Scenario Book: Volume #2 of The Ancient World Series
Scenario Book: Volume #2 of The Ancient World Series
0 July, 2013
TAB LE O F C O N T E N T S
CR 1.0 Introduction.................................................... 2 7.6 Naval Transport............................................ 21
CR 2.0 Components.................................................... 2 7.7 Port Harbor Capacity and Winter................. 22
CR 2.1 The Maps................................................. 2 CR 8.0 Land Combat.................................................. 23
CR 2.2 Counters.................................................. 2 CR 9.0 Cities and Sieges............................................. 23
CR 2.3 Player Aids.............................................. 4 CR 10.0 Manpower..................................................... 24
CR 3.0 The Sequence of Play..................................... 4 10.1 Raising Legions.......................................... 24
The Roman Political and Command System............. 5 10.2 Placement of Roman Manpower................ 25
CR 5.1 The Magistrates of Rome........................ 5 10.3 Legion Training.......................................... 25
CR 5.2 Elections and Assignment of Magistrates.. 7 10.4 Carthaginian Manpower............................. 25
CR 5.3 Prorogue of Imperium............................. 10 10.5 Carthaginian Army Efficiency.................... 26
CR 5.4 Magistrate Restrictions........................... 10 CR 12.0 Diplomacy.................................................... 27
CR 5.5 Magistrates in General............................ 11
CR 5.6 The Senate............................................... 12 SCENARIOS:
CR 5.7 The Carthaginian Political System.......... 13 The Mercenary War, 241 B.C............................. 28
CR 6.0 Movement....................................................... 16 Agathocles, 311 B.C........................................... 29
CR 7.0 The Advanced Naval System.......................... 17 Hiero, Hero or Gyro? 264–263 B.C................... 32
7.1 Fleets and Naval Construction..................... 17 The First Punic War, 264 to 241 B.C.................. 34
7.2 Fleet Commanders........................................ 18 Consul Historical Information Table.......................... 39
7.3 Naval Operations.......................................... 18 Extended Example of Play......................................... 40
7.4 Naval Combat............................................... 20 Carthage Rules Index................................................. 46
7.5 Raids............................................................. 21 Carthage Gazetteer..................................................... 48
Corsica, and the Gallic provinces west of Roman Italy/Liguria are The Roman player may either place the appropriate combat units
treated individually. either under their respective Legion counters, or use the Roman
Army Display.
See the individual scenarios for specific rules on Control.
Important Rules Note: Whenever you see the word Legion in the Roman Leader
rules, it means the combat units associated with both the RL and
AL elements of the same Legion. For those familiar with RRR, this Name
Leader ID#
was called a double Legion and was used synonymously with term Guile Points
Mortality Rating
Legion (to the confusion of many).
HISTORICAL & DESIGN NOTE: The “paper” numerical strength Initiative Campaign Battle
of legions varied from decade to decade, consul to consul, campaign Rating Rating Letter
to campaign, battle to battle. However, except for the Samnite era,
the “standard” numerical composition of the legion appears to Roman Leaders
have been 4200 infantry... although, sometimes, the “allied” legions The “in-depth” rules for these leaders are given below. What we wish
would be “reinforced” up to 6000 foot. As for cavalry, the citizen 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
legions of the republic were notoriously short ... and when they
can be used, without resorting to their actual names-many of which
weren’t (e.g., some sources state that, at Ausculum [Pyrrhus, 279
sound pretty much the same. The first digit identifies the scenario
B.C.], the Roman legions had a 40% ratio of cavalry to infantry,
for which the consuls are used. In Carthage, which covers the 1st
a figure we find rather difficult to swallow), they were usually so
Punic war, that format is 3xx.
poorly handled-a Roman tradition-that they might as well have had
half the numbers ascribed. 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
Roman Roman Carthaginian with the actual magistrates from the years in which they served, use
Consular Legion Army the Roman Magistrate Chart to locate these men. In such a usage,
Army Marker Marker Marker you will need to conduct elections only to fill spaces that play of
the game creates.
Armies
Each power in play as one or more Army counters to represent Consul Names: The Romans actually had a system of sorts when
his combat units/Legions on the map. The combat units/Legions it came to “names”, a system quite similar to what the western
themselves are kept in the corresponding box on the player’s Army world uses today. Essentially-and somewhat simplistically-the first
Display (see below). For the non-Roman player, an Army can hold “name” was the given name, the second the all-important “family”
any type and number of land combat units. For the Roman player, (gens) name, and the third, if any, a sort of identifier (cognomia),
a Consular Army must contain two Legions (and their associated or nickname, if you will. The first name was usually written as a
combat units). In addition, the Roman player has a Legion box that simple initial. Romans tended to use the same names a lot ... maybe
can be used for a Praetor-led force. Both types of boxes can hold any George Foreman is Roman. As for the cognomia, the Romans
number of Auxiliaries or Allies in addition to the Legions. There is thought themselves a rather witty lot. For example, the consul who
also a Legion marker for each Legion that can be used to represent finally defeated Pyrrhus, Dentatus, was so-called because of his
the Legion on the game map when operating independently from immense, bucked teeth.
its army or when its not part of a Consular Army. 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
Fleet Marker Squadron Crew Rating Appius Claudius Caecus, the number of “New Men”—families ap-
Marker pearing on the Senatorial rolls for the first time- starts to grow, as
more plebians graduate to patrician level. When in doubt, use the
Squadrons and Fleets ID# on the counter ...the “You’ve seen one Mus you’ve seen them
Each naval unit represents a number of Naval Squadrons equal to the all” theory.
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 Roman Magistrate and Imperium Markers
the map with the associated Squadron counters and Crew Rating The counter mix includes markers for each of the Roman magistra-
marker kept on the corresponding box on the player’s Army Display cies (Rome Consul, Proconsul, Praetor, etc.) and markers to denote
(see below). 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 de-
tailed in the Roman Political and Command System rules below.
Carthaginian Leader hand corner. The IDS and Port Capacity for all other cities depends
Family Indicator stripe on the city and port size as listed in the scenario.
Name
Guile Points Leader ID# Carthage Political and Manpower Display: This display has a
Mortality Rating number of tracks used by the Carthaginian player to note the Fam-
ily in Power, Political Climate, and various Manpower levels and
Initiative Campaign Battle their maximums.
Rating Rating Letter
Carthaginian Generals
(CR 3.0) THE SEQUENCE OF
If you thought the Romans used similar names, you haven’t wan- PLAY
dered into the Carthaginian lists. Multiple Hannibals, Hannos, A. The Upgrade Phase
Hamilcars, and who knows what, many with the same family name. 1. City Rebuild. Rebuild sacked cities one level if they are not in
(Maybe George Foreman was Carthaginian?) We’ve tried to sort a Devastated province (9.86).
them out, but that is often not easy.
As with the Romans, we’ve numbered the applicable Carthaginian 2. Carthaginian Army Efficiency. Increase the Efficiency rating
field commanders with a numerical system similar to the above.. of all Carthaginian Armies, as per CR 10.53
We have also noted which Family they are aligned with a colored
stripe—red for Magonid, blue for Barcid—for use with the Car- B. Strategic Decision Phase:
thaginian Political system. 1. Disband Legions. See CR 10.18 for the Why and How of this.
DESIGN NOTE: Finding the Political/Familial affiliation of many 2. Imperium Prorogue. The Roman player decides which Consuls
of these men was difficult, and some guesses were made. 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
(CR 2.3) PLAYER AIDS a magistrate (other than a Praetor) that earned a Triumph in the prior
Carthage includes several player aids to help manage the large stacks turn for possible selection as Consul during the Elections Segment.
of units and markers. Each player has an Army Display and City All other magistrates are placed in the pool of leaders available for
Occupation Display, the former for keeping track of which combat election. Those magistrates that will stay in office remain where they
units belong to which Legion/Army/Fleet, while the latter holds the are on the map. Their assignment and placement for the upcoming
various city garrisons. Both displays are back printed and each are turn is determined in the Election Segment.
identified as to which scenario they are used.
3. A Visit from Pluto. The Roman player rolls on the Leader Loss
Army Display: Each display includes a series of boxes for the Table (8.6) for each magistrate not placed in the pool in step #2:
player’s Armies and Fleets. Each box has a corresponding marker • if the result is Leader Wounded, the magistrate is removed and
that is used to represent the combat units, squadrons, other leaders, placed, after all leaders are selected, in the Leader Pool for the
and markers in the display box on the game map. For the non-Roman following turn.
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 • if the result is Leader Killed, he has taken the HMS Hades across
they are further subdivided into a row of boxes for each Legion and the Styx and is removed from the game.
within the row, boxes for both Legion components.
DESIGN & HISTORICAL NOTE: No, he has not gone to Disney
EXAMPLE: The Roman player raises two new Legion, I & II (which World. Pluto was the Roman god of the “Underworld”. This rather
are placed in Rome), and assigns them to the Rome Consul as his morbid rule applies only to the Romans because they have so many
Consular Army. The Consular Army I box is available so he takes leaders.
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 4. Roman Elections. The Roman player chooses new magistrates
placed in the Legion Marker box in the top row of boxes of the (CR 5.2).
Consular Army I display box. He places 9 Legion infantry SPs and 5. Carthaginian Political Climate. The Carthaginian Player deter-
1 Legion Cavalry SP in the Legion RL box on the same row, and mines which Family is in Power (CR 5.71), and then the Political
then places 9 Legion Infantry SPs and 3 Legion cavalry SPs in Outlook the Council has, as per CR 5.72. He also Disbands his
the Legion AL box in that same row. He repeats the above for the Armies (CR 5.73) during this segment and returns any Wounded
Legion II markers and combat units using the second row in the Leaders at this time if their Army/Fleet is still in play. Leaders are
Consular Army I box. Lastly, he places the Rome Consul magistrate appointed for Armies/Fleets that have no commanders.
marker in the markers area of the Consular Army I box.
PLAY NOTE: The Carthaginian Player may perform this step while
City Occupation Display: Each display has an Attrition Point Track the Roman Player is undertaking steps 1-4.
for keeping tabs on a force’s accumulated Attrition. The remainder
of the display includes a series of boxes either a particular city name 6. Force Increase Determination. Both Players decide if they wish
or a generic number. If a named city on the display has a garrison, to build/increase their land forces or their navies, or expand their
put those troops on the display. If a garrisoned city is not named on Port harbor facilities (CR 7.72). They cannot increase both land and
the display, take one the numbered city control markers and place naval forces in this phase. If a Player decides to so build, he does so
on the hex of the garrisoned city. The troops go in the box with the in this Phase. See CR 7.16 et seq.
same number. For ease of reference, named cities have their IDS
7. Remove Raid Markers.
listed in the upper left hand corner and their Port Capacity in the right
E. The Augury Phase EXAMPLE: (Initiative Ratings are in parentheses) Aquilius [Rome]
If the player has drawn the Augury marker he rolls on the Augury (1) and Servilius [Field] (2) are the Consuls. There are two procon-
Tables and the players follow the instructions contained therein. If suls in play: Fulvius (1), and Lutatius (1). There is also a legion
there are LAMs left, return to C/2. assigned to a Praetor: M. Atilius Regulus (3). The Roman player
would thus place in the LAM Pool, 3 Consul LAMs, 2 Proconsul
F. Devastation Phase LAMs, and 1 Praetor LAM (Regulus gets only one LAM, despite his
1. Devastation Recovery Segment. Players roll to see if Devastated Initiative Rating of ‘3’).
provinces can recover (6.7).
2. Devastation Attempt Segment. Players, if they wish, may attempt
THE ROMAN POLITICAL
to Devastate provinces (6.7). AND COMMAND SYSTEM
DESIGN NOTE: This set of rules encompasses the game’s version
G. End-Turn Phase of the Roman republican and Carthaginian political systems, as
1. Inertia Attrition Segment. Players roll for the effects of Attrition they pertain to military necessities. While “quantifying” political
on those units that have remained in the same province this turn systems is rare in historical games, it is a sine qua non for this era,
(6.46) or are currently Scattered (CR 7.32). where politics played a far more important part in how/why things
occurred than any other single factor. Therefore, this section is the
2. Port Segment. All Fleets must return to a friendly Port (CR heart of the game, and the rules therein are quite extensive and
7.75). rather more detailed than one normally finds.
3. Legion/Crew Training. The Players finish training of their legions A HELPFUL PLAY NOTE: Gamers familiar with the first game
(CR 10.3) and Crews (CR 7.14). in this series (“Rise of the Roman Republic”) will have already
4. Recovery from Battle. Forces can improve their After Battle encountered the “fun” of dealing with the Roman Political system.
Status (see 8.56). Those of you who haven’t, while it may seem daunting and tortu-
ously detailed, it does make sense ... and, once used to it, you will
5. Victory Determination. Check scenario victory rules to see if find it flows rather smoothly. If you have any interpretive problems,
either player satisfied automatic victory conditions. If not, the turn we highly recommend you join the discussion of this series on Con-
is over; start another beginning with Rebuild Phase (A). simworld—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.
background in the military, usually service, to be eligible for office, Dictator: In times of emergency the Romans chose a
though). Realistically, since battle/tactical doctrine was infantry- Dictator to oversee command. The dictator’s imperium,
oriented, and strictly adhered to upon pain of death (sometimes while limited by time, superseded and replaced that of
literally), the ability to creatively adapt was not one highly sought. the consuls. In essence, only the Dictator had Imperium,
The ability to do what everyone else had done in years past was some of which he could apportion among lesser magistrates. Some
what they were after. Rome’s strength lay in her disciplined legions, were chosen only to run things back home, giving the consuls a free
her sense of Honor and Duty, a rather rigid tactical doctrine, and, hand in the military arena. Others took the field. A Dictator was not
mostly, her manpower. limited in the number of legions he could (theoretically) command;
it was unusual, though, to see one lead an army of more than four
The Roman leadership system in the game is far more complex legions without the leadership support/presence of the other consuls.
and hierarchal than that for the other players. This has much to do Historically, no Roman army of the period covered by this game
with the republican form of Roman government, and the rather ever exceeded four Legions.
involved and political requirements therein for holding office. The
offices available to the Roman Player were grouped under the term Magister Equitum (Master of Horse): A Dictator was
Magistrates, and magistrates who could command were those who allowed to choose an “assistant”, the Magister Equitum,
had been given imperium, the power to lead (plus a few other things Master of Horse. If the dictator took the field, leading
unnecessary for game purposes). The magistrates available to the legions, the ME stayed in Rome. If the Dictator stayed
Roman Player are: 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.
Consul: The Roman Player elects two Con-
suls (usually new ones), the Rome Consul Praetor Urbanus: The Praetor Urbanus was, es-
and the Field Consul (less historical terms sentially, commander of Rome garrison. During the
than ones useful for game purposes) each 2nd Punic War (and after) he commanded the Urban
year/game turn. The Rome Consul was usually restricted to Italy, Legions. His major task, outside handling a variety of
with the other consul assigned where and as needed-usually to a spe- emergencies, is training legions. The Praetor Urbanus’ capabilities
cific province. Each consul has the ability to command two Legions are further restricted in scenarios prior to the 2nd Punic War.
... never more. The two Legions assigned to a Consul form his Con-
sular Army. Occasionally, both consular armies would be combined Legatus Legionis: Legates are used to move legionary reinforce-
under the dual (and sometimes fractured) leadership of both consuls. ments from Rome/Italy to overseas provinces when the player does
It was possible to field a bigger army by attaching legions assigned not wish to use praetors or proconsuls.
to lesser magisterial offices, but this, too had limitations. Imperium: Or the ability to command armies. Ro-
Proconsul: Proconsuls were magistrates assigned man magistrates were given Imperium by the Sen-
as needed to areas/provinces, usually those outside ate. A magistrate’s Imperium is a specific group of
Roman Italy and, in game terms, the legions already Legions/Fleets commensurate with the type of office
there. Proconsuls were, in effect, military governors the magistrate held as listed below. Generally, magistrates were
of the provinces to which they were assigned. Like consuls, they also restricted to where they could exercise their Imperium, usu-
held the imperium of two Legions (and thus have Consular Army), ally to a specific province (these are listed in the scenario) or other
but, without permission from the Senate, they could not leave their geographic area, without given permission by the Senate to do
assigned province with that army. While some proconsuls were otherwise. Once assigned to a magistrate, the Legions/Fleet may
assigned from the available “pool” of patricians in Rome, many only be commanded by that magistrate (or indirectly by attachment
were consuls who were “prorogued” (kept in office without really to a more senior magistrate in the command hierarchy) during that
being elected) in the provinces in which they had their armies. For game turn. The allowable military forces for the different magistrates
example, a consul would be given his consular army and sent to are as follows:
Sicily to beat up on the Carthaginians. Rather than bring his army • Dictator/Magister Equitum: Two Consular Armies (Four Le-
back and replace him (which they did often enough to make you gions) or any sized Fleet
wonder), many times they would simply “prorogue” his imperium-
let him stay there, with his army, as proconsul. • Consuls: Consular Army (Two Legions) or any sized Fleet
• Proconsul: Consular Army (Two Legions) or any sized Fleet
Praetor: In times of military stress praetors were
often appointed to lead individual legions, usually • Praetor: One Legion or one Fleet of five or less Squadrons
for “smaller” campaigns. A praetor’s imperium al- • Praetor Urbanus: Rome Garrison
lowed him to command one Legion; never more. It • Duumvir: One Fleet of up to 2 Squadrons
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 DESIGN AND HISTORICAL NOTE: Actually a Dictator, or his
for his Legion. Much of this fractured command system-which did Magister Equitum, whichever takes the field, commands all Roman
much to destroy what efficiency the army did muster-resulted from forces. The above restrictions are partially for game purposes, and
Roman fear of kings, and the concomitant fear that if anyone could partially to reflect the realities of leading large armies.
command a large army they could become a king. From that view-
point-and from no other-does this method make sense. Praetors were The two Legions of a Consul/Proconsul’s imperium are considered
usually assigned to specific legions, rarely to a province. However, that magistrate’s Consular Army. Generally, the two legions will
praetors were not free to move around with their legions and were remain together on the map although there is no requirement that
pretty much anchored to where they were assigned. 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
or Disbanded. signed. In the latter case, the province marker is necessary only if
the magistrate’s assigned province is different than the province
Important Note: The term Consular Army will be used frequently where he was placed. These markers may be placed under the
in these rules. When the rules say Consular Army, they refer to leader on the map or on the Roman Army Display in the appropri-
the two Legions that are/were the imperium of a particular Con- ate Consular Army. The Consular Army marker is placed on the
sul/Proconsul. map with the leader.
EXAMPLE: At the start of the 1st Punic War scenario, Appius (CR 5.21) Rome Consul: The Roman player ran-
Claudius, the Rome Consul, starts with Legion I and Legion II as his domly draws a leader from the magistrate pool to serve
imperium. His Consular Army (Consular Army I) consists of these as the Rome Consul. Alternatively, if a magistrate
two legions. Claudius is the only Roman leader that can directly com- (other than a Praetor) was awarded a Triumph (CR
mand (conduct operations, use Interception or Avoidance) these two 5.47) in the previous year/game turn, the Roman player may (not
Legions. As Rome Consul, he can’t leave Roman Italy without Senate must) deliberately select him as Rome Consul instead. Unless a
permission, which he does have as the scenario begins. Claudius state of Emergency (CR 5.28) exists and the Roman player elects a
may move where he wishes, though Sicily is the place to be. Dictator (CR 5.26), the Rome Consul is the first magistrate elected.
