LORDS OF THE STEPPE circa 1400, 2nd edition
Posted: Sun Dec 22, 2013 4:29 am
The one year anniversary edition of Lords of the Steppe. The next generation.
WE'RE UP AND RUNNING

PROLEGOMENA
The original Lords series, of which there were five:
1. Lords of the Steppe, circa 1400
2. Lords of Khurasan, circa 1000
3. Lords of the Western Mediterranean, circa 550
4. Lords of Italy, circa 280 BC
5. Lords of the Holy Land, circa 1100
were conceived around several principles:
1. that competing armies should be of equal strength. to that end, restrictions were placed on composition.
2. that competing armies should belong to the same time and geographical continuum.
3. that terrain should be uniform so as to remove the importance of the first die roll which decides initiative.
4. that games should be paired.
5. that 'civil war' games, unlike civil wars, are not evil.
As a result, we had restricted armies playing on pre-picked terrain with participants playing with then against their chosen army using their opponents'.
THE 'NEXT GENERATION'
The 'next generation' involves the abandoning of the paired games principle, in order to follow the new paradigm introduced by the Lords of History: a series of historically correct encounters in which players play each side once against different players. In effect this is the end of the 'pick your army' era with all the problems associated with balance.
LORDS OF THE STEPPE, 2nd edition.
Six armies are used in five encounters that did occur:
1. Timurids vs Mamluks (code named A)
2. Timurids vs Ottomans (code named F)
3. Ottomans vs Mamluks (code named K)
4. Golden Horde vs Russians (code named N)
5. Golden Horde vs Lithuanians (code named T)
first named is side1. for example in encounterA, Timurids are side1.
Armies of 500 pts are still subject to restrictions:
1. Maximum 33 BGs
2. No Light Troops
3. No Allies (except Timurids who can chose Black Sheep allies)
4. No Mobs
5. No Knights
6. Maximum of 4 lancers and they have to be average, not superior.
7. All four leaders are to be taken: 1 Field, 3 Troops.
8. At least 10 Cavalry units are average.
Armies are from Eternal Empire:
1. Early Ottoman Turkish (1299-1362, didn't pick the later ottoman list more geared toward the european battlefield, and it has compulsory LH)
2. Later Russian (1380-1469)
3. Timurid (1360-1500, can choose black sheep allies)
4. Golden Horde (1340-1500)
5. Later Lithuanian (1382-1500)
and Swords and Scimitars:
6. Mamluk Egyptian 1340-1399
PLAYERS
fogman, voskarp, iandadvismith, greetings44/cunningcairn, ulysisgrunt, batesmotel.
Player1: greetings44/cunningcairn
Player2: fogman
Player3: ulysisgrunt
Player4: batesmotel
Player5: voskarp
Player6: iandavidsmith
SCHEDULE
read the games schedule horizontally: for example, in round 1, player1 is challenging player2 in encounterA and player4 in encounterK. He will be challenged by players3, 5, 6 for encountersT,F,N respectively. challengers are side1.

Round 1 starts Sunday 29 December and runs 3 weeks until Sunday 19 January.
Round 2 starts on Sunday 19 January and runs 3 weeks until Sunday 9 February.
SCORING
players accumulate points from the percent of enemy casualties rounded to the nearest tenth. for example: fogman 35/30 (117%) vs voskarp 29/30 (97%) means fogman gest 9.7 pts and voskarp 10.2 pts.

CHALLENGES
Refer to the schedule to see who challenges whom. All challenges must be made and picked up within 3 days of start date.
Settings for everybody:
ALL BOOKS if Timurids are involved (since they're from different book)
TERRAIN: VERY OPEN
*Only 'green' terrain can be picked for golden horde battles
*Only desert terrain can be picked for Mamluks, Ottomans, Timurids battles.
FOG OF WAR OFF
DOUBLE MOVES ON'
PASSWORDS YES
BE MINDFUL OF THE RESTRICTIONS WHEN BUILDING ARMY. TO BE SURE YOU HAVE THE RIGHT BUILD, OPEN A DAG GAME AGAINST THE COMPUTER TO CHECK BEFORE PROCEEDING.
WE'RE UP AND RUNNING

