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Commands & Colors: Ancients Expansion Pack #2 – Rome vs the Barbarians

Expansion for Commands & Colors: Ancients

Commands & Colors: Ancients Expansion Pack #2 – Rome vs the Barbarians Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Contents
  • Units, Commanders and Blocks
  • Unit Types and Symbols
  • Setup
  • Goal of the Game
  • Turn Sequence
  • New Unit Type: Barbarian Light Chariots
  • Special Rules
    • Special Unit Blocks
    • Decima Legio (Tenth Legion): special unit characteristics
  • New Special Rules
    • The Marian Legion rule
    • The "I am Spartacus" rule for the slaves
    • The Rolling Fire rule
    • Julius Caesar
  • Terrain in Detail
    • Rough terrain
    • Forest
    • Hill
    • Coast
    • River
    • Marsh (new terrain type)
    • Rampart
    • Fortified camp
  • Close Combat Example
  • Scenarios
    • Clusium – 225 BC
    • Telamon – 225 BC
    • Clastidium – 222 BC
    • Arausio – 105 BC
    • Scirthaea – 103 BC
    • Aquae Sextiae – 102 BC
    • Vercellae – 101 BC
    • Mount Vesuvius – 73 BC
    • Mount Garganus – 72 BC
    • Picenum – 72 BC
    • Mummius' Defeat – 72 BC
    • Bruttium – 71 BC
  • Battle Details

Introduction

The Commands & Colors: Ancients game system lets players faithfully recreate epic clashes from ancient history. The battles, presented in the scenarios section, focus on the historical deployment of the forces and on the terrain features that were influential for the scale of the game. The scale of the game is flexible and varies from battle to battle. In some scenarios one infantry unit may represent a legion of soldiers, in others only a few warriors.

The Command Card system drives movement, creates uncertainty and gives the players many opportunities and challenges, while the battle dice resolve combat quickly and efficiently.

The tactics needed to win fit very well the strengths and weaknesses of the various unit types, their weapons, the terrain and the effects that actually occurred historically.

In this second expansion we turn our attention to 23 Roman battles from 225 BC to AD 51, involving the barbarian armies of Gaul, the Germans, the slave revolts against Rome (including the famous Spartacus) and some battles in Gaul by Caesar and his invasions of Britain.

You must own the base game Commands & Colors: Ancients to play this expansion.

Contents

  • 1 mounted map
  • 5 sheets of decals to apply to the blocks
  • 2 tables
  • 1 booklet of rules and scenarios containing 23 battles
  • 337 blocks: red for the Roman units, green for the barbarian units and black for the flags, comprising:
    • 228 small blocks (120 green and 108 red) for the infantry
    • 18 small black blocks: 16 flags and 2 special units
    • 54 medium blocks (24 green and 30 red) for the cavalry units
    • 4 large red blocks for the elephants
    • 33 rectangular blocks (28 green and 5 red) for the commanders and the chariots

Units, Commanders and Blocks

A unit is made up of a number of blocks:

Infantry units

  • All Light, Archer, Slinger, Auxilia, Warrior, Medium and Heavy infantry units are made up of 4 small blocks.
  • All light or heavy war machine units are made up of 2 small blocks.

Cavalry and other units

  • All Light, Horse Archer, Medium, Heavy and Camel cavalry units are made up of 3 medium blocks.
  • All Elephant units are made up of 2 large blocks.
  • All Light or Heavy Chariot units are made up of 2 rectangular blocks.
  • All Barbarian Light Chariot units are made up of 3 rectangular blocks.

A commander is not a unit. It is represented by a rectangular block.

Unit Types and Symbols

To help identify the unit type, coloured symbols have been placed on each label.

  • Green circle: Light Infantry, Slingers, Archers, Light Cavalry, Horse Archers, Light War Machine.
  • Green circle with white border: Auxilia, Light Chariots, Barbarian Light Chariots.
  • Blue symbol: Medium Infantry, Medium Cavalry, Camels.
  • Blue symbol with white border: Warriors.
  • Red symbol: Heavy Infantry, Heavy Cavalry, Heavy Chariots, Elephants, Heavy War Machine.

Apply the appropriate labels to the front and back of the blocks for each unit. Barbarian labels go on green blocks, Roman labels on red blocks. We suggest dividing the blocks by colour and by size.

Apply the flag and special unit labels to one side only of the small black blocks.

