Overview
Each player represents a faction, starting out controlling only one Town or City (being its capital throughout the campaign) and controlling one or more armies from one of the fifteen cultures involved in the
Bellum Italicum during the late fourth or early third century B.C.
The campaign
ends as soon as
one faction can claim victory through controlling the capital of at least two other player factions and connected to its lines of logistics,
provided always that the player faction must still control its own capital in order to be able to claim victory. If two or more player factions claim victory in the same round, the winner is the player faction with the highest number of controlled Towns and Cities (each Town with other cultures than the player faction's culture counting only as 0.5).
Download
- The VV: Bellum Italicum v1 module is needed to set up and play battles with the appropriate main armies and allies.
- Download the module through the following usual steps:
1. Click on the Download community scenarios button at the top of the main screen of the game.
2. Select Vae Victis III Bellum Italicum MP v1.
3. Click on Download the Selected Campaign.
- The mod will then be automatically saved into the the My Games\FieldOfGlory2\MULTIPLAYER\ folder, within the MP_BELLUM_ITALICUM_V1 subfolder.
- (The single-player (SP) version is available for download in the same way, allowing the use of Vae Victis III Bellum Italicum armies in battles against the AI.)
Factions
The cultures are using the base game's army lists as follows:
- Apulian: Apulian 420-203 BC (allies: Epirote, Greek, Lucanian, Samnite, Campanian, Latin, Umbrian, Syracusan, Hill Tribes, Mercenary)
- Campanian: Campanian 420-281 BC (allies: Epirote, Greek, Apulian, Samnite, Lucanian, Latin, Illyrian Syracusan, Hill Tribes, Mercenary)
- Carthaginian: Carthaginian 340-281 BC (allies: Epirote, Greek, Lucanian, Samnite, Campanian, Latin, Apulian, Syracusan, Hill Tribes, Mercenary)
- Epirote: Pyrrhic 280-275 BC (allies: Greek, Apulian, Lucanian, Hill Tribes, Syracusan, Samnite, Campanian, Latin, Illyrian, Mercenary)
- Etruscan: Etruscan 330-280 BC (allies: Gallic, Umbrian, Illyrian, Latin, Samnite, Roman, Campanian, Greek, Hill Tribes, Mercenary)
- Gallic: Gallic 300-101 BC (allies: Etruscan, Umbrian, Illyrian, Latin, Samnite, Roman, Campanian, Greek, Hill Tribes, Mercenary)
- Greek: Greek 460-281 BC (allies: Carthaginian, Syracusan, Lucanian, Campanian, Samnite, Roman, Epirote, Apulian, Hill Tribes, Mercenary)
- Italic Tribal: Italian Hill Tribes 490-275 BC (allies: Gallic, Etruscan, Umbrian, Carthaginian, Syracusan, Greek, Samnite, Roman, Apulian, Mercenary)
- Illyrian: Illyrian 680 BC - 25 AD (allies: Umbrian, Gallic, Etruscan, Apulian, Samnite, Roman, Latin, Campanian, Hill Tribes, Mercenary)
- Latin: Latin 490-338 BC (allies: Roman, Campanian, Hill Tribes, Etruscan, Samnite, Umbrian, Illyrian, Apulian, Gallic, Mercenary)
- Lucanian: Bruttian or Lucanian 420-203 BC (allies: Epirote, Greek, Carthaginian, Samnite, Campanian, Latin, Apulian, Syracusan, Hill Tribes, Mercenary)
- Roman: Roman 340-281 BC (allies: Latin, Campanian, Hill Tribes, Etruscan, Samnite, Umbrian, Illyrian, Apulian, Gallic, Mercenary)
- Samnite: Samnite 355-272 BC (allies: Apulian, Campanian, Hill Tribes, Illyrian, Latin, Umbrian, Roman, Lucanian, Greek, Mercenary)
- Syracusan: Syracusan 412-281 BC (allies: Epirote, Greek, Lucanian, Samnite, Campanian, Latin, Apulian, Carthaginian, Hill Tribes, Mercenary)
- Umbrian: Umbrian 490-260 BC (allies: Illyrian, Gallic, Etruscan, Apulian, Samnite, Roman, Latin, Campanian, Hill Tribes, Mercenary)
In addition, there is a sixteenth army list available:
- Mercenary: Greek (Mercenary) 460-281 BC (no allies)
Each player controls one or several armies within its faction, as per agreement among the players, as long as the total number of armies are equal in all players' factions. If a player controls more than one army, any references to "the player's army" herein do then mean "each of the player's armies".
