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Old 11-03-2013, 10:51 AM
david kuijt's Avatar
david kuijt david kuijt is offline
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Join Date: Jan 2011
Location: Gaithersburg
Posts: 2,930
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God Wills It!
The First Crusade
A Two Davids Campaign Theme at Fall In
5pm-midnight Saturday, Nov. 16, 2013


[Recent Changes: added Dan Loych, removed Ron Giampapa and Charlie Zee. Currently 16 signups]

The devastating defeat at Manzikert in 1071 AD nearly destroyed Byzantium; the richer half of its empire dissolved and Seljuk horsemen conquered almost all of Anatolia. Desperate for any assistance, the Byzantine Emperor asked for a little help from the West. This was, as it turned out, much like asking a Lion for help fighting the Wolves. It might work, but your sheep still gets eaten.


Special Rules:
There will actually be two maps in use; one represents 1097 as the First Crusade swept across Anatolia, which will be the map for the first turn of the campaign, and one represents 1100-1120ish, which will be the map used thereafter. Positions within the Crusader Kingdoms (the later map) are linked to positions in the first map and vice versa.

Here is the first map for 1097-1099 AD:



Here is the second (main) map for 1100-1120 AD:



Armies Available:
  • IV/1(a) Komnenan Byzantines (4 armies)
    1. Byzantium: Jack "the Butcher" Sheriff
    2. Trebizond: Doug Austin
    3. Ephesus and Anatolia:
    4. Cyprus
  • IV/7 Early Crusaders (4 armies)
    1. Principality of Antioch (Siege of Antioch on turn 1, 1097 map): Tim Hladon
    2. County of Edessa (Battle of Edessa on turn 1, 1097 map): Rich Baier
    3. Kingdom of Jerusalem (Battle of Ascalon on turn 1, 1097 map): Larry Chaban
    4. County of Tripoli (Battle of Dorylaeum on turn 1, 1097 map): Bill Brown
  • III/73(b) Seljuk Turks (4 armies)
    1. Konya: Seljuk Sultan of Rum: Jeff Franz
    2. Emir of Sivas: DK
    3. Emir of Erzinjan: Barry Levin
    4. Emir of Akhlat
  • III/65 Fatamid Egyptians (3 armies)
    1. Alexandria: DS
    2. Cairo: Spencer Ginder
    3. Mecca and the Red Sea
  • IV/6 Syrian (2 armies)
    1. Damascus Mark Burton (ruslan1)
    2. Aleppo
  • III/53 Dynastic Bedouin (2 armies)
    1. Emir of Mosul
    2. Emir of Hilla: Dan Loych (thethreefates)
  • IV/2 Cilician Armenian (1 army): Rob Torres
  • Zirid Emirate: III/33 EMNAS (1 army): John Svensson
  • III/70(b) Georgian (1 army): Alan Ferrency