Setup

  1. Choose a battle.
  2. Place the map in the centre of a table. Note that the map has battlefields on both sides. To play the battles in this expansion, use the battlefield divided into three parts, with the words "Commands and Colors Ancients" in the centre. The other side will be used later together with a second mounted map for other battles.
  3. Place the terrain hexes as shown on the scenario's map.
  4. Separate the blocks into flags (for victory), barbarian forces and Roman forces. Place the blocks of the various units on the map as indicated in the scenario. Each unit symbol represents an entire unit.
  5. Choose the side you will play.
  6. Shuffle the Command Card deck and deal the number of cards indicated in the scenario notes to the players. Keep the cards face down.
  7. Place the battle dice beside the map, accessible to both players.
  8. Review the special battle rules.
  9. The starting player, indicated in the scenario notes, begins the game.

Goal of the Game

The goal of the game is to be the first player to capture a certain number of flags (usually from 5 to 8), depending on the victory conditions indicated in the scenario.

You obtain one flag for each enemy commander or unit that is completely eliminated from the game. When the last block of a unit or of a commander is eliminated, take a flag. In some scenarios flags can also be obtained by capturing certain hexes or other territorial objectives.

Turn Sequence

The scenario notes indicate which player begins. The players then take turns until one of them obtains the number of flags needed for victory.

During your turn, follow this sequence:

  1. Command Card play
  2. Orders to units and commanders
  3. Movement
  4. Battle
  5. Draw a new Command Card

New Unit Type: Barbarian Light Chariots

Some scenarios include Barbarian Light Chariot units for the barbarians. This new unit type has the following characteristics:

  • Class: Light Mounted (green circle with white border).
  • Blocks: 3.
  • Movement: 1, 2 or 3 hexes, and battle.
  • Ranged Combat: prohibited.
  • Close Combat: the unit may remain in position, or move 1, 2 or 3 hexes, and make Close Combat against an adjacent hex with 2 (or 3) battle dice. This unit scores one hit for each unit symbol and sword it rolls. It may ignore one sword hit that it suffers.
  • A unit at full strength makes Close Combat with 1 additional battle die: instead of rolling 2 dice, it rolls 3. The unit loses this bonus after losing its first block, but only from the moment it is attacked again or is ordered to attack during its own turn.
  • It may make a Momentum advance into an empty hex after a successful combat, and make Close Combat.
  • Close Combat evasion: it may always Evade combat.
  • Retreat: it retreats 3 hexes. Each Elephant and Camel die result causes one additional retreat hex.

Special Rules

Special Unit Blocks

This expansion uses the concept of special units, already introduced in the previous expansion. When special units are present in a battle, the scenario instructions indicate in which hexes to place them and what their characteristics are.

The special unit block moves with the unit. It does not count as a block to be removed when the unit takes losses. It cannot be transferred to other units. If the special unit is eliminated, the block is removed from the map together with the last block of the unit.

Decima Legio (Tenth Legion): special unit characteristics

Caesar's Decima Legio was his personal favourite, a superb veteran unit loyal to Caesar that never betrayed him in battle. Although equipped like a normal Marian legion, it has special characteristics that represent its élite status.

  • The Decima Legio is a heavy infantry unit armed with pilum and sword. It follows the rules for units that make Ranged Combat, under the Marian Legion rule. Its range is two hexes, and it rolls one battle die when it stays still or moves only one hex.
  • The Decima Legio may move one hex and make Close Combat with 5 dice as usual. In addition, it may move two hexes and not fight.
  • It always retreats one hex.

New Special Rules

The Marian Legion rule

Starting with Aquae Sextiae, and in all later battles in this expansion, Roman Medium Infantry units are armed with pilum and sword. These units now have throwing capability and must follow the rules for Ranged Combat. Their range is two hexes, and one die is rolled when the unit stays still or moves only one hex.

Before Marius' reforms, the maniple was the tactical unit of the legion. It now becomes the cohort, ten per Marian legion. He abolished the old distinction between velites, hastati, principes and triarii. All Marian legions were equipped and organised in a standard way. Each man was armed with the pilum, an iron-tipped javelin, a sword and a breastplate.

Marius also recruited soldiers from the proletariat, creating a professional army in place of the militia army. Finally, Marius abolished the distinction between Roman soldiers and allies, incorporating them all into his new legions. Each legion became a permanent organisation with its numerical designation and an eagle as its standard.

The "I am Spartacus" rule for the slaves

In any battle where Spartacus is present, if the player who controls the slaves plays the Command Card "I am Spartacus", he rolls a number of dice equal to the command +2 to give orders to units. The Roman receives no bonus if he is the one who plays this card.

The Rolling Fire rule

When the scenario rules allow it, the slave infantry units may attack with large burning carts: the "Rolling Fire".

