[COIN:FS] Subduing the Celts, One Tribe at a Time
- Void Chicken
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[COIN:FS] Subduing the Celts, One Tribe at a Time
https://evil-dec0y.deviantart.com/art/V ... -563727443
Welcome to a little strategy series called COIN, about a government trying to put down insurgent uprisings. And welcome to Falling Sky, which seriously strains that description, but never mind that. Falling Sky is the sixth entry in the COIN series, revolving around the Gallic revolt against Caesar circa 54 BC. Four factions struggle for control over the region, and only one can prevail.
COIN is an asymmetric strategy game with open information. Every faction has some small (and not-so-small) differences in how they play. Not only will you have to know what you can do, you'll have to keep in mind what can be done to you.
The Rules: http://www.gmtgames.com/fallingsky/Fall ... -Final.pdf
Playbook/Tutorial/Strategy Tips: http://www.gmtgames.com/fallingsky/Fall ... _Final.pdf
Feel free to browse the rules to get a feel for things, but I'll be doing my best to explain as we go like always.
COIN is a game of strategy, but also of negotiation. COIN also encourages ganging up on the leader, so don't be surprised if your "ally" turns on you. Remember, it is still just a game. Try to keep your enmities at the door.
COIN is a game for four players, one playing each faction, which are:
Roman Republic: Hail Caesar! He has decided to go on a little Gallic campaign, taking several of his legions with him. Rome plays the most differently from the Gallic factions. While the Roman legions are a powerhouse on the battlefield, the Senate is not as enthused about this whole thing as Caesar is, and they must be kept happy or they might decide to stop giving him those nice soldiers.
Arverni Confederation: Led by the ambitious Vercingetorix, the Arverni cannot abide Rome coming in and bossing the place around. He must unite the Celts to drive Rome away! The Arverni can amass greater numbers than any of the other Gallic factions, and move them at a speed matched only by Rome. Finally, he can bring devastation to any region Caesar has his greedy eyes on.
Aedui Confederation: The closest thing Rome has to an ally in the region. Or at least a problem they don't want to have on top of the Arverni. And heck, the Aedui's goals aren't that far away from Rome's. Working together can be profitable for both factions. On one hand, they are militarily the weakest, and have no leader piece. On the other, they are the one player faction that can't lose theirs.
Belgic Tribes: What's that? A big war? Heck yeah Ambiorix wants in on this! Let's make with some murder! Oh and I guess you can help out the Arverni while you're at it. Don't want Rome subduing everything and making things boring. With Ambiorix leading the charge, your Warbands are twice the soldiers that any other Gauls are, and can even go toe-to-toe with Rome's Legions.
Germanic Tribes: The Germans are NPC-only. They were led by Ariovistus. Then he died. Like any good NPC, they tend to interfere with everyone's well-laid plans. And also like a good NPC, they can sometimes be pointed at people you don't like.
If you would like to fight for (or against) the Gauls, post ##for Celtica! If you have some preference on faction, go ahead and say so, but don't feel pressured to pick now. The Romans and the Arverni are the most involved factions to play.
Finally, we will need to pick a scenario, i.e. game setup and length. You will, on average, perform one action per two events.
The Great Revolt: 45 events over 3 years. The Belgae are nearly defeated, but the Arverni are poised to strike, with the Aedui trying to play both sides against each other. Recommended for 3 players.
Reconquest of Gaul: 60 events over 4 years. The "main" scenario. The Belgae are close to victory and Vercingetorix, despite being on Rome's doorstep, is yet to amass the forces he needs to make it stick. Rome has two pains in the side to handle, while the Aedui decide how much, exactly, they want to help.
Pax Gallica?: 70 events over 5 years. Things are peaceful... for now. But tensions are rising around the region and the Arverni will soon find themselves with a leader. This scenario lets you build up a little before the fireworks start.
Again, don't feel like you have to decide now.
Oh and feel free to pretend to be a talking horse general or something.
- Void Chicken
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
The Map
https://www.dropbox.com/s/y1d1k07j5lfrw ... p.jpg?dl=0
Roman Republic
Arverni Confederation
Aedui Confederation
Belgic Tribes
Germanic Tribes
Winter Card (6.0)
Victory (7.0)
Romans: Subdued plus Dispersed plus Roman Allied Tribes exceeds 15.
Arverni: Off-map Legions exceed 6 and Arverni Allied Tribes and Citadels exceeds 8.
Aedui: Aedui Allied Tribes and Citadels exceeds each other Faction's (Gallic, Roman, Germanic).
Belgae: Belgic Control (not Dispersed or Suebi) plus Belgic Allied Tribes and Citadels exceeds 15.
Upon final Winter: Closest to goal wins (7.3).
Reminders
A Supply Line (for Roman Recruit and Build, Aedui Trade, and Roman Quarters Phase in Winter) is when there is a line of provinces connected to Cisalpina, Controlled either by yourself, nobody, or a Faction that agrees.
If you want an agreement at the start of an action and do not get it, you may do something else. Agreements are binding for the duration of the action (or Quarters Phase).
While executing an Event or Command, you may remove any of your pieces from the map, or downgrade a Citadel to an Allied Tribe. (Rome's removed Legions go to the Legions track.)
Any effect that would Hide a Scouted Warband removes Scouted, but keeps it Revealed.
Hidden Auxilia or Warbands help guard against Ambush and may cause Losses for Roman or Vercingetorix Marching, as well as hamper Roman Seize.
A Devastated region cannot be Recruited/Rallied in, doubles Command costs, stops March, Roman Seizure, and some Raiding, and hinders Quartering during Winter.
An Ally cannot be placed on a Dispersed Tribe.
Resources may be traded to another player during the execution of either's Command, Special Ability, or Event, to a limit of 4 per execution. They may also be transferred (in any amount) during the Quarters and Harvest phases of Winter.
