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Clash of Empires: The Hellenistic World Reign of the Spartan King Archelaus

Updated: 3 days ago


The purpose of this article is to use the Clash of Empires Hellenistic game rules to create a believable chronology for the reign of the fictional Spartan King Archelaus. Clash of Empires uses an economic system which combines troop points per turn (the result of taxation, economic resources and tribute) with trading cards which represents the funds raised mainly from trade, but also other sources such as the spoils of war. They also control random events. Troop points from agricultural output and any tribute is received at the beginning of each monthly turn but is not shown in the chronology. Instead, it is described as “Receipt of agricultural produce from state owned land.” The chronology also explains in detail the Clash Battle System. This is in relation to conquest and randomly generated conflict events.


Spartan Society

The Spartan economy was agrarian with all land owned by the state and cultivated by a serf population known as helots. The Spartiate elite were fully supported by their helots with their sole focus being military training and service to the state. All aspects of commerce were handled by the free non-citizens called perioikoi. Unlike other Greek city-states Spartan women enjoyed considerable independence. They could own land, manage finances and participate in athletic events. In Spartan society the accumulation of personal wealth was discouraged by the use of heavy iron bars as currency. 


Background

Archelaus was the second son of the Spartan King Teleclus of the Agiad dynasty who shared dual monarchy (dyarchy) with the lame King Nicandrus of the Eurypontids. A shrewd and able ruler Teleclus once again seized control of Messenia and issued the first ever Spartan coinage. The young prince Archelaus was a skilled warrior and renowned athlete who was twice victorious in the Olympic Games which were held every four years in honour of Zeus, King of the gods. At the age of thirty, in search of adventure and glory, Archelaus led a small band of Spartan mercenaries, known as the Tindaridai, on an expedition to North Africa where they became captains in the Carthaginian army. Initially serving as a drill master Archelaus quickly rose to the rank of general and in Spain proved himself a Great Commander by winning many victories. It was during this time that the mercenary general became impressed by the expert horsemanship and agility of the Numidian light horse and through his association with the Numidian King Gala, Archelaus was gifted a contingent of these hardy mounted skirmishing specialists. When his older brother was killed in a hunting accident Archelaus, who was next in line to the throne, was recalled to Sparta. Loaded with honours Archelaus returned home and brought back with him his Numidian cavalry and their families who he settled on Lacedaemon land. Two years thereafter his father Teleclus died and Archelaus was elevated to the Spartan Kingship. Having sought counsel from the god Apollo by obtaining an oracle from Delphi the new Agiad King instituted Lycurgan-style reforms that boosted the Lacedaemon economy and revitalised the Spartan military system. Chief amongst these changes were the ending of the traditional dyarchy by marrying a Eurypontid heiress thus combining both dynastic lines. He also curtailed the power of the Gerousia (council of elders). An energetic war-leader and forceful diplomat Archelaus’s rule ushered in a new period of Spartan hegemony in the Peloponnese and beyond.      


The chronology starts in the second year of the reign of King Archelaus and the timeline has been created using the solo player format. Also being used is a random non-player domain upgrade and alliance chart for solo games. Considerable detail has been added to Year 2 of the chronology to promote a basic understanding of the Spartan way of life regarding their economy, religion, lifestyle and politics. Such detail is intended to spice up the chronology for a permanent record and is purely optional. Unlike Year 2 for Year 3 onwards each monthly turn has been stripped back to its basic elements with only some detail added to maintain the narrative of King Archelaus’s reign.


In the following chronology the financial data of troop point accumulation and expenditure is not shown.


Year 2 Monthly Turn 1.

The year starts with the annual roll to determine the level of rainfall in the climate cycle for this year. A roll is made which indicates that rainfall will be normal. An unsuccessful score would have signalled drought and famine which would reduce troop points per turn by half for this year.


The turn sequence begins with the receipt of agricultural produce from state owned land. Next a number of trade cards are selected. These are kept to try and collect one of a number of special sets which increase the value of the cards cashed in. There is no significant event this turn but as part of his daily duties the Spartan King makes offerings of laurel leaves, honey, wine, fruit and incense to the god Apollo. Also, part of the monarch’s monthly routine is to meet with the committee of five ephors to exchange oaths of fealty to the Spartan state. A more pleasing experience is had when Archelaus and his wife the Spartan Queen Timandra who is pregnant with their first child attend the dedication of a temple to the twin heroes Castor and Pollux. As chief priest of the state Archelaus officiates at the ceremony. Elsewhere in the Hellenistic World the Ptolemaic Kingdom develops Ship Killing Tactics. Apart from this the turn ends peacefully.


Year 2 Monthly Turn 2.   

The turn sequence begins with the receipt of agricultural produce from state owned land. Next a number of trade cards are selected. These are kept to try and collect one of a number of special sets which increase the value of the cards cashed in. At this point there is a significant political event. Ambassadors arrive from Antigonid Macedonia to negotiate a defensive alliance with Sparta. Archelaus looks favourably upon the alliance which is ratified by the ephors and the Gerousia. This month the King and his companions take pleasure in hunting wild boar with the help of helot “beaters” and hunting dogs. Elsewhere in the Hellenistic World nothing of note occurs and the turn ends peacefully.


Year 2 Monthly Turn 3.

The turn sequence begins with the receipt of agricultural produce from state owned land. Next a number of trade cards are selected. These are kept to try and collect one of a number of special sets which increase the value of the cards cashed in. There is no significant event this turn and the King contents himself with the routine of his daily and monthly duties. Also, as part of his judicial and legal duties the King presides over such areas as disputes over heiresses, adoptions and public roads. Elsewhere in the Hellenistic World the Ptolemaic Kingdom establishes a military academy at Alexandria. Apart from this the turn ends peacefully.


Year 2 Monthly Turn 4.

The turn sequence begins with the receipt of agricultural produce from state owned land. Next a number of trade cards are selected. These are kept to try and collect one of a number of special sets which increase the value of the cards cashed in. There is no significant event this turn and the King contents himself with the routine of his daily and monthly duties. This includes a formal visit to the agoge where Spartan youths are educated and trained in the art of war. This system embraces males aged 7 to 29. At the event the King and Queen enjoyed privileged seats and looked forward to watching the young men compete in various endurance sports. Elsewhere in the Hellenistic World Antigonid Macedonia forms an alliance with Athens. Apart from this the turn ends peacefully.


Year 2 Monthly Turn 5.

