Far Beyond Britannia (FaBB): Closed

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kronenblatt
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Far Beyond Britannia (FaBB): Closed

Post by kronenblatt »

Far Beyond Britannia is a VERY SIMPLE tactical campaign for 2-4 players set in the mid-second century AD between Romans and Caledonians, during the reign of Antoninus Pius.

The player controls three armies, either Roman (24 BC - 196 AD) or Caledonian (50-225 AD), moving and fighting enemy armies (of course, fighting it out in Field of Glory II:Ancients games!) on the far northern part of the beautiful and detailed hex map (same source map as ExCoB) created by Jorunkun, from Hadrian’s Wall in the south to the Moray Firth in the north. Hence, the name “Far Beyond Britannia”!

This campaign has been closed.
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The Current Map

Post by kronenblatt »

This map shows the most updated situation of the campaign.

Image
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Re: Idea for a SIMPLE Roman-Caledonian campaign: thoughts?

Post by angusosborne »

I'll let you know after I play in your more complicated campaign.
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Re: Idea for a SIMPLE Roman-Caledonian campaign: thoughts?

Post by kronenblatt »

angusosborne wrote: Thu Jul 07, 2022 1:15 am I'll let you know after I play in your more complicated campaign.
Ha ha! That’s right! :)
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Rules

Post by kronenblatt »

Overview

Each player controls three armies from either the Romans or the Caledonians, the two factions involved in the Roman conquest attempts of far northern Britannia taking place in the mid-second century AD. Players co-operate within their faction and together fight against other faction.

The campaign runs for up to 12 rounds (being 6 rounds after the round in which the first battle has taken place), but ends as soon as one faction upon conclusion of a round can claim victory through having at least one army located in a hex adjacent to the enemy faction's defense line; the Hadrian Wall for the Romans and the Loch Ness area for the Caledonians.

If, upon conclusion of these 6 rounds, no faction has claimed victory, the campaign will end and the winning faction will be the one with an army closest (in number of hexes) the enemy faction's defense line. If a tie between closest armies, then second-closest armies, and so on, will determine the winner.


Factions

The player factions of Romans and Caledonians are using the base game's army lists as follows:
  • Romans: Roman 24 BC - 196 AD.
  • Caledonians: Caledonian 50 - 225 AD.
Each player controls three armies within its faction, so that the total number of armies are equal in both player factions (Romans and Caledonians). Any references to "the player's army" herein do then mean "each of the player's armies".

Roman armies
  • Roman army 1: XLegione.
  • Roman army 2: XLegione.
  • Roman army 3: XLegione.
  • Roman army 4: Dreddradish.
  • Roman army 5: Dreddradish.
  • Roman army 6: Dreddradish.
Caledonian armies
  • Caledonian army 11: Linko.
  • Caledonian army 12: Linko.
  • Caledonian army 13: Linko.
  • Caledonian army 14: kronenblatt.
  • Caledonian army 15: kronenblatt.
  • Caledonian army 16: kronenblatt.
Players and armies within a faction are co-operating, while competing with and fighting the other faction.


Map

The armies of the players move around and fight armies from other factions on a detailed hex map of far-north Britannia.

Armies are marked on the map with squares, numbered and color coded with their faction colors; RED for Romans and YELLOW for Caledonians.

Defense line hexes are highlighted with the faction colors.


Starting the campaign
  • Each army is placed by the campaign administrator on the map in a hex of its own defense line; the Hadrian Wall for the Romans and the Loch Ness area for the Caledonians.
  • It is not allowed to place more than one army of the same faction in the same starting point.

Rounds

Each round consists of the following four phases:

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

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 an army of another faction, it will be considered to have completed its movement and will make no further movement that round.

3. Battle resolution
The armies from different factions that are located within the ZoC of each other 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.

4. Administration
1. Removal of armies having lost battles this round.
2. movement of armies having drawn or won battles this round.
3. placement of armies having lost battles the previous round.
4. 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).

