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Modified by: Cernel Created by: Doctor Che

A variant of 270BC 1.5 by Cernel in which:

. Several gameplay changes have been made

Namely: - Removed the connection Larissa - SZ 70
- Removed from levis and axeman the ability to be supported
- Added to swordman and phalangite the ability to be supported
- Removed from chariot the ability to support
- Added to psilos the ability to support
- Changed warelephant attack/defense to 4/4 and standard support only (attack only), to 2 supportable units
- Added to levis the ability to place fort like legionary
- Lowered psilos attack to 0
- Increased ballista defense to 1
- Increased chariot attack to 2
- Increased trireme cost to 8
(also, I've increased barbarian cost to 5 and given it the ability to be supported)
- Disallowed city placement in production 0 territories
- Allowed blitz in Neutral territories

- Added Economic Victory: Increase the Alliance Production to 172 or more end round

. Everything is cut to about 40%

Specifically: - The cost of the city is reduced from 15 to 6 - All productions are cut to averagely a bit more than 40%
- All starting units are cut to a bit less than 40% the TUV, accounting for the increased price of trireme, as if modified in the original as well, but not for the decreased price of city

More Specifically:
- The productions are so reduced, per territory:
Old : New
0 : 0
1,2,3 : 1
4,5 : 2
6,7,8 : 3
9,10 : 4
11 : 5
- The starting units are so reduced, per territory:
Reduced the total number of units per territory this way:
Old : New
0,1 : 0
2,3,4 : 1
5,6,7 : 2
8,9,10 : 3
11,12,13 : 4
14,15,16 : 5
Exception1: Single trireme are kept and single quinquereme are substituted with trireme
Exception2: Single Neutral units are substituted with horseman
Defined the composition of units per territory this way:
1: For each unit, kept at least 1 per every 3 present, rounded down
2: Left up to 1 each of the units present in the greatest numbers exceeding multiples of 3 (0 is a multiple of 3)
3: Kept the greatest number of different units
4A: Left 1 of the priceiest units, if the new total number is equal to or lower than 1/3 of the original one
4B: Left 1 of the cheapest units, if the new total number is higher than 1/3 of the original one
(if cost is the same amongst multiple, then go for the highest / lowest attack)
(if attack is the same amongst multiple, then go for the highest / lowest defence)
Exception3: For Neutral, add this step 0 before step 1:
0A: left 1 of the units with the highest defence, if the new total number is lower than 1/3 of the original one
0B: left 1 of the units with the lowest defence, if the new total number is higher than 1/3 of the original one
(if defence is the same amongst multiple, then go for the highest / lowest attack)
(if attack and defence are the same amongst multiple, then go for the highest / lowest cost)
Exception4: For ships, the point 4 is prior to 1 (and 2 and 3)

Before above changes:
-1 spearman Thapsus
+1 spearman Lilybaeum
+1 archer Cyrene

After above changes:
-1 production Gades
-1 production Tarentum
-1 production Pergamum
-1 production Pharan
-1 production Capsa
-1 production Berenice
-1 production Paliurus
-1 production Siga
-1 production Sabrata
-1 production Oea

-1 warelephant Carthago
+2 spearman Carthago
+1 phalangite Carthago
-1 spearman Lilybaeum
+1 warelephant Lilybaeum
-1 levis Roma
+1 legionary Roma
+1 ballista Roma
+1 levis Ariminum
-1 horseman Capua
+1 levis Capua
+1 legionary Messana
+1 psilos Syracuse
+1 psilos Thessalonica
-1 swordman Corinth
+1 psilos Corinth
+1 spearman Alexandria
-1 spearman Salamis
-1 horseman Antioch
+1 phalangite Antioch
+1 cataphract Antioch
+1 psilos Tarsus
+1 horseman Hatra
-1 horseman Seleucia
+1 psilos Seleucia
+1 phalangite Seleucia
-1 cataphract Susa
+1 horsearcher Susa
-1 horsearcher Ecbatana
+1 spearman Ecbatana
-1 horseman Igilgili
+1 spearman Igilgili
-1 spearman Berenice
+1 horseman Berenice
-1 spearman Cyrene
+1 archer Cyrene
-1 spearman Palmyra
+2 horseman Palmyra
-1 Macedonia quinquereme SZ 70
+1 Macedonia trireme SZ 70

