100 YW Campaign - Battle Phase
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100 YW Campaign - Battle Phase
I have been enjoying the Lost World Campaign so much, that I thought I would see if there is any interest in a new Hundred Years War Campaign. I will post the proposed rules below, and see if we have enough interest. I don't think it will move as fast as the Lost Worlds, as far as the number of battles, so please don't feel like you won't have time for both!
Also, as we have some time before the new expansion release, we could discuss any changes to the rules if the various players so desired.
Thanks.
Also, as we have some time before the new expansion release, we could discuss any changes to the rules if the various players so desired.
Thanks.
Last edited by Scarz on Fri Jun 04, 2010 5:42 am, edited 18 times in total.
Rules
Hundred Years War Campaign Rules
The Kingdoms and Alliances: There are two main belligerents. England and France. These two Kingdoms cannot enter into an alliance. However, these Kingdoms may declare treaties of peace for specified times. However, these are informal, non binding on anyone and may be breached by any allied Kingdom or France or England at any time.
- Allied Kingdoms are considered as aligned Kingdoms or Houses ("Kingdoms") when they have made an alliance with one of these belligerents. Such alliance is made public and is binding unless the Kingdom revolts.
- Only the Kingdom of France or England have the ability to accept or decline a formal offer of alliance. And only France or England may end a formal alliance with an allied kingdom.
Example: England can announce during the Declare Alliance phase that its ally the Count of Flanders is no longer an ally. Flanders becomes neutral (and does not have to pay the revolt fee and may join France or stay neutral).
Example: The Count of Flanders is neutral, and desires to join the English alliance. Only the England player may allow such an alliance, or reject it, no matter what the Duke of Normandy (allied to England) says about it. However, that's probably not a good way to handle your nobles, or they may become less than enthusiastic about the war, or could even revolt.
- Neutral Nations are those nations that are currently not allied to either France or England. Duke of Burgundy, Luxembourg and House of Hainaut begin the game as neutral.
Turn Sequence - (Spring, Summer, Fall and Winter)
1. Declare Alliance
- Formal declaration of alliance for any Kingdom that is currently neutral may declare for England or France (France or England must approve).
- Declare end of alliance (only France and England have this power).
- Revolt: A Kingdom/house may pay 150 Silver Marks and declare neutrality or allegiance to a different belligerent.
3. Movement
- An army can move one province through its own or allied territory per season. An army may move one province through enemy or neutral province, but may be forced to fight a battle.
- Sea Movement: England may move one army per season from any province with a port symbol to any other port for a cost of 50 Silver Marks (must be paid from treasury immediately). The army must begin the season not having moved, in a port province, and then ends its movement in the new port province. Upon arrival it is treated as any other movement for battle purposes. If the army must retreat, it may only move via sea movement, and must return to its original port province of departure.
- No army may move during winter.
4. Battles
- Upon entry to a neutral or enemy province one of several things takes place.
a. If an enemy army is present, and offers battle, a DAG battle is fought.
b. If an enemy army is present, such army may elect to retreat one province or retire to a castle. An army may only retire to a local castle in its own territory, and may not retire to a castle in allied territory. However, it may retreat one province to any allied province or its own province that is not occupied by an enemy army.
c. If no enemy army is present, the army entering the province can merely continue moving next season, or can begin a siege of the province castle ("must declare a siege; otherwise is considered as passing through"), or may "pillage" the province("must declare pillaging or is considered as passing through" pillage income is paid immediately).
- Once a battle has begun, if an Army resigns a battle before the end, he must take a 20% loss to his army, in addition to any losses both armies take as a result of the battle.
Multi Army Battles: We will have to be somewhat abstract here, and may find a better solution as we go. However, the rule to begin with is as follows:
France has an army in a province. Burgundy (allied to France) has an ally in the same province. England moves an army into the province. Either the Burgundy player, or the French player will be declared the battle commander (whomever has the bigger army, and if same size, France/England will always be named in command). The Commander will then accept the allied army's points into his army, and fight the battle. Losses will be distributed equally per the two armies 'combined' armies (even if one is much bigger than the other).
