SPQR: A Guide to Playing the Game — Part 2

This article from Alan Ray is Part 2 in a 3 part guide to playing SPQR. If you would like to read Part 1 first, you can find that here.


Missile Combat

Time to discuss combat. Like nearly all wargames, SPQR has mechanisms for inflicting damage on the players’ units. Missile combat allows missile capable units to inflict Hits, generally only one, from a distance, and generally with no adverse impact on the unit doing the shooting. Reflective of the historical period, missile fire is generally not decisive; that is the job of Shock Combat which is covered in the next section. Unlike other grand tactical games, there are no separate segments in the Sequence of Play where shooting occurs. Instead, all missile fire occurs in the Movement and Missile Fire segment concurrently with movement and occasionally in the Shock Combat segment in reaction to movement.

There are three main types of missile units: Archers, Slingers, and Javelinists. The Beneventum scenario adds Scorpios to the mix, but I will leave them out of the discussion. The Missile Range & Results Chart (SPQR 8.71) gives the DR required to score a Hit at a given range. Note that the range and hit number are different for mounted (Cavalry/Elephants) and foot (Infantry) units of the same missile type. Apparently, not too impressive; you won’t see many long-range firefights. However, even one Hit on TQ 5 or less unit can be decisive when the unit enters Shock combat (next section).

Fire Orders

In a player’s Player Turn, a unit must be ordered to fire. This can be a Fire or Move order issued by way of an IO or LC. A unit given a Move order may fire as part of that order. The opposing player (only) may fire his units in reaction under certain circumstances. A unit that fires as part of movement may fire at any point in its move provided that the hex moved into just prior to the shot is closer to the target than the hex it left. This does not apply when firing from the hex where the unit’s movement begins. A unit with a Move order is not required to leave its hex or change facing to fire, but all “moving” DRMs apply.  Note that changing facing is movement. A unit issued a Fire order can only fire, no facing changes.  

Fire Procedure

Fire is directed at a single target unit. The target must be in range and there must be an unobstructed Line of Sight. Combat units and certain terrain features obstruct the LOS. The LOS is traced from firing units Front and/or Flank hexes to the target hex. A unit can always fire into an adjacent hex; LOS is irrelevant in this case. See SPQR 8.14 for the details. Nearly all obstructed LOS cases are easy to spot given the short ranges, combat units being ubiquitous obstructions. Resolution of the fire is straightforward; roll the die and apply the DRMs to see if you score a Hit. The DRMs are self-explanatory, but keep in mind that a unit under a Move order incurs the +1 DRM for movement whether it moves or not.

H&D Fire

Infantry Slingers and Javelinists, and all missile capable cavalry units can use a special form of missile fire (SPQR 8.3). It is a move fire combo (requires a Move order) designed to streamline play and give those one hex range Javelinists an opportunity to skirmish. The firing infantry units cannot target a unit that has a higher MA; cavalry units must have a higher MA than their target and cannot target Skirmishers at all. Infantry units must be within two hexes of the target; cavalry four hexes and neither can be adjacent to the target or in an enemy ZOC. The firing units must have the target in  their LOS and be able to trace a path of hexes free of any combat units and enemy ZOC except ZOC adjacent to the target hex. There are a few terrain restrictions (SPQR 8.32) that you will rarely have to consider. All this gives the unit the opportunity to remain in its hex and fire at the target at one hex range. Despite its appearance this is a moving attack. The example following SPQR 8.34 does a good job of showing this form of fire in action.

Reaction Fire

So far, the discussion has focused on ordered fire. The opposing player (the one not conducting the Player Turn) may fire his units in reaction to the other player’s movement and fire under specific conditions:

  • When an enemy unit enters the ZOC of one of your missile units, that unit may fire at that unit before any further movement or fire by the moving unit. How the unit moved (ordered or not) is irrelevant. There is an important exception. When units have a Move order initiated by a Line Command, you fire only after all units have moved and before any fire by those moving units. Your units may fire at only one unit that enters their ZOC. A unit that changed facing in reaction may fire if the enemy unit ends up in its ZOC. The moving DRM does not apply.
  • When an enemy unit leaves the ZOC of one of your Archer or Slinger units, that unit may fire at that unit before the unit leaves your ZOC. Routed units undertaking their initial Rout move (described in the Rout and Rally section) cannot be fired at.
  • When an ordered unit fires at one of your missile units, your unit may fire at that unit after any Hits are applied to your unit. Your unit cannot return fire if it has already fired at the unit (due to bullet #1 or #2).
  • When one of your mounted archer units (only a few of these in SPQR) withdraws in reaction to enemy movement, it may fire at the moving unit at a range of two hexes but only once per moving unit.

