E X P A N S I O N # 4...and new units: heavy cataphract cavalry, baggage wagons, wagon laagers,...

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Command & Colors: Ancients © 2007 & 2014 GMT Games, LLC Game Design by Richard Borg EXPANSION #4 IMPERIAL ROME

Transcript of E X P A N S I O N # 4...and new units: heavy cataphract cavalry, baggage wagons, wagon laagers,...

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Game Design by

Richard Borg

E X P A N S I O N # 4IMPERIAL ROME

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Units, Leaders, and BlocksA unit is composed of a certain number of blocks:

Note: these descriptions include some units not present in this expansion.

Foot Units: • All Light, Light Bow, Light Slinger, Auxilia, Warrior,

Medium, and Heavy Infantry units are composed of four small size blocks.

• All Light or Heavy War Machine units are composed of two small size blocks.

Mounted units: • All Light Cavalry, Light Bow Cavalry, Medium Cavalry,

Heavy Cavalry, Heavy Cataphract Cavalry, Camel, and Cataphract Camel units are composed of three medium size blocks.

• All Elephant units are composed of two large size blocks. • All Heavy Chariot units are composed of two rectangular

blocks. • All Barbarian Chariot units are composed of three rectangular

blocks. A Leader is not a unit. A Leader is represented by one rectan-gular block.

A baggage wagon or wagon laager is not a unit. They are both represented by one block.

Example of a Foot unit (4 blocks) and a Heavy Cavalry unit (3 blocks).

Black Square BlocksEight of these blocks are for the Imperial Roman victory ban-ners and two are for Special Unit markers. Each block receives a label on one side only.

1. INTRODUCTIONImperial Rome is the fourth expansion for the Commands & Colors: Ancients game system. Through all of the expansions Commands & Colors: Ancients remains a game system that allows players to effectively portray stylized ancient historical battles that play to a conclusion in around an hour. The Command cards drive movement, create “fog of war,” and present players with many interesting challenges and opportunities, while the battle dice resolve combat quickly and efficiently. The scale of the game is flexible and the battles focus on the historical deployment of forces and important terrain features tailored to the game system.

In this expansion we have taken the opportunity to present a num-ber of Roman battles that we did not have room to include in prior expansions including scenarios in Britain, battles of the Second Triumvirate, and scenarios from the Roman conflicts against the Parthian Empire, Teutonic Barbarians, and the internal turmoil of the frequent struggles for power until Constantine becomes the undisputed Roman Emperor around 325 AD.

The Imperial Rome expansion is packed full of new concepts and new units: heavy cataphract cavalry, baggage wagons, wagon laagers, massed units of horse archers, light infantry tossing caltrops, plus our new Para Bellum system for fighting a series of battles... and more. Each of these additions works within the confines of the original system rules, with only slight modifica-tions to reflect historical abilities and importance. Experienced players will have no trouble learning the few new special units and rule concepts.

Again, Welcome and Enjoy! Richard Borg

Important: The scenarios in this system assume that players own all the previous expansions. If you do not own all the expan-sions, you can “transplant” most of the scenarios using different armies than those depicted, although this will lose some of the historical and visual appeal.

2. CONTENTS1 Rule and Scenario Book containing 24 battle scenarios 1 Sheet of new terrain tiles2 Wooden card-holders 2 Reference cards4 Block Label sheets293 Blocks • 162 small blocks (8 tan, 142 purple, 12 black) • 120 medium blocks (54 tan, 45 purple, 21 green) • 11 rectangular blocks (5 purple, 6 black)A few extra blocks of each color and size are provided as spares.

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Apply appropriate unit stickers to the fronts and backs of the blocks for each unit. Place Eastern Kingdom unit labels on the tan blocks, Purple Roman unit labels on the purple blocks, Green Barbarian unit labels on the green blocks and victory banners, special unit markers, and baggage wagon/wagon laager stickers on the black blocks. We suggest that you first separate the blocks by color and then sort the blocks by size.

Start with the Eastern Kingdom units. Pull out 4 small tan blocks. Find the Eastern Kingdom Warrior Infantry stick-ers; peel and place stickers front and back on the 4 small tan

blocks. When you run out of 4 blocks, move on to the tan Eastern Kingdom Light Cavalry (6 tan medium blocks...). Keep going in this fashion until all the tan Eastern Kingdom units are completed and then move on to the purple Roman, green Barbarian and black blocks. Following this procedure will be worth the effort! A few extra blocks of each color and stickers are supplied as spares.

Take special care when you label the 5 black Rectangular Blocks. Label one side with a Baggage Wagon sticker and the opposite side with a Wagon Laager sticker.

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Unit Symbols and ColorsTo help identify a unit’s type, colored symbols have been placed on each label.

• Green circle: Light Infantry, Light Sling Infantry, Light Bow Infantry, Light Cavalry, Light Bow Cavalry, Light War Machine.

• Green circle with white border: Auxilia Infantry, Light Barbarian Chariot.

• Blue symbol: Medium Infantry, Medium Cavalry, Camel.

• Blue symbol with white border: Warrior Infantry, Cataphract Camel.

• Red symbol: Heavy Infantry, Heavy Cavalry, Heavy Chariot, Elephant, Heavy War Machine.

• Red symbol with white border: Heavy Cataphract Cavalry

3. SETTING UP THE GAME1. Select a battle from the scenario section of the booklet.2. Place the gameboard in the center of the table.3. Place the terrain hexes as indicated by the battle scenario map.4. Select the appropriate armies for this scenario. Place the unit blocks onto the board, matching the various units’ positions to the scenario’s battle map. Note: Each unit symbol on the battle map represents an entire unit. • The entire purple Roman army comes with this expansion • To assemble a complete tan Eastern Kingdom army, you will

need to combine the units in this expansion with the tan units from Expansion #1

• To assemble a complete gray Roman army, you will need to combine the gray units in the basic game with the gray units from Expansion #3

• To assemble a complete red Roman army, you will need to combine the red units from Expansion #2 with the red units from Expansion #3

• To assemble a complete green Barbarian army, you will need to combine the green units in this expansion with the green units from Expansion #2

If you do not have all expansions, there may be battles where you must supplement one or both armies with units from unused armies.5. Choose each player’s side and sit by the board accordingly. Each scenario specifies which army is at the top or bottom of the battlefield.6. Shuffle the Command card deck thoroughly and deal Com-mand cards to each side per the selected scenario’s War Council notes. Keep your Command cards secret from the opposing player. Place the remainder of the deck face down, alongside

the battlefield, within easy reach of both players.7. Place the battle dice within reach of both players.8. Review any special rules or victory conditions that apply for the battle.9. The starting player, as indicated in the scenario’s War Council notes, begins play.

4. OBJECT OF THE GAMEThe object of the game is to be the first to capture a set number of Victory Banners (usually 5 to 8), depending on the selected battle scenario’s victory conditions.

A Victory Banner is gained for each enemy leader or enemy unit entirely eliminated from the battlefield. When the last block of a unit or a leader block is eliminated, collect one Victory Banner. In some scenarios, additional Victory Banners may be gained by capturing certain terrain hexes or other battlefield objectives.

5. GAME-TURN(Sequence of Play)The War Council notes state which player goes first. Players then alternate taking turns, until one of the players reaches the number of Victory Banners indicated in the scenario’s victory conditions.

During your turn, follow the sequence shown below: 1. Play a Command card 2. Order units and leaders 3. Move 4. Battle 5. Draw a new Command card

6. NEW UNIT TYPES AND BLOCKSHeavy Cataphract CavalryHeavy Cataphract Cavalry is a mounted unit that is identical to a heavy cavalry unit except that it may ignore 1 sword hit.

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Cataphract CamelCataphract Camel is a mounted unit that is iden-tical to a camel unit except that it may ignore 1 sword hit.

