The Siege of Antirrhinum. An Ancients mini campaign

 

This scenario can be played with any set of Ancients rules. It was originally fought with WRG 4th edition (such is its age), but DBA, DBM, WAB or any other rules which you fancy would do just fine.

 

Caesarean Briefing

It is 51BC, and the Civil War is raging in Spain. You are the legate Nefarius Purpus, fighting for the mighty Caesar. Caesar has trapped some Pompeian forces in the fortress of Antirhinum, and is investing it closely. You have been given the job of making sure that he is not disturbed. To this end, you have constructed a fortified camp defending the pass through which any relief force must come. Caesar has confidently informed you that the siege will be over in two weeks.

 

You forces are as follows:

2 units of legionaries

1 unit of auxiliary cavalry

1 unit of auxiliary archers

1 unit of auxiliary slingers

1 unit of Spanish Javelinmen

1 Light catapult (in the camp)

 

Enemy forces you will have to discover for yourself, but they are known to include rebel legionaries.

 

Each day, you must send men out to forage for food and water near the river. At least 1/6th of your force must be sent out each day, or you will suffer penalties due to lack of supplies. You may of course, send more men as guards, and your arrangements for scouting possible ambush sites are up to you. beware of leaving the camp too lightly guarded!

 

There are 12 move periods in each day.

 

At the end of each day, any unit which retreated in good order may recover some casualties:

1/4 are dead

1/4 recover in 10 days

1/4 recover in 5 days

1/4 recover next day

 

Units which rout never recover any casualties.

 

If you fail to forage, you suffer penalties the next day, getting worse each successive day you do not forage:

1st day

-1 on all morale and close combat rolls

2nd day

-2 on morale, -1 on close combat, only move 3/4 move

3rd day.

-3 on morale. May not charge, -2 on close combat, only move 1/2 move. 10% of your force deserts

4th day.

-4 on morale. May not charge, -2 on close combat, -1 on missile fire, only move 1/2 move. 20% of force deserts.

5th and after.

As above, 50% desert per day.

 

 

Pompeian Briefing

 

It is 51BC, and the Civil War is raging in Spain. You are the legate Habeas Corpus, fighting for Pompey. Caesar has trapped some Pompeain forces in the fortress of Antirhinum, and is investing it closely. You have been given the job of relieving the fortress. Unfortunately, the crafty enemy have constructed a fortified camp defending the pass through which any relief force must come. The garrison can only hold out for a couple of weeks. it is up to you to harrass the defenders and capture the camp. The defenders will have to send out foragers each day, who may be vulnerable to a surprise attack. Your own troops will also need resting, so will not be able to fight every day.

 

You forces are as follows:

2 units of legionaries

1 unit of horse archers

1 unit light cavalry

1 unit archers

1 unit slingers

3 elephants

2 units Spanish infantry

 

There are 12 move periods in each day.

 

At the end of each day, any unit which retreated in good order may recover some casualties:

1/4 are dead

1/4 recover in 10 days

1/4 recover in 5 days

1/4 recover next day

 

Units which rout never recover any casualties.

 

There are four possible types of combat during a day:

 

NO ACTIVITY

Move on to the next day

FEINT

May deploy only cavalry and light troops, which may only engage in skirmish and missile fire (no charges)

ATTACK FORAGERS

Cavalry and light troops will attack the foragers. Heavy troops will block reinforcements. May not assault the camp.

FULL ATTACK

Assault on the camp, holding any foragers at bay with cavalry and light troops.

 

 

Roll 1 ten sided dice each day to see which occurs:

If there is activity, roll 1 six sided dice for the move period it starts in. Pompeian units may enter from any of the five entry points shown on the map.

 

Day

NO ACTIVITY

FEINT

ATTACK FORAGERS

FULL ATTACK

1

1-6

7-8

9-0

 

2

1-4

5-7

8-9

0

3

1-2

3-5

6-8

9-0

4

1-7

8-0

 

 

5

1-4

5-8

9-0

 

6

1

2-4

5-8

9-0

7

 

 

1-6

7-0

8

1-6

7-0

 

 

9

1-4

5-8

9-0

 

10

1-4

5-7

8-0

 

11

1-3

4-6

7-9

 

12

 

1-3

4-7

8-0

13

 

 

1-4

5-0

14

 

1-2

3-7

8-0

15

1-2

3-7

8-9

0

16

1-6

7-9

0

 

17

1-6

7-0

 

 

18

1-4

5-0

 

 

 

Starting with the end of day 13, roll to see if the siege has ended:

It ends on a 1 (on a six sided dice) after move 13, a 1,2 after move 14, and so on, being automatic after move 18.