A Special Ability can be performed before, at one time during, or after a Command. (E.g. Averni Marching with Vercingetorix can March one space, Devastate several spaces including his own, then March to the second space.)
https://www.dropbox.com/s/y1d1k07j5lfrw ... p.jpg?dl=0
Roman Republic
Arverni Confederation
Aedui Confederation
Belgic Tribes
Germanic Tribes
Winter Card (6.0)
Victory (7.0)
Romans: Subdued plus Dispersed plus Roman Allied Tribes exceeds 15.
Arverni: Off-map Legions exceed 6 and Arverni Allied Tribes and Citadels exceeds 8.
Aedui: Aedui Allied Tribes and Citadels exceeds each other Faction's (Gallic, Roman, Germanic).
Belgae: Belgic Control (not Dispersed or Suebi) plus Belgic Allied Tribes and Citadels exceeds 15.
Upon final Winter: Closest to goal wins (7.3).
Reminders
A Supply Line (for Roman Recruit and Build, Aedui Trade, and Roman Quarters Phase in Winter) is when there is a line of provinces connected to Cisalpina, Controlled either by yourself, nobody, or a Faction that agrees.
If you want an agreement at the start of an action and do not get it, you may do something else. Agreements are binding for the duration of the action (or Quarters Phase).
While executing an Event or Command, you may remove any of your pieces from the map, or downgrade a Citadel to an Allied Tribe. (Rome's removed Legions go to the Legions track.)
Any effect that would Hide a Scouted Warband removes Scouted, but keeps it Revealed.
Hidden Auxilia or Warbands help guard against Ambush and may cause Losses for Roman or Vercingetorix Marching, as well as hamper Roman Seize.
A Devastated region cannot be Recruited/Rallied in, doubles Command costs, stops March, Roman Seizure, and some Raiding, and hinders Quartering during Winter.
An Ally cannot be placed on a Dispersed Tribe.
Resources may be traded to another player during the execution of either's Command, Special Ability, or Event, to a limit of 4 per execution. They may also be transferred (in any amount) during the Quarters and Harvest phases of Winter.
A Special Ability can be performed before, at one time during, or after a Command. (E.g. Averni Marching with Vercingetorix can March one space, Devastate several spaces including his own, then March to the second space.)
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
##for celtica
- ToastGhost
- Big adventure's waiting.
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
##For Coltica! Preferably make me a Celt over a Roman.
- MetalSonic
- Posts: 126
- Joined: Tue Oct 31, 2017 5:04 am
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
##for celtica!
- Void Chicken
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
Looks like we're only getting three. Well, we got two options. We either have one person play both the Arverni and the Belgae (or Rome and Aedui), on the condition that you'd have to get both of them to their victory conditions to win. Or we have someone under NPC control. (Section 8 of the rulebook describes how it acts. Don't try to read through it all; it's very complicated.) The NPC will get a rules advantage to make up for it not being as smart as a human.
So let me know which you'd like. Also start deciding what faction you want to be. The main conflict of the game is Rome vs Arverni, with the other two being soft allies. At least until someone gets close to winning and the other three factions pile on them.
Finally, let's decide on a scenario. Great Revolt would work if you want the Belgae to be NPC, or play Arverni+Belgae, and have it so either faction winning wins the game (instead of needing both). But it will make for the shortest game. So up to you three.
So let me know which you'd like. Also start deciding what faction you want to be. The main conflict of the game is Rome vs Arverni, with the other two being soft allies. At least until someone gets close to winning and the other three factions pile on them.
Finally, let's decide on a scenario. Great Revolt would work if you want the Belgae to be NPC, or play Arverni+Belgae, and have it so either faction winning wins the game (instead of needing both). But it will make for the shortest game. So up to you three.
- MetalSonic
- Posts: 126
- Joined: Tue Oct 31, 2017 5:04 am
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
I'd be fine if it was a NPC, I know I don't want to play two factions.
And the Great Revolt sounds good. If it's short there's not too much "shit I screwed myself over in the beginning due to not knowing" frustration.
I'd play the Romans or Aedui. Preferrably Aedui.
And the Great Revolt sounds good. If it's short there's not too much "shit I screwed myself over in the beginning due to not knowing" frustration.
I'd play the Romans or Aedui. Preferrably Aedui.
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
I'd prefer rome. Great revolt is fine with me if you think that'll be the best choice for three players.
- ToastGhost
- Big adventure's waiting.
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
Great Revolt, make me Arverni.
- Void Chicken
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
https://www.dropbox.com/s/mfuumpnksjayi ... 1.jpg?dl=0
Roman Republic - sharkmafia
20/45 Resources
Available Forces: 6 Auxilia, 3 Allied Tribes, 2 Forts
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 12/16
Arverni Confederation - ToastGhost
20/45 Resources
Available Forces: 6 Warbands, 1 Allied Tribe, 2 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 10/9
Aedui Confederation - MetalSonic
15/45 Resources
Available Forces: 6 Warbands, 4 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 3
Other faction with most allies has: 10 (Arverni)
Belgic Tribes - NPC
10/45 Resources
Available Forces: 15 Warbands, 8 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 5/16
Germanic Tribes - NPC
Available Forces: 9 Warbands, 3 Allied Tribes
Current Event
The map is divided into Regions. Most Regions are part of Celtica, but there's also Provincia in the southeast, Germania in the northeast, Britannia in the northwest, and that big yellow blob of Belgica up north.
As the map (and second post) says, Britannia is off across the English Channel (still counts as adjacent) and there's the river Rhenus bordering Germania, which both impose restrictions on crossing them.
Every Region has some number of Tribes, which are those big grey circles with names underneath them. Some of them in the northeast are currently Subdued by Rome.
A Tribe can turn from Subdued to Allied (via Recruit/Rally), which puts that nifty flat colored disc on it. Some Tribes have a restriction on who exactly they'll Ally with (in fine print on their circle), but most will take whomever. Or Rome can use Seize to Disperse Tribes (like poor Eburones in the northeast), rendering it unable to become Allied to anyone for a very long time.
