place a BUA, he also reveals which battlefield will contain the BUA. Next the opponent allocates commands. Determine board size for each battle. Each battle is resolved independently, one day at a time. The player with the higher scouting total choses the order of resolution. Pursuit is resolved on each battlefield at the end of each battle. However, the pursuit die roll difference can be only from -2 to +2 on each small battle – a dice difference of 1 vs 6 would produce only an adjustment of 2. If any of the battles are fought for more than one day, the survivors of other fights must refight their battles unless the command(s) of the defeated side in a particular battle have been reduced to six elements or less or their general killed, wounded, or captured. The survivors then join to the command(s) fighting on the remaining battle segments, as do the victors. The player who wins the majority of the battles counts as having won the entire battle for campaign purposes. For example, a record of 1 win and 2 ties would be a campaign victory. If a player captures a BUA or capital in one battlefield, and still holds it at the end of all battles, he is considered to hold it for loot and prestige purposes, even if he suffered an overall defeat.

 

During the first year of a war with a nation listed in the Potential Enemy column, the terrain is used for the battle is the listed terrain for the province if Rome defends and the Enemy’s terrain if they defend. After the first battle in any war, the terrain of the enemy nation or Roman province with the most defeats is used exclusively for the battles, no matter who defends. So in this way, Rome doesn’t always defend on Arable terrain.

However, if the Enemy of Rome is listed as an invader/raider, terrain is always that listed for the province no matter who scores higher on the aggression die roll. Note that as a result of strategic intelligence and scouting, the terrain placement and board edge selection procedure can be modified.

Striking for a City


After an initial victory, the winning side may choose to strike for a city. Only the side currently with more victories in a war may attack an enemy city. This type of attack adds enemy elements to the opponent’s army but requires that the defender place a BUA. If the Romans choose to strike for a city against an enemy that is not normally permitted a BUA in his terrain, a BUA is placed in any clear area in accordance with BUA placement rules and counts as a mandatory terrain pick. A Roman army can only strike for one city in a turn unless it has a major campaign or a reserve. An Enemy of Rome player can only strike for a second city if two armies of nation(s) that have positive victory points are present in the province.

Ending a battle


A battle ends as in DBA (when one general is involved) or DBA Big Battles (more than one general on either side). A general who believes himself beaten may also withdraw his army to preserve it, using normal movement to exit the table, or voluntarily demoralize his army and use flee moves to exit the table. The battle may also end in nightfall when 4D10 defender’s bounds have passed.

If a battle ends in nightfall either side may slip away. This is recorded secretly. A battle that ends with one or both sides slipping away is not considered a win for either side, and the enemy camp is not captured unless taken during the battle. The only prestige change for the Roman player is casualties. However, if a BUA was on table, the Romans are considered to have captured it (with few exceptions, no Roman siege in this period ended happily for the defenders) if the enemy slips away. If the Roman player slips away, any BUA garrison and the town are captured on a die roll of 5,6 (+1 if the enemy army has artillery or elephants).


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