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Advanced Scenario Book


For C&C Ancients, by Joe Bisio (Designer of Paths of Glory, Hannibal: Rome vs Carthage etc.)
Contents
For C&C Ancients, by Joe Bisio ...................................................................................................................... 1 The Battle for Albania 65 BC - Roman vs Albanian ....................................................................................... 2 300 Spartans: The Pass of Thermopylae (The Last Day): 480 BC Spartan vs Persian .......... 7

OLIMPIC GAMES - 364 BC - Elean vs Arcadian ............................................................................................ 10 Heraclea: 280BC (The Main Battle) Pyrrhus Against Rome I The Ambush of Litana - 216BC Epirotes vs Romans ................................ 14

Gallic vs Romans ................................................................................. 18 .......................... 21

Deep in Celt-Iberia 207 BC - Mago Barca's Defeat - Carthaginians vs Romans

The Final Revolt 174BC - Romans vs Celtiberians ....................................................................................... 24 The Ambush of Segeda - The Roman Battle with the Belli 153 BC - Romans vs Celtiberians ..................... 27 End of the Triumvirate The Battle of Carrhae 53 BC (The Initial Main Battle) Parthians vs Romans .. 32

TRIBOLA - 147 BC - Roman vs Lusitanian........................................................................................... 38 End of the Triumvirate The Battle of Carrhae 53 BC (The Initial Main Battle) Second Mithridatic War Battle of the Halys River 82 BC Parthians vs Romans ... 41 ........................... 47

Romans vs Mithridatic

Roman Civil War The Battle of Forum Gallorum 43 BC -Antonian vs Senate

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The Battle for Albania 65 BC - Roman vs Albanian


From Pompeys Campaigns in the Caucasus

The Albanians were one of the 14 peoples of the East that Pompey claimed to have defeated at his grand triumph in Rome in 61 BC. Pompey (from 67 BC onwards) also closed down the pirates of the Mediterranean, finished out the 3rd Mithridatic War with King Mithridates and his royal relations in Armenia, then campaigned against the Iberians, Albanians, and various other tribes of the Caucasus area, saw to the political settlement of Syria and other kingdoms of the East, besieged Jerusalem and invaded the Jewish temple, and finally (circa 63 BC) conducted a punitive expedition against the Nabataeans in a desert region which is today part of the Kingdom of Jordan. Historical Background Oroeses (the Albanian king) had mustered a sizeable army, numbering some 60,000 foot and 22,000 horse according to Strabo, although Plutarch gives the number of cavalry as 12,000. Roman numbers are not stated in our sources, but may well have been substantially less than the 40-50,000 Pompey had mustered against Mithridates in the previous year. Many troops were needed to act as garrisons or to mop up the last fragments of resistance in the recently conquered territory, whilst the problems of supplying men and animals in the often difficult terrain anyway discouraged the use of too large a force. Pompey may have had a force half the size of the one he led in 66 BC and could well have been heavily outnumbered by the Albanians. The latter certainly had an advantage in cavalry, some of whom were heavily armored cataphracts, and Pompey needed to find some way of dealing with these as the king, obviously intent on forcing a pitched battle, advanced to meet him. Throwing out his own horsemen as a screen, he (Pompey) advanced down on to a level plain flanked by hills. Some of his legionaries were concealed in defiles on this high ground, the men covering their bronze helmets with cloth to prevent the sun from reflecting on the metal and giving away their position. Other cohorts of legionaries knelt down behind the cavalry, so that they could not be seen from the front. Oroeses advanced against what seemed to be no more than a line of horsemen. Pompey repeated another tactic he had used against Mithridates, ordering his cavalry to attack boldly and then, feigning panic, to withdraw. The Albanian cavalry pursued them eagerlyand as they did so lost much of their order. The Roman auxiliary horsemen retired through the gaps between the infantry cohorts, which then stood up. Suddenly the Albanians were faced with a fresh and well-formed line of infantry who came forward against them, yelling their battle cry. Behind the legionaries the Roman Cavalry rallied and moved round behind the line to attack the enemy flanks, whilst more cohorts emerged from the concealing defiles to threaten the enemy rear. The position of the Albanian army was hopeless, but in spite of this the warriors appear to have fought very hard. One account claims that Pompey fought

hand to hand with the kings brother and killed him in the best traditions of Alexander the Great or Marcellus. Although a hard fight, the battle proved decisive, for Oroeses soon accepted the peace terms imposed on him. (The above selection is from In the Name of Rome: The Men Who Won the Roman Empire by Adrian Goldsworthy pages 197-198)

War Council

Roman Army: Leader: Pompey 6 Command Cards Albanian Army: Leader: Oroeses 5 Command Cards Move First Victory Romans 11 Banners, Albanians 7 Banners (scored in the usual way). Special Rules Command Rules: All Albanian & Roman Leaders may cancel a retreat or a sword hit if present with the unit. Units on both sides involved in close combat with the support of a Leader may only count one helmet hit amongst those rolled to inflict a hit on an opposing unit, unless Pompey is the supporting leader---then up to two helmet hits may be counted.. Only Pompey & Oroeses can support friendly units engaged in close-combat or battle-back on adjacent hexesall the other Leaders can only support units they are stacked with in combat. Units and the Rally Card:. No unit can be rallied to beyond five blocks or its strength at the start of the game whichever is less. If a Player rolls swords when attempting to rally he may freely chose which unit gets a block back. Heavy & Medium Foot Special Ordered non-Combat Moves: Heavy and Medium Foot units on both sides ordered to move with any card except Double Time or Line Command may move two hexes as long as they do not start or end or pass through hexes adjacent to enemy units. (note: this rule was added to increase mobility on this extended map for both sides). Roman Legionary Infantry & other Special Roman Army Rules: The following types of infantry units in the game on the Roman side are assumed to be Roman Legionaries: ALL Roman Heavy & Medium Infantry. Roman Pilum: Each Roman Legionary Infantry unit starts with a Pilum Marker. The Pilum is a one-time use weapon that is generally fired right before a Roman Legionary unit attacks in close-combat or is itself attacked by the enemy in close-combat. Once the Pilum is fired the Pilum marker is removed from the Roman unit to indicate that the Pilum has been expended and the unit may not throw Pilum for the rest of the battle.Just before a Roman unit with Pilum is attacked or is itself attacked by the enemy for the very first time in the battle in close-combat it throws its Pilum roll one die and apply normal hits for swords, color, or a Flag/retreat hit Afterwards remove the Pilum marker. The act of throwing the Pilum is not considered to be part of the Close-Combat so any result of the Pilum throw is resolved before the Close-combat. An attached Leader may use his special ability to cancel a swords hit that was inflicted via a Pilum hit (see special

Command rules) on the unit he is stacked with. Roman units, adjacent to the enemy, that have not expended their Pilum may also be ordered to throw Pilum if the card Darken the Sky is played by their commanding player. The Player picks one adjacent enemy unit and throws two dice apply the results just as one would before close combatand remove the Pilum Marker. Roman Relief Moves & Cohort Maneuvers: Adjacent and on the same side Roman Legionary Infantry & Roman Auxillia, instead of moving, may switch places in a Relief/Cohort Maneuver. Relief/Cohort Maneuvers may only be conducted through the play of Section cards ONLY. Instead of ordering one unit via a section card, the controlling Player may order a pair of adjacent Legionary Infantry and/or Roman Auxillia units to switch hexesat least one of the units switching places must not be adjacent to an enemy unit. A unit that switched places via the Relief/Cohort Maneuver into a hex adjacent to the enemy may close combat in the same player-turn. A Roman Auxilla unit may switch places with Roman Legionary unit via the utilization of this rule and procedures. Roman Veteran Initiative: Up to Two Roman Legionary Heavy Infantry (and/or Elite Heavy Infantry) units per Roman Player-turn that are ordered by Line Commands or an Order Heavy Troops card may move two hexes and close combat at their option. Roman Elite Mercenary Slingers The Roman Slinger units hit on swords when executing missile fire & battle-back. Roman Cavalry Discipline: Roman Medium & Light Cavalry units only retreat two hexes per Flag result inflicted on (or taken voluntary) by them. Roman Cavalry units may make ordered moves through and evade through (in the first hex a two hex evasion) friendly foot units. Elite Legionaries Note two of the initial Roman Heavy Infantry units start the game with five blocks rather than the normal four blocks. These are crack veteran troops, they are treated as normal Roman Legionary Heavy Infantry for all other purposes, but have the advantage of an extra block and may rally back to a full five block strength through use of a rally card. The Albanian Oriental Army Special Rules Oriental Army: The Albanian Army is assumed to be a typical, but somewhat well trained Oriental horde, greatly outnumbering, but inferior in equipment, discipline, skill. and fighting spirit to the forces of the Roman Republics Legions---In Close Combat and Battle Back ALL Albanian units, save their Heavy Cavalry & Warrior foot make no hits on their enemies if Swords are rolledalways consider Swords to be a miss when rolled by the Albanian Player unless the unit is a Cataphract Heavy Cavalry or the Warrior foot unit involved in the closecombat or battle-back. Albanian Cataphracts: ALL Albanian Heavy Cavalry is heavily armoredtherefore they always ignore the first sword hit inflicted upon them in close-combat or battle-back, or hits from

missile or pilum fire. Albanian Heavy Cavalry may never evade battle, and unlike most other Albanian units hit on sword rolls as noted above. Albanian Horse Archers: When missile firing at a three hex range Albanian Light Horse Archers do so with only 1 dice regardless of whether or not they have moved. Albanian Levy Foot: All Albanian Auxillia have no missile fire capability. All Albanian Auxillia retreat 2 hexes per Flag result taken or inflicted upon them. Outflanking This is an easy way of introducing facing and flanks to the game with little fussit can be retrofitted to other scenarios where appropriate: A unit is said to be Outflanked if it is surrounded in all six adjacent hexes by either enemy units, or hexes adjacent to an enemy unit. The presence of friendly units or impassable terrain does not negate an Outflanked situation in any way. Units on the board edges (and not surrounded by six adjacent hexes) cannot be Outflanked. Effects of being Outflanked: Outflanked units when battling back roll only half the normal number of dice they would be normally entitled to rounded upto a maximum of only two diceOutflanked units when battling back never hit on helmet rolls even if supported by a leader. A units Outflanked situation is judged at the instant it battles back. Entry of initially off-map Roman units/leader onto the map: In order to bring on all his off-map units and the initially off-map Legate Leader, the Roman Player may bring them on by playing any Leadership Card (regardless of type or section) in lieu of using the card to order units on the map. The off-map units/leader arrive in any vacant hex on the Roman mapboard right section in mapedge hexes numbered 1 (A1, B1, C1 etc .through to I1 on Map 1 or A1, B1, C1, D1 on Map 2). The arriving units/Leader enter those clear hexes as their initial entry hex and then move one hex and battle on their turn of entry. The Roman Player may not enter his off-map units/leader until his 3rd Player-turn or later. Optional Rule: Albanian Initial Attack Imperative: Note: This optional rule requires the Albanian Player to attack the Roman Cavalry just as the Albanians historically initially attempted to do when they were suckered in by Pompeys stratagem). On his very first Player-turn the Albanian Player must attempt to attack (regardless of any resulting Roman evasion) at least two different Roman cavalry units via close-combat. If he fails to do so the Roman Player immediately gains 2 Banners.

300 Spartans: The Pass of Thermopylae (The Last Day): 480 BC Spartan vs Persian

Go tell the Spartans, passerby, That here obedient to their laws we lie Historical/Hollywood Scenario Background The 300 Spartans scenario should be considered the Hollywood version of this semi-mythic historical event. In the set-up and special rules I have tried to be true to the movie version of an epic battle, as opposed to trying to come up with a strictly historical scenario. Scenario Note: The scenario probably requires the use of at least two C &C sets, however folks with access to miniatures can probably improvise something.

War Council:
Spartan/Allied Army: Leader: Leonidas, Co-King of Sparta 5 Command Cards (one initial card must be Leadership in Any Section, the other four are chosen randomly before play starts, also see special rules on Greek Camp) Move First Persian Army: Leader: Xerxes, King of Kings 5 Command Cards (all chosen randomly)---reduced to four cards if Xerxes evades off-map discard one card immediately upon such an evasion. Victory: Persian Player: The Persian Player scores two (2) Banners each for eliminating Leonidas, and Spartan Heavy Infantry/Hoplite units. He also scores 2 Banners if the Greek Camp tile is eliminated from the map (see special rules below)All other Greek units (Medium Infantry & Auxillia) score one (1) banner each. Victory is 10 Banners. Leonidasif he evades off the map, is considered eliminated for victory purposes. (He would have been disgraced and exiled at the very minimum after such a cowardly retreat) Spartan Player: 15 Banners or eliminate Xerxes---if Xerxes evades off the map he is not considered eliminated for victory purposes.

