I have an old copy of the 1979 Strategos game, produced by a now defunct company called Ariel, which covers the Peloponnesian War with a colorful hex map and very simple rules. It's a great game for fiddling around with the rules & adding new ones - I changed the CRT and added si-move rules without making the game too complex. The gamebox also included an Imperial Rome game called Imperial Governor which wasn't too red hot. Robert Feyerharm - 11:23am Nov 5, 2002 PST (#4464 of 4467) Alan - I've got the alternate Strategos rules right here, worked on by both Scott de B. and myself. Let me give you a quick rundown of the basics: Si-move: Pretty easy actually. Armies and fleets can spend 15 M.P.'s per turn for movement, fort construction, laying siege, or holding, where 1 M.P. = 1 day. Armies spend 2 M.P.'s to enter Clear hexes (3 M.P.'s for Rough), fleets spend 0.5 M.P.'s per sea hex. (If you want to get really fancy you can introduce a random element into movement to represent unpredictable weather and delays.) Basically both players simultaneously write orders for the next 15 days of game-time, for all their units that are led by Generals. If two opposing armies/fleets wander within 1 hex of each other, an encounter ensues. (There are a few simple rules governing encounters). The si-move rules flow smoothly since there aren't too many armies and fleets on the map at any one time. CRT: The CRT in the original rules is screwy since the losing army is annihilated. My CRT gives the defeated army a chance to retreat, regroup, and recover after a period of several turns at half strength (i.e., demoralization). I relied on Victor Davis Hanson's book on Greek warfare for the revised CRT. Die Roll: 100-119% 120-149% 150-199% 200-299% 300-399% 400+% 1 20/5 25/5 30/5 40/5 50/5 60/5 2 15/5 20/5 25/5 30/5 40/5 50/5 3 10/5 15/5 20/5 25/5 30/5 40/5 4 5/10 10/5 15/5 20/5 25/5 30/5 5 5/15 10/5 10/5 15/5 20/5 25/5 6 5/20 5/10 10/5 10/5 15/5 20/5 Key: (% Casualties in Smaller Force)/(% Casualties in Larger Force) The presence of a General allows a player to shift +/- one column. Spartan armies gain +1/-1 die roll bonus if at least one Laconian unit is in army. Sieges: Sieges are resolved by making a modified die roll on a Siege Table after every 30 M.P.'s a city is under siege: Die Roll: Result: 1 Treachery! A traior unlocks the city gates. Resolve combat between attackers and defenders using CRT. 2-5 No effect. 6 Assault! Resolve combat using CRT. Add in 2x(defensive rating) to defenders strength points. In addition, the besieged forces will suffer losses from attrition at the end of each month: 1 S.P. is eliminated if a 1-2 is rolled on d6 (or on a 1 for besieged coastal cities with at least 1 fleet S.P.). Fortifications: A force of "x" strength points (army and/or fleet), building a fort with a defensive rating of "y", requires 75*(y/x) M.P.'s of construction time, rounding up (minimum construction time of 5 M.P.'s). Initial Setup: I used the Penguin Historical Atlas of Greece to determine intitial territories starting in 431 B.C.: ATHENS: Cities of Corsyra, Cephallenia, Zacynthus, Sollium, and Methone; Territories of Attica (minus Hex 1718), Euboe, Thessaly, Chalcidice, and all other Aegean islands and coastal territories minus Crete and Melos. SPARTA: Cities of Leucas and Ambracia; Territories of Elis, Messenia, Arcadia, Laconia, Isthmus (plus Hex 1718), Boeotia, Aetolia, and Macedonia minus Methone. NEUTRAL: Sicily, Epidamnus, Epirus, Appollonia, city of Idomene, Achaea, Argolid, Thrace, Crete, and Melos. Both players can set up armies and fleets in their territories before the game begins. Athenian player can collect revenue from their territories & spend it to build forces where they please, but the Spartan player must raise indigenous units. This rule is meant to represent the financial assets of Athens' Delian League. I also added a few rules for persuading neutral cities to join one side or the other. A few other modifications suggested by Scott de Brestian: 1. Amphipolis provides 2 extra revenue points (army or navy) to its owner due to gold mines. 2. Messenia provides 5 army strength points (not 3) to its owner due to large manpower resources in region. 3. Athens receives 10 revenue points (army or navy) every month from its Black Sea colonies. If a Spartan fleet occupies one of the coastal hexes along the Hellespont or Propontis (extending south to Hexes 2428 and 2329) for a full uninterrupted month, this source of income is denied to Athens, along with revenue from Selymbra and Cyzicus.