Showing posts with label Philip Sabin. Show all posts
Showing posts with label Philip Sabin. Show all posts

Wednesday, July 29, 2026

Empire X - Turn Nine (270-260 BC)

Situation in 270 BC
The revolt dice land 2-5, meaning Persia throws off Macedonian rule.
Richard's Parthians are drawn first, and he wastes no time in taking advantage of the power vacuum in Persia.
I counterattack, but fail, and Andy's Carthaginians similarly fail to recover Magna Graecia.
Finally, Reg's Romans head north in an attack on Cisalpina, but fail.
The Punic Wars are well underway, even if they are not Rome's sole concern

Tuesday, July 28, 2026

Empire X - Turn Eight (280-270 BC)

Situation in 280 BC
The revolt dice land 2-1, meaning Armenia follows neighbouring Pontus's example in throwing off Persian/Parthian rule.
Andy is drawn first, but his Carthaginians fail to conquer Gallia, and there is more bad news for Andy when Reg's Romans expel the Carthaginians from Magna Graecia.
This is the last turn in which my Macedonians receive a +1 modifier as part of Alexander's legacy, but that is not enough when I try to capture, for the second time, Parthia.
Finally, Richard also fails, in a counterattack against Macedonian-controlled Persia.
Rome has a long way to go to achieve greatness

Monday, July 27, 2026

Empire X - Turn Seven (290-280 BC)

Situation in 290 BC
The revolt dice land 3-6, which for the third time pinpoints Pontus, making the region's determination to escape dominance by either neighbouring great power all too plain.
Reg's Romans at last take Magna Graecia, meaning Rome and Carthage now have a common border.
Andy's Carthaginians are next, and he invades Magna Graecia. There is a -1 modifier for attacking outside of the original Carthaginian modifier, and a further -1 for attacking a controlled province, which means Andy needs to roll a 6, and that is what he does.
Richard's Parthians narrowly fail to take Mesopotamia, but my counterattack conquers Persia.
Carthage's rise has been sudden

Sunday, July 26, 2026

Empire X - Turn Six (300-290 BC)

Situation in 300 BC
The revolt dice land 3-5, but that pinpoints independent Pontus.
Reg's Romans again fail to conquer Magna Graecia, and the Parthian revival falters when Richard launches an unsuccessful campaign against Mesopotamia.
I narrowly take AEGYPTUS, rolling a 4, which is enough, despite a -1 modifier for attacking a controlled province, as my Macedonians still enjoy a +1 modifier as part of Alexander the Great's legacy.
Finally, Andy's Carthaginians retake IBERIA.
For the first time the Carthaginians are looking quite powerful

Saturday, July 25, 2026

Empire X - Turn Five (310-300 BC)

Situation in 310 BC
The revolt dice land 6-1, which has no effect as 6-1 pinpoints independent Gallia.
Richard's Parthians are drawn first, and he succeeds in taking Persia from my Macedonians.
Reg's Romans fail in an attack on Magna Graecia, and Andy's Carthaginians likewise fail to retake IBERIA.
Finally, I attack AEGYPTUS, but narrowly fail with a roll of 3 - my +1 modifier for having recently had a great captain was cancelled out by a -1 modifier for attacking a controlled province.
The Parthian comeback gathers pace

Friday, July 24, 2026

Empire X - Turn Four (320-310 BC)

Situation in 320 BC
The revolt dice land 3-5, meaning Pontus seizes its chance, now Persian rule has been drastically weakened, to become independent.
Andy's Carthaginians are drawn first, and, at the third attempt, he takes Sicilia, rolling a 5 for the naval crossing, and a resounding 6 for the land campaign (and sheepishly admitting afterwards that he had momentarily forgotten he lost IBERIA last turn - if he had remembered, he would have campaigned there!).
Richard is drawn next and he rolls a 6, thus freeing his homeland of Parthia, and so returning to the game as the Parthians.
Next it is my go, and I immediately attack Parthia, but fail, despite a +1 modifier for no longer having a great captain, but having had one no more than five turns ago (I roll a 1).
Finally, Reg consolidates Roman control of ITALIA, which is shown by adding a second Roman counter to the province, and is ready to start expanding next turn.
The Parthian revival bodes ill for my Macedonians

