I SAW, I
BOUGHT, I ENJOYED
S.P.Q.R by MARK HERMAN
and RICHARD BERG
from GMT GAMES
Two 22” X 34” maps, backprinted; 800 counters; one rule book; one
scenario book; four cardstock sheets of tables; one 10-sided die; boxed. Published by GMT Games, 310 W. Lacey Blvd.,
Hanford, CA 93230. $40.
Reviewed by DAVID SPANGLER
I grew up in Morocco on an Air Force base where my parents
were stationed. Not far from where we
lived were the ruins of a small Roman town, complete with well-preserved baths
and a triumphal arch (recently used as the setting for the encounter between
Jesus and St. Paul in Martin Scorcese’s movie The
Last Temptation of Christ).
These ruins were Morocco's most spectacular, but the country is dotted
with decayed reminders of the Roman presence.
Driving out in the countryside, it was not unusual to come across a
lonely column rising from a meadow, or the remains of a wall, undulating across
the curve of a hill. These ruins fired
my imagination; in my mind’s eye, I could see the legions tramping into battle
in far-off lands, myself in their midst.
While other kids my age back in the States probably played cowboys and
Indians, I played legionnaire and barbarian!
(Ed. Hmmm … I preferred the Consul
and the Vestal Virgins.)
It was with a sense of nostalgia, then, that I acquired
GMT’s new game of Roman Legions in battle,
S.P.Q.R. , the Roman
republic's power-symbolic acronym for Senatus
Populsque Romanus - the Senate and the People of Rome. It had everything to recommend it to
me. It was a tactical game of Roman warfare; it was designed by
Mark Herman and Richard Berg (two game designers for whom I have the utmost
respect, based on the quality of their past work); it had graphics by one of
the best graphic artists in the industry, Roger MacGowan; and it was published
by one of the best new companies in the hobby.
As it turned out, the only thing it didn’t have was barbarians! (Ed.
Note: Actually, not true. There are a whole
slew of Gauls and Celts, considered by the Romans of the era to be
barbarians non plus ultra. )
This is a game, as the cover proclaims, covering “…the art
of war in the Roman Republic.” As such,
SPQR contains five battles that
show the development of the manipular legion and its tactics over an eighty
year period, from 275 to 197 BCE, as it evolved away from the phalanx of
classical Greek warfare to become the hammer that forged the Empire:
Beneventum, pitting the newly-developed legions against the Epirote Mercenary,
Pyrrhus (whose victories were so costly); Bagradas Plains, wherein Carthage
hands Rome its military head in the First Punic War; Cannae, one of the most
famous battles in ancient history, in which Hannibal crushed an army twice his
size; Zama, in which Scipio Africanus finally defeated Hannibal; and
Cynoscephalae, legion against phalanx
and Phillip V of Macedon for control of the Mediterranean.
SPQR is the second in GMT’s Great Battles
of History series, of which
the first was The Great Battles of Alexander. There have also been two modules published, Juggernaut (for GBA) and War Elephant
(for S.P.Q.R.) ,which add additional battles and counters
to the series in much the same vein as the Squad
Leader series. The basic
rules remain the same from game to game, but new rules are added to account for
changes in military technology and tactics over the years.
When you open the box, you find two 22” X 34” backprinted
maps, each side being used for one of the five battles (the battle of Bagradas
Plains uses either the Zama or Cannae map).
You get a 22-page scenario booklet with historical notes for each of the
battles, alternative set-ups for historical variants, rules for combining GBA and S.P.Q.R.
(to see what might have happened if Alexander had invaded Rome), and two pages
of advertising! (Ed. Note: Waste not, want not..) There is also a
24-page rulebook— about which more in a moment— and four cardstock sheets
covered with all the tables and charts needed to play the game (two for each
player).
Then there are the counters. These are among the most colorful counters I have seen in any
game. They are not only beautiful to
look at, but they are also highly functional, using color to convey important
information for combat types, stacking, Legion affiliation, and so forth. In play, they are exceptionally easy to use
and give the whole game the feel of playing with miniatures. There is also a sheet of equally
well-designed and colorful strength markers, information counters, and the
like. Everything about the graphics and
presentation of this game makes it user-friendly.
