Vae Victis II - First Punic War: Concluded

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kronenblatt
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3118
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Vae Victis II - First Punic War: Concluded

Post by kronenblatt »

This is yet another Vae Victis campaign, centred around the First Punic War (262 - 241 BC), and with participating players divided up into the two competing factions Carthago and Roma, co-operating within their faction against the other faction but operating their own armies on the map and in FoG2:Ancients battles. (In addition, Syracusae is present at start as a non-player controlled faction, with a couple of towns and cities controlled and up-for-grabs.)

There are 16 armies in total with 8 in each faction; armies #1-8 are Carthaginian, #9-16 are Roman. Players control a different number of armies, depending on their stated preferences.

Carthago delenda est! Or Roma delenda est! Depending on which stance you're taking... :)

The campaign is now concluded, ending in round 7 with a Roman victory for Aetius39, dim30, and kronenblatt scoring +28 to -1 against the Carthaginian faction (batesmotel, Challenge1, deeter, and TomoeGozen). Many thanks everyone participating!

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kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
kronenblatt
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3118
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

The Map and Only 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
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
kronenblatt
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3118
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Rules

Post by kronenblatt »

Overview

Each player represents and controls an army from either Roma or Carthago, the two factions involved in the First Punic War raging from 264 to 241 BC. Players co-operate within their faction and together fight against other faction.

The campaign ends as soon as one faction can claim victory through having fulfilled at least one of the following conditions (whichever is the earlier):
  • The number of victory points is at least +50.
  • The number of victory points is at least +30 higher than the other faction's.
  • Control over the capital of the other faction is gained.
  • All armies within the other faction are irrevocably eliminated.
  • The strength of all armies within the other faction is below 1200 FP.

Victory points

Victory points are allocated at the end of each round to the factions as follows:
  • +1 for each fought engagement (whether winning, losing, or drawing).
  • +3 for each won engagement.
  • -1 for each drawn engagement.
  • -3 for each lost engagement.
  • -1 if retreating from engagement (without fighting it).
  • +1 if enemy retreating from engagement.
  • +1 for each Town gained from another faction.
  • +2 for each City gained from another faction.
  • -1 for each Town lost to another faction.
  • -2 for each City lost to another faction.
  • -1 for each Town or City lost without surrendering (in addition to the penalty above), if the Town or City's Resilience level started at 2 or higher.

Factions

The player factions of Roma and Carthago are using the base game's army lists as follows:
  • Roma: Roman 280-220 BC, with capital at Roma.
  • Carthago: Carthaginian 262-236 BC, with capital at Carthago.
In addition, the non-player faction of Syracusae controls a number of Towns and Cities as start:
  • Syracusae: Greek (Western) 280-49 BC.
    • Syracusae only controls Towns and Cities and will never use armies unless any of those Towns and Cities are assaulted as part of sieges.
Each player controls one or several armies within its faction, as per agreement among the players, as long as the total number of armies are equal in both player factions (Roma and Carthago). If a player controls more than one army, any references to "the player's army" herein do then mean "each of the player's armies".

Players and armies within a faction are co-operating, while competing with and fighting the other faction. 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.


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 uses of Initiative points for their armies within his faction, by way of PM to the administrator.
1.2 The administrator calculates and publishes each faction's Naval Superiority levels for all the different sea zones.
1.3 All players submit movement or siege assault instructions for their armies, by way of PM to the administrator and in the form specified in GIVING ORDERS below.

2. Movement execution
Armies and navies move simultaneously, move by move, all armies and navies 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. navies' debarkation of armies into land hexes, 4. siege resolutions, 5. changes of structure control, 6. placement of armies having lost battles, 7. other updates of the map, 6. adjustment of army strength, 9. miscellaneous.


Initiative points

Armies possess one Initiative point each, that in the order giving phase of every round can be assigned to two different uses:

1. Increase its strength by 40 FP, up to but not exceeding 1600 FP, in all the army's engagements that round.
2. Improve the faction's naval dominance in a particular sea zone, allowing for more and longer naval movements of its faction's navies that round (for details and limitations, see Naval superiority under the Navies section).

If no explicit instruction is given for an army during the order giving phase of a round, the army is assumed to have selected option 1 above for that round.


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).

All players submit movement instructions for their armies, by way of PM to the administrator and in the form specified in GIVING ORDERS below. 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

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.
ZoC of Navies
  • +1 MP extra (added last, after all other adjustments) if the hex is within the ZoC of a navy from another faction.
Overall
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 and not sieged)
  • 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.
City (if controlled and not sieged)
  • 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.
Gaining, losing, and retaining control over structures
  • A faction can only gain control over a structure already controlled by another faction (i.e., by Carthago, Roma or Syracusae) through a siege (see Sieges below).
  • A faction gains control over a structure not controlled by any other faction (i.e., by none of Carthago, Roma and Syracusae), 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.
  • Navies can neither gain control over structures nor prevent any other factions' armies from gaining control over structures.

