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SPQR Scenario Book 3 the BATTLE of BENEVENTUM Pyrrhus of Epirus Vs

SPQR Scenario Book 3 the BATTLE of BENEVENTUM Pyrrhus of Epirus Vs

SPQRSPQR Scenario Scenario Book Book 11 SPQR Great of the 3rd Edition SCENARIO BOOK

BENEVENTUM, 275 BC Pyrrhus of vs. M. Curius Dentatus—p. 3 SPQR BAGRADAS PLAINS, 255 BC SCENARIOS Xanthippus vs. Roman Consul M. Atilius Regulus—p. 8 scenario design CANNAE, 216 BC mark herman Barca vs. Consul G. Terentius Varro—p. 10 richard h. berg ZAMA, 202 BC game development Hannibal Barca vs. Proconsul P. Cornelius Scipio—p. 16 alan ray

CYNOSCEPHALAE, 197 BC art director rodger macgowan King Phillip V of Macedon vs. Consul T. Quinctius Flamininus—p. 20

GMT Games, LLC P.O. Box 1308, Hanford, CA 93232–1308 www.GMTGames.com

©© 2008 2008 GMT GMT Games Games LLC LLC 2 SPQRSPQR ScenarioScenario BookBook 2

RULES FOR COMPETITIVE PLAY We have designed the following battles/scenarios to be as historically CREDITS accurate (within the limits of available research materials) as possible. While this allows them to be excellent tools for study and solitaire play, Original System Designed By: Mark Herman some of the battles, because they were not balanced historically, will fall short of that gamer’s paradise of “perfect” game balance. Game System Designed By: Mark Herman/ Richard Berg We understand that many of you prefer an “I Want to Win” approach to wargaming, as opposed to, say, a “What’s Happening Here” view. Well, Beneventum and Cynoscephalae Designed by: Mark we like to be All Things to All , here at GMT, and we are aware, Herman as noted above, that “history” often fails to cooperate with our desire to produce balanced “games”. To ameliorate, if not entirely remedy, Bagradas, Cannae, and Zama Designed by: Richard H. this situation, we offer two suggestions for Competitive Play. These Berg methods will provide a more even balance; however, the “end result” may often not reflect “historical” objectives or realities. Game Developed By: Richard H. Berg #1: The Rout Point Bid Method. This method works best for those 3rd Edition Development: Alan Ray players who are familiar with both the game AND the . In essence, each player bids Rout Points to play a specific side … usually the favored Box Cover and Counter Art: Rodger B. MacGowan one. The winning bid then subtracts the number of Rout Points he has bid from the total required to rout his chosen side. Map Art: Leland Myrick Example: Two gamers want to play Zama; they both want to play Rules Layout: Neil Randall Scipio. Player #1 bids 25 RP’s, but player #2 offers 35 as his bid. #2 gets to play Scipio, but his army now routs when it reaches 195 points Art Director: Rodger B. MacGowan … not the 230 listed. Rules Editing / Index: Gene Billingsley #2: The Game Rule Fix Method. In this method we simply suggest certain rules to play— or ignore—that should balance the game. Historical Commentary: Richard H. Berg and Mark Herman SIZE AND TROOP QUALITY CHARTS The Size and Troop Quality charts included in the Victory section of Consultant: (Sid) each battle show the number of units involved, the army’s total Size, the total Rout Points and the average per unit TQ. For the average TQ Playtesters: Mike Reed, Dick Vohlers, James Stormes, calculation, the unit TQ (not Rout Points) is used for , Keith Schlesinger, Boyd Schorzman, David Fox, Joseph Elephants, and double-size units. Holt

©© 20082008 GMTGMT GamesGames LLCLLC SPQR Scenario Book 3 THE BATTLE OF BENEVENTUM vs. Roman Consul M. Curius Dentatus—Southern , 275 BC

Historical Background Dentatus now decided to offer battle and fight Pyrrhus on the plain After an unsuccessful four year campaign in Sicily, Pyrrhus returned, adjoining his camp. The initial Roman attack failed, due in part to Pyr- again, to aid Tarentum. Pyrrhus’s reputation—which, even a hundred rhus’s skillful use of his remaining elephants plus some stiff Epirote/ years later, was quite impressive—brought thousands of Samnites, mercenary resistance. However, a second Roman assault managed to Bruttians, Lucanians, , and other Italians back into his by-now stampede the elephants into their own positions. The shaken Macedo- depleted mercenary force. Led by his somewhat short-handed corps nian retreated from the field in disorder, and the Romans had of war elephants, Pyrrhus, once again, marched on . Consul M. a victory—albeit just barely. Curius Dentatus (the last name coming from a particularly noticeable Dentatus’ victory convinced Pyrrhus to give up his dreams of western set of buck teeth) quickly gathered his consular army and moved south conquest and he departed for . Casualties are unknown, but Pyr- to intercept him. He camped about 130 miles southeast of Rome near rhus returned to Greece with approximately 8,000 foot and 500 . the town of Beneventum (at that time named Maleventum; obviously He was killed in a minor engagement three years later, leaving the as things got “better” the name changed) and waited for Pyrrhus. Southern Greeks on the Italian peninsula without strong leadership. In Pyrrhus approached Beneventum with an army consisting of 20,000 272 BC Rome conquered Tarentum, and two years later she completed foot, 3,000 cavalry and some 15 elephants. The cavalry were mostly her subjugation of all Southern Italy with the capture of Rhegium. his Thessalian units whereas, in addition to his Macedonian-style Beneventum was the pivotal battle in the Roman Republic’s bid for , most of the 20,000 foot were -armed, Italian-colonial Italian peninsular hegemony. It is the first of three battles (Cynoscep- Greeks. The under the Consul Dentatus consisted of a halae and Pydna are the other two) where the Roman Manipular Legion fairly typical Consular army (17,000 foot and 1,200 cavalry), who’s met—and defeated—a purely Alexander/Macedonian style army in contingent of alae sociorum was a bit reduced by sizeable defections a stand-up fight. It is also an interesting study in the Roman use of a of Sabines and other Italians to the Tarentine/Pyrrhic cause. fortified camp in support of its battle plan. Pyrrhus’s patrols detected the Roman defensive positions and he de- cided on a surprise night attack. His approach march took longer than Pre-Game Notes planned (Lex Murphus, no doubt), and the Romans, upon detecting This is an unusual scenario, mainly because of the very palpable pres- the Epirote army, sprang to arms and repulsed the initial assault with ence of the Roman Camp, as well as the fact that Beneventum was a Pyrrhus losing eight elephants. somewhat unusual Meeting Engagement. There is a host of special rules

© 2008 GMT Games LLC 4 SPQR Scenario Book and some interesting “artillery”. The scenario does have a relatively Alae Sociorum (III and V) small number of units, and, with no set deployment, players are free The Player may designate either ala as left or right wing. The alae to explore their own strategies and tactics. are grouped by standard cohorts/, standard cavalry, and then the It should also be noted that there is not that much “hard” information on extraordinaires of both the cohorts and V cavalry. IMPORTANT: The this battle, and the classical descriptions of it are often quite conflicting. alae are short on cavalry (only one non-extraordinaires cavalry unit No one is even quite sure exactly where it took place! We have tried to from each ala is used) and foot (do not use the alae Triarii and reduce provide the best “game” given the available information. the number of cohorts by one—i.e., there should be 8 cohorts and one cohort extraordinaires from each ala). Map Alae Cohorts (Number in [#] is number of units that start in hex) Use the Beneventum map. Left Wing 2907, 2908, 2910, 2911 Difficulty And Balance (two per hex; all units face South vertex) The Set-Piece battle is a good scenario for those not overly familiar Right Wing 3707, 3708, 3710, 3711 with the system. The Meeting Engagement is more formidable and (two per hex; all units face North vertex) requires that players know a lot about what their units can do—aside Alae Cavalry 3105, 3505 (units face NW or from adding a bunch of extra rules. (one from each ala) SW vertex) The Romans are slightly favored, more so in the Set-Piece battle. Results AS/III CE, AS/V CE[c] 3204, 3404 (units face NW or in the Meeting Engagement depend much on what the Epirote player SW vertex) does at night. The Rout Point Bid method is the best one to use here, as AS/V RC EX [c] 3304 (units face NW or SW vertex) this is a difficult scenario for which to supply rules adjustments. c = The Cohorts and Ala Extraordinaires Playing time is about two hours for the Set-Piece battle; another hour for the Meeting Engagement Camp Guard (Face units either toward a gate or toward outside of camp if in a tower)

[d] INITIAL DEPLOYMENT III VE (b, c), V VE (b, c) 2806, 3303, 3312, 3806 AS/III VE (a, b), THE NIGHT ATTACK/MEETING AS/V VE (a, b), ENGAGEMENT III Scorpion (a, b), 2803, 2813, 3803, 3813 (one VE and The Roman Army under Curius Dentatus V Scorpion (a, b) one Scorpion in each hex) The Romans use the III and V Legions and Alae. Roman units are d = At the instant of Roman Alert, these gate guards are immediately deployed inside the Camp according to the following setup. placed in a vacant tent hex, facing any direction. Leaders Hex The Epirote/Italian Army under Pyrrhus of Epirus M. Dentatus (OC) 3305 At the beginning of the scenario there are no Epirote units on the map. Three (3) 3205 All Epirote units enter the map during the Approach March Phase. Two (2) Prfct Soc 3405 One (1) Prfct Eqt 3304 The Epirote Army The Leaders are Pyrrhus, Alexander, Leonatus, and Milon. Not much is Units Hex(es) known about the Epirote command structure below Pyrrhus. One of his best generals, Megacles, bought the farm at Heraclea (ostensibly while III Legion (All units face SE vertex) in disguise as Pyrrhus!). For that matter, most of his “staff” was killed III VE (a)[a] 3504, 3604 or 3704 at either Heraclea or Asculum. Alexander was Pyrrhus’s second-oldest III HA (a–d) 3607, 3608, 3610, 3611 son, and, at the age of 23, was certain to have been given some level [b] of command (his oldest son, Ptolemy, was regent in Epirus; consider III PR (a) 3507 his youngest son, Helenus, to be “part of” Alexander). Leonatus was III (b–d) 3508, 3510, 3511 the fellow who (supposedly) saved Pyrrhus’ life at Heraclea, in an III TR (a–c) 3407, 3408, 3410 incident that smacks a bit too much of “Alexander and Cleitus at the III RC 3411 Granicus”, if you ask me. Milon is mentioned (often) in several minor Epirote roles. V Legion (All units face NE vertex) The Epirote Army is divided into five (5) sections: V VE (a)[a] 2904, 3004 or 3104 Advanced Guard V HA (a–d) 3007, 3008, 3010, 3011 V PR (a) [b] 3107 Macedonian LC; Greek Mercenary LC (1–2); Epirote SK Slingers (1–3); Cretan SK Archers (1–2); and the Thracian LI (1–4) V PR (b–d) 3108, 3110, 3111 V TR (a–c) 3207, 3208, 3210 Main Body V RC 3211 Macedonian PH (1–6); Epirote HO/HI (1–3); Thessalian HC (1–5); The Guard HC (a pretty good indication Pyrrhus is with this group); Indian a = One Velites unit from each Legion gets to sleep; the other two are EL (1–3) in the Camp Guard, below. b = The Primus of the legion

© 2008 GMT Games LLC SPQR Scenario Book 5 Left Flank Guard he now moves his army section by section in the same order as during the Initial Approach March. This time, all units may move up to two Samnite MI (1–2); Bruttium MI (1–2) Movement Allowance multiples (2x). Upon completing each section’s Right Flank Guard movement—or at the instant of Roman Alert—he rolls a one die for each entire section and consults the Night March Fatigue table to de- Lucanian MI (1–2), Sabine MI (1–2) termine the number of cohesion for each unit due to Fatigue. Compare Rear Guard the one die roll to each unit’s TQ in that section and apply the indicated result. Elephants are not subject to fatigue and thus are not affected by Italian MI (1–2) any die roll. Any cohesion point penalties called for are immediately Approach March Order applied to all units that have moved from that section. After all units have completed their Extended Approach March, or the Romans are The Approach March Phase precedes the start of play, before using alerted, the Scenario begins. the normal Sequence of Play. The Approach March Phase continues until either the Romans are alerted or the Epirote player declares he is done. Night March Fatigue Table

The order of entry of the above five (5) sections of the Epirote army, Die roll Effect Initial Approach March (IAM) Multiple, and Entry Hex is: Same as or lower than TQ No Effect 1. Advanced Guard (4x/3044); then the 2. Main Body (2x/3143, 3044 and/or 2943; units may be split amongst 1, 2 higher than TQ 1 Cohesion Hit these hexes, or they may all enter through the same hex); then the 3+ higher than TQ 2 Cohesion Hits 3. Left Flank Guard (2x/2644); then the 4. Right Flank Guard (2x/3343), and finally the 5. Rear Guard (1x/3044). Roman Alert No Roman unit may move or fire until the Roman Army is alerted. In the Initial Approach March Phase, each separate section of the Epirote The Roman army is alerted the instant that any Roman unit has a LOS army moves its full movement allowance times its IAM Multiple (cohe- (see below) to an Epirote unit . . . or, at the beginning of Game Turn 5, sion costs are incurred for terrain but not for multiple moves in the same whichever comes first. All un-alerted Roman commanders are consid- turn). Thus, the Macedonian in the Advance Guard would ered “Finished” (and thus the Romans can do nothing) until alerted. enter through hex 3044 and have a Movement Allowance of ‘32’ (8 x 4 = 32). If at any point during this movement the Romans are alerted • If Alert occurs during the Approach March Phase, all Roman com- (see below) then the Approach March Phase is immediately concluded. manders are eligible to be activated at the start of the immediately There is no further Epirote Approach movement; the Scenario now succeeding first turn starts according to the standard Sequence of Play. • If Alert occurs during a standard (post-Approach) turn, Roman com- manders with Initiative ratings lower than those of “Finished” Epirote Initial Approach March Procedure leaders remain Finished for that turn. Only those Roman leaders During the Initial Approach March Segment the Epirote Army enters whose Initiative Ratings would make them eligible to be used (as the map with each unit from a named section (e.g., Advanced Guard) per 5.12) are alert and capable of command expending its MA the number of multiples indicated. Complete the movement of one multiple with all units in that section before beginning Example: Leonatus and Milon have been activated and are finished the next multiple. Leaders may be placed with any section, but they use for the turn. During movement under an Order given by Alexander, the IAM Multiple of the section with which it enters the map. After all the Romans are alerted. Only Dentatus, with an Initiative Rating of units have conducted their Initial Approach March and if the Romans ‘5’, is eligible to be activated. All the other tribunes and praefects are are not yet alerted, then the Epirote player can choose to conduct an Finished for that turn. Extended Approach March. Upon alert all Roman units are eligible to receive orders. Line Com- As each unit enters the map it pays the terrain cost of the entry hex plus mands are permitted inside the camp. Remember to place Velites gate a number of movement points equal to the number of units from that guards in their tent hexes. section that have entered by the same hex ahead of that unit. Therefore, if a Cretan Archer is the third unit to enter the game during the IAM Time of Day and Line of Sight via 3044, it uses 3 MPs: 1 for the hex and 2 for the two previous units. LOS—and Roman Alert—is dependent on the lighting conditions. There The Epirote player must move all of his units onto the map during are three lighting conditions in this scenario: night, dawn, and day. the Approach March Phase; he may not hold any back. Exception: if • The entire Approach March Phase occurs at Night movement of an Epirote units during the Initial Approach March Phase • Game Turns 1 through 3 use Dawn Lighting Conditions results in a Roman Alert, all Epirote Approach Movement ceases and • Game Turns 4 to conclusion are Day Lighting Conditions play resumes using the standard Sequence of Play. There are three Alert Lines on the map: the Night Alert Line, the Important: All Epirote units that do not enter the map by the conclu- Dawn Alert Line and the Day Alert Line. At ANY time an Epirote unit sion of Game Turn 1, never get into play but DO count as eliminated moves “inside”—closer to the camp—the Alert Line corresponding units for determining Army Withdrawal. to the Lighting Conditions—it is spotted and the Romans are alerted. Exception: Woods will block Alert LOS. The Alert LOS extends into Extended Approach March a woods hex—but never through. After completing the Initial Approach March Phase, the Epirote player, if his units have not been spotted, now announces whether he will ex- Example #1: It is Night. An Epirote unit moves from 3024 to 2923 to tend his Approach March or not. If he doesn’t, then the Scenario begins 2823 to 2723. It was spotted the instant it entered 2823—even though immediately with Turn 1. If he elects to extend his Approach March, it finished its movement outside the Night Alert Line.

