This book is an attempt to do something I've never seen done before. The author sets out to analyze a series of ancient battles (Greek vs Greek, Macedonian vs. Persian, Rome vs. Carthage, Rome vs. Parthian, and Rome vs. Macedonia). That in itself is nothing new, there are dozens of attempts to do that, but the approach Sabin uses takes discussing old battles to a new level.
Throughout the book Sabin demonstrates the difficulty of analysing ancient battles. The ancient sources can be of questionable reliability, often serving as propaganda pieces or morality screeds rather than news reports; and they often contradict each other. Even the reliable ones tend not to focus on the sorts of details that modern historians obsess about. Archaeology is even less helpful. Battlefields are much more ephemeral than cities and the sites of ancient battles (aside from a handful of mass graves) are almost entirely lost. Over the centuries rivers have changed course, shorelines have changed shape, entire cities mentioned as landmarks in the ancient sources have disappeared and have yet to be found.
Sabin then sets about creating an entirely new approach of gleaning insight on these battles, wargaming. There's nothing new about wargames per se, there are a number of wargames that feature ancient battles. But Sabins goal here is to create a model that actually allows ancient battles to be analyzed and studied from a different perspective, not just to design a playable game.
The first part of the book is thus dedicated to walking the reader step by step how he built his model. He makes several key design decisions early on that impact the entire approach:
1) Since terrain cannot be known with precision, there are no first hand maps of the actual battlefields it would be a mistake to design a game where terrain needs to be too detailed. While ancient sources may describe a hill or a river being on a flank if the model makes movement too granular it would require mapping terrain to far greater precision than we actually know. Therefor the model takes place on a 4x5 grid (rather than a map of thousands of hexes or a table top). Terrain can thus be represented and its impact modeled without needing to map every bend in the river in an unrealistic way.
2) Actual unit equipment and armorment seems to have had a much lower impact on the outcome of battles than most wargames assume. Since weapons and armor (or art depicting weapons and armor) are often the only artifacts that survived for us to study, its natural that modern thinking about ancient militaries should focus on such equipment. But in the main, Sabin found that when the ancient authors offered commentary on what decided the battle, it was almost never based on better equipment. Some trends did repeat often enough to be worth modeling, however. The game makes distinction between cavalry and infantry, and between light (skirmish) and heavy (close order) infantry. It then calls out just a couple of actual unit types for greater distinction with special rules. Roman Legionaires and Greek Hoplites/phalanxes are distinguished as are scythed chariots (which Sabin concluded were entirely ineffective) and elephants. But other factors that are important to so many other wargames are absent entirely. For instance, there's no distinction between spear vs sword troops, nor are archer / missile troops called out seperately. This last seemed especially unusual to me, but it was well explained that at the scale of the map (the 4x5 grid where each space represents 400 to 1000 meters of frontage) there is no accounting for "range". And additionally, much of the "fighting" was not done via continuous melee but by sporadic impulses of fighting and withdrawing, advancing and posturing.
3) The key driver in ancient battles that fits with all available sources according to Sabin's model is thus troop quality (important for morale) and command ability. Sabin takes the interesting approach of making all units more or less equal in strength (or very close). The difference between high quality troops and low then, is in the numbers that each unit represents. A single heavy infantry unit might represent a few hundred skilled veterans or a few thousand conscripted levies. Thus a veteran army will be modelled with a larger number of unit counters for the same number of men as a less skilled army. Since each unit counter can take 2 hits before it is broken, the larger number of unit counters means veteran armies can not only sustain more casualties, but also can be more flexible in their maneuver. Superior armies are awarded with more commands that can be issued in a given turn and generals can provide a certain number of free commands and other benefits.
