Ancient Campaigns

By George Heath

Here are a set of rules I use in my Ancient Campaign. They are not original and, in fact, are a copy, with additions, of a series of articles that appeared in LW some years ago. I have found them useful. I have a map of a large territory containing many tribes with an area in the Southeast corner held by an Imperial frontier force not unlike the Romans. Far over to the west is a group of four countries based on Greek, Carthaginian, Persian, and Republican Roman, armies etc. This accounts for the Civilized Diplomacy rules. I have set out to have the Imperial forces carry out a policy of conquest and consolidation. In the original articles, the frontier system was already established.

No matter how the rules are used, there is scope for all types of campaign. There is nothing to prevent the system being used for any type of frontier campaign from Ancients to the Wild West, or the Northwest Frontier. I use 2mm figures and this accounts for the high numbers of warbands etc. In addition, each tribal territory has five principal villages/towns. Anyway, here it is in all its glory and members can use it as they wish. I have the system on computer disk and it is being varied and updated quite often. Someone out there may like the idea and want to get in touch for clarification etc., so my address is: 62 York Crescent, Newton Hall, Durham, DH1 5PU.

Movement

All units will move at two hexes per day.

All movement by water is 2 x land movement. (Four hexes per day).

Tribal Leaders. Throw a D6 for each leader:

    1,3,5 = Warlike
    2,4,6 = Peaceful

Tribal hostility is determined by the leaders. A hostile leader in the capital village counts as +2. (A peaceful leader counts -2). All other leaders count + or -1. Tribal hostility is determined by adding or subtracting the leader scores,

Table of Warlike Intentions
+6 +5+4+3+2+10 -1-2-3-4-5-6
70-9367-7856-66 46-5537-4529-3622-28 16-2111-157-10 4-62-31

The top line represents different levels of hostility and the bottom line is the corresponding dice level. The dice score rises as the hostility level rises. When a tribe revolts, roll a percentage dice. Read the dice score from the table and the tribe with the corresponding score revolts. (When there are two tribes with the same score, throw a dice to determine the tribe).

Chance Cards. At the beginning of each month throw a percentage dice. On the score of 40% or less, draw a chance card and act accordingly. (A score of more than 40% means that nothing happens during that month).

CHANCE CARD DESCRIPTIONS

1. Death of a Tribal Leader. The choice of a new leader will always be a peaceful one by the Empire, but a warlike one by the tribe.

    a) Dice for which tribe on the Table of Warlike Intentions.
    b) Tribe will most likely oppose Empire's preference:
      Dice: 80% chance that tribe will revolt.
      50% chance that other neighboring tribe will join them.

Once tribe revolts, dice for each village:

    3,4,5, or 6 = joins revolt
    1 or 2 = remains neutral
    + or - leader's alignment

If the tribe is defeated, consult Campaign Termination Table.

2. Murder Charge. Tribesmen ambush and murder imperial citizen. One of the murderers is a relative of a chief. They are known to be hiding in a village.

Dice for area on Table of Warlike Intentions. Take a counter for each village in the tribe. Mark one 'X' Place counters in a container. Begin the search by drawing a counter and identifying the village. When 'X' is drawn then the murderer(s) found.

Dice:- 1 or 2 = the village reacts violently to the arresting party. (+ or - leader alignment). If the tribe is defeated consult Campaign Termination Table.

3. Cattle Rustling. Envoy from a tribe (dice for complaining tribe) complains of raid by another tribe.

Roll on Table of Warlike Intentions for aggressor.

Repeat procedure as for Murder Charge.

Tribal leader will be arrested and replaced. (Dice for alignment of new leader).

4. Imperial convoy attacked. Dice for convoy if there is more than one. Locate position of convoy at the time. Dice for attacking village. Highest score (+ or - leader alignment) is the aggressor.

Should more than one village have the same score, then they have combined to attack. Dice for each village that has not joined the ambush when the Empire makes retaliatory moves.

    1 = joins the raiders if attack was not successful.
    1,2,3 = joins raiders if attack was successful.
    Scores + or - leader alignment.

If the attacking village is the tribal capital and the attack was unsuccessful, other villages will join on a dice roll of 1,2, or 3. If the attack was successful then a roll of 1,2,3,4 or 5 will have the village joining the revolt. Scores + or - leader alignment. Should the tribe be defeated, consult Campaign Termination Table.

5. Tribes Attack Outpost. Dice for attacking tribe on Table of Warlike Intentions. Aggressors attack an outpost in their territory. If none exists, dice for which neighboring one attacked. Work out time traveled by courier from outpost to Headquarters. Begin to organize a relief column.

