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Transcript
Carthage Scenario Book
V2.0 July, 2013
VOLUME #2 of THE ANCIENT WORLD SERIES
A RICHARD H. BERG GAME DESIGN
SCENARIO B O O K
Version 2.0 July, 2013
TAB LE O F C O N T E N T S
CR 1.0 Introduction.................................................... 2
CR 2.0 Components.................................................... 2
CR 2.1 The Maps................................................. 2
CR 2.2 Counters.................................................. 2
CR 2.3 Player Aids.............................................. 4
CR 3.0 The Sequence of Play..................................... 4
The Roman Political and Command System............. 5
CR 5.1 The Magistrates of Rome........................ 5
CR 5.2 Elections and Assignment of Magistrates.. 7
CR 5.3 Prorogue of Imperium.............................10
CR 5.4 Magistrate Restrictions...........................10
CR 5.5 Magistrates in General............................11
CR 5.6 The Senate...............................................12
CR 5.7 The Carthaginian Political System..........13
CR 6.0 Movement.......................................................16
CR 7.0 The Advanced Naval System..........................17
7.1 Fleets and Naval Construction.....................17
7.2 Fleet Commanders........................................18
7.3 Naval Operations..........................................18
7.4 Naval Combat............................................... 20
7.5 Raids............................................................. 21
7.6 Naval Transport............................................
7.7 Port Harbor Capacity and Winter.................
CR 8.0 Land Combat..................................................
CR 9.0 Cities and Sieges.............................................
CR 10.0 Manpower.....................................................
10.1 Raising Legions..........................................
10.2 Placement of Roman Manpower................
10.3 Legion Training..........................................
10.4 Carthaginian Manpower.............................
10.5 Carthaginian Army Efficiency....................
CR 12.0 Diplomacy....................................................
21
22
23
23
24
24
25
25
25
26
27
SCENARIOS:
The Mercenary War, 241 B.C.............................
Agathocles, 311 B.C...........................................
Hiero, Hero or Gyro? 264–263 B.C...................
The First Punic War, 264 to 241 B.C..................
Consul Historical Information Table..........................
Extended Example of Play.........................................
Carthage Rules Index.................................................
Carthage Gazetteer.....................................................
28
29
32
34
39
40
46
48
© 2005 GMT Games, LLC
0505
Carthage Scenario Book
(1.0) INTRODUCTION
V2.0 July, 2013
Carthage
Carthage (Volume II of The Ancient World series) simulates the first
war of the three separate wars that comprised the 100+ year long
disagreement between Rome and Carthage as to who would rule the
western Mediterranean, plus some of the wars fought in and around
Sicily and Africa prior to the 2nd Punic War.
The rules, below, are in addition to those in the basic, Ancient World
Rules book.
(2.0) COMPONENTS
CR contains the following:
The Carthage map is divided into four game provinces: Carthage,
Tripolitana, Numidia and Mauretania. The actual political boundaries
of what we know as the country of Carthage are a bit problematical
to discern. The Carthage map uses the “Ditch” boundary (as noted
on the terrain legend). It seems that Carthage defined her home
territory by digging a protective ditch at the edges of her domain,
although exactly what protection it would offer is open to speculation (probably of the Line in the Sand variety) While we do not
know the exact places of this boundary, we have a pretty good idea
(according to several of the sources we read) and have noted this on
the map. For the Punic Wars scenarios, Carthage will be considered
to lie within the Ditch Boundary, although, at various times, she will
hold Numidian towns.
To which we must add that during this period, and even while she was
fighting Rome, Carthage was always seeking to extend her boundaries... to the west, into Numidia, and to the south and southeast, into
the Libyan-populated area known as Tripolitana.
1 22” x 33” Game Maps (AW Maps: IT [Italy])
1 17”x22” Game Map (AW map: CR [Carthage])
4 Full Counter Sheets (1120 counters)
2 Tables and Charts Folders (4-sides each)
1 Augury Event Chart (2 sides)
1 Advanced Naval Rules Charts & Tables Card (2-sides)
1 Roman Political Charts & Tables Card (2-sides)
1 Carthaginian Political Charts & Table Card (2-sides)
1 Carthaginian Political and Manpower Display (1-side)
1 Roman Army Display (2-side)
1 Carthaginian Army Display (2-side)
1 Roman City/Port Display (2-side)
1 Carthaginian City/Port Display (2-side)
1 Basic, Ancient World Rules Booklet, v.2.2
1 Carthage Rules Booklet, v.2.0
110-sided dice
Numidia had a rather dichotomous relationship with Carthage. While
it often supplied her with troops, it also was in constant border warfare with Carthage. By the end of the Punic wars, Numidia, under its
great king, Masinissa, controlled much of northern Africa.
Mauretania, to the west, was pretty much on its own.
Africa includes the provinces of Carthage, Tripolitana, Numidia,
and Mauretania
Seas
(CR 2.1) THE MAPS
The maps are 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.
Italy
The map of Italy in the Roman era is based on the tribal/provincial
divisions that prevailed in the heyday of the Roman Republic. These
rules apply to Rome and her geography. During the period of The
Punic Wars, many of the individual provinces—e.g., Apulia—were
no longer independent areas, but were instead allied to Rome.
For the purposes of Roman Magistrate assignment and use of Imperium and, in some instances, determining Manpower, many 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: includes all provinces on mainland Italy south of
and excluding Gallia Cispadana and Liguria Friniates.
• Sicily: includes East and West Sicilia. The Liparae Ins., and Melita
are part of (East) Sicilia.
• Sardinia: includes Northern and Southern Sardinia
• Liguria: includes Liguria Taurini and Liguria Friniates
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 “C” roads are not used in any scenario in Carthage.
(CR 2.2) COUNTERS
Roman Citizens
Roman Allies
These two units
comprise
Legion I
Legions
Roman combat units are grouped into Legions. Legions are self-contained organizations consisting of a specific number of infantry and
cavalry SP. In Carthage, 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
Italy, itself, includes Roman Italy (above), Liguria Taurini, Liguria
Friniates, Gallia Cispadana, Gallia Transpadana, and Venetia.
• Roman Allies: 9 Legion Infantry SPs, 3 Legion Cavalry SPs
Corsica, and the Gallic provinces west of Roman Italy/Liguria are
treated individually.
The Roman player may either place the appropriate combat units
either under their respective Legion counters, or use the Roman
Army Display.
See the individual scenarios for specific rules on Control.
© 2005 GMT Games, LLC
Carthage Scenario Book
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. For those familiar with RRR, this
was called a double Legion and was used synonymously with term
Legion (to the confusion of many).
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.
Roman
Consular
Army Marker
Roman
Legion
Marker
Carthaginian
Army
Marker
Armies
Each power in play as 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, an Army can hold
any type and number of land combat units. For the Roman player,
a Consular Army must contain two Legions (and their associated
combat units). In addition, the Roman player has a Legion box that
can be used for a Praetor-led force. Both types of boxes can hold any
number of Auxiliaries or Allies in addition to the Legions. There is
also a Legion marker for each Legion that can be used to represent
the Legion on the game map when operating independently from
its army or when its not part of a Consular Army.
Fleet Marker
Squadron
Crew Rating
Marker
Squadrons and Fleets
Each naval unit represents a number of Naval Squadrons equal to the
value on the counter. Each Naval Squadron strength point represents
10 war galleys. The galleys in the squadrons are considered either
all quinqueremes or all triremes as noted on the counter
Squadrons are always grouped into Fleets and each Fleet has an
assigned Crew rating to express the level of capability of the men
in that Fleet. Generally only the Fleet counter will be placed on
the map with the associated Squadron counters and Crew Rating
marker kept on the corresponding box on the player’s Army Display
(see below).
V2.0 July, 2013
Roman Leader
Name
Guile Points
Initiative
Rating
Leader ID#
Mortality Rating
Campaign
Rating
Battle
Letter
Roman Leaders
The “in-depth” rules for these leaders are given below. What we wish
to note here is that each leader 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. In Carthage, which covers the 1st
Punic war, that format is 3xx.
All 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 either stacked
with a leader to indicate is office/assignment or placed on the Army
Display with the Army he commands to indicate the same. This is detailed in the Roman Political and Command System rules below.
© 2005 GMT Games, LLC
Carthage Scenario Book
Carthaginian Leader
Family Indicator stripe
Name
Leader ID#
Guile Points
Mortality Rating
Initiative
Rating
Campaign
Rating
Battle
Letter
Carthaginian Generals
If you thought the Romans used similar names, you haven’t wandered into the Carthaginian lists. Multiple Hannibals, Hannos,
Hamilcars, and who knows what, many with the same family name.
(Maybe George Foreman was Carthaginian?) We’ve tried to sort
them out, but that is often not easy.
V2.0 July, 2013
hand corner. The IDS and Port Capacity for all other cities depends
on the city and port size as listed in the scenario.
Carthage Political and Manpower Display: This display has a
number of tracks used by the Carthaginian player to note the Family in Power, Political Climate, and various Manpower levels and
their maximums.
(CR 3.0) THE SEQUENCE OF
PLAY
A. The Upgrade Phase
1. City Rebuild. Rebuild sacked cities one level if they are not in
a Devastated province (9.86).
As with the Romans, we’ve numbered the applicable Carthaginian
field commanders with a numerical system similar to the above..
We have also noted which Family they are aligned with a colored
stripe—red for Magonid, blue for Barcid—for use with the Carthaginian Political system.
2. Carthaginian Army Efficiency. Increase the Efficiency rating
of all Carthaginian Armies, as per CR 10.53
DESIGN NOTE: Finding the Political/Familial affiliation of many
of these men was difficult, and some guesses were made.
2. Imperium Prorogue. The Roman player decides which Consuls
will stay in office as Proconsuls (or Praetors) and which Praetors will
stay on as Praetors (CR 5.3). The Roman player may also set aside
a magistrate (other than a Praetor) that earned a Triumph in the prior
turn for possible selection as Consul during the Elections Segment.
All other magistrates 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.
(CR 2.3) PLAYER AIDS
Carthage 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 track of which combat
units belong to which Legion/Army/Fleet, while the latter holds the
various city garrisons. Both displays are back printed and each are
identified as to which scenario they are used.
Army Display: Each display includes a series of boxes for the
player’s Armies and Fleets. 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 and all Fleets, simply place the units/markers in the box. The
Armies on the Roman Display are a bit more complicated in that
they are further subdivided into a row of boxes for each Legion and
within the row, boxes for both Legion components.
EXAMPLE: The Roman player raises two new Legion, 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, Legion I RL, and Legion I AL markers are
placed in the Legion Marker box in the top row of boxes of the
Consular Army I display box. He places 9 Legion infantry SPs and
1 Legion Cavalry SP in the Legion RL box on the same row, and
then places 9 Legion Infantry SPs and 3 Legion cavalry SPs in
the Legion AL box in that same row. He repeats the above for the
Legion II markers and combat units using the second row in the
Consular Army I box. Lastly, he places the Rome Consul magistrate
marker in the markers area of the Consular Army I box.
City Occupation Display: Each display has an Attrition Point Track
for keeping tabs on a force’s accumulated Attrition. The remainder
of the display includes a series of boxes either a particular city name
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, named cities have their IDS
listed in the upper left hand corner and their Port Capacity in the right
B. Strategic Decision Phase:
1. Disband Legions. See CR 10.18 for the Why and How of this.
3. A Visit from Pluto. The Roman player rolls on the Leader Loss
Table (8.6) for each magistrate not placed in the pool in step #2:
• 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.
DESIGN & HISTORICAL NOTE: No, he has not gone to Disney
World. Pluto was the Roman god of the “Underworld”. This rather
morbid rule applies only to the Romans because they have so many
leaders.
4. Roman Elections. The Roman player chooses new magistrates
(CR 5.2).
5. Carthaginian Political Climate. The Carthaginian Player determines which Family is in Power (CR 5.71), and then the Political
Outlook the Council has, as per CR 5.72. He also Disbands his
Armies (CR 5.73) during this segment and returns any Wounded
Leaders at this time if their Army/Fleet is still in play. Leaders are
appointed for Armies/Fleets that have no commanders.
PLAY NOTE: The Carthaginian Player may perform this step while
the Roman Player is undertaking steps 1-4.
6. Force Increase Determination. Both Players decide if they wish
to build/increase their land forces or their navies, or expand their
Port harbor facilities (CR 7.72). They cannot increase both land and
naval forces in this phase. If a Player decides to so build, he does so
in this Phase. See CR 7.16 et seq.
7. Remove Raid Markers.
© 2005 GMT Games, LLC
Carthage Scenario Book
V2.0 July, 2013
C. The Initiative Phase
1. 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. Each player
places his Duumvirs on the map and adds his Duumvir LAM to the
pool (CR 7.22).
2. 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).
ROMAN LEADER ACTIVATION MARKERS
(CR 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.
D. The Operations Phase
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 magistrates.
2. If the LAM says Siege Attrition, the players resolve that and play
then reverts to C/2.
(CR 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.
1. 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.
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
1. Devastation Recovery Segment. Players roll to see if Devastated
provinces can recover (6.7).
2. Devastation Attempt Segment. Players, if they wish, may attempt
to Devastate provinces (6.7).
G. End-Turn Phase
1. Inertia Attrition Segment. Players roll for the effects of Attrition
on those units that have remained in the same province this turn
(6.46) or are currently Scattered (CR 7.32).
2. Port Segment. All Fleets must return to a friendly Port (CR
7.75).
3. Legion/Crew Training. The Players finish training of their legions
(CR 10.3) and Crews (CR 7.14).
4. Recovery from Battle. Forces can improve their After Battle
Status (see 8.56).
5. 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).
EXAMPLE: (Initiative Ratings are in parentheses) Aquilius [Rome]
(1) and Servilius [Field] (2) are the Consuls. There are two proconsuls in play: Fulvius (1), and Lutatius (1). There is also a legion
assigned to a Praetor: M. Atilius Regulus (3). The Roman player
would thus place in the LAM Pool, 3 Consul LAMs, 2 Proconsul
LAMs, and 1 Praetor LAM (Regulus gets only one LAM, despite his
Initiative Rating of ‘3’).
THE ROMAN POLITICAL
AND COMMAND SYSTEM
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.
A HELPFUL PLAY NOTE: Gamers familiar with the first game
in this series (“Rise of the Roman Republic”) will have already
encountered the “fun” of dealing with the Roman Political system.
Those of you who haven’t, while it may seem daunting and tortuously detailed, it does make sense ... and, once used to it, you will
find it flows rather smoothly. If you have any interpretive problems,
we highly recommend you join the discussion of this series on Consimworld—www.Consimworld.com—where everything is answered
and all becomes clear, albeit in Delphic fashion.
We have provided a MAGISTRATE REFERENCE CHART for the
Roman Player to ease his way through the electoral process.
(CR 5.1) THE MAGISTRATES OF ROME:
IMPERIUM ROMANUM
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
© 2005 GMT Games, LLC
Carthage Scenario Book
background in the military, usually service, to be eligible for office,
though). Realistically, since battle/tactical doctrine was infantryoriented, 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
as needed to areas/provinces, usually those outside
Roman Italy and, in game terms, the legions already
there. 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 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
Sicily to beat up on the Carthaginians. 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 imperiumlet him stay there, with his army, as proconsul.
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.
V2.0 July, 2013
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.
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/Fleets 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/Fleet may
only be commanded by that magistrate (or indirectly 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:
• Dictator/Magister Equitum: Two Consular Armies (Four Legions) or any sized Fleet
• Consuls: Consular Army (Two Legions) or any sized Fleet
• Proconsul: Consular Army (Two Legions) or any sized Fleet
• Praetor: One Legion or one Fleet of five or less Squadrons
• Praetor Urbanus: Rome Garrison
• Duumvir: One Fleet of up to 2 Squadrons
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
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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/were the imperium of a particular Consul/Proconsul.
EXAMPLE: At the start of the 1st Punic War scenario, Appius
Claudius, the Rome Consul, starts with Legion I and Legion II as his
imperium. His Consular Army (Consular Army I) consists of these
two legions. Claudius 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, which he does have as the scenario begins. Claudius
may move where he wishes, though Sicily is the place to be.
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.
(CR 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 (CR 5.3). This is the magistrate pool
from which the Roman player will “elect” his magistrates.
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signed. In the latter case, the province marker is necessary only if
the magistrate’s assigned province is different than the province
where he was 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.
(CR 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 (CR
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 (CR 5.28) exists and the Roman player elects a
Dictator (CR 5.26), the Rome Consul is the first magistrate elected.
The Roman player must elect/select a Rome Consul each turn then
decide whether he will command Legions or Fleets. His Imperium
in each case is determined as follows:
• Legions: The Consular Army of the previous Rome Consul unless
the former Rome Consul was prorogued and retained command
of his army per CR 5.32. If those legions have been Disbanded
(CR 10.18), the Roman player must immediately attempt to raise
legions for a new Consular Army per CR 10.16. If successful, he
commands that army. If the attempt fails, or if the previous Rome
Consul either had no Consular Army or retained his army, another
Consular Army may (not must) be selected from those in play. If
none is selected, the Rome Consul has no Imperium at this time;
OR
• Fleet: Any one Fleet on the map including one under construction
(and see CR 5.42 for an important limitation)
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.
PLAY NOTE: Thus, the Rome Consul must be given an Imperium
(either Legions or Fleet) unless the former Rome Consul’s Army was
disbanded and not replaced, or the former Rome Consul retained
command of that army through prorogue per CR 5.32
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. For the puroses of province assignment, CR 2.1 applies
with the exception that Roman Italy cannot be selected as a province;
a specific province within Roman Italy must be selected instead. A
Legion or Fleet may be assigned to only one magistrate.
Location: Placed either in Rome or with his Consular Army/
Fleet.
The Order of Election is as follows:
1. Dictator (in Emergency only; and sometimes during a game
turn)
2. Magister Equitum (in Emergency only; and sometimes during
a game turn)
3. Rome Consul
4. Field Consul
5. Proconsuls
6. Praetors
7. 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 as-
Restrictions:
1.For this Consul to switch Imperium (CR 5.43) during the turn
from Legions to Fleet, or vice versa, he needs Senatorial permission to do so. If such permission is granted, it includes assigning a Proconsul through election to command the (abandoned)
legions/fleet.
2.May not leave Roman Italy, or the province in which he starts
(other than to return to Roman Italy), without permission of the
Senate. This does not apply when commanding a Fleet.
3.The Rome Consul may never be prorogued in that office. He may
be prorogued as a Proconsul or a Praetor per CR 5.3
EXAMPLE: The Roman player draws C. Furius from the pool as
Rome Consul. The Imperium of the former Rome Consul’s, C. Aurelius, who has been Prorogued, was Legions I and II (Consular Army
I) located in Corsica. The Romans also have a Fleet in Ostia. The
Roman player can give Furius those Legions, in which case he can
be placed in Corsica with any of his Legions or in Rome. 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 Corsica or return to Roman Italy
without restriction. To leave Corsica and go anywhere else, other
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than back to Roman Italy, requires Senate permission. Alternatively,
the Roman player could give Furius the Ostia Fleet and later in the
Election process assign the Legions in Corsica to a Proconsul.
(CR 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 (CR 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 then decide whether he will command Legions or
Fleets. His Imperium in each case is determined as follows:
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the Consuls (or Dictator/ME if in play). Proconsuls may also be
elected or selected as Admirals to command Fleets that are without
commanders (but see CR 5.42). To assign a Proconsul, the Roman
player does one of the following:
• selects a prorogued Consul from the previous turn, regardless of
his location at the time; or
• randomly draws a leader from the magistrate pool, or
• selects a leader from the pool who has previously won a Triumph
at any time during the game
A Proconsul can command:
• Legions: The Consular Army of the previous Field Consul unless
the former Field Consul was prorogued and retained command of
his army per CR 5.32. If those legions have been Disbanded (CR
10.18), the Roman player must immediately attempt to raise a new
Consular Army per CR 10.16. If successful, he commands that
army. If the attempt fails, or if the previous Rome Consul either
had no Consular Army or retained his army, another Consular
Army may (not must) be selected from those in play. If none is
selected, the Field Consul has no Imperium at this time. Whether
an army is selected or not, the Field Consul must be assigned a
province which may be either the province where he is placed or
any province outside Roman Italy; OR
Legions/Fleet: Any one Consular army, or any two Legions that are
not part of Consular Army, or Fleet without a commander (but see
CR 5.42), or a Consular Army/Fleet whose commander is about to be
shifted elsewhere (this command may arise mid-turn, see CR 5.43). If
the Proconsul is given two Legions that were not part of a Consular
Army, these two Legions now become his Consular Army.
• Fleet: Any one Fleet on the map including one under construction
(and see CR 5.42 for an important limitation)
Restrictions:
PLAY NOTE: Thus, the Field Consul must be given an Imperium
(either Legions or Fleet) unless the former Field Consul’s Army was
disbanded and not replaced, or the former Field Consul retained
command of that army through prorogue per CR 5.32
2.May not leave the province of his assignment without permission
of the Senate. This does not apply when commanding a Fleet.
Location: Placed with his Consular Army or Fleet. If he has no
Imperium, he is placed in his assigned province.
Restrictions:
1.For this Consul to switch Imperium (CR 5.43) during the turn from
Legions to Fleet, or vice versa, he needs Senatorial permission to
do so. If such permission is granted, it includes assigning through
election a Proconsul to command the (abandoned) legions/fleet.
2.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. This does not apply when commanding
a Fleet.
3.The Field Consul may never be prorogued in that office. He may
be prorogued as a Proconsul or a Praetor per CR 5.3
EXAMPLE: Continuing the example above, the Roman player then
draws C. Lutatius from the pool as Field Consul. The Imperium of
the former Field Consul, L. Iunius, who has crossed the Styx and
is no longer available, was Legions III and IV (Consular Army
II) located in Sicilia. Since Furius has decided to take command
in Corsica, Lutatius can either go naval or take command of the
Field Consul’s Army in Sicilia. He decides to go for the Fleet and is
placed in Ostia with his Fleet. Had he decided to take command of
the Field Consul’s Army, Lutatius would have been placed in Sicilia
in a hex that had one/both of his Legions. The Roman player would
then have needed to either assign Sicilia as Lutatius’ province or
pick another province outside Roman Italy.
(CR 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
Location: Placed with the Consular Army or Fleet. 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
another province that is outside Roman Italy.
1.May not switch from Legions to Fleet or vice versa within the
turn.
3.A Proconsul may not be voluntarily prorogued (CR 5.32)
All Consular Armies and each non-Consular Army two Legion
group (player’s choice on how to group them) must be assigned to
a Proconsul. This requirement does not apply to Fleets. The Roman
player is not required to elect a Proconsul for a Fleet.
EXAMPLE: With the Field Consul C. Lutatius in command of the
Fleet in Ostia and Rome Consul, C. Furius, leading his army in
Corsica, the Roman player is in need of a Proconsul for the
Field Consul’s army in Sicilia. The Roman player has the prorogued
C. Aurelius available so gives him Legions III and IV (Consular
Army II) and the province of Sicilia. He may not leave Sicilia without
permission of the Senate.
(CR 5.24) Praetors: Praetors are elected after any
Proconsuls and only if there are individual Legions
or eligible Fleets without a leader (and see CR 5.42
for an important limitation).
To assign a Praetor, the Roman player does one of the following:
• selects a prorogued Consul or Praetor from the previous turn,
regardless of his location at the time, or
• randomly draws a leader from the magistrate pool, 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.
Fleet: Assigned a Fleet of 5 or less squadrons. This command may
arise mid-turn.
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Carthage Scenario Book
Location: Placed with his assigned Legion or Fleet. If placed with
a 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:
1.May not switch from Legions to Fleet or vice versa within the
turn.
2.May not leave the province of assignment without permission of
the senate. This does not apply when commanding a Fleet.
3.May be prorogued in that office.
4.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’.
5.No more than one Praetor may be assigned during the Roman
Elections segment. The Roman player may, however, assign a
Praetor over this limit in any other phase or segment if needed to
command a lone Legion.
A lone Legion must be assigned to a Praetor. The Roman player is
not required to use a Praetor to command a Fleet.
EXAMPLE: Continuing the example, the Roman player was able to
raise a single legion during the Force Determination Phase. He must
immediately elect a Praetor to command this legion. No leader has
won a Triumph, so a Praetor is drawn from the pool. M. Atilius is
drawn. Even though Atilius has an Initiative of ‘3’, he will receive
only one LAM because he’s a Praetor. The Roman player decides to
place the new legion in Tarentum and make Calabria his province,
so there also goes Atilius. He may not leave Calabria without the
Senate’s permission (see CR 5.29 below).
(CR 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 (CR 5.28) and only with the Permission of
the Senate. He is the only magistrate able to enter the city with
troops without Senate Permission. There is no LAM for the Praetor
Urbanus. See CR 5.46.
(CR 5.26) Dictator/Magister Equitum:
If a State of Emergency (CR 5.28) exists
at the start of a turn, the first magistrate
elected is a Dictator. In addition, if a state
of Emergency arises during a turn, the Roman player, immediately upon drawing his next LAM, chooses a
Dictator and Magister Equitum at the conclusion of that magistrate’s
action. See CR 5.28. 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 at any time during the game.
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 govern rather than take the field, his ME
is given the same imperium the Dictator would have had.
In addition, any Dictator who chooses to remain in Rome (city)
has his Initiative Rating subtracted from any die roll for Senatorial
permission.
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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 (CR 5.51) to lead the armies commanded
by other magistrates.
Fleets: The Dictator/ME may be assigned one Fleet including one
under construction (and see CR 5.42 for an important limitation).
Alternatively, he may be assigned none at all and use only the
command hierarchy (CR 5.51) to lead Fleets commanded by other
magistrates.
The Dictator/ME may freely switch from commanding Legions to
Fleets and vice versa any time during the turn. Specific Army/Fleet
assignments, however, can only be made if the Dictator/ME comes
into play during Roman Elections phase.
