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Carthage: The First Punic War – The Ancient World, Vol. II

Carthage: The First Punic War – The Ancient World, Vol. II Rulebook

Table of Contents

Table of Contents

  • Part I: The Ancient World Rules Booklet (v2.2)
    • (1.0) Introduction
    • (2.0) Components
      • (2.1) The Map
      • (2.2) The Counters
      • (2.3) Charts and Tables
      • (2.4) Terminology
      • (2.5) Game Scale
      • (2.6) The Die
      • (2.7) Additional Notes
    • (3.0) The Sequence of Play
    • (4.0) The Initiative System
      • (4.1) Leader Activation Markers (LAMs)
      • (4.2) The LAM Pool
    • (5.0) Leaders
      • (5.1) Leader Ratings
      • (5.2) Leader Activation
      • (5.3) Leader Operations
      • (5.4) Multiple Leaders
      • (5.5) Guile
    • (6.0) Movement
      • (6.1) Leaders and Movement
      • (6.2) Continual Movement
      • (6.3) Terrain
      • (6.4) Movement Attrition
      • (6.5) Interception
      • (6.6) Overrun
      • (6.7) Devastation
      • (6.8) Stacking
    • (7.0) The Naval Superiority System
      • (7.1) Naval Superiority
      • (7.2) Naval Transport
      • (7.3) Crossing Straits
    • (8.0) Land Combat
      • (8.1) Combat Units and Strengths
      • (8.2) Pre-Combat: Attack, Avoidance, and Coordination
      • (8.3) Resolving Combat
      • (8.4) Unpredictable Results
      • (8.5) Victory, Loss and After Effects
      • (8.6) Leader Casualties
    • (9.0) Cities and Sieges
      • (9.1) City Intrinsic Defense Strengths (IDS)
      • (9.2) Conducting a Siege
      • (9.3) Siege Assault
      • (9.4) Siege Reduction and Repair
      • (9.5) Siege Attrition
      • (9.6) Treachery
      • (9.7) Surrender
      • (9.8) Sacking Cities
      • (9.9) Garrisons
    • (10.0) Manpower
    • (11.0) Control
      • (11.1) Military Control
      • (11.2) Diplomatic Control
      • (11.3) Control of Cities
    • (12.0) Diplomacy
      • (12.1) Home and Available Provinces
      • (12.2) Alliances
      • (12.3) Alliance Levels and Ambassadors
    • (13.0) Auguries; or the Consul's Chicken Is Finger-Lick'n Good
    • (14.0) Winning the Game
      • Movement Attrition Costs Chart
      • (5.3) Operations Chart
      • Guile Point Reference Chart
  • Part II: The Carthage Scenario Book (v2.0)
    • (1.0) Introduction
    • (2.0) Components
      • (CR 2.1) The Maps
      • (CR 2.2) Counters
      • (CR 2.3) Player Aids
    • (CR 3.0) The Sequence of Play
    • The Roman Political and Command System
      • (CR 5.1) The Magistrates of Rome: Imperium Romanum
      • (CR 5.2) Election and Assignment of Magistrates
      • (CR 5.3) Prorogue of Imperium
      • (CR 5.4) Magistrate Restrictions
      • (CR 5.5) Magistrates in General
      • (CR 5.6) The Senate
      • (CR 5.7) The Carthaginian Political System
    • (CR 6.0) Movement
    • (CR 7.0) The Advanced Naval System
      • (CR 7.1) Fleets and Naval Construction
      • (CR 7.2) Fleet Commanders
      • (CR 7.3) Naval Operations
      • (CR 7.4) Naval Combat
      • (CR 7.5) Raids
      • (CR 7.6) Naval Transport
      • (CR 7.7) Port Harbor Capacity and Winter
    • (CR 8.0) Land Combat
    • (CR 9.0) Cities and Sieges
    • (CR 10.0) Manpower
      • (CR 10.2) Placement of Roman Manpower
      • (CR 10.3) Legion Training
      • (CR 10.4) Carthaginian Manpower
      • (CR 10.5) Carthaginian Army Efficiency
    • (CR 12.0) Diplomacy
  • The Scenarios
    • The Mercenary War: Mutiny in Carthage, 241 BC
    • Agathocles: The First Invasion of Carthage, 311 BC
    • Hiero, Hero or Gyro? The Start of the Punic Wars, 264-263 BC
    • The First Punic War, 264 to 241 BC
    • Consul Historical Information Table
    • Extended Example of Play: 1st Punic War Scenario
      • 264 B.C. Turn
      • 263 B.C. Turn
    • Errata

Part I: The Ancient World Rules Booklet (v2.2)

(1.0) Introduction

The Ancient World is a series of games, in several volumes, covering the major campaigns and wars that formed the Ancient World, from the Greek/Hoplite Era up through the Roman Empire...almost 1000 years of history.

(2.0) Components

See the Scenario Book for the components of the individual games.

(2.1) The Map

See the volume specific rule book.

(2.2) The Counters

The following applies, generally, to all games in The Ancient World system.

There are three basic types of counters: Combat Units, Leaders, and Informational Markers.

(2.21) Combat Units: The combat units represent types of weapons systems prevalent in this period of warfare, reduced to a manageable number of generic types:

Infantry: The main body of fighting infantry, usually wearing body armor and carrying shields, using such weapons as pikes, spears, swords, and whatever edged or pointed weapon could cause havoc. We have not differentiated between "heavy" and "light" infantry (archers, slingers, etc.) as we are, essentially, dealing with armies that had a massive preponderance of heavy over light infantry (usually about 10-1).

Cavalry: Mounted troops, often wearing some armor, and using lances, spears and swords. We have lumped heavy cavalry in with light cavalry-horsemen more suited to guard the flanks and do reconnaissance work on the march, often unarmored and fielding "ranged" weapons, such as bow-and-arrow. The differences between the two at this level of simulation, and in this era, were not significant enough to include the rules minutiae necessary to reproduce such.

War Elephants: Scary beasts, but highly suspect. Just as likely to trample on your own men as the opposition's. Elephants can be devastating when used well; equally as devastating-but in the wrong direction-when ill-used, or used hastily.

Siege Equipment: Siege warfare was not a highly developed craft in this era. Republican-era siege engines mostly consisted of lumbering machinery, such as long-range catapults, towers, etc.

The combat units are identified by type, contingent, and strength. Within a given contingent and type, the units are interchangeable like money. Some contingents are considered "Elite" (see 8.13). Counters also show unit type (infantry/cavalry/elephant/siege-engine pictogram), nationality, and strength, and for Roman legion units, whether they are legion infantry or legion cavalry; naval counters show the ship type (e.g., Quinquireme, Trireme) and strength.

(2.22) Leaders: These are the guys that lead the armies around the map. Leaders have numerical and alphabetical ratings. See 5.11 for explanation of the ratings. Each leader counter shows the leader's name, Guile Points, Initiative Rating, Campaign Rating, Battle Letter, Mortality Rating, and (for non-Roman leaders) Faction Stripe and Leader #, or (for Roman leaders) Leader ID#.

Each leader also has a number of Leader Activation Markers (LAMs) equal to his Initiative Rating. See 4.1 for further elucidation on this very important game mechanic.

(2.23) Information Markers: Counters with words and numbers on them are used to record various game mechanics. Examples include markers for Under Siege, Sacked, Scattered, Devastated, Useless, etc.

(2.3) Charts and Tables

See the volume specific rule book.

(2.4) Terminology

See side bar.

Terminology

  • BRT: Acronym for Battle Results Table (see 8.3).
  • Contingent: Term used to denote separate groups of troops operating within a force. This usually occurs when an army is made up of men from different areas, such as the armies fielded by Hannibal and Pyrrhus. For example, Pyrrhus' army may consist of contingents from Epirus, Tarentum, and Italy. Each of those would be a separate contingent, which is important for determining who takes losses.
  • Continuation: The mechanic whereby a Leader (and his army) gets to keep moving during his turn, after Stopping to undertake some action.
  • Devastation: A reduction in the status of a Province (see 6.7).
  • DR and DRM: Acronym for die roll and die roll modifier.
  • Finished: The leader whose Initiative and Operations Phase it is, may not undertake any further operations in that Operations Phase. The Operations Phase for that leader is over. With most Operations, this is a die roll result. With others, the Finished is automatic at the conclusion of the operation.
  • Force: Any stack of friendly combat/leader units in one hex. If the hex contains a city, the friendly units inside and outside the city are considered separate stacks and thus separate forces.
  • Friendly: Combat units and Cities/Ports are considered friendly to a player if they are controlled by the player or Allied to that player.
  • IDS: The Intrinsic Defensive Strength of a city; its walls, city militia, etc.
  • LAM: Leader Activation Marker...used to determine who goes, and when.
  • Operation: What a force can do when the leader commanding it is activated. See 5.3.
  • OC: Acronym for Overall Commander. See 5.12, 5.13 and 5.42.
  • Province: The territory within the Provincial Boundary lines. Named islands with Attrition Ratings are also provinces; Corsica, Melita, are examples. Each Province has an Attrition Rating printed next to its name; see 6.4.
  • SADS: Acronym for Siege Assault Defense Strength. This the defense strength used by the city's defenders against a Siege Assault.
  • SCR: Acronym for Siege Capability Rating. This is the nation's overall effectiveness in conducting siege warfare.
  • Stop: Whenever an army or leader halts movement or finishes an Operation. In many cases, a "stop" signals that the leader is Finished.
  • SP: Acronym for Strength Point.
  • Strength Point: This represents the strength (manpower) of a given unit (see 2.5).

(2.5) Game Scale

The game-turns are yearly.

Each hex represents approximately 13 miles from side-to-opposite-side. One hex of traversable terrain would represent about one day's normal march for an army-depending on who was in charge and how anxious they were to get where they were going.

Each Infantry SP represents 500 men; each cavalry SP, 300 horsemen; and each Elephant SP, 10 elephants.

(2.6) The Die

Play of The Ancient World requires one 10-sided die, with a '0' being a '0', and the range 0-9.

(2.7) Additional Notes

As this is a projected series covering much history, every once in a while the rules will refer to mechanics for, or use examples of, events and details that will appear in future games.

(3.0) The Sequence of Play

DESIGN NOTE: The Sequence of Play listed below describes the major Phases and the general course of play common to all the volumes in the series. Each volume has its own detailed Sequence of Play listed in its scenario book.

The Ancient World uses a randomization-based sequence of play, although some mechanics are done in strict sequence. The players do not "go" in a set, pre-determined order; rather, you have to make the most of an opportunity when (and if) it arises. Basically, a player picks a Leader Activation Marker (LAM) out of a cup; the marker (usually) contains the name of a Leader. The player controlling that leader may then move that leader's units, attack enemy armies/cities... whatever the rules for Operations (5.3) allow. There is no limit as to how far or how much a leader can do with his units, other than his Campaign Rating (5.25), the grinding force of attrition, and certain other restrictions.

A. The Upgrade Phase

See the volume specific rule book.

B. Strategic Phase

See the volume specific rule book.

C. The Initiative Phase

  1. LAM Pool Segment: Each player places all the LAMs available for every leader he has in play in a cup or similarly opaque container. In addition, place the Augury marker and the three (3) Siege Attrition markers in the same cup.
  2. Initiative Determination Segment: Either player, blindly and randomly, chooses one marker from the cup. If it is a LAM or a Siege Attrition marker, go to the Operations Phase (D). If it is the Augury marker, go to the Augury Phase (E). If there are no LAMs in the cup, proceed to the Devastation Phase (F).

D. The Operations Phase

The player who controls the leader chosen may do anything with that Leader that the rules (5.3) allow. The phase ends when the leader is Finished. Play now reverts to C/2. If the LAM says Siege Attrition, the players resolve that and play then reverts to C/2.

E. The Augury Phase

If the player has chosen the Augury marker he rolls on the Augury Tables and the players follow the instructions contained therein. If there are LAMs left, return to C/2.

F. Devastation Phase

  1. Devastation Recovery Segment: Players roll to see if Devastated provinces can recover (see 6.7).
  2. Naval Superiority Construction/Re-allotment Segment: The players may reassign NS Levels (as per 7.15). Roll to see who does this first.

PLAY NOTE: This segment is only used if the Naval Superiority rules are in effect. See the volume specific rule book for further details.

  1. Devastation Attempt Segment: Players, if they wish, may attempt to Devastate provinces (see 6.7).

G. End-Turn Phase

  1. Inertia Attrition Segment: Players determine the effects of Attrition on those units that remained in the same province for the entire turn (see 6.46).
  2. Recovery from Battle: Forces can improve their After Battle Status (see 8.56).
  3. Victory Determination: Check scenario victory rules to see if either player satisfied automatic victory conditions. If not, the turn is over; start another beginning with the Rebuild Phase (A).

(4.0) The Initiative System

The Initiative mechanics are used to "drive" the randomized sequence of play. It explains how each player gets to move his units. The basic proposition is that a player gets to use (move) only one leader-and his army-at a time (with some exceptions to that theme).

(4.1) Leader Activation Markers (LAMs)

(4.11) Each scenario has a series of Leader Activation Markers (LAMs) for each leader. The number of markers for each leader, which varies from 1 to 4, is equivalent to that leader's Initiative Rating.

PLAY NOTE: Thus, Hannibal, with an Initiative Rating of '4', has four LAMs. Most other leaders have Initiative Ratings of '1' or '2'.

(4.12) There are no LAMs for allied forces without a leader. These forces are moved only when that ally becomes "active" (see 12.0) and only when either an active leader of the controlling side picks them up or that side's Overall Commander expends one of his LAMs to move that allied force (per 6.13).

(4.13) The leader whose LAM has been selected has the Initiative; it is his Operations Phase within which to undertake Operations (5.3).

(4.14) When a leader has undertaken his final allowed activation that turn, flip him to his reverse "Activations Complete" side to keep visual track.

(4.15) There is also an Augury LAM and a Siege Attrition LAM, see 9.0 and 13.0 for what to do when they are picked. Some of the shorter scenarios do not use the Augury LAM.

(4.2) The LAM Pool

At the start of each Initiative Phase, the players place all LAMs for each leader in play (as per 4.11 and 4.12), the Siege Attrition LAMs, and the Augury marker (unless the scenario says otherwise), in an opaque cup. This cup, and its contents, represents the LAM Pool. LAMs are used only for those leaders in play at that time... "in play" meaning on the map or available to enter as a Reinforcement, as per scenario instructions. If a leader's LAM is picked, that leader may campaign until he is Finished (see 5.3). If a leader has more than one LAM, that leader will have the opportunity to campaign more than once in a turn.

PLAY NOTE: A careful use of those leaders with good Initiative Ratings is important, as often these leaders are called upon to do things other than simply move and fight ... and when they do these "other" things can often be critical.

(4.21) Whenever a new leader enters the game after the first LAM is drawn for that game turn, that leader's LAMs are placed in the pool. However, if the leader arrives after at least two of that player's LAMs have been drawn that turn, place only one of that leader's LAMs in the pool. Thus, regardless of his Initiative Rating, that newly-arrived leader is limited to one Operations Phase of operations.

(5.0) Leaders

Leaders represent the various kings, tyrants, consuls, and generals who conduct military campaigns. Essentially, combat units cannot do anything-except to defend against an attack-without a leader, and each leader has a variety of ratings to reflect his capabilities (or lack thereof). These ratings paint a personality portrait of each leader. Players will find that while there are a few greats and a couple of bozos, most leaders are "yeoman-like" in at least one or two areas.

(5.1) Leader Ratings

(5.11) Leaders have the following ratings, although some ratings are applicable only to certain types of leaders:

  • Initiative Rating: Represents the number of Operations Phases that leader may undertake in a turn (year). '4' is best (and unusual); most are in the '1' section. The rating also indicates the number of LAM markers available for that leader, per turn.
  • Battle Letter: That leader's tactical/battle capabilities when leading an army, including conducting a siege, range from "A" (a Hannibal-level genius), to "E" (fairly incompetent and/or "fish out of water"), and they are always used in comparison to the opposing leader in a battle.
  • Subordinate Battle Rating: Some leaders have a small number following the Battle Letter. (E.g. "C1") This number is used to adjust Battle die rolls when this leader is not the active commander (see 8.31). If there is no Subordinate Battle Rating on the counter, it is a '0'.
  • Campaign Rating: A rating, the higher the better, against which a die roll is compared to affect a variety of campaign-type decisions, such as Battle Avoidance, Interception, Continuation, Coordination, etc. This rating reflects a commander's ability to "keep going."
  • Guile Rating: A finite number of points used to do a host of unusual things, such as dupe a city into surrendering, initiate "treachery", impress the natives, raise troops back home, etc. (see 5.5).
  • Diplomacy Rating (Ambassador only): Used to effect alliances, sway minds and hearts, etc. (see 12.34).
  • Mortality Rating: The likelihood of the leader surviving the rigors of warfare (and life in general) during this period of history. The higher the number, the more likely he'll stay around.

DESIGN NOTE: Don't look for major insight here, as the actuarial tables from the All-SPQR Insurance Company did not arrive in time. The ratings are based, though, on the man's life-span and propensity for dying in battle.

(5.12) Overall Commanders: Each scenario designates (usually) one leader as the Overall Commander (OC). He is the highest ranking leader for that side. Overall Commanders function in the same manner as other Leaders, except that they have the following special attributes:

  • the OC is the only leader that can conduct Manpower, Diplomacy and Ally Movement operations
  • the OC is the only leader who may use his Guile Points to effect certain, specific items (see 5.5)
  • the presence of the OC restricts the size of a force other leaders in the hex can use for operations (5.41)
  • if the OC is involved in combat, his ratings are used whether active or not (5.43)

EXAMPLE OF CONTINUATION: Consul A. Claudius moves a Roman force from hex "A" to hex "B" and enters a city in the hex. Entry into a city is a Stop so Claudius must check to see if he can continue to conduct additional operations (Force Movement requires a die roll to Continue, see 5.3), including further movement. The Roman player rolls an '8' which is greater than Claudius's Campaign Rating (6) so he is Finished, thus ending the Operations Phase.

(5.13) All other leaders on a player's side are subordinate to (i.e. are lower ranked than) the OC. Unless otherwise specified in the volume specific or scenario rules, all subordinate leaders have the same rank.

(5.2) Leader Activation

(5.21) A leader may undertake operations in the Operations Phase only when activated. A leader is activated when his LAM is drawn from the pool in the Initiative Determination Segment. Only one leader may be active at any one time.

(5.22) An activated leader may engage in any of the operations listed in 5.3 that are available to him. He may continue to be active and conduct operations until he is Finished (see 5.25).

(5.23) The only time an inactive leader may be "used" is in battle, when subordinate leaders' Subordinate Battle Rating may be used to affect combat (8.31).

(5.24) A leader Stops each time he completes an operation. Each time a leader Stops, he may be Finished (5.25). If a leader is wounded/killed while conducting an operation, he is automatically Finished.

(5.25) Continuation Die Roll: Some Stops result in a mandatory (automatic) Finish; others depend on a die roll. If the latter, the player rolls the die and compares it to his active leader's Campaign Rating:

  • If the die roll is the same as or lower than that rating, the leader may continue to be active;
  • if the die roll is higher, he is Finished for that Operations Phase.

(5.26) A leader for whom a LAM has been picked may pass; i.e., do nothing that phase. However, his LAM is not placed back in the pool, and that leader has forfeited that campaign opportunity.

PLAY NOTE: This often happens with subordinate leaders stacked in the same hex with their OC.

(5.3) Leader Operations

A leader may do any one or more of the following Operations during a single Operations Phase, subject to his being Finished. The descriptions of each operation are provided in this section only as an introduction. However, the list may be used to determine whether Stopping at the end of that operation is an Automatic Continue, Automatic Finish, or Continue/Finish as determined by a die roll (5.25).

A. Leader Movement: The leader may move without combat units any distance and enter any type of terrain or cross any hexside. If, when he Stops movement, he is not stacked with friendly combat units, his Operations Phase is Finished. Otherwise: FINISH: Automatic Continue if it is the first operation of that Operations Phase, otherwise, die roll Finish (5.25).

B. Force Movement: A leader may move a force of combat units any distance. Forces undergo Attrition each time they Stop movement. An Overrun attack (6.6) during movement does not result in a Stop. FINISH: Die roll (5.25), unless the force was successfully intercepted (see 6.5). If the active force is not victorious, it is an Automatic Finish.

C. Ally Movement: Same as B. This may be used only by the OC and is the only operation type allowed for that activation (see 6.13). FINISH: Die roll (5.25) for all Stops by the allied force; Automatic for the OC conducting the Operation when the allied force's movement is complete.

D. Attack: A leader with a force of combat units located in an enemy-occupied hex attacks that enemy force. An Overrun (see 6.6) is not considered an attack for this purpose; it is part of a Movement Operation. FINISH: Victorious = Die roll (5.25); Loser or Draw = Automatic Finish.

E. Siege Operations: A leader may conduct Siege operations-Assault, Sally, or Treachery die roll-with friendly combat units in the besieged city's hex. Placing a city Under Siege is also a Siege Operation (see 9.21). FINISH: Automatic Finish for all but Reduction and Repair (9.4) which are by die roll.

F. Involuntary Surrender: A leader may attempt to get a city to Surrender (see 9.62). FINISH: Die roll (5.25). Modify the die roll by +2 if the city surrenders and by –2 if it does not.

G. Manpower: This operation is available only to an OC. See 8.63, as well as the various manpower raising rules in 10.0, to see who can raise what. Only one Manpower Operation is allowed per Operations Phase. FINISH: Die roll (5.25).

H. Diplomacy: This operation is available only to the OC. Guile Points may be applied to send Ambassadors who, in turn, can be used to influence alliance levels (per 12.3). FINISH: Die roll (5.25).

I. Reform Scattered Units: This operation allows the player to regroup units that have been Scattered when they attempted to land during Naval Transport (see 7.28). FINISH: Die roll (5.25).

(5.4) Multiple Leaders

(5.41) If the Overall Commander (OC) is stacked with a force, only the OC may use that entire force for an operation. If there is another leader present, and that leader is activated, he may take some of the combat units in that hex-but never more than half of the total SPs-and move out of the hex and conduct operations elsewhere. He may not take the OC with him.

PLAY NOTE: In other words, if the OC is with a force you cannot use a subordinate to conduct operations with that entire force (i.e., no "leap-frogging")-unless you split the force.

(5.42) If more than one leader is stacked with a force, only the activated leader uses his ratings and controls the force, within 5.41. Other non-OC leader(s) may move along with that army at no penalty, and non-active leaders may always use their Subordinate Battle Ratings to affect combat, as per 5.44.

(5.43) If there is more than one leader involved in an Attack, the leader conducting operations is the determining leader for using the Battle Letter, unless the OC (or a higher ranked leader) is with that force. The OC's Battle Letter is always used if he is present, regardless of which leader is actually conducting operations. Similarly, if there is more than one leader in a defending hex, and the OC is present, his ratings are used for the Battle and any Avoidance attempts. If he is not present, the defender uses the ratings of the highest ranked leader. If all leaders are of equal rank, the defending player chooses.

PLAY NOTE: The details on the various command systems are included in the volume specific rules.

(5.44) Leaders with Subordinate Battle Ratings in a force (other than the leader in charge for that battle) may use them to adjust the Battle die roll. However, the maximum die roll modifier for this purpose is a total of two (2) per player, regardless of from whom they derive. Subordinate leaders can not use their Guile Points (5.5) to adjust the Unpredictable Results (8.4) die roll.

(5.45) If a player wishes to attempt Interception (6.5) with force, and there is more than one leader in that stack, the player may use the Campaign Rating of any leader present, within the restrictions listed. The units that comprise his force may be limited by 5.41 and specific command restrictions given in the individual volume rules.

(5.5) Guile

(5.51) Each leader has a certain number of Guile Points, which he may use during the game turn to effect a variety of things. If a leader has a '0' (or no) Guile Rating, he has no ability to use this rule.

(5.52) The Guile Rating is a finite number of points, usable per game turn. There is no limit as to how many available Guile Points may be used at any one time, but the rating is the total number of points that may be used in one game turn. Use Guile Point markers to keep track of how many Guile Points have been used.

(5.53) Guile Points may be used to effect/affect several items (see the Guile Point Reference Chart), the rules for which are explained elsewhere.

(5.54) Where both players are going to use Guile Points (as in Sieges) the points are allotted in secret, and revealed simultaneously.

(6.0) Movement

DESIGN NOTE: The movement rules are somewhat longer, and more involved, than those in many games, mostly because of the continual movement mechanic, and the fact that there are no Movement Points, per se; the movement system is based on Attrition, not movement range.

(6.1) Leaders and Movement

(6.11) Combat units may not move unless they are stacked with a leader or activated as part of an Ally Movement Operation (see 6.13). For a leader to move combat units or other leaders, he must begin the Force Movement operation stacked with those units, with both the leader and units either all outside a city or all inside a city. Only units that the leader is eligible to command may be included in the operation (see the volume specific command rules for limitations and of course note 5.41). These units comprise the leader's force for the operation.

(6.12) Leaders may move alone, but if they Stop in a hex without a friendly combat unit, they are Automatically Finished for that Operations Phase. If Leader Movement is the first Operation undertaken by the leader in his Operations Phase, he may automatically continue after a Stop in hex with a friendly combat unit. If it is a subsequent operation, the player must roll for Continuation (5.25).

(6.13) Ally Movement Operation: OCs-and only OCs-may move any force of allied combat units without their own leader as an Ally Movement operation. Such units may only move; they may not do anything else. They may Stop, and if the player wishes to Continue, he rolls to do so using the OC's Campaign Rating. The OC does not have to be stacked with-or within any specific distance of-the allied force. Ally Movement operations may only be used with one force per LAM, though the moving force may Stop and then attempt to Continue as many times as the player wishes. Ally Movement operations with this force are the sole undertaking for that LAM.

(6.2) Continual Movement

(6.21) There are no Movement Allowances in Ancient World. A leader may continue to move as far as the player wishes. However, if a leader Stops (5.24 and 6.22)—for whatever reason—the owning player must immediately check for Attrition (6.4). If the leader wished to conduct other operations or continue to move, he must check to see if he can Continue (5.25).

(6.22) Stops: A leader must Stop before he does, or attempts to do, anything other than move; Overrun is treated as part of movement (see 6.6). In addition, any time a leader enters a city (6.37) as part of a Movement Operation, it is a Stop. The leader may continue to move, as per 6.23. A Leader may also voluntarily Stop at any time; 6.23 applies.

(6.23) Every time a leader Stops the player must:

  • check for Attrition (6.4) if moving a force; and then
  • check the Operations Chart to see if that Stop is an Automatic Finish or a Die roll Finish (5.25). If by die roll and the player desires to continue to conduct operations with the leader, the player rolls to see if he is Finished.

(6.24) Force Composition. The composition of a force is determined at the start of each Force Movement operation. A force can consist of any/all eligible units subject to 5.41 and any specific command restrictions given in the individual volume rules. The leader may adjust the composition of the force by picking up eligible units in a hex and/or leaving units in a hex (but see 6.25). Note that if a leader is outside a city, only those units outside the city may be used to determine the force composition. Similarly, if a leader is inside a city, only units inside the city are considered.

(6.25) An active leader may never leave units that he moved into a hex, in that hex, unless he also leaves a leader eligible to command those units, or such a leader is already in the hex. This restriction does not apply to units left inside a city. When determining his force for subsequent operations, the active leader is not required to add to his force any leaderless units that were already in the hex, though he certainly may do so.

PLAY NOTE: This allows players to "re-assign" leaders at the start of their activation, as long as they could actually reach their destination by movement (you cannot use this section to take a leader out of a city under siege).

(6.3) Terrain

General Principle: There are no movement point costs to enter a given hex. Instead of expending movement points, moving forces accumulate Attrition Points (6.4).

(6.31) There are four different types of land hexes:

  • FLAT: no effect other than to note that entering such a hex without using a road produces greater Attrition (see 6.41).
  • ROUGH: same as Flat. In addition, Rough terrain reduces the effectiveness of cavalry in battle
  • MOUNTAIN and MARSH: Heavy attrition cost, and they negate the use of cavalry or elephants

(6.32) Impassable Hexsides: There are several Impassable hexsides on the map. These represent terrain so imposing (usually mountains, but not always) that movement across them was militarily impossible in this era. No combat unit may cross such a hex side (but leaders moving alone may, see 5.3/A). The same applies to land units and all-sea and/or all-lake hexsides, though units may move by sea using Naval Transport (see 7.2).

(6.33) Road Levels: The road network on the map does not exactly speed movement; it simply makes it easier—and less "corrosive"—to move a large body of men. The remarkable Roman network of roads was built over a long period of time. Thus, some roads that exist in one scenario do not exist in others. To that end, we have given the roads available in each scenario different symbols/colors, noting their Existence Level, as follows:

  • Level "A": Available in scenarios that start after 310 BC
  • Level "B": Available in the 1st and 2nd Punic War scenarios, only.
  • Level "C": These will be used for games in later eras.

HISTORICAL NOTE: Major road building—roads that used lime mortar and cement—did not start until the Via Appia (from Rome into Campania) was constructed in c. 312 B.C. There were "roads" before then, but, most likely, these were dirt tracks (sometimes augmented with gravel), the most famous of which was the original Via Latina (which pretty much followed the road that leads from Rome through Latium into Cassinum).

HISTORICAL & PLAY NOTE: No, it's not a mistake. There is no road in It-4015 (the Pontine Marshes) until the Empire. The engineers of the republican era could not solve the problem of driving piles into swamp, so the two sections of the Via Appia were separated by about 20 miles of channels, marsh and generally watery muck—traversable by ferry, if you had the bucks. Armies? They had to slosh on through.

DESIGN & HISTORICAL NOTE: The roads in the game represent only the major roads constructed by Rome, the ones that had names like Via Appia, Via Clodia, etc. There were, to be sure, other (minor) roads—really "tracks" which armies used—e.g., the road alongside the eastern shore of Lake Trasimene (essentially, hex It-2912) where Hannibal showed the Romans exactly how effective "Punic Treachery" could be—but these were far too numerous to include, and their effect, albeit minimal, was sometimes taken into account when figuring out exactly what AP level a given hex should have. There is some disagreement among the sources as to exactly when some of these roads were completed. In case of such disagreement, we have opted for a usage context.

(6.34) Road Effects: Roads have the following effects, but only if the units move directly from one road hex into another, connected road hex.

  • When moving entirely by road within a province, the province Attrition cost is only 1 AP
  • They negate the Attrition cost of crossing a river. This applies only if the road exists in the scenario and actually crosses the river hex side.
  • They reduce the Interception die roll adjustment for moving through Marsh and Mountain; see 6.54.

EXAMPLE: On the Italy map, movement from It-3514 to It-3615 uses the road; movement from It-3514 to It-3515 does not.

(6.35) River Effects: Although there are no Zones of Control as in other games, armies of a certain size and composition can "control" the side of the river they are on. The following forces are capable of River Control:

  • Any force that contains at least 4 SPs of cavalry, or
  • Any force of 20 SPs or more of any type.

A leader able to conduct operations with the force must also be present.

Such a force controls the hex it is in, and all hexes adjacent to that hex that are on the same side of any river(s) that are part of the hex the unit is in. Control does not extend across any river hex side or any impassible hex side.

If an enemy force crosses the associated river and enters a controlled hex not occupied by the friendly force, the owning player may immediately move the leader and the force to the hex entered and immediately use Same Hex Interception (6.54) if the player so wishes. The friendly force does not check for Attrition. If an enemy force enters the friendly occupied hex itself, the leader of the friendly force may attempt Same Hex Interception immediately (he doesn't have to wait for the enemy force to move through the hex).

EXAMPLE #1: A Roman Army is located in It-1317. A Carthaginian Army approaches from the west. The Roman Army river-controls It-1218, but NOT It-1417 or It-1418, since those hexes are separated from It-1317 by a river. If the Carthaginian Army moves into It-1218, the Roman Army may immediately move into It-1218 and make a Same Hex interception attempt against the Carthaginians.

EXAMPLE #2: A Roman Army is located in It-3414. A Carthaginian Army approaches from the north. The only hex—other than the one it is in—that this Roman force river-controls is It-3514. It does not control It-3313 (separated by a river) or It-3314 (the river crossed was not part of the river controlled).

(6.36) Non-Existent Cities: The map is littered with a whole bunch of cities (most are more towns than cities). These cities are classified as Small, Medium or Large in terms of their Intrinsic Defense Strength—IDS (see 9.1). Unfortunately, some cities exist in one scenario but are non-existent—or of different "strength"—in others. We have provided the Provincial Information Charts (PIC) in the volume specific rules and/or scenarios to help you. The PIC also notes if a given city does not exist in that scenario, in which case you ignore it. The counter mix includes several markers with the terrain type that can be used to cover up the non-existent cities.

(6.37) Inside or Outside Cities: Hexes with cities are somewhat unusual in that a force can be in the hex but not inside the city. Moving from outside the city to inside is (part of) a Movement Operation, and entering a city is a Stop; (see 6.22). A force may freely enter any city the player controls, but never one controlled by an opposing player. Uncontrolled cities cannot be entered by a player unless that player controls (either diplomatically or militarily) the province the city is in (see 11.0). A city Under Siege (9.21) may not be entered, nor may a force Under Siege leave that city (Ports are an exception; see the naval rules). A force may always enter a hex with a city regardless of who controls the city.

Rules Note: The rules will frequently refer to units "in the hex". This means units in the hex that are outside of a city if one is present in the hex.

To indicate a force is inside a city, place it under one of the player's Control markers. Alternatively, the player may place the units on his City Occupation Card. If the city is named on the City Occupation Card, simply put the units in the appropriate box. Otherwise, put the units in a numbered box, and place the same numbered Control marker in that hex.

PLAY NOTE: More extensive rules on this mutually-occupied, city-hex situation will be found in the Siege rules. The important thing to remember here is that you can always (try to) move through an enemy-occupied hex; entering an unfriendly city requires a Siege, Surrender, Treachery, etc.

(6.38) Straits (Italy Map). Land units may cross the following straits without using Naval Transport (7.2). The crossing may or may not be opposed depending on the player's Naval Superiority in that strait (see 7.3). Crossing a strait does not require the use of a Port. A Force cannot use Interception, use Avoidance, or Retreat across a Strait hexside.

  • The Straits of Messana (Fretum Siculi): A player may move across the Straits of Messana from Rhegium to Messana, or vice versa (Italy map, hexes It-6015/It-5915)—unless the hex that the player wishes to move his force from is enemy-occupied, whether inside or outside the city. In that case, he may not cross. You may cross if the landing hex is occupied (see 7.26). Crossing the straits requires a Stop when you "land"—and a die roll (5.25) to proceed further.
  • The Sardinian/Corsican Straits (Fretum Gallicum): Use the NS Level of the Mare Tyrrenhium for their strait crossing, using the same premises as above.

DESIGN NOTE: There does not appear to have been much travel across the Fretum Gallicum as there was in other straits.

(6.4) Movement Attrition

Attrition is the gradual erosion of strength an army suffers from extended movement, movement through difficult terrain, movement through areas where food and supplies are difficult to procure, simply staying in one place and eating everything in sight, and/or a combination of all of the above. Essentially, Attrition is what prevents a player from moving all over the place in a single turn. The larger the force, and the farther it moves, the more likely it is to suffer losses.

General Principle: Each and every time a force Stops—and before it can do anything else—it checks for Attrition.

(6.41) Attrition Points: As a force moves, it accumulates Attrition Points (AP) as it moves within or into each province. The number next to the province name is its Attrition Rating when any non-road movement occurs in that province. E.g., Lucania [3] means that it costs an army 3 AP to move within that province in any hex other than by road. There are several "adjustments" and additions to this cost:

  • ROADS: If all movement within a province is solely on and by road, the province attrition cost is 1 AP
  • MOUNTAINS: Each Mountain hex entered incurs 6 AP, in addition to any province cost.
  • MARSHES: Each Marsh hex entered incurs 3 AP, in addition to any province cost.
  • RIVERS: Each Minor River incurs 1 AP, each Moderate River 2 AP, and each Major River 3 AP. There is no River AP cost if the river is crossed via a Road that exists in the scenario.
  • DEVASTATED PROVINCES: If a province is Devastated (6.7), double (2x) the cost of that province—which means road movement now incurs 2 AP.

Players keep track of the AP's accumulated by a moving Force on his Attrition Point Track.

PLAY NOTE: Roads do not negate the Attrition effects of Mountains or Marshes.

(6.42) Adjusted SP Total: To check for Attrition, the player first totals the number of SPs in the affected force. Cavalry SPs are doubled for the purposes of determining this total. Thus, 10 cavalry SPs are treated as 20 SPs for determining the strength of that force for attrition.

(6.43) Attrition Loss Points: After determining his Adjusted SP total, the player then consults the Attrition Chart and locates the row corresponding to the number of accumulated Attrition Points (drop fractions), adjusted per 6.44. The final row may be adjusted if any of the following apply:

  • MOUNTAINS: If, at any time during movement, the army entered more than two consecutive Mountain hexes, the player adjusts one row "down."
  • AFTER BATTLE STATUS (8.54): A force assumes the status of its worst unit. If any units in the force are Disorganized, the player adjusts one row "down"; if any are Useless, the player adjusts two rows "down."
  • OVERRUNS: If Overrun (6.63) was part of movement, the player adjusts one row "down."
  • LARGE FORCES: For every 50 SPs above 250, or fraction thereof, the player adjusts one row "down."

The maximum Row Adjustment allowable is "down four (4)."

DESIGN NOTE: Supply in this era was either through granaries, where large quantities of grains and foodstuffs were kept for the purpose of feeding the troops, or by foraging on the move. To stand still without a grain supply (here represented by the cities/towns) for an extended period of time, was to invite trouble.

Cross-indexing the Adjusted Strength Points with the adjusted Accumulated Attrition Points gives the number of Attrition Loss Points. See 6.47 for the effects.

AN EXAMPLE OF ATTRITION: A Force under Hannibal consisting of 55 Infantry SPs, 9 Cavalry SPs (approximately 30,000 men) and 2 Elephant SPs moves from Pisae (It-2315) in Northern Etruria to It-3514, just north of Roma, avoiding a large Roman force in hex It-2916 (who for the sake of this example declined to Intercept). The force has accumulated 5 Attrition Points during that move: 2 for non-Road movement in Northern Etruria (note that Hannibal avoided the river penalty by using the road in It-2416), and 3 for the non-Road movement in Southern Etruria. Hannibal avoided the river penalties by using the road from Saturnia to Roma. The force has a total of 75 SPs for attrition purposes (55 + 18 [9 x 2] + 2 = 75), which means that it incurs 2 ALP. The player chooses to remove two infantry SPs.

(6.44) City Attrition Point Adjustment: If the force has stopped inside a city (not just in a city hex), subtract that city's IDS from the Accumulated Attrition Point total. Thus a force that halts movement inside a Small city would subtract one (–1) from any APs incurred during that movement.

(6.45) If a force Stops simply to check for attrition—as opposed to doing some other operation—this is still treated as a Stop, and requires a Continuation die roll (5.25).

(6.46) Inertia Attrition: Forces that do not move outside a province for the entire game turn are subject to possible Attrition because of the difficulty of supplying a large body of men for an extended period of time in one locale. Therefore, any such force—other than besieged and besieging forces (9.3) must check for Inertia Attrition in the Inertia Attrition Segment. To check for Inertia Attrition, the player uses the Province Rating (doubled if Devastated) as the Accumulated Attrition Points total, adjusted as follows:

  • MOUNTAINS: If, at the time of checking for Attrition, the force is in a Mountain hex, double (2x) the province cost.
  • INSIDE CITY: If, at the time of checking for Attrition, the force is inside a city, subtract the IDS.

And make the following row adjustments:

  • AFTER BATTLE STATUS (8.54): A force assumes the status of its worst unit. If any unit in the force is Disorganized, the player adjusts one row "down"; if any are Useless, the player adjusts two rows "down."

INERTIA ATTRITION EXAMPLE: A force of 75 SPs has not moved outside the province of Liguria Taurini during the game turn. The owning player uses the Province Rating (2) for the force's Accumulated Attrition Points on the Attrition Results Table. If in hex A (a mountain hex which doubles the Province Rating), the force would suffer 2 ALP. If in hex B, the Force would suffer 1 ALP. If in hex C and outside the city, the force would suffer 1 ALP, however, if inside the city, the Attrition Points would be reduced to 1 due to the IDS of the city, which would result in no loss to the force.

DEVASTATION RECOVER EXAMPLE: Campania is currently Devastated. Campania's Province Attrition Rating is '2', but there is a Carthaginian army of 145 SPs in It-4711. This will give a DRM of –3 on the Recovery die roll. There is also a Roman legion inside Capua, but its strength does not apply. The Carthaginian player rolls the die, getting a '4'. The adjusted DR, however, is a '1', which is not higher than the province's rating, so it remains Devastated.

(6.47) Attrition Effects: Attrition Loss Points (ALP) are used to reduce that forces strength, using the ratios listed below. The type of unit reduced is up to the player, within the following restrictions:

  • Each 7th ALP requires the removal of a cavalry SP. Thus, for every 7 ALPs, one eliminated SP must be a cavalry SP.
  • Each ALP requires the removal of 1 SP of any type.
  • A player may use 2 ALPs to eliminate 1 Elephant SP if he has accumulated more than 11 ALPs. Thus, a player who accumulates 12 ALPs may lose 1 EL, 1 Cavalry and 9 Infantry.

(6.48) After a force checks for Movement Attrition, it's AP level returns to '0' (zero). There is no AP carry-over.