The turn sequence begins with the receipt of agricultural produce from state owned land. Next a number of trade cards are selected. At this point commerce takes place with olives and wine being exchanged for other things of value. This means that a medium value special set of cards has been collected and cashed in. All trading activity is handled by the periokoi who also deal with crafts and manufacturing. Meanwhile, as part of their ongoing initiation a large group of young men of the agoge join the syssita or messes. These men can now marry and will form the core of a new army unit. When combined with the periokoi and helots this brings the Spartan army up to 9 units. Also, at the end of this turn, Queen Timandra gives birth to a healthy son who is named Anaxandrus. Elsewhere in the Hellenistic World the Parthian army increases in strength. Apart from this the turn ends peacefully.


Year 2 Monthly Turn 6.

The turn sequence begins with the receipt of agricultural produce from state owned land. Next a number of trade cards are selected. These are kept to try and collect one of a number of special sets which increase the value of the cards cashed in. There is no significant event this turn and the King contents himself with the routine of his daily and monthly duties. This month the King and his companions take pleasure in hunting deer with the help of helot “beaters” and hunting dogs. Elsewhere in the Hellenistic World Rome develops Ship Killing Tactics. Apart from this the turn ends peacefully.


Year 2 Monthly Turn 7.

The turn sequence begins with the receipt of agricultural produce from state owned land. Next a number of trade cards are selected. At this point commerce takes place with surplus agricultural produce and livestock being exchanged for other things of value. This means that a low value set of cards has been collected and cashed in. Also, this month the Gymnopaedia takes place. This is an annual festival of choral song and dance held in the agora (central public space) which lasts three days. These shared rituals and cultural practices help to develop a communal identity. Elsewhere in the Hellenistic World Rome develops Artillery. Apart from this the turn ends peacefully.


Year 2 Monthly Turn 8.

The turn sequence begins with the receipt of agricultural produce from state owned land. Next a number of trade cards are selected. At this point commerce takes place with surplus agricultural produce and livestock being exchanged for other things of value. This means that a low value set of cards has been collected and cashed in. Meanwhile, as part of their ongoing initiation a large group of young men of the agoge join the syssita or messes. These men can now marry and will form the core of a new army unit. When combined with the periokoi and helots this brings the Spartan army up to 10 units. Elsewhere in the Hellenistic World Antigonid Macedonia develops Ship Killing Tactics. Apart from this the turn ends peacefully.


Year 2 Monthly Turn 9.

The turn sequence begins with the receipt of agricultural produce from state owned land. Next a number of trade cards are selected. At this point commerce takes place with surplus agricultural produce and livestock being exchanged for other things of value. This means that a low value set of cards has been collected and cashed in. At the beginning of this turn the Carnea takes place. This is a choral and musical festival honouring Apollo that lasts nine days. Also, this month the King and his companions take pleasure in hunting deer with the help of helot “beaters” and hunting dogs. Elsewhere in the Hellenistic World the Seleucid and Ptolemaic Kingdoms form an alliance. Apart from this the turn ends peacefully.


Year 2 Monthly Turn 10.

The turn sequence begins with the receipt of agricultural produce from state owned land. Next a number of trade cards are selected. At this point commerce takes place with valuable horses and specially bred Laconian hounds being exchanged for other things of value. This means that a high value set of cards has been collected and cashed in. At this point there is a significant political event. A neighbouring non-player domain becomes hostile.


Intelligence reaches Sparta that the city-state of Sicyon which is part of the Achaean League is giving succour to the exiled former King Nicandrus. His followers have been fomenting rebellion in Lacedaemon with the aim of ousting Archelaus. Nicandrus was an unpopular ruler and was even implicated in the death of the late Spartan King Teleclus. Nevertheless, he still has some support amongst the Eurypontids and it is determined by King Archelaus and the Gerousia that he should be returned to Sparta to be tried for treason. Subsequently a message is sent to Sicyon which is short and to the point as is the Spartan way. “Surrender him or else.” No reply is received.


Meanwhile, as part of their ongoing initiation a large group of young men of the agoge join the syssita or messes. These men can now marry and will form the core of a new army unit. When combined with the periokoi and helots this brings the Spartan army up to 11 units. Elsewhere in the Hellenistic World nothing of note occurs and the turn ends peacefully.


Year 2 Monthly Turn 11.

The turn sequence begins with the receipt of agricultural produce from state owned land. Next a number of trade cards are selected. These are kept to try and collect one of a number of special sets which increase the value of the cards cashed in.

At the beginning of this turn the Spartan army is mobilized and supplies gathered. In the sanctuary of Artemis Orthia offerings are made to the goddess to win favour for a successful military campaign. Thereupon Archelaus marches forth with a Spartan army of 6 units leaving 5 units in Sparta under the leadership of Queen Timandra who is famed for her intelligence and wisdom. The Spartan King’s trusted friend Cleombrotus commands the elite Medium Cavalry (Castorian) of the right wing. On the left are the highly mobile and elusive Numidian light cavalry. The Spartan army confronts an Achaean army of 12 units led by Aratus of Sicyon in the central Peloponnese. Before battle is joined Archelaus makes a sacrifice of a goat to Athena Khalkioikos to honour the goddess before the battle.


Clash of Empires

Using the Clash of Empires rules the battle strength and capabilities of the belligerents can be shown as follows: -

 

Spartan Army

Part-Standing Army type with a Combat Rating (CR) of , which based on the number of army units i.e., 6 converts to a +3 Fighting Bonus (FB). Battle Dice 2D6 (highest scoring die only). Fighting Technique: Hoplite Phalanx complimented by Deadly Shots of the Numidian Light Cavalry which gives the Spartan army a +4/+7 modifier to their Battle Die score. Second modifier used if FB greater than that of the opponent. The Spartans have elite status so get a 1D3 Battle Advantage Die. They also have Medium Cavalry 1D6+1 as well as the normal +1 to Initiative for cavalry but this is negated by a -1 penalty to Initiative due to the unwieldy nature of a phalanx and its vulnerability to flank attack. King Archelaus is a great tactician and inspired leader and is therefore ranked as a Great Commander and gets 2D6 for Initiative (highest scoring die only).

 

Achaean Army

Citizen Army type with a Combat Rating (CR) of , which based on the number of army units i.e., 12 converts to a +4 Fighting Bonus (FB). Battle Dice 2D6 (highest scoring die only). Fighting Technique: Hoplite Phalanx which gives the Achaean army a +3/+6 modifier to their Battle Die score. Second modifier used if FB greater than that of the opponent. They have Light Cavalry +1 Initiative and 1D6 Advantage Die and outnumber their opponent so get a 1D6 numerical advantage. Like the Spartans their +1 to Initiative for Light Cavalry is negated by a -1 to Initiative due to the unwieldy nature of a phalanx and its vulnerability to flank attack. A statesman and commander Aratus is ranked as ordinary and gets 1D6 for Initiative.