A bit of elaboration on the first two bullets. Both these fires can be used in in the Shock Combat segment. The most common is bullet #1 prompted by movement during an Advance After Combat (SPQR 8.5) or Cavalry Pursuit (SPQR 8.6). Routed units won’t enter a ZOC (and survive), so they are safe at least from any reaction fire. Bullet #2 fire can happen on occasion, but it is rare to see it in the Shock Combat segment.

Missile Supply

Missile units do not have an unlimited number of shots. Units become low (missile low) or out of missiles (missile no) under the following circumstances:

  • Archers, Slingers, and Elephant Screens become Missile Low when the player rolls a 9 on the die when resolving fire.
  • Javelinists, other than LG type units, Missile Low when the player rolls a 7, 8 or, 9 on the die when resolving fire.
  • LG type units are missile no after the first time they fire. They have one shot.
  • Infantry Javelinists (only) involved in Shock combat are missile no at the end of their Shock Combat
  • A Missile Low unit that fires becomes Missile No

A unit that is out of missiles or has one shot left can replenish their supply during the Rout and Reload phase of the Sequence of Play if it is not in an enemy ZOC and not within range and LOS of an enemy missile unit that can effectively fire at it. This language will appear often, and the point of the precision is that a missile must have a chance at hitting the unit that is reloading to prevent it from doing so. At long range the DRMs may make a Hit impossible. For example, archers at their longest range can’t hit a Skirmisher unit due to the +2 DRM for that target type.

The missile supply markers introduce a significant amount of counter clutter due to the number of one-shot Roman LG (there 60 of these guys at Heraclea). Rather than using SPQR 8.17 for the LG units, I suggest using the following technique particularly for solitaire play. Treat LG units as having missiles unless:

  1. they started the segment adjacent to an enemy unit, or
  2. they are marked with a Missile No marker.

A Missile No marker, however, is not placed when a unit fires, but rather at the instant the unit is no longer adjacent to an enemy unit. A Missile No marker is removed when the unit is once again adjacent to an enemy unit after all fire

is resolved (it is no longer needed), or per the reload rule SPQR 8.17. In those cases where moving adjacent to an enemy unit didn’t result in Shock combat or missile fire, use a Missile Low marker to indicate that the unit has missiles even though it is adjacent to an enemy unit.

Let’s look at the missile capabilities of the two armies at Heraclea. The Romans have no archers or slingers and no missile armed cavalry. Pretty standard for the Romans unless they have allies present. Their LGs have a one-shot capability that is helpful in their initial attack, but perhaps the greatest value is its use as a cavalry deterrent; while they have missiles, they are Defender Superior (DS) to nearly all cavalry (cataphracted cavalry are the exception). The Velites are the true missile units with their H&D capability.

The Epirotes have a nice mix of archers, slingers, and javelinists, including a couple of cavalry javelinists. And then there are the Elephants, also mounted javelinists with some defensive archer capability. Altogether, a typical proportion of missile types in a Hellenistic style army. The missile units deployed in the skirmish line will do the lion’s share of the shooting for the Epirotes. The Heraclea deployment is unusual in that there is a lot of maneuvering room between the Epirote skirmish line and its main line giving those units quite a bit of withdrawal room. The contest between the two skirmish lines generally lasts longer than in most other battles.

Leader Casualties

To close out this section, let’s turn to leader casualties. So far, leaders are eliminated if they are caught in a position where they cannot withdraw. Missile combat is another path that could lead to their demise. If a leader is in the target hex and the firing player rolls a 0 on the die, there is the possibility that the leader has been hit. That player rolls the die again and if another 0 is rolled the leader is indeed hit. A third die roll on the Leadership Casualties Chart (SPQR 4.53) describes the damage.

Shock Combat

To recap, the Orders Phase of the player turn has two segments: the Movement and Missile Fire segment followed by the Shock Combat segment. The discussion thus far as focused on the first segment where the player uses the leader for the Player Turn to order his units to move, fire, rally, recover, etc. The opposing player may react to moving and/or firing units by withdrawing, changing facing, and or firing. Both players could have units rout due to the accumulation of Hits. Ordered units that move adjacent to enemy units may/must be marked for Shock Combat. Once the player is finished issuing orders, the Movement and Missile Fire segment ends, and the Shock Combat segment begins. 

