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Scenario Book VER. 1.1 (8-11-06) 1

VOLUME #2 of THE ANCIENT WORLD SERIES

A RICHARD H. BERG GAME DESIGN SCENARIO BOOK Version 1.1 (8-11-06)

T A B L E 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 of ...... 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 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 , 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

© 2005 GMT Games, LLC 0505 2 Carthage Scenario Book VER. 1.1 (8-11-06) (1.0) INTRODUCTION See the individual scenarios for specific rules on Control. Carthage (Volume II of The Ancient World series) simulates the Carthage first war of the three separate wars that comprised the 100+ year The Carthage map is divided into four game provinces: Carthage, long disagreement between Rome and Carthage as to who would Tripolitana, and . The actual political bound- rule the western Mediterranean, plus some of the wars fought in aries of what we know as the country of Carthage are a bit problem- and around Sicily and prior to the 2nd Punic War. atical to discern. The Carthage map uses the “Ditch” boundary (as The rules, below, are in addition to those in the basic, Ancient World noted on the terrain legend). It seems that Carthage defined her home Rules book. territory by digging a protective ditch at the edges of her domain, although exactly what protection it would offer is open to specula- tion (probably of the Line in the Sand variety) While we do not know the exact places of this boundary, we have a pretty good idea (2.0) COMPONENTS (according to several of the sources we read) and have noted this on CR contains the following: the map. For the Punic Wars scenarios, Carthage will be considered to lie within the Ditch Boundary, although, at various times, she 1 22" x 33" Game Maps (AW Maps: IT []) will hold Numidian towns. 1 17"x22" Game Map (AW map: CR [Carthage]) 4 Full Counter Sheets (1120 counters) To which we must add that during this period, and even while she 2 Tables and Charts Folders (4-sides each) was fighting Rome, Carthage was always seeking to extend her 1 Augury Event Chart (2 sides) boundaries... to the west, into Numidia, and to the south and south- 1 Advanced Naval Rules Charts & Tables Card (2-sides) east, into the Libyan-populated area known as Tripolitana. 1 Roman Political Charts & Tables Card (2-sides) Numidia had a rather dichotomous relationship with Carthage. While 1 Carthaginian Political Charts & Table Card (2-sides) it often supplied her with troops, it also was in constant border war- 1 Carthaginian Political and Manpower Display (1-side) fare with Carthage. By the end of the Punic wars, Numidia, under 1 Display (2-side) its great king, Masinissa, controlled much of northern Africa. 1 Carthaginian Army Display (2-side) 1 Roman City/Port Display (2-side) Mauretania, to the west, was pretty much on its own. 1 Carthaginian City/Port Display (2-side) 1 Basic, Ancient World Rules Booklet, v.2.0 Africa includes the provinces of Carthage, Tripolitana, Numidia, 1 Carthage Rules Booklet, v.1.0 and Mauretania 1 10-sided dice Seas (CR 2.1) THE MAPS The seas are divided into areas (usually identified by mare, The maps are covered with hexagons (hexes), used to regulate move- for Sea), and the hexes therein are either Coastal (including ship- ment. The land areas are further divided into Provinces, which have ping lanes) or All-Sea hexes. a greater effect on play than individual hexes. Roads Italy The “C” roads are not used in any scenario in Carthage. The map of Italy in the Roman era is based on the tribal/provincial divisions that prevailed in the heyday of the . These (CR 2.2) COUNTERS rules apply to Rome and her geography. During the period of The Punic Wars, many of the individual provinces—e.g., Apulia—were Roman Citizens Roman Allies no longer independent areas, but were instead allied to Rome. These two units comprise For the purposes of Roman Magistrate assignment and use of Im- Legion I perium and, in some instances, determining Manpower, many of the smaller areas designated on the map as provinces are combined into larger administrative (and assignment/imperium) areas. On the Legions Italy map, these areas are: Roman combat units are grouped into Legions. Legions are self- • : includes all provinces on mainland Italy south of contained organizations consisting of a specific number of infantry and excluding Gallia Cispadana and Liguria Friniates. and cavalry SP. In Carthage, each Legion is composed of two ele- ments representing separately the Roman Citizens and the Roman • Sicily: includes East and West . The Liparae Ins. and Melita Allies (Ala Sociorum). These elements each have their own organi- are part of (East) Sicilia. zational counter to differentiate the combat units. These two orga- • : includes Northern and Southern Sardinia nizational counters have the same Legion number and make up a • Liguria: includes Liguria Taurini and Liguria Friniates single Legion. Thus the Roman player would use the organizational markers I RL and I AL for Legion I. The maximum strength of each Italy, itself, includes Roman Italy (above), Liguria Taurini, Liguria Legion by element is: Friniates, Gallia Cispadana, Gallia Transpadana, and Venetia. • Roman Citizens: 9 Legion Infantry SPs, 1 Legion Cavalry SP Corsica, and the Gallic provinces west of Roman Italy/Liguria are • Roman Allies: 9 Legion Infantry SPs, 3 Legion Cavalry SPs treated individually.

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 3

The Roman player may either place the appropriate combat units Roman Leader either under their respective Legion counters, or use the Roman Name Army Display. Leader ID# Guile Points Important Rules Note: Whenever you see the word Legion in the Mortality Rating rules, it means the combat units associated with both the RL and AL elements of the same Legion. For those familiar with RRR, this was Initiative Campaign Battle called a double Legion and was used synonymously with term Le- Rating Rating Letter gion (to the confusion of many). Roman Leaders HISTORICAL & DESIGN NOTE: The “paper” numerical strength The “in-depth” rules for these leaders are given below. What we of legions varied from decade to decade, consul to consul, cam- wish to note here is that each leader has a three-digit ID number. paign to campaign, battle to battle. However, except for the Sam- This allows you (and us) to identify the different leaders as to when nite era, the “standard” numerical composition of the legion ap- they can be used, without resorting to their actual names-many of pears to have been 4200 infantry... although, sometimes, the “al- which sound pretty much the same. The first digit identifies the lied” legions would be “reinforced” up to 6000 foot. As for cav- scenario for which the consuls are used. In Carthage, which covers alry, the citizen legions of the republic were notoriously short ... the 1st Punic war, that format is 3xx. and when they weren’t (e.g., some sources state that, at Ausculum [Pyrrhus, 279 B.C.], the Roman legions had a 40% ratio of cav- All leaders in the game are actual, historical Roman consuls ... each alry to infantry, a figure we find rather difficult to swallow), they and every one who served as a consul (or militarily active procon- were usually so poorly handled-a Roman tradition-that they might sul, or dictator) in that period. We’ve even provided a com- plete list of all these distinguished patricians for the truly curious as well have had half the numbers ascribed. among you. Historical Magistrate Usage: For those of you wishing to play with the actual magistrates from the years in which they served, use the Roman Magistrate Chart to locate these men. In such a usage, Roman Roman Carthaginian you will need to conduct elections only to fill spaces that play of the Consular Legion Army game creates. Army Marker Marker Marker Consul Names: The Romans actually had a system of sorts when it came to “names”, a system quite similar to what the western world uses today. Essentially-and somewhat simplistically-the first “name” Armies was the given name, the second the all-important “family” () Each power in play as one or more Army counters to represent his name, and the third, if any, a sort of identifier (cognomia)-or nick- combat units/Legions on the map. The combat units/Legions them- name, if you will. The first name was usually written as a simple selves are kept in the corresponding box on the player’s Army Dis- initial. Romans tended to use the same names a lot ... maybe George play (see below). For the non-Roman player, an Army can hold any Foreman is Roman. As for the cognomia, the Romans thought them- type and number of land combat units. For the Roman player, a selves a rather witty lot. For example, the consul who finally de- Consular Army must contain two Legions (and their associated com- feated Pyrrhus, Dentatus, was so-called because of his immense, bat units). In addition, the Roman player has a Legion box that can bucked teeth. be used for a Praetor-led force. Both types of boxes can hold any number of Auxiliaries or Allies in addition to the Legions. There is Somewhat confusing is the number of consuls with the same name. also a Legion marker for each Legion that can be used to represent The Romans were not overly inventive when it came to names, and the Legion on the game map when operating independently from the use of the same name by a family descendant kept that family’s its army or when its not part of a Consular Army. traditions-and status-alive. This tended to be more preva- lent before the end of the tribal wars, when a small group of patri- cian families controlled the Senate and the government. But start- ing with Appius Claudius Caecus, the number of “New Men”— families appearing on the Senatorial rolls for the first time- starts to grow, as more plebians graduate to patrician level. When in doubt, use the ID# on the counter ...the “You’ve seen one Mus you’ve seen Fleet MarkerSquadron Crew Rating them all” theory. Marker Squadrons and Fleets Each naval unit represents a number of Naval Squadrons equal to the value on the counter. Each Naval Squadron strength point rep- resents 10 war galleys. The galleys in the squadrons are considered either all quinqueremes or all triremes as noted on the counter Roman Magistrate and Imperium Markers Squadrons are always grouped into Fleets and each Fleet has an The counter mix includes markers for each of the Roman magistra- assigned Crew rating to express the level of capability of the men in cies (Rome Consul, , Praetor, etc.) and markers to denote that Fleet. Generally only the Fleet counter will be placed on the the magistrate’s assigned province. These markers are either stacked map with the associated Squadron counters and Crew Rating marker with a leader to indicate is office/assignment or placed on the Army kept on the corresponding box on the player’s Army Display (see Display with the Army he commands to indicate the same. This is below). detailed in the Roman Political and Command System rules below.

© 2005 GMT Games, LLC 4 Carthage Scenario Book VER. 1.1 (8-11-06)

Carthaginian Leader listed in the upper left hand corner and their Port Capacity in the Family Indicator stripe right hand corner. The IDS and Port Capacity for all other cities Name depends on the city and port size as listed in the scenario. Guile Points Leader ID# Mortality Rating Carthage Political and Manpower Display: This display has a number of tracks used by the Carthaginian player to note the Fam- Initiative Campaign Battle ily in Power, Political Climate, and various Manpower levels and Rating Rating Letter their maximums. Carthaginian Generals If you thought the Romans used similar names, you haven’t wan- dered into the Carthaginian lists. Multiple Hannibals, Hannos, (CR 3.0) THE SEQUENCE OF Hamilcars, and who knows what, many with the same family name. PLAY (Maybe George Foreman was Carthaginian?) We’ve tried to sort them out, but that is often not easy. A. The Upgrade Phase As with the Romans, we’ve numbered the applicable Carthaginian 1. City Rebuild. Rebuild sacked cities one level if they are not in a field commanders with a numerical system similar to the above.. Devastated province (9.86). We have also noted which Family they are aligned with a colored 2. Carthaginian Army Efficiency. Increase the Efficiency rating stripe—red for Magonid, blue for Barcid—for use with the of all Carthaginian Armies, as per CR 10.53. Carthaginian Political system. DESIGN NOTE: Finding the Political/Familial affiliation of many B. Strategic Decision Phase: of these men was difficult, and some guesses were made. 1. Disband Legions. See CR 10.18 for the Why and How of this. (CR 2.3) PLAYER AIDS 2. Imperium Prorogue. The Roman player decides which Consuls Carthage includes several player aids to help manage the large stacks will stay in office as (or ), and which Praetors of units and markers. Each player has an Army Display and City will stay on as Praetors (CR 5.3). Magistrates that will not continue Occupation Display, the former for keeping tack of which combat in office are placed in the pool of leaders available for election. units belong to which Legion/Army/Fleet, while the latter holds the Those magistrates that will stay in office remain where they are on various city garrisons. Both displays are back printed and each are the map. Their assignment and placement for the upcoming turn is identified as to which scenario they are used. determined in the Election Segment. Army Display: Each display includes a series of boxes for the 3. A Visit from . The Roman player rolls on the Leader Loss player’s Armies and Fleets. Each box has a corresponding marker Table (8.6) for every magistrate he wishes to continue in office ei- that is used to represent the combat units, squadrons, other leaders, ther because of a Triumph (CR 5.21/2) or Prorogue (CR 5.3). and markers in the display box on the game map. For the non-Ro- • if the result is Leader Wounded, the magistrate is removed and man armies and all Fleets, simply place the units/markers in the placed, after all leaders are selected, in the Leader Pool for the box. The Armies on the Roman Display are a bit more complicated following turn. in that they are further subdivided into a row of boxes for each • if the result is Leader Killed, he has taken the HMS Hades across Legion and within the row, boxes for both Legion components. the Styx and is removed from the game. EXAMPLE: The Roman player raises two new Legion, I & II DESIGN & HISTORICAL NOTE: No, he has not gone to Disney (which are placed in Rome), and assigns them to the Rome Con- World. Pluto was the Roman god of the “Underworld”. This rather sul as his Consular Army. The Consular Army I box is available morbid rule applies only to the Romans because they have so many so he takes the Consular Army marker and places it and the Rome leaders. Consul in Rome. The Legion I, Legion I RL, and Legion I AL markers are placed in the Legion Marker box in the top row of 4. Roman Elections. The Roman player chooses new magistrates boxes of the Consular Army I display box. He places 9 Legion (CR 5.2). infantry SPs and 1 Legion Cavalry SP and places them in the 5. Carthaginian Political Climate. The Carthaginian Player deter- Legion RL box on the same row, and then places 9 Legion Infan- mines which Family is in Power (CR 5.71), and then the Political try SPs and 3 Legion cavalry SPs in the Legion AL box in that Outlook the Council has, as per CR 5.72. He also Disbands his same row. He repeats the above for the Legion II markers and Armies (CR 5.76) during this segment and returns any Wounded combat units using the second row in the Consular Army I box. Leaders at this time if their Army/Fleet is still in play. Leaders are Lastly, he places the Rome Consul magistrate marker in the mark- appointed for Armies/Fleets that have no commanders. ers 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

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 5

7. Remove Raid Markers. C. The Initiative Phase 1. LAM Pool Segment. Each player places all the LAMs available for every leader he has in play in a cup or similarly opaque con- ROMAN LEADER ACTIVATION MARKERS tainer. In addition, place the Augury marker -if the scenario requires (CR 4.16) The Roman Player does not have “named” LAMs. He it- and the three (3) Siege Attrition markers in the same cup. Each uses the Magistrate LAMs instead. He includes as many of each player places his Duumvirs on the map and adds his Duumvir LAM type of markers as the magistrates that hold those offices have Ini- to the pool (CR 7.22). tiative Rating points, except for Praetors who receive only one LAM 2. Initiative Determination Segment. Either player, blindly and regardless of the leader’s actual Initiative Rating. randomly, draws one marker from the cup. If it is a LAM or a Siege PLAY NOTE: There will usually be two consuls and often more Attrition marker, go to the Operations Phase (D). If it is the Augury than one proconsul in play. The Roman player receives a number marker, go to the Augury Phase (E). If there are no LAMs in the of Consul/Proconsul LAMs equivalent to the combined Initiative cup, proceed to the Devastation Phase (F). Ratings of the leaders holding those respective magistrates. D. The Operations Phase (CR 4.17) Whenever a Magistrate LAM marker is picked, the Ro- 1. The player who controls the leader drawn from the pool may do man player activates the magistrate who holds the office. If there is anything with that Leader that the rules (5.5) allow. The phase ends more than one available, the player may choose any of them, how- when the leader is Finished. Play now reverts to C/2. ever, no leader may undertake more Operations Phases than his Ini- tiative Rating allows. 2. If the LAM says Siege Attrition, the players resolve that and play then reverts to C/2. EXAMPLE: (Initiative Ratings are in parentheses) Aquilius [Rome] (1) and Servilius [Field] (2) are the Consuls. There are two pro- E. The Augury Phase consuls in play: Fulvius (1), and Lutatius (1). There is also a le- If the player has drawn the Augury marker he rolls on the Augury gion assigned to a Praetor: M. Atilius Regulus (3). The Roman Tables and the players follow the instructions contained therein. If player would thus place in the LAM Pool, 3 Consul LAMs, 2 Pro- there are LAMs left, return to C/2. consul LAMs, and 1 Praetor LAM (Regulus gets only one LAM, despite his Initiative Rating of ‘3’). F. Devastation Phase 1. Devastation Recovery Segment. Players roll to see if Devas- THE ROMAN POLITICAL tated provinces can recover (6.7). AND COMMAND SYSTEM 2. Devastation Attempt Segment. Players, if they wish, may at- DESIGN NOTE: This set of rules encompasses the game’s version tempt to Devastate provinces (6.7). of the Roman republican and Carthaginian political systems, as they pertain to military necessities. While “quantifying” political G. End-Turn Phase systems is rare in historical games, it is a sine qua non for this era, 1. Inertia Attrition Segment. Players roll for the effects of Attri- where politics played a far more important part in how/why things tion on those units that have remained in the same province this occurred than any other single factor. Therefore, this section is the turn (6.46). heart of the game, and the rules therein are quite extensive and rather more detailed than one normally finds. 2. Port Segment. All Fleets must return to a friendly Port (CR 7.75). A HELPFUL PLAY NOTE: Gamers familiar with the first game in 3. Legion/Crew Training. The Players finish training of their le- this series (“Rise of the Roman Republic”) will have already en- gions (CR 10.3) and Crews (CR 7.14). countered the “fun” of dealing with the Roman Political system. 4. Recovery from Battle. Forces can improve their After Battle Those of you who haven’t, while it may seem daunting and tortu- Status (see 8.56). ously detailed, it does make sense ... and, once used to it, you will find it flows rather smoothly. If you have any interpretive prob- 5. Victory Determination. Check scenario victory rules to see if lems, we highly recommend you join the discussion of this series either player satisfied automatic victory conditions. If not, the turn on Consimworld—www.Consimworld.com—where everything is is over; start another beginning with Rebuild Phase (A). answered and all becomes clear, albeit in Delphic fashion. We have provided a MAGISTRATE REFERENCE CHART for the Roman Player to ease his way through the electoral process. (CR 5.1) THE MAGISTRATES OF ROME: IMPERIUM ROMANUM The Roman Republic was administered by two consuls, elected annually. In case of war, these consuls were entrusted with com- manding her armies, usually with the assistance of praetors and pro- consuls. As almost all of the consuls and other magistrates were patrician politicians, Republican Rome’s armies were sometimes saddled with a series of hacks and dilettantes whose level of mili-

© 2005 GMT Games, LLC 6 Carthage Scenario Book VER. 1.1 (8-11-06) tary capability rarely approached workmanlike(you did have to have Dictator: In times of emergency the Romans chose a a ten year background in the military, usually service, to be eligible Dictator to oversee command. The dictator’s imperium, for office, though). Realistically, since battle/tactical doctrine was while limited by time, superseded and replaced that of infantry-oriented, and strictly adhered to upon pain of death (some- the consuls. In essence, only the Dictator had Imperium, times literally), the ability to creatively adapt was not one highly some of which he could apportion among lesser magistrates. Some sought. The ability to do what everyone else had done in years past were chosen only to run things back home, giving the consuls a free was what they were after. Rome’s strength lay in her disciplined hand in the military arena. Others took the field. A Dictator was not legions, her sense of Honor and Duty, a rather rigid tactical doc- limited in the number of legions he could (theoretically) command; trine, and, mostly, her manpower. it was unusual, though, to see one lead an army of more than four legions without the leadership support/presence of the other con- The Roman leadership system in the game is far more complex and suls. Historically, no Roman army of the period covered by this hierarchal than that for the other players. This has much to do with game ever exceeded four Legions. the republican form of Roman government, and the rather involved and political requirements therein for holding office. The offices (Master of Horse): A Dictator was available to the Roman Player were grouped under the term Magis- allowed to choose an “assistant”, the Magister Equitum, trates, and magistrates who could command were those who had Master of Horse. If the dictator took the field, leading been given imperium, the power to lead (plus a few other things legions, the ME stayed in Rome. If the Dictator stayed unnecessary for game purposes). The magistrates available to the in Rome to oversee the day-to-day operation of the republic, the Roman Player are: 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 and Praetor Urbanus: The Praetor Urbanus was, essentially, the Field Consul (less historical terms than commander of Rome garrison. During the 2nd Punic ones useful for game purposes) each year/ War (and after) he commanded the Urban Legions. His game turn. The Rome Consul was usually restricted to Italy, with major task, outside handling a variety of emergencies, the other consul assigned where and as needed-usually to a specific is training legions. The Praetor Urbanus’ capabilities are further re- province. Each consul has the ability to command two Legions ... stricted in scenarios prior to the 2nd Punic War. never more. The two Legions assigned to a Consul form his Consu- lar Army. Occasionally, both consular armies would be combined Legionis: Legates are used to move legionary reinforce- under the dual (and sometimes fractured) leadership of both con- ments from Rome/Italy to overseas provinces when the player does suls. It was possible to field a bigger army by attaching legions not wish to use praetors or proconsuls. assigned to lesser magisterial offices, but this, too had limitations. Imperium: Or the ability to command armies. Roman Proconsul: Proconsuls were magistrates assigned as magistrates were given Imperium by the Senate. A needed to areas/provinces, usually those outside Roman magistrate’s Imperium is a specific group of Legions/ Italy and, in game terms, the legions already there. Pro- Fleets commensurate with the type of office the magis- consuls were, in effect, military governors of the prov- trate held as listed below. Generally, magistrates were also restricted inces to which they were assigned. Like consuls, they held the im- to where they could exercise their Imperium, usually to a specific perium of two Legions (and thus have Consular Army), but, with- province (these are listed in the scenario) or other geographic area, out permission from the Senate, they could not leave their assigned without given permission by the Senate to do otherwise. Once as- province with that army. While some proconsuls were assigned from signed to a magistrate, the Legions/Fleet may only be commanded the available “pool” of patricians in Rome, many were consuls who by that magistrate (or indirectly by attachment to a more senior were “prorogued”-kept in office without really being elected-in the magistrate in the command hierarchy) during that game turn. The provinces in which they had their armies. For example, a consul allowable military forces for the different magistrates are as fol- would be given his consular army and sent to Sicily to beat up on lows: the Carthaginians. Rather than bring his army back and replace him • Dictator/Magister Equitum: Two Consular Armies (Four Le- (which they did often enough to make you wonder), many times gions) or any sized Fleet 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 for • Praetor: One Legion or one Fleet of five or less Squadrons “smaller” campaigns. A praetor’s imperium allowed him • Praetor Urbanus: Rome Garrison to command one Legion; never more. It was possible to • Duumvir: One Fleet of up to 2 Squadrons attach that legion to a Consul or Proconsul’s army, to increase the latter’s size. But the praetor still had the imperium for his Legion. DESIGN AND HISTORICAL NOTE: Actually a Dictator, or his Much of this fractured command system-which did much to de- Magister Equitum, whichever takes the field, commands all Ro- stroy what efficiency the army did muster-resulted from Roman fear man forces. The above restrictions are partially for game purposes, of kings, and the concomitant fear that if anyone could command a and partially to reflect the realities of leading large armies. large army they could become a king. From that viewpoint-and from no other-does this method make sense. Praetors were usually as- The two Legions of a Consul/Proconsul’s imperium are considered signed to specific legions, rarely to a province. However, praetors that magistrate’s Consular Army. Generally, the two legions will were not free to move around with their legions and were pretty remain together on the map although there is no requirement that much anchored to where they were assigned. they must. The key point is that two legions can only be directly

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 7 commanded by that magistrate during the turn. Furthermore, these signed. In the latter case, the province marker is necessary only if two legions remain part of that army until one or both are elimi- the magistrate’s assigned province is different than the province nated or Disbanded. where he placed. These markers may be placed under the leader on the map or on the Roman Army Display in the appropriate Con- Important Note: The term Consular Army will be used frequently sular Army. The Consular Army marker is placed on the map with in these rules. When the rules say Consular Army, they refer to the the leader. two Legions that are/were the imperium of a particular Consul/Pro- consul. (CR 5.21) Rome Consul: The Roman player randomly draws a leader from the magistrate pool to serve as the EXAMPLE: At the start of the 1st Punic War scenario, Appius Rome Consul. Alternatively, if a magistrate (other than Claudius, the Rome Consul, starts with Legion I and Legion II as a Praetor) was awarded a Triumph (CR 5.47) in the pre- his imperium. His Consular Army (Consular Army I) consists of vious year/game turn, the Roman Player may (not must) deliber- these two legions. Claudius is the only Roman leader that can di- ately select him as Rome Consul instead. Unless a state of Emer- rectly command (conduct operations, use Interception or Avoid- gency (CR 5.28) exists and the Roman player elects a Dictator (CR ance) these two Legions. As Rome Consul, he can’t leave Roman 5.26), the Rome Consul is the first magistrate elected. The Roman Italy without Senate permission, which he does have as the sce- player must elect/select a Rome Consul each turn. The Rome Con- nario begins. Claudius may move where he wishes, though Sicily sul must be assigned one of the following as his Imperium: is the place to be. • Legions: The Consular Army of the previous Rome Consul, re- HISTORICAL NOTE: The numbers assigned to legions (e.g., I, II, gardless of where it is. If those legions have been Disbanded (CR etc) were not permanent, in the sense that they were in the . 10.18), the Roman player must immediately attempt to raise le- The Consular Army numbers are arbitrary and are provided solely gions for a new Consular Army per CR 10.16. If the previous for the purpose of identifying the box on the Roman Army Display Rome Consul had no Consular Army, or if he must retain it be- holding the two legions of a magistrate’s imperium. cause his army is Besieged, another Consular Army may (not must) be selected from those in play; OR, (CR 5.2) ELECTION AND ASSIGNMENT OF • Fleet: Any one Fleet currently on the map (this includes a Fleet MAGISTRATES under construction). PROCEDURE: At the start of the Roman Elections segment (B/3), Location: Placed with his Consular Army or Fleet. If there is no the Roman Player places all his leaders that are eligible for election such Army/Fleet, he is placed in Rome. into a cup. Eligible leaders are those listed in the scenario setup instructions except those that have been removed from play, includ- Restrictions: ing those leaders who served as magistrates in the previous turn but 1. For this Consul to switch Imperium (CR 5.43) during the turn not those who are to be prorogued (CR 5.3). This is the magistrate from Legions to Fleet, or vice versa, he needs Senatorial permis- pool from which the Roman player will “elect” his magistrates. sion to do so. If such permission is granted, it includes assigning The magistrates are elected and their Imperium established in the a Proconsul through election to command the (abandoned) le- order listed below. The two Consuls and the Praetor Urbanus mag- gions/fleet. istracies must be filled each turn. The remaining magistrates are 2. May not leave Roman Italy, or the province in which he starts elected as needed and described in the rules in this section. (other than to return to Roman Italy), without permission of the To “elect” a magistrate, the Roman player randomly and blindly Senate. This does not apply when commanding a Fleet. draws a leader from this pool. After each draw, the Roman player 3. The Rome Consul may never be prorogued in that office. He may designates an appropriate and eligible military force for that be prorogued as a Proconsul for any Consular Army or his Fleet, magistrate’s Imperium and, if applicable, assigns a province to that or as a Praetor for a Legion/Fleet. magistrate. A Legion or Fleet may be assigned to only one magis- trate. EXAMPLE: The Roman player draws C. Furius from the pool as Rome Consul. The Imperium of the former Rome Consul’s, C. The Order of Election is as follows: Aurelius, who has been Prorogued, was Legions I and II (Consu- 1. Dictator (in Emergency only; and sometimes during a game turn) lar Army I) located in Corsica. The Romans also have a Fleet in 2. Magister Equitum (in Emergency only; and sometimes during a Ostia. The Roman player can give Furius those Legions, in which game turn) 3. Rome Consul case he is placed in Corsica with any of his Legions. Since both 4. Field Consul Legions of the former Rome Consul are still in play, the Roman 5. Proconsuls player does not have the option of assigning the new Consul a 6. Praetors different Army. He can then campaign in Corsica or return to Ro- 7. Praetor Urbanus man Italy without restriction. To leave Corsica and go anywhere else, other than back to Roman Italy, requires Senate permission. DESIGN NOTE: The separate Consul designations disappear with Alternatively, the Roman player could give Furius the Ostia Fleet the 2nd Punic War, as the reach of Rome grows beyond Italy. Start- and later in the Election process assign the Legions in Corsica to ing with the 2nd Punic War, all scenarios will have the Roman a Proconsul. player simply electing two Field Consuls, giving them Imperium where the Senate (the player) feels is most needed. (CR 5.22) Field Consul: The Roman player randomly draws a leader from the magistrate pool to serve as Field PLAY NOTE: We have provided markers to keep track of which Consul. Alternatively, if a magistrate (other than a Pra- leader holds which office and to which province he has been as- etor) was awarded a Triumph (CR 5.47) in the previous