 

Clash Battle System


After rolling for Initiative the Battle Roll for each army consists of the following procedure:

  • Roll Battle Dice 2D6 (highest scoring die only)

  • Plus, Combat Rating (CR) to Fighting Bonus (FB) (conversion dependent upon number of units).

  • Plus, Battle Bonus calculation determined by Army Type and FB.

  • Plus, Advantage Dice (representing a numerical, tactical or other special advantage)


Highest score wins and the difference between the two Battle Rolls determines the number of casualties.


Combat Rating to Fighting Bonus Conversion and Casualty Tables not shown.


Ancients Battle Log


Domain = Sparta

 

Battle = Megalopolis             Date:  Year 2 Turn 11

Initiative

Battle Dice

(Modifiers)

CR to Fighting Bonus

Battle Bonus

Normal (Enhanced)

Battle Advantage Dice

Total Score

2D6

 

5 and 2

(Highest die only)

 

 = 5

 

Part-Standing

Hoplite Phalanx

2D6

(+4/+7)

5 and 3

(Highest die only)

 

5+4 = 9

x 6 = +3 FB

 

Odds Dice

 

1D3(1D6)


1D6 = 4

Tactical Advantage 1D6 = 6


Elite status 1D3 = 3


Medium Cavalry 1D6+1 = 5+1 = 6

 

6+3+6 = 15  

9+3+4+15 = 31


Domain = Achaean League

Initiative

Battle Dice

(Modifiers)

CR to Fighting Bonus

Battle Bonus

Normal (Enhanced)

Battle Advantage Dice

Total Score

1D6 = 3

 

 

 

 

Citizen Hoplite Phalanx

2D6

(+3/+6)

4 and 3

(Highest die only)

4+6 = 10

 

x 12 = + 4 FB

 

No odds or evens

 

1D3(1D6)


1D3 = 3

Opponent outnumbered 1D6 = 4

 

Light Cavalry 1D6 = 1

 

  4+1 = 5

10+4+3+5 = 22

Battle Bonus Calculation Table not shown.

Battle Bonus calculation determined by Army Type and Fighting Bonus (FB).

(#D#) = Enhanced Battle Bonus on odds or evens Battle Dice.


Note: - The Spartans win Initiative which cancels their opponent’s numerical advantage. This is compounded by a high Battle Die score and odd dice which activates an Enhanced Battle Bonus. A forceful Spartan cavalry attack completes the victory and results in a differential of 9 which on the casualty table equates to 9 Achaean army units killed, wounded or captured. The Spartans lose 2 units.


The Battle of Megalopolis


The morning light glinted on the spear points and shields of 18,000 hoplites who were drawn up on a plain near the city of Megalopolis the federal capital of Arcadia. The opposing phalanxes stood immobile as the grim-faced warriors stared menacingly at each other across the open ground of the battlefield. Arranged in deep formation the enemy hoplites, impressive in number, wore tunics of many hues and carried shields emblazoned with symbols and mythical beasts of every kind. Although fewer in number the Spartan hoplites were no less visually striking and even more intimidating in their distinctive red cloaks and carrying burnished bronze shields bearing the Greek letter Lambda which represented the Spartan state.

            From his position on the right flank Archelaus surveyed the enemy disposition with a well-practiced eye studying his opponent’s strengths and weaknesses and devising his battle plan accordingly. To the rear of the enemy host, he caught sight of his opposing number Aratus wearing a purple cloak and mounted on a mettlesome white steed. The general and statesmen was barking last minute orders to a subordinate to his right while to his left a gloomy figure sat astride a bay-coloured horse. He was wearing a red cloak and carried a shield with a gorgon’s head device which immediately identified him as the would-be usurper Nicandrus. Turning back to the arrangement of the enemy forces on the ground the Spartan King observed that the Achaean army was numerically stronger and had archers and cavalry, but these were fewer in number and of poorer quality than his own. This was their weakness and therefore it was here that he would strike first.

            At a prearranged signal the Spartan elite Castorian cavalry advanced apace and then thundered towards the opposing League cavalry. These were slow to respond a moments indecision which put them at a significant disadvantage. At the head of the Spartan cavalry the distinguished cavalry commander Cleombrotus, clad in bronze armour and wearing a helm with a white horsehair plume, plunged into the enemy formation. After impaling an adversary with his long spear, the Spartan warrior switched to his sword with which he cleaved heads and severed limbs in vigorous abandon. Faced with such collective destruction the less well armoured Achaean cavalry lost heart and were driven from the field. Meanwhile, the dark-skinned Numidian riders were carrying out harassing attacks upon the enemy phalanx. These doughty warriors in their white tunics and carrying leather faced shields hurled their javelins with deadly accuracy and frustrated the enemy by remaining just out of range of any retaliatory attack.

            As the Numidians were withdrawn the sound of flutes communicated orders as both walls of shields and spears advanced towards each other. At a hundred paces the League hoplites charged the Spartans who in contrast moved forward slowly in good order. With a resounding clash of arms both sides collided. Thereupon the shoving and fighting proceeded with unrestrained violence as each side used their spears to stab at exposed body parts. The ground was slick with the blood of the dead and the dying when without warning the less determined Achaean hoplites who were panicked by the return of the Spartan cavalry broke and ran for their lives. As they scattered, they were ridden down by the Numidians and Spartans who despatched the fugitives without mercy.


Figure 1. At the Battle of Megalopolis, the Spartans win a decisive victory over the Achaean League thus regaining control over the central and northern Peloponnese. The numerical strength of each army is denoted by blank coloured poker chips. Game board from the Clash of Empires: The Hellenistic World Game.
Figure 1. At the Battle of Megalopolis, the Spartans win a decisive victory over the Achaean League thus regaining control over the central and northern Peloponnese. The numerical strength of each army is denoted by blank coloured poker chips. Game board from the Clash of Empires: The Hellenistic World Game.

After the battle Megalopolis was taken and sacked. Afterwards King Archelaus sent a terse message to the Achaean League “Submit or be destroyed.” Accordingly, the confederation of Greek-city states surrender to Sparta and their tribute value is now added to the domains troop points per turn. Two units remain in the central Peloponnese as a garrison. The rest of the army returns home with their dead warriors upon their shields as is the Spartan custom. Unfortunately, Nicandrus managed to escape to Asia Minor. Elsewhere in the Hellenistic World nothing of note occurs and the turn ends peacefully.


