LORDS OF PIKE & SHOT 1
Moderators: rbodleyscott, Slitherine Core, Gothic Labs
LORDS OF PIKE & SHOT 1
With a little lull before the next Lords of History over at FoG, I'd like to introduce the Lords tournament format to Pike & Shot (Ok, the actual reason is that I prefer to learn the game in a more collegial setting than random challenges).
The tournament, for 6 players, is based on 5 pre-determined historical matchups.
1. ECW 1: Royalist 42-43 vs Parliament 42-43
2. ECW 2: Scots Covenanter 48-52 vs New Model Army 46-60
3. TYW 1: Imperial 19-32 vs Protestant 18-31
4. TYW 2: Catholics 32-38 vs Swedish 30-34
5. TYW 3: Spanish 35-48 vs French 43-48
There are two rounds. In round 1, each player will play one side of each of the matchups and in round 2, the other side, but not against the same player (not a 'mirror' setup). Each player will therefore play a total of 10 games over the two rounds, 2 for each matchup, 2 against each of the other 5 players.
Exemple: in the schedule below which is to be read horizontally, player 1 would put up the challenge as the first listed side of the matchup ECW 1 (Royalists 42-43 vs Parliament 42-43) against player 2 and as the first listed side of the matchup TYW 3 against player 4. He would receive the challenge of player 3 (for ECW 2), player 5 (TYW 2) and player 6 (for TYW 1) where he would play the second listed side of the matchup. Round 2 would have him play the other side of the matchup against a different player than the one from round 1 for that particular matchup.
In short:
read schedule horizontally.
first listed side is responsible for putting up the challenge.
Restrictions: I want to keep it small for now: 15 units max, of these only two (2) CAN be light units (ex: commanded shots, dragoons); MUST have one (1) artillery unit.
Map size: narrow
Army size: small for TYW matchup and very small for ECW (units are cheaper and therefore more numerous)
Scoring:
players are attributed points based on actual casualties (not rout level): normal for infantry, double for cavalry, fifty-fold for cannon, half for routed as a percent of his original force times 10.
exemple: if one player loses 400 inf, 400 cav, 5 guns, 400 routed, out of a force of 5000, his opponent would have 400+800+250+200 = 1650; 1650/5000 = 0.33 or 3.3 points. Maximum number of points per battle is 6.0 (to deal with the peculiar two levels of victory in the game).
It looks complicated but it's pretty straightforward. This format has run in FoG for over a year without problems.
The tournament, for 6 players, is based on 5 pre-determined historical matchups.
1. ECW 1: Royalist 42-43 vs Parliament 42-43
2. ECW 2: Scots Covenanter 48-52 vs New Model Army 46-60
3. TYW 1: Imperial 19-32 vs Protestant 18-31
4. TYW 2: Catholics 32-38 vs Swedish 30-34
5. TYW 3: Spanish 35-48 vs French 43-48
There are two rounds. In round 1, each player will play one side of each of the matchups and in round 2, the other side, but not against the same player (not a 'mirror' setup). Each player will therefore play a total of 10 games over the two rounds, 2 for each matchup, 2 against each of the other 5 players.
Exemple: in the schedule below which is to be read horizontally, player 1 would put up the challenge as the first listed side of the matchup ECW 1 (Royalists 42-43 vs Parliament 42-43) against player 2 and as the first listed side of the matchup TYW 3 against player 4. He would receive the challenge of player 3 (for ECW 2), player 5 (TYW 2) and player 6 (for TYW 1) where he would play the second listed side of the matchup. Round 2 would have him play the other side of the matchup against a different player than the one from round 1 for that particular matchup.
In short:
read schedule horizontally.
first listed side is responsible for putting up the challenge.
Restrictions: I want to keep it small for now: 15 units max, of these only two (2) CAN be light units (ex: commanded shots, dragoons); MUST have one (1) artillery unit.
Map size: narrow
Army size: small for TYW matchup and very small for ECW (units are cheaper and therefore more numerous)
Scoring:
players are attributed points based on actual casualties (not rout level): normal for infantry, double for cavalry, fifty-fold for cannon, half for routed as a percent of his original force times 10.
exemple: if one player loses 400 inf, 400 cav, 5 guns, 400 routed, out of a force of 5000, his opponent would have 400+800+250+200 = 1650; 1650/5000 = 0.33 or 3.3 points. Maximum number of points per battle is 6.0 (to deal with the peculiar two levels of victory in the game).
