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

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

Post by MetalSonic (?) » Thu Jun 21, 2018 5:03 pm

#pass

The Aedui really want that next event to not let it fall into the hands of the Arveni. Sorry, Rome.

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

Post by Void Chicken (?) » Thu Jun 21, 2018 5:34 pm

https://www.dropbox.com/s/sxt642n0bf63r ... 7.jpg?dl=0

Roman Republic - sharkmafia
12/45 Resources
Available Forces: 3 Auxilia, 0 Allied Tribes, 1 Fort
Allied Tribes: 6
Subdued + Dispersed + Roman Allies: 12/16

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
8/45 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, 8 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 5/16

Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes

Current 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.
Next Event
Numidians
Ro, Ae, Be, Ar

Potent flankers: Romans place 3 Auxilia in a Region within 1 of their Leader and free Battle there, with Auxilia causing double Losses (before rounding).

OR

Africans called away: Remove any 4 Auxilia.

Tip: The total losses are still halved versus a Citadel before rounding.

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

Post by MetalSonic (?) » Thu Jun 21, 2018 6:45 pm

Well then

Event play: Dumnorix Loyalists
Flip 3 warbands at namnetes and 1 at biturges to my side

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

Post by ToastGhost (?) » Fri Jun 22, 2018 12:35 am

##March 8 Warbands from Gergovia into Avericum, 5 from Cenabum to Avericum with Vercingetori
##Devestate Avaricum, Cenabum, Gergovia


Scorch the Earth! Then apologize to the Earth Ponies! :v: :applejargh:
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Fri Jun 22, 2018 12:53 am

After the March, there are 15 Arverni Warbands in Avarcium, so 3 of them succumb to their own Devastation, along with 1 of the Aedui's. Then 1 Arverni Warband in Cenabum dies.

https://www.dropbox.com/s/lq3xi3u1gaw48 ... 8.jpg?dl=0

Roman Republic - sharkmafia
12/45 Resources
Available Forces: 3 Auxilia, 0 Allied Tribes, 1 Fort
Allied Tribes: 6
Subdued + Dispersed + Roman Allies: 12/16

Arverni Confederation - ToastGhost
10/45 Resources
Available Forces: 8 Warbands, 2 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 11/9

Aedui Confederation - MetalSonic
8/45 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, 8 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 5/16

Germanic Tribes - NPC
Available Forces: 11 Warbands, 3 Allied Tribes

Current Event
Numidians
Ro, Ae, Be, Ar

Potent flankers: Romans place 3 Auxilia in a Region within 1 of their Leader and free Battle there, with Auxilia causing double Losses (before rounding).

OR

Africans called away: Remove any 4 Auxilia.

Tip: The total losses are still halved versus a Citadel before rounding.
Next Event
Suebi Mobilize
Ar, Ae, Be, Ro

Germanic pressure: Remove any Dispersed from both Suebi. Place a (black) Germanic Ally at each (that has none). Then conduct an immediate Germans Phase as if Winter, but skip Rally.

Tip: This is one of the few ways to remove Dispersed outside of Winter. The Germans will perform every action (except Rally) in their section of the second post.

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

Post by sharkmafia (?) » Fri Jun 22, 2018 1:01 am

The time has come, forces of Rome. Obliterate them.

##Event: Numidians

Place 3 Auxilia in Atrebates, and

##Battle against the Belgae in Atrebates
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Fri Jun 22, 2018 1:06 am

The Belgic forces get friggin' murdered by the Numidians.

The Belgics ##Rally, adding 1 Warband to Nervii (which flips to No Control) and Atrebates, and 2 to Morini. Then they ##Enlist the Germans to ##Rally German Warbands (2 in Sugambri, which flips to German Control, 1 in Ubii).

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

Post by Void Chicken (?) » Fri Jun 22, 2018 1:23 am

Roman Republic - sharkmafia
12/45 Resources
Available Forces: 0 Auxilia, 0 Allied Tribes, 1 Fort
Allied Tribes: 6
Subdued + Dispersed + Roman Allies: 12/16

Arverni Confederation - ToastGhost
10/45 Resources
Available Forces: 8 Warbands, 2 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 11/9

Aedui Confederation - MetalSonic
8/45 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
4/45 Resources
Available Forces: 16 Warbands, 8 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 4/16

Germanic Tribes - NPC
Available Forces: 8 Warbands, 3 Allied Tribes

Current Event
Suebi Mobilize
Ar, Ae, Be, Ro

Germanic pressure: Remove any Dispersed from both Suebi. Place a (black) Germanic Ally at each (that has none). Then conduct an immediate Germans Phase as if Winter, but skip Rally.

