TEXT: MEN OF BRONZE
  Ancient Greek Hoplite Battles
  Eric Farrington
  Osprey
  WARGAMES
  
  Men of Bronze
  Ancient Greek Hoplite Battles
  Eric Farrington
  
  Contents
  First Principles 
  4
  What You Need to Play 
  4
  A Bit of History 
  7
  Hoplites 
  9
  Hoplite Warfare 
  9
  Non-Hoplite Soldiers 
  10
  Peltasts 
  10
  Core Rules 
  11
  Unit Profiles 
  11
  The Turn Sequence 
  13
  Phase Sequence 
  13
  Arete Points 
  15
  Moving 
  17
  Terrain 
  19
  Fighting 
  20
  Shooting 
  25
  End Phase 
  27
  Advanced Rules 
  28
  Leaders Killed 
  28
  Phalanx Drift 
  29
  Firing Over Friendly Units 
  29
  Pursuing Routed Enemies 
  29
  Special Rules 
  29
  Phalanx 
  29
  Drilled 
  30
  Counter-charge 
  30
  Pursue 
  31
  Evade 
  31
  Move and Shoot 
  32
  Skirmisher 
  32
  Units 
  32
  Melee Infantry 
  32
  Missile Infantry 
  35
  Cavalry 
  36
  Lines of Battle 
  38
  Sample Armies 
  39
  Battles 
  40
  Scenarios 
  41
  Scenario 1: Decisive Battle 
  42
  Scenario 2: Ravage the Countryside 
  43
  Scenario 3: Stop Them From Escaping 
  44
  Scenario 4: Desecrate the Sacred 
  44
  Scenario 5: Ambush 
  45
  Complications 
  46
  Identify Attacker/Defender 
  50
  Choose Army Lists 
  50
  Set-up Terrain 
  50
  Deploy Forces 
  51
  Historical Scenarios 
  52
  Battle of Marathon 
  52
  Battle of Thermopylae 
  53
  Battle of Plataea 
  56
  Battle of Sphacteria 
  57
  Battle of Leuctra 
  58
  Battle of Cunaxa 
  60
  Battle of Chaeronea 
  61
  Designer Notes 
  63
  
  4
  First Principles
  Welcome to Men of Bronze.
  In these pages you will find a game that allows you to play-out Classical Greek 
  hoplite battles on the table top. You will be a Strategos leading a phalanx of bronze-
  clad warriors. On the battlefields of Classical Greece awaits fame, glory, and the 
  honor of your city-state. However, to win such treasures requires you to battle other 
  Strategoi to prove your mettle and display your valor.
  Within this volume you will find all the rules you will need to play Men of 
  Bronze. At first, the number of rules and variables may look daunting. However, 
  the basic rules are only a handful of pages, with additional optional rules included 
  to add depth to your games. Read the basic rules first and then play a few games. 
  When you are ready, feel free to add the more advanced rules. Don’t be afraid to 
  look-up rules as you go.
  As you move through this book, you will also find additional information about 
  the historical world of Greek hoplite battles. This is full of useful information to add 
  color to your fighting season. This is all to help you understand the world of the 
  Greek hoplite and the battles they fought between the various city-states.
  Every hoplite army that comes to the Fields of Ares can be unique. Each will have 
  its own unique mix of models, rules, advantages, background, and abilities. It is up 
  to you, as the Strategos to understand and appreciate the strengths and weakness of 
  your Greek brothers. Then, you can best use them to advantage to win glory in the 
  field. Of course, there is no telling what tricks your rival Strategoi will have up their 
  tunic sleeves. Good luck and have fun.
  What You Need to Play
  In order to get started playing Men of Bronze you will need the following things:
  • Six-sided dice, the more the merrier.
  • A measuring device of some type such as a ruler or tape measure.
  • Models or templates to represent your hoplite warriors.
  • A flat play area 2’ x 2’ or larger to represent the battlefield.
  • Terrain as needed for the battlefield.
  Dice
  Men of Bronze will use variations of six-sided dice. The dice is simply a random 
  number generator used to help determine the outcome of various actions during the 
  contest. A single die will be referred to as a d6.
  There will be times when you will need to roll more than a single die at one time. 
  This will be indicated by a number followed by the type of dice to be rolled. It will 
  be expressed like this:
  • 2d6 = roll two six-sided dice
  • 5d6 = roll five six-sided dice.
  There will be other variables for die rolls listed below for reference:
  • 1d3 = roll a single six-sided die. The 1–2 = 1, 3–4 = 2, and 5–6 = 3.
  When using a single d6, a roll of 6 is always a success. A roll of 1 is always a 
  failure. Modifiers do not matter.
  Scale
  Many tabletop miniature games have a strict scaling system. This is often expressed 
  in a ration like 1/72nd or 1/48th. Essentially, in such a system 1 inch is equal to 
  
  5
  X number of feet. This is a direct reference that can be applied to ground scale, 
  distance, etc.
  Scale can also be expressed in the size of the miniatures involved measuring from 
  the feet to the eyes. This is often referenced as measurement such as: 10mm, 15mm, 
  28mm, 40mm, 54mm, etc. The reference is more to the size of the models than to 
  the ground scale.
  Men of Bronze is a relatively loose game system when it comes to scale. The rules 
  were created with 28mm figurines in mind. However, it is a scale and base agnostic 
  system. All measurements are in Base Widths which is the frontage of any base, or 
  can be arbitrary number chosen by the players. Scale is left to the discretion of the 
  players to determine what scale they wish to play the game at.
  Time Scale
  In many games, the length of a game turn reflects the amount of time that would have 
  passed in “real-time” had a person actually completed all of the actions performed on 
  the table, but in real life. For example, it may take a player 15 minutes to perform all 
  the functions of a turn, but only a single minute has passed on the battlefield. Such 
  references are popular in historical wargames.
  Men of Bronze is not concerned about Time Scale. Time is broken down into 
  Turns and Activations. These do not necessarily correspond one-to-one with any real 
  time metrics such as minutes, seconds, or hours.
  Time Scale is left at the discretion of the players. If you wish to impose a Time 
  Scale, that is up to you and your opponent. For the purposes of game play, a Turn 
  or Activation lasts exactly as long as is needed. This is to create a fast moving and 
  dynamic game.
  Miniatures
  Men of Bronze does not require you to use a single line or manufacturer of miniatures 
  in order to populate your battlefields. It is designed to be a rather generic rules set 
  that can be used with any Classical Greek miniatures you find appealing.
  Basing
  Men of Bronze does not require any particular basing guidelines for miniatures. The 
  base only acts to ensure the models do not fall over. However basing conventions 
  should be the same for both sides during an engagement.
  Two lines of hoplites engage in the 
  shade of the olive grove.
  
  6
  Measurements
  The primary unit of measurement will be a Base Width (BW). These will be expressed 
  in whole Base Widths wherever possible, and when in doubt, round up.
  Measurements will be taken from any point on the base. That means you will 
  not measure from the tips of lances, shields, or any other point. If in doubt consult 
  your opponent.
  Measurements cannot be made until the player has committed his models to 
  act. Therefore, it is possible that the action will be too far away or too close to be 
  completed successfully.
  Rounding
  As a rule of thumb, if the result of a calculation is ever a fraction or a decimal, round 
  up to the nearest whole number.
  The Most Important Rule
  The most important rule of Men of Bronze is to have fun. This is a collaborative 
  game where all players are attempting to enjoy themselves. This includes helping your 
  opponent have fun too. If you or your opponent are not having fun, then the game 
  has failed and everyone has lost.
  Resolving Disputes
  If a quick and simple resolution to a rules dispute cannot be made based on judgment, 
  then resort to this method to resolve all disputes. After the game is over, you can 
  thoroughly consult the rulebook and decide on a solution going forward.
  Both players roll a d6. The player who rolls the highest wins and their rules 
  interpretation is followed for the remainder of the game. If a tie, continue rolling 
  until a winner is found.
  It is preferable to avoid rules disputes whenever possible. Frivolous use of this rule 
  is considered a violation of the Most Important Rule. Breaking the Most Important 
  Rule is considered a loss.
  Units and Models
  Units and models are generic terms used throughout the rules to refer to 
  your miniatures.
  A model is a single model or figure on its own base. This is the most common 
  term used in the rules.
  A unit is composed of multiple models on combined or separate bases.
  These terms are used throughout the rules. 
  For the most part Men of Bronze is focused on 
  interactions between units of models, even when 
  they are part of a larger action.
  House Rules
  The rules for Men of Bronze were created by mere 
  mortals. As such, there will be rules you feel are not 
  accurate or need to be adjusted to fit your wants 
  and needs as a player. This is not only welcomed, 
  but actively encouraged. The only caveat is that 
  all players for any given game are familiar with 
  any house rules prior to play beginning.
  Otherwise, House Rule away. This is your 
  game system so make use of it as you see fit.
  Two Phalanges, supported by 
  Psiloi and Archers, clash amidst the 
  columns
  
  7
  A Bit of History
  During the 7th century BC, the wealth and influence of the city-states in Greece 
  began to increase. This increase in wealth also led to a reorganization of the military 
  structures. No longer were the Greek city-states content to let violence be carried out 
  by small groups of warriors. Instead, they began to “nationalize” military activity 
  into organized forces from the city-state. However, these city-states were fiercely 
  independent and often rivals for local power. The nature of Greek city-states made 
  conflict on this larger scale common.
  The larger and more organized structure of the city-state also allowed for a more 
  organized style of combat. City-states could field larger armies of citizen soldiers 
  called hoplites. Hoplites were archetypically armed and armored with bronze 
  weaponry that may have weighed up to 70 pounds. It took the form of bronze chest 
  plates, armored greaves for the shins, enclosed helmets, and a shield. The Hoplite’s 
  shield was the main defensive weapon and the namesake of the Hoplites. They were 
  armed with long spears as their primary weapon, and a bronze sword as a back-up.
  These foot soldiers would form together into a tight formation called a phalanx. 
  The phalanx allowed the bronze armored Hoplites to form a tight mass of interlocking 
  shields. Then, protruding from the wall of shields would be a dense forest of spear 
  points. Based on pottery evidence, this style of fighting seemed to have developed 
  around 650 BC.
  In these early days, battle seems to have been completed in a single set piece 
  engagement. All hoplites were citizen-soldiers. Their primary job was not to fight, 
  but to farm, craft, etc. Therefore, hoplite campaigns could not take them far from 
  the city-state. All campaigns were limited by season, distance, and scale. No city-state 
  could afford to have many casualties as the loss of manpower would be too great of 
  a burden on the harvest and city.
  In addition, the formation of hoplite armies was based on the class structure of the 
  city-state. All soldiers were asked to provide their own arms and equipment. Therefore, 
  the purchase of arms and armor were a sign of status and wealth within the city-state. 
  It was a mark of citizenship. In Athens, it was dictated by a structure of 4 classes, 
  based on income. The first class were the highest echelons of Athenian society and may 
  serve as generals. The second class was the citizens who could afford to maintain and 
  own a horse. They would be the cavalry. The third class was those who could afford a 
  bronze panoply of a hoplite. Hoplite armor was extremely expensive. It was commonly 
  passed down from father to son.  The final and lowliest class would act as light troops 
  and oarsmen. The Spartans also had a class-based system where citizens only could be 
  hoplites and their helot slaves would be the light infantry.
  This system was altered dramatically due to the Greco-Persian Wars. To fight the 
  Achaemenid Persians required the hoplite phalanx to expand to face this new military 
  challenge. A single city-state could not face the Persians. The Greek victory required 
  many city-states to work cooperatively with armies of a size undreamt of previously. 
  Hoplite phalanxes had to be supported by other troops and over greater distances.
  During the Persian Wars, two city-states rose to prominence, Athens and Sparta. 
  The two naturally became rivals as they both sought to gain dominance in Greece 
  over their fellow city-states. This led to direct conflict in the Peloponnesian War. 
  This war led to further developments in the Greek military arts. New stratagems 
  were developed such as: sieges, greater use of light troops, and attritional warfare. 
  Naval warfare also grew with battles at sea and blockades becoming a necessary 
  component of warfare.
  
  8
  Following Athens’s defeat in 404 BC the Delian League was disbanded and 
  Athens power was crippled. Greece fell under Spartan hegemony. This hegemony 
  was unstable and short lived. The Persians sensed an opportunity to sow disunity in 
  Greece and sponsored a rebellion. This was a combined alliance of Athens, Thebes, 
  Corinth, and Argos which led to the Corinthian War. However, before a decisive blow 
  could be struck Persia switched sides and the war ended. The Spartans maintained 
  their hegemony in exchange for non-interference in Asia Minor and Ionia on the 
  coast. The Spartan dominance would last until it was finally shattered by Thebes at 
  the Battle of Leuctra in 371 BC.
  Like Sparta and Athens before them, the Thebans acted quickly to establish 
  their own control of Greece. However, the Thebans were ill prepared to make a bid 
  for hegemony. The Thebans lacked manpower and resources and their allies were 
  insufficient to provide. They quickly became overstretched. Following the death of 
  their premiere general Epaminondas at the Battle of Mantinea, the Theban control 
  over Greece was shattered. All the Greek city-states were left divided and weakened.
  To the north, in the Kingdom of Macedon, a new power was rising. Most Greeks 
  considered Macedonians nothing more than barbarians. However, the Macedonian 
  king, Phillip II had big dreams. The Macedonian king developed new weapons, new 
  tactics, and new strategies.
  Phillip’s armies swept into Greece and soon conquered most of the city-states. 
  This paved the way for his son, Alexander, for his famous conquests. The rise of the 
  Macedonians and the Greek defeat at the Battle of Chaeronea is generally considered 
  Early Greek warrior/hoplite panoply 
  and equipment by Giuseppe Rava © 
  Osprey Publishing. Taken from Warrior 
  180: Early Iron Age Greek Warrior 
  1100–700 BC
  