Place More Shock Markers

The first order of business in the Shock Combat segment is the placement of Shock No TQ Check markers on additional units by the player conducting the Player Turn using the leader that just finished giving orders. Eligible units are any that have an enemy unit in their ZOC, could be ordered by the leader, and are either in the leader’s Command Range, were issued a Fire order or Move order in the preceding segment. The Move order here is the case where the unit did not leave its hex and most likely used a change a facing to place an enemy unit in its ZOC. There is minor loophole in the way the Shock markers are placed that needs to be closed. Should a player moving a “light” unit decline to place a Shock Must Check TQ marker in the prior segment, he must place one in this segment instead of Shock No TQ Check. A leader may mark some, none, or all eligible units. Unlike other wargames, a unit in an enemy ZOC is not required to attack, thus placement of the Shock marker is optional in this step. The detailed restrictions on Roman Tribunes and Prefects when issuing orders are not used here. Instead, Tribunes may be used to mark any Legion infantry unit and Prefect Sociorum may mark any Ala infantry.  A Prefect Equitum may mark any cavalry unit. Keep in mind that certain units (Skirmishers, etc.) and units in certain states (routed, in column) cannot attack and are never eligible (SPQR 7.33). The Shock Must Check TQ/No TQ Check distinction is a big deal since those units that received Shock markers in the prior segment must undergo Pre-Shock TQ (more on this in a moment) and the results of this TQ check are often the deciding factor in which side prevails in the combat.

Designate the Individual Combats

Once the new combatants have been identified, the player conducting the Player Turn decides which of his marked units will attack which enemy units. The key criteria are that a marked unit can only attack once, must attack at least one unit and any others that are in its ZOC that are not being attacked by another unit. A defending unit can only be attacked once. More than one unit can combine in attack a single defending unit, and a single attacking unit can attack (sometimes must) attack more than one defender. See SPQR 8.42 for further details. It is important to emphasize that units not marked do not participate at all in any of the combats no matter where they are relative to the attacking and defending units; they are spectators, though their presence can have an indirect effect in some situations. This aspect of the system trips up many a new player.

Resolving the Shock Combats

Once the individual combats are decided, they are resolved step by step starting from one end of the map and moving in sequence to the other end of the map with each step. The introduction in SPQR 8.4 provides the rationale. The four main steps performed in order are:

  1. The Charge – Pre-Shock TQ check time; here’s where the Shock Must Check TQ comes into play.
  2. Check for Leader Casualties
  3. The Hand-to-hand Struggle – Roll on the Shock CRC to determine the number of Hits on the units.
  4. The Collapse – units with sufficient Hits rout, units close to rout see if they do, then victorious units advance or if cavalry perhaps pursue

For solitaire play, I find it more convenient to run through all for steps for each combat as I move across the map, only reverting to the “do a step for all the combats” if it looks like the outcome of one combat will interfere with another.   Detail on each step follows.

The Charge

The Charge is a self-contained “combat” in its own right, consisting of a TQ check (the Pre-Shock TQ check as termed in the rules) with potential routs and advances depending on the outcome of the TQ checks. In those cases where no attackers or defenders remain after the checks, steps #2-#4 are skipped. The procedure is straightforward. Attacking units marked with Shock MUST Check TQ and their defenders undergo a TQ check with each player rolling for their units. If the DR is greater than the unit’s TQ, it receives equal to the difference. Of course, there are some exceptions. Units attacking Skirmisher or Routed units are exempt from the check as are Phalanx, Heavy and Legion infantry when attacked by LI. Their counterparts in the combat still check. And there additional DRMs when Elephants and Phalanxes are involved.

It is not unusual for units to accumulate Hits that reach or exceed their TQ at this stage. Those that do immediately rout move, Skirmisher units are eliminated, and Elephant units Rampage (Non-Ordered Movement, Involuntary Movement, Rout section).  If a defending unit routs, the attacker advances into the vacated hex (SPQR 8.5) unless it is in the ZOC of an enemy unit. Defending units never advance. If all units in a combat would rout, then we need to do some more work to see which side routs. All units on the side with the unit with the greatest discrepancy between Hits and TQ rout move. Any terrain induced Hits that an advancing attacker would incur are used when calculating the discrepancy. If the discrepancy is the same for both sides, then all defending units rout move. The units on the other side do not rout, but instead have their Hits adjusted to one less than their TQ (TQ-1).   

There is one major exception to the rout business having to do with Phalanx units (we will see this again in the Collapse step). A Phalanx unit that has accumulated Hits equal to or greater than its TQ undergoes a TQ check to see what happens. The owning player rolls the die, adding to the roll any Hits more than the unit’s TQ, and adding three if the Phalanx unit was an attacker. If the modified DR is greater than the unit’s TQ it rout moves, otherwise it has its Hits set to one less than its TQ.

