The Rise of the Roman Republic
The Rise of the Roman Republic Rulebook
Table of Contents
Table of Contents
- Part I: The Ancient World Rules Booklet (v2.2)
- (1.0) Introduction
- (2.0) Components
- (3.0) The Sequence of Play
- (4.0) The Initiative System
- (5.0) Leaders
- (6.0) Movement
- (7.0) The Naval Superiority System
- (8.0) Land Combat
- (9.0) Cities and Sieges
- (10.0) Manpower
- (11.0) Control
- (12.0) Diplomacy
- (13.0) Auguries; or the Consul's Chicken Is Finger-Lick'n Good
- (14.0) Winning the Game
- Part II: The Rise of the Roman Republic Rules (Version 2, February 2008)
- (RRR 1.0) Introduction
- (RRR 2.0) Components
- (RRR 3.0) Sequence of Play
- (RRR 4.0) Roman Leader Activation Markers
- (RRR 5.0) Roman Political and Command System
- (RRR 5.4) Magistrate Restrictions
- (RRR 6.0) Movement
- (RRR 7.1) The Naval Superiority System
- (RRR 8.0) Land Combat
- (RRR 9.0) Cities and Sieges
- (RRR 10.0) Manpower
- (RRR 14.0) Rome
- The Scenarios
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
- 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.
- 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
- Devastation Recovery Segment: Players roll to see if Devastated provinces can recover (see 6.7).
- 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.
- Devastation Attempt Segment: Players, if they wish, may attempt to Devastate provinces (see 6.7).
G. End-Turn Phase
- 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).
- Recovery from Battle: Forces can improve their After Battle Status (see 8.56).
- 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:
- The player controlling the active leader announces he is initiating an Attack operation against the enemy force in the same hex.
- The defending player states whether he will attempt Avoidance (8.23) and then determines same.
- 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.
- If the Attack operation is conducted, both players check for Coordination (8.26), if possible and desired.
- 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:
- 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.
- 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.
- 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.
- 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:
- Determine all DRMs (8.31)
- Conduct Elephant Commitment (8.36)
- Roll one die, apply DRMs, and note result.
- Distribute Losses (8.34) and check for Leader Casualties (8.6)
- Conduct Pursuit and Butchery, if applicable (8.38)
- Conduct Retreats, if mandated (8.37)
- 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
| Movement | Attrition Point Cost |
|---|---|
| Any non-Road Movement into or within a Province | Provincial Attrition Rating [a][b] |
| Movement within a Province exclusively on Roads | 1 AP [a][b] |
| Cross Minor river [c] | 1 AP |
| Cross Moderate river [c] | 2 AP |
| Cross Major river [c] | 3 AP |
| Stop inside a city | Subtract City IDS from AP total |
| Enter Mountain Hex | 6 AP |
| Enter Marsh Hex | 3 AP |
| Carthage: Enter Rough hex in Africa unless the hex has a Road (A, B, or C) | 1 AP |
| Inertia Attrition | Provincial 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
| Operation | Continue After Stop? |
|---|---|
| Leader Movement | Finished 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 |
| Attack | Winner: DR ≤ Campaign Rating. Draw or Loser: Finished |
| Raid | DR ≤ Campaign Rating |
| Involuntary Surrender | DR ≤ Campaign Rating; +2 if Surrender is Successful, –2 if Surrender is Unsuccessful |
| Under Siege | Finished |
| Assault | Finished |
| Siege Operations [b],[d] | Finished |
| Treachery [b],[d] | Finished |
| Reduction [b],[d] | DR ≤ Campaign Rating |
| Repair [b],[c] | DR ≤ Campaign Rating |
| Sally | Finished |
| Manpower [a] | DR ≤ Campaign Rating |
| Diplomacy [a] | DR ≤ Campaign Rating |
| Reform Scattered Units | DR ≤ 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 Rise of the Roman Republic Rules (Version 2, February 2008)
(RRR 1.0) Introduction
The Rise of the Roman Republic simulates the major events in the rise of Rome from a provincial, agriculture-based economy to its emergence as a Mediterranean power. While the game is not intended to be a treatise, it is a "simulation" in that it provides the players with the same problems to solve—and, within parameters, the same means of solving them—as did the actual historical participants.
The rules, below, are in addition to those in the basic, Ancient World Rules book.
(RRR 2.0) Components
RRR contains the following:
- 1 22" x 33" Game Map (AW Map: IT [Italy])
- 3 Sheets of Counters (840 total)
- 8 Player Aids:
- One 11" x 17" Battle Table and Charts
- One 11" x 17" Movement and Attrition Charts
- One 8.5" x 11" Roman Army Display
- One 8.5" x 11" Non-Roman Army Display
- One 8.5" x 11" Roman City Occupation Card
- One 8.5" x 11" Non-Roman City Occupation Card
- One 8.5" x 11" Alliance Level Track
- One 8.5" x 11" Augury Tables
- 2 Rules Booklets (Ancient World and this one)
- 1 10-sided dice
- 1 900 Phone # for the Vestal Virgin Hotline. Remember to ask your parents' permission.
Version 2.0 Note: The two 11" x 17" Charts and Tables have been revised to accommodate Version 2.0 of the Ancient World rules published with Carthage. These player aid cards are available from GMT via the Living Rules section of their website. The Roman specific Charts and Tables are included as part of this rulebook.
(RRR 2.1) The Map
The map of Italy in the Roman era is 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. They are based on the tribal/provincial divisions that prevailed in the heyday of the Roman Republic.
DESIGN NOTE: Several areas were eventually combined under Augustus—e.g., the central area inhabited by the old Sabini tribes became part of Samnium; Calabria got folded into Apulia; etc.
For the purposes of Roman Magistrate assignment and use of Imperium and, in some instances, determining Manpower, some 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: The extent of Roman Italy varies with each scenario and is given in the scenario setup and the PIC.
- Etruria: includes Northern and Southern Etruria
- Liguria: includes Liguria Taurini and Liguria Friniates
- Gallia: includes Gallia Cispadana, Gallia Transpadana, and Gallia Massilia
- Sicily: includes East and West Sicilia. The Liparae Ins. and Melita are part of (East) Sicilia.
- Sardinia: includes Northern and Southern Sardinia
Italy includes all provinces on mainland Italy excluding Gallia Massilia.
Unless otherwise specified in the scenario, control is determined on a province by province basis. Thus to control Etruria militarily, a player would have to control both Northern and Southern Etruria with the control of each province determined by 11.2/3.
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 "A" roads exist in all scenarios. The "B" roads exist only in the Thunderbolt scenario. The "C" roads are not used in any scenario in RRR.
(RRR 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 SPs. In RRR the composition of the Legion varies with the historical period of the scenario.
Republican Legion: For the 3rd century scenarios (Eagle has Landed and Thunderbolt), 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 SPs
The Roman player may either place the appropriate number of 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.
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.
Early Legion: For the 4th century scenarios (Samnite Wars and Alexander in Italy), all Roman legions consist of one element of Roman Citizens (RL). There is no Roman Allies component. The maximum strength of the Legion is 11 Legion Infantry SPs and 2 Legion Cavalry SPs.
Armies: Each power in play has 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, the Army can hold any type and number of land combat units. The Roman player has the Consular Army which must contain two Legions (and their associated combat units) and any number of Auxiliares or Allies.
PLAY NOTE: The Roman player may use the Consular Army box to hold the units of a single Legion if he wishes. Carthage has an "improved" display that can be used instead.
Roman Consuls: The "in-depth" rules for these leaders are given below. What we wish to note here is that each consul 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:
- 1xx = The Samnite Wars and Alexander in Italy.
- 2xx = Pyrrhus
- 4xx = 2nd Punic War era
DESIGN NOTE: The 3xx consuls are for the First Punic War, covered in the second game in the series, Carthage.
All Roman 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 stacked with a leader to indicate is office/assignment, all of which is detailed in the Roman Political and Command System rules below.
Version 2.0 Note: The published version of Rise of the Roman Republic does not include IDS markers. Players should use SP counters from a power not in play to represent the city's IDS. Players who own Carthage can use the IDS markers from that game.
Counter Errata
- The negative versions of the Naval Supremacy markers weren't included in the mix. Use a spare control marker along with the Naval Supremacy marker to indicate a negative value.
- Seven of the Legion Cav Strength 1 counters are back printed with the same number. This should have been a 2.
- The five Syracusan counters and Counter Sheet #3 counters are back printed with the same number. The reverse side should have 2 for the one Strength units and 4 for the 3 Strength unit.
- "Devestated" should be spelled "Devastated"
- The Mamertines Diplomatic Control mark is not used
- Note: The missing and corrected counters have been published in C3I magazine.
(RRR 2.3) Player Aids
RRR 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 tack of which combat units belong to which Legion/Army, while the latter holds the various city garrisons.
Army Display: Each display has the Attrition Point Track for keeping tabs on a force's accumulated Attrition. The remainder of the display includes a series of boxes for the player's Armies. 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, simply place the units/markers in the box. On the Roman Army Display, each army box is further divided into separate boxes to hold the Legion markers and their corresponding SPs, Auxiliary SP, and game markers.
Example: The Roman player raises two new Legions, 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 RL, and Legion I AL markers are placed in the first two Legion boxes in the top row of Consular Army I display box. He places 9 Legion infantry SPs and 1 Legion Cavalry SP in the SP box below the one where he placed the Legion I RL marker. He then places 9 Legion Infantry SPs and 3 Legion cavalry SPs in the SP box beneath the box where he placed the Legion I AL Legion marker. He repeats the above for the Legion II markers and combat units using the remaining two sets of open Legion/SP boxes. Lastly, he places the Rome Consul magistrate marker in the markers area of the Consular Army I box.
City Occupation Display: Each display has a series of boxes with either a named city 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, cities have their IDS listed in the upper left hand corner.
Alliance Level Display: The use of this display is described in section 12.0 of the Ancient World rules.
Player Aid Errata
- Alliance Level Track: Rule 12.31 is correct. The chart is missing the 1 and 3 box adjustments for successful sieges.
- City Occupation Cards: Neapolis IDS 3(4)* was inadvertently left off the chart. Use the holding box of another city not in play.
(RRR 3.0) Sequence of Play
A. The Upgrade Phase
- City Rebuild. Rebuild sacked cities one level if they are not in a Devastated province (9.86).
B. Strategic Decision Phase:
- Disband Legions. See RRR 10.18.
- Imperium Prorogue. The Roman player decides which Consuls will stay in office as Proconsuls, and which Praetors will stay on as Praetors (RRR 5.3). Magistrates that will not continue in office 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.
- A Visit from Pluto. The Roman player rolls on the Leader Loss Table (8.6) for every magistrate he wishes to continue in office either because of a Triumph (RRR 5.21/2) or Prorogue (RRR 5.3).
- 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.
- Elections. The Roman player chooses new magistrates (RRR 5.2). In the Samnite Wars and Alexander in Italy scenarios, the Samnite player simultaneously selects his leaders per the special rules of those scenarios.
C. The Initiative Phase
- 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.
- Naval Superiority Construction/Re-allotment Segment: The players may reassign NS levels (as per 7.15). Roll to see who does this first. This segment is only used in the Eagle Has Landed scenario.
- Tribal Revolt/Manpower Segment. See Samnite Wars and Alexander in Italy scenario special rules. This segment only applies to those scenarios.
- 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).
D. The Operations Phase
- 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.
- 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
- Devastation Recovery Segment. Players roll to see if Devastated provinces can recover (6.7).
- Devastation Attempt Segment. Players, if they wish, may attempt to Devastate provinces (6.7).
G. End-Turn Phase
- Inertia Attrition Segment. Players roll for the effects of Attrition on those units that have remained in the same province this turn (6.46).
- Legion Training. The Roman player finishes training of his legions (RRR 10.3).
- Recovery from Battle. Forces can improve their After Battle Status (see 8.56).
- 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).
(RRR 4.0) Roman Leader Activation Markers
(RRR 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.
(RRR 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.
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 magistracies.
EXAMPLE: (Initiative Ratings are in parentheses) Varro [Rome] (1) and P. Scipio [Field] (2) are the Consuls. There are two proconsuls in play: Paullus (1), and Pera (1). There are also two legions assigned Praetors: Verracosus (3), and Rufus (1). The Roman player would thus place in the LAM Pool, 3 Consul LAMs, 2 Proconsul LAMs, and 2 Praetor LAMs (Verracosus gets only one LAM, despite his Initiative Rating of '3').
(RRR 5.0) Roman Political and Command System
(RRR 5.1) The Magistrates of Rome: Imperium Romanum
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.
We have provided a MAGISTRATE REFERENCE CHART for the Roman Player to ease his way through the electoral process.
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 to areas/provinces, and, in game terms, the legions already there, as needed—usually those outside Roman Italy. 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 a 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 Samnium to beat up on the Samnites. 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. At Cannae, the Roman army had two consuls and two proconsuls, the latter two having been prorogued specifically for the purpose of keeping their legions in the field against Hannibal until they were joined by the new legions of Varro and Paullus. Fat lot of good it did them.
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, unless you accept the eight-legion theory for Cannae.
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 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 may only be commanded by that magistrate or 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:
| Magistrate | Allowable Imperium |
|---|---|
| Dictator/Magister Equitum | Two Consular Armies (Four Legions) |
| Consuls | Consular Army (Two Legions) |
| Proconsul | Consular Army (Two Legions) |
| Praetor | One Legion |
| Praetor Urbanus | Rome Garrison |
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 the imperium of a particular Consul/Proconsul.
EXAMPLE: At the start of the Samnite War scenario, Veterius Calvinus, the Rome Consul, starts with Legion I and Legion II as his imperium. His Consular Army (Consular Army I) consists of these two legions. Calvinus 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.
PLAY NOTE: Some of the scenarios start with a Consular Army with only one Legion. These are considered Consular Armies for all game purposes.
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.
(RRR 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 (RRR 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. A Legion may be assigned to only one magistrate.
The Order of Election is as follows:
- Dictator (Emergency only; and sometimes during a game turn)
- Magister Equitum (in Emergency only; and sometimes during a game turn)
- Rome Consul
- Field Consul
- Proconsuls
- Praetors
- 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.
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 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.