  • The slave infantry unit must occupy a hill hex when it receives the order.
  • Any infantry unit in this position may receive this order. The slave unit may have no throwing capability.
  • The commander of the slave army may order one or more infantry units to attack with Rolling Fire when he plays a non-Tactical Command Card that would allow those units to move and/or battle normally. The unit receiving the order may choose to move and/or fight normally, or to stay on the hill and use Rolling Fire, but not both in the same turn.

Procedure

  • Rolling Fire is treated as Ranged Combat with a maximum range of 3 hexes. A defending unit cannot return fire, even when it is adjacent to the slave unit attacking with Rolling Fire.
  • Rolling Fire starts from the hex containing the slave unit and proceeds toward the Roman edge of the battlefield (each of the 3 connected hexes must be closer to the Roman edge).
  • Rolling Fire passes through any unit and commander.
  • Rolling Fire cannot enter hill hexes.
  • Rolling Fire cannot enter a hex with other types of terrain. It must stop in that hex and cannot move further.
  • Two battle dice are rolled against each unit in the three hexes within range.
  • A hit is scored when the die symbol matches the unit type. Swords and helmets are ignored.
  • Flags cannot be ignored.
  • A commander alone in the target hex cannot be attacked, but must immediately Evade 1, 2 or 3 hexes backward toward the Roman map edge.
  • The slave unit attacking with Rolling Fire must lose 1 block after the attack is resolved. The unit loses the slaves who sacrificed themselves in pushing the burning carts.

Julius Caesar

When the commander Caesar is assigned to any Roman unit, that unit fights with one extra die in Close Combat (including when terrain would otherwise reduce the number of dice normally used). When he is assigned to an infantry unit (except war machines), the unit may move two hexes and make Close Combat against an enemy unit.

Terrain in Detail

Rough terrain

  • Movement: no movement restriction for infantry. Exception: war machines may not enter. A mounted unit must stop when it enters, and cannot move further that turn.
  • Battle: an infantry unit may battle in the turn it enters a rough terrain hex. A mounted unit may not battle in the turn it enters such a hex.
  • When fighting against an enemy unit in rough terrain, or when a unit in rough terrain fights out of it, it rolls at most two dice in Close Combat.
  • A Command Card that gives additional battle dice changes the maximum number of dice rolled.
  • Line of sight: a rough terrain hex does not block line of sight.

Forest

  • Movement: a unit must stop when it enters a forest hex, and cannot move further that turn.
  • Battle: a unit cannot fight in the turn it enters a forest hex. Exception: Light Infantry, Slingers, Auxilia and Warriors. These units may enter a forest and fight.
  • When fighting against an enemy unit in a forest hex, or when a unit fights from such terrain, it rolls at most two dice in Close Combat.
  • A unit attacking an enemy in a forest with Ranged Combat may roll only one die.
  • A Momentum advance into a forest hex after Close Combat is allowed (except for war machines).
  • The Close Combat bonus is possible only for a Light, Warrior, Medium or Heavy infantry unit with an assigned commander.
  • A Command Card that gives additional battle dice changes the maximum number of dice rolled.
  • Line of sight: a rough terrain hex blocks line of sight.

Transcription note: the Italian text of the forest line-of-sight entry names "terreno sconnesso" (rough terrain), not forest, and the rough terrain entry above says that rough terrain does not block line of sight. The wording is transcribed as printed; the forest line-of-sight rule should be checked against the English original.

Hill

  • Movement: no restriction.
  • Battle: all units roll at most two dice in battle when they fight against an enemy unit that is higher up, in Close Combat.
  • Infantry rolls at most three dice when fighting against enemy units that are lower down, and when fighting from one hill hex to another hill hex.
  • Mounted units roll at most two dice in battle when fighting against an enemy unit that is lower down, and when fighting from one hill hex to another.
  • A Command Card that gives additional battle dice changes the maximum number of dice rolled.
  • Line of sight: a hill hex blocks line of sight to units behind it. A unit on a lower level has line of sight to the first hill hex, and vice versa. It has no line of sight through a hill hex to a second hill hex, and vice versa; that is, a unit at a lower level cannot see, or be seen by, a unit if at least one other hill hex lies between the two units.
  • Line of sight is not blocked between units on the same hill that observe each other across hill hexes at the same level.

Coast

  • Movement: a coastal hex is impassable. It is not permitted to move, retreat, evade or flee onto a coastal hex.
  • Battle: not applicable.
  • Line of sight: a coastal hex does not block line of sight.

