Page 1 of 2

Sacred Bands - an open and dynamic tournament: Closed

Posted: Thu Mar 02, 2023 9:40 pm
by kronenblatt
Sacred Bands - Greece, fifth century BC

After this arrived a thousand Athenian heavy infantry and three hundred horse, under the command of Laches and Nicostratus... Meanwhile the Lacedaemonians, upon their return from Argos after concluding the four months' truce, vehemently blamed Agis for not having subdued Argos, after an opportunity such as they thought they had never had before; for it was no easy matter to bring so many and so good allies together... A force marched out from Lacedaemon, of the Spartans and Helots and all their people, and that instantly and upon a scale never before witnessed. Advancing to Orestheum in Maenalia, they directed the Arcadians in their league to follow close after them to Tegea, and, going on themselves as far as Orestheum, from thence sent back the sixth part of the Spartans, consisting of the oldest and youngest men, to guard their homes, and with the rest of their army arrived at Tegea; where their Arcadian allies soon after joined them. Meanwhile they sent to Corinth, to the Boeotians, the Phocians, and Locrians, with orders to come up as quickly as possible to Mantinea... Here they were seen by the Argives and their allies, who immediately took up a strong and difficult position, and formed in order of battle. The Lacedaemonians at once advanced against them, and came on within a stone's throw or javelin's cast... The generals, half-stunned for the moment, afterwards led them down from the hill, and went forward and encamped in the plain, with the intention of attacking the enemy... The next day the Argives and their allies formed in the order in which they meant to fight, if they chanced to encounter the enemy; and the Lacedaemonians returning from the water to their old encampment by the temple of Heracles, suddenly saw their adversaries close in front of them, all in complete order, and advanced from the hill. A shock like that of the present moment the Lacedaemonians do not ever remember to have experienced: there was scant time for preparation, as they instantly and hastily fell into their ranks... In this battle the left wing was composed of the Sciritae, who in a Lacedaemonian army have always that post to themselves alone; next to these were the soldiers of Brasidas from Thrace, and the Neodamodes with them; then came the Lacedaemonians themselves, company after company, with the Arcadians of Heraea at their side. After these were the Maenalians, and on the right wing the Tegeans with a few of the Lacedaemonians at the extremity; their cavalry being posted upon the two wings. Such was the Lacedaemonian formation... That of their opponents was as follows: On the right were the Mantineans, the action taking place in their country; next to them the allies from Arcadia; after whom came the thousand picked men of the Argives, to whom the state had given a long course of military training at the public expense; next to them the rest of the Argives, and after them their allies, the Cleonaeans and Orneans, and lastly the Athenians on the extreme left, and lastly the Athenians on the extreme left, and their own cavalry with them... After this they joined battle, the Argives and their allies advancing with haste and fury, the Lacedaemonians slowly and to the music of many flute-players- a standing institution in their army, that has nothing to do with religion, but is meant to make them advance evenly, stepping in time, without break their order, as large armies are apt to do in the moment of engaging... Just before the battle joined, King Agis resolved upon the following manoeuvre. All armies are alike in this: on going into action they get forced out rather on their right wing, and one and the other overlap with this adversary's left; because fear makes each man do his best to shelter his unarmed side with the shield of the man next him on the right, thinking that the closer the shields are locked together the better will he be protected. The man primarily responsible for this is the first upon the right wing, who is always striving to withdraw from the enemy his unarmed side; and the same apprehension makes the rest follow him... On the present occasion the Mantineans reached with their wing far beyond the Sciritae, and the Lacedaemonians and Tegeans still farther beyond the Athenians, as their army was the largest. Agis, afraid of his left being surrounded, and thinking that the Mantineans outflanked it too far, ordered the Sciritae and Brasideans to move out from their place in the ranks and make the line even with the Mantineans, and told the Polemarchs Hipponoidas and Aristocles to fill up the gap thus formed, by throwing themselves into it with two companies taken from the right wing; thinking that his right would still be strong enough and to spare, and that the line fronting the Mantineans would gain in solidity... However, as he gave these orders in the moment of the onset, and at short notice, it so happened that Aristocles and Hipponoidas would not move over, for which offence they were afterwards banished from Sparta, as having been guilty of cowardice; and the enemy meanwhile closed before the Sciritae (whom Agis on seeing that the two companies did not move over ordered to return to their place) had time to fill up the breach in question. Now it was, however, that the Lacedaemonians, utterly worsted in respect of skill, showed themselves as superior in point of courage. As soon as they came to close quarters with the enemy, the Mantinean right broke their Sciritae and Brasideans, and, bursting in with their allies and the thousand picked Argives into the unclosed breach in their line, cut up and surrounded the Lacedaemonians, and drove them in full rout to the wagons, slaying some of the older men on guard there... But the Lacedaemonians, worsted in this part of the field, with the rest of their army, and especially the centre, where the three hundred knights, as they are called, fought round King Agis, fell on the older men of the Argives and the five companies so named, and on the Cleonaeans, the Orneans, and the Athenians next them, and instantly routed them; the greater number not even waiting to strike a blow, but giving way the moment that they came on, some even being trodden under foot, in their fear of being overtaken by their assailants... The army of the Argives and their allies, having given way in this quarter, was now completely cut in two, and the Lacedaemonian and Tegean right simultaneously closing round the Athenians with the troops that outflanked them, these last found themselves placed between two fires, being surrounded on one side and already defeated on the other. Indeed they would have suffered more severely than any other part of the army, but for the services of the cavalry which they had with them. Agis also on perceiving the distress of his left opposed to the Mantineans and the thousand Argives, ordered all the army to advance to the support of the defeated wing; and while this took place, as the enemy moved past and slanted away from them, the Athenians escaped at their leisure, and with them the beaten Argive division... Meanwhile the Mantineans and their allies and the picked body of the Argives ceased to press the enemy, and seeing their friends defeated and the Lacedaemonians in full advance upon them, took to flight. Many of the Mantineans perished; but the bulk of the picked body of the Argives made good their escape. The flight and retreat, however, were neither hurried nor long; the Lacedaemonians fighting long and stubbornly until the rout of their enemy, but that once effected, pursuing for a short time and not far... Such was the battle, as nearly as possible as I have described it; the greatest that had occurred for a very long while among the Hellenes, and joined by the most considerable states. The Lacedaemonians took up a position in front of the enemy's dead, and immediately set up a trophy and stripped the slain; they took up their own dead and carried them back to Tegea, where they buried them, and restored those of the enemy under truce. The Argives, Orneans, and Cleonaeans had seven hundred killed; the Mantineans two hundred, and the Athenians and Aeginetans also two hundred, with both their generals. On the side of the Lacedaemonians, the allies did not suffer any loss worth speaking of: as to the Lacedaemonians themselves it was difficult to learn the truth; it is said, however, that there were slain about three hundred of them...

