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Heraclea 280 B. C. - scenario rules version 1. 0

© 2002 Michal Pisko

Playtesting: Michael Pohorely, Vlastimil Votruba, Martin Cermak
Special thanks to: Jan Pisko

1. Map
  1. 1 Terrain description
  1. 2 Initial set-up
  1. 3 Number of turns

2. Victory conditions
  2. 1 Rome
  2. 2 Pyrrhus
      
3. Description of the units
  3. 1 Roman army
  3. 2 Pyrrhus' army
  3. 3 Special rules

4. Commanders
  3. 1 Rome
  3. 2 Pyrrhus' army

1. Map

The battleground, according to available information, was flat, clear and viewable. It is supposed that Pyrrhus, having marched with his army into the region before his foes, chose himself the field of battle. From history and personal practice he was well aware of the fact, that phalanx was superior to any other unit in open ground, while in rough ground the tight hoplite formation broke-up and became more vulnerable to determined enemy attacks.

Therefore, the only important strategic factor considered is the river Siris splitting the battleground to halves. Pyrrhus encamped on the flat between the towns of Pandosia and Heraclea and awaited the arrival of the Roman army.

1. 1 Terrain description

All terrain hexes are of the basic altitudinal level 1. There are no difficult terrain hexes, except the river hexes. The river is easily crossable at three fords. However, the soldiers are at serious risk while crossing the river elsewhere. There is a special symbol resembling the tent on hex R27. This is the post of Pyrrhus' headquarters. One hex makes up about 300 meters.

1. 2 Initial set-up

In the map, there is an initial placement area marked for both sides of conflict. The area assigned to hold Pyrrhus' units is labeled "Pyrrhus army" while the area assigned to hold Roman army is labeled "Roman army". First both players deploy all of their units and second, both players deploy all of their commanders. Again, the commanders may be deployed anywhere in the assigned area. The set-up of the light infantry units guarding the river has not been simulated in this scenario. The units of light infantry are deployed together with the rest of Pyrrhus' army.

1. 3 Number of turns

Total number of turns in the game is 12. The number of played turns is tracked in the table located in the lower section of the map. Before the game begins, place the counter labeled "Turn" on the position 1. The Roman player gets the first turn in the game.

2. Victory conditions

Each side of conflict has got two objectives. Whenever one side has reached both objectives, the game ends. The game is also finished after elapsing all twelve turns. For each objective reached the player gets one victory point. The side winning by two points reached a major victory. The side winning by only one point gained a minor victory (Pyrrhic victory). When both players reach the same number of points, the game is a draw.

2. 1 Rome

The Roman army has the following objectives:

  • Kill Pyrrhus - without strong leadership the anti-Roman coalition would brake-up and remnants of Pyrrhus' army would depart back to Greece.
  • Penetrate with any unit Pyrrhus' HQ (hex R27) - the unit would pillage and set on fire the camp and stores, causing severe morale decrease and logistic difficulties. Whenever the unit enters this hex, the goal is achieved even if the unit would be subsequently broken and forced to retreat.

2. 2 Pyrrhus

The Pyrrhus' army has the following objectives:

  • Hold the fords (hex B11, Ad25, Ae25) - if player's units occupy by the end of turn twelve all these hexes, the goal has been achieved.
  • Crush the enemy - inflict casualties in ration 2/1. Compare the number of units removed from the map by the end of turn twelve. If the number of removed Roman units exceeds the number of removed Pyrrhus' units twice or more, you have fulfilled this goal. After such a glorious victory other cities would rebel against Romans and reinforce Pyrrhus' army.

3. Description of units

3. 1 Roman army

According to available information, the Roman army was a standard consular army of that period, composing of four Roman legions and four allied legions. We assume the army during march recruited additional auxiliary units in allied provinces. On the other hand several units were certainly left behind in Luccania and Appulia on guard, to keep peace and discourage rebellion. The numbers and armament of Roman and allied legions did not vary. For this scenario purposes, each legion has been divided into four independent units: leves, hastati, principes and triari. The cavalry units have been set aside and merged into larger units. This fact corresponds to historical reality of deployment. Similarly the units of triari have been merged into larger units. Over 40000 soldiers.

