Welcome to The Few Good Men

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

Clash of Civilisations - a Swifter than Eagles Tournament

kronenblatt

FGM Company Sergeant Major
FGM MEMBER
Joined
Oct 23, 2020
Messages
428
Reaction score
223
Age
53
Location
Stockholm, SWEDEN
Let's celebrate the release of Swifter than Eagles, the new Field of Glory II:Ancients DLC in a very long time...!

I've published the Clash of Civilisations tournament on the Slitherine forum (LINK HERE). Write here or PM me here or there in case you're interested in participating.

Clash of Civilisations covers a thousand years, from 1600 BC to 600 BC (over a maximum of seven rounds), with four major factions (Assyrians, Babylonians, Egyptians, and Hittites) fighting for supremacy over the fertile crescent. Each major faction is represented by a player and starts off in its homeland region, attempting to progress along their respective paths through fighting and defeating minor factions, with the aim of conquering (and holding) Carchemish (1)(the intersecting region) first and thus win the tournament.

The battles will involve players' major factions against minor factions (played by one of the three other players) as defenders, both army lists overlapping the time period of the round in question. So players will fight with and against many different army list over the centuries, applying minor factions both as allies and as defending opponents. But in the end, only one player (if one at all) will be able to reach and hold region 1 and win the tournament!

IGCXEZx.png


77byQfI.png


  • The goal is to be the first player to gain and retain control over Carchemish (1).
  • In order to be able to attack Carchemish (1), each major faction has its own path of regions (three region each) to first gain control of.
  • Players start off with an Initiative level of 7.
  • Each player will attack one region per round for as long as he has 1 or more Initiative, until he has reached Carchemish (1).
  • The attacking player will for the attack use an army list of his major faction that overlaps the time period of the round.
  • He must in addition as ally select a minor faction with an army list overlapping that time period, only being allowed to choose one and the same minor faction once in the tournament (whether it has several army lists).
  • The region will be defended by one of the other three players (based on a rotating schedule), using a minor faction of the defending player's own choice (but only selectable by him once during the tournament) as long as its army list overlaps the time period of the round (but not at all tied to the geographic location of the attacked region).
  • A player is only allowed to select a minor faction once in total during the tournament (whether as an ally when attacking or as the main army when defending).
  • A draw or a loss will reduce Initiative by 1, whether as attacking or defending player.
  • A win by the attacking player will gain control over the attacked region.
  • Only one player can control a region, so if more than one player is victorious in their attack upon the intersecting region (1), the player with the highest casualty difference (and if tied, lowest incurred casualty) in his attack will gain control.
  • Aside from Carchemish (1), control over regions cannot be lost.
  • The player controlling Carchemish (1) can not attack any more but only defend against other players' attacks (using the army list of his own major faction (without allies) and not any minor faction).
  • Carchemish (1) (whether any player controlling this region or not) can only be attacked by other players controlling adjacent regions (i.e., Harran (2) for Assyrian, Palmyra (3) for Babylonian, Tyre (4) for Egyptian, and Mazaca (5) for Hittite).
  • The tournament will end once either one player claims victory through retaining control over Carchemish (1) one full round, all four players' Initiatives are zero or lower, or seven full rounds have been played.
  • If no player can claim victory upon the end of the tournament, the winner will be the one with the highest Initiative, or (if a tie) with the highest casualty difference against the other player(s) with the same Initiative.
 
Back
Top