So ends the first phase of Shock combat. Combats where either all attackers or all defenders rout are concluded for the segment. All others proceed to the second phase which begins with a leader casualty check for all leaders involved in a combat. The procedure here is the same as that described in the Missile Combat section and in SPQR 4.73.

The Hand-to-hand Struggle

Each combat is resolved by a die roll on the Shock Combat Results Chart (SPQR 8.74). The result is the number of Hits inflicted on the attacker and defender. The column on the chart is determined by comparing the unit Types involved and the angle of attack (front, flank, rear). The players use the Clash of Spears and Swords Chart (SPQR 8.73) to find the initial column on the Shock CRC. The column can be shifted left or right based the shifts listed on the Shock CRC. Once the final column is identified, the attacking player rolls the die applying the DRMs located on the chart, and any specified in a scenario special rule. Cross index the modified DR with the final column to determine the Hits to the attacking and defending units. The Hits may be doubled, tripled and/or halved if the conditions listed on Shock CRC are met. The most common are the doubling of Hits to the defender if the attacker is Attack Superior (AS) and the tripling of Hits to the attacker if the defender is Defender Superior (DS).  Superiority is determined by comparing the unit Types and consulting the Shock Superiority Chart (SPQR 8.72). However, the result from the chart is superseded if the attacker has Position Superiority, i.e., the angle of attack is from the Flank or Rear making the attacker Attack Superior (AS). Refer to SPQR 8.45 and 8.46. The details follow.

More than One Attack or Defender

Quite a few moving parts but after a bit of playing it will become second nature. Things are straightforward if there is one attacking and one defending unit. If there are two (or three for a Phalanx unit) defending units, the defending player picks the unit to be used for the Clash and Superiority charts. Similarly, if there are more than one attacking units, the attacker picks the unit to be used. The choice of unit determines the type and angle of attack. If Phalanx unit attacks through a vertex between different facings the defending player determines the angle of attack (to his benefit for sure).Note that combats with more than one attacker and more than one defender are not allowed; these are resolved as separate combats instead.

Position Superiority

If the angle of attack is from the Flank or Rear, the attacker has Position Superiority and is Attack Superior (AS) in most cases. Not surprisingly, there are exceptions. Cavalry and Elephant units never gain Position Superiority over Elephant units, nor do units attacking Skirmisher units from the Flank. An attacking unit can never gain Position Superiority if it is in the ZOC of an enemy unit located in its Flank or Rear hexes.  If there is no Position Superiority, the players use their selected unit Types in conjunction with the Shock Superiority Chart to determine which side, if any, has superiority.

Size Matters

The column on the SCRC derived from the Clash chart is often shifted to the right favoring the attacker or to the left favoring the defender. The Size Ratio Difference applies to most combats, the exceptions are combats with Skirmishers, combats between Elephant with non-Elephant units, or combats between Chariot and Non-Chariot units.  The shift is determined from the ratio of the Size Rating of the attacking unit(s) to the Size Rating of the defending unit(s). If more than one unit on a side is involved, total the Sizes.  The attacker receives a shift to the right (1R) for each whole number ratio above 1:1. The defender receives a shift to the left (1L) for each whole number less than 1:1. If any attacker was marked Shock Must Check TQ, round fractions in favor of the attacker, otherwise round in favor of the defender.

Other Shifts

The other shifts noted on the SCRC depend on terrain, whether any units are Depleted, and the Phalanx Defense shifts (important for Heraclea). Note that the last item only applies against units that were marked Shock Must Check TQ (they moved into the combat). Scenarios will often introduce other shifts most often regarding terrain features unique to the battle, e.g., the river on the Heraclea map. If there are shifts in both directions, subtract the smaller from the larger to get a net shift.

DRMs

Now that we know the column, the last thing to do before the die is rolled is to see of any DRMs apply. If a leader is stacked with a unit involved, his Charisma is used as a DRM, plus for the attacker, minus for the defender. Only one leader per side may be used, player’s choice. Use the net DRM if leaders are involved on both sides. There is an adverse DRM if a leader was killed during the leader casualty step as noted on the chart. Scenarios sometime will have other DRMs to support a special rule.

The Hits

The modified DR is then cross-indexed with the adjusted column to give the base number of Hits to the attacker/ (defender). The defender Hits are doubled if the attacker is Attacker Superior (AS). Th attacker Hits are tripled if the defender is Defender Superior (DS). Hits to an attacker are halved (maximum of 1) if all defenders Skirmishers, Hits to defending “heavy” units inflicted by Light Cavalry are also halved, while Hits to a Double Depth Phalanx (SPQR 9.5) are tripled instead of doubled if the attacker has Position Superiority.  