Location: Placed with an assigned Consular Army or Fleet, otherwise with any Consular Army, Legion, or Fleet. 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 Valerius (#307) is elected Dictator. The
Roman player decides he needs a Magister Equitum to lead in the
field. He selects C. Duilius (#310) and will keep Valerius in Rome.
The Roman player decides not to allocate a Fleet/Army directly to
Duilius, and places him in Sicily with one of the two Consular armies
present. Duilius will use his position in the hierarchy to command
those legions through the regularly elected magistrates.
(CR 5.27) Duumviri. These minor leaders are used to command
small Fleets, as per CR. 7.22. They are not part of the election process, but are appointed as, when and where needed, within the restrictions of that section, however, the number of Duumviri allowed in
play is limited to those in the counter mix (Emergency Duumvir are
an exception, see CR 7.24). If an Admiral combines the Duumvirs
squadrons with his Fleet, the Duumvir is removed.
HISTORICAL AND LINGUISTIC NOTE: There were usually two
magistrates in a duumvir. The word is a combination of Latin words
which, together, mean, roughly “the strength of two”. Think of the
Caesarean triumvirates ....
(CR 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.
Some emergencies require that a Dictator is chosen; others leave
the choice to the player.
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
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• an enemy force occupies two or more Medium/Large cities in
Roman Italy
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
(e.g., the town of Reate); OR
• 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 LAMs equal to his Initiative
rating, minus one, but never fewer than one.
Use the procedure in CR 5.26 to elect the Dictator and Magister
Equitum.
(CR 5.29) New Legions/Fleets: Newly-raised legions must be assigned to a commander immediately upon their being raised. The
choices are:
• The elected Consul if raised to replace the Consul’s Disbanded
army (CR 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, but not if there is a Consul without Imperium
• Elect a Praetor for any single legion raised
The Consul placement and restrictions given in CR 5.21/2 apply
when a Consul receives a new army. Proconsuls and Praetors are
elected per the procedures given in CR 5.23/4 and placed with
the newly raised army/legion. They are then assigned a specific
province, a province to which he must move with his army/legion
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
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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.
If the Roman player builds a Fleet of five or less squadrons and is
under his limit of allowable Admirals (CR 5.42), he may immediately either assign a Consul without Imperium, elect a Proconsul, or
elect a Praetor unless one is already in play, and assign that leader as
Admiral for the new Fleet. The Consul/Proconsul/Praetor is placed
with that Fleet.
(CR 5.3) PROROGUE OF IMPERIUM
(CR. 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 the magistrate has been prorogued,
and in the case of a Consul, whether he will retain command of his
army or not.
(CR 5.32) The following magistrates are eligible for Prorogue:
• A Consul may be prorogued and continue in command as Proconsul and retain command of his army and province, or be assigned
any other army in any location, or be assigned a Fleet per CR 5.23.
He may instead be made a Praetor and assigned a Legion/Fleet
per CR 5.24.
• A Praetor may be prorogued and continue in command as a Praetor
and assigned a Legion or Fleet per CR 5.24.
• A magistrate who is Besieged per CR 5.34 must be prorogued
and retains command of his army.
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.
(CR 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.
(CR 5.34) If a magistrate and any part of his command is inside a
city that is Under Siege (9.0) that is not a Secondary or Major Port,
that magistrate 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 his returned to the pool
(assuming that he survives, isn’t a prisoner, etc.).
(CR 5.4) MAGISTRATE RESTRICTIONS
(CR 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. An Admiral can conduct operations with his Fleet without 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.
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Carthage Scenario Book
(CR 5.42) If a Roman magistrate is assigned a Fleet he can only
conduct operations with Fleets, never land units (but see CR 5.43).
If a Roman magistrate is assigned Legions, he can only command
Fleets while using Naval Transport (see CR 7.6). All Fleet commanders other than Duumvir are considered Admirals. Admirals other
than Praetor’s can command any size Fleet; Praetor’s are limited to
Fleets of five (5) or less Squadrons. The Roman Player may never
elect/assign/prorogue more Admirals than allowed by the scenario
rules. The Dictator/ME without Imperium (CR 5.26) is an exception
in that the Roman player may use him as an Admiral to command
other Admirals regardless of any limit.
(CR 5.43) Switching Imperium: Both Consuls have the option of
changing Imperium from land to naval, or vice versa, during their
Operations Phase. The Consul must first receive Senate Permission
to do so. If such permission is granted, a Proconsul (or Praetor if a
single Legion or 5 Squadron or less Fleet is involved) is immediately
elected to command the (abandoned) legions/fleet. The Consul may
now conduct operations in his new environment. The Dictator/ME
may freely switch Imperium at any time.
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man Italy, and Stops. The magistrate then leaves his army/fleet
and moves alone into Rome (Continuation is automatic in this
case). Once he has entered Rome, he is Finished (but see CR
5.48 below) 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).
(CR 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.
(CR 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.
(CR 5.5) MAGISTRATES IN GENERAL
(CR 5.45) Command Limits: A Roman magistrate may only
directly command the legion(s)/Fleet that make up his Imperium
(see CR 5.1), plus any auxiliaries (CR 10.15) and/or Allied troops.
Any magistrate, however, can attach and command the armies/fleets
of other magistrates within the hierarchy restrictions given below
(CR 5.5).
1. Dictator or Magister Equitum
2. Consul
3. Proconsul
4. Praetor
5. Allied Leader
(CR 5.46) Praetor Urbanus: The Praetor Urbanus has several
special abilities/liabilities. These are:
• He may not leave the city without the permission of the Senate
(CR 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 CR 10.3)
(CR 5.47) Triumph: For purposes of being re-elected, winning a
Triumph is important for a Roman leader (see CR 5.21, CR 5.22, CR
5.24). A Triumph is a victory in which the magistrate’s army/fleet
satisfies, in the same game turn, all of the following:
• Wins a battle (8.51/CR 7.47) or Wins a Siege by Assault or Attrition.
• During the turn causes casualties of 10+ infantry SPs or 5+
Squadrons
• Returns to Rome. To do this, he moves his army into any hex
adjacent to Rome, or his fleet to any controlled Major Port in Ro-
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(CR 5.51) Hierarchy: Magistrates are not only capable of commanding the armies allowed as per CR 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:
(CR 5.52) A Magistrate whose Operations Phase it is may conduct
a Force Movement Operation with all units in his command (CR
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.
(CR 5.53) For Battles (including Avoidance) and Siege Assaults
use 5.44 to determine who is in charge. However, if both Consuls
are present, the Roman player does not get to choose in case of tie.
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.
(CR 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 CR 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,
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auxiliaries, or allies as part of the attempt.
(CR 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 CR 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.)
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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 ... Cannae
being the perfect example. Roman discipline was fine, but it could
not compensate for, or adjust to, the problems of commanding armies
of 50,000 or more men. The Romans, however, appear to have been
aware of their limitations in this area, and, even with their almost
limitless personnel reservoir-and the willingness to use it-the number
of instances they fielded an army of more than 4 legions in this era
is limited to Cannae, Sentinum (where the force was actually split)
and... we can’t even think of a third. The Romans were highly aware
that sheer numbers meant little.
(CR 5.58) ROMAN COMMAND EFFICIENCY CHART. See
charts and tables.
(CR 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:
(CR 5.6) THE SENATE
A = 6 legions
B = 5 legions
C = 4 legions
D = 3 legions
E = 2 legions
(CR 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 while
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
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 CR 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).
(CR 5.61) Leaving a Province. No Roman magistrate may leave his
assigned location (CR 5.21-5.26) without permission of the Senate
(see CR 5.41 for the situation where a magistrate begins an Operations Phase outside his assigned province). Admirals can conduct
operations without restriction. 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.
PLAY NOTE: Place a “Permission to Leave” marker (these are
© 2005 GMT Games, LLC
Carthage Scenario Book
printed on the back of the Province markers) on the magistrate as
a reminder that he is free to move outside his province.
(CR 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 CR 5.67.
(CR 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 CR 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.
(CR 5.64) Special Permissions: Senate permission must be sought
in the following situations:
• Raise a Consular Army for a newly elected Consul (CR 5.21/2)
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inces
Entering Rome: Below are the only circumstances under which
a Roman force may try to enter Rome, in addition to those noted
in CR 5.63:
–4 if there are 20 SPs or more of enemy combat units within five
hexes of Rome
–2 if there are 20 SPs or more of enemy combat units within ten
hexes of Rome, but farther than five
EXAMPLE: Manlius Vulso (#317) has been prorogued as Proconsul
for Sicily. He wishes to redeploy his army to Sardinia so seeks Senate
permission to leave Sicily. The DRM is +3 (he is a Proconsul and
has retained his prior province, and there is no Dictator in play).
With a Campaign Rating of 6, Vulso will need to roll a ‘4’ or less to
receive the Senate’s blessing. The Roman player decides to expend
Vulso’s lone Guile point to improve his chances. He rolls a ‘6’ so
the Senate fails to see it Vulso’s way. Since permission was denied,
the Roman player will need to roll to see if Vulso can continue his
Operations Phase.
(CR 5.67) Censure: A Consul/Proconsul/Praetor that uses CR 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
• Switch Imperium from land to sea or sea to land (CR 5.43)
–1 if the non-permissible movement resulted in a Roman Victory
(any type)
• Conduct Force Movement, Interception, or Coordination with
more than eight (8) Legions—Dictator/ME only (CR 5.55)
–1 each Guile Point expended
(CR 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.
(CR 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 prorogued leader retained his prior assigned province
Any one of the following:
–4 if there are 20 SPs or more of enemy combat units within five
hexes of Rome
–2 if 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 prov-
+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.
(CR 5.68) A censured Consul/Proconsul/Praetor is replaced upon
removal by drawing a new man from the pool.
EXAMPLE: Continuing with the above example, the Roman player
decides to have Vulso ignore the Senate and head for Sardinia. Before
completing his Operations he is able to bring a Carthaginian force
to battle and wins a victory, though one insufficient for a Triumph.
When Vulso 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, Vulso expended his Guile point, so get
no further help. The Roman player rolls a ‘7’, which is just enough
to keep him in the game.
(CR 5.69) SENATE PERMISSION AND CENSURE CHART.
See charts and tables.
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(CR 5.7) THE CARTHAGINIAN POLITICAL
SYSTEM
The Carthaginian Political system—much admired by many Greek
scholars of the era—was far less complex (thankfully) than that of
the Romans, with power almost entirely in the hands of a small group
of families. These families apparently dominated the Council of 30
Elders, which acted as advisor to the Council of 104, which chose
the offices of civil and religious power, the suffetes. Citizens—invariably limited to the Phoenician community—as the Assembly
of the people had some input, but it was wealth and position in this
decidedly mercantile community that held sway.
This is not to say that the families were always on the same platform;
inter-familial fights were common, but, when things were going
well, as they had been for centuries, everyone seemed to agree on
most things, the result being that, to protect their wealth (which was
considerable) and position, the people who held power in Carthage
were often conservative. And as the suffetes did not hold military
office—generals were selected by the Council—they were, far too
often, rather slow in making decisions that could affect the wealth
of the city.
(CR 5.71) Families: Carthaginian political power was divided into
Families, with one family faction usually having the “upper hand”
in the Councils and offices of Suffete. The scenarios state which
Family starts in Power. At the start of the Carthaginian Political
Climate segment (B/5), the Carthaginian player, consults The Carthage Family Power Determination Table, rolls one die and adjusts
that roll using the listed modifiers. The final result is the Family in
power for game turn.
HISTORICAL NOTE: There were probably more factions than the
two families represented in the game, but there is not an abundance
of information on this subject, and two is a suitable number for game
purposes. The Magonids and the Barcids were the two prominent
factions. In what is euphemistically called The 3rd Punic War, the
factions were not familial, but political: “democratic”, pro-Numidian, aggressively anti-Numidian, etc. Fat lot of good it did them.
(CR 5.72) Political Climate: As with the Roman Senate, the Carthaginian player must use The Council to determine his ability to
raise troops and galleys, among other items. To do that, he must
first determine the political outlook of those in Power. He does this
in Carthaginian Political Climate segment (B/5), after determining
the Family in Power. He consults the Carthaginian Political Climate
Table, rolls one die and adjusts that roll using the listed modifiers.
The final result will be a Council that is Cautious (and not willing
to expend that many funds for some overseas venture), Interested,
Alert, or Aggressive (Scared, if you wish). The resulting Political
Climate affects the number of Armies the Carthaginians may employ
and in some cases where they can operate per the table below. The
Political Climate has no effect on the use of Fleets.
Political
Climate
Armies Allowed
Cautious1 in Carthage; 1 Anywhere Outside Carthage
Interested
1 in Carthage; 1 in Sicily; 1 Anywhere Outside
Carthage
Alert
3 Anywhere
Aggressive
4 Anywhere
EXAMPLE: The Carthaginian player determines the family in power
(CR 5.71). He rolls a ‘6’ which is modified by a –3 (1st Punic) and
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a –1 (Magonids were in power the previous turn) for a net result of
‘2’. The Magonids stay in power this turn. The Carthaginian player
then determines the Political Climate. He rolls a ‘7’, which is modified by –2 (no enemy armies in Africa), –1 (Sardinia and Corsica
are controlled by Carthage), –1 (Hannibal [1P-9], a Barcid, is the
Carthaginian Overall Commander), +1 (Syracuse is controlled by
Rome), and +2 (Carthage lost two battles the prior turn) for a net
result of ‘6’. The Carthaginian Political Climate is Interested.
If the Carthaginian player has more armies on the map than allowed
by the current Political Climate, he determines if he must Disband
the excess armies per the procedure in CR 5.73. If the Political
Climate is Cautious or Interested, the Carthaginian player must
assign one (and only one) Army to the Carthage province. If he has
less armies on the map than allowed, he may raise a new army to
assign to Carthage. Otherwise, he must assign an army on the map,
selecting a non-Besieged army over one that is Besieged. Similarly,
if the climate is Interested, the Carthaginian player must assign an
army to Sicily. He may raise a new army if able or assign an army
already on a map (other than the one assigned to Carthage province),
selecting a non-Besieged army over one that is Besieged. The Armies
assigned to Carthage and Sicily can only conduct Operations in their
respective provinces. If the army is located outside the assigned
province, the player must move the army as directly as possible to
that province using one Movement Operation with no voluntary
Stops in that army’s leader’s first Operations Phase of the turn.
Furthermore, no army other than the one assigned to Carthage may
conduct Operations in Carthage province. If another army starts the
turn there, the player must move that army as directly as possible
out of the Carthage province using one Movement Operation with
no voluntary Stops.
As an exception to the above, if an enemy land force enters a hex
in Africa, the army assigned to Carthage may conduct operations in
any province in Africa, and all other armies may conduct operations
in any province including Carthage.
In Alert and Aggressive climates, all armies are free to conduct
Operations in any province in play.
EXAMPLE: The Political Climate is Cautious and the Carthaginian
player has three armies in play all of which are in Sicily. None were
Disbanded. The Carthaginian player must assign one to Carthage
and move it from Sicily to Carthage when the leader is first activated.
The remaining two armies can conduct Operations anywhere but
in Carthage province.
(CR 5.73) Disbanding Armies: If the Political Climate for the turn
is such that the number of Carthaginian Armies on the map is over
the allowable limit, the Carthaginian player must check to see if
any of the excess armies Disband. To do this, he selects one of his
unbesieged armies, notes its leader’s Family affiliation, and rolls the
die. If the Army Commander’s Family Affiliation is the same as the
Family in Power, the player must Disband the army if the DR is 2 or
less; if the Family Affiliation’s are different, he must Disband the
Army if the DR is 4 or less; otherwise the army remains in play. If
the army has no commander, treat the Family Affiliation as different.
The player continues this process until he is either at the allowable
army limit, or has checked all his armies.
Alternatively, the Carthaginian player may voluntarily select the
arm(ies) to Disband, other than those that are besieged. If, after making the selection, there are still excess armies, the player uses the DR
check above to determine if any of the remaining armies disband.
The Carthaginian cannot disband armies such that the total of those
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Carthage Scenario Book
that remain are below the limit set by the Political Climate.
For each army that must Disband, as above, the player has the following choices, which he makes after all Disband die rolls have been
made and/or armies selected. For each army he must either:
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Commander, the newly selected leader becomes the Overall
Commander.
• distribute African (Carthage, Libya, Numidia, Mauretania) SPs
to any controlled cities in Carthage province. All European mercenaries—Gauls, Iberians, etc.—are removed from play.
Certain Carthaginian leaders can only be used as Admirals, never
as Army Commanders. These leaders have an anchor symbol on
their counter. If the player draws one of these for an Army, he must
instead select a non-Admiral-only leader from the Admirals currently in play as the Army Commander. The newly drawn leader
replaces the reassigned leader as Admiral. If all of the Admirals are
Admiral-only leaders or there are no other Admirals in play, draw
another leader from the pool.
In either method, units may not be placed in a city Under Siege,
unless that city is also a Secondary or Major port.
New Army Commanders impact the Army’s Efficiency; see CR
10.54 for the specifics.
The Army Commander is placed in the leader pool. If the Overall
Commander is placed back in the pool, the Carthaginian player must
designate one of the remaining Army Commanders as his OC. His
choice must be from the same family that is in power if one of the
remaining commanders is so aligned.
HISTORICAL/PLAY NOTE: It is almost impossible to figure out
just which Hannibal, Hasdrubal or Hanno is doing what at any
given time. We have tried to do our best to sort and identify them.
But we do wish the Carthaginians had shown a bit more imagination with their surnames. Almost all Carthaginian surnames had
religious significance. E.g., Hannibal means “beloved of Baal”,
or something close.
• distribute the army’s SPs to any controlled cities in the province
the army was in. These SPs are placed inside the city; or
EXAMPLE: The Political Climate is Cautious and the Carthaginian
player has three armies in play (Carthage and two in Sicily). The
Magonid family is in power. The commanders of the two armies in
Sicily are Barcids, while the army in Carthage is led by a Magonid.
The Carthaginian player decides to attempt to keep all his armies
so forgoes the opportunity to Disband one of his choice. The Carthaginian picks one of the armies in Sicily and rolls ‘5’. That army
stays in place. He then rolls a ‘3” for the 2nd Sicilian army. That
army must Disband. Since he is now at the army limit, no further
rolls are necessary. The leader is placed in the pool and the army’s
SPs are distributed to cities within Sicily. Alternatively, the player
could remove his mercenaries from play and distribute his African
troops to controlled cities in Carthage province. Note that if the
Carthaginian army in Carthage were Disbanded instead of one of
the armies in Sicily, the Carthaginian player would need to assign
one of the Sicilian armies to Carthage province and move it there
in the Operations Phase.
(CR 5.74) Appointing Commanders: Unlike the Romans, once
appointed, Carthaginian commanders remain in the field until they
die, get recalled when they lose a battle (and possibly crucified for
such ineptitude), or their army is disbanded or eliminated. The initial
deployment says which Commanders start in play. The scenario also
provides a “pool” of possible Carthaginian commanders from which
to choose when new, or replacement, commanders are needed. Army
Commanders and Admirals are appointed:
• during the Carthaginian Political Climate segment after determining the Political Climate and Disbanding any armies, for each
Army without a Commander or Fleet without an Admiral
• whenever a new Army has been formed or Fleet constructed
• using Leader Replacement (8.63, A or C only). A replaced
Wounded leader no longer command the Army returns to the
pool next turn. The Carthaginian player is not required to replace
a Wounded leader.
When choosing an Army Commander or Admiral, the Carthaginian
Player simply draws one, randomly and blindly, from the available
Pool and places him:
• in Carthage, or
• where a new Army has been raised or Fleet constructed, or
• where the existing Army or Fleet whose old commander he
is replacing, is located. If the old commander was the Overall
(CR 5.75) The Carthaginian player is allowed one leader-the Army
Commander-for each Army in play. The number of leaders he may
use as Admirals is limited to the those allowed in the specific scenario
rules. Admirals in play above this limit are removed from the map
and returned to the leader pool, Carthaginain player’s choice. Unless stated otherwise in the scenario, each Army or Fleet may have
only one leader. The Carthaginian player may assign any number
of Duumviri (CR 7.22) to Fleets of 1 or 2 Squadrons, as, where
and when needed, but no more than available in the counter mix
(Emergency Duumvir are an exception, see CR 7.24).
PLAY NOTE: Given the above two restrictions, some Fleets may
start the turn without a leader.
(CR 5.76) Command Restrictions: An Army Commander can only
conduct operations with the units in his Army. The Carthaginian
Army and its commander cannot conduct operations, Interceptions,
or Coordination in conjunction with other Carthaginian armies unless the active leader is the Overall Commander. Any Carthaginian
Army commander, however, can conduct operations with an army
under the command of an Allied leader. The only time an Army
Commander can conduct operations with Fleets is to use Naval
Transport (CR 7.6). An Army commander may always use the units
in his Army—the restrictions of 5.41 do not apply. If more than
one Army is involved in a battle, use 5.43 to determine who is in
charge. A Carthaginian Army Commander is ranked higher than an
Allied commander.
An Admiral may only conduct operations with his Fleet, unless that
Admiral is the Overall Commander. In that case, he can conduct
operations in conjunction with other friendly Fleets.
If more than one Fleet is involved in a battle, use 5.43 to determine
who is in charge. A Carthaginian Admiral is ranked higher than an
Allied Admiral.
The Switching Assignment Exception: If, at the instant one of the
leaders involved is activated, and two leaders are in the same hex at
that time (whether one or the other is inside a city/port is irrelevant),
one commanding a Fleet or Army, the other an Army or Fleet, if
allowed and both leaders are aligned to the same family, and that
Family is in power, the two leaders may switch assignments, one
taking the other’s. And remember the effects of CR 10.54.
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(CR 5.77) Recalling Commanders: Whenever Carthage loses a
battle—naval (involving at least 5 Carthaginian squadrons) or land
(involving a Carthaginian Army of at least 20 SPs)—or loses control
of a Medium or Large City by Siege (including Treachery) where a
Commander has been when the city fell, that commander is subject
to recall and replacement. To determine if the commander is recalled,
the Carthaginian player rolls the die and consults the Recall Table
to obtain the result. A Commander whose army has lost its last SP
is automatically Recalled (no die roll necessary). In addition, the
Carthaginian player may voluntarily Recall (no die roll necessary)
any of his commanders at any time during the Operations Phase.
Voluntary recall does not initiate a check for Crucifixion. In all cases,
place a Recall marker atop the effected commander to indicate he
is subject to such action.
PLAY NOTE: Although the Carthaginian player may voluntarily
recall a leader, it is not without its consequences - see CR 10.5
(CR 5.78) Recall takes effect when the very next Carthaginian LAM
is drawn, regardless who is activated. The recalled leader is placed
back into the leader pool, unless he runs into Crucifixion problems
(CR 5.79). Remove all of the recalled leader’s LAMs from the LAM
pool. If the LAM drawn belonged to another Carthaginian leader,
that leader conducts his Operations Phase normally. If there are no
more Carthaginian LAMs in the pool, the recall takes effect after
all LAMs have been played.
(CR 5.79) Crucifixion: Commanders recalled because of failure
(as in CR 5.77; not just because the player thinks it’s a good idea)
are subject to possible terminal censure by being crucified (and
thus out of the game). For each commander thusly recalled, roll the
die immediately upon his recall (CR 5.77). Add two (+2) to that
die roll if the disgraced leader is from a family different from the
one in power. If the adjusted die roll is higher than his Mortality
rating, he has been, shall we say, “hung out to dry” and will not be
returning to the game.
EXAMPLE: Himilco [1P-16], a Barcid, has just lost a major
land battle. The Carthaginian player must immediately roll a die
to determine if Himilco is Recalled. He rolls a ‘6’ and since the
Magonids are in power, he is Recalled. The Carthaginian player
places a Recall marker on the unlucky Himilco. Since there are
no more Carthaginian LAMs remaining, Himilco will be removed
at the end of the Operations Phase, and given that the Recall was
not voluntary, the Carthaginian player must check for Crucifixion.
He rolls a’7”, which is modified to a ‘9’ (+2 different family], so
Himilco (mortality 9) barely escapes.
(6.0) MOVEMENT
(CR 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, other leaders of both players may use this operation under
these circumstances:
• A Carthaginian Army commander may use an Ally Movement
operation to move a force of reinforcements to his hex and then
incorporate those troops into his army, subject to the limitations
of CR 10.41 and the effects of CR 10.57. Only reinforcements
placed on the map at the start of the turn are eligible for movement
under this rule.
• 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
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hex into his hex.
The force moving under an Ally Movement operation may use
Naval Transport (CR 7.62). The active leader’s ratings are used
when required.
PLAY NOTE: The above allows the Carthaginian player more flexibility in moving newly raised manpower and allows the Roman
player to consolidate his magistrates’ command should the units
be separated by Naval Transport restrictions or initial deployment
considerations.
(CR 6.32) No combat units may enter a full Salt Marsh hex or cross
a Salt Marsh hexside. These terrain features are impassible. Note
that combat units may use partial Salt Marsh hexes—use the other
terrain in the hex for Attrition purposes.
(CR 6.38) Straits (Italy Map). Land units may cross the following
straits without using Naval Transport (CR 7.6). However, if either the
starting and/or landing hex is occupied by enemy Fleet, the opposing
player may attempt Interception (CR 7.39) as if the moving force was
using Naval Transport—see CR 7.65 for the details. 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 by a
land force, whether inside or outside the city. In that case, he may
not cross. You may cross if the landing hex is occupied and/or
the city in hex is enemy occupied. Furthermore, the player may
enter the city in the landing hex if friendly and even if it is Under
Siege. Crossing the straits requires a Stop when you “land”-and
a die roll (5.25) to proceed further.
• The Sardinian/Corsican Straits (Fretum Gallicum): A player
may cross the “Gallic” Straits from It-3126 to It-3227 or vice
versa using the same premise as above.
