Background
This
campaign pits the forces of Carthage against the rising power of Rome for
control of the ancient Mediterranean world. The
campaign begins with Rome largely hemmed-in and seeking to expand its influence
beyond Italy. Roman holds a single territory in Spain as its only overseas
outpost. Carthage
hold Spain, Africa, and Gaul. Greece is neutral and Dalmatia / Macedon are not
used.
The
campaign has been written for the Armati
II rules but could be easily adapted to other sets. We have slightly cheated on
the historical front by mixing troops from several periods; firstly to suite
the figures available and secondly out of a romantic desire to field all the
most popular units from the Punic Wars.
Movement
Each
turn both sides may launch a single attack from a province they own into a
neutral or enemy territory, where battle ensues.
Battles
Battles
are fought using standard Armatii rules. Terrain can be of three types - Open,
Rough, or Hilly. Roll below to determine which and then randomly select a
terrain map from those supplied.
Open
|
Rough
|
Hilly
|
|
Africa
|
1-5
|
6
|
-
|
Italy
|
1-4
|
5
|
6
|
Spain
|
1-3
|
4-5
|
6
|
Gaul
|
1-3
|
4-5
|
6
|
Greece
|
1-5
|
-
|
6
|
Troops
The
Core units available are specified in the army lists below. These are slightly
expanded versions of the standard lists, with the Break Point adjusted. All
armies have two generals.
A
unit card is provided for each reinforcement unit, split into packs for each of
the provinces of Italy, Gaul, Spain, Africa, and Greece. Each card contains the
stats and points cost of the unit concerned. For each province up to 3 separate
piles are formed; Foot, Mounted/Lights, and Roman/Carthage (only as
appropriate)
Players
take turns drawing reinforcement cards, up to a maximum of one card / territory
held in that province, swapping between provinces as they see fit. For Italy
the Roman's may draw 2 cards / territory held as they begin with fewer
territories.
You
keep drawing until reach either 75 or 100 points as agreed by the players. If
you "bust" then you return the card to the pack and draw another
until you hit your reinforcement limit or 1 below it (there being no 1 point
units).
Republican Roman | ||||||||||
CR: | H: 5 | L: 3 | BP: 3 | Init: 4 | ||||||
Unit | CV | Prot | Weapons | Number | Cost | Total | Bases | Key | Type | Available |
Hastati / Principes | 7 [2] 2 | +2 | Pila/Sword | 6 | 11 | 66 | 24 | Yes | FT | |
Triarii | 7 [2] 2 | +2 | Spear | 1 | 13 | 13 | 4 | Yes | FT | |
Velites | 3 [1] 2 | +2 | Javelins | 1 | 2 | 2 | 4 | No | SI | |
81 | ||||||||||
Carthaginian | ||||||||||
CR: | H: 5 | L: 4 | BP: 3 | Init: 5 | ||||||
Unit | CV | Prot | Weapons | Number | Cost | Total | Bases | Key | Type | Available |
Celts | 5 [1] 3 | +1 | Swords | 2 | 7 | 14 | 8 | Yes | WB | |
African Veterans | 8 {1} 1 | +2 | Spears | 1 | 16 | 16 | 4 | Yes | PH | |
Citizern foot | 6 [1] 1 | +1 | Spears | 2 | 8 | 16 | 8 | Yes | FT | |
Punic Horse | 4 [0] 0 | +1 | Various | 1 | 10 | 10 | 4 | Yes | HC | |
Numidians | 2 [0] 0 | +1 | Various | 2 | 7 | 14 | 8 | No | LC | |
Celtic Cavalry | 4 [0] 0 | +1 | Various | 1 | 10 | 10 | 4 | Yes | HC | |
Balearics | 3 [1] 2 | +2 | Slings | 1 | 2 | 2 | 4 | No | SI | |
82 | ||||||||||
