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Assyrian Wars: Overview

Game Cycle Turn Initiation. Action Phase Overview. Optional Rules - Sudden End - Assyrian Standing Army - Selling Mercenaries. Area Control: Home/Associated/Contested/Conquered/Sea Zones Terrain: Sealand/Far East Box/Connections

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Assyrian Wars: Overview

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  1. Game Cycle Turn Initiation Action Phase Overview Optional Rules - Sudden End - Assyrian Standing Army - Selling Mercenaries Area Control: Home/Associated/Contested/Conquered/Sea Zones Terrain: Sealand/Far East Box/Connections Special Country Issues: Medes/Neutrals Nomads: Arabs/Aramaeans; Cimmerians/Scythians/Control-Non Allied/Control-Allied Build Units/Hire Mercenaries/Buy Leaders/Rebuild-Repair-Remove Moving/Armies/AGs Armies not in AG/Sell AG Card/Leader Relocate/Forced March Interception/Success on 7+/Combat Effects Evasion/Success on 9+/Ambushes Interphase: Conquest & Effects …Effects/Surrender Elimination Leader Promotion/Cards/Politics Income/Trade/Negative Income Combat/Winning a Battle Battle Cards/Battle Resolution Applying Hits/Routs Sieges: Initiation/City Defense/Hunger Siege/Sortie Assault Siege/Standard Siege/ECO Deportation Politics: Influence/Diplomatic Status/Camps/Breaking Alliances Raid Trade: Raid Boxes/Raiding/Interphase Supply/Pillaging/Conquest Naval Affairs: Ships/Building/Transport-Invasion/Combat/Trade Assyrian Wars: Overview

  2. Assyrian Wars: Game Cycle (3.0 and Others) • Games last 5 Turns, each of multiple Impulse Rounds during which each active country has an Impulse • Each country takes its Impulse in order from left to right on the Impulse Track (use Impulse marker) • A Country must play one card in a Impulse –for APs or for its stated effect • A +plus card may be played as a second card (cards play in any order without notice) • Any card may be converted to a +card for 3 AP • Response cards for battle situations have no limit applied to their use • If you have 5 AP and no cards you must buy a card (6.18) • If you have less than 5 AP (including Income) and no cards you pass this Impulse (6.18) • In the next Impulse Round you may be able to buy a card • You can still supply forces and maintain sieges • Allied Powers play cards for Minors; otherwise a random player conducts their Impulse • Pre-emption (3.3) • Occurs between Impulses and may NOT pre-empt so one Country has two Impulses in a row • E.g. Assyria takes an Impulse but then could NOT pre-empt the Mede (next in line on Impulse track) • A pre-emption Impulse does NOT generate income (income is once per Impulse Round) • Player with most cards including Home cards has pre-emption marker on the Impulse Track • If two tie, then no pre-emption can occur • May not pre-empt a country or tribe without any cards • If a country has 5 APs – enough to buy a card – they can be pre-empted • A Nomad tribe able to take a card can be pre-empted • An inactive, unaligned Minor can be pre-empted (presumably the timeline is calling them into play) • Once a pre-emptive impulse is complete, return to the Impulse order and conduct a regular Impulse • Turn End (6.19) • Impulses continue until only one country has a card or cards left • That country takes an impulse (plays 2 cards if a +card) • That player keeps any un-played cards and all Home and sold AG cards are returned

  3. Assyrian Wars: Initiate Turn & Tribute (5.0) • Turn Initiation • Mercenaries: all on map, in Regroup and Force pool are disbanded to Common pool • Assyria may choose to keep their mercenaries on-map and rehire/disband, in situ on its first Impulse • If Assyria has more than 8 mercenaries this way it may rehire all of them • Add Mercenaries back to each force pool in the 1st impulse • Assyria: 8 (less any rehires), Powers: 4 and Minors: 1 • Tribute: Any changes are noted immediately by moving ECO and Tribute Markers • Players of Powers and their allies decide if they will pay tribute to Assyria • Likely as not they will be at war with Assyria and not paying anything… • Conquered or otherwise obliged states pay tribute during the Interphase and are not checked again • Punished parties (lost a battle or city) have a Tribute check in the Interphase; if they pay Tribute are not checked now • All Neutrals check in Impulse Track order to see if they pay; Nomads do NOT pay tribute • Tribute check (5.2.1) by rolling a number of D6 = Capital City Defense # • On any 6 tribute is refused and the black side TR marker is placed on the Impulse Track • On next Impulse flip marker to white side and add another die to the number rolled • Tribute Payers • Tribute payer ECO level moves down – 1 for Minors and 2 for Powers – Assyria's moves up the same • They are at peace with Assyria and all its allies this turn • A country that allies with Assyria stops any war it has with countries paying tribute to Assyria • Player can refuse to pay Tribute on subsequent Impulse rounds (and Assyria may attack them for free) • Tribute Refusers (TR) • If Assyria fails to punish a TR, then they get an extra die for tribute check in the next turn • Assyria also loses 2 VP for this failure • Assyria can punish a Minor and remove the TR marker but controlling Power decides if Tribute is actually paid or not or if the war continues

