
In this article I’m going to use the Clash Battle System to recreate the Roman disastrous defeat at the hands of the Parthians at Carrhae in 53 BC. This battle is significant because it demonstrates how vulnerable the Roman Legion could be when fighting in an unfamiliar environment and against an enemy using sound military tactics.
Background
Marcus Licinius Crassus was the richest man in Rome and the third member of an unofficial coalition formed between himself, Caesar and Pompey in 60 BC. Envious of Caesar’s victories in Gaul Crassus wanted to try and make a name for himself as a great military commander. For this reason, he decided to invade Parthia which was Rome’s main rival in the east. At his own expense Crassus raised and equipped an army of 39,000 which was assembled in the Roman province of Syria which he governed as proconsul. From here Crassus planned to take a direct route into Parthia. In so doing he dismissed good advice to take a longer route through the Armenian mountains which would have denied the Parthians the advantage of using their cavalry army to good effect. Instead, Crassus crossed the Euphrates into the vast open expanse of northern Mesopotamia which had been the heartland of the ancient Persian empire. Here the Romans were confronted by a Parthian army under the inspired leadership of Surenas. The size of this army is unclear, but it is generally considered to have consisted of about 10,000 horse archers and fully armoured Cataphract lancers. Upon making contact with the enemy Crassus ordered his legions to form a huge hollow square which provided all round defence against cavalry. In response to this the Parthians surrounded the Romans and subjected them to a sustained and murderous hail of arrows from their horse archers. This was made even more effective by a constant resupply of arrows brought up from the rear in bundles carried by a camel train. Any attempt to come to grips with their elusive tormentors only resulted in more casualties as even when retreating the horse archers were able to turn in the saddle and shoot behind. Hence the famous ‘Parthian Shot’. To extricate himself from an assured defeat Crassus ordered his decimated legions to make a night-time retreat. However, this turned into a disaster when on the next day the Roman general was killed during an attempted negotiation with the enemy. Thereupon, the remainder of the Roman army continued to be harassed by the horse archers and was finally mercilessly ridden down and massacred by the Cataphract lancers. Less than 5,000 Romans returned from the disastrous campaign.
Clash of Empires
Using the Clash of Empires rules the battle strength and capabilities of the belligerents can be shown as follows: -
Later Republican Roman Army
The Later Republican Roman army consists of 31 units inclusive of cavalry. Following the reforms of Caius Marius, the Roman army is now a professional Standing army which uses 2D10 (highest scoring die only) for its Battle Dice. A Standing Roman Legionary army has a Combat Rating of ❷ and gets +1 to Initiative for Forced March. On the Combat Rating (CR) to Fighting Bonus (FB) Conversion Table in the rulebook a CR of ❷ equates to +15 FB for 31 Roman Legionary units. For Battle Bonus calculation a Roman Legionary army gets a +2 modifier for close order infantry in melee. The Later Republican Roman army also has a Heavy Cavalry upgrade which gives them a +2 modifier for mounted impetus as well as the normal +1 to Initiative for cavalry. They can achieve a Double Bonus if they roll odds or evens Battle Dice. Furthermore, a Standing Roman Legion can save against defeat by rolling 4-6 on 1D6 for Relentless. This can be used for a field battle and once only. If successful, the Roman army can fight again. In this refight any tactical or numerical superiority that either side might have is negated, but the Roman army will get an automatic manipular support bonus of 1D6. In a refight situation the Battle Percentage remains unchanged, but the Battle Bonus Dice are rerolled. If the Romans choose not to refight then they can disengage with 25% losses to the loser and 10% losses to the winner. The Roman commander Crassus is ranked as competent and rolls 1D6 for Initiative. Therefore, the Later Republican Roman army rolls 1D6 +2 for Initiative. The Roman army outnumbers its opponent by more than 2-1 so gets 2D6 Battle Advantage Dice.
Parthian Army
The Parthian army consists of 10 units of light horse archers and Cataphract lancers. This cavalry army is classed as a Mounted Feudal Army. For this reason, it uses 2D6 (highest scoring die only) for its Battle Dice and has a normal Combat Rating of ❷. This is owing to a high proportion of elite nobles that form the Cataphract element of their mounted army. Crucially before battle the Parthians roll 1D6 and on the score of 4-6 can convert their Combat Rating to ❹. Modify score by +1 for an Initiative win and -1 against a Standing Army or a Mixed Army with a primary Standing element. Therefore, depending upon their score their Combat Rating to Fighting Bonus Conversion will either be +5 FB for CR ❷ or +10 FB for CR ❹. For Battle Bonus calculation the Parthians get a shooting modifier of +1 for Deadly Shots (light horse archers) and a +3 modifier for mounted impetus which is afforded by the Cataphracts. This is in addition to the normal +1 to Initiative for cavalry. Parthian infantry consists of a light infantry militia which has no significant combat value and incur a -2 modifier for infantry melee (minimum score = 0). The Parthians can achieve a Double Bonus if they roll odds or evens Battle Dice. As for the Parthian commander Surenas he is ranked as a Great Commander and rolls 2D6 (highest scoring die only) for Initiative. Therefore, the Parthian army rolls 2D6 +1 for Initiative.
