FoG Campaign

Introduction

Lots of us like to play campaigns, most of the purpose is to play games with our favorite armies.   Here is a campaign based on (in this instance) The Punic Wars.   Any period could use a similar system.  Other than keeping track of General's victory points, no other admin is required.

There is of course a map.    The guilty party has apologised & we'll update it in due course.  (link).

Concept

The concept is that the generals in the campaign do not have choices about who they fight, these choices are made by their king, tribal elders or senate.  This means that commanders do not always fight who they might choose.

Rules

Each general starts the campaign with 30 `Popularity points`, which increase for each victory or decrease with each defeat. As soon as a General’s popularity points reach 10 or below, the general must move to another state to continue in the campaign. If their popularity reaches 0 or less, the general is removed from command and executed, (banished, sold into slavery) etc.

Victory Points are scored using the BHGS victory point system worked as follows-

When a battle is fought deduct losers score from winner's   Eg a 10 - 0 battle is +10 to the winner's reputation - 10 from loser’s.   9-1 is +8 - 8. Bonuses - beating someone who's reputation is higher than yours +1.   Beating someone whose reputation is double yours +2, Triple +3, up to +5.

Each Power has a set number of provinces. If the provinces a state owns reaches 0 the power has been conquered and that army list can no longer be used, (except by the conquering empire as an ally). Conquering, may take a number of different forms, it may be the physical domination of a territory by military forces, the insertion of a puppet government, the imposition of favourable treaties/trade deals, etc.

Provinces are only conquered if the attacking player wins a decisive victory. If it is a minor victory the attacking general is partially successful, but the province is not completely conquered. If the defender has a partial victory the enemy force is not driven out and the attacker can choose to attack again next turn.

Each time a general conquers an enemy province; the province is added to the power’s other territories, enabling that nation to expand. Moreover, the expanding territory can now use allied contingents from conquered powers in its armies.

Armies must conform to the army list books and can include allies, if they are allowed within the lists. Allies may also come from territories which have been conquered by the expanding territory. All armies will be 800 points.

The Generals (players) do not choose who they are going to attack, this is decided by their political masters, (Senate, Monarch, etc). To simulate this, the players roll randomly to see which player or NPC territory their political masters have instructed them to attack. The only time where a player can choose his enemy, is if he has won a partial victory and decides to fight on to achieve his objective. 

Each turn represents a year.  Players roll for initiative (1D6 with an addition of 1 for every 10 popularity points), the player with the highest initiative rolls to see who he will have to attack that turn. The player rolls a D100 and consults the chart to see which territory he is attacking, if it is easier for the player to attack another territory in the same empire, the player attacks that territory first.

If the player attacks another player’s territory, the other player must defend that territory and cannot mount his own attack that turn. A territory can only be attacked by one force at a time, if more than one player attacks the same empire, a joint battle will be fought, with each attacking player providing roughly equal number of points to the army. These coalition armies will have an additional 100 points and minimums are divided by the number of players, so that if 2 players attack a territory, they each provide roughly 450 points with minimum compulsory troops halved. Victory points won or lost are shared out equally between the attackers. If the defender looses, they will loose a number of territories equal to the number of players attacking them, to a maximum of 3 in one turn.

 

Super Powers (9 Provinces)

Rome

Carthage (including Numidia)

 

Major Powers (6 Provinces)

Macedonia

Seleucid Empire

Ptolemaic Egypt

 

Other Powers (3 Provinces)

Illyrian

Epeiros

Thrace

Achaian League

Athens

Boeotian League

Sparta

Aitolia

Galatians

Pontic
Syracusan
Pergamene
Kyrenean Greek

Iberian

Lusitania

Celtiberia

Gallic (North Italy & Southern France only)

Crete

Bithynia & Kappadokia

Attack locations are set by a die roll.  See map to reference which state is which.

1-9 Rome

10-12 Syracuse

13-21 Carthage (17 Numidia)

22-24 Iberia

25-27 Lusitania

28-30 Celtiberia

31-33 Gallic (North Italy & Southern France only)

34-36 Illyria

37-42 Macedon

43-45 Eperios

46-48 Aitolian League

49-51 Boeotian League

52-54 Sparta

55-57 Athens

58-60 Thrace

61-63 Pergamum

64-66 Bithynia & Kappadokia

67-69 Galatia

70-72 Pontus

73-78 Seleucid Empire

79-84 Ptolemaic Egypt

85-87 Kyrenea 

88-90 Crete (Later Hoplite Greek)

91-93 Thessaly

94-96 Achaian League

 97-100 Attacker’s choice

 

Turn 1