HOUSE RULES FOR IMPERIUM ROMANUM II(West End Games)
Imperium Romanum II is a military, political and economic game simulating the numerous wars which beset the Roman Empire, from its foundation in the chaos of the civil wars of the first century B.C. to its destruction some 600 years later. Thirty-five scenarios are included, ranging from the Mithradatic wars (88 b.C.) to the attempted reconquest of the western empire by Justinian and Belisarius (A.D. 540). Between two and six players may play, depending on the scenario chosen. The game also lends itself well to solitaire play. Emphasis is more on historical accuracy than on game balance.
We've been playing it for years now and gradually introduced some changes of our own. These houserules have been thoroughly tested but feel free to tell us what you think.
1. Morale
One of the main problems we had playing the game is the -5 points morale penalty if you don't attack during a turn (winter months excluded). As a consequence all sides attack from turn 1 onward and, because battles in Imperium Romanum II are winner takes all, the game is mostly over in 4-5 turns, even in 120-turn scenarios. We propose to delete this rule. We think that players have the right to stand aside while others tear each other apart.
2. Barbarians and Civilized non-Romans
The following actually happened in scenario 29 (Scourge of God) : a West Roman light infantery unit moved from Dalmatia, through barbarian territory (Saramatia and Scythia) to Iberia and there activated the inactive Persian Empire by moving into Persian territory. According to rule 5.25 (Farthest Power Rule) the Persian becomes controlled by the Visigoths who are in Spain. The Visigoth player of course has made a deal with the West Roman player so the unlucky Eastroman Empire gets hit by a horde of Persians without any provocation from its part. To avoid situations like this we came up with the following:
3.1. If the activated power is civilized non-roman it is only at war with the power which violated its territory.
3.2. If the activated power is barbarian these barbarians must try to evict the invaders from their territory before anything else. They may not leave their province before this is done. Furthermore, afterward they must attack the NEAREST Roman province or civilised nation. This means that they may NOT attack or enter other barbarian provinces (this is to avoid barbarians from, say, Germania Magna, to invade the Balkans and cause trouble for the Eastern Roman Empire)
Please note that these rules will have to be bent a little from time to time but with some common sense it makes a much more realistic game.
3. Movement
3.1. It is not the winterseason which halts campaigning. Historically this is very unrealistic. In ancient times campaigns came almost totally to a halt during winter (there are exceptions like Caesar). To cover this we designed an attrition rule much like the one at sea : For each unit (leaders excluded) which move during winter turns a 6-sided die is cast. If the unit has moved up to half its movement allowance is is destroyed on a roll of 1. If the unit has moved more than half its movement allowance it is destroyed on a roll of 1 or 2. This goes for supply wagons as well. These losses have their normal effect on morale. I assure you : players will not go on winter campaign again. Another advantage is that winter turns will go much faster. There are special rules for the first turn of a scenario (see point 6 supply). Needless to say this rule does not apply to summer-provinces.
3.2. Movement across straits is prohibited if an enemy fleet is present.
4. Combat
4.1. There is a problem with fleets. Rule 10.72 states that each fleet in a hex MUST participate in battle. This sounds normal but is absurd if your fleet is anchored in port. In our rules an enemy fleet cannot be attacked in port. Interceptions and blockade is still possible.
4.2 The following is rather complicated. Say you move a small unit near a large enemy force. This enemy force intercepts the small unit and by this, gets stuck while you can move all the units you want in the hex. As a consequence the enemy force which moved to attack a small unit suddenly faces a much bigger adversary. We noticed that big armies seldom intercept small enemy units whirling around them. In our rules interceptions have to be fought immediately. Supply is checked normally.
5. Supply
5.1 According to the rules a port gives limitless supply to any army if the controlling player has another sea-province. Enormous armies can move along the shores in this way. And what about barbarians who conquers two sea-provinces ? All their supplyproblems are over. We changed all this : a port can give supply to 16 stacking points during summer and 8 in winter (even in all summer-provinces). This is on top of the supply by cities and the hex proper. Barbarians without a navy at the start of a scenario can never draw portsupply.
5.2 All these changes can cause problems at the start of scenarios if they start in winterturns. Too many units are put in a hex by the setup to fulfill the supply-requirements. We suggest that for the first turn only a player can move units in winterturns without the attrition-rule but only TO SATISFY SUPPLY-NEEDS (if he moves with the intention to attack attrition-rolls have to be made). From turn 2 onward normal attrition-rules are applicable.
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