© 2008 GMT Games LLC 6 SPQR Scenario Book Example #2: It is Dawn. An Epirote unit is in 1114. It moves into 1214 (if sufficiently deranged). The Epirotes did not have any equip- and then into 1313. Its movement has not alerted the Romans because, ment (or, at least none that we are aware of); their ability to attack the even though it is inside the Dawn Alert Line, the trees block LOS. camp was extremely minimal. And a berm, in case you’re wondering, is a low “wall” formed by the dirt that is dug out of the ditch. From the An Example of Approach March: First the Epirote Advanced Guard bottom of the ditch to the top of the berm was about eight feet. Roman enters at hex 3044 and each unit moves 4 times its movement allowance camps usually did not have “permanent” walls. In addition, the gates (32 hexes cavalry, 24 hexes , 20 hexes Light ) in a did not actually have “doors”; entrance was blocked by a barrier, as is Southwesterly direction with the lead cavalry unit near hex 1321. The represented on the map. The entire camp is Level-2 elevation, same Main body enters next at hexes 2943, 3044, 3143 (2 x MA) and follows as the hill it is on. the Advanced Guard with the lead unit near hex 2034. The Left Flank Guard then enters at hex 2644 and moves to the left of the Main Body Historical Note: The Roman Camp is a “hex” version of the typical followed by the Right Flank Guard entering at hex 3343 which con- Roman Consular Army camp as detailed and drawn by . It is forms to the right of the Main Body. The Initial Approach March Phase quite accurate as to placement of the units (with some minor adjust- concludes with the Rearguard entering at hex 3044. Epirote units at no ments for play); it is also “to scale”. time came within 10 hexes of a Roman unit (it being a Night Turn) and therefore the Romans are not alerted. The Epirote commander decides Exiting the Camp not to extend Extended Approach March, and the Scenario begins using During the first 5 Game Turns after being Alerted the Roman units inside the normal Sequence of play. the Camp are restricted as to which gate through which they may exit the camp. After that 5th turn the restriction is removed. In addition, MEETING ENGAGEMENT; Free Set-Up Scenario all Roman commanders inside the camp are capable of issuing a Line If it’s a stand up/set piece fight you want,first deploy the entire Roman Command without resorting to a Strategy die roll. army in any hex from xx18 and west inclusive. Units may be placed Unit Organization Exit Gate inside the camp. Then, set up the Epirote army in any hex from xx31 and east inclusive. Ignore all Approach March rules. It is daylight. Play Legions III and V Porta Decumana continues using all other rules. Ala Left Wing Cohorts Porta Principis Sinistra Ala Right Wing Cohorts Porta Principis Dextra Design Note: Although the standard, face-off battle did occur at Be- neventum, there is little information as to who stood where. We therefore All other units except Camp Guard Porta Praetoria leave it to your skill and imagination to fill in the blanks. Camp Guard Any Gate Historical Note: It often took some time, perhaps a couple of hours, Line Command Eligibility for an army of this size to deploy from inside a camp. Roman Epirote Scorpiones 1. *Velites (VE) 1. *Elephants (EL) Scorpions have no TQ, Type, Size, or Movement Allowance; their only 2. * (HA) and Ala 2. *Skirmishers (SK) and Thra- rating is their Range. A scorpion may fire: Cohorts (CO/CE) cian Light Infantry (LI) • twice per Game Turn when the Roman player is active, and; 3. *Principes (PR) and Ala 3. (HI), Medium (MI), • twice per enemy Orders Phase at any activated enemy unit that is Cohorts (CO/CE) and Light (LI) Infantry range and Line of Sight 4. Triarii (TR) 4. Phalanxes (PH) and Hoplites However, the scorpion’s hex must be occupied by a friendly infantry (HI) unit in order to fire. 5. All Cavalry 5 All Cavalry Scorpions may fire at any time during the phase/turn. The first time an artillery unit fires, place an appropriate (Turn/Phase) “Fired” marker on 6. **Velites (VE), Cavalry, it. The second time it fires, flip the marker over to its “Finished Fire” AS/CE side. There is no need for an Order or Line Command; the Roman * = Do not have to be adjacent; see 4.24. player simply states he is firing his scorpion. A scorpion may be fired in any direction, up to a range of seven hexes. If an Epirote unit enters ** = This special line may be used for exiting the Camp. Once all a Tower hex, the scorpion is automatically destroyed. Scorpions never Roman leaders are outside the camp, it may not be used as a Line. run out of Missiles. Towers SPECIAL RULES No more than one infantry unit and one Scorpion unit may occupy a The Roman Camp tower hex at any one time. The Roman penchant—rigorously applied—for pitching a fortified A Roman infantry unit capable of missile fire in a Tower Hex gains the camp at the end of each day’s march (usually in the early afternoon) is following fire benefits: well-known. As noted, above, Dentatus had encamped to await Pyrrhus’ • Subtract one (-1) from its Missile Fire die roll at its normal ranges next move. There are special Terrain effects for the Camp—and a special • It may fire at a Range of one greater than its usual maximum range. chart for them: the Roman Camp Terrain Effects Chart. We have no If it does so, it requires a ‘0’ die roll to achieve a hit (and there is no desire to write a whole series of rules on siege warfare. We have tried, die roll adjustment for being in the tower, as above) however, to give some idea of what the Epirote player could try to do

© 2008 GMT Games LLC SPQR Scenario Book 7 The Scorpion’s Fiery Sting, or What a Flaming Arrow At any two (2) times during the game the Roman Player, instead of is- You Are (Optional Rule) suing an Individual Order, may roll on the FLAMING PIG Table. This counts as an Individual Order . . . an Order of Pork Chops!! There is a great deal of disagreement as to whether the Romans used “flame arrows” against Pyrrhus’s elephants. The bolts fired by scorpi- ons were certainly capable of being wrapped in rags, covered with oil The Flaming Pig Table or pitch, lit, and thus launched. The controversy centers on just how Die Roll Pig from Hell the Romans could have used them in the field, the oil needed for the flammable coating not being easily available. The story goes that when 0 Elephant designated by die roll attacks the nearest com- the elephants forced the Romans back they came within range of the bat unit—be it Roman or Epirote—directly to its front. scorpions, from which one or more flame “arrows” were fired, scaring If more than one target, roll die. If further away than 4 the ivory out of the tuskers—a not unwarranted reaction. Anyway, it’s hexes, treat as No Effect. too nifty a piece of chrome to pass up. 1–7 No Effect, but breakfast is served Each scorpion can be converted to launching flame missiles, simply by 8 Add one Cohesion Hit to any one Elephant the Roman Player saying so. 9 For any one Elephant roll die. Add number of Cohesion Hits equal to die roll minus TQ, with the total being at The Benefits least one A hit on an elephant unit with a flame arrow is an automatic rout (and subsequent rampage). No other type of unit is affected by a flame arrow other than the regular effect of a missile hit (if one of these shafts hits Triarii Doctrine you, the fact that you are now on fire is not going to either improve or worsen your already dead condition). This rule is in effect for this scenario. The Drawbacks Retreat Edges • The range is reduced by one (to a maximum of six hexes), and, except The Epirotes use the east map edge, the Romans the west map edge. for one and two hex ranges, add one to any die roll when determin- ing hits. This accounts for the increased air resistance firing bolts wrapped in rags and soaked in oil would have VICTORY • Once started, the tower may not stop using flame arrows (the fire Play continues until: was hard to extinguish) • The Epirotes have at least five combat units inside the Roman Camp • If an Infantry unit occupying a Tower which is using flame arrows and there are no Roman combat units inside the camp, at which point routs, some screaming kicks over the bucket of Greek Fire the Epirotes automatically win; OR and, essentially, torches both the unit and the entire tower. The unit is eliminated. Treat the hex thereafter as a hex which no one can enter • Starting with Game Turn 10, all non-routed, Roman units are inside (it’s burning) for the remainder of the scenario. Involuntary entry their camp. If the Roman player retreats all of his units into the camp into a burning tower hex eliminates the unit. he loses; OR • One Army Withdraws Roman Flaming Pigs, or Bringin’ Home the Bacon The Roman Army withdraws when units with Rout Points totaling 120 (Optional Rule) have been eliminated. The Epirote Army routs when units with Rout Several sources—such as the usually unreliable Dionysius and the Points totaling at least 100 have been eliminated. usually reliable H.H. Scullard—talk about the use of “flaming pigs” to Pyrrhus is worth 25 Rout points if wounded; if he’s killed, the Roman distract and scare the elephants (war gamers already introduced to such Player wins. Scorpions are worth 0 Rout Points. items as Russian Tank Dogs and the Union Exploding Mules at Valverde will probably not bat an eye here). As everyone knows, elephants under strain have an unusual fear of small animals who make screeching Size and Troop Quality noises. Someone appears to have experimented with the idea of letting Rout Rout Army Units Size Avg TQ a few porkers loose amongst the behemoths, as little else seemed to be Points Ratio working. When this had some effect, the military-industrial complex Epirote 40 213[a] 252 40% 5.7 up-graded the system by tarring Old Porky with some pitch, setting him ablaze, letting him loose, and, then, abada, abada, abada, that’s all Roman 55 169 337 35% 6.1 folks!! It seems the combination of burning ham hocks and squealing porkers was supposed to unnerve the elephants even more (perhaps this a = Elephant Sizes (15 points) were excluded would have worked even better were the elephants kosher). Knowing that someone is sure to write in asking why we have not included this bit of arcana (which Scullard maintains is reasonably possible—even probable), we give you the opportunity to recreate this Great Moment in Military History.

© 2008 GMT Games LLC 8 SPQR Scenario Book THE BATTLE OF THE BAGRADAS PLAINS Xanthippus vs. Roman Consul M. Atilius Regulus—North , Winter, 255 BC

Historical Background (!!) superiority in horse would prove telling . . . .as it usually did. The In the beginning, the went pretty much in favor of the Carthaginian war elephants kept the Roman infantry lines busy, her Romans. The Carthaginians were a naval power, and her land armies— cavalry routed that of the Romans, the African phalanxes charged home ill-trained and with a poor appreciation of operations and tactics—fared and, together with the cavalry, they totally shattered Regulus’ legions. poorly against the disciplined Roman legions. Surprisingly, however, There would be no quick end to the war. Rome, even though her navy was built virtually from scratch, managed to land an apparent knock-out blow against the Carthaginian fleet off Pre-Game Notes It is recommended that players not familiar with the system play this Ecnomus (Sicily) in 256 B.C. Following that victory, the Romans de- scenario first; it is the best battle with which to learn the game, see cided to bring the war to Africa and landed Marcus Atilius Regulus and how the combat units work, and experiment with the various tactics his consular army near . Unfortunately for Regulus, most of his available. cavalry had been sent elsewhere. Even so, he had great initial success against the few forces the Carthaginians sent against him, and he was Historical Note: This is the 1st Punic War Bagradas battle, not the one all set to deliver what he felt sure would be the coup de grace. which Scipio fought at the end of the 2nd Punic War. The Carthaginians, however, finally had a bit of luck. They managed Map to secure the services of a Spartan “general”, Xanthippus, who, while Use either the Zama or the Cannae map. If you wish, you can ignore no genius, was one of the few people in the area who had any working any and all terrain on the map—although, even with the site of this knowledge of land army operations and tactics. He restructured the battle being unidentified, it took place in pretty much the same area as Carthaginian army, drilled it to an acceptable level of training, and Zama (whose exact site is questionable, too), so the terrain is likely to explained to them how they could use the flat expanses of Northern be quite similar. Africa to their advantage. He then set out to lure Regulus into a fight, and the consul, despite the alarming indications that the Carthaginians Difficulty And Balance were up to something new, took the bait. In mid-winter, 255 B.C., on the This is the “easiest” historical battle in the game. Playing time is be- plains near the Bagradas River, Regulus and Xanthippus finally faced tween 1 1/2–2/12 hours; although it could be over in a matter of minutes off. To counter the Carthaginian front wall of almost 100 elephants, if the Roman Player isn’t careful. Regulus deployed his maniples in a formation that shortened his flanks Balance heavily favors Carthaginians, whose superiority in mounted but extended his depth to withstand (at least to his way of thinking) troops (both cavalry and elephants) is an object lesson in combined the of the elephants. Unfortunately, his flank was protected by arms. Aside from the obvious Rout Point Bid method, as a Rules Fix, a woefully inadequate cavalry contingent, and the Carthaginian 8–1 provide the Romans with all of their Alae cavalry, as suggested.

© 2008 GMT Games LLC SPQR Scenario Book 9 INITIAL DEPLOYMENT III PR (a, b) 3018, 3020 V PR (a, b) 3022, 3024 The Carthaginian Army under Xanthippus AS/V CO (f, g) 3026, 3028 All units face southeast. Do not use 4.5; Carthaginian Subordinate AS/V CE 3030 commanders are reliant on Xanthippus for LC ability. The Carthaginian AS/III CO (h, i) 3114, 3116 may NOT use Replacement leaders. III PR (c, d) 3118, 3120 Leaders Hex V PR (c, d) 3122, 3124 Xanthippus (OC) 1923 AS/V CO (h, i) 3126, 3128 Hasdrubal 2031 Triarii Line Hamilcar 2011 Bostar w/ any unit AS/III TR (a, b) 3316, 3317 III TR (a–c) 3318, 3319, 3320 Units Hex(es) V TR (a–c) 3321, 3322, 3323 Elephant Line AS/V TR (a, b) 3324, 3325 African EL (1–19) 2212–2230 Line Command Eligibility Left Wing Carthaginian HC (1–5) 2106–2110 Roman Carthaginian N. African LI (1–3) 2006, 2008, 2010 1. *Velites (VE) 1. *Elephants (EL) Main Line 2. *Hastati (HA) and Ala 2. Celtic Medium (MI), Iberian African PH (1–7) 1909–1922 Cohorts (CO/CE) Light (LI) Infantry Celtic MI (1–9) 1924–1932 3. *Principes (PR) and Ala 3. Phalanxes (PH), Celtic Me- Cohorts (CO/CE) dium (MI) Infantry Right Wing 4. Triarii (TR) 4. Carthaginian Heavy (HC) Carthaginian HC (6–10) 2131–2135 Cavalry Iberian LI (1–3) 2032, 2034, 2036 5. Legion Cavalry (RC) 5 *N. African Light (LI) Infantry The Roman Army under M. Atilius Regulus 6. *Iberian Light (LI) Infantry All units face northwest. The Romans have a full Consular Army, minus the cavalry of the alae (a telling absence). The two standard-skill legions/ * = Do not have to be adjacent; see 4.24. alae (III and V) are used. Regulus deployed with his maniples in double depth, rather than extended line, so they do not start stacked. SPECIAL RULES Leaders Hex Triarii Doctrine Regulus (OC) Anywhere This rule is in effect for this scenario. Two (2) Tribunes, Two (2) Prfct Soc One with each separate HA/PR line, with/adjacent to any Alae Cavalry (Optional) infantry unit If you want to balance the game a bit, give Regulus his alae cavalry, Two (2) Prfct Eqt 2808, 2833 placing the Romans on one wing and the alae on the other. You could also change the Roman deployment, if you wish. Whatever you do, it Units Hex(es) couldn’t be worse than what Regulus did. Right Wing Cavalry III RC 2808 Retreat Edge Retreat Edges are those that are directly behind the respective Left Wing Cavalry armies. V RC 2833 Velites Line VICTORY AS/III VE (a, b) 2712, 2714 Carthaginian Army withdraws when units with Rout Points totaling III VE (a–c) 2716, 2718, 2720 at least 110 have been eliminated. The Roman Army withdraws when V VE (a–c) 2722, 2724, 2726 units with Rout Points totaling 125 have been eliminated. When using AS/V VE (a, b) 2728, 2730 the Alae cavalry variant, the Roman army withdraws when units with Rout Points totaling 135 have been eliminated. Hastati Line AS/III CO (a–c) 2812, 2814, 2816 Size and Troop Quality III HA (a, b) 2818, 2820 Rout Rout Avg V HA (a, b) 2822, 2824 Army Units Size Points Ratio TQ AS/V CO (a–c) 2826, 2828, 2830 Carthaginian 51 187[a] 279 40% 5.6 AS/III CO (d, e) 2914, 2916 III HA (c, d) 2918, 2920 Roman 58 174 354 35% 6.1 V HA (c, d) 2922, 2924 Roman/w 64 192 391 35% 6.1 AS/V CO (d, e) 2926, 2928 Alae Cavalry Principes Line a = Elephant Sizes (95 points) were excluded AS/III CE 3012 AS/III CO (f, g) 3014, 3016 © 2008 GMT Games LLC 10 SPQR Scenario Book THE Hannibal Barca vs. Consul G. Terentius Varro—Southern Italy, August 2, 216 BC

