Masters of the Mediterranean - 220 BC

Introduction

Masters of the Mediterranean (MoM) is a Napnuts campaign game set in the Mediterranean Sea around 220 BC. It is primarily a fast and simple campaign used to tie together a series of miniature battles. While  have tried to keep as faithful to history as possible, game play and fun come first. For example we have included the Greeks as a separate major power with 3 territories though historically they are better portrayed as a  subject territory of Macedonia. This is because we wanted to accommodate 5 players and we have a large Greek army available.  

The campaign is designed for use with our own house rules.  As such, the Specifications and Points cost for each troop type in Table 1 below may not be fully intelligible to gamers using other rule sets.  Nevertheless, we are sure that with a little ingenuity, you can easily adapt these campaign rules to DBA or any other rule-set you intend to use.

The Map

The campaign map shows the geography of the Mediterranean Sea and is divided into 15 Territories and 5 Capitals.  The dark blue sea areas are considered impassable for game purposes.

The Players

The game is designed for 5 Nations, Rome, Aegyptus, Carthage, Sparta and the Gauls. Each player begins the game controlling his capital, his Homeland Territory and 1 Subject Territory as defined in Table 1 except the Gauls have 2 Subject territories and no Home territory. The other territories are Neutral and umpire controlled at the beginning of the game.  

The starting territories are as follows:

Home Subject
Rome Etruria
Carthage Numidia
Alexandria Aegyptus
Sparta Greece
Gallia Transalpina, Cisalpina

Victory Conditions

Victory is determined by VPs. Each Talent spent on civic works scores 1 VP. Each enemy Capital sacked scores 2000 VPs. If your Capital is sacked you lose 2000 VPs. Each broken unit at the end of combat loses the owner 50% of its Talent value in VPs.

The player with the most VPs, or the least negative VPs, wins the game.

Territories

Territories change hands when only 1 Nation’s troops occupy it at the end of any turn.

Gold

Each Territory provide the owning Nation with Talents. Talents are required is purchase troops, ships and undertake civic works.

Troops

Each territory allows the owning player to raise troops at an initial cost as shown in Table 1. This cost will change throughout the campaign depending on the demand for each troop type. Newly recruited troops may start in any friendly territory connected by a land route. If a territory is not connected to the capital by a land route, then only local gold can be used to raise troops in that territory.

Turn Sequence

1 turn represents a year and has 2 phases.

Order Phase – done by emailing the umpire

All players issue orders simultaneously

  • Collect income

  • Maintain existing troops and ships

  • Purchase new troops, ships and undertake civil works

  • Specify allies and the territories they are allowed free movement

  • Plot movement

Resolution Phase – on tabletop during NapNut meetings

  • Resolve revolts

  • Resolve battles

  • Change territory ownership

Movement

Each player must plot the movement of his armies and navies.

Armies movement plot must show the following

  • Army ID

  • Generals attached

  • Territory from which it starts

  • Through any number of friendly territories (including allies if allowed) and the final destination. 

  • It may only move 1 territory if it uses any sea route.

Neutral Revolts

Conquered Neutral Territories revolt each turn.

Roll 3D6 each turn. If the roll is greater than the number of defending FIGURES (cavalry count double), eliminate 1 figure for each additional pip rounding up if necessary to complete bases. If there are no remaining garrisons, the Territory becomes neutral.

Subject/Neutral Uprising

Whenever an invading army attempts to “liberate” ie invade a Subject or conquered Neutral Territory, the locals will rise up in support. Roll 3D6 and add that number of figures to the attacking army from the available troop types from that Territory, attackers choice of troop type.

Battles

The moving army is the attacker and the stationary army is the defender. If both are moving then play a meeting engagement. All battles last 10 turns. Any units that leave the tabletop before this time are considered broken. Any broken bases at the end of combat have a 1/3 chance of being eliminated, this is only important for armies cut off from their Capital.  

All battles are resolved on a 2'x3' tabletop.  Defender may elect to place up to 6 pieces of terrain - either a linear obstacle (ie river, hedge) or a hill, forest or rough terrain piece measuring 6"x6".  Terrain pieces in the centre of the table and within the deployment zone has a 50:50 chance of being removed (roll 1D6 1-3 terrain removed, 4-6 terrain stays).  Attacker may then place or remove 1 piece of terrain.

Conquering neutrals follows a different procedure.  All the attacker has to do is to march in with an army greater than the size of the defending army.  The size (number of FIGURES) of the defending army is determined by a roll of 6D6.

Capitals

If all Territories connected to a Capital are controlled by enemies, then that/those nation/nations may either Offer Terms or Assault the Capital. Galli is NOT a capital and cannot be offered terms nor invaded.

Surrender terms

Any surrender terms must include the return of the Home territory. Enforceable terms include the immediate transfer of VPs and the immediate change of control of territories (and the removal of troops) between the 2 parties. Other terms may be agreed to but are not enforceable.

Attack

Defenders are allowed 4D6 figures of free troops. All defenders start behind a defensive wall which provides a +1TH for defenders and –1TH for attackers. If the attacker wins he gains 2000VPs and the defender loses 2000VPs. The attacker must then immediately return the Homeland to the defender.  

