Vae Victis - Tournament I: Retired

Moderators: kronenblatt, Field of Glory 2 Tournaments Managers

kronenblatt
General - Elite King Tiger
General - Elite King Tiger
Posts: 4333
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Vae Victis - Tournament I: Retired

Post by kronenblatt »

The Vae Victis campaign and this first tournament takes place in the mid-to-late fourth-century BC Italy when Rome had not achieved supremacy over the peninsula but was fighting the other regional powers for survival and dominance. Each player represents and controls an army from the Etruscan, Gallic, Greek, Roman, or Samnite factions (with two players in each faction), moving around and fighting armies from other factions at a tactical level, on a hex map of Italy, attempting to conquer each other's bases and using the terrain and structures on the map to achieve that end. Players fight for their factions' dominance over the other factions, co-operating within their factions and together competing against other factions. And above all of course, fighting it out in Field of Glory II:Ancients games!

This tournament has been discontinued.

Current situation (round 5, after executed movement)

ImageImage

Image
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
kronenblatt
General - Elite King Tiger
General - Elite King Tiger
Posts: 4333
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

The Rules

Post by kronenblatt »

Overview

Each player represents and controls an army from one of the factions of mid-to-late fourth-century BC Italy. Players fight for their factions' dominance over the other factions, co-operating within their factions and together competing against other factions.

The campaign ends as soon as one of the following conditions is fulfilled (whichever is the earlier):
  • All armies within a faction have been irrevocably eliminated.
  • The strength of all armies within a faction is below 1200 FP.
The winner of the tournament is the faction 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 Cities and Towns (with each Town counting as only 0.5).


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.

Factions

The factions available are as follows, using the army list of the TT Mod by Paul59:
  • Etruscan 330-280 BC, with capital at Arretium.
  • Roman 340-281 BC, with capital at Roma.
  • Samnite 355-272 BC, with capital at Bovianum.
  • Greek (Western) 380-281 BC, with capital at Neapolis.
  • Umbrian 490-260 BC, with capital at Hadria.
  • Gallic Lowland Tribes 390-301 BC, with capitals at Mediolanum and Verona.
  • Carthaginian 340-281 BC, with capital at Lilybaeum.
  • Syracusan 412-281 BC, with capital at Syracusae.
  • Campanian 420-281 BC.
  • Apulian 420-203 BC.
  • Bruttian or Lucanian 420-203 BC.
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:

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.


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 of Italy as portrayed a couple of centuries before the imperial era, with roads, rivers, cities, and towns included and divided up into 15-kilometer-scale hexagons.

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.


Download
  • The TT Mod v1.5.32b module is needed to set up and play battles in the Vae Victis campaign.
  • Download it for TT Mod Multiplayer in the first post of the TT Mod forum thread and install as follows:
    1. Click on the link and download.
    2. You will probably find the downloaded TT_Mod_MPV1.5.32b.rar file in your Downloads folder.
    3. Extract the TT_Mod_MPV1.5.32b.rar file to produce the TT_Mod_MPV1.5.32b folder.
    4. Cut and paste the TT_Mod_MPV1.5.32b folder into My Documents/My Games/FieldOfGlory2/MULTIPLAYER/.
  • DO NOT PUT THIS MOD IN YOUR MAIN GAME BUILD!

Starting the campaign
  • Each army is placed by its player on the map in one of its faction's controlled Towns and Cities, as starting points.
  • It is not allowed to place more than one army of the same faction in the same starting point.
  • Every individual army starts with a strength of 1600 FP.

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 first publishes the movement instructions for his faction's armies and only thereafter reads the PMs from the other factions' players and publishes them as well.

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 still are located within the ZoC of each other 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
Image
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:
  • Farmlands = 2 MP
  • Desert = 4 MP
  • Hills = 6 MP
  • Marshes = 8 MP
  • Forests = 10 MP
  • Mountains = 12 MP
Road hex
  • The costs above are halved (i.e., divided by 2) if the hex contains Road, provided that the army moves in the same direction as the Road, i.e., entering the hex through a side that the Roads pass through as well.
  • Furthermore, if the cost is halved as per the bullet point immediately above and the Road runs between two controlled Towns or Cities as part of a logistics line of the army's faction, -1 MP is subtracted from the halved cost as an additional benefit.
  • Hexes with Cities or Towns in which Roads end or intersect are also treated as containing Roads for the purpose of MP costs.
River hex
  • +1 MP extra (added after having adjusting for Roads benefit above), unless the hex also contains a City or a Town.
The cost for moving into a hex can never be lower than 1 MP or higher than 12 MP.