Players and armies within a faction are co-operating, while competing with and fighting the other faction. Therefore, victory points are allocated to factions and not to individual players. In a similar fashion, structures are controlled by factions and not by individual players.
Map
The armies of the players move around and fight armies from other factions on the detailed hex map of Italy as portrayed a couple of centuries before the imperial era, with roads, rivers, cities, and towns included and divided up into 15-kilometer-scale hexagons.
Armies are marked on the map with squares, all white and numbered with their players' numbers. Control over structures is marked on the map through hexagons with players' numbers, with capitals highlighted with an additional frame around the hexagon.
Starting the campaign
- Each army is placed by its player on the map in a hex adjacent to its faction's capital.
- Every individual army starts with a strength of 1600 FP.
Rounds
Each round consists of the following four phases:
1. Order giving
All players submit movement instructions for their armies, by way of PM to the administrator and in the form specified in GIVING ORDERS below.
2. Movement execution
Armies move simultaneously, move by move, all armies at the same time and with the moves being conducted by the administrator. If any army enters the Zone of Control (ZoC) of a uncontrolled structure or an army of another faction, it will be considered to have completed its movement and will make no further movement that round.
3. Battle resolution
- "Engagements" (the term used herein for games of battles played in Field of Glory II: Ancients) will be fought in the following situations:
3.1 Armies from different player factions are located within the each other's ZoCs (Type A engagement), or
3.2 A structure not controlled by any player faction and an army from a player faction are located within each other's ZoCs(Type B engagement).
- The player faction army will then fight an engagement in its hex against an army with the culture of that structure (controlled by a player from a different faction), in a fight over control over the structure.
- All such engagements to be simultaneously played and completed in Field of Glory II: Ancients during a period of three weeks.
4. Administration
1. Removal of armies having lost battles, 2. movement of armies having drawn or won battles, 3. changes of structure control, 4. placement of armies having lost battles, 5. other updates of the map, 6. adjustment of army strength, 7. miscellaneous.
Giving orders
Each player provides movement instructions for his army at the beginning of every round. These direction of a moves is based on the sides of the hex and the clock:
- Move up to the right (northeast) = 2
- Move down to the right (southeast) = 4
- Move down to the left (southwest) = 8
- Move up to the left (northwest) = 10
Movement instructions are expressed as a 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).
All players submit movement instructions for their armies, by way of PM to the administrator and in the form specified in GIVING ORDERS below. The administrator opens only the PMs of the players belonging to his faction and publishes these movement instructions before opening the PMs of the other players.
Movement
Each army is allocated 12 movement points (MP) at the beginning of each round.
The cost in MP for moving into a hex with a certain terrain is as follows:
Road hex
- The costs above are halved (i.e., divided by 2) if the hex contains Road, provided that the army moves in the same direction as the Road, i.e., entering the hex through a side that the Roads pass through as well.
- Furthermore, if the cost is halved as per the bullet point immediately above and the Road runs between two controlled Towns or Cities as part of a logistics line of the army's faction, -1 MP is subtracted from the halved cost as an additional benefit.
- Hexes with Cities or Towns in which Roads end or intersect are also treated as containing Roads for the purpose of MP costs.
River hex
- +1 MP extra (added after having adjusting for Roads benefit above), unless the hex also contains a City or a Town.
Overall
The cost for moving into a hex can never be lower than 1 MP or higher than 12 MP.
Peaks and
Lakes are impassable.
Each instruction to
stand still "move" (i.e., each "0" in the movement sequence) costs 1 MP.
All armies move simultaneously and spend their 12 MP, move by move and if necessary MP by MP, all armies at the same time. The moves are conducted by the administrator and presented once all armies' movements have been completed.
No army can at any point in time be located in the same hex as another army, whether from the same or from different faction. However, an army can pass through a hex in which another army from the
same faction is located, at that hex's normal MP cost for doing so and as long as the two armies don't
end the round in the same hex.
If two or more armies from
different factions are about to move into a specific hex at the same point in time, only one of them will actually be able to do so (the rest of the other armies moving no further that round), namely the army (in the priority order below):
1. having the lowest cost in MP to move into the hex (for this purpose only,
without taking into account the floor of 1 MP).
2. having so far spent the fewest MP that round (i.e.,
before taking into account moving into the hex).
3. having the highest army strength.
4. closest (in hexes) to a controlled structure (
after the move into the hex having been made).
5. of the faction with the highest score.
6. farthest to the north.