  9
  the end of the distinctive Greek way of hoplite warfare. The time of the men of 
  bronze was at an end.
  Hoplites
  The growth and power of the city-state led to the men of bronze. The city-state provided 
  the social, political, and economic foundation for the hoplite warrior to exist. The hoplite 
  was an infantryman. He was the central element of the new style of phalanx warfare. 
  The main component of a hoplite’s panoply was their large shield, known as a hoplon.
  The hoplon was often made of wood with a bronze rim and facing. It could 
  measure up to 40 inches across and weighed 18 to 33 lbs. Thankfully it could be 
  supported on the shoulder. It was the interlocking of these large hoplon shields that 
  formed the defensive and unit-based discipline of the phalanx. A hoplite without a 
  hoplon could not be part of the shieldwall of the phalanx. Hoplites also wore linen, 
  leather, or bronze chest plates for defense. In addition, they had armored shin guards 
  and enclosed helmets. Hence, hoplite is often translated as armored man.
   Hoplites fought as spearman in a shield wall. Their primary weapon was a six 
  to nine-foot spear called a doru or dory. On the opposite end, it often had a butt 
  spike that could be used as a secondary spear tip. However, it was most commonly 
  used to finish off dying or injured enemy warriors. The hoplite’s secondary weapon 
  was the xiphos. If a hoplite’s spear was broken or lost in combat they could use their 
  short sword, xiphos, instead.
  The origins of the hoplite are not clear. Traditionally, it was dated to the 8th 
  century BC by the Spartans. More recent views suggest a later date. 650 BC is a 
  certainty as indicated by the “Chigi Vase”. By this date, the transition to hoplite 
  warriors seems to be complete. Regardless of when or where the hoplite and phalanx 
  was developed it quickly spread across Greece.
  Hoplite Warfare
  The fragmentary nature of ancient Greece increased the frequency of conflict, but 
  also limited the scale of conflict. Unable to maintain professional armies, the city-
  states relied on militias of citizens-soldiers. This inevitably reduced the duration 
  or campaigns as citizens would return to their normal duties. Campaigns would, 
  therefore, often be during the summer only. Armies would march directly to the 
  destination. Typically, it was a battlefield pre-determined by the combatants.
  If battle was refused by one force, they would simply retreat to their city walls. The 
  attackers would then content themselves with ravaging the surrounding countryside. 
  Siege craft was not well developed and armies were unable to breach the Polis walls. 
  Opposing armies could stay safe but at the cost of their crops.
  When battles did occur they tended to be decisive, set piece engagements. The 
  battlefield would be chosen as a flat and open field, reducing the possibilities of 
  maneuver. Hoplites versus hoplite battles were short, brutal, and bloody. Discipline 
  was the key component of these engagements.
  In the early Greek armies, hoplites were the main element. Other troops were less 
  important. Cavalry generally protected the flanks of the phalanx. However, cavalry 
  was not always even required, or present, at the battle. Typically, light or missile 
  troops were negligible.
  The focus of hoplite warfare was shock combat. The two phalanges would smash 
  together in hopes of either breaking the enemy or enveloping their line. If the initial 
  charge was not enough, the battle would devolve into a pushing match. The men 
  in the rear would try to force the front lines through those of the enemy. This was 
  known as the othismos or “push”. Thucydides described hoplite warfare as othismos 
  aspidon or “the push of shields”.
  
  10
  A battle typically only lasted about an hour. Once one of the phalanges broke 
  the troops would generally flee from the field. They would then be chased down 
  by peltasts or cavalry. For a hoplite to escape he would be forced to throw away 
  his hoplon. This would be considered a disgrace by his family and friends, but it 
  would keep him alive. Casualties in these ritualized battles were around 5%, but 
  later battles would see the casualties rise. Despite the low casualty rate, the dead 
  would often be the most prominent citizens since generals led from the front. In 
  this way, an entire war could be decided in a single hour of battle. Victory was 
  enforced by ransoming the fallen back to the defeated, called “The custom of 
  the dead Greeks”.
  Non-Hoplite Soldiers
  Greek armies also included light infantry that ranged from simple javelin throwers to 
  armored peltasts and cavalry. These non-hoplite forces would scout ahead or drive 
  off skirmishers. Some city-states also employed tactics using slingers or archers for 
  long range skirmishing power.
  Cavalry was uncommon in Greek warfare. Horses were rare which made them 
  far more expensive than armor. Cavalrymen were limited to nobles and the very 
  wealthy. The most famous Greek cavalry were the Tarentine cavalry originating from 
  the city-state of Tarentum in Magna Graecia.
  Peltasts
  Peltasts were a specialist type of light infantry used in Greek warfare. They carried 
  a crescent shaped wicker shield called a pelte. It was rimless and covered in goat or 
  sheep skin. Some literary sources imply the shield was round but in art it is usually 
  crescent shaped. This was the light infantry soldier’s main protection as well as being 
  the source of the peltasts’ name. The shield could be carried with a central strap and a 
  hand grip near the rim or with just a central handgrip. It may also have had a carrying 
  strap as Thracian peltasts slung their shields on their backs when evading the enemy. 
  Peltasts’ weapons consisted of several javelins. These may have had throwing straps 
  to allow more force to be added to the throw.
  The style of fighting used by peltasts originated in Thrace. The initial Greek 
  peltasts were mercenaries from the Greek cities of the Thracian coast. They are 
  The lighter peltasts flee from the 
  more heavily armed and armored 
  hoplites
  
  11
  generally depicted on vases and in other images as wearing the typical Thracian 
  costume, which includes the distinctive Phrygian cap made of fox skin and with 
  ear flaps. They also usually wear a patterned tunic, fawnskin boots, and a long 
  cloak, called a zeira, decorated with a bright, geometric, pattern. However, 
  many mercenary peltasts were probably recruited in Greece.
  Peltasts gradually became more important in Greek warfare, in particular during 
  the Peloponnesian War. Their mobility was an asset against the slower moving heavy 
  hoplites. In addition, they could negotiate rough terrain in dispersed formations.
  Core Rules
  Unit Profiles
  The primary element of a Greek army is the phalanx, which is made up of hoplites. 
  Hoplites were essentially armored men who wore the panoply of warfare. This 
  included a large round shield called the hoplon, a spear, a helmet, and if the warrior 
  was lucky, metal greaves and a short sword.
  What made the hoplite so formidable was not his individual weapons or skill 
  at arms, but the team work and unity with his fellow hoplites in the phalanx. The 
  hoplon was designed so that the shield would cover not only the wielder, but also 
  the man to his right. Therefore, the members of a phalanx had to work together 
  to survive.
  Greece was made up of a number of independent city-states during the classical 
  period. Each city-state fielded its own phalanx. They were composed of the citizens 
  of that city-state. The phalanx was the core of the city-states’ army.
  In Men of Bronze, each unit in the army has the following characteristics. They 
  will be covered in more detail later in the rules, but it important that you have a 
  grasp of them now.
  Move
  How far the unit can move during its activation measured in Base Widths.
  Attack
  The number of d6s a unit rolls when attacking.
  Shoot
  The number of d6s used when determining the results of a ranged attack. Some units 
  will not have any dice.
  Courage
  Courage is an indication of how much injury/disruption a phalanx will endure before 
  breaking and routing from the battle.
  Armor
  How many successful hits are required to remove one point of Courage.
  Disciple
  This represents how likely a unit is to follow orders and stay in the battle.
  Special
  This is a place for any special rules that the unit may be subject to.
  
  12
  
  13
  Basing and Models
  Men of Bronze does not claim to have any particular basing or modelling methods. 
  You can use any method that is mutually agreeable between all players. However, 
  there needs to be a way to determine if a unit is Open Order or in a Phalanx 
  formation. For 28mm models, this can be done by individually basing the models. 
  In Open Order you can spread them up to 2 Base Widths apart, and rank them up 
  into base to base contact when in Phalanx. 10 models works well for a unit. For 
  smaller or multi-based models, it could be accomplished by spacing the units out 
  in a similar method using the same Base Width distance as a guide. Ultimately, any 
  method that is mutually agreeable to the players will be sufficient.
  The Turn Sequence
  Games are artificially broken down into a series of arbitrary divisions to help manage 
  the flow of a battle. Naturally, this is a tabletop and not everything can be done real 
  time. The Turn Sequence helps players create the flow of a battle and still accomplish 
  all the mechanical aspects needed for the game.
  Each game is divided into a number of Turns, Activations, and Phases. These are 
  described as follows:
  Activation
  The chance a unit gets to complete its action.
  Phases
  A Phase is a smaller step in completing the Turn. It is typically a step both players 
  need to take before proceeding. Men of Bronze uses the following Phase sequence 
  during a Turn of play:
  1. Calculate Arete Points
  2. Bid for Initiative
  3. Activations
  4. End Phase
  Turn
  This is composed of all the Phases of the game. Once all Phases are complete, the 
  Turn is over.
  Phase Sequence
  The order in which Phases of a Turn are completed. As stated in the First Principles, 
  Men of Bronze has no set time in which a game is played.
  Calculate Arete Points
  Arete Points will be covered in more detail in the next section (see page 15). At this 
  point, each player calculates their pool of points, and places tokens within easy 
  reach on their side of the board or play area. The total number does not need to 
  be announced, but the tokens must be kept visible to all players. The numbers may 
  change as the game progresses as Arete Points have various uses.
  Bid for Initiative
  During this Phase, both players decide on the number of Arete Points they wish to 
  bid in order to Activate first in subsequent Phases.
  Both players simultaneously reveal the number of Arete Points they wish to bid. 
  The player who bids the most will gain the Initiative. This will allow them to Activate 
  first. If the bids are tied either player may elect to increase their bid of Arete Points 
  Opposite
  Spartan Warriors by Angus McBride  
  © Osprey Publishing. Taken from Elite 
  7: The Ancient Greeks
  
  14
  until there is a winner. If neither Player wishes to increase their bid, then both players 
  roll a d6 and the highest goes first.
  The player that wins the Initiative can then choose one of their units to Activate 
  and perform their action. The winning player can continue this process until either 
  all of their units have acted or until their opponent attempts to steal the Initiative 
  using an Arete Point. Stealing the Initiative will be covered in more detail later in the 
  rules (see page 16). Once the player with initiative has completed activating all their 
  units, then the other player may Activate their units.
  No matter who wins, both players remove the number of Arete Points bid, and 
  places them into a discard area off the board. They may not use discarded Arete 
  Points in later phases.
  Activations
  During this Phase, the Player who won Initiative may choose which units he wishes 
  to move, fight, etc. Every unit must be Activated, but they do not need to take any 
  action during the Activation. Once a unit has been Activated once it may not be 
  Activated later in the Phase.
  When Activated a unit may do one of the following:
  1. Move
  2. Fight
  3. Shoot
  In addition, a unit may use its Special Rules when appropriate. Units that do not 
  have the Initiative may not Activate, however that player may attempt to use Arete 
  Points normally.
  End Phase
  During the End Phase, compulsory moves, support moves, etc. are completed. In 
  addition, both Players check for Victory Conditions. The game can not end until 
  after the End Phase is complete.
  Archers unleash a volley on the 
  rapidly approaching Macedonian 
  Phalanx
  
  15
  Arete Points
  In the world of the Ancient Greeks, Arete was a “Moral Virtue”. It was a sense of 
  excellence of any kind and was closely linked to the notion of living up to a potential, 
  purpose, or function. In modern parlance, it would be closely aligned with self-
  actualization and being the best person you could possibly be.
  Arete was expected to be exemplified by all military leaders. Xenophon, the 
  Greek leader and philosopher, author of The Anabasis, notes that a leader should 
  be an exemplar for all his soldiers. The leader should be someone who the troops 
  themselves could aspire to.
  In Men of Bronze, the high standards of moral character that the Greeks held 
  their leaders to is reflected in Arete Points. Every unit on the board is expected to 
  have a leader amongst their ranks. This leader is the one who commands the troops 
  in the field, but also guides them to higher moral virtue.
  Calculating Arete Points
  Each unit on the field is expected to be led by a leader. In Greek tradition, the 
  leader led from the front and inspired his men through acts of bravery as well as 
  giving orders.
  To calculate Arete Points, simply count up the number of units still on the field 
  of battle. Each unit will provide 1 Arete Point. This is recalculated every Turn, so the 
  number of Arete Points generated may change.
  Use a token or similar signifier to represent each Arete Point. Place them on the 
  player’s side of the table. They may not be hidden, but you do not need to declare the 
  number you possess at any given time, even if asked by your opponent.
  1 unit can be designated as the having the Strategos (or general) of the army. This 
  unit will generate 2 Arete Points, instead of the normal 1.
  Uses for Arete Points
  A player’s pool of Arete Points is critical to game play. They can be discarded to 
  generate the following effects:
  • Bidding for Initiative during the bid for Initiative Phase
  • To Charge an enemy unit as a Movement Activation
  • To use a Special Rule for a unit
  • To attempt to steal the Initiative from your opponent
  • Rally a unit from Wavering
  • Re-roll any 1 die
  Using Arete Points
  These points can be used at any time. You can even interrupt an opponent’s turn. 
  Simply declare that you are going to spend an Arete Point, declare how you are 
  intending to use it, and move one Arete Point token from your pool and move it to 
  the Discard area off the board. That Arete Point may not be used again.
  Bid for Initiative
  This use of Arete Points has been described in the Bid for Initiative sub-Phase (see 
  page 13).
  To Charge an Enemy Unit
  A charge allows a unit to move at twice their normal movement distance in order to gain 
  contact with an enemy unit. You do NOT need to Charge in order to engage in Melee, 
  you can simply walk in, but a Charge provides additional benefits. More information 
  on Charges can be found in the Movement section of the rules (see page 19).
  
