Wargame Mechanics Index

Messana: The Spark That Lit a Flame (Clash of Spears scenarios and Mamertine list)

Battle begins mid-fight: opponents assign starting fatigue to each other's units, and objective control adds non-accumulating break points every turn.

Two street-fighting scenarios for Clash of Spears set in Messana in 264 BC, plus a new Mamertine army list and the Cutthroat trait. The four-player city-centre scenario replaces the engagement phase with deployments in which opponents pre-load each other's units with fatigue, adds civilians hurling tiles, and scores per-turn objective break points.

Get it from the Wargame Library Open in the index

Mechanics 7 · 0 distinctive

Forces & Unit Definition

2force

Enemies already more fatigued than cutthroat troops suffer an extra 1D6 on melee morale tests.

How it works

If an enemy unit must take a melee morale test while it has more fatigue points than the cutthroat soldiers it fights, it adds 1D6 to the test as though it had suffered an extra casualty.

If an enemy unit is forced to take a morale test from melee while they have more fatigue points than the cutthroat soldiers they are fighting, they must add 1D6 to the test
Download · p. 42 Quote verified
1force
The Mamertines listArmy lists

A new Clash of Spears list for the Campanian mercenaries holding Messana.

How it works

Line troops: javelin men (8 pts), guerrilla infantry (19 pts), hoplite infantry (24 pts) and rare slingers (8 pts), each with combat/ranged/grit/save values, weapons, armour, traits and options. The army must include a level II+ character and cannot have more characters than line units.

Your army must include at least one character of level II or higher and cannot include more characters than the total number of line units army.
Download · p. 42 Quote verified

Morale & Cohesion

2morale
Combined break points and objective break pointsArmy breakpoint

Allied forces break together, and each controlled enemy-side objective adds a break point to the enemy that turn only.

How it works

Models of both allied forces are summed for break points and casualties. At the end of each turn each objective a side controls (a model within 4" and no enemy within 4") in the enemy's half adds one break point to the enemy; these do not accumulate and can swing turn to turn. Both sides breaking together is a draw.

The objective-related break points do not accumulate from turn to turn; they must be checked at the end of each turn, counting only for that turn
Download · p. 44 Quote verified
2morale
Pre-assigned fatigue deploymentFatigue & cohesion erosion

Instead of the normal engagement phase, each side assigns starting fatigue to the opponent's deployed units.

How it works

The Carthaginian deploys and the Mamertine player then assigns four fatigue points among Carthaginian units; the Mamertine deploys and receives five from the Carthaginian; no unit may take more than two. Romans and Syracusans then deploy fresh.

After the units are deployed, the Mamertine player assigns four fatigue points among the Carthaginian units. No unit can be assigned more than two fatigue points.
Download · p. 43 Quote verified

Scenario, Campaign & Victory

2scen
Civilian populationRandom events

A natural 1 on an initiative roll brings tiles and debris down on a unit near a building.

How it works

The opposing side picks one of the roller's units within 2" of a building; it takes three missile attacks hitting on 5+ with a +1 save modifier and tests morale if needed.

Every time a player rolls a 1 before applying any modifiers on the initiative roll, a group of civilians will throw tiles and debris at the soldiers fighting the battle.
Download · p. 43 Quote verified
1scen
Four-player city fightMultiplayer structure

Romans and Mamertines face Carthaginians and Syracusans, with allies not counting as close allies.

How it works

Each player fields 700 points under muster requirements; the Fields of Blood multiplayer rules are recommended. The winner of scenario 1 gains an extra fate point in scenario 2.

This is a four-player game; all forces must observe the muster force requirements (no ad-hoc forces allowed).
Download · p. 41, 42 Quote verified

Battlefield & Environment

1env

Fog at the docks forces use of night detection ranges in the engagement phase.

How it works

Scenario 1's engagement phase is at dawn in heavy fog, so night detection ranges from the core rules apply.

The engagement phase happens at dawn, but the heavy fog impedes visibility so use the night detection ranges
Download · p. 41 Quote verified