From: Arnaud Bouis Subject: Fall of Rome Hello, Markus ! Here is my after-action report. I finished the first scenario (9AD) and found it rather easy: by the end of turn 6 I had conquered Germany, Dacia and the whole Persian Empire (in that order). I was moderately lucky and got two revolutions early on, but squashed all these revolts easily with legions and money (tribute). I now have my "recipe" pretty well established (I send 4-6 legions and 2 militias and try tribute if it fails) for the insurgents. After turn 6 almost the whole map was Roman and no enemy appeared till the end of the game. At the end of the game my treasure was 738 ! :) Pretty good game though, with a good "feeling" of the Roman Empire and an elegant, innovative combat system which I like a lot. I think the 1st scenario is too easy, but the others (esp. the more scary periods C and G) should be very entertaining. My remarks on the game system: 1) Colonies aren't very useful as the rule stands. I would suggest the following: not only do they reduce rebellion by 1, but they create 1 loyal militia in the area when rebellion happens. 2) Forts sound too effective. I suggest a +1 on the CRT instead of a +2. Also, perhaps forbid building them unless the area is cleared of enemies (I entered Persia, killed half the Persians, built a fort on their land and then they became helpless. This sounded a bit easy). 3) I think that there is an easy winning strategy of leaving only 1 militia in each province of the empire. Thus when rebellion occurs, only 1 rebel milita is created. This sounds too easy. I suggest the following mod: Alter rule [5.2] (2): If there is at least one Roman militia point, place militia points as called for by the Revolution table, rather than flipping existing militias to their rebel side. What do you think of this ? 4) I found that it was too easy to move leaders 1 area away from their big legion stacks during the second Roman Move Phase, to avert a rebellion. Then next turn they come back again and you have tricked the game system ! I would suggest the following: Move the Army Rebelion Phase (J) to right between phases G and H (that is, right after the first Roman Combat Phase). Or better, if you're honest, forbid yourself from using this trick. This should avoid touching the Sequence of Play. I'm sending this to consim-l, in case others are interested in debating their experiences with Fall of Rome. Does anyone have an updated email address for Joe Miranda ? Arnaud Je naquis au monde tout nu Je ne sais combien je vivrai Si je n'ai rien quand je mourrai, Je n'aurai ni gagne ni perdu. -- Theophile de Viau. From: Information Technologies Subject: Re: Fall of Rome To: Multiple recipients of list CONSIM-L I think creating full rebellion value militia for internal provinces may be a bit harsh in internal provinces, but I do play that all parenthetical numbers of the chart create that number of militia regardless of the presence of existing militia, and that all persian, german, dacian and Sycthian and Pict numbers are used as if they were parenthetical (can't remember if they are on the chart or not). This makes the barbarian provenices as hard to control as they should be. I also thing some sting needs to be put into the legion rebellion rule, as it seems to easy to keep the road to Rome clear for legions to march along as long as you keep your treasury low.