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:
  • Roads = 1 MP for Roman armies,1.5 MP for Caledonian armies
  • Grassland = 2 MP
  • Farmed Land = 2 MP
  • Moors = 3 MP
  • Light Woodland = 3 MP
  • Grassland Hills = 3 MP
  • Wooded Hills = 4 MP
  • Swamp or Marsh = 5 MP
  • Dense Forest = 5 MP
  • Rugged Hills = 5 MP
  • Mountain Forest = 8 MP for Roman armies, 6 MP for Caledonian armies
  • Evergreen Mountain = 10 MP for Roman armies, 6 MP for Caledonian armies
  • Mountains = 12 MP for Roman armies, 6 MP for Caledonian armies

Rivers and Lakes (only if lacking Roads and any structures)
  • River (thinner light blue) = In addition to the terrain costs above, it will cost +1 MP to move into a hex with a River that runs through the hex (i.e., touches two non-adjacent sides of the hex).
  • Lake (thicker light blue) = In addition to the terrain costs above, it will cost +2 MP to move into a hex with a Lake if the hex lacks a River and the Lake covers the hex from side to side (i.e., touches two non-adjacent sides of the hex).
Mountain Peak and Snow-capped Peak are all impassable.

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

The movement cost for entering a hex is floored at 1 MP and capped at 12 MP.

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

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

No army can at any point in time be located in the same hex as another army, whether from the same or from 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 so far spent the fewest MP that round (i.e., before taking into account moving into the hex).
2. having the lowest cost in MP to move into the hex.
3. located in the hex with the lowest MP cost.
4. farthest to the west.


Zones of Control (ZoC)

The ZoC of an army is 1 hex around its location.

No armies can march 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.


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.
  • 24 turns turn limit.
  • Wide (40 x 32) map size.
  • Map type on the terrain as specified in Map terrain of engagements below.
  • 1600 FP Force size for each of the two armies, adjusted as applicable in accordance with the below:
    • -60 FP penalty per engagement that an army is fighting in the same battle, applied upon all its engagements in that battle.
    • -40 FP for the one of the two armies (if any) that has spent more MP than its opponent army that round, if at least one of the two armies in the engagement is located in a River hex, and
      • If both players have spent the same amount of MP, none of them will suffer the River penalty.
    • +60 FP if located in the hex of a Fortress.
  • +40 FP if located in the hex of a Fort or of Fort Ruins.
  • +20 FP if located in the hex of a Tower or Signal Station or any other structure not mentioned above (e.g., Village, Hillfort or Sacred Site).
  • No allies.
  • 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 four-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 -60 FP penalty per engagement it is fighting that round. For example, an army fighting only one engagement in the battle will suffer -60 FP penalty of this kind in its engagement, but an army fighting two engagements in the same battle suffers a -120 FP penalty in each of these two engagements, and an army fighting three engagements in the same battle suffers a -180 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.
  • Grassland = Agricultural
  • Farmed Land = Agricultural
  • Grassland Hills = Hilly
  • Dense Forest = Wooded
  • Rugged Hills = Hilly
  • Light Woodland = Wooded
  • Swamp or Marsh = Marshy
  • Moors = Marshy
  • Mountain Forest = Wooded
  • Wooded Hills = Hilly
  • Mountains = Mountains
  • Evergreen Mountain = Mountains

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 armies are moved from their 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 (at least one each) in a battle, the faction with the most armies involved in the battle is considered the winner, and if there is an equal number of armies from both sides involved in the 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, stays off the map during the next round, and is then not until the end of that next round (in phase 4.3) placed in a hex (of its player's choice) between its own defense line and the enemy army closest to that defense line, and at least 4 hexes away from all enemy armies.
  • drawn a battle moves 2 hexes away from the armies it fought, in the direction of its own defense line, if possible 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.
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Far Beyond Britannia - New player!