PROLEGOMENA
The original Lords series, of which there were five:
1. Lords of the Steppe, circa 1400
2. Lords of Khurasan, circa 1000
3. Lords of the Western Mediterranean, circa 550
4. Lords of Italy, circa 280 BC
5. Lords of the Holy Land, circa 1100
were conceived around several principles:
1. that competing armies should be of equal strength. to that end, restrictions were placed on composition.
2. that competing armies should belong to the same time and geographical continuum.
3. that terrain should be uniform so as to remove the importance of the first die roll which decides initiative.
4. that games should be paired.
5. that 'civil war' games, unlike civil wars, are not evil.
As a result, we had restricted armies playing on pre-picked terrain with participants playing with then against their chosen army using their opponents'.
THE 'NEXT GENERATION'
The 'next generation' involves the abandoning of the paired games principle, in order to follow the new paradigm introduced by the Lords of History: a series of historically correct encounters in which players play each side once against different players. In effect this is the end of the 'pick your army' era with all the problems associated with balance.
LORDS OF THE STEPPE, 2nd edition.
Six armies are used in five encounters that did occur:
1. Timurids vs Mamluks (code named A)
2. Timurids vs Ottomans (code named F)
3. Ottomans vs Mamluks (code named K)
4. Golden Horde vs Russians (code named N)
5. Golden Horde vs Lithuanians (code named T)
first named is side1. for example in encounterA, Timurids are side1.
Armies of 500 pts are still subject to restrictions:
1. Maximum 33 BGs
2. No Light Troops
3. No Allies (except Timurids who can chose Black Sheep allies)
4. No Mobs
5. No Knights
6. Maximum of 4 lancers and they have to be average, not superior.
7. All four leaders are to be taken: 1 Field, 3 Troops.
8. At least 10 Cavalry units are average.
Armies are from Eternal Empire:
1. Early Ottoman Turkish (1299-1362, didn't pick the later ottoman list more geared toward the european battlefield, and it has compulsory LH)
2. Later Russian (1380-1469)
3. Timurid (1360-1500, can choose black sheep allies)
4. Golden Horde (1340-1500)
5. Later Lithuanian (1382-1500)
and Swords and Scimitars:
6. Mamluk Egyptian 1340-1399
PLAYERS
fogman, voskarp, iandadvismith, greetings44/cunningcairn, ulysisgrunt, batesmotel.
Player1: greetings44/cunningcairn
Player2: fogman
Player3: ulysisgrunt
Player4: batesmotel
Player5: voskarp
Player6: iandavidsmith
SCHEDULE
read the games schedule horizontally: for example, in round 1, player1 is challenging player2 in encounterA and player4 in encounterK. He will be challenged by players3, 5, 6 for encountersT,F,N respectively. challengers are side1.

Round 1 starts Sunday 29 December and runs 3 weeks until Sunday 19 January.
Round 2 starts on Sunday 19 January and runs 3 weeks until Sunday 9 February.
SCORING
players accumulate points from the percent of enemy casualties rounded to the nearest tenth. for example: fogman 35/30 (117%) vs voskarp 29/30 (97%) means fogman gest 9.7 pts and voskarp 10.2 pts.

CHALLENGES
Refer to the schedule to see who challenges whom. All challenges must be made and picked up within 3 days of start date.
Settings for everybody:
ALL BOOKS if Timurids are involved (since they're from different book)
TERRAIN: VERY OPEN
*Only 'green' terrain can be picked for golden horde battles
*Only desert terrain can be picked for Mamluks, Ottomans, Timurids battles.
FOG OF WAR OFF
DOUBLE MOVES ON'
PASSWORDS YES
BE MINDFUL OF THE RESTRICTIONS WHEN BUILDING ARMY. TO BE SURE YOU HAVE THE RIGHT BUILD, OPEN A DAG GAME AGAINST THE COMPUTER TO CHECK BEFORE PROCEEDING.