From: Roberto Chiavini Six against Rome (3W) I would like to express a different feeling on this game, as I waited to play it for several years and when I finally got the occasion the result was not the one expected. Let say that the game is dull in several scenarios and it too slow in development during the combat phase (the heart of the system) both you choose the strategic combat table or the tactical module (that makes the game even longer than usual). This is unfortunate as the designer John Suclife try to achieve something short of a wargaming masterpiece, giving the players the opportunity to re-enact several war fought by Rome in Italy during her centuries long existence. So, there are scenarios for the Samnite Wars, the Pyrrhic War, the Hannibal War and the liberation war of Justinian against the Goths, plus an added what if of Alexander against the Romans and a short introductory scenario for the war of the Romans against Brennus (the famous "Vae Victis" affair), the latter to explain the tactical combat module. The map, backprinted, depicts the Italian peninsula with a point to point system, with circles representing the various cities present in Italy plus the various tribal centers for the enemies of Rome. The circles are connected through three different kinds of route, with different movement costs. Units are infantries of two types plus cavalry and have up to 4 steps. They are rated for morale and combat strength. Movement is made only through the use of leaders that have a strategical rating and a tactical one. Turns are seasonal with three seasonal turns each year plus the winter one that has rules for attrition, recruitment and other amministrative phases. Movement is straightforward with leaders having 10 movement points to use to reach their objectives, picking and leaving units as they advance. There is a rule for interception that may be very interesting in the bigger scenarios. Combat may be resolved on a tactical map if there are at least 30 combat steps present in battle for the attacker and at least 10 for the defender. Otherwise, you use a combat result table with several modifiers. Both players roll on this table and the hits resulting are morale check for the units involved, with each failure equalling a step loss. Victory conditions depends on the scenario played The game simply fails to deliver any real feeling of ancient warfare and if the tactical module is definitely too slow and boring, even the concept of the strategic CRT is not fully appreciated and there are too many die roll to achieve a victory. Another aspect of the combat procedure that is boring is the use of a table to achieve tactical advantage, often resulting in no combat at all with leaders of equal or near to equal ability. Anyway, I am probably too harsh on this game because I had so great expectations for this title: if you search for an easy game, with several different scenarios on ancient warfare you may certainly choose titles worse than this one and it could be worth a few replays (even solitaire, adapting the rules for strategy chits). All in all I rate this game 5 ½ in a 1-10 scale.