Pax Romana Two New Scenarios - Magna Graecia and Diadochi By Dan Fournie Scenario C3i — I (Standard Game Only) MAGNA GRAECIA The Western Greeks Last Stand This scenario allows three gamers to play out the final stages of the Western Greeks struggles with their traditional foe, Carthage, and the rising power of Rome. From about 800-600 BC, the Greeks had colonized a large swath of territory from Italy to Hispania and from Sicily to Gaul, The densely settled area of southern Italy and eastern Sicily became known as Magna Graecia (Greater Greece). The leading cities of Magna Graecia were Syracuse and Tarentum. Unfortunately for the Greeks, Syracuse and Tarentum, along with most of the other western cities, rarely cooperated and most often fought against each other. Meanwhile, Carthage unified the Phoenician colonies of Africa, Iberia, Sardinia and western Sicily into an empire. The Greeks and Carthaginians then waged an inconclusive struggle for domination of the western Mediterranean beginning around 550 BC. Starting around 330 BC, Rome launched a series of campaigns that eventually drove the Greeks from Italy, while Carthage overran most of Greek Sicily. But before Magna Graecia was squeezed into submission, two great Greek generals arose to stem the tide. First came Agathocles. After imposing a tyranny in Syracuse (317-289), he reconquered an empire including eastern and central Sicily, parts of southern Italy and even Corcyra. Agathocles styled himself a member of the Diadochi (Alexander's successors) with marriage ties to the houses of Ptolemy and Pyrrhus. Greek expansion in Sicily led to a Carthaginian counter-offensive in 311. Hamilcar Gisgo led a Carthaginian army to a hard-fought victory over Agathocoles at Ecnomus, near Agrigentum. Hamilcar exploited his victory by driving Agathocles back into Syracuse, and besieging the city. In response, Agathocles slipped through the blockade and audaciously invaded Africa in 310. The Greeks won a great battle at White Tunis, as the Carthaginian general Hanno and most of the elite Sacred Band were killed. In the aftermath of this defeat, Bomilcar launched a coup and was killed in street fighting. The Libyan tribes now revolted. Just when it appeared nothing could go worse for Carthage, another Greek army led by Ophellas, Ptolemy I's renegade governor of Cyrenaica, joined the invasion in 309. Then news came that Hamilcar had been killed during a night attack on Syra- cuse, and the siege was broken. But Carthage fought on. Raising a new army under Himilco, Carthage first waged a guerilla war and finally defeated Agathocles at Tunis, completely driving out the Greek invaders by 307. Agathocles returned to Sicily and re-established his power in Sicily. In 289 the aging tyrant was poisoned. In the confusion that followed, a band of his Campanian mercenaries seized Messana and styled themselves the Mamertines (sons of Mars). Hiketas became the next tyrant (289-279), v. but could not restore the power of Syracuse. Meanwhile Rome was expanding in Italy. The first Greek city to submit to Rome, Neapolis, admitted a garrison in 328. Rome then became embroiled in the Second Samnite War (326-304). This war became the first phase in a contest for supremacy in Italy when some of the Etruscan cities allied with the Samnites in 311. After suffering early defeats, Rome defeated both the Samnites and Etruscans by 304. The Greek city-states, long enemies of the Samnites, sat out this conflict. However, the peace in Italy was short-lived. The Third Samnite War (298-290) pitted Rome against a grand coalition under the Samnite general Gellius Egnatius, of his people, the Etruscans, Umbrians and Gauls. Rome won a decisive victory over the coalition army at Sentinum in 295. The Samnites were finally crushed by 290. Another army of Gauls invaded in 285, overrunning Arretium. Rome defeated the last of the invading Gauls at Lake Vadimo, in 283, and the Etruscans at Populona in 282. The final campaigns against the Samnites had brought the Romans up against the Lucani tribes of Southern Italy, in the territory of Magna Graecia. In 282, under intense Roman pressure, Rhegium and Croton submitted and admitted garrisons. Then Rome's Campanian garrison in Rhegium decided to make common cause with their countrymen, the Mamertines, across the straits in Messana and mutinied. Seeing city after city fall to Rome, the Tarentines knew they would be next. The democratic leader Philocharis convinced the Tarentine assembly to issue an invitation to Pyrrhus, King of Epirus. There was a precedent, as Tarentum had earlier invited the Epirote King Alexander Molossus to come to Italy and battle back the barbarians (334-331). Pyrrhus was one of the greatest opponents Rome ever faced. Driven from his home as a toddler, Pyrrhus was a veteran of the Successor Wars, having served with Demetrius at Ipsos (301) as a teenager. He returned to reclaim the throne of Epirus (297272 BC) and, temporarily, the crown of Macedon (288-284 BC). When Tarentum invited him to come west, his fellow kings were happy to send him off and provided him funds, troops and elephants. He entered Italy with forces of 22,500 infantry, 3,000 cavalry and 19 war elephants. At Heraclea he won a hard fought victory, due to his superior cavalry and