Strategy & Tactics issue no. 224

Game Title: Variants for Previously Published S&T Games

Date of Publication: September 2004

Decision Games, PO Box 21598, Bakersfield, CA 93390

Decision Games hereby grants permission for its customers to download and/or print copies of this file for their personal use. Discussion folders for this game are located on Consimworld.com's discussion board.

S&T MAGAZINE GAME VARIANTS
by Joseph Miranda

BELISARIUS (S&T 210): JIHAD!
	This variant uses the Belisarius game map, rules and units (with the extra counters provided) to re-create the early expansion of Islam in the period of the Caliphs Omar and Othman (634-656), which saw the Moslems overrunning Egypt and Syria and conquering the Persian Empire. One reason for this rapid expansion is that both the Byzantine (late Roman) and Persian Empires had exhausted themselves in a long war in the years prior to the explosion out of Arabia—as reflected in the scenario setup.
RULES MODIFICATIONS
[1.0] Introduction (change): There are two players, the Caliphate (representing the Muslims) and the Kingdoms (representing all non-Caliphate forces). All original Belisarius rules which applied to the Empire now apply to the Caliphate; all original Belisarius rules which applied to the Barbarians now apply to the Kingdoms. 
[2.3] Playing Pieces (addition): Jihad units (provided in the variant counter mix). Jihad units do not have a Region per se, they are “Pan-Islamic.” Arabia also receives three more Nomad units.
[2.32] Stratagems: additional Stratagem markers are included in the variant counter mix.
[4.0] Control: the Caliphate player always controls Arabia. Arabia may never be Kingdom controlled or neutral for any region. 
[7.0] The Empire: anything that would apply to the Empire in the original game now applies to the Caliphate. Do not use the guard units from the original Belisarius. 
[8.0] Stratagems. Jihad Stratagems may be played only by the Caliphate player; see the explanation below.
[11.0] Reinforcements (addition): the Caliphate player also gains one Jihad unit (any type) every time the instant that the Caliphate gains control of a region via diplomacy, revolt or random events. The Jihad unit is placed on any hex in the region not containing a Kingdom or neutral unit, or on any stack of Caliphate units. The unit is not lost if the Caliphate loses control of the region. However, this is a maximum of one such unit per game per region, so if control is gained, lost, and then gained again, no additional units would be received. This is in addition to normal levies and recruits.
[12.0] Guard Units (change): change this to Jihad Units. The Caliphate always controls Jihad units. Jihad units may be received only by initial scenario setup, or as a result of 11.0 above. They may not be levied or recruited as mercenaries. See also the modified Random Events. 
[21.0] Leaders (change): Justinian is not in the game (obviously). Instead, the Caliphate player has the leader Caliph (which represents Omar and his successor, Othman). If the Caliph is eliminated for any reason, then the Caliphate loses all Stratagem markers currently held. The Caliph is replaced on the following Caliphate Levy Phase on Al Madinah if the city is occupied by Caliphate forces, or on any Caliphate unit otherwise. The Caliph may not otherwise be received as a reinforcement. If the Caliph occupies Al Madinah, then apply the same rules that would otherwise be applied to Justinian if he were in Constantinople according to 21.4 (except that the Caliph is always replaced).
RANDOM EVENTS CHART
• Forces Rally (change): the Caliph may not be replaced by this event; change “Guard” to “Jihad”; ignore reference to mutinying guard units.
• Barbarian Migration (change): the player receives one nomad horde or warband unit from any region he controls. Place the unit anywhere in that region.
• Religious Crisis (change): only the Kingdom player turns in one half of his stratagems to the pool. 
• Mutiny (Guards) (change): treat as Religious Crisis (see above).
• Revolt (change): if a revolt breaks out in Arabia, Arabia remains loyal to the Caliphate; however, in the immediately following Caliphate Player Turn, no Arabian units may be levied or recruited.
DIPLOMACY TABLE
• Ignore reference to Guard Force.
