Kingdom of the Isles Campaign
Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
Hi Keyth
I too also prefer
Season 1 pay for army and designate muster hex
Begining Season 2 army appears in muster hex
For me and to keep it simple issue only arises if an invading army stops in the muster hex in season 1.
Choices are then - for simplicity - with attacker (Duke Sneaky) and are
Move away without penalty and newly raised army cannot move
Fight but without penalty to newly raised army.
This is straightforward and leaves advantage with Duke Sneaky.
We can argue it is an abstraction of mustered troops being told to meet near settlement to raise seige etc etc.
If enemy simply moves through the muster hex in season 1 - no effect on muster only normal effects on stores/treasury etc.
If armies move through muster hex then I suggest no disruption to muster.
I too also prefer
Season 1 pay for army and designate muster hex
Begining Season 2 army appears in muster hex
For me and to keep it simple issue only arises if an invading army stops in the muster hex in season 1.
Choices are then - for simplicity - with attacker (Duke Sneaky) and are
Move away without penalty and newly raised army cannot move
Fight but without penalty to newly raised army.
This is straightforward and leaves advantage with Duke Sneaky.
We can argue it is an abstraction of mustered troops being told to meet near settlement to raise seige etc etc.
If enemy simply moves through the muster hex in season 1 - no effect on muster only normal effects on stores/treasury etc.
If armies move through muster hex then I suggest no disruption to muster.
Very, very close to the off now
I'll be starting a thread, "The Tale of the Years", for campaign information. Please do not post in it. I will PM each of you with my e-mail address - please can you reply so that I have your address for e-mailing your initial spreadsheets. If you have an issue with providing your e-mail (bearing in mind it will get shared with the other players), let me know and we'll work around it.
All I need now are initial facility placements from TheGrayMouser, batesmotel and petergarnett and we can get under way. Check the 'Tale' thread for the details of the Lords' Convocation of 1350

All I need now are initial facility placements from TheGrayMouser, batesmotel and petergarnett and we can get under way. Check the 'Tale' thread for the details of the Lords' Convocation of 1350

Keyth
ubi solitudinem faciunt, pacem appellant.
ubi solitudinem faciunt, pacem appellant.
http://cid-404614788b316f26.skydrive.li ... 0Isles.doc
I have clarified fleet/army interaction a bit, added Fleet repairs, Mercenaries, Alliances, Communication and changed the format of the Convocation slightly (4 matters of state rather than 3) and also changed the turn sequence slightly. Any questions/issues just let me know.
Cheers,
I have clarified fleet/army interaction a bit, added Fleet repairs, Mercenaries, Alliances, Communication and changed the format of the Convocation slightly (4 matters of state rather than 3) and also changed the turn sequence slightly. Any questions/issues just let me know.
Cheers,
Keyth
ubi solitudinem faciunt, pacem appellant.
ubi solitudinem faciunt, pacem appellant.
-
- Field Marshal - Me 410A
- Posts: 5001
- Joined: Sat Nov 14, 2009 2:42 pm
I'll be able to get you those items tonite, I think Peter indicated he is away til Fridaykeyth wrote:Very, very close to the off nowI'll be starting a thread, "The Tale of the Years", for campaign information. Please do not post in it. I will PM each of you with my e-mail address - please can you reply so that I have your address for e-mailing your initial spreadsheets. If you have an issue with providing your e-mail (bearing in mind it will get shared with the other players), let me know and we'll work around it.
All I need now are initial facility placements from TheGrayMouser, batesmotel and petergarnett and we can get under way. Check the 'Tale' thread for the details of the Lords' Convocation of 1350
Two things have come to my attention. First up, the voting process could be unclear. Second, supply costs for invasions could be prohibitively high.
To answer the first issue, here is how voting works:
Each faction starts with five votes.
Each vote may only be used once per convocation.
You may use more than one vote on a matter of state or none at all.
To vote for an office or concession, you should state the faction that you want to get the office/concession and the number of votes.
To vote for a yes/no issue, you should state 'yes' or 'no' and the number of votes.
A voting example based on the current matters of state:
Bishop of Brunchweister - I don't want this as much as the other office so 0 votes
Mercenary auction - Could be good so 'Yes 1 vote'
Master of the King's Horse - I want this one so 'My faction 4 votes'
Isle Warden of Southrock - No votes left so 0 votes.
There will always be a few days real-time between the matters of state being published and the vote happening, so you have time to do all the horse-trading you want
Second issue about supply. Tonight I will give the numbers a thorough working over. My gut feeling is to increase the available supply generated by your facilities. Warfare should be expensive and you should have to plan ahead a bit, but not at the expense of gameplay and fun. Also check out the section in the rules on mercenaries - they don't need to be supplied, just paid. Finally, what do you all think of a Grain Exchange run by the High Chancellor, where you can purchase extra supply, but the price will fluctuate based on season and demand?
On a different tack, remember that there are opportunities to raise private motions in the Convocation. One could be used to try to remove an office from someone, get a grant of cash or stores from the Chancellor (though you may need to spread the love around a few other factions to get this voted through
).
To answer the first issue, here is how voting works:
Each faction starts with five votes.
Each vote may only be used once per convocation.
You may use more than one vote on a matter of state or none at all.
To vote for an office or concession, you should state the faction that you want to get the office/concession and the number of votes.
To vote for a yes/no issue, you should state 'yes' or 'no' and the number of votes.
A voting example based on the current matters of state:
Bishop of Brunchweister - I don't want this as much as the other office so 0 votes
Mercenary auction - Could be good so 'Yes 1 vote'
Master of the King's Horse - I want this one so 'My faction 4 votes'
Isle Warden of Southrock - No votes left so 0 votes.
There will always be a few days real-time between the matters of state being published and the vote happening, so you have time to do all the horse-trading you want

