Vae Victis III - Bellum Italicum: idea

Moderators: kronenblatt, Field of Glory 2 Tournaments Managers

devoncop
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1676
Joined: Fri Nov 20, 2009 8:46 am

Re: Vae Victis III - Bellum Italicum: idea

Post by devoncop »

Hi Andreas

rexhurley is interested in this. I advised him to check out the thread for the rules so we may get another player.

Cheers

Ian
deeter
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1987
Joined: Sat Sep 06, 2008 8:52 pm

Re: Vae Victis III - Bellum Italicum: idea

Post by deeter »

I would like to participate. Here are my choices:
1. Epirote
2. Gaul
3. Etruscan
4. Roman
5. Syracuse

Thanks. I think interacting with team mates and diplomacy is one of the best parts of these games.

Deeter
kronenblatt
General - Carrier
General - Carrier
Posts: 4764
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Vae Victis III - Bellum Italicum: idea

Post by kronenblatt »

With Karvon dropping out, the list currently stands as follows.

Image
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
batesmotel
Field of Glory Moderator
Field of Glory Moderator
Posts: 3616
Joined: Thu Mar 13, 2008 8:52 pm

Re: Vae Victis III - Bellum Italicum: idea

Post by batesmotel »

I'm in.

Armies:
1) Samnite - Terventum
2) Campanian - Neapolis
3) Rome - Caere
4) Epirote - Brundisium
5) Gallic - Felsina

Chris
....where life is beautiful all the time
kronenblatt
General - Carrier
General - Carrier
Posts: 4764
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Vae Victis III - Bellum Italicum: idea

Post by kronenblatt »

batesmotel wrote: Wed Nov 17, 2021 2:04 pm I'm in.

Armies:
1) Samnite - Terventum
2) Campanian - Neapolis
3) Rome - Caere
4) Epirote - Brundisium
5) Gallic - Felsina

Chris
Great, Chris!
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
TheGrayMouser
Field Marshal - Me 410A
Field Marshal - Me 410A
Posts: 5001
Joined: Sat Nov 14, 2009 2:42 pm

Re: Vae Victis III - Bellum Italicum: idea

Post by TheGrayMouser »

Hello!

Illyrian: Potentia Might be a short game, no boats back to the Homeland...
Etruscan: Clusium
Syracuse: Syracuse
Samnite: Beneventum
Mercenary: highest bidder
kronenblatt
General - Carrier
General - Carrier
Posts: 4764
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Vae Victis III - Bellum Italicum: idea

Post by kronenblatt »

TheGrayMouser wrote: Wed Nov 17, 2021 3:25 pm Hello!

Illyrian: Potentia Might be a short game, no boats back to the Homeland...
Etruscan: Clusium
Syracuse: Syracuse
Samnite: Beneventum
Mercenary: highest bidder
Welcome, Steve!
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
TomoeGozen
Sergeant Major - SdKfz 234/2 8Rad
Sergeant Major - SdKfz 234/2 8Rad
Posts: 644
Joined: Sun Feb 24, 2019 9:37 pm

Re: Vae Victis III - Bellum Italicum: idea

Post by TomoeGozen »

Ok , I'm in :-)

1.Greek - Velia
2.Lucanian - Paestum
3.Etruscan - Arretium
4.Samnite - Aesernia
5.Gallic - Felsina

cheers,
Dave.
kronenblatt
General - Carrier
General - Carrier
Posts: 4764
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Vae Victis III - Bellum Italicum: idea

Post by kronenblatt »

TomoeGozen wrote: Wed Nov 17, 2021 7:45 pm Ok , I'm in :-)

1.Greek - Velia
2.Lucanian - Paestum
3.Etruscan - Arretium
4.Samnite - Aesernia
5.Gallic - Felsina

cheers,
Dave.
Excellent!
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
kronenblatt
General - Carrier
General - Carrier
Posts: 4764
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Vae Victis III - Bellum Italicum: idea

Post by kronenblatt »

TomoeGozen wrote: Wed Nov 17, 2021 7:45 pm Ok , I'm in :-)

1.Greek - Velia
2.Lucanian - Paestum
3.Etruscan - Arretium
4.Samnite - Aesernia
5.Gallic - Felsina

cheers,
Dave.
Excellent!
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
kronenblatt
General - Carrier
General - Carrier
Posts: 4764
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Vae Victis III - Bellum Italicum: idea

Post by kronenblatt »

So we're off! Cultures have been allocated, and most towns or cities to control at start (one each, constituting your capitals going forward), as follows:

Image

I've suggested some adjustments to capital to some of the players (highlighted by question marks above), but we should be good to go tomorrow Thursday. I will then lock this thread and start a new one for this specific campaign, with the first posts earmarked for status, maps, rules, etc.

