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FOG Medieval: The Norman Kingdom of Africa Mini Campaign - Rico vs Chiquichops - Cancelled

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Rico
 Rico
(@rico)
Posts: 331
Lieutenant
Topic starter
 
Norman Africa Set Up sample

The campaign is set during a period when in 1492 the Norman Kingdom of Sicily invaded North Africa in the region between Algeria and Tripoli, to set up a Christian-controlled Kingdom of Africa with cities both under direct Norman rule and Arab vassal cities. 

The kingdom was relatively short-lived, as the Sicilian Kingdom got distracted with conflicts against Byzantium and when the expanding Berber Almohads attacked from the western Maghreb, widespread rebellion amongst their Muslim subjects and a bungled defense ended in a collapse and last Norman stand in Mahdia, where the dream of a North African kingdom died.

 

I'll be playing the Normans and @chiquichops the Arabs & Almohads.

 

RULES

Each turn there are TWO Initiative Points (IP) available -- 

These allow you to launch attacks, one per IP.

The Norman side always goes FIRST, unless both IP's are held by the Arabs/Almohads. 

 

Starting Setup

We start with all eight cities under Arab control, and the Almohads inactive in their three starting squares on the west side of the map.

Normans have THREE fleets to use for seaborne attacks (see: Fleets)

Norman have THREE armies to use for battles in this campaign (see: Norman Army Restrictions)

The Normans have the initiative at the start and start with TWO IP's each guaranteed for Turns 1 & 2. 

 

ARMIES

Normans:

Sicilian (1155 - 1193)

Arabs & "Norman Arab Vassals"

Arab (North Africa) 1038-1160

Possible allies: Tuareg (950 - 1500)

Almohads:

Berber (Almohads) 1121-1269

 

NORMAN INVASION

FLEETS

The Norman side has THREE fleets used to launch seaborne invasions in Turn 1 - 4 of the campaign only. 

If a seaborne attack is successful or suffers a Major Defeat, the Fleet is considered "used up" and removed from the map.

If a seaborne attack suffers a Minor Defeat, the fleet is retained for another attempt.

ARMIES

The Norman side has THREE armies to use in attacks during the campaign. (These units represent the limited manpower available to the Normans in North Africa)

The Norman side can ONLY attack from a city that has a Norman Army in it.

All other cities under Norman control have Norman Arab Vassal counters placed in them -- these can defend as per normal, but NOT attack.

At the start of the Norman attack declaration phase, available Norman armies can be moved and placed into any friendly-controlled city not under Siege. (Norman armies that start a turn in a city under Siege, cannot be moved)

If a Norman Army suffers a Major Defeat (in attack or defense) it is permanently eliminated off the map.

 

When a city is captured by a Norman army, a "Arab Norman Vassal" counter is placed on the city and remains if the Norman Army counter is moved.

Arab Defending Armies:

In TURN 1 & 2, Arab armies use AUTOFILL for their army selections in the FOG battles.

After that, Arab armies fight as per normal.

 

Norman Africa Sample 2

 

ALMOHAD INVASION

At TURN 5 the Almohads begin their attack with both IP's available. (No Norman attacks are allowed)

The Almohads also have ONE IP guaranteed in Turns 6 & 7. (if Normans win two battles in those turns, they will only get ONE IP)

Before the Turn 5 Almohad attack declarations, the Norman player can reposition his available armies.

Before the Turn 5 Almohad attack declarations, if any of Algiers, Tebessa or Gabes are still under Arab control, they immediately switch to Almohad control, and the Almohads can launch attacks from them. 

 

POST-BATTLE DIPLOMACY ROLLS

When a side captures a city either with a field battle Major Victory or a successful Siege, they gain one free DIPLOMACY ROLL to use on any adjacent city controlled by either Arabs or Arab Norman Vassals respectively. (If no eligible adjacent city is available, the Diplomacy Roll is forefeited)

(They intimidate the neighbouring cities with their military prowess, convincing them that resistance is futile and to open their gates and surrender.)

 

REVOLT

Historically, once the Almohads started advancing on Tunisia, there were widespread revolts agains their Norman overlords amongst the Muslim population in various cities.

In this campaign, immediately after the FIRST Almohad victory, the Almohad player can place ONE "Revolts Marker" on one city that is controlled by "Arab Norman Vassals".

In the following turn, if the Norman player does not place a Norman army on this city to quell the revolt, the city reverts to ARAB control.

 

ATTACKS

Each faction gets ONE attack per IP.

Normans always go first in declaring attacks.

 

A faction can attack an enemy city that is linked to a friendly-controlled city.

You may not attack from a city that is already under attack. 

You may attack into a city from which an attack into a different city has been launched.

 

Note: The Almohad squares are off-limits and cannot be attacked.

 

FIELD BATTLES

Field Battles are medium size Open Battle on either Desert or Middle East Agricultural maps.

