"A World in Arms"- A Carthage: The First Punic War PBF

One wise man’s skill is worth a world in arms. - The Greek playwright Euripides, as quoted by the Greek historian Polybius in his Histories, regarding the Battle of Bagradas in 255 BC

The Popular Assemblies of Rome, having been delegated this vote by the Senate, which is deadlocked upon the issue, hereby authorizes Consul Appius Claudius Caudex to lead Legions to the island of Sicily and defeat the Syracusans there menacing the Mamertines, friends of Rome, in Messana.
-Announcement made in the Forum in Rome in 264 BC

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I (@Navaronegun) am Rome.
@Juan_Raigada is Carthage.

The Technique is:
Play By Forum

The Method is:
Vassal - http://www.vassalengine.org/wiki/Module:Carthage:_The_First_Punic_War

The Arena is:
Carthage: The Ancient World, Vol. II by GMT Games and designed by Richard Berg.

Resources

Rulebook:


Carthage Scenario and special rules book:
http://talk.consimworld.com/WebX?233@@.1dcf9f95/6317!enclosure=.1ddbf544
Carthaginian political tables:
http://talk.consimworld.com/WebX?233@@.1dcf9f95/5425!enclosure=.1dd88799
Roman political tables:
http://talk.consimworld.com/WebX?233@@.1dcf9f95/6317!enclosure=.1ddbf545
Advanced Naval System charts and tables:
http://talk.consimworld.com/WebX?233@@.1dcf9f95/5425!enclosure=.1dd88798
Auguries:
http://talk.consimworld.com/WebX?233@@.1dcf9f95/5425!enclosure=.1dd88797
Play Aids:
http://talk.consimworld.com/WebX?233@@.ee6efe4/5866!enclosure=.1dd2dc90
http://talk.consimworld.com/WebX?233@@.ee6efe4/5860!enclosure=.1dd2dc59

Some Graffiti
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More to Follow Soon!

As Chico Marx once said, Euripides pants, you pay for 'em.

So I’m really excited for this. Also, I found an unpunched copy for 30€, which helps. It’s easier to play with the physical charts and tables in front of you, since there are quite a few of those.

Some observations about the system:

It is a system I have been wanting to own and play for a while, and while a little bit slow for a play by forum, it should provide us with a good narrative. In fact I think that’s where the system excels, at creating cool narrative moments with all the unpredictability built in. The couple test turns we have done thus far are promising. Also, I except none of us really know what we are doing (it’s a hard to min-max system, at least on the surface) so it should be quite an interesting and swingy game.

Everything involves many rolls (although not necessarily many decisions, a single decision can create cascading rolls), specially combat. Combats can last a while.

Scale wise the system is in a weird place between operational and strategical. It tries to be operational, but turn scale is off, with yearly turns but a hex size equal to two day’s march (the rules say one day march, but that’s very optimistic since in the period covered there are few roads and the off-road march speed of a 4 legion army -what we will most likely see- is probably closer to 15km a day or less, and that’s under post-reform conditions and assuming full supply). Anyways, in a year/turn an army can march up and down the map several times if unopposed, so there’s very little outmaneuvering and instead you have to rely on unreliable interception rolls to control enemy movement. This turn length also abstracts supply into attrition and, honestly, moves a game that bills itself as operational into strategic territory.

There’s a somewhat complex political system that basically limits the yearly options for each side, including how much manpower is available. Ultimately, without having yet played the campaign, I think the Punic War will come up to manpower management.

But there’s a lot to like here, and it is really unlike any other Ancient operational/strategic game. This is a blessing and a curse, since the rules, which are not that complex when looking at specific procedures, become hard to parse since every procedure is off from expectations. Part of it is the writing style, but part of it is the unfamiliarity. This specific game has advanced naval rules added to the regular rules to better convey the naval aspect of the war (the only Roman Republic war with an important naval component, so it fits), and I expect some confusion there until we manage to grok the rules.

It’s a pity the Second Punic War game in the series never came out. The system feels designed for a Second Punic War scenario.

Anyways, we will have Carthage’s opening moves soon.

Ok, so it’s on.

In the end of Sicily that lies closer to Italy, the Mamertines have rejected our help to mediate in their conflict with Syracuse and instead asked the Romans for help.