In the event of multiple armies for each side, say England has an army, and an English ally has an army in a province. France then moves an army into the province, and a French ally moves an army into the same province. The two bigger opposing armies will fight a battle on DAG and the two smaller armies will fight a battle on DAG. The winners will then fight a battle on DAG minus the losses from the first battle. Finally, if France and its allies have three armies, England and an ally have one each, then the smallest French ally army will join its points to the two French armies as per the first example.
Siege: Sieges will be handled in a very abstract manner. After 4 seasons of siege, the castle will be considered to have fallen. If an army has retreated into the castle, it may come to the field and fight a DAG battle during any season, even the last when it would have fallen. However, the besieged army will be reduced by 5% in build points for each season it was under siege. If it loses the battle, the army is considered destroyed.
*If the fourth season is a winter season, when siege ends, a battle will still be fought.
* Besieging army's must pay 25 Silver Marks per season for each siege they are conducting. This pays for supplies.
Destroyed Army: An army destroyed after a siege will refund 20% of its build points to the owning Kingdom in stragglers etc. (these points can be added to a new army for free, or an existing army during Recruitment phase, as if reinforcements.
Once a battle is complete, each Kingdom must send the total of their armies (in men) at start and their losses (in men) to the campaign administrator. The losses will be calculated as a percentage, and each army will lose a corresponding percentage of its build points.
Example: England and France fight a DAG battle. France has 5,000 men (200 build points) in the battle and England has 1,000 men (100 build points). England wins the battle. England loses 300 men and France loses 1,000. France would has thus lost 20% of its force, while England has lost 30%. England's army would thus be reduced by 30% of its build points to 70 points. France would lose 20% of its build points and be reduced to 800. *Note. All weird, hard to calculate results will be estimated by the campaign administrator using good judgment to reach a proper and just result and his decision is final.
5. Retreat
- An army that desires to avoid battle may either retreat into a province castle, or retreat one province. A retreat must be into an allied or home province.
- An army that loses a battle must either retreat into a castle, if in home province, or retreat one province to a home or allied province. A resignation, is treated as lost battle and a 20% loss is incurred.
- If a retreating army cannot find a valid adjacent province to retreat to, its destroyed and 20% of build points are refunded.
6. Pay Upkeep
- Each Kingdom must pay its soldiers at the end of each season. One Silver Mark per build point.
- If a Kingdom has insufficient money to pay its men, said kingdom must reduce his army(s) by the amount he is short.
- Costs for siege are paid. If a player has insufficient money to continue the siege, the siege is lifted and his army is considered to be "passing through" the province. He may resume the siege next season, but losses any accumulated months for successful siege purposes, and begins the count again.
- Each Kingdom deducts 25 Silver Marks for each siege that it is conducting.
- Take loan up to the maximum allowed for Kingdom.
7. Income (Winter Season Only)
- Each Kingdom receives his yearly tax income.
- For each province with a small city symbol, a Kingdom is granted 700 Silver Marks per year.
- For each province with a large city symbol, a Kingdom is granted 800 Silver Marks per year.
- Hostage Ransoms paid.
- Pay loan interest or repay loan (Interest is paid yearly in Winter).
- Transfer money loaned or paid by one Kingdom to another.
8. Recruitment
- A Kingdom may recruit new troops for 1 Silver Mark per build point. These new troops may be added to any army currently located in a home or allied province.
- A Kingdom may raise a new army. Such army costs 100 Silver Marks to form, and then 1 Silver Mark per build point expended. Once formed, it must be placed in a home province.
Miscellaneous Rules
A. Hostages: If a leader is killed in a battle, it should be reported to the Campaign administrator.
The campaign administrator shall flip a coin. Heads he is alive, tails he is dead. If a leader is alive following a battle, but the other side "won" the battle, the leader is considered a hostage.