More Special Rules:
  • Crusader Armies:
    • All Crusader players must bring elements to support up to 3 dismounted Knights, for use on the first campaign turn if required. They don't get a choice, it may be forced upon them. Historically these dismounted knights represent Crusaders who have lost their horses on the initial assault across Anatolia.
    • Crusader players may not take the 3Bw option -- that choice must be Psiloi. The 3Cb option may be used, though.
    • There won't be any dismounted Knights after the first campaign turn.
  • All battles on the first turn (the 1097 map) do NOT create vassals. You get points for the Win as usual (but no bonus points). The battles on the 1097 map result in the Byzantine recovery of the Anatolian coast and the establishment of the Crusader Kingdoms, from which the campaign builds thereafter.
  • After the first turn, when the Crusader kingdoms are established and the 1100 AD map is used, battles with or against them create vassals as normal.
  • Byzantine Armies: at least one of the "2Ps or 4Bw" element options must be taken as a Psiloi.
  • No armies are allied except through conquest; anyone may attack anyone. Treachery and civil war in Byzantium was de regueur (and was why they lost at Manzikert in 1071); the various Arab powers were more worried about each other than about the Crusaders; and the Crusaders fought among themselves with Arab allies within the timeperiod of this map!
  • Naval Movement: Byzantium (all except Trebizond), Fatamids (Alexandria and Cairo), and the Zirid Emirate are all capable of Naval Movement. All Naval Movement counts as distance 1 total (and then any further movement by land at normal cost). Trebizond can use Naval Movement only on the first turn (which is before Trebizond recaptures Trebizond), and only in the Black Sea; thereafter it loses its navy. Only the player resident in Byzantium proper (i.e., not Ephesus or Cyprus) can use Naval Movement in the Black Sea after turn 1; he may attack Georgia without having to traverse Trebizond by using Naval Movement. The Cilician Armenians and the three Crusader Kingdoms of Antioch, Tripoli, and Jerusalem (i.e., not Edessa) may use Naval Movement to attack Cyprus, but at the equivalent of distance 2; they may not use Naval Movement otherwise. Even when Naval Movement is used, there will be no Littoral Landings in the tactical game that results.
  • 1097 AD Map:
    • Crusader armies are moving to fight for and achieve their established kingdoms (that show up in the 1100 AD map). As such, each Crusader army has a red-star location representing its location for the 1097 map; this is in some cases not exactly the same as its location in 1100 AD. For one army (County of Tripoli/Battle of Dorylaeum) the location is quite different.
    • Crusader armies count as inside (0 distance) each region the red star touches. In particular, this means that:
      • Battle of Dorylaeum is zero distance from Byzantium, Sivas, and Konya
      • Battle of Edessa is zero distance from Sivas, Erzinjan, and Aleppo
      • Siege of Antioch is zero distance from Sivas, Aleppo, and Damascus
      • Battle of Ascalon is zero distance from Damascus, Mecca, and both Cairo and Alexandria
    • Crusader armies are subject to some special rules in their 1097 battles only.
      • Battle of Dorylaeum: the Crusader army may not take any dismounted knights. It MUST field a flank march of 2-4 elements, with the following rules:
        • exactly 2 elements must be 3Kn
        • 0-2 elements may be any infantry (not 3Kn)
        • Every Crusader bound, if the Crusaders roll 6 pips, the flank march appears. Otherwise it does not.
        • Flank march costs 1 pip to deploy as a group on either side (left or right side, chosen at that turn, not both) which counts as a normal move (they cannot move again that turn except through normal second/subsequent moves). It costs +1 pip to deploy if out of command control of the general.
      • Battle of Edessa: two Crusader Knight must deploy and fight as 4Bd dismounted, representing losses of horses.
      • Siege of Antioch: three Crusader Knights must deploy and fight as 4Bd dismounted, representing losses of horses.
      • Battle of Ascalon: one Crusader Knight must deploy and fight as 4Bd dismounted, representing losses of horses.
    • Cairo and Alexandria both count as occupying that one region in the map; their movement is counted as starting from there. They are not allied (they may attack each other), but are not required to attack each other on any turn just because they start in the same zone (they may move out). If they do attack each other, both armies are Aggression 0. If an enemy moves in to attack the zone while both are occupying it, the choice of who defends is random (flip a coin) and the other is still free to act. It is not possible for an enemy to move through the zone until both Fatamid players are otherwise occupied.
    • Movement through Arabia is impossible for armies.
  • 1100 AD Map:
    • Cilicia and Ephesus count as adjacent by land movement; they don't need to traverse Konya to get to each other. Konya is also adjacent to the sea; it can be attacked by Naval Movement without the attacker having to traverse Cilicia or Ephesus.
    • Cairo and Alexandria both count as occupying that one region in the map; their movement is counted as starting from there. They are not allied (they may attack each other), but are not required to attack each other on any turn just because they start in the same zone (they may move out). If they do attack each other, both armies are Aggression 0. If an enemy moves in to attack the zone while both are occupying it, the choice of who defends is random (flip a coin) and the other is still free to act. It is not possible for an enemy to move through the zone until both Fatamid players are otherwise occupied.
    • Movement through Arabia is impossible for armies.

We'll be adding more special rules here as we work out the details of the campaign theme, but we wanted to get the signup available so players could sign up.

