Only a side that has positive total victories may attack any enemy city. However, if one side holds an enemy city, the side with a negative total may attempt to retake its own city. A side that has lost a city may reestablish a positive total by winning enough open field battles to offset the loss of cities, and then attempt to seize an enemy city without retaking the lost city(s). After seizing an enemy city, a player with a positive victory total may attempt to take the enemy capital.

Acaptured city counts as two victories. A captured capital counts as 3 victories. A die roll is made at the end of any round when the Romans have a positive victory total, and the war is over if the die roll is 6 or better, modified by +1 for each city taken and +2 for taking the enemy capital. If the Roman score is 12 or higher, the defeated nation/tribe has completely surrendered, and seeks to become a province. This application is submitted by the governor to the Senate.

Invaders/raiders and Servile revolts work differently. The Servile revolt ends after any round in which the Servile general is killed, or if the Roman victory total is 3 or higher. Spartacus’ Revolt only ends when Spartacus is killed. The Roman player captures and re-enslaves the slaves, netting 50 percent of the value of the surviving slave combat elements at the end of the battle. (Crassus’ dealing with Spartacus being a notable exception, the Romans usually didn’t massacre the entire slave population in these wars). Invaders disappear into the next country once the Romans have a positive victory total. The war isn’t over, but unless a Friend and Ally permits free passage to the non-adjoining invader territory, you can’t get there from here. (Roman armies were not set up for extended strategic pursuits, Sulla’s and Lucullus’ peregrinations being notable and unsuccessful exceptions). Pirates listed as ‘Potential Enemy’ will make peace like a normal enemy of Rome, but the surviving pirate elements are enslaved like Servile revolt. Pirates fighting as invader/raider simply disappear when defeated. Conquering pirate citadels (BUA) works just like normal cities, but the loot factor is 3d10x4 for a normal citadel and 5d10x6 for a major pirate citadel. Moving from pirate citadel to citadel requires fighting a naval battle each time as discussed in Event 23, Special Commission- Piracy.

Rome never makes peace while losing. Instead, additional Roman 4Bd or 4Sp elements are added to the governor’s army – one extra element for each enemy victory above the Roman victories. In addition, a consular – a player that has achieved the rank of consul – may supercede a praetorian governor in the Province with a negative victory score of 3 or more.

Losses in previous battles affect the number of units available for subsequent rounds of the war. Every mercenary, ally or auxilia element destroyed has to be purchased again. Every two elements destroyed in the Roman core list reduces the Roman core list by one element. The Roman general chooses which one of the pair is lost.

The enemy of Rome is similarly affected, but by losing 1 element for every 4 destroyed (Home field advantage).

 

If the enemy C-in-C element is destroyed, roll again as for a Roman general. If captured or killed roll again 1D6=5, 6 and the enemy king is the leader affected – and add 3 to the peace die roll.

Triumphs and Ovations
A Roman governor is entitled to a Triumph if
- a foreign enemy makes peace
- an enemy city is taken
- an enemy army is defeated with no Roman casualties (mercenary, ally and auxiliary do not count as casualties for this purpose).

A Roman governor is entitled to an Ovation if he defeats a pirate army, Italian army, Civil war army, or servile revolt army with no Roman casualties, or recaptures a city held by one of these enemies, captures an Italian city.

All players vote on whether the victorious player gets to celebrate his Triumph/Ovation. This is a simple thumbs up or thumbs down, but voting against an ovation costs 2 prestige and against a triumph costs 5 prestige. A player who celebrates a triumph get 20 temporary prestige which last two rounds; an ovation gets 10. Celebrating a triumph costs 5 talents.

A general entitled to a triumph leads his Roman troops and ‘following mercenaries’ to the Campus Martia to await the decision of the Senate. A general entitled to an Ovation may not. If the Senate refuses his triumph, the disgruntled general can keep his troops on the Campus exerting a 40 prestige effect on LEX and elections while sitting out there. A wise Senate will grant the triumph.


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