7. farthest to the west.
Crossing straits
A "
strait" is a Coast hex that is adjacent to two land hexes, separating them from each other. The most obvious examples are the four hexes between Sicilia and the Italian "toe", but basically any Coast hex being adjacent to two land hexes that are in turn not adjacent to each other constitutes a "
strait".
An army may directly cross a strait even if the hex on the other side of the strait being crossed is within the ZoC of another faction's army, but it must not be within the ZoC of an uncontrolled Town or City or a move into the location of another faction's army.
Crossing a strait in itself costs no MP but once having crossed the strait and moved into the adjacent land hex (at the MP cost attached to its terrain), the army will be considered to have completed its movement in that land hex and will make no further movement that round.
Structures
Towns and Cities are two different structures present on the map that will have certain effects and implications and that may be of importance to be controlled or to wrest out of control from enemy factions.
Town (if controlled)
- Provides support due to use of part of the Town's garrison, as reflected by additional FP for engagements taking place within the Town's ZoC.
- +30 FP in location of Town.
- Recovers strength due to reinforcement to armies that are located the entire round within the ZoC of the Town and neither moves nor fights any engagements.
- If the Town has an uninterrupted logistics line to any of the capitals of the army's faction, army strength is recovered as follows:
- +16 FP per round in location of Town.
- Otherwise, army strength is recovered as follows:
- +8 FP per round in location of Town.
City (if controlled)
- Provides support due to use of part of the City's garrison, as reflected by additional FP for engagements taking place within the City's ZoC.
- +60 FP in location of City.
- +30 FP 1 hex distance from location of City.
- Recovers strength due to reinforcement to armies that are located the entire round within the ZoC of the City and neither moves nor fights any engagements.
- If the City has an uninterrupted logistics line to any of the capitals of the army's faction, army strength is recovered as follows:
- +32 FP per round in location of City.
- +16 FP per round in 1 hex distance from location of City.
- Otherwise, army strength is recovered as follows:
- +16 FP per round in location of City.
- +8 FP per round in 1 hex distance from location of City.
Gaining, losing, and retaining control over structures
- A player faction gains control over a structure controlled by another player faction, if the structure at the end of a round (after all engagements have been concluded, fighting armies moved or removed, etc.) is located within the ZoC of one of the faction's armies and not within the ZoC of any other faction's army.
- A player faction gains control over a structure not controlled by any player faction only if the player faction has won the battle over that structure, that structure is (at the end of the round) still within the ZoC of one of the faction's armies, and not within the ZoC of any other faction's army.
- Any other faction controlling that structure will then be considered to have lost control.
- Thus, in order for a faction to lose control over a structure, another faction must in fact have gained control over that structure, and until that occurs the controlling faction will be considered to still control the structure.
Zones of Control (ZoC)
The ZoC of armies and structures is as follows:
- Army = 1 hex around location for all land hexes.
- Town = only its own location for all land hexes, 1 hex around location for Coast hexes.
- City = 1 hex around location for all land hexes, 2 hexes around location for Coast hexes.
No armies can march through the ZoC of a structure not controlled by its faction or through the ZoC of the army of another faction, but will then halt at the first hex that it enters the ZoC and move no further that round. If an army at the beginning of a round is located within the ZoC of a structure controlled by another faction and if its first movement to another hex is still within the ZoC of that structure, it can move no further than to that one hex within the ZoC before halting again for the remainder of the round.
Lines of logistics
- Logistics lines serve the purpose of enhancing and improving (basically doubling) the level and pace of reinforcements of the strength of an army, with the logistics lines of a faction:
- originating from the capital of the faction;
- extending :
1. Land: along Road hexes to other Towns and Cities controlled by the faction for as long as no Road hex along the logistics line is "interrupted", i.e., within the ZoC of another faction's army or an uncontrolled structure; and/or
2. Coast: along Coast hexes to other Towns and Cities controlled by the faction for as long as no Coast hex along the logistics line is "interrupted", i.e., within the ZoC of a structure controlled by another faction; and/or
3. Rivers: along River hexes to other Towns and Cities controlled by the faction for as long as no River hex along the logistics line is "interrupted", i.e., within the ZoC of another faction's army or an uncontrolled structure; and/or
4. Sea zone: across sea zones from already connected Towns and Cities to other unsieged and unblockaded Towns and Cities controlled by the faction adjacent to a Coast hex in the same sea zone, extending to not more of such other Towns and Cities (as selected by the faction as part of submitting movement instructions each round) than the faction's Naval superiority level in that sea zone (i.e., with a Naval Superiority level of zero, a logistics line can not extend across that sea zone at all);
- ending at the controlled Towns and Cities from where there are no further uninterrupted Road, Coast, or River hexes or any sea zone connection to other controlled Towns or Cities farther away.
