USING ANCIENT EMPIRES FOR A CAMPAIGN 1. SUMMARY Ancient Empires handles the economic, political and logistical factors needed for a campaign style game. The standard game abstracts warfare to the movement of stacks of counters, each stack representing an army. When two armies meet, there could be a battle. All that needs to be done to replace the dice-based battle resolution system of the standard AE rules is convert the AE counters into a number of DBA/DBM units and then resolve the battle using those systems. 2. AE COUNTER TYPES Ancient Empires has 3 types of land troops: Professionals, Militia, and Barbarians. Of these, Professionals and Miltia come in two gradings: Normal and Dominant. The rules define Professionals as follows: "Proffesionals: These are forces that exist for an entire game turn, as opposed to Militia Units which are levied when needed and dispersed afterwards. Professional Units are generally better trained and equipped, and have a higher morale than Militia. They might be such troops as - · Royal or elite guards · Regular standing army (legions, Spartans etc...) · Nobles or other full time warriors" In Ancient Empires, Militia are temporary troops, called apon when needed, and then dispersed. In general they are less-well equipped and trained than Professional troops would be. They might be such troops as - . Citizens . Part time soldiers . Mercenaries . Peasant levies Barbarian units are tribal troops from non-civilized lands or nomads. The Dominant grading represents a successful effort by the state to improve its military capability by some means. This improvement relative to its peers must be maintainted or it will vanish with time. Some examples might be: . The organization and discipline of the Romans . The novelty of the Macedonian Pike . The culture that brought about Greek Citizen soldier and the Spartans 3. ARMY LISTS Using the above definitions, here is a rough list to use as a guide for your campaigns. The fist thing to be done is to work out which army lists a player can choose troops from. The easiest way to do this is to allow only the core lists (not allied lists) from those Provinces that the player controls at Player or Pacified status. DBA/DBM army lists should be used to identify the types of units players can choose from, depending on their geographical location in the game, but the suggested minimums/maximums should be disregarded, as the player will have the freedom to decide what numbers he can afford through the amount of money he channels into his military, and the AE counter types he builds. 4. CONVERTING AE UNITS TO DBA UNITS The next thing is to use the following categories to further limit the type of units a player can choose, depending on the type of AE counters in the army, and their grading. I suggest 2 DBA units per AE counter or 1 per counter for those in curly brackets {} Normal Militia: Ps, Hd, Sp, {Bw} Dominant Militia: As above with addition of Pk, Ax, Bw, {Lc}, {Cv} Normal Professionals: Ps, Hd, Sp, Pk, Bw, Ax, {Bd}, Lc, Cv, {Ch}, Ex, {Kn}, {El}, {Art}, Ww Dominant Professionals: As Above with addition of Bd, Kn, El, Cm, Art, Ch Barbarians: Ps, Ax, Wb, Lc, Cv, Bw, {El}, Sp, {Kn}, {Bd}, {Ch} 5. CONVERTING AE UNITS TO DBM UNITS I suggest a points scheme where one 'normal' or barbarian AE counter is worth 25 DBM points, and a 'dominant' counter is worth 32 points. Dominant players do not have to spend their extra points on more expensive troops. They may just but extra poor quality troops. In this case their 'dominance' rating could said to have been achieved via some method that makes their military less expensive than their peers, say some form of compulsary military training for all citizens, slave armies, or other social factors. Normal Militia: Ps(i,o,s), Hd(all), Sp(i), Ax(i) Dominant Militia: As above and Sp(o), Pk(i), Bw(i), Ax(o) Normal Professionals: As above and Sp(s), Pk(o), Bw(o), Ax(s), Lc(all),Cv (i or o) Kn(i, f or o), Bd(i or o), El(i or o), Art(i,o) Cm(i or o), Ex(o), Ww(i or o) Dominant Professionals: As Above and Pk(s), Bw(s), Cv(s), Kn(s), Bd(s), El(s), Art(s) Cm(s), Ww(s) Barbarians: Ps(all), Ax(all), Wb(all), Lc(all), Cv(all), Bw(i or o) El(all), Sp(all), Bd(o or f), Kn(o or f), Cm(i or o) * (x) class troops are left as an exercise for the reader 5. KEEPING RECORD To keep track of army compositions as they move and attach and detach counters, I suggest placing a numbered counter on each stack the player has in play, and recording the composition of that army on paper. If counters are attached or detached from that army, the player should add or remove the required type and points worth of units as appropriate, and change the paper records accordingly. No army may contain more points worth of units than the number and type its counters allow. If shuffling troops between armies means that this is not possible, the 'extra' troops in a particular army must be removed frm the lists (dies of disease?) 