The Roman player receives gold for enemy and friendly losses if he remains on the field, and the other player doesn’t. If both players choose to renew the battle the next day, deployment is done again ON THE SAME TERRAIN FACED THE SAME WAY. However, river status is not re-rolled. If the battle is renewed on the second day, both players specify a number of turns they want to fight for, with the higher number winning. 1D10 is rolled, if the number is 8+ the weather interferes, with the number of battle turns being 2D10 instead. If a 10 is rolled, the weather the next day is so bad no battle is fought. Elements destroyed the first day are not used on the second day. Players may reorganize commands on the second day, and command and army break points are calculated from the strength at the start of the second day.
If either side won the battle (1/3 elements of a one-general army destroyed or 50 percent of a DBA Big Battle army driven from table/destroyed, or the enemy abandoned the field before nightfall), the enemy’s camp is automatically taken, and the Romans automatically take any BUA. If the Enemy of Rome wins the battle, they take the BUA on a 5,6, plus 1 if their army includes any artillery, war wagons or elephants.
Pursuit
If an enemy army is defeated or voluntarily demoralized, then pursuit can occur,
with the number of surviving winning cavalry elements compared to losing
undemoralized cavalry elements and HALF the surviving losing demoralized
cavalry elements. An opposed die roll is made, and the difference between
the modified numbers is the number of additional losing elements destroyed,
with the slowest losing elements being destroyed first. If the battle occurred
in wooded or hilly terrain, 2Ps, 3Ax, 4Ax, and 3Wb elements count one half
value (one-quarter if demoralized) for the die roll modification. Any 2LH,
2Ps, 3Ax, 4Ax or 3Wb from a command that was not demoralized at the point
the battle was over (for example, if the C-in-C was lost, all other commands
not demoralized at the moment can contribute) can be committed to a rear
guard, allowing them to be destroyed before slower-moving elements.
Pursuit also occurs if an army voluntarily withdraws, with the withdrawing side losing elements as discussed above. Undemoralized cavalry (and Ax, Ps, and 3Wb) count full value for the withdrawing side, and the largest number of elements that can be killed is one half the number of turns remaining before battle’s end. If the pursuit results cause sufficient casualties to destroy/demoralize sufficient elements to cause a defeat, then the battle is recorded as a defeat with appropriate prestige adjustments.
Roman player’s prestige and plunder (opima spoila)
Prestige:
If either side won the battle, the Roman player receives prestige equal to
THE VALUE OF THE ENEMY ARMY’s ELEMENTS IN TALENTS-THE VALUE OF THE ROMAN
ARMY IN TALENTS+THE VALUE OF THE ENEMY ELEMENTS DESTROYED IN TALENTS – THE
VALUE OF THE ROMAN ELEMENTS DESTROYED IN TALENTS (the value of enemy elements
is calculated using the mercenary/ally/auxilia costs for the Roman additional
units).
20 is added to this number if the Romans won, and 30 is subtracted if the Romans lost. 20 is also added if the Romans took a city, and 30 if the Romans lost a city. Enemy capital taken - +50 prestige. Enemy general captured, +10 prestige, killed, +5.
For example, a Polybian Roman Army of 12 standard elements beats a Numidian Army of 12 standard elements. The Numidian army list includes 3Cv general (7), 4 x 2LH(20), 1 x 4Bd (5), 4 x 3 Ax (12), 2 x 2 Ps(4), 1 El(16) or a total of 66 talents. The Roman Army with 3Cv general (8), 3 Cv(8), 8 x4Bd or 4Sp (56) and 2 x 2 Ps (4) for a total of 76 talents. 66 -76= -10, or -10 prestige. However, if the Romans lost 1 Bd element and 1 Ps, and the Numidians lost the elephant, the blade, and 2 x 3Ax, the adjustment for casualties would produce 18 additional prestige, and the fact that the Romans won would give the Roman player 20 additional prestige, for a net of +28 prestige!
In a pure draw, with no victory or defeat, the prestige calculation is based just on ENEMY CASUALTIES-ROMAN ELEMENTS LOST.