It looks complicated but it's pretty straightforward. This format has run in FoG for over a year without problems.
Re: LORDS OF PIKE & SHOT 1
if you're interested, keep in mind that each round is 5 (small and quick) games over 2 weeks. we'll start as soon as we have 5 players (plus yours truly).
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- Brigadier-General - Elite Grenadier
- Posts: 2010
- Joined: Tue Dec 07, 2010 2:31 pm
- Location: Sweden
Re: LORDS OF PIKE & SHOT 1
I'm interested.
Re: LORDS OF PIKE & SHOT 1
I want to join.
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- Staff Sergeant - StuG IIIF
- Posts: 259
- Joined: Sat Nov 21, 2009 7:37 pm
Re: LORDS OF PIKE & SHOT 1
count me in please
Re: LORDS OF PIKE & SHOT 1
I join
Re: LORDS OF PIKE & SHOT 1
we need one more dude then we're good to go.
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- Tournament 3rd Place
- Posts: 1218
- Joined: Tue Oct 20, 2009 3:30 pm
Re: LORDS OF PIKE & SHOT 1
I'll make the 6th 

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- Lieutenant Colonel - Elite Panther D
- Posts: 1379
- Joined: Tue Dec 15, 2009 11:56 am
Re: LORDS OF PIKE & SHOT 1
Missed this one , but i be a replacement in case you need one.
Ian
Ian
Re: LORDS OF PIKE & SHOT 1
OK, here we go:
settings:
open battle
force size: small for TYW or very small of ECW
map size: narrow
first side: pro-imperial (TYW) or royalist (ECW). challenger is first side.
use password
settings:
open battle
force size: small for TYW or very small of ECW
map size: narrow
first side: pro-imperial (TYW) or royalist (ECW). challenger is first side.
use password
Re: LORDS OF PIKE & SHOT 1
my two challenges for round 1:
Spanish 35-48 (fogman) vs French 43-48 (ggarynorman). pw: ggarynorman
Scots Covenanter 48-52 (fogman) vs New Model Army 46-60 (cavehobbit). pw: cavehobbit
please remember the restrictions: 15 units max, 2 light max (no minimum), must take one artillery unit. make all your challenges at the same time; all 5 games are to be played simultaneously, not one after the other.
Spanish 35-48 (fogman) vs French 43-48 (ggarynorman). pw: ggarynorman
Scots Covenanter 48-52 (fogman) vs New Model Army 46-60 (cavehobbit). pw: cavehobbit
please remember the restrictions: 15 units max, 2 light max (no minimum), must take one artillery unit. make all your challenges at the same time; all 5 games are to be played simultaneously, not one after the other.
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- Brigadier-General - Elite Grenadier
- Posts: 2010
- Joined: Tue Dec 07, 2010 2:31 pm
- Location: Sweden
Re: LORDS OF PIKE & SHOT 1
Challenges Round 1
Catholic 32-38 (Cavehobbit) vs Swedish 30-34 (jomni). pw: jomni
Imperial 19-32 (Cavehobbit) vs Protestant 18-31 (ggarynorman). pw: ggarynorman
Royalist 42-43 (Cavehobbit) vs Parliament 42-43 (pantherboy). pw: pantherboy
Catholic 32-38 (Cavehobbit) vs Swedish 30-34 (jomni). pw: jomni
Imperial 19-32 (Cavehobbit) vs Protestant 18-31 (ggarynorman). pw: ggarynorman
Royalist 42-43 (Cavehobbit) vs Parliament 42-43 (pantherboy). pw: pantherboy
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- Tournament 3rd Place
- Posts: 1218
- Joined: Tue Oct 20, 2009 3:30 pm
Re: LORDS OF PIKE & SHOT 1
Challenges posted:
Catholic 32-38 (pantherboy) vs Swedish 30-34 (ggarynorman). pw: ggarynorman
Imperial 19-32 (pantherboy) vs Protestant 18-31 (fogman). pw: fogman
Scots Covenanter 48-52 (pantherboy) vs New Model Army 46-60 (guillaume). pw: guillaume
Catholic 32-38 (pantherboy) vs Swedish 30-34 (ggarynorman). pw: ggarynorman
Imperial 19-32 (pantherboy) vs Protestant 18-31 (fogman). pw: fogman
Scots Covenanter 48-52 (pantherboy) vs New Model Army 46-60 (guillaume). pw: guillaume
Re: LORDS OF PIKE & SHOT 1