Sieges

Purpose of sieges
  • A successful siege is needed in order to gain control over a structure already controlled by another faction (i.e., controlled by Carthago, Roma or Syracusae).
Start of a siege
  • An army can, at the Siege resolution part of the Administration phase, start sieging a structure that is controlled by another faction, if that structure is within the ZoC of the army and not within the ZoC of an army from any other faction.
  • Several armies from the same faction can siege one structure.
  • Armies from only one faction can siege a structure at any point in time.
  • At the start of every new siege, the structure obtains a certain "Resilience" level that need to be brought down below 1 in order for the siege to be successful:
    • Town: -1
    • City: +2
    • Farmlands: -1
    • Marshes: +1
    • Mountains: +2
    • Adjacent to Coast hex: +1
    • Capital: +2
    • Examples:
      • Ravenna's Resilience level is 4 (City (+2) + Marshes (+1) + Adjacent to Coast hex (+1)).
      • Hipponium's Resilience level is -1 (Town (-1) + Farmlands (-1) + Adjacent to Coast hex (+1)).
  • If the structure at any time during the siege is blockaded by a of navy from another faction, its Resilience level is adjusted by -1 (basically resulting in that the structure enjoys no benefit from being "Adjacent to Coast hex").
    • Example: If Ravenna already at the start of the siege is blockaded, its Resilience level is reduced by -1, from 4 to 3.
  • Should the blockade cease, the -1 adjustment is no longer applied, but again becomes applicable if a blockade is resumed.
  • A structure with a Resilience level of 0 or lower already at start of the siege will still need to be sieged for a full round in order for the siege to be successful.
Progress of sieges and conclusion of sieges
  • Sieges are dealt with in the Siege resolution part of the Administration phase for all and only structures and armies involved in the siege for the full round (i.e., at the beginning of the round and still at the end of the round, after all engagements have been concluded).
    • A besieging army is during the round allowed to move and still continue its siege of a structure only if the army throughout the movement and without interruption keeps the sieged structure within its ZoC.
  • At the Siege resolution part of the Administration phase in each round:
    • the strength of a besieging army is reduced by 10 times the structure's Resilience level (before reduction that round and only if the Resilience level is 1 or higher), if the army is more than 12 MP distance of its faction's lines of logistics (in order to reflect attrition from lack of sufficient supplies while sieging).
    • the structure's Resilience level is reduced by 1 for every army that has been besieging it (whether assaulting or not).
      • Example: if two armies are besieging the structure the full round, its Resilience level is reduced by 2.
    • the faction of besieging army or armies gains control over the structure as soon as the Resilience level is below 1.
      • Example: For an (unblockaded) Ravenna (with start Resilience level of 4), it would take 1 army 4 rounds for a successful siege, 2 and 3 armies 2 rounds, and 4 armies only 1 round.
      • A structure with a Resilience level of 0 or lower already at start of the siege will still need to be sieged for a full round in order for the siege to be successful.
    • the siege of a structure is lifted if it is no longer within the ZoC of any armies other than from the faction controlling it.
      • This could occur if all the besieging armies lose engagement and have to either retreat (if an assault) or be removed from its hex (if a normal engagement).
    • Should a new siege be resumed, the structure obtains a new Resilience level as per above.
    • However, a siege can be "taken over" by another faction, such as in the case of structures controlled by the Syracusan faction, where a siege could start by e.g. a Roman army that later is attacked and loses to a Carthaginian army and thus is removed from its hex, and if the Carthaginian army then has the structure within its ZoC, it can decide to continue the siege at the structure's current Resilience level.
    • Please note though again that armies from several factions can never siege a structure at any point in time.
  • The faction controlling the sieged structure can at the end of the Siege resolution part of the Administration phase (i.e., after all the above has been conducted) decide to "surrender" the structure to the faction besieging it.
    • Once a structure is surrendered, control is immediately lost to the faction besieging it.
    • The benefit of surrendering a structure would be to not suffer additional VP loss, with the drawback of the besieging faction gaining control over the structure at least one round earlier than necessary.
  • Once a structure is surrendered, control is immediately lost to the faction besieging it.
  • A besieging army can at its own initiative lift its siege either through moving away from the structure (so that the structure is no longer within the ZoC of the army) or through announcing it as part of submitting instructions during the Order giving phase.
Assaults
  • Sieging armies can also assault the structure in order to attempt to gain control earlier.
  • Assaults are announced as part of submitting instructions during the Order giving phase.
  • An assault is resolved like all other "engagements" through a Field of Glory II: Ancients game considered fought out outside of the town or city walls during the Battle Resolution phase, with the following differences:
    • Map type always uses the same terrain as the hex in which the structure is located.
    • Force size of the defender equals 1400 plus (50 times the structure's current Resilience level).
      • Example: The defender of Ravenna with start Resilience level of 4 but currently at 3 would bring 1550 FP (1400 + 50 x 3) worth of units to the engagement.
    • The defender uses the army list of the faction controlling the structure but can not select any allies.
    • The attacker sets up the engagement in-game.
    • Only the assaulting army will suffer reduction of army strength from casualties in the engagement.
    • The players in the faction controlling the structure (or in the case of Syracusan-controlled structures, the faction not assaulting) decide which one of them to play the game.
  • An assault engagement can be part of a "battle" (a group of one or more engagements) like any other engagement, with some special rules applying to winning, losing, and drawing assault engagements.
  • If the assaulting army wins the assault engagement and loses no other (non-assault) engagements, the faction of assaulting army gains control over the structure.
    • If the structure is besieged and assaulted by several armies from the same faction, it suffices that one of these armies win the engagement and lose no other engagements in order to gain control over the structure
    • Armies from the same faction as the structure may come to its rescue, thus forcing the assaulting army to fight engagements in addition to the assault, which it must then not lose in order to stand a chance to gain control over the structure through its assault.
  • If the assault engagement ends in a draw, the siege continues with no retreat for the sieging army.
  • If the assaulting army loses the assault engagement, it will lift the siege and (if possible) move 2 hexes away from the structure (as long as it is not moving into the ZoC of any army or other structure of another faction).