(CR 6.41) In Africa—that’s Tripolitana all the way west to Mauretania Tingitanis—it costs 1 Attrition Point to enter a Rough Hex,
unless the hex contains a road (whether it is usable in the scenario
or not).
DESIGN NOTE: This addition represents how difficult—mostly in
terms of foraging—travel off the beaten paths was in this area. The
reduction in attrition represents the fact that these future roads were
built over well-traveled trade routes and paths.
Carthaginian, Numidian and Libyan units halve (retaining fractions) any accumulated Attrition Points incurred moving in their
Home province. A force which has more than one nationality
accumulates attrition normally. Roman units halve (retaining fractions) the attrition cost of movement within any Roman-controlled
province in Roman Italy. When determining the final row on the
Attrition Chart, drop fractions. Inertia Attrition is determined per
the standard rules.
(CR 6.58) Ambush
Roman leaders cannot conduct an 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
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Carthage Scenario Book
form” to be anything other than direct and obvious when killing
your fellow man.
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of ‘4’, by doing the following:
• Training: The Fleet spends an entire turn In Port. A Fleet undergoing training may do nothing else that turn; if it does, it gets no
benefit from training. An Admiral must be present and remain
in the hex throughout the entire turn. If the Admiral leaves the
hex, the Fleet gains no benefit from the training. Each full turn
of training raises the Crew Rating by one.
• Winning a Naval Battle: The Fleet’s Crew Rating is raised by
one for each such Victory, immediately after that Victory (as part
of Combat Resolution). A Fleet may have its Crew Rating raised
as many times as possible (to the ‘4’ maximum) by this method.
(7.0) THE ADVANCED NAVAL
SYSTEM
(CR 7.1) FLEETS AND NAVAL
CONSTRUCTION
HISTORICAL NOTE: At the start of the First Punic War, Rome had
no battle fleet to speak of. When needed, she used vessels from such
allies as Locri, Tarentum, Naples, etc. When the Senate decided to
go to war with Carthage (two years after it really started), sort of
haphazardly as it were, they built a large fleet virtually from scratch.
The legend is that they used a captured (beached) Carthaginian fiver
as a model, although one wonders why this would be necessary, given
that their allies had similar galleys. Makes for a good story.
(CR. 7.11) Fleets: Each player has a Navy which is composed of one
or more Fleets. Each Fleet is composed of one or more squadrons
of war galleys. There is no upper limit to the number of squadrons
that can comprise a Fleet.
DESIGN NOTE: Virtually all of the galleys in this era were quinqueremes (fivers). There were some triremes, quadrireme, plus a
spare larger vessel. But at the scale we are using, it is easiest to
use just two types; the fivers and the threes (triremes). In addition,
Carthaginian fivers were somewhat different than the Roman designs. The latter were bigger, wider, and somewhat slower. However,
such a design did allow for greater numbers of boarding troops on
board. Carthaginian galleys were built for speed and maneuver,
thus sleeker and slightly smaller (it appears).
(CR 7.12) The Fleet counters are numbered and have a corresponding numbered box on the player’s Army Display. Only the Fleet
counter is placed on the map. The Squadron unit(s) and the Crew
Rating marker (CR 7.13) are placed in the box. The Fleet counters
are back printed to show their “In Port” status (CR 7.34).
PLAY NOTE: Fleet counters are used in much the same way as Army
counters. If a player prefers, he can leave the whole stack on the map,
though this will become quite cumbersome as play progresses.
(CR 7.13) Crews: Each Fleet is assigned a Crew
Rating, the level of whose abilities often determines
what will happen in battle. This rating applies to all
squadrons in the Fleet. The Rating—their level of
expertise (which ranges from 0 to 4)—is determined as follows:
• As specifically stated in the scenario deployment.
• Roman crews, when built anew, start at ‘0’
• Carthaginian crews, when built anew, start at 2.
(CR 7.14) A Fleet’s Crew may increase its rating, up to a maximum
(CR 7.15) The Fleet’s Crew Rating can be reduced if it incorporates squadrons from another Fleet with a lower Crew Rating (CR
7.35).
(CR 7.16) Fleet Construction: During the Force Increase Determination Segment (B/6), each player decides, secretly, whether he
wishes to build Squadrons. To make such decision the player takes
one of two markers—Build Fleet or Raise Troops- and they each
reveal that marker simultaneously. If the player revealed a Build Fleet
marker, he can build only Squadrons. If he revealed Raise Troops,
he can raise land troops and add to his Port Harbor Capacity (see CR
7.72). The squadrons are built or the troops raised and/or capacity
increased at this time. In addition, mid-turn Manpower Operations
and troop raising attempts therein may be adversely affected by the
number of Squadrons raised at the beginning of the turn. Squadrons
may never be constructed mid-turn.
(CR 7.17) Fleet Placement: A Player choosing to build a Fleet must
name the friendly controlled Port where the Fleet will be built. The
number of squadrons the new Fleet may contain is limited to the
Port’s Harbor Capacity as given on that chart (and see CR 7.18).
Furthermore,
• if the newly built Fleet has five (5) squadrons or less, the Fleet
and its squadrons are immediately placed in that port
• if the Fleet will have more than five (5) Squadrons, place the
Fleet in the designated port with an “Under Construction’ marker.
At the conclusion of the Force Increase Determination Segment
of the next game turn, that Fleet marker is flipped to its active
side and it is ready to sail the high seas (as it were). If, for some
reason, the player no longer controls the port, the squadrons are
eliminated. This port cannot be used to construct Squadrons or
have its capacity increased in that subsequent turn, though the
player may build Squadrons or increase capacity in a different
Port.
EXAMPLE: Rome chooses to build a Fleet in Neapolis, whose Port
capacity has been built up to ‘10’ at this time. The Roman Player
may build up to 10 squadrons. If he builds 5 or less they are placed
on the map. If he builds 6 or more they are placed on the map Under
Construction.
(CR 7.18) A player may not build a Fleet if the total number of
squadrons he has in play equals or exceeds the total Port Harbor
Capacity of all the Major Ports he currently controls. If the player
can build a Fleet, the number of Squadrons built cannot exceed
the difference between that Capacity and the number of squadrons
currently in play.
PLAY NOTE: If a player loses ports so that his Capacity goes down,
that does not mean he has to remove squadrons. It just means he
cannot build them. The individual scenario may further limit which
Ports are available for construction.
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HISTORICAL NOTE: While the Roman Senate usually voted on
Fleet construction, most of the money to do so was raised from
private sources. The problem was not so much building the galleys
but raising the crews to man them. Large fleets contained up to
(and often more than) twice the number of men as consular armies.
Carthage, with its much more naval oriented history, was quite used
to fleet construction. However, for financial reasons, augmented by
its conviction that its seagoing position was unassailable, she was
often slow to react to the need to do so.
following operations with his Fleet:
(CR 7.2) FLEET COMMANDERS
(CR 7.31) Fleet Movement: Like land units, Fleets have no Movement Points and, theoretically, can move anywhere during a Movement Operation. A Fleet may only enter Coastal hexes and All Sea
hexes; they may not enter a hex that is exclusively land nor cross
an all land hex side. Unless Intercepted (CR 7.39), a Fleet may only
Stop in a Costal hex; never in an All-Sea hex. A Fleet must Stop (and
check for Distance effects) under the following circumstances:
As with Armies, Fleets require a leader to move, conduct combat,
etc. There are two types of leaders that can command Fleets: Admirals and Duumviri. Who can command what is determined by
the number of Squadrons in the Fleet and the command hierarchy
for that player’s side.
(CR 7.21) Admirals: A Fleet of 3 or more Squadrons must be commanded by an Admiral. A Fleet of 2 or less may be commanded
either by an Admiral or Duumvir (see below). The following magistrates/leaders are eligible to act as an Admiral:
• Romans: A Consul, Dictator, Magister Equitum, or Proconsul
may be used as an Admiral if that magistrate has the appropriate
Imperium (see CR 5.2). If the Fleet has 5 or less squadrons, the
Roman Player may assign a Praetor as Admiral.
• Carthaginians: Any leader appointed as Admiral (see CR
5.74)
• All others: As designated by the scenario
(CR 7.22) Duumvir: Fleets of 1 or 2 squadrons may
be led by a Duumvir. During the LAM Pool Segment
(C/1), both players place their Duumvir leaders on
any friendly Fleets with 2 or less squadrons up to
the number of Duumvir available in the counter mix. Each player
has one Duumvir LAM to use in the sequence of Play. That LAM
activates all his Duumvir-led squadrons.
PLAY NOTE: Operations such as Diplomacy, Leader Movement,
and Seeking Senate Permission that are not relevant naval operations may also be conducted while that leader is in command of a
Fleet.
•
•
•
•
•
To conduct an Attack or Raid
Enter a coastal hex occupied by an unscattered enemy Fleet
Enter a friendly Port
Pick-up squadrons
When successfully Intercepted (CR 7.39)
(CR 7.32) Distance Effects: A Fleet that Stops, for whatever reason,
must immediately check for effects of the voyage. As a Fleet moves
it accumulates Distance Points (DP):
• Each Coastal Sea Hex is worth 1 DP
• Each All Sea Hex is worth 5 DP
The player totals the DP accumulated for that movement (since its
last Stop) and consults the Naval Movement Distance Effect Table.
The player now rolls the die, to which he adds a number equal to 1
for each 10 DP (rounding down) he has accumulated. He now sees
what effect that adjusted die roll has produced, as per the table.
EXAMPLE: Accumulating 23 DP would result in adding two (+2) to
the die roll. 59 DP would add 5; 8 DP would add nothing (0).
The possible effects are:
Exception: See CR 7.24 for emergency use of Duumviri.
HISTORICAL NOTE: Duumviri were the magistrates—sometimes
private citizens—in charge of individual squadrons, mostly in
terms of maintenance, but sometimes at sea. We have chosen to use
this term to cover all players, mostly because our Punic is rather
weak.
(CR 7.23) Fleet Commanders subtract one (–1) from the Continuation die roll if the attempt is to conduct a Force Movement operation
after a movement Stop.
(CR 7.24) Admirals may suffer Casualties as a result of combat or
when Squadrons are lost from being Blown Off Course (CR 7.32).
If that happens, the Admiral is replaced by an Emergency Duumvir,
whose sole capability, if activated, is to bring the Fleet into Port.
Emergency Duumviri can command any size Fleet. Duumviri never
suffer casualties.
PLAY NOTE: Use the Emergency Duumvir counter for this purpose.
(CR 7.3) NAVAL OPERATIONS
• Movement
• Attack (includes Raids, see CR 7.5)
• Reform Scattered Units
Operations with Fleets are handled in a similar manner to operations
with land units. A Fleet is considered a force when conducting operations. Aside from Naval Transport, land forces and Fleets cannot be
part of the same operation. The Fleet Commander may conduct the
• No Effect: The player is free to continue operations or complete
any desired actions with the Fleet
• Scattered: The Fleet has fallen apart and landed in various locations along the shore. Place a Scattered marker on top of it. The
player cannot perform any action with the Fleet (i.e. enter port,
pick-up/drop-off Squadrons, move, etc.) until he successfully
completes Reform Scattered Units Operation (5.5/I) to return the
affected units back to normal status. A Scattered Fleet is always
considered outside any Port in the hex. Scattered Fleets are ignored
for determining any die roll modifiers (CR 9.31, CR 9.55, etc.).
• Blown Off Course: The owning player places the Fleet in any
non-Port coastal hex at least three hexes but no more than five
hexes from the hex where the Stop occurred. The Fleet is Scattered, as above, in this hex.
• Blown Off Course and Lose 25 % of Fleet: Eliminate 25% of
Squadrons (and SPs if present) in the Fleet with a minimum of 1
Squadron and/or 1 SP lost. Any Admirals with the Fleet must roll
for a Leader Casualty (8.6, and see CR 7.24). The Fleet is Blown
Off Course as above.
(CR 7.33) Major Disaster. When checking for the effects of Distance, as above, any time the player rolls a natural ‘0’ (regardless
of the adjusted DR total) he checks to see if a Major Disaster has
overcome the Fleet. Roll two dice, one before the other, reading the
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Carthage Scenario Book
result as a number between 0 and 99. If that dice roll is lower than
the number of DP Accumulated for that move, the entire Fleet has
been sunk by a storm and is eliminated.
EXAMPLE: A Roman Fleet of 11 Squadrons (110 galleys) escorting
transports carrying a consular army, moves, in one Operation, from
Syracuse (It-6419) to Cr-2928 (Utica), using Coastal hexes all the
way, and accumulating 25 DP. The Roman player, checking for the
Distance Effects, rolls a ‘0’ with the die, which, even adding the 2
DP accumulated, would be a No Effect. However, because he has
rolled the ‘0’ he must now check for a Major Disaster. He rolls a ‘2’
and a ‘3’ . . a ‘23’, which is lower than the 25 DP he accumulated.
His entire fleet, including the transports with the legions, has been
sunk.
HISTORICAL NOTE: Far more galleys were destroyed by Mother
Nature—and rash command decisions which put the Fleet into conflict with that person—in the Punic Wars than battle. The Romans,
alone, lost several entire fleets to such horrors.
DESIGN NOTE: The purpose of this seemingly harsh rule—it looks
less so if you understand that the chances of the above happening
were about 2.5%—is twofold. First is to simulate the Historical
note, above. And the second is to reflect the caution, and often
sloth-like, nature of naval operations over the entire course of the
Punic Wars.
(CR 7.34) Port Entry/Exit: An un-Scattered Fleet may enter port
whenever it ends an operation in a friendly port. Flip the Fleet counter
to its reverse side to indicate this status. To leave port, the player
simply flips the counter back. There is no DP cost to enter or leave a
Port. The number of squadrons that can be placed In Port is limited
to its Port Harbor Capacity (see Charts and Tables). Fleets in port
cannot be attacked. A Fleet (and this includes Naval Transports) may
enter a friendly port even if the city is Under Siege.
DESIGN & PLAY NOTE: 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, if the player so
wishes... and vice versa.
(CR 7.35) Pick-up: Whenever an active Fleet Stops in a Coastal
hex, or begins a movement operation in such a hex, the player has
the opportunity to transfer squadrons from any friendly Fleets in the
hex even if in Port to the active Fleet. To be eligible for transfer,
the stationary Fleet cannot be Scattered nor can there be any enemy
Fleets in the hex or in port in the hex. Transfers do not require the
Fleets to be In Port. In addition,
• if the player decides to transfer all the squadrons from the stationary Fleet, the Fleet marker and any Admiral/Duumvir present are
removed from play; Admiral’s are returned to the pool
• if the Crew Rating of the stationary Fleet is lower than the active
Fleet, the active Fleet’s Crew Rating is set to that lower value.
An Admiral using Leader Movement may pick up an entire Fleet,
if there is no naval commander present or if the Fleet is led by a
Duumvir or Admiral lower in the player’s command hierarchy. The
former leader of the Fleet is removed from the map—Admiral’s go
back to the leader pool.
PLAY NOTE: See, though, CR 5.76, which is different in that it
involves switching commands, not taking fleets.
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(CR 7.36) Drop-Off: Whenever an active Fleet Stops in a Port
hex, or begins a movement operation in such a hex, or Stops/begins
movement In Port, the player may leave squadrons in that Port (they
are In Port). The active Fleet must retain at least one squadron. In
addition,
• if there is a friendly Fleet in port, the squadrons are added to that
Fleet. If not, the squadrons are formed into a new Fleet. The new
or augmented Fleet cannot have more squadrons than the Port
Harbor Capacity limit.
• the Crew Rating of the new Fleet is that of the active Fleet. If the
Squadrons were added to an existing Fleet, the Crew Rating is
set to the lower of the two.
• if a Duumvir was present with the stationary Fleet, he is removed
if the number of squadrons in the Fleet exceeds two.
(CR 7.37) Command Restrictions: A Roman Admiral may not pick
up squadrons from a Fleet commanded by another Admiral unless
the active Admiral has a higher rank in the command hierarchy (see
CR 5.51). The non-Roman player may not pick-up Squadrons from
a Fleet whose Admiral is the Overall Commander. Both players can
use their command hierarchies to enable their senior commanders
to attach Fleets of other leaders as part of an Operation. However,
a Fleet may not be attached in a hex occupied by an enemy Fleet
(even if that Fleet is in port).
(CR 7.38) Enemy Fleets: Fleets may move into Coastal hexes occupied by enemy Fleets. However, such movement is a Stop, with
two possibilities:
• The moving Fleet wishes to attack the stationary Fleet, or
• The moving fleet wishes to continue moving, but must first subject
itself to being intercepted by the enemy fleet.
The active player first checks for Distance Effects and then may
conduct an Attack operation. If the player doesn’t (or can’t), the
inactive player may then make his Interception attempt. After which
and depending on the result of any Naval Combat, the active player
may make a Continuation roll and if successful, conduct another
operation.
(CR 7.39) Interception: The inactive player may attempt Interception with a friendly Admiral/Duumvir whenever:
• an enemy Fleet begins a Movement operation in the friendly
Fleet’s hex
• an enemy concludes a Reform Scattered Units in the friendly
Fleet’s hex
• an enemy Fleet enters the friendly Fleet’s hex and does not Attack
• an enemy Fleet enters a hex adjacent to the friendly Fleet’s hex
The inactive Fleet may intercept regardless of its In Port status.
If more than one Admiral/Duumvir is eligible to intercept as above,
only one may make the attempt (but see CR 7.37). An Admiral/
Duumvir may attempt to intercept the same enemy Fleet only once
per Operations Phase unless the active Fleet moves two hexes away
from the Fleet and then, later in the same Operations Phase, moves
such that one of the above criteria is met, or the active Fleet attempts
to re-enter the hex with the inactive Fleet that made the attempt.
EXAMPLE: The Roman player moves a Fleet into a hex with two
Carthaginian Fleets led by Duumvirs. The Carthaginian player may
intercept with only one of the Fleets (if one of the Fleets was led by
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an Admiral, the Carthaginian could use both Fleets if the Admiral
made the attempt). If the Roman player moves out of the hex, the
other Fleet could attempt to intercept.
To attempt interception, the inactive player announces such and
rolls one die.
• if the Interception attempt is into an adjacent hex, he adds three
(+3) to that DR.
• If the Intercepting Fleet is In Port, add two (+2) to that DR.
If the adjusted DR is the same as or lower than the Admiral/Duumviri’s Campaign Rating, the Interception is successful. A moving Fleet
stops and, if necessary, the intercepting Fleet moves into the target
hex and initiates Combat. There is no DP cost for this move.
If the adjusted DR is higher, there is no Interception, and the active Fleet can continue its current Operation if applicable, or use
Continuation to conduct another Operation.
(CR 7.4) NAVAL COMBAT
(CR 7.41) The possibility of Naval Combat occurs any time two
opposing naval forces exist (Stopped) in the same hex. A Naval
battle is initiated when:
• An active Fleet conducts an Attack Operation in the same hex as
any enemy Fleet. All enemy Fleets in the hex that are not In Port
must be attacked as a single force. Other friendly Fleets in the
hex are ignored.
• An inactive Fleet successfully intercepts (CR 7.39) an enemy
fleet that has either Stopped in the same hex or moves into a hex
adjacent to the hex it is in. In this case, the non-active player
initiates combat against the active Fleet (only).
(CR 7.42) Avoidance: Any time a player initiates naval combat,
the opposing player (target) may attempt to avoid such combat. To
determine whether a potential defender may avoid the battle, the
player rolls one die. If the die roll is the same as or lower than the
Admiral/Duumvir’s Campaign Rating, the Avoid attempt is successful and the Fleet may move one or two coastal hexes away, or, if
one is within one hex or the same hex, into a friendly port. There is
no DP cost for this move. A Fleet may not move into the hex from
which the attacking Fleet entered its hex. If an intercepted Fleet
successfully avoids, that Fleet must retreat into the hex from which
it entered its current location. If that hex is an All Sea hex, the Fleet
remains in its current hex and must participate in combat.
If the Fleet is commanded by a Naval Only leader, the player may
subtract one (–1) from the die roll for each Guile point expended
by that leader. There are no other adjustments to the Avoidance
die roll.
PLAY NOTE: Unlike Interceptions on Land (8.22), Fleets may attempt Avoidance after being successfully Intercepted.
HISTORICAL NOTE: It was fairly easy to avoid a naval battle,
given the difficulty of forming into battle line, etc.
(CR 7.43) Fleets that are In Port or Scattered may not be attacked.
However, Fleets In Port may attempt Interception. Fleets that are
in port when that city is taken by Siege Assault, Siege Attrition,
or Treachery are eliminated. See CR 9.74 for the effects of Surrender.
(CR 7.44) Resolving Naval Battles: Naval Battles are resolved on
the Naval Battle Results Table. The table is a list of adjusted die rolls
for the 10-sided die, adjustments running from –2 to +11, a total of
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14 possible results. To resolve a given battle:
1.Determine all DRMs (CR 7.45)
2.Each Player rolls one die, applying DRMs, and notes result to his
Fleet.
3.Eliminate squadrons to reflect losses and check for Leader Casualties (CR 7.46)
4.Conduct Retreats, if desired or mandated (CR 7.48)
(CR 7.45) The Naval Battle DR Adjustments: A negative (-)
DRM helps the player as it reduces his loss possibilities; a positive
hurts.
Strength Ratio Adjustment: Each player determines the comparative strength Ratio (Combat Odds) of his fleet vs. that of his
opponent, rounding down to conform to the ratios listed on the
Naval Combat Ratio Chart. The die roll is adjusted per the Naval
Combat Ratio Chart. Thus, if the Attacker has 7 squadrons against
3 Defender squadrons, the Attacker would incur a –2 DRM, the
Defender a +3.
Tactical Superiority: The two opposing commanders compare their
Battle Letter. The Admiral with the better Battle Letter (“A” being
best, etc.) gains Tactical Superiority for the battle, and the ability to
use that side’s die roll adjustments listed below. If the Battle Letters
are the same neither side has Tactical Superiority.
• Roman Tactical Superiority: –1 to his die roll; +1 to his opponent’s
• Carthaginian Tactical Superiority: –2 to his die roll; +3 to his
opponent’s
If the defending fleet does not have a commander, the attacking fleet
automatically has Tactical Superiority.
HISTORICAL NOTE: The Carthaginians were far better “sailors”
than their Roman counterparts, and they had great superiority in any
battle in which they could use their speed and maneuverability to
destroy Roman ships with the tactic of ramming. The Romans, while
they fell far behind the Carthaginians in this aspect, were experts
at land warfare ... and the naval tactic of boarding. Their bigger
quinqueremes held more, and usually, better soldiers.
Corvus: The Roman Player may choose to have the squadrons of
his Fleet armed with the Corvus. He must make this decision before
the Fleet leaves a port in Roman Italy and, once made, the Corvus
remains with the Fleet. When equipped with the Corvus,
• the opposing fleet incurs an automatic +2 DRM to its Naval Battle
roll, regardless of tactical Superiority.
• the Corvus equipped Fleet checks for Major Disaster (CR 7.33)
on any natural die roll of ‘0’ or ‘9’.
Fleets not equipped with the Corvus may not pick up Squadrons from
Fleets so equipped. If friendly Corvus equipped and non-Corvus
equipped Fleets are involved in the same battle, there is no DRM.
HISTORICAL NOTE: Latin for raven, the Corvus was a demonic,
and highly effective, mechanism installed at the bow of Roman galleys that, when used during boarding attempts, swung around and
came down onto the deck of the opposing ship like the beak of a
bird, fixing the target to the attacking galley and providing a plank
for the charging boarders. The Carthaginians never could figure
out how to deflect/negate the Corvus. However, Mother Nature did.
Installed at the bow, the Corvus made that galley unseaworthy—she
shipped lots of water in anything but calm seas—and susceptible to
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disaster in storms. The Romans abandoned use of the Corvus rather
quickly, despite its battle advantages.
DESIGN NOTE: Other games in the AW series will have other
‘special effects”.
Crew Superiority: The Fleet with the better-rated Crew adds the
difference between the opposing Crew’s Ratings to the opponent’s
Die roll. If a player has more than one Fleet involved, use the lowest rating.
EXAMPLE: A Fleet with +3 Crew against a Fleet with a ‘0’ Crew
would require the player with the ‘0’ Crew Fleet to add +3 to his
Naval Battle die roll.
(CR 7.46) Combat Losses: All results are expressed in terms of
percentage of Squadrons lost, and whether or not to round any fractional losses “up” or “down”. If the result is an “up”, any fractional
loss is treated as loss of 1 Squadron. Thus a 10 up result for a Fleet
with 10 or less Squadrons would cause a 1 Squadron loss. If a Fleet
has lost Squadrons, any Admiral present with that Fleet must roll
for a Leader Casualty (8.6, and see CR 7.24). If the entire Fleet is
eliminated, the Admiral is Killed, no die roll necessary.
PLAY NOTE: Unlike land combat there is no After Battle Status
effects applied to the Fleets or any land units using Naval Transport.
(CR 7.47) Winners/Losers: The player that has the higher percentage loss (ignore the “up” or “down”) is the Loser, and the other
player is the Winner. If both sides have the same percentage loss,
there is no Winner or Loser. As per 5.3,
• If the active player wins, the active leader may roll for Continuation
• If the active player Loses, the active leader is Finished after conducting any Retreat.
• If there is no Winner, the active leader is Finished.
The Fleet that Wins has its Crew rating increased by one (CR
7.14). If more than one Fleet was involved, each has its Crew
Rating increased.
(CR 7.48) Retreats: Retreats are only sometimes mandatory. It
is possible that both players may remain in the hex after combat.