  16
  To Use a Special Rule
  Some units have Special Rules. These are abilities that were not universal in the 
  Ancient Greek world. They required skill and training to complete. Therefore, in 
  order to execute a Special Rule a player must be able to spend an Arete Point to use 
  it. This represents the officer providing instruction.
  To Steal the Initiative
  This cannot be attempted until after the player with Initiative has completed the 
  Activation of at least one unit. After that, it can be attempted at any time. After 
  discarding the Arete Point, complete the following steps:
  1. Both players roll a d6.
  2. The player with the highest score wins.
  3. The winner has the Initiative.
  4. The winner may Activate a unit.
  Additional attempts to steal the Initiative cannot be attempted until the winner 
  has completed a full activation for at least a single unit.
  Rally a Unit From Wavering
  A unit that is Wavering can be restored to normal by using an Arete Point. This can 
  only be done when the unit has been Activated. A player using an Arete Point to 
  Rally a unit from Wavering counts as that unit’s activation.
  Re-roll any 1 Die
  One Arete Point can be spent per die that the player wishes to re-roll. The player 
  does not need to declare all the re-rolls they wish to make at once and may instead 
  use the re-rolls at any time.
  For each Arete Point spent, only a single die may be re-rolled. A single die may 
  only be re-rolled once. The re-rolled result must be maintained, even if it is worse 
  than the original outcome.
  Attic hoplites form phalanx
  
  17
  Moving
  Movement is a critical component on the battlefield. One of the features that made 
  the Spartans such feared warriors on Greek battlefields was their ability to perform 
  complex marching maneuvers, even during the heat of battle. Moving your units to 
  the right place at the right time was the key to victory in many Greek battles. It is no 
  different in Men of Bronze.
  Focal Points
  The leader of a unit is the focal point of the unit. All measurements are determined 
  by the location of the leader. One model/base is designated the leader of each unit. 
  This should be as visually obvious as possible with banners, raised sword, helmet 
  crest, shield design, etc. to differentiate them from the rest of the troops.
  Traditionally, the leader in the ancient world was supposed to lead from the 
  front, with his men, and be at the center of the action. Therefore, the leader model 
  should be in the center of the front-rank for any formation.
  Leader facing determines the facing of the unit, the point of measuring for a unit’s 
  movement, and also the point of measuring for shooting. When in doubt, always 
  measure from the leader.
  Here is how it is done:
  1. You will move the leader first measuring from the front of the base, then placing 
  the front of the base at the end of the measurement for movement.
  2. For shooting, you measure from the closest point of the leader’s base, to any 
  member of the enemy unit.
  3. For charging or engaging in combat, you measure if the closest point on the unit 
  leader’s base can touch any member of an enemy unit.
  4. For facing you will determine which way the leader is facing, using the direction 
  his face is pointing.
  5. For Line of Sight, you use the leader model and draw a straight line to a member 
  of the target unit.
  When in doubt about measuring, Line of Sight, facing, etc. use the unit’s leader 
  model as a reference. Every unit must have a leader.
  Open Order vs. Phalanx
  There are two primary formations in Men of Bronze. They are Open Order and 
  Phalanx. Depending on what formation your units are in, this will dictate how your 
  Units can move on the battlefield.
  Open Order is a loose formation where men give each other room to swing their 
  swords, throw their javelins, and move relatively freely amongst the group. The 
  majority of units use this formation for movement.
  The Phalanx is a special formation used by Greek Warriors that packed the 
  soldiers together in a tight formation. The shield of every man overlapped his fellow 
  on the right, and a wall of shields and spears was presented to the enemy. It was a 
  fearsome formation, but one that maneuvered very differently than other formations 
  and restricted movement.
  Open Order Units
  Open Order units are more loosely arranged than a Phalanx unit. Each warrior is 
  acting as part of the group but given more individual space to maneuver.
  The leader is placed on the board. The members of the unit are then placed 
  anywhere, as long as they are within two Base Widths from another member of the 
  unit. For shooting and charging, it is better if the leader is in the front of the unit, but 
  it is up to the player on where to place his leader when in Open Order.
  
  18
  Phalanx Units
  Units with the Special Rule: Phalanx may form the Phalanx formation. This is a 
  tight fighting formation that is superior to Open Order. However, it takes the right 
  equipment, training, and skill to be able to fight properly in a phalanx.
  The leader is always placed in the center and front of the Phalanx. His unit is then 
  placed base-to-base in two lines around him. So, for a unit of 10 models, the leader 
  is in the center of the front row, with two models on each side of him. The second 
  line is then composed of 5 other models.
  A unit with the Phalanx Special Rule can move and fight in Open Order as well as 
  the Phalanx formation. There are times in the battle where they may need to switch 
  from one formation to the other. A unit can change to Phalanx formation at the cost 
  of 1 Arete Point. They can do this at any point during their Activation and it does not 
  impact their ability to act. A unit in Phalanx can also change to Open Order formation 
  at any time they wish, at no cost in Arete Points or penalty to their Activation.
  Make sure the unit assumes the appropriate positioning on the board so 
  everyone playing can easily tell which unit is in Open Order and which unit is in 
  Phalanx formation.
  Moving in Open Order
  A unit using the Open Order formation moves differently than one in Phalanx formation. 
  They can move more freely but lose the combat bonuses of being in a Phalanx.
  Units in Open Order can move a number of Base Widths as indicated in their 
  unit profile. They can turn and move and rotate freely while in Open Order. The 
  only movement restriction is from terrain effects and the maximum move allowed 
  in their Profile.
  The leader model is moved the distance allowed, and then his unit is placed 
  around them per the rules for Open Order, but no further forward than the unit 
  leader moved.
  Moving in Phalanx Formation
  Phalanx formations can only move forward in a straight line. They may not turn, 
  pivot, move sideways, or move backwards. They may only move forward up to their 
  movement rate in Base Widths.
  The leader model is measured and moved, and then his unit is moved up to 
  position themselves around the leader per the rules for Phalanx formations.
  Zone of Control
  No unit can move within 1 Base Width of another unit. This includes friends or foes. 
  This area is considered its zone of control.
  If a unit comes within 1 Base Width of any unit the unit is stopped. The only 
  exception is if the unit is moving into Melee/charging an enemy unit. They may then 
  move as close as possible to engage in Melee.
  Keep in mind, this Zone of Control will also stop friendly units from moving. 
  Therefore, position your units carefully.
  Coming into Contact
  If a unit is moving into Melee, they must Come into Contact with the enemy. The 
  best way is to charge, but a player may not have the Arete Points and will instead 
  Come in Contact with the enemy during a normal move.
  The moving unit’s leader must be able to Come into Contact, base-to-base, with 
  one model from the opposing unit. If this happens, they are considered to have Come 
  into Contact with the enemy unit.
  
  19
  Charging
  If a unit uses an Arete Point, they may perform a movement know as a Charge. In a 
  Charge, the unit may move at double their normal speed in Base Widths in order to 
  come into contact with an enemy unit to engage in Melee. This special action allows 
  a unit to Move and Fight in the same activation.
  If the unit cannot come into contact, then the Charge is failed. The unit moves the 
  full distance allowed, but they are changed into Open Order as the impetus of their 
  charge leaves them scattered and broken up. They are also switched to wavering.
  Terrain
  The landscape of Greece is rugged and a challenge in which to maneuver armies, 
  80% of the land is mountainous and there are thousands of islands around its coasts. 
  Battles ended up being fought in the same general areas around city-states as there 
  were few other places to fight. In Men of Bronze there are several types of terrain. 
  They are covered below in detail. It is good idea to go over what each terrain feature 
  is with your opponent, to avoid confusion, before starting a game.
  Open
  Open terrain is the majority of the board. It represents lightly rolling grassland or 
  clear spaces. There are small bits of topography that can be ignored in the rules, 
  and it is far from a perfect flat surface like the tabletop. However, they have no true 
  impact on the game. Examples include:
  • Fields
  • Hills
  • Beaches
  • Game trails
  Spartan hoplites defend against 
  peltasts By Peter Dennis © Osprey 
  Publishing. Taken from Campaign 
  261: Pylos and Sphacteria 425BC
  
  20
  Difficult
  Difficult terrain can be crossed and moved through by units, but it is harder than 
  Open terrain. If any member of the unit touches Difficult terrain during Movement, 
  it is considered to be “In” Difficult terrain and suffer from its effects. It will have 
  the following effects:
  • Reduce movement to half, rounding down
  • May only be crossed in Open Order
  • Units that end a Move within the area of/behind Difficult terrain have +1 
  armor rating
  Examples Include:
  • Woods
  • Vineyards
  • Low walls
  • Ruins
  Dangerous
  This is terrain that is not only difficult to cross but could potentially cause injury. If 
  any member of the unit touches Dangerous terrain during Movement, it is considered 
  to be “in” Dangerous terrain. However, the unit can then be “out” of Dangerous 
  terrain when its movement ends if it has enough movement to move beyond it. It 
  will have the following effects:
  • Reduce Movement to half, rounding down
  • Can only be crossed in Open Order
  • Units that end Movement “in” Dangerous terrain have +1 Armor
  • Make a Discipline check while crossing. If failed, the unit loses 1 Courage
  Examples include:
  • Streams and rivers
  • Shallow water
  • Swamps
  • Palisades
  Impassable
  Impassable terrain simply cannot be crossed. If any portion of the unit touches 
  Impassable terrain the unit is halted. It may not move forward and its Movement 
  will end. It cannot move again until the next Turn and must reorder its formation to 
  avoid Impassable terrain before moving. Examples:
  • Cliffs
  • Lakes
  • Oceans
  • Buildings
  Fighting
  The heart of Men of Bronze is fighting. Greek soldiers were constantly at war with 
  each other over borders, property, liberty, honor, and other obscure reasons. Units 
  fighting in hand-to-hand combat are called being in Melee. The player with initiative 
  determines the order in which Melees are resolved. To administer a fight, follow the 
  sequence below:
  1. Determine units in Melee
  2. Identify Supporting units
  3. Determine dice
  4. Roll to Fight
  5. Determine Hits
  
  21
  6. Compare Hits to Armor
  7. Reduce Courage
  8. Make Discipline checks
  9. Determine Pushback
  Determine and complete each step for each Melee individually. Once one Melee 
  is complete, the player with Initiative may move to the next one.
  Determine Melee
  To determine a Melee, look to see where opposing units have Come in Contact with 
  each other. This will lead to a Melee. At this stage, move the two units roughly front-
  to-front with their leaders facing off against each other.
  This is not an exact science, and the player with the leader model who made 
  Contact with the enemy may choose the precise alignment. It works best if the 
  unit being attacked moves their frontage to align with that of their attacker, leader 
  to leader.
  Identify Supporting Units
  Units that have a leader within 3 Base Widths of a friendly unit in a Melee may 
  choose to “Support” that unit in the Melee.
  Every Supporting units adds +2 Attack dice to the unit they are supporting. By 
  choosing to act as a Supporting unit, you are tying the fate of these units in the Melee 
  together. If the main unit is routed, then Supporting units are also routed! Therefore, 
  choose who to Support and when to Support carefully. It is possible for a unit to 
  Charge into an existing Melee in which case they get the Support bonus and the 
  Charge bonus if the Melee is resolved in the same turn as the Charge.
  Units that choose to Support are moved to line up behind the unit that they are 
  supporting in Melee. This will make them look like one large unit.
  Field of Vision
  An enemy leader has the following field of Vision for determining Flank and Rear 
  Attacks. The forward Field of vision is 180 degrees. Essentially a straight line is 
  drawn across the front of the base. The Flank is the 60 degrees to the left or right 
  behind the forward 180, and the rear is the final remaining 60 degrees.
  A Spartan Phalanx prepares to flank 
  their opponents
  
  22
  Use the leader model of the Attacking unit to determine if the Attack is in the 
  Front, Flank, or Rear arc at the moment the enemy unit initially Comes in Contact. 
  This will determine if the attack is a Flank or Rear attack.
  Flank Attack
  Hoplite units were focused on keeping their shields and spear tips to the front. 
  They are vulnerable on the flanks and rear. Therefore, Flank Attacks can be very 
  deadly. If an enemy unit Comes into Contact on the Flank, the units are moved to 
  be perpendicular to each other, with the attacking unit’s leader lined up along the 
  edge facing the enemy.
  Rear Attacks
  If an enemy unit Comes into Contact in the Rear, the unit is the victim of a Rear 
  Attack. Move the attacking unit behind the unit they are attacking. The leader 
  models should be on opposite sides of each other, but still in the front of their 
  respective units.  Both Flank and Rear Attacks provide bonuses during any Fighting 
  that takes place.
  Contacting Two Units at Once
  If a unit Comes into Contact with two Enemy units at the same time, the unit 
  the leader is closest to becomes the primary enemy, and the other unit becomes a 
  Support unit.
  For Example, A Corinthian Phalanx Comes into Contact with an Argive Phalanx 
  and a unit of Peltasts during the same Activation. The location of the Corinthian 
  leader closer to the Argive Phalanx means that the Argive unit will be the main Melee 
  opponent, and the Peltasts will be Supporting.
  Determine Dice
  After Melees have been determined and Supporting units worked out and arranged, 
  it is time to determine how many dice each unit will roll during the Melee. In each 
  unit’s profile is listed an Attack value. That is the base number of dice a unit will roll 
  during a Melee to generate hits. The number of Attack dice rolled can be increased 
  with the following details:
  • Unit in Phalanx = +2 Dice
  • Unit Charged = +2 Dice
  • Unit in Support = +2 Dice per unit
  • Unit Flank Attacking = +2 Dice per unit
  • Unit Rear Attacking = +4 Dice per unit
  These dice are cumulative.
  For example, if a unit with Attack 4 was attacking they would have a base 4 dice. 
  Now, let’s pretend they were in a Phalanx for +2. There was also a unit in Support 
  that was attacking the enemy’s Flank. That would provide +2 for support, and +2 for 
  Flank Attack. That means the base 4 + 2 +2 +2 equals 10 dice to attack.
  Both sides in the Melee calculate their Attack Dice simultaneously and declare 
  the number of dice to their opponents prior to rolling.
  Roll to Fight
  Both the attackers and defenders roll a d6 for each Attack Die calculated. The Target 
  Number for the roll is 4+. Every roll that achieves or beats the Target Number is 
  a potential Hit. Once a unit rolls their attack dice in a Melee, that counts as an 
  Activation for fighting. If a unit moved and did not charge, they cannot move and 
  fight in the same activation.
  
