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Thread: Clash of the Successors - the Diadochi IH

  1. #1
    Barry Goldwater's Avatar Mr. Conservative
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    Default Clash of the Successors - the Diadochi IH


    Alexander the Great lies dying

    The year is 323 BC, though to the Hellenes it is the 453rd year since the first Olympics were held and to a certain still-obscure republican city-state in Italy it is 431 Ab Urbe Condita.

    Megas Alexandros, King of Macedon and Lord of Asia, son of Philippos II and the man who brought most of the known world to its knees, lies on his deathbed. Having been forced to turn back on the precipice of a new world by a mutiny of his own homesick soldiers, he was struck down by illness before he could finalize plans for the conquest of Arabia, a region rugged enough to provide him with a real challenge while also sitting rather closer to home than India. He leaves as his legacy the largest empire known to any European, stretching from most of Greece & his homeland of Macedon proper in the west to Gedrosia and Arachosia on the extreme eastern fringes of what used to be Persia - but, critically, no clear heir. Oh, he has a wife whose beauty is so great that he claims to have fallen in love with her at first sight - but Roxana of Bactria is an easterner, much to the disapproval of his Macedonian officers and nobles who have already grown increasingly upset at his adaptation of Persian customs at court, and though she is pregnant with his heir she has not given birth to the child (whose gender is still unknown) just yet. Those who would prefer an adult and more purely Macedonian heir to his legacy could turn to his half-brother, Philip Arrhidaeus...but the man is an overgrown simpleton, not much more fit to govern such a vast empire than an infant.

    Then again, who is to say Alexander's generals should respect his legacy? They were bound to him, not his unborn child or his little-known and apparently incompetent half-brother, and rumors of his last words being 'toi kratistoi' - to the strongest - are now swirling, a last order to his closest friends to decide who among them is the strongest and thus the most worthy to lead his empire in light of the fact that neither of his two closest blood heirs are exactly stellar successors. But even as those who would claim to be Alexander's Diadochoi or 'successors' begin to bicker over his legacy, they will have to contend with other threats within their borders: many of their Asiatic subjects, conquered by Alexander only a decade ago, will likely take advantage of the vacuum created by his death to try to break free from Macedonian rule, as will the proud Greek poleis who only knelt before him and his father due to fear of Macedonian power (or actually being crushed by said power at Chaeronea, 15 years ago). Indeed, many of the latter - chiefly Athens, the whole of Aetolia, and Thessaly - are already in open rebellion against the vacant throne of Alexander.

    Now the fate of Alexander's vast kingdom rests in your hands and those of your fellow Diadochi. Will you be able to preserve his conquests for his heirs, steal them for yourself, or even undo them altogether?

  2. #2
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Clash of the Successors - the Diadochi IH

    Maps
    Provincial map


    The full-sized, downloadable original from Diadochi Alliances: http://www.mediafire.com/view/?n38lzv9hm91570p

    The provinces are divided into regions, as evidenced by the color-coding & thicker black borders you might see in some places. Those regions & the provs they consist of are:

    • Macedon: Pella, Dion, Bylazora, Lete, Amphipolis, Olynthos, Beroia, Orestis, Apollonia
    • Thessaly: Larissa, Pharsalos, Pherae, Volos
    • Boeotia: Amfissa, Orchomenus, Thespiae
    • Attica: Athens, Euboea, Naxos
    • Achaea: Argos, Corinth, Megara, Sicyon, Mantinea, Megalopolis, Patrae, Elis, Olympia, Messenia, Naupaktos
    • Lacedaemon: Sparta, Tegea, Gythium
    • Aetolia: Thermos, Ainis, Dolopia
    • Epirus: Ambrakia, Stratos, Elatria, Titani, Dodona, Phoenice, Corcyra
    • Thrace: Byzantion, Uskadama, Maroneia, Apollonia, Beroe, Philippoupolis, Strymon, Cardia
    • Pergamon: Pergamon, Cyzicus, Abydos, Lesbos
    • Lydia: Smyrna, Ephesus, Chios, Sardis
    • Ionia: Miletus, Samos, Halicarnassus, Magnesia
    • Rhodes: Rhodes
    • Crete: Kydonia, Heraklion
    • Bithynia: Nicomedia, Chalcedon, Heraclea, Cius
    • Phrygia: Ancyra, Gordium, Iconium, Laranda
    • Lycia: Patara, Side, Termessos
    • Cappadocia: Mazaka, Mokissos, Amasia, Melitene
    • Cilicia: Zephyrion, Tarsus, Adana
    • Pontus: Amastris, Sinope, Amisos, Trapezus, Rhizos
    • Bosporus: Chersonesos, Panticapaeum, Phangoria, Tanais
    • Kartli: Phasis, Iberia, Albania
    • Armenia: Artashat
    • Greater Armenia: Samosata, Arshamashat, Van, Zarehavan
    • Syria: Antioch, Alexandria Piera, Byblos, Emesa, Sidon, Tyre, Damascus, Palmyra
    • Judea: Jerusalem, Samaria, Galilee, Decapolis, Gaza
    • Egypt: Raphia, Pelusium, Berenice, Heliopolis, Buto, Memphis, Sais, Alexandria, Paraetonium, Hermopolis, Panopolis, Abydos, Thebes, Syene, Cyprus
    • Cyrenaica: Cyrene, Barca, Euesperides
    • Assyria: Haran, Nisibis, Nineveh, Anatham, Gordyene, Arbela
    • Mesopotamia: Opis, Sippar, Babylon, Nippur, Ur
    • Elam: Susa, Uxia, Anshan
    • Atropatene: Phraaspa, Gilzan, Gaznak, Ardabil, Cadusia
    • Media: Ecbatana, Bagastana, Aspadana, Rhagae, Gabae
    • Daylam: Amardia, Zadracarta, Derbicca
    • Persis: Persepolis, Pasargadae, Taoke
    • Carmania: Harmozia, Gulashkerd, Bam
    • Gedrosia: Pura, Gwadar, Pasni, Khuzdar
    • Prophthasia: Prophthasia, Birjand, Artacoana
    • Dahae: Dahae, Hecatompylos, Susia, Meshed
    • Arachosia: Alexandria-in-Arachosia, Sangar, Quetta, Kandahar
    • Bactria: Margiana, Kabul, Bactra, Al-Khanoum, Drapsaka
    • Marakanda: Marcanda, Derbent, Merv, Cyropolis
    • Punjab: Aornos, Taxila, Divyakutta, Multan
    • Indus: Opiana, Sukkur, Kokala

    These are all the regions that are relevant to this game. Others on the map that I didn't mention and weren't part of Alexander's empire might as well be considered nonexistent for the purposes of this game unless I open up more parts of the map at a later date, though you can still try to talk with their rulers in 'negotiating with X' threads in the RP subforum.
    Economic map
    Last edited by Barry Goldwater; April 24, 2016 at 09:58 PM.