River

Most river hexes are treated as impassable terrain, unless the scenario's special instructions say otherwise. Impassable river hexes do not block line of sight.

Fordable river (when specified in the scenario's special rules)

  • Movement: a unit must stop when it enters a fordable river hex.
  • Battle: a unit may fight in the turn it enters a fordable river hex. When fighting against a unit on a fordable river hex, at most two dice are rolled in Close Combat. A unit on a fordable river hex that fights from that hex rolls at most 2 dice in Close Combat and 1 die in Ranged Combat. A unit may still make a Momentum advance after a successful Close Combat.
  • A Command Card that gives additional battle dice changes the maximum number of dice rolled.
  • Line of sight: a fordable river hex does not block line of sight.

Marsh (new terrain type)

  • Movement: a unit must end its movement when it enters a marsh hex, and cannot move further that turn. The unit must also roll a battle die to check for a possible loss of a block. It loses a block when the die shows the unit's symbol.
  • Units that retreat or evade do not stop when they enter a marsh hex. A unit that must retreat (or evade) onto or through a marsh hex must check for a possible loss of a block for each marsh hex it retreats or evades through. The marsh block loss is checked before the removal of blocks for failing to retreat at map-edge hexes.
  • Unassigned commanders that enter, retreat, evade or flee into or through marsh hexes are also subject to the dice rolls for block loss.
  • A unit leaving a marsh hex may move only into an adjacent hex, regardless of its normal movement allowance.
  • A war machine may not enter or retreat into a marsh hex.
  • Battle: a unit may fight in the turn it moves into a marsh hex. When fighting against a unit on a marsh hex, at most two dice are rolled in Close Combat. A unit that chooses to make a Momentum advance into a marsh hex after a successful Close Combat must check for a possible loss of a block.
  • A unit in a marsh hex that fights out of it rolls at most two dice in Close Combat and one die in Ranged Combat. A unit may still make a Momentum advance out of a marsh hex onto the hex attacked in Close Combat.
  • A Command Card that gives additional battle dice changes the maximum number of dice rolled.
  • Line of sight: a marsh hex does not block line of sight.

Rampart

  • Movement: no restriction.
  • Battle: a rampart gives protection along its two or three front hex sides.
  • Close Combat: when a defending unit is attacked across a rampart hex side, it ignores one sword symbol and one flag that it would otherwise suffer. Note that the defending unit does not enjoy the benefits of the rampart when the enemy unit does not attack across a rampart hex side.
  • Ranged Combat: a unit attacked across a rampart hex side may ignore one flag that it suffers. Note: mounted units do not gain this benefit.
  • Line of sight: a rampart hex side does not block line of sight.

Fortified camp

  • Line of sight: the source text gives this entry as "a marsh hex does not block line of sight". It is printed as such here.
  • Battle, Close Combat: a unit defending on a fortified camp hex ignores one sword symbol and any flag that it suffers.
  • Battle, Ranged Combat: a unit defending on a fortified camp hex ignores one flag that it suffers. Note: mounted units do not gain this benefit.
  • A fortified camp gives this protection against attacks from all sides.
  • A unit in a fortified camp hex rolls one die fewer in battle than it normally rolls.
  • Line of sight: a fortified camp hex side blocks line of sight.

Transcription note: the Italian text gives the fortified camp line-of-sight entry twice. The first, printed above, names a marsh hex; the second, the one stating that a fortified camp hex side blocks line of sight, is the one consistent with the rest of the rules. Both are kept as printed; the first appears to be a copying slip and should be checked against the English original.

Close Combat Example

The Roman player used an "Inspired Command" card to order the five Roman units shown in the illustration. All movement must be completed before Close Combat is resolved. Note that the movement paths shown require the Light Cavalry to move first (otherwise it could not have moved through hexes B and C).

For this example, the defending units that are able to Evade do not do so. The Carthaginian player chooses to keep all his units in place, hoping to win the fights.

Transcription note: the illustration with the letters A to E is not reproduced. The lettered points below follow the text.

