Hannibal: Rome vs. Carthage Campaign

Updated July 8, 2004
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The following is a system for linking the boardgame "Hannibal: Rome vs. Carthage" by Avalon Hill to De Bellis Antiquitatis by Wargames Research Group. We (Ix and I) have playtested it once during the summer of 2000. During that playtest, Hannibal didn't do much in Italy -- in fact, he got killed in the first combat bound of the first tactical battle of the campaign. Oh well. We understandably ignored the boardgame rule that killing Hannibal is a sudden-death (so to speak) victory for Rome. Ix, as the Carthaginians, struggled on for several years until a major Roman campaign invaded North Africa and eventually took Carthage itself. We fought quite a few pitched battles, and many more times we maneuvered around whole provinces without fighting. All in all, a great success.


You must have access to both Hannibal: Rome vs. Carthage and DBA to play this campaign.


For any given battle arising in Hannibal: Rome vs. Carthage (HRVC), players fight a DBA battle instead of card play.

Each Combat Unit (CU) in Hannibal translates into two elements in DBA, with the exception of Carthaginian Elephant CUs, each of which translate into one DBA elephant.

Combat Units translate into "Roman" and "Carthaginian" elements; in addition, there are temporary "Allied", "Militia", and "Tribal" elements which are derived from political control of certain provinces.

DBA battles are fought on tables 2400 p deep and 4800 p wide.


Army Lists (recent change)

Due to the great variations possible in army sizes, the following modified DBA army lists are used:

Roman

Carthaginian


Multiple generals

If a player has more than one general in a battle, the senior-most is the DBA CinC and the remaining friendly generals are sub-generals. The Carthaginian player can divide his elements into commands as he sees fit, but the Roman player is governed by the requirements for Consuls and Proconsuls.


General's tactical rating

Instead of adding battle cards for tactical skill, the CinC rolls multiple PIP dice. The basic number of PIP dice is the CinC's tactical skill rating; add one additional PIP die per sub-general within Command Range (i.e., 1200 p with clear line of sight, or 600 p beyond blocking terrain). After rolling, the CinC then allocates one PIP die to each friendly general (including himself) that is within Command Range. Note that sub-generals that are within Command Range of the CinC do NOT use their tactical skill rating.

If the CinC is killed, or if a sub-general is out of Command Range, the sub-general rolls his own PIP dice, one die per that general's tactical skill rating. The general then gets to pick one of his own dice to use that turn. PIP dice cannot be traded among generals if the CinC is dead or out of range (i.e., only an original CinC can allocate PIP dice, and then only to sub-generals in Command Range).

For example, Hasdrubal (rated three) has Hanno (rated two) and Mago (rated one) as sub-generals. Hasdrubal rolls five dice per DBA turn, and can pick any three of them to use that turn, allocating one to each of the three commands. If Hanno is 1300 p away from Hasdrubal, Hasdrubal rolls four dice and allocates two of those dice to himself and Mago; Hanno rolls two dice and picks one. If Hasdrubal is killed, Hanno rolls two PIP dice and picks one; Mago rolls one PIP die and has to take what he gets.


The Retreat Table and Withdrawal Dicing

The Retreat Table is not used after the DBA battle; the casualties in HRVC are determined by the combination of the Attrition Table and the Retreat Table, but DBA victory is already determined by which army loses more troops, so there is no justification for a retreat penalty (unless retreating through enemy territory).

Unlike the DBA rule ending a battle immediately when an army loses one-third of its strength, in this campaign a command must withdraw when beaten. An army can also voluntarily withdraw if it passes a die roll test (see below). An army or command cannot stop withdrawing once it begins to do so.

A withdrawing army or command has the following special abilities and restrictions:

To begin a voluntary withdrawal, players dice as described in HRVC (summarized below):


Battle Card Bonus and Penalty

HRVC has a variety of battle modifiers that have different effects, such as adding or subtracting battle cards, modifying the ability to withdraw or counterattack, and so forth. In general, those modifiers that represent local allied or militia troops add elements of DBA troops; others will modify the PIP dicing, terrain setup, and so forth.

Up to two Allied (not Tribal or Militia) Aux elements can be taken as Ps instead.


After the DBA Battle

Players count their surviving non-elephant "Roman" and "Carthaginian" elements, halve them, and adjust their CU on the campaign map accordingly. Note that elements that withdraw across the friendly base edge survive; elements that cross other edges, or that cross the friendly base edge other than by withdrawal movement, are destroyed.

If there are an odd number of surviving elements, the winner of the battle rounds up, the loser rounds down.

Surviving Carthaginian elephant elements transfer one-for-one to the campaign map.

Casualties among Allied, Militia, and Tribal elements do not transfer back to the campaign game. However, there may be political repercussions to heavy Allied casualties. If an army loses one-third or more of its Alled elements, roll 1D6 and divide by two, dropping fractions; the result is the number of PC markers that the player must remove from within the area providing the Allies. If an army loses two-thirds or more of its Allied elements, it must remove 1D6 PC markers from the area providing the Allies.

Roman Militia do not cause PC loss because they are barrel-bottom scrapings anyway; Tribal casualties do not cause PC loss because they are warband fanatici and don't care about casualties.


Special Capabilities of the Generals

Rome

Carthage


Special Cards

Some of these will not translate well to the DBA table.


Delay of Game Penalty

To keep the attacker on his toes, if twelve consecutive player turns go by with no recoils and no kills, the attacker immediately breaks and begins his withdrawal.


DBA lists of interest

31b Later Carthaginian: 2 Cv, 2 LH, 2 Sp, 2 Aux, 2 Wb, 1 Aux (or El), 1 Ps

While the Carthaginian Wb are listed as "Gauls", the Carthaginian army in Spain would probably have Celtiberians instead; no difference in game play, just a justification for using the army list as-is.

46b Polybian Roman: 2 Cv, 6 Bd, 2 Sp, 2 Ps

Etruscans (30b) are mainly Sp; Samnite/Umbrian (30c) are mainly Aux; Campanian/Apulian (30d) are mainly Cv, Sp, and Aux; Syracusan (34) are mainly Sp and Aux

Numidians (53) are mainly LH and Ps.