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    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Clash of the Successors - the Diadochi IH

    Character creation rules
    Please follow this format when writing your character application:

    Name:
    Ethnicity:
    Trait:
    Pick only one per character. If a member of your family comes of age, you can select a trait for them.
    Ancillaries: You may choose to have one ancillary at the start of the game, except for Alexander's corpse & ring. Possession of Alexander's body must be determined at the Partition of Babylon; possession of his ring will be determined at the start of the game by dice roll, though there's no chance of it going to a non-Macedonian.
    Wife: You may choose to start the game with a wife. If you do, you can have kids right away, but you won't be able to secure a strategic marriage yourself (though that's a moot point if you have kids, so yeah). For balance purposes, if you want kids then you need to have a wife who's still alive & officially married to you at the start of the game.
    Family: Your kids, siblings, cousins etc. How many kids you have at the start of the game, if you even want any, and their ages will be determined by dice rolls: 1d6 for the number of kids, and 2d8 for each of their ages.
    Biography: As usual, I want at least one six-sentence paragraph here. Anything less and I won't approve your application. Don't forget to include a year of birth so we know how old your character is!
    Provinces: Please keep a map of your domain in your faction thread & update it as necessary.

    Also, obviously you shouldn't forget to list your income and military forces in your faction thread.

    Ethnicities
    Macedonian - You hail from Alexander's homeland, Macedon proper, and likely occupied a high rank in his army & inner circle. Though the Macedonians are counted among the Greeks, they are much more martially focused than most of their cousins in the south, and specialize in employing the 'hammer-and-anvil' tactics combining phalanxes & heavy cavalry perfected by Alexander the Great himself. Macedonians accordingly enjoy a +1 bonus to all battle rolls on flat terrain, which stacks with an Infantry/Cavalry/Skirmisher Specialist trait's bonus. The majority of players should be Macedonians so we don't have silliness on the level of Alexander's deathbed being surrounded entirely by Persians or w/e at the start of the game.

    Greek - You are a proud son of one of the Greek poleis. The Macedonians may technically be considered fellow Hellenes, but they barely rank above the truly unwashed savages of the north or the scheming, effeminate Persians to the east in your educated eyes. Some of the Greek states of the south have taken advantage of Alexander's death to revolt against the Macedonians who'd imposed a yoke on their necks after Chaeronea 15 years ago, and it will be up to you to decide whether to join them in their efforts to free Hellas proper or look to the future & work with your new Macedonian overlords. Greek characters can be assigned to any one province to increase its income by 50%. I'll allow one Greek player to assume control of the Rebel Greeks who control Attica, Thessaly and Aetolia at the start of the game as well.

    Anatolian - You were born to one of the myriad native peoples of Anatolia: Phrygians, Pisidians, Carians, Lydians, Lycians, Cappadocians, Mysians, Bithynians...the list is almost endless. Your people's warring petty-kingdoms and tribes were subdued by greater powers in recent centuries, first the Persians and now the Macedonians. But now Alexander, who had humbled your previous Persian overlords only to take their place, is quite dead, and for whatever reason you were deemed important enough to be given a place at his successors' table as they discuss the future of his realm. Anatolian characters get a -1 point discount and -1 day when recruiting non-Hellenic, non-elephant units.

    Armenian - You hail from Armenia, a rugged mountainous region east of Anatolia. The Persians vassalized the old Orontid kings of Armenia in Darius III's time and reduced them to vassals, but ultimately the gods' joke was on them - their empire is no more while the Orontids & the Armenian people still endure today. However, the death of Alexander has thrown the entire Near East into disarray, and the Armenian people face an uncertain future as his empire threatens to disintegrate. Armenians get a stackable +1 bonus to their battle rolls in rough terrain: forests, hills, mountains, etc.

    Persian - You are a Persian. Once your people ruled most of the known world, halted only by the elephant-riding Indians in the east and a particularly stubborn gaggle of Greeks in the west who missed the irony of claiming they were defending their freedom from the largely slave-free Achaemenid Empire while keeping slaves, but those days are gone now thanks to Alexander, whose pikes and lances brought the Persian Empire crashing down and extinguished the Achaemenid line. Nonetheless, even the hardest falls are survivable, as your existence and continued political relevance demonstrates. Persians get a stackable bonus +1 to all diplomatic rolls when engaging with a non-Hellenic NPC.

    Bactrian - You're from Bactria, a mountainous region sitting at the extreme northeastern fringes of the Persian Empire. Yours is an extremely rough & defensible land that gave even Alexander pause, and even once he captured the seemingly impregnable Sogdian Rock he wedded the beautiful Roxana as part of an effort to soften your people's resistance to his coming. Now he is dead, and his empire's future is uncertain even as Roxana grows heavy with their child. Bactrians get a stackable +1 to all rolls when fighting on the defense. I will also allow one Bactrian player to have their character be a relative of Roxana's (she's mentioned to have had at least one brother who was appointed to lead a troop of cavalry by Alexander IRL) if they so choose.

    Egyptian - You are a native Egyptian, a proud heir to one of the oldest and most storied civilizations in the world. The Persians ended Egypt's last native dynasty in 525 BC, but they were never the most gracious of overlords and so it was to your people's great joy that Alexander the Great, no doubt aided by the same Amun he came to identify with his chief god Zeus, broke their power over the land of the Pharaohs in 332 BC. But you owed a debt to Alexander, not his successors - so, now that he is dead perhaps it is time to cast out these Western interlopers who came after him and re-establish an Egypt for Egyptians? Alternatively you could of course look to the future and collaborate with the new conquerors...Egyptian characters get a stackable +1 to all rolls when fighting in deserts.

    Syrian - You're a Semitic-speaking (likely Aramaean or Phoenician) native of the northern Levant. Once subjugated by various greater Mesopotamian empires such as the Assyrians and Babylonians, then by the Persians, you now find yourself under the rule of Western overlords instead - but does this present an opportunity for rebellion, or self-enrichment through loyalty? Your people are famous for their skill at archery and are related to the Jews of Israel & the various Arab tribes to the southeast. Syrian characters get a stackable +1 to combat rolls involving archers.

    Jewish - You're a Jew. Your people have suffered much since your kingdoms of Israel & Judah were cast down by the Assyrians & Babylonians and thousands upon thousands of them were forcibly resettled away from the Holy Land centuries ago, but the Persians who came after them were gracious enough to let your people go back to their homeland. Now the Persians are gone, destroyed by the Macedonians as prophesied by Daniel long ago, and the future for God's chosen people can only be known by Him. Will you collaborate with these new pagan overlords, or take advantage of the inevitable chaos to rebuild the Kingdom of Israel & properly honor God? Jews get a stackable +1 to all ambush rolls.

