The player with strategic insight causes straggling: he can cause any one enemy allied contingent to be delayed as discussed above on a die roll of 6 with a DRM of +1 for every number by which he beat the opposing die score. Also, for each pip by which he beat the enemy 1 enemy element out of the remainder of the army straggles (out of any elements more than the standard DBA 12 element force), arriving on the enemy base edge 1d10 turns after the start of the game. The ally contingent arrives as a group and the individual elements dice for arrival separately. They enter the table in a two element wide column, counting a normal move from table edge. Elements that cannot enter on the first turn can enter in a two element wide column directly behind the first, or in the closest good going to the first element. Movement onto the table of the column costs one pip if completely in good going.
If there is a tie, there is no adjustment to the terrain or set-on. The neither player may hire additional troops. Proceed next to scouting.
Scouting represents the final intelligence gathering before the battle, and
can influence set-up, finding secret fords over rivers, and allows a player
to withhold elements encamped to protect them (and also avoid the prestige
effect of having them in the battle).
The Roman player and the Enemy of Rome make an opposed die roll to determine
the level of information that the Roman player knows about his opponent.
The die roll is modified by the number of cavalry or light horse elements
in each player’s army, and in hilly or forest terrain, by one-half
the number of psiloi, auxilia or 3WB in either army. The resulting die roll
determines the amount of information the player has:
Outmaneuvered
If the one player’s total score is double his opponents, that player
has outmaneuvered the enemy. A player who outmaneuvers the enemy gets the
exact army composition of the enemy force before making his final choice
on which available elements he will field in the battle. The winning player
may add or subtract 1 to his set-up die roll. The winning player makes the
decision to modify the die roll before the die roll. The player may specify
the type of any river placed, revealing his choice only when any element
moves into the river. The winning player can specify up to two 1-element
wide sections of each river as fordable with no delay or combat modifier,
irrespective of current river status. These fords are revealed whenever an
element enters them. They are secretly recorded by the player after terrain
placement and selection of side. The player can leave extra elements encamped,
which are not counted for prestige purposes, but may not leave elements encamped
that he counted for scouting. These elements can be destroyed as pursuit
casualties, and may not be used in a second battle against this enemy this
round.
The winning player may mount a surprise attack, doing so by rolling 1d6
=6 and adding 1 to the die roll for each 2 pips more than double the enemy’s
total. In a surprise attack all outmaneuvered elements from one enemy command
are deployed within 300 paces of their camp, and any elements that don’t
fit in that space or are in other commands are left off table, deploying
on table in 2x2 element blocks in contact with the base edge, each bound
for 1 pip each. If the player who outmaneuvered the enemy does not mount
a surprise attack, the other player may not switch elements as defender.
The player who outmaneuvered the enemy and does not make a surprise attack
may set up closer to the enemy than normal, and/or require the enemy to set
up closer to his base edge, or require all enemy elements be at least (except
a camp or BUA garrison) from their base edge. The set-up adjustment is 4” for
a 32” deep table and 2” for a 24” deep table.