I would like propose a campaign for Rise of Rome DAG army list.
As it's nearly my first post I little about me:
First hope my English will be not so bad as Shakespeare language is not my mother tongue.
I play wargame since more than 30 years.
When I was young I have spent some great holidays wargame with Peter Gilder one of the greatest rules innovator.
I speak about this period because Field of Glory remember me so mutch this period.
18 month ago I was so desapointing by last pc wargame production than I had decide to completely stop playing,
until I discover FoG.
so thank to the designer of FoG.
General rules
All nation in Rise of Rome could be run, some will appear during the course of the game.
the map is an abstract reconstitution from Britany to Iran.
Depending of the number of player, one player could play more than one nation.
the goal of the game is to become the greater General of this period that mean to
but not really to run the bigger Empire
on a long term, run a to big empire will be not easy at all
Bigger a nation is bigger are chance of revolt/civil war as you will see.
one turn equal 3 year.
game begin in 280 BC
all dice roll are done with % dice (10 side)
Nation involved
at start there are 15 actives nations.
RomanCarthaginianGallicMacedonianEpire (Pyrrhic)Ancient SpanishSeleucidPergameneArmenianParthianIllyrianPtolemaicBosporanGallic Upper landGallic Briton
List could be build with allied until all allied province have been annexed. (see province)
during the course of the game 3 nations will appear
Pontic, Nubia and Indo Parthe
Starting
At start each nation has 3 provinces, one capital and 2 sub provinces.
at start each nation has 1 army + 1 in reserve in the capital region.
army
number of armies are limited based on the number of province. no nation could have more army than half the number of province (odds up)
each army have a maximum of 600 points.
an occupy province must have a garnison of 50 point
all new army must start in a capital.
reserve
reserve could never move.
reserve is activated only if no other allied army was in province when foes force arrive,
or if province is occupy at the begining of the turn.
when activated, reserve must attack enemy force.
province
each turn armies could be reconstituate based on the number and the type of province.
unused point could not be saved for next year.
the capital province =400 points
other native province = 200 point
allied independant province = 100 points
occupied province = 50 points
any conquered province become annexed after 15 years(5 turn)
all non annexed province less one must return to the initial owner at peace time (see Peace)
any province ruled by Rome become civilized after 15 years(5 turn)
Inactive Faction
Bactria, Pontic, Nubia, Jewish are inactive faction.
if an other nation enter an Inactive Faction an army is immediatly activated and rulled by the player with the highest score.
Jewish become a faction as soon as Selucia loose control of this province.
Turn sequence
- Augure/revolt/Civil war
- alliance phase
- war declaration/breaking alliance declaration
- movement
- battle
- siege
- peace
movement
cost to enter a province:
civilized province all army 2 pnt
non civilized 3 pnt
movement capacity: 6 pnt
first move is free in home territory for all but Roman.
all movement stop for an army after the first battle.
At the end of the battle phase only one army could stay in a province.
movement must be send by all player before any move start.
player with more than one army provide order in witch the army must be moved
there could be only one army of the same alliance staying in a province at a given time.
all army are moved one after an other in the following order.
first army of faction at peace
first army of faction at war not with a new war this turn.
first army of faction that declare a new war this turn.
first army of faction again a new war was declared this turn.
if more than army could move at the same time,
order is determine as follow
- faction with no alliance move first then faction with alliance
- faction with the lowest victory rating move first
- faction with bad bad Augure(Omen) move second (see Augure)
As soon as two hostile armies are in the same province a battle occur, unless one have been defeated this turn
A defeated army must be moved in any empty allied province.
if none exist the defeated army is destroyed from map.
if no battle occur the army could continue it's move
Battle
Before a battle a dice is rolled for each faction that did'nt have bad Augure.
if the result is less than the stratagema rating (see stratagema) of the player the faction win stratagema bonus.
a stratagema bonus could be used
- to retreat an army within 2 empty allied province.
- to switch terrain type (see terrain type)
battle oppose generaly 2 army of 600 point unless one have allready fight this turn.
player must choose an army according to their faction and the curent year.
army must be set before terrain choice.
battle terrain is set according to map chart +- stratagema bonus +- bad Augure.
example: a battle occur in west celti between a roman player with bad augure and a celtic player:
according to terrain chart the terrain must be crowded, the celtic player decide to switch terrain to
very crowded.
after battle the new value in point of each army is recalculate
loosing army (600 - % of loss)/2
victorious army (600 - % of loss)*1.2 (could not exeed 600 pnt)
if loosing army is less than 100 pnt, the army is destroyed
loosing army must retreat in any empty allied province or inside the capital
after each battle the player could die on a dice result (minus 5 if bad Augure)
less 5 if victorious
less 7 if defeated less
15 if the army is destroyed
+ only once each turn added the aged of the general
Siege
siege occur when capital province is occupy by an army stronger than the force inside the capital.
chance to capture the city through siege is
10% the turn where the siege begin
then chance increase by 30% each turn
+or- 10 for faction with bad Augure
+or - faction bonus
bonus/malus depending of the faction
besieging faction
Roman 10
Carthaginian
Gallic -10
Macedonian
Epire (Pyrrhic)
Ancient Spanish -10
Seleucid
Pergamene
Armenian
Parthian
Illyrian -10
Ptolemaic
Bosporan
Gallic Upper land -10
Gallic Briton -10
besieged faction
Roman 10
Carthaginian 10
Gallic -10
Macedonian 10
Epire (Pyrrhic)
Ancient Spanish -10
Seleucid 10
Pergamene 10
Armenian
Parthian
Illyrian -10
Ptolemaic
Bosporan
Gallic Upper land -10
Gallic Briton -10
Diplomacy
Alliance
Diplomacy doesn't suppose any discussion between player.