Historical Background Hannibal seizing the grain depot at Cannae, just south of the Aufidus In 219 B.C., Hannibal Barca, commanding-general of the Carthaginians (today, the Ofanto) river. Paullus, the more experienced general, in —and avowed enemy of Rome—led an army of some 35,000 cautioned against facing the Carthaginians too soon. Unfortunately, men and 34 elephants across the Alps into Italy to challenge the growing it was Varro’s day to command (they alternated command each day, a mercantile power of the Republic of Rome. In 218 B.C., he defeated remarkable system virtually guaranteed to produce disastrous results) Sempronius’ legions when they rashly splashed across the icy Trebbia and he was intent on avenging the two previous losses. River to attack the Carthaginians. The Romans lost 20,000 men; in the The battlefield at Cannae would, at first glance, seem ideal for the Ro- ensuing winter, Hannibal lost all his elephants (save one) plus one of mans’ purposes: the river and the hills would anchor their flanks and his eyes. He did, however, gain the allegiance of the vaunted, sword- prevent the fabled from running amok. Unfortunately, swinging Celts. Advancing into central Italy the following spring, he the short frontage, between the river and the hills, forced the Romans to ambushed Flaminius’ legions on the shores of Lake Trasimene, driving squeeze their far-too-many maniples into an unwieldy formation (and the entire army into the lake. A second Roman force had been lost. In the Numidians ran amok anyway). The result was the greatest defeat both battles, the Romans, regardless of the situation, had used the same ever suffered by a Roman army, and a battle so masterfully fought by tactics they always used, relying on the weight of their infantry to break Hannibal, a military genius in the same rank as Alexander or Caesar, the center of the enemy (Carthaginian) line. that it is, even today, the subject of intense scrutiny and study. (See the The Romans now adopted the strategy, propounded by consul, Q. Fa- note, below, on Victory.) bius Cunctator (the Delayer), of avoiding battle with Hannibal, hoping he’d get tired of stomping around the peninsula and simply go home. Pre-Game Notes It didn’t work; at least not initially. Hannibal took the opportunity to Every working historian worth his salt has an opinion on this battle— lay waste to the countryside, forcing the to send another and most of them differ. As such, the game provides the player/historian army against him. Therefore, in the summer of 216 B.C., the two newly- with many opportunities to examine one of the most famous and studied appointed consuls, Caius Terentius Varro and Lucius Aemilius Paullus, battles of all time. Just how did Hannibal do it?!? led their newly-raised consular armies to join with a similar force under Because of its unusual nature—and its fame—this has been a difficult previous consuls Servilius and Atilius. This huge army of (supposedly) battle to “design”. We shy away from “You Must Do This” rules which eight double legions—some 75,000+ men, the largest, by far, yet seen force a historical outcome. We have made several scenario changes … to in Roman history (however, see further notes on this, below)—found go along with Basic Rules changes that address some factors especially

© 2008 GMT Games LLC SPQR Scenario Book 11

A Long, but Important, Design/Historical Note: There is a major difference of opinion about the size and make-up of the Roman army at Cannae: how many legions were actually present? Polybius, our most reliable ancient source, states there were eight double legions, almost 80,000 men. Delbruck and Connolly agree. However, there is evidence which would seem to contradict that number. As we have noted, above, a consular army invariably consisted of two double legions. That would have given the two new consuls an army of four double legions. Several sources then state that this force may have been “augmented” by an additional levy of allied troops up to a strength of around 45,000+, a very large army for the time, and probably larger (although not by much) than Hannibal’s. Despite the loss of two battles to Hannibal—both with two-legion armies—the Romans still felt secure in their ability to overcome the Carthaginian invader, as well as the point that all other legions previously raised and in the field were busy elsewhere. ( proffers a total of 13 legions in existence at the time of Cannae; other historians give this number as 18, so that leads us nowhere.) Quite simply, where did the other four legions come from? And exactly how did the Carthaginians manage to envelop an army twice their size? There is also the question of the size of the contingent, driven from the field so quickly. With four legions, it would have been about 4800, definitely outnumbered by Hannibal’s 10,000 or so horse as virtually all sources indicate. With 8 legions, there would have been almost 10,000 Roman mounted troops; even with their inferior skills, this number would have been virtually impossible to drive from the field with the speed and ease obviously exhibited by the Carthaginians at that time. (It took about 20 minutes for the Iberian and Gallic cavalry to simply blow away the Roman right wing.) Finally, there is the Roman proclivity (not limited, to be sure, to them alone) to magnify their defeats so as to highlight later victories. On the other hand, there are a large number of scholars—both ancient and modern—who do accept the eight-legion theory. Peter Connolly, in refuting many of the above arguments, points out the following: 1. The Romans had previously fielded a four-legion consular army against the Celts in 225 B.C.; 2. The Cannae “army” was led by two consuls and two proconsuls, indicating greater size and more legions; 3. The “missing” 4000 cavalry had been destroyed at Lake Trasimene; 4. The non-presence of the triarii, the usual rear defensive line, enabled Hannibal to complete his encirclement (Delbruck, however, says, definitively, that the triariiwere present—they simply were not tactically trained to turn and face the rear while the rest of the army was going forward); and 5. The perceived Hannibal as the greatest threat to the existence of the state and reacted accordingly. Therefore, an 8-legion army would not be unrealistic. The fact that the Romans considered Cannae such a monumental disaster—one far in excess of similar losses at Trebbia and Trasimene—gives further credence to the eight-legion theory. For the record, we go with the eight- legion thesis. There is a second problem. Although the course of the Aufidus/Ofanto has changed over the years, it is agreed that the distance between the river and the hills was around 3km. Given the manner in which the Roman army was drawn up, the cavalry had a frontage of about 1200–1500 meters, leaving around 1500+ meters for the legions. (Delbruck sets out the Roman infantry frontage at only 700+ meters!!) That’s some 57,000 men packed into a frontage of a mile. That’s quite a job of “packing”. Granted, the ground was chosen by Hannibal, and Varro, who insisted on fighting there (Paullus recommended moving on) had the military insight of an armadillo. But such a battlefield would totally negate the manpower advantage that Varro would have had. His ability to (possibly) stretch out his frontage to outflank his opponent was completely negated by the terrain restrictions. Surely, he would have been advised of the dangers in fighting at such a place; then again, hubris played no small part in the military mind of many such, inferior Roman consul/commanders. Polybius states that the maniples of the legions assumed a frontage of only 5 soldiers per maniple, which (if you get out your trusty calculator) would make the “game” frontage (of about 1500 meters for both infantry and cavalry, each) about right. If you believe this set of facts, this forced the Romans to greatly extend the depth of their army—as we have done with the “historical” deployment. Another bone of contention that designers must wrestle with is the supposed 10,000 troops the Romans left in their camp. What, exactly, were they? Firstly, if you do accept that this happened, then the Romans must have had eight double legions; otherwise, they would not have reduced their army by 25% to fight a foe that had already defeated them twice. Perhaps these were the hastily-raised allied troops used to augment the four double legions. Many sources state that the 10,000 were mostly triarii. Delbruck, who goes into much detail over this point, insists that only 25% were triariii; the rest were velites. We have opted for his figures, as the remaining velites are sufficient to cover the Roman frontage and there would have been no need for a second line of velites. As if all of this were not enough, there is the problem with Hannibal’s half-moon, “circular” infantry formation. Polybius is quite definite about this, but what exactly did he mean? Several military historians insist that such a formation would have been tactically injudicious, as it would have been impossible to move. Then again, perhaps Hannibal, aware of the Roman tactical doctrine of always throwing their weight against the enemy center, never intended to move. The staggered, step-like formation we have chosen is what we feel is a more likely interpretation of Polybius’ hyperbole. Despite the many variations-on-a-theme possible with all of the above information, we have chosen, as our base/historical scenario, the Polybius-Delbruck-Connolly, eight double-legion version. (When set up, the Roman army is indeed an imposing sight.) We have also pro- vided some deployment information for playing a four-legion battle, as per the “revisionist” hypotheses of Livy and DeSanctis. Players are always free to change their actual deployments, whether they use four or eight double-legions. Simply keep the respective armies on and behind their front set-up lines. A Note to Players: We heartily suggest that, if interested in this “problem”, you read—at least—Delbruck’s chapter on the battle.

© 2008 GMT Games LLC 12 SPQR Scenario Book applicable to Cannae but certainly endemic to the era. Ultimately, it is Celtic MI (3), Iberian LI (7–9) 2121–2124 our feeling that Cannae was Cannae because: Celtic MI (4), Iberian LI (10–12) 2011–2014 • A great general was having his Best Day Celtic MI (5), Iberian LI (13–15) 2025–2028 • The Roman army was led by mediocrities who followed Roman Celtic MI (6–9) 1907–1910 tactical doctrine to the letter Celtic MI (10–13) 1928–1931 • Hannibal was most aware of what the Romans would do, especially Celtic MI (14–17) 1804–1807 with Varro in command, and Celtic MI (18–21) 1832–1835 • Varro, a nonentity at best, was having the worst possible day. Right Wing Understanding this, be aware that repeating the Carthaginian success Numidian LC (1–10) 2235–2239; 2135–2139 will take a superior Carthaginian player playing at his top form. Some African Phalanxes (4–6) [b] 2431/2432, 2433/2434, good die rolls won’t hurt, either. 2435/2436 Map a = Maharbal, a great cavalry commander, is capable of issuing Line Use the Cannae map. Commands without resorting to Hannibal’s Strategy rating. In essence, this makes the Carthaginian command totally independent and remark- Difficulty And Balance ably effective. This is a very large battle with a lot of counters. As such it presents b = Players who wish to start from the point where Hannibal withdrew both sides with many tactical problems and decisions. We suggest you his African phalanxes in preparation of his double envelopment plan NOT tackle Cannae until you have a solid, working knowledge of both (see Historical Victory note, below) should place the African phalanxes the game system and the different armies. We estimate the playing time in the following hexes, facing as noted: 1702/1703 and 1735/1736 (fac- around 6–8 hours. ing Northeast), and 1604/1504, 1405/1305, 1534/1635 and 1333/1434 Balance for the basic, eight-legion game, slightly favors of the Carthag- (facing Southeast). They should also move up Maharbal’s Numidian inians. The sheer weight of the Roman numbers may be just enough to cavalry to the 2400 line so that his frontage is extended and covered. overcome their terrible command structure (which can be very frustrat- The African phalanxes were supposedly composed of “half-caste” ing for the Roman player). Balance for the four-legion scenario, heavily Africans and Carthaginians, who were Phoenician, not African . . . favors of the Carthaginians. although exactly what that entailed is a source of major (and somewhat acrimonious) disagreement these days. It all depends on how “politically This is a difficult battle to play competitively, because of the large num- correct” you wish to be. There is also some indication that these units ber of variants available. For competition, we suggest the following: were not phalanxes in the Macedonian sense, but, rather, an extended • When playing the 8-legion version, use the Volturnus Rule; the line of spearmen. Perhaps. However, Hannibal tended to use them as Romans may not use the Paullus variant or the Proconsul rule. Then if they were Macedonian-style phalanxes, so we have opted for that use the Rout Point Bid method. “class” of unit. • For the 4-legion version, use the Paullus and Proconsul variants, do The African Phalanxes were out front before the battle began, most not use Volturnus. Then use Rout Point Bid method. likely to disguise Hannibal’s deployment, especially as the wind was blowing in the Roman’s eyes. Unless you really like to fiddle with this sort of pre-battle maneuver, we heartily suggest that, as the Ro- INITIAL DEPLOYMENT man Player can see everything on the map anyway, you start with the Phalanxes withdrawn, as noted. The Carthaginian Army under Hannibal Barca c = Polybius, as well as several modern sources, refer to these as “heavy” All units are faced northeast cavalry. However, other, modern information, based on archaeologi- Leaders Hex cal evidence, indicates that the Spanish and Celtic horse were more Hannibal Barca (OC) + Surus 1914 lancers than what we consider, in game terms, heavy cavalry. They had shields, helmets, long and carried ; but they had no Mago Barca 1924 body armor. They also often dismounted and fought on foot, although, Hasdrubal Gisgo 2106 it appears, not here. Hanno 2329 Carthaginian Line Composition: The Carthaginian center—all that Maharbal [a] 2237 Medium and Light Infantry—is not deployed in what the basic rules would consider a line. However, the Carthaginian Player may treat Units Hex(es) these units as being in a line as long as each unit is in an adjacent hex Left Wing … and there are no spaces between units. [c] Celtic LN (1–10) 2202–2206; 2101–2105 The Roman Army under Consul G. Terentius Varro Iberian LN (1–5) [c] 2002–2006 All units are faced southwest. African Phalanxes (1–3) [b] 2402/2403, 2404/2405, 2406/2407 The Romans use all 8 legions and all 8 alae. However: Skirmish Line 1. Only the legion cavalry and the alae cavalry from the VII, XIV, XV and XIX Alae are used. Do NOT use the cavalry from the I, III, V Balearic SK Slingers (1–11) 2409–2429, odd# hexes only and X Alae. Center 2. The following units are not used in this battle: Celtic MI (1), Iberian LI (1–3) 2218–2221 a. All Alae Triarii b. All Alae Velites Celtic MI (2), Iberian LI (4–6) 2114–2117 c. Remove one Velites unit from each of the I, III, V and X legion

© 2008 GMT Games LLC SPQR Scenario Book 13 All of the above (a–c) represent the c. 10,000 men left in the THE REVISIONIST, “DeSanctis/Livy”/4 Legion, camp. DEPLOYMENT For those of you who want to see what happens if the Romans do have 3. Skill-Level Adjustment: The Roman army at Cannae was not an only four double legions, try this version. Your main problem, as the “elite” bunch; half of them were rather hastily raised, the other Roman, is that while your army is now halved—your opponent’s isn’t! half approaching manic depression. To include an elite and a Recommended mostly for “what if” play and people with a virulently veteran legion will provide them with far too much staying power. anti-Roman strain in their psyche. Therefore, the following units are Depleted: • All LG, HI, and LI from I, III, V, and X Legion The Roman Army under G. Terentius Varro • All LG, HI, and LI from I, III, V, and X Alae All units are faced west. • All Cavalry from the I and X Legion Use all units in (only) the Recruit skill Legions (and alae): VII, XIV, Leader Hex XV and XIX. This scenario assumes that the units left in camp were [a] the recently levied “additions”. In case of activation ties (5.12), Roman Varro (OC) 3106 leaders go first. Paullus[a] 3129 Leader Hex Servilius[a] 3229 Atilius[a] 3627 Varro (OC) 3005 Three (3) Tribunes, Paullus 3028 two (2) Prfct Soc with/adjacent to any Servilius 3110 infantry unit Atilius 3228 Two (2) Prfct Eqt 3103, 3136 Two (2) Tribunes with/adjacent to any infantry units a = May command any units. Historically, Varro started the battle in charge of the legionary cavalry. Paullus, Servilius and Atilius may NOT Prfct Eqt 3036 be replaced if killed. Note on Leaders: Because of the presence of two consuls and two Units Hex(es) proconsuls, we have reduced the number of tribunes to 2, the praefects equitum to one, and eliminated the praefects sociorum. The consuls and Velites Line proconsuls can command any troops. All Legion Velites (VE) Units Hex(es) (See Note #2) 2909–2928 Velites Line Hastati Lines All Velites (VE) 2908–2927 All Hastati (HA) from any 2 legions PLUS 12 alae cohorts (CO)— hastati in center, alae on each side—in each of the following: lines: Hastati Lines 3010–3028 (even hexes only; two units per hex) All Hastati (HA) from any 2 legions PLUS 12 alae cohorts (CO)— 3110–3128 (even hexes only; two units per hex) hastati in center, alae on each side—in each of the following lines: 3210–3228 (even hexes only; two units per hex) 3310–3328 (even hexes only; two units per hex) 3009–3027 (odd hexes only; two units per hex) Principes Lines All Hastati (HA) from any 2 legions PLUS 8 alae cohorts (CO)—hastati All Principes (PR) from any 2 legions PLUS 12 alae cohorts (CO/CE)— in center, alae on each side—in each of the following lines: principes in center, alae on each side—in each of the following lines: 3111–3125 (odd hexes only; two units per hex) 3410–3428 (even hexes only; two units per hex) 3510–3528 (even hexes only; two units per hex) Principes Lines All Principes (PR) from any 2 legions PLUS 12 alae cohorts (CO/ All Principes (PR) from any 2 legions PLUS 8 alae cohorts (CO)— CE)—principes in center, alae on each side—in each of the following principes in center, alae on each side—in the following line: lines: 3612–3626 (even hexes only; two units per hex) 3209–3227 (odd hexes only; two units per hex)

All Principes (PR) from any 2 legions in the following line: All Principes (PR) from any 2 legions PLUS 8 alae cohorts (CO)— 3716–3722 (even hexes only; two units per hex) principes in center, alae on each side—in the following line: 3311–3325 (odd hexes only; two units per hex) Triarii Line All Legion Triarii (TR) 3807–3830 (one unit per hex) Triarii Line All Triarii (TR) 3409–3427 (even hexes only; Right Wing Cavalry two units per hex) All Legion RC 3001–3008 Right Wing Cavalry Left Wing Cavalry All Legion RC 3001, 3003, 3005, 3007 Alae RC (See Note #1) 3030–3041 Left Wing Cavalry Legion units are always placed in the center; cohorts alae on the All Alae RC 3030–3041 wings.