Well, almost everything.
There is that rulebook. Not that
the rules themselves are unclear; they
are well-written, with numerous
examples and design notes to explain why a particular game mechanic is the way
it is. There is no table of contents
(which would have been helpful), but there is an index which is arranged by
rules section. If you’re trying to look
up a particular topic, you must first know which major rule it falls under
(like Movement or Shock Combat). This was a good arrangement, sometimes, but
other times it made it harder to find specific topics… and some items (such as
the definition of different unit classes and types) are not included at
all. Moreover, the layout and
presentation of the rules (small-print and tightly packed lines) gives an
impression of density and complexity which is actually not warranted. I found the rules visually hard to read and
at times confusing during the first couple of readings. It was hard to pick out simply and easily
the basic or principle key rules from the secondary rules and amplifications
and exceptions that surrounded them. Of
course, I may simply need to get glasses to correct this problem! Still, I found the rules booklet the least
attractive and most challenging part of the whole package.
There are some significant changes in, and additions to, the
rules since GBA was published,
notably the ability of the era's leaders to give Line Commands. Also, there is
no personal combat allowed (no going mano ŕ
mano with Hannibal and
Scipio Africanus, I’m afraid). In order
to replicate the particular tactical skill of the manipular legion that allowed
one line of troops to withdraw and their place be taken by the next line in the
rear, there are special Roman stacking rules (which at first look complex but
are actually quite simple), coupled with a Manipular Line Extension rule that
allows stacked units to unstack automatically and create a solid line when
their zone of control is approached by an enemy force. The rules changes from GBA are well-marked, so someone familiar
with the previous game could identify them quickly and begin playing SPQR in a short time.
Also included is a learning scenario, representing a simple
meeting engagement between Roman and Carthaginian forces. Even though I had played GBA, I still found this a useful exercise
in learning how the particular units worked in this game … and especially in
practicing with the stacking and line extension rules, which form the heart of
the unique character of the manipular legion.
For those not familiar with the GBH system, the game's units
represent leaders, phalanxes, heavy, medium, and light infantry (the legions
are sword-and-pila equipped Heavy Infantry, for the most part),
skirmishers (mostly missile units),
heavy and light cavalry, and the much-beloved elephants, for whom there are a
whole series of fun rules. Units are
rated according to size, movement allowance, class, type, and, most
importantly, their TQ, or Troop Quality.
This latter value is used throughout the game - particularly in combat
but also for certain kinds of movement and for rally attempts, - to determine
if a unit suffers a Cohesion Hit or if rally attempts are successful.
The heart of the system is Leader Activation, which
alternates (but not evenly) between leaders of the opposing sides, which
sequence may be further changed by leaders' ability to go again (Momentum) or
go before they were supposed to (Trumping), the latter which also serves to
stop the other leader from going. Trumping, while imparting the perception and
flavor of authenticity, seems present more for gaming enjoyment than for
reasons of historical simulation.
Once a leader is activated, he may be able to give Line
Commands, which affect all the troops in a given line, or he can give
individual orders to specific units.
Units may be order to move and/or fire by Line Command, or to move,
fire, rally, or perform other actions by an Individual Command. There are no
set number of game turns. Play
continues until one army is routed or fulfills other victory conditions.
The rest of the mechanics cover a host of items familiar to
any veteran ancient gamer. There are, of course, both Missile and Shock Combat,
the latter more involved and colorful, than the former, moving, as it does, through a series of steps that sound complex
when you read them but, in play, are quite simple. Combat depends on a number
of factors - mostly unit type and angle of attack - which are cross-referenced
for results using three charts: the
Clash of Spears and Swords Chart, the Shock Superiority Chart, and the Size
Ratio Difference Chart. The usual consequence of combat is reduction of TQ
through "Cohesion Hits". When a unit absorbs too many hits, it routs.
There are no "casualties", as such … although there is an optional
rule which does employ body count losses.
