ANCIENT CAMPAIGN RULES 1.0
Land & Sea
3/3/2020
1. CONCEPT
Territory
– an area of land (map zone)
1. wild - uninhabited, wild terrain; no empire can
own it; empires can move through some types at a movement cost.
2. neutral - It can defend its territory if it has a
fort with a garrison. 3. empire territory - Initial part of an empire; supplies gold to empire.
4. ally - a neutral territory that is taken over by the empire; supplies gold to the empire; it can revolt (see CHANCE in APPENDIX).
Territories have value based on resources, access points,
etc. See APPENDIX.
Empire –
2 or more territories that are adjacent and have one ruler. One territory contains
the capital.
Gold –
Each year, an empire’s territories pay gold to the ruler's treasury. It is used
to:
1) maintain (pay/feed/supply) the troops
2) buy replacement troops or navy/fleet ships3) build new field army / navy/fleet
Supply chain
– Chain from the capital to each fleet army consisting of contiguous empire-controlled
territories. A wild territory or a
neutral sea zone between empire territories can be part of the chain. This
chain must be unobstructed by enemy forces. The field army must stay connected
to it. If the chain is blocked, the field army has one season to restore it, or
else it must return to the supply chain. Each season after that it will lose
“n” elements. Roll D6 to determine how many.
3. ORGANIZATION OF FORCES
Field Army – Army is 16 elements max, 6 minimum. Built/expanded
during recruitment phase in Winter.
Garrison - a
small force of undefined composition that resides in the garrison and can only
defend it.
Navy - 1) Can combat other navies, 2) can "blockade" a
port. Typically Biremes and Triremes. No minimum or maximum size.
4. TROOP COSTS
Element gold units
General 5
Heavy Cavalry 4Heavy Infantry 3
Light Horse 2
Light, medium foot, bow 1
Navy ship 2
Fleet ship 1
- New armies are built in the capital and can then move
forward. New navies/fleets are formed in the capital port.
5. CAMPAIGN SETUP
Determine the number of empires and their territories, location of capital, size of forces, initial treasury (suggest doubling the total empire territory rating points to start).
6. STARTING CAMPAIGN
7. RUNNING THE CAMPAIGN
Campaigns run for 4 seasons –
- Spring, Summer,
Fall – all army/naval movement takes place, all battles fought.
- Winter –
armies / navies return to winter quarters (any friendly territory / port). Other actions
take place.
Each empire army, navy, or fleet has one move in each
season.
Spring, Summer,
Fall:
1. Test supply chain to
all armies. If any break exists, empire’s first priority is to restore it or
risk losing the army.
2. Move all armies / navies / fleets (see Move Chance in
APPENDIX)3. Fight any battles, land and sea.
Winter:
All armies must be in winter quarters (i.e. an empire
territory). Ships in friendly port.
Actions during
Winter:
1. Collect “gold” from territories (1 gold per territory
rating point, plus 1 gold for each territory) and add collected amount to the
existing treasury amount.
2. Determine if cost of replacement troops has increased.3. Winter CHANCE (see Appendix)
4. Maintain armies & navies (1 gold per 4 army elements, 1 gold per 3 navy ships, 1 gold per 4 fleet ships) by taking gold from the treasury.
5. Replace lost (or add) troops / ships
6. Build a new field army in the capital, or a navy/fleet in capital port if desired.
7. Review/revise campaign strategy.
** If not enough
gold to maintain an army, navy, or fleet, calculate the deficit and eliminate
equivalent elements. Choose randomly which ones.
8. MOVEMENT
MOVEMENT POINTS (MP’s)
are the number of zones (territories) an army or navy/fleet can move
through on its turn:
Army – 2 MP’s
total / season
Navy/fleet – 3 MP’s
total / season
On land (see map)
- Impassable territories: mountains, dense forests, lakes.
- Woods, or bad going: MP-1.- move across river: MP-1.
On sea
- Rough seas - when passing through this zone, stop
and test for attrition. MP-1.
-
9. INVASION
1-2 invading army(s) enter an enemy empire or neutral
territory.
1) Battle in enemy territory
If the army is defeated, the garrison automatically surrenders.
Defeated army flees the territory.Defending army may:
1. Engage the invading force in battle
2. Retreat all forces to a friendly territory
3. Move into the fort and stand siege (see section on siege below)
Fight battle using rule set of choice.
2) Battle
for neutral territory
1. If uninhabited, no battle occurs and invader may take
over.
