Avalon Hill
"Siege of Jerusalem"
Board Game
First Edition 1976 / Revision 1989
B. Sinigaglio | Fred Schachter | Steve Weiss
INTRODUCTION
Can you, as Eliezar Ben Yair, rally Jerusalem's defenders to
exact a fearful price on the besiegers, or escape to fulfill
your destiny at Masada? Can you, as Cestius Gallus, quell the
revolt at its source and take Jerusalem with a single legion? It
is 70 A.D. Dawn breaks on the combined might of four Legions
arrayed on the heights of Mount Scopus, starting their
methodical advance across the valley to the ancient walled city
of Jerusalem. Siege lines have been secured tight about the
city. There is no hope of escape. The besieged must persist
behind their stout walls or perish before a vengeful Rome. Five
grueling years of campaigning in Judea is now culminating in the
Siege of Jerusalem.
But the fortified city defies even the might of Rome. The thick
walls atop the steep slopes literally bristle with natural and
manmade fortifications. It will take all of Rome's considerable
engineering skills to winch their war machines into position for
an assault up the slopes to the city. Only here in the north
plain can the city's walls be taken by escalade. The rhythmic
approach of the Legions is muted by the rumble of the siege
engines as an assortment of towers, rams, and artillery precede
the maniples. The distant walls seethe with the frenzied
activity of an alerted populace as the antagonists draw near.
This majestic view is abruptly halted by the blare of trumpets
which soon gives way to the cacophony of the clash of arms and
screams of the dying.
Morning turns to dusk before the walls are breached and the
weary legions exact their vengeance. The sky turns bright again,
aglow in the reflection of a thousand fires as the northern
outskirts burn. But what price victory? Another day such as this
will break the Roman Army and only one of the city's ten walled
sections has fallen this day. They will have to find another
way. Shafts must be dug to undermine the walls or earthen ramps
built with which to scale them. It will be a long campaign.
This is The Siege of Jerusalem...An epic battle simulation with
all the trappings and majesty of a Cecil B. DeMille film
spectacular. Facing the greatest army of antiquity, the Judeans
must rely on the stoutness of their walls to halt the unbeatable
Roman legions and therein lies the fascination: the immovable
object vs the unstoppable force. As Eliezar Ben Yair, leader of
the Zealots, you must conduct a skilled defense of the city's
ever shrinking perimeter - exacting from the Romans a price so
terrible that they will be forced to lift their siege - or break
out to continue your struggle for freedom at Massada. As Titus,
commander of the Roman army, you must decide when, where and how
to renew the assault - gauging your troop needs against the
progress of your siege works and the press of time caused by
outside threats. More than just conducting tactical combat, the
Roman must formulate an overall strategic plan for the conduct
of the siege.
Vastly revised from its initial printing of the 70's, Siege of
Jerusalem now boasts two-sided counters, a continuous combat
system, a strategic interphase for conducting the entire siege,
and the morale / panic rules so important in portraying ancient
warfare. An Introductory Scenario depicting the abortive assault
of Gallus with the XII Legion three years previous allows
players to learn how to handle a legion in a single day's play
while training for eventual participation in the conduct of the
epic siege.
The Siege of Jerusalem:
Scenarios
By Fred Schachter
The original Siege of
Jerusalem game published as an “Amateur Release” by Steve
Weiss and I back in 1976 (wow! over a quarter century ago!) had
several scenarios omitted from The Avalon Hill Game Company’s
1989 version. Thanks to Multi-Man
Publishing’s resuming distribution of the game, an opportunity
to rectify this omission is hereby remedied.
This article contains three
scenarios. One, “The Rebellion”, was
included within the 1976 edition. The second, also provided with
the original game, is a variation of “The Rebellion” and the
third a special “First Assault Period” scenario just for those
of you who acquired Siege of Jerusalem via Multi-Man
Publishing. The hoped for interest and
enjoyment of these scenarios are:
A)
“The Rebellion”: A five turn game
(compare that to the length and time-consumption of a “Full
Siege Campaign Game”) which pits Roman Procurator Gessius Florus’
Jerusalem garrison against hordes of armed and outraged Judeans
determined to expunge Imperial Rome’s authority from their holy
city. This scenario’s action takes place inside Jerusalem… giving players a rather different perspective
of the city from what it assumes during a “Full Siege Campaign
Game”.
B)
“Delayed Rebellion / Quick Roman Response”: A
seven turn “what if” scenario which allows both the Romans &
Judeans to be on the offensive. The Judeans
attack as during “The Rebellion” scenario by trying to force Rome’s
Garrison out of Jerusalem. The Romans then have
their opportunity to attack when Legio XII “Fulminata”
force-marches to their beleaguered comrades aid from off-map under
leadership of Rome’s Syrian Provincial Governor, Cestius Gallus.
This is “The Assault of Gallus” scenario within a plausible
“what if” historical framework making for a novel, fascinating, game
situation.
C)
“The First Assault Period Scenario”: This
permits players to experience the grand scope of a “Full Siege
Campaign Game” by resolving a single Assault Period as a game unto
itself. This scenario explores some alternative
interpretations of the historical event.
All these scenarios use
Siege of Jerusalem’s standard rules as a base with, as seems
inevitable with scenarios, special rules which I’ve tried to
keep to a minimum. Designer and Player Notes
are also provided.
Hope these scenarios
enhance player appreciation of the overall Siege of Jerusalem
game and do, above all, provide some enjoyable gaming
experiences. Special thanks to the “Rockland
Guys” gaming group for their help play testing these scenarios.
Believe it or not, we wargame each week in New City,
N.Y., following traditional weekly gaming sessions going back to
our youth in “Da Bronx”. Furthermore, my
birthday is June 8th… the anniversary of the 66 A.D.
Jerusalem Revolt depicted within the scenario herewith provided.
Scenarios are presented in
chronological order:
“THE
REBELLION”
Introduction &
Historical Notes:
In June 66 A.D., the
depredations of Gessius Florus, Imperial Rome’s Procurator in
Jerusalem, had driven an already desperate Judean populace into
open revolt. Judean freedom-fighters, many
of whom were secretly armed for quite some time, rallied to
their respective factions leaders.
Florus’ garrison was
primarily composed of foreign Velitae and Foederatti, soldiers
of King Herod Agrippa II: Rome’s local client King.
He had relatively few “reliable” regular Legionnaires
available… but what Imperial Heavy Infantry Florus had would
prove utterly fearsome to the ill-armed and trained Judeans.
