Falling Sky leverages the COIN Series system to highlight Caesar’s triumph of “divide and conquer”. In the third of our four peeks into its faction roles, we hear of the strengths and weaknesses of the Celts who personified the local propensity alternatively to side with or against the invader….
The Aedui Confederation
Your Nation. The Romans call you preeminent in influence among Gauls. With Caesar’s help, that is how you intend to keep it. You will win by surviving the revolt with more allied tribes than any other.
Relations. Militarily, you are the weakest—use it to your advantage. Caesar believes himself the great diplomat, balancing Gallic factions; you must out-negotiate him. The Romans need you and cannot afford to have you join the Great Revolt. Be a friend of Rome until the moment is right to grab your own dominance of Celtica. Unlike Caesar, you are on home ground. Offer the local help and Resources that he needs; in return, the Romans need only Subdue the warlike Tribes that threaten you most—why after all, Caesar and the Senate share that interest with the Aedui!
War. While weaker than the Arverni or Belgae, you too can Rally Allies and Warbands to your Confederation and ready your Citadels to resist attack, March to maneuver your armies and spread your Hidden agents, Raid to augment your Resources, and Battle when necessary. But your republic cannot manage as many numbers in the field, nor has it produced a great chieftain who excels at war. Watch for the opportunity for Diviciacus or Convictolitavis to buttress your Capabilities, but you have no Vercingetorix or Ambiorix to lead campaigns.
Talents. Fear not, there is strength too in what you do not have: no death blow can be dealt you by taking down a leader; nor do you have to worry lest your Special Abilities be limited by the reach of any leader’s personal presence. You have the wealth and Celtic clout anywhere to Suborn a Tribe and multiple Warbands to join you or—if already allied with an enemy—to go home in peace instead. With access to the borders of the Roman world, you can Trade for ample Resources—particularly if Caesar agrees to it. Should you need to fight an army (and one day the Romans may come for you), you like the other Gauls and the Germans can Ambush it.
Auguries. To grow and to defend your interests, keep small numbers of your Warbands Hidden among your enemies: their ability to Suborn will be more powerful than any army that you can mass for Battle. When you can, Trade and grow rich—Control of the Sequani can help here and hold the Romans’ Supply Line south from their campaigns in Belgica. Watch the Romans’ stock of Resources compared to your own. Give them what they need to steer them; then do not neglect to do the same for the Arverni or Belgae if advantageous. But keep one eye on the other Gauls: the Belgae or Arverni each can quickly become an overwhelming host, and it cannot be for Romans alone to contain them. If the war goes well for you, Caesar may send Legions to subdue your Allies: take it in stride. You know Gaul and know that alliances shift easily—you are ever a willing friend to Rome.
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