[COIN:FS] Subduing the Celts, One Tribe at a Time

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Void Chicken
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[COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Sat Jun 02, 2018 10:52 am

Image
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

Post by Void Chicken (?) » Sat Jun 02, 2018 10:52 am

The Map

https://www.dropbox.com/s/y1d1k07j5lfrw ... p.jpg?dl=0

Roman Republic
Commands
Recruit (3.2.1) + Build or Scout?
Purpose: Augment allied forces.
Location: Regions without Devastation.
Cost: 2 Resources per Region (0 if within Supply Line).
Procedure: Each Region, if Roman Control or Caesar, place 1 Roman Ally (at Subdued); or, if Roman Leader/Ally/Fort, place Auxilia equaling Leader+Fort+Allies, +1 if Provincia.
March (3.2.2) + Build or Scout? Not upon Frost (2.3.8)
Purpose: Move and hide Roman forces.
Location: Regions with Legions, Auxilia, or Roman Leader.
Cost: 2 Resources per origin Region (4 if Devastated).
Procedure: Move above pieces up to 2 adjacent Regions, 3 with Caesar. Stop at Devastated, across Rhenus, or in/out Britannia. If through a Region, Gauls may—Germans do—cause Losses; remove 1 Auxilia or, on 1-3, Legion or Leader per 3 Hidden Warbands (round down by Faction). Auxilia to Hidden. If in/out of Britannia, no Special Ability.
Seize (3.2.3) + Build or Scout?
Purpose: Gather resources, crush tribes.
Location: Regions with Roman pieces.
Cost: 0 Resources.
Procedure: Disperse Subdued Tribes at Roman Control as desired to max 4 markers; Arverni & Belgae roll for each and on 1-3 free Rally in adjacent Regions. If not Devastated, gain +2 Resources per Subdued Tribe and Roman Ally, +6 per Dispersed marker placed. Gauls may—Germans do—cause Losses; remove 1 Auxilia/Ally or, on 1-3, Legion/Fort/Leader per 3 Hidden Warbands (round down by Faction).
Battle (3.2.4) + Scout or Besiege?
Purpose: Eliminate enemy warbands, subdue tribes.
Location: Regions with Romans and enemies.
Cost: 2 Resources per Region (4 if Devastated).
Procedure: In each Region in turn, in this order—
⏵Attacker selects 1 other Faction present to Defend.
⏵Gallic Defender may opt for Retreat. If Retreat will be to another Faction's Control, that Faction must agree now.
⏵Attack—Defender takes Losses per below.
Unless Retreat, Counterattack—Attacker takes Losses.
Unless Retreat, all Hidden participants to Revealed.
If Retreat, Defender moves Warbands to adjacent Region of same or agreeing Faction's Control (not No Control) or removes them. Leader/Hidden pieces may stay or go.
Losses: Take ½ Loss per enemy Warband or Auxilia, plus 1 per Legion & Leader—2 per Legion if Defending vs Caesarhalf that if to Defender in Retreat or Citadel (round down). Each Loss, remove 1 Warband, Auxilia, or Ally; or roll 1 die—on 1-3, remove Legion, Leader, Citadel, or Fort. If Retreating Defender, remove Allies/Citadel/Fort first; if not, remove them last.
Special Abilities
Build (4.2.1)
Purpose: Add forts and subdue or ally with tribes.
Accompanying Command: Recruit, March, or Seize.
Location: At Roman Ally or Supply Line with Romans, and within 1 of Caesar or with his Successor.
Cost: 2 Resources per Fort or Ally placed or removed.
Procedure: Each Region, place a Fort and/or—once Roman Control and not if selected for Seize—place 1 Roman or remove 1 non-Roman Ally (not Citadel).
Scout (4.2.2)
Purpose: Move Auxilia; reveal enemy.
Accompanying Command: Any.
Location: Any Regions with Auxilia.
Procedure: Move any Auxilia to adjacent Regions (not into or out of Britannia). Within 1 Region of Caesar or with his Successor, flip Hidden Auxilia to Revealed as desired to Reveal and place Scouted marker on up to 2 Warbands each in the same Region.
Besiege (4.2.3)
Purpose: Help destroy Citadels and Allies in Battle.
Accompanying Command: Battle.
Location: Battles with Legions Attacking enemy Allied Tribes or Citadels (no Leader required).
Procedure: Just before inflicting Losses, Attacker may remove 1 Defending Citadel or Ally (Citadel still halves Losses).