HISTORICAL NOTE: The numbers assigned to legions (e.g., I, II, The Roman player must elect/select a Rome Consul each turn then
etc) were not permanent, in the sense that they were in the Empire. decide whether he will command Legions or Fleets. His Imperium
in each case is determined as follows:
The Consular Army numbers are arbitrary and are provided solely
for the purpose of identifying the box on the Roman Army Display • Legions: The Consular Army of the previous Rome Consul unless
holding the two legions of a magistrate’s imperium. the former Rome Consul was prorogued and retained command
of his army per CR 5.32. If those legions have been Disbanded
(CR 5.2) ELECTION AND ASSIGNMENT OF (CR 10.18), the Roman player must immediately attempt to raise
legions for a new Consular Army per CR 10.16. If successful, he
MAGISTRATES commands that army. If the attempt fails, or if the previous Rome
PROCEDURE: At the start of the Roman Elections segment (B/3),
Consul either had no Consular Army or retained his army, another
the Roman Player places all his leaders that are eligible for election
Consular Army may (not must) be selected from those in play. If
into a cup. Eligible leaders are those listed in the scenario setup in-
none is selected, the Rome Consul has no Imperium at this time;
structions except those that have been removed from play, including
OR
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 • Fleet: Any one Fleet on the map including one under construction
from which the Roman player will “elect” his magistrates. (and see CR 5.42 for an important limitation)
The magistrates are elected and their Imperium established in the PLAY NOTE: Thus, the Rome Consul must be given an Imperium
order listed below. The two Consuls and the Praetor Urbanus mag- (either Legions or Fleet) unless the former Rome Consul’s Army was
istracies must be filled each turn. The remaining magistrates are disbanded and not replaced, or the former Rome Consul retained
elected as needed and described in the rules in this section. command of that army through prorogue per CR 5.32
To “elect” a magistrate, the Roman player randomly and blindly Location: Placed either in Rome or with his Consular Army/
draws a leader from this pool. After each draw, the Roman player Fleet.
designates an appropriate and eligible military force for that
magistrate’s Imperium and, if applicable, assigns a province to that Restrictions:
magistrate. For the puroses of province assignment, CR 2.1 applies 1. For this Consul to switch Imperium (CR 5.43) during the turn
with the exception that Roman Italy cannot be selected as a province; from Legions to Fleet, or vice versa, he needs Senatorial permis-
a specific province within Roman Italy must be selected instead. A sion to do so. If such permission is granted, it includes assign-
Legion or Fleet may be assigned to only one magistrate. ing a Proconsul through election to command the (abandoned)
legions/fleet.
The Order of Election is as follows:
1. Dictator (in Emergency only; and sometimes during a game 2. May not leave Roman Italy, or the province in which he starts
turn) (other than to return to Roman Italy), without permission of the
2. Magister Equitum (in Emergency only; and sometimes during Senate. This does not apply when commanding a Fleet.
a game turn)
3. Rome Consul 3. The Rome Consul may never be prorogued in that office. He may
4. Field Consul be prorogued as a Proconsul or a Praetor per CR 5.3
5. Proconsuls
6. Praetors EXAMPLE: The Roman player draws C. Furius from the pool as
7. Praetor Urbanus Rome Consul. The Imperium of the former Rome Consul’s, C. Aure-
lius, who has been Prorogued, was Legions I and II (Consular Army
DESIGN NOTE: The separate Consul designations disappear with I) located in Corsica. The Romans also have a Fleet in Ostia. The
the 2nd Punic War, as the reach of Rome grows beyond Italy. Starting Roman player can give Furius those Legions, in which case he can
with the 2nd Punic War, all scenarios will have the Roman player be placed in Corsica with any of his Legions or in Rome. Since both
simply electing two Field Consuls, giving them Imperium where the Legions of the former Rome Consul are still in play, the Roman player
Senate (the player) feels is most needed. does not have the option of assigning the new Consul a different
Army. He can then campaign in Corsica or return to Roman Italy
PLAY NOTE: We have provided markers to keep track of which without restriction. To leave Corsica and go anywhere else, other
leader holds which office and to which province he has been as-
than back to Roman Italy, requires Senate permission. Alternatively, the Consuls (or Dictator/ME if in play). Proconsuls may also be
the Roman player could give Furius the Ostia Fleet and later in the elected or selected as Admirals to command Fleets that are without
Election process assign the Legions in Corsica to a Proconsul. commanders (but see CR 5.42). To assign a Proconsul, the Roman
player does one of the following:
(CR 5.22) Field Consul: The Roman player randomly
draws a leader from the magistrate pool to serve as • selects a prorogued Consul from the previous turn, regardless of
Field Consul. Alternatively, if a magistrate (other than his location at the time; or
a Praetor) was awarded a Triumph (CR 5.47) in the previous year/ • randomly draws a leader from the magistrate pool, or
game turn, the Roman Player may (not must) deliberately appoint
him as Field Consul. The Roman player must elect/select a Field • selects a leader from the pool who has previously won a Triumph
Consul each turn then decide whether he will command Legions or at any time during the game
Fleets. His Imperium in each case is determined as follows: A Proconsul can command:
• Legions: The Consular Army of the previous Field Consul unless Legions/Fleet: Any one Consular army, or any two Legions that are
the former Field Consul was prorogued and retained command of not part of Consular Army, or Fleet without a commander (but see
his army per CR 5.32. If those legions have been Disbanded (CR CR 5.42), or a Consular Army/Fleet whose commander is about to be
10.18), the Roman player must immediately attempt to raise a new shifted elsewhere (this command may arise mid-turn, see CR 5.43). If
Consular Army per CR 10.16. If successful, he commands that the Proconsul is given two Legions that were not part of a Consular
army. If the attempt fails, or if the previous Rome Consul either Army, these two Legions now become his Consular Army.
had no Consular Army or retained his army, another Consular
Army may (not must) be selected from those in play. If none is Location: Placed with the Consular Army or Fleet. If placed with
selected, the Field Consul has no Imperium at this time. Whether a Consular Army, the province where he is placed is his provincial
an army is selected or not, the Field Consul must be assigned a assignment. However, if he was a Consul that was prorogued, he may
province which may be either the province where he is placed or instead either keep his previous assigned province or be assigned a
any province outside Roman Italy; OR another province that is outside Roman Italy.
• Fleet: Any one Fleet on the map including one under construction Restrictions:
(and see CR 5.42 for an important limitation)
1. May not switch from Legions to Fleet or vice versa within the
PLAY NOTE: Thus, the Field Consul must be given an Imperium turn.
(either Legions or Fleet) unless the former Field Consul’s Army was 2. May not leave the province of his assignment without permission
disbanded and not replaced, or the former Field Consul retained of the Senate. This does not apply when commanding a Fleet.
command of that army through prorogue per CR 5.32
3. A Proconsul may not be voluntarily prorogued (CR 5.32)
Location: Placed with his Consular Army or Fleet. If he has no
Imperium, he is placed in his assigned province. All Consular Armies and each non-Consular Army two Legion
group (player’s choice on how to group them) must be assigned to
Restrictions: a Proconsul. This requirement does not apply to Fleets. The Roman
1. For this Consul to switch Imperium (CR 5.43) during the turn from player is not required to elect a Proconsul for a Fleet.
Legions to Fleet, or vice versa, he needs Senatorial permission to
do so. If such permission is granted, it includes assigning through EXAMPLE: With the Field Consul C. Lutatius in command of the
election a Proconsul to command the (abandoned) legions/fleet. Fleet in Ostia and Rome Consul, C. Furius, leading his army in
Corsica, the Roman player is in need of a Proconsul for the
2. May not leave his province of assignment, or the province in which Field Consul’s army in Sicilia. The Roman player has the prorogued
he starts (unless it’s a move to his province of assignment), without C. Aurelius available so gives him Legions III and IV (Consular
permission of the Senate. This does not apply when commanding Army II) and the province of Sicilia. He may not leave Sicilia without
a Fleet. permission of the Senate.
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 (CR 5.24) Praetors: Praetors are elected after any
Proconsuls and only if there are individual Legions
EXAMPLE: Continuing the example above, the Roman player then or eligible Fleets without a leader (and see CR 5.42
draws C. Lutatius from the pool as Field Consul. The Imperium of for an important limitation).
the former Field Consul, L. Iunius, who has crossed the Styx and
is no longer available, was Legions III and IV (Consular Army To assign a Praetor, the Roman player does one of the following:
II) located in Sicilia. Since Furius has decided to take command • selects a prorogued Consul or Praetor from the previous turn,
in Corsica, Lutatius can either go naval or take command of the regardless of his location at the time, or
Field Consul’s Army in Sicilia. He decides to go for the Fleet and is • randomly draws a leader from the magistrate pool, or
placed in Ostia with his Fleet. Had he decided to take command of
• selects a leader from the pool who has previously won a Triumph
the Field Consul’s Army, Lutatius would have been placed in Sicilia
at any time during the game
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 Legions: Assigned any one Legion. This command may arise
pick another province outside Roman Italy. mid-turn.
(CR 5.23) Proconsuls: Proconsuls provide leader- Fleet: Assigned a Fleet of 5 or less squadrons. This command may
ship for Consular Armies, or Legions that are not part arise mid-turn.
of a Consular Army, that have not been allocated to
Location: Placed with his assigned Legion or Fleet. If placed with If the Dictator (or ME) will operate in the field, his Imperium is:
a Legion, the province where he is placed is his provincial assign-
ment. However, if he was a Consul or Praetor that was prorogued, Legions: The Dictator/ME may be assigned any two Consular
a new province may be assigned instead. armies. Alternatively, he may be assigned none at all and use only
the command hierarchy (CR 5.51) to lead the armies commanded
Restrictions: by other magistrates.
1. May not switch from Legions to Fleet or vice versa within the Fleets: The Dictator/ME may be assigned one Fleet including one
turn. under construction (and see CR 5.42 for an important limitation).
2. May not leave the province of assignment without permission of Alternatively, he may be assigned none at all and use only the
the senate. This does not apply when commanding a Fleet. command hierarchy (CR 5.51) to lead Fleets commanded by other
3. May be prorogued in that office. magistrates.
4. Regardless of the Initiative Rating of the Praetor, only one LAM The Dictator/ME may freely switch from commanding Legions to
per Praetor is placed in the pool. Praetors thus have a game-re- Fleets and vice versa any time during the turn. Specific Army/Fleet
stricted Initiative Rating of ‘1’. assignments, however, can only be made if the Dictator/ME comes
5. No more than one Praetor may be assigned during the Roman into play during Roman Elections phase.
Elections segment. The Roman player may, however, assign a Location: Placed with an assigned Consular Army or Fleet, other-
Praetor over this limit in any other phase or segment if needed to wise with any Consular Army, Legion, or Fleet. He is free to move
command a lone Legion. anywhere (except into the city of Rome with his army) without
A lone Legion must be assigned to a Praetor. The Roman player is Permission of the Senate.
not required to use a Praetor to command a Fleet. PLAY NOTE: Generally, the more flexible arrangement is to have the
EXAMPLE: Continuing the example, the Roman player was able to Dictator/ME placed without a specific Imperium which the Romans
raise a single legion during the Force Determination Phase. He must tended to do more often than not.
immediately elect a Praetor to command this legion. No leader has To choose a Magister Equitum (Master of Horse), the Roman Player
won a Triumph, so a Praetor is drawn from the pool. M. Atilius is may select a leader (not blindly, but with purpose) from the magis-
drawn. Even though Atilius has an Initiative of ‘3’, he will receive trate pool whose ID# is within five (5) of the Dictator’s ID #. The
only one LAM because he’s a Praetor. The Roman player decides to Magister Equitum’s Imperium is the same as that of the Dictator.
place the new legion in Tarentum and make Calabria his province,
so there also goes Atilius. He may not leave Calabria without the PLAY NOTE: Thus, the Roman Player has an interesting choice to
Senate’s permission (see CR 5.29 below). make when he elects his Dictator. Is he better off with a good leader
in the Field or in Rome, running the show?
(CR 5.25) Praetor Urbanus: The Praetor Urbanus
must be elected each turn and is the last magistrate EXAMPLE: A rather timid Valerius (#307) is elected Dictator. The
elected. The Roman player randomly draws a leader Roman player decides he needs a Magister Equitum to lead in the
from the magistrate pool. The Praetor Urbanus im- field. He selects C. Duilius (#310) and will keep Valerius in Rome.
perium is the Rome Garrison. His “province” is the city of Rome, The Roman player decides not to allocate a Fleet/Army directly to
in which he is placed. He may leave the city of Rome only when Duilius, and places him in Sicily with one of the two Consular armies
there is an Emergency (CR 5.28) and only with the Permission of present. Duilius will use his position in the hierarchy to command
the Senate. He is the only magistrate able to enter the city with those legions through the regularly elected magistrates.
troops without Senate Permission. There is no LAM for the Praetor
Urbanus. See CR 5.46. (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 pro-
(CR 5.26) Dictator/Magister Equitum: cess, but are appointed as, when and where needed, within the restric-
If a State of Emergency (CR 5.28) exists tions of that section, however, the number of Duumviri allowed in
at the start of a turn, the first magistrate play is limited to those in the counter mix (Emergency Duumvir are
elected is a Dictator. In addition, if a state an exception, see CR 7.24). If an Admiral combines the Duumvirs
of Emergency arises during a turn, the Ro- squadrons with his Fleet, the Duumvir is removed.
man player, immediately upon drawing his next LAM, chooses a
Dictator and Magister Equitum at the conclusion of that magistrate’s HISTORICAL AND LINGUISTIC NOTE: There were usually two
action. See CR 5.28. The Roman player may either randomly draw magistrates in a duumvir. The word is a combination of Latin words
a leader from the magistrate pool, or select any leader from the which, together, mean, roughly “the strength of two”. Think of the
magistrate pool that has been awarded a Triumph at any time dur- Caesarean triumvirates ....
ing the game.
(CR 5.28) Emergencies: A Dictator may/must be elected at the
The Roman player has the option of either having the Dictator oper- start of, or during, the game turn if a State of Emergency is in effect.
ate in the field or stay in Rome. If the Dictator takes the field, the Some emergencies require that a Dictator is chosen; others leave
Magister Equitum (ME) is assigned to Rome without any imperium. the choice to the player.
If the Dictator decides to govern rather than take the field, his ME
Minor State of Emergency: The Roman player may voluntarily
is given the same imperium the Dictator would have had.
elect a Dictator when -
In addition, any Dictator who chooses to remain in Rome (city) • a Roman Consular Army or larger force loses a Major land battle
has his Initiative Rating subtracted from any die roll for Senatorial (as per 8.52) and suffers losses of 30% or more in terms of Strength
permission. Points; OR
© 2005 GMT Games, LLC
10 Carthage Scenario Book V2.0 July, 2013
• an enemy force occupies two or more Medium/Large cities in Etruria (while he cannot operate outside Etruria without Senatorial
Roman Italy 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,
Major State of Emergency: The Roman player must elect a Dictator who is subordinate to him, as Proconsul.
when—
• an enemy force occupies a city that is within three hexes of Rome If the Roman player builds a Fleet of five or less squadrons and is
(e.g., the town of Reate); OR under his limit of allowable Admirals (CR 5.42), he may immedi-
ately either assign a Consul without Imperium, elect a Proconsul, or
• Rome loses two Major land battles in the same year, each involving elect a Praetor unless one is already in play, and assign that leader as
at least one Consular Army, regardless of the number of losses; Admiral for the new Fleet. The Consul/Proconsul/Praetor is placed
OR with that Fleet.
• Rome is Under Siege
If a State of Emergency occurred in the previous turn, or exists at
(CR 5.3) PROROGUE OF IMPERIUM
(CR. 5.31) During the Imperium Prorogue segment (B/2), the Roman
the start of a new turn, the Dictator is elected in the Roman Election
player must decide which magistrates will remain in play in some
Phase. Only Battle losses that occurred in the current or immediately
office for the upcoming turn. This process is called Prorogue. The
prior turn are used to determine a State of Emergency.
Roman player simply states that the magistrate has been prorogued,
To choose a Dictator within the turn, it must be when a Roman and in the case of a Consul, whether he will retain command of his
magistrate is active (his LAM has been selected and it is his Op- army or not.
erations Phase). In this case, the selection of Dictator occurs at the
(CR 5.32) The following magistrates are eligible for Prorogue:
conclusion of that magistrate’s actions. When a Dictator (or ME)
is elected mid-turn, he gets a number LAMs equal to his Initiative • A Consul may be prorogued and continue in command as Procon-
rating, minus one, but never fewer than one. sul 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.
Use the procedure in CR 5.26 to elect the Dictator and Magister He may instead be made a Praetor and assigned a Legion/Fleet
Equitum. per CR 5.24.
(CR 5.29) New Legions/Fleets: Newly-raised legions must be as- • A Praetor may be prorogued and continue in command as a Praetor
signed to a commander immediately upon their being raised. The and assigned a Legion or Fleet per CR 5.24.
choices are: • A magistrate who is Besieged per CR 5.34 must be prorogued
and retains command of his army.
• The elected Consul if raised to replace the Consul’s Disbanded
army (CR 5.21/2, Legions) PLAY NOTE: Dictators (and the ME), Proconsuls, and the Praetor
Urbanus may not be voluntarily Prorogued.
• An elected Consul without Imperium when any two legions are
raised at the same time DESIGN NOTE: The preceding limitations reflect the realities of
• Elect a Proconsul when any two legions are raised at the same Roman politics in the era of the 1st Punic War and before.
time, but not if there is a Consul without Imperium
(CR 5.33) A magistrate whose assigned legion(s) have been entirely
• Elect a Praetor for any single legion raised eliminated or Disbanded may be Prorogued. Magistrates that are not
The Consul placement and restrictions given in CR 5.21/2 apply Prorogued are removed from the map and placed in the Magistrate
when a Consul receives a new army. Proconsuls and Praetors are pool.
elected per the procedures given in CR 5.23/4 and placed with (CR 5.34) If a magistrate and any part of his command is inside a
the newly raised army/legion. They are then assigned a specific city that is Under Siege (9.0) that is not a Secondary or Major Port,
province, a province to which he must move with his army/legion that magistrate must be prorogued and remain inside the city. Con-
as quickly and directly as possible. If there is no eligible province, suls and Proconsuls are prorogued as Proconsuls, while a Praetor is
the Proconsul/Praetor’s Imperium is limited to the province where prorogued as a Praetor. If a Dictator/Magister Equitum was assigned
the newly raised army was placed. If the selected province or the legions, he is Prorogued as a Proconsul, otherwise he remains in
province where the legion was raised is within Roman Italy, his the city until the Siege is resolved at which time he is returned to
Imperium is limited to that individual province. the pool (assuming that he survives). The besieged Dictator/ME
EXAMPLE: A single Legion is raised during the turn. The Roman 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
player draws a leader from the pool as Praetor for that Legion
(assuming that he survives, isn’t a prisoner, etc.).
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. (CR 5.4) MAGISTRATE RESTRICTIONS
(CR 5.41) A Roman magistrate is free to conduct Operations with
EXAMPLE: The VI Legion is in Etruria, commanded by a Praetor. his assigned Legions within his assigned province or the province
The Roman Player, fearful of an enemy invasion from Hispania in which he was placed. To leave his assigned or starting province,
through this area, decides to reinforce Etruria by raising two new usually requires Senate permission. An Admiral can conduct opera-
legions, the XI and XII, placing both new legions in Rome. He then tions with his Fleet without Senate permission. A magistrate may
randomly draws a leader from the pool as Proconsul, assigning him always move to his assigned province without Senate permission
the two Legions, which are now the Proconsul’s Consular Army. He is provided he moves himself and his legion(s) as quickly and directly
placed with his Army. The Roman player then assigns Etruria as his as possible to his province using one Movement Operation with no
province. The Proconsul then, as the turn progresses, marches off to voluntary Stops.
(CR 5.42) If a Roman magistrate is assigned a Fleet he can only man Italy, and Stops. The magistrate then leaves his army/fleet
conduct operations with Fleets, never land units (but see CR 5.43). and moves alone into Rome (Continuation is automatic in this
If a Roman magistrate is assigned Legions, he can only command case). Once he has entered Rome, he is Finished (but see CR
Fleets while using Naval Transport (see CR 7.6). All Fleet command- 5.48 below) and may not be activated again that game turn (he’s
ers other than Duumvir are considered Admirals. Admirals other busy fitting his oak-leaf tiara and celebrating with the boys at the
than Praetor’s can command any size Fleet; Praetor’s are limited to Senate Club).
Fleets of five (5) or less Squadrons. The Roman Player may never
elect/assign/prorogue more Admirals than allowed by the scenario (CR 5.48) Request to Grant Triumph. However, even if all of the
rules. The Dictator/ME without Imperium (CR 5.26) is an exception above have been fulfilled, if Roman casualties from battle, Assault,
in that the Roman player may use him as an Admiral to command or Siege Attrition during the turn were 15% or more, the Senate may
other Admirals regardless of any limit. refuse to grant a Triumph! When the magistrate arrives in Rome, roll
the die, applying any applicable modifiers per the Senate Permission
(CR 5.43) Switching Imperium: Both Consuls have the option of Chart. If the adjusted DR is less than or equal to the magistrate’s
changing Imperium from land to naval, or vice versa, during their Campaign Rating, the Senate has agreed to grant a Triumph.
