Showing posts with label fall of rome. Show all posts
Showing posts with label fall of rome. Show all posts

Monday, 11 September 2017

Fall of Rome (1973) boardgame replay - Scenario 4

Introduction
I am playing through the six scenarios in the SPI boardgame Fall of Rome  (1973 version).  I have already written up Scenarios 1 and 2 in a previous post and Scenario 3 in this post.

Scenario 4

So, scenario 3 was very bad with lots of barbarian invasions, revolution and unhappy legions.  Scenario 4 does have barbarian invasions and starts with a bad one – 25 Germanic strength points heading for Rome.  It took quite a few turns to get rid of the German barbarian invasion of this size when they randomly appeared in scenario 3.  The legions are happy and won’t rebel the moment they get together, random barbarian invasions chances are moderate and there is a one-third chance of internal revolutions happening each year.

The big difference between Scenario 4 and the previous 3 is that the militia for some roman provinces are active.  This mean that when a non-Roman force invades one of these provinces militia strength point will appear to help defend.  Militia was not active for Roman provinces in the previous scenarios and even in scenario 4, they are active only to ½ the strength they should be for the province.  And it is only some provinces – Britannia, Gallia, Illyria, Thracia, Syria and Aegyptus. This works two ways – it is good they will be there to assist with invasions, but bad because if there is a chance of revolution and militia are on the map, they will automatically revolt :-(  And worse, in scenarios 1, 2 and 3, there were about 34 legions to move around the board.  Scenario 4 has 12.  Not a lot. I am assuming this low legion count and province militia is to represent the field army concept of the later Roman Empire.

Luckily I do not need to hold all the provinces I start with to win, and can lose about 30 points of provinces and still claim victory.  So it will an interesting scenario – trying to hold on to what I can, and likely making a decision on what provinces to abandon.

Setup.  White markers are to remind me the provinces with active militia.

Turn 1 - 332 AD
Revolt in Africa (1SP) but put it down.  Germans moved in Illyria.  Reading the rules they will not control the province if there is Militia,of which the Romans have some now!  So I put the Militia in a different area and the Germans are attritioned at the end of the turn.  And then I bribe them to stay in Illyria and not move to Rome.  a plan to deal with the German invasions!
The Scythian stack entered Dacia and then I remembered Dacians have active militia - they turn up and defeat the Scythians!  I should have been doing this for the last fee scenarios as well.
Persians take Armenia.
End of turn 1 - Persians control Armenia, Germans still in Illyria

Turn 2 – 333 AD
Persians in Syria eliminate the defending militia and legions, but now down to 8SP.  I move in 3 legions to dispute control.  Taurican raiding party arrive in Thrace. 15SP appear in Scythia.
End of turn 2 - Persians in Syria, some Germans still in Illyria.

Turn 3 – 334 AD
Scythians fail to move, Persians in Syria eliminate the 3 legions I moved there, at a loss of 3 themselves.  I move 2 more legions in to continue to dispute control.  Persians have only 5SP and so do not control Syria yet.  I am running out of legions though!  Taurican raiders are routed.
End of turn 3 - Germans in Illyria (not many now) and Persians still in Syria.

Turn 4 – 335 AD
Scythians still do not move.  Persians fail to dislodge the legions in Syria (due to the 1/2DE combat result is treated as No Effect for legions). A 8SP Scythian raiding party is created (rolled same result twice!).  Germans is Illyria finally dissipate due to attrition.
End of turn 4 - Germans finally cleared from Illyria.

Turn 5 – 336 AD
Scythians don't move. Taurican and Dacian raiding parties appear. Hopefully some militia will help stop them reaching the high victory provinces  Managed to eliminate the Persians in Syria at the cost of losing 3 Legions.   So I keep Persia and Persian reinforcements will only trickle in over a number of turns so the militia may be able to take them out.
End of Turn 5 - Persians kicked out of Syria, Empire free of revolts and barbarians. 

