Rome at War Series

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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

Setup

  1. Select a scenario from the scenario book.
  2. Place the area map for the chosen battle.
  3. Place unit counters on the map according to the scenario setup chart, organizing armies into their historical formations.
  4. Place leader counters with their forces.
  5. Determine which side moves first (per scenario instructions).

Turn Structure

Each game turn represents a phase of the battle. Turns follow this sequence:

  1. Initiative Phase: Determine which side has initiative (may alternate or be scenario-specific).
  2. Activation Phase: Active player selects a leader to activate. That leader and all units within their command range may act.
  3. Movement Phase: Activated units may move between areas, subject to terrain costs and facing rules.
  4. Missile Fire Phase: Units with ranged capability (archers, slingers, javelin throwers) may fire at enemies in adjacent areas.
  5. Assault Phase: Activated units may assault (melee attack) enemy units in their area or adjacent areas.
  6. Morale Phase: Units that suffered casualties or are under pressure check morale. Failed checks may result in retreat or rout.
  7. 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:

Scoring / Victory Conditions

Victory conditions vary by scenario. Common conditions include:

Special Rules & Edge Cases

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.