Gentlemen, Caesars, Despots, Shah of Shahs, Pharaohs, Consuls, Strategoi and Generals ... time to kick of this Field of Glory campaign of war and conquest (and perhaps some diplomacy... but mostly war and conquest)
RULES posted below in this post.
I've done the draw for the EMPIRES (Five factions: three two-player teams and two flying solo):
BLUE: @Nelson1812 & @mTk
RED: @kronenblatt & @HOA_KSOP
WHITE: @Badger73 & @Nathangun
GREEN: @Wellsonian
YELLOW: @Rico
THE ABOVE IS ALSO THE SEQUENCE IN WHICH THE ROUND 1 ORDERS ARE POSTED.
Here is how the draw for the start up set up looks like:
Kronenblatt and HOA_KSOP get to start a Gallic-Germanic Empire...
Nelson1812 and mTk can recreate the power and glory of Carthage...
Wellsonian is starting more or less where Alexander the Great began his career -- will he turn west or east?
Badger73 and Nathangun are poised to expand from the Caucasus... do Black Sea coast or the rivers of Babylon beckon?
and myself stuck in the Levant... contesting the Levant and the Middle East...
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BLUE EMPIRE ( @Nelson1812 & @mTk ) is up first with orders:
Announce an attack on a neutral territory and designate your attacking player (the other might play defence of another neutral territory -- I will announce the random draw for the defending player once all the attack orders are in) -- Faction players flying solo are automatically available as both attack and defence players.
With your attack also post your choice of the two armies and type of map. (defender then can chose which army he will use)
SEQUENCE OF PLAY:
1. Determine sequence of faction orders.
2. When it's their turn, faction commanders post orders from following options:
a) standard attack order (post challenge with armies and map parameters, defender choses which army to use) (No cost)
b) build and deploy fleet (pay 2 Gold)
c) maintain fleet (pay 1 Gold)
c) disband fleet (no longer pay maintenance)
d) relocate capital (pay 2 Gold)
e) Optional second attack order (pay 2 Gold)
3. Factions assign attack and defensive commanders (GM randomly assigns available commanders for neutral zone attacks)
4. Naval battles are resolved by GM die roll (outcomes may affect land battles)
4. Land Battles are resolved in FOG 2.
5. End of round housekeeping
a) map and score board updated
b) bonus Gold coins awarded
-----------------------------------------------------------------------------------------------------------
CAMPAIGN RULES
BATTLES & EXPANSION
Attacks work exactly the same way as in the other Empire Builders Campaign - each round each faction can launch at least ONE attack. (there are a few more rules which I will clarify later)
In the opening Round the sequence of challenges is randomly drawn.
(From turn TWO, the order will be determined by results from previous battles -- the side with the highest winning % margin of their best battle result will go first and so on)
No Empire can launch an attack INTO a territory already under attack, or FROM a territory that is under attack.
When it's his turn, the ATTACKER posts a challenge for a medium size skirmish battle using ANY forces/armies APPROPRIATE to the geographic location of the battle set in any period covered by the 3 DLC's used in this campaign.
Map setting should also be appropriate (can be pot luck as well) -- settings can be negotiated in a gentlemanly manner if desired.
The ATTACKER selects the armies (and allies if wanted) and the DEFENDER can chose which side he likes to play.
Both sides assign a player to fight the battle, post the agreed Challenge on FOG2 and proceed to fight.
ANY level of Victory and either the attacker conquers the territory or the defender holds on to it if defending.
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A faction can attack any territory adjacent to one of its own territories via land connection, or via sea connection if they have a FLEET in place that controls that sea zone.
If a NEUTRAL territory is attacked, a free player from another faction will be randomly assigned to command that territory's army and try and thwart the attacker's expansionist plan.
For the FIRST THREE ROUNDS factions may ONLY attack neutral territories, after that, it's a free for all.
BONUS GOLD COINS
Factions can earn bonus GOLD two ways:
1. ONE GOLD for each REGION controlled at the start of a Round
2. Each 40% (+25%) battlefield victory against an enemy faction earns ONE GOLD.
Each faction can at any time have a maximum of THREE gold coins in its treasury.
GOLD can be spent on the following:
1. TWO gold to build and deploy a FLEET
2. ONE gold to maintain an existing fleet
3. TWO gold to launch a SECOND attack in a round
4. TWO gold to move your CAPITAL to another territory (maybe a safer location)
-----------------------------------------------------------------------------------------------------------
SEQUENCE OF PLAY:
1. Determine sequence of faction orders.
2. When it their turn, faction commanders post orders from following options:
a) standard attack order (post challenge with armies and map parameters, defender choses which army to use)
b) build and deploy fleet (pay 2 Gold)
c) maintain fleet (pay 1 Gold)
c) disband fleet (no longer pay maintenance)
d) relocate capital (pay 2 Gold)
e) Optional second attack order (pay 2 Gold)
3. Factions assign attack and defensive commanders (GM randomly assigns available commanders for neutral zone attacks)
4. Naval battles are resolved by GM die roll (outcomes may affect land battles)
4. Land Battles are resolved in FOG 2.
5. End of round housekeeping
a) map and score board updated
b) bonus Gold coins awarded
_______________________________________________________
FLEETS & Naval Battles
Factions may build and deploy a Fleet into a Sea Zone to control that zone.