Distribution of Hits

If more than one unit was involved on a side, the Hits must be divided equally with any extra Hits being given first to the unit used to determine Superiority, then the unit used to determine the SCRC column, and the top or bottom unit in a stack depending on the angle of attack. If more than one unit meets the criteria, players choice. If there are three or more units involved, spread the excess according to the same priorities; do not dump all the excess Hits on one unit. And of course, there are exceptions, the most important being that if a Phalanx unit is attacking two or more non-Phalanx units, the attacking player gets to allocate the Hits as he sees fit. This does not apply when Phalanx units are defending.

The Collapse

Now for the Collapse step (SPQR 8.47). First order of business is that units with Hits equal to greater than their TQ rout. The process is the same as described in the Charge step. Most units rout move two hexes, while Skirmishers are eliminated, Elephants Rampage, and Phalanx units are checked to see if they rout move or remain in place. Of all places, this is where it is important to handle each rout move starting from one end of the map and moving toward the other.

Next the players make a TQ check for each of their units with Hits one less than their TQ and in an enemy ZOC. Phalanx units that survived their rout check do not make this check. If the DR is greater than the unit’s TQ it routs; treat the rout in the same way as in the preceding paragraph including the check by a Phalanx unit to see if it avoids the rout. All checks are made before any unit routs, and yes, it is possible for all attacking and defending units to rout; the formula for figuring which side routs does not apply in this situation.  If the checking unit does not rout, remove one of its Hits. See the extended Shock example at the end of SPQR 8.47 for an illustration of how all this works.

Advances

Attacking units and leaders stacked with them must advance into a hex vacated by defending units (SPQR 8.5). In certain circumstances, cavalry units may pursue the routed defenders instead. If more than one hex was vacated the player chooses the hex(es). If there are more attacking units than vacated hexes, the unit that gained Attack Superiority for its side advances, if there was no Attack Superiority, then the unit with the highest TQ advances with the player choosing among ties in either situation. The advancing unit incurs any Hits due to terrain in the entered hex. If it accumulates Hits that would cause it to rout, it does not rout; instead set its Hits to one less than its TQ. An advancing non-Phalanx unit may change its facing by one vertex regardless of any enemy ZOC. The opposing players units cannot withdraw in the face of the advancing units but may change facing and/or fire using the procedures described in the preceding sections.

Phalanx Advances

The advance of a Phalanx unit is a bit more complicated (SPQR 8.53). The unit must forward with both halves of the unit into vacated hexes. If it cannot do so it does not advance with one exception: if there is an enemy unit in either its left or right front (not both) hex, and the only vacated hex was its center front, the Phalanx unit pivots into the vacated hex paying the one Hit cost for the pivot and making a TQ check if the Phalanx is in an enemy ZOC. If the Hits incurred would cause the unit to rout, it doesn’t and has its Hits set to one less than its TQ. If the Phalanx unit can move forward with both halves, it may perform the described pivot paying the usual costs if the situation presents itself. The diagrams above SPQR 8.52 illustrate the possibilities.

The Pursuit

A cavalry unit advances as other units if there were two defenders and only one routs, if the defending unit(s) are surrounded by enemy units and/or enemy ZOC, the defender routed from a failed TQ check in the Collapse step, or the cavalry unit was Engaged at the start of the combat (more on Engaged in a bit). In all other situations, the player checks to see of the victorious cavalry gives chase.

I am going to use the pursuit option described in the SPQR Errata & Clarifications document since it provides a better historical perspective without adding much rules load. To resolve the pursuit, the owning player rolls the die and compares the result to the unit’s Pursuit Rating which is 5 for LN/LC types and 3 for RC/HC/BC types, modified as follows:

+1 for Numidia LC

+2 if any routed unit is infantry

+/- Charisma Rating of any one leader involved, player’s choice

-1 if in the ZOC of an enemy combat unit

If the modified DR is higher, the cavalry unit and any leaders stacked with it must pursue, otherwise it advances into the vacated hex. If it pursues, the cavalry unit moves toward the routed unit along its path of retreat. Ignore any MP cost but apply all terrain Hits. If all defender(s) were eliminated (Routed units, Skirmishers, etc.) the pursuing cavalry unit instead either moves ½ of its MA (round up) if any of the defenders were infantry, or its full MA if all defenders were cavalry, in the direction the routed unit was heading, or the opposing players retreat edge if the unit (Skirmishers) were outright eliminated. The cavalry unit must stop if it enters an enemy ZOC or places an enemy unit in its ZOC. The pursuing player then resolves a Shock combat against all enemy units in its ZOC. If the pursuing unit is required to advance, it does not check for pursuit; only one pursuit per combat. It advances into the vacated hex unless all defenders were Routed at the start of the combat and eliminated, in which case the cavalry unit instead moves ½ of its MA (round up) or full MA in the same manner as the initial pursuit. If the enemy unit rout moves off the map, the pursuing cavalry unit and any stacked leaders are placed off map.