Peaks and Lakes are impassable.

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 different faction. However, an army can pass through a hex in which another army from the same faction is located, at that hex's normal MP cost for doing so and as long as the two armies don't end the round in the same hex.

If two or more armies from different factions are about to move into a specific hex at the same point in time, only one of them will actually be able to do so (the rest of the other armies moving no further that round), namely the army (in the priority order below):
1. having the lowest cost in MP to move into the hex (for this purpose only, without taking into account the floor of 1 MP).
2. having so far spent the fewest MP that round (i.e., before taking into account moving into the hex).
3. having the highest army strength.
4. closest (in hexes) to a controlled structure (after the move into the hex having been made).
5. of the faction with the highest score.
6. farthest to the north.
7. farthest to the west.


Structures

Towns and Cities are two 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.

Town (if controlled)
  • Provides support due to use of part of the Town's garrison, as reflected by additional FP for engagements taking place within the Town's ZoC.
    • +30 FP in location of Town.
  • Recovers strength due to reinforcement to armies that are located the entire round within the ZoC of the Town and neither moves nor fights any engagements.
    • If the Town has an uninterrupted logistics line to any of the capitals of the army's faction, army strength is recovered as follows:
      • +16 FP per round in location of Town.
    • Otherwise, army strength is recovered as follows:
      • +8 FP per round in location of Town.
  • Enables the use of an ally in engagements (from among armies allowed for the faction's army in the TT mod) as follows:
    • 1 unit from the ally's army list for each 4 full (i.e., not part of) Towns controlled (counting half as Cities) can be selected.
City (if controlled)
  • Provides support due to use of part of the City's garrison, as reflected by additional FP for engagements taking place within the City's ZoC.
    • +60 FP in location of City.
    • +30 FP 1 hex distance from location of City.
  • Recovers strength due to reinforcement to armies that are located the entire round within the ZoC of the City and neither moves nor fights any engagements.
    • If the City has an uninterrupted logistics line to any of the capitals of the army's faction, army strength is recovered as follows:
      • +32 FP per round in location of City.
      • +16 FP per round in 1 hex distance from location of City.
    • Otherwise, army strength is recovered as follows:
      • +16 FP per round in location of City.
      • +8 FP per round in 1 hex distance from location of City.
  • Enables the use of an ally in engagements (from among armies allowed for the faction's army in the TT mod) as follows:
    • 1 unit from the ally's army list for each 2 full (i.e., not part of) Cities controlled (counting double as Towns) can be selected.
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, navies, and structures is as follows:
  • Army = 1 hex around location for all land hexes.
  • Navy= 2 hexes around location for Coastal and Sea hexes.
  • Town = only its own location for all land hexes, 1 hex around location for Coastal hexes.
  • City = 1 hex around location for all land hexes, 2 hexes around location for Coastal hexes.
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.


Lines of logistics
  • Logistics lines serve the purpose of enhancing and improving (basically doubling) the level and pace of reinforcements of the strength of an army, with the logistics lines of a faction:
    • originating from all of the capitals of the faction, provided that the capital in question is controlled by its faction;
    • extending :