Most of the garrison’s light infantry was spread about
the city, manning peacetime positions within Jerusalem’s various
gates. The tough, disciplined, Heavy
Infantry was split between Antonia Fortress and Herod’s Palace.
Isolated fort and gate
garrisons swiftly fell to the numerous, enraged, and vengeful
Judeans. After parrying a tentative Roman
advance upon the Temple; a Judean horde from Jerusalem’s
southern quarters overwhelmed Antonia Fortress.
Surviving Roman &
Foederatti forces fell back to Herod’s Palace.
This enabled a coalesced defense of that walled area
which proved too much for the rag-tag Judeans to take head-on.
A truce was called.
After some weeks of negotiation, what remained of Rome’s
Jerusalem garrison was afforded “The Honors of War” and allowed
to depart the city. Jerusalem and it’s holy
Temple was at last free of foreign troops!
USE ALL STANDARD RULES
PER SIEGE OF JERUSALEM’S REGULAR RULEBOOK unless
modified or overridden by this scenario’s special instructions.
Roman Forces & Set-up:
The
Roman Player sets-up first in accordance with the following
Order of Battle and set-up instructions. Use
playing pieces from any Siege of Jerusalem
Legion except the XII (Legio XII “Fulminata” should be
set aside).
-
Antonia Fortress Garrison:
four (4) catapult units, one in each Antonia Fortress
fort hex. The following nine (9) units
may be placed in any hex of Antonia Fortress or its walls,
including those congruent to The Temple, subject to stacking
limits: one Heavy Infantry Cohort consisting of a 7-8, 6-8,
& 5-8; three (3) 3-9 Velitae, and three (3) 1-9 Syrian
Archers.
-
Herod’s Palace Garrison:
The following nine (9) units may be placed in any hex
of Herod’s Palace and/or “The Fortress Triangle”, on or
within the walls. Additionally, Herod’s
Palace garrison units may optionally occupy gate
hexes of Yafo Gate Complex: one Heavy Infantry Cohort
consisting of a 7-8, 6-8, & 5-8; three (3) 3-9 Velitae, and
three (3) 1-9 Syrian Archers.
-
Optional Placement Garrison Units:
consist of twenty-four (24) units, one Heavy Infantry Cohort
consisting of a 7-8, 6-8, and 5-8, three (3) 3-9
Velitae, and eighteen (18) 2-10 Foederatti.
Deploy these in the following sequence:
3.1
All Jerusalem gate hexes, with the
exception of those of the Temple Quarter’s inner and exterior
walls, MUST be garrisoned (occupied) by at least one
optional placement unit of the Roman Player’s choice.
Remember, the Temple Quarter’s gates must be left empty
of Roman units.
3.2
After fulfilling 3.1’s “Gate Garrison”
requirement, all still unallocated Roman optional placement
units may go into:
A)
Any fort or fortress hex, except
those of the Temple Quarter, Antonia Fortress, and/or Herod’s
Palace garrison (i.e. they can’t reinforce item 1 or 2’s
placements). Yafo Gate Complex placement
is permitted.
B)
Any built-up / non-edifice hex of
Jerusalem.
When all Roman built-up
hex unit placement is complete, every Jerusalem built-up hex
which is not occupied by a Roman unit immediately becomes Judean
controlled! (This is a critical point to setting up Judean
forces for this scenario.)
Judean Forces and their
Set-up on the Map:
The Judean Player sets-up
second per the following Order of Battle and “set-up”
instructions. Use all Siege of Jerusalem
Judean 7-7 Zealot, 5-7 Regular, and 2-6 Militia with their
faction leaders as a “pool” for possible Judean forces.
Do not place Garrison (purple),
artillery/cauldrons, or the Eliezar ben Yair Commander Unit into
this “pool”.
-
Judean Placement Reserve Activation:
1.1
The Judean Player first places the four (4)
Faction Leader units on the map:
A)
Each must be placed within ANY
Judean-controlled built-up terrain hex (see 1.3).
B)
No more than two Judean Leaders may ever
occupy a single Jerusalem Area for purpose of Reserve Activation
(see 1.3).
1.2
Reserve Activation, per Siege of
Jerusalem Rule 18.611, then takes place.
IMPORTANT: In this scenario, there are no “Judean Reserve
Activation Modifiers”. Just use the straight
unmodified die/dice Reserve roll for each applicable city area
without DRM.
1.3
Normal Reserve Activation is followed by a
Special Judean Leader Reserve
Activation:
A)
Each Judean Leader (exception, 1.1B)
occupying a built-up/non-edifice hex not adjacent to or in an
L.O.F. of a Roman unit may activate additional reserves
every Judean Rally Phase.
B)
Each applicable Leader receives a two
dice Reserve release roll:
·
Use the regular Siege of
Jerusalem Activation Table (18.611) to determine the type of
units to take out of the “pool”.
·
However, for this and ensuing
Special Judean Leader Reserve Activations, only units of that
particular Leader, or Zealot 7-7’s, may be taken from the pool.
If no 5-7’s or 2-6’s of that faction Leader are available
from the pool or dead box when needed; these units may not be
taken (may not accumulate untaken Reserves).
C)
Special Reserve Activation may not be
prevented by Roman control of an area (see special rules
defining “control” of a Jerusalem area for this scenario… Rule
8) during:
·
Initial Reserve Placements AND
·
Turn One’s Judean Rally Phase.
Thereafter, Roman control of a Jerusalem area
will prevent new Judean Reserves from both regular and
Special Leader sources from being taken.
1.4
IMPORTANT! There are no
Reserve Limits (Siege of Jerusalem Rule 18.612). Players
have no need to track activated Judean Reserve units by hash
mark.
-
After Initial Placement Reserve
Activations are taken, “The Rebellion” Scenario begins with
Turn One’s Judean Rally Phase (consequently, each applicable
Jerusalem city area will get two full cycles of
Reserve Activations before the Roman Player gets first
chance to respond with Turn Two).
SPECIAL RULES
1.
All roads outside Jerusalem exist.
Movement rates along roads outside Jerusalem, whether in
clear or slope terrain, is ½ MP for both Roman & Judean Units.
2.
Roman Refuge (Siege of Jerusalem
rule 15.4) is any Roman-controlled area of the city or a map
edge… whichever is closest to an effected Roman unit when it
retreats. If more than one refuge area is
equidistant, choice is the Roman Player’s.
3.
