Fortified Camps

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brodrick
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Fortified Camps

Post by brodrick »

I am new to FoG and am tring to figure out the camp for the armies.

I realize that it is to be protected, but am unable to find the advantages to keeping it alive during the battle beyond the points loss.

Does a camp give the army any advantages such as bonuses or special abilities?

How does the fortified camp option fight in combat?

Sorry for the simple questions. Pages numbers in the main rule book would suffice, if there are restrictions on posting actual rules.

Thanks!
DavidT
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Post by DavidT »

The first thing I would suggest is printing oou the player's index from the resources page of this site - it's much better than the index in the book and will show you where to find all the various rules about camps (or supply camps as they are refered to in the index).

The camp doesn't have to be protected (fortified). Only a small number of armies have compulsory fortified camps (Roman armies generally). For most other armies the choice is optional. Unlike DBM, camps never fight.

If you choose not to fortify your camp, then any enemy Battle Group (BG) which moves into contact with it will sack it. The effect of being sacked is the same for every army - it counts as 2 of the atrition points necessary to break the army. Therefore the impact is worse for a small army than a larger one.

If it is fortified, then when an enemy BG moves into contact with the camp, it must roll a die, requiring a 6 to sack the camp if the BG is mounted and a 5 or 6 if the BG is on foot. The BG will roll every turn it is in contact with the camp, so even a fortified camp should fall eventually. However, this gives the owning player a chance to maybe rescue the camp by charging the BG in contact with the camp.

If you have the choice, whether you fortify your camp or not depends on many factors. In my Late Republican Roman army, I have a compulsory fortified camp. I don't believe that it has ever been sacked. Therefore I would rather not fortify it and use the 24 points for another BG of troops. However, the fact that it is fortified probably deters people from trying to sack it - so maybe the points cost is worth it. Generally, however, my experience is that people don't fortify their camp if they have the option.

I Hope this helps.
brodrick
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Post by brodrick »

It does. Thank you for helping to connect the dots.
eldiablito
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to clarify the order of events

Post by eldiablito »

Just to clarify, because I had something like this happen last week... Here is the sequence of events in order:
1) you move your troop into contact with the baggage camp.
2) complete movement, shooting and melee as normal.
3) in the joint action phase, you make a CMT for the BG in contact with the enemy's camp.
4) if you pass the CMT, you pick up the camp and get to move normally in your next bound. The camp is finally sacked.
5) if you fail the CMT, the camp is not picked up and you have to try again in the enemy's bound. The camp is not actually sacked.

Assuming I am correct, if the camp is not sacked, the enemy has a chance to turn around and charge your flanks or rear (this could take several failed CMTs, but I've seen even less likely events in this game)! At this point, I assume that the camp is not removed and your BG is now in serious jeopardy. In my case, last week, I made the CMT and bugged out before his Hoplites could turn to face my Light Horse, but it was a real possibility and one that you shouldn't rule out.
david53
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Re: to clarify the order of events

Post by david53 »

eldiablito wrote:Just to clarify, because I had something like this happen last week... Here is the sequence of events in order:
1) you move your troop into contact with the baggage camp.
2) complete movement, shooting and melee as normal.
3) in the joint action phase, you make a CMT for the BG in contact with the enemy's camp.
4) if you pass the CMT, you pick up the camp and get to move normally in your next bound. The camp is finally sacked.
5) if you fail the CMT, the camp is not picked up and you have to try again in the enemy's bound. The camp is not actually sacked.

Assuming I am correct, if the camp is not sacked, the enemy has a chance to turn around and charge your flanks or rear (this could take several failed CMTs, but I've seen even less likely events in this game)! At this point, I assume that the camp is not removed and your BG is now in serious jeopardy. In my case, last week, I made the CMT and bugged out before his Hoplites could turn to face my Light Horse, but it was a real possibility and one that you shouldn't rule out.
True but thinking ahead can save the problum TBH I would take the camp if theres no enemy troops within two bounds, anything less and you are risking it. in the games I have played I have never been caught by an enemy BG while sacking their camp.
Dave
recharge
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Post by recharge »

I have run with both fortified and unfortified camps. IMHO the points for a fortified camp are better spent on troops.

When the enemy ride up to your camp and roll a "6" on the first try................................


Happens waaay too often :oops:


John
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Post by Blathergut »

But then, when they run up to it and 4 turns later are still trying... :wink:

And a fortified camp can be used aggressively. Position it so that it helps to anchor one flank. Enemy will have to fight their way through to get past it.
philqw78
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Re: to clarify the order of events

Post by philqw78 »

eldiablito wrote:Just to clarify, because I had something like this happen last week... Here is the sequence of events in order:
1) you move your troop into contact with the baggage camp.
2) complete movement, shooting and melee as normal.
3) in the joint action phase, you make a CMT for the BG in contact with the enemy's camp.
4) if you pass the CMT, you pick up the camp and get to move normally in your next bound. The camp is finally sacked.
5) if you fail the CMT, the camp is not picked up and you have to try again in the enemy's bound. The camp is not actually sacked.

Assuming I am correct, if the camp is not sacked, the enemy has a chance to turn around and charge your flanks or rear (this could take several failed CMTs, but I've seen even less likely events in this game)! At this point, I assume that the camp is not removed and your BG is now in serious jeopardy. In my case, last week, I made the CMT and bugged out before his Hoplites could turn to face my Light Horse, but it was a real possibility and one that you shouldn't rule out.
Just to clarify here. The camp may still be on table but is lost, as are the 2 attrition points, as soon as enemy touch it.
phil
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petedalby
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Post by petedalby »

Just to clarify here. The camp may still be on table but is lost, as are the 2 attrition points, as soon as enemy touch it.
But not if it's fortified Phil - you still have to roll in the JAP.
Pete
philqw78
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Post by philqw78 »

IIRRC you roll in the melee phase to get past the defenders and loot a fortified camp. Having passed this roll the camp is looted and the AP lost. You roll in the JAP to stop looting after having got through the fortifications, having passed this roll the camp is removed.
phil
putting the arg into argumentative, except for the lists I check where there is no argument!
petedalby
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Post by petedalby »

IIRRC you roll in the melee phase to get past the defenders and loot a fortified camp.
Quite right! Page 88 - you dice in the melee phase to sack a fortified camp.
Pete
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Post by guthroth »

Quick side question if I may.

I don't have my book to hand - what size are camps ?

Pete
philqw78
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Post by philqw78 »

80x120 in 15mm
phil
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Post by Legionbuilder »

Plus camps can be fun to build and paint - they add a lot of color to the board - of course I had to borrow one from Chuck Hines for the first month that I play FOG. I have about 8 of them now - various flavors and descriptions - mostly roman. If you are building your first one - try to build it with regular size 40X40 bases or two 40X120 large bases - so it will store easier in your storage box. I made that mistake twice
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