© 2005 GMT Games, LLC 8 Carthage Scenario Book VER. 1.1 (8-11-06) year/game turn, the Roman Player may (not must) deliberately ap- Legions/Fleet: Any one Consular army, or any two Legions that point him as Field Consul. The Roman player must elect/select a are not part of Consular Army, or Fleet without a commander, or a Field Consul each turn. The Field Consul must be assigned one of Consular Army/Fleet whose commander is about to be shifted else- the following as his Imperium. where (this command may arise mid-turn, see CR 5.43). If the Pro- consul is given two Legions that were not part of a Consular Army, • Legions: The Consular Army of a previous Field Consul, regard- these two Legions now become his Consular Army. less where it is. If those legions have been Disbanded (CR 10.18), the Roman player must immediately attempt to raise a new Con- Location: Placed with the Consular Army or Fleet. If placed with a sular Army per CR 10.16. If the previous Field Consul had no Consular Army, the province where he is placed is his provincial Consular Army, or if he must retain it because his army is Be- assignment. However, if he was a Consul that was prorogued, he sieged, or if his army was selected for the Rome Consul (CR may instead either keep his previous assigned province or be as- 5.21), another Consular Army may (not must) be selected from signed a new province that is outside Roman Italy. those in play. The Field Consul must be assigned a province, which must be either the province where he is placed or any province Restrictions: outside Roman Italy; OR, 1. May not switch from Legions to Fleet or vice versa within the • Fleet: Any one Fleet of any size currently on the map and this turn. includes a Fleet under construction. 2. May not leave the province of his assignment without permission of the Senate. This does not apply when commanding a Fleet. Location: Placed with his Consular Army or Fleet. If there is no such Army/Fleet, he is placed in the province of his assignment. All Consular Armies and each non-Consular Army two Legion group (player’s choice on how to group them) must be assigned to Pro- Restrictions: consul. This requirement does not apply Fleets. The Roman player 1. For this Consul to switch Imperium (CR 5.43) during the turn is not required to elect a Proconsul for a Fleet. from Legions to Fleet, or vice versa, he needs Senatorial permis- sion to do so. If such permission is granted, it includes assigning EXAMPLE: With the Field Consul C. Lutatius in command of the through election a Proconsul to command the (abandoned) le- Fleet in Ostia and Rome Consul, C. Furius, leading his army in gions/fleet. Corsica, the Roman player is in need of a Proconsul for the Field Consul’s army in Sicilia. The Roman player has the prorogued 2. May not leave his province of assignment, or the province in which C. Aurelius available so gives him Legions III and IV (Consular he starts (unless it’s a move to his province of assignment), with- Army II) and the province of Sicilia. He may not leave Sicilia with- out permission of the Senate. This does not apply when com- out permission of the Senate. manding a Fleet. 3. The Field Consul may never be prorogued in that office. He may (CR 5.24) Praetors: Praetors are elected after any Pro- be prorogued as a Proconsul for any Consular Army or his Fleet, consuls and only if there are individual Legions or eli- or as a Praetor for a Legion/Fleet. gible Fleets without a leader. EXAMPLE: Continuing the example above, the Roman player then To assign a Praetor, the Roman Player does one of the following: draws C. Lutatius from the pool as Field Consul. The Imperium of • randomly draws a leader from the magistrate pool, or the former Field Consul, L. Iunius, who has crossed the Styx and is • selects a prorogued Consul or Praetor from the previous turn, no longer available, was Legions III and IV (Consular Army II) regardless of his location at the time; or located in Sicilia. Since Furius has decided to take command in Corsica, Lutatius can either go naval or take command of the Field • selects a leader from the pool who has previously won a Triumph Consul’s Army in Sicilia. He decides to go for the Fleet and is at any time during the game placed in Ostia with his Fleet. Had he decided to take command of Legions: Assigned any one Legion. This command may arise mid- the Field Consul’s Army, Lutatius would have been placed in Sicilia turn. in hex that has one/both of his Legions. The Roman player would then have needed to either assign Sicilia as Lutatius’ province or Fleet: Assigned any Fleet of 5 or less squadrons. This command pick another province outside Roman Italy. may arise mid-turn. (CR 5.23) Proconsuls: Proconsuls provide leadership Location: Placed with his assigned Legion or Fleet. If placed with for Consular Armies, or Legions that are not part of a a Legion, the province where he is placed is his provincial assign- Consular Army, that have not been allocated to the Con- ment. However, if he was a Consul or Praetor that was prorogued, a suls (or Dictator/ME if in play). Proconsuls may also new province may be assigned instead. be elected or selected as Admirals to command Fleets that are with- out commanders. To assign a Proconsul, the Roman Player does Restrictions: one of the following: 1. May not switch from Legions to Fleet or vice versa within the • randomly draws a leader from the magistrate pool, or turn. • selects a prorogued Consul from the previous turn, regardless of 2. May not leave the province of assignment without permission of his location at the time; or the senate. This does not apply when commanding a Fleet. • selects a leader from the pool who has previously won a Triumph 3. May be prorogued in that office and location. at any time during the game 4. Regardless of the Initiative Rating of the Praetor, only one LAM per Praetor is placed in the pool. Praetors thus have a game-re- The Proconsul must be assigned one of the following as his Impe- stricted Initiative Rating of ‘1’. rium:

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5. No more than one Praetor may be assigned during the Roman Location: Placed with an assigned Consular Army or Fleet, other- Elections segment. The Roman player may, however, assign a wise with any Consular Army, Legion, or Fleet. He is free to move Praetor over this limit either to command any odd number legion anywhere (except into the city of Rome with his army) without Per- raised during the Operations Phase or command a Legion raised mission of the Senate. as a result of an Augury Event. PLAY NOTE: Generally, the more flexible arrangement is to have Any lone Legion must be assigned to a Praetor. The Roman player the Dictator/ME placed without a specific Imperium which the Ro- is not required to use a Praetor to command a Fleet. mans tended to do more often than not. EXAMPLE: Continuing the example, the Roman player was able To choose a Magister Equitum (Master of Horse), the Roman Player to raise a single legion during the Force Determination Phase. He may select a leader (not blindly, but with purpose) from the magis- must immediately elect a Praetor to command this legion. No leader trate pool whose ID# is within five (5) of the Dictator’s ID #. The has won a Triumph, so a Praetor is drawn from the pool. M. Atilius Magister Equitum’s Imperium is the same as that of the Dictator. is drawn. Even though Atilius has an Initiative of ‘3’, he will re- ceive only one LAM because he’s a Praetor. The Roman player PLAY NOTE: Thus, the Roman Player has an interesting choice to decides to place the new legion in Tarentum and make Calabria make when he elects his Dictator. Is he better off with a good leader his province, so there also goes Atilius. He may not leave Calabria in the Field or in Rome, running the show? without the Senate’s permission (see CR 5.29 below). EXAMPLE: A rather timid Valerius (#307) is elected Dictator. The (CR 5.25) Praetor Urbanus: The Praetor Urbanus must Roman player decides he needs a Magister Equitum to lead in the be elected each turn and is the last magistrate elected. field. He selects C. Duilius (#310) and will keep Valerius in Rome. The Roman player randomly draws a leader from the The Roman player decides not to allocate a Fleet/Army directly to magistrate pool. The Praetor Urbanus imperium is the Duilius, and places him in Sicily with one of the two Consular Rome Garrison. His “province” is the city of Rome, in which he is armies present. Duilius will use his position in the hierarchy to placed. He may leave the city of Rome only when there is an Emer- command those legions through the regularly elected magistrates. gency (CR 5.28) and only with the Permission of the Senate. He is (CR 5.27) . These minor leaders are used to command the only magistrate able to enter the city with troops without Senate small Fleets, as per CR. 7.22. They are not part of the election pro- Permission. There is no LAM for the Praetor Urbanus. cess, but are appointed as, when and where needed, within the re- (CR 5.26) Dictator/Magister Equitum: If a strictions of that section, however, the number of Duumviri allowed State of Emergency (CR 5.28) exists at the in play is limited to those in the counter mix (Emergency Duumvir start of a turn, the first magistrate elected is a are an exception, see CR 7.24). If an Admiral combines the Duumvirs Dictator. In addition, if a state of Emergency squadrons with his Fleet, the Duumvir is removed. arises during a turn, the Roman player, immediately upon drawing HISTORICAL AND LINGUISTIC NOTE: There were usually two his next LAM, chooses a Dictator and Magister Equitum at the con- magistrates in a duumvir. The word is a combination of Latin words clusion of that magistrate’s action. See CR 5.28. The Roman player which, together, mean, roughly “the strength of two”. Think of the may either randomly draw a leader from the magistrate pool, or Caesarean .... select any leader from the magistrate pool that has been awarded a Triumph. (CR 5.28) Emergencies: A Dictator may/must be elected at the start of, or during, the game turn if a State of Emergency is in effect. The Roman player has the option of either having the Dictator op- Some emergencies require that a Dictator is chosen; others leave erate in the field or stay in Rome. If the Dictator takes the field, the the choice to the player. Magister Equitum (ME) is assigned to Rome without any impe- rium. If the Dictator decides to govern rather than take the field, his Minor State of Emergency: The Roman player may voluntarily ME is given the same imperium the Dictator would have had had he elect a Dictator when - done so. • a Roman Consular Army or larger force loses a Major land battle In addition, any Dictator who chooses to remain in Rome (city) has (as per 8.52) and suffers losses of 30% or more in terms of Strength his Initiative Rating subtracted from any die roll for Senatorial per- Points; OR mission. • an enemy force occupies two or more Medium/Large cities in Roman Italy If the Dictator (or ME) will operate in the field, his Imperium is: Major State of Emergency: The Roman player must elect a Dictator Legions: The Dictator/ME may be assigned any two Consular when— armies. Alternatively, he may be assigned none at all and use only the command hierarchy (CR 5.51) to lead the armies commanded • an enemy force occupies a city that is within three hexes of Rome by other magistrates. (e.g., the town of Reate); OR • Rome loses two Major land battles in the same year, each involv- Fleets: The Dictator/ME may be assigned one Fleet. Alternatively, ing at least one Consular Army, regardless of the number of losses; he may be assigned none at all and use only the command hierarchy OR (CR 5.51) to lead Fleets commanded by other magistrates. • Rome is Under Siege The Dictator/ME may freely switch from commanding Legions to Fleets and vice versa any time during the turn. Specific Army/Fleet If a State of Emergency occurred in the previous turn, or exists at assignments, however, can only be made if the Dictator/ME comes the start of a new turn, the Dictator is elected in the Roman Election into play during Roman Elections phase.

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Phase. Only Battle losses that occurred in the current or immedi- (CR 5.3) PROROGUE OF IMPERIUM ately prior turn are used to determine a State of Emergency. (CR. 5.31) During the Imperium Prorogue segment (B/2), the Ro- To choose a Dictator within the turn, it must be when a Roman man player must decide which magistrates will remain in play in magistrate is active (his LAM has been selected and it is his Opera- some office for the upcoming turn. This process is called Prorogue. tions Phase). In this case, the selection of Dictator occurs at the The Roman player simply states that that magistrate has been pro- conclusion of that magistrate’s actions. When a Dictator (or ME) is rogued. elected mid-turn, he gets a number LAMs equal to his Initiative (CR 5.32) The following magistrates are eligible for Prorogue: rating, minus one, but never fewer than one. • A prorogued Consul may continue in command as Proconsul of Use the procedure in CR 5.26 to elect the Dictator and Magister his army (if available see CR 5.21/22), or be assigned to any other Equitum. army in any location, or he can continue to command his Fleet as a Proconsul. A Prorogued Consul may also be made Praetor of a (CR 5.29) New Legions/Fleets: Newly-raised legions must be as- Legion/Fleet. signed to a commander immediately upon their being raised. The choices are: • A prorogued Praetor may continue as the Praetor for his Legion/ Fleet • The elected Consul if raised to replace the Consul’s Disbanded • If a magistrate and his army are Besieged, he must be prorogued army (CR 5.21/2, Legions) (CR 5.34) • An elected Consul without Imperium when any two legions are raised at the same time PLAY NOTE: Dictators (and the ME), Proconsuls, and the Pra- etor Urbanus may not be Prorogued • Elect a Proconsul when any two legions are raised at the same time DESIGN NOTE: The preceding limitations reflect the realities of • Elect a Praetor to any single legion raised Roman politics in the era of the 1st Punic War and before. The Consul placement and restrictions given in CR 5.21/2 apply (CR 5.33) A magistrate whose assigned legion(s) have been en- when a Consul receives a new army. Proconsuls and Praetors are tirely eliminated or Disbanded may be Prorogued. Magistrates that elected—by randomly drawing a leader from the magistrate pool are not Prorogued are removed from the map and placed in the Mag- and placing him with his legion(s)—and the newly-raised magis- istrate pool. trate is assigned a specific province, a province to which he must (CR 5.34) If a magistrate and any part of his command is inside a move with his legion(s) as quickly and directly as possible. If there city that is Under Siege (9.0) that is not a Secondary or Major Port, is no eligible province, the Proconsul/Praetor’s Imperium is limited that magistrate must be prorogued and remain inside the city. Con- to the province where the newly raised army was placed. If the se- suls and Proconsuls are prorogued as Proconsuls, while a Praetor is lected province or the province where the legion was raised is within prorogued as a Praetor. If a Dictator/Magister Equitum was assigned Roman Italy, his Imperium is limited to that individual province. legions, he is Prorogued as a Proconsul, otherwise he remains in the EXAMPLE: A single Legion is raised during the turn. The Roman city until the Siege is resolved at which time he his returned to the player draws a leader from the pool as Praetor for that Legion pool (assuming that he survives). The besieged Dictator/ME can and designates Lucania for his province. That Praetor must, when command any unit in the city whose commander is not present until activated, move his Legion to Lucania and remain therein, unless the Siege is resolved at which time he his returned to the pool (as- he gets permission to go elsewhere. suming that he survives, isn’t a prisoner, etc.). If the Roman player builds a Fleet of five or less squadrons, he may (CR 5.4) MAGISTRATE RESTRICTIONS immediately elect a Praetor as an Admiral by randomly drawing a (CR 5.41) A Roman magistrate is free to conduct Operations with leader from the magistrate pool. The Praetor is placed with that his assigned Legions within his assigned province or the province Fleet, and that Fleet is his Imperium. If there is already a Praetor in in which he was placed. To leave his assigned or starting province, play, a Praetor may not be elected and assigned. usually requires Senate permission. An Admiral can conduct opera- tions with his Fleet without Senate permission. A magistrate may EXAMPLE: The VI Legion is in Etruria, commanded by a Praetor. always move to his assigned province without Senate permission The Roman Player, fearful of an enemy invasion from Hispania provided he moves himself and his legion(s) as quickly and directly through this area, decides to reinforce Etruria by raising two new as possible to his province using one Movement Operation with no legions, the XI and XII, placing both new legions in Rome. He then voluntary Stops. randomly draws a leader from the pool as Proconsul, assigning him the two Legions, which are now the Proconsul’s Consular Army. (CR 5.42) If a Roman magistrate is assigned a Fleet he can only He is placed with his Army. The Roman player then assigns Etruria conduct operations with Fleets, never land units (but see CR 5.43). as his province. The Proconsul then, as the turn progresses, marches If a Roman magistrate is assigned Legions, he can only command off to Etruria (while he cannot operate outside Etruria without Fleets while using Naval Transport (see CR 7.6). All Fleet com- Senatorial permission, he does not need such to travel to his prov- manders other than Duumvir are considered Admirals. Admirals ince). When he gets there, he has a force of three legions, one un- other than Praetor’s can command any size Fleet; Praetor’s are lim- der the Praetor, who is subordinate to him, as Proconsul. ited to Fleets of five (5) or less Squadrons. The Roman Player may never elect/assign/prorogue more Admirals than the number of Major Ports he controls. The Dictator/ME is an exception in that he can always considered an Admiral and does not count against the Major Port limit unless assigned a specific Fleet.

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(CR 5.43) Switching Imperium: Both Consuls have the option of PLAY NOTE: This is not purely a “game” formula. The “” in changing Imperium from land to naval, or vice versa, during their Rome was, if you win a battle, kill 5000 of the enemy, and come Operations Phase. The Consul must first receive Senate Permission back with your army, you got a Triumph. Triumphs were known to to do so. If such permission is granted, a Proconsul is immediately be refused if the Senate felt losses were too great. And your army elected to command the (abandoned) legions/fleet. The Consul may stayed outside the city. now conduct operations in his new environment. The Dictator/ME may freely switch Imperium at any time. (CR 5.5) MAGISTRATES IN GENERAL (CR 5.51) Hierarchy: Magistrates are not only capable of com- (CR 5.44) Overall Commander: If there is a Dictator (or ME) in manding the armies allowed as per CR 5.2, but they may also at- play in the field, the Dictator (ME) is considered the Roman Over- tach-and campaign with-the forces commanded by subordinates, all Commander for Operations that are limited to an Overall Com- magistrates lower on the hierarchy than they are. The magisterial mander. If a Dictator is not in play, the Rome Consul is considered hierarchy is as follows: the OC for all Manpower Operations. In all other situations both Consuls are considered OCs. 1. Dictator or Magister Equitum 2. Consul (CR 5.45) Command Limits: A Roman magistrate may only di- 3. Proconsul rectly command the legion(s)/Fleet that make up his Imperium (see 4. Praetor CR 5.1), plus any auxiliaries (CR 10.15) and/or Allied troops. Any 5. Allied Leader magistrate, however, can attach and command the armies/fleets of other magistrates within the hierarchy restrictions given below (CR (CR 5.52) A Magistrate whose Operations Phase it is may conduct 5.5). a Force Movement Operation with all units in his command (CR 5.45), plus those in the same hex commanded by magistrates lower (CR 5.46) Praetor Urbanus: The Praetor Urbanus has several spe- in hierarchy. An active Consul can include his colleague in a Force cial abilities/liabilities. These are: Movement Operation provided that his colleague didn’t include him • He may not leave the city without the permission of the Senate as part of a Force Movement operation during that game turn. Pro- (CR 5.6) and may only attempt to do so if an Emergency exists. consuls and Praetors cannot conduct a Movement Operation with However, he is the only leader who may enter Rome without per- other magistrates of the same rank in the hierarchy. A Magistrate mission. may always use his direct command for Operations. The limitations of 5.41 do apply, however, if the magistrate wants to include other • The only operations he may undertake, outside of Rome, are magistrates, auxiliaries, or allies. Leader and Force Movement. He defends normally if attacked and can attempt Avoidance. (CR 5.53) For Battles (including Avoidance) and Siege Assaults • He receives no LAM. He may be activated only by using a use 5.43 to determine who is in charge. However, if both Consuls Consul’s LAM are present, the Roman player does not get to choose in case of tie. Instead, the Roman player rolls one die for each consul. High-die • He commands the Rome garrison consul’s Ratings are used, regardless which consul is actually ac- • He does not count against the limits placed on the number of tive. If the rolls are the same, the player selects the consul of his Praetors allowed in play choice. • He trains legions (see CR 10.3) DESIGN NOTE: When both Consuls were present, they alternated (CR 5.47) Triumph: For purposes of being re-elected, winning a command daily. Triumph is important for a Roman leader (see CR 5.21, CR 5.22, CR 5.24). A Triumph is a victory in which the magistrate’s army (CR 5.54) A Roman leader may include other magistrates lower in satisfies, in the same game turn, all of the following: the hierarchy and their troops in the same hex as part of an Intercep- tion or Coordination attempt. If both Consuls are present, the Ro- • Wins a battle (8.51) or Wins a Siege by Assault or Attrition. man player may include both using the procedure in CR 5.53 to • During the turn causes casualties of 10+ infantry SPs or 5+ Squad- determine which Consul is in charge. In all other situations, Inter- rons ception and Coordination attempts include only the magistrate and his direct command. A magistrate may always use his direct com- • Returns his army to Rome. To do this, he moves his army into mand for Interception or Coordination. The limitations of 5.41 do any hex adjacent to Rome and Stops. The magistrate then leaves apply, however, if the magistrate wants to include other magistrates, his army outside Rome and moves into Rome by himself (Con- auxiliaries, or allies as part of the attempt. tinuation is automatic in this case). Once he has entered Rome, he is Finished and may not be activated again that game turn. (CR 5.55) Only a Dictator/Magister Equitum may conduct Force (He’s busy fitting his oak-leaf tiara and celebrating with the boys Movement, Interception, or Coordination with more than eight (8) at the Senate Club.) Legions (plus auxiliaries/allies) regardless of how many magistrates he can gather in one place. However, for the Dictator/ME to do so (CR 5.48) Request to Grant Triumph. However, even if all of the requires Senate permission (see CR 5.65). There is no Legion limit above have been fulfilled, if Roman casualties from battle, Assault, for an Attack or any Siege operation. or Siege Attrition during the turn were 15% or more, the Senate may refuse to grant a Triumph! When the magistrate arrives in Rome, PLAY NOTE: The Dictator may never actually be given Imperium roll the die, applying any applicable modifiers per the Senate Per- for an army larger than four legions. However, given the presence mission Chart. If the adjusted DR is less than or equal to the of other magistrates and their armies, he may have the opportu- magistrate’s Campaign Rating, the Senate has agreed to grant a Tri- nity to conduct operations with a larger army. This may seem to be umph. a difference in semantics, but, to the Romans, it was a major one.