  4. 6.1 - 6.5 are covered on Play Aid 2 6.11 is NOT covered – see rules 6.17 is covered under Country & Area issues 6.18 Action Income Phase is covered here Assyrian Wars: Action Phase Overview (6.0) • This is the meat of the game: all the things one can do for a country's impulse i.e. Action Phase • Impulse turn order is by Impulse Track at the bottom of the map from Assyrian to Scythian • As each country finishes an Impulse move the marker to the right (watch for Pre-emption) • A country collects its income per the current ECO level (6.18) • A country with 5 AP or less and no cards must pass EXCEPT: (6.18) • Sieges may be continued at 1 AP each (6.8.3d) • Pay to supply forces (those in enemy areas) • Duration of Foreign Wars is reduced by 1 • All of the following can be done in a turn in any order limited by APs and desire: • 6.1 Build Units and Ships • 6.2 Hire Mercenaries • 6.3 Buy Leaders • 6.4 Rebuild (Units, Ships and Cities) • 6.5 Buy Units from Regroup Box • 6.6 Move (Units, Armies and Army Groups) • 6.7 Attack (no cost) • 6.8 Lay Siege (Hunger, Assault & Standard) • 6.9 Conduct Politics (Influence Minors) • 6.10 Supply Units in Enemy areas ("Pay or Pillage") • 6.11 Events • 6.12 Area Control Change • 6.13 Conquest • 6.14 Pillage (See 6.10) • 6.15 Raid Trade ("Trade Raiding" –economic warfare) • 6.16 Naval Actions (Transport, Trade & Combat)

  5. Assyrian Wars: Area Control Issues (1.3/6.12) • At game start each country controls all its cities and associated areas (your color) • At the start and end of an impulse, if opposing forces are in the same area, one must be in the city and the other in the square adjacent, thus constituting a contested area • Cities must be conquered to take control of an area • If not occupied by forces of the conquering power; control reverts to the original owner (by color) • Home Areas - solid color: • If a country loses control it loses the income from the city (the one-third point towards ECO income) • Occupier does NOT receive income unless made a province through conquest i.e. taking the city • Associated Areas (one's with half white coloring the other square contains a city, capital or fortress) • If associated area is lost; owner loses income from the city and conquering country gains it. • Place a unit in the city half – if the area is attacked, unit must still make an Evasion attempt to enter the city • Contested Areas -this is the only condition opposing forces can be in at the start or end of an impulse • One force (or forces) is in the colored square & one force is in the city portion meaning: • The force in the city portion successfully conducted Evasion (6.6.10) to enter • There may or may not be a Siege (6.8) by the forces outside • City does not count as income (1/3 point) but any ECO level (blue box) & any counters are at half value • Control change of an area does not affect ECO income except at end of a game turn • Exception: Minor City States • Conquered area • Any area where both squares – colored and city squares are controlled by an opposing force • To stay in this status, the area MUST remain occupied by at least one unit • If vacated for any reason, control reverts to original owner unless a new force has taken over • Multiple Occupants • If an conquered area is occupied by more than one Power, they decide who controls it OR control goes to the side with the largest army • Sea Zones: Controlled only if ships from one country present/If more than one present it is contested/If empty it is neutral

  6. Assyrian Wars: Terrain Issues • Sealand (Babylonia) (1.3) • It is both a land area and sea zone; both types of units may enter • It costs 2 AP for moving land units in or out; Non-Babylonian units suffer attrition • Far East Box (Mede) • Only Mede forces may enter • All Eco+ markers gained by the Mede are placed here • If Mede eliminated and then brought back, can not get ECO+ markers in the box • Connections • Desert: (orange dashed line on white) • Make attrition check immediately upon crossing except LC type units • Make attrition check when, at start of Impulse, forces are in an area where only desert connections exist • River: (blue) • Defender rolls +1 battle die in first combat round • Mountain: (dashed black) • Defender rolls +2 battle die in first combat round • Mede - White • Make attrition check immediately upon crossing (except Medes) • Defending Mede regulars roll +1 battle die in first combat round • Mede – Red • Only Mede regulars may cross

  7. Assyrian Wars: SpecialCountry Issues • Medes (10.2) • May not have more than 1 army until Turn 4 at which time it can have an AG • Must sell its AG card the first three turns (4 AP); may join another's AG (still limited to only 1 army) • Neutral Minors (6.17/8.1/8.2) • Powers may not enter a Neutral or diplomatically friendly country at less than March level w/o declaring war • Applies to Evasions and Retreats also; must choose to pay war cost in APs if you choose to Evade/Retreat into • Neutral Minors not controlled by a player remain inactive (6.17) • Units stay off map but set up ECO, Tribute and Diplomatic markers • Assyria or Allies moving into a Neutral country causes war but at no AP cost (see PA2) • May enter a Tribute paying country without war • If attacked or becomes allied (meaning in an Alliance, Diplomatic Track at 13-15), Minor is immediately activated (6.17) • Its units are placed, receives its Home card and a random mercenary and cards are drawn • It becomes a supply source for its own and allied forces