Scenario Special Rules:


Terrain Special Rules: Broken Ground: Persian cavalry and chariot units may not close-combat or move/retreat/evade to broken ground hexes. Leaders may move through broken ground hexes when ordered by themselves and do so as if these were clear hexes. Ramparts: The Ramparts represent the Middle Gate wall that the Spartans had refurbished when they arrived at the pass of Thermopylae. Units conducting close combat Attacks (not battle-back) through the front hexsides of such hex tiles while targeting a unit on the tile do so at one less dice than normal. Persian cavalry and chariot units may not close-combat through such hexsides in either direction(although they can move through such hexes, and battle-back through the front hexsides). Spartan/Allied units occupying Rampart tiles & hit by missile fire (Flag or color hit) shot through the front hexides roll one normal six sided dice for each such hitif the roll is 5-6 that hit is ignored. Rampart hex tiles DO NOT Block the line of sight, The above rules for the Rampart tiles are in lieu of those found in the rulebook. Greek Camp: The one Greek Camp hex tile (in B9) is considered to be un-fortified, it only blocks line of sight, units entering the camp must cease movement.if this hex is entered by Persian units the first Persian unit to enter the hex loses one block (as men split off to loot) immediately, and the camp tile is removed from the mapthereby converting the hex to clear. The Spartan/Allied Player

must discard one card randomly from his hand the instant the Greek camp tile is removed by the Persian Playerhis hand will stay at four cards for the remainder of the game. Persian Army Special Rules: Asiatic Army: The Persian Army is assumed to be a typical Asiatic horde, greatly outnumbering, but inferior in both equipment and fighting spirit to the forces of the free Greek city-states---In Close Combat and Battle Back ALL Persian units make no hits on their enemies if Swords are rolledalways consider Swords to be a miss when rolled by the Persian Player. Immortals: All Medium Infantry units in the Persian host are considered to be Xerxes immortals, these units may move when ordered exactly like Auxillia in the normal rules, but are otherwise treated the same as Medium Infantry, with the exception of the Asiatic Army rules concerning ignoring sword rolls above which affect ALL Persian units regardless of type. Asiatic Levies: All Auxilla in the Persian host are considered to be the standard regular Asiatic infantry levies of the Persian Army. These units have no missile capability. Persian Cavalry: All Persian Light and Medium Cavalry may (or must) retreat a maximum of 2 hexes per Flag rolled against themthey may not close combat or move/retreat/evade into or through broken ground hexes. Persian Chariots: When attacking Persian Chariots roll only three dice rather than the normal four dice they may not close-combat or move/retreat/evade into or through broken ground hexes. Persian Leaders & Xerxes, King of Kings Units on the Persian side involved in close combat / battle back with the support of a Leader may only count one helmet hit amongst those rolled to inflict a hit on an opposing unit. Xerxes must remain attached to the immortal Infantry unit he starts the game stacked with. He may not leave that unit until it is reduced to 2 blocks or less. Off Map Persian units: Five Persian units start the game off-mapthese may enter in a vacant hex on or between I4 to I12, only to replace a lost Persian unit of the same type on a one for one basis. Starting with the second Persian Player-turn the Persian Player may choose to bring them onto the map. Before playing his card for a Player-turn he may chose to place the eligible to enter off-map units in any vacant map-edge hex from I4 through I12. They may than be ordered by the card the Persian is about to play as appropriate. Once on the map they cannot leave it again save by elimination. The eliminated units the off-map units are replacing still count for banners scored by the Spartan/Allied Player. Spartan Hoplite Special Rules: All Heavy Infantry on the Spartan side is considered to be the personal Spartan Hoplite bodyguard of King Leonidas. Spartan Hoplite units that still have three or four blocks, once all block losses are taken in a combat (hand to hand or missile), may ignore up to one retreat/flag result from the combat at the option of the Spartan/Allied Player. Outflanking This is an easy way of introducing facing and flanks to the game with little fussit can be retrofitted to other scenarios where appropriate: A unit is said to be Outflanked if it is surrounded in all six adjacent hexes by either enemy units, or hexes adjacent to an enemy unit. The presence of friendly units or impassable terrain

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does not negate an Outflanked situation in any way. Units on the board edges (and not surrounded by six adjacent hexes) cannot be Outflanked. Effects of being Outflanked: Outflanked units when battling back roll only half the normal number of dice they would be normally entitled to rounded upto a maximum of only two diceOutflanked units when battling back never hit on helmet rolls even if supported by a leader. A units Outflanked situation is judged at the instant it battles back.

OLIMPIC GAMES - 364 BC - Elean vs Arcadian


Historical Background Now that the Arcadians were no longer concerned with Cromnus (where they had defeated the Spartans in a siege), they again turned their attention to the Eleans. They put a stronger garrison into Olympia and, since an Olympic year was coming on, prepared to celebrate the Olympic Games together with the Pisatans, who claim to have been the first people to have had charge of the holy place. But when the month of the Olympic Games came round and the days had arrived when the great assembly gathers, who would appear but the Eleans? They had made their preparations openly; they had called on the Achaeans to help them; and now they came marching along the road to Olympia. As for the Arcadians, they and the Pisatans were busy organizing the festal gathering, having no idea that the Eleans would march against them. They had already held the horse-race and the first four events of the pentathlon. The competitors who had got as far as the wrestling event had left the racecourse and were now wrestling in the space between it and the altar. By this time the Eleans in fighting order had already reached the sacred precinct. As for the Arcadians, they did not go forward to meet them; instead, they formed into line along the river CladausThey had allies, too, to back them up-about two thousand hoplites from Argos, and about four hundred Athenian cavalry. And now the Eleans formed up their line on the other side of the river, made their sacrifices, and at once moved forward into action. Before this time they (the Eleans) had been looked down on as soldiers by the Arcadians and Argives, and also by the Achaeans and the Athenians. However, on this day they led their allies into battle as though they were the bravest men alive; the Arcadians were the ones they met first and they routed them at once; they then stood firm against the Argives, who came up in support, and were victorious over these too. They then drove the enemy back to the space between the Council House and the Temple of Hestia and the theatre nearby, fighting as bravely as ever and pushing the enemy back towards the altar. However, stones and weapons were raining down on them from the roofs of the porticos, the Council House, and the Temple of Zeus, while they themselves were fighting on ground level; some of them were killed, and among these was Stratolas himself (an Elean oligarchic political leader), the commander of the Three Hundred (a socially upper-class Elean political/military faction). After this they (the Eleans) retired to their own camp. But the Arcadians and their allies were so terrified of what the next day might bring that they never even rested during the night, spending the time demolishing the splendid pavilions that had been built

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(for the Games) and using the material for constructing a stockade. As for the Eleans, they advanced again the next day, but when they saw the strength of the stockade and the numbers of men who climbed up to the roofs of the temple, they withdrew to their own city. The courage that they had shown in battle was no doubt something which a god by his inspiration could produce in a day, but it would take human beings a very long time to produce such a quality in men who were not naturally brave already. (The Selection below is from Xenophons History of My Times (or Hellenica) Book VII Chapter 4- Xenophon apparently wrote this particular part of the work in circa 360 BC or latera few years after the events described. It is believed he died shortly thereafter-perhaps sometime in the late 350s decade BC). The stage is set. The battle lines are drawn and you are in command. The rest is history.

War Council

Elean Army: Leaders: Elean Strategos & Stratolas

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5 Command Cards ( one is a Double Time card the rest randomly chosen) Move First Arcadian/Allied Army: Leader: Arcadian Strategos 4 Command Cards (randomly chosen) Victory Victory for the Arcadian/Allied side is 6 Banners scored in the usual way. Victory for the Elean side is 10 Banners scored in the usual way and additionally the Eleans get one Banner for each Public Building/Temple, Camp/ pavilions, or Main Altar hex wherein an Elean unit was the last to enter that objective hex the Eleans can lose Banners if the hex initially captured is retaken/re-entered by an enemy unit. Once the Banner is lost by the Eleans in a recapture of an objective hex it cannot be regained for the same hex even if the objective hex in question comes back under Elean control via Elean unit re-entry. Note that there are a total of nine objective hexes on the map for the Eleans (x7 Public Building/Temples, x1 Main Altar, and x1 Camp/ Pavilions). Special Rule Command: A Leader attached (stacked with) a friendly unit may cancel one sword hit on the unit in lieu of canceling a retreat hit. A unit involved in close combat with the support of a Leader may only count one helmet hit amongst those rolled to inflict a hit on an opposing unit. Special Troop Rules: Hoplites: Both sides Heavy and Medium Infantry are assumed to be heavily armed and armored Greek warfare fighting style Hoplitestherefore such units always ignore the first sword hit inflicted upon them. Hoplites in this scenariodue to the small scale of this battle, may move two hexes and not battle (like Auxillia or Julian Legions rules) when normally ordered with any applicable card save a Double Time or Line Command. Note that Hoplite units gain no direct combat advantage for themselves when defending in Public Buildings/Temples hexes. Peltasts: All Auxillia in the game are assumed to be Peltaststherefore they are allowed to evade per the normal rules if attacked by Enemy Heavy or Medium Infantry only in close combat. Treat as normal Auxillia otherwise. Athenian Cavalry & Light Cavalry: The Arcadian/Allied Medium Cavalry unit may missile fire if ordered, and only retreats 2 hexes per flag result taken or inflicted upon it. Light Cavalry on both sides only retreat 3 hexes per flag result taken or inflicted. Terrain Special Rules: River Cladaus Fordable River: The River is assumed to be not much of an obstacle therefore its hextiles do not inhibit movement in any way. Its only combat effect is to reduce by one dice the normal number rolled by a unit located in such hexes that is close-combat attacking/battling back out of a river hex. Units not on a river hex involved in a closecombat/battle-back into a river hex suffer no penalty whatsoever.

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Hills: Use normal rulebook rules, however no close-combat/ battle-back may take place in either direction between Hill hex B9 and the adjacent Temple of Hera hex (hex C9). Public Buildings/Temples: Public Buildings/Temples does not inhibit movement (except cavalry see a) below) a) Cavalry: Cavalry units may not enter, retreat, evade or even attack into Public Buildings/Temples hexesnot even attacks with missile fire from Cavalry is allowed into Public Buildings/Temples Cavalry may battle-back normally into such hexes if attacked from a Public Buildings/Temples hex. b) Missile Fire From: As an exception to the normal missile fire rules ordered Foot units located in a Public Buildings/Temples hex may missile fire at adjacent enemy units if the unit firing is capable of missile fire. An ordered missile capable foot unit located in a Public Buildings/Temples hex may only fire (if it decides to missile fire) at an adjacent enemy unit (not one 2 hexes away) if there is currently one or more enemy units adjacent to its hex. c) Benefits for Occupants/Combat Effects: Non-Hoplite units located in and defending in Public Buildings/Temples may ignore the first sword hit and the first retreat flag inflicted on them by enemy close-combat attacks. Close-Combat attacks (but not battle-backs) by Hoplites into Public Buildings/Temples are always at one dice less than normal. If a Non-Hoplite unit is taken under missile fire when located in a Public Buildings/Temples hex; only one dice can be rolled against it regardless of whether or not the firing unit has moved. d) Line of Sight: Public Buildings/Temples hexes block the line of sight, Main Altar & Camp/ Pavilions: A Unit battling back only from the Main Altar does so with one extra dice. All Close-Combat attacks (but not battle-backs) into the Main Altar hex are at one dice less than normal. A unit defending on the Altar hex can also ignore one retreat flag. The Main Altar hex blocks the line of sight. The Altar does not inhibit movement The Camp/Pavilions is not fortifiedthe only combat effect the camp has is to block line of sight. The Camp/ Pavilions does not inhibit movement. Final Rules Note: The standard outflanking rule used in many of my other scenarios is not used for this particular fight due to both the rather small scale of the battle and the general character of the combat among the buildings and temples of Olympia.

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Heraclea: 280BC (The Main Battle) Pyrrhus Against Rome I Epirotes vs Romans
Historical Background: While his colleague, was engaged in Etruria, the consul Publius Laevinus had in the Spring of 280BC again invaded Lucania with the usual consular army of twenty thousand men, and devastated it. Pyrrhus advanced to meet him. On the rolling plain between Heraclea and Pandosia, on the Siris, the Roman Legion first measured its strength against the Grecian Phalanx. Pyrrhus had the slightly superior force. When the king came in sight of the Roman camp, and from across the Siris observed its orderlinesshe could not conceal his surprise. He saw that they were not barbarians but a disciplined army to fight, one indeed whose organization was superior to his own. Nor was his surprise quickly lessened; for no sooner did the Romans perceive the approach of the enemy than they filed from their camp with their usual promptness and perfect order, pushed some light troops, sustained by a column of horse through the river ford, smartly attacked the van of Pyrrhus army, which was holding the ford, and drove it in on the main body. Startled at this audacious advance and sudden check, Pyrrhus galloped to the front with his three thousand cavalry, and although thrown from his horse, at which for a moment his army was somewhat abashed, soon reestablished the matter along his own front. The Roman van held the fords and enabled the legions to cross, when they deployed into line. The two lines of heavy foot met; the ponderous Phalanx struck its fearful blow, but failed to pierce the legion; it met a foe as it had never encountered. In vain did the sarissa of the Epirots force back the Roman line; as often did the legionaries arrest its onset with their own fierce charge and greater front. The fall, in the fray of Megacles, one of Pyrrhus general officers, with whom the king is stated by Plutarch to have exchanged armor-for what purpose is not clear-for the second time threatened the destruction of the phalanx from sheer demoralization at the supposed death of its leader, while the Romans were correspondingly cheered, and Laevinus felt sure of victory; but Pyrrhus, with bared face, rode through the ranks, and to see him revived their courage. The phalanx recovered and once more moved to the attack. The lines clashed again and again. Seven times the Roman charge broke on the phalangial massesThe one could not break the other, nor could this tear its foe asunder Finally Pyrrhus, unable to make headway, brought to the front his elephants, until now held in reserve. The Roman horse was at this time, seriously, and as Laevinus imagined successfully, threatening Pyrrhus flank. Appalled by the aspect of these huge creatures, which none had yet beheld, and which now suddenly appeared behind a roll of groundthe horse fell back in confusion and broke through the line of the legion in its panic. Pyrrhus launched his Thessalian cavalry upon the cohorts, which completed the defeat. The Roman forces fled across the river, but managed to hold the fords against the kings pursuit, According to Dionysius fifteen thousand Roman legionaries lay dead or wounded upon the field; Hieronymus says seven

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thousand; two thousand were captured. Pyrrhus had suffered equally. Dionysius gives thirteen thousand as his casualties; Hieronymus only four thousand killed. But the smaller figure was a terrible loss.Pyrrhus visited the field thus won. He saw that all the dead Romans lay with faces to the foe. One more such victory and I am lost quoth he, according to Roman legend. (The above was from T.A. Dodges 1891 masterwork Hannibal p.110-113)

