8 Apr 2021

TURN ONE - SAMNITES/GAULS INVADING ROMAN NORTH ITALY


 

The Samnites (Phil) with Gallic Allies (Geoff) have invaded 

Roman N Italy.(Graham/Dave)

The Samnite Galls have 10900 pts vs 10100 for the Romans.

 

Dave's forces sets up in the centre and on the right wing, the 

only scenery a wood directly ahead of his right flank.

Graham takes the left wing for the Romans, all the Roman 

Generals have three cards (competent), they are out scouted

by the invaders and set up accordingly first.

Geoff  positions himself on the Samnite left flank,

 a force of chariots, warriors and skirmishers.

 

Geoff's Gauls

 

 

 

 

 

 

 

 

 

 

 

 

 

Phil's Samnites covers the centre and right wings, his cavalry

head off at full speed to the the outside of the Roman left flank 

commanded by Graham. Their Army has  one talented (four card) 

Samnite general. They otherwise match the romans with the rest 

being competent, (three card).


Samnites / Gauls left, Romans right.






















Phil's cavalry move to the flank and one of his foot units

races along the back of the formation to fill the gap created 

in his line.


Phil's cavalry moving to the flank.











Phil's infantry start on the long trek to the right wing.












Graham's skirmishers meet the threat














Graham's general goes five turns without a coloured card.











The whole Roman command fails to get a coloured command 

card on the first turn, and Graham gets his first coloured card on

turn six,(green). He ends up getting two yellows on the last 

turn and no reds at all during the game. 

Graham's light cavalry retreat through his mediums doing no 

damage. Phil's superior cavalry start to wear down their

opponents who are average only. 


The gap closes.













In the first clash of infantry 3 1/2 files go down















Ouch another three









Geoff's Gauls charge the line.















They achieve a shatter and another bloody round














Skirmishes trade missile fire with limited effect in cover.















Phils successful cavalry appear behind Graham









In the dying moments Phils cavalry charge Grahams

flank. Elsewhere it looks like the Samnites and Gauls 

have the edge over the Romans.

The Cavalry do limited damage and the Romans turn 

to meet their foe. Elsewhere another Samnite unit goes 

down and the Romans come back into contention.

With only one more tug to go on both sides the Samnites

who had initiative manage to destroy one last Tug and take 

victory.


Out of interest the Romans who were hit in the back by the 

cavalry threw their dice and would have destroyed their  foe.

So the game came down to who choose the last combat.


What could have been.....











The game had many stand outs, Grahams total lack of cards.

Grahams amazing killer dice. The devastating charge of Geoff's 

Gaul foot as well as Grahams destruction of one of Phil's Tugs.


Game one has set the tone.













Western Mediterranean – 280BC –Mortem et Gloriam Campaign


Western Mediterranean – 280BC –

Situation – Each player controls the military forces of a country in the Western Mediterranean  around the period 280BC. Each country is divided into three provinces, apart from the Pyrrhic forces which initially owns no territory in the area.  

Each player starts with an ally.

Carthage and Spain

Pyrrhus and Magna Graecia

Gaul and Samnites

2 Roman factions

Forces

Early CarthaginianRichard

(Provinces – Africa, Carthaginian Spain, Carthaginian Sicily)

Spanish – Brendan

(Provinces – Iberia, Lusitania, Celtiberia)

Pyrrhic – Andrew

Magna Graecia – Oliver

(provinces – Greek Sicily, N Greek Italy, S Greek Italy)

Gauls – Geoff

(Provinces – Alpine Gaul, Central Gaul, Western Gaul)

Samnites – Phil

(Provinces – Samnium, Umbria, Sentium)

Mid Republican Roman – Graham

Mid Republican Roman - Dave

(Provinces – N Roman Italy, Rome, S Roman Italy)

 

Aim – to have your faction control all the countries in the region. To control a country you need to own two of the three provinces in that country. Exceptions – Rome must lose all three provinces. Carthage must lose Africa and one other province. If you own one province and are the original owner of the province with no other player controlling two provinces then the country is in dispute.  However, following the turn in which control of a country is lost the player may have one last attempt to regain control, albeit at reduced force strength.

Once you control a country you may take an ally of that nation. If the original player still owns one province he may continue providing an ally to his original partner.

If a player holds no provinces he is knocked out. The exception is Pyrrhus. To be counted as part of a winning faction, Pyrrhus must control at least one country. If Pyrrhus gains control of a country and subsequent to this controls no provinces then he is knocked out.  

Method – if you invade a province and win the resulting battle you capture that province. If the invasion is an allied force then the player who provides the main force captures the province.

Turns:  Each turn represents one year. Each player submits one order for that year.

Orders: Invade province

                Invade province with ally support

                Invade province as ally support

                Support ally defensively

                Defend (A province)

If a province which is nominated as being defended is invaded then defenders receive a 250 AP bonus. If another province is invaded while defending then a bonus of 100AP is received.

Movement. Players may make land moves to adjacent provinces, and also cross the neutral province of southern Gaul. Movement can also occur from adjacent provinces to Sicily and from Africa to southern Spain. Sea Movement can occur also for players with sea power. They may move from any coastal province to any other coastal province. They may also transport an ally who doesn’t have sea power. However there are certain dangers. On a roll of 1 (on a d6) the invasion is cancelled. On a subsequent roll of 1 or 2 the invasion forces is considered destroyed. (counts as an invading army being broken) Movement is always considered to be from a home province, or a captured province adjacent to a home province. Thus if a non adjacent province is captured by a sea invasion, any movement from that province require reinforcement by sea movement with its concurrent risks.

