THE GREAT BATTLES OF HISTORY SERIES Ñ Volume VIII … · 2019-11-15 · the fifth Byzantine...

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Campaign Game Campaign Game THE GREAT BATTLES OF HISTORY SERIES — Volume VIII JUSTINIAN JUSTINIAN The Reconquest of Rome, 528 to 558 AD a RICHARD H. BERG game design Table of Contents 1.0 Introduction . . . . . . . . 2 2.0 Components . . . . . . . . 2 2.1 The Map . . . . . . 2 2.2 The Counters . . 3 2.3 The Die . . . . . . 3 3.0 General Course of Play . . . 3 3.1 Sequence of Play . . 3 3.2 Initial Deployment . . 3 4.0 Activation . . . . . . . . . 4 4.1 General Activation Sequence . . . 4 4.2 Barbarian Activation and Manpower . . 4 4.3 Barbarian Allegiance . . 5 4.4 Byzantine Activation . . 6 4.5 The Combined Operation . . . . 6 4.6 Barbarian Removal . . 6 5.0 Finances . . . . . . . . . 7 5.1 Provincial Control . . 7 5.2 Tax and Spend . . 7 5.3 Diplomacy and Bribery . . . . . 8 5.4 Treasuries . . . . . . . 8 6.0 Leaders and Armies . . . . . . . 9 6.1 Magisteres Militum . . . 9 6.2 Byzantine Field Armies . . 9 6.3 Byzantine Frontier Garrisons . . 10 6.4 Barbarian Leaders . . 10 6.5 Barbarian Troops . . 10 7.0 Movement . . . . . . . . . 11 7.1 Land Movement . . 11 7.2 Naval Movement . . 11 7.3 Interception . . . . . 12 8.0 Combat . . . . . . . . . 12 8.1 Land Combat . . 12 8.2 Combat Results . . 13 8.3 Naval Combat . . 14 9.0 Random Events . . . . . 15 10.0 Winning the Game . . . . . 15 10.1 Ending the Game . . 15 10.2 Who Wins? . . 16 Creditst . . . . . . . . 16 Sources . . . . . . . . . 16 GMT GAMES

Transcript of THE GREAT BATTLES OF HISTORY SERIES Ñ Volume VIII … · 2019-11-15 · the fifth Byzantine...

Page 1: THE GREAT BATTLES OF HISTORY SERIES Ñ Volume VIII … · 2019-11-15 · the fifth Byzantine opportunity is finished. 4.2 Barbarian Activation and Manpower 4.21 The Barbarian player

Campaign GameCampaign Game

THE GREAT BATTLES OF HISTORY SERIES — Volume VIII

J U S T I N I A NJ U S T I N I A NThe Reconquest of Rome,

528 to 558 AD

a RICHARD H. BERG game design

Table of Contents1.0 Introduction . . . . . . . . 22.0 Components . . . . . . . . 2

2.1 The Map . . . . . . 22.2 The Counters . . 32.3 The Die . . . . . . 3

3.0 General Course of Play . . . 33.1 Sequence of Play . . 33.2 Initial Deployment . . 3

4.0 Activation . . . . . . . . . 44.1 General Activation

Sequence . . . 44.2 Barbarian Activation

and Manpower . . 4

4.3 Barbarian Allegiance . . 54.4 Byzantine Activation . . 64.5 The Combined

Operation . . . . 64.6 Barbarian Removal . . 6

5.0 Finances . . . . . . . . . 75.1 Provincial Control . . 75.2 Tax and Spend . . 75.3 Diplomacy and

Briber y . . . . . 85.4 Treasuries . . . . . . . 8

6.0 Leaders and Armies . . . . . . . 96.1 Magisteres Militum . . . 96.2 Byzantine Field Armies . . 96.3 Byzantine Frontier

Garrisons . . 10

6.4 Barbarian Leaders . . 106.5 Barbarian Troops . . 10

7.0 Movement . . . . . . . . . 117.1 Land Movement . . 117.2 Naval Movement . . 117.3 Interception . . . . . 12

8.0 Combat . . . . . . . . . 128.1 Land Combat . . 128.2 Combat Results . . 138.3 Naval Combat . . 14

9.0 Random Events . . . . . 1510.0 Winning the Game . . . . . 15

10.1 Ending the Game . . 1510.2 Who Wins? . . 16

Creditst . . . . . . . . 16Sources . . . . . . . . . 16GMT

GAMES

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Justinian

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“Vanity of vanities … all is Vanity”Gelimer, King of the Vandals,on first seeing Constantinople

Istanbul, not Constantinople, yesIt’s Istanbul, not Constantinople, yesIt’s Istanbul, not ConstantinopleWhy did Constantinople get the works?That’s nobody’s business but the Turks

Jerry Lieber and Mike Stollerfor the movie “Istanbul”

1.0 INTRODUCTION

JUSTINIAN is a game covering thereconquest of the Roman Empire byJustinian I, Emperor of Eastern Rome(Byzantium). Justinian’s reign representsByzantium’s high water mark; hisconquest of lands is exceeded in Romanhistory only by that of Augustus andTrajan.

Players. The game may be played by twoplayers, or solitaire.

Objective. The Byzantine player wins bycontrolling all of the Prefectures on themap.

Length of Game. JUSTINIAN has tenturns. The game may also end when eitherthe Byzantine player fulfills the VictoryConditions, or from a second recurrenceof the Plague. Playing time runs about fivehours, longer on the first t ime.Histor ical ly, Justinian started hisreconquest in 527 and it ended in 558,when the Plague returned a second time.Justinian, who had actually recoveredfrom catching the Plague on its first pass,died in 563 of a reason most unusual forByzantine emperors—old age.

Scale. Each turns covers four year’s worthof campaigning. Each combat strengthpoint (SP) represents about 1,000 men,and each fleet, 50 dromons.

Design Note: We have opted for callingthe Eastern Roman player theByzantines, a term they did not use.Everyone else in the game is calledBarbarian; this tends to keep things clear.

2.0 COMPONENTS

The game components used forJUSTINIAN are:

• A 33” x 22” map• 207 JUSTINIAN counters, plus the

cohesion hit counters fromCATAPHRACT (used to record thepresence of Barbarian SP)

• One ten-sided die• This Rulebook

provinces and have no meaning in thegame.

• Each island group province (Insulae,between Greece and Turkey, andBalaeris, east of Hispania) isrepresented by a box within its sea area.

• The small province of Septem and thelarge one of Hispania are separateprovinces, connected by a straitcrossing.

• Lazica, on the northern border of bothRoman and Persian Armenia, is anindependent province (which caused

both sides much agita, see 5.14).

City Provinces. Certain provinceshave cities (e.g., Dara is the city inMesopotamia [in the East];Euphratensis has no city). Provinceswith cities (not to be confused withforts) are called City Provinces.

Fort Provinces. Certain provinceshave forts (e.g., the province MoesiaI contains a fort). Forts providebenefits to the player controlling theprovince. Furthermore, theByzantine may build forts duringthe course of the game. Newly-builtforts are treated in the same way asthose printed on the map.

Barbarian Boxes. Surrounding theEmpire are 16 boxes, representing thehome territories of the various enemies(and possible allies) of Constantinople.The Ostrogoths and the Vandals do nothave such terr itor ial boxes—theirdomains are the provinces they control.The arrows emanating from a boxdelineate where that tribe/country maymove when activated. Byzantines maynever enter a Barbarian Box.

Sea Areas. These are the portions of theseas enclosed in red lines. Insulae (part ofthe East) and Balearis (part of Africa) areindividual provinces, not separate seaareas. Sea areas govern naval movement.

Straits. These allow land movementacross a sea. The four straits on the mapare between: 1) Bithynia and Europa, 2)Hellespont and Europa, 3) Lucania andSicilia and 4) Hispania and Septem.

2.1 The Map

The map shows the Mediterranean areacontrolled by the Empire during the lastyears of Justinian’s reign.

Prefectures. The map is divided into fivePrefectures—mainly an administrativeand bureaucratic division—differentiatedby color.

Historical Note: Egypt was,bureaucratically, considered part of theEast. We have separated it here for gamepurposes.

Provinces. Within each Prefecture areprovinces, each province with a name.Control of provinces provides theByzantine player with money (see 5.0Finances).• Islands are provinces if they have a

name; unnamed islands are not

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2.2 The Counters

Separate counters are provided forByzantine leaders and armies. ABarbarian army also functions as a leader,even when no leader is named on thecounter.

Leader (aka Magister Militum)

Control Rating Leader

Movement Rating Battle Rating

Barbarian Army

Control Rating Tribe/Country & Leader

AllegianceDRM

Movement Rating Battle Rating

Byzantine SP Fleet

Byzantine Army and Markers

On-Map MarkerTwo Track Markers

Use the Cohesion Hit markers from theCATAPHRACT battle portion of thegame’s countermix for Barbarian SP.

2.3 The Die

JUSTINIAN uses a ten-sided die. A 0 readas a 0; it is not a 10.