The game plays by v1 (Classic) rules, except that:
- Placement per turn is always limited to the value of the territory
- City cannot be in production 0 territories
- There is no cost for invading Neutral territories
- Neutral territories may have units in them, always hostile to any players
- Neutral units defend and their casualties are automatically selected starting from the weakest defense units
- Neutral territories are blitzable
- It is allowed to split a unit's blitz movement between Combat Move and Non Combat Move, but Non Combat Move is still restricted to friendly (also newly conquered) territories only
- It is allowed to load units onto an owned ship, during Combat Move, if at least one of the units in the ship (or the ship itself) is doing a combat movement, keeping the other ones as cargo, and eventually unloading them (totally, partially, or not at all) during Non Combat Move (if the ship unloaded during Combat Move, the other units can unload nowhere else but in that same territory only, during the subsequent Non Combat Move)
- The income captured from totally undefended capitals (either no hostile units or city only) can be spent on the same turn

The total production in the map is 258.
This game is supposed to be balanced for player against player default options (dice) gameplay, at very high skill levels (if it would be agreed it is not, it should be rebalanced).
However, an eye has been kept on having it somewhat worthwhile for low luck gameplay, especially in the critical Achaia and Asia theatre, in which, in combination with RomanRepublic (one unit in Athens), you can make sure to take Sardis at 100% win probability, with 3 or more units left, and, at the same time, reduce Corinth to 1 unit only and safely hold Athens, on at most an about 2% for Macedonia to take it, on round 1 (and still always less than 40%, even not sending any RomanRepublic units there).
A main change, from the original 270BC 1.5, is that, due to the better defence of warelephant and the different starting setup, the chained RomanRepublic and GreekCityStates attack in best defended Lilybaeum, on round 1, is diminished to about 1/4 win with regular dice and 1/8 win with low luck (thus, it is surely supposed not to be made, as long as both players are good) (this is intended as a conservatively aimed change, as, for reference, in the old 270BC 1.3.1, the experienced players of this map didn't attack Lilybaeum, on round 1 (back then, warelephants were att/def 4/4 with no support ability)).
Another change, from the original 270BC 1.5, is that, mainly due to the better relative defence of it, the round 1 taking of Cyrene is discouraged.