(6.5) Interception

There are no Zones of Control in Ancient World, as the sizes of the hexes and the methods of ancient war combat require a different technique. Instead, the game provides a mechanic called Interception which allows an inactive leader with a force to stop an enemy force that is conducting a Force/Ally Movement Operation or an Interception. Along with Avoidance (8.22) and Coordination (8.25), this is the only time an inactive leader and his force may move, and his ability to do so depends on his position, location, and Campaign Rating. Note that a force can move through an enemy-occupied hex at any time, and if the leader of the stationary force does not choose to intercept that moving force, it just keeps moving.

An Interception modifier diagram shows the die-roll penalty for intercepting into hexes at increasing range and through intervening terrain; visible values include +1, +2, +3, +4, +5, +6, and +7, with some ranges (more than 3 hexes) marked "Not Possible." Example given: Hannibal needs to roll a modified DR ≤ 7 for a successful interception.

EXAMPLE: Roman armies are located in Praeneste (It-3713) and Amiternum (It-3510). A Carthaginian Army occupies Alba Fucens (It-3711). The Roman player moves the army in Amiternum along the roads towards Roma. When the army reaches It-3613, the Carthaginian player announces that he is attempting an interception with his army in Alba Fucens. His die roll is successful, but as he moves into It-3712 towards It-3613, the Roman player announces that the force in Praeneste will attempt to intercept the intercepting Carthaginian force. Not only is the latter move successful—in It-3712-, but now the Roman player may intercept into It-3712 with the moving army in It-3613. If the Roman player is successful, he has achieved a Double Envelopment on the Carthaginian army.

(6.51) A leader must have a force to attempt an Interception. A leader does not have to intercept with all the units at his disposal; he can intercept with less, and may only intercept with those units he is eligible to command. Combat units that are Disorganized or Useless may not participate in an Interception.

(6.52) Interception Range: A leader with a force outside of a city has an Interception Range of three (3) hexes, not including the hex the leader is in. If the leader and his force are inside a city, his Interception Range is four (4) hexes, not including the hex the leader is in. The range is traced to the hex the unit is moving into/from. The Interception Range may not be traced into a hex or across a hexside if the intercepting force could not move into/across that hex/hexside, nor may it be traced across a strait (6.38). The path cannot be traced through an enemy-occupied hex although it can be traced into one.

(6.53) A leader can make an Interception attempt against an enemy force conducting a Movement operation that begins in, enters, or leaves any hex within his Interception Range. However, a leader may not intercept a force that moves into his hex and Stops unless that force crossed a river (6.35 River Control), a strait (6.38), or disembarked (7.27) in the hex; but may attempt Interception (Same Hex) against a force leaving his hex. A force moving into a city in the same hex cannot be intercepted.

A leader can attempt an Interception against a moving enemy force only once per Movement Operation unless the enemy force moves out of range of the friendly force and then, later in the same Movement Operation, moves back within range. In the latter case, the leader may attempt another Interception.

(6.54) Interception Procedure: If an activated force attempts to leave a hex with a city, and there is enemy leader with a force inside the city, any Interception attempt by that leader is automatically successful, otherwise the player rolls the die and compares it to the Campaign Rating of the intercepting leader. Adjust the die roll as follows:

  • DISTANCE: Add one (+1) for each hex distant. Thus a player would add two (+2) if attempting to intercept an enemy force moving into a hex two hexes away.
  • SAME HEX INTERCEPTION: There is no distance modifier for an attempt at intercepting an enemy force trying to leave the same hex as occupied by the potential interceptor (Exception: River Control, see 6.35).
  • RIVERS: Add one (+1) for each river hex side crossed by the intercepting leader's force to reach the targeted enemy.
  • MARSHES: Add two (+2) for each Marsh hex the intercepting leader's force would have to either move through or into (including the hex it is in) to reach the targeted enemy—unless the intercepting force uses a road to move through that hex. Such road movement must be from connecting road hexes.
  • MOUNTAINS: Add three (+3) for each Mountain hex the intercepting leader's force would have to either move through or into to reach the targeted enemy—unless the that force uses a road to move through that hex. Such road movement must be from connecting road hexes.
  • DISRUPTED: Add two (+2) if any unit in the intercepting leader's force is Disrupted (8.54).

(6.55) Interception Die Roll: Having made the above adjustments, if the adjusted die roll is higher than the leader's Campaign Rating, the attempt has failed and the enemy keeps moving. It is not considered to have stopped for attrition purposes. The intercepting force stays put; it never moved. If the adjusted die roll is the same as or lower than the leader's Campaign Rating the Interception is successful. If successful:

  • STEP 1: the active, enemy force Stops moving and checks for Attrition.
  • STEP 2: the intercepting force is moved into the enemy's hex, after which it stops and checks for Attrition (however, see 6.56).
  • STEP 3: A battle is immediately fought, with the interceptor being the attacker. If the moving player is Victorious (8.5), continued movement is determined by a die roll (5.25), otherwise that leader is Finished.

FAILED INTERCEPTIONS: If a leader attempts Interception and fails, place a "Failed Interception" marker on his force. If that force is attacked during that same Operations Phase, the attacker adds two (+2) to his Battle die roll. Remove the marker at the end of the Phase.

PLAY NOTE: Interception applies only to a moving force. Other, non-moving forces belonging to the intercepted player use Coordination (8.26) if they want to get involved.

(6.56) Intercepting an Interception: A successful intercepting force moving to the target hex, may itself be intercepted by a different, enemy force, using the same rules above. Thus, you may have a situation where Army X is moving along. It attempts to pass by Army A. The leader of Army A attempts to intercept and is successful, but in moving to do so, it, passes within Interception Range of an enemy Army Z, whose leader may then attempt to intercept Army A (before A reaches Army X). If Z's leader's interception is successful, Z attacks A, after which X continues its move as if nothing had happened. If Z is unsuccessful, A moves in to intercept X and attack it.

(6.57) Double Envelopment: In the above situation (6.56), if the Interception target hex of Z was within range of X, X could wait until Z entered that hex to intercept and attack A and then roll for its own Interception! In that case, X and Z are now considered the attackers!! ... and won't A be an unhappy camper. This is called, for game purposes, a Double Envelopment. If attacking with a Double Envelopment, the attacker adds four (+4) to the Battle die roll in addition to any other adjustments. This is the only situation where an active force can attempt an interception.

PLAY NOTE: This (6.56 – 7) all sounds a mite confusing, but it doesn't happen too often and it's much simpler when you are actually moving your troops around than when reading about it.

(6.58) Ambush, or "Punic Treachery": A player may attempt to Ambush the moving Force as part of an Interception. To Ambush, the intercepting leader must start:

  • in a Rough, Marsh or Mountain hex,
  • outside a city,
  • may not cross a river to intercept, and
  • must attempt the Interception from the same or an adjacent hex

The target unit must not be:

  • inside a city
  • in a Mountain or Marsh hex

To resolve an Ambush, the intercepting player follows 6.54, with the following die roll adjustments:

  • +3 to the die roll for the Ambush attempt
  • Adjust the die roll for the Battle Letter differences between the leaders, treating an 'A' as a '1' and an 'E' as a '5'. Thus an 'A' attempting to Ambush an 'E' would subtract four (–4)

AMBUSH EFFECT: If the Ambush/Interception attempt is successful, when resolving combat, the ambushing player adds five (+5) to his die roll!!

(6.6) Overrun

Overrun is a situation where a moving force encounters a much smaller enemy force that it simply pushes aside as it continues to roll inexorably forward.

(6.61) A moving force can Overrun an enemy force if it has a 9-1 or better SP ratio (8.31); and more cavalry SPs than the enemy. This latter condition only applies if the enemy force has cavalry.

(6.62) Units inside a city, or in Mountain or Marsh hexes, may not be Overrun, nor may a moving force cross a river to directly enter a hex to Overrun. Roads do not negate the effects of rivers for this rule. Units using naval movement may not Overrun units in their landing hex. In all these instances, normal combat/siege rules apply.

(6.63) If an Overrun situation does apply, the moving force simply eliminates the entire enemy force including leaders. The overrunning force incurs no loss nor do any leaders present check for casualties. An Overrun is not a Stop (although the player may certainly do so if he wishes), so Attrition is not checked at this time. The next time the leader Stops and checks for Attrition, the player adjusts one row down for the Overrun.

(6.7) Devastation

(6.71) Devastation—the reduction of the ability of provinces to feed troops—occurs in two possible ways:

  • Specific Devastation attempts (6.72).
  • As a result of a besieging Force foraging to feed its troops (9.53).

(6.72) Devastation may be conducted in the Devastation Attempt Segment (F/3) of the Devastation Phase. A player may attempt the Devastation of any province in which:

  • He has a force of 25 or more SPs
  • That force has not moved outside the province in the game turn.
  • There is no enemy force of 25 or more SPs in that province that is outside a city.

(6.73) Procedure: To Devastate a province the player notes the number of SPs in the friendly force and consults the Devastation Chart to determine the Devastation Value of those SPs. He then rolls a die. If the DR is less than or equal to the Devastation Value, that Province is Devastated and marked accordingly. If more than one friendly force meets the criteria, repeat the above procedure for each.

(6.74) Effects: Devastation doubles (2x) the Attrition Rating of the province, as well as the road cost for that province. It does not affect Attrition costs for Mountain/Marsh hexes.

(6.75) Recovery: Devastation is not permanent; provinces may recover. In the Devastation Recovery Segment (F/1), one player (it does not matter which) rolls one die for each Devastated province. That DR is adjusted based on the total number (both players) of SPs in the province outside of a city. Consult the Devastation Chart to determine the Devastation Value of the SPs present and roll a die, subtracting the Devastation Value from the roll. If the adjusted DR is higher than the Province's printed Attrition Rate, the province recovers. Remove the marker.

(6.76) For Foraging Devastation (9.53), the player wishing to Forage undertakes the same die roll as in 6.73, with the same results applying.

(6.77) Devastation may have adverse effects on Diplomacy (see 12.31).

(6.8) Stacking

(6.81) There is no limit to the number of SPs that can be in any hex at any one time.

PLAY NOTE: Overloading cities can be dangerous when it comes to withstanding a siege, as another one of those "brief glances" at the Attrition Table will show. These guys have to eat.

(6.82) It is possible that two opposing forces will occupy the same hex with neither inside a city. This is allowed.

(7.0) The Naval Superiority System

DESIGN NOTE: This rule is used in scenarios in which naval activities were minimal. The Naval Superiority System covers the biggest problem: the incredible dangers of crossing the Mediterranean in ships ill-suited for such purposes.

(7.1) Naval Superiority

(7.11) The seas are divided into Naval Zones. At the beginning of the game, each Naval Zone is given a Naval Superiority (NS) Level, representing the "superiority" one side currently has over the other in terms of its naval presence in that area and the ability to patrol it.

PLAY NOTE: On the Italy map, the Sicilian Straits are a separate Naval Zone; the Corsica-Sardinian Straits are not.

(7.12) NS Markers: Naval Superiority Levels are represented by a marker for each player, placed in a given naval zone, showing numbers from +4 (best) to 0 (balance of power) to –4 (nary a galley in sight). The NS Level represents just how much better one side was than the other, and it is used to augment Naval Transport and Siege Assault on Ports (see 9.43) die rolls. "+4" would be the equivalent of Naval Supremacy. Place NS markers in each Naval Zone to keep track of that zone's NS Level.

EXAMPLE: Rome +3 and Carthage –3 NS markers in the Mare Tyrrenhium would indicate the respective and relative naval presence of each player in that sea. Note that it is possible for the NS markers to be "unbalanced"; e.g., +3 and –1. This occurs in scenarios where there are factors other than those supplied solely by the two protagonists.

(7.13) Effects: Every time a player wishes to transport units by sea (see 7.2) he adds (or subtracts) to/from the die roll his NS Level for the "least friendly" Naval Zone into which he has to move. Thus, a player that starts Naval Transport in a +1 NS Level zone, transports into a +2, and then into a –1 would subtract one from his transport die roll (in addition to any other adjustments; 7.24), because the –1 NS Level zone was the "least friendly".

(7.14) NS Levels can be changed by a Re-Allotment of naval assets or Construction of new fleets, both of which are handled abstractly for this mechanic. Re-allotment and Construction are available per scenario instructions.

(7.15) Re-Allotment: In the Naval Superiority Construction/Re-allotment Segment (F/2) a player may raise the level of any Naval Zone any number of NS levels in his favor by removing a similar number of levels from any other zone(s). The maximum number of NS levels that can be removed from any one zone in any one turn is one (1). When increasing (or decreasing) an NS level in any Zone in your favor, lower (raise) the NS level of the opposing player in that zone by a similar, but opposite, level.

EXAMPLE: The Roman is +4 (Carthage –4) in both the Mare Tyrrhenum and the Mare Adriaticum. He wishes to increase his presence in the Mare Africum, which is presently Roman –1/Carthage +1. He removes one level from both the Tyrrhenum and Adriaticum, reducing them to Roman +3/–3, and increases his presence in the Africum to Roman +1/–1.

(7.16) A player may both re-allot and construct NS levels in the same phase. Re-allotment has no effect on raising legions or troops.

(7.17) Certain results on the Basic Naval Transport Table will affect the NS Levels; these are clearly indicated and represent loss of galleys, etc. Regardless, NS Levels may never go beyond +4/–4.

(7.2) Naval Transport

(7.21) Players may transport forces across coastal and deep sea hexes. To do this, the player moves the force into a Port hex and Stops. If the leader is successful in Continuing, or starts inside a Port, he then states his wish to move by sea, traces the path of movement through the sea hexes (7.24), and then rolls on the Naval Transport Table, applying the results. Naval Transport is not used for crossing straits.

(7.22) All Naval Transport must start from inside a Port city. All transported units may land either inside a port city or, with severe limitations, in certain types of hexes, as delineated by the Naval Transport Chart. Units may be Scattered (7.28). There are three types of ports: Major, Secondary and Minor; the latter two have debarkation and embarkation limitations (see 7.25).

DESIGN NOTE: [Italy Map] Thurii (It-5509) IS a port, even though it is inland. Many sources refer to Thurii as a usable port—and all maps place it where it is. It is probable that the river it is on was navigable to commerce. Naval transport reaching It-5508 or It-5609 can consider itself to have reached Thurii.

PLAY NOTE: The ability to land small forces in non-port hexes allows for "raids", a venture often used in this era—with varying success.

(7.23) There is no limit as to how far players may attempt to carry units in one Naval Transport Movement Operation, but the success of the movement depends on the results from the Naval Transport Table. The latter determines whether all, some or none of the transported units arrive safely. As required by 7.24, the moving player must note the path of sea hexes to be traveled. Players should use the Naval Transport markers to indicate what units are "at sea" and where they are.

(7.24) The Naval Transport die roll may be adjusted, as follows:

  • Naval Superiority Level of the least friendly Naval Zone entered (7.13)
  • For every full 20 coastal hexes traveled, subtract one from the die roll; amounts less than 20 do not count.
  • For every 5 deep sea hexes, or fractions thereof, traveled subtract one from the die roll; amounts less than 5 do count.

EXAMPLE: The trip from Neapolis to Messana costs no DRM, as it is less than 20 coastal hexes. From Caralis (Sardinia) to Drepanum would incur a –2 DRM, as it would entail 7 Deep Sea Hexes (and a few coastal hexes, which have no effect).

DESIGN & HISTORICAL NOTE: As noted, triremes and Quinqueremes, the galleys of the era, were ill-suited for long distance, deep sea trips—not only because they were relatively unseaworthy but because they couldn't carry very many supplies. Therefore, most (like 95%) voyages consisted of simply short-hopping along the coast line from one friendly port/beach to another. It was tedious—but it was safe. Players will find it "safer" to make short haul trips.

(7.25) Port Capabilities: The number of SPs that can voluntarily embark/debark into or out of a port is limited by the size of the port. Units can only embark from a port, though units can debark (safely) in certain non-port hexes. See the Naval Transport Chart.

(7.26) Stopping Procedure: Units using Naval Transport must "stop"—end their movement—in a coastal hex. They do not have to debark at that time, but they cannot stop in an all-sea hex. Upon stopping, the player must roll on the Naval Transport Table for the distance traveled, taking any losses incurred, and then also roll for continuation, if desired. If there is a Scattered result (7.28) it is immediately applied!! Units using Naval Transport may not stop in any coastal hex containing enemy land units, a garrisoned enemy city, or in any coastal hex adjacent a garrisoned enemy city, unless the land units being transported are going to disembark.

(7.27) Amphibious Attacks: As soon as a force disembarks it Stops. There is no Attrition die roll—that is handled by the Naval Transport die roll). If the hex is occupied and the active force desires to attack, there is a –3 to the die roll to the Battle Results Table (BRT). If it does not attack but is, in turn, attacked by enemy forces in that game turn before leaving the landing hex, there is a +3 adjustment to the attacker's die roll on the BRT.

(7.28) Scattered: If the Naval Transport result is Scattered, the force must disembark (see the Disembark column on the Naval Transport Chart for special allowances for units that are forced to Disembark due to Scatter); place a Scattered marker on top of it. In addition, roll for Leader Casualty (8.6) for all leaders therein. A Scattered force is treated as if it were Useless; see 8.55. The force remains Scattered until a suitable leader conducts a Reform Scattered Unit operation at which point the force is now at normal status and the marker removed.

(7.29) End of Turn Automatic Scatter: Any units that are in the middle of a Naval Transport—i.e., they have not landed—when the turn ends are automatically Scattered in the coastal hex they occupy. If the coastal hex is enemy occupied or the hex has a garrisoned enemy city, the fleet is considered sunk and all leaders and SPs are eliminated.

(7.3) Crossing Straits

(7.31) Land units may directly cross straits without using Naval Transport. However, to do so, the units crossing must check to see whether enemy fleets in the zone, represented by the NS Level therein, intercepted such crossing and initiated a naval battle (see also 6.38). Any strait crossing where the moving player has a level of +3 or less has the possibility the crossing will be opposed. If the player has a level of +4 in that strait (or zone) the crossing is automatically unopposed.

(7.32) To see if the crossing was opposed, the moving player rolls the die, adjusts the roll by his NS level, and consults the Strait Crossing Table.

EXAMPLE: A Player trying to cross a Force over a strait where his NS is "–1" would be opposed on an unadjusted DR of '4' or less, as the –1 would reduce that to the required '3' or lower.

(7.33) If the crossing was opposed, the moving player checks to see how many, if any, of his SPs were lost based on his NS Level, per the instructions on the table.

EXAMPLE: NS Level is +2, the DR is a '5'. 5 –2 =3, doubled = 6. That force has lost 6 SPs. If NS Level were –1, the player would cross-index row A of the Attrition Results Chart with the size of the force, losing the number of SPs listed.

(7.34) If cavalry or Elephants are present, at least one-third of losses must be in Cavalry and/or Elephants, until both are eliminated totally.

(8.0) Land Combat

DESIGN NOTE: The basic design and historical theory being applied here is that battles of the ancient period were won by a combination of leadership skills, cavalry superiority, and tactical position superiority. The Romans added some spice to this mix by elevating discipline and training into the pantheon. While sheer strength in numbers was not unimportant, it was rarely the deciding factor.

(8.1) Combat Units and Strengths

(8.11) There are four different types of land combat units (infantry, cavalry, elephants and siege engines), reflecting the basic tactical systems of the era, somewhat reduced and homogenized for game purposes. The different types are listed in 2.2.

(8.12) Each force consists of counters representing the strength of each combat type for each different Contingent.

EXAMPLE: A typical Punic War Carthaginian army might consist of: 20 SPs (10,000) Libyan Infantry, 15 SPs (7,500) Iberian Infantry, 20 SPs (10,000) Gallic Infantry, 12 SPs (3,600) Elite Numidian Cavalry, 16 SPs (4,800) Iberian Cavalry, 2 SPs (20) Elephants. This force would be represented by combat units of the appropriate strength for each of the six Contingent/Types. This rather unwieldy stack of counters would then be placed in one of the Army boxes on the appropriate Army Display while the corresponding Army marker and the Hannibal leader counter would represent that force on the map—unless you like the Pisa Tower Effect of seeing them all on the map.

PLAY NOTE: Those of you who like a little "fog of war" can play that you cannot inspect what is under the Leader counter (or in his Box off-map).

(8.13) Elite Units: Certain units may be designated by the scenario as "Elite". There are combat units that are marked "Elite", and these should be used to note those units.

(8.14) Special Units: Special units such as the Roman Legions are described in the volume specific rules.

(8.2) Pre-Combat: Attack, Avoidance, and Coordination

The General Pre-Combat Resolution Sequence is:

  1. The player controlling the active leader announces he is initiating an Attack operation against the enemy force in the same hex.
  2. The defending player states whether he will attempt Avoidance (8.23) and then determines same.
  3. If Avoidance was unsuccessful or not attempted, the Attack operation is conducted, otherwise, the Attack operation is cancelled and the active player may select another operation.
  4. If the Attack operation is conducted, both players check for Coordination (8.26), if possible and desired.
  5. Proceed to Resolving Combat (8.3).

PLAY NOTE: If the active player moved his force into the hex he must first Stop and check for Attrition to conclude the Movement operation, and then check for Continuation prior to initiating the Attack operation. There is no Continuation role if the attacking player's force starts the Operations Phase in the same hex as the defender and the attacking player announces the Attack as his first operation.

PLAY NOTE: The attacking force need not include all friendly units in the hex. If the player moved into the hex, he can exclude units that were part of the moving force and/or include units were already in the hex.

(8.21) Combat occurs as result of an Attack Operation (or a successful Interception, see 6.5). In order to conduct an attack, there must be enemy units (outside of a city) in the same hex as the player's force. An enemy force inside a city cannot be the object of an Attack Operation (for that, see the Siege rules in 9.0), though a force inside can conduct an Attack Operation against an enemy force in the hex. Attacking is strictly voluntary (except for Interceptions), and opposing forces can coexist in the same hex.

The attacking player may use any/all eligible units in the hex, subject to 5.41 and any specific command restrictions given in the individual volume rules, as part of the attacking force. All defending units in the hex must participate in the combat.

(8.22) Avoidance: The defending player may attempt to avoid battle (or Siege see 9.22) immediately after the attacker has announced his Attack (or Under Siege) operation. All defending units in the hex are considered part of one force and must participate. The leader in charge is determined by 5.43. The defending player cannot attempt Avoidance if the defending force:

  • has been intercepted (6.5)
  • is being Overrun (6.6)
  • cannot either leave the hex or enter a friendly city in the same hex
  • has a city Under Siege (9.24) and is attacked by the Besieged force

(8.23) Avoidance Procedure: To determine whether a potential defender may avoid battle, the player rolls the die. If the adjusted DR is the same as or lower than the commanding leader's Campaign Rating the force retreats up to two (2) hexes away from the attacker, incurring one ALP (6.43) for each Flat or Rough hex entered and two ALP for each Mountain or Marsh entered.

If the adjusted DR is higher than his leader's Campaign Rating the force is stuck and must defend with a +2 to the Battle DR (8.31). Attempting avoidance is not a harmless undertaking.

The force cannot retreat:

  • across the hexside through which the attacking force entered the hex
  • across an impassable hexside or into an impassable hex
  • into a hex the force already entered

The force may enter:

  • an enemy occupied hex, but may not leave that hex unless the hex is also occupied by a friendly force.
  • a friendly city including one in the same hex ending the retreat

Exception #1: the maximum attrition loss that can be incurred by such retreat is 10% of the retreating SPs

Exception #2: There is no Attrition if the retreat is into a friendly city.

AVOIDANCE DRMS:

  • –2 if the force will retreat into a friendly city in the same or adjacent hex
  • –1 if the force will retreat into a friendly city two hexes away
  • –1 if the force is in a Mountain or Marsh hex
  • –1 for each Guile Point expended by defending leader
  • +1 for each Guile Point expended by attacking leader
  • +3 if the only path of retreat is across a river

The above is summarized in the AVOIDANCE CHART.

(8.24) If a defender has successfully avoided battle, the Attack operation is cancelled and the active leader may select another Operation. He is free to go after the retreating force and attempt another Attack Operation against that force, or conduct any other eligible Operation.

(8.25) Coordinated Attacks: The attacker and/or the defender can attempt to coordinate his attack/defense with another, friendly, leader-commanded force that is within three hexes. Coordination attempts take place after any Avoidance attempt. Only one additional force per player may be brought in by coordination, regardless of how many additional forces are within range. The player with the nearest force, in terms of hexes, checks for Coordination first. If both players have eligible forces equidistant, the defender checks first. Forces that have successfully used Avoidance may not attempt Coordination during that Operations Phase.

Example: Hannibal is in Florentia (It-2414); he moves to attack Consul P. Scipio, Campaign Rating of '6', OC of two consular armies (73 SPs) in It-2815. The Roman Player decides to try to avoid combat with Hannibal. Scipio is within two hexes of Clusium, to which he will try to retreat (earning him a -1 adjustment to the die roll), and he has one Guile Point, which he will use (earning a -1 to the die roll). Hannibal opts to not use any Guile, but since Scipio is Roman a +4 is added. Scipio, therefore, gets a +2 adjustment to the die roll. The Roman Player rolls a '3', to which he adds that +2, for an adjusted die roll of '5', which is lower than his Campaign Rating. Scipio now moves two hexes into Clusium with no attrition loss since he moved into a city. If the die roll had been a '6', the adjusted die roll of '8' would have meant no Avoidance. Scipio would have been forced to defend and incurred a +2 DRM (beneficial to Hannibal) on the BRT for even thinking of retreating (see 8.31). With a successful Avoidance, Hannibal can select another Operation including moving his force to Clusium to conducted additional operations against Scipio.

Example: The Carthaginian army commander Gisgo (1P-5) moves into a hex to attack a Roman army. Two hexes away (no rivers) is another Carthaginian army under Hanno (1P-11), whose army Hanno wishes to add to the attack. Gisgo's Campaign Rating is '5'; Hanno's is also '5'. So 5 + 5 = 10; halved is 5; - 2 (hexes) = 3. The Carthaginian player rolls a '1', so Hanno's army is moved to join Gisgo's army.

(8.26) Coordination Procedure: The Coordination Range is three hexes (maximum). To determine whether a force will join in the battle, the following steps are taken:

  1. The player wishing to coordinate adds the Campaign Ratings of the two leaders involved in the Coordination attempt. He then halves the total, rounded down.
  2. From the above total, he subtracts the number of hexes between the two leaders, counting the selected leader's hex, but not the battle hex. He also subtracts the number of non-road river hex sides to be crossed. The path between the two leaders may not include Mountain or Marsh hexes.
  3. The player now rolls one die. If the die roll is higher than the total computed in step 1 and 2, coordination does not occur.
  4. If the die roll is the same as or lower than the total, coordination is successful, and the selected force is moved into the battle hex checking Attrition for such a move. The units so moved are added to the attacker's and/or defender's force and must participate in the attack. The leaders in the battle are determined by 5.43.

PLAY NOTE: Coordination, which happened rarely in ancient warfare, will happen just as rarely in play.

The above is summarized in the COORDINATION CHART.

(8.27) Either player may attempt Coordination with a friendly force inside a city that is in the same hex using the above procedure. Terrain and hex distance effects are ignored.

(8.3) Resolving Combat

All non-Siege combat is resolved on the Battle Results Table (BRT). The table is a list of adjusted die rolls for the 10-sided die, adjustments running from –13 to +22, a total of 36 possible results. To resolve a given battle:

  1. Determine all DRMs (8.31)
  2. Conduct Elephant Commitment (8.36)
  3. Roll one die, apply DRMs, and note result.
  4. Distribute Losses (8.34) and check for Leader Casualties (8.6)
  5. Conduct Pursuit and Butchery, if applicable (8.38)
  6. Conduct Retreats, if mandated (8.37)
  7. Apply After-Battle Effects (8.5)

(8.31) The Battle DR Adjustments. Positive (+) DRM help the attacker; negative (–) DRM aid the defender.

  • Leader Tactical Ability Adjustment: The comparison of tactical abilities can result in a die roll adjustment of as much as +/-9. See 8.32 for how this works.
  • Subordinate Leader Battle Points: Non-active leaders with the Force may use their Subordinate Leader Ratings as die roll adjustments (maximum of 2 points per player). Leaders in command of the battle do not use their Subordinate Battle Rating to affect combat; they use their Battle Letter.
  • Combat Ratio Adjustment: The attacker totals his SPs and compares them to the total SPs the defender has. This comparison is expressed as a simple ratio, rounded down in favor of the defender. Players then consult the Combat Ratio Chart to determine the die roll adjustment. Odds are always expressed from the viewpoint of the attacker, so odds in favor of the attacker will get a positive adjustment, while those in favor of the defender will achieve a negative adjustment. Elephant SPs are not included in these calculations.
  • Cavalry Superiority: Determine the difference in cavalry strength by subtracting the cavalry strength of the player with the lesser amount from the player with the larger amount. Consult the Cavalry Superiority Chart and cross reference this difference with Force type and terrain to determine the battle DRM for Cavalry Superiority.
  • Failed Avoidance or Interception Attempt: +2 to die roll (as per 8.23 and 6.55).
  • Ambush: +5 to the die roll (see 6.58)
  • Double Envelopment: +4 to the die roll (see 6.57)
  • Terrain: If the attacker (any attacker, including one from a coordinating force) has crossed a river (and remember 6.35) to directly enter the battle hex (even if he used a road), subtract three (–3) from the die roll.
  • Amphibious Attacks: If the attacking force disembarked in the hex, or entered the hex via a strait crossing (6.38), subtract three (–3) from the die roll. If a force is attacked in its debarkation hex or remained in the hex entered after a strait crossing during that turn, add three (+3) to the attackers die roll (see 7.27). The DRMs do not apply to forces that disembark/cross into a city.
  • Elite Units: The player adjusts the die roll one in his favor (attacker adds, defender subtracts) for each Elite unique unit type and Contingent of at least 5 SPs present. Elite cavalry modifiers apply even if the battle is in Mountain or Marsh terrain.

PLAY NOTE: If the player has at least 5 SPs of Elite Numidian Cavalry units involved in the battle, he would receive a +1/–1 to the die roll. The number of counters doesn't matter. The modifier is determined by Contingent (Numidian) and Type (Cavalry) with a minimum of 5 SPs of that contingent and type.

  • After Battle Status Effects: Consult the After Battle Status Effects chart to determine the applicable Battle DRM. If units with more than one ABS are involved in the battle, use the worst.
  • Elephants: As per the Elephant Table.

All of the above adjustments are cumulative, and there is no limit to how far up or down the die roll may be adjusted, other than the limits of the BRT.

(8.32) Leader Tactical Capability: Potentially, the most important adjustment on the BRT is the effect of the relative tactical capabilities of the two leaders in charge of the battle (see 5.34). This comparison not only uses the Battle Letter of the leaders in question, but it also accounts for a range of ability that each leader may have on a given day, within the parameters of his capability. To determine the DRM for Tactical Ability, the players use the Leader Battle Ability Table, as follows:

  • STEP 1: Each player notes the Battle Letter of the leader who is commanding in the battle (see 5.41).
  • STEP 2: He then rolls one die and cross references that die roll with the letter rating, on the Leader Battle Ability Table, to get that leader's Tactical Rating for that battle.
  • STEP 3: The leader with the highest numerical Tactical Rating now subtracts the Tactical Rating of the "lower" leader, and the resultant number is the die roll modifier in his favor.

UNLED DEFENDERS: Defending units without a leader are considered to have a leader with a Tactical Rating of "0" for that battle.

EXAMPLE OF A BATTLE: Hannibal, with a Combat Rating of "A", attacks a Roman army in 4705 (Flat) under Consul Varro, who has an "E" Rating. The numerical odds, expressed in terms of the Carthaginian attackers, are 1-2 (97 SPs to 184 SPs). However, the Carthaginians have 13 more cavalry SPs than the Romans. The following die roll adjustments apply:

Overall Leadership: The Carthaginian player rolls a '3' for Hannibal, giving him a Leadership Tactical Ability Rating of '6'. The Roman player rolls a '6' for Varro, for a '3' Leadership Tactical Ability Rating. The Leadership Tactical Ability Adjustment is then +3 (Hannibal's 6 minus Varro's 3).

Subordinate Leaders: Rome has no leaders with a SBR, but Hannibal has Mago and Maharbal, both supplying 1 point each, for a +2 adjustment (the maximum).

Strength Comparison: The Carthaginians are attacking at 1-2, which is a –2 adjustment of the die roll.

Cavalry Superiority: Hannibal has 13 more cavalry SPs than the Romans, which gives him a +4 die roll adjustment, the terrain being "flat".

Elite Units: One of the Roman legions are "veteran", so there is a –1 adjustment for Roman training. However, Hannibal's Numidian cavalry is Elite for an adjustment of +1. They cancel each other out, for no adjustment.

There is an additional +5 DRM due to some rules specific to the Romans that will be covered in detail in the volume specific rules.

The total DRM, expressed from the attacker's viewpoint, is +13. (In order, from above, +3 +2 –2 +4+1+5 = +13) The Carthaginian player rolls a '9', to which he adds 13 for an adjusted die roll of +22. The Roman player suffers 75% losses-138 SPs!!!-to his army; the Carthaginian player, whose result was a (), rolls a '4', which means he loses 4 SPs (which is less than 5% of his 97 SPs).*

HISTORICAL NOTE: The above example is a game representation of the smashing defeat of the Romans by Hannibal at Cannae. Notice how little effect sheer numbers had on the outcome, and how the result was greatly affected by the level of command capability on both sides. Although the DR was the best the Carthaginian could have gotten, we did not take into account the Pursuit and Butchery Rule (8.38).

Combat Losses

(8.33) All results are expressed in terms of the percentage of SPs lost by the attacker (to the left of the slash) and by the defender (to the right of the slash). Thus a 30/20 result means the attacker loses 30% of his men, the defender 20%. The Percentage Loss given on the BRT is adjusted as follows:

  • If the Combat Ratio DRM was greater than +3, decrease the attacker's loss by 5% for each DRM greater than +3. If the attacker's BRT result was a "*", the attacker suffers no loss.
  • If the Combat Ratio DRM was less than –3, decrease the defender's loss by 5% for each DRM below –3. If the defender's BRT result was a "*", the defender suffers no loss.

An adjusted percentage can never be more than 100% or less than 0%. A 1 SP force is automatically eliminated in any battle where either of the above two conditions apply. The Percentage Loss is not adjusted if that result occurred through an Unpredictable Result (8.4). Furthermore, the unadjusted percentage from the BRT is used to determine who Retreats (8.37).

EXAMPLE: A force of 50 SPs attacks a force of 10 SPs with a BRT result of 10/30. The attacker takes no loss, (+5 Combat Ratio DRM), while the defender loses 3 SPs (30% of 10) and must Retreat.

(8.34) The adjusted percentage loss is applied as follows:

  • INFANTRY: Consult the Percentage Loss Chart and cross reference the percent loss from the BRT with the total infantry strength present to determine the total SP loss. The SP losses are divided as evenly as possible among the different contingents. Any uneven losses are assigned by the affected player with the exception that any Elite contingents must take the loss first.
  • CAVALRY: Consult the Percentage Loss Chart and cross reference the percent loss from the BRT with the total cavalry strength present to determine the total SP loss. SP losses are distributed as the owning player sees fit with the exception that the contingent in the battle with the most cavalry SP must take more SP losses than any other individual contingent.
  • ELEPHANTS: Committed Elephants use the Cavalry method for extracting losses. Uncommitted Elephants (8.36) do not suffer losses.

PLAY NOTE: To use the Percentage Loss Table, cross index the percent loss with the number of either infantry and/or cavalry SPs. If the size of the force is 10 or less, read the result directly from the table—a 20% loss on a 4 SP force would give a 1 SP loss. If the number of SPs is greater than 10, use the column associated with the 10's digit of the force size added to the column for the 1's digit—a 20% loss on a 25 SPs force would produce a 4+1=5 SPs loss.

EXAMPLE: A Carthaginian army composed of 78 infantry SPs (45 Libyan, 15 Iberian, and 18 Gauls), 18 cavalry SPs (10 Iberian and 8 Numidian), and 2 committed EL SPs that takes 20% losses removes 16 infantry SPs, 4 cavalry SPs … and no EL SPs (more of which below). Each infantry contingent would take a 5 SP loss, with the remaining 1 SP removed as the Carthaginian sees fit. The cavalry loss would be 3 SPs of Iberian horse and 1 SP of Gallic horse since the Iberian contingent was the largest so must take more losses than any other single contingent.

(8.35) Cavalry Loss Option: A Player may choose to trade cavalry losses for infantry. For every cavalry SP loss he wishes to take above the number of SPs he is mandated to lose, he may reduce his infantry losses by two (2). Thus, using the example in 8.34, the player could take 5 cavalry SPs losses, instead of 4, and then reduce his infantry losses from 16 to 14. This choice is made before undertaking the retreat (8.37).

(8.36) Elephants: Elephants are used to, hopefully, negate the use of enemy SPs or add to the BRT die roll. They could end up doing just the opposite. Prior to rolling on the BRT, each player decides whether to commit his Elephants, and how many of them he will commit. For each Elephant SP committed to battle, the player rolls one die and consults the War Elephants Table applying the results as they happen. Thus, a player with 10 SPs of Elephants may choose to commit up to 10 SPs and make ten separate die rolls. He may stop committing elephants at any time; he is not locked into committing a specific number, even if he announces such. Elephant SPs are never included in the SPs totals for normal battle resolution, and uncommitted elephants are not subject to percentage losses. Committed Elephant SPs are subject to percentage losses.

If both players have elephants, each player commits one Elephant SP at a time, alternating the die roll for such. Attacker commits first. If one player halts his commitment, the other may always continue, as per above. After all the commitment rolls are resolved, the Combat Ratio Adjustment and Cavalry Superiority DRM are adjusted to reflect any losses that have occurred.

TERRAIN: Elephants may not be committed or used in any battle in Mountain or Marsh terrain.

(8.37) Retreats: Retreats are only sometimes mandatory. It is also possible that both players may remain in the hex after combat.

MANDATORY RETREATS: The player who has suffered 10% or more BRT losses greater than his opponent has suffered (e.g., a 20/10 result means the attacker has suffered 10% greater losses), must Retreat all of his units in the hex including those that did not participate in the battle. He is the "loser" (see 8.5). If the winner earned a Major Victory (8.52), the loser must retreat regardless of the BRT result. Retreats are conducted according to the Retreat Procedure described below.

TIES: If both players suffer equal percentage losses neither has to Retreat; Retreat is voluntary, the defender choosing first.

VOLUNTARY RETREAT: The player who has less than 10% more losses than his opponent may voluntarily retreat using the Retreat Procedure described below.

Treat an () result as less than (<) 5%.*

RETREAT PROCEDURE: The player retreats his force up to three hexes. The force must leave the starting hex unless the force can retreat into a friendly city in the same hex. The force cannot retreat:

  • across the hexside through which the attacking force entered the hex
  • across an impassable hexside or into an impassable hex
  • into a hex the force already entered

The force may enter:

  • an enemy occupied hex, but may not leave that hex unless the hex is also occupied by a friendly force.
  • a friendly city including one in the same hex

A retreating force is eliminated if it must leave the hex and can't due to impassable terrain and/or the entry hex of the attacking force. A retreating force cannot drop off units, nor can the force be intercepted.

A besieged force that must Retreat stays in the city.

All retreats incur one ALP (6.43) for each hex more than one retreated (two ALP for Mountain/Marsh hexes), plus one for each non-road river hex side crossed (see 6.47).

(8.38) Pursuit and Butchery: A force that must retreat is subject to additional losses as the fleeing troops get cut down while running away. The ability to so inflict such losses is dependent on the Cavalry Superiority die roll adjustment (as per 8.31), but using the cavalry SPs remaining after the battle. Only those cavalry that participated in the battle are considered. The post-battle, Cavalry DRM for the winner becomes the Pursuit Factor (PF).

  • if the winner does not have more Cavalry SP than the loser, there is no Pursuit and Butchery
  • if the winner has more Cavalry SP than the loser, the minimum PF is one (1) even if battle took place in a Mountain or Marsh hex.

EXAMPLE: If after losses are taken, a non-Roman winner, in a Flat hex, have 14 Cavalry SPs and the losers 6 SPs, that Cavalry Superiority results in a PF of 2.

The victorious player rolls a die, multiplying the die roll by the PF. The result is the percentage of additional losses incurred by the losing army, rounded down to the nearest percent value on the Percentage Loss Chart. Thus a PF of 3 and a die roll of 6 would produce a 15% butcher's bill (18% rounded down to 15%). Regardless of the die roll, the maximum Butchery percentage is always 50%. Losses are distributed per 8.34. All retreating units are affected.

Post-battle Butchery does not affect the After Battle Status (8.54); but it may affect victory determination.

PLAY NOTE: There is no actual movement in Pursuit & Butchery, other than the retreat being undertaken by the defeated force.

(8.54) After Battle Status (ABS): Aside from the political effects of winning or losing, a major battle pretty much finished a large number of the participants. It is extremely rare to find an army—even an army as spectacularly victorious as Hannibal's was from 218-216 B.C.—fighting more than one battle a year. Therefore, in addition to the combat losses, the following statuses are applied to all combat units after a battle:

  • Winners (any level): DISRUPTED
  • Losers (but not Major): DISORGANIZED
  • Major Losers: USELESS
  • No Winner (and losses are ≤ 15%): DISRUPTED
  • No Winner (and losses are > 15%): DISORGANIZED

If a unit already has an ABS, it retains that ABS unless the new result is worse. Thus a Disorganized unit would remain so unless it received a Useless result.

DESIGN NOTE: In ancient battles, many (if not most) of the casualties occurred after the battle was lost or won, and these casualties could be extremely heavy. Losing a battle was not simply a matter of reaching a "breaking point"—which, in terms of casualties, was often very low. It was the fact that the winners usually butchered the fleeing losers. Losing a battle is usually a disaster, even if the actual battle results weren't.

PLAY NOTE: Instead of using a Disrupted marker, the reverse side of the army marker may be used to indicate that status.