Arverni Confederation
Commands
Rally (3.3.1) + Entreat or Devastate?
Purpose: Augment allied forces.
Location: Any; if Devastated, only with Vercingetorix.
Cost: 1 Resource per Region (2 if Devastated).
Procedure: Each Region, if Arverni Control or Vercingetorix, place 1 Ally; or—if Arverni Leader, Ally, or Citadel, place Warbands equal to their number +1; or, if Arverni Ally in City, replace with Citadel; or, if the Arverni Home Region, place 1 Warband. Vercingetorix places Ally/Citadel + Warbands.
March (3.3.2) + Entreat or Devastate? Not upon Frost (2.3.8)
Purpose: Move and hide Arverni forces.
Location: Regions with Arverni Warbands or Leader.
Cost: 1 Resource per origin Region (2 if Devastated).
Procedure: Move Warbands/Leader to adjacent Regions. If with Vercingetorix and not through Devastated, across Rhenus, or into/out of Britannia, may enter 2nd Region; enemies in 1st Region may—Germans do—cause Losses: remove 1 Warband or, on 1-3, Leader per 3 Hidden Warbands or Auxilia (round down by Faction). Warbands to Hidden (or remove Scouted). If in/out of Britannia, no Special Ability.
Raid (3.3.3) + Entreat or Devastate?
Purpose: Steal resources.
Location: Regions with Hidden Arverni.
Cost: 0 Resources.
Procedure: Reveal 1-2 Hidden Arverni per Region; for each, either add +1 Resource (not in Devastated), or take 1 Resource from a Faction there that has no Citadel or Fort.
Battle (3.3.4) + any Special Ability?
Purpose: Eliminate enemy forces.
Location: Regions with Arverni and enemies.
Cost: 1 Resource per Region (2 if Devastated).
Procedure: In each Region in turn, in this order—
⏵Attacker selects 1 other Faction present to Defend.
⏵Roman or Gallic Defender may opt for Retreat. If it will be to other Faction's Control, that Faction must agree now.
⏵Attack—Defender takes Losses per below.
Unless Retreat, Counterattack—Attacker takes Losses.
Unless Retreat, all Hidden participants to Revealed.
If Retreat, Defender moves Leader, Warbands, Auxilia, and Legions to adjacent Region controlled by same or agreeing Faction (not No Control) or removes them.
Losses: Take ½ Loss per enemy Warband or Auxilia, plus 1 per enemy Legion and Leader—half that if to Defender in Retreat or Citadel or Fort (round down). Each Loss, remove 1 Warband, Auxilia, or Ally; or roll 1 die—each 1-3, remove a Legion, Leader, Citadel, or Fort. If Retreating Defender, remove Allies, Citadel, and Fort first; otherwise, remove them last.
Special Abilities
Entreat (4.3.1)
Purpose: Sponsor betrayal, turn allegiance to Arverni.
Accompanying Command: Any.
Location: Regions with Hidden Arverni, and within 1 Region of Vercingetorix or with his Successor.
Cost: 1 Resource per Region.
Procedure: Replace either 1 Warband or Auxilia or—if Arverni Control—1 Gallic or German Ally (not Citadel or Roman Ally) there with its Arverni counterpart.
Devastate (4.3.2)
Purpose: Starve armies, slow Roman march.
Accompanying Command: Any
Location: Any Arverni-Controlled Regions within 1 Region of Vercingetorix or with his Successor.
Procedure: Averni remove 1 in 4, each other Faction 1 in 3 of their total Warbands, Auxilia, and Legions (round down) from each Region. Place a Devastated marker in each selected Region that has none yet.
Ambush (4.3.3)
Purpose: Improve the prospects of a battle.
Accompanying Command: Battle.
Location: Any Battles that begin with more Hidden Arverni than Hidden Defenders, and are within 1 Region of Vercingetorix or with his Successor.
Procedure: No Retreat. Unless versus Caesar on a 4-6, each Loss removes 1 Defender, no Counterattack.