    Indian - You hail from northwestern India, the last of Alexander's conquests before his untimely (or very timely) death. Your people have not had to know his yoke long before he suddenly bought the farm, and it remains to be seen whether those who come after him can enforce their will on your people; thus, this seems like a great time to regain your independence...or, if you are so inclined, to remain loyal to the legacy of the one man who humbled your people and bring the light of his civilization to the rest of your cousins in the subcontinent. Indians get a -1 point discount and -1 day when recruiting elephant units.

    Heterogenes - You're of mixed Macedonian/Greek and non-Hellenic parentage. You will have access to both of your parents' peoples' ethnic bonuses but you'll also suffer a +1 increase to revolt rolls every turn, as neither the Hellenes or non-Hellenes are particularly pleased at the prospect of being ruled by a mongrel - at least not this early into the age of the Diadochi. No character can start as a Heterogenes, but any child they have with a Hellenic (if non-Hellenic) or non-Hellenic (if Hellenic) spouse will grow up to be one.

    Traits
    Infantry Specialist: +1 to combat rolls for all spearmen & heavy infantry under his/her command.

    Skirmisher Specialist: +1 to combat rolls for all archers & light infantry under his/her command.

    Cavalry Specialist: +1 to combat rolls for all light & heavy cavalry under his/her command.

    Gate Breaker: +1 to combat rolls when leading a siege.

    Wall Defender: +1 to combat rolls when defending in a siege.

    Sea Dog: +1 to combat rolls when commanding in a naval battle.

    Expert Shipwright: Ships take one less day to construct.

    Silver Tongue: +1 to diplomatic rolls when negotiating with an NPC.

    Master Administrator: Increases the income of a province he's assigned to by 50%. This stacks with the Greek ethnic bonus, allowing a Greek MA to double a province's income. You can only assign one MA per province.

    Ambusher: +1 to pre-battle rolls determining whether or not your character's army is able to ambush an opposing force (in the event that an ambush is successful, you will get to arrange your own deployment, but the enemy can't - instead I will handle their deployment for them & make it known to you).

    Charismatic Recruiter: -1 point to all unit recruitment costs. Costs cannot go below 1 point, however. (so no free recruitment)

    Fertile: +1 to birth rolls for this character's wife.

    Hellenizer: Halves the time necessary to fully Hellenize a province, but doubles the risk that a revolt will break out in whichever province you're Hellenizing every turn.

    Friend to Natives: Native populations will not rebel against you under normal circumstances and the risk of them rebelling when you're Hellenizing their province is halved, but Hellenization now takes twice as long.

    Ancillaries
    Alexander's body - You have Alexander's corpse in your faction's possession. While everyone no doubt expects you to send it back to Macedon for a proper funeral, so long as it's in your hands there's nothing actually stopping you from burying it somewhere you believe is more fitting & that's conveniently in your domain. Doing so will increase your subjects' support for you, granting you a -5% discount on all troop recruitments for 2 turns, but it's not likely to win you many friends among your fellow Diadochi and will also antagonize Hellenic NPCs, giving you a penalty to diplomatic interactions with them. Letting the body go to Macedon for a funeral there won't gain you anything but it won't cost you anything, either. Obviously, since Alexander only had one body only one character can have it at any time.

    Alexander's ring - Whoever Alexander gives this ring to will be able to assume the regency over his empire unless every single other Diadochos votes against his ascension at the Partition of Babylon. Only one character can have this ancillary at any time.

    Old captain - An old, battle-hardened mid-ranking commander of Alexander's army who has a good reputation with the troops & has recently attached himself to your cause. If your troops are on the verge of routing and botch their first morale roll, they get a second roll thanks to his inspiring presence.

    Legendary steed - A horse whose speed, agility and loyalty was only outdone by Bucephalus himself. The rider gets a stackable +1 to commanding cavalry.

    Legendary armor - A set of armor of unparalleled quality. Allows you to escape death once in every battle, unless you're attacked with artillery (in which case no earthly armor will save your ass ).

    Bodyguard - A skilled master of arms whose loyalty to you is beyond question, and who you know will die for your sake if needed. -1 to all assassination rolls targeted at you.

    Master assassin - A morbid genius who never seems to stop finding new and unexpected ways of killing people, but is fortunately loyal to you alone. +1 to assassination rolls.

    Mistress - The Hellenes and most of their subject peoples don't have a problem with keeping a famed courtesan at your court to have some fun with on the side, so to speak. You have a 1 in 12 chance of spawning a bastard child every turn, who you can treat as any other character when s/he comes of age - except in letting them inherit leadership of your faction unless you legitimize them (which will piss off any trueborn children you still have around), although you can give them military commands & administrative tasks without having to legitimize them.

    Translator - Having an emissary fluent in both your tongue and those of other peoples can never hurt. +1 to negotiation rolls with NPCs.

    There are other special ancillaries not presently listed here which may be granted to you under certain circumstances, ex. Roxana & her child if she chooses to join your court or an Egyptian god's priest for a rebellious native Egyptian character. Those ancillaries' effects will be determined at a later date.
    Last edited by Barry Goldwater; April 27, 2016 at 11:21 PM.

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    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Clash of the Successors - the Diadochi IH

    Economic rules
    Your income will, as usual, typically come from your provinces, and will be measured in points.

    Red: 1 point
    Blue: 2 points
    Light green: 3 points
    Dark green: 4 points

    You can enter a trade agreement with a maximum of two other players, or one player and one NPC (only through a random event wherein another power sends diplomats to talk to you). Every agreement is mutually beneficial: both parties will gain extra revenue equal to half of the other's income at the end of every turn, rounded down. Breaking a trade agreement, with or without declaring war, will also hurt both: they will lose an amount of points equal to half of the other's turnly income, again rounded down. Agreements with off-map NPCs (ex. the Romans or Carthaginians) will bring in a fixed income.

    You can upgrade a province in 2 days for a cost equal to half their income (ex. 1 point to go from Blue to LG), with a minimum baseline cost of 1 point (so it costs a full point, not 0.5, to go from Red to Blue).

    Hellenization
    You can spread the light of Hellenistic civilization to provinces under your rule as a Macedonian or Greek character by building new settlements & populating them with Hellenistic settlers, likely soldiers from your army & their families at first. However, a maximum of two provinces may be Hellenized per region. Hellenization costs 12 points to begin and will take a total of 8 turns to implement fully:
    • 2 turns into the process, you can start recruiting elite Hellenistic units there at double their usual cost: Hetairoi, Hypaspistai and Argyraspidai.
    • 4 turns into the process, you can recruit elite Hellenistic units there at their normal cost.
    • 6 turns into the process, you can recruit regular Hellenistic units there at double their usual cost.
    • 8 turns in, the Hellenization process is complete & you can recruit regular Hellenistic units normally.

    Last edited by Barry Goldwater; April 24, 2016 at 03:04 PM.

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    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Clash of the Successors - the Diadochi IH

    Military rules
    All units should be assumed to have 1,000 (infantry & missile) or 500 (cavalry, both melee & ranged) men when recruited unless I specifically mention otherwise. As usual for an IH, upkeep is 1/2 the starting cost of the unit, as is retraining.

