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Masters of the Mediterranean - 220 BC |
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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. 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. |
| Home | Subject |
| Rome | Etruria |
| Carthage | Numidia |
| Alexandria | Aegyptus |
| Sparta | Greece |
| Gallia | Transalpina, Cisalpina |

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
change hands when only 1 Nation’s troops occupy it at the end of any
turn.
Each
Territory provide the owning Nation with Talents. Talents are required
is purchase troops, ships and undertake civic works.
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.
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.
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.
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.
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.
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.
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.
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 |
|
Galli |
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 Galli |
|
Heavy
Boltshooter |
100 |
|
|
|
|
Stone Thrower |
150 |
|