Tip: This is one of the few ways to remove Dispersed outside of Winter. The Germans will perform every action (except Rally) in their section of the second post.
Next Event
Correus
Be, Ar, Ae, Ro

Deal: Replace up to 8 Belgic Allies plus Warbands in Atrebates Region with yours (Auxilia for Warbands).

OR

Bellovaci rebel: Remove 2 Allies from the Atrebates Region. Belgae place up to 2 Allies there, then free Rally in 1 Belgica Region.

Tip: The first option is 8 pieces total. The second effectively replaces Allies with Belgics (or leaves Belgic Allies in place), then Rallies there, or in Morini or Nervii.
e: The German Warband rallied in Ubii shouldn't have been able to be placed, so that'll be undone next update.

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

Post by ToastGhost (?) » Sat Jun 23, 2018 7:34 pm

##Raid in Avaricum (2 Warbands), Pictones (2), Gergovia (2), taking a bunch of resources from the Aedui
##Entreat in those same regions, turning 3 total warbands into their Averni counterparts.
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by MetalSonic (?) » Fri Jun 29, 2018 5:29 am

##rally in Veneti, placing Allied tribe there.

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

Post by Void Chicken (?) » Sat Jun 30, 2018 9:24 am

The Belgae use the ##Event, removing the Roman Ally from Remi, then placing Allies on Remi and Bellovaci. They then use the Event's free Rally to place 2 more Warbands in Morini.

https://www.dropbox.com/s/8yc1rn881gii7 ... 9.jpg?dl=0

Roman Republic - sharkmafia
12/45 Resources
Available Forces: 0 Auxilia, 1 Allied Tribe, 1 Fort
Allied Tribes: 5
Subdued + Dispersed + Roman Allies: 9/16

Arverni Confederation - ToastGhost
16/45 Resources
Available Forces: 5 Warbands, 2 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 11/9

Aedui Confederation - MetalSonic
1/45 Resources
Available Forces: 4 Warbands, 4 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 3
Other faction with most allies has: 11 (Arverni)

Belgic Tribes - NPC
4/45 Resources
Available Forces: 14 Warbands, 6 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 6/16

Germanic Tribes - NPC
Available Forces: 9 Warbands, 3 Allied Tribes

Current Event
Correus
Be, Ar, Ae, Ro

Deal: Replace up to 8 Belgic Allies plus Warbands in Atrebates Region with yours (Auxilia for Warbands).

OR

Bellovaci rebel: Remove 2 Allies from the Atrebates Region. Belgae place up to 2 Allies there, then free Rally in 1 Belgica Region.

Tip: The first option is 8 pieces total. The second effectively replaces Allies with Belgics (or leaves Belgic Allies in place), then Rallies there, or in Morini or Nervii.
Next Event
Baggage Trains
Ro, Ae, Ar, Be
CAPABILITY

Well-stocked: Your March costs 0 Resources.

OR

Slow wagons: Your Raids may use 3 Warbands per Region and steal Resources despite Citadels or Forts.

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

Post by sharkmafia (?) » Tue Jul 03, 2018 9:32 pm

##pass and get the event next turn.
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Tue Jul 03, 2018 9:39 pm

Okay imagine I made the same post except Rome is 2 Resources richer and has the capability now. And the next event is:
Cotuatus & Conconnetodumnus
Ar, Be, Ro, Ae

Chieftans' atrocity angers Rome: Place 1 Legion in Provincia.

OR

Slaughter of traders cows allies: Remove 3 Allies—1 Roman, 1 Aedui, and 1 Roman or Aedui (not Citadels).

Tip: The legion must come from the Legions track, not Fallen Legions.

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

Post by MetalSonic (?) » Tue Jul 10, 2018 10:13 am

##raid and ##trade everywhere where I can do it

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

Post by Void Chicken (?) » Tue Jul 10, 2018 10:25 am

So, in Veneti and Bituriges, that's 2 each from the Arverni, 1 from them in Santones. (Gergovia and Sequanti are spared thanks to the Citadels.) Then +1 in Bibracte (but not Gergovia due to Devastation), and +2 in Ubii and Sequanti. That's a total of -5 from the Arverni and +10 to the Aedui.