The Romans should know better than to meddle in our sphere of influence. The council is sure that if they have accepted the Mamertines’ plea is for one reason only: to take away what is rightfully ours. As I write this a Roman army is getting ready to cross the strait into Sicily, and project their power there as they have done in the Peninsula.

Sacrifices have been made, and troops are being raised. For the moment it will fall on our Syracusan friends to hold the Latin upstarts at bay but soon the might of our Empire will hit the Romans straight on.

We are the most dominant power in the Mediterranean and we will make sure it stays so.

This is the situation in mid 264, when war breaks out:

First turn Carthage can decide who moves first (it’s a chit pull of leader activation markers from now on), so Hyero of Syracuse marches against Messana. Hyero is allied to Carthage right now, but his allegiance if fragile and will most likely ally himself to the Romans soon enough.

But while we can use him to fulfill our goal, we will.

Hyero moves to Messana. His army has a size (when counting for attrition) of 34SP (cavalry counts double), since moving in Sicily generates just 3 attrition points, his army suffers no attrition this turn.

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If the first operation of a leader is a move he can automatically perform a second operation. So he places Messana under siege, which is an operation that automatically finishes his turn (most times whether a leader can perform an operation or not depends on a die roll against his campaign rating).

Then it’s time for a chit pull to see who goes next.

It’s siege attrition. Sieges operate by chit pull on this system, and thus their exact timing is uncertain. This was a lucky pull.

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This means every besieging army and every besieged force must roll for attrition.

Hyero is in land supply (an allied or controlled city 3 hexes or closer by land) so his roll will have a -3 modifier.

The Mamertines have their port blockaded by an uncontested Carthaginian Quinquireme squadron, so their roll has a +3 modifier.

Hyero rolls a 9 (worst roll possible) and that means an adjusted total of 6.

For a 34SP force that means a 3 infantry SP loss. Hyero’s army had 20 infantry SP to start with, so now it’s down to 17.

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Romans roll a 2 (damn) which converts to a 5. That’s a 1SP loss for a 4SP garrison.

Attrition tables are harder on the besieged forces, but it scales with force size. Messana is down to 3SP inside (if it falls to 0, the siege is over).

Next activation is Roman Duumvir (naval forces):

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A dramatic change of state policy usually has many motives and progenitors behind it. It is often controversial. The change in Roman policy regarding Carthage is no exemption.

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The Southern part of the Italian peninsula (Tarentum, Rheggium) had only recently been brought into the orbit of Rome as allied provinces. Originally Greek colonies, like their kindred in Sicily (with whom we shall soon be much concerned with) Pyrrhus, King of Epirus (a Greek Kingdom) had invaded the heel and sole of the Italian boot in order to contest with arms Rome’s encroaching interests there. A Roman force of Greek-descended troops sent to garrison Rheggium had revolted in 271 while Rome was working to secure Tarentum and defeat Pyrrhus. They slaughtered the civil authorities and had set themselves up as rulers of the small city-state. Rome has recently subdued them, seeing this as an act of barbarous proportions against civil comity and custom; something abhorrent on a sacred level to Roman citizenry. Rome defeated these traitors and Pyrrhus with some exertion and had brought Southern Italy under the auspices of the Senate.

Pyrrhus of Epirus

Rome has just brought the South into her orbit. Similarly, Etruria in the north and the Etruscan populations there had only been brought under Roman authority in the last century. In fact, Consul Marcus Fluvius Flaccus is currently in Etruria putting the final touches on the subjugation of a rebellious Etruscan population in Volsini. So, in this year, 264 BC, the Republic is finally securing an area which can bring Geopolitical security to Rome (Italy). Just at this moment Hiero (or as the Carthaginians call him, “Hyero”, spelling of proper nouns is very phonetic in this era…) of Syracuse marches North to Massena, right across the straits from Rheggium, to bring the Mamertines who rule there under siege and take the city. And the Carthaginians back him fully,

Hiero, Tyrant of Syracuse

Rome had been becoming wary of Carthaginian expansion onto Corsica and Sardinia in the last century as this seemed to hem in the Republic somewhat, but Rome enjoyed cordial trade relations with Carthage. Rome had no issue with the Carthaginian presence on Sicily and was dependent on the good trade relations for Sicilian grain sorely needed to feed a new concept uniquely Roman; urban populations. Carthage and Rome traded, and Rome had other fish to fry on the Peninsula. But the Mamertines…

The relief of the Mamertines in the walled Greek settlement of Massena

The Mamertines were mercenaries of Italian origin who had been hired by the Syracusans twenty years earlier. In their war with…. Carthage (??!!) over supremacy on the island. The Carthaginians won, but he Mamertines had seized Massena and subdued it in similar fashion to the events described above that occurred at Rheggium. And now ran it as a raiding base. The current Tyrant of Syracuse has made good relations with Carthage (who are eager for a puppet regime to rule lucrative, but troubled Siciliy) and attempts to subdue Massena for himself, on Carthage’s behalf. Carthage is fine with this.