This allows the controlling faction to launch attacks across that sea zone and also prevent an enemy faction from attacking across that sea zone in turn.
Example: GREEN Empire has a fleet controlling the Western Med. (also to protect the GREEN Capital at Carthage)
This would allow the GREEN Empire to transport and army to attack NARBONENSIS -- RED Empire can NOT attack across the Western Med.
(A fleet deployment and land attack with an army transported by sea can happen in the same set of orders)
An enemy faction may build and deploy a fleet into the sea zone to contest control, or two factions may deploy opposing fleets in the same turn.
A NAVAL BATTLE is then resolved by a GM die roll -- higher die roll wins and controls the sea zone, loser is eliminated.
Only TWO fleets may contest a sea zone at any one time per round.
Naval actions may affect land attacks.
Example:
GREEN Empire has control of the Western Med and decides to launch an attack on NARBONENSIS.
RED Empire in turn decides to launch a fleet to contest control of the Sea Zone.
If RED wins the Naval Battle, then the GREEN fleet is eliminated and the attack on Narbonensis is cancelled.
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CAPITALS
Every Faction/Empire has to have a CAPITAL to function and to order attacks etc.
At start, every faction has it's capital location randomly drawn - this is the base from where the Empire expands from.
The Capital needs to be protected at all costs.
In the above example, YELLOW Empire's Capital is in Mesopotamia and under attack from BLUE.
If BLUE wins the battle, YELLOW's Capital is captured, and the next ROUND the YELLOW Empire can NOT attack or do any actions for that turn, except re-establish the capital at a new location (any of the other YELLOW territories not under attack in that next turn)
YELLOW also goes last in the Orders Sequence.
YELLOW can continue to fight DEFENSIVE battles in that turn.
All Gold Coins held by YELLOW are lost and BLUE wins ONE bonus Gold Coin as plunder for capturing the enemy capital.
MOVING CAPITALS
In the above example, in an earlier round, YELLOW could've spent 2 Gold (if available) to voluntarily relocate it's capital to a safer location (like Persis or Parthia)
This can only be done if the Capital is not already under attack, especially if BLUE gets to move/attack earlier than YELLOW.
RULES posted below in this post.
I've done the draw for the EMPIRES (Five factions: three two-player teams and two flying solo):
BLUE: @Nelson1812 & @mTk
RED: @kronenblatt & @HOA_KSOP
WHITE: @Badger73 & @Nathangun
GREEN: @Wellsonian
YELLOW: @Rico
THE ABOVE IS ALSO THE SEQUENCE IN WHICH THE ROUND 1 ORDERS ARE POSTED.
Here is how the draw for the start up set up looks like:
Kronenblatt and HOA_KSOP get to start a Gallic-Germanic Empire...
Nelson1812 and mTk can recreate the power and glory of Carthage...
Wellsonian is starting more or less where Alexander the Great began his career -- will he turn west or east?
Badger73 and Nathangun are poised to expand from the Caucasus... do Black Sea coast or the rivers of Babylon beckon?
and myself stuck in the Levant... contesting the Levant and the Middle East...
-----------------------------------------------------------------------------------------------------------
BLUE EMPIRE ( @Nelson1812 & @mTk ) is up first with orders:
Announce an attack on a neutral territory and designate your attacking player (the other might play defence of another neutral territory -- I will announce the random draw for the defending player once all the attack orders are in) -- Faction players flying solo are automatically available as both attack and defence players.
With your attack also post your choice of the two armies and type of map. (defender then can chose which army he will use)
SEQUENCE OF PLAY:
1. Determine sequence of faction orders.
2. When it's their turn, faction commanders post orders from following options:
a) standard attack order (post challenge with armies and map parameters, defender choses which army to use) (No cost)
b) build and deploy fleet (pay 2 Gold)
c) maintain fleet (pay 1 Gold)
c) disband fleet (no longer pay maintenance)
d) relocate capital (pay 2 Gold)
e) Optional second attack order (pay 2 Gold)
3. Factions assign attack and defensive commanders (GM randomly assigns available commanders for neutral zone attacks)
4. Naval battles are resolved by GM die roll (outcomes may affect land battles)
4. Land Battles are resolved in FOG 2.
5. End of round housekeeping
a) map and score board updated
b) bonus Gold coins awarded
-----------------------------------------------------------------------------------------------------------
CAMPAIGN RULES
BATTLES & EXPANSION
Attacks work exactly the same way as in the other Empire Builders Campaign - each round each faction can launch at least ONE attack. (there are a few more rules which I will clarify later)
In the opening Round the sequence of challenges is randomly drawn.
