Command Uni to al I hour mou~m~nt rates and any leader assigned ta one alum the movement rate of the command.
Commands may be captured if at anytime an er,emy force passes through the hex and the HQ~ is alone, or its protectors are entirely eliminated. Such a captured command will yields Its cost to its captor, plus release ang prisoners held (if the prisoners are the enemy of both then they faI I to the new command>. Released prisoners that were gour own triceps Hi 11 be I Isted for assignment to commands In that hex next turn I f unable or until 11 Ing to assign them to the commands then a single city must be nominated, and they will commence a strategic more to that city (which would have to be able to hold them>.
The assignment of units to commands and commands to a higher command is made at the beginning of the week and can onig occur if the forces are in the same hex together. The ranking of commands is shown above, lower commands may only be assigned to a higher command of a su i tab I e k i nd. Th i s i no I odes the f ac t the t a D i v i s i on Command may be ass i gned to a C i tg command as long as the city was big enough, in this case the Division must become a garrison, if it cannot fit into the city then the assignment cannot be made. Like wise a small Citg command could be assigned to a Division, or a larger Ci to command to an Rang, in al I these cases the forces must become a garrison of the city and nest fit within its walls, otherwise the Assignment Hi I I fai I .
toned ¢f ¢ommur~Tc~t~on.
RlI land based command unit, except Scouting Commar-,ds, are required to be able to trace n Line of Communication (LOC) back to a friendig city or base. If it cannot it will be Considered out of communication. R communication base is any friendig owned or al I fed
city or a fortress of defence value 6 or greater. It can also be an occupied enemy city if a command base is estabI ished there.
To do so the player must have a command unit present and have 100 tlts. This base will last un t i I some 0 then p I aver takes con too 1 0 f the c i ty. Rn a i I i ed coun to i es c i t i es w i I I a I so count as a LOC base.
The range of LOC is a hexes to a friendly ci to. LOC may never be traced through an enemy force, an enemlJ zone of control, over all sea hexes (except as noted below' or through mountain hexes unless a road is present.
R force that is out of communication Hi 11 1osa I point of organic supply per moue regardless of other factors. R force that is out of communication will check its leaders LOV at the begir,r,ireg of each week If he fails then he will remain stationary for that cove and go to defend order-~. R force that is out of commur-dcatiot~ that fai Is a farther test Hi 11 move under the ,at,o,~e or ders in the direction of the nearest suppDJ base.
~ f I eet or sqds never need to trace n LOC.
Special LOC: a fleet or sqds never need to trace a LOC. R fleet Command mag however be assigned to perform this task to create a LOC for a land force. The fleet command must contain at least one sqd This LOC via sea hexes can be up to 12 hexes in length, stretching from, a friendig base to ang nominated coastal hex. The nominated coastal hex then becomes a temporary command base to which the land force can trace its LOC.
Bad weather Hi 11 inhibi t the range as fol lows: Fine and strong winds: nag only be 10 hexes long. Rain and winds : wag onig be g hexes long. Rain and strong winds: mag only be 8 hexes long. Storms : wag on l g be 6 hexes l ong.
The player must specify the naval force to be used at the beginning of the week, which must be at the coastal hex to be used. That fleet command may do nothing else that week except defend itself. He must also specify the city to which the fleet will trace. Inland cities on river s may be used but each river hex Hi 11 count as two hexes and any enemy land force on the rifler at the beginning of the week Hi I I block the LOC.
flu.
~i:t~farp Forces'.
Units bought by a country are called regiments (rests) or squadrons (sqds). They represent an unspecific number of men or ships and are the basic L`nit of the game, thug may never be blacken up. Regts and sqds are never partly damaged, they will either be fully active or dead.
To create a regt costs its build cost at that time. It must then spend R period of time in trai.-,ing at a nominated owned or allied city. Rfter that the unit will appear at the city and the player may use it. Should the city be blockaded or assaulted before training is completed then the unit automatically appears as a militia unit to defend the citg.