3.0 GENERAL COURSE OF PLAY

3.1 Sequence of Play

Each turn uses the following sequence.

A. Byzantine Income Phase [Ignore onfirst turn]

1. Byzantine Collects Income (see5.0).

2. Barbarian Removal (see 4.6).control markers are unaffected.

3. Pay Maintenance for Byzantine SPand Fleets (see 5.2).

B. Byzantine Army Phase [Ignore on firstturn]

1. Raise new Byzantine SP either foron-map armies and/or as frontiertroops; fleets may also be built (see5.2).

2. Create one new Byzantine army(maximum per turn), with 10 SP, ifarmies are available (see 5.26)3. Leader Segment: Add and/orreplace Magisteres Militum

C. Activation PhaseThe Barbarian and Byzantine playersalternate activation segments, withthe Barbarian always going first in thephase (see 4.0). Each player gets nomore than five activation segments.

D. End-of-Turn PhaseThe turn is over. Start the next one.But you knew that, didn’t you.

3.2 Initial Deployment

3.21 At the start of the game, theByzantine player controls all the provincesof Egypt, the East, and Illyricum (shownby the lack of Barbarians or controlmarkers in those provinces).

Army Counters. The Byzantine playerstarts the game with the following armycounters placed as stated:• Praesental Armies I and II: One each

in Europa, or any province in Asia(across the Hellespont) that is withinthree movement points of

Constantinople. All Byzantine Armieshave movement restrictions (see 6.24).

• Army of the East: In any one provincethat the Persians may enter from theirbox

• Army of Thrace: Anywhere in theEuropean portion of the East (Scythia,Moesia II, Thracia, Haemimontus,Rhodope and Europa)

• Army of Illyricum: In Dalmatia

Historical Note: The Praesental Armieswere deployed “in the presence of theEmperor.”

The Byzantine Army starts with 100 SP.He may designate as many of these as hewishes as frontier troops, and/or as fieldtroops in armies, but each army may havea maximum of 35 SP (see 6.2). They mustbe placed in the Prefectures of Egypt, theEast and Illyricum. Frontier troops maybe placed, if desired, in the same provinceas field armies.

Historical Note: For much of this timeperiod, the Empire 70 per cent of its forcesin the East.

The Byzantines start with four fleets.Two start in Europa. The other two maybe (together or separate) in any provincesin Egypt, the East or Illyricum.

Each Byzantine army is led by a MagisterMilitum. The Byzantine player places allhis Magisteres Militum in a cup (theMagMil Pool), except for Belisarius andNarses. He then draws five MagMils and(before knowing who they are) randomlyassigns one to each army. After this, heplaces Belisarius and Narses in the pool.

The Byzantine Treasury has 30G. Skipincome collection on the first turn. Alltroops have already been maintained forthis turn.

3.22 The Ostrogoths start the game withthe following forces in Italy:• Athalaric and 30 SP , al l placed

anywhere (separately, or together) inItaly

• One fleet in any City Province in Italy.• The Ostrogoth Treasury in Flaminia• Ostrogoth control markers in every

province in Italy that does not have SP

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3.23 The Vandals start the game with thefollowing forces in Africa:

• Hilderic and 25 SP, al l placedanywhere (separately, or together) inAfrica.

• Three fleets in Zeugitania (Carthage)• The Vandal Treasury, in Zeugitania• Vandal control markers in every

province in Africa that does not haveSP

3.24 Each Barbarian box receives its armycounter (Persia gets two, Chosroes andPerzoes).

3.25 Other Vandal and Ostrogothleaders/armies are placed on the turn trackand will come into play later in the game(see 6.42).

4.0 ACTIVATION

The Activation mechanics are the heartof the game. The differences betweenactivation for the Byzantine player andthat of the Barbarians reflects the lack ofcoordination among Barbar ians,combined with the rather unpredictablearrivals of their armies.

4.1 General Activation Sequence

4.11 Each player gets as many as fiveactivation segments each turn. They mayend up with fewer, but they never havemore.

4.12 For each turn, the first player toactivate is always the Barbarian player.When the Barbarian player has finishedthat activation segment, the Byzantineplayer has the choice of undertaking anactivation (see 4.4) or passing in hissegment. Then, play reverts to theBarbarian and continues, with the playersalternating activation possibilities untilthe fif th Byzantine opportunity isfinished.

4.2 Barbarian Activation and Manpower

4.21 The Barbarian player has fiveactivations each turn. As these are used,place the appropriate activation marker onthe activation track next to the turn trackon the map, showing that it cannot beused again that turn.• Two of these are Select activations—

the player selects which Barbarianarmy he will use. Only Vandals,Ostrogoths or Persians may be soselected.

• Three of these are Randomactivations—roll to see which army isactivated (see 4.22).

The Barbarian player decides in whatorder he uses one method, or the other,with the only limits being the total of fiveactivations of which two must be Select,and three must be Random.

Exception: Beginning with the secondturn, the Barbarian player may forgo histwo Select activations for a CombinedOperation (see 4.5).

4.22 Random Activation. The Barbarianplayer rolls the die twice, summing thetotal of the rolls (thus a 7 and a 4 is sumsto 11) to see if a random event hasoccurred, and reading the same dice rollsas a digit combination from 00-99 (thusa 7 and a 4 is a 74) to see which Barbarianmay be activated.• A random event occurs if the sum of

the two dice is ten or more (see 9.0).• After resolving the event, the

Barbar ian player activates theBarbarian required by the roll. Use thecombined number and refer to theBarbarian Activation Table. The armyfor the tribe corresponding to thatnumber is now available for activation.

4.23 First Activations. The first time aBarbarian tribe/country is activated in agiven turn, the player must roll for twothings: 1) the size of the newly raisedforce (see 4.24) and 2) allegiance (see 4.3).

Exceptions:• Persian armies that are on the map do

not roll for new SP. Only Persianarmies in their box can do that.

• Vandal and Ostrogoth armies neverrol l for new SP during Randomactivation. They may add to theirarmies only during Select activation(see 4.25 and 4.26).

Example: Persia has an army in Syriawith 30 SP. The other army is in thePersia box. The Barbarian player selectsPersia, and decides to activate her armythat is in the box. He rolls to see howmany SP it gets. If he chose to activatethe army in Syria, he would not roll forextra SP.

4.24 Raising New Forces. Barbarianboxes and their armies begin each turnwith no SP. Some Barbarians will begin aturn on the map with SP, but may add totheir forces when first activated. Todetermine the number of SP a Barbarianarmy will get to use for that turn, or addto what it already has ( Vandals orOstrogoths), the player consults theBarbarian Activation Table, under theManpower column for that “tribe.” Thepossibilities are:• DR = a number of SP equal to a die

roll.• DR2 or DR3 = Roll two dice, or three,

adding the rolls to get a total.• # + DR# = The tribe receives the first

number of SP automatically, pluswhatever is added by the roll(s).

Exception: The Persians are limited tohaving a maximum of 80 SP on the mapat any one time, whether with or withouta leader.

Design Note: Yup, a 0 is zero … and arather nasty turn of luck.

Example: The first time an in-boxPersian leader is activated in a turn, hegets 20 SP + the total of three dice. If thedierolls are a 4, 7 and 1, that means thePersians get 32 SP for that army, so longas Persian SP elsewhere on the map addup to 48 or less.

4.25 Selected Ostrogoths/Vandals. Thefirst t ime in the turn that eitherOstrogoths or Vandals is Selected (notRandom activation), the player may (butis not required to) roll for additional SP

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as done in 4.24. These SP may be placedin any friendly-held City Province.• The only Barbarians which may have

fleets are the Vandals and theOstrogoths. They may “raise” one fleetin exchange for each 3 SP foregonewhen raising new SP. They may placeit in any province (city or not) whichthey control.

• The absolute size of their non-fleetmanpower is limited to a maximum ofnumber of SP on the map at any onetime, whether with or without a leader.

Vandals: 50 SPOstrogoths: 75 SP

4.26 Vandal Defections. If the Vandalschoose to raise manpower during a turn,then each time a Vandal army is activatedin that turn, and undertakes anymovement or combat, the Barbarianplayer must remove 2 Vandal SP from themap before undertaking that action. Inthe next turn, the defections stop, unlessmanpower is again raised on that turn.

Example: The Vandals have 17 SP onthe map. They are selected to start the turnfor the Barbarian player. He rolls formanpower, getting a 4, which (+1) meansthey get five new SP, which theyimmediately place on the map in aVandal-controlled city province. TheVandal army under Gelimer then decidesto move. Before moving, the Vandalremoves 2 SP from any Vandal force(army or garrison) anywhere on the map.If, later in the turn, he activates anotherVandal army, he loses another 2 SP. Then,during the next turn, the Barbarianplayers chooses to not raise Vandal SPwhen he activates a Vandal army, and nodefections occur.

Historical Note: The Vandals, militarily,were a mere shadow of their former“greatness” by this time, and they had lotsof trouble recruiting and keeping troops.