The starting point is Greece in the fifth century BC and the rivalry between the different city states and kingdoms, with ever-changing loyalties and allegiances, resulting in the lengthy and bloody Peloponnesian War and other conflicts.

Much like Danelaw, Sacred Bands is an idea of a tournament for one of Schweetness101's mods, but this time his Ancient Greek Mod. I will run it as administrator but only occasionally participate in as player. And the latter goes for everyone else as well! :)

Because Sacred Bands is an open tournament in the sense that players on an ad hoc basis and round by round take turns in announcing their interest to make attacks and play out the corresponding Field of Glory II:Ancients game in The Ancient Greek Mod, with another volunteering player as the opponent.

In addition, it is dynamic in the sense that a player may play as different factions over the course of the tournament, and all in double-game format, thus playing both sides in two separate games. Thus, a player's success (and failure) in this tournament isn't directly measured by the fortunes of one faction but by his casualties inflicted and incurred in the games he's playing, whichever faction he's representing. (Factions may of course gain and lose territories on the map, based on battle outcomes, but this political situation only serves as acting as the backdrop and setting the scene for the ongoing development of the tournament.)

If all this sounds like fun, in combination with trying out Schweetness101's awesome Ancient Greek Mod, please let me know. :) No one has to sign up right away, but may enter later on if interesting.

September 2023: This tournament is closed due to problems with map size in this unsupported Ancient Greek Mod, as it seems to corrupt also the map sizes of other vanilla games to be deployed.