Aedui Confederation
Commands
Rally (3.3.1) + Trade or Suborn?
Purpose: Augment allied forces.
Location: Regions without Devastation.
Cost: 1 Resource per Region selected.
Procedure: Each Region, if Aedui Control, place an Aedui Ally at a Subdued Tribe; or, if Aedui Allies or Citadel, place Warbands equalling up to their number; or, if Aedui Allied City, replace Ally with a Citadel; or, if the Aedui Home Region, place 1 Warband.
March (3.3.2) + Trade or Suborn? Not upon Frost (2.3.8)
Purpose: Move and hide Aedui forces.
Location: Regions with Aedui Warbands.
Cost: 1 Resource per origin Region (2 if Devastated).
Procedure: Move the Warbands to adjacent Regions and/or flip them to Hidden (or remove Scouted). If moving into or out of Britannia, no Special Ability.
Raid (3.3.3) + Trade or Suborn?
Purpose: Steal resources.
Location: Regions with Hidden Aedui.
Cost: 0 Resources.
Procedure: Reveal 1-2 Hidden Aedui per Region; for each, either add +1 Resource (not in Devastated), or take 1 Resource from a Faction there that has no Citadel or Fort.
Battle (3.3.4) + Trade or Ambush?
Purpose: Eliminate enemy forces.
Location: Regions with Aedui and enemies.
Cost: 1 Resource per Region (2 if Devastated).
Procedure: In each Region in turn, in this order—
⏵Attacker selects 1 other Faction present to Defend.
⏵Roman or Gallic Defender may opt for Retreat. If it will be to other Faction's Control, that Faction must agree now.
⏵Attack—Defender takes Losses per below.
Unless Retreat, Counterattack—Attacker takes Losses.
Unless Retreat, all Hidden participants to Revealed.
If Retreat, Defender moves Leader, Warbands, Auxilia, and Legions to adjacent Region controlled by same or agreeing Faction (not No Control) or removes them.
Losses: Take ½ Loss per enemy Warband or Auxilia, plus 1 per enemy Legion and Leader—half that if to Defender in Retreat or Citadel or Fort (round down). Each Loss, remove 1 Warband, Auxilia, or Ally; or roll 1 die—each 1-3, remove a Legion, Leader, Citadel, or Fort. If Retreating Defender, remove Allies, Citadel, and Fort first; otherwise, remove them last.
Special Abilities
Trade (4.4.1)
Purpose: Gain resources by importing Roman goods.
Accompanying Command: Any
Location: Regions within Supply Lines.
Procedure: Factions agree to Supply Line or not. In Supply Lines, add +1 Aedui Resource—+2 if Romans agreed—for each Aedui Ally and Citadel, each Subdued Tribe under Aedui Control, and—if Romans agreed—each Roman Ally under Aedui Control.
Suborn (4.4.2) - Max 1 Region
Purpose: Buy allegiance or neutrality.
Accompanying Command: Rally, March, or Raid.
Location: 1 Region with a Hidden Aedui Warband.
Cost: 2 Resources per Ally, 1 per other piece.
Procedure: Place and/or remove up to 3 pieces there total (any Factions'). At most 1 piece may be an Allied Tribe (not Citadel; place Ally at Subdued only); others must be Warbands and/or Auxilia.
Ambush (4.4.3) - Max 1 Region
Purpose: Improve the prospects of a battle.
Accompanying Command: Battle.
Location: A Battle that begins with more Hidden Aedui than Hidden Defenders.
Procedure: No Retreat. Unless versus Caesar on a 4-6, each Loss removes 1 Defender, no Counterattack.