- Thus, a logistics line always starts at a controlled capital, branching out along uninterrupted Road, Coast, and River hexes and sea zones to controlled Towns or Cities, each branch always ending at a controlled Town or City at which and as soon as no further uninterrupted Road, Coast or River hexes or sea zones lead to another controlled Town or City farther away.
- Therefore, if the faction does not control its capital or the capital is sieged, no logistics line at all can originate from that capital.
- In addition, interrupting a logistics line very close to the capital will cause the whole logistics line farther away to disappear.
- The branches of the faction's logistics lines always end with the last connected Town or City, never at the last uninterrupted Road, Coast or River hex.
- Extension and branches via Road hexes (point 1 above), Coast hexes (2), River hexes (3), and sea zone (4) can be combined.
- For example, a logistics line can extend from the capital to a controlled Town via uninterrupted Road hexes, then extend to yet another controlled Town via uninterrupted Coast hexes, and finally even further along uninterrupted Road hexes (say inland) to another controlled Town.
- However, they can not be combined from hex to hex between any two Towns or Cities.
- That is, the logistics line between two Towns or Cities cannot switch between Road hexes and River hexes; one logistics line between the two Towns or Cities extends strictly through Road hexes or through River hexes, not both.
- This said, Two Cities or Cities may very well be connected through several logistics lines (and several logistic lines of one type at that), reducing the vulnerability and dependency on a single logistics line.
- Example: The red logistics lines network of the Romans originates at their capital Roma, extending and branching out to nearby controlled Towns and Cities via Road hexes and also to Lavinium and Tarracina via Coast hexes, and then again further via Road hexes from Tarracina to Lanuvium. Please also note that Narnia is connected to Roma through Road hexes as well as River hexes. The logistics lines network however fails to extend beyond Sutrium since the blue Etruscan army 1 interrupts the road to controlled Volsinii. In addition, the 2-hex naval ZoC of the Etruscan-controlled City Tarquinii effectively interrupts the Coast hexes to controlled Cosae. Note though that Antium (since being only a Town and thus only 1-hex naval ZoC) even though Etruscan-controlled fails to interrupt the Coast logistics line to controlled Tarracina and that Antium (again a Town with no land ZoC beyond its location) also fails to interrupts the logistics line extending from Tarracina to Lanuvium.
Engagements and battles
Two armies from different factions that at the end of a round are located within each other's ZoC will fight a "
engagement" (another expression for and in the form of a
Field of Glory II: Ancients game).
There are two types of engagements, Type A and Type B:
- Type A: between two player factions, due to their armies being located within the each other's ZoCs.
- Type B: between one player faction and a culture defending its Town or City , due to the player faction army and the Town or City being located within the each other's ZoCs.
The
engagement will in
Field of Glory II: Ancients will be set up as follows:
- Map size:
- Large (40 x 32), if Type A, i.e., the engagement is between two player factions.
- Medium (32 x 32), if Type B, i.e., the engagement involves only one player faction (the opponent then being a culture defending its Town or City).
- Map type on the terrain as specified in Map terrain of engagements below.
- Force size for each of the two armies as adjusted in accordance with Army strength and force point adjustment below.
- Armies and allies can be selected if allowed in accordance with Armies and allies in engagements below.
- The player having spent the fewest MP that round normally sets up the engagement in-game.
- Engagement is to be concluded within a three-week period.
- The winner, or the player having incurred the fewest casualties, report the results in this thread.
Players controlling the sides in the engagement
Player faction armies are controlled by their own players in both Type A and Type B engagements.
However, in the case of a Type B engagement, i.e., involving only one player faction (the opponent being a culture defending its Town or City), the player controlling the army of the opponent defending its Town or City will be selected by the tournament organiser in the following order of priority:
1. A player who is not already meeting the other player in any other engagement that round.
2. The player whose capital is farthest away (in number of land hexes) from the Town or City being defended.
3. A player selected by the tournament organiser in his own discretion and always in good faith.
Battles
A "
battle" consists of one or more engagements between armies from two different factions.
Normally one
battle involves only one engagement and thus only one army from each of two factions, but it may consist of several individual engagements involving several armies from each of the two factions, if and to the extent that more than one army from one faction has at least an army from the other faction in common as opponent in engagements.