his elephants, bringing in many new allies. Pyrrhus defeated the Romans again at Asculum (279), but his severe losses gave rise to the term Pyrrhic Victory. Meanwhile, in Syracuse civil war broke out in 279. Seeing an opportunity, Mago, the Carthaginian commander in Sicily, seized Agrigentum and besieged Syracuse. The rival Syracusan factions agreed to a truce and sent a plea for aid to Pyrrhus. After Asculum, the Epirote king was happy to face a different opponent. In the summer of 278 Pyrrhus sailed for Sicily with 10,000 men. Pyrrhus broke the siege of Syra- Pax Romana - Two New Scenarios cure, and picked up numerous reinforcements from the Greek Siciliot cities. In response, Mago visited the Senate in Rome and formed an alliance against the Greeks. Pyrrhus defeated Mago's field army at Eryx and overran the entire island save Lilybaeum and Mamertine Messana. After two years campaigning, Pyrrhus assumed the title 'King of Sicily' and appointed his son Alexander (the grandson of Agathocles) as heir. Pyrrhus laid siege to Lilybaeum in the fall of 277, but failed to take the city. Pyrrhus now proposed to his Sicilian subjects that he would defeat Carthage by invading Africa. Never an able administrator or diplomat, he became increasingly autocratic as resistance to his rule hardened. Pyrrhus defeated another Carthaginian army at Lilybaeum (a battle that convinced Carthage to acquire its own elephants), but urgent pleas from Tarentum convinced him to abandon his Sicilian adventure and return to Italy. Carthage quickly reclaimed her half of the island, and put pressure on Syracuse and the Mamertines. Carthage gained control of Mamertine Messana and was on the brink of capturing all Sicily by 265. While Pyrrhus had been campaigning against the Carthaginians, the Romans pressed hard against Tarentum. When Pyrrhus returned from Sicily, he fought another battle at Beneventum (275 BC). This time, he lost and was forced to withdraw from Italy. Without his support, Tarentum surrendered (272). When Rome re-captured Rhegium from the Mamertine mutineers, all Italy was under her control (270). A weakened Syracuse was now the only remaining independent city of Magna Graecia, and Carthage was poised to subdue her ancient rival. But in 265 the Romans took up the cause of the Mamertines and invaded Sicily, touching off the First Punic War (265-241). Syracuse submitted to Rome and became a client kingdom by 263. Magna Graecia was absorbed into the Roman Republic, just as the Greek homeland and Carthage would also be conquered within a little more than a century. Scenario VIII (Standard Game Only) MAGNA GRAECIA The Western Greek's Last Stand Players: Greece, Carthage, and Rome Start and End: The scenario begins with the Operations Segment (Phase E3) of Game-Turn 1 and lasts for one (extended) turn, through the Victory Phase of the same Turn. The time period represented is 315-270 BC. Activation Markers: At start Carthage (3), Rome (3), Greece (2, + 1 for The East); additional Carthage (4), Rome (4), Greece (4). See Special Rule #1. with one Event Marker. Event Cards: None. Opportunity Objectives: None. Tribal Units: Place the Tribal counters in a cup. Twelve tribal units are drawn blindly, and placed, one each, in the following spaces (not marked as 'Initial Tribal Spaces'): Gauls (5): Taurinorum, Mediolanum, Placentia, Aquileia, Albintimilitum Samnites (3): Barium, Venusia (Italia); Paestum (Bruttium) How to Win: Victory is assessed at the end of Game-Turn I. There are two levels of victory for each player, Historical and Legendary. (While it's possible for any two players to win Historical Victories, only one may win a Legendary Victory.) If no one achieves a Historical Victory, the game is a draw: Carthage: Historical Victory: Control both the Carthago and Sicilies Territories; and control Eastern Sicily. Legendary Victory: Control both the Carthago and Sicilies Territories; and control Eastern Sicily and either Tarentum or Rome. Rome: Historical Victory: Control the Rome Territory and Bruttium. Legendary Victory: Control the Rome Territory and Bruttium; and control Eastern and Western Sicily or Sardinia and Corsica. Greece: Historical Victory: — (1) Control the Magna Graecia Territory and Western Sicily; — Or (2) Control Eastern and Western Sicily and capture Carthago or Rome; — Or (3) Control Bruttium and capture Carthago or Rome. Legendary Victory: Control the Magna Graecia Territory and Western Sicily; and capture Carthago or Rome. Events: The events below are used, along Numidians (3): Cirta, Thevesa, Lambesis (Numidia) Sards (1): Tharros (Sardinia) Map Restrictions, Changes & Clarifications: Area of Play: Only the three (original) territories of Rome, the Sicilies and Carthago (minus Mauretania), and the connecting naval transfer points, are in play (the center of the map). Jumping Off Points: Arsinol (Cyrenaica) is the jumping-off point for Ophellas' army. Corcyra (Attica) is the jumping-off point for Pyrrhus' army. Otherwise these spaces (and all of Greece and The East) are not in play; except that both Arsinol and Corcyra can be used by the Greek player as sources for LOC. Changes to Territories and Available Manpower: (see chart below) — The Province of Bruttium is removed from the Rome Territory and Eastern