Belgic Tribes
Commands
Rally (3.3.1) + Enlist or Rampage?
Purpose: Augment allied forces.
Location: Regions without Devastation.
Cost: 1 Resource per Region selected, 2 if outside Belgica.
Procedure: Each Region, if Belgic Control, place a Belgic Ally at a Subdued Tribe; or, if Belgic Allies or Citadel, place Warbands equalling up to their number; or, if Belgic Allied City, replace Ally with a Citadel; or, if Region in Belgica, place 1 Warband.
March (3.3.2) + Enlist? Not upon Frost (2.3.8)
Purpose: Move and hide Belgic forces.
Location: Regions with Aedui Warbands or Leader.
Cost: 1 Resource per origin Region (2 if Devastated).
Procedure: Move the Warbands/Leader as desired to adjacent Regions and/or flip them to Hidden (or remove Scouted). If moving into or out of Britannia, no Special Ability.
Raid (3.3.3) + Enlist or Rampage?
Purpose: Steal resources.
Location: Regions with Hidden Belgae.
Cost: 0 Resources.
Procedure: Reveal 1-2 Hidden Belgae per Region; for each, either add +1 Resource (not in Devastated), or take 1 Resource from a Faction there that has no Citadel or Fort.
Battle (3.3.4) + Any Special Ability?
Purpose: Eliminate enemy forces.
Location: Regions with Belgae and enemies.
Cost: 1 Resource per Region (2 if Devastated).
Procedure: In each Region in turn, in this order—
⏵Attacker selects 1 other Faction present to Defend.
⏵Roman or Gallic Defender may opt for Retreat. If it will be to other Faction's Control, that Faction must agree now.
⏵Attack—Defender takes Losses per below.
Unless Retreat, Counterattack—Attacker takes Losses.
Unless Retreat, all Hidden participants to Revealed.
If Retreat, Defender moves Leader, Warbands, Auxilia, and Legions to adjacent Region controlled by same or agreeing Faction (not No Control) or removes them.
Losses: Take ½ Loss per enemy Warband or Auxilia—1 Loss per Warband if Defending vs Ambiorix—, plus 1 per enemy Legion and Leader, half that if to Defender in Retreat or Citadel/Fort (round down). Each Loss, remove 1 Warband, Auxilia, or Ally; or roll 1 die—each 1-3 removes a Legion, Leader, Citadel, or Fort. If Retreating Defender, remove Allies, Citadel, and Fort first; otherwise, remove them last.
Special Abilities
Enlist (4.5.1)
Purpose: Invite help from Germanic kinsmen.
Accompanying Command: Any.
Location: Regions within 1 of Germania or with Germanic pieces, and within 1 Region of Ambiorix or with his Successor.
Procedure: Either treat Germanic Warbands there as Belgic for this Command, including for Control; or execute a free Germanic Command in 1 Region.
Rampage (4.5.2)
Purpose: Demonstrate ferocity to frighten enemies.
Accompanying Command: Rally, Raid, or Battle.
Location: Regions with Hidden Belgic Warbands, and within 1 Region of Ambiorix or with his Successor.
Procedure: A Faction—not Germans, or any with a Leader, Citadel, or Fort—either removes or Retreats 1 of its Warbands, Auxilia, and/or Legions per Hidden Belgic Warband there that flips to Revealed. Those pieces Retreat to 1 adjacent Region under Control of a Faction that agrees.
Ambush (4.5.3)
Purpose: Improve the prospects of a battle.
Accompanying Command: Battle.
Location: Any Battles that begin with more Hidden Belgae than Hidden Defenders, and are within 1 Region of Ambiorix or with his Successor.
Procedure: No Retreat. Unless versus Caesar on a 5-6, each Loss removes 1 Defender, no Counterattack.