The above status applies only to land battles where one side started with at least 20 SPs. In addition, the status does not apply to winning force that loses no SPs, nor do they apply to sieges.

(8.4) Unpredictable Results

HISTORICAL & DESIGN NOTE: Ancient battles sometimes—but not often—produced results far out of line with what one would normally think would happen. Maybe the gods were angry, maybe the laws of possibility had a direct link-up to the local priesthood. Whatever, regardless of what you bring to the battle table, you must operate under that old Sabine proverb, "One Never Knows, Do One."

If a combat result on the BRT is an "X", the attacker has attained an Unpredictable Result. Grab your valium, sacrifice that lamb, burn that incense ... and roll again, adjusting the DR by the number next to the "x". Both players may also choose to add (attacker)/subtract (defender) to his die roll any Guile Points their commander for that battle has available. Such choice is made first by the attacker and then by the defender. This adjusted DR (which is never adjusted below 0 or above 9) is the number in brackets—e.g., [4] on the BRT, and the result for that battle.

EXAMPLE: An adjusted UR die roll of [2] would produce a 20/5 result.

(8.5) Victory, Loss and After Effects

(8.51) The player whose force did not retreat (8.37) wins the battle. If neither player retreats, or if both players voluntarily retreat, there is no winner.

(8.52) Major Victory: A player wins a Major Victory if he wins a Battle and the force he defeated had at least 20 SPs before the battle and the defeated force suffered at least twice as many SP losses as did the winning force. Elephant losses do not count but losses from Pursuit and Butchery do.

(8.55) The effects of ABS apply to a force if any units therein have that status. See the After Battle Status Effect Chart for a complete list of effects.

(8.56) Units with ABS may recover in one of two ways:

  • RECOVERY FROM BATTLE: In the End-Turn Phase Recovery from Battle segment (G/2), all units with an ABS automatically improve their status by one level from Useless to Disorganized, Disorganized to Disrupted, or Disrupted no ABS.
  • CITY RECOVERY: Units with an ABS that are inside a Large or Medium city may improve their status by one level as above if stacked with the active leader provided that the leader can command (5.41/2) all units in the city, and that leader remains in the city for his entire Operations Phase.

PLAY NOTE: ABS has no effect on Avoidance, as this capability is more reflective of a leader's ability. ABS also has no effect on individual leaders—only combat units.

(8.6) Leader Casualties

Leader casualties usually occur as the result of battles, sieges, etc. However, they also may occur as Augury Events (13.0) or the inexorable progress of time, disease, etc. (Mortality 8.62). Killed/wounded leaders—regardless of how/where/when it happens—may be replaced.

(8.61) Every time a leader is involved in a combat where his side lost at least 1 SP, the owning player must check to see if he survives. For that, the player uses the Mortality Rating (MR). For battle casualties, the player checks for each and every leader in the stack at the conclusion of the battle, as follows:

  • STEP 1: Roll the die. For any leader on the "losing" side (if any), add one (+1) to this die roll.
  • STEP 2: If the adjusted die roll is lower than the MR there is no effect. If the die roll is same as or higher than the MR: there is a Leader Casualty. Roll Again. There is no adjustment to the second die roll.
  • STEP 3: If the second die roll is lower than the MR, the leader is wounded and may not undergo any more Operations Phases this turn. He may return next turn.
  • STEP 4: If the second die roll is the same as or higher than the MR, the leader has been killed.

(8.62) Killed leaders are removed from the game. Wounded leaders return at the beginning of the next turn and are placed in any hex with a friendly unit. Any replacement brought in to fill in for the wounded leader is removed and is once again available as a replacement.

(8.63) Leader Replacements: There are three times during a turn when a Killed/Wounded leader can be replaced:

  • A. When a leader is Killed/Wounded, leave his LAM in the Pool. When/if his LAM is later picked, that LAM may be used—only—for purposes of bringing in a replacement leader.
  • B. Leaders may be brought in as replacements at the beginning of the next turn.
  • C. An OC may use a Guile Point to bring in a replacement leader as a Manpower Operation (5.3[7]). All rules that apply to that Operation for raising troops also apply here (in terms of how many times per turn, Finishes, etc.)

(8.64) Leaders may (not must) be replaced, and the replacements come from any leaders for that player that are available and not yet in the game, including leaders labeled "Replacement" leaders. The latter are leaders used—and available—solely for the purpose of taking the place of killed leaders when no other leaders are available.

Leaders entering the game as replacements are placed in the hex/city with either the force the former leader was with when he met his demise or with the player's Overall Commander.

(8.65) The number of LAMs available to a replacement leader is highly restricted if he enters at any time other than at the beginning of a turn. If he enters at the beginning of the game turn before any Operations Phase has been undertaken, there are no restrictions. When entering the game during an Operations Phase:

  • if the removed leader has any LAMs remaining in the pool (not including the one that enabled the new leader to enter the game; 8.64), remove all of them and replace them with one (1) of the new leader's LAMs.
  • if none of the removed leader's LAMs are remaining, no new ones are put in.

(9.0) Cities and Sieges

All cities, regardless of size, are assumed to have at least a couple of guys hanging around as a garrison, so cannot simply be entered unless they are already controlled by or friendly to the moving player (see 6.37). Units inside a city may not be attacked using the normal combat rules. Instead, cities can be taken (and any units therein "removed")—captured—by one of the following methods:

  • Assault (9.3)
  • Attrition (9.5)
  • Treachery (9.6)
  • Surrender (9.7)

All but Surrender require the target city to be placed Under Siege.

DESIGN AND HISTORICAL NOTE: The Art of Siege was not one fully attainable by most of the "protagonists" in this game. Much of the Hellenistic Art of Siege, as perfected under Alexander the great had, curiously, and unlike the use of elephants, not progressed westward to any great extent. The "science" of siege defense—huge walls encircling even the largest cities—far outstripped the technology of siege tactics. Most sieges consisted of simply trying to swindle, scare and/or starve the inhabitants into submission. Treachery was the favored methodology. All-out assaults were often a costly hit-or-miss proposition. The Punic Wars was one of the turning points in the development of Siege techniques in this era.

(9.1) City Intrinsic Defense Strengths (IDS)

(9.11) City Size: Cities are Large (e.g., Carthage/Cr-3028), Medium (e.g., Lilybaeum/It-5526), or Small (e.g., Ausculum/It-4608). See the Terrain legend on the maps for visuals.

(9.12) IDS: Each city has an Intrinsic Defense Strength (IDS), according to their size. A city's IDS represents the difficulty besiegers will encounter in taking that city by siege, if the city is well-defended by an appropriate garrison. In some scenarios, and in certain periods of time, these IDS may vary. E.g., Agrigentum (It-5923; also known, historically, as Acragas) during the Punic Wars. These changes are noted in each scenario.

  • Large City IDS = 7
  • Medium City IDS = 3
  • Small City IDS = 1.

The IDS also determines the number of City Militia SPs placed in the city when it is placed Under Siege (9.21).

PLAY NOTE: IDS represents a variety of items, from walls, to available city militias, to morale.

(9.2) Conducting a Siege

To capture a city, the attacking player must undertake a siege. No Siege Operation—Reduction, Attrition, Assault or Treachery—may be undertaken unless the city is Under Siege. You may ask for surrender before placing the city Under Siege. Involuntary Surrender (9.72) is not a Siege Operation.

(9.21) Under Siege Definition: A city may be placed Under Siege by having the active leader conduct a Siege Operation in the city's hex. In order for a player to place a city Under Siege, the force outside the city (in the hex) must contain at least twice (2x) as many infantry SPs as the IDS of the city. The active player places an Under Siege marker on top of that hex; the leader is automatically Finished. The now besieged player places city militia SPs inside the city equal to the city's IDS. All friendly units in the hex, but outside the city, are considered to be "besieging". Any friendly forces that enter the hex in subsequent Operations Phases are considered "besieging" while in the hex.

EXAMPLE: To besiege a city that has an IDS of '4' requires at least 8 infantry SPs present.

(9.22) Avoiding a Siege: If a player has a force with a leader inside a city that is about to be placed Under Siege, that player can attempt Avoidance with that leader/force rather than risk the vicissitudes of a siege. Use the Avoidance procedure described in 8.22-8.24 to resolve the attempt, with the exception that a garrison can be left behind in the city. Whether the Avoidance attempt is successful or not, the city is placed Under Siege and city militia placed per 9.21.

(9.23) Lifting a Siege: The Under Siege marker remains in effect until one of the following:

  • The besieging player voluntarily removes it during the besieging leader's Operations Phase
  • The besieger no longer has twice (2x) as many infantry SPs as the IDS of the city at the conclusion of any Operation (either player) or after rolling for Siege/Inertia Attrition.
  • There are no leaders in the besieging force

(9.24) Successful Siege: The besieging force is victorious, and may enter the city, when:

  • The city falls to an Assault (9.3)
  • There are no infantry or militia SPs in the city's Garrison after resolving Attrition (9.5)
  • The city falls to Treachery (9.6)
  • The city Surrenders (9.7)

The player concluding a successful siege by Assault or Attrition earns a Major Victory if the city is Medium or Large regardless of garrison size, or if a Small city that held at least 40 SPs (any type excluding militia) inside the city at any point during the siege. A successful siege by Assault/Attrition of a Small city that held 20 SPs or more at any during the siege earns a (non-Major) victory.

(9.25) Captured Cities: The occupation (entering) of a captured city is considered part the Operation that resulted in the capture (Involuntary Surrender, Assault, or Treachery). If the city is captured through Attrition, the besieging player may enter immediately. Captured cities regain their IDS immediately. See 9.82 for the IDS of sacked cities.

(9.26) Attacks on Besieger. A besieging force can be attacked by the besieged force or another enemy force in the hex via an Attack Operation. The entire Besieging force must be attacked. If the besieged force is part of the attack, the besieging force cannot use Avoidance. The besieged player may attempt Coordination between a force in the hex and the force inside the city regardless of which friendly force initiated the attack.

(9.27) Sallying: A Sally is an attack by the defenders on the besieging force in an attempt to inflict some damage and, perhaps, make them think twice about continuing. A Sally can be conducted in two ways:

  • as a Siege Operation conducted by a leader within the besieged city; a leader that conducts a Sally is automatically Finished; or,
  • as a result incurred as part of the besieging force's Reduction attempt (9.4).

A Sally is not conducted using the Battle Results Table, but, rather the Sally Effects Table. The sole factor in Sally is the Battle Rating of the Leader of the besieging force. The besieging player rolls on the Leader Tactical Ability Table (8.32) to determine the column used on the Sally Table. The player conducting the Sally then rolls a die and cross references that roll with this column to find the result. Losses are in infantry SPs and are distributed as the owning player sees fit.

EXAMPLE: Hamilcar (1P-7), Battle Rating "B" is besieging Agrigentum (It-6923). The Romans have a legion led by a Praetor within the city. The Praetor is activated and conducts a Sally operation. The Carthaginian player rolls a "5" on the Leader Tactical Ability Table. Using Hamilcar's "B" rating gives a result of "6" (note that the Praetor's Battle Rating is not used). The Roman player then rolls on the Sally Effects Table to determine the effect. He rolls an '8' which is cross referenced with the "6" result from the Leader Tactical Ability Table to produce a "1/1" result. Both players must remove 1 infantry SP. The Praetor is then Finished.

(9.28) Siege Engines are used to aid Assault and Reduction. Siege Engines are moved like any other combat units, with the following exceptions:

  • They may not enter Marsh or Mountain hexes or cross a river except by road.
  • forces with Siege Engines may not use Avoidance unless they eliminate the Siege Engines.
  • forces with Siege Engines may not use Coordination or Interception unless they leave the Siege Engines behind.
  • Siege Engines may be carried by Naval Transport. However, if more than 10% of that force is lost, so are any Siege Engines.

(9.29) If a force with a Siege Engine is attacked, and it loses the battle, the engine(s) is eliminated. If an enemy force enters a hex that contains only a Siege Engine, or overruns a hex containing a Siege Engine, that Siege Engine is captured and may be used by the enemy player.

(9.3) Siege Assault

An Assault is an attempt to take the city by a single coup de main. Assault is Siege Operation and thus the leader is automatically Finished.

PLAY NOTE: It is also an uncertain undertaking, fraught with possibly dangerously high losses, outweighed only by the speed of the operation.

(9.31) Siege Assault Procedure: The attacker totals his infantry SPs. He does not have to assault with all the SPs he has; he can assault with only some of them. Infantry SPs that are Useless may not be used in an assault. The besieged player uses his Siege Assault Defense Strength (SADS), which is the number of infantry SPs, excluding the city militia, he has inside the City times its IDS. Even though the city militia doesn't contribute to the SADS, they are still considered part of the defense against the assault.

EXAMPLE: A city that has an IDS of '3' garrisoned by 7 infantry SPs and 3 City Militia would have a SADS of 21. The City Militia are ignored when calculating the SADS.

(9.32) A city with no infantry SPs is considered to have an SADS equal to the number of city militia SPs present. Thus, the SADS of a city with a '3' IDS and its original complement of city militia is '3' when assaulted.

(9.33) The Assault Die Roll: The attacker than compares his total to that of the defender to get an Assault Ratio, rounding down in favor of the defender. He then rolls the die and consults the City Assault Table. The die roll is adjusted as follows:

  • Add one (+1) for each Siege Engine included in the assault
  • Add one (+1) if the leader of the assault has a better Battle Letter than any defending leader, or if there is no leader with the garrison
  • Subtract two (–2) if any of the assaulting units are Disrupted
  • Subtract four (–4) if any of the assaulting units are Disorganized (not cumulative with the above)
  • +/–? Naval Superiority Level if a port

EXAMPLE OF SIEGE ATTRITION: Consul L. Manlius Vulso with his Consular Army (36 infantry SPs; 8 cavalry SPs) is besieging Syracusa (It-6419), a Large city (IDS 7) and a Major Port. Syracuse is occupied by a Carthaginian Army under Hanno (1P-12) consisting of 13 infantry SPs and 6 cavalry SPs. Syracusa has its full compliment of 7 City Militia SPs available. The Romans have an NS Level of –2 in the Mare Ionium. Neither force has an After Battle Status.

A Siege Attrition LAM is drawn.

Romans: Vulso can't forage since he doesn't control East Sicilia. The Romans do control Megara (It-6219) so Vulso can draw supply from that source (East Sicilia is not Devastated and there are no enemy forces in the way) so will garner a –3 DRM to the Roman players die roll. The Roman player rolls a '6', adjusted to '2' (–3 Land Supply, –1 Flat hex) and cross references the result with the size of Vulso's force (36 + 16 (cavalry are doubled)=52) which gives a 2 SPs loss which the Roman player takes in infantry SP.

Carthaginians: The Carthaginian player will receive a –2 DRM for the Romans Naval Superiority (or lack thereof) in the Mare Ionium. The Carthaginian player rolls a '7', adjusted to '5' and cross references the result with the size of Hanno's force (13+7+12(cavalry doubled)=32) which gives a 5 SPs loss. The Carthaginian player decides to eliminate the 6 cavalry SPs to cover 3 SPs of the loss and then eliminate 2 SPs of the city militia.

If the adjusted DR is the same as or higher than the number listed under the Assault Ratio, the Assault is successful, if lower the Assault is unsuccessful.

DESIGN NOTE: The leader effect is minimal, because few leaders had any acumen in this area of warfare.

(9.34) City Assault Table Results:

  • Unsuccessful: the city has withstood that assault.
  • Successful: after both players take losses (9.36), the attacker enters the city and does with the inhabitants whatever he wishes within the restrictions of 9.74. No Retreats are allowed.

EXAMPLE: A Carthaginian Army with 17 infantry SPs, but no Siege Engines, under Hanno (1P-12) (Battle Rating "C") is assaulting Megara (It-6219), garrisoned by 9 Syracusan SPs and 1 City Militia SP with no Leader. The Syracusans have a SADS of 9 (9 infantry SP x 1—Megara is a Small City). The Carthaginian player decides to use 14 infantry SPs in the assault. The Assault Ratio is rounded down to 1.5 to 1, but the Carthaginians get to add one (+1) for Hanno. The Carthaginian Player rolls a '4', increased to a '5', but that's lower than the needed '6', so the Siege Assault is unsuccessful.

(9.35) Both sides usually suffer losses—often heavy (Siege Assault is a very calculated risk)—in an assault. Assault losses, as delineated by the City Assault Table, are in percentages (use the Percentage Loss Table to determine the number of SPs lost) of all infantry and city militia SPs involved in the assault. Losses are distributed per 8.34 with the city militia treated as a separate contingent. Assault losses do not affect a city's IDS; only Reduction and Sacking do. If successful, the attacker enters the city. He may either Sack it (9.8) or disperse any survivors as per 9.74.

EXAMPLE: Using the results from above—Attacker Unsuccessful—the Carthaginian rolls a '3', halved, then rounded up to 2. This result multiplied by 10% gives him 20% losses, which means he must eliminate 3 SPs. The Syracusan player now rolls to see what he loses, and gets a '5', which means he loses at least 25% of his garrison, or 2 SPs. The city militia SPs may be used to satisfy one of the SP losses.

(9.36) If a Siege Assault is Unsuccessful, and the loss die roll was a 7, 8, or 9, a Siege Engine has been destroyed.

(9.37) Leaders involved in the besieger's assault, and all leaders inside the assaulted city, must check for casualties.

(9.4) Siege Reduction and Repair

Reduction is an attempt to reduce the effectiveness of the city's IDS—its walls—to the point where such reduction allows the besiegers to assault the city with confidence. Reduction is dependent upon relative technological levels and skills at such operations. Repair is an effort to rebuild what has been reduced.

(9.41) The ability to conduct effective Reduction/Repair is dependent on the Siege Capability Rating of the country involved in the Siege. It is listed in the individual scenario. The SC Rating runs from –3 to +3, and it is used by both the besieger and the defender as a die roll modifier; see 9.43 and 9.44.

(9.42) An active leader may conduct a Reduction or Repair Operation at any time during his Operations Phase. Both operations are Siege Operations and can only be conducted if the city is Under Siege. The Reduction operation is only available to a besieging leader, while the Repair operation is only available to the besieged leader. Both operations use a die roll Finish (5.35). If a besieging leader is undertaking a Reduction Operation, the attempt is to reduce the city's IDS. If Repair Operation is conducted by a besieged leader, it is to rebuild reduced IDS. It cannot be used to increase the original IDS.

(9.43) To attempt Reduction, the besieging player rolls one die, adjusted by his SCR, and consults the Siege Reduction Table. If the Reduction has been successful, the city's IDS is Reduced by the number indicated. A city's IDS cannot be reduced below '1'. Such Reduction is temporary, as per 9.25. A '0' result allows a garrison to Sally (9.27) if no leader is present in the city. For each Siege Engine the besieging player has in the hex, add one (+1) to the Reduction die roll.

EXAMPLE: The Consul L. Manlius Vulso, who is besieging a Carthaginian army in Syracuse (IDS 7), decides to attempt to reduce the city's defense in preparation for an assault. The Roman Siege Capability Rating is at –3. The Roman player rolls a '7' which is reduced to '4' (–3 SC). The result is '0' (no effect on the city defenses) and the besieged garrison may immediately conduct a Sally. After completing the Sally, the Roman player may roll for Continuation using Vulso and if successful conduct an operation, including another Reduction attempt.

(9.44) To attempt Repair, the besieged player rolls one die, adjusted by his SCR, and consults the Siege Repair Table. If the repair has been successful, the city's IDS is increased by the number indicated, up to the original IDS. Siege Engines have no effect on Repairs.

PLAY NOTE: Yes, it is easier to repair than reduce, as per the tables. That difference can be overcome by use of Siege Engines and having a better Siege Capability.

(9.5) Siege Attrition

(9.51) Siege Attrition LAMs: There are three Siege Attrition LAMs. They are all placed in the LAM Pool at the start of every turn. When a Siege Attrition LAM is drawn, players check for the attrition results for all sieges and all units so involved. If there are no Sieges in progress, the LAM is ignored.

(9.52) Siege Attrition Procedure: When a Siege Attrition LAM is drawn, both players roll on the Attrition Results Table for each siege. The player Under Siege rolls and uses the "Inside City" column, while the besieger rolls and uses the "Outside City" column. They cross-reference their die rolls with the column pertaining to the total SPs inside the city (including the city militia SPs) or hex respectively. Cavalry and elephants, which have no use in a siege, are counted when determining SPs for Attrition. Cavalry SPs inside or outside the city are doubled when determining the total (they may not be helpful, but they are eating).

(9.53) Foraging: The besieging player may forage to reduce Attrition. This decision must be made prior to either player's die roll. Foraging provides a –2 DRM, but all three of the following must apply:

  • The province must be controlled by the besieging player
  • The city must be in a Flat or Rough hex
  • The province cannot be Devastated

In addition, any time a besieging army forages, the player rolls for possible Devastation, as per 6.73.

(9.54) Supply. If the besieging units are within three land (3) hexes of a city that:

  • the player controls or is uncontrolled in an allied province, and
  • is not Under Siege, and
  • is not in a Devastated province

that player subtracts three (–3) from his Attrition die roll. The above path may not include hexes occupied by enemy units or adjacent to an enemy force with a leader.

If the city is a port, the besieged player adds/subtracts the besieging player's NS Level for that zone.

(9.55) Siege Attrition losses usually apply only to infantry or city militia SPs. However:

  • A player may choose to eliminate two (2) cavalry SPs to satisfy one infantry SP loss
  • The besieging player (only) may choose to eliminate one Elephant SP to satisfy one infantry SP loss
  • The besieged player (only) automatically loses one Elephant SP. This loss is in addition to any SP lost from the attrition roll.

(9.56) The owning player may distribute his losses among his Contingents in any way he chooses. If the city falls, use 9.74 to determine the fate of any surviving leaders in the city.

(9.6) Treachery

(9.61) An enemy-occupied city can be taken by Treachery (a nom de jeu that includes bribery, inside politics, fifth columnists, fear, and a whole host of other seemingly good reasons). Unoccupied cities may not be taken by Treachery; see 9.72. Treachery is a Siege Operation which requires the target city to be Under Siege, requires Guile Points, and, at the conclusion of which attempt, the leader is automatically Finished (possibly forever, as we shall soon see).

(9.62) A city's susceptibility to Treachery is dependent upon its IDS, its defending leaders, and the guile of the commander attempting such underhanded and dastardly deeds.

PROCEDURE: To make the attempt, the player decides how many Guile Points he wishes to expend to influence the die roll, rolls a die, and cross references the attempting leader's Campaign Rating and the City's original IDS (ignore any Reduction) on the Treachery Table.

RESULTS:

  • Treachery Succeeds: If the die roll is higher than the value listed on the chart, the city has fallen by Treachery. The leader and any besieging units may enter the city. The leader is automatically Finished. The defenders? Well, that's up to the player. He can Sack (see below), or simply place them elsewhere (as in Involuntary Surrender).
  • Treachery Fails: If the die roll is lower than the value listed on the chart, the Treachery attempt has failed, the leader is Finished and the siege continues.
  • Trap: If the die roll is the same as the value listed on the chart not only has the Treachery failed, but the whole thing has proven to be a clever ploy on the part of the inhabitants to suck the leader into a position where he could be assassinated! Roll the die. If it is higher than the leader's Campaign Rating (yes, the Campaign Rating) he has been assassinated (dead).

TREACHERY TABLE MODIFIERS:

  • The player attempting Treachery adds one (+1) to the die roll for each Guile Point he decided to expend
  • The defending player subtracts one (–1) from the die roll for each Guile Point available to all leaders in the city. These points are not expended but must be available for use.

EXAMPLE: A force inside city an IDS '3' has three leaders with a total of 2 Guile Points available. The besieging leader has a Campaign Rating of '6', and he expends one Guile Point. The besieging player would need a die roll of '8' or better to be successful.

(9.7) Surrender

(9.71) Voluntary Surrender: A besieged player may always Surrender, rather than undergo Reduction, Attrition or Assault. Surrender may occur at any time. The besieging player simply enters the city. Both players must agree on what to do with the city's defenders (9.74). But they both must agree, or no Voluntary Surrender.

(9.72) Involuntary Surrender: Cities may surrender upon a show of force, without an actual siege. The active leader may conduct an Involuntary Surrender Operation against a city in a hex where the leader's force has at least ten times (10x) more infantry SPs than city's SADS (9.31). If the city has no infantry garrison, use the city's IDS instead. If this condition is met, the active player rolls the die and consults the Involuntary Surrender Table using the row corresponding to the City's original IDS. If the surrender is successful, the active player may (not must, but see 11.31 and 11.32) move his force into the city. The Involuntary Surrender Operation has a die roll Finish, with a DRM depending on the outcome of the attempt. If successful, add two (+2) to the die roll; if unsuccessful, subtract two (–2).

EXAMPLE #1: Venusia (It-4707) is a Small city with a garrison of one SP. Hannibal is in the hex with a force of 10 infantry SPs (10x the SADS). The Carthaginian player can conduct an Involuntary Surrender operation needing a '2' or higher to succeed.

EXAMPLE #2: Capua (It-4412), an IDS '7' Large city with a garrison of 3 SPs has an SADS of 21. To be eligible for Involuntary Surrender, the "asking" force must number at least 210 infantry SPs. A die roll of '8' or higher would be required for success.

DESIGN NOTE: It is not a misprint that it is more difficult to continue on after a successful surrender than an unsuccessful one. This accounts for the looting, pillage and generally running amok that occurs and takes some effort to control.

(9.73) Only one Involuntary Surrender attempt may be made per city per Operations Phase. Involuntary Surrender may not be attempted against a city already Under Siege.

(9.74) Cities that Surrender (voluntarily or involuntarily) may not be Sacked (9.8), thus no SPs are eliminated. Defending SPs are placed in any city (mutually agreed to if a Voluntary Surrender, active player's choice otherwise), but the hex must be accessible by land movement. The units may not be dispersed to more than three (3) cities. If there are no eligible cities, the owning player places the units in any one city in a Home province. Leaders are dealt with as the winning player wishes (held for ransom, killed, placed in a playable hex) subject to whatever terms that were mutually agreed to in the case of a Voluntary Surrender. City militia SPs are removed.

(9.8) Sacking Cities

(9.81) Cities that are captured by Siege Attrition, Assault or Treachery may be Sacked.

(9.82) Upon entering a captured city, the player must immediately declare whether he is going to Sack or not. If Sacked, place a "Sacked" marker in the hex, which reduces its size by one level (Large to Medium, Medium to Small, Small to Non-Existent).

(9.83) If a city is Sacked all remaining defenders are eliminated. If a city is not sacked, surviving defenders, if any, are "distributed" by the winner as per 9.74.

(9.84) Aside from reducing the size of the city, and doing away with some of his minions, sacking is a two-edged sword:

  • The news of the destruction of the city may affect relations with nearby allies (and potential allies); see scenario rules
  • The "sacking" force may succumb to Looting (9.85).

(9.85) Looting: If a city is Sacked, looting may occur. The player rolls the die and compares it to the active leader's Campaign Rating. If the die roll is the same or lower than the leader's Campaign Rating, that leader has managed to restrain his men (within the limits the era accepted). If the die roll is higher than his Campaign Rating, the leader's men have run amok and his force is Disrupted (8.55). If already Disrupted, the force is Disorganized instead. If the city falls outside an Operations Phase, the Sacking player uses his highest ranked leader for the above check. If there is no senior leader, the Sacking player picks the leader of his choice.

(9.86) Each turn, in the A/1 Rebuild Phase, any city with a Sacked marker in a province that is not Devastated may be rebuilt, simply by removing the Sack marker. Cities in Devastated provinces may not be rebuilt.

(9.9) Garrisons

(9.91) Garrisons are SPs that are inside cities as a defense force. Usually, garrisons are without a commander, although being leaderless is not part of the definition. Garrisons are used to enhance the defensive strength of cities.

(9.92) A player may only use infantry SPs to garrison a city. Cavalry and elephant SP may stay inside a city, but they are never included as part of the garrison strength when determining the defensive strength of a city. Such units do, though, affect attrition.

(9.93) A player may leave infantry SPs as garrison any time he enters a city (remember, moving into a city during a Movement Operation is a Stop). He simply drops off the number of SPs he wishes to leave inside that city (but see below) and then continues on (if he is able). There is no requirement that a leader remain with the SPs garrisoning a city.

(9.94) City Militia: The instant a city is placed Under Siege (9.21), the player controlling the city adds city militia SPs to the garrison equal to that city's IDS. The city militia unit is treated as a separate contingent and its SPs may be used to satisfy an infantry SPs loss from any cause (Attrition, Assault, Sally), however, they may not be used in a Attack nor are they taken into consideration when determining the SADS if other infantry are present (9.31 and 9.32). Once the Siege is resolved (via 9.23 or 9.24), any remaining city militia SP are removed from the map until the next time the city is placed Under Siege.

(10.0) Manpower

General Principle: There are various sources for, and methods of, raising troops, depending on who is doing the levying.

Raising new men, or replenishing old, is an Operation (5.3[7]). However, unlike other operations, a leader may attempt/perform a Manpower Operation only once per Operations Phase. If that leader wishes to undertake a second Manpower Operation, he must wait until (a) another of his LAMs are drawn, or (b) next turn, if 'a' is not possible.

The detailed Manpower rules are covered in the volume specific rule book.

(11.0) Control

Players are seeking to control provinces in order to gain victory and/or raise troops. The individual scenario instructions list which provinces are in play. Provinces that are not usable may never be entered or used for any purpose. There are two types of province "control" in the game: military control and diplomatic control. Military Control always takes precedence over, and supersedes, Diplomatic Control. Control of a province does not give a player control of the cities within, though control of a province's cities may lead to military control of a province.

(11.1) Military Control

(11.11) Military control of a province is attained through the control of its cities usually through their occupation with garrisons. A player gains military control over a province when he controls, per 11.31, every Large and Medium city in that province, plus controls, per 11.32, at least one Small city if one exists in that province. If a province has no Large or Medium cities, the player gains control of that province if he controls at least two-thirds (2/3), rounded down—but never lower than half—(so 2/3 of 5 would be 3) of all cities in that province.

PLAY NOTE: Remember, a Sacked city is one level less than normal and that Sacked cities can recover, thus affecting the formula for control.

(11.12) A player controls all cities in his Home province at the start of the scenario unless otherwise specified, and hence has military control of his Home province. The individual scenario instructions may list additional provinces that are considered "Home" provinces for the purpose of this rule. Cities in Home provinces are controlled by the owning player unless an opposing player meets the conditions of 11.31/11.32; they are never considered uncontrolled (11.34).

(11.2) Diplomatic Control

(11.21) Diplomatic control of a province is achieved through gaining an Alliance through Diplomacy (12.2/3) with the power controlling that province. A player maintains diplomatic control over a province as long as its owning power is allied to that player.

(11.22) The fact that a province is diplomatically controlled by a player through an Alliance (12.2) does not mean it is controlled militarily by that player, nor does it mean he controls the cities therein. Similarly, a player who controls a province militarily does not necessarily control it diplomatically.

(11.3) Control of Cities

Control of cities often determines who controls a province, as per the above section. All Cities in Home provinces are initially controlled by that player.

(11.31) Large and Medium Cities: To control such a city, the player must occupy it with at least 1 SP of infantry. Large/Medium cities in Home provinces do not have to be garrisoned by SPs to maintain control.

(11.32) Small Cities: To control such a city, a player simply needs to be the last player to have a combat unit of any type in that city.

PLAY NOTE: Use the appropriate control markers to indicate ownership that differs from the control status at the beginning of the scenario.

(11.33) Players may transfer control of cities by agreements reached in Surrender terms or at any time during the game that players so agree. There are no restrictions on this, except that, if transfer of control of a city is affected, any combat units inside belonging to the player relinquishing control must be placed outside the city in the same hex. If the transferred city is Medium/Large, the new owner must place at least 1 SP of infantry from those he has in play to gain control, otherwise the city is uncontrolled. Again, whatever players mutually agree to is doable. A player may at any time voluntarily relinquish control of any controlled city without a garrison.

(11.34) Uncontrolled Cities: A player may freely enter any city he controls, but never one controlled by an opposing player. Uncontrolled cities cannot be entered by a player unless that player controls, either diplomatically or militarily, the province the city is in (but remember 11.12). A player may gain control of a friendly uncontrolled city via 11.32 by simply entering the city and by 11.31 by leaving a garrison.

(12.0) Diplomacy

Sometimes, winning hearts and minds was just as important as galumphing around the countryside laying waste to local industry. If neither player has Military Control over a province, the player who has Diplomatic Control over (i.e., an Active Alliance with) that province controls it for Manpower and Victory purposes.

PLAY NOTE: So why bother with Diplomatic Control? Well, in the first place, it's a relatively bloodless way to exercise suzerainty.

(12.1) Home and Available Provinces

(12.11) Each player (usually) has a Home province(s), a province that may never be controlled diplomatically by the opposing player. All other provinces are eligible for Diplomatic Control. The Home provinces are given in the scenario setup.

(12.12) Some independent provinces start with combat units deployed. These units may not be moved unless and until that province becomes controlled by one player or the other.

(12.13) Most provinces contain no troops but, instead, are capable of providing troops when the controlling player levies them, as per the manpower rules.

(12.2) Alliances

(12.21) At the start of a scenario, all provinces available for diplomatic control are listed as either allied or independent. Provinces that are allied are controlled diplomatically by the player to whom they are allied. Provinces may be controlled militarily by either player regardless of the diplomatic status.

(12.22) Provincial Alliance Track: The diplomatic relations between the provinces and the main protagonists is kept track of on the Provincial Alliance Tracks. This is a series of boxes, ranging from 0 to 4 (on either side) reflecting the level of relations between that province and a given player. Any province whose Alliance Level is '4' is allied to, and, thus, diplomatically controlled by, that Player.

EXAMPLE: Campania is allied to Rome. Place the Campania Diplomacy Marker on the 4 box in favor of Rome on the Roman Allies portion of the Alliance Track. On the other hand, Etruria begins the game as an Independent, but with a 3 favoring Rome. Place the Etruria Diplomacy Marker on the Independent portion of the track in the box indicated.

(12.23) For provinces that are listed as diplomatically controlled at the beginning of a scenario, place the province's Diplomatic Control marker in the '4' box on the track belonging to the player that has Diplomatic Control.

(12.24) Once a player has achieved an Alliance with a province-Level 4 in his favor—Diplomatic Control of that province remains with him until an opposing player achieves a Level '4' in his favor!

EXAMPLE: Using the Campania example, above. For any opponent to change that diplomatic status he would have to move the Alliance Level eight boxes, from Rome/4 to Opponent/4. The marker would then be placed on the Non-Roman Allies track in the 4 box favoring the non-Roman player. And remember, Military Control always rules, regardless of what's happening on the Alliance Track.

(12.25) Military control has no effect on the Alliance Level and thus the province's diplomatic control status.

(12.3) Alliance Levels and Ambassadors

(12.31) The Alliance Level of any province(s) may be changed—in favor of the Player who effects the change—as follows:

  • 1 Box In favor of a player who wins a Major Victory in any adjacent/adjoining province. Provinces separated by sea are not adjoining.
  • 2 Boxes in favor of a player who wins a Major Victory in that province.
  • 3 Boxes in favor of the player who successfully concludes a Siege by Attrition or Assault (but not Surrender or Treachery) of any Large or Medium city in that province.
  • 4 Boxes in favor of the opposing player if a player Devastates that province.
  • ?? Boxes for use of Ambassadors, as per below; and for Augury Events.

The adjustment for Major Victory is not cumulative with the adjustment for Siege. The Alliance Level adjustment is made at the conclusion of the operation or phase in which the above conditions are met.

(12.32) In an OC's Operations Phase, he may use a Diplomacy Operation to affect alliance levels. To do this he "sends" Ambassadors to the province/country with which he wishes to improve relations. It costs an OC 1 Guile Point to send an Ambassador. Only an OC may undertake this operation.

(12.33) Ambassadors are drawn randomly from each player's leader pool as specified in the scenario setup.

(12.34) An ambassador is assigned to the targeted power before being chosen. He is then selected and, to determine the effect of his diplomatic skills and oratorical abilities, his Diplomatic Rating is noted, the die is rolled, and the die roll cross-referenced with that rating, on the Ambassador Table, to see what effect, if any, he has had. The effects are in boxes adjusted, as per 12.31. If a "D" result is obtained, roll the die again and consult the Disaster instructions.

(12.35) An ambassador may not be used more than once per game turn.

(13.0) Auguries; or the Consul's Chicken Is Finger-Lick'n Good

Place the Augury marker in the LAM Pool at the start of each turn. Whenever this is drawn the players refer to the Augury Table for that scenario and roll the die twice, the first number being the 10's digit, the second the 1's. So a roll of '5' and '0' is 50. The number corresponds to a random event.

Simply follow the instructions for that "event"; they're pretty much self-explanatory. Not every scenario has Auguries/Events. The shorter scenarios tend to omit such chaos.

DESIGN NOTE: This is our Random Events system, wherein we get to throw in a whole host of goodies to upset your best laid plans. In case you didn't know, the Romans often consulted augurs to pre-determine how events were going to come out. The local augster would cut open a live chicken and read its entrails. Tarot cards are neater, but you can't make soup with them afterwards.

(14.0) Winning the Game

The Victory conditions for each game are given in the individual scenarios, as they vary from subject to subject.

Movement Attrition Costs Chart

MovementAttrition Point Cost
Any non-Road Movement into or within a ProvinceProvincial Attrition Rating [a][b]
Movement within a Province exclusively on Roads1 AP [a][b]
Cross Minor river [c]1 AP
Cross Moderate river [c]2 AP
Cross Major river [c]3 AP
Stop inside a citySubtract City IDS from AP total
Enter Mountain Hex6 AP
Enter Marsh Hex3 AP
Carthage: Enter Rough hex in Africa unless the hex has a Road (A, B, or C)1 AP
Inertia AttritionProvincial Attrition Rating [b]. If in a Mountain hex, double Provincial Attrition Rating. If Inside a City, subtract City IDS
  • a = Halve the AP cost (retain fractions) if player is moving within a Home province
  • b = Double the AP cost if province is Devastated (cumulative with [a])
  • c = Ignore the AP cost if crossed via a Road present in the scenario

(5.3) Operations Chart

OperationContinue After Stop?
Leader MovementFinished if not stacked with a friendly unit. Continue if leader's first operation, otherwise; DR ≤ Campaign Rating
Force Movement [f]DR ≤ Campaign Rating; –1 Fleet Commander to conduct another Force Movement (Advanced Naval Rules only)
Ally Movement [a], [f]DR ≤ Campaign Rating
AttackWinner: DR ≤ Campaign Rating. Draw or Loser: Finished
RaidDR ≤ Campaign Rating
Involuntary SurrenderDR ≤ Campaign Rating; +2 if Surrender is Successful, –2 if Surrender is Unsuccessful
Under SiegeFinished
AssaultFinished
Siege Operations [b],[d]Finished
Treachery [b],[d]Finished
Reduction [b],[d]DR ≤ Campaign Rating
Repair [b],[c]DR ≤ Campaign Rating
SallyFinished
Manpower [a]DR ≤ Campaign Rating
Diplomacy [a]DR ≤ Campaign Rating
Reform Scattered UnitsDR ≤ Campaign Rating
Carthage: Senatorial Permission [e]Granted: Automatic Continue. Denied: DR ≤ Campaign Rating
  • a = Overall Commander only
  • b = City must be Under Siege
  • c = Besieged leader only
  • d = Besieging leader only
  • e = Roman Leaders only
  • f = Movement Stops: A Force or Ally Movement Operation ends when the force: enters a city; crosses a Major River; is Intercepted; voluntarily Stops. The force must immediately check for Attrition (6.4)

Guile Point Reference Chart

For Use by Overall Commander only:

  • Bring in Replacement for killed subordinate leader (8.64)
  • Influence Alliances by sending Ambassadors (12.32)
  • Carthage (Roman Player only): Adjust Senate Request/Legion-Raising die roll (CR 10.13)

For Use by any Leader:

  • Adjust the Battle Avoidance die roll in that leader's favor (8.23)
  • Adjust Unpredictable Battle Result die roll (8.4)
  • Attempt to take a city by Treachery (9.62)
  • Carthage (Roman Player only): Adjust Senate Triumph Refusal die roll (CR 5.48); Adjust Senate Permission die roll (CR 5.66); Adjust Censure die roll (CR 5.67)

Part II: The Carthage Scenario Book (v2.0)

(1.0) Introduction

Carthage (Volume II of The Ancient World series) simulates the first war of the three separate wars that comprised the 100+ year long disagreement between Rome and Carthage as to who would rule the western Mediterranean, plus some of the wars fought in and around Sicily and Africa prior to the 2nd Punic War.

The rules, below, are in addition to those in the basic, Ancient World Rules book.

Carthage: The Carthage map is divided into four game provinces: Carthage, Tripolitana, Numidia and Mauretania. The actual political boundaries of what we know as the country of Carthage are a bit problematical to discern. The Carthage map uses the "Ditch" boundary (as noted on the terrain legend). It seems that Carthage defined her home territory by digging a protective ditch at the edges of her domain, although exactly what protection it would offer is open to speculation (probably of the Line in the Sand variety) While we do not know the exact places of this boundary, we have a pretty good idea (according to several of the sources we read) and have noted this on the map. For the Punic Wars scenarios, Carthage will be considered to lie within the Ditch Boundary, although, at various times, she will hold Numidian towns.

To which we must add that during this period, and even while she was fighting Rome, Carthage was always seeking to extend her boundaries... to the west, into Numidia, and to the south and southeast, into the Libyan-populated area known as Tripolitana.

Numidia had a rather dichotomous relationship with Carthage. While it often supplied her with troops, it also was in constant border warfare with Carthage. By the end of the Punic wars, Numidia, under its great king, Masinissa, controlled much of northern Africa.

