Saturday, January 04, 2025

Four Go To War - Turn 17 (190-180 BC)

Situation at the end of turn 16
The revolt dice land 5-2, meaning the restless tribesmen of Cisalpina have again won their independence, this time from Roman rule.
I am drawn first, but fail to free AFRICA.
Andy's Persians take Syria, which, if they can hold it, puts them in position to attack AEGYPTUS.
For the rest of the game - there are four turns left, including this one - Rome receives two +1 modifiers: one for having had a great captain no more than five turns ago, and the other for being without a great captain after the halfway mark, ie turns 11-20. Richard attacks Macedonian Thracia, rolling a 3, which is just enough despite a -1 modifier for attacking a controlled province.
The Macedonians no longer have their homeland, nor a connected block of four provinces, so Reg instead tries to free his homeland, but comes agonisingly short by rolling a 5.
It is looking like the fight for imperial domination is between Rome and the Persians, unless I can free Carthage's homeland of AFRICA, and keep it for when victory points are added at the end of turn 20

Friday, January 03, 2025

Four Go To War - Turn 16 (200-190 BC)

Situation at the end of turn 15
The revolt dice land 1-1, meaning Macedon's problems with revolts are spreading as two-point scoring AEGYPTUS becomes independent.
This is the second turn with Rome having Scipio as a great captain. Richard takes IBERIA, Numidia and AFRICA in three campaigns, before turning to independent Graecia, which also falls, followed by Macedonia. Suddenly the Mediterranean is Roman red from the Pillars of Hercules to the home of the Greek gods in Olympus.
Andy's Persians fail to take Syria, which gives Reg a chance to retake AEGYPTUS, but he rolls a 3.
Finally, I fail to roll the 6 necessary to free Carthage's homeland AFRICA.
Red is the dominant colour

Thursday, January 02, 2025

Four Go To War - Turn 15 (210-200 BC)

Situation at the end of turn 14
The revolt dice land 5-2, so Cisalpina throws off Carthaginian rule.
This is the first of two turns in which Richard's Romans have Scipio as a great commander.
He starts by conquering Sicilia, but it requires two campaigns to subdue independent Cisalpina, although then both Gallia and IBERIA fall to Roman arms, meaning that for the first time in this game Carthage has no possessions outside of North Africa.
Andy's Persians retake Mesopotamia.
This is the first of five turns in which Carthage benefits from a +1 modifier for having had a great captain no more than five turns ago, and that proves crucial in my reconquering IBERIA.
Finally Reg tries to revive Macedonian rule in Graecia, but rolls a 2.
Rome has woken

Wednesday, January 01, 2025

Four Go To War - Turn 14 (220-210 BC)

Situation at the end of turn 13
The revolt dice land 1-3, which means Graecia throws off Macedonian rule.
This is the turn in which my Carthaginians get Hannibal as a great captain, so I can launch five campaigns, each with a +2 modifier, and with no -1 for attacking a controlled province (unless it is a homeland). Nevertheless I still suffer a -1 modifier for attacks outside of Carthage's starting empire.
I begin by conquering Cisalpina from the Romans, but then it takes the remaining four campaigns to capture Magna Graecia.
The Macedonians capture Mesopotamia from the Persians when Reg rolls a 6.
Andy fails in a bid to recapture it, and, finally, Richard's Romans easily retake Magna Graecia.
To say the least, Hannibal's impact was a lot less than I hoped