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(4.3) CLARIFICATION: Line Eligibility is as follows: EL and SK; LI; HI/PH; LC/LM; HC.

(9.13 ) Historical and Play Note: The heavy infantry/phalanxes of the Successor armies became "heavier and heavier" as the years wore on. This shift towards bigger and bigger armament - and a corresponding drop in training and discipline - made it extremely difficult for them to use what the Alex rules term Elephant Avoidance. Therefore that Alex rule is not usable in Diadochoi. HOWEVER, the reference to "Friendly Pass-Thru" being available refers to applying 9.24 to these friendly units.

(9.19) EXPERIMENTAL ADDITION and CHANGE. Elephant Command/Charge. The first time in a battle that Elephants are given Orders/Line Commands they do so normally. However, after that there are only two ways of giving Orders/LC's to EL's.

  • They may be moved by leaders - either through Orders or Line Commands - if that Leader is stacked with one of the ELs so moved and remains so stacked throughout the entire Phase; or
  • In the R&R Phase, at the end of a turn, a player may place an Elephant Leader marker (which you don't have, but use anything) on any EL unit in an Elephant Line. That EL Leader has an Initiative of '1', so he will tend to go first the following turn. When that EL leader's turn does come, all EL's in that Line may move. However, they must move their maximum MA (if possible), and they may not change facing, except at the start of their movement (in the hex in which they start).

Elephant Leaders may not use Momentum, do not give Orders (only LCs) and they have no other purpose other than indicating that that EL line is going to Charge.
A player may not have more than two ELCs on the map at the start of any turn.

(9.31) ADDITION: Routed SK units on the map in the Rout Phase are eliminated.

(9.65) ADDITION: Phalanx Rout. Phalanxes, and all double-sized Heavy Infantry as well, do not Rout like other units. Each time any of these units incurs Hits = or > than its TQ, the player rolls the die … the PH Rout DR. He adds to that DR:

  • a number equal to the amount by which Accumulated Hits exceeds TQ. (Thus, a PH with a TQ of '7' that has incurred 9 hits would have +2 added to the Rout DR); and
  • +3, if the PH was attacking at the time. If the adjusted DR is = or < the unit's TQ, the unit Stands, in place, with hits = TQ minus 1. If the adjusted DR is > the unit's TQ, the unit retreats two hexes (as it would normally do when routing). IT MAY NOT BE RALLIED. At the end of the turn it is eliminated; removed from play.

(10.3) SUGGESTION. We suggest you use the Cavalry Pursuit rule, even if you are not using Formations. (Historical Note: it is during the latter part of the 1st Successor War that cavalry started to decline in use and importance, with the Macedonian wedge formation completely forgotten by the early 3rd century BC.)

(10.35) ADDITION: When resolving shock combat effected by Pursuit there is no TQ Check.


Special Rules: Line Composition. CLARIFICATION. The reference here is to either SK or EL …OR a combined SK/EL line.

Gaza. Caltrops. CHANGE. The Ptolemaic Player may place his Caltrop units within two hexes of his Archers or Slingers. Anytime an Elephant unit moves into a hex that is within one hex of a caltrop, the player rolls the die. The DR equals the number of hits that EL takes. Elephants that exceed their TQ from Caltrops are eliminated; there is no Rampage. In addition, no unit may enter a hex with Caltrops.

Gaza. Ptolemaic Deployment: That should be Aux Archers (1-6)… and, no, Tlepolemus has not sold out to Demetrius. He should be with either of the Egyptian LC. And place Macedonian PH (1-5) in 1618-1627.

Paraitacene. Deployments:

  • Antigonus' Aux Infantry should be in hex 1813, not 1513
  • Eumenes' Aux Infantry should all be in the 31xx row.