AW Thunderbolt Deluxe - Thunderbolt Rules and Scenario Book May 2024 - No Scenarios

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THUNDERBOLT DELUXE

THUNDERBOLT
The 2nd Punic War

THE ANCIENT WORLD SERIES


ROMAN REPUBLIC AT WAR
218 BC to 201 BC

A RICHARD H. BERG GAME DESIGN

May 2024
• Roman Italy: includes all provinces on mainland Italy south
(1.0) INTRODUCTION of and excluding Gallia Cispadana and Liguria Friniates and
THUNDERBOLT (TB) Volume III of The Ancient World series, the island of Ilva.
simulates the second war of the three separate wars that com-
• Sicily: includes East and West Sicilia, the Liparae Ins., Melita,
prised the 100+ years long disagreement between Rome and Car-
and the island of Cossyra.
thage - The Punic Wars - as to who would rule the western Med-
iterranean. It features two of the greatest military commanders • Sardinia and Corsica: includes Northern and Southern Sar-
in history: for Rome, Scipio Africanus, and for Carthage, Hanni- dinia and Corsica.
bal Barca . . . Hannibal the Thunderbolt. • Liguria: includes Liguria Taurini and Liguria Friniates
These rules are in addition to those in the basic, Ancient World • Gallia Cisalpina: includes Gallia Cispadana, Gallia Trans-
(AW) rules book. The AW rules are in force unless stated other- padana, and Venetia
wise in this rule book. Rules references to the Ancient World rule
book have the prefix AW. Carthage Map
The Carthage map (also referred to as the Africa map) is divided
RULES NOTE: At the time of Richard’s passing, the rules for
into four game provinces: Carthage, Tripolitana, Numidia, and
Thunderbolt and were not complete, nor were most of the sce-
Mauretania. The actual political boundaries of what we know as the
narios.
country of Carthage are a bit problematical to discern. The map
uses the "Ditch" boundary (as noted on the terrain legend). It seems
(2.0) COMPONENTS that Carthage defined her home territory by digging a protective
The game contains the following: ditch at the edges of her domain, although exactly what protection
it would offer is open to speculation (probably of the Line in the
Shared components:
The Ancient World rule book and PACs Sand variety). While we do not know the exact places of this bound-
AW Italy map sheet ary, we have a rather good idea (according to several of the sources
AW Carthage map sheet we read) and have noted this on the map. For the Punic Wars sce-
Thunderbolt Deluxe Counters narios, Carthage will be considered to lie within the Ditch Bound-
Roman Charts and Tables PAC ary, although, at various times, she will hold Numidian towns.
Roman Magistrate Quick reference PAC To which we must add that during this period, and even while she
Carthaginian Charts Tables PAC was fighting Rome, Carthage was always seeking to extend her
Thunderbolt Deluxe Map Gazetteer boundaries... to the west, into Numidia, and to the south and south-
1 10-sided dice east, into the Libyan-populated area known as Tripolitana.
Numidia had a dichotomous relationship with Carthage. While it of-
Exclusive components: ten supplied her with troops, it also was in constant border warfare
THUNDERBOLT Rules and Scenario book with Carthage. By the end of the Punic wars, Numidia, under its
AW Spain map sheet great king, Masinissa, controlled much of northern Africa.
Roman Army Displays (Part I and Part 2) On the Carthage map there are two Theatres:
Roman City Occupation Display
Carthaginian Army Display • Africa: includes the provinces of Carthage, Tripolitana, and
Carthaginian City Occupation Display Numidia
Carthaginian Political and Manpower Display • Mauretania: includes the provinces of Mauretania and Mau-
Records Track Display ritania Tingitana (on the Spain & Mauretania map).
Augury Card(s)
Celts Rules Summary Card Rough Hexes: Each Rough hex in the Africa and Mauretania
theaters costs 1 Attrition Point to enter unless the movement is
[The above will be revised to show the Deluxe versus non- along a Level C road.
Deluxe packages.] DESIGN NOTE: This addition represents how difficult—mostly in
(2.1) THE MAPS terms of foraging—travel off the beaten paths was in this area. The
reduction in attrition represents the fact that these future roads were
The maps are covered with hexagons (hexes), used to regulate
built over well-traveled trade routes and paths.
movement. The land areas are further divided into Provinces,
which have a greater effect on play than individual hexes. Salt Marshes: The Salt Marsh hexes are impassable. No combat
units may enter a full Salt Marsh hex or cross a Salt Marsh
Italy Map hexside. Partial Salt Marsh hexes may be entered; use the other
The map of Italy is based on the tribal/provincial divisions that pre- terrain in the hex for Attrition purposes.
vailed in the heyday of the early Roman Republic. During the pe-
riod of The Punic Wars, many of the individual provinces—e.g., Spain & Mauritania Map
Apulia—were no longer independent areas, but were instead allied The Spain & Mauretania map (also referred to as the Spain map)
to Rome. represents that area as it appeared to the Romans at the end of the
1st Punic War. The provincial designations/divisions were those im-
For several game purposes, the provinces on the map are combined posed/used by the Romans in later times but using them now makes
into larger administrative areas and spheres of command termed for easier play . . .and usable in later volumes. The areas in which
Theaters. On the Italy map, there are five Theatres:
the various Iberian tribes are located – usually designated by a spe- All Three Maps
cific hex – are provided in the rules for those tribes. Roads: Level A and B roads exist in all scenarios. Level C roads
On the Spain & Mauretania map there are three Theatres: do not exist in any scenario but can reduce the effects movement
• Hispania: includes the 26 provinces that comprise the Roman attrition (described above) in the Hispania, Africa, and Maureta-
era provinces of Tarraconensis, Baetica, and Lusitania, along nia theaters.
with the Baliares Insulae Seas: The seas are divided into areas, identified with era specific
• Gallia Transalpina: includes the provinces of Gallia Massilia names. The hexes within the boundaries are either All Sea or
(on the Italy map), Narbonensis, and Aquitania. Coastal which include shipping lane hexes as well as hexes that
have some land.
• Mauretania: includes the provinces of Mauretania (part of
which is on the Carthage map) and Mauritania Tingitana. DESIGN NOTE: The sea areas are identified by their Latin
names. Mare is the Latin word for sea, Fretum for strait, and Oce-
DESIGN NOTE: The Roman division of the Iberian peninsula anus for ocean.
into three provinces is not suitable for the game mechanics. Ra-
ther than dividing up these Roman era provinces geographically (2.11) Home Territory: A force of Roman Legions, including
as was done on the Italy map (e.g., Etruria), the peninsula is di- attached Auxiliaries, halve (retaining fractions) the attrition cost
vided into provinces with names of the larger tribes or tribal con- of movement within any Roman-controlled province in Roman
federation that likely occupied the area bounded by the province Italy. If non-Roman allied units are in the force, determine the
during the 3rd century BCE. AP separately for those units.
Mauretania: Like the situation on the Carthage map, each A force of exclusively Carthaginian, Numidian, or Libyan con-
Rough hex in the Mauretania theater costs 1 Attrition Point to tingents halve (retaining fractions) any accumulated Attrition
enter unless the movement is along a Level C road. The Salt Points incurred moving in their own Home province; Carthage
Marsh hexes are impassable. No combat units may enter a full for the Carthaginians, Numidia for the Numidians and Tripoli-
Salt Marsh hex or cross a Salt Marsh hexside. Partial Salt Marsh tana for the Libyans.
hexes may be entered; use the other terrain in the hex for Attri- When determining the final row on the Attrition Chart, drop
tion purposes. any fraction that remains.
Hispania: Movement in provinces within the Hispania theater
exclusively along Level C roads provides an “Up two rows” ad- (2.2) COUNTERS
justment on the Attrition Results Table. The player receives the
adjustment even if the road does not cross a river hexside, though
the AP cost to cross the river still applies. However, during this
road movement the river cost is reduced by 1 AP if the road does [Add in sample counters of the 4 types]
cross the river.
[Add graphic sample of road crossing and not crossing] Legions
Roman combat units are grouped into Legions. Legions are self-
EXAMPLE: A force moving along the coast road from Emporiae contained organizations consisting of a specific number of infantry
[HS-2806] to Saguntum [HS-2921] traverses two provinces of 4 and cavalry SP. Each numbered Legion has two counters; one for
AP each and 4 minor rivers not crossed by a Level C road for use on the army display showing its discipline level and one for
another 5 AP. The 12 AP for the move is adjusted two rows up
use on the map when the Legion is not with or part of a Consular
on the Attrition Results Table since the move was exclusively Army showing its status. The Slave and Marine Legions have one
along a Level C road. The 5-6 row on the table would be used to counter for use on the map.
determine the attrition instead of the 10-12 row.
Republican Legion
DESIGN NOTE: Spain was not an easy “country” through In the 2nd Punic War scenarios, a Legion has two types of infantry
which to move as it was heavily forested and not susceptible to and cavalry units representing Roman Citizens and Roman Allies
foraging. Moreover, the local tribes could snipe and pick at mov- (Ala Sociorum). The standard composition and strength of a Le-
ing armies, the total result being reduction of force a constant gion is:
issue. However, even though there were no actual roads, per se,
• 9 SP Citizen Infantry, 1 SP Citizen Cavalry
movement along the routes indicated by such roads were easier
simply by time-honored usage. And while there are many small • 9 SP Ala Infantry, 3 SP Ala Cavalry
rivers, not all were an appreciable barrier to ease of movement. All newly raised Legions receive the above compliment of SP.
In some scenarios, Legions may begin play with a slightly dif-
Gades: Gades (Hs-2248) is connected to the mainland via the ferent composition. Once in play, a Legion may have its Citizen
Level C road crossing into Hs-2347 enabling land movement. Infantry reinforced up to 10 SP and its Ala Infantry reinforced up
The cost to cross the Hs-2248/Hs-2347 hexside is 1 AP. The cost to 12 SP.
is 0 AP if all movement is along Level C roads described above.
DESIGN NOTE: In a departure from the first two volumes, we
have done away with the component markers and opted to use
combat units to distinguish the Roman Citizens from the Ala within
the Legion.
HISTORICAL & DESIGN NOTE: The paper numerical strength all these distinguished patricians (and plebians) for the genuinely
of legions varied from decade to decade, consul to consul, cam- curious among you.
paign to campaign, battle to battle. However, except for the Sam-
nite era, the "standard" numerical composition of the legion ap- Roman Leader
pears to have been 4,200 infantry... but up to 5,000 in an emer- Name Leader #
gency, and sometimes, the "allied" legions would be "reinforced" Guile
up to 6,000 foot. As for cavalry, the citizen legions of the republic Points Mortality
were notoriously short ... and when they were not, they were usu- Rating
ally so poorly handled (a Roman tradition) that they might as well Initiative Campaign Battle
have had half the numbers ascribed. Rating Rating Rating

Armies [Replace with a 4xx counter]


Historical Magistrate Usage: For those of you wishing to play
with the actual leaders from the years in which they served, use
the Magistrate Historical Information Chart to locate these men.
In such a usage, you will need to conduct elections only to fill
spaces that play of the game creates.
Roman Carthaginian
Consular Army HISTORICAL NOTE: The Romans had a system of sorts when it
Army came to names, a system quite like what the western world uses
today. Essentially-and somewhat simplistically-the first name
Each player has one or more Army counters to represent his combat was the given name, the second the all-important family (gens)
units/Legions on the map. The combat units/Legions themselves are name, and the third, if any, a sort of identifier (cognomen), or
kept in the corresponding box on the player's Army Display (see nickname, if you will. The first name was usually written as a sim-
2.3). ple initial. Romans tended to use the same names frequently. As
for the cognomina, the Romans thought themselves a rather witty
PLAY NOTE: For players of the previous volumes, the Legion lot. For example, the consul who finally defeated Pyrrhus, Den-
counter placed on the display replaces the RL/AL counters. The tatus, was so-called because of his immense, bucked teeth.
use of the other Legion counter, to represent the Legion on the
map, remains the same as in those volumes. Somewhat confusing is the number of consuls with the same name.
The Romans were not overly inventive when it came to names, and
Tribes the use of the same name by a family descendant kept that family's
[Add Tribal Army counter graphics] traditions-and patrician status-alive. This tended to be more prev-
Hispania, or Iberia, was, at the time of both the Carthaginian incur- alent before the end of the tribal wars, when a small group of pa-
sion and the early Roman conquests, composed of dozens of tribes, trician families controlled the Senate and the government. But
mostly of three basic groups: Iberians (mostly in the southern and starting with Appius Claudius Caecus, the number of "New
southeastern coastal areas), Celts (western and central, which, on the Men"—families appearing on the Senatorial rolls for the first time-
map, would consist of Lusitania and Baetica) and Celtiberians (cen- starts to grow, as more plebians graduate to patrician level. When
tral Hispania, to the north and center of Tarraconensis). The tribes in doubt, use the ID# on the counter ...the "You've seen one Mus,
had many complex inter-tribal rivalries, and, while many remained you've seen them all" theory.
neutral, providing mercenaries to both major empires, some were
specific allies of either Carthage or Rome. Militarily, the Iberians
were quasi-Greek, using their form of line tactics. They tended to
side with, and join, the Carthaginians. The Celts were less formally
organized, more like the Gallic armies that Julius Caesar would face.
They did, however, provide the Romans with what would soon be-
come their major weapon, the famous “Spanish sword”. The Celti-
berians, usually much smaller tribes, tended to be a mixture of the [Replace consul marker and add theater marker counter sample]
other two influences.
Roman Leaders Roman Magistrate and Theatre Markers
The in-depth rules for these leaders are given in section 4.0. Each The counter mix includes markers for each of the Roman magistra-
leader counter has a three-digit ID number. This allows the players cies (Consul, Proconsul, Praetor, etc.) and markers to denote a mag-
to locate the leader counter without using the leader’s name. The istrate's assigned provincial area when necessary. These markers
first digit identifies the time period. All ID numbers for the 2nd Pu- are either stacked with a leader or placed on the Army Display with
nic War era leaders are of the form 4xx. the Army he commands to indicate his office/theater/province. The
Each Roman leader in the game was an actual, historical Roman details are discussed in section 4.0.
Consul or a militarily active Proconsul, Praetor, or Dictator dur-
ing the 2nd Punic War. We have even provided a complete list of
Carthaginian Leaders The Carthaginian Army Display includes Detachment boxes for
If you thought the Romans used similar names, you have not each army for holding those SP under a Subordinate leaders oper-
wandered into the Carthaginian lists. Multiple Hannibals, Han- ating away from the main army. The army box itself has a box to
nos, Hamilcars, and who knows what, many with the same fam- hold its Army Efficiency marker.
ily name. We have tried to sort them out, but that is often not The Consular Army boxes on the Roman Army Display are a bit
easy. more complicated in that they are further subdivided into boxes for
each of the army’s Legion, boxes for Auxiliaries or allied units, and
Non-Roman Leader one for various markers. The Roman Army Display has separate
Name Family
Leader #
Guile Mortality
Consular Army II
Points Rating
Legion Magistrate and Province Legion
Initiative Marker Markers Marker
Campaign Battle
Rating Rating Rating

