Command & Colors: Ancients 

EXPANSION #4 IMPERIAL

Game Design by Richard Borg

© 2007 & 2014 GMT Games, LLC  Command & Colors: Ancients 1. INTRODUCTION Imperial 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 Units, Leaders, and Blocks the game system. A unit is composed of a certain number of blocks: 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 Note: these descriptions include some units not present in this expansions including scenarios in Britain, battles of the Second expansion. , and scenarios from the Roman conflicts against the Foot Units: , Teutonic Barbarians, and the internal turmoil • All Light, Light Bow, Light Slinger, , Warrior, of the frequent struggles for power until Constantine becomes Medium, and Heavy units are composed of four the undisputed around 325 AD. small size blocks. The Imperial Rome expansion is packed full of new concepts • All Light or Heavy War Machine units are composed of two and new units: heavy cataphract , baggage wagons, wagon small size blocks. laagers, massed units of horse archers, light infantry tossing Mounted units: caltrops, plus our new Para Bellum system for fighting a series • All , Light Bow Cavalry, Medium Cavalry, of battles... and more. Each of these additions works within the , Heavy Cataphract Cavalry, Camel, and confines of the original system rules, with only slight modifica- Cataphract Camel units are composed of three medium size tions to reflect historical abilities and importance. Experienced blocks. players will have no trouble learning the few new special units • All Elephant units are composed of two large size blocks. and rule concepts. • All Heavy units are composed of two rectangular Again, Welcome and Enjoy! blocks. Richard Borg • All Barbarian Chariot units are composed of three rectangular blocks. Important: The scenarios in this system assume that players own A Leader is not a unit. A Leader is represented by one rectan- all the previous expansions. If you do not own all the expan- gular block. sions, you can “transplant” most of the scenarios using different armies than those depicted, although this will lose some of the A baggage wagon or wagon laager is not a unit. They are both historical and visual appeal. represented by one block. 2. CONTENTS 1 Rule and Scenario Book containing 24 battle scenarios 1 Sheet of new terrain tiles 2 Wooden card-holders 2 Reference cards 4 Block Label sheets 293 Blocks • 162 small blocks (8 tan, 142 purple, 12 black) Example of a Foot unit (4 blocks) and a Heavy Cavalry unit (3 • 120 medium blocks (54 tan, 45 purple, 21 green) blocks). • 11 rectangular blocks (5 purple, 6 black) A few extra blocks of each color and size are provided as spares. Black Square Blocks Eight 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.

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 

Apply appropriate unit stickers to the fronts and backs of the blocks. When you run out of 4 blocks, move on to the tan blocks for each unit. Place Eastern Kingdom unit labels on Eastern Kingdom Light Cavalry (6 tan medium blocks...). the tan blocks, Purple Roman unit labels on the purple blocks, Keep going in this fashion until all the tan Eastern Kingdom Green Barbarian unit labels on the green blocks and victory units are completed and then move on to the purple Roman, banners, special unit markers, and baggage wagon/wagon green Barbarian and black blocks. Following this procedure laager stickers on the black blocks. We suggest that you first will be worth the effort! A few extra blocks of each color and separate the blocks by color and then sort the blocks by size. stickers are supplied as spares. Start with the Eastern Kingdom units. Pull out 4 small tan Take special care when you label the 5 black Rectangular blocks. Find the Eastern Kingdom Warrior Infantry stick- Blocks. Label one side with a Baggage Wagon sticker and the ers; peel and place stickers front and back on the 4 small tan opposite side with a Wagon Laager sticker.

© 2007 & 2014 GMT Games, LLC  Command & Colors: Ancients

Unit Symbols and Colors the battlefield, within easy reach of both players. To help identify a unit’s type, colored symbols have been placed 7. Place the battle dice within reach of both players. on each label. 8. Review any special rules or victory conditions that apply for • Green circle: Light Infantry, Light Infantry, the battle. Light Bow Infantry, Light Cavalry, Light Bow 9. The starting player, as indicated in the scenario’s War Council Cavalry, Light War Machine. notes, begins play. • Green circle with white border: Auxilia Infantry, Light Barbarian Chariot. • Blue symbol: Medium Infantry, Medium Cavalry, 4. OBJECT OF THE GAME Camel. The object of the game is to be the first to capture a set number • Blue symbol with white border: Warrior Infantry, of Victory Banners (usually 5 to 8), depending on the selected Cataphract Camel. battle scenario’s victory conditions. • Red symbol: , Heavy Cavalry, Heavy A Victory Banner is gained for each enemy leader or enemy unit Chariot, Elephant, Heavy War Machine. entirely eliminated from the battlefield. When the last block of a • Red symbol with white border: Heavy Cataphract unit or a leader block is eliminated, collect one Victory Banner. Cavalry In some scenarios, additional Victory Banners may be gained by capturing certain terrain hexes or other battlefield objectives. 3. SETTING UP THE GAME 1. 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 with this expansion • To assemble a complete tan Eastern Kingdom army, you will 5. GAME-TURN need to combine the units in this expansion with the tan units from Expansion #1 (Sequence of Play) • To assemble a complete gray Roman army, you will need to The War Council notes state which player goes first. Players combine the gray units in the basic game with the gray units then alternate taking turns, until one of the players reaches the from Expansion #3 number of Victory Banners indicated in the scenario’s victory • To assemble a complete red Roman army, you will need to conditions. combine the red units from Expansion #2 with the red units During your turn, follow the sequence shown below: from Expansion #3 1. Play a Command card • To assemble a complete green Barbarian army, you will need 2. Order units and leaders to combine the green units in this expansion with the green 3. Move units from Expansion #2 4. Battle If you do not have all expansions, there may be battles where 5. Draw a new Command card you must supplement one or both armies with units from unused armies. 5. Choose each player’s side and sit by the board accordingly. 6. NEW UNIT TYPES AND Each scenario specifies which army is at the top or bottom of the battlefield. BLOCKS 6. Shuffle the Command card deck thoroughly and deal Com- Heavy Cataphract Cavalry mand cards to each side per the selected scenario’s War Council Heavy Cataphract Cavalry is a mounted unit that notes. Keep your Command cards secret from the opposing is identical to a heavy cavalry unit except that it player. Place the remainder of the deck face down, alongside may ignore 1 hit.