Second issue about supply. Tonight I will give the numbers a thorough working over. My gut feeling is to increase the available supply generated by your facilities. Warfare should be expensive and you should have to plan ahead a bit, but not at the expense of gameplay and fun. Also check out the section in the rules on mercenaries - they don't need to be supplied, just paid. Finally, what do you all think of a Grain Exchange run by the High Chancellor, where you can purchase extra supply, but the price will fluctuate based on season and demand?
On a different tack, remember that there are opportunities to raise private motions in the Convocation. One could be used to try to remove an office from someone, get a grant of cash or stores from the Chancellor (though you may need to spread the love around a few other factions to get this voted through

Keyth
ubi solitudinem faciunt, pacem appellant.
ubi solitudinem faciunt, pacem appellant.
Good stuff.
Is the actual voting public or secret, ie will people know how we voted after the event?
How will private motions work? Are votes 'reset' for them or do they become part of all the motions one may vote on?
Is the actual voting public or secret, ie will people know how we voted after the event?
How will private motions work? Are votes 'reset' for them or do they become part of all the motions one may vote on?
Playing as:
Danish - Won 1, Lost 2
Lancastrians - Won 3, Lost 3
Milanese - Lost 1
Scots Isles and Highlands - Lost 1
Swiss - Won 25, Lost 3
Danish - Won 1, Lost 2
Lancastrians - Won 3, Lost 3
Milanese - Lost 1
Scots Isles and Highlands - Lost 1
Swiss - Won 25, Lost 3
-
- Field Marshal - Me 410A
- Posts: 5001
- Joined: Sat Nov 14, 2009 2:42 pm
I dont have the rules in front of me (at work) but one thing that struck me is the huge amount of supplies needed for an army in field, especially in winter ( I think 3x the ap value)
Now i think this is accurate for an army that is literally in the field but what if you have it in a settlement, ie in winter quarters? would it still require 3 x supply? Maybe armies that are in a city should just have to pay the standard supply fee regardless of the season...
Now i think this is accurate for an army that is literally in the field but what if you have it in a settlement, ie in winter quarters? would it still require 3 x supply? Maybe armies that are in a city should just have to pay the standard supply fee regardless of the season...
If you are garrisoned in a settlement, you pay 50% of the army points value regardless of season, so yes, you do get to go into winter quarters if you choose to.TheGrayMouser wrote:I dont have the rules in front of me (at work) but one thing that struck me is the huge amount of supplies needed for an army in field, especially in winter ( I think 3x the ap value)
Now i think this is accurate for an army that is literally in the field but what if you have it in a settlement, ie in winter quarters? would it still require 3 x supply? Maybe armies that are in a city should just have to pay the standard supply fee regardless of the season...
Keyth
ubi solitudinem faciunt, pacem appellant.
ubi solitudinem faciunt, pacem appellant.
-
- Field Marshal - Me 410A
- Posts: 5001
- Joined: Sat Nov 14, 2009 2:42 pm
Missed that tidbit of infokeyth wrote:If you are garrisoned in a settlement, you pay 50% of the army points value regardless of season, so yes, you do get to go into winter quarters if you choose to.TheGrayMouser wrote:I dont have the rules in front of me (at work) but one thing that struck me is the huge amount of supplies needed for an army in field, especially in winter ( I think 3x the ap value)
Now i think this is accurate for an army that is literally in the field but what if you have it in a settlement, ie in winter quarters? would it still require 3 x supply? Maybe armies that are in a city should just have to pay the standard supply fee regardless of the season...