A Losing Fleet that suffers at least twice the number of losses in
squadrons, or suffers any loss when the opposing Fleet has no loss,
must Retreat, unless the battle occurred as part of a Strait Crossing
(CR 6.38, CR 7.65). Otherwise, Retreat is voluntary. The Loser gets
to decide, first, if he wishes to retreat his Fleet. If he chooses not to,
the Winner gets that choice. If neither chooses to Retreat, or there
is no Winner or Loser, the Fleets stay where they are. A Fleet that
retreats must leave the hex by moving to a Coastal hex unoccupied
by enemy units. A Fleet may not retreat into a hex if the opposing
Fleet entered the battle from that hex, nor may it enter a hex occupied
by an enemy Fleet during the retreat. The retreating Fleet so moved
accumulates DP per CR 7.32 and when it arrives in the destination
hex, the player determines the Distance effects of such move.
EXAMPLE OF A NAVAL BATTLE: A Roman Fleet with 20 Squadrons under the command of Field Consul C. Sulpicius Paterculus
(#314) (“C” Battle rating) engages a Punic Fleet with 15 Squadrons
under the command of Carthalo (1P-4) (“B” Battle Rating) off the
coast of Sicilia. The Carthaginian player has Tactical Superiority—no die roll is required. The Roman Fleet has Crew Rating of
“2”, while the Carthaginian Fleet’s Crew Rating is “4” so the
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Carthaginians have Crew Superiority as well [+2 Roman DRM].
The Roman numerical advantage is insufficient to produce a positive effect (Strength Ratio adjustment is 0 at 20:15 or 1.3:1), the
Carthaginians, however, will add +1 [+1 Carthage]. The Romans
are armed with the Corvus [+2 Carthage].
The Roman player rolls a “6” which is adjusted by +3 [Tactical]
and +2 [Crew] to “11” which gives a “50 up” result. The Romans
lose 10 Squadrons. The Carthaginian player rolls a “3” which is
adjusted by +1 [Strength Ratio], –2[Tactical] and +2 [Corvus]
to “4” which yields a “10 up” result. The Carthaginians lose 2
Squadrons. Both players roll for leader casualties (neither leader is
affected). The Romans must Retreat so Sulpicius heads for Messana
[10 DP], and where he Scatters outside the Port.
(CR 7.5) RAIDS
(CR 7.51) An active Fleet of 1 or 2 Squadrons may conduct a Raid
into any Flat Coastal hex in the opposing player’s Home provinces
provided that the hex also contains a City. The target hex cannot be
occupied by opposing units unless those units are inside the City.
A Raid is an Attack Operation with a die roll Finish regardless of
outcome. The active Fleet may conduct only one Raid attempt per
specific hex in that Operations Phase.
(CR 7.52) Raid Resolution: To conduct a Raid, the player rolls one
die. The player adjusts the roll as follows:
• He adds to that die roll the number of Raiding Squadrons.
• He subtracts from that die roll the number of enemy SPs (of any
type) inside the City present in the hex.
If the adjusted die roll is a ‘6’ or higher, the Raid is successful.
Otherwise the Raid fails.
(CR 7.53) If a player successfully conducts a Raid in a given game
turn, the affected player subtracts two (–2) from any Manpower Raising die rolls he undertakes during the current game turn through to
the removal of the Raid marker in Phase B/7 of the following game
turn. Place a Raid marker as a reminder. There is no additional affect
if the player successfully conducts more than one Raid.
HISTORICAL NOTE: Part of the Carthaginian strategy, at least
before the Romans built a strong navy, was to conduct a series
of raids along the coast of Italy, usually north of Rome. More of
an annoyance than anything of lasting merit, the raids did prove
a thorn in Rome’s side for the first 4 or 5 years of the war. By the
middle of the war, Rome was attempting the same along the coast
of Carthage province.
(CR 7.6) NAVAL TRANSPORT
Players may move land combat units by Sea using Naval Transport.
PLAY NOTE: Because of the shift to Advanced Naval Rules for
most of the scenarios herein, the naval transport rules have been
changed somewhat.
(CR 7.61) Embark: All Naval Transport must start in a friendly
Port... Inside the City. The number of SPs that can use Naval Transport from that Port is given in the Naval Transport Chart. To Initiate
Naval Transport, the owning player states the fact and places a Naval
Transport marker on his force. Naval Transport can be conducted
from a city Under Siege.
PLAY NOTE #1: Note that land movement and Naval Transport can
occur in the same Operations Phase.
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PLAY NOTE #2: A player may try to transport besieged land units
from a Port, but Interception applies if there is an enemy Fleet
around.
the Battle Results Table. 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.
(CR 7.62) Transport Operations: Land units using Naval Transport are treated as a Fleet for Fleet Operations (CR 7.3) with the
following adjustments:
(CR 7.65) Crossing Straits: Although land units crossing straits do
not use Naval Transport, the opposing player may attempt Interception (and thus precipitate a Naval Battle) if he has enemy Fleets in
either/both hexes joined by the strait. Any Interception attempts are
resolved per CR 7.39 with the exception that only one Interception
attempt can be made against the force making the crossing. If an
Interception attempt is successful, the active player has the option
to retreat to (or remain in) the starting hex and there is no Naval
Battle. If a Naval battle occurs, both players may include any/all
Fleets in either hex (including any In Port) joined by the strait. At
the conclusion of the battle, the active force remains in the ending
hex—its has crossed the strait and, Continuation permitting, the
leader could conduct additional operations. For the purposes of naval
combat (losses, DRM, etc), treat the force as if it were a Transport
Fleet (CR 7.62)
• The active leader is considered the Admiral of the Transport
Fleet and his ratings are used for all purposes regardless of any
other leaders in the force. The Admiral does not count against the
player’s allowable number of Admirals (see scenario rules).
• The Transport Fleet may attach a Fleet in its starting Port or while
Stopped in any Coastal hex unoccupied by enemy Fleets. There is
no transfer of Squadrons; the Fleet is attached in total including
its commander. The Transport Fleet may attach any Fleet even if
the Admiral of the attached Fleet is ranked higher in the player’s
command hierarchy.
• The Transport Fleet may detach a Fleet while Stopped in any
Coastal hex unoccupied by enemy Fleets. There is no transfer of
Squadrons; the Fleet is detached in total including its commander.
Land units can be dropped off if they disembark (see CR 7.63
below).
• A Transport Fleet without an attached Fleet cannot initiate Naval
Combat. If attacked, it may attempt to Avoid. If unsuccessful in
the Avoid attempt, resolve a Naval Battle per CR 7.44 with the
following changes:
••the Transport Fleet is treated as one Squadron for the Strength
Ratio adjustment
••the attacking player does not roll (i. e. the attacker will take no
losses)
••Transport Fleets without other Fleets attached have a Crew
Rating of 0
• Any percentage loss to Squadrons applies equally to the land units
being transported. The losses are distributed using 8.34.
• If a Transport Fleet is Scattered, the land units are considered to
be temporarily Disembarked while Scattered and can be attacked
by enemy land forces (ignore the Disembark limits on the Naval
Transport Chart). If so attacked, the force is considered Useless
and suffers the adverse modifiers in CR 7.64. With a Reform
Scattered Units Operation, the owning player may either continue
to transport the land units or Disembark (CR 7.63) them in the
hex. They are no longer considered Useless, though CR 7.64
still applies. If a Scattered force must leave the hex, remove the
Transport and Scattered markers.
(CR 7.63) Disembark: To land (and disembark), a force using Naval
Transport must Stop, and roll on the Naval Distance Effects Table per
CR 7.32. If there was no adverse Distance Effects result, the player
may disembark land unit SPs in the hex up to the limit given by the
Naval Transport Chart (the limit is a per Operation). A Disembarked
force may be Intercepted. A force using Naval Transport may enter
Port and disembark in a city Under Siege.
DESIGN & PLAY NOTE: The ability to land forces in non-port
hexes is supported by several of the campaigns during the war. E.g.,
the Roman invasion of Africa in the 1st Punic war, which landed a
consular army on Cape Bon (It-5834). Note also that restrictions on
enemy occupied hexes and adjacent cities have been removed.
(CR 7.64) If units disembark in a hex occupied by enemy land units
and both those units and the debarking units are outside of a city, any
attack by the debarking force incurs –3 modifier to the die roll on
EXAMPLE: The Roman player wants to move Appius Claudius
Consular Army across the Fretum Siculi. Messana is friendly to the
Romans and there are no enemy forces in Rhegium or its hex. The
Roman player has a Fleet (1 Squadron) in Rhegium. The Carthaginian player has positioned a Duumvir led Fleet (1 Squadron) in
both the Messana and Rhegium hex. The Carthaginian player may
attempt Interception in either (not both) hex. If the Carthaginian
player is successful, the Roman player can either retreat Claudius’
army back to Rhegium or chance a naval battle which would involve
all three Fleets as well as Claudius’ force.
(CR 7.7) PORT HARBOR CAPACITY AND
WINTER
(CR 7.71) Ports have the ability to safely Harbor—dry-dock and
keep safe from Winter (see CR 7.75)—a limited number of galleys.
Transports are not considered here; they do not have to dry-dock.
The Harbor capacity of a given port is listed on the Port Harbor
Capacity Chart. Some Secondary Ports have larger harbor capacities
than others; these are named and listed (e.g. Drepanum).
HISTORICAL NOTE: Carthage’s harbor had “modern” dry-docking
facilities for 220 galleys at any one time. Presumably, more ships
could anchor in the large harbor.
(CR 7.7) PORT HARBOR CAPACITY CHART
Port
Squadron Capacity
Carthage (Cr-3028)18 to 22
Ostia (It-3715)
5 to 20 (20 in 2nd Punic War and
after)
Massilia (It-1629)10
Neapolis (It-4512)
5 to 10 (10 in 2nd Punic War and
after)
Tarentum (It-5405)12
Syracusa (It-6419)10
Lilybaeum (It-5526)15
Drepanum (It-5326)12
All other Secondary Ports 4
All other Minor Ports
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(CR 7.72) Increase Capacity: Some Ports—Carthage, Ostia, Massilia, Neapolis (see the scenarios for specifics)—start with smaller
Harbor facilities than their maximum capacity ... for Rome, reflecting
the minimal Roman galley fleets. Each turn the player—if he controls these ports—may increase any one Port’s Harbor Capacity by
5 squadrons, per turn, up to its maximum listed capacity. However,
he may do so only if he does not build any naval squadrons that
turn, or have Fleets “Under Construction” therein.
PLAY NOTE: The reverse is also true. If a player increases Harbor
capacity he may not build squadrons.
(CR 7.73) Expanding Port Harbor Capacity does not stop the Player
from raising land forces in Phase B/6.
(CR 7.74) Port Harbor capacity is also used to determine how many
Squadrons a player may construct in a given Turn; see CR 7.16.
(CR 7.75) Winter: During the Port Segment (G/2), each Fleet
(including Transport Fleets) that is not In Port must be moved to
a friendly Port hex without a Stop (no dropping off or picking up
Squadrons) and enter Port. Each Fleet so moved accumulates DP
per CR 7.32, but when it reaches its destination Port the player rolls
for a Major Disaster (see CR 7.33) instead of rolling on the Naval
Distance Table. A Fleet that began the segment Scattered, adds 20
to the Distance Point total. Squadrons in excess of that destination
Port’s capacity are eliminated. If a Fleet begins this segment without
a leader, the player receives an Emergency Duumvir (CR 7.24) to
move the Fleet to Port.
For Scattered Transport Fleets, remove the Transport and Scatter
markers. The land force remains in the hex and retains its Useless
status. For other Fleets, Scatter is removed after paying the 20 DP
for returning to port.
DESIGN NOTE: The above simulates the arrival of increased
storms, which ended almost all naval movement of any kind, even
in the Mediterranean.
(CR 8.0) LAND COMBAT
(CR 8.23) Roman leaders add four (+4) to all Avoidance die rolls
(Roman Honor).
(CR 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.
Carthaginian Army Efficiency: If attacking, the Carthaginian
player adds his Army Efficiency Rating to the die roll. If defending,
he subtracts his Army Efficiency Rating. If more than one Army is
involved in the battle, use the lowest Army Efficiency.
EXAMPLE: A Carthaginian Army with an Efficiency of –2 would add
a –2 (same subtracting 2) to the battle roll when attacking and subtract a –2 (same as adding 2) to the battle roll when defending.
(CR 8.34) Legion Loss Distribution: The Romans treat their entire
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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.
(CR 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. Wounded Carthaginian leaders that
were not replaced or recalled are returned to their Army/Fleet during
the Carthaginian Political Climate segment.
(CR 8.63) 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.
Carthaginian Killed/Wounded leaders are replaced per 8.63 (A and
C). The Carthaginian player cannot replace recalled leaders during
the Operations Phase.
(CR 9.0) CITIES AND SIEGES
(CR 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
• Add two (+2) if the besieged city is a port and only the attacker
has Fleets in the hex and/or Port
• Subtract one (–1) for each legion included in the assault over the
assault leader’s CER limit—Roman Player only
• Subtract two (–2) if the besieged city is a port and only the defender has Fleets in the hex and/or Port
(CR 9.55) Supply by Sea. If the besieged units are in a Port, he
adjusts his Attrition die roll:
+3, if the Port hex is solely occupied by an enemy Fleet. Friendly
Fleets In Port are ignored;
–3, if the Port hex is occupied solely by a friendly Fleet, whether
In Port or not.
(CR 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”.
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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.
Neither Rome nor Carthage may ever be taken by Treachery.
(CR 9.74) Fleets In Port when a city Surrenders remain in the hex
but are no longer In Port.
(CR 9.8) 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.
If the city falls during a Siege Attrition Phase, the capturing player
uses his highest ranked leader for the above check. If there is no
senior leader, the capturing player picks the leader of his choice.
PLAY NOTE: Despite the rather aggressive actions of such Gauls,
the city is not considered Sacked just because the Gauls looted.
(CR 9.9) Garrisons: The Roman player may not use Auxiliary units
as part of a garrison unless there is at least an equal number of Legion
SP (whether detached or not) in the city. Units assigned as garrisons
do not count against the force limitations that Roman magistrates
have (CR 5.2), as long as they stay inside the city.
Whenever the Roman player disbands Legions (CR 10.18) he must
also reduce his garrisons. For each unbesieged City of any size,
other than Rome, anywhere on the map, that has detached Legion
SP in excess of its IDS, the Roman player must remove the excess.
For Rome, the limit is the size of the Rome Garrison at start of the
scenario, not the IDS. In addition, any detached Legion cavalry are
also removed along with any Auxiliaries in excess of the remaining Legion SP. Legion/cavalry SP that are part of a Legion are not
affected.
say a great deal about Rome ... and Hannibal’s generalship.
(CR 10.11) The Roman player raises (or reinforces) Legions through
the Senate. Legions are raised, mostly, in the Strategic Decision
Phase either during the Election Segment (B/4) and/or the Force
Increase Determination Segment (B/6). Raising units in this segment
is not an Operation and does not require the presence of any leader.
During that Phase, the Roman Player must decide whether to:
• Raise more land units, or
• Increase (or build) his Navy, or
• Neither of the above
He cannot do all/both (and see CR 7.72), and his decision is made
secretly by selecting the appropriate marker and holding it in his
closed hand, with both players revealing their decisions at the same
time. The Roman player cannot elect to increase/build his navy if
he successfully raises a Consular Army per CR 10.16.
(CR 10.12) The Roman Player, in addition to raising land units in
the Strategic Decision Phase, may do so as part of a Consul’s (or a
Dictator’s) Operations Phase as a Manpower Operation. He may do
this only if there is an enemy land force of at least 5 SPs anywhere
in Italy (all of Italy east of Gallia Massilia; Sicily is not Italy).
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 countermix-which is absolute.
(CR 10.13) Raising Legions: The Roman player uses the Legion
Request Table to raise Legions during the Force Increase Determination Segment and for all Manpower Operations. To attempt to Raise
legions -or to reinforce depleted legions- the Roman Player notes
the number of legions of any strength are 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.
PLAY NOTE: And don’t forget that each legion has contains both a
Roman and Allied component.
(CR 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.
(CR 10.0) MANPOWER
(CR 10.1) RAISING LEGIONS
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HISTORICAL NOTE: Rome’s greatest strength-and the telling factor in the 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
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.
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(CR 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. Auxiliaries available to Rome are
limited to the Sicilian infantry units available in the counter mix.
If there are less than 6 SP of Sicilian available, the Roman player
receives no auxiliaries. And see CR 10.25 and 8.34.
trolled or allied Secondary or Major Port to receive reinforcements.
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.
(CR 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 (CR 10.18) in the Disband Legions segment (B/1). The procedure in CR 10.13 is not used in this situation.
Instead, as each affected Consul is elected/selected, the Roman
player rolls for Senate Permission (CR 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 CR 10.2. If the Senate
refuses, no army is raised. Successfully replacing an army prevents
the Roman player from building Fleets. He may, however, still attempt to raise legions (CR 10.11).
(CR 10.24) Newly raised Siege Engines are placed either in Rome
or with any Legion in Roman Italy.
(CR 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 the 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.
(CR 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.
(CR 10.2) PLACEMENT OF ROMAN
MANPOWER
(CR 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. Newlyraised legions may not be placed inside a besieged city unless the
city is also either a Secondary or Major Port. The RL components
may always be placed in Rome even if Rome is Under Siege.
(CR 10.22) Reinforcements (see CR 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 corresponding 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.
(CR 10.23) Reinforcements may not be placed with a legion in a
Besieged city unless that city is also either a Secondary or Major
Port. Legions outside Roman Italy must be in a province with a con-
PLAY NOTE: There is no Legate leader counter—just the LAM—
which triggers when the reinforcements are added to the targeted
Legions.
(CR 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 CR 10.23). Auxiliaries
may not be placed in a besieged city unless the city is also either a
Secondary or Major Port.
(CR 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.
(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, however, regardless of SP losses,
at least one RL must be 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.
(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/Crew 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.
(CR 10.4) CARTHAGINIAN MANPOWER
HISTORICAL NOTE: Carthage, as a country, did not have anywhere
near the indigenous (and citizen) wells of manpower that Rome had.
Carthage’s own manpower base was about 3-400,000 Carthaginian
citizens, half of whom were female. Therefore, most of the troops
raised by Carthage were mercenary (from Europe) or provided by
(often uneasy) alliance (Libya and Numidia).
(CR 10.41) Carthage raises Manpower in the Force Increase Determination segment (B/6), with some minor ability to raise troops
during the Operations Phase (La Patrie en danger, and all that; see
CR 10.45). The sources of manpower for Carthage’s armies are
listed in the Carthaginian Manpower Table. The ability to raise
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manpower is dependent on the Political Climate. To raise manpower,
the Carthaginian player selects one of the lettered groups, rolls a
die, and applies any applicable modifiers as listed on the table. He
receives SPs from each contingent in the group corresponding to
the modified die result. This process is repeated for other groups
allowed by the current Political Climate. The Carthaginian player
is not required to take all of the resultant SPs, nor is he required
to make all allowable die rolls. Note that there are some scenario
restrictions and limits on total manpower as given in CR 10.46 and
CR 10.47. In addition, the Carthaginian player may exchange 20
infantry SPs of any type for one Siege Engine. No more than one
Siege Engine per Phase may be raised.
The Carthaginian player’s ability to raise manpower is further restricted by its current Political Climate as follows:
• Cautious: May not form any new armies but may reinforce
existing armies for losses that occurred in the previous turn
(maximum), to the extent that he can raise such troops.
• All other Climates: May either form one army OR may reinforce existing armies for losses that occurred in the previous turn
(maximum).
When reinforcing armies, the Carthaginian player may use any
type/contingent for the replacement SPs. The only restriction is that
the total reinforcement SPs for an army can’t exceed the previous
turn’s losses for that army.
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gin, or in any Secondary or Major Port controlled by Carthage, or
with an existing army in a province that has a Carthaginian/Allied
controlled Secondary or Major Port. The province of origin for
the Ligurians is Liguria (which includes both Taurini and Friniates per the PIC); for the Gauls it is Gallia Massilia; the Iberians
and Celtiberians have no province of origin in play. Note that the
Carthaginian player need not control or have an Allied port in the
province of origin to receive Mercenaries
• Siege Engine: Placed with an existing Army (but see below).
If any Mercenaries are placed outside their province of origin (for the
Iberians/Celtiberians this is the only way they can enter play), and/or
Allies outside of Carthage, the Carthaginian Overall Commander
loses one LAM for that turn. Citizens and Allies may be placed inside
Carthage regardless of any siege. Mercenaries and Allies may be
placed in a besieged Secondary or Major port city.
EXAMPLE: The Carthaginian player has raised mercenaries from
Groups C and D. His Overall Commander will have one less LAM
since the Group C reinforcements must be placed in a Secondary
or Major Port controlled by Carthage. He will do likewise with his
Group D reinforcements to avoid having to move them during the
Operations Phase.
EXAMPLE: The Political Climate is Alert. The Carthaginian
player decides to raise troops from Group B and D. For Group B
he rolls a 5, and since he built Fleets last turn (–2), the result is a
3. He receives 5 Numidian infantry SPs, 10 elite Numidian cavalry
SPs, 10 Libyan infantry SPs, and 5 Mauritanian infantry SPs. He
next rolls for Group D (mercenaries). He rolls a 9, modified by a
–2 (built Fleets), which gives him 25 Gallic infantry SPs and 15
Ligurian infantry SPs. These troops are placed per CR 10.43 below.
Alternatively, the Carthaginian player may exchange any 20 SPs
raised for one Siege Engine.
(CR 10.44) Restrictions on Location Use:
• Carthaginian infantry and cavalry may never leave Africa.
• Libyan units may not be placed or used south/southeast of
Carthage’s Ditch Boundary
• Numidian units may never be placed, or used, in Numidia, regardless of what Carthage controls.
• Mauritanians may not be deployed in any of the Mauritanian
provinces.
• Mercenaries may not be deployed, except for initial placement,
in the province/area in which they were raised.
• A Siege Engine must always be part of an Army. An Army can
only have one Siege Engine assigned.
PLAY NOTE: The Carthaginian player may place any unused
counter (s) (squadrons preferred) next to the army box on the Army
Display to keep tabs on the losses for that army.
HISTORICAL NOTE: The Carthaginians made it a practice to rarely,
if ever, use troops in the lands from which they came, for fear of
revolt. They kept most of the citizen troops home.
(CR 10.42) Carthage raises three types of units:
• Citizens: enlisted from the indigenous Carthaginian population
and including all Elephants
• Allies: levied from Libya, Numidia and/or Mauretania unless the
Allied nationality is in revolt (see Auguries Chart).
• Mercenaries: hired from Iberian, Celtiberian and Gallic tribes
in Hispania and Gaul, plus, where applicable, the Italiot (Greekbased Italian areas) of Italy, such as Bruttium. Mercenaries may
be raised only in the Strategic Decision Phase; they may never
be raised during an Operations Phase.
(CR 10.45) The Carthaginians may raise troops during an Operations
Phase with a Manpower Operation only when the Political Climate is
Aggressive. These troops, when raised, must be placed in Carthage
(city), and only an Overall Commander who is actually inside the
city of Carthage may conduct the Manpower Operation.
PLAY NOTE: The types of units have nothing to do with their combat
abilities, except where noted as Elite. Their type does determine their
ease in raising and the location of their posting.
(CR 10.43) Placement of Troops:
• Citizens: Placed inside the city of Carthage, or with an existing
army in Africa, when raised.
• Allies: Placed inside the city of Carthage, or with an existing army
in a province that has a Carthaginian/Allied controlled Secondary
or Major Port, when raised.
• Mercenaries: Placed inside any Port City in their province of ori-
(CR 10.46) Total Manpower Restrictions: There may never be
more than 50 SPs of Citizen units—infantry and/or cavalry (not
Elephants)—in play at any one time.
(CR 10.47) Manpower Maximums: The manpower pool for Carthage was nowhere near that of Rome, even over the two decades
each of the Punic wars raged. The number of Carthaginian citizens
was far less than that of Rome, her allies were helpful (when they
were cooperating), and the Carthaginian Senate was not enthusiastic about paying mercenaries. To reflect this, each of the scenarios
has Manpower maximums, reflected by the Manpower Maximum
Table and the use of the Manpower Usage Tracks to keep track of
the dwindling supply. Carthage may never use—total, throughout
the length of the scenario and this includes troops deployed at
start—more SPs in each category (Libyans, Gauls, etc) than are
listed on the Table. SP expended to bring on a Siege Engine are not
counted against the limits.
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Carthage Scenario Book
HISTORICAL NOTE: While the totality of this rule is historical,
actual population numbers are especially difficult to come by, even
for the Carthaginians. Our maximums are based on what seem to be
the numbers used during the actual wars, adjusted for playability,
et al. Roman maximums are determined by the number of legions
that can be raised in a scenario, with the totals for the 2nd Punic
war as a ceiling guide.
(CR 10.48) Forming Armies: The Carthaginian player may form
armies whenever he raises manpower, subject to the restrictions of
the current Political Climate. To form an army, the Carthaginian
player places an Army Marker on a stack of units in the same hex
that are currently not part of another army and appoints a Commander (CR 5.74). The new army starts with an Army Efficiency
Rating of –3 (CR 10.52). Once formed, an Army remains in play
until Disbanded (CR 5.73) or has had its last SP eliminated. An
Army can be reinforced by adding units that are not part of another
army (but see CR 10.57 for the impact on that Army’s Efficiency),
and units can be detached as garrisons. An army cannot detach its
last SP unless it Disbands.
(CR 10.5) CARTHAGINIAN ARMY
EFFICIENCY
HISTORICAL NOTE: Except for some units—Numidian cavalry,
the local Carthaginian phalanx, etc.—most of the mercenary-raised
units were not of good quality when initially raised. The Carthaginian command system, though, had one major benefit the Roman
system did not have: Carthaginian Commanders tended to stay in
command, and the longer they did this, the better that leader’s army
became, for reasons that had much to do with allegiance and other
aspects of command longevity.