A Tribe with a grey diamond around its circle is also a City (name in all caps below the banner). An Allied Tribe at a City can be Rallied up to a Citadel, one of those colored diamonds (like the one on Bibracte or Gergovia). Citadels halve your losses when you're attacked in their region, so good to put places you plan on defending.
Unless you're Roman. They (and the Germans) don't get Citadels.
Speaking of!
Rome, your pieces are red. The small cubes (most of which being currently in Mandubii) are your Legions. They are very powerful, but losing them won't do you any favors with your Senate. Your little hexagonal cylinders are your Auxilia. Each is only equal in ability to a Gallic Warband, but they can be directly Recruited and the Senate won't care if they die. The tall red cylinder down in Provincia is the big man Caesar himself.
Like I said earlier, the flat red discs are your Allied Tribes. The big red diamonds are your Forts, which are like Citadels except they sit on the landscape instead of in a City. You can buy more with that Build Special Ability you have. Limit one per Region.
Provincia's Fort is permanent, i.e. it can never be removed. When you Recruit in Provincia, you get to Recruit +1 Auxilia (and you can see the little reminder there on the map).
In the lower-right of the map, there is the box that shows the Senate's opinion of you. It goes from Firm Uproar, to Uproar, to Intrigue, to Adulation, to Firm Adulation. That opinion controls exactly how many Legions you will get each Winter. As you can see, there's currently four chilling out off-map. Below that is the Fallen Legions box, where Legions go when they die. You'll get half of them back at the end of the year, and the other half at the end of the year after. Assuming the Senate isn't mad enough to keep them away from you.
Arverni, your pieces are green. Your cylinders are your Warbands, and your dude Vercingetorix is the big green cylinder over in Carnutes in the northwest. The little green circle down in Arverni (next door to Provincia) with the boar in it is your reminder that you get an extra Warband there when you Rally. "Off-map Legions" in your Victory score refers to Roman Legions either in their Legions Track, or in the Fallen Legions box, so do what you can to kill the ones on the map and upset the Senate.
Aedui, your pieces are blue. Your home region is, naturally, Aedui, with a circle boar to match. Like the first post says, you do not have a Leader, which kinda sucks combat-wise. On the plus side, you don't need to shuffle a Leader around to use your Special Abilities like everyone else does.
The Belgae have yellow. They get three home Regions, which is good because their Rally outside of them is kinda expensive. Due to being NPC Belgae in the Great Revolt scenario, Ambiorix is already out and they have his Successor instead, off in Sugambri. You can tell it's a Successor because the piece doesn't have a boar on the top. So their three Special Abilities are limited to the region that the Successor is in, instead of adjacent to it like Caesar or Vercingetorix. Sucks to be them.
The Germans are black. They get the two regions in Germania to call home. Even if the Belgae are being "guests" in one of them at the moment.
Every Region can be Controlled by a faction, as indicated by that square with your name on it (or No Control). You Control a Region if your pieces outnumber every other Factions' combined. Lots of effects require that you Control the Region, so it's very important to get more and hang onto what you have. The number above the Control marker is the Region's Control Value, which contributes to Belgae's Victory score.
One more thing: If a named leader is killed, they are gone and it will be really bad. If you read your second post stuff, you can see that your leader enables lots of cool things! If he dies, you are stuck without one until next Winter, at which point you get a Successor like the Belgae have.
Roman Republic - sharkmafia
20/45 Resources
Available Forces: 6 Auxilia, 3 Allied Tribes, 2 Forts
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 12/16
Arverni Confederation - ToastGhost
20/45 Resources
Available Forces: 6 Warbands, 1 Allied Tribe, 2 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 10/9
Aedui Confederation - MetalSonic
15/45 Resources
Available Forces: 6 Warbands, 4 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 3
Other faction with most allies has: 10 (Arverni)
Belgic Tribes - NPC
10/45 Resources
Available Forces: 15 Warbands, 8 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 5/16
Germanic Tribes - NPC
Available Forces: 9 Warbands, 3 Allied Tribes
Current Event
Next EventSurus
Ae, Be, Ro, Ar
Aeduan rebel defeated: Replace any 4 Warbands in a Region within 1 of Treveri with Aedui Warbands. Then the Aedui execute a free Command.
OR
Anti-Roman Aeduan: In a Region within 1 of Treveri, replace up to 4 Aedui Warbands with German. March, Raid, or Battle with them.
Tip: "Free" means costing 0 Resources. Treveri is in the northeast. Roman Auxilia are not Warbands. If you choose the second option, you decide how the Germans act.
Have a look at the game map. There's a few things to take in.Arduenna
Be, Ae, Ro, Ar
Gaul's great forest: Romans or a Gallic Faction may free March into either or both the Nervii or Treveri Regions, then execute a free Command except March in one or both, then flip all friendly pieces there to Hidden.
Tip: The origin Region(s) may be any that you could normally March to those destinations from. Scouted Warbands could remove Scouted on the March, then flip Hidden on the second Command.
The map is divided into Regions. Most Regions are part of Celtica, but there's also Provincia in the southeast, Germania in the northeast, Britannia in the northwest, and that big yellow blob of Belgica up north.
As the map (and second post) says, Britannia is off across the English Channel (still counts as adjacent) and there's the river Rhenus bordering Germania, which both impose restrictions on crossing them.
Every Region has some number of Tribes, which are those big grey circles with names underneath them. Some of them in the northeast are currently Subdued by Rome.
A Tribe can turn from Subdued to Allied (via Recruit/Rally), which puts that nifty flat colored disc on it. Some Tribes have a restriction on who exactly they'll Ally with (in fine print on their circle), but most will take whomever. Or Rome can use Seize to Disperse Tribes (like poor Eburones in the northeast), rendering it unable to become Allied to anyone for a very long time.