  8. Assyrian Wars: Nomads (10.1) • Nomads: Tribes that appear as events or by timeline; have no cities • Arabs and Aramaeans appear by card play only, have no diplomatic status; treated like Mercenaries • They cannot be rebuilt • Scythians and Cimmerians • At war with everyone (countries and other nomads) unless specifically allied • Powers can move them on the diplomatic track during the Action Phase of Impulses • On map units are rebuilt to full strength at each Interphase in situ • Have no Income or ECO level but draw a random card on their Impulse • Nomads do not play events (use card for APs for Movement, Sieges and Raid Trade [says for attack and pillage?]) • If they conquer a city with an ECO+ marker, remove it and get up to 7AP of new or rebuilt units • Ignore diplomatic status except at March+; then they do NOT pillage areas of allies and are in supply • Always pillage an non-allied area when starting an Impulse there or upon entering such an area • They always leave an area Pillaged to level 2, abandoning any siege, unless an allied Power pays 1 AP to stay • They can join AGs • May NOT hire Mercenaries • Control – Non Allied: (10.1.1) • Each Camp rolls; highest controls; Rebels control in country Impulse order (Is this by Turn or Impulse Round?) • If a Camp defeated, Neutrals take over • In each Impulse, control is checked for each tribe; any AP not spent aggressively can rebuild units • Control remains through the Impulse so the same country decides any Evasions etc. • Control – Allied Nomads (10.1.2) • Treat like Minor ally except they do NOT deactivate if neutral – they revert to prior status • Any timeline requirement to raid a specific country does NOT apply if allied How do you get allied? See 6.9 Politics

  9. Assyrian Wars: Build Units, Hire Mercenaries, Buy Leaders & Rebuild • Build Units(6.1)seePlay Aid 2 • Regular (i.e. your country’s units) may be built and placed in any friendly Home area • Units are built at full strength only – 2AP per SP plus any Special Costs (Rule 9.7) • Ships may be built at any friendly port city; cost is 2 AP per ship • Hiring mercenaries(6.2)seePlay Aid 2 • Units are built from your turn’s mercenary force pool • All mercenaries cost ½ AP per SP – no special adders • Mercenaries are placed in friendly home or associated areas but NOT in allied areas • Buy Leaders(6.3)seePlay Aid 2 • One leader may be bought at 2 AP per impulse • Random draw from force pool and appear on weaker side • Placed in Home area free of enemy units • Leaders eliminated in combat return to the force pool; Kings are NOT • Rebuild/Repair/Remove (6.4)seePlay Aid 2 • Units are rebuilt at 2AP per SP • Must be able to trace a path of friendly areas to a friendly home area • May pass through sea zones as long as you have more ships than your enemies • Mercenaries are rebuilt at ½ AP per SP • No restriction on rebuilding • Pillage markers are removed by paying APs equal to level of Pillage being removed • Pillage must be removed in your impulse if possible • City defenses are rebuilt at the cost of 1 AP per level

  10. Assyrian Wars: Move(6.6) • Units move along paths from area to area or from sea zone to zone • 1 AP per unit per area moved without a Leader • 1 AP per area for all units (an Army or Army Group) with a Leader • Costs in Mede and Sealand are double the above • Mercenaries can only move with a Leader • All ships in a sea zone constitute a fleet and move at ½ AP per zone • Move to or from the Trade Box is 1 AP - may not use this as a “shortcut” • Movement limited only by APs • Land units moving more than 4 areas check attrition for each extra area • Each unit rolls 1 D6; a roll of 6 forces a hit on that unit • Armies (6.6.2) • A Leader with a group of units is an Army • Number of units is limited by the Leader Command Rating • May NOT mix units from different countries in the same army; mercenaries are OK • If an area with several Armies but not an AG are attacked, each Leader is assigned 1 unit min • Army Groups (AGs) (6.6.3) • 2 or 3 armies of the same Camp in the same area may form an AG • Formation of an AG requires the availability of an AG card • The current country’s turn decides the Leader of the AG commander and its control • If a King is present, he ALWAYS commands the AG regardless of which country formed the AG • Place the armies on the AG card and the AG marker in place of the stacks on the board • Ad hoc AGs may be formed during Interception if several attempts are successful • Multi-national AG is commanded by the player who formed the AG

