Rick Heli - 12:53pm Nov 11, 1998 PST (#58 of 64) [ Mark ] Last sims played: Die Macher, Maharaja, Godsfire and PBeM: La Revolution Francaise, Lords of the Sierra Madre John, do you think that Ancient Conquest which I've never seen deserves to be considered as one of this type of game? Perhaps you could send us a short description of what it is like? It sounds like you and CV might want to compare notes. There may be some ideas of yours he could use if it is not too late before publication. ------------------------- charles vasey - 04:03am Nov 12, 1998 PST (#59 of 64) [ Mark ] Ancient Conquest's problem was it used hexes, and correspondingly low movement allowances. It could take centuries to go from Babylon to Memphis. I also felt its combat system better fitted a game with shorter turns, but as to its atmosphere it was a splendid thing. I hope I have managed to generate even a little of it in CL. ------------------------- John Strand - 11:42am Nov 12, 1998 PST (#60 of 64) [ Mark ] Rick, in response to your request, here is a description of Ancient Conquest. Produced in 1975 by Excalibre Games (then located in Minnesota, USA), Ancient Conquest had several characteristics which will be recognized by players of the game Britannia, namely; four players controlling pieces in four basic colors, multiple (4 or 5) nations/tribes per player/color, a long time period covered in the game (900 years), and with 15 game turns, a long period of time represented per turn (approx. 60 years). However, there are several major differences between Ancient Conquest and Britannia as well. For example, the Ancient Conquest map is divided into hexagons, the units have combat and movement factors and combat is resolved through use of a retreat/exchange/eliminated CRT. Each player receives fixed reinforcements, there is no system to "increase population" of on-map nations. Victory is calculated in a unique way as well. Each player can earn a maximum of 40 victory points, all of which are itemized on a separate sheet. Each color has the victory points broken down as to which of the individual nations need to perform a task, often with a time limit involved. There are no provisions for playing the game with more or less than four people. The Map The map is a 3-color representation of what historians have referred to as the "Fertile Crescent", an arch-shaped curve connecting the Nile river delta with the Tigris/Euphrates delta. In the Southwest corner is Egypt, in the Northwest is Lydia, in the Southeast is the Tigris/Euphrates delta and in the Northeast corner is the Caspian Sea. The map is printed on yellow paper, with blue ink for water, red ink for major cities and provincial names, and black ink for the remainder of terrain features, including, mountains, minor cities and desert, as well as the hexagonal borders dividing the terrain. The Pieces The playing pieces are divided into four colors; blue, red, yellow and green. Blue, red and yellow each have four separate nations, and green has five. These are itemized below: Blue Egypt - 10 foot (heavy infantry), 3 light (infantry) and 6 chariots Media - 6 foot, 3 light and 4 chariots Urartu - 6 foot and 1 light Arameans - 3 foot and 3 cavalry Red Assyria - 15 foot, 6 light, 8 chariots and 2 war machines (siege engines) Marsh People - 4 foot and 1 light Mitanni - 2 foot and 3 chariots Lydia - 4 foot, 2 light and 1 chariot Yellow Elamites - 5 foot, 3 light and 3 chariots Hittites - 6 foot, 3 light, 8 chariots and a war machine Cimmerians - 6 foot, 2 light and 2 cavalry Judah/Israel - 3 foot, i light and 1 cavalry Green Kassites - 6 foot, 2 light and 2 chariots Chaldeans - 7 foot, 3 light and 2 chariots City States - 7 foot and 2 light Phrygians - 6 foot, 2 light and 1 chariot Philistines - 4 foot, 1 light and 1 chariot The sequence of play is in the above order, i.e. all blue nations go before any red nations, all red nations go before any yellow nations, etc. There are no leaders as such in the game, however, there are counters for David and Goliath, who must fight to the death. Other features which give the game a biblical feel include a single forest hex on the map (the cedars of Lebanon) and a "Moses rule", which gives the Egyptian player the power to decide whether he will let the chosen people (represented by a counter) leave Egypt. Although the game has some flaws, I have enjoyed playing it over the years, and recommend it to all wargamers who are interested in the period. It has been out of print for a long time, though and is probably difficult to find. Regards, John Strand