If you wish to use the rule as written, compare the die roll to the unit’s TQ Rating instead of the Pursuit Rating; there are no DRMs. All else remains the same.

Engaged

SPQR has an optional Engaged rule (SPQR 10.4) that is quite popular. Engaged markers are placed/removed/retained during the Collapse step. Engaged markers are removed from any unit that rout moves or advances; however, a Phalanx unit that does a one hex pivot advance retains its marker. If either all defending units or all attacking units rout moved, advanced, or were eliminated, all Engaged markers are removed from the other side’s involved units. If both attackers and defenders have units that remained in their hexes, Engaged markers are placed (or retained) on those units. An Engaged marker is also removed if any time the Engaged unit finds itself with no enemy Engaged units in its ZOC and is not itself in the ZOC of an Engaged enemy unit.

Units under an Engaged marker cannot voluntarily move or change facing, cannot Fire nor can they be a target of Fire, and friendly units must, if able to attack, receive a Shock No TQ Check marker at the start of the Shock Combat segment if within Command Range of the leader being used for the Player Turn.

Now for the exceptions. Cavalry, Skirmishers, and Light Infantry with engaged enemy units in their ZOC whose MA is less than their MA may retreat one hex maintaining their current facing, instead of receiving a Shock No TQ Check marker. Non-Shock capable units must retreat if possible. That hex must be vacant and enterable, not in an enemy ZOC, and not adjacent to any of the enemy Engaged units it is already adjacent to.  If a shock capable can’t retreat it receives a Shock No TQ Check. A non-Shock capable unit remains in place and does nothing.

The Engaged rule can have a dramatic impact on play in that it negates SPQR 7.24 thus permanently pinning units attacked form the rear/flank (unrealistically from my perspective). I prefer not to use it without a “house rule” that addresses the limitations of the Reaction Facing change (one vertex). After all it was far easier for a unit to about face than reorient to a flank. This can best be seen by looking at the two-hex Phalanx unit. Our single hex units historically were in most cases rectangular shaped to varying degrees below the scale of the game. There limitations would be like the Phalanx counter but within the hex. The offsetting “house rule” simply allows the unit to change facing in any direction, the TQ check remains the same but adds that any attack in the following Shock Combat section has Position Superiority regardless of the angle of attack.

End of the Game Turn

After the players have cycled through all their leaders, play moves to the Rout and Reload phase of the Game Turn.  The players remove Rallied markers and move their routed units (Phalanx units are eliminated). Both players have their units reload missiles, all such reloads are consider simultaneous. Leaders are then returned to their front sides and all the temporary markers are remove. Finally, players total up their Rout Points to see if one side or the withdraws and loses the game.

The Battle Plan

With the end of the Game Turn, the rules overview is complete. Next step is set up the game. This part of the process is straightforward though time consuming – the Heraclea battle has 147 counters that need to be placed in specific hexes. If you use Vassal, this step is unnecessary since the program does this for you. Gazing at the finished setup, most players are taken aback on what to do. To be successful, you will need a plan. It doesn’t need to be overly detailed, nor does it need to project very far in the future. The adage that most plans don’t survive contact with the enemy applies here.

To form a plan, you will need some idea of what your units and those of your opponent can and cannot do. As you saw in the Shock Combat section and elsewhere in the rules the relationship between the opposing units is critical.

Let’s look at some of the Heraclea key combat unit matchups. The discussion will focus on Shock combat because that is what these two armies do best. The Heraclea Shock Combat Matchups Charts summarize the relevant data from the Clash of Spears and Swords (SPQR 8.73) and Shock Superiority Charts (SPQR 8.72).

The Infantry

The Roman LG are the workhorse shock infantry for the Romans. There are 60 units in all, more units than the entire Epirote army! The typical Roman army in SPQR generally outnumbers their opponents in terms of counters especially if the opponent has a significant contingent of Phalanx units as is the case here.

Looking at the infantry matchup chart, you will see that the Roman LG are the only type of those listed that is Attack Superior (AS) regardless of the angle of attack. The LG thus are formidable in a frontal assault against the 12 Epirote HI and MI types. Those types make up 60% of the of the Epirote “heavies”. The AS has the effect of doubling the number of defender Hits recorded on the Shock CRC.