  11. Assyrian Wars: Move(6.6) • Multiple Armies in the Same Area NOT in an AG • May NOT form an AG in reaction to an attack • Disorganization: up to 3 armies may defend but NO battle dice for Leader Action ratings are used • Additional armies may be engaged by the attacker, if desired, after the initial ones are defeated • Each army must separately decide and resolve any Interception or Evasion attempts • The different armies cannot attack as a group • Other indication that if multiple armies arrive as a result of Interceptions, they can form a ad hoc AG to attack with • A garrison may immediately join an attacking relief force as long as there is only 1 Leader in the city • All garrison units may join the attack even if they are more in number ttan the Leader Command rating • Selling an AG card • A Power may sell its AG card in the first impulse of a turn for 4 AP • It must make do without an AG card for the entire turn • The card is returned at the turn Interphase • Assyria may NEVER sell one of its AG cards • Mede MUST sell its card on turns 1-3 as it cannot form an AG until turn 4 (assuming someone wants to pay for it…) • Leader Relocation • For 1 AP, one Leader per impulse may be relocated to a friendly area, up to 8 areas away, if otherwise unaccompanied by its own units • Forced March • For 10 AP, one army may be relocated to ANY friendly area within friendly or neutral areas • No attrition is suffered • Units may be picked up but not dropped off up to the Leader Command Rating • This finishes this army’s action for this impulse

  12. Assyrian Wars: Interception(6.6.9) • Interception:Movement of forces, reinforcements or entering event based units may be Intercepted by enemies in adjacent areas. Retreats and Evasion may be Intercepted but NOT another Interception. • A force may attempt to intercept only once per force but may attempt again in separate areas or for a different force in the same area • Interception is NOT possible: • By Leaders only • If there are other than friendly units in the area where the Interception will take place • By a force that has already fought a battle in this impulse (except if they overran); mark used force with a Used Counter • Units without a Leader must check individually for ability to intercept • Forces decide in turn order if they will try interception (say amongst a Power and its allies) • If an AG Leader decides to intercept, each subordinate force decides to Intercept separately at that time • Subordinate armies in an AG remain in place (i.e. out of the AG) if they choose to not intercept • Decision to intercept are made before card play and the die roll and may not be reversed • Once all intercept decisions are made but before resolving, cards may be played to affect the outcome • Otherwise hostile forces may both try to intercept, the one with the higher Leader rating tries first • A roll of 7+ on 2 D6 is successful Intercept • Forces intercepting into Mede areas or Sealand suffer immediate attrition • Modifiers – see Play Aid 1 • Interception combat effects: • No Terrain effects apply • No Leader action ratings apply (no battle dice) • If tied after two combat rounds, both sides retreat • Defender is side with higher mobility rating • No Victory Points for a successful battle awarded

  13. Assyrian Wars: Evasion& Ambushes(6.6.10 & 9.7) • Evasion:a force, once per attack, made evade into a city (prelude to siege?) or to an adjacent friendly area • May evade to enemy area if no friendly area available and MUST check for attrition • May not evade into an area with un-besieged enemy forces but can if only ships or Leaders present • All of a country's force or any AG must evade (not split up) and evade to the same area • Intercepted forces may NOT evade • If multiple forces present, evasion choices are made in turn order and made before resolving • After evasion decisions are made, cards may be played to affect the outcome • Leaders, units or a force with less than 1/3 or less of the # of invader units may auto evade into a city • A roll of 9+ on 2 D6 is a successful Evasion for any force; the invader may pursue if desired • Modifiers (these are cumulative) see Play Aid 1 • Failure to evade means forces Rout at one unit per hit (opposed to 2 hits per rout in normal combat) • Evasion into a city allows the invader to begin a Siege (6.8) without spending an AP • Ambushes (9.7) • Performed by HorseBow (HB) and Chariot (CH) units only; at least one HB unit must participate • May NOT ambush a force that successfully Intercepted into an area • CH units may participate: • -1 strength if ambushing in mountains, across a river or into Sealand • These units Bow fire and then attempt Evasion • No VP awarded if successful Lack of Clarity: 1 Do the ambushed parties get to fire back? 2 If Evasion is not successful what then? Will treat as an interception.

  14. Assyrian Wars: Combat (6.7) • Combat:Initiated by moving into enemy occupied area or as a result of Interception • Battle is NOT delayed for other forces (thus the usefulness of AGs) • Only by use of AG, simultaneous Interceptions or the Coordinated Attack event can multiple attacking armies enter the same battle • No AP cost to initiate combat • May NOT play cards other than Battle and Response types • Separate defending armies (not in an AG) suffer the following penalties: • No Leader die rolls (ouch) • They must Intercept and Evade individually • If more than 3 armies, 4th+ army sits it out and attacker can choose to retreat back or attack it • Incumbent armies are fought as a group (up to 3 of them) – all units included • Garrisons may join a relieving attacking force if there is only one leader (if more then disorg’d) • Entire Garrison may sortie even if #units > Leader Command rating • Winning a Battle:the side inflicting the most hits wins; if one side is completely destroyed the other wins • If tied in total hits, a 2nd round of combat is fought; if still tied defender wins • Loser must Retreat and may be Intercepted • For Interception caused battles, if not resolved after 2nd round, neither side wins • Both sides rout units without offset of Leader’s rating • Both sides retreat with Interceptor retreating first

