C3i19 EPIC Adrianople (378 AD)
A collection of mostly Goth tribes with some allies petitioned Valens to be allowed land and foederati status to escape the Huns. Valens badly needed allies and agreed, aided in the decision because the Goth leader, Fritigern, had accepted Christianity. Unfortunately, the greed and brutality of the provincial commanders quickly prompted a Goth rebellion. Two years of running battles against subordinate Romans ensued, with no clear winners or significant victories. Valens petitioned the Western emperor for help and took the field himself.
In August, his scouts reported finding a large Goth camp and Valens moved in for the kill, electing not to wait—as requestedfor the supporting Roman army Gratian was leading to help. We can surmise Valens wanted to gain the victory himself and recognized he had significant superiority over the Goth camp and laager. We do not know if he believed the Goth cavalry were off on a raid or what, but clearly he aimed to defeat the camp quickly. His troops made a seven-hour march over difficult terrain and met with a variety of emissaries and delaying tactics from Fritigern. When a hasty attack began on one (or the other) flank, Valens launched a general attack on the position. His army was heavily engaged all along the laager position when the Goth cavalry returned, hitting first one flank and then the other. The Roman cavalry was first to rout, leaving the infantry to be surrounded and cut down. About 2/3 of the entire Roman army was destroyed, including Valens and most of the top generals. The disaster changed the very character of the empire and made certain the Goths would be major players for the next several centuries.
The stage is set. The battle lines are drawn and you are in command. Can you change history?
Note: In game terms, we again face the challenge of dealing with “surprise” and the unexpected, as neither player can know for certain when the Goth cavalry will arrive. We aimed to make it worthwhile for the Roman to attack the laager, as there are enough banners available for victory…if he succeeds quickly. And, our wooden blocks don’t suffer fatigue or confusion, so the Roman troops will not crumble from morale… though the Roman player might!
GOTHS (Fritigern): setup in center section within 5 hexes of the Goths board edge, but not adjacent to any enemy units.
ROMAN LEFT (Bacurius): setup attached to a Cavalry unit in Left section, after Goth setup in center.
ROMAN CENTER (Valens): setup attached to unit in Center section, after Goth setup in center.
ROMAN RIGHT (Victor): setup attached to unit in Right section.
ROMAN REINFORCEMENTS (Sebastian): These units are available from the first turn and may be entered in the Right section by normal card play.
Goths (Use green Barbarian and tan Eastern Kingdom blocks)
• Leader: Fritigern
• 7 Command Cards
Command increased by 1 card when Alatheus enters play.
Command increased by 1 card when Saphrax enters play.
Roman Army (Use purple Roman blocks)
• Leader: Valens
• 7 Command Cards
• Move First
• A Roman unit that occupies an enemy camp hex at the start of the Roman player's turn may remove the camp hex and gain 3 Victory Banners that cannot be lost. Remove the camp hex before playing a Command card.
• Imperial Legions rule is in effect for the Romans.
• The Laager is controlled by the Goths and may be destroyed by Roman units.
• Set up Goth units in center and Roman leaders before drawing Command cards.
• Roman First Orders, at least one order must be given to Bacurius’ troops in the Left section before moving any other troops.
• Goth Reinforcements, once a combined total of 3 victory banners has been earned, the Goth player will roll two dice at the beginning of each turn. On a roll of any doubles except Swords, he may bring in all the units of Force A on either the Right or Left Section, by discarding any “Army” command card and making this his entire turn. Units enter only one hex and stop, but they may battle, momentum advance, and bonus combat normally. On the turn after Force A enters, Force Be may enter on the other Flank, per the same rules for entry.
all materials from C3i Magazine is Copyright ©Rodger B. MacGowan (RBM Publication)
all C&C Ancients Scenarios in C3i Magazine are Official and Approved by Richard Borg
a 5 in 36 chance that the reinforcements will arrive, and then needing an Army Command card (3 in 90) is essentially a guarantee I wouldn't get the reinforcements. Assuming that the 'Army' Command card also includes Special Command Cards (another 14 in 90), it is entirely possible to not have any of these cards, especially if the Roman player draws them. Even if the Goth player does draw Army cards, they have to keep them unplayed (essentially a dead Command card) against the possibility of getting the right die roll. A rule that works for lucky players only.
likewise the "Inspired Leader" reinforcement mechanic in
only 3 of these cards in the Command Deck, and if the Roman player gets them.. ??