Ruin and Conquest of Britain - Tournament I: Concluded

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kronenblatt
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Ruin and Conquest of Britain - Tournament I: Concluded

Post by kronenblatt »

... The Romans, therefore, left the country, giving notice that they could no longer be harassed by such laborious expeditions, nor suffer the Roman standards, with so large and brave an army, to be worn out by sea and land by fighting against these unwarlike, plundering vagabonds...

... No sooner were they gone, than the Picts and Scots, like worms which in the heat of mid-day come forth from their holes...

... Then all the councillors, together with that proud tyrant Wyrtgeorn, the British king, were so blinded, that, as a protection to their country, they sealed its doom by inviting in among them (like wolves into the sheep-fold), the fierce and impious Saxons, a race hateful both to God and men, to repel the invasions of the northern nations...

(De Excidio et Conquestu Britanniae (On the Ruin and Conquest of Britain) by Gildas)


The De Excidio et Conquestu Britanniae campaign takes place in the poorly documented and thus mysterious era of fifth century AD Britannia when the island was set to be abandoned by the Romans, the Brits and Welsh thus were left to fight for themselves, the Dumnonians migrated to Armorica to become Bretons, Picts and Scots-Irish started raiding more actively, and above all when the Anglo-Saxons arrived upon the Britannic shores.

Each player controls two armies from the Romano-British, Pictish, and Welsh factions (two players in each faction), moving around and fighting armies from other factions at a tactical level, on a detailed and beautiful hex map of Britain during Roman times, attempting to conquer each other's bases and using the terrain and structures on the map to achieve that end. And above all of course, fighting it out in Field of Glory II:Ancients games!

Concluded campaign (round 18, after battles)

The campaign ends in round 18 for two reasons: with the Victory Points of the Welsh faction exceeding 60 and with the Romano-British army #3's army pool falling below 1200 FP.

The winner is the Welsh faction, played by Aetius39 and carpenkm!

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Rules

Post by kronenblatt »

Overview

Each player represents and controls an army from one of the factions present during the turbulent fifth century AD of Britain, at a time when the Romans departed, the Bretons returned, the Anglo-Saxons arrived, and the Picts and Irish crossed the border to raid the lands of the Britons and the Welsh.

Players fight for the factions' dominance over the old Roman provinces of Britannia in this dramatic and violent period, co-operating within their factions and together competing against other factions.

The campaign ends as soon as (at the end of a round) a faction's number of victory points exceeds 60, the strength of at least one army is below 1200 FP and/or a faction decides to claim the kingship of Britannia. In order to claim the kingship, the faction needs to have an army located in the hex of the Fort Ruins of Derventio, without any enemy armies within its ZoC and with Derventio connected along roads without interruptions (i.e., no enemy armies' ZoCs or uncontrolled structures) to its capital.

The winner of the campaign is then the faction (among those existing and with the strength of all its armies at 1200 FP or higher) and all its players with the highest number of victory points at the end of the campaign, and if a tie, with the highest number of controlled structures.

The capitals of the factions (marked with a thick black frame on the map) are:
  • Romano-Britons: Camulodunum.
  • Welsh: Clevum.
  • Welsh: Eboracum.
Capitals cannot be moved. If a faction loses control over its capital, all its armies are irrevocably eliminated and removed from the map and the faction no longer deemed to exist.


Victory points

Victory points are allocated at the end of each round to the factions of each of the armies as follows:
  • +1 for each fought engagement (whether winning, losing, or drawing).
  • +2 for each won engagement.
  • -1 for each drawn engagement.
  • -2 for each lost engagement.
  • -1 if retreating from engagement (without fighting it).
  • +1 if enemy retreating from engagement.
  • -1 for each army having remained within the ZoC of a Hillfort or Sacred Site or a Church Monastery longer than one round in a row.
In addition, 10 victory points are at the end of the campaign given to the faction (if any) that claimed the kingship.


