Campaign Game

THE GREAT BATTLES OF HISTORY SERIES — Volume VIII JUSTINIANJUSTINIAN The Reconquest of Rome, 528 to 558 AD

Table of Contents 1.0 Introduction ...... 2 4.3 Barbarian Allegiance . . 5 6.4 Barbarian Leaders . . 10 2.0 Components ...... 2 4.4 Byzantine Activation . . 6 6.5 Barbarian Troops . . 10 2.1 The Map ...... 2 4.5 The Combined 7.0 Movement ...... 11 2.2 The Counters . . 3 Operation . . . . 6 7.1 Land Movement . . 11 2.3 The Die ...... 3 4.6 Barbarian Removal . . 6 7.2 Naval Movement . . 11 3.0 General Course of Play . . . 3 5.0 Finances ...... 7 7.3 Interception . . . . . 12 3.1 Sequence of Play . . 3 5.1 Provincial Control . . 7 8.0 Combat ...... 12 3.2 Initial Deployment . . 3 5.2 Tax and Spend . . 7 8.1 Land Combat . . 12 4.0 Activation ...... 4 5.3 Diplomacy and 8.2 Combat Results . . 13 4.1 General Activation Bribery . . . . . 8 8.3 Naval Combat . . 14 Sequence . . . 4 5.4 Treasuries ...... 8 9.0 Random Events . . . . . 15 4.2 Barbarian Activation 6.0 Leaders and Armies ...... 9 10.0 Winning the Game. . . . . 15 and Manpower . . 4 6.1 Magisteres Militum . . . 9 10.1 Ending the Game . . 15 6.2 Byzantine Field Armies . . 9 10.2 Who Wins? . . 16 6.3 Byzantine Frontier Creditst ...... 16 GMT Garrisons . . 10 Sources ...... 16 GAMES a RICHARD H. BERG game design Justinian “Vanity of vanities … all is Vanity” 2.0 COMPONENTS provinces and have no meaning in the , King of the , game. • on first seeing Constantinople The game components used for Each island group province (Insulae, JUSTINIAN are: between Greece and Turkey, and Balaeris, east of Hispania) is Istanbul, not Constantinople, yes • represented by a box within its sea area. A 33” x 22” map • It’s Istanbul, not Constantinople, yes • 207 JUSTINIAN counters, plus the The small province of Septem and the It’s Istanbul, not Constantinople cohesion hit counters from large one of Hispania are separate Why did Constantinople get the works? CATAPHRACT (used to record the provinces, connected by a strait That’s nobody’s business but the Turks crossing. presence of Barbarian SP) • • One ten-sided die Lazica, on the northern border of both Jerry Lieber and Mike Stoller • This Rulebook Roman and Persian Armenia, is an for the movie “Istanbul” independent province (which caused both sides much agita, see 5.14).

1.0 INTRODUCTION City Provinces. Certain provinces have cities (e.g., Dara is the city in JUSTINIAN is a game covering the Mesopotamia [in the East]; reconquest of the Roman Empire by Euphratensis has no city). Provinces , Emperor of Eastern Rome with cities (not to be confused with (Byzantium). Justinian’s reign represents forts) are called City Provinces. Byzantium’s high water mark; his conquest of lands is exceeded in Roman Fort Provinces. Certain provinces history only by that of Augustus and have forts (e.g., the province Moesia Trajan. I contains a fort). Forts provide benefits to the player controlling the Players. The game may be played by two province. Furthermore, the players, or solitaire. Byzantine may build forts during the course of the game. Newly-built Objective. The Byzantine player wins by forts are treated in the same way as controlling all of the Prefectures on the those printed on the map. map. Barbarian Boxes. Surrounding the Empire are 16 boxes, representing the Length of Game. JUSTINIAN has ten 2.1 The Map turns. The game may also end when either home territories of the various enemies the Byzantine player fulfills the Victory (and possible allies) of Constantinople. The map shows the Mediterranean area Conditions, or from a second recurrence The Ostrogoths and the Vandals do not controlled by the Empire during the last of the Plague. Playing time runs about five have such territorial boxes—their years of Justinian’s reign. hours, longer on the first time. domains are the provinces they control. Historically, Justinian started his The arrows emanating from a box Prefectures. The map is divided into five reconquest in 527 and it ended in 558, delineate where that tribe/country may Prefectures—mainly an administrative when the Plague returned a second time. move when activated. Byzantines may and bureaucratic division—differentiated Justinian, who had actually recovered never enter a Barbarian Box. by color. from catching the Plague on its first pass, died in 563 of a reason most unusual for Sea Areas. These are the portions of the Historical Note: Egypt was, Byzantine emperors—old age. seas enclosed in red lines. Insulae (part of bureaucratically, considered part of the the East) and Balearis (part of Africa) are East. We have separated it here for game Scale. Each turns covers four year’s worth individual provinces, not separate sea purposes. of campaigning. Each combat strength areas. Sea areas govern naval movement. point (SP) represents about 1,000 men, Provinces. Within each Prefecture are and each fleet, 50 dromons. Straits. These allow land movement provinces, each province with a name. across a sea. The four straits on the map Control of provinces provides the Design Note: We have opted for calling are between: 1) Bithynia and Europa, 2) Byzantine player with money (see 5.0 the Eastern Roman player the Hellespont and Europa, 3) Lucania and Finances). Byzantines, a term they did not use. Sicilia and 4) Hispania and Septem. • Islands are provinces if they have a Everyone else in the game is called name; unnamed islands are not Barbarian; this tends to keep things clear. Page 2 The Great Battles of History, Volume VIII 2.2 The Counters 3.0 GENERAL COURSE Constantinople. All Byzantine Armies have movement restrictions (see 6.24). OF PLAY • Separate counters are provided for Army of the East: In any one province Byzantine leaders and armies. A that the Persians may enter from their Barbarian army also functions as a leader, 3.1 Sequence of Play box • even when no leader is named on the Army of Thrace: Anywhere in the counter. Each turn uses the following sequence. European portion of the East (Scythia, Moesia II, Thracia, Haemimontus, Leader (aka Magister Militum) A. Byzantine Income Phase [Ignore on Rhodope and Europa) first turn] • Army of Illyricum: In Dalmatia Control Rating Leader 1. Byzantine Collects Income (see 5.0). Historical Note: The Praesental Armies 2. Barbarian Removal (see 4.6). were deployed “in the presence of the control markers are unaffected. Emperor.” 3. Pay Maintenance for Byzantine SP and Fleets (see 5.2). The Byzantine Army starts with 100 SP. He may designate as many of these as he Movement Rating Battle Rating B. Byzantine Army Phase [Ignore on first wishes as frontier troops, and/or as field Barbarian Army turn] troops in armies, but each army may have 1. Raise new Byzantine SP either for a maximum of 35 SP (see 6.2). They must Control Rating Tribe/Country & Leader on-map armies and/or as frontier be placed in the Prefectures of Egypt, the troops; fleets may also be built (see East and Illyricum. Frontier troops may 5.2). be placed, if desired, in the same province Allegiance 2. Create one new Byzantine army as field armies. DRM (maximum per turn), with 10 SP, if armies are available (see 5.26) Historical Note: For much of this time Movement Rating Battle Rating 3. Leader Segment: Add and/or period, the Empire 70 per cent of its forces replace Magisteres Militum in the East.

Byzantine SP Fleet C. Activation Phase The Byzantines start with four fleets. The Barbarian and Byzantine players Two start in Europa. The other two may alternate activation segments, with be (together or separate) in any provinces the Barbarian always going first in the in Egypt, the East or Illyricum. phase (see 4.0). Each player gets no more than five activation segments. Each Byzantine army is led by a Magister Militum. The Byzantine player places all D. End-of-Turn Phase his Magisteres Militum in a cup (the Byzantine Army and Markers The turn is over. Start the next one. MagMil Pool), except for and But you knew that, didn’t you. Narses. He then draws five MagMils and (before knowing who they are) randomly assigns one to each army. After this, he 3.2 Initial Deployment places Belisarius and Narses in the pool.