The winning side that has captured a leader is paid a ransom of 100 Silver Marks for a 3 flag leader; 50 for a 2 flag and 25 for a 1 flag. Such payments are paid during winter Income phase and such sum does not come from any Kingdoms treasury.
B. Destroyed Kingdom: A Kingdom is considered destroyed when all of its original provinces have been captured. If a province is captured, and then subsequently recaptured by that Kingdom or its allies, it reverts to the Kingdom that originally owned it. If the Kingdom has been destroyed any such a province is kept by the capturing Kingdom.
- If a Kingdom is destroyed and it still has armies in the field, and other Kingdom may pay its upkeep and the army may continue to fight. The destroyed Kingdoms treasury is considered to be hidden, and can be used to support armies, or saved in the hopes of a return of that Kingdom.
Example: The Duke of Brittany (allied with France) loses the province of Anjou to England. England would gain its income if controlled in the subsequent Winter income phase. If France were to eventually evict English forces from Anjou, the province of Anjou would again come under the control of the Duke of Brittany, and the Duke of Brittany would gain income for such province.
Example: The Duke of Brittany loses the province of Anjou to England. Then revolts from France and is accepted into alliance by England. Anjou would revert in control to the Duke of Brittany, and Brittany would begin receiving the income.
C. Formal Alliances: Only England or France may admit Kingdoms into formal alliances with the faction. Any kingdom may enter into informal agreements with any other Kingdom.
- A kingdom may "permanently" give or sell or cede a province to another Kingdom, if done so publicly. After such, this province is considered as part of the new Kingdom as if the Kingdom started the game with the province.
D. Army Limits:
France: May have a maximum of three armies in the field.
England: Maximum of two armies in the field.
Burgundy: Maximum of two armies in the field.
Duke of Brittany: Maximum of two armies in the field.
Count of Flanders: Maximum two armies in the field.
Duke of Normandy: Maximum two armies in the field.
All others: Maximum one army in the field.
*There is no limit to the size of the armies (only what a Kingdom can afford).
E. Informal Loans: Kingdoms may give or loan money as they see fit to other Kingdoms under whatever terms agreed upon. Such loans must be made during the Income phase. However, they are not binding, and nothing prevents treachery or default, except your army rushing out to punish the offender.
F. Formal Loans: A Kingdom may take a loan from money lenders in its country. It can take all at once, or in increments.
Example: Year one, France takes a loan of 200 Silver Marks. In year two, can take an additional 200 Silver Marks. France now has up to 600 additional Silver Marks it may borrow until reaches its maximum.
France: Up to 1000 Silver Marks.
England: Up to 1000.
Burgundy: Up to 750.
Duke of Brittany: Up to 500.
Count of Flanders: Up to 500.
Duke of Normandy: Up to 500.
All others: Up to 300.
All loans are made at 10% annual interest.
Loan Default: A Kingdom can default on its loan, but can then never take another loan.
G. Armies at Start
France: Starts with 700 army points and may form as many armies as it wants subject to army maximum (in any province it controls).
England: Starts with 600 army points...
Burgundy: Starts with 400 army points...
Duke of Brittany: Starts with 500 army points...
Count of Flanders: Starts with 500 army points...
Duke of Normandy: Starts with 500 army points...
All others: Starts with 400 army points...
H. Pillaging
If no enemy army is in a province, or if such an army has taken refuge in a castle, the Kingdom invading the province may "pillage" the province. A province with a large city symbol loses 40 Silver Marks per turn it is pillaged (of which the pillager gets 20), and a province with a small city symbol provides 20 Silver Marks per turn it is pillaged (of which the pillager gets 10). Such money is deducted from the controlling Kingdoms treasury. If the Kingdom cannot afford to pay, the pillage income is paid by the campaign administrator to the pillager and deducted from the next Winter income from the province. A province may be pillaged indefinitely.