Dice for each village in tribe: 4,5, or 6 = part of the attacking force. (+ or leader alignment).

Dice for fort commander if there are no characteristics,:- 1 or 2 Poor, 3 or 4 Average, 5 or 6 Good. Deduct 20% of points total if command is poor, add 20% if good. Dice for tribal leader as above, add or subtract 20% as necessary. Dice for surprise:- 1 = Surprise, add 20%. Go to Siege Rules. Should the tribe be defeated or disperse, consult Campaign Termination Table.

6. Tribal War. Dice for aggressor on Table of Warlike Intentions. Number other tribes in immediate area then dice for victim. When Imperial peace keepers arrive, dice for aggressors:

    1,2,3 or 4 = attack Imperial troops.
    5 or 6 = disperse back to homelands.

Dice for victim if aggressor attacks Imperial troops:-

    1 = reacts violently to Imperial troops.
    6 = joins Imperial troops.
    (+ or - leader alignment).

If tribes defeated or aggressor disperses then consult Campaign Termination Table.

7. Imperial Instruction. Raise one tribe's taxes by 20% this month. Dice for tribe. Send collector plus escort. He heads for the capital village. When collector enters tribal land, dice for reaction:

4,5, or 6 = react violently. (+ or - leader alignment).

If violent reaction then dice again:

    1,2 = ambush taxman.
    3,4 = ambush taxman and, if successful attack an outpost in area.
    5,6 = refuse to pay and defend against any aggression.

If tribe defeated go to Campaign Termination Table.

8. Tax Collection Time. Tax collector arrives from Imperial capital with escort of 1 Cavalry unit and 2 Cohorts of Legionaries. Provide escort as necessary. Go to capital village of each tribe. Dice on arrival:-

1,2 reacts violently (+ or - leader alignment) (+1 if escort is increased by Legio or equivalent).

If tax collected without trouble then dice for each move by taxman in territory; 1 = ambush of taxman.

All taxes to be collected within 3 months.

If the tribe is defeated, consult Campaign Termination Table.

9. Illegal Human Sacrifices. Roll on table of Warlike Intentions to locate tribe. Roll again:

4,5, or 6 = violent reaction against action to stamp out this practice. (+ or - leader alignment). If a violent reaction, all of the villages resist. If tribe defeated consult Campaign Termination Table.

10. Holy Sign. One tribe rises to a new religious symbol. Dice for tribe.

Attacks any outpost on tribal land, if no outpost, on neighboring land. Dice for each neighbor with a warlike leader, 1 = joins uprising. Attack all outposts in tribal lands then moves on to headquarters.

The symbol is placed in the care of one war band. If the war band is defeated then the symbol is lost. 1,2, or 3 disbands each tribe. If tribes defeated consult Campaign Termination Table.

11. New Outpost. Imperial instructions to build a new outpost in a tribal land that does not have one (or invade new territory). Dice for tribe.

One week to build a small fort using a minimum of 4 full strength cohorts or 2 regiments. Also need to build a road requiring 4 cohorts or 2 regiments per hex per two days.

Dice for tribal reaction per day, 1,2 reacts violently (+ or - leader alignment). If the tribe reacts then all villages join rebellion. If tribe defeated consult Campaign Termination Table.

12. Imperial Instruction. Send one full strength regiment to Imperial capital.

13. Imperial Instruction. One full strength regiment arrives at headquarters from Imperial capital.

14. Warlike leader dies. Dice for tribe then number villages. Dice for village and adjust tribal hostility level. (This is only if there is a choice of warlike leaders).

15. Peace loving leader dies. Carry on as for 14 above.

IMPERIAL REINFORCEMENTS

Reinforcements are requested to replace casualties etc. Dice:

Table 1(No promise of reinforcements last month)
01 - 25 Request granted, troops arrive at headquarters
26 - 75 Promise made to reinforce next month,
76 - 100Request denied.

Table 2.(Promised reinforcements last month)
01 - 50 Promise fulfilled, troops arrive at headquarters.
51 - 85 Renewed promise to reinforce next month.
86 - 100Request denied.

CAMPAIGN TERMINATION TABLE
01 - 20 Peace loving element slays war like element, takes over leadership and sues for peace.
21 - 40 War leader and party of his followers goes into hiding, war bands disperse. Dice each day thereafter, 6 = locates leader and brings him to justice. 1 = leader causes tribe to rise again.
41 - 60 Natives continue to resist.
61 - 80 War leader surrenders and requests mercy. War bands disperse.
81 - 100War leader goes into exile in other tribal lands, war bands disperse. The alignment of a hostile exiled war leader will effect the host tribe's position on the Table of Warlike intentions. If a search is made for him, treat as for Chance Card number 2.

