Greed and Envy :: The Roman Empire Besieged 



This is a set of campaign rules for the middle of the Imperial Roman period around 250 AD. 

C:\Documents and Settings\Fabio\Documenti\Campagna\mappa camp.JPG

The campaign requires six people:  five players and a non-playing umpire. Two players govern the western and eastern Roman Empire whilst the remaining players lead Sassanid Persia, the Sarmatian tribes and the Alamanni.



Victory is achieved by the accumulation of Prestige Points.  These are gained by victory in battles and are permanent and cumulative. 

Only one player can win this campaign. The two Roman players must compete with one another.  In case of a tie the winner is selected in the following order: Alamanni, Sarmatians, Roman (West), Roman (East), Sassanid Persia.


Army Lists


At the start of the campaign the Players must prepare an 350 AP list.


Rome (West)

DBMM, Book II list 64 (Western)

Rome (East)

DBMM, Book II list 64 (Eastern)

Sassanid Persia

DBMM, Book II list 69


DBMM, Book II list 26 (Sarmatian)


DBMM, Book II list 72 (Alamanni)

All troops selected must belong to the main DBMM list.  Allies and brilliant or inert generals are not allowed whilst stratagems, baggage, and fortifications are.


Once the 350 AP list has been decided, Players must also prepare a second list at 500 AP. The second list enlarges the 350 AP list whilst maintaining the same division of troops and commands. No new troop types can be added. To all intents and purposes the 500 point list is a reinforced version of 350 AP list.

In the campaign the 350 AP list represents the standing army used for border defence and raiding whilst the 500 AP list represents the armies used in full scale wars and invasions.


Completed lists must be sent to the Umpire before the start of the campaign.


Adverse circumstances and defeat in battle result in AP penalties.

When a Player is penalised the penalties are applied to both the 350 and 500 AP lists before the start of the next turn.  For example a 50 AP penalty reduces the 350 AP list to 300 and the 500 AP list to 450 AP.

Penalties are permanent and cumulative. 

Turn Sequence

The campaign lasts five years with a turn representing a year. Each turn is divided into phases:



Special Events

These are decided by the Umpire.  At least one nation, and up to three nations may be affected by one of the following events per turn. Events only apply for one turn unless stated otherwise.


One player receives 2 elements of Irr Cv(O).


One player losses all 5 AP troops in both their lists.


One player losses all 10 AP troops in both their lists.


A randomly selected sub General suffers a PIP modifier of -1.


A sub General treated as an ally.


A randomly selected sub General gains a PIP modifier of +1.


Either miss a turn or reduce both armies by 20 AP to represent leaving a garrison behind.

Clever Counselors

One player receives a free stratagem for use in battle.


One player may, for 1 Prestige Point, receive an allied contingent of bandits - 11 Irr Ax(O) including a General which stays with the Player until their first defeat. Losses are not replaced.

Civil War

One player may or 1 Prestige Point, gain the loser of a neighbouring dynastic feud as an ally. Played as Scum above but the contingent is 6 Irr LH(O).

Border troops

Romans add 4 Reg Ax(O), Sassanids add 4 Irr Ax(O), Alamanni 4 Irr Wb(O) and Sarmatians 2 Irr LH(F) to represent the availability of particularly well trained local militia.



These allow one Player to send a contingent of 50 AP to another. The points are taken from both army lists.  For example if the current AP values are 350 & 500 they are reduced to 300 and 450AP.

The Romans are always allied with one another. The Alamanni and Sassanid Persia may not be allies.  All other combinations are allowed.

The troops sent are taken from both lists and can be chosen without restriction.  One of the elements in the allied contingent corps becomes a General, without cost, provided is the same type and class as Generals in the main list.

In battle an allied contingent is controlled by the original owner and is automatically reliable.  If the ally is defeated the normal AP penalties are halved.  These penalties are transferred  to the main army once the allied contingent rejoins the home army at the end of the turn.


Strategic actions

Every year, all Players can make a single strategic action. 


Defend a Boundary

Declare War


Recruit Troops


Roman (West)





Roman (East)












Raid the Roman Empire

Declare War

Barbarian Migration

Mobilise Warriors

Reorganise the Army

Sassanid Persia



















For campaign purposes the Western Roman Empire borders the Alamanni and the Sarmatians, whilst the Eastern Roman Empire has borders with Sarmatians and the Sassanid Persian Empire.


A raid is an attack with limited scope with the purpose of raiding food, gold and slaves. Once achieved the raiders move back into their own territory.

A raid against an enemy who defends their border creates a battle at 350 AP.  The winner gains 1 Prestige Point whilst the losers permanently reduce their armies by 10AP.

An undefended raid gains 1 Prestige Point without battle whilst a raid on a Roman player that declared an invasion of the Raider's lands is cancelled.

Defending  a Boundary

A Roman player may elect to intercept a raid launched by an specific opponent.


Declares War (Rome)

Imperial ambition leads to an expansionist war.  May only be declared once in a campaign and only if both Roman players agree both who is invading and the target nation.  The declaration of war creates a battle at 500 AP.

If the invasion is successful, the invaded Player is knocked out of the campaign. If the invading Roman player is defeated their armies lose 100 AP.

Declares War (Sassanid Persia)

An attempt to conquer and annex the eastern Roman provinces. May only be declared once in a campaign by the Sassanid player. The declaration of war creates a battle at 500 AP.

The Roman Empire always defends and may choosing the order of battles if they face more than one in any one turn.  The winner gains four Prestige Points, while the loser is penalised 50 AP.

Barbarian Migrations

The movement of an entire nation in to the Roman Empire. The logistical and military preparation is long and laborious, so this action may be declared only once in a campaign by each of the players. A migration creates a battle at 500 AP.

The Roman Empire always defends and may choosing the order of battles if they face more than one in any one turn.  The winner gains four Prestige Points, while the loser is penalised 50 AP.

Mobilization, Recruitment, Reorganization

The nation does nothing; not even defending raids.  Adds 20 AP to both of lost troops to both lists but armies cannot exceed 350 or 500AP.



When a battle is fought, an invaded player is always defending, whilst the invader chooses the season. 

The DBMM rules of hours and time must be fully applied to allow two day battles.

The battle ends with the rout of one of the armies, or with sunset if one decides to disengage.  Choosing to disengage cedes the field, and victory, to the opposing Player. 


Thanks to Martin from Vexilla for the help given to translate the text