Year 2 Monthly Turn 12.

The turn sequence begins with the receipt of tribute from vassal states and agricultural produce from state owned land. Next a number of trade cards are selected. At this point a special set of cards is cashed in which can be attributed to the spoils of war. Meanwhile the fallen soldiers (Spartiates) are buried within the city. Their graves have a simple gravestone inscribed with “in war” and there is no grave goods or public displays of grief. Elsewhere in the Hellenistic World nothing of note occurs and the turn ends peacefully.

 

And so, the chronology would go on to Year 3 Turn 1 and again the year would start with the annual roll to determine the level of rainfall in the climate cycle for the new year.


Using the Clash of Empires: The Hellenistic World game rules and a little research this timeline can be used as a template to create a chronology for any Hellenistic ruler.


To play this game the only power source required is that of your mind.


The Chronology of the fictional Spartan King Archelaus continued.

 

Unlike Year 2 of the chronology for Year 3 onwards each monthly turn has been stripped back to its basic elements with only some detail added to maintain the narrative of King Archelaus’s reign. In the following chronology the financial data of troop point accumulation and expenditure is not shown.

 

Year 3 Monthly Turn 1.


Rainfall normal and 1D3 = 1 Destiny Point received.


Troop points received and 2 trade cards selected. No trade cards are cashed in, or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 3 Monthly Turn 2.


Troop points received and 2 trade cards selected. No trade cards are cashed in, or special sets submitted for this turn. However, an Ace is drawn which indicates a Random Event. After rolling on the Random Events Table the result is a Conflict Event.


Recruitment: No troop points expended on recruitment this turn.


Narrative: The Aitolian League, concerned about the Spartan resurgence, attacks from the north. Complicit in this move is the independent city state of Corinth which allows the Aitolian army of 7 units to cross the Isthmus of Corinth. This enables the invaders to overrun the central Peloponnese and take the city of Megalopolis. The Spartan garrison of two units is destroyed.


Elsewhere in the Hellenistic World an alliance is formed between Pergamum and the Aitolian League.


Year 3 Monthly Turn 3.


Troop points received and 2 trade cards selected. No trade cards are cashed in, or special sets submitted for this turn.


Recruitment: Troop points expended to purchase 2 Army units and 3 Navy units this turn.


Narrative: As soon as Sparta learns of the attack upon Megalopolis the army is mustered and 2 new units are raised drawn from the agoge and periokoi. Further intelligence reveals that the Kingdom of Pergamum was involved in this conflict event by putting pressure on Corinth to permit the passage of the Aitolian army. Neither does it escape the notice of the Spartan King and the Gerousia that after he fled to Asia Minor the Spartan traitor and would be usurper Nicandrus has become a valued member of the entourage of Attalus King of Pergamum. Thus, he is perfectly placed to encourage the old King in this course of action probably in return for the promise of trade concessions and gold when the deposed Spartan King retrieved his throne.

To counter these moves Archelaus raises 3 new navy units and through his friendship with the influential Barca family forms an alliance with Carthage, which effectively checks any potential challenge from the navy of Pergamum.

With these precautions quickly made, during the movement and attack phase, the Spartan King and his army of 8 units advance into the central Peloponnese to take on the invaders. Before the Spartans arrive at Megalopolis the Aitolian army is reinforced by 2 units. However, having lost 1 unit during the taking of the city the enemy commander Andreas of Heracleia loses his nerve and decides to stay inside the stronghold and await further reinforcements. Rather than attack straight away the Spartan army lays siege to the city whose occupants can hold out for 1D6 = 4 monthly turns before going out of supply.


Elsewhere in the Hellenistic World Carthage receives 3 Destiny points.


Year 3 Monthly Turn 4.


Troop points received and 2 trade cards selected. A Straight card set (Double points and 1 extra card next turn only) worth 682 points inclusive of 10% trade bonus is submitted.


Recruitment: The Spartans develop Siege Craft.


Narrative: Archelaus requests Sparta’s ally Macedonia to put pressure upon the Aitolian League from the north, but they fail to respond. Macedonia develops quinqueremes (Juggernauts) for naval warfare.


Year 3 Monthly Turn 5.


Troop points received and 3 trade cards selected (extra card from previous set).  No trade cards cashed in, or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


Narrative: Siege of Megalopolis continues.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 3 Monthly Turn 6.


Troop points received and 2 trade cards selected. A Two pair card set (Double modifier) worth 484 points inclusive of 10% trade bonus submitted.


Recruitment: Troop points expended to purchase 2 Army units and 1 Navy unit this turn.#


Narrative: Siege of Megalopolis continues.


Elsewhere in the Hellenistic World Parthia develops Siege Craft.


Year 3 Monthly Turn 7.


Troop points received and 2 trade cards selected. A One pair card set (One and a half modifier) worth 165 points inclusive of 10% trade bonus submitted. Ace drawn which indicates a Random Event. After rolling on the Random Events Table the result is a Political Event. This being a Trade Dispute with Pergamum.


Recruitment: No troop points expended on recruitment this turn.


Narrative: During the movement and attack phase 2 army units sent from Sparta to assist in the siege of Megalopolis, while 4 units of the besieging force is moved to the Isthmus of Corinth to block any possible enemy reinforcement and intimidate Corinth into not allowing the passage of enemy troops. Meanwhile, the besieged Aitolian army goes out of supply and loses 1D3 = 3 units due to hunger and disease. Enemy force down to 6 units.


Elsewhere in the Hellenistic World the Armenian capital Yervandashat is fortified.


Year 3 Monthly Turn 8.


Troop points received and 1 trade card selected (reduced due to trade dispute). No trade cards cashed in, or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


Narrative: The siege of Megalopolis continues. Due to their privations the besieged enemy loses 1 unit and are now reduced to 5 units.


Elsewhere in the Hellenistic World the Roman Republic increases the size of its army.


Year 3 Monthly Turn 9.


Troop points received and 1 trade card selected. No trade cards cashed in, or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


Narrative: The siege of Megalopolis continues. Due to their privations the besieged enemy loses 1 unit and are now reduced to 4 units.


Elsewhere in the Hellenistic World Parthia receives 3 Destiny points.


Year 3 Monthly Turn 10.