Turn 6 – 337 AD
None of the four barbarian stacks moved (all failed the movement die).  Pictish 2SP appeared but hopefully Britannia's 3SP militia will see them off.  2SP of Persians come back to the board, as well as five legions.  I am now back to full strength for legions - 12.
End of turn 6 - The growing stacks of barbarians continue to fail to move (there is a one-third of a chance they will not moved each time they want to move)

Turn 7 – 338 AD
Well, it had to happen - revolts in Britannia, Hispania, Illyria, Cyprus, Aegyptus.  Lucky no militia were out in those places or the revolt would be harder to put out.  I put down all the revolts except Aegyptus, Britannia and Illyria, and also survived a possible legion rebellion with the 4 legion I put into Illyria. Bribed the Scythian barbarian horde; but not the Scythian raiders that go via Taurica and get caught up in battle there.  Persians and Roman legions stand off (i.e. combat was no result) in Syria.
End of turn 7 - Revolts occur across the Empire and put down some of them.  Persians come back to Syria.  I am now bribing some of the barbarians not to move.

Turn 8 – 339 AD
Amazingly all the non-Roman combat Vs the legions had no effect, all but one was a 1/2DE (which is no effect on legions)! German 25SP appears.  I bribe that instead of the Scythians.  Persia and Legions eliminate each other in Syria.
End of turn 8 - Syria cleared of the Persians.  Scythians are coming as bribing the Germans not to move instead. Illyrian revolt still going one year on. 

Turn 9 – 340 AD
Another 20SP of Germans appear that I will bribe.  Scythian horde bogged down in Dacia.  Persian 3SP into Syria but the Syrian militia knock them down to 1SP.  I lost 4 legions to the Illyrian revolt and 2 revolting militia still in Illyria. Mutual destruction in Aegyptus but the revolt there is put down.  I have three legions on the table, none coming at the end of the turn. 
End of turn 9 - I have three legions in the Empire.  Illyria still in revolt, some Persians arrive in Syria.

Turn 10 – 341 AD
A good turn - one lot of Scythians eliminated by the Dacian militia and attrition,the other raiding party goes to Thrace but eliminated by militia. Persians eliminated by Syrian militia and finally the revolt in Britannia put down.  And 3 legions return. Still bribing the two German stacks.
End of turn 10 - Dacian militia take care of the Scythians; Persians in Syria eliminated but Illyria still in revolt.

Turn 11 – 342 AD
not much to report - German raiding party appear but will bribe it to stay in Germania.  Attempted to put down revolt in Illyria but no luck.  Got back the rest of my legions.  Persian 3SP heading for Syria but not worried as militia in Syria is 5SP.
End of turn 11 - Illyria still in revolt! 

Turn 12 – 343 AD
Last turn. Failed to put down the revolt, failed to get rid of the Persians in Syria.  But other than that, I still control the rest of the Empire I had when the scenario started.  I control 80 victory points and only needed 65 to win!
End of game - never did manage to put down the Illyrian revolt; more Persians arrive in Syria.  Still own the rest of the empire though so a win!

Verdict
Firstly, I was really lucky with revolts - there is a third of a chance and so on average i should have got 4, but only got 2.  It would have been a very different game with a few more revolts, especially the midgame when I had so few legions - I would not have been able to put them down.

Secondly, I stopped worrying about the Treasury for both Persians an Romans after turn 3.  If I did not go crazy bribing barbarians (i.e. at least 50SP a turn!), the treasury was not going to be an issue for the Romans.  The Persians were getting enough they could but all their units back when needed.

Lastly, having some militia available in some of the provinces really helped offset the lack of legions and they saved the day quite a few times during the game.  Of course, this is offset by the fact that they have a random chance to revolt at a larger value than normal.

It is a little like a training game to show how Roman militia work, getting you ready for scenario 5 and 6 where they play a greater part than in this scenario. A bit of a slow moving game with some of the turns having very little of interest happening.  If more had happened though I would have lost!

Tuesday, 8 August 2017

Fall of Rome (1973) boardgame replay - Scenario 3

Introduction
I am playing through the six scenarios in the SPI boardgame Fall of Rome  (1973 version).  I have already written up Scenarios 1 and 2 in a previous post.

