Overview
Rome at War is a series of board wargames by Avalanche Press covering ancient land combat involving the Roman legions. The first game in the series, Hannibal at Bay (2000), covers battles from the Punic Wars between Rome and Carthage. The series uses an area-based system (irregular areas rather than hexagons) to portray ancient battlefields, with units rated for combat strength and morale. Leader activation, formation rules, and period-specific mechanics (cavalry, elephants, phalanx vs. legion) make the system suitable for a variety of ancient warfare scenarios.
Components
- Topographic area map (battle-specific, with irregular areas instead of hexes)
- Unit counters (infantry, cavalry, elephants, leaders) rated for combat strength and morale
- Leader counters with activation ratings
- Combat results table (CRT)
- Scenario setup charts
- Dice
- Rules booklet covering the series system plus scenario-specific rules
Setup
- Select a scenario from the scenario book.
- Place the area map for the chosen battle.
- Place unit counters on the map according to the scenario setup chart, organizing armies into their historical formations.
- Place leader counters with their forces.
- Determine which side moves first (per scenario instructions).
Turn Structure
Each game turn represents a phase of the battle. Turns follow this sequence:
- Initiative Phase: Determine which side has initiative (may alternate or be scenario-specific).
- Activation Phase: Active player selects a leader to activate. That leader and all units within their command range may act.
- Movement Phase: Activated units may move between areas, subject to terrain costs and facing rules.
- Missile Fire Phase: Units with ranged capability (archers, slingers, javelin throwers) may fire at enemies in adjacent areas.
- Assault Phase: Activated units may assault (melee attack) enemy units in their area or adjacent areas.
- Morale Phase: Units that suffered casualties or are under pressure check morale. Failed checks may result in retreat or rout.
- Recovery Phase: Disrupted or demoralized units may attempt to recover.
Actions
Leader Activation: Select a leader and check their activation rating (die roll required for some leaders). Successfully activated leaders allow all units under their command to move, fire, and assault.
Movement: Units move from one area to an adjacent area, paying movement costs based on terrain. Cavalry moves faster than infantry. Elephants have specific movement rules.
Facing: Units have a facing direction. Flank and rear attacks receive combat bonuses.
Missile Fire: Ranged units fire into adjacent areas. Effectiveness depends on unit type, target type, and terrain.
Assault (Melee): Close combat between units in the same or adjacent areas. Attackers and defenders compare combat strengths, modified by terrain, facing, and unit type. Consult the CRT and roll dice for results.
Formation Rules:
- Legion: Roman legions can form testudo, manipular, or open formations, each with different combat and movement characteristics.
- Phalanx: Greek/Macedonian phalanx formations are strong frontally but vulnerable on flanks.
- Cavalry Charges: Cavalry units can charge for enhanced combat effect but become disorganized afterward.
- Elephants: Powerful but unpredictable. Can rampage through friendly units on bad morale checks.
Scoring / Victory Conditions
Victory conditions vary by scenario. Common conditions include:
- Destroying a certain number of enemy units.
- Controlling key areas on the map.
- Breaking the enemy army’s morale (cumulative casualties causing army-wide rout).
- Achieving historical objectives within the time limit.
Special Rules & Edge Cases
- Elephant rampage: When elephants fail morale, they may charge through friendly units, causing additional casualties.
- Leader casualties: Leaders killed in combat remove their activation bonus and may cause morale penalties.
- Terrain effects: Hills, rivers, forests, and fortifications significantly modify combat and movement.
- The area-based system (rather than hexes) creates a more fluid battlefield representation.
- Each game in the series adds scenario-specific rules reflecting the particular battle’s historical conditions.
Player Reference
Series games: Hannibal at Bay (Punic Wars), Fading Legions (late Roman battles), others.
Turn sequence: Initiative > Activation > Movement > Missile Fire > Assault > Morale > Recovery.
Key mechanic: Leader activation determines which units can act each turn.
Unit types: Infantry, cavalry, elephants, leaders – each with specific movement and combat rules.