THE GRAIN MUST GET THROUGH!

A SCENARIO FOR "ALL SHIPS, RAM SPEED!"

 

Italy, being a poor agragarian country, relies heavily on the twice yearly grain shipments from Eygpt. The first shipment, at the beginning of summer was uneventful, but as Winter looms, the second shipment is in peril. The war with Macedonia has flared up again. Roman Legions have already secured the Illyrian coast and moved inland. This is fortunate, for just as the Grain shipment came about the western shores of Greece, the wind died. Now the ships are hove to in bays and beaches on the Illyrian coast. Macedonian ships, and allied Greek or Mercenary Pirates are swarming into the area. Roman warships have thus been dispatched to bring the grain ships home anyway possible.

One Roman Squadron must lead his Grain ship dependants through an inland channel of islands before breaking into open sea for the run to the East coast of Italy. You may command this Squadron, or the Macedonian's who will attempt to stop it!

Warships, Dead ahead!

Here is a map of the Area.

 

THE ROMAN SHIPS

The Roman commander has 10 warships and 5 grain ships. There is no wind, so the grain ships, if left to themselves, will only be able to make 1 inch per move. The Roman commander may have to use his warships to tow the grain ships. The Roman warships are 4 biremes, 3 triremes, 2 quadremes, and 1 quinqreme.

You may enter the area only from the Southwest corner as designated on the map. To win this game, you must exit at least three grain ships the Northeast corner of the map.

The Roman ships must be deployed first and move first.

On every Roman turn, you may roll 2d6 for wind. on a roll of 12 the wind picks up going to the North. Your grain ships may then sail.

Each hex on the map represents 3 inches.

THE MACEDONIAN SHIPS

This motley fleet consist of a few Macedonian warships, some Greek allied ships, and Pirates who haven in the area. In all you have 9 warships, 3 Pirate Biremes, 3 Greek Triremes, 2 Macedonian Triremes, and 1 Macedonian Quadreme. You may enter your ships on the second turn in either of the two entrance points on the map. The first being to the North, and the other being the Southeast corner. You may enter divided if you wish. Your true aim is to destroy the grain ships, but a few burning or sunk Roman Warships would only add to your laurels!

If the wind picks up, the only ships you have that may catch the grain ships, is the Pirates! Remember they are the only ships that can throw up a mast and sail and go with the wind!

GOOD LUCK TO BOTH PARTIES AND "RAM SPEED AHEAD!"

OPTIONAL VARIANTS TO THE ABOVE.


PIRATES!

Make the attacking force solely a Pirate affair after the grain ships. In this case use 6 Biremes and 2 Triremes. The object of the Pirates is to capture at least 2 of the grain ships, more if possible, and tow them off one of their start areas.

The Roman commander would, thus, not be on a war footing, but an ordinary Escort. Reduce his squadron to 2 Bireme 'Pirate Catchers' (See my Optional Rules Section) and 2 ordinary Biremes and 1 quadreme.


PURE FLEET ACTION

Replace pirate ships with Greek ships (Athenians). The Roman Commander is still burdened with the Grain ships, and they are an important issue, but his victory conditions now depend on the destruction of the Macedonian/greek fleet as well as protection of the grain ships.


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