(CR 10.51) Every Carthaginian Army, through its Commander, has
an Army Efficiency rating, a number ranging from –3 (poor) to +3
(excellent), which is used as a die roll Modifier in Battle. This rating
is added to the die roll when the Army is attacking, and subtracted
when defending. Note that subtracting a negative rating is the same
as adding it. If more than one Army is involved in a Battle, use the
lowest rating.
EXAMPLE: Hanno the Great (1P-13) starts the Mercenary War
scenario with an Army Efficiency of –1. When Hanno and is Army
is used in an Attack, one is subtracted from the Battle die roll, when
defending, one is added to the die roll.
(CR 10.52) Armies that start the game deployed are given an Efficiency rating. All newly raised Armies start with an Efficiency
of –3.
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• was under the command of the same leader throughout the previous game turn, and
• was not Useless at any time in the previous game turn, increases
its efficiency Rating by one (to a maximum of +3).
(CR 10.54) When an Army receives a new Commander, regardless
who it is, that Army lowers its Efficiency rating by two (–2) to a
minimum rating of –3. This case applies to a replacement leader.
There is no change when a Wounded leader returns via CR 8.62.
(CR 10.55) Except for Useless status, an Army’s Efficiency rating
is not affected by Battle results.
(CR 10.56) The Carthaginian player cannot combine Armies or
transfer SPs from one army to another. This applies even if an
Army has no Commander. A Carthaginian Army commander may
drop off units as city garrisons, but only if there is no other Army
inside the city. A commander may pick up units that are not part of
another Army (garrisons, reinforcements, etc) subject to the penalties
described in CR 10.57 below.
(CR 10.57) The Carthaginian player may increase an Army’s
strength by adding units that are not part of another Army (reinforcements, garrisons, etc) up to one-half of its strength in SPs, without
penalty. If the number added is more than one-half but less than the
current Army size, the Army Efficiency is reduced by one (–1). If
the number added is equal to or greater than the current Army size,
the Army Efficiency Rating is reduced by two (–2). Carthaginian
citizen units and Elite units of any nationality may be added without
penalty and are not considered in the above calculation. The Army
Efficiency rating is adjusted at the end of the Operations Phase
counting for all SP added during that Phase.
PLAY NOTE: For this rule, the term “Army” is defined by the commander. If a Commander changes command to another Army, it is
as if he were a new commander.
(CR 12.0) DIPLOMACY
The Ancient World Diplomacy rules are not used in any Carthage
scenario. The alignment of the non-Roman and non-Carthaginian
areas remained stable during the period covered, except when an area
was occupied militarily. Thus, the Alliances when listed on Provincial Information Chart or otherwise specified in the scenario rules
remain in place unless the military situation changes or by special
rule (e. g. Syracuse in the two 1st Punic War scenarios).
PLAY NOTE: Therefore, the leaders used in this war do not have
Diplomacy ratings.
(CR 10.53) During the Carthaginian Army Efficiency segment (A/2),
every Carthaginian Army in play that:
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THE SCENARIOS
RULES
The following rules are not used in this scenario:
Naval Rules: 7.0 and CR 7.0
Manpower Rules: 10.0 and CR 10.0 (except for CR 10.5)
Auguries: 13.0
Political Rules: CR 5.0 (except as noted below)
All Roman specific rules
Ignore Phases A, B and E of the Sequence of Play.
PLAYER AIDS
• Syracusan/Mercenary Army Display
• Syracusan/Mercenary City Occupation Display
• Carthaginian Army Display
• Carthaginian City Occupation Display (1st Punic/Mercenary War
side)
THE MERCENARY WAR
INITIAL DEPLOYMENTS
Mutiny in Carthage, 241 BC
Units deployed at a city location are placed Inside the City unless
otherwise indicated.
SCENARIO COMPLEXITY LEVEL: 3
A good scenario to learn the land system, get accustomed to its military routines and finish in one sitting. There are no elections, no political problems, no raising of troops ... just moving and fighting.
HISTORICAL BACKGROUND
With the 1st Punic War over, Carthage found itself with a large
group of mercenaries who wanted to get paid. Gisgo, garrison
commander at Lilybaeum passed the Punic buck and sent them all
to Africa, where Hanno (which Hanno is never clear), gave them
all a pittance and shipped them to Sicca, a Carthaginian outpost on
Numidia. There they sat until it was quite clear the Carthaginians
were never going to pay them. So they mutinied, massacred a whole
bunch of Carthaginian officers in the usual, gruesome Carthaginian
style, and started to lay waster to Carthage itself, grabbing a series
of towns and, swollen by 20,000 Libyan volunteers, obviously not
overly happy with Carthaginian rule, took Tunes and looked ready
to invest Carthage itself.
Then the Carthaginians got their act together. Under Hanno they
gathered one army of 10,000, with 100 elephants, while Hamilcar
Barca (Hannibal’s father) returned from overseas with a second
army, mostly cavalry, and even more elephants. When Naravas, a
Numidian chieftain arrived with even more cavalry, it was just a
matter of time—granted a brutal and unforgiving time, with much
crucifixion on both sides—before the veteran Carthaginians isolated
the mercenaries, cut them off and finally defeated them.
It was neither pretty, nor honorable. (We did get a rather florid
novel by Gustav Flaubert, of “Madame Bovary” fame, from it:
“Salammbo”.)
GAME LENGTH AND PLAY BALANCE
Five Turns: from 241 BC to 237 BC. Balance is weighted towards
Carthage, as they have more manpower and, eventually, a tremendous advantage in cavalry.
MAPS
The game uses the Carthage Map
Mercenaries
Hex/City
Units
Sicca Veneria [Cr-2936] Spendius, Matho, Antaritus; 12 SP
Libyan Infantry, 5 SP Iberian Infantry,
3 SP Gallic Infantry, 3 SP Ligurian
Infantry, 1 SP Greek (Sicilian) Infantry
Initial Siege Capability Rating: –3.
The Mercenaries have no Overall Commander.
Carthaginians
Hex/City
Units
Carthage [Cr-3028]
Hanno (the Great) [1P-13] OC,
[Army I, Efficiency Rating: –1];
15 SP Carthaginian Infantry, 10 SP
Ligurian Infantry; 5 SP Iberian Infantry, 5 SP Carthaginian Cavalry, 5 SP
Numidian Cavalry; 10 SP Elephants
Initial Siege Capability Rating: –2.
Hanno and Hamilcar are Army Commanders. Hanno is the Overall Commander until Hamilcar Barca arrives; see Carthaginian
Political rules, below.
STARTING THE GAME
First Turn LAM Pool
The Mercenary Player receives 1 LAM for each of his three leaders.
The Carthaginian player receives 1 LAM for Hanno. None of the
three Siege Attrition LAMS are available on the first turn.
The Mercenary player gets to go first. He selects (knowingly) with
which of his LAMs he wants to start play. The game starts with
Phase C of the Sequence of play; Phases A and B are not undertaken
in this scenario.
© 2005 GMT Games, LLC
Carthage Scenario Book
REINFORCEMENTS
Players do not raise troops using the Manpower rules. All troops
arrive by the reinforcement rules, below.
Mercenary Reinforcements
For each city the Mercenary Player takes for the first time, he rolls
one die. That DR equals the number of Libyan Infantry SPs he
receives in that city. If the die roll is a ‘4’ or higher, one of those
SP is Libyan Cavalry. This roll takes place the instant the city
is captured and concludes the current operation (if any). For the
Continuation attempt that occurs immediately after this roll, and
for that roll only, the Mercenary player subtract two (–2) from that
die roll. Only cities in the provinces of Carthage and Tripolitana
provide reinforcements.
Carthaginian Reinforcements
At the start of the third game-turn (239 BC), the Carthaginians
receive:
• Hamilcar Barca [1P-7], [Army II, Efficiency Rating: +1)] [a] , 4
SPs Ligurian Infantry, 4 SPs Iberian Infantry, 20 SPs Iberian Cavalry,
and 7 SPs Elephants. These reinforcements are placed in Carthage
(city). If Carthage is held by the mercenaries the game is over, so
don’t bother. These reinforcements enter even if Carthage is Under
Siege.
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Mercenary leaders may command any contingent.
CONTROL
The Mercenary player controls Sicca Veneria [Cr-2936]. The Carthaginian player controls all cities in the provinces of Carthage and
Tripolitana. Carthage’s IDS is [8]; all Medium cities have an IDS
[3]; Small [1]
SIEGE CAPABILITY
Neither player may increase his Siege Capability nor has or can
use Siege Engines. If the Carthaginian player is besieged in a Port,
subtract three (–3) from his Siege Attrition die roll.
VICTORY
The Mercenary Player wins automatically if, at the end of any turn,
he occupies Carthage (city). The Carthaginian player automatically
wins if all Mercenary leaders are eliminated.
Otherwise, victory is determined at the end of five turns. The
Mercenary player wins if he controls any city in the provinces of
Carthage and Tripolitana. A Small city must have a garrison of at
least 1 SP infantry to count as controlled in determining victory.
The Carthaginian player wins if the Mercenary player fails to meet
his victory conditions.
• Naravas [b], 7 SPs Numidian Cavalry (Elite), in any city in Numidia not controlled by the Mercenary player.
a = When Hamilcar arrived, despite his obvious greater abilities, there was some
political question over who should be in charge, he or Hanno (a sworn enemy of
the Barcas). After the usual shuffling back-and-forth, Hamilcar got the Judges
to put it up to a citizen vote. Barca won in a walk.
b = Naravas may command only Numidian Cavalry. When he is so used, and he
is the sole commander, his Army Efficiency Rating is +2.
LEADER REPLACEMENTS
There are no leader replacements.
CARTHAGINIAN POLITICAL CLIMATE
The Carthaginian Political Climate rules are not used in this scenario.
However, starting with the third game-turn, the Carthaginian Player,
in Phase C before Initiative is determined, checks to see which family is in power using the Carthaginian Family Power Determination
Table. Depending on who is in power, either Hanno (Magonids) or
Hamilcar (Barcas) will be Overall Commander.
CARTHAGINIAN ARMY EFFICIENCY
A Carthaginian’s Army Efficiency rating may be increased by one at
the start of the After Battle Status segment (G/4) if the requirements
of CR 10.53, second bullet item, are met. Naravas’ Army Efficiency
rating may not be increased.
CARTHAGINIAN COMMAND
The three Carthaginian Army Commanders can only conduct Operations, Interceptions and Avoidance with the units in their army. They
may attempt to Coordinate with another Army. However, Hanno and
Hamilcar can include Naravas and his Numidians as part of his force
for performing the above operations. Furthermore, the Carthaginian
Overall Commander can include the other Carthaginian commander
and his Army as part of a force conducting Operations, etc.
MERCENARY COMMAND
The Mercenary player does not use assigned armies nor does he
permanently assign troops to his leaders. The Mercenary player
forms forces from SPs in the same hex per the standard rules. The
AGATHOCLES
The First Invasion of Carthage, 311 BC
SCENARIO COMPLEXITY LEVEL: 5
HISTORICAL BACKGROUND
Carthage had spend many years trying to balance the situation in Sicily between her focus of power, in the western half of the island, and
the rival , Greek-based, city-states in the east, especially Syracuse
and her penchant for tyrants, a form of rule viewed suspiciously by
the Carthaginians.
In 318 BC, Syracuse found itself under the leadership of an ambitious
tyrant, Agathocles, who immediately started to attempt to expand
his power in Sicily. His attack on Agrigentum (Acragas) brought a
Carthaginian reaction. The Carthaginians had mostly garrison-level
forces in western Sicily, but, foreseeing possible “balance of power’
problems here, she sent Hamilcar, son of Gisgo (one of many with
that name, to be sure), to Sicily with a small army, which was immediately swelled by troops from the Carthaginians allies.
Agathocles, soon backed into Syracuse, decided on an interesting
strategy. To ease pressure on his city, he invaded Africa. With about
15,000 men, he landed on Cape Bon (I-5834), burnt his ships (to
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stiffen the spines of his troops) and headed for Carthage.
What followed were several years of siege, counter-siege, battle,
counter-attack, with occasional trips by Agathocles back to Syracuse—he built a new fleet in a captured port—to make sure he was
still in power there. His efforts were greatly helped by bitter political
turmoil within Carthage, but, eventually, his Libyan allies deserted,
Cartage numerical superiority prevailed, and back home he went,
where he spent the rest of his life making trouble for the Italians.
Carthaginians
Hex/City
Units
Carthage [Cr-3028]
Game starts with a 311 BC turn and continues until one side wins, or
the end of the 307 game-turn. Balance is weighted towards Carthage,
since they have more manpower.
Hanno [1P-11] OC, [Army I, Efficiency
Rating: –2]; Bomilcar [1P-17]; 6 SP
Carthaginian Infantry (Elite), 15 SP
Carthaginian Infantry, 5 SP Ligurian
Infantry, 5 SP Iberian Infantry, 5 SP Carthaginian Cavalry (Elite); 12 Squadrons
[Fleet I]
Lilybaeum [It-5526]
DESIGN NOTE: We use a “ticking clock” game-ender not because
there was any such limit on the real participants, but to keep this
scenario playable in one sitting.
Hamilcar [1P-6], [Army II, Efficiency
Rating: +1]; 4 SP Libyan Infantry; 2
Squadrons [Fleet II], Duumvir
Drepanum [It-5326]
MAPS
2 SP Libyan Infantry; 1 Squadron [Fleet
III], Duumvir
Panormus [It-5423]1 SP Libyan Infantry
GAME LENGTH AND PLAY BALANCE
The game uses both maps, although you can probably fold the Italy
map to reduce space requirement, as only Sicily playable on the
Italy map.
Initial Siege Capability Rating: –2.
Crew Ratings: 3
All squadrons are Quinqueremes
RULES
Hanno and Hamilcar are Army Commanders. Hanno is the Overall Commander. Bomilcar begins the game unassigned (see the
Carthaginian Command special rules below).
The following rules are not used in this scenario:
Standard Naval Rules: 7.0
Raids (CR 7.5)
All Roman specific rules and segments in the Sequence of Play
PLAYER AIDS
• Syracusan/Mercenary Army Display
• Syracusan/Mercenary City Occupation Display
• Carthaginian Army Display
• Carthaginian City Occupation Display (Agathocles scenario
side)
• Carthaginian Political and Manpower Display
INITIAL DEPLOYMENTS
Units deployed at a city location are placed Inside the City or In
Port unless otherwise indicated.
Syracusans
Hex/City
Units
Syracusa [It-6419]
Agathocles [OC], Overall Commander;
Arcagethus[ a]; Agatharcus [a]; 30 SP
Syracusan Infantry, 8 SP Syracusan
Cavalry; 8 Squadrons [Fleet I]
Messana [It-5915]
3 SP Syracusan Infantry, 1 Squadron
[Fleet II], Duumvir
a = Sons of Agathocles
Initial Siege Capability Rating: –2
Crew Ratings: 2
All squadrons are Quinqueremes.
The Carthaginian Political Climate is Cautious and the Magonids
are the Family in Power.
Siciliots (Independent)
Hex/City Units
Agrigentum [It-5923] Philarus; 12 SP Sicilian Infantry
Initial Siege Capability Rating: –3.
STARTING THE GAME
First Turn (311 BC) LAM Pool
The Syracusan player receives 1 LAM for Agathocles and a Duumvir
LAM (use the Roman Duumvir LAM).
The Carthaginian player receives 1 LAM for Hanno [1P-11] and 1
LAM for Hamilcar [1P-8].
The Syracusan Player gets to go first and starts play with Phase D
of the Sequence of play using Agathocles LAM.
There is no leader pool for either player, nor are there any Syracusan
replacement leaders. The Carthaginian player receives replacement
leaders per the special rule below
CARTHAGINIAN POLITICAL CLIMATE
The Carthaginian player uses the Carthaginian Political System rules
(CR 5.7), however, he may only use the leaders in the initial setup as
Army commanders or as Admirals. There is no leader pool. Bomilcar
[1P-17] begins the game unassigned and may be appointed either as
Admiral or as a third Army Commander should the Political Climate
allow. Commanders are appointed per CR 5.74.
The Carthaginian player is limited to a maximum of three Armies
in play at any one time regardless of Political Climate, though he
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31
may reassign a leader acting as Admiral to fill an Army Commander
role as needed.
the total equally between the two groups). These troops are placed
either in Syracusa or with Agathocles, if he is in Sicily.
If a Carthaginian leader becomes unassigned (Recalled, Army Disbanded, etc), he is placed in Carthage and may be appointed again
should the need arise.
3. Libyans. Syracuse receives 2 SPs Libyan Infantry for each city
in Carthage/Tripolitana province they control, except for Carthage,
Tunis and/or Utica. These troops are placed with Agathocles, if he is
in Africa (see, however, the Augury for Libyan Mutiny). For every
6 Infantry SPs so raised in one Force Determination Phase, one of
those SP may be Libyan cavalry. The Syracusan player receives
Libyan reinforcements only if Agathocles is in Africa.
In any turn after one in which a Carthaginian commander is killed
(regardless how), the Carthaginian player receives two additional
commanders: Hanno (1P-14) and Himilco (1P-16). They are placed
in Carthage and are available for assignment in the next Force
Determination phase.
CARTHAGINIAN COMMAND
A Carthaginian Army Commander can only conduct Operations,
Interceptions and Avoidance with the units in his army. He may,
however, attempt to Coordinate with another Army. The one exception is that the Carthaginian Overall Commander can include other
Carthaginian Army Commanders and their armies as part of a force
conducting Operations, Interceptions, and Avoidance.
An unassigned Carthaginian leader cannot conduct Operations with
any units, except to lead a Sally or an Attack with a garrison Under
Siege. He may not use Interception or Avoidance but may use Coordination with an attacking Relief force if Under Siege.
SYRACUSAN COMMAND
The Syracusan player does not use assigned armies nor does he permanently assign troops to his leaders. The Syracusan player forms
forces from SPs in the same hex per the standard rules. Syracusan
leaders may command any contingent. Agathocles is the Syracusan
Overall Commander (see 5.41). If Agathocles is killed, neither of
his sons replace him as Overall Commander.
The Syracusan player may use any of his leaders as an Admiral. To
do so, the Syracusan player simply declares his intention when the
leader activates and his role as Admiral remains for the duration of
that Operations Phase. A leader that is activated as an Admiral cannot command troops during that Operations Phase.
SICILIAN INDEPENDENTS
Most of Sicily, except for the western tip, controlled by Carthage,
was a series of Hellenic city-states, totally independent of one another. If one player attempts to take control of a Sicilian city by any
means, that city immediately becomes allied to the other player. That
player may now enter the city. The city, however, is not controlled
for reinforcement or victory purposes unless garrisoned by troops
other than those that started in the city.
Philarus and the SPs in Agrigentum are activated by Augury Event
#5.
SYRACUSAN MANPOWER
The Syracusan player may also receive Egyptian reinforcements
via Augury event #1.
CARTHAGINIAN MANPOWER
The Carthaginian player uses the Carthaginian Manpower rules (CR
10.4) with the following exceptions:
• Numidians and Mauritanians cannot be raised
• Add one (+1) for any die roll for Group A
• Subtract one (–1) from any die roll for groups C and D.
• All non-African troops are placed in any Carthaginian-held port
in Africa. There is no LAM cost to do so.
The 1st Punic War manpower limits apply to this scenario.
A NOTE ON CHARIOTS
Even at this somewhat late date, the Carthaginians, and especially
the Libyans, used chariots, probably the Greek-style, four-horse
chariots. As their effect was probably minimal—they were soon
replaced by elephants—we have not represented them at this level
of simulation.
SIEGE CAPABILITY
Neither player may increase his Siege Capability.
NAVAL CONSTRUCTION
The Fleet and Naval Construction rules (CR 7.1) are used by both
sides with the following exceptions:
• Use the Port Capacity listed on the City Occupation Displays
• Fleets may be built only in Syracusa and Carthage
• New Syracusan Fleets start with a Crew Rating of 1
• New Carthaginian Fleets start with a Crew Rating of 2
FLEET COMMANDERS AND TACTICAL SUPERIORITY
Both players may have only one Admiral and up to two Duumvir
in play at any one time.
The Tactical Superiority modifiers are:
• Syracusan Tactical Superiority: –2 to his die roll; +2 to his
opponent’s
• Carthaginian Tactical Superiority: –2 to his die roll; +3 to his
opponent’s
Syracuse does not raise troops using the Manpower rules. All troops
arrive as below, but only in Phase B/6 (Force Determination), with
the exceptions noted below. Agathocles may not conduct a Manpower Operation, and, in B/6, he may use only one of the choices,
below.
CITY AND PROVINCE CONTROL
1. Sicilians. Syracuse receives 1 SP Sicilian Infantry for each Sicilian city they control, except for Syracusa. These troops are placed
either in Syracusa or with Agathocles, if he is in Sicily.
• Syracuse controls Syracusa [It-6419], Messana [It-5915], Catana
[It-6118], Leontini [It-6119], Megara [It-6219], Netum [It-6420],
Helorus [It-6520], and Camarina [It-6222]
2. Mercenaries. The Syracuse player rolls 2 dice. That total is the
number of Greek and Etruscan mercenary SPs he receives (divide
The provinces of Eastern and Western Sicilia begin the game uncontrolled by either player. City control is a follow:
• Carthage controls Lilybaeum [It-5526], Drepanum [It-5326], and
Panormus [It-5423]
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• All remaining cities in Eastern and Western Sicilia provinces are
independent.
HIERO, HERO OR GYRO?
The City IDS are as follows:
Carthage [8]
Syracusa [7]
Agrigentum [5]
Messana IDS [4]
Lilybaeum IDS [4]
SCENARIO COMPLEXITY LEVEL: 4
The Start of the Punic Wars, 264-263 BC
This is a good scenario to learn the system, get accustomed to its
military routines and finish in one sitting. There are no elections,
no political problems, no raising of troops ... just moving and
fighting.
All other Medium cities have an IDS of [3]; Small cities [1]
GAME LENGTH AND PLAY BALANCE
Carthaginian player controls Carthage (province) and Tripolitana.
These are considered Home provinces for the Carthaginians; the
Carthaginian player controls all cities in both provinces.
Only two Turns: from 264 BC to 263 BC. Balance is fairly even,
mostly because we give the Carthaginians what they did not get
(historically) in 263 BC, an additional army.
Numidia is not controlled by anyone, and does/will not provide
troops of any kind,
MAPS
VICTORY
The game uses the Italy map (IT). Actually, play is pretty much
restricted to Sicily.
The Syracuse Player wins automatically if, at the end of any turn,
he occupies Carthage (city).
RULES
The Carthaginian Player wins automatically if, at the end of any
game-turn, Syracuse does not control any cities, anywhere, other
than Syracusa [It-6419].
Standard Naval Rules: 7.0
Manpower Rules: 10.0 and CR 10.0 (except for CR 10.5)
Auguries: 13.0
Carthaginian Political Climate: CR 5.7
Otherwise, at the end of 5 turns, each player counts up VP for controlling the following:
Syracuse
3 VP for Lilybaeum [It-5526]
2 VP Utica [Cr-2928] or Hippo Diarryhtus [Cr-2829]
1 VP Drepanum [It-5326], Panormus [It-5423], Messana [It5915], or Agrigentum [It-5923]
1 VP for any Small city in Carthage province
Carthage
5 VP for Syracusa [It-6419]
3 VP for each city in Sicily, other than Syracusa
High VP wins.
The following rules are not used in this scenario:
PLAYER AIDS
•
•
•
•
Roman Army Display
Roman City Occupation Display
Carthaginian Army Display
Carthaginian City Occupation Display (1st Punic/Mercenary War
side)
INITIAL DEPLOYMENTS
Units deployed at a city location are placed Inside the City or In
Port unless otherwise indicated.
Romans
Hex/City
Units
Rhegium [It-6015]
Ap. Claudius Caudex [301] (Rome
Consul [a]); Legion I, Legion II [Consular Army I]; 1 Squadron [c] [Fleet I],
Duumvir
[It-3213]
M. Fulvius Flaccus [302] (Field
Consul [b]); Legion III, Legion IV
[Consular Army II]
Tarentum [It-5405]1 Squadron [c] [Fleet II], Duumvir
All Legions are Recruit and include both the RL and AL components both at full strength (see CR 2.21).
a = Claudius Caudex is the Rome Consul and has Legions I and II for his
Imperium. He has permission from the Senate to leave Roman Italy.
b = Fulvius Flaccus is the Field Consul Claudius and has Legions II and
IV for his Imperium. Etruria is his assigned province.
c = These are squadrons of Triremes provided by Rome’s Allies.
Initial Siege Capability Rating: –3.
Crew Ratings: 2
© 2005 GMT Games, LLC
Carthage Scenario Book
Carthaginians
Units
Aleria [It-2823]
2 SP Iberian Infantry
Caralis [It-4332]
2 SP Gallic Infantry, 1 Squadron [Fleet I],
Duumvir
Lilybaeum [It-5526] Hanno [1P-12] [a], OC, [Army I, Efficiency
Rating: 0]; 8 SP Libyan Infantry, 8 SP
Gallic Infantry, 2 SP Numidian Infantry,
2 SP Iberian Cavalry; 1 Squadron [Fleet
II], Duumvir
Hannibal [1P-8] [b]; 1 Squadron [Fleet
III]
[It-5915]1 Squadron [Fleet IV], Duumvir
First Turn LAM Pool: The Roman Player receives 2 of his Consul
LAMs, plus the Duumvir LAM. The Carthaginian player receives
1 LAM for Hanno (1P-12), and 1 for Hannibal (1P-8), plus 1 for
Hiero, Tyrant of Syracuse, plus the Duumvir LAM. 2 of the Siege
Attrition LAMs are available
PLAY NOTE: The lesser number of LAMs reflects the “late” start
of the war.
The Carthaginian Player gets to go first. He selects (knowingly) with
which of his LAMs—and that includes Hiero’s—he wants to start
play. The game starts with Phase C of the Sequence of play; Phases
A and B are not undertaken in the first (264 BC) turn.
