Ancient Roman Battles with Centuria from Massimo Torriani
February 12, 2015 by stvitusdancern
Massimo Torriani has created a new set of wargame rules for battles in ancient Rome called Centuria. According to the creators of the game...
"Instead of recreating battles with huge numbers of miniatures, we opted for a more “tactical” solution that would allow us to reproduce the more salient aspects of the battles without losing sight of the events that determine a victory.
Raising a Shieldwall at the right time, charging the enemy when they are disordered and making the most of their indecision to break their lines are some of the aspects that we wanted to highlight when writing these rules."
If you are not familiar with Massimo Torriani, he is one of the creators behind other games such as Operation Squad and Wild West Chronicles. This rule set among others is now available through Warlord Games.
Will you take command of a the Legions of Rome and conquer the world?
"If you are not familiar with Massimo Torriani, he is one of the creators behind other games such as Operation Squad and Wild West Chronicles"
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Assemble the Legions!
Better make sure that they feel like they are being supported because fury of the Legions is something ti be feared by any Senator.
Anyone know the game mechanics for this?
Had a look about on some other forums and there doesnt seem to be a lot of info, though there has already been a price reduction by about half at Wargame Vault
I found this on TMP which I presume was posted by the author
We don’t have a real battle report until now and we are not english (excuse us for the bad english)but we can try give to you an example of the game mechanism:
Massimo declares he will Charge a unit of Gallic Warriors in a Compact group (Tactical Value 3) with a unit of Auxiliaries (Tactical Value 4). The Gauls say they will Charge too (Countercharge). Both roll 2d6 and add their TV for Priority; Massimo loses (he rolls 12, the Gauls 13). The units clash half way. The Gauls roll 8d6 (their Melee Value +2 for the Frenzied Charge + 2 for the Outnumber- they are double bases – Compact groups) and rolls: 1, 2, 2, 2, 3, 4, 5, 5). Compare the result of each dice with Gaul’s TV; if it’s less you’ve scored a Hit, if it’s equal the target unit is Shaken, if it’s more missed. So we have 4 Hits (1,2,2,2), 1 Shaken (3) and 3 Misses( 4,5,5) . In a melee you can cancel Shaken with Training Roll (roll 1d6 and compare with TV; if is equal or less is cancelled) and Hit with Armour Roll ( roll 1d6 and compare with Armour Value: if is equal or less is cancelled). The Auxiliaries fail their Training Roll and then try 4 Armour Rolls, managing to cancel two Hits. Massimo puts a disordered marker and the two Losses next to the unit. Now Massimo rolls 4d6 (his Melee Value) and gets 3 Hits and a Miss. The Gauls try 3 Armour Rolls and cancel a Loss. Both sides have caused two Losses so the Fight stops and the units remain engaged. If one unit takes most Losses than the other has been beaten and must perform a Discipline Test: roll 2d6 and add TV. An 11 or more means the unit resists stoically and both units remain engaged (both get a Turn Over marker)but a 10 or less means the beaten unit must retreat 3d6cm (4d6 if mounted) keeping the same facing and the enemy can pursue. If the retreating unit is disordered it moves 2d6cm (3d6cm if mounted). If neither unit inflicts Losses to the enemy unit or if both units inflict the same number of Losses, then neither has been beaten and a Discipline Test is not required. If the target unit is eliminated the winning unit can follow through.
Cheers