No worries
I only just realised how many pages there are to go through! I hope to have the 'final pre-starting the game' rules sorted out tonight or very early next week. I am away from tomorrow until Monday so don't worry if it all goes a bit quiet!
Cheers,

Cheers,
Keyth
ubi solitudinem faciunt, pacem appellant.
ubi solitudinem faciunt, pacem appellant.
Raids
Hi Keyth and all
Do raids need bottoming out a bit?
At the moment it would be a fixed carrying away of stores and possibly quite punitive facility grade loss irrespective of time spent raiding or presence absence of a garrison.
Could I suggest for discussion that your table stands except for the damage line. but rules are amended to make raids hex based at minimum 2MP per raid and to reflect richness of hex, time spent raiding and presence of garrison in fortification.
The Raid/Chevauchee
A raiding army consumes stores up to 50% of its points value living off the land (unchanged)
A raiding army can cause damage carry away booty if it is greater than/equal to county security x100 and no battle occurs in the raided hex.
A raiding army can only collect stores to carry away up to the same value as its points value in any one season.. i.e. 100 point army can carry only 100 stores booty in one season.
A raiding army may collect booty and damage facilities if
a) It spends 2 or more movement points in hex.
b) There is no garrison in the hex which offers battle.*
c) There is no battle with a patrolling or other force entering hex.
* Note principle is raiding is stopped by involvement in a battle however booty and/or damage may occur if a garrison is in the hex but chooses to remain in fortifications, present in the hex, and not give battle. No fortifications means battle must be given as per existing rules.
Booty = stores. Basic table for booty is (unchanged except for added 5% raiding force loss):-
Modified die roll 0 or less 1 - 2 3 - 4 5 - 6 7 or greater
Raiding Force loss 10% 5% 0 0 0
Base booty gained 0 25 50 75 100
Modifications
+ Attacker Espionage score minus Defender Espionage score (unchanged)
+1 for every 2 full MP spent raiding hex
-1 for garrison in hex > 50% raiding force strength
-2 for garrison in hex >100% raiding force strength
Add to basic booty collected for presence of un-garrisoned settlement/port and for presence of farm irrespective of presence of garrison.
Facility Type/Grade 1 2 3 4 5
Ungarrisoned settle +10 +20 +30 +60 +120
Ungarrisoned Port +5 +10 +15 +30 +60
Farm +0 +5 +10 +15 +25
Roll for Facility damage
Each facility of type settlement/port/farm is rolled for once per raid.
Ungarrisoned fortifications are rolled for once per raid.
Modified die roll of 5/6 or above = loss of one grade from facility
Modifications
+ Attacker Espionage score minus Defender Espionage score
+1 for every 2 full MP spent raiding hex
-1 for garrison in hex > 50% raiding force strength
-2 for garrison in hex >100% raiding force strength
Rationale
More populated i.e. facility heavy hexes may yield more booty.
Amount of booty is function of facilities present in hex and MPs (time) spent raiding hex.
A raiding force can only carry off its own points value in stores – any excess are destroyed.
Garrison which does not givve battle and stays inside fortification reduces likelihood of booty and damage.
Garrison or other army which gives battle stops the raid.
[/list]
Do raids need bottoming out a bit?
At the moment it would be a fixed carrying away of stores and possibly quite punitive facility grade loss irrespective of time spent raiding or presence absence of a garrison.
Could I suggest for discussion that your table stands except for the damage line. but rules are amended to make raids hex based at minimum 2MP per raid and to reflect richness of hex, time spent raiding and presence of garrison in fortification.
The Raid/Chevauchee
A raiding army consumes stores up to 50% of its points value living off the land (unchanged)
A raiding army can cause damage carry away booty if it is greater than/equal to county security x100 and no battle occurs in the raided hex.
A raiding army can only collect stores to carry away up to the same value as its points value in any one season.. i.e. 100 point army can carry only 100 stores booty in one season.
A raiding army may collect booty and damage facilities if
a) It spends 2 or more movement points in hex.
b) There is no garrison in the hex which offers battle.*
c) There is no battle with a patrolling or other force entering hex.
* Note principle is raiding is stopped by involvement in a battle however booty and/or damage may occur if a garrison is in the hex but chooses to remain in fortifications, present in the hex, and not give battle. No fortifications means battle must be given as per existing rules.
Booty = stores. Basic table for booty is (unchanged except for added 5% raiding force loss):-
Modified die roll 0 or less 1 - 2 3 - 4 5 - 6 7 or greater
Raiding Force loss 10% 5% 0 0 0
Base booty gained 0 25 50 75 100
Modifications
+ Attacker Espionage score minus Defender Espionage score (unchanged)
+1 for every 2 full MP spent raiding hex
-1 for garrison in hex > 50% raiding force strength
-2 for garrison in hex >100% raiding force strength
Add to basic booty collected for presence of un-garrisoned settlement/port and for presence of farm irrespective of presence of garrison.
Facility Type/Grade 1 2 3 4 5
Ungarrisoned settle +10 +20 +30 +60 +120
Ungarrisoned Port +5 +10 +15 +30 +60
Farm +0 +5 +10 +15 +25
Roll for Facility damage
Each facility of type settlement/port/farm is rolled for once per raid.
Ungarrisoned fortifications are rolled for once per raid.
Modified die roll of 5/6 or above = loss of one grade from facility
Modifications
+ Attacker Espionage score minus Defender Espionage score
+1 for every 2 full MP spent raiding hex
-1 for garrison in hex > 50% raiding force strength
-2 for garrison in hex >100% raiding force strength
Rationale
More populated i.e. facility heavy hexes may yield more booty.
Amount of booty is function of facilities present in hex and MPs (time) spent raiding hex.
A raiding force can only carry off its own points value in stores – any excess are destroyed.
Garrison which does not givve battle and stays inside fortification reduces likelihood of booty and damage.
Garrison or other army which gives battle stops the raid.
[/list]
-
- Field Marshal - Me 410A
- Posts: 5001
- Joined: Sat Nov 14, 2009 2:42 pm
I think I have all the information in - I just need to collate a few things and then we will be away. Typically, work has just got really busy!TheGrayMouser wrote:Hey Keyth, dont want to hassle you but any idea when kick off time will be?