Auxiliaries and Allies

Like the Roman leaders, the Carthaginian leaders numerical sys-


tem easily identify the counter. The counters also bear a colored
stripe to show their Family alignment—red for Magonid, blue
for Barcid—for use with the Carthaginian Political system. All
ID numbers for the 2nd Punic War era leaders are of the 2P-xx. The
pre-Punic War Carthaginian leaders counter used in the Iberia boxes for a Praetor led Legion structured similarly.
scenario do not have ID number. The Legion counter showing its Veteran/Recruit is used on the army
display to identify the box holding that Legion’s SP. The other coun-
DESIGN NOTE: The leaders in the Iberia scenario have separate ter is used when the Legions are on the map.
counters (Hamilcar and Hannibal) to differentiate them from their
1st/2nd Punic War versions. Educated guesses have been made for EXAMPLE: The Roman player raises two new Legions, V & VI,
the less well-known leaders when it comes to family affiliation. and assigns them to a Consul as his Consular Army. The Consular
Army II box is available, so he takes that Consular Army marker
Other Leaders and places it and the Consul in Rome. The Legion V and VI mark-
Here we have the various kings, chiefs, tyrants, and other leaders ers with a discipline level noted on the counter are placed on their
that allied with or opposed the two major protagonists. In many Recruit side in the left and right Legion Marker boxes in the Con-
cases, the leaders are not named but represent “generic” leaders sular Army II box. The Roman player places 9 SP Citizen infantry,
for a tribe. 1 SP Citizen Cavalry, 9 SP Ala Infantry and 3 SP Ala Cavalry in
each Legion box. Lastly, he places the Consul magistrate marker
and any Theater/province marker in Magistrate and Province
marker box. The Legion V and VI counters without the disciple
level are placed nearby until needed.
City Occupation Display: Each City Occupation display has an At-
[Replace the above counters with Thunderbolt appropriate samples] trition Point Track for keeping tabs of a moving force's accumulated
Attrition Points. The remainder of the display includes a series of
Counter Mix Limits boxes with either a specific city name or labeled “Garrison” with a
Aside from information markers, the counters available for use number. If a named city on the display has a garrison, the player may
are limited to those in the counter mix. place counters on the display rather than the map. If a garrisoned city
is not named on the display, the players may place the counters on
(2.3) PLAYER AIDS one of the numbered Garrison boxes and place the corresponding
The game includes several displays to help manage the large marker on the map. To ease play, garrisons that can be represented
stacks of units and markers. Each player has an Army Display as a single counter should be placed on the map, reserving the boxes
and City Occupation Display, the former for keeping track of for stacks. Note that some Medium/Small cities have a non-standard
which combat units belong to which Legion/Army, while the lat- (not 3/1) IDS as indicated on the charts.
ter holds the various city garrisons. There are separate displays Carthage Political and Manpower Display: This display has
that may be used in several of the scenarios that combine portions several tracks used by the Carthaginian player to note the Family
of the Army, City Occupation, and Alliance and Game Turn track in Power, Political Climate, and boxes to hold the contingent
displays into a single display to conserve table space. manpower pools.
Army Displays: Each Army display includes a series of boxes for Alliance Level & Game Turn Track Display: The Alliance
the player's Armies. Each box has a corresponding marker that is Level track is used to record the level of the allegiance of a prov-
used to represent the combat units, other leaders, and markers in the ince in Roman Italy. Each province has a marker on one side in-
display box on the game map. dicating that the province is allied to Rome and the other side
that it is allied to Carthage. See AW 12.2 and 12.3 to see how it
is used. The Game Turn marker is used to indicate the current
Game Turn and hold counters that will enter after the start of the (AW 7.15). Both players roll a die, high DR deciding
game. which player performs his actions first.
[Add a terminology box like the one on the AW rules] b. Raise Manpower. The players may raise manpower us-
(3.0) THE SEQUENCE OF PLAY ing the procedures 5.1 and 7.2 and placing the units per
5.3 and 7.4, assigning leaders where appropriate. Both
A. The Upgrade Phase players roll a die, high DR deciding which player per-
1. City Rebuild. Rebuild sacked cities one level unless they forms his actions first.
are in a Devastated province (AW 9.86).
4. Tribal Segment.
2. Return/Replace Leaders: Place wounded leaders removed a. Depletion Recovery. One of the players rolls the die for
during the prior GT (AW 8.67) along with any replacements each Depleted tribe. If the DR is the same as or lower
for killed/captured leaders (AW 8.63 B) on the map. than the tribe’s Manpower Rating, flip the tribe’s counter
to its full-strength side.
B. Strategic Phase:
b. Pacification Removal. The other player rolls the die for
1. Roman Political Segment
each pacified tribe. If the DR is the same as or lower than
Skip this segment if the Romans are not in play, the tribe’s Aggression Rating, remove the PACIFIED marker.
a. Imperium Prorogue. The Roman player decides which lead- There is no change to its Depleted status or its allegiance.
ers on the map will remain in play for this Game Turn (4.4). He c. Carthaginian Garrisons: The Carthaginian player checks
then may Disband any Legions without a leader (5.2). each of his unbesieged cities garrisoned by Gauls and/or
b. A Visit from Pluto. The Roman player rolls on the Leader Loss Iberians/Celtiberians to see if any of those SP are removed.
Table (AW 8.6) for every leader counter that was not returned
to the leader pool. If the result is Leader Wounded, the C. The Initiative Phase
leader is removed from the map and set aside until the end 1. LAM Pool Segment. Each player places all the LAMs availa-
of this Strategic Phase (B) and then placed in the Roman ble for every leader he has in play in a cup or similarly opaque
leader pool. If the result is Leader Killed, he has taken the container. In addition, place the Augury marker, if the scenario
HMS Hades across the Styx and is removed from the requires it, and the three Siege Attrition markers in the same
game. cup.
DESIGN & HISTORICAL NOTE: No, he has not gone to 2. Initiative Determination Segment. Either player blindly
Disney World. Pluto was the Roman god of the Under- draws one marker from the cup. If it is a LAM or a Siege
world. This rather morbid rule applies only to the Romans Attrition marker, go to the Operations Phase (D). If it is the
because they have so many leaders. Augury marker, go to the Augury Phase (E). If there are no
LAMs in the cup, proceed to the Devastation Phase (F).
c. Election of Magistrates. The Roman player chooses new mag-
istrates (4.5). PLAY NOTE: We suggest that the players alternate draw-
ing from the pool.
2. Carthaginian Political Segment
Skip this segment if the Carthaginians are not in play, D. The Operations Phase
a. Family in Power. The Carthaginian player determines which The player who controls the leader drawn from the LAM
Family is in Power for the Game Turn (6.1). pool may do anything with that leader that the rules (AW
5.3) allow. The phase ends when the leader is Finished. Re-
b. Political Climate. The Carthaginian player determines the move any Failed Interception markers. Play now reverts to
Political Outlook the Council has (6.2). C/2. If the LAM says Siege Attrition, the players resolve that
c. Disband Armies. The Carthaginian player checks to see if and play then reverts to C/2.
he must disband any Armies due to a change in the political
climate (7.5). E. The Augury Phase
If the player has drawn the Augury marker, he rolls on the
d. Appoint Army Commanders. The Carthaginian player ap- Augury Tables and the players follow the instructions con-
points a leader for each Army without a commander (6.3). tained therein. If there are LAMs left, return to C/2.
e. Assign Theaters. The Carthaginian player assigns one Army to
Africa and another Army to Hispania if the Political Climate is F. Devastation Phase
Cautious (6.22), Interested (6.23), or Alert (6.24). 1. Devastation Recovery Segment. The players roll to see if
Devastated provinces can recover (AW 6.7).
PLAY NOTE: The Carthaginian player may conduct their
political segment at the same time as the Roman player. 2. Devastation Attempt Segment. The players may attempt to
Devastate provinces (AW 6.7).
3. Force Determination Segment
a. Naval Superiority Construction/Re-allotment. The
players may construct (8.11) and/or reassign NS levels
G. End-Turn Phase Consul: The Roman player elects two Consuls each year/Game
1. Inertia Attrition Segment. The players determine the ef- Turn. Prior to the 2nd Punic War era, these were the Rome Consul
fects of attrition on those units that have remained in the and the Field Consul (less historical terms than ones
same province during the Game Turn (AW 6.47). useful for game purposes). The Rome Consul was
usually restricted to Italy, while the Field Consul was
Skip segment 2 if the Romans and/or Carthaginians are not
assigned where and as needed—usually to a specific
in play.
province. From the 2nd Punic War onward, the distinction between
2. Legion Training/Army Efficiency. The players finish the Consuls lapsed – both were simply Consuls. Each Consul can
training their Legions (5.4) and increase efficiency of the command 2 Legions ... never more. The 2 Legions assigned to a
Armies (6.7). Consul form his Consular Army. Occasionally, both Consular ar-
mies would be combined under the dual (and sometimes frac-
3. Recovery from Battle. The players improve the After Bat-
tured) leadership of both Consuls. It was possible to field a bigger
tle Status of their forces (8.55).
army by attaching Legions assigned to lesser magisterial offices,
4. Victory Determination. The players check scenario victory but this, too, had limitations. [Replace counter image]
rules to see if either player satisfied automatic victory con-
Proconsul: Proconsuls were magistrates assigned as needed to
ditions. If not, the Game Turn is over; advance the Game
Theaters/provinces, usually those outside Roman Italy and, in
Turn marker and start another beginning with the Upgrade
game terms, the Legions already there. Like Con-
Phase (A).
suls, they held the Imperium of 2 Legions (and thus
had a Consular Army), but, without permission from
(4.0) Roman Political and Command Sys- the Senate, they could not leave their assigned Thea-
tem ter/province with that army. While some Proconsuls were assigned
from the available pool of patricians in Rome, many were consuls
DESIGN NOTE: This set of rules encompasses the game's version who were prorogued (kept in office without really being elected)
of the Roman Republican and Carthaginian political systems, as in the provinces in which they had their armies. For example, a
they pertain to military necessities. While "quantifying" political Consul would be given his Consular army and sent to Sicily to beat
systems is rare in historical games, it is a sine qua non for this era, up the Carthaginians. Rather than bring his army back and replace
where politics played a far more important part in how/why things him (which they did often enough to make you wonder), many
occurred than any other single factor. Therefore, this section is the times they would simply prorogue his imperium-let him stay there,
heart of the game, and the rules herein are quite extensive and with his army, as Proconsul. At Cannae, the Roman army had two
rather more detailed than one normally finds. Consuls and two proconsuls, the latter two having been prorogued
specifically for the purpose of keeping their legions in the field
(4.1) The Magistrates of Rome against Hannibal until they were joined by the new Legions of
DESIGN NOTE: The Roman Republic was administered by two con- Varro and Paullus. Fat lot of good it did them. During the 2nd Punic
suls, elected annually. In case of war, these consuls were entrusted War, the Romans frequently gave elected Praetors proconsular im-
with commanding her armies, usually with the assistance of praetors perium allowing them to command two Legions. These Praetors
and proconsuls. As almost all the consuls and other magistrates were are treated as Proconsuls.
patrician politicians, Republican Rome's armies were sometimes Praetor: In times of military stress, Praetors were often appointed
saddled with a series of hacks and dilettantes whose level of military to lead individual Legions, usually for smaller campaigns. A Prae-
capability rarely approached workmanlike (you did have to have a tor's Imperium allowed him to command 1 Legion,
ten-year background in the military, usually service, to be eligible never more. It was possible to attach that Legion to a
for office, though). Realistically, since battle/tactical doctrine was Consul or Proconsul's army, to increase the latter's
infantry-oriented, and strictly adhered to upon pain of death size. But the Praetor still had the Imperium for his Le-
(sometimes literally), the ability to creatively adapt was not one gion. Much of this fractured command system, which did much to
highly sought. The ability to do what everyone else had done in destroy what efficiency the army mustered, resulted from Roman
years past was what they were after. Rome's strength lay in her fear of kings, and the concomitant fear that if anyone could com-
disciplined legions, her sense of honor and duty, a rather rigid mand a large army, they could become a king. From that viewpoint-
tactical doctrine, and, mostly, her manpower. and from no other does this method make sense. With the acquisi-
PLAY NOTE: The Roman leadership system in the game is far tion of territory after the 1st Punic War, the Romans used Praetors
more complex and hierarchal than that for the other players. as governors for these areas. Although Praetors were usually as-
This has much to do with the republican form of Roman govern- signed to specific legions, those elected as governors were assigned
ment, and the rather involved and political requirements therein a province and may have various types of forces under his com-
for holding office. mand.
The offices available to the Roman player were grouped under Dictator: In times of emergency the Romans chose a Dictator to
the term Magistrates, and magistrates who could command were oversee command. The dictator's Imperium, while limited by time,
those who had been given Imperium, the power to lead (plus a superseded, and replaced that of the consuls. Only the
few other things unnecessary for game purposes). The magis- Dictator had Imperium, some of which he could ap-
trates available to the Roman Player are: portion among lesser magistrates. Some were chosen
only to run things back home, giving the consuls a
free hand in the military arena. Others took the field. A Dictator (4.23) A leader may always use his Imperium for Operations, In-
was not limited in the number of Legions he could (theoretically) terceptions, etc. during the Operations Phase. A leader cannot di-
command; it was unusual, though, to see one lead an army of rectly use the Imperium of another leader but may include an-
more than 4 Legions without the leadership support/presence of other leader and his Imperium in a force within the limits of the
the other Consuls. Historically, no Roman army of the period cov- Roman command hierarchy (5.81).
ered by this game ever exceeded 4 Legions, unless you accept the
EXAMPLE: At the start of the 2nd Punic War scenario, Sempronius
8-Legion theory for Cannae.
Longus has Consular Army II (Legions III and IV) as his Impe-
Magister Equitum (Master of Horse): A Dictator could choose rium. Sempronius is the only Roman leader that can directly com-
an "assistant", the Magister Equitum (ME), Master of Horse. If the mand (conduct Operations, use Interception, Avoidance, etc.) these
Dictator took the field, leading Legions, the ME two Legions. He has been assigned to Sicily and Africa as his Thea-
stayed in Rome. If the Dictator stayed in Rome to ters of operation. Generally, a Consul is assigned a single Theater,
oversee the day-to-day operation of the republic, the but here we have an exception to reflect Rome’s historical intent to
ME took his place with military Imperium. Some- invade Africa from its province of Sicily.
one had to lead the army.
HISTORICAL NOTE: The numbers assigned to legions (e.g., I, II,
Praetor Urbanus: The Praetor Urbanus was, essentially, com- etc.) were not permanent, in the sense that they were in the Empire.
mander of Rome garrison. During the 2nd Punic War (and after) The Consular Army numbers are arbitrary and are provided solely
he commanded the Urban Legions. His major task, for the purpose of identifying the box on the Roman Army Display
outside managing a variety of emergencies, is train- holding the two legions of a magistrate's imperium.
ing Legions. The Praetor Urbanus' capabilities are
further restricted in scenarios prior to the 2nd Punic (4.3) Theatre and Province Assignments
War. HISTORICAL NOTE: Generally, magistrates were also re-
Legatus Legionis: Legates are used to move legionary rein- stricted to where they could exercise their Imperium, usually to
forcements from Roman Italy to overseas provinces. a specific province or other geographic area, unless given per-
mission by the Senate to do otherwise.
(4.2) Imperium (4.31) A Consul or Proconsul is assigned a Theatre (2.1) in which
(4.21) Imperium (or if you prefer Army Command) is a Legion, that leader may conduct Operations. Generally, a single province
Consular Army (2 Legions), or other force assigned to a leader cannot be assigned to a Consul/Proconsul with the notable ex-
usually during the Election of Magistrates segment (B/1/c) or ception of provinces within Roman Italy as described below. The
Force Determination segment (B/3/b), but occasionally during following restrictions apply:
the Operations Phase. The allowable Imperium for a Roman • A Consul can be assigned to any Theater; both Consuls may
leader is function of his office:
be assigned to the same Theater.
• Dictator: 2 Consular Armies (4 Legions)
• A Proconsul can be assigned either to a Theatre, but not
• Magister Equitum (ME): 1 Consular Army (2 Legions) Roman Italy, or to a province that is within Roman Italy.
• Consuls: 1 Consular Army (2 Legions)
• Proconsul: 1 Consular Army (2 Legions) • No more than two Proconsuls can be assigned to a given
• Praetor: 1 Legion Theater, and only one Proconsul can be assigned to a prov-
• Praetor Urbanus: Rome Garrison ince in Roman Italy. Proconsul(s) can be assigned to a The-
atre that is also assigned to a Consul(s).
In addition to the above, an Imperium may also include Auxiliary
(5.15) or Allied SP. DESIGN NOTE: The restrictions will help keep the allocation of
Roman forces within historical bounds and encourage the Ro-
DESIGN AND HISTORICAL NOTE: Actually, a Dictator, or his man player to keep one or both consuls facing if the Carthagin-
Magister Equitum, whichever takes the field, commands all Ro- ian player invades Italy. For most of the 2nd Punic War, the bulk
man forces. The above restrictions are partially for game pur- of the Roman forces were stationed in Roman Italy attempting to
poses, and partially to reflect the realities of leading large armies. contain Hannibal and bringing wayward allies back in line.
(4.22) The two Legions of a Consul/Proconsul's Imperium are that (4.32) In most cases, a Praetor is not assigned a Theater/province.
magistrate's Consular Army. These two Legions remain part of that The exceptions are Sardinia (both provinces) and Sicily (both
army until one or both are eliminated or disbanded. provinces). The Praetors in these two cases are the governors of
Generally, the two Legions will remain together on their respective provinces (see 4.54).
the map although there is no requirement that they
must. DESIGN NOTE: With the acquisition of overseas provinces, the
Romans began the practice annually electing (or proroguing) a
Important Note: The term Consular Army (CA) will be used fre- Praetor to govern them.
quently in these rules. When the rules say Consular Army (CA),
they refer to the two Legion(s) that are the Imperium of a specific (4.33) A Dictator/ME is never assigned theatre/province.
magistrate.
(4.34) A Roman leader generally may only conduct Operations
within his assigned Theater/province. However, a Roman leader
may always conduct any operation within the province (not Thea-
ter) where his CA/Legion was located at the start of his Operations
Phase regardless of his Theater/province assignment. Further- If more Proconsuls are present than allowed (4.31 bullet
more, a Roman leader may always move with his CA/Legion to #3), the excess receive no Theater/province assignment.
his assigned theater/province using only Force Movement opera-
(4.43) A Besieged magistrate without an Imperium is returned to
tions (and Reform Scattered Units operations if Naval Transport
the Roman leader pool (if he survives) when the Siege is re-
is involved) until his CA/Legion stops in a hex/city in the as-
solved.
signed theater/province. Any Stops must be in a hex/city that is
closer to the assigned theater/province than the hex/city occupied (4.5) Election and Assignment of Magistrates
at the start of the operation. To move anywhere else would require
permission from the Senate (4.61). The scenario instructions detail which Roman leader counters are
placed in the leader pool at the start of the game. Leaders removed
EXAMPLE: Crassus [446] was elected Proconsul and given CA from the map are generally returned to the leader pool during the
VI located in Samnium for his Imperium. The Roman player wants Imperium Prorogue segment (4.41). Leaders that have earned Tri-
to increase the pressure on the Carthaginians in southern Italy so umphs are not returned to the pool but placed in the Triumph Hold-
assigns Calabria as his province. When activated, Crassus suc- ing Box.
ceeds in inducing Carthaginian controlled Larinum to surrender PROCEDURE: To elect a magistrate, the Roman player either ran-
and then moves through Apulia to Tarentum with a single Force domly and blindly draws a leader from his leader pool or selects a
Movement operation. If the Roman player wanted Crassus to move leader from the Triumph Holding Box. After each draw/selection,
elsewhere, say to Gallia Cispadana to deal with some pesky Gauls, the Roman player designates an appropriate and eligible military
he would need to have Crassus gain Senate permission to do so. force for that magistrate's Imperium (4.2) and, if applicable, assigns
Moreover, once in his assigned province, Crassus would need Sen- a Theatre/province (4.3) to that magistrate. The order of election is
ate permission to leave. as follows:
(4.4) Prorogue of Imperium 1. Dictator: A Dictator is elected only if a State of Emergency
exists (4.56). The process and options including the selection
(4.41) During the Imperium Prorogue segment (B/1/a), the Roman
of the Magister Equitum are detailed in 4.55.
player decides which leaders will remain in play for the current
Game Turn/Year. This process is called Prorogue. The Roman 2. Consuls: Two Consuls are always elected. The process for
player simply states that the leader has been prorogued. Leaders determining the Imperium and Theater assignments is de-
that are not prorogued are removed from the map (along with their tailed in 4.51.
office and Theatre/Province markers) and placed back in the leader 3. Proconsuls: Proconsuls are only elected if there are Consular
pool or the Triumph Holding Box if the leader earned Triumph at Armies or more than one single Legion without leaders. The
any time during the game. process is detailed in 4.52.
PLAY NOTE: Prorogued leaders and all leaders in the Triumph 4. Praetors: Praetors are only elected if there are single Legions
Holding box are subject to a Visit from Pluto. without leaders, or there is no leader assigned as governor of
Sicily or Sardinia. The process is detailed in 4.53.
(4.42) The Roman player may, in some cases must, prorogue
the following magistrates: 5. Praetor Urbanus: The Praetor Urbanus is always elected.
The process is detailed in 4.54.
• A Consul may be prorogued as a Proconsul (swap the Mag-
istrate markers). He retains his CA. His theatre/province DESIGN NOTE: The separate Consul designations as seen in the
assignment is determined per 4.31. prior two volumes disappear with the 2nd Punic War as the reach
• A Consul may be prorogued as a Praetor (swap the Magis- of Rome grows beyond Italy. Starting with the 2nd Punic War, all
trate markers and remove any Theater/province marker) if scenarios will have the Roman player simply electing two Consuls,
his current Imperium is a single Legion. He retains that Le- giving them armies where the Senate (the player) feels is most
gion. needed.
• A Proconsul may be prorogued as a Proconsul and retains PLAY NOTE: There are markers to keep track of which leader
his CA. His Theatre/province assignment is determined per holds which office and to which Theatre/province he has been
4.31. assigned. These markers may be placed under the leader on the
map or on the Roman Army Display with the appropriate Con-
• A Praetor may be prorogued as a Praetor and retains his
sular Army/Legion. The Consular Army/Legion marker is placed
Legion and if applicable, his assignment as governor of Si-
on the map with the leader.
cilia or Sardinia.
• A Dictator/ME or the Praetor Urbanus cannot be voluntar- (4.51) Consuls: The Roman player must elect two Consuls. Both
ily Prorogued, nor can a Consul without Imperium. Consuls are drawn/selected before any assignments are made. A
leader can be selected from the Triumph Holding Box only if he
• Any magistrate who is besieged (AW 9.0) in a city other earned a Triumph during the preceding Game Turn as a Consul or
than a port or Rome must be prorogued. A Dictator/ME or Proconsul.
Consul is prorogued as a Proconsul (swap the markers). A
Proconsul or Praetor retain their respective offices. All be- IMPERIUM: The Roman player must assign each Consul to a CA
sieged magistrates retain their CA/Legions. Theater/prov- without a leader if possible. He may combine any two Legions
ince assignments are determined per bullet #1 - #4 above. without leaders into a CA and must do so if there are not enough
CAs without leaders for the Consuls. If a Consul cannot be given a
CA, he is placed in Rome without an Imperium.
THEATER: Each Consul with an Imperium must be assigned a • the former governor was prorogued or
Theatre per 4.31. He is placed either in Rome or with any Legion • all provinces on the islands are controlled by Carthage or
in his CA. He may not be placed in a besieged city unless it is a port
or Rome. • the islands were within the scope of a Consul’s and/or Pro-
consuls Theater assignment.
EXAMPLE: The Roman player draws Postumius Albinus [415]
The Roman player may either designate or elect a Praetor if the
and Sempronius Tuditanus [422] for this turns Consuls. There are
third bullet applies. Unlike other Praetors, governors are as-
four Consular Armies and a single Legion in play, with one CA