Scenario 3
I thought ccenario 2 may be a bit tough, Scenario 3 looks even worse! It starts in 260, the year after scenario 2 ended. There is less chance of a revolt and less chance of barbarians (after turn 6 - turns 1-6 are just as bad as Scenario 2).  So why so bad? You start with only 19 legions, rather than around 34. Syria rebelled and formed an independent state, conquering Mesopotamia. Gallia rebelled and formed an independent state and has conquered Britannia (these two states tie up 7 legions each that will become available once they are eliminated).
There are German and Scythian barbarians in the Empire. Africa is revolting.  Treasury is at 0.  To win is 75 points, meaning Gallia at least will need to be taken.  Persia and Syria will hopefully fight it out.  The first few turns will be interesting.

Setup - White counters are reminders of independent state controlled, orange are ones Rome controls that i may forget that they do. Green counters indicate provinces lost once so will need garrisoning if retaken (I know I am not getting Illyria under control in turn 1).
Turn 1 260AD
Egypt revolts, Germans in Italy, Syria goes to Cyprus, Gallia heading to Hispania; Persians in Mesopotamia.German 25SP and Scythian 15SP appears. Egypt rebels and forms an independent state (1 in 6 chance of not marching on Rome - come on!).  None of my combats successful. I am drowning already.  I did end up with +7 to the Treasury - I thought I would be negative!


End of turn 1 - lots of Barbarians Egypt legions rebel and form an independent state.
Turn 2 261AD
Syria and Persian fight it out in Mesopotamia, Egypt invades Greece, Germany invades Illyria, Scythians invade Asia, Gallia invades Sicily.  I end up with 10 legions to move. I only control Hispania and Africa outright.

End of turn 2 - Rome only controls Spain and Africa outright. 
Turn 3 262AD
Germans cleared out of Italy. There are two more stacks on their way though. I had 6 legions to move this turn.  Lost two and gained two.  Turn 4 has a lost of reinforcements available.

End of turn 3 - lost more provinces. Down to 6 legions.
Turn 4 263AD
Germans stacks combine in Illyria.  I don't bring the legion reinforcements as the only place they can go is Roma, the the 40SP German stack will wipe them out next turn. I think I will have to lest the Germans take Italy and then they can fight the Gallia militia.  And then maybe I can whittle them down.

End of turn 4 - 4 legions on the map
Turn 5 264AD
Revolt in Hispania that is put down. Germans control Italy (40SP!). If I bring the legions back, the German will destroy them.  So still only have 4 legions on the map.

End of turn 5 - sill 4 legions but Treasury going up slowly. Germans control Italy outright
Turn 6 265AD
Last turn of 50% chance of revolts and rolling twice on the barbarian creation table.  Hooray! Germans move into Gallia and defeat militia there.  I buy 12 legions and put in Italy to counteract the 20 Germans there.  Will see how it goes.

End of turn 6 - lots of legion rebuilt to fight the Germans.
Turn 7 266AD
None of the Germans manage to move (all failed their movement roll). Dacians barbarians turn up.  I have spread my legions into Gallia, Italy and Thrace to use barbarian attrition to my advantage (if barbarians do not control a province, the army is halved; controlling a province requires have three times more strength points than the legions). Can't afford to by more legions.

End of turn 8 - slowly moving the legions out to regain some of the empire. Treasury down low again after rebuilding and then maintaining.

Turn 8 267AD
Managed to claw back Gallia and Thrace.  Treasury still going backwards since i bought all those legions in turn 6.  Persians and Syrian state still fighting it out in Mesopotamia.

End of turn 8 - Gaul and Thrace come back into the fold! Treasury still going backwards  - not having Italy really hurts.
Turn 9 268AD
Great turn - Gallia cleared and Italia only one German SP left. Dacians got to Asia and were eliminated by the Scythians who themselves were reduced, and then I put in some legions and further reduced by attrition. Mesopotamia belongs the Syrian independent state, but they only have 1 Strength Point left. I bought all the legions that were available. I feel I am getting on top of things, unlike back in earlier turns where I had almost no Empire and no legions!