      1. across land: along Road hexes to other Towns and Cities controlled by the faction for as long as no Road hex along the logistics line is "interrupted", i.e., within the ZoC of another faction's army or controlled structure; and/or
      2. across water: along Coastal hexes to other Towns and Cities controlled by the faction for as long as no Coastal hex along the logistics line is "interrupted", i.e., within the ZoC of another faction's navy or controlled structure;
    • ending at the controlled Towns and Cities from where there are no further uninterrupted Road or Coastal hexes to other controlled Towns or Cities farther away.
  • Thus, a logistics line always starts at a controlled capital, branching out along uninterrupted Road and Coastal hexes to controlled Towns or Cities, each branch always ending at a controlled Town or City at which and as soon as no further uninterrupted Road or Coastal hexes lead to another controlled Town or City farther away.
  • Therefore, if the faction does not control its capital, no logistics line at all can originate from that capital.
  • In addition, interrupting a logistics line very close to the capital will cause the whole logistics line farther away to disappear.
  • The branches of the faction's logistics lines always end with the last connected Town or City, never at the last uninterrupted Road or Coastal hex.
  • Extension and branches via Road hexes (point 1 above) and Coastal hexes (2) can be combined; for example, a logistics line can extend from the capital to a controlled Town via uninterrupted Road hexes, then extend to yet another controlled Town via uninterrupted Coastal hexes, and finally even further along uninterrupted Road hexes (say inland) to another controlled Town.
  • Example: The red logistics lines network of the Romans originates at their capital Roma, extending and branching out to nearby controlled Towns and Cities via Road hexes and also to Lavinium and Tarracina via Coastal hexes, and then again further via Road hexes from Tarracina to Lanuvium. It fails however to extend beyond Sutrium since the blue Etruscan army 1 interrupts the road to controlled Volsinii. In addition, the 2-hex naval ZoC of the Etruscan-controlled City Tarquinii effectively interrupts the Coastal hexes to controlled Cosae. Note though that Antium (since being only a Town and thus only 1-hex naval ZoC) even though Etruscan-controlled fails to interrupt the coastal logistics line to controlled Tarracina and that Antium (again a Town with no land ZoC beyond its location) also fails to interrupts the logistics line extending from Tarracina to Lanuvium.
Image


Engagements and battles

Two armies from different factions that at the end of a round are located within each other's ZoC will fight a "engagement" (another expression for and in the form of a Field of Glory II: Ancients game) unless one or both armies decide to retreat.

The engagement will in Field of Glory II: Ancients be set up as follows:
  • TT Mod module.
  • Open Battle scenario.
  • Large (40 x 32) map size.
  • Map type on the terrain as specified in Map terrain of engagements below.
  • Force size for each of the two armies as adjusted in accordance with Army strength and force point adjustment below.
  • The player having spent the fewest MP that round normally sets up the engagement in-game.
  • Engagement is to be concluded within a three-week period.
  • The winner, or the player having incurred the fewest casualties, report the results in this thread.
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.
  • Farmlands = Agricultural
  • Desert = Desert
  • Hills = Hilly
  • Forests = Wooded
  • Marsh = Marshy
  • Mountains = Mountains
All terrain will be of the Mediterranean map type, e.g., Mediterranean Hilly.


Allies in engagements
  • A faction that controls Towns and Cities in sufficient numbers can use allies in all its engagements (to the extent allies are available in the TT Mod).
  • The number of units from the ally's army list depends on the number of Towns and Cities controlled:
    • Each 2 full (i.e., not part of) Cities controlled and/or each 4 full Towns (i.e., counting half as Cities) allows for 1 ally unit to be selected per engagement.
    • Example: controlling 3 Cities and 3 Towns (equivalent to 1.5 Cities), in total 4.5 Cities, allows for up to 2 ally units.
  • The ally can never be the same army as the opponent in an engagement.
    • Example: when fighting Etruscans in an engagement, Etruscans can not be selected as allies.
  • Using allies is optional for each individual engagement and not at all compulsory, even if sufficient numbers of Cities and/or Towns are controlled.
  • The factions have the following allies allowed:
    • Etruscan 330-280 BC: Samnite 355-272 BC, Umbrian 490-260 BC as allies.
    • Gallic Lowland Tribes 390-301 BC: no allies.
    • Greek (Western) 380-281 BC: no allies.
    • Roman 340-281 BC: Bruttian or Lucanian 420-203 BC, Campanian 420-281 BC as allies.
    • Samnite 355-272 BC: Apulian 420-203 BC, Campanian 420-281 BC, Etruscan 330-280 BC, Italian Hill Tribes 490-275 BC, Umbrian 490-260 BC as allies.
    • Umbrian 490-260 BC: Etruscan 330-280 BC, Samnite 355-272 BC as allies.
    • Carthaginian 340-281 BC: Greek (Western) 380-281 BC as allies.
    • Syracusan 412-281 BC: Greek (Western) 380-281 BC, Kyrenean Greek 460-322 BC, Libyan 549-301 BC as allies.

