at 15mm scale, or 60mm at 25mm scale). This is also javelin range, and short range for missile weapons. It forms the basis for all measurements in the game. See page 12.
Leader. A generic term for ranked officers at any level of command, including Commanders, Contingent Commanders, and Generals alike. See pages 14 and 19-20.
Legion. A unit of 5-12 stands, made up of Roman or allied Italian Heavy Infantry. Depending on the historical time period, the Legion will be further defined as either Manipular or Cohort.
The term does not include ‘imitation’ legionaries (for example, Hellenistic). See page 13.
The aesthetic size of a Legion unit may vary according to the figure scale used. For example, a 25mm scale manipular Legion on 60mm frontage stands could be represented by as few as 6 stands, whereas a 6mm manipular Legion on 20mm frontage stands might be represented by 9 or 12 stands per Legion.
The aesthetic size of a Legion unit may vary according to the figure scale used. For example, a 25mm scale manipular Legion on 60mm frontage stands could be represented by as few as 6 stands, whereas a 6mm manipular Legion on 20mm frontage stands might be represented by 9 or 12 stands per Legion.