3.21 At the start of the game, the The Byzantine Treasury has 30G. Skip On-Map Marker Byzantine player controls all the provinces income collection on the first turn. All Two Track Markers of Egypt, the East, and Illyricum (shown troops have already been maintained for by the lack of Barbarians or control this turn. markers in those provinces). Use the Cohesion Hit markers from the 3.22 The Ostrogoths start the game with CATAPHRACT battle portion of the Army Counters. The Byzantine player the following forces in Italy: game’s countermix for Barbarian SP. • starts the game with the following army Athalaric and 30 SP, all placed counters placed as stated: anywhere (separately, or together) in • Praesental Armies I and II: One each Italy • 2.3 The Die in Europa, or any province in Asia One fleet in any City Province in Italy. • (across the Hellespont) that is within The Ostrogoth Treasury in Flaminia • JUSTINIAN uses a ten-sided die. A 0 read three movement points of Ostrogoth control markers in every as a 0; it is not a 10. province in Italy that does not have SP

Copyright © GMT Games, 1999 Page 3 Justinian 3.23 The Vandals start the game with the 4.2 Barbarian Activation and • Vandal and Ostrogoth armies never following forces in Africa: Manpower roll for new SP during Random • Hilderic and 25 SP, all placed activation. They may add to their anywhere (separately, or together) in 4.21 The Barbarian player has five armies only during Select activation Africa. (see 4.25 and 4.26). • activations each turn. As these are used, Three fleets in Zeugitania () place the appropriate activation marker on • The Vandal Treasury, in Zeugitania Example: Persia has an army in Syria • the activation track next to the turn track Vandal control markers in every on the map, showing that it cannot be with 30 SP. The other army is in the province in Africa that does not have used again that turn. Persia box. The Barbarian player selects SP • Two of these are Select activations— Persia, and decides to activate her army the player selects which Barbarian that is in the box. He rolls to see how 3.24 Each Barbarian box receives its army army he will use. Only Vandals, many SP it gets. If he chose to activate counter (Persia gets two, Chosroes and Ostrogoths or Persians may be so the army in Syria, he would not roll for Perzoes). selected. extra SP. • Three of these are Random 3.25 Other Vandal and Ostrogoth activations—roll to see which army is 4.24 Raising New Forces. Barbarian leaders/armies are placed on the turn track activated (see 4.22). boxes and their armies begin each turn and will come into play later in the game with no SP. Some Barbarians will begin a (see 6.42). The Barbarian player decides in what turn on the map with SP, but may add to order he uses one method, or the other, their forces when first activated. To with the only limits being the total of five determine the number of SP a Barbarian activations of which two must be Select, army will get to use for that turn, or add and three must be Random. to what it already has (Vandals or Ostrogoths), the player consults the Exception: Beginning with the second Barbarian Activation Table, under the turn, the Barbarian player may forgo his Manpower column for that “tribe.” The possibilities are: two Select activations for a Combined • 4.0 ACTIVATION Operation (see 4.5). DR = a number of SP equal to a die roll. • The Activation mechanics are the heart 4.22 Random Activation. The Barbarian DR2 or DR3 = Roll two dice, or three, adding the rolls to get a total. of the game. The differences between player rolls the die twice, summing the • activation for the Byzantine player and total of the rolls (thus a 7 and a 4 is sums # + DR# = The tribe receives the first that of the Barbarians reflects the lack of to 11) to see if a random event has number of SP automatically, plus coordination among Barbarians, occurred, and reading the same dice rolls whatever is added by the roll(s). combined with the rather unpredictable as a digit combination from 00-99 (thus arrivals of their armies. a 7 and a 4 is a 74) to see which Barbarian Exception: The Persians are limited to may be activated. having a maximum of 80 SP on the map • A random event occurs if the sum of at any one time, whether with or without 4.1 General Activation Sequence the two dice is ten or more (see 9.0). a leader. • After resolving the event, the Barbarian player activates the Design Note: Yup, a 0 is zero … and a 4.11 Each player gets as many as five rather nasty turn of luck. activation segments each turn. They may Barbarian required by the roll. Use the combined number and refer to the end up with fewer, but they never have Example: The first time an in-box more. Barbarian Activation Table. The army for the tribe corresponding to that Persian leader is activated in a turn, he number is now available for activation. gets 20 SP + the total of three dice. If the 4.12 For each turn, the first player to dierolls are a 4, 7 and 1, that means the activate is always the Barbarian player. Persians get 32 SP for that army, so long When the Barbarian player has finished 4.23 First Activations. The first time a Barbarian tribe/country is activated in a as Persian SP elsewhere on the map add that activation segment, the Byzantine up to 48 or less. player has the choice of undertaking an given turn, the player must roll for two activation (see 4.4) or passing in his things: 1) the size of the newly raised force (see 4.24) and 2) allegiance (see 4.3). 4.25 Selected Ostrogoths/Vandals. The segment. Then, play reverts to the first time in the turn that either Barbarian and continues, with the players Ostrogoths or Vandals is Selected (not alternating activation possibilities until Exceptions: • Persian armies that are on the map do Random activation), the player may (but the fifth Byzantine opportunity is is not required to) roll for additional SP finished. not roll for new SP. Only Persian armies in their box can do that. Page 4 The Great Battles of History, Volume VIII as done in 4.24. These SP may be placed 4.28 Additional Activations. When a • Neutral—may not be used (until the in any friendly-held City Province. tribe/country is activated and chooses to next allegiance check). The activation • The only Barbarians which may have use an army that is already on the map, it is lost. fleets are the Vandals and the may not raise additional forces (exception: • Byzantine allied—they join the Ostrogoths. They may “raise” one fleet see 4.25 Selected Ostrogoths/Vandals). Byzantine for the remainder of the in exchange for each 3 SP foregone An army may be activated and moved in turn (see 4.34). when raising new SP. They may place more than one activation in a turn, but it it in any province (city or not) which may never raise additional forces. Example: Continuing the previous they control. example, the die roll of 4 (+4) becomes • The absolute size of their non-fleet Example: A Hun army that starts the an 8, creating a Lombard army friendly manpower is limited to a maximum of turn occupying a city province must be to the Byzantine cause this turn. number of SP on the map at any one activated to be used; it also retains its SP time, whether with or without a leader. and does not roll for more. It does, 4.34 When a Barbarian’s allegiance turns Vandals: 50 SP however, roll for allegiance! out to be Byzantine, the latter may do one Ostrogoths: 75 SP of the following: • He may immediately activate that 4.26 Vandal Defections. If the Vandals 4.3 Barbarian Allegiance army (at no cost) and move/fight with choose to raise manpower during a turn, it during this activation segment of the then each time a Vandal army is activated 4.31 Whenever a tribe has been activated Barbarian player. When the Byzantine in that turn, and undertakes any randomly for the first time that turn, the usurps the segment, it is not a movement or combat, the Barbarian Barbarian player must check to see whose Byzantine activation segment. It is still player must remove 2 Vandal SP from the side that Barbarian will fight. This rule a Barbarian segment being used by the map before undertaking that action. In does not apply to the Persians, Ostrogoths Byz-man. The duplicitous barbarians the next turn, the defections stop, unless or Vandals (which are always anti- have stolen a march on their brethren. • manpower is again raised on that turn. Byzantine). However, it does apply to He may add all the SP as Byzantine other Barbarian armies that start the turn allies and place them with any one of Example: The Vandals have 17 SP on on the map (see 4.6). his existing armies that is in the same the map. They are selected to start the turn Prefecture which the tribe in that box for the Barbarian player. He rolls for 4.32 The Byzantine player announces the may enter. Use Cohesion Hit manpower, getting a 4, which (+1) means amount of any bribe he is paying to (Barbarian SP) counters placed under they get five new SP, which they influence the newly arriving Barbarian the Byzantine army counter to denote immediately place on the map in a forces (deduct gold from his treasury). their status as his allies. They are Vandal-controlled city province. The Then, the Barbarian player rolls one die subject to removal at the end of the Vandal army under Gelimer then decides and modifies the result for either or both turn (see 4.6). This procedure applies to move. Before moving, the Vandal of the following: if the Barbarian army is already on the removes 2 SP from any Vandal force • The Allegiance die roll modifier map as well (from a previous turn). (army or garrison) anywhere on the map. (DRM) for that tribe (see Barbarian Simply move the SP to the eligible If, later in the turn, he activates another Activation Table). Byzantine army and place the Vandal army, he loses another 2 SP. Then, • For each 3G the Byzantine player Barbarian army marker back in its box. during the next turn, the Barbarian spends in bribery, add one (+1) to the The Byzantine allies are treated as field players chooses to not raise Vandal SP die roll. He may spend a maximum of troops for all game purposes, except when he activates a Vandal army, and no 9G. that they can never be detached. defections occur. However, the Byzantine player must Example: The have a -2 DRM await his own activation (and pay Historical Note: The Vandals, militarily, from the table, but the Lombards (one of normally for such activation) to move were a mere shadow of their former the few to ally with the Byzantines) have this multinational army. “greatness” by this time, and they had lots a +1. Thus, if the Lombards are activated of trouble recruiting and keeping troops. and the Byzantine spends 9G on bribery, Example: The Lombards could be modify the allegiance die roll by a total “recruited” to join any one Byzantine 4.27 Movement and Combat. When a of +4. army that is in either Italy or Illyricum. Barbarian is activated, the player may use one of its armies or fleet stacks (one of its 4.33 Compare the adjusted die roll to the 4.35 A Barbarian tribe’s allegiance status leaders in the cases of Persia, the Vandals Barbarian Allegiance Table. The possible remains in effect for the entire turn (not or the Ostrogoths). When so activated, results are just that activation). If the same tribe is that army/fleet may move and attack (see • Barbarian allied—free to be used activated again in the same turn, it retains 6.4, 7.0 and 8.0). The Barbarian forces normally by the Barbarians. any allegiance it had previously that turn may not do anything else. (no bribery is possible; no new die roll is