Factions

The factions available are:
  • Anglo-Saxons (starting points on the east coast): Praetorium, Banovallum, Branodunum, Gariannonum, Walton.
  • Romano-Britons (starting points in the centre of Britannia): Durocobrivis, Braughing, Venonis, Durobrivae (northern), Derventio (near Ratae Corieltauvorum).
  • Welsh (starting points in the western parts of Britannia): Condate, Caer Sws, Pennocrucio, Magnis, Vertis.
  • Irish (starting points on the west coast): Din Eirth, Pen Llystyn, Bremia, Nidum, Brean Down.
  • Picts (starting points in the north): Alauna, Aballava, Aesica, Coria, Arbeia (Caer Urfa).
  • Bretons (starting points on the south coast): Nemeto, Moridunum, Vingocladia, Hengistbury Head, Clausentum.
  • Romans (starting point Londinium and south-east thereof): Londinium, Novus Portus, Durobrivae (southern), Regulbium, Portus Lemanis.
The number of factions depends on the number of participating players, with several different combinations:
  • 2 players: divided up into 2 factions.
  • 3 players: divided up into 3 factions.
  • 4 players: divided up into 2 factions.
  • 6 players: divided up into 2 or 3 factions.
  • 8 players: divided up into 2 or 4 factions.
  • 9 players: divided up into 3 factions.
  • 10 players: divided up into 2 or 5 factions.
  • 12 players: divided into 3, 4 or 6 factions.
  • 16 players: divided into 4 factions.
  • 20 players: divided into 4 or 5 factions.
If 4 or more players are participating, each player controls only 1 army. If 2-3 players, it could be preferable for each player to control 2 or if desired even 3 armies, and any references to "the player's army" herein do then mean "each of the player's armies".

Which factions are participating then depends on the number of players and thus factions as well as players' collective preferences and wishes, for example:
  • 2 factions: Anglo-Saxons and Romano-Britons, or Romano-Britons and Picts, or Welsh and Irish.
  • 3 factions: Anglo-Saxons, Romano-Britons, and one of Welsh, Irish, and Picts.
  • 4 factions: Anglo-Saxons, Romano-Britons, and two of Welsh, Irish, and Picts.
  • 5 factions: Anglo-Saxons, Romano-Britons, Welsh, Irish, and Picts.
  • 6 factions: Anglo-Saxons, Romano-Britons, Welsh, Irish, Picts, and one of Bretons and Romans.
Players and armies within a faction are co-operating, while competing with and fighting other factions. Therefore, victory points are allocated to factions and not to individual players. In a similar fashion, structures are controlled by factions and not by individual players. As such, controlling mines makes it possible for all armies within a faction to select mercenaries in engagements, however always subject to the limit of number of mercenary units available applicable upon the faction as a whole in each given round. (For example, if two mines are controlled, the faction may in total use two units of mercenaries in engagements that round, allocated among the armies of the faction.)


Map

The armies of the players move around and fight armies from other factions on (the whole or part of, depending on number of players and factions) a detailed hex map showing Britannia in the end of the Roman era, with roads and different types of structures included and divided up into six-miles-scale hexagons.

Full credit and many thanks are given to its creator and designer, Jorunkun, having made it available for download HERE.

Armies are marked on the map with squares, color coded with their faction colors and numbered with their players' numbers. Control over structures is marked on the map through color-coded hexagons. Faction capitals are marked with thick black frames.

The Fort Ruins of Derventio is marked with a large frame in the form of an eight-pointed start.

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Download of Module with Armies
  • Use version 2 available for download.
  • The Conquestu Britanniae v2 module is needed to set up and play battles with the De Excidio et Conquestu Britanniae armies.
  • The module includes armies for Anglo-Saxons, Bretons, Brito-Romans, Irish, Picts, Romans, and Welsh (all based on corresponding base-game armies), plus Mercenary Warbands with certain units to potentially be available as allies to the extent Mines are controlled.
  • Download the module through the following usual steps:
    1. Click on the Download community scenarios button at the top of the main screen of the game.
    2. Select Conquestu Britanniae MP Custom Battles v2.
    3. Click on Download the Selected Campaign.
  • The mod will then be automatically saved into the the My Games\FieldOfGlory2\MULTIPLAYER\ folder, within the MP_RUIN_CONQUEST_BRITAIN_V2 subfolder.
  • (The single-player (SP) version is available for download in the same way, allowing the use of De Excidio et Conquestu Britanniae armies in battles against the AI.)

Starting the campaign

Before start of the first round, each player selects units for his army worth of 1600 FP. These are the units that at start constitutes the pool of his army, and the only units (and only as long as not eliminated or transferred to other armies within the same faction) that can be picked for his 1200 FP engagements (played out as games in Field of Glory II: Ancients) during the campaign; aside from mercenary units and units transferred from other armies within the same faction.