The suggested Round 1 Carthage is (with regular dice):
- Attack Salamantica with everything at reach, aiming at taking it, but retreat if only 2 attackers are left
- Move SZ 14 1 trireme to SZ 15
- Move Gades 1 spearman to Hispatis XOR Ship Gades 1 spearman to Carthago Nova
- Move Carthago Nova 1 spearman + 1 swordman to Corduba XOR none
- Move Carthago 1 horseman to Igilgili
- Move SZ 32 1 quinquereme to SZ 33
- Ship Caralis 1 spearman to Lilybaeum
- Ship Carthago 1 spearman + 1 phalangite to Lilybaeum
- Move SZ 36 1 trireme to SZ 33
- Ship Thapsus 1 spearman to Lilybaeum
- Place 1 city in Lilybaeum
- Place 1 swordman in Carthago
- Place 1 quinquereme in SZ 36
(1 spearman to Hispatis and 1 spearman plus 1 swordman to Corduba, if you intend to attack Palantia or Salamantica, on round 2 (attacking Salamantica in case the round 1 attack on it failed, with a retreat to Corduba); 1 spearman to Carthago Nova and no units to Corduba, if you intend to attack Castulo, on round 2 (manoeuvre to attack Palantia next, if Salamantica taken with no losses; instead, set up for attacking Castulo, if Salamantica taken with one or more casualties; however, set up for attacking Salamantica again, if you failed))
(you are normally supposed to ship 1 horseman from Igilgili to Hispania, on round 2)
Generally speaking, Carthage is supposed to kill RomanRepublic and Syria is supposed to be killed; meanwhile, Carthage is supposed to force the downfall of GreekCityStates, under the main pressure from Macedonia. Anyways, the superiorities are small, while the influence of dice luck is great indeed; so favourable dice or better gameplay may quite easily reverse them. Antioch should normally fall at about round 10 to 15 and Roma at about round 15 to 20 (mainly depending on how much Carthage expended against GreekCityStates and, conversely, how much RomanRepublic sacrificed itself in damaging Macedonia or inhibiting Carthage from menacing GreekCityStates), while Macedonia should get the upper hand over GreekCityStates, with the aid of Carthage, and make a bulwark against the Parthia expansionism, while Carthage finishes off RomanRepublic (averagely, Roma falls some rounds after Antioch, as said) and sets up to face Parthia. More in details:
- It is imperative for Carthage to place a city in Lilybaeum, on round 1, maximising its defence, and, then, on round 2, secure or assure to be easily able to retake and secure SZ 34; the normal strategy, on round 2, for the 1 quinquereme and 1 trireme in SZ 33 (moved there, on round 1, as per the above script) is to stay there or move to SZ 34, putting some pressure on RomanRepublic, trying to secure the strategic initiative, and, most importantly, cutting or hampering the RomanRepublic sea lanes between Sicilia and Italia (as it is critical to isolate Sicilia early in the game, drastically inhibiting the ability of RomanRepublic to unload additional units there (that also means, on round 1 (as said and as per the above script), moving the ships to SZ 33, so probably to kill easily the RomanRepublic quinquereme, if it unloads units in Messana)). It is very important that you impede RomanRepublic to occupy and indefinitely stay in SZ 34, especially if it already holds a city in Capua. Also, never let RomanRepublic have a good shot at Lilybaeum, unless you have a major probability to retake and hold it safely; even trading Lilybaeum in favour of a huge TUV swing on the sea is likely not a good deal. The Carthage gameplay, after round 1, should be mostly reactive to the RomanRepublic strategy; yet, you should try to speed up on RomanRepublic via Sicilia, holding both Lilybaeum and Syracuse with city in them (normally, take and hold Syracuse, on round 2, and place a city in it, on round 3), and eventually go to SZ 44 or SZ 43 with enough forces to menace effectively Sparta. The Hispania expansion, for the first four rounds, is, normally (in particular, assuming the attack in Salamantica doesn't fail), Salamantica - Palantia - Toletum - Tarraco or Salamantica - Castulo - Toletum - Tarraco, unloading a horseman in Carthago Nova from Igilgili, on round 2; taking more territories than what said, before or while attacking Tarraco, is usually consequential to a city in Carthago Nova only. The main exception being that, if, upon taking Toletum, coming from Castulo, your forces are too thinned (meaning something like only 4 units or less disposable for attacking Tarraco) and you have no city in Hispania, it may be advisable just giving up with taking Tarraco, and, instead, sending all your remaining forces to take Palantia, then Lucus Augusti, then Brigantium, etc.. If RomanRepublic goes eastward (on Macedonia), don't place a city in Hispania early on, but wait to place it in Barcino, Massilia, or both; on the other hand, if RomanRepublic doesn't go eastward, you should likely place a city in Tarraco as soon as possible. If RomanRepublic goes massively westward or depending on dice outcomes in Hispania and elsewhere, it may be advisable placing a city in Carthago Nova too. A city in Carthago Nova may also be conveniently placed alternatively to Tarraco, if RomanRepublic is putting up a very strong, and likely excessive, pressure (meaning that, if you can't safely place a city in Tarraco, this normally means that RomanRepublic is under-protecting Italia; thus, you should take advantage of that), or other pressing reasons (typically, trading some Hispania territory, even up to the gates of Carthago Nova, for focusing on invading Italia) suggest it. Anyhow, especially in case of a RomanRepublic expansion to Hispania and the western Mediterranean, endeavouring in pinning down RomanRepublic in Italia (thus dwindling the forces that RomanRepublic can safely afford to spare for the western push) should be preferred, and sought in earnest since the earliest rounds, over building up forces in Hispania, as long as the loss of Hispania is averted or counterpoised by great gains in Italia. While the final demise of RomanRepublic is normally spelled by the successful advance from Hispania into northern Italia, Carthage should preferably focus primarily on pressuring RomanRepublic from Sicilia, instead of building up major stacks west of Massilia; as such an escalation would rather give RomanRepublic more options, thus delaying its downfall, or worse. Obviously, if a good opportunity opens up for a massive invasion of southern Italia, allowing to gain a solid foothold and rapidly crush RomanRepublic that way alone, that is almost surely a very good chance to take, albeit a well played and fairly lucky RomanRepublic should not usually fall from a southern thrust alone, but much later on, at a point when the production superiority of Carthage has become much too overwhelming or in the unlikely case that Macedonia has heavily invested the Italia theatre.