Sicily is removed from the Sicilies Territory to form a new Magna Graecia Territory, the Home Territory for the Greek player. — Syracuse (Eastern Sicily) and Tarentum (Bruttium) are both Greek capitols (therefore, if the Greek player controls these cities, he automatically controls the provinces). — Only LI, Cav and EL may be raised in Carthago Territory (however, the Carthaginian player can raise/rebuild the Sacred Band HI). - Italy to Sardinia Invasion Route: As per the official Pax Romana errata, there is a blue connection between Pisae (Italy) and Aleria (Corsica). - - Leaders: All leaders are selected as per the initial deployment. New named leader counters are provided this issue of C3i Magazine. Initial Play Order: Greece, Carthage, Rome Special Rule #1 After playing through the three (3) Activation markers per player listed in the initial play order: a. Place four AMs for each player and one (1) event marker back into the AM pool. b. Remove all remaining leaders and place new leaders and units as listed in Magna Graecia and Diadochi - Pax Romana Reinforcements below. c.All players roll a die. The Roman and Carthaginian players add 6 to the result; the Greek player adds 3 to the result. The total is the number of talents each player receives immediately, with which to conduct a Manpower Phase (he may spend as many or as few as he wishes at this time), and with which he pays for his four remaining AMs. d.Draw the next AM and continue play. Special Rule #2 The Sacred Bane• The HI unit that starts in drawn, it just becomes available). Garrisons: None Treasury: 7T Initial Control: The Greek Player controls the following: Territories: None Home Provinces: Bruttium, Eastern Sicily Other Provinces: None Cities: Syracuse, Tarentum Towns: Agrigentum, Messana, Croton Carthage is the Sacred Band,an elite heavy infantry unit composed of Carthaginian citizens (a new counter is provided as a C3i insert). This HI unit has 4 BP instead of the usual 3 BR and 2 BP when reduced. If destroyed or reduced, it may be raised for 2T or rebuilt for 1T. The Sacred Band may nevermove outside the Carthago Territory. Carthage Carthago (Africa): 1 Sacred Band HI, 3 LI, Special Rule #3 (1-5); Lilybaeum is a Town Panormus (Western Sicily): 2 LI, 1 Cav Libyan Rebellion: A Libyan rebellion will be triggered the first time Carthage loses a battle, or withdraws from battle, in the Africa or Libya Provinces. The Greek/Roman victor rolls one die, and adds that number of BI to his army, plus one (1) Barbarian Cav unit. These units may only move/attack when stacked with Greek/Roman units. The Libyan BI may be used to satisfy any losses. 1 Cav; 2 Galley Squadrons; Bomilcar (1-3); Carthago is a City and Capitol Utica (Africa): I LI, Utica is a Town Thapsus (Africa): 1 LI, 1 Cav Hippo Regius (Numidia): 2 LI, 1 Cav Caralis (Sardinia): 1 LI; Caralis is a Town Lilybaeum (Western Sicily): 1 Merc HI, 3 LI, 1 Cav; 1 Galley Squadron; Hamilcar Gisgo Garrisons: Aleria (Corsica), Olbia (Sardinia) Treasury: 10T Special Rule #4 Stability Levels: In this scenario, stability levels are not tracked, and have no effects. Initial Control: The Carthaginian Player controls the following: Territories: The Sicilies Home Provinces: Africa, Libya Other Provinces: Sardinia, Corsica, Western Sicily Cities: Carthago Towns: Utica, Lilybaeum, Caralis Greece Syracuse (Eastern Sicily): Rome Rome: 3 LG; Fabius R. (2-4 leader); 3 HI, 2 LI, 1 Cav, 1 Galley Squadron; Agathocles (2-6); Syracuse is a City, one of two Greek capitols Messana (Eastern Sicily): 1 LI; Messana is a Town Agrigentum (Western Sicily): 1 LI, 1 Cav; Agrigentum is a Town Tarentum (Bruttium): 1 HI, 1 LI, 1 Cav, 1 Galley Squadron; Philocharis (1-4); Tarentum is a City, one of two Greek capitols Rhegium (Bruttium): 1 HI, 1 Cav; Rhegium is a Town Croton (Bruttium): 1 LI Brindisium (Bruttium): 1 LI * Arsinol (Cyrenaica): 2 HI, 1 LI, 1 Cav, 1 Galley Squadron; Ophellas (1-5) * Ophellas' army may not be used until `The East' AM is drawn. After that it may be used normally (the Greek player is not required to activate this army when 'The East' AM is Greek unit if Syracuse has fallen); Pyrrhus* (3-5E) in Corcyra (Attica) with 4HI, 2 LI, 1 Cav, 1 EL 1 Galley Squadron (Greek, not SoF units) (* In this scenario Pyrrhus is a regular Greek leader, NOT a Soldier of Fortune. None of the rules of 12.4 apply to him or his units.) Carthage: Himilco (2-4) in Carthage (or with any unit if Carthage has fallen); Mago (1-5) with any Carthaginian unit. Rome: Select commanders as usual (Decius and Fabius are not available). EVENT MARKERS Use one Event Marker at start, and again in the second pool. Upon drawing the Event Marker, there are only two events, one per pool, no dice are rolled. First Event: Coalition Army This represents all the nations of Italy putting aside their petty differences to resist Rome. The brilliant Samnite general, Gellius Egnatius, rallied a huge coalition army of Gauls, Samnites, Etruscans and Umbrians in 296 BC. This is simulated as follows: When the event marker is drawn, the Greek player puts the following army in play: Rome is a City and Capitol. Parma: 2 LG; Decius Mus (1-5 leader); Parma is a Town Garrisons: None Treasury: 12T Initial Control: The Roman Player controls the following: Territories: None