Judean Unit Disruption: Only Zealot
7-7 and Leader Units may be disrupted by fire and/or melee
combat in this scenario. Other Judean units:
5-7’s and/or 2-6’s are immediately ELIMINATED when disrupted.
4.
Judean Escalade Ability: Judean
units within Jerusalem, from any ground level hex
(including built-up & edifice hexes) may make escalade attacks
and movement per all regular Siege of Jerusalem escalade
rules usually effecting only the Roman Player.
Any Judean unit may serve as an escalade “base”.
The Judeans may not make escalade attacks from a
hex outside the city. The Romans, of course,
may continue to do so with any appropriate units.
5.
Roman Cohort Integrity (Siege of
Jerusalem rule 11.841):
5.1 Cohort Integrity’s +1/-1 DRM applies to any melee combat
involving at least one fresh Roman Heavy Infantry.
5.2 Should all three units (7-8, 6-8, & 5-8) of a particular
Cohort attack the same hex, even if from different hexes,
an additional Cohort Integrity Bonus applies: shift the odds of
that melee combat two columns in the Romans’ favor… for example,
a 1 to 1 becomes a 3 to 1 melee attack.
There is no odds shift bonus for a Cohort on melee defense.
6.
Roman Hesitation to Attack the
Temple: No Roman unit may enter a hex of the Temple
Quarter or its perimeter walls (except those hexes which are
congruent to Antonia Fortress) until Turn Three.
This is a political restriction… although some legend has
it that the Romans hesitated through intervention of other
“forces”.
7.
Command Control:
7.1 Judean – In addition to the four (4) Leaders, each
Zealot 7-7 unit may serve as a Leader for any faction’s
5-7 and 2-6 units. Zealots, however, do not
convey Rally DRM’s.
7.2 Roman – Gessius Florus was ineffective as a military
commander and is consequently not represented by a Playing
Piece. What Roman Leadership there was came
from the tough and highly trained officers and Centurions of
Jerusalem’s Legionnaire Garrison.
Consequently…
A)
Each Heavy Infantry (7-8,6-8, 5-8) may
serve as a Leader capable of providing “cc” to any non-Heavy
Infantry Roman unit on the map.
B)
As Leaders, Roman Heavy Infantry may
provide Rally DRM’s (although a single disrupted Heavy Infantry
cannot provide itself with Rally DRM – any other
undisrupted Heavy Infantry in range could: a maximum of
one unit can provide Rally DRM to any Rally Die Roll.
C)
Heavy Infantry units themselves require no
command control.
8.
Controlling Jerusalem City Areas
(use this rule in lieu of Siege of Jerusalem 18.3):
8.1 Unless a city area is controlled by the Roman Player, per
rule section 8.2, it is automatically presumed to be
Judean controlled.
8.2 Roman Control of Jerusalem City Areas:
A)
The Temple – is Roman controlled at
the end of any Judean Melee Phase with at least one of its
edifice hexes occupied by at least one fresh Roman unit of any
type.
B)
Tyropean City, New City, David’s City,
Upper & Lower Cities – can be Roman controlled with at least
ten (10) of an area’s unnamed built-up hexes occupied by ten
(10) fresh Roman units of any type within the area’s walls.
C)
Antonia Fortress – The Romans
control Antonia Fortress by preventing Judean occupation of
both its edifice hexes (barracks) and at least
two of its fortress hexes.
D)
Herod’s Palace – The Romans control
this area by preventing Judean occupation of any of its edifice
hexes by game’s end.
SCENARIO TIME
LIMIT & VICTORY CONDITIONS
1.
Time Limit:
1.1
“The Rebellion” Scenario is not a Full
Siege Game Assault Period. Consequently,
Players ignore all special ending an Assault Period early rules.
1.2
The scenario is played until Turn Five’s
Judean Melee Phase’s conclusion, unless a Roman automatic
victory is achieved (see 2.2A), at which time Players assess
which side has won.
2.
Victory Conditions:
2.1
Judean Victory.
A)
The Romans control one Jerusalem city area
= Judean Historic Victory.
B)
The Romans do not control any area of
Jerusalem = Judean Decisive Victory.
Achieving this is an interesting historical speculation; for
what could or would have happened had the Judean Revolutionary
Government been able to give more immediate attention to better
preparing the city and Province against inevitable Roman
counter-attack?
2.2
Roman Victory
A)
Should the Romans end any game turn in
control of the Temple Quarter, the game immediately ends
with a Roman victory.
B)
The Romans may also win the scenario by
controlling two or more Jerusalem areas by the end of
play (per 8.2’s B, C, or D).
DESIGNER & PLAYERS
NOTES
The Judean Army, such
as it was at this time, is numerous but quite brittle (i.e.
Regulars and Militia are eliminated when disrupted).
Lack of City Area Reserve Limits and Faction Leaders’
ability to raise reserve units themselves compensate for this
weakness.
Although Rebel
advance preparation, planning, stockpiled material, and
knowledge of the city allow them to make interior escalade
attacks in this scenario; it is very difficult for them to
overcome any defended wall line without “clouds” of
projectiles for firepower support. If the
Romans have reserves to replace their disrupted wall defenders,
a Judean assault, as they found historically at Herod’s Palace,
can be thwarted with relative ease.
In short, Judean
strategy is responsive to what the Romans do with their
“Optional Placement” units. The Judean
Player must hope for good Reserve release die rolling where and
when needed: although there’s so much reserve dice rolling that
things should “average out” and the Judeans find themselves with
a truly huge army containing numerous units capable of
attritioning down to size the qualitatively superior Roman
Imperial Garrison. There can be a bit of a
dilemma knowing when Leaders are best left in the rear, raising
fresh reserves, or being at the fighting front where their
combat bonus could be telling. Playing
experience should indicate optimal use.
For the Romans, their
deployment of “Optional Placement” units is critical.
Two basic strategies are available to the Garrison: 1)
Abandon Jerusalem’s built-up sections and adopt a “cordon”
defense centered on gates. This segments the
city and if Judean Reserve die rolling is poor for a particular
area, greatly impede enemy offensive movement & momentum.
The other Roman
Placement Strategy is: 2) Concentrate “Optional Placement” units
to control a built-up area of Jerusalem.
This restricts the Judeans to only their Leader Units Reserve
die rolling for that area and then no more after Turn One
(assuming the Romans retain control). The
Judeans could contest this strategy by placing a Leader or two
in the area; but if they get poor Reserve dice rolling, the
Romans could swiftly crush the Rebels and eliminate a crucial
Leader. The downside of this approach is it
exposes Roman units to some possibly most nasty close-in street
fighting.