Germanic Tribes
Commands
Rally (3.3.1, 3.4.1)
Purpose: Augment Germanic forces.
Location: Regions without Devastation.
Cost: None.
Procedure: Each Region, if Germanic Control, place a Germanic Ally at a Subdued Tribe (if any). Then, also place Warbands in each Region up to the number of Germanic Allies there; or, if Germania and no Germanic Ally, place 1 Warband.
They will place as many Allies as possible, first in Suebi, then others in Germania, then elsewhere. Then they place as many Warbands as possible (including where Allies were just placed, and in Germania even if no Germanic Allies are there). They choose among equal possible locations randomly.
March (3.3.2, 3.4.2)
Purpose: Move and hide Germanic forces.
Location: Regions with Germanic Warbands.
Cost: None.
Procedure: Each Region, flip Germanic Warbands to Hidden (or remove Scouted). Then Germanic Warbands move from there into adjacent Regions.
They march from Regions with more Germans than are needed to maintain Control. They move as many Warbands as possible without losing Control, their largest groups first. All moving warbands from each origin move to one region, first to gain Control, then (or within that) to where players Control, then at random. All German Warbands go hidden or remove Scouted.
Raid (3.3.3, 3.4.3)
Purpose: Reduce resources.
Location: Any Regions with Hidden Germans, and with Romans with no Fort or Gauls with no Citadel.
Cost: None.
Procedure: 1-2 Hidden German Warbands per Region to Revealed; reduce that Roman or Gaul's Resources by 1 per Warband flipped.
They raid with as many Warbands as possible, only against Factions with Resources. They target players before NPCs, otherwise at random.
Battle + Ambush (3.3.4, 3.4.4)
Purpose: Eliminate Roman or Gallic forces.
Location: Any Regions with a Roman or Gallic Faction that has fewer Hidden pieces than the Germans.
Cost: None.
Procedure: In each Region in turn, in this order:
⏵Select non-German Faction present to Defend.
⏵German Warbands cause ½ Loss each. Defender removes 1 piece per Loss, half that if Citadel or Fort (round total down). Remove Allies, Citadel, Fort last.
If Caesar is Defending, roll a die: if 4-6, each Loss on a Legion, Leader, or Fort removes it only on a die roll of 1-3; also (if 4-6), Romans Counterattack—remove 1 German piece for Caesar, 1 per surviving Legion, and ½ per surviving Auxilia (round down). Remove Warbands then Tribes last.
⏵All surviving Hidden participants to Revealed.
They will battle wherever they can that will inflict an enemy Loss, targeting players before NPCs, otherwise at random. Battles will be performed in random order.

Winter Card (6.0)
Last Event Card before Winter: Frost—no March (2.3.8, 3.2.2, 3.3.2)

Victory? If any Faction has met its victory condition (7.2) or if it is the final Winter (2.4.1), the game ends; determine Victory (7.3). If not, continue.
Germans: Germanic Forces Rally, then March, then Raid, then Battle.
Quarters: Factions may transfer Resources during this phase.
--⏵Germanic Warbands in Devastated Regions without German Ally move to a random Germania Region.
--⏵Belgae, then Aedui, then Arverni may move Warbands and Leaders to adjacent, un-Devastated Regions that they—or another faction that agrees—Control; then roll a die for each Warband that they have in Devastated Regions without their own Ally or Citadel, and remove it on a roll of 1-3.
--⏵Romans may move Legions, Auxilia, and Leader to adjacent, un-Devastated Regions with Roman or an agreeing Faction's Control; then they may move Legions/Auxilia in Supply Lines (3.2.1)—then Leader from any Region—to Provincia; for each Legion and Auxilia outside Provincia, they must either:
----Except for 1 piece with each Roman Ally and Fort, pay to keep it in place—1 Resource if a Region with Roman Ally, 2 Resources if not, or twice that amount (2 or 4 Resources total) if Devastated.
----Or, roll a die and remove the piece on a 1-3 (Legion to Fallen).
Harvest: Each Faction adds Resources. Factions may transfer Resources during this phase.
--⏵Romans—Add Roman Resources equal to current Roman Victory score (Subdued + Dispersed + Allies).
--⏵All Gauls—Add Gallic Resources equal to 2 times the number of each Faction's Allied Tribes and Citadels.
--⏵Aedui River Tolls—Add a further +4 Aedui Resources (always).
Senate:
--⏵Senate Shift?—If the current Roman Victory score is below 10, shift Roman Senate marker 1 row up (toward Uproar); if 10 to 12, shift to Intrigue; if exceeds 12, shift 1 row down (toward Adulation). EXCEPTION: Do not shift down (including to Intrigue from Uproar) if any Fallen Legions. A shift off either end instead flips the marker to Firm; a shift from Firm instead flips the marker to normal.
--⏵Legions—One half (rounded down) Fallen Legions remain in the box, the rest go onto the Legions track. Then place any Legions from the Legions track at or above the Roman Senate marker into Provincia.
--⏵Auxilia—If the Roman Leader is in Provincia, place 3 Available Auxilia into Provincia if the Senate is in Uproar, 4 if Intrigue, 5 if Adulation.
Spring: Factions place any Successor Leaders from Available onto the map with their piece or Home Region "Rally" or "Recruit" symbol. Move all remaining Fallen Legions onto Legions track. Remove all Devastated and Dispersed-Gathering markers; then flip Dispersed Tribe markers to Dispersed-Gathering. Remove all Scouted markers; then flip all Warbands and Auxilia to Hidden. All Factions to Eligible. Play next card.