4.27 Movement and Combat. When aBarbarian is activated, the player may useone of its armies or fleet stacks (one of itsleaders in the cases of Persia, the Vandalsor the Ostrogoths). When so activated,that army/fleet may move and attack (see6.4, 7.0 and 8.0). The Barbarian forcesmay not do anything else.

4.28 Additional Activations. When atribe/country is activated and chooses touse an army that is already on the map, itmay not raise additional forces (exception:see 4.25 Selected Ostrogoths/Vandals).An army may be activated and moved inmore than one activation in a turn, but itmay never raise additional forces.

Example: A Hun army that starts theturn occupying a city province must beactivated to be used; it also retains its SPand does not roll for more. It does,however, roll for allegiance!

4.3 Barbarian Allegiance

4.31 Whenever a tribe has been activatedrandomly for the first time that turn, theBarbarian player must check to see whoseside that Barbarian will fight. This ruledoes not apply to the Persians, Ostrogothsor Vandals (which are always anti-Byzantine). However, it does apply toother Barbarian armies that start the turnon the map (see 4.6).

4.32 The Byzantine player announces theamount of any bribe he is paying toinfluence the newly arriving Barbarianforces (deduct gold from his treasury).Then, the Barbarian player rolls one dieand modifies the result for either or bothof the following:• The Allegiance die rol l modifier

(DRM) for that tribe (see BarbarianActivation Table).

• For each 3G the Byzantine playerspends in bribery, add one (+1) to thedie roll. He may spend a maximum of9G.

Example: The Franks have a -2 DRMfrom the table, but the Lombards (one ofthe few to ally with the Byzantines) havea +1. Thus, if the Lombards are activatedand the Byzantine spends 9G on bribery,modify the allegiance die roll by a totalof +4.

4.33 Compare the adjusted die roll to theBarbarian Allegiance Table. The possibleresults are• Barbarian allied—free to be used

normally by the Barbarians.

• Neutral—may not be used (until thenext allegiance check). The activationis lost.

• Byzantine al l ied—they join theByzantine for the remainder of theturn (see 4.34).

Example: Continuing the previousexample, the die roll of 4 (+4) becomesan 8, creating a Lombard army friendlyto the Byzantine cause this turn.

4.34 When a Barbarian’s allegiance turnsout to be Byzantine, the latter may do oneof the following:• He may immediately activate that

army (at no cost) and move/fight withit during this activation segment of theBarbarian player. When the Byzantineusurps the segment, it is not aByzantine activation segment. It is stilla Barbarian segment being used by theByz-man. The duplicitous barbarianshave stolen a march on their brethren.

• He may add all the SP as Byzantineallies and place them with any one ofhis existing armies that is in the samePrefecture which the tribe in that boxmay enter. Use Cohesion Hit(Barbarian SP) counters placed underthe Byzantine army counter to denotetheir status as his allies. They aresubject to removal at the end of theturn (see 4.6). This procedure appliesif the Barbarian army is already on themap as well (from a previous turn).Simply move the SP to the eligibleByzantine army and place theBarbarian army marker back in its box.The Byzantine allies are treated as fieldtroops for all game purposes, exceptthat they can never be detached.However, the Byzantine player mustawait his own activation (and paynormally for such activation) to movethis multinational army.

Example: The Lombards could be“recruited ” to join any one Byzantinearmy that is in either Italy or Illyricum.

4.35 A Barbarian tribe’s allegiance statusremains in effect for the entire turn (notjust that activation). If the same tribe isactivated again in the same turn, it retainsany allegiance it had previously that turn(no bribery is possible; no new die roll is

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made). A Byzantine-allied Barbarianarmy may be activated dur ing anyByzantine activation (paying normal armyactivation costs, see 4.4). Byzantine alliesin a Byzantine army go along for the rideas field troops in that army when thatarmy is activated.

4.4 Byzantine Activation

4.41 When it is his Phase, the Byzantineplayer may do one of the following:• Spend 2G and activate one, on-map

stack of army, leaders and/or fleets(must be Byzantine or Byzantineallied, of course). An activated army/fleet may move and attack (see 7.0 and8.0 for detai ls) . If the f leet istransporting the army, it still only costsa total of 2G for the activation.

• Spend nothing and move a leaderalone, leaving behind the army (see6.13).

• Raise additional troops/fleets. There isno G cost to raise SP (see 5.26), butfleets cost 3G each (see 5.28).

• Spend nothing, do nothing, and pass.

Exception: Byzantine player must raiseSP to bring the two Praesental armies upto at least 10 SP in each before doinganything else. This requires the Byzantineplayer to raise troops in his activationsegments to re-stock these armies beforeactivating and moving any army.

After he finishes, or passes, play revertsto the Barbarian, unless it is the fifthByzantine segment, at which point theentire activation phase is finished and theturn is done.

4.42 Forts. Forts providedefensive benefits and aidinterception attempts, butonly for the player whocontrolled the province atthe start of the activation segment. Fortsare built as part of an activation(regardless of whether the activation is formovement or troop raising). TheByzantine player—and only theByzantine player—may build forts (for2G each). Only one fort may be built per

activation. The fort may be built at anytime during that activation. He may builda fort in any non-city province which hecontrols that does not already have a fortand in which he has an army. Once built,forts remain in the game—they cannot bedestroyed. Whether printed on the mapor built, all forts are treated identically forall game purposes.

4.5 The Combined Operation

4.51 Starting with the second turn of thegame (532AD), the Barbarian player mayopt for a Combined Operation (CO). TheCO must be the Barbar ian’s f irstactivation for that turn.

4.52 To undertake a CO, the Barbarianplayer uses both his of Select activations,although he is doing so for only oneactivation segement. In essence, he losesan activation for that turn.

4.53 Having announced the CO, theBarbar ian then selects two tr ibes/countries to activate:• One major Barbarian (Persians,

Vandals or Ostrogoths), plus• Any one other (minor) Barbarian (not

Persians, Vandals or Ostrogoths) whocould (theoretical ly) enter thePrefecture to which the majorBarbarian army is moving (whetherBarbarian controlled or not).

4.54 The benefits (for the Barbarian) ofa Combined Operation are:• No allegiance die roll is necessary for

these activations (they are both loyalBarbarians this turn)

• The two selected armies add one (+1)to their movement capabilities.

• The two armies may be usedseparately—in which case one finishesits activation before the other goes—or they may combine to move/fight/defend under the leadership of theactivated major Barbarian (see 7.18)

4.55 The drawback of a CO is that theBarbarian player loses one of his fiveactivation segments. At any time duringthe turn, the Byzantine, who now has onemore activation than the Barbarian, maydeclare that he is going twice in a row.

He simply undertakes two consecutiveactivation segments. He must announcehis decision to take back-to-backactivation segments before seeing theresults of the first activation segment.

Example: It ’s the first Barbarianactivation segment of the turn, and theBarbarian player announces a CombinedOperation. He selects the Ostrogoth Armyunder Totila, in Campania, and thenselects the Franks. He determines theFrank SP (10 + two die rolls). Totilamoves his Ostrogoth army to Flaminiaand the Franks move to the sameprovince. They then both combine (+1MP cost paid by the last moving army)to attack the Byzantines outside ofRavenna. After the Barbarian hascompleted all his movement and combat,the Byzantine decides to announce he willgo twice in a row. He uses his firstactivation to raise 7 SP for his Army ofItaly, then in his immediate secondactivation, he moves that army to attackthe still combined Frankish-Ostrogothicarmy.

4.6 Barbarian Removal

4.61 Beginning with the second turn, inthe Byzantine income phase, after theByzantine player has collected income, allof the following are removed from themap, unless they are in a city provinces:• Byzantine allies (see 4.34).• Barbarian allies (see 6.53).• Armies of the minor Barbarian tribes/

countries, (whether or not Byzantineallied). Remove the SP and statusmarkers of such armies and place thearmy markers in their respective boxes.The minor Barbarian nations includeeveryone but the Ostrogoths, Vandalsand Persians.

4.62 Persian Attrition. Any Persian SPin locations more than two provincesdistant from the Persian box must roll forattrition. For each province with PersianSP, whether in an army or not, roll onedie, subtracting two if the SP are in a cityprovince. The adjusted roll is the numberof SP that must be removed from thatprovince.

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Historical Note: The Persians were notlooking to expand westward; they weresimply trying to “define” their nationalboundaries. This means that Persianexcursions outside that limit are moreraids than campaigns. The Persiansconducted these on a fairly regular basis,almost taking Antioch at one point

5.0 FINANCES

Finance pertains only to the Byzantines;the Barbarians use no money.

Historical Note: Justinian rarely seemedto have enough money to do what hewanted, which was just one of the reasonshe chose to expand the empire. That, andhe was noted for being somewhat of atightwad.

5.1 Provincial Control

5.11 Any province thatdoes not have Barbarian SPor a Barbar ian controlmarker is a Byzantine province (Byzantineallied SP are not considered Barbarian forthis purpose). If there are opposing SP ina province, neither side controls it. Aplayer gets r id of opposing SP bydefeating them in battle (see 8.21).