signed to their provinces. Any unbesieged Praetor on the map
under the command of a Consuls from the prior turn who was
may be designated as such. A Praetor elected to fill governor slot
Prorogued as Proconsul. The Roman player then must choose
is placed in any friendly city in his province and may conduct
which Consul will command which of the three available armies.
Operations with any friendly SP located there that are not part of
He cannot choose to have a Consul, Albinus for example, who is
another leader’s Imperium. Place the appropriate Governor
not one of the better Roman leaders, go without an army com-
marker either with the leader or in the leader’s Legion box.
mand or have him command the single Legion. Once assigned an
army, the Consul is then given a Theater to operate in. Here he The Roman player is limited to six Praetors (in addition to the
decides to give Albinus Roman Italy which is currently quiet and Praetor Urbanus), two of which will often fill the role of gover-
give Tuditanus Cisalpine Gaul. nor. If the Roman player finds himself without enough Praetors
for his single legions, the legions go without a leader.
PLAY NOTE: The Roman player should take care in deciding
which magistrates to prorogue to ensure that his incoming Con- DESIGN NOTE: During the 2nd Punic war, the Romans made use
suls have the desired armies to command. of a significant number of Praetors to command legions scattered
throughout Italy to deal with provinces “liberated” in the wake of
(4.52) Proconsuls: The Roman player must elect a Proconsul for Hannibal’s successes. Thus, the Praetor limit of one per Election
any remaining CAs without leaders. The Roman play may select segment in the RRR/CR periods is lifted.
any leader from the Triumph Holding Box instead of drawing
from the pool. In addition, the Roman player may combine two EXAMPLE: Continuing with the example in 4.51 and 4.54, the
Legions without leaders located in the same Theatre into a CA and Roman player has single Legion without a leader, so he draws V.
elect a Proconsul. Tappulus [456] from the Roman leader pool to command the Le-
gion. Even though Servilius has an Initiative of 2, he will receive
IMPERIUM: The Imperium of the Proconsul is the selected CA or
only one LAM because he is a Praetor. He is placed with his Le-
newly formed CA (5.17).
gion located in Umbria. Praetors, other than governors, are never
THEATER/PROVINCE: The Proconsul is placed with a Legion assigned to a Theater or province.
in his CA (player’s choice if the Legions are in separate prov-
inces). He is assigned a Theater/Province per 4.31. He may not (4.54) Praetor Urbanus: The Praetor Urbanus is the last magis-
be placed in a besieged city unless it is a port or Rome. trate elected. The Roman player may select any leader from the
Triumph Holding Box instead of drawing from the pool. The
EXAMPLE: Continuing with the example in 4.51, the Roman Praetor Urbanus’ Imperium is the Rome Garrison and any newly
player has a CA in need of a leader. He has no leader that has raised Legions that will be placed in Rome to undergo training.
been awarded a Triumph during the game, so he draws Manlius His "province" is the city of Rome, where he is placed. He may
Vulso [432] from the Roman leader pool. The army is in Sicily, leave Rome only when there is an Emergency (4.58) and only
so Manlius takes Sicily for his Theater and is placed with his Con- with the permission of the Senate. He is the only magistrate able
sular army. to enter Rome with combat units without Senate Permission.
DESIGN NOTE: Proconsuls generally were not elected. What There is no LAM for the Praetor Urbanus, but he may use a Con-
we have here is a Praetor being elected and given proconsular sul LAM to conduct operations. As with other Praetors, he is lim-
imperium, the ability to command two Legions – a Proconsul for ited to one Operation Phase. Praetor Urbanus may conduct oper-
game purposes. ations with one Legion instead of the Rome garrison if one is
present in Rome for training.
(4.53) Praetors: The Roman player must, if possible, elect a Prae-
tor for any single Legion without a leader. The Roman play may PLAY NOTE: Given that the Praetor Urbanus is never pro-
select any leader from the Triumph Holding Box instead of draw- rogued, any Legions placed in Rome in the prior turn for train-
ing from the pool. The Praetor is placed with the Legion. Regard- ing/garrison duty would be without a leader and thus assigned
less of the Initiative Rating of the Praetor, only one LAM per to a Consul/Proconsul/Praetor in the Election segment.
Praetor is placed in the LAM pool. Praetors thus have a game- (4.55) Dictator/Magister Equitum: If conditions for a State of
restricted Initiative Rating of 1. Emergency (4.56) are present (i.e., cities are occupied), or if the
IMPERIUM: The Imperium of the Praetor is the selected Legion. battle loss conditions occurred in the previous Game Turn and
THEATRE/PROVINCE: None. The Praetor is placed with his as- no Dictator was elected at that time, a Dictator may (Minor
signed Legion. He may not be placed in a besieged city unless it is Emergency) or must (Major Emergency) be elected. The Roman
a port or Rome. player may select any leader from the Triumph Holding Box in-
stead of drawing from the pool.
GOVERNORS: The Roman player must either designate a Praetor
in play or elect Praetor as a governor for Sicily and another as a Magister Equitum: The Roman player has the option of either
governor for Sardinia (the entire islands in both cases) unless: having the Dictator operate in the field or remain in Rome. If the
Dictator remains in Rome, the Roman player selects a Magister
Equitum to take the field instead. To do so, the Roman player • Rome is Under Siege
selects a leader (not blindly, but with purpose) from the Roman If a State of Emergency arises during the Operations Phase, the
leader pool (those on the map are not eligible) whose ID# is Roman player may/must elect a Dictator at the beginning of the
within five (5) of the Dictator's ID #. If the Dictator takes the next Roman Operations Phase (before the leader conducts any
field, the Magister Equitum (ME) is not brought into play. The Operations) using the procedure detailed in 4.55. The Dicta-
Dictator is the Roman OC for all operations that require one tor/ME receives LAMs equal to his Initiative Rating, minus one,
whether he stays in Rome or takes the field. but never less than one.
PLAYNOTE: Thus, the Roman Player has an interesting choice (4.57) Rome Under Siege: Rome being besieged has no effect
to make when he elects his Dictator. Is he better off with a good of the placement of elected leaders or their Imperium/province
leader in the Field or in Rome, running the show? assignments. Prorogue is not mandatory for leaders located in the
city.
IMPERIUM: The Roman player may assign one or two CAs
without leaders to a Dictator that takes the field; one CA to the EXTENDED EXAMPLE OF PLAY: [2nd Punic War] It is the Ro-
Magister Equitum if he takes the field. Alternatively, the Roman man Political Segment of the 211 BCE Game Turn. The prior
player may assign none and use the command hierarchy (4.8) to Game Turn’s (212 BCE) magistrates, with their Imperium and
conduct operations with the armies of other magistrates. The location (all on the game map), are:
Dictator/ME that takes the field is placed with any one of his ar- Consul Q.F. Flaccus [423] with CA II in Campania
mies if assigned one, otherwise he may be placed with any Consul C. Pulcher [417] with CA III in Campania
CA/Legion. He may not be placed in a besieged city unless it is a Proconsul C. Marcellus [414] with CA IV in Sicilia
port or Rome.
Proconsul P.C. Scipio [401] with CA I in Hispania
PLAY NOTE: The more flexible arrangement is to have the Dic- Proconsul S. Gracchus [416] with CA VI in Lucania
tator/ME placed without a specific Army, which the Romans Proconsul S. Tuditanus [422] with CA V in Gallia Cisalpina
tended to do often.
Praetor C.C. Nero [424] with Legion XIX in Campania
THEATRE/PROVINCE: A Dictator that will remain in Rome is Praetor I. Silanus [426] with Legion XVI in Etruria
placed there and cannot leave the city. He can, however, still con- Praetor V. Laevinius [431] with Legion XVII in the Macedo-
duct operations (Manpower the most important). Furthermore, nia Holding Box
the Dictator’s presence in the city enables the Roman player to
subtract the Dictator’s Initiative Rating from all Senatorial Per- Praetor M. Scaevola [421] with Legion XVIII in Sardinia
mission die rolls (4.66). A Dictator that stays can conduct oper- Praetor P.C. Lentulus [419] in Lilybaeum
ations with any force in the city. Praetor Urbanus C. Asellus [444] with Legion XIX and XX in
Rome
EXAMPLE: A timid Quinctius Crispinus (#438) is elected Dictator.
The Roman player decides he needs a better leader to in the field Scaevola and Lentulus are the governors of Sardinia and Sicily
so selects Livius Salinator (#440) for his ME and will keep Quinc- respectively.
tius in Rome (Scipio [#434] is off in Spain so not available). The
Imperium Prorogue
Roman player decides not to assign a CA directly to Livius and
The Roman player decides to keep most of his leaders in play. He
places him in Roman Italy with one of the two Consular armies
removes Prater Urbanus Asellus who cannot be prorogued, and
present. Livius will use his position in the command hierarchy to
the Governors Scaevola and Lentulus, placing them into the
command those Legions through the regularly elected magistrates.
leader pool.
(4.56) Emergencies: A Dictator may/must be elected during the The Consul Flaccus [423] is prorogued as a Proconsul and re-
Election of Magistrates segment (B/1/c) or during the Operations tains his CA. Campania is selected as his province. Note that
Phase (D) if a State of Emergency is in effect. Proconsuls are assigned provinces in Roman Italy. Likewise, the
Minor State of Emergency: The Roman player may voluntarily Consul Pulcher [417] is prorogued as Proconsul, retains his CA,
elect a Dictator when: and is also given Campania as his province. In both cases, the
Consul Magistrate markers are exchanged for Proconsul Mag-
• a Roman Consular Army or larger force loses a Major land
istrate markers. Both former Consuls had Roman Italy as their
battle (AW 8.52) and suffers losses of 30% or more in terms
Theater, so those markers are replaced with Campania markers.
of SP in the current or prior GT; or
Note that no more than two Proconsuls can be assigned to the
• an enemy force occupies two or more Medium/Large cities same province.
in Roman Italy
The Proconsuls Marcellus [414], Scipio [401], and Tuditanus
Major State of Emergency: The Roman player must elect a Dic- [422] are all prorogued as Proconsuls, retain their CAs, and are
tator when: assigned Sicily, Hispania, and Gallia Cisalpina respectively as
• an enemy force occupies a city that is within 3 hexes of their Theaters. Since their office and theater have not changed,
Rome (e.g., the town of Reate); or all three retain their Magistrate and Theater/Province markers.
The Proconsul Gracchus [416] was also prorogued, keeps his
• Rome loses two Major land battles in either the current GT or
CA, and is assigned the province of Lucania, retaining his mark-
prior GT (one in each doesn’t count), each involving at least one
ers as well. The Praetors Nero [424], Silanus [426], and Laevin-
Consular Army, regardless of the number of losses; or
ius [431] are prorogued as Praetors and retain their Legions
which are in Campania, Etruria, and the Macedonia Theater box HISTORICAL NOTE: This example portrays the historical per-
respectively. All retain their Praetor markers. sonages and assignments for 211 BCE.
Visit from Pluto
The Roman player then makes a roll on the Leader Loss Table
for each of his leaders in play. This includes leaders in the The-
ater Holding Boxes and the Triumph Box. The roll for Gracchus
(MR 7) is a 6 so with the +1 DRM for A Visit From Pluto roll, he
becomes a casualty. The second DR is a 6 (no DR here) so he is
wounded and set aside to be placed in the leader pool at the start
of the next Game Turn. All the other leaders pass and remain in
play.
Election of Magistrates
A state of emergency does not exist, so no Dictator is elected.
There are no leaders in the Triumph box so all leaders will be (4.6) The Senate
drawn from the leader pool, starting with the Consuls. The Ro- DESIGN & HISTORICAL NOTE: One of the interesting side-
man player draws Centumalus [427] and Galba [428]. Note that lights of all those Republican Roman laws designed to ensure that
both Consuls are drawn before assignments are made. There is the monarchy never came back into existence was the one that
a CA in Lucania, and a pair of Legions in Rome that were trained forbade any magistrate from leaving his province of assignment
by the Praetor Urbanus all without a leader, and a lone Legion and marching around Italy-and especially into Rome-without
in Sardinia. specific permission of the Senate. And even the Rome Consul had
The Roman player wants to keep his Consuls in Roman Italy to to ask permission to enter the city with an army-a permission
continue to put the squeeze on Hannibal so, he combines the now rarely given. So, herewith is one of those chromatic lacunae so
Veteran two Legions in Rome to form CA VII and assigns Galba beloved by ancient’s players.
that CA and selects Roman Italy for his Theater. The Roman
player places Galba and the CA VII marker in Rome and moves Senatorial Permission is an Operation available only to the Roman
the Legion XIX and XX markers and SP from the Rome box on player that may/must be used in a variety of situations. If permis-
the City Occupation display to the Consular Army VII box on the sion is granted, the Roman player can continue with his Operations
Roman Army Display (Part I). The Legion markers are placed Phase, if denied, Continuation is by die roll (AW 5.25).
on their Veteran side. A Consul Magistrate marker and a Roman (4.61) Leaving a Theatre/Province: In general, no Roman leader
Italy Theater/province marker are placed in the Consular Army may leave his assigned Theatre/province, or in the case of a Praetor
VII box. He then assigns Centumalus CA VI, selects Roman Italy the province where his Legion is located, with his CA/Legion
for his Theater, and places Centumalus with CA VI in Lucania. without Senate Permission. The exceptions are:
A Consul Magistrate marker and a Roman Italy Theater/prov-
• A Dictator/ME never needs permission to leave a Thea-
ince marker are placed in the Consular Army VII box.
ter/province.
With only a single Legion without a leader, no Proconsuls are
needed so none are elected. • Hot Pursuit per 4.62 below.
Legion XVIII in Sardinia requires a Praetor, so the Roman • To fulfill the text of an Augury event
player draws from the leader pool to fill the need and receives A leader without an Imperium, or any leader using Leader Move-
L.C. Lentulus [429] – not bad. Unfortunately, Praetors are re- ment does not require Senate Permission to leave any location.
stricted to 1 LAM, so Lentulus is a bit overqualified. Lentulus is Hierarchy: If a leader, other than a Dictator/ME, wants to leave
placed with Legion XVIII and a Praetor marker is placed in the the Theater/province of any other leader in his force, that leader
Legion box holding Legion XVIII. must seek Senate Permission to do so. One attempt is made, and
None of the prior year’s governors were prorogued, but the Pro- the result applies to all other leaders in his force. Censure (4.67)
consul Marcellus has Sicily covered. The Roman player is only applies only to the leader conducting operations. A Dictator/ME,
required to fill the open governorship in Sardinia. Lentulus is and any leaders that are part of his force, never need permission to
conveniently there, so he gets the nod. The Sardinian governor leave a province.
marker is currently in the box with Legion, so no marker adjust-
EXAMPLE: A Consul wants to return to Roman Italy with force
ments need be made.
that includes his CA and the CAs of the two Proconsuls as-
The Roman player wants to keep Marcellus focused on Syracusa, signed to Sicily. The Consul conducts a Senate Permission op-
so decides to elect a governor for Sicily to watch over the western eration and is successful. The Permission to Leave is granted
half of the island. He draws C. Aurnculus [435] from the leader to the Consul and both Proconsuls.
pool and places him and the Sicily governor marker in
Lilybaeum (no need to add the Praetor marker in this case). If granted Permission to Leave, a leader may conduct Opera-
tions in any Theater/province for the duration of the Game
The Praetor Urbanus is the last magistrate elected. The Roman
Turn/year.
player draws from the leader pool and receives C. Piso [433]
and places him in Rome. This completes the Roman Political
Segment.
PLAY NOTE: Place a PERMISSION TO LEAVE marker (these are listed on the chart, to see if that leader has been removed from office
printed on the back of the Theater/province markers) on the mag- by Censure. If the die roll is higher than his Campaign Rating, he is
istrate as a reminder that he can move outside his Theater/prov- removed from office. He may not be placed in the Roman leader pool
ince. for the rest of the game.
(4.62) The "Hot Pursuit Exception": A leader may leave his HISTORICAL NOTE: You may well ask why winning a battle
Theater/province without Senate permission if that Force Move- would not simply eliminate the need for censure. Well, take the
ment Operation Stops either in a hex that contains an enemy force example of consul T Manlius Torquatus, in 340 BC, whose son
or adjacent to a hex that contains an enemy force that is not inside disobeyed his orders, attacked the enemy, and won a great vic-
a city. A leader may also leave without permission as the result of tory. Old Pops Manlius not only presided over his son's disobe-
a successful Interception or Coordination. dience trial but made sure his execution was carried out. So
much for military creativity in ancient Rome.
(4.63) Entering/Leaving Rome: No Roman force may ever enter
the city of Rome (It-3714), even during movement, without per- (4.68) A censured Consul/Proconsul/Praetor is replaced upon re-
mission of the Senate ... and it will be a cold day in Carthage when moval by drawing a leader from the Roman leader pool. No
that happens! Senate permission cannot be requested unless there LAMs are added to the LAM pool.
are 20+ SP of enemy units within 10 hexes of Rome. The units of
EXAMPLE: Continuing with the example in 4.66, the Roman player
the Rome Garrison are an exception, they are always free to enter
decides to have Claudius ignore the Senate and head for Samnium.
(return to) Rome, if moved there by the Praetor Urbanus. Further-
Before completing his Operations Phase, he can bring a Carthagin-
more, Legions that are placed in Rome to train may remain there,
ian force to battle and wins a victory, though one insufficient for a
but once they leave, permission is required to re-enter. A Roman
Triumph. When Claudius is Finished, the Roman player must roll
leader moving alone is always free to enter Rome without permis-
for Censure. Due to the successful battle, he earned a -1 DRM but
sion. The Praetor Urbanus may not leave Rome without Senate
that is all the help he will get. The Roman player rolls a '7’ which is
Permission and may do so only if a State of Emergency exists.
just enough to keep him in the game.
Exception: A force conducting a Mandatory Retreat (AW 8.36)
automatically has Senate Permission to enter Rome. (4.69) Senate Permission and Censure Chart. See charts and
tables.
(4.64) 8 Legions: A Dictator must seek Senate permission to use
a force of 8 or more Legions in a Force Movement operation, an
Interception attempt, or be included in a Coordination attempt (4.7) The Roman Triumph
(4.82). The latter situations are an exception in that seeking per- (4.71) For purposes of being re-elected, winning a Triumph is
mission is not an operation but serves as check to see if the Dic- important for a Roman magistrate. A Triumph is a victory in
tator can perform the function. which the leader satisfies, during the Game Turn, all the follow-
ing:
(4.65) Senatorial Permission: Senatorial Permission is an opera-
tion. If granted, continuation is automatic. If denied, continuation is • The Winner in a battle (AW 8.51) or conducts a successful
by die roll. Permission to do something may be requested only once Siege by Assault or Attrition where enemy infantry SP were
per Operations Phase per leader, although that leader may make present, and
more than one request to do different things. Any senatorial permis- • Causes casualties of 10+ infantry/cavalry SP, and
sion to do something lasts for the remainder of the Game Turn/year.
• Returns his army to Rome. To do this, he moves his army
(4.66) Permission Procedure: The Roman player rolls a die, ad- into any hex adjacent to Rome and Stops. The leader then
justing the die roll with the modifiers listed on the chart (4.69). leaves his army outside Rome and moves into Rome by
If the adjusted DR is the same as or lower than the leader's Cam- himself (Continuation is automatic in this case). Once he
paign Rating, permission has been granted, if higher permission has entered Rome, he is Finished and may not conduct any
has been denied. more Operations Phases again that Game Turn. (He's busy
fitting his oak-leaf tiara and celebrating with the boys at the
EXAMPLE: Claudius Pulcher (#417) has been prorogued as Pro-
Senate Club.)
consul for Cisalpine Gaul. He wishes to redeploy his army to Sam-
nium so seeks Senate permission to leave Cisalpine Gaul. His army The move to Rome need not occur in the same Game Turn in
is in Gallia Transpadana which is not under Roman control. The which the first two conditions were met. The leader may be pro-
DRM is +3 (+1 he is a Proconsul, +2 he was prorogued to the prov- rogued and enter the city on a subsequent Game Turn if he re-
ince, and there is no Dictator in play). With a Campaign Rating of mains in command of his Imperium.
6, the Roman player will need to roll a '3 'or less to receive the Sen- (4.72) Request to Grant Triumph: However, even if all the
ate's blessing. Claudius has no Guile Point to spend to improve his above have been fulfilled, the Senate may refuse to grant a Tri-
chances. The Roman player rolls a 6 so the Senate fails to see things umph! If Roman casualties to the leader’s force from battle, As-
Claudius’ way. Since permission was denied, the Roman player will sault, or Siege Attrition during the Game Turn were 15% or
need to roll to see if Claudius can continue his Operations Phase. more, the Senate may refuse to grant a Triumph! When the mag-
(4.67) Censure: A Consul/Proconsul/Praetor that uses 4.62 to leave istrate arrives in Rome, roll the die, applying any applicable
his province without permission is subject to Censure. If such move- modifiers per the Senate Permission Chart. If the adjusted DR is
ment is undertaken, at the end of the leader’s Operations Phase, the
Roman player rolls one die, adjusting the DR with the modifiers
less than or equal to the magistrate's Campaign Rating, the Sen- C = 4 Legions
ate has agreed to grant a Triumph. Place a TRIUMPH marker with D = 3 Legions
the leader. E = 2 Legions
DESIGN NOTE: This is not purely a "game" formula. The "law" (4.92) The letter is an efficiency rating, not a restriction. Only the
in Rome was, if you win a battle, kill 5000 of the enemy, and come number of Legions in force matters; a Legion’s strength is irrel-
back with your army, you got a Triumph. Triumphs were known evant. When the Roman player has a leader using a force larger
to be refused if the Senate felt losses were too great. And your than his efficiency limit, he suffers the following penalties:
army stayed outside the city. • Battle: If attacking, there is a -1 DRM for each Legion over
the leader’s efficiency limit, if defending a +1 DRM for
(4.8) Command Hierarchy each.
(4.81) A Roman leader may only use the units that are specifi- • Siege Assault: If attacking, there is a -1 DRM for each Le-
cally assigned to that leader – one or two Legions, plus any aux- gion over the leader's efficiency limit. There is no penalty
iliaries, provincial garrison, and/or Allied troops. A Roman when defending.
leader, however, may include other leaders and their units in a • Siege Attrition: There is a +1 DRM to any Siege Attrition
force if those leaders hold offices lower in the command hierar- DR (whether besieging or besieged) for every 2 Legions
chy (Consuls are an exception). That command hierarchy in or- over the efficiency limit of the highest ranked leader in the
der of precedence is: location. In the case of a tie, the Roman player chooses the
1. Dictator/ME leader. If there is no eligible commander present, all Le-
2. Consul gions are considered over the efficiency limit.
3. Proconsul
EXAMPLE: A Consul with a C Battle Rating Letter, conducting
4. Praetor an Attack operation with 6 legions, would incur a -2 DRM to
5. Allied Leader the Battle DR. His opponent would receive a +2 DRM if the
Both Roman Consuls are treated as Overall Commanders (AW Consul were defending.
5.12) unless a Dictator is in play. In the latter case, the Dictator is DESIGN NOTE: The CER, which is restrictive to most Roman
the OC if he takes the field, otherwise the ME is the OC. magistrates, reflects the historical inability of Roman leaders to
(4.82) Only the Dictator may conduct Force Movement, Intercep- efficiently use the remarkable resources of manpower they pos-
tion, or Coordination with more than 8 Legions (plus auxilia- sessed. Most Roman magistrates had no training in maneuvering
ries/allies) regardless of how many leaders are gathered in one with truly large forces, and, when they did find themselves in
place. However, the Dictator requires Senate permission (4.64) to such a position, they often could make little positive use of such
do so. There is no Legion limit for an Attack or any Siege Opera- numbers ... Cannae being the perfect example. Roman discipline
tion. was fine, but it could not compensate for, or adjust to, the prob-
lems of commanding armies of 50,000 or more men. The Ro-
PLAY NOTE: The Dictator may never actually be assigned an mans, however, appear to have been aware of their limitations
army larger than four Legions. However, given the presence of in this area, and, even with their almost limitless personnel res-
other magistrates and their armies, he may have the opportunity ervoir-and the willingness to use it-the number of instances they
to conduct operations with a larger army. This may seem to be a fielded an army of more than 4 legions in this era is limited to
difference in semantics, but, to the Romans, it was a major one. Cannae, Sentinum (where the force was split) and... we cannot
HISTORICAL NOTE: One of the arguments for the Romans hav- even think of a third. The Romans were highly aware that sheer
ing eight legions at Cannae was that not only were the two con- numbers meant little.
suls for that year present (Varro and Paullus), but the two con- (4.93) Roman Command Efficiency Chart. See charts and ta-
suls from the previous year-Servilius and Atilius-had been pro- bles.
rogued to command the legions they already led. With each con-
sul and proconsul allowed two legions each, that would add up
to a possible total of eight legions present. (To be sure, there are (5.0) Roman Manpower
many other arguments about what was at Cannae-and why.)