© 2008 GMT Games LLC 14 SPQR Scenario Book Legion units are always placed in the center; cohorts alae on the Swords of the Celts wings. No, it’s not a forgotten Christopher Lambert Classic Movie (which, in itself, is an oxymoron) . . . . it’s a rule that simulates the fear—and the casualties—created by the Celtic long sword and the way it was used. Line Command Eligibility The Celts swung it in huge, whooshing circles, slashing at anything in range. Unfortunately, the Celts were somewhat undisciplined and Roman Carthaginian liable to disintegrate after the impetus of their initial attack was spent, 1. *Velites (VE) 1. *Balearic SK Slingers which is the reason for their (relatively) low TQ. They were almost purely offensive. 2. *Hastati (HA) and Ala 2. Celtic Medium (MI), Iberian Cohorts (CO/CE) Light (LI) Infantry In the Charge section of Shock Attack (8.33), units defending against any attack that includes Celtic infantry add one (+1) to the Pre-Shock 3. *Principes (PR) and Ala 3. African Phalanxes (PH) TQ Check die roll. Cohorts (CO/CE) Play Note: This rule is NOT applicable to any other battle. Why? 4. Triarii (TR) 4. Celtic and Iberian Lancer Mostly, because the term “Celts” is somewhat generic, and the Celts (LN) Cavalry at Cannae were different from those at Zama and elsewhere (the latter 5. Legion Cavalry (RC) 5 All Cavalry were more than Celts, but we already had far too many counters 6. Alae Cavalry (RC) anyway . . . .)

* = Do not have to be adjacent; see 4.24. Historical Note: The Celts, who in the previous century had fought pretty much in the altogether, by this period had donned pants that looked as if they came from a close-out sale in double-knits. As for SPECIAL RULES their unusual hair-do’s, if you’ve ever had the misfortune to see the infamous boxing promoter, Don King, you get a pretty good (actually Overall Commanders a great) idea what the Celts’ hair looked like. Hannibal is the Carthaginian Overall Commander. Historically, Varro The Volturnus (Optional) was in command of the Romans at Cannae (but, see below). For OC purposes, Paullus will replace Varro (and vice versa), if the latter is It was a hot August day when the battle took place. (Actually, several killed. sources state it took place in June; regardless, it was hot.) Even worse, a debilitating wind (known then as a volturnus, and which we, today, The Paullus Variant would call a sirocco) had whipped up from the south and was blowing a steady stream of dust to the NE—right into the face of the Roman Because command was switched daily (between consuls), players army. The midday sun, over the shoulders of the Carthaginians, shone may designate Paullus as OC if they wish to alter play balance. He is directly into the Roman eyes, not helping the situation either. (Leads somewhat a better commander than Varro (who, all things considered, you to believe Varro had laid off about 20,000 talents on the Carthagin- was a major jerk). It might be interesting to see what the result would ians, eh?) This rule, considered optional for those not wishing to bother have been had Paullus, not Varro, been in charge. If trying this, Varro with an extra dieroll and some low-level math, simulates the effect of may NOT automatically use a Line Command (as does Paullus when the Volturnus. Varro is in charge.) At the start of each turn, prior to any Leader Activation, is the Volturnus The Proconsul Variant Phase, as below. The Roman Player rolls the die. If he rolls a 0–6, the Players who find the Carthaginians too successful (which we don’t wind is blowing. A 7–9, the wind has stopped, temporarily, and there feel will happen in the eight-legion deployment) may address the Ro- is no effect that turn. man’s main problem—command—with the following variant. The Volturnus Phase. The Roman player checks to see whether the wind is two proconsuls—Servilius and Atilius—may issue one Line Com- still blowing the dust into his face. mand each turn without being within Varro’s range by rolling the die when it is their Phase (either initial or Momentum). If the dieroll is a If the Volturnus is blowing, any unit that begins movement facing into 0–4, they may issue the LC; if it is a 5–9 they are Finished. Add one a West or Southwest vertex (as below) reduces its MA (for all purposes, (+1) to the die roll if this is a Momentum Phase; +2 if it is the second including withdrawal) by one (all Roman units start the game with this Momentum Phase. problem). Any Roman missile units facing in those directions reduce their range by one (to a minimum of 1 hex) and lower their Missile Hit Important: This rule should be used ONLY as a play balancing element number by one (to a minimum of 0) in each range. for competitive play. The Volturnus always blows from the same direction; it does NOT Triarii Doctrine change. This rule is in effect for this scenario. Note: We highly recommend that you use this rule if you are playing for an historical result. Terrain Note The Aufidus River is uncrossable. It may not be entered and is consid- Retreat Edge ered impassable terrain for that purpose. Although they are not visible, The Romans retreat toward the northeast edge of the map while the both flanks are, essentially, “anchored”—by the river on the Roman Carthaginians retreat toward the southwest edge. right and the plateau on the left—both represented by the edge of the map. (It worked out really nicely . . . .)

© 2008 GMT Games LLC SPQR Scenario Book 15 VICTORY More Historical Digression: Cannae was the greatest Roman defeat A Historical Note on Victory: O.K. You’ve got the eight-legion ver- in its entire history; all or parts of eight (or four) legions were either sion set up and you want to know how Hannibal did it. Well, we’re totally destroyed or so obliterated that they were useless. (The actual sure it wasn’t quite as easy as it looks—but, with our trusty pair of survivors—who included the future Scipio Africanus, a at the hindsight glasses firmly in place, it sure looks easy. In essence, at battle—were, for the most part, exiled to hard times in Sicily, and the Cannae, Hannibal raised the Macedonian system to its finest hour, legions were not used for active duty until Scipio took them to Africa, combining each of the separate weapons system in his command— where they redeemed themselves at Zama, 14 years later.) Estimates of and especially his cavalry—to neutralize everything the Romans the Roman dead go to upwards of 50,000—including Consul Paullus, could throw at him. the two former consuls serving as proconsuls, Servilius and Atilius, as Using the historical set-up, Hannibal’s initial move was to withdraw well as 80 senators—three times the number of dead for both sides at his African phalanxes so that they were now deployed as per the note Antietam and more than several WWI battles! As for Varro, despite his in the Carthaginian set-up. With Varro still trying to walk and think having been bonked on the noggin by a Balearic slinger’s stone—the at the same time, Hannibal now had both his cavalry wings charge one wound least likely to have any effect on his abilities—he fled back their undermanned Roman counterparts at the same time, quickly to Rome where he was actually congratulated by “the people” for “not driving them from the field. (Actually, Hannibal’s left wing cavalry giving up”. (Boy, I bet several politicians would love to have his “spin” had the more immediate success, after which it circled behind the flack!) However, despite the Senate’s remarkable leniency, Varro does Roman triarii to assist Maharbal.) With their flanks unguarded— not appear to have been given any office higher than Rat Catcher for and threatened by cavalry—the Romans had nowhere to go but into the rest of his career. their usual (and tired) strategy of trying to break the opponent’s To feel that the players can—or even should—recreate this result is center by moving forward, en masse, against the unusually deployed folly. Anyway, who would want to play the Romans? The object of the Carthaginian foot. Hannibal, however, had seen two previous Roman game is not to see what happened—which we already know—but to see, armies in action and he had devised a tactical deployment that would perhaps, why it happened and how it might have turned out differently. “bend, but not break”. As the Roman lines approached, Hannibal’s We have provided rules that create the problems and advantages of Celtic and Spanish infantry gradually withdrew the center of their both sides; whether or not they lead to such a predestined end is the line (taking some heavy losses as they did so from the inexorable measure of your abilities as gamers. legions) so that the original convex formation became concave, with the Romans in the center. At this point, the African phalanxes closed The Army Withdrawal Levels (and percentages), below, reflect the in on each side of the Romans, and Hannibal’s cavalry returned from designers’ estimations of the overall Cohesive Strength and Discipline their pursuit of the Romans to close up the rear. The entire Roman of the opposing armies. While Hannibal’s force was pretty much a army was now encircled, and the rest of the day was given over to mercenary one, the soldiers showed remarkable allegiance to Hannibal, methodical slaughter of the legions. with whom they stayed for over a decade with hardly a murmur. On the other hand, at least four of the Roman legions at Cannae were raw At Cannae, it was shown that, given an exceptional commander— recruits. Players will note the rather large Average TQ that the Roman and Hannibal was truly an exceptional commander—who could army had, even with those recruits. This was a reflection of the innate anticipate the enemy and control the various forces in his com- discipline and training that even the newest legions had. Rome’s prob- mand, the Macedonian system could prevail . . . as long as it had lems lay not in this area but, usually, with her commanders and their superiority in cavalry. stolid—and virtually non-existent—ideas concerning tactics. The Carthaginian Army withdraws when units with Rout Points totaling 195 have been eliminated. For the 8-Legion version, the Roman Army withdraws when units with Rout Points totaling 240 have been elimi- nated. When using the 4-Legion version, the Roman army withdraws when units with Rout Points totaling 165 have been eliminated. Hannibal is worth 25 Rout Points if wounded; if he is killed the Romans win automatically. Size and Troop Quality Rout Rout Avg Army Units Size Points Ratio TQ Carthaginian 78 351 486 40% 5.8 Roman [4 Legions] 128 384 665 25%[a] 5.2 Roman [8 Legions] 208 636 1,202 20%[a] 5.8

No adjustment has been made for Depleted units a = the low Roman Rout Ratios reflect the fact that this army was newly raised, and few men had seen any previous action.

© 2008 GMT Games LLC 16 SPQR Scenario Book THE BATTLE OF ZAMA Hannibal Barca vs. Proconsul P. Cornelius Scipio—North Africa, 202 BC

Historical Background Hasdrubal at Baecula and a masterful, tactical showpiece win at Ilipa. In Many historians consider Zama one of the most important battles in 205 B.C. he was elected consul where, in the Senate, he went face-to-face Western civilization. Perhaps that is reading too much into its obvious with the delaying strategy of Fabius. Scipio advocated taking the war political conclusion: Rome’s Mediterranean expansion. With wonderful directly to Carthage; the only way to get Hannibal out of Italy was to force hindsight, however, it is fairly easy to see that Carthage was doomed as him to return to Africa to defend his city-state. To this end—albeit with a political entity; her inefficient, city-state form of was no some senatorial reluctance—he was handed the command of Sicily and match for the Roman concept of people and state. Rome’s ascendancy its two legions, mostly remnants and veterans of the Cannae fiasco. After was simply a matter of time, and Zama helped to hasten that date. raising some additional forces to flesh out his consular army, he set off From a military point of view, however, Zama is an immensely important for North Africa where, in a series of stunning maneuvers, he won several battle. On one level it shows what a genius Hannibal truly was; his army land and naval battles, forcing the Carthaginians to sue for peace. at Zama was inferior to Scipio’s; yet, Hannibal came rather close to win- In the meantime, with Mago’s army having been destroyed in Liguria, ning. On a loftier plane, Zama is the proving ground of the flexibility of the Carthaginians demanded Hannibal return to Carthage, as Mago’s the Roman legionary system—as implemented by the insightful mind of defeat had nullified whatever “Italian strategy” Hannibal had. Hannibal’s Scipio Africanus—and its superiority to the powerful, yet linearly rigid, arrival seemed to strengthen the backbone of the Carthaginians, and they Macedonian system. The latter would live on for another 50 or so years, repudiated the peace treaty through a variety of actions that the Romans, suffering further repeated blows at Cynoscephalae (see below), Magnesia as was their wont, assigned to the usual Punic Treachery. Hannibal’s army (Antiochus and the end of the Seleucids) and Pydna (Perseus and the was in bad straits, however, especially in the all-important area of cavalry. end of Macedonia). The Roman legions would continue to hold sway Even worse, after a series of political and military maneuvers involv- for the next several centuries. Delbruck further adds to its importance ing claims to the Numidian throne, Scipio had acquired the services of by arguing that it was the first use of echelon tactics; i.e., the different Masinissa, the new Numidian king, along with the cream of his capable lines of troops were not there to simply provide depth but to be used for light cavalry. Although Hannibal was aware of these developments, he differing tactical purposes—as well as acting as a reserve. assumed that he could bring Scipio to battle before Masinissa arrived. In 210 B.C., with Hannibal’s army still on the loose in southern Italy, And to strengthen his outnumbered cavalry wing (which included about the young Publius Cornelius Scipio was chosen to command the Roman 2000 Numidians led by one of Masinissa’s leftover rivals), he quickly forces in Spain. Scipio was something of a surprising choice, given trained a corps of 80 or so war elephants. (However, see the note on his youth and lack of experience in public office—although not overly Hannibal’s elephants, below.) Both generals were now set for battle; all shocking given Scipio’s ideas on how to conduct the war against Carthage they needed was a place. and the people’s demand for some sort of action. (Fabius Cunctator was The site of the Zama battlefield has never been firmly pinpointed. If you still implementing the theory that Rome could bore Hannibal to death; read Polybius/Livy closely, it seems to have taken place closer to the exhausted by ennui, he would then go home. It pretty much worked.) village of Naraggara. We have used the map from H.H. Scullard’s book, In a few short years, the son of a consul from the First Punic War had Scipio Africanus, Politician & Soldier, (it also appears in Liddel Hart’s proven himself to be an exceptional field commander, with a victory over book, with an added cross-battlefield trail) which is based on that con-