    All Macedonian Diadochi, as well as Greeks who haven't entered open rebellion against the Macedonian empire (ex. by siding with their fellow Greeks in the Lamian War), will have access to the following Hellenistic units:

    Hoplitai Haploi - 0.5 pts - 1 day - Even the poorest Hellenic citizens aren't utterly worthless: in a pinch, a Hellenistic commander can have them drafted & equipped with crude gear to roughly imitate a hoplite phalanx. These men would've undergone days if not hours of training & been handed a spear, a light shield and at best a low-quality copper or bronze helmet before being pressed into battle, and so should not be expected to do even remotely well against non-militia opponents unless they're defending a wall or narrow space. 2000/unit.

    Phalangitai Deuteroi - 1 pt - 1 day - Levy phalangites drawn from the wealthier urban populations of the Hellenistic realms. They are better trained & equipped than the levy hoplites formed from dirt-poor rural peasants, wielding a sarissa & shield in addition to at least having a linen cuirass to go with their helmet, but they are still barely trained conscripts who should not be expected to defeat any serious enemy force without major terrain or numerical advantages, and thus they're best suited to garrison duty. 2000/unit.

    Phalangitai - 2 pts - 1 day - The rank-and-file footsoldiers of the Hellenistic war machines, phalangites are trained regular soldiers equipped with the famous sarissa pike of Alexander's infantry, a round shield, an open-faced helmet, a linen cuirass or 'linothorax' and bronze greaves. They are drilled to fight in the phalanx which gives them their name, a dense formation that allows them to bulldoze almost any opposition they face on the front but which is known to be inflexible & vulnerable to flanking attacks, and act as the battlefield 'anvil' on which the heavy cavalry or 'hammer' will smash their master's enemies.

    Thureophoroi - 2 pts - 2 days - Heavy support infantry designed to occupy a role between the phalangites & peltasts. The Thureophoroi are outfitted with an open-faced helmet, linothorax, a light 'thureos' shield that gives them their name, and both javelins & combat spears. They can serve as more mobile flanking/flank-guarding footsoldiers, or hold a position against all but the heaviest enemy cavalry.

    Argyraspidai - 3 pts - 3 days - Elite phalangites so-called due to their silver-coated shields. These men are the battle-tested veterans of the Hellenistic infantry, and accordingly they have been outfitted with better gear than the regular phalangites, including the addition of scale reinforcement for their linothorax. You can trust these men to hold a battle line against all but the absolute worst of odds, and/or an unexpected attack from the flanks or rear.

    Hypaspistai - 4 pts - 4 days The best of the best among the Hellenistic infantry, Hypaspists are ornately-armored elite warriors who can perfectly function as both heavy skirmishers and line footmen. Alexander employed them as bodyguards and to defend the flanks of his phalanxes, as the hypaspists did not fight in the same way his phalangites did & could react to unexpected threats much more quickly. Each hypaspist carries javelins that they can throw at short ranges to disrupt enemy formations and penetrate even heavy armor & shields, and unlike ordinary peltasts they're sufficiently heavily armed & armored to hold their own in close combat.

    Akontistai - 0.5 pts - 1 day - Unarmored skirmishers drawn from the poorest citizens who weren't recruited as levy hoplites for some reason or another. They're armed with javelins and can be of some use against a cumbersome enemy phalanx that they can outrun, but Zeus help them if they get caught out in the open by enemy cavalry. They don't have the range or discipline to be effective against archers, either.

    Sphendonetai - 0.5 pts - 1 day - Unarmored slingers drawn from the same unfortunate social class as the akontistai. Their weapons are simple but can be surprisingly effective, as a sufficiently well-aimed rock can crack shields and kill even a helmeted foe through sheer blunt trauma. Sphendonetai have a longer range but do less damage than akontistai, and are still just as vulnerable to cavalry or melee infantry.

    Toxotai - 1 pt - 1 day - Unarmored archers drawn from the slightly less poor rural citizens, likely hunters who know how to use a bow. They are best used to pepper enemy formations with arrows from a safe distance, and should be kept as far away from enemy cavalry as possible.

    Peltastai - 2 pts - 2 days - Medium skirmishers outfitted with helmets, a light linothorax and shields in addition to their heavy quality javelins. They're hard-hitting short-range skirmishers, capable of weakening an opposing phalanx with one or two well-aimed javelin volleys before withdrawing to a safe distance or even supporting their own side's phalanx in battle. Their medium armor, shields & xiphos short-swords allow them to engage in melee combat and not get slaughtered immediately like the lighter psiloi, though they still shouldn't try to face a phalanx head-on.

    Hippakontistai - 1 pt - 1 day - Light skirmisher cavalry recruited from the citizens who own a horse, but not wealthy enough to afford quality armor and lances. They are the fastest cavalry unit available to the Hellenistic Diadochi by default, but absolutely cannot survive a melee engagement with anyone outside of equally lightly-equipped enemy missile troops. Their role should be limited to harassing enemy troops at short to medium distances while retreating whenever the opposition tries to close in, chasing down opposing skirmishers and scouting the enemy positions.

    Prodromoi - 2 pts - 2 days - As medium horsemen recruited from the ranks of the lesser nobility, the prodromoi are outfitted with bronze or iron helmets, a linothorax & a light lance. They are fast medium cavalry best used to screen your army's advance, attack the enemy's flanks and put enemy skirmishers to flight. They should not be expected to survive long in a duel with heavier enemy cavalry, though.

    Lonchophoroi - 4 pts - 4 days - Heavy cavalry recruited from the middle nobility as well as the poorer elements of the high aristocracy, the Lonchophoroi are the first Hellenic cavalry unit that their enemies regard as a serious direct threat. They're equipped with bronze/iron helmets, a scale-reinforced linothorax, greaves, bronze-covered shields, lances & swords of high quality and actually can smash through enemy infantry lines, unless said infantry happens to be a prepared phalanx of course. Combined with the superior but less numerous hetairoi, these lancers form the 'hammer' of the Hellenistic army to the infantry's 'anvil'. 500/unit.

    Hetairoi - 6 pts - 5 days - The finest heavy cavalry available to a Hellenistic commander, the Hetairoi or 'companions' are exclusively drawn from the uppermost echelons of the nobility and likely have deep personal ties to their leaders cultivated from a young age. They are clad in heavy armor including a plumed helmet, carry xyston heavy lances & kopises for hacking opponents down in an extended melee, and ride atop mighty barded horses. They are arguably the best heavy cavalry unit in Europe & the Near East at this time period, and it shows - they were crucial to Alexander's victories, and can play a decisive role in yours as well. 500/unit.

    AOR units (can only be recruited in certain regions)
    Agrianikoi Pelekephoroi - 2 pts - 2 days- Elite assault infantry recruited from the Agrianians, a pro-Macedonian tribe of Illyrians living to the northwest of Macedon proper. They are a faster but less armored version of the Thureophoroi who can nonetheless be trusted to see off rival light and medium infantry. Can only be recruited in Macedon.