Leves - The first line of the legion. Soldiers equipped with several javelins, most certainly without any kind of armor or shield. They fought in a loose formation (skirmishers). After exhausting all javelins, they retired through the gaps between the following lines and mostly did not involve in further stages of the battle. 4 Roman and 4 allied units, 1200 men each.

Hastati - The second line of the legion. Excellent both in training and armament. Hastati defended with a large oval shield and equipped helmet, bronze cuirass and greaves. They marched into battle with two pila and sword. In 280 B. C., the Roman army had not yet accepted the shot Spanish sword (gladius hispanicus), that later became inseparable element of legionnaire's armament. 4 Roman and 4 allied units, 1200 men each.

Principes - The third line of the legion. Excellent both in training and armament. Principes were equipped alike hastati. Principes defended with a large oval shield and equipped helmet, bronze cuirass and greaves. At the period of the battle of Heraclea, the pilum was not an ordinary equipment of all legionnaires. Principes fought with either spear or sword. 4 Roman and 4 allied units, 1200 men each.

Triari - The last line of the legion. The most seasoned soldiers, veterans. They were quite often left behind to guard a camp and thus did not participate in the battle at all. Triari have been equipped in exactly the same manner as Principes. Triari fought either with spear or sword. 2 Roman and 2 allied units, 1200 men each.

Cavalry - The richest men usually ended in cavalry contingent, containing about 300 riders. The Roman cavalryman carried a round shield and a long spear. 2 Roman and 2 allied units, 600 men each.

Light cavalry - Auxiliary units of light cavalrymen, recruited in occupied provinces. Riders were protected by shield. They preferred speed and throwing javelins from distance before the clash and direct contact with enemies. 3 allied units, 600 men each.

Auxiliary infantry - Auxiliary units of light infantry, recruited in occupied provinces. The soldiers were protected, if only, by mere shields. They carried either spear or javelins. Low morale as well as fighting value. 2 units, 1200 men each.

Roman army
Unit Label Type M A D V Spc. attributes
Rome - Leves RLeve Infantry 4 1 6 5 Shooting (2), psiloi
Rome - Hastati RHast Infantry 4 3 4 3 Crushing attack, legionnaires
Rome - Principes RPrin Infantry 4 3 4 3 Legionnaires
Rome - Triari RTri Infantry 4 3 4 3 Veterans, legionnaires
Allied - Leves ALeve Infantry 4 1 6 6 Shooting (2), psiloi
Allied - Hastati AHast Infantry 4 3 4 4 Crushing attack, legionnaires
Allied - Principes APrin Infantry 4 3 4 4 Legionnaires
Allied - Triari ATri Infantry 4 3 4 4 Veterans, legionnaires
Rome - Cavalry RCav Cavalry 6 3 4 3  
Allied - Cavalry ACav Cavalry 6 3 4 4  
Allied - Light cavalry ALCav Cavalry 7 2 6 5 Light cavalry
Allied - Auxiliary infantry AAux Infantry 4 1 5 5  

3. 2 Pyrrhus' army

Pyrrhus' army resembled traditional Hellenistic armies of that period, following design and pattern of army of Alexander the Great. The core of the army formed heavily armored hoplites, fighting in tight phalanx formation. The strength and tenacity of phalanx made an excellent springboard for swift and decisive charges of exceptionally trained cavalry units, supported by mobile light infantry units. Indispensable part of all 'Successors' armies' formed the war-elephants, which are said to play a decisive role in Pyrrhus' victories. Mixture of nationalities and fighting styles. Approximately 33000 soldiers.