(RRR 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 (RRR 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 (RRR 5.28) exists and the Roman player elects a Dictator (RRR 5.26), the Rome Consul is the first magistrate elected. The Roman player must elect/select a Rome Consul each turn. The Rome Consul must be assigned the following as his Imperium:
- The Consular Army of the previous Rome Consul, regardless of where it is. If those legions have been Disbanded (RRR 10.18), the Roman player must immediately attempt to raise legions for a new Consular Army per RRR 10.16. If the previous Rome Consul had no Consular Army, or if he must retain it because his army is Besieged, another Consular Army may (not must) be selected from those in play; OR,
- No Imperium at this time, however, the first two Legions raised during the turn must be assigned to the Rome Consul.
Location: Placed with his Consular Army. If he has no Army, he is placed in Rome.
Restrictions:
- May not leave Roman Italy, or the province in which he starts (other than to return to Roman Italy), without permission of the Senate.
- The Rome Consul may never be prorogued in that office. He may be prorogued as a Proconsul for any Consular Army, or as a Praetor for a Legion.
EXAMPLE: The Roman player draws Papirius Cursor from the pool as Rome Consul. The Imperium of the former Rome Consul, Sulpicius Longus, who has been Prorogued, was Legions I and II (Consular Army I) located in Samnium. The Roman player can give Cursor those Legions, in which case he is placed in Samnium with any of his Legions. 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 Samnium or return to Roman Italy without restriction. To leave Samnium and go anywhere else, other than back to Roman Italy, requires Senate permission. Alternatively, the Roman player could leave Cursor without any Imperium and use him instead to raise Legions later in the turn.
(RRR 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 (RRR 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. The Field Consul must be assigned the following as his Imperium.
- The Consular Army of a previous Field Consul, regardless where it is. If those legions have been Disbanded (RRR 10.18), the Roman player must immediately attempt to raise a new Consular Army per RRR 10.16. If the previous Field Consul had no Consular Army, or if he must retain it because his army is Besieged, or if his army was selected for the Rome Consul (5.21), another Consular Army may (not must) be selected from those in play; OR
- The Consular Army of the previous Rome Consul, if the Roman player chose no Imperium for the Rome Consul.
The Field Consul must be assigned a province, which must be either the province where he is placed or any province outside Roman Italy.
Location: Placed with his Consular Army. If there is no such Army, he is placed in the province of his assignment.
Restrictions:
- 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.
- The Field Consul may never be prorogued in that office. He may be prorogued as a Proconsul for any Consular Army, or as a Praetor for a Legion.
EXAMPLE: Continuing the example above, the Roman player then draws Folius Flaccinator from the pool as Field Consul. The Imperium of the former Field Consul, Publilius Philo, who has crossed the Styx and is no longer available, was Legions III and IV (Consular Army II) located in Lucania. Since Cursor has decided to take command in Samnium, Flaccinator's only option is to take command of the Field Consul Army in Lucania and is placed in Lucania in a hex that has one/both of his Legions. Flaccinator's provincial assignment can either be Lucania or any other province outside Roman Italy.
(RRR 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). To assign a Proconsul, the Roman Player does one of the following:
- randomly draws a leader from the magistrate pool, or
- selects a prorogued Consul from the previous turn, regardless of his location at the time; or
- selects a leader from the pool who has previously won a Triumph at any time during the game
Legions: Any one Consular army, or any two Legions that are not part of Consular Army. If the Proconsul is given two Legions that were not part of a Consular Army, these two Legions now become his Consular Army.
Location: Placed with the Consular Army. 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 new province that is outside Roman Italy.
Restrictions: May not leave the province of his assignment without permission of the Senate.
All Consular Armies and each non-Consular Army two Legion group (player's choice on how to group them) not already assigned to a Consul or Dictator/ME, must be assigned to a Proconsul.
EXAMPLE: The Roman player decides to leave the Rome Consul Cursor without Imperium and use his new Field Consul, Flaccinator, to command the Rome Consul's army in Samnium. The Field Consul's army in Lucania will require the services of a Proconsul. The Roman player draws Poetelius Libo to fill the need. Lucania becomes Libo's assigned province which he may not leave without permission of the Senate.
(RRR 5.24) Praetors: A Praetor is elected only if there is a single Legion remaining in play that hasn't been assigned to a Consul or Proconsul.
To assign a Praetor, the Roman Player does one of the following:
- randomly draws a leader from the magistrate pool, or
- selects a prorogued Consul or Praetor from the previous turn, regardless of his location at the time; 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.
Location: Placed with his assigned 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:
- May not leave the province of assignment without permission of the senate.
- May be prorogued in that office and location.
- 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'.
- No more than one Praetor may be assigned during the Roman Elections segment. The Roman player may, however, assign a Praetor over this limit either to command any odd number legion raised during the Operations Phase or command a Legion raised as a result of an Augury Event.
Any lone Legion must be assigned to a Praetor.
EXAMPLE: The Roman player was able to raise a single legion during a Manpower Operation. All other magistrates have their full complement of legions, so he must immediately elect a Praetor to command this legion. No leader has won a Triumph, so a Praetor is drawn from the pool. Aemilius Barbula is drawn. Even though Barbula has an Initiative of '2', he will receive only one LAM because he's a Praetor. The Roman player decides to place the new legion in Capua and make Campania his province, so there also goes Barbula. He may not leave Campania without the Senate's permission (see RRR 5.29 below).
(RRR 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 (RRR 5.28) and only with the Permission of the Senate. He is the only magistrate able to enter the city without Senate Permission. There is no LAM for the Praetor Urbanus.
(RRR 5.26) Dictator/Magister Equitum: If a State of Emergency (RRR 5.28) exists at the start of a turn, the first magistrate elected is a Dictator. If a State of Emergency arises during a turn, the Roman player chooses a Dictator and Magister Equitum at the conclusion of his next Operations Phase. 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.
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 stay in Rome rather than operate in the field, his ME is given the same imperium the Dictator would have had if the Roman player chose to have him operate in the field. 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 (RRR 5.51) to attach the armies commanded by other magistrates.
Location: Placed with an assigned Consular Army, otherwise with any Consular Army or Legion. 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 Cornelius Rufinus (#210) is elected Dictator. The Roman player decides he needs a Magister Equitum to lead in the field. He selects Fabius Maximus Gurges (#212) and will keep Rufinus in Rome. The Roman player decides not to allocate an Army directly to Gurges, and places him in Apulia with one of the two Consular armies present. Gurges will use his position in the hierarchy to command those legions through the regularly elected magistrates.
(RRR 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.
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 (e.g., the town of Reate); OR
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
- 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 of LAMs equal to his Initiative rating, minus one, but never less than one.
Use the procedure in RRR 5.26 to elect the Dictator and Magister Equitum.
(RRR 5.29) New Legions: Newly-raised legions must immediately be assigned to a commander. The choices are:
- The elected Consul if raised to replace the Consul's Disbanded army (RRR 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
- Elect a Praetor to any single legion
The Consul placement and restrictions given in RRR 5.21/2 apply when a Consul receives a new army. Proconsuls and Praetors are elected—by randomly drawing a leader from the magistrate pool and placing him with his legion(s)—and the newly-raised magistrate is assigned a specific province, a province to which he must move with his legion(s) 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.
(RRR 5.3) Prorogue of Imperium
(RRR 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 that magistrate has been prorogued.
(RRR 5.32) The following magistrates are eligible for Prorogue:
- A prorogued Consul may continue in command as Proconsul of his army (if available see RRR 5.21/22), or be assigned to any other army in any location.
- A prorogued Praetor may continue as the Praetor for his Legion
- If a magistrate and his army are Besieged, he must be prorogued (RRR 5.34)
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.
(RRR 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.
(RRR 5.34) If a magistrate and any part of his command is inside a city that is Under Siege (9.0), he 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 is returned to the pool (assuming that he survives, isn't a prisoner, etc.).
(RRR 5.4) Magistrate Restrictions
(RRR 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. 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.
(RRR 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.
(RRR 5.45) Command Limits: A Roman magistrate may only directly command the legion(s) that make up his Imperium (see 5.1), plus any auxiliaries (RRR 10.15) and/or Allied troops. Any magistrate, however, can attach and command the armies of other magistrates within the hierarchy restrictions given below (RRR 5.5).
(RRR 5.46) Praetor Urbanus: The Praetor Urbanus has several special abilities/liabilities.
- He may not leave the city without the permission of the Senate (RRR 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 RRR 10.3)
(RRR 5.47) Triumph: For purposes of being re-elected, winning a Triumph is important for a Roman leader (see RRR 5.21, RRR 5.22, RRR 5.24). A Triumph is a victory in which the magistrate's army satisfies, in the same game turn, all of the following:
- Wins a battle (8.51) or Wins a Siege by Assault or Attrition.
- During the turn causes casualties of 10+ infantry SPs
- Returns his army to Rome. To do this, he moves his army into any hex adjacent to Rome and Stops. The magistrate then leaves his army outside Rome and moves into Rome by himself (Continuation is automatic in this case). Once he has entered Rome, he is Finished 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.)
(RRR 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.
(RRR 5.5) Magistrates in General
(RRR 5.51) Hierarchy: Magistrates are not only capable of commanding the armies allowed as per RRR 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:
- Dictator or Magister Equitum
- Consul
- Proconsul
- Praetor
- Allied Leader
(RRR 5.52) A Magistrate whose Operations Phase it is may conduct a Force Movement Operation with all units in his command (RRR 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.
(RRR 5.53) For Battles (including Avoidance) and Siege Assaults use 5.43 to determine who is in charge. However, if both Consuls are present, the Roman player does not get to choose. 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.
(RRR 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 RRR 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.
(RRR 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 RRR 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.)
(RRR 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
(RRR 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 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.
(RRR 5.58) Roman Command Efficiency Chart. See charts and tables.
(RRR 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 RRR 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).
(RRR 5.61) Leaving a Province: No Roman magistrate may leave his assigned location (RRR 5.21-5.26) without permission of the Senate. See RRR 5.41 for the situation where a magistrate begins an Operations Phase outside his assigned province. 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.
(RRR 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 RRR 5.67.
(RRR 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 RRR 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.
(RRR 5.64) Special Permissions: Senate permission must be sought in the following situations:
- Raise a Consular Army for a newly elected Consul (RRR 5.21/2)
- Conduct Force Movement, Interception, or Coordination with more than eight (8) Legions – Dictator/ME only (RRR 5.55)
(RRR 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.
(RRR 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 leader has been prorogued to his province
Any one of the following:
- –4 there are 20 SPs or more of enemy combat units within five hexes of Rome
- –2 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 RRR 5.63:
- –4 there are 20 SPs or more of enemy combat units within five hexes of Rome
- –2 there are 20 SPs or more of enemy combat units within ten hexes of Rome but farther than five
Example: Cornelius Merenda (#214) has been prorogued as Proconsul for Apulia. He wishes to redeploy his army to Bruttium so seeks Senate permission to leave Apulia. The DRM is +2 (he is a Proconsul and has been prorogued, and there is no Dictator in play). With a Campaign Rating of 4, Merenda will need to roll a '2' or less to receive the Senate's blessing. The Roman player decides to expend Merenda's lone Guile point to improve his chances. He rolls a '6' so the Senate fails to see it Merenda's way. Since permission was denied, the Roman player will need to roll to see if Merenda can continue his Operations Phase.
(RRR 5.67) Censure: A Consul/Proconsul/Praetor that uses RRR 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.
(RRR 5.68) A censured Consul/Proconsul/Praetor is replaced upon removal by drawing a new man from the pool. But see 5.24.
Example: Continuing with the above example, the Roman player decides to have Merenda ignore the Senate and head for Bruttium. Before completing his Operations he is able to bring an Epirote force to battle and wins a victory, though one insufficient for a Triumph. When Merenda 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, Merenda expended his Guile point, so receives no further help. The Roman player rolls a '5', which is just enough to keep him in the game.
(RRR 5.69) Senate Permission and Censure Chart. See Charts and Tables.
(RRR 6.0) Movement
(RRR 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, 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 (RRR 7.2). The active leader's ratings are used when required.
(RRR 6.41) Roman units halve (retaining fractions) the attrition cost of movement within any Roman-controlled province in Roman Italy. When determining the final column on the Attrition Chart, drop fractions.
(RRR 6.58) Ambush: Roman leaders cannot 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.
(RRR 7.1) The Naval Superiority System
(RRR 7.11) Roman NS Level "Construction": The Romans may increase the NS Level of any zone(s) (and, thereby, decrease the opponent's) by rolling for NS Level Construction on the Senate Legion Raising Table, something he may do only once per turn .. in the Naval Superiority Construction/Re-allotment Segment. He uses the column labeled "Eagle Has Landed"; there is no naval construction in the other scenarios. Roll the die, adjusting as per the listed DRMs. The resultant number is the number of levels the Roman Player may use to adjust any Naval Zone(s). However, for each NS Level Point "raised", the Roman Player subtracts two times that number (2x) in any subsequent DR to raise legions that turn.
EXAMPLE: The Roman Player wishes to increase his presence in the Fretum Siculi, where his NS Level is –2. He rolls an adjusted '6' on the Legion Request Table, under the Eagle column, getting a '1' result. He takes that 1 NS point and increases his presence in the strait from –2 to –1. However, for each and every legion-raising die roll in that turn he must subtract 2 (the one NS points times two).
(RRR 7.12) Carthaginian NS Level "Construction": The only non-Roman player who can adjust his NS levels during any scenario in this game is the Carthaginian. Carthage uses the same method and table as the Roman (use the Eagle column), with the following exceptions:
- He may add one (+1) to any NS Level construction die roll.
- The same 2x die roll adjustment for each level constructed applies to whatever Manpower raising die roll the Carthaginian player uses in a given scenario. It does not apply to manpower/troops raised without a die roll.
HISTORICAL NOTE: Pyrrhus may not perform naval construction because he had no shipbuilding capability by himself and relied almost entirely on fleets supplied by Tarentum, Syracuse and other naval powers of Magna Graecia.
(RRR 8.0) Land Combat
(RRR 8.23) Roman leaders add four (+4) to all Avoidance die rolls (Roman Honor).
(RRR 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.
(RRR 8.31) Devotio (The Mus is Loose Rule): The Roman Player may choose to eliminate (see the Eagle Has Landed scenario notes) any one of his leaders present at the battle; if he does so he earns a Battle DR adjustment, in his favor, equal to one-half that leader's Campaign Rating, rounded down. Thus, a Roman leader with a CR of '5', committing an Act of Devotio, would earn a BRT of + or –'2' However, this may be done only once per game. (This isn't Japan, folks.)
DESIGN NOTE: The Decius Mus family had this history of purposely getting killed at the beginning of a battle, starting with the Latin Wars (c.340 B.C.), which demise promptly inspired the legions to victory. The deliberate sacrificing of oneself in such fashion was called an act of devotio.