6. CASUALTIES The composition of the army in DBA/DBM units is more important than the number of counters on the map, which are just an approximation of the army compostion. Counters may be left on the map until its entire value is removed as casualties. Battles should proceed until all of one sides units have been destroyed, or have fled from the field, enabling the non-routing side to inflict extra casualties on the routers in pursuit, if it can. 7. AE LEADERS The presence of an AE leader counter in an army is of no consequence to the number of DBM generals available. Also, DBM generals do not have to be bought with the points from AE counters. Players shuld just buy their units as normal, and at battle time, designate which of these units will contain a general. I suggest an agreement on the maximum number of generals any players can field. Three is a good number. 8. WHAT HAPPENS WHEN A PLAYER LOOSES OR GAINS A DOMINANT RATING? All units disapear from the map at the end of a turn and must be rebuilt during the construction phase of the next turn. Between turns, professional counters may change composition entirely if the player wishes and must do so if the player's dominant status is not maintained during the investment phase. 9. FUTHER OPTIONS AE does not keep track of where manpower is generated, in order to keep things simple and because troops recruited from one area are not distinguishable from those produced in any other area. Therefore in the standard game, Militia can pop up in the same Province round after round, until the total manpower of the state is exhausted. When using DBA/DBM, things will naturally progress more slowly, so some extra paperwork in keeping track of the manpower reserves of each Province is acceptable. Also, troops produced from one Province _should_ be different from those produced in a different Province. To this end, the following optional rules are suggested: a) Although Professionals can be deployed in any Player/Pacified Province during the Construction Phase, Players must keep track of which Province they originally came from. The types of units produced must match those available from the original Province. b) Provinces can only produce their manpower limit in AE counters per turn. i.e. manpower = 1 + Development of Province. In other words, a Pacified Province can produce only one AE counter, while a DL2 Province can produce only three. c) Militia must appear in the Province that expends the manpower point(s) to build them, during the Operations Phase, and they must be of the appropriate types of units for that Province. d) Only _Barbarian_ troops can be produced in Pacified Provinces. Keep track of these units on the map with Militia counters, but specify the type of Barbarian units in your army lists. The cost is the same as producing a Miltia Counter. i.e. 3 gold and 0 resources. Another factor which does not enter the standard game is the explicit hiring of mercenaries. I suggest that a number of Provinces that historically produced mercenaries should be identified as mercenary producing Provinces before the start of the game. Special Counters could be made up and placed in these Provinces at the start of the game. The types of Units represented by each mercenary counter could be fixed at this time. The hiring of Mercenaries could be accomplished during the "Independent Trade Session" of the Trade Phase. A mercenary counter could be bought from the mercenary producing Province in a free auction, just like other resource. The counter could travel from the mercenary Province to other Pacified or Player Provinces just like any other Trade Goods Counter (6 TMPs), and be subject to blockade by hostile fleets. Or it could be left in the mercenary Province, to be moved later during the Operations Phase. Players who earned a Hostility Counter for a mercenary producing Province could not bid for those mercenaries. At the end of the Operations Phase, the mercenaries are taken from Player service, just like Militia. At the start of the Trade Phase, the mercenary producing provinces are replenished with their mercenary counters, regardless of casualties from last turn. Finally, if the mercenary producing Province is conquered (turns Pacified or Player), then it stops producing mercenaries. Independent Provinces, however, can still produce their mercenaries.