Post by kronenblatt »

XLegione joins as a Roman player. Welcome, Stefano!
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Far Beyond Britannia - New player!

Post by kronenblatt »

Linko joins as a Caledonian player. Welcome, Elliot!
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Re: Far Beyond Britannia - New player!

Post by kronenblatt »

Dreddradish joins as a Roman player. Welcome!
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Round 1: Movement instructions

Post by kronenblatt »

So now we're starting as agreed...

... time has come for round 1's order giving and movement instructions and the 12 MP each of your armies have.

Please send to me through replying to my PM by Friday August 5 (9 PM, Swedish time) at the latest, 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). I will not open the PMs for any of the Roman armies until I've published the movement instructions for the Caledonian armies.

Roman armies
  • Roman army 1: XLegione.
  • Roman army 2: XLegione.
  • Roman army 3: XLegione.
  • Roman army 4: Dreddradish.
  • Roman army 5: Dreddradish.
  • Roman army 6: Dreddradish.
Caledonian armies
  • Caledonian army 11: Linko.
  • Caledonian army 12: Linko.
  • Caledonian army 13: Linko.
  • Caledonian army 14: kronenblatt.
  • Caledonian army 15: kronenblatt.
  • Caledonian army 16: kronenblatt.
For details, please check Giving orders and Movement in the RULES.

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

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! :)

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Round 1: Caledonian moves

Post by kronenblatt »

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Round 1: Executed movements

Post by kronenblatt »

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Round 2: Movement instructions

Post by kronenblatt »

Time has come for round 2's order giving and movement instructions and the 12 MP each of your armies have.

Please send to me through replying to my PM by Monday August 8 (9 PM, Swedish time) at the latest, 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). I will not open the PMs for any of the Roman armies until I've published the movement instructions for the Caledonian armies.

Roman armies
  • Roman army 1: XLegione.
  • Roman army 2: XLegione.
  • Roman army 3: XLegione.
  • Roman army 4: Dreddradish.
  • Roman army 5: Dreddradish.
  • Roman army 6: Dreddradish.
Caledonian armies
  • Caledonian army 11: Linko.
  • Caledonian army 12: Linko.
  • Caledonian army 13: Linko.
  • Caledonian army 14: kronenblatt.
  • Caledonian army 15: kronenblatt.
  • Caledonian army 16: kronenblatt.
For details, please check Giving orders and Movement in the RULES.

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

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! :)

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kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
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Round 2: Caledonian moves

Post by kronenblatt »

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Round 2: Executed movements

Post by kronenblatt »

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Round 3: Movement instructions

Post by kronenblatt »

We're keeping up the pace here...

... Time has come for round 3's order giving and movement instructions and the 12 MP each of your armies have.

Please send to me through replying to my PM by Sunday August 14 (9 PM, Swedish time) at the latest, 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). I will not open the PMs for any of the Roman armies until I've published the movement instructions for the Caledonian armies.

Roman armies
  • Roman army 1: XLegione.
  • Roman army 2: XLegione.
  • Roman army 3: XLegione.
  • Roman army 4: Dreddradish.
  • Roman army 5: Dreddradish.
  • Roman army 6: Dreddradish.
Caledonian armies
  • Caledonian army 11: Linko.
  • Caledonian army 12: Linko.
  • Caledonian army 13: Linko.
  • Caledonian army 14: kronenblatt.
  • Caledonian army 15: kronenblatt.
  • Caledonian army 16: kronenblatt.
For details, please check Giving orders and Movement in the RULES.

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

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! :)
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
kronenblatt
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Round 3: Caledonian moves

Post by kronenblatt »

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Round 3: Executed movement

Post by kronenblatt »

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Round 4: Caledonian moves

Post by kronenblatt »

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Round 4: Executed movement

Post by kronenblatt »

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Round 5: Caledonian moves

Post by kronenblatt »

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