1995 GREAT CAPTAINS OF HISTORY TOURNAMENT It is MOST important that ALL participants bring with them at least TWO complete armies, ready to go. This will greatly reduce playing time, enabling you to complete your participation before Origins 1996. GMT will, if absolutely necessary, provide counters and maps. 1. The tournament uses units from any of the games and modules in GMT's Great Battles of History Series: Deluxe Alexander, SPQR II, and Julius Caesar. Units from "C3i" may be used. Units from Lion of the North may NOT be used. 2. Deluxe Alexander and SPQR II rules will be used, as will the series-encompassing "Clash of Spears" and "Shock Superiority" charts from Deluxe Al and Dictator. 1st edition Julius Caesar rules will be in effect -- as will all Errata in effect by the date of the tournament. Errata sheets will be available. Any conflicts between rules of different games will be decided by the on-site judges. PICKING YOUR ARMY 3. Players get to pick one of the following "Great Captains": Alexander III the Great Pyrrhus Hannibal Scipio Africanus Julius Caesar If the players both seek to use the same leader - which you cannot do - roll one die. High die picks his leader first. 4. Players then get 950 Points, each, to flesh out their armies -- and that includes additional leaders. (A maximum of six (6) leaders is allowed on the map, INCLUDING the Great Captain.) Points for combat units are determined by multiplying TQ x Strength/Size to obtain what that unit costs. Thus, a Macedonian Phalanx with a TQ of 7 costs 70 Points to choose: 10 x 7 = 70. Leaders cost Initiative PLUS Range PLUS Charisma. (The Great Captain, above, does not cost any points; he's a Freebie.) 5. Players may choose any combat units that their "Great Captain" got to use in any of the historical scenarios in any of the games; he may not pick a unit he did not use, and he may not use more of a type of unit than was used in any one battle. (Interpret strictly.) Unit Restriction. No player may choose for his army a unit that that Captain did not use in any of the game battles É nor may he choose more of any one type than that Captain used in any of his game battles. Alexander's Elephants: Alexander may use Indian elephants, as many as he can "afford", if he wishes. Alexander's Leaders and MCC's: Alexander may use a maximum of two (2) non-MCC Leaders; he may choose any number of MCC's. When selecting Alexandrian MCCs, treat them as having an Initiative of '2'. Cavalry Maximum: A maximum of 225 points may be used for cavalry. This reflects the realities of the period. (It's actually somewhat generous.) Antesignani (Caesar) Restrictions: A JC army may have any number of Antesignani. However, as Antesignani are used in conjunction with cavalry, the purchasing cost of each Antesignani PLUS one cavalry unit is DOUBLED. Thus a 7-cost Ante and a 12-cost Roman Cav would cost the player 38 points to buy, not just 19. For Scipio and Caesar: Once they buy one unit from a given Legion, they may not buy units from another legion until they have bought all the units in that first Legion. In addition, Scipio may choose any infantry units from any two legions and their alae; however, the units so chosen must be equally balanced between Roman legions and Alae. Residue Rule: As getting exactly 950 will be difficult, you may go 5 points under or over. If you go over, you reduce your Withdrawal Level by RP's = the overage; if you come in under, you add that underage to your RP's for Withdrawal. But it's 5 points max in either direction. GETTING STARTED 6. The Player that got to choose his leader first (as per #2) - PLAYER 'A' - now gets to pick the map from one of the following: Cannae, Zama, Gaugamela, the big (single) Pharsalus map, or the Trebbia. 7. The player that did NOT choose the map - PLAYER 'B' - now gets to choose which side of the map he wants. 8. PLAYER 'A' now sets up his army on the other side. No unit in a player's army can be further than 12 hexrows from his edge of the map, or closer than 6 hexrows to that edge. In addition, no unit may be placed within three hexes of the flank edge of the map. (In other wise, no edge-of-the-world blockage.) 9. PLAYER 'B' - now sets up his army, again using the 6-12 hexrow limit. 