match set for jomni password gbjomni
match set for fogman password gbfogman
match set for cavehobbit password gbcavehobbit
match set for fogman password gbfogman
match set for cavehobbit password gbcavehobbit
Re: LORDS OF PIKE & SHOT 1
the limitation to 15 units is a problem. Oblige to leave a lot of point ... 65 on 365
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- Staff Sergeant - StuG IIIF
- Posts: 259
- Joined: Sat Nov 21, 2009 7:37 pm
Re: LORDS OF PIKE & SHOT 1
challenge for Jomni ECW 2 pw jomni
Challenge for Guillaume ECW 1 pw guillaume
Good luck gents
Challenge for Guillaume ECW 1 pw guillaume
Good luck gents
Re: LORDS OF PIKE & SHOT 1
it's only a problem if you're not willing to be flexible with your troop selections. for the german catholic 32-38, you can getguillaume wrote:the limitation to 15 units is a problem. Oblige to leave a lot of point ... 65 on 365
vet p&s 2/2
p&s 2 + 1/1
p&s + lg 1 + 0/1
horse 2 + 2/3
vet horse 2 + 2/2
med. gun 1/1
that's 15 units, and 3/453 pts left. and there are many other combinations that are much more optimal than leaving out 65 (!) pts.
wait a second, it's 365? is it different for play against a.i than mp?
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- Field of Glory 2
- Posts: 28282
- Joined: Sun Dec 04, 2005 6:25 pm
Re: LORDS OF PIKE & SHOT 1
Yesfogman wrote:that's 15 units, and 3/453 pts left. and there are many other combinations that are much more optimal than leaving out 65 (!) pts.
wait a second, it's 365? is it different for play against a.i than mp?
Richard Bodley Scott


Re: LORDS OF PIKE & SHOT 1
fogman wrote:it's only a problem if you're not willing to be flexible with your troop selections. for the german catholic 32-38, you can getguillaume wrote:the limitation to 15 units is a problem. Oblige to leave a lot of point ... 65 on 365
vet p&s 2/2
p&s 2 + 1/1
p&s + lg 1 + 0/1
horse 2 + 2/3
vet horse 2 + 2/2
med. gun 1/1
that's 15 units, and 3/453 pts left. and there are many other combinations that are much more optimal than leaving out 65 (!) pts.
wait a second, it's 365? is it different for play against a.i than mp?
of course yes it's different for play against a.i than mp
Re: LORDS OF PIKE & SHOT 1
SMALL RULE CHANGE
Ok, since i tested the matchups with solo skirmish, I didn't know that for some esoteric reason, the mp option would be different. it seems now that 16 units would be a more efficient limit. therefore:
1. if you have started your games and were able to build an army with less than 20 point unused, contitnue.
2. if you have started your games and were not able to build an army with less than 20 points unused, resign the game, and restart.
guillaume, you send me a new challenge for catholic 32-38 vs swedes 30-34.
moving forward, all new challenges are now understood to be for games with a 16 unit limit.
Also, in the event of an unplayable game due to the random map, for instance huge amount of woods, if both sides agree, the game may restart.
Ok, since i tested the matchups with solo skirmish, I didn't know that for some esoteric reason, the mp option would be different. it seems now that 16 units would be a more efficient limit. therefore:
1. if you have started your games and were able to build an army with less than 20 point unused, contitnue.
2. if you have started your games and were not able to build an army with less than 20 points unused, resign the game, and restart.
guillaume, you send me a new challenge for catholic 32-38 vs swedes 30-34.
moving forward, all new challenges are now understood to be for games with a 16 unit limit.
Also, in the event of an unplayable game due to the random map, for instance huge amount of woods, if both sides agree, the game may restart.