Home Provinces: Italia Other Provinces: None Cities: Rome Towns: Capua, Neapolis, Arretium, Parma Reinforcements: During the pause after completing the first set of three AMs, the following leaders (included in this issue of C3i) and reinforcing units are placed as follows: Greece: Hiketas (1-3) in Syracuse (or with any 10 BI, 2 Barb Cav, Egnatius (2-5). Place in any Tribal occupied space in Cisalpina. The Greek player may immediately employ the Coalition Army with a Major Move; but No Minor Moves (without paying 1T). The Coalition Army remains available for operations by either the Greek or Carthagin ian player, either by a Major Move (for multiple units), or by a Minor Move (for a single unit) for the remainder of the game. The Coalition Army may only attack Roman units, Town or Cities. The Coalition Army is controlled as a normal Greek/Carthage unit, except that the Coalition Army does not control spaces for Greece or Carthage. The Greek or Carthaginian player may not conduct Recruitment Operations for this army, nor stack Greek/Carthage units with the Coalition Army. Special Movement: The Coalition Army may freely move through/stack with Tribal units in Cisalpina, Italia and Bruttium (their tribal allies). However, if the Coalition Army is attacked while stacked with tribal units, the tribal units are removed and only the Coalition Army defends. Second Event: Mamertines During this unsettled period, Campanian Pax Romana - Two New Scenarios soldiers in the service of both Syracuse and Rome mutinied and established bandit kingdoms in Messana and Rhegium. To simulate these events: When the event marker is drawn, the Carthaginian player places the Mamertine HI unit in any unoccupied, Greek, or Roman occupied space in Bruttium, Eastern or Western Sicily; except for Syracuse and Tarentum. Any Greek or Roman units in the selected space are transferred to the nearest friendly Town or City. No one controls or moves the Mamertines; they will not Withdraw or Retreat. Their sole fate is elimination (as per 12.52). Scenario C3i — II (Standard or Advanced Game) DIADOCHI The Hellenistic Kingdoms at War This scenario allows three garners to play out the long struggle between the Antigonids, Seleucids and Ptolemies for dominance in the eastern Mediterranean. Who will reunite the empire of Alexander the Great? The History (by Game-Turn) Turn I (300-275 BC) As the game begins the victorious allies (Cassander, Seleucus I, Ptolemy I and Lysimachus) are staking claim to the carcass of Antigonus I's empire, following the Battle of Ipsos. Seleucus and Cassander have divided up Asia Minor. Ptolemy has seized Judea, which had earlier been promised to Seleucus. Lysimachus, from his base in Thrace and Pontus, is looking for his fair share of the spoils. Two of the losers from the Battle of the Kings were eager to overturn the verdict. Antigonus' son Demetrius had a large navy and army based in Cyprus and some of the surrounding ports, while Pyrrhus had returned to Epirus to reclaim his ancestral throne. Fighting soon re-erupted all across the eastern Mediterranean, and especially in Macedonia. In the twenty years from 297-277 Cassander, Demetrius, Lysimachus, Pyrrhus and eight other claimants briefly sat on the throne in Pella. Meanwhile Seleucus and Lysimachus had a final showdown at the Battle of Corupedion in 281. Lysimachus was killed and Seleucus was now dominant everywhere but Egypt. But in the moment of his triumph he was murdered by Ptolemy Keraunos, the renegade son of Ptolemy I. The assassin seized the throne in Pella, but was killed in battle with invading Gauls in 277. The Gauls moved on to settle in Galatia. Demetrius had perished, but his son Antigonus II Gonatus finally established a stable dynasty (Antigonid) in Macedon in 276. Turn II (275-250 BC) Seleucus' son, Antiochus I Soter subdued Galatia and invaded Judea in the First Syrian War (276-272). Ptolemy II Philadelphus repelled the Seleucid attack, and took the offensive against Macedon by subsidizing Pyrrhus' second invasion (273-272). Next, Ptolemy II launched the Chermonidean War (266-255) by subsidizing Greek and Epirote attacks on Macedon, and Pergamum's expansion at the expense of the Seleucids. Antiochus I again invaded Judea unsuccessfully in the Second Syrian War (260-258). Antigonus' naval victory at Cos in the Aegean finally led to a peace treaty with Egypt in 255. Turn III (250-225 BC) Demetrius II Aitolikos of Macedon was occupied struggling to maintain control of Greece, as the Achaean and Aetolian Leagues grew in power. The Seleucid empire began to fragment under the ineffectual rule of Seleucus II Callinicus. Bactria and Parthia rebelled and slipped from Seleucid control. In the Third Syrian War (246-241) Ptolemy III decisively defeated Seleucus II, seizing Cilicia, Lycia, the Aegean islands, and much of Syria. Although the Seleucid empire was nearly destroyed, Ptolemy III refrained from dealing the death blow and returned to Egypt. Pergamum seized most of the Seleucid Possessions in Asia Minor. Rome crossed the Adriatic for the first time to suppress the Illyrian pirates (228) establishing a protectorate over some of the ports. Turn W (225-200 BC) Antiochus III 'the Great' revived the Seleucid empire to its former greatness. He defeated