TABLE OF VILLAGE STRENGTHS
DiceVillageWar bandsLIMCLCChariots
1 A34228
B23-23
C221-3
D321-4
E24-23
DiceVillageWar bandsLIMCLCChariots
2 A453-6
B34-24
C22-26
D23123
E32213
DiceVillageWar bandsLIMCLCChariots
3 A33218
B234-3
C23-34
D331-6
E23-23
DiceVillageWar bandsLIMCLCChariots
4 A44128
B34-25
C23114
D323-4
E32116
DiceVillageWar bandsLIMCLCChariots
5 A532-7
B34324
C42225
D34234
E24116
DiceVillageWar bandsLIMCLCChariots
6 A54228
B42315
C33224
D24325
E42113

The above tables can be used in one of two ways:

    a. Throw a D6 and consult the table with the relevant score. All of the units listed are used as shown.
    b. Throw a D6 for each village and read off the relevant units for that village under the dice score.

Either of these systems is acceptable as all of the villages for each tribe are shown on the map as A-E designations.

SIEGE RULES:

Fort LevelSiege points value.Garrison.
11002 Regiments
22501 Legio + 2 Regiments or equivalent
35002 Legio + 4 Regiments or equivalent.

Modifiers:

    Fortress in mountain area (defender only) x 2
    Fortress on island (defender only) x 2
    Defender in need of supply and/or ammunition x 1/2
    Fortress under-garrisoned x 1/2

All effects are cumulative,

(NOTE:

    Out of Supply = no supply points stored in fortress.
    Out of Ammunition = No ammunition in stores.
    Under-garrisoned = Insufficient troops for the size of the fortress).

Besiegers: The points total of the besiegers is calculated in the same manner on the same table.

Attacker/Defense Comparison: Compare the points totals. The attacker must have at least equal the garrison in points to attack the fortress. If they do not, 1-3 is the chance of making a sortie, otherwise the siege goes on. If they do have superiority in points, express this superiority as a percentage of the defenders points total. This is the % chance of a successful storming (95-100% on the dice always means the storming fails).

Losses during siege: During turns without an attempt to storm, -1 per siege unit minus one per enemy unit, is lost in addition to any other attrition factors.

Losses during Storm: - Roll D10 twice. The victors take the lower score as their loss. This loss is based on the smaller forces total, excluding fortress value.

Should the attack be repulsed, dice again for each two periods of day thereafter:- 6 = attack renewed during that period.

When a relief column reaches tribal boundary, dice for each village not involved, 1 or 2 joins revolt (+ or -leader alignment).

If outpost falls, 1,2 or 3, march to attack relief force, 4,5, stand on defensive, 6 = disperse back to village(s).

If outpost has not fallen, 1 or 2, continue attack on outpost, 3 disperse back to village(s), 4 send 50% of force to delay relief, 5 or 6, all march to attack relief column,

Should the outpost and the relief column be defeated then the tribe will march on Imperial Headquarters gathering other tribes as they go.

CAMPAIGN MOVEMENT

The following rules are a possible system of deciding the actions of tribes being attacked by the Imperial troops. When Imperial territory is attacked by any tribe then the Imperial troops will automatically move whatever force is necessary into the relevant area.

Throw a D10:

    0: The invading army is ambushed
    1,2,3: The invader is faced by the enemy in line of battle.
    4,5,6: The garrison of the nearest village has been strengthened. (Throw D10 to find out by what percentage).
    7,8,9: The defenders are unprepared.

If 7,8, or 9 then throw a further D10:

    2nd move after attack 1,2,3, 4 - counter-attack invader.
    3rd move after attack 1,2,3,4,5,6,7,8 - counter-attack.
    4th move after attack The defender automatically begins to move.

Action for counter-attack - Throw D10:

    0,1,2,3: Attack with armies that are equal in proportion i.e. two armies attacking - two armies defend; one army is twice the size of the other - defender splits likewise.
    4,5,6: Half of the defenders relieve any captured villages, the rest act as above.
    7,8: Split the defenders equally between attacking armies regardless of size.
    9: Half of the defenders relieve captured villages, the remainder act as above.

CIVILIZED DIPLOMACY

.

Throw a D6 for each country to establish the initial diplomacy with each of the other countries.

    1: At war
    2: Hostile
    3: Neutral
    4: Friendly
    5: Allied
    6: Re-throw

At the end of each game year, throw again:-

    1,2: Initial state of diplomacy decreases by one
    5,6: Initial state of diplomacy increases by one

All other results continue as before. When two countries go to war, any "allied" countries can do so too.


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