Commands & Colors: Ancients Expansion Pack #4 – Imperial Rome
Commands & Colors: Ancients Expansion Pack #4 – Imperial Rome Rulebook
Table of Contents
Table of Contents
- Components
- Units, Leaders and Blocks
- Setup
- Object of the Game
- Game Turn (Sequence of Play)
- New Unit Types and Blocks
- New Game Mechanics
- Special Rules
- New Terrain Hexes
- Scenarios
- Tigranocerte (-69)
- Carrhes (-53)
- Philippi I (-42)
- Philippi II (-42)
- Cilician Gates (-39)
- Antony's Siege Train (-36)
- Medway (43)
- Boudica's Revolt "Watling Street" (61)
- First Bedriacum (-69)
- Mons Graupius (84)
- Issus (194)
- Lugdunum (197)
- Nisibis (217)
- Hormuz (226)
- Carthage (238)
- Abrittus (251)
- Edessa (259)
- Naissus (268)
- Placentia (271)
- Fano (271)
- Pavia (271)
- Immae (272)
- Milvian Bridge (312)
- Cibalae (314)
Components
This expansion contains:
- 1 rulebook with 24 scenarios.
- 1 sheet of new terrain tiles.
- 2 wooden card holders.
- 2 reference cards.
- 4 sheets of stickers.
- 293 blocks:
- 162 small blocks (8 beige, 142 purple, 12 black)
- 120 medium blocks (54 beige, 45 purple, 21 green)
- 11 rectangular blocks (5 purple, 6 black)
Some extra blocks of each colour and size are supplied in case of loss.
Assembling the Blocks
Apply the appropriate stickers to the front and back of the blocks of each unit. Apply the Eastern Kingdoms stickers to the beige blocks, the Roman stickers to the purple blocks, the Barbarian stickers to the green blocks, and the special unit markers, supply wagon and wagon laager markers, and victory banners to the black blocks. It is suggested that you begin by sorting the blocks by colour and then by size.
Begin with the Eastern Kingdoms units. Take four small beige blocks and find the Infantry: Warriors stickers. Remove them and place them on the front and back of the four small beige blocks. When finished, move on to Light Cavalry (six medium beige blocks). Continue in this way until all of the beige Eastern Kingdoms units are done, then move on to the purple Romans, the green Barbarians and the black blocks. Following this whole procedure is well worth the effort. Some extra blocks of each colour and extra stickers are supplied in case of loss.
Take care with the five black rectangular blocks. On one side place a supply wagon sticker (Baggage Wagon), and on the other a wagon laager sticker (wagenburg in the booklet).
Each block must carry only one sticker.
Units, Leaders and Blocks
A unit is made up of a number of blocks:
- All Light Infantry, Light Bow Infantry, Light Sling Infantry, Auxilia, Warriors, Medium Infantry and Heavy Infantry units are made of four small blocks.
- All Light War Machine and Heavy War Machine units are made of two small blocks.
- All Light Cavalry, Light Bow Cavalry, Medium Cavalry, Heavy Cavalry, Heavy Cataphract Cavalry, Camel and Cataphract Camel units are made of three medium-size blocks.
- All Elephant units are made of two large blocks.
- All Heavy Chariot units are made of two rectangular blocks.
- All Barbarian Chariot units are made of three rectangular blocks.
A leader is not a unit; it is represented by a rectangular block. A Baggage Wagon or a Wagon Laager is not a unit either; each is represented by a single block.
(The booklet illustrates an example of a foot unit of four blocks and a heavy cavalry unit of three blocks.)
Note: these descriptions include some units that are not present in this expansion.
Unit Symbols and Colours
To help identify the type of a unit, coloured symbols are printed on each sticker.
- Green circle: Light Infantry, Light Sling Infantry, Light Bow Infantry, Light Cavalry, Light Bow Cavalry, Light War Machine.
- Green circle with white border: Auxilia, Light Chariot, Light Barbarian Chariot.
- Blue symbol: Medium Infantry, Medium Cavalry, Camel.
- Blue symbol with white border: Warriors.
- Red symbol: Heavy Infantry, Heavy Cavalry, Heavy Chariot, Elephant, Heavy War Machine.
- Red symbol with white border: Heavy Cataphract Cavalry.
Setup
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Choose a battle from the scenario section of the rulebook.
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Place the board in the centre of the table.
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Place the terrain hexes as shown on the battlefield of the scenario.
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Choose the armies appropriate to the scenario. Place the unit blocks on the map, corresponding to the positions of the various units on the battlefield of the scenario. Note: each unit symbol on the battlefield represents an entire unit.
- The complete purple Roman army is supplied in this expansion.
- To assemble a complete beige Eastern Kingdoms army, combine the units of this expansion with the beige units of Expansion #1.
- To assemble a complete grey Roman army, combine the grey units of the base game with the grey units of Expansion #3.
- To assemble a complete red Roman army, combine the red units of Expansion #2 with those of Expansion #3.
- To assemble a green Barbarian army, combine the green units of this expansion with the green units of Expansion #2.
If you do not have all of the expansions, some battles will require you to complete one or both armies with units from unused armies.
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Each player chooses a side and sits on the correct side of the board. Each scenario states which army is at the top or bottom of the battlefield.
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Shuffle the Command cards and deal them according to the War Council notes of the chosen scenario. Do not show your Command cards to your opponent. Place the rest of the deck face down beside the battlefield, within reach of both players.
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Place the battle dice within reach of both players.
Object of the Game
The object of the game is to be the first to capture a set number of Victory Banners (usually from 5 to 8), depending on the victory conditions of the battle being played.
A Victory Banner is gained for each enemy leader or unit completely eliminated from the battlefield. When the last block of a unit, or the block of a leader, is eliminated, take a Victory Banner. In some scenarios, additional Victory Banners may be gained by capturing certain terrain hexes or other objectives on the battlefield.
Game Turn (Sequence of Play)
The War Council notes indicate who plays first. Thereafter the players alternate turns until one of them reaches the number of Victory Banners indicated in the victory conditions of the scenario.
During your turn, follow this sequence:
- Play a Command card.
- Give orders to units and leaders.
- Movement.
- Battle.
- Draw a new Command card.
New Unit Types and Blocks
Heavy Cataphract Cavalry
Heavy Cataphract Cavalry is a mounted unit identical to a heavy cavalry unit, except that it may ignore one sword symbol.
Unit statistics (from GMT's New Unit Type article; the booklet does not print them):
- Unit class: Heavy Mounted (red square with white border)
- Blocks: 3
- Movement: 2
- Ranged Combat: none
- Close Combat: 4 (1 sword hit)
- Evade Close Combat: may vs Foot or Elephants
- Retreat: 2 hexes
- Special: retreats 1 additional hex per flag when attacked by elephant or camel.
Cataphract Camel
A Cataphract Camel is a mounted unit identical to a camel unit, except that it may ignore one sword symbol.
Unit statistics (from GMT's New Unit Type article; the booklet does not print them):
- Unit class: Medium Mounted (blue triangle with white border)
- Blocks: 3
- Movement: 3
- Ranged Combat: none
- Close Combat: Att 3 - Def 2 (1 sword hit)
- Evade Close Combat: may vs Foot or Heavy Mounted
- Retreat: 3 hexes
- Special: may ignore 1 symbol hit when attacked by cavalry or chariot.
Rectangular Wagon Blocks
Wagon blocks are black and have a Baggage Wagon on one side and a Wagon Laager on the other side.