Once ,7,-tiv~e each regt is required to be paid each turn, representing wages and maintenance. Players unable to pay their troops must pay as many as possible unti I al I his money is gone. The remaining reghs Hi 11 then test to see if they desert or remain active at no cost. The base chance of this is your country morale halved.
R player may disband a regt at any time if he Wishes, but this may lower country morale.
Each City A, the game has a limit to how many regts it can build per qtr. this is equivalent to its size. Certain troops are restricted to where they may be built (in specific cities)
this Hi 11 be noted in each players starting material .
Players Hi 11 be restricted in what regts they may bui Id depending on their army I ists. Ray regt destroyed during a qtr however may always be rebuilt (at half the build cost) as long as this is commenced within 10 wks of destruction. If not rebuilt within that time then they are lost permanently. Such regts Hi I I appear on your move sheet as 'R~ai fable Rebui Ida:'.
Players Hi 11 also have avai fable to them a 'Force Pool' of new Degas. They may draw new uni ts to bui Id from this during the qtr as they wish, at the appropriate cost and time. This force pool Hi 11 be replenished at the beginning of every qtr.
Cities of other players that become 'allied or owned' by a new country will usually provide them Hi th view troop types bo bui Id. These Hi 11 be added to your Force Pool at the next qtr. in this way you gain the troop types (and deplete your enemies) of your opposition, in time.
70 create a sqd costs its build cost at that time. It moist then spend a period of time in training and construction at a nominated owned or al I fed city. Rfter that the unit Hi 11 appeal at the city and the player may use it. Should the city be captured by an enemy before completi,-,n then the sqds are lost.
Which -ities may build sqds will be very limited, you will be advised on your start up material whether you have the capacity. Several countries do not begin with ship building citie.. Those that do have the capacity may build REV size ship they wish. viRb~g ships are restricted to the nominated Viking countries, no other nation may build or gain the ability to be i I d these sh i ps.
Players must pay a maintenance cost per qtr per sqd he has active. If unable to do so then each sqd tests the same as a regt to see if it deserts or remains active.
R player may disband a sqd at any time if he wishes, but this may lower his country morale.
(ur¢ti Forced.
Regts are assigned to commands at ail times, either mobile ones such as Divisions command, off immobile ones such as cities and forts. R regt by itself may only move via strategic movement (see 1 stern.
R Dh~isior, command costs 100 tlts and may have Lip to 30 regts assigned to it. The command unit. Itself moves as cavalry' however it may never move faster then the slowest unit preset, t .
The purpose of a Division command is to provide an overall I command ond supply structure for the rents assigned to i t, and to al low movement. Rl I combat Hi th any regts of a Division Hi 11
i
Plats Amy bug trade units from any cats at a cost of 50 tats. They haul. a movement rate of 4 and Act An infantry. Thug should be moved to another city and there wag be Hold girding money The further the distance however the better the price. You may only bu,J one trade unit par Leak per city The receiving sitg reed riot be your own or even al I id, hosti 1~ units however waif l tend to capture trade units. Trade units do not need to be assigned to a comn,ar-,d, they nay move by thence I ves .
Country morale.
Each players country Hi 11 be assigned a morale rating at the start of the game, general Iy around 55. The rating Hi 11 vary between O and 100, the higher the better. Country morale Hi 11 effect most aspects of the Qume and players Should watch it carefully. It will be effected by many things, primari Iy the 1055 or gaining of cities' winning or losing battles, number of allies etc.
Inquest.
R cour~trg is conqered when all its . ities have been lost And converted to allied car owned status to other players.
R player can be elimir~ated from the game before his country is conq'.~ered by drc.ppir,g his Cour ~ to y More I e to zero . h I I ran,a i i, i rig . i t i as i aimed i ~ te I y tar '-, i rldePer~'der't ar-,d ~1 I f i a l commands i mined i a to I y d i sband .
h coi~-,tries capital city is its largest city at game start.
{Zecf1noIogp.
Some countries will begin with the ability to build siege trains or ships, other countries will not. The countries with this technology may sell it to those who do not. The price you set is entirely up to you but a LOC must be traced from one of your cities to one of his to complete the deal. Technology is transferred by Gift, so one of you has to trust the other to go through with the deal. Technology cannot be part of a treaty.