The trade will get the Aedui +2 (from Bibracte and Ubii), and another +2 (the bonus in Bibracte and Ubii) if Rome agrees. I'm just going to assume the Arverni aren't going to agree to let the supply line go out to Veneti.

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

Post by sharkmafia (?) » Wed Jul 11, 2018 12:03 pm

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

Post by Void Chicken (?) » Wed Jul 11, 2018 12:20 pm

https://www.dropbox.com/s/i2d4v2j1q8si7 ... 0.jpg?dl=0

Roman Republic - sharkmafia
14/45 Resources
Available Forces: 0 Auxilia, 1 Allied Tribe, 1 Fort
Allied Tribes: 5
Subdued + Dispersed + Roman Allies: 9/16
Well-stocked: Your March costs 0 Resources.

Arverni Confederation - ToastGhost
11/45 Resources
Available Forces: 5 Warbands, 2 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 11/9

Aedui Confederation - MetalSonic
15/45 Resources
Available Forces: 4 Warbands, 4 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 3
Other faction with most allies has: 11 (Arverni)

Belgic Tribes - NPC
4/45 Resources
Available Forces: 14 Warbands, 6 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 6/16

Germanic Tribes - NPC
Available Forces: 9 Warbands, 3 Allied Tribes

Current Event
Cotuatus & Conconnetodumnus
Ar, Be, Ro, Ae

Chieftans' atrocity angers Rome: Place 1 Legion in Provincia.

OR

Slaughter of traders cows allies: Remove 3 Allies—1 Roman, 1 Aedui, and 1 Roman or Aedui (not Citadels).

Tip: The legion must come from the Legions track, not Fallen Legions.
Next Event
Legiones XIII et XV
Ro, Ar, Ae, Be

Personal army: Romans may shift Senate box up (toward Uproar) to place 2 Legions total from Legions track and/or Fallen into Provincia.

OR

Green legionaries: Free Battle against Romans in a Region. The first Loss removes a Legion automatically, if any there.

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

Post by ToastGhost (?) » Wed Jul 11, 2018 12:39 pm

##March 8 Warbands (including the 2 revealed ones) into Alesia, 4 from Pictones to Avaricum
##Entreat an Auxilla in Alesia, a warband in Avaricum, the warband in Gergovia


Don't worry about those warbands, we ponies are friendly. :cheese:
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Wed Jul 11, 2018 1:06 pm

The Belgae take the ##Event to randomly take out three allies. Let's roll the dice and see what we get.

For the first Roman, we hit Senones, which is enough for the region to flip No Control.
For the Aedui, Alesia goes, which flips that Region right back to Rome.
With the option, NPC Belgae prefer to hurt Rome before the Aedui, so the last target is... Provincia yeah sure okay.

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

Post by Void Chicken (?) » Wed Jul 11, 2018 1:17 pm

https://www.dropbox.com/s/1d7adm1k2jr7h ... 1.jpg?dl=0

Roman Republic - sharkmafia
14/45 Resources
Available Forces: 1 Auxilia, 3 Allied Tribes, 1 Fort
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 10/16
Well-stocked: Your March costs 0 Resources.

Arverni Confederation - ToastGhost
5/45 Resources
Available Forces: 2 Warbands, 2 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 11/9

Aedui Confederation - MetalSonic
15/45 Resources
Available Forces: 6 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 11 (Arverni)

Belgic Tribes - NPC
4/45 Resources
Available Forces: 14 Warbands, 6 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 6/16

Germanic Tribes - NPC
Available Forces: 9 Warbands, 3 Allied Tribes

Current Event
Legiones XIII et XV
Ro, Ar, Ae, Be

Personal army: Romans may shift Senate box up (toward Uproar) to place 2 Legions total from Legions track and/or Fallen into Provincia.

OR

Green legionaries: Free Battle against Romans in a Region. The first Loss removes a Legion automatically, if any there.
Next Event
Gallia Togata
Ro, Ar, Be, Ae

Strategic rear: Place Gallia Togata marker and 3 Auxilia in Cisalpina. It is a Supply Line Region where only Romans may stack. March out costs 0, and each Recruit places 2 Auxilia.

OR

Cisalpines require garrison: Unless Senate in Adulation, Romans remove 1 Legion to track and 2 Auxilia to Available.

Tip: Cisalpina is adjacent to Ubii, Sequani, and Provincia. It will be Controlled by Rome (or nobody) as normal. It can be moved into or out of by Rome, with movement and costs during Quarters like other Regions.