War Council:

Epirotean Army: Leader: Pyrrhus 6 Command Cards Roman Army Leader: Laevinus 5 Command Cards Move First Victory: The Romans must reach 9 Banners to win, the Epirots 8 Banners. If the Epirots reach 8 Banners

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at any time play through the next complete Roman Player-turnif the Romans reach 9 Banners during their next Player-turn the result is an historical Pyrrhric Victory otherwise the game ends in a Epirot Victory. The Romans get 2 Banners (instead of 1) if Pyrrhus is eliminated (but initially it is not know which Epirot Leader is Pyrrhus, see special rules below on the armor switch).
Scenario Special Rules:

1) All Epirot Medium and Heavy Infantry are considered to be Phalanx Infantry. Phalanx Infantry operates under a set of special rules as follows in a) through e) below. a) Clear Terrain Combat Bonus: When involved in Close Combat with an enemy Infantry unit, a Phalanx Infantry that still has three or four blocks on map receives an extra (+1) dice if both of the involved opposing units are in clear hex with no terrain tile present. This is both for any initial Close Combat Attack, and also when Battling Back (but see exception in d) below). The bonus does not apply to any Momentum Combat. b) Phalanx Infantry cannot utilize double time Movement or Order activation per the Double Time card. Phalanx Infantry may not be ordered at all by play of a Double Time Card. c) Phalanx Infantry may not engage in Close Combat if they have just moved before combat their maximum of one hex, unless the move was into one of the two hexes toward their front (i.e.: front as in towards the initial setup position of the opposing army) of the moving Phalanx Infantry unit, and that moving Phalanx unit than proceeds to engage in close combat with an enemy unit in one of its front two hexes in the new hex it moved to. Phalanx Infantry may engage in normal Momentum Movement and Momentum Combat regardless of the direction of the combatalthough without the Phalanx Clear terrain Combat bonus if involved in Momentum Combat (see a) above). Note: Non-moving Ordered Phalanx units may always engage in Close Combat. d) Phalanx infantry units that Battle Back at enemy units located in hexes other than the front hexes roll a maximum of three dice (and even this could be reduced further by terrain factors). e) Phalanx Infantry units located in clear terrain that also still have three or four blocks on map at the start of the close-combat or battle back ignore the first sword hit inflicted on them by an enemy unit attacking or battling back from a front hex. This advantage is also granted in any Momentum Combat. Example of Front hexes: A Phalanx Infantry unit in hex H7 would have the following two hexes adjacent: G8 & G7 as its front hexes. 2) Leader Special Rules: A Leader attached (stacked with) a friendly unit may cancel one sword hit on the unit in lieu of canceling a retreat hit. A unit involved in close combat with the support of a Leader may only count one helmet hit amongst those rolled to inflict a hit on an opposing unit. 3) Epirotean Elephant Reserve Special Rules & Shock effect Once per game the Epirot side can declare before playing their card for their player-turn a special Elephant Reserve MoveThe Epirot Player may immediately move any of his elephant units not adjacent to the enemy up to 4 hexes as if the elephants were making a normal move, however this move may not enter hexes adjacent to enemy units. After the Elephant Reserve Move he

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plays his card normally and may even have the elephants move again and have combatbeing ordered via the card. The Elephant Reserve Move may not be executed during the first three Epirot turns of the game. Since this was the first time in history the Romans ever faced elephants, each Epirot elephant unit while at full strength (two blocks) gets a +1 dice bonus throughout the battle when in close combat or battle back. 4) Megacles and Pyrrhus and the Armor Switch Before the battle an annalist tells us, for some now obscure reason we are told that Pyrrhus switched armor with his favorite general Megacles. When Megacles was struck down a brief panic ensued in the ranks of the Epirot Army until the king showed his face among the ranks of the phalanx. General Rule: When the first Epirot Leader is eliminated in combat roll one die: on a Swords or Helmet resultPyrrhus has been eliminated (probably killed or sorely wounded) any other result means that Megacles gets the chop. If Pyrrhus is eliminated the Roman Player may select three Epirot Phalanx units to each lose one block immediatelyPhalanx units may not be eliminated by this subtraction.

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The Ambush of Litana - 216BC - Gallic vs Romans


Historical Background: That year, it seemed, fortune was piling one disaster upon another; for while these proceedings were still going on, more bad news arrived. The consul-elect, Lucius Postumius, had been killed in Gaul and his army wiped out. He was about to march by way of a desolate stretch of forest, known to the Gauls as Litana. On both sides of the track the Gauls had cut the trees in such a way that they remained standing but were ready to fall at the slightest impulse. Postumius had two Roman legions and had also enlisted such a number of allied troops from the Adriatic coast that he was entering enemy territory with a total force of 25,000 men. The Gauls were lying in wait for him on the edge of the forest, and as soon as he entered the stretch of the road prepared for the trap, they pushed over the trees at the end of the line. Down they came-all were nearly cut through at the base and were only precariously keeping upright-each tree bringing to earth its tottering neighbor, and all overwhelming, from both sides of the track at once, arms, horses, and men beneathThe greater number were killed by the falling trunks and broken branches, and the rest bewildered by the unexpectedness of the horror, were dispatched by the Gauls who were waiting, sword in hand, all round the fatal spot. A few only out of such a large force were taken prisoner: they had made for a bridge over the river, but found it already occupied, and were cut off. Postumius who was with them, fought to the end to avoid capture and was killed. The Boii stripped his body, cut off the head, and carried their spoils in triumph to the most hallowed of their temples. There they cleaned out the head, as their custom is, gilded the skull, which thereafter served as a holy vessel to pour libations from and as a drinking cupThe spoils from the battle were hardly less valuable to the Gauls than the fact of their victory.as there had been no attempt to escape and consequently no dispersal of military gear and equipment, everything else was found lying in place along the whole column of dead men. (This selection is from Book XXIII of Livys: The History of Rome From its Foundation originally written in the late 1st century BC)

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War Council:

Gallic Army: Leader: Boii Chief 5 Command Cards Move FirstThe Gallic Player moves twice at the start of the game before the Roman Player takes his first move. The Players than take alternate turns as normal for the remainder of the game. Before first Movement resolve the one-time tree fall event per the special rules below. Roman Army: Leader: Postumius 2 Command Cards to start with ( drawn at randomat the end of the 1st Roman Turn 2 cards are drawn boosting the Roman hand to 3 cardsat the end of the 2nd Roman turn 2 cards are also drawn bringing the Roman hand to 4 cardstheir maximum for the remainder of the game) Victory: The Gallic Player needs to score 8 banners to win the historical victory. The Roman Player need only score 4 banners before the Gauls reach 8 banners to claim victorysuch a result causes the Gauls to break off the attack thereby allowing the Roman survivors to flee the killing ground.

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The Romans can also win by exiting enough of their units/leaders (five or more) from the map so that the Gauls are unable to claim their 8 banners for victory by elimination.
Special Scenario Rules:

Gallic Elite Warriors: 1) The two Gallic Medium Infantry units are treated as Warrior units for all purposes, but additionally have one added to their maximum dice (over and above any terrain considerations) when engaging in any kind of close combat (or battle back) for the very first time in the game. Tree Fall: 2) The Gallic Player rolls all seven dice once at the very start of play to simulate the tree fall on the Roman column that opened the ambush. Results are inflicted as follows: Color result: remove one block of any one Roman unit of that colorGallic Player picks unit Sword result: remove one block of any one Roman unit at the choice of the Gallic Player Flag result: Tree misses targetno blocks lost Helmet result: remove one block of any one Roman unit at the choice of the Roman Player A given unit may lose no more than one block total as a result of the tree fall rolls. Tree falls cannot cause the loss of the Roman Leader. Tree fall is a one-time event that is resolved before normal game play startsit is not executed at any time afterwards. Retreats and Evasion: 3) a) Roman units may not evade throughout this scenario b) Gallic units may retreat/evade normally toward one or the other (not both at the same time) of the two long map edges, but must avoid, if possible, any retreat/evasion route that would bring the retreating unit adjacent to a Roman unitGallic units may use such a route of retreat/evasion adjacent to the Romans only if no other retreat route is possible. c) Roman units, if forced to retreat via flag results may retreat in any direction as long as the unit ends the retreat the specified retreat distance from their pre-retreat hex. Roman units may not and can never retreat through clear hexes that have a Gallic unit adjacent to that hex. Gallic Safe Zones: The deep forest and trackless backcountry of Litana 4) Roman units may never enter, retreat into, close combat attack into, or fire missiles into board-edge hexes A1 to A9, or board-edge hexes I1-I13. Roman units may battle back if attacked in close combat from such hexes. Exiting the Map: 5) Gallic units/leader may exit the map via normal movement from their safe zone hexes. The exiting ordered unit, moves into the safe zone hex and may exit if it is able to move another hexor can exit if ordered to move from the hex on a succeeding turn. Roman units/leader may exit the map only from the following hexes B12, C13, A13, and D12 exactly like Gallic units from their safe zone hexes. Units may never evade or retreat off the map per the normal rules. Note that leaders may also retreat/evade only off these respective map edges per the rulebook. Exited units/leaders never return to play.

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Special Terrain Considerations: 6) Gallic units treat forest hexes as clear for movement purposes only. The Bridge hex may only be entered or close combated into from hexes E11 & C12, otherwise it is treated as clear terrain for all other rule concerns. Surprise Effect: 7) Roman units, when battling back on Gallic Turns 1, 2, and 3 always roll one die less than their normal throws due to the affects of being suddenly ambushed amid falling trees. The Roman Player may not use a Line Movement Order card per the jargon on the cardinstead only he (not the Gallic Player who uses the card normally) may utilize the card to move any two Roman units/leader (in reality there are no linesthis is an ambush situation).

Deep in Celt-Iberia 207 BC - Mago Barca's Defeat - Carthaginians vs Romans


Scenario Note: A fun little battle in harsh wooded & thicketed terrain. Magos recruiting scheme in Celt-Iberia gets crashed by a Roman force under Scipios lieutenant Silanus. Historical Background Following Hasdrubal Barcas withdrawal from Spain (he was on his way to Italy by land to try to join his brother Hannibal) the home government sent out another general, Hanno, with reinforcements for the army of occupation, and he joining forces with Mago, went into Celtiberian country and started to raise recruits there. Hasdrubal Gisgonis (the other major remaining Carthaginian general in Spain).moved up into the Baetis Valley, the loyalty of whose inhabitants had been shaken by the events of the previous year. Scipio, whose imperium, like that of Silanus, had been prorogued again, sent his colleague at the head of ten thousand foot and five hundred horse to deal with Hanno. Silanus marched as fast as he could through difficult country, using Celtiberian guides, and arrived at the Punic training area without the enemys being aware of his approach. The Celtiberian recruits, about nine thousand in number, were in one slackly guarded camp, the mercenaries, observing proper camp discipline, in another a little further off. Silanus was able to approach to within three miles of the former, dump his baggage, feed his men and then put them in order of battle without being seen by the enemy. Then he advanced in order of attack. Mago barely had time to ride over from his own camp and get the Spaniards into some sort of order before the Romans were upon them. The broken ground covered with thickets compelled the two armies to fight in open order, and the battle became a murderous affair of single and group combats, in which the weapon training Scipio had imposed on his men paid a handsome dividend. Hanno appears to have sent his soldiers across piecemeal from the Punic camp, with the result that they were swept away in the rout of the Celtiberians; and Hanno himself and those who joined the battle when it was all but over were captured. Mago, with most of the cavalry, and those of the infantry who had seen battle before and could gauge the inadvisability of lingering upon the field, escaped to join Hasdrubal in the Baetis

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Valley. (the above selection with slight changes was taken from Brian Cavens book Punic Wars pages 116-117)

War Council
Carthaginian Army: Leader: Mago 4 Cards Roman Army: Leader: Silanus 5 Cards Move First Victory: Romans6 Banners (they also receive one banner also for each camp hex they over-run) Carthaginians5 Banners (normal scoring only) Special Rules:

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Command: A Leader attached (stacked with) a friendly unit may cancel one sword hit on the unit in lieu of canceling a retreat hit. Mago may cancel both a sword and a retreat hit if stacked with a friendly unit. A unit involved in close combat with the support of a Leader may only count one helmet hit amongst those rolled to inflict a hit on an opposing unit Line Command Card Limits: Due to the rough & wooded terrain no more than four foot units may be activated by a Line Command Card in this scenario. Special Troop Rules: Warriors: (Both Sides) Barbarian Balk: If a Warrior unit (of whatever side) moves 2 hexes (or 3 hexes using Double Time) to a hex adjacent to enemy unit(s) to close combat them and then is unable to do so due to the enemy unit(s) being retreated or eliminated by other attacks, the Warrior unit has failed its requirement to close-combat attack given the length of its pre-combat move. Such units that fail to attack are said to have balkedimmediately retreat Warrior units in such a situation one hex once all own side close combats are finished. The one hex Barbarian Balk retreat is conducted in the normal fashion just as if the unit was forced to retreat one hex after a battleand it is not optional and cannot be canceled in any wayeven by the presence of a leader. Barbarian Rush: Limits to Warrior Momentum Combat: Warrior units, regardless of side, reduced to one or two blocks May Not Engage in momentum combat unless a friendly leader is attached to the unit in question. Carthaginian Veteran Medium Infantry: Carthaginian Medium Infantry when ordered may move exactly as if they were Auxillia. Carthaginian Light Cavalry: The Carthaginian Light Cavalry are elite Numidian troops. They retreat only 2 hexes per flag result inflicted and when battling back hit on sword rolls. Outflanking This is an easy way of introducing facing and flanks to the game with little fussit can be retrofitted to other scenarios where appropriate: A unit is said to be Outflanked if it is surrounded in all six adjacent hexes by either enemy units, or hexes adjacent to an enemy unit. The presence of friendly units or impassable terrain does not negate an Outflanked situation in any way. Units on the board edges (and not surrounded by six adjacent hexes) cannot be Outflanked. Effects of being Outflanked: Outflanked units when battling back roll only half the normal number of dice they would be normally entitled to rounded upto a maximum of only two diceOutflanked units when battling back never hit on helmet rolls even if supported by a leader. A units Outflanked situation is judged at the instant it battles back. Special Terrain Rules Thickets There are x10 Thicket Hexside markers (I used some plastic model bushes that fit perfectly & look great from some Lego-type set) in the Terrain setup. Set-up each marker as listed above each pair of hexes mentioned denotes the hexside to place a Thicket Marker on Effect of Thicket Hexsides on Movement: It takes a units entire ordered move to move through a Thicket hexsidethe unit must start its move on the other side of the thicket hexside it passes through. Units that just passed through a hedge hexside in the same player-turn may not normally attack in close-combat or by missile fire.. Leaders, moving on their own without being attached to a friendly unit ignore the effects of Thicket hexsides and may pass through them as if they do not exist.