Troop points received and 1 trade cards selected. No trade cards cashed in, or special sets submitted for this turn.


Recruitment: Troop points expended to purchase 1 Army unit this turn.


Narrative: The siege of Megalopolis continues Due to their privations the besieged enemy loses 1 unit and are now reduced to 3 units. During the movement and attack phase 2 army units leave Sparta and join the Spartan army besieging Megalopolis. At this juncture Archelaus orders an attack upon the stronghold which wipes out the defenders and retakes the city. The Spartans lose 1 unit during the assault. Tribute and Prestige restored.


Elsewhere in the Hellenistic World the Roman Republic fortify Rome.


Ancients Battle Log


Domain = Sparta

 

Battle = Siege of Megalopolis             Date:  Year 3 Turn 10

Initiative

Battle Dice

(Modifiers)

CR to Fighting Bonus

Battle Bonus

Normal (Enhanced)

Battle Advantage Dice

Total Score

N/A

Part-Standing

Hoplite Phalanx

2D6

(0)

4 and 3

(Highest die only)

= 4

x 8 = +4 FB

 

 

 

 

No odds or evens

 

 

1D3(1D6)


1D3 = 3

Opponent outnumbered

2D6 = 5+5

Siege Craft

2D6 = 4+3

Elite status 1D3 = 1

5+5+4+3+1 = 18  

4+4+3+18 = 29

 CR = Combat Rating and FB = Fighting Bonus

Domain = Aitolian League

Initiative

Battle Dice

(Modifiers)

CR to Fighting Bonus

Battle Bonus

Normal (Enhanced)

Battle Advantage Dice

Total Score

N/A

 

 

 

 

Citizen Hoplite Phalanx

2D6

(0)

6 and 4

(Highest die only)

= 6 

x 3 = + 1 FB

 

Evens Dice

 

1D3(1D6)


1D6 = 1

Stronghold

2D6 = 5+3 = 8

 

6+1+1+8 = 16

Battle Bonus Calculation Table not shown.

Battle Bonus calculation determined by Army Type and Fighting Bonus (FB).

(#D#) = Enhanced Battle Bonus on odds or evens Battle Dice.


Note: There is no Battle Dice modifier when attacking or defending a stronghold. Differential of 13. Defenders wiped out. The Spartans lose 1 unit.


Year 3 Monthly Turn 11.


Troop points received and 1 trade card selected (last turn of trade dispute). No trade cards cashed in, or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


Narrative: During the movement and attack phase 2 army units return to Sparta, 1 remains in Megalopolis and 4 join the Spartan force blocking the Isthmus of Corinth. At this point Archelaus delivers an ultimatum to Corinth. Join a New Peloponnesian League or be summarily destroyed as an enemy of Sparta. Corinth joins the League.


Elsewhere in the Hellenistic World the alliance between the Seleucid and Ptolemaic Kingdoms is broken.


Year 3 Monthly Turn 12.


Troop points received and 2 trade cards selected. Two pair card set (Double modifier) worth 242 points inclusive of 10% trade bonus submitted.


Narrative: During the movement and attack phase the triumphant Spartan army returns to Sparta. Upon their return offerings are made to the god Apollo and to the goddess Athena whose bronze-plated temple stands in the Spartan acropolis.


Elsewhere in the Hellenistic World Macedonia receives 3 Destiny points.


Year 4 Monthly Turn 1.


Rainfall normal and 1D3 = 1 Destiny Point received.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: Spartan acropolis and immediate environs fortified with measures taken to be able to withstand a lengthy siege if necessary.


Elsewhere in the Hellenistic World Parthia receives 3 Destiny points.


Year 4 Monthly Turn 2.


Troop points received and 2 trade cards selected. One pair card set worth 116 points inclusive of 10% trade bonus submitted.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World the Ptolemaic Kingdom outfits its army in heavy armour.


Year 4 Monthly Turn 3.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn. However, an Ace is drawn which indicates a Random Event. After rolling on the Random Events Table the result is a Political Event. Trade dispute for 1D6 = 3 turns.


Recruitment: No troop points expended on recruitment this turn.


Narrative: Trade dispute with Pergamum resumes as tensions in mainland Greece and the Aegean continue to grow.


Elsewhere in the Hellenistic World the Ptolemaic Kingdom increases the size of its army.


Year 4 Monthly Turn 4.


Troop points received and 1 trade card (first turn of trade dispute) selected. No trade cards cashed in or special sets submitted for this turn.

Recruitment: 2 Army units purchased this turn. Spartan army now at its maximum limit of 16 units.


Elsewhere in the Hellenistic World the Seleucid Kingdom receives 3 Destiny points.


Year 4 Monthly Turn 5.


Troop points received and 1 trade card (second turn of trade dispute) selected. One pair card set worth 66 points inclusive of 10% trade bonus submitted.


Recruitment: Six Destiny points used to circumvent population constraints. Population limit permanently increased by 1 unit per 3 points expended. This permits the purchase of 2 more army units bringing the Spartan army up to a total of 18 units.


Narrative: Enlargement of Spartan army. Archelaus does this by re-distributing land in Laconia and Messenia which increases the status of poorer Spartans and thereby increases Sparta’s effective military strength.


During the movement and attack phase 11 units of the Spartan army move to the Central Peloponnese.


Elsewhere in the Hellenistic World the Roman Republic receives 3 Destiny points.


Year 4 Monthly Turn 6.


Troop points received and 1 trade card (last turn of trade dispute) selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


Movement and Attack: A Spartan army of 12 units moves and attacks the Aitolian League.


Narrative: At this juncture King Archelaus decides to launch a pre-emptive strike at the Aitolian League. At the head of an army of 12 units the Spartan King crosses the Isthmus of Corinth and enters the territory of the League. This consists of a confederation of tribal communities and cities with the city of Thermon as its Stronghold. Rather than make the same mistake as his predecessor the Aitolian General Polyarchos and an army of 10 units confront the Spartans in a field battle. Despite a strong defensive position Polyarchos fails to take advantage of a vulnerability in the Spartan battle line caused by uneven terrain. Instead, the Aitolian response is slow and uncoordinated giving the Spartans time to restore a closer and unbroken line. Consequently, upon their collision with the interlocked shields of the Spartan elite the Aitolian battle line loses cohesion and disintegrates. Thus, a great victory for the Spartans for the loss of 2 units. The enemy lose 8 units with the remainder scattered and later surrendering. The League capital Thermon is taken and a garrison of 3 units installed under the command of a Spartan harmost. The tribute value of the Aitolian League passes to Sparta along with 2 Prestige points for conquering a regional domain.


