Raid Corsica & Sardinia ?

Hannibal: Rome and Carthage in the Second Punic War is a new and innovative turn-based strategy game that puts you in command of the Carthaginian military during a period of total war over land and sea with the young Roman Republic. With this military juggernaut of the ancient world at your disposal, you will vie for control over Italy, Carthage, Spain and the Mediterranean Sea using a combination of strategic political maneuvering and sheer tactical skill both on land and sea. Play consists of two layers; the first is a strategic layer where you must prudently steer your forces to the destruction of Rome’s army and the ultimate destruction of the Republic and city itself. At your disposal are a variety of unit types and historical commanders from which to form your armies. On the tactical scale, when meeting the enemy in battle, skilled leadership and a knack for war come into play as you use a simple but engaging battle system to best your opponents.

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Chocolino
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Raid Corsica & Sardinia ?

Post by Chocolino »

OK, this is not the key theater of the game. Still curious if getting active there has any benefits for the Carthaginians? I guess you can use raiding this theater as a way to harass the Roman navy in the surrounding waters but why would you attack the island's three provinces by land?

For example: Does it hinder some Roman recruiting or help your own?

(While writing I realize that it may help you with a harbor in the Tyrrhenian Sea. So you can have a fleet operating in front of the West coast of Italy without fear of storms - unless you have an Italian port there. Anything else, though?)
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conger
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RE: Raid Corsica & Sardinia ?

Post by conger »

if you control both of the cities in sardinia you can recruit an inf there, gives you victory points, can be taken with a light force, and tie down roman forces in a sideshow. i've taken them before and outside of the tieing down part, it was more trouble than worth it seemed.
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Astyreal
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RE: Raid Corsica & Sardinia ?

Post by Astyreal »

So did the tying them down make it worthwhile then?

Also, not sure what naval flexibility it gives you either, that either of reinforcing Italy or Spain don't give you. Perhaps if you need naval units in both the med and tyrrenhian?
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Chocolino
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RE: Raid Corsica & Sardinia ?

Post by Chocolino »

Also, not sure what naval flexibility it gives you either, that either of reinforcing Italy or Spain don't give you.

I believe if the random "Storm at Sea" event hits your fleet in a sea zone where you don't have a friendly harbor, they are lost. Otherwise you can retreat into the friendly harbor. So having one of the Sardinian/Corsican ports let's you have a fleet without this fear in the Tyrrhenian Sea also during the Roman turn. This can be helpful. For example it prevents Roman leaders to slip out of besieged cities bordering this sea zone. (I read this in Gary Gardner's excellent AAR).
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mercenarius
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RE: Raid Corsica & Sardinia ?

Post by mercenarius »

Let me say that "raiding" Corsica & Sardinia also allows you to attack Roman fleets at sea in the relevant sea zones and then to return your fleet to its original sea zone. This is the only Senate permission that works like this.

This is only true for naval forces, however. If you move an army to Sardinia (or Corsica) it can't move back on that turn. Of course, why would it want to?

I agree that trying to control Sardinia is not usually worth the effort. Corsica is there because, well, it's too big to omit from the map.
James Warshawsky
Forced March Games, LLC
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Toby42
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RE: Raid Corsica & Sardinia ?

Post by Toby42 »

I've messed around with Sardinia and Corsica a little and found that they are not worth the resources spent!
Tony
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conger
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RE: Raid Corsica & Sardinia ?

Post by conger »

ORIGINAL: Asty

So did the tying them down make it worthwhile then?

Also, not sure what naval flexibility it gives you either, that either of reinforcing Italy or Spain don't give you. Perhaps if you need naval units in both the med and tyrrenhian?

On introductory level; i conquered them with 4 units plus commander, pulled out after id giving decent garrisons, and during the last quarter of the game the romans came in with a 8 unit army and took till the end to recapture: that's needless to say, a best case sen.
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