Each army is then placed by its player on the map in one of its faction's five starting points, with only one army in each starting point.


Rounds

Each round consists of the following four phases:

1. Order giving
1.1 All players submit movement instructions for their armies, by way of PM to the administrator and in the form specified in GIVING ORDERS below.
1.2 The administrator opens only the PMs of the players belonging to his faction and publishes these movement instructions before opening the PMs of the other players.

Movement instructions are expressed as a sequence of individual moves (e.g., 2 4 2 6 0 6), with no other symbols in between, only blanks (for easy copy-pasting by the administrator).

2. Movement execution
Armies move simultaneously, move by move, all armies at the same time and with the moves being conducted by the administrator. If any army enters the Zone of Control (ZoC) of a structure controlled by another faction or an army of another faction, it will be considered to have completed its movement and will make no further movement that round.

3. Battle resolution
The armies from different factions that are located within the ZoC of each other and/or that have the same structure within its ZoCs will fight "engagements" (the term used herein for games of battle played in Field of Glory II: Ancients), all such engagements to be simultaneously played and completed in Field of Glory II: Ancients during a period of three weeks.

4. Administration
1. Removal of armies having lost battles, 2. movement of armies having drawn or won battles, 3. changes of structure control, 4. placement of armies having lost battles, 5. other updates of the map, 6. pool adjustment calculations, 7. transfer of units between armies within a faction, etc., 8. miscellaneous.


Giving orders

Each player provides movement instructions for his army at the beginning of every round. These direction of a moves is based on the sides of the hex and the clock:
  • Move up to the right (northeast) = 2
  • Move down to the right (southeast) = 4
  • Move down (south) = 6
  • Move down to the left (southwest) = 8
  • Move up to the left (northwest) = 10
  • Move up (north) = 12
  • Stand still = 0
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Movement instructions are expressed as a sequence of individual moves, e.g., 2 4 2 6 0 6, with no other symbols in between, only blanks (for easy copy-pasting by the administrator).

In order for all other players to be comfortable with a situation in which the administrator is a player too and does not base his movement instructions on those of other players, the administrator first of all players sends his encrypted movement instructions to one player (e.g., 7 -4 0 4 5) and the decryption key (additive or subtractive adjustments for each move) to another player (-3 10 0 2 -1), which when combined reveals the administrator's actual movement instructions (e.g., 7-3 -4+10 0+0 4+2 5-1 = 4 6 0 6 4).


Movement

Each army is allocated 12 movement points (MP) at the beginning of each round.

The cost in MP for moving into a hex with a certain terrain is as follows:
  • Roads = 1 MP (in or between hexes with controlled structures (Fort Ruins and City Ruins not counted since cannot be controlled), 1.5 MP (otherwise)
  • Grassland = 2 MP
  • Farmed Land = 2 MP
  • Moors = 3 MP
  • Light Woodland = 3 MP
  • Grassland Hills = 3 MP
  • Wooded Hills = 4 MP
  • Swamp or Marsh = 5 MP
  • Dense Forest = 5 MP
  • Rugged Hills = 5 MP
  • Mountain Forest = 8 MP
  • Evergreen Mountain = 10 MP
  • Mountains = 12 MP
Mountain Peak and Snow-capped Peak are both impassable.

Hexes with structures in which Roads end or intersect are treated as Roads for the purpose of MP costs.

Furthermore, each instruction to stand still "move" (i.e., each "0" in the movement sequence) costs 1 MP.

All armies move simultaneously and spend their 12 MP, move by move and if necessary MP by MP, all armies at the same time. The moves are conducted by the administrator and presented once all armies' movements have been completed.

No army can at any point in time be located in the same hex as another army, whether from the same or from another faction. An army adjacent to a hex in which an army from even its own faction is located will, if instructed to move to that hex, halt and move no further that round.


