He Died Old (The Great Mithridatic War): Ongoing

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Round 4: administration

Post by kronenblatt »

Administration: moving armies and reducing army size after battles, managing sieges (reducing Defense values), changing control over towns, cities, provinces, merging and splitting armies, moving generals.

Battles
Losing armies: Pontus Army I must move 8 - 10 MP away from the armies it fought, but is not applicable since its size is reduced to zero so eliminated along with its general.
Victorious armies: Rome Army I, Rome Army IV are allowed (but not obliged) to move 1 - 6 MP in any direction.

Sieges
Hierosolyma: town's Defense value of 3 reduced to zero, due to sieging Egypt Army II (size 4). => Egypt gains control.
Caesarea Maritima: town's Defense value of 3 reduced to zero, due to sieging Egypt Army I (size 4). => Egypt gains control.
=> Egypt gains control over the province of Iudea. (A faction gains control over a province once it captures the provincial capital and at least half the other towns or cities of the province.)

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Round 4: administration (cont.)

Post by kronenblatt »

Rome Army I moves one hex south (2), then with it and Rome Army IV merging in the hex of MYRA.

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Round 5: Supply and Upkeep

Post by kronenblatt »

SUPPLY
  • Armies are supplied to the extent provided through foraging in the hexes themselves (ports can also provide supply), as follows:
    Image
=> All armies are fully supplied this round.

UPKEEP
  • Upkeep cost is paid in the Supply and Upkeep phase, after having received the round's Army Replacement Points, adding to the factions' current Army Replacement Points pools, as follows:
    • Pontus: 11 + 24 = 35.
    • Rome: 3 + 24 = 27.
    • Armenia: 6 + 8 = 14.
    • Egypt: 0 + 12 = 12.
    • Syria: 0 + 8 = 8.
  • Upkeep cost for each army amounts to 2 plus its current size in Army Replacement Points (i.e., 3, 4, 5, 6, 7).
  • After payment of upkeep costs, Army Replacement Points remain as follows:
    • Pontus: 26 (-9).
    • Rome: 12 (-15).
    • Armenia: 10 (-4).
    • Egypt: 0(-12).
    • Syria: 0 (-8).
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Round 5: Recruitment (by Dec. 30)

Post by kronenblatt »

Instructions to be provided by way of Slitherine PM on December 30, 9 PM (Stockholm time) at the latest.

Reinforcing Existing Armies
  • Existing armies can in the Recruitment phase be reinforced up to size 5 (of its original size) in a controlled and unsieged town or city in a currently controlled province.
  • The cost of reinforcing an existing army amounts to twice the size increase in Army Replacement Points (e.g., 2 Army Replacement Points if reinforcing from size 3 to 4).
(Please note that reinforcing armies that lost or drew battles in the previous round will reduce their movement allowance, unless commanded by generals.)

Raising New Armies
  • A new army can in the Recruitment phase be raised in any hex containing a controlled and unsieged town or city and located in an originally controlled province, provided that there is no enemy army within 6 MP.
  • Armies can only be raised in sizes 2, 3, 4, and 5 (i.e., not 1).
  • The cost of raising a new army amounts to 4 plus twice such size in Army Replacement Points (i.e., 8, 10,12, 14).
Obtaining Generals
  • New generals (whether replacing killed ones or not) can be obtained at a cost of 4 Army Replacement Points, provided that the new general can then only appear in the hex of an army located in a controlled and unsieged town or city (whether the province is currently controlled or not).
  • Once having been obtained in such a way, the general will start commanding that army with immediate effect.
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Round 5: Recruitment orders

Post by kronenblatt »

Roman faction (12 ARP)
  • No recruitment, all ARPs are saved.
Pontic faction

Pontus (26 ARP)
  • Reinforce Army IV to size 4 (6 ARP).
  • Raise a new army of size 5 in Amasia (6211) (14 ARP).
  • Add new general and place with new army (4 ARP).
=> 2 ARP left.