© 2008 GMT Games LLC SPQR Scenario Book 17 tained in the Kromayer-Veith Atlas (a German work extremely difficult Units Hex(es) to obtain through the normal, local-library channels—or through any Skirmish Line channels, for that matter). If interested, we suggest you consult Scullard [a] for a discussion on all possible sites, of which Veith’s selection—and Balearic SK Slingers (1–7) 2811, 2814, 2817, 2820, our choice—appears the most reasonable. 2823, 2826, 2829 Zama is pretty much a set-piece battle. We have provided only one sce- Elephant Line nario, although the players may feel free to change deployments within African Elephants (1–16)* 2906–2936, even number the parameters of the original dispositions. There are some problems in hexes only terms of unit types and numbers, and where/how they deployed. We do know that Scipio had an augmented, two-legion consular army; see the Left Wing Cavalry notes on the Roman army under their deployment. Hannibal’s somewhat Numidian LC (1–5) 3133–3137 hastily assembled army is somewhat easier to pin down, although num- bers and weapons system types are evasive. Right Wing Cavalry It appears that Hannibal, aware of his inferiority in mounted troops, placed Carthaginian HC (1–5) [g] 3104–3108 the onus of victory on his infantry. To that end, he hoped that one of two Mercenary Line things would happen: either his elephants would drive off the Roman [c] cavalry, or the Roman cavalry would recklessly pursue the undermanned Celtic MI (1–10) 3110–3131 [c] Carthaginian horsemen off the battlefield, allowing Hannibal’s infantry Ligurian MI (1–6) to go head-to-head with the legions. Balearic Med MI (1–2)[b, c] Mauritanian MI (1–4)[b, c] Well, the elephants proved a bust (Scipio pretty much saw to that), but Hannibal was on the money about the Roman cavalry chasing the Africans Levies hither and yon. That left it up to the infantry, and, despite the eagerness N. African LI (1–6)[d] 3310–3331 of some of Hannibal’s newest recruits to be elsewhere, his veterans were Carthaginian MI Levies (1–16)[d] pretty much holding their own against Scipio’s relentless legionnaires when Laelius returned with the cavalry, hit Hannibal’s lines from the Reserve Line rear, and sealed Carthage’s doom. Hannibal, himself, escaped, but the African Phalanx (1–5) [e, f] 3716–3717, 3718–3719 2nd Punic War was over—and so was Carthage’s prominence. 3720–3721, 3722–3723 Hannibal, still a fairly young man, sought employment in the Near East. 3724–3725 He was on the field at Magnesia when the Romans decided to put a quick Bruttium HI (1–12) [f] 3710–3715, 3726–3731 end to the machinations of the Seleucid ruler, Antiochus the Great, in 190 B.C. (So was Scipio, although the latter was ill and had little input). * = All elephant units start Depleted. Additionally, they do not have It is something of a measure of Antiochus’ lack of genius that, having elephant screens, so the “a” missile capability is ignored. Important: one of history’s greatest tacticians at his side, he failed to put him to any See the Special Rule, below, on Hannibal’s elephants. significant use. Rome eventually decided that Hannibal was a major pain a = Although none of the “ancient” sources mention the slingers, several regardless of where he was, so they declared him an outlaw and finally modern (reliable) sources state they were most surely present—as Han- tracked him down in Bythnia (northern Turkey), where he had been help- nibal was never without them in Italy and he must have brought some ing King Prusias in his contre-temps with Pergamum. With his house of those back with his Old Army when he returned to Carthage. surrounded, Hannibal, bitter and tired, committed suicide. b = Polybius specifically mentions “heavily-armed” infantry from the Balearic Isles and Mauretania (Morocco). Historically, troops from Map these areas were invariably light-armed infantry and/or skirmishers. It Use the Zama map. is, however, highly likely that Hannibal re-armed them with heavier Difficulty And Balance weapons (if not armor), as they were in the same line with the Ligurians While not as massive as Cannae, Zama presents both players with and Celts. If they were light infantry/skirmishers, they would not have problems that are best tackled by experienced players. The playing time been so deployed. about six hours and with two equal players the Romans are slightly c = Remnants of Mago’s Army, composed of mercenaries from a variety favored. For competitive play, use the following Rules Fixes for a of areas from Spain to Northeast Italy. These units may deploy in their better balanced game: line as the player wishes, as there is no indication as to how they were • Hannibal gets the Elite Phase in the first turn (this is historically intermixed within that line. what occurred anyway) d = Termed, variably, as Libyans, Africans, whatever. These—and their • Do not use the Blow, Scipio, Blow Rule. compatriot Carthaginian levies—were extremely unreliable, hastily trained troops. Although they constitute a second “line”, it appears • Use the full complement of 80 elephants, all of which are “veteran” el- Hannibal intended to use them to extend his first line as the battle de- ephants. They do not start Depleted, and they get Elephant screens. veloped. They may be intermixed as the player sees fit. See the Special Rule on these units, below. e = Although the presence of “4000 infantry from Macedonia” (pha- INITIAL DEPLOYMENTS langites??) is mentioned in several sources, many modern historians The Carthaginian Army under Hannibal Barca consider these more legend than fact. Actually, they tend to use the word “annalistic”, which should not be confused with “analistic”, All units are faced northwest. which is what some of these authors appear to be as you slog through Leaders Hex their works. We agree with those modern interpretations and have left Hannibal Barca (OC)+Surus Anywhere the Macedonians out. If you wish, use two units Hasdrubal Gisgo Anywhere instead of two African phalanx units. Hanno Anywhere f = Hannibal’s veterans, the “Old Army of Italy” Tychaeus 3236 g = Although the Carthaginian Sacred Band cavalry is not mentioned as being at Zama, there is no reason to assume it should not have been. © 2008 GMT Games LLC 18 SPQR Scenario Book The Roman Army under P. Cornelius Scipio Principes Line All units are faced southeast. I PR (a–d), X PR (a–d) 2017, 2019, 2021, 2023 Scipio has a full consular army augmented by the addition of about (two per hex) 7000 “volunteers” (plus Masinissa’s 10,000 Numidians). The presence AS/I CO (f–i), AS/X CO (f–i) 2011, 2013, 2027, 2029 of these volunteers (Polybius’ term) creates somewhat of a problem, (two per hex) as it is not clearly stated how or where they were used. Liddell Hart AS/I CE, AS/X CE 2015, 2025 says these were “Scipio’s men”, used to augment the legions to an Recruit CO (8) 2007, 2009, 2031, 2033 expanded strength of 6500 infantry. As Scipio had some time to train (two per hex) these volunteers while in Sicily, and he did engage in several minor Triarii Line battles before Zama, we have adopted Liddell Hart’s position (although I TR (a–c), X TR (a–c) 1819–1824 reducing his numerical estimate)—at least for game purposes—that AS/I TR (a, b), AS/X TR (a, b) 1817–1818, 1825–1826 they were deployed with the hastati and principes lines, being similar in Recruit CO (8) 1813–1816, 1827–1830 weaponry to the cohorts of the alae. Serendipitously, this allowed us to extend Scipio’s lines so that they were equal in length to the opposing Left Wing infantry lines, as is indicated in the sources. To do so, we also lengthened I RC, X RC, AS/I RC (a, b, EX), the third, Triarii, line with the cohorts extraordinaires plus some of the AS/X RC (a, b, EX) 2205–2208, 2104–2107 volunteer cohorts. The velites front was extended by the Numidian light infantry, as has been suggested by some of the sources. Granted, Right Wing much of this is surmise; however, we do feel that our guesses have been Numidian LI (1–4) * 2329, 2331, 2333, 2335 “educated” ones. You can always redeploy; we won’t tell a soul. Numidian MI (1–6) * 2133–2135, 2233–2235 Numidian LC (1–10) * 2236–2240, 2136–2140 The Roman should use the I and X legion and alae, plus 22 additional cohort units (but NO extraordinaires) from any of the recruit-level * = Use the Numidian counters that are part of the Roman counter-mix; alae (AS/VII, AS/XIV, AS/XV, or AS/XIX). The color borders of these not the ones that are part of the Carthaginian mix. auxiliary, recruit-cohorts still apply for stacking rules. If players wish Play Note: Yes, there’s an odd ala cohort in each line, which means it to alter balance, they can substitute legions/alae of lesser skill levels. has to start stacked with a cohort from a different ala. Nothing tragic, The Historical deployment uses Scipio’s non-staggered, manipular and you’re always free to change the deployment, if you wish. The formation, with the so-called elephant lanes (See the note on Han- present situation arose from (a) the fact that ‘9’ is an odd number, and nibal’s elephants). Several sources say the “historical” legions present (b) Scipio’s army was a bit of a mix-and-match affair, in which he has were the V and VI. upped the strength of his legions, so such intermingling was possible. Leaders Hex Scipio (OC) Anywhere Line Command Eligibility Masinissa[a] With/adjacent to any Numidian cavalry unit Roman Carthaginian Laelius[b] With/adjacent to any 1. *Velites (VE), Numidian 1. *Elephants Legion or Alae Cavalry Light (LI) Infantry Two Tribunes (2), two Prfct Soc[c] With/adjacent to any 2. *Hastati (HA) and Ala 2. Celtic, Ligurian, Balearic, infantry units Cohorts (CO) Mauretanian MI a = Masinissa has a Charisma rating of “2C’. This means it may be 3. *Principes (PR) and Ala 3. African Phalanxes (PH), Brut- used only when stacked with a Numidian cavalry unit. Masinissa may Cohorts (CO/CE) tium HI automatically issue a LC in his Initial Phase, regardless of where he is 4. Triarii (TR) and Alae Co- 4. Carthaginian Heavy (HC) on the battlefield. Momentum-generated LCs follow 4.25 (Masinissa horts (CO) Cavalry was quite a capable commander in his own right). If killed, Masinissa 5. Legion and Alae Cavalry 5 Numidian Light (LC) Cavalry may NOT be replaced. (RC) b = Scipio’s old buddy, and Polybius’ confidant, Gaius Laelius, was 6. Numidian Light (LC) 6. N. African Light (LI), Levy the Praefectus Equitum in charge of all Roman cavalry. If killed, he is Cavalry (MI) Infantry replaced by a Praefect Equitum. 7. Numidian Medium (MI) 7. **Balearic Slingers (SK) c = Roman Tribunes and Praefects Sociorum may command any and Infantry all types of legion/alae infantry. Units Hex(es) * = Do not have to be adjacent; see 4.24. Velites Line ** = Can be within three hexes of another (and no intervening units, etc.) I VE (a–c), X VE (a–c) 2313–2323 (Odd numbered hexes only) AS/I VE (a, b), AS/X VE (a, b) 2309, 2311, 2325, 2327 SPECIAL RULES Hastati Line Blow Scipio, Blow I HA (a–d), X HA (a–d) 2217, 2219, 2221 2223 Hannibal, with a severe shortage of cavalry (which was to prove de- (two per hex) cisive), decided to augment his horse with a corps of war elephants. AS/I CO (a–e), AS/X CO (a–e) 2211, 2213, 2215, 2225, His plan, according to most historians (see, though, note on Hannibal’s 2227 (two per hex) elephants) was to neutralize Scipio and Masanissa’s horse by placing Recruit CO (6) 2209, 2229, 2231 his pachyderms up front and have them charge the Romans at the (two per hex) outset to drive off their cavalry and disrupt their front line (Shades of

© 2008 GMT Games LLC SPQR Scenario Book 19 Porus at the Hydaspes!!). Unfortunately, he had little time to train his hypothesis concerning Hannibal’s tactics you have to also agree to a elephants (the reason for their low TQ), and Scipio was ready for them. lower elephant figure. Of course, you will notice, that, when using all Not only did he supposedly modify the standard legionary checkerboard 80 elephants, Hannibal does pretty much get to cover both the Roman deployment to create lanes for the charging elephants (for which bit of infantry and cavalry. “Is a puzzlement.” silliness we refer you, yet again, to the elephant note), but, at the start A tangential question arises over Scipio’s infantry deploying without the of the battle, he set up quite a din of trumpets and shouts, all of which usual manipular intervals. Polybius states he was creating lanes for the served to frighten the untrained tuskers, many of which ran wild before elephants to pass through. Think about that for a second. Never mind they could even get going. the fact that elephants were mostly used against cavalry, so that Scipio Therefore, at any time during the game—but only once—instead of would have had to have been amazingly prescient to discern Hannibal’s a Line Command from Scipio (and only The Scipster), the Roman rather unique use for his elephants. The really amazing thing is that Player may turn on his Punic Ghetto Blaster. He rolls one die for each Scipio would have been dumb enough to expect the elephants to simply elephant on the map. If the die roll is higher than the TQ, that elephant charge right down those open lanes—rather than into the troops. How immediately suffers a number of cohesion hits equal to the difference thoughtful of them. I don’t think so. (all standard rout rules applying); if it is the same as or lower, there In any case, players are free to adjust the numbers of elephant units avail- is no effect. able to Hannibal according to whom they believe. We have provided an initial deployment of 16 units (80 pachyderms). The lowest the Carthagin- Levy Retreat and Old Guard Rally ian should go is 4 units. Try this: roll the die twice, adding them together. The Carthaginian second line of infantry—the North African and The number rolled is the number of elephant units the Carthaginian player Carthaginian levies—was a hastily raised group. In order to “stiffen gets to use. If greater than 16, he gets 16. If less than 4, he gets 4. They their collective spines”, Hannibal placed them in front of his veterans still deploy in the same line. Their location is up to the Carthaginian with the idea that the latter would stop the levies from running away. player; however, the two-space line restriction still applies. To recreate this, we give the Carthaginian Player two possibilities with any routing North African Light Infantry or Carthaginian Levies: Triarii Doctrine • If one of these units routs, instead of retreating it directly back, the This rule is NOT used in this scenario. Carthaginian may “rout” it sideways and around the third line (of African Phalanxes and Bruttium infantry). Once they pass the Old Retreat Edges Guard, they head directly for the map edge; OR The Romans retreat toward the northwest edge. The Carthaginians • They head directly backward, as in the standard rule. The instant they retreat toward the southeast edge. move adjacent to an (un-routed) African Phalanx/Bruttium unit, the Carthaginian player rolls the die. If the die roll is the same as or lower VICTORY than the TQ of the Old Guard unit, the routing levy/light infantry The Roman Army Withdraws when units worth 230 Rout Points have is automatically rallied. If it is higher, the routing unit is eliminated been eliminated. The Carthaginian Army Withdraws when units worth AND the Old Guard unit suffers one cohesion hit. Only Old Guard 170 Rout Points have been eliminated. This number remains the same units may so rally routing levies. regardless of how many elephants the Carthaginian player gets. Either option may be applied to individual units. The rule applies only to routing North Africans and levies—as these were the only units that Hannibal is worth 25 Rout Points if wounded; if he is killed the Ro- Hannibal instructed the Old Guard to worry about. mans win automatically. Scipio is treated normally; his death is NOT an automatic Carthaginian victory. Hannibal’s Elephants One of the more interesting questions surrounding Zama concerns Size and Troop Quality Hannibal’s elephants. The first arises as to numbers. Polybius states Rout Rout Avg. Army Units Size there were about 80; Delbruck and Veith argue for a much lower figure: Points Ratio TQ perhaps 15–20. That question is not as much fun, however, as how they Carthaginian 94 336[a] 483 35% 5.4 were to be used. By this time it was quite apparent to everyone that elephants had little Roman 106 340 657 35% 6.2 effect against trained infantry, especially when covered by disciplined a = Elephant Size points (80) were excluded skirmishers. Their best use was against enemy cavalry, who, no mat- ter how well-trained the horses were, still had major troubles with the pachyderms. What, then, were Hannibal’s elephants doing arrayed in a line directly opposite Scipio’s infantry—especially as Hannibal was so deficient in cavalry? A Note about Victory: At Zama, Scipio was able to neutralize the Delbruck’s rather common sense answer is quite interesting. They were advantages that Hannibal could produce with the Macedonian simply buying time, creating enough of a disturbance so that Scipio’s system by gaining superiority in cavalry—and using it, something cavalry would be gone, having chased Hannibal’s cavalry off the field. which previous Roman commanders rarely understood. With his With all cavalry gone, and the elephants having delayed Scipio’s deploy- mobility and maneuver thus severely restricted, Hannibal was ment of his foot, Hannibal could now fight this battle on a pure infantry/ forced to rely almost entirely on the power of his infantry reserve power basis, where he was probably superior in numbers. This is such to break the Roman line. There is also a possibility that he specifi- an obvious, possible (and Hannibal-like) solution that it comes as some- cally relied on the fact that the superior Roman cavalry would chase what of a surprise that few post-Delbruckian scholars have adopted it. the Carthaginian horse, thus rendering them unavailable! That he We think it sounds as reasonable as all get-out. Which brings us back to almost succeeded in doing this—and it was only the late return of the question of numbers. If Hannibal had that many elephants (80), why Laelius and Masinissa with the cavalry that spelled a quick end to didn’t he split their usage, assigning half to counter-balance the cavalry the battle—is further testament to Hannibal’s genius. and the other half against the infantry? If you agree with Delbruck’s

© 2008 GMT Games LLC 20 SPQR Scenario Book THE BATTLE OF CYNOSCEPHALAE King Phillip V of Macedon vs. Consul T. Quinctius Flamininus—Greece, 197 BC

