Tuam is pleased to confirm that it has no current fight with Crimea - a valued ally who has kindly given us access to the scurrilous quill pushers of Utopia.iversonjm wrote:petergarnett wrote:Thats a fight with Morbio - the map has it with Triariusiversonjm wrote:
Sorry, for some reason I read "Triarius" as Morbio." I guess I'm lost as to where Triarius (Tuam) comes into it. The short answer to your question is that there is no battle between myself and Triarius. He's my ally. The Pascommuck fight is with New Englandia, and it is marked on the map in New Englandia's section. So are my fights with Morbio and Clan of the Brave. As far as I can tell, there is no campaign between myself and Triarius marked on the map. Sorry for all the confusion.
The Lost World Campaign
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3 Days of Feasting & Gaming @ Perth
Lord Claymore The Big 2-Hander announces 3 days of feasting and gaming. All are invited (except the nasty Morbious, Hidde-d-Sausage & Scary Sporran-man). Especially welcome is my fine ally Gazxtrix of Vespa Scooter.
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Re: 3 Days of Feasting & Gaming @ Perth
claymore wrote:Lord Claymore The Big 2-Hander announces 3 days of feasting and gaming. All are invited (except the nasty Morbious, Hidde-d-Sausage & Scary Sporran-man). Especially welcome is my fine ally Gazxtrix of Vespa Scooter.

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Re: 3 Days of Feasting & Gaming @ Perth
Dont be sad, let them have their sausage fest.Morbio wrote:claymore wrote:Lord Claymore The Big 2-Hander announces 3 days of feasting and gaming. All are invited (except the nasty Morbious, Hidde-d-Sausage & Scary Sporran-man). Especially welcome is my fine ally Gazxtrix of Vespa Scooter.
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Re: 3 Days of Feasting & Gaming @ Perth
It's OK Morbio - I wasn't invited eitherMorbio wrote:claymore wrote:Lord Claymore The Big 2-Hander announces 3 days of feasting and gaming. All are invited (except the nasty Morbious, Hidde-d-Sausage & Scary Sporran-man). Especially welcome is my fine ally Gazxtrix of Vespa Scooter.

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1.2.8 is out. Let the games begin!
Peter,
Do you have any general opinion whether we should or should not be using double moves by default?
Chris
Do you have any general opinion whether we should or should not be using double moves by default?
Chris
....where life is beautiful all the time
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Re: 1.2.8 is out. Let the games begin!
I didn't test the beta but read the posts. If the double moves are dependant upon command range then my opinion is the same as yours I believe - we should be using this as it is more realistic.batesmotel wrote:Peter,
Do you have any general opinion whether we should or should not be using double moves by default?
Chris
Does anyone object to it?
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Re: 1.2.8 is out. Let the games begin!
I dont believe that made it into this version....petergarnett wrote:I didn't test the beta but read the posts. If the double moves are dependant upon command range then my opinion is the same as yours I believe - we should be using this as it is more realistic.batesmotel wrote:Peter,
Do you have any general opinion whether we should or should not be using double moves by default?
Chris
Does anyone object to it?
I think it should be player choice but has to be consistant ie cant only use it when it benefits you in certain line ups that can take advantage of the db and then not wanting it when it might beneift your opponent
Dont know how that would be tracked though and of course one might want and the other not no matter what ....
Maybe the standard default should just be on....
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deeter wrote:Command range is very definately in the patch. I vote to use double moves. It's not that big of a deal and definately imporves the game.
Deeter
oh, cool, didnt realize that
What i really like is that units no longer get an xtra move hex beyond their max by causing a light to evade .....
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But there is also the corollary change that troops charging evaders will continue to the limit of their move after them (barring something else getting in the way/ Makes it a good deal more dangerous for LF with javelins to throw them at LH, or to charge skirmishers with non skirmishers when the skirmisher's supports are within charge range and not something you want to charge.TheGrayMouser wrote:deeter wrote:Command range is very definately in the patch. I vote to use double moves. It's not that big of a deal and definately imporves the game.
Deeter
oh, cool, didnt realize that
What i really like is that units no longer get an xtra move hex beyond their max by causing a light to evade .....
Chris
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Excellentbatesmotel wrote:But there is also the corollary change that troops charging evaders will continue to the limit of their move after them (barring something else getting in the way/ Makes it a good deal more dangerous for LF with javelins to throw them at LH, or to charge skirmishers with non skirmishers when the skirmisher's supports are within charge range and not something you want to charge.TheGrayMouser wrote:deeter wrote:Command range is very definately in the patch. I vote to use double moves. It's not that big of a deal and definately imporves the game.
Deeter
oh, cool, didnt realize that
What i really like is that units no longer get an xtra move hex beyond their max by causing a light to evade .....
Chris
I only had time to dl the patch prior to work and fire up one scenareo real quick to check out...
Is it me or do the graphics etc seem smoother as well?
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Well, have only played a couple turns in one game.TheGrayMouser wrote:How do you think your leaderless army will fair w double moves?Blathergut wrote:use double moves...command range is in
Speaking of which, any allies or neutrals ( ah heck even enemies) feel like some test matches w dm's before the Lost World War 2 starts?
>Like the TT, you have a first-move advantage now with the double-moves. LH especially can fly way out in front and cause the other side to slow down (but I've had said LH attacked and it never evaded

I don't think I'd worry about not getting double moves for everything. The main centre block cranks on the first turn and possibly the second. Then it slows down. Maybe a second commander so the whole line could move...will see. But the Romans need the swarms of infantry.
I'll post a game for you...password dribble...500pts...the swarm seems to work better at 600 but ah well.
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Sounds good, will get to it tonite!Blathergut wrote:Well, have only played a couple turns in one game.TheGrayMouser wrote:How do you think your leaderless army will fair w double moves?Blathergut wrote:use double moves...command range is in
Speaking of which, any allies or neutrals ( ah heck even enemies) feel like some test matches w dm's before the Lost World War 2 starts?
>Like the TT, you have a first-move advantage now with the double-moves. LH especially can fly way out in front and cause the other side to slow down (but I've had said LH attacked and it never evaded).
I don't think I'd worry about not getting double moves for everything. The main centre block cranks on the first turn and possibly the second. Then it slows down. Maybe a second commander so the whole line could move...will see. But the Romans need the swarms of infantry.
I'll post a game for you...password dribble...500pts...the swarm seems to work better at 600 but ah well.
I agree different armies do come into theri own at certain point levels, howver LW is now 500 per the great ones orders:(
uh dribble ??

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