Vae Victis - Tournament I: Retired

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Karvon
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Re: Vae Victis: Tournament I

Post by Karvon »

You regain FP if you remain in the ZOC of a friendly town or city without moving or fighting. See the rules for the details :)
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Aetius39
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Re: Vae Victis: Tournament I

Post by Aetius39 »

Karvon wrote: Sat Oct 16, 2021 5:32 am You regain FP if you remain in the ZOC of a friendly town or city without moving or fighting. See the rules for the details :)
Ah yes thanks!
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dim30
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Re: Vae Victis: Tournament I

Post by dim30 »

Sorry Karvon but I think that Kroneblatt have forgotten that army force is caped at 1600 point wathever the reason. Ask him to check. IO think that without that a camping army near a city will quickly become too powerfull.
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Re: Vae Victis: Tournament I

Post by kronenblatt »

dim30 wrote: Sat Oct 16, 2021 8:09 am Sorry Karvon but I think that Kroneblatt have forgotten that army force is caped at 1600 point wathever the reason. Ask him to check. IO think that without that a camping army near a city will quickly become too powerfull.
That's a relevant point and I actually looked through the rules beforehand, because I had the same remembrance, i.e., a hard cap at 1600 FP, no matter what.

As it turns out though, army strength itself cannot increase above 1600 FP, but there's nothing in the rules of VVI (as far as I could see) that prevents an army's engagement FP to exceed 1600 FP, from being in or close to a structure.

Thus, in the end, I opted for including this (temporary) +30 FP adjustment.

Unless you guys participating would like to change that rule going forward? I'd be fine with that. Please all let me know what you think.
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dim30
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Re: Vae Victis: Tournament I

Post by dim30 »

Reinforcement of army strength
An army that neither moves nor fights any engagements during a round can recover strength if located the entire round within the ZoC of a controlled structure.
If that controlled structure has an uninterrupted logistics line to any of the capitals of the army's faction, 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 or any other action taken.
Reinforcement becomes effective at the end of the round.

Hi Andreas. I didn't want to interfere and for me there was no interest to have a polemic. But there is this sentence (red) in the rule, This is why I have responded to Karvon and Aetius. Now
I think that I understand your thinking, never permanently over 1600pts in campaign map but tactical factors (like stream or city... ) can be used for an engagement even if it oversize 1600ptr.
Sorry Karvon and Aetius.
And go on Karvon, unleash the gallic power !
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Re: Vae Victis: Tournament I

Post by kronenblatt »

dim30 wrote: Sat Oct 16, 2021 8:50 am Reinforcement of army strength
An army that neither moves nor fights any engagements during a round can recover strength if located the entire round within the ZoC of a controlled structure.
If that controlled structure has an uninterrupted logistics line to any of the capitals of the army's faction, 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 or any other action taken.
Reinforcement becomes effective at the end of the round.

Hi Andreas. I don't want to interfere and for me there is no interest to have a polemic. But there is this sentence (red) in the rule. This is why I have responded to Karvon and Aetius.
No problems at all, Stéphane: it's good that you guys point any inconsistencies or uncertainties so that we can straighten them out. :) It may be that my interpretation or reading of the rules is not correct.

In this case, the sentence refers to "strength of an army", i.e., army strength. The temporary +30 or +60 FP from adjustment from controlled Towns and Cities, and -40 FP from adjustment from River is on top of that:

Each army will participate in engagements with a number of FP as follows:
  • Current army strength (1600 FP minus reductions plus reinforcements plus/minus transfers),
  • +30 or +60 FP, if adjustment from controlled Towns and Cities, and
  • -40 FP, if adjustment from River.

Again, I'm fine with changing and clarifying the rules regarding this, if you guys want to? I'm indifferent on what it should be like regarding there should be a hard cap of 1600 FP or not.
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dim30
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Re: Vae Victis: Tournament I

Post by dim30 »

I edited my post during your answer. It's clear for me now.
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Re: Vae Victis: Tournament I

Post by kronenblatt »

dim30 wrote: Sat Oct 16, 2021 9:00 am I edited my post during your answer. It's clear for me now.
Yes, that was the way I was thinking (I believe 8) ): "never permanently over 1600pts in campaign map but tactical factors (like stream or city... ) can be used for an engagement even if it oversize 1600ptr."
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Re: Vae Victis: Tournament I

Post by kronenblatt »

Karvon wrote: Sat Oct 16, 2021 12:02 am Game posted

pw karvon

PM sent
The only thing I'm thinking about is that the game posted is 48x32, whereas it should be 40x32. But if both of you are fine with that, then go! :) Otherwise, repost.
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Karvon
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Re: Vae Victis: Tournament I

Post by Karvon »

My first time to fiddle with customized settings. The map autoextended in response to army size. I redid the challenge and found the map customization option to set it correctly; reposted with same pw.

I'm fine with tactical elements leading to over 1600 base armies.