As always, signup here or directly to me or DS by email. First come first served.
__________________
DK

V2.2+ final version playsheet available at: http://www.wadbag.com/V2.2+/

Last edited by david kuijt; 11-07-2013 at 09:09 AM.
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  #52  
Old 11-03-2013, 01:55 PM
titus111 titus111 is offline
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Join Date: Feb 2011
Location: Pittsburgh PA
Posts: 89
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no problem.
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  #53  
Old 11-14-2013, 12:16 AM
david kuijt's Avatar
david kuijt david kuijt is offline
Propraetor
 
Join Date: Jan 2011
Location: Gaithersburg
Posts: 2,930
Default

God Wills It!
The First Crusade
A Two Davids Campaign Theme at Fall In
5pm-midnight Saturday, Nov. 16, 2013


[Recent and Probably Last Changes: added Bob King and Terence McPartland, removed Bill Brown. Currently 17 signups]

The devastating defeat at Manzikert in 1071 AD nearly destroyed Byzantium; the richer half of its empire dissolved and Seljuk horsemen conquered almost all of Anatolia. Desperate for any assistance, the Byzantine Emperor asked for a little help from the West. This was, as it turned out, much like asking a Lion for help fighting the Wolves. It might work, but your sheep still gets eaten.


Special Rules:
There will actually be two maps in use; one represents 1097 as the First Crusade swept across Anatolia, which will be the map for the first turn of the campaign, and one represents 1100-1120ish, which will be the map used thereafter. Positions within the Crusader Kingdoms (the later map) are linked to positions in the first map and vice versa.

Here is the first map for 1097-1099 AD:



Here is the second (main) map for 1100-1120 AD:



Armies Available:
  • IV/1(a) Komnenan Byzantines (4 armies)
    1. Byzantium: Jack "the Butcher" Sheriff
    2. Trebizond: Doug Austin
    3. Ephesus and Anatolia:
    4. Cyprus: Terence McPartland
  • IV/7 Early Crusaders (4 armies)
    1. Principality of Antioch (Siege of Antioch on turn 1, 1097 map): Tim Hladon
    2. County of Edessa (Battle of Edessa on turn 1, 1097 map): Rich Baier
    3. Kingdom of Jerusalem (Battle of Ascalon on turn 1, 1097 map): Larry Chaban
    4. County of Tripoli (Battle of Dorylaeum on turn 1, 1097 map): Bob King
  • III/73(b) Seljuk Turks (4 armies)
    1. Konya: Seljuk Sultan of Rum: Jeff Franz
    2. Emir of Sivas: DK
    3. Emir of Erzinjan: Barry Levin
    4. Emir of Akhlat
  • III/65 Fatamid Egyptians (3 armies)
    1. Alexandria: DS
    2. Cairo: Spencer Ginder
    3. Mecca and the Red Sea
  • IV/6 Syrian (2 armies)
    1. Damascus Mark Burton (ruslan1)
    2. Aleppo
  • III/53 Dynastic Bedouin (2 armies)
    1. Emir of Mosul
    2. Emir of Hilla: Dan Loych (thethreefates)
  • IV/2 Cilician Armenian (1 army): Rob Torres
  • Zirid Emirate: III/33 EMNAS (1 army): John Svensson
  • III/70(b) Georgian (1 army): Alan Ferrency