I. Unforeseen
In any campaign like this, unforeseen things will come up, rules will be questioned and events may take place that are not accounted for in the rules. The campaign administrator will make a final and binding determination in such events and such will be final. He will attempt to use the spirit of the rules and make a realistic ruling on such events. If possible, all Kingdoms will get a voice as to any new rule needed to cover any event, but admin decisions are final.
J. AWOL Player
Phases will be sent out with deadlines. Such as "movement phase, all moves due by Monday 12 noon." If all the moves come in early, then the next phase will be initiated with a deadline."
If for some reason, a Kingdom fails to make a move, or respond by the deadline, his armies will stay stationary, and just take no action that phase. If it is critical that some action be conducted to move the game, the campaign administrator will take charge of this missing Kingdom, to keep the game moving.
If a player knows he will be away for an extended time period, the French or English player can control his province, or we can bring in a sub.
The Kingdoms and Alliances: There are two main belligerents. England and France. These two Kingdoms cannot enter into an alliance. However, these Kingdoms may declare treaties of peace for specified times. However, these are informal, non binding on anyone and may be breached by any allied Kingdom or France or England at any time.
- Allied Kingdoms are considered as aligned Kingdoms or Houses ("Kingdoms") when they have made an alliance with one of these belligerents. Such alliance is made public and is binding unless the Kingdom revolts.
- Only the Kingdom of France or England have the ability to accept or decline a formal offer of alliance. And only France or England may end a formal alliance with an allied kingdom.
Example: England can announce during the Declare Alliance phase that its ally the Count of Flanders is no longer an ally. Flanders becomes neutral (and does not have to pay the revolt fee and may join France or stay neutral).
Example: The Count of Flanders is neutral, and desires to join the English alliance. Only the England player may allow such an alliance, or reject it, no matter what the Duke of Normandy (allied to England) says about it. However, that's probably not a good way to handle your nobles, or they may become less than enthusiastic about the war, or could even revolt.
- Neutral Nations are those nations that are currently not allied to either France or England. Duke of Burgundy, Luxembourg and House of Hainaut begin the game as neutral.
Turn Sequence - (Spring, Summer, Fall and Winter)
1. Declare Alliance
- Formal declaration of alliance for any Kingdom that is currently neutral may declare for England or France (France or England must approve).
- Declare end of alliance (only France and England have this power).
- Revolt: A Kingdom/house may pay 150 Silver Marks and declare neutrality or allegiance to a different belligerent.
3. Movement
- An army can move one province through its own or allied territory per season. An army may move one province through enemy or neutral province, but may be forced to fight a battle.
- Sea Movement: England may move one army per season from any province with a port symbol to any other port for a cost of 50 Silver Marks (must be paid from treasury immediately). The army must begin the season not having moved, in a port province, and then ends its movement in the new port province. Upon arrival it is treated as any other movement for battle purposes. If the army must retreat, it may only move via sea movement, and must return to its original port province of departure.
- No army may move during winter.
4. Battles
- Upon entry to a neutral or enemy province one of several things takes place.
a. If an enemy army is present, and offers battle, a DAG battle is fought.
b. If an enemy army is present, such army may elect to retreat one province or retire to a castle. An army may only retire to a local castle in its own territory, and may not retire to a castle in allied territory. However, it may retreat one province to any allied province or its own province that is not occupied by an enemy army.
c. If no enemy army is present, the army entering the province can merely continue moving next season, or can begin a siege of the province castle ("must declare a siege; otherwise is considered as passing through"), or may "pillage" the province("must declare pillaging or is considered as passing through" pillage income is paid immediately).
- Once a battle has begun, if an Army resigns a battle before the end, he must take a 20% loss to his army, in addition to any losses both armies take as a result of the battle.
Multi Army Battles: We will have to be somewhat abstract here, and may find a better solution as we go. However, the rule to begin with is as follows:
France has an army in a province. Burgundy (allied to France) has an ally in the same province. England moves an army into the province. Either the Burgundy player, or the French player will be declared the battle commander (whomever has the bigger army, and if same size, France/England will always be named in command). The Commander will then accept the allied army's points into his army, and fight the battle. Losses will be distributed equally per the two armies 'combined' armies (even if one is much bigger than the other).
