The following is a Siege of Jerusalem Sequence of Play Aid developed
recently by Bruno Sinigaglio and reviewed by Don Greenwood. It is intended
to assist players with the complex activities occurring before the start of
the campaign game and during the Interphases. It will also eliminate any
confusion resulting from the incorrect sequence provided in General 26-4.
Full Siege Campaign Game. Sequence of Preparation prior to 1st Assault
Period (AP).
- Roman declares if a Ramp (18.8, 19.4) is being built, yes or no. If
yes, 1st hex of ramp is placed.
- Judean secretly records the positions of his artillery.
- Roman declares number of weeks of preparation. Victory Points (VP)
for Judean are noted.
- Roman declares if mining will be performed. If No go to Step 5. If
Yes, follow procedure a thru e below.
- Roll for number of shafts using the appropriate week column on the
Prep Chart (19.2).
- Position each mine shaft using a blank counter.
- Select a shaft, resolve engineering die roll for hexes affected and
determine elevated hex damage for each.
- Select another shaft (if any), repeat step c above, etc. Continue
until damage for each shaft is completed.
- At this point, Roman must declare if AP will begin or if he will
delay one week for further mining. If he declares "Immediate Assault," go to
Step 5. If he delays for one more week, follow procedure f thru i below.
- Judean VP are increased to the next level indicated in the Prep
Chart.
- Judean rolls one die and applies result to repair damaged wall hexes
per 19.6.
- Judean secretly repositions his surviving artillery. Judean
artillery in hexes breached was destroyed.
- Repeat above procedure a thru e again.
- Roman rolls for Armored Towers using the appropriate week column on
the Prep Chart.
- Roman completes Ramp, if yes was declared in Step 1.
- Roman sets up his army per Setup Rule 5 of the Campaign Scenario,
and per 19.21 if mining was used.
- Judean places his artillery on board.
- Judean sets up the rest of the army per Setup Rule 6 of the Campaign
Scenario.
- Judean resolves free Fire Phase per Setup Rule 7 of the Campaign
Scenario Card.
- Roman begins 1st AP with Rally Phase (4.1).
Full Siege Campaign Game. Interphase Sequence after each Assault Period
(AP).
- Check External Influence Table (18.7) to see if Romans control
enough Levy value for siege to continue.
- Calculate VP to Judean for Roman casualties during previous AP
(18.91).
- Calculate VP to Judean for escaped units during previous AP
(18.922).
- Calculate VP to Judean for redoubts at end of 5th AP (18.93).
- Roman removes all surviving units on the board to areas he controls
(18.3 and 18.31-18.35). All become fresh.
- Both players reclaim eliminated leaders (not Commanders) from the
dead (18.52, 18.6). Reduce CC range.
- Judean places blank in each Fort/Fortress (2.11) occupied by a
Judean unit at the end of the previous AP.
- Judean removes and sets aside surviving units that were on the board
at the end of the AP. All become fresh.
- Calculate Judean replacements to be randomly drawn from the dead
pile per 18.6. Draw and set aside. All fresh.
- Judean sets aside reinforcements from Areas that fell to the Romans
in previous AP per 18.62.
- Roman declares if a Ramp (18.8, 19.4) is being built, yes or no. If
yes, 1st hex of ramp is placed.
- Judean secretly records the positions of his artillery for next AP.
- Judean places a unit of any type in bypassed fortresses (noted by
blanks) he wishes to occupy at start of next AP.
- Roman declares number of weeks of preparation for next AP. Victory
Points (VP) for Judean are noted.
- Judean rolls two dice, adds Prep Chart DRM, and applies result to
repair damaged wall hexes per 19.6.
- Roman declares if mining will be performed. If No go to Step 17. If
Yes, follow procedure a thru e below.
- Roll for number of shafts using the appropriate week column on the
Prep Chart (19.2).
- Position each mine shaft using a blank counter.
- Select a shaft, resolve engineering die roll for hexes affected and
determine elevated hex damage for each.
- Select another shaft (if any), repeat step c above, etc. Continue
until damage for each shaft is completed.
- At this point, Roman must declare if AP will begin or if he will
delay one week for further mining. If he declares "Immediate Assault," go
to Step 17. If he delays for one more week, follow procedure f thru i below.
- Judean VP are increased to the next level indicated in the Prep
Chart.
- Judean rolls one die and applies result to repair damaged wall hexes
per 19.6.
- Judean secretly repositions his surviving artillery. Judean
artillery in hexes breached was destroyed.
- Repeat above procedure a thru e again.
- Roman adds total number of weeks expended on siege so far. If total
exceeds 25, siege ends (18.7, 19.1).
- Roman declares if he will remove 1 Siege Tower and 1 Ram in order to
receive 1 Armored Tower (18.51).
- Roman declares if he will trade a new Armored Tower for 3 destroyed
Siege Towers and/or Rams (19.5).
- Roman rolls for new Armored Towers (19.5) using the appropriate week
column on the Prep Chart.
- Roman trades a new Armored Tower from Step 20 in accordance with
declaration in Step 19 (if applicable).
- Roman completes Ramp, if yes was declared in Step 11.
- Romans may breach one controlled elevated hex per week of
preparation expended (19.7).
- Roman draws replacements from the dead pile as indicated on the Prep
Chart (18.5). All are fresh.
- Roman sets up per Setup Rule 5 of the Campaign Scenario, per 8.4 for
arty, and per 19.21 if mining was used.
- Judean constructs new staircases per 18.38.
- Judean places his artillery on board
- Judean adds units to fortresses he garrisoned in Step 13. Units are
available from those set aside in Steps 8-10.
- Judean abandons bypassed fortresses he garrisoned in Step 13. The
recalled units are available for Step 30.
- Judean sets up the rest of the units set aside in Steps 8-10 and 29
in controlled city hexes (18.3 and 18.31-18.35).
- Judean resolves free Fire Phase per Setup Rule 7 of the Campaign
Scenario Card.
- Roman begins new assault phase with Rally Phase (4.1).