5.12 The Vandals, Ostrogoths andPersians may use control markers to denycontrol to the Byzantines in a givenprovince. No other tribe may use controlmarkers. Barbarian control markers areplaced by the moving army in anyprovince that has neither a control markernor SP of any other kind. It costs 1 MPto place a control marker.

Example: A moving Ostrogoth armycould not place a control marker in aprovince in which there are Frankish SP,even if the Franks were allies!

Design Note: During this period, majorincursions from outside theMediterranean basin were for the mostpart large raids rather than attempts atterr itorial expansion—hence the

inability of the other tribes to placecontrol markers or detach troops.

5.13 It costs 1 MP to remove an enemycontrol marker. Such removal may not beundertaken if there are any enemy SP inthat province. Removal of control markersis not combat; it is a function ofmovement. This applies only to theByzantine player, as there are noByzantine control markers.

5.14 Lazica. This city province on theSE coast of the Black Sea (considered tobe part of the East) is an independentstate and a client of Byzantium, serving,as it did, as a buffer against the Hun, etal. It provides no G income. However, theByzantines may freely enter Lazica. TheByzantines may have an army, but nofrontier troops, in Lazica. If a Persian orBarbarian-allied Utigur Hun army entersLazica, and (only) if there are noByzantine SP, roll the die. The result isthe number of SP the Lazicans themselvesraise for a battle. At the end of the battle,win or lose, all Lazican SP are removed(until the next patrie en danger). TheBarbarian player may not place a controlmarkers nor detach SP in Lazica; he maycontrol it only by stationing an an armyin it. The Byzantine player may not winif Lazica is controlled by the Barbarians(see 10.0).

5.2 Tax and Spend

5.21 Income. The “coin of the realm” forthis game is expressed as “G,” for Gold.The Byzantine player receives G forcontrolling provinces. Each province(except for Lazica) is worth 1G, unless ithas a specific G Rating. Thus, AegyptusI is worth 1G, but Aegyptus II is worth3G. Starting with turn two, at thebeginning of each turn, in the Byzantineincome phase, the Byzantine player totalshow many points he receives forcontrolling provinces. That is how muchG he adds to the stock currently recordedon his treasury track. He may use this Gin this and subsequent turns. ByzantineG may be saved from turn to turn (it neednot all be spent in the turn it is earned).

Play Note: Best way to determine this isto add the totals for all Prefectures

controlled (as listed on the map) and thenadd/subtract individual provinces.Historical Note. The Byzantines basedexpenditures on their nomismata coin(same thing as the Latin solidus), ofwhich there were 72 to the pound of gold.During this era, maintaining a fieldarmy SP (equivalent to 1000 men) costthe government almost 400 pounds ofgold. We have reduced that number to amore manageable figure, with the game’s1G equivalent to 400 pounds of auricdelight.

5.22 Maintenance. After collecting hisG, the Byzantine may (not must) paymaintenance to keep the troops he alreadyhas in play “happy,” but it costs gold:• 1G per field army SP• 1G for ever y three frontier SP,

rounding up• 1G to maintain a fleet.• Forts do not require maintenance (see

4.42).

If the Byzantine player decides to notspend the money, place a “Not Paid”marker on top of that force (for armiesflip the counter) and see 5.24 and 5.25Mutiny and 8.28 Looting.

Example: To maintain the Army ofArmenia with 22 SP would cost 22G,while to maintain a frontier force inLibya Pentapolis of 17 SP would cost 6G.

Historical Note. The Byzantines paidabout 2/3 less on frontier troops than theyspent on the same number of field troops.Frontier troops were supposed to live offthe land, get jobs, etc. At least half thetime, the government never even paidthem.

5.23 Maintenance must be paid perprovince and per type (field, frontier orfleet), maintaining (or not) all of the fieldSP, then all of the frontier SP, and all ofthe fleet SP in each province (wherepresent). The Byzantine player may notmaintain some field army SP but notothers in the same province. However, hemay differentiate between fleets, frontiertroops and armies, maintaining, say, hisfleet and field army in a province, but notthe frontier troops.

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5.24 Not Paid. This status forarmies may be removed byraising at least 5 SP (see 5.26)and placing them with that

army, immediately removing the Not Paidmarker. Additionally, the marker isremoved after looting (see 8.28). FrontierSP and fleets may have their Not Paidstatus changed only by paying theirmaintenance in the next income phase.

5.25 Mutiny. If a Troop Mutiny randomevent occurs (see 4.22 and 9.0), theByzantine player must check for Mutinyfor frontier troops and fleets which havea Not Paid marker. To do this, the playerrolls one die for each stack of troops and/or fleets in each province.• If the dieroll is odd (as in 1, 3, 5, 7 or

9), nothing happens but the Not Paidmarker remains until those troops are“paid.”

• If the dieroll is even, that frontiergarrison or fleet has mutinied. Removeit, in entirety, from the map

Field army SP do not mutiny, instead theyprefer to stick around and loot (see 8.28).

5.26 Raising Byzantine SP. TheByzantine player does not pay G to raiseSP. He must pay G to “raise” (build) fleets,although both occur in the same segment,either:• Automatically, in the Byzantine army

phase, or• By use of an activation to raise troops/

fleets instead of moving an army

The Byzantine player raises SP by rollingthe die: the result is the number of SP hemay place on the map (and a 0 means notroops are raised). The new SP may bedivided/distributed as the Byzantineplayer sees fit, either with any army onthe map, and/or as frontier troops in anyprovince(s) he controls (see 5.27).

Exception: If the Praesental armies arenot stocked with at least 10 SP each, thenthe Byzantine player must use the SP heraises to bring the Praesental armies upas far towards 10 SP as possible beforeplacing any raised SP elsewhere.

In the Byzantine army phase, after rollingfor additional troops, the Byzantine player

5.29 Building Forts. Forts are built (fora cost of 2G) as part of an activationsegment (not in the income/army phases);see 4.42 Forts.

5.3 Diplomacy and Bribery

When the Barbarian player must roll tocheck for allegiance (4.3), the Byzantinemay spend G to influence the roll. Forevery 3G he spends, adds one to the roll.The maximum amount that may be spenton any one bribe is 9G.

5.4 Treasuries

The Ostrogoths and theVandals both had sizeabletreasuries, the capture of which provedquite a boon to Justinian’s plans.

5.41 The Ostrogoths/Vandals may movetheir treasuries as part of land movement,but treasuries may not be moved by navaltransport. There is no extra cost to movetreasuries.

5.42 If the Byzantines defeat a Vandal/Ostrogoth army with a treasury, orenter a province with the treasuryunprotected, they capture that treasury(remove the marker from the game).When that happens, the Byzantineplayer chooses one of the followingoptions:• Roll the die ten times todetermine the amount Gold that isadded immediately to the Byzantinetreasury track (1G x number rolled foreach die).• Roll the die once, treating 0 as a1, and multiply by ten.

5.43 The Byzantine treasury (with allthat G listed on the treasury track) islocated in Constantinople (Europa).The Byzantine treasury may nevermove. If a Barbarian army captures thatprovince, all Byzantine Gold is lost(return the treasury track markers tozero). The Byzantine player can collectonly half the income (rounded down)from his provinces while he does notcontrol Europa.

may then raise one army, if available, withan additional 10 SP. This new army maynot make use of the troops raisedpreviously by die roll (but may laterreceive more SP when raised duringactivation or a subsequent turn’s armyphase.

During each activation segment, theByzantine player, if he chooses to raisetroops, may roll once.

5.27 Byzantine Force Limits. Themaximum number of SP (field plusfrontier) that the Byzantine player mayhave in play at any moment is 150. Thereis no limit to the number of fleets. EachByzantine army may have no more than35 SP.

Design Note: Efforts to raise troops inthis era ran the gamut of success. The totalincome possible from the map is only 2/3of the maximum SP allowance.

5.28 Building F leets. It costs theByzantine player 3G to build a new fleet.It costs 1G to maintain each fleet insubsequent income phases. Newly builtfleets may be placed in any Byzantine-controlled coastal City Province.

Example of Byzantine Expenditures:After collecting his provincial income, theByzantine player starts the turn with 77field SP in five armies, 39 SP of frontierSP, five fleets and 82G in his treasury. Hemaintains four of his armies, with a totalof 65 SP, by expending 65G. Hemaintains four of his fleets by expending4G. He maintains 5 provinces of FrontierGarrisons, totaling 18 SP, for 7G. Thefifth army, the fifth fleet, and the 18remaining frontier SP garrisons receiveNot Paid markers.

The Byzantine then decides to raise newtroops. He rolls a 6 and 3 SP with theArmy of Illyricum, 2 SP with the Armyof the East, and 1 SP as frontier troops inByzantine-controlled Dacia Ripensis. Healso raises a new (sixth) fleet, paying 3Gand placing it in Europa. He has 16Gremaining in his treasury (remember, he’llneed G to activate armies, build forts,bribe, etc.)