Copyright © GMT Games, 1999 Page 5 Justinian made). A Byzantine-allied Barbarian activation. The fort may be built at any He simply undertakes two consecutive army may be activated during any time during that activation. He may build activation segments. He must announce Byzantine activation (paying normal army a fort in any non-city province which he his decision to take back-to-back activation costs, see 4.4). Byzantine allies controls that does not already have a fort activation segments before seeing the in a Byzantine army go along for the ride and in which he has an army. Once built, results of the first activation segment. as field troops in that army when that forts remain in the game—they cannot be army is activated. destroyed. Whether printed on the map Example: It’s the first Barbarian or built, all forts are treated identically for activation segment of the turn, and the all game purposes. Barbarian player announces a Combined 4.4 Byzantine Operation. He selects the Ostrogoth Army Activation under Totila, in Campania, and then 4.5 The Combined Operation selects the Franks. He determines the 4.41 When it is his Phase, the Byzantine Frank SP (10 + two die rolls). Totila player may do one of the following: 4.51 Starting with the second turn of the moves his Ostrogoth army to Flaminia • Spend 2G and activate one, on-map game (532AD), the Barbarian player may and the Franks move to the same stack of army, leaders and/or fleets opt for a Combined Operation (CO). The province. They then both combine (+1 (must be Byzantine or Byzantine CO must be the Barbarian’s first MP cost paid by the last moving army) allied, of course). An activated army/ activation for that turn. to attack the Byzantines outside of fleet may move and attack (see 7.0 and Ravenna. After the Barbarian has 8.0 for details). If the fleet is 4.52 To undertake a CO, the Barbarian completed all his movement and combat, transporting the army, it still only costs player uses both his of Select activations, the Byzantine decides to announce he will a total of 2G for the activation. although he is doing so for only one go twice in a row. He uses his first • Spend nothing and move a leader activation segement. In essence, he loses activation to raise 7 SP for his Army of alone, leaving behind the army (see an activation for that turn. Italy, then in his immediate second 6.13). activation, he moves that army to attack • Raise additional troops/fleets. There is 4.53 Having announced the CO, the the still combined Frankish-Ostrogothic no G cost to raise SP (see 5.26), but Barbarian then selects two tribes/ army. fleets cost 3G each (see 5.28). countries to activate: • • Spend nothing, do nothing, and pass. One major Barbarian (Persians, Vandals or Ostrogoths), plus 4.6 Barbarian Removal • Exception: Byzantine player must raise Any one other (minor) Barbarian (not SP to bring the two Praesental armies up Persians, Vandals or Ostrogoths) who 4.61 Beginning with the second turn, in to at least 10 SP in each before doing could (theoretically) enter the the Byzantine income phase, after the anything else. This requires the Byzantine Prefecture to which the major Byzantine player has collected income, all player to raise troops in his activation Barbarian army is moving (whether of the following are removed from the segments to re-stock these armies before Barbarian controlled or not). map, unless they are in a city provinces: • activating and moving any army. Byzantine allies (see 4.34). 4.54 The benefits (for the Barbarian) of • Barbarian allies (see 6.53). • After he finishes, or passes, play reverts a Combined Operation are: Armies of the minor Barbarian tribes/ • to the Barbarian, unless it is the fifth No allegiance die roll is necessary for countries, (whether or not Byzantine Byzantine segment, at which point the these activations (they are both loyal allied). Remove the SP and status entire activation phase is finished and the Barbarians this turn) markers of such armies and place the • turn is done. The two selected armies add one (+1) army markers in their respective boxes. to their movement capabilities. The minor Barbarian nations include • 4.42 Forts. Forts provide The two armies may be used everyone but the Ostrogoths, Vandals defensive benefits and aid separately—in which case one finishes and Persians. interception attempts, but its activation before the other goes— only for the player who or they may combine to move/fight/ 4.62 Persian Attrition. Any Persian SP controlled the province at defend under the leadership of the in locations more than two provinces the start of the activation segment. Forts activated major Barbarian (see 7.18) distant from the Persian box must roll for are built as part of an activation attrition. For each province with Persian (regardless of whether the activation is for 4.55 The drawback of a CO is that the SP, whether in an army or not, roll one movement or troop raising). The Barbarian player loses one of his five die, subtracting two if the SP are in a city Byzantine player—and only the activation segments. At any time during province. The adjusted roll is the number Byzantine player—may build forts (for the turn, the Byzantine, who now has one of SP that must be removed from that 2G each). Only one fort may be built per more activation than the Barbarian, may province. declare that he is going twice in a row.

Page 6 The Great Battles of History, Volume VIII

Historical Note: The Persians were not inability of the other tribes to place controlled (as listed on the map) and then looking to expand westward; they were control markers or detach troops. add/subtract individual provinces. simply trying to “define” their national Historical Note. The Byzantines based boundaries. This means that Persian 5.13 It costs 1 MP to remove an enemy expenditures on their nomismata coin excursions outside that limit are more control marker. Such removal may not be (same thing as the Latin solidus), of raids than campaigns. The Persians undertaken if there are any enemy SP in which there were 72 to the pound of gold. conducted these on a fairly regular basis, that province. Removal of control markers During this era, maintaining a field almost taking Antioch at one point is not combat; it is a function of army SP (equivalent to 1000 men) cost movement. This applies only to the the government almost 400 pounds of Byzantine player, as there are no gold. We have reduced that number to a 5.0 FINANCES Byzantine control markers. more manageable figure, with the game’s 1G equivalent to 400 pounds of auric 5.14 Lazica. This city province on the delight. Finance pertains only to the Byzantines; SE coast of the Black Sea (considered to the Barbarians use no money. be part of the East) is an independent 5.22 Maintenance. After collecting his state and a client of Byzantium, serving, G, the Byzantine may (not must) pay Historical Note: Justinian rarely seemed as it did, as a buffer against the Hun, et maintenance to keep the troops he already to have enough money to do what he al. It provides no G income. However, the has in play “happy,” but it costs gold: Byzantines may freely enter Lazica. The • 1G per field army SP wanted, which was just one of the reasons • he chose to expand the empire. That, and Byzantines may have an army, but no 1G for every three frontier SP, frontier troops, in Lazica. If a Persian or rounding up he was noted for being somewhat of a • tightwad. Barbarian-allied Utigur Hun army enters 1G to maintain a fleet. Lazica, and (only) if there are no • Forts do not require maintenance (see Byzantine SP, roll the die. The result is 4.42). 5.1 Provincial Control the number of SP the Lazicans themselves raise for a battle. At the end of the battle, If the Byzantine player decides to not win or lose, all Lazican SP are removed spend the money, place a “Not Paid” 5.11 Any province that (until the next patrie en danger). The marker on top of that force (for armies does not have Barbarian SP Barbarian player may not place a control flip the counter) and see 5.24 and 5.25 or a Barbarian control markers nor detach SP in Lazica; he may Mutiny and 8.28 Looting. marker is a Byzantine province (Byzantine control it only by stationing an an army allied SP are not considered Barbarian for in it. The Byzantine player may not win Example: To maintain the Army of this purpose). If there are opposing SP in if Lazica is controlled by the Barbarians Armenia with 22 SP would cost 22G, a province, neither side controls it. A (see 10.0). while to maintain a frontier force in player gets rid of opposing SP by Libya Pentapolis of 17 SP would cost 6G. defeating them in battle (see 8.21). 5.2 Tax and Spend Historical Note. The Byzantines paid 5.12 The Vandals, Ostrogoths and 5.21 Income. The “coin of the realm” for about 2/3 less on frontier troops than they Persians may use control markers to deny spent on the same number of field troops. control to the Byzantines in a given this game is expressed as “G,” for Gold. The Byzantine player receives G for Frontier troops were supposed to live off province. No other tribe may use control the land, get jobs, etc. At least half the markers. Barbarian control markers are controlling provinces. Each province (except for Lazica) is worth 1G, unless it time, the government never even paid placed by the moving army in any them. province that has neither a control marker has a specific G Rating. Thus, Aegyptus I is worth 1G, but Aegyptus II is worth nor SP of any other kind. It costs 1 MP 5.23 Maintenance must be paid per to place a control marker. 3G. Starting with turn two, at the beginning of each turn, in the Byzantine province and per type (field, frontier or income phase, the Byzantine player totals fleet), maintaining (or not) all of the field Example: A moving Ostrogoth army SP, then all of the frontier SP, and all of could not place a control marker in a how many points he receives for controlling provinces. That is how much the fleet SP in each province (where province in which there are Frankish SP, present). The Byzantine player may not even if the Franks were allies! G he adds to the stock currently recorded on his treasury track. He may use this G maintain some field army SP but not in this and subsequent turns. Byzantine others in the same province. However, he Design Note: During this period, major may differentiate between fleets, frontier incursions from outside the G may be saved from turn to turn (it need not all be spent in the turn it is earned). troops and armies, maintaining, say, his Mediterranean basin were for the most fleet and field army in a province, but not part large raids rather than attempts at Play Note: Best way to determine this is the frontier troops. territorial expansion—hence the to add the totals for all Prefectures