Once go i red the new owner w i I I be requ i red to i mp I eden t i t . S i age Tra i Ins w i I I s i mp I y be added to yc.trr Force Pool and need only be built. Ship building however requires and expenditure of 200 tlts for each city that will receive the ability. The city must be size g or greater to qualify. The choice must be made arid the mor-,ey available on the. turn after you gain the techr-,ology, a special section of your move sheet will appear for it. If for some reason it fai 1= you Hi 11 have to buy another lot of technology from someone. Uiking ship technology may not be transferred, only those nations specified may build Viking ships.
Mixes Forced.
The twits of one country may not be placed in the commands of another at anytime.
Countries that are allied by treaty may assign their commands to the control of the other player. This is simply dare by assignment and that command and its troops Hi 11 then mc,ve accordingly, obeying the orders :f the highest command
Players may not sel I troops or commands to other players in any fashion
plater CorIes'ponbence.
Players may send messages via the CM to other player 5. These must be on 3xS inch index cards and got' are limited to one to each other player per turn. Sx5 inch index cards are cheap and easi Iy purchased from most newsagents. I t is suggested that the car ds be used as introductions only and once addresses have been exchanged then the players write direct.
Gequence of pate.
k
1. Gifts' status changes, assignments and transfers, disband, determine sieges,
blQchades, Ic~otinD~ pillaging, devastation, revolt. assassins, bribes, random events, roads,
appal, rice Of forts, upg~ ode ci to DV5
2. Establ ish hovel LOC
3. Check LOC.
4. ilav.'l bonus movement for last weeh~s weather.
~i. Ix Naval Movement Point ri411PI lx LC.
5. lx HMF, lx LC, MC.
7 1-t I and forced Marcia poi n t. Force march ate iti on.
3. Hl I move 1 First Bottle Resolution Phase ';can zac.
9. let Ensoul t Phase, Special transfers.
10 1> 1lNF Ix al I Ca'Jalru
1 L lxilMP, 2nd FM.
12. Al I move 1. Second Battle Resolution Phase. Scan ZOC.
13 1. 411P, lx al 1 Cavalry.
tl
7.
16.
19.
20.
I x -4MP 3rd Fh .
Rl I move 1. Third Battle Pesoi,ation Phase Scar' ZOt:
~ Id Rosa' d t Phase Spec i ,~ l Tr Uris f err .
1.- IIMF
1 AMP! ·ith Fit.
HI i n,c,ve 1 if possible Fr''`r th Battle Resoh~tion Phase. Scan 20C.
Flow al,= Rol 1~;. Treaties ,nffe,~ted. Strategic movemer,t Naval supply. Forage.
Rttr-i tior,. Other bui Ids and income arrive.
The Movesheet and Orders.
The player report section of the move sheet will be set out as follows:
Tit le.
Weather.
Available Rebuilds. troops that have been destroyed during the quarter and are avialable to be rebuilt at the appropriate cost.
Force Pool: troops available for building at the appropriate cost, renewed at start of every quarter. May be adjusted if cities are gained or lost.
Cities: listing of all 'owned or allied' cities and their values as follows
Brisbane... ' [ { 10-5-5/10*9/U-3/<35X } ] '
Name. a.b.c. d.e.f. g.h.i.j. k.
a. Indicates the presence of hostile troops in the city hex.
b. Indicates the city is held by hostile forces.
c. Indicates the city is of allied status.
d. Tax value of city.
e. Number of rests that have been built in that city this quarter.
f. Number of sqds that have been built in the city this quarter.
g. Defence value.
h. Modified defence value.
i. Supply Capacity of city.
j. Supply points remaining in city.
k. Percentage of cities income lost due to actions during the quarter.
Leaders: listing of values of all leaders.
Spy Reports:
k
1,
Troop Positions: in order of rank you will receive the position and state of all commands and troops.
Attrition: listing of any attrition suffered this week.
Money: listing of expenses and remaining funds.
Prisoners: Listing of troops captured and formation they are with.