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6.0 LEADERS and ARMIES

6.1 Magisteres Militum

Byzantine field commanders were giventhe title of Magister Militum, which we,in our constant drive to abbreviateanything and everything, have shortenedto MagMil. MagMils are used only to leadfield armies. They may never affect or leadfrontier troops. Field armies may notmove without a MagMil.

6.11 Beginning with the second turn, inevery Byzantine army phase’s leadersegment, the Byzantine player may:• Draw a MagMil from the pool for each

new army created.• Replace any MagMils on the map who

lost a battle in the previous turn.• If no MagMil has lost a battle, replace

any one on-map MagMil, if theByzantine player so desires.

A removed MagMil is returned to theByzantine Leader cup after a replacementhas been drawn.

6.12 Byzantine MagMils have threeratings:• Movement: A letter used to determine

his army’s movement allowance forthat activation (see 7.1).

• Control: A number used to determineresults of Retreats Before Combat,Interception attempts, and, for theByzantine, whether Looting occursafter a battle.

• Battle: A die roll modifier used whenthat army engages in battle.

6.13 MagMils usually move with theirarmy. However, they may also move alone.This is considered an activation, but thereis no cost in Gold to do so. A solitaryleader may be moved to any province onthe map to which the Byzantine playercan trace a path of provinces with noenemy armies (and/or sea areas with noenemy fleets).

6.2 Byzantine Field Armies

6.21 The Byzantine landforces in a province are oftwo types (field and frontier).Field troops are always partof an army. Armies maymove, fight, stay in place or disband. Thenumber of SP in an army is recorded onthe Army SP/Treasury Track. Frontiertroops are all the non-field troops in aprovince. Frontier troops are representedby Byzantine SP counters.

6.22 Size. Each Byzantine army may haveno more than 35 SP at any one time. Inaddition, the Byzantine player is limitedto nine armies in play at any one time (andfurther limited by the force-wide limit, see5.27). Only armies may be activated. Thestrength of an army is marked withmarkers on the Army SP Track. TwoByzantine armies may combine under oneleader (see 6.26) and, thus, exceed the 35SP limit, as long as each army’s SP are 35or less.

6.23 Arrival Location. The Byzantineplayer may raise one new army per turn.This includes returning an army he hasdisbanded (see 6.25). A new army (or areturning, previously-disbanded one)starts with 10 SP. A newly raised army,and its assignment of field SP, must beplaced in Europa or in a Byzantine-controlled province, as follows:

Army of Armenia: Any of the fourArmenia provinces

Army of Italy: Any Italy City Province,or Dalmatia

Army of Africa: Any African or Egyptianprovince

Army of Spain: Any African province.

Any other reappearing army may start inEuropa.

6.24 Move Limits. Each Army isrestricted as to where it may voluntarilymove, as follows:Praesental Armies: No further than four

movement points (MP) from Europa/Constantinople.

Army of Illyricum: Must end activationin either Italy or Illyricum

Army of Thrace: Must end activation inany province within 2 MP of Thracia.

Army of the East: Must end activationin any province in the Asian portionof the East.

Army of Armenia: Must end activationin any province within one MP of anyArmenian province, or in any provincewhich Persia or the Arabs may enterfrom their boxes.

Army of Italy: Must end activation in anyItalian province, or any Illyricumcoastal province within 2 MP ofDalmatia.

Army of Africa: Must end activation inany province in Africa, any Egyptianprovince, or Sicilia.

Army of Spain: Must end activation inany province in Africa.

Play Note: That means, for example, thatif there’s trouble in Egypt, the Byzantineplayer cannot send the Army of Armeniadown there. He has to send the Army ofthe East or the Army of Africa.

6.25 Disbanding. As an activation, theByzantine player may disband the armythat he activates, leaving the SP on themap as frontier troops in place in thatprovince. Set aside the army counter,which is available to be raised again. Thearmy’s MagMil is returned to the pool.

Exception: Praesental armies can not bedisbanded

6.26 Stacking. When two or morefriendly armies are in the same province,they are kept separate at first—and 8.16applies. When two, or more, armies startin the same province, the player may, at acost of 1 MP, either:• Activate one of the armies, then

combine them to move/fight together,under the leadership of the MagMilof the activated army. Armies that havecombined, must stack together, and areconsidered as one for attack anddefense. Or,

• Re-distribute the SP among the twoarmies and then activate only one ofthem to act alone. E xception:Praesental armies may not redistributetheir SP to other armies.

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Example: Both the Army of Armenia andthe Army of the East are together inArmenia III. The Byzantine activates theArmy of Armenia, led by Belisarius. Hemay now combine the two armies, paying1 MP to do so, with Belisarius leading.Any troops left behind, without an armycounter, become frontier garrisons

Play Note: Remember the 35 SPmaximum per army … which is based onthe political realities of the day andJustinian’s fear of a coup.

6.3 Byzantine Frontier Garrisons

6.31 SP not in an army are frontiertroops, acting as militia and garrisons.Once a Byzantine SP is designated as afrontier SP, it remains in that status. Itcan never be used as a field SP.

6.32 Frontier SP have the followingcharacteristics different from field SP:• Their maintenance cost is lower (see

5.22).• They may never move (or advance),

even if in the same province as a fieldarmy.

• They may not attack, but they willdefend. They may not use RetreatBefore Combat. If they are on thelosing side of a battle, then all frontierSP in the province are eliminated. Ifthey win, they do not check forDisorganization.

• No MagMil may affect theirperformance.

6.33 A moving army (other than thePraesentals) may drop off SP by paying 1MP to drop off as any of its SP. Such SPinstantly become frontier SP.

6.4 Barbarian Leaders

6.41 Most Barbarians treat their armycounter as a leader. Those “unnamed”leaders have ratings for movement,control and battle (like MagMils, see6.12). However, the Persian, Ostrogothand Vandal armies have actual leadersnamed on their army counters.

Play Note: In essence, all Persian,Ostrogoth and Vandal leaders function as“armies,” too, and all the rest of theBarbarian army markers function asLeaders.

6.42 The Leaders for the Persians,Ostrogoths and Vandals are usable asfollows:

Persians: King Chosroes (or Khusrau, orone of a dozen different spellings of thisname) and Perzoes are available for theentire game.

Vandals: The Vandals start with Hilderic,the Vandal King. At the beginning of the532 turn, he is replaced by Gelimer (whooverthrew Hilderic, that action providingJustinian with a reason to invade Africa).In addition, the Vandals get a secondleader, Tzazon. Tzazon’s army starts inSardinia, with at least 5 SP—taken fromVandal forces anywhere.

Ostrogoths: The Ostrogoths are ledinitially by Athalaric. He is replaced, asfollows, at the start of the 536 turn byWitigis, who then is replaced at the startof the 540 turn by Totila. In addition, theOstrogoths also get a second commander(Teias) on the 540 turn.

Historical Note: The post-TheodoricOstrogoths were cursed with a series ofmonumentally inept military leaders,until Totila gained the throne in 541.Totila, an able military man, succeededin driving the Byzantines back out ofItaly ( Justinian having withdrawnBelisarius for fear that the latter wasbuilding a power base), only to have themreturn, led by Narses. Unfortunately forthe Ostrogoths, Totila was killed in hisfirst major battle (Taginae, or BustaGallorum); see the C ATAPHRACTbattle game. Athalaric represents, inaddition to himself, the brief reign ofTheodehad (c. 534). The brief reigns ofAmalasuintha (a woman), Hildibidusand Elraric are represented by Witigis.

6.5 Barbarian Troops

6.51 All Barbarian SP are treated as fieldSP—there are no Barbarian frontiertroops. Detached SP are still treated asfield SP. Only those SP with a leader maybe activated/moved.

6.52 Vandal/Ostrogoth SP are thoseeither with a leader or in a province witha Vandal/Ostrogoth control marker. If allVandal or Ostrogoth on-map SP areeliminated, that Barbarian country maynot be revived. It may have no moreactivations or SP raisings, and unplayedleaders on the turn track never arrive. Itscontrol markers remain on the board untilremoved by Byzantine actions.

6.53 Detachment. It costs 1 MP for theactive army to detach any number of SP.Barbarian armies cannot detach SP if theyare Defeated and/or Disorganized. UnlikeByzantine frontier troops, detachedBarbarian SP are not all eliminated if theylose a battle (losing survivors mustretreat).

Ostrogoth, Vandal, and Persian leadersmay detach SP into any province. IfOstrogoth or Vandal leader detaches allhis troops, he stays on the map and moves“troopless” until he picks up some more.

Barbarian minor power armies (everyoneelse) may only detach SP into provinceswith a major power’s leader. Place anappropriate “Allies” marker on top of theSP to be detached and place them withthe major power’s leader. These SP aretreated as any other SP of that leaderexcept that they are subject to removal (see4.6) and if they themselves are laterdetached, they must be detached as asingle group.

The Barbarian play may detach all the SPin the active army if he wishes. Follow theabove procedure, and, if they have no SP,return minor power armies and Persianleaders to their respective boxes.