(RRR 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.
(RRR 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.
(RRR 8.67) 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.
(RRR 9.0) Cities and Sieges
(RRR 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
- Subtract one (-1) for each legion included in the assault over the assault leader's CER limit – Roman Player only
Sieges of Rome: The only other effect concerns sieges of Rome. If the Roman player is attempting to recapture Rome from the enemy, all Assaults by the Roman Player receive an automatic one column shift to the Right for resolution. If the player besieging Rome holds Ostia he may use the Mare Tyrrhenum NS Level as if Rome were a port (9.44), if he so wishes. The same applies—but to the defender—if the besieged player controls Ostia.
(RRR 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.
Rome may never be taken by Treachery.
(9.8) Sack Time
(RRR 9.71) 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.
PLAY NOTE: Despite the rather aggressive actions of such Gauls, the city is not considered Sacked just because the Gauls looted.
(9.9) Garrisons
Romans may not use Auxiliary units to garrison a city unless there is at least an equal number of Legion SPs in the city. Units assigned as garrisons do not count against the force limitations that Roman magistrates have (RRR 5.2), as long as they stay inside the city.
(RRR 10.0) Manpower
(RRR 10.1) Raising Legions
HISTORICAL NOTE: Rome's greatest strength—and the telling factor in 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.
(RRR 10.11) The Roman player raises (or reinforces) Legions through the Senate. Legions are raised, either during the Election Segment (B/4) or as a Manpower Operation.
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 counter-mix—which is absolute.
(RRR 10.13) Raising Legions: The Roman Player uses the Legion Request Table to raise Legions. To attempt to raise legions—or to reinforce depleted legions—the Roman Player notes the number of legions of any strength 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.
(RRR 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.
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.
(RRR 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. If there are less than 6 SP of Sicilian or Italian SP not in play, the Roman player receives no auxiliaries.
PLAY NOTE: Per the Legion Request Table, Auxiliaries can only be raised in the Thunderbolt scenario.
(RRR 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 (RRR 10.18) in the Disband Legions segment (B/1). The procedure in RRR 10.13 is not used in this situation. Instead, as each affected Consul is elected/selected, the Roman player rolls for Senate Permission (RRR 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 RRR 10.2. If the Senate refuses, the Consul receives no army at this time.
(RRR 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 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.
(RRR 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.
(RRR 10.2) Placement of Roman Manpower
(RRR 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 Naval Superiority Rules are being used and the city is also a Port in Naval Zone where Rome has Naval Superiority (any "+" level). The RL components may always be placed in Rome even if Rome is Under Siege.
(RRR 10.22) Reinforcements (RRR 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 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.
(RRR 10.23) Reinforcements may not be placed with a legion in a Besieged city or in a province outside Italy unless the Naval Superiority Rules are being used and the city is also a Port in Naval Zone where Rome has Naval Superiority (any "+" level). 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.
PLAY NOTE: There is no Legate leader counter (just the LAM) which triggers when the reinforcements are added to the targeted Legions.
(RRR 10.24) Newly raised Siege Engines are placed either in Rome or with any Legion in Roman Italy.
(RRR 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 RRR 10.23). Auxiliaries may not be placed in a besieged city unless the Naval Superiority Rules are being used and the city is also a Port in Naval Zone where Rome has Naval Superiority (any "+" level).
(RRR 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.
(RRR 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.
- 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.
(RRR 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 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.
(RRR 10.4) Provincial Manpower
This applies only to non-Roman Players.
(RRR 10.11) Manpower Levels: Every province available in a given scenario has a Manpower Level, the numbers being the number of Strength Points in Infantry and Cavalry available in any one year from that province. These Manpower Levels are listed on the Provincial Information Chart for that scenario.
(RRR 10.12) Raising troops from Provincial Manpower is an Operation that may be conducted only by the Overall Commander.
(RRR 10.13) A player may raise Provincial SPs only if he controls (either militarily or diplomatically) the province (see 11.0). A player may raise troops from a province through Provincial Manpower only once per turn, and only one player may raise troops in that province per turn. However, in any single Manpower operation a player may raise troops in all the provinces available to him for that purpose.
(RRR 10.14) SPs raised through Provincial Manpower are placed in any city in that province that is not occupied by enemy troops and is not Under Siege. All SPs raised from a province in one operation must be placed in the same city; they may not be divided among cities.
Exception #1: A player may place one-half (rounded down) of any raised SPs inside a Large or Medium city Under Siege by the enemy.
Exception #2: A player with a Port under Siege in a Naval Zone where the player has Naval Superiority (any "+" level) may always place his full complement of raised SPs in that Port.
(RRR 10.15) While there are a few "provincial" leaders—e.g., the Samnite leaders, a Syracusan or two, etc.—most provincial contingents have no specific leader. Such forces—usually allied to a major participant—may be moved by the "parent" player's OC; see 6.13.
(RRR 10.16) If a player has raised troops from a province and, later, the opposing player gains control of that province, those provincial troops do not "go home"; they stay with the player that raised them.
(RRR 10.17) A Manpower Operation requires a die roll afterwards to see if that leader is now Finished, as per 5.24.
(RRR 14.0) Rome
In the period covered by this game, the city of Rome was not only the center of the republic, but it is where virtually everything of any import took place. Regardless of their size and wealth, all other cities were secondary. To that extent, in some scenarios, simply capturing Rome will provide victory to the non-Roman player. However, not always, for the Romans' resiliency and ability to withstand disaster—a measure of her truly phenomenal discipline and marriage to the idea of Rome as more than just a place—is legendary (as Hannibal found out).
Therefore, if Rome is captured—and the game doesn't end—there are some effects, mostly in terms of raising legions. The Senate—probably a somewhat abbreviated version, but a functioning one nonetheless—is considered to have relocated to some stronghold; it matters little where. The Senate Permission and Legion Raising Tables still function, although there is a major DR adjustment to the latter.
Sieges of Rome: The only other effect concerns sieges of Rome. If the Roman player is attempting to recapture Rome from the enemy, all Assaults by the Roman Player receive an automatic one column shift to the Right for resolution. If the player besieging Rome holds Ostia he may use the Mare Tyrrenhum NS Level as if Rome were a port (9.44), if he so wishes. The same applies—but to the defender—if the besieged player controls Ostia.
The Scenarios
The Conquest of Central Italy: The Samnite Wars, 343–290 B.C.
Scenario Complexity Level: 4
Historical Background
The Samnite Wars were a series of ongoing hostilities between Rome and the neighboring Samnite tribe for hegemony of Italy. While they have been divided, annalistically, into the First (343–340), Second (327–304) and Third (298–290) Samnite Wars, this is more for convenience of identification rather than any really specific "breaks in the action."
The First Samnite War is pretty much a misnomer, as it was more a period of squabbling and skirmishing ... a preamble to the major event, the Second Samnite War. By that time, it was fairly evident to every one of the tribes in Italy that Rome was not going to be User Friendly. She had already gone a long ways towards establishing Defeat, Destroy and Devastate as a replacement for Diplomacy. At the least provocation, the Senate would send out a couple of armies to smash and thrash any tribe that even questioned the right of Rome to do what she wanted. The whole process was rather Darwinian, with the most dangerous dinosaur on the block being the Samnites. In retrospect, the Samnite Wars can be seen as a massive land grab by extremely well-organized and motivated upper-class, farming types with distinct superiority complexes born of a firm belief in Rome's destiny. Not that the Samnites ... or the Apulians, Campanians or Etruscans, for that matter ... were any more "entitled" than the Romans. It's just that they had neither the insight nor foresight their overly-exuberant neighbor had. Above all, none of the other tribes appear to have had the dedication and discipline that Rome displayed. That, more than anything, was what allowed Rome to prevail.
Regardless, the 2nd Samnite War started off badly, with the disaster at the Caudine Forks (325 B.C.), wherein two consular armies got trapped in a pass by Samnium's great generalissimus, Gaius Pontius, and were forced to surrender. After that it was all Rome, her consular armies rattling around central and southern Italy, bopping gigantic enemy armies (if one is to believe, literally, such as Livy, Diodorus, etc., ... and who does?) almost every year. The Romans seemed to have a difficult time only in convincing the Samnites to stay down for the count, as the Samnites appear to lose most major battles only to show up with an even larger army two, three years later. Finally, after getting mashed into the ground at Luceria and Aquileona, the Samnites called "King's X" for a breather.
By 298 B.C. the Samnites were ready to try it again, this time with some help. They managed to gather together a massive, allied force of Samnites, Etruscans, Umbrians, and, worst of all, Gauls. The Romans hated and feared the Gauls, who occupied most of Northern Italy at this time. It wasn't so long ago (July, 390 B.C.) that a Gallic army had swept through Etruria, smashed a Roman army at the Allia River and then sacked Rome. Being Gauls, of course, they were not looking for permanent residence; just loot. Having been paid to leave by a group of trembling, but prescient, patricians, the Gauls headed back home ... only to be soundly thrashed by an Etruscan army laying in wait for them. Typically, the Romans tried to take the credit for this, but even that "spin" did little to erase the deep, innate fear Rome had of the Gauls. Thus, the Samnite-Gallic Combine was something to be feared, and the Romans reacted with typical dispatch and precision. With one consular army drawing off the Etruscans and Umbrians, the major army smashed the Gauls and Samnites at Sentinum, one of the major turning point battles in Roman history. This was the battle in which P. Decius Mus, in a tradition started by his father—an act of devotio—deliberately sacrificed himself to "ensure" the Roman victory. Although the "war" dragged on for another five years, that was pretty much it for central Italy. After 290, the Samnites (and the other tribes of central Italy) were compliant, if sometimes surly and unreliable, "allies" of Rome.
Game Length and Play Balance
Rather than have you drag your weary wrists through some 50+ years of Roman history, we have boiled the three Samnite Wars down into a ten turn (year) microcosm. War gamers, hearty souls that they are, will not allow any war to drag on for the lengths that the Romans and Samnites did, and ten turns is about the max out of which we feel you can get some solid enjoyment and insight. Purely for identification purposes, we start the game in 320 B.C., and wrap it up at the completion of the 311 B.C. turn. We start with the situation and deployment that led to the Caudine Forks. Then again, if you wish, you can simply play until one side "wins". This will take about twice as long.
As for balance, because most of the action takes place in a fairly small and defined area of the map, the game has a remarkable chess-like feel. Hindsight tells us that the Samnites—tribal hill folk with little of the sense of organization the Romans displayed—were doomed. However, the Samnite player is not looking to conquer Rome; he's trying to stay alive as a viable, political entity. To that end, he simply has to "not lose", a situation—along with the propensity of many of the other tribes to test Rome's mettle—that puts a great deal of pressure on the Roman player. And, if the Samnite can manage to get the Gauls up and kicking, and then combine his army with the Gauls (and perhaps some other tribes), well, then he's got a real shot at changing history. In this sense, this can be quite a tense, balanced game, playable in about four hours or so. As it also ignores several of the more complex rules it is also a bit easier to play.
Map
This scenario uses the Italy map. Only Italy, excluding Liguria, Gallia, and Venetia, is in play. The excluded provinces were the territory of the Gauls at this time, and they were far too powerful for the Romans to play around with. Latium and Campania make up Roman Italy.
DESIGN NOTE: The Italy of this scenario was rather different than that during the Punic Wars. Most of it was fragmented among two dozen or so tribes, several of these tribes occupying one "game" province. E.g., southern Latium was also the province of the Hernici, the Volsci and the Aurunci, while Sabinum was actually divided among the Vestini, Marrucini, Paeligni, Marsi and Aequi, all important, if minor, tribes. (The Sabellites were actually quite peaceful; the other tribes less so.) While important historically, such tribal differences are not what we are getting at here. In addition, some of the towns that were "important" then are not on this map. E.g., Praeneste and Antium (in Latium) represent a whole host of towns and villages the Romans fought over and gobbled up during this era. In placing the towns we have attempted to use representative ones, towns that, somewhat generically, "cover" all the other ones that would only serve to clutter what is essentially a "game" map.
Rules
The following rules are not used in this scenario:
- Naval Superiority Rules: 7.0; Skip the Naval Construction/Re-allotment Segment in the Sequence of Play.
- Provincial Manpower (RRR 10.2)
Player Aids
- Roman Army Display
- Roman City Occupation Display
- Non-Roman Army Display
- Non-Roman City Occupation Display
Initial Deployments
We start the scenario at about the time the "Greek" colony at Neapolis expelled its Samnite garrison and asked the Romans for help. All hex locations are on the Italia map. Units deployed at a city location are placed Inside the City unless otherwise indicated.
Romans (See notes on Roman Legions, below)
| Hex/City | Units |
|---|---|
| Roma [It-3714] | T. Veturius Calvinus (110) [Rome Consul [a]]; Legion I (Vet.), Legion II [Consular Army I]; 5 SPs Legion Infantry, Praetor Urbanus [c] |
| Anywhere in Latium | Sp. Postumius Albinus (111) [Field Consul [b]]; Legion III [Consular Army II] |
Legion I is Veteran; all other Legions are Recruit. This scenario uses the Early Roman Legion composition. All Legions are at full strength.
The two consuls above were the two responsible for the Caudine Forks fiasco; they lent depth to the word incompetent. We thought it would be nice to start off with these two Sons of Romulus … give the underdogs a shot.
- [a] = Veturius Calvinus is the Rome Consul and has Legions I and II for his Imperium. He has permission to leave Roman Italy.
- [b] = Postumius Albinus is the Field Consul and has Legions III as his Imperium. Samnium is his assigned province. Albinus' Consular Army begins the game with a single Legion.
- [c] = Randomly draw one leader from the pool. The special Praetor Urbanus leaders are not used.
Initial Siege Capability Rating: -3
Magistrate Availability: All Roman leaders from 104-122.
Samnites
| Hex/City | Units |
|---|---|
| Bovianum [It-4109] | Gaius Pontius, 18 Inf SP's, 3 Cav SP's |
| Beneventum [It-4510]* | 15 Infantry SP's, 3 Samnite Cavalry SP's [Army II] |
| [It-4512] | 8 Infantry SP's [Outside City] |
* = The town was known as Maleventum in those days. Its name was changed to Beneventum after the Romans defeated Pyrrhus there. It appears that the "Male" comes not from the Latin word for "bad" or "evil", but from the Greek melon, or malon, meaning either "sheep", or "apple". Interesting to ruminate on how a town got to be named Sheepwind, doesn't it?