REINFORCEMENTS
Drepanum [It-5326] 1 SP Libyan Infantry
Roman: The Roman player uses only those units with which he starts
play. He may not build any legions, or even reinforce what he has.
Panormus [It5423]1 SP Libyan Infantry
Agrigentum [It-5923]1 SP Libyan Infantry
Carthage: Gisgo [1P-5], [Army II, Efficiency Rating: 0]; 5 SPs
Carthaginian Infantry; 10 SPs Libyan Infantry; 5 SPs Numidian
Cavalry; 1 SP Elephant; and 2 Squadrons [Fleet V, Crew: 3] with
a Duumvir start the 263 game turn in Lilybaeum. The player gets
LAMs for Gisgo. These are the only additions to existing troops
the Carthaginian has.
a = Son of Hamilcar
b = Son of Gisgo
Initial Siege Capability Rating: –2.
Crew Ratings: 3.
Hanno and Gisgo are Army Commanders. Hanno is the Overall
Commander. Hannibal is an Admiral.
All Carthaginian Squadrons are Quinqueremes.
Neither Player may raise troops or fleets in this game. There is no
limit on the number of Admirals the players can have in play at
any one time.
ROMAN ELECTIONS
Syracusans
Hex/City
Units
Syracusa [It-6419]
Hiero [Syracuse Army I]; 20 SP Syracusan
Infantry, 7 SP Syracusan Cavalry (Elite); 1
Squadron (Triremes), 1 Squadron (Quinqueremes) [a] [Syracuse Fleet I]
In any city(ies)
w/I 4 hexes
of Syracusa
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STARTING THE GAME
Hex/City
Lipara [It-5616]
V2.0 July, 2013
For the 263 Game-Turn, the Roman Player gets M. Valerius Maximus
[303] and M. Otacilius Crassus [304] as consuls, plus their LAMs.
He may assign them as he wishes. He does not hold elections, and
he receives no proconsuls or praetors.
CITY AND PROVINCE CONTROL
Use the rules for the 1st Punic War scenario.
INERTIA ATTRITION
Sicily is treated as a single province for the purpose of Inertia
Attrition.
3 SP Syracusan infantry (total)
Initial Siege Capability Rating: –1.
Crew Ratings: 2
SIEGE CAPABILITY
a = There is no indication that Syracuse ever used her fleet, which could be
as large as 200 galleys (probably a mixture of quinqueremes and triremes),
during the war. We know she had a fleet, but as its effect was, apparently,
non-existent we have given her a nominal number of squadrons.
Mamertines
Hex/City
Units
Messana [It-5915]
4 SP Mamertine Infantry
The Romans, Carthaginians, and Syracusans each have a Siege
Capability Rating. If more than one of these Powers is involved in
a Siege on the same side, the best SCR is used. If a Siege is successfully concluded by Assault or Attrition, the Powers on the winning
side have their Siege Capability Ratings increased (positively) by
one. No Power may ever increase past a SCR of ‘0’. The SCR never
decreases.
ROMAN NAVAL TRANSPORT LIMITATION
The Mamertines are not a Power. They cannot raise troops and
they move only when with a leader of the Roman player. They
cannot be replaced or reinforced. No City Militia are placed
when Messana is placed Under Siege if occupied exclusively by
Mamertine SP.
The Roman player may not use Naval Transport. Remember that
strait crossings are not considered Naval Transport.
TRIREMES
There are several squadrons of triremes, galleys the Romans “borrowed’ from their Italo-Greek allies (Tarentum, Locri, et al.) to serve
as an ersatz fleet of war galleys before they got serious about the enterprise, or those comprising a portion of the Syracusan Fleet. In any
naval battle in which the Romans or Syracusans have Triremes:
• If they are less than half the number of squadrons in the Fleet,
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any Roman/Syracusan Tactical advantage is reduced by one.
• If they are at least half the number of squadrons in the Fleet, if
the Romans/Syracusans gain tactical advantage, they don’t get
any die roll benefit.
• Reduce any Corvus benefit by one for each trireme squadron.
HIERO AND SYRACUSE
Syracuse, and its Tyrant, Hiero, start the game as an ally of Carthage.
This means that Syracuse is not controlled by Carthage and may
never be activated under a Carthaginian LAM. It does mean that,
when the Hiero LAM is drawn, Carthage uses it to her advantage
... but her forces operate separately.
Syracuse will change allegiance and become an ally of Rome at
the start of the game turn after one or both of the following have
occurred:
• If, at the end of any game turn, the Roman player occupies Messana with Legion SP and Messana is not Besieged
THE FIRST PUNIC WAR
264 to 241 BC
• If, the Roman player defeats any Army led by Hiero in a battle
SCENARIO COMPLEXITY LEVEL: 7
If Syracuse troops and those of her former are together Inside a City,
the troops of the side that does not control the city are placed outside
the city when the change of allegiance occurs.
GAME LENGTH AND PLAY BALANCE
In addition:
• Hiero can only command Syracusan units. Syracusan units cannot
be directly commanded by another leader. However, Hiero and
his troops (or Fleet) can be included in any Operation (including
Avoidance and Interception) conducted by the players’ Overall
Commander. He is also the only admiral they have.
While there is no telling how long the 1st Punic War could have
run, we’ve taken a page from history and given the players 24
turns—from 264 BC to 241 BC—to get it over with. This means this
scenario is a long game, although it can possibly end sooner.
• Hiero and the Syracusan land units may not leave Eastern Sicily.
Her Fleets may move only into coastal hexes in Eastern Sicily.
Balance really is difficult to assess. Play testing had a wide variety
of endings, and much is dependent upon strategy and style of play.
Historically, the Romans won by wearing the Carthaginians down
and gaining control of the seas, and that is what seemed to happen
in playtesting. Players, though are gifted with hindsight, and both
have good chances to win.
• Syracusan forces are not affected by Movement or Inertia Attrition.
MAPS
• Syracusan Tactical Superiority: –2 to his die roll; +2 to his
opponent’s
If Hiero is killed, the Syracusans are without a leader for the rest of
the game. Her units stay where they are at the time of such death,
except that any units not inside a city are placed in Syracusa. Remove
the Hiero LAM from play; the Syracuse units cannot be moved but
control the cities they are in. There is no change in allegiance.
The game uses the Italy map (It) and the Carthage map (Cr).
RULES
The following rules are not used in this scenario:
Standard Naval Rules: 7.0
PLAYER AIDS
VICTORY
•
•
•
•
Syracusa:10 VP
Messana:
6 VP
Medium:
3 VP
Small:1 VP (Lipara and Melita do not count.)
INITIAL DEPLOYMENTS
Players get Victory points for controlling (occupying) cities in Sicily.
Cities occupied by Syracusan units do not count towards victory,
regardless to whom Hiero is allied:
High VP wins.
Roman Army Display
Roman City Occupation Display
Carthaginian Army Display
Carthaginian City Occupation Display (1st Punic/Mercenary War
side)
• Carthaginian Political and Manpower Display
Units deployed at a city location are placed Inside the City or In
Port unless otherwise indicated.
Romans
Hex/City
Units
Rhegium [It-6015]
Ap. Claudius Caudex [301] (Rome Consul [a]); Legion I, Legion II [Consular Army
I]; 1 Squadron [c] [Fleet I], Duumvir
[It-3213]
M. Fulvius Flaccus [302] (Field Consul
[b]
); Legion III, Legion IV [Consular Army
II]
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Tarentum [It-5405]1 Squadron [c] [Fleet II], Duumvir
Rome [It-3714]
5 SP Legion Infantry,Praetor Urbanus [d]
In any Large and/or 5 SP Legion Infantry [e]
Medium City in
Roman Italy
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V2.0 July, 2013
c = Son of Gisgo
Initial Siege Capability Rating: –2.
Crew Ratings: 3.
The Carthaginian Political Climate is Cautious, and the Magonids
are the Family in Power.
All Legions are Recruit and include both the RL and AL components both at full strength (see CR 2.2).
a = Claudius Caudex is the Rome Consul and has Legions I and II for his
Imperium. He has permission from the Senate to leave Roman Italy.
b = Fulvius Flaccus is the Field Consul Claudius and has Legions II and
IV for his Imperium. Etruria is his assigned province.
c = These are squadrons of Triremes provided by Rome’s Allies.
d = Randomly draw a leader from the magistrate pool
Hanno and Gisgo are Army Commanders. Hanno is the Overall
Commander. Hannibal is an Admiral.
All Carthaginian Squadrons are Quinqueremes.
Numidians
Hex/City
Units
Cirta [Cr-2341]10 SP Numidian Infantry
These units may not be controlled, or moved, by either player.
They are there simply to garrison the Numidian “capital”. Cirta
wasn’t so much a city of any size, but it was built in a relatively
difficult (militarily) position to take.
e = These may be spread around the chosen cities as desired
Initial Siege Capability Rating: –3.
Crew Ratings: 2
Carthaginians
Syracusans
Hex/City
Units
Carthage [Cr-3028]
Gisgo [1P-5], [Army II, Efficiency
Rating: –1]; 15 SP Carthaginian Infantry; 5 SP Carthaginian Cavalry; 2
Squadrons [Fleet II], Duumvir
Tacape [Cr-4237]1 SP Numidian Infantry
Hex/City
Units
Syracusa [It-6419]
Hiero [Syracuse Army I]; 20 SP Syracusan
Infantry, 7 SP Syracusan Cavalry (Elite); 1
Squadron (Triremes), 1 Squadron (Quinqueremes) [a] [Syracuse Fleet I]
Musti [Cr-3035]1 SP Libyan Infantry
In any city(ies)
w/I 4 hexes
of Syracusa [b]
Hippo Diarryhtus [Cr-2829] 2 SP Carthaginian Infantry; 1 Squadron [Fleet III], Duumvir
Initial Siege Capability Rating: –1.
Crew Ratings: 2
Utica [Cr-2928]
a = There is no indication that Syracuse ever used her fleet, which could be
as large as 200 galleys (probably a mixture of quinqueremes and triremes),
during the war. We know she had a fleet, but as its effect was, apparently,
non-existent we have given her a nominal number of squadrons.
Thugga [Cr-2933]1 SP Libyan Infantry
2 SP Carthaginian Infantry; 1 Squadron [Fleet IV], Duumvir
Thabraca [Cr-2533]1 SP Libyan Infantry
Sicca Veneria [Cr-2936]1 SP Libyan Infantry
3 SP Syracusan infantry (total)
b = Carthaginian player decides where these troops go
Aleria [It-2823]
2 SPs Iberian Infantry
Caralis [It-4332]
2 SP Gallic Infantry, 1 Squadron [Fleet
V], Duumvir
Mamertines
Lilybaeum [It-5526]
Hanno [1P-12] [a], OC, [Army I, Efficiency Rating: 0]; 8 SP Libyan Infantry, 8 SP Gallic Infantry, 2 SP Numidian Infantry, 2 SP Iberian Cavalry; 1
Squadron [Fleet VI], Duumvir
Hex/City
Units
Messana [It-5915]
4 SP Mamertine Infantry
Massilia [It-1629]
2 SP Iberian Infantry (Massilia garrison) [b]
Genua [It-1717]
2 SP Ligurian Infantry (Genua garrison)
Lipara [It-5616]
Hannibal [1P-8] [c]; 1 Squadron [Fleet
I]
[b]
[It-5915]1 Squadron [Fleet VII], Duumvir
Drepanum [It-5326] 1 SP Libyan Infantry
Panormus [It-5423] 1 SP Libyan Infantry
Agrigentum [It-5923]1 SP Libyan Infantry
a = Son of Hamilcar
b = these are allied garrisons and can never leave the city.
The Mamertines are not a Power. They cannot raise troops and they
move only when with a leader of the Roman player. They cannot be
replaced or reinforced. No City Militia are placed when Messana
is placed Under Siege if occupied exclusively by Mamertine SP.
MANPOWER TRACKS
Place the appropriate markers on the Manpower Track for each
contingent using the 1st Punic War Carthaginian Manpower Totals
given on the chart. Deduct 19 Carthaginian Infantry, 5 Carthaginian
Cavalry, 15 Libyan Infantry, 10 Gaul Infantry, 3 Numidian Infantry,
2 Iberian Infantry, and 2 Iberian Cavalry for the starting forces.
STARTING THE GAME
Roman leaders numbered 301 through 340 are place in the Magistrate
pool. Carthaginians leaders numbered 1P1-1P16 are placed in the
Carthaginian leader pool.
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First Turn LAM Pool
The Roman Player receives 2 Consul LAMs, plus the Duumvir
LAM.
The Carthaginian player receives 1 LAM for Hanno (1P-12), and 1
for Hannibal (1P-8), plus 1 for Hiero, Tyrant of Syracuse, plus the
Duumvir LAM. He does not get any LAM for Gisgo (In Carthage)
this turn.
The Augury LAM and 2 of the Siege Attrition LAMs are available
PLAY NOTE: The lesser number of LAMs reflects the “late” start of
the war. Gisgo, sitting in Carthage, does not get a LAM this turn.
The Carthaginian Player gets to go first. He selects (knowingly) with
which of his LAMs he wants to start play. He may select Hiero. The
game starts with Phase C of the Sequence of play; Phases A and B
are not undertaken in the first (264 BC) turn.
CITY AND PROVINCE CONTROL
Per the 1st Punic War Province Information Chart (PIC), all provinces in Roman Italy are considered Roman Home provinces so all
cities therein are Roman controlled and the provisions of 11.12 apply.
Similarly, Carthage province is the Carthaginian Home province.
Other than the Sicily, the remaining provinces in play are Allied, i.e.
Diplomatically Controlled to Carthage. Cities in Carthaginian Allied
provinces are considered friendly to the Carthaginian player and
can be entered per 11.34. However, only cities where Carthaginian
forces are deployed, or as stated in the PIC, are controlled by the
Carthaginian player. All other cities in Allied provinces that are not
occupied by Allied SP (see below) are uncontrolled. They may be
occupied and controlled by the player allied to the city per 11.31/2.
Cities occupied by Allied SP, however, are controlled by that ally.
The player may occupy an allied city with his SP, have his Fleets
in port, etc., but he does not control the city as long as any Allied
Infantry SP are present. Moreover, the player cannot attack allied
units, nor may he move the last Allied Infantry SP out of a city that
was occupied by Allied Infantry SP at the start of the scenario. When
distributing losses to forces in an Allied controlled city, an Allied
infantry SP must be the last SP eliminated.
The province control rules (11.1 and 11.2) do not apply to the two
Sicilian provinces. Who controls what Sicilian city is given in the
Sicilia City Control Chart.
MASSILIA AND GENUA
These cities begin the game in provinces allied to Carthage. Both
have allied garrisons (which can never leave their resepctive cities)
and are thus Allied controlled cities, thus the rules in the City and
Province Control section above apply.
SYRACUSA
Syracusa and the cities with Syracusan garrisons begin the game Allied to Carthage. These cities are considered Allied controlled cities
and thus the rules in the City and Province Control section above
apply. If Syracuse becomes allied to Rome, these same restrictions
on control apply to that player. If a Syracusan Allied controlled
city is occupied by both Syracusan and Carthaginian troops when
Syracusa switches sides, place the Carthaginian troops outside the
city. Once Syracusa switches sides, the Carthaginian player may
freely attack Syracusan forces and cities.
V2.0 July, 2013
MESSANA
Messana begins the game Allied to Rome. Once the Roman player
enters Messana with any combat unit, Rome controls the city and
the Mamertine garrison SP are treated as Roman Auxiliaries with the
exception that the Roman player does not need to garrison Messana
with an equal number of Legion SP.
1st Punic War Province Information Chart
Alliance
Province [a] [Favor]
Roman Italy Home [Rome]
Notes
• Rome IDS [10]
• Ostia Port Capacity [5]
• Neapolis Capacity [5]
•Brundisium does not exist until
the 244 BC game turn
Sicily
N/A •Includes Eastern & Western
See Sicilian City Sicily, Melita, and Liparae Ins.
Control Chart Agrigentum IDS [5]
• Messana IDS [4]
Gallia Massilia Allied [Carthage]
Liguria
Corsica
Sardinia
• Lilybaeum IDS [4]
Allied [Carthage] • Includes Friniates & Taurini
Allied [Carthage]
Allied [Carthage] [b] • Includes Northern & Southern
Sardinia
Carthage
Home [Carthage] • Carthage IDS [8], Port Capacity
[18]
Tripolitana (Libya) Allied [Carthage]
Numidia
Allied [Carthage]
Mauretania
Allied [Carthage]
Standard City IDS: Small [1]; Medium [3]; Large [7]
a = The provinces listed in the chart, other than Roman Italy, are available
for Roman magistrate assignment. Venetia, Gallia Cispadana, and Gallia
Transpadana may not be entered by any units and are out of play for this
scenario.
b = Carthage controls Caralis (It-4322) and all cities in Sardinia.
Sicilia City Control Chart
City
Notes
Syracusa
Carthage Ally
Cities with Syracusan garrisons
Carthage Ally
Drepanum
Carthage Controlled
Lilybaeum
Carthage Controlled
Panormus
Carthage Controlled
Agrigentum
Carthage Controlled
Lipara
Carthage Controlled
Melita
Carthage Controlled
Messana
Roman Ally
All Others
Uncontrolled
INERTIA ATTRITION
Sicily and Sardinia are each treated as a single province for the
purpose of Inertia Attrition.
© 2005 GMT Games, LLC
Carthage Scenario Book
SIEGE CAPABILITY
The Romans, Carthaginians, and Syracusans each have a Siege
Capability Rating. If more than one these Powers is involved in a
Siege on the same side, the best SCR is used. If a Siege is successfully concluded by Assault or Attrition, the Powers on the winning
side have their Siege Capability Ratings increased (positively) by
one. No Power may ever increase past a SCR of ‘0’. The SCR never
decreases.
SIEGE ENGINES
A player may have no more than three Siege Engines in play at
any one time.
LAND SUPPLY
For Sieges in Sicily, the Besieging player may only use the Land
Supply modifier if either Syracuse is Allied to him, or Besieging
player controls the city of Syracusa.
ADMIRAL LIMITS
The Roman player may have one Admiral in play for each of the
following controlled Ports: Tarentum, Ostia if at Port Capacity 10 or
more, Neopolis if at Port Capacity 10, either Lilybaeum or Drepanum
(not both), and Syracusa (must be controlled not simply Allied).
The Carthaginian player may have one Admiral in play for each of
the following controlled Ports: Carthage (counts as two Ports if its
Port Capacity is 22), Lilybaeum, Drepanum, and Syracusa (must be
controlled not simply Allied).
FLEET CONSTRUCTION LIMITATIONS
In order to use the Port Capacity of Syracusa or Massilia for Fleet
Construction, the player must control the city.
TRIREMES
There are several squadrons of triremes, galleys the Romans “borrowed’ from their Italo-Greek allies (Tarentum, Locri, et al.) to serve
as an ersatz fleet of war galleys before they got serious about the enterprise, or those comprising a portion of the Syracusan Fleet. In any
naval battle in which the Romans or Syracusans have Triremes:
• If they are less than half the number of squadrons in the Fleet,
any Roman/Syracusan Tactical advantage is reduced by one.
• If they are at least half the number of squadrons in the Fleet, if
the Romans/Syracusans gain tactical advantage, they don’t get
any die roll benefit.
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37
XANTHIPPUS
The Carthaginians get to use the mercenary Spartan Leader, Xanthippus when the Political Climate is Aggressive, and they roll a 4-9
when raising troops (as indicated by the Xan on the table). When
checking for Xanthippus’ possible casualty (8.6), any negative result
is treated as “out of the game”). Xanthippus must be placed in command of an army in Africa and cannot leave Africa.
PLAY NOTE: Players will note that Xanthippus’ Mortality rating
is very poor. This reflects that Xanthippus seems to have faded into
the mists of history after leading the Carthaginians to victory in one
battle. Whether he was done away with by a probably suspicious and
untrusting Carthaginian Senate, or he simply returned to Sparta,
Job Well Done, is a matter for heated discussion. Regardless what
happened, Xanthippus was around only long enough to either pick
up his pay check or his Plutonian pink slip.
ADDITIONAL RULES
HIERO AND SYRACUSE
Syracuse, and its Tyrant, Hiero, start the game as an ally of Carthage.
This means that Syracuse is not controlled by Carthage and may
never be activated under a Carthaginian LAM. It does mean that,
when the Hiero LAM is drawn, Carthage uses it to her advantage
... but her forces operate separately.
Syracuse will change allegiance and become an ally of Rome at the
start of the game turn after one or both of the following occur:
• If, at the end of any game turn, the Roman player occupies Messana with Legion SP and Messana is not Besieged, OR
• If, the Roman player defeats any Army led by Hiero in a battle
If Syracusan troops and those of her former ally are together Inside
a City, the troops of the side that does not control the city are placed
outside the city when the change of allegiance occurs.
In addition:
• Hiero can only command Syracusan units. Syracusan units cannot
be directly commanded by another leader. However, Hiero and
his troops (or Fleet) can be included in any Operation (including
Avoidance and Interception) conducted by the players’ Overall
Commander. He is also the only admiral they have.
• Hiero and the Syracusan land units may not leave Eastern Sicily.
Her Fleets may move only into coastal hexes in Eastern Sicily.
• Reduce any Corvus benefit by one for each trireme squadron.
• Syracusan forces are not affected by Movement or Inertia Attrition.
ROMAN NAVAL TRANSPORT LIMITATION
• Syracusan Tactical Superiority: –2 to his die roll; +2 to his
opponent’s
ROMAN LEGION LIMITS
If Hiero is killed, the Syracusans are without a leader for the rest of
the game. Her units stay where they are at the time of such death,
except that any units not inside a city are placed in Syracusa. Remove
the Hiero LAM from play; the Syracuse units cannot be moved but
still control the cities they are in. There is no change in allegiance.
The Roman player may embark and use Naval Transport in only one
Operations Phase per game turn. He may not use Naval Transport
until both Ostia and Neapolis are built to maximum capacity. Remember that strait crossings are not considered Naval Transport.
Rome may never have more than 3 Consular Armies (the equivalent
of 6 legions) outside of Roman Italy at any time and no more than 2
Consular armies (the equivalent of 4 legions) in any one province.
For this purpose, Sicilia, Sardinia, and Liguria are treated as single
provinces. The number of legions within Roman Italy is limited
solely by the counter mix of available legions.
Syracuse may raise Manpower and increase her Fleet. Whenever the
Hiero LAM is drawn, and Hiero is in Syracusa, the player doing so
may, instead of undertaking any operations with Syracusan units
• build 1 Squadron (Crew 1) in Syracusa, up to a maximum of 5 in
play at any one time. Syracusan squadrons are always triremes
• Add 1 SP Syracusan Infantry or 1 SP Syracusan Cavalry in Syracusa, unless it is Under Siege, in which case he may not do this.
© 2005 GMT Games, LLC
38
Carthage Scenario Book
Syracuse may never have more than 30 SP of Infantry and 10 SP
of cavalry in play at any one time.
NUMIDIA
V2.0 July, 2013
END OF GAME VICTORY
If there is no Automatic Victory, the winner is determined at the
end of the 241 BC Game-Turn.
Carthage’s relationship with her western neighbor, Numidia, was,
at best, dichotomous and uneasy, and, more often than not, outright
contentious. Carthage coveted Numidia’s elite cavalry, the finest
in the Mediterranean, along with her light infantry, and these two
groups were often raised, as “allies”, for Carthage’s armies. However, Carthage sporadically attempted to increase her borders, if not
her sphere of control, at the expense of Numidia. Even as she was
fighting Rome, Carthage did not abandon her designs to the west.
Victory points are awarded for Land and/or Naval control. It is possible to have one and not the other, even though mutual objectives
from both are held. Players total the Victory Points each has at that
time for controlling the following. High total wins.
Carthage gets Victory Points for occupying Numidian cities (see
below). Numidia has a garrison force in Cirta which can never be
moved from the city, nor is it considered with regards to Manpower
Maximums. As an exception to the rules on allied controlled cities, the Cirta garrison is not allied to Carthage, and Cirta cannot be
entered by a Carthaginian units. However, Cirta can be attacked by
the Carthaginian player. Attacking Cirta has no effect on the overall
alliance though occupying Numidian cities has an adverse effect on
raising Numidian troops and provides the opportunity for revolts
due to the Augury table.
West Sicily [b]10
For each Numidian city controlled by Carthage, subtract two (–2)
from any manpower die roll as it applies to Numidia (but not other
provinces in her Group). The Carthaginian player must occupy a
Small city with at least 1 SP of infantry (other than Numidians) to
gain and retain control.
PLAY NOTE: Thabraca is considered part of Carthage.
HISTORICAL NOTE #1: There were virtually no Numidian units
at the Battle of Bagradas Plains, the (then decisive) land battle in
Carthage during the war.
HISTORICAL NOTE #2: Carthage didn’t seem that interested in
extending her eastern borders, into Libya/Tripolitana, although,
every once in a while, Libyans would raid into the easternmost
Carthaginian territories.
Land Objectives
Objective
Victory Points
Syracusa [a]10
Sardinia [c]
7
East Sicily [d]
5
Corsica
4
In addition, Carthage gets 2 VP for each city in Numidia she controls.
a = Syracusa must be occupied exclusively by the player’s units to qualify
as controlled for purposes of victory.
b = A player controls West Sicily for victory purposes when he controls
all its Medium cities.
c = Sardinia is treated as a single province for the purposes of determining control
d = A player controls East Sicily for victory purposes when he controls all
non Allied cities in that province.
Sardinia, Lipara, and Melita begin the scenario militarily controlled
by Carthage and thus Carthage starts the game with the VP where
applicable. To garner the VP for Corsica, the Carthaginian player
must gain military control over the province.
Naval Objectives
Players gain Naval Objectives by controlling Naval Areas
Naval Area
Mare Gallicum
Carthage VP
Roman VP
2
4
AUTOMATIC VICTORY
Automatic Victory starts to take effect with the 260 BC Turn. There
is no Auto Victory in any turn before that. There are several ways
to win an Automatic Victory. Automatic Victory is assessed in the
Victory Deternination segment (G/5).