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HISTORICAL NOTE: One of the arguments for the Romans hav- willingness to use it-the number of instances they fielded an army ing eight legions at Cannae was that not only were the two consuls of more than 4 legions in this era is limited to Cannae, Sentinum for that year present (Varro and Paullus), but the two consuls from (where the force was actually split) and... we can’t even think of a the previous year-Servilius and Atilius-had been prorogued to com- third. The Romans were highly aware that sheer numbers meant mand the legions they already led. With each consul and procon- little. sul allowed two legions each, that would add up to a possible total of eight legions present. (To be sure, there are many other argu- (CR 5.58) ROMAN COMMAND EFFICIENCY CHART. See ments about what was at Cannae-and why.) charts and tables. (CR 5.56) Command Efficiency Rating: The above restrictions and allowances are augmented by the magistrate’s Command Effi- ciency Rating (CER), which serves dual game purposes: it is used as his Tactical Battle rating as well as to determine how many le- gions he may command efficiently. Only Roman leaders have a Command Efficiency Rating which reflects their non-military train- ing, restricts their ability to efficiently lead large armies; non-Ro- man 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 B = 5 legions (CR 5.6) THE SENATE C = 4 legions DESIGN & HISTORICAL NOTE: One of the interesting sidelights D = 3 legions of all those Republican Roman designed to ensure that the E = 2 legions never came back into existence was the one that for- (CR 5.57) The letter is an “efficiency” rating, not a restriction. How- bade any magistrate from leaving his province of assignment and ever, when the Roman player has a leader command a force in ex- marching around Italy-and especially into Rome-without specific cess of his efficiency limit, he suffers the following penalties: permission of the Senate. And even the Rome Consul had to ask permission to actually enter the city with an army-a permission • Battle: If attacking, he subtracts one (–1) from the die roll for rarely given. So, herewith is one of those chromatic lacunae so each Legion over the commander’s efficiency limit; if defending beloved by ancients players. he adds one (+1) for each. Auxiliaries do not count, but partial legions do. Senatorial Permission is an additional Operation that the Roman • Siege Assault: If attacking, he subtracts one (–1) for each Legion player (only) may/must use in a variety of situations (see CR 5.66 over the commander’s efficiency limit. There is no penalty while below). If permission is granted, the Roman player can continue when defending. Auxiliaries do not count, but partial legions do. with his Operations Phase, if denied, Continuation is by die roll (5.25). • Siege Attrition: he adds one (+1) to any Siege Attrition die roll (whether besieging or besieged) for every two Legions (ignore (CR 5.61) Leaving a Province. No Roman magistrate may leave partial Legions and any auxiliaries/allies) over the efficiency limit his assigned location (CR 5.21-5.26) without permission of the of the highest ranked leader with the force. In the case of tie, the Senate(see CR 5.41 for the situation where a magistrate begins an Roman player chooses the leader. Operations Phase outside his assigned province). Admirals can con- duct operations without restriction. If the active magistrate, other If there is no eligible commander present, all legions are considered than a Dictator/Magister Equitum, wants to operate outside the prov- in excess of the efficiency limit. inces of his subordinates, he must seek permission of the Senate or meet the requirement stated above. If seeking permission, one at- EXAMPLE: A Consul with a “C” rating, conducting an Attack tempt is made and the result applies to all the subordinate magis- operation with six legions, would have to subtract two (–2) from trates in the force. Censure applies to the active magistrate alone. A the Battle die roll. His opponent would add two (+2) if the Consul Dictator/Magister Equitum, and any magistrates that are part of his were defending. Furthermore, if this Consul was commanding four force, never needs permission to leave a province. Legions and the RL components of two other Legions, the DRM would still be –2/+2. PLAY NOTE: Place a “Permission to Leave” marker (these are printed on the back of the Province markers) on the magistrate as DESIGN NOTE: The CER, which is rather restrictive to most Ro- a reminder that he is free to move outside his province. man magistrates, reflects the historical inability of Roman leaders to efficiently use the remarkable resources of manpower they pos- (CR 5.62) The “Hot Pursuit Exception”: A magistrate may leave sessed. Most Roman magistrates had no training in maneuvering his province without permission if that Movement Operation Stops with truly large forces, and, when they did find themselves in such either in a hex that contains an enemy force or adjacent to a hex that a position, they often could make little positive use of such num- contains an enemy force that is not inside a city. A magistrate may bers ... Cannae being the perfect example. Roman discipline was also leave without permission as the result of a successful Intercep- fine, but it could not compensate for, or adjust to, the problems of tion or Coordination. However, this could be politically dangerous; commanding armies of 50,000 or more men. The Romans, how- see CR 5.67. ever, appear to have been aware of their limitations in this area, and, even with their almost limitless personnel reservoir-and the (CR 5.63) Entering/Leaving Rome: No Roman force, regardless by whom it is commanded, may ever enter the city of Rome (It-

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 13

3714), even during movement, without permission of the Senate... sul for Sicily. He wishes to redeploy his army to Sardinia so seeks and it will be a cold day in Carthage when that happens! (See CR Senate permission to leave Sicily. The DRM is +2 (he is a Procon- 5.66) A Roman magistrate, moving without a force, is always free sul and has been prorogued, and there is no Dictator in play). With to enter Rome without permission. a Campaign Rating of 6, Vulso will need to roll a ‘4’ or less to receive the Senate’s blessing. The Roman player decides to expend Exceptions: Vulso’s lone Guile point to improve his chances. He rolls a ‘6’ so • Units of the Rome Garrison are always free to enter (return to) the Senate fails to see it Vulso’s way. Since permission was denied, Rome, if commanded by the Praetor Urbanus. the Roma player will need to roll to see if Vulso can continue his • Legions may start and train in Rome; once they leave, the rule Operations Phase. applies. (CR 5.67) Censure: A Consul/Proconsul/Praetor that uses CR 5.62 The Praetor Urbanus may not leave Rome without permission of to march without permission is subject to Censure. If such move- the Senate, and he may not do so unless there is an Emergency in ment is undertaken, at the end of the current Operations Phase, the effect. However, he may enter (return) into the city without permis- player rolls one die to see if that leader has been removed from sion. office by Censure. If the die roll is higher than his Campaign Rat- ing, he is removed from office. He may not be placed in the magis- (CR 5.64) Special Permissions: Senate permission must be sought trate pool for the rest of the game. The die roll may be adjusted as in the following situations: follows: • Raise a Consular Army for a newly elected Consul (CR 5.21/2) –3 if the non-permissible movement resulted in a Triumph (ex- • Switch Imperium from land to sea or sea to land (CR 5.43) cluding Sieges), OR • Conduct Force Movement, Interception, or Coordination with –1 if the non-permissible movement resulted in a Roman Victory more than eight (8) Legions—Dictator/ME only (CR 5.55) (any type) –1 each Guile Point expended (CR 5.65) Senatorial Permission: Senatorial Permission is an Op- eration. If granted, continuation is automatic. If denied, continua- +1 if no battle occurred as a result of the non-permissible move- tion is by die roll. Permission to do something may be requested ment only once per Operations Phase per leader, although that leader may +3 if the non-permissible movement resulted in an enemy Vic- make more than one request to do different things. Any senatorial tory, OR permission to do something lasts for the remainder of the turn/year. +6 if the non-permissible movement resulted in an enemy Major (CR 5.66) Permission Procedure: Permission from the Senate is Victory obtained by rolling a die, adjusting it as per the items listed below, HISTORICAL NOTE: You may well ask why winning a battle and comparing it to the leader’s Campaign Rating. If the adjusted wouldn’t simply eliminate the need for censure. Well, take the ex- die roll is the same as or lower than the leader’s Campaign Rating, permission has been granted, higher, permission has been denied. ample of consul T. Manlius Torquatus, in 340 BC, whose son dis- obeyed his orders, attacked the enemy and won a great victory. The following modifiers apply to all Senate Permission requests: Old Pops Manlius not only presided over his son’s disobedience –? subtract the Dictator’s Initiative Rating if he stayed in Rome trial, but made sure his execution was carried out. So much for –1 for each Guile point used military creativity in . The following modifiers apply to a request to leave a province: (CR 5.68) A censured Consul/Proconsul/Praetor is replaced upon –1 leader is the Field Consul removal by drawing a new man from the pool. +1 leader is a Proconsul +2 Rome Garrison leaving the city EXAMPLE: Continuing with the above example, the Roman player +2 leader has been prorogued to his province decides to have Vulso ignore the Senate and head for Sardinia. Before completing his Operations he is able to bring a Carthaginian Any one of the following: force to battle and wins a victory, though one insufficient for a –4 if there are 20 SPs or more of enemy combat units within five Triumph. When Vulso is Finished, the Roman player must roll for hexes of Rome Censure. Due to the successful battle, he will be able to subtract –2 if there are 20 SPs or more of enemy combat units within ten one (–1) from the die roll. Unfortunately, Vulso expended his Guile hexes of Rome, but farther than five point, so get no further help. The Roman player rolls a ‘7’, which +1 no enemy units are in Roman Italy is just enough to keep him in the game. +5 no enemy units are in Italy, Sicily or any of the Gallic prov- inces (CR 5.69) SENATE PERMISSION AND CENSURE CHART. See charts and tables. Entering Rome: Below are the only circumstances under which a Roman force may try to enter Rome, in addition to those noted in (CR 5.7) THE CARTHAGINIAN POLITICAL CR 5.63: SYSTEM –4 if there are 20 SPs or more of enemy combat units within five The Carthaginian Political system—much admired by many Greek hexes of Rome scholars of the era—was far less complex (thankfully) than that of –2 if there are 20 SPs or more of enemy combat units within ten the Romans, with power almost entirely in the hands of a small hexes of Rome, but farther than five group of families. These families apparently dominated the Coun- EXAMPLE: Manlius Vulso (#317) has been prorogued as Procon- cil of 30 Elders, which acted as advisor to the Council of 104, which chose the offices of civil and religious power, the suffetes. Citi-

© 2005 GMT Games, LLC 14 Carthage Scenario Book VER. 1.1 (8-11-06) zens—invariably limited to the Phoenician community—as the As- • during the Carthaginian Political Climate segment, for each Army sembly of the people had some input, but it was wealth and position without a Commander or Fleet which has lost its Admiral in this decidedly mercantile community that held sway. • whenever a new Army has been formed or Fleet constructed This is not to say that the families were always on the same plat- • using Leader Replacement (8.63, A or C only) form; inter-familial fights were common, but, when things were going well, as they had been for centuries, everyone seemed to agree Note that all leader replacements and appointments are made prior on most things, the result being that, to protect their wealth (which to making any Disband checks per CR 5.76. was considerable) and position, the people who held power in When choosing an Army Commander or Admiral, the Carthaginian Carthage were often conservative. And as the suffetes did not hold Player simply draws one, randomly and blindly, from the available military office—generals were selected by the Council—they were, Pool and places him: far too often, rather slow in making decisions that could affect the wealth of the city. • in Carthage, or • where a new Army has been raised or Fleet constructed, or (CR 5.71) Families: Carthaginian political power was divided into Families, with one family faction usually having the “upper hand’ • where the existing Army or Fleet whose old commander he is in the Councils and offices of Suffete. The scenarios state which replacing, is located. If the old commander was the Overall Com- Family starts in Power. Then, during Carthaginian Political Climate mander, the newly selected leader becomes the Overall Com- segment (B/5), the Carthaginian player checks The Carthage Fam- mander. ily Power Table to see if there has been in change. The possible die Certain Carthaginian leaders can only be used as Admirals, never roll modifiers are listed therein. as Army Commanders. These leaders have an anchor symbol on HISTORICAL NOTE: There were probably more factions than the their counter. If the player draws one of these for an Army, he must two families represented in the game, but there is not an abun- instead select a non-Admiral-only leader from the Admirals cur- dance of information on this subject, and two is a suitable number rently in play as the Army Commander. The newly drawn leader for game purposes. The Magonids and the Barcids were the two replaces the reassigned leader as Admiral. If all of the Admirals are prominent factions. In what is euphemistically called The 3rd Pu- Admiral-only leaders, draw another leader from the pool. nic War, the factions were not familial, but political: “democratic”, New Army Commanders impact the Army’s Efficiency; see CR pro-Numidian, aggressively anti-Numidian, etc. Fat lot of good it 10.54 for the specifics. did them. HISTORICAL/PLAY NOTE: It is almost impossible to figure out (CR 5.72) Political Climate: As with the , the just which Hannibal, Hasdrubal or Hanno is doing what at any Carthaginian Player must use The Council to determine his ability given time. We have tried to do our best to sort and identify them. to raise troops and galleys, among other items. To do that, he must But we do wish the Carthaginians had shown a bit more imagina- first determine the Political Outlook of those in Power. He does this tion with their surnames. Almost all Carthaginian surnames had in Carthaginian Political Climate segment (B/5) of the Sequence of religious significance. E.g., Hannibal means “beloved of Baal”, play. He rolls one die and consults the Carthaginian Political Cli- or something close. mate Table, using the listed die roll modifiers to adjust that die roll. The end result will be a Council that is Cautious (and not willing to (CR 5.74) The number of leaders the Carthaginians may have in expend that many funds for some overseas venture), Interested, Alert, play at any one time is limited by the number of armies and Admi- or Aggressive (Scared, if you wish). When seeking to raise either rals authorized by the Council. Unless stated otherwise in the sce- land units or Squadrons, the Carthaginian Player uses the appropri- nario, each Army may have only one leader. The number of Armies ate line/table for the Political Climate in Carthage. that may be raised is dependent on the Political Climate (CR 5.72) and what Carthage chooses to raise in terms of manpower. EXAMPLE: The Carthaginian player determines the family in power (CR 5.71). He rolls a ‘6’ which is modified by a –3 (1st Political Punic) and a –1 (Magonids were in power the previous turn) for a Climate Armies Allowed net result of ‘2’. The Magonids stay in power this turn. The Cautious 1 in Carthage; 1 Anywhere Outside Carthage Carthaginian player then determines the Political Climate. He rolls Interested 1 in Carthage; 1 Anywhere Outside Carthage + a ‘7’, which is modified by –2 (no enemy armies in Africa), –1 1 in Sicily ( are controlled by Carthage), –1 (Hannibal [1P-9], a Barcid, is the Carthaginian Overall Commander), +1 Alert 3 Anywhere (Syracuse is controlled by Rome), and +2 (Carthage lost two battles Aggressive 4 Anywhere the prior turn) for a net result of ‘6’. The Carthaginian Political Climate is Interested. The Carthaginian player is allowed one Admiral for each Fleet he has in play provided that the number of Admirals in play does not (CR 5.73) Appointing Commanders: Unlike the Romans, once exceed the number of Major Ports controlled by the Carthaginian appointed, Carthaginian commanders remain in the field until they player. For the purposes of determining the number of Admirals, die, get recalled when they lose a battle (and possibly crucified for treat Carthage as two ports. The Carthaginian player is allowed to such ineptitude), or their army is disbanded or eliminated. The ini- appoint an Admiral each time he builds and places a new Fleet (CR tial deployment says which Commanders start in play. The scenario 7.16) subject to the Major Port limitation. also provides a “pool” of possible Carthaginian commanders from which to choose when new, or replacement, commanders are needed. The Carthaginian Player may assign any number of Duumviri (CR Army Commanders and Admirals are appointed: 7.22) to 1 or 2 Squadrons of galleys, as, where and when needed,

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 15 but no more than available in the counter mix (Emergency Duumvir • distribute African (Carthage, Libya, Numidia, Mauretania) SPs are an exception, see CR 7.24). to any controlled cities in Carthage province. All European mer- cenaries—Gauls, Iberians, etc.—are removed from play. PLAY NOTE: Given the above two restrictions, some Fleets may start the turn without a leader. In either method, units may not be placed in a city Under Siege, unless that city is also a Secondary or Major port. EXAMPLE: The Political Climate is Interested and the Carthaginian player has two armies in play (Carthage and Sicily). If the Overall Commander is placed back in the pool, the He can raise a third army which can operate anywhere outside the Carthaginian player must designate one of the remaining Army province of Carthage (including Sicily). Commanders as his OC. His choice must be from the same family that is in power if one of the remaining commanders is so aligned. (CR 5.75) Command Restrictions: An Army Commander can only conduct operations with the units in his Army. The Carthaginian If the placement of the remaining armies in play does not meet the Army and its commander cannot conduct operations, Interceptions, allowable army criteria for the current political climate, the or Coordination in conjunction with other Carthaginian armies un- Carthaginian player must designate which army in play will be used less the active leader is the Overall Commander. Any Carthaginian to meet the criteria, and must move that army as directly as possible Army commander, however, can conduct operations with an army to that province using one Movement Operation with no voluntary under the command of an Allied leader. The only time an Army Stops during its leader’s first Operations Phase. If more armies re- Commander can conduct operations with Fleets is to use Naval main than allowed, use the climate that matches the number of armies Transport (CR 7.6). An Army commander may always use the units in play to determine the geographic distribution. in his Army—the restrictions of 5.41 do not apply. If more than one Army is involved in a battle, use 5.43 to determine who is in charge. EXAMPLE: The Political Climate is Cautious and the Carthaginian A Carthaginian Army Commander is ranked higher than an Allied player has three armies in play (Carthage and two in Sicily). The commander. Magonid family is in power. The commanders of the two armies in Sicily are Barcids, while the army in Carthage is led by a Magonid. An Admiral may only conduct operations with his Fleet, unless that The Carthaginian picks one of the armies in Sicily and rolls ‘5’. Admiral is the Overall Commander. In that case, he can conduct That army stays in place. He then rolls a ‘3" for the 2nd Sicilian operations in conjunction with other friendly Fleets. army. That army must Disband. The leader is placed in the pool and the army’s SPs are distributed to cities within Sicily. Alterna- If more than one Fleet is involved in a battle, use 5.43 to determine tively, the player could remove his mercenaries from play and dis- who is in charge. A Carthaginian Admiral is ranked higher than an tribute his African troops to controlled cities in Carthage prov- Allied Admiral. ince. If the Carthaginian army in Carthage were Disbanded in- The Switching Assignment Exception: If, at the instant one of the stead of one of the armies in Sicily, the Carthaginian player would leaders involved is activated, and two leaders are in the same hex at need to select one of the Sicilian armies to replace the Disbanded that time, one commanding a Fleet or Army, the other an Army or army and move it to Carthage. Fleet, if allowed and both leaders are aligned to the same family, (CR 5.77) Recalling Commanders: Whenever Carthage loses a and that Family is in power, the two leaders may switch assign- battle—naval (involving at least 5 Carthaginian squadrons) or land ments, one taking the other’s. And remember the effects of CR 10.54. (involving a Carthaginian Army of at least 20 SPs)—or loses con- (CR 5.76) Disbanding Armies: If the Political Climate is such that trol of a Medium or Large City by Siege (including Treachery) where the number of Carthaginian Armies in play exceeds those allowed a Commander has been when the city fell, the Carthage Player may to be raised, the Carthaginian Player must see if he has to Disband have to “recall” that commander and replace him (CR 5.73 et seq.) the excess Armies. To do this, he notes which Family is in Power, with a new one. Note which Family is in Power in Carthage, and and the Family Affiliation of all Commanders outside the province what Family (CR 5.71) that leader is aligned with, and then roll the of Carthage. He then rolls the die for each such commander, start- die, consulting the Recall Table to obtain the result. A Commander ing with whichever commander he wishes, as per below. If the die whose army has lost its last SP is automatically Recalled. In addi- roll falls within the listed range, that commander’s Army must Dis- tion, the Carthaginian player may voluntarily Recall (no die roll band, and the Leader is placed back into The Pool. He keeps rolling necessary) any of his commanders at any time during the Opera- until he has either removed enough commanders to satisfy the Po- tions Phase. In all cases, place a Recall marker atop the effected litical Climate, or all commanders remain in place. commander to indicate he is subject to such action. Same Family: Remove on DR of 0-2 PLAY NOTE: Recall is different from Army Disbandment. The former is based on military losses; the latter on changes in Politi- Different Family: Remove on DR of 0-4 cal Climate. Commanders with no family affiliation use the Different Family (CR 5.78) Recall takes effect when the very next Carthaginian LAM range. is drawn, regardless who is activated. When he is actually recalled he is placed back into the appropriate Available Pool, unless he runs If he is forced to Disband an Army, as above, the player has the into Crucifixion problems (CR 5.79). Remove all of the recalled following choices, which must be made during the Carthaginian leader’s LAMs from the LAM pool. If the LAM drawn belonged to Political Climate segment (B/5). Either, another Carthaginian leader, that leader conducts his Operations • distribute the army’s SPs to any controlled cities in the province Phase normally. If there are no more Carthaginian LAMs in the the army was in. These SPs are placed inside the city; or pool, the leader is removed after all the LAMs have been played. PLAY NOTE: Of course, the Carthaginian Player may always do

© 2005 GMT Games, LLC 16 Carthage Scenario Book VER. 1.1 (8-11-06) this without any reason whatsoever, although we suggest he read that combat units may use partial Salt Marsh hexes—use the other CR 10.5 before doing so. A voluntary recall does not initiate Cru- terrain in the hex for Attrition purposes. cifixion. (CR 6.38) Straits (Italy Map). Land units may cross the following (CR 5.79) Crucifixion: Commanders recalled because of failure straits without using Naval Transport (CR 7.6). However, if either (as in CR 5.77; not just because the player thinks it’s a good idea) the starting and/or landing hex is occupied by enemy Fleet, the op- are subject to possible terminal censure by being crucified (and thus posing player may attempt Interception (CR 7.39) as if the moving out of the game). For each commander thusly recalled, roll the die force was using Naval Transport—see CR 7.65 for the details. Cross- immediately upon his recall (CR 5.77). Add two (+2) to that die roll ing a strait does not require the use of a Port. if the disgraced leader is from a family different from the one in • The Straits of Messana (Fretum Siculi): A player may move power. If the adjusted die roll is higher than his Mortality rating, he across the Straits of Messana from Rhegium to Messana, or vice has been, shall we say, “hung out to dry” and will not be returning versa (Italy map, hexes It-6015/It-5915)-unless the hex that the to the game. player wishes to move his force from is enemy-occupied by a EXAMPLE: Himilco [1P-16], a Barcid, has just lost a major land land force, whether inside or outside the city. In that case, he may battle. The Carthaginian player must immediately roll a die to de- not cross. You may cross if the landing hex is occupied and/or the city in hex is enemy occupied (see 7.26). Furthermore, the player termine if Himilco is Recalled. He rolls a ‘6’ and since the Magonids may enter the city in the landing hex if friendly and even if it is are in power, he is Recalled. The Carthaginian player places a Under Siege. Crossing the straits requires a Stop when you “land”- Recall marker on the unlucky Himilco. Since there are no more and a die roll (5.25) to proceed further. Carthaginian LAMs remaining, Himilco will be removed at the end of the Operations Phase, and given that the Recall was not volun- • The Sardinian/Corsican Straits (Fretum Gallicum): A player tary, the Carthaginian player must check for Crucifixion. He rolls may cross the “Gallic” Straits from It-3126 to It-3227 or vice a’7", which is modified to a ‘9’ (+2 different family], so Himilco versa using the same premise as above. (mortality 9) barely escapes. (CR 6.41) In Africa—that’s Tripolitana all the way west to Mauretania Tingitanis—it costs 1 Attrition Point to enter a Rough Hex, unless the hex contains a road (whether it is usable in the sce- (6.0) MOVEMENT nario or not). (CR 6.13) Ally Movement Operation: In addition to 6.13, both DESIGN NOTE: This addition represents how difficult—mostly in players’ Overall Commander may also use this operation to move terms of foraging—travel off the beaten paths was in this area. any friendly leaderless land force, provided that the units were not The reduction in attrition represents the fact that these future roads part of an Army/Legion at the beginning of the game turn. Further- were built over well-traveled trade routes and paths. more, other leaders of both players may use this operation under these circumstances: Carthaginian, Numidian and Libyan units halve (retaining fractions) any accumulated Attrition Points incurred moving in their Home • A Carthaginian Army commander may use an Ally Movement province. A force which has more than one nationality accumulates operation to move a force of reinforcements to his hex and then attrition normally. Roman units halve (retaining fractions) the attri- incorporate those troops into his army, subject to the limitations tion cost of movement within any Roman-controlled province in of CR 10.41 and the effects of CR 10.57. Only reinforcements Roman Italy. When determining the final row on the Attrition Chart, placed on the map at the start of the turn are eligible for move- drop fractions. Inertia Attrition is determined per the standard rules. ment under this rule. • A Roman magistrate may use an Ally Movement operation to (CR 6.58) Ambush move a force that is part of his command that is not in the same Roman leaders cannot conduct an Ambush. hex into his hex. DESIGN NOTE: Why can’t the Romans use ambushes? Well, this The force moving under an Ally Movement operation may use Na- sort of thing was done only by “barbarians”; e.g., the Samnites, val Transport (CR 7.62). The active leader’s ratings are used when who really caught the Romans napping at the Caudine Forks at required. the beginning of the 2nd Samnite War. Hannibal actually raised it to an art form. The Republican-era Romans considered it “bad PLAY NOTE: The above allows the Carthaginian player more flex- form” to be anything other than direct and obvious when killing ibility in moving newly raised manpower and allows the Roman your fellow man. player to consolidate his magistrates’ command should the units be separated by Naval Transport restrictions or initial deployment considerations. (CR 6.32) No combat units may enter a full Salt Marsh hex or cross a Salt Marsh hexside. These terrain features are impassible. Note

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 17

(CR 7.14) A Fleet’s Crew may increase its rating, up to a maximum of ‘4’, by doing the following: • Training: The Fleet spends an entire turn In Port. A Fleet under- going training may do nothing else that turn; if it does, it gets no benefit from training. An Admiral must be present and remain in the hex throughout the entire turn. If the Admiral leaves the hex, the Fleet gains no benefit from the training. Each full turn of training raises the Crew Rating by one. • Winning a Naval Battle: The Fleet’s Crew Rating is raised by one for each such Victory, immediately after that Victory (as part of Combat Resolution.) A Fleet may have its Crew Rating raised as many times as possible (to the ‘4’ maximum) by this method. (CR 7.15) The Fleet’s Crew Rating can be reduced if it incorpo- (7.0) THE ADVANCED NAVAL rates squadrons from another Fleet with a lower Crew Rating (CR SYSTEM 7.35). (CR 7.1) FLEETS AND NAVAL (CR 7.16) Fleet Construction: During the Force Increase Deter- CONSTRUCTION mination Segment (B/6), each player decides, secretly, whether he HISTORICAL NOTE: At the start of the First Punic War, Rome wishes to build a Fleet. To make such decision the player takes one had no battle fleet to speak of. When needed, she used vessels from of two markers—Build Fleet or Raise Troops- and they each reveal that marker simultaneously. A player that decides to build a Fleet such allies as Locri, Tarentum, Naples, etc. When the Senate de- cannot add to his Port Harbor Capacity (see CR 7.72) or raise land cided to go to war with Carthage (two years after it really started), troops in the Force Determination Phase of that game turn. In addi- sort of haphazardly as it were, they built a large fleet virtually tion, mid-turn Manpower Operations and troop raising attempts from scratch. The legend is that they used a captured (beached) therein may be adversely affected by the number of Squadrons raised Carthaginian fiver as a model, although one wonders why this at the beginning of the turn. Squadrons may never be constructed would be necessary, given that their allies had similar galleys. mid-turn. Makes for a good story. (CR 7.17) Fleet Placement: A Player choosing to build a Fleet (CR. 7.11) Fleets: Each player has a Navy which is composed of must name the friendly controlled Port where the Fleet will be built. one or more Fleets. Each Fleet is composed of one or more squad- The number of squadrons the new Fleet may contain is limited to rons of war galleys. There is no upper limit to the number of squad- the Port’s Harbor Capacity as given on that chart (and see CR 7.18). rons that can comprise a Fleet. Furthermore, DESIGN NOTE: Virtually all of the galleys in this era were • if the newly built Fleet has five (5) squadrons or less, the Fleet quinqueremes (fivers). There were some triremes, quadremes, plus and its squadrons are immediately placed in that port a spare larger vessel. But at the scale we are using, it is easiest to • if the Fleet will have more than five (5) Squadrons, place the use just two types; the fivers and the threes (triremes). In addition, Fleet in the designated port with an “Under Construction’ marker. Carthaginian fivers were somewhat different than the Roman de- In the Force Increase Determination Segment of the next game signs. The latter were bigger, wider, and somewhat slower. How- turn, that Fleet marker is flipped to its active side and it is ready ever, such a design did allow for greater numbers of boarding troops to sail the high seas (as it were). If, for some reason, the player no on board. Carthaginian galleys were built for speed and maneu- longer controls the port, the squadrons are eliminated. This port ver, thus sleeker and slightly smaller (it appears). cannot be used for construction in that subsequent turn, though (CR 7.12) The Fleet counters are numbered and have a correspond- the player may build a Fleet in a different Port. ing numbered box on the player’s Army Display. Only the Fleet EXAMPLE: Rome chooses to build a Fleet in , whose Port counter is placed on the map. The Squadron unit(s) and the Crew capacity has been built up to ‘10’ at this time. The Roman Player Rating marker (CR 7.13) are placed in the box. The Fleet counters may build up to 10 squadrons. If he builds 5 or less they are placed are back printed to show their “In Port” status (CR 7.34). on the map. If he builds 6 or more they are placed on the map PLAY NOTE: Fleet counters are used in much the same way as Under Construction. Army counters. If a player prefers, he can leave the whole stack on (CR 7.18) A player may not build a Fleet if the total number of the map, though this will become quite cumbersome as play squadrons he has in play equals or exceeds the total Port Harbor progresses. Capacity of all the Major Ports he currently controls. If the player (CR 7.13) Crews: Each Fleet is assigned a Crew Rat- can build a Fleet, the number of Squadrons built cannot exceed the ing, the level of whose abilities often determines what difference between that Capacity and the number of squadrons cur- will happen in battle. This rating applies to all squad- rently in play. rons in the Fleet. The Rating—their level of expertise PLAY NOTE: If a player loses ports so that his Capacity goes down, (which ranges from 0 to 4)—is determined as follows: that does not mean he has to remove squadrons. It just means he • As specifically stated in the scenario deployment. cannot build them. The individual scenario may further limit which • Roman crews, when built anew, start at ‘0’ Ports are available for construction. • Carthaginian crews, when built anew, start at 2. HISTORICAL NOTE: While the Roman Senate usually voted on