Zones of Control (ZoC)

The ZoC of armies, navies, and structures is as follows:
  • Army = 1 hex around location for all land hexes.
  • Navy = 1 hex around location for all hexes.
  • Town = only its own location for all land hexes, 1 hex around location for Coast hexes.
  • City = 1 hex around location for all land hexes, 2 hexes around location for Coast hexes.
Sieged Towns and Cities exercise no ZoC at all.

No armies can march through the ZoC of a structure controlled by another faction (i.e., by Carthago, Roma or Syracusae) 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.

Structures not controlled by any other faction (i.e., by none of Carthago, Roma and Syracusae) do not exercise any ZoC at all and can be safely passed through. However, they need to be within the ZoC of an army at the round in order for that army's faction to gain control over the structure.


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 and not sieged;
    • extending :

      1. Land: along Road hexes to other unsieged 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. Coast: along Coast hexes to other unsieged and unblockaded Towns and Cities controlled by the faction for as long as no Coast hex along the logistics line is "interrupted", i.e., within the ZoC of another faction's navy or controlled structure; and/or
      3. Rivers: along River hexes to other unsieged Towns and Cities controlled by the faction for as long as no River hex along the logistics line is "interrupted", i.e., within the ZoC of another faction's army or controlled structure; and/or
      4. Sea zone: across sea zones from already connected Towns and Cities to other unsieged and unblockaded Towns and Cities controlled by the faction adjacent to a Coast hex in the same sea zone, extending to not more of such other Towns and Cities (as selected by the faction as part of submitting movement instructions each round) than the faction's Naval superiority level in that sea zone (i.e., with a Naval Superiority level of zero, a logistics line can not extend across that sea zone at all);
    • ending at the controlled Towns and Cities from where there are no further uninterrupted Road, Coast, or River hexes or any sea zone connection to other controlled Towns or Cities farther away.
  • Thus, a logistics line always starts at a controlled capital, branching out along uninterrupted Road, Coast, and River hexes and sea zones 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, Coast or River hexes or sea zones lead to another controlled Town or City farther away.
  • Therefore, if the faction does not control its capital or the capital is sieged, 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, Coast or River hex.
  • Extension and branches via Road hexes (point 1 above), Coast hexes (2), River hexes (3), and sea zone (4) 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 Coast hexes, and finally even further along uninterrupted Road hexes (say inland) to another controlled Town.
    • However, they can not be combined from hex to hex between any two Towns or Cities.
    • That is, the logistics line between two Towns or Cities cannot switch between Road hexes and River hexes; one logistics line between the two Towns or Cities extends strictly through Road hexes or through River hexes, not both.
    • This said, Two Cities or Cities may very well be connected through several logistics lines (and several logistic lines of one type at that), reducing the vulnerability and dependency on a single logistics line.
  • 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 Coast hexes, and then again further via Road hexes from Tarracina to Lanuvium. Please also note that Narnia is connected to Roma through Road hexes as well as River hexes. The logistics lines network however fails 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 Coast 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 Coast 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.
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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:
  • 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.
  • Allies can be selected if allowed in accordance with Allies in engagements below.
  • No map re-rolls.
  • 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. An army will suffer a -100 FP penalty per additional engagement (i.e., number of engagements in excess of the first one) that it is fighting in the same battle. For example, an army fighting only engagement in the battle will suffer no penalty of this kind in its engagement, but an army fighting two engagements in the same battle suffers a -100 FP penalty in each of these two engagements, and an army fighting three engagements in the same battle suffers a -200 FP penalty in each of these three engagements.


