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"At start situation in the Border Wars mini-campaign" Topic


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Ponder Supporting Member of TMP01 May 2021 9:24 a.m. PST

Howdy and good afternoon (5/1),

Both sides have deployed their units:


At start, the Byzantines control Galatia, Pontus, Cappadocia, Armenia, and Cilicia

At start, the Sassanids control Mesopotamia, Iberia, and Syria.

The province of Melitene is contested at start.

Adjacent units At Start:

Byzantines in Kaisareia and Germanikea.

Sassands in Melitene.

Play starting this week. Updates will be posted as appropriate. Remember, the play is being done double blind, so I can't post things that both players don't know.

More to come …

Ponder on,


JAS

Ponder Supporting Member of TMP01 May 2021 10:10 a.m. PST

Howdy,

Both sides start with 6 supply cards.

Supply cards are used to perform actions, as action cards are drawn. Each turn, cards may be played, kept for later use, or discarded. There is no limit on the number of cards you can hold.

At the end of a game turn, players will be notified of the number of held cards on other opposing side.

Ponder on,


JAS

Ponder Supporting Member of TMP01 May 2021 10:14 a.m. PST

Howdy,

Overall there are 54 cards in the supply deck, this matches a full deck of playing cards with two jokers.

Breakdown of the supply deck: 26 supply cards (hearts & diamonds), 13 bogus supply cards (spades), and 15 event cards (clubs).

The Fifteen (15) Event Cards include:

Sea Move – 3 cards. Allows sea movement as an action. Units or supply markers in any one port may move to the "at sea box", or units or supply markers in the "at sea box" may move to any one port. Units may not initiate combat/engage with a sea move. Units or supply markers at sea may also enter the board at Ancyra or Ikonion. Ace-2-3 clubs

Storms at Sea – 2 cards. Movement action to negates a Sea Move card. Play immediately before any actual sea movement takes place. 4-5 clubs

Efficient Staff – 2 cards. Played as a movement action. In addition to a unit move, the player may also make a supply move as a part of one movement action. 6-7 clubs

Truce – 2 cards. Played as an action to end all actions on an engage card draw, or end engage action chosen as a free choice of action. Play immediately before any battles or skirmishes are initiated. Playing a truce card, ends all actions on the current engage card, draw the next action card. Any battles or skirmishes initiated from prior actions, before the truce card, must be resolved. 8-9 clubs

Disease – 2 cards. As an action for any card, designate a location where units are present. Any units at the designated location will lose a pip of CV on a die roll of 1-3. Roll for each unit. Units can be eliminated by disease. 10-Jack clubs

If a unit in a location loses a pip, check adjacent locations for potential spread of the contagion. For adjacent cities/villages with units, these units (roll for each unit), will lose a pip on a die roll of 1-3. No unit may lose more than one pip, and no location will roll more than once for potential spread.

A "Disease" card may also be played as "Sanitation" in response to a "Disease" card. "Sanitation" cancels the "Disease" card for the location played.

Good Harvest – 2 cards. As an action for any card, add 1d3 livestock, individual locations rolled normally. Queen-King clubs

Good General – 2 cards. Played as a supply card to enable or effect a battle or skirmish. The player may receive a +1 to hit on all "to hit" die rolls, or a +1 on all saving throws. The modifier is applied to all rolls in the battle. Attackers receive the "to hit" bonus, while a defender would receive the "save" bonus. Jokers

Ponder on,


JAS

dragon6 Supporting Member of TMP01 May 2021 10:40 a.m. PST

Keep us informed… oh what year is it?

Ponder Supporting Member of TMP01 May 2021 10:53 a.m. PST

Howdy,

Notionally, the game starts in 501.

Ponder on,

JAS

Ponder Supporting Member of TMP04 May 2021 12:28 p.m. PST

Howdy,

Photo of 15mm Byzantine infantry:

First moves of campaign are underway.

Ponder on,


JAS

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