Module:The Siege of Jerusalem

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Avalon Hill's game of the Roman siege of Jerusalem in 70 AD

From BGG ...

It is 70 A.D. Dawn breaks on the combined might of four Legions arrayed on the heights of Mount Scopus, starting their methodical advance across the valley to the ancient walled city of Jerusalem. Siege lines have been secured tight about the city. There is no hope of escape. The besieged must persist behind their stout walls or perish before a vengeful Rome. Five grueling years of campaigning in Judea is now culminating in the Siege of Jerusalem.

But the fortified city defies even the might of Rome. The thick walls atop the steep slopes literally bristle with natural and manmade fortifications. It will take all of Rome's considerable engineering skills to winch their war machines into position for an assault up the slopes to the city. Only here in the north plain can the city's walls be taken by escalade. The rhythmic approach of the Legions is muted by the rumble of the siege engines as an assortment of towers, rams, and artillery precede the maniples. The distant walls seethe with the frenzied activity of an alerted populace as the antagonists draw near. This majestic view is abruptly halted by the blare of trumpets which soon gives way to the cacophony of the clash of arms and screams of the dying.

Morning turns to dusk before the walls are breached and the weary legions exact their vengeance. The sky turns bright again, aglow in the reflection of a thousand fires as the northern outskirts burn. But what price victory? Another day such as this will break the Roman Army and only one of the city's ten walled sections has fallen this day. They will have to find another way. Shafts must be dug to undermine the walls or earthen ramps built with which to scale them. It will be a long campaign.

This is The Siege of Jerusalem...An epic battle simulation with all the trappings and majesty of a Cecil B. DeMille film spectacular. Facing the greatest army of antiquity, the Judeans must rely on the stoutness of their walls to halt the unbeatable Roman legions and therein lies the fascination: the immovable object vs the unstoppable force. As Eliezar Ben Yair, leader of the Zealots, you must conduct a skilled defense of the city's ever shrinking perimeter - exacting from the Romans a price so terrible that they will be forced to lift their siege - or break out to continue your struggle for freedom at Massada. As Titus, commander of the Roman army, you must decide when, where and how to renew the assault - gauging your troop needs against the progress of your siege works and the press of time caused by outside threats. More than just conducting tactical combat, the Roman must formulate an overall strategic plan for the conduct of the siege.

Vastly revised from its 1st & 2nd edition printing from Historical Perspectives in the 70's, Siege of Jerusalem now boasts two-sided counters, a continuous combat system, a strategic interphase for conducting the entire siege, and the morale / panic rules so important in portraying ancient warfare. An Introductory Scenario depicting the abortive assault of Gallus with the XII Legion three years previous allows players to learn how to handle a legion in a single day's play while training for eventual participation in the conduct of the epic siege.

See BGG for more information.


 * About The Siege of Jerusalem - AH (1989) Version 2.0 module by clanmacrae9:
 * About the numbering convention for this module. The 2.0 naming convention is admittedly anachronistic. This module uses the previous modules on this page as a base module to build on. That said, because it is more or less non-compatible, I felt it necessary to break with the 1.0 series and identify this module as an entirely new module. I hope this minimizes confusion.
 * The Siege of Jerusalem - AH (1989) version 2.0 includes the following characteristics:
 * Map:
 * Updated hex grid that faithfully reproduces the off-kilter hex Avalon Hill naming convention
 * Mouseover zoom for the Terrain Key on the map
 * Mouseover includes piece names, hex location and Attack Factors if applied for missile fire.
 * Gates Overlay – Toggle on-off map overlay that reproduces the Gates map from the back of the rulebook. This overlay also includes the replacement rates for each area
 * Inventories:
 * The first inventory displays pieces currently located on the main map, organized by weapon/personnel type (e.g. artillery, infantry, cavalry…)
 * The second inventory displays pieces remaining on, or returned to one of the off-board scenario boards. This inventory organizes by scenario name.
 * Menu:
 * Menu buttons are larger and contain item specific artwork
 * 1d6 button contains animated dice roll to accompany the text results in the chat window
 * A variable dice button has been added to aid players in the reinforcement phase.
 * Game Pieces:
 * Clone capability added to pieces in which it seemed logical
 * Turn Counter added: Aids in tracking game turn phases. Also, the game turn counters on the scenario sheets adjust accordingly as the turn counter is incremented.


 * About the Siege of Jerusalem module by MartenJan:
 * See attachments included with the module.


 * About the Siege of Jerusalem module by jimpyle:


 * Version 1.01 corrects the flip side of the Roman Towers, Armored Towers and Rams. 9/25/09
 * Version 1.02 REALLY fixes the flip side problem. 9/30/09

Players

 * j.w.wade@comcast.net@rockydadog
 * sfcq@bellsouth.net@stevecq
 * john_b@att.net@CaptPhoenix
 * gowtek@hotmail.com@Marius
 * dan.davies@accesscomm.ca@abithel
 * mobrooks@med.umich.edu@MoBrooks
 * esparver73@gmail.com@esparver73
 * dodgydan@web.de@daxelos
 * bdegroot@gmail.com@bdgza
 * fjt_us@yahoo.com@jeb123
 * et00asw@gmail.com@ETPxPa1adin