Empire in Crisis [RULES]


rules

A.                INTRODUCTION


The Third Century crisis in the Roman Empire lasted from 235-284 AD and was a period of utter chaos. During this period, the Empire almost collapsed in the face of economic depression, plague, foreign invaders, and civil war. Also known as ‘The Anarchy,’ it involved the collapse of governmental authority in Rome, and resulted in the military becoming inextricably linked to the throne.

The crisis officially began with the death of Emperor Alexander Severus who was assassinated by Maximinus Thrax’s rebellious troops in 235 AD. Although Cassius Dio had complained about Rome entering an ‘age of iron and rust,’ which meant ‘decay,’ no one could have predicted the carnage that would unfold upon the death of Severus. For the previous two and a half centuries, the Empire enjoyed relative security.

Yes, it had lost notable battles, but was never in genuine danger of falling apart. This changed in the years immediately following the death of Severus, as Rome lurched from crisis to crisis and only barely survived. Even though it lasted for almost 200 more years in the West, it emerged from The Anarchy fundamentally changed.

B.                 FREE KRIEGSPIEL


Free war gaming is based on the kriegspiel concept created by Lt Gorg von Reisswitz of the Prussian Army in 1824 and later institutionalized by Helmuth von Moltke, Sr., Chief of the Prussian General Staff.

The first principal of the game system, the driving force behind the game, is the imposition of a neutral Umpire or Game Master to adjudicate and manage the game.  The Umpire monitors all movement, determines battle results and interprets all rules.

The second principal applied is "fog of war." In this game each players sees only his forces and is given only a vague view of the opposing forces in the Intel Update.  More detailed information is available through direct contact of forces or inter-player diplomacy.

The third principal is the Orders writing process.  Here we see the benefit of the human computer that is the Umpire.  If you write detailed orders they can be interpreted by the Umpire.  For instance, if you give the order to assault a city only if you have 4:1 odds and otherwise lay siege to the city, then these orders can be carried out (subject to whatever orders your enemy may have given to his forces).  The orders given may be as detailed or sparse as the players choose.  In short, if the orders are legal (not in violation of the side limits or movement restrictions) and make sense to the Umpire then you are good to go.  This flexibility is often misunderstood and causes players to sometimes lose track of how the game is played.  It can be frustrating, especially if orders are not interpreted as intended, but add to the overall all appeal to the game system.

C.                THE PRIME DIRECTIVE AND THE FOG OF WAR


Often during the game, especially as the result of each turn is published, there will appear to happen, various things that players may believe to be unfair, arbitrary, wrong, misinterpreted or just plain dumb. While the umpire will gladly look at any situation that a player thinks was not handled correctly, and fix any mistakes that are made, this will not always be the case. Often these aren't actually mistakes, just unintended consequences and are just part of the Fog of War. Remember, you as the player are taking the role of the Head of State. You can issue orders to your subordinates, including company commanders, but sometimes these guys aren't going to do what you wanted or intended. The Fog of War and human factor, both good and bad, are inevitable parts of life and combat and that is true even in a fantasy world.

D.                TURN RESULTS AND CHALLENGES. Shortly after the Orders are all received by the Umpire, the results for the turn will be determined. These results will then be posted on the Webpage and an email announcement will be sent out that Preliminary Results have been posted. Any player may send an email to the Umpire questioning or challenging any of the results. However, any question or challenge must be received by the Umpire within 24-hours of announcing that the Preliminary Results have been posted. At the expiration of the 24-hour time period the results will be Official and not subject to challenge.


E.                 OBJECTIVES & VICTORY. The game ends when only one player remains and all of the Caesars of the other players have been captured.  The loss of all your Provinces does not eliminate a player from the game.  It does prevent that player from receiving income or new troops.  However, they can continue on as long as they have their Caesar in play.


F.                 DIPLOMACY. This is a free for all.  It is winner take all fight to the finish.  Nevertheless, you are free to make, and break, alliances at will.  The degree of cooperation between allies is up to the players.


G.                GAME TURNS. Game turns roughly follow the seasons.  The game starts in the first Spring, followed by Summer, Fall and Winter.  Income is collected at the end of the Winter turn, New troops are placed at the start of the Spring turn.


H.                GAME MAP.  The game map represents the Third Century Roman world.  


1.                  Hexes. The map is divided into hexes which govern the location and movement of units. The sides of the hexes may restrict movement.


2.                  Cities. Many spaces are designated as locations of Cities. These cities are supply centers.  Any force which is within 4 hexes of a city is considered “in supply”.  All Cities are fortified and provide benefits to the defender.  Cities increase the number of hits necessary to eliminate one unit.