Structures

There are a number of different structures present on the map that will have certain effects and implications and that may be of importance to be controlled or to wrest out of control from enemy factions.
  • Tower or Signal Station, Fort, Fortress: If controlled, provide defensive support, as reflected by additional FP for engagements taking place within the structure's ZoC.
    • Tower or Signal Station: +20 FP in location of Tower or Signal Station.
    • Fort: +40 FP in location of Fort, +20 FP 1 hex distance from location of Fort.
    • Fortress: +80 FP in location of Fortress, +40 FP 1 hex distance from location of Fortress, +20 FP 2 hexes distance from location of Fortress.
  • Royal Villa, Village, Town, Kingdom or Civitas Capital, City: If controlled, staying (and not moving) a full round within the structure's ZoC reinforces lost FP in the army's unit pool, IF connected through roads and other of these structures (none interrupted or controlled by another faction or any of its armies) to a controlled Kingdom or Civitas Capital or its controlled capital.
    • Royal Villa: +1 FP per round in location of Royal Villa.
    • Village: +2 FP per round in location of Village.
    • Town: +4 FP per round in location of Town, +2 FP per round 1 hex distance from location of Town.
    • Kingdom or Civitas Capital: +8 FP per round in location of Kingdom or Civitas Capital, +4 FP per round 1 hex distance from location of Kingdom or Civitas Capital.
    • City: +16 FP per round in location of City, +8 FP per round 1 hex distance from location of City, +4 FP per round 2 hexes distance from location of City.
  • Fort Ruins, Town Ruinss: "Haunted" sites that cannot be controlled by any factions but that cause armies to suffer FP penalties if fighting engagements located within ZoC of these structures.
    • Fort Ruins: -20 FP in location of Fort Ruins.
    • Town Ruins: -40 FP in location of City Ruins, -20 FP 1 hex distance from location of Ton Ruins.
  • Hillfort or Sacred Site, Church Monastery: Armies located within the ZoC of these structures may neither attack nor be attacked, but don't enjoy any potential benefits of recovering FPs (from Royal Villas, Village, Towns, Capitals, or Cities) and will suffer negative VP if remaining there longer than one round in a row.
  • Mines: If controlled, will enable the use of mercenaries as allies in engagements; 1 mercenary unit per controlled mine. Can be shared between the armies within the same faction, but not in the same round.
Gaining, losing, and retaining control over structures
A faction gains control over a structure if the structure at the end of a round (after all engagements have been concluded) is located within the ZoC of one of the faction's armies and not within the ZoC of any other faction's army. Any other faction controlling that structure will then be considered to have lost control. Thus, in order for a faction to lose control over a structure, another faction must in fact have gained control over that structure, and until that occurs the controlling faction will be considered to still control the structure.


Zones of Control (ZoC)

The ZoC of armies and of different structures is as follows:
  • Army = 1 hex around location.
  • Royal Villa and Village = only its own location.
  • Town and Kingdom or Civitas Capital = 1 hex around location.
  • City = 2 hexes around location.
  • Fort ruins = only its own location.
  • City ruins = 1 hex around location.
  • Hillfort or Sacred Site = only its own location.
  • Church Monastery = 1 hex around location.
  • Tower or Signal Station = only its own location.
  • Fort = 1 hex around location.
  • Fortress = 2 hexes around location.
  • Mines = only its own location.
No armies can march through the ZoC of a structure controlled by another faction or through the ZoC of the army of another faction, but will then halt at the first hex that it enters the ZoC and move no further that round. If an army at the beginning of a round is located within the ZoC of a structure controlled by another faction and if its first movement to another hex is still within the ZoC of that structure, it can move no further than to that one hex within the ZoC before halting again for the remainder of the round.


Engagements and battles

Two armies from different factions that at the end of a round are located within each other's ZoC and/or have the same structure within their respective ZoCs will fight an "engagement" (another expression for and in the form of a Field of Glory II: Ancients game with 1200 FP worth of units in each army).