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
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Sat Jun 02, 2018 10:00 pm

##for celtica
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ToastGhost
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by ToastGhost (?) » Tue Jun 05, 2018 10:46 am

##For Coltica! Preferably make me a Celt over a Roman. :v:
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by MetalSonic (?) » Sat Jun 09, 2018 12:20 pm

##for celtica!

Void Chicken
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Mon Jun 11, 2018 1:01 pm

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.

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by MetalSonic (?) » Mon Jun 11, 2018 1:07 pm

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.

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Mon Jun 11, 2018 1:27 pm

I'd prefer rome. Great revolt is fine with me if you think that'll be the best choice for three players.
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by ToastGhost (?) » Mon Jun 11, 2018 6:55 pm

Great Revolt, make me Arverni. :v:
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Mon Jun 11, 2018 7:06 pm

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
Surus
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.
Next Event
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.
Have a look at the game map. There's a few things to take in.

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.

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Mon Jun 11, 2018 7:07 pm

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:
  • 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.
Post what you're doing, along with the details. If you're not doing a Special Ability, please say so. Underlined sections point out things that are unique to your variant of the Command. Might want to browse what everyone else can do, too. The numbers in parenthesis refer to the section of the rulebook that goes more in-depth if things aren't clear.

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.
Once two Factions have taken their action, the Event is discarded, the round ends, and we move on to the next one. (Any Factions who didn't get a chance to go do not get the Pass bonus.)

:sweetielarm: 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?

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by MetalSonic (?) » Mon Jun 11, 2018 7:47 pm

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

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Mon Jun 11, 2018 8:25 pm

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?

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Tue Jun 12, 2018 2:04 pm

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.
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by ToastGhost (?) » Wed Jun 13, 2018 9:34 am

##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. :v:
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Wed Jun 13, 2018 10:20 am

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.
First, the victory conditions. Rome's Subdued/Dispersed/Allied count is only 12, so they don't win yet. While the Arverni have enough Allied Tribes and Citadels to win, they don't have enough of Rome's Legions dead/in the Legions track, so that's not good enough. The Aedui are a ways off from out-tribing everyone else. And the Belgics control barely anything.

If this was the last (i.e. the third) Winter of the game, it would have been a three-way tie between Rome, the Arverni, and the Aedui (all 4 away). Ties are broken by NPC > Rome > Arverni > Aedui > Belgae, so happy theoretical victory to sharkmafia.

Then the Germans would go. In this case:
Rally an Allied Tribe in Ubii, then 2 Warbands each in Sugambri and Ubii.
March all 3 Warbands out of Ubii and into Treveri (flipping it to No Control). (No March would give them Control anywhere, so they go to where there's player Control.)
Raid in Sugambri, revealing the Warbands and reducing either the Aedui's or the Belgic (randomly chosen) Resources by 2. (Only place without a Fort.)
Battle + Ambush. Only place with fewer Hidden pieces in Treveri, so they'd pick on Rome. In this case they'd inflict 2 Losses, which shark would probably assign to both his Auxilia. Caesar isn't there to try the defense roll, so there'd be no counterattack.