Copyright © GMT Games, 1999 Page 7 Justinian 5.24 Not Paid. This status for may then raise one army, if available, with 5.29 Building Forts. Forts are built (for armies may be removed by an additional 10 SP. This new army may a cost of 2G) as part of an activation raising at least 5 SP (see 5.26) not make use of the troops raised segment (not in the income/army phases); and placing them with that previously by die roll (but may later see 4.42 Forts. army, immediately removing the Not Paid receive more SP when raised during marker. Additionally, the marker is activation or a subsequent turn’s army removed after looting (see 8.28). Frontier phase. 5.3 Diplomacy and Bribery SP and fleets may have their Not Paid status changed only by paying their During each activation segment, the When the Barbarian player must roll to maintenance in the next income phase. Byzantine player, if he chooses to raise check for allegiance (4.3), the Byzantine troops, may roll once. may spend G to influence the roll. For 5.25 Mutiny. If a Troop Mutiny random every 3G he spends, adds one to the roll. event occurs (see 4.22 and 9.0), the 5.27 Byzantine Force Limits. The The maximum amount that may be spent Byzantine player must check for Mutiny maximum number of SP (field plus on any one bribe is 9G. for frontier troops and fleets which have frontier) that the Byzantine player may a Not Paid marker. To do this, the player have in play at any moment is 150. There rolls one die for each stack of troops and/ is no limit to the number of fleets. Each 5.4 Treasuries or fleets in each province. Byzantine army may have no more than • If the dieroll is odd (as in 1, 3, 5, 7 or 35 SP. The Ostrogoths and the 9), nothing happens but the Not Paid Vandals both had sizeable marker remains until those troops are Design Note: Efforts to raise troops in treasuries, the capture of which proved “paid.” this era ran the gamut of success. The total quite a boon to Justinian’s plans. • If the dieroll is even, that frontier income possible from the map is only 2/3 garrison or fleet has mutinied. Remove of the maximum SP allowance. 5.41 The Ostrogoths/Vandals may move it, in entirety, from the map their treasuries as part of land movement, 5.28 Building Fleets. It costs the but treasuries may not be moved by naval Field army SP do not mutiny, instead they Byzantine player 3G to build a new fleet. transport. There is no extra cost to move prefer to stick around and loot (see 8.28). It costs 1G to maintain each fleet in treasuries. subsequent income phases. Newly built 5.26 Raising Byzantine SP. The fleets may be placed in any Byzantine- 5.42 If the Byzantines defeat a Vandal/ Byzantine player does not pay G to raise controlled coastal City Province. Ostrogoth army with a treasury, or SP. He must pay G to “raise” (build) fleets, enter a province with the treasury although both occur in the same segment, Example of Byzantine Expenditures: unprotected, they capture that treasury either: • After collecting his provincial income, the (remove the marker from the game). Automatically, in the Byzantine army Byzantine player starts the turn with 77 When that happens, the Byzantine phase, or • field SP in five armies, 39 SP of frontier player chooses one of the following By use of an activation to raise troops/ SP, five fleets and 82G in his treasury. He options: fleets instead of moving an army maintains four of his armies, with a total • Roll the die ten times to of 65 SP, by expending 65G. He determine the amount Gold that is The Byzantine player raises SP by rolling maintains four of his fleets by expending added immediately to the Byzantine the die: the result is the number of SP he 4G. He maintains 5 provinces of Frontier treasury track (1G x number rolled for may place on the map (and a 0 means no Garrisons, totaling 18 SP, for 7G. The each die). troops are raised). The new SP may be fifth army, the fifth fleet, and the 18 • Roll the die once, treating 0 as a divided/distributed as the Byzantine remaining frontier SP garrisons receive 1, and multiply by ten. player sees fit, either with any army on Not Paid markers. the map, and/or as frontier troops in any 5.43 The Byzantine treasury (with all province(s) he controls (see 5.27). The Byzantine then decides to raise new that G listed on the treasury track) is troops. He rolls a 6 and 3 SP with the located in Constantinople (Europa). Exception: If the Praesental armies are Army of Illyricum, 2 SP with the Army The Byzantine treasury may never not stocked with at least 10 SP each, then of the East, and 1 SP as frontier troops in move. If a Barbarian army captures that the Byzantine player must use the SP he Byzantine-controlled Dacia Ripensis. He province, all Byzantine Gold is lost raises to bring the Praesental armies up also raises a new (sixth) fleet, paying 3G (return the treasury track markers to as far towards 10 SP as possible before and placing it in Europa. He has 16G zero). The Byzantine player can collect placing any raised SP elsewhere. remaining in his treasury (remember, he’ll only half the income (rounded down) need G to activate armies, build forts, from his provinces while he does not In the Byzantine army phase, after rolling bribe, etc.) control Europa. for additional troops, the Byzantine player