Macedonian phalanx - The keystone of Pyrrhus' army, very well trained and armed hoplites in tight phalanx formation. Unbeatable from front, susceptible to flank and rear attacks. Hoplites carried a large round shield called hoplon (which from originates their name, hoplites) and wore either metal or linen armor, grieves and helmet. They were armed with sarissas (4-5 meters long spear) and swords. 10 units, 1500 men each.

Elite phalanx - The same outfit and armament as Macedonian phalanx only with bolstered morale. 2 units, 1500 men each.

Cretan archers - Contingents of Cretan archers were hired already by Alexander the Great, because Macedonia wasn't famous for the archery. Cretan archers wore red tunics and were able to participate in hand-to-hand combat (very rare for the archers). They were armed with composite bows and protected themselves by shields (also unusual for archers). 2 units, 1000 men each.

Light infantry - Units including all light equipped soldiers (like Thracian pelstats). Men armed with several javelins and protected by a sole shield. They depended on speed, maneuverability and accuracy of their throws. Five units, 1000 men each.

Rhodian slingers - There was a small contingent of Rhodian slingers between Pyrrhus' mercenaries. Rhodian slingers were lightly equipped and relied on fight from distance. 1 unit containing 500 men.

Heavy cavalry - The fighting style of Macedonian and of several other cavalry units in Pyrrhus' army was quite different from the fighting style of the most cavalry forces during that period. Whereas the most cavalry contingents preferred the hit-and-run strategy (attack with the javelins from a considerable distance and fast retreat from the thread), Macedonian cavalry was specially trained to break the enemy lines by a determined charge and decisive hand-to-hand combat. The cavalrymen were heavily armored with bronze cuirass with pteryges and grieves and helmet. They were armed with xystons (three meters long spears) and swords. 2 units (King Companions and other elite cavalrymen), 600 men each.

Thessalian cavalry - The same outfit as heavy cavalry. The unit uses exceptional formation, rhomboid (diamond). 2 units, 600 men each.

Light cavalry - Macedonian, Paenonian, Illyrian or any other units of light cavalry, scouting units (prodomoi). Men were lightly equipped and fought from the horseback with javelins. 1 unit containing 600 men.

Tarentine cavalry - Renowned and sought units of mercenary cavalry. First units of light cavalry known to use shields. Tarentine cavalrymen depended on accuracy of their throws. 1 unit containing 600 men.

Tarentine phalanx - The same outfit like the other phalanxes only with lower morale. 2 units, 1500 men each.

Elephants - The main advantages of elephants were their size and their terrifying appearance. The elephants were very useful against cavalry units. The horses at the sight of elephants and trumpeting of elephants pranced and disobeyed their masters. The attack power of the elephants was even more increased by placing the battle towers on the back of them. The tower could hold two, and later up to four, men. 2 units, 10 war elephants each.

Pyrrhus' army
Unit Label Type M A D V Spc. attributes
Elite phalanx EPha Infantry 3 3 4 2 Phalanx, sarissa
Macedonian phalanx MPha Infantry 3 3 4 3 Phalanx, sarissa
Cretan archers CArc Infantry 4 2 5 4 Shooting (3), +1 vs. cavalry
Rhodian slingers RSli Infantry 4 1 6 4 Shooting (3), psiloi
War elephants Eleph Elephants 4 4 3 5 Fear, crushing attack, +1 vs. cavalry, elephants
Tarentine phalanx TPha Infantry 3 3 4 5 Phalanx, sarissa
Light cavalry LCav Cavalry 7 2 6 4 Light cavalry
Tarentine light cavalry TLCav Cavalry 7 2 5 4 Light cavalry
Heavy cavalry HCav Cavalry 6 3 4 3 Crushing attack
Thessalian cavalry ThCav Cavalry 6 3 4 3 Crushing attack, rhomboid
Light infantry LInf Infantry 4 1 5 4 Shooting (2), psiloi

