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Italian Wars Campaign (DBx)This is a low maintenance system for running a multi-player Italian Wars wargames campaign between a Spanish team and a French team. It requires an umpire. The game provides a context in which table top wargames are played, however it also attempts to capture some unique features of warfare during the Italian Wars. Faction fighting amongst the Italians, fickle mercenaries, devastating attrition that meant generals often preferred to wait and watch their enemy dissolve than to risk a battle, and sieges all played a considerable part in the Italian Wars, and these rules try to recreate this. This system was inspired by the following article, although has diverged considerable from this starting point:
Set UpMapUmpire draws a map with:
Master MapUmpire copies the map and then amends the master map with:
TeamsUmpire finds players and a C-in-C for each side. ArmiesEach side assigns Armies:
TalentsEach player chooses two Talents from the following list:
StartUmpire chooses the week of the year to start in and the turns commence. Turn sequenceEach turn is a week and comprises:
Note: Weeks 1-9 (Jan/Feb) and 49-52 (Dec) are winter. 1. Write and submit ordersA player may make one order each turn, and the order must specify the following information:
If a player does not submit orders they are assumed to do nothing that turn. Example:
2. Finances & IntrigueGarrisonA player can top up the garrison of any friendly settlement, even if they are not present. The player pays a florin for each point of garrison they want to add. The umpire must keep a record of this. The minimum garrison size is 50 points, however, the maximum garrison size depends on the type of settlement.
For simplicity garrisons can never be reduced by the owning side. RecruitmentIf the army is in supply, new recruits can be purchased with florins and will join the army after 1d6 turns. The army can never exceed the original size; any surplus recruits are lost. SpyingA player may pay 50, 75 or 100 florins to ask the umpire a question, any question. The quantity of florins paid affects the quality of the answer. A specific question will get a specific answer, and similarly for vagueness. Possible questions:
A play who has a talent for Spying pays 25 florins less for asking questions. Sponsor factionsThe Italian cities were full of rival factions and the French and Spanish used this to their advantage. A player may attempt to sway the residents of a settlement to the allegiance of his team by subsidizing their faction in the city. Capital cities can not be influenced in this manner. The base cost to sponsor factions is:
The roll is modified as follows:
Bribe mercenariesThe wars are full of incidents were mercenaries went on strike, went home, or changed sides. A player may attempt persuade mercenaries in an enemy army to strike or desert. A bribery attempt has a base cost of 50 florins.
The roll is modified as follows:
* This reflects the general impression of the players are successful and their on-going capability to pay wages. 3. Determine movement initiativeMovement, both forced marches and normal marches, is sequential. Determine the order of movement randomly. 4. Forced MarchesAn army may attempt to forced march to move faster and/or further. A forced march is treated exactly like a normal march except: If the forced march is successful
If the forced march fails:
Forced marches - like normal marches - can also specify an assault on the final destination. Example: If the order is "My army moves from Treviso to Livorno to Lonello using a forced march", the army will end up at Lonello if both the forced march and normal march succeed, at Livorno if either one of them succeeds, or might even remain at Treviso if neither succeed. The army takes minor losses if the forced march succeeds. Example: If the order is "My army will forced march from Treviso to Livorno to assault Lonello", has the same effect as the previous example, but if the the army makes it to Lonello it will immediately assault the town (assuming there is no defending army). Example: If the order is "My army will forced march from Treviso to Livorno" it is assumed that if the forced march fails the army will attempt a normal march to reach its destination. The army takes minor losses if the forced march succeeds. 5. Normal MarchesAll Armies must be at a specific location, either at a settlement or a camp site, never in between. It takes one march, representing a normal weeks travel with rest days, for an army to move between locations. Movement is not guaranteed so roll a die for each movement attempt.
The roll is modified as follows:
AssaultsA movement order, either a normal or forced march, can optionally specify an assault on an enemy held settlement if that is the final destination of the move. If the army does not reach the final destination, then no assault is possible that turn. See the siege section for how to resolve assaults. Encountering enemy armiesIf enemy armies end up in the same location, further movement that turn - including assaults - is aborted for both armies. However, if the enemy armies started the turn together they both have the option to move away. Either army may leave along any route out of the location except the defender - the army that reached the location first - can prevent the attacker leaving along a route the involves a river crossing relative to their original arrival route. 6. Open battleIf enemy armies are in the same location either side may elect to instigate an open battle as per the tactical rules. But this is optional and it is conceivable that two armies occupy the same location for several weeks before deciding to resolve the issue. When battle is take to the tabletop the defender - if it matters to the rules - is the army that reached the location first. The victor, if any, gains florins for his war chest:
7. SiegesSieges (and assaults) are resolved by a die roll:
The roll is modified as follows:
* This modifier is not used for assaults. 8. Supply and OvercrowdingSupply is influenced by having intact lines of communications and by overcrowding. An army's line of communication is a route to their capital city via contiguous locations that are empty of enemy armies and are either:
Overcrowding occurs when two or more armies, friendly or otherwise, are in the same location for more than a week An army that has a broken line of communication or is overcrowded rolls on the following table:
The roll is modified as follows:
Tactical rulesYou can use any tactical rules you like with this campaign system, so I've tried to write the rules in a general fashion. I've included examples for DBA, Condensed DBM or DBR (i.e. using 100 point armies), and full DBM or DBR. Losses have been described in general terms; just figure out what it means in the rules you're using - guidelines are given in the table.
Optional RulesItalian PlayersRather than just having Spanish and French team, you could include one or more independent Italian players (Venice, Papal, Florence, Milan are all contenders). They get a smaller force to start with (12 DBA elements, 100 AP in condensed DBM or DBR, or 400 AP in full DBM or DBR) and only 400 Florins in their war chest. Such a player can join either side during the course of the campaign, but can only be with one side or other in any particular turn. They can also ally with other independent Italians to form a third team. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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