Operations Phase. The Consul must first receive Senate Permission
to do so. If such permission is granted, a Proconsul (or Praetor if a PLAY NOTE: This is not purely a “game” formula. The “law” in
single Legion or 5 Squadron or less Fleet is involved) is immediately Rome was, if you win a battle, kill 5000 of the enemy, and come
elected to command the (abandoned) legions/fleet. The Consul may back with your army, you got a Triumph. Triumphs were known to
now conduct operations in his new environment. The Dictator/ME be refused if the Senate felt losses were too great. And your army
may freely switch Imperium at any time. stayed outside the city.
(CR 5.44) Overall Commander: If there is a Dictator (or ME) in (CR 5.5) MAGISTRATES IN GENERAL
play in the field, the Dictator (ME) is considered the Roman Overall (CR 5.51) Hierarchy: Magistrates are not only capable of com-
Commander for Operations that are limited to an Overall Com- manding the armies allowed as per CR 5.2, but they may also
mander. If a Dictator is not in play, the Rome Consul is considered attach and campaign with the forces commanded by subordinates,
the OC for all Manpower Operations. In all other situations both magistrates lower on the hierarchy than they are. The magisterial
Consuls are considered OCs. hierarchy is as follows:
(CR 5.45) Command Limits: A Roman magistrate may only 1. Dictator or Magister Equitum
directly command the legion(s)/Fleet that make up his Imperium 2. Consul
(see CR 5.1), plus any auxiliaries (CR 10.15) and/or Allied troops. 3. Proconsul
Any magistrate, however, can attach and command the armies/fleets 4. Praetor
of other magistrates within the hierarchy restrictions given below 5. Allied Leader
(CR 5.5).
(CR 5.52) A Magistrate whose Operations Phase it is may conduct
(CR 5.46) Praetor Urbanus: The Praetor Urbanus has several a Force Movement Operation with all units in his command (CR
special abilities/liabilities. These are: 5.45), plus those in the same hex commanded by magistrates lower
in hierarchy. An active Consul can include his colleague in a Force
• He may not leave the city without the permission of the Senate
Movement Operation provided that his colleague didn’t include
(CR 5.6) and may only attempt to do so if an Emergency exists.
him as part of a Force Movement operation during that game turn.
However, he is the only leader who may enter Rome without
Proconsuls and Praetors cannot conduct a Movement Operation with
permission.
other magistrates of the same rank in the hierarchy. A Magistrate
• The only operations he may undertake, outside of Rome, are may always use his direct command for Operations. The limitations
Leader and Force Movement. He defends normally if attacked of 5.41 do apply, however, if the magistrate wants to include other
and can attempt Avoidance. magistrates, auxiliaries, or allies.
• He receives no LAM. He may be activated only by using a
(CR 5.53) For Battles (including Avoidance) and Siege Assaults
Consul’s LAM
use 5.44 to determine who is in charge. However, if both Consuls
• He commands the Rome garrison are present, the Roman player does not get to choose in case of tie.
• He does not count against the limits placed on the number of Instead, the Roman player rolls one die for each consul. High-die
Praetors allowed in play consul’s Ratings are used, regardless which consul is actually ac-
tive. If the rolls are the same, the player selects the consul of his
• He trains legions (see CR 10.3)
choice.
(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 DESIGN NOTE: When both Consuls were present, they alternated
5.24). A Triumph is a victory in which the magistrate’s army/fleet command daily.
satisfies, in the same game turn, all of the following: (CR 5.54) A Roman leader may include other magistrates lower in
• Wins a battle (8.51/CR 7.47) or Wins a Siege by Assault or Attri- the hierarchy and their troops in the same hex as part of an Inter-
tion. ception or Coordination attempt. If both Consuls are present, the
Roman player may include both using the procedure in CR 5.53 to
• During the turn causes casualties of 10+ infantry SPs or 5+ determine which Consul is in charge. In all other situations, Inter-
Squadrons ception and Coordination attempts include only the magistrate and
• Returns to Rome. To do this, he moves his army into any hex his direct command. A magistrate may always use his direct com-
adjacent to Rome, or his fleet to any controlled Major Port in Ro- mand for Interception or Coordination. The limitations of 5.41 do
apply, however, if the magistrate wants to include other magistrates,
auxiliaries, or allies as part of the attempt. Legions and the RL components of two other Legions, the DRM
would still be –2/+2.
(CR 5.55) Only a Dictator/Magister Equitum may conduct Force
Movement, Interception, or Coordination with more than eight (8) DESIGN NOTE: The CER, which is rather restrictive to most Roman
Legions (plus auxiliaries/allies) regardless of how many magistrates magistrates, reflects the historical inability of Roman leaders to ef-
he can gather in one place. However, for the Dictator/ME to do so ficiently use the remarkable resources of manpower they possessed.
requires Senate permission (see CR 5.65). There is no Legion limit Most Roman magistrates had no training in maneuvering with truly
for an Attack or any Siege operation. large forces, and, when they did find themselves in such a position,
they often could make little positive use of such numbers ... Cannae
PLAY NOTE: The Dictator may never actually be given Imperium
being the perfect example. Roman discipline was fine, but it could
for an army larger than four legions. However, given the presence
not compensate for, or adjust to, the problems of commanding armies
of other magistrates and their armies, he may have the opportunity
of 50,000 or more men. The Romans, however, appear to have been
to conduct operations with a larger army. This may seem to be a
aware of their limitations in this area, and, even with their almost
difference in semantics, but, to the Romans, it was a major one.
limitless personnel reservoir-and the willingness to use it-the number
HISTORICAL NOTE: One of the arguments for the Romans having of instances they fielded an army of more than 4 legions in this era
eight legions at Cannae was that not only were the two consuls for is limited to Cannae, Sentinum (where the force was actually split)
that year present (Varro and Paullus), but the two consuls from the and... we can’t even think of a third. The Romans were highly aware
previous year-Servilius and Atilius-had been prorogued to com- that sheer numbers meant little.
mand the legions they already led. With each consul and proconsul
(CR 5.58) ROMAN COMMAND EFFICIENCY CHART. See
allowed two legions each, that would add up to a possible total of charts and tables.
eight legions present. (To be sure, there are many other arguments
about what was at Cannae-and why.)
(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:
A = 6 legions (CR 5.6) THE SENATE
B = 5 legions DESIGN & HISTORICAL NOTE: One of the interesting sidelights of
C = 4 legions all those Republican Roman laws designed to ensure that the mon-
D = 3 legions archy never came back into existence was the one that forbade any
E = 2 legions magistrate from leaving his province of assignment and marching
(CR 5.57) The letter is an “efficiency” rating, not a restriction. around Italy-and especially into Rome-without specific permission
However, when the Roman player has a leader command a force in of the Senate. And even the Rome Consul had to ask permission to
excess of his efficiency limit, he suffers the following penalties: actually enter the city with an army-a permission rarely given. So,
herewith is one of those chromatic lacunae so beloved by ancients
• Battle: If attacking, he subtracts one (–1) from the die roll for players.
each Legion over the commander’s efficiency limit; if defending
he adds one (+1) for each. Auxiliaries do not count, but partial Senatorial Permission is an additional Operation that the Roman
legions do. 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
• Siege Assault: If attacking, he subtracts one (–1) for each Legion his Operations Phase, if denied, Continuation is by die roll (5.25).
over the commander’s efficiency limit. There is no penalty while
when defending. Auxiliaries do not count, but partial legions (CR 5.61) Leaving a Province. No Roman magistrate may leave his
do. assigned location (CR 5.21-5.26) without permission of the Senate
• Siege Attrition: he adds one (+1) to any Siege Attrition die roll (see CR 5.41 for the situation where a magistrate begins an Opera-
(whether besieging or besieged) for every two Legions (ignore tions Phase outside his assigned province). Admirals can conduct
partial Legions and any auxiliaries/allies) over the efficiency limit operations without restriction. If the active magistrate, other than a
of the highest ranked leader with the force. In the case of tie, the Dictator/Magister Equitum, wants to operate outside the provinces
Roman player chooses the leader. of his subordinates, he must seek permission of the Senate or meet
the requirement stated above. If seeking permission, one attempt
If there is no eligible commander present, all legions are considered is made and the result applies to all the subordinate magistrates in
in excess of the efficiency limit. the force. Censure applies to the active magistrate alone. A Dicta-
tor/Magister Equitum, and any magistrates that are part of his force,
EXAMPLE: A Consul with a “C” rating, conducting an Attack never needs permission to leave a province.
operation with six legions, would have to subtract two (–2) from
the Battle die roll. His opponent would add two (+2) if the Consul PLAY NOTE: Place a “Permission to Leave” marker (these are
were defending. Furthermore, if this Consul was commanding four
© 2005 GMT Games, LLC
Carthage Scenario Book V2.0 July, 2013 13
(CR 5.7) THE CARTHAGINIAN POLITICAL a –1 (Magonids were in power the previous turn) for a net result of
SYSTEM ‘2’. The Magonids stay in power this turn. The Carthaginian player
The Carthaginian Political system—much admired by many Greek then determines the Political Climate. He rolls a ‘7’, which is modi-
scholars of the era—was far less complex (thankfully) than that of fied by –2 (no enemy armies in Africa), –1 (Sardinia and Corsica
the Romans, with power almost entirely in the hands of a small group are controlled by Carthage), –1 (Hannibal [1P-9], a Barcid, is the
of families. These families apparently dominated the Council of 30 Carthaginian Overall Commander), +1 (Syracuse is controlled by
Elders, which acted as advisor to the Council of 104, which chose Rome), and +2 (Carthage lost two battles the prior turn) for a net
the offices of civil and religious power, the suffetes. Citizens—in- result of ‘6’. The Carthaginian Political Climate is Interested.
variably limited to the Phoenician community—as the Assembly If the Carthaginian player has more armies on the map than allowed
of the people had some input, but it was wealth and position in this by the current Political Climate, he determines if he must Disband
decidedly mercantile community that held sway. the excess armies per the procedure in CR 5.73. If the Political
This is not to say that the families were always on the same platform; Climate is Cautious or Interested, the Carthaginian player must
inter-familial fights were common, but, when things were going assign one (and only one) Army to the Carthage province. If he has
well, as they had been for centuries, everyone seemed to agree on less armies on the map than allowed, he may raise a new army to
most things, the result being that, to protect their wealth (which was assign to Carthage. Otherwise, he must assign an army on the map,
considerable) and position, the people who held power in Carthage selecting a non-Besieged army over one that is Besieged. Similarly,
were often conservative. And as the suffetes did not hold military if the climate is Interested, the Carthaginian player must assign an
office—generals were selected by the Council—they were, far too army to Sicily. He may raise a new army if able or assign an army
often, rather slow in making decisions that could affect the wealth already on a map (other than the one assigned to Carthage province),
of the city. selecting a non-Besieged army over one that is Besieged. The Armies
assigned to Carthage and Sicily can only conduct Operations in their
(CR 5.71) Families: Carthaginian political power was divided into respective provinces. If the army is located outside the assigned
Families, with one family faction usually having the “upper hand” province, the player must move the army as directly as possible to
in the Councils and offices of Suffete. The scenarios state which that province using one Movement Operation with no voluntary
Family starts in Power. At the start of the Carthaginian Political Stops in that army’s leader’s first Operations Phase of the turn.
Climate segment (B/5), the Carthaginian player, consults The Car- Furthermore, no army other than the one assigned to Carthage may
thage Family Power Determination Table, rolls one die and adjusts conduct Operations in Carthage province. If another army starts the
that roll using the listed modifiers. The final result is the Family in turn there, the player must move that army as directly as possible
power for game turn. out of the Carthage province using one Movement Operation with
no voluntary Stops.
HISTORICAL NOTE: There were probably more factions than the
two families represented in the game, but there is not an abundance As an exception to the above, if an enemy land force enters a hex
of information on this subject, and two is a suitable number for game in Africa, the army assigned to Carthage may conduct operations in
purposes. The Magonids and the Barcids were the two prominent any province in Africa, and all other armies may conduct operations
factions. In what is euphemistically called The 3rd Punic War, the in any province including Carthage.
factions were not familial, but political: “democratic”, pro-Numid-
ian, aggressively anti-Numidian, etc. Fat lot of good it did them. In Alert and Aggressive climates, all armies are free to conduct
Operations in any province in play.
(CR 5.72) Political Climate: As with the Roman Senate, the Car-
thaginian player must use The Council to determine his ability to EXAMPLE: The Political Climate is Cautious and the Carthaginian
raise troops and galleys, among other items. To do that, he must player has three armies in play all of which are in Sicily. None were
first determine the political outlook of those in Power. He does this Disbanded. The Carthaginian player must assign one to Carthage
in Carthaginian Political Climate segment (B/5), after determining and move it from Sicily to Carthage when the leader is first activated.
the Family in Power. He consults the Carthaginian Political Climate The remaining two armies can conduct Operations anywhere but
Table, rolls one die and adjusts that roll using the listed modifiers. in Carthage province.
The final result will be a Council that is Cautious (and not willing (CR 5.73) Disbanding Armies: If the Political Climate for the turn
to expend that many funds for some overseas venture), Interested, is such that the number of Carthaginian Armies on the map is over
Alert, or Aggressive (Scared, if you wish). The resulting Political the allowable limit, the Carthaginian player must check to see if
Climate affects the number of Armies the Carthaginians may employ any of the excess armies Disband. To do this, he selects one of his
and in some cases where they can operate per the table below. The unbesieged armies, notes its leader’s Family affiliation, and rolls the
Political Climate has no effect on the use of Fleets. die. If the Army Commander’s Family Affiliation is the same as the
Political Family in Power, the player must Disband the army if the DR is 2 or
Climate Armies Allowed 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
Cautious 1 in Carthage; 1 Anywhere Outside Carthage the army has no commander, treat the Family Affiliation as different.
Interested 1 in Carthage; 1 in Sicily; 1 Anywhere Outside The player continues this process until he is either at the allowable
Carthage army limit, or has checked all his armies.
Alert 3 Anywhere Alternatively, the Carthaginian player may voluntarily select the
Aggressive 4 Anywhere arm(ies) to Disband, other than those that are besieged. If, after mak-
ing the selection, there are still excess armies, the player uses the DR
EXAMPLE: The Carthaginian player determines the family in power check above to determine if any of the remaining armies disband.
(CR 5.71). He rolls a ‘6’ which is modified by a –3 (1st Punic) and The Carthaginian cannot disband armies such that the total of those
that remain are below the limit set by the Political Climate. Commander, the newly selected leader becomes the Overall
Commander.
For each army that must Disband, as above, the player has the fol-
lowing choices, which he makes after all Disband die rolls have been Certain Carthaginian leaders can only be used as Admirals, never
made and/or armies selected. For each army he must either: as Army Commanders. These leaders have an anchor symbol on
their counter. If the player draws one of these for an Army, he must
• distribute the army’s SPs to any controlled cities in the province instead select a non-Admiral-only leader from the Admirals cur-
the army was in. These SPs are placed inside the city; or rently in play as the Army Commander. The newly drawn leader
• distribute African (Carthage, Libya, Numidia, Mauretania) SPs replaces the reassigned leader as Admiral. If all of the Admirals are
to any controlled cities in Carthage province. All European mer- Admiral-only leaders or there are no other Admirals in play, draw
cenaries—Gauls, Iberians, etc.—are removed from play. another leader from the pool.
In either method, units may not be placed in a city Under Siege, New Army Commanders impact the Army’s Efficiency; see CR
unless that city is also a Secondary or Major port. 10.54 for the specifics.
The Army Commander is placed in the leader pool. If the Overall HISTORICAL/PLAY NOTE: It is almost impossible to figure out
Commander is placed back in the pool, the Carthaginian player must just which Hannibal, Hasdrubal or Hanno is doing what at any
designate one of the remaining Army Commanders as his OC. His given time. We have tried to do our best to sort and identify them.
choice must be from the same family that is in power if one of the But we do wish the Carthaginians had shown a bit more imagina-
remaining commanders is so aligned. tion with their surnames. Almost all Carthaginian surnames had
religious significance. E.g., Hannibal means “beloved of Baal”,
EXAMPLE: The Political Climate is Cautious and the Carthaginian
or something close.
player has three armies in play (Carthage and two in Sicily). The
Magonid family is in power. The commanders of the two armies in (CR 5.75) The Carthaginian player is allowed one leader-the Army
Sicily are Barcids, while the army in Carthage is led by a Magonid. Commander-for each Army in play. The number of leaders he may
The Carthaginian player decides to attempt to keep all his armies use as Admirals is limited to the those allowed in the specific scenario
so forgoes the opportunity to Disband one of his choice. The Car- rules. Admirals in play above this limit are removed from the map
thaginian picks one of the armies in Sicily and rolls ‘5’. That army and returned to the leader pool, Carthaginain player’s choice. Un-
stays in place. He then rolls a ‘3” for the 2nd Sicilian army. That less stated otherwise in the scenario, each Army or Fleet may have
army must Disband. Since he is now at the army limit, no further only one leader. The Carthaginian player may assign any number
rolls are necessary. The leader is placed in the pool and the army’s of Duumviri (CR 7.22) to Fleets of 1 or 2 Squadrons, as, where
SPs are distributed to cities within Sicily. Alternatively, the player and when needed, but no more than available in the counter mix
could remove his mercenaries from play and distribute his African (Emergency Duumvir are an exception, see CR 7.24).
troops to controlled cities in Carthage province. Note that if the
PLAY NOTE: Given the above two restrictions, some Fleets may
Carthaginian army in Carthage were Disbanded instead of one of
start the turn without a leader.
the armies in Sicily, the Carthaginian player would need to assign
one of the Sicilian armies to Carthage province and move it there (CR 5.76) Command Restrictions: An Army Commander can only
in the Operations Phase. conduct operations with the units in his Army. The Carthaginian
Army and its commander cannot conduct operations, Interceptions,
(CR 5.74) Appointing Commanders: Unlike the Romans, once
or Coordination in conjunction with other Carthaginian armies un-
appointed, Carthaginian commanders remain in the field until they
less the active leader is the Overall Commander. Any Carthaginian
die, get recalled when they lose a battle (and possibly crucified for
Army commander, however, can conduct operations with an army
such ineptitude), or their army is disbanded or eliminated. The initial
under the command of an Allied leader. The only time an Army
deployment says which Commanders start in play. The scenario also
Commander can conduct operations with Fleets is to use Naval
provides a “pool” of possible Carthaginian commanders from which
Transport (CR 7.6). An Army commander may always use the units
to choose when new, or replacement, commanders are needed. Army
in his Army—the restrictions of 5.41 do not apply. If more than
Commanders and Admirals are appointed:
one Army is involved in a battle, use 5.43 to determine who is in
• during the Carthaginian Political Climate segment after determin- charge. A Carthaginian Army Commander is ranked higher than an
ing the Political Climate and Disbanding any armies, for each Allied commander.
Army without a Commander or Fleet without an Admiral
An Admiral may only conduct operations with his Fleet, unless that
• whenever a new Army has been formed or Fleet constructed
Admiral is the Overall Commander. In that case, he can conduct
• using Leader Replacement (8.63, A or C only). A replaced operations in conjunction with other friendly Fleets.
Wounded leader no longer command the Army returns to the
pool next turn. The Carthaginian player is not required to replace If more than one Fleet is involved in a battle, use 5.43 to determine
a Wounded leader. who is in charge. A Carthaginian Admiral is ranked higher than an
Allied Admiral.
When choosing an Army Commander or Admiral, the Carthaginian
Player simply draws one, randomly and blindly, from the available The Switching Assignment Exception: If, at the instant one of the
Pool and places him: 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),
• in Carthage, or
one commanding a Fleet or Army, the other an Army or Fleet, if
• where a new Army has been raised or Fleet constructed, or allowed and both leaders are aligned to the same family, and that
• where the existing Army or Fleet whose old commander he Family is in power, the two leaders may switch assignments, one
is replacing, is located. If the old commander was the Overall taking the other’s. And remember the effects of CR 10.54.