Pergamum (224-221), suppressed a rebellion in Media (221) and invaded Judea in the Fourth Syrian War (221-217). Although the impetuous Antiochus was defeated by Ptolemy N at Raphia, this was a temporary setback. Ptolemy N owed his victory to the native Egyptian troops he called up, but his dividend was a series of rebellions (in game turns he called up his militia and lowered his stability). Antiochus next put down a revolt in Asia Minor (216-213), conquered Armenia (213-212) and followed in Alexander's footsteps to restore his eastern provinces (210-206). In the West, Macedon defeated Greek coalitions at Sellasia (222) and in the Social War (219-217). Meanwhile, Rome had expanded her protectorate in Illyria (219). Following Hannibal's stunning victories over Rome in the early going of the Second Punic War (218-201) Philip V allied himself with Carthage. Rome stirred up a number of Greek states to keep Philip busy, and the First Macedonian War (215-207) ended indecisively. Turn V (200-175 BC) Antiochus the Great avenged his defeat at Raphia with a decisive victory over Ptolemy V's army at Panion (198), and finally regained the lost province of Judea. Rome, having achieved victory over Carthage, turned immediately on Philip V in the Second Macedonian War (200196). A Roman army under Titus Flaminius defeated Philip at Cynoscephalae (197) and freed Greece from Macedonian control. The Syrian War followed (192-188). The Aetolian Greeks had invited Antiochus III to invade and he arrived with a small army. The other Greeks were fearful of Rome and failed to support him, so the Seleucids were quickly driven back into Asia Minor. Lucius Cornelius Scipio routed the Seleucid army at Magnesia (190) and Antiochus was forced to surrender all his possessions in Asia Minor and pay an indemnity. Seeing his weakness, the eastern provinces rebelled again, this time permanently gaining independence. Turn VI (175-150 BC) Antiochus IV couldn't restore the eastern or western Seleucid provinces, but he did invade Egypt and defeat Ptolemy VI (171-170). Meanwhile, Philip in Macedon built up his strength (189-179) for a final conflict with Rome. His son Perseus mounted the last serious challenge to Rome, the Third Macedonian War (172-167). Although Perseus gathered more Greek support this time, Lucius Aemillius Paullus defeated the Macedonian army at Pydna (168). Antiochus N successfully invaded Egypt again that same year. This time the Roman senator Caius Poppilius Leanas humiliated the Seleucid King by forbidding him to leave a circle he sketched in the sand until he agreed to withdraw and restore Egyptian sovereignty (under Roman hegemony). If it wasn't already clear, all the world now knew that only one superpower remained. In the 150 years of fighting depicted here, each kingdom had intrinsic strengths and weaknesses. Antigonid Macedon had access to a superb manpower pool of heavy infantry, and the ancestral seat of the Macedonian kingdom. Conversely, Macedon was never wealthy and the Antigonids faced constant rebellions from the multiple freedom loving Greek city-states. Seleucid Syria had access to the great wealth of the east, a large pool of Greco-Macedonians settled in frontier cities, and the cavalry and elephants of the East. But the very size of the Seleucid realm made it difficult to maintain control, and the majority of Seleucid campaigns were directed against separatists and rebels. Ptolemaic Egypt was the richest of the three Kingdoms and benefited from a compact territory. However, Egypt never had a large number of Greco-Macedonian settlers, and so relied heavily on mercenaries and proxies to fight its Magna Graecia and Diadochi - Pax Romana wars. Although the balance often shifted, the Antigonids never mounted much of a threat against their neighbors, nor was Macedon greatly threatened. The Seleucid and Ptolemaic kingdoms waxed and waned as first one and then the other gained the upper hand. Some have theorized that Alexander's empire was simply too large to be ruled by the tools available to any one Hellenistic king. But Alexander did it, and all it would have taken was a king of great ability and the favor of fortune. Events (Standard Game Only): The events in 16.0 are used in this scenario, along with both markers, unless players choose to play a basic game (see 3.81). Using events is recommended. Four times Alexander's empire nearly came under the dominion of one of his successors. First, had Antigonus I prevailed at the Battle of the Kings at Ipsos (301), he would have been unstoppable. Second, Seleucus I, following the Battle of Corupedion (281), was prepared to return to Macedon and claim the rule of the entire empire when he was murdered by Ptolemy Keraunos. Third, Ptolemy III had captured virtually every port in the eastern Mediterranean and broken Seleucid power in the Third Syrian War (246-241), but he chose not to pursue the ultimate prize. Finally, Antiochus III 'the Great' had reconquered nearly all the Asian possessions of Alexander, humbled Ptolemy V at Panion (198), and crossed into Greece to complete his victory. But Antiochus ran into Rome, and after his defeat at Magnesia (189) no Hellenistic Kingdom would ever again be a 'great power.' But with Pax Romana, if you can re-unite Alexander's empire before the Romans arrive, you will have the power to withstand these Western barbarians, and rule the world as a second Alexander! Tribal Units: Place the Tribal counters in a cup. Tribal Units are drawn blindly, and placed, one each, '?'