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Fleet construction, most of the money to do so was raised from • Attack (includes Raids, see CR 7.5) private sources. The problem was not so much building the galleys • Reform Scattered Units but raising the crews to man them. Large fleets contained up to (and often more than) twice the number of men as consular armies. PLAY NOTE: Operations such as Diplomacy, Leader Movement, Carthage, with its much more naval oriented history, was quite and Seeking Senate Permission that are not relevant naval opera- used to fleet construction. However, for financial reasons, aug- tions may also be conducted while that leader is in command of a mented by its conviction that its seagoing position was unassail- Fleet. able, she was often slow to react to the need to do so. (CR 7.31) Fleet Movement: Like land units, Fleets have no Move- ment Points and, theoretically, can move anywhere during a Move- (CR 7.2) FLEET COMMANDERS ment Operation. A Fleet may only enter Coastal hexes and All Sea As with Armies, Fleets require a leader to move, conduct combat, hexes; they may not enter a hex that is exclusively land nor cross an etc. There are two types of leaders that can command Fleets: Admi- all land hex side. Unless Intercepted (CR 7.39), a Fleet may only rals and Duumviri. Who can command what is determined by the Stop in a Costal hex; never in an All-Sea hex. A Fleet must Stop number of Squadrons in the Fleet and the command hierarchy for (and check for Distance effects) under the following circumstances: that player’s side. • To conduct an Attack or Raid (CR 7.21) Admirals: A Fleet of 3 or more Squadrons must be com- • Enter a coastal hex occupied by an enemy Fleet manded by an Admiral. A Fleet of 2 or less may be commanded • Enter a friendly Port either by an Admiral or Duumvir (see below). The following mag- • Pick-up squadrons istrates/leaders are eligible to act as an Admiral: • When successfully Intercepted (CR 7.39) • Romans: A Consul, Dictator, Magister Equitum, or Proconsul (CR 7.32) Distance Effects: A Fleet that Stops, for whatever rea- may be used as an Admiral if that magistrate has the appropriate son, must immediately check for effects of the voyage. As a Fleet Imperium (see CR 5.2). If the Fleet has 5 or less squadrons, the moves it accumulates Distance Points (DP): Roman Player may assign a Praetor as Admiral. • Each Coastal Sea Hex is worth 1 DP • Carthaginians: Any leader appointed as Admiral (see CR 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 be last Stop) and consults the Naval Movement Distance Effect Table. led by a Duumvir. During the LAM Pool Segment (C/ The player now rolls the die, to which he adds a number equal to 1 1), both players place their Duumvir leaders on any for each 10 DP (rounding down) he has accumulated. He now sees friendly Fleets with 2 or less squadrons up to the num- what effect that adjusted die roll has produced, as per the table. ber of Duumvir available in the counter mix. Each player has one EXAMPLE: Accumulating 23 DP would result in adding two (+2) Duumvir LAM to use in the sequence of Play. That LAM activates to the die roll. 59 DP would add 5; 8 DP would add nothing (0). all his Duumvir-led squadrons. The possible effects are: Exception: See CR 7.24 for emergency use of Duumviri. • 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 • Scattered: The Fleet has fallen apart and landed in various loca- of maintenance, but sometimes at sea. We have chosen to use this tions along the shore. Place a Scattered marker on top of it. The term to cover all players, mostly because our Punic is rather weak. player cannot perform any action with the Fleet (i.e. enter port, (CR 7.23) Fleet Commanders subtract one (–1) from the Continua- pick-up/drop-off Squadrons, move, etc.) until he successfully tion die roll if the attempt is to conduct a Force Movement opera- completes Reform Scattered Units Operation (5.5/I) to return the tion after a movement Stop. affected units back to normal status. A Scattered Fleet is always considered outside any Port in the hex. Scattered Fleets are ig- (CR 7.24) Admirals may suffer Casualties as a result of combat or nored for determining any die roll modifiers (CR 9.31, CR 9.55, when Squadrons are lost from being Blown Off Course (CR 7.32). etc.). If that happens, the Admiral is replaced by an Emergency Duumvir, • Blown Off Course: The owning player places the Fleet in any whose sole capability, if activated, is to bring the Fleet into Port. non-Port coastal hex at least three hexes but no more than five Emergency Duumviri can command any size Fleet. Duumviri never hexes from the hex where the Stop occurred. The Fleet is Scat- suffer casualties. tered, as above, in this hex. PLAY NOTE: Use the Emergency Duumvir counter for this pur- • Blown Off Course and Lose 25 % of Fleet: Eliminate 25% of pose. Squadrons (and SPs if present) in the Fleet with a minimum of 1 Squadron and/or 1 SP lost. Any Admirals with the Fleet must roll (CR 7.3) NAVAL OPERATIONS for a Leader Casualty (8.6, and see CR 7.24). The Fleet is Blown Operations with Fleets are handled in a similar manner to opera- Off Course as above. tions with land units. A Fleet is considered a force when conducting operations. Aside from Naval Transport, land forces and Fleets can- (CR 7.33) Major Disaster. When checking for the effects of Dis- not be part of the same operation. The Fleet Commander may con- tance, as above, any time the player rolls a natural ‘0’ (regardless of duct the following operations with his Fleet: the adjusted DR total) he checks to see if a Major Disaster has over- come the Fleet. Roll two dice, one before the other, reading the • Movement result as a number between 0 and 99. If that dice roll is lower than

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 19 the number of DP Accumulated for that move, the entire Fleet has (CR 7.36) Drop-Off: Whenever an active Fleet enters Port, or be- been sunk by a storm and is eliminated. gins a movement operation in a port, the player may leave squad- rons in that Port. The active Fleet must retain at least one squadron. EXAMPLE: A Roman Fleet of 11 Squadrons (110 galleys) escort- In addition, ing transports carrying a consular army, moves, in one Operation, from Syracuse (It-6419) to Cr-2928 (Utica), using Coastal hexes • if there is a friendly Fleet in port, the squadrons are added to that all the way, and accumulating 25 DP. The Roman player, checking Fleet. If not, the squadrons are formed into a new Fleet. The new for the Distance Effects, rolls a ‘0’ with the die, which, even add- or augmented Fleet cannot have more squadrons than the Port Harbor Capacity limit. ing the 2 DP accumulated, would be a No Effect. However, be- cause he has rolled the ‘0’ he must now check for a Major Disas- • the Crew Rating of the new Fleet is that of the active Fleet. If the ter. He rolls a ‘2’ and a ‘3’ . . a ‘23’, which is lower than the 25 DP Squadrons were added to an existing Fleet, the Crew Rating is he accumulated. His entire fleet, including the transports with the set to the lower of the two. legions, has been 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 flict with that person—in the Punic Wars than battle. The Romans, pick up squadrons from a Fleet commanded by another Admiral alone, lost several entire fleets to such horrors. unless the active Admiral has a higher rank in the command hierar- chy (see CR 5.51). The non-Roman player may not pick-up Squad- DESIGN NOTE: The purpose of this seemingly harsh rule—it looks rons from a Fleet whose Admiral is the Overall Commander. Both less so if you understand that the chances of the above happening players can use their command hierarchies to enable their senior were about 2.5%—is twofold. First is to simulate the Historical commanders to attach Fleets of other leaders as part of an Opera- note, above. And the second is to reflect the caution, and often tion. However, a Fleet may not be attached in a hex occupied by an sloth-like, nature of naval operations over the entire course of the enemy Fleet (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 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 • The moving Fleet wishes to attack the stationary Fleet, or a Port. The number of squadrons that can be placed In Port is lim- • The moving fleet wishes to continue moving, but must first sub- ited to its Port Harbor Capacity (see Charts and Tables). Fleets in ject itself to being intercepted by the enemy fleet. port cannot be attacked. A Fleet (and this includes Naval Trans- ports) 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 it inactive player may then make his Interception attempt. After which is inland. Many sources refer to Thurii as a usable port ... and all and depending on the result of any Naval Combat, the active player maps place it where it is. It is probable that the river it is on was may make a Continuation roll and if successful, conduct another navigable to commerce. Naval transport reaching It-5508 or It- operation. 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 • an enemy concludes a Reform Scattered Units in the friendly the hex to the active Fleet. To be eligible for transfer, the stationary Fleet’s hex Fleet cannot be Scattered nor can there be any enemy Fleets in the hex or in port in the hex. Transfers do not require the Fleets to be In • an enemy Fleet enters the friendly Fleet’s hex and does not At- Port. In addition, tack • if the player decides to transfer all the squadrons from the sta- • an enemy Fleet enters a hex adjacent to the friendly Fleet’s hex tionary Fleet, the Fleet marker and any Admiral/Duumvir present The inactive Fleet may intercept regardless of its In Port status. are 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, if per Operations Phase unless the active Fleet two hexes away from there is no naval commander present or if the Fleet is led by a the Fleet and then, later in the same Operations Phase, moves such Duumvir or Admiral lower in the player’s command hierarchy. The that one of the above criteria is met, or the active Fleet attempts to former leader of the Fleet is removed from the map—Admiral’s go 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 5.75, which is different in that it Carthaginian Fleets led by Duumvirs. The Carthaginian player involves switching commands, not taking fleets. may 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

© 2005 GMT Games, LLC 20 Carthage Scenario Book VER. 1.1 (8-11-06)

Admiral made the attempt). If the Roman player moves out of the 2. Each Player rolls one die, applying DRMs, and notes result to his hex, the other Fleet could attempt to intercept. Fleet. To attempt interception, the inactive player announces such and rolls 3. Eliminate squadrons to reflect losses and check for Leader Casu- one die. alties (CR 7.46) • if the Interception attempt is into an adjacent hex, he adds three 4. Conduct Retreats, if desired or mandated (CR7.48) (+3) to that DR. (CR 7.45) The Naval Battle DR Adjustments: A negative (-) DRM • If the Intercepting Fleet is In Port, add two (+2) to that DR. helps the player as it reduces his loss possibilities; a positive hurts. If the adjusted DR is the same as or lower than the Admiral/ Strength Ratio Adjustment: Each player determines the compara- Duumviri’s Campaign Rating, the Interception is successful. A tive strength Ratio (Combat Odds) of his fleet vs. that of his oppo- moving Fleet stops and, if necessary, the intercepting Fleet moves nent, rounding down to conform to the ratios listed on the Naval into the target hex and initiates Combat. Combat Ratio Chart. The die roll is adjusted per the Naval Combat Ratio Chart. Thus, if the Attacker has 7 squadrons against 3 De- If the adjusted DR is higher, there in no Interception, and the mov- fender squadrons, the Attacker would incur a –2 DRM, the Defender ing Fleet may attempt to continue moving. a +3. (CR 7.4) NAVAL COMBAT Tactical Superiority: The two opposing commanders compare their (CR 7.41) The possibility of Naval Combat occurs any time two Battle Letter. The Admiral with the better Battle Letter (“A” being opposing naval forces exist (Stopped) in the same hex. A Naval best, etc.) gains Tactical Superiority for the battle, and the ability to battle is initiated when: use that side’s die roll adjustments listed below. If the Battle Letters are the same neither side has Tactical Superiority. • An active Fleet conducts an Attack Operation in the same hex as any enemy Fleet. All enemy Fleets in the hex that are not In Port • Roman Tactical Superiority: –1 to his dieroll; +1 to his must be attacked as a single force. Other friendly Fleets in the opponent’s hex are ignored. • Carthaginian Tactical Superiority: –2 to his dieroll; +3 to his • An inactive Fleet successfully intercepts (CR 7.39) an enemy fleet opponent’s that has either Stopped in the same hex or moves into a hex adja- If the defending fleet does not have a commander, the attacking cent to the hex it is in. In this case, the non-active player initiates fleet automatically has Tactical Superiority. combat against the active Fleet (only). HISTORICAL NOTE: The Carthaginians were far better “sailors” (CR 7.42) Avoidance: Any time a player initiates naval combat, than their Roman counterparts, and they had great superiority in the opposing player (target) may attempt to avoid such combat. To determine whether a potential defender may avoid the battle, the any battle in which they could use their speed and maneuverabil- player rolls one die. If the die roll is the same as or lower than the ity to destroy Roman ships with the tactic of ramming. The Ro- Admiral/Duumvir’s Campaign Rating, the Avoid attempt is success- mans, while they fell far behind the Carthaginians in this aspect, ful and the Fleet may move one or two coastal hexes away, or, if were experts at land warfare ... and the naval tactic of boarding. one is within one hex or the same hex, into a friendly port. A Fleet Their bigger quinqueremes held more, and usually, better soldiers. may not move into the hex from which the attacking Fleet entered Corvus: The Roman Player may choose to have the squadrons of its hex. If an intercepted Fleet successfully avoids, that Fleet must his Fleet armed with the Corvus. He must make this decision before retreat into the hex from which it entered its current location. If that the Fleet leaves a port in Roman Italy and, once made, the Corvus hex is an All Sea hex, the Fleet remains in its current hex and must remains with the Fleet. When equipped with the Corvus, participate in combat. • the opposing fleet incurs an automatic +2 DRM to its Naval Battle If the Fleet is commanded by a Naval Only leader, the player may roll, regardless of tactical Superiority. subtract one (–1) from the die roll for each Guile point expended • the Corvus equipped Fleet checks for Major Disaster (CR 7.33) by that leader. There are no other adjustments to the Avoidance on any natural die roll of ‘0’ or ‘9’. die roll. Fleets not equipped with the Corvus may not pick up Squadrons PLAY NOTE: Unlike Interceptions on Land (8.22), Fleets may at- from Fleets so equipped. If friendly Corvus equipped and non-Cor- tempt Avoidance after being successfully Intercepted. vus equipped Fleets are involved in the same battle, there is no DRM. HISTORICAL NOTE: It was fairly easy to avoid a naval battle, HISTORICAL NOTE: Latin for raven, the Corvus was a demonic, given the difficulty of forming into battle line, etc. and highly effective, mechanism installed at the bow of Roman (CR 7.43) Fleets in port may not be attacked, nor may Fleets that galleys that, when used during boarding attempts, swung around are Scattered. However, Fleets in port may attempt Interception. and came down onto the deck of the opposing ship like the beak of Fleets that are in port when that city is taken by Siege Assault, Siege a bird, fixing the target to the attacking galley and providing a Attrition, or Treachery are eliminated. plank for the charging boarders. The Carthaginians never could figure out how to deflect/negate the Corvus. However, Mother Na- (CR 7.44) Resolving Naval Battles: Naval Battles are resolved on ture did. Installed at the bow, the Corvus made that galley unsea- the Naval Battle Results Table. The table is a list of adjusted die worthy—she shipped lots of water in anything but calm seas—and rolls for the 10-sided die, adjustments running from –2 to +11, a susceptible to disaster in storms. The Romans abandoned use of total of 14 possible results. To resolve a given battle: the Corvus rather quickly, despite its battle advantages. 1. Determine all DRMs (CR 7.45)

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DESIGN NOTE: Other games in the AW series will have other the Carthaginians, however, will add +1 [+1 Carthage]. The Ro- ‘special effects”. mans 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 Dieroll. If a player has more than one Fleet involved, use the lowest lose 10 Squadrons. The Carthaginian player rolls a “3” which is rating. adjusted by +1 [Strength Ratio], –2[Tactical] and +2 [Corvus] to “4” which yields a “10 up” result. The Carthaginians lose 2 Squad- EXAMPLE: A Fleet with +3 Crew against a Fleet with a ‘0’ Crew rons. Both players roll for leader casualties (neither leader is af- would require the player with the ‘0’ Crew Fleet to add +3 to his fected). The Romans must Retreat so Sulpicius heads for Messana Naval Battle die roll. [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 The target hex cannot be occupied by opposing units unless those has lost Squadrons, any Admiral present with that Fleet must roll units are Inside a City. A Raid is an Attack Operation with a die roll for a Leader Casualty (8.6, and see CR 7.24). Finish regardless of 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 port. one die. The player adjusts the roll as follows: • He adds to that die roll the number of Raiding Squadrons. (CR 7.47) Winners/Losers: The player that has the higher per- centage loss (ignore the “up” or “down”) is the Loser, and the other • He subtracts from that die roll the number of enemy SPs inside a player is the Winner. If both sides have the same percentage loss, 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 Continua- Otherwise the Raid fails. tion (CR 7.53) If a player successfully conducts a Raid in a given game • If the active player Loses, the active leader is Finished after con- turn, the affected player subtracts two (–2) from any Manpower ducting any Retreat. Raising die rolls he undertakes in the immediately succeeding game • If there is no Winner, the active leader is Finished. turn. Place a Raid marker as a reminder. There is no additional af- fect if the player successfully conducts more than one Raid. The Fleet that Wins has its Crew rating increased by one (CR 7.14). If more than one Fleet was involved, each has its Crew Rating HISTORICAL NOTE: Part of the Carthaginian strategy, at least increased. before the Romans built a strong navy, was to conduct a series of raids along the coast of Italy, usually north of Rome. More of an (CR 7.48) Retreats: Retreats are only sometimes mandatory. It is annoyance than anything of lasting merit, the raids did prove a possible that both players may remain in the hex after combat. A Losing Fleet that suffers at least twice the number of losses in squad- thorn in Rome’s side for the first 4 or 5 years of the war. By the rons, or suffers any loss when the opposing Fleet has no loss, must middle of the war, Rome was attempting the same along the coast Retreat, unless the battle occurred as part of a Strait Crossing (CR of Carthage province. 6.38, CR 7.65). Otherwise, Retreat is voluntary. The Loser gets to decide, first, if he wishes to retreat his Fleet. If he chooses not to, (CR 7.6) NAVAL TRANSPORT the Winner gets that choice. If neither chooses to Retreat, the Fleets Players may move land combat units by Sea using Naval Transport. stay where they are. A Fleet that retreats must leave the hex by PLAY NOTE: Because of the shift to Advanced Naval Rules for moving the Fleet to a coastal hex unoccupied by enemy units. A most of the scenarios herein, the naval transport rules have been Fleet may not retreat into a hex if the opposing Fleet entered the changed somewhat. battle from that hex, nor may it enter a hex occupied by an enemy Fleet during the retreat. The retreating Fleet so moved accumulates (CR 7.61) Embark: All Naval Transport must start in a friendly DP per CR 7.32 and when it arrives in the destination hex, the player Port... Inside the City. The number of SPs that can use Naval Trans- determines the Distance effects of such move. port from that Port is given in the Naval Transport Chart. To Initiate Naval Transport, the owning player states the fact and places a Na- EXAMPLE OF A NAVAL BATTLE: A Roman Fleet with 20 Squad- val Transport marker on his force. Naval Transport can be conducted rons under the command of Field Consul C. Sulpicius Paterculus from a city Under Siege. (#314) (“C” Battle rating) engages a Punic Fleet with 15 Squad- PLAY NOTE #1: Note that land movement and Naval Transport rons under the command of Carthalo (1P-4) (“B” Battle Rating) can occur in the same Operations Phase. off the coast of Sicilia. The Carthaginian player has Tactical Su- periority—no die roll is required. The Roman Fleet has Crew Rat- PLAY NOTE #2: A player may try to transport besieged land units ing of “2”, while the Carthaginian Fleet’s Crew Rating is “4” so from a Port, but Interception applies if there is an enemy Fleet the Carthaginians have Crew Superiority as well [+2 Roman around. DRM]. The Roman numerical advantage is insufficient to produce a positive effect (Strength Ratio adjustment is 0 at 20:15 or 1.3:1),

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(CR 7.62) Transport Operations: Land units using Naval Trans- (CR 7.65) Crossing Straits: Although land units crossing straits port are treated as a Fleet for Fleet Operations (CR 7.3) with the do not use Naval Transport, the opposing player may attempt Inter- following adjustments: ception (and thus precipitate a Naval Battle) if he has enemy Fleets • The active leader is considered the Admiral of the Transport Fleet in either/both hexes joined by the strait. Any Interception attempts and his ratings are used for all purposes regardless of any other are resolved per CR 7.39 with the exception that only one Intercep- leaders in the force. The Admiral does not count against the tion attempt can be made against the force making the crossing. If player’s Major Port Fleet limit an Interception attempt is successful, the active player has the op- tion to retreat to (or remain in) the starting hex and there is no Naval • The Transport Fleet may attach a Fleet while Stopped in any Battle. If a Naval battle occurs, both players may include any/all Coastal hex unoccupied by enemy Fleets. There is no transfer of Fleets in either hex (including any In Port) joined by the strait. At Squadrons; the Fleet is attached in total including its commander. the conclusion of the battle, the active force remains in the ending A Fleet cannot be attached if its leader is ranked higher in the hex—its has crossed the strait and, Continuation permitting, the player’s command hierarchy. leader could conduct additional operations. For the purposes naval • The Transport Fleet may detach a Fleet while Stopped in any combat (losses, DRM, etc), treat the force as if it were a Transport Coastal hex unoccupied by enemy Fleets. There is no transfer of Fleet (CR 7.62) Squadrons; the Fleet is detached in total including its commander. Land units can be dropped off if they disembark (see CR 7.63 EXAMPLE: The Roman player wants to move Appius Claudius below). Consular Army across the Fretum Siculi. Messana is friendly to the Romans and there are no enemy forces in Rhegium or its hex. • A Transport Fleet without an attached Fleet cannot initiate Naval The Roman player has a Fleet (1 Squadron) in Rhegium. The Combat. If attacked, it may attempt to Avoid. If unsuccessful in Carthaginian player has positioned a Duumvir led Fleet (1 Squad- the Avoid attempt, resolve a Naval Battle per CR 7.44 with the ron) in both the Messana and Rhegium hex. The Carthaginian following changes: player may attempt Interception in either (not both) hex. If the •• the Transport Fleet is treated as one Squadron for the Strength Carthaginian player is successful, the Roman player can either Ratio adjustment retreat Claudius’ army back to Rhegium or chance a naval battle •• the attacking player does not roll (i. e. the attacker will take no which would involve all three Fleets as well as Claudius’ force. losses) •• Transport Fleets without other Fleets attached have a Crew (CR 7.7) PORT HARBOR CAPACITY AND Rating of 0 WINTER (CR 7.71) Ports have the ability to safely Harbor—dry-dock and • Any percentage loss to Squadrons applies equally to the land units keep safe from Winter (see CR 7.75)—a limited number of galleys. being transported. The losses are distributed using 8.34. Transports are not considered here; they do not have to dry-dock. • If a Transport Fleet is Scattered, the land units are considered to The Harbor capacity of a given port is listed on the Port Harbor be temporarily Disembarked while Scattered and can be attacked Capacity Chart. Some Secondary Ports have larger harbor capaci- by enemy land forces. If so attacked, the force is considered Use- ties than others; these are named and listed (e.g. Drepanum). less and suffers the adverse modifiers in CR 7.64. With a Reform Scattered Units Operation, the owning player may either con- HISTORICAL NOTE: Carthage’s harbor had “modern” dry-dock- tinue to transport the land units or Disembark (CR 7.63) them in ing facilities for 220 galleys at any one time. Presumably, more the hex. They are no longer considered Useless, though CR 7.64 ships could anchor in the large harbor. still applies. If a Scattered force must leave the hex, remove the (CR 7.72) Increase Capacity: Some Ports—Carthage, Ostia, Transport and Scattered markers. Massilia, Neapolis, et al (see the scenarios for specifics)—start with (CR 7.63) Disembark: To land (and disembark), a force using Na- smaller Harbor facilities than their maximum capacity ... for Rome, val Transport must Stop, and roll on the Naval Distance Effects Table per CR 7.32. If there was no adverse Distance Effects result, the player may disembark land unit SPs in the hex up to the limit (CR 7.7) PORT HARBOR CAPACITY CHART given by the Naval Transport Chart. Units using Naval Transport Port Squadron Capacity may not stop in any coastal hex containing enemy land units, or in any coastal hex adjacent to one containing an enemy garrisoned Carthage (Cr-3028) 18 to 22 city, unless the units disembark. A force using Naval Transport may Ostia (It-3715) 5 to 20 (20 in 2nd Punic War and enter Port and disembark in a city Under Siege. after) DESIGN & PLAY NOTE: The ability to land forces in non-port Massilia (It-1629) 10 hexes is supported by several of the campaigns during the war. Neapolis (It-4512) 5 to 10 (10 in 2nd Punic War and E.g., the Roman invasion of Africa in the 1st Punic war, which after) landed a consular army on Cape Bon (It-5834). Tarentum (It-5405) 12 (CR 7.64) If units disembark in a hex occupied by enemy land Syracusa (It-6419) 10 units and both those units and the debarking units are outside of a city, any attack by the debarking force incurs –3 modifier to the Lilybaeum (It-5526) 15 die roll on the Battle Results Table. If it does not attack but is, in Drepanum (It-5326) 12 turn, attacked by enemy forces in that game turn before leaving All other Secondary Ports 4 the landing hex, there is a +3 adjustment to the attacker’s die roll on the BRT. All other Minor Ports 2

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 23 reflecting the minimal Roman galley fleets. Each turn the player— gion elements. Legion elements that have no SP remaining are re- if he controls these ports—may increase any one Port’s Harbor Ca- moved from the map. pacity by 5 squadrons, per turn, up to its maximum listed capacity. However, he may do so only if he does not build any naval squad- Roman auxiliaries and other allies use the Infantry and Cavalry rons that turn, or have Fleets “Under Construction” therein. methods described 8.34. If a stacked with a legionary force, ex- clude any legionary SP when determining the total. PLAY NOTE: The reverse is also true. If a player increases Har- bor 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 ele- from raising land forces in Phase B/6. ments, with the remaining three SP taken from any three (different) of the elements. The Roman player then removes 2 cavalry SP, tak- (CR 7.74) Port Harbor capacity is also used to determine how many ing them from any two (different) elements. If 6 SPs of Auxiliary Squadrons a player may construct in a given Turn; see CR 7.16. infantry were present, 2 SPs of Auxiliary infantry would be lost as (CR 7.75) Winter: During the Port Segment (G/2), each Fleet (in- well. cluding Transport Fleets) that is not In Port must be moved to a (CR 8.62) Wounded Roman magistrates are placed in the Magis- friendly Port hex. Each Fleet so moved accumulates DP per CR trate Pool at the start of the next game turn and are eligible to re- 7.32, but when it reaches its destination Port the player rolls for a enter play via the Election process. Major Disaster (see CR 7.33) instead of rolling on the Naval Dis- tance Table. A Fleet that began the segment Scattered, adds 20 to (CR 8.67) Roman Magistrate Replacements: Roman magistrates 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 with- Magistrates entering the game in such fashion are always chosen out a leader, the player receives an Emergency Duumvir (CR 7.24) blindly/randomly. Replacement Magistrates are placed either in the to move the Fleet to Port. For Scattered Transport Fleets, remove hex where the previous magistrate was or in Rome. When a Roman the Transport and Scatter markers. The land force remains in the magistrate enters as a Replacement, there are no additions or sub- hex. For other Fleets, Scatter is removed after paying the 20 DP for tractions from the LAM pool-regardless of what the new leader’s returning to port. Initiative rating is. DESIGN NOTE: The above simulates the arrival of increased storms, which ended almost all naval movement of any kind, even in the Mediterranean. (CR 9.0) CITIES AND SIEGES (CR 9.31) Siege Assault: The following Siege Assault die roll modi- fiers apply: (CR 8.0) LAND COMBAT • Add one (+1) if the Roman player is assaulting an enemy occu- (CR 8.23) Roman leaders add four (+4) to all Avoidance die rolls pied Rome (Roman Honor). • Add two (+2) if the besieged city is a port and only the attacker has Fleets in the hex and/or Port (CR 8.31) The following adjustments are applied to all Battle Die rolls: • Subtract one (–1) for each legion included in the assault over the assault leader’s CER limit—Roman Player only Roman Discipline: This adjustment takes into account the effects • Subtract two (–2) if the besieged city is a port and only the de- of superior Roman morale and Training as well as the vaunted Ro- fender has Fleets in the hex and/or Port man tactical flexibility. The Roman player adjusts the die roll one in his favor (+1 if attacking, –1 if defending) for each Veteran le- (CR 9.55) Supply by Sea. If the besieged units are in a Port, he gion with at least 6 SPs Roman citizen (RL) infantry in the battle. adjusts his Attrition die roll: Roman Command Efficiency: If attacking, the Roman player sub- +3, if the Port hex is solely occupied by an enemy Fleet. Friendly tracts one (–1) from the die roll for each Legion over the Fleets In Port are ignored; commander’s efficiency limit; if defending he adds one (+1) for each. Auxiliaries do not count, but partial legions do. –3, if the Port hex is occupied solely by a friendly Fleet, whether In Port or not. Carthaginian Army Efficiency: If attacking, the Carthaginian player adds his Army Efficiency Rating to the die roll. If defending, (CR 9.6) Treachery: Roman leaders are an exception to some of he subtracts his Army Efficiency Rating. If more than one Army is 9.72. Only Consuls, Dictators or Magister Equitum may attempt involved in the battle, use the lowest Army Efficiency. Treachery; proconsuls and praetors may not. In addition, although the consul/dictator must expend a Guile Point to attempt the Treach- EXAMPLE: A Carthaginian Army with an Efficiency of –2 would ery, he does not get to add it to his die roll. There are no such restric- add a –2 (same subtracting 2) to the battle roll when attacking and tions on using Guile Points on the “defense”. subtract a –2 (same as adding 2) to the battle roll when defending. DESIGN NOTE: Why not? Well, Roman patricians sort of felt them- (CR 8.34) Legion Loss Distribution: The Romans treat their en- selves above this sort of thing. They tended to play by the rules- tire legionary force as one contingent. However, the percentage loss which is why they could never figure out how to beat Hannibal is applied to the infantry and cavalry separately. The SP loss within until Scipio decided to throw away the book, too. each type must be distributed as evenly as possible among the le- Neither Rome nor Carthage may ever be taken by Treachery.