(CR 5.77) Recalling Commanders: Whenever Carthage loses a hex into his hex.
battle—naval (involving at least 5 Carthaginian squadrons) or land
(involving a Carthaginian Army of at least 20 SPs)—or loses control The force moving under an Ally Movement operation may use
of a Medium or Large City by Siege (including Treachery) where a Naval Transport (CR 7.62). The active leader’s ratings are used
Commander has been when the city fell, that commander is subject when required.
to recall and replacement. To determine if the commander is recalled, PLAY NOTE: The above allows the Carthaginian player more flex-
the Carthaginian player rolls the die and consults the Recall Table ibility in moving newly raised manpower and allows the Roman
to obtain the result. A Commander whose army has lost its last SP player to consolidate his magistrates’ command should the units
is automatically Recalled (no die roll necessary). In addition, the be separated by Naval Transport restrictions or initial deployment
Carthaginian player may voluntarily Recall (no die roll necessary) considerations.
any of his commanders at any time during the Operations Phase.
Voluntary recall does not initiate a check for Crucifixion. In all cases, (CR 6.32) No combat units may enter a full Salt Marsh hex or cross
place a Recall marker atop the effected commander to indicate he a Salt Marsh hexside. These terrain features are impassible. Note
is subject to such action. that combat units may use partial Salt Marsh hexes—use the other
terrain in the hex for Attrition purposes.
PLAY NOTE: Although the Carthaginian player may voluntarily
recall a leader, it is not without its consequences - see CR 10.5 (CR 6.38) Straits (Italy Map). Land units may cross the following
straits without using Naval Transport (CR 7.6). However, if either the
(CR 5.78) Recall takes effect when the very next Carthaginian LAM starting and/or landing hex is occupied by enemy Fleet, the opposing
is drawn, regardless who is activated. The recalled leader is placed player may attempt Interception (CR 7.39) as if the moving force was
back into the leader pool, unless he runs into Crucifixion problems using Naval Transport—see CR 7.65 for the details. Crossing a strait
(CR 5.79). Remove all of the recalled leader’s LAMs from the LAM does not require the use of a Port. A Force cannot use Interception,
pool. If the LAM drawn belonged to another Carthaginian leader, use Avoidance, or Retreat across a Strait hexside.
that leader conducts his Operations Phase normally. If there are no
more Carthaginian LAMs in the pool, the recall takes effect after • The Straits of Messana (Fretum Siculi): A player may move
all LAMs have been played. across the Straits of Messana from Rhegium to Messana, or vice
versa (Italy map, hexes It-6015/It-5915)-unless the hex that the
(CR 5.79) Crucifixion: Commanders recalled because of failure player wishes to move his force from is enemy-occupied by a
(as in CR 5.77; not just because the player thinks it’s a good idea) land force, whether inside or outside the city. In that case, he may
are subject to possible terminal censure by being crucified (and not cross. You may cross if the landing hex is occupied and/or
thus out of the game). For each commander thusly recalled, roll the the city in hex is enemy occupied. Furthermore, the player may
die immediately upon his recall (CR 5.77). Add two (+2) to that enter the city in the landing hex if friendly and even if it is Under
die roll if the disgraced leader is from a family different from the Siege. Crossing the straits requires a Stop when you “land”-and
one in power. If the adjusted die roll is higher than his Mortality a die roll (5.25) to proceed further.
rating, he has been, shall we say, “hung out to dry” and will not be • The Sardinian/Corsican Straits (Fretum Gallicum): A player
returning to the game. may cross the “Gallic” Straits from It-3126 to It-3227 or vice
EXAMPLE: Himilco [1P-16], a Barcid, has just lost a major versa using the same premise as above.
land battle. The Carthaginian player must immediately roll a die (CR 6.41) In Africa—that’s Tripolitana all the way west to Maure-
to determine if Himilco is Recalled. He rolls a ‘6’ and since the tania Tingitanis—it costs 1 Attrition Point to enter a Rough Hex,
Magonids are in power, he is Recalled. The Carthaginian player unless the hex contains a road (whether it is usable in the scenario
places a Recall marker on the unlucky Himilco. Since there are or not).
no more Carthaginian LAMs remaining, Himilco will be removed
at the end of the Operations Phase, and given that the Recall was DESIGN NOTE: This addition represents how difficult—mostly in
not voluntary, the Carthaginian player must check for Crucifixion. terms of foraging—travel off the beaten paths was in this area. The
He rolls a’7”, which is modified to a ‘9’ (+2 different family], so reduction in attrition represents the fact that these future roads were
Himilco (mortality 9) barely escapes. built over well-traveled trade routes and paths.
(6.0) MOVEMENT Carthaginian, Numidian and Libyan units halve (retaining frac-
tions) any accumulated Attrition Points incurred moving in their
(CR 6.13) Ally Movement Operation: In addition to 6.13, both Home province. A force which has more than one nationality
players’ Overall Commander may also use this operation to move accumulates attrition normally. Roman units halve (retaining frac-
any friendly leaderless land force, provided that the units were not tions) the attrition cost of movement within any Roman-controlled
part of an Army/Legion at the beginning of the game turn. Further- province in Roman Italy. When determining the final row on the
more, other leaders of both players may use this operation under Attrition Chart, drop fractions. Inertia Attrition is determined per
these circumstances: the standard rules.
• A Carthaginian Army commander may use an Ally Movement
operation to move a force of reinforcements to his hex and then (CR 6.58) Ambush
incorporate those troops into his army, subject to the limitations Roman leaders cannot conduct an Ambush.
of CR 10.41 and the effects of CR 10.57. Only reinforcements DESIGN NOTE: Why can’t the Romans use ambushes? Well, this
placed on the map at the start of the turn are eligible for movement sort of thing was done only by “barbarians”; e.g., the Samnites,
under this rule. who really caught the Romans napping at the Caudine Forks at
• A Roman magistrate may use an Ally Movement operation to the beginning of the 2nd Samnite War. Hannibal actually raised
move a force that is part of his command that is not in the same it to an art form. The Republican-era Romans considered it “bad
HISTORICAL NOTE: While the Roman Senate usually voted on following operations with his Fleet:
Fleet construction, most of the money to do so was raised from • Movement
private sources. The problem was not so much building the galleys • Attack (includes Raids, see CR 7.5)
but raising the crews to man them. Large fleets contained up to • Reform Scattered Units
(and often more than) twice the number of men as consular armies.
Carthage, with its much more naval oriented history, was quite used PLAY NOTE: Operations such as Diplomacy, Leader Movement,
to fleet construction. However, for financial reasons, augmented by and Seeking Senate Permission that are not relevant naval opera-
its conviction that its seagoing position was unassailable, she was tions may also be conducted while that leader is in command of a
often slow to react to the need to do so. Fleet.
(CR 7.31) Fleet Movement: Like land units, Fleets have no Move-
(CR 7.2) FLEET COMMANDERS ment Points and, theoretically, can move anywhere during a Move-
As with Armies, Fleets require a leader to move, conduct combat,
ment Operation. A Fleet may only enter Coastal hexes and All Sea
etc. There are two types of leaders that can command Fleets: Ad-
hexes; they may not enter a hex that is exclusively land nor cross
mirals and Duumviri. Who can command what is determined by
an all land hex side. Unless Intercepted (CR 7.39), a Fleet may only
the number of Squadrons in the Fleet and the command hierarchy
Stop in a Costal hex; never in an All-Sea hex. A Fleet must Stop (and
for that player’s side.
check for Distance effects) under the following circumstances:
(CR 7.21) Admirals: A Fleet of 3 or more Squadrons must be com- • To conduct an Attack or Raid
manded by an Admiral. A Fleet of 2 or less may be commanded • Enter a coastal hex occupied by an unscattered enemy Fleet
either by an Admiral or Duumvir (see below). The following mag- • Enter a friendly Port
istrates/leaders are eligible to act as an Admiral: • Pick-up squadrons
• Romans: A Consul, Dictator, Magister Equitum, or Proconsul • When successfully Intercepted (CR 7.39)
may be used as an Admiral if that magistrate has the appropriate
(CR 7.32) Distance Effects: A Fleet that Stops, for whatever reason,
Imperium (see CR 5.2). If the Fleet has 5 or less squadrons, the
must immediately check for effects of the voyage. As a Fleet moves
Roman Player may assign a Praetor as Admiral.
it accumulates Distance Points (DP):
• Carthaginians: Any leader appointed as Admiral (see CR
• Each Coastal Sea Hex is worth 1 DP
5.74)
• Each All Sea Hex is worth 5 DP
• All others: As designated by the scenario
The player totals the DP accumulated for that movement (since its
(CR 7.22) Duumvir: Fleets of 1 or 2 squadrons may last Stop) and consults the Naval Movement Distance Effect Table.
be led by a Duumvir. During the LAM Pool Segment The player now rolls the die, to which he adds a number equal to 1
(C/1), both players place their Duumvir leaders on for each 10 DP (rounding down) he has accumulated. He now sees
any friendly Fleets with 2 or less squadrons up to what effect that adjusted die roll has produced, as per the table.
the number of Duumvir available in the counter mix. Each player
has one Duumvir LAM to use in the sequence of Play. That LAM EXAMPLE: Accumulating 23 DP would result in adding two (+2) to
activates all his Duumvir-led squadrons. the die roll. 59 DP would add 5; 8 DP would add nothing (0).
Exception: See CR 7.24 for emergency use of Duumviri. The possible effects are:
• No Effect: The player is free to continue operations or complete
HISTORICAL NOTE: Duumviri were the magistrates—sometimes
any desired actions with the Fleet
private citizens—in charge of individual squadrons, mostly in
terms of maintenance, but sometimes at sea. We have chosen to use • Scattered: The Fleet has fallen apart and landed in various loca-
this term to cover all players, mostly because our Punic is rather tions along the shore. Place a Scattered marker on top of it. The
weak. player cannot perform any action with the Fleet (i.e. enter port,
pick-up/drop-off Squadrons, move, etc.) until he successfully
(CR 7.23) Fleet Commanders subtract one (–1) from the Continua- completes Reform Scattered Units Operation (5.5/I) to return the
tion die roll if the attempt is to conduct a Force Movement operation affected units back to normal status. A Scattered Fleet is always
after a movement Stop. considered outside any Port in the hex. Scattered Fleets are ignored
for determining any die roll modifiers (CR 9.31, CR 9.55, etc.).
(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). • Blown Off Course: The owning player places the Fleet in any
If that happens, the Admiral is replaced by an Emergency Duumvir, non-Port coastal hex at least three hexes but no more than five
whose sole capability, if activated, is to bring the Fleet into Port. hexes from the hex where the Stop occurred. The Fleet is Scat-
Emergency Duumviri can command any size Fleet. Duumviri never tered, as above, in this hex.
suffer casualties. • Blown Off Course and Lose 25 % of Fleet: Eliminate 25% of
Squadrons (and SPs if present) in the Fleet with a minimum of 1
PLAY NOTE: Use the Emergency Duumvir counter for this pur- Squadron and/or 1 SP lost. Any Admirals with the Fleet must roll
pose. for a Leader Casualty (8.6, and see CR 7.24). The Fleet is Blown
Off Course as above.
(CR 7.3) NAVAL OPERATIONS
Operations with Fleets are handled in a similar manner to operations (CR 7.33) Major Disaster. When checking for the effects of Dis-
with land units. A Fleet is considered a force when conducting opera- tance, as above, any time the player rolls a natural ‘0’ (regardless
tions. Aside from Naval Transport, land forces and Fleets cannot be of the adjusted DR total) he checks to see if a Major Disaster has
part of the same operation. The Fleet Commander may conduct the overcome the Fleet. Roll two dice, one before the other, reading the
result as a number between 0 and 99. If that dice roll is lower than (CR 7.36) Drop-Off: Whenever an active Fleet Stops in a Port
the number of DP Accumulated for that move, the entire Fleet has hex, or begins a movement operation in such a hex, or Stops/begins
been sunk by a storm and is eliminated. 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
EXAMPLE: A Roman Fleet of 11 Squadrons (110 galleys) escorting addition,
transports carrying a consular army, moves, in one Operation, from
Syracuse (It-6419) to Cr-2928 (Utica), using Coastal hexes all the • if there is a friendly Fleet in port, the squadrons are added to that
way, and accumulating 25 DP. The Roman player, checking for the Fleet. If not, the squadrons are formed into a new Fleet. The new
or augmented Fleet cannot have more squadrons than the Port
Distance Effects, rolls a ‘0’ with the die, which, even adding the 2
Harbor Capacity limit.
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’ • the Crew Rating of the new Fleet is that of the active Fleet. If the
and a ‘3’ . . a ‘23’, which is lower than the 25 DP he accumulated. Squadrons were added to an existing Fleet, the Crew Rating is
His entire fleet, including the transports with the legions, has been set to the lower of the two.
sunk. • if a Duumvir was present with the stationary Fleet, he is removed
if the number of squadrons in the Fleet exceeds two.
HISTORICAL NOTE: Far more galleys were destroyed by Mother
Nature—and rash command decisions which put the Fleet into con- (CR 7.37) Command Restrictions: A Roman Admiral may not pick
flict with that person—in the Punic Wars than battle. The Romans, up squadrons from a Fleet commanded by another Admiral unless
alone, lost several entire fleets to such horrors. 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
DESIGN NOTE: The purpose of this seemingly harsh rule—it looks a Fleet whose Admiral is the Overall Commander. Both players can
less so if you understand that the chances of the above happening use their command hierarchies to enable their senior commanders
were about 2.5%—is twofold. First is to simulate the Historical to attach Fleets of other leaders as part of an Operation. However,
note, above. And the second is to reflect the caution, and often a Fleet may not be attached in a hex occupied by an enemy Fleet
sloth-like, nature of naval operations over the entire course of the (even if that Fleet is in port).
Punic Wars.
(CR 7.38) Enemy Fleets: Fleets may move into Coastal hexes oc-
(CR 7.34) Port Entry/Exit: An un-Scattered Fleet may enter port cupied by enemy Fleets. However, such movement is a Stop, with
whenever it ends an operation in a friendly port. Flip the Fleet counter two possibilities:
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 • The moving Fleet wishes to attack the stationary Fleet, or
Port. The number of squadrons that can be placed In Port is limited • The moving fleet wishes to continue moving, but must first subject
to its Port Harbor Capacity (see Charts and Tables). Fleets in port itself to being intercepted by the enemy fleet.
cannot be attacked. A Fleet (and this includes Naval Transports) may
enter a friendly port even if the city is Under Siege. The active player first checks for Distance Effects and then may
conduct an Attack operation. If the player doesn’t (or can’t), the
DESIGN & PLAY NOTE: Thurii (It-5509) IS a port, even though inactive player may then make his Interception attempt. After which
it is inland. Many sources refer to Thurii as a usable port ... and and depending on the result of any Naval Combat, the active player
all maps place it where it is. It is probable that the river it is on may make a Continuation roll and if successful, conduct another
was navigable to commerce. Naval transport reaching It-5508 or operation.
It-5609 can consider itself to have reached Thurii, if the player so
(CR 7.39) Interception: The inactive player may attempt Intercep-
wishes... and vice versa.
tion with a friendly Admiral/Duumvir whenever:
(CR 7.35) Pick-up: Whenever an active Fleet Stops in a Coastal • an enemy Fleet begins a Movement operation in the friendly
hex, or begins a movement operation in such a hex, the player has Fleet’s hex
the opportunity to transfer squadrons from any friendly Fleets in the
• an enemy concludes a Reform Scattered Units in the friendly
hex even if in Port to the active Fleet. To be eligible for transfer,
Fleet’s hex
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 • an enemy Fleet enters the friendly Fleet’s hex and does not At-
Fleets to be In Port. In addition, tack
• if the player decides to transfer all the squadrons from the station- • an enemy Fleet enters a hex adjacent to the friendly Fleet’s hex
ary Fleet, the Fleet marker and any Admiral/Duumvir present are
The inactive Fleet may intercept regardless of its In Port status.
removed from play; Admiral’s are returned to the pool
• if the Crew Rating of the stationary Fleet is lower than the active If more than one Admiral/Duumvir is eligible to intercept as above,
Fleet, the active Fleet’s Crew Rating is set to that lower value. only one may make the attempt (but see CR 7.37). An Admiral/
Duumvir may attempt to intercept the same enemy Fleet only once
An Admiral using Leader Movement may pick up an entire Fleet, per Operations Phase unless the active Fleet moves two hexes away
if there is no naval commander present or if the Fleet is led by a from the Fleet and then, later in the same Operations Phase, moves
Duumvir or Admiral lower in the player’s command hierarchy. The such that one of the above criteria is met, or the active Fleet attempts
former leader of the Fleet is removed from the map—Admiral’s go to re-enter the hex with the inactive Fleet that made the attempt.
back to the leader pool.
EXAMPLE: The Roman player moves a Fleet into a hex with two
PLAY NOTE: See, though, CR 5.76, which is different in that it Carthaginian Fleets led by Duumvirs. The Carthaginian player may
involves switching commands, not taking fleets. intercept with only one of the Fleets (if one of the Fleets was led by
an Admiral, the Carthaginian could use both Fleets if the Admiral 14 possible results. To resolve a given battle:
made the attempt). If the Roman player moves out of the hex, the 1. Determine all DRMs (CR 7.45)
other Fleet could attempt to intercept.
2. Each Player rolls one die, applying DRMs, and notes result to his
To attempt interception, the inactive player announces such and Fleet.
rolls one die. 3. Eliminate squadrons to reflect losses and check for Leader Casual-
• if the Interception attempt is into an adjacent hex, he adds three ties (CR 7.46)
(+3) to that DR. 4. Conduct Retreats, if desired or mandated (CR 7.48)
• If the Intercepting Fleet is In Port, add two (+2) to that DR.
(CR 7.45) The Naval Battle DR Adjustments: A negative (-)
If the adjusted DR is the same as or lower than the Admiral/Duumvi- DRM helps the player as it reduces his loss possibilities; a positive
ri’s Campaign Rating, the Interception is successful. A moving Fleet hurts.
stops and, if necessary, the intercepting Fleet moves into the target
hex and initiates Combat. There is no DP cost for this move. Strength Ratio Adjustment: Each player determines the com-
parative strength Ratio (Combat Odds) of his fleet vs. that of his
If the adjusted DR is higher, there is no Interception, and the ac- opponent, rounding down to conform to the ratios listed on the
tive Fleet can continue its current Operation if applicable, or use Naval Combat Ratio Chart. The die roll is adjusted per the Naval
Continuation to conduct another Operation. Combat Ratio Chart. Thus, if the Attacker has 7 squadrons against
3 Defender squadrons, the Attacker would incur a –2 DRM, the
(CR 7.4) NAVAL COMBAT Defender a +3.
(CR 7.41) The possibility of Naval Combat occurs any time two
Tactical Superiority: The two opposing commanders compare their
opposing naval forces exist (Stopped) in the same hex. A Naval
Battle Letter. The Admiral with the better Battle Letter (“A” being
battle is initiated when:
best, etc.) gains Tactical Superiority for the battle, and the ability to
• An active Fleet conducts an Attack Operation in the same hex as use that side’s die roll adjustments listed below. If the Battle Letters
any enemy Fleet. All enemy Fleets in the hex that are not In Port are the same neither side has Tactical Superiority.
must be attacked as a single force. Other friendly Fleets in the
• Roman Tactical Superiority: –1 to his die roll; +1 to his oppo-
hex are ignored.
nent’s
• An inactive Fleet successfully intercepts (CR 7.39) an enemy
• Carthaginian Tactical Superiority: –2 to his die roll; +3 to his
fleet that has either Stopped in the same hex or moves into a hex
opponent’s
adjacent to the hex it is in. In this case, the non-active player
initiates combat against the active Fleet (only). If the defending fleet does not have a commander, the attacking fleet
automatically has Tactical Superiority.