Baggage Wagon
A Baggage Wagon (chariot de ravitaillement in the booklet) is similar to a leader. Neither is a unit, but both may be ordered by specific cards. A Baggage Wagon cannot be ordered by an I Am Spartacus card.
When the Baggage Wagon rule is in effect:
- A Baggage Wagon is a single block, laid down in a hex with the Baggage Wagon side face up.
Movement
- A Baggage Wagon may be ordered and move up to 2 hexes as part of the play of a Section card or an Order Mounted Troops card. When ordered as part of a Mounted Charge card, it can move up to 3 hexes.
- Normal terrain movement restrictions for Mounted units apply.
- A Baggage Wagon may not move onto a hex with a unit or unattached leader, and may not move if a unit or unattached leader occupies its hex.
- Any unit or leader moving onto a hex with a Baggage Wagon must stop and may not move any further on that turn. Exception: if a Baggage Wagon occupies a Fortified Camp hex, no unit or leader may enter the hex.
Battle
- A Baggage Wagon may not battle.
- A unit on a hex with a Baggage Wagon rolls one fewer battle die than usual when it battles.
Line of Sight: A Baggage Wagon blocks line of sight.
Special: An enemy Baggage Wagon may be destroyed at the start of the player's turn, before a Command card is played, when your unit occupies a hex with an enemy Baggage Wagon and no enemy units are in an adjacent hex. The wagon block is removed and you collect a Victory Banner for destroying the Baggage Wagon. The Victory Banner cannot be lost.
Wagon Laager
A Wagon Laager (wagenburg in the booklet) is similar to a leader in that neither is a unit.
When the Wagon Laager rule is in effect:
- A Wagon Laager is a single block laid down in a hex with the Wagon Laager side face up.
Movement
- A Wagon Laager may not be ordered or moved.
- Any unit or leader moving onto a hex with a Wagon Laager must stop and may not move any further on that turn.
- Any unit or leader that leaves a hex with a Wagon Laager may only move onto an adjacent hex, regardless of its normal movement allowance.
Battle
- A Wagon Laager may not battle, but units on a hex with a Wagon Laager may battle.
- Close Combat: A foot unit on a hex with a friendly Wagon Laager rolls its normal number of battle dice, and may disregard one sword symbol and one flag rolled against the unit.
- Ranged Combat: A foot unit on a hex with a friendly Wagon Laager may disregard one flag rolled against the unit.
- A Wagon Laager offers friendly foot units protection against attacks from all sides.
NOTE: All mounted units receive no Close Combat, Ranged Combat or protective benefit from a Wagon Laager.
- Any unit on a hex with an enemy Wagon Laager rolls one fewer battle die than usual when it battles. In addition, the unit may not disregard one sword symbol and flag rolled against it in Close Combat, or one flag rolled against it in Ranged Combat.
Line of Sight: A Wagon Laager blocks line of sight.
Special: An enemy Wagon Laager may be destroyed at the start of the player's turn, before a Command card is played, when your unit occupies a hex with the Wagon Laager and no enemy units are in an adjacent hex. The Wagon Laager block is removed and you collect a Victory Banner for destroying the Wagon Laager. The Victory Banner cannot be lost.
Does a wagon provide support? A wagon block does not provide support. (Designer answer by Richard Borg, January 2025, in GMT's New Unit Type article.)
New Game Mechanics
Special Unit Blocks
This expansion uses the concept of "special units," first introduced in the Greek and Eastern Kingdoms Expansion. When special units are present in a battle, they will be labelled on the battlefield, and the scenario instructions will specify that a special unit block be placed in each special unit's hex. The special rules provide increased abilities for each special unit.
The special unit block moves with the unit. It does not count as a block that can be removed to satisfy losses. This block is not transferable to any other unit. If the special unit is eliminated, this block is removed from the map along with the last block of the unit.
Praetorian Guard
The Praetorian Guard is a special unit. Place a special unit block in the same hex as the Praetorian Guard unit to distinguish it from the other units. The Praetorian Guard scores a hit for each leader symbol rolled in Close Combat. The Praetorian Guard may ignore one flag. These special abilities are retained until the last block of the unit is removed from the battlefield.
Caltrops Rule
When the Caltrops rule is in effect, a light foot unit (light infantry, light bow infantry and light sling infantry) that announces it is evading an attack from a mounted enemy will strew the ground with caltrops (spiked balls). When the mounted unit rolls its attack dice against the evading unit, each sword rolled will score one hit on the attacking mounted unit. Other evade rules remain the same. Block losses for both units are removed simultaneously. Any swords rolled are converted into mounted unit block losses, and any green circles are converted into block losses for the evading unit.
(Fortunes of war: sometimes the infantry is ridden down; sometimes both sides take losses; sometimes the caltrops wreak havoc before the horsemen ever reach the infantry.)
If a leader is attached to a mounted unit losing one or more blocks to Caltrops, perform the standard Leader Casualty Check with two battle dice if the mounted unit has not lost its last block to Caltrops, or one battle die if Caltrop losses eliminate the mounted unit. The evading unit must still complete its evade even if the attacking mounted unit is eliminated.
Para Bellum Extended Battle System (Prepare for War)
When Para Bellum is in effect, players fight a number of battles as a game series. Each player takes the same side in each battle of the series. After each battle, record the number of Victory Banners gained by each side. When all of the battles in the game series are completed, total the Victory Banners gained by each side to determine a victor.
We suggest that Nisibis 217 AD be played as a Para Bellum game series. Historically, Nisibis was a three-day engagement fought in the summer of 217 AD between the Parthian and Roman Empires. Each day both armies would march out and deploy for battle very much as they had the day before. To play the Nisibis scenario in Para Bellum fashion, play the same scenario three times, using the same battle map set up for each day. Victory will be determined after all three days have been played. Remember: do not change sides. On Day 1, victory goes to the first player to win 4 banners; on Day 2, victory goes to the first player to win 5 banners; on Day 3, victory goes to the first player to win 7 banners. After each battle, record the number of Victory Banners gained by each side. When all three battles are completed, total the Victory Banners gained by each side in all three battles. To achieve a decisive Victory, your side must win by a total of 3 or more banners.
Another key element in a Para Bellum game series is that unit losses in one battle can affect the next fight. After each battle, both sides will attempt to rally any units that perished in the fighting. It is therefore very important that players keep track of the units that are lost by keeping the last block of an eliminated unit separate from other blocks that are lost. For the Nisibis Para Bellum game series, we suggest that the last block of each unit lost be set on the Nisibis scenario battle map in the book.
At the end of the first day of battle, and again after a second day of fighting, both sides attempt to rally any units that were lost. Roll three dice for each block your side has on the map. If a unit type matching the block's unit type, or a leader symbol, is rolled, the unit is rallied and the block is removed from the Nisibis scenario battle map (which means that unit may be deployed in the upcoming battle). Note: a lost leader does not need to be rallied and will always return to fight in the next battle. When the block does not rally, the block should remain on the Nisibis scenario battle map in the book. Units not rallied for one battle are still eligible to be rallied for subsequent battles.
When the next battle in the series is set up, the player who moves first will set up his units first, but must leave out one full-strength unit of each type for each block of that type that was not rallied and is still on the Nisibis scenario battle map. The player who goes second then sets up and must leave out one unit of each type for each block that was not rallied. Players have a choice about which unit (of the particular type) is to be left out of the game; each player decides for his own army.