However, “The
Rebellion” is the scenario where Roman Heavy Infantry possess a
tremendously potent tactical superiority.
Free of “cc” (command control) restrictions, the Roman Player
will find the Legionnaires virtually unstoppable if in
sufficient numbers for a given situation… of course that’s the
catch, since the Romans will generally find themselves heavily
outnumbered.
Finally, if you’re
trying to control a Jerusalem built-up area but finding the
effort flagging, know when to “cut and run” back to the walls of
those areas still Roman-held (i.e. Herod’s Palace).
There’s no sense giving the Judeans additional Reserve
Release Die rolling by triggering regular releases, through
Roman units being within a city area, in addition to those they
receive via Leaders.
“DELAYED REBELLION / QUICK ROMAN RESPONSE SCENARIO”
Introduction & Historical Notes:
A fascinating aspect
of our wargaming hobby is its ability to allow experimenting
with “what if’s”.
The Judean Rebellion
against Imperial Rome in 66 A.D. offers an interesting and
plausible “what if” in-so-far as Jerusalem was concerned.
What if the Rebels delayed their assault on the
city’s garrison (i.e. to better prepare or due to worse than
actual in-fighting amongst Judean Factions)?
Of course the longer
the Rebels waited, the greater likelihood of the Romans, who
were no slouches… they did have spies & informers among
the populace, discovering what was afoot and taking
counter-measures.
The supposition
behind this scenario is that the Judeans do delay their
Jerusalem revolt, the Romans get wind of imminent armed
hostilities and are in process of force marching a Legion of the
Syrian Provincial Garrison south as reinforcement when the
Rebels realize it’s “now or never” and take to the streets.
Can the Judeans wrest
Jerusalem from Rome before the Legio XII “Fulminata” under
Gallus, Governor of Syria, reinforces Florus’ garrison who could
then crush the revolt?
Scenario Rules
are the same as “The Rebellion” save as modified herein:
Roman Forces
Add to the Roman
Order of Battle the entire XII Legion “Fulminata”, without Siege
Towers, and with Gallus in command in lieu of the usual Legate
(Leader Unit). Remember, Gallus is a
Commander Unit.
The following
rules 1&2 apply to Legio XII “Fulminata” units. Rule 3 to the
Jerusalem Garrison’s Heavy Infantry (7-8, 6-8,5-8’s)
1.
Legio XII Heavy Infantry Units: Due
to the effects of their long forced march and unfamiliarity with
the city, the Legion’s Heavy Infantry do not have special
DRM modifiers or Leader ability like Jerusalem’s Garrison Heavy
Infantry. Treat XII Legion’s Heavy Infantry
as in the regular Siege of Jerusalem game.
2.
Arrival: XII Legion’s arrival is at
the Roman Player’s discretion subject to the following Table.
Roman
Movement |
Anywhere on |
Anywhere on |
Anywhere on |
Phase
of . . . |
North
Map Edge |
East
or West Edge |
South
Map Edge |
|
|
|
|
Turn
Two |
Gallus, Cav & all Lt. Inf. |
N/A |
N/A |
|
|
|
|
Turn
Three |
ALL
AVAILABLE |
Gallus, Cav & all Lt. Inf. |
N/A |
|
|
|
|
Turn
Four |
ALL
AVAILABLE |
ALL
AVAILABLE |
Gallus, Cav & all Lt. Inf. |
|
|
|
|
Turn
Five |
ALL
AVAILABLE |
ALL
AVAILABLE |
ALL
AVAILABLE |
2.1 Once a map edge is chosen, all XII Legion units must arrive from
that map edge.
2.2 The Roman Player, to keep the Judeans guessing, may delay
arrival of the Legion.
For example, the entire XII Legion could arrive from North
Map Edge Turn Four.
3. Jerusalem
Garrison Heavy Infantry: In this scenario, Garrison Heavy
Infantry only receive the two column melee combat shift when
all three units of a cohort attack out of the same hex.
Other than this one change, all Rebellion Scenario rules
for the Garrison’s Heavy Infantry continue to apply.
Judean Forces
1.
Add to the Judean Order of Battle all
Cauldron units of Siege of Jerusalem’s counter mix.
1.1
On a Reserve Activation Table (18.611) die
roll result of six (6) a Cauldron may be taken in lieu of a
Zealot 7-7 unit. A new Cauldron unit may be
placed, subject to stacking limits, within any Judean-controlled
Bastion/Bastion Gate or Fort/Fortress Gate adjacent to the city
area Reserve Release rolled for.
1.2
Like Judean 5-7 & 2-6 units, Cauldrons are
eliminated rather than disrupted (whether from fire or melee
combat) in this scenario. They receive
Command Control as Regulars/Militia.
2.
Use the following JUDEAN RESERVE
ACTIVATION DIE ROLL MODIFIERS (DRM’S) for this scenario.
All DRM’s are cumulative.
"Delayed Rebellion / Quick Roman Response" Scenario:
Judean Reserve Activation DRM's |
DRM |
Cause |
plus
1 |
Activating in Upper or Lower Cities or The City of David
Areas |
plus
1 |
Judeans control Temple Quarter with no Roman unit(s) on
or within its exterior walls. |
plus
1 |
New
City and/or Tyropean City not under Roman control |
minus
4 |
At
least one fresh Roman unit is within the Temple
Quarter's exterior wall perimeter. |
SPECIAL RULES
(Remember, all rules are the same as “The Rebellion” scenario
save as modified herein.)
1. Units Outside
Jerusalem:
1.1
The Roman Garrison, awaiting relief and
reinforcement by Gallus’ Legion, is assumed to be under orders
not to leave Jerusalem. Conversely, concern
with the imminent arrival of XII Legion would keep the Judeans
within the city as well. Consequently…
1.2
Until at least one unit of XII Legion is
placed upon the map, no Judean or Roman Jerusalem Garrison unit
may voluntarily leave the city’s interior or wall hexes
except as a result of melee combat. Once
a retreating unit is outside the city, the owning Player may do
with it as per all normal Siege of Jerusalem rules. It is
then under no special restriction.
2. Time Limit: The scenario is played until Turn Seven’s
Judean Melee Phase conclusion (day’s end); at which time victory
condition is assessed. Ignore all special
ending an
Assault Period early rules.
3. Victory
Conditions are solely based on how many areas of Jerusalem
under Roman control at the conclusion of the
scenario.
3.1 Instant Roman Victory: All play immediately
ends should any Judean Melee Phase
conclude with the Romans in control of The Temple.