The engagement will in Field of Glory II: Ancients be set up as follows:
  • Conquestu Britanniae v2 module (downloaded in-game).
  • Open Battle scenario.
  • 32 x 32 map size.
  • Map type on the terrain as specified in Map terrain of engagements below.
  • 2000 FP force size (although only 1200 FP (adjusted for any effects from the Tower or Signal Station, Fort, Fortress, Fort Ruins, and Town Ruins structures) can be spent on units).
  • However, please note again that (despite the 2000 FP force size set up), units are selected for only 1200 FP, plus/minus any adjustments from Tower or Signal Station, Fort, Fortress, Fort Ruins, and Town Ruins structures.
  • The (adjusted) 1200 FP will also need to be used for any FP costs for mercenary units (if available).
  • Only units from the two armies' respective pools of still available (i.e., neither eliminated nor transferred) units and mercenary units (to the extent available) can be selected.
  • Thus, engagements are fought with (around) 1200 FP worth of units on each side, and the 2000 FP set up is used only to make units of a sufficient number selectable, whether with or without allies.
  • The player having spent the fewest MP that round normally sets up the engagement in-game.
  • The winner, or the player having incurred the fewest casualties, reports the results in this thread.
Mercenaries as allies
  • A faction can in total select four plus twice as many units of mercenaries as the number of Mines that it controls at the beginning of the round, to be distributed among its armies during that round.
  • However, a maximum of six mercenary units can be used by an army in any individual engagement.
  • Examples:
    • If seven Mines are controlled by the faction, it can select up to eighteen (4 + 2x7 = 18) mercenary units as a whole for its armies during a round, but for no individual army more than six mercenary units.
    • If no Mines are controlled by the faction, it can still select up to four mercenary units as a whole for its armies during a round, distributed among its armies.
  • The mercenary units are made available through choosing Mercenary Warbands as Allies when setting up the Field of Glory II: Ancients game.
Battles

A "battle" consists of one or more engagements between armies from two different factions.

Normally one battle involves only one engagement and thus only one army from each of two factions, but it may consist of several individual engagements involving several armies from each of the two factions, if and to the extent that more than one army from one faction has at least an army from the other faction in common as opponent in engagements.

For example, if two different armies from the same faction are both fighting the same army from a different faction, both these two individual engagements make up the same "battle". If in addition one of these two armies are fighting yet another army from that different faction, that Field of Glory II: Ancients is included in the battle as well.

Other examples (with armies A, B, and C being from one faction, and X, Y, and Z from another):
1. A is fighting X, B is fighting Y, and C is fighting Z in three separate battles, since none of the armies from one faction has an army from the other faction in common.
2. A fighting X as well as Y, B fighting Y, and C fighting Z results in one battle including three engagements; A vs. X, A vs. Y, and B vs. Y (since A and B have Y in common as opponent), whereas C vs. Z is still a separate battle.
3. A fighting X as well as Y, B fighting Y as well as Z, and C fighting Z results in one battle including all these five engagements (since A and B have Y in common as opponent, and B and C have Z in common).

This means that each army can be involved in several engagements but only in one battle each round.


Map terrain of engagements

The engagement played out in Field of Glory II: Ancients will use the map type and terrain of the location of the army having spent the fewest MP that round (until having completed its movement), or if both armies have spent the same amount of MP that round, in falling priority order in the list below.
  • Grassland = Agricultural
  • Farmed Land = Agricultural
  • Grassland Hills = Hilly
  • Dense Forest = Wooded
  • Rugged Hills = Hilly
  • Light Woodland = Wooded
  • Swamp or Marsh = Marshy
  • Moors = Marshy
  • Mountain Forest = Wooded
  • Wooded Hills = Hilly
  • Mountains = Mountains
  • Evergreen Mountain = Mountains
All terrain will use North European.


Outcomes and effects of engagements and battles

The results of the individual outcomes of all the engagements within a battle will determine the total outcome of the battle, which in turn will affect whether control of structures is changed and armies are moved from the locations.

A faction and all its armies involved in that battle are considered to have won a battle against an enemy faction if at least one of the faction's engagements in that battle is won and none are lost, with the enemy faction (and all its armies involved) in that battle then considered to have lost the battle. If there is no winner and hence no loser of a battle, the battle is considered to be a draw for the involved factions and armies.

An army having:
  • lost a battle is removed from its hex and placed in the hex of a tower or signal station, fort, fortress, town, capital, or city of its choice that is controlled by its faction as well as without interruption connected by roads and controlled structures to its faction's capitals, or, if none of these available, in its faction's capital.
  • drawn a battle moves 2 hexes away from the armies it fought, in the direction of one of its faction's starting points or controlled structures, always without moving within the ZoC of any army from another faction.
  • won a battle either (at its player's choice) remains in its hex or moves into the adjacent hex previously occupied by a removed losing enemy army. If more than one army wishes to move into the same hex, the army with the lowest incurred casualties will make the move and if a tie the army with the highest inflicted casualties will make the move. If still a tie, no army will move into that hex.

