Masters of the Mediterranean - 220 BC
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
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 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.
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:
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.
player with the most VPs, or the least negative VPs, wins the game.
change hands when only 1 Nation’s troops occupy it at the end of any
Territory provide the owning Nation with Talents. Talents are required
is purchase troops, ships and undertake civic works.
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 represents a year and has 2 phases.
Phase – done by emailing the umpire
players issue orders simultaneously
Phase – on tabletop during NapNut meetings
player must plot the movement of his armies and navies.
movement plot must show the following
Neutral Territories revolt each turn.
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.
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
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.
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
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
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.
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 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