Page 8 The Great Battles of History, Volume VIII 6.2 Byzantine Field Armies Army of Thrace: Must end activation in any province within 2 MP of Thracia. 6.21 The Byzantine land Army of the East: Must end activation forces in a province are of in any province in the Asian portion 6.0 LEADERS and two types (field and frontier). of the East. Field troops are always part Army of Armenia: Must end activation ARMIES of an army. Armies may in any province within one MP of any move, fight, stay in place or disband. The Armenian province, or in any province number of SP in an army is recorded on which Persia or the Arabs may enter 6.1 Magisteres Militum the Army SP/Treasury Track. Frontier from their boxes. troops are all the non-field troops in a Army of Italy: Must end activation in any Byzantine field commanders were given province. Frontier troops are represented Italian province, or any Illyricum the title of Magister Militum, which we, by Byzantine SP counters. coastal province within 2 MP of in our constant drive to abbreviate Dalmatia. anything and everything, have shortened 6.22 Size. Each Byzantine army may have Army of Africa: Must end activation in to MagMil. MagMils are used only to lead no more than 35 SP at any one time. In any province in Africa, any Egyptian field armies. They may never affect or lead addition, the Byzantine player is limited province, or Sicilia. frontier troops. Field armies may not to nine armies in play at any one time (and Army of Spain: Must end activation in move without a MagMil. further limited by the force-wide limit, see any province in Africa. 5.27). Only armies may be activated. The 6.11 Beginning with the second turn, in strength of an army is marked with Play Note: That means, for example, that every Byzantine army phase’s leader markers on the Army SP Track. Two if there’s trouble in Egypt, the Byzantine segment, the Byzantine player may: Byzantine armies may combine under one player cannot send the Army of Armenia • Draw a MagMil from the pool for each leader (see 6.26) and, thus, exceed the 35 down there. He has to send the Army of new army created. SP limit, as long as each army’s SP are 35 the East or the Army of Africa. • Replace any MagMils on the map who or less. lost a battle in the previous turn. 6.25 Disbanding. As an activation, the • If no MagMil has lost a battle, replace 6.23 Arrival Location. The Byzantine Byzantine player may disband the army any one on-map MagMil, if the player may raise one new army per turn. that he activates, leaving the SP on the Byzantine player so desires. This includes returning an army he has map as frontier troops in place in that A removed MagMil is returned to the disbanded (see 6.25). A new army (or a province. Set aside the army counter, Byzantine Leader cup after a replacement returning, previously-disbanded one) which is available to be raised again. The has been drawn. starts with 10 SP. A newly raised army, army’s MagMil is returned to the pool. and its assignment of field SP, must be 6.12 Byzantine MagMils have three placed in Europa or in a Byzantine- Exception: Praesental armies can not be ratings: controlled province, as follows: disbanded • Movement: A letter used to determine his army’s movement allowance for Army of Armenia: Any of the four 6.26 Stacking. When two or more that activation (see 7.1). Armenia provinces friendly armies are in the same province, • Control: A number used to determine Army of Italy: Any Italy City Province, they are kept separate at first—and 8.16 results of Retreats Before Combat, or Dalmatia applies. When two, or more, armies start Interception attempts, and, for the Army of Africa: Any African or Egyptian in the same province, the player may, at a Byzantine, whether Looting occurs province cost of 1 MP, either: • after a battle. Army of Spain: Any African province. Activate one of the armies, then • Battle: A die roll modifier used when combine them to move/fight together, that army engages in battle. Any other reappearing army may start in under the leadership of the MagMil Europa. of the activated army. Armies that have 6.13 MagMils usually move with their combined, must stack together, and are army. However, they may also move alone. 6.24 Move Limits. Each Army is considered as one for attack and This is considered an activation, but there restricted as to where it may voluntarily defense. Or, • is no cost in Gold to do so. A solitary move, as follows: Re-distribute the SP among the two leader may be moved to any province on Praesental Armies: No further than four armies and then activate only one of the map to which the Byzantine player movement points (MP) from Europa/ them to act alone. Exception: can trace a path of provinces with no Constantinople. Praesental armies may not redistribute enemy armies (and/or sea areas with no Army of Illyricum: Must end activation their SP to other armies. enemy fleets). in either Italy or Illyricum

Copyright © GMT Games, 1999 Page 9 Justinian Example: Both the Army of Armenia and Play Note: In essence, all Persian, 6.5 Barbarian Troops the Army of the East are together in Ostrogoth and Vandal leaders function as Armenia III. The Byzantine activates the “armies,” too, and all the rest of the 6.51 All Barbarian SP are treated as field Army of Armenia, led by Belisarius. He Barbarian army markers function as SP—there are no Barbarian frontier may now combine the two armies, paying Leaders. troops. Detached SP are still treated as 1 MP to do so, with Belisarius leading. field SP. Only those SP with a leader may Any troops left behind, without an army 6.42 The Leaders for the Persians, be activated/moved. counter, become frontier garrisons Ostrogoths and Vandals are usable as follows: 6.52 Vandal/Ostrogoth SP are those Play Note: Remember the 35 SP either with a leader or in a province with maximum per army … which is based on Persians: King Chosroes (or Khusrau, or a Vandal/Ostrogoth control marker. If all the political realities of the day and one of a dozen different spellings of this Vandal or Ostrogoth on-map SP are Justinian’s fear of a coup. name) and Perzoes are available for the eliminated, that Barbarian country may entire game. not be revived. It may have no more activations or SP raisings, and unplayed 6.3 Byzantine Frontier Garrisons Vandals: The Vandals start with Hilderic, leaders on the turn track never arrive. Its the Vandal King. At the beginning of the control markers remain on the board until 6.31 SP not in an army are frontier 532 turn, he is replaced by Gelimer (who removed by Byzantine actions. troops, acting as militia and garrisons. overthrew Hilderic, that action providing Once a Byzantine SP is designated as a Justinian with a reason to invade Africa). 6.53 Detachment. It costs 1 MP for the frontier SP, it remains in that status. It In addition, the Vandals get a second active army to detach any number of SP. can never be used as a field SP. leader, Tzazon. Tzazon’s army starts in Barbarian armies cannot detach SP if they , with at least 5 SP—taken from are Defeated and/or Disorganized. Unlike 6.32 Frontier SP have the following Vandal forces anywhere. Byzantine frontier troops, detached characteristics different from field SP: Barbarian SP are not all eliminated if they • Their maintenance cost is lower (see Ostrogoths: The Ostrogoths are led lose a battle (losing survivors must 5.22). initially by Athalaric. He is replaced, as retreat). • They may never move (or advance), follows, at the start of the 536 turn by even if in the same province as a field Witigis, who then is replaced at the start Ostrogoth, Vandal, and Persian leaders army. of the 540 turn by Totila. In addition, the may detach SP into any province. If • They may not attack, but they will Ostrogoths also get a second commander Ostrogoth or Vandal leader detaches all defend. They may not use Retreat (Teias) on the 540 turn. his troops, he stays on the map and moves Before Combat. If they are on the “troopless” until he picks up some more. losing side of a battle, then all frontier Historical Note: The post-Theodoric SP in the province are eliminated. If Ostrogoths were cursed with a series of Barbarian minor power armies (everyone they win, they do not check for monumentally inept military leaders, else) may only detach SP into provinces Disorganization. until Totila gained the throne in 541. with a major power’s leader. Place an • No MagMil may affect their Totila, an able military man, succeeded appropriate “Allies” marker on top of the performance. in driving the Byzantines back out of SP to be detached and place them with Italy (Justinian having withdrawn the major power’s leader. These SP are 6.33 A moving army (other than the Belisarius for fear that the latter was treated as any other SP of that leader Praesentals) may drop off SP by paying 1 building a power base), only to have them except that they are subject to removal (see MP to drop off as any of its SP. Such SP return, led by Narses. Unfortunately for 4.6) and if they themselves are later instantly become frontier SP. the Ostrogoths, Totila was killed in his detached, they must be detached as a first major battle (Taginae, or Busta single group. Gallorum); see the CATAPHRACT 6.4 Barbarian Leaders battle game. Athalaric represents, in The Barbarian play may detach all the SP addition to himself, the brief reign of in the active army if he wishes. Follow the 6.41 Most Barbarians treat their army Theodehad (c. 534). The brief reigns of above procedure, and, if they have no SP, counter as a leader. Those “unnamed” Amalasuintha (a woman), Hildibidus return minor power armies and Persian leaders have ratings for movement, and Elraric are represented by Witigis. leaders to their respective boxes. control and battle (like MagMils, see 6.12). However, the Persian, Ostrogoth 6.54 Attachment. Detached Barbarian and Vandal armies have actual leaders SP, may be “picked up” by an active named on their army counters. Barbarian allied army at a 1 MP cost.