Treaties: Listing of existing treaties and period of expiration.
Random Events: Details of any events that have happened this turn.
Reports: Computer and GM generated reports of events during the turn.
Maps: Printout of all Field Troops and the two hexes surrounding their position, showing terrain, hex numbers and enemy troops. Individual commands will only receive one hex around the hex they occupy.
The Players Submission sheet will be as follows, using the codes indicated. Players will always be identified by their player number, P#. This command can be placed before certain commands to indicate the action applies to that player. The default player in all orders is yourself so unless another player is
4
..
jfl
involved you need not use your own player number.
The submission is broken into two major sections, Expenditure and Actions The sequence in which you give instructions is very important.
E x E? e roe d i
t'~r~ e
A. The following commands are allowed in this section, abbrviated by the capital letter used.
[B]uild - [any brand new unit or item and #] -
[location]
l
Eg
Y
New builds consist of SPies, CIties, Forts, TRade unit, DIvisions, ARmies, FLeets, TaskForces, ArMardas, SHipyards, ROads. Regts and Sqd are identified by their unit abbreviation found on your set up sheet or move sheet. New commands will be numbered by the computer in sequence after the latest command. Player must always be yourself.
[B] - [_ FL ] - [ _ Aleppo ] Build a Fleet command at Aleppo
[B] - [_2CHC _ ] - [__Pella ] Build 2xCompanion Heavy Cavalry
at
Pella
[B] - [_ SP ] ~ [_ Rome ] Build a spy at Rome.
[B] - [ 5MER _ ] - [ Rome ] Hire 5 Merchant ships, these will
remain
hired until a disband order is given.
[R]eform - [units in available rebuilds] -
[location].
Players must always be yourself. Location must be an 'owned or allied' city.
[I]ncrease - [unit,city,fort] -
[location] - [to]
TAx level, DEfence value, VEteran, ELite. Location will be a city or a command unit (lDV, 2FL, hex number, city eta]
Eg [I] - [_FO_5 ] - [ ] - [_DE_5 ]
Increase Fort #5 to defence value 5.
[I] - [_FO_Boris ] ~ [__A2231 ] - [_DE6 ]
Increase Fort Boris at hex A2231 to defence value 6.
[I] - [ 1 CHC _] - [_lDV ] - [_VE ]
Increase lxCompanion Heavy Cavalry with the 1st
Division to veteran
[A]ssassin - [location] -
[cost].
The target of an assassin will be the senior general in the hex of the player specified, if their are none present then he will fail. The cost must be at least 100 tlts but may be any 3 digit amount.
[D]isband - [unit] - [location, command] Merchant ships, sqds and rents may be disbanded at any time.
[G]ive - [item] - [from] - [to -
city,force,player]
PRisoners, TRade unit, Technolgy Naval, Technology Siege, CIty, FOrt, SupplyPoint. The player must be specified or will be yourself. A gift of money is made by using a number in the item box. If to a city or force is considered a bribe. To give money to another player use his player number.
Eg. [G] - [_TR_ _] - [ ] - [_P5_Athens ]
Give, in this case trade, one TRade unit to player 5's city
of Athens.
[G] - [_CI _ ] - [_Athens ] - [_P5 ]
Give the city of Athens to player 5
[G] - [_TN _ ] - [_P1 ] - [_P5 ]
5
1
Give Naval Technology from player 1 to player 5.
[G] - [ 100 _ ] - [ ] - [_Athens _]
Give 100 tlts to the city of Athens as a bribe.
Players who are swapping items as part of a deal should make a note of such in the comments section of their move. The GM will then check that all sides are complying and determine if the gift goes through.
[T]reaty - [nation] - [period]. Player number represents the nation you are allying with. The period must be at react 6 moves and no more then 48.
B. Actions and Orders.
[T]ransfer - [from] - [to] - [item].
Name of regt or sqd or command, Leader #, PRisoners. Player
must always be
yourself. Troops and commands MUST be in the same hex
together.