(4.9) Command Efficiency


(4.91) Command Efficiency Rating: Roman leaders have a Com-
mand Efficiency Rating (CER) derived from their Battle Rating
Letter which reflects their non-military training and restricts their
ability to efficiently lead large armies; non-Roman leaders do not
use this rule. The CER reflects the number of Legions that the
leader may command efficiently, with the Battle Rating Letter de- HISTORICAL NOTE: Rome's greatest strength-and the telling fac-
noting the number of Legions the leader may effectively control as tor in almost all Republican Rome's wars-was her seemingly un-
follows: limited ability to raise troops. No matter how many men she lost,
A = 6 Legions she simply raised some more men and came right back. For exam-
B = 5 Legions ple, when Hannibal invaded Italy (218 BCE), Rome was fielding
six legions. By 212, she had 25 (mostly) legions operating, almost
a quarter of a million men, even though she lost, perhaps, 50,000+ EXAMPLE: The VI Legion is in Etruria, commanded by a Praetor.
legionnaires at Cannae!! Hannibal's army rarely-if ever-topped The Roman Player, fearful of an enemy invasion from Hispania
50,000 and was usually much less. These two comparative figures through this area, decides to reinforce Etruria by raising two new le-
say a great deal about Rome ... and Hannibal's generalship. gions, the XI and XII, placing both new legions in Rome. He then ran-
domly draws a leader from the Roman leader pool as Proconsul, as-
(5.1) Raising Legions signing him the two Legions, which are now the Proconsul's Consular
(5.11) The Roman player raises Legions through the Senate. Le- Army. The Roman player then assigns Etruria as his province. The
gions may be raised in the Raise Manpower segment (B/3/b). Rais- Proconsul, when activated, marches off to Etruria. When he arrives,
ing units in this segment is not an operation and does not require he now has a potential force of three legions, one under the Prae-
the presence of any leader. Legions may be raised during this seg- tor, who is subordinate to him, as Proconsul.
ment even if Rome is besieged.
(5.15) Newly raised Legions may be placed in Rome or in a Roman
(5.12) Manpower Operation: The Roman player may also raise controlled city in a Roman-controlled province in Roman Italy.
Legions with a Manpower operation conducted by a Dictator or a Newly raised Siege Engines are placed either in Rome or with
Consul. Only one of these leaders may perform a Manpower Op- any Legion in Roman Italy. Legions/Siege Engines cannot be
eration and may do so only if located in Roman Italy and not be- placed in a besieged city.
sieged. That same leader may perform the Manpower Operation
more than once per Operation Phase, but only once per LAM. (5.16) Newly raised Legions that are placed in Rome may be
trained if the Praetor Urbanus is present. In the Legion/Army Ef-
Important: The Roman player may only use a Manpower opera-
ficiency Segment (G/3), the Roman player rolls the die for each
tion if there is an enemy land force of at least 20 SP anywhere in
Legion placed in Rome that remained in Rome. If the DR is 7 or
Roman Italy (2.1).
more, the legion is now Veteran; otherwise, it stays Recruit. If
HISTORICAL NOTE: The Roman player's historical ability to the Praetor Urbanus leaves Rome after the Legions are placed,
increase the size of his legionary armies was almost limitless; the no training occurs.
only "real" limit is the penury of the Roman Senate and the max-
(5.17) Auxiliaries: Whenever an adjusted DR of 9 or 10 is attained
imums listed on the Legion Request Table. Scenarios prior to the
on the Legion Request Table when requesting Legions (not rein-
2nd Punic War place further limits on the number of Legions al-
forcements), the Roman Player may also raise one contingent of
lowed.
Auxiliaries. Auxiliaries are light/medium infantry troops-archers,
(5.13) The Roman player uses the Legion Request Table to raise slingers, or light infantry. All infantry Auxiliaries enter the game
Legions. He notes the number of Legions (the number of SP does as a self-contained contingent of 6 SP and may be commanded by
not matter) already in play, rolls the die, adjusting the DR per the any leader.
(self-explanatory) adjustments listed, consults the table, to see The raised auxiliaries may be placed with any unbesieged CA/Le-
what he gets. The result is the number of new Legions raised. All gion in their home province. The contingent type is determined by
newly raised legions enter play at full strength (2.2) with a train- the location of the CA/Legion where the SP will be placed as fol-
ing level of Recruit. For one Legion newly raised with the table, lows:
the Roman player may, instead, bring in a Siege Engine counter
(if allowed in the scenario); only one Siege Engine may be pro- • Italian (any province in Roman Italy)
duced per Legion Request Table DR. • Gallic (any province with a "Gallia-")
Important Note: There are three separate Legion Request Tables • Sicilian (any province in Sicily)
on the player aid card. Be sure to use the one for the 2 nd Punic
• Ligurian (Sardinia, Corsica, or Liguria)
War
• Lusitanian (Lusitania)
(5.14) Leader Assignments: Newly raised Legions are assigned
a leader as follows: • Iberian or Celt-Iberian (Baetica or Tarraconensis)
• If one or both Consuls are without Imperium, the Roman Under certain circumstances, a contingent of Numidian cavalry is
player must group the raised Legions into as many Consular available. A Numidian Cavalry contingent is raised with a maxi-
Armies as possible to ensure that the Consul’s have an Im- mum of 4 SP; it is always Elite and placed in any province on the
perium. If an odd number of Legions were raised and a Con- Africa map. See the individual scenarios for the details.
sul is without an Imperium, the Consul is assigned the single (5.18) Legions/Auxiliaries that cannot be placed are lost.
Legion for his Imperium. Use a Praetor holding box for the
Legion’s counter. (5.19) Legion Request Table. See charts and tables.