Rectangular Wagon BlocksWagon blocks are black and have a Baggage Wagon on one side and a Wagon Laager on the other side.

Baggage WagonA Baggage Wagon is similar to a leader. Both are not units, but both may be ordered by spe-cific cards. A Baggage wagon cannot be ordered by an I Am Spartacus card.

When Baggage Wagon Rule is in effect:

• A Baggage Wagon is a single block, laid down in a hex with the Baggage Wagon side face up.

Movement:• A Baggage Wagon may be ordered and move up to 2 hexes as

part of the play of a Section card or an Order Mounted troop card.

• When ordered as part of a Mounted Charge card, it can move up to 3 hexes.

• Normal terrain movement restrictions for Mounted units apply.

• A Baggage Wagon may not move onto a hex with a unit or unattached leader and may not move if a unit or unattached leader occupies its hex.

• Any unit or leader moving onto a hex with a Baggage Wagon must stop and may not move any further on that turn. Exception: if a Baggage Wagon occupies a Fortified Camp Hex, no unit or leader may enter the hex.

Battle:• A Baggage Wagon may not battle.• A unit on a hex with a Baggage Wagon rolls one fewer battle

dice than usual when it battles.

Line of Sight: A Baggage Wagon will block line of sight.

Special: An enemy Baggage Wagon may be destroyed at the start of the player’s turn, before a Command card is played, when your unit occupies a hex with an enemy Baggage Wagon and no enemy units are in an adjacent hex. The Wagon block is removed and you collect a Victory Banner for destroying the Baggage Wagon. The Victory Banner cannot be lost.

Wagon LaagerA Wagon Laager is similar to a leader in that both are not units.When Wagon Laager Rule is in effect:• A Wagon Laager is a single block laid down

in a hex with the Wagon Laager side face up.

Movement:• A Wagon Laager may not be ordered or moved.• Any unit or leader moving onto a hex with a Wagon Laager

must stop and may not move any further on that turn.• Any unit or leader that leaves a hex with a Wagon Laager

may only move onto an adjacent hex regardless of its normal movement allowance.

Battle:• A Wagon Laager may not battle, but units on a hex with a

Wagon Laager may battle. • Close Combat: A foot unit on a hex with a friendly Wagon

Laager rolls its normal number of battle dice, and may disregard one sword symbol and flag rolled against the unit.

• Ranged Combat: A foot unit on a hex with a friendly Wagon laager may disregard one flag rolled against the unit.

• A Wagon Laager offers friendly foot units protection against attacks from all sides.

Note: All mounted units receive no Close Combat, Ranged Combat or protective benefit from a Wagon Laager.• Any unit on a hex with an enemy wagon laager rolls one fewer

battle dice than usual when it battles. In addition the unit may not disregard one sword symbol and flag rolled against it in Close Combat or one flag in Ranged Combat.

Line of Sight• A Wagon Laager will block line of sight.

Special: An enemy Wagon Laager may be destroyed at the start of the player’s turn, before a Command card is played, when your unit occupies a hex with Wagon Laager and no enemy units are in an adjacent hex. The Wagon Laager block is removed and you collect a Victory Banner for destroying the Wagon Laager. The Victory Banner cannot be lost.

7. New Game Mechanics Special Unit BlocksThis expansion uses the concept of “special units,” first introduced in the Greek and Eastern Kingdoms Expansion. When special units are present in a battle, they will be labeled on the battlefield and the scenario instructions will specify that a special unit block will be placed in each special unit’s hex. The special rules will provide increased abilities for each special unit.

The special unit block moves with the unit. It does not count as a block that can be removed to satisfy losses. This block is not transferable to any other unit. If the special unit is eliminated, this block is removed from the map along with the last block of the unit.

Praetorian GuardThe Praetorian Guard is a special unit. Place a special unit block in the same hex as the Praetorian Guard unit to distinguish it from the other units. The Praetorian Guard will score a hit for each

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leader symbol rolled in close combat. The Praetorian Guard may ignore one flag. These special abilities are retained until the last block of the unit is removed from the battlefield.

Caltrops RuleWhen the Caltrops rule is in effect, a light foot unit (light infantry, light bow infantry and light sling infantry) that announces it is evading an attack from a mounted enemy will strew the ground with caltrops (spiked balls). When the mounted unit is rolling its attack dice against the evading unit, each sword rolled will score one hit on the attacking mounted unit. Other evade rules remain the same. Block losses for both units are removed simultaneously. Any swords rolled are converted into mounted unit block losses and any green circles are converted into block losses for the evading unit (Fortunes of war – sometimes the infantry is ridden down; sometimes both sides take losses; sometimes the caltrops wreak havoc before the horsemen ever reach the infantry). If a leader is attached to a mounted unit losing one or more blocks to Caltrops, perform the standard Leader casualty Check with two battle dice if the mounted unit has not lost its last block to Caltrops, or one battle die if Caltrop losses eliminate the mounted unit. The evading unit must still complete its evade even if the attacking mounted unit is eliminated.

Para Bellum Extended Battle System (Prepare for War)When Para Bellum is in effect, players fight a number of battles as a game series. Each player takes the same side in each battle in the series. After each battle, record the number of victory banners gained by each side. When all the battles in the game series are completed, total the number of Victory Banners gained by each side to determine a victor.We suggest that Nisibis 217 AD be played as a Para Bellum game series. Historically, Nisibis was a 3-day engagement fought in the summer of 217 AD between the Parthian and Roman Empires. Each day both armies would march out and deploy for battle very much like they had on the previous day. To play the Nisibis scenario in Para Bellum fashion, play the same scenario three times, using the same battle map set up for each day. Victory will be determined after playing all three days—remember, do not change sides. On Day-1 the victory goes to the player to win 4 banners; on Day-2 victory goes to the first player to win 5 banners. On Day-3 victory goes to the first player to win 7 banners. After each battle, record the number of victory banners gained by each side. When all three battles are completed, total the number of Victory Banners gained by each side in all three battles. To achieve a decisive Victory, your side must win by a total of 3 or more banners.Another key element in a Para Bellum game series is that unit losses in one battle can affect the next fight. After each battle, both sides will attempt to rally any units that perished in the fighting. It is therefore very important that players keep track of the units that are lost by keeping the last block of an eliminated unit separate from other blocks that are lost. For the Nisibis Para Bellum game series, we suggest that the last block of each unit lost be set on the Nisibis scenario battle map in the book.

At the end of the first day of battle, and again after a second day of fighting, both sides attempt to rally any units that were lost. Roll three dice for each block your side has on the map. If a unit type matching the block unit type, or a leader symbol is rolled, the unit is rallied and the block is removed from the Nisibis scenario battle map (which means that unit may be deployed in the upcoming battle).

Note, a lost leader does not need to be rallied and will always return to fight in the next battle. When the block does not rally, the block should remain on the Nisibis scenario battle map in the book. Units not rallied for one battle are still eligible to be rallied for subsequent battles.

When the next battle in the series is set up, the player that moves first will set up his units first but must leave out one full strength unit type on his set up for each block of that type that was not rallied and is still on the Nisibis scenario battle map. The player that goes second then sets up and must leave out one unit type for each block that was not rallied. Players have a choice about which unit (of the particular type) is to be left out of the game, each player decides for his own army.

Example: The Roman player sets up for day two of Nisibus. His army set-up has five medium infantry units, but he has one medium infantry block unrallied on the scenario battle map in the book. He may only set up four medium infantry units, but may choose which four units get placed.

Another Para Bellum game seriesThe three battles fought between the Alemanni and Romans in 217 AD (Placentia, Fano and Pavia) can also be fought as a Para Bellum game series.