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
  • Only armies that begin the round not more than 6 MP distance of their factions' lines of logistics are allowed to use allies in their engagements.
  • For armies that fulfil the requirement above, allies are allowed in the following situations:
    • The faction that controls the City of Syracusae at the beginning of the round is allowed to select Greek (Western) 280 - 49 BC as allies, provided that Syracusae no longer controls any Towns or Cities.
    • Carthago is allowed to select Numidian or Moorish 341-56 BC as allies.
  • Using allies is optional for each individual engagement and not at all compulsory, and the players decide for each engagement whether to use allies or not.

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 it has won more engagements than it has lost in that battle, with the enemy faction (and all its armies involved) in that battle correspondingly then considered to have lost the battle. If both factions in a battle have an equal number of won engagements in a battle, there is no winner and hence no loser of the battle, and 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 controlled, unsieged and unblockaded structure along its logistics line closest (in number of hexes) to where it lost the battle. However, if it would need to cross a sea zone in which its faction has a Naval Superiority level of 0 in order to do so, it will instead reappear 2 hexes away from where it lost the battle, in a direction away from the enemy army or armies against which it lost, even if this means moving into the ZoC of another enemy army or navy.
    • Notwithstanding the above, an assaulting army that loses only its assault engagement is not removed.
  • drawn a battle moves 2 hexes away from the armies it fought, if possible in the direction of one of its faction's capitals (whether controlled or not) and always without moving within the ZoC of any army or navy from another faction.
    • Notwithstanding the above, a sieging army that draws in any of its engagements does not retreat.
  • 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,
    • -40 FP, if adjustment from River, and.
    • -100 FP penalty per additional engagement (e.g., -100 FP if two engagements, -200 FP if three, etc.) that an army is fighting in the same battle, applied upon all its engagements in that battle.
    • +40 FP from assigning Initiative point to this use, added after all the above up to but not exceeding 1600 FP.

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.
  • An army will suffer army strength reduction from each of its engagements.
  • The reduction amounts to:
    • 1 FP per percentage point of incurred casualties for an army winning an engagement.
    • 2 FP per percentage point of incurred casualties for an army drawing or losing an engagement.
  • 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.

Navies

General

These rules are inspired by The Naval Superiority System of The Ancient World - The Campaigns of Ancient History boardgame.

The seas are divided into six naval zones; Mare Sardoum, Mare Tuscum, Mare Tyrrhenum, Mare Africum, Mare Ionium, and Mare Adriaticum.

The borders between the sea zones are highlighted on the map through striped hexes and are deemed to belong to both sea zones.

Naval superiority

A player has in the order giving phase the opportunity to assign his army's Influence point to a particular sea zone in order to improve its naval dominance in that sea zone and allow for more and longer naval movements of its faction's armies that round.

A faction can in total not assign more Influence points to a sea zone than 1 times (for Roma) and 2 times (for Carthago, to compensate for its fewer Towns and Cities) the number of controlled unbesieged and unblockaded Towns and Cities adjacent to a Coast hex in that sea zone. Thus, if a faction controls no such Coast Towns or Cities in a sea zone, it cannot assign any Influence points at all to that sea zone.

The faction's Naval Superiority level in each sea zone equals 2; plus the faction's number of assigned Influence points to the sea zone; minus the highest number of Influence points that another faction has assigned to that sea zone, the sum always subject to a floor of zero.
For example: For Mare Tyrrhenum, Carthago has assigned 3 Influence points, Roma 2, and Syracusae 0. Carthage's Naval Superiority level in Mare Tyrrhenum is thus 3 (2 + (3 - 2) = 3), Roma's 1 (2 + (2 - 3) = 1), and Syracusae's 0 (2 + (0 - 3) = -1 but subject to floor of zero = 0 ).

Naval movement

Players may transport their armies in the form of navies across Coast and Sea hexes (not Ocean hexes). In order to do so, the player must first move his army into an unblockaded and unsieged Town or City adjacent to a Coast hex and end his round there. The naval transport and the movement of the army-become-navy will then take place the following round (given that the Town or City is still unblockaded and unsieged), with the army "becoming" a navy once it enters its first non-land (Coast or Sea) hex.

The range of the navy movement depends on the faction's Naval Superiority level in the sea zone in which the move will take place. If moving through several sea zones, the faction's Naval Superiority level in each sea zone is applied for its respective sea zones.

Each Naval Superiority point of a faction in a sea zone gives the faction 24 naval movement points (NMP) to be shared by all navies of a faction moving in that sea zone.

A navy is allowed to debark its army into a land hex with Desert, Farmlands, or Hills terrain or that contains a Town or a City that is either controlled by its faction or by no faction at all, provided that the land hex to debark into is not within the ZoC of another faction's army or controlled structure.

