Advance the Colors Springfield, Ohio Sept 19th -21st
Friday night at I will be presenting the "Rome Expands" Campaign.
The map:
Available Armies:
Bithnyia -Bithynian II/6
Cappadocia – Ariarathid Kappadokian II/14
Syria – Seleucid II/19 c,d – David S.
Egypt – Ptolemaic II/20 b,c
Galatae – Gallatian II/30 b
Roma – Polybian Roman II/33
Thermopylai – Hellenistic Greek II/31 b
Sparta – Hellenistic Greek II/31 e
Korinthos – Hellenistic Greek II/31 g
Athenia – Hellenistic Greek II/31 h
Carthage – Later Carthage II/32 – Will M.
Pergamon – Attalid Pergamene II/34
Macedonia – Later Macedonia II/35
Parthia – Parthian II/37
Numidia – Numidian II/40
Pontus – Mithridatic II/48
The time slot is official start time is 2-? We will run the campaign similar to last year with people able to join up in the middle of the event. Most armies are available through loaners if you do not have one to match, just let me know. Sign up here or send me a PM.
Rod
Campaign rules:
Rome Expands Campaign Specific Rules:
Scattered Greeks – The purple zones on the map represent the remnants of Alexander's Empire 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.
Out scouted – Bythnia, Cappadocia, Numidia, and Pergamon get to set the terrain even if they invaded on a roll of 5 or 6.
Warband Rampage – Galatae gets +1 victory point for successful invasions.
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. Turn Sequence – Draw cards for first player each turn.
a. Declare War – move their army up to two movement points and attack another player's territory or Army.
b. Go defensive – Only if the player has not already been attacked this round, the army must either return to home country or remain there. The player can defend but not send allied contingents (gaining one element from their reserve immediately).
c. Simply move their army two movement points (assumes that you are traveling though friendly or neutral territory).
d. Respond to an assault on your home territory.
3. 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. If they have multiple attackers they can choose to take two sieges or choose to fight one a siege from another.
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.
4. 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 defeated losing 50% of its elements. 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 they continue 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 and is willing to lose one element to maintain the siege. Sieges also end 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.
5. Territories / Cities – Each player will hold at least three cards or tokens representing their territorial control (one will be the capital) over their country. When a player attacks them they will hold or lose a card based on the battle results. If a player already holds one territory card from an enemy territory, the second attack can be made against that enemies Capital or just to take territory (attacker's choice). If you lose your capital you become a vassal of the player that takes your capital. You will still get to resupply based on 2 elements for your capital as a vassal and any other cards you still hold. You gain territory cards based on the location of the battles or sieges. If you wish to regain territory held in a specific country, you must go there and face in battle someone controlling territory in that country or siege it if there is no field army to oppose you. This includes your own country for the purpose of regaining territory.
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 country which has no other field army present (this does initiate a State of War if this is done without the territory owner's 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 second card in the turn order.
b. The Red Joker = a revolt, if you are not a vassal ignore the special effects, if you were a vassal you are now free (your lord returns your capital card to you)! The Red joker is always the first in the turn order. Gain 1 element to your army, unless it is already at 12 elements; then 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 already involved in a declared battle or siege this round can provide allied contingents to allied nations or overlords (vassals must provide them to overlords if requested). 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 foreign field armies per country. A moving field army cannot end movement in a country which currently has two "foreign" field armies present (foreign meaning the home army does not count against the stacking limit). A moving army cannot move through a country with that countries field army present or without the permission of the player controlling that army.
14. Vassals – A vassal is any state whose capital card is held by another player. After the card draw they must show their card to their overlord (unless it is a red joker). The overlord can force them to switch cards. They cannot declare attacks or form alliances without approval of their overlord, but can defend their own country if attacked. Their overlord can force them to attack or to supply allied contingents if they have not already been attacked and committed to a battle before their card comes up.
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 and territory is chosen using standard die role vs. aggression factors. Players use their full 12 elements (but keep track of what elements go back in to reserves for after the battle).
Points
At the end of Campaign Battle:
• Each player (including allied contingents) subtracts their loses from their 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).
• Defenders that hold or win their battle get 1 point
At the end of a Prestige Point Battle
• 1 Point to the victor of a Prestige Battle (Standard victory rules apply, if there is no victor a tie is declared and no point is awarded).
At the end of the Game
• 3 points per territory card controlled
• 2 point per territory card controlled by vassal state