  23
  Compare Hits to Armor
  Once each side rolls their Attack Dice, total up the number of hits for each side. 
  Compare the Number of Hits to the Armor rating of the unit being attacked. Each 
  time the number of Hits meets the Armor rating, remove 1 Courage. Any hits that 
  do not hit the requirement are discarded.
  When determining Armor, the unit being attacked is always the Armor rating 
  compared with. It can never be the armor rating of a Supporting unit.
  For example, we have established that the Argives get 10 Attack Dice. The 
  Corinthians will have a base 4 Attacks, but are also in a Phalanx for +2 Attack Dice. 
  The Corinthians have a total of 6, and the Argives have a total of 10 to roll. Our 
  Corinthians and Argives have determined their Attack Dice as 6 and 10 respectively. 
  They roll and the Corinthians get 1,4,6,1,2,4 which is 3 hits. The Argives roll and get 
  5,3,6,4,4,4,2,2,1,1 which is 5 hits. The Argives and Corinthians have Armor ratings 
  of 2, but they are both in a Phalanx so it is increased by +1 to 3. The Corinthians 
  scored 3 hits, so the Argives lose 1 Courage. Meanwhile, they have inflicted 5 hits, 
  three are enough to reduce the Corinthians 1 Courage, but the two remaining do not 
  equal another 3, so are discarded.
  Reduce Courage
  In every unit’s profile is Courage. When the number of Hits equals the Armor value 
  of the unit, that unit’s Courage profile will be reduced by 1.
  If a unit’s Courage is ever reduced to only 2 points, they will need to make a 
  Discipline Check. If Courage is reduced to 1, they will need to make an additional 
  Discipline Check. If a unit’s Courage is reduced to 0, they will Rout in the End Phase. 
  Turn the models backward.
  Athenian archers hold the line By 
  Peter Dennis © Osprey Publishing. 
  Taken from Campaign: 239: Plataea 
  479BC
  
  24
  If the Unit in Melee is reduced to 0 Courage and routed, all support units are 
  also considered to be Routed.
  For example, The Corinthians scored 3 hits, so the Argives lose 1 Courage. 
  Meanwhile, they have inflicted 5 hits, three are enough to reduce the Corinthians 1 
  Courage, but the two remaining do not equal another 3, so are discarded.
  The Corinthians had taken Courage losses earlier in the game, so being 
  reduced by 1 Courage brought them to 1 Courage. They will need to make a 
  Discipline Check.
  The Argives had also been battle-tested, and had only 1 Courage Remaining. 
  The Corinthians have reduced them to 0 Courage. The Argives are removed from 
  the table as they have been broken and Routed. The Peltasts are also removed 
  as Routed since they were supporting the Argive unit in Melee and the Argives 
  were Routed.
  Discipline Checks
  Every unit has Discipline in their unit profiles. This number represents the number 
  of d6 rolled to make a Discipline Check. To make a Discipline Check, roll a D6 
  per point of Discipline in the unit profile. The dice roll is looking for a Target 
  Number of 4+. The player must try to score a number of successes equal to the 
  Courage lost in the previous Melee that forces the Discipline check. Therefore, 
  a unit that lost 2 Courage would need 2 successes; a unit that lost 3 Courage 
  would need 3 successes. It is possible that a unit could take more Courage loss 
  than they have Discipline Dice. In such a case, the unit will automatically fail the 
  Discipline Check.
  If the Discipline Check is failed, the unit is considered Wavering. A Wavering unit 
  has the following penalties:
  • Lose the benefits of Phalanx and switch to Open Order immediately.
  • May not use Special Rules.
  • All Target Numbers are +1 (so 4+ is 5+).
  • To move, they must pass a Discipline Check with a single success.
  Units that are Wavering are not organized enough to fight as a cohesive military 
  unit. Troopers are beginning to fight independently, straggle to the rear, and hesitate 
  in the face of the enemy.
  Determine Pushback
  One of the defining features of phalanx combat was the “push” nature of the battle. 
  Phalanx combat was famed for the Othismos, which was an orderly advance across 
  the front of the phalanx a certain number of steps. This would then “push” their 
  opponents backwards.
  In Men of Bronze, the Pushback occurs after Courage has been reduced and 
  Discipline Checks resolved. Compare the two units fighting in Melee. The unit who 
  lost the most Courage in the Melee will be pushed back. If both units lost the same 
  amount or no Courage, no Pushback occurs.
   The unit that is pushed back will move straight back 1d3 Base Widths. Any 
  Supporting units will move backwards with them. Units supporting with Flank or 
  Rear Attacks are also pushed back, they are then lined up behind the main attacking 
  unit like other Supporting units. They have been disorganized and mingled with the 
  rest of their forces and no longer benefit from Flank/Rear attacks.
  The unit that won the Melee and pushed back their foe can do one of the 
  following immediately:
  
  25
  • Follow-up and re-engage their foe and keep them locked in Melee.
  • Stand their ground and not move.
  • Regroup by moving backwards 1d3 Base Width in a straight line.
  Complete the move immediately after determining the Pushback.
  For example, in this scenario the Corinthians manage to reduce the Argives by 1 
  Courage while the Argives failed to cause any Courage loss.
  In this case, the Argives are pushed back d3 Base Widths. The Argives roll a 3, 
  which equals 2 Base Widths.
  The Peltasts are moved behind the Argives as a Support unit. The Corinthians 
  can now choose to Follow-up. Stand, or Regroup.
  Shooting
  In Men of Bronze Shooting is represented by any ranged attack from archers, 
  slingers, javelin throwers, etc.  Use the following method to resolve an activation 
  of Shooting:
  1. Determine eligibility of target
  2. Determine Shoot Dice
  3. Roll Shoot Dice
  4. Determine Hits
  5. Compare Hits to Armor
  6. Reduce Courage
  7. Make Discipline checks
  Determine Eligibility of Targets
  To determine if a target can be successfully shot at, you must confirm two conditions:
  • Determine if Line of Sight exists
  • Determine Range
  Line of Sight
  Line of Sight is determining if a unit can see an enemy target to fire upon. The 
  easiest way is to draw an imaginary straight line from the shooting unit’s leader 
  Archers and Psiloi prepare to let loose
  
  26
  to any model in the Enemy unit. If the imaginary line crosses any other units 
  (including friendly units) then Line of Sight does not exist. The unit may not be 
  shot at.
  Units have a 360-degree facing for Shooting attacks.
  Determine Range
  All Shooting attacks in Men of Bronze have a range in Base Widths. This is the 
  distance a Shooting attack may reach and still potentially hit the target. If the target 
  unit is further than this range it cannot be shot at.
  To measure the range, follow the imaginary line between the unit leader and the 
  target unit you established for Line of Sight. Measure the distance. If the distance is 
  the range of the shooting attack or less, than the target is eligible.
  For Example, the Persian archers decide to fire on the Ionian Hoplites and ignore 
  the Athenian Hoplites. From the Persian leader to the Ionians is a clear Line of Sight 
  and it is within range. The Ionians are eligible targets.
  Determine Shoot Dice
  After the eligibility of targets has been determined it is time to determine the number 
  of Shoot Dice to roll. In each unit’s profile is a Shoot value, followed by the range. If 
  a unit does not have anything in this value, it may not Shoot. The value is the base 
  number of dice a unit will roll when Shooting to generate hits.
  Only the Unit shooting determines Shoot dice. The defenders do not need to roll 
  any dice.
  Roll Shoot Dice
  The Shooting unit then rolls their Shoot dice. The Target Number for the roll is 4+. 
  Every dice that rolls a 4+ is considered a Hit.
  Compare Hits to Armor
  Once the Shoot Dice have been rolled, total up the number of Hits. Compare the 
  Number of Hits to the Armor rating of the Unit being attacked. Each time the 
  number of Hits meets the Armor rating, remove 1 Courage. Any hits that do not hit 
  the requirement are discarded.
  Reduce Courage
  In every unit’s profile is Courage. When the Number of Hits equals the Armor value 
  of the unit, that unit’s Courage profile will be reduced by 1.
  If a unit’s Courage is ever reduced to only 2 points, they will need to make a 
  Discipline Check. If Courage is reduced to 1, they will need to make an additional 
  Discipline Check. If a unit’s Courage is reduced to 0, they will Rout in the end phase. 
  Turn the models backward
  Discipline Checks
  Every unit has Discipline in their unit profiles. This number represents the number 
  of d6s rolled to make a Discipline Check.
  To make a Discipline Check, roll a d6 per point of Discipline in the unit profile. 
  The dice roll is looking for a Target Number of 4+. The player must try to score 
  a number of successes equal to the Courage lost from the Shoot that forces the 
  Discipline check. Therefore, a unit that lost 2 Courage would need 2 successes; 
  a unit that lost 3 Courage would need 3 successes. It is possible that a unit could 
  take more Courage loss than they have Discipline Dice. In such a case, the unit will 
  automatically fail the Discipline Check.
  
  27
  If the Discipline Check is failed, the unit is considered Wavering. A Wavering unit 
  has the following penalties:
  • Lose the benefits of Phalanx formation and switch to Open Order immediately.
  • May not use Special Rules
  • All Target Numbers are +1 (so 4+ is 5+)
  • To move, they must pass a Discipline Check
  Units that are Wavering are not organized enough to fight as a cohesive military 
  unit. Troopers are beginning to fight independently, straggle to the rear, and hesitate 
  in the face of the enemy.
  For Example, the Persian Archers have 4 Shoot dice. They roll 4d6 and get: 
  2,4,1,6. That is two Hits. The Ionians have an Armor of 2. The 2 Hits matches the 
  Ionians Armor of 2, so the Ionians have their Courage reduced by 1. They start with 
  Courage 4, so the Shooting takes them to Courage 3. No Discipline Check is needed 
  until they are reduced to Courage 2.
  End Phase
  The End Phase is the final Phase of the Turn. Complete the following steps in 
  this phase:
  1. Discard all remaining Arete Points
  2. Check for Morale
  3. Check for Collapse
  4. Finalize unit alignments
  5. Check Victory Conditions
  Discard Remaining Arete Points
  Both Players gather up any unused Arete Points and place them in the discard pile off the 
  board. They do not carry over into the next Turn and can no longer be used in this Turn.
  Check for Morale
  Battles in the Greek world tended to be decisive engagements where one side took 
  the field while the other flees in panic. The side that breaks usually has the most 
  casualties inflicted when they flee.
  When a unit is Routed (turned backwards), all other units where the Leader 
  can draw a Line of Sight to that unit must make a Collapse test. Make a standard 
  Discipline Check. If passed, they face no effect. If failed, the unit starts Wavering no 
  matter how much Courage they have remaining.
  Check for Collapse
  Any army will need to check for Collapse if the following conditions are met:
  • The Strategos’ Unit is routed.
  • When 25% of the Armies’ Points are Routed.
  • When 50% of the Armies’ Points are Routed.
  • When 75% of the Armies’ Points are Routed.
  To Check for Collapse, every unit in the Army makes a standard Disciple Check. 
  If passed, the unit stays in the fight. If failed, they immediately Rout and are removed 
  from the board. Treat them as if they were destroyed.
  You only test for Collapse once per End Phase, even if multiple criteria were 
  met to test.  Every Collapse test the unit makes past the first has a +1 TN to pass. 
  Therefore, if an army has 75% of their points routed as well as the Strategos’ unit, 
  they will automatically Collapse.
  If all units are Routed, the game is over. The Army still on the board is declared 
  the winner.
  
  28
  Finalize Unit Alignments
  Review all ongoing Melees and ensure that they are in proper formations:
  • Melee units aligned by leader.
  • Support units behind attacking units.
  • Flank Attack units perpendicular.
  • Rear Attacking units lined-up behind enemy with leaders aligned on opposite 
  sides of their units.
  • Remove units that were reduced to 0 Courage and routed.
  If the proper organization and formations are not on the board, tidy them up 
  per the rules.
  Check Victory Conditions
  Certain scenarios will have Victory Conditions. Check the rules for the scenario. If 
  the Victory Conditions have been met, by one of the Armies, then the game is over. 
  The Army that met their Victory Conditions is declared the winner.
  Advanced Rules
  The following are optional rules that can be used in games of Men of Bronze. These 
  are additional complications or wrinkles that can be added for additional game play 
  value. Opponents should agree on these rules before using them in a game.
  Leaders Killed
  Normally, the rules assume that if a unit is not Routed its leader is still active and 
  available to provide Arete Points.  However, in Greek warfare the leader was expected 
  to lead by example in the front rank of the Phalanx. Their place was the most 
  dangerous place in the battle-line and Greek commanders were often killed in battle.
  Attic hoplites crash into their Spartan 
  adversaries.
  
  29
  When a unit loses any Courage, roll a d6 for each point lost. On any roll of 1, the leader 
  of the unit has been killed. In this situation, the unit no longer adds Arete Points to the pool.
  Phalanx units did have a rank structure, so the loss of a leader would not hamper 
  the overall functioning of the unit. A new commander is assumed to take over and 
  becomes the focal point. A good way to keep track of which units had their leader 
  killed is to simply turn the leader model backwards.
  If the Strategos of the Army is killed in this way, please note that it will trigger a 
  Check for Collapse in the End Phase (see page 27).
  Phalanx Drift
  In a phalanx, the shield was carried on the left arm, and used to cover the man beside 
  you. Due to this, the right side of the phalanx had less protection. In addition, the 
  men tried to huddle close to the man next to them to stay under his shield for cover. 
  This led to a curious phenomenon where phalanx units tended to drift to the right 
  when advancing. This could lead to exploitable gaps in an advancing phalanx line.
  Do not check for Drift if the unit has Come in Contact with an enemy unit.
  After moving forward, a unit in Phalanx formation must make a Discipline Check. If 
  successful with even a single success, nothing happens and the unit has moved as intended. 
  If failed, the unit has “drifted” 1 Base Width to the right. Slide the unit that direction.
  For example, an Athenian Phalanx has moved forward as normal. They then 
  take a Discipline Check and fail. The unit is slid to the right one Base Width for the 
  final position of the Phalanx.
  Firing Over Friendly Units
  Typically, Line of Sight is blocked by Friendly units. If you wish, Shooting attacks 
  can be made over Friendly units. In such instances they will no longer block Line of 
  Sight. However, the Shoot Dice are reduced by 1 for each friendly unit that is passed 
  through when establishing Line of Sight.
  If any Shoot Dice come up as a 1, they count as Hits on the friendly unit. 
  Determine the outcome of Hits on friendly units after determining the Shooting 
  results on the enemy units.
  Pursuing Routed Enemies
  If a unit destroys their foe in a Melee, they will pursue them. The unit moves 1d3 
  Base Widths forward in a straight line. If they Come in Contact with a new enemy, 
  they will fight Melee in the following Turn as normal.
  If the player does not wish for the unit to pursue a routed enemy, they must pass 
  a successful Discipline Check. If passed, the unit holds position. If failed the unit 
  pursues as normal.
  Special Rules
  Units in Men of Bronze may use Arete Points to activate a Special Rule. Special Rules 
  are listed in the unit’s Profile. The following is a list of the Special Rules available 
  and how they function within the game.
  Phalanx
  The phalanx is a tactical formation that allows skilled soldiers to cover the men 
  beside them with their large shield. This creates a protective front of shields to any 
  attacker. It was the dominant combat formation of the Greek hoplite.
  