Mare Sardoum1
2
Mare Ligusticum
3
3
Mare Tyrrhenum
9
4
Mare Ionium
5
5
• Carthaginian Land Victory: Carthage controls any one Large
city, or any two Medium cities in Roman Italy.
Mare Africum
3
7
Fretum Siculi
31
VICTORY
• Roman Land Victory: Rome controls the city of Carthage.
• Either Player Automatically Wins: If he has military control of
the provinces Corsica and Sardinia, AND control of the following
cities: Messana, Agrigentum, Panormus, Drepanum, Lilybaeum,
Lipara, and Melita. In addition, the player not allied to Syracuse,
must control Syracusa. The player allied to Syracuse cannot
automatically win if the oppsoing player controls Syracusa.
• Naval Power Victory: Either player wins if has a non-allied
Squadron In Port in each of the following: Syracusa, Lilybaeum,
Drepanum, Panormus, Messana, Utica, Hippo Regius, Hippo
Diarryhtus, and Caralis.
What Qualifies as Naval Control?
A player controls the following seas if the listed port cities are
controlled or allied to that player:
Gallicum: Massilia [It-1629]
Sardoum: Tharros [It-4033], Urcinium [IT-2826]
Ligusticum: Genua [It-1717], Pisae [It-2315]
Tyrrenhum: Ostia [It-3715], Olbia [It-3326, Neapolis [It-4512],
Panormus [It-5423], Lipara Ins [It-5616].
Ionium: Tarentum [It-5405], Syracusa [It-6419]
Africum: Drepanum [It-5326], Lilybaeum [It-5526], Melita [It6725], Hippo Diarryhtus [Cr-2829]
Fretum Siculi: Messana [It-5915] and Rhegium [It-6015]
© 2005 GMT Games, LLC
Carthage Scenario Book
CONSUL HISTORICAL INFORMATION
TABLE
ID # Full Name*
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
Ap. Claudius Caudex
M. Fulvius Flaccus
M. Valerius Maximus
M. Otacilius Crassus
L. Postumius Megellus
Q. Mamiius Vitulius
L. Valerius Flaccus
T. Otacilius Crassus
Cn, Cornelius Scipio
C. Duilius
L. Cornelius Scipio
C. Aquilius Florus
A. Atilius Caiatinus
C. Sulpicius Paterculus
C. Atilius Regulus
Cn.Cornelius Blasio
L. Manlius Vulso
Q. Cardicius
M. Atilius Regulus
Ser. Fulvius Paetinus
M. Aemilius Paullus
Cn. Servilius Caepio
C. Sempronius Blaseus
C. Aurelius Cotta
P. Servilius Geminus
L. Caecilius Metellus
C. Furius Pacilus
P. Claudis Pulcher
L. Iunius Pullus
N. Fabius Buteo
M. Fabius Licinus
M. Fabius Buteo
C. Atilus Bulbus
A. Manlius Torquatus
C. Fundanius Fundulus
C. Sulpicius Galus
C. Lutatius Catulus
A. Postumius Albinus
Q. Valerius Falto
Q. Lutatius Cerco
Offices Held
and Years**
Notes
C264
C264
C263
C263, 246
C262, P253
C262
C261
C261
C260. 254, P253
C260
C259
C259, P258
C258, 254, P257, D249
C258
C257, 250
C257
C256, 250
C256
C256, P255
C255, P254
C255, P254
C253
C253, 244
C252, 248
C252, P248
C251, 247; P250
C251
C249
C249
C247
C246
C245
C245
C244, 241
C243
C243
C242, P241
C242
P242, 241
C241
a
b
j
c
d
e
f
g
h
i
k
V2.0 July, 2013
39
a = Received the cognomen Messala for his good work in taking
Messana and subduing the Syracusans.
b = This Scipiop earned the cognomen Asina, for ‘ass”, for being
captured by the Carthaginian fleet at the Lipari Islands. Diodn’t
seem to hurt his political career that much.
c = Earned the cognomen Longus for unstated reasons.
d = Cardicius died in office and was replaced by the unfortunate
Regulus (#319)
e = This Regulus, not to be confused with other Reguli with almost
the same name—quite common with 1st Punic war consuls—was
eledcted Consul Suffectus upon the death of Cardicius, defeated
the carthaginian fleet, got prorogued the following year, invaded
Africa, and got disastrously defeated by a rfevivivied Carthaginian
army under the Spartan Soldier of Fortune, Xanthippus. All sorts
of rumors and urban legends floated about the eventual death of
Regulus, but it is most likely he simply died in a Carthaginian
prison.
f = Earned the cognomen Nobilior for unstated reasons.
g = Too bad his family name wasn’t Threepio.
h = Famous for his Chicken of the Sea act before losing the naval
battle of Drepanum. Recalled, tried, and fined for being very unRoman. His descendants would be even more infamous during the
Caesar era, including his sister then and now. Our present Claudius’
sister, Claudia, had a big mouth, and was not appreciated by the
Senate, which fined her 25,000 asses (not donleys, or backsides,
but the plural of “as”, a type of coin.)
i = An equally disastrous year at sea—fleet destroyed in a
storm—again, ignoring the auspices, led to his suicide.
j = The first Roman Dictator to lead an army outside Italy.
k = Earned the cognomen Atticus for unstated reasons.
* = Within Reason
** = Office Abbreviations: D = Dictator; C = Consul; PC = Proconsul, an office that includes Provincial Praetor; PU = Praetor
Urbanus; PP = Praetor Peregrinus
HISTORICAL NOTE: We have not included everyone who
served in proconsul/praetor offices, mostly for the sake of keeping the counter mix manageable. In addition ,many of these men
served in lesser, but important, offices, such as Magister Equitum,
Legates, Aediles, etc.
Vo, dis, condiens int. Multiam hilius conitam prorus crissen iculos, nos pubis, nostrium ina, con te factum manum trus nit, vast L.
M. Maci patum ad Catast vividena pecesta ndesse nit. Nihi, quod
consilibus constum non teatquod fui inprioribem ternum o vit.
Nihinte publint esulvivid condiem cum, et perum hostis, que
distien icatimo vessimum inclemu stursuloster ut ia nem adeo
condum quam.
Te, qua notifes sicaeludetiu videris, num ute merobse ndacta
dicid ipio ina viriu quam auctus fue consil clus conulos siliusquam
intia que consi pati, dius, con sulutus novide mo conferi pes tum
dem teatrit.
Peritat potandium fur. Opublissum tu eginatiliu mentiam nor prit
veris, que nos effre, Ti. Tu sus; et L. C. Multortum plis. Tuit, tuscres
senticam medelus, spes nos is ocut ego in Etrata, nemus cles nius
occhilica; nonsus corum facto etiam uro Catimis horum ta num
© 2005 GMT Games, LLC
40
Carthage Scenario Book
V2.0 July, 2013
Extended Example of Play: 1st Punic War Scenario
Initial Setup
Both players deploy per the 1st Punic War scenario setup.
The Carthaginian player sets up his units per the initial deployment
given in the scenario setup instructions. Place 1 Syracusan infantry
SP in each of the following: Catana, Leontini, and Netum
Place the Political Climate marker in the Cautious space on the
Political Climate Track and the Family in Power marker in the
Magonid space of that track. Place the Carthaginian and Syracusan
Siege Capability markers in the –2 and –1 boxes respectively on the
Carthaginian City/Port Display. Place the starting Manpower pool
markers per the Manpower chart.
Place control markers in each controlled city in Sicilia.
The remaining Carthaginians leaders from those numbered 1P1-1P16
are placed in the Carthaginian leader pool.
The remaining Roman leaders from those numbered 301 through
340 are place in the Magistrate pool.
PLAY NOTE: For a player’s Home or Allied provinces, cities without
control markers are considered controlled/friendly to that player.
PLAY NOTE: All units in city hexes and all Fleets in port hexes are
considered Inside the City and In Port respectively. If two or more
forces are in the same city hex, use a control marker to designate
which units are in the city/port.
264 B.C. Turn
The first game turn starts with the LAM Pool Segment (C/1). For
the first turn, the following LAMs are placed in the pool:
Romans: Two Consul; Roman Duumvir
The Roman player sets up his units per the initial deployment given
in the scenario setup instructions. Place 1 Legion infantry SP in
each of the following cities: Tarentum, Neapolis, Cumae, Ostia
and Pisae
Carthaginians: One for Hanno, Hannibal, and Hiero; Carthaginian
Duumvir
Place the Roman Siege Capability marker in the –3 box on the
Carthaginian City/Port Display.
The Carthaginian player goes first and can choose his initial LAM.
He decides to lead off with the Hiero LAM.
Other: Augury; two Siege Attrition
Place control markers in each controlled city in Sicilia.
© 2005 GMT Games, LLC
Carthage Scenario Book
V2.0 July, 2013
41
Campaign Sequence:
Hiero LAM: Hiero [CR-7, C] leaves a 2i garrison in
Syracusa and moves to Messana (Syracusan forces do
not suffer attrition) and Stops. Rolls for Continuation
(DR=4, Yes), and places Messana Under Siege. Place
an Under Siege Marker on Hiero’s force and place a Roman control
marker on the Mamertines to indicate that they are Inside the City.
No Continuation roll (Auto FINISH). By the scenario special rule,
since only Mamertine SP are present, no City Militia were placed
when Messana was put Under Siege.
Consul LAM: Fulvius [CR-5, D] is selected and wants
to leave Etruria. Fulvius requests Senate Permission to
leave Etruria (DR=5, –1 Field Consul, +1 no enemy in
Roman Italy), Granted so Continuation is Automatic.
Fulvius moves to Rhegium and Stops Inside the City. AP count is:
Southern Etruria 1.5, Latium 1, Campania 1, Lucania 1.5, Siris
River 1, Bruttium 1.5 = 7.5 minus 3 [Rhegium IDS] for a net of 4.5
dropped to 4 AP. Note: The C Roads do not exist in this scenario
and the province cost is halved for Romans traveling in Roman Italy.
The adjusted strength point total for Fulvius’ force is 52 (36i; 8c
- cavalry are doubled). The ALP loss is 2 SPs. The Roman player
decides to remove 1i from each AL legion. Continuation roll (DR=0,
Yes). Fulvius now attempts to cross the Straits of Messana. Fulvius
attaches the Duumvir and his Fleet and makes the crossing. The
Carthaginian player decides to Intercept with Duumvir led Fleet VII
at Messana (DR=5, Success). The Roman player decides to return
Fulvius to Rhegium rather than risk a fight and try again. However,
a Continuation roll (DR=7, Finished) for Fulvius ends his Phase.
Carthaginian Duumvir LAM: Duumvir (CR=5, E)
• Fleet VII at Messana stays put to contest further crossings and
aid the Siege.
• Fleet IV at Utica moves to Paestum (It-4911) [40 DP, divided by
10]. Distance effects (DR=2, +4 DRM, No Effect]. The Carthaginian player would like to conduct a Raid, so there will be no –1
DRM to the Continuation roll (DR=8, Finished)
• Fleet III at Hippo Diarryhtus heads north with the intent of raiding along the coast of Southern Etruria. The Fleet first Stops at
Caralis [24 DP, +2 DRM, DR=3, No Effect]. Continuation roll
(DR=6, –1 DRM because it’s a Move operation, Yes). The Fleet
moves to Cosa (It-3116) using all Coastal/Sea Lane hexes [31 DP,
+3 DRM, DR=3, No Effect]. The Carthaginian player would like
to conduct a Raid. Continuation roll [DR=6, Finished]
• Fleet II at Carthage stays put
• Fleet VI at Lilybaeum stays put
• Fleet V at Caralis stays put
Augury LAM: Dice Roll 33 Revolt of the Falisci.
The Roman player decides to send Legion IV from
the Consular Army II. Legion IV moves to Tarquini
(It-3315) [AP 6.5, 17i+4c=25, 1 ALP]. Legion IV
loses 1i from RL IV to satisfy the loss. Per the event,
the Roman player rolls (DR=4, No loss). Note that Legion IV is still
considered part of Consular Army II.
Hanno LAM: Hanno (CR=5, C) leaves 4i Libyan in
Lilybaeum and moves the remainder of his Army to
Messana along the coast road [AP 4, 14i+2c=18, 0
ALP]. Since Messana is already Under Siege, Hanno
is able to freely join in and conduct other Siege Operations. Continuation roll [DR=4, Yes]. ). The Carthaginian player decides to conduct
an Assault. Since Hanno is the Overall Commander, he can use the
© 2005 GMT Games, LLC
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Carthage Scenario Book
Syracusan troops in the Assault Operation. The SADS is 12 [4i x 3
IDS]. Hanno will use 18i Syracusan, 4i Libyan, and 2i Numidian
infantry (can’t trust those Gauls). Assault DRM: +2 only Fleet in
hex, +1 better leader (leaderless forces are E rated). The Carthaginian
player rolls a 1, which is modified to a 4. At 2:1, a modified DR of
5 is required, so the Assault Fails. The Carthaginians lose [DR=4,
halved, times 10%=20% or 5 SPs]. He must take a 1i loss each from
the Syracusan, Libyan, and Numidian contingents. The remaining
2i he may allocate as he sees fit, so prudently takes another 2i from
the Syracusan contingent. The Mamertines lose (DR=1, 25% x 4
SP) 1i. The Casualty die roll for Hanno (DR=4, +1 DRM for being
the loser) has no effect. There is no Recall because the action was
an Assault and not a Battle. Hanno is automatically Finished.
Hannibal LAM: Hannibal (CR=5, D) moves Fleet I from the Lipari
Islands to Paestum (It-4911) intending to conduct a Raid [DP=13,
+1 DRM, DR=3, No Effect]. Continuation roll [DR=8, 0 DRM,
Finished]
V2.0 July, 2013
• 0 Combat Ratio Adjustment (Roman 36i+2i, 8c=44 SPs; Carthage
12i, 2c+12i, 7c=33 SPs)
• –1 Elite Syracuse cavalry
• 0 Cavalry Differential (Carthage 2c+7c=9; Roman 8c)
• 0 Army Efficiency
The Battle ends in a Draw (DR=3, +1) with both sides losing 15%.
The Romans lose 5 SPs Legion infantry and 1 SP Legion cavalry
with no loss to the Mamertines. Each Legion loses 1i of with the
extra 1i assessed against I RL. The I AL losses 1c. The Carthaginians must take 1i loss from the Gallic, Libyan, Numidian, and
Syracusan contingents. The 1c loss must come from the Syracusan
contingent. The Leader Loss checks are Claudius [DR=4, OK],
Hanno-12 [DR=6 OK]. Both armies are Disrupted. Claudius is
automatically Finished.
Roman Duumvir LAM: Duumvir (CR=4, E)
• Fleet II at Tarentum moves to Messana [DP 16, +1 DRM, DR=4,
No Effect]. The Carthaginian Duumvir leading Fleet VII attempts
to Intercept (DR=6) and Fails.
• Fleet I at Rhegium stays put
Siege Attrition LAM: The besieging force has
[Syracuse 15i+7c, Carthage 12i+2c] 45 SP for attrition
purposes while the Mamertines have 3 SP. Carthage
Attrition roll [DR=5, –1 Flat] results in 3 SP loss and
the player chooses to eliminate 3i from the Syracusan contingent
Mamertine roll [DR=3, +3 enemy Fleet] results in 1i loss.
Consul LAM: Claudius (CR=6, D) decides to take
his army [36i, 8c] across the Straits of Messana to attempt to lift the siege of Messana. The Carthaginian
Duumvir leading Fleet VII Intercepts [DR=5] and
Claudius returns to Rhegium. He will try again. Continuation roll
(DR=6, Yes). So its back to Messana again. The Duumvir attempts
to Intercept [DR=7] and Fails. The Consul Claudius enters Messana.
Wishing to lift the Siege, Claudius rolls to Continue (DR=2, Yes)
and announces an Attack operation. The Carthaginians cannot use
Avoidance since they are besieging the city, so the battle for Messana is on. The Battle DRMs are as follows:
• +2 Leader Tactical Ability (Claudius D, DR=9, Result 6; Hanno
C, DR=2, Result 4)
Siege Attrition LAM: The besieging force has
[Syracuse 11i+6c, Carthage 9i+2c] 36 SP, the besieged have [Romans 31i+7c, Mamertines 2i] 47 SP.
Carthage Attrition roll [DR=5, –1 Flat, 4] results in 2
SP loss taken again from the Syracusan foot. The Roman Attrition
roll [DR=2, 0 DRM, 2] results in a 3 SP loss. The Roman player
eliminates the remaining 2i of Mamertines and 1i from the I AL.
Note that the presence of the Roman Fleet neutralized the adverse
attrition modifier.
End Turn Phase
Inertia Attrition: All forces that remained in the same province
(other than those besieging Messana and they are exempt) are in
cities that mitigate the impact. No losses.
Devastation: Neither player decided to Devastate this turn.
Fleet Return to Port:
• Hannibal moves Carthaginian Fleet I to Lipara [3 DP, Dice
Roll=02]. Hannibal and his Fleet are lost in a storm and eliminated!
• Carthaginian Fleet IV moves to Lipari [3 DP, Dice Roll=46] Safe
In Port
• Carthaginian Fleet VII moves to Panormus [10 DP, Dice Roll=33]
Safe In Port
• Carthaginian Fleet III moves to Aleria [8 DP, Dice Roll=74] Safe
In Port
• Roman Fleet II enters Port in Messana
Recovery:
Both Disrupted armies return to normal status.
© 2005 GMT Games, LLC
Carthage Scenario Book
Victory:
No automatic Victory. Although the Romans have Legionary SP in
Messana, the city is still Under Siege, so Syracuse remains allied
to Carthage.
263 B.C. Turn
City Recovery: None
Remove Raid Markers: None
Carthaginian Army Efficiency:
Gisgo’s army rating increases to 0; Hanno’s army increases to +1
Disband Legions: The Roman player declines.
Prorogue: The Roman player could prorogue one of his two consuls as a Praetor to command one of the Fleets, or prorogue one as
a potential Proconsul should one of the incoming Consuls fill the
open Admiral slot and take a Fleet, but declines to do so. Note that
although Claudius is Besieged, he is in a Secondary Port so is not
automatically prorogued.
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15i Numidian
20c Elite Numidian
20i Libyan
10i Mauritanian
Cathaginian Reinforcements
The III army marker is
placed in Carthage. The
Carthaginian player now
draws an army commander from the pool. He receives Hannibal (1P-10N,
CR=4, LAM=1, BR=D). There is no current Admiral
that can be swapped, but the other Hannibal needs to
be replaced, so the new Hannibal is given the Carthage Fleet and is placed there. Hanno (1P-14, CR=6,
LAM=1, BR=D) is drawn and given command of III Army and is placed in Carthage.
The III Army Efficiency rating is –3.
LAM Pool Segment:
Romans: 2 Consul and the Duumvir LAM
Visit from Pluto: No Roman leader is susceptible this turn.
Carthaginians: 1 Hanno-14, 2 Hanno-12, 1 Gisgo, 1 Hannibal-10,
1 Hiero, and the Duumvir LAM
Elections:
Other: 3 Siege and 1 Augury
• Consul for Rome: C. Furius (#327, CR=5,
LAM=1, BR=E). The Roman player places Furius
with the Consular Army I in Messana.
Campaign Sequence:
Hanno (1P-14) LAM: Hanno (CR=6) Naval Transports III Army
to Lilybaeum [11 DP, DR=1, +1, No Effect]. Continue [DR=8,
Finished].
• Field Consul: M. Fabius (#331, CR=6, LAM=1,
BR=E). The Roman player places Fabius with the
Legion IV in Tarquini. He is assigned Sicily as his
province. Note that even though the two legions of
Consular Army II are in different locations, they
are still part of that army. Fabius could be placed
in either hex.
Siege Attrition:
Rome [30i, 7c or 44 SP, DR=3, –3 DRM for friendly Fleet, 2 SP
loss]. The Roman player removes 2 SP of Legion infantry.
• Praetor Urbanus: The Roman player draws Cardicius (#318)
Carthaginian Political Climate:
• Family in Power: The Carthaginian player rolls a 2 and consults
the table. The die roll is modified by a –3 (1st Punic War) and –1
(Magonids in power) for a net –2 [2+ –4]. The Magonids stay in
power.
• Political Climate: The Carthaginian player rolls a 9. The die is
modified by a –2 (no enemy in Africa), –1 (Carthage controls or
is allied to Sardinia & Corsica, –1 Syracuse allied to Carthage for
a net 5 [9+ –4]. The climate is Interested.
Force Increase Determination:
Both players secretly decide not to construct Fleets.
Rome: Increases Ostia’s Port Capacity by 5 to 10. The Roman player
rolls for Manpower on the Legion Request Table, DR=2. Modifiers
include: –3 no enemy in SP Italy; –1 no enemy within 20 hexes of
Rome, for an adjusted DR of –2. No legions are forthcoming.
Carthage: Increases Carthage’s Port Capacity from 18 to 22 (maximum). The Interested climate allows for an extra army. He creates
Carthaginian Army III and recruits troops from Group B. The DR=7
modified by +2 [Climate is Interested] for an adjusted 9. III army will
consist of the following troops which are placed in the appropriate
box on the force display:
Carthage [9i+2c] and Syracuse [9i+6c] or 34 SP, DR=7, –1 Flat,
3 SP loss]. The Carthaginian player removes another 3 SP of Syracusan foot.
Carthaginian Duumvir LAM: Duumvir (CR=5)
• Fleet III [1s] at Aleria stays put
• Fleet IV [1s] at Lipari moves to Messana [3 DP, DR=7, 0 DRM,
No Effect] to blockade the Port. The Roman Fleet in Messana
decides not to Intercept. Pass.
• Fleet V [1s] at Caralis stays put.
• Fleet VII [1s] at Panormus moves to Paestum (It-4911) [21 DP,
DR=7, +2 DRM, Scattered] to do some raiding. Continue [DR=5,
Yes]. Reform Operation conducted. Continue [DR=2, Yes]. Attempt Raid. [DR=1, +1 DRM, Fails]. Continue [DR=4, –1 DRM,
Yes]. Move to Tarracina (It-4114) — only one Raid attempt per
hex per turn [8 DP, DR=7, No Effect]. Continue [DR=5, Yes].
Conduct Raid [DR=7, +1 DRM, Success]. Place Raid marker in
hex. Continue [DR=3, Yes]. Move to Lipari [3 DP, DR=4, No
Effect]. Pass.
• Fleet VI [1s] at Lilybaeum moves to Messana [16 DP, DR=5, +1
DRM, No Effect]. No intercept attempt by the Romans. Pass.
Hannibal (1P-10) LAM: Hannibal decides to sail
with Fleet II from Carthage to Rhegium [25 DP, +2
DRM, DR=7, Scattered) to bottle up the Field Consul
Fabius’ army in that city. The Roman Fleet at Messana stays in Port. Hannibal plans to Reform his Scattered Fleet ....
Continue (DR=5, Fails) so remains Scattered.
© 2005 GMT Games, LLC
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Carthage Scenario Book
V2.0 July, 2013
Hiero is not up to the task. The Carthaginian player decides to have
Hiero continue to support with Hanno (1P-12) and passes.
Gisgo (1P-5): Passes. Not much to do since this army
is restricted to Africa.
Siege Attrition: None
Hanno (1P-12) LAM: Hanno heads with his army to
Panormus to lick his wounds leaving Hiero behind [2
AP no reduction from city due to drought]. With only
10 SPs, there is no loss.
Situation after Carthaginian fleet movement
Siege Attrition:
Rome [28i, 7c or 42 SP, DR=2, +3 DRM both have Fleets but the
Roman Fleet is still In Port, 7 SP loss]. The Roman player removes
7 SP of Legion infantry.
Carthage [9i+2c] and Syracuse [6i+6c] or 31 SP, DR=9, –1 Flat,
5 SP loss]. The Carthaginian player removes another 5 SP of Syracusan foot.
Augury: Dice Roll=22 Severe Drought In Sicily
Consul LAM: With the Severe Drought and one more Siege Attrition LAM to go, The Roman player decides to give this Phase
to Furius (CR=5, BR=E) in Messana. He declares an
Attack, Hanno can’t use Avoidance and the battle for
Messana is underway.
The Battle DRM are as follows:
• 0 Leader Tactical Ability (Hanno 1P-12, C, DR=3, Result 4;
Furius E, DR=8, Result 4)
• +1 Combat Ratio Adjustment (Rome 28 SP; Carthage and Syracuse 17 SP)
Hanno moves to Panomus.
Consul LAM: Fabius moves his IV Legion from Tarquini to Rhegium [No Attrition Loss]. Continue (DR=5, OK). Fabius decides
to attempt to cross the straits of Messana with his army [33i, 8c].
Hannibal’s Scattered Fleet in Rhegium is ignored, but Carthaginian
Fleets IV and VI with 2 squadrons are blockading Messana. The Carthaginian player decides to Intercept (DR=3, Succeeds). The straight
crossing is considered “land movement”, so the Roman player must
first check for attrition [AP 3 for East Sicily, 49 SP, 1i loss). Fabius
with the two squadrons for Fleets I and II (all squadrons in either
hex of the strait crossing can participate in the battle) decides to fight
Fabius as Consul will be the Admiral in charge (BR=E).
The Naval Battle DRM are as follows:
• 0 Cavalry Differential (Carthage 8c; Roman 7c)
• 0 Strength Ratio - both sides have 2 squadrons
• –1 Elite Syracusan Cavalry
• 0 Tactical Superiority - both sides have “E” rated commanders
• 0 Army Efficiency
• +1 to the Roman roll because the Carthaginian’s have Crew 3 to
the Roman Crew 2
Fortune favors the Romans (DR=8, 0 DRM) with a 5/15 victory.