    Thraikioi Rhomphaiaphoroi - 3 pts - 3 days - Elite heavy infantry recruited from the wild Thracian tribes. These tribal nobles are clad in heavy bronze armor and wield the intimidating rhomphaia, a massive greatsword capable of chopping horses and their riders in half. They are specialized shock infantry who are capable of tearing through even a phalanx from the front if they're lucky, and frighten nearby enemy units with their mere presence. Can only be recruited in Thrace.

    Hippeis Thessalikoi - 3 pts - 3 days - Thessaly is famed for the quality of its horses and its proud cavalry tradition, a surprise among the infantry-centric Greeks. Thessalian horsemen thunder into battle in heavy armor & armed with a lance, shield and kopis of good quality. They are a cheaper alternative to the Lonchophoroi & Hetairoi, even if they don't pack as much punch as their Macedonian rivals. Can only be recruited in Thessaly.

    Pheraspidai - 3 pts - 3 days - Elite heavy peltasts from Epirus, the Pheraspidai or 'assault shield bearers' are geared up in heavy armor & carry aspis shields and swords one would expect to find in a hoplite's hands in addition to their weighted javelins. They sit between Peltasts and Hypaspists in quality but are not effective against cavalry as the Thureophoroi are. Can only be recruited in Epirus.

    Hoplitai - 1.5 pts - 1 day - The famed hoplites of Classical Greece are still around, though not as prominent as they used to be due to the ascent of the Macedonian sarissaphoroi phalanxes. They are armed with medium-length spears, xiphos short-swords and hoplon/aspis round shields, and are armored in bronze helmets, bronze cuirasses and greaves as their ancestors were. They are still best used in the phalanx formation and should be wary of threats to their flanks, and will likely form the mainstay of a rebel Greek player's army. Can be recruited in Attica, Achaea, Boeotia, Aetolia, Ionia, Rhodes, Crete and Cyrenaica.

    Iphikratous Hoplitai - 2 pts - 2 days - Iphicrates, an Athenian general who rose to prominence in the early 4th century BC and died 20 years before Alexander embarked on his conquests, made several reforms to the Greek hoplites under his command. He replaced their cumbersome bronze cuirasses with the more flexible linothorax & their sandals with boots, added longer spears & lighter shields (which could be strapped to their shoulders) to their inventory, and advocated the use of open-faced helmets. These changes weren't adopted by all or even a majority of hoplites, especially after his death, but those who have been reformed to his standards would surely do better against the more advanced phalanxes of Macedon than their more conservative cousins. Can only be recruited in Attica.

    Epilektoi Hoplitai - 3 pts - 3 days - These elite ultra-heavy hoplites are the 'picked ones', the champions of their home polis who go forth clad in top-notch bronze armor & carry bronze-coated or gilded shields made of the finest wood available. They are the Greek hoplite equivalent to the Argyraspidai and can oppose them on fair grounds thanks to the quality of their armor & the length of their spears. Can only be recruited in Ionia.

    Spartiatai Hoplitai - 4 pts - 5 days - The Spartans are famed across the Greek world as masterful warriors without peer, though they have experienced some severe upsets throughout history due to their stubborn traditionalism & unwillingness to adapt to changing military realities. Spartan hoplites endure a brutal training regime from childhood that molds them into almost inhumanly tough & fanatical fighters, and armed with the traditional heavy spears & hoplons while being clad in bronze helms, greaves & cuirasses, they remain the absolute best hoplite unit one can field. Can only be recruited in Lacedaemon.

    Illyrioi Hippeis - 1.5 pts - 1 day - Speedy light horsemen recruited from the Illyrian tribes near the northern fringes of the Greek world, these men wear leather gear for protection and fight with spears & axes. They are best used to run down fleeing opponents, drive away enemy skirmishers and harass the flanks of infantry formations. Can be recruited in Epirus & Macedon.

    Toxotai Kretikoi - 2 pts - 2 days - The Cretans are famed as the best archers in all of the Greek world, and these men show that their reputation isn't just all talk. Cretan archers are the most damaging archer unit in the game, although they have a shorter range than Syria's finest archers & the longbowmen of India. Can only be recruited in Crete.

    Sphendonetai Rhodioi - 1.5 pts - 1 day - The Rhodians are famous for their wealth, but why then haven't their rivals tried to conquer them & loot those riches? These men are part of the answer. Just as Crete fields the best archers in the Greek world, so too does Rhodes field the best slingers. These men can strike down even armored heavy horsemen from a longer distance than ordinary slingers, and wear padded breastplates that give them a little more protection in close quarters. Can only be recruited in Rhodes.
    Last edited by Barry Goldwater; April 30, 2016 at 09:53 PM.

  6. #6
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Clash of the Successors - the Diadochi IH

    More AOR units
    Anatolikoi Phyletai - 0.5 pts - 1 day - The fierce tribes & peoples of Anatolia have a long history of bloodshed, both against each other and foreign would-be conquerors. These axe-armed hillmen are recruited from their ranks and make for excellent light infantry, being surprisingly brave for a bunch of warriors whose idea of heavy armor consist of padded shirts & head-clothing & who carry only a light crescent-shaped shield for protection. They are almost fearless and even reckless in fact, and are easily provoked into charging without orders. Can be recruited in Pergamon, Bithynia, Pontus, Lydia, Lycia, Phrygia & Cilicia, 2000 men/unit.

    Katpatuka Zanteush - 1 pt - 1 day - The tribes of Cappadocia are a different sort from the other Anatolians. They are more cautious, used to fighting in the treacherous ravines & mountain passes crisscrossing their homeland, and jealously protective of their independence. Consequently these Cappadocian hillmen are not as reckless as their other Anatolian counterparts & are master ambushers, capable of hiding anywhere until they are either commanded to hurl their javelins at the foe before charging or the enemy comes close enough to literally walk over them. Can only be recruited in Cappadocia.

    Misthophoroi Uazali - 1 pt - 1 day - These warriors are recruited from the tribes of Caria & Lycia: the Lycians and Carians themselves, of course, but also Pamphylians & Pisidians. They are lightly armored, many indeed only wear a helmet, and carry javelins, short-swords modeled after the Greek xiphos, and square shields. They're experts at fighting on rugged terrain and lose their stamina & cohesion slower than most other units even in mountain passes. Can only be recruited in Lycia.

    Kartvelebi Dashna-Mebrdzolebi - 1 pt - 1 day - The Georgians are a hardy folk: they must be to survive, considering how harsh their mountainous and wintry homeland is and how much hostility exists between their myriad tribes & petty-kingdoms. Unsurprisingly, their soldiers - medium infantrymen armed with swords & tall oval shields who wear helmets & heavy leather coats for protection - are thus very robust sort, capable of fighting and maneuvering in rough terrain much longer than other units without tiring. They are also famously aggressive & hotheaded to the point of recklessness, and can be provoked into attacking without orders. Can be recruited in Phasis, Iberia & Albania.