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Effect of Thicket Hexsides on Command: Friendly Units in a block or blob of units for Command purposes and being ordered by the cards are NOT considered to be adjacent to each other for Card Command purposes if the units in question are separated by a thicket hexside. They also are NOT considered adjacent to each other for Leader Command influence in combat. Effect of Thicket Hexsides on combat: The Normal dice when close-combat attacking or battling back through a Hedgethe normal dice is 2 dice either wayof course that can be increased depending on the card or rule used to bring on the battle. Thickets also block lines of sight for missile fireno missile fire may take place through a thicket except into a hex adjacent to the thicket or from a hex adjacent to a thicket. Units that are adjacent to each other through a thicket hexside may still offer support to each other. Missile fire into woods, broken ground, or camp hexes or through thicket hexsides is always at one dice only even if the firing unit has not moved. Camps The Celt-Iberian Camp Tiles have minimal defensesRoman units close-combat attacking into the Celt-Iberian Camp do so at minus one dice, and there are no other combat effects other than line of sight blocking. The Celt-Iberian and Carthaginian camp tiles are removed the instant a Roman unit enters them and one banner is scored by the Roman for each such tile removed. Carthaginian Camp Tiles and the Carthaginian Rampart use normal rules in combat.

The Second Celtiberian War


The Final Revolt 174BC - Romans vs Celtiberians
Historical Background The following selection is from Book 41 of Livys History of Rome: [41.26] In Spain the Celtiberi who, after their defeat, had submitted to Ti. Gracchus, remained quiet during M. Titinius' administration. On the arrival of Appius Claudius they resumed hostilities and began by a sudden attack on the Roman camp. The day had hardly dawned when the sentinels on the rampart and the men on outpost duty at the gates caught sight of the enemy advancing in the distance and gave the alarm. Appius Claudius hoisted the signal for action and after addressing a few words to the soldiers made a simultaneous sortie from three gates. The Celtiberi met them as they emerged and for a short time the fighting was equal on both sides, because owing to the confined space the Romans could not all get into action. As soon as they got clear of the rampart they followed those in front of them in a compact mass in order to be able to deploy into line and extend their front to the same length as that of the enemy by whom they were being surrounded. Then they made a sudden charge which the Celtiberi could not withstand. In less than two hours

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they were defeated; 15,000 were either killed or taken prisoners; 32 standards were captured. Their camp was stormed the same day and the war brought to an end. The survivors from the battle dispersed to their various towns. After that they submitted quietly to the authority of Rome.

War Council

Roman Army: Leader: Appius Claudius Command: 5 Cards Move first Celtiberian Rebels: Leader: Celtiberian Chief Command: 4 Cards Victory Victory is 7 Banners initially for both sides scored in the normal way, however the Celtiberians also receive 1 Banner for each Roman Camp Core hextile they manage to remove.

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Special Rules: Command: All Leaders may cancel a retreat or a sword hit if present with the unit. Units on both sides involved in close combat with the support of a Leader may only count one helmet hit amongst those rolled to inflict a hit on an opposing unit. Units and the Rally Card: No unit can be rallied to beyond its strength at the start of the scenario. If a Player rolls swords when attempting to rally he may freely chose which unit gets a block back. Outflanking---This is an easy way of introducing facing and flanks to the game with little fuss it can be retrofitted to other scenarios where appropriate: A unit is said to be Outflanked if it is surrounded in all six adjacent hexes by either enemy units, or hexes adjacent to an enemy unit. The presence of friendly units or impassable terrain does not negate an Outflanked situation in any way. Units on the board edges (and not surrounded by six adjacent hexes) cannot be Outflanked. Effects of being Outflanked: Outflanked units when battling back roll only half the normal number of dice they would be normally entitled to rounded upto a maximum of only two diceOutflanked units when battling back never hit on helmet rolls even if supported by a leader. A units Outflanked situation is judged at the instant it battles back. Barbarian Indiscipline & Exhaustion: No more than six Celtiberian units in a single linked blob of hexes may be ordered by the Celtiberian Player via play of a single line Command Card. Celtiberian Warrior units reduced to one or two blocks may not engage in Momentum Combat unless stacked with a Leader. Roman Cavalry Discipline: Roman Medium Cavalry only retreat 2 hexes per Flag result taken. Iberian Skirmish Style Combat: Auxillia on both sides may evade the close-combat attacks of enemy medium or heavy foot. Auxillia for both sides battle-back normally with only two dice. Terrain Special Rules: Roman Campworks: Roman foot Units occupying their own Campworks hextiles that are not in an outflanked condition Battle-back with one extra dice and may ignore the first Flag result inflicted upon them. Roman foot units may never conduct an ordered move, or a momentum move from a campworks hex into a hex outside the initial Roman camp trace of the Roman campworks & gates. (in other words Hexes outside the Map 1 initial camp trace counterclockwise listed doughnut of: A9, A8, A7, A6, A5, B4, C4, D4,E5, E6, E7, E8, E9, D9, C10, B9)Roman units may close-combat/missile attack from their campworks tiles to a hex outside the initial Roman camp trace. If the campworks hextile is removed by Celtiberian action and converted to a clear terrain hex (see paragraph below) the initial camp trace is no longer considered for the now clear hex in relation to Roman foot ordered moves or momentum moves. Campworks tiles are removed (and the hex reverts to clear terrain) when an opposing Celtiberian unit enters the hex for any reason. Campworks block line of sight. Celtiberian Foot units may only enter Campworks tiles if they are ordered from a starting position in an adjacent hex to move in (and they must then halt the move in the adjacent Campworks hex and remove the tile), or as a result of a Momentum Move after combat into the Campworks hex. Cavalry units on both sides may not close-combat attack, retreat, evade, or conduct an ordered move or momentum move into Campworks hexes regardless of who owns them. They may battle-back into such

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hexes however. Camp Core Hextiles: Roman Camp Core Hextiles confer no combat benefit to Roman units occupying them, but do block line of sight. Camp Core tiles are removed (and the hex reverts to clear terrain) when a Celtiberian unit of any type enters the hex for any reason. Roman Camp Gates Hextiles: Combat and Battle-back into or out of Roman Camp Gate Hextiles is always at minus one normal dice. Roman foot units occupying a Roman Gate hex may ignore the first Flag result inflicted upon them. Roman Camp Gates hextiles are removed if entered by a Celtiberian unit for any reason and the hex reverts to clear terrain.

The Ambush of Segeda - The Roman Battle with the Belli 153 BC - Romans vs Celtiberians
Historical Background [44] [154 BC] Some years later another serious war broke out in Spain for the following reason: Segeda, a large and powerful city of a Celtiberian tribe called the Belli, was included in the treaties made by Gracchus. It persuaded some of the smaller towns to settle in its own borders, and then surrounded itself with a wall seven kilometers in circumference. It also forced the Titthi, a neighboring tribe, to join in the undertaking. When the Senate learned this, it forbade the building of the wall, demanded the tribute imposed by Gracchus, and ordered the inhabitants to furnish a contingent for the Roman army, for this was one of the stipulations of the treaty made with Gracchus. As to the wall the Celtiberians replied that they were forbidden by Gracchus to build new cities, but not forbidden to fortify existing ones. As to the tribute and the military contingent they said that they had been released from these requirements by the Romans themselves subsequently. This was true, but the Senate, when granting these exemptions, always added that they should continue only during the pleasure of the Roman people. [45] [153 BC] Accordingly the praetor [Quintus Fulvius] Nobilior was sent against them with an army of nearly 30,000 men. When the Segedians learned of his coming, their wall not being yet finished, they fled with their wives and children to the Arevaci and begged that the latter would receive them. The Arevaci did so, and also chose a Segedian named Carus, whom they considered skillful in war, as their general. On the third day after his election he placed 20,000 foot and 500 horse in ambush in a dense forest and fell upon the Romans as they were passing through. The battle was for a long time doubtful, but in the end he gained a splendid victory, 6,000 Roman citizens being slain. So great a disaster befell the city on that day. But while he was engaged in a disorderly pursuit after the victory, the Roman horsemen, who were guarding the baggage, fell upon him and killed Carus himself, who was performing prodigies of valor, and not less than 6,000 others with him. Finally night put an end to the conflict. This disaster happened on the day on which the Romans are accustomed to celebrate the festival of Vulcan [23 August

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153]. For which reason, from that time on, no general will begin a battle on that day unless compelled to do so. (The above selection is from Appian of Alexandrias Annals of Rome)

War Council

(Neither side starts the game with Line Command Cards) Roman Army: Leader: Nobilior Command: 4 Cards Celtiberian Rebels: Leader: Carus Command: 5 Cards Move first Victory Victory is 7 Banners for both sides scored in the normal way.

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Scenario Special Rules: Command: All Leaders may cancel a retreat or a sword hit if present with the unit. Units on both sides involved in close combat with the support of a Leader may only count one helmet hit amongst those rolled to inflict a hit on an opposing unitexcept if the Celtiberian Leader Carus is supporting then up two helmet hits count. Units and the Rally Card: No unit can be rallied to beyond its strength at the start of the scenario. If a Player rolls swords when attempting to rally he may freely chose which unit gets a block back. Outflanking---This is an easy way of introducing facing and flanks to the game with little fuss it can be retrofitted to other scenarios where appropriate: A unit is said to be Outflanked if it is surrounded in all six adjacent hexes by either enemy units, or hexes adjacent to an enemy unit. The presence of friendly units or impassable terrain does not negate an Outflanked situation in any way. Units on the board edges (and not surrounded by six adjacent hexes) cannot be Outflanked. Effects of being Outflanked: Outflanked units when battling back roll only half the normal number of dice they would be normally entitled to rounded upto a maximum of only two diceOutflanked units when battling back never hit on helmet rolls even if supported by a leader. A units Outflanked situation is judged at the instant it battles back. Barbarian Indiscipline & Ambushed Romans: No more than five Celtiberian foot units in a single linked blob of hexes may be ordered by the Celtiberian Player via play of a single line Command Card. No more than six Roman foot units in a single linked blob of hexes may be ordered by the Roman Player via play of a single line Command Card. Neither side may start the game with a Line Command Card in hand. Barbarian Exhaustion: Celtiberian Warrior units reduced to one or two blocks may not engage in Momentum Combat unless stacked with a Leader. Roman Cavalry Discipline: Roman Medium Cavalry only retreat 2 hexes per Flag result taken. They normally close-combat attack and battle-back with four (4) dice instead of the three (3) listed in the rules. When located atop a hill hex-tile their normal dice is 3 dice (instead of the two (2) dice per the rulebook) in battle-back or close-combat attack. Iberian Skirmish Style Combat: Auxillia on both sides may evade the close-combat attacks of enemy medium or heavy foot. Auxillia for both sides battle-back normally with only two dice. Heavy Forest Cover: Missile Fire into Forest Tiles is always at one dice regardless of whether or not the missile unit moved before firing.

