Ruin and Conquest of Britain - Tournament I: Concluded

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kronenblatt
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Round 10: Picts' movements

Post by kronenblatt »

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carpenkm
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Re: Ruin and Conquest of Britain - Tournament I: Ongoing

Post by carpenkm »

all looks very southerly to me. You do know Scotland is north don't you?
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Round 10: Movement instructions

Post by kronenblatt »

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Comments: Picts will get Eboracum as capital, Welsh Clevum, and Romano-Britons Camulodunum.

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Round 10: Battle resolution

Post by kronenblatt »

The following four "engagements" (as FoG2 games are called in this campaign) divided up into three battles will be fought:

Battle 1
  • Engagement 1.1: Welsh army 10 (carpenkm) 1200 FP versus Pictish army 7 (Giacofa93) 1200 FP. North European Agricultural. Giacofa93 sets up.
Battle 2
  • Engagement 2.1: Brito-Roman Army 1 (TomoeGozen) 1200 FP versus Welsh army 11 (Aetius39) 1200 FP. North European Agricultural. TomoeGozen sets up.
  • Engagement 2.2: Brito-Roman Army 4 (Doyley50) 1200 FP versus Welsh army 11 (Aetius39) 1200 FP. North European Agricultural. Aetius39 sets up.
Battle 3
  • Engagement 3.1: Brito-Roman Army 2 (Doyley50) 1200 FP versus Welsh army 12 (carpenkm) 1200 FP. North European Agricultural. carpenkm sets up sets up.

Please set up as follows in Field of Glory II: Ancients in accordance with rules' Engagements and battles:
  • Conquestu Britanniae v2 module (downloaded for MP in-game).
  • Open Battle scenario.
  • 24 turns.
  • 32 x 32 map size.
  • 2000 FP force size for both armies, but only 1200 FP (adjusted for any effects from e.g. structures, such as controlled Forts nearby) are spent on units from the army's pool of remaining units, see below.
  • Map type on the terrain as specified in the rules' Map terrain of engagements.
  • Always Mercenary Warbands as allies (even if no mercenary units selected) with the actual number of mercenary units that can be used depending on the following:
    • A faction can in total select four plus twice as many units of mercenaries as the number of Mines that it controls at the beginning of the round, to be distributed among its armies during that round.
    • However, a maximum of six mercenary units can be used by an army in any individual engagement.
    • Examples:
      • If seven Mines are controlled by the faction, it can select up to eighteen (4 + 2x7 = 18) mercenary units as a whole for its armies during a round, but for no individual army more than six mercenary units.
      • If no Mines are controlled by the faction, it can still select up to four mercenary units as a whole for its armies during a round, distributed among its armies.
  • 1200 FP worth of units (adjusted for any ally units selected from Mercenary Warbands) are thus picked from the following list so that 800 FP remain of the 2000 FP set up when the engagement begins:
    • Again, the 1200 FP may be adjusted (and correspondingly the 800 FP) due to e.g. structures, such as controlled Forts nearby.
Image

Resolving and reporting the battles:
  • Please create the challenge (with yourself always as Side B) by January 9 at the latest, and thereafter send a PM to your opponent and make a post in the tournament thread.
  • Please conclude games by February 6 at the latest.
  • The winner, or the player having incurred the fewest casualties, reports the results in the tournament thread.
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Giacofa93
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Re: Ruin and Conquest of Britain - Tournament I: Ongoing

Post by Giacofa93 »

Giacofa93(Picts) challenges carpenkm(Welsh)

challenge posted, pm sent
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Re: Ruin and Conquest of Britain - Tournament I: Ongoing

Post by carpenkm »

Challenge posted for Doyley50

pw Doyley

It will be nice to fight someone other than Giacofa :-)
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Re: Ruin and Conquest of Britain - Tournament I: Ongoing

Post by Aetius39 »

Challenge for Doyley50 posted, pw is britain

Aetius
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Re: Ruin and Conquest of Britain - Tournament I: Ongoing

Post by Giacofa93 »

Battle 1
Engagement 1.1: Pictish army 7 (Giacofa93) defeats Welsh army 10 (carpenkm) 54-27

The Pict troops seem to have found some motivation in the repeated defeats and now are fighting reliably above their strength
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Re: Ruin and Conquest of Britain - Tournament I: Ongoing

Post by Aetius39 »

Aetius (Welsh) defeats TomoeGozen (British) 44-11

The lines clashed straight on, and luckily one Welsh unit was able to flank one of the middle British units, which along with a cavalry unit sneaking through the right side and helping in another flank, was enough to rout the main line and secure victory. GG as always TomoeGozen!^^
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Re: Ruin and Conquest of Britain - Tournament I: Ongoing

