Conquest of the Empire:
PBEM last update 18 April 1998


Play by Email

Proposal

Method

Infantry, Cavalry, Catapult

Fortifications, Galleys

Order of Battle

Round of Battle

Examples: Simple Land Battle, Large Land Battle, City Fortification, Sea Battle

Some Existing Rules Clarified


Play by Email setup for COTE: [Top]

Using the original rules we do not have a viable way to play by email. The battle resolution involves the Attacker choosing a target and rolling 1 die. The Defender then picks a target and rolls 1 die. This continues until the units on one side are eliminated.

Obviously we can not do a battle with each side taking a day to turn around the email results and post the next targets. This could take months for one battle!

Proposal: What I propose is this: [Top]

March 10 1998 version.

[!! These lines have been added or changed April 17th !!]

The Method: [Top]

The Infantry: [Top]

The Cavalry: [Top]

The Catapult: [Top]

The Fortification: [Top]

Galley: [Top]

Order of Units = Order of Battle: [Top]

Round of Battle: [Top]


Examples: [Top]


Example 1: Simple Land Battle [Top] !!

Legion A has 2 Infantry and 1 Catapult
..CAT#1, INF#1, INF#2
Legion B has 4 Infantry
..INF#1, INF#2, INF#3, INF#4

Legion A attacks Legion B Irony .com sends us 6 sets of 7 rolls the first sets are 3,4,4,2,3,4,1, 2,5,1,6,1,4,2, 5,2,4,3,1,4,5.....

Round #1
We assign the 3 to Leg.A's CAT#1 - a hit
The next die is NOT used to pick a target as only one target exists - Infantry - one Infantry is lost from Leg.B (INF#4) (down to 3 Infantry units now).
Leg.B's first unit is an Infantry (INF#1) and rolls the '4' - a miss
Leg.A's second unit is an Infantry (INF#1) and rolls the next '4' - also a miss
Leg.B's second unit is an Infantry (INF#2) and rolls the 2 - a hit.The next die is used to target and is a '3' - Infantry - one Infantry is lost from Leg.A (INF#2) (down to 1 Catapult and 1 Infantry)
Leg.A's third unit is an Infantry (INF#2) but was just lost! - dead men do not roll.
Leg.B's third unit is an Infantry (INF#3) - rolls the next die - a '4' - a miss
Leg.B's fourth unit was an Infantry (INF#4) which was lost with A's first hit! - no units left to roll.

Round #1 is over as all units from both sides have taken a shot.

!! Legion A could now retreat: if it wanted to, specified to fight for one round and await instructions, OR; at any time when a a retreat condition is satisfied - would be after LegB (the Defender) had gotten a hit to satisfy the condition eg. "LegA down to one unit and LegB with three or more units".

Second round.
1 Catapult + 1 Infantry vs 3 Infantry.
Leg.A's Catapult (CAT#1) rolls a 1 - a hit - since only one enemy unit type B's third Infantry (INF#3) is lost.
Leg.B's first Infantry (INF#1) rolls a 2 - a hit. The next die is a 5 - would normally target a Cavalry but Leg A has no Cavalry and we therefor lose the Infantry (INF#1).
Leg.A has no more units to fire.
Leg.B's second Infantry (INF#2) rolls a 1 - a hit and defeats the last Leg A unit - the Catapult.

Leg. B won the battle with 2 Infantry.


Example 2: Larger Land Battle [Top]

Legion A has 4 Infantry and 2 Catapults.
Legion B has 4 Infantry and 1 Cavalry and 1 Catapult.

Legion A attacks Legion B we get 6 sets of 12 dice rolls. - 2,3,2,4,2,1, 5,4,5,3,3,5, 2,2,5,5,3,4, 1,1,2,6,6,3, 4,5,3,4,2,3, ....

Leg.A CAT#1 gets a 2 - a hit - targets a 3 - enemy Cavalry - Leg.B loses the Cavalry unit.
Leg.B CAT gets a 2 - a hit - targets a 4 - enemy Cavalry - Leg.A has no Cavalry so loses its Infantry#4.
Leg.A CAT#2 gets a 2 - a hit - targets a 1 - enemy Infantry - Leg.B loses its Infantry#4
Leg.B INF#1 gets a 5 - a miss
Leg.A INF#1 gets a 4 - a miss
Leg.B INF#2 gets a 5 - a miss
Leg.A INF#2 gets a 3 - a miss
Leg.B INF#3 gets a 3 - a miss
Leg.A INF#3 gets a 5 - a miss no more units for Leg.B no more units for Leg.A

Second round
Leg.A: 2 Cat + 3 Inf vs Leg.B: 1 Cat + 3 Inf

Leg.A CAT#1 gets a 2 - a hit - targets a 2 - enemy Infantry - Leg.B loses its Infantry #3
Leg.B CAT gets a 5 - a miss
Leg.A CAT#2 gets a 5 - a miss
Leg.B INF#1 gets a 3 - a miss
Leg.A INF#1 gets a 4 - a miss
Leg.B INF#2 gets a 1 - a hit - targets a 1 - enemy Infantry - Leg.A loses its Infantry #3
Leg.A INF#2 gets a 2 - a hit - targets a 6 - enemy Catapult - Leg.B loses its Catapult
Leg.B has no more units to fire, Leg.A has no more units to fire.

Third Round
Leg.A: 2 Cat + 2 Inf vs Leg.B: 2 Inf

Leg.A CAT#1rolls a 6 - a miss
Leg.B INF#1 rolls a 6 - a miss
Leg.A CAT#2 rolls a 3 - a hit - enemy only has Infantry and loses Infantry #2
Leg.B has no more units to fire.
Leg.A INF#1 rolls a 4 - a miss
Leg.A INF#2 rolls a 5 - a miss

Fourth Round
Leg.A: 2 Cat + 2 Inf vs Leg.B: 1 Inf

Leg.A CAT#1 rolls a 3 and hits last Leg.B unit.

Leg A wins with 2 Catapults and 2 Infantry.


Example #3 - City Fortification* [Top]

* In this example I use the one shot to breach the walls setup. We might want to look at this to allow for the wall to be standing until a second hit.

Legion A has 2 Catapults, and 5 Infantry
Legion B has 4 Infantry and 2 Cavalry in a FORT

6 rolls of 13 dice: 1,2,5,3,3,4, 2,5,2,6,2,3, 5,3,4,5,4,3, 2,6,6,3,5,5, 4,4,5,4,3,2, 3,4,3,2,2,5

Leg.A CAT#1 rolls a 1 - get a hit and BREACHES the Walls. - Leg.B does not lose any units.
Leg.B CAV#1 rolls a 2 - gets a hit and targets a 5 - enemy Catapult. Leg.A loses Catapult#2
Leg.A INF#1 rolls a 3 - a miss
Leg.B CAV#2 rolls a 3 - a hit and targets a 4 - enemy Cavalry - no Cavalry so Leg.A loses Infantry#5
Leg.A INF#2 rolls a 4 - a miss
Leg.B INF#1 rolls a 2 - a hit and targets a 5 - enemy Cavalry - no Cavalry so Leg.A loses Infantry#4
.. see Retreat below
Leg.A INF#3 rolls a 2 - a hit and targets a 6 - enemy Catapult - no Catapult so Leg.B loses Cavalry#2
Leg.B INF#2 rolls a 2 - a hit and targets a 3 - enemy Infantry - Leg.A loses Infantry #3
Leg.A has no more units to fire.
Leg.B INF#3 rolls a 5 - a miss
Leg.B INF#4 rolls a 3 - a miss

** Retreat Option: [!!]

Round #2
LegA: 1 Catapult + 2 Infantry vs LegB: 1 Cavalry + 4 Infantry

LegA CAT rolls a 4 - a miss
LegB CAV rolls a 5 - a miss
LegA INF#1 rolls a 4 - a miss
LegB INF#1 rolls a 3 - a miss
LegA INF#2 rolls a 2 - a hit and targets a 6 - Catapult - Leg.B loses Cavalry.
LegB INF#2 rolls a 6 - a miss
LegA has no more units to fire.
LegB INF#3 rolls a 3 - a miss
LegB INF#4 rolls a 5 - a miss

Round #3
LegA: 1 Catapult + 2 Inf vs LegB: 4 Infantry

LegA CAT rolls a 5 - a miss
LegB INF#1 rolls a 4 - a miss
LegA INF#1 rolls a 4 - a miss
LegB INF#2 rolls a 5 - a miss
LegA INF#2 rolls a 4 - a miss
LegB INF#3 rolls a 3 - a miss
LegA has no more units to fire
LegB INF#4 rolls a 2 - a hit and targets a 3 - Infantry - LegA loses Infantry #2

Round #4
LegA: 1 Catapult + 1 Inf vs LegB: 4 Inf

and so on.


Example #4 - Sea Battle - both Legions at sea in 1 Galley Each (1 General each) [Top]

LegA has 1 Catapult + 1 Cavalry + 3 Infantry (attacking)
LegB has 1 Catapult + 3 Infantry

dice: 1,2,5,3,3,4, 2,5,2,6,2,3, 5,3,2,2,3,2, 1,5,3,4,5,4,3, 2,6,6,3,5,5, 4,4,5,4,3,2, 3,4,3,2,2,5

LegA CAT rolls a 1 - a hit and targets a 2 - enemy Infantry - LegB loses Infantry #3
LegB CAT rolls a 5 - a miss
LegA CAV rolls a 3 - a miss because Cavalry acts like Infantry at Sea!!
LegB INF#1 rolls a 3 - a miss
LegA INF#1 rolls a 4 - a miss
LegB INF#2 rolls a 2 - a hit and targets a 5 - enemy Cavalry - LegA loses Cavalry
LegA INF#2 rolls a 2 - a hit and targets a 6 - enemy Catapult - LegB loses Catapult
LegB INF#3 was already killed - no more shots
LegA INF#3 rolls a 2 - a hit and automatically targets LegB Infantry#2

Round #2
LegA Cat + 3 Inf vs LegB 2 Inf

LegA CAT rolls a 3 - a hit and LegB loses Infantry#2
LegB INF#1 rolls a 5 - a miss
LegA INF#1 rolls a 3 - a miss
LegB INF#2 was lost - no more shots
LegA INF#2 rolls a 2 - a hit and LegB loses last land unit Infantry#1
LegB GALLEY shoots - rolls a 2 - a hit and targets a 3 - enemy Infantry - LegA loses Infantry#3
LegA has no more units to fire.

Round#3
LegA: cat + 2 Inf vs LegB: Galley
LegA CAT rolls a 2 - a hit - and the galley is lost (last unit to be hit)

..........

If in this example we had Leg B on 2 galleys - say 2 generals one with a Catapult and one with the Infantry
We would get - on round #2 after LegB's last land unit is hit.

LegB GAL#1 shoots a 2 - targets a 3 - LegA loses Infantry#3
LegB GAL#2 shoots a 2 - targets a 1 - LegA loses Infantry#2

Round#3
LegA CAT rolls a 5 - a miss
LegB GAL#1 rolls a 3 - a miss
LegA INF rolls a 4 - a miss
LegB GAL#2 rolls a 5 - a miss

Round#4
LegA CAT rolls a 4 - a miss
LegB GAL#1 rolls a 3 - a miss
LegA INF rolls a 2 - a hit LegB GAL#2 is hit and sunk

Round#5
LegA CAT rolls a 6 - a miss
LegB GAL rolls a 6 - a miss
LegA INF rolls a 3 - a miss

.... many misses

Round#8
LegA CAT rolls a 3 - LegB Galley is sunk.

LegA wins with 1 Catapult and 1 Infantry on 1 Galley

[Top]


Rules clarified - April 17, 1998

These are my interpretations on the Rules in the manual that I wanted to make sure were as I saw them. Please respond if you do not think they are right.

Legions: Consist of 1 Leader and 1 to 7 units. Here Leader includes Ceasar or Generals or Cities. A Galley is "not considered Legion members" but can "carry a Legion", page #5 Galleys.

Roads: Make movement between cities easier - save movement costs of units. But movement along these roads must be accompanied by a General or Ceasar "to lead it out", page 6, What's a Legion?

Galleys: They can carry 1 Legion. Thus they can take from 1 to 7 Leaders but only 1 to 7 combat units. If more than 7 units then a second galley is required and also at least a second Leader for the second Galley.

Galley Movement: Moving from sea to sea is one movement, moving from sea to land, or land to sea is one movement.
. A Galley must move 'land to sea' to set sail with a Legion, or 'sea to land' to drop off units.
. A Galley can move 'sea to land' to land at a port, then 'land to sea' to leave with an army. This is two moves - a full Galley movement.
. Legions can not make a land move and a sea move, only one type of movement allowed.
. Therefore we have Galleys: Land to Sea to Sea; Land to Sea to Land; Sea to Sea to Land; Sea to Land to Sea.
. We can not have a Galley leave a coast with a Legion on board (Land to Sea; #1), move to a second sea zone (Sea to Sea; #2), and land the units (Sea to Land; would be #3). Therefore no capitol territory (Hispania, Numibia, ...) can reach an enemy capitol territory by sea with newly purchased units. The Galleys must pickup units (Land to Sea; #1) move to the next sea (Sea to Sea; #2).
. When a Galley lands on a coast and is done its movement - it should be moved to a conjunction of black lines on that coast. By this I mean if two seas are accessible to this territory and the coast line is not broken, then the Galley should be at the nexus of the two seas and the coast. The next turn the Galley can enter either of these two seas on its first movement.
. When a Galley lands on a coast that has three or more adjoining seas (Asia, Neapolis, Sardinia, Crete,...) the Galley should be placed on the interior of the territory to signify that it can move to any sea when it does its Land to Sea movement.
Italia, Hispania, and Macedonia do not qualify here as their coastlines are broken. The "two seas accessible" rule is used on the coast where the Galley landed.

[Top]

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Conquest of the Empire
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