Thursday, July 23, 2026

Empire X - Turn Three (330-320 BC)

Situation in 330 BC
The revolt dice land 2-3, meaning double-scoring IBERIA expels the Carthaginians.
This is the second, and last, turn in which my Macedonians have Alexander the Great, and I begin by attacking Persia, but it takes two campaigns to conquer the province after I first roll a 1.
However, I partially make up for this by taking the Persian homeland Parthia at the first attempt. But then it takes my final two campaigns with Alexander to capture Bactria.
Andy's Carthaginians retake rebellious IBERIA.
Richard narrowly fails to free his homeland (he rolls a 5 instead of the required 6).
Finally, Reg again fails to consolidate Roman control of ITALIA.
Macedonian expansion did not go without a hitch, but overall I am reasonably satisfied - the key surely being to conquer the Persian homeland

Wednesday, July 22, 2026

Empire X - Turn Two (340-330 BC)

Situation in 340 BC
The revolt dice land 6-3, meaning Mesopotamia throws off Persian rule.
This is the first of two turns in which my Macedonians are led by Alexander the Great, who can launch five campaigns, instead of the usual one, receives a +2 modifier, and ignores the usual -1 modifier for attacking a controlled province (unless it is a homeland).
I start by taking independent Thracia, then pick up 'Asia' and Syria, before cutting inland and taking Mesopotamia and Persia.
The latter is not the Persian homeland, but I am now well-placed to attack their real homeland - Parthia - next turn.
However, Richard hits back. He is drawn first of the remaining three peoples (great captains always start a turn), and immediately attacks Persia, regaining it despite a -1 modifier for attacking a controlled province (Richard rolls a 5).
Andy's Carthaginians again set sail for Sicilia. This time the naval crossing is not a problem, but the campaign proper fails when Andy rolls a 1.
Finally, Reg fails to consolidate Roman control of ITALIA - he needed to roll a 1 (one less than the turn number), but got a 5.
We have remembered to place the starting victory points on the tracker at the bottom of the map - they will be added to after turns 10 and 20

Tuesday, July 21, 2026

Empire X - Turn One (350-340 BC)

Map at the start
The revolt dice land 4-6, but that pinpoints Sicilia, which is already independent.
Andy's Carthaginians are drawn first, and he attacks Sicilia, but the naval crossing apparently runs into a storm, as the ships never reach the island (Andy rolled a 2, and you need 3+ to successfully make a naval crossing).
Reg's Romans are next, but there is nothing he can do this turn as the Romans' first task is to consolidate their control of ITALIA, and to do that they need to roll lower than the turn number,
Richard's Persians conquer double-point scoring AEGYPTUS with a 5 (4+ is needed, and there are no modifiers in this case).
My Macedonians attack Graecia, and also succeed with a 5.
Only Andy's Carthaginians can be unhappy at their start

Monday, July 20, 2026

Empire X

ONE thing I think we can all agree on is that games do not have to be complicated to be enjoyable, which is just as well when it comes to Richard Sabin's Empire.
It covers 200 years of ancient history around the Mediterranean in an era famous for what became known as the Macedonian and Punic Wars.
Four of us - myself, my regular miniatures opponent ('Reg') and two of our friends, who are mainly boardgamers, security consultant Richard Johnson and Andy, a serving officer in Britain's armed services - are about to play our 10th session of Empire
Here are the standings (four points for a win, three for coming second, etc) after the previous nine games.