When debarking onto a land hex, the navy again "becomes" an army and placed in that hex, with the army completing its movement there and moving no further that round. The navy aspects and characteristics then cease to be applicable.

The cost in NMP for moving a navy into a non-land hex is as follows:
  • Coast = 1 NMP
  • Sea = 4 NMP
The cost in NMP for debarking into a land hex is as follows:
  • Town or City (whether controlled or not) = 2 NMP
  • Farmlands or Desert (if not Town or City) = 4 NMP
  • Hills (if not Town or City) = 8 NMP
No navies can move through the ZoC of a structure controlled by another faction or through the ZoC of the navy of another faction, but will then halt at the first hex that it enters the ZoC and move no further that round. In addition, if it has entered the ZoC of the navy of another faction, it fight a naval battle.

It is important that Navies do not end their movement in a Sea hex. Navies do not have to debark and again "become" an army every round, but they must then end their movement in a Coast hex and not a Sea hex, because a navy that does end a round in a Sea hex (for example, as a result of having to halt or retreat due to entering the ZoC of the navy or structure of another faction) will cause its army to be irrevocably eliminated.

Crossing straits

A "strait" is a Coast hex that is adjacent to two land hexes, separating them from each other. The most obvious examples are the hex (also the sea zone border) between Corsica and Sardinia and the four hexes between Sicilia and the Italian "toe", but basically any Coast hex being adjacent to two land hexes that are in turn not adjacent to each other constitutes a "strait".

An army may directly cross a strait without naval movement if the strait being crossed is not within the ZoC of another faction's army or a City controlled by another faction.
In addition, the Naval Superiority level of the army's faction in the strait's sea zone (or in at least one of the sea zones, if the strait to be crossed is located in several sea zones) must be at least 1.

Crossing a strait in itself costs no MP but once having crossed the strait and moved into the adjacent land hex (at the MP cost attached to its terrain), the army will be considered to have completed its movement in that land hex and will make no further movement that round.

Blockades
A Town or City located within the ZoC of a another faction's navy is "blockaded". Blockades limit (coast and sea zone) lines of logistics and also negatively adjust the Resilience levels of Towns and Cities during sieges.


Naval battles
Navies involved in the same battle
A naval battle will involve all navies from each faction that have an enemy navy within their ZoC. So for example if Carthaginian navy #1 is adjacent to Roman navies #9 and #10, and Roman navy #10 in turn is adjacent to Carthaginian navy #2, all these four navies will take part in one and the same naval battle.

Each navy's strength in battle
For each participating navy, one random number plus the faction's Naval Superiority level in the sea zone in which it's located will be applied and summed up for all the faction's navies in that battle, to form the faction's total Naval Battle Strength for that battle.

Random numbers
All armies' movement instructions are used to derive a sequence of "random" numbers, using the following algorithm: in order to get the first random number, sum up the first individual movement instruction for all 16 armies and remove the factor ten. For example, 2+4+2+2+0+2+8+0+8+0+6+0+6+0+2+12 = 54 = (5)4 = 4. Do the same to obtain the second, third, etc., random numbers, using the second, third, etc., individual movement instruction for all 16 armies, but only calculated if there is at least 3 armies have provided movement instructions for the random number in question. Random numbers are applied in the order that the navies are numbered, e.g., navy #1 (if applicable) gets the first random number, the navy with the second lowest number gets the second random number, etc.

Example:

Image

Outcome of naval battle
The Roman faction's Naval Battle Strength is deducted from the Carthaginian faction's Naval Battle Strength, the difference determining the outcome of that naval battle:

+9 or higher: Total Roman defeat: navy retreats at least 27 Coastal or Sea hexes away, plus 3 rounds of inactivity as navy
+6 to +8: Major Roman defeat: navy retreats at least 18 Coastal or Sea hexes away, plus 2 rounds of inactivity as navy
+3 to +5: Minor Roman defeat: navy retreats at least 9 Coastal or Sea hexes away, plus 1 round of inactivity as navy
-2 to +2: Draw
-3 to - 5: Minor Carthaginian defeat: navy retreats at least 9 Coastal or Sea hexes away, plus 1 round of inactivity as navy
-6 to -8: Major Carthaginian defeat: navy retreats at least 18 Coastal or Sea hexes away, plus 2 rounds of inactivity as navy
-9 or lower: Total Carthaginian defeat: navy retreats at least 27 Coastal or Sea hexes away, plus 3 rounds of inactivity as navy