8. Special rulesMarian Legions RuleWhen the Marian Legions Rule is in effect, all Roman Heavy infantry and Roman Medium infantry units are armed with pilum and sword. These units are considered both close combat and missile weapon capable units and must follow the rules for Ranged Combat when utilizing the Range Combat capability. A Marian Legion unit has a range of two hexes and will roll 1 battle die when it holds or moves only one hex. As with other missile weapon capable units, a Marian Legion unit may not perform both Ranged and Close Combat in the same turn.Before Marius’ reforms the maniple had been the legion’s tac-tical unit. Now it was the cohort—ten to each Marian legion. He abolished the old classes of velites, hastate, principes and triarii. All Marian legionnaires were equipped and organized in a standard way. Each soldier was armed with the pilum—an iron headed javelin 6 feet 9 inches long, a short sword, and a coat of armor. Marius also hired soldiers from the proletariat, creating a professional army, rather than the earlier militia-based force. Finally, Marius abolished the distinction between Roman and al-

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lied Italian soldiers, incorporating all into his new legions. Each legion became a standing organization, with its own numeric designation and an eagle as its sacred standard.

Julian Legions RuleWhen the Julian Legions Rule is in effect, all Roman Heavy infantry units and Roman Medium infantry units have capabili-ties identical to the Marian Legion units, but with one added ability:• Julian Legion Medium and Heavy infantry units may move one

hex and close combat normally, or move two hexes and forego close combat (note: if ordered by a Doubletime card, these units still move two hexes, but may now close combat).

By the time Caesar was appointed proconsul for Gaul, the legion’s training and battle experience had made it the most agile and effective fighting formation in the known world (when commanded competently). The number of veteran legions had also steadily increased. The numerous Heavy Roman foot units depicted in battles here are equipped no differently than their Medium Roman foot counterparts—they simply have the combat experience to be more effective in battle. The veteran legions played a prominent role on the battlefield and were extremely loyal to their commanders.

Imperial Legions RuleWhen the Imperial Legions Rule is in effect, all Roman Heavy infantry and Roman Medium infantry units are armed with pilum and sword. These units are considered both close combat and missile weapon capable units and must follow the rules for Ranged Combat when utilizing the Range Combat capability. An Imperial Legion unit has a range of two hexes and will roll 1 battle die when it holds or moves one hex. As with other missile weapon capable units, an Imperial Legion unit may not perform both Ranged and Close Combat in the same turn. In game terms, the Imperial Medium and Heavy infantry units have regressed to where their capabilities are similar to the older Marian legions.From the earliest days of the Roman Empire its military system was unmatched. Yet the sheer size of the Empire began to place a strain on its military system and by the 3rd century many of the soldiers in its frontier field force were mostly Romanized barbarians, or conscripts pressed into service to meet multiply-ing threats. A lack of training and military discipline led to a decline in the “esprit de corps” of the Legion and the decline of the Roman professional army.

9. New Terrain TilesBridge These rules are used for all bridges, including pontoon.Movement: No movement restrictions.Battle: • A unit may battle on the turn it enters a bridge

hex. A unit on a bridge hex battling out will roll a maximum of

two battle dice in Close Combat or one battle die in Ranged Combat. A unit on a bridge hex may still make a Momentum Advance after a successful close combat. A foot unit defending on a bridge hex may ignore one flag rolled against it.

• When battling an enemy unit on a bridge hex, a maximum of two battle dice are rolled in Close Combat. Ranged Combat is unaffected.

• A Command card that adds additional dice in battle will modify the number of battle dice maximum that may be rolled.

Line of Sight: A bridge hex does not block line of sight.

Fordable RiverMovement: A unit must stop when it enters a fordable river hex.

Battle: A unit may battle on the turn it enters a fordable river hex. • When battling an enemy unit on a fordable river hex, a maxi-

mum of 2 battle dice are rolled in Close Combat.• A unit on a fordable river hex battling out will roll a maximum

of 2 battle dice in Close Combat, and 1 die in Range Combat. A unit that moves onto or starts on a fordable river hex may make a Momentum Advance after a successful Close Combat.

• A Command card that adds additional dice in battle will modify the number of battle dice maximum that may be rolled.

Line of Sight: A fordable river hex does not block line of sight.

CREDITSCREATION AND DEVELOPMENT: Richard BorgDEVELOPMENT: Pat Kurivial, Roy GriderRESEARCH AND TECHNICAL ASSISTANCE: Dan Fournie ART DIRECTOR: Rodger MacGowanBOX ART AND PACKAGE DESIGN: Rodger MacGowanSTICKER ART : Rodger MacGowan, Mike Lemick and Mark SimonitchMAP AND RULES LAYOUT: Mark SimonitchRULES EDITOR: Kevin DukePRODUCTION COORDINATION: Tony CurtisPRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis, Gene Billingsley and Mark Simonitch

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TIGRANOCERTA - 69 BC

Historical BackgroundMithridates VI of Pontus challenged Rome for control of Asia Minor and Greece while the Romans were distracted in the Italian War. Although Rome defeated Mithridates in the First and Second Mithridatic Wars, he was allowed to maintain his kingdom in Pontus. A Third Mithridatic War began in 73 BC, and Mithridates suffered a major defeat at Cabira the following year. Mithridates fled to the court of his son-in-law, King Tigranes the Great of Armenia, who refused a Roman demand to surrender him. The Roman Proconsul, Lucius Licinius Lucullus, invaded Armenia with two Roman legions, defeating a small cavalry force and investing the capital city of Ti-granocerta. Meanwhile, Tigranes raised a large force of Armenians and allies in Taurus.

As Tigranes’ army approached to lift the siege, Lucullus split his force, leaving enough strength to maintain the siege and deploying the rest of his army along a deep river to block the advancing Arme-nians. Tigranes deployed opposite the Romans, confident of an easy victory, but argued with Mithridates about the plan of action. Lucul-lus led a column out of sight of the Armenian army, crossed at a bend in the river, and gained Tigranes’ right flank. Seeing the opportunity, Lucullus personally led the Roman charge down the hill against a force composed of both light horse and cataphracts. Tigranes tried to adjust his battle line but it was too late. The cavalry was either destroyed or driven off and the Armenian baggage train captured. The city of Tigranocerta fell to the Romans, but Tigranes and Mithridates fled with the rest of the army and continued to resist.

The stage is set. The battle lines are drawn and you are in command. Can you change history?

War CouncilArmenian Army (Use Eastern Kingdom blocks)• Leader: King Tigranes the Great • 4 Command CardsRoman Army (Use Red Roman blocks)• Leader: Lucius Licinius Lucullus• 6 Command Cards• Move First

Victory6 Banners

Special Rules• Baggage Wagon rule is in effect.

• Marian Legions rule is in effect.

• The river is impassable.

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Carrhae – 53 BC

Historical BackgroundAlong with Pompey and Julius Caesar, Marcus Licinius Crassus formed the secret “Triumvirate” which all but controlled Rome. Reputedly the richest man in Rome, Crassus lacked any great mili-tary achievement to compare with Caesar’s conquest of Gaul and Pompey’s many exploits. An ambitious man, Crassus saw the con-quest of the Parthian Empire as his opportunity to match or surpass his colleagues in glory. Crassus arrived in Syria with seven legions and 4000 cavalry and marched directly through the desert towards the Parthian heartland. Shortly after crossing the Euphrates, his army was surprised near Carrhae by the Parthian general Surena and a cavalry force made up of horse archers and cataphracts. Crassus formed his men into an open square, but Surena made no effort to close, content to harass the Romans with a hail of arrows.