• If both Consuls have an Imperium, up to 2 Legions may be (5.2) Raising Reinforcements


placed in Rome to be trained by the Praetor Urbanus. If four (5.21) The Roman player may raise reinforcement SP instead of
or more Legions remain, at least two of the legions must be Legions during the Raise Manpower segment (B/3/b) even if
combined into a CA. The Roman player then may elect a Rome is besieged, or by way of a Manpower Operation subject
Proconsul for each CA remaining using the procedure in to the same restrictions described in 5.12 above, with the addi-
4.52 and elect a Praetor for each Legion not included in a tional restriction that Legions outside Roman Italy cannot be re-
CA, using the procedure in 4.53. inforced with a Manpower operation.
Theater/province assignments for the Consuls/Proconsuls are up
to the Roman player subject to the restrictions in 4.3.
(5.22) To do so, the Roman player undertakes a Legion Request 33 coastal hexes from Pisae to Emporiae, traversing Mare Ligusti-
Table roll as if he were raising new Legions. Instead, though, he cum, Mare Gallicum, and the Mare Hispanum North and consults
always uses the “0-6” column, applying any relevant DRMs and the Naval Transport Table. The NS level of the least friendly sea
uses the number in brackets [] to determine the number of SP zone the Mare Hispanum North giving a -2 DRM. The coastal hex
raised. Every 8th SP so raised is considered cavalry, though the distance is between 20 and 40, so there is a -1 DRM for the dis-
player can substitute an infantry SP instead. Both Citizen and Ala tance travelled, The Roman players rolls 6; modified to a 3. The
SP may be raised in any combination. 25% loss result is applied, reducing the reinforcements to 8 SP. The
SP are then incorporated into any unbesieged Legions in theater.
EXAMPLE: The X and XIV Legions have been reduced by battle
to 6 SP Citizen and Ala infantry each. Each Legion has also lost PLAY NOTE: There is no Legate leader counter—just the LAM—
1 SP Ala cavalry. The Roman wishes to bring these legions up to which triggers when the reinforcements are added to the targeted
strength, so he decides to raise reinforcements. He rolls a die, Legions.
which is adjusted to an 8. This means he has available 12 SPs,
or 11 Infantry SPs and 1 Cavalry SP. He uses 8 of those infantry (5.3) Disbanding Legions
SPs to build the X and XIV Citizen components up to their maxi- The Roman player may disband Legions during the Imperium
mum allowed strength. He then uses 4 SP Ala infantry to raise Prorogue segment (B/1/a) after he makes all his prorogue assign-
Legion X’s Ala component to its maximum allowed strength. The ments. Any/all unbesieged Legions without a leader are eligible.
1 SP Ala cavalry goes to the XIV Legion. Both Legions that constitute a CA must be disbanded together. To
disband a Legion, the player removes the Legion markers and any
(5.23) Reinforcement SP may be immediately placed with any un-
remaining SP from the map/displays.
besieged Legions within Roman Italy, Gallia Cisalpina, and Liguria
when raised subject to the limits given in 2.2. Rome is an exception:
reinforcements raised in the Raise Manpower segment (B/3/b) may (5.4) Roman Discipline
be used to reinforce the Citizen components of any/all Legions pre- (5.41) In the Ancient World system, Legions are considered either Re-
sent in Rome and/or the Rome Garrison (up to 10 Citizen SP). A cruit or Veteran. Newly raised legions are Recruit. Legions can have
besieged Rome cannot be reinforced with a Manpower operation. their discipline level changed in the following circumstances:
For Legions outside these three theaters or those in a besieged port • If a Roman player is the Winner in a battle (not Siege), he
within Roman Italy, Gallia Cisalpina, and Liguria, the Roman may promote 1 Legion of his choice to Veteran that partici-
player instead places the reinforcement SP in the Theater Holding pated in the battle; if a Major Victory (AW 8.5), he may pro-
Box(es) associated with the Theater(s) where the receiving Le- mote 2 Legions to Veteran.
gion(s) are located. He may distribute the SP among these Theater • If a Roman force is the Loser in a battle (not Siege), the Vet-
Holding Boxes as he sees fit. He then places the Legate LAM in the eran Legion that lost the most SP in that battle is demoted to
LAM pool. Recruit. In case of a tie, the Roman player chooses which
one. If the Loser in a Major Defeat, all Veteran Legions with
(5.24) When the Legate LAM is picked, the Roman player must,
5 SP or less Citizen Infantry are demoted to Recruit. How-
for each Theater Holding Box with reinforcement SP, trace a path
ever, at least 1 Veteran Legion (player’s choice) must be de-
of sea hexes from a Roman controlled port in Roman Italy to one
moted to Recruit regardless of the Citizen strength.
Roman/Allied controlled port in that Theater. The port cannot be
besieged unless the Legion receiving the reinforcements is in the • A Legion may be promoted to Veteran through training
port. The port of origin may be the source for more than one The- (5.36)
ater but the number of SP that leave the port cannot exceed its (5.42) In battle, the Roman player receives a +1 DRM for each Vet-
Embark limit. The player then rolls the die and consults the Na- eran Legion with at least 6 SP of Roman Citizen Infantry if attack-
val Transport Table (AW 7.2). Apply only the loss and leader ing or a -1 DRM for each when defending.
casualty results; ignore the rest. The surviving SP, up to the
port’s Disembark limit (excess SPs are eliminated), are then dis- (5.5) Special Legions
tributed among the unbesieged Legions in theater, or to those (5.51) Marine Legion: The so-called Marine Legion consisted
Legions in the besieged port of arrival, subject to the limits given of the soldiers of the fleet; it was raised only in times of dire need
in 2.2. in Italy, as happened after the disaster at Cannae (216 BCE). The
If there are no eligible ports or if no eligible Legions remain in the Roman player may raise this Legion during the Force Determi-
Theater, the SP are eliminated ( lost at sea, etc.). nation segment (B/3/b) or as a Manpower operation instead of
rolling on the Legion Request Table if there is a Major State of
EXAMPLE: The Roman player decides to reinforce is beleaguered
Emergency (4.48). The Marine Legion may be commanded only
Legions in Hispania, and raises 12 SP in the Raise Manpower seg-
by the Dictator, his Master of Horse, or a Praetor appointed spe-
ment, placing the SP in the Hispania holding box. The Legate LAM
cifically for this Legion. It starts and remains a Recruit Legion.
is placed in the LAM Pool during that segment. When the Legate
When the Marine Legion is raised, place the Legion marker in
LAM is pulled, the Roman player selects a port in the theater, here
Ostia (or if Ostia is enemy held, in Rome) and roll the die. That
the allied port of Emporiae is an excellent choice since it’s the clos-
DR is the maximum strength of the legion (use the Ala Legion
est port in the theater to Roman Italy. For the Romans, the disem-
counters); the Roman player may choose to reduce it. Why? Because
bark limits are not a factor given the number of reinforcement SP
for every SP assigned to the Marine Legion, one NS Level must be
that can be raised. Pisae is chosen for the port origin since it’s the
reduced. If disbanded, a NS level may be increased for each SP re-
closest to the destination port. The Roman player traces a path of
moved. The Marine Legion cannot be reinforced.
EXAMPLE. The Marine Legion is raised with a maximum strength going well, as they had been for centuries, everyone seemed to
of 5 SP. The Roman Player decides to use only 3 SP, places the Ma- agree on most things, the result being that, to protect their wealth
rine Legion marker in Ostia, and changes his NS Level in Mare Io- (which was considerable) and position, the people who held
nium from +2 to -1. He could have spread it out amongst two or power in Carthage were often conservative. And as the suffetes
three Naval Zones. did not hold military office—the Council selected the generals—
they were, far too often, rather slow in making decisions that
(5.52) Slave Legions: Slave Legions, consisting of slave volun-
could affect the wealth of the city.
teers (volones) are raised under the same circumstances (Major
State of Emergency, etc.) as the Marine Legion. There are some
differences, however.
(6.1) Families
Carthaginian political power was divided into Families, with one
When conditions permit, 2 Slave Legions each with 8 SP Ala in- family faction usually having the upper hand in the Councils and
fantry and no cavalry are raised. In addition, attached to each Slave offices of Suffete. The scenarios state which Family
Legion is a force of 6 Italian Auxiliary SP (…jailbirds, as Brian starts in Power. During the Family in Power seg-
Caven notes in his book; see bibliography.) These auxiliaries may ment (B/2/a), the Carthaginian player, consults the
not be transferred to any other force or detached; they stay with the Carthage Family Power Determination Table, rolls
Slave Legion(s). The Slave Legions may be commanded only by one die, and adjusts that roll using the listed modifiers. The result
the Dictator/ME or a Consul. These Legions start and remain a is the Family in power for the Game Turn.
Recruit Legions. The Slave Legions cannot leave Roman Italy and
if a Slave Legion is used in Battle, there is a +/- 1 DRM in favor HISTORICAL NOTE: There were probably more factions than the
of the opposing player. two families represented in the game, but there is not an abundance
of information on this subject, and two is a suitable number for
The Slave Legions and Marine Legion may be raised in the same
game purposes. The Magonids and the Barcids were the two prom-
segment/operation.
inent factions. In what is euphemistically called the 3rd Punic War,
DESIGN NOTE: It appears that one Slave Legion was raised from the factions were not familial, but political: "democratic", pro-Nu-
Roman owned slaves and the other from slaves owned by Rome’s midian, aggressively anti-Numidian, etc. Fat lot of good it did them.
allies.
(6.2) Political Climate
(5.53) Slave and Marine Legions are Disbanded (5.3) at the end (6.21) As with the Roman Senate, the Carthaginian player must use
of the Election segment if there is no State of Emergency (Major the Council to determine his ability to raise troops and
or Minor). They are always free to return, should circumstances galleys, among other items. In the Political Climate
warrant. segment (B/2/b), he consults the Carthaginian Politi-
cal Climate Table, rolls one die, and adjusts that roll
(5.6) Leader Casualties and Replacements using the applicable listed modifiers. The result will be a Council
Roman leaders may be replaced by leaders in the Roman leader that is Cautious (and not willing to expend that many funds for
pool. The leader may be brought into play by methods AW 8.63 some overseas venture), Interested, Alert, or Aggressive (Scared,
A and C only. Leaders entering the game in such fashion are al- if you wish). The resulting Political Climate affects the ability of
ways chosen blindly/randomly. Replacement leaders are placed the Carthaginian player to raise manpower, the number of Armies
either in the hex where the previous magistrate was or in Rome. the Carthaginians may employ and, in some cases, where they can
The replacement leader assumes the former leader’s office, Im- operate. See the 2nd Punic War Army Limit Chart for the details.
perium, and any assigned province. When a Roman leader enters Important: Hannibal’s Army can operate in any Theater in any
as a replacement, there are no additions or subtractions from the Political Climate and is in addition to the number of armies listed
LAM pool-regardless of what the new leader's Initiative rating on the 2nd Punic War Army Limit Chart. The three-army limit per
is. Theater outside Africa applies to Hannibal’s Army.
The Roman player is not required to return a wounded leader to
the map and instead may return the leader to the leader pool. EXAMPLE: [2nd Punic War] The Carthaginian player determines
the family in power (6.1). He rolls a 4 which is modified by a +1
(Barcids were in power the previous turn) and +2 of the 2nd Punic
(6.0) The Carthaginian Political System (the Barcids tended to dominate affairs throughout that war) for a
net result of 7. The Barcids stay in power. The Carthaginian player
DESIGN NOTE: The Carthaginian Political system—much ad- then determines the Political Climate. He rolls a 7 which is modi-
mired by many Greek scholars of the era—was far less complex fied by -1 (no enemy force with a leader in Africa), -1 (there is no
(thankfully) than that of the Romans, with power almost entirely in Roman force with a leader in Hispania), and +1 (Carthage suf-
the hands of a small group of families. These families apparently fered a Major loss in battle during the prior GT) for a net result of
dominated the Council of Thirty Elders, which acted as advisor to 6. The Carthaginian Political Climate is Interested.
the Council of 104, which chose the offices of civil and religious
power, the suffetes. Citizens—invariably limited to the Phoenician (6.22) Cautious Climate: The Carthaginian player is allowed to
community—as the Assembly of the people had some input, but it two Armies in addition to Hannibal’s Army. If there are more than
was wealth and position in this decidedly mercantile community two in play, the excess armies may be disbanded (6.3). In the As-
that held sway. sign Theaters segment (B/2/e), the Carthaginian player must as-
This is not to say that the families were always on the same plat- sign one of his Armies to the Africa theater, and if he has a sec-
form; inter-familial fights were common, but, when things were
ond, the other Army to the Hispania theater. If the Army is out- (6.3) Disbanding Armies
side its assigned theater, its leader can only conduct Force Move- (6.31) If the Political Climate is such that the number of Cartha-
ment operations (and Reform Scattered Units operations if Naval ginian Armies on the map is over the allowable limit, the Cartha-
Transport is involved) until his Army stops in a hex/city in the ginian player must determine if any of the excess armies Disband.
assigned theater. Any Stops must be in a hex/city that is closer to This check is conducted in Disband Armies segment (B/2/c). The
the assigned province than the hex/city occupied at the start of Carthaginian player selects any one unbesieged Army, consults the
the operation. Once there, the leader can conduct operations nor- Army Disband and Commander Recall Table (6.84), and rolls the
mally within the theater but cannot leave. die. He refers to the row of the table that corresponds to the family
An Army Commander without an assigned theater may conduct affiliation of the Army Commander to that of the family in power,
operations in the theater where he was located at the start of the and the appropriate column, and compares the DR to the range
Game Turn. He cannot leave the theater except to move to the listed. If the DR is within the range, he must disband the selected
Africa or Hispania in the same manner as a leader moving to an Army, otherwise the Army remains in play. If the Army has no
assigned province as described above. Once there, the leader can commander, use the “Different/None” row. The player continues
conduct operations normally within the theater but cannot leave. this process until he is either at the allowable army limit or has
As an exception to the above, an Army assigned to Hispania may checked all his unbesieged Armies.
leave to move to Africa if an enemy land force occupies a hex in Important Exception: An Army commanded by Hannibal is ex-
Africa, controls any cities in Africa, or a Carthaginian Allied empt from this rule.
province in Africa is in revolt, in the same manner as a leader
moving to an assigned province as described above. (6.32) The Carthaginian player may disband an Army without re-
sorting to the die roll as described in 6.31 above if the Army Com-
(6.23) Interested Climate: The Carthaginian player is allowed mander has a different or no affiliation to the family in power. Re-
three Armies in addition to Hannibal’s Army. If there are more gardless of the affiliation, the player cannot select the only Army
than three in play, the excess army may be disbanded (6.3). Use located in the Africa theater.
the procedure for the Cautious climate (6.22) for assigning and
positioning Armies in the Africa and Hispania theaters. The re- (6.33) After all the Disband die rolls, the Carthaginian player dis-
strictions and exceptions of the Cautious climate (6.22) apply to tributes SP in the disbanded armies based on their class (7.11):
these two armies. The third allowable Army and any excess Army • Citizens: Place Carthaginian SP inside any unbesieged con-
may conduct operations in any playable theater on the map. trolled cities in Carthage province or into the Carthaginian
(6.24) Alert Climate: The Carthaginian player is allowed three Manpower Holding box in any combination.
Armies in addition to Hannibal’s Army. All armies may conduct • Allies: Place Libya, Numidia, and Mauretania SP inside any
operations in any playable theater on the map with the exception unbesieged controlled cities in the Africa and/or Mauretania
that there may never be more than 3 armies in any one theater theaters (subject to 7.12) or their matching Manpower Hold-
other than Africa. ing box in any combination.
(6.25) Aggressive Climate: The Carthaginian player is allowed • Tribal Levies: Place the Gaul, Iberian, Celtiberian, and Li-
four Armies in addition to Hannibal’s Army. All armies may con- gurian SP in their in the matching holding box on the Cartha-
duct operations in any playable theater on the map with the ex- ginian Political and Manpower Display (they have been dis-
ception that there may never be more than 3 armies in any one charged from service).
theater other than Africa. • Provincial Allies: Remove the SP from the map (they have
EXAMPLE: The Carthaginian player has two Armies in Hispania gone home).
and one in Sicily. The political climate has turned Cautious. The (6.34) The commander of a disbanded Army is placed in the Car-
second army in Hispania survived its disband check. The Cartha- thaginian leader pool. If that leader was the Overall Commander,
ginian player decides to assign one of the armies in Hispania to use the procedure in 6.47 to designate a new OC.
Africa and the other to Hispania. When a LAM of Army Com-
mander of the army assigned to Africa is first drawn, the Army EXAMPLE: The Political Climate is Cautious, and the Carthagin-
must immediately move to Africa. That Army Commander can ian player has one Army in Africa and two in Hispania. The Ma-
conduct other operations in Africa but cannot leave the theater. gonid family is in power. The commanders of the two Armies in
The army assigned to Hispania and the army located in Sicily stay Hispania are Barcids, while the army in Africa is led by a Mago-
in their theaters conducting operations as desired. The army Sic- nid. The Carthaginian player decides not to voluntarily disband a
ily may move to either Africa or Hispania at the player’s option, Barcid led Army. The Carthaginian picks one of the Armies in His-
but once in one of those theaters, it cannot leave. The army as- pania and rolls 5. That Army does not disband. He then rolls a 3
signed to Hispania cannot leave the theater unless the Africa ex- for the other Army. That army must disband. Since he is now at the
ception is triggered. Army limit, no further die rolls are made. The Iberian and Celti-
berian SP in the Army go home and are placed in the in their boxes
(6.26) Although a Carthaginian Army may be able to conduct on the Carthaginian Political and Manpower display. Same goes
operations in a theatre, certain unit types and contingents may with all remaining cavalry and elephant units. He would rather
not. See 7.12 for geographic restrictions for these units. keep the African infantry in Hispania, so he distributes the SP
among the various Carthaginian controlled cities in Hispania.
Note that if the Carthaginian Army located in Carthage province
were disbanded instead of one of the Armies in Hispania, the Car- Large City by Siege (including Treachery) where an Army Com-
thaginian player would need to move one of those armies to Africa mander or an Army detachment commander was located when the
in the Operations Phase per the Cautious Climate requirements. city fell, that leader is subject to recall and replacement.
To determine if the commander is recalled, the Carthaginian player
(6.4) Carthaginian Commanders consults the Army Disband and Commander Recall Table (6.84)
(6.41) Appointing Army Commanders: Unlike the Romans, once and rolls the die. He refers to the row of the table that corresponds
appointed, Carthaginian Army commanders remain in to the family affiliation of the Commander to that of the family in
the field until they die, get recalled (and possibly cru- power, and the appropriate column, and compares the DR to the
cified for such ineptitude), or their Army is disbanded, range listed. If the DR is within range, the commander is recalled,
or eliminated. The initial deployment notes which otherwise he remains in command.
Commanders start in play. The scenario also provides
Automatic Recall: An Army Commander whose army has lost its
a pool of Carthaginian commanders from which to choose when
last SP is automatically Recalled (no DR necessary). This does not
new, or replacement, commanders are needed. An Army Com-
apply to a detachment commander. In addition, the Carthaginian
mander is appointed:
player may voluntarily Recall (no DR necessary) any Army Com-
• during the Appoint Army Commanders segment (B/2/d) af- mander at any time during the Operations Phase. In all cases, place
ter determining the Political Climate and disbanding any Ar- a Recall marker atop the effected commander to indicate he is sub-
mies, for each Army without a Commander. ject to such action.
• whenever a new Army is formed (7.21) PLAY NOTE: Although the Carthaginian player may voluntarily
• using Leader Replacement (AW 8.63, A or C only). A re- recall an Army Commander, it is not without its consequences
placed Wounded leader no longer commands the Army and such as the effect on the Army Efficiency Rating.
returns to the leader pool next Game Turn. The Carthaginian
player is not required to replace a Wounded leader. Recall Effects: Recall takes effect when the very next Carthagin-
ian LAM is drawn. The recalled leader is placed back into the
• when an Army is eliminated when it has a detachment in play leader pool unless he runs into Crucifixion problems (6.46). Re-
(see 6.58) move all the recalled leader’s LAMs from the LAM pool. If the
(6.42) When choosing an Army Commander, the Carthaginian LAM drawn belonged to another Carthaginian leader, that leader
player simply draws one, randomly and blindly, from the Cartha- conducts his Operations Phase normally. If there are no more Car-
ginian leader pool and places him: thaginian LAMs in the pool, the recall takes effect after all LAMs
have been played.
• in Carthage city, or
• with the newly formed Army, or (6.46) Crucifixion: Commanders recalled because of failure (as
in 6.45) are subject to possible terminal censure by being cruci-
• with the Army of the replaced commander. If the replaced fied and thus out of the game. Voluntary recall does not initiate a
commander was the Overall Commander, use the proce- check for Crucifixion. For each commander recalled, roll the die
dure in 6.47 to determine the new OC. immediately upon his recall. There is a +2 DRM if the disgraced
HISTORICAL/PLAY NOTE: It is almost impossible to figure out leader is from a family different from the one in power. If the
just which Hannibal, Hasdrubal or Hanno is doing what at any adjusted DR is higher than his Mortality rating, he has been, shall
given time. We have tried to do our best to sort and identify them. we say, “hung out to dry” and will not be returning to the game.
But we do wish the Carthaginians had shown a bit more imagi- EXAMPLE: Hanno [2P-10], a Magonid, has just lost a major
nation with their surnames. Nearly all Carthaginian surnames land battle. The Carthaginian player must immediately roll a die
had religious significance, e.g., Hannibal means “beloved of to determine if Hanno is Recalled. He rolls a 6 and since the
Baal”, or something close. Barcids are in power, he is Recalled. The Carthaginian player
PLAY NOTE: Keep in mind the effects of a change of commander places a Recall marker on the unlucky Hanno. Since there are no
on Army Efficiency. more Carthaginian LAMs remaining, Hanno will be removed at
the end of the Operations Phase, and given that the Recall was
(6.43) Instead of drawing a leader from the pool, the Carthaginian not voluntary, the Carthaginian player must check for Crucifix-
player may select a leader on the map that is not in command of ion. He rolls a 7, which is modified to a 9 (+2 different family],
an Army. The leader must be of the same family as the one in so Hanno (mortality 9) barely escapes.
power and not besieged in a non-port city. The leader is placed per
6.42. (6.47) If the Carthaginian Overall Commander has been killed or
placed back into the Carthaginian leader pool, the Carthaginian
DESIGN NOTE: Many of Hannibal’s lieutenants assumed com- player must designate one of the remaining Army Commanders
mand of other Carthaginian armies as the war progressed. as his OC. His choice must be from the same family that is in
(6.44) Although an Army can have only one Army Commander, power if one of the remaining commanders is so aligned.
there is no limit to the number of Subordinate leaders that may be (6.48) Carthaginian Killed/Wounded Army Commanders may
included in any operation involving the Army. be replaced per AW 8.63 (A and C). Subordinate leaders cannot
(6.45) Recalling Commanders: Whenever the Carthaginian be replaced. The Carthaginian player cannot replace recalled
player loses a battle on land involving a Carthaginian Army or leaders during the Operations Phase.
Army detachment of at least 20 SP or loses control of a Medium or
(6.5) Subordinate Leaders may still conduct operations with his detachment in that prov-
nd ince. However, to leave that province, the Subordinate leader is
DESIGN NOTE: During the 2 Punic War, the Carthaginians
limited to Force Movement operations until he stops in a hex/city
made extensive use of junior leaders in a variety of missions
within the area operations. Any Stops must be in a hex/city that
ranging from diplomatic envoys, garrison commanders, moving
is closer to his Army than the hex/city occupied at the start of the
reinforcements, raising troops, along with commanding detach-
operation.
ments from an army.
EXAMPLE: Mago’s detachment has Faventia in Gallia Cis-
(6.51) Carthaginian Subordinate leaders function as any other
padana under siege. Hannibal’s Army has since moved from Um-
leader. Unlike Carthaginian Army Commanders they are not as-
bria to Sabinus. When it is Mago’s Operations Phase, the Car-
signed to a permanent group of combat units, nor are they as-
thaginian player can continue the siege. If he would prefer to re-
signed to a specific Carthaginian Army. They cannot include
join Hannibal, he could lift the siege and use Force Movement
units from assigned to other Carthaginian commanders in a force,
operations to move to Sabinus or any province adjacent to Sabi-
though they may include an Allied leader and his units in a force
nus.
but no other leaders (6.6). A Subordinate leader may be included
in any Carthaginian Army Commanders force. (6.58) If a detachment’s parent Army is eliminated, that detach-
ment is now the Army. Move the units in the Detachment box to
(6.52) Detachments: A detachment is a group of combat units
the Army box and replace the Detachment marker on the map