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 (at its player's choice) in a controlled structure along its faction's logistics lines at least 2 hexes away, or in any of its capitals (if controlled). If none of that is possible, the army is irrevocably eliminated.
  • drawn a battle moves 2 hexes away from the armies it fought, in the direction of one of its faction's capitals (whether controlled or not), 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.

Army strength and force point adjustment

Number of FP used in engagements
  • Each army will participate in engagements with a number of FP as follows:
    • Current army strength (1600 FP minus reductions plus reinforcements plus/minus transfers),
    • +30 or +60 FP, if adjustment from controlled Towns and Cities, and
    • -40 FP, if adjustment from River.

Reduction of army strength
  • The level of incurred casualties (as shown in the upper left corner of the screen when the Field of Glory II: Ancients game ends) from engagements will reduce the army's strength going forward.
  • The reduction amounts to 1 FP per percentage point of incurred casualties.
  • An army will suffer army strength reduction from each of its engagements.
  • The army strength reduction during a round is calculated and becomes effective only at the end of the round, once all engagements have been concluded.
  • Example 1: an army having fought two engagements in a round, suffering incurred casualties of 30% and 40% respectively, will at the end of the round get its strength additionally reduced by 70 (=30+40) FP.
  • Example 2: if the army in example 1 had already in previous rounds suffered reduced army strength of 120 FP to 1480 (=1600-120) FP, its new army strength thus becomes 1410 (=1480-70) FP.

Reinforcement of army strength
  • An army that neither moves nor fights any engagements during a round can recover strength if located the entire round within the ZoC of a controlled structure.
  • If that controlled structure has an uninterrupted logistics line to any of the capitals of the army's faction, army strength is recovered as follows:
    • Town: +16 FP per round in location of Town.
    • City: +32 FP per round in location of City, +16 FP per round in 1 hex distance from location of City.
  • Otherwise, army strength is recovered as follows:
    • Town: +8 FP per round in location of Town.
    • City: +16 FP per round in location of City, +8 FP per round in 1 hex distance from location of City.
  • The strength of an army can never increase above 1600 FP through reinforcement or any other action taken.
  • Reinforcement becomes effective at the end of the round.

Transfer of strength between armies
  • Armies within the same faction that at the beginning of a round are connected through the faction's logistics lines can transfer FP between them, increasing the strength of the receiving army and decreasing the strength of the giving army.
  • The player of the giving army provides details of the transfer as part of his movement instructions for that army.
  • Such FP then takes the full round to transfer between the armies (before arriving at the end of the same round) and is during the round not included in the strengths of any of the armies.
  • The aggregate FP transferred between two armies can never exceed 100 FP.
  • The strength of an army can never increase above 1600 FP through transfer or any other action taken.

Force point adjustment from structures and terrain

Controlled Towns and Cities
  • An army located within the ZoC of a controlled Town or City will adjust its FP for the engagement as follows:
    • Town: +30 FP in location of Town.
    • City: +60 FP in location of City, +30 FP in 1 hex distance from location of City.
Rivers
  • If at least one of the two armies in an engagement is located in a River hex (with no Town or City), the army (if any) that spent the most MP that round (until having completed its movement) will adjust its FP for the engagement as follows:
    • -40 FP.
  • If the two armies have spent an equal amount of MP, none of them will suffer a FP penalty.
  • This adjustment aims at reflecting the hazzles of an army having to attack across or along a river, reducing its combat power.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
kronenblatt
General - Elite King Tiger
General - Elite King Tiger
Posts: 4333
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

The Map

Post by kronenblatt »

Image
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
kronenblatt
General - Elite King Tiger
General - Elite King Tiger
Posts: 4333
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Vae Victis: Tournament I

Post by kronenblatt »

All ten players have now been asked to discuss within their factions where to place their factions' two armies (one for each player) at start and advise by PM to me not later than March 7. The starting point can be any of the Towns and Cities controlled by the faction, however not more than one army of the same faction in the same starting point.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
Karvon
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1654
Joined: Fri Jan 27, 2012 12:36 pm
Location: Osaka, Japan

Re: Vae Victis: Tournament I

Post by Karvon »

If any of you are interested in using Cyberboard to help visualize and manage the campaign, I've put together a gamebox and scenario file which you can use to track what's going on.