Historical Background Macedonian War to conclusion. By the end of the 3rd century, B.C., Macedon, and her king, Phillip V Upon arrival in Greece, Consul Flamininus conducted a series of nego- was still the dominant force in the eastern Mediterranean. Her army, tiations that allied most of Greece with Rome for its coming showdown a direct descendent of Alexander’s, was still much feared, as was the with Phillip. This gave the Roman army, reinforced by almost 10,000 Macedonian style of warfare, which still emphasized combined arms men from the , a grand total of 23,000 foot and 1,100 but placed far more reliance on the power of the phalanx than Alexander cavalry to face Phillip’s 23,500 foot and 2,000 cavalry. From some- ever did—or would have. While Rome was going the way of increased where—probably a gift from Masinissa—Flamininus also managed to flexibility and maneuver, the Macedonian phalanx was becoming, if attract the services of 20 elephants, which were to play a surprisingly possible, more rigid than ever. decisive role in the coming battle. Aficionados of During the 2nd Punic War, Phillip sided with Carthage. Although this will notice the diminution of the Macedonian cavalry wing, despite arrangement produced no pitched battles between Rome and Macedon, its numerical superiority to that of the Romans, both in numbers and it became known, historically, as the . After some effectiveness. This was due, in part, to the hilly and rocky Greek ter- indecisive skirmishing, an uneasy peace was negotiated that enabled rain, most of which negated the capabilities of cavalry; Cynoscephalae Rome to concentrate its energies on defeating Carthage. Legend has it would be a major example. It also reflected a reduced appreciation of that Phillip supplied Hannibal with several thousand men at Zama, but Alexandrian tactics. And, given the equality of strength in both armies, there appears to be no support for this story. the approaching battle would be won by the respective tactical systems and not weight of numbers. In 200 BC, with Rome now the dominant power in Italy and the Western Mediterranean, Rhodes and Pergamum petitioned her for aid against Both armies lurched forward in an attempt to seek each other out. continuing Macedonian aggression in the Dardanelles and Egypt. This Phillip and Flamininus knew they could not keep their respective co- petition focused Roman attention on the Aegean and its unresolved alitions in the field indefinitely, so each wanted to fight quickly. Near business with Phillip. Rome demanded complete Macedonian with- , in , reconnaissance forces from both sides came into drawal from Greece. Phillip agreed in part but wanted to maintain contact, although no battle occurred because the respective command- control over Demetrius in Thessaly, Chalcis in Euboea, and Corinth ers felt the terrain was too constricted by walls and enclosed farms. in Achaea, which the king had called the “fetters of Greece”. A Greek The Macedonians then headed for a supply region to replenish their delegation sent to Rome gave the Senate a lesson in Greek geography stocks of food. The Romans moved parallel to the Macedonians to cut and the negotiations ended in an impasse. However, as a result, the them off from the needed grain, with the two forces being separated Senate voted Consul Lucius Quinctius Flamininus two Roman Legions by a long ridge called Cynoscephalae (so named for its resemblance plus 6,000 allied foot and 300 allied cavalry to prosecute the Second to a “dog’s head”). On the third day of marching a torrential storm © 2008 GMT Games LLC SPQR Scenario Book 21 arose drenching the forces and causing a heavy fog. The Macedonians tried to march on but could not make any headway in the storm. They INITIAL DEPLOYMENT withdrew to camp, leaving a strong outpost on the ridge. The Roman THE MEETING ENGAGEMENT army stayed in camp but sent out a reconnaissance party to locate the Macedonians. With a heavy fog obscuring visibility, the two patrols This scenario lists the historical “turns” of arrival. When using the bumped into each other on the rain-soaked ridge. With the Macedonians optional “Fog” rule, these will probably change. holding the heights, both sides sent back for reinforcements. The battle Roman Army under T. Quinctius Flamininus of Cynoscephalae was on. Most Roman units start off map (in camp). A small reconnaissance Flamininus reluctantly sent reinforcements, forcing the Macedonians party is on a ridge. off the ridge. Phillip felt compelled to reinforce his exposed unit and Within 3 hexes of Hex 2020: Aetolian Lt (LC) Cavalry; Aetolian Lt prevent its destruction. These fresh Macedonian forces reclaimed (LI) Infantry (1, 2); Prfct Eqt* the ridge from the Romans as the fog began to lift. Perceiving an op- portunity to destroy part of the Roman army, Phillip now reluctantly * = May give Individual Orders (not LC) to infantry until Tribune or committed his entire army. Flamininus followed suit, and a full-scale, Praefect Sociorum enters game and is within range. pitched battle began. Roman Reinforcements Phillip took personal command of his right wing, and as soon as it All Roman reinforcements enter the map through the Hexes in the SE formed on the ridge he doubled the depth of the phalanx and attacked the corner of the map marked with an R (1037, 1038, 1039, 1040, 1041, Roman left. This maneuver was, momentarily, successful; however, it 1042, 1043, and 1044). The maximum number of combat units that separated the Macedonian army into two sections, with the Macedonian may enter play in any one turn is 16. There is no limit on the number left wing under Nicanor still deploying from march column. Flamininus, of leaders that can enter per game turn. Once Roman units have entered seizing the moment, sent his right wing, lead by his elephants, slamming play they may not voluntarily leave the map. The III and V Alae So- into the Macedonian left. An unknown Roman tribune, most likely from ciorum are much reduced in strength, reflecting what Flamininus was the Triarii, noticing that the Macedonian army was now split in two, granted by the Senate. Note that the Praefects and Tribunes may give exposing the flanks of the phalanxes, seized the initiative—and the day orders to the Greek allies. (carpe diem, for those of you who collect Latin idioms)—by leading Game Turn 3 [Group #1] 20 Roman maniples (the entire principes and triarii lines from one Ro- AS/V EX RC V; Apollonian Lt (LI) Infantry; Aetolian Lt (LI) Infantry (3,4); man legion) into the rear of the Macedonian right wing. This Roman Cretan Lt (LI) Infantry; Cretan (SK) Archer (1–5–6); Prfct Soc (1) maneuver—a text-book example of flexibility versus rigidity—shattered the Macedonian army and Phillip’s hopes of Greek hegemony, leading Game Turn 8 [Group #4] (Roman player picks the order of unit to a swiftly negotiated conclusion to the . entry) III Legion; V Legion; AS/III Alae* ; AS/V Alae** ; The Aetolian Even more important, Cynoscephalae was the first major confrontation League [Aetolian (HI) Hoplites (1–8), Athamanian Med (MI) Infantry between the Roman legions and a full-blown Alexandrian/Macedonian (1–3)]; African Elephants (1–4); Consul Q. Flamininus; Tribunes (2); army led by phalanxes. (Both Hannibal and Pyrrhus adapted the Mace- Prfct Soc (2); Prfct Eqt (1) donian system rather than used it.) While Phillip’s phalanxes could not be budged in a head-to-head confrontation (the legions that attacked * = (without velites, cavalry and cohorts ‘a’ and ‘b’) them frontally suffered heavy losses; see the notes on the Phalanx in ** = (without velites, cavalry ‘a’ and ‘b’, and cohorts ‘a’ and ‘b’) the terminology section), they could, if outflanked, be easily defeated. Both the difficulty of the terrain at Cynoscephalae and the ability of Macedonian Army under Phillip V the legion to maneuver freely, and in sections, enabled this to happen. Only a small reconnaissance party is on the map at the start. The day of the phalanx was rapidly drawing to a conclusion, a curtain Within 2 hexes of Hex 2718: Thessalian HC (1, 2); Macedonian LI that would finally be drawn some 30 years later, at Pydna. (1–4); Philocles* PRE-GAME NOTES: * = Philocles was actually the King’s and garrison commander Play Note: This battle is great fun, especially if you play the Fog and of Corinth, but we needed another leader. Hidden Movement rules. That it is a pure meeting engagement, allows Macedonian Reinforcements players to experiment with their units—and their tactics. It can also be The Macedonian reinforcements enter the map through the Hexes used as a “play-first” scenario using the Set-Piece deployment. marked with an M (4216, 4217, 4218, 4219, 4220, and 4221). The maximum number of combat units that can enter play in any one turn Map is five (5). There is no limit on the number of leaders that can enter per Use the Cynoscephalae map. game turn. Once Macedonian units have entered play they may not Difficulty And Balance voluntarily leave the map. The set-piece battle is a fairly easy one, but the aspects of hidden move- Game Turn 5 [Group #2] ment that the fog creates in the Meeting Engagement make that a more Macedonian HC (1–3); Illyrian LI (1–4); Mercenary HI (1–3); Epirote complex affair. Do not underestimate how difficult it is to move fairly (SK) Slingers (1–3); Cretan (SK) Archers (1–4–6) (1–2); Athenagoras rigid formations in this type of terrain. Playing time for the set-piece Game Turn 7 [Group #3] battle is around two hours; add at least another hour for the Meeting Engagement. Macedonian Phalanxes (PH) (1–12); Thracian LI (1–4); Phillip V; Nicanor This battle is fairly even, with a slight edge to the Romans. A lot depends on how the players handle the difficulties of the terrain. For competi- Fog (Optional) tive play use the Rout Point Bid Method. A Rules Fix would be to use As noted above, the battle started while a heavy fog covered the field, the optional Augmented Roman Cavalry rule, but do not increase the which led to both sides blundering into each other. To simulate this Rout Point Withdrawal Level! This addition will, of course, help the we have provided a quasi-double-blind (limited) hidden movement Romans.. rule. As this does require a bit of “bookkeeping”, we make it optional.

© 2008 GMT Games LLC 22 SPQR Scenario Book Given the few counters affected—and the fun and historicity it adds to Group #1: One Turn after LOS is attained the game—we heartily recommend it. If you play without it, use the Group #2: Three turns after LOS is attained reinforcement arrival turns listed, above. If using the Fog rule, these Group #3: Five Turns after LOS is attained arrivals are dependent upon who sights whom—and when. Group #4: Six turns after LOS is attained There are three visibility conditions: Heavy Fog, Light Fog, and Clear. Example: If initial LOS is attained at the start of Game Turn 3, Group Visibility affects the distance over which a Line of Sight can be attained. #1 may enter in turn 4; Group #2 in turn 6; Group #3 in turn 8; and The Fog Effect Table, below, lists the maximum LOS distance for the Group #4 in turn 9. given visibility conditions—no unit can see any other unit that is outside the allowed maximum—plus any effect on movement allowances. All Hidden Movement (Advanced Optional Rule) normal LOS rules still apply. Players wishing even more “realism” can use Advanced Hidden Move- Visibility at the start of the game is Heavy Fog. Starting with the 3rd ment. Nothing arcane here, simply determine—based on fog and LOS Game Turn, a “Fog Lifting” die roll is made at the start of the turn, (of which there is not much between the two armies at the beginning— before any other phase. If the die roll falls within the given range, the which units can see which. Ones that could/cannot be seen, including Fog lifts one level from Heavy to Light, or from Light to Clear. Once arriving reinforcements, do all their movement hidden, until sighted. visibility is Clear no further Fog lifting die rolls are necessary. This will require a bit more paper work, plus some agree-to-before house rules, but it does create some mass confusion. This confusion is Fog Lifting Die Roll Table not helped by the fact that both sides have the same-colored counters; however, we already told you that. Game Turn Die Roll to lift Fog one level THE SET-PIECE BATTLE 3, 4 0–1 If it’s a stand up/set-piece fight you want, without all of the early stum- 5 0–3 bling around in the fog, then this scenario is for you. This deployment 6 0–6 approximates the decisive moment of the battle, when the main armies had partially deployed on the field and Phillip unleashed the Double 7 till Clear 0–8 Depth Phalanx charge that almost carried the day. As the Romans lost the initial battle on the heights, some Roman units are not deployed as they are considered to have been routed from the field during the Visibility Effect Chart early fighting. Visibility Max LOS Distance Effect on Movement Important: The game starts with the Macedonian Player using an Elite Initiative Order (5.5), with Phillip as the selected leader, even though Heavy Fog 5 hexes MA halved, rounded up Phillip is not an elite OC. He may use this only in the first game turn. Light Fog 10 hexes Reduce MA by one (–1) Roman Army under T. Quinctius Flamininus Clear 25 hexes* None All Roman units are facing north. Place the Roman leaders avail- able—Flamininus, 2 Tribunes, 3 Praefects Sociorum and 2 Praefects * There is a limit because there was still a fine mist that hindered Equitum—in any hex occupied by a friendly unit (the Romans are not distance visibility. deployed in their usual checkerboard fashion). The Fog/Hidden Movement Rule Units Hex(es) In addition to the above, neither side places any of his units on the map Right Wing for the first turn. He simply writes down to where they have moved; all movement and cohesion rules apply. However, the following deploy- V RC 2210 ment restrictions apply: AS/V RC (ex) 2211 AS/V (c–i), AS/V CE 2315, 2316, 2317, 2318, • The Roman Praefect Equitum is placed in 2020. Combat units must 2115, 2116, 2117, 2118 be placed either in 2020 or south of 2020 and within range. AS/V TR (a, b) 1916, 1917 • The Macedonian leader, Philocles, is placed in 2718. Combat units Center must be placed either in 2178 or north of 2178 and within range. V VE (a–c) 2312, 2313, 2314 All units in the Reconnaissance parties MUST stay within their V HA (a–d) 2319, 2320, 2321, 2322 leader’s range at all times. V PR (a) 2119 At the start of turn 2, the players place the Leader Counter, ONLY, V PR (b–d) 2120, 2121, 2122 on the map. Starting with turn 3, this comes after the Visibility die V TR (a–c) 1919, 1920, 1921 roll. Each player then notes where his other units are (by look- III VE (a–c) 1824, 1825, 1826 ing at the piece of paper on which he has written their most recent III HA (a–d) 1827, 1828, 1829, 1830 location). If any of his units can attain a LOS to the enemy Leader III PR (a) 1627 counter, he states so—and, at this point, BOTH sides now place all III PR (b–d) 1628, 1629, 1630 their units (that are in play) on the map (if Distrust is imminent, refer III TR (a–c) 1428, 1429, 1430 to the written movements). Left Wing Play continues using Hidden Movement until a sighting is made. III RC 1842 Aetolian 1840 Fog Reinforcement Schedule AS/III CO (c–i), AS/III CE 1832, 1833, 1834, 1835, 1632, Reinforcements, as you may have noted, are listed by group. When 1633, 1634, 1635 playing the Fog rule they do not, necessarily, arrive in the listed turn. AS/III TR (a, b) 1433, 1434 The groups are eligible to enter, as follows:

© 2008 GMT Games LLC SPQR Scenario Book 23 Aetolian League SPECIAL RULES Aetolian HI (1–8) 1836, 1837, 1838, 1839, Macedonian Double-depth Phalanxes 1636, 1637, 1638, 1639 Phillip V, in an effort to increase the crushing pressure of the phalanxes, Athamanian MI (1–3) 1436, 1437, 1438 implemented a formation which doubled their depth. The Macedonian Elephants player may recreate this, using the rules in 9.5. African Elephants (1–4) 1926, 1929, 1932, 1935 The Macedonian Phalanxes which begin on the right flank start the Note: The Hoplites and the Athamanians of the Aetolian League ARE game in double-depth formation. All other Macedonian Phalanxes supposed to be red. We realize that keeping track of even these few units begin deployed as single units (in column). They may be formed into that are the same color as the Macedonians is a bit of a pain. We feel, double-depth during the battle, as per 9.51. however, that keeping the nationality colors consistent is important as this series grows and provides increasing opportunity for design-your- Augmented Roman Cavalry (Optional) own construction sets. Most sources state that the Roman cavalry contingent at Cynoscep- halae was significantly smaller than that of a normal Consular army. Macedonian Army under Phillip V This is probably due to the difficulty of transporting horses overseas. All Macedonian units are facing south, unless indicated to be In Col- If you want to play with a full contingent of Roman cavalry add the umn. missing 5 Roman Alae cavalry units to Group #4. For the Set-Piece battle place the AS/V RC in hexes 2008, 2009 and the AS/III RC in Leader Hex hexes 1843–1845. Phillip V 2819 Philocles Any hex occupied by a Triarii Doctrine Macedonian unit This rule is NOT used in this scenario. Athenagoras Any hex occupied by a Macedonian unit Retreat Edges Nicanor Any hex occupied by a The Romans retreat toward the south map edge. The Macedonians Macedonian unit retreat toward the north edge. Units Hex(es) Macedonian HC (1–3), VICTORY Thessalian HC (1–2) 2606, 2607, 2608, 2609, 2610 In the Meeting Engagement, the Roman army withdraws when units Thracian LI (1–4) 2611, 2612, 2613, 2614 worth 140 Rout Points have been eliminated, while in the Set-Piece Mercenary HI (1–3) 2713, 2714, 2715 battle the Roman withdrawal level is 135 Rout Points. In both versions, Macedonian Phalanxes (1–6)* 2716–2717, 2718–2719, Macedonian army withdraws when units worth 115 Rout Points have 2720–2721 been eliminated. Macedonian LI (1–4) 2722, 2723, 2724, 2725 Phillip is worth 25 TQ points if wounded, if he is killed the Romans Illyrian LI (1–4) 2735, 2736, 2737, 2738 win automatically. Macedonian Phalanxes (7–12) ** 2730–2731, 2729–2829, 2928–3028, 3127–3227, 3326–3426, 3525–3625 Size and Troop Quality * = In Double Depth, two units per hex Meeting Engagement ** = In Column Rout Rout Army Units Size Avg TQ Points Ratio Line Command Eligibility Macedonian 37 220 291 40% 6.1 Roman Macedonian Roman 76 230[a] 408 35% 5.4 1. *Velites (VE), Greek Skir- 1. Phalanxes Set Piece mishers (SK) Rout Rout Avg. Army Units Size 2. *Hastati (HA) and Ala 2. Skirmishers (SK), Light (LI) Points Ratio TQ Cohorts (CO/CE), any 4 Infantry Macedonian 32 215 281 40% 6.2 Greek Infantry Roman 71 209[a] 386 35% 5.6 3. *Principes (PR) and Ala 3. Hoplites (HI), Light (LI) Cohorts (CO/CE) Infantry a = Elephant Size points (20) were excluded 4. Triarii (TR) 4. African Phalanxes (PH), Brut- tium HI 5. All Cavalry 5 All Cavalry 6. Greek Allied Infantry 7. Elephants

* = Do not have to be adjacent; see 4.24.

