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Re: Vae Victis III - Bellum Italicum: idea
Posted: Mon Nov 15, 2021 6:06 pm
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
Re: Vae Victis III - Bellum Italicum: idea
Posted: Mon Nov 15, 2021 9:11 pm
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
Re: Vae Victis III - Bellum Italicum: idea
Posted: Tue Nov 16, 2021 11:06 pm
by kronenblatt
With Karvon dropping out, the list currently stands as follows.

Re: Vae Victis III - Bellum Italicum: idea
Posted: Wed Nov 17, 2021 2:04 pm
by batesmotel
I'm in.
Armies:
1) Samnite - Terventum
2) Campanian - Neapolis
3) Rome - Caere
4) Epirote - Brundisium
5) Gallic - Felsina
Chris
Re: Vae Victis III - Bellum Italicum: idea
Posted: Wed Nov 17, 2021 2:20 pm
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!
Re: Vae Victis III - Bellum Italicum: idea
Posted: Wed Nov 17, 2021 3:25 pm
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
Re: Vae Victis III - Bellum Italicum: idea
Posted: Wed Nov 17, 2021 5:26 pm
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!
Re: Vae Victis III - Bellum Italicum: idea
Posted: Wed Nov 17, 2021 7:45 pm
by TomoeGozen
Ok , I'm in
1.Greek - Velia
2.Lucanian - Paestum
3.Etruscan - Arretium
4.Samnite - Aesernia
5.Gallic - Felsina
cheers,
Dave.
Re: Vae Victis III - Bellum Italicum: idea
Posted: Wed Nov 17, 2021 8:20 pm
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!
Re: Vae Victis III - Bellum Italicum: idea
Posted: Wed Nov 17, 2021 8:20 pm
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!
Re: Vae Victis III - Bellum Italicum: idea
Posted: Wed Nov 17, 2021 10:47 pm
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:
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.

Re: Vae Victis III - Bellum Italicum: idea
Posted: Thu Nov 18, 2021 3:09 am
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?
Re: Vae Victis III - Bellum Italicum: idea
Posted: Thu Nov 18, 2021 5:58 am
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.
Re: Vae Victis III - Bellum Italicum: idea
Posted: Thu Nov 18, 2021 7:14 am
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 ?
Re: Vae Victis III - Bellum Italicum: idea
Posted: Thu Nov 18, 2021 7:45 am
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?
Re: Vae Victis III - Bellum Italicum: idea
Posted: Thu Nov 18, 2021 7:52 am
by devoncop
Perfect Andreas thank you.
Have you thought of becoming a teacher ?