Before starting play the Samnite player may randomly select another leader, as per the rules for doing so, below. The leader is placed either in Beneventum or with the SPs in It-4512.
Initial Siege Capability Rating: -3.
Starting the Game
LAMs for all leaders listed above are available, and, of course, the Augury and Siege Attrition markers. The Roman Player pre-selects one Consul LAM and the remaining available LAMs (including the Siege Attrition and Augury markers) are placed in the pool. For the first game turn (320 BC), the first three phases of the Sequence of Play are skipped. The game begins with the Operations Phase using the pre-selected Consul.
The Italian Tribes
In the 4th century, B.C., Italy was essentially broken up into tribes, each holding their own areas, and each fighting the incursions of both the Romans and the Samnites, but mostly the former.
Except for the Samnites, no other tribe starts the game with units on the map. Tribal armies appear only when they Revolt, or as a result of Samnite Incursion. All revolts are against Rome, and all revolting tribes from this event are played by the Samnite player. When Tribes appear by Samnite Incursion they are, momentarily, played by the Roman player.
Tribal Revolts
The following are the circumstances under which a tribe will revolt.
- Tribal Revolt Phase: An adjusted die roll (in the Tribal Revolt Phase; see below) produces a revolt.
- Augury Event: If a Tribal Revolt occurs, the player rolls on the Tribal Revolt Table to see who revolts, and how much of an army that tribe receives.
- Roman Entry Into Province: The instant a Roman-led force enters a province that is not controlled by the Romans, that tribe revolts. Consult the Tribal Revolt Table to determine size of force.
Tribes do not revolt simply because either player controls it. Such control does mean an ease in travel and an ability to enter that province without causing a revolt. But control, in and of itself, does not raise the army.
Tribal Revolt Segment
During the Tribal Revolt Segment (C/3), the Samnite Player rolls the die. He adds to that die roll the number of Roman legions greater than four that are not within a Roman controlled province. If the adjusted die roll is '8' or higher, the Samnite player then rolls on the Tribal Revolt Table (below). Thus, if there are 7 legions outside Roman-controlled provinces, and the Samnite rolls a '6', the adjusted '9' enables him to see who revolts.
The Tribal Revolt Table
Only the tribes listed on this table can revolt. Gauls arrive solely by random event.
| DR | Result |
|---|---|
| 0–7 | No Revolt |
| 8+ | Revolt. Roll on Tribal Revolt Table |
Die Roll Modifiers: +1 For each Legion over four outside a Roman controlled province.
Roll two dice, combining them (00-99) to determine who revolts. Roll a die again to determine the size of the force. The result is the number of infantry/cavalry SPs involved in the revolt. Cities in parentheses are where the units are placed (inside the city). If the listed city has an enemy garrison, the Samnite player may place them in any other unoccupied city in that province. If there are no unoccupied cities, the owning player place the tribal units in any Small City in that province, displacing the garrison (it is now Outside the City). Any control marker present is removed. If a tribe is already active, ignore that roll and roll again. Place the tribal LAM in the Pool.
When a revolt occurs, if the tribe's alliance level is either neutral or in favor of the Samnites, there is no change in the level. If it was in favor of the Romans, put the level at "0". If Roman Allied, the tribe is now Independent.
EXAMPLE: Initial dice roll of a 1 and a 4 (14) activates the Etruscans. Second die roll of '6' gives the Etruscans 20 infantry SP and 4 cavalry SP.
Tribal Revolt Table (dice roll → tribe and town placement, then result by die roll 0–9):
| Dice Roll | Tribe (Town Placement) | 0,1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|
| 01-20 | Etruria (Arretium, Cortona or Persusia) | 4/0 | 7/1 | 10/2 | 13/3 | 16/4 | 20/4 | 23/5 | 26/6 | 29/7 |
| 21-36 | Umbria (Camerinum) | 2/0 | 4/0 | 6/0 | 7/1 | 9/1 | 11/1 | 12/2 | 14/2 | 16/2 |
| 37-45 | Picenum (Asculum) | 2/0 | 4/0 | 6/0 | 7/1 | 9/1 | 11/1 | 12/2 | 14/2 | 16/2 |
| 46-59 | Sabinus (Corfinum) | 2/0 | 4/0 | 6/0 | 8/0 | 10/0 | 12/0 | 14/0 | 16/0 | 18/0 |
| 60-81 | Apulia (Luceria) | 3/0 | 5/1 | 8/1 | 10/2 | 12/3 | 15/3 | 17/4 | 20/4 | 22/5 |
| 82-89 | Lucania (Paestum) | 1/0 | 2/0 | 3/0 | 4/0 | 5/0 | 6/0 | 6/1 | 7/1 | 9/1 |
| 90-92 | Campania [a] (Capua) — Roman garrison in Capua | 1/0 | 2/0 | 3/0 | 4/0 | 5/0 | 6/0 | 6/1 | 7/1 | 9/1 |
| 90-92 | Campania [a] (Capua) — no Roman garrison in Capua | 4/0 | 7/1 | 11/1 | 14/2 | 17/3 | 21/3 | 24/4 | 28/4 | 31/5 |
| 93-97 | Tarentum (Tarentum) | 3/0 | 6/0 | 8/1 | 11/1 | 13/2 | 16/2 | 18/3 | 21/3 | 23/4 |
| 98-00 | Bruttium (Thurii) | 2/0 | 4/0 | 6/0 | 8/0 | 9/1 | 11/1 | 13/1 |
[a] = Use the top row if there is a Roman garrison in Capua; otherwise use the bottom row. #/# = Number of infantry/cavalry SP that revolt. Roll two dice combining the numbers to determine the tribe that revolts. Roll a third die. Place the SP of the appropriate type in the city indicated. If a tribe is already active, ignore that roll and roll again. The Gauls only enter via the Augury table.
Length of Tribal Activation
A tribe remains active until one of the following happens:
- It suffers a loss (a Draw is not a loss) in battle
- The Roman player gains control over the Tribe's province
If either occurs, the tribe is immediately removed from the map. If the revolt occurs in a province already militarily controlled by Rome, the tribe must suffer a loss in battle to be removed.
Tribal Operations
Tribes conduct Operations when their LAM is picked, as any other force. Tribal Operations are always conducted by the Samnite player. Each tribe is considered an independent power and cannot conduct operations or Coordination with other tribes. Independent Tribes are always considered separate forces; they never combine in defense unless Allied to a player, and thus must be attacked separately.
Active tribes are always enemies of Rome but under certain circumstances can become Samnite Allies. A tribe is considered Allied to the Samnites when the Samnite player either has military control of the tribe's province or whenever the Alliance Level of that tribe is in the Samnite section of the track. It need not be Diplomatic control ... just in the Samnite section. While Allied to the tribe, the Samnite player can use any of his leaders to conduct operations with that tribe as well as conduct Coordination, Interception and Avoidance in conjunction with that tribe. If the Alliance level changes mid-turn to either neutral or pro-Roman the tribe is immediately considered independent. If a Samnite force is stacked with the tribe inside the city that goes independent, the Samnite force is placed outside the city.
An independent Tribe may leave its home province only to attack the Gauls.
Tribal Leaders
Each tribe is represented by a single counter with that counter showing the ratings of its leader. The Gauls and Tarentine have their own unique combat units. For the other tribes, use the Italian combat units. Each tribe is considered its own contingent regardless of the actual combat units used. All combat units belonging to the tribe must remain with the Tribal Leader counter at all times. This restriction does not apply to the Samnites. Tribal "leaders" cannot be killed, they have no Guile, and they may not engage in Diplomacy. Only one—the Etruscans—has any value as a subordinate leader in a battle. Other than that, they operate as all other, named, leaders.
The Gauls
An invasion by the Senones tribe of the Gauls is triggered by an Augury Event. If the Gauls Augury event is rolled while the Gauls are on the map, treat the result as No Event. If the event does occur, the Gauls are immediately placed on the map, as follows:
- Consult the Tribal Revolt Table to determine how many Gallic SP are involved.
- Place the marauding Senones, and their unnamed commander, in any one hex in Liguria Friniates or Gallia Cispadana, and the two Gaul LAMs in the pool.
The Gauls are controlled by the Samnite player and are treated like any other tribe with the following exceptions:
- They cannot be Allied to either player, but they can Coordinate in a Samnite Attack (or Defense).
- They are treated as if they were Samnites for the purposes of incursion.
Once triggered, the Gauls remain in play until one of the following happens:
- The Gauls enter Rome
- The Gauls are defeated in a battle
Once either of the above two occurs, the Gauls are removed immediately.
Movement Attrition
When using the Movement Attrition Cost Chart, the Romans gain the "Roman" benefit only when traveling in provinces which they control at the start of the turn. The Samnites also gain the same benefit in Samnium.
A force or conduct Siege operations against a city in an adjacent province. If, because of Continuation rules, it does not succeed in carrying out such attack, when it is Finished it is immediately placed (back) in the nearest "home" hex.
The "ersatz" Tribal leaders (see above) may not command units that are outside their tribe. Tribes cannot detach units for any purpose.
Samnite Incursion
The Samnites may freely enter a province other than Samnium only if the Samnite controls that province himself, or the Alliance Level for that province is in Samnite favor (any number of boxes on any track). If the Samnites enter an "unfriendly" province—Roman-controlled or with an Alliance Level favoring Rome or at "0"—and, for any reason, Stops in that province, the Samnite force is immediately attacked by that province's tribe. If the tribe is already active, use that force. If not, the Roman player then gets to raise the tribal levy (as per the table, above). In either case, the tribal force is placed in the hex with the stopped Samnite army and attacks the latter. If the Stop occurred after entering a Samnite controlled city, that city is placed Under Siege.
If the Samnites fail to win the battle, the force must Retreat to a hex in Samnium. The Retreat can be of any length, but the loss provisions 8.37 apply. The just-raised tribal levy is removed no matter the outcome of the battle; if the tribe was already active it remains in place. If the incursion produced a Siege, the just raised levy is removed at the conclusion of the Siege, while an active tribe will remain in play.
Roman Retribution
The growth of Rome was predicated on, and, in many ways, attributable to, the rather harsh methods Rome had in dealing with all who opposed her. You rose in revolt, you challenged her hegemony, you paid the price. After a while, this practice, combined with Rome's ability to inflict it, began to have a salutary effect on most of her neighbors. Therefore, any time that Rome Sacks a city in a province, the following occurs:
- Rome gains 2 boxes in its favor for that province.
- Roll a die for each province adjacent to the province in question. If the die is even, give Rome a box; if odd, no effect.
Ambassadors
Players may use any leader with a Diplomatic Rating as an Ambassador.
Samnite Diplomacy
The Samnites weren't a very diplomatic bunch, being hill farmers and all that. The Romans considered them somewhat unsophisticated in a non-urban sense. Whatever, the Samnite player may always choose to use his leaders for diplomatic efforts. However, aside from having bad ratings, the Samnite Player must add one (+1) to all Diplomacy related die rolls. Note that Papius Brutulus is useless in this area (as he was in virtually every other area).
Special Samnite Rules
Samnite Manpower
The Samnite Player may attempt one Manpower Raising Operation each turn to get additional troops. Any leader may do this, but the limit is still one per turn.
To raise troops, roll a die and consult the Samnite Manpower Table. The die roll is cross indexed with the column corresponding to the total number of Samnite SPs currently in play. The result is the number of infantry/cavalry SPs raised.
EXAMPLE: The Samnite player rolls a '6'. If the Samnite Player had only 35 SPs in play he would receive 16 infantry SP and 2 cavalry SP.
The maximum number of Samnite SP's allowed in play is 100. Newly raised Samnites may appear in any friendly controlled city in Samnium ... including one under Siege!
Samnite Leaders
The Samnites may have a maximum of two leaders in play at any one time. During the Roman Election segment (B/3), while the Roman player is picking his magistrates, the Samnite must randomly pick two leaders from the pool of available leaders. The pool will include all leaders still alive, including ones that were used last turn.
Exception: the Samnite Player may choose to retain any leader in play the previous turn by rolling a die. If the die roll is the same or lower than that leader's Campaign Rating, he stays. If not—back into the pool (where he may yet be chosen for that turn!).
The Samnite player designates one of the two selected leaders as the Overall Commander for that game turn.
HISTORICAL/DESIGN NOTE: Names of actual Samnite leaders are hard to come by. All of those we have included are historical personages—especially Pontius, of whom the Romans obviously thought very highly—although not all appeared in the same decade, or even war! Brutulus was not one of Samnium's generals; at least he doesn't appear to have been. He was, though, in the thick of the pro-war party, and his name was too good to pass up. He also appears to have been something of a jerk, although that may be attributed more to the prejudices of the Roman historians than any realities.
Special Roman Rules
Consuls
Postumius Albinus (111) begins the game in command of a Consular Army that is short a Legion. This Army is treated as a Consular Army for all purposes. The next Legion raised must be added to that Army and becomes part of the Imperium of the magistrate then in command.
The prior year's Consuls are not available for election as Dictator/ME or either Consul magistracy. The outgoing Consuls, unless Prorogued, are placed in the pool after the election of the Dictator/ME and Consuls.
Papirius Cursor (104) and Rullianus (107) distinctly disliked each other. Despite this, Papirius, as Dictator, recognizing talent, chose Rullianus as his Magister Equitum when the 2nd Samnite War opened. They both served as consul five times, but never in the same year. The following interesting effects take place if both are in office in the same year:
A. They may not occupy the same hex! Effectively, this means they cannot combine armies. They can pass through each other's hex.
B. If one wins a Triumph and the other is not involved in the battle, the latter accuses the "winner" of disobedience. Roll the die; if it is a '1' or a '0', the Senate convicts the winner of disobedience and executes him! On any other number, he narrowly avoids such a fate. (The Romans did this sort of thing ... .)
Dictators
The Romans used an awful lot of Dictators (and Masters of the Horse, too) during the Samnite Wars, certainly far more than appear in the Punic War years ... or even during Pyrrhus' invasion. It's a bit hard to tell why—it is possible they functioned as the Proconsuls of the next generation—but it doesn't appear to have taken much to call one into being. Therefore, the following changes apply to the definition of "Emergency":
Minor Emergency: Any tribe, other than the Samnites, fields an army of 20 SPs or more; OR a Roman army led by a consul suffers any level of defeat
Major Emergency: Capua is occupied by any non-Roman unit
Victory
The Roman Player wins if at the end of the game turn:
- he controls all cities in Samnium; and
- the Alliance Level of all other provinces is either neutral or in favor of the Romans; and
- there is no active tribe in revolt on the map
The Samnite Player wins if:
- He occupies Rome (yeah, sure ...), or
- The Roman player has not satisfied his conditions by the end of the 10th turn.