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End of the Triumvirate The Battle of Carrhae 53 BC (The Initial Main Battle) - Parthians vs Romans
The Romans halted, expecting that the enemy would come to close quarters with them, since there were so few of them. However the Parthians merely stationed their armored cavalry in front of the Romans and with the rest of their cavalry in loose order, rode all around them, tearing up the plain with their horses hooves, and raising great masses of sand which fell from the air in a continual shower, so that the Romans could scarcely see or speak. Huddled together in a narrow space and getting in each others way, they were shot down by the arrows. Nor did death come to them either easily or quickly. In the convulsion and agony of their pain they would writhe as the arrows struck them; they would break them off in their wounds and then lacerate and disfigure their own bodies by trying to tear out by main force the barbed arrow heads that had pierced through their veins and muscles. (From Plutarchs Life of Crassus describing the plight of Publius detachment under the rain of arrows of the Parthian horse archers) Historical Background After receiving word from his scouts about the presence of a Parthian army near Carrhae , Crassus seems to have panicked. His troops were exhausted and poorly prepared for battle after a long and fast march through the Mesopotamian desert. He didn't allow his men to rest or make camp, but instead began to form lines for battle. Advised by his officer staff to stretch out in classic formation with the infantry flanked by cavalry, Crassus instead ordered hollow square formations to allow defense against flanking. He commanded the middle while his son Publius and another officer, Cassius, commanded the wings. They advanced toward the smaller and less impressive Parthian force far too confident. As they approached with 35,000 men, the Parthian force seemed to be only about 10,000 men, mainly light horse archers. However, as they approached, the Parthian commander Surena ordered cavalry positioned at the rear uncover their concealed armor. The vaunted Parthian cataphracts were small in number, but their heavy armor was definitely an impressive and intimidating sight. As the battle opened a hail of Parthian arrows pinned down the Romans. Crassus ordered his son Publius to attack the archers with his Gallic cavalry and a force of infantry. Initially, Publius drove back the horse archers, but found himself far away from the main Roman body. The Parthians cut off his force, surrounding it with horse archers and the cataphracts. Though the Gauls fought bravely and ferociously, Publius was overwhelmed, and the cataphracts seemed invincible. Trapped away from his father and the army, Publius ordered his own death at the hand of one of his men, and the Roman force was butchered. Crassus meanwhile got word that his son was in trouble, just as pressure was diverted from his own lines to that of Publius' force. Crassus reformed his lines in the traditional Roman style and ordered a general advance. As this was getting under way however, the Parthians who had defeated the Gallic cavalry rode in front of the Romans with the head of Publius on a spear. The Roman advance was stopped fast by the Parthians, and the already rattled Crassus, seems to have

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lost the will to fight. His legates, Cassius and Octavius ordered a retreat intended to save the army during the night, desperately leaving the wounded on the field. Remaining cavalry fled the battle immediately, leaving Crassus without scouts. They rode first to Carrhae to inform the garrison of the battle and then hurried on to Zeugma to avoid the disaster that was sure to come. In the confusion and desperation of the Roman retreat, as many as 4,000 wounded legionaries were put to the sword as the Parthians came in pursuit the following morning. Another 4 cohorts had been separated from the main body and were surrounded and killed, save for 20 men who were allowed to flee for displaying exceptional bravery. Crassus and the remaining Roman army reached the relative safety of Carrhae and probably prepared for a siege. Crassus however, was still obviously unsettled. Once again a Parthian spy duped him, this time into fleeing the safety of the town. The spy led the Romans to inescapable terrain and the Parthian main force approached. They offered a parlay, including an offer of peace if Crassus himself joined the negotiation. At first he refused, but the legionaries, afraid and exhausted, threatened his life if he didn't accept the offer. At the meeting, the Parthians seized and executed Crassus and the Roman party, sending the Romans into further disarray. In the end, the great bulk of the Roman army was hunted down and killed or captured. Nearly 20,000 were killed and another 10,000 captured. Of the original force, only about 5,000 men under Cassius, and the cavalry that departed early, managed to escape. The Parthians meanwhile, settled the Roman prisoners in an eastern territory called Sogdia. Interestingly, the Han Chinese later captured this area and the Roman transplants were likely among the first westerners to meet the Chinese directly. The death of Crassus helped signal the end of the triumvirate between he, Caesar and Pompey, but even if he had lived its doubtful that civil war wouldn't have erupted eventually anyway. As the Romans were too pre-occupied with western concerns and the political turmoil that was about to erupt, the situation with Parthia was largely ignored for nearly another 30 years. Parthian king Orodes II ordered the death of Surena shortly thereafter, and the Parthians did little to press their advantage in eastern Roman territories. The lost standards of Crassus' lost legions remained in a Parthian temple Rome's first emperor, Augustus, negotiated their return in 20 BC (The above was lifted with a few modifications from a Historical Website)

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War Council

Roman Army: Leader: Crassus 5 Cards Parthian Army: Leader: Surena 6 Cards Move First Victory Use normal Banner rules, however the levels for victory are different depending on the player Roman Victory: 6 Banners scored by Roman Player Parthian Victory: 8 Banners scored by Parthian Player Scenario Special Rules: Command Rules: Surena can cancel a Retreat and a Swords result inflicted on the unit he is stacked with.

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Other Leaders can cancel a Retreat or a Swords result inflicted on the unit they are stacked with. Only the first helmet hit inflicted by a unit supported by a Leader in close-combat or battle-back is counted unless the Leader is Surena in which case up to two helmet hits are counted. Both Parthian Leaders may move up to four hexes if ordered to move by themselves. Units and the Rally Card:. No unit can be rallied to beyond five blocks or its strength at the start of the game whichever is less. If a Player rolls swords when attempting to rally he may freely chose which unit gets a block back. Outflanking---This is an easy way of introducing facing and flanks to the game with little fuss it can be retrofitted to other scenarios where appropriate: A unit is said to be Outflanked if it is surrounded in all six adjacent hexes by either enemy units, or hexes adjacent to an enemy unit. The presence of friendly units or impassable terrain does not negate an Outflanked situation in any way. Units on the board edges (and not surrounded by six adjacent hexes) cannot be Outflanked. Effects of being Outflanked: Outflanked units when battling back roll only half the normal number of dice they would be normally entitled to rounded upto a maximum of only two diceOutflanked units when battling back never hit on helmet rolls even if supported by a leader. A units Outflanked situation is judged at the instant it battles back. Retreat & Evasion Scenario Special Rules: In this scenario units & leaders may retreat or evade in any direction ---there are no set mapedges in the scenario for the players to retreat or evade towards. Please follow the special rules outlined below for retreat and evasion by both players. Cavalry Retreat: ALL Cavalry in the game need only retreat, and are allowed to retreat only two hexes per uncanceled Flagnot the normal distances listed in the rules. Retreats in Carrhae: Units retreating due to Flag results must end their full retreats in a hex not adjacent to enemy units. Failure to make a full retreat draws the usual penalties outlined in the rules. A retreating unit must end its retreat the full number of hexes taken in the retreat from its pre-retreat hex location. Roman Legionary Retreat: A Roman Legionary unit which suffers one or more Flag hits may retreat up to 2 hexes (in lieu of the normal one hex) to satisfy the first Flag hit being takenthis is only done at the option of the Roman player and in accordance with the other retreat rules outlined in this section. Evasion in Carrhae: Units must end their evasion move in a hex not adjacent to enemy units at least two hexes away, if such a hex is not available one hex away is OK. Units that can only end their evasion adjacent to an enemy unit MAY NOT evade. Leaders alone may end their evasion adjacent to an enemy unit, but must evade the full number of hexes chosen away from their initial hex position. Otherwise use normal rules on evasion. Parthian Army Special Rules: Parthian Cataphracti:

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All Parthian Heavy Cavalry ignore the first swords result inflicted upon them in close-combat or battle-backthey may also use this capability to ignore sword pilum hits. Parthian Horse Archers: All Parthian Light Cavalry are considered to be elite Horse Archers and have the following addl capabilities: 1) Their normal Missile range is 3 hexeswhen firing at 3 hex range only one dice is used and the unit must remain stationary during the Parthian Player-turn before the missile attack is executed. 2) When Parthian Light Cavalry Battle-back only they do hit on swords. 3) Parthian Light Cavalry, which evade when not in an outflanked situation may choose to attempt a Parthian Shot at their attackers while evading. The attackers first resolve their attack vs. the evading unit normally and if the evading unit survives it throws one dice for the Parthian Shot and inflicts a hit (remove one block) if it shows the correct color of the attacking unit. If the Parthian Shot roll shows a Flag result the evading Parthian unit must evade normally four hexes (to an eligible hex four hexes away instead of the normal two hexes), if unable to evade the full four hexes the Parthian Shot unit evades normally and loses 1 block. All other Parthian shot results rolled; other than Flag or the appropriate color have no effect. The attacking Roman unit, if subjected to a Parthian shot, may advance into the just vacated Parthian units hex, but may not move further or attack again. 4) Roman Legionary units (see below) may not toss pilum at evading Parthian Light Cavalry that are not outflanked in the hex they started the evasion from, the Romans simply retain their pilum, in this case, for possible later use. Roman Army Special Rules The following types of infantry units in the game the Roman side are assumed to be Roman Legionary units: ALL Roman Heavy & Medium Infantry. Roman Pilum: Each Roman Legionary Infantry unit starts with a Pilum Marker. The Pilum is a one-time use weapon that is generally fired right before a Roman Legionary unit attacks in close-combat or is itself attacked by the enemy in close-combat. Once the Pilum is fired the Pilum marker is removed from the Roman unit to indicate that the Pilum has been expended and the unit may not throw Pilum for the rest of the battle. Just before a Roman unit with Pilum is attacked or is itself attacked by the enemy for the very first time in the battle in close-combat it throws its Pilumroll one die and apply normal hits for swords, color, or a Flag/retreat hit Afterwards remove the Pilum marker. The act of throwing the Pilum is not considered to be part of the Close-Combatso any result of the Pilum throw is resolved before the Close-combat. An attached Leader may use his special ability to cancel a swords hit that was inflicted via a Pilum hit (see special Command rules) on the unit he is stacked with. Roman units, adjacent to the enemy, that have not expended their Pilum may also be ordered to throw Pilum if the card Darken the Sky is played by their commanding player. The Player picks one adjacent enemy unit and throws two dice apply the results just as one would before close combatand remove the Pilum Marker. Roman Relief Moves & Cohort Maneuvers:

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Adjacent and on the same side Roman Legionary Infantry, instead of moving, may switch places in a Relief/Cohort Maneuver. Relief/Cohort Maneuvers may only be conducted through the play of Section cards ONLY. Instead of ordering one unit via a section card, the controlling Player may order a pair of adjacent Legionary Infantry units to switch hexesat least one of the units switching places must not be adjacent to an enemy unit. A unit that switched places via the Relief/Cohort Maneuver into a hex adjacent to the enemy may close combat in the same playerturn. Roman Veteran Initiative: Up to Two Roman Legionary Heavy Infantry units per Roman Player-turn that are ordered by Line Commands or an Order Heavy Troops card may move two hexes and close combat at their option. Roman Light Archers: They merely kept on shooting their great strong bows, curved so as to give maximum impetus to the arrows, and the blows fell powerfully and heavily upon the Romans.(From Plutarchs Life of Crassus) The Parthians utilized composite bows and probably seriously out-ranged the Roman mercenary Archers attached to Crassus army. Therefore all Roman Light Archers have a range of only two hexes in this scenario. Roman Gallic Mercenary Cavalry: The Roman Medium Cavalry unit, which starts the game with 4 blocks, represents the 1,000 Gallic mercenary cavalry that Caesar had lent to Crassus from his Gallic campaigns where Crassus son Publius had served as a junior officer.(Publius had distinguished himself as a cavalry officer at the Battle of the Vosges in 58 BC against the Germans and in other actions). Besides the extra initial one block advantage this Gallic Cavalry unit adds one dice to its normal throw in battle back or close-combat if the unit is at three or four block strength at the instant the dice are rolled. By all accounts these crack troops died bravely fighting with Publius detachment. Historical Footnote: The End of Publius & His Detachment: However, the Gauls who were not accustomed to either heat or thirst, suffered very intensely from both. They had lost most of their horses through driving them onto the long spears (of the Parthian Cataphracti). And so they were forced to fall back to the infantry, taking with them Publius, who was now badly wounded. Seeing a small hill of sand nearby they all retired to it, fastened their horses in the centre, and made a ring of locked shields on the outside. They imagined that in this formation they would best be able to resist the attacks of the natives, but it turned out in just the opposite way. On level ground the front ranks do afford a certain amount of protection to those behind; but here on the rising ground made them stand, as it were, in tiers, the man behind always being higher up than the man in front of him. There was thus no escaping the arrows which rained down on them all alike as they stood there in misery at having reached this inglorious and ineffectual end. With Publius were two Greeks, Hieroymus and Nicomachus, who lived nearby at Carrhae. They both urged him to slip away with them and escape to the city of Ichae, which was friendly to the

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Romans, and not far off. But Publius said that there was no death so terrible that, for fear of it, he would abandon men who were dying on his account. He bade them farewell and told them to look after their own safety. Then, since he was unable to use his hand, which had been pierced through with an arrow, he presented his side to his shield-bearer and ordered him to run him through with his sword. Censorinus, they say, died in the same way, Megabacchus killed himself, as did others who were of most note. The survivors fought on until the Parthians came up the hill and rode them down with their long spears. Not more than 500, they say, were taken prisoners. The Parthians then cut off Publius head and at once rode off against Crassus. (From Plutarchs Life of Crassus)

TRIBOLA - 147 BC - Roman vs Lusitanian


Historical Background a few years later, in (circa) 148BC, the wheel of Roman treachery turned full circle. A new governor, Gaius Vetilius, had surrounded a force of ten thousand Lusitanian rebels. They were about to surrender when Viriathus, a minor guerrilla leader who had escaped the earlier Galba massacre (which happened during a supposed peace conference), rose in assembly to remind the Lusitanians of Roman promises and Roman deedsand then to persuade them to an escape attempt. During his retreat, Viriathus set up an ambush in a dense thicket. When these irregulars fell on the pursuing Romans, Viriathus doubled his main force back to the attack: (Appian says) Vetilius himself was taken prisoner; and the man who captured him not knowing who he was, but seeing that he was old and fat, and considering him worthless, killed him. Of the 10,000 Romans, 6,000 with difficulty made their way to the city of Carpessus on the seashore..(From the two volume work: War in the Shadows: The Guerilla in History by Robert B. Asprey Volume I pages 23-24) Viriathuss plan was simple, but effective. He had the Lusitanians line up outside the city gates, as if to give battle to the Romans. Keeping 1,000 of the best warriors in reserve, he then ordered the rest to scatter in different directions, with instructions to rendezvous in Tribola. Vetilius, unwilling to run down the fleeing raiders when Viriathus appeared to offer him an easy victory, did not give chase. Viriathus and Vetilius fought a running battle for two days. The Lusitanian cavalry constantly attacked the Roman line, only to retreat before they could be effectively engageda strategy that Appian described as dashing around on the (same) field. After the second day , Viriathus and his men quit the field of battle under cover of darkness, moving quickly to join the rest of the Lusitanians at Tribola. Vetilius followed, but was unable to keep up with the lightly armored Lusitanians. He tracked Viriathus deep into Lusitanian territory, walking into an ambushnearly half the legionaries who entered the Lusitanian highlands never returnedVetilius among them.

