for Commands & Colors Ancients
This campaign contains 12 scenarios which are played in sequence. One player takes the Romans and one the Carthaginians. The player who has amassed the greater number of Victory Banners after all scenarios have been played is the winner. It is possible for a player to amass glory in one battle and then use it to affect the following battle.
Scenarios
- 004 Ticinus River (218 BC)
There is an after action report of this scenario. - 005 Trebbia (218 BC)
There is an after action report of this scenario. - 006 Lake Trasimenus (217 BC) - This scenario is greatly unbalanced in favour of the Carthaginians, so the Romans get one extra Leader who they can place anywhere.
- 007 Cannae (216 BC)
- 008 Dertosa (Ebro) (215 BC) - This scenario is greatly unbalanced in favour of the Romans, so the Carthaginians get one extra Leader who they can place anywhere.
- 009 2nd Beneventum (214 BC)
- 010 Castulo (211 BC)
- 011 Baecula (208 BC)
- 012 Metaurus (207 BC)
- 013 Ilipa (206 BC)
- 014 Great Plains (203 BC)
- 015 Zama (202 BC)
Campaign Rules - Glory Counters
Glory Counters are awarded after the end of each scenario. They can be used in the next scenario. Glory Counters left unused at the end of a scenario are lost and will not be carried over.
Gaining Glory Counters
The winning side gains two Glory Counters.
The losing side gains one Glory Counter.
If the loosing side fails to get at least half the required number of Victory Banners, the winning side gets an additional Glory Counter.
One additional Glory Counter is awarded for each Roman or Carthaginian standard captured
Spending Glory Counters
Glory Counters can be spent in subsequent battles in the campaign in a number of different ways. A player may only spend one Glory Counter per player turn.
Replace a Command Card
A Glory Counter can be spent at the start of the turn immediately prior to playing a Command Card in order to discard one card from the player’s hand and draw a replacement.
Rally
A Glory Counter can be spent at the start of the turn immediately after playing a Command Card in order to return a single block of any type to any single under-strength unit anywhere on the battlefield. A unit may not gain more blocks than it originally had. Elephants and Artillery may not be rallied.
Heroic
A Glory Counter can be spent at the start of the turn immediately after playing a Command Card in order to make a unit heroic. It will be heroic for this player turn and the following enemy player turn. While heroic, the unit will score a hit for each leader symbol rolled in close combat and may ignore one flag. Elephants and Artillery may not be heroic.
Leader Activation
A Glory Counter can be spent at the start of the turn immediately after playing a Command Card in order to additionally order a leader, but not any attached unit.
Scenario Special Rules
Capturing a Standard
For this period, Pliny tells us that there were five different standards carried by the Roman legions: an eagle (aquila), wolf, minotaur, horse and boar. It was not until the time of Marius’ reforms in 107 BC that the aquila had become that carried by all legions. It has been suggested that each animal represents a god with Jupiter as the eagle; Mars the wolf; Quirinus the boar; Jupiter Feretrius the Minotaur; and Jupiter Stator the horse.
The most famous symbol for Carthaginian battle standards consisted of a horizontal crescent, with the points of the crescent pointing upward, above a circle, which is believed to symbolized both the moon (crescent) and the sun (circle). The symbol is said to be that of the Carthaginian goddess Tanit, who was associated with fertility and war.
When a Roman or Carthaginian Heavy or Medium Infantry (but not Warrior) unit is eliminated in melee its opponent may attempt to capture the standard. To be eligible, an ordered unit must take ground.
Roll 2 dice, on a result of two Flags, two Swords, or one of each then the standard has been captured.
Place a Special Unit marker on the capturing unit. The capturing unit will, unless at full strength, immediately rally one block. Until the end of its next turn, it will score one hit for each leader symbol rolled in close combat and it may ignore one flag.
House Rules
Unusable Command Cards
If you have an unusable Command Card, you may do one of the following two things.
- Use it to order 1 unit of your choice.
- Discard it at any time and immediately draw a new Command Card from the deck.
The "Inspired Leadership" cards may only be discarded if you have no leaders remaining in play. Not having a leader in the required section does not make that card unusable as you could still in future move a leader into that section.
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