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 

Cataphract Camel Movement: • A Wagon Laager may not be ordered or moved. Cataphract Camel is a mounted unit that is iden- • Any unit or leader moving onto a hex with a Wagon Laager tical to a camel unit except that it may ignore 1 must stop and may not move any further on that turn. sword hit. • Any unit or leader that leaves a hex with a Wagon Laager Rectangular Wagon Blocks may only move onto an adjacent hex regardless of its normal movement allowance. Wagon blocks are black and have a Baggage Wagon on one side and a Wagon Laager on the other side. Battle: • A Wagon Laager may not battle, but units on a hex with a Baggage Wagon Wagon Laager may battle. A Baggage Wagon is similar to a leader. Both • Close Combat: A foot unit on a hex with a friendly Wagon are not units, but both may be ordered by spe- Laager rolls its normal number of battle dice, and may cific cards. A Baggage wagon cannot be ordered disregard one sword symbol and flag rolled against the unit. by an I Am Spartacus card. • Ranged Combat: A foot unit on a hex with a friendly Wagon laager may disregard one flag rolled against the unit. When Baggage Wagon Rule is in effect: • A Wagon Laager offers friendly foot units protection against • A Baggage Wagon is a single block, laid down in a hex with attacks from all sides. the Baggage Wagon side face up. Note: All mounted units receive no Close Combat, Ranged Combat or protective benefit from a Wagon Laager. Movement: • A Baggage Wagon may be ordered and move up to 2 hexes as • Any unit on a hex with an enemy wagon laager rolls one fewer part of the play of a Section card or an Order Mounted troop battle dice than usual when it battles. In addition the unit may card. not disregard one sword symbol and flag rolled against it in • When ordered as part of a Mounted card, it can move Close Combat or one flag in Ranged Combat. up to 3 hexes. Line of Sight • Normal terrain movement restrictions for Mounted units • A Wagon Laager will block line of sight. apply. • A Baggage Wagon may not move onto a hex with a unit or Special: An enemy Wagon Laager may be destroyed at the start unattached leader and may not move if a unit or unattached of the player’s turn, before a Command card is played, when your leader occupies its hex. unit occupies a hex with Wagon Laager and no enemy units are • Any unit or leader moving onto a hex with a Baggage in an adjacent hex. The Wagon Laager block is removed and you Wagon must stop and may not move any further on that turn. collect a Victory Banner for destroying the Wagon Laager. The Exception: if a Baggage Wagon occupies a Fortified Camp Victory Banner cannot be lost. Hex, no unit or leader may enter the hex. Battle: 7. New Game Mechanics • A Baggage Wagon may not battle. • A unit on a hex with a Baggage Wagon rolls one fewer battle Special Unit Blocks dice than usual when it battles. This expansion uses the concept of “special units,” first introduced in the Greek and Eastern Line of Sight: A Baggage Wagon will block line of sight. Kingdoms Expansion. When special units are Special: An enemy Baggage Wagon may be destroyed at the present in a battle, they will be labeled on the start of the player’s turn, before a Command card is played, battlefield and the scenario instructions will when your unit occupies a hex with an enemy Baggage Wagon specify that a special unit block will be placed in and no enemy units are in an adjacent hex. The Wagon block each special unit’s hex. The special rules will provide increased is removed and you collect a Victory Banner for destroying the abilities for each special unit. Baggage Wagon. The Victory Banner cannot be lost. 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 Wagon Laager transferable to any other unit. If the special unit is eliminated, A Wagon Laager is similar to a leader in that this block is removed from the map along with the last block both are not units. of the unit. When Wagon Laager Rule is in effect: • A Wagon Laager is a single block laid down The Praetorian Guard is a special unit. Place a special unit block in a hex with the Wagon Laager side face up. 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

© 2007 & 2014 GMT Games, LLC  Command & Colors: Ancients leader symbol rolled in close combat. The Praetorian Guard may At the end of the first day of battle, and again after a second day ignore one flag. These special abilities are retained until the last of fighting, both sides attempt to rally any units that were lost. block of the unit is removed from the battlefield. 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, Caltrops Rule the unit is rallied and the block is removed from the Nisibis When the Caltrops rule is in effect, a light foot unit (light infantry, scenario battle map (which means that unit may be deployed in light bow infantry and light sling infantry) that announces it is the upcoming battle). evading an attack from a mounted enemy will strew the ground Note, a lost leader does not need to be rallied and will always with caltrops (spiked balls). When the mounted unit is rolling its return to fight in the next battle. When the block does not rally, attack dice against the evading unit, each sword rolled will score the block should remain on the Nisibis scenario battle map in one hit on the attacking mounted unit. Other evade rules remain the book. Units not rallied for one battle are still eligible to be the same. Block losses for both units are removed simultaneously. rallied for subsequent battles. Any rolled are converted into mounted unit block losses and any green circles are converted into block losses for the When the next battle in the series is set up, the player that moves evading unit (Fortunes of war – sometimes the infantry is ridden first will set up his units first but must leave out one full strength down; sometimes both sides take losses; sometimes the caltrops unit type on his set up for each block of that type that was not wreak havoc before the horsemen ever reach the infantry). If a rallied and is still on the Nisibis scenario battle map. The player leader is attached to a mounted unit losing one or more blocks that goes second then sets up and must leave out one unit type to Caltrops, perform the standard Leader casualty Check with for each block that was not rallied. Players have a choice about two battle dice if the mounted unit has not lost its last block to which unit (of the particular type) is to be left out of the game, Caltrops, or one battle die if Caltrop losses eliminate the mounted each player decides for his own army. unit. The evading unit must still complete its evade even if the attacking mounted unit is eliminated. Example: The Roman player sets up for day two of Nisibus. His army set-up has five medium infantry units, but he has one Para Bellum Extended Battle System (Prepare for medium infantry block unrallied on the scenario battle map in War) the book. He may only set up four medium infantry units, but may choose which four units get placed. 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 Another Para Bellum game series the series. After each battle, record the number of victory banners gained by each side. When all the battles in the game series are The three battles fought between the Alemanni and Romans in completed, total the number of Victory Banners gained by each 217 AD (Placentia, Fano and Pavia) can also be fought as a Para side to determine a victor. Bellum game series. We suggest that Nisibis 217 AD be played as a Para Bellum game series. Historically, Nisibis was a 3-day engagement fought in the 8. Special rules summer of 217 AD between the Parthian and Roman Empires. Each day both armies would march out and deploy for battle Marian Legions Rule very much like they had on the previous day. To play the Nisibis When the Marian Legions Rule is in effect, all Roman Heavy scenario in Para Bellum fashion, play the same scenario three infantry and Roman Medium infantry units are armed with pilum times, using the same battle map set up for each day. Victory and sword. will be determined after playing all three days—remember, do not change sides. On Day-1 the victory goes to the player to These units are considered both close combat and missile win 4 banners; on Day-2 victory goes to the first player to win capable units and must follow the rules for Ranged Combat when 5 banners. On Day-3 victory goes to the first player to win 7 utilizing the Range Combat capability. A Marian Legion unit banners. After each battle, record the number of victory banners has a range of two hexes and will roll 1 battle die when it holds gained by each side. When all three battles are completed, total or moves only one hex. As with other missile weapon capable the number of Victory Banners gained by each side in all three units, a Marian Legion unit may not perform both Ranged and battles. To achieve a decisive Victory, your side must win by a Close Combat in the same turn. total of 3 or more banners. Before Marius’ reforms the maniple had been the legion’s tac- Another key element in a Para Bellum game series is that unit tical unit. Now it was the cohort—ten to each Marian legion. losses in one battle can affect the next fight. After each battle, He abolished the old classes of velites, hastate, principes and both sides will attempt to rally any units that perished in the triarii. All Marian legionnaires were equipped and organized in fighting. It is therefore very important that players keep track of a standard way. Each soldier was armed with the pilum—an iron the units that are lost by keeping the last block of an eliminated headed javelin 6 feet 9 inches long, a short sword, and a coat of unit separate from other blocks that are lost. For the Nisibis Para armor. Marius also hired soldiers from the proletariat, creating Bellum game series, we suggest that the last block of each unit a professional army, rather than the earlier militia-based force. lost be set on the Nisibis scenario battle map in the book. Finally, Marius abolished the distinction between Roman and al-

