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Go Back   Armchair General and HistoryNet >> The Best Forums in History > Historical Events & Eras > Warfare Through the Ages

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Warfare Through the Ages Roman, Greek, Japanese, etc. Topics cover all manner of pre-modern warfare and empire-building and crushing.

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  #1  
Old 30 Jul 13, 07:15
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The Eagles Have Flown:- Romano-British Simulation


383 AD - The Roman Commander of Britannia, Magnus Maximus proclaims himself Augustus. After campaigns against the Picts and Scoti, he leads his army across the channel and campaigns in Gaul and Italia. Saxon, Pict and Scoti raids increase, as does Irish settlement along the coast of Wales.

388 AD - Magnus Maximus is executed after his defeat at the Battle of the Save and the Battle of Poetovio. Britannia returns to the rule of the Emperor Theodosius.

392 AD - Eugenius seizes control of the Western Roman Empire, fighting against the Eastern Roman Empire to retain his authority.

394 AD - Eugenius is executed after his defeat at the Battle of the Frigidus. Britannia returns to the rule of the Emperor Theodosius.

395 AD - Theodosius dies. Western Roman Empire is inherited by his 10-year old son, Honorius. Power is largely held by Stilicho.

398 AD - Stilicho orders a (primarily naval) campaign against the Scoti, the Saxons and the Picts, aimed at putting an end to their raids against Britannia.

401 AD - Facing wars with the Visigoths and Ostrogoths, Stilicho strips Hadrian's Wall of badly needed manpower. Raiding increases in Britannia with the Roman military presence pared down to a skeleton defence. Near bankruptcy, the Western Roman Empire ceases paying its remaining forces in Britannia.

407 AD - With Imperial authority collapsing in Gaul under a Vandal, Alan & Suebi invasion, the remaining Roman military in Britannia reject Honorius' rule and elect Constantine to lead them. He leads his loyal forces into Gaul and Spain, establishing himself as Western Roman Emperor.

409 AD - Essentially defenceless and suffering from severe Saxon raids, the Romano-British expel Constantine's magistrates from their cities (in some cases violently) and pledge their loyalty to Honorius once more, pleading for military assistance.

410 AD - Honorius replies, indicating that all his forces are engaged in the defence of Italia and the Romano-British cities must look to their own defence.


---XP------XP------XP------XP------XP------XP------XP------XP---



In this simulation, up to 10 players will take on the role of Romano-British characters immediately following the Rescript of Honorius. In a bloody backlash the pro-Honorius faction who expelled (and in many cases executed for treason) the pro-Constantine faction has been wiped out -lynched by an angry populace or fleeing for their lives.

You are the strong men, the natural leaders; for one reason or another (which will be determined in character generation), the Romano-British follow you, trusting their lives and their fortunes to your care.

Where will you lead them?

What will happen to the People of Britannia, now that the eagles have flown?
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  #2  
Old 30 Jul 13, 09:07
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This sounds interesting.
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  #3  
Old 30 Jul 13, 09:10
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How will it work?

Each player will address three multiple-choice questions about their character to help determine who they are - which will also provide the basis for calculating their skills in three major areas; Martial, Political and Economic. Players are encouraged to fill in more details about their character and, if historicalish, these may serve to tweak their skills further.

At this stage each character will be given one or more towns that follow their leadership at the start of the game, informed of their starting manpower (if any) and treasury.

As a rule players will not be given the raw numerical values of their traits, although their effects should become apparent over time.

The simulation will unfold over ten turns with a variety of events taking place and affecting the situation of the player characters. These events include:-
  • Raids
  • Major Invasions
  • Settlement
  • Alliances

'Alliances', in this case, reflect the coalescing of different groupings of towns into larger states. Generally speaking these would be Kingdoms, although this raises the question of which character (if any) would be the King.

While working together is encouraged in most cases, players will not be able to form a state except during certain indicated turns. Some benefits of forming a state include shared Glory, shared treasury and shared use of traits. A character with high economic skills could get more income out of the towns of a state than their previous owners could with lower traits. Similarly a character with high martial skill would make a better warleader, and could command the forces of a state directly instead of as the 'first among equals' with forces less formally allied. Finally a character with high political skill can command higher loyalty from the towns within his or her state and is less likely to be betrayed.

Of course, all of this is optional.

You don't have to ally up, and just because you do form a state doesn't mean you let the character with high martial lead your armies to every victory. After all, even when part of a state a successful war leader is going to garner more glory for every victory - and you don't want your trusty alliance to be torn apart because one partner is pulling too far ahead!

Perhaps you can gloriously lead your army to victory over less dangerous foes, and save your most talented warleader for the fights that truly need every last edge you can muster?

Because allied or no, state or no, when it comes down to the history books it is every Romano-Briton for himself...
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Old 30 Jul 13, 09:35
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How do I win? And... what's this Glory you're going on about?

Each turn player characters can earn Glory points, which will be tallied at the end of each turn and displayed publicly. These act as the simulation's 'Victory Points' and will be used to calculate who is winning, and indeed who has won at the end of the tenth turn.

The reasons certain players have earnt Glory will not be published - although they may be informed privately - but can be assumed to be oriented on achievements of historical note.

Have the most loyal towns? Have the vastest hoard of coin? Have the mightiest army, hold Londinium, have won a glorious battle, have driven the Sais away, have made a major investment in urban development, been crowned King or secured a royal marriage?

Don't be surprised if your Glory count goes up at the end of the turn.

Of course there are also ways to lose glory... or even die!

While you as a player would not be knocked out of the game, your successor character would only inherit a fraction of his or her mourned predecessor's Glory.

So personal courage can be a gamble - as it should be!
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Old 30 Jul 13, 09:53
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Sign me up K.
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Old 30 Jul 13, 09:55
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I thought we might.