Digression on the Shock CRC

Let’s look at the sea of numbers on Shock CRC. Close inspection gives the impression of a normal distribution of results centered on Column 7. The Clash chart shows that combat between like types is resolved using that column prior to any shifts. Columns 6 and 5 incrementally favor the defender, while Columns 8 and 9 do so for the attacker. The chart marches down and up from the middle, continuing the pattern. Columns 1 and 13 show the extreme but even here there are few blow outs. The most likely outcome is two Hits for both sides, with an occasional one or two added to one side or the other as one moves toward the ends of the chart. The outcomes are attritional exchange style results. The game changer is the Superiority. AS doubles the defender Hits while DS triples the attacker Hits. Note that superiority has no effect on the other sides Hits; expect two Hits in most cases.

Roman Infantry Attacks

The TQ 5 and TQ 6 Epirote HI and MI are not likely to survive an attack by a Roman LG due to their Attack Superiority. Keep in mind that if it is a Charge attack (Shock Must Check TQ) there are TQ checks all round and likely a missile attack by the LG. There is a good chance the HI/MI would already have Hits prior to any DR on the Shock CRC.  The ratings of first wave LG units are TQ 5 and TQ 6 as well; so lousy Pre-Shock TQ check die rolls can sometime pull off a win for the Epirotes.

The Phalanx, however, is another matter; LG no superiority and some significant adverse shifts if the Phalanx has its flanks covered. Two or three Roman LG units charging into a Phalanx unit with covered flanks would be resolved on Column 1, a bad idea. Attacking a partially covered Phalanx unit is more palatable, though not great. Though the Romans are likely to incur more Hits on these lower columns, those Hits would be spread over two or three units. The Phalanx’s special ability to assign Hits only applies on the attack. This is where Momentum becomes important. If the Romans can gain it and have the leader in position, they get another shot using Column 4 (it would be Shock No TQ Check attack – no shifts for flank coverage) guaranteeing two Hits which may be enough to rout the Phalanx if it suffered a missile Hit, or a Hit or two from the charge TQ check.  

The Roman HI will generally end up on the losing end of the attrition in Columns 5-9 due to their small Size Ratings.  Given their position in the Roman battle array, they will likely see little action against the Epirote infantry but will likely see action against those Epirote HC in defending the rear of the Roman second line units.

Epirote Infantry Attacks

The three attacking Epirote types will generally have the upper hand on Column 5-9 spread.  The Epirote HI/MI are better in the attack than defense without considering the LG AS superiority. That superiority makes it imperative that they attack first. The Phalanx units are another matter. They are more effective on the defense but also good on the attack; they are on the higher end of the Columns 5-9 spread and can allocate the Hits as the player sees fit.

You probably noticed the high Shock Columns for Flank and Rear attacks. This reflects the cumbersome nature of the infantry formations of the period which were unable to effectively respond to attacks from those angles. Attacks from those angles are usually AS due to Position Superiority which doubles the Hits and thus almost guarantees an immediate rout. Even here the attacker is guaranteed to incur at least one Hit.

The Cavalry

Let’s turn to the cavalry. The Roman RC are severely disadvantaged against the Epirote HC and advantaged against the Epirote LC. Remember, DS triples the Hits on the attackers. A frontal attack by an RC against a HC is a guaranteed rout for the RC. The cavalry attacks are in the middle of Columns 5-9 spread for the HC/RC with the LC on the lower end. Given the high TQ of the Epirote HC, they can generally carry the day with frontal attacks against the Roman RC though it may take two or three attacks to do so. Finding a flank or rear is a better option. The RC must seek the flank/rear of the HC to have any success, though will prevail against the LC frontally.  

The infantry/cavalry matchups can be summarized in a sentence. Assuming an LG as missiles, all infantry units are DS to their opponent’s cavalry. No frontal attacks here unless a Roman LG is caught without missiles. Flank/Rear attacks fall in the Columns 9-11 range which if AS is applicable and it usually is, will send the infantry unit heading to the retreat edge. Conversely, infantry attacks against the cavalry, if they do happen (cavalry can withdraw easily), produce no superiority, but are generally resolved to the right of Column 7.  

The Elephants

One more loose end. How do the Elephants fare in all this? Looking at the Clash and Superiority charts, their special abilities against cavalry, and the scenario special rules, they are dynamite against cavalry. The problem in this battle is that they are in reserve and can only be ordered by Pyrrhus who starts on the other wing. Against the Roman LHG/HI they have no superiority and are on the middle of the Column 5-9 spread. They do benefit from a scenario special rule granting them immunity from the Pre-Shock TQ check and forcing the Roman infantry to add three (!) to their Pre-Shock TQ check which can be outright devastating! Elephants are, however, susceptible to missile fire taking two hits instead one when struck.