  • A. The Auxilia unit moved 2 spaces, so it cannot make Close Combat. Alternatively, it could have been moved one hex and made Ranged Combat with one die.
  • B. Since it moved two hexes, the Warrior unit must fight either the heavy cavalry or the heavy infantry. The Roman player chooses the heavy cavalry. His Warrior unit is at full strength, so it rolls 4 dice. It hits with the red square, sword and commander symbols (since a commander is assigned). Any flag symbol obtained may cause retreats. It gets two hits and no flags. The opponent must remove two blocks, and since the unit survived and did not retreat, it responds with 4 dice. It gets hits with the blue triangle and sword symbols. Note that causing a unit to retreat is one of the main advantages of attacking first in Close Combat: the defender would have no chance to respond and so cause losses or cause the attacker to retreat.
  • C. The elephant can fight the heavy infantry with 5 dice, or the archers with 2 dice. The Roman player chooses the heavy infantry and rolls 5 dice. It hits only with the red square and sword symbols (remember that commanders give no benefit to elephants in Close Combat). It can cause retreats with flags. The result is a square, two swords and a flag. The elephant rerolls the two dice that gave sword results, but gets no further hits or flags. The heavy infantry loses 3 of its 4 blocks. The Carthaginian player chooses to ignore the retreat result, since the heavy infantry is supported (there are two adjacent friendly units). The heavy infantry holds and responds with 5 dice (even though only one block has survived). The Carthaginian player hits only with the red square (the sword symbol has no effect on the elephant) and can cause retreats with flags.
  • D. The Light Cavalry fights the archers and causes hits only with the green circle; flags can cause retreat. The archer may choose to ignore a flag, being supported, and if it does not retreat it responds with two dice, also hitting with the green circle and possibly causing retreats with flags.
  • E. The heavy chariot unit fights the Carthaginian heavy chariots with 4 dice. It hits with the red square and swords, and causes retreat with any flag (chariots are not supported and have no commander). The chariot in defence may ignore one sword and, if able to respond, it rolls 4 dice.

Scenarios

Each battle below lists the scenario's council of war (the armies, their commanders, their Command Cards and who moves first), the victory conditions and the special rules. The battles are presented in chronological order, as in the battle details table at the end of this section.

Clusium – 225 BC

Council of War

  • Gallic army
    • Commanders: King Aneroestes and Concolitanus
    • 5 Command Cards
    • Moves first
  • Roman army
    • Commander: a Roman praetor
    • 5 Command Cards

Victory: 6 flags

Special rules

  • When a Roman unit occupies a Gallic camp hex, it is removed at the start of the Roman player's turn. When all three camp hexes have been removed, the Roman receives a flag.
  • The Barbarian chariot rules are in effect.

Optional setup

  • The Roman army was still organised on the pre-Marian model. If the Roman player wishes, he may use the grey Roman blocks from the base game when placing his units.

Telamon – 225 BC

Council of War

  • Gallic army
    • Commanders: King Aneroestes and Concolitanus
    • 5 Command Cards
  • Roman army
    • Commanders: Atilius Regulus and Aemilius Papus
    • 6 Command Cards
    • Moves first

Victory: 8 flags

Special rules

  • Control of the hills was crucial in the battle. At the end of each player turn, hill control is checked. If one side has more units occupying hill hexes than the other, it gets two flags. It keeps these flags until:
    1. The other player has more units on hill hexes at the end of a player turn (the player holding the two flags loses them, and the other player receives them); or
    2. [The source text is blank here; only the words ", oppure:" ("or") are printed.]
    3. Both sides have the same number of units occupying hill hexes, or no unit occupies one (the player holding the two flags loses them, and the other player does not receive them).
  • Hill hexes must be occupied to count for control. If a unit leaves a hill hex empty for any reason, that hex does not count for control.
  • Control may change several times during the battle.
  • The river on the left of the battlefield is the sea and is therefore impassable.
  • Important note: both armies must retreat and/or evade toward their own side of the battlefield. The Gallic and Roman armies have the ability to block the enemy's retreat routes.
  • The Barbarian chariot rules are in effect.

Optional setup

  • The Roman army was still organised on the pre-Marian model. If the Roman player wishes, he may use the grey Roman blocks from the base game when placing his units.

Transcription note: in special rule 1 the source text reads "alla fine di un turno di giocatore occupa", which is garbled; it is transcribed as printed. Rule 2 is blank in the source, as shown above.

Clastidium – 222 BC

Transcription note: the source heading prints "22 a.C."; the battle table gives 222 BC, which is used here.

Council of War

  • Gallic army
    • Commander: King Britomartus
    • 4 Command Cards
  • Roman army
    • Commander: Marcus Claudius Marcellus
    • 6 Command Cards
    • Moves first

Victory: 4 flags

Special rules: none

Optional setup

  • The Roman army was still organised on the pre-Marian model. If the Roman player wishes, he may use the grey Roman blocks from the base game when placing his units.