Post by carpenkm »

Engagement 3.1: Brito-Roman Army 2 (Doyley50) 1200 FP versus Welsh army 12 (carpenkm)

Welsh win 40 -0

Stung by their defeat in the north by the fiendish Picts and enraged by the Romano-British romp through their heartland, the Welsh were in no mood to mess around. The Brits on the other hand clearly had places to be that weren't anywhere near the battlefield. All the luck went to the Welsh with medium foot standing vs British warbands and the Welsh warbands fragging anything they touched on impact! A good day at the office for the Welsh.
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Re: Ruin and Conquest of Britain - Tournament I: Ongoing

Post by Aetius39 »

Aetius (Welsh) defeats Doyley50 (British) 46-13

A couple of holes opened up on the flanks, and they just got bigger, while the British knocked a few Welsh units through the middle, but it wasn't enough to keep up with the falling flanks. GG as always!
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Round 10: Resolved battles

Post by kronenblatt »

Battle 1
  • Engagement 1.1: Welsh army 10 (carpenkm) 1200 FP versus Pictish army 7 (Giacofa93)
    => Giacofa93 defeats carpenkm 54-27.
Battle 2
  • Engagement 2.1: Brito-Roman Army 1 (TomoeGozen) 1200 FP versus Welsh army 11 (Aetius39)
    => Aetius39 defeats TomoeGozen 44-11.
  • Engagement 2.2: Brito-Roman Army 4 (Doyley50) 1200 FP versus Welsh army 11 (Aetius39)
    => Aetius39 defeats Doyley50 46-13.

    => Welsh victory!
Battle 3
  • Engagement 3.1: Brito-Roman Army 2 (Doyley50) 1200 FP versus Welsh army 12 (carpenkm)
    => carpenkm defeats Doyley50 40-0.
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Round 10: Post-Battle Administration

Post by kronenblatt »

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Now, questions to the following players:
  • Army 1 TomoeGozen: in which hex do you want to reappear*? Do you this round want to remove units in order to eliminate your army pool deficits (if yes, which units)?
  • Army 2 Doyley50: in which hex do you want to reappear*? Do you this round want to remove units in order to eliminate your army pool deficits (if yes, which units)?
  • Army 4 Doyley50: in which hex do you want to reappear*? Do you this round want to remove units in order to eliminate your army pool deficits (if yes, which units)?
  • Army 5 Giacofa93: Do you want to move into the hex of the losing army? Do you this round want to remove units in order to eliminate your army pool deficits (if yes, which units)?
  • Army 10 carpenkm: in which hex do you want to reappear*? Do you this round want to remove units in order to eliminate your army pool deficits (if yes, which units)?
  • Army 11 Aetius39: Do you want to move into any of the hexes of the losing armies?
  • Army 10 carpenkm: Do you want to move into the hex of the losing army? Do you this round want to remove units in order to eliminate your army pool deficits (if yes, which units)?
* An army having lost a battle is removed from its hex and placed in the hex of a tower or signal station, fort, fortress, town, capital, or city of its choice that is controlled by its faction as well as without interruption connected by roads and controlled structures to its faction's capitals, or, if none of these available, in its faction's capital.

Keep in mind that (if you previously have decided to not to remove any units) the level of your deficit the previous round disallows choosing certain units, whose FP costs fell below the deficit at that time.

Please answer by midnight (Stockholm time) Thursday, February 3, at the latest. Otherwise, I deem your answers to be 'no' and 'as close as possible to current location'.

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Round 11: Order Giving

Post by kronenblatt »

Time has come for round 11's order giving and movement instructions and the 12 MP each of you have.

Please send to me through replying to my PM by Monday February 7 (9 PM, Swedish time) at the latest, and just as a simple 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). I will not open the PMs from any of the factions other than my own until I've published the movement instructions of the Pictish armies.

For details, please check Giving orders and Movement in the RULES.

Any questions? Please ask them in this thread, for everyone else to see question and answer.

Still don't worry: we'll all hold each other's hands to get to know and understand the rules, etc., together. This is for fun, after all! :)

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Updated rules

Post by kronenblatt »

As discussed in the PMs...