For example, if two different armies from the same faction are both fighting the same army from a different faction, both these two individual engagements make up the same "battle". If in addition one of these two armies are fighting yet another army from that different faction, that
Field of Glory II: Ancients is included in the battle as well.
Other examples (with armies A, B, and C being from one faction, and X, Y, and Z from another):
1. A is fighting X, B is fighting Y, and C is fighting Z in three separate battles, since none of the armies from one faction has an army from the other faction in common.
2. A fighting X as well as Y, B fighting Y, and C fighting Z results in one battle including three engagements; A vs. X, A vs. Y, and B vs. Y (since A and B have Y in common as opponent), whereas C vs. Z is still a separate battle.
3. A fighting X as well as Y, B fighting Y as well as Z, and C fighting Z results in one battle including all these five engagements (since A and B have Y in common as opponent, and B and C have Z in common).
This means that each army can be involved in
several engagements but only in
one battle each round. An army will suffer a -100 FP penalty per additional engagement (i.e., number of engagements in excess of the first one) that it is fighting in the same battle. For example, an army fighting only engagement in the battle will suffer no penalty of this kind in its engagement, but an army fighting two engagements in the same battle suffers a -100 FP penalty in each of these two engagements, and an army fighting three engagements in the same battle suffers a -200 FP penalty in each of these three engagements.
Map terrain of engagements
A Type A engagement played out in
Field of Glory II: Ancients, i.e., between the armies of two player factions, will use the map type and terrain of the location of the army having spent the fewest MP that round (until having completed its movement), or if both armies have spent the same amount of MP that round, in falling priority order in the list below. If the engagement instead is of Type B, i.e., involving only one player faction (the opponent being a culture defending its Town or City), the map type and terrain of the location of the player faction army will be used.
All terrain will be of the
Mediterranean map type, e.g., Mediterranean Hilly.
Armies and allies in engagements
- The player's faction normally uses the army list of its culture as the main army in its engagements.
- If a faction controls at least one Town or City of another culture, all its armies can freely use that culture as an ally (and to the extent that this culture is among its available allies) in all its engagements.
- Using allies is in this case optional for each individual engagement and not at all compulsory, and the players decide for each engagement whether to use allies or not.
- In addition, if another culture is among the player's faction's available allies and the player's faction controls more Towns or Cities of that culture than of any other culture, it may freely use the army list of that culture as the main army.
- If the player's own culture is among the available allies of that culture, it must then use the player's own culture as an ally (unless it decides to use Mercenary as allies).
- The player's faction is always free to use Mercenary as:
- allies to any of its main armies in any of its engagements, at a cost of -25 FP adjustment in each of those engagements (unless relieved of that penalty, see Outcomes and effects of engagements and battles below).
- the main army in any of its engagements (and then without any allies at all), at a cost of -50 FP adjustment in each of those engagements (unless relieved of that penalty, see Outcomes and effects of engagements and battles below).
- In Type B engagements, the (non-player) side defending its Town or City, will use its culture as the main army and is allowed but not obliged to use any of its available allies (to be decided by the player controlling it in that specific engagement), however never Mercenary.
Outcomes and effects of engagements and battles
The results of the individual outcomes of all the engagements within a battle will determine
the total outcome of the battle, which in turn will affect whether control of structures is changed and armies are moved from the locations.
A faction and all its armies involved in that battle are considered to have won a battle against an enemy faction if it has won more engagements than it has lost in that battle, with the enemy faction (and all its armies involved) in that battle correspondingly then considered to have lost the battle. If both factions in a battle have an equal number of won engagements in a battle, there is no winner and hence no loser of the battle, and the battle is considered to be a draw for the involved factions and armies.
A player faction army having:
- lost a battle is removed from its hex and placed:
- in the hex of a controlled 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.
- In both the cases, the army is not allowed to be placed within the ZoC of an army from another faction, and if there are no available hexes to be placed in, the army is irrevocably eliminated and permanently removed from the map.
- drawn a battle moves 2 hexes away from the armies it fought, even if it means moving into the ZoC of an army from another player faction.
- won a battle either (at its player's choice) remains in its hex or moves into the adjacent hex previously occupied by a removed losing enemy army. If more than one army wishes to move into the same hex, the army with the lowest incurred casualties will make the move and if a tie the army with the highest inflicted casualties will make the move. If still a tie, no army will move into that hex.