Arausio – 105 BC

Council of War

  • Germanic tribes
    • Commanders: King Boiorix and Teutobod
    • 5 Command Cards
  • Roman army
    • Commander: Quintus Servillius Caepio
    • 4 Command Cards
    • Moves first

Victory: 7 flags

Special rules

  • The Rhone river is impassable.
  • A Germanic unit that captures (occupies) a camp hex gets one flag. If the unit leaves the hex or is eliminated, the flag no longer counts. Capturing both camp hexes still gives only one flag.

Optional setup

  • The Roman army was still organised on the pre-Marian model. If the Roman player wishes, he may use the grey Roman blocks from the base game when placing his units.

Scirthaea – 103 BC

Council of War

  • Slave army
    • Commander: Salvius
    • 4 Command Cards
    • Moves first
  • Roman army
    • Commander: Lucullus
    • 6 Command Cards

Victory: 6 flags

Special rules: none

Optional setup

  • The Roman army was still organised on the pre-Marian model. If the Roman player wishes, he may use the grey Roman blocks from the base game when placing his units.

Aquae Sextiae – 102 BC

Council of War

  • Germanic tribes
    • Commander: Teutobodus
    • 5 Command Cards
    • Moves first
  • Roman army
    • Commander: Marius
    • 6 Command Cards

Victory: 6 flags

Special rules

  • The Marcellus ambush force (shown at the top of the diagram) may be ordered by playing a "Command" or "Light Troops Order" Command Card. When an "Inspired Command" card is played, the force enters in the section shown on the card. When a "Command any Section" or "Light Troops Order" card is played, the force enters in the section chosen by the Roman player.
  • When it receives orders, place the units in the starting hex, which counts as one hex for the units' movement. Marcellus may be placed with any of these units.
  • If they must retreat, they must do so toward the Roman side of the battlefield.
  • The Marian Legion rule is in effect.

Vercellae – 101 BC

Council of War

  • Germanic tribes
    • Commander: Beorix
    • 4 Command Cards
    • Moves first
  • Roman army
    • Commander: Marius
    • 6 Command Cards

Victory: 8 flags

Special rules

  • The Marian Legion rule is in effect.

Mount Vesuvius – 73 BC

Council of War

  • Slave army
    • Commander: Spartacus
    • 6 Command Cards
    • Moves first
  • Roman army
    • Commanders: Claudius Glaber and Publius Varinius
    • 4 Command Cards

Victory: 5 flags

Special rules

  • All hills are treated as impassable terrain.
  • If a slave unit occupies a Roman camp hex at the start of the slave player's turn, the slave player gets a flag that cannot be lost. Remove the camp terrain and take the flag before playing a Command Card.
  • The Marian Legion rule is in effect.
  • The "I am Spartacus" rule is in effect.

Mount Garganus – 72 BC

Council of War

  • Slave army
    • Commander: Crixus
    • 5 Command Cards
  • Roman army
    • Commander: Gellius
    • 6 Command Cards
    • Moves first

Victory: 6 flags

Special rules

  • All hills are treated as impassable terrain.
  • The Marian Legion rule is in effect.

Picenum – 72 BC

Council of War

  • Slave army
    • Commander: Spartacus
    • 6 Command Cards
  • Roman army
    • Commanders: Gellius and Lentulus
    • 5 Command Cards
    • Moves first

Victory: 8 flags

Special rules

  • For the Roman player, any Command Card that is played may activate units in only one army: that of Lentulus or that of Gellius. The elements of a Command Card cannot be divided between the two, and units cannot change army. To help distinguish the units of the two armies, we suggest playing one army with its blocks face down and the other with its blocks face up.
  • Starting position: all units to the left of the hills belong to Lentulus.
  • A slave unit that exits the Roman side of the battlefield counts as one flag for the slave player.
  • The Marian Legion rule is in effect.
  • The "I am Spartacus" rule is in effect.
  • The Rolling Fire rule is in effect.

Mummius' Defeat – 72 BC

Council of War

  • Slave army
    • Commander: Spartacus
    • 6 Command Cards
  • Roman army
    • Commander: Mummius
    • 4 Command Cards
    • Moves first

Victory: 5 flags

Special rules

  • If Roman units occupy two or more slave camp hexes at the start of the Roman player's turn, the slave player receives a flag that cannot be lost. Remove the camp and take the flag before playing a Command Card.
  • The Marian Legion rule is in effect.
  • The "I am Spartacus" rule is in effect.

