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Subject: Sword of Rome- Civilization or Tribal Chaos rss

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Andrew Young
Wales
Wellesley
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And if you never have, you should. These things are fun and fun is good.
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This will be an ongoing Sesson report for a game played via VASSAL and ACTS.

Players of the Game

Gauls: Hugh Grant
Etruscans/Samnites: Paul Bravey
Romans: Michael Gouker
Greeks: Andrew Young

“The North”

News from the North is bad, very bad. Large Gallic warbands maraud and ransack leaving villages and cities ruined in the wake. The Roman Senate boldly decree more walled outposts built in support of fielding additional legions. The Etruscan people, weary of losing their culture of art and riches, also begin to strengthen - caught between an expanding, but friendly Rome and the increased raids from the North. The Samnites witness Greek armies deploying just outside their mountainous borders and contemplate a defensive position. Greek sailors and fishermen warn of Carthaginian triremes all about the coastal waters of Sicily.

War is a constant aspect of life, but things are starting to feel a bit different: the seas a bit higher, wind a bit harsher, the hunting dogs a bit more anxious. Do the other peoples of the Italian Peninsula feel the same? Will a common anxiety mobilize armies in fear causing bloodshed and fire?

386-374 BC

(Impulse Order- Greece, Gauls, Etruscan/Samnites, Rome)

The Greeks unaware that a new zenith would be reached in their civilization thirty years from now with the birth of Alexander begin to get restless in their colonies and so decide to act, casting the first stone hoping that it will not instigate further mobilization. After all, these aggressions are all defensive in nature.

IMPULSE #1

The Greeks (played Solar Eclipse) send an emissary with plans for an alliance with the Samnite peoples. Eager to protect their southern reaches, the Samnite leadership accepts turning its cautious eyes west and north. With confidence, the Greeks send an army (3 CUs) from Tarentum with a nameless young leader to strengthen the garrison at Neopolis weary of potential Roman aggression. In addition, the Greeks secretly fund the raising of an additional Volsci army (1 CU, played NPA) in Antium to allay their growing fear. Meanwhile, Rome takes measures to increase the strength of the Roman walls (played Thurri Appeals to Rome) as well as the resolve of the Roman people. The tribes from Gaul extend south from their outpost at Sena Gallica (played NPA) successfully looting the Etruscan Sentinum, but stopping in Spoliteum after losing the older soldiers within their army (1 CU) when Etruscan (played Domestication) women and institutions impress upon them to give up the campaigning life.

IMPULSE #2

Upon the arrival of the Army from Tarentum the Greek Neapolitans rejoice and back a modest earthen works project (played Greek Privateers) to bolster the city’s walls and port. Because of earlier success in secreting materials to the Volsci, the Greeks endeavor another such mission (played NPA) hoping that Volsci strength will bide time. Word of this 2nd success comes on the heels of foreboding news- a new Roman walled city has been built at Velitrae. Moving Northward, the Gauls (played “To the Brave Belongs Everything”) continue to roam the land in marauding fits of speed and cruelty. Plundering Spoletium their army moves then northeast towards Pisae. Fed up with these raids, the Estruscans respond (played Vestual Impurity) by sending an army northward to engage the Gauls at Faesulae resulting in a bloody battle but rout of the Gauls, who retreat to Bononia.

IMPULSE #3

A new quarry is discovered in the hills south of Maleventum encouraging the Greeks to continue to continue their evil defensive projects (played Catapults, walls to 3) at Neapolis. The Romans at Capua learn of the build up at Neapolis, rally behind the Senate and Consuls, and vow to stand resolute for Rome (played Ptolemy II, walls to 3), matching the apparent Greek show of force (but unlike the Greek armies, the Romans do not sodomize all of the small farm animals in the vicinity). Perhaps, sensing an unwinnable situation for the Greeks, a large contingent of Gauls (played Gallic Mercenaries Go Home) end their service for their northern homes. Upon arrival in Luna the former Greek soldiers learn of a Transalpine Gaul army amassing over the snowy Alps. They fear their Etruscan (played Bloodshed Beyond the Alps) enemies somehow behind this news.

IMPULSE #4

With the port city of Neapolis duly strengthened in both stone and in heart, a Greek expeditionary force marches into the hinterland to finally subdue the nuisance tribes at Potentia (played Rebels Executed). The tribes have been harassing the important roads between Tarentum and Neapolis. If all-out war is to come, these roads will need to be secure for hasty transport. Relatedly, it is learned the Romans, not satisfied with the size of their city at Velitrae, continue to secure its defenses and ability to withstand sieges (played Douviri Navales, walls to 2). Again the Gauls decide to strike at the Etruscans hoping to cripple them perhaps before the Transalpines can gather steam in the northern hills. Unable to avoid the large Gallic army out of Luna (played City Abandoned), the Etruscans take great losses at the 2nd Battle of Faesulae (2 CU). Shaken greatly by the loss (Gauls played Wild Beasts), the battered Etruscans flee back to Arrietrium sending word to the city of Pisae to brace for a potential Gallic assault (played Lucanian Raiders, walls to 2).

IMPULSE #5

Meanwhile in the south the Greeks fail in their attempts to subjugate the restless Potentian tribes (played Campaign, lost 1 CU) and call for additional support from Tarentum (Minor Leader B, 2CU join). Confident with the work at Velitrae, Roman Consul Camillus takes the opportunity to return to Rome. He recruits a large army of 9 legions for the suppression of the Volscii. It would seem that Rome (played NPA) will not be secure without Antium as Roman. A token (but evil) Volscii force meets the good Roman group in the fields outside of Antium while a Garrison (3 CU) closes the city walls. The doomed (but happy) Volscii perish in hopes of their countrymen surviving the siege. The Gauls, not happy with their defeat of the Etruscans last year, plunder many of the mines in the hills surrounding Faesulae (played NPA, 1 plunder marker) before returning to Luna for the winter. With Spring’s arrival the Gauls receive reports from the far north of their own villages being plundered at Eporedia and Vercellae. The Estruscans (played NPA to activate the T. Gauls) at Pisae rejoice in this news hoping it will gain them time to regroup and rebuild. The action has been in the north over the last few years as the South prepares…



END of TURN 1

Plunder Track: 2 Gallic counters.
VPs: all with 6 except the Gauls, with 5.
Etruscan Mine Depletion: 3 spaces plundered


Turn 2 to come..
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Jonas Jacobsson
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Nice session report!

Would have been fun to be able to read the following turns...

 
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Andrew Young
Wales
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And if you never have, you should. These things are fun and fun is good.
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Thanks Jonas. We had to suspend the game sadly.
devil

 
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Jonas Jacobsson
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Sorry to hear that (though, it was a looong time ago)...

I played my first game yesterday. I was the Etruscans/Samnites and did a very bad first turn.

 
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