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients  lied Italian soldiers, incorporating all into his new legions. Each two battle dice in Close Combat or one battle legion became a standing organization, with its own numeric die in Ranged Combat. A unit on a bridge designation and an eagle as its sacred standard. hex may still make a Momentum Advance after a successful close combat. A foot unit Legions Rule defending on a bridge hex may ignore one When the Julian Legions Rule is in effect, all Roman Heavy flag rolled against it. infantry units and Roman Medium infantry units have capabili- • When battling an enemy unit on a bridge hex, a maximum of ties identical to the Marian Legion units, but with one added two battle dice are rolled in Close Combat. Ranged Combat ability: is unaffected. • Julian Legion Medium and Heavy infantry units may move one • A Command card that adds additional dice in battle will modify hex and close combat normally, or move two hexes and forego the number of battle dice maximum that may be rolled. close combat (note: if ordered by a Doubletime card, these units still move two hexes, but may now close combat). Line of Sight: A bridge hex does not block line of sight. By the time was appointed for , the Fordable River legion’s training and battle experience had made it the most Movement: A unit must stop when it enters a agile and effective fighting formation in the known world (when fordable river hex. commanded competently). The number of veteran legions had also steadily increased. The numerous Heavy Roman foot units Battle: A unit may battle on the turn it enters a depicted in battles here are equipped no differently than their fordable river hex. Medium Roman foot counterparts—they simply have the combat • When battling an enemy unit on a fordable river hex, a maxi- experience to be more effective in battle. The veteran legions mum of 2 battle dice are rolled in Close Combat. played a prominent role on the battlefield and were extremely loyal to their commanders. • 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 Imperial Legions Rule unit that moves onto or starts on a fordable river hex may make When the Imperial Legions Rule is in effect, all Roman Heavy a Momentum Advance after a successful Close Combat. infantry and Roman Medium infantry units are armed with • A Command card that adds additional dice in battle will modify pilum and sword. These units are considered both close combat the number of battle dice maximum that may be rolled. and missile weapon capable units and must follow the rules for Ranged Combat when utilizing the Range Combat capability. Line of Sight: A fordable river hex does not block line of An Imperial Legion unit has a range of two hexes and will roll 1 sight. 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 CREDITS where their capabilities are similar to the older Marian legions. CREATION AND DEVELOPMENT: Richard Borg From the earliest days of the its military system DEVELOPMENT: Pat Kurivial, Roy Grider 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 RESEARCH AND TECHNICAL ASSISTANCE: Dan Fournie the soldiers in its frontier field force were mostly Romanized ART DIRECTOR: Rodger MacGowan barbarians, or conscripts pressed into service to meet multiply- BOX ART AND PACKAGE DESIGN: Rodger MacGowan 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 STICKER ART : Rodger MacGowan, Mike Lemick and Mark Simonitch the Roman professional army. MAP AND RULES LAYOUT: Mark Simonitch RULES EDITOR: Kevin Duke 9. New Terrain Tiles PRODUCTION COORDINATION: Tony Curtis Bridge PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis, These rules are used for all bridges, including Gene Billingsley and Mark Simonitch 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

© 2007 & 2014 GMT Games, LLC  Command & Colors: Ancients - 69 BC

Historical Background The stage is set. The battle lines are drawn and you are in command. Can you change history? Mithridates VI of challenged Rome for control of Minor and Greece while the Romans were distracted in the Italian War. Although Rome defeated Mithridates in the First and Second War Council Mithridatic Wars, he was allowed to maintain his kingdom in Pontus. Armenian Army (Use Eastern Kingdom blocks) A began in 73 BC, and Mithridates suffered • Leader: King a major defeat at Cabira the following year. Mithridates fled to the • 4 Command Cards court of his son-in-law, King Tigranes the Great of Armenia, who refused a Roman demand to surrender him. The Roman Proconsul, Roman Army (Use Red Roman blocks) Lucius , invaded Armenia with two Roman legions, • Leader: Lucius Licinius Lucullus defeating a small cavalry force and investing the of Ti- • 6 Command Cards granocerta. Meanwhile, Tigranes raised a large force of Armenians • Move First and allies in Taurus. Victory As Tigranes’ army approached to lift the siege, Lucullus split his force, leaving enough strength to maintain the siege and deploying 6 Banners the rest of his army along a deep river to block the advancing Arme- nians. Tigranes deployed opposite the Romans, confident of an easy Special Rules victory, but argued with Mithridates about the plan of action. Lucul- • Baggage Wagon rule is in effect. lus led a column out of sight of the Armenian army, crossed at a bend • Marian Legions rule is in effect. in the river, and gained Tigranes’ right flank. Seeing the opportunity, Lucullus personally led the Roman charge down the hill against a • The river is impassable. 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.

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients  Carrhae – 53 BC

Historical Background mander thirsted for wealth, so he had Crassus executed by pouring molten gold down his throat. Most of the eagles were Along with and , captured by the Parthians, a disgrace that would rankle the Romans formed the secret “Triumvirate” which all but controlled Rome. for years to come. Reputedly the richest man in Rome, Crassus lacked any great mili- tary achievement to compare with Caesar’s conquest of Gaul and The stage is set. The battle lines are drawn and you are in command. Pompey’s many exploits. An ambitious man, Crassus saw the con- Can you change history? 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 War Council the Parthian heartland. Shortly after crossing the Euphrates, his army Parthian Army (Use Eastern Kingdom blocks) was surprised near Carrhae by the Parthian general Surena and a • Leader: General Surena cavalry force made up of horse archers and cataphracts. Crassus • 6 Command Cards formed his men into an open square, but Surena made no effort to • Move First close, content to harass the Romans with a hail of arrows. Roman Army (Use Red Roman blocks) Crassus and his officers believed they had only to hold out until the • Leader: Marcus Licinius Crassus horse archers expended the small number of shafts they could carry • 4 Command Cards with them. However, Surena had brought along a camel train with a huge re-supply of arrows. Crassus sent his son Publius forward with Victory the to pin down the horse archers but the Parthians fell back. Publius rashly pursued too far and Surena annihilated his 7 Banners 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 Special Rules soldiers, throats cracking with thirst, were overwhelmed. Crassus Marian Legions rule is in effect. Heat and thirst had reduced the withdrew with a mere 500 survivors westward when the Parthians mobility of the Julian legions in Crassus’ army, hence the more retired for the night. During negotiations following the fight, Crassus restricted mobility of the Marian Legions rule for this scenario. was treacherously captured. Surena had heard that the Roman com-