© 2005 GMT Games, LLC 24 Carthage Scenario Book VER. 1.1 (8-11-06)

(CR 9.74) Fleets In Port when a city Surrenders remain in the hex He cannot do all/both (and see CR 7.72), and his decision is made but are no longer In Port. secretly by selecting the appropriate marker and holding it in his closed hand, with both players revealing their decisions at the same (CR 9.8) Gallic Looting: Any force that contains Gauls that cap- time. The Roman player cannot elect to increase/build his navy if tures a city by Attrition, Assault or Treachery (as per 9.81)-even if he successfully raises a Consular Army per CR 10.16. such (friendly) Gauls are not included in the assaulting force, but are in the hex-must check to see if the Gauls go out of control, loot (CR 10.12) The Roman Player, in addition to raising land units in and then go home. The player rolls the die and compares it to his the Strategic Decision Phase, may do so as part of a Consul’s (or a active leader’s Campaign Rating: Dictator’s) Operations Phase as a Manpower Operation. He may do • if it is the same or lower, nothing happens this only if there is an enemy land force of at least 5 SPs anywhere in Italy (all of Italy east of Gallia Massilia; Sicily is not Italy). • 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 HISTORICAL NOTE: The Roman player’s historical ability to in- gone home. In addition, any diplomatic benefits normally attrib- crease the size of his legionary armies was almost limitless; the utable to winning a siege are lost. only “real” limit is the penury of the Roman Senate and the counter- mix-which is absolute. If the city falls during a Siege Attrition Phase, the capturing player uses his highest ranked leader for the above check. If there is no (CR 10.13) Raising Legions: The Roman Player uses the Legion senior leader, the capturing player picks the leader of his choice. Request Table to raise Legions during the Force Increase Determi- nation Segment and for all Manpower Operations. To attempt to PLAY NOTE: Despite the rather aggressive actions of such Gauls, Raise legions -or to reinforce depleted legions- the Roman Player the city is not considered Sacked just because the Gauls looted. notes the number of legions of any strength are already in play, (CR 9.9) Garrisons: Romans may not use Auxiliary units to garri- consults the table, rolls the die, adjusts the die roll per the (self- son a city unless there is at least an equal number of Legion SPs in explanatory) adjustments listed, and sees what he gets. The result is the city. Units assigned as garrisons do not count against the force the number of new legions raised. All newly raised legions enter limitations that Roman magistrates have (CR 5.2), as long as they play at full strength with a training level of Recruit. For one legion stay inside the city. newly Raised (not reinforced) by the table, the Roman Player may, instead, bring in a Siege Engine counter; only one such unit may be produced per Legion Request die roll. PLAY NOTE: And don’t forget that each legion has contains both a Roman and Allied component. (CR 10.14) Raising Reinforcements: The Roman may bring ex- isting legions back up to strength by raising reinforcements. To do so, he undertakes a Manpower operation as if he were raising new legions. Instead, though, he always uses the “0-6” column (com- (CR 10.0) MANPOWER plete with die roll adjustments), and uses the number in brackets [ ] to get the number of reinforcement SPs available. Every eighth SP (CR 10.1) RAISING LEGIONS so raised is considered cavalry. The Roman player may either raise HISTORICAL NOTE: Rome’s greatest strength-and the telling fac- new legions OR reinforcements in one legion-raising attempt; he tor in the almost all of Republican Rome’s wars-was her seemingly cannot do both. unlimited ability to raise troops. No matter how many men she lost, she simply raised some more men and came right back. For EXAMPLE: The X and XIV Legions have been reduced by battle to example, when Hannibal invaded Italy (218 BC), Rome was field- 6 SPs of infantry each. Each legion has also lost one cavalry SP. ing six legions. By 212, she had 25 (mostly) legions operating, The Roman wishes to bring these legions up to strength, so he de- almost a quarter of a million men, even though she lost, perhaps, cides to raise reinforcements. He rolls a die, which is adjusted to 50,000+ legionnaires at Cannae!! Hannibal’s army rarely-if ever- an ‘8’. This means he has available 12 SPs, or 11 Infantry SPs and topped 50,000, and was usually much less. These two, compara- 1 Cavalry SP. He uses 6 of those infantry SPs to build the X and tive figures say a great deal about Rome ... and Hannibal’s XIV RL components up to strength, the remaining 5 infantry SPs to generalship. raise the AL components up to ‘8’ (the XIV) and full strength (the X). He gives the cavalry SP to any legion of his choice, but only if (CR 10.11) The Roman player raises (or reinforces) Legions needed. If not, treat as an infantry SP. through the Senate. Legions are raised, mostly, in the Strategic Decision Phase either during the Election Segment (B/4) and/or (CR 10.15) Auxiliaries: Whenever an adjusted DR of ‘9’ or ‘10’ is the Force Increase Determination Segment (B/6). Raising units in attained on the Legion Request Table, the Roman Player may also this segment is not an Operation and does not require the presence raise one contingent of Auxiliaries. Auxiliaries are light/medium of any leader. During that Phase, the Roman Player must decide infantry troops-archers, slingers, light infantry. All infantry Auxil- whether to: iaries enter the game as a self-contained contingent of 6 SPs and may be commanded by any magistrate. Auxiliaries available to Rome • Raise more land units, or in Carthage are limited to the Sicilian infantry units available in the • Increase (or build) his Navy, or counter mix. If there are less than 6 SP of Sicilian not in play, the • Neither of the above Roman player receives no auxiliaries. And see CR 10.25 and 8.34.

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 25

(CR 10.16) The Roman player must attempt to replace the Consu- (CR 10.24) Newly raised Siege Engines are placed either in Rome lar Army(s) (two legions) of the prior Consul(s) if either/both of or with any Legion in Roman Italy. those armies were Disbanded (CR 10.18) in the Disband Legions segment (B/1). The procedure in CR 10.13 is not used in this situa- (CR 10.25) Raised Roman Auxiliaries are either placed with any tion. Instead, as each affected Consul is elected/selected, the Ro- Legion in Roman Italy, or placed in any city in their home province. man player rolls for Senate Permission (CR 5.66) to replace the If placed in their home province, the units may be moved to a mag- army. If granted, two new legions are raised and assigned to that istrate as part of the Legate LAM (see CR 10.23). Auxiliaries may magistrate as his Consular Army. They are placed per CR 10.2. If not be placed in a besieged city unless the city is also either a Sec- the Senate refuses, the Consul is receives no army at this time. Suc- ondary or Major Port. cessfully replacing an army prevents the Roman player from build- ing Fleets. He may, however, still attempt 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. Vet- SPs may be picked up if any of the Legions are under strength, but eran legions can regress to Recruits through defeats and loss of SPs. must be evenly divided among the legion components (up to their maximum strength) with all Recruit legions receiving the odd SP (10.31) Training Levels. Legions can have their Training levels before any Veteran legions. If the there are no Legions present, Le- raised or lowered, as follows: gion SPs may not be picked up. Legion SPs can be left as a garri- • If a Roman force wins a Major Victory (see 8.5) in battle the son, however, these SPs must be drawn as evenly as possible from Roman 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, (CR 10.18) The Roman player may disband legions during the Dis- he may raise the Training Level of any one legion in that force. 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 a legions that are not in a besieged city are eligible. The RL and AL Major Victory) in battle, all Veteran legions in that force that have components of the legion must be disbanded together if currently in had the Roman (RL) elements reduced to 5 SPs of Infantry or play. Furthermore, Legions assigned to the prior turn’s Consuls must less are reduced to Recruit. be disbanded together (in other words the entire Consular Army is • If a Roman force suffers a defeat in battle, but not a Major one, disbanded). To disband a legion, the player removes the legion/army the Veteran legion suffering the heaviest losses is reduced to Re- markers and any remaining SPs from the map/displays. cruit. 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 trained MANPOWER if the Praetor Urbanus is present. At the end of the turn, in the Le- (CR 10.21) Newly-raised legions (both components) may be placed gion/Crew Training Segment (G/3), the Roman Player rolls the die in Rome or in any Roman-controlled city in a Roman-controlled for up to two newly-raised Legions that have not moved out of Rome. province in Roman Italy. Alternatively, the newly raised legion com- If the die roll is a 7 or more, the legion is now Veteran; otherwise, it ponents may instead be placed separately: the AL component may stays Recruit. If the Praetor Urbanus leaves Rome after the legions be placed in any Roman controlled city in any Roman-controlled 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 (CR 10.4) CARTHAGINIAN MANPOWER city is also either a Secondary or Major Port. The RL components HISTORICAL NOTE: Carthage, as a country, did not have any- may always be placed in Rome even if Rome is Under Siege. where near the indigenous (and citizen) wells of manpower that Rome had. Carthage’s own manpower base was about 3-400,000 (CR 10.22) Reinforcements (see CR 10.14) for legions within Ro- Carthaginian citizens, half of whom were female. Therefore, most man Italy are placed with those legions when raised. For legions of the troops raised by Carthage were mercenary (from Europe) or outside Roman Italy, the Roman player places SP markers next to provided by (often uneasy) alliance (Libya and Numidia). the corresponding legion box on the Legion Force display that will receive the reinforcements and places the Legate LAM into the Pool. (CR 10.41) Carthage raises Manpower in the Force Increase Deter- These reinforcements are incorporated into the targeted legions dur- mination segment (B/6), with some minor ability to raise troops ing the Operations Phase when the Legate LAM is drawn. during the Operations Phase (La Patrie en danger, and all that; see CR 10.45). The sources of manpower for Carthage’s armies are listed (CR 10.23) Reinforcements may not be placed with a legion in a in the Carthage Manpower Table. The ability to raise manpower is Besieged city unless that city is also either a Secondary or Major dependent on the Political Climate. To raise manpower, the Port. Legions outside Roman Italy must be in a province with a Carthaginian player selects one of the lettered groups, rolls a die, Roman controlled Secondary or Major Port to receive reinforce- and applies any applicable modifiers as listed on the table. He re- ments. Reinforcements that can’t be placed are lost. If Rome is Under ceives SPs from each contingent in the group corresponding to the Siege when the reinforcements are raised, they must be used to re- modified die result. This process is repeated for other groups al- inforce legions in the city or to augment the Rome garrison; they lowed by the current Political Climate. The Carthaginian player is may not be placed with or allocated to legions outside Rome. not required to take all of the resultant SPs, nor is he required to PLAY NOTE: There is no Legate leader counter—just the LAM— make all allowable die rolls. Note that there are some scenario re- which triggers when the reinforcements are added to the targeted strictions and limits on total manpower as given in CR 10.46 and Legions. CR 10.47. In addition, the Carthaginian player may exchange 20

© 2005 GMT Games, LLC 26 Carthage Scenario Book VER. 1.1 (8-11-06) infantry SPs of any type for one Siege Engine. No more than one • Siege Engine: Placed with an existing Army (but see below). Siege Engine per Phase may be raised. If any Mercenaries are placed outside their province of origin (for The Carthaginian player’s ability to raise manpower is further re- the Iberians/Celtiberians this is the only way they can enter play), stricted by its current Political Climate as follows: and/or Allies outside of Carthage, the Carthaginian Overall Com- • Cautious: May not form any new armies but may reinforce ex- mander loses one LAM for that turn. Citizens and Allies may be isting armies for losses that occurred in the previous turn (maxi- placed inside Carthage regardless of any siege. Mercenaries may mum), to the extent that he can raise such troops. be placed in a besieged Secondary or Major port city. • All other Climates: May either form one army OR may rein- EXAMPLE: The Carthaginian player has raised mercenaries from force existing armies for losses that occurred in the previous turn Groups C and D. His Overall Commander will have one less LAM (maximum). since the Group C reinforcements must be placed in a Secondary or Major Port controlled by Carthage. He will do likewise with his When reinforcing armies, the Carthaginian player may use any type/ Group D reinforcements to avoid having to move them during the contingent for the replacement SPs. The only restriction is that the Operations Phase. total reinforcement SPs for an army can’t exceed the previous turn’s losses for that army. (CR 10.44) Restrictions on Location Use: EXAMPLE: The Political Climate is Alert. The Carthaginian player • Carthaginian infantry and cavalry may never leave Africa. decides to raise troops from Group B and D. For Group B he rolls • Libyan units may not be placed or used south/southeast of a 5, and since he built Fleets last turn (–2), the result is a 3. He Carthage’s Ditch Boundary receives 5 Numidian infantry SPs, 10 elite Numidian cavalry SPs, • Numidian units may never be placed, or used, in Numidia, re- 10 Libyan infantry SPs, and 5 Mauritanian infantry SPs. He next gardless of what Carthage controls. rolls for Group D (mercenaries). He rolls a 9, modified by a –2 • Mauritanians may not be deployed in any of the Mauritanian prov- (built Fleets), which gives him 25 Gallic infantry SPs and 15 inces. Ligurian infantry SPs. These troops are placed per CR 10.43 be- • Mercenaries may not be deployed, except for initial placement, low. Alternatively, the Carthaginian player may exchange any 20 in the province/area in which they were raised. SPs raised for one Siege Engine. • A Siege Engine must always be part of an Army. An Army can PLAY NOTE: The Carthaginian player may place any unused only have one Siege Engine assigned. counter (s) (squadrons preferred) next to the army box on the Army HISTORICAL NOTE: The Carthaginians made it a practice to Display to keep tabs on the losses for that army. rarely, if ever, use troops in the lands from which they came, for (CR 10.42) Carthage raises three types of units: fear of revolt. They kept most of the citizen troops home. • Citizens: enlisted from the indigenous Carthaginian population. (CR 10.45) The Carthaginians may raise troops during an Opera- • Allies: levied from Libya, Numidia and/or Mauretania. tions Phase with a Manpower Operation only when the Political • Mercenaries: hired from Iberian, Celtiberian and Gallic tribes in Climate is Aggressive. These troops, when raised, must be placed Hispania and Gaul, plus, where applicable, the Italiot (Greek- in Carthage (city), and only an Overall Commander who is actually based Italian areas) of Italy, such as Bruttium. Mercenaries must inside the city of Carthage may conduct the Manpower Operation. be raised only in the Strategic Decision Phase; they may never be (CR 10.46) Total Manpower Restrictions: There may never be raised during an Operations Phase. more than 50 SPs of Citizen units—infantry and/or cavalry—in play CLARIFICATION: Troops cannot be raised from an Allied nation- at any one time. ality that is in revolt (see Auguries Chart). (CR 10.47) Manpower Maximums: The manpower pool for PLAY NOTE: The types of units have nothing to do with their com- Carthage was nowhere near that of Rome, even over the two de- bat abilities, except where noted as Elite. Their type does deter- cades each of the Punic wars raged. The number of Carthaginian mine their ease in raising and the location of their posting. citizens was far less than that of Rome, her allies were helpful (when they were cooperating), and the Carthaginian Senate was not en- (CR 10.43) Placement of Troops: thusiastic about paying mercenaries. To reflect this, each of the sce- • Citizens: Placed inside the city of Carthage, or with an existing narios has Manpower maximums, reflected by the Manpower Maxi- army in Africa, when raised. mum Table and the use of the Manpower Usage Tracks to keep • Allies: Placed inside the city of Carthage, or with an existing track of the dwindling supply. Carthage may never use—total, army in a province that has a Carthaginian controlled Secondary throughout the length of the scenario and this includes troops de- or Major Port, when raised. ployed at start—more SPs in each category (Libyans, Gauls, etc) • Mercenaries: Placed inside any Port City in their province of than are listed on the Table. origin, or in any Secondary or Major Port controlled by Carthage, HISTORICAL NOTE: While the totality of this rule is historical, or with an existing army in a province that has a Carthaginian actual population numbers are especially difficult to come by, even controlled Secondary or Major Port .The province of origin for for the Carthaginians. Our maximums are based on what seem to the Ligurians is Liguria (which includes both Taurini and Friniates be the numbers used during the actual wars, adjusted for playabil- per the PIC); for the Gauls it is Gallia Massilia; the Iberians and ity, et al. Roman maximums are determined by the number of le- Celtiberians have no province of origin in play. Note that the gions that can be raised in a scenario, with the totals for the 2nd Carthaginian player need not control or have an Allied port in the province of origin to receive Mercenaries Punic war as a ceiling guide.

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(CR 10.48) Forming Armies: The Carthaginian player may form (CR 10.54) When an Army receives a new Commander, regardless armies whenever he raises manpower, subject to the restrictions of who it is, that Army lowers its Efficiency rating by two (–2) to a the current Political Climate. To form an army, the Carthaginian minimum rating of –3. This case applies to a replacement leader. player places an Army Marker on a stack of units in the same hex There is no further change when the original commander returns that are currently not part of another army and appoints a Com- via 8.62. mander (CR 5.73). An army may only be formed if the stack of units is in an eligible location for the current Political Climate. The (CR 10.55) Except for Useless status, an Army’s Efficiency rating new army starts with an Army Efficiency Rating of –3 (CR 10.52). is not affected by Battle results. Once formed, an Army remains in play until Disbanded (CR 5.76) (CR 10.56) The Carthaginian player cannot combine Armies or or has had its last SP eliminated. An Army can be reinforced by transfer SPs from one army to another. This applies even if an Army adding units that are not part of another army (but see CR 10.57 for has no Commander. A Carthaginian Army commander may drop the impact on that Army’s Efficiency), and units can be detached as off units as city garrisons, but only if there is no other Army inside garrisons. An army cannot detach its last SP unless it Disbands. the city. A commander may pick up units that are not part of another Army (garrisons, reinforcements, etc) subject to the penalties de- (CR 10.5) CARTHAGINIAN ARMY scribed in CR10.57 below. EFFICIENCY HISTORICAL NOTE: Except for some units—Numidian cavalry, (CR 10.57) The Carthaginian player may increase an Army’s the local Carthaginian phalanx, etc.—most of the mercenary-raised strength by adding units that are not part of another Army (rein- units were not of good quality when initially raised. The forcements, garrisons, etc) up to one-half of its strength in SPs, with- Carthaginian command system, though, had one major benefit the out penalty. If the number added is more than one-half but less than the current Army size, the Army Efficiency is reduced by one (–1). Roman system did not have: Carthaginian Commanders tended to If the number added is equal to or greater than the current Army stay in command, and the longer they did this, the better that size, the Army Efficiency Rating is reduced by two (–2). leader’s army became, for reasons that had much to do with alle- Carthaginian citizen units and Elite units of any nationality may be giance and other aspects of command longevity. added without penalty and are not considered in the above calcula- (CR 10.51) Every Carthaginian Army, through its Commander, has tion. The Army Efficiency rating is adjusted at the end of the Op- an Army Efficiency rating, a number ranging from –3 (poor) to +3 erations Phase counting for all SP added during that Phase. (excellent), which is used as a die roll Modifier in Battle. This rat- PLAY NOTE: For this rule, the term “Army” is defined by the ing is added to the die roll when the Army is attacking, and sub- commander. If a Commander changes command to another Army, tracted when defending. Note that subtracting a negative rating is it is as if he were a new commander. the same as adding it. If more than one Army is involved in a Battle, use the lowest rating. EXAMPLE: Hanno the Great (1P-13) starts the Mercenary War scenario with an Army Efficiency of –1. When Hanno and is Army (CR 12.0) DIPLOMACY is used in an Attack, one is subtracted from the Battle die roll, The Ancient World Diplomacy rules are not used in any Carthage when defending, one is added to the die roll. scenario. The alignment of the non-Roman and non-Carthaginian areas remained stable during the period covered, except when an (CR 10.52) Armies that start the game deployed are given an Ef- area was occupied militarily. Thus, the Alliances when listed on ficiency rating. All newly raised Armies start with an Efficiency Provincial Information Chart or otherwise specified in the scenario of –3. rules remain in place unless the military situation changes or by special rule (e. g. Syracuse in the two 1st Punic War scenarios). (CR 10.53) During the Carthaginian Army Efficiency segment (A/ 2), every Carthaginian Army in play that: PLAY NOTE: Therefore, the leaders used in this war do not have • was under the command of the same leader it now has the previ- Diplomacy ratings. ous game turn, and • was not Useless at any time in the previous game turn, increases its efficiency Rating by one (to a maximum of +3).

© 2005 GMT Games, LLC 28 Carthage Scenario Book VER. 1.1 (8-11-06) 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 Mercenaries military routines and finish in one sitting. There are no elections, no political problems, no raising of troops ... just moving and fighting. Hex/City Units Sicca Veneria [Cr-2936] Spendius, Matho, Antaritus; 12 SPs HISTORICAL BACKGROUND Libyan Infantry, 5 SPs Iberian Infan- With the 1st Punic War over, Carthage found itself with a large group try, 3 SPs Gallic Infantry, 3 SPs of mercenaries who wanted to get paid. Gisgo, garrison commander Ligurian Infantry, 1 SP Greek (Sicil- at Lilybaeum passed the Punic buck and sent them all to Africa, ian) Infantry where Hanno (which Hanno is never clear), gave them all a pittance Initial Siege Capability Rating: –3. and shipped them to Sicca, a Carthaginian outpost on Numidia. There The Mercenaries have no Overall Commander. they sat until it was quite clear the Carthaginians were never going to pay them. So they mutinied, massacred a whole bunch of Carthaginians Carthaginian officers in the usual, gruesome Carthaginian style, and started to lay waster to Carthage itself, grabbing a series of towns Hex/City Units and, swollen by 20,000 Libyan volunteers, obviously not overly happy with Carthaginian rule, took Tunes and looked ready to in- Carthage [Cr-3028] Hanno (the Great) [1P-13] OC, vest Carthage itself. [Army I, Efficiency Rating: –1]; 15 SPs Carthaginian Infantry, 10 SPs Then the Carthaginians got their act together. Under Hanno they Ligurian Infantry; 5 SPs Iberian In- gathered one army of 10,000, with 100 elephants, while Hamilcar fantry, 5 SPs Carthaginian Cavalry, 5 Barca (Hannibal’s father) returned from overseas with a second army, SPs Numidian Cavalry; 10 SPs El- mostly cavalry, and even more elephants. When Navaras, a Numidian ephants chieftain arrived with even more cavalry, it was just a matter of time—granted a brutal and unforgiving time, with much crucifix- Initial Siege Capability Rating: –2. ion on both sides—before the veteran Carthaginians isolated the Hanno and Hamilcar are Army Commanders. Hanno is the Over- mercenaries, cut them off and finally defeated them. all Commander until Hamilcar Barca arrives; see Carthaginian Political rules, below. It was neither pretty, nor honorable. (We did get a rather florid novel by Gustav Flaubert, of “Madame Bovary” fame, from it: STARTING THE GAME “Salammbo”.) First Turn LAM Pool GAME LENGTH AND PLAY BALANCE The Mercenary Player receives 1 LAM for each of his three lead- Five Turns: from 241 BC to 237 BC. Balance is weighted towards ers. The Carthaginian player receives 1 LAM for Hanno. None of Carthage, as they have more manpower and, eventually, a tremen- the three Siege Attrition LAMS are available on the first turn. dous advantage in cavalry. The Mercenary player gets to go first. He selects (knowingly) with MAPS 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 under- The game uses the Carthage Map taken in this scenario.