4) One of the most important assumptions built into the model is the notion that battles were mutual endeavors. In the ancient world it was almost impossible to force an opponent to fight. As examples the second and third Macedonian war were both won by very decisive Roman victories on the battlefield. However, both took nearly three years of maneuver and campaigning before Rome could bring the Macedonians to battle. Sabin takes as a core assumption then that a defending army would not offer battle if the odds were overwhelmingly against it. It would only "agree" to confront the enemy to the extent the general / army leadership thought there was a reasonable chance of winning. This assumption is the key driver that makes all of the battle analyses work. The subject of how many men each army had and how good those men are is a topic of considerable debate among scholars many of whom have their pet theories...some even going so far as throwing out all ancient sources and trying to recreate "probable" numbers from what the scholar believed was plausible. The biggest insight Sabins approach offers is a way to judge which of these conflicting possibilities is most likely. Or if not "most likely" at least to throw out some that can be shown to be highly unlikely. He does this by taking the competing claims of army composition and rating them in his wargame model, to result in a total strength score for the army. He draws upon ancient sources praising a particular unit as playing a key roll, or criticizing them for fleeing early...or simply not being worth mentioning them at all to help judge the quality of the units in question. But the key is that any combination of numbers and quality that would give the overwhelming advantage to one side is not likely to be accurate; because, the other otherside would simply have refused to fight under those circumstances. And since we know the battle did take place the armies must have been at least relatively close enough that the weaker side had at least some expectation of being able to win. With that rubric as a guide Sabin plugs different possibilities in until he gets a combination that gives one army an advantage but not too great of one.
One weakness of this system not addressed in the book is the possibility of outliers. Sabins study relies on the actual historical outcome of the battle being the most likely (or at least one of the most probable results). Thus, he judges the accuracy of his model by how readily it can recreate the actual course of the battle as it was reported to have occured. But if the actual historical outcome was really the result of one side "getting really bad rolls" and the other side "rolling really well" than this can skew a model designed to assume that battle was an average outcome. However, since over 40 seperate battles were analyzed to build up the assumptions, it seems reasonable that this effect has been mitigated.
The second part of the book is a battle by battle account. Each chapter starts with a page or two of context around the campaign. Then each battle in chronological order is given a couple of paragraphs discussing what the ancient sources say and what leading scholars have said, followed by a brief discussion of how that is modeled into the game. At the end of each battle is the scenario that lists the order of battl e and the quality of the troops and commander with maps illustrating the abstracted layout of the battle field and the deployment of the armies.
These are particularly interesting as it can be seen how various break throughs and collapses discussed in the sources can be readily modeled in the game by players making the same decisions as the historical general. And this is one of Sabin's key litmus tests. The ability to see how a battle might play out differently if the general had deployed his troops differently or ordered a charge or a flank at a different time. One thing he calls out often is when he feels a losing general did about as well as he could have when, after trying a number of different approaches, it was hard to see how his deployment or strategy could be improved upon.
The last part of the book is a rules summary taking the rules discussed in the first part and summarizing them for reference. These rules were also published as a full boxed wargame (with book included) complete with map tiles and unit counters. The rules included in the boxed game incorporate some errata and are much easier to follow and reference than the format in the book.
In the end, however, while the book and analysis are fascinating the game leave something to be desired. I think it does what it set out to do astoundingly well. That is as a tool for analysing battles, as an intellectual exercise, it gives the student of history the ability to postulate various what ifs and see how things might have been different. It provides a mechanism for comparing one scholars view of what troops were present and how they were deployed with anothers and by "fighting it out" see which was more likely to follow the reported historical course of the battle.
However as a game played for fun, it is not a very elegant design. Despite the heavy simplifications and abstractions (a mere 4x5 grid to maneuver on and only a few different types of troops) it is a very exception laden game. There are certain rules that don't make any sense whatsoever and are thus totally nonintuitive to keep track of in play. They make no sense, that is if you just read the rules without the book. The first part of the book explains in detail why that rule exists after which it can be clearly seen to be a good rule. But often its because there's a certain thing that a more granular game could model (such as the tendency for cavalry to depart in pursuit of a routed foe, or for hoplites to drift to the right while marching) that simply can't be directly modeled at the level of abstraction in this game as so have to be handled by a rather heavy handed rule. I think those rules work just fine for a scholarly simulation...but they make for a very tedious, cumbersome, and less playable game.
I definitely recommend the book for students of ancient battles, especially those who also enjoy wargaming, as it is a fascinating read and definitly added to my understanding of period warfare. But as the game is out of print and only available by paying through the nose for it, I can't recommend it as something you'll actually want to play.