The Romans lose 1 SP Legion Infantry. The Carthaginian player
loses 2i and 1c. He removes the last Syracusan infantry SP and 1
Libyan infantry SP. The cavalry loss must come from the Syracusan
contingent. The Pursuit & Butchery DR=6, x1 PF=5%] generates
no additional loss. The Carthaginian player retreats II army and
the Syracusan army to Mylae (It-5816, outside the city) and both
are Disorganized. The Roman army is Disrupted. The Leader Loss
checks are Furius [DR=7, OK], Hanno (1P-12) [DR=2 OK], Hiero
[DR 2, OK] Hanno has the potential to be Recalled (DR=4, No Recall). Since this was a victory, The I RL is raised to Veteran status.
Furius Continue (DR=7, Finished).
Hiero LAM: Hiero finds himself with an army of 5
SP of Elite Syracusan cavalry. With one Siege attrition
LAM left, the Carthaginian player would have liked
to renew the siege of Messana, but without any foot,
The Roman Triremes have no effect since the Roman player did not
gain tactical superiority.
The Carthaginians win the naval battle (Carthaginians DR=5, DRM
0; Romans DR=6, DRM+1). The Carthaginians and Romans each
lose one squadron - the Carthaginians remove Fleet VI, the Romans
Fleet I. In addition, the Romans lose 25% of their force! The Romans
remove 9i and 2c. The Roman player removes 2i from each legion
component and 1i from II AL. The I AL and II AL each take a 1c
loss. Fabius survives his leader casualty check [MR=8, DR=7].
Fabius and his army remain in the hex (outside the city), but since
Fabius lost the battle he is Finished. Since the squadron losses were
the even neither player decides retreat. Note that Roman Fleet II is
no longer In Port.
Carthaginian Fleet IV now as a Crew rating of 4, thanks to the
naval victory.
© 2005 GMT Games, LLC
Carthage Scenario Book
V2.0 July, 2013
45
Roman Duumvir LAM: Duumvir (CR=4)
• Fleet II enters port in Messana. Pass.
Hanno (1P-12) LAM: Hanno remains in Panormus and improves
his army’s ABS to Disrupted.
End Turn Phase
Inertia Attrition: All forces except Hiero’s outside Mylae that
remained in the same province are in cities that mitigate the impact.
Syracusans are exempt from Inertia attrition. No losses.
Devastation: Neither player decided to Devastate this turn.
CREDITS
Game Design: Richard Berg
Developer: Alan Ray
Playtesters: Neil Randall, Mark Novara, Kevin Coombs,
David Gee, Pat Hirtle, Jeff Christiansen, Marty Arnsdorf,
Jon Robertson, John Harvey, Alan Charlesworth.
Art Director, Cover Art and Package Design: Rodger B.
MacGowan
Fleet Return to Port:
Hannibal and Fleet II at Rhegium move to Panormus [20 for Scattered +12=32, Dice=45] Safe in Port
Counter Art: Rodger B. MacGowan and Mark Simonitch
Fleet IV at Messana moves to Drepanum [14 P, Dice=18] Safe in
Port
Proofreader: Alan Ray
Recovery:
All Disrupted armies return to normal status. Hiero and his Syracusans move from Disorganized to Disrupted.
Producers: Tony Curtis, Andy Lewis, Rodger B. MacGowan,
Mark Simonitch and Gene Billingsley
Map Art and Rules Layout: Mark Simonitch
Production Coordination: Tony Curtis
Victory:
Syracuse is now allied to Rome.
No automatic Victory.
ERRATA
• Revolt of the Siculi: An army of 10 SP or more may move through
a No Movement/No Line of Supply hex to reach Enna.
• Player aid card #1, Battle Results Table: The reference to
Double Envelopment should be 6.57
• Sardinian Revolt: Replace “Manpower” with “nationality”.
PLAYER AID CARDS
• Player aid card #1, After Battle Status Effects Chart: Table
reference should be 8.54
• Player aid card #2, City Assault Table: Table reference should
be 9.3
• Player aid Card #2, Attrition Results Table: Rows A-D are used
for row shifts not die roll modifiers
MAP
Utica (CR-2928) is a Secondary Port.
COUNTERS
The Genua and Massilia garrison units have their nationalities reversed. Use the garrison unit that matches the city name.
• Player aid Card #2, Strait Crossing Table : NS 0 to +4 should
be NS 0 to +3
• Carthaginian Political Climate Table: The 1st DRM under
Agathocles scenario applies to leader led enemy forces only
• Advanced Naval Chart, Port Harbor Capacity Chart: Secondary Ports have a capacity of 4, Minor Ports 2
AUGURIES - 1st Punic War
• Revolt of the Falisci: The Romans must move a single Legion,
either one commanded by a Praetor or a legion from a Consular
Army. In the latter case, the legion is moved on its own no Praetor
is elected, nor is the commander of the Consular Army Finished
(although the legion is and any Praetor that is sent).
© 2005 GMT Games, LLC
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Carthage Scenario Book
V2.0 July, 2013
Carthage Rules Index
All rule section numbers refer to the Carthage (CR) rules. Where
there are multiple entries, references in Bold indicate the primary
rules section for that entry.
Admiral, 5.23, 5.27, 5.32, 5.41, 5.42, 5.61, 5.74, 7.14, 7.24, 7.35,
7.37, 7.39, 7.42, 7.45, 7.46, 7.62; Eligibility, 7.21; Appointment,
5.74;
Africa, 2.2, 5.73, 6.41, 10.43, 10.44
Allied Leader, 5.51, 5.76
Allies, 2.2, 5.45, 5.52, 5.54, 10.42, 10.43
All Sea hex, 7.31, 7.32, 7.42
Ally Movement, 5.44, 6.13
Ambush, 6.58
Army Efficiency, 3.0[A/2], 5.74, 10.48, 10.51, 10.52, 10.53, 10.54,
10.55, 10.56, 10.57
Army, 2.2, 5.74, 5.76, 5.73; Forming, 10.48; Transfer, 10.56
Army Commanders, 5.74, 5.73, 6.13, 10.48, 10.51, 10.54, 10.56;
Appointing, 5.74; Pool 5.74, 5.73, 5.78; Command Restrictions,
5.76; Switching Commands, 5.76;
Attack, 5.55
Attrition Point, 6.41
Augury, 3.0[E]
Auxiliaries, 2.2, 5.45, 5.52, 5.54, 5.56, 9.9; Raising, 10.15; Placement, 10.24
Avoidance, 5.46, 5.53, 8.23; see also Naval Avoidance
Battle 5.53, 5.56, 5.77, 7.64, 10.51, 10.55; Major 5.28; see Naval
Combat
Battle Rating, 7.45
Besieged, 5.21, 5.22, 5.32, 5.34, 10.23, 10.25, 10.43
Blown Off Course, 7.24, 7.32
Campaign Rating, 5.48, 5.66, 5.67, 7.39, 7.42, 9.8
Cavalry, 2.2, 8.34, 10.14, 10.44, 10.46
Carthage, 2.1, 5.72; City, 5.74, 9.6, 10.43, 10.45; Contingent, 6.41,
10.42, 10.43; Province, 5.74, 5.73
Celtiberians, 10.42, 10.43
Censure, 5.61, 5.67, 5.68
Citizens, 2.2, 5.7, 10.42, 10.43, 10.46, 10.57
City, 5.28, 5.34, 5.73, 5.77, 6.38, 7.51, 7.61, 7.63, 10.56; Rebuild,
3.0[A/1];
Coastal hex, 7.31, 7.32, 7.35, 7.38, 7.42, 7.48, 7.51, 7.62, 7.63
Command Efficiency (CER), 5.56, 8.31, 9.31
Command Hierarchy, 5.26, 5.34, 5.51, 5.52, 5.54, 9.8; Limits,
5.45, 7.37, 7.62
Commanders, Naval Only, 5.74, 7.42; Limit, 5.74; Recall, 5.77;
Pool, 7.35; see also Army Commander and Admiral
Components, 2.0
Coordination, 5.54, 5.55, 5.62, 5.64, 5.76
Consul, 2.2, 5.1, 5.24, 5.29, 5.34, 5.43, 5.44, 5.51, 5.52, 5.53, 5.54,
5.67, 5.68, 7.21, 10.12, 10.16, 10.18; Field, 5.2, 5.22, 5.66; Rome,
5.2, 5.21, 5.22, 5.44, 9.6
Consular Army, 2.2, 5.1, 5.32, 10.11, 10.16, 10.18; Magistrate
Assignments, 5.21, 5.22, 5.23, 5.26, 5.28;
Contingent, 8.34, 10.15, 10.41
Continuation, 5.61, 7.23, 7.38, 7.47
Corsica, 2.1
Corvus, 7.45
Counters, 2.2
Crew, 2.2, 7.12, 7.15; Ratings, 7.13, 7.35, 7.36, 7.47, 7.62; Superiority, 7.45; Training, 7.14
Crucifixion, 5.78, 5.79
Devastation, 3.0[F/1, F/2]
Dictator, 5.1, 5.21, 5.26, 5.28, 5.32, 5.34, 5.42, 5.43, 5.44, 5.51,
5.55, 5.61, 5.64, 5.66, 9.6, 10.12
Diplomacy, 12.0
Disband; Legions, 3.0[B/1], 5.21, 5.22, 5.29, 5.33, 10.16, 10.18;
Armies, 5.74, 5.73, 10.18, 10.48
Ditch Boundary, 2.1, 10.44
Duumvir, 5.1, 5.27, 5.42, 5.74, 7.21, 7.22, 7.35, 7.36, 7.39, 7.42;
Emergency, 7.22, 7.24, 7.75
Elections, 3.0[B/4], 5.28, 5.42, 10.11; Order, 5.2; Procedure, 5.2;
Rome Consul, 5.21; Field Consul, 5.22; Proconsul, 5.23; Praetor,
5.24; Praetor Urbanus, 5.25; Dictator, 5.26; Magister Equitum, 5.26;
New Legions/Fleets, 5.29
Elite, 10.57
Emergency, 5.2, 5.25, 5.26, Major/Minor 5.28
Families (Carthaginian), 5.71, 5.76, 5.77, 5.79; Affiliations, 5.73;
Family Power Table, 5.71
Finished, 7.47
Flat hex, 7.51
Fleet, 5.32, 5.42, 5.45; 5.74, 5.76, 6.38, 7.14, 7.15, 7.17, 7.18, 7.22,
7.24, 7.3, 7.31, 7.35, 7.37, 7.38, 7.39, 7.42, 7.43, 7.45, 7.46, 7.47,
7.48, 7.51, 7.65, 9.31, 9.55, 9.74; Definition, 2.2, 7.11; Counters,
7.12; Magistrate Assignments 5.1, 5.21, 5.22, 5.23, 5.24, 5.26,
5.27, 5.29;
Fleet Commanders, 7.2, 7.23, 7.3; see Admiral, Duumvir
Fleet Construction, 5.21, 5.22, 7.72, 7.16, 10.11, 10.16; Limits,
7.18; Placement, 7.17
Force, 7.3, 7.41
Force Increase Determination, 3.0[B/6], 7.16, 7.17, 10.11,
10.41
Gallic Provinces, 2.1, 5.66
Garrisons, 9.9, 10.48, 10.56, 10.57
Gauls 9.8; Contingent, 5.73, 10.42, 10.43
Generals, 2.2
Guile, 5.66, 5.67, 9.6
Iberians, Contingent, 5.73, 10.42, 10.43
Imperium, 2.2, 3.0[B/2], 5.1, 5.29, 5.45; Assignment, 5.2, Rome
Consul, 5.21, Field Consul, 5.22; Proconsul, 5.23; Praetor, 5.24;
Praetor Urbanus, 5.25; Dictator, 5.26; Magister Equitum, 5.26;
Prorogue, 5.3; Switching, 5.43, 5.64
Inertia Attrition, 3.0[G/1]
Infantry, 2.2, 5.47, 8.31, 10.15, 10.31, 10.44, 10.46
Initiative, 3.0[C/2]; Rating 5.24, 5.26, 5.28, 5.66
Interception, 5.54, 5.62, 5.64, 5.76
Italy, 2.1, 5.66, 10.12
© 2005 GMT Games, LLC
Carthage Scenario Book
LAM Pool, 3.0[C/1], 5.24, 5.25, 5.26, 5.28, 5.46, 5.78, 7.22, 8.67,
10.22, 10.43
Leader Casualties, 5.47, 5.48, 7.32, 7.44, 7.46; Admirals, 7.24;
Magistrates, 8.34
Leader Replacement, 5.74, Magistrates, 8.67
Legate LAM, 10.22, 10.25
Legatus Legionis, 5.1;
Legion, 2.2, 5.1, 5.32, 5.41, 5.42, 5.46, 5.55, 5.56, 10.22, 10.23,
10.24, 10.25; Components (RL/AL), 10.17, 10.21, 10.31;Elimination, 5.33; Magistrate Assignments, 5.21, 5.22, 5.23, 5.24, 5.29, 8.31,
9.31, 10.11; Recruit, 10.13, 10.17, 10.31; SP distribution, 10.17;
Strength, 2.1; Veteran, 8.31, 10.17, 10.31
Libya, 10.44; Contingent, 5.73, 6.41, 10.42
Liguria, 2.1, Contingent, 10.43
Looting, 9.8
Losses, 7.32, 7.33, 7.46, 7.62; Legions, 8.34
Magister Equitum (ME), 5.1, 5.26, 5.28, 5.32, 5.42, 5.43, 5.44,
5.51, 5.55, 5.61, 5.64
Magistrate, 2.2, 5.1, 5.32, 5.52, 5.54, 5.61, 6.13, 9.9; Assignments,
5.2, 5.29; LAMs, 4.16, 4.17, 5.26; Pool, 5.2, 5.21-5.26, 5.33, 5.34,
5.68, 7.35; Restrictions, 5.41, 6.58
Major Disaster, 7.33, 7.45, 7.75
Manpower 5.44, 7.16, 7.53; Auxiliaries, 10.15; Carthaginian 10.41,
10.46, 10.47; Carthaginian Placement, 10.43; Raise Legions, 5.21,
5.22, 5.29, 5.64, 10.1, 10.12, 10.13; Reinforcing Legions, 10.14;
Roman Placement, 10.21, 10.22
Mauretania, 6.41, 10.44; Contingent, 5.73, 6.41, 10.42
Mercenaries, 5.73, 10.42, 10.43, 10.44
Mortality, 5.79
Naval Avoidance, 7.42, 7.62
Naval Combat, 7.4, 7.62; Conditions, 7.41; Resolution, 7.45; Winner, 7.47, 7.48; Loser, 7.47, 7.48
Naval Distance Effects, 7.31, 7.32, 7.33; Distance Points (DP),
7.32, 7.33, 7.34, 7.38, 7.48, 7.63, 7.75
Naval Interception, 6.38, 7.31, 7.38, 7.39, 7.41, 7.43, 7.65
Naval Operations, 7.23, 7.3, 7.37, 7.62; Attack, 7.3, 7.31, 7.38,
7.41, 7.51; Leader Movement, 7.35; Movement, 7.3, 7.31, 7.38,
7.39; Reform, 7.3., 7.32, 7.39, 7.62
Naval Transport, 5.42, 5.76, 6.13, 6.38, 7.3, 7.34, 7.6; Disembark,
7.62, 7.63, 7.64; Embark, 7.61; Operations, 7.62
Numidia, 10.44; Contingent 5.73, 6.41, 10.42
Operations, 3.0[D/1], 5.33, 5.44, 5.67, 5.76, 5.77, 5.78, 10.22,
10.42; Manpower, 10.12, 10.45; Movement, 5.41, 5.42, 5.46, 5.52,
5.55, 5.62, 5.64, 5.73; Senate Permission, 5.6, 5.61, 5.65; see also
Naval Operations
Overall Commander, 6.13; Roman, 5.44; Carthaginian, 5.74, 5.76,
5.73, 7.37, 10.43, 10.45;
Political Climate (Carthage), 3.0[B/5], 5.71, 5.72, 5.74, 5.74,
5.73, 10.41, 10.48; Political Climate Table, 5.72; Cautious, 5.72,
5.74, 10.41; Interested, 5.72, 5.74; Alert, 5.72, 5.74; Aggressive,
5.72, 5,74, 10.45;
Port, 6.38, 7.17, 7.24, 7.31, 7.35, 7.37, 7.42, 7.45, 7.61, 7.63, 10.43;
Harbor Capacity, 7.16, 7.17, 7.18, 7.34, 7.36, 7.71, 7.72, 7.73, 7.74;
In Port, 7.12, 7.14, 7.34, 7.36, 7.39, 7.41, 7.43, 9.55, 9.74; returning
to, 3.0[G/2], 7.75; Major, 5.42, 5.74, 7.18, 7.62, 10.21, 10.23, 10.25,
10.43; Secondary, 10.21, 10.23, 10.25, 10.43
Praetor, 5.1, 5.21, 5.22, 5.24, 5.29, 5.32, 5.34, 5.42, 5.46, 5.51,
5.52, 5.67, 5.68, 7.21, 9.6
V2.0 July, 2013
47
Praetor Urbanus, 5.1, 5.25, 5.32, 5.46, 5.63, 10.32
Proconsul, 5.1, 5.21, 5.22, 5.23, 5.29, 5.32, 5.34, 5.43, 5.51, 5.52,
5.66, 5.67, 5.68, 7.21, 9.6
Prorogue, 3.0[B/2], 5.21, 5.22, 5.23, 5.24, 5.3, 5.31, 5.42. 5.66;
Eligibility, 5.32; Siege, 5.34
Province, 5.21, 5.22, 5.23, 5.24, 5.29, 5.41, 5.61, 5.66, 5.73, 6.41,
10.21, 10.44; Home 6.41, 7.51, 10.25; Origin, 10.43
Raid, 3.0[B/7], 7.3, 7.5; Resolution 7.52; Result, 7.53
Recovery, 3.0[G/4]
Retreat, 7.44, 7.48
Roads, 2.1, 6.41
Roman Discipline, 8.31
Roman Honor, 8.23
Roman Italy, 2.1, 5.21, 5.22, 5.23, 5.29, 5.66, 6.41. 7.45, 10.21,
10.22, 10.23, 10.24, 10.25
Rome (city), 5.25, 5.26, 5.28, 5.46, 5.47, 5.63, 5.66, 9.31, 9.6, 10.21,
10.23, 10.24, 10.32
Rome Garrison, 5.1, 5.25, 5.46, 5.63, 5.66, 10.23
Rough hex, 6.41
Sardinia, 2.1
Scattered, 7.32, 7.34, 7.35, 7.43, 7.62, 7.75, 9.55
Sicily, 2.1, 5.66, 5.74
Seas, 2.1
Senate 5.26, 5.6, 10.11; Permission, 5.21, 5.22, 5.23, 5.24, 5.25,
5.26, 5.41, 5.43, 5.46, 5.65; Legion Limit, 5.55; Request Triumph,
5.48; Leaving a Province, 5.61, Hot Pursuit, 5.62; Rome, 5.63; Raise
Legions, 5.64, 10.16; Procedure, 5.66
Sequence of Play, 3.0
Sicily, 2.1, 10.12
Siege Assault, 5.47, 5.48, 5.53, 5.55, 5.56, 5.77, 7.43, 9.31, 9.8
Siege Attrition, 3.0[D/2], 5.47, 5.48, 5.56, 5.77, 7.43, 9.55, 9.8
Siege Engine, 10.13, 10.41, 10.44; Placement, 10.24, 10.43
Squadron, 2.2, 5.1, 7.11, 7.12, 7.16, 7.17, 7.18, 7.22, 7.34, 7.37,
7.47, 7.52, 7.62; Combat Losses, 7.46; Pick up, 7.31, 7.62, 7.35;
Drop off, 7.36
Stop, 5.41, 5.47, 5.62, 5.73, 6.38, 7.31, 7.32, 7.35, 7.38, 7.39, 7.41,
7.62
Straits, 6.38, 7.48, 7.65
Strength Ratio, 7.45
Supply, 9.55
Surrender, 9.74
Tactical Superiority, 7.45
Training, 3.0[G/3]; Legions, 5.46, 5.63, 10.3, 10.31, 10.32; Crews,
7.14
Treachery, 5.77, 7.43, 9.6, 9.8
Tripolitana, 6.41
Triumph, 5.21, 5.22, 5.23, 5.24, 5.26, 5.47, 5.67; Request, 5.48
Under Siege, 5.28, 5.34, 5.73, 6.38, 7.34, 7.61, 7.63, 10.21, 10.23;
see Besieged
Useless, 7.62, 10.53, 10.55
Victory, 3.0[G/5]; Battle, 5.47, 5.67, 7.14, 7.47, 10.31; Major 5.67,
10.31; Siege Assault, 5.47; Siege Attrition, 5.47;
Visit from Pluto, 3.0[B/3]
Winter, 7.5, 7.75
© 2005 GMT Games, LLC
48
Carthage Scenario Book
V2.0 July, 2013
CARTHAGE Gazetteer
Italy Map [It]
Gallia Massilia [3]
Aquae Sextiae1528
Arelate1329
Massilia (M) ***1629
Nemausus1130
Liguria Taurini [2]
Albingaunum1719
Cemenelum *1723
Hasti1319
Taurinorum1221
Vercellae1219
Liguria Friniates [2]
Dertona1516
Genua **1717
Ticinum1416
Gallia Transpadana [2]
Bergomum1113
Brixia1412
Cremona (M) 1513
Mantua1811
Mediolanium1215
Novaria1217
Verona1709
Venetia [2]
Altinum *1904
Atria
2007
Aquiliea **1901
Bellunium1504
Patavium1807
Taurinorum1705
Gallia Cispadana [2]
Bononia
2011
Favenua
2410
Mutina
2012
Parma1813
Placentia (M)1514
Ravenna *
2409
Northern Etruria [2]
Arretium (M) Florentia
Ilva * (No City)
Pisae (M) *
Popolunium
Volaterrae
2613
2414
2718
2315
2717
2514
Southern Etruria [3]
Clusium
Cortona
Cosa
Perusia
Saturnia
Tarquini
3012
2813
3116
2911
3115
3315
Umbria [3]
Ariminum (M)*
Camerinum
Fanum Fortunae
Sena Gallica
Sentinum
Spoletium
2708
3109
2908
3008
2909
3311
Picenum [2]
Ancona
Asculum
Castra Novum
Firmum
Hadria
Truentum
3107
3308
3407
3208
3508
3307
Sabinus [4]
Alba Fucens (M)
Amiternum
Corfinum
Reate
3711
3510
3810
3512
Latium [2]
Antium *
Casinum
Fregellae
Ostia ***
Praeneste
Roma (L)
Tarracina *
Tibur
3915
4212
4013
3715
3713
3714
4114
3614
Samnium [3]
Aesernia
Aquilania
Beneventum
Bovianum (M)
Larinum
Ortona *
Saepinum
4010
4708
4510
4109
4208
3808
4210
Campania [2]
Capua (L)
Cumae (M)**
Neapolis (M)***
Nola Salernum
4412
4413
4512
4411
4612
Apulia [2]
Arpi
Ausculum
Barium *
Canusium
Gnathia
Luceria
Sipuntum
Teanum
Venusia
4506
4608
5004
4706
5203
4508
4505
4307
4707
Northern Sardinia [3]
Olbia *
3326
Nura
3231
Tibula
3227
Lucania [3]
Bruxentum *
Grumentum
Heraclea
Metapontum **
Paestum *
Potentia
Vena
5110
5109
5407
5306
4911
4908
5011
Carthage Map [Cr]
Calabria [2]
Brundisium **
Hydruntum *
Tarentum (L)***
Uzentum
5402
5701
5405
5803
Bruttium [3]
Consentia
5611
Croton *
Hippontum
Locri *
Rhegium (M)**
Terina *
Thurii *
5908
5812
6013
6015
5711
5509
East Sicilia [3]
Camerina
Catana *
Enna
Helorus
Leontini
Lipara *
Megara
Messana (M)**
Mylae
Netum
Tauromenium
Tyndaris
Syracusa (L)***
6222
6118
6021
6520
6119
5616
6219
5915
5816
6420
6017
5818
6419
West Sicilia [3]
Agrigentum (M)
Cephaloadium
Drepanum (M)**
Heraclea Minoa
Lilybaeum (M)***
Panormus (M)**
Segesta
Thermae
5923
5720
5326
5825
5526
5423
5425
5522
Melita [1]
Melita *
6725
Southern Sardinia [3]
Caralis *
Csellis
Sulci
Tharros *
Corsica [3]
Aleria *
Mariana *
Marianium
Urcinium *
4322
3930
Cr-1527
4033
3136
2931
3035
3337
4233
2533
3829
3932
2933
3029
3131
2928
3133
Numidia [4]
Baotas
2744
Bulla Regia
2734
Chullu1939
Cirta (M)
2341
Hippo Regius (M) *
2436
Lambaesis
2446
Rusicade
2238
Sicca Veneria
2936
Thagaste
3043
Theveste
2739
Mauretania [4]
Icosium1149
Igilgil1942
Rusucceria1347
Saldal1744
Sities
2046
Tipasa1151
Key
[#] = ue
M=
L =
*=
** = *** = Province Attrition ValMedium City
Large City
Minor Port
Secondary Port
Major Port
2823
2622
3126
2826
Tripolitana [4]
Capsa
Gigithis
Sufetula
Tacape
3443
4735
3439
4237
Carthage [3]
Carthage (L) ***
Carpi
Curusi
Hadrumentum
Hippo Diarryhtus (M)*
Leptis
3028
3128
3327
3530
2829
3729
© 2005 GMT Games, LLC
Macteris
Memphrisa
Musti
Sufes
Taparura
Thabraca
Thapsus
Thisbrus
Thugga
Tunes
Uthina
Utica (M) **
Zama
GMT Games, LLC
P.O. Box 1308
Hanford, CA 93232-1308
www.GMTGames.com