We have still room for one or a few more participants, suggesting a top-five priority list of culture and starting town or city. Also, a nice aspect of this campaign is that a few players can actually enter at a later stage, starting out (like all players at start) controlling only one town or city.

Players' cities and armies will be numbered according to the list above, as illustrated on the map, for e.g. TomoeGozen's faction and army #12 (the army will of course start in Velia), with the frame around Velia indicating that it's a capital.

Image
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
Rosedelio
Master Sergeant - U-boat
Master Sergeant - U-boat
Posts: 524
Joined: Fri Oct 23, 2020 4:54 am

Re: Vae Victis III - Bellum Italicum: idea

Post by Rosedelio »

I'm not sure if I missed it, but if an army goes to a player faction's town/city that doesn't have that player's army in it, is there a battle with the garrison inside or is it just taken?

Edit: Nevermind, I see that the player would lose it immediately. Since we only start with one town/city, does that mean the other cities in the culture need to be conquered to be controlled?
Touhou mod for FOGII: Medieval: https://www.slitherine.com/forum/viewtopic.php?t=111582
My FOGII and FOGII Medieval focused channel: https://www.youtube.com/@Rosedelio
kronenblatt
General - Carrier
General - Carrier
Posts: 4764
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Vae Victis III - Bellum Italicum: idea

Post by kronenblatt »

Rosedelio wrote: Thu Nov 18, 2021 3:09 am I'm not sure if I missed it, but if an army goes to a player faction's town/city that doesn't have that player's army in it, is there a battle with the garrison inside or is it just taken? Edit: Nevermind, I see that the player would lose it immediately.
That's correct.
Rosedelio wrote: Thu Nov 18, 2021 3:09 am Since we only start with one town/city, does that mean the other cities in the culture need to be conquered to be controlled?
Yes, if you really want and need to control them all. For other cultures than your own, you just need one town/city controlled to use that culture as allies.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
devoncop
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1676
Joined: Fri Nov 20, 2009 8:46 am

Re: Vae Victis III - Bellum Italicum: idea

Post by devoncop »

Can I just confirm that when issuing orders once you get to outside an uncontrolled or enemy town which is therefore within the zoc of your army you can just finish the orders with a 0 (halt) order as a battle would automatically take place ?

Alternatively would the orders need to include the actual town hex in the movement path of your army to ensure the battle for the town took place ?
kronenblatt
General - Carrier
General - Carrier
Posts: 4764
Joined: Mon Jun 03, 2019 4:17 pm
Location: Stockholm, SWEDEN

Re: Vae Victis III - Bellum Italicum: idea

Post by kronenblatt »

devoncop wrote: Thu Nov 18, 2021 7:14 am Can I just confirm that when issuing orders once you get to outside an uncontrolled or enemy town which is therefore within the zoc of your army you can just finish the orders with a 0 (halt) order as a battle would automatically take place ?
You don't actually need the "0" (halt) order. All you need is a string of movement instructions, e.g., 2 4 4 6 4, that moves your army to a hex where the structure (Town or City) is within that army's Zone of Control (ZoC). (A 0 is normally used to indicate no movement at all, to avoid misunderstanding.)
devoncop wrote: Thu Nov 18, 2021 7:14 am Alternatively would the orders need to include the actual town hex in the movement path of your army to ensure the battle for the town took place ?
No, doesn't need no. Although please note that you may want to move into the actual hex of the Town if the terrain is more beneficial to you there, but that is not possible with a City since the City exercises a ZoC 1 hex around its location, so the army has to stop one hex away from the City (when entering the City's ZoC) but the City then still within the army's ZoC. A Town in contrast only exercises a ZoC for its own location, why the army can move into the hex of the Town.

Does this answer your questions?
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
devoncop
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1676
Joined: Fri Nov 20, 2009 8:46 am

Re: Vae Victis III - Bellum Italicum: idea

Post by devoncop »

Perfect Andreas thank you.

Have you thought of becoming a teacher ? :D
Locked

Return to “Field of Glory II: Tournaments & Leagues”