End of turn 9 - more legions, Syrian independent State loses all but 1 strength point fighting the Scythians in Asia.
Turn 10 269AD
Scythians out of Asia, Germans out of Italy.  The only real downer is Germans in Gaul but that is containable, as is a 4SP Dacian raiding party that appeared.  I am feeling overconfident  - if I get a lot of Legions back at the end of turn 11 I may be able to expand and take back some provinces form the independent states.  Maybe.

End of turn 10 - recapture Asia and close to getting Gaul!  feeling confident.
Turn 11 270AD
Got back Greece, Gaul nearly mine again.  Lots of Legions reinforcements deployed, ready for turn 12!

End of turn 11 - Take Greece back, very close to victory in Gaul.
Turn 12 271AD
I have to get 75 victory points on turn 15 - I need to take Africa (easy) and Britannia (bit harder) or Egypt (very hard with 10 militia).  Moved into Africa while the Independent state forces move towards regaining Greece.  Gaul nearly mine.  Last Syrian Independent State strength point eliminated in Asia this turn.  Dacian raiding party turned up and I bribed it as don't want the hassle.

End of turn 12 - after crunching the numbers, Rome needs some solid provinces recaptured to be able to win.
Turn 13 272AD
More Dacians turn up (that I bribe). Going for Syria as I don't think Britannia will pan out. Greece is still contested.
3 African Legions rebel.  I wanted to cheat and not make them rebel as i am likely going to now lose but maybe it won't heart too much.  They actually start marching on Rome (the first time rebellious Romans have done this in three scenarios!).

End of turn 13 - African legions rebel and march on Rome. I decide to try and take Syria (i can get a lot of legions there - Egypt is just too far)
Turn 14 273AD
Moved 11 legions into Syria to combat the 10 militia.  Got an exchange so 1 legion left.  I had to not garrison a lot of provinces to get the legions there but the Treasury is now healthy enough it can take not getting much income..  The Rebellious legions in Italy became the largest stack of legions at the game turn end so reduced Treasury by 33 and they are loyal again.

End of turn 14 - Take Syria! Heavy losses but I don't care. Rebellious legions arrive at Rome and they are paid (a lot) to be loyal again. 
Turn 15 274AD
Britannia Militia got the better of me and destroyed a few legions so I would not have enough to attack them so left the island.  Got back Greece and Africa and spread out the legions.  I needed 75 province points to win and ended up with 80!  It was very close.

Last turn - got Africa back and scraped in a victory.  
Verdict
A nail biter of a game.  I nearly gave up on turn 3 after revolutions, Egypt going independent, barbarian invasions, no treasury and getting down to only 4 legions.  But I clawed my way back up after turn 6  with a reductions in the chances of  adverse results.  It was a really great scenario and I just wanted to keep on playing every time I finished a turn!  Hopefully scenario 4 will not be so chaotic.

Sunday, 30 July 2017

Fall of Rome boardgame (1973 version) scenarios 1 and 2 replay

Introduction
I cannot remember when I got the SPI Fall of Rome game - I would assume in the early 80's.  I played it a few times but the rules were contradictory and sometimes did not make that much sense. There was errata I later found and boardgamegeek now has a consolidated rulebook. I have not played the game since about 1988.  I enjoyed it a bit then and always wanted to get back to it.  I chose it as one of the games in the 2017 6x6 challenge to get me to play it again, and conveniently it has 6 scenarios.

SPI Fall of Rome 1973
This post contains the replays of scenario 1 and 2.  Scenario 1 is a highlights only report with a couple of pictures.  Scenario 2 is a picture and highlights for each of the 13 turns.

Brief overview of the game
The Fall of Rome (1973 version) is a solo based boardgame where you represent the Empire trying to keep it together despite invasions and revolutions.  It is an area based game with counters for the various forces in the game.  Rather than give an overview, here is a link to a great succinct boardgamegeek review of the game.