ME
Game One: 3pts (Carthaginians)
Game Two: 3.5pts (Romans)
Game Three: 4pts (Persians)
Game Four: 1pt (Macedonians)
Game Five: 4pts (Persians/Parthians)
Game Six: 2pts (Carthaginians)
Game Seven: 3pts (Romans)
Game Eight: 1pt (Macedonians)
Game Nine: 3pts (Romans)
Total: 24.5pts

ANDY
Game One: 4pts (Macedonians)
Game Two: 3.5pts (Persians/Parthians)
Game Three: 3pts (Romans)
Game Four: 2.5pts (Carthaginians)
Game Five: 2pts (Romans)
Game Six: 4pts (Persians)
Game Seven: 1pt (Macedonians)
Game Eight: 3pts (Carthaginians)
Game Nine: 1pt (Persians/Parthians)
Total: 24pts

RICHARD JOHNSON
Game One: 2pts (Romans)
Game Two: 1pt (Macedonians)
Game Three: 2pts (Carthaginians)
Game Four: 2.5pts (Persians/Parthians)
Game Five: 1pt (Macedonians)
Game Six: 3pts (Romans)
Game Seven: 2pts (Carthaginians)
Game Eight: 4pts (Persians/Parthians)
Game Nine: 4pts (Macedonians)
Total: 21.5pts

REG
Game One: 1pt (Persians/Parthians)
Game Two: 2pts (Carthaginians)
Game Three: 1pt (Macedonians)
Game Four: 4pts (Romans)
Game Five: 3pts (Carthaginians)
Game Six: 1pt (Macedonians)
Game Seven: 4pts (Persians)
Game Eight: 2pts (Romans)
Game Nine: 2pts (Carthaginians)
Total: 20pts

SCORES BY PEOPLES
Persians/Parthians: 28pts
Romans: 25.5pts
Carthaginians: 21.5pts
Macedonians: 15pts

Since there are four peoples, we take it in turn to command each people through a cycle of four games.
This is the second game of the third cycle, and we will draw for peoples as usual, but with the proviso that no one can have the same people as in the last game.

The draw has resulted in me getting the Macedonians (might as well get them out of the way relatively early in the cycle!), Andy the Carthaginians, Reg the Romans, and Richard the Persians, who, depending on how history unfolds, may become Parthians later.
The starting position - as usual I will write up the game as we go along

Wednesday, February 04, 2026

Summing Up Our Ninth Game Of Empire

RICHARD's Macedonians were runaway winners, despite their lands being wracked by revolts.
The keys to victory were twofold: first, they captured the Persian homeland early; second, although Andy twice returned as the Parthians, each time Richard recaptured the Parthian homeland before the Parthians could launch a single campaign.

Here are the updated standings (four points for a win, three for coming second, etc).

ME
Game One: 3pts (Carthaginians)
Game Two: 3.5pts (Romans)
Game Three: 4pts (Persians)
Game Four: 1pt (Macedonians)
Game Five: 4pts (Persians/Parthians)
Game Six: 2pts (Carthaginians)
Game Seven: 3pts (Romans)
Game Eight: 1pt (Macedonians)
Game Nine: 3pts (Romans)
Total: 24.5pts

ANDY
Game One: 4pts (Macedonians)
Game Two: 3.5pts (Persians/Parthians)
Game Three: 3pts (Romans)
Game Four: 2.5pts (Carthaginians)
Game Five: 2pts (Romans)
Game Six: 4pts (Persians)
Game Seven: 1pt (Macedonians)
Game Eight: 3pts (Carthaginians)
Game Nine: 1pt (Persians/Parthians)
Total: 24pts

RICHARD JOHNSON
Game One: 2pts (Romans)
Game Two: 1pt (Macedonians)
Game Three: 2pts (Carthaginians)
Game Four: 2.5pts (Persians/Parthians)
Game Five: 1pt (Macedonians)
Game Six: 3pts (Romans)
Game Seven: 2pts (Carthaginians)
Game Eight: 4pts (Persians/Parthians)
Game Nine: 4pts (Macedonians)
Total: 21.5pts