Mauretania, to the west, was pretty much on its own.

Africa includes the provinces of Carthage, Tripolitana, Numidia, and Mauretania.

(2.0) Components

CR contains the following:

  • 1 22" x 33" Game Maps (AW Maps: IT [Italy])
  • 1 17"x22" Game Map (AW map: CR [Carthage])
  • 4 Full Counter Sheets (1120 counters)
  • 2 Tables and Charts Folders (4-sides each)
  • 1 Augury Event Chart (2 sides)
  • 1 Advanced Naval Rules Charts & Tables Card (2-sides)
  • 1 Roman Political Charts & Tables Card (2-sides)
  • 1 Carthaginian Political Charts & Table Card (2-sides)
  • 1 Carthaginian Political and Manpower Display (1-side)
  • 1 Roman Army Display (2-side)
  • 1 Carthaginian Army Display (2-side)
  • 1 Roman City/Port Display (2-side)
  • 1 Carthaginian City/Port Display (2-side)
  • 1 Basic, Ancient World Rules Booklet, v.2.2
  • 1 Carthage Rules Booklet, v.2.0
  • 1 10-sided dice

(CR 2.1) The Maps

The maps are covered with hexagons (hexes), used to regulate movement. The land areas are further divided into Provinces, which have a greater effect on play than individual hexes.

Italy: The map of Italy in the Roman era is based on the tribal/provincial divisions that prevailed in the heyday of the Roman Republic. These rules apply to Rome and her geography. During the period of The Punic Wars, many of the individual provinces—e.g., Apulia—were no longer independent areas, but were instead allied to Rome.

For the purposes of Roman Magistrate assignment and use of Imperium and, in some instances, determining Manpower, many of the smaller areas designated on the map as provinces are combined into larger administrative (and assignment/imperium) areas. On the Italy map, these areas are:

  • Roman Italy: includes all provinces on mainland Italy south of and excluding Gallia Cispadana and Liguria Friniates.
  • Sicily: includes East and West Sicilia. The Liparae Ins., and Melita are part of (East) Sicilia.
  • Sardinia: includes Northern and Southern Sardinia
  • Liguria: includes Liguria Taurini and Liguria Friniates

Italy, itself, includes Roman Italy (above), Liguria Taurini, Liguria Friniates, Gallia Cispadana, Gallia Transpadana, and Venetia.

Corsica, and the Gallic provinces west of Roman Italy/Liguria are treated individually.

See the individual scenarios for specific rules on Control.

Seas: The seas are divided into areas (usually identified by mare, Latin for Sea), and the hexes therein are either Coastal (including shipping lanes) or All-Sea hexes.

Roads: The "C" roads are not used in any scenario in Carthage.

(CR 2.2) Counters

Legions: Roman combat units are grouped into Legions. Legions are self-contained organizations consisting of a specific number of infantry and cavalry SP. In Carthage, each Legion is composed of two elements representing separately the Roman Citizens and the Roman Allies (Ala Sociorum). These elements each have their own organizational counter to differentiate the combat units. These two organizational counters have the same Legion number and make up a single Legion. Thus the Roman player would use the organizational markers I RL and I AL for Legion I. The maximum strength of each Legion by element is:

  • Roman Citizens: 9 Legion Infantry SPs, 1 Legion Cavalry SP
  • Roman Allies: 9 Legion Infantry SPs, 3 Legion Cavalry SP

The Roman player may either place the appropriate combat units either under their respective Legion counters, or use the Roman Army Display.

Important Rules Note: Whenever you see the word Legion in the rules, it means the combat units associated with both the RL and AL elements of the same Legion. For those familiar with RRR, this was called a double Legion and was used synonymously with term Legion (to the confusion of many).

HISTORICAL & DESIGN NOTE: The "paper" numerical strength of legions varied from decade to decade, consul to consul, campaign to campaign, battle to battle. However, except for the Samnite era, the "standard" numerical composition of the legion appears to have been 4200 infantry... although, sometimes, the "allied" legions would be "reinforced" up to 6000 foot. As for cavalry, the citizen legions of the republic were notoriously short ... and when they weren't (e.g., some sources state that, at Ausculum [Pyrrhus, 279 B.C.], the Roman legions had a 40% ratio of cavalry to infantry, a figure we find rather difficult to swallow), they were usually so poorly handled-a Roman tradition-that they might as well have had half the numbers ascribed.

Armies: Each power in play as one or more Army counters to represent his combat units/Legions on the map. The combat units/Legions themselves are kept in the corresponding box on the player's Army Display (see below). For the non-Roman player, an Army can hold any type and number of land combat units. For the Roman player, a Consular Army must contain two Legions (and their associated combat units). In addition, the Roman player has a Legion box that can be used for a Praetor-led force. Both types of boxes can hold any number of Auxiliaries or Allies in addition to the Legions. There is also a Legion marker for each Legion that can be used to represent the Legion on the game map when operating independently from its army or when its not part of a Consular Army.

Squadrons and Fleets: Each naval unit represents a number of Naval Squadrons equal to the value on the counter. Each Naval Squadron strength point represents 10 war galleys. The galleys in the squadrons are considered either all quinqueremes or all triremes as noted on the counter.

Squadrons are always grouped into Fleets and each Fleet has an assigned Crew rating to express the level of capability of the men in that Fleet. Generally only the Fleet counter will be placed on the map with the associated Squadron counters and Crew Rating marker kept on the corresponding box on the player's Army Display (see below).

Roman Leaders: The "in-depth" rules for these leaders are given below. What we wish to note here is that each leader has a three-digit ID number. This allows you (and us) to identify the different leaders as to when they can be used, without resorting to their actual names-many of which sound pretty much the same. The first digit identifies the scenario for which the consuls are used. In Carthage, which covers the 1st Punic war, that format is 3xx.

All leaders in the game are actual, historical Roman consuls ... each and every one who served as a consul (or militarily active proconsul, praetor or dictator) in that period. We've even provided a complete list of all these distinguished patricians for the truly curious among you.

Historical Magistrate Usage: For those of you wishing to play with the actual magistrates from the years in which they served, use the Roman Magistrate Chart to locate these men. In such a usage, you will need to conduct elections only to fill spaces that play of the game creates.

Consul Names: The Romans actually had a system of sorts when it came to "names", a system quite similar to what the western world uses today. Essentially-and somewhat simplistically-the first "name" was the given name, the second the all-important "family" (gens) name, and the third, if any, a sort of identifier (cognomia), or nickname, if you will. The first name was usually written as a simple initial. Romans tended to use the same names a lot ... maybe George Foreman is Roman. As for the cognomia, the Romans thought themselves a rather witty lot. For example, the consul who finally defeated Pyrrhus, Dentatus, was so-called because of his immense, bucked teeth.

Somewhat confusing is the number of consuls with the same name. The Romans were not overly inventive when it came to names, and the use of the same name by a family descendant kept that family's traditions-and patrician status-alive. This tended to be more prevalent before the end of the tribal wars, when a small group of patrician families controlled the Senate and the government. But starting with Appius Claudius Caecus, the number of "New Men"—families appearing on the Senatorial rolls for the first time-starts to grow, as more plebians graduate to patrician level. When in doubt, use the ID# on the counter ...the "You've seen one Mus you've seen them all" theory.

Roman Magistrate and Imperium Markers: The counter mix includes markers for each of the Roman magistracies (Rome Consul, Proconsul, Praetor, etc.) and markers to denote the magistrate's assigned province. These markers are either stacked with a leader to indicate is office/assignment or placed on the Army Display with the Army he commands to indicate the same. This is detailed in the Roman Political and Command System rules below.

Carthaginian Generals: If you thought the Romans used similar names, you haven't wandered into the Carthaginian lists. Multiple Hannibals, Hannos, Hamilcars, and who knows what, many with the same family name. (Maybe George Foreman was Carthaginian?) We've tried to sort them out, but that is often not easy.

As with the Romans, we've numbered the applicable Carthaginian field commanders with a numerical system similar to the above. We have also noted which Family they are aligned with a colored stripe—red for Magonid, blue for Barcid—for use with the Carthaginian Political system.

DESIGN NOTE: Finding the Political/Familial affiliation of many of these men was difficult, and some guesses were made.

Carthage Political and Manpower Display: This display has a number of tracks used by the Carthaginian player to note the Family in Power, Political Climate, and various Manpower levels and their maximums.

(CR 2.3) Player Aids

Carthage includes several player aids to help manage the large stacks of units and markers. Each player has an Army Display and City Occupation Display, the former for keeping track of which combat units belong to which Legion/Army/Fleet, while the latter holds the various city garrisons. Both displays are back printed and each are identified as to which scenario they are used.

Army Display: Each display includes a series of boxes for the player's Armies and Fleets. Each box has a corresponding marker that is used to represent the combat units, squadrons, other leaders, and markers in the display box on the game map. For the non-Roman armies and all Fleets, simply place the units/markers in the box. The Armies on the Roman Display are a bit more complicated in that they are further subdivided into a row of boxes for each Legion and within the row, boxes for both Legion components.

EXAMPLE: The Roman player raises two new Legion, I & II (which are placed in Rome), and assigns them to the Rome Consul as his Consular Army. The Consular Army I box is available so he takes the Consular Army marker and places it and the Rome Consul in Rome. The Legion I, Legion I RL, and Legion I AL markers are placed in the Legion Marker box in the top row of boxes of the Consular Army I display box. He places 9 Legion infantry SPs and 1 Legion Cavalry SP in the Legion RL box on the same row, and then places 9 Legion Infantry SPs and 3 Legion cavalry SPs in the Legion AL box in that same row. He repeats the above for the Legion II markers and combat units using the second row in the Consular Army I box. Lastly, he places the Rome Consul magistrate marker in the markers area of the Consular Army I box.

City Occupation Display: Each display has an Attrition Point Track for keeping tabs on a force's accumulated Attrition. The remainder of the display includes a series of boxes either a particular city name or a generic number. If a named city on the display has a garrison, put those troops on the display. If a garrisoned city is not named on the display, take one the numbered city control markers and place on the hex of the garrisoned city. The troops go in the box with the same number. For ease of reference, named cities have their IDS listed in the upper left hand corner and their Port Capacity in the right hand corner. The IDS and Port Capacity for all other cities depends on the city and port size as listed in the scenario.

Carthage Political and Manpower Display: This display has a number of tracks used by the Carthaginian player to note the Family in Power, Political Climate, and various Manpower levels and their maximums.

(CR 3.0) The Sequence of Play

A. The Upgrade Phase

  1. City Rebuild. Rebuild sacked cities one level if they are not in a Devastated province (9.86).
  2. Carthaginian Army Efficiency. Increase the Efficiency rating of all Carthaginian Armies, as per CR 10.53.
  3. Imperium Prorogue. The Roman player decides which Consuls will stay in office as Proconsuls (or Praetors) and which Praetors will stay on as Praetors (CR 5.3). The Roman player may also set aside a magistrate (other than a Praetor) that earned a Triumph in the prior turn for possible selection as Consul during the Elections Segment. All other magistrates are placed in the pool of leaders available for election. Those magistrates that will stay in office remain where they are on the map. Their assignment and placement for the upcoming turn is determined in the Election Segment.
  4. A Visit from Pluto. The Roman player rolls on the Leader Loss Table (8.6) for each magistrate not placed in the pool in step #2:
    • if the result is Leader Wounded, the magistrate is removed and placed, after all leaders are selected, in the Leader Pool for the following turn.
    • if the result is Leader Killed, he has taken the HMS Hades across the Styx and is removed from the game.

DESIGN & HISTORICAL NOTE: No, he has not gone to Disney World. Pluto was the Roman god of the "Underworld". This rather morbid rule applies only to the Romans because they have so many leaders.

  1. Roman Elections. The Roman player chooses new magistrates (CR 5.2).
  2. Carthaginian Political Climate. The Carthaginian Player determines which Family is in Power (CR 5.71), and then the Political Outlook the Council has, as per CR 5.72. He also Disbands his Armies (CR 5.73) during this segment and returns any Wounded Leaders at this time if their Army/Fleet is still in play. Leaders are appointed for Armies/Fleets that have no commanders.

PLAY NOTE: The Carthaginian Player may perform this step while the Roman Player is undertaking steps 1-4.

  1. Force Increase Determination. Both Players decide if they wish to build/increase their land forces or their navies, or expand their Port harbor facilities (CR 7.72). They cannot increase both land and naval forces in this phase. If a Player decides to so build, he does so in this Phase. See CR 7.16 et seq.
  2. Remove Raid Markers.

B. Strategic Decision Phase

  1. Disband Legions. See CR 10.18 for the Why and How of this.

C. The Initiative Phase

  1. LAM Pool Segment. Each player places all the LAMs available for every leader he has in play in a cup or similarly opaque container. In addition, place the Augury marker -if the scenario requires it- and the three (3) Siege Attrition markers in the same cup. Each player places his Duumvirs on the map and adds his Duumvir LAM to the pool (CR 7.22).
  2. Initiative Determination Segment. Either player, blindly and randomly, draws one marker from the cup. If it is a LAM or a Siege Attrition marker, go to the Operations Phase (D). If it is the Augury marker, go to the Augury Phase (E). If there are no LAMs in the cup, proceed to the Devastation Phase (F).

ROMAN LEADER ACTIVATION MARKERS

(CR 4.16) The Roman Player does not have "named" LAMs. He uses the Magistrate LAMs instead. He includes as many of each type of markers as the magistrates that hold those offices have Initiative Rating points, except for Praetors who receive only one LAM regardless of the leader's actual Initiative Rating.

PLAY NOTE: There will usually be two consuls and often more than one proconsul in play. The Roman player receives a number of Consul/Proconsul LAMs equivalent to the combined Initiative Ratings of the leaders holding those respective magistrates.

(CR 4.17) Whenever a Magistrate LAM marker is picked, the Roman player activates the magistrate who holds the office. If there is more than one available, the player may choose any of them, however, no leader may undertake more Operations Phases than his Initiative Rating allows.

D. The Operations Phase

  1. The player who controls the leader drawn from the pool may do anything with that Leader that the rules (5.5) allow. The phase ends when the leader is Finished. Play now reverts to C/2.
  2. If the LAM says Siege Attrition, the players resolve that and play then reverts to C/2.

E. The Augury Phase

If the player has drawn the Augury marker he rolls on the Augury Tables and the players follow the instructions contained therein. If there are LAMs left, return to C/2.

F. Devastation Phase

  1. Devastation Recovery Segment. Players roll to see if Devastated provinces can recover (6.7).
  2. Devastation Attempt Segment. Players, if they wish, may attempt to Devastate provinces (6.7).

G. End-Turn Phase

  1. Inertia Attrition Segment. Players roll for the effects of Attrition on those units that have remained in the same province this turn (6.46) or are currently Scattered (CR 7.32).
  2. Port Segment. All Fleets must return to a friendly Port (CR 7.75).
  3. Legion/Crew Training. The Players finish training of their legions (CR 10.3) and Crews (CR 7.14).
  4. Recovery from Battle. Forces can improve their After Battle Status (see 8.56).
  5. Victory Determination. Check scenario victory rules to see if either player satisfied automatic victory conditions. If not, the turn is over; start another beginning with Rebuild Phase (A).

EXAMPLE: (Initiative Ratings are in parentheses) Aquilius [Rome] (1) and Servilius [Field] (2) are the Consuls. There are two proconsuls in play: Fulvius (1), and Lutatius (1). There is also a legion assigned to a Praetor: M. Atilius Regulus (3). The Roman player would thus place in the LAM Pool, 3 Consul LAMs, 2 Proconsul LAMs, and 1 Praetor LAM (Regulus gets only one LAM, despite his Initiative Rating of '3').

The Roman Political and Command System

DESIGN NOTE: This set of rules encompasses the game's version of the Roman republican and Carthaginian political systems, as they pertain to military necessities. While "quantifying" political systems is rare in historical games, it is a sine qua non for this era, where politics played a far more important part in how/why things occurred than any other single factor. Therefore, this section is the heart of the game, and the rules therein are quite extensive and rather more detailed than one normally finds.

A HELPFUL PLAY NOTE: Gamers familiar with the first game in this series ("Rise of the Roman Republic") will have already encountered the "fun" of dealing with the Roman Political system. Those of you who haven't, while it may seem daunting and tortuously detailed, it does make sense ... and, once used to it, you will find it flows rather smoothly. If you have any interpretive problems, we highly recommend you join the discussion of this series on Consimworld—www.Consimworld.com—where everything is answered and all becomes clear, albeit in Delphic fashion.

We have provided a MAGISTRATE REFERENCE CHART for the Roman Player to ease his way through the electoral process.

(CR 5.1) The Magistrates of Rome: Imperium Romanum

The Roman Republic was administered by two consuls, elected annually. In case of war, these consuls were entrusted with commanding her armies, usually with the assistance of praetors and proconsuls. As almost all of the consuls and other magistrates were patrician politicians, Republican Rome's armies were sometimes saddled with a series of hacks and dilettantes whose level of military capability rarely approached workmanlike (you did have to have a ten year background in the military, usually service, to be eligible for office, though). Realistically, since battle/tactical doctrine was infantry-oriented, and strictly adhered to upon pain of death (sometimes literally), the ability to creatively adapt was not one highly sought. The ability to do what everyone else had done in years past was what they were after. Rome's strength lay in her disciplined legions, her sense of Honor and Duty, a rather rigid tactical doctrine, and, mostly, her manpower.

The Roman leadership system in the game is far more complex and hierarchal than that for the other players. This has much to do with the republican form of Roman government, and the rather involved and political requirements therein for holding office. The offices available to the Roman Player were grouped under the term Magistrates, and magistrates who could command were those who had been given imperium, the power to lead (plus a few other things unnecessary for game purposes). The magistrates available to the Roman Player are:

Consul: The Roman Player elects two Consuls (usually new ones), the Rome Consul and the Field Consul (less historical terms than ones useful for game purposes) each year/game turn. The Rome Consul was usually restricted to Italy, with the other consul assigned where and as needed-usually to a specific province. Each consul has the ability to command two Legions ... never more. The two Legions assigned to a Consul form his Consular Army. Occasionally, both consular armies would be combined under the dual (and sometimes fractured) leadership of both consuls. It was possible to field a bigger army by attaching legions assigned to lesser magisterial offices, but this, too had limitations.

Proconsul: Proconsuls were magistrates assigned as needed to areas/provinces, usually those outside Roman Italy and, in game terms, the legions already there. Proconsuls were, in effect, military governors of the provinces to which they were assigned. Like consuls, they held the imperium of two Legions (and thus have Consular Army), but, without permission from the Senate, they could not leave their assigned province with that army. While some proconsuls were assigned from the available "pool" of patricians in Rome, many were consuls who were "prorogued" (kept in office without really being elected) in the provinces in which they had their armies. For example, a consul would be given his consular army and sent to Sicily to beat up on the Carthaginians. Rather than bring his army back and replace him (which they did often enough to make you wonder), many times they would simply "prorogue" his imperium-let him stay there, with his army, as proconsul.

Praetor: In times of military stress praetors were often appointed to lead individual legions, usually for "smaller" campaigns. A praetor's imperium allowed him to command one Legion; never more. It was possible to attach that legion to a Consul or Proconsul's army, to increase the latter's size. But the praetor still had the imperium for his Legion. Much of this fractured command system-which did much to destroy what efficiency the army did muster-resulted from Roman fear of kings, and the concomitant fear that if anyone could command a large army they could become a king. From that viewpoint-and from no other-does this method make sense. Praetors were usually assigned to specific legions, rarely to a province. However, praetors were not free to move around with their legions and were pretty much anchored to where they were assigned.

Dictator: In times of emergency the Romans chose a Dictator to oversee command. The dictator's imperium, while limited by time, superseded and replaced that of the consuls. In essence, only the Dictator had Imperium, some of which he could apportion among lesser magistrates. Some were chosen only to run things back home, giving the consuls a free hand in the military arena. Others took the field. A Dictator was not limited in the number of legions he could (theoretically) command; it was unusual, though, to see one lead an army of more than four legions without the leadership support/presence of the other consuls. Historically, no Roman army of the period covered by this game ever exceeded four Legions.

Magister Equitum (Master of Horse): A Dictator was allowed to choose an "assistant", the Magister Equitum, Master of Horse. If the dictator took the field, leading legions, the ME stayed in Rome. If the Dictator stayed in Rome to oversee the day-to-day operation of the republic, the ME took his place with military imperium. Someone to lead the army.

Praetor Urbanus: The Praetor Urbanus was, essentially, commander of Rome garrison. During the 2nd Punic War (and after) he commanded the Urban Legions. His major task, outside handling a variety of emergencies, is training legions. The Praetor Urbanus' capabilities are further restricted in scenarios prior to the 2nd Punic War.

Legatus Legionis: Legates are used to move legionary reinforcements from Rome/Italy to overseas provinces when the player does not wish to use praetors or proconsuls.

Imperium: Or the ability to command armies. Roman magistrates were given Imperium by the Senate. A magistrate's Imperium is a specific group of Legions/Fleets commensurate with the type of office the magistrate held as listed below. Generally, magistrates were also restricted to where they could exercise their Imperium, usually to a specific province (these are listed in the scenario) or other geographic area, without given permission by the Senate to do otherwise. Once assigned to a magistrate, the Legions/Fleet may only be commanded by that magistrate (or indirectly by attachment to a more senior magistrate in the command hierarchy) during that game turn. The allowable military forces for the different magistrates are as follows:

  • Dictator/Magister Equitum: Two Consular Armies (Four Legions) or any sized Fleet
  • Consuls: Consular Army (Two Legions) or any sized Fleet
  • Proconsul: Consular Army (Two Legions) or any sized Fleet
  • Praetor: One Legion or one Fleet of five or less Squadrons
  • Praetor Urbanus: Rome Garrison
  • Duumvir: One Fleet of up to 2 Squadrons

DESIGN AND HISTORICAL NOTE: Actually a Dictator, or his Magister Equitum, whichever takes the field, commands all Roman forces. The above restrictions are partially for game purposes, and partially to reflect the realities of leading large armies.

The two Legions of a Consul/Proconsul's imperium are considered that magistrate's Consular Army. Generally, the two legions will remain together on the map although there is no requirement that they must. The key point is that two legions can only be directly commanded by that magistrate during the turn. Furthermore, these two legions remain part of that army until one or both are eliminated or Disbanded.

Important Note: The term Consular Army will be used frequently in these rules. When the rules say Consular Army, they refer to the two Legions that are/were the imperium of a particular Consul/Proconsul.

EXAMPLE: At the start of the 1st Punic War scenario, Appius Claudius, the Rome Consul, starts with Legion I and Legion II as his imperium. His Consular Army (Consular Army I) consists of these two legions. Claudius is the only Roman leader that can directly command (conduct operations, use Interception or Avoidance) these two Legions. As Rome Consul, he can't leave Roman Italy without Senate permission, which he does have as the scenario begins. Claudius may move where he wishes, though Sicily is the place to be.

HISTORICAL NOTE: The numbers assigned to legions (e.g., I, II, etc) were not permanent, in the sense that they were in the Empire. The Consular Army numbers are arbitrary and are provided solely for the purpose of identifying the box on the Roman Army Display holding the two legions of a magistrate's imperium.

(CR 5.2) Election and Assignment of Magistrates

PROCEDURE: At the start of the Roman Elections segment (B/3), the Roman Player places all his leaders that are eligible for election into a cup. Eligible leaders are those listed in the scenario setup instructions except those that have been removed from play, including those leaders who served as magistrates in the previous turn but not those who are to be prorogued (CR 5.3). This is the magistrate pool from which the Roman player will "elect" his magistrates.

The magistrates are elected and their Imperium established in the order listed below. The two Consuls and the Praetor Urbanus magistracies must be filled each turn. The remaining magistrates are elected as needed and described in the rules in this section.

To "elect" a magistrate, the Roman player randomly and blindly draws a leader from this pool. After each draw, the Roman player designates an appropriate and eligible military force for that magistrate's Imperium and, if applicable, assigns a province to that magistrate. For the purposes of province assignment, CR 2.1 applies with the exception that Roman Italy cannot be selected as a province; a specific province within Roman Italy must be selected instead. A Legion or Fleet may be assigned to only one magistrate.

PLAY NOTE: We have provided markers to keep track of which leader holds which office and to which province he has been assigned. In the latter case, the province marker is necessary only if the magistrate's assigned province is different than the province where he was placed. These markers may be placed under the leader on the map or on the Roman Army Display in the appropriate Consular Army. The Consular Army marker is placed on the map with the leader.

The Order of Election is as follows:

  1. Dictator (in Emergency only; and sometimes during a game turn)
  2. Magister Equitum (in Emergency only; and sometimes during a game turn)
  3. Rome Consul
  4. Field Consul
  5. Proconsuls
  6. Praetors
  7. Praetor Urbanus

DESIGN NOTE: The separate Consul designations disappear with the 2nd Punic War, as the reach of Rome grows beyond Italy. Starting with the 2nd Punic War, all scenarios will have the Roman player simply electing two Field Consuls, giving them Imperium where the Senate (the player) feels is most needed.

(CR 5.21) Rome Consul: The Roman player randomly draws a leader from the magistrate pool to serve as the Rome Consul. Alternatively, if a magistrate (other than a Praetor) was awarded a Triumph (CR 5.47) in the previous year/game turn, the Roman player may (not must) deliberately select him as Rome Consul instead. Unless a state of Emergency (CR 5.28) exists and the Roman player elects a Dictator (CR 5.26), the Rome Consul is the first magistrate elected. The Roman player must elect/select a Rome Consul each turn then decide whether he will command Legions or Fleets. His Imperium in each case is determined as follows:

  • Legions: The Consular Army of the previous Rome Consul unless the former Rome Consul was prorogued and retained command of his army per CR 5.32. If those legions have been Disbanded (CR 10.18), the Roman player must immediately attempt to raise legions for a new Consular Army per CR 10.16. If successful, he commands that army. If the attempt fails, or if the previous Rome Consul either had no Consular Army or retained his army, another Consular Army may (not must) be selected from those in play. If none is selected, the Rome Consul has no Imperium at this time; OR
  • Fleet: Any one Fleet on the map including one under construction (and see CR 5.42 for an important limitation)

PLAY NOTE: Thus, the Rome Consul must be given an Imperium (either Legions or Fleet) unless the former Rome Consul's Army was disbanded and not replaced, or the former Rome Consul retained command of that army through prorogue per CR 5.32

Location: Placed either in Rome or with his Consular Army/Fleet.

Restrictions:

  1. For this Consul to switch Imperium (CR 5.43) during the turn from Legions to Fleet, or vice versa, he needs Senatorial permission to do so. If such permission is granted, it includes assigning a Proconsul through election to command the (abandoned) legions/fleet.
  2. May not leave Roman Italy, or the province in which he starts (other than to return to Roman Italy), without permission of the Senate. This does not apply when commanding a Fleet.
  3. The Rome Consul may never be prorogued in that office. He may be prorogued as a Proconsul or a Praetor per CR 5.3

EXAMPLE: The Roman player draws C. Furius from the pool as Rome Consul. The Imperium of the former Rome Consul's, C. Aurelius, who has been Prorogued, was Legions I and II (Consular Army I) located in Corsica. The Romans also have a Fleet in Ostia. The Roman player can give Furius those Legions, in which case he can be placed in Corsica with any of his Legions or in Rome. Since both Legions of the former Rome Consul are still in play, the Roman player does not have the option of assigning the new Consul a different Army. He can then campaign in Corsica or return to Roman Italy without restriction. To leave Corsica and go anywhere else, other than back to Roman Italy, requires Senate permission. Alternatively, the Roman player could give Furius the Ostia Fleet and later in the Election process assign the Legions in Corsica to a Proconsul.

(CR 5.22) Field Consul: The Roman player randomly draws a leader from the magistrate pool to serve as Field Consul. Alternatively, if a magistrate (other than a Praetor) was awarded a Triumph (CR 5.47) in the previous year/game turn, the Roman Player may (not must) deliberately appoint him as Field Consul. The Roman player must elect/select a Field Consul each turn then decide whether he will command Legions or Fleets. His Imperium in each case is determined as follows:

  • Legions: The Consular Army of the previous Field Consul unless the former Field Consul was prorogued and retained command of his army per CR 5.32. If those legions have been Disbanded (CR 10.18), the Roman player must immediately attempt to raise a new Consular Army per CR 10.16. If successful, he commands that army. If the attempt fails, or if the previous Rome Consul either had no Consular Army or retained his army, another Consular Army may (not must) be selected from those in play. If none is selected, the Field Consul has no Imperium at this time. Whether an army is selected or not, the Field Consul must be assigned a province which may be either the province where he is placed or any province outside Roman Italy; OR
  • Fleet: Any one Fleet on the map including one under construction (and see CR 5.42 for an important limitation)

PLAY NOTE: Thus, the Field Consul must be given an Imperium (either Legions or Fleet) unless the former Field Consul's Army was disbanded and not replaced, or the former Field Consul retained command of that army through prorogue per CR 5.32

Location: Placed with his Consular Army or Fleet. If he has no Imperium, he is placed in his assigned province.

Restrictions:

  1. For this Consul to switch Imperium (CR 5.43) during the turn from Legions to Fleet, or vice versa, he needs Senatorial permission to do so. If such permission is granted, it includes assigning through election a Proconsul to command the (abandoned) legions/fleet.
  2. May not leave his province of assignment, or the province in which he starts (unless it's a move to his province of assignment), without permission of the Senate. This does not apply when commanding a Fleet.
  3. The Field Consul may never be prorogued in that office. He may be prorogued as a Proconsul or a Praetor per CR 5.3

EXAMPLE: Continuing the example above, the Roman player then draws C. Lutatius from the pool as Field Consul. The Imperium of the former Field Consul, L. Iunius, who has crossed the Styx and is no longer available, was Legions III and IV (Consular Army II) located in Sicilia. Since Furius has decided to take command in Corsica, Lutatius can either go naval or take command of the Field Consul's Army in Sicilia. He decides to go for the Fleet and is placed in Ostia with his Fleet. Had he decided to take command of the Field Consul's Army, Lutatius would have been placed in Sicilia in a hex that had one/both of his Legions. The Roman player would then have needed to either assign Sicilia as Lutatius' province or pick another province outside Roman Italy.

(CR 5.23) Proconsuls: Proconsuls provide leadership for Consular Armies, or Legions that are not part of a Consular Army, that have not been allocated to the Consuls (or Dictator/ME if in play). Proconsuls may also be elected or selected as Admirals to command Fleets that are without commanders (but see CR 5.42). To assign a Proconsul, the Roman player does one of the following:

  • selects a prorogued Consul from the previous turn, regardless of his location at the time; or
  • randomly draws a leader from the magistrate pool, or
  • selects a leader from the pool who has previously won a Triumph at any time during the game

A Proconsul can command:

Legions/Fleet: Any one Consular army, or any two Legions that are not part of Consular Army, or Fleet without a commander (but see CR 5.42), or a Consular Army/Fleet whose commander is about to be shifted elsewhere (this command may arise mid-turn, see CR 5.43). If the Proconsul is given two Legions that were not part of a Consular Army, these two Legions now become his Consular Army.

Restrictions:

  1. May not switch from Legions to Fleet or vice versa within the turn.
  2. May not leave the province of his assignment without permission of the Senate. This does not apply when commanding a Fleet.
  3. A Proconsul may not be voluntarily prorogued (CR 5.32)

All Consular Armies and each non-Consular Army two Legion group (player's choice on how to group them) must be assigned to a Proconsul. This requirement does not apply to Fleets. The Roman player is not required to elect a Proconsul for a Fleet.

Location: Placed with the Consular Army or Fleet. If placed with a Consular Army, the province where he is placed is his provincial assignment. However, if he was a Consul that was prorogued, he may instead either keep his previous assigned province or be assigned a another province that is outside Roman Italy.

EXAMPLE: With the Field Consul C. Lutatius in command of the Fleet in Ostia and Rome Consul, C. Furius, leading his army in Corsica, the Roman player is in need of a Proconsul for the Field Consul's army in Sicilia. The Roman player has the prorogued C. Aurelius available so gives him Legions III and IV (Consular Army II) and the province of Sicilia. He may not leave Sicilia without permission of the Senate.

(CR 5.24) Praetors: Praetors are elected after any Proconsuls and only if there are individual Legions or eligible Fleets without a leader (and see CR 5.42 for an important limitation).

To assign a Praetor, the Roman player does one of the following:

  • selects a prorogued Consul or Praetor from the previous turn, regardless of his location at the time, or
  • randomly draws a leader from the magistrate pool, or
  • selects a leader from the pool who has previously won a Triumph at any time during the game

Legions: Assigned any one Legion. This command may arise mid-turn.

Fleet: Assigned a Fleet of 5 or less squadrons. This command may arise mid-turn.

Location: Placed with his assigned Legion or Fleet. If placed with a Legion, the province where he is placed is his provincial assignment. However, if he was a Consul or Praetor that was prorogued, a new province may be assigned instead.

Restrictions:

  1. May not switch from Legions to Fleet or vice versa within the turn.
  2. May not leave the province of assignment without permission of the senate. This does not apply when commanding a Fleet.
  3. May be prorogued in that office.
  4. Regardless of the Initiative Rating of the Praetor, only one LAM per Praetor is placed in the pool. Praetors thus have a game-restricted Initiative Rating of '1'.
  5. No more than one Praetor may be assigned during the Roman Elections segment. The Roman player may, however, assign a Praetor over this limit in any other phase or segment if needed to command a lone Legion.

A lone Legion must be assigned to a Praetor. The Roman player is not required to use a Praetor to command a Fleet.

EXAMPLE: Continuing the example, the Roman player was able to raise a single legion during the Force Determination Phase. He must immediately elect a Praetor to command this legion. No leader has won a Triumph, so a Praetor is drawn from the pool. M. Atilius is drawn. Even though Atilius has an Initiative of '3', he will receive only one LAM because he's a Praetor. The Roman player decides to place the new legion in Tarentum and make Calabria his province, so there also goes Atilius. He may not leave Calabria without the Senate's permission (see CR 5.29 below).

(CR 5.25) Praetor Urbanus: The Praetor Urbanus must be elected each turn and is the last magistrate elected. The Roman player randomly draws a leader from the magistrate pool. The Praetor Urbanus imperium is the Rome Garrison. His "province" is the city of Rome, in which he is placed. He may leave the city of Rome only when there is an Emergency (CR 5.28) and only with the Permission of the Senate. He is the only magistrate able to enter the city with troops without Senate Permission. There is no LAM for the Praetor Urbanus. See CR 5.46.

(CR 5.26) Dictator/Magister Equitum: If a State of Emergency (CR 5.28) exists at the start of a turn, the first magistrate elected is a Dictator. In addition, if a state of Emergency arises during a turn, the Roman player, immediately upon drawing his next LAM, chooses a Dictator and Magister Equitum at the conclusion of that magistrate's action. See CR 5.28. The Roman player may either randomly draw a leader from the magistrate pool, or select any leader from the magistrate pool that has been awarded a Triumph at any time during the game.

The Roman player has the option of either having the Dictator operate in the field or stay in Rome. If the Dictator takes the field, the Magister Equitum (ME) is assigned to Rome without any imperium. If the Dictator decides to govern rather than take the field, his ME is given the same imperium the Dictator would have had.

In addition, any Dictator who chooses to remain in Rome (city) has his Initiative Rating subtracted from any die roll for Senatorial permission.

If the Dictator (or ME) will operate in the field, his Imperium is:

Legions: The Dictator/ME may be assigned any two Consular armies. Alternatively, he may be assigned none at all and use only the command hierarchy (CR 5.51) to lead the armies commanded by other magistrates.

Fleets: The Dictator/ME may be assigned one Fleet including one under construction (and see CR 5.42 for an important limitation). Alternatively, he may be assigned none at all and use only the command hierarchy (CR 5.51) to lead Fleets commanded by other magistrates.

The Dictator/ME may freely switch from commanding Legions to Fleets and vice versa any time during the turn. Specific Army/Fleet assignments, however, can only be made if the Dictator/ME comes into play during Roman Elections phase.

Location: Placed with an assigned Consular Army or Fleet, otherwise with any Consular Army, Legion, or Fleet. He is free to move anywhere (except into the city of Rome with his army) without Permission of the Senate.

PLAY NOTE: Generally, the more flexible arrangement is to have the Dictator/ME placed without a specific Imperium which the Romans tended to do more often than not.

To choose a Magister Equitum (Master of Horse), the Roman Player may select a leader (not blindly, but with purpose) from the magistrate pool whose ID# is within five (5) of the Dictator's ID #. The Magister Equitum's Imperium is the same as that of the Dictator.

PLAY NOTE: Thus, the Roman Player has an interesting choice to make when he elects his Dictator. Is he better off with a good leader in the Field or in Rome, running the show?

EXAMPLE: A rather timid Valerius (#307) is elected Dictator. The Roman player decides he needs a Magister Equitum to lead in the field. He selects C. Duilius (#310) and will keep Valerius in Rome. The Roman player decides not to allocate a Fleet/Army directly to Duilius, and places him in Sicily with one of the two Consular armies present. Duilius will use his position in the hierarchy to command those legions through the regularly elected magistrates.

(CR 5.27) Duumviri. These minor leaders are used to command small Fleets, as per CR. 7.22. They are not part of the election process, but are appointed as, when and where needed, within the restrictions of that section, however, the number of Duumviri allowed in play is limited to those in the counter mix (Emergency Duumvir are an exception, see CR 7.24). If an Admiral combines the Duumvirs squadrons with his Fleet, the Duumvir is removed.

HISTORICAL AND LINGUISTIC NOTE: There were usually two magistrates in a duumvir. The word is a combination of Latin words which, together, mean, roughly "the strength of two". Think of the Caesarean triumvirates ....

(CR 5.28) Emergencies: A Dictator may/must be elected at the start of, or during, the game turn if a State of Emergency is in effect. Some emergencies require that a Dictator is chosen; others leave the choice to the player.

Minor State of Emergency: The Roman player may voluntarily elect a Dictator when:

  • a Roman Consular Army or larger force loses a Major land battle (as per 8.52) and suffers losses of 30% or more in terms of Strength Points; OR
  • an enemy force occupies two or more Medium/Large cities in Roman Italy

Major State of Emergency: The Roman player must elect a Dictator when:

  • an enemy force occupies a city that is within three hexes of Rome (e.g., the town of Reate); OR
  • Rome loses two Major land battles in the same year, each involving at least one Consular Army, regardless of the number of losses; OR
  • Rome is Under Siege

If a State of Emergency occurred in the previous turn, or exists at the start of a new turn, the Dictator is elected in the Roman Election Phase. Only Battle losses that occurred in the current or immediately prior turn are used to determine a State of Emergency.

To choose a Dictator within the turn, it must be when a Roman magistrate is active (his LAM has been selected and it is his Operations Phase). In this case, the selection of Dictator occurs at the conclusion of that magistrate's actions. When a Dictator (or ME) is elected mid-turn, he gets a number LAMs equal to his Initiative rating, minus one, but never fewer than one.

Use the procedure in CR 5.26 to elect the Dictator and Magister Equitum.

(CR 5.29) New Legions/Fleets: Newly-raised legions must be assigned to a commander immediately upon their being raised. The choices are:

  • The elected Consul if raised to replace the Consul's Disbanded army (CR 5.21/2, Legions)
  • An elected Consul without Imperium when any two legions are raised at the same time
  • Elect a Proconsul when any two legions are raised at the same time, but not if there is a Consul without Imperium
  • Elect a Praetor for any single legion raised

The Consul placement and restrictions given in CR 5.21/2 apply when a Consul receives a new army. Proconsuls and Praetors are elected per the procedures given in CR 5.23/4 and placed with the newly raised army/legion. They are then assigned a specific province, a province to which he must move with his army/legion as quickly and directly as possible. If there is no eligible province, the Proconsul/Praetor's Imperium is limited to the province where the newly raised army was placed. If the selected province or the province where the legion was raised is within Roman Italy, his Imperium is limited to that individual province.

EXAMPLE: A single Legion is raised during the turn. The Roman player draws a leader from the pool as Praetor for that Legion and designates Lucania for his province. That Praetor must, when activated, move his Legion to Lucania and remain therein, unless he gets permission to go elsewhere.

EXAMPLE: The VI Legion is in Etruria, commanded by a Praetor. The Roman Player, fearful of an enemy invasion from Hispania through this area, decides to reinforce Etruria by raising two new legions, the XI and XII, placing both new legions in Rome. He then randomly draws a leader from the pool as Proconsul, assigning him the two Legions, which are now the Proconsul's Consular Army. He is placed with his Army. The Roman player then assigns Etruria as his province. The Proconsul then, as the turn progresses, marches off to Etruria (while he cannot operate outside Etruria without Senatorial permission, he does not need such to travel to his province). When he gets there, he has a force of three legions, one under the Praetor, who is subordinate to him, as Proconsul.

If the Roman player builds a Fleet of five or less squadrons and is under his limit of allowable Admirals (CR 5.42), he may immediately either assign a Consul without Imperium, elect a Proconsul, or elect a Praetor unless one is already in play, and assign that leader as Admiral for the new Fleet. The Consul/Proconsul/Praetor is placed with that Fleet.

(CR 5.3) Prorogue of Imperium

(CR 5.31) During the Imperium Prorogue segment (B/2), the Roman player must decide which magistrates will remain in play in some office for the upcoming turn. This process is called Prorogue. The Roman player simply states that the magistrate has been prorogued, and in the case of a Consul, whether he will retain command of his army or not.

(CR 5.32) The following magistrates are eligible for Prorogue:

  • A Consul may be prorogued and continue in command as Proconsul and retain command of his army and province, or be assigned any other army in any location, or be assigned a Fleet per CR 5.23. He may instead be made a Praetor and assigned a Legion/Fleet per CR 5.24.
  • A Praetor may be prorogued and continue in command as a Praetor and assigned a Legion or Fleet per CR 5.24.
  • A magistrate who is Besieged per CR 5.34 must be prorogued and retains command of his army.