drawn from a Carthaginian Army and placed under the command
with the Army marker. The Army’s AER is immediately reduced
of a Subordinate leader. A detachment is like an army in that the
by 1. If the Army Commander has been killed/captured, the Car-
units in the detachment must be included when the Subordinate
thaginian player may immediately promote the former detach-
leader composes a force. A Subordinate leader in command of a
ment commander to Army Commander. If he does so, the
detachment cannot include other units, though the player may
Army’s AER is further reduced per 6.74. Alternatively, the
change the composition of the detachment like an army (AW
player may use the procedure described in 6.41to appoint the new
5.44) and may include an Allied Leader’s force. A Carthaginian
commander. If Hannibal’s army is eliminated and two detach-
Army, other than Hannibals Army, is allowed only one detach-
ments are in play, Carthaginian player’s choice as to which to
ment; Hannibal’s may have two. [I am considering giving Hanni-
use as an army. However, if Hannibal has been killed/captured,
bal 3 once again]
the new Army may only deploy one detachment.
(6.53) The Carthaginian player may create a detachment of up to
(6.52) A Subordinate leader that is not in command of a detach-
one half (½) the army’s current SP and assign any Subordinate
ment (see below) can conduct operations anywhere and may use
leader stacked in the same/hex with the Army when that Subordi-
SP that are not part of an Army or detachment in a force.
nate leader is activated or chosen for an Interception. Alterna-
tively, a detachment may be created during the Army Com- EXAMPLE: Mago is in Campania with Hannibal’s Army. When
mander’s Operations Phase when changing the composition of the Mago’s LAM is drawn the Carthaginian player decides that his
Army (AW 5.44). A detachment cannot be created if the army is armies in Spain need some help. Mago conducts a Leader Move-
Useless. The detachment assumes the ABS of the army when it is ment operation moving into the city Carthage. There is a group
created. of combat units inside the that are not part of an Army/Detach-
ment. Since this I Mago’s first operation, continuation is auto-
PLAY NOTE: The Carthaginian Army display has one or more
matic and Mago composes a force with these units and conducts
detachment boxes for each army. Move the SP comprising to one
Force Movement operation embarking them to use Naval
of the boxes using its Detachment marker on the map.
Transport and he is off to Spain disembarking in Carthago Nova
(6.54) Detachments may be incorporated back into the same where his brother Hasdrubal and his army are waiting. Later in
Army in either the Army Commander or Subordinate leader’s Op- the turn Hasdrubal activates and the Carthaginian player adds
erations Phase if both the Army and detachment occupy the same the reinforcing units to his army, adjusts the AER if necessary and
hex/city. The penalties in 6.75 only apply if SP were added to the moves toward Tarraco with Mago in tow.
detachment. This can be done at the same time as other changes
PLAY NOTE: Yes, Subordinate leaders that are not leading de-
to the Army composition.
tachments can go anywhere the player wants either using Leader
(6.55) An Army’s AER is considered one less than its current Movement or Force Movement with units hanging around the
rating for each detachment in play but never less than -3. The map in garrisons, etc. They can be very useful in defending cities
AER of a detachment is that of its Army ‘s AER modified by and moving units about, picking up reinforcements, shuffling
the number of its detachments in play. garrisons and what not, though if brought to battle, the force is
treated as if it had an AER of -3.
EXAMPLE: The Army Efficiency Rating of Hannibal’s Army is
+2. With two detachments in play, the AER is 0 for the Army and Should the number of counters become unmanageable, use one
both detachments. of the Garrison boxes on the City Occupation display to hold the
counters and the “Force” side of the numbered Garrison mark-
(6.57) A Subordinate leader may only conduct operations with ers to represent the force on the map.
his detachment in the province where his Army is located and all
adjacent provinces. If the Subordinate leader begins his Opera-
tions Phase outside this area (i.e., the Army moved away), he
(6.6) Command Hierarchy Loss Chart to determine the number), without penalty. If the num-
ber added is more than 30% but less than the current Army size,
A Carthaginian leader may only command the units that are spe-
the AER is reduced by 1. If the number added is equal to or greater
cifically assigned to that leader – one Army or an Army detach-
than the current Army size, the AER is reduced by 2. If the number
ment. A Carthaginian leader, however, may include other leaders
added is twice or greater than the current Army size, reduce the
and their units in a force if those other leaders are lower in the
AER by 3. Carthaginian Citizen units and Elite units of any na-
command hierarchy. That command hierarchy is:
tionality may be added without penalty and are not considered in
1. Overall Commander the above calculation. The AERis adjusted after the placement of
2. Army Commander SP in the Raise Manpower segment (B/3/b) and at the end of the
3. Subordinate Commander Army Commander’s current Operations Phase counting all SP
picked up during that phase.
4. Allied Leader
PLAY NOTE: For this rule, the term Army is defined by the com-
PLAY NOTE: In most cases, the Carthaginian Overall Com- mander. If a Commander changes command to another Army, it
mander is also an Army Commander. is as if he were a new commander.
(6.7) Carthaginian Army Efficiency (6.76) Army Efficiency Limits: The AER can go no lower than
HISTORICAL NOTE: Except for some units—Numidian cavalry, -3 and no higher than +3. A Carthaginian Army of 60 SP or more
the local Carthaginian phalanx, etc.—most of the mercenary- cannot have an AER greater than +2 while an army of 100 SP or
raised units were of inferior quality when initially raised. The Car- more cannot have an AER greater than +1. After any adjustments
thaginian command system, though, had one major benefit the Ro- are made (6.75), adjust the AER, if necessary, to comply with these
man system did not have: Carthaginian Commanders tended to limits.
stay in command, and the longer they did this, the better that lead- DESIGN NOTE: As with the Romans, the Carthaginian com-
er's army became, for reasons that had much to do with allegiance manders of the time could not as effectively manage large armies
and other aspects of command longevity. (when they could be raised) as those of a more manageable size.
(6.71) Every Carthaginian Army, through its Army Commander, (6.8) Carthaginian Political Charts & Tables
has an Army Efficiency Rating (AER), a number ranging from -
3 (poor) to +3 (excellent), which is used as a DRM in Battle. This (6.81) Carthaginian Family Power Determination Table.
rating is added to the die roll when the Army is attacking and sub- See player aid card.
tracted when defending. Note that subtracting a negative rating is
the same as adding it. If more than one Army participates in a (6.82) 2nd Punic War Army Limit Chart. See player aid card.
Battle, use the lowest rating.
(6.83) Carthaginian Political Climate Table. See player aid
EXAMPLE: Hannibal (2P-1) starts the 2nd Punic War scenario card.
with an AER of +2. When Hannibal and his Army are used in an
Attack, 2 is added to the Battle die roll, when defending, 2 is sub- PLAY NOTE: As a reminder, be sure to use the 2nd Punic War
tracted from the Battle DR. If an army with a -3 AER participates sections and modifiers for the Family Power, Political Climate
in battle, the DRM is -3 if the army attacks, and +3 if it defends. tables, and the Army Limit Chart.
(6.72) Armies that start the game deployed are given an AER. (6.84) Army Disband And Commander Recall Table. See
All newly raised Armies start with an Army Efficiency of -3. player aid card.
Army Efficiency does not apply to SP in garrisons.
(6.73) During the Legion Training/Army Efficiency segment (7.0) Carthaginian Manpower
(G/2), every Carthaginian Army in play that was under the com- HISTORICAL NOTE: Carthage, as a country, did not have anywhere
mand of the same leader throughout the Game Turn may increase near the indigenous (and citizen) wells of manpower that Rome had.
its efficiency AER by 1 (but see 6.76) if all the following condi- Carthage's own manpower base was about 3-400,000 Carthaginian cit-
tions are met: izens, half of whom were female. Therefore, most of the troops raised by
Carthage were mercenary (from Europe) or provided by (often uneasy)
• army was not Useless at any time during the Game Turn, alliance (Libya and Numidia).
and
• its Army Efficiency Rating was not lowered at any time (7.1) Types and Restrictions
during the Game Turn per 6.74 or 6.75 below, and The Carthaginian player raises Manpower in the Raise Manpower
• the army is not currently Disorganized. segment (B/3/b) and with Manpower Operations during the Op-
erations Phase (7.44).
(6.74) When an Army receives a new Commander, regardless of
who it is, that Army lowers its AER by 2 to a minimum rating of (7.11) Carthage raises several classes of units:
-3. This case applies to a replacement leader. There is no change • Citizens: enlisted from the indigenous Carthaginian popu-
when a Wounded leader returns. lation. Elephants are included in this category.
(6.75) The Carthaginian player may increase an Army's strength • Allies: levied from Libya (Tripolitania), Numidia, Maure-
by adding SP that are not part of another Army (reinforcements, tania, and Mauretania Tingitanis.
garrisons, etc.) up to 30% of its strength in SP (use the Percentage
• Tribal Levies: mercenaries and/or allies raised from tribes the Libyans and rolls a 5, and since he increased his NS level last
allied to Carthage. Game Turn, there is a -2 DRM giving, resulting in a 3. He re-
• Provincial Allies: enlisted from independent provinces or ceives 10 Libyan infantry SP. He then rolls for the Numidians,
those formerly allied to Rome. here a 6, reduced to a 4, giving him 5 Numidian infantry SP and
10 SP Numidian Elite cavalry. For the Carthaginians, the roll is
PLAY NOTE: The types of units have nothing to do with their com- a 0, modified to a -2, so he receives 5 SP Carthaginian infantry
bat abilities except those identified as Elite. Their type does deter- SP and 5 SP Carthaginian cavalry. The net result is 20 SP of in-
mine their ease in raising and the location of their posting. fantry and 15 SP of cavalry.
(7.12) The Carthaginian player has several restrictions on how he (7.22) Reinforcements: When raising reinforcements during the
may use certain types and the contingents within each type. These Riase Manpower segment (B/3/b), the Carthaginian player selects
restrictions are: one contingent, rolls a die, and applies any applicable modifiers as
• Libyan units may not be placed or used south/southeast of listed on the table. He receives SP corresponding to the modified
Carthage's Ditch Boundary die result. This process is repeated for other contingents allowed by
the current Political Climate. If 20 SP or more were raised, the Car-
• Numidian units may not be placed, or used, in Numidia,
thaginian player may bring a Subordinate leader in as a reinforce-
regardless of what Carthage controls.
ment by drawing one, randomly and blindly, from the Carthagin-
• Mauretanian units may not be placed or used in any of the ian leader pool. The leader is treated as a reinforcement SP for pur-
Mauretanian provinces. poses of placement.
• A Siege Engine must always be part of an Army. An Army (7.23) Reinforcement SP may be placed with any unbesieged
can only have one Siege Engine assigned. Carthaginian Armies in the Africa and Mauretania Theaters im-
• Provincial Allies cannot be used outside the theater where mediately when raised subject to the restrictions listed in 7.12.
they were raised. Carthage is an exception: Carthaginian Armies in the city and/or
the Carthage Garrison (up to 10 SP) may be reinforced even if
HISTORICAL NOTE: Carthaginians made it a practice to
Carthage is besieged but only Citizens (no Elephants) and a Sub-
rarely, if ever, use Allies in the lands from which they came, for
ordinate leader may be placed there.
fear of revolt. They kept most of the citizen troops home. The
practice changed to a degree in the 2nd Punic War. For Armies outside these Theaters, the Carthaginian player in-
stead places the reinforcement SP in the Theater Holding box(es)
(7.13) Political Climate: If the number of Carthaginian armies in associated with the Theater where a receiving Army is located.
play is less than the number of armies allowed by the Political Cli- He may distribute the SP among these holding boxes as he sees
mate, the Carthaginian player may either raise one army or raise fit. He then places the Carthaginian Reinforcement LAM in the
reinforcements during the Raise Manpower segment (B/3/b). If the LAM pool.
number of armies in play is at the Political Climate limit, only rein-
forcements may be raised; if over, no manpower can be raised. Fur- (7.24) When the Reinforcement LAM is picked, the Carthaginian
thermore, no reinforcements may be raised if any army was dis- player must, for each Theater Holding Box with reinforcement SP,
banded in the Disband Armies segment (B/2/c). The Carthaginian trace a path of sea hexes from a Carthaginian controlled port in Car-
player may raise manpower even if Carthage is besieged. thage province to one Carthaginian/Allied controlled port in that
Theater. The port cannot be besieged unless the Army receiving
(7.2) Raising Manpower the reinforcements is in the port. The port of origin may be the
(7.21) Army: To raise manpower when forming an army during source for more than one Theater but the number of SP that leave
the Raise Manpower segment (B/3/b), the Carthaginian player se- the port cannot exceed its Embark limit. The player then rolls the
lects one of the allowable contingents on Carthaginian Manpower die and consults the Naval Transport Table (AW 7.2). Apply
Table, rolls a die, and applies any applicable modifiers as listed on only the loss and leader casualty results; ignore the rest. The sur-
the table. He receives SP from that contingent corresponding to the viving SP, up to the port’s Disembark limit (excess SPs are elim-
modified die result. This process is repeated for other contingents inated), are then distributed among the unbesieged Armies in the-
allowed by the current Political Climate. The SP are placed on any ater, or to those Armies in the besieged port of arrival, subject to
unused Army holding box on the Carthaginian Army Display with the restrictions listed in 7.12. If there are no eligible ports or if no
the corresponding Army marker placed in an unbesieged Cartha- eligible Armies remain in the Theater, the SP are eliminated ( lost
ginian controlled Large or Medium city in Carthage province. He at sea, etc.).
then appoints an Army Commander (6.41) and places an Army EXAMPLE: In a Cautious climate, the Carthaginian player decides
Efficiency -3 marker in the army’s holding box. Once formed, an to reinforce his Army in Hispania. He was able to raise 25 SP, a
Army remains in play until disbanded (6.3) or its last SP is elim- mixture of Libyans (10i) and Numidians (5i, 10C), placing the SP
inated. If the size of the newly raised Army is 20 SP or larger, in the Hispania holding box. The closest port to Hispania is the
the Carthaginian player may add a Subordinate leader by drawing Hippo Regius, a Minor Port. Fortunately, its Embark limit is 25 SP
one, randomly and blindly, from the Carthaginian leader pool. The so can be used as the port of origin. When the Reinforcement LAM
leader is placed with the Army. is pulled, the Carthaginian player selects a destination port in the
EXAMPLE: The Political Climate is Alert. The Carthaginian theater. Calpe is the closest using the coastal route, 60 hexes away.
player has room to recruit a new Army and decides to raise troops Carthago Nova is closer, but the route includes 9 Deep Sea and 13
from the Libyans, Numidians, and Carthaginians. He starts with coastal hexes. Despite the Deep-Sea hexes, the route provides a
more favorable -2 DRM. The least favorable sea zone in both cases
is the Mare Africum West at +3; it’s good to be in friendly seas. So scenario setup with the number of SP of the appropriate contin-
off to Nova Carthago. The Carthaginian player has a net +1 DRM gent. The Carthaginian manpower supply is limited to the SP in
(+3 for the sea zone, -2 for the distance) and rolls the die … a 0. these Holding Boxes.
The +1 DRM prevents a total disaster. 50% of each contingent is
When armies/reinforcements are raised, the SP are drawn from
lost with 5i Libyan, 3i Numidian, 5C Numidian landing in Nova
the respective contingent Holding Box. When an army is Dis-
Carthago and immediately placed with his Army in Hispania. The
banded (7.52) place the SP into the appropriate Holding Boxes.
influx of reinforcement SP is more than 30% of the Army’s strength
The manpower limits apply only to the eight contingents with
but not greater, so the Army’s AER is reduced by 1.
Holding Boxes. SP expended to bring on a Siege Engine are not
(7.25) The Carthaginian player is not required to take all the result- drawn from the holding boxes.
ant SP, nor is he required to make all allowable die rolls.
DESIGN NOTE: The manpower pool for Carthage was nowhere
(7.26) The Carthaginian player may use his OC (only) to raise rein- near that of Rome, even over the two decades each of the Punic
forcements (7.22) from Groups A and B (Citizens and Allies) with wars raged. The number of Carthaginian citizens was far less
a Manpower Operation under the following circumstances: than that of Rome, her allies were helpful (when they were coop-
• The OC and his Army are in the Carthage city/hex. erating), and the Carthaginian Senate was not enthusiastic about
paying mercenaries.
• The OC is of the same family as the family in power.
HISTORICAL NOTE: While the totality of this rule is historical,
• The Political Climate is Aggressive
actual population numbers are especially difficult to come by,
If successful, the raised SP placed with the OC’s Army adjusting even for the Carthaginians. Our maximums are based on the
its AER where necessary. Only one such Manpower Operation numbers used during the actual wars, adjusted for playability, et
attempt may be made per Game Turn. al. Roman maximums are determined by the number of legions
that can be raised in a scenario, with the totals for the 2 nd Punic
PLAY NOTE: This is a Hail Mary rule to give the Carthaginian war as a ceiling guide.
player the opportunity to do what Hannibal did when he returned
home. PLAY NOTE: Having the counters sit on the display rather than
in the counter tray or baggies eliminates the need for a track with
(7.28) Provincial Manpower: An unbesieged Carthaginian Army special markers.
Commander or Subordinate leader may use a Manpower Opera-
tion once per Operations Phase to raise SP from provinces that (7.4) Carthaginian Manpower Charts & Tables
have manpower shown on the PIC. The Carthaginian player must
(7.41) Carthaginian Manpower Table. See player aid card.
control SP [may use a different criterion than the standard control
rules] the province to raise manpower. A detachment commander (7.42) Carthaginian Manpower Maximums. See player aid
may raise SP from the province where he is located. An Army card.
Commander from the province where he is located and all adjacent
PLAY NOTE: As a reminder, be sure to use the 2nd Punic War sec-
controlled provinces with the same operation. The number of SP
tions of the tables and charts.
raised per province is listed on the PIC. The SP are placed in the
same hex/city as the leader conducting the operation. The SP may
be added to the Army/detachment when able to alter its composi- (8.0) Naval Superiority System
tion (AW 5.44/45) of the Army/detachment. A province can pro- This section supplements AW 7.0.
vide manpower only once per Game Turn.
EXAMPLE: Hannibal is in Lucania. Carthage controls Lucania (8.1) Construction
and Apulia. A successful Manpower Operation would produce 3 (8.11) The Roman and Carthaginian players may increase the NS
SP (2+1) of Italian infantry. Level of any zone(s) (and, thereby, decrease the oppo-
(7.29) Tribal Manpower: A unbesieged Carthaginian leader can nent's). To do so he rolls the die and consults the NS
raise manpower from the various tribes in Hispania, Gaul, and Li- Construction Table using the appropriate column on
guria using the procedure in 9.2. the table, adjusting the DR per the listed DRMs. The
resultant number is the number of levels the player may use to
(7.3) Manpower Limits adjust any Naval Zone(s). A player may construct and perform
Re-allotment in the same segment, with construction completed
(7.31) Citizens: There may never be more than 50 SPs of Car-
before Re-allotment.
thaginian (the contingent) infantry and/or cavalry (not Elephants)
in play at any one time. DESIGN NOTE: More to come.
(7.32) Manpower Pools: The Carthaginian player has a limited (8.12) NS Level Construction effects certain Manpower Opera-
manpower pool from which he can raise SP during the game. The tions performed in the subsequent Operations Phase. When using
Carthaginian Political and Manpower display has Holding Boxes the Legion Request Table and Carthaginian Manpower Tables,
for the eight contingents from which the Carthaginian player may there is an adverse DRM which is equal to twice the number (2x)
raise manpower. These Holding Boxes are populated during the the number of NS Levels constructed. There is no effect on Pro-
vincial or Tribal Manpower Operations.
(8.13) NS Construction Table. See 2nd Punic War Player Aid sult indicated on that table. The Raid attempt is considered an op-
Card. eration with a DR Finish unless the Raid Table result indicates
otherwise. The player may continue to target cities, including the
EXAMPLE: It is the 2nd Punic War, and the Roman Player
same one if the attempt was repulsed, and roll on the table until
wishes to increase his presence in the Mare Africum, where
his leader fails a continuation DR, is adversely affected by a result
Carthage has a +2 NS Level. In the Naval Superiority Construc-
on the Raid table, or until the maximum amount of plunder is ob-
tion/Re-allotment Segment, he rolls 7 on the NS Construction
tained. The player is not required to continue and may finish the
Table and receives a 2 result. He takes those 2 NS levels and in-
leader instead.
creases his presence in Mare Africum by reducing Carthage’s
(8.23) Plundered: A successful raid plunders the city and is
NS Level to 0 (removing the marker) and his to 0. However, for
some cases Sacks it as well. The player conducting the raid
each Legion raising Manpower Operation in the subsequent Op-
places one of his Plundered markers on the target city. For a
erations Phase he must subtract 2 x 2 = 4 from each DR.
Raid size of 1, the leader is Finished after placing a single Plun-
dered marker, for a Raid size of 2 or 3, after placing a second
(8.2) Raids Plundered marker, and for Raid of size 4 or 5, after placing a
Both players mobilize one Raid for use during the Operations third Plundered marker.
Phase to plunder and otherwise discomfort the other player.
(8.21) Mobilization: The Raid is mobilized through the Re-al- (8.24) Ending the Raid: When the Raid’s leader is Finished
lotment process (AW 7.15).Treat the Raid as if it were a place the leader and the marker back in the port where the Raid
Mare/Fretum for this purpose with the following adjustments: originated. If that port is Under Siege, instead place the leader
and Raid counter in any suitable friendly unbesieged port adja-
• The maximum size of the Raid is 5 NS level. Any number
cent to the Mare. If there are no ports or the port has insufficient
of levels may be added to this limit.
capacity eliminate the excess strength and associated plunder. A
• Any number of levels may be removed from a Raid but no Raid may only be conducted one per Game Turn.
lower than 0 (i.e. no negative Raids)
Use a galley counter of the player’s color (Roman red, Carthage (8.25) Plunder Effects: Plundered markers of the opposing
purple) of the corresponding value to represent the Raid. The Raid player generate adverse DRMs on all die rolls during the Naval
counter is placed in a friendly unbesieged port in his Home or Superiority Construction/Re-allotment (B/3a) and Raise Man-
Allied province, or a port of an Allied power within the following power segments (B/3/b). Plundered markers placed by the player
limitations based on the size of the Raid: may generate favorable DRMS on these die rolls. There is a -1
DRM for each Plundered marker placed by the opposing player.
• Raid size 4 or 5 only in a Major Port. There is a +1 DRM for each Plundered marker placed by the
• Raid size 2 or 3 in a Major or Secondary port. player if more than one Plundered marker was placed. These ef-
fects are cumulative so use the net DRM if both players Plun-
• Raid Size 1 any friendly port.
dered markers. Remove all Plundered markers at the end of the
The Raid remains on the map if it has non-zero strength and may Force Determination segment (B/3).
be moved and placed in a qualifying port in each Naval Superior-
ity Construction/Re-allotment. If a Raid cannot be placed, the (8.26) Raid Table: See 2nd Punic War Scenarios Player Aid
player must use the Re-allotment to reduce it to a size that can be Card.
placed.
(8.22) Raiding: Raids are resolved in the Operations Phase. An
(8.3) Rome and Ostia
The city of Rome is treated as a Port for purposes of Siege Assault
eligible leader that begins his Operations Phase in the same
and Siege Attrition (and only in these two cases) if the Roman
port/hex as the Raid counter may conduct the Raid. Whether the
player controls Ostia whether besieged or not.
port city is besieged is not relevant. For the Carthaginians, any
leader may conduct a Raid of size 3 or less. A Raid of 4 or 5 re-
quires a Carthaginian Admiral. For the Romans, a Praetor may (9.0) The Celts
not conduct a Raid of size 4 or 5. The remaining magistrates, other
HISTORICAL NOTE: The Celtic Tribes of what is now Northern
than the Praetor Urbanus, who cannot conduct one at all, may Italy, France, and Spain, were the Loose Cannons of the Repub-
conduct a Raid of any size. A Roman Admiral is not required
lican era. They were not only as unstable as nitroglycerine, but
though it does help.
about as dangerous. They are Celts: Gallic Celts (from the prov-
The player conducting the Raid places the leader and Raid counter inces that have the word "Gallia"), which we will call Gauls, and
next to the NS Level marker in the Mare (not a Fretum) adjacent Iberian Celts from the three provinces of Hispania, which we will
to the port where the Raid originated. Then designates a target call Iberians and Celt-Iberians. Some tribes have been lumped
city in a coastal hex in the opposing player’s Home or Allied together and assimilated into another, larger and representative
province adjacent to the Mare where the Raid is located. He con- tribe. For example, the Allobroges also include the Tricastini,
sults the Raid Table to determine the Attack strength of the Raid the Vocontii and the Tricorii. Most of the splintered tribes of Li-
and the Defense strength of the target city. He subtracts the De- guria are treated as part of the two Ligurian provinces except for
fense strength from the Attack strength to generate a DRM. He the Taurini. This rule applies to both groups, but the Gallic Celts
then rolls the die, applying the that DRM, and implements the re- are the ones to keep your eye on.
PLAY NOTE: The rules for the Celts are one of the reasons why Do not roll for Depletion Recovery or Pacification Removal for
the 2nd Punic War scenario is such a massive undertaking. tribes in Devastated provinces (AW 6.7).