Initiative.

Support and Defend orders occur automatically. For invasions, each player rolls a 1d6 with the highest number moving first. If your only movement is as an ally then you don’t need to roll. If two countries invade each other using the same land path then the second invasion is cancelled. If they use the same sea path they go ahead but the dangers are greater so cancellation occurs on a roll of 1-2.

Modifications to initiative.

Invasion by sea -1

Invasion with ally (except all roman forces) -1

Invasion through neutral land province of southern Gaul -1

 

Special Abilities:

Carthaginians : Sea Power. In Africa may have a Numidian Ally

Spain: If defending in Spain when playing a card to determine terrain the card counts as one colour code higher than normal, and draws one addition PRS card. Spanish player must choose one faction (Iberian, Celtiberian or Lusitanian) as his home faction all armies must contain at least  one command of that faction. Others may be used as internal allies.

Gaul: +1 Initiative, may have Iberian ally if attacking Spain.

Samnite – May have Umbrian ally if defending in Italy.

Pyrrhic: Sea Power. Starts with no territory and may not be directly attacked until owns captured provinces. Appears in first term for free in Magna Graeca territory or may make a Sea invasion.

Magna Graeca. Sea Power. May have Apulian or Bruttian ally if defending in Italy.

Rome: Sea Power. Two factions which may support or undermine each other. No direct fighting allowed.

Armies:

Must be drawn from the relevant army list between 280-270BC.

Base Size 10000Aps

With Allies 11000 Aps

Reduced to 1 province minus 1000Aps (May still provide ally without penalty)

Defending a specific province ( +250 AP)

Defending + 100AP

Random Factor – prior to each battle roll 1D6

0 – 500Aps

1 -250 Aps

2  - 100Aps

3-4 no change

5 + 100Aps

6 +250Aps

Battles: If a defending army is broken that province is lost to the invaders. If in invading army is lost, the first time there can be no offensive actions the next turn for the main invader. The second time there is a two year hiatus, the third time a three year hiatus. In the year following a defeat there can be no positive random factor bonuses for either the main or allied invader. Defending draws impose no penalties. Attacking draws means the main invader gets a minus 1 penalty on his random factor roll if invading the following year. This is cumulative – ie invading two years running and drawing both times means a -2  penalty if attacking the next year.

 

Roman internal conflict.

The Roman forces represent two factions. Only one faction may be victorious.  They may cooperate, providing allies in battle for both attack and defense. However, each faction gains points for its successes, and loses points for failures.

Capture a province as main invader 5 points

Capture a province as support 2 points

Control a country 5 points (One faction must control at least two provinces in another country to score these points)

Win defensive battle as main force 4 points

Wind defensive battle as ally 2 points

Winning draw in battle as main force 2 points

Winning draw in battle as support 1 point.

Losing draw in battle as main force -2 points

Losing draw in battle as ally – 1 point

Losing a province as main defender –  3 points (-5 if Roman province)

Losing a province as ally -1 point (-2 if Roman province)

Losing offensive battle as main army – 3 points

Losing offensive battle as ally – 1 points

If a Roman province is invaded then the main army is decided in this order of priority

1 – the player who nominated to defend that province

2 – the player who did not take offensive action that turn

3 – Die roll, with the winner deciding which faction provides the defending force.

Romans may act to sabotage their opposing faction. If no offensive action is taken then efforts may be made to weaken the other factions efforts for that turn – reflecting nefarious political activities at home (roll 1D6 – 1-2 initiative roll -2, 3-4 minus 100Aps, 5-6 minus 250Aps) The other player is aware of these actions. 

 



 

 

 

 

 

 

 

So Turn 1 has generated three battles:

 

The Samnites (Phil) with Gallic Allies (Geoff) have invaded Roman N Italy.(Graham/Dave)

The Samnite Galls have 10900 pts vs 10100 for the Romans.

Result Victory for Samnites and Gauls they take Roman N Italy.

 

The Romans (Dave/Graham) have both invaded Greek N Italy (Oliver)  who elected to defend, supported by his Pyrrhic ally(Andrew)

Romans have 10900 pts vs 11100 for the Greek/Epirotes

Result Victory for Greeks and Pyrrhic

 

The Carthaginians (Richard) with their Spanish allies (Brendan) invaded Greek Sicily (Oliver/Andrew)

The Carthaginian/Spanish have 11250pts vs 11350 for the Greek/Epirotes

 Result Draw.

 



 

 

 

 

 

 

Turn 2 has generated three battles. 


Pyrrhus – Invade Iberia by sea.
Magna Graeca – support Pyrrhus
Consul Graham – support Dave defensiviey
Consul Dave – support Graham defensively
Spain – invade Western Gaul
Carthage – support Spain
Samnites – Invade Rome
Gauls – support Samnites


Samnites with Gallic allies at 11000 points
Vs Romans at 11000 points
(Romans must decide which Consul is the main defender)


Spain with Carthaginian allies at 11000 points
Vs Gauls at 10000 points


Pyrhhus with Greek allies at 11000 points
Vs Spanish at 9750 points plus.
(Pyrrhus rolled successfully for naval invasion)