Generals

Each Nation starts the game with one General (with a 1D6 rally die roll). Generals who win/loss spectacularly may have their rally die roll modified by +/- 1 at the umpire’s discretion. Any army of 30+ figures (cav and light arty X2 and elephants and heavy arty X5) in battle without a General is assumed to have a commander who behaves as General without any rallying points. At the end of the battle, roll 1D6. +1 if there more broken enemy figures than friendlies and –1 if vice versa. On 5 or greater, the General may be named and from now on has a 1D6 rally roll.

Naval Rules

Naval crossings may only be attempted between areas that are linked by a dark blue line.  (Note - crossings between Masaesulii-Hispania, Sicily-Campania, and Asia-Macedonia are deemed to be land crossings for the purpose of this campaign.)

The number of units that may cross at a sea link is unlimited (it is presumed that there are sufficient transports at the various ports along the coast).  However, players may wish to purchase warships (Navy points) to protect their transports.  Navy points can be recruited at 20 talents per point. They may be retained year to year at 5 talents. Navy points may be deployed to each of the 4 sea routes each turn. Combat occurs when there are land/naval units from more than 1 player in that route.

Each side rolls 1D6 per naval point
An enemy model or 1 naval point is destroyed on each 4+, the victim's choice.

Table 1  

Territory

Income

Troop type available

Cost per base

Specifications

Carthage

2000

Punic Phalanx

80

4I Reg 5/2 LTS LSh

 

 

Punic Cavalry

120

3C Irr 5/2 LTS SSh LA

 

 

War elephant

150

1E Wb 4/9

Masaesulli

1000

African Phalanx

100

4I Reg 5/2 LTS LSh LA

 

 

Libyan javelineers.

26

2I Irr 5/2 Jav SSh

Numidia

1000

Numidian LC

50

2C Irr 5/2 Jav SSh

 

 

Numidian Javelins/Slingers

26

2I Irr 5/2 Jav SSh or Sling Buc

Hispania

1000

Spanish HC

120

3C Irr 5/2 LTS SSh LA

 

 

Spanish Scutari

66

3I Irr 5/2 HTW SSh LA

 

 

Spanish Caetratii

32

2I Irr 5/2 Thw Jav SSh

 

 

Balaeric slingers

36

2I Irr 4/2 Sling Buc

Macedon

2000

Macedonian HC

98

3C Irr 5/2 Kon LA

 

 

Macedonian Phalanx

108

4I Reg 5/2 LTS LSh LA

 

 

Slingers

26

2I Irr 5/2 Sling Buc

 

 

War elephant

150

1E Wb 4/9

Macedonia

1000

Macedonian HC

120

3C Irr 5/2 Kon LA

 

 

Macedonian Phalanx

108

4I Reg 5/2 LTS LSh LA

 

 

Archers

22

2I Irr 5/2 Cbow

Thrace

1000

Thracian HC

120

3C Irr 5/2 LTS SSh LA

 

 

Thracian Rhomphia

54

3I Irr 5/2 Axe Jav SSh

Illyria

1000

Lt Cavalry

50

2C Irr 5/2 Jav SSh

 

 

Thureophoroi

80

4I Reg 5/2 LTS Jav SSh

 

 

Javelinmen

26

2I Irr 5/2 Jav SSh

Sparta

2000

Spartan Cavalry

120

3C Irr 5/2 LTS SSh LA

 

 

Spartan Phalanx

144

4I Reg 4/2 LTS LSh LA

Achaeal

1000

Greek Cavalry

75

3C Irr 5/2 Jav SSh

Aetolia

1000

Greek Phalanx

100

4I Reg 5/2 LTS LSh LA

Epirus

1000

Thureophoroi

80

4I Reg 5/2 LTS Jav SSh

 

 

Peltasts

60

4I Reg 5/2 LTS Jav SSh

 

 

Greek Javelin

26

2I Irr 5/2 Jav SSh

 

 

Greek Slingers

26

2I Irr 5/2 Sling Buc

Rome

2000

Roman Cavalry

108

3C Irr 5/2 Jav SSh LA

Etruria

1000

Hastati/Principes

124

4I Reg 5/2 Pilum LSh LA

 

 

Triarri

144

4I Reg 5/1 LTS LSh LA

 

 

Velites

26

2I Irr 5/2 Jav SSh

Campania

1000

Campanian Cavalry

108

3C Irr 5/2 Jav SSh LA

 

 

Hoplites

72

4I Irr 5/2 LTS LSh

 

 

Javelinmen

52

3I Irr 5/2 Jav SSh

Sicily

1000

Light Cavalry

50

2C Irr 5/2 Jav SSh

 

 

Hoplites

72

4I Irr 5/2 LTS LSh

 

 

Skirmishers

26

2I Irr 5/2 Jav SSh

Gallia

2000

Celtic Cavalry

75

3C Mob 5/2 Jav Sh Wband

Gallia cisalpina

1000

Celtic Warband

45

3I Mob 5/2 Jav Sh Wband

Gallia transalpina

1000

Celtic Skirmishers

26

2I Mob 5/2 Jav SSh Wband

Celtiberia

1000

Celtic Cavalry

108

3C Mob 5/2 Jav Sh LA Wband

 

 

Celtic Scutari

60

3I Mob 5/2 Jav Sh LA Wband

 

 

Celtic Caetratii

36

2I Mob 5/2 Jav SSh LA Wband

All Capitals

 

Light Boltshooter

100

 

Except Gallia

 

Heavy Boltshooter

100

 

 

 

Stone Thrower

150