Quinquereme

Carthaginian Quinquereme

But the Senate is troubled. If a Greek-City state gains supremacy in Sicily, even in Carthage’s name, will this threaten Rome’s newly found geopolitical security in Southern Italy as this Hiero attempts to refight the war of Pyrrhus? What will that do to the grain shipments? Suddenly, these Carthaginian possessions on the islands to the West seem to loom more ominous. Is Rome more insecure than ever?

Caudex

Appius Claudius Caudex

Thus, argued Appius Claudius Caudex in the Senate. The opposition to a policy of aiding the Mamertines and, inevitably, war with Carthage had compelling arguments of their own. Firstly, the rank hypocrisy of aiding soldiers who had unjustly stolen a city from its rightful possessors (like in Rheggium) offended many in the Senate. Secondly, Rome has been fighting for fifteen years since the War with Pyrrhus began, and many wanted to see the state’s coffers refilled. Thirdly, trade with Carthage was lucrative and beneficial to Roman business and there was no direct competition between the two Polities in Sardinia and Corsica. Finally, Legions had never left Italy before. To do so now was unprecedented. And across the water, where Carthage was known to be master! In the elections for 264 BC the Senate was deadlocked, and the Popular Assemblies (The Tribal and Centuriate Assemblies, as well as the Plebian Council) were given the decision regarding War or Peace in Sicily. They chose War.

The Senate is Deadlocked

So we find ourselves in the Forum at the Rostra, as the Orator makes the announcement we saw in the introduction:

Orator%20GIF

The Popular Assemblies of Rome, having been delegated this vote by the Senate, which is deadlocked upon the issue, hereby authorizes Consul Appius Claudius Caudex to lead Legions to the island of Sicily and defeat the Syracusans there menacing the Mamertines, friends of Rome, in Messana.
-Announcement made in the Forum in Rome in 264 BC

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More Graffiti…More to follow soon

Does this imply that you again take the side of the fascists? ;)

Hey, don’t let some jackbooted Johnny come lately 2000 years later ruin these objects fine name ;)

You said it for me. Il Duce was a thief.

Now go earn that next step on the cursus honorum, or see you family name stricken.

Btw I love the historical details you two are adding in. It really enhances the flavor.

Duumviri means “two men”. In Roman civil usage it means a joint magistracy or official position, always coming in twos (checks and balances) working for the public. In our usage we are referring to Duumviri navales, extraordinary officers appointed ad hoc for the equipping of a fleet. Originally chosen by consuls or dictators, they were elected by the people after 311 BC.

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Duumvir in Action!

So we are talking about the Roman Admirals. The Romans have two Fleets. Each with two Trireme squadrons. These are hired ships and crews, but under the command of the Two Men, the Duumviri navales. One is in Tarentum. One is in Rheggium.

The-Roman-Navy-Quinquereme

Roman Triremes Fleet II at Tarentum

The Carthaginians have many fleets, but near Massena, they have one. They are blockading and starving the Mamertines. They are also going to make it more difficult for Consul Appius Claudius Caudex (heretofore called “Caudex”) to cross the Straits of Massena. So the Duumviri order the two fleets to move to Massena and attack the Carthaginians there.

The first Fleet to move is Fleet II at Tarentum. The Carthaginian VII Fleet tries to intercept it as it enters Massena hex:

Roman Fleet II arrives safely on a 6 and the 0 means the Carthaginian VII Fleet intercepts.

Battle of the Strait of Massena

The odds are near even (2 Trireme to 3 Quinqereme squadrons) and the Romans have a crew quality disadvantage (2 versus 3, higher is better….here…) and a +1 to their roll. But it’s 1:1 odds and tight.

The Romans roll a net 3 and the Carthaginians roll a 4. Both Fleets are lost.