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REINFORCEMENTS MERCENARY COMMAND Players do not raise troops using the Manpower rules. All troops The Mercenary player does not use assigned armies nor does he arrive by the reinforcement rules, below. permanently assign troops to his leaders. The Mercenary player forms forces from SPs in the same hex per the standard rules. The Mercenary Reinforcements Mercenary leaders may command any contingent. For each city the Mercenary Player takes for the first time, he rolls one die. That DR equals the number of Libyan Infantry SPs he re- CONTROL ceives in that city. If the dieroll is a ‘4’ or higher, one of those SP is The Mercenary player controls Sicca Veneria [Cr-2936]. The Libyan Cavalry. This roll takes place the instant the city is captured Carthaginian player controls all cities in the provinces of Carthage and concludes the current operation (if any). For the Continuation and Tripolitana. Carthage’s IDS is [8]; all Medium cities have an attempt that occurs immediately after this roll, and for that roll only, IDS [3]; Small [1] the Mercenary player subtract two (–2) from that die roll. Only cit- ies in the provinces of Carthage and Tripolitana provide reinforce- SIEGE CAPABILITY ments. Neither player may increase his Siege Capability nor has or can use Siege Engines. If the Carthaginian player is besieged in a Port, sub- Carthaginian Reinforcements tract three (–3) from his Siege Attrition die roll. At the start of the third game-turn (239 BC), the Carthaginians re- ceive: VICTORY • Hamilcar Barca [1P-7], [Army II, Efficiency Rating: +1)] [a] , 4 The Mercenary Player wins automatically if, at the end of any turn, SPs Ligurian Infantry, 4 SPs Iberian Infantry, 20 SPs Iberian Cav- he occupies Carthage (city). The Carthaginian player automatically alry, and 7 SPs Elephants. These reinforcements are placed in wins if all Mercenary leaders are eliminated. Carthage (city). If Carthage is held by the mercenaries the game is Otherwise, victory is determined at the end of five turns. The Mer- over, so don’t bother. These reinforcements enter even if Carthage cenary player wins if he controls any city in the provinces of Carthage is Under Siege. and Tripolitana. A Small city must have a garrison of at least 1 SP • Naravas [b], 7 SPs Numidian Cavalry (Elite), in any city in infantry to count as controlled in determining victory. The Numidia not controlled by the Mercenary player. Carthaginian player wins if the Mercenary player fails to meet his victory conditions. a = When Hamilcar arrived, despite his obvious greater abilities, there was some political question over who should be in charge, he or Hanno (a sworn enemy of the Barcas). After the usual shuffling back-and-forth, Hamilcar got the Judges to put it up to a citizen vote. Barca won in a walk. b = Naravas may command only Numidian Cavalry. When he is so used, and he is the sole commander, his Army Efficiency Rating is +2. LEADER REPLACEMENTS There are no leader replacements. CARTHAGINIAN POLITICAL CLIMATE The Carthaginian Political Climate rules are not used in this sce- nario. However, starting with the the third game-turn, the Carthaginian Player, in Phase C before Initiative is determined, checks to see which family is in power using the Carthaginian Fam- ily Power Determination Table. Depending on who is in power, ei- ther Hanno (Magonids) or Hamilcar (Barcas) will be Overall Com- AGATHOCLES mander. The First Invasion of Carthage, 311 BC CARTHAGINIAN ARMY EFFICIENCY A Carthaginian’s Army Efficiency rating may be increased by one SCENARIO COMPLEXITY LEVEL: 5 at the start of the After Battle Status segment (G/4) if the require- ments of CR 10.53, second bullet item, are met. Naravas’ Army HISTORICAL BACKGROUND Efficiency rating may not be increased. Carthage had spend many years trying to balance the situation in Sicily between her focus of power, in the western half of the island, CARTHAGINIAN COMMAND and the rival , Greek-based, city-states in the east, especially Syra- The three Carthaginian Army Commanders can only conduct Op- cuse and her penchant for tyrants, a form of rule viewed suspiciously erations, Interceptions and Avoidance with the units in their army. by the Carthaginians. They may attempt to Coordinate with another Army. However, Hanno and Hamilcar can include Naravas and his Numidians as In 318 BC, Syracuse found itself under the leadership of an ambi- part of his force for performing the above operations. Furthermore, tious tyrant, Agathocles, who immediately started to attempt to ex- the Carthaginian Overall Commander can include the other pand his power in Sicily. His attack on Agrigentum (Acragas) Carthaginian commander and his Army as part of a force conduct- brought a Carthaginian reaction. The Carthaginians had mostly gar- ing Operations, etc. rison-level forces in western Sicily, but, foreseeing possible “bal- ance of power’ problems here, she sent Hamilcar, son of Gisgo (one of many with that name, to be sure), to Sicily with a small army,

© 2005 GMT Games, LLC 30 Carthage Scenario Book VER. 1.1 (8-11-06) which was immediately swelled by troops from the Carthaginians Carthaginians allies. Hex/City Units Agathocles, soon backed into Syracuse, decided on an interesting Carthage [Cr-3028] Hanno [1P-11] OC, [Army I, Efficiency strategy. To ease pressure on his city, he invaded Africa. With about Rating: –2]; Bomilcar [1P-17]; 6 SPs 15,000 men, he landed on Cape Bon (I-5834), burnt his ships (to Carthaginian Infantry (Elite), 15 SPs stiffen the spines of his troops) and headed for Carthage. Carthaginian Infantry, 5 SPs Ligurian In- What followed were several years of siege, counter-siege, battle, fantry, 5 SPs Iberian Infantry, 5 SPs counter-attack, with occasional trips by Agathocles back to Syra- Carthaginian Cavalry (Elite); 12 Squad- cuse—he built a new fleet in a captured port—to make sure he was rons [Fleet I] still in power there. His efforts were greatly helped by bitter politi- Lilybaeum [It-5526] Hamilcar [1P-6], [Army II, Efficiency cal turmoil within Carthage, but, eventually, his Libyan allies de- Rating: +1]; 4 SPs Libyan Infantry; 2 serted, Cartage numerical superiority prevailed, and back home he Squadrons [Fleet II], Duumvir went, where he spent the rest of his life making trouble for the Ital- Drepanum [It-5326] 2 SPs Libyan Infantry; 1 Squadron [Fleet ians. III], Duumvir GAME LENGTH AND PLAY BALANCE Panormus [It-5423] 1 AP Libyan Infantry Game starts with a 311 BC turn and continues until one side wins, Initial Siege Capability Rating: –2. or the end of the 307 game-turn. Balance is weighted towards Crew Ratings: 3 Carthage, since they have more manpower. All squadrons are Quinqueremes DESIGN NOTE: We use a “ticking clock” game-ender not because Hanno and Hamilcar are Army Commanders. Hanno is the Over- there was any such limit on the real participants, but to keep this all Commander. Bomilcar begins the game unassigned (see the scenario playable in one sitting. Carthaginian Command special rules below). MAPS The Carthaginian Political Climate is Cautious and the Magonids are the Family in Power. The game uses both maps, although you can probably fold the Italy map to reduce space requirement, as only Sicily playable on the Italy map. Siciliots (Independent) Hex/City Units RULES Agrigentum [It-5923] Philarus; 12 SPs Sicilian Infantry The following rules are not used in this scenario: Standard Naval Rules: 7.0 Initial Siege Capability Rating: –3. Raids (CR 7.5) STARTING THE GAME All Roman specific rules and segments in the Sequence of Play First Turn (311 BC) LAM Pool PLAYER AIDS The Syracusan player receives 1 LAM for Agathocles and a Duumvir • Syracusan/Mercenary Army Display LAM (use the Roman Duumvir LAM). • Syracusan/Mercenary City Occupation Display The Carthaginian player receives 1 LAM for Hanno [1P-11] and 1 • Carthaginian Army Display LAM for Hamilcar [1P-8]. • Carthaginian City Occupation Display (Agathocles scenario side) • Carthaginian Political and Manpower Display The Syracusan Player gets to go first and starts play with Phase C of the Sequence of play using Agathocles LAM. INITIAL DEPLOYMENTS Units deployed at a city location are placed Inside the City or In There is no leader pool for either player, nor are there any Syracusan Port unless otherwise indicated. replacement leaders. The Carthaginian player receives replacement leaders per the special rule below Syracusans CARTHAGINIAN POLITICAL CLIMATE Hex/City Units The Carthaginian player uses the Carthaginian Political System rules Syracusa [It-6419] Agathocles [OC], Overall Commander; (CR 5.70, however, he may only use the leaders in the initial setup Arcagethus[a]; Agatharcus[a]; 30 SPs as Army commanders or as Admirals. There is no leader pool. Syracusan Infantry, 8 SPs Syracusan Bomilcar [1P-17] begins the game unassigned and may be appointed Cavalry; 8 Squadrons [Fleet I] either as Admiral or as a third Army Commander should the Politi- Messana [It-5915] 3 SPs Syracusan Infantry, 1 Squadron cal Climate allow. Commanders are appointed per CR 5.73. [Fleet II], Duumvir The Carthaginian player is limited to a maximum of three Armies a = Sons of Agathocles in play at any one time regardless of Political Climate, though he may reassign a leader acting as Admiral to fill an Army Commander Initial Siege Capability Rating: –2 role as needed. Crew Ratings: 2 All squadrons are Quinqueremes.

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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. and/or Utica. These troops are placed with Agathocles, if he is in Africa (see, however, the Augury for Libyan Mutiny). For ev- In any turn after one in which a Carthaginian commander is killed ery 6 Infantry SPs so raised in one Force Determination Phase, one (regardless how), the Carthaginian player receives two additional of 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 De- termination 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 dieroll for Group A • Subtract one (–1) from any dieroll 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. ordination with an attacking Relief force if Under Siege. The 1st Punic War manpower limits apply to this scenario. SYRACUSAN COMMAND A NOTE ON CHARIOTS The Syracusan player does not use assigned armies nor does he Even at this somewhat late date, the Carthaginians, and especially permanently assign troops to his leaders. The Syracusan player forms the Libyans, used chariots, probably the Greek-style, four-horse forces from SPs in the same hex per the standard rules. Syracusan chariots. As their effect was probably minimal—they were soon leaders may command any contingent. Agathocles is the Syracusan replaced by elephants—we have not represented them at this level Overall Commander (see 5.41). If Agathocles is killed, neither of of simulation. his sons replace him as Overall Commander. SIEGE CAPABILITY The Syracusan player may use any of his leaders as an Admiral. To Neither player may increase his Siege Capability. do so, the Syracusan player simply declares his intention when the leader activates and his role as Admiral remains for the duration of NAVAL CONSTRUCTION that Operations Phase. A leader that is activated as an Admiral can- The Fleet and Naval Construction rules (CR 7.1) are used by both not command troops during that Operations Phase. sides with the following exceptions: • Use the Port Capacity Chart included with scenario SICILIAN INDEPENDENTS • Fleets may be built only in Syracusa and Carthage Most of Sicily, except for the western tip, controlled by Carthage, • New Syracusan Fleets start with a Crew Rating of 1 was a series of Hellenic city-states, totally independent of one an- other. If one player attempts to take control of a Sicilian city by any • New Carthaginian Fleets start with a Crew Rating of 2 means, that city immediately becomes allied to the other player. FLEET COMMANDERS AND TACTICAL SUPERIORITY That player may now enter the city. The city, however, is not con- Both players may have only one Admiral and up to two Duumvir in trolled for reinforcement or victory purposes unless garrisoned by play at any one time. troops other than those that started in the city. The Tactical Superiority modifiers are: Philarus and the SPs in Agrigentum are activated by Augury Event #5. • Syracusan Tactical Superiority: –2 to his dieroll; +2 to his opponent’s SYRACUSAN MANPOWER • Carthaginian Tactical Superiority: –2 to his dieroll; +3 to his Syracuse does not raise troops using the Manpower rules. All troops opponent’s arrive as below, but only in Phase B/6 (Force Determination), with the exceptions noted below. Agathocles may not conduct a Man- CITY AND PROVINCE CONTROL power Operation, and, in B/6, he may use only one of the choices, The provinces of Eastern and Western Sicilia begin the game un- below. controlled by either player. City control is a follow: 1. Sicilians. Syracuse receives 1 SP Sicilian Infantry for each Sicil- • Syracuse controls Syracusa [It-6419], Messana [It-5915], Catana ian city they control, except for Syracusa. These troops are placed [It-6118], Leontini [It-6119], Megara [It-6219], Netum [It-6420], either in Syracusa or with Agathocles, if he is in Sicily. Helorus [It-6520], and Camarina [It-6222] • Carthage controls Lilybaeum [It-5526], Drepanum [It-5326], and 2. Mercenaries. The Syracuse player rolls 2 dice. That total is the Panormus [It-5423] number of Greek and Etruscan mercenary SPs he receives (divide the total equally between the two groups). These troops are placed either in Syracusa or with Agathocles, if he is in Sicily.

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• All remaining cities in Eastern and Western Sicilia provinces are independent. The City IDS are as follows: Carthage [8] Syracusa [7] Agrigentum [5] Messana IDS [4] Lilybaeum IDS [4] All other Medium cities have an IDS of [3]; Small cities [1] Carthaginian player controls Carthage (province) and Tripolitana. These are considered Home provinces for the Carthaginians; the Carthaginian player controls all cities in both provinces. Numidia is not controlled by anyone, and does/will not provide HIERO, HERO OR GYRO? troops of any kind, The Start of the Punic Wars, 264-263 BC VICTORY SCENARIO COMPLEXITY LEVEL: 4 The Syracuse Player wins automatically if, at the end of any turn, This is a good scenario to learn the system, get accustomed to its he occupies Carthage (city). military routines and finish in one sitting. There are no elections, no The Carthaginian Player wins automatically if, at the end of any political problems, no raising of troops ... just moving and fighting. game-turn, Syracuse does not control any cities, anywhere, other than Syracusa [It-6419]. GAME LENGTH AND PLAY BALANCE Only two Turns: from 264 BC to 263 BC. Balance is fairly even, Otherwise, at the end of 5 turns, each player counts up VP for con- mostly because we give the Carthaginians what they did not get trolling the following: (historically) in 263 BC, an additional army. Syracuse MAPS 3 VP for Lilybaeum [It-5526] The game uses the Italy map (IT). Actually, play is pretty much 2 VP Utica [Cr-2928] or Hippo Diarryhtus [Cr-2829] restricted to Sicily. 1 VP Drepanum [It-5326], Panormus [It-5423], Messana [It- 5915], or Agrigentum [It-5923] RULES The following rules are not used in this scenario: 1 VP for any Small city in Carthage province Standard Naval Rules: 7.0 Carthage Manpower Rules: 10.0 and CR 10.0 (except for CR 10.5) 5 VP for Syracusa [It-6419] Auguries: 13.0 3 VP for each city in Sicily, other than Syracusa Carthaginian Political Climate: CR 5.7 High VP wins. PLAYER AIDS • Roman Army Display • Roman City Occupation Display • Carthaginian Army Display • Carthaginian City Occupation Display (1st Punic/Mercenary War side) INITIAL DEPLOYMENTS Units deployed at a city location are placed Inside the City or In Port unless otherwise indicated. Romans Hex/City Units Rhegium [It-6015] Ap. Claudius Caudex [301] (Rome Consul [a]); Legion I, Legion II [Con- sular Army I]; 1 Squadron [c] [Fleet I], Duumvir [It-3213] M. Fulvius Flaccus [302] (Field Con- sul [b]); Legion III, Legion IV [Consu- lar Army II] Tarentum [It-5405] 1 Squadron[c] [Fleet II], Duumvir

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All Legions are Recruit and include both the RL and AL compo- Mamertines nents both at full strength (see CR 2.21). Hex/City Units a = Claudius Caudex is the Rome Consul and has Legions I and II for his Imperium. He has permission from the Senate to leave Roman Italy. Messana [It-5915] 4 SPs Mamertine Infantry b = Fulvius Flaccus is the Field Consul Claudius and has Legions II and The Mamertines are not a Power. They cannot raise troops and IV for his Imperium. Etruria is his assigned province. they move only when with a leader of the Roman player. They c = These are squadrons of Triremes provided by Rome’s Allies. cannot be replaced or reinforced. They cannot be replaced or re- inforced. Messana has no City Militia while any Mamertine units Initial Siege Capability Rating: –3. remain in play. Crew Ratings: 2 STARTING THE GAME Carthaginians First Turn LAM Pool: The Roman Player receives 2 of his Consul Hex/City Units LAMs, plus the Duumvir LAM. The Carthaginian player receives 1 Aleria [It-2823] 2 SPs Iberian Infantry LAM for Hanno (1P-12), and 1 for Hannibal (1P-8), plus 1 for Hiero, Tyrant of Syracuse, plus the Duumvir LAM. 2 of the Siege Attrition Caralis [It-4332] 2 SPs Gallic Infantry, 1 Squadron [Fleet LAMs are available I], Duumvir PLAY NOTE: The lesser number of LAMs reflects the “late” start [a] Lilybaeum [It-5526] Hanno [1P-12] , OC, [Army I, Efficiency of the war. Rating: 0]; 8 SPs Libyan Infantry, 8 SPs Gallic Infantry, 2 SPs Numidian Infantry, The Carthaginian Player gets to go first. He selects (knowingly) 2 SPs Iberian Cavalry; 1 Squadron [Fleet with which of his LAMs—and that includes Hiero’s—he wants to II], Duumvir start play. The game starts with Phase C of the Sequence of play; Phases A and B are not undertaken in the first (264 BC) turn. Lipara [It-5616] Hannibal [1P-8] [b]; 1 Squadron [Fleet III] [It-5915] 1 Squadron [Fleet IV], Duumvir REINFORCEMENTS Drepanum [It-5326] 1 SP Libyan Infantry Roman: The Roman player uses only those units with which he starts play. He may not build any legions, or even reinforce what he has. Panormus [It5423] 1 SP Libyan Infantry Agrigentum [It-5923] 1 SP Libyan Infantry Carthage: Gisgo [1P-5], [Army II, Efficiency Rating: 0]; 5 SPs Carthaginian Infantry; 10 SPs Libyan Infantry; 5 SPs Numidian a = Son of Hamilcar Cavalry; 1 SP Elephant; and 2 Squadrons [Fleet V, Crew: 3] with a b = Son of Gisgo Duumvir start the 263 game turn in Lilybaeum. The player gets LAMs for Gisgo. These are the only additions to existing troops the Initial Siege Capability Rating: –2. Carthaginian has. Crew Ratings: 3. Neither Player may raise troops or fleets in this game. Hanno and Gisgo are Army Commanders. Hanno is the Overall Commander. Hannibal is an Admiral. ROMAN ELECTIONS For the 263 Game-Turn, the Roman Player gets M. Valerius Maxi- All Carthaginian Squadrons are Quinqueremes. mus [303] and M. Otacilius Crassus [304] as consuls, plus their LAMs. He may assign them as he wishes. He does not hold elec- Syracusans tions, and he receives no proconsuls or praetors. Hex/City Units CITY AND PROVINCE CONTROL Syracusa [It-6419] Hiero [Syracuse Army I]; 20 SPs Use the rules for the 1st Punic War scenario. Syracusan Infantry, 7 SPs Syracusan Cav- alry (Elite); 1 Squadron (Triremes), 1 INERTIA ATTRITION Squadron (Quinqueremes) [a] [Syracuse Sicily is treated as a single province for the purpose of Inertia Fleet I] Attrition. In any city(ies) w/I 4 hexes SIEGE CAPABILITY of Syracusa 3 SPs Syracusan infantry (total) The Romans, Carthaginians, and Syracusans each have a Siege Ca- Initial Siege Capability Rating: –1. pability Rating. If more than one of these Powers is involved in a Crew Ratings: 2 Siege on the same side, the best SCR is used. If a Siege is success- fully concluded by Assault or Attrition, the Powers on the winning a = There is no indication that Syracuse ever used her fleet, which could be side have their Siege Capability Ratings increased (positively) by as large as 200 galleys (probably a mixture of quinqueremes and triremes), one. No Power may ever increase past a SCR of ‘0’. The SCR never during the war. We know she had a fleet, but as its effect was, apparently, decreases. non-existent we have given her a nominal number of squadrons. ROMAN NAVAL TRANSPORT LIMITATION The Roman player may not use Naval Transport. Remember that strait crossings are not considered Naval Transport.

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TRIREMES Syracusa: 10 VP There are several squadrons of triremes, galleys the Romans “bor- Messana: 6 VP rowed’ from their Italo-Greek allies (Tarentum, Locri, et al.) to serve Medium: 3 VP as an ersatz fleet of war galleys before they got serious about the Small: 1 VP (Lipara and Melita do not count.) enterprise, or those comprising a portion of the Syracusan Fleet. In High VP wins. any naval battle in which the Romans or Syracusans have Triremes: • If they are less than half the number of squadrons in the Fleet, any Roman/Syracusan Tactical advantage is reduced by one. • If they are at least half the number of squadrons in the Fleet, if the Romans/Syracusans gain tactical advantage, they don’t get any die roll benefit. Their better admiral simply denies the Carthaginian fleet from gaining such. • Reduce any Corvus benefit by one for each trireme squadron. HIERO AND SYRACUSE Syracuse, and its Tyrant, Hiero, start the game as an ally of Carthage. This means that Syracuse is not controlled by Carthage and may never be activated under a Carthaginian LAM. It does mean that, when the Hiero LAM is drawn, Carthage uses it to her advantage ... but her forces operate separately. Syracuse will change allegiance under the following circumstances: • If, at the end of any game turn, the Roman player occupies Messana with Legion SPs and Messana is not Besieged, OR the Roman Player defeats any Army led by Hiero in a battle, Syra- THE FIRST PUNIC WAR cuse switches allegiance to Rome and becomes an ally of Rome 264 to 241 BC the start of the following turn. SCENARIO COMPLEXITY LEVEL: 7 • Syracusa may only be controlled if taken by a player through Siege, Surrender, or Treachery. GAME LENGTH AND PLAY BALANCE If either player takes control of any Syracusan controlled city, then While there is no telling how long the 1st Punic War could have Syracuse becomes permanently Allied to the other player. run, we’ve taken a page from history and given the players 24 turns— If Syracuse troops and those of her former are together Inside a from 264 BC to 241 BC—to get it over with. This means this sce- City, the troops of the side that does not control the city are placed nario is a long game, although it can possibly end sooner. outside the city when the change of allegiance occurs. Balance really is difficult to assess. Play testing had a wide variety In addition: of endings, and much is dependent upon strategy and style of play. Historically, the Romans won by wearing the Carthaginians down • Hiero can only command Syracusan units. Syracusan units can- and gaining control of the seas, and that is what seemed to happen not be directly commanded by another leader. However, Hiero in playtesting. Players, though are gifted with hindsight, and both and his troops (or Fleet) can be included in any Operation (in- have good chances to win. cluding Avoidance and Interception) conducted by the players’ Overall Commander. He is also the only admiral they have. MAPS • Hiero and the Syracusan land units may not leave Eastern Sicily. The game uses the Italy map (It) and the Carthage map (Cr). Her Fleets may move only into coastal hexes in Eastern Sicily. • Syracusan forces are not affected by Movement or Inertia Attrition. RULES • Syracusan Tactical Superiority: –2 to his dieroll; +2 to his The following rules are not used in this scenario: opponent’s Standard Naval Rules: 7.0 If Hiero is killed, the Syracusans are without a leader for the rest of the game. Her units stay where they are at the time of such death, PLAYER AIDS except that any units not inside a city are placed in Syracusa. Re- • Roman Army Display move the Hiero LAM from play; the Syracuse units may not be • Roman City Occupation Display used by anyone, although they may be attacked. • Carthaginian Army Display • Carthaginian City Occupation Display (1st Punic/Mercenary War VICTORY side) Players get Victory points for controlling (occupying) cities in Sic- • Carthaginian Political and Manpower Display ily. Cities occupied by Syracusan units do not count towards vic- tory, regardless to whom Hiero is allied: INITIAL DEPLOYMENTS Units deployed at a city location are placed Inside the City or In Port unless otherwise indicated.