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

Post by sharkmafia (?) » Thu Jul 12, 2018 1:58 am

I'm afraid you'll pay in blood for underestimating the forces of Rome, worms.

##Scout to move 4 auxilia from Atrebates to Nervii

##Scout to move 1 auxilia from Atrebates to Alesia, and flip 4 auxilia to scout all 7 unrevealed warbands

##Battle in Alesia vs the Arverni with Caesar, 4 legions, and 4 auxilia (when caesar is attacking, legions with him cause 2 losses! aint that some shit!)

##Battle in Atrebates vs the Belgae with 4 legions

##Battle in Nervii vs the Belgae with 6 auxilia
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Thu Jul 12, 2018 9:45 am

The Belgae retreat from Atrebates, losing both Allied Tribes, and leaving their Warband in the Region. They also retreat from Nervii, losing a Warband, and keeping the other two in the Region.

The Arverni can save 3 of their Warbands if they retreat, so pick an adjacent Region you Control.

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

Post by ToastGhost (?) » Thu Jul 12, 2018 9:58 am

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

Post by Void Chicken (?) » Thu Jul 12, 2018 2:13 pm


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

Post by MetalSonic (?) » Fri Jul 13, 2018 4:11 am

##march with 1 wartribe to britannica

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

Post by Void Chicken (?) » Fri Jul 13, 2018 8:26 am

Roman Republic - sharkmafia
14/45 Resources
Available Forces: 1 Auxilia, 3 Allied Tribes, 1 Fort
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 10/16
Well-stocked: Your March costs 0 Resources.

Arverni Confederation - ToastGhost
5/45 Resources
Available Forces: 2 Warbands, 2 Allied Tribes, 0 Citadels
Off-Map Legions: 2/7
Allied Tribes + Citadels: 11/9

Aedui Confederation - MetalSonic
15/45 Resources
Available Forces: 6 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 11 (Arverni)

Belgic Tribes - NPC
4/45 Resources
Available Forces: 14 Warbands, 6 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 6/16

Germanic Tribes - NPC
Available Forces: 9 Warbands, 3 Allied Tribes

Current Event
Gallia Togata
Ro, Ar, Be, Ae

Strategic rear: Place Gallia Togata marker and 3 Auxilia in Cisalpina. It is a Supply Line Region where only Romans may stack. March out costs 0, and each Recruit places 2 Auxilia.

OR

Cisalpines require garrison: Unless Senate in Adulation, Romans remove 1 Legion to track and 2 Auxilia to Available.

Tip: Cisalpina is adjacent to Ubii, Sequani, and Provincia. It will be Controlled by Rome (or nobody) as normal. It can be moved into or out of by Rome and costs paid during Quarters like other Regions.
Next Event
WINTER

-Victory
-Germans
-Quarters
-Harvest
-Senate
-Spring

If Winter card showing:
Frost—no March

As the nice card says, the next Round will be our first Winter, and you may not March this Round. And hey, we made it to the one-third mark!

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

Post by ToastGhost (?) » Fri Jul 13, 2018 12:43 pm

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

Post by sharkmafia (?) » Sat Jul 14, 2018 6:32 pm

Remove 2 auxilia in provincia and 1 legion in atrebates
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Sat Jul 14, 2018 6:48 pm

The Belgae ##Rally, placing 2 Warbands in Morini and 1 each in Atrebates and Nervii. They then ##Enlist to Rally 2 Germanic Warbands in Sugambri.


Roman Republic - sharkmafia
8/45 Resources
Available Forces: 3 Auxilia, 3 Allied Tribes, 1 Fort
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 12/16
Well-stocked: Your March costs 0 Resources.

Arverni Confederation - ToastGhost
5/45 Resources
Available Forces: 8 Warbands, 2 Allied Tribes, 0 Citadels
Off-Map Legions: 3/7
Allied Tribes + Citadels: 11/9

Aedui Confederation - MetalSonic
14/45 Resources
Available Forces: 6 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 11 (Arverni)

Belgic Tribes - NPC
1/45 Resources
Available Forces: 11 Warbands, 8 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 4/16

Germanic Tribes - NPC
Available Forces: 7 Warbands, 3 Allied Tribes

Current Event
WINTER

-Victory
-Germans
-Quarters
-Harvest
-Senate
-Spring

If Winter card showing:
Frost—no March
Next Event
Optimates
Ar, Ro, Ae, Be

Civil war looms: Upon the game's 2nd and each later Victory Phase, if Roman victory exceeds 12, first remove all Legions to the Legions track, then end the game and determine victory.