  30
  Units in Phalanx formation have the following rules apply:
  • The unit may start the game deployed in a Phalanx.
  • A Phalanx can only move straight forward.
  • If a Phalanx touches Difficult terrain they revert to Open Order.
  • To change from Open Order to Phalanx requires an Arete Point and can only 
  be done during the unit’s Activation. It does not impact a unit’s ability to move, 
  fight, etc. and does not count as an Activation.
  • A Phalanx can change to Open Order at any point during its Activation.
  • A Phalanx provides +2 Attack Dice.
  • A Phalanx provides +1 Armor.
  Drilled
  Experienced and well-trained phalanx units could perform trained and coordinated 
  marching maneuvers to help them reposition the Phalanx without breaking into 
  Open Order. This required practice on the city-states’ training fields.
  Units with this Special Rule have the following rules applied to them:
  • 
  When Activated, the unit in Phalanx formation can choose to move left or right up to 
  two Base Widths, or backwards one Base Width, in a straight line. This replaces their 
  normal move. The unit does not change facing and maintains its Phalanx formation.
  Counter-charge
  Greek hoplites were ferocious warriors from a warrior culture. They preferred to 
  make shock contact with an enemy. When in doubt, they were just as likely to charge.
  Units with this Special Rule have the following rules applied to them:
  The Battle on the Island: Psiloi Against 
  Hoplites By Peter Dennis © Osprey 
  Publishing. Taken from Campaign 
  261: Pylos and Sphacteria 425BC
  
  31
  • When a Charge is declared against the unit, the controlling player may spend 
  an Arete Point to activate this Special Rule.
  • The units are moved to meet half way along the charge rout of the Attacker.
  • Both units gain the +2 Attack Dice for Charging.
  Pursue
  Ekdromo was a type of warfare used by hoplites to harass and thwart enemy 
  skirmishers and light troops. Essentially, lighter and more mobile hoplites would 
  deploy to harass and break-up the lighter formations before they could attack. 
  Lighter armed peltasts were also often used in this role.
  Units with this Special Rule have the following rules applied to them:
  • If a unit declares an Evade Special Rule, units with this Special Rule may 
  choose to spend an Arete Point to counter it.
  • A unit with Pursue can move an additional 1d3 Base Widths after any 
  Evading enemy.
  • If they Come into Contact, then they may enter a Melee as normal.
  Evade
  Light troops and peltasts were known for their ability to harass hoplite formations 
  and fade away before they could be brought to proper battle. This was demonstrated 
  in the Battle of Sphacteria when Spartan elite hoplites were forced to surrender to 
  peltast harassment during the Peloponnesian War.
  Units with this Special Rule have the following rules applied to them:
  • When an enemy unit Comes into Contact with a unit with this Special Rule, 
  the controlling player may spend an Arete Point to activate Evade.
  • The unit may move backwards from the Enemy unit 1d3 Base Widths 
  immediately. If they are no longer in Contact, the Evade was successful.
  • If the unit that Came into Contact still has movement left, they may continue 
  to move as normal.
  A Macedonian phalanx approaches
  
  32
  Move and Shoot
  Psiloi and other light troops were expected to move rapidly to out distance the 
  heavily-armored hoplites and use their missile weapons to harass the phalanx. They 
  had to be swift and nimble on their feet.
  Units with this Special Rule have the following rules applied to them:
  • In a normal Activation, a unit may either Move or Shoot.
  • If a unit uses this Special Rule with an Arete Point they may make a Shooting 
  attack after moving.
  • The Shooting attack is worked out as normal.
  Skirmisher
  Most light troops were adept at moving rapidly through rugged terrain. This ability 
  allowed them to go where the heavier infantry could not follow and provided a 
  limited degree of protection on the battlefield. It was a favorite tactic of Thessalians, 
  Thracians, and other hill-tribes
  Units with this Special Rule have the following rules applied to them:
  • Units can activate this Special Rule at any time during their Activation with an 
  Arete Point.
  • 
  This allows a unit to move at normal speed through Difficult/Dangerous terrain.
  Units
  The world of the Ancient Greeks was filled with potential enemies. Below you will 
  find the rules to build and structure your forces whether they be Greek citizen-
  soldiers, hoplite mercenaries, Persians, rebellious Ionians, barbarian hill-tribes, the 
  Macedonians of Phillip the II, or more.
  Next you will find a list of units to fill your ranks. They each have the 
  profile you learned about earlier. In addition, they will have a point value. You 
  can add up the points in your force and compare it to that of your opponent. 
  Ideally, the points should be within 1 point of each other for a good, balanced 
  game. However, if both players agree you may also use unequal point totals. The 
  Scenarios in this book will also give you an idea of the number of points to use 
  for each side.
  Melee Infantry
  Elite Hoplites
  These were the professional soldiers of the era. The Spartans of course were famous 
  for their program to raise Spartiates, but every city-state tended to have a core of 
  professional soldiers. The most famous is the Sacred Band of Thebes.
  Elite Hoplites
  Points
  12
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  6
  6
  2
  5
  4
  Special Rules
  Phalanx, Drilled, Counter-charge
  
  33
  Drilled Hoplites
  Most hoplites were citizen-soldiers called from the fields and crafts to fight for their 
  city-state. They provided their own equipment and weaponry. They would hone 
  their bodies in the gymnasia and practice their fighting craft on the drill fields of the 
  city-state. Despite being citizen-soldiers, the hoplites from the larger city-states such 
  as Athens, Thebes, Corinth, and Argos were well-trained warriors.
  Drilled Hoplites
  Points
  10
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  6
  4
  2
  5
  3
  Special Rules
  Phalanx, Drilled, Counter-charge
  Militia Hoplites
  The militia hoplites were also citizen-soldiers. However, they typically came from 
  the less militaristic and smaller city-states. These would frequently be the allies 
  in a hoplite army, and frequently placed on the left-wing of the phalanx. Good 
  examples of militia hoplites are the Thespians at Thermopylae, the Corcyran to 
  Athens, etc.
  Militia Hoplites
  Points
  8
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  5
  3
  2
  4
  2
  Special Rules
  Phalanx, Counter-charge
  Light Hoplites
  The Athenian general Iphicrates is credited with creating the reforms in military 
  equipment and technique that allowed for a lighter and faster moving hoplite. It 
  is unclear if these were up-armored peltasts, stripped down hoplites, or actually 
  marines used on-board triremes. These troops were more mobile than heavily-armed 
  hoplites and could disrupt the lighter armed peltasts.
  Light Hoplites
  Points
  8
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  6
  3
  2
  4
  3
  Special Rules
  Phalanx, Drilled, Pursue
  Macedonian Phalanx
  To the north of the Greek mainland was the “barbarian” kingdom of Macedonia. 
  In 338BC, the Macedonian King Phillip the II led his new army south and defeated 
  and unified his Greek brothers. His phalanx units reduced the size of the shield 
  and lengthened the spear. Instead of a shield wall, his phalanx was a wall of 
  spear tips.
  Macedonian Phalanx
  Points
  10
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  6
  5
  2
  5
  3
  Special Rules
  Phalanx, Drilled, Counter-charge
  
  34
  Elite Infantry
  Elite infantry were military units that were skilled, battle hardened warriors. 
  However, they did not have the tradition of heavy infantry found in Greece. The 
  best example would be the Persian Immortals of Xerxes.
  Elite Infantry
  Points
  10
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  6
  5
  2
  5
  4
  Special Rules
  Counter-charge
  Drilled Infantry
  Drilled infantry were dedicated infantry soldiers armed with armor, shields, and hand 
  weapons. However, they were not true heavy infantry as their equipment was mostly 
  linen and wicker as opposed to heavier metal. Again, the Persian Sparabara is the 
  best example of this type of infantry.
  Drilled Infantry
  Points
  8
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  6
  4
  2
  5
  3
  Special Rules
  Counter-charge
  A Macedonian Phalanx stands ready
  
  35
  Warband Infantry
  Warband infantry are the irregular infantry called up to add numbers rather than 
  skill. Such forces were common for barbarian hill-tribes, but even the mighty Persian 
  army used such troops. They have light or no protective equipment, and their 
  weaponry is basic and crude.
  Warband Infantry
  Points
  6
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  7
  3
  1
  4
  1
  Missile Infantry
  Psiloi
  The psiloi are the lightest armed troops in the Greek armies. They were primarily 
  a missile equipped skirmisher force. They could be armed with javelins, slings, 
  darts, and sometimes only rocks. They had little or no armor, and occasionally 
  went to battle naked. Not all psiloi were willing, as the Spartans used their Helot 
  slaves to fill these roles. Athens would often draft oarsmen and other sailors into 
  the role as well.
  Psiloi
  Points
  2
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  8
  2
  1
  4
  2
  Shoot
  3 (6BW)
  Special Rules
  Evade, Move and Shoot, Skirmisher
  Peltast
  Peltasts were a semi-professional group of light skirmishers. They were frequently 
  armed with javelins, a tunic, light hand weapons, and their signature was a small 
  crescent shaped shield called a pelte. Thrace provided the most famous peltasts. 
  Peltasts would protect the flanks of a phalanx and also range ahead and harass 
  enemy formations.
  Psiloi head into battle
  
  36
  Peltasts
  Points
  4
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  7
  3
  1
  5
  3
  Shoot
  3 (6BW)
  Special Rules
  Evade, Move and Shoot, Skirmisher, Pursue
  Archer/Slinger
  The most famous archers were the Cretans, and the most famous slingers were the 
  Rhodians. Neither of these groups were mainland city-states. On mainland Greece, 
  the use of missile weapons by warriors was frowned upon. However, that was not 
  the case on the islands of Crete and Rhodes.
  Archers/Slingers
  Points
  4
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  8
  1
  1
  4
  2
  Shoot
  4 (12BW)
  Special Rules
  Evade, Skirmisher
  Cavalry
  Cavalry
  Greece is terrible pasture land. Only the wealthiest from the best land could afford 
  to raise horses. As a result, cavalry forces were rare. The most famous horsemen in 
  Greece were from Thessaly. The Athenian cavalry was also impressive for being able 
  to field about 1,000 horsemen.
  The stirrup had not been invented so troopers had to grip the horse with their 
  thighs. Typically, they were lightly armed, and were primarily used as scouts, 
  skirmishers, and to harass fleeing enemies. The javelin was the most common 
  cavalry weapon.
  Cavalry
  Points
  8
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  12
  2
  1
  4
  2
  Shoot
  2 (6BW)
  Special Rules
  Evade, Pursue, Move and Shoot
  Heavy Cavalry
  In addition to an upgraded phalanx, Phillip the II of Macedon also brought a heavier 
  style of cavalry fighting. Instead of just providing his horsemen with linen he gave 
  them breastplates and helmets. He also encouraged his cavalry to attack aggressively. 
  They were the noble companions to the King himself.
  Heavy Cavalry
  Points
  12
  Move (BW)
  Attack
  Armor
  Courage
  Discipline
  10
  4
  2
  5
  4
  Special Rules
  Counter-charge, Evade, Pursue
  Opposite
  Tarentine horseman by Seán 
  Ó’Brógáin © Osprey Publishing. Taken 
  from Warrior 130: Tarentine Horseman 
  of Magna Graecia
  
  37
  
  38
  Lines of Battle
  Use the following lists to build your Historical forces for Men of Bronze. The Lines 
  of Battle help to choose the appropriate units for your Historical forces. Check the 
  scenarios for starting point cost for a force.
  Each Line of Battle will have an entry with a number. The number indicates the 
  limit of that unit you can take in the army. If an entry says 1+ your army must have 
  at least one of these units in it. If it is 0+ any number of that unit may be taken. If a 
  unit is not on the list, it cannot be chosen.
  Athenian
  0–1 Elite Hoplite
  1+ Drilled Hoplite
  0+ Militia Hoplite
  0–2 Light Hoplite
  0–4 Psiloi, Peltasts, Archers/slingers
  0–3 Cavalry
  Spartan
  1+ Elite Hoplites
  0+ Drilled Hoplites
  0–2 Militia Hoplites
  0–2 Psiloi
  0–1 Cavalry
  Theban
  0–1 Elite Hoplite
  1+ Drilled Hoplite *
  0+ Militia Hoplite
  0–3 Psiloi, Peltast, Archer, Slingers
  0–2 Cavalry
  Corinthian or Argive
  0–1 Elite Hoplite
  0–2 Drilled Hoplite
  1+ Militia Hoplite
  0–3 Psiloi, Peltasts, Archers, Slingers
  0–2 Cavalry
  Greek City-states
  0–2 Drilled Hoplite
  1+ Militia Hoplite
  0–3 Psiloi, Peltasts, Archers, Slingers
  0–1 Cavalry
  Greek Mercenaries
  1+ Drilled
  0–4 Psiloi, Peltasts, Archers, Slingers
  0–1 Cavalry
  0–2 Light Hoplites
  * 1 Phalanx can add +2 
  Courage for +2 Points. 
  This unit must also be 
  visibly larger than a 
  normal Hoplite unit. 
  For 28mm models, this 
  can be accomplished 
  by adding a third rank 
  of Hoplites.
  