Also, the same place has a AAR of scenario 1 and 2, the same 2 scenarios in this post:
Boardgamegeek scenario 1 replay
Boardgamegeek scenario 2 replay

The replay for scenario 1 is better than mine with a photo each turn.  I was going to do that but got too distracted by playing!  Scenario 2 is in a similar format of documenting each turn.

Note that a revised version was published in 1997 that I also own and have played once.  It has a bigger map and more things (different types of legions cones to mind).  I liked the simple version and the larger map of the newer version does not fit in my map drawers!  

Game 01 - Scenario 1 (67AD)
Introduction
Scenario 1 starts in 67AD and is effectively a learning scenario.  There is not much chance of internal revolutions, legions will tend to stay loyal when you group them, the chance of barbarian incursions is low and the Roman Treasury is high and it is unlikely you will ever run short of funds.

I played the first turn through the first few steps and realised I had stuffed up the Syrian and the Gallic legion deployment so I reset the game (for those interested the Syrian deployment really needs to have all 6 legions in the 5MP zone, otherwise the Persians will immediately move into any of the other areas and destroy any legions there.  The Legions need to survive a turn so more legions can move in to resist control.
.
After that first turn I also realised that the 14 steps within a game turn, and how the game had all the various different forces moving, controlled and their interactions, was too much for me to hold in my head just from reading the rules.  I created a two page QRS in order of the game turn steps with all pertinent info in that steps description.  This has worked really well and in the first two games I only referred to the actual rules twice for some extraordinary confluence of events.

Highlights

The setup for the start.  Rules on the left and some counters around the map board.  Easily fits into one of my map drawers.
Syria was the main focus for all of the game.  The battle in Syria started from turn 1. Rome finally eliminated all Persians on turn 5. I realise they are the Parthians but the game has them as Persians as they are actually that for all the other scenarios.,  The remaining 5 legions in Syria then immediately formed an independent state!  Rome managed to take it all back in turn 9.  The Persians came back and invaded Syria in turn 11. Syria decides to revolt in turn 13 while both Persian and Romans vie for control (Persian 6SP - strength point - and 4SP of militia, and 5 Roman legions all in Syria-A). Syria was finally subdued by the Romans during turn 14.

Turn 13 also saw Gallia and Afica revolt.  No revolutions all game, then turn 13.  On turn 14 - more internal revolts!  In this time period each turn there a 1 in 6 chance of any revolts occurring and even then only about 4 provinces will revolt).  The revolutions were in Britannia, Gallia (again), Africa (again), Aegyptus and Ilyria. The scenario is only 15 turns so Rome has only two turns to fix it!  Luckily to win only requires controlling 78 province points  and I think I was in the 90s pre-revolutions.

Turn 13 with all the rebellions.
Turn 15 more revolts (!) - Hispania and Cyprus were extras.  I did not manage to put them all down but still ended up with 82 victory points so scraped in a win.

End of game (turn 15) after more rebellions in the last turn.
Verdict
In this game there is little chance of revolution, barbarian creation or legion rebellion.  The Roman Treasury quickly gets so high you do not need to worry about it the Treasury..  Also with the Persians: if eliminated like I did, they quickly make gains on their Treasury (unless Roman can conquer Mesopotamia - possible but unlikely) and the Persian treasury is not depleted too far between when the Persian units return and game end.

A few other things I seem to remember I played differently from 20 years ago.  Back then, I bribed the Persians so they would to move.  This is actually never been in the rules - it applies to Barbarians but not Persians.  I also would halve the Persian forces if they did not control a province.  This was also always wrong, again it only applies to the Barbarians.  Oh dear.  This really makes the Persian war interesting and more like history - you have to get most of your legions out to the Middle East to fight the Persian incursions, and likely you will either lose some legions, or they will rebel!

Scenario 1 (starting in 67AD) is really a training game that lulls you in - Scenario 2 is very different and starts in 247AD.

