Pyrrhus, King of Eprios, was arguably the most capable of the kings and generals who succeeded Alexander the Great.
Fearing Roman expansion, the Greeks of Taras in southern Italy appealed to Pyrrhus, King of Epirus for help. By 280 BC Pyrrhus was the most powerful ruler in the western Greek world, having taken control of Macedon just a few years before. He was highly ambitious and benefited from the support of his father-in-law Ptolemy of Egypt.
On learning of Pyrrhus's arrival in Italy the Romans send an army of 4 legions under the consul Valerius Laevinus to stop him while other Roman armies took to the field against the Italian tribes to stop them joining Pyrrhus.
The two armies met at the River Siris near the town of Heraclea in Lucania. In numbers they were evenly matched. Pyrrhus had 3,000 cavalry, 2000 archers, 500 slingers, 20,000 Epirote and Macedonian pikemen 20 elephants and a number of hastily trained Tarrantine allies. The Romans with 4 legions and allies would have been fairly well matched in inantry numbers with a few more cavalry but no archers. It was the first time the Romans had faced either pikemen or elephants.
The Romans attacked across the River Siris which was held by only a small number of Greek light infantry. They withdrew, slowing the Roman advance while Pyrrhus deployed from his fortified camp. The Greeks charged the Romans with their cavalry and then deployed the phalanx to engage the Roman legionaries. The infantry lines seesawed back and forth with neither side able to make any headway until Pyrrhus unleashed his elephants which he had been holding in reserve. They succeeded in routing the Roman cavalry and spreading terror amongst the legionaries. A charge by Pyrrhus' Thessalian cavalry completed the Romans' defeat.
The scenario that follows is designed for Civitates Bellantes rules but I hope I have given enough generic detail that they can be used with any rule set. It is a deployment game as well as a formal battle. Both sides initially begin with their forces only partially deployed. They must first fight for position and then defeat the enemy in battle. For this reason players will need more depth on the playing table than for a game where both sides begin fully deployed.
The game can be played with 6mm figures lengthwise on a 4 x 6 foot table. For larger scale figures greater width will be needed - probably at least 5 feet for 15mm figures on bases 40mm wide. Alternatively the scale could be increased so that each infantry stand represents around 1000 men.
1 Heavy Infantry or javelinmen stand = 500-600 men
1 Cavalry or other light infantry stand = 200-250 men
Each player needs to organise his army into units and commands from the troops below.
The river Siris is fordable all along its length but counts as a major obstacle. There are however two fords (see map) which can be crossed without penalty. These can accommodate units up to two stands wide. The only other feature is Pyrrhus' camp which is fortified. There is no other terrain of any significance on the table, though scattered copses, farms etc may be added for visual effect and removed or re-positioned when they get in the way.
General - Pyrrhus
3 Subordinate Commanders
24 stands Epirote Phalangites, A2/D1, A Grade, Average Morale, in 3 to 6 units
8 stands Macedonian Phalangites, A2/D1, A Grade, High Morale, in 1 or 2 units
8 stands Tarrantine Phalangites, A2/D2, C Grade, Poor Morale, in 1 or 2 units
4 stands Peltasts, Javelinmen, A2/D2/S, B Grade, Average Morale, in 1 or 2 units
8 stands Hypaspists, Javelinmen, A2/D2/S, A Grade, Exceptional Morale, in 1 or 2 units
Alternatively the Hypaspists could be classified as Spearmen.
48 infantry stands representing 28,000 men
10 stands Slingers and Archers, A0/D1/S/L, B Grade, Average Morale in 2 or 3 units
representing 2500 light infantry
3 stands Epirote Agema, Shock Cavalry, A4/D1, A Grade, Exceptional Morale, 1 unit
6 stands Thessalians, Shock Cavalry, A4/D1, A Grade, High Morale, in 1 or 2 units
4 stands Tarrantines, Light Cavalry, A2/D1/S, B Grade, Average Morale, in 1 or 2 units
4 stands Italian Allies, Heavy Cavalry, A3/D2/S, B Grade, High Morale, in 1 or 2 units
17 stands representing 4000 cavalry
2 Elephants, A4/D3 representing 20 elephants
General - Publius Valerius Laevinus
3 Subordinate Commanders
4 Legions (each one representing a Roman and Allied Legion combined) each with:
4 stands Hastati, Swordsmen, A3/D3, B Grade, High Morale
4 stands Principes, Spearmen, A2/D2, B Grade, High Morale
Alternatively the Principes could be classified as Swordsmen.
4 understrength stands Triarii, Spearmen, A1/D1, B Grade, Exceptional Morale
40 full stands representing 24000 men
8 Italian Allies, Javelinmen, A2/D2/S, B Grade, Average Morale, in 2 to 4 units
16 Leves, Skirmishers, A1/D1/S, C Grade, Average Morale, in 2 to 4 units
24 stands representing 8000 light infantry
4 Roman Cavalry, Heavy Cavalry, A3/D2/S, B Grade, High Morale in 1 or 2 units
12 Italian Cavalry, Heavy Cavalry, A3/D2/S, B Grade, Average Morale in 3 or 4 units
4 Italian Cavalry, Light Cavalry, A2/D1/S, B Grade, Average Morale in 1 or 2 units
20 stands representing 5000 cavalry
The Roman player may deploy one commander and as much of his cavalry and light infantry as he wishes on table in his deployment area (to the left of the river on the map). Remaining troops will be off table and may enter from the first turn in one or two columns with units one behind the other.
The Greek player may deploy one commander and as much of his light infantry as he wishes anywhere on the table to the right of the river. His remaining troops start the game in the camp.
The Romans move first on the first turn. The Greek commander on table may send a messenger back to Pyrrhus to warn him once the Romans start moving. Once the messenger reaches the camp the Greeks may start to deploy their remaining troops, leaving the camp one unit at a time from teach of two gates.
The Roman army, spearheaded by Italian allies crosses the fords over the River Siris which are held by Pyrrhus' light infantry
The clash of Phalanx and Legion
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