© 2008 GMT Games LLC 24 SPQR Scenario Book A LEARNING SCENARIO The following, abstract “battle” is provided for gamers Carthaginians not familiar with the system who want to see how things Two African Phalanxes, four Iberian light infantry, 2 Balearic - work before starting to get down to the serious, histori- ers, 2 Numidian Light Cavalry, 2 Celtic Lancers, 2 Elephants (Afri- cal blood-letting. One player commands the Romans, the can); Hannibal (but no Leader Elephant), Mago, and Tychaeus. other, the Carthaginians. This is a truly “hypothetical” battle; more of a heavy skirmish, to be sure. The Romans Deployment have more “counters” and better TQ (more or less); the Romans set up first; Carthaginians second. Make sure there are at Carthaginians have more “men” (about 6000–5000) and least five hex rows between armies and that both sides are fairly a decided advantage in mounted troops. They also have equidistant from the edge of the map. Hannibal. Players may use any “optional” rules they wish, although, as you are Map learning the system here, we recommend keeping it to a minimum. Use the Cannae Map We suggest limiting Hannibal to one LC per turn. Romans Victory Use the III Alae Legion, with Flamininus, one Tribune, and two The Romans Rout when they have “lost” 34 Rout Points; the Praefects Equitum (in case you wish to split your cavalry to both Carthaginians rout when they have lost 25 Rout Points. Elephant wings). losses do NOT count towards this total (the rates are fairly low to make this relatively quick).

SPQR DESIGNERS’ NOTES

By Mark Herman & Richard Berg into line. The Principes closed with the enemy, who were now faced with a fresh missile volley and charge. The of War: The Legion Under the Republic The Roman military originally used a style of warfare through- This use of tactical reserves for the main battle line gave Rome a huge out the period of its tutelage under, and liberation from, the Etruscans. advantage over a Phalanx-style formation. Whereas the Macedonian Sometime during the early 4th century BC, after the Gauls had oc- model was to attack the flanks of the enemy and roll up his battle line, cupied Rome (around 390 BC?) and withdrawn, a legendary military the Roman system was designed to frontally shatter it. A Phalanx, with leader named Camillus reorganized and rearmed the . its tight formation had little tactical flexibility and could not move re- The Century (100) was originally an administrative unit based on the serves to relieve the front ranks. The Legion’s ability to keep constant voting rolls of the old Servian army. Camillus linked two centuries and fresh pressure on an enemy battle line nearing exhaustion helped together into a tactical unit called a maniple. The two centuries of a defeat their Latin and Southern Greek neighbors who used a more rigid maniple could either be in line (side by side) or in column (one behind doctrine. The Legion, however, was not invincible. The Samnites, using the other). He then organized the maniples into three lines based on a a similar system, gave the Romans a significant challenge such as their new doctrinal specialization. The first and second lines were the Hastati victory in 321 BC at Caudine Forks. It was for this last eventuality that and Principes respectively. These lines were armed in the new style the Triarii, a defensive formation, were in the third line. with the sword as their main armament. The third line, the Triarii, were The Triarii were the most experienced campaigners in the Legion and the older more experienced soldiers and were armed and arrayed in a were near the end of their military service. They were armed with spears Hoplite-like phalanx. in a modified Hoplite Phalanx formation. The saying went, “The last The Hastati and the Principes were the one-two punch of the legion. The resource is in the Triarii.” If the Hastati and Principes were unable to manipular organization of the Legion, with its clearly defined chain of prevail against the enemy then the Roman commander would prob- command, allowed the Romans to use its superior tactical organization ably withdraw. The Principes would withdraw through the Triarii, as to execute line changes during battle. A typical Roman battle would see the Hastati had done earlier, while the Triarii moved forward. The rear the Velites harass the enemy battle line while screening their own forces. centuries of the Triarii would then move from column to line forma- Upon a signal the Velites would withdraw through the gaps between tion and present the enemy with a solid front of spears as the Legion the Hastati maniples, deployed in column formation. Then the Hastati withdrew in good order from the field to their nearby camp. line would advance toward the enemy battle line and deploy into line One of the key weapons of the post-Camillan Legion was a Spanish formation. The Hastati battle line would then break into a run just as sword variant, the . The gladius produced fearful wounds, mak- they were about to come in contact with the enemy and throw their ing it superior to the , and a reduced reach which required superior pila (Roman javelin). The pila volley would disrupt the front ranks of mobility to employ it against spear-armed opponents. To gain the re- the enemy just as the Hastati closed for hand to hand combat. If the quired mobility the body armor of the Legionary soldier was lightened Hastati began to tire or become disrupted, the Principes would move significantly and compensated for by a superior shield, the . The into intervals to relieve them. This was probably done using a well scutum, probably borrowed from the Samnites, covered most of a man’s rehearsed battle drill whereby the Hastati pulled one Century out of the body and substituted for the necessity of heavier armor. line and then disengaged the second, which moved back through gaps in the Principes maniples, also deployed in column formation. As the It had become apparent to ancient generals that once opposing Hoplite Principes columns moved forward, the Hastati maniples cleared out of battle lines came into contact it became a pushing match, due to the the gaps allowing the Principe to deploy their rear Centuries forward difficulty of bringing a spear to bear at a range less than the length of © 2008 GMT Games LLC SPQR Scenario Book 25 its shaft. When the Legionary soldier was in contact with the enemy he to create the kinds of defections amongst Rome’s Southern Greek allies would thrust out from behind his body shield, then withdraw behind it. which his strategy was predicated upon. In the end, his inability to solve In this manner he was able to defeat a spear-armed opponent by coming these problems and the destruction of his overland reinforcements at into direct contact where his shorter and more maneuverable sword the Battle of the Metaurus, led to his withdrawal from Italy. gave him the edge. It is interesting to note that the other solution to At Zama, Rome resolved the tactical problems that had plagued their this problem, which Phillip II of Macedon chose, was to lengthen the forces in Italy. They were led by their first great general, Scipio Afri- shaft and attack from a standoff range. canus, who had removed their deficiency in cavalry by enlisting the Livy credits Hannibal as saying that one of the key innovations that defecting Numidian cavalry on their side. The resulting Roman victory placed Pyrrhus in the highest ranks of military commanders was his at Zama metamorphosed the city state into a world-class power. use of the defensive camp. If this is true then the Romans took their most important doctrinal innovation from another culture. The Romans Phillip V vs. Rome weren’t originators, but they knew how to reverse engineer with the Like the Romans, the Macedonian tactical system had changed and the best of them. If this supposition is true then they adopted this technique Phalanx had become the primary shock arm instead of its cavalry. The around 277 BC when Pyrhus was in Sicily. It has been said that the Battle of Cynoscephalae pitted two armies of similar philosophy against Legionary soldier was actually an engineer trained as an infantryman. each other. The primary difference was the armament of the opposing This may be true based on the great skill that Roman armies exhibited infantry battle lines. The extra-length used by Phillip’s army, in siege craft. A Roman camp was designed to hold an entire Consular around 21 feet long, was a replacement for the 14 to 18 foot sarissa army. At the conclusion of each day’s march the Consular army built from earlier times. This extra reach presented problems for the Roman its defensive camp to protect the army from surprise attack and to have sword-armed infantry, as witnessed by the Roman left flank yielding a nearby refuge if a battle went against them. to this tactical system at Cynoscephalae. Phillip’s battle line, however, was very unwieldy, especially over rough ground. In the final analysis, Pyrrhus vs. Rome Phillip V, although a competent general, was no Alexander. In the end With some notable exceptions, Rome produced a series of political it was the new Phalanx’s extreme flank vulnerability in rough terrain generals whose only saving grace was their ability to implement the that won the 2nd Macedonian War for Rome. solid Roman doctrine in a fairly rigid and competent manner. As long as the opponent was not a military genius (Alexander, Pyrrhus, or Could Alexander the Great Have Conquered Rome? Hannibal), the solid Legionary soldier would usually prevail. When a In 323 BC Alexander was at the height of his fame and experience. first-class general was the opponent, he was usually able to exploit the Assuming he had the time, and we know he had the inclination, he organizational deficiencies inherent in the Roman tactical system. probably would have conquered Rome. Why do I come to this conclu- sion? In 321 BC the Samnites defeated the Romans at Caudine Forks. The Consular army used infantry instead of cavalry as its shock arm. It wasn’t until 295 BC that Rome won the decisive battle of Sentinum This limited the mobility and speed with which force could be brought and it took until 290 BC before the Samnites were totally subjugated. to bear on the enemy. In addition all of its missile armed troops were on A confrontation between Alexander and Rome would have occurred foot and there was a notable absence of bow-armed units. The cavalry around 318 to 313 BC when Rome was not a world class power. When was meant to protect the flanks of the Legion, not break the enemy army. Rome came up against Hannibal, another General who used Combined The lackluster quality and doctrine of Roman and Allied cavalry made arms warfare, it faired poorly. It was Hannibal’s inability to raise the a Consular army vulnerable to superior shock cavalry penetrating its Southern Greeks in revolt against Rome that led to his strategic defeat. flanks and disrupting the legionary infantry. The lack of mobility and Alexander the Great would not have had this problem because Rome range of the Roman missile forces also created opportunities for horse had not yet conquered the Southern Greeks nor consolidated her po- archer armed forces such as occurred at Carrhae. A combined arms sition in Central Italy. Unfortunately, death was life’s way of telling Macedonian style army was well equipped to defeat the Roman Legions Alexander to slow down. Anyway, if you own Alexander and SPQR, in battle as witnessed by the early, but costly, victories of Pyrrhus in his try it out and see what happens. initial encounters with Rome. Pyrrhus had all of the pieces, except he was short in the quantity and quality of his cavalry arm. Game As History SPQR has been designed to allow you to investigate the Roman tacti- Pyrrhus had been campaigning in the west since 280 BC. In the five cal system in battle. We’ve attempted to supply information sufficient years he spent there, he did not receive substantial reinforcements for you to understand the doctrine and try and employ it under game and his ability to transport horses by sea was limited. Due to the large conditions. It is in this manner that the game can become living history. defections in Rome’s Southern Greek allies, she was under-equipped The way you can accomplish this in the game is to have your Hastati in with cavalry against Pyrrhus and lost the first two battles (Heraclea and two stacks of two counters separated by one hex. Two hex rows behind Asculum). Additionally, the Romans seem to have had problems with the Hastati are the four Principes counters in the same formation. One the Epirote Elephant corps. In the end Pyrrhus didn’t have a sufficient hex row behind them are the three Triarii counters each separated by superiority in cavalry to prevail, nor the manpower to pull it off. He one hex. In front of this formation are the Velites counters. First the was one Pyrrhic victory too far. Velites move forward and throw a missile volley or two at the enemy. Hannibal vs. Rome After they are pila depleted (dePILAtated?!), withdraw them through Rome was vulnerable to a combined arms army, especially one well the three lines of the Legion to replenish their missile supply. Using a equipped and well led. Hannibal brought both of these factors to bear line command, the Hastati move forward and un-stack creating a solid on the Romans and the result was Cannae. The Carthaginian army that front. When adjacent to the enemy battle line, they throw their pila then fought in Italy succeeded tactically, but failed operationally and strategi- commence shock combat. If the Hastati do not rout the enemy, give cally. Hannibal was able to win an unbroken string of battlefield victories another line command and pull them back through the gaps between the until Zama but failed to defeat Rome. He failed because operationally Principes stacks, which then are given another line command to move the denied Carthage command of the sea, hampering them into contact with the enemy. If all else fails, pull your Principes his ability to maintain the size and quality of his army. He also failed back through your Triarii, close ranks, and hope for the best. Rome operationally because be was unable to conduct a successful siege of rarely rewarded failure and neither does SPQR, so if the Triarii are Rome and win the war. He failed strategically because he was unable employed you probably are going to lose the battle.

© 2008 GMT Games LLC 26 SPQR Scenario Book The Evolution of the Alexander Design seemed to possess. During the period depicted by SPQR and even later, Roman doctrine was predicated on the smooth line changes which Cavalry after an initial success would pursue their enemy for varying allowed a simple set of signals to move large bodies of men into lengths of time effectively removing them from the battle. The Duke complicated tactical maneuvers. It was recipe warfare that allowed of Wellington as late as Waterloo bemoaned this deficiency in his own lackluster political appointees to win tactical victories. The game por- cavalry units. We have captured this phenomenon with the Cavalry trays the Roman leadership as superior in executing line commands, Pursuit rules which can remove successful cavalry from the battle for but individually they are mediocre commanders in situations requiring varying amounts of time. At Zama it is the return of the Numidian more creative solutions. cavalry that helps carry the day for Rome. The stacking rules are far more advanced and complex than in Alex- Conclusion ander, although they allow you to conduct the wide range of line and During the period of the Republic, Rome destroyed or conquered all formation changes which were the sine que non of the Roman legion. We organized competitors around the Mediterranean rim. These victories have hopefully reduced the burden these critical rules require through prevented any successor states from arising to challenge Rome’s the color coding system we have employed. control and security. The Legions had done their work well. After the During Alexander’s invasion of Persia his highly disciplined cavalry Civil Wars and during the Empire period the Legions met a host of would remain under control even after routing the enemy. It appears unorganized and disjointed cultures who were never a serious strategic that this was a unique characteristic which only the Companion cavalry threat to Rome. SPQR SOURCES