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Thus began an eight-year guerilla campaign on the part of the Lusitanians, under Viriathuss able leadership (The above overview was from Ancient Warfare magazine Volume I, Issue 4 page 20 in an article called Flame of Freedom by Ed Healy). The stage is set. The battle lines are drawn and you are in command. The rest is history.

War Council
Roman Army Leader: Vetilius 2 Command Cards to start with (at the end of the 1st Roman Turn 2 cards are drawn boosting the Roman hand to 3 cardsat the end of the 3rd Roman turn 2 cards are also drawn bringing the Roman hand to 4 cardstheir maximum for the remainder of the game) Lusitanian Rebels: Leader: Viriathus 5 Command Cards

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Move First Victory 6 banners Special Rules Roman Minimum Move: The Roman Player may always discard any one card from his hand and use that card to order any one of his units in lieu of taking a normal turn. At the end of this minimum move he draws another card as normal. Lusitanian Rebel Force Rules: Lusitanian Auxillia: Lusitanian Auxillia may evade if attacked by Roman Heavy or Medium infantry. Lusitanian Medium Cavalry: Lusitanian Medium Cavalry may evade just like Light Cavalry, additionally they have the same missile capability as Light Cavalry. Line Commands in the Scenario: No more than five units can be moved by play of a single Line Command Card in the scenario for both sides Roman and Lusitanian. Outflanking---This is an easy way of introducing facing and flanks to the game with little fussit can be retrofitted to other scenarios where appropriate: A unit is said to be Outflanked if it is surrounded in all six adjacent hexes by either enemy units, or hexes adjacent to an enemy unit. The presence of friendly units or impassable terrain does not negate an Outflanked situation in any way. Units on the board edges (and not surrounded by six adjacent hexes) cannot be Outflanked. Effects of being Outflanked: Outflanked units when battling back roll only half the normal number of dice they would be normally entitled to rounded upto a maximum of only two diceOutflanked units when battling back never hit on helmet rolls even if supported by a leader. A units Outflanked situation is judged at the instant it battles back. Terrain Special Rules: Village of Tribola: Units defending in the village ignore one Sword and one Flag hit when defending in close-combat and also battle back when attacked with one extra dice. The village blocks line of sight and may be attacked via missile fire generated only by a unit that has not movedthe not moving/missile firing unit may only roll one die when firing on a unit in the villageany Flag hits generated by missile fire directed at a unit in the village are always ignored. Forest Hexes: Use Normal Rules, however Lusitanian light foot units entering such hexes via ordered moves may attack during the same player-turn. All other terrain in the game uses the rules found in the rule-book.

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End of the Triumvirate The Battle of Carrhae 53 BC (The Initial Main Battle) - Parthians vs Romans
The Romans halted, expecting that the enemy would come to close quarters with them, since there were so few of them. However the Parthians merely stationed their armored cavalry in front of the Romans and with the rest of their cavalry in loose order, rode all around them, tearing up the plain with their horses hooves, and raising great masses of sand which fell from the air in a continual shower, so that the Romans could scarcely see or speak. Huddled together in a narrow space and getting in each others way, they were shot down by the arrows. Nor did death come to them either easily or quickly. In the convulsion and agony of their pain they would writhe as the arrows struck them; they would break them off in their wounds and then lacerate and disfigure their own bodies by trying to tear out by main force the barbed arrow heads that had pierced through their veins and muscles. (From Plutarchs Life of Crassus describing the plight of Publius detachment under the rain of arrows of the Parthian horse archers) Historical Background After receiving word from his scouts about the presence of a Parthian army near Carrhae , Crassus seems to have panicked. His troops were exhausted and poorly prepared for battle after a long and fast march through the Mesopotamian desert. He didn't allow his men to rest or make camp, but instead began to form lines for battle. Advised by his officer staff to stretch out in classic formation with the infantry flanked by cavalry, Crassus instead ordered hollow square formations to allow defense against flanking. He commanded the middle while his son Publius and another officer, Cassius, commanded the wings. They advanced toward the smaller and less impressive Parthian force far too confident. As they approached with 35,000 men, the Parthian force seemed to be only about 10,000 men, mainly light horse archers. However, as they approached, the Parthian commander Surena ordered cavalry positioned at the rear uncover their concealed armor. The vaunted Parthian cataphracts were small in number, but their heavy armor was definitely an impressive and intimidating sight. As the battle opened a hail of Parthian arrows pinned down the Romans. Crassus ordered his son Publius to attack the archers with his Gallic cavalry and a force of infantry. Initially, Publius drove back the horse archers, but found himself far away from the main Roman body. The Parthians cut off his force, surrounding it with horse archers and the cataphracts. Though the Gauls fought bravely and ferociously, Publius was overwhelmed, and the cataphracts seemed invincible. Trapped away from his father and the army, Publius ordered his own death at the hand of one of his men, and the Roman force was butchered. Crassus meanwhile got word that his son was in trouble, just as pressure was diverted from his own lines to that of Publius' force. Crassus reformed his lines in the traditional Roman style and ordered a general advance. As this was getting under way however, the Parthians who had defeated the Gallic cavalry rode in front of the Romans with the head of Publius on a spear. The Roman advance was stopped fast by the Parthians, and the already rattled Crassus, seems to have

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lost the will to fight. His legates, Cassius and Octavius ordered a retreat intended to save the army during the night, desperately leaving the wounded on the field. Remaining cavalry fled the battle immediately, leaving Crassus without scouts. They rode first to Carrhae to inform the garrison of the battle and then hurried on to Zeugma to avoid the disaster that was sure to come. In the confusion and desperation of the Roman retreat, as many as 4,000 wounded legionaries were put to the sword as the Parthians came in pursuit the following morning. Another 4 cohorts had been separated from the main body and were surrounded and killed, save for 20 men who were allowed to flee for displaying exceptional bravery. Crassus and the remaining Roman army reached the relative safety of Carrhae and probably prepared for a siege. Crassus however, was still obviously unsettled. Once again a Parthian spy duped him, this time into fleeing the safety of the town. The spy led the Romans to inescapable terrain and the Parthian main force approached. They offered a parlay, including an offer of peace if Crassus himself joined the negotiation. At first he refused, but the legionaries, afraid and exhausted, threatened his life if he didn't accept the offer. At the meeting, the Parthians seized and executed Crassus and the Roman party, sending the Romans into further disarray. In the end, the great bulk of the Roman army was hunted down and killed or captured. Nearly 20,000 were killed and another 10,000 captured. Of the original force, only about 5,000 men under Cassius, and the cavalry that departed early, managed to escape. The Parthians meanwhile, settled the Roman prisoners in an eastern territory called Sogdia. Interestingly, the Han Chinese later captured this area and the Roman transplants were likely among the first westerners to meet the Chinese directly. The death of Crassus helped signal the end of the triumvirate between he, Caesar and Pompey, but even if he had lived its doubtful that civil war wouldn't have erupted eventually anyway. As the Romans were too pre-occupied with western concerns and the political turmoil that was about to erupt, the situation with Parthia was largely ignored for nearly another 30 years. Parthian king Orodes II ordered the death of Surena shortly thereafter, and the Parthians did little to press their advantage in eastern Roman territories. The lost standards of Crassus' lost legions remained in a Parthian temple Rome's first emperor, Augustus, negotiated their return in 20 BC (The above was lifted with a few modifications from a Historical Website)

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War Council

Roman Army: Leader: Crassus 5 Cards Parthian Army: Leader: Surena 6 Cards Move First Victory Use normal Banner rules, however the levels for victory are different depending on the player Roman Victory: 6 Banners scored by Roman Player Parthian Victory: 8 Banners scored by Parthian Player Scenario Special Rules: Command Rules: Surena can cancel a Retreat and a Swords result inflicted on the unit he is stacked with.

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Other Leaders can cancel a Retreat or a Swords result inflicted on the unit they are stacked with. Only the first helmet hit inflicted by a unit supported by a Leader in close-combat or battle-back is counted unless the Leader is Surena in which case up to two helmet hits are counted. Both Parthian Leaders may move up to four hexes if ordered to move by themselves. Units and the Rally Card:. No unit can be rallied to beyond five blocks or its strength at the start of the game whichever is less. If a Player rolls swords when attempting to rally he may freely chose which unit gets a block back. Outflanking---This is an easy way of introducing facing and flanks to the game with little fuss it can be retrofitted to other scenarios where appropriate: A unit is said to be Outflanked if it is surrounded in all six adjacent hexes by either enemy units, or hexes adjacent to an enemy unit. The presence of friendly units or impassable terrain does not negate an Outflanked situation in any way. Units on the board edges (and not surrounded by six adjacent hexes) cannot be Outflanked. Effects of being Outflanked: Outflanked units when battling back roll only half the normal number of dice they would be normally entitled to rounded upto a maximum of only two diceOutflanked units when battling back never hit on helmet rolls even if supported by a leader. A units Outflanked situation is judged at the instant it battles back. Retreat & Evasion Scenario Special Rules: In this scenario units & leaders may retreat or evade in any direction ---there are no set mapedges in the scenario for the players to retreat or evade towards. Please follow the special rules outlined below for retreat and evasion by both players. Cavalry Retreat: ALL Cavalry in the game need only retreat, and are allowed to retreat only two hexes per uncanceled Flagnot the normal distances listed in the rules. Retreats in Carrhae: Units retreating due to Flag results must end their full retreats in a hex not adjacent to enemy units. Failure to make a full retreat draws the usual penalties outlined in the rules. A retreating unit must end its retreat the full number of hexes taken in the retreat from its pre-retreat hex location. Roman Legionary Retreat: A Roman Legionary unit which suffers one or more Flag hits may retreat up to 2 hexes (in lieu of the normal one hex) to satisfy the first Flag hit being takenthis is only done at the option of the Roman player and in accordance with the other retreat rules outlined in this section. Evasion in Carrhae: Units must end their evasion move in a hex not adjacent to enemy units at least two hexes away, if such a hex is not available one hex away is OK. Units that can only end their evasion adjacent to an enemy unit MAY NOT evade. Leaders alone may end their evasion adjacent to an enemy unit, but must evade the full number of hexes chosen away from their initial hex position. Otherwise use normal rules on evasion. Parthian Army Special Rules: Parthian Cataphracti:

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All Parthian Heavy Cavalry ignore the first swords result inflicted upon them in close-combat or battle-backthey may also use this capability to ignore sword pilum hits. Parthian Horse Archers: All Parthian Light Cavalry are considered to be elite Horse Archers and have the following addl capabilities: 1) Their normal Missile range is 3 hexeswhen firing at 3 hex range only one dice is used and the unit must remain stationary during the Parthian Player-turn before the missile attack is executed. 2) When Parthian Light Cavalry Battle-back only they do hit on swords. 3) Parthian Light Cavalry, which evade when not in an outflanked situation may choose to attempt a Parthian Shot at their attackers while evading. The attackers first resolve their attack vs. the evading unit normally and if the evading unit survives it throws one dice for the Parthian Shot and inflicts a hit (remove one block) if it shows the correct color of the attacking unit. If the Parthian Shot roll shows a Flag result the evading Parthian unit must evade normally four hexes (to an eligible hex four hexes away instead of the normal two hexes), if unable to evade the full four hexes the Parthian Shot unit evades normally and loses 1 block. All other Parthian shot results rolled; other than Flag or the appropriate color have no effect. The attacking Roman unit, if subjected to a Parthian shot, may advance into the just vacated Parthian units hex, but may not move further or attack again. 4) Roman Legionary units (see below) may not toss pilum at evading Parthian Light Cavalry that are not outflanked in the hex they started the evasion from, the Romans simply retain their pilum, in this case, for possible later use. Roman Army Special Rules The following types of infantry units in the game the Roman side are assumed to be Roman Legionary units: ALL Roman Heavy & Medium Infantry. Roman Pilum: Each Roman Legionary Infantry unit starts with a Pilum Marker. The Pilum is a one-time use weapon that is generally fired right before a Roman Legionary unit attacks in close-combat or is itself attacked by the enemy in close-combat. Once the Pilum is fired the Pilum marker is removed from the Roman unit to indicate that the Pilum has been expended and the unit may not throw Pilum for the rest of the battle. Just before a Roman unit with Pilum is attacked or is itself attacked by the enemy for the very first time in the battle in close-combat it throws its Pilumroll one die and apply normal hits for swords, color, or a Flag/retreat hit Afterwards remove the Pilum marker. The act of throwing the Pilum is not considered to be part of the Close-Combatso any result of the Pilum throw is resolved before the Close-combat. An attached Leader may use his special ability to cancel a swords hit that was inflicted via a Pilum hit (see special Command rules) on the unit he is stacked with. Roman units, adjacent to the enemy, that have not expended their Pilum may also be ordered to throw Pilum if the card Darken the Sky is played by their commanding player. The Player picks one adjacent enemy unit and throws two dice apply the results just as one would before close combatand remove the Pilum Marker. Roman Relief Moves & Cohort Maneuvers:

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Adjacent and on the same side Roman Legionary Infantry, instead of moving, may switch places in a Relief/Cohort Maneuver. Relief/Cohort Maneuvers may only be conducted through the play of Section cards ONLY. Instead of ordering one unit via a section card, the controlling Player may order a pair of adjacent Legionary Infantry units to switch hexesat least one of the units switching places must not be adjacent to an enemy unit. A unit that switched places via the Relief/Cohort Maneuver into a hex adjacent to the enemy may close combat in the same playerturn. Roman Veteran Initiative: Up to Two Roman Legionary Heavy Infantry units per Roman Player-turn that are ordered by Line Commands or an Order Heavy Troops card may move two hexes and close combat at their option. Roman Light Archers: They merely kept on shooting their great strong bows, curved so as to give maximum impetus to the arrows, and the blows fell powerfully and heavily upon the Romans.(From Plutarchs Life of Crassus) The Parthians utilized composite bows and probably seriously out-ranged the Roman mercenary Archers attached to Crassus army. Therefore all Roman Light Archers have a range of only two hexes in this scenario. Roman Gallic Mercenary Cavalry: The Roman Medium Cavalry unit, which starts the game with 4 blocks, represents the 1,000 Gallic mercenary cavalry that Caesar had lent to Crassus from his Gallic campaigns where Crassus son Publius had served as a junior officer.(Publius had distinguished himself as a cavalry officer at the Battle of the Vosges in 58 BC against the Germans and in other actions). Besides the extra initial one block advantage this Gallic Cavalry unit adds one dice to its normal throw in battle back or close-combat if the unit is at three or four block strength at the instant the dice are rolled. By all accounts these crack troops died bravely fighting with Publius detachment. Historical Footnote: The End of Publius & His Detachment: However, the Gauls who were not accustomed to either heat or thirst, suffered very intensely from both. They had lost most of their horses through driving them onto the long spears (of the Parthian Cataphracti). And so they were forced to fall back to the infantry, taking with them Publius, who was now badly wounded. Seeing a small hill of sand nearby they all retired to it, fastened their horses in the centre, and made a ring of locked shields on the outside. They imagined that in this formation they would best be able to resist the attacks of the natives, but it turned out in just the opposite way. On level ground the front ranks do afford a certain amount of protection to those behind; but here on the rising ground made them stand, as it were, in tiers, the man behind always being higher up than the man in front of him. There was thus no escaping the arrows which rained down on them all alike as they stood there in misery at having reached this inglorious and ineffectual end. With Publius were two Greeks, Hieroymus and Nicomachus, who lived nearby at Carrhae. They both urged him to slip away with them and escape to the city of Ichae, which was friendly to the

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Romans, and not far off. But Publius said that there was no death so terrible that, for fear of it, he would abandon men who were dying on his account. He bade them farewell and told them to look after their own safety. Then, since he was unable to use his hand, which had been pierced through with an arrow, he presented his side to his shield-bearer and ordered him to run him through with his sword. Censorinus, they say, died in the same way, Megabacchus killed himself, as did others who were of most note. The survivors fought on until the Parthians came up the hill and rode them down with their long spears. Not more than 500, they say, were taken prisoners. The Parthians then cut off Publius head and at once rode off against Crassus. (From Plutarchs Life of Crassus)

Second Mithridatic War Battle of the Halys River 82 BC - Romans vs Mithridatic


Historical Background The Second Mithridatic War began in this way. [Lucius Licinius] Murena, who had been left by Sulla with [Gaius Flavius] Fimbria's two legions to settle affairs of the rest of Asia, sought trifling pretexts for war, being ambitious of a triumph. Mithridates, after his return to Pontus, went to war with the Colchians and the tribes around the Cimmerian Bosporus [1] who had revolted from him. The Colchians asked him to give them his son, Mithridates, as their ruler, and when he did so they at once returned to their allegiance. The king suspected that this was brought about by his son through his own ambition to be king. Accordingly he sent for him and first bound him with golden fetters, and soon afterward put him to death, although he had served him well in Asia in the battles with Fimbria. Against the tribes of the Bosporus he built a fleet and fitted out a large army. The magnitude of his preparations gave rise to the belief that they were made not against those tribes, but against the Romans, for he had not yet restored the whole of Cappadocia to [king]Ariobarzanes[I Philoromaeus], but still retained a part of it. He also had suspicions of Archelaus. He thought that the latter had yielded more than was necessary to Sulla in his negotiations in Greece. When Archelaus heard of this he became alarmed and fled to Murena, and by working on him persuaded him to anticipate Mithridates in beginning hostilities. Murena marched suddenly through Cappadocia and attacked Comana, a very large country town belonging to Mithridates, with a rich and renowned temple, and killed some of the king's cavalry. When the king's ambassadors appealed to the treaty he replied that he saw no treaty; for Sulla had not written it out, but had gone away after the terms had been fulfilled by acts.[2] When Murena had delivered his answer he began robbing forthwith, not sparing the money of the temples, and he went into winter quarters in Cappadocia. Mithridates sent an embassy to the Senate and to Sulla to complain of the acts of Murena. [May 83] The latter, meantime, had passed over the river Halys, which was then swollen by rains and very difficult to cross. He captured 400 villages belonging to Mithridates. The king offered no opposition, but waited for the return of his embassy. Murena returned to Phrygia and Galatia loaded down with plunder. There he met [Quintus] Calidius, who had been sent from Rome on account of the complaints

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of Mithridates. Calidius did not bring a decree of the Senate, but he declared in the hearing of all that the Senate ordered Murena not to molest the king, as he had not broken the treaty. After he had thus spoken he was seen talking to Murena alone. Murena abated nothing of his violence, but again invaded the territory of Mithridates. The latter, thinking that open war had been ordered by the Romans, directed his general, Gordius, to retaliate on their villages. Gordius straightway seized and carried off a large number of animals and other property and men, both private citizens and soldiers, and took position against Murena himself, with a river flowing between them. Neither of them began the fight until Mithridates came up with a larger army, when a severe engagement immediately took place on the banks of the river. Mithridates prevailed, crossed the river, and got the better of Murena decidedly. The latter retreated to a strong hill where the king attacked him. After losing many men Murena fled over the mountains to Phrygia by a pathless route, severely harassed by the missiles of the enemy. (A Selection From the Histories of Appian of Alexandria)

War Council

Roman Force Leader: Murena Command: 4 Cards

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Mithridatic/Pontic Army: Leader: Mithridates Command: 5 Cards Move First Victory Conditions: Roman Victory: 13 BannersRomans score 2 Banners if they manage to eliminate Mithridates. Mithridatic/Pontic Victory: 7 Banners Special Rules: Command Rules: All Mithridatic Leaders may cancel a retreat or a sword hit if present with the unit. Units on both sides involved in close combat with the support of a Leader may only count one helmet hit amongst those rolled to inflict a hit on an opposing unit, unless Mithradates is the supporting leader---then up to two helmet hits may be counted. Units and the Rally Card:. No unit can be rallied to beyond five blocks or its strength at the start of the game whichever is less. If a Player rolls swords when attempting to rally he may freely chose which unit gets a block back. Roman Legionary Infantry & Roman Trained Pontic units The following types of infantry units in the game on both sides are assumed to be Roman (or Roman Trained) Legionaries: ALL Heavy and Medium Infantry in both forces. Roman/Roman Trained Pilum Each Roman/Roman Trained Legionary Infantry unit starts with a Pilum Marker. The Pilum is a one-time use weapon that is generally fired right before a Roman Legionary unit attacks in closecombat or is itself attacked by the enemy in close-combat. Once the Pilum is fired the Pilum marker is removed from the Roman unit to indicate that the Pilum has been expended and the unit may not throw Pilum for the rest of the battle. Just before a Roman/Roman Trained Legionary Infantry unit with Pilum is attacked or is itself attacked by the enemy for the very first time in the battle in close-combat it throws its Pilum roll one die and apply normal hits for swords, color, or a Flag/retreat hit Afterwards remove the Pilum marker. The act of throwing the Pilum is not considered to be part of the Close-Combat so any result of the Pilum throw is resolved before the Close-combat. An attached Mithridatic Leader may use his special ability to cancel a swords hit that was inflicted via a Pilum hit (see special Command rules) on the unit he is stacked with. Roman /Roman Trained units, adjacent to the enemy, that have not expended their Pilum may also be ordered to throw Pilum if the card Darken the Sky is played by their commanding player. The Player picks one adjacent enemy unit and throws two dice apply the results just as one would before close combatand remove the Pilum Marker. Roman/Roman Trained Relief Moves & Cohort Maneuvers: Adjacent and on the same side Roman/Roman Trained Legionary Infantry, instead of moving, may switch places in a Relief/Cohort Maneuver. Relief/Cohort Maneuvers may only be conducted through the play of Section cards ONLY. Instead of ordering one unit via a section card, the controlling Player may order a pair of adjacent Legionary Infantry units to switch

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hexesat least one of the units switching places must not be adjacent to an enemy unit. A unit that switched places via the Relief/Cohort Maneuver into a hex adjacent to the enemy may close combat in the same player-turn. The Mithridatic Asiatic Army Special Rules Asiatic Army: The Mithridatic/Pontic Army is assumed to be a typical Asiatic horde, greatly outnumbering, but inferior in both equipment and fighting spirit to the forces of the Roman Republics Legions---In Close Combat and Battle Back ALL Mithridatic-Pontic units (with two exceptions) make no hits on their enemies if Swords are rolledalways consider Swords to be a miss when rolled by the Mithridatic Player unless the swords result was rolled as a result of pilum fire by Roman-trained Pontic Legionary Infantry, or rolled in close combat or Battle-back by a Mithridatic-Pontic Heavy Cavalry unitthese results ONLY count as normal hits. Mithridatic Asiatic Levy: All Mithridatic Auxillia units are assumed to be the standard Asia Minor Infantry Levy of the Mithridatic Empirethese units have no missile capability. If attacked by Roman Heavy infantry the Mithridatic Auxillia may attempt to evade. For all other purposes Mithridatic Auxilla are treated as regular Auxilla units Mithridatic Cataphracti: Mithridatic Heavy Cavalry is heavily armoredtherefore they always ignore the first sword hit inflicted upon them in close-combat or battle-back. Mithridatic Heavy Cavalry hits on sword rolls in close-combat and battle-back. Outflanking---This is an easy way of introducing facing and flanks to the game with little fuss it can be retrofitted to other scenarios where appropriate: A unit is said to be Outflanked if it is surrounded in all six adjacent hexes by either enemy units, or hexes adjacent to an enemy unit. The presence of friendly units or impassable terrain does not negate an Outflanked situation in any way. Units on the board edges (and not surrounded by six adjacent hexes) cannot be Outflanked. Effects of being Outflanked: Outflanked units when battling back roll only half the normal number of dice they would be normally entitled to rounded upto a maximum of only two diceOutflanked units when battling back never hit on helmet rolls even if supported by a leader. A units Outflanked situation is judged at the instant it battles back. Order of Battle Notes: Murena probably had about three legions plus various auxiliaries & mercenaries, some 15,00020,000 men. Mithridates likely brought more than double or triple that number to the battlefield from Pontus to reinforce his general, Gordius, at the river. Some aspects of the setup are drawn from the historical fiction work The Last King which allow the initial placement of the Pontic heavy horse on the Roman side of the river.

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Roman Civil War The Battle of Forum Gallorum 43 BC Antonian vs Senate


Historical Background: (the selection below is from Appian of Alexandrias account) 65 Meditating thus to himself he (Octavian) performed the sacrifices appertaining to the command assigned to him, and said to his army: "I owe these honours of mine to you, fellow-soldiers, not now merely but from the time when you gave me the command; for the Senate conferred them upon me on account of you. Know, therefore, that my gratitude will be due to you for these things, and that it will be expressed to you abundantly if the gods grant success to our undertakings." In this way he conciliated the soldiers and attached them to himself. In the meantime, Pansa, one of the consuls, was collecting recruits throughout Italy, and the other one, Hirtius, shared the command of the forces with Octavian, and as he was secretly ordered to do it by the Senate he demanded as his share the two legions that had deserted from Antony, knowing that they were the most reliable in the army. Octavian yielded to him in everything and they shared with each other and went into winter quarters together. As winter advanced Decimus began to suffer from hunger, and Hirtius and Octavian advanced towards Mutina lest Antony should receive in surrender Decimus' army which was now weak with famine; but as Mutina was closely hemmed in by Antony, they did not venture to come to close quarters with him at once, but waited for Pansa. There were frequent cavalry engagements, as Antony had a much larger force of horse, but the difficulty of the ground, which was cut up by torrents, deprived him of the advantage of numbers. 66 Such was the course of events round Mutina. At Rome, in the absence of the consuls, Cicero took the lead by public speaking. He held frequent assemblies, procured arms by inducing the armourers to work without pay, collected money, and exacted heavy contributions from the Antonians. These paid without complaining in order to avoid calumny, until Publius Ventidius, who had served under Gaius Caesar and who was a friend of Antony, unable to endure the exactions of Cicero, betook himself to Caesar's colonies, where he was well known, and brought over two legions to Antony and hastened to Rome to seize Cicero. The consternation was extreme. They removed most of the women and children in a panic, and Cicero himself fled from the city. When Ventidius learned this he turned his course towards Antony, but being intercepted by Octavian and Hirtius, he proceeded to Picenum, where he recruited another legion and waited to see what would happen. When Pansa was drawing near with his army, Octavian and Hirtius sent Carsuleius to him with Octavian's praetorian cohort and the Martian legion to assist him in passing through the defile. Antony had disdained to occupy the defile as it served no other purpose than to hinder the enemy; but, eager to fight, and having no chance to win distinction with his cavalry, because the ground was marshy and cut by ditches, he placed his two best legions in ambush in the marsh, where they were concealed by the reeds and where the road, which had been thrown up artificially, was narrow. 67 Carsuleius and Pansa hurried through the defile by night. At daybreak, with only the Martian legion and five other cohorts, they entered upon the high road above mentioned, which was still free from enemies, and looked over the marsh on either side. There was a suspicious agitation of the rushes, then a gleam here and there of shield and helmet, and Antony's praetorian cohort suddenly shewed itself directly in their

