Vae Victis III - Bellum Italicum: Closed

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Giacofa93
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Re: Vae Victis III - Bellum Italicum: Ongoing

Post by Giacofa93 »

Giacofa93 (army 8) versus markleslie (army 4)
At the start of my last turn the battle is standing at 44-49 in favour of the Carthaginians
kronenblatt
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Round 7: Concluded battles

Post by kronenblatt »

1. Salernum: kronenblatt (army 1) wins against dim30 (Campanian) 56 - 30.
2. Tarquinium: Aetius39 (army 2) wins against Dreddradish (Etruscan) 47 - 8.
6. Tauromenium: shane30 (army 6) wins against markleslie (Greek or Syracusan) 45 - 15.
7. dim30 (army 7) wins against carpenkm (army 17) 46 - 16.
8. Giacofa93 (army 8) draws with markleslie (army 4) 49 - 44.
11. Ancona: TheGrayMouser (army 11) wins against dragmio (Umbrian) 61 - 49.
13. Petelia: dragmio (army 13) wins against batesmotel (Lucanian) 56 - 22.
16. Vulci: Doyley50 (army 16) loses against Karvon (Etruscan) 14 - 41.
18. Aurinia: Dreddradish (army 18) wins against SpeedyCM (Etruscan) 62 - 0.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
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Round 7: Post-battle administration

Post by kronenblatt »

Armies 16, 17
Losing armies: Have been placed in accordance with the rules. (A player's army having lost a battle is removed from its hex and placed in the hex of an owned structure along its logistics line closest (in number of hexes) to where it lost the battle, or (failing that) in a hex adjacent to its capital (farthest away from any other armies, if no instructions are given.)

Armies 2, 7, 11, 18
Winning armies: please let me know by tomorrow (Monday, December 5) if you want to advance in accordance the rule below. (A player's army having won a battle either remains in its hex or (if giving explicit instructions thereto) moves into the adjacent hex previously occupied by a removed losing enemy army or into the adjacent hex of the Town or City that it just gained ownership of.)

Armies 4, 8
Drawing armies: have been moved two hexes away from the enemy army, in accordance with the rules.

Armies 3, 5, 9, 12, 14, 15
Reinforcement of army strength: A player army that has not lost a battle during the round and ends its move (including movement after drawn or won battle) within the ZoC of a structure that the player has owned throughout the round will reinforce its army strength.

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markleslie
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Re: Round 7: Post-battle administration

Post by markleslie »

kronenblatt wrote: Sun Dec 04, 2022 2:44 pm Losing armies: Have been placed in accordance with the rules. (A player's army having lost a battle is removed from its hex and placed in the hex of an owned structure along its logistics line closest (in number of hexes) to where it lost the battle, or (failing that) in a hex adjacent to its capital (farthest away from any other armies, if no instructions are given.)

Drawing armies: have been moved two hexes away from the enemy army, in accordance with the rules..
For an army defending it's capital to be forced away from it's capital as a result of a draw is bizarre and a worse result for the army than if it had lost the battle. The more sensible result would be for the defender to stay put at it's capital, at the source of it's supply.
markleslie
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Re: Round 7: Post-battle administration

Post by markleslie »

kronenblatt wrote: Sun Dec 04, 2022 2:44 pm Losing armies: Have been placed in accordance with the rules. (A player's army having lost a battle is removed from its hex and placed in the hex of an owned structure along its logistics line closest (in number of hexes) to where it lost the battle, or (failing that) in a hex adjacent to its capital (farthest away from any other armies, if no instructions are given.)

Drawing armies: have been moved two hexes away from the enemy army, in accordance with the rules..
For an army defending it's capital to be forced away from it's capital as a result of a draw is bizarre and a worse result for the army than if it had lost the battle. The more sensible result would be for the defender to stay put at it's capital, at the source of it's supply.
kronenblatt
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Re: Round 7: Post-battle administration

Post by kronenblatt »

markleslie wrote: Mon Dec 05, 2022 3:37 am
kronenblatt wrote: Sun Dec 04, 2022 2:44 pm Losing armies: Have been placed in accordance with the rules. (A player's army having lost a battle is removed from its hex and placed in the hex of an owned structure along its logistics line closest (in number of hexes) to where it lost the battle, or (failing that) in a hex adjacent to its capital (farthest away from any other armies, if no instructions are given.)