© 2007 & 2014 GMT Games, LLC 10 Command & Colors: Ancients Philippi: I - 42 BC

Historical Background War Council Caesar’s assassination plunged the Roman world into chaos Republican Army (Use Gray Roman blocks) and civil war. On one side was the of Mark • Leaders: Cassius & Brutus Anthony, Aemilius Lepidus, and Octavian, Caesar’s nephew, • 5 Command Cards which aimed to avenge Caesar’s murder. Opposing them were the assassins Marcus Brutus and Gaius Cassius, who sought to Triumvirate Army (Use Red Roman blocks) re-establish the Republic. The Republicans levied a large army • Leaders: Antony & Octavian in the east and set up camp near Philippi in Macedonia. With • 5 Command Cards ample supplies, the fortified Republican position between two hills and a marsh seemed impregnable. When and • Move First Octavian arrived with their large veteran army, they camped a short distance from the Republicans’ fortified position. Beset with Victory supply problems, Antony constructed a causeway through the 8 Banners 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 Special Rules Brutus’ forces. Brutus’ Republican legions defeated Octavian’s • When a unit occupies an enemy camp hex at the start of the forces and captured his camp. Meanwhile, Cassius lost his camp owning player’s turn, remove the camp terrain tile hex and to Antony’s outflanking force. Falsely believing Brutus had also collect one Victory Banner. been defeated, Cassius committed suicide. The battle ended with • Julian Legions rule is in effect for both armies. both sides overextended and each returned to their original lines • The three hills on the right are impassable. to wait for another day to decide who would win. We suggest players add several terrain tiles under these three The stage is set. The battle lines are drawn and you are in com- hills. Making them “taller” helps emphasize that they are im- mand. Can you change history? passable, where other hill hexes are not.

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 11 Philippi: II - 42 BC

Historical Background War Council After the first battle of Philippi, a fleet bringing supplies to Republican Army (Use Gray Roman blocks) Anthony and Octavian’s army was destroyed and supplies for • Leader: Brutus the Triumvirate legions began running out. Brutus was content • 5 Command Cards to watch the army of Antony and Octavian starve. However, the • Move First Republican legionnaires wanted to fight and Brutus tried and failed to convince his troops to wait. Brutus, a poorer general Triumvirate Army (Use Red Roman blocks) than Cassius, gave in when his men became restless and lined • Leader: Antony & Octavian up for battle. • 5 Command Cards Brutus, commanding the right wing of his army, drove the enemy’s left under Antony back, with the help of the more nu- Victory merous Republican cavalry. The Republican center and left wing 7 Banners 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. Special Rules Brutus fled and later killed himself. The Triumvirs had won this • When a unit occupies an enemy camp hex at the start of the round of the civil war, but would later turn against each other. owning player’s turn, remove the camp terrain tile hex and collect one Victory Banner. The stage is set. The battle lines are drawn and you are in com- mand. Can you change history? • Julian Legions rule is in effect for both armies. • The hills in the center are impassable.

© 2007 & 2014 GMT Games, LLC 12 Command & Colors: Ancients Cilician Gates - 39 BC

Historical Background War Council After his victory at Philippi, Mark Antony was intent on waging Parthian Army (Use Tan Eastern Kingdom blocks) war against the Parthians and avenging the defeat at Carrhae. • Leader: Pacorus Anthony sent Pubulius Ventidius Baussus ahead to pave the way. • 5 Command Cards Ventidius was one of the most successful Roman generals who fought the Parthians. His use of ranged weapon troops and terrain • Move First to combat the Parthian cavalry gave him several victories. Roman Army (Use Red Roman blocks) Ventidius marched into Syria and encountered Quintus Labienus, • Leader: Pubulius Ventidius Baussus a renegade Republican officer who had served under Brutus • 6 Command Cards and then joined the Parthians. Ventidius gave chase, tracking Labienus down at the Cilician Gates, the main pass through the Victory Taurus Mountains that separated Cilicia from . Ventidius 6 Banners made camp on the heights while Labienus, expecting Parthian reinforcements, camped a short distance from the away. The Special Rules Parthian cavalry under Pacorus soon arrived. Utterly fearless of the Romans, the Parthian horsemen did not wait to join Labienus • When a unit occupies an enemy camp hex at the start of the but instead directly charged the heights. The Roman force, well owning player’s turn, remove the camp terrain tile hex and supplied with missile troops and benefitted from the terrain, collect one Victory Banner. repulsed the attack and drove off the Parthians. The surviving • Julian Legions rule is in effect for the Romans. 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?

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 13 Antony’s Siege Train – 36 BC

Historical Background War Council Fresh from his dalliance with , Antony set out to con- Parthian Army (Use Eastern Kingdom blocks) quer the Parthian empire, following a battle plan he discussed • Leader: Phraates IV years before with Caesar. Avoiding Crassus’ mistake of striking • 5 Command Cards directly through Mesopotamia, Antony took his massive army • Move First north through Armenia. Always impetuous, Anthony refused to wait for his baggage wagons and siege equipment and marched Roman Army (Use Red Roman blocks) with his main army to Phraaspa, the Royal City of Media, leav- • Leader: Oppius Statianus ing Oppius Statianus in charge of the siege train with a fairly • 5 Command Cards 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 Victory guards, and destroyed all the equipment. Antony could not 6 Banners capture Phraaspa without his siege equipment. Despite winning a few minor skirmishes, Anthony was forced to withdraw from Special Rules Media in the winter, suffering extremely heavy losses to both Parthian attacks and the harsh weather. • Baggage Wagon rule is in effect. • The Roman player will collect one Victory Banner for each wagon The stage is set. The battle lines are drawn and you are in command. that moves off any hex on the right side of the battlefield. Can you change history? • Julian Legions rule is in effect for the Romans

© 2007 & 2014 GMT Games, LLC 14 Command & Colors: Ancients MEDWAY – 43 AD

Historical Background War Council In 43 AD, led an expedition of four legions to Britons (Use Barbarian blocks) Britain. His army advanced with only minor skirmishing as far • Leaders: Togodumnus and Caratacus as Rutupiae on the coast of . Late in the season, Roman • 4 Command Cards scouts finally found the enemy camped on the northern bank of the River Medway. Togodumnus and Caratacus, the command- Roman Army (Use Red Roman blocks) ers of the Briton tribes, believed the river would halt the Roman • Leader: Aulus Plautius advance. They were taken by surprise when a force of specially • 6 Command Cards trained auxiliaries (described as “Celtic” in one account) swam the river and attacked the British charioteers. The Britons, while See Special Rules for which side moves first preoccupied with the auxiliaries, were again surprised when Legion II Augusta, under suddenly crossed the river Victory (probably using a pontoon bridge) and established a second 6 Banners bridgehead. The remaining legions began crossing to reinforce Legion II Augusta. Special Rules During the night, the Britons turned all their strength on the • Julian Legions rule is in effect for the Romans. legions, knowing they were the bigger threat. The Briton assault • To determine which side will move first, both players will roll penetrated the Roman lines, putting the bridgehead in great dan- dice equal to their command. The player that rolls the most ger. Just then, Hosidius Geta led a legion that had just crossed Leader symbols will move first. If a tie results, roll again. the river in daring counter attack. Geta’s force broke through • The river is only fordable by light foot units. Other troops treat the enemy’s line and saved the bridgehead (which earned him a it as impassable terrain for movement and in retreat. “triumph,” very unusual for someone not a consul). The defeated Britons disengaged and withdrew back to the Thames. • Use standard Bridge rules for the pontoon bridge. The stage is set. The battle lines are drawn and you are in com- mand. Can you change history? © 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 15 ’s Revolt – “” - 61 AD

Historical Background a massive frontal attack. held his forces in place. As the charging Britons neared the Roman line, they were staggered While many of the tribes of Britain resisted Rome until they and stopped by a storm of pila. Only then did the Romans at- were conquered and crushed, a few tribes, like the , formed tack the confused Britons, driving them back onto their wagons pacts with the Romans to remain semi-independent. The Iceni and cutting them down by the thousands. Boudica managed to client-king died while the Roman , Gaius escape, but later committed suicide rather than be captured. The Suetonius Paulinus, was campaigning in what is now northern exact location of the battle is uncertain, but most commonly held . In Suetonius’ absence, the procurator, Catus Decianus, to have taken place at what the Anglo- called “Watling took advantage of these to events seize lands, recall loans, and Street,” hence the anachronistic name. generally revoke all the advantages the clients had obtained from . When Prasutagus’ widow, Boudica, complained, she The stage is set. The battle lines are drawn and you are in com- was flogged and her young daughters raped in front of her. Instead mand. Can you change history? of suppressing dissent these barbarous acts fanned the fires of revolt. The Iceni, , and others rose up, sacking the War Council legion colony of , defeating several small Roman Britons (Green blocks) Roman Army (Red blocks) forces, burning and (St. Albans), and • Leader: Boudica • Leader: Gaius Suetonius killing as many as 70,000 people. • 4 Command Cards Paulinus Suetonius summoned reinforcements from all over Britain until • Move First • 6 Command Cards he was strong enough to fight on a carefully selected defensive position offering a narrow front that would minimize the enemy Victory numbers. Flushed with success, Boudica’s Celtic host may have 8 Banners numbered as many as 50,000 fighting men, followed by their families and baggage wagons loaded with plunder. She deployed Special Rules these wagons at the rear of her army. The men would fight all the • Julian Legions rule is in effect for the Romans. harder knowing that their families were watching and would be • Treat the Wagon Laager blocks as impassable terrain (occupied in grave danger if the Romans triumphed. The Britons launched by women and children).

© 2007 & 2014 GMT Games, LLC 16 Command & Colors: Ancients First Battle of Bedriacum - 69 AD

Historical Background The stage is set. The battle lines are drawn and you are in command. Can you change history? The “year of four emperors” (68-69 AD) began when , the last member of the Julio- dynasty, committed suicide to avoid execution. Servius Sulpicius , governor of Hispania, was pro- War Council claimed emperor, but did last long, for Marcus Salvius , with Vitellian Army (Use Gray Roman blocks) the support of the Praetorian Guard, murdered Galba and became • Leader: Aulus the second emperor. Meanwhile, the governor of Germany, Aulus • 6 Command Cards Vitellius, also claimed the throne and marched on Rome with his Othonian Army (Use Red Roman blocks) veteran legions and a strong force of Batavian auxiliaries. Otho left • Leader: Titianus Rome with the Praetorian Guard, nearly three loyal legions and a • 5 Command Cards force of gladiators to meet the challenge. • Move First After making camp near Brixellum, Otho decided to call his brother Titianus from Rome to act as his field commander for the upcoming Victory battle. , who had defeated Boudica some 5 Banners eight years prior, advised Titianus to wait for reinforcements, but Titianus ignored the advice and led the army out to fight at once. Special Rules The two Roman armies met at Bedriacum, near Cremona, and heavy • Julian Legions rule is in effect for both armies. fighting took place as legionary eagles were captured and recaptured. Otho’s army eventually gave way when the large force of Batavian • Praetorian Guard is a special unit. Place a special unit block in the auxiliaries took them in the flank. The Othonian troops fled back to same hex as the Praetorian Guard unit to distinguish it from the their camp and the next day took an oath of allegiance to Vitellius, other units. The Praetorian Guard will score a hit for each leader while Otho committed suicide. Vitellius now became the third of symbol rolled in close combat and it may ignore one flag. the four emperors in this fateful year, but his reign would not last till the end of the year. Flavius Vespasian, with the support of the eastern and Danubian legions, seized the throne and finally established stable rule.

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 17 Mons Graupius - 84 AD

Historical Background War Council After years of campaigns in northern Britain, Gnaeus Julius Agri- Britons (Use Barbarian blocks) cola subdued all the tribes except the fierce . • Leader: maneuvered to bring the Caledonians to open battle. Determined • 4 Command Cards to restore the security of his Highland home, the Caledonian chief, Roman Army (Use Red Roman blocks) Calgacus, gathered a strong force of about 30,000 and awaited and • Leader: the Romans at Mons Graupius. Calgacus occupied the high ground with his main force and posted a line of on level ground to • 6 Command Cards their front. The Roman army was of roughly equal size. Agricola • Move First deployed his auxiliary infantry and cavalry in the main battle line and held his legions in reserve. Victory 6 Banners The battle opened with Agricola’s cavalry charge against the barbar- ian chariots while the infantry moved forward and engaged in an Special Rules exchange of missiles with the enemy. When the charioteers began • Julian Legions rule is in effect for the Romans. to give ground, the Roman auxiliary infantry closed to hand-to-hand combat, which drove the enemy line back. A desperate attempt to • Roman Reserve Force: By playing a “Leadership any Section” outflank the Roman line was turned back by another cavalry charge. or “Inspired Leadership Center” Command card, the Roman The outcome was considered remarkable because solely auxiliary player card may bring the Roman reserve force onto the center forces had achieved the victory. Following the battle, Agricola pro- section of the battlefield. Place the three units and a leader with claimed that all tribes in Britain had been conquered. one of the units on any unoccupied Roman baseline hexes in the center section. Units may battle this turn but may not move. The stage is set. The battle lines are drawn and you are in command. The rest is history. 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. © 2007 & 2014 GMT Games, LLC 18 Command & Colors: Ancients Issus - 194 AD

