MikeC_81 wrote:He was the only legal target for you to attack unfortunately as everyone else was already engaged.
edit: It is assumed that you want to attack given that attacking gives you the chance to earn a vassal. I am not sure if you can choose not to move and force the other guy to attack you but I think it was agreed that if its your turn to move, you are attacking.
That is correct. The last two players remaining when all other armies are engaged in combat must attack each other, so the player with the lowest movement sequence number attacks the other player. All players have a combat in every turn, just like in a tournament round. There is no sitting out a turn.
William Michael, Pike & Shot Campaigns and Field of Glory II series enthusiast
Bactrian Kingdom - msaunders865 moves to attack Hsiung-nu - AlessandroD. Hsiung-nu sets up an Auto battle (1,200 FP), map type Steppe, against Bactrian Kingdom (1,100 FP)
AlessandroD wrote:Bactrian Kingdom - msaunders865 moves to attack Hsiung-nu - AlessandroD. Hsiung-nu sets up an Auto battle (1,200 FP), map type Steppe, against Bactrian Kingdom (1,100 FP)
w_michael wrote:When we play this campaign system face to face, the winner of a battle draws two movement chits from a bag, looks at them and decides which of the two he will hand over to the loser of the battle. I shortened this procedure by automatically giving the loser the lowest movement sequence number, because that is what happens 99% of the time. We have had two instances now because of this shortcut where a newly acquired vassal is lost at the beginning of the next turn. Rebellions this way seem to be too frequent, but perhaps that is just bad luck.
I have thought of three ways to address this:
1. Ignore the Rebellion Chit for vassals that became one in the previous turn.
2. Allow the winner of the battle, where the loser of the battle is their new vassal, to choose whether to keep the 12 chit for himself (no rebellion) or give it to their vassal (rebellion). This will delay the start of a new turn while he decides.
3. Do nothing; keep it as it is.
Any thoughts?
What about having a die roll with various possibilities if a rebellion chit comes up? 1 or 2 rebellion fails, 3 or 4 buy off/tribute for invader's withdrawal, 5 or 6 rebellion succeeds.
Unless there are strenuous objections I will go with option 1, no rebellions allowed on the turn immediately following becoming a vassal. I'll update the rules.
Also, the Turn 3 score sheet has been updated.
William Michael, Pike & Shot Campaigns and Field of Glory II series enthusiast
Ptolomey has eked out a marginal victory over Armenia 51-60 as the sun was preparing to set. Ptolomey lost 2 sub generals. C&C and 1 other general survived. Unsure about the general count on the Armenian end.
Thanks to RBS for being sportsmanlike and standing his army to the end. He could have easily played for a draw by putting the bulk of his forces out of reach for a successful defense but chose to not to.
As to the vassal status, like noble Hidde did for me, RBS will have free reign to attack whoever he wishes next round. I assume our Nabatean overlords will demand a sizable tithe from the spoils of war though.
My Seleucids repulsed iandavidsmith's Arab invaders 49-20 in a very awkward encounter on rough terrain. My C-in-C was not on the battlefield at the end, routed off the map, I think. There were no other general casualties.