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Now the Duumviri send Fleet I from Rheggium to Massena.
A die is rolled and there was no effect (warning…there are a lotta die rolls in this one. You can always follow the link to the Campaign in the die roller links we post and see every durn one of them, but I ain’t copy and pasting all of them…really unimportant ones get left out, like this one). The Fleet arrives.

Who’s controlling the Strait now, Carthago?

Messina-strait_lightbox

The next Chit is pulled…

A Consul…

Coming soon…

Caudex

Romans might think they have been very daring with their naval battle, but they had a total of 2 Trireme squadrons, and they just lost half their fleet.

The council feels optimistic about our chances at sea.

BTW, in the system battles with just one squadron on each side have very high chances of eliminating both participants fully. Starting with a net 3 roll on the naval combat you are guaranteed at least one squadron lost, so if only one squadron is present for a battle (and unless you are using an admiral or intercepting a strait crossing it’s hard to coordinate several fleets) there is a flat 70% chance of each side being eliminated.

Appius Claudius Caudex has convinced the Republic, barely, to change its policy and engage in a war with Carthage in Sicily. His Co-Consul, Marcus Fluvius Flaccus is to be feted in a triumph for his victorious efforts in defeating the Etruscans. Caudex hopes for an even greater victory.

Caudex

Caudex moves from Rheggium to Massena. He attacks Hiero’s Syracusan Army in the 1st Battle of Massena.

Tactical advantage Die Rolls give a +2 to the I Consular Army, despite Caudex’s poor skill.

+2 for tactical advantage, +1 DRM for Larger Roman Force, -1 for Elite Forces with Hiero = +2 to the Roll.

The Roll is a 1, modified is a 3.

The Romans take 15% losses and the Syracusans take 10% losses. The Romans lose 6 Infantry SP and 1 Cavalry SP and are at 37. The Syracusans lose 3 SP and are at 21.

This is a Tie
Caudex remains outside the city.
Forces in both armies are disrupted.

This ends the Activation. The next Chit is pulled:

A Consul…

Coming soon…

Marcus Fluvius Flaccus is eager to attain more glory for himself in Rome’s name. As well, more force is needed to defeat the Syracusans and their inevitable Carthaginian Allies on Sicily. He opts to march his legions south and join Caudex there. But the Senate needs to approve the Second Consular Army’s leaving Italy.

We’re using this image, but this is probably Marcus Fluvius Flaccus’ Great Grandson. It suffices.

It does on a 5 or less. A 1 is rolled.

Senate

The Senate wants a quick end to this war!

The long march inflicts little attrition on the Army because of the well-developed Italian provinces and those famous Roman roads. The Army only loses 2 Infantry SP from 45 Strength to 43. The Army then moves to Massena where Flaccus must attempt a continuation roll to attempt an attack on Hiero. This fails on a 7.

Flaccus’ Long March…stylized, not literal…

Activation ended. II Consular Army is in the city of Massena.

The next Chit pull is…

Augury…

Coming next: Chicken Guts

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Just so you know, a true Roman would make sure the chickens are well watered if the auspices are not good.

A 9 is rolled on the Augury table on a d100

01-12 Numidian Counter-Attack: Numidia attempts to take back any one
city in Numidia occupied by Carthage. The Roman Player rolls one die. He
subtracts from that die roll the number of infantry SPs in that city. If the adjusted
die roll is a ‘4’ or higher, Numidia has seized control of that city and thrown
the Carthaginians out. All Carthaginian garrison SPs are eliminated. Numidia
is considered in revolt until the Carthaginian player retakes the city.

Nothing Happened.

The next Chit pull is…

Hanno Gisgo.

This police artists’ image of Hanno Grisgo is based upon witness testimony.

So it’s not Gisgo exactly who has activated, but Hannibal Gisgo, or Hannibal, son of Gisgo.

Who is Gisgo? Gisgo is the commander in charge of the Carthage army. A pretty mediocre commander, thruth to be told, but he must have some sway to be able to place his son as admiral of an (admitedly small) fleet.

So Gisgo, wanting to be remembered by something other than just being the son of his father, moves his fleet to Messana to take out the Roman squadron helping supply the besieged city.

The movemento roll is a 0. This requires for a major disaster roll (failure if you roll under accumulated distance points in a d100. We traveled 5DP and the roll is 40, so everything is fine.

The Romans decide not to avoid battle and engage.

Time for battle.

