Introducing Four Kingdoms, my magnum opus of campaigns ... an update and re-design of an earlier FOG:Medieval campaign from a couple of years back, which I have been tinkering with and play-testing for a while now -- still busy, but I think I have most of it down -- so final rule set writing is next.
It's essentially a fully functional board game were the land battles resolution is done by using FOG: Medieval.
@chiquichops recently helped me out with playing some test battle using the custom army lists, and they proved a lot of fun.
It's designed for a minimum four dedicated players.
This is a campaign set in the late 1400's on a large fictional island in the Mediterranean (loosely based on Sicily) which is split between four eseentially City States: The Principate of Catania, The Duchy of Agrigento, The Republic of Rezuttano and the Emirate of Syracusa (and Muslim territory and a protectorate/dependency of the Ottoman Sultan)
The campaign covers a five years of conflict between these four factions ... alliances, politics and back-stabbing are heartily encouraged.
(click on the map for a full-sized view -- screenshot from a recent playtest)
Players will take turns spending Initiative Points (IP's) performing actions such as moving armies & fleets, besieging towns and cities and maneuvering to fight battles.
Turn sequence is initially determined by random draw, but later adjusts according to factions' Momentum standing (Momentum is gained/lost by wining/losing battles... capturing/losing cities and winning/losing naval battles.
Naval battles are decided by die rolls -- would be really cool if we had the naval equivalent of FOG battles. 🙂
The armies are heavily modified army lists based on existing armies -- all late 15th Century with guns, pikes and mercenary men-at-arms. I've removed the Swiss pikemen from two of the army lists and also upgraded the Ottoman list to have more infantry staying power and ability to recruit mercenary men-at-arms cavalry.
(I will provide a module to install):
Principate of Catania -- based on Castillian (1476 - 1497)
Duchy of Agrigento -- based on Hungarian (1441 - 1500)
Republic of Rezuttano -- based on Venetian (1440 - 1500)
Emirate of Syracusa -- based on Ottoman Turkish (1430 - 1500)
Battles will all be large 1600 points battles on various Mediterranean maps. (battles will be relatively rare... as armies are expensive to rebuild or repair)
All factions can field a maximum of two armies and also have the ability to deploy garrisons to reinforce fortified towns/cities... and field an artillery Siege Train for siege operations (which are hey to capturing towns and cities, which will determine victory)
The different armies all have their own characteristics and strengths and weaknesses and each faction has a some unique abilites:
SYRACUSA can deploy nimble Corsairs operating from the island of Djerba to raid and pillage enemy coastal towns and settlements ... and use limited numbers of Janissary units sent by the Ottoman Sultan in their armies.
REZUTTANO starts with two fleets and some other naval advantages.
AGRIGENTO has stronger gunpowder assets than the other factions and can also deploy cavalry raiders to pillage neighbouring towns and villages (this has an effect on supply and movement costs)
CATANIA has the Knights of Santiago as allies, who provide a limited number of elite military order men at arms ...and also a limited number of naval raiders.
I am also working on a number of "Stratagem Cards" which players will be dealt and can be used at various times during turns for their own benefit or hinder the enemy. Each player gets 3 stratagem cards randomly dealt to use for one campaign year. (still working on how to do that with maintaining FOW)
A few examples (there are currently 12 such stratagems being considered):
1. Defensive Battle -- your army has maneuvered into a favourable, reinforced defensive position. FOG battle is set up as a "Defensive Battle"... and the defender can set up 2 challenges and select which map suits him best. (to be used when your army is Disrupted)
2. Forced March -- your army can move one extra Movement Impulse (no Movement die roll)
3. 30 Pieces of Silver -- bribery works... add +2 on your Diplomacy Roll to try and sway a Town or City from enemy control.
4. Siege Artillery Expert -- add +2 to a Siege die roll (or re-roll a failed Siege die roll)
5. Pestilence -- disease ravages the enemy siege camp -- besieging army is disupted (if already disrupted, the siege is broken) . This card can also be placed on the besieged town/city to remove a Garrison counter.
etc etc...
Anyway... more as I get closer to completing the testing.
One of the most horrible features of war is that all the war-propaganda, all the screaming and lies and hatred, comes invariably from people who are not fighting.
- George Orwell, Homage To Catalonia
I like the look of this. I will de interested in the rules.
Love the map art, what did you use for the mountians?
I like the look of this. I will de interested in the rules.
Love the map art, what did you use for the mountians?
I made the base map on this website (basically designed to build fantasy maps) https://inkarnate.com/
Then overlaid roads, cities etc myself.
One of the most horrible features of war is that all the war-propaganda, all the screaming and lies and hatred, comes invariably from people who are not fighting.
- George Orwell, Homage To Catalonia
I like the look of this. I will de interested in the rules.
Love the map art, what did you use for the mountians?
I made the base map on this website (basically designed to build fantasy maps) https://inkarnate.com/
Then overlaid roads, cities etc myself.
Looks good.
Been doing some more testing on this -- adding a bit here, stripping a bit out here.
