"Project Rome – a siege and battle report" Topic
4 Posts
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timurilank | 30 Jun 2016 8:23 a.m. PST |
At the blog is a brief overview of the siege game rules. These are still in development and ideas which we bantered about during the test will improve both the campaign and siege rule set. link Consular army vs. Celtiberia. During the recent campaign test the consular armies did not cross swords with the Celtiberian tribes. I took the opportunity to bring the two armies for the first time to the game board and I must say I have a healthy regard the Celtiberian (do take note of the odds). link Cheers, Robert |
vtsaogames | 30 Jun 2016 11:50 a.m. PST |
I had the notion of using cards for a Vauban siege some years back. Nothing more than a notion, though. Waiting to see what you've done. |
timurilank | 30 Jun 2016 1:23 p.m. PST |
The card system duplicates that used in the campaign game, but each suit represent one of four phases; negotiation, engineering, supply and assault. The turns represent shorter time frames so the construction of a causeway approach to a wall section could take several weeks. A cardstock piece (1BW) can represent the construction of the causeway section for that week. I had similar thoughts about the Vauban period while designing this game. The card sections would represent a standard pattern of trenches and with each passing week a new section would be laid down bringing the works closer to the wall. Their placement is the result of a successful card outcome during the engineering phase and the bombardment of a wall section can take place during another phase. The defender winning a phase can be expressed as counter measures; new walls behind breached sections, counter mining, etc. These can be noted on card or counters but kept face down until played. |
mghFond | 30 Jun 2016 2:32 p.m. PST |
Still following this with interest, keep up the good work! |
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