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EMPIRE BUILDERS ANCIENTS: Field of Glory II Campaign (Concluded)

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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...

_Ancient Empire Builders Start.jpg


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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







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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.

_Ancient Empire Builders 4 coins.jpg



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)

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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

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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.

_Ancient Empire Builders 4 naval sample 1.jpg


Example: GREEN Empire has a fleet controlling the Western Med. (also to protect the GREEN Capital at Carthage)

_Ancient Empire Builders 4 naval sample 2.jpg


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.
_Ancient Empire Builders 4 naval sample 3.jpg



Naval actions may affect land attacks.
_Ancient Empire Builders 4 naval sample 4.jpg


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.

_Ancient Empire Builders 4 Capitals.jpg


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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So, Carthage can't put a fleet in the Med this turn?
Nope, not yet. But if you capture HISPANIA you control the “Carthage” region start earning ONE Gold at the end of every turn you hold on to it.

If you also capture Hispania with a 40% victory (any win that stays under the 60% margin) you get ONE Gold bonus as well, so in turn 2 you could deploy a fleet.
 
@Rico
Nelson1812 marches on (attacks) Hispania to encourage the locals to dig for gold.
@mTk , will keep the bars and brothels well supplied in my absence!
What armies will you use for this battle?

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.
 
Red empire:

Gauls and Iberians make a co-operative pre-emptive strike against the ambitious Romans and their triumvirate knowing what would otherwise fall upon them anyway, the armies meeting on the plains of the fertile Po valley.

Narbonensis -> Cisalpina: Gallic 100-50 BC with Spanish (Iberian) 300-10 BC allies versus Roman 105-25 BC without allies, Mediterranean Agricultural.
 
First orders are in.

BLUE attacks HISPANIA -- General @Nelson1812 in command. The Blue Empire is out to take early control of the CARTHAGO region.

RED attacks CISALPINA -- an early grab for the Italian peninsula.

WHITE -- (@Badger73 and @Nathangun ) -- you are up next. (PM me if you have any questions.)

_Ancient Empire Builders 001a.jpg

BATTLE 1: HISPANIA - Blue attack from Lusitania @Nelson1812 vs ? Carthaginian 410BC-341BC Vs Carthaginian 410BC-341BC
(Mediterranean Agricultural)

BATTLE 2: CISALPINA - Red attack from Narbonensis (players to be announced) Gallic 100-50 BC (Spanish (Iberian) 300-10 BC allies) vs Roman 105-25 BC - (Mediterranean Agricultural)

BATTLE 3:

BATTLE 4:

BATTLE 5:
 
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Black dotted lines mean you don't need a fleet to attack across the water, blue dotted lines mean you do. So if you attack the neutral regions adjacent to you you'll pick up gold so you can deploy your fleet next turn.
 
Black dotted lines mean you don't need a fleet to attack across the water, blue dotted lines mean you do. So if you attack the neutral regions adjacent to you you'll pick up gold so you can deploy your fleet next turn.
Correct:

You have ONE free attack every turn - you capture a territory by launching an attack and winning the battle for this territory.
(a 2nd attack will have to be paid for with gold)

An empty (neutral) territory will be defended by a random drawn player from another team. (so either you or kroneblatt will probably be playing neutral defence this turn as well)

You have NO GOLD yet -- you earn gold by:
a) 1 Gold per Major Victory 40%(+25% margin) - ie: not crossing over the 60% threshold to win
b) 1 Gold at the end of each turn you control a region. (Regions consist of 4 territories with same colour... like CARTHAGO, ROMA or GALLIA.

Your treasury can only contain a max of 3 Gold coins at any one time.
 
Whites attack from Parthia to Mesopotamia.
Just a question, who the hell am I attacking here? I see everyone posting battle parameters but they are attacking neutral territories.
An empty (neutral) territory will be defended by a random drawn player from another team. (so either you or @Badger73 will probably be playing neutral defence this turn as well)

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. (up to 600AD)

Once all the attacks have been announced -- I will draw and assign defending players.
 
Orders are rolling in...

BLUE attacks HISPANIA -- General @Nelson1812 in command. The Blue Empire is out to take early control of the CARTHAGO region.

RED attacks CISALPINA -- an early grab for the Italian peninsula.

WHITE -- attacks Mesopotamia -- the rivers of Babylon are calling.

GREEN - @Wellsonian -- you're up next.

_Ancient Empire Builders 001c.jpg

BATTLE 1: HISPANIA - Blue attack from Lusitania @Nelson1812 vs ? Carthaginian 410BC-341BC Vs Carthaginian 410BC-341BC
(Mediterranean Agricultural)

BATTLE 2: CISALPINA - Red attack from Narbonensis (players to be announced) Gallic 100-50 BC (Spanish (Iberian) 300-10 BC allies) vs Roman 105-25 BC - (Mediterranean Agricultural)

BATTLE 3: MESOPOTAMIA - White attack from Parthia - @Badger73 vs ? (opponent and army selection to be announced)

BATTLE 4:

BATTLE 5:
 
All the orders are in...

GREEN attacks ASIA

YELLOW attacks LEPTIS MAGNA.

I have also done the draw for the players playing defence of the neutral territories, trying to obstruct the opposition's expansionist ambitions. (see below)
Defenders get to pick which army they want to use in the battle.

_Ancient Empire Builders 001d.jpg


BATTLE 1: HISPANIA - Blue attack from Lusitania @Nelson1812 vs @HOA_KSOP - Carthaginian 410BC-341BC Vs Carthaginian 410BC-341BC
(Mediterranean Agricultural)


BATTLE 2: CISALPINA - Red attack from Narbonensis @kronenblatt vs @Nathangun - Gallic 100-50 BC (Spanish (Iberian) 300-10 BC allies) vs Roman 105-25 BC - (Mediterranean Agricultural)

BATTLE 3: MESOPOTAMIA - White attack from Parthia - @Badger73 vs @Rico - Seleucid 166-125 BC - vs Ptolemaic 166-56 BC - (Pot Luck battlefield)

BATTLE 4: ASIA - Green attack from Thracia - @Wellsonian vs @mTk - Macedonian 260-148 BC vs Pergamene 190-129 BC (with Greek allies 227-146 BC)

BATTLE 5: LEPTIS MAGNA - Yellow attack from Aegyptus - @Rico vs @Wellsonian - Egyptian 664-571 BC vs Phoenician 681-539 BC - (Desert Map)
 
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