Trying to figure out the best/simplest way for how and when players can use the "stratagem cards" when playing their turn (and also sometimes during an opponent's turn)
It's kinda easy if it works like a board game, but can get complicated when doing this online.
One of the most horrible features of war is that all the war-propaganda, all the screaming and lies and hatred, comes invariably from people who are not fighting.
- George Orwell, Homage To Catalonia
How about having some of them as events that can be randomly "activated" pestilence would be a good example. The others should be used by a player according to where in a turn it is appropriate, the movement increase, for instance. If the player forgets to use a card appropriately, that's their hard luck. This might be more practical than having to ask a player if they want to use their card and bogging the game flow down.
"En cualquier dirección que recorras el alma, nunca tropezarás con sus límites." Sócrates
How about having some of them as events that can be randomly "activated" pestilence would be a good example. The others should be used by a player according to where in a turn it is appropriate, the movement increase, for instance. If the player forgets to use a card appropriately, that's their hard luck. This might be more practical than having to ask a player if they want to use their card and bogging the game flow down.
Yes, definitely up to the players to use their cards and remembering to use them -- it's just that some are used on your player turn and some on reaction to an enemy action.
Not too keen on having them random events -- there's a LOT of dice-controlled results in the campaign already 😆
One of the most horrible features of war is that all the war-propaganda, all the screaming and lies and hatred, comes invariably from people who are not fighting.
- George Orwell, Homage To Catalonia
Take away the pestilence then, which isn't really a player action, and just have the cards explicitly state when they should be used and let players stay on the ball. Eg, If I'm attacked, it's up to me to play the defence card before set up or miss my chance.
"En cualquier dirección que recorras el alma, nunca tropezarás con sus límites." Sócrates
Take away the pestilence then, which isn't really a player action, and just have the cards explicitly state when they should be used and let players stay on the ball. Eg, If I'm attacked, it's up to me to play the defence card before set up or miss my chance.
Yes, that will be on the cards ... also, I am replacing the "Pestilence" card with a "Sally" card which the besieged player can play to disrupt the besieging army.
One of the most horrible features of war is that all the war-propaganda, all the screaming and lies and hatred, comes invariably from people who are not fighting.
- George Orwell, Homage To Catalonia
Here are the current "Stratagem" cards:
The idea is that each player gets randomly dealt THREE cards per Campaign Year (they can be duplicates) which he keeps secret until played.
At the end of a Campaign Year, each player may retain ONE unused card to carry over into the next year, and will be dealt two new ones.
(If I am playing in this as well, we'll need a outside person to help with the dealing the cards so we can maintain FOW.
1. Defensive Battle: Your army has maneuvered into a favourable, reinforced defensive position. The FOG battle is set up by the defender as a "Defensive Battle"... he set up TWO challenges and select which map suits him best, and play that one. (To be used by the player being attacked)
2. Forced March: Your army can move one extra Movement Impulse (no Movement die roll)
3. Flank Attack: You have sent a detached a force on a flank march to surprise the enemy. The FOG battle is set up as a "Send Flank March" battle.
-- can be used by either attacker or defending player
4. Withdrawal: You are able to withdraw your army one extra free step (use when avoiding battle or when forced to retreat after a Minor Defeat)
5. Siege Expert: a) Besieger adds +2 to your Siege Die Roll (+1 if a Winter Siege) or b) Besieger can re-roll 1x Siege Die Roll
6. Sally Forth!: Aggressive Garrison. If a besieged city/town has a Garrison present, it can sally out and attack the besiegers.
1d6 roll: 1-3: no effect , 4 - 6 Besieger disrupted (or fragmented if already disrupted, and siege is therefore broken and besieging army must retreat)
7. Admiral: Play during naval operations or naval battles
a) No die roll for Army Sea Transport operation
b) Corsairs/Sea Raiders cannot evade when intercepted by Fleet and must fight naval battle
c) Own fleet may evade naval battle when attacked by enemy fleet
8. 30 Pieces of Silver: Bribery at work... add +2 on your Diplomacy Roll to try and sway a Town or City from enemy control.
9. Raiders: a) Corsairs, Sea and Land Raiders: add +1 to the Raiding Table die roll
b) Corsairs & Sea Raiders: Automatic evasion and continue raiding (can be played to cancel Admiral Card)
10. Rally The Troops: 1x free Army or Fleet re-organisation step (no IP cost)
11. Live Off The Land: You've run out of funds or are cut off. Supply your army by pillaging the local area. (does not apply to a Winter Siege)
a) Supply your army if out of supply by adding a "Pillaged" marker to the City or Town your army starts the turn.
b) 1x Free Movement Impulse (add "Pillaged" to either the start Town/City or the destination Town/City)
Open to suggestions and questions.
Work in progress -- this will also make more sense once I explain how Initiative Points (IP's), Army Movement and Battles work. 😎
One of the most horrible features of war is that all the war-propaganda, all the screaming and lies and hatred, comes invariably from people who are not fighting.
- George Orwell, Homage To Catalonia
Those cards are excellent.