If you wish to play until someone "wins" (i.e. past the 10 turn limit), the Roman conditions still apply. The Samnites win if they:
- Occupy Rome OR
- They control all provinces in play, except Latium.
Samnite Manpower Table (die roll → infantry/cavalry SP raised, by total Samnite SP currently in play):
| DR | <50 | 50–59 | 60–69 | 70–79 | 80–89 | 90–99 |
|---|---|---|---|---|---|---|
| 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 1 | 3/0 | 0 | 0 | 0 | 0 | 0 |
| 2 | 6/0 | 3/0 | 0 | 0 | 0 | 0 |
| 3 | 8/1 | 6/0 | 3/0 | 0 | 0 | 0 |
| 4 | 11/1 | 8/1 | 6/0 | 3/0 | 0 | 0 |
| 5 | 13/2 | 11/1 | 8/1 | 6/0 | 3/0 | 0 |
| 6 | 16/2 | 13/2 | 11/1 | 8/1 | 6/0 | 3/0 |
| 7 | 18/3 | 16/2 | 13/2 | 11/1 | 8/1 | 6/0 |
| 8 | 21/3 | 18/3 | 16/2 | 13/2 | 11/1 | 8/1 |
| 9 | 23/4 | 21/3 | 18/3 | 16/2 | 13/2 | 9/1 |
#/# = Number of infantry/cavalry SP recruited. The maximum size of the Samnite army is 100 SP.
Provincial Information Chart — Samnite Wars Scenario
| Province | Alliance Level | In Favor of |
|---|---|---|
| Latium | Home | n/a |
| Samnium | Home | n/a |
| Etruria | 2 | Samnium |
| Umbria | 2 | Samnium |
| Picenum | 2 | Rome |
| Sabinum | 1 | Rome |
| Campania | 4* | Rome |
| Apulia | 2 | Samnium |
| Lucania | 3 | Rome |
| Bruttium | 0 | Neutral |
NOTE: Arimnum (2708), Fanum Fortunae (2908), Sena Gallica (3008) do not exist. Ancona (3107) does not exist. Venusia (4707) does not exist. Paestum (4911) is a Medium Sized City. *Campania is a Roman Ally. All other non-Home provinces are Independent. All Medium Cities have an IDS of 3. Roman Italy consists of Latium and Campania.
The First Alexander Invasion: Alexander, King of Epirus, 327 B.C.
Scenario Complexity Level: 3
This is a short, three-player scenario—Rome, the Samnites, and Alexander of Epirus—covering a rather obscure historical event. It is also somewhat less complex than other scenarios, as it does away with or simplifies several basic mechanics.
Historical Background
At about the time of the beginning of the Second Samnite War (c. 328 BC), Alexander, King of Molossia/Epirus, (probably) the uncle of Alexander III The Great, following in the path of many an ambitious Greek, used an invitation from the Tarentines (cf. Pyrrhus scenario) to open up a second front to the West while his nephew (the Great) went east. Alexander of Epirus landed in Lucania and had some pretty good success against the Lucanians and Bruttians, as you can see by his deployment and situation. The Romans were most interested in reaching a diplomatic agreement with Alexander, and the Samnites were girding for war against him when he was assassinated by a disgruntled Lucanian bodyguard. His death allowed the two other parties to concentrate on each other.
DESIGN NOTE: A subsequent volume of AW, focusing on Alexander the Great, will include a scenario for the Macedonian King "going west".
Game Length and Play Balance
This is a rather short scenario, only four turns/years. It starts in 327 BC and ends at the completion of the 324 BC turn.
Map
This scenario uses the Italy map. Only Italy, excluding Liguria, Gallia, and Venetia, is in play. The excluded provinces were the territory of the Gauls at this time, and they were far too powerful for the Romans to play around with. Latium and Campania make up Roman Italy.
Rules
The following rules are not used in this scenario:
- Naval Rules: 7.0; Skip the Naval Construction/Re-allotment Segment in the Sequence of Play.
- Provincial Manpower (RRR 10.2)
- There are no Leader Casualties (8.6); no leader dies.
- There is no Diplomatic Control, Alliances or use of Ambassadors (12.0)
- Auguries (13.0); Do not use the Augury Marker.
Player Aids
- Roman Army Display
- Roman City Occupation Display
- Non-Roman Army Display
- Non-Roman City Occupation Display
Initial Deployment
All hex locations are on the Italia map. Units deployed at a city location are placed Inside the City unless otherwise indicated.
Romans (Use the Roman Legion rules for the Samnite Wars)
| Hex/City | Units |
|---|---|
| Roma [It-3714] | Q. Publilius Philo (112) (Rome Consul [a]); Legion I, Legion II [Consular Army I], 5 SPs Legion Infantry, Praetor Urbanus [c] |
| Capua [It-4412] | L. Cornelius Lentulus (113) (Field Consul [b]); Legion III, Legion IV [Consular Army II] |
Legion I is Veteran; all other Legions are Recruit. This scenario uses the Early Roman Legion composition. All Legions are at full strength.
- [a] = Publilius Philo is the Rome Consul and has Legions I and II for his Imperium. The Rome Consul has permission to leave Roman Italy.
- [b] = Cornelius Lentulus is the Field Consul and has Legions III and IV as his Imperium. Samnium is his assigned province.
- [c] = Randomly draw a leader from the magistrate pool. The special Praetor Urbanus leaders are not used.
Initial Siege Capability Rating: -3.
Magistrate Availability: All Roman magistrates from 101–107, plus the above two, are available for this scenario.
Control: Rome controls Latium and Campania. Both provinces are considered Home provinces. The Roman player controls all cities in these two provinces. These two provinces make up Roman Italy.
Samnites
The Samnite Player starts with:
- 30 Infantry SP
- 4 Cavalry SP
- Two Leaders, drawn randomly. The Samnite player may designate either leader as his Overall Commander.
These are placed anywhere within Samnium. The Samnite player is free to use any of the Samnite Army counters as he sees fit.
Control: The Samnites control only Samnium, her Home Province.
Control: Alexander controls the following cities: Paestum [It-4911], Buxentum [It-5110], Heraclea [It-5407], Consentia [It-5611], Terina [It-5711].
Starting the Game
LAMs for all leaders listed above are available, and the Siege Attrition markers. The game starts with the Initiative Phase (C); The Tribal Revolt Segment (C/3) is skipped on the first turn (see below).
Epirote incursion into Lucania and Bruttium has already occurred, and the Epirotes have defeated both of these tribes. There is, therefore, no mobilization of these tribes because of the initial deployment.
Movement Attrition
When using the Movement Attrition Cost Chart, the Romans gain the "Roman" benefit only when traveling in provinces which they control at the start of the turn. The Samnites also gain the same benefit in Samnium. Epirotes do not gain any such benefit.
Roads
At the start of the game, the only road usable (other than the Via Saleria; see the exception to 6.33) is the Via Appia ... and then, only from Rome to 3914.
Provincial Information
Use the Samnite Wars Chart ignoring the Alliance Levels.
Siege Capability
No player may increase his Siege Capability nor has or can use Siege Engines. The initial Siege Capability Rating for all tribes is -3.
The Italian Tribes
Except for the Samnites, no other tribe starts the game with units on the map. Tribal armies appear as a result of Roman, Samnite or Epirote Incursion.
Incursion and Tribal Mobilization
Any time one of the players enters a province that he does not control militarily, and there is no Tribal Army for that province's tribe already present, that entry, or incursion, will provoke that tribe to mobilize ... by using the Tribal Revolt Table (which can be found in the Samnite Wars scenario). The mobilization occurs the instant—first hex—the incursion occurs, but the temporary halt in movement is not a Stop. The moving army continues on after mobilization. Exception: The Campanians never mobilize as a result of an incursion.
A player who controls a province controls the tribal army of that province. If no player controls the province, the opposing two players...
A player who controls a province controls the tribal army of that province. If no player controls the province, the opposing two players (other than the one who just entered the province) first roll one die to see who is going to control the newly mobilized tribe. Each player may add as many available Guile Points to his die roll as he wishes. High total gains control of that tribe. Ties? Roll again. The controlling player now determines the manpower available to that tribe in the same manner as is used in the Samnite Wars scenario; see above. That tribe is now placed as indicated on the table, and above.
Control: The Samnites control only Samnium, her Home Province. The Samnite player controls all cities in Samnium.
Epirotes
| Hex/City | Units |
|---|---|
| It-5209 | Alexander of Epirus [OC]; 25 Epirote Infantry SP, 4 Epirote Cavalry SP [Epirote Army I] |
| Paestum [4911] | 4 Epirote Infantry SP |
Initial Siege Capability Rating: -2
Length of Tribal Activation
A tribe remains active, and player controlled, until one of the following happens:
A. It suffers a loss (any level) in battle, in which case the army is immediately removed from the map.
B. Another player militarily controls that province. In this case, if the tribal army is still on the map, the controlling player assumes control of that tribal army, and that tribal army remains in play as long as a player controls the province.
Tribal Leaders
Each tribe is represented by a single counter with that counter showing the ratings of its leader. The Gauls and Tarentum have their own unique combat units. For the other tribes, use the Italian combat units. Each tribe is considered its own contingent regardless of the actual combat units used. There may be only one such stack in play for any one tribe (other than the Samnites) at any one time. Tribal "leaders" cannot be killed, they have no Guile, and they may not engage in Diplomacy. Only one—the Etruscans—has any value as a subordinate leader in a battle. Other than that, they operate as all other, named, leaders.
Tribal Operations
Tribes conduct Operations when their LAM is picked, as any other force. Tribal Operations are conducted by the controlling player. Each tribe is considered an independent power and cannot conduct operations or Coordination with other tribes and are always considered separate forces. Independent tribes never combine in defense.
A tribe is considered Allied to the player that militarily controls the tribe's province. While Allied to the tribe, the controlling player can use any of his leaders to conduct operations with that tribe as well as conduct Coordination, Interception and Avoidance. If the controlling player loses control of the tribe's province, the alliance immediately ends and new controlling player is determined as above. If a player's force is stacked with the tribe inside the city that goes independent, that force is placed outside the city.
A Tribe may never leave its home province. The "ersatz" Tribal leaders (see above) may not command units that are outside their tribe. Tribes cannot detach units for any purpose.
Manpower
Raising Manpower is no longer an Operation, as per 5.3 (#7). All raising of Manpower for the players (not the other tribes) is conducted during the Tribal Revolt Phase (C/3) which is skipped for the first turn.
Samnite Manpower
To raise Samnite SP, the Samnite Player rolls two dice, adding them. The total is the number of SP he raises, 15% of which are cavalry SP's. Newly raised Samnites may appear in any town in Samnium ... including one under Siege!
Roman Manpower
The Roman player receives one Legion during the Tribal Revolt Segment, provided that he did not raise Legions during the Election Segment.
Epirote Manpower
The Alexander/Epirote Player gets Manpower (the number of SP in parentheses — use the Greek combat units) — from the following friendly Greek colonies: Paestum (1), Rhegium (2), Locri (1), Croton (2), Thurii (2), Metapontum (1), Heraclea (1), Tarentum (3), Brundisium (2)
He receives these SP (15% of which are cavalry SPs) as long as no other player occupies that city or controls the province that city is in. The SPs are placed with Alexander. If Alexander is in a besieged city that is not a port, the SPs are instead placed in any friendly city.
DESIGN/HISTORICAL NOTE: The above is really wishful thinking on Alexander's part, and present solely for game balance purposes.
Special Roman Rules
Consuls
The prior year's Consuls are not available for election as Dictator/ME or either Consul magistracy. The outgoing Consuls, unless Prorogued, are placed in the pool after the election of the Dictator/ME and Consuls.
Papirius Cursor (104) and Rullianus (107) distinctly disliked each other. Despite this, Papirius, as Dictator, recognizing talent, chose Rullianus as his Magister Equitum when the 2nd Samnite War opened. They both served as consul five times, but never in the same year. The following interesting effects take place if both are in office in the same year:
A. They may not occupy the same hex! Effectively, this means they cannot combine armies. They can pass through each other's hex.
B. If one wins a Triumph and the other is not involved in the battle, the latter accuses the "winner" of disobedience. Roll the die; if it is a '1' or a '0', the Senate convicts the winner of disobedience and executes him! On any other number, he narrowly avoids such a fate. (The Romans did this sort of thing ... .)
Dictators
The Romans used an awful lot of Dictators (and Masters of the Horse, too) during the Samnite Wars, certainly far more than appear in the Punic War years ... or even during Pyrrhus' invasion. It's a bit hard to tell why—it is possible they functioned as the Proconsuls of the next generation—but it doesn't appear to have taken much to call one into being. Therefore, the following changes apply to the definition of "Emergency":
Minor Emergency: Any tribe, other than the Samnites, fields an army of 20 SPs or more; OR a Roman army led by a consul suffers any level of defeat.
Major Emergency: Capua is occupied by any non-Roman unit.
Samnite Leaders
The Samnites may have a maximum of two leaders in play at any one time. During the Magistrate Election Phase (B/3), while the Roman is picking his consuls, the Samnite must randomly pick two leaders from the pool of available leaders. The pool will include all leaders still alive, including ones that were used last turn.
Exception: The Samnite Player may choose to retain any leader in play the previous turn by rolling a die. If the die roll is the same or lower than that leader's Campaign Rating, he stays. If not—back into the pool (where he may yet be chosen for that turn!). The Samnite player designates one of the two selected leaders as the Overall Commander for that game turn.
Movement Attrition
When using the Movement Attrition Cost Chart, the Romans gain the "Roman" benefit only when traveling in provinces which they control at the start of the turn. The Samnites also gain the same benefit in Samnium. Epirotes do not gain any such benefit.
Victory
Players get Victory Points for controlling Provinces, equal to the province's Attrition Rating. At the end of the fourth turn (324 BC), the player with the most Victory Points wins.
The Eagle Has Landed: The Invasion of Pyrrhus, King of Epirus; 280 B.C.