10. Play now starts using standard rules for such. WINNING 11. An army Withdraws when it has reached 275 Points in losses (calculated as per #4, above) that are eliminated, routed off map, or Routed and on map. (This is something of a change from normal victory conditions). Cav In pursuit does not count. CHARTS 12a. Terrain Charts are from the game the map was taken from. 12b. All players use the Deluxe Alexander/SPQR II Rally rules, but the Alexander Rally Table. 12c. Use Cohesion Hit and TQ Chart from the game applicable to the army. 12d. Use the Missile Chart from the game appropriate to your army 12e. The Deluxe Al (all-series) Clash of Spears and Shock Superiority Charts are used 12f. IMPORTANT: For purposes of this tournament and the Clash and Superiority Charts, only, Alexander's Hypaspist units will be treated as LG's. RULES NOTES 13. Players use the Command Rules applicable to their leader. This means Alexander does not get to use Line Commands, for example, and that Hannibal gets to use the Carthaginian Command special rules. 14. When determining Lines, the following units may be grouped: ** MI-LI-SK ** LC-LN 15. If one player is using Caesar, both players may use the Skirmisher Phase for all SK units (if they have any). 16. The Caesar Depletion rule is NOT in effect. No Casualties or Depletions. 17. Do NOT use the Formation rules when using Alexander; use basic rules. 18. We will use the Cavalry Pursuit rules from Deluxe Alexander (ignoring the Formation requirements). These are simpler than any others. 19. Players use the Leader Casualty Rules from Deluxe Al, Caesar and SPQR II. (We think they're all the same.) There is NO Personal Combat. 20. Scipio does not use Triarii doctrine. 21. Hannibal, if he buys Celtic MI, may use Swords of the Celts, complete with errata (player adds two [+2] to any TQ check in which a Celt unit moved to attack [cf. 7.26]; ignore reference to Casualty rule.) 21. Unless specifically stated, none of the Special, heavily chrome, battle specific Rules from any of the scenarios are used. (No Flaming Pigs, no Volturnus, no Blow Scipio Blow, etc.) Bribing the judges IS allowed. 22. Scorpiones, ballistae and oxybeles may NOT be used. 23. The Elite Commander Rule is NOT used for any commander. (They're all elite.) 24. The "Edge of the Map/World" rule from Consul for Rome will be in effect. 25. Alexander may NOT use his father - Phillip II - as a Leader. 26. Caesar's non-BC cavalry may use the JC Dart rule (9.17). 27. Caesar may use the Antesignani - and rule 9.4. 28. Elephants can be commanded by any leader. 29. Skirmishers do NOT pay any MP's to change facing. Rules Conflicts and Errata 30. The following Big Al errata is used - and applies to all games - (7.16) ADDITION: Reaction Facing Change: Any single-hex unit (not double-hex units) may change facing ONE vertex (per Phase) when an enemy unit moves adjacent to it. It may not do so if it is already in an enemy ZOC. After changing facing the unit rolls the die; adjust that DR by adding the difference between the MA of the moving unit and the MA of the stationary unit. (E.g., an '8' MA HC charging a '5' MA HI would result in a +3 DRM.) If the adjusted DR is higher than the defending unit's Cohesion, it Routs immediately. Exception: Cavalry changing facing in reaction to infantry movement do NOT have to DR. 31. Alex 8.38 overules SPQR 8.37: if the DR is "equal", you "pass" (and remove one hit). 32. Alex 7.25 (changing facing in an enemy ZOC) applies to all systenms. 33. The exception in Alex 9.61 (HI vs PH) applies ONLY to Greek/Macedonian/Epirote HI . . . and not to Roman-era HI (which were sword-armed). Game Length All games will be completed in THREE HOURS, or if one player Withdraws before that. If neither player has reached WD Level, the player with the most Rout Points accumulated, loses. In case of a "tie", judge's decision rules. Phase Length: A player must complete all movement of units (not including advances and retreats, of course) within a single Orders Phase in TEN MINUTES. Any units not moved in that time are considered to not be moved. Dieroll for combat resolution is NOT included in this. (Be flexible concerning missile fire during movement.)