Drawing armies: have been moved two hexes away from the enemy army, in accordance with the rules..
For an army defending it's capital to be forced away from it's capital as a result of a draw is bizarre and a worse result for the army than if it had lost the battle. The more sensible result would be for the defender to stay put at it's capital, at the source of it's supply.
It would have been worse to lose the battle since then you would have lost the capital too.

But I see your point and you shouldn’t really need to withdraw these two hexes. Will move your army back to the capital.
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Round 8: Movement instructions

Post by kronenblatt »

Time has come for round 8'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, December 9 (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 from any of you guys until I've published my own movement instructions for army #1.

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 still 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 8: Movement Execution

Post by kronenblatt »

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Comments
  • Army 10, batesmotel: The 0 at the beginning doesn't make any difference at all.
  • Army 16, Doyley50: The 12 MP aren't sufficient to move all three hexes.
  • EDIT: Army 18, Dreddradish: I moved it incorrectly, 12 2, should have been 12 10.
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Round 8: Randomised battle opponent draws

Post by kronenblatt »

In only 1 of this round's 9 battles, one randomised opponent needs to be drawn. Results below, as before based on each player's army getting a random number between 0 and 1, ranking them based on that random number and thus obtaining an opponent where needed. Redraws are made until no player's army (whether needing a random opponent or not) will be drawn itself as opponent, with the adjustment this round and going forward that I redrew until also minimising the maximum number of games for any individual player and minimising the number of players without any games this round. All with the purpose of random draws but with a spread out distribution of games among players as much as possible.

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Round 8: Battle resolution

Post by kronenblatt »

1. Type B - Paestum: kronenblatt (army 1, 1393 FP) versus TomoeGozen (Greek or Lucanian, 1200 FP). Mediterranean Agricultural. TomoeGozen sets up.
2. Type B - Ostia: Aetius39 (army 2, 1400 FP) versus SpeedyCM (Roman, 1000 FP). Mediterranean Agricultural. SpeedyCM sets up.
3. Type B - Histonium: GeneralKostas (army 3, 1219 FP) versus carpenkm (Illyrian or Apulian, 1000 FP). Mediterranean Agricultural. carpenkm sets up.
6. Type A - shane30 (army 6, 1419 FP) versus markleslie (army 4, 1380 = 1290 + 90 FP). Mediterranean Agricultural. markleslie sets up.
7. Type A -dim30 (army 7, 1330 FP) versus carpenkm (army 17, 1202 = 1142 + 60 FP). Mediterranean Agricultural. carpenkm sets up.
9. Type B - Pisae: deeter (army 9, 1431 FP) versus Doyley50 (Etruscan, 1200 FP). Mediterranean Agricultural. Doyley50 sets up.
10. Type B - Luceria: batesmotel (army 10, 1348 FP ) versus dim30 (Apulian or Epirote, 1200 FP). Mediterranean Agricultural. dim30 sets up.
12. Type B - Petelia: TomoeGozen (army 12, 1336 FP) versus dragmio (Lucanian or Greek, 1000 FP). Mediterranean Agricultural. dragmio sets up.
16. Type B - Aurinia: Doyley50 (army 16, 1120 FP) versus Dreddradish (Etruscan, 1000 FP). Mediterranean Hilly. Dreddradish sets up.