Karvon
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Re: Vae Victis: Tournament I

Post by kronenblatt »

Karvon wrote: Sat Oct 16, 2021 10:51 am My first time to fiddle with customized settings. The map autoextended in response to army size. I redid the challenge and found the map customization option to set it correctly; reposted with same pw.

I'm fine with tactical elements leading to over 1600 base armies.

Karvon
Thanks! Yes, above a certain threshold (in this case 1610-ish FP, I think), the game automatically extends width to next standard and it needs to be manually reduced again.
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shane30
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Re: Vae Victis: Tournament I

Post by shane30 »

Hello

This new confrontation between the Greeks and the Samnites finally turned to the advantage of the latter
A more favorable ground, more "effective" troops (impact effectiveness) and a good dose of success allowed the Samnites to win 46/20
Thanks to Deeter for this very involved part
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Re: Vae Victis: Tournament I

Post by kronenblatt »

Karvon wrote:
Aetius39 wrote:
How's this game progressing, guys?

Engagement and battle 2
Etruscan army #1 (Aetius39, 1462 FP) versus Gallic army #3 (Karvon, 1630 FP (1600 + 30 due to 1 hex from City)), Mediterranean Hilly. Karvon sets up.

Last day to conclude is today, November 7. Do you need more time?
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Aetius39
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Re: Vae Victis: Tournament I

Post by Aetius39 »

kronenblatt wrote: Sun Nov 07, 2021 9:27 am
Karvon wrote:
Aetius39 wrote:
How's this game progressing, guys?

Engagement and battle 2
Etruscan army #1 (Aetius39, 1462 FP) versus Gallic army #3 (Karvon, 1630 FP (1600 + 30 due to 1 hex from City)), Mediterranean Hilly. Karvon sets up.

Last day to conclude is today, November 7. Do you need more time?
Going slow as there are hills and defensive maneuvers, it might be a draw but most of the army is finally lining up to hopefully meet!
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Re: Vae Victis: Tournament I

Post by kronenblatt »

Aetius39 wrote: Sun Nov 07, 2021 10:57 am
kronenblatt wrote: Sun Nov 07, 2021 9:27 am
Karvon wrote:
Aetius39 wrote:
How's this game progressing, guys?

Engagement and battle 2
Etruscan army #1 (Aetius39, 1462 FP) versus Gallic army #3 (Karvon, 1630 FP (1600 + 30 due to 1 hex from City)), Mediterranean Hilly. Karvon sets up.

Last day to conclude is today, November 7. Do you need more time?
Going slow as there are hills and defensive maneuvers, it might be a draw but most of the army is finally lining up to hopefully meet!
Ok, good: then you're in the middle of it. Please keep up the pace turn wise to conclude it. And meanwhile, have fun!
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Karvon
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Re: Vae Victis: Tournament I

Post by Karvon »

Gauls drew with the Etruscans 19-29.

A number of very steep hills broke up the field and sealed off flanks. We lost a fair number of our light foot and a few of our chariots to the wave of Etruscan light foot that swept up and around these hills.Initially deploying partially on these, we retreated off them to the right where there was a lot of open ground. Our chariots and surviving lights held off and saw off most of his lights and lone cavalry that'd pursued our beaten chariots beyond the support range of their heavy foot. The Etruscans slowly redeployed to face off with our long warband line in the plains. Just before dusk, the lines clashed for a couple of hours and despite some initial successes the Etruscans mostly held and some of our warbands folded with sundown preventing any further losses on either side.
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Round 5: Administration

Post by kronenblatt »

Engagement and battle 1
Greek army #6 (deeter, 1500 FP) versus Samnite army #10 (shane30, 1490 FP (1460 + 30 due to 1 hex from City)), Mediterranean Hilly. shane30 sets up.
=> shane30 (20% incurred) defeats deeter (46%).

Engagement and battle 2
Etruscan army #1 (Aetius39, 1462 FP) versus Gallic army #3 (Karvon, 1630 FP (1600 + 30 due to 1 hex from City)), Mediterranean Hilly. Karvon sets up.
=> Aetius39 (19% incurred) draws with Karvon (29%).

@shane30: As a result of their victory, Samnites retake control over Telesia. Do you want to advance into the hex of the losing Greek army #6?
@deeter: In which of the Greek-controlled structures would you like your losing Greek army #6 to reappear?
@Aetius39 and Karvon: both your armies have moved back 2 hexes towards your respective capitals.

("An army having lost a battle is removed from its hex and placed (at its player's choice) in a controlled structure along its faction's logistics lines at least 2 hexes away, or in any of its capitals (if controlled). If none of that is possible, the army is irrevocably eliminated.")

Image
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Re: Vae Victis: Tournament I

Post by kronenblatt »

I have now decided to retire this tournament and instead put my focus on Vae Victis III: Bellum Italicum, which I believe will bring more intensity and variety to the FoG2 battles. We're currently 11 in Vae Victis III, and 12 if Dave/TomoeGozen steps in, which I hope he will. And maybe one or a few more joins along the way.

Many thanks everyone for participating!

Take care and stay safe.
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