6.54 Attachment. Detached BarbarianSP, may be “picked up” by an activeBarbarian allied army at a 1 MP cost.

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7.0 MOVEMENT

Only armies and fleets may move; frontiertroops and detached Barbarian troops maynot.

7.1 Land Movement

7.11 To move an army by land, the playerrolls the die, cross-referencing that rollwith the army/leader’s movement rating.The result is the number of movementpoints (MP) that army has for thatactivation.

Example: Belisarius has an “A ”movement rating. The Byzantine playerrolls a 6, so Belisarius’ army has 7 MPavailable for that activation.

7.12 Each province costs 1 MP to enter.(Terrain is not a factor in this game.) Inaddition to that basic cost, additional MPmay be expended as follows:

1 MP To enter a province+1 MP For a Disorganized Army to

enter a province+1 MP For a Defeated Army to

enter a province+1 MP To cross a strait (e.g., from

Bythnia to Europa) 1 MP To detach any number of SP 1 MP For Barbarian armies to pick

up detached SP 1 MP To combine armies 1 MP For the Byzantines to remove

an enemy control marker 1 MP For the Barbarians to place

one of their control markers 1 MP To attack+1 MP To leave an enemy-occupied

(SP present) province without attacking

2 MP Remove Disorganized status, or change Defeated toDisorganized

4 MP Remove Defeated status

7.13 Armies move from one province intoan adjacent province (see 6.24 limitationson specific Byzantine armies). They maycross only if there is border border—theymay not cross diagonally at a meeting offour corners.

Example: An army in Macedonia maymove directly into Dardania or EpirusNova. It may not move directly intoPraevalitania.

7.14 Armies may not move across water,without fleets, except by straits.

7.15 The province of Septem may beentered only by crossing the strait betweenHispania and Africa, or by navalmovement. The Moors were far too activein the area between Mauretania and Septem.

7.16 Box Attacks. Byzantine armies maynot enter Barbarian boxes. Barbarianarmies in a box (whether allied to theBarbar ians or the Byzantines) mayenter—and then must attack—adjacentboxes that are connected by arrows (e.g.,the Alamanni and Lombards). Such a boxattack consumes all of an army’s MP. If atribe moves into a box where the armyhasn’t been assigned SP yet, rol limmediately to do so (4.24). Allegianceof is automatically allied to the non-moving player. Conduct the battle (see8.13).

7.17 As long as an army has movementpoints remaining, it may keep moving. Itmust cease movement, and end thatplayer’s activation, if one of the followingoccurs:• The player does not wish to move

further.

• The army does not have enough MPto move further.

• The army is loses a battle (see 8.21).

7.18 Combined armies continue toconduct the remainder of the activationas if they were a single army. They maymove/fight together, under the leadershipof the leader of the activated army. Armiesthat have combined must stack togetherand are considered as one for attack anddefense.

7.2 Naval Movement

7.21 Fleets may be activated and moveeither with an army (7.24) or bythemselves. A fleet may move a maximumof two new sea areas per activation. Ifbeginning in a province (in port, see 7.22),do not count the sea area adjacent to theprovince—entrance to that area is free.Insulae (part of the East) and Balearis(part of Africa) are individual provinces,not separate sea areas.

Example: A fleet starting in Hispaniamay move to Sicily.

7.22 When finished moving, a fleet maybe placed either “In Port” or “On Patrol.”

In Port fleets are those placed in anycoastal province abutting the sea area inwhich it has finished moving. They maynot be placed in a province occupied by

In Port

FrF

FreeMoveto Sea

1stNavalMove

2nd NavalMove

Free Moveto Port

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an enemy fleet in port (unless it defeatsthe latter in battle), but they have no effecton land SP in that province, and vice versa.Fleets in port will defend against anydirect attack, but they may not useinterception.

On Patrol fleets are placed anywhere inthe sea area, but not in a province. Fleetson patrol may not be attacked. They mayattempt to intercept any enemy fleet thatenters their area (see 7.34 and 8.3).

Design Note: Obviously, galleys did notremain at sea for a year at a time. Theabove rule is an abstraction of reality.

7.23 Fleets wishing to be in port may bemoved to any coastal province withinreach. If they enter a sea area in whichthere is an enemy fleet on patrol, the lattermay attempt to intercept such movementand, if successful, attack the moving fleetwith his fleet.

7.24 Transport. A fleet may transport anarmy. Each fleet counter may carry up to10 SP. To do so, the army and the fleetmust start the activation in the same cityprovince or island. When transporting anarmy, do not roll for movement. The armyis carried by the fleet, using its movementsystem. The transporting fleet may notend its move on patrol. If they safely reachtheir destination province, the fleet is inport and the army debarks into theprovince (not necessarily an island/cityprovince). Neither the army nor the fleetmay move until its next activation.

7.25 If the destination province containsan enemy fleet in port, the moving fleetmust attack the enemy fleet and drive itoff before it may land the army. Then,upon landing, the army may immediatelyattack any enemy in that province.

Historical Note: Naval combat was notthat prevalent. The Vandal Fleet was notaround for the Byzantine destruction oftheir country - it was off in Sardinia -and the Ostrogoths built a large fleet,which was then promptly destroyed in theAdriatic by the vastly superiorByzantines (and see the Sena Gallicascenario in the CATAPHRACTPlaybook).

7.3 Interception

7.31 Army Interception. Whenever amoving army enters a province occupiedby an enemy army, the enemy army maytry to intercept it (this happens before anyattack can take place). If successful, abattle occurs (see 8.14), and the non-moving army becomes the attacker.Detached SP, frontier SP, or Disorganizedor Defeated armies may not attemptinterception.

7.32 To see if interception is successful,roll the die and compare it to the controlrating of that army/leader. The roll isadjusted if the province contains a city orfort controlled by the intercepting army:• -2 for a city• -1 for a fort

If the adjusted roll is the same as, or lowerthan, the control rating, the interceptionis successful, and the intercepting playernow must attack the moving army. If theadjusted roll is higher than the controlrating, interception is unsuccessful, andthe army that attempted intercepting isDisorganized, while the moving army maycontinue with the remainder of itsactivation.

7.33 If there is more than one army in aprovince, each army may attemptinterception (simultaneously). If they areboth successful, they combine for theattack.

7.34 Naval Interception. Whenever anactivated fleet enters a sea area with anenemy fleet on patrol, then the enemyfleets on patrol in that sea area mayattempt one interception. Fleets in portmay not attempt interception.

7.35 To see if interception is successful,the non-activated player rolls the die:• If the roll is a 0-4, interception (and

battle) occurs, with the interceptingforce the attacker.

• If the roll is a 5-9, interception failsand the moving fleet may continuemoving or stay where it is.

7.36 An intercepted fleet (other than afleet with a retreating army) may avoidbattle by retreating to the last sea area it

came from, ending its movement. A fleetso retreating may also be intercepted if thearea into which it retreats containsanother, enemy on patrol fleet. In portfleets moving into an adjacent sea areamay not avoid battle.

8.0 COMBAT

8.1 Land Combat

8.11 An activated army initiates a battlewhen it enters province occupied by anenemy army and pays 1 MP to attack. Itis not required to attack, unless it is a box-to-box move (see 7.16).

8.12 A targeted army may choose toRetreat Before Combat, rather thandefend. Frontier or detached SP may notchoose this option, and fleet retreat (8.21)is not available for this. An army mayRetreat Before Combat into any province,friendly or otherwise. The decision toretreat must be made before the movingarmy pays the +1 to attack. The retreat isautomatical ly successful. BeingDisorganized or Defeated does notpreclude units from doing this. When soretreating, roll one die.• If the roll is the same as or lower than

the control rating, the army retreats ingood order, suffering no penalty.

• If the roll is higher than the controlrating of the army/leader, it becomesDisorganized.

8.13 If an enemy army (not frontier/detached SP) is in the province into whichthe Retreat Before Combat takes place,the enemy may attempt to intercept theretreating army (see 7.3).

8.14 If a battle takes place, both theattacker and the defender each roll andchecks the Battle Results Table, using thecolumn representing the number of SPthey have in that province. Each roll isadjusted by any applicable die rol lmodifiers listed under the Battle ResultsTable.

8.15 Strength Differential. The forcewith more SP in the battle gets a positive

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modifier depending on how superior it is.Use the most advantageous l istedherebelow (they are not cumulative witheach other):

+1 Larger army+2 Larger army is twice as large+3 Larger army is three times as

large+4 Larger army is four times as large+5 Larger army is five times as large

8.16 Multiple Enemies. If a player entersa province containing two (or more)enemy armies and/or garrisons he mayattack all enemy SP or just one army stack.When attacking all enemy SP in thatprovince as one, any battle modifier fortype of force (e.g., frontier, etc.) isdetermined by which army or frontier/detached force is largest. If equal, applythe worst modifier. When choosing toattack one of the armies at a time, thengarrison SP may not be targetted beforefield army SP.

8.17 The battle modifier benefits of fortsand city provinces apply only to thosedefenders who control that province. Aplayer controls the province if he met therequirements of 5.11 at the beginning ofthe current activation (that is, the movingforce does not negate control during itsown activation).