Example: The Roman player sets up for day two of Nisibis. His army set-up has five medium infantry units, but he has one medium infantry block unrallied on the scenario battle map in the book. He may only set up four medium infantry units, but may choose which four units get placed.
Other Para Bellum game series: The three battles fought between the Alemanni and Romans in 217 AD (Placentia, Fano and Pavia) can also be fought as a Para Bellum game series.
Note: the booklet and the GMT article both date these three battles to 217 AD. The scenario list in this rulebook dates them to 271 AD, the year of the battles, and the text is transcribed here as printed.
Special Rules
Marian Legions Rule
When the Marian Legions Rule is in effect, all Roman Heavy infantry and Roman Medium infantry units are armed with pilum and sword. These units are considered both close combat and missile weapon capable units and must follow the rules for Ranged Combat when utilizing the Ranged Combat capability. A Marian Legion unit has a range of two hexes and will roll 1 battle die when it holds or moves only one hex. As with other missile weapon capable units, a Marian Legion unit may not perform both Ranged and Close Combat in the same turn.
Julian Legions Rule
When the Julian Legions Rule is in effect, all Roman Heavy infantry and Roman Medium infantry units have capabilities identical to the Marian Legion units, but with one added ability: Julian Legion Medium and Heavy infantry units may move one hex and Close Combat normally, or move two hexes and forego Close Combat. Note: if ordered by a Doubletime card, these units still move two hexes, but may now Close Combat.
Imperial Legions Rule
When the Imperial Legions Rule is in effect, all Roman Heavy infantry and Roman Medium infantry units are armed with pilum and sword. These units are considered both close combat and missile weapon capable units and must follow the rules for Ranged Combat when utilizing the Ranged Combat capability. An Imperial Legion unit has a range of two hexes and will roll 1 battle die when it holds or moves one hex. As with other missile weapon capable units, an Imperial Legion unit may not perform both Ranged and Close Combat in the same turn.
(The booklet and the GMT article give historical background on the Marian, Julian and Imperial legions; it is omitted here as it is not rules text.)
New Terrain Hexes
Bridge
These rules are used for all bridges, including pontoon bridges.
Movement: No movement restrictions.
Battle:
- A unit may battle on the turn it enters a bridge hex.
- A unit on a bridge hex battling out will roll a maximum of two battle dice in Close Combat, or one battle die in Ranged Combat.
- A unit on a bridge hex may still make a Momentum Advance after a successful Close Combat.
- A foot unit defending on a bridge hex may ignore one flag rolled against it.
- When battling an enemy unit on a bridge hex, a maximum of two battle dice are rolled in Close Combat. Ranged Combat is unaffected.
- A Command card that adds additional dice in battle will modify the maximum number of battle dice that may be rolled.
Line of Sight: A bridge hex does not block line of sight.
Fordable River
Movement: A unit must stop when it enters a fordable river hex.
Battle:
- A unit may battle on the turn it enters a fordable river hex.
- When battling an enemy unit on a fordable river hex, a maximum of 2 battle dice are rolled in Close Combat.
- A unit on a fordable river hex battling out will roll a maximum of 2 battle dice in Close Combat, and 1 die in Ranged Combat.
- A unit that moves onto or starts on a fordable river hex may make a Momentum Advance after a successful Close Combat.
- A Command card that adds additional dice in battle will modify the maximum number of battle dice that may be rolled.
Line of Sight: A fordable river hex does not block line of sight.
Note: in the booklet's ford paragraph, the Momentum Advance sentence reads "bridge hex", which appears to be a printing slip. The wording above follows GMT's New Terrain Hexes article.
Scenarios
The booklet contains 24 battle scenarios, presented in the order below. Each scenario gives its historical background, its War Council (the armies, their leaders, Command card allotment and who moves first), the Victory Banners needed to win, and any special rules. The battlefield maps in the booklet, which show the terrain and starting deployment, are not reproduced here; the scenario text is.
| Battle | Date | Army | Army | Victory |
|---|---|---|---|---|
| Tigranocerte | -69 | Armenian | Roman | Roman |
| Carrhes | -53 | Parthian | Roman | Parthian |
| Philippi I | -42 | Republican | Triumvirate | Triumvirate |
| Philippi II | -42 | Republican | Triumvirate | Triumvirate |
| Cilician Gates | -39 | Parthian | Roman | Roman |
Note: the battle titles and this table follow the booklet's own English index of battles. The date column uses the booklet's year notation, where a minus sign denotes a year BC.
Tigranocerte (-69)
Historical Background
Mithridates VI of Pontus challenges Rome for control of Asia Minor and Greece while the Romans are occupied in the Italian War. Although Rome defeated Mithridates during the First and Second Mithridatic Wars, he was allowed to keep his kingdom of Pontus. A third Mithridatic War began in -73, and he suffered a major defeat at Cabira the following year. Mithridates fled to the court of his son-in-law, King Tigranes the Great of Armenia, who refused to hand him over to the Romans when they demanded it. The Roman proconsul Lucius Licinius Lucullus invaded Armenia with two Roman legions, defeated a small force of cavalry and besieged the capital, Tigranocerta. Meanwhile, Tigranes raised a large force of Armenians and allies from the Taurus.
As Tigranes' army approached to lift the siege, Lucullus split his force, leaving enough men to maintain the siege, and deployed the rest of his army along the river to block the Armenian advance. Tigranes deployed opposite the Romans, believing an easy victory, but discussed the plan of action with Mithridates. Lucullus led a column out of sight of the Armenian army, crossed in a bend of the river, then reached the right flank of Tigranes. Seeing the opportunity, Lucullus personally led the Roman charge down the hill against a force of light and cataphract cavalry. Tigranes tried to adjust his battle line, but it was too late. The cavalry was pushed back or destroyed, and the captured Armenian supply convoy was taken. The city of Tigranocerta fell to the Romans, while Tigranes and Mithridates fled with the rest of the army to continue resistance.
The scene is set, the battle lines are drawn and you are in command. Can you change history?
War Council
- Armenian Army (Eastern Kingdoms blocks)
- Leader: King Tigranes the Great
- 4 Command cards
- Roman Army (red Roman blocks)
- Leader: Lucius Licinius Lucullus
- 6 Command cards
- Moves first
Victory
6 Victory Banners.
Special Rules
- The Baggage Wagon rule applies.
- The Marian Legions rule applies.
- The river is impassable.
Carrhes (-53)
Printed as "Carres" in the body text of this scenario; the booklet's index spells it "Carrhes", which is used here.
Historical Background
With Pompey and Julius Caesar, Marcus Licinius Crassus forms the secret "triumvirate" to control Rome. Reputed to be the richest man in Rome, Crassus lacks military exploits to compare with Caesar's conquest of Gaul and Pompey's many feats. Ambitious, Crassus sees the conquest of the Parthian Empire as an opportunity to equal or surpass the glory of his colleagues. Crassus arrives in Syria with seven legions and 4,000 cavalry and marches directly across the desert into the heart of Parthia. Shortly after crossing the Euphrates, his army is surprised near Carrhae by the Parthian general Surena and a force composed of archers and cataphract cavalry. Crassus forms an open square with his men, but Surena makes no effort to close it, content to harass the Romans with a rain of arrows.