Crassus and his officers believed they had only to hold out until the horse archers expended the small number of shafts they could carry with them. However, Surena had brought along a camel train with a huge re-supply of arrows. Crassus sent his son Publius forward with the Roman cavalry to pin down the horse archers but the Parthians fell back. Publius rashly pursued too far and Surena annihilated his force. Publius’ head was carried back to the Romans upon a spear to taunt his father. This broke the spirit of Crassus and the Roman soldiers, throats cracking with thirst, were overwhelmed. Crassus withdrew with a mere 500 survivors westward when the Parthians retired for the night. During negotiations following the fight, Crassus was treacherously captured. Surena had heard that the Roman com-

mander thirsted for wealth, so he had Crassus executed by pouring molten gold down his throat. Most of the legionary eagles were captured by the Parthians, a disgrace that would rankle the Romans for years to come.

The stage is set. The battle lines are drawn and you are in command. Can you change history?

War CouncilParthian Army (Use Eastern Kingdom blocks)• Leader: General Surena • 6 Command Cards• Move First

Roman Army (Use Red Roman blocks)• Leader: Marcus Licinius Crassus• 4 Command Cards

Victory7 Banners

Special RulesMarian Legions rule is in effect. Heat and thirst had reduced the mobility of the Julian legions in Crassus’ army, hence the more restricted mobility of the Marian Legions rule for this scenario.

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Philippi: I - 42 BC

Historical BackgroundCaesar’s assassination plunged the Roman world into chaos and civil war. On one side was the Second Triumvirate of Mark Anthony, Aemilius Lepidus, and Octavian, Caesar’s nephew, which aimed to avenge Caesar’s murder. Opposing them were the assassins Marcus Brutus and Gaius Cassius, who sought to re-establish the Republic. The Republicans levied a large army in the east and set up camp near Philippi in Macedonia. With ample supplies, the fortified Republican position between two hills and a marsh seemed impregnable. When Mark Antony and Octavian arrived with their large veteran army, they camped a short distance from the Republicans’ fortified position. Beset with supply problems, Antony constructed a causeway through the marsh and only then attacked. Capturing the high ground forced Cassius to weaken his front. Brutus marched out to take Antony in the flank, and Octavian in turn marched forward to engage Brutus’ forces. Brutus’ Republican legions defeated Octavian’s forces and captured his camp. Meanwhile, Cassius lost his camp to Antony’s outflanking force. Falsely believing Brutus had also been defeated, Cassius committed suicide. The battle ended with both sides overextended and each returned to their original lines to wait for another day to decide who would win.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilRepublican Army (Use Gray Roman blocks)• Leaders: Cassius & Brutus• 5 Command Cards

Triumvirate Army (Use Red Roman blocks)• Leaders: Antony & Octavian• 5 Command Cards• Move First

Victory8 Banners

Special Rules• When a unit occupies an enemy camp hex at the start of the

owning player’s turn, remove the camp terrain tile hex and collect one Victory Banner.

• Julian Legions rule is in effect for both armies.• The three hills on the right are impassable.We suggest players add several terrain tiles under these three hills. Making them “taller” helps emphasize that they are im-passable, where other hill hexes are not.

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Philippi: II - 42 BC

Historical BackgroundAfter the first battle of Philippi, a fleet bringing supplies to Anthony and Octavian’s army was destroyed and supplies for the Triumvirate legions began running out. Brutus was content to watch the army of Antony and Octavian starve. However, the Republican legionnaires wanted to fight and Brutus tried and failed to convince his troops to wait. Brutus, a poorer general than Cassius, gave in when his men became restless and lined up for battle.

Brutus, commanding the right wing of his army, drove the enemy’s left under Antony back, with the help of the more nu-merous Republican cavalry. The Republican center and left wing had to extend to avoid being outflanked. Octavian attacked and the Republican center quickly gave ground and eventually broke. The victorious Octavian then turned and took Brutus in the flank. Brutus fled and later killed himself. The Triumvirs had won this round of the civil war, but would later turn against each other.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilRepublican Army (Use Gray Roman blocks)• Leader: Brutus• 5 Command Cards• Move First

Triumvirate Army (Use Red Roman blocks)• Leader: Antony & Octavian• 5 Command Cards

Victory7 Banners

Special Rules• When a unit occupies an enemy camp hex at the start of the

owning player’s turn, remove the camp terrain tile hex and collect one Victory Banner.

• Julian Legions rule is in effect for both armies.• The hills in the center are impassable.

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Cilician Gates - 39 BC

Historical BackgroundAfter his victory at Philippi, Mark Antony was intent on waging war against the Parthians and avenging the defeat at Carrhae. Anthony sent Pubulius Ventidius Baussus ahead to pave the way. Ventidius was one of the most successful Roman generals who fought the Parthians. His use of ranged weapon troops and terrain to combat the Parthian cavalry gave him several victories.

Ventidius marched into Syria and encountered Quintus Labienus, a renegade Republican officer who had served under Brutus and then joined the Parthians. Ventidius gave chase, tracking Labienus down at the Cilician Gates, the main pass through the Taurus Mountains that separated Cilicia from Anatolia. Ventidius made camp on the heights while Labienus, expecting Parthian reinforcements, camped a short distance from the away. The Parthian cavalry under Pacorus soon arrived. Utterly fearless of the Romans, the Parthian horsemen did not wait to join Labienus but instead directly charged the heights. The Roman force, well supplied with missile troops and benefitted from the terrain, repulsed the attack and drove off the Parthians. The surviving Parthians fled to the Labienus’ camp. Labienus avoided the fight and managed to escape again after dark. The way was now clear for Antony to invade Mesopotamia.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilParthian Army (Use Tan Eastern Kingdom blocks)• Leader: Pacorus• 5 Command Cards• Move First

Roman Army (Use Red Roman blocks)• Leader: Pubulius Ventidius Baussus• 6 Command Cards

Victory6 Banners

Special Rules• When a unit occupies an enemy camp hex at the start of the

owning player’s turn, remove the camp terrain tile hex and collect one Victory Banner.

• Julian Legions rule is in effect for the Romans.

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Antony’s Siege Train – 36 BC

Historical BackgroundFresh from his dalliance with Cleopatra, Antony set out to con-quer the Parthian empire, following a battle plan he discussed years before with Caesar. Avoiding Crassus’ mistake of striking directly through Mesopotamia, Antony took his massive army north through Armenia. Always impetuous, Anthony refused to wait for his baggage wagons and siege equipment and marched with his main army to Phraaspa, the Royal City of Media, leav-ing Oppius Statianus in charge of the siege train with a fairly large security force. When king Phraates heard about Antony’s folly, he led a strong force of cavalry to attack the wagon train. Phraates’ cavalry quickly surrounded the wagons, killed the guards, and destroyed all the equipment. Antony could not capture Phraaspa without his siege equipment. Despite winning a few minor skirmishes, Anthony was forced to withdraw from Media in the winter, suffering extremely heavy losses to both Parthian attacks and the harsh weather.

The stage is set. The battle lines are drawn and you are in command. Can you change history?