A Tribe with a grey diamond around its circle is also a City (name in all caps below the banner). An Allied Tribe at a City can be Rallied up to a Citadel, one of those colored diamonds (like the one on Bibracte or Gergovia). Citadels halve your losses when you're attacked in their region, so good to put places you plan on defending.
Unless you're Roman. They (and the Germans) don't get Citadels.
Speaking of!
Rome, your pieces are red. The small cubes (most of which being currently in Mandubii) are your Legions. They are very powerful, but losing them won't do you any favors with your Senate. Your little hexagonal cylinders are your Auxilia. Each is only equal in ability to a Gallic Warband, but they can be directly Recruited and the Senate won't care if they die. The tall red cylinder down in Provincia is the big man Caesar himself.
Like I said earlier, the flat red discs are your Allied Tribes. The big red diamonds are your Forts, which are like Citadels except they sit on the landscape instead of in a City. You can buy more with that Build Special Ability you have. Limit one per Region.
Provincia's Fort is permanent, i.e. it can never be removed. When you Recruit in Provincia, you get to Recruit +1 Auxilia (and you can see the little reminder there on the map).
In the lower-right of the map, there is the box that shows the Senate's opinion of you. It goes from Firm Uproar, to Uproar, to Intrigue, to Adulation, to Firm Adulation. That opinion controls exactly how many Legions you will get each Winter. As you can see, there's currently four chilling out off-map. Below that is the Fallen Legions box, where Legions go when they die. You'll get half of them back at the end of the year, and the other half at the end of the year after. Assuming the Senate isn't mad enough to keep them away from you.
Arverni, your pieces are green. Your cylinders are your Warbands, and your dude Vercingetorix is the big green cylinder over in Carnutes in the northwest. The little green circle down in Arverni (next door to Provincia) with the boar in it is your reminder that you get an extra Warband there when you Rally. "Off-map Legions" in your Victory score refers to Roman Legions either in their Legions Track, or in the Fallen Legions box, so do what you can to kill the ones on the map and upset the Senate.
Aedui, your pieces are blue. Your home region is, naturally, Aedui, with a circle boar to match. Like the first post says, you do not have a Leader, which kinda sucks combat-wise. On the plus side, you don't need to shuffle a Leader around to use your Special Abilities like everyone else does.
The Belgae have yellow. They get three home Regions, which is good because their Rally outside of them is kinda expensive. Due to being NPC Belgae in the Great Revolt scenario, Ambiorix is already out and they have his Successor instead, off in Sugambri. You can tell it's a Successor because the piece doesn't have a boar on the top. So their three Special Abilities are limited to the region that the Successor is in, instead of adjacent to it like Caesar or Vercingetorix. Sucks to be them.
The Germans are black. They get the two regions in Germania to call home. Even if the Belgae are being "guests" in one of them at the moment.
Every Region can be Controlled by a faction, as indicated by that square with your name on it (or No Control). You Control a Region if your pieces outnumber every other Factions' combined. Lots of effects require that you Control the Region, so it's very important to get more and hang onto what you have. The number above the Control marker is the Region's Control Value, which contributes to Belgae's Victory score.
One more thing: If a named leader is killed, they are gone and it will be really bad. If you read your second post stuff, you can see that your leader enables lots of cool things! If he dies, you are stuck without one until next Winter, at which point you get a Successor like the Belgae have.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
Time to play!
Have a look at the Current Event. Under its title, you'll see a list of abbreviations. In that order, up to two of you will act this round.
The First Faction on the list has four options:
After the First Faction takes their action, the next on the list becomes the Second Faction. What they can do depends on what the First Faction did:
However, if you perform an action in a round, you become Ineligible for the next. An Ineligible Faction skips that round, even if they're ahead in the turn order. Even if everyone else Passes. They will become Eligible again for the round after that.
So have a look at the next event. Passing one round will keep you Eligible for the next. Will that get you something you want? Will that get you ahead in the turn order of someone you really don't want doing that Event?
While you're doing an action, you can transfer up to 4 Resources to (or from) an agreeing Faction. Agreements made during an action are binding until it completes. If you don't get an agreement you were hoping for at the start of your action, you may cancel it and do something else.
After this round, I will do a pretend Winter round, because there's a lot to process there in the second post about it. It'll be a while until it happens for real, but it'll be good to prepare for.
Oh and your Victory conditions in the second post won't trigger until Winter, so don't fret too hard over them. That said, chasing them is rarely a bad strategy.
Aedui, you are First Faction this round. Your action?
Have a look at the Current Event. Under its title, you'll see a list of abbreviations. In that order, up to two of you will act this round.
The First Faction on the list has four options:
- Execute one of your Commands in the second post. Select the Region(s) you want, pay the Resource cost, and do the thing.
- Execute a Command and a matching Special Ability. Your Special Ability may be done before, at one point during, or after your Command.
- Execute the Event text.
- Pass. Gain +1 Resource (+2 if you're Rome), then the next Faction on the list becomes the First Faction and gets this choice.
After the First Faction takes their action, the next on the list becomes the Second Faction. What they can do depends on what the First Faction did:
- If the First Faction executed a Command and no Special Ability, the Second Faction may only execute a Limited Command, i.e. a Command with only a single Region selected, and no Special Ability. Note that in this case, the Event text is never executed.
- If the First Faction executed a Command and a Special Ability, the Second Faction may either execute the Event text or execute a Limited Command.
- If the First Faction executed the Event, the Second Faction may execute a (full) Command, with or without a Special Ability.
- In any case, the Second Faction may Pass for the Resource(s) and let the next person be Second Faction.
However, if you perform an action in a round, you become Ineligible for the next. An Ineligible Faction skips that round, even if they're ahead in the turn order. Even if everyone else Passes. They will become Eligible again for the round after that.