  15. Assyrian Wars: Combat (6.7) • Battle cards:(6.7.1) • Cards are selected in turn order and revealed simultaneously • Same process is followed for any Counter Measure cards to be played • Battle resolution:(assumes use of option rule 9.7) • There is a ranged or Bow Fire Phase followed by a Melee Phase • Combat is assumed to be simultaneous in all phases • One D6 is rolled per unit and a hit is scored if roll <= unit strength plus any modifiers • Units can be at zero strength (due to terrain) and cannot attack but may take losses • Leaders roll dice = Action Rating; referred to as “Battle Dice” • Leaders hit on rolls of 3 or less • Must be with other combat units or in a city that supports this (see 6.8) • Bow fire takes place first and losses applied BEFORE Melee combat • There is NO Bow fire phase in a 2nd combat round; all units fight as melee units • Bow, Horsebow must and Chariots may participate in Bow fire • Players MUST decide ahead of time if Chariots fight in Bow or Melee phases • Chariots do NOT inflict "kills" in Bow fire • Chariots are also do NOT count as Heavy units in protecting against Bow fire • Melee then takes place in the same manner as bow fire • Chariots participate in either Bow or Melee but NOT both • A natural ‘2’ rolled by any Heavy unit is a kill (i.e. 2 hits) • Does not apply to Heavy units at modified strength of 1 • Modifiers (these are cumulative and terrain related modifiers apply to first round only) see Play Aid 1: • +1 die to defender if attacked across a river • +2 die to defender If attacked across mountains • Do NOT apply if combat if due to Interception • +1 die to Assyrians for any force with one regular Assyrian unit present (UGG clarified this always applies) • -1 to HI crossing a river to attack

  16. Assyrian Wars: Combat (6.7) • Applying hits: • Bow fire phase hits are applied before Melee • Each unit can take two hits (flip unit to weaker side for 1st hit) • Leaders are killed on one hit • Leaders return to the force pool; dead Kings are out of the game • Hits must be divided equally, if possible: • Between regular units and mercenary units • Within an AG, the Power whose AG it is must equally divide the hits amongst the those in the AG • Eliminated units go to country's force pool; eliminated mercenaries go to game pool • Routs: (6.7.4) • One unit routs for every two hits, e.g. 13 hits would rout 7 units • Winning leaders avoids routs up to their cumulative action rating • Losing side has no protection from rout • Disorganized defending forces i.e. those not in an AG, cannot use the Leaders to avoid routs • For Interception based combat, each hit causes a rout and Leaders do NOT avoid routs • Routed units & leaders are placed in the Regroup Box at current strength • Units are cheaper to rebuild out of the Regroup Box; other powers may retrieve any mercenary forces • As with Hits, Routs must be divided equally, if possible • Routs in Interception combat are at a rate of 1 unit routed per hit • No routs in Siege combat except if an Assault siege is successful all defenders are routed (UGG clarification)

  17. Assyrian Wars: Sieges (6.8) • Siege:begin with a force ending movement in an area and enemy forces in the city (from Evasion or Retreat) • Siege can be immediately initiated at no AP cost; sieges must be initiated by so stating • Sieges cost 1 AP per impulse to maintain; if not paid siege does not progress • Sieges may continue over into a subsequent turn • A siege is lifted if all enemy forces vacate the adjacent area • Besieging units must either Pillage or pay 1 AP for support each impulse • Taking a city in one siege round or by Assault is considered an Overrun (6.7.7) • There are three kinds of Siege: • Hunger • Assault • Standard • City Defense: each city has a printed value and rolls that many Battle Dice reduced for any damage • No routs are suffered in siege combat (but see Assault…) • Modifiers: • +1 DRM for defending Bow units in Assault and Standard sieges • +2 dice (instead of 1) for any Assyrian force involved in a siege • Hunger Siege – no combat except if defender sorties • May not hunger siege a Port unless you have more ships than the enemy in the adjacent sea zone • Place a 1 marker on the besieged units first impulse; move the marker to on the city in the second impulse • Increase the level by 1 each impulse • When level is 2 > city defense (3 for a capital), defenders are all eliminated • No city damage occurs • Sortie:Garrison may sortie against besiegers • May be done during an increase in Hunger Siege level or in besieged Impulse for 1 AP • One round of combat; no routs • If garrison scores more or equal hits they win and Siege is lifted • Besiegers must retreat • Counts as a VP battle Clarification Issue 1 Can a Sortie be made regardless of Siege type? Will assume one can for now…