Depletion and reinforcement of the army pools

Depletion

The level of incurred casualties (as shown in the upper left corner of the screen when the Field of Glory II: Ancients game ends) will deplete the pools of the armies; 1 FP per percentage point of incurred casualties; and potentially require the removal of units from the pool.

At the end of each round, units equivalent of the army's total level of depletion (i.e., the sum from all its engagements that round) will need to be removed. However, in order to not always having to remove cheaper units, the removal can be postponed and aggregated to a later round and the depletion level saved until other (by definition, more expensive) units can be removed instead. At that time only the expensive units having become available are then eligible for removal, and not the cheaper units that were available already when removal was postponed. Removal of units can therefore be postponed for as long as, but not longer than, there are units in the pool whose FP cost is higher than the army's aggregate depletion level. Once units have been removed from the pool in this way, the army's aggregate depletion level is reduced with the corresponding FP's of the removed units.

Once a unit is selected for elimination, it is removed from the pool and irrevocably gone (unless reinstated as part of the army recovering FP nearby a Royal Villa, Village, Town, Kingdom or Civitas Capital, or City, see below).

Armies within the same faction can freely transfer units between their pools but such transferred units will need one full round before arriving, during which time they are not in any of the pools of the armies.

Mercenary units are never considered included in the pool of an army and can thus never be selected for removal from the army's pool.

Reinforcement

Units can be reinstated to the pool, and the level of depletion (whether postponed or not) reduced and FP lost in the pool, through the army staying (and not moving) a full round within the ZoC of a controlled Royal Villa, Village, Town, Kingdom or Civitas Capital, or City (see Structures for details). This will recover FP to the army's pool up to but never above 1600 FP, the number of FP recovered per round depending on the structure.

Only units originally selected and at start constituting the pool of an army can be reinstated to that army; neither mercenary units nor units transferred from armies within the same faction.
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The Map

Post by kronenblatt »

This map is presented without army locations and control of structures for easier read of structure types, names, road routes, etc.

It can also be downloaded HERE if you prefer it in higher quality.

Image
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Re: Ruin and Conquest of Britain: Tournament I

Post by kronenblatt »

Please also note this clarification to the rules (the green part added):

The cost in MP for moving into a hex with a certain terrain is as follows:
Roads = 1 MP (in or between hexes with controlled structures (Fort Ruins and City Ruins not counted since cannot be controlled), 1.5 MP (otherwise)


For example, if both Mamucium and Calcaria (in Brigantes, up north) are controlled, the Fort Ruins (Cambodunum) in between the two can be safely ignored and is not a requirement to be controlled.
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Re: Ruin and Conquest of Britain: Tournament I

Post by kronenblatt »

Please also note this change to the rules (the green part added):

Royal Villa, Village, Town, Kingdom or Civitas Capital, City: If controlled, staying (and not moving) a full round within the structure's ZoC reinforces lost FP in the army's unit pool, IF connected through roads and other of these structures (none interrupted or controlled by another faction or any of its armies) to a controlled Kingdom or Civitas Capital or any of its controlled starting points.

I made this change in order to reflect that some factions start with a lot of controlled structures, and some with few or even none (other than their starting points), and so that it's possible to build "supply lines" from the starting points, at least to start with.
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Starting Points and Army Pools

Post by kronenblatt »

Image

Image
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Starting Point

Post by kronenblatt »

Image
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Round 1: Order giving and movement execution

Post by kronenblatt »

Movement instructions, round 1:

Image

As expressed on the map:

Image
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Aetius39
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Re: Ruin and Conquest of Britain: Tournament I

Post by Aetius39 »

Sorry but can you perhaps have the armies as a pure white or so, as it's really hard to see them on the map. If it's too much a bother then don't worry about it.^^
Creator of "There Can Be Only One" tournaments in Field of Glory 2.
kronenblatt
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Re: Ruin and Conquest of Britain: Tournament I

Post by kronenblatt »

Aetius39 wrote: Thu Mar 04, 2021 2:04 pm Sorry but can you perhaps have the armies as a pure white or so, as it's really hard to see them on the map. If it's too much a bother then don't worry about it.^^
Yes, I'd like to have the armies in the faction colours. How's the quality of the map if you download it and then open it on your computer, zooming in there?
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Malabar26
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Re: Ruin and Conquest of Britain: Tournament I

Post by Malabar26 »

