Bob Kalinowski - Dec 28, 2004 8:27 pm (#420 Total: 427) "Tell the king that after the battle, my head is at his disposal; but meantime, I hope he will permit me to exercise it in his service!" -- Seydlitz at Zorndorf Caesar In Gallia Suggestion -- Major Victory Aftermath Tribute I decided to take a deep dive into the Ancient Wars series over my Christmas break, and let me add my congratulations to Joe and the Decision team on an outstanding series. I am mid-way through the Caesar in Gaul Campaign, and have been knocked out by the overall color, flavor, and accuracy of the system. I am reading Caesar's Gallic Campaigns in concert with play, and have been repeatedly impressed how many of the campaign facets are captured by the system; Roman quality vs. Gallic quantity; all the Gallic/Germanic/Briton treachery and ruses (Agent strategems); relative Roman imperviousness when inside cities, the critical Roman advantages with engineers and impetus units, etc. (Basic) Combat is particularly enjoyable, as the smaller Roman armies slug it out against huge Gallic opponents, usually survive their Discipline checks, and punch 5-15 sp of losses into the Gauls, or, occasionally, turn up that third battle round "G" result on Gauls' Discipline checks, and cause 60-100,000 barbarians to scatter on the winds. (Sorry, no way I have the time to battle board them all) Really great stuff! In my game, after two and a half years, the Romans have taken possession of six Gallic cities and built two colonies so far (as well as converting 3 Gaul cities to Roman cities). But the Gauls finally got Vercentigorex, and he pulled off a successful Uprising. And, along with a few other good mobilization rolls, it came to pass about a year ago that EVERY Gaul, Briton, and German tribe is mobilized against Caesar. Since then, Caesar has been in about five close battles and sieges against large Gallic armies. A few have been Draws, but a few were Roman major wins. But the Romans can't ever seem to find the breathing space, or dozens of Political strategems, or accompanying lucky die rolls, to get any tribes back into submission again, as Caesar was able to achieve historically. Here seems to be a mechanic where the Gallia specific rules might be honed regarding Tribute. Caesar's Gallia writings continually point out that in the aftermath of those major victories, often, the very tribes/leaders fighting him immediately sent emissaries asking for mercy, sent hostages, and promised to toe the line with the Romans again. Caesar invariably accepted these offers (with some brutal exceptions). He cites a few instances where 3-8 tribes caved in at once. Also, it's relayed that several times, newly raised tribes hundreds of miles away learned of the major wins and got while the getting was good, melting back into the woodwork. Thus, Caesar's big wins did much more than just in game terms, "clearing off Ariovistus' 10 combat units" – they also usually shifted a big chunk of tribes off the Barbarian controlled line of the Tribal Display, thus ensuring that when the next 8-9 is rolled on the Tribal Council table, the Gauls aren't getting another 300,000 man mobilization that seems to belie the political impact of Caesar's wins. With the current Tribute mechanic, there is no way the Roman player can achieve this in Gallia. It essentially involves marching a Roman leader onto a Tribal hex, or through it, playing Tribute markers, and having a 1/3 chance of converting the Tribe. It gives a 50% chance of Reaction, which gives the Gallic player a free Strategem, which is nothing to be sneezed at if Vercintegorix is on map. Also, in a typical turn/year, I've found the Romans have to recruit their own units almost every turn – this because they are facing tons of Galls; they're facing tons of Gauls because despite the Roman wins, none of the Gallic tribes ever revert; a closed loop vicious cycle. So I respectfully submit the following as a proposed additional Gallia Specific Strategem. The concept may be considered in the draft stage, and I welcome any further honing from the Ancients sages. I think it enables major Roman wins to have the proper important short and mid-term impacts on the whole campaign theater, while still allowing the Gallic player to turn the tables again with another successful Uprising: Major Victory Aftermath Tribute: If the Roman player wins a major victory, any one Tribute strategem played in that turn or the next Roman player turn can be played as a Major Victory Aftermath. Roll 1 die, treating a dr1 result as a 2. The result causes four possible effects: 1. Enemy tribes revert to Independent: The result is the number of enemy-controlled tribes that revert to independent status. The Roman player may choose from any tribes with tribal centers within a 5 hex radius of the victorious force. He can pick the closest ones outside this radius if too few exist inside to fulfill the result. 2. Enemy units desert: The result is also the number of additional enemy combat units that must be removed from the map/leader displays. Combat units must be the same color as those that lost the major battle. 3. New Roman Clients: If the result die roll was a 1-3, mobilize one of the newly independent tribes as a Roman client; if a 4-6, mobilize two as clients. 4. Major Gallic Leader Submission: If the result was a 4-6, choose one on-map major named chief at random, and return him to the major leader pool. The Supreme Leader, if any, is excluded from this pick. This Aftermath opportunity is lost if the Gallic player can win a minor or major victory before the strategem is played.