  18. Assyrian Wars: Sieges (6.8) • Assault Siege: massive direct attack on the city • Costs 1 AP; same as any combat only defenders roll TWICE the number of dice • If attacker scores more hits, all defenders are routed (per Udo: rule exception) • No 2nd round of combat • Standard Siege: reducing the city defenses • At 1 AP cost a single round of combat attack in made • Hits > city defense value reduce it by 1 (e.g. 4 hits on a city with a value of 2 results in both being lost) • Defender may choose to take hits on the garrison instead • Use city damage markers to show reduction • When the defense reaches zero the city surrenders and excess hits apply to the defenders • Remaining defenders go to the Regroup Box • ECO Deportation: When an Area is taken (6.8.4) • Non-Assyrian player must move the ECO+1 marker to a location with an ECO-1,if possible • Assyria may place an ECO+1 marker anywhere • Assyria also has a Home Card that allows deportation – place ECO-1 in losing city & ECO+1 as desired • Nomads (with no cities) remove the ECO marker and gain 7 AP for build, rebuild or Regroup box buys • No more than 2 ECO+1 markers may be deported at a time • No city may have more than 1 ECO-1 marker and no city more than 2 ECO+1 markers • Mede place ECO+ markers in Far East Box • There is no limit to the ECO markers placed there and once placed, may never be deported Assault Clarification Issue 1 If defender scores more does attacker rout units? Play as No due to general rule.. 2 Does attacker retreat? No – if no routs no retreat.

  19. Assyrian Wars: Conduct Politics (6.9) • Influence: Powers try to influence Minors to their advantage • Minor country marker is placed on the Power's influence track marking the degree of influence • Influence costs 1 AP per space • A Power is limited to no more than 6 AP per impulse for influence • Israel and Judah are influenced for ½ AP per space • Nomads can only be influenced when they have units on the board even when at war • Alliance Breaker Events allow one to influence Minors not otherwise aligned (not allied) with you • Influencing a Minor you are at war with is not allowed but Nomads can be influenced if at war • Diplomatic status: as you move up all prior status applies i.e. at March you get the TP • 0-3Neutral (per Udo: Neutral is 0-3 though track implies otherwise) • 4-6 Trade – Power gains 1 TP in the Interphase from the Minor • 7-9 Pro – Minor must pay the Power tribute; it still needs to check to see if it also has to pay Assyria • 10-12 March – Power does not have to pay maintenance for forces in the Minor's area and may enter the Minor's area without declaring war. Areas are treated as friendly • Powers may grant free passage – and avoidance of maintenance with other Powers or allied Minor's • 13-15 Alliance – Power has complete control except it cannot demand more tribute, cards or forces • A Minor is activated when allied. It sets its forces up and draws cards per it ECO level • Such a Minor cannot be influenced by other Power except by use of an Alliance Breaker card • Declaration of war against the Minor allows the Power to declare war at no cost • Camps: there are two; Assyrian and Rebel • Breaking Alliances • Can be done only by Alliance Breaker card or by conquest • Allied Minors that become Neutral (anything less than alliance level on the Diplomatic track) • Remove units to their home card at current value • Trade raiders go to the Regroup box • If realigned at later time, they set up from these units Nomads are considered at war with every country see 10.1

  20. Assyrian Wars: Supply,Pillaging & Conquest • Supply of Forces In Enemy Areas (6.10) • Each force must pay 1 AP per such at the beginning of the Impulse • Failure to pay results in an Attrition check on each unit in the area • Pillaging (6.14): • Instead of paying 1 AP maintenance for an occupied area may Pillage once per impulse at (NO AP cost) • Max of two Pillage points for an area; use pillage markers to track the level • Pillaging a Neutral area is a declaration of war • Conquest (6.13): Attempt may be made once per turn on a country (in addition to the Interphase attempt) • Procedure is the same as during Interphase (see 7.1)

  21. Assyrian Wars: Raid Trade (6.15) • Raid Trade:Removing opponents trade markers or restoring yours in the Trade Box as economic warfare • Trade markers (TM) generate income in the Interphase (3 TMs/ECO) • You start with all six TM in the box which are worth 2 ECO levels; no TP awarded until the Interphase • Raid Boxes: You can move any un-besieged unit or one from Regroup to one of the 5 raid boxes • This costs 1 AP and is limited to 1 unit per impulse per country • If all boxes full, may try to displace one unit (using a Regular or allied Minor/Nomad unit) • A roll of 6 is failure; on 1-5, fight one round of combat with the unit in the corresponding box • If your own or allied minor unit # is rolled, you may choose which box to fight • Both sides take hits and rout per normal combat (don't you need two hits for a rout?, are both routed?) • If eliminated, the other unit takes the place on the Raid Box • If challenger hits and occupant doesn't, occupant goes to Regroup; in reverse you fail and you returns to map/Regroup • Raiding: • Spend 1 AP to activate all your and allied units in the raid boxes EXCEPT any just placed • Roll a D6. A 6 is failure; on 1-5 you may try to eliminate the corresponding country's trade marker • If roll your own country or one w/o markers pick another… • Conduct an attack and if you hit (roll <= SP of unit) remove a Trade marker for that country • Cavalry may conduct two attacks (9.7) – only if first was not successful • For each marker so removed you can return one of yours by an even # result on a D6 • Anyone can be raided regardless of other status • Any unit leaving a Raid Box must conduct an attrition check and if it survives goes to Regroup Box • Interphase:effort lasts only for the Impulse Round • all Raiding units check for attrition and either return to force pool or go to Regroup • all Trade Markers are placed back in the Trade Box Udo didn't answer this. Play: Both hit; both rout