Please note:
  • Check for your respective battles that the above (FPs and terrains) seem correct.
  • Battles to be set up by the defender in Type B battles and by the player having spent the fewest MP in Type A battles (as specified above).
  • Module: VV: Bellum Italicum v4 (please note: version 4!).
  • Scenario: Open Battle.
  • Turn limit: 24 turns.
  • Map size:
    • Type A battles: Large (40 x 32).
    • Type B battles: Medium (32 x 32).
  • Map type: as specified above.
  • Force size: as specified above (reflecting army strength and structures), but additionally see Army strength and force point adjustment in the rules.
  • Armies: see Armies and allies in battles in the rules.
  • No map re-rolls.
  • The winner, or the player having incurred the fewest casualties, reports the results in this thread.
  • Battles to be concluded and reported within an period of five weeks from now, i.e., by January 13 at latest.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
markleslie
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Re: Vae Victis III - Bellum Italicum: Ongoing

Post by markleslie »

6. Type A - shane30 (army 6, 1419 FP) versus markleslie (army 4, 1380 = 1290 + 90 FP). Mediterranean Agricultural. markleslie sets up.

Dear Enemy,

please advise on any options you wish to exercise and we can get about riding that !@#$% Fortuna into the ground.
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Re: Vae Victis III - Bellum Italicum: Ongoing

Post by TomoeGozen »

1. Type B - Paestum: kronenblatt (army 1, 1393 FP) versus TomoeGozen (Greek or Lucanian, 1200 FP). Mediterranean Agricultural. TomoeGozen sets up.

Game created and PM sent. Let battle commence... :)
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Re: Vae Victis III - Bellum Italicum: Ongoing

Post by Dreddradish »

16. Type B - Aurinia: Doyley50 (army 16, 1120 FP) versus Dreddradish (Etruscan, 1000 FP). Mediterranean Hilly. Dreddradish sets up.

Battle set up, pm sent
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Re: Vae Victis III - Bellum Italicum: Ongoing

Post by markleslie »

As per:
6. Type A - shane30 (army 6, 1419 FP) versus markleslie (army 4, 1380 = 1290 + 90 FP). Mediterranean Agricultural. markleslie sets up.

The following match is set:
shane30(1419FP) Greek with Lucanian allies versus markleslie(1380 - 25 = 1355FP) Syracusan with Mercenary allies.

Any issues or queries then please advise.

PM and password sent.
carpenkm
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Re: Vae Victis III - Bellum Italicum: Ongoing

Post by carpenkm »

GeneralKostas and Dim30 - do you want to bring any allies to your slaughter? :lol:
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Re: Vae Victis III - Bellum Italicum: Ongoing

Post by dim30 »

Epirote with apulian allies for me. Thanks Carpenkm.

10. Type B - Luceria: batesmotel (army 10, 1348 FP ) versus dim30 (Apulian or Epirote, 1200 FP). Mediterranean Agricultural. dim30 sets up.

battle ready. pw: luceria
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Re: Vae Victis III - Bellum Italicum: Ongoing

Post by Doyley50 »

Type B - Pisae: deeter (army 9, 1431 FP) versus Doyley50 (Etruscan, 1200 FP). Mediterranean Agricultural.
Battle set up,pwd1234.
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Re: Vae Victis III - Bellum Italicum: Ongoing

Post by SpeedyCM »

2. Type B - Ostia: Aetius39 (army 2, 1400 FP) versus SpeedyCM (Roman, 1000 FP). Mediterranean Agricultural. SpeedyCM sets up.

Match setup.
PW- 1234
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Re: Vae Victis III - Bellum Italicum: Ongoing

Post by carpenkm »

3. Type B - Histonium: GeneralKostas (army 3, 1219 FP) versus carpenkm (Illyrian or Apulian, 1000 FP). Mediterranean Agricultural. carpenkm sets up.

battle set up. pw: kostas
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Re: Vae Victis III - Bellum Italicum: Ongoing

Post by carpenkm »

7. Type A -dim30 (army 7, 1330 FP) versus carpenkm (army 17, 1202 = 1142 + 60 FP). Mediterranean Agricultural. carpenkm sets up.

Challenge set. pw is dim30

I added mercenaries for me and took off 25 pts.
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