REG
Game One: 1pt (Persians/Parthians)
Game Two: 2pts (Carthaginians)
Game Three: 1pt (Macedonians)
Game Four: 4pts (Romans)
Game Five: 3pts (Carthaginians)
Game Six: 1pt (Macedonians)
Game Seven: 4pts (Persians)
Game Eight: 2pts (Romans)
Game Nine: 2pts (Carthaginians)
Total: 20pts

SCORES BY PEOPLES
Persians/Parthians: 28pts
Romans:25.5pts
Carthaginians: 21.5pts
Macedonians: 15pts

The main takeaways:
*I have retaken the lead from Andy in our ding-dong battle for top spot.
*Richard, having gone seven games without so much as coming equal first, has won two games outright on the trot.
*The Carthaginians have still not won a game, but they and the Romans are the only peoples never to have come last.
*Despite the Macedonians winning their second game, they remain adrift from the other three peoples.

Tuesday, February 03, 2026

Empire Time - Turn 20 (160-150 BC)

Situation in 160 BC
This is the last turn, but only second place is up for grabs as first and fourth are already decided.
Reg's Carthaginians have 18 victory points, with nothing to add as they no longer control any provinces.
My Romans control 10 provinces, including double-scoring IBERIA and 'AFRICA', and triple-scoring ITALIA. That would give 14 victory points, taking my total to 18, the same as Carthage's.
Andy's Parthians are stuck on 12 victory points as they currently control no provinces.
Richard's Macedonians have 10 provinces, including double-scoring AEGYPTUS and 'INDIA', which would give 12 victory points on top of the 14 they already have.
The revolt dice land 3-6, meaning Pontus regains its independence.
I am drawn first, and since I cannot possibly catch Richard, I attack Illyria, capturing it and so boosting my victory points to 19.
Richard's Macedonians try to retake Pontus, but fail with a 3.
Neither Andy nor Reg free their respective homelands of Parthia and 'AFRICA'.
Final map, with victory points added

Monday, February 02, 2026

Empire Time - Turn 19 (170-160 BC)

Situation in 170 BC
The revolt dice land 3-6, but that pinpoints Pontus, which is already independent.
I am drawn first, and my Romans retake Graecia.
Both Andy and Reg roll a 5, meaning they come up one short of freeing their respective homelands.
Finally, Richard's Macedonians take Pontus.
One turn to go

Sunday, February 01, 2026

Empire Time - Turn 18 (180-170 BC)

Situation in 180 BC
The revolt dice land 1-4, meaning Graecia maintains its fierce reputation for desiring independence, at least in this playthrough, by throwing off Roman rule.
Andy is drawn first, and at last rolls a 6, meaning the Parthians again get back their Parthia homeland. Reg is not so fortunate, when he tries to free the Carthaginian homeland of 'AFRICA'.
The last time the Parthians appeared, Richard's Macedonians immediately eliminated them, and it happens again when Richard rolls a 6.
Finally, I go for the 'easy' option of attacking Cisalpina, and take it, but only thanks to Rome's two +1 modifiers.
The Roman steamroller has considerably slowed


Saturday, January 31, 2026

Empire Time - Turn 17 (190-180 BC)

The situation in 190 BC
The revolt dice land 5-2, meaning Cisaplina expels Rome's legions.
Andy is drawn first, but cannot free his Parthia homeland.
I am drawn next, and attack Thracia. For the rest of the game my Romans have a +1 modifier as part of Scipio's legacy, and another +1 modifier for not having a great captain (this modifier has been in effect since turn 10, apart from turns 15 and 16, when I did have Scipio). I roll a 2, which is not enough as there is a -1 modifier for attacking a controlled province.
Richard's Macedonians, instead of trying to recapture 'Asia', go for Pontus, but also meet with failure.
Finally, Reg fails to roll the 6 needed to free his 'AFRICA' homeland.
It is very unusual to have only two peoples active - normally by this time the revived Parthians are taking on the Macedonians from the East, at the same time as the Romans are attacking the latter from the West