The Map

Posted: Fri Mar 03, 2023 5:15 am
by kronenblatt
Current (after round 1)
Image

Original
Image

The Tournament

Posted: Fri Mar 03, 2023 5:17 am
by kronenblatt
Players' scores
  • dim30: 127 (2 battles) => 63.5
  • Schweetness101: 103 (2 battles) => 51.5
List of players to make attacks and/or act as opponents
  • anderarcos11
  • SnuggleBunnies
  • dim30
  • kronenblatt
  • Schweetness101
  • Karvon
dim30 versus Schweetness101
Syracuse attacks Himera of Carthage from Gela.
=> Syracuse (dim30, 81) defeats Carthage (Schweetness101, 29) 54-29 (+25).
=> Syracuse (Schweetness101, 74) defeats Carthage (dim30, 46) 73-46 (+27).
=> Syracuse (+52) overall victor against Carthage (-52) and gains control over Himera.

The Rules

Posted: Fri Mar 03, 2023 5:49 am
by kronenblatt
Overview

Background and setting the scene
  • The starting point is Greece in the fifth century BC and the rivalry between the different city states and kingdoms, with ever-changing loyalties and allegiances, resulting in the lengthy and bloody Peloponnesian War and other conflicts.
Vision and idea behind the tournament
  • The Sacred Bands tournament uses the Ancient Greek Mod for its Field of Glory II:Ancients games.
  • The mod has been tailor made and designed by Schweetness101 to cover the specific type of warfare during this era, with new army lists, units, and rules.
  • The purpose of this tournament is to investigate and try out the mod and the warfare of the era and its different combatants, all in a historic setting.
  • It includes a dynamic number of players, who will (for each round or as part of a queue, if needed) express interest to make attack declarations as rounds go by, also playing out these attacks against other volunteering players in the form of double games (i.e., playing both sides in two separate battles).
  • Thus, a player will represent different factions during the course of the tournament, and not statically one and the same faction.
  • Some players will play more often and other more seldomly, which is all fine and up to themselves.
  • His successes (and failures) will be measured by his own casualties inflicted and incurred in the games he's playing, whichever faction he's representing.
  • Factions will still gain and lose territories on the map, based on battle outcomes, in order to create a dynamic political situation and the stage and scene in which these games are taking place.
Victory conditions
  • The tournament ends once at least one player have concluded ten double games (corresponding to twenty individual battles).
  • The winner is then the player (from among those having concluded at least three double games) with the highest average score.
Code of Conduct
  • Players are kindly asked to:
    • express curiosity and open-mindedness in trying out new factions, situations, and opponents, all for the fun of it ( :D ), not for maximising your score ( :twisted: ).
    • offer to play a certain game only if you can undertake to conclude it within a three-week period at maximum.
      • This is crucial in order to maintain intensity and continuity in the tournament, since each round will involve only one attack and thus only one game with two players.
      • However, there is no rush or time limit between rounds but the tournament can then remain idle until a player picks up the attack initiative.
    • make good use of the terrain on the map, but no camping or running away please.

Mod
  • To install the Ancient Greek Mod v1.4, please do as follows:
    1. Download the (zipped) Ancient Greek Mod v1.4.rar file HERE (click download link on the folder, don't click into the folder)
    2. Extract/unzip it to Ancient Greek Mod v1.4.rar to C:\Users\YourName\Documents\My Games\FieldOfGlory2\MULTIPLAYER\ (and if single-player, also to C:\Users\YourName\Documents\My Games\FieldOfGlory2\CAMPAIGNS\).
    3. You should then have a folder named Ancient Greek Mod v1.4 under \MULTIPLAYER\, with a number of files and folders within it.

Map
  • The map covers Greece and Sicily, divided into 23 regions.
Image


Factions
  • There are in all nine factions (color coded on the map):
    • Aetolians
    • Athens
    • Carthage
    • Macedon
    • Persia
    • Sparta
    • Syracuse
    • Thebes
    • Thessaly
  • Upon start, each faction controls 2 - 4 regions.
  • All factions are free to attack each other; there are no alliances of any sort. :twisted:

Rounds
  • Each round consists of the following three phases:
    1. Attack declarations: The player designated by the administrator ("first player") announces which attack that he intends to make, with another player (also designated by the administrator) acting as the opponent ("second player").
    2. Battle resolutions: The corresponding battle is played and completed as a double game (with two separately set up battles) using the Ancient Greek Mod of FoG II:Ancients during a period of three weeks.
    3. Administration: changes of region control, determining which player to determine next round's attack.