Tip: This effectively lets the Arverni ignore their Legion win condition and end the game early.

Snow falls across the land as everyone hunkers down for the long, cold winter.

Nobody has reached their Victory condition, so the game continues.

The Germans take their one turn this year. They Rally, placing two Warbands in Sugambri and one in Ubii. Then they March four Warbands from Sugambri (leaving two behind) into Ubii to gain Control of the Region.

They Raid the Belgae in Nervii because they're ungrateful jerks, taking their last Resource. Then they steal two more from the Aedui in Ubii.

They Battle + Ambush the Belgae in Sugambri because they're ungrateful jerks, taking out a Warband. Also they do the same to the Aedui in Ubii, killing three of theirs.

Onto the Quarters phase. The Belgae leave one Warband in Atrebates, Nervii, and Sugambri, and pile everything else they own into Morini.

Aedui, Arverni (in that order), your Quarters phase, please. You may move any of your Warbands and Leader one Region, as long as the destination is controlled by you (or an agreer) and isn't Devastated. Any Warbands left in a Devastated Region with no Allied Tribe of yours (looking at you, Aedui in Biturges) has a 50% chance of death.

Rome, once they're done, you'll do yours. You can do the same movement with your Legions/Auxilia/Caesar. After that, any troops in a Supply Line (so all of them if the Aedui agree) can get a free trip back to Provincia. Caesar can too, whether the Aedui agree or not. If he does, you'll get +3 Auxilia there later this Winter.

Any Roman soldiers left outside Provincia will have to be paid for. Each Fort and Roman Allied Tribe will cover one for free. Then it'll cost 1 Resource each in a Region with a Roman Allied Tribe, and 2 each in Regions without (i.e. Atrebates). Any that you choose not to pay for will have a 50% chance of death. You only have 8 Resources to spend, so choose wisely.

You may trade Resources if that'll help convince people to do what you want.

https://www.dropbox.com/s/j0gbnb08a5sz4 ... 3.jpg?dl=0

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

Post by MetalSonic (?) » Sun Jul 15, 2018 11:02 am

Bituriges guy to Aedui
Santones guy to Veneti
Suebes guy into sequani

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

Post by ToastGhost (?) » Sun Jul 15, 2018 11:57 am

##3 Revealed from Avaricum to Pictones
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Tue Jul 17, 2018 3:12 pm

Rome formally requests the use of the supply line that runs through Aedui territory- at least some troops will need to be moved to provincia.
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by MetalSonic (?) » Tue Jul 17, 2018 5:38 pm

Aedui is willing to accept on the following terms:
-transfer of 3 ressources to Aedui
-pledge to defend the homeland (territory) of aedui and keep it under aedui control

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

Post by sharkmafia (?) » Tue Jul 17, 2018 7:22 pm

hm. rome will accept, although the next time the aedui require a favor beyond mere defense, don't expect it to be free.

(will post moves in a bit)
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by sharkmafia (?) » Tue Jul 17, 2018 10:30 pm

Leaving 1 legion in atrebates, 2 auxilia in nervii, 2 legions in treveri, 2 legions in alesia.

Everything else moves to provincia.
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Tue Jul 17, 2018 11:36 pm

On to the Harvest Phase, then. Rome gets +12 Resources (their victory score), and the Gauls get double their Allied Tribes/Citadels in Resources, so +22 for the Arverni, +4 for the Aedui (then another +4), and +4 for the Belgae.

Rome's score is 12, so the Senate stays in Intrigue. There are no Fallen Legions, nor any on the track that high up, so no new Legions are deployed. Four Auxilia would be deployed to Provincia, but Rome only has three available, so just those three show up.

Spring phase. Nobody's lost a Leader, so none get replaced. Eburones (off in Belgica) is no longer Dispersed-Gathering, so is now Subdued. All Devastated Regions have been healed. All Auxilia and Warbands are returned to being Hidden, and all Factions will be Eligible going into next round. And thus Winter ends.

https://www.dropbox.com/s/lgk91y2yph8se ... 4.jpg?dl=0

Roman Republic - sharkmafia
17/45 Resources
Available Forces: 0 Auxilia, 3 Allied Tribes, 1 Fort
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 12/16
Well-stocked: Your March costs 0 Resources.