(CR 7.42) Avoidance: Any time a player initiates naval combat,
the opposing player (target) may attempt to avoid such combat. To HISTORICAL NOTE: The Carthaginians were far better “sailors”
determine whether a potential defender may avoid the battle, the than their Roman counterparts, and they had great superiority in any
player rolls one die. If the die roll is the same as or lower than the battle in which they could use their speed and maneuverability to
Admiral/Duumvir’s Campaign Rating, the Avoid attempt is success- destroy Roman ships with the tactic of ramming. The Romans, while
ful and the Fleet may move one or two coastal hexes away, or, if they fell far behind the Carthaginians in this aspect, were experts
one is within one hex or the same hex, into a friendly port. There is at land warfare ... and the naval tactic of boarding. Their bigger
no DP cost for this move. A Fleet may not move into the hex from quinqueremes held more, and usually, better soldiers.
which the attacking Fleet entered its hex. If an intercepted Fleet
successfully avoids, that Fleet must retreat into the hex from which Corvus: The Roman Player may choose to have the squadrons of
it entered its current location. If that hex is an All Sea hex, the Fleet his Fleet armed with the Corvus. He must make this decision before
remains in its current hex and must participate in combat. the Fleet leaves a port in Roman Italy and, once made, the Corvus
remains with the Fleet. When equipped with the Corvus,
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 • the opposing fleet incurs an automatic +2 DRM to its Naval Battle
by that leader. There are no other adjustments to the Avoidance roll, regardless of tactical Superiority.
die roll. • the Corvus equipped Fleet checks for Major Disaster (CR 7.33)
on any natural die roll of ‘0’ or ‘9’.
PLAY NOTE: Unlike Interceptions on Land (8.22), Fleets may at-
tempt Avoidance after being successfully Intercepted. Fleets not equipped with the Corvus may not pick up Squadrons from
Fleets so equipped. If friendly Corvus equipped and non-Corvus
HISTORICAL NOTE: It was fairly easy to avoid a naval battle, equipped Fleets are involved in the same battle, there is no DRM.
given the difficulty of forming into battle line, etc.
HISTORICAL NOTE: Latin for raven, the Corvus was a demonic,
(CR 7.43) Fleets that are In Port or Scattered may not be attacked. and highly effective, mechanism installed at the bow of Roman gal-
However, Fleets In Port may attempt Interception. Fleets that are leys that, when used during boarding attempts, swung around and
in port when that city is taken by Siege Assault, Siege Attrition, came down onto the deck of the opposing ship like the beak of a
or Treachery are eliminated. See CR 9.74 for the effects of Sur- bird, fixing the target to the attacking galley and providing a plank
render. for the charging boarders. The Carthaginians never could figure
(CR 7.44) Resolving Naval Battles: Naval Battles are resolved on out how to deflect/negate the Corvus. However, Mother Nature did.
the Naval Battle Results Table. The table is a list of adjusted die rolls Installed at the bow, the Corvus made that galley unseaworthy—she
for the 10-sided die, adjustments running from –2 to +11, a total of shipped lots of water in anything but calm seas—and susceptible to
disaster in storms. The Romans abandoned use of the Corvus rather Carthaginians have Crew Superiority as well [+2 Roman DRM].
quickly, despite its battle advantages. The Roman numerical advantage is insufficient to produce a posi-
tive effect (Strength Ratio adjustment is 0 at 20:15 or 1.3:1), the
DESIGN NOTE: Other games in the AW series will have other Carthaginians, however, will add +1 [+1 Carthage]. The Romans
‘special effects”. are armed with the Corvus [+2 Carthage].
Crew Superiority: The Fleet with the better-rated Crew adds the The Roman player rolls a “6” which is adjusted by +3 [Tactical]
difference between the opposing Crew’s Ratings to the opponent’s and +2 [Crew] to “11” which gives a “50 up” result. The Romans
Die roll. If a player has more than one Fleet involved, use the low- lose 10 Squadrons. The Carthaginian player rolls a “3” which is
est rating. adjusted by +1 [Strength Ratio], –2[Tactical] and +2 [Corvus]
EXAMPLE: A Fleet with +3 Crew against a Fleet with a ‘0’ Crew to “4” which yields a “10 up” result. The Carthaginians lose 2
would require the player with the ‘0’ Crew Fleet to add +3 to his Squadrons. Both players roll for leader casualties (neither leader is
Naval Battle die roll. affected). The Romans must Retreat so Sulpicius heads for Messana
[10 DP], and where he Scatters outside the Port.
(CR 7.46) Combat Losses: All results are expressed in terms of
percentage of Squadrons lost, and whether or not to round any frac- (CR 7.5) RAIDS
tional losses “up” or “down”. If the result is an “up”, any fractional (CR 7.51) An active Fleet of 1 or 2 Squadrons may conduct a Raid
loss is treated as loss of 1 Squadron. Thus a 10 up result for a Fleet into any Flat Coastal hex in the opposing player’s Home provinces
with 10 or less Squadrons would cause a 1 Squadron loss. If a Fleet provided that the hex also contains a City. The target hex cannot be
has lost Squadrons, any Admiral present with that Fleet must roll occupied by opposing units unless those units are inside the City.
for a Leader Casualty (8.6, and see CR 7.24). If the entire Fleet is A Raid is an Attack Operation with a die roll Finish regardless of
eliminated, the Admiral is Killed, no die roll necessary. outcome. The active Fleet may conduct only one Raid attempt per
specific hex in that Operations Phase.
PLAY NOTE: Unlike land combat there is no After Battle Status
effects applied to the Fleets or any land units using Naval Trans- (CR 7.52) Raid Resolution: To conduct a Raid, the player rolls one
port. die. The player adjusts the roll as follows:
(CR 7.47) Winners/Losers: The player that has the higher percent- • He adds to that die roll the number of Raiding Squadrons.
age loss (ignore the “up” or “down”) is the Loser, and the other • He subtracts from that die roll the number of enemy SPs (of any
player is the Winner. If both sides have the same percentage loss, type) inside the City present in the hex.
there is no Winner or Loser. As per 5.3,
If the adjusted die roll is a ‘6’ or higher, the Raid is successful.
• If the active player wins, the active leader may roll for Continu-
Otherwise the Raid fails.
ation
• If the active player Loses, the active leader is Finished after con- (CR 7.53) If a player successfully conducts a Raid in a given game
ducting any Retreat. turn, the affected player subtracts two (–2) from any Manpower Rais-
ing die rolls he undertakes during the current game turn through to
• If there is no Winner, the active leader is Finished.
the removal of the Raid marker in Phase B/7 of the following game
The Fleet that Wins has its Crew rating increased by one (CR turn. Place a Raid marker as a reminder. There is no additional affect
7.14). If more than one Fleet was involved, each has its Crew if the player successfully conducts more than one Raid.
Rating increased.
HISTORICAL NOTE: Part of the Carthaginian strategy, at least
(CR 7.48) Retreats: Retreats are only sometimes mandatory. It before the Romans built a strong navy, was to conduct a series
is possible that both players may remain in the hex after combat. of raids along the coast of Italy, usually north of Rome. More of
A Losing Fleet that suffers at least twice the number of losses in an annoyance than anything of lasting merit, the raids did prove
squadrons, or suffers any loss when the opposing Fleet has no loss, a thorn in Rome’s side for the first 4 or 5 years of the war. By the
must Retreat, unless the battle occurred as part of a Strait Crossing middle of the war, Rome was attempting the same along the coast
(CR 6.38, CR 7.65). Otherwise, Retreat is voluntary. The Loser gets of Carthage province.
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 (CR 7.6) NAVAL TRANSPORT
is no Winner or Loser, the Fleets stay where they are. A Fleet that Players may move land combat units by Sea using Naval Trans-
retreats must leave the hex by moving to a Coastal hex unoccupied port.
by enemy units. A Fleet may not retreat into a hex if the opposing PLAY NOTE: Because of the shift to Advanced Naval Rules for
Fleet entered the battle from that hex, nor may it enter a hex occupied
most of the scenarios herein, the naval transport rules have been
by an enemy Fleet during the retreat. The retreating Fleet so moved
changed somewhat.
accumulates DP per CR 7.32 and when it arrives in the destination
hex, the player determines the Distance effects of such move. (CR 7.61) Embark: All Naval Transport must start in a friendly
Port... Inside the City. The number of SPs that can use Naval Trans-
EXAMPLE OF A NAVAL BATTLE: A Roman Fleet with 20 Squad-
port from that Port is given in the Naval Transport Chart. To Initiate
rons under the command of Field Consul C. Sulpicius Paterculus Naval Transport, the owning player states the fact and places a Naval
(#314) (“C” Battle rating) engages a Punic Fleet with 15 Squadrons Transport marker on his force. Naval Transport can be conducted
under the command of Carthalo (1P-4) (“B” Battle Rating) off the from a city Under Siege.
coast of Sicilia. The Carthaginian player has Tactical Superior-
ity—no die roll is required. The Roman Fleet has Crew Rating of PLAY NOTE #1: Note that land movement and Naval Transport can
“2”, while the Carthaginian Fleet’s Crew Rating is “4” so the occur in the same Operations Phase.
PLAY NOTE #2: A player may try to transport besieged land units the Battle Results Table. If it does not attack but is, in turn, attacked
from a Port, but Interception applies if there is an enemy Fleet by enemy forces in that game turn before leaving the landing hex,
around. there is a +3 adjustment to the attacker’s die roll on the BRT.
(CR 7.62) Transport Operations: Land units using Naval Trans- (CR 7.65) Crossing Straits: Although land units crossing straits do
port are treated as a Fleet for Fleet Operations (CR 7.3) with the not use Naval Transport, the opposing player may attempt Intercep-
following adjustments: tion (and thus precipitate a Naval Battle) if he has enemy Fleets in
• The active leader is considered the Admiral of the Transport either/both hexes joined by the strait. Any Interception attempts are
Fleet and his ratings are used for all purposes regardless of any resolved per CR 7.39 with the exception that only one Interception
other leaders in the force. The Admiral does not count against the attempt can be made against the force making the crossing. If an
player’s allowable number of Admirals (see scenario rules). Interception attempt is successful, the active player has the option
to retreat to (or remain in) the starting hex and there is no Naval
• The Transport Fleet may attach a Fleet in its starting Port or while Battle. If a Naval battle occurs, both players may include any/all
Stopped in any Coastal hex unoccupied by enemy Fleets. There is Fleets in either hex (including any In Port) joined by the strait. At
no transfer of Squadrons; the Fleet is attached in total including the conclusion of the battle, the active force remains in the ending
its commander. The Transport Fleet may attach any Fleet even if hex—its has crossed the strait and, Continuation permitting, the
the Admiral of the attached Fleet is ranked higher in the player’s leader could conduct additional operations. For the purposes of naval
command hierarchy. combat (losses, DRM, etc), treat the force as if it were a Transport
• The Transport Fleet may detach a Fleet while Stopped in any Fleet (CR 7.62)
Coastal hex unoccupied by enemy Fleets. There is no transfer of
Squadrons; the Fleet is detached in total including its commander. EXAMPLE: The Roman player wants to move Appius Claudius
Land units can be dropped off if they disembark (see CR 7.63 Consular Army across the Fretum Siculi. Messana is friendly to the
below). Romans and there are no enemy forces in Rhegium or its hex. The
Roman player has a Fleet (1 Squadron) in Rhegium. The Carthag-
• A Transport Fleet without an attached Fleet cannot initiate Naval inian player has positioned a Duumvir led Fleet (1 Squadron) in
Combat. If attacked, it may attempt to Avoid. If unsuccessful in both the Messana and Rhegium hex. The Carthaginian player may
the Avoid attempt, resolve a Naval Battle per CR 7.44 with the attempt Interception in either (not both) hex. If the Carthaginian
following changes:
player is successful, the Roman player can either retreat Claudius’
•• the Transport Fleet is treated as one Squadron for the Strength army back to Rhegium or chance a naval battle which would involve
Ratio adjustment all three Fleets as well as Claudius’ force.
•• the attacking player does not roll (i. e. the attacker will take no
losses) (CR 7.7) PORT HARBOR CAPACITY AND
•• Transport Fleets without other Fleets attached have a Crew WINTER
Rating of 0 (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.
• Any percentage loss to Squadrons applies equally to the land units
Transports are not considered here; they do not have to dry-dock.
being transported. The losses are distributed using 8.34.
The Harbor capacity of a given port is listed on the Port Harbor
• If a Transport Fleet is Scattered, the land units are considered to Capacity Chart. Some Secondary Ports have larger harbor capacities
be temporarily Disembarked while Scattered and can be attacked than others; these are named and listed (e.g. Drepanum).
by enemy land forces (ignore the Disembark limits on the Naval
Transport Chart). If so attacked, the force is considered Useless HISTORICAL NOTE: Carthage’s harbor had “modern” dry-docking
and suffers the adverse modifiers in CR 7.64. With a Reform facilities for 220 galleys at any one time. Presumably, more ships
Scattered Units Operation, the owning player may either continue could anchor in the large harbor.
to transport the land units or Disembark (CR 7.63) them in the (CR 7.7) PORT HARBOR CAPACITY CHART
hex. They are no longer considered Useless, though CR 7.64
still applies. If a Scattered force must leave the hex, remove the Port Squadron Capacity
Transport and Scattered markers. Carthage (Cr-3028) 18 to 22
(CR 7.63) Disembark: To land (and disembark), a force using Naval Ostia (It-3715) 5 to 20 (20 in 2nd Punic War and
Transport must Stop, and roll on the Naval Distance Effects Table per after)
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 Massilia (It-1629) 10
Naval Transport Chart (the limit is a per Operation). A Disembarked Neapolis (It-4512) 5 to 10 (10 in 2nd Punic War and
force may be Intercepted. A force using Naval Transport may enter after)
Port and disembark in a city Under Siege.
Tarentum (It-5405) 12
DESIGN & PLAY NOTE: The ability to land forces in non-port Syracusa (It-6419) 10
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 Lilybaeum (It-5526) 15
consular army on Cape Bon (It-5834). Note also that restrictions on Drepanum (It-5326) 12
enemy occupied hexes and adjacent cities have been removed. All other Secondary Ports 4
(CR 7.64) If units disembark in a hex occupied by enemy land units All other Minor Ports 2
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
(CR 7.72) Increase Capacity: Some Ports—Carthage, Ostia, Mas- legionary force as one contingent. However, the percentage loss is
silia, Neapolis (see the scenarios for specifics)—start with smaller applied to the infantry and cavalry separately. The SP loss within
Harbor facilities than their maximum capacity ... for Rome, reflecting each type must be distributed as evenly as possible among the legion
the minimal Roman galley fleets. Each turn the player—if he con- elements. Legion elements that have no SP remaining are removed
trols these ports—may increase any one Port’s Harbor Capacity by from the map.
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 Roman auxiliaries and other allies use the Infantry and Cavalry
turn, or have Fleets “Under Construction” therein. methods described 8.34. If stacked with a legionary force, exclude
any legionary SP when determining the total.
PLAY NOTE: The reverse is also true. If a player increases Harbor
capacity he may not build squadrons. EXAMPLE: A full strength Consular Army (two legions) of 36 in-
fantry SP and 8 cavalry SP that takes a 30% loss (11 infantry SP).
(CR 7.73) Expanding Port Harbor Capacity does not stop the Player The Roman player must remove 2 SP from each of the four elements,
from raising land forces in Phase B/6. with the remaining three SP taken from any three (different) of the
elements. The Roman player then removes 2 cavalry SP, taking them
(CR 7.74) Port Harbor capacity is also used to determine how many from any two (different) elements. If 6 SPs of Auxiliary infantry were
Squadrons a player may construct in a given Turn; see CR 7.16. present, 2 SPs of Auxiliary infantry would be lost as well.
(CR 7.75) Winter: During the Port Segment (G/2), each Fleet (CR 8.62) Wounded Roman magistrates are placed in the Magistrate
(including Transport Fleets) that is not In Port must be moved to Pool at the start of the next game turn and are eligible to re-enter
a friendly Port hex without a Stop (no dropping off or picking up play via the Election process. Wounded Carthaginian leaders that
Squadrons) and enter Port. Each Fleet so moved accumulates DP were not replaced or recalled are returned to their Army/Fleet during
per CR 7.32, but when it reaches its destination Port the player rolls the Carthaginian Political Climate segment.
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 (CR 8.63) Roman Magistrate Replacements: Roman magistrates
to the Distance Point total. Squadrons in excess of that destination are replaced-if needed-by other magistrates available in the pool.
Port’s capacity are eliminated. If a Fleet begins this segment without Magistrates entering the game in such fashion are always chosen
a leader, the player receives an Emergency Duumvir (CR 7.24) to blindly/randomly. Replacement Magistrates are placed either in the
move the Fleet to Port. hex where the previous magistrate was or in Rome. When a Roman
magistrate enters as a Replacement, there are no additions or sub-
For Scattered Transport Fleets, remove the Transport and Scatter tractions from the LAM pool-regardless of what the new leader’s
markers. The land force remains in the hex and retains its Useless Initiative rating is.
status. For other Fleets, Scatter is removed after paying the 20 DP
for returning to port. Carthaginian Killed/Wounded leaders are replaced per 8.63 (A and
C). The Carthaginian player cannot replace recalled leaders during
DESIGN NOTE: The above simulates the arrival of increased the Operations Phase.
storms, which ended almost all naval movement of any kind, even
in the Mediterranean.
(CR 9.0) CITIES AND SIEGES
(CR 8.0) LAND COMBAT (CR 9.31) Siege Assault: The following Siege Assault die roll
modifiers apply:
(CR 8.23) Roman leaders add four (+4) to all Avoidance die rolls
(Roman Honor). • Add one (+1) if the Roman player is assaulting an enemy occupied
Rome
(CR 8.31) The following adjustments are applied to all Battle Die • Add two (+2) if the besieged city is a port and only the attacker
rolls: has Fleets in the hex and/or Port
Roman Discipline: This adjustment takes into account the effects of • Subtract one (–1) for each legion included in the assault over the
superior Roman morale and Training as well as the vaunted Roman assault leader’s CER limit—Roman Player only
tactical flexibility. The Roman player adjusts the die roll one in his • Subtract two (–2) if the besieged city is a port and only the de-
favor (+1 if attacking, –1 if defending) for each Veteran legion with fender has Fleets in the hex and/or Port
at least 6 SPs Roman citizen (RL) infantry in the battle.
(CR 9.55) Supply by Sea. If the besieged units are in a Port, he
Roman Command Efficiency: If attacking, the Roman player adjusts his Attrition die roll:
subtracts one (–1) from the die roll for each Legion over the com-
mander’s efficiency limit; if defending he adds one (+1) for each. +3, if the Port hex is solely occupied by an enemy Fleet. Friendly
Auxiliaries do not count, but partial legions do. Fleets In Port are ignored;
Carthaginian Army Efficiency: If attacking, the Carthaginian –3, if the Port hex is occupied solely by a friendly Fleet, whether
player adds his Army Efficiency Rating to the die roll. If defending, In Port or not.
he subtracts his Army Efficiency Rating. If more than one Army is
involved in the battle, use the lowest Army Efficiency. (CR 9.6) Treachery: Roman leaders are an exception to some of
9.72. Only Consuls, Dictators or Magister Equitum may attempt
EXAMPLE: A Carthaginian Army with an Efficiency of –2 would add Treachery; proconsuls and praetors may not. In addition, although the
a –2 (same subtracting 2) to the battle roll when attacking and sub- consul/dictator must expend a Guile Point to attempt the Treachery,
tract a –2 (same as adding 2) to the battle roll when defending. he does not get to add it to his die roll. There are no such restrictions
on using Guile Points on the “defense”.
(CR 8.34) Legion Loss Distribution: The Romans treat their entire
DESIGN NOTE: Why not? Well, Roman patricians sort of felt them- say a great deal about Rome ... and Hannibal’s generalship.
selves 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 (CR 10.11) The Roman player raises (or reinforces) Legions through
decided to throw away the book, too. the Senate. Legions are raised, mostly, in the Strategic Decision
Phase either during the Election Segment (B/4) and/or the Force
Neither Rome nor Carthage may ever be taken by Treachery. Increase Determination Segment (B/6). Raising units in this segment
is not an Operation and does not require the presence of any leader.
(CR 9.74) Fleets In Port when a city Surrenders remain in the hex During that Phase, the Roman Player must decide whether to:
but are no longer In Port.
• Raise more land units, or
(CR 9.8) Gallic Looting: Any force that contains Gauls that captures • Increase (or build) his Navy, or
a city by Attrition, Assault or Treachery (as per 9.81)-even if such • Neither of the above
(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 He cannot do all/both (and see CR 7.72), and his decision is made
then go home. The player rolls the die and compares it to his active secretly by selecting the appropriate marker and holding it in his
leader’s Campaign Rating: closed hand, with both players revealing their decisions at the same
time. The Roman player cannot elect to increase/build his navy if
• if it is the same or lower, nothing happens he successfully raises a Consular Army per CR 10.16.