So have a look at the next event. Passing one round will keep you Eligible for the next. Will that get you something you want? Will that get you ahead in the turn order of someone you really don't want doing that Event?
While you're doing an action, you can transfer up to 4 Resources to (or from) an agreeing Faction. Agreements made during an action are binding until it completes. If you don't get an agreement you were hoping for at the start of your action, you may cancel it and do something else.
After this round, I will do a pretend Winter round, because there's a lot to process there in the second post about it. It'll be a while until it happens for real, but it'll be good to prepare for.
Oh and your Victory conditions in the second post won't trigger until Winter, so don't fret too hard over them. That said, chasing them is rarely a bad strategy.
Aedui, you are First Faction this round. Your action?
- MetalSonic
- Posts: 126
- Joined: Tue Oct 31, 2017 5:04 am
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
EDITED becuause I misundrerstood the event card.
I play the first event - Aeduan rebel defeated.
Replace everyone but 2 yellow warbands within Sugambri with Aeduans.
Then:
##March
2 warbands from aedui to averni,
3 warbands from aedui to sequani
I play the first event - Aeduan rebel defeated.
Replace everyone but 2 yellow warbands within Sugambri with Aeduans.
Then:
##March
2 warbands from aedui to averni,
3 warbands from aedui to sequani
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
With the conversion of the Warbands to Aedui, Sugambri is now No Control, as no one faction holds the majority. The tie in Sequani also renders it No Control.
The Belgae ##Pass, gaining 1 Resource and making Rome the Second Faction. Your Command and possible Special Ability?
The Belgae ##Pass, gaining 1 Resource and making Rome the Second Faction. Your Command and possible Special Ability?
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
THE INVINCIBLE LEGIONS OF ROME haven't figured everything out yet but want to move this along so they will choose to ##pass this round.
- ToastGhost
- Big adventure's waiting.
- Posts: 399
- Joined: Tue Oct 31, 2017 7:23 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
##Rally in the six provinces I have a presence in.
##Citadels in Carnutes, Sequani
##Warbands rally in Carnutes, Namnetes, Santones, Senones, Gergovia
##Entreat an Auxilia from Lingonese
Hey moron, your empire is crumbling and your people want to join my bands of forest-dwelling ponies for obvious reasons.
##Citadels in Carnutes, Sequani
##Warbands rally in Carnutes, Namnetes, Santones, Senones, Gergovia
##Entreat an Auxilia from Lingonese
Hey moron, your empire is crumbling and your people want to join my bands of forest-dwelling ponies for obvious reasons.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
The new Warbands (and the lost Auxilia) makes Rome lose Control over Lingones. For now at least.
But now it's (practice) Winter time!
There are some Winter cards in the Event deck, and Winter happens when one becomes the Current Event.
For this scenario, the first 10 cards will be normal events, then one of the following 6 will be a Winter. Then 10 normal, then one winter in 6, then another 10 and 6 to finish the deck. So the shortest possible time between Winters is 10 events, and the longest is 15.
If you want to card-count this game, be my guest, but I sure won't be.
The full version is in the second post, but I'll do a runthrough of it now so you know what it's going to be like. First of all, when the Next Event is Winter, then it is Frost and you can't March until after Winter's over.
So let's pretend it's Winter and do a practice round.
But now it's (practice) Winter time!
There are some Winter cards in the Event deck, and Winter happens when one becomes the Current Event.
For this scenario, the first 10 cards will be normal events, then one of the following 6 will be a Winter. Then 10 normal, then one winter in 6, then another 10 and 6 to finish the deck. So the shortest possible time between Winters is 10 events, and the longest is 15.
If you want to card-count this game, be my guest, but I sure won't be.
The full version is in the second post, but I'll do a runthrough of it now so you know what it's going to be like. First of all, when the Next Event is Winter, then it is Frost and you can't March until after Winter's over.
So let's pretend it's Winter and do a practice round.
Except all of that never happened because it's not actually Winter. But now you know, and you can play with it in mind. Also ask if anything wasn't clear.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
Roman Republic - sharkmafia
22/45 Resources
Available Forces: 7 Auxilia, 3 Allied Tribes, 2 Forts
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 12/16
Arverni Confederation - ToastGhost
13/45 Resources
Available Forces: 0 Warbands, 3 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 10/9
Aedui Confederation - MetalSonic
15/45 Resources
Available Forces: 2 Warbands, 4 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 3
Other faction with most allies has: 10 (Arverni)
Belgic Tribes - NPC
11/45 Resources
Available Forces: 17 Warbands, 8 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 5/16
Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes
Current Event
Aedui, you must either obtain Rome's permission to Retreat two of your Warbands to Treveri, or remove them from the map. No other adjacent Region is Controlled (except Ubii and Morini, but their owners aren't going to agree).
https://www.dropbox.com/s/dwz9rk7kfjx2j ... 2.jpg?dl=0
Don't mind the black and white markers, they just help me track where the Commands are happening. The little icons on the top of the Belgic Warbands in Sugambri mark them as Revealed. Once this is over, Rome is free to either perform a Limited Command (i.e. one Region selected and no Special Ability) or execute the Event.
22/45 Resources
Available Forces: 7 Auxilia, 3 Allied Tribes, 2 Forts
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 12/16
Arverni Confederation - ToastGhost
13/45 Resources
Available Forces: 0 Warbands, 3 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 10/9
Aedui Confederation - MetalSonic
15/45 Resources
Available Forces: 2 Warbands, 4 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 3
Other faction with most allies has: 10 (Arverni)
Belgic Tribes - NPC
11/45 Resources
Available Forces: 17 Warbands, 8 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 5/16
Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes
Current Event
Next EventArduenna
Be, Ae, Ro, Ar
Gaul's great forest: Romans or a Gallic Faction may free March into either or both the Nervii or Treveri Regions, then execute a free Command except March in one or both, then flip all friendly pieces there to Hidden.
