I made a quick ready-reckoner about reinforcements in an earlier post, but it was not set in stone. Here is an updated version that I will use for at least the first scenario's end game...
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Romans in battle against Celts (Wikimedia Commons) |
Losses and Reinforcements:
After each battle calculate actual losses to each surviving unit that took Stamina damage:
- Remove figures from each unit as a percentage of Stamina lost - for example, on a 4 Stamina unit...
- 1 Stamina loss = 25% loss of figures (if a fraction, round down results for all losses)
- 2 Stamina loss = 50% loss of figures
- 3 Stamina loss = 75% loss of figures
- 4 Stamina loss - unit should have been removed from table already
- For partially damaged units, roll a d6 for each figure lost...
- 1-5 they are lost
- 6 the troops managed to survive (lightly wounded, dazed, fled), so they can be returned to their original unit or to another unit of the same troop type that is understrength
- If a unit is completely wiped out during a game, then it is lost
- If two or more understrength units can be combined to make a whole one, then they will be, otherwise they will be put aside until multiples of understrength units can combine to create whole ones - all understrength units will be played in the final scenario at their current strength though
- All leaders that are killed are replaced by one of the same Rank. Allocate new Traits for each one but keep points values to within a few of the original leader
- All leaders that are injured regain 1 point of Stamina between each scenario
Before each battle, calculate reinforcements:
- The Romans start the whole campaign with 6 centuries of legionaries, 6 centuries of auxilia and 4 turmae of cavalry. The initial starting force consisted of 3 centuries of legionaries, 2 centuries of auxilia and 2 turmae of cavalry. They will gain reinforcements depending upon which Roman camp type they are nearest to...
- Marching camp = 2x random units (roll d6) until all are used up (4 auxilia and 2 cavalry left)
- 1-4 Auxiliary Spearmen (up to 4 units)
- 5 Auxiliary Archers (up to 2 units)
- 6 Cavalry (2 units left)
- Watch Tower = 1x unit of legionaries (3 units left)
- In the final battle they get an onager and/or a scorpio unit in addition
- Depending upon how casualties go, they may get a boost from the rest of the legion that has come looking for them for the final battle
- The Britons can recruit from a limitless pool of warriors...
- All removed units are lost
- All damaged units are automatically returned to full strength
- An extra 75 points awarded to spend on new units (any points left over are lost). Roll 2d6 on the table below to realise troop type, and an additional d6 if a Hero is rolled...
- 2 Hounds (22pts)
- 3 Female Warriors (16pts)
- 4 Skyclad (16pts)
- 5 Archers (15pts)
- 6 Slingers (10pts)
- 7-8 Warriors 2 (17pts)
- 9 Mounted Warriors (16pts)
- 10 Warriors 3 (22pts)
- 11 Chariots (24pts)
- 12 Additional Hero
- 1-3 Level 1 (18pts)
- 4 Druid Level 2 (27pts)
- 5 Level 2 (32pts)
- 6 Level 3 (47pts)
- If the Britons win, depending on their level of victory, they will gain a bonus number of reinforcement points equal to the level of victory (0-3) x10
The reinforcement totals are in favour of the Britons: firstly, they are on home turf and are expected to be able to recruit more troops, and secondly, they are expected to take more casualties as the Roman troops are better quality unit for unit. If this proves to be a little unfair I will adjust the amount of times that recruitment can take place; maybe after battles 1, 2, 4 and prior to 6 if the numbers are too uneven?
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