Historical Background to escape to . Severus would still have to face Albinus to consolidate his rule. The Roman Empire lacked an accepted institutional system of succession whenever an emperor died. This typically led to mul- The stage is set. The battle lines are drawn and you are in com- tiple claimants to the throne and civil war. So, when the erratic mand. Can you change history? and eccentric emperor was murdered in 193 AD, it ushered in just such a period, sometimes called the “Year of the Five Emperors.” was proclaimed emperor but, after a War Council reign of only 83 days, he was murdered by his own Praetorian Niger’s Army (Use Gray Roman blocks) guards. The Praetorians auctioned the throne off to a rich senator, • Leader: Pescennius Niger Julianius Didianus. Meanwhile three field commanders claimed • 5 Command Cards the throne—Septimus Severus in Pannonia, Pescennius Niger in Syria, and Clodius Albinus in Britain. Septimus Severus reached Severus’s Army (Use Red Roman blocks) Rome first with his veteran legions, executed Didianus, and • Leader: Septimus Severus punished the treacherous Prateorian guards. Before marching to • 6 Command Cards face Niger in the east, Severus convinced Albinus that he could • Move First be his co-ruler and heir. Victory Severus met Niger’s forces in Syria, near the River Issus in 194 7 Banners AD. Having a numerical advantage, Serverus attacked frontally while sending the bulk of his cavalry around a large wood on his Special Rules left to outflank the enemy’s battle line. The initial frontal assault • Julian Legions rule is in effect for both armies. 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

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 19 - 197 AD

Historical Background War Council The civil war that began with the “year of the five emperors” Albinus’s Army (Use Gray Roman blocks) continued. Septimus Severus, after defeating Pescennius Niger • Leader: Clodius Albinus at Issus (194), now turned on his other rival, Clodius Albinus, • 5 Command Cards governor of Britain. Albinus took his legions east and added the Severus’s Army (Use Red Roman blocks) forces of Novius Rufus, governor of Hispania. He set up camp • Leader: Septimus Severus near Lugdunum, in Gaul. Albinus attempted to invade Italy • 6 Command Cards through the Alpine passes, but Severus prevented the move by • Move First garrisoning the passes. Albinus returned to Lugdunum. Severus followed with an army of about the same size as Albinus. Victory The details of the battle are somewhat vague but it was a long 9 Banners and bloody fight. It seems that Severus’ left was disordered when it encountered rough ground and the troops sent to support Special Rules them were driven back. On Severus’s right the Albinus’s troops • When a Severus unit occupies an Albinus camp hex at the start broke and were pursued back to their camp, which was taken of the turn, remove the camp terrain tile hex and collect one and looted. In the center, the tide shifted many times. Finally Victory Banner. the battle swung decisively in Severus’s favor as his cavalry advantage proved itself. Albinus attempted to escape but was • Julian Legions rule is in effect for both armies. caught and then beheaded. Severus went on to rule as emperor • Praetorian Guard is a special unit. Place a special unit block for nearly two decades. in the same hex as the Praetorian Guard unit to distinguish it from the other units. The Praetorian Guard will score a hit for The stage is set. The battle lines are drawn and you are in com- each leader symbol rolled in close combat and it may ignore mand. Can you change history? one flag.

© 2007 & 2014 GMT Games, LLC 20 Command & Colors: Ancients Nisibis - 217 AD

Historical Background The stage is set. The battle lines are drawn and you are in com- For centuries, Rome and Parthia contended for dominance in mand. Can you change history? the . Nisibis 217 AD was a three-day battle with the War Council Romans led by their new emperor Marcus Opellius against the Great King of Parthia, Artabanus IV. On the first Parthian Army (Use Eastern Kingdom blocks) day, the battle began when conflict arose among the soldiers for • Leader: Artabanus IV possession of a watering place. Macrinus deployed his Romans • 5 Command Cards in their typical formation, infantry in the center and cavalry at • Move First the wings. The formation also had gaps in the line to allow the Roman Army (Use Red Roman blocks) light infantry to skirmish forward and withdraw to safety when • Leader: Marcus Opellius Macrinus necessary. The Parthian army was strong in cavalry and horse • 5 Command Cards archers, and at sunrise the cavalry charged firing volleys of arrows while the cataphract cavalry and cataphract camels attempted to Victory close with the Roman line. But, when the Roman light infantry For Para Bellum: Day 1: 4 Banners; Day 2: 5 Banners; Day evaded, they strew the ground with caltrops (spiked balls) and 3: 7 Banners the pursuers found themselves in a difficult situation. After sev- eral such assaults and night drawing near, both armies retired to For One Day Battle: 8 Banners their camps. The second day was a repeat of the first day, with Special Rules skirmishing from morning to night but again no clear advantage to either side. On day three, the Parthian army attempted to use • When a unit occupies an enemy camp hex at the start of the their greater numbers to surround the Romans. The Romans suc- owning player’s turn, remove the camp terrain tile and collect ceeded in extending their line using the light cavalry and light one Victory Banner. troops to protect their flanks. By the end of the third day, both • We suggest that Nisibis 217 AD be played as a Para Bellum armies had suffered severely and were exhausted. Under these system game series. circumstances, Macrinus opened negotiations with Artabanus • Julian Legions rule is in effect for the Romans. and bought peace with some territorial concessions. • Caltrops rule is in effect for Roman light foot units. © 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 21 Hormuz - 226 AD

Historical Background War Council Around 220 AD Ardashir I, a Persian vassal, considered the state Parthian Army (Use Eastern Kingdom blocks) of the Parthian Empire. Ardashir knew about dissensions in the • Leader: Artabanus IV Parthian royal house and reasoned that the losses which Artaba- • 5 Command Cards nus had sustained in his battles with the Romans and against his • Move First brother Vologases had weakened Parthian military power. He Persian Army (Use Purple Roman blocks) decided the time was right to declare the independence of Persia. • Leader: Ardashir I Artabanus did not take any immediate steps to respond, which • 6 Command Cards allowed Ardashir’s rebellion to spread. Then Artabanus sent a provincial governor of Khuzestan to deal with the , but Victory Ardahsir defeated this expedition. Finally, Artabanus himself led the remnants of the royal Parthian army into Persia. This inva- 6 Banners sion resulted in three battles. The final and decisive battle took place in the plain of Hormuz, between the Rivers Bebahan and Special Rules Shuster. The Parthian cavalry army faced a balanced Persian army • The rivers are impassable. 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?