In the event of multiple armies for each side, say England has an army, and an English ally has an army in a province. France then moves an army into the province, and a French ally moves an army into the same province. The two bigger opposing armies will fight a battle on DAG and the two smaller armies will fight a battle on DAG. The winners will then fight a battle on DAG minus the losses from the first battle. Finally, if France and its allies have three armies, England and an ally have one each, then the smallest French ally army will join its points to the two French armies as per the first example.
Siege: Sieges will be handled in a very abstract manner. After 4 seasons of siege, the castle will be considered to have fallen. If an army has retreated into the castle, it may come to the field and fight a DAG battle during any season, even the last when it would have fallen. However, the besieged army will be reduced by 5% in build points for each season it was under siege. If it loses the battle, the army is considered destroyed.
*If the fourth season is a winter season, when siege ends, a battle will still be fought.
* Besieging army's must pay 25 Silver Marks per season for each siege they are conducting. This pays for supplies.
Destroyed Army: An army destroyed after a siege will refund 20% of its build points to the owning Kingdom in stragglers etc. (these points can be added to a new army for free, or an existing army during Recruitment phase, as if reinforcements.
Once a battle is complete, each Kingdom must send the total of their armies (in men) at start and their losses (in men) to the campaign administrator. The losses will be calculated as a percentage, and each army will lose a corresponding percentage of its build points.
Example: England and France fight a DAG battle. France has 5,000 men (200 build points) in the battle and England has 1,000 men (100 build points). England wins the battle. England loses 300 men and France loses 1,000. France would has thus lost 20% of its force, while England has lost 30%. England's army would thus be reduced by 30% of its build points to 70 points. France would lose 20% of its build points and be reduced to 800. *Note. All weird, hard to calculate results will be estimated by the campaign administrator using good judgment to reach a proper and just result and his decision is final.
5. Retreat
- An army that desires to avoid battle may either retreat into a province castle, or retreat one province. A retreat must be into an allied or home province.
- An army that loses a battle must either retreat into a castle, if in home province, or retreat one province to a home or allied province. A resignation, is treated as lost battle and a 20% loss is incurred.
- If a retreating army cannot find a valid adjacent province to retreat to, its destroyed and 20% of build points are refunded.
6. Pay Upkeep
- Each Kingdom must pay its soldiers at the end of each season. One Silver Mark per build point.
- If a Kingdom has insufficient money to pay its men, said kingdom must reduce his army(s) by the amount he is short.
- Costs for siege are paid. If a player has insufficient money to continue the siege, the siege is lifted and his army is considered to be "passing through" the province. He may resume the siege next season, but losses any accumulated months for successful siege purposes, and begins the count again.
- Each Kingdom deducts 25 Silver Marks for each siege that it is conducting.
- Take loan up to the maximum allowed for Kingdom.
7. Income (Winter Season Only)
- Each Kingdom receives his yearly tax income.
- For each province with a small city symbol, a Kingdom is granted 700 Silver Marks per year.
- For each province with a large city symbol, a Kingdom is granted 800 Silver Marks per year.
- Hostage Ransoms paid.
- Pay loan interest or repay loan (Interest is paid yearly in Winter).
- Transfer money loaned or paid by one Kingdom to another.
8. Recruitment
- A Kingdom may recruit new troops for 1 Silver Mark per build point. These new troops may be added to any army currently located in a home or allied province.
- A Kingdom may raise a new army. Such army costs 100 Silver Marks to form, and then 1 Silver Mark per build point expended. Once formed, it must be placed in a home province.
Miscellaneous Rules
A. Hostages: If a leader is killed in a battle, it should be reported to the Campaign administrator.
The campaign administrator shall flip a coin. Heads he is alive, tails he is dead. If a leader is alive following a battle, but the other side "won" the battle, the leader is considered a hostage.