Crassus and his officers thought they only had to hold on until the horse archers ran short of arrows. However, Surena had brought with him a column of camels carrying a huge stock of arrows. Crassus sends his son Publius forward with the Roman cavalry to silence the archers, but the Parthians fall back. Publius pursues too far and Surena annihilates his force. Publius's head is brought back to the Romans, impaled on a lance, to mock his father. This drives Crassus mad, and the Roman soldiers, dying of thirst, are overwhelmed. Crassus withdraws west with only 50 survivors when the Parthians retire for the night. During the negotiations that follow, Crassus is treacherously captured. Surena had heard that the Roman commander thirsted for riches, so he executes him by smothering him with gold. Most of the legionary eagles are captured by the Parthians, a disgrace that will rankle the Romans for years to come.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Parthian Army (use Eastern Kingdoms blocks)
- Leader: General Surena
- 6 Command cards
- Moves first
- Roman Army (use red Roman blocks)
- Leader: Marcus Licinius Crassus
- 4 Command cards
Victory
7 Victory Banners.
Special Rules
The Marian Legions rule applies. The heat and thirst had reduced the mobility of Crassus' army's legions, so their mobility is restricted even further by the Marian Legions rule in this scenario.
Philippi I (-42)
Historical Background
The assassination of Caesar plunges the Roman world into chaos and civil war. On one side is the Second Triumvirate of Mark Antony, Lepidus and Augustus, Caesar's nephew, whose aim is to avenge Caesar's murder. On the other are the assassins, Marcus Junius Brutus and Gaius Cassius Longinus, who want to restore the Republic. The Republicans raised a large army in the east and established their camp near Philippi in Macedonia. With ample supplies, the Republican fortified position between two hills and a marsh seems impregnable. When Mark Antony and Augustus arrive with their large army of veterans, they set up camp not far from the Republican fortified position.
Beset by supply problems, Antony opens a passage through the marsh, and then attacks. Capturing the heights forces Cassius to weaken his front. Brutus marches to take Antony in the flank, and Augustus advances in turn to engage Brutus' forces. The Republican legions of Brutus defeat Antony's forces and capture his camp. Meanwhile, Cassius loses his camp to Antony's flanking manoeuvre. Wrongly believing that Brutus has also been beaten, Cassius kills himself. The battle ends with both sides too extended, and each returns to its starting lines to wait another day to decide who will win.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Republican Army (use grey Roman blocks)
- Leaders: Cassius and Brutus
- 5 Command cards
- Triumvirate Army (use red Roman blocks)
- Leaders: Antony and Augustus
- 5 Command cards
- Moves first
Victory
8 Victory Banners.
Special Rules
- When a unit occupies an enemy Fortified Camp hex at the start of its owner's turn, remove the camp tile and take a Victory Banner.
- The Julian Legions rule applies to both armies.
- The three hills on the right are impassable.
Suggestion from the booklet: stack several tiles for each of these three hills. Making them "taller" helps players remember that they are impassable, unlike the others.
Philippi II (-42)
Historical Background
After the first battle of Philippi, a fleet bringing supplies to the army of Antony and Augustus is destroyed, and supplies begin to run short. Brutus is pleased to see Antony's army starve. However, the Republican legionaries want to fight, and Brutus tries to convince his troops to wait, but fails. Brutus, a less capable general than Cassius, gives way when his men, no longer able to hold back, line up for battle.
Brutus, commanding the right wing of his army, pushes back Antony's left flank with the help of the more numerous Republican cavalry. The Republican centre and left wing must extend to avoid encirclement. Augustus attacks, and the Republican centre quickly gives up ground, then finally collapses. Augustus, victorious, wheels to take Brutus in the flank. Brutus flees and then kills himself. The Triumvirate wins this round of the civil war, but was to tear itself apart later.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Republican Army (use grey Roman blocks)
- Leader: Brutus
- 5 Command cards
- Moves first
- Triumvirate Army (use red Roman blocks)
- Leaders: Antony and Augustus
- 5 Command cards
Victory
7 Victory Banners.
Special Rules
- When a unit occupies an enemy Fortified Camp hex at the start of its owner's turn, remove the camp tile and take a Victory Banner.
- The Julian Legions rule applies to both armies.
- The hills in the centre are impassable.
Cilician Gates (-39)
Historical Background
After his victory at Philippi, Mark Antony intends to take the war to Parthia and avenge the defeat at Carrhae. Antony sends Publius Ventidius Bassus ahead to open the way. Ventidius is one of the most talented Roman generals fighting the Parthians. His use of missile weapons and of terrain to fight Parthian cavalry earns him several victories.
Ventidius marches into Syria and meets Quintus Labienus, a renegade Republican officer who served under Brutus and then joined the Parthians. Ventidius pursues Labienus to the Cilician Gates, the main pass through the Taurus mountains that separate Cilicia from Anatolia. Ventidius establishes his camp on the heights, while Labienus, awaiting Parthian reinforcements, sets up camp a short distance away. The Parthian cavalry, commanded by Pacorus, soon arrives. Having no fear of the Romans at all, the Parthian cavalry does not wait to join Labienus, but charges straight at the heights. The Roman force, well supplied with missile troops and benefiting from the terrain, repulses the attack and routs the Parthians. The survivors flee toward Labienus' camp. Labienus avoids combat and manages to escape again after nightfall. The road is now clear for Antony to invade Mesopotamia.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Parthian Army (use Eastern Kingdoms blocks)
- Leader: Pacorus
- 5 Command cards
- Moves first
- Roman Army (use red Roman blocks)
- Leader: Publius Ventidius Bassus
- 6 Command cards
Victory
6 Victory Banners.
Special Rules
- When a unit occupies an enemy Fortified Camp hex at the start of its owner's turn, remove the camp tile and take a Victory Banner.
- The Julian Legions rule applies to the Romans.
Antony's Siege Train (-36)
Historical Background
Invigorated by his affair with Cleopatra, Antony sets out to conquer the Parthian Empire, following a battle plan he had discussed with Caesar years earlier. Avoiding Crassus' error of striking directly through Mesopotamia, Antony sends his huge army through Armenia. Impetuous, Antony refuses to wait for his supply convoy and siege equipment, and marches with his main army on Phraaspa, the royal city of Media, leaving Oppius Statianus in command of the supply convoy with a fairly large security force. When King Phraates learns of Antony's folly, he leads a powerful cavalry force to attack the convoy. Phraates' cavalry quickly surrounds the wagons, kills the guards and destroys all the equipment.
Antony cannot capture Phraaspa without his siege equipment. Although he wins some minor skirmishes, Antony is forced to leave Media in winter, suffering extremely heavy losses from the Parthian attacks and the harshness of the winter.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Parthian Army (use Eastern Kingdoms blocks)
- Leader: Phraates IV
- 5 Command cards
- Moves first
- Roman Army (use red Roman blocks)
- Leader: Oppius Statianus
- 5 Command cards
Victory
6 Victory Banners.
Special Rules
- The Baggage Wagon rule applies.
- The Roman player gains one Victory Banner for each wagon that leaves the battlefield by the right edge.
- The Julian Legions rule applies to the Romans.
Medway (43)
Historical Background
In -43 (the body text of this scenario reads "-43"; the scenario title and the booklet's index read 43, and the year is transcribed as printed here), Aulus Plautius leads an expedition of four legions to Britain. His army advances to Rutupiae on the Kent coast with only a few minor skirmishes. Toward the end of the season, Roman scouts finally find the enemy camp on the north bank of the Medway. Togodumnus and Caratacus, leaders of the British tribes, believe the river will stop the Roman advance. They are taken by surprise when a force of specially trained auxiliaries (described as "Celtic" in one source) swims across the river and attacks the British charioteers.