Armenia (10 ARP)
  • Reinforce Army I to size 5 (6 ARP).
=> 4 ARP left.
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Round 5: After recruitment

Post by kronenblatt »

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Round 5: Movement (by Jan. 3)

Post by kronenblatt »

Time for round 5's movement instructions.
  • Please send the movement instructions of your faction's armies by way of Slitherine PM to me.
  • Please note that it's WINTER, having implications for movement cost as well as supply.
  • All major faction and client state faction armies get 12 MP each to be used for movement that round, provided however that:
    • an army having lost a battle in the previous round gets its movement allowance reduced to 6 MP, and further to 0 MP if reinforced (unless commanded by a general at the beginning of the Movement phase).
    • an army having drawn a battle in the previous round gets its movement allowance reduced to 6 MP if reinforced (unless commanded by a general at the beginning of the Movement phase).
  • In addition, all armies that at the beginning of the Movement phase are commanded by a general get an additional +4 MP, whether movement allowance has been reduced or not.
  • Movement instructions are expressed as a sequence of individual moves, with no other symbols in between, only blanks (for easy copy-pasting by me).
    • For example, Roman army I: 2 4 2 6 0 6
  • Your faction is free to decide whether a one player submits for all armies, each player for his own army or armies, or whatever what works for you.
  • However, if I receive any conflicting instructions, I'll use the ones received last (as long as not after the deadline).
  • I'll not open any of the other faction's PMs until I've published the movement instructions of my own faction.
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Round 5: Executed moves

Post by kronenblatt »

Image

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Round 5: Administration

Post by kronenblatt »

No battles this round.

Administration: moving armies and reducing army size after battles, managing sieges (reducing Defense values), changing control over towns, cities, provinces, merging and splitting armies, moving generals.

Sieges
The town of Myra (initial Defense value of 3) is besieged by Rome Army I (size of 3):
=> Myra's Defense value is reduced to 0 (3 - 3).
=> Rome gains control over Myra and the province of Lycia & Pamphylia.

The town of Sidon (initial Defense value of 3 + 1 from deforested province) is besieged by Egypt Army I (size of 4):
=> Sidon's Defense value is reduced to 0 (4 - 4).
=> Egypt gains control over Sidon.

The city of Damascus (initial Defense value of 6 + 1 from deforested province) is besieged by Egypt Army II (size of 4):
=> Damascus' Defense value is reduced to 3 (7 - 4).

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Round 5: Administration (cont.)

Post by kronenblatt »

Syria Army I merges into Syria Army II (becoming size 4).

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Round 6: SUMMER

Post by kronenblatt »

Round 6 has been rolled as SUMMER.
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Round 6: Supply and Upkeep

Post by kronenblatt »

SUPPLY
  • Armies are supplied to the extent provided through foraging in the hexes themselves (ports can also provide supply), as follows:
    Image
=> All armies are fully supplied this SUMMER round.

UPKEEP
  • Upkeep cost is paid in the Supply and Upkeep phase, after having received the round's Army Replacement Points, adding to the factions' current Army Replacement Points pools, as follows:
    • Pontus: 2 + 24 = 26.
    • Rome: 12 + 24 = 36.
    • Armenia: 4 + 8 = 12.
    • Egypt: 0 + 12 = 12.
    • Syria: 0 + 8 = 8.
  • Upkeep cost for each army amounts to 2 plus its current size in Army Replacement Points (i.e., 3, 4, 5, 6, 7).
  • After payment of upkeep costs, Army Replacement Points remain as follows:
    • Pontus: 9 (-17).
    • Rome: 21 (-15).
    • Armenia: 5 (-7).
    • Egypt: 0(-12).
    • Syria: 2 (-6).
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Round 6: Recruitment (by Jan. 10)

Post by kronenblatt »

Instructions to be provided by way of Slitherine PM on January 10, 9 PM (Stockholm time) at the latest.

Reinforcing Existing Armies
  • Existing armies can in the Recruitment phase be reinforced up to size 5 (of its original size) in a controlled and unsieged town or city in a currently controlled province.
  • The cost of reinforcing an existing army amounts to twice the size increase in Army Replacement Points (e.g., 2 Army Replacement Points if reinforcing from size 3 to 4).
(Please note that reinforcing armies that lost or drew battles in the previous round will reduce their movement allowance, unless commanded by generals.)

