Welcome to The Few Good Men

Thanks for visiting our club and having a look around, there is a lot to see. Why not consider becoming a member?

FOG II Ancients Mini Campaign -- canceled

Anyone interested in playing this quick, cut-throat FOG II Ancients mini-campaign?

Rules very basic and similar to the FOG Medieval Empire Builders campaign.

Short and sharp -- only FIVE TURNS and quite small -- but let's have fun with it.

Four or three factions -- twelve provinces covering the Mediterranean -- that get randomly drawn at start. (no Capitals in this one) -- divided into three REGIONS (Western, Central and Eastern)
Factions can be one player or a team of two players.

Each faction also has a FLEET available to use for attacks across sea zones.

ANCIENT EMPIRES Mini 4 player sample.jpg

ATTACKS
Each faction gets ONE attack per turn.

Any level attack wins the invaded region or repels the invader.

You can attack any enemy province joined to a friendly province by a dark dotted line.

You can attack into a region from which an attack has already been launched, you cannot attack into or from a region that is already under attack)

-- see FLEETS section below for attacks across sea regions.


ATTACK ORDERS SEQUENCE is determined by % battle results in previous round -- although 1st ROUND order is determined by a random draw.


BATTLES

The battles are all fought as MIRROR BATTLES - to keep battles fair as there can be some serious mismatches in ancient armies.

The ATTACKER issues a challenge and choses two armies that are GEOGRAPHICALLY appropriate to the province the battle is taking place in.

The armies can be from ANY TIME PERIOD covered by FOG II in all the DLC's except for Wolves At The Gate. -- so from Swifter Than Eagles to Age of Belisarius. -- 2500 AD to 600 BC.
(if one players does not have all the DLC's, this can be negotiated between the two of them)

Armies should also be from SAME PERIOD -- can't have a Bronze Age army fight a Late Roman Legion.

Default battle setting is Medium Open Battle -- MIRROR -- map can be RANDOM (or agreed to by the players)

ANY level of victory captures the province or repels the invader.

FLEETS
A faction can decide to deploy its fleet to launch a seaborne attack on an enemy province across a sea zone. (white dotted lines)

The FLEET is deployed into the relevant Sea Zone Box. (see Purple attack from ANATOLIA to GREECE in sample map at start of this post)

There is no naval combat, player who places his FLEET in a Sea Zone box first, has control of that sea zone for that turn.

A normal battle is the fought in the target province.

If the attack is SUCCESSFUL, the FLEET goes back into the AVAILABLE FLEETS box for possible use in the next turn.

If the attack FAILS, the FLEET is removed and placed on the TURN TRACK to be rebuilt and will be available on the SECOND turn after it was lost.

REGIONS
Controlling all FOUR Provinces in a REGION adds ONE bonus point to a factions score.
Provinces belonging to the same region are indicated by the colour surrounding the Province Name (ie: Western Europe: red, Central: white etc)
(these points do not add up, but the scoreboard is adjusted every turn)

END OF CAMPAIGN SCORING:
At the end of Round 8 factions earn the following points:
a) ONE point per province controlled
b) ONE points per REGION controlled


That's pretty much it, I think.

@chiquichops @Nathangun @Nelson1812 @kronenblatt @Josey Wales @Bootie @HOA_KSOP @Probus
 
Last edited:
Back
Top