Tip: The origin Region(s) may be any that you could normally March to those destinations from. Scouted Warbands could remove Scouted on the March, then flip Hidden on the second Command.
The Belgae ##Rally, placing an Ally at Menapii, then a Warband each in Atrebates and Nervii. Between them and the Germans, Rome loses Control of Nervii. They then ##Rampage in Sugambri, revealing two of their Warbands to scare away the Aedui's.Lost Eagle
Ar, Be, Ro, Ae
Recovered: Romans place 1 Fallen Legion into a Region that has a non-Aedui Warband and a Legion already.
OR
Stolen totem: Remove 1 Fallen Legion permanently from play. This upcoming Senate Phase, no shift down.
Tip: The removed Legion has to come from the Fallen Legion box, not the track or the map.
Aedui, you must either obtain Rome's permission to Retreat two of your Warbands to Treveri, or remove them from the map. No other adjacent Region is Controlled (except Ubii and Morini, but their owners aren't going to agree).
https://www.dropbox.com/s/dwz9rk7kfjx2j ... 2.jpg?dl=0
Don't mind the black and white markers, they just help me track where the Commands are happening. The little icons on the top of the Belgic Warbands in Sugambri mark them as Revealed. Once this is over, Rome is free to either perform a Limited Command (i.e. one Region selected and no Special Ability) or execute the Event.
- MetalSonic
- Posts: 126
- Joined: Tue Oct 31, 2017 5:04 am
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
I request the permission to retreat my troops into your territory, oh glorious Roman Empire.
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
Permission granted. Rome will post again.
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
You dare attack the legions of rome, Vercingetorix? CAESAR will show you your FOLLY.
Limited Command: ##Battle in Alesia, targeting the Arverni
Limited Command: ##Battle in Alesia, targeting the Arverni
- ToastGhost
- Big adventure's waiting.
- Posts: 399
- Joined: Tue Oct 31, 2017 7:23 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
##Retreat all warbands to Carnutes. Live to fight another day.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
With that, the Senones Tribe is Subdued, and Rome gains control of Mandubii as the three remaining Arverni Warbands retreat.
Roman Republic - sharkmafia
20/45 Resources
Available Forces: 7 Auxilia, 3 Allied Tribes, 2 Forts
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 12/16
Arverni Confederation - ToastGhost
13/45 Resources
Available Forces: 3 Warbands, 4 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 9/9
Aedui Confederation - MetalSonic
15/45 Resources
Available Forces: 2 Warbands, 4 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 3
Other faction with most allies has: 9 (Arverni)
Belgic Tribes - NPC
8/45 Resources
Available Forces: 15 Warbands, 7 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 5/16
Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes
Current Event
Well there's no Fallen Legions to do anything with, so it's normal Command time, Arverni.
Roman Republic - sharkmafia
20/45 Resources
Available Forces: 7 Auxilia, 3 Allied Tribes, 2 Forts
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 12/16
Arverni Confederation - ToastGhost
13/45 Resources
Available Forces: 3 Warbands, 4 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 9/9
Aedui Confederation - MetalSonic
15/45 Resources
Available Forces: 2 Warbands, 4 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 3
Other faction with most allies has: 9 (Arverni)
Belgic Tribes - NPC
8/45 Resources
Available Forces: 15 Warbands, 7 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 5/16
Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes
Current Event
Next EventLost Eagle
Ar, Be, Ro, Ae
Recovered: Romans place 1 Fallen Legion into a Region that has a non-Aedui Warband and a Legion already.
OR
Stolen totem: Remove 1 Fallen Legion permanently from play. This upcoming Senate Phase, no shift down.
Tip: The removed Legion has to come from the Fallen Legion box, not the track or the map.
Impetuosity
Be, Ae, Ar, Ro
Rising to the bait: Free March into 1 Region from any adjacent. Either Arverni or Belgae in that Region free Battle against you.
OR
Charging in: Free March 1 group of your Hidden Warbands (no Leader). That group then may free Battle (alone).
Tip: In the first option, the March may be from multiple Regions. The origins count as selected (for flipping to Hidden). Either Battle would not include Ambush.
Well there's no Fallen Legions to do anything with, so it's normal Command time, Arverni.
- ToastGhost
- Big adventure's waiting.
- Posts: 399
- Joined: Tue Oct 31, 2017 7:23 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
##March 6 Warbands into Avaricum
##Entreat, gaining Bituriges as an ally
Steel wins battles, friends win wars.
##Entreat, gaining Bituriges as an ally
Steel wins battles, friends win wars.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
Avaricum goes to Arverni Control, and the Aedui find themselves with one less Allied Tribe. Darn traitors.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
The Aedui attack the Arverni and their dumb faces. Will they retreat (and lose the Allied Tribe) or stay and fight (both sides will lose two Warbands)?
- ToastGhost
- Big adventure's waiting.
- Posts: 399
- Joined: Tue Oct 31, 2017 7:23 pm
- Gender: Male
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
Roman Republic - sharkmafia
20/45 Resources
Available Forces: 7 Auxilia, 3 Allied Tribes, 2 Forts
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 12/16
Arverni Confederation - ToastGhost
11/45 Resources
Available Forces: 5 Warbands, 3 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 10/9
Aedui Confederation - MetalSonic
14/45 Resources
Available Forces: 4 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 10 (Arverni)
Belgic Tribes - NPC
8/45 Resources
Available Forces: 15 Warbands, 7 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 5/16
Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes
Current Event
Rome, fight (lose 1 Auxilia, the remaining one and the three Warbands to Revealed) or retreat (both Auxilia to Treveri or Mandubii)?
https://www.dropbox.com/s/25hu75hlcvzhe ... 3.jpg?dl=0
20/45 Resources
Available Forces: 7 Auxilia, 3 Allied Tribes, 2 Forts
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 12/16
Arverni Confederation - ToastGhost
11/45 Resources
Available Forces: 5 Warbands, 3 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 10/9
Aedui Confederation - MetalSonic
14/45 Resources
Available Forces: 4 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 10 (Arverni)
Belgic Tribes - NPC
8/45 Resources
Available Forces: 15 Warbands, 7 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 5/16
Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes
Current Event
Next EventImpetuosity
Be, Ae, Ar, Ro
Rising to the bait: Free March into 1 Region from any adjacent. Either Arverni or Belgae in that Region free Battle against you.