The winning side that has captured a leader is paid a ransom of 100 Silver Marks for a 3 flag leader; 50 for a 2 flag and 25 for a 1 flag. Such payments are paid during winter Income phase and such sum does not come from any Kingdoms treasury.
B. Destroyed Kingdom: A Kingdom is considered destroyed when all of its original provinces have been captured. If a province is captured, and then subsequently recaptured by that Kingdom or its allies, it reverts to the Kingdom that originally owned it. If the Kingdom has been destroyed any such a province is kept by the capturing Kingdom.
- If a Kingdom is destroyed and it still has armies in the field, and other Kingdom may pay its upkeep and the army may continue to fight. The destroyed Kingdoms treasury is considered to be hidden, and can be used to support armies, or saved in the hopes of a return of that Kingdom.
Example: The Duke of Brittany (allied with France) loses the province of Anjou to England. England would gain its income if controlled in the subsequent Winter income phase. If France were to eventually evict English forces from Anjou, the province of Anjou would again come under the control of the Duke of Brittany, and the Duke of Brittany would gain income for such province.
Example: The Duke of Brittany loses the province of Anjou to England. Then revolts from France and is accepted into alliance by England. Anjou would revert in control to the Duke of Brittany, and Brittany would begin receiving the income.
C. Formal Alliances: Only England or France may admit Kingdoms into formal alliances with the faction. Any kingdom may enter into informal agreements with any other Kingdom.
- A kingdom may "permanently" give or sell or cede a province to another Kingdom, if done so publicly. After such, this province is considered as part of the new Kingdom as if the Kingdom started the game with the province.
D. Army Limits:
France: May have a maximum of three armies in the field.
England: Maximum of two armies in the field.
Burgundy: Maximum of two armies in the field.
Duke of Brittany: Maximum of two armies in the field.
Count of Flanders: Maximum two armies in the field.
Duke of Normandy: Maximum two armies in the field.
All others: Maximum one army in the field.
*There is no limit to the size of the armies (only what a Kingdom can afford).
E. Informal Loans: Kingdoms may give or loan money as they see fit to other Kingdoms under whatever terms agreed upon. Such loans must be made during the Income phase. However, they are not binding, and nothing prevents treachery or default, except your army rushing out to punish the offender.
F. Formal Loans: A Kingdom may take a loan from money lenders in its country. It can take all at once, or in increments.
Example: Year one, France takes a loan of 200 Silver Marks. In year two, can take an additional 200 Silver Marks. France now has up to 600 additional Silver Marks it may borrow until reaches its maximum.
France: Up to 1000 Silver Marks.
England: Up to 1000.
Burgundy: Up to 750.
Duke of Brittany: Up to 500.
Count of Flanders: Up to 500.
Duke of Normandy: Up to 500.
All others: Up to 300.
All loans are made at 10% annual interest.
Loan Default: A Kingdom can default on its loan, but can then never take another loan.
G. Armies at Start
France: Starts with 700 army points and may form as many armies as it wants subject to army maximum (in any province it controls).
England: Starts with 600 army points...
Burgundy: Starts with 400 army points...
Duke of Brittany: Starts with 500 army points...
Count of Flanders: Starts with 500 army points...
Duke of Normandy: Starts with 500 army points...
All others: Starts with 400 army points...
H. Pillaging
If no enemy army is in a province, or if such an army has taken refuge in a castle, the Kingdom invading the province may "pillage" the province. A province with a large city symbol loses 40 Silver Marks per turn it is pillaged (of which the pillager gets 20), and a province with a small city symbol provides 20 Silver Marks per turn it is pillaged (of which the pillager gets 10). Such money is deducted from the controlling Kingdoms treasury. If the Kingdom cannot afford to pay, the pillage income is paid by the campaign administrator to the pillager and deducted from the next Winter income from the province. A province may be pillaged indefinitely.