The Britons, still engaged with the auxiliaries, are surprised again when the II Augusta legion, commanded by Vespasian, suddenly crosses the river (probably on a pontoon bridge) and establishes a second bridgehead. The remaining legions begin to cross to reinforce it. During the night, the Britons throw all their forces against the legions, knowing they are the greatest threat. The British assault penetrates the Roman lines and puts the bridgehead in great danger. Then Hosidius Geta leads a legion that has just crossed in a daring counterattack. Geta's force cuts through the enemy line and saves the bridgehead (earning him a "triumph", very unusual for someone who was not a consul). The defeated Britons disengage and withdraw toward the Thames.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- British Army (use Barbarian blocks)
- Leaders: Togodumnus and Caratacus
- 4 Command cards
- Roman Army (use red Roman blocks)
- Leader: Aulus Plautius
- 6 Command cards
See the special rules to determine who moves first.
Victory
6 Victory Banners.
Special Rules
- The Julian Legions rule applies to the Romans.
- To determine who moves first, each player rolls a number of dice equal to its Command. The player who rolls the most leader symbols moves first. Reroll in case of a tie.
- The river may only be crossed by foot units at a ford. Other troops treat it as impassable for movement and retreat.
- Use the standard bridge rules for the pontoon bridge.
Boudica's Revolt "Watling Street" (61)
Historical Background
While most British tribes resist Rome until they are conquered and crushed, some tribes, such as the Iceni, conclude pacts with the Romans to remain semi-independent. The client king of the Iceni, Prasutagus, dies while the Roman governor, Gaius Suetonius Paulinus, is campaigning in the north of present-day Wales. In Suetonius' absence, the procurator Catus Decianus takes advantage of events to seize land, demand the repayment of loans and generally revoke all the privileges the clients had obtained from Claudius. When the widow of Prasutagus, Boudica, comes to complain, she is flogged and her young daughters raped in front of her. Rather than calming the dissent, these barbaric acts light the fires of revolt. The Iceni, the Trinovantes and others rise up, sack their colony at Camulodunum, defeat several small Roman forces, burn Londinium and Verulamium (St Albans), and kill at least 70,000 people.
Suetonius calls for reinforcements from all of Britain until he is strong enough to fight in a carefully chosen defensive position offering a narrow front to minimise the enemy's numbers. Drunk with success, Boudica commands about 50,000 fighters, followed by their families and a supply convoy laden with plunder. She has deployed the wagons at the rear of her army. The men will fight fiercely, knowing that their families are watching them and will be in grave danger if the Romans triumph. The Britons launch a massive frontal attack. Suetonius holds his forces in place. As the British charge approaches the Roman line, it is met and delayed by a storm of pila. Then the Romans attack the disorganised Britons, pushing them back to their wagons and slaughtering them by the thousands. Boudica manages to flee, but later kills herself rather than be captured. The exact location of the battle is uncertain, but it is most often assumed to have taken place at a site the Anglo-Saxons called "Watling Street", hence the anachronistic name.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- British Army (green blocks)
- Leader: Boudica
- 4 Command cards
- Move first
- Roman Army (red blocks)
- Leader: Gaius Suetonius Paulinus
- 6 Command cards
Victory
8 Victory Banners.
Special Rules
- The Julian Legions rule applies.
- Treat the Wagon Laager blocks as impassable terrain (occupied by women and children).
First Bedriacum (-69)
The booklet's heading prints the date as "-69" with a minus sign. The battle was fought in AD 69; the booklet's own index reads 69 and the historical text gives "68-69". The heading is transcribed as printed.
Historical Background
The "year of the four emperors" (68-69) begins when Nero, the last member of the Julio-Claudian dynasty, kills himself to avoid execution. Servius Sulpicius Galba, governor of Hispania, is proclaimed emperor, but does not last long, as Marcus Salvius Otho, with the help of the Praetorian Guard, assassinates him and becomes the second emperor. Meanwhile, the governor of Germania, Aulus Vitellius, also claims the throne and marches on Rome with his veteran legions and a powerful force of Batavian auxiliaries. Otho leaves Rome with the Praetorian Guard, about three loyal legions and a force of gladiators to face the threat.
After setting up his camp near Brixellum, Otho decides to call his brother Titianus from Rome to command the coming battle. Gaius Suetonius Paulinus, who defeated Boudica about eight years earlier, advises Titianus to wait for reinforcements, but he ignores the warning and leads the army into battle. The two Roman armies meet at Bedriacum, near Cremona, and an intense fight ensues while the legionary eagles are captured and recaptured. Otho's army eventually gives way when the large force of Batavian auxiliaries takes it in the flank. Otho's troops flee to their camp, and the next day they swear allegiance to Vitellius, while Otho kills himself. Vitellius then becomes the third of the four emperors of that fateful year, but his reign will not last until the end of the year. Titus Flavius Vespasian, with the support of legions from the east and the Danube, takes the throne and eventually establishes a stable reign.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Vitellian Army (use grey Roman blocks)
- Leader: Aulus Vitellius
- 6 Command cards
- Othonian Army (use red Roman blocks)
- Leader: Titianus
- 5 Command cards
- Moves first
Victory
5 Victory Banners.
Special Rules
- The Julian Legions rule applies.
- The Praetorian Guard is a special unit. Place a special unit block in the same hex as the Praetorian Guard unit to distinguish it from the other units. The Praetorian Guard scores a hit for each leader symbol rolled in Close Combat and may ignore one flag.
Mons Graupius (84)
Historical Background
After years of campaigning in the north of Britain, Gnaeus Julius Agricola subdues all the tribes except the fierce Caledonians. Agricola manoeuvres to bring the Caledonians to open battle. Determined to restore the security of his homeland, the Caledonian chief Calgacus gathers a powerful force of about 30,000 men and awaits the Romans on Mons Graupius. Calgacus occupies the heights with his main force and places a line of chariots at ground level in front of him. The Roman army is of roughly equal size. Agricola deploys his auxiliary infantry and cavalry in the main battle line and keeps his legions in reserve.
The battle begins with a charge by Agricola's cavalry against the British chariots, while the infantry advances and exchanges missile fire with the enemy. When the charioteers begin to give up ground, the Roman auxiliary infantry closes in for close combat and pushes back the enemy line. A desperate attempt to outflank the Roman line is foiled by another cavalry charge. The outcome is considered remarkable because the auxiliary forces won the victory on their own. After the battle, Agricola proclaims that all the tribes of Britain have been conquered.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- British Army (use Barbarian blocks)
- Leader: Calgacus
- 4 Command cards
- Roman Army (use red Roman blocks)
- Leader: Gnaeus Julius Agricola
- 6 Command cards
- Moves first
Victory
6 Victory Banners.
Special Rules
- The Julian Legions rule applies.
- Roman Reserve: When playing a Command card "Leadership any section" or "Inspired Leadership Center", the Roman player may bring the reserve into play on the central section of the battlefield. Place the three units and a leader with one of these units in any unoccupied hexes of the Roman baseline in the central section. The units may battle that turn but may not move.
- The reserve force requires a fourth leader. Use the Julius Caesar block for this, but it acts as a normal leader without any special ability. If the Roman player brings in the reserve, the Roman player must score 7 Victory Banners to win. The British player remains at 6 Victory Banners.