  22. Assyrian Wars: Naval Affairs (6.16) • Ships: used for trade, moving land units, blockading ports and fighting other ships • Building: Newly built ships (cost = 2 AP) placed in adjacent sea zone with no enemy ships, if possible • Building and repairing must be at a friendly port • Move at ½ AP per zone; may move allied ships with yours • Move in or out of Trade Box for 1 AP; that is all that is done that turn • Ships may not evade into ports • Full strength ship may move 1 full strength land unit plus leaders • Reduced strength ship can move one reduced strength unit plus leaders • Boarding and disembarking is at ports only • Land units may not otherwise move in this impulse; assume they could be placed this turn • Invasion: If disembarked into an enemy area, conduct combat; ships do NOT participate in combat • -1 strength for Non-cavalry units • -2 strength for all cavalry type units • Assaulting units (only) may retreat via the ships they arrived on • Combat: Naval combat depends on searching for and detecting enemy fleets • Searching costs 1 AP even if more than one fleet is being searched for; each fleet is rolled for separately • Inactive countries may conduct searches • If roll of 2 D6 is >= the lowest ship search number, combat ensues • Combat is the same as land except there are no battle dice • Winner remains in the zone and the loser retreats • Any land units on board suffer the same number of hits as the ships; they do NOT participate in the combat • Trade: Naval trade is by placing up to 4 ships into the Trade Boxes (TB) (per box) • If trade box full, may displace by fighting occupants (same as Land Trade Box) • Cost 1 AP to move to TB, 1 AP for search (may search for each separate country's ships) • If search unsuccessful return to zone you left • If found, conduct combat • Winner can move in up to 4 ships; if no room for the loser, he retreats to a zone with a friendly port

  23. Assyrian Wars: Interphase (7.0) • Interphase:occurs between all Game Turns and after the 5th game turn • Conquest: • Minor Cities are conquered when occupied • Other countries need to have all Home Areas conquered (NOT the Associated areas) • If all areas are not conquered, an invader may make a conquest check • Minor Country – must control one Home City • Add number of areas conquered, 2 if the capital; roll D6 and if roll < number, country is conquered • Power – must control 5 Home areas or the Capital and 3 cities • Add number of areas, 2 if the capital; roll D6 and if roll+2 < number, country is conquered • Mede can only be conquered if controlling 7 Home Cities and the Capital • Assyria – must control Nineveh and 5 Home areas; same roll only add 6 to the roll • Nomad tribes cannot be conquered but can be eliminated from the map • Joint or Disputed Control • If more than one occupies a country and they cannot agree as to who conquers: • Goes to the one with the most Home cities, if tied goes to one with largest army (including allied minors) • This country rolls for conquest (if needed) and counts the Home cities held for by others • Effects • All areas the just conquered country controlled outside of home revert to original owners • Any forces are moved to the nearest Home area • Tribute must be paid to the conqueror at once (adjust track) • Minor Cities/Minor Countries place marker in the conquest box & terminate all other relationships • Active minors go inactive; forces are placed on their home card; regroup Box units remain & cards discarded • If ever reactivated, the forces are simply moved back to the map at their current strengths • If a Power, any related Minor rolls 2 D6 (treat a 2 as a 3) moving the diplomacy marker to the left • Minor City States become Neutral on the track • That power and any allies cease war against the conqueror and its allies

  24. Assyrian Wars: Interphase (7.0) • Effects (continued) • One area may be occupied by the conquering country; it becomes province providing income • May NOT make provinces of the capital or any areas with ECO boxes • Once a province is taken all the conqueror's units in the country are moved to the nearest "friendly" area • If the occupying unit leaves, the area goes to the new occupier or reverts to the original owner • Once conquered, the country pays tribute until influenced to Alliance status or Grace period ends • Grace period (lasts at least one Game Turn (if in Interphase) or through the entire next Game turn if in an Impulse) • Conqueror treats country as March status and all areas as friendly • Only the conqueror can influence the country during this period • No attacking or pillaging may be engaged in • The two countries may play cards on each other (except battle cards) • A conquered power may join the conquerors camp with his permission • Political, diplomatic and trade are not subject to the grace period • Grace period can be cancelled by certain event cards • After the Grace period • Minor diplomatic marker is back to Neutral • Powers may join either camp or go to war with their conqueror • Conquest of Assyria • If conquered by allied powers they each get a province and divide 12 VP equally • Tribute checks are gone; countries pay tribute to conquerors; Minors to their allies • Assyria pays tribute to all of its occupiers at rate they would pay Assyria • Assyria no longer loses 2 VP for not punishing tribute non-payers • Surrender (7.1B) – if one feels it is pointless to resist • Must have lost 3 Home cities or a 3 VP battle • Must surrender (and be accepted) by all its at war with • Gains 1 VP if offer refused • Assyria may NOT surrender