3.2 Otherwise, play through Turn Seven’s Judean Melee
Phase’s. Then…
A)
Romans control any three (3) Jerusalem
areas = Roman Victory
B)
Romans control any two (2) Jerusalem areas
= Draw (This is the worst possible result for the city’s
populace.)
C)
Romans control one or no Jerusalem area =
Judean Victory.
PLAYERS NOTES
Within the group of gamers with whom I tested these scenarios,
the “Delayed Rebellion / Quick Roman Response” is one of our
favorite Siege of Jerusalem scenarios.
To be sure, the Judeans have lots of unit
raising die/dice rolling as is the case with “The Rebellion”
scenario (just have a healthy handful of dice available).
However, Players will notice that with both “The
Rebellion” and “Delayed Rebellion / Quick Roman Response”
scenarios this dice rolling takes care of itself by mid-game,
when most Judean Pool Units are on the map.
Thereafter, regardless of the Judeans’ potential for new
units… there’ll simply be inadequate pieces in the “Pool”.
It’s then a question of whether those units on the map
are in the right place at the right time; and that’s where the
fascination of the “Delayed Rebellion / Quick Roman Response”
scenario can really come into play.
For this is a scenario giving both the
Judean and Roman sides opportunities to be on the strategic and
tactical offense. As with “The Rebellion”,
the Romans initial placement of Jerusalem Garrison units is
critical.
In this scenario, foreknowledge of XII Legion’s
eventual arrival makes a “Cordon Defense” a viable Roman
strategic option. The value of Garrison
units surviving in Yafo Gate, Women’s Gate or the southern Gate
of the Essenes when XII Legion arrives should be readily
apparent.
The Judeans’ task is
complicated by having to deal with Rome’s Jerusalem Garrison
while simultaneously securing city gates and walls against XII
Legion. If a gate cannot be seized and held
outright, the Judeans should mass as many 5-7 Regulars as they
can gather around and behind it. This may
dissuade a XII Legion attack, or at least slow it down.
Occasionally, the Judeans may be successful luring the
XIIth into attacking from an approach it will have great
difficulty exploiting.
As for the Romans…
I’ll let others write suggestions as to “best play”.
“THE FIRST ASSAULT PERIOD SCENARIO”
Introduction & Historical
Notes:
When researching and designing an ancients game,
which Siege of Jerusalem certainly is, alternate
historical interpretations can be explored.
Furthermore, this “First Assault Period Scenario” is a kind of
“Full Siege Game” unto itself… resolvable in a single Assault
Period. So if you and your opponent(s)
don’t have time or inclination to play a “Full Siege Game”
through, this should serve as something of an alternative.
It will certainly reveal insights to many “Full Siege
Game” playing considerations and provide a gaming session with
the full scope and grandeur of attacking one of the Ancient
World’s best fortified cities… Jerusalem!
The design of the boxed Avalon Hill Siege of
Jerusalem “Full Siege Campaign Game”
Allows the Romans
complete freedom of action in deciding how much time to spend
mining. With experience, many Roman Players
will elect to use as little time possible, expressed in “weeks
before Assault” on Siege of Jerusalem’s Preparation Chart
to achieve 3 or 4 main mine shafts as preparation for the 1st
Assault Period.
In this respect the Roman Player is in the role
of Titus. However, with this scenario we’ll
put the Roman Player in the role of Titus’ Chief of Staff,
Tiberius Alexander, and compel closer adherence to Titus’, as
well as many of this officers, historical attitude towards
Jerusalem and its Judean defenders.
This does not invalidate the “Full Siege Campaign
Game’s” design approach. It is, along with
Judean “Increased Factionalism” rules built into this “First
Assault Period” scenario, another alternative interpretation of
the event. These two new design elements
are:
1.
Roman Confidence:
Many of the Legionnaires, as well as their officers,
believed either through a misguided interpretation of
Jerusalem’s defenses, their enemies’ capabilities &
determination, or just plain arrogance; that four fully readied
Imperial Roman Legions would swiftly crush Judean resistance
within the city. Consequently, little time
was spent “Preparing” (at least in relative Siege of
Jerusalem game terms).
AND
2. Increased Judean Factionalism:
Although we won’t go so far as having different factions
actually fight one another; there’s little doubt that
historically Judean factions concern with politics external to
the fight against Rome did impact Rebel military effectiveness.
In this scenario’s interpretation, no neighborhood of the
city wishes to be without defenders and
vociferously protests reduction or loss of their
protection.
This is reflected by the
Inactive/Active Factions & Judean Initial Placement rules.
The Romans’ knowledge of the Judean initial placement’s
basic pattern reflects that they have
some idea of their enemy’s deployment through their own
observations, spies, and/or Judean
Roman-Sympathizers.
Roman & Judean Forces with their Set-Up on Map
1.
Refer to “The Full Siege Campaign Game”
Card provided with Siege of Jerusalem for both sides
Order of Battle details.
2.
Conduct the Card’s set-up steps 3 (Judean
secretly records artillery positions) and then step 5 (Roman
sets-up units on or off map) ONLY. NEXT .
. .
3.
The Roman Player may now complete one
main mine shaft resolution. There are no
Judean repairs possible. No other “Assault
Period Interphase” actions take place. Use
regular Siege of Jerusalem mining rules.
4.
After the Romans have set-up and
resolved their one main mine shaft, the Judeans place their
surviving artillery in their pre-recorded positions and place
their four factions units on the map, one faction for each
listed deployment zone:
4.1
The deployment zones are:
A)
New City
B)
Antonia Fortress / Temple Quarter / City of
David
C)
Lower City
D)
Upper City / Herod’s Palace / Fortress
Triangle / Yafo Gate Complex
4.2
Every gate, bastion, and fortress hex of a
deployment zone’s external-to-Jerusalem wall perimeter must, if
possible, be occupied by at least one Judean unit.
Garrison (purple) units may fulfill this requirement, as
permitted, in lieu of faction units. The
Judean Player may assign Zealot 7-7 units, as desired, to
supplement a faction’s 5-7’s & 2-6’s.
4.3
The Judeans must also garrison, with at
least one unit, all internal gate hexes leading into a
deployment zone. Should one of these gates
be garrisonable by more than one faction, which faction occupies
it is the Judean Player’s choice.
4.4
After all garrison hexes are occupied by at
least one Judean unit of any type, excess units may be added to
each hex at the Judean Player’s discretion per stacking limits.
5.
