Decided to build a small, simple campaign to give the recent Field of Glory II battles between myself and @Nelson1812 some context.
I nicked and adapted a map from the GMT Games Time of Crisis board game off the web to use for this.
The setting for this is a Roman Empire-wide civil war between the rightful heir to the title of Emperor, Rico Africanus... and the evil upstart usurper Nelsonius.
I have randomly drawn the set up -- @Nelson1812 's provinces are the RED legions, mine are the BLUE.
There are also the external threats to the empire, the Barbarian Franks, Alamanni and Goths to the north and east... and the Parthians in the Middle East -- which might become restless and decide to invade and raid the Roman Empire.
Below the simple RULES:
RULES
There are 12 regions in Roman Empire plus the surrounding Barbarians and Persians/Parthians.
When we start, I'll randomly draw what provinces we each start with and the player who doesn't control Rome/Italia goes first.
Each turn a player can do one action ... either:
1. Attack a neighbouring province - battle set up in Fields of Glory with terrain matching area, if attacker wins, he captures the province.
2. Launch a navy to control one of 3 sea areas: West and East Med or Black Sea (control allows for an attack into a region across the water in his next turn -- no navy is needed to attack Britannia.)
3. Launch a navy to contest control of a sea area (sea battle done with simple die rolls, higher die roll wins -- losing navy is removed and can only return in two turns, so winner has control of that sea area for one clear turn)
4. Move a navy from one sea zone to an adjacent sea zone to fight for control.
5. Defend a province from Barbarian/Parthian invasion (obligatory)
6. Attack to try and recapture a Roman province from Barbarian/Parthian/Persian invaders.
At the start of each turn, on a die roll of 6, Barbarians or Persians/Parthians are activated:
Second 12-sided die roll determines which ones:
1 - 4: Franks
5 - 8: Alamanni
9 -10: Goths
11: Persian/Parthians
12: Numidian Nomads
The Barbarians will attack a province also determined by die roll. (see map)
A battle will be set up in Fields of Glory, where the owner of the attacked province plays the Romans, and the other player the Barbarians/Persians. (we can set up representative opponents)
In the Field of Glory II battle, the Barbarian/Parthian forces will be "auto selected" by the AI.
These raids will stop if repulsed by Romans.
If the Barbarians win a province, they stop and defend the captured province against Roman counter-attack -- they never advance further.
We will be using the Romans 105 - 25 BC faction -- and whatever equivalent non-Roman opponents fit best.
Whoever's turn it is next between the two of us gets first dibs at counter-attacking the Barbarian-captured province.
Romans cannot attack outside of bounds of Empire.
Winner at end of ?? turns who controls most provinces (or all of them) wins the campaign.
(I suggest to keep things simple, we ignore the numbered frames under the legion control markers as I was playing around using these to indicate army strengths. )
I nicked and adapted a map from the GMT Games Time of Crisis board game off the web to use for this.
The setting for this is a Roman Empire-wide civil war between the rightful heir to the title of Emperor, Rico Africanus... and the evil upstart usurper Nelsonius.

I have randomly drawn the set up -- @Nelson1812 's provinces are the RED legions, mine are the BLUE.
There are also the external threats to the empire, the Barbarian Franks, Alamanni and Goths to the north and east... and the Parthians in the Middle East -- which might become restless and decide to invade and raid the Roman Empire.
Below the simple RULES:
RULES
There are 12 regions in Roman Empire plus the surrounding Barbarians and Persians/Parthians.
When we start, I'll randomly draw what provinces we each start with and the player who doesn't control Rome/Italia goes first.
Each turn a player can do one action ... either:
1. Attack a neighbouring province - battle set up in Fields of Glory with terrain matching area, if attacker wins, he captures the province.
2. Launch a navy to control one of 3 sea areas: West and East Med or Black Sea (control allows for an attack into a region across the water in his next turn -- no navy is needed to attack Britannia.)
3. Launch a navy to contest control of a sea area (sea battle done with simple die rolls, higher die roll wins -- losing navy is removed and can only return in two turns, so winner has control of that sea area for one clear turn)
4. Move a navy from one sea zone to an adjacent sea zone to fight for control.
5. Defend a province from Barbarian/Parthian invasion (obligatory)
6. Attack to try and recapture a Roman province from Barbarian/Parthian/Persian invaders.
At the start of each turn, on a die roll of 6, Barbarians or Persians/Parthians are activated:
Second 12-sided die roll determines which ones:
1 - 4: Franks
5 - 8: Alamanni
9 -10: Goths
11: Persian/Parthians
12: Numidian Nomads
The Barbarians will attack a province also determined by die roll. (see map)
A battle will be set up in Fields of Glory, where the owner of the attacked province plays the Romans, and the other player the Barbarians/Persians. (we can set up representative opponents)
In the Field of Glory II battle, the Barbarian/Parthian forces will be "auto selected" by the AI.
These raids will stop if repulsed by Romans.
If the Barbarians win a province, they stop and defend the captured province against Roman counter-attack -- they never advance further.
We will be using the Romans 105 - 25 BC faction -- and whatever equivalent non-Roman opponents fit best.
Whoever's turn it is next between the two of us gets first dibs at counter-attacking the Barbarian-captured province.
Romans cannot attack outside of bounds of Empire.
Winner at end of ?? turns who controls most provinces (or all of them) wins the campaign.
(I suggest to keep things simple, we ignore the numbered frames under the legion control markers as I was playing around using these to indicate army strengths. )