Bonus Units - Roman only (Italy) | ||||||||||
Hastati / Principes | 7 [2] 2 | +2 | Pila/Sword | 0 | 11 | 0 | 0 | Yes | FT | 2 |
Triarii | 7 [2] 2 | +2 | Spear | 0 | 13 | 0 | 0 | Yes | FT | 1 |
Penal Legions | 5 [1] 1 | +1 | Various | 0 | 6 | 0 | 0 | No | FT | 2 |
Gladiators | 5 [1] 2 | +1 | Various | 0 | 8 | 0 | 0 | No | LHI | 3 |
Velites | 3 [1] 2 | +2 | Javelins | 0 | 2 | 0 | 0 | No | SI | 1 |
Bonus Units - Carthage only (Africa) | ||||||||||
African Veterans | 8 [1] 1 | +2 | Spears | 0 | 16 | 0 | 0 | Yes | FT | 2 |
Punic Cavalry | 4 [0] 0 | +1 | Various | 0 | 10 | 0 | 0 | Yes | HC | 2 |
Citizern foot | 6 [1] 1 | +1 | Spears | 0 | 8 | 0 | 0 | Yes | FT | 1 |
Bonus Units - both | ||||||||||
Italy | ||||||||||
Italian Allies | 6 [1] 1 | +1 | Swords | 0 | 8 | 0 | 0 | Yes | FT | 5 |
Italian Cavalry | 4 [0] 0 | +1 | Various | 0 | 10 | 0 | 0 | Yes | HC | 2 |
Italian Skirmishers | 2 [1] 1 | +2 | Javelins | 0 | 2 | 0 | 0 | No | SI | 2 |
Africa | ||||||||||
Libyan skirm | 3 [1] 2 | +2 | Javelins | 0 | 2 | 0 | 0 | No | SI | 3 |
Numidian cavalry | 2 [0] 0 | +1 | Various | 0 | 7 | 0 | 0 | No | LC | 1 |
Numidian Archers | 2 [1] 1 | +2 | Bows | 0 | 2 | 0 | 0 | No | SI | 1 |
Elephants | 4 [3] 1 | +1 | Various | 0 | 10 | 0 | 0 | No | EL | 5 |
Numidian Slingers | 3 [1] 2 | +2 | Slings | 0 | 2 | 0 | 0 | No | SI | 1 |
Spain | ||||||||||
Spanish Foot | 6 [1] 1 | +1 | Various | 0 | 8 | 0 | 0 | Yes | FT | 3 |
Spanish Skirm | 3 [1] 2 | +2 | Javelins | 0 | 2 | 0 | 0 | No | SI | 2 |
Celt-Iberians | 5 [1] 3 | +1 | Swords | 0 | 6 | 0 | 0 | No | WB | 2 |
Gaul | ||||||||||
Celts | 5 [1] 3 | +1 | Swords | 0 | 6 | 0 | 0 | No | WB | 4 |
Gallic Cavalry | 4 [0] 0 | +1 | Various | 0 | 10 | 0 | 0 | Yes | HC | 2 |
Greece | ||||||||||
Balearic Slingers | 3 [1] 2 | +2 | Slings | 0 | 2 | 0 | 0 | No | SI | 1 |
Peltasts | 4 [1] 2 | +1 | Various | 0 | 7 | 0 | 0 | No | LI | 3 |
Greek mercenaries | 6 [1] 1 | +2 | Spears | 0 | 10 | 0 | 0 | No | PH | 3 |
Players
may forgo a troop card pick and instead choose a stratagem card, costing 12
points. Stratagems are random as who knows what inspiration you will get from
the Gods.
Favourable
ground
|
Remove
one piece of rough terrain
|
Seize
the day
|
One
light command may deploy a move forward, after deployment but before the
battle begins
|
Flank
attack
|
A
single command starts off table. On a 5,6 it arrives on table lined-up in the
enemies deployment zone.
|
Ambush
|
A
gully may be placed in the enemies flank zone. It hides a single unit command.
|
Reorder
the lines
|
Two
adjacent commands in contact may have units between them.
|
Favourable
Ground II
|
Move
one piece of terrain in your own half
|
Military
Advisor
|
You
receive an additional general
|
Swift
attack
|
You
are guaranteed the initiative for the first D2 turns
|
Reorder
the lines II
|
You
may reposition a single unit command after the reveal
|
Happy
campers
|
You
receive an on-table camp counting as defences, which must be in your central
zone
|
Favourable
Ground III
|
You
may add a single piece of Rough terrain
|
Favourable
Ground IV
|
You
may move a single piece of terrain in the enemy half
|
Are there rules for moving through movement points, mountains, seas as well as winning the campaign?
ReplyDeleteCheers,
Mark