© 2007 & 2014 GMT Games, LLC 22 Command & Colors: Ancients - 238 AD

Historical Background War Council In 235 AD, the Roman army in Germany mutinied and mur- Capelianus Army (Use Gray Roman blocks) dered the last Severan emperor, Alexander Severus, after a • Leader: Capelianus reign of fourteen years. This led to another succession crisis • 5 Command Cards and civil war. The legions in Germany acclaimed a professional soldier, Maximus Thrax, as the new emperor. Maximus’ harsh Gordianus Army (Use Purple Roman blocks) rule alienated the Senate and populace of Rome. Then in 238 • Leader: Gordianus II AD, the aged governor of the of , Gordianus I, • 5 Command Cards was acclaimed co-emperor with his son, Gordianus II, by rebel • Move First forces. The quickly switched its allegiance to Gordianus. The father and son hastily raised an army in Africa. Victory Capelianus, the governor of Numidia, remained loyal to Emperor 5 Banners Maximius. He was in command of the only legion in the region at this time, the III Augusta. The two armies met near Carthage Special Rules with Gordianus II leading his army of untrained troops against • Imperial Legions rule is in effect for both armies. 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?

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 23 Abrittus - 251 AD

Historical Background to leave with his spoils and promised to pay tribute in order to keep the from invading the empire again. After repeated incursions into Moesia and Dacia by the Goths under Cniva, the Roman Emperor Gaius Messius Quintus Decius The stage is set. The battle lines are drawn and you are in com- (often called “ Decius”) moved to confront the barbarian mand. Can you change history? invaders. Accompanied by his son Herennius Etruscus and his general Trebonianus Gallus, Decius led a major military expedi- War Council tion into the lower , where he forced Cniva with his main army to abandon the siege of Nicopolis. Decius and the Romans Goths (Use Barbarian blocks) pursued Cniva through difficult terrain and after a series of forced • Leader: Cniva marches caught Cniva near Abritus. The Battle of Abrittus is also • 5 Command Cards known as the Battle of Terebronii. Roman Army (Use Purple Roman blocks) Cniva had divided his forces prior to the battle, and even though • Leader: Decius the Romans easily defeated the enemy front line, when they pur- • 4 Command Cards sued the retreating enemy into the swamps, Cniva’s concealed • Move First forces attacked. Cniva’s tactical maneuver proved to be very suc- cessful and the Romans were surprised and slaughtered. Decius’ Victory son Herennius was killed early in the battle, but the emperor proclaimed that “the death of one soldier is not a great loss to 6 Banners the republic” and continued fighting. Decius himself was slain soon thereafter, gaining the distinction of being the first Roman Special Rules emperor killed in battle against a foreign enemy. • Imperial Legions Rule is in effect for the Romans. After the battle, Trebonianus Gallus was acclaimed the new em- peror. With his army shattered, Gallus was forced to allow Cniva

© 2007 & 2014 GMT Games, LLC 24 Command & Colors: Ancients Edessa - 259 AD

Historical Background War Council The battle of Edessa was another round in the on-going Roman- Persian Army (Use Eastern Kingdom blocks) Persian Wars. In 258, , King of Sassanid Persia invaded • Leader: King Shapur I Roman territory, overrunning Armenia and continuing into Syria. • 6 Command Cards In order to stop his repeated plundering, In 259, Emperor Valerian • Move First led a Roman army (including the Praetorian Guard) into Syria. Roman Army (Use Purple Roman blocks) After some initial success in restoring the lost , he met • Leader: Emperor Valerian the main Persian army near Edessa, in Mesopotamia, commanded • 4 Command Cards by King Shapur I. The Roman army was strong in legionary infantry, while the Victory Persian force had superior cavalry. However, the Persian army 6 Banners also fielded a number of war elephants. Shapur initiated the battle with a charge by his lumbering pachyderms into the center of Special Rules the Roman line. Confusion and panic followed, for the Roman’s • Imperial Legions rule is in effect for the Roman army. techniques to counter these beasts had been long forgotten. A massive Persian cavalry charge then forced the Romans to • Praetorian Guard is a special unit. Place a special unit block withdraw. Valerian and most of the army were surrounded and in the same hex as the Praetorian Guard unit to distinguish it ultimately captured. The way was now clear for Shapur and his from the other units. The Praetorian Guard will score a hit for Persian host to sweep back through Syria and into Asia Minor. each leader symbol rolled in close combat and it may ignore one flag. The stage is set. The battle lines are drawn and you are in com- • “Fright at First Sight”: Any Roman unit in close combat with an mand. Can you change history? 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).

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 25 Naissus - 268 AD

Historical Background War Council The Goths, a Germanic people, were migrating southward and Goths (Use Barbarian blocks) crossed the Roman frontier in the province of Pannonia. The • Leader: Not known emperor , fresh from his victory over another Germanic • 5 Command Cards tribe, the Alemani, managed to check the Goth’s advance early Roman Army (Use Purple Roman blocks) in the year, but he could not expel the Goths, and they sacked • Leader: Claudius II several wealthy towns. that summer. Then Gallienus was mur- • 5 Command Cards dered while on campaign against a pretender. The new emperor, • Move First Claudius II, led a second expedition against the Goths in the autumn of 268 AD with a more mobile army. His cavalry was Victory commanded by the general , who would later become the emperor. 7 Banners As both armies deployed for battle, the advance guard of the Special Rules Goths was cut to pieces by the Roman light cavalry, which • Imperial Legions rule is in effect for the Romans. withdrew to the flanks as the Goths, who had the advantage in numbers, charged the Roman center. The Roman infantry held • Wagon Laager rule is in effect for the Barbarians. 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? © 2007 & 2014 GMT Games, LLC 26 Command & Colors: Ancients Placentia - 271 AD

Historical Background War Council Aurelian became emperor in 270, and is remembered as one of Alemanni (Use Barbarian blocks) the “soldier-emperors” who restored the empire after its near • Leader: Not Known collapse. During his five-year reign, Aurelian re-united the • 6 Command Cards empire after two-thirds of the provinces had broken away from • Move First central control. But first, Aurelian had to repulse a number of Roman Army (Use Purple Roman blocks) barbarian invasions. The most serious threat was posed by the • Leader: Emperor Aurelian Alemanni, a Germanic tribe that had made frequent incursions • 4 Command Cards into Roman territory. In 271 AD, after Aurelian had moved sev- eral of the western legions east to fight the Vandals and Goths, Victory the Alemanni broke through the frontier forces and invaded Italia. The Alemanni horde first sacked the city of Placentia in 5 Banners northern Italia. Emperor Aurelian, who was in Pannonia (near present day Hungary) with an army to control the Vandals, Special Rules had to move quickly back to Italia. The Alamanni learned of • Imperial Legions rule is in effect for the Romans. Aurelian’s approach and set an ambush for the Roman Emperor. • The river is only passable at the three river fords. 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?