Issus (194)
Historical Background
The Roman Empire lacked an institutional succession system accepted when an emperor died. This generally led to several people claiming the throne and to civil war. So when the erratic and eccentric emperor Commodus was assassinated in 193, it led to one of these periods, sometimes called "the year of the five emperors". Pertinax was proclaimed emperor, but after a reign of only 83 days he was murdered by his own Praetorian Guard. The Praetorians sold the throne at auction to a wealthy senator, Julianus Didianus. Meanwhile, three generals claimed the throne: Severus in Pannonia, Pescennius Niger in Syria and Clodius Albinus in Britain. Severus arrived in Rome first with his veteran legions, executed Didianus and punished the treacherous Praetorian Guards. Before marching east against Niger, Severus convinced Albinus that he could be his co-emperor and heir.
Severus met Niger's forces in Syria near the river Issus in 194. Having the numerical advantage, Severus attacked frontally while sending the bulk of his cavalry around a large forest on his left to outflank the enemy line. The initial frontal assault failed to break Niger's line, but Severus' cavalry, after crushing Niger's cavalry, broke through the enemy infantry. Niger's army was then trapped between the two forces of Severus and was destroyed. Niger was killed while trying to flee toward Parthia. Severus still had to face Albinus to consolidate his reign.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
As printed. The booklet names Albinus' army and Clodius Albinus as leader in this War Council; the historical text, and the booklet's index (which lists Niger against Severus), show that Niger is the opponent. See the note below.
- Albinus' Army (use grey Roman blocks)
- Leader: Clodius Albinus
- 5 Command cards
- Severus' Army (use red Roman blocks)
- Leader: Septimius Severus
- 6 Command cards
- Moves first
Victory
7 Victory Banners.
Special Rules
- The Julian Legions rule applies to both armies.
Note: the War Council of Issus and that of Lugdunum name the opposing armies the other way round (Issus names Albinus, Lugdunum names Niger), while the booklet's index gives Niger at Issus and Albinus at Lugdunum. The booklet's text is transcribed as printed; the correct opponents are those given by the historical text and the index.
Lugdunum (197)
Historical Background
The civil war that began with the "year of the five emperors" continues. Septimius Severus, after defeating Pescennius Niger at Issus (194), now turns to his other rival, Clodius Albinus, governor of Britain. Albinus takes his legions east and adds the forces of Novius Rufus, governor of Hispania. He establishes his camp near Lugdunum in Gaul. Albinus attempts to invade Italy through the Alps, but Severus prevents this move by placing garrisons in the passes. Albinus returns to Lugdunum. Severus follows him with an army of roughly the same size as Albinus'.
The details of the battle are rather vague, but it was a long and bloody fight. It seems that Severus' left wing is disorganised when it meets difficult terrain, and the troops sent to support it are pushed back. On Severus' right, Albinus' troops fall back and are pursued to their camp, which is captured and plundered. In the centre, the advantage changes hands many times. Finally, the battle tips decisively in Severus' favour thanks to the superiority of his cavalry. Albinus tries to flee, but he is captured and beheaded. Severus begins his reign as emperor, which lasts nearly two decades.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
As printed. The booklet names Niger's army and Pescennius Niger as leader in this War Council; the historical text, and the booklet's index (which lists Albinus against Severus), show that Albinus is the opponent. See the note below.
- Niger's Army (use grey Roman blocks)
- Leader: Pescennius Niger
- 5 Command cards
- Severus' Army (use red Roman blocks)
- Leader: Septimius Severus
- 6 Command cards
- Moves first
Victory
9 Victory Banners.
Special Rules
- The Julian Legions rule applies to both armies.
- When a unit of Severus occupies a hex of Albinus' camp at the start of a turn, remove the camp tile and take a Victory Banner.
- The Praetorian Guard is a special unit. Place a special unit block in the same hex as the Praetorian Guard unit to distinguish it from the other units. The Praetorian Guard scores a hit for each leader symbol rolled in Close Combat and may ignore one flag.
Nisibis (217)
Historical Background
For centuries Rome and Parthia have clashed for domination of the Middle East. The battle of Nisibis in 217 lasted three days, with the Romans led by their new emperor Macrinus against the Parthian Great King Artabanus IV. On the first day, the battle begins when a dispute breaks out among the soldiers over the possession of a water source. Macrinus deploys his Romans in the usual formation, infantry in the centre and cavalry on the wings. The formation also included gaps to allow light infantry to advance and retreat safely if necessary. The Parthian army, strong in cavalry and horse archers, charges at sunrise, firing volleys of arrows while cavalry and cataphract camels try to approach the Roman line. But when the Roman light infantry flees, it scatters caltrops across the ground and the pursuers find themselves in a difficult position. After several of these assaults, and as night approaches, both armies withdraw to their camps.
The second day is a repeat of the first, with skirmishes from morning to evening but no decisive advantage for either side. On the third day, the Parthian army tries to use its numerical superiority to encircle the Romans. The Romans manage to extend their line, using light cavalry and light troops to protect their flanks. At the end of this third day, both armies have suffered heavy losses and are exhausted. In these circumstances, Macrinus opens negotiations with Artabanus and buys peace by ceding territory.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Parthian Army (use Eastern Kingdoms blocks)
- Leader: Artabanus IV
- 5 Command cards
- Moves first
- Roman Army (use red Roman blocks)
- Leader: Macrinus
- 5 Command cards
Victory
Para Bellum: Day 1: 4 Victory Banners; Day 2: 5 Victory Banners; Day 3: 7 Victory Banners. For a single-day battle: 8 Victory Banners.
Special Rules
- The Julian Legions rule applies to both armies.
- When a unit occupies a hex of Albinus' camp at the start of its owner's turn, remove the camp tile and take a Victory Banner.
- We suggest playing this battle with the Para Bellum rule.
- The Caltrops rule applies to Roman light foot units.
Note: the booklet's special rules for Nisibis contain a reference to "Albinus' camp", which does not belong to this battle; it is transcribed as printed. The booklet's index lists this battle with no camp and no Albinus.
Hormuz (226)
Historical Background
Around 220, Ardashir, a Persian vassal, considers the state of the Parthian Empire. He knew there were dissensions in the Parthian royal house, and reasoned that the losses suffered by Artabanus in his battles against the Romans and against his brother Vologases must have weakened Parthian military power. He decides the time has come to declare Persian independence. Artabanus takes no immediate countermeasures, which allows Ardashir's rebellion to spread. Then Artabanus sends a governor of the province of Khuzestan to deal with the Persians, but Ardashir defeats this expedition. Finally, Artabanus himself leads the remnants of the royal Parthian army into Persia. This invasion results in three battles. The final and decisive battle takes place on the plain of Hormuz, between the Behbahan and Schuster rivers. The Parthian cavalry army faces a balanced Persian army of cavalry and infantry. Artabanus is killed during the battle and his army is completely defeated. With the death of Artabanus, the Arsacid Parthian dynasty comes to an end after 473 years of reign. Ardashir's victory establishes a new Persian dynasty, the Sassanids, which would reign for the next four centuries.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Parthian Army (use Eastern Kingdoms blocks)
- Leader: Artabanus IV
- 5 Command cards
- Moves first
- Persian Army (use purple Roman blocks)
- Leader: Ardashir I
- 6 Command cards
Victory
6 Victory Banners.
Special Rules
- The river is impassable.