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front. The Martian legion, surrounded on all sides and having no way to escape, ordered the new levies, if they came up, not to join in the fight lest they should cause confusion by their inexperience. The praetorians of Octavian confronted the praetorians of Antony. The other troops divided themselves into two parts and advanced into the marsh on either side, the one commanded by Pansa and the other by Carsuleius. Thus there were two battles in two marshes, and neither division could see the other by reason of the elevated road, while along the road itself the praetorian cohorts fought another battle of their own. The Antonians were determined to punish the Martians for desertion as being traitors to themselves. The Martians were equally determined to punish the Antonians for condoning the slaughter of their comrades at Brundusium. Recognizing in each other the flower of either army, they hoped to decide the whole war by this single engagement. The one side was moved by shame lest its two legions be beaten by one; the other by ambition that its single legion should overcome the two. 68 Thus urged on by animosity and ambition they assailed each other, considering this their own affair rather than that of their generals. Being veterans they raised no battle-cry, since they could not expect to terrify each other, nor in the engagement did they utter a sound, either as victors or vanquished. As there could be neither flanking nor charging amid marshes and ditches, they met together in close order, and since neither could dislodge the other they locked together with their swords as in a wrestling match. No blow missed its mark. There were wounds and slaughter but no cries, only groans; and when one fell he was instantly borne away and another took his place. They needed neither admonition nor encouragement, since experience made each one his own general. When they were overcome by fatigue they drew apart from each other for a brief space to take breath, as in gymnastic games, and then rushed again to the encounter. Amazement took possession of the new levies who had come up, as they beheld such deeds done with such precision and in such silence. 69 All put forth superhuman exertions, and the praetorians of Octavian perished to the last man. Those of the Martians who were under Carsuleius got the better of those opposed to them, who gave way, not in disgraceful rout, but little by little. Those under Pansa were likewise in difficulties, but they held out with equal bravery on both sides until Pansa was wounded in the side by a javelin and carried off the field to Bononia. Then his soldiers retired, at first step by step, but afterwards they turned and hurried as if in flight. When the new levies saw this they fled in disorder, and with loud cries, to their camp, which the quaestor, Torquatus, had put in readiness for them while the battle was in progress, apprehending that it might be needed. The new levies crowded into it confusedly although they were Italians, as well as the Martians; so much more does training contribute to bravery than race; but the Martians for fear of shame did not enter into the camp, but ranged themselves near it. Although fatigued they were still furious and ready to fight to the bitter end if anybody should attack them. Antony refrained from attacking the Martians as being a troublesome business, but he fell upon the new levies and made a great slaughter. 70 When Hirtius, near Mutina, heard of this flight, at a distance of sixty stades, he hurried thither with the other legion that had deserted from Antony. It was already evening and the victorious Antonians were returning singing hymns of triumph. While they were in loose order Hirtius made his appearance in perfect order with his legion complete and fresh. The Antonians got themselves in line under compulsion, and performed against this foe also many splendid deeds of valour; but being wearied by their recent exertions they were overcome by the fresh army opposed to them, and the greater part of them were slain in this encounter by Hirtius, although the latter did not pursue, being apprehensive of the marshy ground. As darkness was coming on he allowed them to escape. A wide stretch of the marsh was filled with arms, corpses, wounded men, and half-dead men, and some even who were unhurt

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mistrusted their strength by reason of their fatigue. Antony's cavalry, as many as he had with him, went to their assistance and collected them through the entire night. Some they put on horseback in their own places, still others they urged to take hold of the horses' tails and run along with them and so secure their safety. Thus were Antony's forces, after he had fought splendidly, destroyed by the coming of Hirtius. He encamped without entrenchments in a village near the plain, named Forum Gallorum. Antony and Pansa each lost about one-half of their men. The whole of Octavian's praetorian cohort perished. The loss of Hirtius was slight.

War Council

Neither Player may start with a Line Command in his initial hand Antonian Army: Leader: Antony 5 Commmand Cards Move First Senate Army: Leader: Pansa 4 Command Cards

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Victory: Banner Victory is not used in this game Victory is won instead by eliminating enemy troop unit blocks, enemy leaders, and for the Antonian side over-running and removed the Senate Armys Camp Hextiles. Eliminating an enemy unit block counts as one block for the Victory Levels listed below: Victory for the Antonian side: 44 Blocks Victory for the Senate side: 40 Blocks Eliminating an enemy Leader unit counts as 4 blocks (6 blocks if Antony is eliminated for the Senate Player) towards victory. Eliminating a Senate Camptile scores 4 blocks for the Antonian side Both sides receive one bonus block score for totally eliminating an enemy cavalry unit.or an Elite Praetorian Heavy Infantry unit. Scenario Special Rules: Command Rules: The Marian Command Card Deck Historical Note: Combat in the 1st Century BC between Roman Legions was somewhat different than the wars between civilized states in the 3rd Century BC. There was less room for combined arms tactics and maneuver, and battles probably tended to be more of the nature of hand to hand full bore slugfests. This particular scenario utilizes a different Command Card Deck than the original C & C Ancients Deck. Eight (8) Cards are removed from the original deck leaving 52 Cards for scenario play. This new deck is called the Marian Deck and it is named after Caesars uncle Gaius Marius who reorganized the Roman Legions in roughly 105-103BC (several years before Caesar was born) to meet the challenges of the Germanic Tribal invasions that threatened the Roman Republic of the time. The following eight cards are removed before play and put aside to create the Marian Deck: X4 Order Light troops, x1 I Am Spartacus, x2 Move-Fire-Move, x1 Mounted Charge--note that one Mounted Charge card is still retained in the deck. Leader Command, Anthony, & Rally Special Rules: Antony can cancel both a retreat and a sword hit if present with the unit receiving such hits. All other Leaders may cancel a retreat or a sword hit if present with the unit. Units on both sides involved in close combat or battleback with the support of a Leader may only count one helmet hit amongst those rolled to inflict a hit on an opposing unit, unless Antony is the supporting leader---then up to two helmet hits may be counted. Leaders may only support in close combat or battleback in the scenario units they are stacked with, except Antony he can support units adjacent to his location. Units and the Rally Card: No unit can be rallied to beyond five blocks or its strength at the start of the game whichever is less. If a Player rolls swords when attempting to rally he may freely chose which unit gets a block back. Line Command Limit: No more than six (6) foot units can be ordered by play of a single Line Command Card in a given player-turn.

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Roman Legionary Infantry Rules: The following types of infantry units in the game on BOTH sides are assumed to be Roman Legionaries: Heavy Infantry, and Medium Infantry. ALL of these units are considered to be Roman Legionary Infantry. The combatants in this era of civil war often recruited non-citizens from different areas of the Roman Republican Empire into their Legions and as a result the quality of such forces varied widely. Roman Pilum:Each Roman Legionary Infantry unit starts with a Pilum Marker. The Pilum is a one-time use weapon that is generally fired right before a Roman Legionary unit attacks in closecombat or is itself attacked by the enemy in close-combat. Once the pilum is fired (or lost see below) the Pilum marker is removed from the Roman unit to indicate that the pilum has been expended and the unit may not throw Pilum for the rest of the battle. Just before a Roman unit with pilum is attacked or is itself attacked by the enemy for the very first time in the battle in close-combat it throws its pilumroll one die and apply normal hits for swords, color, or a Flag/retreat hit Afterwards remove the Pilum marker. The Senate Medium Infantry units, however, do not hit on swords when throwing pilum. The act of throwing the pilum is not considered to be part of the Close-Combatso any result of the pilum throw is resolved before the Close-combat. If two Roman Legionary Infantry units that have not thrown pilum yet engage the attacker resolves his pilum throw first. An attached Leader may use his special ability to cancel a swords hit that was inflicted via a pilum hit (see special Command rules) on the unit he is stacked with. Roman units, adjacent to the enemy, that have not expended their Pilum may also be ordered to throw Pilum if the card Darken the Sky is played by their commanding player. The ordering Player picks one adjacent enemy unit and throws two dice apply the results just as one would before close combatand remove the Pilum Marker. Roman Relief Moves & Cohort Maneuvers: Adjacent and on the same side Roman Legionary Heavy Infantry, instead of moving, may switch places in a Relief/Cohort Maneuver. Relief/Cohort Maneuvers may only be conducted through the play of Section cards ONLY. Instead of ordering one unit via a section card, the controlling Player may order a pair of adjacent Legionary Heavy Infantry units to switch hexesat least one of the units switching places must not be adjacent to an enemy unit. A unit that switched places via the Relief/Cohort Maneuver into a hex adjacent to the enemy may close combat in the same player-turn. The Senate Medium Infantry units may not utilize this rule since they are actually very recent recruits Senate Recruit Levy-Legionary Medium Infantry: The Medium Infantry in the game represents the recent recruits the Senate was able to levy for the campaign against AnthonyTreat as normal Legionary Medium Infantry, but for the following changes: 1) In their battle-back they only roll three dice normallynot the normal four dice 2) The first swords result they roll in an individual combat roll is always ignored in close-combat or battle-backtreat as a miss. Apply the second and subsequent normally in all such combat situations. 3) They cannot execute or participate in Relief/Cohort Maneuver Moves. 4) They never hit on swords when throwing pilum. Missile Ranges & Effectiveness in Forum Gallorum: a) Archers and Slingers only have a range of 2 hexes in this scenarioand may missile fire at

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adjacent enemy units. b) An ordered unit may either missile fire or conduct close-combat in a turnnever BOTH. c) The Antonian Slinger unit hits on swords when missile firing at Medium or Light enemy foot units. Outflanking---This is an easy way of introducing facing and flanks to the game with little fuss it can be retrofitted to other scenarios where appropriate: A unit is said to be Outflanked if it is surrounded in all six adjacent hexes by either enemy units, or hexes adjacent to an enemy unit. The presence of friendly units or impassable terrain does not negate an Outflanked situation in any way. Units on the board edges (and not surrounded by six adjacent hexes) cannot be Outflanked. Effects of being Outflanked: Outflanked units when battling back roll only half the normal number of dice they would be normally entitled to rounded upto a maximum of only two diceOutflanked units when battling back never hit on helmet rolls even if supported by a leader. A units Outflanked situation is judged at the instant it battles back. Arrival of Senate Reinforcements: The Senate Reinforcements are as follows: x1 Elite Heavy Infantry (5 blocks), x4 Heavy Infantry, and x1 Leader (Hirtius). The Infantry arrive with their pilum markers. The Senate Player should keep a careful count of how many Player-turns he has played since the start of the scenario. At the start of his 7th player-turn roll one six-sided die: on a 1-2 ALL Reinforcements are available. On his 8th and 9th player-turns on a 1-3. Turn 10 or later on a 1-4. Once they become available no further turn start rolls need be made. The Reinforcements cannot be entered on the map until they are available. Entering Available Senate Reinforcements: The Senate Player enters the available Reinforcements at the start of any Player-turn in lieu of playing a Command Card. Start by placing Hirtius in any vacant mapedge hex from A1 to A3 or A6 to A13. All the Reinforcement units are placed in any vacant hex within one or two hexes of Hirtius, except one of the units must be placed in the hex with Hirtus. The units that were just placed may then close-combat any adjacent enemy units. After those combats (and any Momentum move/combat) takes place the Antonian player conducts his normal Player-turn. Senate Reinforcements may enter the map in the same Player-turn that they become available. Terrain Special Rules: Marsh: Foot units must stop when they enter a marsh hex and may only enter a marsh hex when ordered from a starting hex directly adjacent to the marsh hex moved to. Mounted units and Leaders moving alone pay 2 MP for only the first Marsh hex entered during that move. Closecombat and Battle-Backs into or out of a marsh hex is at a normal 3 dice maximum (with any of the normal + for cards). Marshes do not block line of sight. Units located in Marshes do not count for support for preventing retreat by adjacent units and cannot receive support themselves from adjacent units when in a marsh hex. Cavalry units in Marsh hexes may not evade if attacked in close-combat, and retreat one hex less than normal per Flag if their retreat started from a Marsh hex. Senate Campworks: Senate foot Units occupying Campworks hextiles that are not in an outflanked condition Battle-back with one extra dice and may ignore the first Flag result inflicted upon them. Campworks tiles are removed (and the hex reverts to clear terrain) when an opposing

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unit enters the hex for any reason. Campworks block line of sight. Senate Camp: For combat and removal the Senate Camp Tiles are treated exactly like campworksthe only effective difference is that the Antonian player receives four blocks credit toward victory for each Senate Camptile removed from the map. Elevated Roadway: Close-combat or Battle-back into or out of an Elevated Roadway hex tile is always one less die than normal when conducted between Elevated roadway hexes or between Clear and Elevated Roadway hexes. Units in Marsh hexes may not close-combat into an Elevated Roadway hex although they could battle-back into such hexes if attacked from them these battle-backs & the original attack into the marsh from the roadway is at the normal 3 dice maximum for marshes (with any of the normal + for cards). Elevated Roadway blocks the line of sight, but does not inhibit movement. Crags: These two hexes are impassable Hills: Use normal rulebook rules. Senate Campworks Building: Senate Medium Infantry units in a clear terrain hex stacked with a Leader and ordered by a Section Card may in lieu of moving and attacking can instead dig in a Campworks tile. The dig in option is not permitted if the Senate Medium Infantry unit in question is adjacent to an enemy unit. Place a Campworks tile in the hex that dig in occurred at the end of that Senate player-turn. A maximum of two such dig in options in two clear hexes may occur per game. Octivians & Antonys Elite Praetorian Heavy Infantry Cohorts: The sole Elite Praetorian Heavy Infantry (6 block) unit in each of the opposing armies may ignore the first Flag result inflicted upon it from missile fire, close-combat, or battle-back. OB Notes: Each Legionary unit in the game represents from one to three cohorts. Anthony had two crack Legions engaged (20 Cohorts), and probably a separate double-strength Elite Praetorian Cohort so he starts with 11 Legionary Heavy infantry units in the scenario plus some cavalry, of which he had a surplus, in support. The consul Pansa, who was mortally wounded in the battle, entered the marsh with a total of 15 Cohorts and had behind him an additional force of at least one to two Legions of new levies. Another Senate Legion (the other veteran one that had also deserted Anthony) arrived with other consul Hirtius at the end of the fight to save the day.

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