Here's a link to the zip

https://drive.google.com/file/d/1_Y7VRa ... sp=sharing

You'll need to download Cyberboard to utilize this.

https://cyberboard.brainiac.com/availabl.html

Karvon
Chaos Tourney and Little Wars Organizer, TDC V Early Medieval Coordinator
kronenblatt
General - Elite King Tiger
General - Elite King Tiger
Posts: 4333
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Starting points of armies

Post by kronenblatt »

Image

Image
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
kronenblatt
General - Elite King Tiger
General - Elite King Tiger
Posts: 4333
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Round 1: Order Giving

Post by kronenblatt »

Time has come for the first round's order giving and movement instructions and the 12 MP each of you have, from the starting locations of your armies (see previous post).
  • Roman: Tuesday March 9 (9 PM, Swedish time).
    • I will send our movement instructions in two parts, one each to two different players from another faction than ours.
  • Etruscan, Gallic, Greek, Samnite: Thursday March 11 (9 PM, Swedish time).
Please send to me through replying to my PM, and just as a simple 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).

For details, please check Giving orders and Movement in the RULES.

Any questions? Please ask them here, in the tournament thread, for everyone else to see question and answer.

And don't worry in this campaign either: we'll all hold each other's hands to get to know and understand the rules, etc., together. As I've said before: this is for fun, after all! :)
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
Karvon
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1654
Joined: Fri Jan 27, 2012 12:36 pm
Location: Osaka, Japan

Re: Vae Victis: Tournament I

Post by Karvon »

I've updated the scenario file for Cyberboard to reflect the starting positions posted.

https://drive.google.com/file/d/1bcAFda ... sp=sharing

Karvon
Chaos Tourney and Little Wars Organizer, TDC V Early Medieval Coordinator
kronenblatt
General - Elite King Tiger
General - Elite King Tiger
Posts: 4333
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Round 1: Order Giving

Post by kronenblatt »

I have now sent the Roman movement instructions to two players, so you can already now provide me with your own movement instructions, however not later than Thursday March 11 (9 PM, Swedish time).
kronenblatt wrote: Sun Mar 07, 2021 9:55 pm Time has come for the first round's order giving and movement instructions and the 12 MP each of you have, from the starting locations of your armies (see previous post).
  • Roman: Tuesday March 9 (9 PM, Swedish time).
    • I will send our movement instructions in two parts, one each to two different players from another faction than ours.
  • Etruscan, Gallic, Greek, Samnite: Thursday March 11 (9 PM, Swedish time).
Please send to me through replying to my PM, and just as a simple 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).

For details, please check Giving orders and Movement in the RULES.

Any questions? Please ask them here, in the tournament thread, for everyone else to see question and answer.

And don't worry in this campaign either: we'll all hold each other's hands to get to know and understand the rules, etc., together. As I've said before: this is for fun, after all! :)
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
kronenblatt
General - Elite King Tiger
General - Elite King Tiger
Posts: 4333
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Round 1: Order giving and movement execution

Post by kronenblatt »

Image

Image

Greek army 5 and Samnite army 9 are located within each other's ZoCs.
Greek army 6 and Samnite army 10 are located within each other's ZoCs.

Please PM me whether you want to retreat or not.

From the rules
An army is allowed to retreat from an engagement if it can move 2 hexes in the direction of one of its faction's capitals (whether controlled or not) without moving within the ZoC of any army from another faction.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
Kerait
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 156
Joined: Sun Mar 24, 2019 1:43 am

Re: Vae Victis: Tournament I

Post by Kerait »

Question: The rules say that upon losing a battle, an army is removed from its hex and placed in a controlled structure along its logistics line at least 2 hexes away. Does that mean that if an army is not on a road tile between Towns and Cities when it is defeated in the field, it will immediately be destroyed? Or it can be placed in any Town or City connected to the logistics lines running from the capitals at least 2 hexes from the site of the battle?
kronenblatt
General - Elite King Tiger
General - Elite King Tiger
Posts: 4333
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Vae Victis: Tournament I

