Genesis Ancient Campaign

Stage Two

by George Heath

Campaign Armies (Stage II)
Lagash. Babylonian
Surikash. Philistine
Tashitami. Elamite
Uski. Midianite
Seba. Hittite
Tarshish. Egyptian
Coichis Old /Middle Kingdom Egyptian
Ahar Nubian
Meshtah Sumerian
Agade Assyrian
Kermanshah Hebrew

Miscellaneous Provincial Armies:
Army 1. Mycenaean
Army 2. Ancient Britain I
Army 3. Ancient Britain I
Army 4. Hyksos
Army 5. Early Canaanite

RULES (STAGE II)

1. The beginning of Stage II is when the majority of the continent is established as Empires with a few remaining small independent states. The created Empires will be allocated armies while the smaller provinces will dice on the chart for an army as per Stage I.
2. List the number of provinces (including those absorbed in empires), which were thwarted in Stage I. (i.e. provinces that were prevented from fulfilling their original invasion plans). This will take priority over any other invasion of a neighbouring empire until all thwarted invasions have been resolved.
3. The rules will be as per DBA but with larger armies.
4. Campaign rules will be as DBA. (See 12, below).
5. Before an empire/province moves, dice for the ruler’s ability.

    1,2 = below average (Deduct 1 from every dice throw for that army).*
    3,4 Average. (No variation to any dice throw).
    5,6 = Above average. (Add 1 to every dice throw). *
    * These dice throws include movement dice.

6. Every 5 years, roll a D6 for each leader in the game. On a roll of 6 then the ruler dies of natural causes. After the first throw, deduct 1 from the score required. (i.e. On second throw death occurs on a roll of 5 or 6. On the next roll a 4,5,or 6, and so on). This is carried out even if the current leader assumed the role within the 5-year period.
7. Should it be found that the ruler of an Empire dies, then all of the previously conquered provinces check for revolt. Roll a D6 and on a score of 1, the province/country revolts. (The ruler’s score is added to the dice.) The new ruler must then re-conquer the rebels to establish his Empire.
8. On re-conquering a province, the ruler must spend one full campaign move consolidating the province and setting up a new governorship.
9. List all of the countries that failed to achieve their “Destiny”
10. Place a numbered counter for each of the above into a container.
11. Draw a counter for each country and note the number alongside the county’s name on the list (9).
12. In the numbered order shown on the list, proceed to continue to achieve the corresponding country’ s “Destiny”.
13. An empire’s army will normally be based at it’s capital and will, normally, engage the invading force on move 2. (Except where the province invaded is the capital).
14. An invading army must conquer ALL provinces in the defending country. In the initial invasion move militia or the national army will meet it. A period of 3 months will be spent consolidating a conquered province.
15. Normally the method of conquest will be to fight a province militia in the first move and, in the next move, fight the national army, and then fight the militia again as necessary.
16. The contending armies (invader and defender) will continue in this way until either the whole country has been conquered or the invader has been forced out of the defender’s territory.
17. After each battle all men lost are placed in a pool and return to the army the following year.
18. Each hex/province is assumed to have a small garrison of militia. An invading force must defeat this militia.
19. Militia will always be selected from the three armies listed below. Obviously, if any of the main armies are of similar type then the remaining militia army will be used. Under normal circumstances, throw a D6 and select as follows:

    1,or 2= Militia army A
    3,or 4 Militia army B
    5,or 6= Militia army C

20. Armies:
    Militia army A - (Hittite) 2xHCli, 4xLCh, lxBd, 3xAux, 2xPs.
    Militia army B - (Egyptian) 4xLCh, lxBd, 4xSp, 2xBw, lxPs.
    Militia army C - (Nubian) 3xWb, 6xBw, 3xPs.
    (Alternative army C for none mounted troops - (Old /Mid. Kingdom. Egypt) 4xSp, 6xBw, 2xPs.).

21. After a period of two years, if a country has not been subdued or conquered, a truce will take place and both the attacker and defender will accept the status quo for a period of not less that five years. This is to enable some semblance of economic balance to take place in each. After five years the defender may attack the defender regardless of what other wars are taking place in the campaign.

I trust that this will be of help to anyone looking for a campaign. Should anyone try the idea out I would be grateful for any feedback either personally or through the pages of Lone Warrior.

Genesis Ancient Campaign


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