by John Boehm
The Pontic Wars have always provided an interesting background for an ancient wargame campaign. I am still reminded of the numerous exploits in the early Courier of Maximus Gluteus (alias Dick Bryant) and his own Pontic adventures. I've played at least three campaigns set in this period, each of varying degrees of complexity. The last was the most ambitious and it is outlined here to provide others with a starting point ora few ideas for their own campaign. The two main opponents are, of course, the later Roman Republic and the Kindom of Pontus under Mithradates VI Eupater. Both sides had several allies and there were other "powers" lurking in the wings. A group should be able to musterthe required types of troops without too much difficulty, and if one is not too picky one could substitute similar types. In a pinch, for example, Imperial Romans could be used as their Republican counterparts (both are heavy infantry with Pilum). Any type of phalangites could be used although Asiatic types would be the best. Likewise, cataphracts, horse archers and most Asiatic troops can fill a variety of roles along with peltasts and other auxiliary types. The important thing is simply to label them with their new identities and then think and play with them as such. They will soon lose their original identity and be thought of in their new roles. The first Mithraclatic War began in 88 B.C. when Mithradates invaded Bithynia, a Roman ally, and then swept into the province of Roman Asia. For more historial information interested individuals should consult the following works: Plutarch (Sulla), Appian, and Alfred Duggan - He Died Old - A Biography of Mithradates. Our campaign was loosely based on this point in history. We attempted to represent the majorand minor powers and to caterto as many players and their particular armies as possible. Initial troop strengths were estimates based on a "feel" for the period after reviewing the historical reference material. We used the Asia Minor map sheet from the SPI "Conquerors" game and extended it with hex paper to cover the Black Sea (Euxine). A transparent overlay allowed us to draw in relevant boundaries and add citieswhere necessary. The attached map gives an idea of the theater for this war. We used our own campaign rules for movement and other mechanics. The battle rules were WRG 6th Edition for land battles and Avalon Hill's "Trireme" rules for sea battles. Our troops were 25mm and 1/900th "Valiant" ships. Oureconomic unit is the talent which just happens to be equal to 100 WRG points and 100 Trireme points. To play with representative sized armies our troop scale was modified so that each soldier equalled 100 real troops, each elephant, chariot or engine model equalled 20 real life counterparts, and each ship model equalled 5 actual ships. The following list represented our starting troop strengths and cast of characters for this campaign: THE FIRST MITHRADATIC WAR - 88 BC1. PONTUS Represented by two players; Mithradates VI Eupator-King of Pontus; Arcathius, Son of King. Starting Strength: 1000 Infantry, 200 Cavalry - not to exceed 6,000 points (at least 501/6 of the army must be mercenaries), 10 chariots Treasury: 50 Talents Fleet: 40 ships - not to exceed 2,000 points Commanders: Mercenary Generals - Archelaus, Neoptolemus, Dorylaus, and Mithradates the Younger (son of King) Pontus was very wealthy and well prepared for this war since the king had foreseen the inevitable conflict with Rome. The army at this time consisted of phalangites, typical mercenary troops, Asiatic levies and Asiatic cavalry. No imitation legionnaires may be raised the first year of the campaign. 2. GALATIA (1 or possibly two players) each representing a Tetrarch. Starting Strength: 300 troops (each) not to exceed 1,500 points Treasury: 10 Talents Galatia was weak, internally disordered and temporarily nonaligned. The army was a typical Galatian array. 3. BITHYNIA King Nicomede Starting Strength: 300 troops not to exceed 2,000 points (at least 50% must be mercenaries). Fleet: 15 ships not to exceed 750 points Treasury: 20 Talents Bithynia was the second largest independent kingdom in Asia and was territorily aggressive. The kingwas allied with Rome. The army consisted of phalangites, peltasts, other normal mercenary types as well as Asiatic levies. 4. CAPPODICIA King Ariobarzanes Starting Strength: 250 troops not to exceed 1,500 points Treasury: 10 Talents Cappoclicia had been ravaged by both Pontus and Armenia and was very weak. The king was supported by Rome. The army would consist of Asiatic types with a stiffening of some mercenaries. 