If the attacker is victorious ‘under the walls of Rome’, there is a chance that the attacker can successfully pursue into the city. The attacker and the defender make an opposed die roll, with the attacker adding his total of cavalry and light horse, and the defender adding the total of his cavalry and light horse. The defender’s modifier is halved if the attacker won the battle i.e. demoralized or destroyed fifty percent of the defender’s elements. If the attacker doubles the defender’s score, Rome falls in the pursuit. Any PC/Catalina army is ejected from Rome. The attacker receives normal loot and prestige in the battle, presumptively either sacking the city or proscribing and confiscating properties of the defeated forces.
If the city does not fall, the attacker can next attack Rome itself, or blockade the grain supply, or both. Blockading the grain supply gives a prestige effect of -50 but prevents the occupying player from gaining the support of the mob or freedmen, eliminating List II/45b and removing any 5Wb elements from List II/45c. If the player chooses to accept the prestige effect, or choses not to attack the city, the round ends with the revolutionary forces holding Rome.
If a player chooses to assault Rome instead of starving out the garrison, a
battle is played but using special terrain and intelligence/scouting rules.
The player defending Rome must place at least two ‘BUA’ terrain
features on table. Each represents a bastion, and has the +3 defense of a
BUA. These BUA are each placed within 600 paces of two table edges, and one
table edge must be the same for both BUAs. This table edge is automatically
the base edge for the defender. If a DBA big battle table is used, two additional
BUA sections are used. These second two must be placed on the table so that
the distance between any two BUAs is the same.
The wall between the bastions can be represented by walls, fences or string to denote the position of the wall. The wall is divided into 4-element width sections, each of which is defended by a single element. Between each pair of bastions a road is laid across the table. Where it crosses the wall is considered a gate. A gate is one element wide, and defended by a single element. The gates and bastions are +3 BUA tactical modifiers, the walls +2 camp tactical modifiers. Friendly troops may interpenetrate elements defending a gate, moving in and out. The width of the gate is a zero distance move, but costs an extra pip. Units following up an enemy recoiled through a gate follow-up through the gate, ignoring the gate garrison, and are placed on the inside of the wall.
The bastion BUAs do not have denizen elements unless the city is being attacked by a foreign or Italian army. An attacking element from outside the city must execute a normal attack against an empty wall or BUA to occupy it, with the defender using a zero as his combat factor. In fighting inside the city, all elements must follow up if they win.
Once a gate has been taken, the gate no longer impedes movement and in future attacks, the gate’s combat modifier is +2. Gates and bastions afford an original attacker a defensive benefit as they do defenders immediately on occupation, but the walls offer no such protection. Attacker elements use their normal tactical factors but may not get support from elements beyond the wall.
If a defender regains a wall section, the defender regains the combat benefit. Walls provide no defensive benefit to original defender elements being attacked along the wall. Attackers on a wall may attack enemy elements to either side, or move off the wall into the city. Elements on the wall may move 1 wall section in place of a normal move.
Mounted elements may not attack walls and bastions but they may attack gates.
At the end of any turn in which the attacker controls any bastion or gate, this counts as a 2 element loss to all defender commands.