A navy that:
  • lost a battle will retreat to the closest of its unbesieged and unblockaded coastal Towns and Cities the required distance away (see above), however only to a Town and City in a sea zone in which its faction has a Naval Superiority level of at least 1. Furthermore, it can only be used as army on land and not as navy for a certain number of rounds (see above).
  • draw a battle will retreat one hex away from their enemies.
  • won a battle will advance into the adjacent hex previously occupied by a losing enemy navy.
Example
Carthaginian navy #1 is adjacent to Roman navies #9 and #10, which in turn is adjacent to Carthaginian navy #2, so these four navies will form up a naval battle to be fought out.
Carthaginian navy #1: random number of 4 plus Naval Superiority of 2 = 4 + 2 = 6
Carthaginian navy #2: random number of 2 plus Naval Superiority of 2 = 2 + 2 = 4
=> Carthaginian Naval Battle Strength = 10
Roman navy #9: random number 8 plus Naval Superiority of 2 = 8 + 2 = 10
Roman navy #10: random number 2 plus Naval Superiority of 2 = 2 + 2 = 4
=> Roman Naval Battle Strength = 14
=> Net Naval Battle Strength = 10 - 14 = -4
=> Minor Carthaginian defeat: navies #1 and #2 retreat at least 9 Coastal or Sea hexes away, plus 1 will need to be inactive for 1 round as navy.
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Round 1 - Starting Locations

Post by kronenblatt »

These are the starting locations of all the 16 armies.

Image

Image
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Round 1: Order giving - Initiative points

Post by kronenblatt »

So we've placed all our armies and now in phase 1.1 (Order giving: Initiative points) of round 1.

Some information from the rules....

...Initiative points serve the purpose of allowing the factions a certain focus that round. Armies possess one Initiative point each, which can be assigned to two different uses:
1. Increase its strength by 40 FP, up to but not exceeding 1600 FP, in all the army's engagements that round.
2. Improve the faction's naval dominance in a particular sea zone, allowing for more and longer naval movements of its faction's navies that round (for details and limitations, see Naval superiority under the Navies section).

Please note that: A faction can in total not assign more Influence points to a sea zone than its number of controlled Towns and Cities adjacent to a Coast hex in that sea zone. Thus, if a faction controls no such Coast Towns or Cities in a sea zone, it cannot assign any Influence points at all to that sea zone.


Now... needless to say maybe but I point it out anyway since we're holding each other's hands and learning as we go: in this first round (at least), it's no real benefit to adjust armies' strengths (use #1 above) since it's not likely to be any fighting anyway, but more interesting to improve naval dominance in selected sea zones (use #2)... :) 8) This may and will change, as there will be fighting of course, but not quite yet, I believe.

So... Discuss within your factions and among your team members how to allocate your 8 Initiative points (1 for each army). Be ready for deeter and myself to exchange that information on Friday, March 17th, at the latest, and meanwhile think about phase 1.3 (Order giving: movement or siege assault instructions). DON*T SEND ME ANY INSTRUCTIONS BY PM!

Also: read up on the rules; at least about Initiative points, Giving Orders, Movement, and Navies, to start with.

And... don't worry: we'll all hold each other's hands to get to know and understand the rules, etc., together. This is for fun, after all! :)

Questions? Ask them here, in the campaign thread, for everyone to see question and answer.

Enjoy and Vae Victis!
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Re: Vae Victis II: First Punic War

Post by kronenblatt »

I got a question:

To add 1 point to naval influence does the army giving the point have to be next to the sea zone it wants to influence?

The answer is:

No, it can allocate its Initiative point freely to any sea zone, independent of where ever the army is located (as long as it's on the map and not irrevocably eliminated). (For example, deeter's army #1 located in the City of Carthago can allocate its Initiative point to Mare Adriaticum.)

However, please note that a faction can in total not assign more Influence points to a sea zone than its number of controlled Towns and Cities adjacent to a Coast hex in that sea zone. Thus, if a faction controls no such Coast Towns or Cities in a sea zone, it cannot assign any Influence points at all to that sea zone.
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Round 1: Initiative points and Naval Superiority

Post by kronenblatt »

Unsurprisingly, all armies' Initiative points were allocated to sea zones and resulted in Naval Superiority as follows:

Image

Now these rules (Naval movement in the Navies section) are relevant for all armies starting in a Town or City adjacent to a Coast hex:

Players may transport their armies in the form of navies across Coast and Sea hexes (not Ocean hexes). In order to do so, the player must first move his army into a Town or City adjacent to a Coast hex and end his round there. The naval transport and the movement of the army-become-navy will then take place the following round, with the army "becoming" a navy once it enters its first non-land (Coast or Sea) hex. The range of the navy movement depends on the faction's Naval Superiority level in the sea zone in which the move will take place. If moving through several sea zones, the faction's Naval Superiority level in each sea zone is applied for its respective sea zones. Each Naval Superiority point of a faction in a sea zone gives the faction 24 naval movement points (NMP) to be shared by all navies of a faction moving in that sea zone. A navy is allowed to debark its army into a land hex with Desert, Farmlands, or Hills terrain or that contains a Town or a City that is either controlled by its faction or by no faction at all, provided that the land hex to debark into is not within the ZoC of another faction's army or controlled structure. When debarking onto a land hex, the navy again "becomes" an army and placed in that hex, with the army completing its movement there and moving no further that round. The navy aspects and characteristics then cease to be applicable.

