Attached is a file of clarifications for the game Rome at War compiled due to correspondence with the designer, Stephen Jackson. I hope that you will post it on Web-Grognards. If the attachment doesn't work, the text is pasted below. -------- Rome at War: Hannibal at Bay clarifications Compiled from e-mail correspondence with the game designer, Stephen Jackson, in early 2001. Charges: -Move all charges before resolving any. -When resolving a charge, some defenders may withdraw and others counter-charge. -Multiple units in the same area may charge to different locations and attack different defenders, as long as they meet the requirements of 9.1. -To counter-charge, units must pass a second morale check, but they don't lose a step if they fail. All a failure means is that they stand and receive the charge instead of counter-charging. -If you force the defenders to retreat, you have to occupy their space even if Pursuit does not occur. -All charges must be declared before any are resolved. -A counter-charge results in a switch to assault combat (rule section 11.2, fourth bullet and following). You do not conduct Reaction Facing, Morale Checks, or Withdrawal (11.2, first three bullets) after you switch to assault combat due to a counter-charge. -Two or more charges can be conducted against the same enemy area during one activation phase, as long as each separate charge meets the requirements of 9.0 and 9.1. Assault: -A heavy infantry unit can only assault through its front. -7.23 If two units in one area are being attacked, but only one is flanked*, only the flanked unit has its combat value reduced, but attackers get the +1 modifier when inflicting casualties against either unit. *For example, a heavy infantry attacked from the rear and a light infantry (which can't be flanked). -Heavy Infantry Unit A is attacked by Unit B from the rear and Unit C from the front. Regardless of what atttacker Unit A defends against, Unit A suffers the flanking reduction. However, only Unit B gets the +1 modifier, not Unit C. -All assaults must be declared before any are resolved. Other: -The definition of diagonally adjacent found in 2.21 is used for all game mechanics except for Command Radius, for which see 4.1. -If a Army Commander dies in the middle of a turn, you still use the eliminated Army Commander's initiative to activate leaders for the remainder of the turn. At the end of the turn, the leader is replaced as normal during the Recovery phase. -12.3 applies even to areas that are vacated as a result of a morale check eliminating all occupants. 13.4: If, due to a scenario special rule, a leader "can't be replaced," you can still replace him with a generic 1-0-1. -If a leader is eliminated and he has no more attached men, no replacement leader is made. 15.1: If placing reinforcements would overstack an area, you can choose an adjacent area. If those areas are prohibited too, keep going along the map edge until you find an allowed area. -Largest Unit (15.2) If two units are tied in steps and combat strength, choose the one with the greater morale value. Scenarios: Watchtower: The Roman player receives no victory points for Carthaginian cavalry that exit. Zama: Using free-set-up costs Carthage one level of victory, i.e. a Carthaginian tactical victory becomes a Roman tactical victory, a Roman tactical victory becomes a Roman decisive victory, etc. Cirta: Laelius and Masinissa, since both are Army Commanders, may not activate each other, and Masinissa may not activate Sergius (who is considered Laelius' subordinate). Tunes: The Carthaginian player receives no victory points for Romans who exit off the I-11 to II-76 edge. Rome at War errata.doc