  39
  Persians
  1+ Sparabara – Drilled Infantry (Only 1 Sparabara for every 1 Archer unit)
  0+ Peltasts, Psiloi, Slingers
  1+ Archers
  0+ Warband Infantry
  0–1 Elite Infantry
  0–4 Cavalry
  0–1 Drilled Hoplites (Mercenaries)
  Barbarian Tribes
  0–2 Drilled Infantry
  1+ Peltasts, Psiloi, Archers, Slingers
  1+ Warband Infantry
  0–2 Cavalry
  Phillip of Macedon
  1+ Macedonian Phalanx
  0–2 Light Hoplites
  0–4 Psiloi, Peltasts, Archers, Slingers
  0–4 Cavalry
  0–1 Heavy Cavalry
  Sample Armies
  Below you can see Sample Armies built from the Lines of Battle provided. They give 
  you an idea of what your force could look like. They are all built to a 38-point force. 
  They range from 5 to 8 units each. That is about 50 to 80 models per army if you are 
  using 28mm models with the guidelines in the Basing and Models section..
  Spartans
  2 Elite Hoplites  
  24 Points
  1 Drilled Hoplites 
  10 Points
  2 Psiloi 
  4  Points
  Total 
  38 Points
  Athenians
  1 Elite Hoplite 
  12 Points
  1 Drilled Hoplite 
  10 Points
  1 Militia Hoplite 
  8 
  Points
  2 Peltasts 
  8 
  Points
  Total 
  38 Points
  Psiloi prepare to harass a phalanx
  
  40
  Corinthians
  2 Drilled Hoplites 
  20 Points
  1 Militia Hoplite 
  8 
  Points
  1 Psiloi 
  2 
  Points
  1 Archers 
  4 
  Points
  1 Peltast 
  4 
  Points
  Total 
  38 Points
  Thebans
  1 Elite Hoplites 
  12 Points
  1 Drilled Hoplite 
  12 Points (has +2 Courage)
  1 Drilled Hoplite 
  10 Points
  2 Psiloi 
  4 
  Points
  Total 
  38 Points
  Persians
  3 Archers 
  12 Points
  3 Drilled Infantry 
  24 Points
  1 Psiloi 
  2 
  Points
  Total 
  38 Points
  Macedonians
  2 Macedonian Phalanx 20 Points
  1 Light Hoplites 
  8 
  Points
  2 Peltasts 
  8 
  Points
  1 Psiloi 
  2 
  Points
  Total 
  38 Points
  Hill Tribe Barbarians
  1 Drilled Infantry 
  8 
  Points
  3 Warband Infantry 
  18 Points
  2 Peltasts 
  8 
  Points
  2 Psiloi 
  4 
  Points
  Total 
  38 Points
  Battles
  During the Classical Greek period warfare changed. In the beginning, most battles took 
  place in the space of a few hours, and the decisive result of the battle would lead to the 
  end of the war. As the period progressed, longer and longer campaigns were developed. 
  No longer did the phalanxes simply find a convenient flat space of land and face off.
  Players of Men of Bronze could easily recreate a classical phalanx battle and 
  simply line-up and attack. There are many such battles in history, with many of the 
  details lost to us by time. This is a perfectly acceptable, and historically accurate, way 
  to play the game. For your first few games, this method is recommended.
  However, many players wish to do more with their battles. They want objectives 
  to be achieved and complications to be overcome.
  To set-up a battle, complete the following steps:
  1. Determine Scenario
  2. Discover Complications
  
  41
  3. Identify Attacker/Defender
  4. Choose Army Lists
  5. Set-up terrain
  6. Deploy Forces
  Scenarios
  Players can use any manner they wish to determine the scenario to be played. The 
  easiest method is to simply have one player roll a d6 and consult the chart below:
  1. Decisive Battle
  2. Ravage the Countryside
  3. Stop Them from Escaping!
  4. Desecrate the Sacred
  5. Ambush
  6. Decisive Battle
  The following is the details of each Scenario for Men of Bronze. They are composed 
  of the following elements:
  • Name – Name of the Scenario
  • Description – A brief description of the scenario
  • Set-up – A quick description of deployment and special terrain needs
  • Special Rules – Any special rules for the game
  • Victory – Ending the scenario and determining the winner
  The Spartan arrival in Syracuse by 
  Peter Dennis © Osprey Publishing. 
  Taken from Campaign 195: Syracuse 
  415–13BC
  
  42
  Scenario 1: Decisive Battle
  This was the most common form of battle in the Classical Greek world. The two 
  sides would find agreeable ground where their forces could meet, line-up on 
  opposite sides, and then commence the battle. The first side to collapse would be 
  the loser.
  Set-Up
  Each army would line-up on opposite long table edges up to 6 Base Widths in. 
  Phalanx units can deploy in phalanx.
  Special Rules
  Each army should be of roughly equal points, with no greater difference than a single 
  point. Standard games are 38 points.
  Victory
  The game lasts until one side has no units left on the board. The player with units 
  still deployed wins the scenario.
  6 BW
  6 BW
  Attacker
  Defender
  The Greek left storming the Persian 
  camp at Mycale by Peter Dennis. 
  © Osprey Publishing. Taken from 
  Campaign 239: Plataea 479BC
  Map layout for Scenario 
  1: Decisive Battle
  
  43
  Scenario 2: Ravage the Countryside
  Siege technology was not very advanced, and if an enemy chose to hide behind their 
  walls there was little an attacker could do about it. Frequently, they would try to 
  force the attacker out by ravaging their countryside instead. Sometimes, the 
  destruction would draw the enemy out into a battle.
  Set-up
  The Attacker nominates one terrain piece on the opposite side of the board from 
  his deployment zone. He is attempting to ravage that terrain. He is deployed on the 
  opposite long board edge as the terrain up to 6 Base Widths in from the edge. Phalanx 
  units may deploy in Phalanx.
  The defender begins in the opposite corner of the board, away from the terrain. 
  They may also deploy 8 Base Widths in. Any units that cannot be deployed are 
  in reserve.
  Special Rules
  Units that are in reserve can be deployed into the deployment zone in each subsequent 
  turn after the first. The defending player nominates the unit they wish to deploy 
  and make a successful Discipline check. The unit maybe placed anywhere in the 
  deployment zone, but that is considered their move.
  If the discipline check is failed, the unit may not deploy and bottlenecks the 
  remaining units behind it. No more reserve deployments can be made.
  The defender may deploy as many reserves as can fit in the Deployment zone. 
  Once the deployment zone is full, no more reserves can deploy.
  The Defenders can outnumber the Attackers in this scenario by up to 25%. The 
  standard size game is 30 points for the Attacker, and 38 for the Defender.
  Victory
  If the Attacker gets a unit into the designated terrain and stays there for 1d3 turns 
  they will be the winner. The number of turns is rolled when the unit enters the terrain, 
  each additional unit in the terrain reduces the result roll by 1.
  The defender wins if they manage to Collapse the attacker or stop them from 
  ravaging the terrain.
  8 BW
  1/3 of the board
  8 BW
  Attacker
  Terrain
  target
  Map layout for 
  Scenario 2: Ravage 
  the Countryside
  
  44
  Scenario 3: Stop Them From Escaping
  If a phalanx was outnumbered, outmaneuvered, or simply lost heart they would flee 
  towards the gates of their city-state and safety. This could happen even before a 
  proper engagement was fought. In such a situation, the attackers would need to press 
  their attack home and try to cut-off the fleeing enemy.
  Set-up
  The Attackers are deployed on the long board edge up to 8 Base Widths in. The 
  defender is deployed on the opposite board edge, facing the short table edge up to 8 
  Base Widths in from the edge and up to half way across the board.
  Special Rules
  None. The Attacker should have up to 25% more points than the Defender in this 
  scenario. The standard size is 30 points for the Defender and 38 for the Attacker.
  Victory
  The defender is attempting to get as many units off the opposite short board edge as 
  possible. Each unit that moves off the short board edge is considered safe, but may 
  not return to the battle. If more than half of the Defenders Points escape, they are 
  the victor. If less than half escape, then the Attacker is the winner. The Defender can 
  also win by routing the Attacking force.
  Scenario 4: Desecrate the Sacred
  Most city-states had patron gods and goddesses who were supposed to look out for 
  the welfare of the city-state. The ancient Greeks took religion very seriously and even 
  tried to weaponize it. In this case an army is targeting the temple of the patron god 
  of their rival. It is up to the loyal followers to defend it.
  Half way
  8 BW
  8 BW
  Attacker
  Defender
  6 BW
  6 BW
  Attacker
  Defender
  Map layout for 
  Scenario 3: Stop Them 
  From Escaping
  Map layout for Scenario 
  4: Desecrate the Sacred
  
  45
  Set-up
  The Attackers are placed along a long table edge up to 6 Base Widths in. The 
  Defenders are on the opposite side also deployed up to 6 Base Widths in. Phalanx 
  units can deploy in Phalanx.
  The center of the board is placed an item of terrain no bigger than 12 Base Widths 
  across in any dimension. The Defender may choose to place one unit in their army 
  anywhere within 3 Base Widths of the sacred space.
  Victory
  If the Attacker gets a unit into the designated terrain and stays there for 1d3 turns 
  they will be the winner. The number of turns is rolled when the unit enters the terrain 
  and each additional unit in the terrain reduces the result roll by 1.
  The Defender wins if they manage to Collapse the Attacker or stop them from 
  desecrating the sacred.
  Scenario 5: Ambush
  Most Classical Greek battles were straight up fights where both sides knew who the 
  enemy was, and where they were. However, they were not above the occasional bit 
  of treachery or deceit.
  Set-Up
  The Defender is placed in a column from the short board edge until the half-way 
  point of the board. Attackers can be placed anywhere on either long board edge 
  up to 6 Base Widths in. The Attacker cannot be 12 Base Widths or closer to a 
  Defender.
  Special Rules
  None. The two sides should be of roughly equal points. The standard game is 
  38 points.
  Victory
   The game lasts until one side has no units left on the board. The player with units 
  still deployed wins the scenario.
  12+ BW
  12+ BW
  6 BW
  6 BW
  Half way
  Attacker
  Attacker
  Defender
  Map layout for Scenario 
  5: Ambush
  
  46
  Complications
  Complications are wrinkles and twists that may hamper the plans of mere mortals. 
  Each Scenario may have an additional set of Complications. Roll 2d6 (have each 
  player roll a single d6) and add the result together, then consult the chart below:
  Battle Complications Table
  2d6 roll
  Complication
  2
  Bad Omens
  3
  Attack at Dawn
  4
  Delayed Units
  5
  Dusty
  6
  Hungry and Thirsty
  7
  No Complications
  8
  Bad water
  9
  Glare
  10
  Herd of Goats
  11
  Bad Weather
  12
  Dusk Approaches
  Complications impact the scenario and provide additional tactical and strategic 
  considerations for the player. Adding a Complication can change some of the 
  established factors in the game and force you to change your standard tactics.
  Hoplites Rout  By Peter Dennis 
  © Osprey Publishing. Taken from 
  Campaign 195: Syracuse 415–13BC
  
  47
  The following is the details of each Complication for Men of Bronze. They are 
  composed of the following elements:
  • Name – Name of the Scenario
  • Description – A brief description of the Complication
  • Special Rules – Any special rules for the game
  Bad Omens
  The Ancient Greeks were a religious and devout people. They would take the Omens 
  before battle and try to augur the future. They did not wish to go against the will of 
  the gods! Bad Omens before a battle will demoralize troops.
  Special Rules
  Before the battle, each unit makes a Discipline Check looking for a 4+ Target 
  Number. If passed, the unit will fight as normal. If failed, the unit will suffer the 
  effects of Bad Omens.
  All Discipline Checks have a Target Number of 5+ for this unit. Bad Omens may 
  impact multiple units on both sides of the board at once.
  Attack at Dawn
  Night attacks were exceedingly rare in Ancient warfare. However, it was not 
  uncommon to try and time your attack for the early morning so as to catch your 
  opponent off guard and limit the effectiveness of their missile fire.
  Special Rules
  Visibility in the early dawn hours is limited as the sun rises. Line of Sight for missile 
  weapons is reduced to half until the sunrises. The Attacker rolls a d6 at the end of 
  the End Phase for each Turn.
  A roll of 4+ means that the sun has risen and missile ranges are returned to 
  normal, no more rolls need to take place.
  Peltasts take cover amidst the ruins 
  of a temple.
  
  48
  Delayed Units
  Travel in Classical Greece was difficult and military units would not always arrive 
  to a battle on time. Some city-states would not deploy unless the omens were right, 
  or not even leave the city-state on religious holidays. This would cause them to 
  miss battles.
  Special Rules
  Before the battle, each unit makes a Discipline Check looking for a 4+ Target 
  Number. If passed, the unit will be ready to deploy. If failed, the unit cannot deploy 
  on the board. Instead they are placed in reserve.
  Units that are in reserve can be deployed into the deployment zone in each 
  subsequent turn after the first. The player nominates the unit they wish to deploy 
  and make a successful Discipline Check. The unit maybe placed anywhere in the 
  deployment zone, but that is considered their move.
  If the discipline check is failed, the unit may not deploy. No more reserve 
  deployments can be made this turn.
  Dusty
  Greece is a dry place. Large bodies of troops would move around and kick-up 
  clouds of dust that would cling to the battlefield. This makes it difficult to see 
  and fight.
  Special Rules
  Dusty battlefields allow all units that move to gain +1 Armor against shooting attacks.
  Hungry and Thirsty
  Soldiers could carry very little food and water with them while on campaign. 
  Instead, armies tended to live off the land. However, such logistic support was 
  often unreliable.
  Special Rules
  Before the battle, each unit makes a Discipline Check looking for a 4+ Target Number. 
  If passed, the unit fight as normal. If failed, the unit will make Attack rolls with a 
  Target Number of 5+ instead of the normal 4+.
  No Complications
  This battle has no complications. Play as normal.
  Special Rules
  None
  Bad Water
  Good water supplies are critical for any army. Not all sources of water are good, and 
  bad water will make men and horses sick and sluggish.
  Special Rules
  Any Unit must pass a Discipline Check before they can be Activated, looking for a 
  Target Number of 4+. If successful the unit can act as intended. If failed, the unit 
  cannot be activated and will not be able to move, charge, or shoot.
  Units engaged in a Melee do not need to make this test. They will fight 
  as normal.
  
  49
  Glare
  A bright sun glows down on the battlefield and makes everyone squint. Bright sun 
  tended to glitter, shine, and glare off the bright bronze armor of Ancient Greek 
  armies. This can be very distracting to Shooting units.
  Special Rules
  Shooting units only earn Hits with shooting with a target number of 5+.
  Herd of Goats
  Goats were a staple livestock of Ancient Greece. They were gathered together into 
  large herds tended by a few shepherds. As the armies approach, the shepherds run 
  off to safety, but the goats are left to mill about and get in the way.
  Special Rules
  The herd of goats is represented by a template that is 3 Base Widths in diameter. The 
  template is placed in the center of the board.
  In each End Phase, the template moves a random direction up to 1d3 Base 
  Widths. The attacker rolls a 2d6 and using the number rolled as the numbers on a 
  clock. The 12 is considered to face where the Defender is standing.
  The goats block Line of Sight for shooting. In addition, they cannot be charged 
  through, they can only be moved through. Moving through the herd of goats counts 
  as moving through Difficult terrain.
  Bad Weather
  Weather was unpredictable and often seen as the will of the gods. Rainstorms, storms, 
  showers, and other bad weather could turn a battlefield into a messy quagmire 
  quickly and limits visibility.
  Special Rules
  The ground in bad weather quickly becomes soggy and bogs down troops. All 
  Psiloi and Archers take a heavy toll on 
  the advancing hoplites.
  