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Romans Genua [It-1717] 2 SPs Ligurian Infantry (Genua garri- son) [b] Hex/City Units Lipara [It-5616] Hannibal [1P-8] [c]; 1 Squadron [Fleet Rhegium [It-6015] Ap. Claudius Caudex [301] (Rome I] Consul [a]); Legion I, Legion II [Consu- lar Army I]; 1 Squadron [c] [Fleet I], [It-5915] 1 Squadron [Fleet VII], Duumvir Duumvir Drepanum [It-5326] 1 SP Libyan Infantry [It-3213] M. Fulvius Flaccus [302] (Field Consul Panormus [It-5423] 1 SP Libyan Infantry [b]); Legion III, Legion IV [Consular Army Agrigentum [It-5923] 1 SP Libyan Infantry II] a = Son of Hamilcar Tarentum [It-5405] 1 Squadron[c] [Fleet II], Duumvir b = these are permanent garrisons and can never leave the city. Rome [It-3714] 5 SPs Legion Infantry, Praetor Urbanus [d] c = Son of Gisgo Initial Siege Capability Rating: –2. [e] In any Large and/or 5 SPs Legion Infantry Crew Ratings: 3. Medium City in Roman Italy The Carthaginian Political Climate is Cautious, and the Magonids are the Family in Power. All Legions are Recruit and include both the RL and AL compo- nents both at full strength (see CR 2.xx). Hanno and Gisgo are Army Commanders. Hanno is the Overall Commander. Hannibal is an Admiral. a = Claudius Caudex is the Rome Consul and has Legions I and II for his Imperium. He has permission from the Senate to leave Roman Italy. All Carthaginian Squadrons are Quinqueremes. b = Fulvius Flaccus is the Field Consul Claudius and has Legions II and IV for his Imperium. Etruria is his assigned province. Numidians c = These are squadrons of Triremes provided by Rome’s Allies. Hex/City Units d = Randomly draw a leader from the magistrate pool [Cr-2341] 10 SPs Numidian Infantry e = These may be spread around the chosen cities as desired These units may not be controlled, or moved, by either player. Initial Siege Capability Rating: –3. They are there simply to garrison the Numidian “capital”. Cirta Crew Ratings: 2 wasn’t so much a city of any size, but it was built in a relatively difficult (militarily) position to take. Carthaginians Hex/City Units Syracusans Carthage [Cr-3028] Gisgo [1P-5], [Army II, Efficiency Hex/City Units Rating: –1]; 15 SPs Carthaginian In- fantry; 5 SPs Carthaginian Cavalry; Syracusa [It-6419] Hiero [Syracuse Army I]; 20 SPs 2 Squadrons [Fleet II], Duumvir Syracusan Infantry, 7 SPs Syracusan Cav- alry (Elite); 1 Squadron (Triremes), 1 Tacape [Cr-4237] 1 SP Numidian Infantry Squadron (Quinqueremes) [a] [Syracuse Thugga [Cr-2933] 1 SP Libyan Infantry Fleet I] [Cr-3035] 1 SP Libyan Infantry In any city(ies) Hippo Diarryhtus [Cr-2829] 2 SPs Carthaginian Infantry; 1 w/I 4 hexes Squadron [Fleet III], Duumvir of Syracusa [b] 3 SPs Syracusan infantry (total) Utica [Cr-2928] 2 SPs Carthaginian Infantry; 1 Squad- Initial Siege Capability Rating: –1. ron [Fleet IV], Duumvir Crew Ratings: 2 Thabraca [Cr-2533] 1 SP Libyan Infantry a = There is no indication that Syracuse ever used her fleet, which could be as large as 200 galleys (probably a mixture of quinqueremes and tr- Sicca Veneria [Cr-2936] 1 SP Libyan Infantry iremes), during the war. We know she had a fleet, but as its effect was, Aleria [It-2823] 2 SPs Iberian Infantry apparently, non-existent we have given her a nominal number of squad- Caralis [It-4332] 2 SPs Gallic Infantry, 1 Squadron rons. [Fleet V], Duumvir b = Carthaginian player decides where these troops go Lilybaeum [It-5526] Hanno [1P-12] [a], OC, [Army I, Effi- ciency Rating: 0]; 8 SPs Libyan In- Mamertines fantry, 8 SPs Gallic Infantry, 2 SPs Hex/City Units Numidian Infantry, 2 SPs Iberian Cav- alry; 1 Squadron [Fleet VI], Duumvir Messana [It-5915] 4 SPs Mamertine Infantry Massilia [It-1629] 2 SPs Iberian Infantry (Massilia gar- The Mamertines are not a Power. They cannot raise troops and rison) [b] they move only when with a leader of the Roman player. They cannot be replaced or reinforced. Messana has no City Militia while any Mamertine units remain in play.

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MANPOWER TRACKS MESSANA Place the appropriate markers on the Manpower Track fro each con- Messana begins the game Allied to Rome. The Roman player may tingent using the 1st Punic War Carthaginian Manpower Totals given enter the city and gain control per the standard rules. on the chart. 1st Punic War Province Information Chart STARTING THE GAME Alliance Roman leaders numbered 301 through 340 are place in the Magis- Province [a] [Favor] Notes trate pool. Carthaginians leaders numbered 1P1-1P16 are placed in Roman Italy Home [Rome] • Rome IDS [10] the Carthaginian leader pool. • Ostia Initial Port Capacity [5] First Turn LAM Pool • Neapolis Initial Port Capacity [5] The Roman Player receives 2 Consul LAMs, plus the Duumvir • Brundisium does not exist until LAM. the 244 BC game turn The Carthaginian player receives 1 LAM for Hanno (1P-12), and 1 Sicily N/A See • Includes Eastern & Western for Hannibal (1P-8), plus 1 for Hiero, Tyrant of Syracuse, plus the Sicilian City Sicily, Melita, and Liparae Ins. Duumvir LAM. He does not get any LAM for Gisgo (In Carthage) Control Chart Agrigentum IDS [5] this turn. • Messana IDS [4] The Augury LAM and 2 of the Siege Attrition LAMs are available • Lilybaeum IDS [4] Gallia Massilia Allied [Carthage] PLAY NOTE: The lesser number of LAMs reflects the “late” start of the war. Gisgo, sitting in Carthage, does not get a LAM this Liguria Allied [Carthage] • Includes Friniates & Taurini turn. Corsica Allied [Carthage] The Carthaginian Player gets to go first. He selects (knowingly) Sardinia Allied [Carthage] [b] • Includes Northern & Southern with which of his LAMs he wants to start play. He may select Hiero. Sardinia The game starts with Phase C of the Sequence of play; Phases A Carthage Home [Carthage] • Carthage IDS [8], Initial Port Ca- and B are not undertaken in the first (264 BC) turn. pacity [18] CITY AND PROVINCE CONTROL Tripolitana (Libya) Allied [Carthage] Per the 1st Punic War Province Information Chart (PIC), all prov- Numidia Allied [Carthage] inces in Roman Italy are considered Roman Home provinces so all Mauretania Allied [Carthage] cities therein are Roman controlled and the provisions of 11.12 ap- ply. Similarly, Carthage province is the Carthaginian Home prov- Standard City IDS: Small [1]; Medium [3]; Large [7] ince. Other than the Sicily, the remaining provinces in play are Al- a = The provinces listed in the chart, other than Roman Italy, are available lied, i.e. Diplomatically Controlled to Carthage. Cities in for Roman magistrate assignment. Venetia, Gallia Cispadana, and Gallia Carthaginian Allied provinces are considered friendly to the Transpadana may not be entered by any units and are out of play for this Carthaginian player and can be entered per 11.34. However, only scenario. cities where Carthaginian forces are deployed, or as stated in the b = Carthage controls Caralis (It-4322) and all cities in Sardinia. PIC, are controlled by the Carthaginian player. All other cities in Allied provinces are uncontrolled. The province control rules (11.1 Sicilia City Control Chart and 11.2) do not apply to the two Sicilian provinces. Who controls City Notes what Sicilian city is given in the Sicilia City Control Chart. Syracusa Carthage Ally MASSILIA AND GENUA Cities with Syracusan garrisons Carthage Ally These cities begin the game in provinces allied to Carthage. Both Drepanum Carthage Controlled have garrisons as indicated in the initial deployment. These garri- sons may never leave the city and are not replaced if eliminated. Lilybaeum Carthage Controlled The Carthaginian player may enter these cities as any other friendly Panormus Carthage Controlled city, but may gain control only by attacking and taking them through Agrigentum Carthage Controlled Siege, Surrender, or Treachery. Any troops in the city when it is placed Under Siege are permanently added to the garrison. Lipara Carthage Controlled Melita Carthage Controlled SYRACUSA Messana Roman Ally Syracusa and the cities with Syracusan garrisons begin the game All Others Uncontrolled Allied to Carthage. The Carthaginian player may enter these cities as any other friendly city, but may gain control only by attacking and taking them through Siege, Surrender, or Treachery. A Syracusan INERTIA ATTRITION city may not be attacked if friendly units are inside the city. If Syra- Sicily and Sardinia are each treated as a single province for the cuse becomes allied to Rome, these same restrictions on control purpose of Inertia Attrition. apply to that player.

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SIEGE CAPABILITY one battle. Whether he was done away with by a probably suspi- The Romans, Carthaginians, and Syracusans each have a Siege cious and untrusting Carthaginian Senate, or he simply returned Capability Rating. If more than one these Powers is involved in a to Sparta, Job Well Done, is a matter for heated discussion. Re- Siege on the same side, the best SCR is used. If a Siege is success- gardless what happened, Xanthippus was around only long enough fully concluded by Assault or Attrition, the Powers on the winning to either pick up his pay check or his Plutonian pink slip. side have their Siege Capability Ratings increased (positively) by one. No Power may ever increase past a SCR of ‘0’. The SCR never ADDITIONAL RULES decreases. HIERO AND SYRACUSE SIEGE ENGINES Syracuse, and its Tyrant, Hiero, start the game as an ally of Carthage. This means that Syracuse is not controlled by Carthage and may A player may have no more than three Siege Engines in play at any never be activated under a Carthaginian LAM. It does mean that, one time. when the Hiero LAM is drawn, Carthage uses it to her advantage ... LAND SUPPLY but her forces operate separately. For Sieges in Sicily, the Besieging player may only use the Land Syracuse will change allegiance under the following circumstances: Supply modifier if either Syracuse is Allied to him, or Besieging • If, at the end of any game turn, the Roman player occupies player controls the city of Syracusa. Messana with Legion SP and Messana is not Besieged, OR the Roman Player defeats any Army led by Hiero in a battle, Syra- FLEET CONTRUCTION LIMITATIONS cuse switches allegiance to Rome and becomes an ally of Rome In order to use the Port Capacity of Syracusa or Massilia for any the start of the following turn. purpose, a player must control the city. If either player takes control of any Syracusan controlled city, then TRIREMES Syracuse becomes permanently Allied to the other player. There are several squadrons of triremes, galleys the Romans “bor- If Syracuse troops and those of her former are together Inside a rowed’ from their Italo-Greek allies (Tarentum, Locri, et al.) to serve City, the troops of the side that does not control the city are placed as an ersatz fleet of war galleys before they got serious about the outside the city when the change of allegiance occurs. enterprise, or those comprising a portion of the Syracusan Fleet. In any naval battle in which the Romans or Syracusans have Triremes: In addition: • If they are less than half the number of squadrons in the Fleet, • Hiero can only command Syracusan units. Syracusan units can- any Roman/Syracusan Tactical advantage is reduced by one. not be directly commanded by another leader. However, Hiero and his troops (or Fleet) can be included in any Operation (in- • If they are at least half the number of squadrons in the Fleet, if cluding Avoidance and Interception) conducted by the players’ the Romans/Syracusans gain tactical advantage, they don’t get Overall Commander. He is also the only admiral they have. any die roll benefit. Their better admiral simply denies the Carthaginian fleet from gaining such. • Hiero and the Syracusan land units may not leave Eastern Sicily. Her Fleets may move only into coastal hexes in Eastern Sicily. • Reduce any Corvus benefit by one for each trireme squadron. • Syracusan forces are not affected by Movement or Inertia Attri- ROMAN NAVAL TRANSPORT LIMITATION tion. The Roman player may only embark and use Naval Transport once • Syracusan Tactical Superiority: –2 to his dieroll; +2 to his per Operations Phase. He may not use Naval Transport until both opponent’s Ostia and Neapolis are built to maximum capacity. Remember that strait crossings are not considered Naval Transport. If Hiero is killed, the Syracusans are without a leader for the rest of the game. Her units stay where they are at the time of such death, LIMITS except that any units not inside a city are placed in Syracuse. Re- Rome may never have more than 3 Consular Armies (the equiva- move the Hiero LAM from play; the Syracuse units may not be lent of 6 legions) outside of Roman Italy at any time and no more used by anyone, although they may be attacked. than 2 Consular armies (the equivalent of 4 legions) in any one Syracuse may raise Manpower and increase her Fleet. Whenever province. For this purpose, Sicilia, Sardinia, and Liguria are treated the Hiero LAM is drawn, and Hiero is in Syracuse, the player doing as single provinces. The number of legions within Roman Italy is so may, instead of undertaking any operations with Syracusan units limited solely by the counter mix of available legions. • build 1 Squadron in Syracuse, up to a maximum of 5 in play at XANTHIPPUS any one time. Syracusan squadrons are always triremes. The Carthaginians get to use the mercenary Spartan Leader, • Add 1 SP Syracusan Infantry or 1 SP Syracusan Cavalry in Syra- Xanthippus when the Political Climate is Aggressive, and they roll cuse, unless it is Under Siege, in which case he may not do this. a 4-9 when raising troops (as indicated by the Xan on the table). Syracuse may never have more than 30 SPS of Infantry and 10 When checking for Xanthippus’ possible casualty (8.6), any nega- SPs of cavalry in play at any one time. tive result is treated as “out of the game”). Xanthippus must be placed in command of an army in Africa and cannot leave Africa. NUMIDIA Carthage’s relationship with her western neighbor, Numidia, was, PLAY NOTE: Players will note that Xanthippus’ Mortality rating at best, dichotomous and uneasy, and, more often than not, outright is very poor. This reflects that Xanthippus seems to have faded into contentious. Carthage coveted Numidia’s elite cavalry, the finest in the mists of history after leading the Carthaginians to victory in the Mediterranean, along with her light infantry, and these two groups

© 2005 GMT Games, LLC 38 Carthage Scenario Book VER. 1.1 (8-11-06) were often raised, as “allies”, for Carthage’s armies. However, Land Objectives Carthage sporadically attempted to increase her borders, if not her Objective Victory Points sphere of control, at the expense of Numidia. Even as she was fight- ing Rome, Carthage did not abandon her designs to the west. Syracusa [a] 10 West Sicily [b] 10 Carthage gets Victory Points for occupying Numidian cities (see below). There are no Numidian forces, other than the ones provided Sardinia [c] 7 for, and used by Carthage, but the Augury table does account for East Sicily [d] 5 any Carthaginian aggression in this direction, and the more of Corsica 4 Numidia Carthage controls, the less apt she is to get troops. It’s an interesting balance. In addition, Carthage gets 2 VP for each city in Numidia she con- trols. For each Numidian city controlled by Carthage, subtract two (–2) from any manpower die roll as it applies to Numidia (but not other a = Syracusa must be occupied by the player’s units to qualify as controlled provinces in her Group). The Carthaginian player must occupy a for purposes of victory. Small city with at least 1 SP of infantry (other than Numidians) to b = A player controls West Sicily for victory purposes when he controls all gain and retain control. its Medium cities. PLAY NOTE: Thabraca is considered part of Carthage. c = Sardinia is treated as a single province for the purposes of determining control HISTORICAL NOTE #1: There were virtually no Numidian units d = A player controls East Sicily for victory purposes when he controls all at the Battle of Bagradas Plains, the (then decisive) land battle in cities, except Syracusa. Carthage during the war. Sardinia, Lipara, and Melita begin the scenario militarily controlled HISTORICAL NOTE #2: Carthage didn’t seem that interested in by Carthage and thus Carthage starts the game with the VP where applicable. To garner the VP for Corsica, the Carthaginian player extending her eastern borders, into Libya/Tripolitana, although, must gain military control over the province. every once in a while, Libyans would raid into the easternmost Carthaginian territories. Naval Objectives VICTORY Players gain Naval Objectives by controlling Naval Areas AUTOMATIC VICTORY Naval Area Carthage VP Roman VP Automatic Victory starts to take effect with the 260 BC Turn. There Mare Gallicum 2 4 is no Auto Victory in any turn before that. There are several ways to win an Automatic Victory. Automatic Victory is assessed at the end Mare Sardoum 1 2 the turn. Mare Ligusticum 3 3 • Carthaginian Land Victory: Carthage controls any one Large Mare Tyrrhenum 9 4 city, or any two Medium cities in Roman Italy. Mare Ionium 5 5 • Roman Land Victory: Rome controls the city of Carthage. Mare Africum 3 7 • Either Player Automatically Wins: If, at the end of any turn, he Fretum Siculi 3 1 has military control of the provinces Corsica and Sardinia, AND control of the following cities: Syracuse, Messana, Agrigentum, What Qualifies as Naval Control? Panormus, Drepanum, Lilybaeum, Lipara, and Melita A Player controls the following seas if he controls (11.3) the listed • Naval Power Victory: Either player wins if he controls and has port cities: a non-allied Squadron In Port in each of the following: Syracusa, Gallicum: Massilia [It-1629] Lilybaeum, Drepanum, Panormus, Messana, Utica, , Sardoum: [It-4033], Urcinium [IT-2826] Hippo Diarryhtus, and Caralis. Ligusticum: Genua[It-1717], Pisae[It-2315] END OF GAME VICTORY Tyrrenhum: Ostia [It-3715], [It-3227], Neapolis [It-4512], If there is no Automatic Victory, the winner is determined at the end Panormus [It-5423], Lipara Ins [It-5616]. of the 241 BC Game-Turn. Ionium: Tarentum [It-5405], Syracusa [It-6419] Victory points are awarded for Land and/or Naval control. It is pos- Africum: Drepanum [It-5326], Lilybaeum [It-5526], Melita [It- sible to have one and not the other, even though mutual objectives 6725], Hippo Diarryhtus [Cr-2829] from both are held. Players total the Victory Points each has at that time for controlling the following. High total wins. Fretum Siculi: Messana [It-5915] and Rhegium [It-6015]

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 39

CONSUL HISTORICAL INFORMATION a = Received the cognomen Messala for his good work in taking TABLE Messana and subduing the Syracusans. Offices Held b = This Scipiop earned the cognomen Asina, for ‘ass”, for being ID # Full Name* and Years** Notes captured by the Carthaginian fleet at the Lipari Islands. Diodn’t seem to hurt his political career that much. 301 Ap. Claudius Caudex C264 302 M. Fulvius Flaccus C264 c = Earned the cognomen Longus for unstated reasons. 303 M. C263 a d = Cardicius died in office and was replaced by the unfortunate 304 M. Otacilius Crassus C263, 246 Regulus (#319) 305 L. Postumius Megellus C262, P253 e = This Regulus, not to be confused with other Reguli with al- 306 Q. Mamiius Vitulius C262 most the same name—quite common with 1st Punic war consuls— 307 L. Valerius Flaccus C261 was eledcted Consul Suffectus upon the death of Cardicius, de- feated the carthaginian fleet, got prorogued the following year, 308 T. Otacilius Crassus C261 invaded Africa, and got disastrously defeated by a rfevivivied 309 Cn, Cornelius Scipio C260. 254, P253 b Carthaginian army under the Spartan Soldier of Fortune, 310 C. Duilius C260 Xanthippus. All sorts of rumors and urban legends floated about the eventual death of Regulus, but it is most likely he simply died 311 L. Cornelius Scipio C259 in a Carthaginian prison. 312 C. Aquilius Florus C259, P258 f = Earned the cognomen Nobilior for unstated reasons. 313 A. Atilius Caiatinus C258, 254, P257, D249 j 314 C. Sulpicius Paterculus C258 g = Too bad his family name wasn’t Threepio. 315 C. Atilius Regulus C257, 250 h = Famous for his Chicken of the Sea act before losing the naval 316 Cn.Cornelius Blasio C257 battle of Drepanum. Recalled, tried, and fined for being very un- Roman. His descendants would be even more infamous during 317 L. Manlius Vulso C256, 250 c the era, including his sister then and now. Our present 318 Q. Cardicius C256 d Claudius’ sister, Claudia, had a big mouth, and was not appreci- 319 M. Atilius Regulus C256, P255 e ated by the Senate, which fined her 25,000 asses (not donleys, or backsides, but the plural of “as”, a type of coin.) 320 Ser. Fulvius Paetinus C255, P254 f 321 M. Aemilius Paullus C255, P254 i = An equally disastrous year at sea—fleet destroyed in a storm— 322 Cn. Servilius Caepio C253 g again, ignoring the auspices, led to his suicide. 323 C. Sempronius Blaseus C253, 244 j = The first to lead an army outside Italy. 324 C. Aurelius Cotta C252, 248 k = Earned the cognomen Atticus for unstated reasons. 325 P. Servilius Geminus C252, P248 * = Within Reason 326 L. Caecilius Metellus C251, 247; P250 327 C. Furius Pacilus C251 ** = Office Abbreviations: D = Dictator; C = Consul; PC = Pro- consul, an office that includes Provincial Praetor; PU = Praetor 328 P. Claudis Pulcher C249 h Urbanus; PP = Praetor 329 L. Iunius Pullus C249 i HISTORICAL NOTE: We have not included everyone who served 330 N. Fabius Buteo C247 in proconsul/praetor offices, mostly for the sake of keeping the 331 M. Fabius Licinus C246 counter mix manageable. In addition ,many of these men served 332 M. Fabius Buteo C245 in lesser, but important, offices, such as Magister Equitum, Legates, , etc. 333 C. Atilus Bulbus C245 334 A. Manlius Torquatus C244, 241 k 335 C. Fundanius Fundulus C243 336 C. Sulpicius Galus C243 337 C. Lutatius Catulus C242, P241 338 A. Postumius Albinus C242 339 Q. Valerius Falto P242, 241 340 Q. Lutatius Cerco C241

© 2005 GMT Games, LLC 40 Carthage Scenario Book VER. 1.1 (8-11-06) Extended Example of Play: 1st Punic War Scenario

The remaining Roman leaders from those numbered 301 through Initial Setup 340 are place in the Magistrate pool. Both players deploy per the 1st Punic War scenario setup. PLAY NOTE: For a player’s Home or Allied provinces, cities with- The Carthaginian player sets up his units per the initial deployment out control markers are considered controlled/friendly to that given in the scenario setup instructions. Place 1 Syracusan infantry player. SP in each of the following: Catana, Leontini, and Netum PLAY NOTE: All units in city hexes and all Fleets in port hexes are Place the Political Climate marker in the Cautious space on the Po- considered Inside the City and In Port respectively. If two or more litical Climate Track and the Family in Power marker in the Magonid forces are in the same city hex, use a control marker to designate space of that track. Place the Carthaginian and Syracusan Siege Ca- which units are in the city/port. pability markers in the –2 and –1 boxes respectively on the Carthaginian City/Port Display. Place the starting Manpower pool markers per the Manpower chart. Place control markers in each controlled city in Sicilia. 264 B.C. Turn The first game turn starts with the LAM Pool Segment (C/1). For The remaining Carthaginians leaders from those numbered 1P1- the first turn, the following LAMs are placed in the pool: 1P16 are placed in the Carthaginian leader pool. Romans: Two Consul; Roman Duumvir The Roman player sets up his units per the initial deployment given in the scenario setup instructions. Place 1 Legion infantry SP in Carthaginians: One for Hanno, Hannibal, and Hiero; Carthaginian each of the following cities: Tarentum, Neapolis, Cumae, Ostia and Duumvir Pisae Other: Augury; two Siege Attrition 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. Place control markers in each controlled city in Sicilia.

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 41

Campaign Sequence: Carthaginian Duumvir LAM: Duumvir (CR=5, E) Hiero LAM: Hiero [CR-7, C] leaves a 2i garrison in • Fleet VII at Messana stays put to contest further crossings and Syracusa and moves to Messana (Syracusan forces do aid the Siege. not suffer attrition) and Stops. Rolls for Continuation • Fleet IV at Utica moves to It-5914 [29 DP, divided by 10, rounded (DR=4, Yes), and places Messana Under Siege. Place down to 2]. Distance effects (DR=2, +2 DRM, No Effect]. The an Under Siege Marker on Hiero’s force and place a Roman control Carthaginian player would like to conduct a Raid, so there will marker on the Mamertines to indicate that they are Inside the City. be no –1 DRM to the Continuation roll (DR=8, Finished) No Continuation roll (Auto FINISH). Note that due to the scenario special rule, the Mamertines receive no militia when Messana is placed Under Siege while there are still Mamertine SPs in play.