-side up in the 'Initial Tribal Spaces' of the Danube Territory. All Tribal counters will not be used. PLAY NOTE: The Ptolemaic Egyptian player uses the counters for Carthage; the Seleucid player uses the counters for The East. Players: Greece (Antigonids), The East (Seleucids) and Egypt (Ptolemies) Start and End: The scenario begins with the Operations Segment (Phase F.3) of Turn 1 (300275 BC) and lasts for six turns, through the Victory Phase of Turn VI (175-150 BC). The game can be extended longer (7-10 turns) if all players desire. (The Hellenistic powers continued with their petty wars, long after Rome had established itself as the only superpower.) Activation Markers: Greece (4), The East (4), Egypt (4), Rome (1—beginning on Turn III) How to Win: At the end of any Game-Turn, done player has 100 or more VP, he achieves an automatic victory. Failing that, at the end of the last selected Game-Turn, the player with the most VP wins. Event Cards (Advanced Game Only): All cards are in play. Opportunity Objectives: Disregard the Opportunity Objectives (OOs) from 15.49. New three-player OOs are listed in the table below. Map Restrictions and Changes: Area of Play: Only the eastern half of the map is in play: the Territories of Asia Minor, The (original) East, Greece, Danube, Chersonese, Rhodes and Crete. The Territories of Germania, Rome, the Sicilies and Carthago, and everything to the west, may not be entered. JumpingOff Points: Brindisium (Bruttium), Ravenna (Cisalpina) and Lepcis Magna (Libya) are used as a jumping-off points for Roman invasions, and otherwise are not in play. Changes to 'The East' Territory (see table): (1) The Home Territory for The East (Seleucids) consists of one province: Syria. (Most of the Seleucid homeland would be off map to the east, and is represented by the Babylon Booty Call). (2) The Home Territory for Egypt (Ptolemies) consists of two provinces: Egypt and Cyrenaica. (3) A new territory, the Levant Territory, is composed of Judea and Cyprus. Units available to be raised in the Levant are LI (only). Change to Greek Capitols: Pella is the only Greek capitol; Athens is not a capitol. - Initial Play Order: Greece, The East, Egypt Special Rule #1 Soldiers of Fortune Run Amok Game Turn I (300-275 BC) was a period of great chaos in the Hellenistic world. To simulate the wild adventures of these Hellenistic war lords, all three players begin Turn I with a Soldier of Fortune Army. Special Instructions (Standard Game Only): The game begins as if all three players have drawn an Event Marker and rolled the Soldier of Fortune Event. Remove the Event Marker(s) for this Game-Turn only. The Soldiers of Fortune are set up as per player set up instructions. See 12.4 for details on what each Soldier of Fortune and his army may and may not do. Play order for Soldier of Fortune Armies is Greece, The East, Egypt. Special Instructions (Advanced Game Only): Play as if all three players have drawn the - Soldier of Fortune card (see 17.1) before play starts. (The players have also already paid 1T for the activation.) Remove the Soldier of Fortune card from the Events deck. The Soldiers of Fortune are set up as per player set up instructions. See 12.4 for details on what he and his army may and may not do. Play order for Soldier of Fortune Armies is Greece, The East, Egypt. Special Rule #2 Rebellions and Invasions: Since only the Eastern half of the Map is in play; use the Tables below instead of those on the Map. Instructions for new types of rebellions are as follows: Die roll results of 1 4 (Naval Mutiny, Danube, Cyprus, Judea) are resolved normally according to 13.3. Aetolian League: A die roll of 5 results in a Aetolian rebellion in Attica. All garrisons are removed and an army of 3 BI (with no leader) is placed in any one unoccupied space. No one controls Attica until that army is eliminated. Achaean League: A die roll of 6 results in a Achaean rebellion in the Peloponnes. All garrisons are removed and 1 HI (with no leader) is placed in any one unoccupied space (use Mamertime unit). No one controls the Peloponnes until that unit is eliminated. Invasions are resolved normally according to 13.4. Roman invasions are a special case. These are not triggered as an 'event' but instead as described below. - Special Rule #3 Since this scenario is for only three players, and uses only the eastern part of the map, the following changes have been made: Manpower Maximums Table: The new manpower maximums table is included below (see 6.42.) Harvest/Famine Table: Since only the Eastern half of the Map is in play; use the new Table below instead of those on the Map. (see 17.0) Changes to Earning Victory Points (VP): – Changes to Geographic Objective Point (GOP) and Civilization Point (CVP) scoring: 15.23 and 15.33 are changed to the three-player scoring of VPs in the tables below. – Changes to Opportunity Objectives (OOs): The OOs in 15.49 are not used. New threeplayer OOs are listed in the new table below. Special Rule # 4 Named Leaders: Turn I leaders are placed as per scenario