OR
Charging in: Free March 1 group of your Hidden Warbands (no Leader). That group then may free Battle (alone).
Tip: In the first option, the March may be from multiple Regions. The origins count as selected (for flipping to Hidden). Either Battle would not include Ambush.
The Belgae take the ##Event, free Marching three Warbands from Morini to Atrebates and gaining Control of the Region. They then use those three to Battle the stuck-up Romans.Lucteruis
Ar, Ro, Ae, Be
Thrust at Narbo checked: Either remove up to 6 Arverni Warbands within 1 Region of Provincia, or place up to 5 Auxilia in Provincia.
OR
Daring Cadurcan: If Arverni Successor on map or Available, Arverni place him anywhere, symbol up, as if Vercingetorix.
Tip: The removed Warbands may be from multiple Regions. This card is the only way in the game to resurrect Vercingetorix (lorewise, Lucterius takes over leadership).
Rome, fight (lose 1 Auxilia, the remaining one and the three Warbands to Revealed) or retreat (both Auxilia to Treveri or Mandubii)?
https://www.dropbox.com/s/25hu75hlcvzhe ... 3.jpg?dl=0
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
Rome will retreat to mandubii, for now.
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
##Recruit at Nervii, Treveri, Lingones, Helvii, gaining 4 auxilia at helvii, 2 auxilia at lingones, a roman ally at treveri, and a roman ally at nervii. I think.
Special ability: ##Scout, Move 4 auxilia from Lingones to Remi
I believe i counted that all out right
Special ability: ##Scout, Move 4 auxilia from Lingones to Remi
I believe i counted that all out right
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
Since all of the Regions selected for Recruit were in a Supply Line, Rome got it for free. Control is important, guys.
https://www.dropbox.com/s/ja97x898l242a ... 4.jpg?dl=0
Roman Republic - sharkmafia
20/45 Resources
Available Forces: 1 Auxilia, 1 Allied Tribe, 2 Forts
Allied Tribes: 5
Subdued + Dispersed + Roman Allies: 12/16
Arverni Confederation - ToastGhost
11/45 Resources
Available Forces: 5 Warbands, 3 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 10/9
Aedui Confederation - MetalSonic
14/45 Resources
Available Forces: 4 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 10 (Arverni)
Belgic Tribes - NPC
8/45 Resources
Available Forces: 15 Warbands, 7 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 8/16
Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes
Current Event
https://www.dropbox.com/s/ja97x898l242a ... 4.jpg?dl=0
Roman Republic - sharkmafia
20/45 Resources
Available Forces: 1 Auxilia, 1 Allied Tribe, 2 Forts
Allied Tribes: 5
Subdued + Dispersed + Roman Allies: 12/16
Arverni Confederation - ToastGhost
11/45 Resources
Available Forces: 5 Warbands, 3 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 10/9
Aedui Confederation - MetalSonic
14/45 Resources
Available Forces: 4 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 10 (Arverni)
Belgic Tribes - NPC
8/45 Resources
Available Forces: 15 Warbands, 7 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 8/16
Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes
Current Event
Next EventLucteruis
Ar, Ro, Ae, Be
Thrust at Narbo checked: Either remove up to 6 Arverni Warbands within 1 Region of Provincia, or place up to 5 Auxilia in Provincia.
OR
Daring Cadurcan: If Arverni Successor on map or Available, Arverni place him anywhere, symbol up, as if Vercingetorix.
Tip: The removed Warbands may be from multiple Regions. This card is the only way in the game to resurrect Vercingetorix (lorewise, Lucterius takes over leadership).
Gobannitio
Ar, Ae, Ro, Be
Vercingetorix's wary uncle: Remove anything at Gergovia. Place a Roman Ally or Aedui Ally or Citadel there (despite Arverni-only stacking).
OR
Nephew in charge: Arverni may remove and place Allies as desired in Arverni Region, then free Rally within 1 Region of Vercingetorix.
Tip: The first option overrides the "Arverni only" limitation of Gergovia. The second option follows the restrictions as normal.
- ToastGhost
- Big adventure's waiting.
- Posts: 399
- Joined: Tue Oct 31, 2017 7:23 pm
- Gender: Male
- MetalSonic
- Posts: 126
- Joined: Tue Oct 31, 2017 5:04 am
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
##march
3 warbands from mandubii to bituriges
1 warband from mandubii to sequani
2 warbands from treveri to suebi
2 warbands from sugambri to suebi
2 warbands from bituriges to santones
then
##suborn
remove 3 averni warbands from bituriges
3 warbands from mandubii to bituriges
1 warband from mandubii to sequani
2 warbands from treveri to suebi
2 warbands from sugambri to suebi
2 warbands from bituriges to santones
then
##suborn
remove 3 averni warbands from bituriges
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
I assume "Suebi" means Ubii, since there are two Suebi tribes in Germania. The Aedui gain Control of a few Regions and convinces a few Arverni to go home.