Scenario Complexity Level: 6
Historical Background
Tarentum, the largest Greek colony (Taras) in the Magna Graecia area of southern Italy in the early 3rd century BC, considered itself the pre-eminent town on the peninsula. In fact, it was somewhat larger and better defended than that of her neighbor to the north, Rome, and her fleet pretty much controlled the seas east of Sicily. However, that didn't stop the Tarentines from being worried about the ever-increasing sphere of Roman power. The Romans had recently sent garrisons into Bruttium, occupying Rhegium, Thurii and Locri. This proved too much for the Tarentines, who immediately did two things. First, they took their fleet and sacked Thurii, a "take-that" lesson for the upstart northerners. However, despite that success, they realized that they were not an overly martial bunch, which the Romans obviously were. The solution? Pyrrhus, King of Epirus and mercenary extraordinaire who, while waiting for a vacancy to pop up on the throne of Macedon (he was a descendent of Alexander the Great), was casting around for a few countries to conquer. With a promise of much local support from the southern Italian tribes, Pyrrhus and his 25,000+ man army was invited to c'mon over. He did, and thus set out to conquer Rome. In various conversations, The Eagle (as he was known) also mentioned that some beach-front property in Sicily and Africa would be nice.
Pyrrhus arrived in the spring of 280 and promptly dispatched a Roman army, under Laevinus, at Heraclea. In this effort he was greatly aided by his 20 elephants, something never seen before by Roman armies. As Alexander the Great had used them 50 years before, they must have known of their existence. Knowledge of and Exposure to are totally different. He was completely unaided by either the Tarentines or any of the other tribes, who were pretty much waiting around to check out Pyrrhus' portfolio. Having seen the results at Heraclea, the locals stomped all over each other to join in the feeding frenzy. The following year, Pyrrhus and friends headed north for Rome, where they ran into two consular armies under Sulpicius and Decius Mus at Ausculum. (This appears to be the 4608 Ausculum, just north of the Aufidus River; not the Asculum in Picenum.) Another victory followed for the Eagle, this time a Pyrrhic one, as Epirote losses were pretty stiff. Rome, however, was too tough a nut to crack just then, so back south he headed.
With the Italian operation at a standstill, and with his allies not thrilled with the blood-letting, Pyrrhus opted for a shot at Sicily, ostensibly coming to the aid of the Syracusans, who were being bothered by the Carthaginians and the Mamertines. (This situation would eventually explode into the 1st Punic War.) For two plus years Pyrrhus stomped up and down the island, winning battles to little avail, pretty much stymied by the fact that his arrival had caused the Carthaginians and the Romans to form an alliance. Despite being declared an ersatz King of Sicily, there wasn't much loot around, so it was back to Italy in 275 for another shot at Rome. This time it was Curius Dentatus waiting for him at Beneventum, where the Romans just barely eked out a squeaker over Pyrrhus and his botched night attack.
That was it; the Eagle had had enough. It was back to the Balkans, where he was sent to His Greater Reward a few years later by a falling roof tile. The Romans? They used his departure as an excuse to raze Tarentum and gobble up all of southern Italy.
However, not since the Gallic invasion of a hundred years before had the Romans faced so great a threat to their existence. While not in Hannibal's class, Pyrrhus was no slouch; in fact, his reputation as one of the Mediterranean's finest field commanders lasted for centuries. In truth, he came fairly close to upsetting the Roman applecart. It was, however, those two great Roman wells of Manpower and Discipline that did him in.
Game Length
The game starts with the 280 BC turn and lasts, at the most, until the end of the 271 BC turn, or a maximum length of ten years. This rather artificial limit is here because it is doubtful that Pyrrhus would have remained away too long from the lure of the Macedonian kingship, the throne to which he truly aspired. It can end sooner; see the Victory Conditions, below. Depending on how things go for The Eagle, each year of play takes about 45 minutes, some years less.
Play Balance
Given a careful, methodical Roman player, it's going to be pretty tough for Pyrrhus to take Rome. However, if he plays his cards right, he can gather enough points in southern Italy and Sicily to, historically, force concessions from the Romans and, game-wise, emerge with a win.
Map
This scenario uses the Italy map. No units may move north of the Etruria/Umbria border except by Augury event. This was the territory of the Gauls at this time, and they didn't take kindly to such intrusions—and we don't want to get into that sort of stuff. Roman Italy includes Latium, Campania, Sabinus, Picenum, Umbria, and Etruria.
Rules
All rules are in force.
Player Aids
- Roman Army Display
- Roman City Occupation Display
- Non-Roman Army Display
- Non-Roman City Occupation Display
Initial Deployments
All hex locations are on the Italia map. Units deployed at a city location are placed Inside the City unless otherwise indicated.
Epirotes
| Hex/City | Units |
|---|---|
| Tarentum [It-5405] | Milon, 6 Epirote Infantry SP [Army I] |
| Any hex on east coast of Calabria, but not Brundisium | Pyrrhus [OC], Megacles; 40 Epirote Infantry SP, 10 Elite Epirote Cavalry SP, 2 Elephant SP. |
Pyrrhus is the Overall Commander. If Pyrrhus is eliminated, his son Helenus becomes OC.
Initial Siege Capability Rating: -3
Replacement Leader Available: Helenus (Pyrrhus' son, actually)
Ambassadors: The Epirote player may use Cineas as his ambassador.
Tarentines [Epirote Allied/Active]
| Hex/City | Units |
|---|---|
| Tarentum [It-5405] | 20 Tarentine Inf SP, 5 Tarentine Cav SP |
Romans
| Hex/City | Units |
|---|---|
| Roma [It-3714] | P. Valerius Laevinus [201] (Rome Consul [a]); Legions I and V [Consular Army I], 5 Legion Infantry SP, Praetor Urbanus [d] |
| Arretium [It-2613] | T. Coruncanius [202] (Field Consul [b]); Legion II, Legion III [Consular Army II] |
| Bovianum [It-4109] | L. Aemilius Barbula [203] (Proconsul [c]); Legion IV [Consular Army III] |
| Locri [It-6013] | 1 Legion Inf SP |
| Venusia [It-4707] | 1 Legion Inf SP |
| Rhegium [It-6015] | 8 Legion Inf SP [Campanian Legion] [e] |
All Legions are Recruit and begin at full strength. This scenario uses the Republican Legion composition.
- [a] = Valerius Laevinus is the Rome Consul and has Legions I and V for his Imperium. The Rome Consul has permission to leave Roman Italy.
- [b] = T. Coruncanius is the Field Consul and has Legions II and III for his Imperium. Etruria is his assigned province.
- [c] = Aemilius Barbula is a Proconsul and has Legion IV for his Imperium. Samnium is his assigned province. Barbula's Consular army starts the game with a single legion.
- [d] = Randomly draw a leader from the magistrate pool. The special Praetor Urbanus leaders are not used.
- [e] = See the special rules on the Campanian Legion, below.
Initial Siege Capability Rating: -3.
Magistrate Availability: All magistrates with the 2xx ID number.
The following powers and forces begin the game independent and inactive. These forces are activated and placed on the map the instant Pyrrhus enters Sicily.
Carthaginians
| Hex/City | Units |
|---|---|
| Lilybaeum [It-5526] | 15 Ligurian Infantry SP; 2 Gallic Cavalry SP |
| Panormus [It-5423] | 3 Gallic Infantry SP |
| Agrigentum [It-5923] | 8 Iberian Infantry SP, 2 Numidian Elite Cavalry SP |
| Caralis [It-4332] | 2 African Infantry SP |
Initial Siege Capability Rating: -3.
Syracusans
| Hex/City | Units |
|---|---|
| Syracuse [It-6419] | Sositratus; 18 Syracusan Infantry SP, 2 Syracusan Cavalry SP |
| Leotini [It-6119] | 4 Greek Infantry SP, 1 Greek Cavalry SP |
| Catana [It-6118] | 1 Greek Infantry SP |
| Tauromenium [It-6017] | 3 Greek Infantry SP |
Sositratus can only command Syracusan/Greek units.
Initial Siege Capability Rating: -3.
Mamertines
| Hex/City | Units |
|---|---|
| Messana [It-5915] | 10 Mamertine Infantry SP, 1 Mamertine Cavalry SP |
DESIGN NOTE: The Sicilian city-states create somewhat of a problem in game terms. Although most of the eastern coastal cities were under the nominal sway of Syracuse they were, at least politically, independent city-states, ruled by "tyrants". Most of the western end of the island was controlled by Carthage, and the Mamertines, under a fellow named Kion, held sway at the northeastern tip (mostly Messana). See the rules for the Syracusans, below.
Ambassadors: Pyrrhus may use Cineas as his ambassador. The Romans use the consuls.
Starting the Game
Pyrrhus gets only two LAM for the game's first turn. The loss of one LAM represents the fact that Pyrrhus' invasion fleet, and army, was scattered by a severe storm on its crossing from Ambracia—although he appears to have lost nary a man nor beast—and his army took some days to regroup. LAMs for all other Epirote leaders listed above are available, plus Magistrate LAMs as per the Initiative Ratings for Barbula, Laevinus and Coruncanius. And, of course, the Augury and Siege Attrition markers.
For the first game turn (280 BC), the first three phases of the Sequence are ignored. The game begins with a Pyrrhus Operations Phase (one of his two LAM available for that turn).
Diplomacy
The starting Alliance Levels are listed on the scenario Provincial Information Chart. Pyrrhus has NO Home Province. Latium is the Roman Home Province. Provincial control is indicated on the Provincial Information Chart.
East Sicilia/Syracuse
Eastern Sicily was mostly Greek and under the political and military sway of the city-state of Syracuse. While living in an uneasy "truce" with the western, Carthaginian half of the island, her biggest problem at the time of Pyrrhus' invasion of Italy was the presence of the Mamertines.
The instant Syracusa (It-6419) becomes controlled by Pyrrhus—either diplomatically or by an Augury Event—Pyrrhus is free to enter East Sicily without causing any disturbance to the Syracusan-Pyrrhic relationship. If Pyrrhus chooses to "invade" East Sicilia before there is such an alliance, both Syracuse and Carthage adjust their Alliance Boxes three in favor of Rome.
The instant Syracusa becomes controlled by Pyrrhus, he controls all combat units in the city of Syracuse (only). Then, starting with the following year—and in each successive year Pyrrhus remains in Sicily—he receives, when raised by an operation, the combat Greek SPs listed for all other listed cities in Eastern Sicily, as long as he maintains control over East Sicily. There are no leaders, other than the rather ineffective Sosistratus, Tyrant of Syracuse.
DESIGN NOTE: Such household names as Heraclides, Tyrant of Leontini, Theonon, Assassin of Syracuse, and our favorite, Tyndarion, Tyrant of Tauromenium became victims of Occam's gaming razor.
Units raised in East Sicilia may never leave Sicily; they may enter Western Sicily, but only if Pyrrhus is in Sicily.
Rome and Sicily
Roman units may never enter Sicily, regardless of the control situation.
DESIGN NOTE: Historically, their eventual alliance with Carthage forbade it; pragmatically, the Roman Senate's foresight was still limited by the Italian shoreline. A short generation later, the Romans would quickly overcome that reluctance.
Western Sicilia/Carthage
In 280 B.C. Carthage was the major power in the Western Mediterranean. Her control of Sardinia and the important ports of western Sicily enabled her fleet to sweep the sea. Her hegemony was challenged only by the not-inconsiderable presence of Syracuse in the east. Rome? Farmers without culture and, more important, without a fleet. Her relationship with the Romans was, if not truly cordial, on a fairly even, diplomatic/commercial keel. Rome clearly understood that Carthage considered Syracuse the Africans' sphere of influence, although most Carthaginians considered Sardinia more important, commercially. The uneasy truce between the Africans (in the west) and the Greeks (in the east) was a fragile one, easily breakable by the arrival of such as Pyrrhus.
The instant Pyrrhus sets foot in Sicily, the Carthaginian Alliance Level is adjusted three (3) boxes in favor of Rome, regardless of what else is happening elsewhere. It occurs even if Carthage is presently controlled diplomatically by Pyrrhus! Moreover, if Pyrrhus has any troops in Sicily—or East Sicilia becomes controlled by Pyrrhus—it requires two Pyrrhic Guile Points to adjust one Carthaginian box in his favor. (Why? See notes on Carthage & Syracuse, below.)
If/when West Sicilia (Carthage) becomes diplomatically controlled by either player, the units listed, below, are immediately available to that controlling player, and remain so for as long as that player retains such control. At the beginning of any turn in which such control ceases to exist, the units must be immediately placed in any town in West Sicilia—unless under siege. These units are placed in any port in West Sicilia when Mago's LAM is first picked. That placement is considered an operation; normal continuation rules are then applied. However, even if controlled by the Romans they may not enter Italy. They can be brought to Sardinia or Corsica, however.
Initial Activation: Mago; 20 Iberian Infantry SP, 20 Gallic Infantry SP, 8 Numidian Elite Cavalry SP; Adjust NS Level for the Tyrrenhum, Sardoum and Africum seas, two in favor of the player controlling Carthage the instant the Carthaginians are active.
Available Each Year: Pyrrhus is in Sicily: 10 Gallic Infantry SP, 1 Iberian Cavalry SP. (Placed, as above, the first time a Mago LAM is drawn in a turn; such placement is an operation.)
Mago may only command the units deployed in West Sicilia and those available as reinforcements. Carthage may not raise manpower from any of the Sicilian cities. The only cities that could provide additional troops for Pyrrhus while in Sicily are those in Eastern Sicily.
Carthage & Syracuse? No Way!
It is feasible that Pyrrhus (or even Rome) can gain control of both Carthage and Syracuse. While that would not be totally ahistorical, what would be is having them both work together. Carthage and the Greeks (both Syracuse and Tarentum, among others, were Greek cities) were not on the best of terms at this time, and any level of cooperation between them would be very unrealistic. Therefore, the following rules apply if either player controls both:
A. Carthage will never voluntarily give up occupation of Lilybaeum, regardless of the political situation. Carthage (through the player that controls her) must maintain a minimum garrison of 10 SPs of infantry at all times (except, of course, if reduced by siege). For Pyrrhus to control Lilybaeum, they must take it by Siege.
B. For purposes of determining whether Pyrrhus controls West Sicilia for victory points (only), though, if Pyrrhus controls Carthage diplomatically, Pyrrhus is considered to control Lilybaeum. Points for controlling Lilybaeum, specifically, apply only for physical control.
C. Carthaginian troops may never be included in a force with units from the Eastern/Greek cities of Sicily or with the Tarentines. They may not Coordinate with a force that has any combat units from these cities, either.