War CouncilParthian Army (Use Eastern Kingdom blocks)• Leader: Phraates IV• 5 Command Cards• Move First

Roman Army (Use Red Roman blocks)• Leader: Oppius Statianus• 5 Command Cards

Victory6 Banners

Special Rules• Baggage Wagon rule is in effect.• The Roman player will collect one Victory Banner for each wagon

that moves off any hex on the right side of the battlefield.• Julian Legions rule is in effect for the Romans

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MEDWAY – 43 AD

Historical BackgroundIn 43 AD, Aulus Plautius led an expedition of four legions to Britain. His army advanced with only minor skirmishing as far as Rutupiae on the coast of Kent. Late in the season, Roman scouts finally found the enemy camped on the northern bank of the River Medway. Togodumnus and Caratacus, the command-ers of the Briton tribes, believed the river would halt the Roman advance. They were taken by surprise when a force of specially trained auxiliaries (described as “Celtic” in one account) swam the river and attacked the British charioteers. The Britons, while preoccupied with the auxiliaries, were again surprised when Legion II Augusta, under Vespasian suddenly crossed the river (probably using a pontoon bridge) and established a second bridgehead. The remaining legions began crossing to reinforce Legion II Augusta.During the night, the Britons turned all their strength on the legions, knowing they were the bigger threat. The Briton assault penetrated the Roman lines, putting the bridgehead in great dan-ger. Just then, Hosidius Geta led a legion that had just crossed the river in daring counter attack. Geta’s force broke through the enemy’s line and saved the bridgehead (which earned him a “triumph,” very unusual for someone not a consul). The defeated Britons disengaged and withdrew back to the Thames.The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilBritons (Use Barbarian blocks)• Leaders: Togodumnus and Caratacus• 4 Command Cards

Roman Army (Use Red Roman blocks)• Leader: Aulus Plautius• 6 Command CardsSee Special Rules for which side moves first

Victory6 Banners

Special Rules• Julian Legions rule is in effect for the Romans.• To determine which side will move first, both players will roll

dice equal to their command. The player that rolls the most Leader symbols will move first. If a tie results, roll again.

• The river is only fordable by light foot units. Other troops treat it as impassable terrain for movement and in retreat.

• Use standard Bridge rules for the pontoon bridge.

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Boudica’s Revolt – “Watling Street” - 61 AD

Historical BackgroundWhile many of the tribes of Britain resisted Rome until they were conquered and crushed, a few tribes, like the Iceni, formed pacts with the Romans to remain semi-independent. The Iceni client-king Prasutagus died while the Roman governor, Gaius Suetonius Paulinus, was campaigning in what is now northern Wales. In Suetonius’ absence, the procurator, Catus Decianus, took advantage of these to events seize lands, recall loans, and generally revoke all the advantages the clients had obtained from Claudius. When Prasutagus’ widow, Boudica, complained, she was flogged and her young daughters raped in front of her. Instead of suppressing dissent these barbarous acts fanned the fires of revolt. The Iceni, Trinovantes, and others rose up, sacking the legion colony of Camulodunum, defeating several small Roman forces, burning Londinium and Verulamium (St. Albans), and killing as many as 70,000 people.Suetonius summoned reinforcements from all over Britain until he was strong enough to fight on a carefully selected defensive position offering a narrow front that would minimize the enemy numbers. Flushed with success, Boudica’s Celtic host may have numbered as many as 50,000 fighting men, followed by their families and baggage wagons loaded with plunder. She deployed these wagons at the rear of her army. The men would fight all the harder knowing that their families were watching and would be in grave danger if the Romans triumphed. The Britons launched

a massive frontal attack. Suetonius held his forces in place. As the charging Britons neared the Roman line, they were staggered and stopped by a storm of pila. Only then did the Romans at-tack the confused Britons, driving them back onto their wagons and cutting them down by the thousands. Boudica managed to escape, but later committed suicide rather than be captured. The exact location of the battle is uncertain, but most commonly held to have taken place at what the Anglo-Saxons called “Watling Street,” hence the anachronistic name.The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilBritons (Green blocks)• Leader: Boudica• 4 Command Cards• Move First

Victory8 Banners

Special Rules• Julian Legions rule is in effect for the Romans.• Treat the Wagon Laager blocks as impassable terrain (occupied

by women and children).

Roman Army (Red blocks)• Leader: Gaius Suetonius

Paulinus• 6 Command Cards

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First Battle of Bedriacum - 69 AD

Historical BackgroundThe “year of four emperors” (68-69 AD) began when Nero, the last member of the Julio-Claudian dynasty, committed suicide to avoid execution. Servius Sulpicius Galba, governor of Hispania, was pro-claimed emperor, but did last long, for Marcus Salvius Otho, with the support of the Praetorian Guard, murdered Galba and became the second emperor. Meanwhile, the governor of Germany, Aulus Vitellius, also claimed the throne and marched on Rome with his veteran legions and a strong force of Batavian auxiliaries. Otho left Rome with the Praetorian Guard, nearly three loyal legions and a force of gladiators to meet the challenge.

After making camp near Brixellum, Otho decided to call his brother Titianus from Rome to act as his field commander for the upcoming battle. Gaius Suetonius Paulinus, who had defeated Boudica some eight years prior, advised Titianus to wait for reinforcements, but Titianus ignored the advice and led the army out to fight at once. The two Roman armies met at Bedriacum, near Cremona, and heavy fighting took place as legionary eagles were captured and recaptured. Otho’s army eventually gave way when the large force of Batavian auxiliaries took them in the flank. The Othonian troops fled back to their camp and the next day took an oath of allegiance to Vitellius, while Otho committed suicide. Vitellius now became the third of the four emperors in this fateful year, but his reign would not last till the end of the year. Titus Flavius Vespasian, with the support of the eastern and Danubian legions, seized the throne and finally established stable rule.

The stage is set. The battle lines are drawn and you are in command. Can you change history?

War CouncilVitellian Army (Use Gray Roman blocks)• Leader: Aulus Vitellius• 6 Command Cards

Othonian Army (Use Red Roman blocks)• Leader: Titianus• 5 Command Cards• Move First

Victory5 Banners

Special Rules• Julian Legions rule is in effect for both armies.

• Praetorian Guard is a special unit. Place a special unit block in the same hex as the Praetorian Guard unit to distinguish it from the other units. The Praetorian Guard will score a hit for each leader symbol rolled in close combat and it may ignore one flag.

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Mons Graupius - 84 AD

Historical BackgroundAfter years of campaigns in northern Britain, Gnaeus Julius Agri-cola subdued all the tribes except the fierce Caledonians. Agricola maneuvered to bring the Caledonians to open battle. Determined to restore the security of his Highland home, the Caledonian chief, Calgacus, gathered a strong force of about 30,000 and awaited and the Romans at Mons Graupius. Calgacus occupied the high ground with his main force and posted a line of chariots on level ground to their front. The Roman army was of roughly equal size. Agricola deployed his auxiliary infantry and cavalry in the main battle line and held his legions in reserve.

The battle opened with Agricola’s cavalry charge against the barbar-ian chariots while the infantry moved forward and engaged in an exchange of missiles with the enemy. When the charioteers began to give ground, the Roman auxiliary infantry closed to hand-to-hand combat, which drove the enemy line back. A desperate attempt to outflank the Roman line was turned back by another cavalry charge. The outcome was considered remarkable because solely auxiliary forces had achieved the victory. Following the battle, Agricola pro-claimed that all tribes in Britain had been conquered.

The stage is set. The battle lines are drawn and you are in command. The rest is history.

War CouncilBritons (Use Barbarian blocks)• Leader: Calgacus• 4 Command CardsRoman Army (Use Red Roman blocks)• Leader: Gnaeus Julius Agricola• 6 Command Cards• Move First

Victory6 Banners

Special Rules• Julian Legions rule is in effect for the Romans.• Roman Reserve Force: By playing a “Leadership any Section”

or “Inspired Leadership Center” Command card, the Roman player card may bring the Roman reserve force onto the center section of the battlefield. Place the three units and a leader with one of the units on any unoccupied Roman baseline hexes in the center section. Units may battle this turn but may not move.

The reserve force requires a 4th Leader. Use the Julius Caesar block as one of the Roman leaders, but it functions as a normal leader—no special abilities. If the Roman player enters the reserve Force, he must take seven banners to win. The Briton player still needs to take only six banners.