    Zrahakir Netadzik - 3 pts - 3 days - Some Asiatic nations prefer to have a host comprised of nimble horse-archers to sting the enemy to death with their arrows, as a disturbed nest of angry hornets might; others prefer to rely on their cataphracts, armored juggernauts whose charge is nigh-unstoppable. But the Armenians look at these nations, roll their eyes and wonder why they didn't just combine both military traditions. Armenia's cataphract-archers are clad from head to toe in iron scale armor, ride atop fully barded horses and carry composite bows with which to harass an enemy until they deem the opposing formation has been sufficiently weakened, at which point they'll charge home to finish them off with their lances. Can be recruited in Armenia & Greater Armenia.

    Nakhararakan Aspet - 6 pts - 6 days - The creme de la creme of Armenia's noble society, these elite ultra-heavy cataphracts are the best heavy horsemen outside of eastern Persia where other cataphracts can be found. They wear conical helmets with aventails & full suits of scale body armor, carry a lance and mace and ride atop fearless horses that are just as heavily armored as they are. These cataphracts fear nothing but their gods and can even bowl over a Hellenistic phalanx if used properly. Can only be recruited in Armenia.

    Toxotai Syriakoi - 3 pts - 2 days - Syria is famed for the quality of its composite bows and the skill of its marksmen. These archers live up to that proud tradition and have the second-longest range of any archer unit in-game, though their arrows do not sting as badly as those of the Cretans. Can only be recruited in Syria, as their name implies.

    Ioudaioi Taxeis - 2 pts - 2 days - The Jews are not a people known for running away from threats, especially those that pose a risk to their faith. These Jewish spearmen carry on that proud warrior tradition, and can be expected to fight zealously to the bitter end in the name of their one God. They are solid medium infantry who wear open-faced helmets and leather cuirasses, often homemade, and wield javelins, thrusting spears & shields. Like the Cappadocians they are experts at hiding in plain sight and conducting guerrilla warfare. Can only be recruited in Judea.

    Shipri Tukul - 2 pts - 2 days - The Mesopotamian answer to Greek hoplites, these heavy spearmen are recruited from the wealthier citizens of settlements along the Tigris & Euphrates. They go into battle in a mix of Assyrian and Babylonian-based gear: conical helmets taken from the former and iron scale armor inspired by the latter, and are trained to wield spears & heavy shields. Can be recruited in Assyria, Mesopotamia & Elam.

    Machimoi - 1 pt - 1 day - Native Egyptian warriors who alternated between fighting & farming as the Pharaoh required of them in ages past, but now serve new masters unless a native Pharaoh should have need of their service again. They are armed with javelins, a khopesh for hacking and a light shield, and wear helmets & light scale-and-leather cuirasses into battle. They are decent medium infantry but shouldn't be expected to withstand modern Hellenistic soldiers in a protracted struggle without support. Can be recruited in Egypt & Cyrenaica.

    Machimoi Phalangitai - 1 pt - 1 day - Native Egyptians who've been trained to fight in the style favored by their new masters. They wear quilted cotton armor and a light helmet for protection, and are armed with sarissas & small bucklers. They are more numerous than conventional Hellenistic units but are not as motivated or well-trained and may break faster under heavy pressure. Can be recruited in Egypt & Cyrenaica, 2000 men/unit.

    Pantodapoi Phalangitai - 1 pt - 1 day - Native Asiatic peoples who've been drafted into a Diadochos' phalanx. They are pressed into duty with enough training to ensure minimal acceptable competence on their part, an open-faced helmet & cheap leather cuirass of dubious quality, and the traditional Hellenic sarissa, a small buckler & a knife for emergencies. They can be expected to hold a line in sufficient numbers but lack the discipline and training to accomplish much else, and as usual for phalangites their leaders should watch their flanks and rear at all times. Can be recruited in Media, Atropatene, Persis, Carmania, Gedrosia, Prophthasia, Arachosia, Bactria, Marakanda & Dahae.

    Asabaran-i Madaen - 2 pts - 3 days - Medium cavalry recruited from the lesser Median nobility. These men are capable horsemen who can not only charge effectively, especially when aimed at an enemy's rear or flanks, but also hold their own quite well in melee combat. They wear a scale cuirass over their elegantly decorated robes and a conical bronze or iron helmet to protect their head, and carry spears & crescent-shaped shields into the battlefield. Can be recruited in Media & Atropatene.

    Asiatikoi Hippeis - 1.5 pts - 2 days - Cheap and quick-to-train medium horsemen recruited from the former core of the Persian Empire. These Asian cavalry are lightly armored & armed with a thrusting spear, crescent shield and slashing sword, and are well-suited to riding down enemy skirmishers, guarding your flanks and supporting heavier cavalry, though they should not be expected to stand long against heavier units. Can be recruited in Media, Atropatene, Persis, Carmania, Gedrosia, Propthasia & Dahae.

    Nizagan-i Eranshahr - 1 pt - 1 day - The versatile archer-spearmen who comprised the bulk of the Persian army defeated by Alexander's forces. They are armed with a spear and a bow, and so they excel at combating cavalry and horse archers: their bows outrange the smaller ones used by the latter, and their spears will protect them from all but the heaviest horsemen in close combat. That said, they don't tend to be very motivated (especially now that they're serving non-Persian masters) and are less effective against heavy infantry. Can be recruited in Media, Atropatene, Persis, Carmania, Gedrosia, Propthasia & Dahae.

    Kardaka Arteshtar - 2.5 pts, 2 days - Persia's imitation hoplites, initially founded as a reaction to the supremacy of the Greek hoplites over Persia's lackluster infantry (though their advent turned out to be too little, too late) and now reinvented by Alexander's successors as semi-Hellenized elite heavy infantry from the heart of the fallen empire. These men are clad in iron helmets, scale cuirasses and greaves and fight with a thrusting spear, Iranian longsword & hoplon shield, and are sufficiently trained to hold the line against rival hoplites. Can only be recruited in Persis.

    Khuveshavagan - 4 pts - 4 days - The elite cavalry of the old Persian Empire, and certainly the best-dressed in all of Asia too. The Khuveshagan wear heavy armor of the highest quality over their fanciful clothes and fight with a lance & Iranian longsword, making them excellent shock cavalry. And if they were to fall in the line of duty - well, at least they'll be leaving well-dressed corpses behind. In many regards, they're basically the Persian answer to the Hetairoi. Can only be recruited in Persis.

    Hellenikoi Kataphraktoi - 6 pts - 6 days - A Hellenized version of the famed cataphracts of Asia, ultra-heavy cavalry suited up in a full-body mix of lamellar & iron scale armor and riding on top of similarly armor-clad horses. They're armed with lances and are sufficiently heavily equipped to give even the Hetairoi a good fight, if not a run for their money. Can be recruited in Media, Atropatene, Persis, Carmania, Gedrosia, Propthasia & Dahae should provinces in those regions be Hellenized.