A player having won a battle when playing as an non-player faction army defending its Town or City against another player's army (i.e., in a Type B engagement) is for his own faction in all its engagements
next round free (but not obliged) to use:
- the culture of the losing player faction as allies (if available in his list of allies), and
- Mercenary as allies or main army without any FP penalty (i.e., without any of the -25 or -50 FP penalties).
- The purpose of this reward is to incentivise the players controlling non-player armies in Type B engagements to actively attempt to win engagements.
- Example: kronenblatt as Campanians attacks the Samnite City of Capua (not controlled by any other player), with a Type B engagement taking place as deeter (his own faction being Etruscan) controlling the Samnites. deeter wins the engagement and battle, giving his Etruscans the option in all its engagements next round to use Campanian allies (available as allies to Etruscans) and, without any FP penalty, use Mercenary main army or Mercenary allies (but still not Mercenary main army with Campanian or Etruscan allies, since Mercenary main army always fights without allies).
Army strength and force point adjustment
Number of FP used in engagements
- Each army will participate in engagements with a number of FP as follows:
- Current army strength (1600 FP minus reductions plus reinforcements), if Type A engagement, i.e., between two player factions.
- 1200 FP, if Type B engagement, i.e., involving only one player faction (the opponent being a culture defending its Town or City).
- However, if the strength of the player faction's army is lower than 1200 FP, that army will use its actual army strength instead of 1200 FP in a Type B engagement.
- +30 or +60 FP, if adjustment from controlled Towns and Cities (only if the engagement is between two player factions),
- -40 FP, if adjustment from River (only applicable upon player faction),
- -25 FP, if using Mercenary as allies (only applicable upon player faction, since only player factions can use Mercenary), unless relieved of that penalty, see Outcomes and effects of engagements and battles below),
- -50 FP, if using Mercenary as the main army (only applicable upon player faction, since only player factions can use Mercenary), unless relieved of that penalty, see Outcomes and effects of engagements and battles below), and
- -30 FP for each consecutive round of drawn engagements following the first round (e.g., -60 FP in the third consecutive round) that a culture defends its Town or City against one and the same player faction (and then only applicable upon that culture defending its Town or City in this engagement), in order to reflect wearing down the resistance through numerous battles.
- Lost engagements do not need any modifiers since then the player faction will gain control of the Town or City.
- -100 FP penalty per additional engagement that an army is fighting in the same battle, applied upon all its engagements in that battle.
Reduction of army strength
- The level of incurred casualties (as shown in the upper left corner of the screen when the Field of Glory II: Ancients game ends) from engagements will reduce the player faction army's strength going forward.
- A player faction army will suffer army strength reduction from each of its engagements.
- The reduction amounts to:
- 1 FP per percentage point of incurred casualties for an army winning an engagement.
- 2 FP per percentage point of incurred casualties for an army drawing or losing an engagement.
- The army strength reduction during a round is calculated and becomes effective only at the end of the round, once all engagements have been concluded.
- An non-player faction army (i.e., an army "spawn" when a culture fights to defend its Town or City against a player faction) does not suffer any army strength reductions, but instead gets a penalty to its 1200 FP (see above) in the case of consecutive rounds of engagements.
Reinforcement of army strength
- A player faction 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 it controlled already at the beginning of the round will reinforce its army strength.
- If that controlled structure is connected to the faction's logistics line at the beginning of the round, army strength is recovered as follows:
- Town: +16 FP per round in location of Town.
- City: +32 FP per round in location of City, +16 FP per round in 1 hex distance from location of City.
- Otherwise, army strength is recovered as follows:
- Town: +8 FP per round in location of Town.
- City: +16 FP per round in location of City, +8 FP per round in 1 hex distance from location of City.
- The strength of an army can never increase above 1600 FP through reinforcement.
- Reinforcement becomes effective at the end of the round.
Force point adjustment from structures and terrain
Controlled Towns and Cities
- An army of a player faction located within the ZoC of a controlled Town or City will adjust its FP for the engagement as follows:
- Town: +30 FP in location of Town.
- City: +60 FP in location of City, +30 FP in 1 hex distance from location of City.
Rivers
- If at least one of the two armies in an engagement is located in a River hex (with no Town or City), the army (if any) that spent the most MP that round (until having completed its movement) will adjust its FP for the engagement as follows:
- If the two armies have spent an equal amount of MP, none of them will suffer a FP penalty.
- This adjustment aims at reflecting the hazzles of an army having to attack across or along a river, reducing its combat power.
- This adjustment is only applicable for both Type A and Type B engagements, but only upon player faction armies.