The cost in NMP for moving a navy into a non-land hex is as follows:
  • Coast = 1 NMP
  • Sea = 4 NMP

The cost in NMP for debarking into a land hex is as follows:
  • Town or City (whether controlled or not) = 2 NMP
  • Farmlands or Desert (if not Town or City) = 4 NMP
  • Hills (if not Town or City) = 8 NMP
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Round 1: movement instructions

Post by kronenblatt »

Time has come for this first round's movement instructions, for land as well as naval movement (excluding navies' debarkation of armies into land hexes).

Please send me your instructions through replying to the PM you received from me, 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, Movement, and Naval movement in the RULES.

Please all do so by Sunday, March 22, 9PM (Stockholm time) at the latest.

As mentioned earlier, I will not open any of your PMs (other than my Roman team members') until I have received such PMs from everyone and until I have published those of myself and all my team members in a PM to all participants or in this thread.

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

Still don't worry: we'll all hold each other's hands to get to know and understand the rules, etc., together. This is for fun, after all! :)

Enjoy!
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Re: Vae Victis II: First Punic War

Post by TomoeGozen »

Another question on naval movement..☺

If during my naval movement my target hex changed ownership before I attempted my landing at the now occupied town or within it's zoc (or a newly arrived army's zoc) what would happen? Would I be forced to stay at sea just off of the proposed landing spot or would I be forced to somewhere else (or something much worse!) ?

Cheers,
Dave
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Re: Vae Victis II: First Punic War

Post by kronenblatt »

TomoeGozen wrote: Mon Mar 22, 2021 7:30 am Another question on naval movement..☺

If during my naval movement my target hex changed ownership before I attempted my landing at the now occupied town or within it's zoc (or a newly arrived army's zoc) what would happen? Would I be forced to stay at sea just off of the proposed landing spot or would I be forced to somewhere else (or something much worse!) ?

Cheers,
Dave
Debarking orders are communicated and executed in phase 4. Administration, as part of its step 3. navies' debarkation of armies into land hexes. That is before e.g. step 5. changes of structure control, but at the same time rules state that you can only debark into a land hex that "... is not within the ZoC of another faction's army or controlled structure...".

So in case an enemy army has the town within its ZoC, you can not debark there since you can't debark into a land hex within the ZoC of an enemy army. But you can decide to debark in another land hex not within the ZoC of that enemy army. If you're not able or willing to debark into any other hex, you can stay as a navy at sea, because a structure or an army would never force you to retreat (only enemy navies would).

Did this answer your question?

Let's see how well the rules work out and potentially improve as and when we identify loopholes, inconsistencies, and imbalances, but this is how it currently looks at least.
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Round 1: Movement instructions and execution

Post by kronenblatt »

Image

Please let me know whether this seems ok, given your movement instructions and intentions.

Image
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Re: Vae Victis II: First Punic War

Post by batesmotel »

Andreas,

It lloks like you misread my move from Enna. I first moved 3 hexes SE across the farmland ( 4 4 4) to the road there. I then moved 3 hexes northeast (2 2 2) by road which should have put me in Catania now. I never moved towards the hex where you now show Punic army 4. I'd appreiat3e it if you would correct this.

Chris
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Re: Vae Victis II: First Punic War

Post by kronenblatt »

batesmotel wrote: Mon Mar 22, 2021 11:50 am Andreas,

It lloks like you misread my move from Enna. I first moved 3 hexes SE across the farmland ( 4 4 4) to the road there. I then moved 3 hexes northeast (2 2 2) by road which should have put me in Catania now. I never moved towards the hex where you now show Punic army 4. I'd appreiat3e it if you would correct this.

Chris
Absolutely, sorry about that: will do that change right away. Good that you checked. Everyone should do the same as well.

EDIT: now changed in post above and in first post.
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Round 1: Order giving and movement execution

Post by kronenblatt »

No armies from different factions are located within the ZoC of each other.
No battles to take place.

Navies' debarkation of armies into land hexes
Carthago: 1, 6.
Roma: 10, 11, 12, 15, 16.
=> Please advise by way of answering my PM (ideally today, Monday March 22) whether you want to debark your army into a land hex, and if yes, in which direction (2,4,6,8,10,12, as usual).
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Round 1: Order giving and movement execution

Post by kronenblatt »

Meanwhile, army #7 (Challenge1) could consider whether to start sieging the Syracusan city of Gela. Answer by way of replying to my PM please.

From the rules (under Sieges)
An army can, at the Siege resolution part of the Administration phase, start sieging a structure that is controlled by another faction, if that structure is within the ZoC of the army and not within the ZoC of an army from any other faction. At the start of every new siege, the structure obtains a certain "Resilience" level that need to be brought down below 1 in order for the siege to be successful.
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Re: Round 1: Order giving and movement execution

Post by kronenblatt »

kronenblatt wrote: Mon Mar 22, 2021 12:51 pm No armies from different factions are located within the ZoC of each other.
No battles to take place.