Much attention is paid to the unique abilities of each type
of unit, including special rules for such units as skirmishers and, of course,
the elephants. Usually it is the
Carthaginians or the Epirotes who have the elephants, although the Romans use
them at Cynoscephalae. Elephants are
powerful weapons, but they are truly a double-edged tusk. If they rout - which
they tend to do a lot - they Rampage,
in which case they rattle around the map like errant billiard balls,
attacking any units - friendly or enemy - in sight. Rampaging elephants are great fun, as long as they are tearing through your opponent’s ranks. It is
somewhat depressing, though, to watch a horde of pachyderms tear into your finest cavalry, scattering an
entire wing and often taking a leader with them. More importantly, it is very instructive to play the opening
minutes of Zama to see exactly what Hannibal intended - and what Scipio was
trying to avoid.
The SPQR
price-tag may seem a bit steep, but you get a lot of circus for your bread in
terms of scenarios. The classic
Hannibal-Scipio match-up at Zama has proven to be the most played of the
battles, the one for which the players
swear they've got the strategies down pat … only to learn differently next time
out. Beneventum and Cynoscephalae both provide some unusual exercises in
terrain problems, Bagradas Plains is pretty much an introductory scenario,
albeit one not without its charms, and Cannae … well, Cannae is Cannae. It's
huge, with 300+ combat units to move
around. It also seems pretty much improbable that any player will repeat
Hannibal's success.
Having played GBA,
I found SPQR's mechanics fairly straight-forward, even though I had to struggle with the
rule book a bit. However, learning to sagaciously use the unique qualities of
the Roman manipular legion takes some time.
The shorter scenarios (Bagradas Plain and Cynoscephalae) are especially
good for gaining experience without having to deal with a lot of units. The
basic rules soon become second nature, allowing you to concentrate on the
tactical questions before you. The
system that Mark originally designed and which he and Richard have refined in S.P.Q.R. , is excellent in capturing the
flavor, intensity, and challenge of battle in the era of the Roman Republic.
For a game with such detail and chrome, S.P.Q.R. is a blast to play. I can't wait
for the sequel.
CAPSULE COMMENTS:
Graphic Presentation: Outstanding. With the exception of Beneventum, the maps
are fairly plain (after all, most of these battles were fought over empty
plains), but the multi-colored, information-laden counters are beautiful …
surely some of Roger MacGowan’s best work.
Using them is like playing with miniatures - a feast for the eye; but
they are also functional and easy to read,
greatly simplifying game play.
Playability: Unless you are familiar
with the GBH system, don’t expect to play this one right out of the box. It
does get
much easier as you play, and the game mechanics quickly become second nature.
Ultimately, very playable. It is also an excellent game solitaire.
Replayability: Very high. Each of the battles has variant set-ups, and
the tactical challenges are high enough - and the different choices and
possibilities for play numerous enough - so that each battle can be enjoyably
played more than once.
Historicity: Seems very accurate to me. Sources are well researched, and the
designers provide an extensive bibliography.
Also, where information is lacking, they let you know and give you
grounds for exploring your own interpretation.
S.P.Q.R. is probably as
close as you’ll get to controlling a legion without a time machine.
Playing Time: About 2 1/2 to 3
hours per game, although Cannae and Zama can run easily twice as long.
Comparisons: SPI’s Legion (from the old Prestags series) was too generic. Decision
Game’s Four Battles of the Ancient World and Good Industry's Ancients (soon to be reprinted by 3W)
sacrifice (perhaps "demolish" is a better word) historicity for
playability. Though aspiring to more historicity, the rather inelegant Men at
Arms (S&T) attempts to
cover nearly 3000 years of warfare with one set of rules, gaining breadth at
the expense of depth. Avalon Hill’s Siege of Jerusalem, another excellent and
attractive game, deals with a much later period and with a very different
tactical situation. It also insists on cross-dressing the velites
as velitae.
Overall: S.P.Q.R. is the best game available for a serious and exciting
simulation of Republican Roman battles.
It offers excellent play value for a modest investment in time and
learning. It is well worth the rather
high price tag if you have any interest at all in this era. Even if you
don’t, I highly recommend it simply as a fun and exciting game.