  50
  movement is reduced by 1 Base Width, even random movement rolls. In addition, 
  all units receive a +1 armor against Shooting attacks.
  Dusk Approaches
  Battles would occur at all hours of the day. A long march, eating a meal, or good 
  omens could trigger a battle to occur later in the day. Sometimes, the approach of 
  dusk would limit the combat.
  Special Rules
  The Attacker rolls a d6 at the end of the End Phase.
  A roll of 4+ means that the sun has begun to set, and the effects of the setting sun 
  have come into play. Visibility in the early dusk hours is limited as the sun sets. Line 
  of Sight for missile weapons is reduced to half until the sunset.
  In addition, the battle will only last two more turns. When those turns are 
  complete, night is considered to have fallen. The battle is considered over. Look at 
  the victory conditions for the scenario as normal.
  Identify Attacker/Defender
  Players can use any method they wish to determine Attacker/Defender. However, if 
  the players cannot decide each player rolls a d6. The player with the highest score 
  is the attacker.
  Choose Army Lists
  At this point, each side can now choose their Army List based on the requirements 
  laid out by the Scenario. The list is public information and should be shared upon 
  request by the other player.
  Set Up Terrain
  Each Scenario will have some general guidelines for setting up terrain. Players 
  can choose to set-up terrain using any method they wish. If a mutual agreed 
  upon method cannot be determined, use the following method to place terrain on 
  the table.
  Mentally divide the board into a grid using 2’ x 2’ sections. 4’ x 4’ foot boards 
  will have 4 grids to fill, 6’ x 4’ boards will have 6 grids to fill, etc.
  For each grid space, each player takes turns rolling a d6 and consulting the chart 
  below to place terrain. The first player to roll is the attacker. The first player points 
  to a grid space they wish to place terrain in and roll. Each grid space can only be 
  rolled for once.
  Terrain Table
  Die Roll
  Terrain
  1
  No additional terrain
  2
  1 level hill
  3
  Swamp, pond, or spring
  4
  Grove of trees
  5
  Stone wall
  6
  2 level hill
  Each item of terrain must be able to fit completely in the 2'x2' grid space. Otherwise 
  there is no limit on the terrain size, it is up to the player and what is available. The 
  player who rolled the terrain can place it anywhere they wish in the grid space, as 
  long as it is completely in the space.
  
  51
  For example, two players are going to have a battle on a 4x4 board. They divide 
  it into 4 grids. Phil is the attacker and points at grid space 1 and rolls a 4; a grove of 
  trees. Phil places the Grove.
  Olive is the defender. She chooses grid Square 3 and rolls a 5+; a stone wall. 
  She places the wall. Phil goes next and chooses grid space 2 and gets a 1; no 
  terrain. Olive chooses the last grid space and rolls a 3; swamp/pond/or spring 
  which she places.
  Deploy Forces
  The last step is to deploy your units on the battlefield. The scenario rules 
  will cover this in more detail. Players can choose to deploy using any method 
  they wish. If a mutually agreeable method cannot be decided upon, use the 
  following method.
  The attacker chooses a unit and deploys it per the scenario rules. The defender 
  can then place a single unit. The two trade-off until all units are deployed. If one side 
  has more units than another, the side with more units simply continues placing them 
  until they have all been deployed.
  Congratulations, you are now ready to begin playing.
  After battle by Steve Noon © Osprey 
  Publishing. Taken from Warrior 163: 
  Spartan Warrior 735–331 BC
  
  52
  Historical Scenarios
  The following are the details for playing Historical Scenarios using Men of Bronze. 
  They are composed of the following elements:
  • Name – Name of the Scenario
  • Description – A brief description of the scenario
  • Set-up – A quick description of deployment and special terrain needs
  • Special Rules – Any special rules for the game
  • Victory – Ending the scenario and determining the winner
  Battle of Marathon
  The Battle of Marathon is often considered one of the most decisive battles in the 
  Western world. It was the initial battle between the Persians and Classical Greeks. 
  It was one of the key engagements in the Greco-Persian Wars that defined Ancient 
  Greek culture and still shapes the Western world.
  The Greek city-states on the Coast of Asia Minor in Ionia revolted against Persian 
  rule. The Athenians and Eretrians sent aid to the rebels, who had limited success. 
  However, King Darius of the Persians soon turned his attention back on the Ionian 
  rebels and crushed them.
  Despite his victory, King Darius vowed to burn Athens to the ground. To make 
  good on this threat, he sent an expedition to Greece. They landed on the Plains of 
  Marathon. There they were met by the Athenian army and their Plataean allies.
  Forces
  By Necessity, these forces are a bit of an abstraction to meet the needs of 
  the game.
  Greek Forces
  1 Drilled Hoplite – 10 Points
  2 Militia Hoplites – 16 Points
  Total = 26 Points
  Persian Forces
  3 Archer Units – 12 Points
  1 Drilled Infantry – 8 Points
  1 Warband Infantry – 6 Points
  Total = 26 Points
  8 BW
  6 BW
  Persian
  Greek
  Scenario layout for the 
  Battle of Marathon
  
  53
  Set Up
  The board can be 4’ x 4’ up to 6’ x 4’. One long board edge should represent the 
  ocean or beach. This is the Persian board edge. The other board edge should be 
  a rocky or hilly terrain that is Impassable, with only two clear passes leaving the 
  battlefield. This is the Greek side of the battlefield.
  The Greeks can deploy anywhere from the front of the passes and across the 
  plain up to 6 Base Widths in from the passes. They may deploy in or out of Phalanx.
  The Persians may deploy on their side of the board. They may deploy up to 8 
  Base Widths in from their own board edge.
  Special Rules
  No special rules or complications are used in this battle.
  Victory
  The Persian mission is to move 1+ unit off the enemy board edge through one of the 
  passes or completely destroy/rout the Athenians. The Athenians win if they rout the 
  Persian force completely. All other outcomes are a draw.
  Battle of Thermopylae
  The Battle of Thermopylae is a famous engagement during the Second Greco-
  Persian War that has reached near mythical proportions. It has been the subject of 
  books, movies, artwork, and more. It is an event seared into the hearts and minds 
  of Western Civilization.
  The Persian king Xerxes amassed a huge army to conquer Greece for their efforts 
  in the Ionian Revolt and at Marathon. This huge army crossed over into Europe and 
  The battlefield sacrifice at Plataea, 
  479BC by Steve Noon. © Osprey 
  Publishing. Taken from Warrior 163: 
  Spartan Warrior 735–331BC
  
  54
  marched through Thrace towards the Greek City-states. The Greeks decided to fight 
  back against the Persians by simultaneously holding them on land at Thermopylae 
  and on the sea at Artemisium. The two locations served as narrow channels to force 
  the huge Persian forces to fight piecemeal.
  The battle at Thermopylae lasted 7 days, with three days of fighting. The end 
  saw the Persians sustaining heavy losses, but ultimately forcing the pass and killing 
  the Greek rearguard defenders led by the Spartan King Leonidas. Meanwhile, much 
  of the Greek force escaped to fight another day.
  Persian frontal assaults in the pass had proven indecisive. Only the betrayal of a 
  fellow Greek showed the Persians how to bypass the gate at Thermopylae and the Greek 
  defenders. Once the Persians had bypassed the defenders, King Leonidas had the majority 
  of the Greek force withdraw while the Spartans, Thebans, and Thespians held the pass.
  This scenario will focus on the final day of the fighting at Thermopylae.
  Forces
  This is an approximation of the forces involved in the battle to fit the needs of the 
  rules. The Greeks will be outnumbered in this battle.
  Greek Forces
  Spartan Phalanx – Elite Hoplites – 12 Points
  Thespian Phalanx – Drilled Hoplites – 10 Points
  Theban Phalanx – Drilled Hoplite – 10 Points
  Spartan Helots – Psiloi – 2 Points
  Total = 34 points
  Persian Forces
  3 Archers – 12 Points
  1 Elite Infantry – 10 Points
  2 Drilled Infantry – 16 Points
  2 Psiloi – 4 Points
  Total = 42 Points
  Set-up
  The game is played on a 6’ x 4’ board going the long way. Both sides of the board 
  are bordered by Impassable terrain, limiting the width of the center of the board to 
  about 3 feet. At the mid-point of the board should be a difficult stone wall. On the 
  6 BW
  Half way
  Impassable
  Impassable
  8 BW
  8 BW
  Persian
  Greek
  Scenario layout for the 
  Battle of Thermopylae
  
  55
  Greek side of the wall should be a small, difficult hill. In addition, in the back half 
  of the Greek board on one edge should be a small pass.
  This is not an exact match to the actual terrain of Thermopylae, but is designed 
  to fit the scenario.
  Greeks deploy behind the wall up to 8 Base Widths behind the wall facing 
  towards the Persian deployment zone. The Persians deploy up to 8 Base Widths 
  from the board edge on their deployment size.
  Special Rules
  The Persian commander can “recycle” any destroyed unit in his army. At the 
  beginning of his turn, he can choose to spend an Arete Point to bring a destroyed 
  unit back onto the board on his deployment edge.
  At the end of turn 4, the Persian commander may choose to “recycle” a unit 
  by having them enter play at the small pass in the Greek rear instead of their own 
  deployment zone.
  The Greeks will not Collapse in this scenario.
  Victory
  The game will last for 10 turns or all the Greeks are killed. If all Greeks are killed/
  Routed then the Persians are the winner. If at the end of Turn 10, the Greeks still 
  have a remaining unit, the Greeks win.
  ‘The Most Glorious Victory Ever 
  Known’ by Peter Dennis © Osprey 
  Publishing. Taken from Campaign 
  239: Plataea 479BC
  
  56
  Battle of Plataea
  This battle was the decisive engagement of the 2nd Greco-Persian War. The Persians 
  had won several battles and overrun much of Greece, but they had been thwarted 
  at the Peloponnese at the Battle of Salamis. Afterwards, King Xerxes had to return 
  to Persia. He left his General Mardonius to conclude the campaign and defeat 
  the Greeks.
  However, the free Greeks managed to field a huge army and march forth. 
  Mardonius had built a camp in central Greece and awaited his foes. Both armies 
  watched and waited for the time to strike over the course of 11 days. The Greeks did 
  not want to attack due to the terrain around Mardonius’ camp favoring his larger 
  cavalry forces.
  After several successful Persian raids disrupted the Greek supply lines, the Greeks 
  decided to withdraw to better ground. This withdrawal became disordered, and 
  Mardonius sallied out to try to take advantage of the confusion. He believed that 
  the Greek coalition was splintering politically.
  The initial Persian attacks were relatively successful. The Greek response was 
  disjointed as the Athenians were engaged by the Thebans, the Spartans by the 
  Persian Sparabara, and other Greeks continues to draw back to Plataea unaware 
  of the battle.
  Eventually, after a bloody battle the Spartans and Athenians managed to best 
  their foes. The turning point was when the Spartans managed to kill Mardonius. 
  At this point, the Persian forces are said to have collapsed. Some withdrew from 
  the battle while others retreated into their fortified camps. The Greeks pursued and 
  broke into the camp and slaughtered the Persians inside.
  Plataea turned from a potential political victory for the Persians into an utter and 
  total defeat. The 2nd Greco-Persian War was over. The Persians had been expelled 
  from Greek soil, never to return.
  Forces
  The Greeks
  Spartan Phalanx – Elite Hoplites – 12 Points
  Athenian Phalanx – Drilled Hoplites – 10 Points
  Other City-States – Militia Hoplites – 8 Points
  Spartan Helots – Psiloi – 2 Points
  Athenian Peltasts – Peltasts – 4 Points
  Greek Psiloi – Psiloi – 2 Points
  Total = 38 Points
  6 BW
  Elite
  Persian
  Temple of
  Demeter
  Persian
  Camp
  Scenario layout for the 
  Battle of Plataea
  
  57
  The Persians
  1 Elite Infantry – 10 Points
  1 Drilled Theban Hoplite – 8 Points
  Cavalry – 8 Points
  3 Archers – 12 Points
  Total = 38 Points
  Set-up
  This battle is played on a 6’ x 4’ board. The Greeks and Persians are on opposite 
  long table edges. On the Persian side should be their fortified camp at one corner. 
  On the opposite side should be a shrine to Demeter. The table should be bisected 
  by a ridgeline. All terrain is difficult, but units on top of the ridgeline count as in 
  the clear.
  The Greeks should be deployed with the Elite Hoplites in Phalanx at the center 
  of the board atop the ridgeline. The rest of the Greeks should be deployed around 
  the Temple to Demeter within 6 Base Widths in open formation.
  The Persians should be deployed on the opposite side on their board edge up to 
  6 Base Widths in. They can be in any formation.
  Special Rules
  Bad Omens! – The Spartan Elite Hoplites are suffering from the Bad Omens 
  Complication! They will be impacted turn 1, and test normally in subsequent turns. 
  Once the Bad Omens test has been passed, they no longer will be impacted for the 
  rest of the game.
  Victory
  The game lasts 8 turns or until one side is destroyed/collapses. Standard victory 
  conditions apply for a decisive battle.
  Battle of Sphacteria
  During the Peloponnesian War, a Spartan force became trapped on the island of 
  Sphacteria after a failed attempt to take an Athenian garrison at Pylos. This force was 
  unable to be extracted as the Athenians controlled the approaches and the Spartans 
  had lost parts of their fleet after Pylos.
  The island itself was a long, thin island. An accidental fire set by Athenian sailors 
  had denuded the island of vegetation. One night, the Athenians snuck a force of 
  hoplites and Peltasts onto Sphacteria. The Peltasts took the rugged high ground and 
  harassed the Spartan advance. The Spartan hoplites were unable to get to grips with 
  their Athenian foes.
  Eventually, they withdrew into prepared fortifications. However, Athenian light 
  troops bypassed the defenses over rough terrain and attacked the Spartans. They 
  were forced to withdraw and the fortifications were lost.
  At this point, the Spartans knew they could not win. In frustration, they offered 
  to negotiate. Eventually, the Spartan hoplites surrender to the Athenians. This was 
  a shocking turn of events in the Greek world as no one believed that Peltasts could 
  defeat hoplites, much less Spartan hoplites.
  Forces
  Spartans
  1 Elite Hoplite – 12 Points
  1 Drilled Hoplite – 10 Points
  Total = 22 Points
  