Game 02 - Scenario 2
Introduction
Scenario 2 starts in 247AD and plays out very differently to scenario 1:
  • The chance of some revolutions occurring per turn is 1 in 6 for scenario 1, scenario 2 is one of the worst of all the scenarios - 1 in 3.
  • The Barbarian table has about 1/2 a chance of barbarians appearing, in scenario 1 you rolled once on the table every second turn (so a barbarian force is created on average every 4 turns).  In scenario 2 it is *twice* per turn for an average of barbarian creation every turn.
  • Legion rebellion was a rare event in scenario 1 (only one could occur as a special event.  Now there is a 1/3rd of a chance of rebellion with four legions, and the chance goes up the more legions in a stack.
  • The Roman Treasury starts at zero and you will be lucky to be able to balance the budget (scenario 1 you rarely lost a province and so the tax revenue always greatly exceeded expense and it was easy to create a nest egg).  You need money to bribe barbarians and pay the legions.
This will be tough.  Luckily, the province victory point required is low at 50, compared to 78 for Scenario 1.  Romans start with about 90 province victory points but revolutions and barbarian incursions will quickly reduce that.

Start of game.  Orange markers are to remind me of provinces in control but with no legions present. I use dice on the turn record track to indicate Persian and Roman treasuries.
Turn 1- 247AD
Persians destroyed the legions in Mesopotamia.  Revolutions in a few provinces that were quelled except Thrace.  Spread out the legions a little so they will not rebel.

Oops.  I deleted the picture thinking it was a duplicate of the above, but alas it was end of turn 1.

Turn 2 - 248AD
Revolution in Gallia, Dacia, Thrace, Africa and Syria

End of turn 2 - Syria and Dacia the hotspots.
Turn 3 - 249AD
More revolutions again - Hispania, Illyria, Thrace.  A few others did not start due to having enough legions in the province to prevent them happening (by luck, not planning!).  With a 50% chance of some revolutions happening a turn, I am feeling unlucky with 3 in a row.  Over. it.  But I put down all revolutions except Syria. The Persians are combating the revolutions in Syria.

And I found the "Revolt Militia" counters this turn.  They were with the nationality markers but I never noticed them until now!

End of turn 3 - Syria still contested.
Turn 4 - 250AD
Uneventful; Persians still reducing revolting Militia in Syria.

End of turn 4 - still Syria!

Turn 5 - 251AD
It had to happen eventually - 15 Barbarian Strength Points appear in Scythia.  They will head for Italy next turn and I have put a legion in Illyria to slow them down.  Barbarian stacks have to stop .when they enter an area with a hostile force and if they do not control the province their force is halved due to attrition.  to control a force they need move than 3 times the Legions in the *province* so putting legions in other areas of the province will stop them controlling it.
I put 4 Legions in Syria to prevent Persian control (it is hard to get back if I lose control but it is not so hard if control remains disputed).  A 1 in 3 chance they will rebel, which they do. A  1 in 6 chance of an independent state, which they do.  The Persians and the new Syrian state will fight it out for a while.

End of turn 5.
Turn 6 - 252AD
Revolution in Gallia, Sicily, Dacia (12! that will be hard to put down) and Aegyptus.
Persians defeat the Syrian State - Persians down to 7 strength points in Syria.
In Egypt revolting militia do a 3:1 attack on 1 Legion and get a 1/2 DE result.  Legions ignore 1/2DE results.  This is the first time a 1/2DE has been inflicted on legions in either game.  This is mainly due to not many attacks against legions.  I think as more barbarians appear, and more revolutions, more legions will be getting attacked.
The Scythians move and get an Exchange against Dacian rebellion, and then attrition due to lack of control see only 3 Syrian Strength Points in Dacia and the revolution has been crushed for me.
Meanwhile, in Germania two stacks of barbarians appear. The next few turns may not be great. I thought about bribing Germs but on reflection I think the empire will be fine to let them move.
Lost quite a few legions this turn.

End of turn 6 - Persians control Syria. Dacia, Gallia and Sicilia still in revolt. Germans gathering on the border
Turn 7 - 253AD
Another stack of Germanic barbarians (10SP).  One of the now three Germanic tribes moves into Illyria. The Persians move into Asia but I move in 3 legions to contest control. Their is a fair bit of money in the Roman treasury so bribed the largest German tribe to stay in Germania.