• 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 (CR 10.12) The Roman Player, in addition to raising land units in
gone home). In addition, any diplomatic benefits normally at- the Strategic Decision Phase, may do so as part of a Consul’s (or a
tributable to winning a siege are lost. 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
If the city falls during a Siege Attrition Phase, the capturing player in Italy (all of Italy east of Gallia Massilia; Sicily is not Italy).
uses his highest ranked leader for the above check. If there is no
senior leader, the capturing player picks the leader of his choice. HISTORICAL NOTE: The Roman player’s historical ability to
increase the size of his legionary armies was almost limitless; the
PLAY NOTE: Despite the rather aggressive actions of such Gauls, only “real” limit is the penury of the Roman Senate and the counter-
the city is not considered Sacked just because the Gauls looted. mix-which is absolute.
(CR 9.9) Garrisons: The Roman player may not use Auxiliary units (CR 10.13) Raising Legions: The Roman player uses the Legion
as part of a garrison unless there is at least an equal number of Legion Request Table to raise Legions during the Force Increase Determina-
SP (whether detached or not) in the city. Units assigned as garrisons tion Segment and for all Manpower Operations. To attempt to Raise
do not count against the force limitations that Roman magistrates legions -or to reinforce depleted legions- the Roman Player notes
have (CR 5.2), as long as they stay inside the city. 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)
Whenever the Roman player disbands Legions (CR 10.18) he must adjustments listed, and sees what he gets. The result is the number
also reduce his garrisons. For each unbesieged City of any size, of new legions raised. All newly raised legions enter play at full
other than Rome, anywhere on the map, that has detached Legion strength with a training level of Recruit. For one legion newly Raised
SP in excess of its IDS, the Roman player must remove the excess. (not reinforced) by the table, the Roman Player may, instead, bring
For Rome, the limit is the size of the Rome Garrison at start of the in a Siege Engine counter; only one such unit may be produced per
scenario, not the IDS. In addition, any detached Legion cavalry are Legion Request die roll.
also removed along with any Auxiliaries in excess of the remain-
ing Legion SP. Legion/cavalry SP that are part of a Legion are not PLAY NOTE: And don’t forget that each legion has contains both a
affected. Roman and Allied component.
(CR 10.14) Raising Reinforcements: The Roman may bring exist-
ing 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 EXAMPLE: The X and XIV Legions have been reduced by battle
(CR 10.1) RAISING LEGIONS to 6 SPs of infantry each. Each legion has also lost one cavalry
HISTORICAL NOTE: Rome’s greatest strength-and the telling fac- SP. The Roman wishes to bring these legions up to strength, so he
tor in the almost all of Republican Rome’s wars-was her seemingly decides to raise reinforcements. He rolls a die, which is adjusted to
unlimited ability to raise troops. No matter how many men she an ‘8’. This means he has available 12 SPs, or 11 Infantry SPs and
lost, she simply raised some more men and came right back. For 1 Cavalry SP. He uses 6 of those infantry SPs to build the X and
example, when Hannibal invaded Italy (218 BC), Rome was fielding XIV RL components up to strength, the remaining 5 infantry SPs to
six legions. By 212, she had 25 (mostly) legions operating, almost raise the AL components up to ‘8’ (the XIV) and full strength (the
a quarter of a million men, even though she lost, perhaps, 50,000+ X). He gives the cavalry SP to any legion of his choice, but only if
legionnaires at Cannae!! Hannibal’s army rarely-if ever-topped needed. If not, treat as an infantry SP.
50,000, and was usually much less. These two, comparative figures
© 2005 GMT Games, LLC
Carthage Scenario Book V2.0 July, 2013 25
(CR 10.15) Auxiliaries: Whenever an adjusted DR of ‘9’ or ‘10’ is trolled or allied Secondary or Major Port to receive reinforcements.
attained on the Legion Request Table, the Roman Player may also Reinforcements that can’t be placed are lost. If Rome is Under Siege
raise one contingent of Auxiliaries. Auxiliaries are light/medium in- when the reinforcements are raised, they must be used to reinforce
fantry troops-archers, slingers, light infantry. All infantry Auxiliaries legions in the city or to augment the Rome garrison; they may not
enter the game as a self-contained contingent of 6 SPs and may be be placed with or allocated to legions outside Rome.
commanded by any magistrate. Auxiliaries available to Rome are
limited to the Sicilian infantry units available in the counter mix. PLAY NOTE: There is no Legate leader counter—just the LAM—
If there are less than 6 SP of Sicilian available, the Roman player which triggers when the reinforcements are added to the targeted
receives no auxiliaries. And see CR 10.25 and 8.34. Legions.
(CR 10.16) The Roman player must attempt to replace the Consular (CR 10.24) Newly raised Siege Engines are placed either in Rome
Army(s) (two legions) of the prior Consul(s) if either/both of those or with any Legion in Roman Italy.
armies were Disbanded (CR 10.18) in the Disband Legions seg- (CR 10.25) Raised Roman Auxiliaries are either placed with any
ment (B/1). The procedure in CR 10.13 is not used in this situation. Legion in Roman Italy, or placed in any city in their home prov-
Instead, as each affected Consul is elected/selected, the Roman ince. If placed in their home province, the units may be moved to a
player rolls for Senate Permission (CR 5.66) to replace the army. If magistrate as part of the Legate LAM (see CR 10.23). Auxiliaries
granted, two new legions are raised and assigned to that magistrate may not be placed in a besieged city unless the city is also either a
as his Consular Army. They are placed per CR 10.2. If the Senate Secondary or Major Port.
refuses, no army is raised. Successfully replacing an army prevents
the Roman player from building Fleets. He may, however, still at-
tempt to raise legions (CR 10.11).
(CR 10.3) LEGION TRAINING
In the Ancient World system, Roman Legions are considered either
(CR 10.17) Legion SPs may never be transferred from one Legion Recruit or Veteran. Newly raised Legions are Recruit. Legions can
to another, or from the RL component to AL component. Legion improve to Veteran via success in combat or through training. Veteran
SPs may be picked up if any of the Legions are under strength, but legions can regress to Recruits through defeats and loss of SPs.
must be evenly divided among the legion components (up to their
(10.31) Training Levels. Legions can have their Training levels
maximum strength) with all Recruit legions receiving the odd SP
raised or lowered, as follows:
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 gar- • If a Roman force wins a Major Victory (see 8.5) in battle the Ro-
rison, however, these SPs must be drawn as evenly as possible from man player may raise the Training Level of any two legions in
all the Legion components present in the force, though a Legion that force. The choice is his.
cannot leave its last SP. • 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.
(CR 10.18) The Roman player may disband legions during the Dis-
band Legions segment (B/1) of the Strategic Decision Phase. Any/all • If a Roman force suffers a Major Defeat (i.e., the enemy wins
legions that are not in a besieged city are eligible. The RL and AL a Major Victory) in battle, all Veteran legions in that force that
components of the legion must be disbanded together if currently in have had the Roman (RL) elements reduced to 5 SPs of Infantry
play. Furthermore, Legions assigned to the prior turn’s Consuls must or less are reduced to Recruit, however, regardless of SP losses,
be disbanded together (in other words the entire Consular Army is at least one RL must be reduced to Recruit.
disbanded). To disband a legion, the player removes the legion/army • If a Roman force suffers a defeat in battle, but not a Major one, the
markers and any remaining SPs from the map/displays. Veteran legion suffering the heaviest losses is reduced to Recruit.
In case of a tie, Roman chooses which one.
(CR 10.2) PLACEMENT OF ROMAN
(10.32) Newly raised Legions that are placed in Rome may be
MANPOWER trained if the Praetor Urbanus is present. At the end of the turn, in
(CR 10.21) Newly-raised legions (both components) may be placed
the Legion/Crew Training Segment (G/3), the Roman player rolls
in Rome or in any Roman-controlled city in a Roman-controlled
the die for up to two newly-raised Legions that have not moved out
province in Roman Italy. Alternatively, the newly raised legion
of Rome. If the die roll is a 7 or more, the legion is now Veteran;
components may instead be placed separately: the AL component
otherwise, it stays Recruit. If the Praetor Urbanus leaves Rome after
may be placed in any Roman controlled city in any Roman-controlled
the legions are placed, no training occurs.
province on the map, while the RL is limited to Roman Italy. Newly-
raised legions may not be placed inside a besieged city unless the
city is also either a Secondary or Major Port. The RL components (CR 10.4) CARTHAGINIAN MANPOWER
may always be placed in Rome even if Rome is Under Siege. HISTORICAL NOTE: Carthage, as a country, did not have anywhere
near the indigenous (and citizen) wells of manpower that Rome had.
(CR 10.22) Reinforcements (see CR 10.14) for legions within Ro- Carthage’s own manpower base was about 3-400,000 Carthaginian
man Italy are placed with those legions when raised. For legions citizens, half of whom were female. Therefore, most of the troops
outside Roman Italy, the Roman player places SP markers next to raised by Carthage were mercenary (from Europe) or provided by
the corresponding legion box on the Legion Force display that will (often uneasy) alliance (Libya and Numidia).
receive the reinforcements and places the Legate LAM into the Pool.
These reinforcements are incorporated into the targeted legions dur- (CR 10.41) Carthage raises Manpower in the Force Increase De-
ing the Operations Phase when the Legate LAM is drawn. termination segment (B/6), with some minor ability to raise troops
during the Operations Phase (La Patrie en danger, and all that; see
(CR 10.23) Reinforcements may not be placed with a legion in a CR 10.45). The sources of manpower for Carthage’s armies are
Besieged city unless that city is also either a Secondary or Major listed in the Carthaginian Manpower Table. The ability to raise
Port. Legions outside Roman Italy must be in a province with a con-
© 2005 GMT Games, LLC
26 Carthage Scenario Book V2.0 July, 2013
manpower is dependent on the Political Climate. To raise manpower, gin, or in any Secondary or Major Port controlled by Carthage, or
the Carthaginian player selects one of the lettered groups, rolls a with an existing army in a province that has a Carthaginian/Allied
die, and applies any applicable modifiers as listed on the table. He controlled Secondary or Major Port. The province of origin for
receives SPs from each contingent in the group corresponding to the Ligurians is Liguria (which includes both Taurini and Frini-
the modified die result. This process is repeated for other groups ates per the PIC); for the Gauls it is Gallia Massilia; the Iberians
allowed by the current Political Climate. The Carthaginian player and Celtiberians have no province of origin in play. Note that the
is not required to take all of the resultant SPs, nor is he required Carthaginian player need not control or have an Allied port in the
to make all allowable die rolls. Note that there are some scenario province of origin to receive Mercenaries
restrictions and limits on total manpower as given in CR 10.46 and • Siege Engine: Placed with an existing Army (but see below).
CR 10.47. In addition, the Carthaginian player may exchange 20
infantry SPs of any type for one Siege Engine. No more than one If any Mercenaries are placed outside their province of origin (for the
Siege Engine per Phase may be raised. Iberians/Celtiberians this is the only way they can enter play), and/or
Allies outside of Carthage, the Carthaginian Overall Commander
The Carthaginian player’s ability to raise manpower is further re- loses one LAM for that turn. Citizens and Allies may be placed inside
stricted by its current Political Climate as follows: Carthage regardless of any siege. Mercenaries and Allies may be
• Cautious: May not form any new armies but may reinforce placed in a besieged Secondary or Major port city.
existing armies for losses that occurred in the previous turn
(maximum), to the extent that he can raise such troops. EXAMPLE: The Carthaginian player has raised mercenaries from
Groups C and D. His Overall Commander will have one less LAM
• All other Climates: May either form one army OR may rein- since the Group C reinforcements must be placed in a Secondary
force existing armies for losses that occurred in the previous turn or Major Port controlled by Carthage. He will do likewise with his
(maximum). Group D reinforcements to avoid having to move them during the
When reinforcing armies, the Carthaginian player may use any Operations Phase.
type/contingent for the replacement SPs. The only restriction is that
(CR 10.44) Restrictions on Location Use:
the total reinforcement SPs for an army can’t exceed the previous
turn’s losses for that army. • Carthaginian infantry and cavalry may never leave Africa.
• Libyan units may not be placed or used south/southeast of
EXAMPLE: The Political Climate is Alert. The Carthaginian Carthage’s Ditch Boundary
player decides to raise troops from Group B and D. For Group B • Numidian units may never be placed, or used, in Numidia, regard-
he rolls a 5, and since he built Fleets last turn (–2), the result is a less of what Carthage controls.
3. He receives 5 Numidian infantry SPs, 10 elite Numidian cavalry
• Mauritanians may not be deployed in any of the Mauritanian
SPs, 10 Libyan infantry SPs, and 5 Mauritanian infantry SPs. He
provinces.
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 • Mercenaries may not be deployed, except for initial placement,
Ligurian infantry SPs. These troops are placed per CR 10.43 below. in the province/area in which they were raised.
Alternatively, the Carthaginian player may exchange any 20 SPs • A Siege Engine must always be part of an Army. An Army can
raised for one Siege Engine. only have one Siege Engine assigned.
PLAY NOTE: The Carthaginian player may place any unused HISTORICAL NOTE: The Carthaginians made it a practice to rarely,
counter (s) (squadrons preferred) next to the army box on the Army if ever, use troops in the lands from which they came, for fear of
Display to keep tabs on the losses for that army. revolt. They kept most of the citizen troops home.
(CR 10.42) Carthage raises three types of units: (CR 10.45) The Carthaginians may raise troops during an Operations
• Citizens: enlisted from the indigenous Carthaginian population Phase with a Manpower Operation only when the Political Climate is
and including all Elephants Aggressive. These troops, when raised, must be placed in Carthage
(city), and only an Overall Commander who is actually inside the
• Allies: levied from Libya, Numidia and/or Mauretania unless the city of Carthage may conduct the Manpower Operation.
Allied nationality is in revolt (see Auguries Chart).
• Mercenaries: hired from Iberian, Celtiberian and Gallic tribes (CR 10.46) Total Manpower Restrictions: There may never be
in Hispania and Gaul, plus, where applicable, the Italiot (Greek- more than 50 SPs of Citizen units—infantry and/or cavalry (not
based Italian areas) of Italy, such as Bruttium. Mercenaries may Elephants)—in play at any one time.
be raised only in the Strategic Decision Phase; they may never
(CR 10.47) Manpower Maximums: The manpower pool for Car-
be raised during an Operations Phase.
thage was nowhere near that of Rome, even over the two decades
PLAY NOTE: The types of units have nothing to do with their combat each of the Punic wars raged. The number of Carthaginian citizens
abilities, except where noted as Elite. Their type does determine their was far less than that of Rome, her allies were helpful (when they
ease in raising and the location of their posting. were cooperating), and the Carthaginian Senate was not enthusias-
tic about paying mercenaries. To reflect this, each of the scenarios
(CR 10.43) Placement of Troops:
has Manpower maximums, reflected by the Manpower Maximum
• Citizens: Placed inside the city of Carthage, or with an existing
Table and the use of the Manpower Usage Tracks to keep track of
army in Africa, when raised.
the dwindling supply. Carthage may never use—total, throughout
• Allies: Placed inside the city of Carthage, or with an existing army the length of the scenario and this includes troops deployed at
in a province that has a Carthaginian/Allied controlled Secondary start—more SPs in each category (Libyans, Gauls, etc) than are
or Major Port, when raised. listed on the Table. SP expended to bring on a Siege Engine are not
• Mercenaries: Placed inside any Port City in their province of ori- counted against the limits.
HISTORICAL NOTE: While the totality of this rule is historical, • was under the command of the same leader throughout the previ-
actual population numbers are especially difficult to come by, even ous game turn, and
for the Carthaginians. Our maximums are based on what seem to be • was not Useless at any time in the previous game turn, increases
the numbers used during the actual wars, adjusted for playability, its efficiency Rating by one (to a maximum of +3).
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 (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
war as a ceiling guide.
minimum rating of –3. This case applies to a replacement leader.
(CR 10.48) Forming Armies: The Carthaginian player may form There is no change when a Wounded leader returns via CR 8.62.
armies whenever he raises manpower, subject to the restrictions of
(CR 10.55) Except for Useless status, an Army’s Efficiency rating
the current Political Climate. To form an army, the Carthaginian
is not affected by Battle results.
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 Com- (CR 10.56) The Carthaginian player cannot combine Armies or
mander (CR 5.74). The new army starts with an Army Efficiency transfer SPs from one army to another. This applies even if an
Rating of –3 (CR 10.52). Once formed, an Army remains in play Army has no Commander. A Carthaginian Army commander may
until Disbanded (CR 5.73) or has had its last SP eliminated. An drop off units as city garrisons, but only if there is no other Army
Army can be reinforced by adding units that are not part of another inside the city. A commander may pick up units that are not part of
army (but see CR 10.57 for the impact on that Army’s Efficiency), another Army (garrisons, reinforcements, etc) subject to the penalties
and units can be detached as garrisons. An army cannot detach its described in CR 10.57 below.
last SP unless it Disbands.
(CR 10.57) The Carthaginian player may increase an Army’s
(CR 10.5) CARTHAGINIAN ARMY strength by adding units that are not part of another Army (reinforce-
ments, garrisons, etc) up to one-half of its strength in SPs, without
EFFICIENCY penalty. If the number added is more than one-half but less than the
HISTORICAL NOTE: Except for some units—Numidian cavalry,
current Army size, the Army Efficiency is reduced by one (–1). If
the local Carthaginian phalanx, etc.—most of the mercenary-raised
the number added is equal to or greater than the current Army size,
units were not of good quality when initially raised. The Carthag-
the Army Efficiency Rating is reduced by two (–2). Carthaginian
inian command system, though, had one major benefit the Roman
citizen units and Elite units of any nationality may be added without
system did not have: Carthaginian Commanders tended to stay in penalty and are not considered in the above calculation. The Army
command, and the longer they did this, the better that leader’s army Efficiency rating is adjusted at the end of the Operations Phase
became, for reasons that had much to do with allegiance and other counting for all SP added during that Phase.
aspects of command longevity.
PLAY NOTE: For this rule, the term “Army” is defined by the com-
(CR 10.51) Every Carthaginian Army, through its Commander, has mander. If a Commander changes command to another Army, it is
an Army Efficiency rating, a number ranging from –3 (poor) to +3 as if he were a new commander.
(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 (CR 12.0) DIPLOMACY
as adding it. If more than one Army is involved in a Battle, use the The Ancient World Diplomacy rules are not used in any Carthage
lowest rating. scenario. The alignment of the non-Roman and non-Carthaginian
areas remained stable during the period covered, except when an area
EXAMPLE: Hanno the Great (1P-13) starts the Mercenary War was occupied militarily. Thus, the Alliances when listed on Provin-
scenario with an Army Efficiency of –1. When Hanno and is Army cial Information Chart or otherwise specified in the scenario rules
is used in an Attack, one is subtracted from the Battle die roll, when remain in place unless the military situation changes or by special
defending, one is added to the die roll. rule (e. g. Syracuse in the two 1st Punic War scenarios).
(CR 10.52) Armies that start the game deployed are given an Ef- PLAY NOTE: Therefore, the leaders used in this war do not have
ficiency rating. All newly raised Armies start with an Efficiency Diplomacy ratings.
of –3.
(CR 10.53) During the Carthaginian Army Efficiency segment (A/2),
every Carthaginian Army in play that:
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 mili- Mercenaries
tary routines and finish in one sitting. There are no elections, no po-
litical problems, no raising of troops ... just moving and fighting. Hex/City Units
Sicca Veneria [Cr-2936] Spendius, Matho, Antaritus; 12 SP
HISTORICAL BACKGROUND Libyan Infantry, 5 SP Iberian Infantry,
With the 1st Punic War over, Carthage found itself with a large 3 SP Gallic Infantry, 3 SP Ligurian
group of mercenaries who wanted to get paid. Gisgo, garrison Infantry, 1 SP Greek (Sicilian) Infan-
commander at Lilybaeum passed the Punic buck and sent them all try
to Africa, where Hanno (which Hanno is never clear), gave them Initial Siege Capability Rating: –3.
all a pittance and shipped them to Sicca, a Carthaginian outpost on
The Mercenaries have no Overall Commander.