This time the Carthaginians have a better leader as well as better trained troops, so we have tactical superiority -2 to our roll, +3 to the Roman roll and an additional +1 to the Romans for crew superiority.

Both sides roll a 7. This is a pretty horrible roll and, while it’s technically a Carthaginian victory, both fleets are eliminated.

And the admiral of an eliminated fleet is killed in action (Duumvirs are considered replaceable so they do not suffer casualties, though).

So long for Gisgo. He did leave his small mark on the world…

Back in Carthage his father screams for vengeance. But his army can’t leave Africa, so it’s unclear how he is planning to accomplish it.

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Next activation is the Carthaginian overall commander and leader of an army in Sicily (and all around cool dude). Hanno.

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Those threads are so lively. Such a joy to read, even when having no godly idea how the game is played XD

Hanno moves to Messana to help Hiero take the city (and also because we don’t trust him, Hiero can switch allegiance to the Romans in the game, and it’s almost guaranteed to do so). He takes the northern red road (white roads do not exist in this time period) to avoid attrition loss.

As he approaches Messana, Fulvius, from inside the besieged city, tries to intercept.

There’s nothing in the rules disallowing an interception by a besieged force, although there’s disallowance of movement. We took it as understanding that as long as you commit to battle you can indeed try to intercept. Also, even if the interception suceeds he’s taking a big risk leaving the city undefended,

However, he fails the interception roll. It’s an 8. and he needed a 5 (and had a +1 modifier because of adjacent hex interception, so he needed to roll 0 to 4).

Fulvius now has an interception failed marker that gives any troop attacking him a +2DRM to the attack roll.

Hanno likes this, so he decides to attack Claudius army camped outside the city, bringing Hiero to help him.

The 2nd battle of Messana is on.

Now, before going into the battle, Fluvius tries to coordinate with Claudius, leave the city and join the battle.

However he fails the roll and remains inside, not liking the odds.

This is a complex battle, so let’s look at the DRMs…

First tactical ability (how good a commander is and how well a commander is feeling the day of battle). It’s Claudius versus Hanno (Hiero is an attachment). Tactical rolls are 8 for Cartahge and 5 for Rome](http://orokos.com/roll/627445). Claudius has a D tactical rating and Hanno a C, so that’s 6 vs 3, or a +3DRM total.

Next force ratio. Carthage has 43SP and Rome 32. That’s a 1-1 combat odds ratio, or no DRM.

No sicde has enough cavalry superiority. 0DRM.

One elite contingent of Syracusan cavalry gives +1DRM.

After battle status. Because the first battle of Messana, Hiero’s and Claudius’s armies are disrupted. Any disrupted unit on the attack adds a -3DRM and on the defense a +1DRM. So it’s a net -2DRM. I thoght a lot about bringing Hiero, and this -2DRM is offset by the Syracusan army negating up to other -6DRM that would have been applied on it’s absence, so Hiero is contributing a net +4DRM.

Hanno’s army has some experience and a Carthaginian army efficiency of 0. So no DRM there. (most Carthaginian armies start with a -3 efficiency, making combat the first years very risky).

So: Total +2DRM.

Combat roll is a 9. +2 that’s a net 11.

Or a savage 20/30. Attackers lose 20% of their army and defenders 30%. Defenders must retreat.

Rome loses 8 SP infantry (2 each contingent) and 2 SP cavalry (will take from the auxiliaries unless you tell me otherwise). Carthage a total of 9SP, divided as equally as possible, one of them being a cavalry SP.

Because the combat loss table is a percentage of the army, the bigger army (normally attacking) tends to lose similar total numbers as the defending army even if the percentage is lower.

Pursuit and butchery factor is 1. Roll is a 0. 1 times 0 is 0 so no extra loses.

This is a Carthaginian victory, but not a major one. Claudius army is disorganized. Hanno’s is disrupted.

This is what’s left of the combined Carthaginian/Syracusan army in Sicily.

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And this is Caludius’s consular army:

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Claudius decides to enter the city so next turn the Romans can guarantee a combined attack.

Hanno decides this is good for a year of campaining, and joind the siege without attempting to take any further action.

Next pull is siege attrition (pity I didn’t get to place my fleet on the siege on time):

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The game is, let’s say, convoluted. I really like it a lot (I think @Navaronegun is not so keen on it) but it took a while to even start to understand the implications of many choices (and I feel I’m still poking in the darkness). It also has so many charts