Friday, February 10, 2017

HC: Hispania Campaign Rules

During our game this week Kent suggested some sort of campaign would be fun so today have bashed together a very loose campaign structure for the next few battles.


Punic Wars Hispania Campaign 236-228 BC

Background
After the defeat of Carthage in the First Punic War, the Carthaginian general Hamilcar Barca crushed a mercenary revolt in Africa and trained a new army consisting of Numidians along with mercenaries and other infantry and in 236 BC, he led an expedition to Iberia where he hoped to gain a new empire for Carthage to compensate for the territories that had been lost in the recent conflicts with Rome and to serve as a base for vengeance against the Romans.

In eight years, by force of arms and diplomacy, he secured an extensive territory in Hispania, but his premature death in battle (228 BC) prevented him from completing the conquest.

The campaign is (extremely) loosely based around the timeline of Hamilcar’s expedition in Hispania.

Objective: To capture both opponents starting territories and so conquer/ control Hispania.

Movement
Any army may move freely between their own territories but may only enter one unoccupied/neutral/enemy controlled territory per turn.  

Income:
Each territory generates gold each year (see chart below)

Gold can be used to buy additional troops in the controlling players territory or to replace units destroyed in battle.

The Cost of each replacement unit as the same as the price of a unit in the Hail Caesar army lists.

Each player starts with 1x 400 point army. They can build a second army in their starting homelands, minimum size of a campaigning army is 200 points.

Territory
Income
Notes
Gallacia
100
Home territory
Aquiatania
100
Home territory
Gallia Transalpinia
50

Gallia Cisalpinia
50

Hispania Citerior
50

Celteberia
50

Lusitania
50

Hispania Ulterior
100
Home territory
Turdetania
100
Home territory

Income Tracker
Year
Income Generated (Spanish)
Notes
Income Generated (Carthaginians)
Notes
236BC
200

200

235 BC




234BC




233BC




232BC




321BC




230BC




229BC




228BC





 Maximum number of field armies: 2

Max size of each army is 600 points.

Starting Armies: 400 points

Each turn is one year.

Turn Sequence
1.      Roll to see who will move first (Player A) on the campaign map.  
2.      Player A can spend gold to replace lost units (units points = gold spent) or build a new army.
3.      Player A can move their army/armies
4.      Player B then goes through steps 2-3
5.      Fight any battles: If two opposing armies are present in a territory a battle is fought. The winner captures the territory and can add the gold value of it to their income at the start of the next turn.
6.      Retreat: The loser of a battle must retreat to an adjacent territory- and a territory that is towards their original bases.

Spending Income:
1.      Replacing lost troops
2.      Building a new army

Battle Losses:
Armies recover losses in battles as follows:

Roll 1d6 to determine the result for each unit destroyed in the battle. The number below is the roll required on a D6 to recover the unit.
                              Winner                Loser
Regular troops     4-6                          5-6
Veterans:              3-6                          4-6
Elite*:                  2-6                          3-6
Elite includes: General’s bodyguard units, medium cavalry, elephants etc.

Home territories: (Galaecia, Aquitana, Hispania Ulterior and  Turdetania)
Each of these provinces has a garrison of 100 points of troops that are permanently stationed there. The troops cannot join field armies but can be added to a field army defending the territory should it be attacked (thus a 400 point field army would be 500 points when fighting a battle in its home territory).

The home garrison must be regular infantry types and can include skirmishers.

If the homeland territory is captured the garrison is disbanded and even if the territory is recaptured in future turns the garrison is not reformed.

Victory:
Capturing both of your opponent’s home territories is an automatic victory.

Otherwise at the end of campaign the player with the most territories under their control wins.


If both players control the same amount of territories the game is a draw. 

And there we have it, its pretty simple but we will see if it works, starting next week.  

It would be pretty easy to grow it into a bigger campaign too by adding a third player with the Republican Romans...

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