    Hetairoi Kataphraktoi - 6 pts - 6 days - Elite heavy cavalry comprised of Bactrian cataphracts who've been trained as a native version of the strictly Greco-Macedonian Hetairoi. They are armed and armored as most cataphracts are, clad from head to toe in a suit of iron scales & a masked helmet, armed with a lance & a long hacking kopis, and riding atop a fully barded warhorse. They are used to fighting in the rugged mountains of their homeland and do not tire as easily as other heavy cavalry in rough terrain. Can only be recruited in Bactria.

    Asabaran-i Hauravatish - 1.5 pts - 2 days - Light skirmisher cavalry recruited from the tribes of Arachosia, ancestors of the Pashtuns. They & their mounts are used to traversing the rough terrain of their homeland, and so they not only move faster in such terrain but do not tire as easily as most other units. They carry javelins in bags on both sides of their saddles & also carry blades or axes and crescent shields for protection in close quarters, not that they should be deployed into a melee of course. Can be recruited in Arachosia, Bactria & Gedrosia.

    Daha Baexdzhyntae - 2 pts - 1 day - These warriors are expert mounted marksmen drawn from the Dahae tribes on the extreme northern fringes of the empire. They are one of the fastest light cavalry units available and are equipped with both powerful composite bows and long, thin light lances. A preferred tactic of theirs is to ride circles around the enemy, peppering them with arrows all the while, and then charging home to finish the job once they've been sufficiently weakened. Can only be recruited in - big surprise - Dahae.

    Toxotai Tokharoi - 1 pt - 1 day - Light foot archers recruited from the Tocharian peoples of the Tarim Basin. These men are used to navigating the deserts & mountains in and around their arid homeland and thus do not tire easily in such terrain. In addition, they are skilled ambushers, having learned well from their wars with each other & various rival states in the Basin, and thus can hide anywhere until ordered to attack or the enemy gets too close. Can only be recruited in Marakanda.

    Hoplitai Indohellenikoi - 2 pts - 2 days - The result of Hellenistic soldiers going native in India, these Indo-Hellenic hoplites are excellent heavy infantry outfitted with a linothorax, helmet, greaves, spear and thureos shield. They are experts at navigating the riverine & tropical terrain of the Indus region and thus enjoy a bonus to fighting in such terrain. Can be recruited in Punjab & Indus by a Hellenistic (Greek/Macedonian) or Bactrian ruler.

    Indohellenikoi Eugeneis Hoplitai - 3 pts - 3 days - The result of Hellenistic nobles going native in India, these aristocratic Indo-Hellenic hoplites are the far eastern answer to the Argyraspidai. They wear helmets, greaves & cuirasses decorated with Indian motifs and carry a heavy spear, an early kukri (which evolved from the kopis) and a hoplon shield, and can be trusted to bulldoze most opposing infantry - especially across rivers or in the jungle, where they enjoy a combat bonus just like the ordinary Indo-Hellenic hoplites. Can be recruited in Punjab & Indus by a Hellenistic (Greek/Macedonian) or Bactrian ruler.

    Hindus Patiyodha - 2 pts - 2 days - Deadly marksmen from northwest India who are experienced in the use of longbows, weapons made of cane that stand as tall as they are and which are strung with tough silk bowstrings. They have the longest range of any unit in the game but, as bodkin arrows have yet to be invented, do less damage than the Syrian & Cretan elite archers. Can be recruited in Punjab & Indus.

    Elephantes Indikoi - 8 pts - 6 days - The lumbering monstrosities that almost defeated even Alexander's mighty host in his campaign through the Indus. These war elephants not only intimidate enemy units and have the sheer power to trample even the mightiest warriors into bloody pancakes, but they also carry howdahs filled with archers on their backs to rain death on any foe that escapes their tusks & feet. Beware when deploying them, however - they can get out of control and maul your own lines if you aren't careful. Can be recruited in Punjab & Indus. 12 elephants/unit.

    Elephantes Kataphraktoi - 12 pts - 7 days - What's better than a war elephant? One encased in armor that makes it nigh-invulnerable to anything short of an artillery strike, of course! These armored behemoths can be trusted to tear through even phalanxes and weather arrow storms, though whether their riders - both the 'driver' of the elephant, or mahout, and the archers riding in its howdah - can do the same, is another story. As with the unarmored war elephants, take caution so that these beasts aren't turned against you. Can be recruited in Punjab & Indus. 12 elephants/unit.

    Pantodapoi Toxotai - 0.5 pts - 1 day - The locals of a non-Hellenic region who have been pressed into service by a Hellenistic overlord. In this case, these men are armed with a bow and arrows of dubious quality and put through enough training to ensure basic battlefield competence, but otherwise have nothing going for them. Recruitable by Hellenic and Heterogenes characters anywhere outside of Greece, Macedon, and other Hellenic-dominated regions such as Cyrene and Ionia as well as provinces that have been Hellenized over the course of the game.

    Pantodapoi Psiloi - 0.5 pts - 1 day - The locals of a non-Hellenic region who have been pressed into service by a Hellenistic overlord. In this case, these men are unarmored skirmishers equipped with a mixture of slings and javelins & put through enough training to ensure basic battlefield competence, though one should not expect them to stand and fight long if pressed in melee. Recruitable by Hellenic and Heterogenes characters anywhere outside of Greece, Macedon, and other Hellenic-dominated regions such as Cyrene and Ionia as well as provinces that have been Hellenized over the course of the game.

    Pantodapoi Hippeis - 1.5 pts - 1 day - The locals of a non-Hellenic region who have been pressed into service by a Hellenistic overlord. In this case, these men are light horsemen who are armed with javelins, small shields and thrusting spears of dubious quality, and are at most armored in light helmets & leather corselets for protection. They can be decent scouts & skirmishers and are even capable of overwhelming better-trained light horsemen in large numbers, but will not stand for more than a few minutes against enemy medium and heavy cavalry. Recruitable by Hellenic and Heterogenes characters anywhere outside of Greece, Macedon, and other Hellenic-dominated regions such as Cyrene and Ionia as well as provinces that have been Hellenized over the course of the game.

    Elephantes Hulaioi Liboukoi - 8 pts - 6 days - African forest elephants pressed into the service of African-based Diadochi. As war elephants, they are smaller and weaker than their Indian counterparts and thus cannot support a howdah, but are still extremely dangerous in melee combat and more than capable of tearing through all but the boldest & best-disciplined phalanxes or scattering even heavy cavalry. Their commander should, of course, be careful not to let the enemy panic them into trampling his own lines, just as he should with Indian elephants. Can be recruited in Egypt & Cyrenaica. 12 elephants/unit.