set-up. During the Leader Selection Phase of all succeeding turns, the leaders (provided in this C3i issue) are used (see table below). Named leaders are placed in the player's capitol, or with any friendly units. The second leader for each player is selected and placed normally. Named leaders are not placed in the pool to be selected, they are only used on the turn indicated. Pax Romana - Two New Scenarios Independents: Rome One AM for Rome is placed in the AM pool on turn IV and beyond. When the Rome AM is drawn, a Roman invasion is triggered. The Roman army is controlled by the designated player for one Major Move (free of charge). At the end of this move, all surviving Roman units will remain in place until eliminated. The invasion has different results over time, as follows: Turn I-II (300-250 BC): No invasion. (Rome is occupied conquering Bruttium from the Greeks and Sicily from Carthage.) Turn III (250-225 BC) Illyrian Wars: (Rome crossed the Adriatic twice to suppress the Illyrian pirates.) The Egypt player places a Roman Army as follows: – Ravenna (Cisalpina): 2 LG, 2 Galley Squadrons, a 1-4 Leader This army must first attack Coricum (Dalmatia), and will then move down the coast conquering the ports of Dalmatia: Salome and Lissa. As each space is occupied, place a Roman garrison marker in that space. Turn IV (225-200 BC) First Macedonian War (Rome crossed the Adriatic again to counter Philip V – but her real focus was on a guy named Hannibal.) The Egypt player places a Roman Army as follows: – Brindisium (Bruttium): 1 LG, 2 Galley Squadrons, a 1-5 Leader This army must first attack Dyrrachium (Macedonia), and will then move down the coast conquering ports: Corcyra and Actium (Attica). As each space is occupied, place a Roman garrison marker in that space. Turn V-VI (and beyond) (200-150 BC) Rome Strikes East: Rome has conquered all of the west, but she's still hungry. The player with the lowest VP total takes control of the Roman Army. (Historically, Rome attacked to prevent any one Hellenistic Kingdom from becoming a threat – the weaker kingdoms were ignored). He receives an army as follows: – 4 LG, 2 LI, 1 EL, 4 Galley Squadrons, a 2-5 Leader The army is deployed according to one of the following three options: War with Greece: The controlling player may have Rome declare war on Greece. In this case the Roman Army is placed in Brindisium (Bruttium), and may only attack Greek units. War with Egypt: The controlling player may have Rome declare war on Egypt. In this case the Roman Army is placed in Lepcis Magna (Libya), and may only attack Egyptian units: War with The East: The controlling player may have Rome declare war on The East, and alliance with Greece and Egypt. In this case, the Roman Army is placed in any Greek or Egyptian controlled space. The army may freely pass through allied Greek, Egyptian, Pergamum and Rhodes occupied spaces, and may only attack The East (and Pontic) forces. Pergamum: Pergamum (Ionia): 3 HI; Pergamum is a City Ephesus(Ionia): 2 HI, 1 Galley Squadron; Ephesus is a Town Miletus (Ionia): 1 LI Rhodes: 2 HI, 3 Galley Squadrons; Rhodes is a City Greece (Antigonids): Athens: 1 HI, 1 Galley Squadron; Athens is a Town Pella: 4 HI, 1 Cav, 1 EL, Cassander (2-5); Pella is a City Corinth: 1 HI; Corinth is a Town 7hessalonika: 1 Galley Squadron Abdyos (Ionia): 2 HI, 2 LI, 1 Cav, 1 Galley Squadron, a 2-4 leader Celenae (Ionia): 1 LI Sardis (Ionia): 1 HI; Sardis is a Town Iconium (Galatia): 1 LI Salamis (Cyprus): Soldier of Fortune: 4 HI, 2 LI, 1 Cav, 1 EL, Demetrius I (3-5) (use Soldier of Fortune units); 3 Galley Squadrons Garrisons: Cyzicus (Ionia); Ancyra (Galatia); Side, Zanthus (Lycia) Treasury: 12T Stability Level: +1 Initial Control: The Greek Player controls the following: Territories: None Home Provinces: Four of five (4T total) Attica, Peloponnesus, Macedonia, The Aegean Islands Other Provinces: Ionia (2T), Galatia (1T), Lycia (11) Cities: Pella (3T) Towns: Athens, Corinth, Sardis (3T total) The East (Seleucids): Antioch: 5 HI, 2 LI, 1 Cav, 3 EL, S'eleucus I (2-6), 1 Galley Squadron; Antioch is a City Damascus: 2 HI, 1LI, 1 Cav, 1 EL, a 1-4 Leader; Damascus is a Town Tyre: 2 LI, 1 Galley Squadron Seleucia (Cilicia): 2 LI; Seleucia is a Town Sebastia (Cappadocia): 2 LI, 1 Cav, 1 EL Gaza (Judea): 1 HI Dyrrhachium (Macedonia): Soldier of Fortune: 4 HI, 2 LI, 1 Cav, 1 EL, Pyrrhus (3-5), (use Egypt units); 1 Galley Squadron Garrisons: Trapezus (Cappadocia); Tarsus (Cilicia) Treasury: 11T Stability Level: +4 Initial Control: The East Player controls the following: Territories: The East (1T) Home Provinces: Syria (IT) Other Provinces: Cilicia, Cappadocia (2T total) Cities: Antioch (3T) Towns: Damascus, Seleucia (2T total) Babylon Booty Call Each turn when The East collects income, The East player must roll one die (1d6) on the Babylon Booty Call Table (see below) to see what events in The East—in Mesopotamia and beyond—have on the East player. Egypt (Ptolemies) use Carthaginian units. Alexandria: 3 HI, 2 LI, 1 Cav, 1 EL, 2 Galley Squadrons, Ptolemy I (2-5), Alexandria is a City Memphis: I LI; Memphis is a Town Pelusium: 1 HI, 1 LI Cyrene: 2 LI; Cyrene is a Town Cnossus (Crete): 2 HI, 2 LI, 1 Cav, 1 Galley Squadron, a 1-4 leader Jerusalem (Judea): 1 HI, 2 LI; Jerusalem is