Elsewhere in the Hellenistic World the Ptolemaic Kingdom upgrades its navy to Juggernauts (Quinquiremes).  


Ancients Battle Log


Domain = Sparta

 

Battle = Battle of Thermon             Date:  Year 4 Turn 6

Initiative

Battle Dice

(Modifiers)

CR to Fighting Bonus

Battle Bonus

Normal (Enhanced)

Battle Advantage Dice

Total Score

2D6

 

3 and 1

(Highest die only)

 = 3

 

Part-Standing

Hoplite Phalanx

2D6

(+4/+7)

5 and 2

(Highest die only)

 

5+7 = 12

x 12 =

 +6 FB

 

No odds or evens

 

1D6(2D6)

 

1D6 = 2

Opponent outnumbered

1D6 = 3

 

Medium Cavalry 1D6+1 = 2+1 = 3

 

Elite status

1D3 = 2

 

3+3+2 = 8

  

12+6+2+8 = 28

Domain = Aitolian League

Initiative

Battle Dice

(Modifiers)

CR to Fighting Bonus

Battle Bonus

Normal (Enhanced)

Battle Advantage Dice

Total Score

1D6

 

= 3

 

 

 

 

Citizen Hoplite Phalanx

2D6

(+3/+6)

6 and 2

(Highest die only)

6+3 = 9

 

x 10 =

+ 3 FB

 

Evens Dice

 

1D3(1D6)

 

1D6 = 3

Light Cavalry

1D6 = 5

9+3+3+5 = 20

 

Battle Bonus Calculation Table not shown.

Battle Bonus calculation determined by Army Type and Fighting Bonus (FB).

(#D#) = Enhanced Battle Bonus on odds or evens Battle Dice.


Note: Aitolian army defeated with a differential of 8 on the Casualty Table which equates to a 75% loss. The Spartans lose 2 units.


Year 4 Monthly Turn 7.


Troop points received and 2 trade cards selected. Cashed in 105 points worth of trade cards inclusive of 10% trade bonus.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World Macedonia incorporates Scythed Chariots into its army.


Year 4 Monthly Turn 8.


Troop points received and 2 trade cards selected. Cashed in 121 points worth of trade cards inclusive of 10% trade bonus.


Recruitment: 2 Army units purchased.


During movement and attack phase army of 7 units return to Sparta.


Narrative: The triumphant return of the Spartan army is occasioned by a parade and the sacrifice of animals to Apollo and Athena. Meanwhile, Athens becomes ever more concerned about Sparta’s acts of aggression and the revival of the Peloponnesian League.


Elsewhere in the Hellenistic World Athens increases the size of its army.


Year 4 Monthly Turn 9.


Troop points received and 2 trade cards selected. High value Full House card set worth 1210 points inclusive of 10% trade bonus submitted.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World there is an unexpected alliance between Rome and Carthage.


Year 4 Monthly Turn 10.


Troop points received and 2 trade cards selected. One pair card set worth 77 points inclusive of 10% trade bonus submitted.


Recruitment: Sparta upgrades to a professional Standing Army. Combat Rating .


Narrative: King Archelaus creates a new professional standing army the troops of which are provided by periocci volunteers and a select group of liberated helots. The training for these new troops lasts several months and continues for the duration of their service. After 25 years they are entitled to Spartan citizenship and receive either a bounty or the grant of a plot of land. Retained at the core of this re-organization the Spartan “master caste” remains dominant providing a strong elite force within the army.


Elsewhere in the Hellenistic World the Ptolemaic Kingdom receives 3 Destiny points.


Year 4 Monthly Turn 11.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World Sicily develops Ship Killing Tactics.

 

Year 4 Monthly Turn 12.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: 2 Navy units purchased.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 5 Monthly Turn 1.


Rainfall normal and 1D3 = 2 Destiny Point received. Both Card Decks shuffled.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World the Seleucid and Ptolemaic Kingdoms, concerned about the growing threat from Parthia, come to an accord and form a new alliance.


Year 5 Monthly Turn 2.


Troop points received and 2 trade cards selected. Cashed in 90 points worth of trade cards inclusive of 10% trade bonus.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 5 Monthly Turn 3.


Troop points received and 2 trade cards selected. A high value Flush card set worth 742 points inclusive of 10% trade bonus submitted.


Recruitment: 2 Navy units purchased.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 5 Monthly Turn 4.


Troop points received and 2 trade cards selected. Two pair card set worth 550 points inclusive of 10% trade bonus submitted.


Recruitment: Heavy Cavalry upgrade purchased. Existing die advantage replaced by 1D6+2 for Heavy Cavalry.


Elsewhere in the Hellenistic World the fragile alliance between Rome and Carthage breaks down.

 

 

Year 5 Monthly Turn 5.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World the Roman Republic develops Triremes.


Year 5 Monthly Turn 6.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: Ship Killing Tactics upgrade and 4 Navy units purchased.


Movement and Attack: A Spartan army of 10 units and navy of 8 units attack Athens.


Narrative: The Spartan King Archelaus learns that during debates in the Athenian Assembly (Ekklesia) on Pynx Hill in Athens a military response to what the Athenians are calling “Spartan belligerence” is openly discussed. The most vocal advocate for military action is the influential Athenian statesman Gylon who is a known associate of the exiled Spartan traitor Nicandrus. Thus, angered by this overt Athenian warmongering Archelaus decides to strike first. In a two-pronged attack, Spartan forces converge on Attica by land and sea. The seaborne attack is under the command of the veteran sea dog Gorgos, but many of his new sailors and soldiers are inexperienced in the matters of naval combat. At the sea Battle of Piraeus, the Spartan fleet gets off to a confused and precarious start. However, the Athenian commander Anytus fails to fully punish the opposing fleet for its lack of seamanship. Instead, the Spartans are allowed to take full advantage of their Ship Killing Tactics. This includes the use of grappling hooks and boarding planks which essentially turn the naval engagement into a land battle on the sea. In such a close order affair Spartan skill and discipline proves decisive. The Athenian fleet is defeated with the loss of 3 of its 6 units. The Spartans lose 1 unit.

