Hi there.
I fully admit to being new to the game and know that you've seen this before, I became interested about an old discussion about "light" outflanking rules similar to those used by Joe Bisio in his scenarios.
Now, let me say first hand that I do not consider the game as it is incomplete or "missing" these rules, it works just fine as written as a fun game, but the eternal tinker in me made me want to go a bit beyond a few house rules I've seen so far. I apologize for not properly crediting the original "inventors" of the rules I tweaked, but I believe that this is in the spirit of things. I have boldened my additions where appropriate. So, without further ado, here they are:
Discuss!
Optional rule: Sudden-death overtime
As written, the rules dictate that a scenario ends the moment a player increases his/her banner count to the scenario’s victory level. Change this to end the game at the end of the turn following the turn on which a player increases his/her banner count to the scenario’s victory level. Banners taken later in that turn also count, including banners from units destroyed by battle-back. In addition, he gets one extra banner for reaching the victory level first. If after this the opponent is three banners or less behind he gets a turn to respond if he wishes.
Sometimes the standard end condition leads players to do things that would be tactically very stupid in order to grab the last banner, like sending a lone unit out of line to pick off a single unit in an opposing line. By changing the end condition we discourage go-for-broke moves and keep pressure on both players to use good tactics clear through to the end.
Optional rule - Outflanking
--A unit is said to be “Outflanked” if it is a Warrior, Medium or Heavy infantry unit and is either
a) adjacent to four or more enemy units of Auxilia or Medium & Heavy Infantry and Cavalry.
b) adjacent to three non-adjacent (meaning at least one of the units must not be adjacent to a friendly unit that’s adjacent to the outflanked unit) enemy units (that can outflank) or
c) adjacent to two enemy units (that can outflank) in opposing hexes.
-- An outflanked unit rolls 1 fewer die when battling back. In addition, enemy “leader” symbols rolled count as flags as well as leader symbols (on a normal D6, 1 and 2 both count as flags)
-- An outflanked Hoplite or Phalanx unit instead halves its dice (round down) when battling back, loses any close combat special rules (and may not ignore swords), and enemy “leader” symbols rolled count as flags as well as leader symbols (on a normal D6, 1 and 2 both count as flags) as normal.
OPTIONAL RULE: THE PHALANX:
Type: Heavy Foot Unit
Class: Represented by Macedonian, Epirote, Successor and in some cases, Greek or other Hellenic (as instructed by the scenario) Heavy Infantry Foot units from 358 BC onwards. Both sides must agree to their use before the start of a scenario. To help remind you of their differing effects from other Heavy Infantry units, note them with a Special Unit marker.
Move: One hex.
Range Fire: No Fire Dice: N/A
Close Combat: May engage in Close Combat.
Close Combat Dice: A Phalanx rolls 5 dice in Close Combat and scores/receives hits as Heavy Infantry.
May Ignore: One Sword result when defending. One Flag result from all Light and cavalry units when defending. Otherwise as normal, except a phalanx may not ignore flags because of terrain.
Close Combat Special: When battling back against cavalry(and is not outflanked), Leader symbols cause hits regardless of the presence of a leader nearby. A defending Phalanx unit which is also supported modifies Close Combat in the following manner: First, the attacking unit and defending Phalanx roll their allotted dice for Close Combat (after adjustments for card bonuses, terrain penalties, etc.) simultaneously and set aside all hits and Flag results. Remove any Flag results that can be ignored by the opposing units (for Lights vs. Phalanx, Leaders, support, full-strength Warrior) as well as Sword hits that can be ignored by attacking Elephants or defending Phalangites. Second, the remaining hits and Flags from each side cancel each other out, one-for-for one, with Flag results cancelled last. (Hits and Flags may cancel each other so long as the sequence is followed.) Finally, apply any remaining hits and/or Flags against the opposing unit. (Note: unless all results cancel each other out, only one side will have any remaining hits and/or Flag results to apply after Close Combat.)
Evade Close Combat: No
Momentum: Advance (and Battle again with Leader)
Hexes Retreated for Each Flag: 0 (None.)
Special Rules: A Phalanx never retreats, whether supported or not. Instead, Flag results which the Phalanx cannot ignore (in excess of: support and Leaders; 1 Flag from Light units; cancellation from a simultaneous throw) count as hits against a Phalanx. Also, a Phalanx which enters any terrain hex other than Clear counts as “Outflanked”.
NOTE: If you use the phalanx rules, you must also use the rules for Outflanking.
OPTIONAL RULE: HOPLITES
-Hoplites are prevalent in many of the battles depicted in C&C:A. Noted in the scenario rules. If you use the Hoplites rule, you must also use the outflanking rules as they are the balancing factor. Hoplites can be either medium or heavy infantry and perform exactly like a normal unit of its type except for the following:
- Hoplites ignore the first “Swords” result (like elephants) when defending. (On a D6, this means rolls of 5, IF the enemy unit can hit on swords).
- Hoplites can also ignore the one Flag result from any Light or Cavalry units when defending.
- When battling back against by cavalry(and is not outflanked), Leader symbols cause hits regardless of the presence of a leader nearby.
- List of Hoplites per nationality:
- Romans: Heavy Infantry BEFORE the Marian Legions rule takes effect.
- Carthaginians: Heavy Infantry.
- Greek & Other Hellenic : Medium & Heavy Infantry, EXCEPT when the Phalanx rules are used (they take precedence