New Version

Newly released Conquest of the Empire by Eagle Games.
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Chacmool
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Re: New Version

Post by Chacmool » Mon Oct 27, 2014 10:25 am

It would be interesting to know when this version will be released.

Seems like it is the actual project LH is working on.

Not A&A1916 and not a Civil-War game either.
"Books and bullets have their own destinies"

Ernst Jünger

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Flashman
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Re: New Version

Post by Flashman » Sat Nov 08, 2014 6:01 pm

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Imperious leader
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Re: New Version

Post by Imperious leader » Sat Nov 08, 2014 7:22 pm

Oh no...
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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Flashman
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Re: New Version

Post by Flashman » Sat Nov 08, 2014 7:48 pm

Oh, yes.

Slightly revised standard map. Rome is super-city and has special rules; Belgica (Augusta Treverorum) is an alternative player capital.

Thicker sea zone borders indicate more dangerous sea movement (ships tended to hug the coast).

Roads assumed to be connecting all "civilized" areas.


Caesars, Generals and Augustae

Still think "Imperator" would be a more appropriate name; in the later empire a "Caesar" was a junior Emperor.

Succession rules: if your Caesar/Imperator is eliminated you can nominate any surviving and free general as successor. This of course extends the game; the number of generals each player starts with determines game length. In a standard six player game each might start with 2 generals, four or five players 3 each.

Also suggest a simplified version of my dynastic rules: this requires each player to have a female "Augusta" piece which can be married to another player's Imperator to seal alliances.


Catapults

Think these should be neutral pieces. Only one allowed per legion. Cannot be taken as casualties. Cannot be moved with retreating pieces, so are captured when an army is defeated.

This is the only way barbarian armies can acquire catapults.

Map update to show Barbarian tribes nominal starting areas. Tribes activated by event cards; some areas more vulnerable than others. This version suitable for mid 3rd Century "Crisis".
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Flashman
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Re: New Version

Post by Flashman » Tue Nov 11, 2014 7:57 pm

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Re: New Version

Post by Flashman » Thu Nov 13, 2014 6:35 pm

PIECE COLOUR

Wondering which approach will be taken on piece colours. I'd prefer the older idea of neutral combat units, commanded by leaders in player colours.

So:

Imperator, Augusta, 8 Generals and Galleys in player colours

Infantry in grey
Veteran Infantry in silver
Cavalry in bronze
Catapults in brown

This much more easily facilitates the transfer of combat units between players, and cuts down considerably on the total number you need to supply with the game.


AUGUSTA

The Augusta, then, as the only new piece. Think of her as an unmarried sister or daughter of your Caesar. A female character in a war game? Read the history of the Roman Empire, and you'll find that alliances were almost always sealed with a marriage.

So, at the start of a player's turn, he can try to arrange a marriage for either his Imperator/Caesar or his Augusta to the opposite piece of another player. Cash can change hands to sweeten a match.

As long as the marriage lasts, the two players are locked into an alliance preventing them from attacking each other. They can also share tt and fight together. Since a player can have both principle pieces married, he can have alliances with two other players simultaneously.

This is intended to be used in conjunction with a player being allowed to promote a general to take the place of an eliminated Imp/Caesar. So, alliances can change during the game.

I dislike the old rule that you take over the entire possessions and units when you eliminate an enemy Caesar. However, if a player loses his last Caesar/General (and thereby his last legion) then his remaining money and controlled tts should go the the player whose Caesar is married to his Augusta.

Note that if an Augusta dies (event cards, birth rolls etc) then her original player faction gets her back to represent a new unmarried woman who can be paired off to form a new alliance. Similarly if her husband dies she is returned to her paternal house and can remarry.

It will be seen that in a 3 player game it would be possible for marriages to lock-out the game, with nobody able to attack another player. This is not possible in a game with 4 or more. Therefore with 3 players there can only ever be a 2 vs 1 player alliance.

