Clarifications and PBeM modifications
Retreats
- The attacker retreats all units.
- Gauls who end a retreat overstacked are not eliminated, but continue the retreat untill not overstacked. If this is not possible, the Gauls are eliminated.
- Romans who end a retreat overstacked are eliminated.
- Since the attacker handles retreats, the Roman handles his own AR's. Where he retreats them is but a suggestion to the Gauls. Once the Gauls recieve the Roman turn, the Gauls may re-retreat any Romans who AR'ed. The 'new' retreat hex must of course be be of the same 'highest priority' as the original was. If the Gauls do this, they need to save the readjustmenst as a seperate file.
- Units must Retreat to the highest priority hex shown below as possible (Highest Priority = '1'). If the attacker has a choice (remember, the attacker retreats units, not defender (except that Gauls only may later readjust Roman AR's ( clear as mud?))), he can choose from among like highest numbered hexes.
- Leader counters must be retreated with the strongest fellow retreating unit.
- Gauls (only) may retreat across rivers and the trench.
Missile Fire
- Gauls roll for all Roman missile fire EXCEPT forts at range one.
- Romans fire at the first Gaul unit to come in range.
- If Romans fire at a Cavalry unit, then the Gauls may not move infantry within the range used by the missile unit to fire at the Cav unit.
- Remeber, archers and slingers always get to fire at both ranges if targets are there, even if adjacent to a Gaul.
- The Guals must pause during a turn and send the move to the Romans, who will resolve primary Fort fire.
- Roman missiles do not fire during at Gauls during advance/retreat after combat ( since this would add PBeM mechanics complexity and theoreticaly could cause an additional 0 to 26 mailings)
Rivers
- A unit that began the turn on a non-river hex must stop immediatly after entering a non-bridged river hex. Same for a unit that begins on a river hex but leaves the river at any point.
- Feel free to read the above again.
Advance After Combat
- A unit must end an advance if the hex advanced into is in an enemy ZOC. This applies to the first hex of an advance also. Still, a unit may always advance at least one hex
Offboard Tracking
- Unless the Gaul states otherwise, the Roman may assume every possible zone is occupied by at least one Gaul. Of course, the Gaul may still specificaly list the status of each zone.
Speed of Play
A good move turnaround speed keeps a game intersting. A slow turnaround makes for a slow(dull) game. Overall, a player move should be completed within 5-6 days maximum. The quicker, the better.
Play Balance and House Rules
Romans near Alesia
- No Roman unit may come within 6 hexes of Alesia
Alesia Release Chit
- No chits. Guals release on turn 5 on day one, turn 4 on day two.
- Hence, the Guals do not need to 'land 10 units' on the outerworks.
The First Day
- The First Day last 13 turns.
Vecingetorix
- Roman slinger and archers may not target Vecingetorix.
- Vecingetorix may enter enemy ZOC (still eleminated if alone).
2:1 Surround
- Only the ZOC's of the attacking units may be used to 'trigger' the 2:1 AV. Otherwise, it is a 'normal' attack against a surrounded unit.
Odds less than 1:4
- An attack at less than 1:4 is legal and will result in an AE, DA3