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Issus - 194 AD

Historical BackgroundThe Roman Empire lacked an accepted institutional system of succession whenever an emperor died. This typically led to mul-tiple claimants to the throne and civil war. So, when the erratic and eccentric emperor Commodus was murdered in 193 AD, it ushered in just such a period, sometimes called the “Year of the Five Emperors.” Pertinax was proclaimed emperor but, after a reign of only 83 days, he was murdered by his own Praetorian guards. The Praetorians auctioned the throne off to a rich senator, Julianius Didianus. Meanwhile three field commanders claimed the throne—Septimus Severus in Pannonia, Pescennius Niger in Syria, and Clodius Albinus in Britain. Septimus Severus reached Rome first with his veteran legions, executed Didianus, and punished the treacherous Prateorian guards. Before marching to face Niger in the east, Severus convinced Albinus that he could be his co-ruler and heir.

Severus met Niger’s forces in Syria, near the River Issus in 194 AD. Having a numerical advantage, Serverus attacked frontally while sending the bulk of his cavalry around a large wood on his left to outflank the enemy’s battle line. The initial frontal assault failed to break Niger’s line but Severus’ cavalry, after overpow-ering Niger’s cavalry on the left, broke through onto the enemy infantry. Niger’s army was now trapped between Serverus’ two forces and it was destroyed. Niger was killed while attempting

to escape to Parthia. Severus would still have to face Albinus to consolidate his rule.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilNiger’s Army (Use Gray Roman blocks)• Leader: Pescennius Niger• 5 Command CardsSeverus’s Army (Use Red Roman blocks)• Leader: Septimus Severus • 6 Command Cards• Move First

Victory7 Banners

Special Rules• Julian Legions rule is in effect for both armies.

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Lugdunum - 197 AD

Historical BackgroundThe civil war that began with the “year of the five emperors” continued. Septimus Severus, after defeating Pescennius Niger at Issus (194), now turned on his other rival, Clodius Albinus, governor of Britain. Albinus took his legions east and added the forces of Novius Rufus, governor of Hispania. He set up camp near Lugdunum, in Gaul. Albinus attempted to invade Italy through the Alpine passes, but Severus prevented the move by garrisoning the passes. Albinus returned to Lugdunum. Severus followed with an army of about the same size as Albinus.

The details of the battle are somewhat vague but it was a long and bloody fight. It seems that Severus’ left was disordered when it encountered rough ground and the troops sent to support them were driven back. On Severus’s right the Albinus’s troops broke and were pursued back to their camp, which was taken and looted. In the center, the tide shifted many times. Finally the battle swung decisively in Severus’s favor as his cavalry advantage proved itself. Albinus attempted to escape but was caught and then beheaded. Severus went on to rule as emperor for nearly two decades.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilAlbinus’s Army (Use Gray Roman blocks)• Leader: Clodius Albinus• 5 Command CardsSeverus’s Army (Use Red Roman blocks)• Leader: Septimus Severus • 6 Command Cards• Move First

Victory9 Banners

Special Rules• When a Severus unit occupies an Albinus camp hex at the start

of the turn, remove the camp terrain tile hex and collect one Victory Banner.

• Julian Legions rule is in effect for both armies.• Praetorian Guard is a special unit. Place a special unit block

in the same hex as the Praetorian Guard unit to distinguish it from the other units. The Praetorian Guard will score a hit for each leader symbol rolled in close combat and it may ignore one flag.

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Nisibis - 217 AD

Historical BackgroundFor centuries, Rome and Parthia contended for dominance in the Middle East. Nisibis 217 AD was a three-day battle with the Romans led by their new emperor Marcus Opellius Macrinus against the Great King of Parthia, Artabanus IV. On the first day, the battle began when conflict arose among the soldiers for possession of a watering place. Macrinus deployed his Romans in their typical formation, infantry in the center and cavalry at the wings. The formation also had gaps in the line to allow the light infantry to skirmish forward and withdraw to safety when necessary. The Parthian army was strong in cavalry and horse archers, and at sunrise the cavalry charged firing volleys of arrows while the cataphract cavalry and cataphract camels attempted to close with the Roman line. But, when the Roman light infantry evaded, they strew the ground with caltrops (spiked balls) and the pursuers found themselves in a difficult situation. After sev-eral such assaults and night drawing near, both armies retired to their camps. The second day was a repeat of the first day, with skirmishing from morning to night but again no clear advantage to either side. On day three, the Parthian army attempted to use their greater numbers to surround the Romans. The Romans suc-ceeded in extending their line using the light cavalry and light troops to protect their flanks. By the end of the third day, both armies had suffered severely and were exhausted. Under these circumstances, Macrinus opened negotiations with Artabanus and bought peace with some territorial concessions.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilParthian Army (Use Eastern Kingdom blocks)• Leader: Artabanus IV• 5 Command Cards• Move FirstRoman Army (Use Red Roman blocks)• Leader: Marcus Opellius Macrinus• 5 Command Cards

VictoryFor Para Bellum: Day 1: 4 Banners; Day 2: 5 Banners; Day 3: 7 BannersFor One Day Battle: 8 Banners

Special Rules• When a unit occupies an enemy camp hex at the start of the

owning player’s turn, remove the camp terrain tile and collect one Victory Banner.

• We suggest that Nisibis 217 AD be played as a Para Bellum system game series.

• Julian Legions rule is in effect for the Romans.• Caltrops rule is in effect for Roman light foot units.

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Hormuz - 226 AD

Historical BackgroundAround 220 AD Ardashir I, a Persian vassal, considered the state of the Parthian Empire. Ardashir knew about dissensions in the Parthian royal house and reasoned that the losses which Artaba-nus had sustained in his battles with the Romans and against his brother Vologases had weakened Parthian military power. He decided the time was right to declare the independence of Persia. Artabanus did not take any immediate steps to respond, which allowed Ardashir’s rebellion to spread. Then Artabanus sent a provincial governor of Khuzestan to deal with the Persians, but Ardahsir defeated this expedition. Finally, Artabanus himself led the remnants of the royal Parthian army into Persia. This inva-sion resulted in three battles. The final and decisive battle took place in the plain of Hormuz, between the Rivers Bebahan and Shuster. The Parthian cavalry army faced a balanced Persian army of cavalry and infantry. Artabanus was slain in the battle and his army completely defeated. With Artabanus’ death, the Parthian Arsacid dynasty ended after ruling for 473 years. Ardashir’s victory established a new Persian dynasty, the Sassanids, who would rule for another four centuries.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilParthian Army (Use Eastern Kingdom blocks)• Leader: Artabanus IV• 5 Command Cards• Move FirstPersian Army (Use Purple Roman blocks)• Leader: Ardashir I• 6 Command Cards

Victory6 Banners

Special Rules• The rivers are impassable.

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CARTHAGE - 238 AD

Historical BackgroundIn 235 AD, the Roman army in Germany mutinied and mur-dered the last Severan emperor, Alexander Severus, after a reign of fourteen years. This led to another succession crisis and civil war. The legions in Germany acclaimed a professional soldier, Maximus Thrax, as the new emperor. Maximus’ harsh rule alienated the Senate and populace of Rome. Then in 238 AD, the aged governor of the province of Africa, Gordianus I, was acclaimed co-emperor with his son, Gordianus II, by rebel forces. The Roman Senate quickly switched its allegiance to Gordianus. The father and son hastily raised an army in Africa. Capelianus, the governor of Numidia, remained loyal to Emperor Maximius. He was in command of the only legion in the region at this time, the III Augusta. The two armies met near Carthage with Gordianus II leading his army of untrained troops against Capelianus’ veteran Legion III Augusta and other units. During the battle Gordianus II was killed and his army soundly defeated. Gordianus I committed suicide upon learning of his son’s death. Maximus benefited only briefly from his lieutenant’s victory, as the rebellion of the Roman senate continued. The Praetorian guards assassinated Maximus, and the grandson of Gordianus I was chosen by the Senate as the new emperor. Gordianus III would rule for seven years.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilCapelianus Army (Use Gray Roman blocks)• Leader: Capelianus• 5 Command CardsGordianus Army (Use Purple Roman blocks)• Leader: Gordianus II• 5 Command Cards• Move First

Victory5 Banners

Special Rules• Imperial Legions rule is in effect for both armies.