Hello,

I would like details about the rule of gaining control of a structure, specifically about the city since it has a 2 hex ZOC. Does that means that you have to spend 2 turns to move close enough to the City for it to be in the ZOC of your army ? Or do you gain control of it by having your army in the City's ZOC with no enemy armies around ?
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Re: Ruin and Conquest of Britain: Tournament I

Post by kronenblatt »

Malabar26 wrote: Thu Mar 04, 2021 3:48 pm Hello,

I would like details about the rule of gaining control of a structure, specifically about the city since it has a 2 hex ZOC. Does that means that you have to spend 2 turns to move close enough to the City for it to be in the ZOC of your army ? Or do you gain control of it by having your army in the City's ZOC with no enemy armies around ?
Hi there.

Currently it's the former, i.e., you have to spend 2 turns to move close enough to the City for it to be in the ZOC of your army.

However, I wonder if that's too tough? What do you guys think?

Maybe could relax that a little, such as adding "unless moving towards the structure within its ZoC".
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Re: Ruin and Conquest of Britain: Tournament I

Post by TomoeGozen »

It seems to me that it might be better if armies have a zoc of 2 hexes and all buildings/villages/cities etc only 1 hex. I would have thought a mobile field army would be more of threat to enemy movement than a structure.
For a large zoc for structures I guess you could rationalise it as the troops getting distracted by looting etc when they get close to structures (especially towns and cities)?
Malabar26
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Re: Ruin and Conquest of Britain: Tournament I

Post by Malabar26 »

I'm not against a 2 turns rule to take a city. I guess it could represent a city being sufficiently defended and supplied to try to sustain a siege while waiting for a relief force.

But this question should be resolved quickly because I just noticed that Camulodunum is a city and I see Aetius's Anglo-Saxons went right for it, without being stopped by the ZOC. :P
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Re: Ruin and Conquest of Britain: Tournament I

Post by kronenblatt »

Malabar26 wrote: Thu Mar 04, 2021 5:27 pm I'm not against a 2 turns rule to take a city. I guess it could represent a city being sufficiently defended and supplied to try to sustain a siege while waiting for a relief force.

But this question should be resolved quickly because I just noticed that Camulodunum is a city and I see Aetius's Anglo-Saxons went right for it, without being stopped by the ZOC. :P
Yes, and I did nothing to stop it... Awkward since being in same faction as Aetius39 and all... 8) :lol:

No hidden intentions there: just didn't know my own rules well enough yet. Sorry about that.
TomoeGozen wrote: Thu Mar 04, 2021 4:54 pm It seems to me that it might be better if armies have a zoc of 2 hexes and all buildings/villages/cities etc only 1 hex. I would have thought a mobile field army would be more of threat to enemy movement than a structure.
For a large zoc for structures I guess you could rationalise it as the troops getting distracted by looting etc when they get close to structures (especially towns and cities)?
Could make sense with armies having 2 hexes ZoC, all else remaining the same. If I change to that, would anyone want to adjust their movements in any way?
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Re: Ruin and Conquest of Britain: Tournament I

Post by TomoeGozen »

I'm not sure it feels right being able to control a town from 2 hexes away...
I think the 2 hex zoc for armies only works against other armies.
Maybe we leave as is for now and see how it goes?
Malabar26
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Re: Ruin and Conquest of Britain: Tournament I

Post by Malabar26 »

TomoeGozen wrote: Thu Mar 04, 2021 6:52 pm Maybe we leave as is for now and see how it goes?
I agree with that.
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Re: Ruin and Conquest of Britain: Tournament I

Post by kronenblatt »

Malabar26 wrote: Thu Mar 04, 2021 6:56 pm
TomoeGozen wrote: Thu Mar 04, 2021 6:52 pm Maybe we leave as is for now and see how it goes?
I agree with that.
OK, let's do that. I'll adjust Aetius39's position.
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Round 1: Administration

Post by kronenblatt »

No battles this round.

Administration involves the following changes to control:
  • Anglo-Saxon Army 2: Village (from Romano-British).
  • Romano-British Army 3: Village (from Welsh).
  • Romano-British Army 4: Mine.
  • Pictish Army 5: Fort.
  • Welsh Army 8: Mine.
Map updated to the following:

Image
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Re: Ruin and Conquest of Britain: Tournament I

Post by pompeytheflatulent »

Could you post the due dates for movement orders here instead of via pm?
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