I.                   ORDER OF BATTLE / TURN SEQUENCE.


1.                  If it is the end of the Fall Turn, collect income and resources.  At the start of the Spring Turn purchase and deploy new Generals and Units.


2.                  Sea Movement and Combats


3.                  Land Movement (Simultaneous.  However, initiative determined by Number of actions spent; Time and Date of submission of orders; Umpire determination)


4.                  Land Combats are resolved


5.                  Post Combat Movement and secondary battles (retreat, breakthrough-exploitation or counterattack) determined by Umpire from battle results.


6.                  At the end of the Fall Turn, the change of possession of cities and provinces determined, income and resources are calculated.


7.                  Random Events rolled.  Roll 1d6. An Event occurs on a 6.


J.                  ARMIES & LEADERS.  Armies consist of 1 General and at least one unit.


1.                  Each player receives one free general.  This is your Caesar.  If your Caesar is captured, you are eliminated from the game.


2.                  Actions.  Each Caesar may make 2 actions (moves), and each General may make 1 action per turn.


3.                  Armies.  Armies are formed around Generals.  An ARMY is any combination of up to Troops/Units under the command of one General.


4.                  Battlegroups may not move without a General. The movement distance of any ARMY is the lesser of the Movement Rate of the General or that of that of the slowest unit in the ARMY.  Example – the General’s movement rate is 8 and he is in command of 5 Legionarii with a movement rate of 6 then the Army can only move 6 hexes.  If the General’s movement rate of 4, the Army cannot move farther than 4 hexes even though the Legionarii can move 6.


5.                  The Command value of the General is the maximum number of units which can be under the General’s command.


The General’s Combat Rating is the number of bonus combat dice rolled for the general in battle.  General’s cause hits on a roll of 1 or 2 and routs on rolls of 5 or 6.

6.                  Generals.  Players may purchase any number of generals.  The base cost of a General is $100.  You may increase the ratings of a General at a cost of $10 per point increase, e.g. a General with a movement rate of 6 costs $120.



 
Move
Command
Combat Rating
COST
General
4
6
A1
$100
Maximum Rating
9
12
A4
$10/point increase

K.                BATTLE GROUPS/Units. Combat units are Battlegroups representing infantry, cavalry, artillery and ships.  Each unit has numeric values defining its movement and combat abilities.


1.                  Max Move.  This is the maximum distance in spaces that the Battlegroup may move.


2.                  Attack Rating.  Each combat unit has an Attack Rating indicated by a letter, A to C, and a number.  The Letter determines the order in which units fight.  All Class A troops attack first, then Class B troops attack, then Class C.  The number after the letter is the number of dice the unit rolls in combat.


3.                  Kill.  This is the number the attacker must roll to score a hit.


4.                  Rout.  This is the number the attacker must roll to cause an enemy unit to rout.


5.                  Cost.  This is the cost to purchase one battlegroup.


6.                  Manpower.  This is the cost in manpower, horses or timber to purchase one battlegroup


7.                  Province Restriction.  Certain Battlegroups may only be purchased if the player controls specific provinces.  For example Numdians may only be purchased if the player controls Muaretania.


L.                 MOVEMENT. All movement is simultaneous. However, when order of movement issues arise, the player with the highest numbered Actions has the initiative.  All Armies and Fleets may pass freely through friendly forces, but must stop and fight when they move into a hex containing enemy force.  Armies and Fleets may move up to their maximum movement allowance of the General or the slowest unit in the Army/Fleet.


1.                  Land Movement Side Limits. The maximum number of Armies (an Army being 1 General and his Units) each player can move from one space to another depends on the terrain making up the territory which the unit is moving in to.


Once the maximums are met for any side, it is closed to movement by that player and his allies this Game Turn. Side limits are applied to each player or allied players, meaning more than one player, if they are enemies, may move 4 Armies across the same Clear Side in one Game turn.

(a)               Clear/farmland terrain: 4


(b)               Forest: 2


(c)               Mountains: 1


(d)               Desert/Wasteland: 2


(e)               Rivers: ARMIES must stop whenever they come to a river, unless there is a city located at the crossing point.


2.                  Force March.  An Army may be forced marched allowing it to move additional hexes in excess of its movement limit.  Any Army that conducts a force march will lose one BG for each additional hex moved.