More Special Rules:
  • Crusader Armies:
    • All Crusader players must bring elements to support up to 3 dismounted Knights, for use on the first campaign turn if required. They don't get a choice, it may be forced upon them. Historically these dismounted knights represent Crusaders who have lost their horses on the initial assault across Anatolia.
    • Crusader players may not take the 3Bw option -- that choice must be Psiloi. The 3Cb option may be used, though.
    • There won't be any dismounted Knights after the first campaign turn.
  • All battles on the first turn (the 1097 map) do NOT create vassals. You get points for the Win as usual (but no bonus points). The battles on the 1097 map result in the Byzantine recovery of the Anatolian coast and the establishment of the Crusader Kingdoms, from which the campaign builds thereafter.
  • After the first turn, when the Crusader kingdoms are established and the 1100 AD map is used, battles with or against them create vassals as normal.
  • Byzantine Armies: at least one of the "2Ps or 4Bw" element options must be taken as a Psiloi.
  • No armies are allied except through conquest; anyone may attack anyone. Treachery and civil war in Byzantium was de regueur (and was why they lost at Manzikert in 1071); the various Arab powers were more worried about each other than about the Crusaders; and the Crusaders fought among themselves with Arab allies within the timeperiod of this map!
  • Naval Movement: Byzantium (all except Trebizond), Fatamids (Alexandria and Cairo), and the Zirid Emirate are all capable of Naval Movement. All Naval Movement counts as distance 1 total (and then any further movement by land at normal cost). Trebizond can use Naval Movement only on the first turn (which is before Trebizond recaptures Trebizond), and only in the Black Sea; thereafter it loses its navy. Only the player resident in Byzantium proper (i.e., not Ephesus or Cyprus) can use Naval Movement in the Black Sea after turn 1; he may attack Georgia without having to traverse Trebizond by using Naval Movement. The Cilician Armenians and the three Crusader Kingdoms of Antioch, Tripoli, and Jerusalem (i.e., not Edessa) may use Naval Movement to attack Cyprus, but at the equivalent of distance 2; they may not use Naval Movement otherwise. Even when Naval Movement is used, there will be no Littoral Landings in the tactical game that results.
  • 1097 AD Map:
    • Crusader armies are moving to fight for and achieve their established kingdoms (that show up in the 1100 AD map). As such, each Crusader army has a red-star location representing its location for the 1097 map; this is in some cases not exactly the same as its location in 1100 AD. For one army (County of Tripoli/Battle of Dorylaeum) the location is quite different.
    • Crusader armies count as inside (0 distance) each region the red star touches. In particular, this means that:
      • Battle of Dorylaeum is zero distance from Byzantium, Sivas, and Konya
      • Battle of Edessa is zero distance from Sivas, Erzinjan, and Aleppo
      • Siege of Antioch is zero distance from Sivas, Aleppo, and Damascus
      • Battle of Ascalon is zero distance from Damascus, Mecca, and both Cairo and Alexandria
    • Crusader armies are subject to some special rules in their 1097 battles only.
      • Battle of Dorylaeum: the Crusader army may not take any dismounted knights. It MUST field a flank march of 2-4 elements, with the following rules:
        • exactly 2 elements must be 3Kn
        • 0-2 elements may be any infantry (not 3Kn)
        • Every Crusader bound, if the Crusaders roll 6 pips, the flank march appears. Otherwise it does not.
        • Flank march costs 1 pip to deploy as a group on either side (left or right side, chosen at that turn, not both) which counts as a normal move (they cannot move again that turn except through normal second/subsequent moves). It costs +1 pip to deploy if out of command control of the general.
      • Battle of Edessa: two Crusader Knight must deploy and fight as 4Bd dismounted, representing losses of horses.
      • Siege of Antioch: three Crusader Knights must deploy and fight as 4Bd dismounted, representing losses of horses.
      • Battle of Ascalon: one Crusader Knight must deploy and fight as 4Bd dismounted, representing losses of horses.
    • Cairo and Alexandria both count as occupying that one region in the map; their movement is counted as starting from there. They are not allied (they may attack each other), but are not required to attack each other on any turn just because they start in the same zone (they may move out). If they do attack each other, both armies are Aggression 0. If an enemy moves in to attack the zone while both are occupying it, the choice of who defends is random (flip a coin) and the other is still free to act. It is not possible for an enemy to move through the zone until both Fatamid players are otherwise occupied.
    • Movement through Arabia is impossible for armies.
  • 1100 AD Map:
    • Cilicia and Ephesus count as adjacent by land movement; they don't need to traverse Konya to get to each other. Konya is also adjacent to the sea; it can be attacked by Naval Movement without the attacker having to traverse Cilicia or Ephesus.
    • Cairo and Alexandria both count as occupying that one region in the map; their movement is counted as starting from there. They are not allied (they may attack each other), but are not required to attack each other on any turn just because they start in the same zone (they may move out). If they do attack each other, both armies are Aggression 0. If an enemy moves in to attack the zone while both are occupying it, the choice of who defends is random (flip a coin) and the other is still free to act. It is not possible for an enemy to move through the zone until both Fatamid players are otherwise occupied.
    • Movement through Arabia is impossible for armies.

We'll be adding more special rules here as we work out the details of the campaign theme, but we wanted to get the signup available so players could sign up.

As always, signup here or directly to me or DS by email. First come first served.
__________________
DK

V2.2+ final version playsheet available at: http://www.wadbag.com/V2.2+/
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