PLAY NOTE: Dictators (and the ME), Proconsuls, and the Praetor Urbanus may not be voluntarily Prorogued.

DESIGN NOTE: The preceding limitations reflect the realities of Roman politics in the era of the 1st Punic War and before.

(CR 5.33) A magistrate whose assigned legion(s) have been entirely eliminated or Disbanded may be Prorogued. Magistrates that are not Prorogued are removed from the map and placed in the Magistrate pool.

(CR 5.34) If a magistrate and any part of his command is inside a city that is Under Siege (9.0) that is not a Secondary or Major Port, that magistrate must be prorogued and remain inside the city. Consuls and Proconsuls are prorogued as Proconsuls, while a Praetor is prorogued as a Praetor. If a Dictator/Magister Equitum was assigned legions, he is Prorogued as a Proconsul, otherwise he remains in the city until the Siege is resolved at which time he is returned to the pool (assuming that he survives). The besieged Dictator/ME can command any unit in the city whose commander is not present until the Siege is resolved at which time he his returned to the pool (assuming that he survives, isn't a prisoner, etc.).

(CR 5.4) Magistrate Restrictions

(CR 5.41) A Roman magistrate is free to conduct Operations with his assigned Legions within his assigned province or the province in which he was placed. To leave his assigned or starting province, usually requires Senate permission. An Admiral can conduct operations with his Fleet without Senate permission. A magistrate may always move to his assigned province without Senate permission provided he moves himself and his legion(s) as quickly and directly as possible to his province using one Movement Operation with no voluntary Stops.

(CR 5.42) If a Roman magistrate is assigned a Fleet he can only conduct operations with Fleets, never land units (but see CR 5.43). If a Roman magistrate is assigned Legions, he can only command Fleets while using Naval Transport (see CR 7.6). All Fleet commanders other than Duumvir are considered Admirals. Admirals other than Praetor's can command any size Fleet; Praetor's are limited to Fleets of five (5) or less Squadrons. The Roman Player may never elect/assign/prorogue more Admirals than allowed by the scenario rules. The Dictator/ME without Imperium (CR 5.26) is an exception in that the Roman player may use him as an Admiral to command other Admirals regardless of any limit.

(CR 5.43) Switching Imperium: Both Consuls have the option of changing Imperium from land to naval, or vice versa, during their Operations Phase. The Consul must first receive Senate Permission to do so. If such permission is granted, a Proconsul (or Praetor if a single Legion or 5 Squadron or less Fleet is involved) is immediately elected to command the (abandoned) legions/fleet. The Consul may now conduct operations in his new environment. The Dictator/ME may freely switch Imperium at any time.

(CR 5.44) Overall Commander: If there is a Dictator (or ME) in play in the field, the Dictator (ME) is considered the Roman Overall Commander for Operations that are limited to an Overall Commander. If a Dictator is not in play, the Rome Consul is considered the OC for all Manpower Operations. In all other situations both Consuls are considered OCs.

Triumph procedure (return to Rome): the magistrate moves his army into any hex adjacent to Rome, or his fleet to any controlled Major Port in Roman Italy, and Stops. The magistrate then leaves his army/fleet and moves alone into Rome (Continuation is automatic in this case). Once he has entered Rome, he is Finished (but see CR 5.48 below) and may not be activated again that game turn (he's busy fitting his oak-leaf tiara and celebrating with the boys at the Senate Club).

(CR 5.48) Request to Grant Triumph. However, even if all of the above have been fulfilled, if Roman casualties from battle, Assault, or Siege Attrition during the turn were 15% or more, the Senate may refuse to grant a Triumph! When the magistrate arrives in Rome, roll the die, applying any applicable modifiers per the Senate Permission Chart. If the adjusted DR is less than or equal to the magistrate's Campaign Rating, the Senate has agreed to grant a Triumph.

PLAY NOTE: This is not purely a "game" formula. The "law" in Rome was, if you win a battle, kill 5000 of the enemy, and come back with your army, you got a Triumph. Triumphs were known to be refused if the Senate felt losses were too great. And your army stayed outside the city.

(CR 5.5) Magistrates in General

(CR 5.45) Command Limits: A Roman magistrate may only directly command the legion(s)/Fleet that make up his Imperium (see CR 5.1), plus any auxiliaries (CR 10.15) and/or Allied troops. Any magistrate, however, can attach and command the armies/fleets of other magistrates within the hierarchy restrictions given below (CR 5.5).

(CR 5.46) Praetor Urbanus: The Praetor Urbanus has several special abilities/liabilities. These are:

  • He may not leave the city without the permission of the Senate (CR 5.6) and may only attempt to do so if an Emergency exists. However, he is the only leader who may enter Rome without permission.
  • The only operations he may undertake, outside of Rome, are Leader and Force Movement. He defends normally if attacked and can attempt Avoidance.
  • He receives no LAM. He may be activated only by using a Consul's LAM
  • He commands the Rome garrison
  • He does not count against the limits placed on the number of Praetors allowed in play
  • He trains legions (see CR 10.3)

(CR 5.47) Triumph: For purposes of being re-elected, winning a Triumph is important for a Roman leader (see CR 5.21, CR 5.22, CR 5.24). A Triumph is a victory in which the magistrate's army/fleet satisfies, in the same game turn, all of the following:

  • Wins a battle (8.51/CR 7.47) or Wins a Siege by Assault or Attrition.
  • During the turn causes casualties of 10+ infantry SPs or 5+ Squadrons
  • Returns to Rome (see the Triumph procedure above CR 5.48).

(CR 5.51) Hierarchy: Magistrates are not only capable of commanding the armies allowed as per CR 5.2, but they may also attach and campaign with the forces commanded by subordinates, magistrates lower on the hierarchy than they are. The magisterial hierarchy is as follows:

  1. Dictator or Magister Equitum
  2. Consul
  3. Proconsul
  4. Praetor
  5. Allied Leader

(CR 5.52) A Magistrate whose Operations Phase it is may conduct a Force Movement Operation with all units in his command (CR 5.45), plus those in the same hex commanded by magistrates lower in hierarchy. An active Consul can include his colleague in a Force Movement Operation provided that his colleague didn't include him as part of a Force Movement operation during that game turn. Proconsuls and Praetors cannot conduct a Movement Operation with other magistrates of the same rank in the hierarchy. A Magistrate may always use his direct command for Operations. The limitations of 5.41 do apply, however, if the magistrate wants to include other magistrates, auxiliaries, or allies.

(CR 5.53) For Battles (including Avoidance) and Siege Assaults use 5.44 to determine who is in charge. However, if both Consuls are present, the Roman player does not get to choose in case of tie. Instead, the Roman player rolls one die for each consul. High-die consul's Ratings are used, regardless which consul is actually active. If the rolls are the same, the player selects the consul of his choice.

DESIGN NOTE: When both Consuls were present, they alternated command daily.

(CR 5.54) A Roman leader may include other magistrates lower in the hierarchy and their troops in the same hex as part of an Interception or Coordination attempt. If both Consuls are present, the Roman player may include both using the procedure in CR 5.53 to determine which Consul is in charge. In all other situations, Interception and Coordination attempts include only the magistrate and his direct command. A magistrate may always use his direct command for Interception or Coordination. The limitations of 5.41 do apply, however, if the magistrate wants to include other magistrates, auxiliaries, or allies as part of the attempt.

(CR 5.55) Only a Dictator/Magister Equitum may conduct Force Movement, Interception, or Coordination with more than eight (8) Legions (plus auxiliaries/allies) regardless of how many magistrates he can gather in one place. However, for the Dictator/ME to do so requires Senate permission (see CR 5.65). There is no Legion limit for an Attack or any Siege operation.

PLAY NOTE: The Dictator may never actually be given Imperium for an army larger than four legions. However, given the presence of other magistrates and their armies, he may have the opportunity to conduct operations with a larger army. This may seem to be a difference in semantics, but, to the Romans, it was a major one.

HISTORICAL NOTE: One of the arguments for the Romans having eight legions at Cannae was that not only were the two consuls for that year present (Varro and Paullus), but the two consuls from the previous year-Servilius and Atilius-had been prorogued to command the legions they already led. With each consul and proconsul allowed two legions each, that would add up to a possible total of eight legions present. (To be sure, there are many other arguments about what was at Cannae-and why.)

(CR 5.56) Command Efficiency Rating: The above restrictions and allowances are augmented by the magistrate's Command Efficiency Rating (CER), which serves dual game purposes: it is used as his Tactical Battle rating as well as to determine how many legions he may command efficiently. Only Roman leaders have a Command Efficiency Rating which reflects their non-military training, restricts their ability to efficiently lead large armies; non-Roman leaders do not use this rule. The CER reflects the number of legions that magistrate may command efficiently, with the letter corresponding to the legion numbers as follows:

  • A = 6 legions
  • B = 5 legions
  • C = 4 legions
  • D = 3 legions
  • E = 2 legions

(CR 5.57) The letter is an "efficiency" rating, not a restriction. However, when the Roman player has a leader command a force in excess of his efficiency limit, he suffers the following penalties:

  • Battle: If attacking, he subtracts one (–1) from the die roll for each Legion over the commander's efficiency limit; if defending he adds one (+1) for each. Auxiliaries do not count, but partial legions do.
  • Siege Assault: If attacking, he subtracts one (–1) for each Legion over the commander's efficiency limit. There is no penalty while when defending. Auxiliaries do not count, but partial legions do.
  • Siege Attrition: he adds one (+1) to any Siege Attrition die roll (whether besieging or besieged) for every two Legions (ignore partial Legions and any auxiliaries/allies) over the efficiency limit of the highest ranked leader with the force. In the case of tie, the Roman player chooses the leader.

If there is no eligible commander present, all legions are considered in excess of the efficiency limit.

EXAMPLE: A Consul with a "C" rating, conducting an Attack operation with six legions, would have to subtract two (–2) from the Battle die roll. His opponent would add two (+2) if the Consul were defending. Furthermore, if this Consul was commanding four Legions and the RL components of two other Legions, the DRM would still be –2/+2.

DESIGN NOTE: The CER, which is rather restrictive to most Roman magistrates, reflects the historical inability of Roman leaders to efficiently use the remarkable resources of manpower they possessed. Most Roman magistrates had no training in maneuvering with truly large forces, and, when they did find themselves in such a position, they often could make little positive use of such numbers ... Cannae being the perfect example. Roman discipline was fine, but it could not compensate for, or adjust to, the problems of commanding armies of 50,000 or more men. The Romans, however, appear to have been aware of their limitations in this area, and, even with their almost limitless personnel reservoir-and the willingness to use it-the number of instances they fielded an army of more than 4 legions in this era is limited to Cannae, Sentinum (where the force was actually split) and... we can't even think of a third. The Romans were highly aware that sheer numbers meant little.

(CR 5.58) ROMAN COMMAND EFFICIENCY CHART. See charts and tables.

(CR 5.6) The Senate

DESIGN & HISTORICAL NOTE: One of the interesting sidelights of all those Republican Roman laws designed to ensure that the monarchy never came back into existence was the one that forbade any magistrate from leaving his province of assignment and marching around Italy-and especially into Rome-without specific permission of the Senate. And even the Rome Consul had to ask permission to actually enter the city with an army-a permission rarely given. So, herewith is one of those chromatic lacunae so beloved by ancients players.

Senatorial Permission is an additional Operation that the Roman player (only) may/must use in a variety of situations (see CR 5.66 below). If permission is granted, the Roman player can continue with his Operations Phase, if denied, Continuation is by die roll (5.25).

(CR 5.61) Leaving a Province. No Roman magistrate may leave his assigned location (CR 5.21-5.26) without permission of the Senate (see CR 5.41 for the situation where a magistrate begins an Operations Phase outside his assigned province). Admirals can conduct operations without restriction. If the active magistrate, other than a Dictator/Magister Equitum, wants to operate outside the provinces of his subordinates, he must seek permission of the Senate or meet the requirement stated above. If seeking permission, one attempt is made and the result applies to all the subordinate magistrates in the force. Censure applies to the active magistrate alone. A Dictator/Magister Equitum, and any magistrates that are part of his force, never needs permission to leave a province.

PLAY NOTE: Place a "Permission to Leave" marker (these are printed on the back of the Province markers) on the magistrate as a reminder that he is free to move outside his province.

(CR 5.62) The "Hot Pursuit Exception": A magistrate may leave his province without permission if that Movement Operation Stops either in a hex that contains an enemy force or adjacent to a hex that contains an enemy force that is not inside a city. A magistrate may also leave without permission as the result of a successful Interception or Coordination. However, this could be politically dangerous; see CR 5.67.

(CR 5.63) Entering/Leaving Rome: No Roman force, regardless by whom it is commanded, may ever enter the city of Rome (It-3714), even during movement, without permission of the Senate... and it will be a cold day in Carthage when that happens! (See CR 5.66) A Roman magistrate, moving without a force, is always free to enter Rome without permission.

Exceptions:

  • Units of the Rome Garrison are always free to enter (return to) Rome, if commanded by the Praetor Urbanus.
  • Legions may start and train in Rome; once they leave, the rule applies.

The Praetor Urbanus may not leave Rome without permission of the Senate, and he may not do so unless there is an Emergency in effect. However, he may enter (return) into the city without permission.

(CR 5.64) Special Permissions: Senate permission must be sought in the following situations:

  • Raise a Consular Army for a newly elected Consul (CR 5.21/2)
  • Switch Imperium from land to sea or sea to land (CR 5.43)
  • Conduct Force Movement, Interception, or Coordination with more than eight (8) Legions—Dictator/ME only (CR 5.55)

(CR 5.65) Senatorial Permission: Senatorial Permission is an Operation. If granted, continuation is automatic. If denied, continuation is by die roll. Permission to do something may be requested only once per Operations Phase per leader, although that leader may make more than one request to do different things. Any senatorial permission to do something lasts for the remainder of the turn/year.

(CR 5.66) Permission Procedure: Permission from the Senate is obtained by rolling a die, adjusting it as per the items listed below, and comparing it to the leader's Campaign Rating. If the adjusted die roll is the same as or lower than the leader's Campaign Rating, permission has been granted, higher, permission has been denied. The following modifiers apply to all Senate Permission requests:

  • –? subtract the Dictator's Initiative Rating if he stayed in Rome
  • –1 for each Guile point used

The following modifiers apply to a request to leave a province:

  • –1 leader is the Field Consul
  • +1 leader is a Proconsul
  • +2 Rome Garrison leaving the city
  • +2 prorogued leader retained his prior assigned province

Any one of the following:

  • –4 if there are 20 SPs or more of enemy combat units within five hexes of Rome
  • –2 if there are 20 SPs or more of enemy combat units within ten hexes of Rome, but farther than five
  • +1 no enemy units are in Roman Italy
  • +5 no enemy units are in Italy, Sicily or any of the Gallic provinces

Entering Rome: Below are the only circumstances under which a Roman force may try to enter Rome, in addition to those noted in CR 5.63:

  • –4 if there are 20 SPs or more of enemy combat units within five hexes of Rome
  • –2 if there are 20 SPs or more of enemy combat units within ten hexes of Rome, but farther than five

EXAMPLE: Manlius Vulso (#317) has been prorogued as Proconsul for Sicily. He wishes to redeploy his army to Sardinia so seeks Senate permission to leave Sicily. The DRM is +3 (he is a Proconsul and has retained his prior province, and there is no Dictator in play). With a Campaign Rating of 6, Vulso will need to roll a '4' or less to receive the Senate's blessing. The Roman player decides to expend Vulso's lone Guile point to improve his chances. He rolls a '6' so the Senate fails to see it Vulso's way. Since permission was denied, the Roman player will need to roll to see if Vulso can continue his Operations Phase.

(CR 5.67) Censure: A Consul/Proconsul/Praetor that uses CR 5.62 to march without permission is subject to Censure. If such movement is undertaken, at the end of the current Operations Phase, the player rolls one die to see if that leader has been removed from office by Censure. If the die roll is higher than his Campaign Rating, he is removed from office. He may not be placed in the magistrate pool for the rest of the game. The die roll may be adjusted as follows:

  • –3 if the non-permissible movement resulted in a Triumph (excluding Sieges), OR
  • –1 if the non-permissible movement resulted in a Roman Victory (any type)
  • –1 each Guile Point expended
  • +1 if no battle occurred as a result of the non-permissible movement
  • +3 if the non-permissible movement resulted in an enemy Victory, OR
  • +6 if the non-permissible movement resulted in an enemy Major Victory

HISTORICAL NOTE: You may well ask why winning a battle wouldn't simply eliminate the need for censure. Well, take the example of consul T. Manlius Torquatus, in 340 BC, whose son disobeyed his orders, attacked the enemy and won a great victory. Old Pops Manlius not only presided over his son's disobedience trial, but made sure his execution was carried out. So much for military creativity in ancient Rome.

(CR 5.68) A censured Consul/Proconsul/Praetor is replaced upon removal by drawing a new man from the pool.

EXAMPLE: Continuing with the above example, the Roman player decides to have Vulso ignore the Senate and head for Sardinia. Before completing his Operations he is able to bring a Carthaginian force to battle and wins a victory, though one insufficient for a Triumph. When Vulso is Finished, the Roman player must roll for Censure. Due to the successful battle, he will be able to subtract one (–1) from the die roll. Unfortunately, Vulso expended his Guile point, so get no further help. The Roman player rolls a '7', which is just enough to keep him in the game.

(CR 5.69) SENATE PERMISSION AND CENSURE CHART. See charts and tables.

(CR 5.7) The Carthaginian Political System

The Carthaginian Political system—much admired by many Greek scholars of the era—was far less complex (thankfully) than that of the Romans, with power almost entirely in the hands of a small group of families. These families apparently dominated the Council of 30 Elders, which acted as advisor to the Council of 104, which chose the offices of civil and religious power, the suffetes. Citizens—invariably limited to the Phoenician community—as the Assembly of the people had some input, but it was wealth and position in this decidedly mercantile community that held sway.

This is not to say that the families were always on the same platform; inter-familial fights were common, but, when things were going well, as they had been for centuries, everyone seemed to agree on most things, the result being that, to protect their wealth (which was considerable) and position, the people who held power in Carthage were often conservative. And as the suffetes did not hold military office—generals were selected by the Council—they were, far too often, rather slow in making decisions that could affect the wealth of the city.

(CR 5.71) Families: Carthaginian political power was divided into Families, with one family faction usually having the "upper hand" in the Councils and offices of Suffete. The scenarios state which Family starts in Power. At the start of the Carthaginian Political Climate segment (B/5), the Carthaginian player, consults The Carthage Family Power Determination Table, rolls one die and adjusts that roll using the listed modifiers. The final result is the Family in power for game turn.

HISTORICAL NOTE: There were probably more factions than the two families represented in the game, but there is not an abundance of information on this subject, and two is a suitable number for game purposes. The Magonids and the Barcids were the two prominent factions. In what is euphemistically called The 3rd Punic War, the factions were not familial, but political: "democratic", pro-Numidian, aggressively anti-Numidian, etc. Fat lot of good it did them.

(CR 5.72) Political Climate: As with the Roman Senate, the Carthaginian player must use The Council to determine his ability to raise troops and galleys, among other items. To do that, he must first determine the political outlook of those in Power. He does this in Carthaginian Political Climate segment (B/5), after determining the Family in Power. He consults the Carthaginian Political Climate Table, rolls one die and adjusts that roll using the listed modifiers. The final result will be a Council that is Cautious (and not willing to expend that many funds for some overseas venture), Interested, Alert, or Aggressive (Scared, if you wish). The resulting Political Climate affects the number of Armies the Carthaginians may employ and in some cases where they can operate per the table below. The Political Climate has no effect on the use of Fleets.

Political ClimateArmies Allowed
Cautious1 in Carthage; 1 Anywhere Outside Carthage
Interested1 in Carthage; 1 in Sicily; 1 Anywhere Outside Carthage
Alert3 Anywhere
Aggressive4 Anywhere

EXAMPLE: The Carthaginian player determines the family in power (CR 5.71). He rolls a '6' which is modified by a –3 (1st Punic) and a –1 (Magonids were in power the previous turn) for a net result of '2'. The Magonids stay in power this turn. The Carthaginian player then determines the Political Climate. He rolls a '7', which is modified by –2 (no enemy armies in Africa), –1 (Sardinia and Corsica are controlled by Carthage), –1 (Hannibal [1P-9], a Barcid, is the Carthaginian Overall Commander), +1 (Syracuse is controlled by Rome), and +2 (Carthage lost two battles the prior turn) for a net result of '6'. The Carthaginian Political Climate is Interested.

If the Carthaginian player has more armies on the map than allowed by the current Political Climate, he determines if he must Disband the excess armies per the procedure in CR 5.73. If the Political Climate is Cautious or Interested, the Carthaginian player must assign one (and only one) Army to the Carthage province. If he has less armies on the map than allowed, he may raise a new army to assign to Carthage. Otherwise, he must assign an army on the map, selecting a non-Besieged army over one that is Besieged. Similarly, if the climate is Interested, the Carthaginian player must assign an army to Sicily. He may raise a new army if able or assign an army already on a map (other than the one assigned to Carthage province), selecting a non-Besieged army over one that is Besieged. The Armies assigned to Carthage and Sicily can only conduct Operations in their respective provinces. If the army is located outside the assigned province, the player must move the army as directly as possible to that province using one Movement Operation with no voluntary Stops in that army's leader's first Operations Phase of the turn.

Furthermore, no army other than the one assigned to Carthage may conduct Operations in Carthage province. If another army starts the turn there, the player must move that army as directly as possible out of the Carthage province using one Movement Operation with no voluntary Stops.

As an exception to the above, if an enemy land force enters a hex in Africa, the army assigned to Carthage may conduct operations in any province in Africa, and all other armies may conduct operations in any province including Carthage.

In Alert and Aggressive climates, all armies are free to conduct Operations in any province in play.

EXAMPLE: The Political Climate is Cautious and the Carthaginian player has three armies in play all of which are in Sicily. None were Disbanded. The Carthaginian player must assign one to Carthage and move it from Sicily to Carthage when the leader is first activated. The remaining two armies can conduct Operations anywhere but in Carthage province.

(CR 5.73) Disbanding Armies: If the Political Climate for the turn is such that the number of Carthaginian Armies on the map is over the allowable limit, the Carthaginian player must check to see if any of the excess armies Disband. To do this, he selects one of his unbesieged armies, notes its leader's Family affiliation, and rolls the die. If the Army Commander's Family Affiliation is the same as the Family in Power, the player must Disband the army if the DR is 2 or less; if the Family Affiliation's are different, he must Disband the Army if the DR is 4 or less; otherwise the army remains in play. If the army has no commander, treat the Family Affiliation as different. The player continues this process until he is either at the allowable army limit, or has checked all his armies.

Alternatively, the Carthaginian player may voluntarily select the arm(ies) to Disband, other than those that are besieged. If, after making the selection, there are still excess armies, the player uses the DR check above to determine if any of the remaining armies disband. The Carthaginian cannot disband armies such that the total of those that remain are below the limit set by the Political Climate.

For each army that must Disband, as above, the player has the following choices, which he makes after all Disband die rolls have been made and/or armies selected. For each army he must either:

  • distribute the army's SPs to any controlled cities in the province the army was in. These SPs are placed inside the city; or
  • distribute African (Carthage, Libya, Numidia, Mauretania) SPs to any controlled cities in Carthage province. All European mercenaries—Gauls, Iberians, etc.—are removed from play.

In either method, units may not be placed in a city Under Siege, unless that city is also a Secondary or Major port.

The Army Commander is placed in the leader pool. If the Overall Commander is placed back in the pool, the Carthaginian player must designate one of the remaining Army Commanders as his OC. His choice must be from the same family that is in power if one of the remaining commanders is so aligned.

EXAMPLE: The Political Climate is Cautious and the Carthaginian player has three armies in play (Carthage and two in Sicily). The Magonid family is in power. The commanders of the two armies in Sicily are Barcids, while the army in Carthage is led by a Magonid. The Carthaginian player decides to attempt to keep all his armies so forgoes the opportunity to Disband one of his choice. The Carthaginian picks one of the armies in Sicily and rolls '5'. That army stays in place. He then rolls a '3" for the 2nd Sicilian army. That army must Disband. Since he is now at the army limit, no further rolls are necessary. The leader is placed in the pool and the army's SPs are distributed to cities within Sicily. Alternatively, the player could remove his mercenaries from play and distribute his African troops to controlled cities in Carthage province. Note that if the Carthaginian army in Carthage were Disbanded instead of one of the armies in Sicily, the Carthaginian player would need to assign one of the Sicilian armies to Carthage province and move it there in the Operations Phase.

(CR 5.74) Appointing Commanders: Unlike the Romans, once appointed, Carthaginian commanders remain in the field until they die, get recalled when they lose a battle (and possibly crucified for such ineptitude), or their army is disbanded or eliminated. The initial deployment says which Commanders start in play. The scenario also provides a "pool" of possible Carthaginian commanders from which to choose when new, or replacement, commanders are needed. Army Commanders and Admirals are appointed:

  • during the Carthaginian Political Climate segment after determining the Political Climate and Disbanding any armies, for each Army without a Commander or Fleet without an Admiral
  • whenever a new Army has been formed or Fleet constructed
  • using Leader Replacement (8.63, A or C only). A replaced Wounded leader no longer command the Army returns to the pool next turn. The Carthaginian player is not required to replace a Wounded leader.

When choosing an Army Commander or Admiral, the Carthaginian Player simply draws one, randomly and blindly, from the available Pool and places him:

  • in Carthage, or
  • where a new Army has been raised or Fleet constructed, or
  • where the existing Army or Fleet whose old commander he is replacing, is located. If the old commander was the Overall Commander, the newly selected leader becomes the Overall Commander.

Certain Carthaginian leaders can only be used as Admirals, never as Army Commanders. These leaders have an anchor symbol on their counter. If the player draws one of these for an Army, he must instead select a non-Admiral-only leader from the Admirals currently in play as the Army Commander. The newly drawn leader replaces the reassigned leader as Admiral. If all of the Admirals are Admiral-only leaders or there are no other Admirals in play, draw another leader from the pool.

New Army Commanders impact the Army's Efficiency; see CR 10.54 for the specifics.

HISTORICAL/PLAY NOTE: It is almost impossible to figure out just which Hannibal, Hasdrubal or Hanno is doing what at any given time. We have tried to do our best to sort and identify them. But we do wish the Carthaginians had shown a bit more imagination with their surnames. Almost all Carthaginian surnames had religious significance. E.g., Hannibal means "beloved of Baal", or something close.

(CR 5.75) The Carthaginian player is allowed one leader-the Army Commander-for each Army in play. The number of leaders he may use as Admirals is limited to the those allowed in the specific scenario rules. Admirals in play above this limit are removed from the map and returned to the leader pool, Carthaginian player's choice. Unless stated otherwise in the scenario, each Army or Fleet may have only one leader. The Carthaginian player may assign any number of Duumviri (CR 7.22) to Fleets of 1 or 2 Squadrons, as, where and when needed, but no more than available in the counter mix (Emergency Duumvir are an exception, see CR 7.24).

PLAY NOTE: Given the above two restrictions, some Fleets may start the turn without a leader.

(CR 5.76) Command Restrictions: An Army Commander can only conduct operations with the units in his Army. The Carthaginian Army and its commander cannot conduct operations, Interceptions, or Coordination in conjunction with other Carthaginian armies unless the active leader is the Overall Commander. Any Carthaginian Army commander, however, can conduct operations with an army under the command of an Allied leader. The only time an Army Commander can conduct operations with Fleets is to use Naval Transport (CR 7.6). An Army commander may always use the units in his Army—the restrictions of 5.41 do not apply. If more than one Army is involved in a battle, use 5.43 to determine who is in charge. A Carthaginian Army Commander is ranked higher than an Allied commander.

An Admiral may only conduct operations with his Fleet, unless that Admiral is the Overall Commander. In that case, he can conduct operations in conjunction with other friendly Fleets.

If more than one Fleet is involved in a battle, use 5.43 to determine who is in charge. A Carthaginian Admiral is ranked higher than an Allied Admiral.

The Switching Assignment Exception: If, at the instant one of the leaders involved is activated, and two leaders are in the same hex at that time (whether one or the other is inside a city/port is irrelevant), one commanding a Fleet or Army, the other an Army or Fleet, if allowed and both leaders are aligned to the same family, and that Family is in power, the two leaders may switch assignments, one taking the other's. And remember the effects of CR 10.54.

(CR 5.77) Recalling Commanders: Whenever Carthage loses a battle—naval (involving at least 5 Carthaginian squadrons) or land (involving a Carthaginian Army of at least 20 SPs)—or loses control of a Medium or Large City by Siege (including Treachery) where a Commander has been when the city fell, that commander is subject to recall and replacement. To determine if the commander is recalled, the Carthaginian player rolls the die and consults the Recall Table to obtain the result. A Commander whose army has lost its last SP is automatically Recalled (no die roll necessary). In addition, the Carthaginian player may voluntarily Recall (no die roll necessary) any of his commanders at any time during the Operations Phase. Voluntary recall does not initiate a check for Crucifixion. In all cases, place a Recall marker atop the effected commander to indicate he is subject to such action.

PLAY NOTE: Although the Carthaginian player may voluntarily recall a leader, it is not without its consequences - see CR 10.5

(CR 5.78) Recall takes effect when the very next Carthaginian LAM is drawn, regardless who is activated. The recalled leader is placed back into the leader pool, unless he runs into Crucifixion problems (CR 5.79). Remove all of the recalled leader's LAMs from the LAM pool. If the LAM drawn belonged to another Carthaginian leader, that leader conducts his Operations Phase normally. If there are no more Carthaginian LAMs in the pool, the recall takes effect after all LAMs have been played.

(CR 5.79) Crucifixion: Commanders recalled because of failure (as in CR 5.77; not just because the player thinks it's a good idea) are subject to possible terminal censure by being crucified (and thus out of the game). For each commander thusly recalled, roll the die immediately upon his recall (CR 5.77). Add two (+2) to that die roll if the disgraced leader is from a family different from the one in power. If the adjusted die roll is higher than his Mortality rating, he has been, shall we say, "hung out to dry" and will not be returning to the game.

EXAMPLE: Himilco [1P-16], a Barcid, has just lost a major land battle. The Carthaginian player must immediately roll a die to determine if Himilco is Recalled. He rolls a '6' and since the Magonids are in power, he is Recalled. The Carthaginian player places a Recall marker on the unlucky Himilco. Since there are no more Carthaginian LAMs remaining, Himilco will be removed at the end of the Operations Phase, and given that the Recall was not voluntary, the Carthaginian player must check for Crucifixion. He rolls a '7", which is modified to a '9' (+2 different family], so Himilco (mortality 9) barely escapes.

(CR 6.0) Movement

(CR 6.13) Ally Movement Operation: In addition to 6.13, both players' Overall Commander may also use this operation to move any friendly leaderless land force, provided that the units were not part of an Army/Legion at the beginning of the game turn. Furthermore, other leaders of both players may use this operation under these circumstances:

  • A Carthaginian Army commander may use an Ally Movement operation to move a force of reinforcements to his hex and then incorporate those troops into his army, subject to the limitations of CR 10.41 and the effects of CR 10.57. Only reinforcements placed on the map at the start of the turn are eligible for movement under this rule.
  • A Roman magistrate may use an Ally Movement operation to move a force that is part of his command that is not in the same hex into his hex.

The force moving under an Ally Movement operation may use Naval Transport (CR 7.62). The active leader's ratings are used when required.

PLAY NOTE: The above allows the Carthaginian player more flexibility in moving newly raised manpower and allows the Roman player to consolidate his magistrates' command should the units be separated by Naval Transport restrictions or initial deployment considerations.

(CR 6.32) No combat units may enter a full Salt Marsh hex or cross a Salt Marsh hexside. These terrain features are impassible. Note that combat units may use partial Salt Marsh hexes—use the other terrain in the hex for Attrition purposes.

(CR 6.38) Straits (Italy Map). Land units may cross the following straits without using Naval Transport (CR 7.6). However, if either the starting and/or landing hex is occupied by enemy Fleet, the opposing player may attempt Interception (CR 7.39) as if the moving force was using Naval Transport—see CR 7.65 for the details. Crossing a strait does not require the use of a Port. A Force cannot use Interception, use Avoidance, or Retreat across a Strait hexside.

  • The Straits of Messana (Fretum Siculi): A player may move across the Straits of Messana from Rhegium to Messana, or vice versa (Italy map, hexes It-6015/It-5915)-unless the hex that the player wishes to move his force from is enemy-occupied by a land force, whether inside or outside the city. In that case, he may not cross. You may cross if the landing hex is occupied and/or the city in hex is enemy occupied. Furthermore, the player may enter the city in the landing hex if friendly and even if it is Under Siege. Crossing the straits requires a Stop when you "land"-and a die roll (5.25) to proceed further.
  • The Sardinian/Corsican Straits (Fretum Gallicum): A player may cross the "Gallic" Straits from It-3126 to It-3227 or vice versa using the same premise as above.

(CR 6.41) In Africa—that's Tripolitana all the way west to Mauretania Tingitanis—it costs 1 Attrition Point to enter a Rough Hex, unless the hex contains a road (whether it is usable in the scenario or not).

DESIGN NOTE: This addition represents how difficult—mostly in terms of foraging—travel off the beaten paths was in this area. The reduction in attrition represents the fact that these future roads were built over well-traveled trade routes and paths.

Carthaginian, Numidian and Libyan units halve (retaining fractions) any accumulated Attrition Points incurred moving in their Home province. A force which has more than one nationality accumulates attrition normally. Roman units halve (retaining fractions) the attrition cost of movement within any Roman-controlled province in Roman Italy. When determining the final row on the Attrition Chart, drop fractions. Inertia Attrition is determined per the standard rules.

(CR 6.58) Ambush

Roman leaders cannot conduct an Ambush.

DESIGN NOTE: Why can't the Romans use ambushes? Well, this sort of thing was done only by "barbarians"; e.g., the Samnites, who really caught the Romans napping at the Caudine Forks at the beginning of the 2nd Samnite War. Hannibal actually raised it to an art form. The Republican-era Romans considered it "bad form" to be anything other than direct and obvious when killing your fellow man.

(CR 7.0) The Advanced Naval System

HISTORICAL NOTE: At the start of the First Punic War, Rome had no battle fleet to speak of. When needed, she used vessels from such allies as Locri, Tarentum, Naples, etc. When the Senate decided to go to war with Carthage (two years after it really started), sort of haphazardly as it were, they built a large fleet virtually from scratch. The legend is that they used a captured (beached) Carthaginian fiver as a model, although one wonders why this would be necessary, given that their allies had similar galleys. Makes for a good story.

(CR 7.1) Fleets and Naval Construction

(CR 7.11) Fleets: Each player has a Navy which is composed of one or more Fleets. Each Fleet is composed of one or more squadrons of war galleys. There is no upper limit to the number of squadrons that can comprise a Fleet.

DESIGN NOTE: Virtually all of the galleys in this era were quinqueremes (fivers). There were some triremes, quadrireme, plus a spare larger vessel. But at the scale we are using, it is easiest to use just two types; the fivers and the threes (triremes). In addition, Carthaginian fivers were somewhat different than the Roman designs. The latter were bigger, wider, and somewhat slower. However, such a design did allow for greater numbers of boarding troops on board. Carthaginian galleys were built for speed and maneuver, thus sleeker and slightly smaller (it appears).

(CR 7.12) The Fleet counters are numbered and have a corresponding numbered box on the player's Army Display. Only the Fleet counter is placed on the map. The Squadron unit(s) and the Crew Rating marker (CR 7.13) are placed in the box. The Fleet counters are back printed to show their "In Port" status (CR 7.34).

PLAY NOTE: Fleet counters are used in much the same way as Army counters. If a player prefers, he can leave the whole stack on the map, though this will become quite cumbersome as play progresses.

(CR 7.13) Crews: Each Fleet is assigned a Crew Rating, the level of whose abilities often determines what will happen in battle. This rating applies to all squadrons in the Fleet. The Rating—their level of expertise (which ranges from 0 to 4)—is determined as follows:

  • As specifically stated in the scenario deployment.
  • Roman crews, when built anew, start at '0'
  • Carthaginian crews, when built anew, start at 2.

(CR 7.14) A Fleet's Crew may increase its rating, up to a maximum of '4', by doing the following:

  • Training: The Fleet spends an entire turn In Port. A Fleet undergoing training may do nothing else that turn; if it does, it gets no benefit from training. An Admiral must be present and remain in the hex throughout the entire turn. If the Admiral leaves the hex, the Fleet gains no benefit from the training. Each full turn of training raises the Crew Rating by one.
  • Winning a Naval Battle: The Fleet's Crew Rating is raised by one for each such Victory, immediately after that Victory (as part of Combat Resolution). A Fleet may have its Crew Rating raised as many times as possible (to the '4' maximum) by this method.

(CR 7.15) The Fleet's Crew Rating can be reduced if it incorporates squadrons from another Fleet with a lower Crew Rating (CR 7.35).

(CR 7.16) Fleet Construction: During the Force Increase Determination Segment (B/6), each player decides, secretly, whether he wishes to build Squadrons. To make such decision the player takes one of two markers—Build Fleet or Raise Troops- and they each reveal that marker simultaneously. If the player revealed a Build Fleet marker, he can build only Squadrons. If he revealed Raise Troops, he can raise land troops and add to his Port Harbor Capacity (see CR 7.72). The squadrons are built or the troops raised and/or capacity increased at this time. In addition, mid-turn Manpower Operations and troop raising attempts therein may be adversely affected by the number of Squadrons raised at the beginning of the turn. Squadrons may never be constructed mid-turn.

(CR 7.17) Fleet Placement: A Player choosing to build a Fleet must name the friendly controlled Port where the Fleet will be built. The number of squadrons the new Fleet may contain is limited to the Port's Harbor Capacity as given on that chart (and see CR 7.18). Furthermore,

  • if the newly built Fleet has five (5) squadrons or less, the Fleet and its squadrons are immediately placed in that port
  • if the Fleet will have more than five (5) Squadrons, place the Fleet in the designated port with an "Under Construction' marker. At the conclusion of the Force Increase Determination Segment of the next game turn, that Fleet marker is flipped to its active side and it is ready to sail the high seas (as it were). If, for some reason, the player no longer controls the port, the squadrons are eliminated. This port cannot be used to construct Squadrons or have its capacity increased in that subsequent turn, though the player may build Squadrons or increase capacity in a different Port.

EXAMPLE: Rome chooses to build a Fleet in Neapolis, whose Port capacity has been built up to '10' at this time. The Roman Player may build up to 10 squadrons. If he builds 5 or less they are placed on the map. If he builds 6 or more they are placed on the map Under Construction.

(CR 7.18) A player may not build a Fleet if the total number of squadrons he has in play equals or exceeds the total Port Harbor Capacity of all the Major Ports he currently controls. If the player can build a Fleet, the number of Squadrons built cannot exceed the difference between that Capacity and the number of squadrons currently in play.

PLAY NOTE: If a player loses ports so that his Capacity goes down, that does not mean he has to remove squadrons. It just means he cannot build them. The individual scenario may further limit which Ports are available for construction.

HISTORICAL NOTE: While the Roman Senate usually voted on Fleet construction, most of the money to do so was raised from private sources. The problem was not so much building the galleys but raising the crews to man them. Large fleets contained up to (and often more than) twice the number of men as consular armies. Carthage, with its much more naval oriented history, was quite used to fleet construction. However, for financial reasons, augmented by its conviction that its seagoing position was unassailable, she was often slow to react to the need to do so.

(CR 7.2) Fleet Commanders

As with Armies, Fleets require a leader to move, conduct combat, etc. There are two types of leaders that can command Fleets: Admirals and Duumviri. Who can command what is determined by the number of Squadrons in the Fleet and the command hierarchy for that player's side.

(CR 7.21) Admirals: A Fleet of 3 or more Squadrons must be commanded by an Admiral. A Fleet of 2 or less may be commanded either by an Admiral or Duumvir (see below). The following magistrates/leaders are eligible to act as an Admiral:

  • Romans: A Consul, Dictator, Magister Equitum, or Proconsul may be used as an Admiral if that magistrate has the appropriate Imperium (see CR 5.2). If the Fleet has 5 or less squadrons, the Roman Player may assign a Praetor as Admiral.
  • Carthaginians: Any leader appointed as Admiral (see CR 5.74)
  • All others: As designated by the scenario

(CR 7.22) Duumvir: Fleets of 1 or 2 squadrons may be led by a Duumvir. During the LAM Pool Segment (C/1), both players place their Duumvir leaders on any friendly Fleets with 2 or less squadrons up to the number of Duumvir available in the counter mix. Each player has one Duumvir LAM to use in the sequence of Play. That LAM activates all his Duumvir-led squadrons.

Exception: See CR 7.24 for emergency use of Duumviri.

HISTORICAL NOTE: Duumviri were the magistrates—sometimes private citizens—in charge of individual squadrons, mostly in terms of maintenance, but sometimes at sea. We have chosen to use this term to cover all players, mostly because our Punic is rather weak.

(CR 7.23) Fleet Commanders subtract one (–1) from the Continuation die roll if the attempt is to conduct a Force Movement operation after a movement Stop.

(CR 7.24) Admirals may suffer Casualties as a result of combat or when Squadrons are lost from being Blown Off Course (CR 7.32). If that happens, the Admiral is replaced by an Emergency Duumvir, whose sole capability, if activated, is to bring the Fleet into Port. Emergency Duumviri can command any size Fleet. Duumviri never suffer casualties.