Page 10 The Great Battles of History, Volume VIII 7.0 MOVEMENT Example: An army in Macedonia may • The army does not have enough MP move directly into Dardania or Epirus to move further. • Only armies and fleets may move; frontier Nova. It may not move directly into The army is loses a battle (see 8.21). troops and detached Barbarian troops may Praevalitania. not. 7.18 Combined armies continue to 7.14 Armies may not move across water, conduct the remainder of the activation without fleets, except by straits. as if they were a single army. They may 7.1 Land Movement move/fight together, under the leadership 7.15 The province of Septem may be of the leader of the activated army. Armies entered only by crossing the strait between that have combined must stack together 7.11 To move an army by land, the player Hispania and Africa, or by naval and are considered as one for attack and rolls the die, cross-referencing that roll movement. The Moors were far too active defense. with the army/leader’s movement rating. in the area between Mauretania and Septem. The result is the number of movement points (MP) that army has for that 7.16 Box Attacks. Byzantine armies may 7.2 Naval Movement activation. not enter Barbarian boxes. Barbarian armies in a box (whether allied to the 7.21 Fleets may be activated and move Example: Belisarius has an “A” Barbarians or the Byzantines) may movement rating. The Byzantine player either with an army (7.24) or by enter—and then must attack—adjacent themselves. A fleet may move a maximum rolls a 6, so Belisarius’ army has 7 MP boxes that are connected by arrows (e.g., available for that activation. of two new sea areas per activation. If the Alamanni and Lombards). Such a box beginning in a province (in port, see 7.22), attack consumes all of an army’s MP. If a do not count the sea area adjacent to the 7.12 Each province costs 1 MP to enter. tribe moves into a box where the army (Terrain is not a factor in this game.) In province—entrance to that area is free. hasn’t been assigned SP yet, roll Insulae (part of the East) and Balearis addition to that basic cost, additional MP immediately to do so (4.24). Allegiance may be expended as follows: (part of Africa) are individual provinces, of is automatically allied to the non- not separate sea areas. moving player. Conduct the battle (see 1 MP To enter a province 8.13). +1 MP For a Disorganized Army to Example: A fleet starting in Hispania enter a province may move to Sicily. +1 MP For a Defeated Army to enter a province +1 MP To cross a strait (e.g., from 2nd Naval Bythnia to Europa) Move 1 MP To detach any number of SP 1st 1 MP For Barbarian armies to pick Free Move Naval to Port up detached SP Move 1 MP To combine armies 1 MP For the Byzantines to remove an enemy control marker Free 1 MP For the Barbarians to place In Port Move one of their control markers to Sea 1 MP To attack +1 MP To leave an enemy-occupied (SP present) province without attacking 2 MP Remove Disorganized status, or change Defeated to Disorganized 4 MP Remove Defeated status FFr 7.17 As long as an army has movement 7.13 Armies move from one province into 7.22 When finished moving, a fleet may points remaining, it may keep moving. It be placed either “In Port” or “On Patrol.” an adjacent province (see 6.24 limitations must cease movement, and end that on specific Byzantine armies). They may player’s activation, if one of the following cross only if there is border border—they In Port fleets are those placed in any occurs: coastal province abutting the sea area in may not cross diagonally at a meeting of • The player does not wish to move four corners. which it has finished moving. They may further. not be placed in a province occupied by

Copyright © GMT Games, 1999 Page 11 Justinian an enemy fleet in port (unless it defeats 7.3 Interception came from, ending its movement. A fleet the latter in battle), but they have no effect so retreating may also be intercepted if the on land SP in that province, and vice versa. 7.31 Army Interception. Whenever a area into which it retreats contains Fleets in port will defend against any moving army enters a province occupied another, enemy on patrol fleet. In port direct attack, but they may not use by an enemy army, the enemy army may fleets moving into an adjacent sea area interception. try to intercept it (this happens before any may not avoid battle. attack can take place). If successful, a On Patrol fleets are placed anywhere in battle occurs (see 8.14), and the non- the sea area, but not in a province. Fleets moving army becomes the attacker. 8.0 COMBAT on patrol may not be attacked. They may Detached SP, frontier SP, or Disorganized attempt to intercept any enemy fleet that or Defeated armies may not attempt enters their area (see 7.34 and 8.3). interception. 8.1 Land Combat Design Note: Obviously, galleys did not 7.32 To see if interception is successful, 8.11 An activated army initiates a battle remain at sea for a year at a time. The roll the die and compare it to the control above rule is an abstraction of reality. when it enters province occupied by an rating of that army/leader. The roll is enemy army and pays 1 MP to attack. It adjusted if the province contains a city or 7.23 Fleets wishing to be in port may be is not required to attack, unless it is a box- fort controlled by the intercepting army: to-box move (see 7.16). moved to any coastal province within • -2 for a city reach. If they enter a sea area in which • -1 for a fort there is an enemy fleet on patrol, the latter 8.12 A targeted army may choose to may attempt to intercept such movement Retreat Before Combat, rather than If the adjusted roll is the same as, or lower defend. Frontier or detached SP may not and, if successful, attack the moving fleet than, the control rating, the interception with his fleet. choose this option, and fleet retreat (8.21) is successful, and the intercepting player is not available for this. An army may now must attack the moving army. If the 7.24 Transport. A fleet may transport an Retreat Before Combat into any province, adjusted roll is higher than the control friendly or otherwise. The decision to army. Each fleet counter may carry up to rating, interception is unsuccessful, and 10 SP. To do so, the army and the fleet retreat must be made before the moving the army that attempted intercepting is army pays the +1 to attack. The retreat is must start the activation in the same city Disorganized, while the moving army may province or island. When transporting an automatically successful. Being continue with the remainder of its Disorganized or Defeated does not army, do not roll for movement. The army activation. is carried by the fleet, using its movement preclude units from doing this. When so retreating, roll one die. system. The transporting fleet may not 7.33 If there is more than one army in a • end its move on patrol. If they safely reach If the roll is the same as or lower than province, each army may attempt the control rating, the army retreats in their destination province, the fleet is in interception (simultaneously). If they are port and the army debarks into the good order, suffering no penalty. both successful, they combine for the • If the roll is higher than the control province (not necessarily an island/city attack. province). Neither the army nor the fleet rating of the army/leader, it becomes Disorganized. may move until its next activation. 7.34 Naval Interception. Whenever an activated fleet enters a sea area with an 7.25 If the destination province contains 8.13 If an enemy army (not frontier/ enemy fleet on patrol, then the enemy detached SP) is in the province into which an enemy fleet in port, the moving fleet fleets on patrol in that sea area may must attack the enemy fleet and drive it the Retreat Before Combat takes place, attempt one interception. Fleets in port the enemy may attempt to intercept the off before it may land the army. Then, may not attempt interception. upon landing, the army may immediately retreating army (see 7.3). attack any enemy in that province. 7.35 To see if interception is successful, 8.14 If a battle takes place, both the the non-activated player rolls the die: Historical Note: Naval combat was not • attacker and the defender each roll and If the roll is a 0-4, interception (and checks the Battle Results Table, using the that prevalent. The Vandal Fleet was not battle) occurs, with the intercepting around for the Byzantine destruction of column representing the number of SP force the attacker. they have in that province. Each roll is their country - it was off in Sardinia - • If the roll is a 5-9, interception fails and the Ostrogoths built a large fleet, adjusted by any applicable die roll and the moving fleet may continue modifiers listed under the Battle Results which was then promptly destroyed in the moving or stay where it is. Adriatic by the vastly superior Table. Byzantines (and see the Sena Gallica 7.36 An intercepted fleet (other than a scenario in the CATAPHRACT 8.15 Strength Differential. The force fleet with a retreating army) may avoid with more SP in the battle gets a positive Playbook). battle by retreating to the last sea area it

Page 12 The Great Battles of History, Volume VIII modifier depending on how superior it is. it stays in place, but the loser rolls the die automatically loses 1 SP, but there is no Use the most advantageous listed and removes that number of SP from the other change in status. herebelow (they are not cumulative with loser. each other): It is possible for an army to be both +1 Larger army Example: An army loses a battle, ending Disorganized and Defeated; the effects +2 Larger army is twice as large up with 32 SP remaining. However, are cumulative. +3 Larger army is three times as because there are no non-enemy provinces large available for retreat, the player rolls the Design Note: As with most “ancient” +4 Larger army is four times as large die. He gets a 4, which means he must armies, unless a very strong helmsman +5 Larger army is five times as large remove 4 more SP, leaving the losing was at the tiller, even winning armies army with 28 SP. tended to be somewhat useless after a 8.16 Multiple Enemies. If a player enters battle. a province containing two (or more) In case of Ties: If both players lose same enemy armies and/or garrisons he may number of SP, then the smaller army must 8.24 Players may remove/reduce a attack all enemy SP or just one army stack. retreat. If both armies are the same size, Defeated or Disorganized status by When attacking all enemy SP in that they both stay where they are. paying movement points: province as one, any battle modifier for • Pay 2 MP. Either remove a type of force (e.g., frontier, etc.) is The Winner: A winning army must roll “Disorganized” marker, or replace determined by which army or frontier/ a die and compare it to its control rating. “Defeated” with a “Disorganized” detached force is largest. If equal, apply If that roll is higher than the rating, then marker. The latter may not be done if the worst modifier. When choosing to the army, even as it is victorious, is now army is both Defeated and attack one of the armies at a time, then Disorganized (place a status marker on it). Disorganized. (You’d have to remove garrison SP may not be targetted before Winning frontier troops/detached SP do the Disorganized first) field army SP. not get Disorganized. • Pay 4 MP. Remove Defeated marker.