(From turn TWO, the order will be determined by results from previous battles -- the side with the highest winning % margin of their best battle result will go first and so on)
No Empire can launch an attack INTO a territory already under attack, or FROM a territory that is under attack.
When it's his turn, the ATTACKER posts a challenge for a medium size skirmish battle using ANY forces/armies APPROPRIATE to the geographic location of the battle set in any period covered by the 3 DLC's used in this campaign.
Map setting should also be appropriate (can be pot luck as well) -- settings can be negotiated in a gentlemanly manner if desired.
The ATTACKER selects the armies (and allies if wanted) and the DEFENDER can chose which side he likes to play.
Both sides assign a player to fight the battle, post the agreed Challenge on FOG2 and proceed to fight.
ANY level of Victory and either the attacker conquers the territory or the defender holds on to it if defending.
------------------------------------------------------------------------------------------------------------------------------------------------
A faction can attack any territory adjacent to one of its own territories via land connection, or via sea connection if they have a FLEET in place that controls that sea zone.
If a NEUTRAL territory is attacked, a free player from another faction will be randomly assigned to command that territory's army and try and thwart the attacker's expansionist plan.
For the FIRST THREE ROUNDS factions may ONLY attack neutral territories, after that, it's a free for all.
BONUS GOLD COINS
Factions can earn bonus GOLD two ways:
1. ONE GOLD for each REGION controlled at the start of a Round
2. Each 40% (+25%) battlefield victory against an enemy faction earns ONE GOLD.
Each faction can at any time have a maximum of THREE gold coins in its treasury.
GOLD can be spent on the following:
1. TWO gold to build and deploy a FLEET
2. ONE gold to maintain an existing fleet
3. TWO gold to launch a SECOND attack in a round
4. TWO gold to move your CAPITAL to another territory (maybe a safer location)
-----------------------------------------------------------------------------------------------------------
SEQUENCE OF PLAY:
1. Determine sequence of faction orders.
2. When it their turn, faction commanders post orders from following options:
a) standard attack order (post challenge with armies and map parameters, defender choses which army to use)
b) build and deploy fleet (pay 2 Gold)
c) maintain fleet (pay 1 Gold)
c) disband fleet (no longer pay maintenance)
d) relocate capital (pay 2 Gold)
e) Optional second attack order (pay 2 Gold)
3. Factions assign attack and defensive commanders (GM randomly assigns available commanders for neutral zone attacks)
4. Naval battles are resolved by GM die roll (outcomes may affect land battles)
4. Land Battles are resolved in FOG 2.
5. End of round housekeeping
a) map and score board updated
b) bonus Gold coins awarded
_______________________________________________________
FLEETS & Naval Battles
Factions may build and deploy a Fleet into a Sea Zone to control that zone.
This allows the controlling faction to launch attacks across that sea zone and also prevent an enemy faction from attacking across that sea zone in turn.
Example: GREEN Empire has a fleet controlling the Western Med. (also to protect the GREEN Capital at Carthage)
This would allow the GREEN Empire to transport and army to attack NARBONENSIS -- RED Empire can NOT attack across the Western Med.
(A fleet deployment and land attack with an army transported by sea can happen in the same set of orders)
An enemy faction may build and deploy a fleet into the sea zone to contest control, or two factions may deploy opposing fleets in the same turn.
A NAVAL BATTLE is then resolved by a GM die roll -- higher die roll wins and controls the sea zone, loser is eliminated.
Only TWO fleets may contest a sea zone at any one time per round.
Naval actions may affect land attacks.
Example:
GREEN Empire has control of the Western Med and decides to launch an attack on NARBONENSIS.
RED Empire in turn decides to launch a fleet to contest control of the Sea Zone.
If RED wins the Naval Battle, then the GREEN fleet is eliminated and the attack on Narbonensis is cancelled.
-----------------------------------------------------------------------------------------------------------
CAPITALS
Every Faction/Empire has to have a CAPITAL to function and to order attacks etc.
At start, every faction has it's capital location randomly drawn - this is the base from where the Empire expands from.
The Capital needs to be protected at all costs.
In the above example, YELLOW Empire's Capital is in Mesopotamia and under attack from BLUE.
If BLUE wins the battle, YELLOW's Capital is captured, and the next ROUND the YELLOW Empire can NOT attack or do any actions for that turn, except re-establish the capital at a new location (any of the other YELLOW territories not under attack in that next turn)
YELLOW also goes last in the Orders Sequence.
YELLOW can continue to fight DEFENSIVE battles in that turn.
All Gold Coins held by YELLOW are lost and BLUE wins ONE bonus Gold Coin as plunder for capturing the enemy capital.
MOVING CAPITALS
In the above example, in an earlier round, YELLOW could've spent 2 Gold (if available) to voluntarily relocate it's capital to a safer location (like Persis or Parthia)
This can only be done if the Capital is not already under attack, especially if BLUE gets to move/attack earlier than YELLOW.
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