We lost one player, but so far we have 3-4 additional coming that have not chosen an army (including me – I will choose last).
I have updated the list with the loaners that I know I can supply
if anyone else has additional armies they can supply or want to claim before the convention please let me know.
I have made some slight updates to the rules and provided a special rule section on this specific campaign below the army list.
Bithnyia -Bithynian II/6 (loaner available)
Cappadocia – Ariarathid Kappadokian II/14 (loaner available)
Syria – Seleucid II/19 c,d David S
Egypt – Ptolemaic II/20 b,c Vince Maloney
Galatae – Gallatian II/30 b (loaner available)
Roma – Polybian Roman II/33 (loaner available)
Thermopylai – Hellenistic Greek II/31 b
Sparta – Hellenistic Greek II/31 e (loaner available)
Korinthos – Hellenistic Greek II/31 g – Zac N
Athenia – Hellenistic Greek II/31 h (loaner available)
Carthage – Later Carthage II/32 – Brian Peruski
Pergamon – Attalid Pergamene II/34
Macedonia – Later Macedonia II/35 (loaner available)
Parthia – Parthian II/37 (loaner available)
Numidia – Numidian II/40 (loaner available)
Pontus – Mithridatic II/48
Rod's DBA 2.2+ Campaign Rules Rome Expands!
Special Rules:
Scattered Greeks – The purple zones on the map represent the remnants of Alexander's Empire in and the resurgent semi-independent Greek City states. So Macedonia, Korinthos, Athenai, Sparta, Thermopylai all use the purple as their starting territory and can count movement and resupply from and back to any purple location on the map.
Sea of Grass – Parthia can move through the grey territory on the map, but it counts as two movement points.
1. Campaign Seasons – There are four seasons/Turns per campaign year; Spring, Summer, Autumn, and Winter. Winter is not a combat round and during winter armies may only resupply.
2. Territories – Each player will hold three tokens representing their territorial control. When a player attacks them they will hold or lose a card based on the battle results. The capital is the last card held. If you lose your last card you become a vassal of the person that took the last card from you.
3. Turn Sequence – Draw cards for first player each turn.
a. Declare War – move their army up to two movement points and attack another player
b. Go defensive – Only if the player has not been attacked yet, (gaining one element from their reserve immediately).
c. Simply move their army two movement points (assumes that you are traveling though friendly territory).
4. Defender Reactions – When a defender's territory is attacked and they have not already committed their field army to battle, and assuming it is within range of their home territory they have three choices.
a. Meeting the attacker in battle and fight a standard DBA battle with all available elements in the attacker and defenders current field armies. Move Defender's field Army to the disputed territory.
b. Take a siege supported by the defender's main field army. Move the Defender's field army to the disputed territory.
c. Take a siege unsupported.
5. Sieges – If an attacker lays siege to a territory it rolls a D6 and on a 5-6 it will take the besieged territory. If the defender uses their field army in support of the siege, the attacker will have a minus 1 to their die roll (i.e. need to score a 6 on the first round of the siege). However, if the attacker wins a siege roll while the defender's field army is supporting the siege, the defender's field army is destroyed. If the attacker loses the siege roll, the attacker loses one element from their field army. At the start of the next season the attacker can choose to withdraw or continue to lay siege, if it continues the siege the score needed to win goes down by one each successive season. Sieges are automatically ended by winter unless the attacker has clear resupply lines. Sieges are also ended if the defender chooses to give battle, or an allied army chooses to relieve the siege. In which case a field battle is fought to resolve the territory possession.
6. Movement – Armies have two movement points per season. Each color they move into that (including moving into the Sea) equals one movement point. If your country borders the Sea you can chose to travel by sea. Normal Sea movement rules apply. Sea movement done in any season other than summer means that a player must roll a D6. A score of 1 means that the player must dice again and remove a number of elements equal to the dice score to their reserves. The first element lost must be mounted (unless the only mounted element is the general). A field army can always conduct a forced march through an empty territory which has no other field army present (this does initiate a State of War if this is done without the territory owner consent).
7. Declaring War – If you attack another player's territory (or move into it without a treaty), you are declaring war. A declaration of war stands for the rest of the campaign year even if you decide not to continue the attack in the next round. A state of war cannot be changed to Non-aggression or Alliance until the next spring round of the campaign year.
8. Treaties – are declared during any active campaign season (Spring, Summer, Autumn). They last until the next spring season at which time they must be re-declared or they are void.
a. Non-aggression – This allows for free passage and resupply through the treaty members' territories. No attacks can be declared between the countries while the treaty is active.
b. Alliance – This allows free passage and the sending of allied contingents to assist members of the treaty.
9. Special Cards – Red and Black Joker cards.
a. The Black joker = Treachery, you can declare any treaty null and void no matter what campaign season. Alternatively if you are currently engaged in sieging an enemy territory you can end the siege in victory with no need to roll the dice (spies open the city gates). The Black Joker is the last card in the turn order unless a Red Joker was drawn, then it is the second to last card in the turn order.
b. The Red Joker = a revolt, if you were a vassal you are free! The Red joker is the last in the turn order and can declare no attacks that turn, but can defend any territory. Gain 1 element to your army, if your army is at 12 elements; gain 1 Horde for the rest of the active campaign season.
10. Neutral Countries – Any countries without an active player will be considered neutral and therefore will allow players to pass through to attack other countries or resupply.
11. Allied contingents – Armies that are not in combat this round can provide allied contingents to allied nations or overlords. Allied contingents arrive on a roll of 6 for the first 2 bounds, after that they add +1 to the die roll per turn until a 6 is scored. They arrive on the board edge that would be most likely based on their geographical location relative to the battlefield.
12. Battles – Are 1 hour long, if the defender holds, then the defender gets one prestige point and the territory remains in their control (i.e. invaders must win, defenders just need to hold).
13. Attacker Limit / Stacking Limit – There is a limit of two attackers per round (i.e. once two people have attacked a country for example, nobody else can attack that country in that same season) if the attacked party chooses to defend their territory and has two attackers, the defender decides which enemy to fight after all players have gone through their turn sequence
.. Only two Armies (not counting the defending army) can be in the same territory. Seas are not a territory other than for movement purposes.
14. Vassals – A vassal is any state whose capital card is held by another player. They cannot declare attacks without approval of their overlord, but can defend. Their overlord can force them to attack or to supply allied contingents.
15. Winter – Is the resupply season, armies are resupplied up to 12 elements, based on 2 elements for the capital and 1 element for each territory card held (enemy capitals you have taken do not provide elements to your field army since they are now vassals and considered to resupply your vassal state's armies). Armies must have a clear route back to their home territory for re-supply. To supply by Sea the player must role a D6. On a 1 they must take losses due to the supplies being lost at Sea same rules as for Sea movement.
16. Prestige Battles – Any players not involved in a battle (as a main opponent or allied contingent) may engage in a prestige battle worth one point to the victor during the 1 hour time slot. Losses do not go to reserves but stay in the field army, and only one point can be scored in a prestige battle. The defender is chosen using standard die role vs. aggression factors.
Points
At the end of Campaign Battle:
• The player who lost the fewest elements subtracts his losses from his kills and scores that many points
• Captured camps are worth 2 points
• Destroyed enemy generals are worth 2 points (loss of a general translates to the loss of two elements to your reserves for the next battle, the general is fielded and the player chooses which two elements to loose).
At the end of a Prestige Point Battle
• 1 Point to the victor of a Prestige Battle
At the end of the Game
• 3 points per city
• 2 point per city controlled by tributary states