https://www.dropbox.com/s/vttjnyg3uvcfr ... 5.jpg?dl=0
Roman Republic - sharkmafia
20/45 Resources
Available Forces: 1 Auxilia, 1 Allied Tribe, 2 Forts
Allied Tribes: 5
Subdued + Dispersed + Roman Allies: 12/16
Arverni Confederation - ToastGhost
12/45 Resources
Available Forces: 8 Warbands, 3 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 10/9
Aedui Confederation - MetalSonic
7/45 Resources
Available Forces: 4 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 10 (Arverni)
Belgic Tribes - NPC
8/45 Resources
Available Forces: 15 Warbands, 7 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 9/16
Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes
Current Event
https://www.dropbox.com/s/vttjnyg3uvcfr ... 5.jpg?dl=0
Roman Republic - sharkmafia
20/45 Resources
Available Forces: 1 Auxilia, 1 Allied Tribe, 2 Forts
Allied Tribes: 5
Subdued + Dispersed + Roman Allies: 12/16
Arverni Confederation - ToastGhost
12/45 Resources
Available Forces: 8 Warbands, 3 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 10/9
Aedui Confederation - MetalSonic
7/45 Resources
Available Forces: 4 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 10 (Arverni)
Belgic Tribes - NPC
8/45 Resources
Available Forces: 15 Warbands, 7 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 9/16
Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes
Current Event
Next EventGobannitio
Ar, Ae, Ro, Be
Vercingetorix's wary uncle: Remove anything at Gergovia. Place a Roman Ally or Aedui Ally or Citadel there (despite Arverni-only stacking).
OR
Nephew in charge: Arverni may remove and place Allies as desired in Arverni Region, then free Rally within 1 Region of Vercingetorix.
Tip: The first option overrides the "Arverni only" limitation of Gergovia. The second option follows the restrictions as normal.
Legio X
Ro, Be, Ar, Ae
CAPABILITY
Reliable elite: In Battles that have Roman Leader and Legion, final Losses against Romans -1 and final Losses that Romans inflict +2.
OR
Playing favorites: Caesar attacking in Battle doubles Loss inflicted by 1 Legion only (not by all Legions).
Tip: A Capability lasts for the rest of the game. You must choose which when you take the event. For the first option, the Losses are added and subtracted after the total is calculated.
- ToastGhost
- Big adventure's waiting.
- Posts: 399
- Joined: Tue Oct 31, 2017 7:23 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
##Nephew in Charge, placing allies in Volcae
##Rally 2 warbands in Bituriges, 3 in Santones, last 3 in Cenabum
Now do you see? Strike us down and we simply return. You have no hope of winning this.
##Rally 2 warbands in Bituriges, 3 in Santones, last 3 in Cenabum
Now do you see? Strike us down and we simply return. You have no hope of winning this.
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
The Belgae ##Battle in Atrebates. Will Rome fight (Lose 2 Auxilia, kill 1 Warband, everyone to Revealed) or retreat (lose the Allied Tribe)?
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
##FIGHT
hold fast, forces of rome! Soon we will crush the belgae under the might of the ROMAN LEGIONS
hold fast, forces of rome! Soon we will crush the belgae under the might of the ROMAN LEGIONS
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
https://www.dropbox.com/s/bx3qpl68bjwhe ... 6.jpg?dl=0
Roman Republic - sharkmafia
22/45 Resources
Available Forces: 3 Auxilia, 1 Allied Tribe, 2 Forts
Allied Tribes: 5
Subdued + Dispersed + Roman Allies: 11/16
Arverni Confederation - ToastGhost
12/45 Resources
Available Forces: 0 Warbands, 2 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 11/9
Aedui Confederation - MetalSonic
7/45 Resources
Available Forces: 4 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 11 (Arverni)
Belgic Tribes - NPC
7/45 Resources
Available Forces: 16 Warbands, 7 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 9/16
Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes
Current Event
Roman Republic - sharkmafia
22/45 Resources
Available Forces: 3 Auxilia, 1 Allied Tribe, 2 Forts
Allied Tribes: 5
Subdued + Dispersed + Roman Allies: 11/16
Arverni Confederation - ToastGhost
12/45 Resources
Available Forces: 0 Warbands, 2 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 11/9
Aedui Confederation - MetalSonic
7/45 Resources
Available Forces: 4 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 11 (Arverni)
Belgic Tribes - NPC
7/45 Resources
Available Forces: 16 Warbands, 7 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 9/16
Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes
Current Event
Next EventLegio X
Ro, Be, Ar, Ae
CAPABILITY
Reliable elite: In Battles that have Roman Leader and Legion, final Losses against Romans -1 and final Losses that Romans inflict +2.
OR
Playing favorites: Caesar attacking in Battle doubles Loss inflicted by 1 Legion only (not by all Legions).
Tip: A Capability lasts for the rest of the game. You must choose which when you take the event. For the first option, the Losses are added and subtracted after the total is calculated.
Dumnorix Loyalists
Ae, Ar, Ro, Be
Betrayed by Caesar's informants: Replace any 4 Warbands with Auxilia or Aedui Warbands. They free Scout (as if Auxilia).
OR
"Dumnorix's madness" lingers: Replace any 3 Auxilia or Aedui Warbands total with any Warbands. They all free Raid.
Tip: The Scout can only move the four pieces just placed. They can only Reveal Warbands (not Auxilia) within one Region of Caesar or with his Successor, even if they are Aedui Warbands.
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
##March
Caesar and 3 Auxilia move Provincia -> Bibracte -> Alesia
4 Legions move Alesia -> Atrebates
##Build
Place 1 Fort in Atrebates
Place 1 Allied Tribe in Alesia (Senones)
Remove 1 Belgae Allied Tribe in Atrebates (Bellovaci)
Caesar and 3 Auxilia move Provincia -> Bibracte -> Alesia
4 Legions move Alesia -> Atrebates
##Build
Place 1 Fort in Atrebates
Place 1 Allied Tribe in Alesia (Senones)
Remove 1 Belgae Allied Tribe in Atrebates (Bellovaci)
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [COIN:FS] Subduing the Celts, One Tribe at a Time
A note to the Aedui: I am still willing to make the trade, but I'm also willing to forego getting this event entirely if you wish to pass and get first dibs on the next event. Letting the arverni get it might be more trouble than it's worth.