- RomanRepublic should focus on a single direction of expansion, with a sizeable breakthrough force (yet, not an overly huge one, at least early on, as keeping considerable forces in Italia is normally vital), not going both westward and eastward, just for taking Neutral territories (in particular, take Patavium only if you intend to proceed eastward thereafter, with a big stack, to Macedonia): either go massively westward (in this case, you should also go west of Caralis with two or more ships, of which at least one should be a fully loaded quinquereme), to escalate the conflict in Hispania and the western Mediterranean (loaded ships concentration in SZ 22 is the crucial element of this strategy), or massively eastward, via Patavium to Pella (in this case, you should try to take Patavium, on round 2 or 3), to pressure Macedonia. Mostly due to the variability of dice, it is usually preferable opting for going westward, to contend Hispania or menace the capture of the Carthage or Numidia capitals (that shouldn't usually happen, but the menace itself should bog down Carthage, and keep Massilia well defended, thus diverting and delaying Carthage from a massive trust into Italia, as well as inhibiting its ability to damage GreekCityStates, for a hopefully long enough time), because going eastward is normally fruitful only if the conflict between GreekCityStates and Macedonia hangs closely on the balance; thus, such strategy has some sizeable probability to be mostly useless, if (mainly due to the dice, as said) any one of GreekCityStates or Macedonia gets a clear upper-hand (it would be, respectively, mostly redundant or scarcely effective). An alternative niche strategy (usually not a good one) is placing Tarentum city, on round 2, and, then, placing a quinquereme in SZ 44, on round 3, in case the evolution of the situation in Graecia appears fluid enough to make interesting a swift and massive unload of RomanRepublic units, on round 4, especially in case of very high TUV destruction suffered both by GreekCityStates and Macedonia, among other things (for example, Tarentum city becomes more worthwhile if Carthage placed a city in Hispania). A strategy centred on Tarentum city should see little expansion on Neutral territories (in particular, not taking Patavium), and, against a good Carthage player, it is due to make RomanRepublic itself fall faster than usual, as well as to allow Carthage to pressure very strongly GreekCityStates, albeit a bit later than RomanRepublic itself; thus, it may be worthwhile only if the early impact of the RomanRepublic units sent in Graecia is expected to be very strong and highly decisive, because the balance is due to swing soon in favour of a much increased, and eventually exclusive, influence of Carthage, instead. Of course, Carthage should eventually get to capture and hold Tarentum, as well, which is very bad for RomanRepublic, when having a city already in it. In any case, it is imperative to try to defend very closely RomanRepublic, while investing in menacing Carthage, Macedonia or Numidia; if RomanRepublic just over-defends Italia, it may survive for a long time, but Carthage can just go dooming GreekCityStates with ease. On the other hand, the usual priority for RomanRepublic is surviving for as long as possible; thus, under-defending Italia is very bad, and should almost never be allowed to happen (dice permitting); while Carthage is, of course, meant to try hard to crack directly RomanRepublic, with a sea borne push from Sicilia and Carthago (that, as said, can also be easily temporarily redirected on Graecia), the normal achievement of such a strategy (beside the usual side effect of dooming GreekCityStates), against a well played and fairly lucky RomanRepublic, would be that of containment, rather than outright annihilation: RomanRepublic is normally meant not to fall directly to a sea borne push (albeit this can happen very swiftly and effectively, if not well countered), but rather getting slowly squeezed between the sea borne pressure, mostly from Sicilia, and the land based advance from Hispania through Massilia and into Italia. On defending Italia from Carthage, if the Carthage player followed the above script, or something on those lines, it is a bad idea (albeit not much) to start a direct sea escalation, for contending SZ 34 with Carthage (RomanRepublic should averagely fall faster, this way, than otherwise). In case of such an escalation, whose main reason should be to inhibit the Carthage ability to menace GreekCityStates (with the menace of RomanRepublic occupying SZ 34), however, it is better (but not really good) focusing on defending SZ 28, rather than trying to conquer SZ 34. Premising that it should not actually normally happen (an example may be if the Carthage player didn't place a city in Lilybaeum, on round 1, which is very bad play), if you can safely stay in SZ 34 early in the game, it is likely good to take such an opportunity, and place a city in Capua, from which to place ships (up to 3 per turn and mostly trireme) in SZ 34; this may stalemate Carthage for a very long time, and also make GreekCityStates safe, pinning the