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 Carthaginians
style, and started to lay waster to Carthage itself, grabbing a series Hex/City Units
of towns and, swollen by 20,000 Libyan volunteers, obviously not
overly happy with Carthaginian rule, took Tunes and looked ready Carthage [Cr-3028] Hanno (the Great) [1P-13] OC,
to invest Carthage itself. [Army I, Efficiency Rating: –1];
15 SP Carthaginian Infantry, 10 SP
Then the Carthaginians got their act together. Under Hanno they Ligurian Infantry; 5 SP Iberian Infan-
gathered one army of 10,000, with 100 elephants, while Hamilcar try, 5 SP Carthaginian Cavalry, 5 SP
Barca (Hannibal’s father) returned from overseas with a second Numidian Cavalry; 10 SP Elephants
army, mostly cavalry, and even more elephants. When Naravas, a
Numidian chieftain arrived with even more cavalry, it was just a Initial Siege Capability Rating: –2.
matter of time—granted a brutal and unforgiving time, with much Hanno and Hamilcar are Army Commanders. Hanno is the Over-
crucifixion on both sides—before the veteran Carthaginians isolated all Commander until Hamilcar Barca arrives; see Carthaginian
the mercenaries, cut them off and finally defeated them. Political rules, below.
It was neither pretty, nor honorable. (We did get a rather florid STARTING THE GAME
novel by Gustav Flaubert, of “Madame Bovary” fame, from it:
“Salammbo”.) First Turn LAM Pool
The Mercenary Player receives 1 LAM for each of his three leaders.
GAME LENGTH AND PLAY BALANCE The Carthaginian player receives 1 LAM for Hanno. None of the
Five Turns: from 241 BC to 237 BC. Balance is weighted towards three Siege Attrition LAMS are available on the first turn.
Carthage, as they have more manpower and, eventually, a tremen-
dous advantage in cavalry. 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
MAPS in this scenario.
The game uses the Carthage Map
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 fam-
AGATHOCLES
ily is in power using the Carthaginian Family Power Determination The First Invasion of Carthage, 311 BC
Table. Depending on who is in power, either Hanno (Magonids) or
SCENARIO COMPLEXITY LEVEL: 5
Hamilcar (Barcas) will be Overall Commander.
CARTHAGINIAN ARMY EFFICIENCY HISTORICAL BACKGROUND
A Carthaginian’s Army Efficiency rating may be increased by one at Carthage had spend many years trying to balance the situation in Sic-
the start of the After Battle Status segment (G/4) if the requirements ily between her focus of power, in the western half of the island, and
of CR 10.53, second bullet item, are met. Naravas’ Army Efficiency the rival , Greek-based, city-states in the east, especially Syracuse
rating may not be increased. and her penchant for tyrants, a form of rule viewed suspiciously by
the Carthaginians.
CARTHAGINIAN COMMAND
The three Carthaginian Army Commanders can only conduct Opera- In 318 BC, Syracuse found itself under the leadership of an ambitious
tions, Interceptions and Avoidance with the units in their army. They tyrant, Agathocles, who immediately started to attempt to expand
may attempt to Coordinate with another Army. However, Hanno and his power in Sicily. His attack on Agrigentum (Acragas) brought a
Hamilcar can include Naravas and his Numidians as part of his force Carthaginian reaction. The Carthaginians had mostly garrison-level
for performing the above operations. Furthermore, the Carthaginian forces in western Sicily, but, foreseeing possible “balance of power’
Overall Commander can include the other Carthaginian commander problems here, she sent Hamilcar, son of Gisgo (one of many with
and his Army as part of a force conducting Operations, etc. that name, to be sure), to Sicily with a small army, which was im-
mediately swelled by troops from the Carthaginians allies.
MERCENARY COMMAND
The Mercenary player does not use assigned armies nor does he Agathocles, soon backed into Syracuse, decided on an interesting
permanently assign troops to his leaders. The Mercenary player strategy. To ease pressure on his city, he invaded Africa. With about
forms forces from SPs in the same hex per the standard rules. The 15,000 men, he landed on Cape Bon (I-5834), burnt his ships (to
may reassign a leader acting as Admiral to fill an Army Commander the total equally between the two groups). These troops are placed
role as needed. either in Syracusa or with Agathocles, if he is in Sicily.
If a Carthaginian leader becomes unassigned (Recalled, Army Dis- 3. Libyans. Syracuse receives 2 SPs Libyan Infantry for each city
banded, etc), he is placed in Carthage and may be appointed again in Carthage/Tripolitana province they control, except for Carthage,
should the need arise. Tunis and/or Utica. These troops are placed with Agathocles, if he is
in Africa (see, however, the Augury for Libyan Mutiny). For every
In any turn after one in which a Carthaginian commander is killed 6 Infantry SPs so raised in one Force Determination Phase, one of
(regardless how), the Carthaginian player receives two additional those SP may be Libyan cavalry. The Syracusan player receives
commanders: Hanno (1P-14) and Himilco (1P-16). They are placed Libyan reinforcements only if Agathocles is in Africa.
in Carthage and are available for assignment in the next Force
Determination phase. The Syracusan player may also receive Egyptian reinforcements
via Augury event #1.
CARTHAGINIAN COMMAND
A Carthaginian Army Commander can only conduct Operations, CARTHAGINIAN MANPOWER
Interceptions and Avoidance with the units in his army. He may, The Carthaginian player uses the Carthaginian Manpower rules (CR
however, attempt to Coordinate with another Army. The one excep- 10.4) with the following exceptions:
tion is that the Carthaginian Overall Commander can include other • Numidians and Mauritanians cannot be raised
Carthaginian Army Commanders and their armies as part of a force
conducting Operations, Interceptions, and Avoidance. • Add one (+1) for any die roll for Group A
• Subtract one (–1) from any die roll for groups C and D.
An unassigned Carthaginian leader cannot conduct Operations with
any units, except to lead a Sally or an Attack with a garrison Under • All non-African troops are placed in any Carthaginian-held port
Siege. He may not use Interception or Avoidance but may use Co- in Africa. There is no LAM cost to do so.
ordination with an attacking Relief force if Under Siege. The 1st Punic War manpower limits apply to this scenario.
Rome [It-3714] 5 SP Legion Infantry,Praetor Urbanus [d] Initial Siege Capability Rating: –2.
Crew Ratings: 3.
In any Large and/or 5 SP Legion Infantry [e]
Medium City in The Carthaginian Political Climate is Cautious, and the Magonids
Roman Italy are the Family in Power.
All Legions are Recruit and include both the RL and AL compo- Hanno and Gisgo are Army Commanders. Hanno is the Overall
nents both at full strength (see CR 2.2). Commander. Hannibal is an Admiral.
a = Claudius Caudex is the Rome Consul and has Legions I and II for his All Carthaginian Squadrons are Quinqueremes.
Imperium. He has permission from the Senate to leave Roman Italy.
b = Fulvius Flaccus is the Field Consul Claudius and has Legions II and Numidians
IV for his Imperium. Etruria is his assigned province. Hex/City Units
c = These are squadrons of Triremes provided by Rome’s Allies.
Cirta [Cr-2341] 10 SP Numidian Infantry
d = Randomly draw a leader from the magistrate pool
These units may not be controlled, or moved, by either player.
e = These may be spread around the chosen cities as desired They are there simply to garrison the Numidian “capital”. Cirta
Initial Siege Capability Rating: –3. wasn’t so much a city of any size, but it was built in a relatively
Crew Ratings: 2 difficult (militarily) position to take.
Carthaginians Syracusans
Hex/City Units Hex/City Units
Carthage [Cr-3028] Gisgo [1P-5], [Army II, Efficiency Syracusa [It-6419] Hiero [Syracuse Army I]; 20 SP Syracusan
Rating: –1]; 15 SP Carthaginian In- Infantry, 7 SP Syracusan Cavalry (Elite); 1
fantry; 5 SP Carthaginian Cavalry; 2 Squadron (Triremes), 1 Squadron (Quin-
Squadrons [Fleet II], Duumvir queremes) [a] [Syracuse Fleet I]
Tacape [Cr-4237] 1 SP Numidian Infantry In any city(ies)
Thugga [Cr-2933] 1 SP Libyan Infantry w/I 4 hexes
Musti [Cr-3035] 1 SP Libyan Infantry of Syracusa [b] 3 SP Syracusan infantry (total)
Hippo Diarryhtus [Cr-2829] 2 SP Carthaginian Infantry; 1 Squad- Initial Siege Capability Rating: –1.
ron [Fleet III], Duumvir Crew Ratings: 2
Utica [Cr-2928] 2 SP Carthaginian Infantry; 1 Squad- a = There is no indication that Syracuse ever used her fleet, which could be
ron [Fleet IV], Duumvir 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,
Thabraca [Cr-2533] 1 SP Libyan Infantry non-existent we have given her a nominal number of squadrons.
Sicca Veneria [Cr-2936] 1 SP Libyan Infantry 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 Mamertines
V], Duumvir Hex/City Units
Lilybaeum [It-5526] Hanno [1P-12] [a], OC, [Army I, Effi- Messana [It-5915] 4 SP Mamertine Infantry
ciency Rating: 0]; 8 SP Libyan Infan-
try, 8 SP Gallic Infantry, 2 SP Numid- The Mamertines are not a Power. They cannot raise troops and they
ian Infantry, 2 SP Iberian Cavalry; 1 move only when with a leader of the Roman player. They cannot be
Squadron [Fleet VI], Duumvir replaced or reinforced. No City Militia are placed when Messana
is placed Under Siege if occupied exclusively by Mamertine SP.
Massilia [It-1629] 2 SP Iberian Infantry (Massilia gar-
rison) [b] MANPOWER TRACKS
Genua [It-1717] 2 SP Ligurian Infantry (Genua garrison) Place the appropriate markers on the Manpower Track for each
[b]
contingent using the 1st Punic War Carthaginian Manpower Totals
Lipara [It-5616] Hannibal [1P-8] [c]; 1 Squadron [Fleet given on the chart. Deduct 19 Carthaginian Infantry, 5 Carthaginian
I] Cavalry, 15 Libyan Infantry, 10 Gaul Infantry, 3 Numidian Infantry,
2 Iberian Infantry, and 2 Iberian Cavalry for the starting forces.
[It-5915] 1 Squadron [Fleet VII], Duumvir
Drepanum [It-5326] 1 SP Libyan Infantry STARTING THE GAME
Panormus [It-5423] 1 SP Libyan Infantry Roman leaders numbered 301 through 340 are place in the Magistrate
pool. Carthaginians leaders numbered 1P1-1P16 are placed in the
Agrigentum [It-5923] 1 SP Libyan Infantry
Carthaginian leader pool.
a = Son of Hamilcar
b = these are allied garrisons and can never leave the city.
Syracuse may never have more than 30 SP of Infantry and 10 SP END OF GAME VICTORY
of cavalry in play at any one time.
If there is no Automatic Victory, the winner is determined at the
end of the 241 BC Game-Turn.
NUMIDIA
Carthage’s relationship with her western neighbor, Numidia, was, Victory points are awarded for Land and/or Naval control. It is pos-
at best, dichotomous and uneasy, and, more often than not, outright sible to have one and not the other, even though mutual objectives
contentious. Carthage coveted Numidia’s elite cavalry, the finest from both are held. Players total the Victory Points each has at that
in the Mediterranean, along with her light infantry, and these two time for controlling the following. High total wins.
groups were often raised, as “allies”, for Carthage’s armies. How-
ever, Carthage sporadically attempted to increase her borders, if not Land Objectives
her sphere of control, at the expense of Numidia. Even as she was Objective Victory Points
fighting Rome, Carthage did not abandon her designs to the west.
Syracusa [a] 10
Carthage gets Victory Points for occupying Numidian cities (see West Sicily [b] 10
below). Numidia has a garrison force in Cirta which can never be
moved from the city, nor is it considered with regards to Manpower Sardinia [c] 7
Maximums. As an exception to the rules on allied controlled cit- East Sicily [d] 5
ies, the Cirta garrison is not allied to Carthage, and Cirta cannot be Corsica 4
entered by a Carthaginian units. However, Cirta can be attacked by
the Carthaginian player. Attacking Cirta has no effect on the overall In addition, Carthage gets 2 VP for each city in Numidia she con-
alliance though occupying Numidian cities has an adverse effect on trols.
raising Numidian troops and provides the opportunity for revolts
a = Syracusa must be occupied exclusively by the player’s units to qualify
due to the Augury table.
as controlled for purposes of victory.
For each Numidian city controlled by Carthage, subtract two (–2) b = A player controls West Sicily for victory purposes when he controls
from any manpower die roll as it applies to Numidia (but not other all its Medium cities.
provinces in her Group). The Carthaginian player must occupy a c = Sardinia is treated as a single province for the purposes of determin-
Small city with at least 1 SP of infantry (other than Numidians) to ing control
gain and retain control.
d = A player controls East Sicily for victory purposes when he controls all
PLAY NOTE: Thabraca is considered part of Carthage. non Allied cities in that province.
Sardinia, Lipara, and Melita begin the scenario militarily controlled
HISTORICAL NOTE #1: There were virtually no Numidian units by Carthage and thus Carthage starts the game with the VP where
at the Battle of Bagradas Plains, the (then decisive) land battle in applicable. To garner the VP for Corsica, the Carthaginian player
Carthage during the war. must gain military control over the province.
HISTORICAL NOTE #2: Carthage didn’t seem that interested in
extending her eastern borders, into Libya/Tripolitana, although, Naval Objectives
every once in a while, Libyans would raid into the easternmost Players gain Naval Objectives by controlling Naval Areas
Carthaginian territories. Naval Area Carthage VP Roman VP
VICTORY Mare Gallicum 2 4
AUTOMATIC VICTORY Mare Sardoum 1 2
Automatic Victory starts to take effect with the 260 BC Turn. There Mare Ligusticum 3 3
is no Auto Victory in any turn before that. There are several ways
to win an Automatic Victory. Automatic Victory is assessed in the Mare Tyrrhenum 9 4
Victory Deternination segment (G/5). Mare Ionium 5 5
• Carthaginian Land Victory: Carthage controls any one Large Mare Africum 3 7
city, or any two Medium cities in Roman Italy. Fretum Siculi 3 1
• Roman Land Victory: Rome controls the city of Carthage.
What Qualifies as Naval Control?
• Either Player Automatically Wins: If he has military control of A player controls the following seas if the listed port cities are
the provinces Corsica and Sardinia, AND control of the following controlled or allied to that player:
cities: Messana, Agrigentum, Panormus, Drepanum, Lilybaeum,
Lipara, and Melita. In addition, the player not allied to Syracuse, Gallicum: Massilia [It-1629]
must control Syracusa. The player allied to Syracuse cannot Sardoum: Tharros [It-4033], Urcinium [IT-2826]
automatically win if the oppsoing player controls Syracusa. Ligusticum: Genua [It-1717], Pisae [It-2315]
• Naval Power Victory: Either player wins if has a non-allied Tyrrenhum: Ostia [It-3715], Olbia [It-3326, Neapolis [It-4512],
Squadron In Port in each of the following: Syracusa, Lilybaeum, Panormus [It-5423], Lipara Ins [It-5616].
Drepanum, Panormus, Messana, Utica, Hippo Regius, Hippo
Diarryhtus, and Caralis. Ionium: Tarentum [It-5405], Syracusa [It-6419]
Africum: Drepanum [It-5326], Lilybaeum [It-5526], Melita [It-
6725], Hippo Diarryhtus [Cr-2829]
Fretum Siculi: Messana [It-5915] and Rhegium [It-6015]
Place the Roman Siege Capability marker in the –3 box on the The Carthaginian player goes first and can choose his initial LAM.
Carthaginian City/Port Display. He decides to lead off with the Hiero LAM.
Campaign Sequence:
Hiero LAM: Hiero [CR-7, C] leaves a 2i garrison in
Carthaginian Duumvir LAM: Duumvir (CR=5, E)
Syracusa and moves to Messana (Syracusan forces do
not suffer attrition) and Stops. Rolls for Continuation • Fleet VII at Messana stays put to contest further crossings and
(DR=4, Yes), and places Messana Under Siege. Place aid the Siege.
an Under Siege Marker on Hiero’s force and place a Roman control • Fleet IV at Utica moves to Paestum (It-4911) [40 DP, divided by
marker on the Mamertines to indicate that they are Inside the City. 10]. Distance effects (DR=2, +4 DRM, No Effect]. The Carthag-
No Continuation roll (Auto FINISH). By the scenario special rule, inian player would like to conduct a Raid, so there will be no –1
since only Mamertine SP are present, no City Militia were placed DRM to the Continuation roll (DR=8, Finished)
when Messana was put Under Siege.
• Fleet III at Hippo Diarryhtus heads north with the intent of raid-
ing along the coast of Southern Etruria. The Fleet first Stops at
Caralis [24 DP, +2 DRM, DR=3, No Effect]. Continuation roll
Consul LAM: Fulvius [CR-5, D] is selected and wants (DR=6, –1 DRM because it’s a Move operation, Yes). The Fleet
to leave Etruria. Fulvius requests Senate Permission to moves to Cosa (It-3116) using all Coastal/Sea Lane hexes [31 DP,
leave Etruria (DR=5, –1 Field Consul, +1 no enemy in +3 DRM, DR=3, No Effect]. The Carthaginian player would like
Roman Italy), Granted so Continuation is Automatic. to conduct a Raid. Continuation roll [DR=6, Finished]
Fulvius moves to Rhegium and Stops Inside the City. AP count is:
• Fleet II at Carthage stays put
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 • Fleet VI at Lilybaeum stays put
dropped to 4 AP. Note: The C Roads do not exist in this scenario • Fleet V at Caralis stays put
and the province cost is halved for Romans traveling in Roman Italy.
The adjusted strength point total for Fulvius’ force is 52 (36i; 8c Augury LAM: Dice Roll 33 Revolt of the Falisci.
- cavalry are doubled). The ALP loss is 2 SPs. The Roman player The Roman player decides to send Legion IV from
decides to remove 1i from each AL legion. Continuation roll (DR=0, the Consular Army II. Legion IV moves to Tarquini
Yes). Fulvius now attempts to cross the Straits of Messana. Fulvius (It-3315) [AP 6.5, 17i+4c=25, 1 ALP]. Legion IV
attaches the Duumvir and his Fleet and makes the crossing. The loses 1i from RL IV to satisfy the loss. Per the event,
Carthaginian player decides to Intercept with Duumvir led Fleet VII the Roman player rolls (DR=4, No loss). Note that Legion IV is still
at Messana (DR=5, Success). The Roman player decides to return considered part of Consular Army II.
Fulvius to Rhegium rather than risk a fight and try again. However,
Hanno LAM: Hanno (CR=5, C) leaves 4i Libyan in
a Continuation roll (DR=7, Finished) for Fulvius ends his Phase.
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. Continu-
ation roll [DR=4, Yes]. ). The Carthaginian player decides to conduct
an Assault. Since Hanno is the Overall Commander, he can use the
Syracusan troops in the Assault Operation. The SADS is 12 [4i x 3 • 0 Combat Ratio Adjustment (Roman 36i+2i, 8c=44 SPs; Carthage
IDS]. Hanno will use 18i Syracusan, 4i Libyan, and 2i Numidian 12i, 2c+12i, 7c=33 SPs)
infantry (can’t trust those Gauls). Assault DRM: +2 only Fleet in • –1 Elite Syracuse cavalry
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 • 0 Cavalry Differential (Carthage 2c+7c=9; Roman 8c)
5 is required, so the Assault Fails. The Carthaginians lose [DR=4, • 0 Army Efficiency
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, The Battle ends in a Draw (DR=3, +1) with both sides losing 15%.
+1 DRM, DR=3, No Effect]. Continuation roll [DR=8, 0 DRM, The Romans lose 5 SPs Legion infantry and 1 SP Legion cavalry
Finished] 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 Carthag-
inians 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 11i+6c, Carthage 9i+2c] 36 SP, the be-
sieged have [Romans 31i+7c, Mamertines 2i] 47 SP.
Carthage Attrition roll [DR=5, –1 Flat, 4] results in 2
Siege Attrition LAM: The besieging force has SP loss taken again from the Syracusan foot. The Roman Attrition
[Syracuse 15i+7c, Carthage 12i+2c] 45 SP for attrition roll [DR=2, 0 DRM, 2] results in a 3 SP loss. The Roman player
purposes while the Mamertines have 3 SP. Carthage eliminates the remaining 2i of Mamertines and 1i from the I AL.