Raising New Armies
  • A new army can in the Recruitment phase be raised in any hex containing a controlled and unsieged town or city and located in an originally controlled province, provided that there is no enemy army within 6 MP.
  • Armies can only be raised in sizes 2, 3, 4, and 5 (i.e., not 1).
  • The cost of raising a new army amounts to 4 plus twice such size in Army Replacement Points (i.e., 8, 10,12, 14).
Obtaining Generals
  • New generals (whether replacing killed ones or not) can be obtained at a cost of 4 Army Replacement Points, provided that the new general can then only appear in the hex of an army located in a controlled and unsieged town or city (whether the province is currently controlled or not).
  • Once having been obtained in such a way, the general will start commanding that army with immediate effect.
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Round 6: Recruitment orders

Post by kronenblatt »

Roman faction

Rome (21 ARP)
  • Reinforce Rome Army I +1 to size 4 (2 ARP)
  • Reinforce Rome Army III +1 to size 4 (2)
  • Add new general for Rome Army III (4)
  • Raise a new army of size 3 in Apamea (10)
=> 3 ARP left.


Pontic faction

Pontus (9 ARP)
  • Reinforce Pontus Army II +1 to size 5 (2)
  • Reinforce Pontus Army V +1 to size 5 (2)
  • Add new general for Pontus IV Army(4)
=> 1 ARP left.

Syria (2 ARP)
  • Reinforce Syria Army II +1 to size 5 (2)
=> 0 ARP left.

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Round 6: Movement

Post by kronenblatt »

Time for round 6's movement instructions.
  • Please send the movement instructions of your faction's armies by way of Slitherine PM to me.
  • Please note that it's SUMMER, having (favourable) implications for movement cost as well as supply.
  • All major faction and client state faction armies get 12 MP each to be used for movement that round, provided however that:
    • an army having lost a battle in the previous round gets its movement allowance reduced to 6 MP, and further to 0 MP if reinforced (unless commanded by a general at the beginning of the Movement phase).
    • an army having drawn a battle in the previous round gets its movement allowance reduced to 6 MP if reinforced (unless commanded by a general at the beginning of the Movement phase).
  • In addition, all armies that at the beginning of the Movement phase are commanded by a general get an additional +4 MP, whether movement allowance has been reduced or not.
  • Movement instructions are expressed as a sequence of individual moves, with no other symbols in between, only blanks (for easy copy-pasting by me).
    • For example, Roman army I: 2 4 2 6 0 6
  • Your faction is free to decide whether a one player submits for all armies, each player for his own army or armies, or whatever what works for you.
  • However, if I receive any conflicting instructions, I'll use the ones received last (as long as not after the deadline).
  • I'll not open any of the other faction's PMs until I've published the movement instructions of my own faction.
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Round 6: Executed moves

Post by kronenblatt »

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Round 6: Battle resolutions

Post by kronenblatt »

Battle 1
  • 1.1 Armenia Army I (1660 FP (5=5+1-1), Triarii) versus Egypt Army I (1540 FP (3=4+1-2), kronenblatt). Mediterranean Agricultural.
  • 1.2 Syria Army II (1630 FP (4=5-1), edb1815) versus Egypt Army I (1570 FP (3=4+1-2), carpenkm). Mediterranean Agricultural.
The engagement will in Field of Glory II: Ancients be set up as follows:
  • Scenario: Open Battle.
  • Turn limit: 24 turns.
  • Map size: Wide (40 x 32).
  • Armies and allies: The two armies use their respective factions' army lists (no allies).
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Round 6: Concluded battles

Post by kronenblatt »

Battle 1
  • 1.1 Armenia Army I (1660 FP (5=5+1-1), Triarii) versus Egypt Army I (1540 FP (3=4+1-2), kronenblatt). Mediterranean Agricultural.
    => Armenia Army I (0) defeats Egypt Army I (-2) 45-19.
  • 1.2 Syria Army II (1630 FP (4=5-1), edb1815) versus Egypt Army I (1570 FP (3=4+1-2), carpenkm). Mediterranean Agricultural.
    => Syria Army II (0) draws with Egypt Army I (0) 0-0.
=> Syrian-Armenian win!
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Round 6: Administration

Post by kronenblatt »

Administration: moving armies and reducing army size after battles, managing sieges (reducing Defense values), changing control over towns, cities, provinces, merging and splitting armies, moving generals.

Sieges
The town of Iconium (initial Defense value of 3) is besieged by Rome Army I (size of 4):
=> Iconium's Defense value is reduced to -1 (3 - 4).
=> Rome gains control over Iconium.

The city of Damascus (current Defense value of 3) is besieged by Egypt Army II (size of 4):
=> Damascus' Defense value is reduced to -1 (3 - 4).
=> Egypt gains control over Damascus.
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Round 7: SUMMER

Post by kronenblatt »

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