• Change “+1 if Empire player is conducting diplomacy against Thracia—Aegyptus,” to “+1 if Kingdom player is conducting diplomacy against Thracia, Dacia, Macedonia, Asiana, Pontica or Persia.” 
• Change “-1 if Barbarian player is conducting diplomacy against Thracia—Aegyptus,” to “-1 if Caliphate player is conducting Diplomacy against Thracia, Dacia, Macedonia, Asiana, Pontica, Persia, Lombards or Franks.”
• Delete “+1 if Barbarian player is conducting diplomacy against Persia” and “-1 if Empire player is conducting diplomacy against Persia.”
STRATAGEM MARKERS
Jihad (addition). 
	If a Jihad stratagem is picked by the Kingdom Player, it is immediately given to the Caliphate player. Jihad Stratagems are used in the following ways by the Caliphate Player:
(1) As agent stratagems, with a strength of one.
(2) In place of Solidus for Colonization operations (each Jihad point counts as one Solidus, up to the five total needed, see 27.22).
True Cross (addition).
	The true cross may be played only by the Kingdom player. It allows the Kingdom player to re-roll any one die roll if he currently occupies at least one of Constantinopolis, Roma, Antiochus, Heirosolyma or Alexandria. If the Caliphate player controls the marker, he may retain it without playing it, return it to the pool, or trade it to the Kingdom player for any number of stratagems agreed upon (this trade must be by mutual consent).
Note: while Procopius Writes Secret History and Theodora Intervenes Stratagems refer to personalities of the century prior to this scenario, they are still used in the scenario, representing similar historical figures who intervened in various ways.
JIHAD SCENARIO
1. Scenario Length. Five game turns: 634-637, 638-642, 643-646, 646-650, 650-654.
2. Player Order. Caliphate is the first player, Kingdoms the second player. The Kingdoms set up first.
3. Stratagem Pool. Place all stratagem markers in an open container.
4. Kingdom Deployment (set up first). 
	a. Initial Control. Ostrogoths, Dacia, Macedonia, Thracia, Asiana, Armenia, Pontica, Oriens, Aegyptus, Vandals. 
	b. Treasury. 0.
	c. Stratagem Markers. 0.
	d. Units. Place in region. All units are of the same region, unless otherwise noted.
Ostrogoths: Deploy in any combination in Massena, Neapolis, Scolacium, Roma, Ravenna, Salonae: 1 field army, 6 garrisons.
Dacia: Deploy in any combination in Dyrrachium, Nissus: 1 field army, 2 garrisons.
Macedonia: Deploy anywhere: 1 fleet, 3 garrisons.
Thracia: 1 field army, 1 fleet, 4 garrisons, leaders Heraclius, Theodore.
Asiana: 3 garrisons. 	Armenia: 1 garrison.
Pontica: 5 garrisons.	Oriens: 7 garrisons.
Aegyptus: 1 fleet, 6 garrisons.
Vandals: 1 field army, 1 fleet, 3 garrisons.
In addition: Deploy 1 Asiana field army in Oriens, 1 Thracia field army in Ostrogoths (in a non-city hex), 1 Pontica field army in Armenia, 1 Pontica warband in Bosporus (in Scythia). 
Thracia leader Constans is placed aside and may be received as a reinforcement.
5. Neutral Deployment (set up second by the Kingdom player; exception: Lombard and Slavs are set up by the Kingdom player after the other Neutrals; players must deploy at least one unit per city). 
	a. Initial Neutrals. Visigoths, Suevii, Basques, Franks, Burgundi, Lombards, Gepidae, Slavs, Scythia, Lazica, Persia, Nubia.
	b. Units. Place in region. All units are of the same Region, unless otherwise noted.
Visigoths: 1 warband, 5 garrisons.
Suevii: 1 garrison.
Basques: 1 garrison.
Franks: Deploy in any combination in Franks region and Massilia: 2 warbands, 2 garrisons.
Burgundi: 1 warband, 2 garrisons.
Lombards: deploy in any combination in Lombards region and Mediolanum, Aquilea, Vindobona: 4 warbands.
Gepidae: 2 warbands.
Slavs: Deploy in any combination in Slavs region and Singidunum: 1 warband, 2 nomad hordes.
Scythia: 3 nomad hordes (may not be placed in or adjacent to the city of Bosporus).
Lazica: 1 garrison. 
Persia: 1 field army, 9 garrisons, 1 one star leader. 
Nubia: 1 nomad horde.
Mauretania: 1 nomad horde, 1 garrison. 
Garamantes: 1 nomad horde, 1 garrison.
6. Calpihate Deployment (set up third)
	a. Initial Control: Arabia.
	b. Treasury: 5
	c. Stratagem Markers: pick 10 stratagem markers from the pool.
	d. Units (place anywhere in region): 
	Jihad: 4 field armies, leaders Caliph, Khalid, ibn al-As, Waqqas.