2. If protected by fort & garrison, roll D6. If result
is 6, then territory chooses to become ally
and no battle is fought. Else, invader must lay siege to control the territory.
Can begin siege this turn.
3) Multiple
armies invading and defending in same territory
If multiple armies are invading, choose one army to do
battle. The other army may send in reinforcements as losses occur. A
reinforcement element is "transferred" to the invading army, then enters
the battlefield at times/locations randomly chosen by the player. No more than
16 elements can be fighting at one time. When 1/3 the total elements of the
invading army at any time during the battle are lost, the battle is over.
Invading army rolls D6. Victory result is:
6 if defender's army is in the fort
5,6 if only
garrison
If victorious, the garrison and the army surrenders. Invader
absorbs defeated elements into its army. Else, invader loses "n" elements
(see
Element Loss in APPENDIX), and must wait till next season to
try again. Number needed for victory then will be reduced by “1”. When Winter
comes, invader must withdraw.
5) Control of Territory following battle Victory
In order to control the territory, the invading field army
must remain in the territory for one extra season following the battle to allow
a garrison command to be established.
6) Naval conflict
Navies are used to control a sea lane. If an enemy navy enters a sea zone, a naval
conflict occurs.
Naval battle rules: See APPENDIX.
7) Blockade
If the territory is an island, or it is a coastal territory
with a port, an enemy navy may set up a blockade. If the invading navy stays in
the port's sea zone for 2 consecutive seasons, the blockade is successful. The
navy must return to a friendly port during Winter. The blockaded territory will
lose 2 territory points of value when Winter comes. Blockade is only good for
one year.
10. CAMPAIGN VICTORY
Usually the conditions for a campaign’s end are fairly
obvious. Either one empire dominates and is the victor, or it is futile for the
campaign to continue and there is no victor.
___________________________
APPENDIX
CHANCE
Move Chance -
roll a D6
Result Effect
1 Bad weather.
Army/navy cannot
move this
turn.2 Troop unrest. Army must
withdraw to friendly territory.
3-6 No chance this turn.
Winter Chance -
roll 2D6
Result Effect
2 Harvest loss
occurred (see Harvest
Gain/Loss below)
3 Sickness in
army. Lost "n" troops. See
Element Loss below.4 An allied territory revolts. Amy must be sent to it to stop it. When army arrives, revolt
is stopped.
5 Navy loses "n" ships.
See Element Loss below.
6 Harvest increased this year.
See Harvest Gain/Loss below.
7 Ruler dies, new ruler changes strategy. Use SCMR.
8-12 No chance this Winter.
NAVAL BATTLE RULES (options)
Each navy rolls a D6. Loser loses 1 ship.
If difference is >3, loser loses 2 ships.If both D6 rolls are equal, each navy loses one ship.
2. All Ships!
Ram Speed! - this is a detailed
ruleset if you like naval battles.
3. Ram or Die!
Fast and Easy Naval Battle
Rules - this is just as the name describes.
TERRITORY RATINGS
A territory has value in the form of rating points. Add one
point for each of the following features to determine the rating:
- It is the empire capital
- it has a port- it is considered fertile land good for farming or raising livestock
- it has a river running through it, or has a body of fresh water within or bordering it.
ELEMENT LOSS
Roll one D6:
Result Effect
1-2 Lose 10%
total army elements
3-4 Lose 20%5 Lose 25%
6 Lose 30%
HARVEST GAIN/LOSS
Note: Harvest is the total gold collected this year.
Roll 1 D6:
Result Effect
1 Lose 10%
2-3 Lose 20%4-5 Lose 30%
6 Lose 50%
SCMR
SCMR (Solo Campaign Mobilization Rules) are found in “The
Solo Wargaming Guide” by William Sylvester. They introduce random selection of
possible army/empire strategies during a campaign. The solo player gives up
some control, but not all. If not familiar with them, this is a brief summary:
At campaign start, for each side (country/empire) participating in the
campaign, choose 3 possible courses of action. For example, all armies will not
advance, 2 armies invade North and one army invades East, etc. They can be as
detailed as desired. Then roll a D6 to decide which strategy is actually used.
The side will try to faithfully execute that strategy until it is in contact
with the enemy, or it accomplishes the objective. At that point, after
reviewing the total situation, 3 more courses of action are built, and again
one is chosen per dice roll. This method runs throughout the campaign. There
may be a time when only one course of action makes any sense, and the method
can be put aside temporarily. Campaigns can take some very interesting turns
using this approach.
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