3. 3 Special rules

Crushing attack - Having the special attribute Crushing attack, the units are extremely powerful during their charge against enemy lines. Examples of such units could be the war elephants, chariots or medieval knights. However, most of such like units needed quite long interval to get speed and impetuous of charge. On the other hand, such units caught unaware by enemy could not utilize in mere defense their strong point and what they were trained to do, attack. Having the special attribute Crushing attack, the unit gains a special +1 attack modification in the turn it charges (the unit is moved into contact with enemy unit). If the unit remains bond in a protracted combat to subsequent turns, the unit looses the impetus of charge and looses the special combat bonus. If the unit manages to break the enemy unit and pursues into the retreating or some other fresh unit, this is considered to be a new charge and the pursuing unit gets the special bonus in the next combat phase.

Roman hastati used in combat special, heavy throwing spears called pila. Legionnaires threw their pila 20 paces away from the enemies in order to disorganize and weaken them. After that legionnaires drew their swords and closed into melee. The pila were most useful especially during the attack of the unit, not during the defense. Therefore, the unit of Roman hastati gains a special +1 attack modification in the turn it charges.

Phalanx - Hoplites fought in special formation called phalanx. Phalanx was almost unbeatable in face-to-face contact. The enemies with much shorter weapons were unable to reach hoplites over the impassable wall of sarissas and harm them at all. On the other hand, phalanx was susceptible to flank and rear charges. Also in rough ground the tight hoplite formation broke-up and became more vulnerable to determined enemy attacks. Having the special attribute Phalanx, the unit gains a special +1 combat modification as long as all enemy units fighting the given unit are to it's front. Whenever the unit is attacked (or shot at) from the flank or rear, or the unit is located in wood, bush, river, swamp or ford, the unit looses this special combat bonus. This bonus applies also during the shooting phase of the turn, representing better protection of the hoplites with hoplons from front.

Legionnaires - Legion fought in a special checkerboard deployment of manipules. Such deployment proved to be highly mobile and flexible. Individual maniples and even the whole lines were able to interchange in combat and retreat very easily. That's why units with special attribute legionnaires can retreat or move through other units, that belong to the same legion (have the same number given after the unit label), that also have the special attribute legionnaires and that face parallel to the line of advance (retreat). Please note that such unit could easily escape destruction even when it's retreat route from failed combat is blocked by another allied unit. In case of retreat from the combat (shooting duel), the retreating unit is positioned on the hex just behind the unit it moved through. That hex needs to be out of the sphere of control of any enemy unit. In the opposite case, the unit is immediately destroyed. It is not possible to retreat through two or more friendly units. In such case, the unit is immediately destroyed. In other occasions, the moving (retreating) unit has to pay for moving through occupied hex the same number of MP as if the hex would be clear of the friendly unit. At the end of the movement phase, it is impossible to have two units standing at the same hex. If the moving (retreating) unit does not have enough MP to cross the occupied hex, the unit could not utilize this special attribute.

Fig. 1: Retreating legion

Example: The legion depicted at figure 1 had not been very successful in the combat phase and the units of Hastati and Principes had to retreat. Hastati on hex F7 belong to the same legion as Triari on hex F8, both units have the same attribute legionnaires and Triari face parallel to the line of retreat. Therefore, Hastati could retreat through Triari to the hex F9. On the other hand, Principes on hex E7 cannot retreat through Triari, since Triari don't face parallel to the line of retreat. Principes should retreat to only available hex E8.

Light cavalry - Light cavalry units were extremely maneuverable. Having the special attribute light cavalry, the units can retreat from lost combat up to two hexes. The player may choose to retreat either one or two. The final retreating point of the unit has to be out of the enemy sphere of control. Thus, the units of light cavalry could escape from very dangerous situations, where other units might be destroyed.