5. ARMENIA King Tigranes (son-in-law to Mithradates Starting Strength: 100 Cavalry, 300 infantry - not to exceed 3,000 points Treasury: 20 Talents Armenia was strong and aggressive with eyes on Mesopotamia and the Seleucid holdings. The king was allied with Pontus. The army consisted of horse archers, cataphracts, and mercenary and Asiatic types. 6. ROME (1, 2 or 3 players) Rome controls the Province of Roman Asia and also has a garrison of one legion in Cilicia although it does not control that province. The Roman commander receives no revenue from Rome but must subsist on local taxation. Additional Roman armies may come into play through Thrace. These armies may or may not act in concert because of civil war and unrest going on in Italy. These armies will be commanded by Sulla and Flaccus, respectively, both of whom were politically opposed to each other. The strength of these new armies may be indicated at that time, although Sulla had 5 legions and Flaccus had two. Sulla may also arrive by sea (we started Sulla with 400 troops (only 250 Romans) and 25 talents and Flaccus with 250 troops and 15 talents). 7. CASSIUS (proconsul of Roman Asia); Oppius-Propraetor Cilicia, Aqulius Starting Strength: 100 Romans (Horse& Foot) (50% in Cilicia), 400 other troops - not to exceed 3,500 points. Cilician garrison starts in City of Soli. Fleet: 20 ships - not to exceed 1,000 points Treasury: 30 Talents The Roman governors of Asia were generally ambitious and very greedy. The remainder of the army should consist of mercenaries and other levies. 8. SELEUCID KINGDOM (Consists of the provinces of Syria and Mesopotamia), Antiochus XIII Starting Strength: 350 troops not to exceed 2,500 points Fleet: 10 ships not to exceed 600 points Treasury: 25 Talents The Seleucid Kingom was declining and internally disordered. The army would consist of a typical late Seleucid army although with no elephants. As an alternative there may be two Syrian players because of disputing claims forthe throne.This was represented by Antiochus XIV in northern Syria with 200 troops (1,500 points), 5 ships (300 points), and 15 talents; and Alexander VI in southern Syriawith 200troops (1,500 points), 5 ships (300 points) and 15 talents. FlavorAs indicated, the campaign rules were our own but the following were special provisions designed to add the appropriate flavor. 1. A pirate fleet is based in Cilicia. It consists of 20 ships, nothing larger than a trireme and at least half of them smaller ships (not to exceed 1,000 points). This fleet may be hired bya playerat 25 poitns perturn plus looting and prize provisions. Since these pirates were previously allied with Mithradates' father, Pontus may hire them for 15 points per turn. Hiring must be done by sending an ambassador and money to Tarsus. In addition, a playerwho completely controlsthe Province of Cilicia gains control of the fleet unless it is controlled by a playerwho already has the fleet under hire. If payment is not rendered promptly each turn the fleet deserts. 2. Players who control the following cities also gain control of the additional number of ships indicated:
Mytilene: 5 ships not to exceed 350 points Chios: 5 ships not to exceed 350 points Samos: 5 ships not to exceed 350 points Loss of control of the city means loss of control of the ships. 3. To control those provinces with no cities, a player must establish a permanent fortification or a fortified encampment and maintain a garrison with asubordinate commander there. Where two disputing parties have constructed and manned such fortifications, each such player is considered to be controlling less than 50% of the province. 4. Any assassination attempts against Mithradates have their chances of success reduced by one on the die roll. Mithradates was very careful in this regard; he even drank a dose of poison every day to build his immunity. The following narrative represents a journalistic account of the campaign as it was printed in a local newsletter. It is included here not for its literary merit but to give an idea of what can happen in a campaign, the number and uniqueness of the battles fought, the role-playing, the strategy, the diplomacy and the intrigue. A Pontic Campaign: After Action Report Back to Table of Contents -- Courier Vol. IX No. 5 Back to Courier List of Issues Back to Master Magazine List © Copyright 1990 by The Courier Publishing Company. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |