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Ancients Naval Senarios
Ancients Naval Senarios
A N C I E N T S
DIEKPLUS
Introductory ........................
480 BC ................................
406 BC ................................
260 BC ................................
31 BC ..................................
672 AD ................................
1000 AD ..............................
1340 AD ..............................
1
1
2
2
2
3
3
3
MAP D
Player 1
INTRODUCTION
Each scenario specifies the map to be used. Set up of units uses
the following system:
The map is overlaid with a grid of hexagons (hex or hexes) used
to regulate movement. Each of these hexes is assigned a grid
coordinate made up of a letter and number. The initial direction
and hexes in which units begin the game are listed in each
scenario, e.g.: Direction 1: Al would be a ship facing the top
of the map, set up in its top left-hand corner.
Each scenario is a game in itself that can be replayed any
number of times, and each provides the following information:
Scenario Name:
Introductory
Units at Start
Ships:
Direction 1:
Crew Quality:
Player 2
Units at Start
Ships:
Direction 4:
Crew Quality:
Special Rules:
*
*
Historical Note
Combatants:
Setup:
Special Rules:
Scale:
The first side listed in each scenario is the side to move first,
and the game length is twenty turns, unless otherwise stated.
Given the nature of ram tactics, the side that could make the
longer line had the advantage of coming in on the enemy flanks
with broadside ram attacks. Deploying in a single line was a
tactic called the periplus. To counter it the diekplus was
developed. The smaller fleets would charge in a single column.
They would then try to pass through the enemy line and turn
around for another pass. The counter to this counter was to
deploy in two lines; this would prevent a breakthrough, but it
meant shortening the battle line against a possible periplus.
Players are encouraged to try different combinations of tactics.
SALAMIS
480 BC
Greeks
Units at Start
Ships:
Direction 1:
Direction 2:
Direction 5:
Direction 6:
Crew Quality:
Page 1
MAP H
Scale:
Historical Note
20 Triremes, 1 marine each.
E3, E4, F3, and F4.
A6, B6, B7, C5, C6, D6, D8, E7, E8, F7, F8,
G6, G7, H6, H7, and I6.
1.
MYLAE
260 BC
Units at Start
Ships:
Direction 3:
Crew Quality:
Direction 6:
Crew Quality:
Special Rules:
*
*
MAP G
Scale:
10 Triremes, 1 marine each.
C7, D7, E6, F6, G5, H5, I4, J4, K3, and L3.
3.
Athenians
Units at Start
Ships:
Direction 6:
Crew Quality:
Special Rules:
*
*
Scale:
Rome
Spartans
Units at Start
Ships:
Direction 3:
Crew Quality:
MAP D
Carthage
Units at Start
Ships:
Historical Note
ARGINUSAE
The Athenians won the battle, but suffered heavy losses because
they failed to rescue the crews of their lost ships The
Peloponnesian war dragged on for years. The Spartan army was
supreme on the land, but the Athenians were safe behind their
city walls and could use their mastery of the sea to make
amphibious invasion at will. Finally, a Spartan naval victory at
Aegospotami broke this stalemate. Locked in on land and sea,
the Athenians were starved into submission.
Historical Note:
This battle introduced a Roman invention called the corvus.
This was a large boarding plank with a spike on the end. When
an enemy ship got close, the corvus was dropped onto its deck.
This grappled the deck, and at the same time helped the Roman
marines rush the enemy ship. When the Carthaginians tried a
diekplus with their lead squadron, they quickly found
themselves boarded and captured. The rest of the fleet engaged,
but was repulsed with the loss of several more ships.
ACTIUM
31 BC
MAP G
Page 2
Crew Quality:
Special Rules:
*
*
Scale:
Historical Note
SVALDE
First turn movement roll for each fleet is
automatically a 2.
Anthony wins by exiting four ships off the
west map (Al to R1) edge. Octavian wins by
preventing this.
1/20.
Historical Note
Anthony and Cleopatra were trapped in Greece by a large army
and a larger navy. The enemy navy, although twice as
numerous, was made up of smaller ships, so a naval action was
the best bet for escape. This scenario assumes that it was not
Anthony's intention to destroy Octavian's fleet, but to cover
Cleopatra's retreat. That's the way it worked out, but the lovers
then found themselves in Egypt with neither an army nor a
navy.
CYZICUS
MAP D
Direction 6:
Crew Quality:
1000 AD
Units at Start
Ships:
Direction 1:
Direction 2
Direction 3
Direction 4:
Direction 5:
Direction 6:
Crew Quality:
Units at Start
Ships:
Direction 6:
Crew Quality:
*
10 Pamphylos, with 1 marine each and
Greek Fire tubes).
I12, J12, K11, L11, M10, N10, O9, P9, Q8,
R8.
4.
*
*
Crew Quality:
Special Rules:
*
*
Danes:
Arabs
Units at Start
Ships:
Direction 3:
MAP D
Norwegians
Special Rules:
*
Byzantines
Units at Start
Ships:
This battle saw the first use of Greek fire, a liquid that ignited
on contact with an enemy ship. Byzantine equipment and
training was the best in the known world at the time. It had to
be: the empire was being held together with limited resources.
Although they will certainly win the battle, they must win with
a minimum of casualties.
Historical Note
20 Pamphylos, with 1 marine each.
B9, C8, D8, E7, F7, G6, H6, I5, J5, K4, D10,
E9, F9, G8, H8, I7, J7, K6, L6, M5.
1.
Vikings fought each other too. Sveyn Forkbeard was king of the
Danes. In this battle he and his Swedish allies defeated the
Norwegian Vikings. As with most battles of the dark ages, there
is no information on strengths or dispositions. Here, the
Norwegians are lashed together to form an artificial island. This
was a common Viking tactic.
SLUYS
1340 AD
MAP G
English
Units at Start
Ships:
Direction 1:
Crew Quality:
Page 3
Units at Start
Ships:
Direction 4:
Crew Quality:
*
Scale:
Historical Note
Special Rules:
*
Page 4