SPECIAL RULES: INACTIVE / ACTIVE JUDEAN
FACTIONS – To reflect the Judean forces’ poor threat response
times due to command control problems in this scenario, not
reflected in the regular “Full Siege Campaign Game”, all faction
units are inactive at the start of play.
Zealot units and artillery are exempt from this
restriction. Inactive faction units,
5-7’s, 2-6’s and their Leaders, are flipped to their disrupted
side to indicate this status.
5.1
A faction is immediately activated,
with all its units free to move and fight normally, the instant
one of its units is attacked by fire or melee combat (can effect
only a single inactive faction) and/or a Judean Rally Phase
begins with…
A)
An area of Jerusalem under Roman control
(effects all inactive factions) or
B)
A Roman unit occupies any interior hex of
The Temple Quarter (effects all inactive factions), or
C)
Any Roman unit is within three hexes of one
of a particular faction’s initially deployed units.
In this case, all of that faction’s units are activated
(only effects the units of the faction(s) within range of the
triggering Romans).
5.2
An inactive faction may partially
mobilize its units during each Judean Rally Phase
A)
If there’s at least one Roman unit within
any Jerusalem area’s exterior wall perimeter (Temple Quarter
exempted, since as noted before, a Roman unit within its wall
perimeter activates everything), each faction with
inactive units makes a 2 dice roll.
B)
Otherwise, a faction makes a one die
mobilization die roll each Judean Rally Phase, starting with
Turn One.
C)
The result of a mobilization die/dice roll
is the number of inactive faction units flipped to their FRESH
side. The units may be freely selected by
the Judean Player from those eligible. They
may then move and attack normally.
6.
VICTORY CONDITIONS: The Romans
automatically lose the game, resulting in a Decisive Judean win,
if they sustain 400 or more casualty victory points.
The Roman Army mutinies after such grievous casualties
(see Siege of Jerusalem rule 18.91).
Otherwise, this scenario’s victory conditions strictly pertain
only to the percentage of Jerusalem under Roman control
at play’s end.
Percentage of Jerusalem |
|
under
Roman control (see |
"First Assault Period Scenario" - Victory Condition
Result . . |
Rule
18.6 for each area's value): |
|
|
|
25%
or more |
Roman
Decisive Victory:
Titus' Legions are home before Spring's end. |
|
|
20% |
Roman
Substantive Victory:
The Legions are home before Summer's end. |
|
|
15% |
Roman
Marginal Victory:
The Legionnaires may be home by Fall. |
|
|
10% |
Judean Victory & Historic Result:
It's gonna be a long hard siege with |
|
many
Legionnaires never seeing home again.
Survivors lucky to be home |
|
by
Christmas / Saturnalia. |
7.
Time Limit: Play the “First Assault
Period” scenario as a regular “Full Siege Game” Assault Period
in-so-far as its time limit is concerned (Siege of Jerusalem
rule 18.1).
PLAYERS NOTES
Here are some broad
observations from prior playings of this scenario.
A Decisive Roman
Victory, what Titus was going for historically, seems to have
three (3) possible strategies:
A)
Capture New City and, believe it or not,
The Lower City: This isn’t as bad an approach as it may
initially seem, although the Romans will have to move fast and
hope for some poor Judean faction activation and Reserve Release
die/dice rolling for this to really work.
B)
Assault the Temple through its eastern
exterior and northern (via New City) walls:
This strategy will likely result in a bloodbath of
problematic outcome for the Romans since this scenario provides
but a single main mine shaft.
C)
Capture New City, Tyropean City, and
Herod’s Palace: This seems doable, but
Roman resources and the scenario’s time limit make this a
“toughie”.
The difficulty of
achieving a Roman Decisive Victory, controlling 25% of the city,
is as it should be. This goal seemed so
elusive that the group with whom I playtested this scenario
believed it best for the Romans to be content to strive for a
Substantive Victory: 20% control of Jerusalem.
This is still no easy task, but seems more attainable.
Our strategy
duplicated Titus’ historical approach. All
four Legions are flung at New City, with forces directed to
impede the flow of Judean reinforcements by seizing and blocking
key wall and road hexes. This isolates New
City’s sparse defenders. Moving swiftly
across New City’s open ground and roads, the Romans should be
able to strike Tyropean City’s wall’s by Turn Four or Five and
hopefully take control of that city area by Assault Period end.
The Romans did
decline the Judeans kind offer to concede New City (Siege of
Jerusalem rule 18.11) and immediately conclude the Assault
Period. Of course, should you as the Roman
Player succeed in grabbing control of Tyropean City at the end
of any Judean Melee Phase while simultaneously holding New City,
end the Assault Period instantly per rule 18.1… certainly do so
if the goal is a Substantive Roman Victory.
An alternative strategy is going for New City and
Herod’s Palace for the Marginal Victory.
Both sides should notice that with “The First
Assault Period” scenario’s restrictions on Judean units initial
placement, it’s possible for the Romans to escalade attack up
some Jerusalem exterior walls on the game’s very first turn.
Will leave observations and suggestions concerning the Judean side for this
scenario to others. Judean Players should take heart as “The
First Assault Period” scenario is designed to reflect historical forces in
place. It isn’t that easy for your Roman Player adversaries
to do better than Titus did in 70 A.D., he only took New City, but it is
possible to do better, so watch out!
The
following is a Siege of Jerusalem Sequence of Play Aid developed
recently by Bruno Sinigaglio and reviewed by Don
Greenwood. It is intended to assist players with the complex
activities occurring before the start of the campaign game and
during the Interphases. It will also eliminate any confusion
resulting from the incorrect sequence provided in General 26-4.
Full Siege Campaign
Game. Sequence of Preparation prior to 1st Assault Period (AP).
- Roman declares if a Ramp (18.8, 19.4) is being built,
yes or no. If yes, 1st hex of ramp is placed.
- Judean secretly records the positions of his artillery.
- Roman declares number of weeks of preparation. Victory
Points (VP) for Judean are noted.
- Roman declares if mining will be performed. If No go to
Step 5. If Yes, follow procedure a thru e below.
- Roll for number of shafts using the appropriate week
column on the Prep Chart (19.2).
- Position each mine shaft using a blank counter.
- Select a shaft, resolve engineering die roll for
hexes affected and determine elevated hex damage for
each.
- Select another shaft (if any), repeat step c above,
etc. Continue until damage for each shaft is completed.
- At this point, Roman must declare if AP will begin
or if he will delay one week for further mining. If he
declares "Immediate Assault," go to Step 5. If he delays
for one more week, follow procedure f thru i below.