End of the tournament and victory conditions
  • The campaign ends as soon as a faction at the end of a round decides to claim the kingship of Britannia.
  • In order to claim the kingship, the faction needs to have an army located in the hex of the Fort Ruins of Derventio, without any enemy armies within its ZoC and with Derventio connected along roads without interruptions (i.e., no enemy armies' ZoCs or uncontrolled structures) to its capital.
  • The winner of the campaign is then the faction (among those existing) and all its players with the highest number of victory points at the end of the campaign, and if a tie, with the highest number of controlled structures.
  • 15 victory points are at the end of the campaign given to the faction that claimed the kingship.
Capitals
  • The capitals of the factions (marked with a thick black frame on the map) are:
    • Romano-Britons: Camulodunum.
    • Welsh: Clevum.
    • Welsh: Eboracum.
  • Capitals cannot be moved.
  • If a faction loses control over its capital, all its armies are irrevocably eliminated and removed from the map and the faction no longer deemed to exist.
Armies
  • Once the level of an army's pool falls below 1200 FP, the army is irrevocably eliminated and removed from the map.
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Round 11: Movement instructions

Post by kronenblatt »

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Please note
  • Welsh army 12 (carpenkm): is halted by the ZoC of the Brito-Roman Fort Uxacona.
  • I feel that I need to return to the 10 victory points for declaring the kingship, because it got a tad unbalanced with Brito-Romans (currently at 0 VP) being able to win already this round if winning its two engagements (which wasn't really intended). 8) :oops:
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Round 11: Battle resolution

Post by kronenblatt »

The following three "engagements" (as FoG2 games are called in this campaign) divided up into two battles will be fought:

Battle 1
  • Engagement 1.1: Welsh army 10 (carpenkm) 1200 FP versus Pictish army 7 (Giacofa93) 1200 FP. North European Wooded. carpenkm sets up.
Battle 2
  • Engagement 2.1: Brito-Roman Army 3 (TomoeGozen) 1200 FP versus Pictish army 5 (Giacofa93) 1200 FP. North European Agricultural. TomoeGozen sets up.
  • Engagement 2.2: Brito-Roman Army 3 (TomoeGozen) 1200 FP versus Pictish army 8 (kronenblatt) 1200 FP. North European Agricultural. TomoeGozen sets up.

Please set up as follows in Field of Glory II: Ancients in accordance with rules' Engagements and battles:
  • Conquestu Britanniae v2 module (downloaded for MP in-game).
  • Open Battle scenario.
  • 24 turns.
  • 32 x 32 map size.
  • 2000 FP force size for both armies, but only 1200 FP (adjusted for any effects from e.g. structures, such as controlled Forts nearby) are spent on units from the army's pool of remaining units, see below.
  • Map type on the terrain as specified in the rules' Map terrain of engagements.
  • Always Mercenary Warbands as allies (even if no mercenary units selected) with the actual number of mercenary units that can be used depending on the following:
    • A faction can in total select four plus twice as many units of mercenaries as the number of Mines that it controls at the beginning of the round, to be distributed among its armies during that round.
    • However, a maximum of six mercenary units can be used by an army in any individual engagement.
    • Examples:
      • If seven Mines are controlled by the faction, it can select up to eighteen (4 + 2x7 = 18) mercenary units as a whole for its armies during a round, but for no individual army more than six mercenary units.
      • If no Mines are controlled by the faction, it can still select up to four mercenary units as a whole for its armies during a round, distributed among its armies.
  • 1200 FP worth of units (adjusted for any ally units selected from Mercenary Warbands) are thus picked from the following list so that 800 FP remain of the 2000 FP set up when the engagement begins:
    • Again, the 1200 FP may be adjusted (and correspondingly the 800 FP) due to e.g. structures, such as controlled Forts nearby.
Image

Resolving and reporting the battles:
  • Please create the challenge (with yourself always as Side B) by February 12 at the latest, and thereafter send a PM to your opponent and make a post in the tournament thread.
  • Please conclude games by March 12 at the latest.
  • The winner, or the player having incurred the fewest casualties, reports the results in the tournament thread.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
carpenkm
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Re: Ruin and Conquest of Britain - Tournament I: Ongoing

Post by carpenkm »

Engagement 1.1: Welsh army 10 (carpenkm) 1200 FP versus Pictish army 7 (Giacofa93) 1200 FP. North European Wooded.

Here we go again! pw = notagain
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Re: Round 11: Battle resolution

Post by kronenblatt »

Engagement 2.2: Brito-Roman Army 3 (TomoeGozen) 1200 FP versus Pictish army 8 (kronenblatt) 1200 FP. North European Agricultural.

=> kronenblatt defeats TomoeGozen 71-37.
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Re: Ruin and Conquest of Britain - Tournament I: Ongoing

Post by Giacofa93 »

Engagement 2.1: Brito-Roman Army 3 (TomoeGozen) 1200 FP versus Pictish army 5 (Giacofa93) 1200 FP. North European Agricultural.

=> Giacofa93 defeats TomoeGozen 61-51.
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