8.2 Combat Results

8.21 The results on the Battle ResultsTable are the number of SP lost by theopposing army.

The Loser: An army that loses the mostSP is the loser and is marked with aDefeated status marker and retreats.Losing frontier troops are all eliminated.Losing Barbarian detached SP receive nomarker, but retreats. The surviving losingforce must retreat into an adjacentprovince which is either friendly orcontested (contains friendly SP). If a fleetfriendly to the loser is in port in provinceof the battle, that fleet may be used totransport a retreating army (10 SP perfleet) to any friendly province within navalmovement range (such a retreat may beintercepted). If the loser cannot retreat,

it stays in place, but the loser rolls the dieand removes that number of SP from theloser.

Example: An army loses a battle, endingup with 32 SP remaining. However,because there are no non-enemy provincesavailable for retreat, the player rolls thedie. He gets a 4, which means he mustremove 4 more SP, leaving the losingarmy with 28 SP.

In case of Ties: If both players lose samenumber of SP, then the smaller army mustretreat. If both armies are the same size,they both stay where they are.

The Winner: A winning army must rolla die and compare it to its control rating.If that roll is higher than the rating, thenthe army, even as it is victorious, is nowDisorganized (place a status marker on it).Winning frontier troops/detached SP donot get Disorganized.

8.22 Defeated Armies. Troopswith Defeated status incur thefollowing penalties:• They may not attack.• The army pays an extra MP for each

province it enters.• When attacked, these defenders suffer

a -2 modifier (which is cumulativewith the -1, if also Disorganized).

If a Defeated force is defeated again, thereis no change in status.

It is possible for an army to be bothDefeated and Disorganized; the effectsare cumulative.

8.23 Disorganization. Thisusually occurs from control dierol ls for Retreats BeforeCombat and/or winning abattle. Frontier/detached SP never checkfor disorganization. A Disorganized armyincurs the following penalties:• The army pays an extra MP for each

province it enters.• It suffers a -1 modifier in combat

(which is cumulative with the -2, ifalso Defeated and defending).

If the army in question suffers anadditional Disorganized result , i t

automatically loses 1 SP, but there is noother change in status.

It is possible for an army to be bothDisorganized and Defeated; the effectsare cumulative.

Design Note: As with most “ancient”armies, unless a very strong helmsmanwas at the tiller, even winning armiestended to be somewhat useless after abattle.

8.24 P layers may remove/reduce aDefeated or Disorganized status bypaying movement points:• Pay 2 MP. Either remove a

“Disorganized” marker, or replace“Defeated” with a “Disorganized”marker. The latter may not be done ifarmy is both Defeated andDisorganized. (You’d have to removethe Disorganized first)

• Pay 4 MP. Remove Defeated marker.

8.25 Barbarians that start the turn in theirbox automatically have all such statusmarkers removed at the Byzantine incomephase of the next turn.

8.26 Defeated and Disorganized statusmarkers are also removed under thefollowing conditions.• When a Byzantine army gets a new

leader, or is reinforced by at least asmany SP as it has, remove bothmarkers.

• When an army wins a battle, removeboth markers before rol l ing forDisorganization (per 8.21).

• W hen one army combines withanother, the status of the army withthe most SP prevails and applies (usehighest control rating, to break a tie,or a die roll if still tied).

8.27 Elimination. If a Byzantine armyor a Barbarian army with a named leaderis defeated in battle such that it loses allSP, then the army counter, and any leaderswith that army, are eliminated and out ofthe game. Eliminated Barbarian armieshaving no named leaders are placed intheir box.

Examples: Bulgars get wiped out by aByzantine Praesental army. Place the

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Bulgar marker back in the Bulgar Box.On the other hand, Tzazon’s Vandal armywould be removed from play, if it wereso eliminated.

Exception: If the leader is the soleremaining Persian leader, place the leaderon the turn track for the next turn. At thebeginning of that turn, the Persian leaderis placed in the Persia box and can beactivated normally. If this happens, thePersians can not be activated until thatleader is available. If the Persians arerolled during Random activatio, re-roll.

Design Note: The loss of the last majorpower leader would start a scramble forthe throne. For the fragile Ostrogoths andVandals this will probably mean the endof empire as happened historically. Themore resilient Persians will be back inforce after a few years of sorting out theirinternal affairs.

8.28 Looting. W hen a Not PaidByzantine army engages in a battle andwins, it must check to see, at theconclusion of the battle, if there has beenany looting. Fleets and frontier troops donot loot. To check for looting, roll one dieand compare it to the control rating ofthe MagMil for that army. The roll isadjusted by +3 if the army is Disorganized.The winning army undertakes hisDisorganization roll before he checks forLooting. If the adjusted looting roll ishigher than the control rating, remove anumber of SP equal to that difference—representing troops that have answeredthe “Booty Call,” looted and gone home.Remove the Not Paid marker. If theadjusted looting roll was too low, nothinghas happened.

Historical Note: Most of the ByzantineArmy was mercenary and, that,combined, with the usual brand of penuryemanating from Constantinople togetherwith some rather ineffective magisteresmilitum, produced a lot of looting.

Example: A Disorganized army, led byJohn Trolita (control rating of 5) has notbeen paid in years. They defeat anOstrogothic army invading Illyricum,but, in rolling for WinnerDisorganization become Disorganized

again. The Byzantine player then checksfor looting. He rolls a 6, adjusted by theDisorganization status to 9, which is 4higher than John’s control rating. Remove4 SP and the Not Paid marker.

player rolls one die. Each then halves thatdie roll, rounding up, with a minimum of1 (e.g., a roll of 5 produces a 3; a roll of 0produces a 1). This result is then adjustedas follows.• Comparative fleet strength. The

player with more fleets adds thedifference to his dieroll.

• Naval Capability:+1 Byzantines 0 The Vandals-1 Ostrogoths

The higher adjusted roll wins; ties aredraws. Losses to fleets are as follows:• Winner Losses. Winner rolls the die.

If it is 0-4, he suffers no losses. If it isa 5-9 he loses 1 fleet counter, but onlyif he has more than 1 fleet counter.

• Loser Losses. Loser eliminates onefleet counter more than the winner andmust retreat (see 8.33).

• Draw. Both sides lose 1 fleet counter,even if that means eliminating allfleets. The attacker must retreat (see8.33).

8.33 Survivors of a losing fleet mustretreat. They may retreat to any (non-enemy held) coastal province adjacent tothe sea area of the battle If battle waswith a fleet in port, the losing fleet retreatsout to the adjacent sea and then to any(non-enemy held) coastal provinceadjacent to that sea. In either case, if thatsea area contains an enemy fleet on patrol,the latter may attempt to intercept.

8.34 If a fleet is transporting an army,and the fleet suffers losses, eliminateenough SP from the army so that thefleets can carry all SP. Army counters andleaders are lost only if the entire fleet isel iminated (see 8.27 for effects ofelimination).

Example. An army of 17 SP is beingtransported by 2 fleets. The force engagesin naval combat and loses 1 fleet … and,to satisfy transport limits, 7 SP must alsodie.

8.35 If the moving fleet wins the combatwith the intercepting f leet, it maycontinue to move, if it has sea area MPremaining.

8.3 Naval Combat

8.31 Naval combat - between fleets -occurs when one of two things happens:• A moving fleet attempts to land (be in

port) in a city province occupied by anenemy fleet in port. This usually occurswhen trying to debark troops, but amoving fleet may specifically initiatecombat by entering that province.

• A fleet on patrol successfully intercepts(see 7.34)

8.32 Leaders have no effect on navalcombat. To resolve a naval battle each

Example of a Battle

The combined Byzantine armies ofIllyricum and Italy (total 55 SP), led byBelisarius, attacks a Witigis-ledOstrogoth Army of 37 SP in Flaminia,a city province (Ravenna) controlled bythe Ostrogoths. Neither army isDisorganized or Defeated. TheOstrogoths have a -1 DRM whendefending. The following DRM areapplied to the Byzantine player’s die roll:-2 because the Goths are in a cityprovince they control, +2 for Belisarius’battle rating, +1 for strengthdifferential, for a cumulative modifierfor the Byzantines of +1. The Byzantinerolls a 6, which becomes a 7, causing theOstrogoths to lose 9 SP. The Ostrogothsalso roll a 6, which becomes a 5, causingthe Byzantines to lose 5 SP.

The Ostrogoths have lost, are markedwith a Defeated counter, and retreat intoPicenum. (Combat retreats do notrequire rolls for Disorganization.) TheByzantines roll for Disorganization,pass, and have 1 MP le ft for thisactivation. They may move intoPicenum, but can not attack thatOstrogoth force again, as it would cost 1 rcextra MP to do so.

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9.0 RANDOM EVENTS

Any time, when a player is rolling to seewhich Barbarian tribe is activated (4.22),a random event has occurred), if the sumof the two die rolls is 10 or more,. Whenthat happens, that player rolls one die andconsults the Random Events Table to seewhat has occurred.