3.                 Naval Movement.  There are no side limits on Naval Movement.  Naval movement is unlimited, however ships must start and end their move in a City.  Navel movement is allowed along Rivers so long as the move starts or ends at a City.  For each ship moved a roll for success is required.  Two dice are rolled. On a roll of 2-8 – Successful Voyage: All ships make it to the destination port with no mishap; 9-10 – Off Course: The Fleet is blown off course and makes landfall at a random location along its path; 11 – Scattered: The Fleet is becomes scattered  (Roll one die for each ship, on a roll of 1, the ship is eliminated, otherwise it lands at a random port along its path); and on a roll of 12 – Disaster: All ships lost at sea:  The entire fleet disappears without a trace.


4.                  Boarding a ship. All BGs and the Transport must begin the turn in the same location/hex before movement.  A Transport may drop-off BGs along its movement route but may not pick up BGs. BGs may move after off-loading after being transported by ship.


5.                  Stacking. There are no stacking limits.


6.                  Capturing territory. In order to capture a city you must have at least one BATTLEGROUP occupying it at the end of the turn. You cannot capture an Objective by moving through it.


M.               Razing Cities. Any city, town or fortress occupied by your forces may be razed. This costs 1 Action Point, and a BG/Army may only raze one (1) city, town or fortress per turn.  A BG/Army may move into a city and raze it but may not continue its movement.  Any city or town which has been razed does not produce resource points, and cannot be used for supply purposes or be counted for victory points.  A razed fortress provides no defensive bonus.  A razed city, town or fortress may be rebuilt by an engineer unit at a cost of 1 AP.  The engineer unit can move into a city are rebuild it, but may not rebuild a city and move.


N.                SUPPLY


1.                  Check Supply. When your military units are in combat, they consume more supplies, ammunition and utilities than normal. It is therefore necessary that every unit be able maintain a source of supply line when in the field. An ARMY is considered out of supply if it is not located within four (4) hexes of a Supply Center or Baggage unit.  Every BG in an Army which is Not in Supply must make a Rally roll, any BG that rolls a “1” is eliminated.


2.                  Baggage. Baggage units may be purchased for $100 per strength point. Baggage units may accompany an Army or Battlegroup to provide a point of supply during an advance.  An ARMY or BATTLEGROUP in the same hex as the Baggage unit is treated as if it is located at a supply center for supply and attrition. Baggage units move with the army but do not count towards stacking or hex side limits.


3.                  Winter Supply.  Maintaining supply lines in winter is more difficult, therefore, BGs are only in supply during a Winter turn if they are located at a City, or they have a Baggage Unit present.  Any Baggage Unit which is used to maintain supply in a Winter turn is "used up" and removed from play.


O.                BATTLES


1.                  When Battle Occurs. Battle occurs only when two or more enemy Armies occupy the same hex.


2.                  Battle mechanics.  Battle is fought in rounds based on Attack Rating.  A goes first, then B, then C.  Combat in each round is simultaneous and losses are applied before starting the next round of battle.  The Attacker rolls one die for every unit (units with a 2 attack rating roll 2 dice). A hit is scored by rolling the attacking unit’s “to kill” number.  Each hit eliminates one defending unit.


3.                  Routs.  Each die roll that scores equal to the units “Rout” number causes a defending unit to rout.  Routed units no longer take part in the battle (cannot attack or take battle losses) but can take further losses from Pursuit.


4.                  Pursuit.  Roll one die for each Light Cavalry in the victorious Army not eliminated or routed.  A "hit" is scored inflicting 1 step loss for each 6 and each pair of 5s rolled.  Each hit eliminates one routed unit of the defeated Army.


5.                  Regrouping.  After the battle commanders may rally and regroup their forces.  All routed units rejoin the victorious Army in control of the hex.  All routed units of the defeated Army retreat.


6.                  Retreats. Combat Units retreat only into Friendly or Neutral spaces free of enemy forces, and never into an existing Battle area. The Attacker can only retreat via the side(s) used to attack the space. The Defender may not retreat through sides that were used by the Attacker to enter the hex. If both players use the same side, neither may retreat via this side.  If the ARMY is unable to retreat it is eliminated.


7.                  SEA BATTLE


(a)               Determine whether battle occurs.  Any fleet at sea must have Intercept or Evade orders.  Any time enemy fleets enter the same Sea Region a Sea Battle may occur.  If both fleets have Intercept orders battle occurs.  If both fleets have Evade orders no battle occurs.  If one fleet has Intercept and the other Evade each fleet rolls 1 die.  If a Navigator is present, add 1 to the roll.  If the Intercepting Fleet rolls higher battle occurs.  If the Evading fleet rolls higher then there is no battle.


