Victory Results:
 46 %
Record a victory for BOTTOM ARMY  54 %
Total plays 61 - Last reported by Cortomaltese on 2025-02-01 01:30:03

Historical Background
Spartacus found his army trapped between the armies of Marcus Licinius Crassus to his front and Gnaeus Pompey, approaching from the rear. Crassus had started construction of his camp when a skirmish between the two armies escalated into a full battle. Crassus’s troops formed more quickly, and launched an effective attack before Spartacus could deploy all of his troops. Spartacus, seeing that his army was in jeopardy, killed his warhorse in front of the troops he had formed, a clear sign of defiance that could only mean one thing—he would fight to the death. As it became clear that his army was being defeated, Spartacus attempted to cut his way through the Roman troops to kill Crassus in one last desperate attempt to save the day. Spartacus was cut down by an arrow. In the end, thousands of men lay dead near the River Silarus, with Spartacus simply one body amongst many. Over 6,000 slave soldiers were captured, and Crassus had them all crucified along the Appian Way, from Capua to Rome. Crassus had defeated Spartacus, but Pompey managed to mop up a few thousand slave fugitives, and took credit for ending the rebellion.
The stage is set. The battle lines are drawn and you are in command. The rest is history.

Light InfantryAuxilia InfantryMedium InfantryWarriorsLight CavalryLeader
443433
Light InfantryAuxiliaMedium InfantryLight CavalryMedium CavalryLeader
429323

War Council

Slave Army
• Leader: Spartacus
• 5 Command Cards      
• Move First

Roman Army
• Leader: Crassus
• 6 Command Cards 

Victory
6 Banners

Special Rules
• A Slave unit that captures (occupies) the camp hex counts as a Victory Banner for the Slave player. As long as the Slave unit remains on the hex it counts toward the Slave victory. If it moves off or is eliminated, it no longer counts.

• Because Pompey’s army is advancing on the army of Spartacus from the rear, any Slave unit that is forced to retreat from the last row of the battlefield (where it would normally lose one block per retreat hex) will simply lose the entire unit, not just one block per each remaining retreat hex. This rule applies if the unit occupies a last row hex and is forced to retreat, or if it retreats into a last row hex with additional retreat hexes remaining. Eliminate the unit immediately and award the Roman player a Victory Banner.

Marius Legions Rule is in effect.

• ‘I Am Spartacus’ Slave player rule is in effect.

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Elitesim replied the topic:
2 months 1 week ago
We played a wild one today with the Slaves winning 6-0. The action started with me as the Slaves getting as many light units forward as possible on the Slave Left to take advantage of a "Darken the Skies" card and moving three units and a leader forward in the center. The Romans responded with vigorous missile fire but didn't do much damage.

Just as a I was about to use the "Darken the Skies" card, the Romans played "Double Time," moving 4 Mediums and a Leader, attacking the units I had moved forward in the center right. Their luck was terrible, especially when I played a "First Strike" card with my leader and destroyed the attacker in a single shot. My responding attacks were very good and his remaining 3 Medium units were all damaged.

I played a "Counter attack" and finished off the Mediums but took some damage. He moved from the right side to finish off my damaged Warriors but missed again and lost another unit. Neither side got a retreat, which proved to be critical because my opponent expected to either destroy me or retreat back to his camps.

I played a "Move-Fire-Move" card and occupied both Roman camps to end the game.

In spite of the terrible luck, this game is more balanced than it looks with the Slaves having to avoid retreating off the map and the Romans having to carefully protect the camp.
Riclev replied the topic:
1 year 2 months ago
Played twice, with one victory to either side (Slaves 6-2, Romans 6-3). In neither battle did the hills play any effect, with all the action on the slave left flank. Spartacus himself was a bystander. At 6 banners it certainly felt balanced.
der_mandarin replied the topic:
5 years 11 months ago
I agree with others that it should be more than 6 banners. The low banner count makes the scenario probably more balanced but it feels weird ending the battle with plenty of units still on the board.

Line command cards are very fun to play on both sides in this one!
Tantalon replied the topic:
8 years 11 months ago
Way too short. Should be at least 8 banners.
The-Admiral replied the topic:
13 years 7 months ago
Yes, with 18 v 20 units you would think at least 7 banners?
stnewhouse replied the topic:
13 years 7 months ago
This one's a lot of fun. Almost an Epic-sized game. I wonder why it's only six banners? With the two huge armies, eight seems correct.

I've seen two Spartacus victories - one two-player and one solo. They seem to have all they need with plenty of troops and a great defensive position on the hills. It's literally an uphill battle for the Romans.
Freeloading-Phill replied the topic:
13 years 9 months ago
Played a close one of this with Badger last night. His slaves won 6-5 leaving our play through of the Serville war at a narow Roman victory.

I underestimated the effect that attacking uphill would have on my Roman Legions since this is our first battle where it has been significant.:(

One more Serville battle to go.

Phill