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Historical BackgroundAfter repeated incursions into Moesia and Dacia by the Goths under Cniva, the Roman Emperor Gaius Messius Quintus Decius (often called “Trajan Decius”) moved to confront the barbarian invaders. Accompanied by his son Herennius Etruscus and his general Trebonianus Gallus, Decius led a major military expedi-tion into the lower Danube, where he forced Cniva with his main army to abandon the siege of Nicopolis. Decius and the Romans pursued Cniva through difficult terrain and after a series of forced marches caught Cniva near Abritus. The Battle of Abrittus is also known as the Battle of Forum Terebronii.

Cniva had divided his forces prior to the battle, and even though the Romans easily defeated the enemy front line, when they pur-sued the retreating enemy into the swamps, Cniva’s concealed forces attacked. Cniva’s tactical maneuver proved to be very suc-cessful and the Romans were surprised and slaughtered. Decius’ son Herennius was killed early in the battle, but the emperor proclaimed that “the death of one soldier is not a great loss to the republic” and continued fighting. Decius himself was slain soon thereafter, gaining the distinction of being the first Roman emperor killed in battle against a foreign enemy.

After the battle, Trebonianus Gallus was acclaimed the new em-peror. With his army shattered, Gallus was forced to allow Cniva

to leave with his spoils and promised to pay tribute in order to keep the Goths from invading the empire again.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilGoths (Use Barbarian blocks)• Leader: Cniva• 5 Command CardsRoman Army (Use Purple Roman blocks)• Leader: Decius• 4 Command Cards• Move First

Victory6 Banners

Special Rules• Imperial Legions Rule is in effect for the Romans.

Abrittus - 251 AD

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Edessa - 259 AD

Historical BackgroundThe battle of Edessa was another round in the on-going Roman-Persian Wars. In 258, Shapur I, King of Sassanid Persia invaded Roman territory, overrunning Armenia and continuing into Syria. In order to stop his repeated plundering, In 259, Emperor Valerian led a Roman army (including the Praetorian Guard) into Syria. After some initial success in restoring the lost provinces, he met the main Persian army near Edessa, in Mesopotamia, commanded by King Shapur I.

The Roman army was strong in legionary infantry, while the Persian force had superior cavalry. However, the Persian army also fielded a number of war elephants. Shapur initiated the battle with a charge by his lumbering pachyderms into the center of the Roman line. Confusion and panic followed, for the Roman’s techniques to counter these beasts had been long forgotten. A massive Persian cavalry charge then forced the Romans to withdraw. Valerian and most of the army were surrounded and ultimately captured. The way was now clear for Shapur and his Persian host to sweep back through Syria and into Asia Minor.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilPersian Army (Use Eastern Kingdom blocks)• Leader: King Shapur I• 6 Command Cards• Move FirstRoman Army (Use Purple Roman blocks)• Leader: Emperor Valerian• 4 Command Cards

Victory6 Banners

Special Rules• Imperial Legions rule is in effect for the Roman army.• Praetorian Guard is a special unit. Place a special unit block

in the same hex as the Praetorian Guard unit to distinguish it from the other units. The Praetorian Guard will score a hit for each leader symbol rolled in close combat and it may ignore one flag.

• “Fright at First Sight”: Any Roman unit in close combat with an elephant unit may not ignore ANY flags rolled by the elephant unit, even if the unit has an attached leader or is supported by two adjacent friendly units (or is the Praetorian Guard).

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Naissus - 268 AD

Historical BackgroundThe Goths, a Germanic people, were migrating southward and crossed the Roman frontier in the province of Pannonia. The emperor Gallienus, fresh from his victory over another Germanic tribe, the Alemani, managed to check the Goth’s advance early in the year, but he could not expel the Goths, and they sacked several wealthy towns. that summer. Then Gallienus was mur-dered while on campaign against a pretender. The new emperor, Claudius II, led a second expedition against the Goths in the autumn of 268 AD with a more mobile army. His cavalry was commanded by the general Aurelian, who would later become the emperor.As both armies deployed for battle, the advance guard of the Goths was cut to pieces by the Roman light cavalry, which withdrew to the flanks as the Goths, who had the advantage in numbers, charged the Roman center. The Roman infantry held against the charge, with the help of Aurelian’s cavalry leader-ship. The Romans then advanced and drove what was left of the enemy’s center back to their wagon laager. After being repulsed several times, the Romans set up a siege. Eventually, the Goths surrendered and thousands were taken prisoner. The defeat at Naissus broke the war power of the Goths and secured Rome’s Danubian frontier for decades to come.The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilGoths (Use Barbarian blocks)• Leader: Not known• 5 Command CardsRoman Army (Use Purple Roman blocks)• Leader: Claudius II• 5 Command Cards• Move First

Victory7 Banners

Special Rules• Imperial Legions rule is in effect for the Romans.• Wagon Laager rule is in effect for the Barbarians.

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Placentia - 271 AD

Historical BackgroundAurelian became emperor in 270, and is remembered as one of the “soldier-emperors” who restored the empire after its near collapse. During his five-year reign, Aurelian re-united the empire after two-thirds of the provinces had broken away from central control. But first, Aurelian had to repulse a number of barbarian invasions. The most serious threat was posed by the Alemanni, a Germanic tribe that had made frequent incursions into Roman territory. In 271 AD, after Aurelian had moved sev-eral of the western legions east to fight the Vandals and Goths, the Alemanni broke through the frontier forces and invaded Italia. The Alemanni horde first sacked the city of Placentia in northern Italia. Emperor Aurelian, who was in Pannonia (near present day Hungary) with an army to control the Vandals, had to move quickly back to Italia. The Alamanni learned of Aurelian’s approach and set an ambush for the Roman Emperor. They achieved complete surprise and defeated the Romans. The Alemanni continued their advance towards the capital, which produced great fear and panic in Rome.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilAlemanni (Use Barbarian blocks)• Leader: Not Known• 6 Command Cards• Move FirstRoman Army (Use Purple Roman blocks)• Leader: Emperor Aurelian• 4 Command Cards

Victory5 Banners

Special Rules• Imperial Legions rule is in effect for the Romans.

• The river is only passable at the three river fords.

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Fano - 271 AD

Historical BackgroundAfter his serious defeat at the Battle of Placentia at the hands of the Alemanni, Emperor Aurelian rallied and re-grouped his troops and started in pursuit. The Alemanni were moving towards Rome, producing great fear in the city. Rome had grown beyond the old city walls and much of the city was completely exposed to enemy attack. Aurelian finally caught up to the rear of the Germanic horde and forced a fight near Fano. The Alamanni turned to fight just before crossing the Metaurus River which was their undoing. Pinned against the river, the Alemanni were unable to maneuver or give any ground. When the main Alemanni line broke, many of the tribal warriors were drowned as they attempted to retreat. The shattered remnants of the Alemmani now headed north, away from Rome, with Aurelian in hot pursuit.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilAlemanni (Use Barbarian blocks)• Leader: Not Known• 5 Command CardsRoman Army (Use Purple Roman blocks)• Leader: Emperor Aurelian• 5 Command Cards• Move First

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Special Rules• Imperial Legions rule is in effect for the Romans.• The river is not passable.