a Town Byzantium (Thrace): Soldier of Fortune: 4 HI, 2 LI, 1 Cav, 1 EL, Lysimachus (3-5), (use Egypt units); 1 Galley Squadron Garrisons: Gortyn (Crete), Raphia (Judea) Treasury: 15T Stability Level: +6 Initial Control: The Egypt Player controls the following: Territories: Egypt (IT) Home Provinces: Egypt (3T), Cyrenaica (IT) Other Provinces: Crete, Judae (2T total) Cities: Alexandria (3T) Towns: Memphis, Cyrene, Jerusalem (3T total) Magna Graecia and Diadochi - Pax Romana Major Powers Income and Manpower Table Territory P r ov inc e s and Income GREECE Capitol: Pella Units Available [cost] Macedonia [11] Attica [1 1] Peloponnesus [IT] Thrace [IT] Aegean Islands [11] THE EAST Capitol: A ntioc h Syria [1T] EGYPT Capitol: Alexandria Egypt [3T] Cyrenaica [11] A ll p r ov inc e s : Heavy Infantry [2T] May not raise units in the Aegean Islands Rebellion Table (13.3) HI Units allowed before maintenance 1d6 Roll Territory/Provinces 1 Naval Mutiny Stability Greece The East Egypt 2 Danube Stable 18 15 12 Cyprus Unrest 15 12 10 3 4 Turmoil 10 8 6 5 Aetolian League 6 Achaean Le ague Heavy Infantry [2T] Light Infantry [IT] Cavalry [2T] Elephants [1T] All provinces: Heavy Infantry [2T] Light Infantry [1T] Cavalry [21] Elephants [IT] in Egypt only Minor Territories Income and Manpower Table Territory Manpower Maximums Table (6.42) Provinces and Income Units Available [cost] Asia Minor Ionia [211 Pontus [11] Cappadocia [IT] Lycia [11] Galatia [11] Cilics [11] Heavy Infantry [21-] Light Infantry [11] The Levant Judea [ 1 T] Cyprus [ 1 T] Light Infantry [ IT] The Danube Panonia [1T] Moesia Superior [1T] Moesia Inferior [IT] Noricum [ IT] Dalmatia [11] Raetia [1T] Heavy Infantry [2T] Light Infantry [IT] Crete Crete [IT] Light Infantry [IT] Rhodes Rhodes [IT] None Invasion Table (13.4) Judae Harvest/Famine Tab le (17.0) 1d6 Roll Who's Invading 1d6 Roll A ffe c te d T e r r itor y 1 Germans 1 Asia Minor 2 Germans 2 Greece 3 Eastern Gauls 3 T he East 4 East ern G aul s 4 Egypt 5 A r m e nians 5 6 Armenians [T] The Levant R oll Ag a[T ] Scoring VP for Geographic Objective Points (Change to 15.23): Victory Points for Geographic Objective Points (GOP) are awarded on [T]following scale: 6 VP for the player[T]h the most GOP 3 VP for [T]player with the second most 0 VP for the player with the lowest GOP total Scoring VP for Civilization P[T]s (Change to 15.33): Vic[T] Points for Civilization Points (CVP) are awarded on the following scale: 4 VP for the player with the most CVP 2 [T]or the player with the second most 0 VP for the player with the lowest CVP total Opportunity Objectives: Disregard 15.49. The following OOOs are now available[T]te that markers G[T]and J are removed[T]m play): Chersonese The Chersonese [IT] Light Infantry [1lT] A. CoT]ol Asia Minor [2] The [T]er must control all Asia Minor Provi[T] with a port [T]ch means all exc[T]Cappadocia). 8 [T]for Egypt; 4 GOP for Barbarians No recruitment possible Greece or T[T]ast. Armenia [ 1 T] Scythia [11] Sarmatia [IT] German Tribes [IT] B. Control theTastern Mediterranean [2] the player must control Cre[T]Cyprus and Cili[T] 6 GOP for Greece; 3 GOP for Egypt or The East. Turn of Play for Named Leaders Turn Year Greece (Antigonid) The East (Seleucid) Egypt (Ptolemaic) II 275-250 Antigonus II Gonatus Antiochus I Soter Ptolemy II Philadelphus III 250-225 Demetrius II Seleucus II Ptolemy III Aitolikos Callinicus Eurgetes [E] Philip V [E] Antiochus III 'the Great' [E] Ptolemy IV Philopater 200-175 Philip V Antiochus III Ptolemy V 175-150 [E] (2nd)" Perseus 'the Great' [E] (2nd)* Antiochus IV Epiphanes Ptolemy VI Epiphanes Philometer None None IV V VI VII-X 225-200 150-125 None [E] indicates an 'elite leader.' As per rule 8.3, if a named elite leader is in play, the second unnamed leader cannot be elite.* As an exception to rule 8.3, the elite leaders Philip V and Antiochus III the The followingbe in play for two consecutive turns (IV and V), unless they are killed in Turn IV. C. Control the Aegean Sea [2] The player must control the ports of Chios, Naxos, Cnossus and Miletus. 6 GOP; this 00 may not be used by Greece. D. Control the Black Sea [1] The player must control Thrace, Ionia, Pontus & the Chersonese. 8 GOP for Egypt; 6 GOP for The East; 4 GOP for Greece. E. Control the Danube [2] 8 GOP for Egypt or The East; 4 GOP for Greece E Control Western Trade [1] The player must control Arsinol, Gythium, and Corcyra. 8 GOP for The East; 4 GOP for Greece or Egypt. G. Thalassocracy [1] The player must control Rhodes, Naxos, Lesbos & Chios, Samos and one port each on Cyprus and Crete. 8 GOP. H. Remove these two [2] markers from play. I. Remove this [1] marker from play. J. Remove this [1] marker from play. K. Have a Town or City in Two (2) Different Territories, other than Home Territory [2] 4 GOP Theft&wing OOs earn actual Victory Points (VP) in the Game-Turn in which they are used (and must be returned to the 00 pool after we): L. Be the Richest Player in the Game [1] This is determined at the end of the Income Phase and is measured solely in Talents the players have. If this is a tie, no VP are awarded. 3 VP. M. Control One Home Province of any Other Player [1] 3 VP. N. Control Any of the Following Independent Territories [1] The
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