            Meanwhile, back in Athens, news of the Spartan victory at Piraeus persuades the Athenians to march out and meet the invaders in an open field battle. The alternative would be to retreat behind their long walls and submit to a blockade. Also influencing their decision is the numerical superiority of the Athenian army which has been bolstered to its full strength of 12 units by an emergency levy. However, at the Battle of Eleusis King Archelaus achieves an overwhelming tactical advantage over his Athenian opponent the statesman and General Leocrates. This together with the professionalism of the new Spartan army enables them to inflict a crushing defeat on the Athenian army which is despatched with ruthless efficiency. Sparta loses 2 units, but the Athenian army is destroyed.

            For this victory Sparta gains control of Athens along with its tribute value of 10 points per turn and 10% trade bonus. Sparta also receives 3 Prestige points for the double victory.

 

Note: What’s left of the Athenian fleet and the statesman Gylon escape and take refuge in Pergamum.

 

 Ancients Battle Log


Domain = Spartan Fleet

 

Battle = Naval Battle of Piraeus             Date:  Year 5 Turn 6

Initiative

Battle Dice

(Modifiers)

CR to Fighting Bonus

Battle Bonus

Normal (Enhanced)

Battle Advantage Dice

Total Score

1D6

 

= 1

Standard Navy

Triremes

2D6

(+2/+4)

 

2 and 1

(Highest die only)

 

2+4 = 6

x 8 =

 +6 FB

 

No odds or evens

 

1D3(1D6)

 

1D3 = 2

Opponent Outnumbered

1D6 = 4

 

Ship Killing Tactics

1D6 = 5

 

4+5 = 9

  

6+6+2+9 = 23

 

Domain = Athenian Fleet

Initiative

Battle Dice

(Modifiers)

CR to Fighting Bonus

Battle Bonus

Normal (Enhanced)

Battle Advantage Dice

Total Score

1D6 +1

 

2+1 = 3

 

 

 

 

Seafaring Navy

Triremes

2D6

(+2/+4)

 

6 and 4

(Highest die only)

 

6+2 = 8

 

x 6 =

+ 5 FB

 

Evens Dice

 

1D3(1D6)

 

1D6 = 3

Tactical Advantage 1D6

 

= 1 

8+5+3+1 = 17

Battle Bonus Calculation Table not shown.

Battle Bonus calculation determined by Navy Type and Fighting Bonus (FB).

(#D#) = Enhanced Battle Bonus on odds or evens Battle Dice.


Note: The Spartan fleet gets off to a chaotic start and loses Initiative. However, despite this severe failure, the fleet regains its composure and thereupon uses its greater numbers and Ship Killing Tactics to great effect. Conversely, having failed to fully exploit their +1 to Initiative for Seafaring Navy and Spartan inexperience the Athenian fleet is defeated. A differential of 6 results in a loss of 1 unit for the Spartans and 3 units for the Athenians.


Ancients Battle Log


Domain = Sparta

 

Battle = Battle of Eleusis             Date:  Year 5 Turn 6

Initiative

Battle Dice

(Modifiers)

CR to Fighting Bonus

Battle Bonus

Normal (Enhanced)

Battle Advantage Dice

Total Score

2D6+1

 

6 and 3

 

(Highest die only)

 

6+1 = 7

 

 

 

Standing

Hoplite Phalanx

2D6

(+4/+7)

 

4 and 5

(Highest die only)

 

5+7 = 12

x 10 =

 +8 FB

20% of FB placed in reserve to protect flanks and rear.

 

New FB = +6

No odds or evens

 

1D6(2D6)

 

1D6 = 5

Tactical Advantage 2D6 = 5+1 = 6

 

Elite Status 1D3 = 2

 

Hvy Cavalry 1D6+2 = 1+2 = 3

 

6+2+3 = 11  

12+6+5+11 = 34

Domain = Athens

Initiative

Battle Dice

(Modifiers)

CR to Fighting Bonus

Battle Bonus

Normal (Enhanced)

Battle Advantage Dice

Total Score

1D6 +1

 

= 3

 

 

 

 

Citizen

Hoplite Phalanx

2D6

(+3/+6)

 

6 and 4

(Highest die only)

 

6+3 = 9

 

x 12 =

+ 4 FB

 

Evens Dice

 

1D3(1D6)

 

1D6 = 4

Opponent Outnumbered

1D6 = 4

 

Light Cavalry 1D6 = 2

 

4+2 = 6

9+4+4+6 = 23

Battle Bonus Calculation Table not shown.

Battle Bonus calculation determined by Army Type and Fighting Bonus (FB).

(#D#) = Enhanced Battle Bonus on odds or evens Battle Dice.


Note: Before the start of the battle Archelaus makes the decision to place 20% of his FB in reserve to protect his vulnerable flanks and rear. In so doing the Spartan King removes the -1 penalty to Initiative for unwieldy phalanx, while at the same time retaining the +1 for Cavalry. This proves to be a wise move which enables the Spartans to achieve an overwhelming tactical advantage over the Athenians whose greater numbers fail to make the desired difference. A score differential of 11 results in the Athenian army being destroyed and the Spartans losing 2 units. Another great victory for Sparta.


Year 5 Monthly Turn 7.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


During the movement and attack phase 5 units of the Spartan army return to Sparta leaving 3 units as a garrison in Attica under the command of a harmost.


Elsewhere in the Hellenistic World the Seleucid Kingdom develops siege craft.


Year 5 Monthly Turn 8.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: 2 Army units purchased.


During the movement and attack phase 2 units of Spartan fleet remain at Athens while remaining 5 units return to Sparta. However, on route they are caught in a storm and 1 unit is lost at sea.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 5 Monthly Turn 9.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn. Ace of Diamonds drawn which indicates a Random Event. After rolling on the Random Events Table the result is an Economic Event. This turns out to be Bumper Harvest which yields 2D6 x100 points = 700 points.


Recruitment: 1 Army unit purchased bringing total Army strength back up to maximum of 18 units.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 5 Monthly Turn 10.


Troop points received and 2 trade cards selected. Cashed in 132 points worth of trade cards inclusive of 20% trade bonus.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World there is an alliance between Parthia and Media Atropatene.


Year 5 Monthly Turn 11.


Troop points received and 2 trade cards selected. Three of a kind special card set worth 216 points inclusive of 20% trade bonus submitted.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 5 Monthly Turn 12.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World Parthia develops a Part-Standing Army.


Year 6 Monthly Turn 1.


Rainfall normal and 1D3 = 2 Destiny Point received. Both Card Decks shuffled.


Troop points received and 2 trade cards selected. Cashed in 26 points worth of trade cards inclusive of 20% trade bonus.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 6 Monthly Turn 2.


Troop points received and 2 trade cards selected. Cashed in 102 points worth of trade cards inclusive of 20% trade bonus.