- Judean VP are increased to the next level indicated
in the Prep Chart.
- Judean rolls one die and applies result to repair
damaged wall hexes per 19.6.
- Judean secretly repositions his surviving artillery.
Judean artillery in hexes breached was destroyed.
- Repeat above procedure a thru e again.
- Roman rolls for Armored Towers using the appropriate
week column on the Prep Chart.
- Roman completes Ramp, if yes was declared in Step 1.
- Roman sets up his army per Setup Rule 5 of the Campaign
Scenario, and per 19.21 if mining was used.
- Judean places his artillery on board.
- Judean sets up the rest of the army per Setup Rule 6 of
the Campaign Scenario.
- Judean resolves free Fire Phase per Setup Rule 7 of the
Campaign Scenario Card.
- Roman begins 1st AP with Rally Phase (4.1).
Full Siege Campaign Game. Interphase Sequence after each Assault
Period (AP).
- Check External Influence Table (18.7) to see if Romans
control enough Levy value for siege to continue.
- Calculate VP to Judean for Roman casualties during
previous AP (18.91).
- Calculate VP to Judean for escaped units during previous
AP (18.922).
- Calculate VP to Judean for redoubts at end of 5th AP
(18.93).
- Roman removes all surviving units on the board to areas
he controls (18.3 and 18.31-18.35). All become fresh.
- Both players reclaim eliminated leaders (not Commanders)
from the dead (18.52, 18.6). Reduce CC range.
- Judean places blank in each Fort/Fortress (2.11)
occupied by a Judean unit at the end of the previous AP.
- Judean removes and sets aside surviving units that were
on the board at the end of the AP. All become fresh.
- Calculate Judean replacements to be randomly drawn from
the dead pile per 18.6. Draw and set aside. All fresh.
- Judean sets aside reinforcements from Areas that fell to
the Romans in previous AP per 18.62.
- Roman declares if a Ramp (18.8, 19.4) is being built,
yes or no. If yes, 1st hex of ramp is placed.
- Judean secretly records the positions of his artillery
for next AP.
- Judean places a unit of any type in bypassed fortresses
(noted by blanks) he wishes to occupy at start of next AP.
- Roman declares number of weeks of preparation for next
AP. Victory Points (VP) for Judean are noted.
- Judean rolls two dice, adds Prep Chart DRM, and applies
result to repair damaged wall hexes per 19.6.
- Roman declares if mining will be performed. If No go to
Step 17. If Yes, follow procedure a thru e below.
- Roll for number of shafts using the appropriate week
column on the Prep Chart (19.2).
- Position each mine shaft using a blank counter.
- Select a shaft, resolve engineering die roll for
hexes affected and determine elevated hex damage for
each.
- Select another shaft (if any), repeat step c above,
etc. Continue until damage for each shaft is completed.
- At this point, Roman must declare if AP will begin
or if he will delay one week for further mining. If he
declares "Immediate Assault," go to Step 17. If he
delays for one more week, follow procedure f thru i
below.
- Judean VP are increased to the next level indicated
in the Prep Chart.
- Judean rolls one die and applies result to repair
damaged wall hexes per 19.6.
- Judean secretly repositions his surviving artillery.
Judean artillery in hexes breached was destroyed.
- Repeat above procedure a thru e again.
- Roman adds total number of weeks expended on siege so
far. If total exceeds 25, siege ends (18.7, 19.1).
- Roman declares if he will remove 1 Siege Tower and 1 Ram
in order to receive 1 Armored Tower (18.51).
- Roman declares if he will trade a new Armored Tower for
3 destroyed Siege Towers and/or Rams (19.5).
- Roman rolls for new Armored Towers (19.5) using the
appropriate week column on the Prep Chart.
- Roman trades a new Armored Tower from Step 20 in
accordance with declaration in Step 19 (if applicable).
- Roman completes Ramp, if yes was declared in Step 11.
- Romans may breach one controlled elevated hex per week
of preparation expended (19.7).
- Roman draws replacements from the dead pile as indicated
on the Prep Chart (18.5). All are fresh.
- Roman sets up per Setup Rule 5 of the Campaign Scenario,
per 8.4 for arty, and per 19.21 if mining was used.
- Judean constructs new staircases per 18.38.
- Judean places his artillery on board
- Judean adds units to fortresses he garrisoned in Step
13. Units are available from those set aside in Steps 8-10.
- Judean abandons bypassed fortresses he garrisoned in
Step 13. The recalled units are available for Step 30.
- Judean sets up the rest of the units set aside in Steps
8-10 and 29 in controlled city hexes (18.3 and 18.31-18.35).
- Judean resolves free Fire Phase per Setup Rule 7 of the
Campaign Scenario Card.
- Roman begins new assault phase with Rally Phase (4.1).
Siege of Jerusalem clarifications
(unofficial)
Question #1:
1. I found the rules a bit vague on missile fire "D" results on
cauldrons. Do cauldrons go through the rout / panic stuff or are
they eliminated if already disrupted? The rules say that they
are do not get replaced with an Elim marker, but I can't tell if
this also means they are an exception to the rout/panic stuff.
Answers & Commentary:
From: hansen@math.gwu.edu (Clifford Hansen)
Date: 22-APR-1994 15:09:03
Description: Re: Siege of Jerusalem
Cauldrons are eliminated by a second D result. THey do not leave
ELIM markers behind. They are treated as artillery for the
purposes of rallying - rolling for them is optional. As I
understand it, they do not have to move to refuge if routed or
paniced. However, if panicked they do affect defense of their
hex.
From: bas@phys.uva.nl (Bas de Bakker)
The rule that says that Artillery is routed, not eliminated, on
a second D makes an exception for Cauldrons. They are just
removed when disrupted again.
Bas.
Question #2:
2. Do routed/panicked artillery have to move towards Refuge? How
about the Judean artillery which can't move. I assume if the
artillery can move, it must move to refuge, but if it can't, it
just stays put.
Answers & Commentary:
From: hansen@math.gwu.edu (Clifford Hansen)
Judean artillery does not; Roman artillery does. [I could be
wrong on this]
Cliff Hansen
hansen@math.gwu.edu
From: bas@phys.uva.nl (Bas de Bakker)
Sure, why not.
Bas.
Question #3:
3. Does the complete cohort drm apply when the hex is a tower
w/2 pushers and 1 on top? How about an escalade? I've been
assuming that the entire cohort must attack/defend as a group
for this to apply.
