From: "Brandon Einhorn" Subject: Re: Variants - Julius Caesar - TSR Julius Caesar: Richard Berg / TSR Grain & Supply 1) Stripping: stripped markers are removed at the beginning of the June turn. Grain may not be stripped in March, April, or May. Stripping an area in winter results in 1/2 rounded down of the usual grain amount. An area may be stripped by either side, regardless of ownership. To strip an enemy area there must not be any enemy units in that area, and a friendly unit must start in the home base hex. A tribe may not strip the area of another tribe if both are active and controlled by the same side. 2) City Supply: The native tribe is always in supply, and doesn't count against the free supply capacity of towns/cities. A non-besieged city has a free supply capacity of three times the regions grain value. A besieged city has a supply capacity equal to twice the regions grain value. In winter a unit in a city doen't need double supply. (OPTIONAL): The regions free supply capacity is three times its grain value. Thus a 1 grain point province may support three legions for free. 3) A tribe without grain may not move so as to end out of supply, unless it attacks. 4) If a unit wishes to carry grain to another unit, that in turn moves with the grain, the time the 2nd unit spent waiting must be accounted for. To determine how many MPs the second unit must expend upon receiving the grain from the first unit consult the table below. Ex. A force with 5 MPs moves two hexes, from the table below 2/5 = .4. Another force with 8 MPs must expend 4 MPs (either waiting or moving to the grain) before it can move with the grain. (.4 * 8 = 3.2 rounded up = 4). Unit MA MPs expended 1 2 3 4 5 6 7 8 5 0.200 0.400 0.600 0.800 1 6 0.167 0.333 0.500 0.667 0.833 1 7 0.143 0.286 0.429 0.571 0.714 0.857 1 8 0.125 0.250 0.375 0.500 0.625 0.750 0.875 1 Cards 1) The Deck is shuffled after the Winter and June turns. (Saves wear and tear on the deck). 2) The Romans may not hold both Druid cards, one must be used/discarded. Siege 1) To prevent a very strong group of Gauls from stacking in a city forever, if a group stays in a city, the Romans may besiege it just as if it were fortified. 2) When the attacker moves the first of his units onto a fort/city in order to besiege it, the defender may announce he is defending outside the city, necessitating combat. 3) NEW: Gallic Sieges - For grain expenditures, always use x2 the normal grain required, ignore the table. Combat 1) Active units may be attacked across a river at 1/3 strength. Units may cross a river through a ZOC, but they must attack a unit exerting that ZOC, and do so at 1/3 strength. [Otherwise the Menapii are unreachable.] 2) If a unit is attacked and forced to retreat, it may not move during it's turn. It doesn't get to retreat move, and then move in its turn. Otherwise it takes too long to track down and defeat a tribe. Upon reaching its home base, a disrupted units movement is over. If undisrupted, it may continue moving with its remaining mps. Units may not attack , intercept, or overrun during the retreat. 3) A force can't retreat into any one hex the attacker chooses and at least one attacking unit entered from. 4) If a Roman force is defeated in battle and retreats towards a friendly fortified city occupied by a tribe, that force may not end the turn stacked with the tribe unless it has four times the strength. Otherwise, it may move into the city, then out into an adjacent hex. 5) (Optional) When the Roman attacks an inactive tribe, roll a die, on a one its strength is doubled for that turn. Subjugation 1) For the Gauls, only the Germans and combined Helvetians may attack inactive tribes without penalty. For each tribe lost attacking an inactive tribe, and for each inactive tribe subjugated, there is a penalty equal to the campaign point value of the tribe defeated. [This prevents the Gaul from sacrificing many weak tribes by attacking other weak tribes and making one or the other unavailable for a year, to deny campaign points to the Roman.] 2) Once a tribe is subjugated, but available, the opposing side may only enter the home base hex if it has an equal number of strength points. In essence, its enemy territory, with ambush potential. 3) While the Combined Helvetians are active, the Boii counter is still placed on Gorgovina, so it's not unoccupied. Garrisons Each winter all unbesieged garrison units may be redeployed, provided they can trace a LOC through friendly territory. Tribes: Combined Helvetti & Britannia & Germany 1) Combined Helvetiants: The Romans lose 5 CP after each winter they are active. Dumnorix doesn't affect them. They may never stack with other tribes. They may not be deactivated. [OPT] To prevent them from fleeing north, They may only attack Roman allied tribes, and the Sequani, Nantuates, and Allobroges. 2) If Caesar lands in Britain, the Romans get 3 campaign points upon the subjugation of any Briton, unless all three tribes are subjugated. (More incentive than +1 C.P. for one tribe fleeing). 3) Germany: If any Roman unit enters Germany before Caesar, the Romans are never eligible for the +3 campaign points. The Gaul does not get the 5 C.P. unless the Germans are west of the Rhine. 4) To prevent the blocking of small rivers in Germany and Switzerland, the map extends one hex row further East. 5) Vercingetorix may not be deactivated if he ever starts a revolt. brandon@global-tech.com