Attacks
  • The first player declares one attack by a faction of his choice.
  • The attack involves the faction (the "attacker") making an attack from one of the faction's controlled regions ("attacker's region") upon a connected region ("defender's region") controlled by another faction (the "defender").
  • Alternatively, Persia and Athens can make attacks "from the sea" (i.e., require no connection between attacker's and defender's regions).
    • Persia (if controlling no regions) can make such attacks upon the regions of 9 Korinthos, 10 Athinai, 11 Eritria, 17 Larissa, 20 Dion, 22 Pella, and 23 Olynthos.
    • Athens can (only for as long as not being the overall loser in an earlier attack "from the sea") make such attacks upon any coastal region (i.e., any but 18 Trikka, 19 Keletron, and 21 Aigai).
  • The attack declaration (whether "from the sea" or not) will be made in a post in the tournament's thread on the forum.
  • Examples on how to express attack declarations:
    • Macedon attacks Larissa from Dion.
    • Athens attacks Messene from the sea.
    • Persia attacks Corinthos from the sea.

Battles

Setting up the battle
  • The first player creates both challenges as two separate games (i.e., not Paired (Mirror) Challenge) in the FoG2 Multiplayer Lobby, using the Ancient Greek Mod (version 1.4). also making a post in the tournament thread for information.
    • One game with him playing as the attacker, the another game as the defender.
    • Please note: not Paired (Mirror) Challenge, since this does not seem to work with the mod Map Size wise.
  • Thus, the players will play out two battles and as both factions; one faction each in two separate games.
  • Battles take the following form:
    • Scenario: Ancient Greek Mod v1.4.
    • Custom Battle.
    • Scenario: Open Battle.
    • Armies: as set out below, in "Armies", using no allies.
    • Turn limit: 24 turns.
    • Force size: Large (1600 FP for both attacker and defender).
    • Map size: Very Wide (36x24).
    • Map type: Mediterranean Agricultural.
    • No map re-rolls will be made.
Image

Concluding and reporting the battle
  • Battles are to be concluded within a three-week deadline.
  • Battle outcomes, once resolved, is always posted by the victor, or the player having inflicted the most casualties, in a post of the tournament thread.

Armies

Main armies
  • Aetolians: Aitolia and Akarnania
  • Athens: Delian League
  • Carthage: Carthage
  • Macedon: Macedon
  • Persia: Achaemenid Persia
  • Sparta: Peloponnesian League
  • Syracuse: Syracuse
  • Thebes: Boeotian League
  • Thessaly: Thessaly
Allies
  • No allies are used in this tournament.

Effects of battle outcome

General
  • The side routing the enemy is considered the victor of the battle, and the routed side correspondingly considered the loser of that battle.
  • If neither side routs the enemy, neither side is considered victor or loser for that battle and the battle is considered a draw.
  • Players will obtain scores from both outcomes in the two individual battles of the double game, as set out under "Players and scoring" below.
  • The two outcomes of the individual battles in the double game will determine the overall result of the attack, as follows and with effects set out in "Factions and regions" below:
    • The faction having the most victories is considered the overall victor, with the other faction considered the overall loser.
    • If neither faction has a victory, the overall result is considered a draw.
    • If the two factions have one victory each, the overall victor is the faction (if any) with a sum of inflicted casualties minus incurred casualties from the two battles of +10 or higher (and if no such faction, the overall result is a draw).
    • Examples
      • if each faction has won one battle in the double game but the first faction has +11 in casualty difference (and the other faction thus -11), that first faction is thus the overall victor.
      • if one faction has won one battle and drawn the other battle in the double game, it has more victories (1) than the other faction (0) and is thus the overall victor.

Factions and regions
  • If the attacker's faction is the overall victor, it gains control over the defender's region.
  • If the defender's faction is the overall victor (and it is not an attack "from the sea"), it gains control over the attacker's region.
  • If the overall result is a draw or the defender's faction is the overall victor in an attack "from the sea", there is no change to region control.
Players and scoring
  • Players will obtain scores from both individual battles in the double game.
  • Drawing and losing player's score from a battle equals his inflicted casualties (subject to a maximum of 60).
  • Victorious player's score equals 120 minus the losing player's score (subject to a minimum of 60).
  • A player's total score in the tournament equals the average of his scores from all his battles in the tournament, only applicable once he has participated in three double games or more (i.e., of course corresponding to six or more individual battles).