	Arabia: 2 nomad hordes, 2 garrisons.
	Leader Abdulla and Muthannes are placed aside and may be brought in as a reinforcement as per the rules.
7. Victory Points
a. Caliphate
	+5: Al Madinah occupied by a Caliphate force. 
	+2: Constantinopolis occupied by a Caliphate force.
	+2: each Treasury City occupied by a Caliphate force.
	+1: each other city occupied by a Caliphate force.
	+1: (optional rules): each colony marker occupied by a Caliphate force. 
	+1: (optional rules): each public works marker occupied by a Caliphate force.
	+ Three times levy value: each region controlled by the Caliphate player.
b. Kingdom 
	+5: Constantinopolis occupied by a Kingdom force.
	+3: Roma occupied by a Kingdom force.
	+2: Al Madinah occupied by a Kingdom force.
	+2: each Treasury City occupied by a Kingdom force.
	+1: each other city occupied by a Kingdom force.
	+1: (optional rules): each Colony marker occupied by a Kingdom force. 
	+1: (optional rules): each public works marker occupied by a Kingdom force.
	+ Twice levy value: each region controlled by the Kingdom player.
	+ Levy value: each neutral region. 
8. Special Rules:
1. Prior to start of play, place pillaged markers in Vindobona, Aquilea, Mediolanum, Singidunum, Palmyra, Nisibis, Zaitha, Ktesiphon, and Dvin.
2. There is no Random Events Phase on the First Player Turn of Game Turn 1; roll for Random Events normally starting with the Second Player Turn of Game Turn 1.
3. Lombards. Lombard units may be levied and recruited in both the Lombards and Ostrogoths regions (use the Lombards Levy value of two). This is in addition to any other units which may be levied and recruited in the Ostrogoth region.
4. Slavs. Slav units may be levied and recruited in both the Slavs and Dacia regions (use the Lombards levy value of two). This is in addition to any other units which may be levied and recruited in the Dacia region.
5. Counter mix modifications. When a unit is indicated to be “deleted” below, it means it may never be taken as a reinforcement or otherwise come into play in the game (that is, reduce the counter mix by that total for that region).
Ostrogoth: delete all leaders, one field army, all warbands, one fleet. 
Vandals: delete all leaders, all warbands, one fleet.
Guard units: delete all guard units. 
5. Leaders. All other leaders from the original game may be used; while they may not have the names of the participants of the 7th Century wars, consider them to represent other historical leaders. Exception: guard leaders may not be used.
6. The Thematic System. If the Kingdom player controls Thracia, Asiana or Pontica, then he can levy field armies in those regions (exception to 11.131); however, he may do so only if there is at least one enemy belligerent unit in the region at the time of levying. (Historical note: this represents the increased militarization of these provinces under the emerging thematic system).
7. Reminder. The initial presence of a Thracia unit in Bosporus, Lombard units in Ostrogoths, and Slav units in Dacia does not trigger Belligerency of Scythia/Lombards/Slavs unless the conditions for Belligerency are met (see rule 4.5). 
8. Heraclius. The Roman Emperor Heraclius was ill throughout much of the period of the scenario. At the end of each Kingdoms player turn, roll one die on the table below:
die roll	result
1-2 		Heraclius fine, use printed values. 
3-4 		Heraclius ill, reduce his leader value to one star until the 
		end of the next Kingdoms turn.
5-6 		Heraclius dies, remove the unit from play permanently.
Scenario Notes.
1. The guard units from the original BELISARIUS game are not used for a couple of reasons. Their presence would have made the game too complex. This also reflects the growing fragmentation of the Byzantine Empire due to decades of war, economic exhaustion and internecine religious disputes.
2. Ostrogoth and Vandal units represent the remnants of these kingdoms, as well as the local Roman populaces, which had been incorporated into the Byzantine Empire. The Lombards and Slavs had begun to settle in Italy and the Balkans, so they can also place units in these regions in the game. 
Errata Counters
	The “Disease Breaks Out” and “End of Campaign” are added to the Stratagem marker pool in all scenarios. These Stratagems may be used in any other games in the series.