Bruttium – 71 BC

Council of War

  • Slave army
    • Commander: Spartacus
    • 6 Command Cards
    • Moves first
  • Roman army
    • Commander: Crassus
    • 5 Command Cards

Victory: 6 flags

Special rules

  • A slave infantry unit that exits the Roman side of the battlefield immediately counts as one flag. The unit is removed from the game.
  • Ditch (use rough terrain): a unit must stop when it enters a ditch hex and cannot move further that turn. A ditch hex has no other restrictions or effects. Units fight normally in or out of a ditch. A ditch hex does not block line of sight.
  • The Marian Legion rule is in effect.
  • The "I am Spartacus" rule is in effect.

Camalatrum – 71 BC

Council of War

  • Slave army
    • Commander: Spartacus
    • 5 Command Cards
    • Moves first
  • Roman army
    • Commander: Crassus
    • 5 Command Cards

Victory: 6 flags

Special rules

  • A Roman unit that captures (occupies) the camp hex counts as one flag for the Roman player. As long as the Roman unit remains in the hex it counts toward victory. If it exits or is eliminated, it no longer counts.
  • Lake Lucanus is impassable.
  • The Marian Legion rule is in effect.
  • The "I am Spartacus" rule is in effect.
  • Remember that a unit must retreat toward its own side of the map, wherever it starts. This can be rather difficult for Maricus and Castus.

Silarus – 71 BC

Council of War

  • Slave army
    • Commander: Spartacus
    • 5 Command Cards
    • Moves first
  • Roman army
    • Commander: Crassus
    • 6 Command Cards

Victory: 6 flags

Special rules

  • A slave unit that captures (occupies) the camp hex counts as one flag for the slave player. As long as the slave unit remains in the hex it counts toward victory. If it exits or is eliminated, it no longer counts.
  • Because Pompey's army advances against Spartacus' army from behind, any slave unit forced to retreat from the last row of the battlefield (where it would normally lose one block per retreat hex) loses the entire unit. This applies whether the unit occupies a hex in the last row and is forced to retreat, or retreats into the last row and still has retreat hexes remaining. Eliminate the unit and give the Roman player a flag.
  • The Marian Legion rule is in effect.
  • The "I am Spartacus" rule is in effect.

River Sabis – 57 BC

Council of War

  • Belgic tribes
    • Commander: Boduognatus
    • 4 Command Cards
    • Moves first
  • Roman army
    • Commander: Julius Caesar
    • 6 Command Cards

Victory: 8 flags

Special rules

  • At the start of either player's turn, if a friendly unit occupies the enemy camp hex (a rampart hex counts as a Roman camp hex), that player immediately receives a flag that cannot be lost. Remove the enemy camp hex and assign the flag before playing a Command Card.
  • The Sabis river is fordable.
  • The Julius Caesar rule is in effect.
  • The Tenth Legion is made up of two heavy infantry units. Each heavy infantry unit receives a special unit block. Both heavy infantry units have the special characteristics of the Tenth Legion. They are not required to remain adjacent in order to enjoy these abilities, and they may receive orders to move and fight separately.
  • The Marian Legion rule is in effect.

Sotium – 56 BC

Council of War

  • Gallic army
    • Commander: Adiatuanos
    • 5 Command Cards
    • Moves first
  • Roman army
    • Commander: Publius Crassus
    • 6 Command Cards

Victory: 6 flags

Special rules

  • The Marian Legion rule is in effect.

Invasion of Britain – 55 BC

Council of War

  • British army
    • Commander: none
    • 5 Command Cards
    • Moves first
  • Roman army
    • Commander: Caesar
    • 6 Command Cards

Victory: 7 flags

Special rules

  • Treat all coastal hexes as fordable river for movement and combat.
  • The Barbarian Chariot rule is in effect.
  • The Julius Caesar rule is in effect.
  • Place a special unit block in the Decima Legio hex. It has all of its special characteristics.
  • The Marian Legion rule is in effect.

River Stour – 54 BC

Council of War

  • British army
    • Commander: unknown
    • 5 Command Cards
    • Moves first
  • Roman army
    • Commander: Caesar
    • 6 Command Cards

Victory: 6 flags

Special rules

  • The entire Stour river is fordable.
  • The Barbarian Chariot rule is in effect.
  • The Julius Caesar rule is in effect.
  • The Marian Legion rule is in effect.

Foraging Party – 54 BC

Council of War

  • British army
    • Commander: Cassivellaunus
    • 5 Command Cards
    • Moves first
  • Roman army
    • Commander: Gaius Trebonius
    • 6 Command Cards

Victory: 6 flags

Special rules

  • The Roman player gets one flag per section if there are no British units in it at the end of the Roman player's turn. If a British unit returns to the section, the flag is lost.
  • The Barbarian Chariot rule is in effect.
  • The Marian Legion rule is in effect.

Teutoburger Wald Part 1, Ambush – AD 9

Council of War

  • Germanic tribes
    • Commander: Arminius
    • 5 Command Cards
    • Moves first
  • Roman army
    • Commander: Varus
    • 5 Command Cards

Victory: 6 flags

Special rules

  • The Marian Legion rule is in effect.

Teutoburger Wald Part 2, Fortified Camp – AD 9

Council of War

  • Germanic tribes
    • Commander: Arminius
    • 5 Command Cards
    • Moves first
  • Roman army
    • Commander: Vala
    • 4 Command Cards

Victory: 6 flags

Special rules

  • A Germanic unit that captures (occupies) a Roman camp hex gets 2 flags. Remove the camp hex at the start of the Germanic player's turn and receive the flags.
  • A Roman unit that exits the Germanic side of the battlefield counts as one flag. The unit is removed from the game.
  • The Marian Legion rule is in effect.

Angrivarii Rampart – AD 16

Council of War

  • Germanic tribes
    • Commander: Arminius
    • 5 Command Cards
  • Roman army
    • Commander: Germanicus
    • 6 Command Cards
    • Moves first

Victory: 6 flags

Special rules

  • The Roman player gets one flag for each rampart hex that a Roman unit occupies and holds. A maximum of two flags can be obtained.
  • The river is impassable.
  • The Marian Legion rule is in effect.

Cefn Carnedd – AD 51

Council of War

  • British army
    • Commander: Caratacus
    • 5 Command Cards
  • Roman army
    • Commander: Publius Ostorius Scapula
    • 6 Command Cards
    • Moves first

Victory: 6 flags

Special rules

  • The entire Severn river is fordable.
  • The hills are very steep. A unit that moves into a hill hex from a lower hex must stop and cannot fight that turn.
  • A victorious unit that makes a Momentum advance from lower terrain onto a hill does not get the Close Combat bonus.
  • A unit that attacks uphill onto a hill fights with one die.
  • A unit that fights in Close Combat downhill from a hill fights with two dice.
  • A unit that fights hill to hill fights with a maximum of 3 dice or its unit's dice, whichever is lower.
  • A rampart is removed when it is occupied by a Roman unit, or when a Roman unit moves through that hex.
  • The Marian Legion rule is in effect.

Battle Details

BattleDateArmiesWinning army
Clusium225 BCRoman / GallicGallic
Telamon225 BCRoman / GallicRoman
Clastidium222 BCRoman / GallicRoman
Arausio105 BCRoman / Germanic tribesGermanic tribes
Scirthaea103 BCRoman slaves / RomansRoman
Aquae Sextiae102 BCRoman / Germanic tribesRoman

Transcription note: the battle table is reproduced from the source's columns (battle, date, armies, winning army). The Italian table calls the slave armies "Schiavi Romani" (Roman slaves), and the armies are listed in the same order as the battles.

  • Camalatrum – 71 BC
  • Silarus – 71 BC
  • River Sabis – 57 BC
  • Sotium – 56 BC
  • Invasion of Britain – 55 BC
  • River Stour – 54 BC
  • Foraging Party – 54 BC
  • Teutoburger Wald Part 1, Ambush – AD 9
  • Teutoburger Wald Part 2, Fortified Camp – AD 9
  • Angrivarii Rampart – AD 16
  • Cefn Carnedd – AD 51
  • Vercellae101 BCRoman / Germanic tribesRoman
    Mount Vesuvius73 BCRoman slaves / RomansRoman slaves
    Mount Garganus72 BCRoman slaves / RomansRoman
    Picenum72 BCRoman slaves / RomansRoman slaves
    Mummius' Defeat72 BCRoman slaves / RomansRoman slaves
    Bruttium71 BCRoman slaves / RomansRoman slaves
    Camalatrum71 BCRoman slaves / RomansRoman
    Silarus71 BCRoman slaves / RomansRoman
    River Sabis57 BCRoman / Belgic tribesRoman
    Sotium56 BCRoman / GallicRoman
    Invasion of Britain55 BCRoman / BritishRoman
    River Stour54 BCRoman / BritishRoman
    Foraging Party54 BCRoman / BritishRoman
    Teutoburger Wald Part 1 – AmbushAD 9Roman / Germanic tribesGermanic tribes
    Teutoburger Wald Part 2 – Fortified CampAD 9Roman / Germanic tribesGermanic tribes
    Angrivarii RampartAD 16Roman / Germanic tribesRoman
    Cefn CarneddAD 51Roman / BritishRoman