Post by kronenblatt »

Kerait wrote: Tue Mar 09, 2021 6:25 pm Question: The rules say that upon losing a battle, an army is removed from its hex and placed in a controlled structure along its logistics line at least 2 hexes away. Does that mean that if an army is not on a road tile between Towns and Cities when it is defeated in the field, it will immediately be destroyed? Or it can be placed in any Town or City connected to the logistics lines running from the capitals at least 2 hexes from the site of the battle?
The latter. It's actually the faction's logistic line, not tbe army's. Thanks for pointing out, Kerait; will clarify the rules. EDIT: have now clarified.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
kronenblatt
General - Elite King Tiger
General - Elite King Tiger
Posts: 4333
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Round 1: Battle resolution

Post by kronenblatt »

Since neither army retreats, two "engagements" and battles will be fought:

1. Greek army 5 (TomoeGozen, 1600 FP) versus Samnite army 9 (TheGrayMouser, 1600 FP) in Mediterranean Agricultural. (TheGrayMouser sets up challenge.)
2. Greek army 6 (deeter, 1600 FP) versus Samnite army 10 (Kerait, 1600 FP) in Mediterranean Agricultural. (Kerait sets up challenge.)

Greeks have no allies available in the TT mod but Samnites have the option to use a certain number of units as allies (for which and how many, see Allies in engagements in rules), so therefore Samnite players have been asked to set up challenges.

Battles to be concluded during a three-week period, at latest on March 30. Winner reports results. OK? (Meanwhile, the rest of us remain idle.)

Enjoy!
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
TheGrayMouser
General - Carrier
General - Carrier
Posts: 4999
Joined: Sat Nov 14, 2009 2:42 pm

Re: Vae Victis: Tournament I

Post by TheGrayMouser »

Battle up Sir Tomoe the Greek, password: vegimite
No Allies
TomoeGozen
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 640
Joined: Sun Feb 24, 2019 9:37 pm

Re: Vae Victis: Tournament I

Post by TomoeGozen »

challenge accepted :-)
kronenblatt
General - Elite King Tiger
General - Elite King Tiger
Posts: 4333
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Vae Victis: Tournament I

Post by kronenblatt »

A question to all participants:

Now that there are two engagements to be fought out (for 4 players) over 2-3 weeks and the rest of you (8 players) to remain idle, are you content and "happy" with that? Or do you risk growing restless and losing interest ,and would like some adjustment to the rules, allowing for a round of movement of all armies not fighting that round? Please let me know what you think. (I'm asking the same question in the ExCoB I thread, for those participating there as well.)
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
TomoeGozen
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 640
Joined: Sun Feb 24, 2019 9:37 pm

Re: Vae Victis: Tournament I

Post by TomoeGozen »

I don't think this map has the same problem as the British one, I imagine there will be plenty of action soon.
Karvon
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1654
Joined: Fri Jan 27, 2012 12:36 pm
Location: Osaka, Japan

Re: Vae Victis: Tournament I

Post by Karvon »

I have no problem with things as is; I have enough other games to keep my entertained.

Karvon
Chaos Tourney and Little Wars Organizer, TDC V Early Medieval Coordinator
Malabar26
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 92
Joined: Sat Jan 02, 2021 4:23 am

Re: Vae Victis: Tournament I

Post by Malabar26 »

Same thing for me. The start will be slow but we should all have some action soon as the game progress and we all fight for romano-britons land. 8)
Malabar26
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 92
Joined: Sat Jan 02, 2021 4:23 am

Re: Vae Victis: Tournament I

Post by Malabar26 »

Malabar26 wrote: Sun Mar 14, 2021 11:12 pm Same thing for me. The start will be slow but we should all have some action soon as the game progress and we all fight for romano-britons land. 8)
This was supposed to be posted on the britain campaign thread, but the general thought applies to Vae Victis as well.

One question to you kronenblatt : despite the fact each player is given 3 weeks to play their matches, what's the average duration of a round in reality ?
Locked

Return to “Field of Glory II: Tournaments & Leagues”