Recruitment: Purchase Artillery Upgrade thus furnishing army with catapult and ballista.


Elsewhere in the Hellenistic World Macedonia develops Siege Craft.


Year 6 Monthly Turn 3.


Troop points received and 2 trade cards selected. Cashed in 108 points worth of trade cards inclusive of 20% trade bonus.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 6 Monthly Turn 4.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World the Roman Republic develops Siege Craft.


Year 6 Monthly Turn 5.


Troop points received and 2 trade cards selected. A Three of a Kind special card set worth 540 points inclusive of 20% trade bonus submitted.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World Carthage upgrades to the use of Cataphract Cavalry.


Year 6 Monthly Turn 6.


Troop points received and 2 trade cards selected. A high value Three of a Kind special card set worth 1080 points inclusive of 20% trade bonus submitted.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 6 Monthly Turn 7.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn. However, an Ace is drawn which indicates a Random Event. After rolling on the Random Events Table the result is a Conflict Event. Plundering attacks by Cretan pirates cause 350 points of economic damage.


Recruitment: No troop points expended on recruitment this turn.


Narrative: Crete is a notorious pirate haven and thriving slave market. Recently Cretan maritime raiders have been increasing their raids on Spartan coastal towns and ships carrying grain. The matter is debated in the Gerousia and it is decided to send two envoys to Crete to negotiate with the Pirate Queen Phaedra. On their arrival one of these is promptly killed by the Pirate Queen who then brazenly demands tribute from Sparta to stop the attacks.


As a result of this conflict event, during the movement and attack phase, a Spartan fleet of 10 units of Triremes carrying 4 army units and Gorgos in command attacks Crete. However, the Spartan fleet suffers a catastrophic defeat and is destroyed.


Narrative: Outraged by Queen Phaedra’s demands Archelaus sends the newly expanded Spartan fleet on a mission to conquer Crete and thereby neutralize the threat. In the Cretan Sea the Spartan fleet is confronted by 10 units of Cretan War Galleys. In the battle that follows the pirates launch ten fire ships packed with flammable materials directly at the Spartan fleet. This strategy succeeds in breaking up the formidable array of Spartan Triremes which once scattered are picked off and destroyed by the nimbler and expertly handled pirate War Galleys. This inconvenient defeat is explained by the notoriously pious and superstitious Spartans as being the consequence of Apollo withdrawing his support for the mission. It was said that the god became enraged when his temple on the island of Dia was looted by Messenian sailors collecting supplies for the Spartan fleet.


Ancients Battle Log


Domain = Sparta

 

Battle = Battle of the Cretan Sea             Date:  Year 6 Turn 7

Initiative

Battle Dice

(Modifiers)

CR to Fighting Bonus

Battle Bonus

Normal (Enhanced)

Battle Advantage Dice

Total Score

1D6

 

= 2

 

 

 

 

 

 

 Standard Navy Triremes

+2/+4

 

3 and 1

 

3+4 = 7

x10 =

+8 FB

Odds Dice

 

1D3(1D6)

 

1D6 = 2

 

Ship Killing 1D6 = 3


Artillery 1D3 = 3

 

3+3 = 6

7+8+2+6 = 23

Domain = Cretan Pirates

Initiative

Battle Dice

(Modifiers)

CR to Fighting Bonus

Battle Bonus

Normal (Enhanced)

Battle Advantage Dice

Total Score

1D6 +1

 

4+1 = 5

 

 

 

 

 

 

 

Seafaring Navy

War Galleys

+1/+2

 

5 and 2

 

5+1 = 6

x10 =

+5 FB

No odds or evens

 

1D6(2D6)

 

1D6 = 6

Tactical 2D6 = 6+4 = 10

 

Ship Killing 1D6 = 6

 

 

10+6 = 16

6+5+6+16 = 33

Battle Bonus Calculation Table not shown.

Battle Bonus calculation determined by Navy Type and Fighting Bonus (FB).

(#D#) = Enhanced Battle Bonus on odds or evens Battle Dice.


Note: A poor performance for the Spartans whose modest Battle Roll of 23 is completely overwhelmed by the Tactical and Ship Killing scores of the enemy whose own Battle Roll is 33. This achieves a differential of 10 on the Casualty Table which signals the complete destruction of the Spartan fleet. The Cretan pirates lose 3 units.


Elsewhere in the Hellenistic World the Seleucid Kingdom develops Siege Craft.


Year 6 Monthly Turn 8.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: Eight navy units and 2 army units purchased.


Narrative: Emboldened by their victory and spurred on by gold from Pergamum raids by the Cretan pirates intensify causing on average 60 points of economic damage to Sparta per monthly turn. Meanwhile every sinew of the Spartan state is strained both in manpower and  riches to replace its losses before a potential enemy could take advantage of any perceived weakness.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 6 Monthly Turn 9.


Troop points received and 2 trade cards selected. Cashed in 102 points worth of trade cards inclusive of 20% trade bonus.


Recruitment: Two navy units and 2 army units purchased bringing military forces back up to full strength of 18 army units and 12 navy units.


Elsewhere in the Hellenistic World nothing of note occurs.


Year 6 Monthly Turn 10.


Troop points received and 2 trade cards selected. Cashed in 90 points worth of trade cards inclusive of 20% trade bonus.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World the Kingdom of Bithynia fortifies its capital Nicomedia.


Year 6 Monthly Turn 11.


Troop points received and 2 trade cards selected. Cashed in 180 points worth of trade cards inclusive of 20% trade bonus.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World the Roman Republic incorporates War Elephants into its army.


Year 6 Monthly Turn 12.


Troop points received and 2 trade cards selected. No trade cards cashed in or special sets submitted for this turn.


Recruitment: No troop points expended on recruitment this turn.


Elsewhere in the Hellenistic World the Roman Republic receives 3 Destiny points.


To be continued…


To play this game the only power source required is that of your mind.


Sources

Boulter, M. L. 2009/2025: Clash of Empires: The Hellenistic World. Silurian War Games Ltd.


Cartledge, P. 2002, 2003: The Spartans. The Overlook Press.


Mellersh, H.E.L. 1995: Chronology of the Ancient World, 10,000 BC – AD 799. Helicon Publishing Ltd.

 

Oxford Classical Dictionary. Fourth Edition 2012. Oxford University Press.

 

Article Front Picture

Spartan hoplite standing on the cliff with spear and shield. Contributer rudall30. After Alamy. (IY06000404)

 

 
 
 

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