If you have any queries or suggestions about the rules so far please let me know. I'm pretty sure that a lot of the income and expense values will change once we kick off the live game - the ones so far are best guesses from me.
Cheers,
Keyth
Moderators: Slitherine Core, NewRoSoft, FoG PC Moderator

Good questions. You may be able to see other armies, depending on a number of factors. For instance there may be times when a forced march or sneak attack takes you by surprise. It is 'wego'. I am working on the 'strategic map' at the moment, the only real difference is that hexes are numbered A1, A2 etc. Using these, at the start of each season you can send me your armies route. For example:TheGrayMouser wrote:Checked out install # 2, looks great.
Questions:
Will all factions be able to see the other armies etc "moving" across the map? Is it "wego" ? Will we as players desginate which hexes an army moves? For example it appears an army can move max 8 hexes if it spends the supplies, do we need to plot the hex x/y coordinates of the path?
Cheers!


[quote='GrayMouser]I guess the overall feel and playability is the important thing, however my understanding is that all the way up to the horse and musket period, casualties for the defeated were heavy.... It was rare that a defeated army could rally at later point and even consider forming up for another battle...Paisley wrote:I'm wondering if winner's losses are maybe not a bit high, I'd have thought 30% maximum for winners would 'feel' right. Maybe halve the permanent loss for winners (before modifiers for territory)? But of course that might affect play balance too much.



They only become effective in the Rennaissance which is covered by the forthcoming FoG-R rules (TT announced, presumably PC in the long run if the TT rules do well enough).keyth wrote:Some lists get handgunners and light/heavy artillery. TBH, they're not that great anyhow
Cheers!


If you use hand gunners in SoA, you'll probably find they aren't terribly effective. They are like javelins that cause a -1 on a cohesion test if they get two hits. They are a little better in FoG TT since you can combine them with other shooting to get enough hits to cause the cohesion test. So basically, as far as FoG TT and PC go, they make scary amounts of noise and smoke but don't do much more than that. The 1500 A.D. end date for FoG is roughly about the time that massed arquebuses and other handguns start to do more than just being scary.TheGrayMouser wrote:Yeah I guess the end time line for SOA is just around when the arquebus made its entrance on the battle field...
I really have a hard time envisioning how handgunners were effective at all in a field battle, having basically a tube lashed to a stick, tucked under one arm and trying to apply a buring match.... doesnt really seem likly as a skirmishing type weapon.... but then again, many arsenals account for large #'s of these weapons mid 15th century, and the Burgundians under Charles had quite a few as well. I guess in field they were likly used in static field works.