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Pavia - 271 AD

Historical BackgroundAfter the victory at Fano, Emperor Aurelian sent his troops in pursuit of the defeated Alemanni horde, which was racing back to its homeland. Aurelian had the mountain passes blocked and then proceeded to destroy almost the entire Alemanni army. Little is known about the tactical makeup of the battle, other than that the Alemmanni were trying to get away and were almost completely wiped out. The victory ended the invasion and the Roman people granted Aurelian the title Germanicus Maxiumus. But the near success of the Alemanni made Aurelian realize that Rome needed better defenses. This new, much larger set of walls encompassed all of the seven hills and became known as the “Aurelian Walls,” some of which can still be seen today.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilAlemanni (Use Barbarian blocks)• Leader: Not Known• 4 Command CardsRoman Army (Use Purple Roman blocks)• Leader: Emperor Aurelian• 6 Command Cards• Move First

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Special Rules• The Alemanni player will gain one Victory banner for each

full strength unit that escapes (exits) off the Alemanni side of the battlefield.

• Imperial Legions rule is in effect for the Romans.• All the hills are impassable. We recommend you place several terrain tiles underneath the hill tiles to emphasize the impassable nature of the hills.

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Command & Colors: Ancients ��

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Immae - 272 AD

Historical BackgroundThe Palmyrene Empire (260–273) consisted of the (former) eastern Roman provinces of Syria, Palestine, and large parts of Asia Minor. This breakaway kingdom was ruled by the famous Queen Zenobia and had won many victories over the Sassanids, while repelling the Romans at the same time. Queen Zenobia believed that she and her general Zabadas could take Egypt while the Romans were busy with the Germanic tribes of the north. In 272, Emperor Aurelian, fresh from his dramatic victory over the Alemanni, marched east to end the threat from Zenobia and restore the eastern provinces. After overrunning Syria, Aurelian met the main Palmyrene army at Immae, a short distance east of the city of Antioch. The Battle of Immae began with a Palmyrene cataphract cavalry charge led by Zabadas. After a short struggle, the lighter Roman cavalry formation fell back into a marshy area. Here, as planned, the Roman infantry was waiting to attack the now tired, disor-ganized cataphract cavalry, who routed and fled. Zenobia and her infantry made a stand on a series of hills until the Romans advanced and cut them apart. The queen and her general retreated to Antioch. After some additional campaigning, Aurelian cap-tured and sacked Palmyra, bringing an end to Zenobia’s empire and restoring the rule of Rome in the East. The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilPalmyrene Army (Use Eastern Kingdom blocks)• Leader: Zenobia and Zabadas• 5 Command Cards• Move FirstRoman Army (Use Purple Roman blocks)• Leader: Emperor Aurelian• 6 Command Cards

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Special Rules• Imperial Legions rule is in effect for the Roman army.• Caltrops Rule is in effect for Roman light foot units.

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Milvian Bridge - 312 AD

Historical BackgroundWhile emperor Diocletian’s “Tetrarchy” system of shared power maintained calm for 20 years, eventually rivalries took over again. In 306 Maxentius proclaimed himself emperor, setting off another confused civil war. He gained great power when F.V Septimus marched an army against him which defected before battle. In 312, Constantine decided to resolve the dispute with Maxentius (his brother-in-law!) for control of the Western Roman Empire. With an army drawn from his western provinces of Brit-ain, Gaul, and the Rhine, Constantine invaded Italy. He defeated Maxentius at Taurinorum, and expected Maxentius to hold out in Rome (as he had successfully done several times before) but instead he made a stand less than ten miles from Rome, in front of the Milvian Bridge crossing the Tiber River.Maxentius’ deployment was faulty, as his huge army was much too close to the Tiber River to allow room to maneuver. Although out-numbered, Constantine’s army attacked first and succeeded in pushing Maxentius’ forces back toward the river, with Constantine personally leading his Gallic cavalry forward. Seeing that the battle was going badly, Maxentius ordered his army to retreat and seek safety behind Rome’s strong walls, but the planned withdrawal degenerated into a rout as the retreat-ing troops bunched up at the Milvian Bridge. Even Maxentius could not cross at the bridge and drowned. Constantine marched into Rome after the victory and was declared the sole Western

Roman Augustus. Constantine later claimed a dream told him he would succeed “under this sign” (which various sources call the cross or the Chi-Rho sign) and this victory aided the rise of Christianity as Rome’s state religion.The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilConstantine’s Army (Red Roman blocks)• Leader: Constantine I• 6 Command Cards• Move First

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Special Rules• River hexes are impassable. Normal bridge rules are in effect

for Milvian Bridge.• Maxentius’s Army units that are forced to retreat into the river

or off the battlefield will lose the entire unit instead of losing a block for each hex the unit cannot retreat.

• Imperial Legions rule is in effect for both armies.

Maxentius’s Army (Purple Roman blocks)• Leader: Maxentius• 5 Command Cards

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Cibalae - 314 AD

Historical BackgroundIn the years after Milvian Bridge, Constantine gradually consoli-dated his military superiority. Licinius emerged as Constantine’s chief rival. After defeating Daia, Licinius gained control over the entire eastern half of the Roman Empire. Relations between the Constantine and Licinius gradually deteriorated. Upon learning that Licinius was conspiring against him, Constantine marched east and the two armies met about 200 miles within the territory of Licinius, near Cibalae in Pannonia. Licinius’s army took up a position on the edge of a plain, intending to attack Constantine as he emerged from a narrow passage through hilly country and swamps. Constantine, however, covered his deployment with light cavalry and gained maneuvering space. The battle lasted from dawn to dusk. It ended when Licinius’s left wing gave way and his army withdrew under the cover of darkness. Licinius was forced to flee to Sirmium.

After losing a second battle to Constantine, Licinius conceded his Balkan provinces to Constantine in exchange for a cessation of hostilities. In a second civil war with Licinius (323-324), Constantine finally re-united the Roman Empire under the rule of one man for the first time in over three decades.

The stage is set. The battle lines are drawn and you are in com-mand. Can you change history?

War CouncilLicinius’s Army (Use Eastern Kingdom blocks)• Leader: Licinius• 5 Command CardsConstantine’s Army (Use Purple Roman blocks)• Leader: Constantine I• 6 Command Cards• Move First

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Special Rules• Imperial Legions rule is in effect for both armies.• The hills on Constantine army base line hexes are

impassable.We recommend you place several terrain tiles underneath the base line hill tiles to emphasize the impassable nature of the hills.

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Command & Colors: Ancients��

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Battle ScenariosBattle Date Army Army Victor

Tigranocerta 69 BC Armenian Roman Roman

Carrhae 53 BC Parthian Roman Parthian

Philippi I 42 BC Republican Triumvirate Triumvirate

Philippi II 42 BC Republican Triumvirate Triumvirate

Cilician Gates 39 BC Parthian Roman Roman

Antony’s Siege Train 36 BC Parthian Roman Parthian

Medway 43 AD Britons Roman Roman

Boudica’s Revolt “Watling Street” 61 AD Britons Roman Roman

First Bedriacum 69 AD Vitellus Otho Vitellus

Mons Graupius 84 AD Britons Roman Roman

Issus 194 AD Niger Severus Severus

Lugdunum 197 AD Albinus Severus Severus

Nisibis 217 AD Parthian Roman Draw

Hormuz 226 AD Parthian Persian Persian

Carthage 238 AD Capelianus Gordianus Capelianus

Abrittus 251 AD Goths Roman Goths

Edessa 259 AD Persian Roman Persian

Naissus 268 AD Goths Roman Roman

Placentia 271 AD Alemanni Roman Alemanni

Fano 271 AD Alemanni Roman Roman

Pavia 271 AD Alemanni Roman Roman

Immae 272 AD Palmyrene Roman Roman

Milvian Bridge 312 AD Constantine Maxentius Constantine

Cibalae 314 AD Licinius Constantine Constantine