PLAY NOTE: Use the Emergency Duumvir counter for this purpose.

(CR 7.3) Naval Operations

Operations with Fleets are handled in a similar manner to operations with land units. A Fleet is considered a force when conducting operations. Aside from Naval Transport, land forces and Fleets cannot be part of the same operation. The Fleet Commander may conduct the following operations with his Fleet:

  • Movement
  • Attack (includes Raids, see CR 7.5)
  • Reform Scattered Units

PLAY NOTE: Operations such as Diplomacy, Leader Movement, and Seeking Senate Permission that are not relevant naval operations may also be conducted while that leader is in command of a Fleet.

(CR 7.31) Fleet Movement: Like land units, Fleets have no Movement Points and, theoretically, can move anywhere during a Movement Operation. A Fleet may only enter Coastal hexes and All Sea hexes; they may not enter a hex that is exclusively land nor cross an all land hex side. Unless Intercepted (CR 7.39), a Fleet may only Stop in a Costal hex; never in an All-Sea hex. A Fleet must Stop (and check for Distance effects) under the following circumstances:

  • To conduct an Attack or Raid
  • Enter a coastal hex occupied by an unscattered enemy Fleet
  • Enter a friendly Port
  • Pick-up squadrons
  • When successfully Intercepted (CR 7.39)

(CR 7.32) Distance Effects: A Fleet that Stops, for whatever reason, must immediately check for effects of the voyage. As a Fleet moves it accumulates Distance Points (DP):

  • Each Coastal Sea Hex is worth 1 DP
  • Each All Sea Hex is worth 5 DP

The player totals the DP accumulated for that movement (since its last Stop) and consults the Naval Movement Distance Effect Table. The player now rolls the die, to which he adds a number equal to 1 for each 10 DP (rounding down) he has accumulated. He now sees what effect that adjusted die roll has produced, as per the table.

EXAMPLE: Accumulating 23 DP would result in adding two (+2) to the die roll. 59 DP would add 5; 8 DP would add nothing (0).

The possible effects are:

  • No Effect: The player is free to continue operations or complete any desired actions with the Fleet
  • Scattered: The Fleet has fallen apart and landed in various locations along the shore. Place a Scattered marker on top of it. The player cannot perform any action with the Fleet (i.e. enter port, pick-up/drop-off Squadrons, move, etc.) until he successfully completes Reform Scattered Units Operation (5.5/I) to return the affected units back to normal status. A Scattered Fleet is always considered outside any Port in the hex. Scattered Fleets are ignored for determining any die roll modifiers (CR 9.31, CR 9.55, etc.).
  • Blown Off Course: The owning player places the Fleet in any non-Port coastal hex at least three hexes but no more than five hexes from the hex where the Stop occurred. The Fleet is Scattered, as above, in this hex.
  • Blown Off Course and Lose 25% of Fleet: Eliminate 25% of Squadrons (and SPs if present) in the Fleet with a minimum of 1 Squadron and/or 1 SP lost. Any Admirals with the Fleet must roll for a Leader Casualty (8.6, and see CR 7.24). The Fleet is Blown Off Course as above.

(CR 7.33) Major Disaster. When checking for the effects of Distance, as above, any time the player rolls a natural '0' (regardless of the adjusted DR total) he checks to see if a Major Disaster has overcome the Fleet. Roll two dice, one before the other, reading the result as a number between 0 and 99. If that dice roll is lower than the number of DP Accumulated for that move, the entire Fleet has been sunk by a storm and is eliminated.

EXAMPLE: A Roman Fleet of 11 Squadrons (110 galleys) escorting transports carrying a consular army, moves, in one Operation, from Syracuse (It-6419) to Cr-2928 (Utica), using Coastal hexes all the way, and accumulating 25 DP. The Roman player, checking for the Distance Effects, rolls a '0' with the die, which, even adding the 2 DP accumulated, would be a No Effect. However, because he has rolled the '0' he must now check for a Major Disaster. He rolls a '2' and a '3' . . a '23', which is lower than the 25 DP he accumulated. His entire fleet, including the transports with the legions, has been sunk.

HISTORICAL NOTE: Far more galleys were destroyed by Mother Nature—and rash command decisions which put the Fleet into conflict with that person—in the Punic Wars than battle. The Romans, alone, lost several entire fleets to such horrors.

DESIGN NOTE: The purpose of this seemingly harsh rule—it looks less so if you understand that the chances of the above happening were about 2.5%—is twofold. First is to simulate the Historical note, above. And the second is to reflect the caution, and often sloth-like, nature of naval operations over the entire course of the Punic Wars.

(CR 7.34) Port Entry/Exit: An un-Scattered Fleet may enter port whenever it ends an operation in a friendly port. Flip the Fleet counter to its reverse side to indicate this status. To leave port, the player simply flips the counter back. There is no DP cost to enter or leave a Port. The number of squadrons that can be placed In Port is limited to its Port Harbor Capacity (see Charts and Tables). Fleets in port cannot be attacked. A Fleet (and this includes Naval Transports) may enter a friendly port even if the city is Under Siege.

DESIGN & PLAY NOTE: Thurii (It-5509) IS a port, even though it is inland. Many sources refer to Thurii as a usable port ... and all maps place it where it is. It is probable that the river it is on was navigable to commerce. Naval transport reaching It-5508 or It-5609 can consider itself to have reached Thurii, if the player so wishes... and vice versa.

(CR 7.35) Pick-up: Whenever an active Fleet Stops in a Coastal hex, or begins a movement operation in such a hex, the player has the opportunity to transfer squadrons from any friendly Fleets in the hex even if in Port to the active Fleet. To be eligible for transfer, the stationary Fleet cannot be Scattered nor can there be any enemy Fleets in the hex or in port in the hex. Transfers do not require the Fleets to be In Port. In addition,

  • if the player decides to transfer all the squadrons from the stationary Fleet, the Fleet marker and any Admiral/Duumvir present are removed from play; Admiral's are returned to the pool
  • if the Crew Rating of the stationary Fleet is lower than the active Fleet, the active Fleet's Crew Rating is set to that lower value.

An Admiral using Leader Movement may pick up an entire Fleet, if there is no naval commander present or if the Fleet is led by a Duumvir or Admiral lower in the player's command hierarchy. The former leader of the Fleet is removed from the map—Admiral's go back to the leader pool.

PLAY NOTE: See, though, CR 5.76, which is different in that it involves switching commands, not taking fleets.

(CR 7.36) Drop-Off: Whenever an active Fleet Stops in a Port hex, or begins a movement operation in such a hex, or Stops/begins movement In Port, the player may leave squadrons in that Port (they are In Port). The active Fleet must retain at least one squadron. In addition,

  • if there is a friendly Fleet in port, the squadrons are added to that Fleet. If not, the squadrons are formed into a new Fleet. The new or augmented Fleet cannot have more squadrons than the Port Harbor Capacity limit.
  • the Crew Rating of the new Fleet is that of the active Fleet. If the Squadrons were added to an existing Fleet, the Crew Rating is set to the lower of the two.
  • if a Duumvir was present with the stationary Fleet, he is removed if the number of squadrons in the Fleet exceeds two.

(CR 7.37) Command Restrictions: A Roman Admiral may not pick up squadrons from a Fleet commanded by another Admiral unless the active Admiral has a higher rank in the command hierarchy (see CR 5.51). The non-Roman player may not pick-up Squadrons from a Fleet whose Admiral is the Overall Commander. Both players can use their command hierarchies to enable their senior commanders to attach Fleets of other leaders as part of an Operation. However, a Fleet may not be attached in a hex occupied by an enemy Fleet (even if that Fleet is in port).

(CR 7.38) Enemy Fleets: Fleets may move into Coastal hexes occupied by enemy Fleets. However, such movement is a Stop, with two possibilities:

  • The moving Fleet wishes to attack the stationary Fleet, or
  • The moving fleet wishes to continue moving, but must first subject itself to being intercepted by the enemy fleet.

The active player first checks for Distance Effects and then may conduct an Attack operation. If the player doesn't (or can't), the inactive player may then make his Interception attempt. After which and depending on the result of any Naval Combat, the active player may make a Continuation roll and if successful, conduct another operation.

(CR 7.39) Interception: The inactive player may attempt Interception with a friendly Admiral/Duumvir whenever:

  • an enemy Fleet begins a Movement operation in the friendly Fleet's hex
  • an enemy concludes a Reform Scattered Units in the friendly Fleet's hex
  • an enemy Fleet enters the friendly Fleet's hex and does not Attack
  • an enemy Fleet enters a hex adjacent to the friendly Fleet's hex

The inactive Fleet may intercept regardless of its In Port status. If more than one Admiral/Duumvir is eligible to intercept as above, only one may make the attempt (but see CR 7.37). An Admiral/Duumvir may attempt to intercept the same enemy Fleet only once per Operations Phase unless the active Fleet moves two hexes away from the Fleet and then, later in the same Operations Phase, moves such that one of the above criteria is met, or the active Fleet attempts to re-enter the hex with the inactive Fleet that made the attempt.

EXAMPLE: The Roman player moves a Fleet into a hex with two Carthaginian Fleets led by Duumvirs. The Carthaginian player may intercept with only one of the Fleets (if one of the Fleets was led by an Admiral, the Carthaginian could use both Fleets if the Admiral made the attempt). If the Roman player moves out of the hex, the other Fleet could attempt to intercept.

To attempt interception, the inactive player announces such and rolls one die.

  • if the Interception attempt is into an adjacent hex, he adds three (+3) to that DR.
  • If the Intercepting Fleet is In Port, add two (+2) to that DR.

If the adjusted DR is the same as or lower than the Admiral/Duumviri's Campaign Rating, the Interception is successful. A moving Fleet stops and, if necessary, the intercepting Fleet moves into the target hex and initiates Combat. There is no DP cost for this move.

If the adjusted DR is higher, there is no Interception, and the active Fleet can continue its current Operation if applicable, or use Continuation to conduct another Operation.

(CR 7.4) Naval Combat

(CR 7.41) The possibility of Naval Combat occurs any time two opposing naval forces exist (Stopped) in the same hex. A Naval battle is initiated when:

  • An active Fleet conducts an Attack Operation in the same hex as any enemy Fleet. All enemy Fleets in the hex that are not In Port must be attacked as a single force. Other friendly Fleets in the hex are ignored.
  • An inactive Fleet successfully intercepts (CR 7.39) an enemy fleet that has either Stopped in the same hex or moves into a hex adjacent to the hex it is in. In this case, the non-active player initiates combat against the active Fleet (only).

(CR 7.42) Avoidance: Any time a player initiates naval combat, the opposing player (target) may attempt to avoid such combat. To determine whether a potential defender may avoid the battle, the player rolls one die. If the die roll is the same as or lower than the Admiral/Duumvir's Campaign Rating, the Avoid attempt is successful and the Fleet may move one or two coastal hexes away, or, if one is within one hex or the same hex, into a friendly port. There is no DP cost for this move. A Fleet may not move into the hex from which the attacking Fleet entered its hex. If an intercepted Fleet successfully avoids, that Fleet must retreat into the hex from which it entered its current location. If that hex is an All Sea hex, the Fleet remains in its current hex and must participate in combat.

If the Fleet is commanded by a Naval Only leader, the player may subtract one (–1) from the die roll for each Guile point expended by that leader. There are no other adjustments to the Avoidance die roll.

PLAY NOTE: Unlike Interceptions on Land (8.22), Fleets may attempt Avoidance after being successfully Intercepted.

HISTORICAL NOTE: It was fairly easy to avoid a naval battle, given the difficulty of forming into battle line, etc.

(CR 7.43) Fleets that are In Port or Scattered may not be attacked. However, Fleets In Port may attempt Interception. Fleets that are in port when that city is taken by Siege Assault, Siege Attrition, or Treachery are eliminated. See CR 9.74 for the effects of Surrender.

(CR 7.44) Resolving Naval Battles: Naval Battles are resolved on the Naval Battle Results Table. The table is a list of adjusted die rolls for the 10-sided die, adjustments running from –2 to +11, a total of 14 possible results. To resolve a given battle:

  1. Determine all DRMs (CR 7.45)
  2. Each Player rolls one die, applying DRMs, and notes result to his Fleet.
  3. Eliminate squadrons to reflect losses and check for Leader Casualties (CR 7.46)
  4. Conduct Retreats, if desired or mandated (CR 7.48)

(CR 7.45) The Naval Battle DR Adjustments: A negative (-) DRM helps the player as it reduces his loss possibilities; a positive hurts.

Strength Ratio Adjustment: Each player determines the comparative strength Ratio (Combat Odds) of his fleet vs. that of his opponent, rounding down to conform to the ratios listed on the Naval Combat Ratio Chart. The die roll is adjusted per the Naval Combat Ratio Chart. Thus, if the Attacker has 7 squadrons against 3 Defender squadrons, the Attacker would incur a –2 DRM, the Defender a +3.

Tactical Superiority: The two opposing commanders compare their Battle Letter. The Admiral with the better Battle Letter ("A" being best, etc.) gains Tactical Superiority for the battle, and the ability to use that side's die roll adjustments listed below. If the Battle Letters are the same neither side has Tactical Superiority.

  • Roman Tactical Superiority: –1 to his die roll; +1 to his opponent's
  • Carthaginian Tactical Superiority: –2 to his die roll; +3 to his opponent's

If the defending fleet does not have a commander, the attacking fleet automatically has Tactical Superiority.

HISTORICAL NOTE: The Carthaginians were far better "sailors" than their Roman counterparts, and they had great superiority in any battle in which they could use their speed and maneuverability to destroy Roman ships with the tactic of ramming. The Romans, while they fell far behind the Carthaginians in this aspect, were experts at land warfare ... and the naval tactic of boarding. Their bigger quinqueremes held more, and usually, better soldiers.

Corvus: The Roman Player may choose to have the squadrons of his Fleet armed with the Corvus. He must make this decision before the Fleet leaves a port in Roman Italy and, once made, the Corvus remains with the Fleet. When equipped with the Corvus,

  • the opposing fleet incurs an automatic +2 DRM to its Naval Battle roll, regardless of tactical Superiority.
  • the Corvus equipped Fleet checks for Major Disaster (CR 7.33) on any natural die roll of '0' or '9'.

Fleets not equipped with the Corvus may not pick up Squadrons from Fleets so equipped. If friendly Corvus equipped and non-Corvus equipped Fleets are involved in the same battle, there is no DRM.

HISTORICAL NOTE: Latin for raven, the Corvus was a demonic, and highly effective, mechanism installed at the bow of Roman galleys that, when used during boarding attempts, swung around and came down onto the deck of the opposing ship like the beak of a bird, fixing the target to the attacking galley and providing a plank for the charging boarders. The Carthaginians never could figure out how to deflect/negate the Corvus. However, Mother Nature did. Installed at the bow, the Corvus made that galley unseaworthy—she shipped lots of water in anything but calm seas—and susceptible to disaster in storms. The Romans abandoned use of the Corvus rather quickly, despite its battle advantages.

DESIGN NOTE: Other games in the AW series will have other "special effects".

Crew Superiority: The Fleet with the better-rated Crew adds the difference between the opposing Crew's Ratings to the opponent's Die roll. If a player has more than one Fleet involved, use the lowest rating.

EXAMPLE: A Fleet with +3 Crew against a Fleet with a '0' Crew would require the player with the '0' Crew Fleet to add +3 to his Naval Battle die roll.

(CR 7.46) Combat Losses: All results are expressed in terms of percentage of Squadrons lost, and whether or not to round any fractional losses "up" or "down". If the result is an "up", any fractional loss is treated as loss of 1 Squadron. Thus a 10 up result for a Fleet with 10 or less Squadrons would cause a 1 Squadron loss. If a Fleet has lost Squadrons, any Admiral present with that Fleet must roll for a Leader Casualty (8.6, and see CR 7.24). If the entire Fleet is eliminated, the Admiral is Killed, no die roll necessary.

PLAY NOTE: Unlike land combat there is no After Battle Status effects applied to the Fleets or any land units using Naval Transport.

(CR 7.47) Winners/Losers: The player that has the higher percentage loss (ignore the "up" or "down") is the Loser, and the other player is the Winner. If both sides have the same percentage loss, there is no Winner or Loser. As per 5.3,

  • If the active player wins, the active leader may roll for Continuation
  • If the active player Loses, the active leader is Finished after conducting any Retreat.
  • If there is no Winner, the active leader is Finished.

The Fleet that Wins has its Crew rating increased by one (CR 7.14). If more than one Fleet was involved, each has its Crew Rating increased.

(CR 7.48) Retreats: Retreats are only sometimes mandatory. It is possible that both players may remain in the hex after combat. A Losing Fleet that suffers at least twice the number of losses in squadrons, or suffers any loss when the opposing Fleet has no loss, must Retreat, unless the battle occurred as part of a Strait Crossing (CR 6.38, CR 7.65). Otherwise, Retreat is voluntary. The Loser gets to decide, first, if he wishes to retreat his Fleet. If he chooses not to, the Winner gets that choice. If neither chooses to Retreat, or there is no Winner or Loser, the Fleets stay where they are. A Fleet that retreats must leave the hex by moving to a Coastal hex unoccupied by enemy units. A Fleet may not retreat into a hex if the opposing Fleet entered the battle from that hex, nor may it enter a hex occupied by an enemy Fleet during the retreat. The retreating Fleet so moved accumulates DP per CR 7.32 and when it arrives in the destination hex, the player determines the Distance effects of such move.

EXAMPLE OF A NAVAL BATTLE: A Roman Fleet with 20 Squadrons under the command of Field Consul C. Sulpicius Paterculus (#314) ("C" Battle rating) engages a Punic Fleet with 15 Squadrons under the command of Carthalo (1P-4) ("B" Battle Rating) off the coast of Sicilia. The Carthaginian player has Tactical Superiority—no die roll is required. The Roman Fleet has Crew Rating of "2", while the Carthaginian Fleet's Crew Rating is "4" so the Carthaginians have Crew Superiority as well [+2 Roman DRM]. The Roman numerical advantage is insufficient to produce a positive effect (Strength Ratio adjustment is 0 at 20:15 or 1.3:1), the Carthaginians, however, will add +1 [+1 Carthage]. The Romans are armed with the Corvus [+2 Carthage].

The Roman player rolls a "6" which is adjusted by +3 [Tactical] and +2 [Crew] to "11" which gives a "50 up" result. The Romans lose 10 Squadrons. The Carthaginian player rolls a "3" which is adjusted by +1 [Strength Ratio], –2[Tactical] and +2 [Corvus] to "4" which yields a "10 up" result. The Carthaginians lose 2 Squadrons. Both players roll for leader casualties (neither leader is affected). The Romans must Retreat so Sulpicius heads for Messana [10 DP], and where he Scatters outside the Port.

(CR 7.5) Raids

(CR 7.51) An active Fleet of 1 or 2 Squadrons may conduct a Raid into any Flat Coastal hex in the opposing player's Home provinces provided that the hex also contains a City. The target hex cannot be occupied by opposing units unless those units are inside the City. A Raid is an Attack Operation with a die roll Finish regardless of outcome. The active Fleet may conduct only one Raid attempt per specific hex in that Operations Phase.

(CR 7.52) Raid Resolution: To conduct a Raid, the player rolls one die. The player adjusts the roll as follows:

  • He adds to that die roll the number of Raiding Squadrons.
  • He subtracts from that die roll the number of enemy SPs (of any type) inside the City present in the hex.

If the adjusted die roll is a '6' or higher, the Raid is successful. Otherwise the Raid fails.

(CR 7.53) If a player successfully conducts a Raid in a given game turn, the affected player subtracts two (–2) from any Manpower Raising die rolls he undertakes during the current game turn through to the removal of the Raid marker in Phase B/7 of the following game turn. Place a Raid marker as a reminder. There is no additional affect if the player successfully conducts more than one Raid.

HISTORICAL NOTE: Part of the Carthaginian strategy, at least before the Romans built a strong navy, was to conduct a series of raids along the coast of Italy, usually north of Rome. More of an annoyance than anything of lasting merit, the raids did prove a thorn in Rome's side for the first 4 or 5 years of the war. By the middle of the war, Rome was attempting the same along the coast of Carthage province.

(CR 7.6) Naval Transport

Players may move land combat units by Sea using Naval Transport.

PLAY NOTE: Because of the shift to Advanced Naval Rules for most of the scenarios herein, the naval transport rules have been changed somewhat.

(CR 7.61) Embark: All Naval Transport must start in a friendly Port... Inside the City. The number of SPs that can use Naval Transport from that Port is given in the Naval Transport Chart. To Initiate Naval Transport, the owning player states the fact and places a Naval Transport marker on his force. Naval Transport can be conducted from a city Under Siege.

PLAY NOTE #1: Note that land movement and Naval Transport can occur in the same Operations Phase.

PLAY NOTE #2: A player may try to transport besieged land units from a Port, but Interception applies if there is an enemy Fleet around.

(CR 7.62) Transport Operations: Land units using Naval Transport are treated as a Fleet for Fleet Operations (CR 7.3) with the following adjustments:

  • The active leader is considered the Admiral of the Transport Fleet and his ratings are used for all purposes regardless of any other leaders in the force. The Admiral does not count against the player's allowable number of Admirals (see scenario rules).

  • The Transport Fleet may attach a Fleet in its starting Port or while Stopped in any Coastal hex unoccupied by enemy Fleets. There is no transfer of Squadrons; the Fleet is attached in total including its commander. The Transport Fleet may attach any Fleet even if the Admiral of the attached Fleet is ranked higher in the player's command hierarchy.

  • The Transport Fleet may detach a Fleet while Stopped in any Coastal hex unoccupied by enemy Fleets. There is no transfer of Squadrons; the Fleet is detached in total including its commander. Land units can be dropped off if they disembark (see CR 7.63 below).

  • A Transport Fleet without an attached Fleet cannot initiate Naval Combat. If attacked, it may attempt to Avoid. If unsuccessful in the Avoid attempt, resolve a Naval Battle per CR 7.44 with the following changes:

    • the Transport Fleet is treated as one Squadron for the Strength Ratio adjustment
    • the attacking player does not roll (i.e. the attacker will take no losses)
    • Transport Fleets without other Fleets attached have a Crew Rating of 0
  • Any percentage loss to Squadrons applies equally to the land units

  • If a Transport Fleet is Scattered, the land units are considered to be temporarily Disembarked while Scattered and can be attacked by enemy land forces (ignore the Disembark limits on the Naval Transport Chart). If so attacked, the force is considered Useless and suffers the adverse modifiers in CR 7.64. With a Reform Scattered Units Operation, the owning player may either continue to transport the land units or Disembark (CR 7.63) them in the hex. They are no longer considered Useless, though CR 7.64 still applies. If a Scattered force must leave the hex, remove the Transport and Scattered markers.

(CR 7.63) Disembark: To land (and disembark), a force using Naval Transport must Stop, and roll on the Naval Distance Effects Table per CR 7.32. If there was no adverse Distance Effects result, the player may disembark land unit SPs in the hex up to the limit given by the Naval Transport Chart (the limit is a per Operation). A Disembarked force may be Intercepted. A force using Naval Transport may enter Port and disembark in a city Under Siege.

DESIGN & PLAY NOTE: The ability to land forces in non-port hexes is supported by several of the campaigns during the war. E.g., the Roman invasion of Africa in the 1st Punic war, which landed a consular army on Cape Bon (It-5834). Note also that restrictions on enemy occupied hexes and adjacent cities have been removed.

(CR 7.64) If units disembark in a hex occupied by enemy land units and both those units and the debarking units are outside of a city, any attack by the debarking force incurs –3 modifier to the die roll on the Battle Results Table. If it does not attack but is, in turn, attacked by enemy forces in that game turn before leaving the landing hex, there is a +3 adjustment to the attacker's die roll on the BRT.

(CR 7.65) Crossing Straits: Although land units crossing straits do not use Naval Transport, the opposing player may attempt Interception (and thus precipitate a Naval Battle) if he has enemy Fleets in either/both hexes joined by the strait. Any Interception attempts are resolved per CR 7.39 with the exception that only one Interception attempt can be made against the force making the crossing. If an Interception attempt is successful, the active player has the option to retreat to (or remain in) the starting hex and there is no Naval Battle. If a Naval battle occurs, both players may include any/all Fleets in either hex (including any In Port) joined by the strait. At the conclusion of the battle, the active force remains in the ending hex—its has crossed the strait and, Continuation permitting, the leader could conduct additional operations. For the purposes of naval combat (losses, DRM, etc), treat the force as if it were a Transport Fleet (CR 7.62).

EXAMPLE: The Roman player wants to move Appius Claudius Consular Army across the Fretum Siculi. Messana is friendly to the Romans and there are no enemy forces in Rhegium or its hex. The Roman player has a Fleet (1 Squadron) in Rhegium. The Carthaginian player has positioned a Duumvir led Fleet (1 Squadron) in both the Messana and Rhegium hex. The Carthaginian player may attempt Interception in either (not both) hex. If the Carthaginian player is successful, the Roman player can either retreat Claudius' army back to Rhegium or chance a naval battle which would involve all three Fleets as well as Claudius' force.

(CR 7.7) Port Harbor Capacity and Winter

(CR 7.71) Ports have the ability to safely Harbor—dry-dock and keep safe from Winter (see CR 7.75)—a limited number of galleys. Transports are not considered here; they do not have to dry-dock. The Harbor capacity of a given port is listed on the Port Harbor Capacity Chart. Some Secondary Ports have larger harbor capacities than others; these are named and listed (e.g. Drepanum).

HISTORICAL NOTE: Carthage's harbor had "modern" dry-docking facilities for 220 galleys at any one time. Presumably, more ships could anchor in the large harbor.

Port Harbor Capacity Chart

PortSquadron Capacity
Carthage (Cr-3028)18 to 22
Ostia (It-3715)5 to 20 (20 in 2nd Punic War and after)
Massilia (It-1629)10
Neapolis (It-4512)5 to 10 (10 in 2nd Punic War and after)
Tarentum (It-5405)12
Syracusa (It-6419)10
Lilybaeum (It-5526)15
Drepanum (It-5326)12
All other Secondary Ports4
All other Minor Ports2

(CR 7.72) Increase Capacity: Some Ports—Carthage, Ostia, Massilia, Neapolis (see the scenarios for specifics)—start with smaller Harbor facilities than their maximum capacity ... for Rome, reflecting the minimal Roman galley fleets. Each turn the player—if he controls these ports—may increase any one Port's Harbor Capacity by 5 squadrons, per turn, up to its maximum listed capacity. However, he may do so only if he does not build any naval squadrons that turn, or have Fleets "Under Construction" therein.

PLAY NOTE: The reverse is also true. If a player increases Harbor capacity he may not build squadrons.

(CR 7.73) Expanding Port Harbor Capacity does not stop the Player from raising land forces in Phase B/6.

(CR 7.74) Port Harbor capacity is also used to determine how many Squadrons a player may construct in a given Turn; see CR 7.16.

(CR 7.75) Winter: During the Port Segment (G/2), each Fleet (including Transport Fleets) that is not In Port must be moved to a friendly Port hex without a Stop (no dropping off or picking up Squadrons) and enter Port. Each Fleet so moved accumulates DP per CR 7.32, but when it reaches its destination Port the player rolls for a Major Disaster (see CR 7.33) instead of rolling on the Naval Distance Table. A Fleet that began the segment Scattered, adds 20 to the Distance Point total. Squadrons in excess of that destination Port's capacity are eliminated. If a Fleet begins this segment without a leader, the player receives an Emergency Duumvir (CR 7.24) to move the Fleet to Port.

For Scattered Transport Fleets, remove the Transport and Scatter markers. The land force remains in the hex and retains its Useless status. For other Fleets, Scatter is removed after paying the 20 DP for returning to port.

DESIGN NOTE: The above simulates the arrival of increased storms, which ended almost all naval movement of any kind, even in the Mediterranean.

(CR 8.0) Land Combat

(CR 8.23) Roman leaders add four (+4) to all Avoidance die rolls (Roman Honor).

(CR 8.31) The following adjustments are applied to all Battle Die rolls:

Roman Discipline: This adjustment takes into account the effects of superior Roman morale and Training as well as the vaunted Roman tactical flexibility. The Roman player adjusts the die roll one in his favor (+1 if attacking, –1 if defending) for each Veteran legion with at least 6 SPs Roman citizen (RL) infantry in the battle.

Roman Command Efficiency: If attacking, the Roman player subtracts one (–1) from the die roll for each Legion over the commander's efficiency limit; if defending he adds one (+1) for each. Auxiliaries do not count, but partial legions do.

Carthaginian Army Efficiency: If attacking, the Carthaginian player adds his Army Efficiency Rating to the die roll. If defending, he subtracts his Army Efficiency Rating. If more than one Army is involved in the battle, use the lowest Army Efficiency.

EXAMPLE: A Carthaginian Army with an Efficiency of –2 would add a –2 (same subtracting 2) to the battle roll when attacking and subtract a –2 (same as adding 2) to the battle roll when defending.

(CR 8.34) Legion Loss Distribution: The Romans treat their entire legionary force as one contingent. However, the percentage loss is applied to the infantry and cavalry separately. The SP loss within each type must be distributed as evenly as possible among the legion elements. Legion elements that have no SP remaining are removed from the map.

Roman auxiliaries and other allies use the Infantry and Cavalry methods described 8.34. If stacked with a legionary force, exclude any legionary SP when determining the total.

EXAMPLE: A full strength Consular Army (two legions) of 36 infantry SP and 8 cavalry SP that takes a 30% loss (11 infantry SP). The Roman player must remove 2 SP from each of the four elements, with the remaining three SP taken from any three (different) of the elements. The Roman player then removes 2 cavalry SP, taking them from any two (different) elements. If 6 SPs of Auxiliary infantry were present, 2 SPs of Auxiliary infantry would be lost as well.

(CR 8.62) Wounded Roman magistrates are placed in the Magistrate Pool at the start of the next game turn and are eligible to re-enter play via the Election process. Wounded Carthaginian leaders that were not replaced or recalled are returned to their Army/Fleet during the Carthaginian Political Climate segment.

(CR 8.63) Roman Magistrate Replacements: Roman magistrates are replaced-if needed-by other magistrates available in the pool. Magistrates entering the game in such fashion are always chosen blindly/randomly. Replacement Magistrates are placed either in the hex where the previous magistrate was or in Rome. When a Roman magistrate enters as a Replacement, there are no additions or subtractions from the LAM pool-regardless of what the new leader's Initiative rating is.

Carthaginian Killed/Wounded leaders are replaced per 8.63 (A and C). The Carthaginian player cannot replace recalled leaders during the Operations Phase.

(CR 9.0) Cities and Sieges

(CR 9.31) Siege Assault: The following Siege Assault die roll modifiers apply:

  • Add one (+1) if the Roman player is assaulting an enemy occupied Rome
  • Add two (+2) if the besieged city is a port and only the attacker has Fleets in the hex and/or Port
  • Subtract one (–1) for each legion included in the assault over the assault leader's CER limit—Roman Player only
  • Subtract two (–2) if the besieged city is a port and only the defender has Fleets in the hex and/or Port

(CR 9.55) Supply by Sea. If the besieged units are in a Port, he adjusts his Attrition die roll:

  • +3, if the Port hex is solely occupied by an enemy Fleet. Friendly Fleets In Port are ignored;
  • –3, if the Port hex is occupied solely by a friendly Fleet, whether In Port or not.

(CR 9.6) Treachery: Roman leaders are an exception to some of 9.72. Only Consuls, Dictators or Magister Equitum may attempt Treachery; proconsuls and praetors may not. In addition, although the consul/dictator must expend a Guile Point to attempt the Treachery, he does not get to add it to his die roll. There are no such restrictions on using Guile Points on the "defense".

DESIGN NOTE: Why not? Well, Roman patricians sort of felt themselves above this sort of thing. They tended to play by the rules-which is why they could never figure out how to beat Hannibal until Scipio decided to throw away the book, too.

Neither Rome nor Carthage may ever be taken by Treachery.

(CR 9.74) Fleets In Port when a city Surrenders remain in the hex but are no longer In Port.

(CR 9.8) Gallic Looting: Any force that contains Gauls that captures a city by Attrition, Assault or Treachery (as per 9.81)-even if such (friendly) Gauls are not included in the assaulting force, but are in the hex-must check to see if the Gauls go out of control, loot and then go home. The player rolls the die and compares it to his active leader's Campaign Rating:

  • if it is the same or lower, nothing happens
  • if it is higher, the Gauls have gotten out of hand. The player must remove a percentage of his Gauls equal to 10x the die roll (they've gone home). In addition, any diplomatic benefits normally attributable to winning a siege are lost.

If the city falls during a Siege Attrition Phase, the capturing player uses his highest ranked leader for the above check. If there is no senior leader, the capturing player picks the leader of his choice.

PLAY NOTE: Despite the rather aggressive actions of such Gauls, the city is not considered Sacked just because the Gauls looted.

(CR 9.9) Garrisons: The Roman player may not use Auxiliary units as part of a garrison unless there is at least an equal number of Legion SP (whether detached or not) in the city. Units assigned as garrisons do not count against the force limitations that Roman magistrates have (CR 5.2), as long as they stay inside the city.

Whenever the Roman player disbands Legions (CR 10.18) he must also reduce his garrisons. For each unbesieged City of any size, other than Rome, anywhere on the map, that has detached Legion SP in excess of its IDS, the Roman player must remove the excess. For Rome, the limit is the size of the Rome Garrison at start of the scenario, not the IDS. In addition, any detached Legion cavalry are also removed along with any Auxiliaries in excess of the remaining Legion SP. Legion/cavalry SP that are part of a Legion are not affected.

(CR 10.0) Manpower

(CR 10.11) The Roman player raises (or reinforces) Legions through the Senate. Legions are raised, mostly, in the Strategic Decision Phase either during the Election Segment (B/4) and/or the Force Increase Determination Segment (B/6). Raising units in this segment is not an Operation and does not require the presence of any leader. During that Phase, the Roman Player must decide whether to:

  • Raise more land units, or
  • Increase (or build) his Navy, or
  • Neither of the above

He cannot do all/both (and see CR 7.72), and his decision is made secretly by selecting the appropriate marker and holding it in his closed hand, with both players revealing their decisions at the same time. The Roman player cannot elect to increase/build his navy if he successfully raises a Consular Army per CR 10.16.

(CR 10.12) The Roman Player, in addition to raising land units in the Strategic Decision Phase, may do so as part of a Consul's (or a Dictator's) Operations Phase as a Manpower Operation. He may do this only if there is an enemy land force of at least 5 SPs anywhere in Italy (all of Italy east of Gallia Massilia; Sicily is not Italy).

HISTORICAL NOTE: The Roman player's historical ability to increase the size of his legionary armies was almost limitless; the only "real" limit is the penury of the Roman Senate and the countermix-which is absolute.

(CR 10.13) Raising Legions: The Roman player uses the Legion Request Table to raise Legions during the Force Increase Determination Segment and for all Manpower Operations. To attempt to Raise legions -or to reinforce depleted legions- the Roman Player notes the number of legions of any strength are already in play, consults the table, rolls the die, adjusts the die roll per the (self-explanatory) adjustments listed, and sees what he gets. The result is the number of new legions raised. All newly raised legions enter play at full strength with a training level of Recruit. For one legion newly Raised (not reinforced) by the table, the Roman Player may, instead, bring in a Siege Engine counter; only one such unit may be produced per Legion Request die roll.

PLAY NOTE: And don't forget that each legion has contains both a Roman and Allied component.

(CR 10.14) Raising Reinforcements: The Roman may bring existing legions back up to strength by raising reinforcements. To do so, he undertakes a Legion Request Table roll as if he were raising new legions. Instead, though, he always uses the "0-6" column (complete with die roll adjustments), and uses the number in brackets [ ] to get the number of reinforcement SPs available. Every eighth SP so raised is considered cavalry. The Roman player may either raise new legions OR reinforcements in one legion-raising attempt; he cannot do both.

HISTORICAL NOTE: Rome's greatest strength-and the telling factor in the almost all of Republican Rome's wars-was her seemingly unlimited ability to raise troops. No matter how many men she lost, she simply raised some more men and came right back. For example, when Hannibal invaded Italy (218 BC), Rome was fielding six legions. By 212, she had 25 (mostly) legions operating, almost a quarter of a million men, even though she lost, perhaps, 50,000+ legionnaires at Cannae!! Hannibal's army rarely-if ever-topped 50,000, and was usually much less. These two, comparative figures say a great deal about Rome ... and Hannibal's generalship.

EXAMPLE: The X and XIV Legions have been reduced by battle to 6 SPs of infantry each. Each legion has also lost one cavalry SP. The Roman wishes to bring these legions up to strength, so he decides to raise reinforcements. He rolls a die, which is adjusted to an '8'. This means he has available 12 SPs, or 11 Infantry SPs and 1 Cavalry SP. He uses 6 of those infantry SPs to build the X and XIV RL components up to strength, the remaining 5 infantry SPs to raise the AL components up to '8' (the XIV) and full strength (the X). He gives the cavalry SP to any legion of his choice, but only if needed. If not, treat as an infantry SP.

(CR 10.15) Auxiliaries: Whenever an adjusted DR of '9' or '10' is attained on the Legion Request Table, the Roman Player may also raise one contingent of Auxiliaries. Auxiliaries are light/medium infantry troops-archers, slingers, light infantry. All infantry Auxiliaries enter the game as a self-contained contingent of 6 SPs and may be commanded by any magistrate. Auxiliaries available to Rome are limited to the Sicilian infantry units available in the counter mix. If there are less than 6 SP of Sicilian available, the Roman player receives no auxiliaries. And see CR 10.25 and 8.34.

(CR 10.16) The Roman player must attempt to replace the Consular Army(s) (two legions) of the prior Consul(s) if either/both of those armies were Disbanded (CR 10.18) in the Disband Legions segment (B/1). The procedure in CR 10.13 is not used in this situation. Instead, as each affected Consul is elected/selected, the Roman player rolls for Senate Permission (CR 5.66) to replace the army. If granted, two new legions are raised and assigned to that magistrate as his Consular Army. They are placed per CR 10.2. If the Senate refuses, no army is raised. Successfully replacing an army prevents the Roman player from building Fleets. He may, however, still attempt to raise legions (CR 10.11).

(CR 10.17) Legion SPs may never be transferred from one Legion to another, or from the RL component to AL component. Legion SPs may be picked up if any of the Legions are under strength, but must be evenly divided among the legion components (up to their maximum strength) with all Recruit legions receiving the odd SP before any Veteran legions. If the there are no Legions present, Legion SPs may not be picked up. Legion SPs can be left as a garrison, however, these SPs must be drawn as evenly as possible from all the Legion components present in the force, though a Legion cannot leave its last SP.

(CR 10.18) The Roman player may disband legions during the Disband Legions segment (B/1) of the Strategic Decision Phase. Any/all legions that are not in a besieged city are eligible. The RL and AL components of the legion must be disbanded together if currently in play. Furthermore, Legions assigned to the prior turn's Consuls must be disbanded together (in other words the entire Consular Army is disbanded). To disband a legion, the player removes the legion/army markers and any remaining SPs from the map/displays.

(CR 10.2) Placement of Roman Manpower

(CR 10.21) Newly-raised legions (both components) may be placed in Rome or in any Roman-controlled city in a Roman-controlled province in Roman Italy. Alternatively, the newly raised legion components may instead be placed separately: the AL component may be placed in any Roman controlled city in any Roman-controlled province on the map, while the RL is limited to Roman Italy. Newly-raised legions may not be placed inside a besieged city unless the city is also either a Secondary or Major Port. The RL components may always be placed in Rome even if Rome is Under Siege.

(CR 10.22) Reinforcements (see CR 10.14) for legions within Roman Italy are placed with those legions when raised. For legions outside Roman Italy, the Roman player places SP markers next to the corresponding legion box on the Legion Force display that will receive the reinforcements and places the Legate LAM into the Pool. These reinforcements are incorporated into the targeted legions during the Operations Phase when the Legate LAM is drawn.

PLAY NOTE: There is no Legate leader counter—just the LAM—which triggers when the reinforcements are added to the targeted Legions.

(CR 10.23) Reinforcements may not be placed with a legion in a Besieged city unless that city is also either a Secondary or Major Port. Legions outside Roman Italy must be in a province with a controlled or allied Secondary or Major Port to receive reinforcements. Reinforcements that can't be placed are lost. If Rome is Under Siege when the reinforcements are raised, they must be used to reinforce legions in the city or to augment the Rome garrison; they may not be placed with or allocated to legions outside Rome.

(CR 10.24) Newly raised Siege Engines are placed either in Rome or with any Legion in Roman Italy.

(CR 10.25) Raised Roman Auxiliaries are either placed with any Legion in Roman Italy, or placed in any city in their home province. If placed in their home province, the units may be moved to a magistrate as part of the Legate LAM (see CR 10.23). Auxiliaries may not be placed in a besieged city unless the city is also either a Secondary or Major Port.

(CR 10.3) Legion Training

In the Ancient World system, Roman Legions are considered either Recruit or Veteran. Newly raised Legions are Recruit. Legions can improve to Veteran via success in combat or through training. Veteran legions can regress to Recruits through defeats and loss of SPs.

(10.31) Training Levels. Legions can have their Training levels raised or lowered, as follows:

  • If a Roman force wins a Major Victory (see 8.5) in battle the Roman player may raise the Training Level of any two legions in that force. The choice is his.
  • If a Roman force wins a victory in battle, but not a Major Victory, he may raise the Training Level of any one legion in that force.
  • If a Roman force suffers a Major Defeat (i.e., the enemy wins a Major Victory) in battle, all Veteran legions in that force that have had the Roman (RL) elements reduced to 5 SPs of Infantry or less are reduced to Recruit, however, regardless of SP losses, at least one RL must be reduced to Recruit.
  • If a Roman force suffers a defeat in battle, but not a Major one, the Veteran legion suffering the heaviest losses is reduced to Recruit. In case of a tie, Roman chooses which one.