Each player could ask alliance with any other country.
a dice is rolled for each ask and the diplomatic table is cheeked.
alliance could not be refused, but an alliance could be broken the next turn.
there are some malus on dice roll
-10 if any alliance have been broken in the last 3 turn.
-20 if the broken alliance was initiate by the broker.
-20 if any peace have been broken before the normal term (7 turn) in the last 3 turn.
an alliance between 2 country permit to each one to enter in the other territory.
an allied of an allied is not an allied.
no alliance could be ask during a peace term (7 turn)
war declaration could not be made in the same turn of a broken alliance.
war declaration and broken alliance.
Both are under direct player decision.
see Alliance for exception plus
no war could be declare during an absolute peace term (3 turn).
Natural allied
some faction have natural allied.
those allied are part of the faction army list.
natural allied are
Pergamene: Kappadocia
Rome until 105 : Nubia
Iberia
Rome from 105 to 25: Arab
Nubia
Jewish
Bithynia
Bithynia doesn't exist at start, there is part of Pergan.
When Pergan loose control of this province,Bithynia become a natural allied
Celte: Liguria
Iberia
Carthage: Nubidia
Iberia
Carthage after 215: Brutti/Campania, Luccia, Campania
Brutti/Campania, Luccia, Campania doesn't exist at start, there are part of Roma.
When Roma loose control of those province,those province become natural allied
Illyria: Paionia
Spanish: Celtiber/iberia
Lusitania
Seleucid after 165: Elymaia
Bospora : Skythe
armenian 253-84: Kusham
armenian after 83: arab
atropatan
Parthian : Commagene
Arab
Atropene
Elymaia
Hatra
Neutral province
there are 3 neutral province
Crete/chypre
Sicily
Desert
when one faction enter a neutral province, other faction connected with have a Casus Belli
for exemple if Carthage enter Sicilly, Spanish, rome, macedonia, Epire have a casus Belli again Carthage
Casus Belli
When a aggressor occupies natural allied province of a faction without war, this faction have a Cassus Belli again aggressor.
When a aggressor declare war again an allied this faction have a Cassus Belli again aggressor.
A Casus belli permit to declare war or to break alliance without any alliance penalty.
Casus belli permit also to declare war immediatly to an allied.
Peace
Until all territory of one side have been conquered, after the first battle, at the end of each turn a dice is rolled.
peace is asked if result < defeat*10 - (victory *5) + 10 for each destroyed army this turn + 10 if bad Augure
(victory and defeat since the beginning of the war)
only the player with the most defeat rolled the dice.
at peace all territory not annexed must return to the initial owner minus one for the looser.
if all territory of one side have been conquered, peace is automatic.
to conquer the capital province the capital must have been taken through siege or assault.
the loosing side loose all is territory except is capital.
if capital was the only territtory, the nation is destroyed.
player of a destroyed nation would be able to take care of any other available nation if any.
after peace no war or alliance could be declared for a period a 7 turn (victorious side could break the peace after 3 turn see Alliance ).
conquered capital is destroyed.
Stratagema and Augure
at the beginning of each turn a dice is rolled for each nation;
faction suffer a bad augure for all result below 25
at the begining of each battle a dice is rolled for each nation
faction win Stratagema if the result is below the Stratagema rating minus 10 if bad augure.
Stratagema rating start at 5 and increase by 5 each time the faction win stratagema bonnus
revolt and civil war
Bigger a faction is, bigger the chance of revolt/civil war increase.
all faction with 6 or more province must roll a die
Trouble occur if the result is less than
6 provinces: 25%
7 provinces: 30%
8 provinces: 40%
9 province: 45%
+ 15% for each additional province
+ 10 % for bad august
+ 10% if one defeat during the turn
+ 5% for each other defeat.
trouble could be
national revolt
slave revolt
civil war
faction with 8 or more province suffer a civil war
otherwise it's a revolt.
a revolt create one army in one capital province in any nation previously destroyed (randomly choose).
if such army could not be create because of lack of capital province, a slave army is create instead in any empty province(randomly choose).
all province from Inactive Faction become free again. if any army are stationed in those province they are immediately attacked. Player with highest score who are not in charge of an other revolting nation take care of the revolting army
Revolting nation
the revolting army take back all the attribute of the destroyed nation.
revolting faction reconquered immediately all recaptured initial territory (no need to wait 5 turn)
capital of a revolting nation is rebuilt after 3 turn.
see chart to see witch player will control this revolting nation according to the number of player.
Slave Army
a slave army could only move inside province controlled by nation from witch the revolt occur.
a slave army is back to full strength as the beginning of each turn until the slaves are completely eliminate.
a slave army could not control any province except a capital province of a destroying nation.
the slave revolt become s revolting nation if a slave army control any capital province of a destroying nation.
A slave nation is controlled by the player with the lowest victorious ratio or by any player who have lost is nation. (or any new player)
Civil war
if civil war occur, one dice is rolled of each province but capital province.
on 40% or less province become a rebel province.
any one capital province could become capital of the rebel faction if any.
rebel faction could initiate alliance but could not declare any war until the end of the civil war.
Civil war end like any other war but peace result are different.
if rebel loose, all territory return to initial nation.
if rebel faction control capital province (not necessary to capture the city) when they win they capture all other province.
otherwise if rebel faction win, the rebel become a new nation.
a rebel faction is is controlled by the player with the lowest victorious ratio or by any player who have lost is nation (or any new player)
live and death
At start each player represent a young general of 20 year.
through game it could die during battle.
fortunately the game didn't stop for the player but it could loose is nation.
the player with the lowest victory rating could ask to switch nation.
when player die he loose all is strategos bonus and become a new young general.
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