Psiloi - The skirmishing unit. The skirmishing units could easily retreat before closing enemies through gaps in the following lines of soldiers. Units with special attribute psiloi can retreat from combat (shooting duel) through friendly units (please note the difference between psiloi and legionnaires), that are facing parallel to the line of retreat. When retreating from the combat (shooting duel), the retreating unit is positioned on the hex just behind the unit it moved through. That hex needs to be out of the sphere of control of any enemy unit. In the opposite case, the unit is immediately destroyed. It is not possible to retreat through two or more friendly units. In such a case, the unit is immediately destroyed. If the unit is retreating from the sphere of control, the unit has to pay for moving through occupied hex the same number of MP as if the hex would be clear of the friendly unit.

Rhomboid - The Thessalian cavalry usually used the diamond formation with an officer on each apex. This formation was very flexible. When the formation turned then the only thing all riders had to do was to follow the other officer, who now led the whole squadron. Having the special attribute rhomboid, the units may turn for free, without expending additional MP.

Sarissa - The idea of lightly armored hoplite, but wielding much longer spear, has been invented by Athenian general Iphicrates. In the following century the spear (pike) was continually lengthened up to 7 meters! However, so long weapon showed to be unsuitable, since holding and fighting with such weapon was extremely difficult and phalanx was almost immobile. During the period of battle of Heraclea, the hoplites fought with sarissa (about 4 meters long). In a close sarissa formation, the pike points of several lines could project beyond the front rank. Together with increasing length of arms, the depth of the phalanx formation also increased. Much deeper formation gave infantrymen added punch and moral stamina. The deeper phalanx formation was adopted for the first time by Theban general Epaminondas, during the battle of Leuktra, where deeper formation of Theban hoplites managed to break much better and skilled famous Spartan hoplites. Having the special attribute sarissa, the unit may support (+1 combat modifier) in combat any other unit with the same special attribute sarissa, as long as both units face the same direction, both units are placed immediately behind each other and the supporting unit doesn't find itself in the zone of influence of any enemy unit yet not involved in combat with other unit.

Elephants - War elephants were extremely worried units. However, the behavior of elephants was also very unpredictable. Wounded elephants broke from combat many times and drove through friendly units, causing many loses and chaos. When the unit of elephants is forced to retreat and the escape rout is blocked by any friendly unit, the friendly unit is destroyed and elephants are placed on vacant hex. If the final retreating position of elephants is in the sphere of control of any enemy unit, the elephants are regardless destroyed. Please note that unit obliged to test morale first retreats and then tests morale!

Elephants are not affected by bush. Elephants may move through bushy terrain without any restrictions.

Fear - War elephants cause fear in enemy units. At the begining of every combat phase, the enemy player has to test morale of every unit in the sphere of control. Units that fail the M test get -1 combat modification for the rest of the combat phase. Units that fail the M test can't support any other allied units during the rest of combat phase.

Veterans - Having the special attribute veterans, the unit doesn't have to retreat from failed combat. The player may choose. The veteran soldiers are skilled and hardened fighters that don't let the enemy get even one inch of ground. But whenever the veteran unit fails at the morale test, the unit is removed from the game map like any other unit.

4. Commanders

4. 1 Rome

Consul Valerius Laevinius is general of Roman army. From the historical point of view, Laevinius was only an average commander. His battle tactic was not surprising at all, he chose standard strategy of mass frontal assault, with cavalry advancing on the flanks. River and bad organization foiled the deployment of the army on a wider front to flank the enemy lines and impose superior numbers. Leadership value 3.

Other Roman commanders are Dexous (leadership 3) and Oplacus (leadership 2).

4. 2 Pyrrhus' army

Pyrrhus is in charge of his army. Pyrrhus is generally considered to be better-than-average commander. In spite of the fact, that many historians called Pyrrhus to be one of the greatest generals of Antiquity, he excelled indeed with his courage and pure heart. His soldiers truly loved him for his character and were ready to follow Pyrrhus even into the fiery pits of hell. Still, the delayed attack with elephants until crucial moments of battle seems to be very well thought move. Leadership value 5.

Other Pyrrhus' commanders are Megacles (leadership 3) and Leonnatus (leadership 2).