Carthage fleet west of SZ 34; in this case, also try to assure Carthage being unable to go safely to SZ 27. Whatever you do, beside not having Roma falling, it is of vital importance not letting Carthage able to stack safely Capua, for as long as possible, either by defending or dead-zoning it (defending Capua is usually best achieved with a city in it, while dead-zoning the same is usually best achieved with a city in Ariminum); once Carthage holds Capua, aside from exceptional circumstances, Roma will be on a few rounds deadclock. In turn, in order to hold Capua, it is critical to be able to manoeuvre to expel Carthage from Italia, in case. Hence, RomanRepublic should try to assure Carthage not being able to stay safely in Croton or Tarentum for more than one round; which, in turn, normally means trying to assure always being able to stack safely Capua, or counter-dead-zoning it safely (meaning having good odds at killing the stack that killed your own one in Capua, on the same round), in response to a massive landing in Croton or Tarentum (that should move most or all of the ships away from immediately menacing Roma, thus freeing up more units for a concentration in Capua). Normally (assuming no naval escalation near Sicilia), it is advisable shipping 1 unit to Athens or Sparta (Athens is averagely better, all around, while Sparta is the safer choice), on round 1 (in Athens, it would make it safer to place a city there, on round 1, and, if surviving, allowing for a potential attack with two RomanRepublic units in Delphi, on round 2, or, anyways, increase the average TUV loss for Macedonia, if it attacks Athens, on round 1, thus making it easier for GreekCityStates to retake, on round 2, eventually) (in Sparta, it would be mostly for making it safer against a Macedonia attack, on round 1, giving some more margins for GreekCityStates to manage its round 1 strategy, especially referring to the potential strafe in Corinth (referring mostly to taking the decision to retreat to Athens when only two Macedonia units are left, that might, then, take a lucky shot on Sparta)).
- GreekCityStates should attack surely Corinth and almost surely Sardis (attacking only Corinth is somewhat safer and might allow GreekCityStates to gain a bit over Macedonia, but at the price of making Syria hardier beatable (normally, avoid attacking Sardis only if the situation insofar appears so favourable that minimising risk is of the utmost importance)), on round 1, and alternatively retreat to Athens, take Corinth, or retreat to Sparta, mostly depending on the dice (retreat to Sparta only in case of very bad dice). Place a city in Athens, on round 1, if safe enough, otherwise in Rhodos or Pergamum (but Pergamum city is rarely a good option, on round 1).
- Macedonia should alternatively maximise the pressure on Athens or take Odessus, on round 1. Normally place no city, on round 1, otherwise place a city in Larissa; usually wait for placing one in Dodona, Odessus or Larissa, on round 2, or even in Athens, if the dice have been very favourable. If GreekCityStates didn't take Sardis, on round 1 (and especially if all or most of their Pergamum forces were lost in an unsuccessful attempt to take Sardis, due to very bad dice), but placed a city in Athens, you should likely not bothering taking any Neutral territories, but focusing on menacing Athens, and keeping in Sardis a quantity of Syria forces adequate to make unfeasible for GreekCityStates both to hold Athens and to conquer Sardis. If GreekCityStates didn't take Sardis, on round 1, and didn't place a city in Athens (which is a case of very bad luck or very bad play or both), just go massively for Athens, as you should be able to take and hold it. If GreekCityStates holds a city in Athens, normally placing a second city no later than round 2 is vital; if RomanRepublic appears going massively eastward, Odessus or Larissa are the preferred choices, otherwise Larissa or Dodona are the most interesting locations. It is important to balance carefully the investment in land and sea, so not to be overwhelmed in any, on the early rounds. On the land, it is critical not letting GreekCityStates safely stacking Larissa early on, before anything else. On the sea, try always to inhibit adequately the ability of GreekCityStates to occupy SZ 69, especially if it owns securely a city in Athens, unless GreekCityStates needs to use the ships elsewise or other reasons suggest to deprioritise it (typically, in favour of a worthwhile chance at mounting pressure on Athens). Help out in Sardis with Syria, if needed or worthwhile. Normally, the first rounds are very close for Macedonia, but, if the frontline is kept between Larissa and Athens and the Sicilia income is denied, the margins should slowly increase overtime.
- Egypt should attack Damascus with everything at reach, retreating to Jerusalem or taking it, depending on the dice and the general situation, except that, if the game so far has been extraordinarily favourable to RomanAlliance, it may be better not attacking Damascus. If you happen to take Damascus, on round 1, with a sizeable enough stack, also ship 1 spearman from Memphis to Sidon. Also when not taking Damascus, while having a strong enough army positioned to attack Sidon, on round 2, ship 1 spearman to Sidon, as well, mainly (but not only) so to make the Seleucia city strategy less effective (if Sidon is not taken, you will be able to place a city there, on round 2; if Sidon is taken, you can safely retake and stack it, if Syria is doing Seleucia city); when shipping 1 spearman to Sidon, you should also manoeuvre so to have 5 units pointed at Sidon, for round 2, additionally to what retreated to Jerusalem. Don't attack any Neutral territories, on round 1, and most likely refrain from such opportunities during any early rounds; the main exception being that it may be worthwhile progressively taking all or some of the Neutral territories next to Jerusalem, if Syria has a solid holding on a city