• Fleet III at Hippo Diarryhtus heads north with the intent of raid- ing along the coast of Italy near Pisae. The Fleet first Stops at Caralis [24 DP, +2 DRM, DR=3, No Effect]. Continuation roll (DR=6, –1 DRM because it’s a Move operation, Yes). The Fleet moves to It-2916 in Southern Etruria using all Coastal/Sea Lane Consul LAM: Fulvius [CR-5, D] is selected and wants hexes [29 DP, +2 DRM, DR=3, No Effect]. The Carthaginian to leave Etruria. Fulvius requests Senate Permission player would like to conduct a Raid. Continuation roll [DR=6, to leave Etruria (DR=5, –1 Field Consul, +1 no enemy Finished] in Roman Italy), Granted so Continuation is Automatic. 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 • Fleet VI at Lilybaeum stays put River 1, Bruttium 1.5 = 7.5 minus 3 [Rhegium IDS] for a net of • Fleet V at Caralis stays put 4.5 round up to 5 AP. Note: The C Roads do not exist in this sce- nario and the province cost is halved for Romans traveling in Ro- Augury LAM: Dice Roll 33 Revolt of the Falisci. The man Italy. The adjusted strength point total for Fulvius’ force is Roman player decides to send the Legion IV from the 52 (36i; 8c - cavalry are doubled). The ALP loss is 2 SPs. The Consular Army II and elects a Praetor to lead the de- Roman player decides to remove 1i from each AL legion. Con- tachment. A. Postumius [#338, CR=4, E] is drawn from tinuation roll (DR=0, Yes). Fulvius now attempts to cross the Straits the pool. Postumius moves Legion IV to Tarquini (It-3315) [AP of Messana. Fulvius attaches the Duumvir and his Fleet and makes 6.5, 17i+4c=25, 1 ALP]. Legion IV loses 1i from RL IV to satisfy the crossing. The Carthaginian player decides to Intercept with the loss. Per the even, the Roman player rolls (DR=4, No loss). Duumvir led Fleet VII at Messana (DR=5, Success). The Roman Note that Legion IV is still considered part of Consular Army II. player decides to return Fulvius to Rhegium rather than risk a fight and try again. However, a Continuation roll (DR=7, Finished) for Hanno LAM: Hanno (CR=5, C) leaves 4i Libyan in 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. Continuation roll [DR=4, Yes]. ). The Carthaginian player decides to conduct an As-

© 2005 GMT Games, LLC 42 Carthage Scenario Book VER. 1.1 (8-11-06) sault. Since Hanno is the Overall Commander, he can use the • +2 Leader Tactical Ability (Claudius D, DR=9, Result 6; Hanno Syracusan troops in the Assault Operation. The SADS is 12 [4i x 3 C, DR=2, Result 4) IDS]. Hanno will use 18i Syracusan, 4i Libyan, and 2i Numidian • 0 Combat Ratio Adjustment (Roman 36i+2i, 8c=44 SPs; Carthage infantry (can’t trust those Gauls). Assault DRM: +2 only Fleet in 12i, 2c+12i, 7c=33 SPs) 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 • –1 Elite Syracuse cavalry 5 is required, so the Assault Fails. The Carthaginians lose [DR=4, • 0 Cavalry Differential (Carthage 2c+7c=9; Roman 8c) halved, times 10%=20% or 5 SPs]. He must take a 1i loss each from • 0 Army Efficiency 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 It-5914 intending to conduct a Raid [DP=3, 0 DRM, DR=3, No Effect]. Continuation roll [DR=8, 0 DRM, Finished] The Battle ends in a Draw (DR=3, +1) with both sides losing 15%. The Romans lose 5 SPs Legion infantry and 1 SP Legion cavalry with no loss to the Mamertines. Each Legion loses 1i of with the extra 1i assessed against I RL. The I AL losses 1c. The Carthagin- ians 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 au- tomatically 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 [Syra- cuse 11i+6c, Carthage 9i+2c] 36 SP, the besieged have Siege Attrition LAM: The besieging force has [Syra- [Romans 31i+7c, Mamertines 2i] 47 SP. Carthage Attri- cuse 15i+7c, Carthage 12i+2c] 45 SP for attrition pur- tion roll [DR=5, –1 Flat, 4] results in 2 SP loss taken poses while the Mamertines have 3 SP. Carthage Attri- again from the Syracusan foot. The Roman Attrition roll [DR=2, 0 tion roll [DR=5, –1 Flat] results in 3 SP loss and the DRM, 2] results in a 3 SP loss. The Roman player eliminates the player chooses to eliminate 3i from the Syracusan contingent remaining 2i of Mamertines and 1i from the I AL. Note that the pres- Mamertine roll [DR=3, +3 enemy Fleet] results in 1i loss. ence of the Roman Fleet neutralized the adverse attrition modifier. Consul LAM: Claudius (CR=6, D) decides to take his army [36i, 8c] across the Straits of Messana to attempt End Turn Phase to lift the siege of Messana. The Carthaginian Duumvir Inertia Attrition: All forces that remained in the same province leading Fleet VII Intercepts [DR=5] and Claudius re- (other than those besieging Messana and they are exempt) are in turns to Rhegium. He will try again. Continuation roll (DR=6, Yes). cities that mitigate the impact (ex. Consular Army I in Rhegium). So its back to Messana again. The Duumvir attempts to Intercept No losses. [DR=7] and Fails. The Consul Claudius enters Messana. Wishing Devastation: Neither player decided to Devastate this turn. to lift the Siege, Claudius rolls to Continue (DR=2, Yes) and an- nounces an Attack operation. The Carthaginians cannot use Avoid- Fleet Return to Port: ance since they are besieging the city, so the battle for Messana is • Hannibal moves Carthaginian Fleet I to Lipara [3 DP, Dice on. The Battle DRMs are as follows: Roll=02]. Hannibal and his Fleet are lost in a storm and elimi- nated! • Carthaginian Fleet IV moves to Lipari [3 DP, Dice Roll=46] Safe In Port • Carthaginian Fleet VII moves to Panormus [10 DP, Dice Roll=33] Safe In Port • Carthaginian Fleet III moves to Aleria [8 DP, Dice Roll=74] Safe In Port • Roman Fleet II enters Port in Messana

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 43

Recovery: will consist of the following troops which are placed in the appro- Both Disrupted armies return to normal status. priate box on the force display: 15i Numidian Cathaginian Reinforcements Victory: 20c Elite Numidian No automatic Victory. Although the Romans have Legionary SP in 20i Libyan Messana, the city is still Under Siege, so Syracuse remains allied to 10i Mauritanian Carthage. The III army marker is placed in Carthage. The 263 B.C. Turn Carthaginian player now City Recovery: None draws an army commander from the pool. He receives Remove Raid Markers: None Hannibal (1P-10N, CR=4, LAM=1, BR=D). There is no current Admiral that can Carthaginian Army Efficiency: be swapped, but the late other Hannibal needs to be re- Gisgo’s army rating increases to 0; Hanno’s army increases to +1 placed, so the new Hannibal is given the Carthage Fleet Disband Legions: The Roman player declines. and is placed there. Hanno (1P-14, CR=6, LAM=1, BR=D) is drawn and given command Prorogue: The Roman player could prorogue one of his two con- of III Army and is placed in Carthage. The III suls as a Praetor to command one of the Fleets, but declines to do Army Efficiency rating is –3. so. Postimius could be Prorogued, but since his Legion belongs to the Consular Army II, the incoming consul will already be in com- LAM Pool Segment: mand, so there is no longer a need so he would be left without a Romans: 2 Consul and the Duumvir LAM Legion to command. Carthaginians: 1 Hanno-14, 2 Hanno-12, 1 Gisgo, 1 Hannibal-10, Visit from Pluto: No Roman leader is susceptible this turn. 1 Hiero, and the Duumvir LAM Elections: Other: 3 Siege and 1 Augury • Consul for Rome: C. Furius (#327, CR=5, LAM=1, BR=E). The Roman player places Furius with the Campaign Sequence: Consular Army I in Messana. Hanno (1P-14) LAM: Hanno (CR=6) Naval Transports III Army to Lilybaeum [11 DP, DR=1, +1, No Effect]. Continue [DR=8, Fin- • Field Consul: M. Fabius (#331, CR=6, LAM=1, ished]. BR=E). The Roman player places Fabius with the Legion IV in Tarquini. He is assigned Sicily as his Siege Attrition: province. Note that even though the two legions of Rome [30i, 7c or 44 SP, DR=3, –3 DRM for friendly Fleet, 2 SP Consular Army II are in different locations, they are loss]. The Roman player removes 2 SP of Legion infantry. still part of that army. Fabius could be placed in ei- ther hex. Carthage [9i+2c] and Syracuse [9i+6c] or 34 SP, DR=7, –1 Flat, 3 SP loss]. The Carthaginian player removes another 3 SP of Syracusan • Praetor Urbanus: The Roman player draws Cardicius (#318) foot. Carthaginian Political Climate: Carthaginian Duumvir LAM: Duumvir (CR=5) • Family in Power: The Carthaginian player rolls a 2 and consults • Fleet III [1s] at Aleria stays put the table. The die roll is modified by a –3 (1st Punic War) and –1 (Magonids in power) for a net –2 [2+ –4]. The Magonids stay in • 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 decides not to Intercept. Pass. • Political Climate: The Carthaginian player rolls a 7. The die is 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 It-5913 [12 DP, DR=7, +1 a net 5 [9+ –4]. The climate is Interested. DRM, Scattered] to do some raiding. Continue [DR=5, Yes]. Re- form Operation conducted. Continue [DR=2, Yes]. Attempt Raid. Force Increase Determination: [DR=1, +1 DRM, Fails]. Continue [DR=4, –1 DRM, Yes]. Move Both players secretly decide not to construct Fleets. to It-5814 — only one Raid attempt per hex per turn [1 DP, DR=7, No Effect]. Continue [DR=5, Yes]. Conduct Raid [DR=7, +1 Rome: Increases Ostia’s Port Capacity by 5 to 10. The Roman player DRM, Success]. Place Raid marker in hex. Move to Lipari [3 DP, rolls for Manpower on the Legion Request Table, DR=2. Modifiers DR=4, No Effect]. Pass. include: –3 no enemy in SP Italy; –1 no enemy within 20 hexes of • Fleet VI [1s] at Lilybaeum moves to Messana [16 DP, DR=5, +1 Rome, for an adjusted DR of –2. No legions are forthcoming. DRM, No Effect]. No intercept attempt by the Romans. Pass. Carthage: Increases Carthage’s Port Capacity from 18 to 22 (maxi- 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 with Fleet II from modified by +2 [Climate is Interested] for an adjusted 9. III army Carthage to Rhegium [25 DP, +2 DRM, DR=7, Scattered) to bottle

© 2005 GMT Games, LLC 44 Carthage Scenario Book VER. 1.1 (8-11-06)

Recall). Since this was a victory, The I RL is raised to Veteran sta- tus. Furius Continue (DR=7, Finished). Hiero LAM: Hiero finds himself with an army of 5 SP of Elite Syracusan cavalry. With one Siege attrition LAM left, the Carthaginian player would have liked to renew the siege of Messana, but without any foot, Hiero is not up to the task. The Carthaginian player decides to have Hiero continue to support with Hanno (1P-12) and passes. Gisgo (1P-5): Passes. Not much to do since this army is restricted to Africa. Siege Attrition: None Hanno (1P-12) LAM: Hanno heads with his army to Panormus to lick his wounds leaving Hiero behind [2 AP no reduction from city due to drought]. With only 10 SPs, there is no loss. Situation after Carthaginian fleet movement

up the Field Consul Fabius’ army in that city. The Ro- man Fleet at Messana stays in Port. Hannibal plans to Reform is 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 Syracusan foot. Augury: Dice Roll=22 Severe Drought In Sicily Hanno moves to Panomus. Consul LAM: With the Severe Drought and one more Siege Attri- Consul LAM: Fabius moves his IV Legion from Tarquini to tion LAM to go, The Roman player decides to give this Phase to Rhegium [No Attrition Loss]. Continue (DR=5, OK). Fabius de- Furius (CR=5, BR=E) in Messana. He declares an At- cides to attempt to cross the straits of Messana with his army [33i, tack, Hanno can’t use Avoidance and the battle for 8c]. Hannibal’s Scattered Fleet in Rhegium is ignored, but Messana is underway. Carthaginian Fleets IV and VI with 2 squadrons are blockading The Battle DRM are as follows: Messana. The Carthaginian player decides to Intercept (DR=3, Suc- ceeds). The straight crossing is considered “land movement”, so • 0 Leader Tactical Ability (Hanno 1P-12, C, DR=3, Result 4; the Roman player must first check for attrition [AP 3 for East Sic- Furius E, DR=8, Result 4) ily, 49 SP, 1i loss). Fabius with the two squadrons for Fleets I and II • +1 Combat Ratio Adjustment (Rome 28 SP; Carthage and Syra- (all squadrons in either hex of the strait crossing can participate in cuse 17 SP) the battle) decides to fight Fabius as Consul will be the Admiral in • 0 Cavalry Differential (Carthage 8c; Roman 7c) charge (BR=E). • –1 Elite Syracusan Cavalry The Naval Battle DRM are as follows: • 0 Army Efficiency • 0 Strength Ratio - both sides have 2 squadrons Fortune favors the Romans (DR=8, 0 DRM) with a 5/15 victory. • 0 Tactical Superiority - both sides have “E” rated commanders The Romans lose 1 SP Legion Infantry. The Carthaginian player • +1 to the Roman roll because the Carthaginian’s have Crew 3 to loses 2i and 1c. He removes the last Syracusan infantry SP and 1 the Roman Crew 2 Libyan infantry SP. The cavalry loss must come from the Syracusan contingent. The Pursuit & Butchery DR=6, x1 PF=5%] generates The Roman Triremes have no effect since the Roman player did not no additional loss. The Carthaginian player retreats II army and the gain tactical superiority. Syracusan army to Mylae (It-5816, outside the city) and both are The Carthaginians win the naval battle (Carthaginians DR=5, DRM Disorganized. The Roman army is Disrupted. The Leader Loss 0; Romans DR=6, DRM+1). The Carthaginians and Romans each checks are Furius [DR=7, OK], Hanno (1P-12) [DR=2 OK], Hiero lose one squadron - the Carthaginians remove Fleet VI, the Romans [DR 2, OK] Hanno has the potential to be Recalled (DR=4, No Fleet I. In addition, the Romans lose 25% of their force! The Ro- mans remove 9i and 2c. The Roman player removes 2i from each

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 45 legion component and 1i from II AL. The I AL and II AL each take a 1c loss. Fabius survives his leader casualty check [MR=8, DR=7]. Fabius and his army remain in the hex (outside the city), but since CREDITS Fabius lost the battle he is Finished. Since the squadron losses were neither player decides retreat. Note that Roman Fleet II is no longer Game Design: Richard Berg In Port. Developer: Alan Ray Carthaginian Fleet IV now as a Crew rating of 4, thanks to the naval Playtesters: Neil Randall, Mark Novara, Kevin Coombs, victory. David Gee, Pat Hirtle, Jeff Christiansen, Marty Arnsdorf, Roman Duumvir LAM: Duumvir (CR=4) Jon Robertson, John Harvey, Alan Charlesworth. • Fleet II enters port in Messana. Pass. Art Director, Cover Art and Package Design: Rodger B. MacGowan Hanno (1P-12) LAM: Hanno remains in Panormus and improves Counter Art: Rodger B. MacGowan and Mark Simonitch his army’s ABS to Disrupted. Map Art and Rules Layout: Mark Simonitch End Turn Phase Proofreader: Alan Ray Inertia Attrition: All forces except Hiero’s outside Mylae that re- mained in the same province are in cities that mitigate the impact. Production Coordination: Tony Curtis Syracusans are exempt from Inertia attrition. No losses. Producers: Tony Curtis, Andy Lewis, Rodger B. MacGowan, Devastation: Neither player decided to Devastate this turn. Mark Simonitch and Gene Billingsley Fleet Return to Port: Hannibal and Fleet II at Rhegium move to Panormus [20 for Scat- tered +12=32, Dice=45] Safe in Port Fleet IV at Messana moves to Drepanum [14 P, Dice=18] Safe in Port Recovery: All Disrupted armies return to normal status. Hiero and his Syracusans move from Disorganized to Disrupted. Victory: Syracuse is now allied to Rome. No automatic Victory.

ERRATA MAP Utica (CR-2928) is a Secondary Port. PLAYER AID CARDS • Player aid card #1, Battle Results Table: The reference to COUNTERS Double Envelopment should be 6.57 The Genua and Massilia garrison units have their nationalities re- • Player aid card #1, After Battle Status: Table reference should versed. Use the garrison unit that matches the city name. be 8.54 • Player aid card #2, City Assault Table: Table reference should be 9.3 • Player aid card #2, Involuntary Surrender Table: Table refer- ence should be 9.72 • Carthaginian Political Climate Table: The 1st DRM under Agathocles scenario applies to leader led enemy forces only

© 2005 GMT Games, LLC 46 Carthage Scenario Book VER. 1.1 (8-11-06) Carthage Rules Index

All rule section numbers refer to the Carthage (CR) rules. Where Contingent, 8.34, 10.15, 10.41 there are multiple entries, references in Bold indicate the primary Continuation, 5.61, 7.23, 7.38, 7.47 rules section for that entry. Corsica, 2.1 Admiral, 5.23, 5.27, 5.32, 5.41, 5.42, 5.61, 5.74, 7.14, 7.24, 7.35, Corvus, 7.45 7.37, 7.39, 7.42, 7.45, 7.46, 7.62; Eligibility, 7.21; Appointment, 5.73; Counters, 2.2 Africa, 2.2, 5.76, 6.41, 10.43, 10.44 Crew, 2.2, 7.12, 7.15; Ratings, 7.13, 7.35, 7.36, 7.47, 7.62; Superi- ority, 7.45; Training, 7.14 Allied Leader, 5.51, 5.75 Crucifixion, 5.78, 5.79 Allies, 2.2, 5.45, 5.52, 5.54, 10.42, 10.43 Devastation, 3.0[F/1, F/2] All Sea hex, 7.31, 7.32, 7.42 Dictator, 5.1, 5.21, 5.26, 5.28, 5.32, 5.34, 5.42, 5.43, 5.44, 5.51, Ally Movement, 5.44, 6.13 5.55, 5.61, 5.64, 5.66, 9.6, 10.12 Ambush, 6.58 Diplomacy, 12.0 Army Efficiency, 3.0[A/2], 5.73, 10.48, 10.51, 10.52, 10.53, 10.54, Disband; Legions, 3.0[B/1], 5.21, 5.22, 5.29, 5.33, 10.16, 10.18; 10.55, 10.56, 10.57 Armies, 5.73, 5.76, 10.18, 10.48 Army, 2.2, 5.73, 5.75, 5.76; Forming, 10.48; Transfer, 10.56 Ditch Boundary, 2.1, 10.44 Army Commanders, 5.74, 5.76, 6.13, 10.48, 10.51, 10.54, 10.56; Duumvir, 5.1, 5.27, 5.42, 5.74, 7.21, 7.22, 7.35, 7.36, 7.39, 7.42; Appointing, 5.73; Pool 5.73, 5.76, 5.78; Command Restrictions, Emergency, 7.22, 7.24, 7.75 5.75; Switching Commands, 5.75; Elections, 3.0[B/4], 5.28, 5.42, 10.11; Order, 5.2; Procedure, 5.2; Attack, 5.55 Rome Consul, 5.21; Field Consul, 5.22; Proconsul, 5.23; Praetor, Attrition Point, 6.41 5.24; Praetor Urbanus, 5.25; Dictator, 5.26; Magister Equitum, 5.26; Augury, 3.0[E] New Legions/Fleets, 5.29 Auxiliaries, 2.2, 5.45, 5.52, 5.54, 5.56, 9.9; Raising, 10.15; Place- Elite, 10.57 ment, 10.24 Emergency, 5.2, 5.25, 5.26, Major/Minor 5.28 Avoidance, 5.46, 5.53, 8.23; see also Naval Avoidance Families (Carthaginian), 5.71, 5.75, 5.77, 5.79; Affiliations, 5.76; Battle 5.53, 5.56, 5.77, 7.64, 10.51, 10.55; Major 5.28; see Naval Family Power Table, 5.71 Combat Finished, 7.47 Battle Rating, 7.45 Flat hex, 7.51 Besieged, 5.21, 5.22, 5.32, 5.34, 10.23, 10.25, 10.43 Fleet, 5.32, 5.42, 5.45; 5.73, 5.75, 6.38, 7.14, 7.15, 7.17, 7.18, 7.22, Blown Off Course, 7.24, 7.32 7.24, 7.3, 7.31, 7.35, 7.37, 7.38, 7.39, 7.42, 7.43, 7.45, 7.46, 7.47, 7.48, 7.51, 7.65, 9.31, 9.55, 9.74; Definition, 2.2, 7.11; Counters, Campaign Rating, 5.48, 5.66, 5.67, 7.39, 7.42, 9.8 7.12; Magistrate Assignments 5.1, 5.21, 5.22, 5.23, 5.24, 5.26, 5.27, Cavalry, 2.2, 8.34, 10.14, 10.44, 10.46 5.29; Carthage, 2.1, 5.72; City, 5.73, 9.6, 10.43, 10.45; Contingent, 6.41, Fleet Commanders, 7.2, 7.23, 7.3; see Admiral, Duumvir 10.42, 10.43; Province, 5.74, 5.76 Fleet Construction, 5.21, 5.22, 7.72, 7.16, 10.11, 10.16; Limits, Celtiberians, 10.42, 10.43 7.18; Placement, 7.17 Censure, 5.61, 5.67, 5.68 Force, 7.3, 7.41 Citizens, 2.2, 5.7, 10.42, 10.43, 10.46, 10.57 Force Increase Determination, 3.0[B/6], 7.16, 7.17, 10.11, 10.41 City, 5.28, 5.34, 5.76, 5.77, 6.38, 7.51, 7.61, 7.63, 10.56; Rebuild, Gallic Provinces, 2.1, 5.66 3.0[A/1]; Garrisons, 9.9, 10.48, 10.56, 10.57 Coastal hex, 7.31, 7.32, 7.35, 7.38, 7.42, 7.48, 7.51, 7.62, 7.63 Gauls 9.8; Contingent, 5.76, 10.42, 10.43 Command Efficiency (CER), 5.56, 8.31, 9.31 Generals, 2.2 Command Hierarchy, 5.26, 5.34, 5.51, 5.52, 5.54, 9.8; Limits, 5.45, Guile, 5.66, 5.67, 9.6 7.37, 7.62 Iberians, Contingent, 5.76, 10.42, 10.43 Commanders, Naval Only, 5.73, 7.42; Limit, 5.74; Recall, 5.77; Pool, 7.35; see also Army Commander and Admiral Imperium, 2.2, 3.0[B/2], 5.1, 5.29, 5.45; Assignment, 5.2, Rome Consul, 5.21, Field Consul, 5.22; Proconsul, 5.23; Praetor, 5.24; Components, 2.0 Praetor Urbanus, 5.25; Dictator, 5.26; Magister Equitum, 5.26; Pro- Coordination, 5.54, 5.55, 5.62, 5.64, 5.75 rogue, 5.3; Switching, 5.43, 5.64 Consul, 2.2, 5.1, 5.24, 5.29, 5.34, 5.43, 5.44, 5.51, 5.52, 5.53, 5.54, Inertia Attrition, 3.0[G/1] 5.67, 5.68, 7.21, 10.12, 10.16, 10.18; Field, 5.2, 5.22, 5.66; Rome, Infantry, 2.2, 5.47, 8.31, 10.15, 10.31, 10.44, 10.46 5.2, 5.21, 5.22, 5.44, 9.6 Initiative, 3.0[C/2]; Rating 5.24, 5.26, 5.28, 5.66 Consular Army, 2.2, 5.1, 5.32, 10.11, 10.16, 10.18; Magistrate Assignments, 5.21, 5.22, 5.23, 5.26, 5.28; Interception, 5.54, 5.62, 5.64, 5.75 Italy, 2.1, 5.66, 10.12

© 2005 GMT Games, LLC Carthage Scenario Book VER. 1.1 (8-11-06) 47

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, 5.73, 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, 5.76, 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, 5.76, 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, 5.76, 6.41, 10.42 5.48; Leaving a Province, 5.61, Hot Pursuit, 5.62; Rome, 5.63; Raise Mercenaries, 5.76, 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, 7.39; Stop, 5.41, 5.47, 5.62, 5.76, 6.38, 7.31, 7.32, 7.35, 7.38, 7.39, 7.41, Reform, 7.3., 7.32, 7.39, 7.62 7.62 Naval Transport, 5.42, 5.75, 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 5.76, 6.41, 10.42 Supply, 9.55 Operations, 3.0[D/1], 5.33, 5.44, 5.67, 5.75, 5.77, 5.78, 10.22, 10.42; Manpower, 10.12, 10.45; Movement, 5.41, 5.42, 5.46, 5.52, 5.55, Surrender, 9.74 5.62, 5.64, 5.76; Senate Permission, 5.6, 5.61, 5.65; see also Naval Tactical Superiority, 7.45 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, 5.73, 5.75, 7.13 5.76, 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, 5.73, 5.74, 5.76, Tripolitana, 6.41 10.41, 10.48; Political Climate Table, 5.72; Cautious, 5.72, 5.74, 10.41; Interested, 5.72, 5.74; Alert, 5.72, 5.74; Aggressive, 5.72, Triumph, 5.21, 5.22, 5.23, 5.24, 5.26, 5.47, 5.67; Request, 5.48 5,74, 10.45; Under Siege, 5.28, 5.34, 5.76, 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

© 2005 GMT Games, LLC 48 Carthage Scenario Book VER. 1.1 (8-11-06) CARTHAGE Gazetteer Italy Map [It] Spoletium 3311 Bruttium [3] Hippo Diarryhtus (M)* 2829 Consentia 5611 Leptis 3729 Gallia Massilia [3] Picenum [2] Croton * 5908 Macteris 3136 Aquae Sextiae 1528 Ancona 3107 Hippontum 5812 Memphrisa 2931 Arelate 1329 Asculum 3308 Locri * 6013 Musti 3035 Massilia (M) *** 1629 Novum 3407 Rhegium (M)** 6015 3337 Nemausus 1130 Firmum 3208 Terina * 5711 4233 Hadria 3508 Thurii * 5509 Thabraca 2533 Liguria Taurini [2] Truentum 3307 3829 Albingaunum 1719 East Sicilia [3] Sabinus [4] Thisbrus 3932 Cemenelum * 1723 Camerina 6222 Thugga 2933 Hasti 1319 Alba Fucens (M) 3711 Catana * 6118 Amiternum 3510 Tunes 3029 Taurinorum 1221 Enna 6021 3131 Vercellae 1219 Corfinum 3810 Helorus 6520 Reate 3512 Utica (M) ** 2928 Leontini 6119 3133 Liguria Friniates [2] Lipara * 5616 Dertona 1516 Latium [2] Antium * 3915 Megara 6219 Numidia [4] Genua ** 1717 Messana (M)** 5915 Baotas 2744 Ticinum 1416 Casinum 4212 Fregellae 4013 Mylae 5816 2734 Netum 6420 1939 Gallia Transpadana [2] Ostia *** 3715 Tauromenium 6017 Cirta (M) 2341 Bergomum 1113 Praeneste 3713 Tyndaris 5818 Hippo Regius (M) * 2436 Brixia 1412 Roma (L) 3714 Syracusa (L)*** 6419 2446 Cremona (M) 1513 Tarracina * 4114 Rusicade 2238 Mantua 1811 Tibur 3614 West Sicilia [3] Sicca Veneria 2936 Mediolanium 1215 Agrigentum (M) 5923 3043 Novaria 1217 Samnium [3] Cephaloadium 5720 2739 Verona 1709 Aesernia 4010 Aquilania 4708 Drepanum (M)** 5326 5825 Mauretania [4] Venetia [2] Beneventum 4510 Lilybaeum (M)*** 5526 1149 Altinum * 1904 Bovianum (M) 4109 Panormus (M)** 5423 Igilgil 1942 Atria 2007 Larinum 4208 Segesta 5425 Rusucceria 1347 Aquiliea ** 1901 Ortona * 3808 5522 Saldal 1744 Bellunium 1504 Saepinum 4210 Sities 2046 Patavium 1807 Melita [1] 1151 Taurinorum 1705 Campania [2] Capua (L) 4412 Melita * 6725 Gallia Cispadana [2] Cumae (M)** 4413 Southern Sardinia [3] Key [#] = Province Attrition Value Bononia 2011 Neapolis (M)*** 4512 Caralis * 4322 M = Medium City Favenua 2410 Nola 4411 Csellis 3930 Mutina 2012 Salernum 4612 Cr-1527 L = Large City * = Minor Port Parma 1813 Tharros * 4033 Placentia (M) 1514 Apulia [2] ** = Secondary Port * 2409 Arpi 4506 Northern Sardinia [3] *** = Major Port Ausculum 4608 * 3326 Northern Etruria [2] Barium * 5004 Nura 3231 Arretium (M) 2613 Canusium 4706 Tibula 3227 Florentia 2414 Gnathia 5203 Ilva * (No City) 2718 Luceria 4508 Corsica [3] Pisae (M) * 2315 Sipuntum 4505 Aleria * 2823 Popolunium 2717 Teanum 4307 Mariana * 2622 Volaterrae 2514 Venusia 4707 Marianium 3126 Urcinium * 2826 Southern Etruria [3] Lucania [3] Clusium 3012 Bruxentum * 5110 Cortona 2813 Grumentum 5109 Carthage Map [Cr] Cosa 3116 Heraclea 5407 Tripolitana [4] Perusia 2911 Metapontum ** 5306 Capsa 3443 Saturnia 3115 Paestum * 4911 Gigithis 4735 Tarquini 3315 Potentia 4908 Vena 5011 Sufetula 3439 Umbria [3] Tacape 4237 Ariminum (M)* 2708 Calabria [2] Carthage [3] Camerinum 3109 Brundisium ** 5402 Carthage (L) *** 3028 GMT Games, LLC Fanum Fortunae 2908 Hydruntum * 5701 Carpi 3128 P.O. Box 1308 Sena Gallica 3008 Tarentum (L)*** 5405 Curusi 3327 Sentinum 2909 Uzentum 5803 Hanford, CA 93232-1308 Hadrumentum 3530 www.GMTGames.com

© 2005 GMT Games, LLC