8.17 The battle modifier benefits of forts 8.22 Defeated Armies. Troops 8.25 Barbarians that start the turn in their and city provinces apply only to those with Defeated status incur the box automatically have all such status defenders who control that province. A following penalties: markers removed at the Byzantine income player controls the province if he met the • They may not attack. phase of the next turn. requirements of 5.11 at the beginning of • The army pays an extra MP for each the current activation (that is, the moving province it enters. 8.26 Defeated and Disorganized status force does not negate control during its • When attacked, these defenders suffer markers are also removed under the own activation). a -2 modifier (which is cumulative following conditions. with the -1, if also Disorganized). • When a Byzantine army gets a new leader, or is reinforced by at least as 8.2 Combat Results If a Defeated force is defeated again, there many SP as it has, remove both is no change in status. markers. • 8.21 The results on the Battle Results When an army wins a battle, remove Table are the number of SP lost by the It is possible for an army to be both both markers before rolling for opposing army. Defeated and Disorganized; the effects Disorganization (per 8.21). are cumulative. • When one army combines with The Loser: An army that loses the most another, the status of the army with SP is the loser and is marked with a 8.23 Disorganization. This the most SP prevails and applies (use Defeated status marker and retreats. usually occurs from control die highest control rating, to break a tie, Losing frontier troops are all eliminated. rolls for Retreats Before or a die roll if still tied). Losing Barbarian detached SP receive no Combat and/or winning a marker, but retreats. The surviving losing battle. Frontier/detached SP never check 8.27 Elimination. If a Byzantine army force must retreat into an adjacent for disorganization. A Disorganized army or a Barbarian army with a named leader province which is either friendly or incurs the following penalties: is defeated in battle such that it loses all • contested (contains friendly SP). If a fleet The army pays an extra MP for each SP, then the army counter, and any leaders friendly to the loser is in port in province province it enters. with that army, are eliminated and out of • of the battle, that fleet may be used to It suffers a -1 modifier in combat the game. Eliminated Barbarian armies transport a retreating army (10 SP per (which is cumulative with the -2, if having no named leaders are placed in fleet) to any friendly province within naval also Defeated and defending). their box. movement range (such a retreat may be intercepted). If the loser cannot retreat, If the army in question suffers an Examples: Bulgars get wiped out by a additional Disorganized result, it Byzantine Praesental army. Place the

Copyright © GMT Games, 1999 Page 13 Justinian Bulgar marker back in the Bulgar Box. again. The Byzantine player then checks player rolls one die. Each then halves that On the other hand, Tzazon’s Vandal army for looting. He rolls a 6, adjusted by the die roll, rounding up, with a minimum of would be removed from play, if it were Disorganization status to 9, which is 4 1 (e.g., a roll of 5 produces a 3; a roll of 0 so eliminated. higher than John’s control rating. Remove produces a 1). This result is then adjusted 4 SP and the Not Paid marker. as follows. Exception: If the leader is the sole • Comparative fleet strength. The remaining Persian leader, place the leader player with more fleets adds the on the turn track for the next turn. At the difference to his dieroll. beginning of that turn, the Persian leader Example of a Battle • Naval Capability: is placed in the Persia box and can be +1 Byzantines activated normally. If this happens, the The combined Byzantine armies of 0 The Vandals Persians can not be activated until that Illyricum and Italy (total 55 SP), led by -1 Ostrogoths leader is available. If the Persians are Belisarius, attacks a Witigis-led rolled during Random activatio, re-roll. Ostrogoth Army of 37 SP in Flaminia, The higher adjusted roll wins; ties are a city province (Ravenna) controlled by draws. Losses to fleets are as follows: Design Note: The loss of the last major the Ostrogoths. Neither army is • Winner Losses. Winner rolls the die. power leader would start a scramble for Disorganized or Defeated. The If it is 0-4, he suffers no losses. If it is the throne. For the fragile Ostrogoths and Ostrogoths have a -1 DRM when a 5-9 he loses 1 fleet counter, but only Vandals this will probably mean the end defending. The following DRM are if he has more than 1 fleet counter. of empire as happened historically. The applied to the Byzantine player’s die roll: • Loser Losses. Loser eliminates one more resilient Persians will be back in -2 because the Goths are in a city fleet counter more than the winner and force after a few years of sorting out their province they control, +2 for Belisarius’ must retreat (see 8.33). internal affairs. battle rating, +1 for strength • Draw. Both sides lose 1 fleet counter, differential, for a cumulative modifier even if that means eliminating all 8.28 Looting. When a Not Paid for the Byzantines of +1. The Byzantine fleets. The attacker must retreat (see Byzantine army engages in a battle and rolls a 6, which becomes a 7, causing the 8.33). wins, it must check to see, at the Ostrogoths to lose 9 SP. The Ostrogoths conclusion of the battle, if there has been also roll a 6, which becomes a 5, causing 8.33 Survivors of a losing fleet must any looting. Fleets and frontier troops do the Byzantines to lose 5 SP. retreat. They may retreat to any (non- not loot. To check for looting, roll one die enemy held) coastal province adjacent to and compare it to the control rating of The Ostrogoths have lost, are marked the sea area of the battle If battle was the MagMil for that army. The roll is with a Defeated counter, and retreat into with a fleet in port, the losing fleet retreats adjusted by +3 if the army is Disorganized. Picenum. (Combat retreats do not out to the adjacent sea and then to any The winning army undertakes his require rolls for Disorganization.) The (non-enemy held) coastal province Disorganization roll before he checks for Byzantines roll for Disorganization, adjacent to that sea. In either case, if that Looting. If the adjusted looting roll is pass, and have 1 MP left for this sea area contains an enemy fleet on patrol, higher than the control rating, remove a activation. They may move into the latter may attempt to intercept. number of SP equal to that difference— Picenum, but can not attack that representing troops that have answered Ostrogoth force again, as it would cost 1 8.34 If a fleet is transporting an army, the “Booty Call,” looted and gone home. rcextra MP to do so. and the fleet suffers losses, eliminate Remove the Not Paid marker. If the enough SP from the army so that the adjusted looting roll was too low, nothing fleets can carry all SP. Army counters and has happened. 8.3 Naval Combat leaders are lost only if the entire fleet is eliminated (see 8.27 for effects of Historical Note: Most of the Byzantine 8.31 Naval combat - between fleets - elimination). Army was mercenary and, that, occurs when one of two things happens: combined, with the usual brand of penury • A moving fleet attempts to land (be in Example. An army of 17 SP is being emanating from Constantinople together port) in a city province occupied by an transported by 2 fleets. The force engages with some rather ineffective magisteres enemy fleet in port. This usually occurs in naval combat and loses 1 fleet … and, militum, produced a lot of looting. when trying to debark troops, but a to satisfy transport limits, 7 SP must also moving fleet may specifically initiate die. Example: A Disorganized army, led by combat by entering that province. John Trolita (control rating of 5) has not • A fleet on patrol successfully intercepts 8.35 If the moving fleet wins the combat been paid in years. They defeat an (see 7.34) with the intercepting fleet, it may Ostrogothic army invading Illyricum, continue to move, if it has sea area MP but, in rolling for Winner 8.32 Leaders have no effect on naval remaining. Disorganization become Disorganized combat. To resolve a naval battle each