Attrition roll [DR=5, –1 Flat] results in 3 SP loss and Note that the presence of the Roman Fleet neutralized the adverse
the player chooses to eliminate 3i from the Syracusan contingent attrition modifier.
Mamertine roll [DR=3, +3 enemy Fleet] results in 1i loss.
Consul LAM: Claudius (CR=6, D) decides to take
End Turn Phase
Inertia Attrition: All forces that remained in the same province
his army [36i, 8c] across the Straits of Messana to at-
(other than those besieging Messana and they are exempt) are in
tempt to lift the siege of Messana. The Carthaginian
cities that mitigate the impact. No losses.
Duumvir leading Fleet VII Intercepts [DR=5] and
Claudius returns to Rhegium. He will try again. Continuation roll Devastation: Neither player decided to Devastate this turn.
(DR=6, Yes). So its back to Messana again. The Duumvir attempts
to Intercept [DR=7] and Fails. The Consul Claudius enters Messana. Fleet Return to Port:
Wishing to lift the Siege, Claudius rolls to Continue (DR=2, Yes) • Hannibal moves Carthaginian Fleet I to Lipara [3 DP, Dice
and announces an Attack operation. The Carthaginians cannot use Roll=02]. Hannibal and his Fleet are lost in a storm and elimi-
Avoidance since they are besieging the city, so the battle for Mes- nated!
sana is on. The Battle DRMs are as follows: • Carthaginian Fleet IV moves to Lipari [3 DP, Dice Roll=46] Safe
In Port
• +2 Leader Tactical Ability (Claudius D, DR=9, Result 6; Hanno
C, DR=2, Result 4) • 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.
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 Campaign Sequence:
with the Consular Army I in Messana. Hanno (1P-14) LAM: Hanno (CR=6) Naval Transports III Army
• Field Consul: M. Fabius (#331, CR=6, LAM=1, to Lilybaeum [11 DP, DR=1, +1, No Effect]. Continue [DR=8,
BR=E). The Roman player places Fabius with the Finished].
Legion IV in Tarquini. He is assigned Sicily as his
province. Note that even though the two legions of Siege Attrition:
Consular Army II are in different locations, they Rome [30i, 7c or 44 SP, DR=3, –3 DRM for friendly Fleet, 2 SP
are still part of that army. Fabius could be placed loss]. The Roman player removes 2 SP of Legion infantry.
in either hex. Carthage [9i+2c] and Syracuse [9i+6c] or 34 SP, DR=7, –1 Flat,
• Praetor Urbanus: The Roman player draws Cardicius (#318) 3 SP loss]. The Carthaginian player removes another 3 SP of Syra-
cusan foot.
Carthaginian Political Climate: Carthaginian Duumvir LAM: Duumvir (CR=5)
• 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 • Fleet III [1s] at Aleria stays put
(Magonids in power) for a net –2 [2+ –4]. The Magonids stay in • Fleet IV [1s] at Lipari moves to Messana [3 DP, DR=7, 0 DRM,
power. No Effect] to blockade the Port. The Roman Fleet in Messana
• Political Climate: The Carthaginian player rolls a 9. The die is decides not to Intercept. Pass.
modified by a –2 (no enemy in Africa), –1 (Carthage controls or • Fleet V [1s] at Caralis stays put.
is allied to Sardinia & Corsica, –1 Syracuse allied to Carthage for
• Fleet VII [1s] at Panormus moves to Paestum (It-4911) [21 DP,
a net 5 [9+ –4]. The climate is Interested.
DR=7, +2 DRM, Scattered] to do some raiding. Continue [DR=5,
Yes]. Reform Operation conducted. Continue [DR=2, Yes]. At-
Force Increase Determination: tempt Raid. [DR=1, +1 DRM, Fails]. Continue [DR=4, –1 DRM,
Both players secretly decide not to construct Fleets. Yes]. Move to Tarracina (It-4114) — only one Raid attempt per
Rome: Increases Ostia’s Port Capacity by 5 to 10. The Roman player hex per turn [8 DP, DR=7, No Effect]. Continue [DR=5, Yes].
rolls for Manpower on the Legion Request Table, DR=2. Modifiers Conduct Raid [DR=7, +1 DRM, Success]. Place Raid marker in
include: –3 no enemy in SP Italy; –1 no enemy within 20 hexes of hex. Continue [DR=3, Yes]. Move to Lipari [3 DP, DR=4, No
Rome, for an adjusted DR of –2. No legions are forthcoming. Effect]. Pass.
• Fleet VI [1s] at Lilybaeum moves to Messana [16 DP, DR=5, +1
Carthage: Increases Carthage’s Port Capacity from 18 to 22 (maxi- DRM, No Effect]. No intercept attempt by the Romans. Pass.
mum). The Interested climate allows for an extra army. He creates
Carthaginian Army III and recruits troops from Group B. The DR=7 Hannibal (1P-10) LAM: Hannibal decides to sail
modified by +2 [Climate is Interested] for an adjusted 9. III army will with Fleet II from Carthage to Rhegium [25 DP, +2
consist of the following troops which are placed in the appropriate DRM, DR=7, Scattered) to bottle up the Field Consul
box on the force display: Fabius’ army in that city. The Roman Fleet at Mes-
sana stays in Port. Hannibal plans to Reform his Scattered Fleet ....
Continue (DR=5, Fails) so remains Scattered.
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 Syra-
cusan foot. Hanno moves to Panomus.
Augury: Dice Roll=22 Severe Drought In Sicily Consul LAM: Fabius moves his IV Legion from Tarquini to Rhe-
Consul LAM: With the Severe Drought and one more Siege At- gium [No Attrition Loss]. Continue (DR=5, OK). Fabius decides
trition LAM to go, The Roman player decides to give this Phase to attempt to cross the straits of Messana with his army [33i, 8c].
to Furius (CR=5, BR=E) in Messana. He declares an Hannibal’s Scattered Fleet in Rhegium is ignored, but Carthaginian
Attack, Hanno can’t use Avoidance and the battle for Fleets IV and VI with 2 squadrons are blockading Messana. The Car-
Messana is underway. thaginian player decides to Intercept (DR=3, Succeeds). The straight
crossing is considered “land movement”, so the Roman player must
The Battle DRM are as follows: first check for attrition [AP 3 for East Sicily, 49 SP, 1i loss). Fabius
• 0 Leader Tactical Ability (Hanno 1P-12, C, DR=3, Result 4; with the two squadrons for Fleets I and II (all squadrons in either
Furius E, DR=8, Result 4) hex of the strait crossing can participate in the battle) decides to fight
Fabius as Consul will be the Admiral in charge (BR=E).
• +1 Combat Ratio Adjustment (Rome 28 SP; Carthage and Syra-
cuse 17 SP) 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 The Roman Triremes have no effect since the Roman player did not
loses 2i and 1c. He removes the last Syracusan infantry SP and 1 gain tactical superiority.
Libyan infantry SP. The cavalry loss must come from the Syracusan
contingent. The Pursuit & Butchery DR=6, x1 PF=5%] generates The Carthaginians win the naval battle (Carthaginians DR=5, DRM
no additional loss. The Carthaginian player retreats II army and 0; Romans DR=6, DRM+1). The Carthaginians and Romans each
the Syracusan army to Mylae (It-5816, outside the city) and both lose one squadron - the Carthaginians remove Fleet VI, the Romans
are Disorganized. The Roman army is Disrupted. The Leader Loss Fleet I. In addition, the Romans lose 25% of their force! The Romans
checks are Furius [DR=7, OK], Hanno (1P-12) [DR=2 OK], Hiero remove 9i and 2c. The Roman player removes 2i from each legion
[DR 2, OK] Hanno has the potential to be Recalled (DR=4, No Re- component and 1i from II AL. The I AL and II AL each take a 1c
call). Since this was a victory, The I RL is raised to Veteran status. loss. Fabius survives his leader casualty check [MR=8, DR=7].
Furius Continue (DR=7, Finished). 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
Hiero LAM: Hiero finds himself with an army of 5 the even neither player decides retreat. Note that Roman Fleet II is
SP of Elite Syracusan cavalry. With one Siege attrition no longer In Port.
LAM left, the Carthaginian player would have liked
to renew the siege of Messana, but without any foot, 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
Fleet IV at Messana moves to Drepanum [14 P, Dice=18] Safe in Proofreader: Alan Ray
Port Production Coordination: Tony Curtis
Recovery: Producers: Tony Curtis, Andy Lewis, Rodger B. MacGowan,
All Disrupted armies return to normal status. Hiero and his Syra- Mark Simonitch and Gene Billingsley
cusans move from Disorganized to Disrupted.
Victory:
Syracuse is now allied to Rome.
No automatic Victory.
LAM Pool, 3.0[C/1], 5.24, 5.25, 5.26, 5.28, 5.46, 5.78, 7.22, 8.67, Praetor Urbanus, 5.1, 5.25, 5.32, 5.46, 5.63, 10.32
10.22, 10.43 Proconsul, 5.1, 5.21, 5.22, 5.23, 5.29, 5.32, 5.34, 5.43, 5.51, 5.52,
Leader Casualties, 5.47, 5.48, 7.32, 7.44, 7.46; Admirals, 7.24; 5.66, 5.67, 5.68, 7.21, 9.6
Magistrates, 8.34 Prorogue, 3.0[B/2], 5.21, 5.22, 5.23, 5.24, 5.3, 5.31, 5.42. 5.66;
Leader Replacement, 5.74, Magistrates, 8.67 Eligibility, 5.32; Siege, 5.34
Legate LAM, 10.22, 10.25 Province, 5.21, 5.22, 5.23, 5.24, 5.29, 5.41, 5.61, 5.66, 5.73, 6.41,
Legatus Legionis, 5.1; 10.21, 10.44; Home 6.41, 7.51, 10.25; Origin, 10.43
Legion, 2.2, 5.1, 5.32, 5.41, 5.42, 5.46, 5.55, 5.56, 10.22, 10.23, Raid, 3.0[B/7], 7.3, 7.5; Resolution 7.52; Result, 7.53
10.24, 10.25; Components (RL/AL), 10.17, 10.21, 10.31;Elimina- Recovery, 3.0[G/4]
tion, 5.33; Magistrate Assignments, 5.21, 5.22, 5.23, 5.24, 5.29, 8.31, Retreat, 7.44, 7.48
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 Roads, 2.1, 6.41
Libya, 10.44; Contingent, 5.73, 6.41, 10.42 Roman Discipline, 8.31
Liguria, 2.1, Contingent, 10.43 Roman Honor, 8.23
Looting, 9.8 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
Losses, 7.32, 7.33, 7.46, 7.62; Legions, 8.34
Rome (city), 5.25, 5.26, 5.28, 5.46, 5.47, 5.63, 5.66, 9.31, 9.6, 10.21,
Magister Equitum (ME), 5.1, 5.26, 5.28, 5.32, 5.42, 5.43, 5.44, 10.23, 10.24, 10.32
5.51, 5.55, 5.61, 5.64
Rome Garrison, 5.1, 5.25, 5.46, 5.63, 5.66, 10.23
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, Rough hex, 6.41
5.68, 7.35; Restrictions, 5.41, 6.58 Sardinia, 2.1
Major Disaster, 7.33, 7.45, 7.75 Scattered, 7.32, 7.34, 7.35, 7.43, 7.62, 7.75, 9.55
Manpower 5.44, 7.16, 7.53; Auxiliaries, 10.15; Carthaginian 10.41, Sicily, 2.1, 5.66, 5.74
10.46, 10.47; Carthaginian Placement, 10.43; Raise Legions, 5.21, Seas, 2.1
5.22, 5.29, 5.64, 10.1, 10.12, 10.13; Reinforcing Legions, 10.14;
Roman Placement, 10.21, 10.22 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,
Mauretania, 6.41, 10.44; Contingent, 5.73, 6.41, 10.42 5.48; Leaving a Province, 5.61, Hot Pursuit, 5.62; Rome, 5.63; Raise
Mercenaries, 5.73, 10.42, 10.43, 10.44 Legions, 5.64, 10.16; Procedure, 5.66
Mortality, 5.79 Sequence of Play, 3.0
Naval Avoidance, 7.42, 7.62 Sicily, 2.1, 10.12
Naval Combat, 7.4, 7.62; Conditions, 7.41; Resolution, 7.45; Win- Siege Assault, 5.47, 5.48, 5.53, 5.55, 5.56, 5.77, 7.43, 9.31, 9.8
ner, 7.47, 7.48; Loser, 7.47, 7.48 Siege Attrition, 3.0[D/2], 5.47, 5.48, 5.56, 5.77, 7.43, 9.55, 9.8
Naval Distance Effects, 7.31, 7.32, 7.33; Distance Points (DP), Siege Engine, 10.13, 10.41, 10.44; Placement, 10.24, 10.43
7.32, 7.33, 7.34, 7.38, 7.48, 7.63, 7.75
Squadron, 2.2, 5.1, 7.11, 7.12, 7.16, 7.17, 7.18, 7.22, 7.34, 7.37,
Naval Interception, 6.38, 7.31, 7.38, 7.39, 7.41, 7.43, 7.65 7.47, 7.52, 7.62; Combat Losses, 7.46; Pick up, 7.31, 7.62, 7.35;
Naval Operations, 7.23, 7.3, 7.37, 7.62; Attack, 7.3, 7.31, 7.38, Drop off, 7.36
7.41, 7.51; Leader Movement, 7.35; Movement, 7.3, 7.31, 7.38, Stop, 5.41, 5.47, 5.62, 5.73, 6.38, 7.31, 7.32, 7.35, 7.38, 7.39, 7.41,
7.39; Reform, 7.3., 7.32, 7.39, 7.62 7.62
Naval Transport, 5.42, 5.76, 6.13, 6.38, 7.3, 7.34, 7.6; Disembark, Straits, 6.38, 7.48, 7.65
7.62, 7.63, 7.64; Embark, 7.61; Operations, 7.62
Strength Ratio, 7.45
Numidia, 10.44; Contingent 5.73, 6.41, 10.42
Supply, 9.55
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, Surrender, 9.74
5.55, 5.62, 5.64, 5.73; Senate Permission, 5.6, 5.61, 5.65; see also Tactical Superiority, 7.45
Naval Operations
Training, 3.0[G/3]; Legions, 5.46, 5.63, 10.3, 10.31, 10.32; Crews,
Overall Commander, 6.13; Roman, 5.44; Carthaginian, 5.74, 5.76, 7.14
5.73, 7.37, 10.43, 10.45;
Treachery, 5.77, 7.43, 9.6, 9.8
Political Climate (Carthage), 3.0[B/5], 5.71, 5.72, 5.74, 5.74,
Tripolitana, 6.41
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, Triumph, 5.21, 5.22, 5.23, 5.24, 5.26, 5.47, 5.67; Request, 5.48
5.72, 5,74, 10.45; Under Siege, 5.28, 5.34, 5.73, 6.38, 7.34, 7.61, 7.63, 10.21, 10.23;
Port, 6.38, 7.17, 7.24, 7.31, 7.35, 7.37, 7.42, 7.45, 7.61, 7.63, 10.43; see Besieged
Harbor Capacity, 7.16, 7.17, 7.18, 7.34, 7.36, 7.71, 7.72, 7.73, 7.74; Useless, 7.62, 10.53, 10.55
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, Victory, 3.0[G/5]; Battle, 5.47, 5.67, 7.14, 7.47, 10.31; Major 5.67,
10.43; Secondary, 10.21, 10.23, 10.25, 10.43 10.31; Siege Assault, 5.47; Siege Attrition, 5.47;
Praetor, 5.1, 5.21, 5.22, 5.24, 5.29, 5.32, 5.34, 5.42, 5.46, 5.51, Visit from Pluto, 3.0[B/3]
5.52, 5.67, 5.68, 7.21, 9.6 Winter, 7.5, 7.75
CARTHAGE Gazetteer
Italy Map [It] Picenum [2] Croton * 5908 Macteris 3136
Ancona 3107 Hippontum 5812 Memphrisa 2931
Gallia Massilia [3] Asculum 3308 Locri * 6013 Musti 3035
Aquae Sextiae 1528 Castra Novum 3407 Rhegium (M)** 6015 Sufes 3337
Arelate 1329 Firmum 3208 Terina * 5711 Taparura 4233
Massilia (M) *** 1629 Hadria 3508 Thurii * 5509 Thabraca 2533
Nemausus 1130 Truentum 3307 Thapsus 3829
East Sicilia [3] Thisbrus 3932
Liguria Taurini [2] Sabinus [4] Camerina 6222 Thugga 2933
Albingaunum 1719 Alba Fucens (M) 3711 Catana * 6118 Tunes 3029
Cemenelum * 1723 Amiternum 3510 Enna 6021 Uthina 3131
Hasti 1319 Corfinum 3810 Helorus 6520 Utica (M) ** 2928
Taurinorum 1221 Reate 3512 Leontini 6119 Zama 3133
Vercellae 1219 Lipara * 5616
Latium [2] Megara 6219 Numidia [4]
Liguria Friniates [2] Antium * 3915 Messana (M)** 5915 Baotas 2744
Dertona 1516 Casinum 4212 Mylae 5816 Bulla Regia 2734
Genua ** 1717 Fregellae 4013 Netum 6420 Chullu 1939
Ticinum 1416 Ostia *** 3715 Tauromenium 6017 Cirta (M) 2341
Praeneste 3713 Tyndaris 5818 Hippo Regius (M) * 2436
Gallia Transpadana [2] Roma (L) 3714
Bergomum 1113 Syracusa (L)*** 6419 Lambaesis 2446
Tarracina * 4114 Rusicade 2238
Brixia 1412 Tibur 3614 West Sicilia [3]
Cremona (M) 1513 Sicca Veneria 2936
Agrigentum (M) 5923 Thagaste 3043
Mantua 1811 Samnium [3] Cephaloadium 5720
Mediolanium 1215 Aesernia 4010 Theveste 2739
Drepanum (M)** 5326
Novaria 1217 Aquilania 4708 Heraclea Minoa 5825 Mauretania [4]
Verona 1709 Beneventum 4510 Lilybaeum (M)*** 5526 Icosium 1149
Bovianum (M) 4109 Panormus (M)** 5423 Igilgil 1942
Venetia [2] Larinum 4208
Altinum * 1904 Segesta 5425 Rusucceria 1347
Ortona * 3808 Thermae 5522 Saldal 1744
Atria 2007 Saepinum 4210
Aquiliea ** 1901 Sities 2046
Melita [1] Tipasa 1151
Bellunium 1504 Campania [2] Melita * 6725
Patavium 1807 Capua (L) 4412
Taurinorum 1705 Cumae (M)** 4413 Southern Sardinia [3] Key
Neapolis (M)*** 4512 Caralis * 4322 [#] = Province Attrition Val-
Gallia Cispadana [2] Nola 4411 Csellis 3930 ue
Bononia 2011 Salernum 4612 Sulci Cr-1527 M= Medium City
Favenua 2410 Tharros * 4033 L = Large City
Mutina 2012 Apulia [2] *= Minor Port
Parma 1813 Arpi 4506 Northern Sardinia [3] ** = Secondary Port
Placentia (M) 1514 Ausculum 4608 Olbia * 3326 *** = Major Port
Ravenna * 2409 Barium * 5004 Nura 3231
Canusium 4706 Tibula 3227
Northern Etruria [2] Gnathia 5203
Arretium (M) 2613 Luceria 4508 Corsica [3]
Florentia 2414 Sipuntum 4505 Aleria * 2823
Ilva * (No City) 2718 Teanum 4307 Mariana * 2622
Pisae (M) * 2315 Venusia 4707 Marianium 3126
Popolunium 2717 Urcinium * 2826
Volaterrae 2514 Lucania [3]
Bruxentum * 5110
Southern Etruria [3] Grumentum 5109 Carthage Map [Cr]
Clusium 3012 Heraclea 5407
Cortona 2813 Tripolitana [4]
Metapontum ** 5306 Capsa 3443
Cosa 3116 Paestum * 4911
Perusia 2911 Gigithis 4735
Potentia 4908 Sufetula 3439
Saturnia 3115 Vena 5011
Tarquini 3315 Tacape 4237
Calabria [2] Carthage [3]
Umbria [3] Brundisium ** 5402
Ariminum (M)* 2708 Carthage (L) *** 3028
Hydruntum * 5701 Carpi 3128
Camerinum 3109 Tarentum (L)*** 5405 Curusi 3327
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