(b)               Battles are fought the similar to Land Battles.  All SHIPS AND TRANSPORTED BATTLEGROUPS will fight.  All ships attack first and losses are taken by ships.  If a ship is eliminated, all transported units are lost as well.  After the ships attack, then transported units fight.


8.                  SIEGE. All Cities and Castles must be captured by Siege.  You may choose not to make an immediate assault, but subject the City or Castle to Siege Attrition where it is surrounded and subjected to a prolonged siege intended to starve and wear the defenders down to submission.  For every turn that the City or Castle is subjected to Siege Attrition reduce the City’s siege value by 1.


(a)               Siege Attrition. While engaged in a siege of attrition both sides will take losses.  One die is rolled for every Battlegroup engaged.  An attacking BG that rolls a 1 or 2 it is eliminated.  A Defending BG that rolls a 1 – 4 it is eliminated.


(b)               Siege Assault.  Either immediately, or after Siege Attrition, the attacker attempts to take the City by assault.  This is conducted as a normal battle, except only one defending unit is eliminated for every two hits scored by the attacker, and all rout results are ignored by the defender. Artillery (scorpions and catapults) eliminate one defender for every hit.


P.                 EMPEROR.  Whichever player is in control of Roma is the Emperor.  Your Caesar must enter Roma to be declared Emperor, but need not remain in Roma. So long as you maintain control of Roma, you remain Emperor.  As Emperor, you receive an extra $10 income for every Province not subject to Barbarian Invasion.  Any Province which has an unoccupied Provincial Capital reverts to Imperial Control, and you may immediately move one General to that city.


Q.                INCOME


1.                  Income is collected at the end of the Fall turn.  Income is based on the number of cities controlled.  Roma is worth $100, each Provincial Capital is worth $50, and each City is worth $10.


2.                  Resources are collected based on Provinces.  Each Provinces generates manpower, horses and timber.  All of the resources of the Province go to the player controlling the Province.  Provincial control is determined by the which player in in control of the Provincial Capital.


3.                  Income and Resources may be spent at the start of the Spring turn to purchase new Generals and Battlegroups. 


4.                  Cash may be banked.  Your Bank is kept with your Caesar.  If your Caesar is captured, your entire Bank goes to the player who captures your Caesar. 


5.                  Cash may be exchanged between players.


R.                REINFORCEMENTS


(a)               Reinforcements may be deployed at the start of the Spring turn only.


(b)               All new BATTLEGROUPS may be placed in any Provincial Capital under your control at the start of the Spring turn.


S.                  Your Starting Forces. Each player starts with $2,000 to purchase their starting forces.  Players must purchase Generals, Troops/Units and Ships.



 BATTLEGROUPS

Battle Unit
MaxMove
Attack Rating
Kills on a
Routs on a
Cost
R
Provincial restriction to raise
Sagittarii (Archers) [Sk]
6
A1
1
-
$4
2mp
 
Lancarii (Javilinmen) [LI]
6
A1
1
6
$8
2mp
 
Legionarii [COH]
6
C1
1-2
6
$8
2mp
 
Praetorian [PCOH]
6
C2
1-2
6
$16
2mp
 
Light cavalry [LC]
9
B1
1
6
$15
1mp+1h
 
Equites Sagittarii (Horsearcher) [ESC]
9
A1
1-2
-
$20
1mp+1h
 
Numdian Light Cavalry [NLC]
9
A1
1-2
6
$40
1mp+1h
Mauretania
Clibanari [HC]
6
B1
1-3
6
$18
1mp+1h
 
Cataphracti [CAT]
6
B2
1-3
6
$36
1mp+1h
 
Dromidarii [CM]
6
B2
1-3
5-6
$54
1mp+1h
Aegyptus, Judea, Syria, Mesopotamia
Foederati (Barbarian) Warband [WB]
6
B2
1
6
$12
1mp
 
Foederati (Barbarian) Cavalry [CV]
8
B2
1
6
$24
1mp+1h
 
War Elephant [EL]
6
A2
1-3
5-6
$72
1mp+1h
Aegyptus, Syria, Mesopotamia
Scorpian [LART]
6
A1
1-3
X
$12
1mp+1t
 
Catapult [HART]
4
A1
1-4
X
$12
1mp+1t
 
Ship
unlim
n/a
X
X
$12
1mp+1t
 
War Galley
unlim
A1
1-2
5-6
$24
1mp+1t
 
Baggage
4
n/a
n/a
n/a
$10
0
 

 