Carthage (238)
Historical Background
In 235, the Roman army in Germania mutinies and murders the last Severan emperor, Severus Alexander, after a fourteen-year reign. This leads to another succession crisis and civil war. The legions of Germania proclaim a professional soldier, Maximinus Thrax, as the new emperor. Maximinus' harsh rule alienates the Senate and the population of Rome. Then, in 238, the elderly governor of the province of Africa, Gordian I, is proclaimed emperor together with his son Gordian II by the rebel forces. The Roman Senate quickly changes allegiance to Gordian. The father and son raise an army in haste in Africa. Capelianus, governor of Numidia, remains loyal to Emperor Maximinus. He commands the only legion in the region at the time, the III Augusta. The two armies meet near Carthage, with Gordian II leading his army of untrained troops against Capelianus' legion of veterans and other units. During the battle, Gordian II is killed and his army is routed. Gordian I kills himself on learning of his son's death.
Maximinus enjoys the victory of his lieutenant only briefly, because the revolt of the Roman Senate continues. The Praetorian Guard assassinates Maximinus, and the grandson of Gordian I is chosen as the new emperor by the Senate. Gordian III reigned for seven years.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Capelianus' Army (use grey Roman blocks)
- Leader: Capelianus
- 5 Command cards
- Gordian's Army (use purple Roman blocks)
- Leader: Gordian II
- 6 Command cards
- Moves first
Victory
5 Victory Banners.
Special Rules
- The Imperial Legions rule applies to both armies.
Abrittus (251)
Historical Background
After repeated incursions into Moesia and Dacia by the Goths led by Cniva, the Roman emperor Decius (often called Trajan Decius) moves to confront the barbarian invader. Accompanied by his son Herennius Etruscus and his general Trebonianus Gallus, Decius leads a major military expedition into the lower Danube, where he forces Cniva to abandon the siege of Nicopolis with his main army. Decius and the Romans pursue Cniva through difficult terrain and, after a series of forced marches, capture Cniva near Abrittus. The battle of Abrittus is also known as the battle of the Forum Terebronii.
Cniva had divided his forces before the battle, and although the Romans quickly broke the enemy front line, when they pursued the retreating enemy into the marshes, Cniva concealed the forces that attacked them. Cniva's tactical manoeuvre proved successful, and the Romans were surprised and massacred. Herennius, the son of Decius, was killed near the beginning of the battle, but the emperor declared that "the death of a soldier is not as great a loss as that of the republic" and continued the fight. Decius was killed soon after, earning the distinction of being the first Roman emperor killed in combat against a foreign enemy. After the battle, Trebonianus Gallus was proclaimed the new emperor. With his army scattered, Gallus is forced to allow Cniva to leave with his booty, and promises to pay tribute in order to prevent the Goths from invading the empire again.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Gothic Army (use barbarian blocks)
- Leader: Cniva
- 5 Command cards
- Roman Army (use purple Roman blocks)
- Leader: Decius
- 4 Command cards
- Moves first
Victory
6 Victory Banners.
Special Rules
- The Imperial Legions rule applies to both armies.
Edessa (259)
Historical Background
The battle of Edessa is just another round of the ongoing Romano-Persian war. In 258, Shapur I, king of Sasanian Persia, invades Roman territory, overruns Armenia and continues into Syria. To stop this repeated plundering, in 259 the emperor Valerian leads a Roman army (with the Praetorian Guard) into Syria. After some initial successes in restoring the lost provinces, he meets the main Persian army near Edessa in Mesopotamia, commanded by King Shapur I.
The Roman army was strong in legionary infantry, while the Persian force had superior cavalry. However, the Persian army also had a large number of war elephants. Shapur engages with a charge of pachyderms into the centre of the Roman line. Confusion and panic follow, as the Roman techniques for countering these monsters have long been forgotten. A massive Persian cavalry charge then forces the Romans to fall back. Valerian and most of the army are surrounded and then captured. The way is now open for Shapur and his Persian host to return through Syria into Asia Minor.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Persian Army (use Eastern Kingdoms blocks)
- Leader: King Shapur I
- 6 Command cards
- Moves first
- Roman Army (use purple Roman blocks)
- Leader: Emperor Valerian
- 4 Command cards
Victory
6 Victory Banners.
Special Rules
- The Imperial Legions rule applies to the Roman army.
- The Praetorian Guard is a special unit. Place a special unit block in the same hex as the Praetorian Guard unit to distinguish it from the other units. The Praetorian Guard scores a hit for each leader symbol rolled in Close Combat and may ignore one flag.
- Panic: Any Roman unit in Close Combat with an elephant unit may NOT ignore ANY flag rolled by the elephant unit, even if a leader is attached to it or it is supported by two adjacent friendly units (or if it is the Praetorian Guard).
Naissus (268)
Historical Background
The Goths, a Germanic people, migrate south and cross the Roman frontier into the province of Pannonia. Emperor Gallienus, strengthened by his victory over another Germanic tribe, the Alemanni, succeeds in halting the Goths' advance toward the beginning of the year, but cannot drive them out, so they sack several rich cities during the summer. Then Gallienus is assassinated while on campaign against a pretender. The new emperor, Claudius II, leads a second expedition against the Goths in autumn 268 with a more mobile army. His cavalry is commanded by the general Aurelian, who was later to become emperor.
As the two armies deploy for battle, the Gothic advance guard is torn apart by the Roman light cavalry, which withdraws to the flanks while the Goths, who have the advantage of numbers, charge the Roman centre. The Roman infantry holds the charge with the help of Aurelian's cavalry. Then the Romans advance and push back what remains of the enemy centre to their Wagon Laager. The Romans then prepare a siege. Finally, the Goths surrender and thousands are taken prisoner. The defeat at Naissus destroys the military power of the Goths and secures the Roman Danube frontier for decades to come.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Gothic Army (use barbarian blocks)
- Leader: Unknown
- 5 Command cards
- Roman Army (use purple Roman blocks)
- Leader: Claudius II
- 5 Command cards
- Moves first
Victory
7 Victory Banners.
Special Rules
- The Imperial Legions rule applies to the Roman army.
- The Wagon Laager rule applies to the barbarians.
Placentia (271)
Historical Background
Aurelian becomes emperor in 270, and is remembered as one of the "soldier-emperors" who restored the empire after its near-total collapse. During his five years of rule, Aurelian reunifies the empire after two-thirds of the provinces had broken away from central control. But first, Aurelian had to repel a number of barbarian invasions. The most serious threat came from the Alemanni, a Germanic tribe that had made numerous raids into Roman territory. In 271, after Aurelian had moved several of the western legions east to fight the Vandals and Goths, the Alemanni crossed the frontier forces and invaded Italy. The Alemannic horde first sacked the city of Placentia in northern Italy. Emperor Aurelian, who was in Pannonia (near present-day Hungary) with an army to control the Vandals, had to return quickly to Italy. The Alemanni learned of Aurelian's approach and prepared an ambush for the Roman emperor. The Alemanni continued their advance toward the capital, causing great fear and panic in Rome.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Alemanni Army (use barbarian blocks)
- Leader: Unknown
- 6 Command cards
- Moves first
- Roman Army (use purple Roman blocks)
- Leader: Emperor Aurelian
- 4 Command cards
Victory
5 Victory Banners.
Special Rules
- The Imperial Legions rule applies to the Roman army.
- The river may only be crossed at the three fords.