Welcome aboard!
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Old 30 Jul 13, 10:40
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Is there a ribbon authorized for playing?
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Old 30 Jul 13, 10:42
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I don't believe this is a ribbon game, no.

At least, I didn't raise that when I discussed it with Wes - you're welcome to contact him if you feel there should be, but I'm not Jason so this would be a simulation on ACG rather than a simulation by ACG.
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Old 30 Jul 13, 11:26
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Well, I'm still interested. Maybe I should round up the team.
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Old 30 Jul 13, 12:31
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Quote:
Originally Posted by Paul Mann III View Post
Is there a ribbon authorized for playing?
For everyone else there is. But for you Charley Skedaddle (if that's your real name) no. You're still under arrest, remember?
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Old 30 Jul 13, 13:39
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Roman Britain: Map

Players are welcome to use and post whichever maps they like, but the one I recommend (and will be using) is hosted on this website.

And yes, I have a hard copy
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Old 30 Jul 13, 14:24
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Quote:
Originally Posted by Rojik View Post

For everyone else there is. But for you Charley Skedaddle (if that's your real name) no. You're still under arrest, remember?
We can't all escape prosecution like Keyser SŲze.
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Old 30 Jul 13, 14:51
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Character Generation

Most of each character's raw attributes are measured in 3 traits; Martial, Political and Economic. It probably goes without saying but Martial is directly connected to your skill at commanding soldiers, Political reflects the levels of support you can muster from the people and towns around you, and Economic reflects your aptitude at gathering wealth and developing the towns that follow you.

Your raw levels in these skills may shift through the game, but are determined by your answers to the three multiple-choice questions, as part of character generation. And once again feel free to elaborate, within the bounds of historical plausibility.

We are probably looking at starting this Friday, since Fridays are generally my best day for updates.

If we are able to keep the pace going, we're probably looking at a turn per week except for the last turn, which will take two. So that means I am hoping to get up to 10 Britons signed up and having filled out the following form by 3pm Friday 2 August, BST.

---------------------------------------------------

Name:
Age:
Ethnicity:
Weapon of Choice:

Before the Romans left, who were you?

1. A Roman Officer (either in the Limitanei or the Comitatenses)
2. A local Magistrate who survived both purges, or a member of the native aristocracy
3. A well-connected merchant, whose goods were traded across the Western Empire.

In the chaos that follows the Pax Romana, what are you left with?

1. An ex-Roman Castellum, abandoned in a hurry.
2. Popular support - you are known and respected. Liked? Trusted? Maybe.
3. A strongroom stacked high with currency and seven bales of silk.

Who were your ancestors?

1. British nobility from Britannia Secunda
2. Patricians from Italia
3. Wealthy landowners from Gaul

Images are optional
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Old 30 Jul 13, 16:12
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Actions

On each turn, characters can choose three actions to take. Some of them are listed here (and will be added to over time), but if you think of a good one I have missed, PM me and run it by me.

Here goes:

Set Patrols: Allows you to organize as many of your men into a patrol network as you like. Patrols don't require a character with them to lead them, and are the best defence against raids. They will also provide early warning on any major invasions entering your lands, although they may take longer to concentrate depending on where they are.

Lead Warband: Gather a larger group of men under your personal command, either defensively (ready to respond to any invader or a raid close to home) or aggressively, either on a raid or actually attacking enemy lands directly.

Train Troops: Either with new weapons, new techniques or simply trying to improve the troop quality.

Found State (Alliance turn only): Two or more players choosing this action can join their territories, specifying the government under which it will be run. In most cases, this will be Monarchy and in this case they need to select a King (either a player character or not).

Dissolve State: If all players involved in a state choose this action, the state dissolves peacefully. If one or more do not, the state becomes torn apart in civil war. Combat will be resolved, leaving the remainder of the state in the hands of the winning faction.

Pay Tribute: Men under your aegis deliver a specified sum of denarii to a specified player. Depending on the geography involved, this may leave them vulnerable to a well-timed raid.

Raise Income: From towns and cities loyal to you. The amount you raise is linked to your Economic skills.

Develop Settlement: Allows you to develop a specific settlement further, either economically (for example by increasing its trade) or militarily (eg. by fortifying it). How long this will take depends on the denarii you are willing to invest in the process, and your political skills.

Muster Levies: From your various towns. Allows you to either raise a large number of militia (1 turn only, green) or a smaller number of recruits to your standing army. If militia you are able to exceed the maximum forces your lands will support, as they are a temporary force. In both cases the number of levies mustered is principally determined by your political skill.

Increase Mobilization (One way): All British lands start at Standard Mobilization, and can take two steps (to Severe Mobilization and finally Full Mobilization) at a time of the leader's choosing. Each step increases the number of men that can be mustered at the price of a reduced economy, shifting the culture further toward a traditional British one. This is a one-way process that cannot be reversed, but is useful when casualties mount and Romano-British armies need to maintain their strength.

Suborn Town: Using political skill (optionally modified by coin spent), a Romano-British character can attempt to sway a settlement held by another faction without openly attacking them. That faction's political skill will modify the loyalty of the settlement.

Stand Together (Major Invasion turn only): Allows different characters to lead warbands from different factions or states against an outside invader. Not able to be used to attack, only to repel.

-----------

Probably enough to go on with for now; again, PM me if there are any others you feel there should be and we'll talk it over.
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Old 30 Jul 13, 17:41
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Dramatis Personae

Emrys Uriens Maximius (Arthwys)
Lucius Lucretius Lupus (Delenda EstRoma)
Scipio Barbatus (Craven)
Plinius Hieronymus Major (Major Sennef)

A couple of other expressions of interest, let me know if you want to go ahead and sign up
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