PROVINCES & Cities

ITALIA: ROMA, Mediolanum, Cremona, Ravenna, Aquileia, Neapolis, Tarentum

SICILIA: Syracusae, Panormus

SARDINIA-CORSICA: Caralis, Aleria

BAETICA: Corduba, Italica, Gades

LUSTIANTIA: Emerita Augusta, Salamantica

TARRACONENSIS: Tarraco, Caesaraugusta, Carthago Nova, Toletum

BRITAIN: Londinium, Deva, Eboracum, Isca Silurum

AQUITATANIA: Burdigala, Lemonum

NARBONESIS: Narbo, Massilia

LUGDENESIS: Lugdunum, Lutetia

BELGICA: Durocortorum, Augusta Trevororum, Gesoriacum

GERMANIA: Colonia Agrippina

RAETIA: Augusta Vindelicorum

NORICUM: Virunum, Vindobona, Iuvavum

PANNONIA: Aquincum,

DALMATIA: Salona

DACIA: Sarmizegetusa, Napoca, Sardica

MOESIA: Tomis, Durostorum, Naissus

THRACIA: Perinthus, Philippopolis, Byzantium

MACEDONIA: Thessalonika, Dyrrachium

ACHAIA: Corinth, Athens, Nicopolis

ASIA: Ephesus, Miletus

BITHYNIA: Chalcedon, Nicomedia, Nicea

GALATIA: Ancyra

CAPPADOCIA: Ceasarea

LYCIA: Attalia

CILICIA: Tarsus

MESOPOTAMIA: Edessa, Niblis, Babylon

SYRIA: Antioch, Palmyra, Damascus

JUDEA: Jerusalem, Petra

EGYPT: Alexandria, Memphis

CYRENAICA-CRETE: Gortyne, Cyrene

AFRICA: Carthago, Utica, Leptis Magna

MAURETANIA: Casearea, Tingis


EVENTS

1 - LUDI SAECULARES: A 3 day Roman religious celebration, involving sacrifices and theatrical performances, held in Rome every 100 years.  The player controlling Rome receives double income this year.  This event will only occur once.

2 - PLAGUE OF CYPRIAN: Pandemic, most likely smallpox, from 251 to 270.

3 - SYRIA REBELS:  If Antioch is not occupied by a Ceasar, all troops in Syria rebel.  The capital of the rebellious province is Palmyra.

4 - PERSIA INVADES:  The Persians invade.  The King of Kings leads an army into the Empire.  Roll 1d6. 1-2: Armenia; 3-4: Assyria; 5-6: Mesopotamia.

5 - GOTHS INVADE: The Goths invade the Empire.  1-3 Moesia; 4-6 Dacia

6 - ALAMANNI INVADE: The Alamanni invade.  1-3 Pannonia; 4-6 Noricum

7 - FRANKS INVADE: The Franks invade.  1-3 Raetia; 1-4 Germania

8 - NOMADS INVADE: Nomads invade.  1-2 Mauretania; 3-4 Africa; 5-6 Egypt

9 - PREPARING FOR WAR:  A second army is fielded on the borders of the Empire.  Roll 1d6: 1-Persia; 2-Goths; 3-Alamanni; 4-Franks; 5: Nomads.

10 - RAIDING PARTIES:  One random province will produce no income or resources this year.  Roll 1d12. 1-Germania, 2-Raetia, 3-Noricum, 4-Pannonia, 5-Dacia, 6-Moesia, 7-Armenia, 8-Assyria, 9-Mesopotamia, 10-Cyrenica, 11-Africa, 12-Mauretania.

11 - INFLATION:  Cost of all new troops doubles.

12 - AUGURIES:  1-3 Auguries are good, 4-6 the Auguries are bad.  Nobody moves, we skip one turn ahead.

BARBARIAN ARMIES

LEADER
Move
Cmd
CR
TROOPS/UNITS
LOCATION
Persians
6
14
A1
2 cataphracti, 3 clibanari, 1 elephant, 2 LC, 2 warbands, 4 archers,
Persia
Goths
6
12
A1
10 Cavalry, 2 Warbands
Sarmatia
Alamanni
6
17
A1
8 Warbands, 8 archers, 1 Cv
Germania
Franks
6
16
A1
10 Warbands, 4 archers, 2 Cv
Germania
Nomads
6
12
A1
10 LC, 2 archers
Gaetulia
Syrians
6
14
A1
4 Warbands, 2 archers, 4 cataphracti, 1 dromidarii, 3 LC
Syria

 

 

 

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