ITALY

Special rules for Italy. Nobody can start in Italy; for a 6 player game use Belgica as a starting capital (ref my map).
For Italy (my map) consider only Latium & Campania; in the Republic the north of what is now Italy was considered part of Gaul. For later periods apply to all of "modern" Italy.

A player may not move legions into Italy; it is considered to be off limits as too big a threat to the powers of the Senate. Leaders can move into/through the country, and galleys may dock there to pick them up as long as they do not offload combat units.

If a player does break this rule he is considered to be staging an insurrection and making a bid to become Dictator/Emperor, with the following effects:

By taking control of Rome he immediately gets access to the state treasury, which will be a (large) set amount. He will have calculated that this money will be enough extra income to allow him to defeat all opponents.

He can start collecting taxes for Italian tt, which includes the capital city of Rome @+20 talents.

All his alliances are immediately terminated, regardless of marital status.

All other players are forbidden to attack each other and must combine to overthrow the tyrant. They are free to enter Italy for this purpose only, but may not take control of Italian tt or sack Italian cities. Once the tyrant is dead they must move all their combat units out of Italy at the first opportunity, or be declared outlawed themselves.

If a player has violated the Italy rule, but subsequently decides he cannot defeat the enemies combined against him, he can voluntarily assassinate his own Caesar, replacing him with a promoted general. He is now back in the game as a normal player with alliances, tax collecting etc. However he must pay back all the money looted from the treasury before he can start buying new units; he cannot use the rule to grab the treasury and then keep it by murdering his own leader.

Note that in some proposed scenarios, characters will already be married and alliances in place (e.g. Cassius was married to the sister of Brutus).

In scenarios post 300AD there can be 2 Roman capitals (one in each half of the map/empire) in which case the "Italy" rule will also apply to Thrace/Constantinople).

In some cases a player may start in possession of Rome, in which case all other players are considered to be rebelling and declaring for their own rival candidate.

Perhaps, if there is a tyranny established, each player must declare "for" or "against" the de facto government.

Asides:

The "Egypt" player might decide to marry his Caesar to his own sister, though for what purpose I cannot say.

Cleopatra was considered to be a monarch in her own right (at least after murdering her own brother/husband). In which case she would count as Caesar for all purposes other than not being able to command (i.e. add units, re-roll dice) in battle. Similarly Zenobia. However true Roman factions would never consider a female leader.

BARBARIAN FACTIONS

In later scenarios some players start as "Barbarian" factions such as the Vandals, Huns and Goths. Not all that different in practice, though they would not build cities or promote veteran units. They would be eligible for marriages (Attila the Hun claimed half the Roman Empire in right of his Roman "wife").

Increasingly, barbarian units would be drafted into the Roman army, certainly after inflations make regular units more expensive.

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Chacmool
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Re: New Version

Post by Chacmool » Mon Nov 17, 2014 10:37 am

You forgot the colours for the Chariots of the in-game race Ave-Cesar..
"Books and bullets have their own destinies"

Ernst Jünger

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Flashman
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Re: New Version

Post by Flashman » Sun Nov 23, 2014 10:44 am

Player colours of course, ideally with appropriate custom regional chariot designs:

Purple - Roman
Red - Carthaginian
Black - Iberian
Blue - Egyptian
Yellow - Syrian
White - Greek

Green - Gallic
Brown - Persian

the last two being supplied with the expansion containing the Persian map section, the Celtic and Parthian armies and the 8-track race course.
The Gallic chariot(s) might even be a unique combat unit in the Celtic army; in Britain at least.

I now incline towards player colours for infantry (chipping allowed) & cavalry but Veteran infantry in silver and limited to 50 in total (no chipping).

Also thinking about Praetorian infantry in gold. The Praetorian Guard (10 cohorts) are stationed in Latium to Guard the capital, so its not so easy for someone to just ride into Rome and proclaim himself Emperor. Unless he's managed to bribe the Guard of course...

http://en.wikipedia.org/wiki/Praetorian ... tical_role

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