Answers & Commentary:
From: hansen@math.gwu.edu (Clifford Hansen)
You've got this one right. THe cohort bonus only applies when
the full cohort is involved in melee.
Cliff Hansen
hansen@math.gwu.edu
From: bas@phys.uva.nl (Bas de Bakker)
That's how we play it, I'm not sure if there's an explicit rule
about this.
Bas.
Rule Clarifications
- What is the missile drm for the below missile attack?
- missile untis A,B,C, each in a different hex, fire
through tower Z at hex H.
- missile untis D,E,F, each in a different hex, fire
through tower Y at hex H.
Answer : -2
House Rules
- Combat retreats need not be the most direct path toward
Refuge, but instead 'away from enemy in the general
direction of refuge'. Experience was that forcing the
retreat to refuge gave some "daft" results, the only wart on
an an excellent system. Wart removed.
THE SIEGE OF JERUSALEM. 70 A. D.
"ERRATA SHEET"
The Siege of Jerusalem, 70 A.D. is the first attempt made by
Historical Perspectives, namely Steve Weiss and myself, to
produce a "Professional Game" (We both have been designing our
own games, kept at home in closets, for years. This simulation
game is the first one we designed that we felt good enough for
exposure to the rest of the hobby at large.)
In any event, as the final rulebook copy was being proofread; I
began to be plagued by the thought that perhaps certain things
were not explained in the Rules as clearly as they might have
been. Consequently, you now have this "Errata Sheet" before you.
1. The Mapboard - although the Terrain
Effects Chart mentions it, there are two places on the mapboard
where the delineation of exit/entrance bexsides were forgotten.
One of the towers of Antonia Fortress lacks exit/entrance
hexsides as does a tower of "The Fortress Triangle" (to the
north of Herod's Palace). In both cases, exit/entrance hexsides
are in order for all approaches into the interior of the area.
There may be bastions or fortresses without any E/E hexsides.
Remember, ALL EXTERIOR PERIMETER CURTAIN WALL HEXES OF THE
TEMPLE ARE CONSIDERED BASTIONS.
2. The Playing Pieces - The die we used for The Siege of
Jerusalem, 70 A.D unit counters provided for 400 playing pieces
per sheet. Even this was not enough for all the Playing Aide
Counters weld have liked to have. A bloody Assault Period or
Scenario may well require more "Disruption" status indicator
markers than we provided you with. It is easy to draft more of
these using counters from another game or the reverse side of
unused counters from your Siege of Jerusalem,70 A.D
game. Fifty more "Disruption" Status Indicator Markers should do
the trick. We are sorry for any inconvenience this might cause.
3. RULE CLARIFICATIONS
A) Rules of Game Mechanics - A Roman Infantry unit (i.e. a 6-8
or 3-9) which begins its movement phase on a hex containing a
base unit is the only circumstance of a unit being able to
immediately move from the "base" into an adjacent, vacant of the
enemy, wall hex and no further under the ESCALADE ATTACK RULES.
(also referred to as "scalinq attacks").
Rebel units brought into play through the rolling of a die on
the Rebel Raising Table (RRT) may be brought onto the mapboard
in ANY un-named built-up area hexagon; not only those which are
behind Roman lines as the rules presently, and erroneously
state.
B) Rules for the Full Siege Game - THE ESCAPE FROM JERUSALEM
RULES are triggered at the instant Rebel control of viable
replacement areas of Jerusalem falls to 25% OR LESS. The fifty
points tacked onto the Roman Point total at the end of the game,
should the Eliezer ben Yair unit still be on the mapboard, is
based upon the assumption that Elizer will always escape the
city at the end of the Siege should he survive, to cause the
Romans further grief at Masada. The Eliezer ben Yair unit, if
eliminated, is replaceable along with all other lost Rebel
units; but if lost, the 50 point penalty for that unit's
survival upon the map at the end of the game is ignored (should
the Rebel Player be lucky enough to pick it out randomly from
all his units in the Dead Box) even if the unit itself is
replaced.
C) Assault On the Temple Scenario - Just to repeat, at the
beginning of the scenario the Roman Player received 150 Wall
Reduction Points. These points may then be applied against the
rebel wall perimeter in any manner the Roman Player sees fit.
However, none of these points may be applied against the
interior wall of the Temple Quarter (i.e. the wall surrounding
the Temple Building itself). In addition to the 150 Wall
Reduction Points, the Roman Player may place three "breach
hexes" in any wall hexes he controls (so long as the hex is not
immediately adjacent to a Rebel controlled hex or Area).
D) The Assault of Gallus/ Roman Quick Response Scenarios- both
of these scenarios have a Legion entering the game from a
mapboard edge. In both games the Legion receives an Initial
Placement move (fully defined in the rules for The Full Siege
Game). However, in the Assault of Gallus Scenario, units of the
Legion may take their Initial Placement to the full limits of
their movement allowance and may end such a move anywhere. They
are not subject to the restriction, present in the Quick Roman
Response and Full Siege Game of having to halt an Initial
Placement Move when within nine hexes of a rebel unit (i.e. just
out of maximum range for a 5-7 unit). To repeat, save for the
Gallus Scenario.
no initial placement move for the Romans, or
rebels, may end within the maximum range of a 5-7 unit for the
Romans. or a 3-9 unit for the Rebels.
E) A Brief Historical Note: The Full Siege of Jerusalem, 70 A.D.
depicts the Roman attacks made on the city during the period
from May-Sept. 70 A.D. The Romans began the siege considerably
earlier, in late 69. However, the Roman Civil War of 69-70
interrupted the conduct of the war in Judea while the Flavians
were busy asserting their control in Rome. By May, 70 A.D.,
Vespasian's throne was secure enough so that he could give Titus
the O.K. to finish off the matter of the Judean Rebellion. It is
at this point that the Full Siege Game begins.
F) We may not have covered all possible contingencies in writing
the rules. Situations may arise in your play of the game that
are not covered in any of the existing rules. Should this occur,
you are urged to come up with your own solution within the
spirit of the rules as presently written. Of course, should you
desire a written response from the designers of the game we will
most assuredly cooperate and send you a quick reply. We believe
we have done a thorough job... but one never can know for sure
when it comes to these things. The entire game is a reflection
of the designer's impression of the historical event based upon
years of research and interest in the subject. Comments are
welcome.
FRED SCHACHTER
What do YOU think ?
Submit Your Comments For Posting Here
..Will Be Spam
Filtered and Posted Shortly..
|