Navies' debarkation of armies into land hexes
Carthago: 1, 6.
Roma: 10, 11, 12, 15, 16.
=> Please advise by way of answering my PM (ideally today, Monday March 22) whether you want to debark your army into a land hex, and if yes, in which direction (2,4,6,8,10,12, as usual).
Carthaginian navies debarking:
1. No.
6. Yes, debark 4.

Roman navies debarking:
10. No.
11. Yes, debark 10.
12. Yes, debark 6.
15. No.
16. Yes, debark 4.
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Re: Round 1: Order giving and movement execution

Post by kronenblatt »

kronenblatt wrote: Tue Mar 23, 2021 7:29 am Meanwhile, army #7 (Challenge1) could consider whether to start sieging the Syracusan city of Gela. Answer by way of replying to my PM please.

From the rules (under Sieges)
An army can, at the Siege resolution part of the Administration phase, start sieging a structure that is controlled by another faction, if that structure is within the ZoC of the army and not within the ZoC of an army from any other faction. At the start of every new siege, the structure obtains a certain "Resilience" level that need to be brought down below 1 in order for the siege to be successful.
Challenge1 wrote:Tue Mar 23, 2021 12:38 pm No, I won't be sieging Gela.
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Round 1: Administration

Post by kronenblatt »

The map after navies have debarked and control over structures have changed.

Image
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kronenblatt
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3118
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Round 2: Order giving - Initiative points

Post by kronenblatt »

Discuss within your factions and among your team members how to allocate your 8 Initiative points (1 for each army), and then submit, each one of you, the allocation of Initiative points for your armies through replying to my PM by Thursday, March 23, at the latest.

I won't open any of your PMs (other than my team members') until I have received from everyone and until I have published those of myself and all my team members in a PM to all participants or in the campaign thread. (Your PM's will thus stay in your Outbox until I open them, and to my knowledge that should be safe from me secretly reading it.)

And... don't worry: we'll all hold each other's hands to get to know and understand the rules, etc., together. This is for fun, after all! :)

Questions? Ask them here, in the campaign thread, for everyone to see question and answer.


From the rules (Initiative points and Navies)

Initiative points serve the purpose of allowing the factions a certain focus that round. Armies possess one Initiative point each, which can be assigned to two different uses:

1. Increase its strength by 40 FP, up to but not exceeding 1600 FP, in all the army's engagements that round.
2. Improve the faction's naval dominance in a particular sea zone, allowing for more and longer naval movements of its faction's navies that round (for details and limitations, see Naval superiority under the Navies section).

If no explicit instruction is given for an army during the order giving phase of a round, the army is assumed to have selected option 1 above for that round.

Please note that: A faction can in total not assign more Influence points to a sea zone than its number of controlled Towns and Cities adjacent to a Coast hex in that sea zone. Thus, if a faction controls no such Coast Towns or Cities in a sea zone, it cannot assign any Influence points at all to that sea zone.

The faction's Naval Superiority level in each sea zone equals 2; plus the faction's number of assigned Influence points to the sea zone; minus the highest number of Influence points that another faction has assigned to that sea zone, the sum always subject to a floor of zero.

Each Naval Superiority point of a faction in a sea zone gives the faction 24 naval movement points (NMP) to be shared by all navies of a faction moving in that sea zone.


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batesmotel
Field of Glory Moderator
Field of Glory Moderator
Posts: 3570
Joined: Thu Mar 13, 2008 8:52 pm

Re: Vae Victis II: First Punic War

Post by batesmotel »

Questions:

"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.
Notwithstanding the above, an assaulting army that loses only its assault engagement is not removed.
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.
Notwithstanding the above, a sieging army that draws in any of its engagements does not retreat."

1) In the case of losing a battle, if the losing army cannot retreat 2 hexes away, I assume that re-appearing in its faction's capital is not affected by enemy zones of control between the hex of the battle and the capital. (I assume this doesn't apply if the capital is under siege unless on a coast and not blockaded?)

2) In the case of a drawn battle, what happens to an army that cannot retreat 2 hexes per above? Does it also have the option of reappearing in the faction's capital?

3) Is there a stacking limit on the map, e.g. can more than one army occupy a hex?

4) Does a road (or river) extending from my army to a friendly city/town constitute a logistic line or does the logistic line end at the nearest town and isn't extended beyond there despite army being on a road (or river) connected to the town?

5) How can a faction have more than one capital (as in "any of its capitals")?

6) I assume "army" includes navies as well for initiative points? If a navy is in a sea zone where it's faction has 0 movement points available, I assume it cannot move or debark. Does is suffer any negative consequences for being forces to remain at sea in the same spot?

Chris
....where life is beautiful all the time
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