The Map
So far there have been two turns (years) completed, and two battles waiting completion.
Turn 1.
Goths invaded Quadi and were defeated and knocked out in a bloody tussle which could have gone either way.
Romans also invaded Quadi – draw.
Huns invaded Sassanids – draw. Remain at home following year.
Turn 2.
Alans invaded Rome – draw. Remain at home following year.
Ostrogoths occupied vacant Gothic territory.
Turn 3.
Huns invaded Ostrogoths.
Romans invaded Quadi.
Rome and Enemies AD390-410
Campaign
Situation: Each player commands an army from the
period 390-410 AD. Either Roman or an army which opposed Rome.
Aim: Be the last army remaining at the end of the
campaign.
Method: When a player’s army is broken in battle he
is knocked out. The one exception is that the Roman player may lose one army,
if he is invading, and continue in the campaign. This reflects Rome’s greater
resources and counters the fact that most other players have immediate access
to Rome’s borders.
Turns: Each
turn represents one year. Each player submits his orders for that year – either
invade adjacent territory or defend. (Or for Romans and Sassanids – leave an
army in the field) Each player will have an initiative roll (1d6) – highest roll
orders implemented first – tie break roll for draw. (This roll may be done by
the umpire – AC) If a player is invaded prior to implementation of his own
ordered invasion, then his invasion will be cancelled. If two players invade
the same territory then the second invasion will fight whoever owns that
territory at the time of his invasion. Rome and Sassanid armies get + 1 on their
initiative rolls reflecting their more organised status.
Armies: Each army is 10,000APs from own army list
with no external allies, except if enemy territory is conquered by invasion
then an ally may be taken from the conquered army. (A Roman/Sassanid ally will
be considered as provincial/border troops so cannot contain any superior
troops) If an army nominates to defend
then it may add 200APs to its choice and receives one extra PBS card than shown
in its army list. Battles obviously take place in the terrain of the invaded
player.
Map: Represents the territory of the players. You may
invade any adjacent territory, or through the territory of a knocked out player
unless his territory has been conquered by another player. If your order
requires you to transit a knocked out players territory then you incur – 1 on
your initiative dice.
Players: are knocked out if their army is broken,
except for Rome’s 1st invading army bonus. If knocked out when
invading then that player’s territory is vacant, and may be occupied freely by
any subsequent invasion. If knocked out when defending then the territory is conquered
by the invading player. The territory is effectively merged into one area, and
if either area is subsequently invaded and defeated than that player is knocked
out.
Draws: Any battle which does not result in a player’s
army being broken, or a mutual destruction, counts as a draw. The invading
player may not make any invasion in the subsequent year/turn, and there is no
200Ap bonus/extra PBS card for defending. However, both Rome and Sassanid Persia
may effectively leave an invading army in the field, and after a draw they may
choose to fight in the same territory next year. This gains an additional + 1
on the initiative roll. However, if their own territory is invaded prior to
their attack then their invasion is cancelled. If there is a second draw then
they may not make any invasion in the subsequent year/turn.
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