I. Unforeseen
In any campaign like this, unforeseen things will come up, rules will be questioned and events may take place that are not accounted for in the rules. The campaign administrator will make a final and binding determination in such events and such will be final. He will attempt to use the spirit of the rules and make a realistic ruling on such events. If possible, all Kingdoms will get a voice as to any new rule needed to cover any event, but admin decisions are final.
J. AWOL Player
Phases will be sent out with deadlines. Such as "movement phase, all moves due by Monday 12 noon." If all the moves come in early, then the next phase will be initiated with a deadline."
If for some reason, a Kingdom fails to make a move, or respond by the deadline, his armies will stay stationary, and just take no action that phase. If it is critical that some action be conducted to move the game, the campaign administrator will take charge of this missing Kingdom, to keep the game moving.
If a player knows he will be away for an extended time period, the French or English player can control his province, or we can bring in a sub.
Last edited by Scarz on Sat Apr 10, 2010 1:29 am, edited 1 time in total.
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petergarnett
- Field of Glory Moderator

- Posts: 1029
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- Location: Gatwick, UK
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Morbio
- Brigadier-General - Elite Grenadier

- Posts: 2164
- Joined: Fri Jan 01, 2010 4:40 pm
- Location: Wokingham, UK
This looks well thought out and tremendous fun, but unfortunately I'll have to decline. The most important reason is that I won't be buying SoA (partly because I don't want to invest while the cavalry logic is iffy IMO, but also because this period in history doesn't quite excite me as much as Ancients) and also because I'm struggling to play all the challenges with the league and The Lost World as it is (and I've been on holiday this week so have had plenty of time
so another game would kill me, or get me a divorce!
I wish you good luck with this though, it really does look good.
All the best,
Mobio
I wish you good luck with this though, it really does look good.
All the best,
Mobio
100 Years
Great Max, good to have you!maximvs wrote:Please put me down to join the campaign Mark
We will decide on the Kingdoms later once we have enough (14 people). If we are short one or two of the at start unaligned kingdoms can be uncommanded.
Last edited by Scarz on Sat Apr 10, 2010 4:50 pm, edited 1 time in total.
I sure hope you change your mind and jump in this one Morbio! Brittany is actual going to start in English hands with the Duke of Normandy. I guess the Duke of Brittany had trouble hanging on to it in the past!Morbio wrote:Just looking at the map again.... (it really is good). I assume that Brittany is part of the Duchy of Brittany (it doesn't actually list it), it's not with anyone else, so I guess it must be. You did list Flanders for the Count of Flanders, so I guess Brittany should be listed for the Duke
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zumHeuriger2
- Private First Class - Opel Blitz

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davouthojo
- Sergeant First Class - Elite Panzer IIIL

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I would like some clarification to the rules on Battles and armies
a) For instance, you build an army and fight a battle with it, then after the battle is fought and losses deducted, you have some building points left, do you have total liberty to rebuild your army with different units for the following battle?
b) I would like to see some additional penalty for the losing side, accounting for the natural desertion that a defeated army suffers after battle.
c) Are we bound to historical armies? I mean, as Castile, for instance, you have to build your army using tha castilian army provided in the game? What are the historical constrictions regarding army building? What about the historical period?
d) A suggestion, why not adding a Navarrese faction? There will be a Navarrese army in the SoA game I think
a) For instance, you build an army and fight a battle with it, then after the battle is fought and losses deducted, you have some building points left, do you have total liberty to rebuild your army with different units for the following battle?
b) I would like to see some additional penalty for the losing side, accounting for the natural desertion that a defeated army suffers after battle.
c) Are we bound to historical armies? I mean, as Castile, for instance, you have to build your army using tha castilian army provided in the game? What are the historical constrictions regarding army building? What about the historical period?
d) A suggestion, why not adding a Navarrese faction? There will be a Navarrese army in the SoA game I think
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deadtorius
- Field Marshal - Me 410A

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