Fano (271)
Historical Background
After his serious defeat at the battle of Placentia at the hands of the Alemanni, Emperor Aurelian rallies and regroups his troops and sets off in pursuit. The Alemanni march on Rome, causing fear in the city. Rome has spread beyond the walls of the old city, and much of it is now completely exposed to enemy attack. Aurelian eventually catches up with the rear of the Germanic horde and engages it near Fano. The Alemanni turn to fight just before crossing the Metaurus, which will cause their downfall. Trapped against the river, the Alemanni are unable to manoeuvre or give ground. When the main Alemannic line gives way, many warriors drown trying to retreat. The scattered remnants of the Alemanni now head north, away from Rome, pursued by Aurelian.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Alemanni Army (use barbarian blocks)
- Leader: Unknown
- 5 Command cards
- Roman Army (use purple Roman blocks)
- Leader: Emperor Aurelian
- 5 Command cards
- Moves first
Victory
6 Victory Banners.
Special Rules
- The Imperial Legions rule applies to the Roman army.
- The river is impassable.
Pavia (271)
Historical Background
After his victory at Fano, Emperor Aurelian sends his troops in pursuit of the defeated Alemanni horde, which was heading home. Aurelian blocks the mountain passes and then carries out the near-complete destruction of the Alemanni army. Little is known about the tactical course of the battle, except that the Alemanni were trying to escape and were almost entirely massacred. The victory ends the invasion, and the Roman people give Aurelian the title Germanicus Maximus. But the fact that the Alemanni had almost succeeded made Aurelian realise that Rome needed better defences. This new wall, much larger, was to surround the seven hills and would be known as the "Wall of Aurelian", part of which is still visible today.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Alemanni Army (use barbarian blocks)
- Leader: Unknown
- 4 Command cards
- Roman Army (use purple Roman blocks)
- Leader: Emperor Aurelian
- 6 Command cards
- Moves first
Victory
6 Victory Banners.
Special Rules
- The Imperial Legions rule applies to the Roman army.
- The Alemanni player gains one Victory Banner for each of its full-strength units that flees (exits) the battlefield by the Alemanni edge.
- All hills are impassable.
Suggestion from the booklet: stack several tiles under the mountains to emphasise that the hills are impassable.
Immae (272)
Historical Background
The Palmyrene Empire (260-273) is made up of the former Roman provinces of Syria, Palestine and much of Asia Minor. This separatist kingdom is governed by the famous Queen Zenobia. It has won many victories against the Sassanids, while also repelling the Romans. Queen Zenobia thinks that she and General Zabdas can take Egypt while the Romans are occupied with the northern Germanic tribes. In 272, Emperor Aurelian, after his resounding victory over the Alemanni, marches east to end the threat of Zenobia and restore the eastern provinces. After outflanking Syria, Aurelian meets the main Palmyrene army at Immae, not far east of the city of Antioch.
The battle of Immae begins with a charge by Palmyrene cataphract cavalry led by Zabdas. After a short struggle, the lighter Roman cavalry formation falls back into a marshy area. There, as planned, the Roman infantry waited to attack the exhausted and disorganised cataphract cavalry, which broke and fled. Zenobia and her infantry held a series of hills until the Romans advanced and tore them to pieces. The queen and her general withdraw to Antioch. After continuing the campaign for a while, Aurelian captures and sacks Palmyra, ending Zenobia's empire and restoring Roman rule in the east.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Palmyrene Army (use Eastern Kingdoms blocks)
- Leaders: Zenobia and Zabdas
- 5 Command cards
- Moves first
- Roman Army (use purple Roman blocks)
- Leader: Emperor Aurelian
- 6 Command cards
Victory
6 Victory Banners.
Special Rules
- The Imperial Legions rule applies to the Roman army.
- The Caltrops rule applies to Roman light foot units.
Milvian Bridge (312)
Historical Background
Although the "Tetrarchy" system of shared power established by Emperor Diocletian kept the peace for 20 years, rivalries eventually came to the fore. In 306, Maxentius proclaims himself emperor, initiating another confused civil war. He gains great power when F.V. Septimus sends an army against him, which he defeats before the battle. In 312, Constantine decides to settle the dispute with Maxentius (his brother-in-law!) for control of the western Roman Empire. With an army drawn from the western provinces of Britain, Gaul and the Rhine, Constantine invades Italy. He defeats Maxentius at Taurinorum and expects Maxentius to hold Rome (as he had managed to do several times before), but instead Maxentius establishes himself less than fifteen kilometres from Rome, in front of the Milvian Bridge that spans the Tiber.
Maxentius' deployment was a mistake, for his enormous army was far too close to the Tiber to leave enough room to manoeuvre. Although outnumbered, Constantine's army attacks first and succeeds in pushing Maxentius' forces back toward the river, while Constantine personally leads his Gallic cavalry forward. Seeing the battle turn against him, Maxentius orders his army to retreat and take cover behind the powerful walls of Rome, but the ordered retreat soon degenerates into a rout, as the retreating troops get in each other's way on the Milvian Bridge. Maxentius himself cannot cross the bridge and drowns. Constantine marches on Rome after the victory and is declared the sole Augustus of the Roman Empire. Constantine later claimed that a dream had predicted he would "conquer by this sign" (which various sources call the cross, or the Chi-Rho sign), and this victory was to raise Christianity as the state religion of Rome.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
- Constantine's Army (use red Roman blocks)
- Leader: Constantine I
- 6 Command cards
- Moves first
- Maxentius' Army (use purple Roman blocks)
- Leader: Maxentius
- 5 Command cards
Victory
9 Victory Banners.
Special Rules
- River hexes are impassable. The normal bridge rules apply to the Milvian Bridge.
- Units of Maxentius' army that are forced to retreat into the river or off the battlefield are completely eliminated, instead of losing one block for each unsatisfied retreat hex.
- The Imperial Legions rule applies to the Roman army.
Cibalae (314)
Historical Background
In the years following the Milvian Bridge, Constantine gradually consolidates his military superiority. Licinius emerges as Constantine's chief rival. After defeating Daia, Licinius gains control of the whole eastern half of the Roman Empire. Relations between Constantine and Licinius gradually deteriorate. On learning that Licinius is conspiring against him, Constantine marches east, and the two armies meet about 300 kilometres inside Licinius' territory, near Cibalae in Pannonia. Licinius' army takes up position at the edge of a plain, intending to attack Constantine as he emerges from a narrow passage between hills and marshes. However, Constantine covers his deployment with cavalry and gains room for manoeuvre. The battle lasts from dawn to dusk. It ends when Licinius' left wing gives way and his army withdraws under cover of darkness. Licinius is forced to flee to Sirmium.
After losing a second battle to Constantine, Licinius concedes his Balkan provinces in exchange for an end to hostilities. In a second civil war against Licinius (323-324), Constantine finally reunifies the Roman Empire under the rule of a single man for the first time in three decades.
The scene is set, the battle lines are established and you are in command. Can you change history?
War Council
As printed. The booklet's War Council for this battle gives no heading or block colour for Licinius' army; only the leader and Command card count are printed.
- Army of Licinius (block colour not printed in the booklet)
- Leader: Licinius
- 5 Command cards
- Constantine's Army (use purple Roman blocks)
- Leader: Constantine I
- 6 Command cards
- Moves first
Victory
8 Victory Banners.
Special Rules
- The Imperial Legions rule applies to both armies.
- The hills on the baseline of Constantine's army are impassable.
Suggestion from the booklet: stack several tiles under the mountains to emphasise that the hills are impassable.