Eg. [T] - [ lDV j - [ 2DV ] - [ 2CHC,5PMI,4SLI ] Transfer 2xCHC, 5xPMI and 4xSLI from 1st Div to 2nd Div.
rat - r Athens ~ - r TAR 1 - r lDV ]
· NOTE: In the following sections for movement and orders it is NOT nessaccary to fill out a 1iDe for every command. If DIV are placed under an Army they will ant statically ~ sums that A = ins i = tractions, so only the A = y need he give= any
Transfer 1st Div from Athens to the 1st Army (this would also transfer all troops assigned to the 1st Div at that time).
~[M]ove - [command] - [direction]
Direction is 1 north and then clockwise around the hex, 4
being south.
Other options are:
0 - remain stationary for 1 MP.
E - embark on ships (must have 1 MP left).
D - disembark from ships.
R - raid city if present and orders allow, 2 MPs expended
Eg. [M] - [_1AR _ ] - [_1,1,3,3,2 _ ]
Move 1st Army north, north, south east, south east and north
east.
[M] - [ lDIV _ _ ] - [ 1,1,2,2,L ]
Move 1st Division north, north, north east, north east, embark
on ships.
The NORTH direction on the maps will be toward the top right of the map, following the hex grain.
[S]trategic move - [units] - [from] - [to]
Movement of rests or sqds from friendly city to
friendly city.
[O]rders - [command] - [Mode]-[Command]-[Modifier#]-[Battle*]-
[Formation*]
[Conditional*]-[City]
Mode = Field or Garrison. j
Command = 1,2,3,4.
Battle = 1,2 3,4,5.
Formation ~ i to 16 if applicable.
Conditional orders = A,B,C.
City orders = 1,2,3,4,5,6,7,8,9,0.
* = optional command.
An order will remain in effect until changed by the player, or
conditions
modify it.
6
- - ~
Eg. [01 - [_1AR~] ~ [_P_] ~ t 1 ] - t_l_] - [_1_] - [_] - [_A_] - [ 1_]
1st Army (and therefor all forces under it) are placed on field orders, attack with a modifier, prepare for skirmish, attack all forces meet, stay ready at any city encountered. The player has not set a formation as it is optional.
Fleets are only given Mode, Command (1,3,4 only), Modifiers, Conditional and City orders. They do not we Battle or Formation orders.
[L] ine of Communication - [Naval command] ~ tfrom] ~ tto] . Naval lines of communication only.
[ N ] ame - [ command, city, f ort ]
May be up to 20 characters in length.
Note that Merchant ships must be assigned to a Fleet Command to move but that they do not contribute toward the limit of 10 ships, they can be stacked with the command to any number.
The formation displays in the rules indicate the presence of infantry and cavalry but do not require them. Armies with no cavalry naturally develops ways of wing the formation their way.
Player numbers for the games
1 Varangian Russ
2 Car t hag in tan
3 Illyrians
4 Babylonians
5 Nornans
6 Imperial Romans
7 Runs
8 Thracians
9 Arabs
10 Tibetans
11 Byzantines
12 Macedonians
13 Indians
14 Marian Romans
15 Tibetans
16 Ming Chinese
17 Aztecs
18 Vikings
19 British
20 Goths
21 Egyptians
by country are as follows:
Dacians
Medieval Indians
Elittites
Swiss
Achaemenid Persians
Ghaznavids
Anglo Normans
Galatians
Asiatic Successors
Azzyrians
Imperial Romans
Japanese
Sassanids
Parthians
Koreans
Mongo Is
Norse Irish
Incas
Is lamic Rers fans
Maccabean Jews
Hoplite Greeks
Players may submit notes to ensure understanding. I will be returning your move sheets to you with notes written on them to correct mistakes or misunderstandings. If an error occurs I will not have these sheets to check for it. Find it immediately or I may not correct it. The map reports spoken of are not yet available so I will continue with improved verbal descriptions. Individual regts and sqds must be assigned to commands immediately or I will do so for you.
Players are asked to assist the developement of this game, for which they will be rewarded with cheaper moves, S2.00 whilst under developement. This may continue for some time, at least 4 months. Moves may be slower but the new system should actually speed up hand processing as well.
7