(10.32) Newly raised Legions that are placed in Rome may be trained if the Praetor Urbanus is present. At the end of the turn, in the Legion/Crew Training Segment (G/3), the Roman player rolls the die for up to two newly-raised Legions that have not moved out of Rome. If the die roll is a 7 or more, the legion is now Veteran; otherwise, it stays Recruit. If the Praetor Urbanus leaves Rome after the legions are placed, no training occurs.

(CR 10.4) Carthaginian Manpower

HISTORICAL NOTE: Carthage, as a country, did not have anywhere near the indigenous (and citizen) wells of manpower that Rome had. Carthage's own manpower base was about 3-400,000 Carthaginian citizens, half of whom were female. Therefore, most of the troops raised by Carthage were mercenary (from Europe) or provided by (often uneasy) alliance (Libya and Numidia).

(CR 10.41) Carthage raises Manpower in the Force Increase Determination segment (B/6), with some minor ability to raise troops during the Operations Phase (La Patrie en danger, and all that; see CR 10.45). The sources of manpower for Carthage's armies are listed in the Carthaginian Manpower Table. The ability to raise manpower is dependent on the Political Climate. To raise manpower, the Carthaginian player selects one of the lettered groups, rolls a die, and applies any applicable modifiers as listed on the table. He receives SPs from each contingent in the group corresponding to the modified die result. This process is repeated for other groups allowed by the current Political Climate. The Carthaginian player is not required to take all of the resultant SPs, nor is he required to make all allowable die rolls. Note that there are some scenario restrictions and limits on total manpower as given in CR 10.46 and CR 10.47. In addition, the Carthaginian player may exchange 20 infantry SPs of any type for one Siege Engine. No more than one Siege Engine per Phase may be raised.

The Carthaginian player's ability to raise manpower is further restricted by its current Political Climate as follows:

  • Cautious: May not form any new armies but may reinforce existing armies for losses that occurred in the previous turn (maximum), to the extent that he can raise such troops.
  • All other Climates: May either form one army OR may reinforce existing armies for losses that occurred in the previous turn (maximum).

When reinforcing armies, the Carthaginian player may use any type/contingent for the replacement SPs. The only restriction is that the total reinforcement SPs for an army can't exceed the previous turn's losses for that army.

EXAMPLE: The Political Climate is Alert. The Carthaginian player decides to raise troops from Group B and D. For Group B he rolls a 5, and since he built Fleets last turn (–2), the result is a 3. He receives 5 Numidian infantry SPs, 10 elite Numidian cavalry SPs, 10 Libyan infantry SPs, and 5 Mauritanian infantry SPs. He next rolls for Group D (mercenaries). He rolls a 9, modified by a –2 (built Fleets), which gives him 25 Gallic infantry SPs and 15 Ligurian infantry SPs. These troops are placed per CR 10.43 below. Alternatively, the Carthaginian player may exchange any 20 SPs raised for one Siege Engine.

(CR 10.42) Carthage raises three types of units:

  • Citizens: enlisted from the indigenous Carthaginian population and including all Elephants
  • Allies: levied from Libya, Numidia and/or Mauretania unless the Allied nationality is in revolt (see Auguries Chart).
  • Mercenaries: hired from Iberian, Celtiberian and Gallic tribes in Hispania and Gaul, plus, where applicable, the Italiot (Greek-based Italian areas) of Italy, such as Bruttium. Mercenaries may be raised only in the Strategic Decision Phase; they may never be raised during an Operations Phase.

PLAY NOTE: The types of units have nothing to do with their combat abilities, except where noted as Elite. Their type does determine their ease in raising and the location of their posting.

(CR 10.43) Placement of Troops:

  • Citizens: Placed inside the city of Carthage, or with an existing army in Africa, when raised.
  • Allies: Placed inside the city of Carthage, or with an existing army in a province that has a Carthaginian/Allied controlled Secondary or Major Port, when raised.
  • Mercenaries: Placed inside any Port City in their province of origin, or in any Secondary or Major Port controlled by Carthage, or with an existing army in a province that has a Carthaginian/Allied controlled Secondary or Major Port. The province of origin for the Ligurians is Liguria (which includes both Taurini and Friniates per the PIC); for the Gauls it is Gallia Massilia; the Iberians and Celtiberians have no province of origin in play. Note that the Carthaginian player need not control or have an Allied port in the province of origin to receive Mercenaries
  • Siege Engine: Placed with an existing Army (but see below).

If any Mercenaries are placed outside their province of origin (for the Iberians/Celtiberians this is the only way they can enter play), and/or Allies outside of Carthage, the Carthaginian Overall Commander loses one LAM for that turn. Citizens and Allies may be placed inside Carthage regardless of any siege. Mercenaries and Allies may be placed in a besieged Secondary or Major port city.

EXAMPLE: The Carthaginian player has raised mercenaries from Groups C and D. His Overall Commander will have one less LAM since the Group C reinforcements must be placed in a Secondary or Major Port controlled by Carthage. He will do likewise with his Group D reinforcements to avoid having to move them during the Operations Phase.

(CR 10.44) Restrictions on Location Use:

  • Carthaginian infantry and cavalry may never leave Africa.
  • Libyan units may not be placed or used south/southeast of Carthage's Ditch Boundary
  • Numidian units may never be placed, or used, in Numidia, regardless of what Carthage controls.
  • Mauritanians may not be deployed in any of the Mauritanian provinces.
  • Mercenaries may not be deployed, except for initial placement, in the province/area in which they were raised.
  • A Siege Engine must always be part of an Army. An Army can only have one Siege Engine assigned.

PLAY NOTE: The Carthaginian player may place any unused counter(s) (squadrons preferred) next to the army box on the Army Display to keep tabs on the losses for that army.

HISTORICAL NOTE: The Carthaginians made it a practice to rarely, if ever, use troops in the lands from which they came, for fear of revolt. They kept most of the citizen troops home.

(CR 10.45) The Carthaginians may raise troops during an Operations Phase with a Manpower Operation only when the Political Climate is Aggressive. These troops, when raised, must be placed in Carthage (city), and only an Overall Commander who is actually inside the city of Carthage may conduct the Manpower Operation.

(CR 10.46) Total Manpower Restrictions: There may never be more than 50 SPs of Citizen units—infantry and/or cavalry (not Elephants)—in play at any one time.

(CR 10.47) Manpower Maximums: The manpower pool for Carthage was nowhere near that of Rome, even over the two decades each of the Punic wars raged. The number of Carthaginian citizens was far less than that of Rome, her allies were helpful (when they were cooperating), and the Carthaginian Senate was not enthusiastic about paying mercenaries. To reflect this, each of the scenarios has Manpower maximums, reflected by the Manpower Maximum Table and the use of the Manpower Usage Tracks to keep track of the dwindling supply. Carthage may never use—total, throughout the length of the scenario and this includes troops deployed at start—more SPs in each category (Libyans, Gauls, etc) than are listed on the Table. SP expended to bring on a Siege Engine are not counted against the limits.

HISTORICAL NOTE: While the totality of this rule is historical, actual population numbers are especially difficult to come by, even for the Carthaginians. Our maximums are based on what seem to be the numbers used during the actual wars, adjusted for playability, et al. Roman maximums are determined by the number of legions that can be raised in a scenario, with the totals for the 2nd Punic war as a ceiling guide.

(CR 10.48) Forming Armies: The Carthaginian player may form armies whenever he raises manpower, subject to the restrictions of the current Political Climate. To form an army, the Carthaginian player places an Army Marker on a stack of units in the same hex that are currently not part of another army and appoints a Commander (CR 5.74). The new army starts with an Army Efficiency Rating of –3 (CR 10.52). Once formed, an Army remains in play until Disbanded (CR 5.73) or has had its last SP eliminated. An Army can be reinforced by adding units that are not part of another army (but see CR 10.57 for the impact on that Army's Efficiency), and units can be detached as garrisons. An army cannot detach its last SP unless it Disbands.

(CR 10.5) Carthaginian Army Efficiency

HISTORICAL NOTE: Except for some units—Numidian cavalry, the local Carthaginian phalanx, etc.—most of the mercenary-raised units were not of good quality when initially raised. The Carthaginian command system, though, had one major benefit the Roman system did not have: Carthaginian Commanders tended to stay in command, and the longer they did this, the better that leader's army became, for reasons that had much to do with allegiance and other aspects of command longevity.

(CR 10.51) Every Carthaginian Army, through its Commander, has an Army Efficiency rating, a number ranging from –3 (poor) to +3 (excellent), which is used as a die roll Modifier in Battle. This rating is added to the die roll when the Army is attacking, and subtracted when defending. Note that subtracting a negative rating is the same as adding it. If more than one Army is involved in a Battle, use the lowest rating.

EXAMPLE: Hanno the Great (1P-13) starts the Mercenary War scenario with an Army Efficiency of –1. When Hanno and is Army is used in an Attack, one is subtracted from the Battle die roll, when defending, one is added to the die roll.

(CR 10.52) Armies that start the game deployed are given an Efficiency rating. All newly raised Armies start with an Efficiency of –3.

(CR 10.53) During the Carthaginian Army Efficiency segment (A/2), every Carthaginian Army in play that:

  • was under the command of the same leader throughout the previous game turn, and
  • was not Useless at any time in the previous game turn,

increases its efficiency Rating by one (to a maximum of +3).

(CR 10.54) When an Army receives a new Commander, regardless who it is, that Army lowers its Efficiency rating by two (–2) to a minimum rating of –3. This case applies to a replacement leader. There is no change when a Wounded leader returns via CR 8.62.

(CR 10.55) Except for Useless status, an Army's Efficiency rating is not affected by Battle results.

(CR 10.56) The Carthaginian player cannot combine Armies or transfer SPs from one army to another. This applies even if an Army has no Commander. A Carthaginian Army commander may drop off units as city garrisons, but only if there is no other Army inside the city. A commander may pick up units that are not part of another Army (garrisons, reinforcements, etc) subject to the penalties described in CR 10.57 below.

(CR 10.57) The Carthaginian player may increase an Army's strength by adding units that are not part of another Army (reinforcements, garrisons, etc) up to one-half of its strength in SPs, without penalty. If the number added is more than one-half but less than the current Army size, the Army Efficiency is reduced by one (–1). If the number added is equal to or greater than the current Army size, the Army Efficiency Rating is reduced by two (–2). Carthaginian citizen units and Elite units of any nationality may be added without penalty and are not considered in the above calculation. The Army Efficiency rating is adjusted at the end of the Operations Phase counting for all SP added during that Phase.

PLAY NOTE: For this rule, the term "Army" is defined by the commander. If a Commander changes command to another Army, it is as if he were a new commander.

(CR 12.0) Diplomacy

The Ancient World Diplomacy rules are not used in any Carthage scenario. The alignment of the non-Roman and non-Carthaginian areas remained stable during the period covered, except when an area was occupied militarily. Thus, the Alliances when listed on Provincial Information Chart or otherwise specified in the scenario rules remain in place unless the military situation changes or by special rule (e.g. Syracuse in the two 1st Punic War scenarios).

PLAY NOTE: Therefore, the leaders used in this war do not have Diplomacy ratings.

The Scenarios

The Mercenary War: Mutiny in Carthage, 241 BC

Scenario Complexity Level: 3. A good scenario to learn the land system, get accustomed to its military routines and finish in one sitting. There are no elections, no political problems, no raising of troops ... just moving and fighting.

Rules not used in this scenario: Naval Rules (7.0 and CR 7.0); Manpower Rules (10.0 and CR 10.0, except for CR 10.5); Auguries (13.0); Political Rules (CR 5.0, except as noted below); All Roman specific rules. Ignore Phases A, B and E of the Sequence of Play.

Player Aids: Syracusan/Mercenary Army Display; Syracusan/Mercenary City Occupation Display; Carthaginian Army Display; Carthaginian City Occupation Display (1st Punic/Mercenary War side).

Historical Background: With the 1st Punic War over, Carthage found itself with a large group of mercenaries who wanted to get paid. Gisgo, garrison commander at Lilybaeum passed the Punic buck and sent them all to Africa, where Hanno (which Hanno is never clear), gave them all a pittance and shipped them to Sicca, a Carthaginian outpost on Numidia. There they sat until it was quite clear the Carthaginians were never going to pay them. So they mutinied, massacred a whole bunch of Carthaginian officers in the usual, gruesome Carthaginian style, and started to lay waster to Carthage itself, grabbing a series of towns and, swollen by 20,000 Libyan volunteers, obviously not overly happy with Carthaginian rule, took Tunes and looked ready to invest Carthage itself.

Then the Carthaginians got their act together. Under Hanno they gathered one army of 10,000, with 100 elephants, while Hamilcar Barca (Hannibal's father) returned from overseas with a second army, mostly cavalry, and even more elephants. When Naravas, a Numidian chieftain arrived with even more cavalry, it was just a matter of time—granted a brutal and unforgiving time, with much crucifixion on both sides—before the veteran Carthaginians isolated the mercenaries, cut them off and finally defeated them.

It was neither pretty, nor honorable. (We did get a rather florid novel by Gustav Flaubert, of "Madame Bovary" fame, from it: "Salammbo".)

Game Length and Play Balance: Five Turns: from 241 BC to 237 BC. Balance is weighted towards Carthage, as they have more manpower and, eventually, a tremendous advantage in cavalry.

Maps: The game uses the Carthage Map.

Initial Deployments (units deployed at a city location are placed Inside the City unless otherwise indicated):

Mercenaries

Hex/CityUnits
Sicca Veneria [Cr-2936]Spendius, Matho, Antaritus; 12 SP Libyan Infantry, 5 SP Iberian Infantry, 3 SP Gallic Infantry, 3 SP Ligurian Infantry, 1 SP Greek (Sicilian) Infantry

Initial Siege Capability Rating: –3. The Mercenaries have no Overall Commander.

Carthaginians

Hex/CityUnits
Carthage [Cr-3028]Hanno (the Great) [1P-13] OC, [Army I, Efficiency Rating: –1]; 15 SP Carthaginian Infantry, 10 SP Ligurian Infantry; 5 SP Iberian Infantry, 5 SP Carthaginian Cavalry, 5 SP Numidian Cavalry; 10 SP Elephants

Initial Siege Capability Rating: –2. Hanno and Hamilcar are Army Commanders. Hanno is the Overall Commander until Hamilcar Barca arrives; see Carthaginian Political rules, below.

Starting the Game — First Turn LAM Pool: The Mercenary Player receives 1 LAM for each of his three leaders. The Carthaginian player receives 1 LAM for Hanno. None of the three Siege Attrition LAMS are available on the first turn. The Mercenary player gets to go first. He selects (knowingly) with which of his LAMs he wants to start play. The game starts with Phase C of the Sequence of play; Phases A and B are not undertaken in this scenario.

Reinforcements: Players do not raise troops using the Manpower rules. All troops arrive by the reinforcement rules, below.

Mercenary Reinforcements: For each city the Mercenary Player takes for the first time, he rolls one die. That DR equals the number of Libyan Infantry SPs he receives in that city. If the die roll is a '4' or higher, one of those SP is Libyan Cavalry. This roll takes place the instant the city is captured and concludes the current operation (if any). For the Continuation attempt that occurs immediately after this roll, and for that roll only, the Mercenary player subtract two (–2) from that die roll. Only cities in the provinces of Carthage and Tripolitana provide reinforcements.

Carthaginian Reinforcements: At the start of the third game-turn (239 BC), the Carthaginians receive:

  • Hamilcar Barca [1P-7], [Army II, Efficiency Rating: +1)] [a], 4 SPs Ligurian Infantry, 4 SPs Iberian Infantry, 20 SPs Iberian Cavalry, and 7 SPs Elephants. These reinforcements are placed in Carthage (city). If Carthage is held by the mercenaries the game is over, so don't bother. These reinforcements enter even if Carthage is Under Siege.
  • Naravas [b], 7 SPs Numidian Cavalry (Elite), in any city in Numidia not controlled by the Mercenary player.

a = When Hamilcar arrived, despite his obvious greater abilities, there was some political question over who should be in charge, he or Hanno (a sworn enemy of the Barcas). After the usual shuffling back-and-forth, Hamilcar got the Judges to put it up to a citizen vote. Barca won in a walk.

b = Naravas may command only Numidian Cavalry. When he is so used, and he is the sole commander, his Army Efficiency Rating is +2.

Mercenary leaders may command any contingent.

Control: The Mercenary player controls Sicca Veneria [Cr-2936]. The Carthaginian player controls all cities in the provinces of Carthage and Tripolitana. Carthage's IDS is [8]; all Medium cities have an IDS [3]; Small [1].

Siege Capability: Neither player may increase his Siege Capability nor has or can use Siege Engines. If the Carthaginian player is besieged in a Port, subtract three (–3) from his Siege Attrition die roll.

Victory: The Mercenary Player wins automatically if, at the end of any turn, he occupies Carthage (city). The Carthaginian player automatically wins if all Mercenary leaders are eliminated. Otherwise, victory is determined at the end of five turns. The Mercenary player wins if he controls any city in the provinces of Carthage and Tripolitana. A Small city must have a garrison of at least 1 SP infantry to count as controlled in determining victory. The Carthaginian player wins if the Mercenary player fails to meet his victory conditions.

Leader Replacements: There are no leader replacements.

Carthaginian Political Climate: The Carthaginian Political Climate rules are not used in this scenario. However, starting with the third game-turn, the Carthaginian Player, in Phase C before Initiative is determined, checks to see which family is in power using the Carthaginian Family Power Determination Table. Depending on who is in power, either Hanno (Magonids) or Hamilcar (Barcas) will be Overall Commander.

Carthaginian Army Efficiency: A Carthaginian's Army Efficiency rating may be increased by one at the start of the After Battle Status segment (G/4) if the requirements of CR 10.53, second bullet item, are met. Naravas' Army Efficiency rating may not be increased.

Carthaginian Command: The three Carthaginian Army Commanders can only conduct Operations, Interceptions and Avoidance with the units in their army. They may attempt to Coordinate with another Army. However, Hanno and Hamilcar can include Naravas and his Numidians as part of his force for performing the above operations. Furthermore, the Carthaginian Overall Commander can include the other Carthaginian commander and his Army as part of a force conducting Operations, etc.

Mercenary Command: The Mercenary player does not use assigned armies nor does he permanently assign troops to his leaders. The Mercenary player forms forces from SPs in the same hex per the standard rules.

Agathocles: The First Invasion of Carthage, 311 BC

Scenario Complexity Level: 5

Historical Background: Carthage had spend many years trying to balance the situation in Sicily between her focus of power, in the western half of the island, and the rival, Greek-based, city-states in the east, especially Syracuse and her penchant for tyrants, a form of rule viewed suspiciously by the Carthaginians.

In 318 BC, Syracuse found itself under the leadership of an ambitious tyrant, Agathocles, who immediately started to attempt to expand his power in Sicily. His attack on Agrigentum (Acragas) brought a Carthaginian reaction. The Carthaginians had mostly garrison-level forces in western Sicily, but, foreseeing possible "balance of power' problems here, she sent Hamilcar, son of Gisgo (one of many with that name, to be sure), to Sicily with a small army, which was immediately swelled by troops from the Carthaginians allies.

Agathocles, soon backed into Syracuse, decided on an interesting strategy. To ease pressure on his city, he invaded Africa. With about 15,000 men, he landed on Cape Bon (I-5834), burnt his ships (to stiffen the spines of his troops) and headed for Carthage.

What followed were several years of siege, counter-siege, battle, counter-attack, with occasional trips by Agathocles back to Syracuse—he built a new fleet in a captured port—to make sure he was still in power there. His efforts were greatly helped by bitter political turmoil within Carthage, but, eventually, his Libyan allies deserted, Cartage numerical superiority prevailed, and back home he went, where he spent the rest of his life making trouble for the Italians.

Game Length and Play Balance: Game starts with a 311 BC turn and continues until one side wins, or the end of the 307 game-turn. Balance is weighted towards Carthage, since they have more manpower.

DESIGN NOTE: We use a "ticking clock" game-ender not because there was any such limit on the real participants, but to keep this scenario playable in one sitting.

Maps: The game uses both maps, although you can probably fold the Italy map to reduce space requirement, as only Sicily playable on the Italy map.

Rules not used in this scenario: Standard Naval Rules (7.0); Raids (CR 7.5); All Roman specific rules and segments in the Sequence of Play.

Player Aids: Syracusan/Mercenary Army Display; Syracusan/Mercenary City Occupation Display; Carthaginian Army Display; Carthaginian City Occupation Display (Agathocles scenario side); Carthaginian Political and Manpower Display.

Initial Deployments (units deployed at a city location are placed Inside the City or In Port unless otherwise indicated):

Syracusans

Hex/CityUnits
Syracusa [It-6419]Agathocles [OC], Overall Commander; Arcagethus[a]; Agatharcus [a]; 30 SP Syracusan Infantry, 8 SP Syracusan Cavalry; 8 Squadrons [Fleet I]
Messana [It-5915]3 SP Syracusan Infantry, 1 Squadron [Fleet II], Duumvir

a = Sons of Agathocles

Initial Siege Capability Rating: –2. Crew Ratings: 2. All squadrons are Quinqueremes.

Carthaginians

Hex/CityUnits
Carthage [Cr-3028]Hanno [1P-11] OC, [Army I, Efficiency Rating: –2]; Bomilcar [1P-17]; 6 SP Carthaginian Infantry (Elite), 15 SP Carthaginian Infantry, 5 SP Ligurian Infantry, 5 SP Iberian Infantry, 5 SP Carthaginian Cavalry (Elite); 12 Squadrons [Fleet I]
Lilybaeum [It-5526]Hamilcar [1P-6], [Army II, Efficiency Rating: +1]; 4 SP Libyan Infantry; 2 Squadrons [Fleet II], Duumvir
Drepanum [It-5326]2 SP Libyan Infantry; 1 Squadron [Fleet III], Duumvir
Panormus [It-5423]1 SP Libyan Infantry

Initial Siege Capability Rating: –2. Crew Ratings: 3. All squadrons are Quinqueremes.

Hanno and Hamilcar are Army Commanders. Hanno is the Overall Commander. Bomilcar begins the game unassigned (see the Carthaginian Command special rules below). The Carthaginian Political Climate is Cautious and the Magonids are the Family in Power.

Siciliots (Independent)

Hex/CityUnits
Agrigentum [It-5923]Philarus; 12 SP Sicilian Infantry

Initial Siege Capability Rating: –3.

Starting the Game — First Turn (311 BC) LAM Pool: The Syracusan player receives 1 LAM for Agathocles and a Duumvir LAM (use the Roman Duumvir LAM). The Carthaginian player receives 1 LAM for Hanno [1P-11] and 1 LAM for Hamilcar [1P-8]. The Syracusan Player gets to go first and starts play with Phase D of the Sequence of play using Agathocles LAM. There is no leader pool for either player, nor are there any Syracusan replacement leaders. The Carthaginian player receives replacement leaders per the special rule below.

Carthaginian Political Climate: The Carthaginian player uses the Carthaginian Political System rules (CR 5.7), however, he may only use the leaders in the initial setup as Army commanders or as Admirals. There is no leader pool. Bomilcar [1P-17] begins the game unassigned and may be appointed either as Admiral or as a third Army Commander should the Political Climate allow. Commanders are appointed per CR 5.74. The Carthaginian player is limited to a maximum of three Armies in play at any one time regardless of Political Climate, though he may reassign a leader acting as Admiral to fill an Army Commander role as needed.

If a Carthaginian leader becomes unassigned (Recalled, Army Disbanded, etc), he is placed in Carthage and may be appointed again should the need arise.

In any turn after one in which a Carthaginian commander is killed (regardless how), the Carthaginian player receives two additional commanders: Hanno (1P-14) and Himilco (1P-16). They are placed in Carthage and are available for assignment in the next Force Determination phase.

Carthaginian Command: A Carthaginian Army Commander can only conduct Operations, Interceptions and Avoidance with the units in his army. He may, however, attempt to Coordinate with another Army. The one exception is that the Carthaginian Overall Commander can include other Carthaginian Army Commanders and their armies as part of a force conducting Operations, Interceptions, and Avoidance.

An unassigned Carthaginian leader cannot conduct Operations with any units, except to lead a Sally or an Attack with a garrison Under Siege. He may not use Interception or Avoidance but may use Coordination with an attacking Relief force if Under Siege.

Syracusan Command: The Syracusan player does not use assigned armies nor does he permanently assign troops to his leaders. The Syracusan player forms forces from SPs in the same hex per the standard rules. Syracusan leaders may command any contingent. Agathocles is the Syracusan Overall Commander (see 5.41). If Agathocles is killed, neither of his sons replace him as Overall Commander.

The Syracusan player may use any of his leaders as an Admiral. To do so, the Syracusan player simply declares his intention when the leader activates and his role as Admiral remains for the duration of that Operations Phase. A leader that is activated as an Admiral cannot command troops during that Operations Phase.

Sicilian Independents: Most of Sicily, except for the western tip, controlled by Carthage, was a series of Hellenic city-states, totally independent of one another. If one player attempts to take control of a Sicilian city by any means, that city immediately becomes allied to the other player. That player may now enter the city. The city, however, is not controlled for reinforcement or victory purposes unless garrisoned by troops other than those that started in the city.

Philarus and the SPs in Agrigentum are activated by Augury Event #5.

Syracusan Manpower: The Syracusan player may also receive Egyptian reinforcements via Augury event #1.

Syracuse does not raise troops using the Manpower rules. All troops arrive as below, but only in Phase B/6 (Force Determination), with the exceptions noted below. Agathocles may not conduct a Manpower Operation, and, in B/6, he may use only one of the choices, below.

City and Province Control:

  1. Sicilians. Syracuse receives 1 SP Sicilian Infantry for each Sicilian city they control, except for Syracusa. These troops are placed either in Syracusa or with Agathocles, if he is in Sicily.
  2. Mercenaries. The Syracuse player rolls 2 dice. That total is the number of Greek and Etruscan mercenary SPs he receives (divide the total equally between the two groups). These troops are placed either in Syracusa or with Agathocles, if he is in Sicily.
  3. Libyans. Syracuse receives 2 SPs Libyan Infantry for each city in Carthage/Tripolitana province they control, except for Carthage, Tunis and/or Utica. These troops are placed with Agathocles, if he is in Africa (see, however, the Augury for Libyan Mutiny). For every 6 Infantry SPs so raised in one Force Determination Phase, one of those SP may be Libyan cavalry. The Syracusan player receives Libyan reinforcements only if Agathocles is in Africa.

Carthaginian Manpower: The Carthaginian player uses the Carthaginian Manpower rules (CR 10.4) with the following exceptions:

  • Numidians and Mauritanians cannot be raised
  • Add one (+1) for any die roll for Group A
  • Subtract one (–1) from any die roll for groups C and D.
  • All non-African troops are placed in any Carthaginian-held port in Africa. There is no LAM cost to do so.

The 1st Punic War manpower limits apply to this scenario.

A NOTE ON CHARIOTS: Even at this somewhat late date, the Carthaginians, and especially the Libyans, used chariots, probably the Greek-style, four-horse chariots. As their effect was probably minimal—they were soon replaced by elephants—we have not represented them at this level of simulation.

Siege Capability: Neither player may increase his Siege Capability.

Naval Construction: The Fleet and Naval Construction rules (CR 7.1) are used by both sides with the following exceptions:

  • Use the Port Capacity listed on the City Occupation Displays
  • Fleets may be built only in Syracusa and Carthage
  • New Syracusan Fleets start with a Crew Rating of 1
  • New Carthaginian Fleets start with a Crew Rating of 2

Fleet Commanders and Tactical Superiority: Both players may have only one Admiral and up to two Duumvir in play at any one time. The Tactical Superiority modifiers are:

  • Syracusan Tactical Superiority: –2 to his die roll; +2 to his opponent's
  • Carthaginian Tactical Superiority: –2 to his die roll; +3 to his opponent's

Control: The provinces of Eastern and Western Sicilia begin the game uncontrolled by either player. City control is a follow:

  • Syracuse controls Syracusa [It-6419], Messana [It-5915], Catana [It-6118], Leontini [It-6119], Megara [It-6219], Netum [It-6420], Helorus [It-6520], and Camarina [It-6222]
  • Carthage controls Lilybaeum [It-5526], Drepanum [It-5326], and Panormus [It-5423]
  • All remaining cities in Eastern and Western Sicilia provinces are independent.

The City IDS are as follows: Carthage [8], Syracusa [7], Agrigentum [5], Messana IDS [4], Lilybaeum IDS [4]. All other Medium cities have an IDS of [3]; Small cities [1].

Carthaginian player controls Carthage (province) and Tripolitana. These are considered Home provinces for the Carthaginians; the Carthaginian player controls all cities in both provinces. Numidia is not controlled by anyone, and does/will not provide troops of any kind.

Victory: The Syracuse Player wins automatically if, at the end of any turn, he occupies Carthage (city). The Carthaginian Player wins automatically if, at the end of any game-turn, Syracuse does not control any cities, anywhere, other than Syracusa [It-6419].

Otherwise, at the end of 5 turns, each player counts up VP for controlling the following:

  • Syracuse: 3 VP for Lilybaeum [It-5526]; 2 VP Utica [Cr-2928] or Hippo Diarryhtus [Cr-2829]; 1 VP Drepanum [It-5326], Panormus [It-5423], Messana [It-5915], or Agrigentum [It-5923]; 1 VP for any Small city in Carthage province
  • Carthage: 5 VP for Syracusa [It-6419]; 3 VP for each city in Sicily, other than Syracusa

High VP wins.

Hiero, Hero or Gyro? The Start of the Punic Wars, 264-263 BC

Scenario Complexity Level: 4. This is a good scenario to learn the system, get accustomed to its military routines and finish in one sitting. There are no elections, no political problems, no raising of troops ... just moving and fighting.

Game Length and Play Balance: Only two Turns: from 264 BC to 263 BC. Balance is fairly even, mostly because we give the Carthaginians what they did not get (historically) in 263 BC, an additional army.

Maps: The game uses the Italy map (IT). Actually, play is pretty much restricted to Sicily.

Rules not used in this scenario: Standard Naval Rules: 7.0; Manpower Rules: 10.0 and CR 10.0 (except for CR 10.5); Auguries: 13.0; Carthaginian Political Climate: CR 5.7.

Player Aids: Roman Army Display; Roman City Occupation Display; Carthaginian Army Display; Carthaginian City Occupation Display (1st Punic/Mercenary War side).

Initial Deployments (units deployed at a city location are placed Inside the City or In Port unless otherwise indicated):

Romans

Hex/CityUnits
Rhegium [It-6015]Ap. Claudius Caudex [301] (Rome Consul [a]); Legion I, Legion II [Consular Army I]; 1 Squadron [c] [Fleet I], Duumvir
[It-3213]M. Fulvius Flaccus [302] (Field Consul [b]); Legion III, Legion IV [Consular Army II]
Tarentum [It-5405]1 Squadron [c] [Fleet II], Duumvir

All Legions are Recruit and include both the RL and AL components both at full strength (see CR 2.21).

a = Claudius Caudex is the Rome Consul and has Legions I and II for his Imperium. He has permission from the Senate to leave Roman Italy.

b = Fulvius Flaccus is the Field Consul Claudius and has Legions II and IV for his Imperium. Etruria is his assigned province.

c = These are squadrons of Triremes provided by Rome's Allies.

Initial Siege Capability Rating: –3. Crew Ratings: 2.

Carthaginians

Hex/CityUnits
Aleria [It-2823]2 SP Iberian Infantry
Caralis [It-4332]2 SP Gallic Infantry, 1 Squadron [Fleet I], Duumvir
Lilybaeum [It-5526]Hanno [1P-12] [a], OC, [Army I, Efficiency Rating: 0]; 8 SP Libyan Infantry, 8 SP Gallic Infantry, 2 SP Numidian Infantry, 2 SP Iberian Cavalry; 1 Squadron [Fleet II], Duumvir
Lipara [It-5616]Hannibal [1P-8] [b]; 1 Squadron [Fleet III]
[It-5915]1 Squadron [Fleet IV], Duumvir
Drepanum [It-5326]1 SP Libyan Infantry

Starting the Game — First Turn LAM Pool: The Roman Player receives 2 of his Consul LAMs, plus the Duumvir LAM. The Carthaginian player receives 1 LAM for Hanno (1P-12), and 1 for Hannibal (1P-8), plus 1 for Hiero, Tyrant of Syracuse, plus the Duumvir LAM. 2 of the Siege Attrition LAMs are available.

PLAY NOTE: The lesser number of LAMs reflects the "late" start of the war.

The Carthaginian Player gets to go first. He selects (knowingly) with which of his LAMs—and that includes Hiero's—he wants to start play. The game starts with Phase C of the Sequence of play; Phases A and B are not undertaken in the first (264 BC) turn.

Reinforcements — Roman: The Roman player uses only those units with which he starts play. He may not build any legions, or even reinforce what he has.

(The Carthaginian initial deployment continues: Panormus [It-5423] 1 SP Libyan Infantry; Agrigentum [It-5923] 1 SP Libyan Infantry.)

a = Son of Hamilcar (Hanno [1P-12]); b = Son of Gisgo (Hannibal [1P-8]).

Initial Siege Capability Rating: –2. Crew Ratings: 3. Hanno and Gisgo are Army Commanders. Hanno is the Overall Commander. Hannibal is an Admiral. All Carthaginian Squadrons are Quinqueremes.

Neither Player may raise troops or fleets in this game. There is no limit on the number of Admirals the players can have in play at any one time.

Reinforcements — Carthage: Gisgo [1P-5], [Army II, Efficiency Rating: 0]; 5 SPs Carthaginian Infantry; 10 SPs Libyan Infantry; 5 SPs Numidian Cavalry; 1 SP Elephant; and 2 Squadrons [Fleet V, Crew: 3] with a Duumvir start the 263 game turn in Lilybaeum. The player gets LAMs for Gisgo. These are the only additions to existing troops the Carthaginian has.

Roman Elections: For the 263 Game-Turn, the Roman Player gets M. Valerius Maximus [303] and M. Otacilius Crassus [304] as consuls, plus their LAMs. He may assign them as he wishes. He does not hold elections, and he receives no proconsuls or praetors.

Syracusans

Hex/CityUnits
Syracusa [It-6419]Hiero [Syracuse Army I]; 20 SP Syracusan Infantry, 7 SP Syracusan Cavalry (Elite); 1 Squadron (Triremes), 1 Squadron (Quinqueremes) [a] [Syracuse Fleet I]
In any city(ies) w/I 4 hexes of Syracusa3 SP Syracusan infantry (total)

Initial Siege Capability Rating: –1. Crew Ratings: 2.

a = There is no indication that Syracuse ever used her fleet, which could be as large as 200 galleys (probably a mixture of quinqueremes and triremes), during the war. We know she had a fleet, but as its effect was, apparently, non-existent we have given her a nominal number of squadrons.

Mamertines

Hex/CityUnits
Messana [It-5915]4 SP Mamertine Infantry

The Mamertines are not a Power. They cannot raise troops and they move only when with a leader of the Roman player. They cannot be replaced or reinforced. No City Militia are placed when Messana is placed Under Siege if occupied exclusively by Mamertine SP.

City and Province Control: Use the rules for the 1st Punic War scenario.

Inertia Attrition: Sicily is treated as a single province for the purpose of Inertia Attrition.

Siege Capability: The Romans, Carthaginians, and Syracusans each have a Siege Capability Rating. If more than one of these Powers is involved in a Siege on the same side, the best SCR is used. If a Siege is successfully concluded by Assault or Attrition, the Powers on the winning side have their Siege Capability Ratings increased (positively) by one. No Power may ever increase past a SCR of '0'. The SCR never decreases.

Roman Naval Transport Limitation: The Roman player may not use Naval Transport. Remember that strait crossings are not considered Naval Transport.

Triremes: There are several squadrons of triremes, galleys the Romans "borrowed" from their Italo-Greek allies (Tarentum, Locri, et al.) to serve as an ersatz fleet of war galleys before they got serious about the enterprise, or those comprising a portion of the Syracusan Fleet. In any naval battle in which the Romans or Syracusans have Triremes:

  • If they are less than half the number of squadrons in the Fleet, any Roman/Syracusan Tactical advantage is reduced by one.
  • If they are at least half the number of squadrons in the Fleet, if the Romans/Syracusans gain tactical advantage, they don't get any die roll benefit.
  • Reduce any Corvus benefit by one for each trireme squadron.

Hiero and Syracuse: Syracuse, and its Tyrant, Hiero, start the game as an ally of Carthage. This means that Syracuse is not controlled by Carthage and may never be activated under a Carthaginian LAM. It does mean that, when the Hiero LAM is drawn, Carthage uses it to her advantage ... but her forces operate separately.

Syracuse will change allegiance and become an ally of Rome at the start of the game turn after one or both of the following have occurred:

  • If, at the end of any game turn, the Roman player occupies Messana with Legion SP and Messana is not Besieged
  • If, the Roman player defeats any Army led by Hiero in a battle

If Syracuse troops and those of her former are together Inside a City, the troops of the side that does not control the city are placed outside the city when the change of allegiance occurs.

In addition:

  • Hiero can only command Syracusan units. Syracusan units cannot be directly commanded by another leader. However, Hiero and his troops (or Fleet) can be included in any Operation (including Avoidance and Interception) conducted by the players' Overall Commander. He is also the only admiral they have.
  • Hiero and the Syracusan land units may not leave Eastern Sicily. Her Fleets may move only into coastal hexes in Eastern Sicily.
  • Syracusan forces are not affected by Movement or Inertia Attrition.
  • Syracusan Tactical Superiority: –2 to his die roll; +2 to his opponent's

If Hiero is killed, the Syracusans are without a leader for the rest of the game. Her units stay where they are at the time of such death, except that any units not inside a city are placed in Syracusa. Remove the Hiero LAM from play; the Syracuse units cannot be moved but control the cities they are in. There is no change in allegiance.

Victory: Players get Victory points for controlling (occupying) cities in Sicily. Cities occupied by Syracusan units do not count towards victory, regardless to whom Hiero is allied:

  • Syracusa: 10 VP
  • Messana: 6 VP
  • Medium: 3 VP
  • Small: 1 VP (Lipara and Melita do not count.)

High VP wins.

The First Punic War, 264 to 241 BC

Scenario Complexity Level: 7

Game Length and Play Balance: While there is no telling how long the 1st Punic War could have run, we've taken a page from history and given the players 24 turns—from 264 BC to 241 BC—to get it over with. This means this scenario is a long game, although it can possibly end sooner.

Balance really is difficult to assess. Play testing had a wide variety of endings, and much is dependent upon strategy and style of play. Historically, the Romans won by wearing the Carthaginians down and gaining control of the seas, and that is what seemed to happen in playtesting. Players, though are gifted with hindsight, and both have good chances to win.

Maps: The game uses the Italy map (It) and the Carthage map (Cr).

Rules not used in this scenario: Standard Naval Rules: 7.0.

Player Aids: Roman Army Display; Roman City Occupation Display; Carthaginian Army Display; Carthaginian City Occupation Display (1st Punic/Mercenary War side); Carthaginian Political and Manpower Display.

Initial Deployments (units deployed at a city location are placed Inside the City or In Port unless otherwise indicated):

Romans

Hex/CityUnits
Rhegium [It-6015]Ap. Claudius Caudex [301] (Rome Consul [a]); Legion I, Legion II [Consular Army I]; 1 Squadron [c] [Fleet I], Duumvir
[It-3213]M. Fulvius Flaccus [302] (Field Consul [b]); Legion III, Legion IV [Consular Army II]
Tarentum [It-5405]1 Squadron [c] [Fleet II], Duumvir
Rome [It-3714]5 SP Legion Infantry, Praetor Urbanus [d]
In any Large and/or Medium City in Roman Italy5 SP Legion Infantry [e]

All Legions are Recruit and include both the RL and AL components both at full strength (see CR 2.2).

a = Claudius Caudex is the Rome Consul and has Legions I and II for his Imperium. He has permission from the Senate to leave Roman Italy.

b = Fulvius Flaccus is the Field Consul Claudius and has Legions II and IV for his Imperium. Etruria is his assigned province.

c = These are squadrons of Triremes provided by Rome's Allies.

d = Randomly draw a leader from the magistrate pool.

e = These may be spread around the chosen cities as desired.

Numidians

Hex/CityUnits
Cirta [Cr-2341]10 SP Numidian Infantry

These units may not be controlled, or moved, by either player. They are there simply to garrison the Numidian "capital". Cirta wasn't so much a city of any size, but it was built in a relatively difficult (militarily) position to take.

Carthaginians

Hex/CityUnits
Carthage [Cr-3028]Gisgo [1P-5], [Army II, Efficiency Rating: –1]; 15 SP Carthaginian Infantry; 5 SP Carthaginian Cavalry; 2 Squadrons [Fleet II], Duumvir
Tacape [Cr-4237]1 SP Numidian Infantry
Musti [Cr-3035]1 SP Libyan Infantry
Hippo Diarryhtus [Cr-2829]2 SP Carthaginian Infantry; 1 Squadron [Fleet III], Duumvir
Utica [Cr-2928]2 SP Carthaginian Infantry; 1 Squadron [Fleet IV], Duumvir
Thugga [Cr-2933]1 SP Libyan Infantry
Thabraca [Cr-2533]1 SP Libyan Infantry
Sicca Veneria [Cr-2936]1 SP Libyan Infantry
Aleria [It-2823]2 SPs Iberian Infantry
Caralis [It-4332]2 SP Gallic Infantry, 1 Squadron [Fleet V], Duumvir
Lilybaeum [It-5526]Hanno [1P-12] [a], OC, [Army I, Efficiency Rating: 0]; 8 SP Libyan Infantry, 8 SP Gallic Infantry, 2 SP Numidian Infantry, 2 SP Iberian Cavalry; 1 Squadron [Fleet VI], Duumvir
Massilia [It-1629]2 SP Iberian Infantry (Massilia garrison) [b]
Genua [It-1717]2 SP Ligurian Infantry (Genua garrison) [b]
Lipara [It-5616]Hannibal [1P-8] [c]; 1 Squadron [Fleet I]
[It-5915]1 Squadron [Fleet VII], Duumvir
Drepanum [It-5326]1 SP Libyan Infantry
Panormus [It-5423]1 SP Libyan Infantry
Agrigentum [It-5923]1 SP Libyan Infantry

Initial Siege Capability Rating: –2. Crew Ratings: 3. The Carthaginian Political Climate is Cautious, and the Magonids are the Family in Power. Hanno and Gisgo are Army Commanders. Hanno is the Overall Commander. Hannibal is an Admiral. All Carthaginian Squadrons are Quinqueremes.

a = Son of Hamilcar; c = Son of Gisgo; b = these are allied garrisons and can never leave the city.