Keyth
ubi solitudinem faciunt, pacem appellant.
ubi solitudinem faciunt, pacem appellant.
-
- Field of Glory Moderator
- Posts: 1029
- Joined: Sat Jan 09, 2010 7:01 pm
- Location: Gatwick, UK
Change of List
Gentlemen - a late change of list for use.
The Earldom of Connaught (to stay in character) will use the Anglo-Irish (late) lists.
The Earldom of Connaught (to stay in character) will use the Anglo-Irish (late) lists.
Re: Change of List
NotedTriarius wrote:Gentlemen - a late change of list for use.
The Earldom of Connaught (to stay in character) will use the Anglo-Irish (late) lists.

Keyth
ubi solitudinem faciunt, pacem appellant.
ubi solitudinem faciunt, pacem appellant.
-
- Field of Glory Moderator
- Posts: 1029
- Joined: Sat Jan 09, 2010 7:01 pm
- Location: Gatwick, UK
Final pass of the rules... just waiting for a few details back and then we are ready to go.
http://cid-404614788b316f26.skydrive.li ... 0Isles.doc
Thanks to Triarius for fleshing out the Raid/Chevauchee rules - a much welcome addition!
Cheers,
P.S. Is that an early or late Panzer Division? A couple of Pz-38(t)s may sneak in unnoticed
http://cid-404614788b316f26.skydrive.li ... 0Isles.doc
Thanks to Triarius for fleshing out the Raid/Chevauchee rules - a much welcome addition!
Cheers,
P.S. Is that an early or late Panzer Division? A couple of Pz-38(t)s may sneak in unnoticed

Keyth
ubi solitudinem faciunt, pacem appellant.
ubi solitudinem faciunt, pacem appellant.