About the Mod

Posted: Sat Mar 04, 2023 6:48 pm
by Schweetness101
I strongly recommend that you read the PDF changelist at the mod page download link, as the mod makes many gameplay, and not just aesthetic, changes.

The short list of important things to keep in mind though are the following:
  • Anarchy and refusal charge: Units have a chance to anarchy charge (i.e., charge at its own initiative) and refuse charge now based on various conditions. They have anarchy and fear (inducing) ratings. A refusal causes a cohesion check.
  • Shieldwalls: Certain unit types (offensive/defensive spearmen, armoured heavy weapon, armoured impact foot) get an adjacency bonus to POA and CT checks, and defense against 90 degree flank attacks, if in shieldwall (adjacent to units of a similar type, see the mod page for a detailed description of this with pictures).
  • Rebalancing: Some unit capabilities/POAs are rebalanced around anarchy, shield wall and other rules changes, including edits to warband Deep Impact, Light Spear (inf and cav), Lancers and Heavy Weapon.
  • Limited ammo: Ranged units can run out of ammo (5 full and 5 half effect shots) but can also melee a bit more.
  • Bows: Bow units, both Light Archers and Bowmen, can shoot over adjacent, same height, allied non-light infantry units that are not in combat.
  • No free generals: All generals (aside from the C-in-C) must be purchased. Some factions have higher max generals.
  • Generals: Generals can move one square while in combat.
  • Rally requires command: Units can only rally while in command.
  • Combat speed resolution: Non-light infantry combat is somewhat slowed down, and cavalry melee is sped up.
  • Cavalry fallback: Cavalry can fall back further.
  • Cavalry ZoC loss: Cavalry enable loss of secondary ZoC of non-light infantry that they charge (even if falling back after charge).
  • Shorter LoS: Decreased line of sight by half, i.e., to 10 tiles (from 20 in vanilla).
  • Less disordering: Heavy Foot are only slightly disordered in rough terrain.
  • Maneuverability: Some fast or well drilled, motivated non-light foot have 12 instead of 10 AP. Non-light infantry cannot about face in one turn or back up.
and more changes besides those, but the above list should get you started.

There are also some AI behavior and deployment changes, and map generation changes (shallower, and if agricultural, flatter), you will notice if you play a few battles vs the AI.

And... We're open!

Posted: Sat Mar 04, 2023 7:30 pm
by kronenblatt
Thanks for introduction to the main mod concepts, Schweetness101!

And with version 1.4 published, please now feel free to download and install it.

Who are now up for making attacks? And to act as opponents? Please then post here or send me a PM.

Re: Sacred Bands - an open and dynamic tournament: Upcoming!

Posted: Sun Mar 05, 2023 9:29 am
by dim30
Hi. I have played one solo game and this mod is a blast. Really good improvment with anarchy rule ! Count me in for play !

Re: Sacred Bands - an open and dynamic tournament: Upcoming!

Posted: Sun Mar 05, 2023 11:37 am
by kronenblatt
dim30 wrote: Sun Mar 05, 2023 9:29 am Hi. I have played one solo game and this mod is a blast. Really good improvment with anarchy rule ! Count me in for play !
Great: welcome!

Re: Sacred Bands - an open and dynamic tournament: Upcoming!

Posted: Sun Mar 05, 2023 1:03 pm
by dim30
So let's go :
Syracuse attacks Himera from Gela !

Re: Sacred Bands - an open and dynamic tournament: Upcoming!

Posted: Sun Mar 05, 2023 1:13 pm
by kronenblatt
dim30 wrote: Sun Mar 05, 2023 1:03 pm So let's go :
Syracuse attacks Himera from Gela !
Nice! So it's Syracuse against Carthage! :twisted:

Who'd like to face dim30 in this mirror match? (You'll need to have downloaded and installed version 1.4 of the Ancient Greek Mod, see instructions in the rules and in the link itself.)

Re: Sacred Bands - an open and dynamic tournament: Upcoming!