Tribe Boii (9.14) Tribal Interception: Each tribe has Interception (AW
It-2012 6.5) capability, using its Aggression Rating as a substitute for the
Tribe Base Hex Gallic Contingent
leader Campaign Rating. The Tribal Interception range is 3
8 E 3 Manpower Rating hexes. Any time a player moves within the Interception range of
Aggression Rating
a tribe that is Active and is Allied to the opposing player, that
Battle Letter
opposing player may choose to intercept the moving force. No
(9.1) The Tribes leader is necessary (that is what the Aggression Rating stands
for, among other things). A tribe may attempt one Interception
(9.11) All tribes have counters located in a specific hex (listed on per force per Force Movement operation; there is no limit to the
the counter), which represents their areas of operations. The number of Interceptions it may attempt during an Operations
counters show the tribe’s name, whether it is Gallic or Ibe- Phase. Moreover, tribes (such as the Allobroges) that are based
rian/Celtiberian, etc., the Aggression Rating, Battle Letter, and in a Mountain hex do not pay the Interception adjustment for
the Manpower Rating, all of which are explained below. Each Mountain hexes (AW 6.54). Ignore any city in the tribe’s base
tribe has three color coded counters showing their allegiance ei- hex. There is no Attrition check following a successful intercep-
ther to Carthage (purple), Rome (red), or Neutral (green). The tion.
front side of the counter shows the tribe at full strength, the re-
verse side with a white stripe shows the tribe depleted. The tribal (9.15) Parley: If a force is intercepted by a tribe, the leader of
counter only moves from its hex during a successful Interception the intercepted force may use his available Guile Points to parley
(AW 9.14) or as result of an Augury event. After the Interception with the tribe and talk them out of the attack. To do this the player
or event is resolved, it is returned to its hex of origin. must expend at least 1 Guile Point (he may spend more), and roll
the die, adding the expended Guile Points to the DR. If that ad-
(9.12) Each tribe has an Allegiance, Status, and potential to pro- justed DR is higher than the Aggression Rating of the tribe, the
vide manpower to the players: attack is cancelled. If same as or lower, the attack takes place.
• Allegiance: Each tribe is either actively allied to Rome or
Carthage, or it is Neutral. Use the appropriate counter to PLAY NOTE: This is a form of Instant Diplomacy (see 9.3), ex-
show its allegiance. cept that it has no "lasting" effect.
• Status: Each tribe is either Active or Pacified. An Active (9.16) Battle: If a tribe engages in Battle, the SP it has for that
tribe can also be Depleted; a Pacified tribe is always con- combat varies each time. To determine the size of the force, the
sidered Depleted. A tribe is Active unless Pacified. A tribe player controlling the tribe rolls the die and multiplies it by the
is Pacified when it has suffered a Major Defeat in battle, as tribe’s Aggression Rating. That number is how many SP that
per AW 8.52. Any other level of defeat - or, of course, a tribe has raised for that battle. If the tribe is Depleted halve this
victory - keeps it in Active status. A Pacified tribe cannot number, rounding any fraction up, In addition, 10% of those SP
Intercept (9.12) and cannot be attacked. Forces may move are considered cavalry, round any fraction up. If the DR is a 0,
through its hex as if nothing were there. Use a PACIFIED the Attack or Interception is cancelled instead. If it is a player
marker to indicate this Status. Attack operation, continuation is by die roll (the tribe as avoided
• Manpower: A tribe either has manpower available or is de- combat).
pleted. An Active tribe becomes Depleted if the Carthagin- All combat takes place as per the standard Combat and Intercep-
ian (or Roman in certain circumstances) player raise man- tion rules. If the tribe suffers a Major Defeat, it is Pacified. Oth-
power from the tribe. Flip the counter to its back side. The erwise, the player simply takes his losses, and the tribal counter
tribe may still Intercept and defend itself, but the Aggres- is returned to its base hex. After Battle Status is not relevant for
sion Rating is halved (round up). Manpower cannot be the tribe but does to the player’s force.
raised from a Depleted tribe. PLAY NOTE: In is not necessary to use any of the combat coun-
(9.13) In the Tribal Segment (B/6), a Depleted and/or Pacified ters for the tribe although you may certainly do so. The player
Tribe's status can be changed, albeit gradually, as follows: may simply note the number of infantry and cavalry SP.
• Depletion Recovery: One of the players rolls for each tribe EXAMPLE: The Allobroges are based in It-1226. Hannibal
on its Depleted side. If the DR is the same as or lower than moves a force of 100 Infantry SP and 30 Cavalry SP into It-1326.
its Manpower Rating, the tribe is no longer Depleted; flip The Roman player intercepts them (we will skip that mechanic)
the counter to its full-strength side. with the Allobroges. He checks to see how many men the Allobro-
• Pacification Removal: the other player rolls the die for ges can muster, rolling a 6. 6 x 8 = 48 SP, 5 of which are cavalry
each tribe with a Pacified marker. If the DR is the same as (which have no additional effect in this hex). The Allobroges thus
or lower than the Aggression Rating, that tribe is now Ac- will attack the Carthaginians at 48 - 130, or 1-3. With Hannibal
tive. However, it remains Depleted. The Tribe’s allegiance as commander, the Carthaginians obtain a -4 Leader Tactical
remains the same. If there is an enemy force of 20+ SP with Ability Adjustment, which, added to the -3 for the 1-3 attack,
a leader in the same province as the tribe’s base hex, use gives the Allobroges a -7 DRM. The Roman Player rolls a 4,
one-half of that tribe’s Aggression Rating (round down) in which reduces to a -3 on the BRT, for a 20/5 result. This is a
the determination. Major Victory for the Carthaginians (see AW 8.52), so the
Allobroges suffer a Major Defeat and are Pacified. However, -1 DRM if that leader has won a Victory (but not Major) dur-
Hannibal has lost 7 SPs (or about 3500 men). ing the Game Turn in that province or any adjacent prov-
ince or
(9.17) A moving force attacked by a tribe may always continue
its Force Movement 0peration automatically (no DR to continue) -3 DRM if that leader has won a Major Victory during the
unless the tribe is the winner. If the tribe earns a Major Victory, Game Turn in that province or any adjacent province.
the active leader is Finished. If a lesser victory, continuation is If the adjusted DR is the same as or lower than that leader's Cam-
based on a DR to which +2 is added. paign Rating, the player rolls the die again, and multiplies the
result by the tribe's Manpower Rating. This is the number of SP
(9.18) A player may use an Attack operation against a tribe’s
raised 10% of which may be taken as cavalry SP (round any frac-
base hex if that tribe is Active and either Neutral or Allied to the
tion up). Use counters of the contingent on the Tribal marker.
opposing player. The size of the defending force is determined,
The tribe is now depleted; flip the Tribe’s counter to its depleted
and a battle conducted per 9.16. A tribe cannot use Avoidance or
side. SP raised are drawn from the contingent’s Carthaginian
Coordination.
Manpower holding box. Treat cavalry as infantry if necessary. If
PLAY NOTE: A tribe may be attacked more than once with a new the DR is a 0, no SP are forthcoming, and the tribe remains un-
force raised in response to each attack. depleted. The SP are placed with the leader conducting the Op-
eration.
(9.19) Due to an Augury Event, a tribe may attack a nearby city.
The size of the force is determined per 9.16 and placed with the
tribe marker in the targeted city’s hex. If an enemy force is in the
(9.3) Celtic Alliances
hex, the tribe attacks the force. If the enemy force remains in the DESIGN NOTE: The Celts did not forge alliances, in the diplo-
hex (outside the city) after the attack, the tribe marker is placed matic sense. They were "influenced" by personalities and events
in its base hex and the tribal SP removed. If not, the tribe places and whoever looked like he was going to win.
the city Under Siege if it has enough infantry SP to do so. When (9.31) The tribes are either allied to Rome, Carthage, or Neutral.
a Siege Attrition marker is drawn, the tribe will conduct a Siege The scenario Province Information Chart provides the at-start
Assault (the Celts were not a patient lotIf the city is captured, it status for each tribe.
is automatically Sacked. If the siege is still unresolved in the In-
ertia Attrition Segment (G/1), remove the Under Siege marker (9.32) A Roman Consul, Proconsul, Dictator/ME, or Carthagin-
and the tribal SP from the map and return the tribe’s counter to ian Army Commander in the same province as the tribe’s base
its base hex. hex may use a Diplomacy Operation to attempt to change the
allegiance of that tribe. The players cannot change the allegiance
PLAY NOTE: If a siege is undertaken, use SP counters from an of a Pacified tribe. The leader must have Guile Points available,
appropriate contingent to keep track of the tribe’s losses. although expanding the Guile points is not required. The player
may attempt no more Diplomacy Operations of this type than the
(9.2) Raising Troops from the Tribes leader’s available Guile Points at the start of the Operations
(9.21) The Carthaginian player may raise troops from tribes in Phase, and only one such Diplomacy operation may be made per
any theater; the Roman Player may only do so in the Hispania tribe.
theater. The player may raise manpower from an Allied tribe that
is neither Pacified nor Depleted and located in the same province (9.33) To make the attempt, the player rolls the die which is mod-
as the leader trying to raise those troops. Eligible leaders are any ified as follows:
Carthaginian Army or Detachment Commander and any Roman +1 DRM per Guile Point expended. The player may spend as
magistrate. many as are available to that leader.
(9.22) Raising troops from a tribe is a Manpower operation that +2 DRM if his side won a Victory (but not Major) during the
may be conducted by an unbesieged eligible leader with availa- Game Turn in that province or
ble Guile Points. The Guile Points are not expended (unless the +5 DRM if his side won a Major Victory during the Game
player wishes to do so), they just need to be available. The leader Turn in that province.
may attempt no more Manpower Operations than his printed
+1 DRM for the Roman player if the tribe is in the Hispania
Guile Rating in each of his Operations Phases, and only one such
Theater or for the Carthaginian player if the tribe is in the
operation may be made per tribe. Thus, Hannibal could attempt
Gallia Cisalpina and Liguria theaters.
4 such operations per Operations Phase, while Hanno Barca
would be limited to 1. If the adjusted DR is higher than the tribe's Aggression Rating,
the tribe changes its allegiance to that player. If the same, the
PLAY NOTE: The many leaders with a Guile Point Rating 0, tribe becomes Neutral, and if higher, there is no change of alle-
though otherwise eligible, cannot raise manpower from a tribe. giance. If there is a change of allegiance, replace the tribe’s
(9.23) To get troops from a tribe, the player rolls the die which is counter with one of the player’s color or the neutral color.
modified as follows: DESIGN NOTE: The overall political situation in Hispania was
-1 DRM per Guile Point expended. The player may spend as the inverse of that in northern Gaul. There the Carthaginians
many as are available to that leader. were still in the process of subduing the tribes in the peninsula
often using heavy handed means to maintain control of the areas
under their control. For a historical parallel, consider Julius
Designer and Developer Notes