  25. Assyrian Wars: Interphase (7.0) • Elimination • Can happen if only two or fewer friendly cities left (NOT including the capital) • Must have been previously conquered (Surrendering does NOT count here) • Exception: In last turn any power can be eliminated if not conquered earlier • Scores twice the VP as Conquering • Minors, except Urartu, cannot be eliminated • Scythians and Cimmerians can eliminate Urartu and do not need to conquer it first • Medes: If eliminated, player gets a Minor to play but can come back with "Gathering of the Tribes" card • Player permanently control both countries • No ECO + markers can go to Far East Box again (meaning? Do they lose ECO markers there; do they still count?) • All forces and markers except VP marker removed from game • Except for provinces taken in conquests, no area will produce income the rest of the game • No trading; no tribute however its home cards remain in play (How?) • 1st power takes over Scythians • 2nd takes over Cimmerians and a Minor • 3rd and 4th take over play two Minors • VPs earned by substitutes add to VP total one already had

  26. Assyrian Wars: Interphase (7.0) Below are covered on Play Aid 2 & 3 • Leader Promotion (7.2 and see 9.2 ) See Play Aid 3 • Each reduced level Leader gets a free promotion roll • An even result on a D6 roll results in promotion • Cards (7.3.2) See Play Aid 3 • Home cards are returned to the country • Deal a number of card equal to ECO level -1 (Note: This is BEFORE including Tribute) • Assyria receives cards first the first turn; after that it is the player to the right of the last country taking an Impulse that receives cards first • If hand size is > max allowed: (Hand size: Minors 1-3; Powers 2-6; Assyria 4-10) • Discard cards: for 10 AP get 1 VP; for 5 AP get an additional Secret Diplomacy action • Politics (7.4) See Play Aid 1 • A country may change Camps in the Interphase (7.4.1) • To join Assyria they must agree • To join the Rebels no agreement except from your conqueror if conquered • If refused gain 1 VP • Declaration of War (7.4.2) • Cost NO AP to do so in Interphase • Peace (7.4.3) • Powers may negotiate peace • As alternative to conquest or surrender, a power may pay 2 ECO as tribute or pass a Home card to the opponent

  27. Assyrian Wars: Interphase (7.0) • Income (7.3.1) See Play Aid 2 • Map/Trade income – from cities and trade • Count all cities and capital as 2 include foreign cities if a conquered province • Divide total by three and add all ECO levels on your cities plus an ECO + markers • Add all Trade income, also divide it by 3 and add to ECO level • Add Minor City income and again divide by three • Note: carry fractions from the above to determine final ECO level for the next turn • For every 7 Pillage points on your cities reduce ECO by 1 (<7 has no effect) • Minors with only 2 city points get ECO of 1 • Minor Cities repair all damage and pillage at no AP cost • Persia gets a fixed ECO of 2 • Trade (7.3.3) See Play Aid 2 • Sea trade: 1 TP for each full strength ship in Trade Box; ½ TP for reduced ship • Ships must return to an zone adjacent to a friendly port – if none available ships go to force pool • Land Trade: 1 TP per marker in the Trade Box (Camel markers of your color) • Trade Raider units are checked for attrition and sent to Regroup • All Trade Markers are returned to the Trade Box • Minor with diplomatic status of trade or better gets 1 TP • May also get TP from Sea Trade • Minors that are Inactive the entire game turn get +1 ECO level; Persia gets +3 • If there are any Pillage or Damage markers they are removed at no cost but Minor does not get ECO level increase • Negative Income (7.3.3f) – Due to Tribute and Deportation • Country gains 1 Pillage marker per negative income per Impulse • If the Country can no longer place Pillage markers, it is Bankrupt and stops paying Tribute immediately • This is not Tribute Refusal and last till the next Interphase

  28. Assyrian Wars: Optional Rules (9.0) • Sudden Game End (9.1) • Condition if all powers in one Camp are defeated: Conquered, Eliminated or Surrendered • Roll 2D6 – 10+ game is over; Modifiers: • Add game turn 1-5 • Add number of defeated powers • If Assyria defeated add 3 • If one Power has more VP than all other Powers combined • Non-Assyrian Power has more VP than 2nd best and worst together • Game ends… • Reduced Leaders (9.2) • Leaders enter on reduced sides • If they win a battle, a Siege or conduct a Siege combat where thy score more hits • Roll a D6; on even numbers the Leader is promoted • Each reduced Leader in the Interphase get a free promotion roll • Combining Units (9.3) • Two reduced units of exactly the same type and combat strength may combine to a full strength unit • Standing Army - Assyria (9.4) • Assyria rolls two dice for Leader promotion rolls • Assyria may decide to not disband Mercenaries – leave them on map and buy them in situ • Other powers on 1st Impulse of a turn may disband a 2 SP regular unit, pay 4 AP and get a ECO+1 marker • Fog of War (9.5) Can't peek the stacks… • Sell Mercenaries (9.6) • Any power may sell Mercenaries from their pool (1/2 AP/SP) to another country

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