Minor Allies and Italian Tribes: For the purposes of this game, the port of Messana is treated as a separate "province". The Mamertines, who occupy the city, have only the units initially deployed. They do not get any further reinforcements or replacements. They cannot leave Sicily.
The Italian Provinces: In a Manpower Operation—only one per turn—Pyrrhus may raise the troops listed for each province he controls. Troops so raised are placed in any friendly city in that province.
The Reluctant Tarentines: Despite having promised Pyrrhus massive support upon his arrival, the Tarentines—a rather sybaritic, fun-loving bunch, it appears—decided that partying was far better than fighting. They withheld the use of their "army", waiting to see exactly how good this Greek guy was. Therefore, the Pyrrhic player cannot move the Tarentine army until he (Pyrrhus) wins a land battle victory over the Romans—any kind, any size—or captures, in any way, any Large or Medium city.
In addition, all Calabrian reinforcements are treated as Tarentines for this scenario. They may not be placed in any city other than Tarentum. However, they may be raised inside Tarentum even if it is Under Siege!
Manpower
Yearly Manpower is listed in the Provincial Information Chart.
Naval Superiority
The levels below reflect the fact that a Roman war galley fleet was almost non-existent. The seas were controlled by the Tarentines and Syracusans in the south, and the Carthaginians everywhere else. The Tarentine fleet ... and an alliance with Syracuse ... pretty much insured the ability of Pyrrhus to transport his troops to and from Sicily.
NS Levels at the Start of the Game:
| Sea | Level |
|---|---|
| Mare Adriaticum | Rome –3 / Pyrrhus +3 |
| Mare Ionium | Rome –3 / Pyrrhus +3 |
| Fretum Siculi | Rome –2 / Pyrrhus +2 |
| Mare Tyrrhenum | Rome –3 / Pyrrhus –2** |
| Mare Sardoum | Rome –4 / Pyrrhus –3** |
| Mare Africum | Both –4** |
** = Although the Carthaginians are not "active" at the start of the game, their presence in these seas was very pronounced.
The clinker here is the Carthaginians, who start the game inactive but very much a presence. The Carthaginians considered the coastline of Sicily her "property"; they patrol it accordingly. The Tarentine fleet countered that somewhat for Pyrrhus, but Carthage still was the power to deal with. If the Carthaginians become controlled by either player, that player becomes "+4" in the zones formerly controlled by the Carthaginian (**); the level of the other player remains the same.
City IDS: All Medium Cities have an IDS of '3'.
Additional Rules
Roman Consuls: Aemilius Barbula [203] begins the game in command of a Consular Army that is short a Legion. This Army is treated as a Consular Army for all purposes. The next Legion raised must be added to that Army and becomes part of the Imperium of the magistrate then in command.
The Campanian Legion: The Campanian Legion garrison, in Rhegium [It-6015], under the command of a rather ambitious, devious and generally unpalatable Mafia prototype, Proconsul Decius Juvelius (not in the game). The Campanian Legion is an 8 SP garrison that cannot be moved. The Roman player may have a Roman leader pick up the SP to add to any AL type (only) Legion. Whatever, Juvelius is casting jealous eyes across the straits at the Mamertines, who seem to have a good thing going in Messana. The instant Pyrrhus wins a land battle victory (any level) or captures a Large or Medium Italian city, the Campanian Legion revolts. This doesn't accomplish much in game terms, except that the Campanian legion now belongs to no one, and if either player wants to occupy Rhegium, he must first get the Campanians out of there. Place an "In Revolt" marker on top of the Campanian Legion. The Campanian Legion marker remains as long as Rome has a garrison in the city or the revolt is crushed.
Sacked and Destroyed: Thurii [5509] has been Sacked. Place a marker to so indicate.
Elephants: The Romans had never seen elephants before. Their appearance at Heraclea—the first Pyrrhic battle against the legions—caused most of the legionaries to have a collective, massive coronary which, in turn, brought on an intense desire to return to their villages. Therefore, the first time the Epirote player commits his elephants in a battle (8.36), instead of using the War Elephants at Play Table, he automatically adds five (+5) to his Battle Result Table die roll (–5 if he's the defender). This applies only to that first time.
Siege Engines: Only the Romans and the Syracusans may build one—and only one—Siege Engine during play. Neither player may increase their Siege Capability Rating.
DESIGN NOTE: Pyrrhus had very little (try none) siege capability in this area.
Syracuse's Defense Capabilities: The city of Syracuse was especially difficult to take by Siege. In any Assault on Syracuse—a Major City with an IDS of '7'—the attacker subtracts one (–1) from the Assault die roll.
Pyrrhus, the Gentleman: The Epirote player may not Sack any cities. Pyrrhus, according to several sources, was a rather chivalrous chap who found such activities rather barbarous. He was usually especially "nice" to Roman inhabitants of the towns he captured. Appears his approach to "winning of hearts and minds" was somewhat different from that of the locals, who razed each other to the ground with rather depressing regularity, if one is to take Livy at face value (which one should not do).
Victory
The game proceeds until one of the following occurs, any of which signals a Pyrrhic Victory:
- At the end of any turn, Pyrrhus occupies Roma (It-3714)
- At the end of any turn, Pyrrhus occupies Capua (It-4412), Messana (It-5915), Rhegium (It-6015), Syracusa (It-6419), and Lilybaeum (It-5526), all at the same time.
- At the end of any turn Pyrrhus has 50 or more Victory Points (see below).
- At the end of the 280, 279 or 278 game turns, only, if Pyrrhus controls any six (6) Italian provinces, one of which must be Campania.
DESIGN NOTE: Such a gobbling up of territory would indicate a lack of Roman aggression and a concurrent ability to negotiate a peace with Pyrrhus, the details of which would probably have enabled Pyrrhus to establish a manpower base that would allow him to return to Greece with enough power to seize the throne of Macedonia.
If Pyrrhus is killed, the Romans win—as the Epirotes go home.
After 10 Years (turns), if none of the above has occurred, players total Victory Points. The player with the most VP wins.
The players receive Victory Points for controlling the following:
| Location | VP | Location | VP |
|---|---|---|---|
| Each Province [a] | 3 | Tarentum | 3 |
| Syracuse | 5 | Rhegium and Messana | 3 |
| Capua | 3 | Lilybaeum | 3 |
[a] = Including provinces in Corsica, Sardinia, and Sicily ... but not Melita. VP for occupation of cities is in addition to any for provincial control.
There are no VP for Rome or any city that has been Sacked.
Provincial Information Chart — Eagle Has Landed Scenario
| Province | Alliance Level | In Favor of | Yearly Manpower (Inf/Cav) | Contingent |
|---|---|---|---|---|
| Latium | Home | Rome | 0/0 | n/a |
| Campania | 4* | Rome | 9/2 | Italian |
| Etruria** | 4* | Rome | 12/1 | Italian |
| Umbria | 4* | Rome | 5/1 | Italian |
| Picenum | 4* | Rome | 2/0 | Italian |
| Sabinus | 4* | Rome | 10/0 | Italian |
| Messana | 3 | Rome | 3/0 | Greek |
| Samnium | 2 | Pyrrhus | 14/2 | Samnite |
| Apulia | 3 | Pyrrhus | 7/2 | Italian |
| Lucania | 3 | Pyrrhus | 6/1 | Italian |
| Bruttium | 3 | Pyrrhus | 3/1 | Italian |
| Calabria | 4* | Pyrrhus | 15/1 | Tarentines |
| Eastern Sicily | 2 | Pyrrhus | — | — |
| Syracuse | — | — | 6/1 | Syracuse |
| Leotini | — | — | 1/0 | Greek |
| Tauromenium | — | — | 1/0 | Greek |
| Enna | — | — | 2/0 | Greek |
| Western Sicily § | 0 | None | 0/0 | n/a |
NOTE: Arimnum [2708], Fanum Fortunae [2908], Sena Gallica [3008] do not exist. Ancona [3107] does not exist. * Campania, Etruria, Umbria, Picenum, Sabinus are Roman Allies. Calabria is a Non-Roman (Pyrrhus) Ally. All other provinces are Independent. ** Sardinia, Corsica and Melita are considered part of Western Sicily. All are controlled by Carthage. All Medium Cities have an IDS of '3'. Roman Italy includes Latium, Campania, Sabinus, Picenum, Umbria, and Etruria.
Thunderbolt: Hannibal's Invasion of Italy, 218–216 BC
Scenario Complexity: 3
PLAY NOTE: This is a quick-play scenario covering the opening years of the 2nd Punic War. It dispenses with many of the extra rules and concentrates on the basic system. This is a good scenario with which to learn how to play the game, or to fiddle around with solitaire. It's mostly an exercise in seeing if you can do as well as Hannibal—or stop him from doing such. As such, it is not tremendous fun for the Roman, although he can win this.
Game Length
The game is only three years (turns) long, from 218 B.C. through 216 B.C. The scenario is playable in less than three hours, so it is possible to switch sides and see who can do better.
Balance
Not much, although it isn't easy to do as well as Hannibal did historically ... and therein lies the fun. Hannibal defeated three large Roman armies in three years and established a base of operation that covered most of Southern Italy. Achieving the same result will be a difficult task for the Carthaginian. On the other hand, given the poor level of Roman leadership for these three years, the Roman player has no easy task simply surviving. Essentially, you're playing against history, and it is the actual results the players have to equal or better.
Maps
This scenario uses only the Italy map. Sicily, Sardinia and Corsica are not in play.
Rules
The following rules are not used in this scenario:
- Elections: RRR 5.2
- Naval Rules: 7.0; Skip the Naval Construction/Re-allotment Segment in the Sequence of Play.
- Diplomacy and Ambassadors (12.3)
- Auguries (13.0); Do not use the Augury Marker.
Player Aids
- Roman Army Display
- Roman City Occupation Display
- Non-Roman Army Display
- Non-Roman City Occupation Display
Initial Deployments
All hex locations are on the Italia map. Units deployed at a city location are placed Inside the City unless otherwise indicated.
Romans
| Hex/City | Units |
|---|---|
| Roma [It-3714] | 10 Legion Infantry SP, Praetor Urbanus [d] |
| Placentia [It-1514]* | P. Cornelius Scipio [401] (Consul [a]); Legion III, Legion IV, 2 Gallic Infantry SP, 4 Italian Infantry SP [Consular Army I]; T. Sempronius Longus [402] (Consul [b]); Legion I, Legion II, 8 Sicilian Infantry SP |
| Ariminum [It-2708] | 2 Legion Infantry SP |
| Arretium [It-2613] | 2 Legion Infantry SP |
| Pisae [It-2315] | 1 Legion Infantry SP |
*The units at Placentia are outside the city.
All Legions are Recruit and begin at full strength. This scenario uses the Republican Legion composition.
- [a] = Cornelius Scipio has Legions III and IV for his Imperium.
- [b] = Sempronius Longus has Legions I and II for his Imperium.
- [c] = Randomly draw one of the special Praetor Urbanus leaders.
Initial Siege Capability Rating: -3.
Carthaginians
| Hex/City | Units |
|---|---|
| Taurinorum [It-1221]* | Hannibal [OC], Hasdrubal Gisgo, Mago, Hanno Bomilcar, Maharbal; 21 African Infantry SP, 15 Iberian Infantry SP, 19 Gallic Infantry SP, 13 Elite Numidian Cavalry SP, 16 Iberian Cavalry SP, 4 African Elephant SP |
*These units start outside the city.
Initial Siege Capability Rating: -3.
Starting the Game
As the first game turn picks up late-summer, 218 B.C., after Hannibal crossed the Alps, certain LAM limitations are in force. So, for this turn only:
- Hannibal will have only 2 LAM available, one of which is used to start play. The other Carthaginian leaders start with their allotted number of LAMs.
- The Romans receive one (1) Consul LAM which must be used to activate Longus. This, of course, represents what actually happened. If you wish to ignore this, feel free to use either Longus or Scipio.
Place these LAMs along with the three Siege Attrition LAMs in the pool at start. The Augury LAM is not used. For the first game turn (218 BC), the first three phases of the Sequence of Play are ignored. The game starts with a Hannibal Campaign Phase.
The Romans may not raise new legions, or reinforce old ones, in the 218 (first) game turn.
The Emergency rules (RRR 5.28) are not used during the first game turn.
Special Rules
The following rules are not in effect during this scenario:
Auguries: Do not place Augury LAM in Pool
Election of Consuls: The Roman Player will use the historical consul appearance, as given below. He can "replace" killed/wounded consuls, though.
Consuls: There is no differentiation between Rome and Field Consul. Consuls are not assigned provinces and can operate freely in Roman Italy, the two Ligurian provinces, the Gallia provinces, and Venetia. They still must ask for Senate permission to enter Rome. They still must be placed in Rome or with an army.
Naval Rules: The Naval Rules (7.0) are not used. There is no Naval Transport.
Diplomacy: Diplomacy and Ambassadors (12.3) are not used. The Alliance Level markers are only adjusted for Major Victories and Devastation. A player may freely enter cities in a province if that province's Alliance Level marker is in his favor.
Roman Magistrates
Consuls
There is no differentiation between Rome and Field Consul. Consuls are not assigned provinces and can operate freely in Roman Italy, the two Ligurian provinces, the Gallia provinces, and Venetia. They still must ask for Senate permission to enter Rome. Either consul may use the Manpower Operation, but not both. In all other cases where a rule or table makes the distinction, treat both consuls as Field consuls.
Election of Consuls
The Roman Player will use the historical consul appearance, as given below. He can "replace" killed/wounded consuls, though:
217 B.C. CONSUL: Cn. Servilius Geminus [404], C. Flaminius [405]
216 B.C. CONSUL: C. Terentius Varro [408], L. Aemilius Paullus [409] PROCONSUL: L. Postumius Albinus [411]
Both Servilius and Flaminius may be used as proconsuls, if needed.
Dictator: If a Dictator is eligible to be raised it will be Quintus Fabius Maximus Verrucosus [406]. He serves only the year he is raised. While Dictator, Fabius ignores the Roman Honor DRM on all Avoidance attempts. If a Dictator is raised, M. Minucius Rufus may be added as a Magister Equitum.
Proconsuls: If it so happens that the Roman player has need of additional leaders as proconsuls—or replacement for fallen leaders—use M. Iunius Pera [410], or, for play purposes, any other consul with a 'D' or worse battle rating. The shortage of qualified military leaders is obviously part of the Roman problem herein.
Manpower
Romans raise legions as per standard rules.
The Carthaginians receive 10 SPs Gallic Infantry for each Victory they achieve in any province in or north of Etruria and Umbria. They receive 25 SPs Gallic Infantry if it is a Major Victory. Neither of these infusions require a Manpower Raising operation.