Example: An activation dieroll of a 6 anda 7 (sum of 13) would produce animmediate random event. A roll of 5yields a Possible Revolt (which requiresanother roll to determine where). Afterthe event is resolved, the Barbarianplayer would then activate the Gepids(64-67).

The possible events, which are appliedimmediately, are:

Troop Mutiny? Not Paid, Byzantinefrontier troops and/or fleets may havemutinied (see 5.25).

Plague. The first time this event occurs,the following happens:• Eliminate one-half of all SP in city

provinces, rounding up (which meansthat a 1 SP frontier/detached force iseliminated).

• All SP in non-city are reduced by one-third, this time rounding down.

• During next turn’s income phase, theByzantine receives half the usual total,rounding down.

If this event happens a second time, andthe turn is 548 or earlier, treat it as NoEvent and return to the activation process.If a second plague happens in 552 or later,the game is finished (see 10.21 to see ifthe Byzantine has fulfilled his victoryconditions at that moment).

Historical Note: In 541, The Plague(probably that deadly combination ofbubonic and pneumonic) hit theMediterranean, causing incredible loss oflife. Justinian, himself, caught it, but,amazingly recovered. It returned, like anaftershock, in 558, at which pointJustinian gave up the ghost and shutdown operations. (Mathematically, everysecond game will get a second Plague.)

Revolt: Sardinia. Whoevercontrols the is land (if itdoesn’t have a Barbar iancontrol marker, it is Byzantine

controlled for the purpose of this event)must immediately move 1 fleet and 5 SPof field troops to Sardinia (if such forceis not already present there). If they sochoose, a leader may accompany them. Ifthe controlling player doesn’t have the 5SP, he moves as many as he has. They thenfight to stop the revolt. Roll the die,halving the result, rounding down. Thatis the number of SP lost while quellingthe revolt. The fleet is unaffected. If theplayer has no fleets, or if all his SPs areeliminated attempting to stop the revolt,place an In Revolt marker in the province,removing the Barbarian control marker,if present. This indicates that no onecontrols that province. In Revolt markersmay be removed as if they were normalcontrol markers.

Revolt: Armenia. Remove any frontier/detached SP, and any control markers,from each of the four Armenian provincesand place an In Revolt marker in each.This indicates that no one controls thatprovince. In Revolt markers may beremoved as if they were normal controlmarkers. Armenian provinces with armiesare not affected by the revolt.

Revolt: Eg ypt. This applies to theAugustamnica I and II, Aegyptus I andII, Thebais I and II, and Arcadia. Any ofthose provinces without an army orfrontier garrison, are in revolt. Pace an InRevolt marker to so indicate. Egyptianprovinces in revolt may not be used forincome purposes by the Byzantine. Revoltmarkers may be removed as if they werenormal control markers.

Revolt: Nika. A political upheaval inConstantinople requires Justinian toimmediately move an army of at least 10SP to Constantinople as the nextByzantine activation. The army is simplyplaced in Constantinople (regardless ofdistance). If Europa/Constantinople hasat least 15 SP, treat this as No Event andreturn to the activation process. TheGreens and the Blues are unhappy about thefixing of chariot races at the Hippodrome.

Religious Disputes. . When this eventoccurs, the Byzantine player loses his nextActivation opportunity; treat it as a Pass.

Historical Note: One of the major debatesof the era—often highlighted by rathersurly and acrimonious discussion—wasin what direction Christianity would go.They distracted Justinian’s attentionsfrom all other projects, especially as hiswife, the incomparably infamous andround-heeled ex-dancing girl , theEmpress Theodora, always disagreedwith him. Then again, everyone seemedto have his/her own opinion.

Politics. When this Event occurs, theByzantine player rolls the die for eachMagMil he has on the map, to which headds the MagMil’s control rating. TheMagMil with the highest adjusted roll (ifties, roll again for the tied leaders) isremoved from command and immediatelyreplaced by a randomly selected newMagMil for that army. After the newMagMil is selected, the removed leaderis placed back into the cup. Justinian wasmuch afraid of an attempt on his life, andthus his throne. He, therefore, distrusted anyMagister Militum with an army; and hedistrusted the able generals even more thanthe flunkies.

Justinian Builds Lots of Stuff. When thisevent occurs, remove 10G from theByzantine treasury. If there isn’t enough,remove the rest in the next turn’s incomephase. In addition to his desire to reclaimall of the Roman Empire, Justinian had apenchant for constructing great works, mostlybuildings, which were mostly churches.

10.0 WINNING THEGAME

10.1 Ending the Game

The game ends in one of three ways:• At the end of any turn, if the Byzantine

player controls all the Prefectures (see10.21)

• If the second Plague event occurs on552 or later (see 9.0).

• If ten turns have been completed.

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10.2 Who Wins?

Winning the game is a contest betweenthe players and history. The Byzantineplayer is trying to see if he can equalJustinian’s reconquest, while his opponentis there to see that he doesn’t.

10.21 The Byzantine player wins thegame if, at the end of any turn (includingone ended by the second Plague), hecontrols all five Prefectures and there isno Barbarian army in Lazica.

To control a Prefecture, the Byzantinesmust control (not just contest):• All city provinces in that Prefecture.• All provinces with an income rating

of 2 or higher.• At least two-thirds (rounded up) of all

the provinces in that Prefecture.

Two-thirds control is:Africa: 8Italy: 8Illyricum: 8Egypt: 6The East: 30

Example: To control Afr ica, theByzantine must control Zeugitana,Sardinia and Hispania and five of theremaining eight African provinces.

10.22 The Barbarian player wins, if, bygame’s end, the Byzantine player has notsatisfied 10.21.

Credits

Design: Richard BergDevelopment: Alan RayPlaytesting: Bill Thoet, David Fox,

Mike Pitts, Richard Shay, Alan RayJr., Alan Ray, Mitchell Land, MikeLemick

Cover Art: Rodger MacGowanMap Art: Mark SimonitchCounter Art: Rodger MacGowan and

Mike LemickRules Editing and Layout:

Stuart K. TuckerProduction Coordination: Tony Curtis

GMT Games, P.O. Box 1308,Hanford, CA 93232

www.gmtgames.com (800) 523-6111

SourcesBurns, Thomas, A History of the Ostrogoths

(Indiana U. Press, 1984). The era fromthe viewpoint of the losers.

Bury, J.B., History of the Later RomanEmpire, Vol 2 (Dover Pub, 1958).Mostly military in its discussions, wonthe “most used” book award for stuffmilitary.

Moorhead, John, Justinian (Longman,1994). Good, general work.

Delbruk, Hans, The Barbarian Invasions(U. of Nebraska Press, 1990). UsualDelbrukian insights, mostly tactical, butwith a good chapter on Justinian’smilitary organization.

Gibbon, Edward, The Decline and Fall ofthe Roman Empire.

Rodgers, W.L., Naval Warfare UnderOars, 4th to 16th Centuries (NavalInstitute Press, Annapolis, 1967).Second volume of Rodger’s watershedwork, has good opening chapter on theJustinian era.

Treadgold, Warren, Byzantium and ItsArmy, 284-1081 (Stanford U. Press,1995). Scholastic, but insightfuldiscussion of numbers of troops duringthis era, pay costs, and other factorspertinent to the game’s subject.

Treadgold, Warren, A History of theByzantine State and Society (Stanford U.Press, 1997). Excellent, well-writtenoverview of history Byzantium, withgood look at the Justinian era. The gamemap is based on the one Treadgold uses.1000+ pages.

Byzantine Army Placement and Movement Restrictions

Army

Praesental I& II

The East

Thrace

Illyricum

Armenia

Italy

Africa

Spain

Placement *At Start:

One each in Europa, or any provincein Asia (across the Hellespont) that iswithin 3 MP of Constantinople

In any province that the Persians mayenter from their Box.

Anywhere in the European portion ofthe East (Scythia, Moesia II, Thracia,Haemimontus, Rhodope and Europa)

In DalmatiaPlace in Byzantine Army Phase:

In any of the four Armenia provinces

In any Italy City Province, or Dalmatia

In any African or Egyptian province

In any African province*A newly-raised army may be placed in Europa

Movement

End activation in any province within 4 MP ofEuropa/Constantinople

End activation in any province in The East that is inAsia.

End activation in any province within 2 MP ofThracia

End activation in Illyricum or Italy

End activation in any province within 1 MP of anyArmenian province, or in any province which Persiaor the Arabs may enter from their Boxes

End activation in any Italian province, or anyIllyricum coastal province within 2 MP of Dalmatia

End activation in Sicilia or any province in Africa orEgypt

End activation in any province in Africa.

Army Size LimitationsByzantines* 150 SP *No more than 35 SP/armyVandals 50 SPPersians 80 SPOstrogoths 75 SP

Army Control Checks Action DRM Effect of Failed CheckRetreat Before Combat Army DisorganizedWinning Combat Army DisorganizedLooting +3, if Remove Not Paid and

Disorg. SP = DR - Control Rating