 

Battle Results

Attacker Major Victory (40%) -- City is captured  (Victor gets free DIPLOMACY ROLL)

Attacker Minor Victory (60%)  -- City if placed under SIEGE (see Sieges)

Draw - Battle continues next Turn

Defender Minor Victory (60%) -- Attacker is repulsed (but retains the IP)

Defender Major Victory (40%) -- Attacker repulsed (forfeits the IP to the other faction)

 

SIEGES

Sieges are resolved at the end of the Turn after they were begun using an 8-sided die roll on the Siege Table:

Roll of 1 to 5: Siege successful and the province is captured

Roll: 6 to 8: Siege is broken off

If the besieging army's home city is lost during the battle phase of that turn, then the siege is automatically lifted. 

TUNIS gets a +1 

 

Relieving A Siege

A faction can launch an attack to attempt to relieve a siege. 

These battles are played in FOG Medieval as Relieve The Siege battles.

Siege Battle Results:

Attacker Major Victory - Siege is lifted - Besieger's IP forfeited to the other faction

Attacker Minor Victory - Siege is lifted -  Besieger retains IP

Draw - Battle continues next Turn

Besieger Minor Victory - Siege continues -- attacker repulsed, retains IP - siege roll at end of turn

Besieger Major Victory - City Surrenders - (attacker's IP forfeited)

 

Victory Level Definitions

A Major Victory is when you win by routing the enemy with between 40% to 59% casualties and a minimum +25% margin.

A Minor Victory is when you win by routing the enemy with 60%+ casualties, with any % margin.

However, if you adjust the winning above score down to 59% and the difference is still +25%, it's upgraded to a Major Victory.

Draw is when the battle times out inconclusively without one of the above results.

 

Campaign Victory Conditions:

Each city is worth ONE point.

Tripoli, Algiers and Mahdia are worth TWO.

Tunis is worth THREE points.

Minor Victory: one side has more points

Major Victory: one side has more points and controls Tunis.

 


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

 
Posted : February 15, 2026 6:37 am
Rico
 Rico
(@rico)
Posts: 331
Lieutenant
Topic starter
 

TURN 1

The Normans have both Initiative Points and launch their invasion by not faffing about and attacking the valuable cities of TUNIS and MAHDIA right off the bat.

Battle commences ... the North African Arabs have to fight with Autofill army selections and have called on support from Tuareg desert tribesmen.

 

Norman Africa Turn 01 A

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

 
Posted : February 15, 2026 6:51 am
Chiquichops's avatar
(@chiquichops)
Posts: 150
Staff Sergeant
 

I'll consider it a good turn if I can hold off just one of these attacks. Both maps look OK but the units I have to defend with look pretty weak. It could have been a lot worse though.


"En cualquier dirección que recorras el alma, nunca tropezarás con sus límites." Sócrates

 
Posted : February 16, 2026 11:36 am
Rico
 Rico
(@rico)
Posts: 331
Lieutenant
Topic starter
 

So far the initial invasion of North Africa by the Sicilian Normans is hard going... screenshot from the battle outside TUNIS... one whole flank of the battle is just cavalry chaos... and with both sides using Muslim light cavalry units, it must be hard to tell who's who. 🤣 

 

Tunis Cav Chaos

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

 
Posted : February 17, 2026 3:13 pm
Chiquichops reacted
Rico
 Rico
(@rico)
Posts: 331
Lieutenant
Topic starter
 

The first TURN ends with very mixed results for the Norman invasion.

A Minor Defeat at MAHDIA and a Minor Victory at TUNIS -- those masses of light & medium Arab cavalry are making life very unpleasant. 

 

Norman Africa Turn 01 B

 


 

TURN 2

The previous round's results mean that TUNIS is now under Siege.

The Normans retain the initiative and switch their attack to land forces at GABES ... maybe they'll have better luck further south. 😎 

Norman Africa Turn 02 A (1)

 

 


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

 
Posted : February 19, 2026 6:15 am
Chiquichops reacted
Rico
 Rico
(@rico)
Posts: 331
Lieutenant
Topic starter
 

The Normans continue to struggle to get established in Tunisia, suffering a gruelling Minor Defeat at GABES to @chiquichops hordes of Arab and Tuareg horsemen. 

The good news is the TUNIS siege roll is a 2 (+1) = 3 ... so TUNIS is captured. 

This gave the Normans a Diplomacy Roll which convinced SUSA to surrender.

https://www.rolldicewithfriends.com/rooms/normansinafrica

 

Norman Africa Turn 02 B

 

TURN 3

The Normans retain both Initiative Points and are able to place a second army on the map at TUNIS with the first army moving to SUSA.

Two Norman attacks this turn:

A second attempt to capture MAHDIA.

A last ditch Norman landing is made at TRIPOLI.

Battle ensues.

 

Norman Africa Turn 03 A

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

 
Posted : February 23, 2026 7:02 am
Rico
 Rico
(@rico)
Posts: 331
Lieutenant
Topic starter
 

We are calling a day on this one -- after a string of dismal battle results for the Sicilian Normans, we've agreed their army list just are not strong enough to fight the North African Arabs and definitely not the Almohad Berbers which would be active later on.

They just don't cut it on attack -- they could probably do better on defense -- too few and expensive cavalry and too little effective foot (no medium foot to speak of) -- Arab medium cavalry and Tuareg allies camel lancers just run rings around them.

Pity -- it seemed like a fun, viable campaign -- probably a good reason the Norman North African adventure only lasted 17 years. 😉 


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

 
Posted : February 28, 2026 10:42 am
Chiquichops reacted