Clash Battle System
After rolling for Initiative the Battle Roll for each army consists of the following procedure:
Roll Battle Dice (highest scoring die only)
Plus, Combat Rating (CR) to Fighting Bonus (FB) (conversion dependent upon number of units)
Plus, Battle Bonus calculation and Double Bonus if applicable.
Plus, Advantage Dice (representing a numerical, tactical or other special advantage)
Highest score wins and the difference between the two Battle Rolls determines the number of casualties.
Conversion and Casualty Tables not shown.
Battle Log
Later Republican Roman
Initiative | Battle Dice | No. of Units and CR to Fighting Bonus | Battle Bonus | Battle Advantage Dice | Total Score |
1D6 +2
2+2 = 4
| 2D10 1 and 2 (Highest die only)
No odds or evens
| 31 Standing Roman Legionary Units (8 legions).
❷x 31 = +15 FB
Relentless 4-6 Saving roll = 2 | 13 Points
Converts to 1D6
= 3
| Opponent outnumbered more than 2-1. 2D6
3+4 = 7 | 2+15+3+7 = 27
|
Battle Bonus Calculation Table
Battle Factor (1D6) | Modifiers | Score | Points Value |
Shooting | 0 | 4 | 4 |
Infantry Melee | +2 Close Order Infantry | 2+2 | 4 |
Mounted Impetus | +2 Heavy Cavalry | 3+2 | 5 |
|
|
| Total = 13 |
Roll 1D6 for each Battle Factor and apply modifiers to find total points value and then compare with total FB on the conversion table (in rulebook) to calculate Battle Bonus Dice. Can simplify by rolling 3D6 plus total modifier. Double bonus for odds or evens Battle Dice.
Note: - The Romans lose Initiative which negates their numerical advantage. Things go from bad to worse when the Romans roll 1 and 2 for their Battle Dice. They form square against the Parthian cavalry but are harassed mercilessly by the horse archers whose deadly shots eventually wear the Roman army down. An attempted retreat using their Relentless save fails dismally with a roll of 2 on 1D6 and they are subsequently massacred by the Parthians. The Romans lose 75% of their army which equates to 23 units.
Parthian
Parthian
Initiative | Battle Dice | No. of Units and CR to Fighting Bonus | Battle Bonus | Battle Advantage Dice | Total Score |
2D6 +1 6 and 5
6+1 = 7
| 2D6 4 and 6 (Highest die only)
Evens dice
| 10 Mounted Feudal Army Units.
❷x 10 = +5 FB ❹x10 = +10 FB
1D6 = 4 Convert CR❶ to ❹ | 18 Points
Converts to 1D6 = 5 (Double Bonus)
5x2 = 10 | Tactical Advantage 2D6 5+4 = 9 | 6+10+10+9 = 35
|
Battle Bonus Calculation Table
Battle Factor (1D6) | Modifiers | Score | Points Value |
Shooting | +1 Deadly Shots | 6+1 | 7 |
Infantry Melee | -2 Light Infantry Militia | 5-2 | 3 |
Mounted Impetus | +3 Cataphracts | 5+3 | 8 |
|
|
| Total = 18 |
Roll 1D6 for each Battle Factor and apply modifiers to find total points value and then compare with total FB on the conversion table (in rulebook) to calculate Battle Bonus Dice. Can simplify by rolling 3D6 plus total modifier. Double bonus for odds or evens Battle Dice.
Note: - The Parthians win Initiative by 3 or more which yields a 2D6 Tactical Advantage and they convert their Combat Rating to ❹ on the roll of 4 on 1D6 (the modifiers cancel each other out) This gives them a +10 Fighting Bonus and the tactical advantage to surround the enemy and subject the Romans to a constant missile barrage. The effectiveness of these Deadly Shots is demonstrated by a high shooting score of 7. The result of all of this is a Battle Roll of 35 and a difference between the two Battle Rolls of 8. This is a great victory for the Parthians who only lose 2 units.


Sources
Boulter, M. L. 2009/2024: Clash of Empires: The Hellenistic World. Silurian War Games Ltd.
Dupuy, R. E. and Dupuy, T. N. 1993: The Collins Encyclopaedia of Military History. Harper Collins Publishers.
Hackett, J. 1989: Warfare in the Ancient World. Sidgwick & Jackson Ltd.
Mellersh, H.E.L. 1995: Chronology of the Ancient World, 10,000 BC – AD 799. Helicon Publishing Ltd.
Wilcox, P.1986: Rome’s Enemies (3): Parthians and Sassanid Persians. Osprey Publishing Ltd.
Article Front Page Picture
Death of Crassus at the Battle of Carrhae, 53 BC. Marcus Licinius Crassus, 115-53 BC. Roman general and statesman. From Cassell’s Illustrated Universal History, published 1883. After Alamy (IY04575193).
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