Next the Quarters Phase.
All the Gauls would be able to move their stuff 1 Region. Nothing is Devastated, so there won't be any rolls to lose Warbands.
Rome has to think about what he wants to move back to Provincia. A Legion could stay in Treveri thanks to the Fort, but the other one would either have to shuffle out to Atrebates or Nervii or risk dying in the Winter. Everywhere else Rome has is in a Supply Line (albeit a No Control one). They can keep one dude per Ally and Fort in each Region, but the rest have to run away to Provincia or roll to see if it dies. Caesar is already in Provincia, but if he wasn't, he'd get the offer of a free teleport to there.

Harvest Phase. Rome gets 11 Resources, the Arverni gets 20, the Aedui gets 6+4, and the Belgae get 4.

Senate Phase: There's no dead Legions, the Senate won't shift, and there's none on the track due to be placed, so nothing happens there. 4 Auxilia will show up in Provincia since Caesar is there.

Spring Phase: Eburones in the north goes Subdued, all those German Warbands that battled go back to Hidden, and everyone becomes Eligible for the next 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.

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Wed Jun 13, 2018 10:56 am

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
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.
Next Event
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.
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.

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.

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by MetalSonic (?) » Thu Jun 14, 2018 12:03 pm

I request the permission to retreat my troops into your territory, oh glorious Roman Empire.

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Thu Jun 14, 2018 2:23 pm

Permission granted. Rome will post again.
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Thu Jun 14, 2018 3:47 pm

You dare attack the legions of rome, Vercingetorix? CAESAR will show you your FOLLY.

Limited Command: ##Battle in Alesia, targeting the Arverni
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by ToastGhost (?) » Thu Jun 14, 2018 8:07 pm

##Retreat all warbands to Carnutes. Live to fight another day. :maud:
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Thu Jun 14, 2018 9:37 pm

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
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.
Next Event
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.

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by ToastGhost (?) » Thu Jun 14, 2018 11:35 pm

##March 6 Warbands into Avaricum
##Entreat, gaining Bituriges as an ally


Steel wins battles, friends win wars. :smirk:
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Thu Jun 14, 2018 11:37 pm

Avaricum goes to Arverni Control, and the Aedui find themselves with one less Allied Tribe. Darn traitors.

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Fri Jun 15, 2018 7:42 pm

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)?

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by ToastGhost (?) » Fri Jun 15, 2018 8:11 pm

##Fight! :black101:
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Fri Jun 15, 2018 8:55 pm

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
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.
Next Event
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).
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.

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

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Fri Jun 15, 2018 9:39 pm

Rome will retreat to mandubii, for now.
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Mon Jun 18, 2018 5:12 pm

##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
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Mon Jun 18, 2018 6:52 pm

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
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).
Next Event
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.

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by ToastGhost (?) » Tue Jun 19, 2018 12:35 pm

##Pass :pinkieshrug:
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by MetalSonic (?) » Tue Jun 19, 2018 4:42 pm

##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

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Tue Jun 19, 2018 8:15 pm

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
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.
Next Event
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.

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by ToastGhost (?) » Wed Jun 20, 2018 12:02 am

##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. :smug:
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Wed Jun 20, 2018 6:42 pm

##Pass
Image

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Wed Jun 20, 2018 6:45 pm

The Belgae ##Battle in Atrebates. Will Rome fight (Lose 2 Auxilia, kill 1 Warband, everyone to Revealed) or retreat (lose the Allied Tribe)?

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Wed Jun 20, 2018 6:51 pm

##FIGHT

hold fast, forces of rome! Soon we will crush the belgae under the might of the ROMAN LEGIONS
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Wed Jun 20, 2018 6:59 pm

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
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.
Next Event
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.

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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Thu Jun 21, 2018 4:14 pm

##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)
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Thu Jun 21, 2018 4:15 pm

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.
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