    Naval units
    Each unit comprises of 10 ships, except the Tessarakonteres which is purchased one at a time.

    Bireme - 2 pts - 3 days - Fast, maneuverable ships with two decks lined with oars. They are the weakest of the available ships in actual combat, however. Carries 350 marines.

    Trireme - 3 pts - 4 days - The mainstay of Hellenistic fleets in this age, the trireme is a medium-sized galley with three decks full of oarsmen. This ship is a winning combination of speed, maneuverability and power, respectable but not outstanding in all three regards. They are outfitted with ballistae for ranged combat. Carries 700 marines.

    Quadrireme - 4 pts - 5 days - A mighty warship that sacrifices speed for sheer destructive power. As its name suggests, the quadrireme has four decks filled with oarsmen and can smash lesser vessels in half quite easily. In addition to being loaded with ballistae, quadriremes also carry catapults to use at longer distances & to support amphibious assaults. Carries 1400 marines.

    Tessarakonteres - 8 pts - 10 days - The king of the ancient seas. The tessarakonteres or 'forty-rowed' boasts forty rowers on each of the columns of oars that propels it for a total of 4000 oarsmen, and can capsize or obliterate smaller ships with practically no effort. They carry a monstrous quantity of ballistae & catapults with them as well, making them essentially marine artillery platforms capable of effectively covering an amphibious landing or laying waste to the enemy's seaward fortifications during a siege. Carries 2800 marines.

    Artillery units
    Gastraphetoroi - 2 pts - 2 days - A company of soldiers trained to wield the gastraphetes, a large crossbow that used an elaborate sliding mechanism to fire heavy bolts & was held at the waist. These men can clear field fortifications and accurately maul enemy units at a long distance, but they are small in number and obviously extremely vulnerable in close combat. 100 men/unit.

    Ballistae - 4 pts - 4 days - Massive siege crossbows, best used to hammer weak points in enemy fortifications or snipe at their commanders with equally massive steel bolts. 10/unit.

    Polybolos - 4 pts - 4 days - Lighter repeating ballistae capable of firing off a dozen smaller bolts in rapid succession before it has to be reloaded. The polybolos is best used in an anti-personnel role. 10/unit.

    Catapults - 6 pts - 5 days - The largest and heaviest siege weapons available at this time, catapults are best used to level strong fortifications or target large clusters of enemy troops. 5/unit.
    Last edited by Barry Goldwater; May 02, 2016 at 09:58 PM.

  7. #7
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Clash of the Successors - the Diadochi IH

    I intend to finish this thread by this evening guys, then y'all can register your characters and I'll get the Partition of Babylon thread up so you can engage in preliminary RP. Also: all the credit in the world to CFMonkey for letting me recycle his Diadochi Alliance stuff
    Last edited by Barry Goldwater; April 24, 2016 at 09:47 AM.

  8. #8

    Default Re: Clash of the Successors - the Diadochi IH

    Excellent work so far Barry. Can't wait to sign up a character. Are we doing both historical and new characters? Or will all of them be of our own creation?
    Impossible is a word to be found only in the dictionary of fools.
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    If I cannot find a way I will make one.

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  9. #9
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Clash of the Successors - the Diadochi IH

    Ideally the latter, you can create characters based loosely on the real-life Diadochi/other major figures but even then they should have something to distinguish them from their base so you aren't just recycling an RL figure under a different name.

  10. #10

    Default Re: Clash of the Successors - the Diadochi IH

    Sounds excellent to me! Plenty of room for creativity to thrive.
    Impossible is a word to be found only in the dictionary of fools.
    Napoleon Bonaparte


    While I thought that I was learning how to live, I have been learning how to die.
    Leonardo Da Vinci

    If I cannot find a way I will make one.

    Hannibal Barca

  11. #11
    Mary The Quene's Avatar Praeses
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    Default Re: Clash of the Successors - the Diadochi IH

    Looks like i will join.
    Veritas Temporis Filia

  12. #12
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Clash of the Successors - the Diadochi IH

    Welcome aboard! The more the merrier. The character/faction and economic rules are done guys, I'm hoping to get the military ones up in the next few hours and then we can begin. I should warn y'all that I'll be gone for an hour later tonight to watch the GoT S6 premiere though, I'm prepared to give the show another chance even after they assassinated the Mannis at the end of the last season (first figuratively, then literally)

  13. #13
    Rebel Jeb's Avatar Mayo
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    Default Re: Clash of the Successors - the Diadochi IH

    Maybe.

  14. #14
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Clash of the Successors - the Diadochi IH

    I've posted the signup thread, so you can go register there now: http://www.twcenter.net/forums/showt...4#post14946224. The rules are almost complete, all that's left for me is to finish the list of Asian AOR units, which I will after 10 o'clock.

  15. #15
    Lord Oda Nobunaga's Avatar 大信皇帝
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    Default Re: Clash of the Successors - the Diadochi IH

    Sure I'll play.

    "Famous general without peer in any age, most superior in valor and inspired by the Way of Heaven; since the provinces are now subject to your will it is certain that you will increasingly mount in victory." - Ōgimachi-tennō

  16. #16

    Default Re: Clash of the Successors - the Diadochi IH

    Posted my character. This looks to be very fun.
    Impossible is a word to be found only in the dictionary of fools.
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    If I cannot find a way I will make one.

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  17. #17
    Lord Oda Nobunaga's Avatar 大信皇帝
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    Default Re: Clash of the Successors - the Diadochi IH

    Can I just claim any provinces or will there be a way to determine who gets what?

    "Famous general without peer in any age, most superior in valor and inspired by the Way of Heaven; since the provinces are now subject to your will it is certain that you will increasingly mount in victory." - Ōgimachi-tennō

  18. #18

    Default Re: Clash of the Successors - the Diadochi IH

    I'm assuming that's one of the things that we will be determining at the Diadochi council in Babylon. We'll have to decide who becomes ruler, satrapies, and foreign policy I'm guessing. A good deal of roleplaying to be done.
    Impossible is a word to be found only in the dictionary of fools.
    Napoleon Bonaparte


    While I thought that I was learning how to live, I have been learning how to die.
    Leonardo Da Vinci

    If I cannot find a way I will make one.

    Hannibal Barca

  19. #19
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Clash of the Successors - the Diadochi IH

    You'll have to settle what provinces everyone gets at the Partition of Babylon, which I'll set up once we have some more players. The only exception is if you want to play a character in rebellion right out of the gate, and there's only one choice for that right now - the rebel Greeks who've just gotten the Lamian War rolling - in which case you start with Attica, Thessaly, Aetolia and Argos under your control.

    Edit: Ah yeah, Pyrrhus beat me to it.

  20. #20
    Dirty Chai's Avatar Dux Limitis
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    Dec 2009
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    Seattle
    Posts
    17,263

    Default Re: Clash of the Successors - the Diadochi IH

    Thinking of playing that one Bactrian character who can be a relative of Roxana's

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