Now that we have a basic idea of what most of the units can and cannot do, let’s come up with a plan.

A Romans Plan

The usual Roman deployment, which is what we have at Heraclea, is designed for a frontal assault by two attack waves, with a third wave held in reserve. It will take two Game Turns (best to avoid the Hit from moving more than once per turn) to get the two lines over the river. To meet that timetable, the Velites will need to drive the Epirote Skirmish line back. The river hexes are rough terrain so there is no H&D across. Keep in mind that matchups. The Romans have a significant edge on their left wing being AS against all the infantry on that side.  So once over the river, the emphasis should be an attack with the Roman left wing and a wait and see approach with the right wing facing the line of Phalanx units. The left-wing RC outnumbers their LC counterparts and are AS against them, so driving straight at them is the order of the day, dealing where necessary with any Skirmishers that get in the way. When and where the cavalry clash will occur depends on the die roll determining the Player Turn order of the 3-Initiative leaders. The river crossing will inflict a Hit but is better that than being caught on the river hex itself. The Romans can harvest 119 Epirote RP with their left wing; 125 RP win the game for the Romans.

The right-wing RC present the Roman player with a tough decision. They can enter play first, enter later in the Game Turn, or on a future Game Turn, and on either the Epirote or the Roman side of the river. Delaying their entry gives the EIO phase to the Epirotes so it’s best to deny them that and enter the horse. Some might say that holding them off board until the Epirotes commit their HC to attack and the hitting them from behind while tangled in combat is worth conceding the EIO to the Epirote player. I am not so sure.

If the units enter on Epirote side of the river they will be tangled up almost immediately with Epirote HC. Entering on the Roman side allows the group park themselves on the riverbank protecting themselves and the flank of the right-wing infantry which will be in a wait and see mode while the action unfolds on the left. Aggressive minded players go for the former, defensive minded for the latter.

An Epirote Plan

Pyrrhus’ boys begin with a less than optimal deployment. The double line of MI/HI is a disaster waiting to happen. Pyrrhus is placed in a good spot with the HC which will be Epirote player’s major assault formation.  The HC units have excellent TQ ratings and Pyrrhus himself who has enough IOs to move, rally, and remove Hits at will, and is almost assured two Momentum phases. The goal of the HC is to get around the Roman right flank blowing through the Roman RC if they are around and then pounce on the flank and/or rear of the second line.

Now for the double line. The idea is to form a single line (MI and HI can be in the same line) with the MI to the left and HI to the right since the HI are better suited to deal the cavalry. Given the space available one of HI won’t be in line right away, but that can be corrected on the following Game Turn. Keep in mind that other than the Elephant restriction any leader can order any unit. The phalanx line should move forward to align with the MI. Though the Phalanx and MI/HI lines cannot move as one, they form a solid front and are in position to hit the Romans should they cross the river or gain the riverbank if the Romans don’t cross.

Now for the Elephants. Here the problem is that the Elephants, which only Pyrrhus can command, are 20 some hexes away from him on the right wing. Depending on what the Romans do, at some point command of the HC needs to be handed off to Megacles so Pyrrhus can run over and get the Elephants moving. It will take him two Orders Phases to get in range to order them. Two options here. Keep Pyrrhus on the right to use the Elephants to dispense with the Roman RC on that wing or head them left to support the HC assault. The latter will likely take too much time so it’s probably best to help the right wing, and then when the left Roman cavalry are dealt with, to head Pyrrhus back over to join the HC. What to do with the LC? Keep them away from the direct attack by the Roman RC and then use them to chase down any routed units.

Conclusion

The first couple of Game Turns will be dynamic as each side jockeys for position to set up their planned attacks. The order of leader activations can be critical as can be a well-timed Trump. How the game progresses from this point is hard to predict in detail given the number of die rolls and the skill of the players. You can expect the neat lines to disappear, the RP to grow, and see leaders running here and there to rally troops, move a unit or two to fill a gap, or position themselves to enable a critical Shock combat. Fun all around!


Previous Article: SPQR: A Guide to Playing the Game — Part 1

Alan J. Ray
Author: Alan J. Ray

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5 thoughts on “SPQR: A Guide to Playing the Game — Part 2

  1. Thank you for these articles, but they are unusable for me because for some reason they cannot be printed–every time I have tried to print any of these three articles, I get a message that “images are still being loaded”, and the articles don’t print. I don’t read stuff like this on my computer, so at this point I can’t read them.