Friday, January 30, 2026

Empire Time - Turn 16 (200-190 BC)

Situation in 200 BC
The revolt dice land 5-3, but that pinpoints already independent Magna Graecia - lucky I decided against attacking it last turn!
My Romans again have five campaigns, thanks to Scipio. I start by taking 'AFRICA' with a 3 - the great captain's +2 modifier overcomes the -1 modifier for attacking a homeland. This means the Carthaginians are out of the game, unless Richard subsequently rolls a 6 to create a rebellion.
With my second campaign I retake Magna Graecia, and then successfully cross the sea to capture Graecia. However, it requires two campaigns to take Macedonia, but its capture means the Romans are the only people in possession of their own homeland.
Richard's Macedonians attack 'Asia', but again fail to take it, and neither Andy nor Reg can free their homelands.
The West is Roman red, and it surely can only be a matter of time before chunks of Asia fall too

Thursday, January 29, 2026

Empire Time - Turn 15 (210-200 BC)

Situation in 210 BC
The revolt dice land 5-5, meaning Magna Graecia throws off Roman rule.
This is the first of two turns in which my Romans get Scipio as a great captain. I ignore Magna Graecia for the time being, instead taking Cisalpina, double-scoring IBERIA and Numidia from the Carthaginians. However, my first attack on Numidia fails (I roll a 1), but I take it at the second attempt.
Andy fails to free Parthia, Reg's Carthaginians are unable to reconquer Numidia (despite having a +1 modifier on this and the next four turns as part of Hannibal's legacy), and Richard's Macedonians again are unable to retake independent Graecia.
The Carthaginians are reduced to controlling only their homeland

Wednesday, January 28, 2026

Empire Time - Turn 14 (220-210 BC)

Situation in 220 BC
The revolt dice land 6-1, meaning Gallia throws off Carthaginian rule.
But this is the turn in which the Carthaginians receive Hannibal as a great captain. That means five turns, each with a +2 modifier, and without a -1 modifier for attacking a controlled province that is not a homeland. However the Carthaginians still get a -1 modifier for attacking outside of their original empire, which means most attacks require 3+ to be successful.
Reg conquers Gallia with a 3, but requires two campaigns to take Cisalpina. His fourth campaign, against Sicilia, narrowly fails - the naval crossing is not a problem, but he only rolls a 2 for the land battle. He tries again, but this time the naval crossing fails.
Richard's Macedonians unsuccessfully try to retake Graecia, and I narrowly fail to recapture Cisaplina.
Andy again is unable to roll the 6 needed to lead rebellion in Parthia.
Hannibal has not had the impact the Carthaginians would have hoped

Tuesday, January 27, 2026

Empire Time - Turn 13 (230-220 BC)

Situation in 230 BC, the start of the last decade before Hannibal appears as a great captain for the Carthaginians
The revolt dice land 1-4, so Graecia again expels the Macedonians.
Andy is drawn first, but rolls a 5 - one less than needed to free his Parthia homeland.
I am drawn next, and my Romans at last conquer Cisaplina, thus meaning all of Italy is now Roman red.
Reg's Carthaginians attack Cisalpina, but come up short, and Richard's Macedonians fail to retake Graecia.
The Macedonians are still looking good, despite being plagued by revolts

Monday, January 26, 2026

Empire Time - Turn 12 (240-230 BC)

Situation in 240 BC
The revolt dice land 3-1, meaning 'Asia' kicks out the Macedonians.
I am drawn first, but my Romans fail to take Cisaplina.
Andy again fails to free Parthia, and Richard's Macedonians fail to recapture 'Asia'.
Finally, Reg's Carthaginians also are unsuccessful in attacking Cisalpina.
A quiet decade, but for the revolt in 'Asia'