Syracusans

Hex/CityUnits
Syracusa [It-6419]Hiero [Syracuse Army I]; 20 SP Syracusan Infantry, 7 SP Syracusan Cavalry (Elite); 1 Squadron (Triremes), 1 Squadron (Quinqueremes) [a] [Syracuse Fleet I]
In any city(ies) w/I 4 hexes of Syracusa [b]3 SP Syracusan infantry (total)

Initial Siege Capability Rating: –1. Crew Ratings: 2.

a = There is no indication that Syracuse ever used her fleet, which could be as large as 200 galleys (probably a mixture of quinqueremes and triremes), during the war. We know she had a fleet, but as its effect was, apparently, non-existent we have given her a nominal number of squadrons.

b = Carthaginian player decides where these troops go.

Mamertines

Hex/CityUnits
Messana [It-5915]4 SP Mamertine Infantry

The Mamertines are not a Power. They cannot raise troops and they move only when with a leader of the Roman player. They cannot be replaced or reinforced. No City Militia are placed when Messana is placed Under Siege if occupied exclusively by Mamertine SP.

Manpower Tracks: Place the appropriate markers on the Manpower Track for each contingent using the 1st Punic War Carthaginian Manpower Totals given on the chart. Deduct 19 Carthaginian Infantry, 5 Carthaginian Cavalry, 15 Libyan Infantry, 10 Gaul Infantry, 3 Numidian Infantry, 2 Iberian Infantry, and 2 Iberian Cavalry for the starting forces.

Starting the Game: Roman leaders numbered 301 through 340 are placed in the Magistrate pool. Carthaginians leaders numbered 1P1-1P16 are placed in the Carthaginian leader pool.

First Turn LAM Pool: The Roman Player receives 2 Consul LAMs, plus the Duumvir LAM. The Carthaginian player receives 1 LAM for Hanno (1P-12), and 1 for Hannibal (1P-8), plus 1 for Hiero, Tyrant of Syracuse, plus the Duumvir LAM. He does not get any LAM for Gisgo (In Carthage) this turn. The Augury LAM and 2 of the Siege Attrition LAMs are available.

PLAY NOTE: The lesser number of LAMs reflects the "late" start of the war. Gisgo, sitting in Carthage, does not get a LAM this turn.

The Carthaginian Player gets to go first. He selects (knowingly) with which of his LAMs he wants to start play. He may select Hiero. The game starts with Phase C of the Sequence of play; Phases A and B are not undertaken in the first (264 BC) turn.

City and Province Control: Per the 1st Punic War Province Information Chart (PIC), all provinces in Roman Italy are considered Roman Home provinces so all cities therein are Roman controlled and the provisions of 11.12 apply. Similarly, Carthage province is the Carthaginian Home province. Other than the Sicily, the remaining provinces in play are Allied, i.e. Diplomatically Controlled to Carthage. Cities in Carthaginian Allied provinces are considered friendly to the Carthaginian player and can be entered per 11.34. However, only cities where Carthaginian forces are deployed, or as stated in the PIC, are controlled by the Carthaginian player. All other cities in Allied provinces that are not occupied by Allied SP (see below) are uncontrolled. They may be occupied and controlled by the player allied to the city per 11.31/2. Cities occupied by Allied SP, however, are controlled by that ally. The player may occupy an allied city with his SP, have his Fleets in port, etc., but he does not control the city as long as any Allied Infantry SP are present. Moreover, the player cannot attack allied units, nor may he move the last Allied Infantry SP out of a city that was occupied by Allied Infantry SP at the start of the scenario. When distributing losses to forces in an Allied controlled city, an Allied infantry SP must be the last SP eliminated.

The province control rules (11.1 and 11.2) do not apply to the two Sicilian provinces. Who controls what Sicilian city is given in the Sicilia City Control Chart.

Massilia and Genua: These cities begin the game in provinces allied to Carthage. Both have allied garrisons (which can never leave their respective cities) and are thus Allied controlled cities, thus the rules in the City and Province Control section above apply.

Syracusa: Syracusa and the cities with Syracusan garrisons begin the game Allied to Carthage. These cities are considered Allied controlled cities and thus the rules in the City and Province Control section above apply. If Syracuse becomes allied to Rome, these same restrictions on control apply to that player. If a Syracusan Allied controlled city is occupied by both Syracusan and Carthaginian troops when Syracusa switches sides, place the Carthaginian troops outside the city. Once Syracusa switches sides, the Carthaginian player may freely attack Syracusan forces and cities.

Messana: Messana begins the game Allied to Rome. Once the Roman player enters Messana with any combat unit, Rome controls the city and the Mamertine garrison SP are treated as Roman Auxiliaries with the exception that the Roman player does not need to garrison Messana with an equal number of Legion SP.

1st Punic War Province Information Chart

Province [a]Alliance [Favor]Notes
Roman ItalyHome [Rome]Rome IDS [10]; Ostia Port Capacity [5]; Neapolis Capacity [5]; Brundisium does not exist until the 244 BC game turn
SicilyN/A — See Sicilian City Control ChartIncludes Eastern & Western Sicily, Melita, and Liparae Ins.; Agrigentum IDS [5]; Messana IDS [4]; Lilybaeum IDS [4]
Gallia MassiliaAllied [Carthage]
LiguriaAllied [Carthage]Includes Friniates & Taurini
CorsicaAllied [Carthage]
SardiniaAllied [Carthage] [b]Includes Northern & Southern Sardinia
CarthageHome [Carthage]Carthage IDS [8], Port Capacity [18]
Tripolitana (Libya)Allied [Carthage]
NumidiaAllied [Carthage]
MauretaniaAllied [Carthage]

Standard City IDS: Small [1]; Medium [3]; Large [7]

a = The provinces listed in the chart, other than Roman Italy, are available for Roman magistrate assignment. Venetia, Gallia Cispadana, and Gallia Transpadana may not be entered by any units and are out of play for this scenario.

b = Carthage controls Caralis (It-4322) and all cities in Sardinia.

Sicilia City Control Chart

CityNotes
SyracusaCarthage Ally
Cities with Syracusan garrisonsCarthage Ally
DrepanumCarthage Controlled
LilybaeumCarthage Controlled
PanormusCarthage Controlled
AgrigentumCarthage Controlled
LiparaCarthage Controlled
MelitaCarthage Controlled
MessanaRoman Ally
All OthersUncontrolled

Inertia Attrition: Sicily and Sardinia are each treated as a single province for the purpose of Inertia Attrition.

Siege Capability: The Romans, Carthaginians, and Syracusans each have a Siege Capability Rating. If more than one these Powers is involved in a Siege on the same side, the best SCR is used. If a Siege is successfully concluded by Assault or Attrition, the Powers on the winning side have their Siege Capability Ratings increased (positively) by one. No Power may ever increase past a SCR of '0'. The SCR never decreases.

Siege Engines: A player may have no more than three Siege Engines in play at any one time.

Land Supply: For Sieges in Sicily, the Besieging player may only use the Land Supply modifier if either Syracuse is Allied to him, or Besieging player controls the city of Syracusa.

Admiral Limits: The Roman player may have one Admiral in play for each of the following controlled Ports: Tarentum, Ostia if at Port Capacity 10 or more, Neopolis if at Port Capacity 10, either Lilybaeum or Drepanum (not both), and Syracusa (must be controlled not simply Allied). The Carthaginian player may have one Admiral in play for each of the following controlled Ports: Carthage (counts as two Ports if its Port Capacity is 22), Lilybaeum, Drepanum, and Syracusa (must be controlled not simply Allied).

Fleet Construction Limitations: In order to use the Port Capacity of Syracusa or Massilia for Fleet Construction, the player must control the city.

Triremes: There are several squadrons of triremes, galleys the Romans "borrowed" from their Italo-Greek allies (Tarentum, Locri, et al.) to serve as an ersatz fleet of war galleys before they got serious about the enterprise, or those comprising a portion of the Syracusan Fleet. In any naval battle in which the Romans or Syracusans have Triremes:

  • If they are less than half the number of squadrons in the Fleet, any Roman/Syracusan Tactical advantage is reduced by one.
  • If they are at least half the number of squadrons in the Fleet, if the Romans/Syracusans gain tactical advantage, they don't get any die roll benefit.
  • Reduce any Corvus benefit by one for each trireme squadron.

Xanthippus: The Carthaginians get to use the mercenary Spartan Leader, Xanthippus when the Political Climate is Aggressive, and they roll a 4-9 when raising troops (as indicated by the Xan on the table). When checking for Xanthippus' possible casualty (8.6), any negative result is treated as "out of the game". Xanthippus must be placed in command of an army in Africa and cannot leave Africa.

PLAY NOTE: Players will note that Xanthippus' Mortality rating is very poor. This reflects that Xanthippus seems to have faded into the mists of history after leading the Carthaginians to victory in one battle. Whether he was done away with by a probably suspicious and untrusting Carthaginian Senate, or he simply returned to Sparta, Job Well Done, is a matter for heated discussion. Regardless what happened, Xanthippus was around only long enough to either pick up his pay check or his Plutonian pink slip.

Additional Rules — Hiero and Syracuse: Syracuse, and its Tyrant, Hiero, start the game as an ally of Carthage. This means that Syracuse is not controlled by Carthage and may never be activated under a Carthaginian LAM. It does mean that, when the Hiero LAM is drawn, Carthage uses it to her advantage ... but her forces operate separately.

Syracuse will change allegiance and become an ally of Rome at the start of the game turn after one or both of the following occur:

  • If, at the end of any game turn, the Roman player occupies Messana with Legion SP and Messana is not Besieged, OR
  • If, the Roman player defeats any Army led by Hiero in a battle

If Syracusan troops and those of her former ally are together Inside a City, the troops of the side that does not control the city are placed outside the city when the change of allegiance occurs.

In addition:

  • Hiero can only command Syracusan units. Syracusan units cannot be directly commanded by another leader. However, Hiero and his troops (or Fleet) can be included in any Operation (including Avoidance and Interception) conducted by the players' Overall Commander. He is also the only admiral they have.
  • Hiero and the Syracusan land units may not leave Eastern Sicily. Her Fleets may move only into coastal hexes in Eastern Sicily.
  • Syracusan forces are not affected by Movement or Inertia Attrition.
  • Syracusan Tactical Superiority: –2 to his die roll; +2 to his opponent's

If Hiero is killed, the Syracusans are without a leader for the rest of the game. Her units stay where they are at the time of such death, except that any units not inside a city are placed in Syracusa. Remove the Hiero LAM from play; the Syracuse units cannot be moved but still control the cities they are in. There is no change in allegiance.

Syracuse may raise Manpower and increase her Fleet. Whenever the Hiero LAM is drawn, and Hiero is in Syracusa, the player doing so may, instead of undertaking any operations with Syracusan units:

  • build 1 Squadron (Crew 1) in Syracusa, up to a maximum of 5 in play at any one time. Syracusan squadrons are always triremes
  • Add 1 SP Syracusan Infantry or 1 SP Syracusan Cavalry in Syracusa, unless it is Under Siege, in which case he may not do this.

Syracuse may never have more than 30 SP of Infantry and 10 SP of cavalry in play at any one time.

Roman Naval Transport Limitation: The Roman player may embark and use Naval Transport in only one Operations Phase per game turn. He may not use Naval Transport until both Ostia and Neapolis are built to maximum capacity. Remember that strait crossings are not considered Naval Transport.

Roman Legion Limits: Rome may never have more than 3 Consular Armies (the equivalent of 6 legions) outside of Roman Italy at any time and no more than 2 Consular armies (the equivalent of 4 legions) in any one province. For this purpose, Sicilia, Sardinia, and Liguria are treated as single provinces. The number of legions within Roman Italy is limited solely by the counter mix of available legions.

Numidia: Carthage's relationship with her western neighbor, Numidia, was, at best, dichotomous and uneasy, and, more often than not, outright contentious. Carthage coveted Numidia's elite cavalry, the finest in the Mediterranean, along with her light infantry, and these two groups were often raised, as "allies", for Carthage's armies. However, Carthage sporadically attempted to increase her borders, if not her sphere of control, at the expense of Numidia. Even as she was fighting Rome, Carthage did not abandon her designs to the west.

Carthage gets Victory Points for occupying Numidian cities (see below). Numidia has a garrison force in Cirta which can never be moved from the city, nor is it considered with regards to Manpower Maximums. As an exception to the rules on allied controlled cities, the Cirta garrison is not allied to Carthage, and Cirta cannot be entered by a Carthaginian units. However, Cirta can be attacked by the Carthaginian player. Attacking Cirta has no effect on the overall alliance though occupying Numidian cities has an adverse effect on raising Numidian troops and provides the opportunity for revolts due to the Augury table.

For each Numidian city controlled by Carthage, subtract two (–2) from any manpower die roll as it applies to Numidia (but not other provinces in her Group). The Carthaginian player must occupy a Small city with at least 1 SP of infantry (other than Numidians) to gain and retain control.

PLAY NOTE: Thabraca is considered part of Carthage.

HISTORICAL NOTE #1: There were virtually no Numidian units at the Battle of Bagradas Plains, the (then decisive) land battle in Carthage during the war.

HISTORICAL NOTE #2: Carthage didn't seem that interested in extending her eastern borders, into Libya/Tripolitana, although, every once in a while, Libyans would raid into the easternmost Carthaginian territories.

Victory — End of Game Victory: If there is no Automatic Victory, the winner is determined at the end of the 241 BC Game-Turn. Victory points are awarded for Land and/or Naval control. It is possible to have one and not the other, even though mutual objectives from both are held. Players total the Victory Points each has at that time for controlling the following. High total wins.

Land Objectives

ObjectiveVictory Points
Syracusa [a]10
Sardinia [c]7
East Sicily [d]5
Corsica4
West Sicily [b]10

In addition, Carthage gets 2 VP for each city in Numidia she controls.

a = Syracusa must be occupied exclusively by the player's units to qualify as controlled for purposes of victory.

b = A player controls West Sicily for victory purposes when he controls all its Medium cities.

c = Sardinia is treated as a single province for the purposes of determining control.

d = A player controls East Sicily for victory purposes when he controls all non Allied cities in that province.

Sardinia, Lipara, and Melita begin the scenario militarily controlled by Carthage and thus Carthage starts the game with the VP where applicable. To garner the VP for Corsica, the Carthaginian player must gain military control over the province.

Naval Objectives: Players gain Naval Objectives by controlling Naval Areas.

Naval AreaCarthage VPRoman VP
Mare Gallicum24
Mare Sardoum12
Mare Ligusticum33
Mare Tyrrhenum94
Mare Ionium55
Mare Africum37
Fretum Siculi31

Automatic Victory: Automatic Victory starts to take effect with the 260 BC Turn. There is no Auto Victory in any turn before that. There are several ways to win an Automatic Victory. Automatic Victory is assessed in the Victory Determination segment (G/5).

  • Carthaginian Land Victory: Carthage controls any one Large city, or any two Medium cities in Roman Italy.
  • Roman Land Victory: Rome controls the city of Carthage.
  • Either Player Automatically Wins: If he has military control of the provinces Corsica and Sardinia, AND control of the following cities: Messana, Agrigentum, Panormus, Drepanum, Lilybaeum, Lipara, and Melita. In addition, the player not allied to Syracuse, must control Syracusa. The player allied to Syracuse cannot automatically win if the opposing player controls Syracusa.
  • Naval Power Victory: Either player wins if has a non-allied Squadron In Port in each of the following: Syracusa, Lilybaeum, Drepanum, Panormus, Messana, Utica, Hippo Regius, Hippo Diarryhtus, and Caralis.

What Qualifies as Naval Control? A player controls the following seas if the listed port cities are controlled or allied to that player:

  • Gallicum: Massilia [It-1629]
  • Sardoum: Tharros [It-4033], Urcinium [It-2826]
  • Ligusticum: Genua [It-1717], Pisae [It-2315]
  • Tyrrenhum: Ostia [It-3715], Olbia [It-3326], Neapolis [It-4512], Panormus [It-5423], Lipara Ins [It-5616]
  • Ionium: Tarentum [It-5405], Syracusa [It-6419]
  • Africum: Drepanum [It-5326], Lilybaeum [It-5526], Melita [It-6725], Hippo Diarryhtus [Cr-2829]
  • Fretum Siculi: Messana [It-5915] and Rhegium [It-6015]

Consul Historical Information Table

For use with the Historical Magistrate Usage option (CR 2.2): the table below maps each numbered Roman leader counter to the historical consul he represents and the office(s)/year(s) he held. Office abbreviations: D = Dictator; C = Consul; PC = Proconsul (an office that includes Provincial Praetor); PU = Praetor Urbanus; PP = Praetor Peregrinus. Years given are BC.

ID #Full NameOffices and Years
301Ap. Claudius CaudexC264
302M. Fulvius FlaccusC264
303M. Valerius MaximusC263
304M. Otacilius CrassusC263
305L. Postumius MegellusC262, P253
306Q. Mamiius VituliusC262
307L. Valerius FlaccusC261
308T. Otacilius CrassusC261
309Cn. Cornelius ScipioC260, 254, P253
310C. DuiliusC260
311L. Cornelius ScipioC259
312C. Aquilius FlorusC259, P258
313A. Atilius CaiatinusC258, 254, P257, D249
314C. Sulpicius PaterculusC258
315C. Atilius RegulusC257, 250
316Cn. Cornelius BlasioC257
317L. Manlius VulsoC256, 250
318Q. CardiciusC256
319M. Atilius RegulusC256, P255
320Ser. Fulvius PaetinusC255, P254
321M. Aemilius PaullusC255, P254
322Cn. Servilius CaepioC253
323C. Sempronius BlaseusC253, 244
324C. Aurelius CottaC252, 248
325P. Servilius GeminusC252, P248
326L. Caecilius MetellusC251, 247; P250
327C. Furius PacilusC251
328P. Claudis PulcherC249
329

HISTORICAL NOTE: We have not included everyone who served in proconsul/praetor offices, mostly for the sake of keeping the counter mix manageable. In addition, many of these men served in lesser, but important, offices, such as Magister Equitum, Legates, Aediles, etc.

Extended Example of Play: 1st Punic War Scenario

Initial Setup: Both players deploy per the 1st Punic War scenario setup. The Carthaginian player sets up his units per the initial deployment given in the scenario setup instructions. Place 1 Syracusan infantry SP in each of the following: Catana, Leontini, and Netum. Place the Political Climate marker in the Cautious space on the Political Climate Track and the Family in Power marker in the Magonid space of that track. Place the Carthaginian and Syracusan Siege Capability markers in the –2 and –1 boxes respectively on the Carthaginian City/Port Display. Place the starting Manpower pool markers per the Manpower chart. Place control markers in each controlled city in Sicilia. The remaining Carthaginians leaders from those numbered 1P1-1P16 are placed in the Carthaginian leader pool.

The Roman player sets up his units per the initial deployment given in the scenario setup instructions. Place 1 Legion infantry SP in each of the following cities: Tarentum, Neapolis, Cumae, Ostia and Pisae. Place the Roman Siege Capability marker in the –3 box on the Carthaginian City/Port Display. Place control markers in each controlled city in Sicilia. The remaining Roman leaders from those numbered 301 through 340 are placed in the Magistrate pool.

PLAY NOTE: For a player's Home or Allied provinces, cities without control markers are considered controlled/friendly to that player.

PLAY NOTE: All units in city hexes and all Fleets in port hexes are considered Inside the City and In Port respectively. If two or more forces are in the same city hex, use a control marker to designate which units are in the city/port.

264 B.C. Turn

The first game turn starts with the LAM Pool Segment (C/1). For the first turn, the following LAMs are placed in the pool: Romans: Two Consul; Roman Duumvir. Carthaginians: One for Hanno, Hannibal, and Hiero; Carthaginian Duumvir. Other: Augury; two Siege Attrition.

The Carthaginian player goes first and can choose his initial LAM. He decides to lead off with the Hiero LAM.

Campaign Sequence:

Hiero LAM: Hiero [CR-7, C] leaves a 2i garrison in Syracusa and moves to Messana (Syracusan forces do not suffer attrition) and Stops. Rolls for Continuation (DR=4, Yes), and places Messana Under Siege. Place an Under Siege Marker on Hiero's force and place a Roman control marker on the Mamertines to indicate that they are Inside the City. No Continuation roll (Auto FINISH). By the scenario special rule, since only Mamertine SP are present, no City Militia were placed when Messana was put Under Siege.

Consul LAM: Fulvius [CR-5, D] is selected and wants to leave Etruria. Fulvius requests Senate Permission to leave Etruria (DR=5, –1 Field Consul, +1 no enemy in Roman Italy), Granted so Continuation is Automatic. Fulvius moves to Rhegium and Stops Inside the City. AP count is: Southern Etruria 1.5, Latium 1, Campania 1, Lucania 1.5, Siris River 1, Bruttium 1.5 = 7.5 minus 3 [Rhegium IDS] for a net of 4.5 dropped to 4 AP. Note: The C Roads do not exist in this scenario and the province cost is halved for Romans traveling in Roman Italy. The adjusted strength point total for Fulvius' force is 52 (36i; 8c - cavalry are doubled). The ALP loss is 2 SPs. The Roman player decides to remove 1i from each AL legion. Continuation roll (DR=0, Yes). Fulvius now attempts to cross the Straits of Messana. Fulvius attaches the Duumvir and his Fleet and makes the crossing. The Carthaginian player decides to Intercept with Duumvir led Fleet VII at Messana (DR=5, Success). The Roman player decides to return Fulvius to Rhegium rather than risk a fight and try again. However, a Continuation roll (DR=7, Finished) for Fulvius ends his Phase.

Carthaginian Duumvir LAM: Duumvir (CR=5, E)

  • Fleet VII at Messana stays put to contest further crossings and aid the Siege.
  • Fleet IV at Utica moves to Paestum (It-4911) [40 DP, divided by 10]. Distance effects (DR=2, +4 DRM, No Effect]. The Carthaginian player would like to conduct a Raid, so there will be no –1 DRM to the Continuation roll (DR=8, Finished)
  • Fleet III at Hippo Diarryhtus heads north with the intent of raiding along the coast of Southern Etruria. The Fleet first Stops at Caralis [24 DP, +2 DRM, DR=3, No Effect]. Continuation roll (DR=6, –1 DRM because it's a Move operation, Yes). The Fleet moves to Cosa (It-3116) using all Coastal/Sea Lane hexes [31 DP, +3 DRM, DR=3, No Effect]. The Carthaginian player would like to conduct a Raid. Continuation roll [DR=6, Finished]
  • Fleet II at Carthage stays put
  • Fleet VI at Lilybaeum stays put
  • Fleet V at Caralis stays put

Augury LAM: Dice Roll 33 Revolt of the Falisci. The Roman player decides to send Legion IV from the Consular Army II. Legion IV moves to Tarquini (It-3315) [AP 6.5, 17i+4c=25, 1 ALP]. Legion IV loses 1i from RL IV to satisfy the loss. Per the event, the Roman player rolls (DR=4, No loss). Note that Legion IV is still considered part of Consular Army II.

Hanno LAM: Hanno (CR=5, C) leaves 4i Libyan in Lilybaeum and moves the remainder of his Army to Messana along the coast road [AP 4, 14i+2c=18, 0 ALP]. Since Messana is already Under Siege, Hanno is able to freely join in and conduct other Siege Operations. Continuation roll [DR=4, Yes]. The Carthaginian player decides to conduct an Assault. Since Hanno is the Overall Commander, he can use the Syracusan troops in the Assault Operation. The SADS is 12 [4i x 3 IDS]. Hanno will use 18i Syracusan, 4i Libyan, and 2i Numidian infantry (can't trust those Gauls). Assault DRM: +2 only Fleet in hex, +1 better leader (leaderless forces are E rated). The Carthaginian player rolls a 1, which is modified to a 4. At 2:1, a modified DR of 5 is required, so the Assault Fails. The Carthaginians lose [DR=4, halved, times 10%=20% or 5 SPs]. He must take a 1i loss each from the Syracusan, Libyan, and Numidian contingents. The remaining 2i he may allocate as he sees fit, so prudently takes another 2i from the Syracusan contingent. The Mamertines lose (DR=1, 25% x 4 SP) 1i. The Casualty die roll for Hanno (DR=4, +1 DRM for being the loser) has no effect. There is no Recall because the action was an Assault and not a Battle. Hanno is automatically Finished.

Hannibal LAM: Hannibal (CR=5, D) moves Fleet I from the Lipari Islands to Paestum (It-4911) intending to conduct a Raid [DP=13, +1 DRM, DR=3, No Effect]. Continuation roll [DR=8, 0 DRM, Finished]

Consul LAM: Claudius (CR=6, D) decides to take his army [36i, 8c] across the Straits of Messana to attempt to lift the siege of Messana. The Carthaginian Duumvir leading Fleet VII Intercepts [DR=5] and Claudius returns to Rhegium. He will try again. Continuation roll (DR=6, Yes). So its back to Messana again. The Duumvir attempts to Intercept [DR=7] and Fails. The Consul Claudius enters Messana. Wishing to lift the Siege, Claudius rolls to Continue (DR=2, Yes) and announces an Attack operation. The Carthaginians cannot use Avoidance since they are besieging the city, so the battle for Messana is on. The Battle DRMs are as follows:

  • +2 Leader Tactical Ability (Claudius D, DR=9, Result 6; Hanno C, DR=2, Result 4)
  • 0 Combat Ratio Adjustment (Roman 36i+2i, 8c=44 SPs; Carthage 12i, 2c+12i, 7c=33 SPs)
  • –1 Elite Syracuse cavalry
  • 0 Cavalry Differential (Carthage 2c+7c=9; Roman 8c)
  • 0 Army Efficiency

The Battle ends in a Draw (DR=3, +1) with both sides losing 15%. The Romans lose 5 SPs Legion infantry and 1 SP Legion cavalry with no loss to the Mamertines. Each Legion loses 1i of with the extra 1i assessed against I RL. The I AL losses 1c. The Carthaginians must take 1i loss from the Gallic, Libyan, Numidian, and Syracusan contingents. The 1c loss must come from the Syracusan contingent. The Leader Loss checks are Claudius [DR=4, OK], Hanno-12 [DR=6 OK]. Both armies are Disrupted. Claudius is automatically Finished.

Roman Duumvir LAM: Duumvir (CR=4, E)

  • Fleet II at Tarentum moves to Messana [DP 16, +1 DRM, DR=4, No Effect]. The Carthaginian Duumvir leading Fleet VII attempts to Intercept (DR=6) and Fails.
  • Fleet I at Rhegium stays put

Siege Attrition LAM: The besieging force has [Syracuse 15i+7c, Carthage 12i+2c] 45 SP for attrition purposes while the Mamertines have 3 SP. Carthage Attrition roll [DR=5, –1 Flat] results in 3 SP loss and the player chooses to eliminate 3i from the Syracusan contingent. Mamertine roll [DR=3, +3 enemy Fleet] results in 1i loss.

Consul LAM: Claudius (CR=6, D) — see the battle for Messana above, resolved as part of this activation.

Siege Attrition LAM: The besieging force has [Syracuse 11i+6c, Carthage 9i+2c] 36 SP, the besieged have [Romans 31i+7c, Mamertines 2i] 47 SP. Carthage Attrition roll [DR=5, –1 Flat, 4] results in 2 SP loss taken again from the Syracusan foot. The Roman Attrition roll [DR=2, 0 DRM, 2] results in a 3 SP loss. The Roman player eliminates the remaining 2i of Mamertines and 1i from the I AL. Note that the presence of the Roman Fleet neutralized the adverse attrition modifier.

End Turn Phase

Inertia Attrition: All forces that remained in the same province (other than those besieging Messana and they are exempt) are in cities that mitigate the impact. No losses.

Devastation: Neither player decided to Devastate this turn.

Fleet Return to Port:

  • Hannibal moves Carthaginian Fleet I to Lipara [3 DP, Dice Roll=02]. Hannibal and his Fleet are lost in a storm and eliminated!
  • Carthaginian Fleet IV moves to Lipari [3 DP, Dice Roll=46] Safe In Port
  • Carthaginian Fleet VII moves to Panormus [10 DP, Dice Roll=33] Safe In Port
  • Carthaginian Fleet III moves to Aleria [8 DP, Dice Roll=74] Safe In Port
  • Roman Fleet II enters Port in Messana

Recovery: Both Disrupted armies return to normal status.

Victory: No automatic Victory. Although the Romans have Legionary SP in Messana, the city is still Under Siege, so Syracuse remains allied to Carthage.

263 B.C. Turn

City Recovery: None

Remove Raid Markers: None

Carthaginian Army Efficiency: Gisgo's army rating increases to 0; Hanno's army increases to +1.

Disband Legions: The Roman player declines.

Prorogue: The Roman player could prorogue one of his two consuls as a Praetor to command one of the Fleets, or prorogue one as a potential Proconsul should one of the incoming Consuls fill the open Admiral slot and take a Fleet, but declines to do so. Note that although Claudius is Besieged, he is in a Secondary Port so is not automatically prorogued.

Visit from Pluto: No Roman leader is susceptible this turn.

Elections:

  • Consul for Rome: C. Furius (#327, CR=5, LAM=1, BR=E). The Roman player places Furius with the Consular Army I in Messana.
  • Field Consul: M. Fabius (#331, CR=6, LAM=1, BR=E). The Roman player places Fabius with the Legion IV in Tarquini. He is assigned Sicily as his province. Note that even though the two legions of Consular Army II are in different locations, they are still part of that army. Fabius could be placed in either hex.
  • Praetor Urbanus: The Roman player draws Cardicius (#318)

Siege Attrition: Rome [30i, 7c or 44 SP, DR=3, –3 DRM for friendly Fleet, 2 SP loss]. The Roman player removes 2 SP of Legion infantry.

Carthaginian Political Climate:

  • Family in Power: The Carthaginian player rolls a 2 and consults the table. The die roll is modified by a –3 (1st Punic War) and –1 (Magonids in power) for a net –2 [2+ –4]. The Magonids stay in power.
  • Political Climate: The Carthaginian player rolls a 9. The die is modified by a –2 (no enemy in Africa), –1 (Carthage controls or is allied to Sardinia & Corsica, –1 Syracuse allied to Carthage for a net 5 [9+ –4]. The climate is Interested.

Force Increase Determination: Both players secretly decide not to construct Fleets.

Rome: Increases Ostia's Port Capacity by 5 to 10. The Roman player rolls for Manpower on the Legion Request Table, DR=2. Modifiers include: –3 no enemy in SP Italy; –1 no enemy within 20 hexes of Rome, for an adjusted DR of –2. No legions are forthcoming.

Carthage: Increases Carthage's Port Capacity from 18 to 22 (maximum). The Interested climate allows for an extra army. He creates Carthaginian Army III and recruits troops from Group B. The DR=7 modified by +2 [Climate is Interested] for an adjusted 9. III army will consist of the following troops which are placed in the appropriate box on the force display: 15i Numidian, 20c Elite Numidian, 20i Libyan, 10i Mauritanian.

The III army marker is placed in Carthage. The Carthaginian player now draws an army commander from the pool. He receives Hannibal (1P-10N, CR=4, LAM=1, BR=D). There is no current Admiral that can be swapped, but the other Hannibal needs to be replaced, so the new Hannibal is given the Carthage Fleet and is placed there. Hanno (1P-14, CR=6, LAM=1, BR=D) is drawn and given command of III Army and is placed in Carthage. The III Army Efficiency rating is –3.

LAM Pool Segment: Romans: 2 Consul and the Duumvir LAM. Carthaginians: 1 Hanno-14, 2 Hanno-12, 1 Gisgo, 1 Hannibal-10, 1 Hiero, and the Duumvir LAM. Other: 3 Siege and 1 Augury.

Campaign Sequence:

Hanno (1P-14) LAM: Hanno (CR=6) Naval Transports III Army to Lilybaeum [11 DP, DR=1, +1, No Effect]. Continue [DR=8, Finished].

Siege Attrition: Carthage [9i+2c] and Syracuse [9i+6c] or 34 SP, DR=7, –1 Flat, 3 SP loss]. The Carthaginian player removes another 3 SP of Syracusan foot.

Carthaginian Duumvir LAM: Duumvir (CR=5)

  • Fleet III [1s] at Aleria stays put
  • Fleet IV [1s] at Lipari moves to Messana [3 DP, DR=7, 0 DRM, No Effect] to blockade the Port. The Roman Fleet in Messana decides not to Intercept. Pass.
  • Fleet V [1s] at Caralis stays put.
  • Fleet VII [1s] at Panormus moves to Paestum (It-4911) [21 DP, DR=7, +2 DRM, Scattered] to do some raiding. Continue [DR=5, Yes]. Reform Operation conducted. Continue [DR=2, Yes]. Attempt Raid. [DR=1, +1 DRM, Fails]. Continue [DR=4, –1 DRM, Yes]. Move to Tarracina (It-4114) — only one Raid attempt per hex per turn [8 DP, DR=7, No Effect]. Continue [DR=5, Yes]. Conduct Raid [DR=7, +1 DRM, Success]. Place Raid marker in hex. Continue [DR=3, Yes]. Move to Lipari [3 DP, DR=4, No Effect]. Pass.
  • Fleet VI [1s] at Lilybaeum moves to Messana [16 DP, DR=5, +1 DRM, No Effect]. No intercept attempt by the Romans. Pass.

Hannibal (1P-10) LAM: Hannibal decides to sail with Fleet II from Carthage to Rhegium [25 DP, +2 DRM, DR=7, Scattered) to bottle up the Field Consul Fabius' army in that city. The Roman Fleet at Messana stays in Port. Hannibal plans to Reform his Scattered Fleet .... Continue (DR=5, Fails) so remains Scattered.

Hiero LAM: Not up to the task. The Carthaginian player decides to have Hiero continue to support with Hanno (1P-12) and passes.

Gisgo (1P-5) LAM: Passes. Not much to do since this army is restricted to Africa.

Siege Attrition: None

Hanno (1P-12) LAM: Hanno heads with his army to Panormus to lick his wounds leaving Hiero behind [2 AP no reduction from city due to drought]. With only 10 SPs, there is no loss.

Siege Attrition: Rome [28i, 7c or 42 SP, DR=2, +3 DRM both have Fleets but the Roman Fleet is still In Port, 7 SP loss]. The Roman player removes 7 SP of Legion infantry. Carthage [9i+2c] and Syracuse [6i+6c] or 31 SP, DR=9, –1 Flat, 5 SP loss]. The Carthaginian player removes another 5 SP of Syracusan foot.

Augury: Dice Roll=22 Severe Drought In Sicily.

Consul LAM: With the Severe Drought and one more Siege Attrition LAM to go, the Roman player decides to give this Phase to Furius (CR=5, BR=E) in Messana. He declares an Attack, Hanno can't use Avoidance and the battle for Messana is underway. The Battle DRM are as follows:

  • 0 Leader Tactical Ability (Hanno 1P-12, C, DR=3, Result 4; Furius E, DR=8, Result 4)
  • +1 Combat Ratio Adjustment (Rome 28 SP; Carthage and Syracuse 17 SP)
  • 0 Cavalry Differential (Carthage 8c; Roman 7c)
  • –1 Elite Syracusan Cavalry
  • 0 Army Efficiency

Fortune favors the Romans (DR=8, 0 DRM) with a 5/15 victory. The Romans lose 1 SP Legion Infantry. The Carthaginian player loses 2i and 1c. He removes the last Syracusan infantry SP and 1 Libyan infantry SP. The cavalry loss must come from the Syracusan contingent. The Pursuit & Butchery [DR=6, x1 PF=5%] generates no additional loss. The Carthaginian player retreats II army and the Syracusan army to Mylae (It-5816, outside the city) and both are Disorganized. The Roman army is Disrupted. The Leader Loss checks are Furius [DR=7, OK], Hanno (1P-12) [DR=2 OK], Hiero [DR=2, OK]. Hanno has the potential to be Recalled (DR=4, No Recall). Since this was a victory, the I RL is raised to Veteran status. Furius Continue (DR=7, Finished).

Hiero LAM: Hiero finds himself with an army of 5 SP of Elite Syracusan cavalry. With one Siege attrition LAM left, the Carthaginian player would have liked to renew the siege of Messana, but without any foot, Hiero is not up to the task. The Carthaginian player decides to have Hiero continue to support with Hanno (1P-12) and passes.

Consul LAM: Fabius moves his IV Legion from Tarquini to Rhegium [No Attrition Loss]. Continue (DR=5, OK). Fabius decides to attempt to cross the straits of Messana with his army [33i, 8c]. Hannibal's Scattered Fleet in Rhegium is ignored, but Carthaginian Fleets IV and VI with 2 squadrons are blockading Messana. The Carthaginian player decides to Intercept (DR=3, Succeeds). The strait crossing is considered "land movement", so the Roman player must first check for attrition [AP 3 for East Sicily, 49 SP, 1i loss]. Fabius with the two squadrons for Fleets I and II (all squadrons in either hex of the strait crossing can participate in the battle) decides to fight — Fabius as Consul will be the Admiral in charge (BR=E). The Naval Battle DRM are as follows:

  • 0 Strength Ratio - both sides have 2 squadrons
  • 0 Tactical Superiority - both sides have "E" rated commanders
  • +1 to the Roman roll because the Carthaginian's have Crew 3 to the Roman Crew 2

The Roman Triremes have no effect since the Roman player did not gain tactical superiority.

The Carthaginians win the naval battle (Carthaginians DR=5, DRM 0; Romans DR=6, DRM +1). The Carthaginians and Romans each lose one squadron - the Carthaginians remove Fleet VI, the Romans Fleet I. In addition, the Romans lose 25% of their force! The Romans remove 9i and 2c. The Roman player removes 2i from each legion component and 1i from II AL. The I AL and II AL each take a 1c loss. Fabius survives his leader casualty check [MR=8, DR=7]. Fabius and his army remain in the hex (outside the city), but since Fabius lost the battle he is Finished. Since the squadron losses were the even neither player decides retreat. Note that Roman Fleet II is no longer In Port. Carthaginian Fleet IV now has a Crew rating of 4, thanks to the naval victory.

Roman Duumvir LAM: Duumvir (CR=4). Fleet II enters port in Messana. Pass.

Hanno (1P-12) LAM: Hanno remains in Panormus and improves his army's ABS to Disrupted.

End Turn Phase

Inertia Attrition: All forces except Hiero's outside Mylae that remained in the same province are in cities that mitigate the impact. Syracusans are exempt from Inertia attrition. No losses.

Devastation: Neither player decided to Devastate this turn.

Fleet Return to Port: Hannibal and Fleet II at Rhegium move to Panormus [20 for Scattered +12=32, Dice=45] Safe in Port. Fleet IV at Messana moves to Drepanum [14 DP, Dice=18] Safe in Port.

Recovery: All Disrupted armies return to normal status. Hiero and his Syracusans move from Disorganized to Disrupted.

Victory: Syracuse is now allied to Rome. No automatic Victory.

Errata

  • Player aid card #1, After Battle Status Effects Chart: Table reference should be 8.54
  • Player aid card #2, City Assault Table: Table reference should be 9.3
  • Player aid Card #2, Attrition Results Table: Rows A-D are used for row shifts not die roll modifiers
  • Player aid Card #2, Strait Crossing Table: NS 0 to +4 should be NS 0 to +3
  • Carthaginian Political Climate Table: The 1st DRM under Agathocles scenario applies to leader led enemy forces only
  • Advanced Naval Chart, Port Harbor Capacity Chart: Secondary Ports have a capacity of 4, Minor Ports 2
  • Player aid card #1, Battle Results Table: The reference to Double Envelopment should be 6.57
  • Sardinian Revolt: Replace "Manpower" with "nationality".
  • Revolt of the Siculi: An army of 10 SP or more may move through a No Movement/No Line of Supply hex to reach Enna.

Map: Utica (Cr-2928) is a Secondary Port.

Counters: The Genua and Massilia garrison units have their nationalities reversed. Use the garrison unit that matches the city name.

Auguries — 1st Punic War:

  • Revolt of the Falisci: The Romans must move a single Legion, either one commanded by a Praetor or a legion from a Consular Army. In the latter case, the legion is moved on its own — no Praetor is elected, nor is the commander of the Consular Army Finished (although the legion is and any Praetor that is sent).
  • Under Siege: The state a city must be under in order to conduct
  • L. Iunius Pullus
    C249
    330N. Fabius ButeoC247
    331M. Fabius LicinusC246
    332M. Fabius ButeoC245
    333C. Atilus BulbusC245
    334A. Manlius TorquatusC244, 241
    335C. Fundanius FundulusC243
    336C. Sulpicius GalusC243
    337C. Lutatius CatulusC242, P241
    338A. Postumius AlbinusC242
    339Q. Valerius FaltoP242, 241
    340Q. Lutatius CercoC241