Credits

Bibliography

Index
Roman Magistrate Historical Information – 2nd Punic War
ID # Full Name* Offices Held and Years** * = Within Reason. Lots of similar names.
401 P. Cornelius Scipio [a] C218, PC217-211 ** = Office Abbreviations: D = Dictator; C = Consul; PC = Procon-
402 T. Sempronius Longus C218 sul; P = Praetor; A = Admiral
403 C. Atilius Serranus [b]
P218 Notes:
[b] a = The father of Scipio Africanus, and most noted for his extended
404 L. Manlius Vulso P218
proconsulship in Spain from 217 BC until his death in 211 BC. Same
[c]
405 Cn. Cornelius Scipio P218, PC 217-211 applies to his brother, Cnaeus.
406 Cn. Servilius Geminus C217, PC 216 b = Manlius was the Praetor Peregrinus (praetor for foreigners and
407 C. Flaminius C217 given one of Publius’ legions) who got besieged by the Boii and had
[d] to be rescued by Atilius, the Praetor Urbanus, given the other of Pub-
408 Q. Fabius Maximus Verracosus D217, C215, 214, 209
lius’ legions to do the job.
[d]
409 M. Minucius Rufus D217
c = Cnaeus was sent by his brother, Cornelius, to Spain in 218 while
410 A. Cornelius Mamulla P217, 216 Cornelius returned to Italy. After that, he served, with his brother, as
411 T. Otacilius Crassus [e]
P217, 216, 215, 214 proconsul in Spain until both were killed in battle in 211.
412 C. Terentius Varro [f]
C216, PC215, 214, 213, 207 d = Fabius Maximus was the leader of the "Fabian" party in the Sen-
ate, the chief purveyor of the strategy of delay and deny, for which
413 L. Aemilius Paullus C216
he was awarded the cognomen "Cunctator". An enormously power-
[g]
C215,214,210,208 ful man. The cognomen “Verrucosus” refers to a wart under his nose.
414 M. Claudius Marcellus
PC216,213,212, etc. His political, military, and philosophical opposite was M. Minucius
[h] Rufus, an old "cavalry" type who believed in meeting all problems
415 L. Postumius Albinus C215, P216
with a headlong charge. In an instance of political dopiness never
416 Ti. Sempronius Gracchus C215,213, PC214, 212 repeated, the two rival men, Fabius and Minucius, were both elected
417 Ap. Claudius Pulcher PC215, 213 C212 Dictator in the same year! Minucius also served as Master of Horse.)
Did not work. Fabius also served as Consul Suffectus (sort of a re-
418 T. Manlius Torquatus P215, D208
placement consul) in the Postumius fiasco; see 'n'
419 P. Cornelius Lentulus P214,213,212
e = Served mostly as fleet admiral.
[i]
420 Q. Fabius Maximus P214, C213
f = Considering he was the commander at Cannae, it is interesting to
421 Q. Mucius Scaevola P216, 215,214,213,212 note that his political career did not suffer. He received a decree of
422 P. Sempronius Tuditanus P213,212,211,203 C204 thanks for doing his duty.
C212, PC211, 210,208,207, g = Claudius Marcellus, after Scipio, Rome's best general in the war,
423 Q. Fulvius Flaccus served endlessly throughout, mostly in Sicily. It was he who suc-
C209
ceeded in capturing Syracuse, despite the best efforts of Archimedes.
424 C. Claudius Nero P212,211,210 C207 One of Republican Rome's true heroes.
[j]
425 Cn. Fulvius Flaccus PC212 h = Here's a good one; follow this closely … it is hard to believe.
426 M. Iunius Salinus P212, 211, 210 Seems Postumius was very aptly named, as he was killed while Prae-
427 Cn. Fulvius Centumalus Maximus C211, P210 tor in Gaul, in 216. So, what was he doing as consul in 215? Well, it
appears he was Consul Designate for 215. This still entitled him to
428 P. Sulpicius Galba Maximus C211, PC210,209,208,207,206 "hold" the office of Consul, if only on the rolls. Anyway, Claudius
429 L. Cornelius Lentulus P211, PC206, 205, 204 Marcellus appears to have been appointed to take his place but, in-
430 C. Sulpicius Galba P211 stead, abdicated when such "election" was declared invalid. In game
[k]
terms it means nothing, but the Italian method of electing dead guys
431 M. Valerius Laevinus P215, PC213,212,211,209 C210 seems to have carried over to Chicago.
432 P. Manlius Vulso P210 i = Son of Cunctator. He commanded two legions in Apulia in 214,
433 C. Calpurnius Piso PC210,209,208 even though he was, officially, only a praetor. Probably because they
434 P. Cornelius Scipio Africanus [l]
PC210-206, 204-202 C205 were the Volones – slave – legions.
435 C. Aurunculeius P209, 208 j = Brother of Quintus Fulvius Flaccus, convicted in Senate of cow-
[m]
ardice in battle loss to Hannibal and exiled.
436 L. Veturius Philo P209, 208, C206
[n]
k = Laevinus was Rome's Man in Macedonia - later it was Sulpicius
437 L. Cincius Alimentus PC210, 209 Galba - sent there to keep Philip IV from joining up with Hannibal.
438 T. Quinctius Crispinus P209, C208 They prosecuted what was called the First Macedonian War. Laevi-
439 H. Hostilius Tubulus P208 nus later (around 211) was placed in charge of the main Roman fleet
upon the death of T. Otacilius Crassus, who had held that command
440 M. Livius Salinator C207, PC206 205, 204 since the beginning of the war.
441 A. Hostilius Cato P207 l = Scipio Africanus, easily the best general the Romans had in this
442 L. Porcius Licinus P207 era, and possibly the best military mind in Roman history (arguable,
443 Q. Caecilius Metellus C206, PC205 to be sure), is the son of P. Cornelius Scipio (301). There are re-
strictions as to when Africanus may enter the game. One of the best
444 Ti. Claudius Asellus P206 Scipio stories is his meeting with Hannibal in the days when the latter
445 C. Servilius Geminus P206, 202 C203 was working for Antiochus the Great. If the story is to be believed -
446 P. Licinius Crassus Dives C205, PC204 and why not - despite Rome's pathological hatred of Hannibal, Scipio
appears to have admired him greatly. It says much about how deeply
447 Cn. Octavius P206 political Republican Rome was that Scipio, in his later years, was
448 L. Manlius Acidinus PC206-202 literally run out of town.
449 M. Cornelius Cethegus C204, PC211,203
450 Ti. Claudius Nero P204, C202
451 L. Scribonius Libo P204
[o]
452 Sp. Lucretius PC 205, 204 m = Another senator of the same name was elected Dictator in 217
453 Cn. Servilius Caepio C203, P205 but lasted only 14 days, when it was discovered, he had many irreg-
ularities, wherever one has irregularities. We have, therefore, did not
454 P. Cornelius Lentulus PC203, 202 include that Veturius.
455 P. Quinctilius Varus P203 n = Considered the first Roman historian. Cincius Alimentus was
456 P. Villius Tappulus P203 captured in one of the early battles of the Second Punic War and
457 M. Marcius Ralla P204 spent years as a prisoner of the Carthaginians under Hannibal, who,
for some reason, confided in Alimentus the details of his crossing of
458 M. Pomponius Matho P204
the Alps. He transcribed this tale after his release, and the infor-
459 M. Servilius Pulex Geminus C202 mation found its way into the chronicles of many later Roman histo-
460 M. Sextius Sabinus P202 rians.
461 C. Livius Salinator P202 o = Probably a direct descendant of Spurius Lucretius Tricipitinus, a
semi-legendary figure in early Roman history. He was the first Suf-
462 Cn. Termilus Flaccus P202
fect Consul of Rome and was also the father of Lucretia, whose rape
463 M. Aemilius Lepidus P218 by Sextus Tarquinius, followed by her suicide, resulted in the de-
thronement of King Lucius Tarquinius Superbus, therefore directly
464 S. Geminus C203, P206 precipitating the founding of the Roman Republic.
465 C. Laelius C190, P196 HISTORICAL NOTE: We have not included everyone who served in
proconsul/praetor offices, mostly for the sake of keeping the counter
466 L. C. Scipio C190, P193 mix manageable. In addition, many of these men served in lesser, but
important, offices, such as Magister Equitum, Legates, Aediles, etc.

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