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 27 Fano - 271 AD

Historical Background War Council After his serious defeat at the Battle of Placentia at the hands of Alemanni (Use Barbarian blocks) the Alemanni, Emperor Aurelian rallied and re-grouped his troops • Leader: Not Known and started in pursuit. The Alemanni were moving towards Rome, • 5 Command Cards producing great fear in the city. Rome had grown beyond the old Roman Army (Use Purple Roman blocks) city walls and much of the city was completely exposed to enemy • Leader: Emperor Aurelian attack. Aurelian finally caught up to the rear of the Germanic • 5 Command Cards horde and forced a fight near Fano. The Alamanni turned to fight • Move First just before crossing the Metaurus River which was their undoing. Pinned against the river, the Alemanni were unable to maneuver Victory or give any ground. When the main Alemanni line broke, many of the tribal warriors were drowned as they attempted to retreat. 6 Banners The shattered remnants of the Alemmani now headed north, away from Rome, with Aurelian in hot pursuit. Special Rules • Imperial Legions rule is in effect for the Romans. The stage is set. The battle lines are drawn and you are in com- mand. Can you change history? • The river is not passable.

© 2007 & 2014 GMT Games, LLC 28 Command & Colors: Ancients Pavia - 271 AD

Historical Background War Council After the victory at Fano, Emperor Aurelian sent his troops in Alemanni (Use Barbarian blocks) pursuit of the defeated Alemanni horde, which was racing back to • Leader: Not Known its homeland. Aurelian had the mountain passes blocked and then • 4 Command Cards proceeded to destroy almost the entire Alemanni army. Little is Roman Army (Use Purple Roman blocks) known about the tactical makeup of the battle, other than that the • Leader: Emperor Aurelian Alemmanni were trying to get away and were almost completely • 6 Command Cards wiped out. The victory ended the invasion and the • Move First granted Aurelian the title Germanicus Maxiumus. But the near success of the Alemanni made Aurelian realize that Rome needed Victory better defenses. This new, much larger set of walls encompassed all of the seven hills and became known as the “Aurelian Walls,” 6 Banners some of which can still be seen today. Special Rules The stage is set. The battle lines are drawn and you are in com- • The Alemanni player will gain one Victory banner for each mand. Can you change history? 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.

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 29 Immae - 272 AD

Historical Background War Council The (260–273) consisted of the (former) Palmyrene Army (Use Eastern Kingdom blocks) eastern Roman provinces of Syria, Palestine, and large parts of • Leader: and Zabadas Asia Minor. This breakaway kingdom was ruled by the famous • 5 Command Cards Queen Zenobia and had won many victories over the Sassanids, • Move First while repelling the Romans at the same time. Queen Zenobia Roman Army (Use Purple Roman blocks) believed that she and her general Zabadas could take Egypt while • Leader: Emperor Aurelian the Romans were busy with the Germanic tribes of the north. • 6 Command Cards In 272, Emperor Aurelian, fresh from his dramatic victory over the Alemanni, marched east to end the threat from Zenobia and Victory restore the eastern provinces. After overrunning Syria, Aurelian met the main Palmyrene army at Immae, a short distance east 6 Banners of the city of . Special Rules The Battle of Immae began with a Palmyrene cataphract cavalry • Imperial Legions rule is in effect for the Roman army. charge led by Zabadas. After a short struggle, the lighter Roman cavalry formation fell back into a marshy area. Here, as planned, • Caltrops Rule is in effect for Roman light foot units. 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? © 2007 & 2014 GMT Games, LLC 30 Command & Colors: Ancients Milvian Bridge - 312 AD

Historical Background Roman . Constantine later claimed a dream told him he would succeed “under this sign” (which various sources call While emperor ’s “” system of shared power the cross or the Chi-Rho sign) and this victory aided the rise of maintained calm for 20 years, eventually rivalries took over Christianity as Rome’s state religion. again. In 306 proclaimed himself emperor, setting off another confused civil war. He gained great power when F.V The stage is set. The battle lines are drawn and you are in com- Septimus marched an army against him which defected before mand. Can you change history? battle. In 312, Constantine decided to resolve the dispute with Maxentius (his brother-in-law!) for control of the Western Roman War Council Empire. With an army drawn from his western provinces of Brit- Constantine’s Army Maxentius’s Army ain, Gaul, and the Rhine, Constantine invaded Italy. He defeated (Red Roman blocks) (Purple Roman blocks) Maxentius at Taurinorum, and expected Maxentius to hold out • Leader: Constantine I • Leader: Maxentius in Rome (as he had successfully done several times before) but • 6 Command Cards • 5 Command Cards instead he made a stand less than ten miles from Rome, in front • Move First of the Milvian Bridge crossing the Tiber River. Maxentius’ deployment was faulty, as his huge army was Victory much too close to the Tiber River to allow room to maneuver. 9 Banners Although out-numbered, Constantine’s army attacked first and succeeded in pushing Maxentius’ forces back toward the river, Special Rules with Constantine personally leading his Gallic cavalry forward. • River hexes are impassable. Normal bridge rules are in effect Seeing that the battle was going badly, Maxentius ordered his for Milvian Bridge. army to retreat and seek safety behind Rome’s strong walls, but • Maxentius’s Army units that are forced to retreat into the river the planned withdrawal degenerated into a rout as the retreat- or off the battlefield will lose the entire unit instead of losing ing troops bunched up at the Milvian Bridge. Even Maxentius a block for each hex the unit cannot retreat. could not cross at the bridge and drowned. Constantine marched into Rome after the victory and was declared the sole Western • Imperial Legions rule is in effect for both armies.

© 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 31 Cibalae - 314 AD

Historical Background War Council In the years after Milvian Bridge, Constantine gradually consoli- Licinius’s Army (Use Eastern Kingdom blocks) dated his military superiority. Licinius emerged as Constantine’s • Leader: Licinius chief rival. After defeating Daia, Licinius gained control over the • 5 Command Cards entire eastern half of the Roman Empire. Relations between the Constantine’s Army (Use Purple Roman blocks) Constantine and Licinius gradually deteriorated. Upon learning • Leader: Constantine I that Licinius was conspiring against him, Constantine marched • 6 Command Cards east and the two armies met about 200 miles within the territory • Move First of Licinius, near Cibalae in Pannonia. Licinius’s army took up a position on the edge of a plain, intending to attack Constantine Victory as he emerged from a narrow passage through hilly country and swamps. Constantine, however, covered his deployment with 8 Banners light cavalry and gained maneuvering space. The battle lasted from dawn to dusk. It ended when Licinius’s left wing gave way Special Rules and his army withdrew under the cover of darkness. Licinius was • Imperial Legions rule is in effect for both armies. forced to flee to Sirmium. • The hills on Constantine army base line hexes are impassable. After losing a second battle to Constantine, Licinius conceded his Balkan provinces to Constantine in exchange for a cessation We recommend you place several terrain tiles underneath the of hostilities. In a second civil war with Licinius (323-324), base line hill tiles to emphasize the impassable nature of the Constantine finally re-united the Roman Empire under the rule hills. 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?

© 2007 & 2014 GMT Games, LLC 32 Command & Colors: Ancients

Battle Scenarios

Battle 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

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© 2007 & 2014 GMT Games, LLC