Historical Background: In the second century BC the rich trading empire of Carthage vied with the rising Roman Republic for control of the Mediterranean. In the Second Punic War Carthage's legendary general, Hannibal, surprised the Romans by crossing the Alps and invading their homeland. His army was too tough for the Romans to defeat on the field of battle, but not tough enough to capture Rome. Finally the Romans sent a young and ambitious general named Scipio to invade Carthage. The ploy worked, and Hannibal was summoned home to defend the city.
The
decisive battle was fought in Zama, in Northern Africa. The battle
featured contrasting armies: the citizen soldiers of the Roman
Legions against the mercenary army of Carthage. The two sides
were closely matched. The Carthaginian army included close to
one hundred poorly trained war elephants. The tuskers were mostly
ineffective against the well-prepared Romans. On one flank the
Roman cavalry routed the Carthaginian cavalry and pursued them
off the battlefield. In the center the Carthaginians were on the
brink of victory when the Roman cavalry suddenly returned and
charged them from behind. This unexpected attack led to a rout,
and Rome won the battle and the war. Scipio was rewarded with
a name change, "Scipio Africanus," and a title, "The
Scourge of Carthage." I recreated this battle with my 6th
- 8th grade students.
Battle 1: A dozen generals participated in this battle, which was very close until the end. Both sides moved their cavalry behind their infantry, realizing that it would be more valuable later in the battle, when they could turn a flank. The elephants thundered into the Roman line but did little damage. Both sides advanced and engaged. The Romans achieved a breakthrough in the center but the Carthaginians defeated the Roman's left wing. Both sides sent in their cavalry to decide the battle. It was touch and go for a while, but the Romans managed to salvage a narrow victory.
Battle
2: In the second battle General P., "The Scourge of History
Club," commanded the Roman left flank. He cleverly goaded
the Carthaginian cavalry into charging his infantry while protecting
his own cavalry. The well-disciplined Roman Legions crushed the
Carthaginians. Then they survived a concentrated assault by the
war elephants and suddenly the Carthaginian right flank was wide
open. While General B. pinned the center and left flank General
P. brought out his cavalry to turn the right flank. General K.
sent Hannibal into the fray in a desperate attempt to stop the
Romans. Hannibal rallied his African veterans for a last stand
but it failed and he was forced to flee for his life. The Romans
swept the field, leaving only a defiant General M. to oppose them.
This was a decisive Roman victory.
Rules
The Armies: The figures used were 1/72 scale plastics mounted two per stand, a mix from several sets (Italieri and Hat, with Celtic cavalry substituted for the Carthaginian cavalry). Skirmishers were arranged in single rank lines (3-5 stands), formed infantry and cavalry were in double rank lines (6-10 stands). Elephants and Scorpions were single stand units. Skirmishers and Elephants should be deployed in the front line. Here are some paper soldiers you can print and use.
Romans: Scipio (Commander in Chief) 4 Infantry Commands each with: Roman Cavalry (left flank) Numidian Cavalry (right flank) |
Carthaginians: Hannibal (Commander in Chief) 4 Infantry Commands each with: Carthaginian Cavalry (right
flank) Numidian Cavalry (left flank) |
The Board: The terrain was flat and a 7.5' X 5' foot table was used. The armies began about 24 inches apart.
Sequence of Play:
1. Roman Move
2. Roman Shoot
3. Carthaginian Move
4. Carthaginian Shoot
5. Charge into Melee
6. Melee
Movement:
All foot units move 6". Skirmish units may move in any
direction. Formed units are limited to wheels and obliques of
45 degrees. Elephants and scorpions also move 6"; cavalry
moves 12"
Shooting: Only skirmishers, Numidian cavalry, and scorpions are allowed to shoot. Roll 1D6 for each stand or scorpion in range. Scorpions hit on a 4-6, skirmishers and Numidian cavalry hit on a 6. Every hit eliminates one enemy stand. If any part of a unit is in range the entire unit may fire. Units that are engaged in melee may not fire, and may not be targeted.
Charge into Melee: Both sides may charge into melee. This is the only way to get into hand-to-hand fighting. Foot units may charge up to 6", cavalry may charge 12". Units may only charge if they can reach an enemy unit.
Melee: Each side rolls 1D6 for each stand in the fight. The Close Combat table shows the number needed to score hits. Remove one enemy stand for every hit. Both sides roll simultaneously. If both units still have stands left they remain engaged and fight again next turn.
Last
Stand: If a unit is reduced
to one stand this last stand is removed immediately. This rule
doesn't apply to elephants and scorpions.
Generals: Generals may not be targeted individually. If they are attached to a unit they count as an extra stand in melee (but not shooting). Scipio and Hannibal each count as two extra stands in melee. If the unit they are attached to loses stands in melee roll 1D6. If the roll is a 6 then the General is eliminated.
Cavalry Flank Attacks: Cavalry units that charge an enemy foot unit on the flank or rear gain an advantage. The foot unit may only fight back with two stands, and the cavalry hits on a roll of 4-6. These advantages apply only on the first turn of melee.
Scorpions: These units may not charge or fight in melee. If an enemy unit charges them they rout and are eliminated.
Elephants: Elephants cannot be eliminated by shooting
or in melee. They operate according to their own rules. If they
charge a unit of Roman infantry there is a chance that the elephant
will be scared away - roll 1D6. If the roll is a 5 or 6 the elephant
is removed from the game (it stampedes off the battlefield without
causing any damage). Cavalry units do not get a chance to scare
away the elephant. Once the elephant hits an enemy unit the victim
loses two stands immediately. A die roll is made to see if the
elephant remains under control after each round of melee. Roll
1D6 and consult the elephant table. If the roll is a 1 or 2 the
elephant remains under control and may continue to fight or move
next turn. A roll of 3 - 6 means the elephant goes on a rampage
and runs off the battlefield. It immediately makes a double move
(12"), passing through any units (friend or foe) in its path.
All units contacted lose two stands. After completing this move
the elephant is removed from play.
Resources: I drew inspiration from a DBA scenario written by Chris Jones that I found on the Fanaticus web site (http://fanaticus.org/DBA/index.html). A lot of useful information about the Punic Wars can be found in the board game SPQR that is available from GMT Games. I'd also like to thank Chris Tighe for helping me research this battle.
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Die Roll |
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Remains under control |
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Rampages 12" straight ahead |
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Turns right (90 degrees) and rampages 12" |
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Turns left (90 degrees) and rampages 12" |
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Turns around (180 degrees) and rampages 12" |