in Seleucia, the game appearing highly stalemated for some time to come. Until Syria is all or mostly owned, Egypt should try just to stalemate Numidia, on long term (or, possibly, forever), either by well dead-zoning (60 to 90% win probability) Paraetonium, mostly or exclusively with axeman in Alexandria, or by defending Paraetonium, mostly or exclusively with spearman, and send most of its forces eastward, to pressure and wear down Syria, allowing Parthia getting the upper hand. It is normally imperative for Egypt to invest against Numidia close to as few TUV as possible, to keep Alexandria safe, while concentrating against Syria about as much TUV as possible, to speed up its downfall (the relative investment against Numidia is going to increase steadily overtime, until likely becoming major, though). It is very important that you maximise the pressure on Syria, or Syria may be able to place overly safely a city in Seleucia, and survive for a very long time or even go on the offensive and kill Parthia; this means that you have to place a city in Jerusalem, on round 1, even though it may easily fall to Syria (typically, if the Syria player places a city in Damascus, on round 1). Normally, you should make a stand in Jerusalem, even at a high price, unless the average TUV swing is overly unfavourable. If Syria do Seleucia city successfully, the main strategies for countering this strategy are, alternatively, placing a city in Sidon, as soon as possible, and making highly offensive purchases, both with Egypt and Parthia, escalating pressure on both Antioch and Seleucia, while taking Neutral territories with Parthia (and maybe also some with Egypt), until Syria will be compelled to evacuate Seleucia, or building up to go to Damascus, obliging Syria to stack Antioch, then move to Palmyra, obliging Syria to evacuate Seleucia or to make a stand there, under the overwhelming menace of a Parthia then Egypt double strike on it. When aiming at dislodging Syria from the Seleucia city with a double strike, it is critical hurrying up to capture or induce Syria to leave Seleucia, on round 4 or 5; otherwise, if this move is delayed of even only a few rounds too much, it is likely that Seleucia won't ever fall, and Syria may eventually get the upper hand, and kill Parthia and Egypt, or at least likely survive far too long (normally, after round 5, the more you wait to pull the move on Seleucia, the harder will it be).
- Syria should normally take care to conserve its TUV, not burning it down in great battles, unless having a very good TUV swing or if left confronting almost only one player. If Egypt took Damascus with a relatively big stack, just attack Damascus with everything at reach; in case Egypt has forces both in Sidon and Damascus, it may be good to attack both only if both stacks are relatively small (usually, such forces consist of some units in Damascus and 1 spearman only in Sidon). Anyhow, when Damascus is taken by Egypt, on round 1, alternatively place a city in Tarsus or no city at all, except that a city in Emesa may be worthwhile only in case Egypt is relatively much weakened, or it is quite weakened and has no city in Jerusalem. Otherwise, if Egypt pulled a retreat from Damascus to Jerusalem, or anyways didn't take Damascus nor stacked Sidon, on round 1, and put a city in Jerusalem, placing a city in Damascus, on the same round, is a good possibility; the alternative choices for a city, in this case, being almost only Tarsus or Seleucia. When Damascus is not taken and Egypt stacked Jerusalem, strafing Palmyra, on round 1, to retreat to Damascus or Emesa, relocating many units there from Seleucia, is a commonly good strategy, both with Damascus or Tarsus city, if Egypt highly pressures Syria and put a city in Jerusalem; the main alternative being strafing to retreat to Seleucia, with all or most forces at reach and unable to otherwise reach Seleucia, plus one unit from the same, to try then to place safely a city there; yet, a Seleucia city will likely need to be abandoned, somewhen before round 10, if Egypt put high pressure (if Egypt doesn't put high pressure, a city in Seleucia is almost a must, and likely to hold for a long time). As an exception, when placing a city in Tarsus, it may be preferable not strafing Palmyra, but (while leaving 1 unit to defend Seleucia) setting up enough pressure on Seleucia (from Hatra) to avoid Parthia being able conveniently both to hold it and to take Babylon, on the same round. If you place Tarsus city, on round 1, your aim should be to help a bit against GreekCityStates, possibly by contending or securing Sardis, if feasible, and eventually also other territories nearby, and going for some of the Neutral territories in Anatolia (surely Tavium), trying to delay the downfall of Antioch for as long as feasible. When having a city in Tarsus, and especially if you are aiming at investing Anatolia, try to retake Seleucia from Parthia, on round 2, if Parthia gives you a good shot at it (likely, having been busy taking Babylon), even if Parthia has a very safe retake, with no counter, on the same round (delaying Seleucia city of 1 round, as well as slowing down the early expansion of Parthia, should be worth sacrificing some TUV). If you place Damascus city, on round 1, with Jerusalem city on the board, this can have the only feasible aim of mounting pressure on Jerusalem early on (otherwise a city in Tarsus would be better), so potentially to attack Jerusalem, on round 3, with almost as much attack power as possible (which means that a round 1 strafe of Palmyra, to move most of the forces in Seleucia to either Damascus or Emesa, is a must here), and, if Egypt stacks Jerusalem in response, during the attack likely try to save enough horseman with preference (even killing phalangite before horseman, in case); only a very big TUV swing in your favour and the ability to hold safely Antioch shortly thereafter (as a well played Parthia will be on your capital as soon as possible) may