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 Carthaginian – Richard
(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)