Page 14 The Great Battles of History, Volume VIII 9.0 RANDOM EVENTS Revolt: Sardinia. Whoever Religious Disputes. . When this event controls the island (if it occurs, the Byzantine player loses his next doesn’t have a Barbarian Activation opportunity; treat it as a Pass. Any time, when a player is rolling to see control marker, it is Byzantine which Barbarian tribe is activated (4.22), controlled for the purpose of this event) Historical Note: One of the major debates a random event has occurred), if the sum must immediately move 1 fleet and 5 SP of the era—often highlighted by rather of the two die rolls is 10 or more,. When of field troops to Sardinia (if such force surly and acrimonious discussion—was that happens, that player rolls one die and is not already present there). If they so in what direction Christianity would go. consults the Random Events Table to see choose, a leader may accompany them. If They distracted Justinian’s attentions what has occurred. the controlling player doesn’t have the 5 from all other projects, especially as his SP, he moves as many as he has. They then wife, the incomparably infamous and Example: An activation dieroll of a 6 and fight to stop the revolt. Roll the die, round-heeled ex-dancing girl, the a 7 (sum of 13) would produce an halving the result, rounding down. That Empress Theodora, always disagreed immediate random event. A roll of 5 is the number of SP lost while quelling with him. Then again, everyone seemed yields a Possible Revolt (which requires the revolt. The fleet is unaffected. If the to have his/her own opinion. another roll to determine where). After player has no fleets, or if all his SPs are the event is resolved, the Barbarian eliminated attempting to stop the revolt, Politics. When this Event occurs, the player would then activate the Gepids place an In Revolt marker in the province, Byzantine player rolls the die for each (64-67). removing the Barbarian control marker, MagMil he has on the map, to which he if present. This indicates that no one adds the MagMil’s control rating. The The possible events, which are applied controls that province. In Revolt markers MagMil with the highest adjusted roll (if immediately, are: may be removed as if they were normal ties, roll again for the tied leaders) is control markers. removed from command and immediately Troop Mutiny? Not Paid, Byzantine replaced by a randomly selected new frontier troops and/or fleets may have Revolt: Armenia. Remove any frontier/ MagMil for that army. After the new mutinied (see 5.25). detached SP, and any control markers, MagMil is selected, the removed leader from each of the four Armenian provinces is placed back into the cup. Justinian was Plague. The first time this event occurs, and place an In Revolt marker in each. much afraid of an attempt on his life, and the following happens: This indicates that no one controls that thus his throne. He, therefore, distrusted any • Eliminate one-half of all SP in city province. In Revolt markers may be Magister Militum with an army; and he provinces, rounding up (which means removed as if they were normal control distrusted the able generals even more than that a 1 SP frontier/detached force is markers. Armenian provinces with armies the flunkies. eliminated). are not affected by the revolt. • All SP in non-city are reduced by one- Justinian Builds Lots of Stuff. When this third, this time rounding down. Revolt: Egypt. This applies to the event occurs, remove 10G from the • During next turn’s income phase, the Augustamnica I and II, Aegyptus I and Byzantine treasury. If there isn’t enough, Byzantine receives half the usual total, II, Thebais I and II, and Arcadia. Any of remove the rest in the next turn’s income rounding down. those provinces without an army or phase. In addition to his desire to reclaim frontier garrison, are in revolt. Pace an In all of the Roman Empire, Justinian had a If this event happens a second time, and Revolt marker to so indicate. Egyptian penchant for constructing great works, mostly the turn is 548 or earlier, treat it as No provinces in revolt may not be used for buildings, which were mostly churches. Event and return to the activation process. income purposes by the Byzantine. Revolt If a second plague happens in 552 or later, markers may be removed as if they were the game is finished (see 10.21 to see if normal control markers. 10.0 WINNING THE the Byzantine has fulfilled his victory conditions at that moment). Revolt: Nika. A political upheaval in GAME Constantinople requires Justinian to Historical Note: In 541, The Plague immediately move an army of at least 10 (probably that deadly combination of SP to Constantinople as the next 10.1 Ending the Game bubonic and pneumonic) hit the Byzantine activation. The army is simply Mediterranean, causing incredible loss of placed in Constantinople (regardless of The game ends in one of three ways: life. Justinian, himself, caught it, but, distance). If Europa/Constantinople has • At the end of any turn, if the Byzantine amazingly recovered. It returned, like an at least 15 SP, treat this as No Event and player controls all the Prefectures (see aftershock, in 558, at which point return to the activation process. The 10.21) Justinian gave up the ghost and shut Greens and the Blues are unhappy about the • If the second Plague event occurs on down operations. (Mathematically, every fixing of chariot races at the Hippodrome. 552 or later (see 9.0). second game will get a second Plague.) • If ten turns have been completed.

Copyright © GMT Games, 1999 Page 15 Justinian 10.2 Who Wins? Sources Rodgers, W.L., Naval Warfare Under Oars, 4th to 16th Centuries (Naval Winning the game is a contest between Burns, Thomas, A History of the Ostrogoths Institute Press, Annapolis, 1967). the players and history. The Byzantine (Indiana U. Press, 1984). The era from Second volume of Rodger’s watershed player is trying to see if he can equal the viewpoint of the losers. work, has good opening chapter on the Justinian’s reconquest, while his opponent Justinian era. is there to see that he doesn’t. Bury, J.B., History of the Later Roman Empire, Vol 2 (Dover Pub, 1958). Treadgold, Warren, Byzantium and Its 10.21 The Byzantine player wins the Mostly military in its discussions, won Army, 284-1081 (Stanford U. Press, game if, at the end of any turn (including the “most used” book award for stuff 1995). Scholastic, but insightful one ended by the second Plague), he military. discussion of numbers of troops during controls all five Prefectures and there is this era, pay costs, and other factors no Barbarian army in Lazica. Moorhead, John, Justinian (Longman, pertinent to the game’s subject. 1994). Good, general work. To control a Prefecture, the Byzantines Treadgold, Warren, A History of the must control (not just contest): Delbruk, Hans, The Barbarian Invasions Byzantine State and Society (Stanford U. • All city provinces in that Prefecture. (U. of Nebraska Press, 1990). Usual Press, 1997). Excellent, well-written • All provinces with an income rating Delbrukian insights, mostly tactical, but overview of history Byzantium, with of 2 or higher. with a good chapter on Justinian’s good look at the Justinian era. The game • At least two-thirds (rounded up) of all military organization. map is based on the one Treadgold uses. the provinces in that Prefecture. 1000+ pages. Gibbon, Edward, The Decline and Fall of Two-thirds control is: the Roman Empire. Africa: 8 Italy: 8 Byzantine Army Placement and Movement Restrictions Illyricum: 8 Army Placement * Movement Egypt: 6 At Start: The East: 30 Praesental I One each in Europa, or any province End activation in any province within 4 MP of & II in Asia (across the Hellespont) that is Europa/Constantinople Example: To control Africa, the within 3 MP of Constantinople Byzantine must control Zeugitana, Sardinia and Hispania and five of the The East In any province that the Persians may End activation in any province in The East that is in remaining eight African provinces. enter from their Box. Asia.

10.22 The Barbarian player wins, if, by Thrace Anywhere in the European portion of End activation in any province within 2 MP of the East (Scythia, Moesia II, Thracia, Thracia game’s end, the Byzantine player has not Haemimontus, Rhodope and Europa) satisfied 10.21. Illyricum In Dalmatia End activation in Illyricum or Italy Credits Place in Byzantine Army Phase: Armenia In any of the four Armenia provinces End activation in any province within 1 MP of any Armenian province, or in any province which Persia Design: Richard Berg or the Arabs may enter from their Boxes Development: Alan Ray Playtesting: Bill Thoet, David Fox, Italy In any Italy City Province, or Dalmatia End activation in any Italian province, or any Mike Pitts, Richard Shay, Alan Ray Illyricum coastal province within 2 MP of Dalmatia Jr., Alan Ray, Mitchell Land, Mike Lemick Africa In any African or Egyptian province End activation in Sicilia or any province in Africa or Cover Art: Rodger MacGowan Egypt Map Art: Mark Simonitch Counter Art: Rodger MacGowan and Spain In any African province End activation in any province in Africa. *A newly-raised army may be placed in Europa Mike Lemick Rules Editing and Layout: Army Size Limitations Army Control Checks Stuart K. Tucker Byzantines* 150 SP Action DRM Effect of Failed Check Production Coordination: Tony Curtis *No more than 35 SP/army Retreat Before Combat Army Disorganized GMT Games, P.O. Box 1308, Vandals 50 SP Winning Combat Army Disorganized Hanford, CA 93232 Persians 80 SP Looting +3, if Remove Not Paid and www.gmtgames.com (800) 523-6111 Ostrogoths 75 SP Disorg. SP = DR - Control Rating

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