make such an aggressive strategy into a worthwhile one. Of course, it will be up to the Egypt player whether to react to the round 3 menace on Jerusalem by making a stand or by retreating all or most forces back to Pharan (often a difficult decision to take, against a well played Syria; but the decision should usually be to make a stand). If you place Seleucia city, and are lucky enough to hold it, on round 1 (the strafe in Palmyra is particularly risky here, and Parthia might decide to take a chance at attacking it even if modestly under 50% win), you should mostly just try to hold your ground, and defend both Antioch and Seleucia, for as long as you can, then retreat from Seleucia, at some point from round 6 onwards. Egypt and Parthia might also force the fall of Seleucia directly, setting up a double strike on Seleucia, likely on round 4, and you'll have to decide whether to make a stand or move out (also consider that Egypt attacks after Parthia, and Seleucia taken by Egypt is normally much preferable than it taken by Parthia). When placing the Seleucia city, it is also critical that you move all or most of the forces in Edessa to Hatra, on round 1, as it is fundamental to be able to hold Seleucia in the face of a mounting Parthia's pressure, on round 2, while still using fully the placement capabilities of Syria. Once you get past round 2, Parthia should not be anymore able to threaten seriously Seleucia on its own, the placement capability of Seleucia alone being enough for keeping up, but, at this point, there should be the problem of facing a much rising pressure on Antioch, instead, for which you need to calculate ahead, to avoid Antioch being overwhelmed or getting forced to make much too inefficient purchases of exceedingly great quantities of costly high defence units (mainly, phalangites). The placement capabilities in Antioch alone (5 units per turn), albeit the greatest in the map, are likely to be not enough, especially aiming at, most efficiently, basing the defence of Antioch mostly on psilos; thus, you would need either to send units from Seleucia, likely abandoning it soon thereafter, or placing a city next to Antioch, usually in Tarsus, unless GreekCityStates appears too threatening, which may make preferable Edessa or Emesa, instead. If, for whatever reasons, you get to hold Antioch and Seleucia after round 8 (but, aside from exceptional circumstances, this should not happen), you may even slowly get the upper hand, and, in such a case, your next steps are likely to push Egypt back to Jerusalem, while keeping Seleucia well defended, and, then, stacking an increasing quantity of movement 2 units in Palmyra, able to attack either Jerusalem or any territories next to Seleucia. If GreekCityStates didn't attack Sardis, on round 1, just retreating the Syria forces from Sardis eastward likely implies an early subjugation of Macedonia; moreover, holding Sardis may offer a good opportunity of placing a Syria city there (in this case, only Tarsus is viable for another city).
- Parthia should secure Seleucia, on round 1, if feasible (normally meaning that the Syria player decided not to defend it effectively), while, possibly, taking Babylon too. In case well defending Seleucia would make unfeasible, or too costly, to take also Babylon, on round 1, you may hold Seleucia with few units, while making sure to be able to kill easily whatever stack may retake the same, if possible; thus potentially mainly trading a 1 round delay for the Seleucia city against some Syria TUV destruction. Yet, if Syria places a city in Tarsus, while evacuating Seleucia, be sure to take and hold Seleucia, to place a city, there, on round 2, even at the cost of skipping the attack on Babylon. Generally, you should try to have a city in Seleucia as soon as possible, speeding up on Syria, while taking some Neutral territories around, taking care not to lose too much TUV, upon expanding on Neutral. If Syria defended Seleucia, on round 1, and put a city in it, and the win probability, on round 1, appears too low to risk it, you should alternatively pressure it as much as feasible, so to minimise the margins Syria has in holding both Antioch and Seleucia, or coordinate with Egypt to about maximise the menace on Seleucia, at the round before the one in which Egypt would be ready to attack it massively, as well (the menace, normally, would be a double strike Parthia then Egypt, with Parthia attacking it, on round 4, then Egypt, on round 5, after stacking Palmyra, on round 4). When aiming for a double strike on the Seleucia city, you should endeavour to favour reciprocal TUV destruction between Syria and Parthia, while trying to conserve the TUV of Egypt.
- Numidia should send most of its western infantries to take some or all of the productive Neutral territories in Mauretania, while sending all or most of the western horseman plus a few spearmen to take the Neutral territories in western Syrtis, with the main aim to push through to the east. Assuming Egypt didn't take the bad decision of going westward and correctly dead-zoned Paraetonium, manoeuvre to take Cyrene, on round 2, with max power plus two horsemen placed in Leptis Magna, on round 1 (of course, don't attack Cyrene if Egypt appears to be going massively westward). Trying to take Cyrene round 1 is a niche strategy, and rarely a good one, reserved for highly compromised situations. Thereafter, the usual aim would be to maximise the pressure on Egypt, and possibly contributing to its downfall. An alterative niche strategy (usually not a good one, as having Syria survive is of greater importance) is placing ships from Cyrene, for a sea borne invasion of Graecia and, particularly, Sparta, while trying either to keep some pressure on Egypt or to contain it.
(this noob guide has been written down exclusively by Cernel and refers only to regular dice gameplay of this version only and it is not necessarily correct or even representative of the point of view of most good players)