A Brief Note: There are few “ancient” sources—e.g., Livy, Dionysius, Cook, S.A., Adcock, F.A., and Charlesworth, M.P. (Editors), The Cam- , and that bunch—cited, below. This game is not intended as Ancient History (Cambridge University Press, London, 1978). the definitive treatise on Roman tactics, and most ancient sources are This massive, multi-volume work, is actually a series of articles on pretty much summed up and covered in the more modern works. Poly- virtually every aspect of ancient history. Vol VIII covers the , bius, of course, being the main (and, in our opinion, the most reliable) with author B.L. Hallward pushing the augmented, 4-legion theory at work on the era, is required reading. We wish we could have gotten Cannae. Vol IX contains good basic information about the wars with hold of Walbank’s book of commentaries on Polybius, but it was, to our Pyrrhus (Beneventum) and the Macedonians (Cynoscephalae). Good surprise, nowhere to be found. news: an extensive bibliography. Bad News: virtually all books listed are in German or Italian. Bunch of pedants, if you ask me . . . . Adcock, F.E., The Roman Art of War Under the Republic (Barnes & Noble, Inc., NY, 1970) Actually, a series of lectures given at Oberlin de Beer, Sir Gavin, Hannibal (The Viking Press, NY, 1969) Pretty College in 1939, this short book is mostly valuable for its psychological much standard Hannibal bio, although well-written and informative. insights into the Romans at war. Makes a good point that it mattered Big advantage is that it has lots of pictures, showing battlefield terrain, little how mediocre Roman generals were—and most were often less locations, etc. For those visual aids alone, highly recommended. than mediocre; it was Roman discipline, steadiness and courage that Delbruck, Hans, Warfare in Antiquity (Transl. by Walter Renfroe; Uni- won the battles. versity of Nebraska Press, Lincoln and London, 1990). A new edition Bowder, Dana (Ed.), Who Was Who in the Roman World (Cornell U. of the first volume of Delbruck’s “History of the Art of War”, 1920 Press, Ithaca, NY, 1980) Handy, dandy reference book with a write-up edition. Delbruck was, probably, the first, great modern military histo- on virtually everybody. Has good bibliographical source info for all rian, and his insights are still fresh. Extensive discussions of Cannae listings, plus lots of “pictures” (mostly coins and busts, to be sure.) (Hans is an 8 double-legion man, although he discusses the possibility of a smaller force) and Zama, as well as dozens of other battles, plus Bradford, Ernle, Hannibal (McGraw Hill, New York, 1981). Rather Delbruck’s ability to combine common sense with historical insight, good, generic history of the general, with some fairly incisive comments make this an invaluable book. He is, however, wrong on the Indian vs on the various battles. Bradford opts for 8 legions at Cannae, giving African elephant debate. that size as the reason for the ensuing Roman confusion and disaster and stating the Carthaginians were so superior in command and unit Dorey, T.A., and Dudley, D.R., Rome Against Carthage (Doubleday & morale that numbers mattered little, if at all. Co., Garden City, N.Y., 1972) A workable, general history of all three Punic Wars with very little hard information on the individual battles. Connolly, Peter, Hannibal and the Enemies of Rome (Silver Burdett Co., A point of (very) minor interest is that the authors have consular (221) Morristown NJ, 1985). Originally part of a larger work (“Greece and blowhard, Marcus Minucius—not Atilius—as co-commander of the Rome at War”), this book has a lot of information and schematic graph- Roman center at Cannae. Where they got that particular bit of arcana ics on Cannae, including good analysis of latter-day terrain, as well as would be interesting to speculate on (for at least 30 seconds). excellent information on the Celtic and Spanish troops.It also contains a great, birds-eye view painting of the start of the battle. A Polybius Gabba, E., Republican Rome: The Army and the Allies (transltd from supporter, Connolly puts forth cogent arguments for an eight-legion Italian) (Oxford Co., London, 1976) Boy, when I saw this title I Roman army at Cannae. Good deployment plan for Bagradas Plains. thought we had hit paydirt. All goes to prove you can’t tell a book by its cover—or its title. Essentially a collection of essays by the author— Connolly, Peter, The Roman Army, (Silver Burdett Co., Morristown NJ, a historian of some repute, I’m given to understand—none of which 1985). Also originally part of “Greece and Rome at War”, this work has cover the title. Actually, I wasn’t ever quite sure what they covered. excellent visual information on what the army of the Republic looked Heavy stuff, much use of Greek (untranslated, of course . . . take that, like. Unbelievably, these two valuable books are usually found in the you peasants), and about as readable as a Victorian legal contract. Also Children’s section of the library!! I guess if a book has pictures and somewhat less interesting. large print . . . . can you see an 8-year old checking out the difference between hastati and principes?? Don’t let the pictures fool you; Con- Garoufalias, Petros, Pyrrhus, King of Epirus (Stacey International, nolly is a major historian of decided impact. London, 1979) Fairly definitive study of the Epirote mercenary. Mostly

© 2008 GMT Games LLC SPQR Scenario Book 27 concerned with strategic and political factors. Very little on Beneven- at Pydna in 168 B.C., is our most reliable, antiquarian source. He was tum, although he does talk much about the terrain. The prose style is also a friend of Gaius Laelius (see Zama OoB), which may have given rather overblown and fawning, somewhat reminiscent of Boys’ Wonder him access to inside information on Scipio. Aside from his coverage Book of Pyrrhus. However, the notes (which are longer than the narra- of the Punic Wars, he provides an in-depth view of the Roman military tive) are very good and contain excellent numerical information. Book system of the time. Since only a few of Polybius’ forty books survived, should have carried the subtitle, “The Eagle Has Landed”. there are significant gaps in the narrative—sort of like reading “Moby Dick” without all that stuff on the whaling industry—but it has excel- Hackett, Gen. Sir John (Editor), Warfare in the Ancient World (Facts on lent footnotes. Required reading. File, New York, 1989) This is as good a basic book on as you are likely to find. Good chapter on the early Roman legions a la Pratt, Fletcher, The Battles That Changed History ( House, NY, Polybius, plus a great painting (yet again by Connolly) of Cynoscep- 1956). One of the few books to contain more than a passing mention halae. Contains Connolly’s argument concerning the number of pila of Pyrrhus. The chapter on Beneventum was, if not incisive, at least in actual use. The authors of the various chapters are pretty much the available. Pratt’s breezy style tends to diminish any depth or credence experts in their respective fields. he might otherwise have, so it’s difficult to know exactly how much you can trust him. He does mention some terrain details (gleaned from Jones, Archer, The Art of War in the Western World (U. of Illinois Dodge, to be sure), and, for those literary and PBS mavens out there, Press, , 1987). A valuable survey of the whys and wherefores the maps in the book were drawn by Edward Gorey! of military developments, the book has an excellent section comparing the Roman and Macedonian systems. If you are at all serious about Scullard, H.H., The Elephant in the Greek and Roman World, (Cornell military history, this book is sine qua non. University Press, Ithaca NY, 1974) A really good book covering just about anything you would want to know about elephants at war. Scullard Keppie, Lawrence, The Making of the Roman Army (Barnes & Noble discusses all the sources, and all the possibilities, as well as giving some Books, Totawa, NJ, 1984) Good survey book covering development of good battle information and elephant numbers. He also discusses—quite Roman Army. Anyone who alludes to Gilbert & Sullivan and uses the seriously—the possibility of the use of “flaming pigs”, which he feels movie, Spartacus, as a visual reference for Roman deployment meth- were probably used. As a bonus, it’s quite readable. ods can’t be all bad. The book’s appendices are especially invaluable, although mostly for the legions of the early empire. Learned that the Scullard, H.H., Scipio Africanus, Soldier and Politician (Cornell U. Latin word, “as”, denoted a small-denomination coin. Do you suppose Press, Ithaca, N.Y., 1970) A valuable book, with not only excellent imperial soldiers were paid with a piece of As? insight into the mind of Scipio, but good analyses of his battles. Our source for the Zama map, Scullard taking his from Kromayer-Veith. Liddell Hart, B.H., A Greater Than Napoleon, Scipio Africanus (Biblo (K-V is a German work on ancient battlefields.) Best of all, he writes and Tannen, NY, 1976) One of the earliest modern-day Scipio bios, it’s well (although his physical resemblance to Donald Pleasance is a bit a rather “harumphy” attempt to elevate Scipio to super-star status.The disconcerting). intro is a hoot, claiming Lincoln would have fallen into obscurity had he not been shot, Ludendorff was all set for iminent stardom, and who Stewart, John, “The Elephant in War,” in MHQ, The Quarterly Journal can remember the name of a marathon winner. Well, he got the last one of Military History; Vol 3 No. 3 (MHQ, Inc., NY, 1991) Good survey right. Bluntly states Polybius is the only reliable source, although he article of use of elephants in warfare. Contains some good information does give specific numbers for Scipio’s “expanded” legions at Zama. on Pyrrhus, the Flaming Pigs, and the African-Indian argument. Reading this, I couldn’t help but picture C.Aubrey Smith in “The Four Webster, Graham, The Roman Imperial Army, 3rd Ed. (Barnes & Noble Feathers”. Very readable, with good maps, again thanks to Kromayer- Books, Totowa, New Jersey, 1985). A classic work on the Roman army, Veith. Someone want to explain the title to me? its tactics, etc. The introduction contains a good description and analysis Polybius, The Rise of the (translated by Ian Scott-Kilvert) of the armies of the Republic. Basic Library material. It also contains a (Penguin Books, NY, 1979) The “basic” book for this era, Polybius, nice section on the varieties of Roman “artillery” in use. a Greek taken as hostage after the Romans defeated the Macedonians

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8.52 Shock Superiority Chart AS = Attacker Superior: Double the Defender’s Cohesion Hit Attacker Weapons/Armor System vs. Defender result on the Shock Combat CRT Defender Type PH+ HI+ LG+ MI+ BI+ LI HC+ RC+ LN+ LC EL+ CH+ DS = Defender Superior: Triple the Attacker’s Cohesion Hit [PH] Phalanx – – – – DS DS DS DS DS DS DS – result on the Shock Combat CRT [HI] Heavy Inf – – AS – – – DS DS DS DS – – DS• = If defender has missile [LG] Legion Inf – – – – – DS DS•# DS• – DS• – – capability and is Missile No, treat as No Superiority [MI] Medium Inf AS – AS – – – – DS – DS• – – DS•# =Same as DS•; In addi- tion, if attacker is Cataphracted [BI] Barbarian Inf AS – AS – – DS – – – DS – – Heavy Cavalry, treat as No Su- periority [LI] Light Inf AS AS AS – AS – – – – DS• – – + = Units Must Attack, if they moved [SK] Skirmisher AS AS AS AS AS AS AS AS AS AS AS AS – = No Superiority: Cohesion [HC] Heavy Cav – – – – – – – DS – – AS AS Hits normal for both sides ** = If Indian Elephants are [RC] Roman Cav – – – – – – – – – – AS AS attacking African Elephants, Indian Elephants are AS; other- [LN] Lancer Cav – – – – – – AS – – – AS AS wise treat as No Superiority Note: Regardless of weapons/ [LC] Light Cav – – – – – – AS AS AS – AS AS armor type, any unit that attacks [EL] Elephant – – – – – – – – – – ** – an enemy through its flank or rear is automatically Attack [CH] Chariot – – – – – – – – – – – – Superior with the exception that Cavalry and Elephants are Note: Always read down the Attacker Column. Use Available Weapons System most advantageous to each player. never Attack Superior against Note: Any Shock attack against units In Column is automatically Attack Superior. Elephants due to position.

8.54 Shock Combat Results Chart Terrain Adjustments (Use best position avail- able to defender). CRT Columns 1L All Defenders are in Woods or Marsh *1L Any Defender on a higher terrain level than DR 1 2 3 4 5 6 7 8 9 10 11 12 13 the Attacker(s) 0 6(1) 5(2) 4(2) 4(2) 3(2) 3(2) 3(2) 3(2) 3(2) 3(2) 3(2) 2(2) 2(2) *2L All Defenders on higher terrain than Attacker(s) 1 6(1) 4(2) 4(2) 3(2) 3(2) 3(2) 3(2) 3(2) 3(2) 2(2) 2(2) 2(3) 2(3) 1R All Defenders on lower terrain than At- 2 5(1) 4(2) 4(2) 3(2) 3(2) 3(2) 2(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3) tacker For effects of the Roman Camp, see the Roman 3 5(1) 4(2) 4(2) 3(2) 3(2) 2(2) 2(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(4) Camp Terrain Chart 4 5(2) 4(2) 3(2) 3(2) 3(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3) 2(4) 1(3) Phalanx Defense 1L Per supporting Phalanx when a Phalanx is 5 4(2) 4(2) 3(2) 3(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3) 2(3) 2(4) 1(3) attacked frontally by moving 6 4(2) 4(2) 3(2) 2(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3) 2(4) 2(4) 1(4) 2L Per supporting Phalanx when a Phalanx is attacked frontally by moving non-Heavy Infantry 7 4(2) 4(2) 3(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3) 2(3) 2(4) 1(4) 1(4) other than a Phalanx 8 4(2) 3(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3) 2(3) 2(4) 2(4) 1(4) 1(4) All adjustments are cumulative, except for “*” items, which are either/or. 9 3(2) 3(2) 2(2) 2(2) 2(3) 2(4) 2(4) 2(4) 2(4) 2(4) 1(4) 1(4) 1(6) Die Roll Modifiers #(#) = Attacker Cohesion hits (Defender Cohesion Hits) Column Adjustments • If a Leader is stacked with an attacking unit, add his Charisma rating to the die roll Notes Size Ratio Difference (SRD)—Shift • If a Leader is stacked with a defending unit, If Attacker Superior, Double (2X) defender Cohesion hits a number of columns right/left based subtract his Charisma rating from the die If Defender Superior, Triple (3X) attacker Cohesion hits on the ratio of the sizes [8.36 Step Two] roll Pass-Thru (9.11) • If an attacking Leader has been killed, subtract • Halve (round down) hits to infantry unit(s) performing Depletion his Charisma rating+2 from the die roll Pass-Thru 1L Any attacking unit is Depleted • If a defending Leader has been killed, add his • Reduce hits to Elephant(s) by 1 1R Any defending unit is De- Charisma rating +2 to the die roll Halve hits incurred in attacks against only Skirmishers with pleted a maximum of 1 hit (9.21)

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6.27 Movement Cost Chart

[a] Cohesion Penalties to Enter/Cross P = Prohibited; unit cannot enter the hex. MP Cost to LG, MI, a = Leaders never incur cohesion hits; treat Terrain Type Enter/Cross PH, HI LI, SK Cavalry Elephant Chariot as cavalry. Clear 1 0 0 0 0 0 b = To use the road movement rate, the unit must begin and end its movement out of range Woods [COL] 2 1 1 1 0 1 of enemy missile fire and at no time move into Broken [COL] 1 1[e] 0 1 0 1 enemy missile range. At no time may the unit Marsh [COL] 2 1 1 1 P P move within two hexes of an enemy combat unit. The instant the unit violates these restric- [e] Stream +0 1 0 0 0 0 tions it must stop. Village Impassable c = All non-legion/ala infantry, except for River Impassable Skirmishers (SK), and all cavalry pay a cost of 1 MP per vertex shifted. Roman legion/ala Dirt Road No Effect infantry pay a cost of 1 MP to change facing Roman Road ½ [b] 0 0 0 0 0 in any direction regardless of the number of vertices shifted. Skirmishers do not pay MP Up 1 Level +1 1[e] 0 0 0 0 to change facing. Up more than 1 Level +1 per level 1 per 1 1 0 0 d = It costs 3 MP for a Phalanx to Reverse [g] [COL] level Face (6.44). It costs Elephants and Chariots Down 1 Level 0 1[e] 0 0 0 0 2 MP per vertex shifted. Change Facing (per 1(2) [c], [d], [f] 0 0 0 0 0 e = The cohesion cost does not apply to vertex) PLUS Phalanxes In Column (6.46). However, as Change Facing in 0 1 1 1 0 1 pertains to moving up levels, this exception only applies to the first level moved up in the Woods/Broken/Marsh Orders Phase. The unit incurs the hit for any (per vertex) additional upward movement in that phase. Special Costs COL = The Cohesion costs listed also f = A unit using the Roman Road does not • Reverse Face Maneuver...... 3 MP apply to units In Column (See 6.7). Units pat any facing change cost when doing so to • Stack to form Double Depth... +1 MP In Column do NOT pay Cohesion costs conform to the road. • Manipular Line Extension...... –2 to Movement for those terrain effects without the COL g = This line applies to units moving up more Allowance designation. than one level in any given Orders Phase.

10.29 Rally Table Die Roll of Doom Elephant Rampage Table Die Die Printed TQ Result Result Roll Roll Die 3, 4, 5 6, 7, 8, 9 0, 1 Re-Activation is possible. Play 0 Move Rampaging Elephant in the Roll immediately transfers to the op- direction of the nearest friendly 0, 1 1 1 posing player, who may activate unit. A leader elephant is eliminated any one of his leaders, regardless instead. 2, 3 2 2 of whether the leader is Finished 1–6 Move Rampaging Elephant in the or not! Such a Re-Activated leader 4, 5 2 2 direction indicated on the Compass may not use Momentum himself. on the map. 6, 7 2 3 2–8 Leader attempting Momentum is 8, 9 3 4 Finished. Go Back to Phase “A”. 7–9 • First Rampage die roll – Ram- paging elephant moves directly Die Roll Modifiers away from the unit that caused the rampage +2 If the unit was previously Depleted. • Subsequent die roll – Rampaging Rallied units are automatically Depleted. Elephant is eliminated. A leader Rallied foot units are automatically Mis- elephant is instead immediately sile No. Rallied with Cohesion Hits equal to TQ minus 2. GMT Games, LLC P.O. Box 1308, Hanford, CA 93232–1308 www.GMTGames.com

© 2008 GMT Games LLC