From: Brandon Einhorn Subject: Variant rules for Conquerors [SPI - 1977 - Richard Berg] Conquerors: Richard Berg / SPI 1977 Movement 1) The basic Movement Allowance (MA) is raised to 32 from 30. a) The size of the force affects the speed. SP Modifier to MA 0 - 20 +4 21 - 40 +0 41 - 60 -2 61 - 80 -4 81 - 100 -6 101 - 120 -8 121 - 140 -10 141 - 160 -12 161 - 180 -14 181 - 200 -16 b) When moving along a road the cost of the terrain in the hex is used, but the cost is reduced by 20%. 2) Over run costs 1 extra MP, not 3. [1 MP = 4.2 days, 12 days for an over run seems excessive] 3) No units may move through more than 3 consecutive desert hexes. Combat 1) The victor recovers 1/2 rounded up of his losses. [Perhaps he should recover 75%] Any of the defenders units that fled are considered destroyed. 2) Tactical System: a) In general a major flaw of the system using the phalanx TCD is its too easy to refuse a flank, or even the entire position. 7 large units and some strong flank units can hold up a much larger army. Both sides should be forced to put a unit in every front line box, and a rear box should be able to be attacked by all boxes that can move into it. b) The defender and attacker alternate setting up ¼ of their army at a time. c) Flanking Cavalry Maneuvers take too long to develop and are too crowded. d) All units of the same legion/formation/tribe must be set up adjacent to each other. Each leader must stack with and control only his troops. e) Only one full strength infantry unit may be in a hex. [Now weak units with 2SSP are much inferior to 3 and 4 SSP units, instead of the other way around] f) If a unit takes a step loss, the unit behind it may feed replacement steps if its of the same type. g) if a unit is attacked in the rear or flank, +1 is added to the combat die roll. Supply 1) 1 supply point (SP) is required for every 40 stacking points. Fractions of 10 or less don’t require SP, while 11+ require a full SP. [50 stacking points need 1 SP, 51 need 2 SP] 2) New Method: a) After each June-July turn, each area produces 12 [8 x 1.5] times the number of supply points as the supply point production number (SPN) shown on the map. This the Supply Point Total (SPT) for that area. They may not be consumed by units outside the area, unless transported by sea from one port to another. At the beginning of each turn the local populace consumes a number of SP equal to the SPN from the SPT. In winter, twice this amount is consumed. b) Each city may supply one unit per turn for free. Any military units in an area above one unit per city consume supply from the SPT. If the SPT reaches 0 two things happen: 1) The military units are out of supply and must roll for attrition 2) The local populace may starve. If the SPT is reduced to 0 during the March - April, April - May or June-July turn the local populace is unaffected. During any other turn the SPT is reduced to 0, a famine occurs. The next June-July Harvest will produce ½ rounded down of the normal amount of supply points. It will recover fully the following year. [Thus stripping an area in August will render it barren for 10 more months, then it will produce ½ of its normal production over the next 12 months.] d) Each city controlled by the enemy reduces the SPT by 1 point each turn, and it is available to the enemy force. e) A force passing through a friendly city may pick up and carry 1 SP that must be consumes that turn. 1 SP from an adjacent friendly area may be consumed that turn as well. Supply points may be transferred between ports if there are no naval units within 15 MP.