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Note: These rules are not used in the scenarios with the base game but are found in the expansions. For completeness, we include them here.


Special Unit Blocks

The first expansion introduced the concept of "special units" to represent the elite units of the Ancient World, such as Alexander's Companion Cavalry or the Persian Immortals.

When special units are present in a battle, they will be labeled on the battlefield, and the scenario instructions will specify that a Special Unit block will be placed in each special unit's hex. The special rules will provide the increased abilities for each special unit.

The Special Unit block moves with the unit. It does not count as a block that can be removed to satisfy losses. This block is not transferable to any other unit. If the special unit is eliminated, this block is removed from the map along with the last block of the unit.

The only scenario in the base game which really features an appropriate "special unit" is the Carthaginian Sacred Band unit, found in the Crimissos River Battle Scenario. It was an elite unit, so if you wish to replay this battle scenario with a more historically accurate Sacred Band, use the special abilities outlined below:

On the battlefield, the Sacred band is the heavy infantry unit directly below the hex containing the Hasdrubal leader. Place a distinct marker of some kind in the hex with the Sacred Band unit to distinguish it from other Carthaginian units.

Sacred Band special abilities:

  • The Sacred Band will score one hit for each leader symbol rolled in close combat. A leader does not have to be attached or in an adjacent hex to confer this benefit.
  • The Sacred Band may ignore one flag.
  • The Sacred Band retains these special abilities until the last block of the unit has been removed from the battlefield.

Marian/imperial Legions Rule

When this rule is in effect, medium and heavy Roman infantry units are armed with pilum and sword. These units are consid- ered missile weapon capable units and must follow the rules for Ranged Combat when utilizing that capability.

Each medium and heavy Roman infantry unit has a range of two hexes and will roll 1 battle die when it holds or moves only one hex. As with other missile weapon capable units, These units may not perform both Ranged and Close Combat in the same turn.


Julian Legions Rule

When the Julian Legions Rule is in effect, all Roman heavy infantry and medium infantry units are armed with pilum and sword and will follow the rules for Ranged Combat units, per the Marian/Imperial Legions Rule.

In addition, all Roman heavy infantry and medium infantry units may move one hex and combat as normal, or may move 2 hexes and not battle.


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