Posted: Sun Mar 05, 2023 6:31 pm
by Schweetness101
kronenblatt wrote: Sun Mar 05, 2023 1:13 pm
dim30 wrote: Sun Mar 05, 2023 1:03 pm So let's go :
Syracuse attacks Himera from Gela !
Nice! So it's Syracuse against Carthage! :twisted:

Who'd like to face dim30 in this mirror match? (You'll need to have downloaded and installed version 1.4 of the Ancient Greek Mod, see instructions in the rules and in the link itself.)
I'll pick it up, @dim30 you post and PM me the password?

Round 1: Battle!

Posted: Sun Mar 05, 2023 6:36 pm
by kronenblatt
dim30 wrote: Sun Mar 05, 2023 1:03 pm So let's go :
Syracuse attacks Himera from Gela !
Schweetness101 wrote: Sun Mar 05, 2023 6:31 pm I'll pick it up, @dim30 you post and PM me the password?
Great! Yes, the player making the attack (i.e., dim30 this round) sets up the game as well.

dim30 versus Schweetness101
Paired (Mirror) Challenge.
Module: Ancient Greek Mod v1.4.
Scenario: Open Battle.
Armies: Syracuse versus Carthage, no allies.
Turn limit: 24 turns.
Force size: Large (1600 FP for both attacker and defender).
Map size: Very Wide (36x24).
Map type: Mediterranean Agricultural.

Re: Sacred Bands - an open and dynamic tournament: Upcoming!

Posted: Sun Mar 05, 2023 9:25 pm
by dim30
Game steup
pw: tyran

See you on battlefield sir Schweetness101 !

Re: Sacred Bands - an open and dynamic tournament: Upcoming!

Posted: Sun Mar 05, 2023 9:55 pm
by Schweetness101
dim30 wrote: Sun Mar 05, 2023 9:25 pm Game steup
pw: tyran

See you on battlefield sir Schweetness101 !
thanks! game accepted

Re: Sacred Bands - an open and dynamic tournament: Ongoing

Posted: Sat Mar 11, 2023 4:07 pm
by dim30
Battles in sicily concluded.

1st battle: dim30 syracuse (29%) win Schweetness101 carthage (54%)
2nd Battle: dim30 Carthage (73%) defeated by Schweetness101 Syracuse (46%)

This mod is a must ! I recomand it to everyone who want more comand restriction on troops ! Thank for Schweetness for this 1st run !

Round 1: Concluded battles

Posted: Sat Mar 11, 2023 5:03 pm
by kronenblatt
dim30 versus Schweetness101
Syracuse attacks Himera of Carthage from Gela.
=> Syracuse (dim30, 81) defeats Carthage (Schweetness101, 29) 54-29 (+25).
=> Syracuse (Schweetness101, 74) defeats Carthage (dim30, 46) 73-46 (+27).
=> Syracuse (+52) overall victor against Carthage (-52) and gains control over Himera.

Image

Round 2: who to attack?

Posted: Sat Mar 11, 2023 5:14 pm
by kronenblatt
Schweetness101 wrote: Sun Mar 05, 2023 6:31 pm
dim30 wrote: Sat Mar 11, 2023 4:07 pm
Glad that you enjoy Schweetness101's mod!

In the backdrop Sacred Bands campaign, the outcome of your two battles is then that Syracuse expands on Sicily.

=> We're now open for round 2 and anyone who would like to make the attack of this round. Who? :twisted:

Up for a game?

Posted: Fri Aug 04, 2023 4:15 pm
by kronenblatt
Is anyone up for a game here in Sacred Bands or in Danelaw?

Re: Sacred Bands - an open and dynamic tournament: Ongoing

Posted: Fri Aug 04, 2023 5:55 pm
by Karvon
I've played a dozen or so games solitaire, and would be willing to play a few.

Karvon

Re: Sacred Bands - an open and dynamic tournament: Ongoing

Posted: Fri Aug 04, 2023 6:33 pm
by kronenblatt
Karvon wrote: Fri Aug 04, 2023 5:55 pm I've played a dozen or so games solitaire, and would be willing to play a few.

Karvon
Excellent! Any factions herein you’re particularly interested in to meet each other? EDIT: I'd like to play a traditional hoplite fight so have set up the following for us, with password THEBAIS in both games:

Athens attacks Thebais from Eretria.