Make yourself an empire around the Mediterranean Ocean (the known world),
in the era when Hellenes, Romans and Phoenicians ruled. Choose from an arsenal of
legionaries, phalangites, onagers, cataphracts, quinqueremes, warelephants and many more.
Territory names are based on cities at the time given or
take 500 years (not easy finding names for all).

RomanAlliance AntiRomanAlliance
RomanRepublic Carthage
GreekCityStates Macedonia
Egypt Syria
Parthia Numidia

Unit size should be 87.5%.

Units Stat:

Unit name cost att def move tCost tCap artSup art blitz 2Hit notes
archer 4 1 3 1 2
axeman 3 2 1 1 2
ballista 5 4 1 1 3 true
barbarian 5 3 2 1 2 true
cataphract 7 3 3 2 3 true true
chariot 6 2 4 2 3 true
fort 6 0 4 0 - true **
horsearcher 6 2 3 3 3 true
horseman 4 2 1 2 3 true
legionary 4 2 2 1 2 true can place 1 fort if no city*
levis 3 1 2 1 2 can place 1 fort if no city*
onager 7 4 3 1 3 true
phalangite 5 2 3 1 2 true
psilos 2 0 1 1 2 true
spearman 3 1 2 1 2
swordman 4 2 2 1 2 true
warelephant 14 4 4 1 4 true true support 2 units
quinquereme 12 3 2 1 6
trireme 8 1 2 1 3
city 6 0 0 0 - factory
  • can place 1 fort per territory (self-owned at start turn) per turn outside city; not cumulative with any
    **1 per territory (self-owned at start turn) per turn placement outside city but with levis or legionary (normal placement with city)

For more TripleA maps visit this website

Modified by Veqryn and Cernel.
Map Reliefs and Sounds by Hepster and Veqryn.

Nations: Carthage RomanRepublic GreekCityStates Macedonia Egypt Syria Parthia Numidia

Units: archer axeman ballista barbarian cataphract chariot fort horsearcher horseman legionary levis onager phalangite psilos spearman swordman warelephant quinquereme trireme city

270BC 40