Arverni Confederation - ToastGhost
27/45 Resources
Available Forces: 8 Warbands, 2 Allied Tribes, 0 Citadels
Off-Map Legions: 3/7
Allied Tribes + Citadels: 11/9

Aedui Confederation - MetalSonic
23/45 Resources
Available Forces: 9 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 11 (Arverni)

Belgic Tribes - NPC
4/45 Resources
Available Forces: 12 Warbands, 8 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 4/16

Germanic Tribes - NPC
Available Forces: 4 Warbands, 3 Allied Tribes

Current Event
Optimates
Ar, Ro, Ae, Be

Civil war looms: Upon the game's 2nd and each later Victory Phase, if Roman victory exceeds 12, first remove all Legions to the Legions track, then end the game and determine victory.

Tip: This effectively lets the Arverni ignore their Legion win condition and end the game early.
Next Event
Rhenus Bridge
Ro, Be, Ae, Ar

Punitive expedition: Romans may remove all Germans from 1 Germania Region under or adjacent to Roman Control.

OR

Bogged down: If a Legion is within 1 Region of Germania, Romans -6 Resources and Ineligible through next card.

Tip: "All Germans" includes Allied Tribes. "Within 1 Region" includes Germania itself.

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

Post by ToastGhost (?) » Wed Jul 18, 2018 12:29 pm

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

Post by sharkmafia (?) » Thu Jul 19, 2018 2:29 pm

##March:

caesar, 4 legions, 9 auxilia provincia -> gergovia

8 auxilia provincia -> bibracte -> alesia

2 legions treveri -> atrebates

##Scout:

flip 3 auxilia in gergovia to scout all arverni warbands in the region

move 2 auxilia alesia -> atrebates
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Re: [COIN:FS] Subduing the Celts, One Tribe at a Time

Post by Void Chicken (?) » Thu Jul 19, 2018 2:48 pm

That giant mass of units flips Arverni to Roman Control. The Legions leaving Treveri flips it to No Control.

Roman Republic - sharkmafia
17/45 Resources
Available Forces: 0 Auxilia, 3 Allied Tribes, 1 Fort
Allied Tribes: 3
Subdued + Dispersed + Roman Allies: 12/16
Well-stocked: Your March costs 0 Resources.

Arverni Confederation - ToastGhost
27/45 Resources
Available Forces: 8 Warbands, 2 Allied Tribes, 0 Citadels
Allied Tribes + Citadels: 11/9
Optimates: Upon the game's 2nd and each later Victory Phase, if Roman victory exceeds 12, first remove all Legions to the Legions track, then end the game and determine victory.

Aedui Confederation - MetalSonic
23/45 Resources
Available Forces: 9 Warbands, 5 Allied Tribes, 1 Citadel
Allied Tribes + Citadels: 2
Other faction with most allies has: 11 (Arverni)

Belgic Tribes - NPC
4/45 Resources
Available Forces: 12 Warbands, 8 Allied Tribes, 1 Citadel
Belgic Control + Allied Tribes + Citadels: 4/16

Germanic Tribes - NPC
Available Forces: 4 Warbands, 3 Allied Tribes

Current Event
Rhenus Bridge
Ro, Be, Ae, Ar

Punitive expedition: Romans may remove all Germans from 1 Germania Region under or adjacent to Roman Control.

OR

Bogged down: If a Legion is within 1 Region of Germania, Romans -6 Resources and Ineligible through next card.

Tip: "All Germans" includes Allied Tribes. "Within 1 Region" includes Germania itself.
Next Event
Convicolitavis
Ae, Ar, Ro, Be
CAPABILITY

Dispute over leadership resolved: Suborn is maximum 2 Regions.

OR

Contest with Cotus escalates: Resource costs of Aedui Commands are doubled.

Tip: The double Suborn is merely a single one twice. Each needs a hidden warband, each places/removes 3 pieces, each is paid for separately, and so on.
The Belgae ##Rally, placing two Warbands in Morini, and one each in Atrebates and Nervii. They can't do a Special Ability (can't Rampage in Nervii or Atrebates thanks to those stupid Forts, can't Enlist because there's no Germans with their Leader), so they don't.

Since that was a Command and no Special Ability, the Aedui can't do the Event. A Limited Command instead?

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

Post by MetalSonic (?) » Thu Jul 19, 2018 5:19 pm

Pass

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