They can also raise manpower from any of the Italian provinces they control, as per the rules for such and the Province Table, below. The troops are placed with any Carthaginian force in or adjacent to the province in which they are raised.
Victory
To win, the Carthaginian has to do as well as Hannibal did—or better. For the Roman player to win, he has to stop that from happening. The Carthaginian player wins if he controls any seven contiguous provinces in Roman Italy that begin the game controlled by Rome at the end of 216 B.C., or any five contiguous provinces plus Capua. For victory purposes, Northern and Southern Etruria are counted as separate provinces. HOWEVER, for every Major Victory Hannibal wins, he has to control one less province. For every victory the Romans garner, he has to control one more province. He also wins, of course, if he, at ANY point, occupies Roma. Failure to accomplish any of this means a Roman Player victory.
Provincial Information Chart — Thunderbolt Scenario
| Province | Alliance Level | Manpower Infantry | Manpower Cavalry | Contingent |
|---|---|---|---|---|
| Latium | Rome | 0 | 0 | n/a |
| Campania | Rome | 4[a] | 0 | Italian |
| Etruria** | Rome | 2 | 0 | Italian |
| Umbria | Rome | 1 | 0 | Italian |
| Picenum | Rome | 1 | 0 | Italian |
| Sabinus | Rome | 2 | 0 | Italian |
| Samnium | Rome | 4 | 1 | Italian |
| Apulia | Rome | 2 | 0 | Italian |
| Lucania | Rome | 1 | 0 | Italian |
| Bruttium | Neutral | 15 | 1 | Italian |
| Calabria | Rome | 2 | 0 | Italian |
| Gallia Cispadana | Rome | 0 | 0 | n/a |
| Venetia | Rome | 0 | 0 | n/a |
| Gallia Transpadana | Carthage | 0 | 0 | n/a |
| Liguria Taurini | Carthage | 4 | 0 | Ligurian |
| Liguria Friniates | Carthage | 3 | 0 | Ligurian |
[a] = Only if Capua is controlled by the Carthaginians, otherwise 0. All Medium Cities have an IDS of '4'; Roma has an IDS of 10.
Consul Historical Information Table
The following table lists every Roman leader counter in RRR by ID number, with his full name and the magistracies and years he historically held. D = Dictator; C = Consul; PC = Proconsul (an office that includes Provincial Praetor); PU = Praetor Urbanus; PP = Praetor Peregrinus.
| ID # | Full Name | Offices/Years | Notes |
|---|---|---|---|
| 101 | Caius Poetelius Libo | C326 | |
| 102 | L. Furius Camillus | C325 | |
| 103 | D. Junius Brutus Scaeva | C325 | |
| 104 | L. Papirius Cursor | C326, D325, D324, C320, C319, C315, C313, D310, D309 | a |
| 105 | C. Sulpicius Longus | C323, C314, D312 | |
| 106 | Q. Aulius Cerretanus | C323, C319 | k |
| 107 | Q. Fabius Maximus Rullianus | ME325, ME324, C322, D315, D313, C310, C308 | b |
| 108 | L. Fulvius Curvus | C322, ME316 | |
| 109 | A. Cornelius Cossus Arvina | D322 | |
| 110 | T. Veturius Calvinus | C321 | |
| 111 | Sp. Postumius Albinus | C321 | |
| 112 | Q. Publilius Philo | C327, PC326, C320, C315 | |
| 113 | L. Cornelius Lentulus | C327, D320 | |
| 114 | M. Folius Flaccinator | ME320, C318, ME314 | |
| 115 | L. Plautius Venno | PC322, C318 | |
| 116 | C. Junius Bubulcus Brutus | C317, C313, ME312, C311, ME310, ME309 | |
| 117 | Q. Aemilius Barbula | C317, C311 | |
| 118 | L. Aemilius Mamercinus Privernas | D316 | |
| 119 | M. Poetelius Libo | C314, ME313 | |
| 120 | M. Valerius Maximus | C312 | |
| 121 | P. Decius Mus | C312, C308 | |
| 122 | C. Marcius Rutilus | C310 | |
| 201 | P. Valerius Laevinius | C280 | |
| 202 | Ti. Coruncanius | C280 |
Notes:
- a = Papirius Cursor appears to have been elected Consul two years in succession, an exception to the "law" against doing so; there is little indication as to why/how this occurred. He was also a two year Dictator (325–4), and there were no consuls for 324. There is some doubt as to whether this Papirius is the right Papirius, although recent research seems to so indicate.
- b = Fabius Maximus' stint as ME (Magister Equituum, or Master of the Horse) was essentially as a second Dictator!! There were no consuls that year (324); maybe they were giving the Two Dictator system a try-out.
- c = Curius Dentatus—he of the bucked teeth—was re-elected off of his "victory" over Pyrrhus at Malventum. Malventum, a key Samnite city, was renamed Beneventum when occupied by the Romans.
- d = Fabricius was a busy fellow, previously consul in 282 and wounded at Ausculum, where he was a legate. He is also the fellow who informed Pyrrhus of the plot against his life. Fabricius, Aemilius Papus and Dolabella were also ambassadors to Pyrrhus after Heraclea.
- e = Dolabella included herein because we needed a few more patricians for the pool and he was fairly active during this era, albeit not at the consul/proconsul level. He was consul in 283, though.
- f = Rufinus is the fellow who got tossed out of the job—and the Senate—because he was hoarding silver.
- g = Actually, the consul for 271 was L. Genucius Clespina, but since "C" was also consul in 270, we figured it would be a bit of overkill to provide counters for both. Tangentially, note the almost complete absence of proconsuls of any type—praetors, etc.—in the Pyrrhus era. Even with Pyrrhus and the Samnites causing all sorts of problems, the Roman army remained fairly small ... rarely more than 8 legions total.
- h = The father of Scipio Africanus, and most noted for his extended proconsulship in Spain from 217 BC until his death in 211 BC. Same applies to his brother, Cnaeus.
- i = The leader of the "Fabian" party in the Senate, and purveyor of the strategy of delay and deny, for which he was awarded the cognomen "Cunctator". A very powerful man, politically. His son of the same name served towards the end of the war as a proconsul (#346). His political, military and philosophical opposite was M. Minucius Rufus, an old "cavalry" type who believed in meeting all problems with a headlong charge. In an instance of political dopiness never repeated, the two rival men, Fabius and Minucius, were both elected Dictator in the same year! Didn't work. Fabius also served as Consul Suffectus (sort of a replacement consul) in the Postumius fiasco; see 'j'.
- j = Here's a good one; follow this closely ... it's hard to believe. Seems Postumius was very aptly named, as he was killed at Cannae in 216. So what was he doing as consul in 215? Well, while taking a Gallic sword to the neck on the banks of the Ofanto, it appears he was Consul Designate for 215. This still entitled him to "hold" the office of Consul, if only on the rolls. Anyway, Claudius Marcellus appears to have been appointed to take his place but, instead, abdicated when such "election" was declared invalid. In game terms it means nothing, but the Italian method of electing dead guys seems to have carried over to Chicago.
Sources
Bath, Tony, Hannibal's Campaigns (Barnes & Noble, NY, 1992) A reprint of a 1981 work by a wargamer, this is an unexpectedly good military view of all three Punic wars, with most of the emphasis on Hannibal, to whom Bath is quite partial (as are we!). Good analysis, good naval info, and lots of well-backed opinion.
Bradford, Ernle, Hannibal (Dorset Press, NY, 1991) Highly readable general history of the Big Barca—and very pro-Carthaginian! But he has good grasp of the sources, provides numbers, discusses reasons, etc.
Broughton, T. Robert S., The Magistrates of the Roman Republic (American Philological Association, NY 1951) This book lists every consul, dictator, magistrate, praetor, legate, and what have you in the history of Republican Rome! (You think we made up all those names??) The footnotes also provide some insight, albeit cursory, as to their military capabilities. Also has some interesting sidelight information, such as cashiered consuls and vagrant Vestal Virgins.
Caven, Brian, The Punic Wars (Barnes & Noble, NY, 1992; reprint of 1980 edition). Another excellent book on not only Hannibal, but the entire relationship between Carthage and Rome. Delves extensively into areas other modern sources completely ignore, such as the 3rd Punic War and lots of details about Sicily, etc. If you want to read only one book on the Punic Wars, this is it.
Cornell, Tim and Matthews, John, Atlas of the Roman World (Facts On File, NY 1982) These F-o-F atlases are really spiffy stuff . . . lots of maps, lots of information. And the supporting text, while surface, is quite good. Good source for what cities/towns started when, especially in early Rome.
Kiepert, Dr. Henry, Atlas Antiquus, 12 Maps of the Ancient World (Leach, Shewell & Sanborn, New York ?) This "undated" volume contains very detailed maps of Rome, Sicily, Hispania, etc., during the Classical Period. Just when during that period is a good question—as is the publication date of this book (I would guess about 1900). But very informative and a much-used—if eyeball-smashing—source.
Livy (Titus Livius); translated by Betty Radice, Rome and Italy (Penguin Books, NY, 1982) The main (available) primary source for the Samnite Wars, this edition covers Books VI-X of Livy's major work on early Rome. Rather rambling, and Salmon swears it's full of mistakes. I wouldn't know; I wasn't there ... but some of the stuff does seem a bit improbable, though. What is really interesting is how much of a snob Livy was.
Motta, Giuseppe (Dir. de Cartografica), Atlante Storico Illustrato (Istituto Geografica de Agostini, Novara 1974) Italian atlas that pretty much concentrates on "Italian" history.
Nofi, Al, Imperium Romanum II (West End Games, NY, 1985) This massive simulation of the history of Imperial Rome is still one of the cornerstones of wargaming, even if it is a bit overwrought in spots. Nofi's research—with the help of some very good friends—is always exhaustive, and we used many of his provincial and city ratings. The game also includes a very handy bibliography. And, since I got two lines in Al's bibliography, I thought I'd give him a (well-deserved) credit here.
Polybius; translated by Ian Scott-Kilvert, The Rise of the Roman Republic (Penguin Books, NY, 1979). Basic source for all Punic Wars stuff (although there ARE others). Much detail, surprising amount of "why", making Polybius far more readable than many of his classical peers. This edition has good maps, too. Definitively sine qua non.
Salmon, E.T., Samnium and the Samnites (Cambridge Univ Press, NY, 1967) No, it's not a rap group. It's your basic "modern" source on the Samnites ... at least until someone writes another book. Good detail—at least what detail there is—good source, good book. He does spend a lot of time saying what we don't know ... and refuting many of the primary sources, about which he is probably right.
von Hagen, Victor W., Roman Roads (World Publishing Co., Cleveland, 1966). Amazing what you find in the Children's section of the library. Contains map of complete Roman road system, plus chronological building tables.
Additional sources can be found in GMT's S.P.Q.R. game. Lots of books listed there ... including all our Pyrrhic sources.
A Rules Index (alphabetical cross-reference of rule numbers) and a Gazetteer of the Italy map's provinces, cities, and hex numbers follow the Sources page in the printed rulebook. The Rules Index is a page/section locator only and is not reproduced here; the Gazetteer is summarized below.
Rise of the Roman Republic Gazetteer
The printed Gazetteer lists every province on the Italy map together with its Attrition Value, its cities (marked (M) for Medium City, (L) for Large City, all others Small), their hex numbers, and port status (* Minor Port, ** Secondary Port, *** Major Port). Selected provinces and their cities:
| Province [Attrition Value] | Cities (hex) |
|---|---|
| Gallia Massilia [3] | Arelate; Aquae Sextiae (1528); Massilia (M)*** (1629) |
| Liguria Taurini [2] | Cemenelum* (1723); Taurinorum; Vercellae; Hasti; Albingaunum (1719) |
| Liguria Friniates [2] | Genua**; Dertona; Ticinum |
| Gallia Transpadana [2] | Novaria; Bergomum; Mediolanium (1215); Brixia; Verona; Mantua; Cremona (M) (1513) |
| Venetia [2] | Patavium; Atria; Oppida Taurinorum (1705); Bellunium (1504); Aquiliea** (1901); Altinum* |
| Gallia Cispadana [2] | Placentia (M) (1514); Parma; Mutina; Bononia; Favenua; Ravenna* |
| Umbria [3] | Ariminum (M)* (2708); Fanum Fortunae (2908) |
| Northern Etruria [2] | Pisae (M)* (2315); Florentia; Volaterrae (2514); Arretium (M) (2613); Popolunium (2717); Ilva* (no city) (2718) |
| Southern Etruria [3] | Cortona; Perusia; Clusium; Saturnia; Cosa; Tarquini |
| Sabinus [4] | Camerinum; Spoletium; Firmum; Asculum; Reate; Corfinum; Tibur; Tarracina*; Casinum |
| Campania [2] | Capua (L) (4412); Neapolis (M)*** (4512); Luceria; Sipuntum (4505); Ausculum (4608); Venusia (4707); Canusium (4706); Barium* (5004); Gnathia (5203) |
| Samnium [3] | Aesernia (4010); Saepinum (4210); Beneventum (4510); Aquilania (4708); Ortona* (3808) |
| Latium [2] | Roma (L) (3714); Ostia*** (3715); Praeneste (3713); Antium* (3915); Fregellae (4013) |
| Apulia [2] | Cumae (M)** (4413); Salernum; Teanum; Arpi |
| Lucania [3] | Sentinum (2909); Potentia; Vena; Bruxentum* (5110); Grumentum (5109); Heraclea (5407); Metapontum** (5306) |
| Picenum [2] | Ancona (3107); Truentum (3307); Castra Novum (3407); Hadria (3508) |
| Bruttium [3] | Thurii* (5509); Consentia (5611); Terina* (5711); Hippontum (5812); Croton* (5908); Locri* (6013); Rhegium (M)** (6015) |
| Liparae [2] | Lipara* (5616) |
| East Sicilia [3] | Messana (M)** (5915); Mylae (5816); Tauromenium (6017); Tyndaris (5818); Catana* (6118); Leontini (6119); Enna (6021); Megara (6219); Syracusae (L)*** (6419); Netum (6420); Helorus (6520); Camerina (6222) |
| West Sicilia [3] | Agrigentum (M) (5923); Heraclea Minoa (5825); Cephaloadium (5720); Thermae (5522); Panormus (M)** (5423); Segesta (5425); Drepanum (M)** (5326); Lilybaeum (M)*** (5526) |