End of turn 7 - Persians invade Asia, more Germans! White marker next to the Germans shows they have been bribed.
Turn 8 - 254AD
Revolution in Britannia and Gallia. 20SP in Scythia.  7SP of Germans make it to Italy. Hanging in there.Roman Treasury is 170 but went down this turn for the fist time.  Also maintaining Germanic bribes to ensure the different tribes don't join up (this is bad).  I think I can handle the Scythians.

End of turn 8 - Germans in Italy :-(
Turn 9 - 255AD
Germans wiped out the 6 legions I put into Italy for a loss of 3 themselves (so Germans down to 4SP and then two at the end of turn as they do not control Italia).  Scythians take control of Dacia on the way to Italia (it is hard to contest without running a big risk of the Legions rebelling).  Finally put down the Gallia revolution.

End of turn 9 - Germans, Scythians, revolts, Persians in Asia.
Turn 10 - 256AD
Revolution in deep Africa that I could not get to in one turn.  German succumb in Italy to the Romans.
Treasury went down again but not by much.  Scythians in Illyria down to 9SP.  For this turn, after barbarian combat (that happens before the Romans move), Romans had only half the Legions on the map than when they started the game. Extra legions do not appear in a scenario but lost legions can be rebuilt two turns after they are lost.  The last few turns have been bloody. had 1/2 the legions I started with this turn.  Four came back at the end of the turn - looking forward to turn 12 where I get a lot more! I am thin on the ground.  Still managing to maintain a 1/3 of legions in contested provinces to maintain control and stop some provinces going over to the Persians or barbarians. Although Syria is a lost cause; I will not be attempting to reconquer it this game - as the Persians now control it, 12SP of Persian militia will appear if I attack.

End of turn 10 - Hanging in there - cleared a lot of the empire of revolts and barbarians (not Illyria and Asia though)
Turn 11 - 257AD
Revolts in Britannia, Hispania, Thrace and Sicilia.  Scythians move towards Italy but blocked by some Legions that are attacked for no effect.  Persians move to attack Legions in Asia, also attack for no effect.
Bribed all the barbarians stacks (more appeared in Scythia!).  I need them not to move and Treasury went down by 30 due to bribes!  I do have 63 victory points but with two tuns to go  it is touch and go if I will still have 50, unless the barbarians don't invade.

End of turn 11. Feeling a bit more confident.
Turn 12 - 258AD
I cannot get to Britannia so have written it off. Pict raiding party appears so that corner of the world will keep themselves busy.  Even more Scythians appear.  I only bribe the 30SP stack of Scythians - I have almost all the legions back and feeling confident.

End of turn 12 - Britannia lost, Persians reinforce army in Asia but otherwise not too bad.
Turn 13 - 259AD
Africa revolts.

Ended with 86VPs.  Quite a good win.  Keeping 1/3 of forces in Provinces to maintain control was key.
End of turn 13 - the empire is mostly still together.
Verdict
A great game and a great narrative.  The only chore is adding up province tax points at the end of each game turn.  There are about a dozen provinces, all with different values.  Takes only about 30-60 seconds and I am not bad at adding up in my head but it does feel a little tedious.  And I was expecting to have to husband my tax credits in this game but never really had an issue with running out.  If a few more large barbarian forces had come out early it may have been a different story - I would not have been able to bribe them to stay, and I would have had a hard time to fight them.  Instead I got a lot of rebellions!
With the QRS, I find that each game turn takes about 7-10 minutes to play.  I rarely played more than one  turn at the same sitting.  It was quite east to find a spare 10 minutes and play a turn and then come back to it later (sometimes a week later) and play the next turn.  The game ideal for that.  You need some markers to indicate the status of some things and I have some I made up for that purpose (mainly if you have ever lost complete control, and which barbarian stack you have bribed.  Remembering the province target for a barbarian stack was not hard as for each barbarian there are not many options - and it is usually Italy!
It played very differently to scenario 1 and am looking forward to the scenario 3.