  58
  Athenians
  1 Drilled Hoplites – 10 Points
  2 Peltasts – 12 Points
  2 Psiloi – 4 Points
  Total = 26 Points
  Set-Up
  This game is played from short table edge to short table edge. One side is the Spartan 
  side, with the other being the Athenian table edge. The edges of the table are lined 
  with rugged terrain. The Spartan side has fortification about 12 Base Widths in from 
  the Spartan side. All terrain is difficult. Units adjacent to the wall are considered to 
  be in difficult.
  The Spartan Hoplites are deployed in phalanx in the center of the board. The 
  Athenians are deployed on the Athenian side up to 6 Base Widths in from the edge 
  in any formation.
  Special Rules
  Dust and Ash – After the fire consumed the limited vegetation on Sphacteria the loose 
  earth and ash were easily kicked up by troop movements. This visibility extremely 
  difficult and reduced the Spartan Hoplites ability to engage the Peltasts with a charge. 
  Due to this, all Peltast units can use the Evade special rules without using an Arete Point.
  Victory:
  This battle lasts 8 turns. The Spartans simply need to avoid collapse, rout, or 
  destruction in this time frame. If they avoid destruction, collapse, or rout then they 
  win. If not, the Athenians win.
  Battle of Leuctra
  After their victory in the Peloponnesian War the Spartans were at the height of 
  their power and prestige. With Athens toppled, Spartan influence was riding high. 
  However, they soon faced a new challenger in the form of the city-state of Thebes.
  Thebes created a coalition of other Boeotian allies and challenged Spartan 
  hegemony in Greece. Of course, this led to open conflict. The Spartans went on the 
  offensive and marched into central Greece and Boeotian territory. Soon, they met 
  the Theban army at the plains of Leuctra.
  The Theban army was smaller than the Spartan force. However, it did have 
  the elite Theban Sacred Band with it. At first, the Theban generals were wary of 
  6 BW
  6 BW
  12 BW
  Athenian
  Spartan
  Scenario layout for the 
  Battle of Sphacteria
  
  59
  attacking. However, a Theban named Epaminondas favored the attack, and had a 
  new way to use his forces in mind.
  The Forces
  The Spartan Alliance
  1 Spartan Phalanx – 1 Elite Hoplite – 12 Points
  1 Mercenary Peltasts – Peltasts 6 Points
  1 Allied Drilled Hoplite – 10 Points
  1 Allied Militia Hoplite – 8 Points
  1 Helot Psiloi – 2 Points
  1 Allied Cavalry – 8 Points
  Total = 38 Points
  Boeotian League
  1 Sacred Band and Theban Hoplites – Drilled Hoplites (+2 Courage) – 12 Points
  1 Theban Militia Phalanx – 8 Points
  1 Allied Militia Phalanx – 8 Points
  1 Cavalry – 8 Points
  1 Theban Psiloi – 2 Points
  Total = 38 Points
  Set-up
  Both forces are set-up on opposite long board edges. The board should have a road 
  cutting across the center of the board, with some huts near the far edge on the 
  Spartan right and Theban left. The town is Difficult terrain.
  The Spartans are set-up on one side of the table up to 6 Base Widths in from the 
  edge in open formation where possible. The Thebans are set-up opposite up to 6 Base 
  Widths in from the edge in Phalanx for units that can.
  If you wish to deploy as the actual battle, then the Spartan Elite Hoplites must be 
  on the right side closest to the village. The Theban extended Drilled Phalanx should 
  be across from them.
  The Spartans should then deploy with the Drilled Hoplites then Militia Hoplites 
  moving down the line to the left, and the Cavalry and Peltasts to the fore. The 
  Thebans would be in a staggered line with the Militia Hoplites to their right, 
  forming an oblique line. The Psiloi should be to the fore with the cavalry on the 
  far right.
  1/6 of the board
  6 BW
  Centre
  6 BW
  Huts
  Theban
  Spartan
  Scenario layout for the 
  Battle of Leuctra
  
  60
  Victory
  This scenario uses standard Victory conditions. The force that is destroyed, routs, 
  or collapses loses.
  Battle of Cunaxa
  The Battle of Cunaxa was part of a Persian Civil War between Cyrus the Younger and 
  his brother Artaxerxes. Cyrus recruited several thousand Greek mercenaries from 
  Greece and brought them to Turkey to fight for him. This army included hoplites, 
  peltasts, and Persian troops.
  Artaxerxes and Cyrus faced off for control of the Empire at Cunaxa. Cyrus 
  lost the battle, but his Greek troops remained unbroken and deep within Persian 
  territory. They were forced to fight their way to the Black Sea to escape back home. 
  This was the basis of Xenophon’s Anabasis.
  Forces
  Cyrus the Younger
  1 Greek Hoplite Mercenaries – Drilled Hoplites – 10 Points
  1 Mercenary Greek Peltast – Peltast – 6 Points
  1 Bactrian Cavalry – Cavalry – 8 Points
  1 Archer – 4 Points
  1 Infantry – Drilled Infantry – 8 Points
  1 Light Troops – Psiloi – 2 Points
  Total = 38 Points
  by Steve Noon. © Osprey Publishing. 
  Taken from Campaign 188: 
  Thermopylae 480BC
  
  61
  Artaxerxes
  1 Persian Nobles – Heavy Cavalry – 12 Points
  2 Archers – Archers – 8 Points
  2 Infantry – Drilled Infantry – 16 Points
  1 Light Troops – Psiloi – 2 Points
  Total = 38 Points
  Set-up
  This battle took place on the left bank of the Euphrates river outside the city of 
  Cunaxa. Cyrus lined up with the Greeks on his right, Cyrus and his Cavalry in 
  the center, and Persian troops on the left wing. The Greeks were anchored on the 
  river bank.
  Artaxerxes placed himself and his Heavy Cavalry in the center. This was the 
  traditional place of the Persian king. Both of his flanks were his subject people. 
  Light troops screened his battle line. Artaxerxes’ battle line was longer than that of 
  his brother’s troops.
  In the scenario, Cyrus can deploy his troops on his deployment edge. The troops 
  can be in up to 6 Base Widths but must deploy between Cunaxa and the river. 
  Artaxerxes deploys on the opposite board edge. His troops can also be in up to 6 
  Base Widths.
  Victory
  This scenario uses standard Victory conditions. The side that Collapses, is destroyed, 
  or Routs is the loser. The alternate side is the winner.
  Battle of Chaeronea
  Phillip of Macedon was in the ascendancy. He had ended the Third Sacred War 
  and negotiated the end to a 10-year conflict with Athens. Phillip and Macedon 
  were clearly on the rise, and this caused many of the Greek city-states to align 
  against him.
  The Greek City-states were led by Athens and Thebes against the Macedonians. 
  However, a number of city-states sent allied forces. The Macedonians had allied 
  with the Thessalians. The war between the two sides had lasted a few indecisive 
  months before Phillip and his army marched down the main road in Boeotia and 
  towards Athens.
  The Greek alliance placed themselves across the road to block the Macedonian 
  approach. One of the most decisive battles in history was about to be fought.
  Forces
  6 BW
  6 BW
  River
  Cyrus
  Artaxerxes
  Scenario layout for the 
  Battle of Cunaxa
  
  62
  The Greek Alliance
  1 Theban Sacred Band – Elite Hoplites – 12 Points
  1 Athenian Phalanx – Drilled Hoplites – 10 Points
  1 Allied Phalanx – Militia Hoplites – 8 Points
  1 Allied Peltasts – 6 Points
  1 Allied Light Troops – Psiloi – 2 Points
  Total = 38 Points
  Phillip of Macedon
  2 Macedonian Phalanx – 20 Points
  1 Thessalian Phalanx – Drilled Hoplites – 8 points
  1 Cavalry – 8 Points
  1 Light Troops – Psiloi – 2 Points
  Total = 38 Points
  Set-up
  The details of the battle are relatively scarce. However, the location of the battle is marked 
  by a monument called the Lion of Chaeronea that supposedly marks the final stand of 
  the Theban Sacred Band. Archeological excavation seems to corroborate this account.
  The Greeks forces anchored their line with the Theban Sacred Band on the left, their 
  allied troops in the center, and the Athenian Hoplites on the right. The right was also 
  anchored by difficult foothills. It was a strong position that had to be attacked head-on.
  The Macedonians placed one of their Phalanx across from the Athenians. This 
  wing was led by Phillip himself. The center was another Phalanx.
  Phillip placed his son Alexander in charge of the Thessalians on the left flank 
  across from the Thebans. It is unclear exactly where the cavalry was, but it would 
  seem that Alexander was not among them.
  The table should be a 6’ x 4’ board with both sides taking a long board edge. The 
  Greeks can deploy on their board edge up to 6 Base Widths in. The Macedonians 
  can deploy in up to 6 Base Widths as well. The dashed area is an Impassable river, 
  while the hashed area is Difficult terrain. These can be up to 6 Base Widths in from 
  each short edge. Optionally a road can also cut across the center of the board, but 
  that has no impact on the game.
  Victory
  This scenario uses standard Victory conditions. The force that is destroyed, routs, 
  or collapses loses.
  6 BW
  6 BW
  6 BW
  6 BW
  Greek
  Macedonian
  Scenario layout for the 
  Battle of Chaeronea
  
  63
  Designer Notes
  My interest in Classical Greek military history started when wandering through 
  the stacks at my school library and I happened upon a book by Crecy called 50 
  Decisive Battles. I read about Marathon, Mantinea, and the Greco-Persian wars and 
  was fascinated. From there, I expanded my knowledge with college coursework and 
  reading like crazy.
  My first attempts at designing a wargame were based around hoplite phalanx 
  combat. They bear little resemblance to what you see here. What brought me back 
  to this topic was Daniel Mersey’s work for Osprey Publishing. Both Lion Rampant 
  and Dux Bellorum got my mind turning again to this bronze-age warfare. If you 
  look closely, I am sure you can see the points of inspiration I took from Dan’s 
  work. However, the entire range of Osprey Wargaming Series titles have been very 
  beneficial in expanding my thoughts on streamlined ancient gaming.
  Going into this game, I had a few objectives:
  • Keep players engaged in all points of the game
  • Force decision making
  • Capture some approximation of Ancient Greek warfare as I understand it
  • Keep it quick and easy
  When thinking about Classical Greek warfare, it was clear to me that it was 
  not a game for skirmish combat. Their warfare seemed to be a battle of units. 
  Therefore, units were needed for Men of Bronze. This decision logically moved me 
  in the direction of Open Order vs. Phalanx formation. The intention was to give clear 
  tactical and game related benefits to be in a Phalanx compared to other formations. 
  However, Phalanx formations had their own shortcomings to be overcome, which I 
  also wished to capture.
  I wanted to keep players engaged by using opposed rolls and Arete Points. I 
  purposely did not define when Arete Points could be used so players would be forced 
  to think about when and how they wanted to use them.
  To force decision making, I purposely made the Phalanx units hard to 
  maneuver. Sometimes, they would need to risk breaking formation to cross 
  terrain, turn etc.
  Using Arete Points to initiate charges and Special Rules were also a transparent 
  and obvious way to force decision making. Do you spend it now, or do you wait until 
  a more opportune moment? Is it better to re-roll a die or use a Special Rule? Should 
  I try to steal the Initiative before they can charge me?
  Support functions are also a method to force decisions on the players. Is it better 
  to have the peltasts support or to continue to range around the flank and throw 
  javelins?  Who should be supporting who? If they are supporting another unit, they 
  risk being destroyed with the attacking unit. Is it worth it?
  Shooting is purposely downgraded in this game based on my reading of history. 
  The Persians and other Greek adversaries had superiority in missile weapons and 
  troops, but consistently had difficulty cracking Greek heavy hoplite armor. I wanted 
  to mirror this. This dovetailed nicely with the focus of the game being successful use/
  exploitation of the phalanx formation.
  Finally, I really wanted to keep the mechanics consistent throughout the rules to 
  aid in gameplay and memory of the rules. They are pretty much always a stat equals 
  a d6 with a Target Number of 4+. Movement not controlled by the player was always 
  1d3 Base Widths. In addition, I attempted to abstract terrain effects and movement 
  as much as possible. This was to keep the game easy to play and quick.
  
  64
  There were some key components of hoplite warfare I wanted to maintain. The 
  classic example is Phalanx Drift. However, they would add needless complexity to 
  the core rules. Therefore, I added them as optional rules. I wanted them to be there 
  for those who were a bit more hardcore into their Greek phalanx battles, but not 
  bog down the basic game with it.
  Melees can be a bit if a grind, but once a unit routs, entire armies can fall apart 
  relatively quickly with the current Morale rules. This was designed to simulate how 
  real hoplite warfare often occurred. The loss of a key phalanx unit could send the 
  rest of the army fleeing quickly. Most battles were decisive tactical victories in only 
  an hours’ time. Armies would disintegrate when commanders or elite units were lost.
  Finally, I have a note on dice rolling in the rules. I purposely used a mechanics system 
  with a good deal of dice to be rolled all at once. This is not to everyone’s taste. Since most 
  of the probabilities in the game are pretty straight forward and easy to calculate, wouldn’t 
  it be easier to use a single dice roll with modifiers? I have two thoughts on that subject.
  The first thought is regarding the mathematics. The mechanics I chose made the 
  math behind the scenes easy enough for a poor Liberal Arts major to resolve in my 
  head. The more you play with modifiers and alternate Target Numbers, the more 
  variability you get. Much like actual Greek Warfare, the outcomes were sometimes 
  mathematical certainties. Much of Military History is like that.
  Secondly, a single die roll to resolve all the fighting is a bit anti-climactic. It 
  is more fun to roll up a few dice and compare them with your opponent. There 
  is something visceral and physically rewarding about rolling multiple dice. I tried 
  to keep from going overboard on the dice but there are some situations with Elite 
  Hoplites in Phalanx formation and supported by Rear Attacks where the dice can 
  really stack up fast! Hopefully, those will be an exception and not the rule.
  Hopefully that will give you some insight into my decision-making process while 
  building Men of Bronze. I hope you enjoy playing it as much as I did building it. I 
  look forward to hearing the epic poems composed about the exploits of your troops.
  All said, I am really happy with the work I have done on these rules. I know it 
  was fun putting them together, testing them, and learning more about the subject. 
  I hope you have a lot of fun playing them. May a Trophy be raised in your honor!
  Two opposing phalanges face off as 
  the the warriors prepare for othismos.
  
  OSPREY GAMES
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  OSPREY GAMES is a trademark of Osprey Publishing Ltd
  First published in Great Britain in 2019
  © Eric Farrington 2019
  Eric Farrington has asserted his right under the Copyright, Designs and Patents 
  Act, 1988, to be identified as the Author of this work.
  All rights reserved. No part of this publication may be reproduced or transmitted 
  in any form or by any means, electronic or mechanical, including photocopying, 
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